SR Gear
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Joose
- Turret

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SR Gear
What pants said in the thread about payment has me thinking: would it be useful for people if I were to point out things that they probably want to spend their hard-earned cash on? It wouldn't be an absolute list, just hints about things you will want to consider. There's a frankly insane amount of choice in SR when it comes to gear, especially if you include augmentations and modifying stuff, so its understandable for people to be a bit at a loss as to what they need, or even to just miss things.
I was thinking something along the lines of:
Archetype (Face, hacker, mage, adept etc)
Essential gear: stuff that you really need a good reason not to have
Good stuff: Things that are not essential, but are still worth considering
Fantasy gear: the top of the line, uber expensive stuff that you are probably never going to afford but should want anyway.
Like I say, it wouldn't be comprehensive, just something to let you feel less at sea. Would that be useful?
I was thinking something along the lines of:
Archetype (Face, hacker, mage, adept etc)
Essential gear: stuff that you really need a good reason not to have
Good stuff: Things that are not essential, but are still worth considering
Fantasy gear: the top of the line, uber expensive stuff that you are probably never going to afford but should want anyway.
Like I say, it wouldn't be comprehensive, just something to let you feel less at sea. Would that be useful?
For me it certainly would. As much as I enjoy playing Al (because I like the Face archetype that I can't really play anywhere else), I'm not a huge fan of Shadowrun, never have been, and as such I really have to horse myself to read up on it. As you say, there's a lot of gear, and it's made more complicated by availability ratings and references to a set of rules I don't fully understand and have little inclination to read about. Of course most GMs would probably say fuck off and put the effort in if you want to play, and they'd probably be entitled to, and I do want to play, but not enough to read all the books. So yeah, that would be very useful thanks.
I'll also offer up the same service for SLA for anyone interested, although the list of kit is far smaller. Mind you, I've seen people create characters without armour before now...
I'll also offer up the same service for SLA for anyone interested, although the list of kit is far smaller. Mind you, I've seen people create characters without armour before now...
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HereComesPete
- Throbbing Cupcake

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Joose
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You havent really come up against another mage yet, not properly. Nor have you come up against any serious Spirits. When I say serious, theres one in a pre-written mission for guys of about your level that is horse 9 and has counterspelling 9, as well as 14/14 armour. You would need to be slinging some crazy mojo to take that thing down. It laughs in the face of horse 6 stunbolts.deject wrote:I've never really needed them though. If there is one to absorb drain I could use one of those.
As for drain, there isnt one that does it directly (AFAIK, I could be wrong), but you can achieve this indirectly using Anchoring Foci (Street Magic, page 84). Essentially, these let you cast a spell now, and have the effect go off later. For instance, one NPC I know of has a anchoring foci with a shield spell on it. He touches the foci, and the spell turns on. No spellcasting test, no drain, as that all happens when you anchor the spell (which can be any amount of time before-hand). Fucking expensive though: the foci costs 10k per level of horse, so one that can anchor a horse 6 spell would cost 60k as a base price!
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Joose
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Having read the mission in question, if you are still standing around fighting this guy after more than a turn or so you are being epic stupid. It'd be pretty clear how outclassed you are.Dog Pants wrote:Well in order to run away you need to know how powerful things are relative to you before you wade into them. Hopefully there'd be some indication before we started beating on it.
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Dr. kitteny berk
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HereComesPete
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Joose
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Ive started putting this together here:
http://www.5punk.co.uk/wiki/index.php?title=Gear
Its at an early stage yet, but I'll add stuff/make it clearer as I go along. Feel free to comment/question/suggest.
http://www.5punk.co.uk/wiki/index.php?title=Gear
Its at an early stage yet, but I'll add stuff/make it clearer as I go along. Feel free to comment/question/suggest.
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The Shutting Downs
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HereComesPete
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Faces can benefit from vocal enhancement.
A bit extreme is the false front bio-mod, extra muscles and stretchy cartilage that are designed to alter the shape of the face or body when a drug is injected. The mimic option costs even more, but allows you to look like someone else as opposed to generating a random new face/body each time.
Chameleon skin works well with nano-paste or latex to help change appearance.
There's also loads of glands and such that can secrete drugs that make you think faster, move faster, smell nicer etc.
A bit extreme is the false front bio-mod, extra muscles and stretchy cartilage that are designed to alter the shape of the face or body when a drug is injected. The mimic option costs even more, but allows you to look like someone else as opposed to generating a random new face/body each time.
Chameleon skin works well with nano-paste or latex to help change appearance.
There's also loads of glands and such that can secrete drugs that make you think faster, move faster, smell nicer etc.

