Pretty much every Runner, sooner or later, ends up with a speciality.
Some like data steals, some like extractions. You get smugglers, hitmen and bounty hunters. This guy hates Ares, that girl loathes Yakuza.
You're more eclectic than that. For want of a better word, you like insanity.
High Risk. Short Notice. Big Impacts. All the jobs that other Runners are too sensible to take, or too crap to be offered - they make their ways to guys like you. Crash Crews. Runners happy to rush in where Angels fear to tread as they are bad-ass mofos. Kidnap the CEO's daughter? Shoot your way through the SWAT squad? Followed by a crawl through a Ghoul infested sewer with lil' Princess in tow?
What, again? Well... how much?
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I'm looking for 4 to 6 peeps who think that sounds fun. I'd call this style Black Mohawk - there will be plenty of explosions and gratuitous violence, but that's because you're pros in that area, not because you're off-duty Punk Rockers who stole an Assault Cannon and want to try it out.
The rules are
600 BP - 300 may be spent on attributes; 65 may be spent on gear (75 with Born Rich); free knowledge points are Int & Logic * 4, not 3; you can max out two attributes and two skills or one skill group; max availability without Restricted Gear is 20.
Books in play are 20A Core; Arsenal; Augmented; Street Magic; Unwired; Runners' Companion*; Way of the Adept. Stuff from the other books might get added later. *Use of the various extra metavariant types will be case by case.
Positive Qualities can go up to 50. Negative Qualities stay where they are.
Adepts without bio or cyber get a free Way from Way of the Adept. Mages without bio or cyber get a free Mentor Spirit. Mystic Adepts in these circs get to pick which - they don't get both.
For an extra 35 points on top of what they pay for magic 6, magically inclined types can have Magic 7 and an Initiated grade.
All of that goes for Technomancers too except with a point of caution I will get to in a moment.
Please don't min-max, you've got a ton of points, that's so you can have powerful, well-rounded characters, not the Pornomancer redux.
Please don't think this will be all combat, all the time. There will be plenty of time for other skills to shine. At the same time, this is not a campaign for a character who is of little use in a firefight. It's probably not a campaign for pacifists or people who want to stay virtuously on the side of law & order and their good cop buddies either.
Expect travel.
Expect Ninjas.
I like good backgrounds.
I, uhm, think that covers most things. Oh wait, yeah!
Technomancers and other techno-characters. I'm not banning them. I'm just very rules-illiterate about them. If you take such a character, you do run the risk of me being a retard at some point, although I will try my absolute hardest.
Right, now I think I've covered most things - lets see if I get any bites.