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List your gear

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Colaholic

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« on: <02-14-13/1457:59> »
Heya All

I would like to see what your runners bring to the run - have at home - in storage - ect.

I have a Dwarven Mage and I struggle to make a good gear list for him....

If you have the time, would you make an essential mage gear list for me? :)

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Mirikon

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« Reply #1 on: <02-14-13/1513:48> »
Lined Coat
Two pistols (One with lethal ammo, one with SnS)
Foci, fetishes, etc.
Glasses and contacts with any vision mods you don't have (Yes, you can't use them to target spells, but that's why you have the guns)
Flashbang and smoke grenades
commlink with basic programs
Medkit

Everything else is cake.
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Pyromaster13

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« Reply #2 on: <02-14-13/1539:25> »
Same as Mirikon but I'd throw in some C-squared.  I once stunbolted a hitman in a hotel hallway and he critically failed, the GM decided to make his head explode and it was a long ordeal to remove any traces of myself.

Mage Sight goggles or periscope, targeting around corners is still better than poking your head out.

Home:
Magical Lodge (Though if you join a magical society with enough resources you can use theirs instead)
"Legal" Spell Formulae (Though if your tradition allows it you can have them on your commlink)
"Legal" Firearms

Storage:
Illegal Spell Formulae
Illegal Guns
Illegal Armor
Medkit (Spare)
Medkit Supplies
Grenades

Then I would have either a contact that can provide safehouses, or prepare a makeshift hidey hole:
A Gun, preferably a big one, with at least enough ammo for 3 encounters
Medkit (Spare)
Medkit Supplies
Vehicle Large enough to hold as many people as you plan to host in the hidey hole.

If you are going to do some insidious ritual spellcasting, I would do it at a storage who's lease is about to expire, as if they track you everything in the storage is at risk of being found.

CanRay

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« Reply #3 on: <02-14-13/1543:38> »
GM's Chapter.   :'(
Si vis pacem, para bellum

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nullnostalgia

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« Reply #4 on: <02-14-13/1549:18> »
Mortimer of London greatcoat.
Half body FFBA suit.
SMG with concealable holster under coat, and attached further by sling.
1x Smoke Grenades.
2x Flashbang Genades.
3x HE grenades or Fragmentation or White Phosphorous Grenades.
1x Rating 6 Medkit w/ 2 supplies.
1x Smart directional jammer.
1x Goggles w/ smartlink, image link, and some kind of vision.
1x earbuds with audio enhancement, spatial recognizer, and select sound filter.
2x Biomonitors.
1x Respirator or Gas Mask.
1x Fake SIN and licenses for relevant equipment.
2x Lethal Reloads of weapons brought.
2x Nonlethal Reloads of weapons brought.
1x Specialty round as applicable.
1x Main commlink datajacked in.
3x Burner commlinks.
1x Commlink to act as storage for autosofts and skillsofts
0x Dreks to give.
3x Bottled Water.
2x Meal bars.
5x Stealth RFID chips.
1x Spare weapon(Pistol, typically)
2x Reloads of lethal ammo for it.
1x Reload of nonlethal spare weapon ammo.
This is what I typically have on me, at all times. I ease up on the grenades when doing general down time stuff to 1-3 grenades, typically one lethal, one entry, and one nonlethal. You see, if Lonestar ever actually arrests me- I'm in for some serious trouble.

As for what my street samurais typically -possess- at their house? Enough ammo and explosives to count as a small terrorist cell, and a great deal of situational redundancy gear. I like to stock survival kits and medkits in triplicate, if I have the funds for it.

A note on the spare weapon. I keep it for those lovely moments that you're behind cover with your face, and he goes 'I'm useless in combat, I don't even have a weapon!'

But for gear. Always have a vehicle of some kind, even if it's a just a simple growler. Never take the scooter, no matter how hilarious. Always have a tag eraser or HERF gun. Always, always, have ammo. Always have a flashbang or smoke grenade. And if there's one thing you should take my advice on...

...be redundant.

And as for a mage. Always take a gun. You don't need to Force 9001 stunball a ganger all the time and then light up the astral like a Christmas tree. You may also consider a crossbow or some kind of heavy-hitting weapon, so if you're ever in a chase and the cars tint out their windows to 100% black... you can always just break the damn windows.

Lysanderz

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« Reply #5 on: <02-14-13/1856:00> »
1 Fake SIN? Try like.... 4.

All4BigGuns

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« Reply #6 on: <02-14-13/1910:07> »
1 Fake SIN? Try like.... 4.

