
Mister Fixer |

I am planning to run a Shadowrun Campaign starting in about a Month or two based on the number of applicants and my free time.
As it stands the first thing I need is which edition everyone interested would prefer.
20th Anniversary Core Rulebook
Arsenal
Augmentation
Runner’s Companion
Street Magic
Unwired
5th Edition Core Rulebook
4E Content upon review. Subsystems are more likely to be admitted. NOTE: Most content will be taken as is.
Mainly all I want right now is what you want from a Campaign & what type of character you would look to play.
NOTE: If I get enough Applicants I might even consider running a 4E & 5E Campaign simultaneously. I will also allow Re-skinning of things as well.
EDIT: I should note that when it comes to 4E I might need a bit more player help with some things as the Matrix and some of the items seem odd to me.
EDIT: forgot to mention that I will be accepting 4-6 Characters. 6 if only one campaign or 4 per each if I do 2 Campaigns.

JDragon_ITTS |

I would be more comfortable with 4th since I've played it, however I would be up for 5th as well. I will just need to pick up the book.
AS for character type, that is a very good question. Its been so long since I've played I'm open to almost anything. I primarily play physical adepts or street sams, but have also done an interesting Face as well.
I will let it rattle around in my head for a while and see if anything jumps out at me.
JD

Mister Fixer |

Really the only differences I can plainly see is Magic is a little Stronger & the Mystic Adept is more unique, Deckers are back and they changed the Matrix to actually be unique in that Deckers and Technomancers are now useful. No more Rigger or Street Sam who can go head to head with the HTR in the meat and a Spider in VR/AR.
Oh and they use the Priority System. Which means to play a Mage you have to use a higher Priority and not a Quality.

Mister Fixer |

Sorry for the double post just thought I would add that everything that PCs can do is also available for NPCs. And when it comes to Weapon and Vehicle Mods as long as they are realistic then you will most likely not have to many problems.
Typically this means you will be able to fit more onto your weapon or vehicle.
EDIT: Also if we do 5th Edition the Colt Governmment 2066 will have 1 Point of Recoil do to its Electronic Firing.
EDIT2: Given the current state I will most likely run 2 Campaigns. So give my the one you would prefer and I will use that to decide. I might let some play in both as long as they play something different than they are in the other game.

mdt |

I'd rather do 4th if I play, I have the 4th edition books. Heck, I have the 3rd and 2nd and quite a few 1st editions. :)
If it's the 4th edition, I'm thinking a wired physical adept (physical adept with some cyberware). Probably a sniper, I've always enjoyed a sniper. Either elf, or dark elf (I need to find my player companion).
Under 4th, if you had wired, that lowered your essence by say 1 pt. Then, you could have bioware also worth 1 pt, and your magic stayed at 5 because the bioware limited your max, but didn't lower your essence, and essence also capped your magic. But they didn't stack. However, some GMs houseruled it, so what are your feelings?

Mister Fixer |

From what I remember you use your final essence.
IIRC: Say I lost .5 ESS from Cyberware and .5 ESS from Bioware I only lost .75 do to the way Essence loss works and that also decreased Magic/Resonance by 1. But I could lose a total of 1.0 Essence before losing another point of Magic.
NOTE: IIRC you track Bioware and Cyberware separately and use the Highest + 1/2 of the lowest loss. Though that might be 5th Edition...
I do know that for most Magic and Resonance Characters that Bioware gets them more in exchange for higher cash costs.
Give me a few minutes and I will look it up.
(My 4E character was an unmodded Street Samurai...)
EDIT: What book is Dark Elf in as well?
EDIT2/3: I was right. Well at least on tracking them seperately and how you subtract the costs. It is on page 311 of the 20th Anniversary Edition. And yes, Essence + Initiation Grade are the limits to you attribute.
EDIT4: On Dark Elf are you referring to the Night Ones from Runner's Companion? If so can you explain how it changes your character besides Fluff. Preferably by citing text from the book.
NOTE: Those last 2 sentences go for anyone wanting to play a Metavariant or non-core metatype.

mdt |

Meh, I was getting my 3rd and 4th editions mixed up. Sorry. In 3rd, it was Body Index for Bioware, and Essence for Cyberware. 4th changed it to essence for everything.
Ok, so, it's a Night One, and they are in the SHadowrun Companion. I just can't find my 4th edition one. :( In 3rd edition, they were +2 Quickness, +2 charisma, mildly allergic to sunlight. I would expect roughly the same thing for 4th, they'd be slightly more dextrous than regular elves, the same charisma limits, and mild allergy to sunlight.

