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Crash Course In Shadowrun Technology

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VertiGo

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« on: <09-17-10/0258:57> »
Hey there, I'm VertiGo.  ;D

Now that that's out of the way, I'm a fresh player to Shadowrun, I'd heard of it before, but my first real encounter with the game was about three days ago. Ever since thumbing through the core book, i've become completely sucked into the world. After spending every second of free time that i've had for the last three days reading about the last 60 years in Shadowrun, i'm trying to create a Hacker character. The concept I have in mind is a specialist in security software, who experiences Simsense Vertigo, but rather than feel disoriented by it, feels it as an almost drug-like high.

Now, i'm trying to learn as much as I can about the technology of Shadowrun, as well as the Matrix, before I attempt to play a character that already knows his way around it.

Any tips from SR veterans, or just some general character suggestion?

Thanks all!
"How the hell are we supposed [insert impossible situation]?!"
"Very carefully."

Critias

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« Reply #1 on: <09-17-10/0315:45> »
Your best bet is just to keep doing what you're doing, and familiarizing yourself with the rules.  Nothing bogs down gameplay quite like not being sure what to roll and when to roll it, and by taking the time to do some reading you're already ahead of the pack.    ;)

What book(s) have you got access to?  To someone that's really jonesing for more tech-related goodness, I'd suggest Unwired or Emergence right off the top of my head, and to a much lesser extent maybe Arsenal as well (despite the name, it's got much more than weapons in there).

Lansdren

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« Reply #2 on: <09-17-10/0338:27> »
The matrix side of things in my opinion is one of the most complicated parts of the game. I would suggest you and your GM sit down and confirm back and forth how he will be handling some of the actions so you both are reading from the same page.

Gear and Tech wise Augmentation is your friend there are some very nice bits of cyber and a few bits of bio that will flesh out a Hacker nicely, You dont have to get everything (well cant) at creation but they do make good goals.

Of course there will be a difference between builds depending on if your going for a Hacker or a Rigger (or both even) but the core of it will be a good commlink. You can go about it two different ways

1) buy a off the shelf commlink and upgrade it with the limitations of only raising the stats for the hardware by +2 max

Or

2) use the often missed modular electronics mod (uses a slot of modification and can only be found in the SR4A changes document) and take a really basic commlink and just slot in the higher rating stuff.

I'll be honest I am unsure whch will be the more usefull but I'm leaning towards the modular if your not going to max it out in creation as having a modular commlink will let you upgrade it a little easier down the line.

Once you have the hardware its all down to software which will be dependent on what kind of hacker your going for but I would suggest keeping your core programs high.
"Didnt anyone tell you as security school to geek the mage first?"  "I guess I will just have to educate you with a introduction to my boomstick"

VertiGo

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« Reply #3 on: <09-17-10/0921:07> »
I was thinking I'd like to do my commlink from scratch, to sort of flesh my character out as the paranoid type that won't buy from corporations. Also, i've thought up a few contacts, and one of them is a fellow Hacker with whom i've established a net-friendship of sorts, and we've worked together on some small-time software programming. I want to eventually program my own firewall system in-game.
« Last Edit: <09-17-10/0924:27> by VertiGo »
"How the hell are we supposed [insert impossible situation]?!"
"Very carefully."

FastJack

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« Reply #4 on: <09-17-10/1010:44> »
As before, you're off to a great start. If you're going to build your own equipment, you'll need to get Arsenal, the gear modification rules will benefit you greatly. And Unwired is pretty-pretty-shiny for Hacker types. It has rules for Commlink Mods, System Design, even stuff on Simsense/BTL addiction that you could probably use as a basis for the Vertigo sensation you discussed.

VertiGo

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« Reply #5 on: <09-17-10/1519:43> »
Alright, I've got Unwired, Arsenal, the Runner's Companion, and Augmentation to work with. I've read about a quarter of the way into Unwired, and I'm excited just thinking about how this story can go. I'm in awe of the amount of customization that can be put into a character. Many of the roleplaying games that I've had experience with now feel like cookie-cutters, with the same people in the same places over and over again.

Thanks Shadowrun! ;D
"How the hell are we supposed [insert impossible situation]?!"
"Very carefully."

street.mage

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« Reply #6 on: <09-17-10/1820:50> »
Alright, I've got Unwired, Arsenal, the Runner's Companion, and Augmentation to work with. I've read about a quarter of the way into Unwired, and I'm excited just thinking about how this story can go. I'm in awe of the amount of customization that can be put into a character. Many of the roleplaying games that I've had experience with now feel like cookie-cutters, with the same people in the same places over and over again.

Thanks Shadowrun! ;D

I've had the same type of feeling with the game.  Before I explored it, I was getting bored with RPGs in general.  I think one of the biggest problems is getting people to try a new game; new meaning a game they haven't played before.  I've read that even veteran players have had problems in getting others to play the game, but once they do, they seem hooked.   But getting a good group together for anything is kind of difficult.

Kontact

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« Reply #7 on: <09-18-10/0627:32> »
The matrix side of things in my opinion is one of the most complicated parts of the game. I would suggest you and your GM sit down and confirm back and forth how he will be handling some of the actions so you both are reading from the same page.

More than anything, this.

How you build your character has a good deal to do with the world that character is going to inhabit and the team they're going to gig with.

Being a Rigger can be as cheap as taking a few skills (vehicle, stealth, dodge and gunnery) and getting a good Command program.  The rest is just cash.

The_Gun_Nut

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« Reply #8 on: <09-20-10/1301:44> »
Money is always the best superpower.
There is no overkill.

Only "Open fire" and "I need to reload."