The number of those depends on the character really. Some should have 1 some should have umpteen and still some shouldn't have any.
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Aryeonos

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« Reply #7 on: <02-14-13/2030:20> »
1 Fake SIN? Try like.... 4.

The number of those depends on the character really. Some should have 1 some should have umpteen and still some shouldn't have any.
As a hacker I just steal other people's commcodes when I do just about anything, but then again unlike the face I'll almost never be called on to broadcast a SIN, even if I have a legal one.

Commlink (Battle Buddy Basic usually)
Gear,
Gecko Tipped grenades with Neuro Stun, 2 or three of those
An Ares low intensity laser
Vacuum sealer unit, for fresh fish whenever I need it, or grenades and bullets.
Form fitting body armour, always. YNT Softweave on most all my armour just because "Evo made it with me in mind", optionally a full chemical seal, just keep the helmet in a bag.
Camouflage suit or Stealth Suit with thermal damping and a ballistic mask and helmet (If I'm on the job)
H-Jumpsuit, Holo gloves and hood, or just an Urban Explorer
Trodes Nanopaste or otherwise, AR gloves or wristboard, micro microphone and some headphones
Goggles or contacts
Onotari Equalizers or other preferred side arm, Cavalier Deputy or Sheriff usually
Datachips sewn into my underwear
an IC with a good analyze running constantly
Smart ammo pouches, at least 4 of these loaded with sidearm ammo
Shock Gloves
a small drone with a directional antenna and a retrans unit
Gecko Gloves
Can of Barrier foam, works as spray on handcuffs or for blocking doors in a hurry, kind of thing.
Integrated sensors of various types

At home
A small armoury's worth of guns and ammo (Plastic Wrapped)
A couple crates of neuro stun grenades and similar (Plastic Wrapped)
Entertainment System's Cyclops (Also Plastic Wrapped)
Some sort of automated security.
Depending on the character I might employ some WP Grenades for cleanup
Various sensor defeating webbing, for stakeouts
Nutrikrill 4500 food processor

something like that
Sic Zipper Tyrannosaurus!

Anarkitty

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« Reply #8 on: <02-15-13/1230:43> »
For my Gnome Sniper (some details omitted):
Down time:
SecondSkin Bodysuit with Transparent Ruthenium Polymer Coating, Nonconductivity and Chemical Protection
Non-armored clothing trenchcoat with Color Changing and AR Enhanced
Modez boots
Good commlink on hidden
Cheap commlink with upgraded Firewall with fake SIN and fake licences
Shock Gloves with a Rating 4 fake licence
Ruger Super Warhawk with Increased Cylinder, Personalized Grip, Smartgun and SA Firing Mod, which she carries openly on her thigh in a quick-draw holster with Rating 4 fake licences for the gun (4R) and the smartlink (6R). She keeps it loaded with 4 gel rounds, followed by 4 SnS rounds, and she has a few speed-loaders with standard ammo if things get hairy.
Entertainment Systems Cyclops Monocycle with Anti-theft, Turbocharger and Spoof Chip
Handheld sensor with Radio Signal Scanner and Tag Eraser

As a clubber and party animal, this gives her the perfect balance between flash and function.  Given her 34" height, the Super Warhawk looks even bigger and more intimidating in her hands, and the low Restriction and good licenses mean she will rarely be bothered about it by authorities.  She's in trouble if a real battle breaks out, but she can handle street punks or drunk assholes, usually without firing a shot, and almost always without having to kill anyone she doesn't want to.

On the job:
Same kit with the addition of:
1/2 suit of FFBA
PPP Shin and Forearm guards
Barrett 121 with a Shock Pad, upgraded Smartgun system and Chameleon Coating, that breaks down into a backpack
Smoke and Frag grenades
Stim and Trauma patches
Autopicker, just in case

Almost everything she owns or wears is Skinlinked and has wireless turned off or completely disabled, because she is paranoid about being hacked (due to events in her character backstory).  The only exception is the Barrett, which connects directly via fiber optic cable to a datajack in her wrist for even greater security.

I'm sure this gear list will expand as the game goes on (and as I read other peoples' gear lists), but I haven't gotten to actually play this character much yet.