mdt |

Ok, I found my companion finally!
I've got 10 years of running 3rd edition in my head, and 2-3 games of playing 4th, so the 3rd edition stuff keeps popping up first. Honestly I'd love to do a 3rd edition. :)
Anyway, 2nd printing, Runner's Companion, 4th Edition Shadowrun :
Night Ones
A night one is a Northern-European nobilis metavariant which shares all the common physiognomic traits of the basic metatype with one notable
difference. night ones are characterized by a layer of vellus hair (a type of very fine, short fur, not unlike a jaguar’s). This downy fur is indistinguishable from skin at a distance, but makes this metavariant quite striking at close range, given the vivid colors of the vellum—ranging from black to violet to blue, with some rare examples of green and very deep orange. Their hair and eyes are often a tint of their skin colors, though individuals with silvery eyes or white hair have been observed.
Additionally, night ones follow a nocturnal biorhythm (sleeping at day and being active at night) and are hypersensitive to sunlight. Their apparent adaptation to a life in darkness (dark fur tones, night vision, and a sharp sense of hearing) has earned them the derogatory designation of “Night” or “Dark Elf ” in some areas.
Though genetic markers suggest night ones derive from Northern European stock, they can be found in many areas of Europe, Asia Minor, and North America. The nocturnal lifestyle that many naturally adopt does impose some limitations to employment in many normal economic enterprises but has not, on the whole, effected socially integration.
While unusual, night ones are rarely singled out as the targets of hate crimes.
Night Ones
Metavariant Cost: 35 BP
An oddity even in the sprawls of its native Europe, this elven metavariant is characterized by acute senses, a vibrant dark colored vellum, sensitivity to light, and nocturnal biocycle. Finding it difficult to keep “office hours,” night ones are often marginalized
becoming entrepreneurs, freelance talents for hire, or carving out
their niche among the local nightlife and criminal underworld.
Abilities: Allergy (Sunlight, mild), Low-Light Vision, Keen-eared,
Nocturnal, Unusual Hair (Colored Fur)
All the traits are in the book except Allergy, which is in core I believe. So they went away from stat alterations, and to BP mods.
Speaking of which, did I miss it, or did you post a BP total we should use? Or just use the standard 400?

Fhârn |

I only have the 4ed books - and they are what I'm familiar with so I cast my vote there.
I have an old stealth adept I'm quite fond of, could dig him out (will need some reworking, less or more depending on if we go with BP or Karma or 5ed for char gen). He also had some other ... dietary issues that might be a hassle to deal with. I'll fetch my runner's companion and stat up the details in a moment.
On the other hand, I could see myself rocking a gunbunny in either edition : )
edit1: Do you use/are you familiar with Chummer? Its a sweet chargen software for Shadowrun 4ed
edit2:
Cost: 65 BP
This quality may only be taken by elf characters. The elven
transformation into banshee is relatively discreet, and to outward
appearances the Infected is barely noticeable. With the passage of
time, a banshee’s natural skin and hair color tend to fade and pale;
their epidermis becoming slightly translucent with veins more visible
on the surface of the skin.
Powers: Enhanced Senses (Hearing, Smell), Essence Drain, Fear,
Immunity (Age, Pathogens, Toxins), Infection, Mist Form, Natural
Weapon (Bite: Str/2+1P, AP 0, –1 Reach), and Regeneration.
Weaknesses: Allergy (Sunlight, Moderate), Dietary Requirement
(Metahuman Blood), Essence Loss, Vulnerability (Silver), and
Vulnerability (Wood). Banshees are hemovores: like vampires they
cannot hold down normal food, and alcohol induces nausea (see
Vampires, p. 294, SR4).
TL:DR - A few extra creative (and inefficient) ways of killing, free gasmask, good stamina and always designated driver.
The most impact is probably the mistform since it allows some extra angles of infiltration. Will pair this of with the 'Infertile Infected' trait meaning further Infection will not be a problem.
If we are playing an exceptionally pacifist campaign, essence loss might also come up

mdt |

Yep, pretty much. In this case, Night Ones get some drawbacks, some extra stuff, and pay 5 more bp.
The application works well, but I've realized I'm SEVERELY out of practice on building an SR character, been about 10 years since I built one and that was 3rd (the 4th I did we ran pre-gens).
I'll post the build sometime tonight and you can critique it.

Mister Fixer |

Okay so far I am seeing:
JDragon_ITTS
mdt
Lucendar
Lessah(Fharn)
P.h. Dungeon
Arknight
Spazmodeus
Did I get everyone? If I did then it looks like I can get started with them both in a discussion thread for you guys to discuss your characters and how they will go together.
Though I could have sworn we had 8 interested players...