So I'm coming back to Shadowrun after almost a decade, with old experience in SR 2nd and 3rd. The changes to adepts and mages are a bit overwhelming and I've forgotten much more than I thought I had. I came up with a couple of concepts, but I'm having trouble executing them well.
For any of these characters, I could be an Adept, a Mystic Adept, or a flat-out Mage, depending on what is the best way to get there.
I'd really prefer not to be cybered. I realize this is gimping myself unnecessarily, but I was weaned on SR2 and raised on SR3, so I have weird roleplay-related views on essence. I realize that these are no longer canon and that I am limiting myself but hey... roleplay! If there wasn't something wrong with me, I wouldn't be a Shadowrunner.
Concept 1 - Ace
Ace is an unremarkable looking human female of indeterminate age and racial origin. She could be anywhere from nineteen to forty. You would never look at her twice, and it would be difficult to give an accurate description.
Ace is so not-a-face that she's almost a face. She masks her awakened state. She doesn't look out-of-place anywhere. She walks past security points because of course she belongs there.
She got nicknamed "Ace" by her first crew, who thought of her as their "ace in the hole." She'd be sitting there in a suit in the waiting room of the corp they were raiding, with the rest of the job interviewees, ready to do something unpredictable if things went south.
(what her surprise is could vary: spells, commanding voice, punching people in the face, stabbing them with ceramic knives. It's important to me that she be moderately durable even in what appears to be street clothes and have at least one or two pretty impressive combat tricks)
She rarely shows emotions unless she's "on the job," that is to say, pretending to be normal and fit in. This is because Ace is crazy. She was one a normal corp citizen with a SIN somewhere, probably. Years ago she had a psychotic break brought about by god knows what, and if she remembers any of her former life, she's not talking about it.
For me, the feel of this character is the most important. If I can't capture the idea that she flies under the radar until she suddenly, unpredictably explodes from the background, I don't want to just half-ass her. I'd like to see people's takes on doing her without cyberware (because I'd like her not to show up on scans for weapons/danger) but I'm willing to look at builds that have a bit of it. (If I go with a cybered version, I think her origin will be that she was operated on against her will, and the installation caused her psychotic break.)
Concept 2 - Pinky
Pinky's part of a weird team. They already had their sammy, their shammy, their decker, and their face... in the form of Drew, a tough-as-nails ex-cop who knew his way around polite society but wouldn't hesitate to stick a gun in your face. Pinky just sort of joined up and tagged along. It's impossible not to like her. She's the good cop to Drew's bad cop. If a situation calls for someone to be scary and yell at you, they bring Drew in. If it calls for smiles and reassurances and maybe some slight magical manipulation, in comes Pinky.
I wanted to play an adept (which I'd only done once before), but some of the old-style adepts can't be replicated anymore. This character sprouted from the idea that the most plausible adept or mystic adept builds is a face or half-face. We already had a guy who was rolling a face, but he wanted to branch out into some combat too (with guns) so I suggested that I play a face-ish adept to supplement things, so we'd both have options in both combat and non-combat situations.
Note, it's very important to me from a RP perspective that Pinky have full essence. Yes, I know that I lose the standard pornomancer build if I do that. If I were using the standard pornomancer build, I wouldn't be here. Pinky's character hook is that it's impossible to tell whether this is all an act, or if she is truly the last nice person in all of Seattle.
The other half of our face team would have etiquette at 4, intim at 4, leadershp at 4. If I play Pinky, he'll let me take care of con and negotiate.
I'm also interested in links to existing builds that are uncybered adepts, mages, or mystic adepts with supplementary social and mental manipulation skills.