Note: I haven't included cyberware in this list, because I don't consider it "Gear"

Mirikon

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« Reply #9 on: <02-15-13/1245:17> »
Honestly, whether skinlinked or not, they're still connected to your PAN, and the easiest place to hack is still going to be your PAN either way. If your PAN is connected to the outside in any way (anything other than complete radio silence, not sending or receiving any data from any node not skinlinked or hardwired to the PAN, including the rest of your team), then you can still be hacked. You can't stop the signal.
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All4BigGuns

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« Reply #10 on: <02-15-13/1410:56> »
Honestly, whether skinlinked or not, they're still connected to your PAN, and the easiest place to hack is still going to be your PAN either way. If your PAN is connected to the outside in any way (anything other than complete radio silence, not sending or receiving any data from any node not skinlinked or hardwired to the PAN, including the rest of your team), then you can still be hacked. You can't stop the signal.

That's what the spare comm-link is for. Place your calls and such with it, but don't have anything important on it and don't connect it to the rest (and have it be the only one broadcasting). Still, the cyber hacking just opens a can of worms best left closed, so I feel it's best just to rule that it can't happen.
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Mirikon

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« Reply #11 on: <02-15-13/1424:56> »
Eh. Hacking cyberware is a time-honored part of cyberpunk, like mages casting spells is a part of fantasy. It is one of the risks you take when you lop off a perfectly good piece of yourself, and put a machine where flesh ought to be.
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farothel

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« Reply #12 on: <02-16-13/0509:37> »
Lined Coat
Two pistols (One with lethal ammo, one with SnS)
Foci, fetishes, etc.
Glasses and contacts with any vision mods you don't have (Yes, you can't use them to target spells, but that's why you have the guns)
Flashbang and smoke grenades
commlink with basic programs
Medkit

Everything else is cake.

This looks like a very nice basic list.  I normall add the following:
-commlink: take an optimised analyse program at rating 6 (with optimisation the difference between your max rating and 6), just to make sure you have some decent protection on your commlink.
-I often use an form-fitting half body suit underneat my other armour (armoured vest most often), and put the as many mods as possible (like non-conductivity against SnS and such) on that.  You can also wear it underneat normal clothes if you go to locations where armour is frowned upon.  Any protection is better than none.
-I also take a 'nice' suit (Zoé executive, Zoé cocktail dress or evening gown with female characters) to show up in upper class places.
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Anarkitty

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« Reply #13 on: <02-19-13/1208:28> »
Honestly, whether skinlinked or not, they're still connected to your PAN, and the easiest place to hack is still going to be your PAN either way. If your PAN is connected to the outside in any way (anything other than complete radio silence, not sending or receiving any data from any node not skinlinked or hardwired to the PAN, including the rest of your team), then you can still be hacked. You can't stop the signal.

That's what the spare comm-link is for. Place your calls and such with it, but don't have anything important on it and don't connect it to the rest (and have it be the only one broadcasting). Still, the cyber hacking just opens a can of worms best left closed, so I feel it's best just to rule that it can't happen.

Cyberware hacking is a totally reasonable tactic, and I have no problem with it as a player.  This particular character had a bad experience with it, and is now wildly paranoid, to the point that everything she uses is skinlinked or hard wired and everything has the wireless turned off.
She carries a cheap backup commlink that contains her fake SIN, fake licences, a high firewall, and a really nasty black IC.  Nothing else, and it is not skinlinked.  This is the 'link that has wireless active, and it is not connected to the rest of her PAN.  If she gets really paranoid I have considered getting some spare accessories like an external smartlink (that isn't fully connected so it can't control anything on the gun and points off at an angle) to convince hackers that do manage to get in that they are in her real PAN.

I_V_Saur

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« Reply #14 on: <02-19-13/1741:53> »
For mages, not looking like a mage is a good option. Bring a Drone, and throw some Command software up. Even just an Emotitoy with a few mods that struts here and there when you tell it to, gives an illusion. If the opposition scans you on the Astral, and notices you're Awakened, but also Rigging or at least bossing your Drone around, they're gonna think something fucky is up - interference from enough Mojo to Mask signatures, or someone who is actually multi-tasking such opposing measures.

Smoke grenades are good at obscuring LoS. Bring a hair drier, or higher tech counter.

Don't bring much stuff. Getting the hell out of the way is a great idea for a mage, better than that MilSpec armour you probably won't ever use, unless things go horribly wrong. That said, distractions are awesome. Bring earplugs to cancel noise, throw down flashbangs, and haul ass. Have your hacker overload a White Noise Generator to be a WHAT THE **** Noise Generator. Get creative with light things.

And enjoy the look in that Ork's face as you pelt him with Acorns.