So, Shadowrun. After mostly managing to get rid of the fallout from my (in)famous previous attempt at running a forum-based TRPG, I've come up with something that just might work.
We'll be running Shadowrun 4th ed, Anniversary Edition, second printing, with all the "core" books (Street Magic et al).
This is planned to be a combat-heavy, no-hacking campaign (rigging still ok), to avoid most of the timesinks and complications of the previous attempt.
Since character creation for SR4 usually takes upwards of seven hours and requires pretty much having all 5 books to use as reference, I'll be using the default character archetypes from the main book. Just choose your preferred class, pick a name and write as much of an edgy backstory as you'd like.
As for the gist of it: You are spec-ops-for-hire in the dystopian cyberpunk shamanistic future. Get hired, shoot stuff, ideally get rich and retire, most likely die along the way (but in ways that'd make Michael Bay proud).
So! Here's the classes to pick from:
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1- Bounty Hunter: Burly troll from the wilderness. Good at shooting stuff, occasionally punching stuff, and hunting with a bow. All around flexible character, but socially and technologically inept.
Combat Mage: Zappy elf wizard. Physically mediocre, but SPITS FIRE AND COUGHS LIGHTNING. Can only use spells, no summoning. Also a pansy elf who thinks having a katana beats having a gun.
Spec Ops Specialist: Sneaky human. Very good at hiding in the shadows, can also bluff his way out in a pinch. Reasonably good at combat, but only with sneaky stuff like knives and silenced SMGs.
Enforcer: ME AM BIG TROLL. ME PUNCH THINGS. ME SHOOT, TOO. ME NOT GOOD WITH WORDS. ME ALSO SNEAKY, CAN PICK POCKETS WITH SNEAKY TROLL HANDS.
Face: Smug dwarf. Probably the one class that has an excuse to look attractive. Pretty terrible at combat, but can convince people of stuff and negotiate very well. Has contacts that can set you up with different sorts of gear, and owns a subcompact car.
Gunslinger Adept:Athletic ork with a love for two things: ninja moves and revolvers. Really fast, can take a beating and shoots accurately, but deals low damage in melee. Can fit in any crowd or gang, but otherwise very bad socially.
Occult investigator: Human wizard, jack of all trades. Absolutely completely terribad at combat, but can summon reasonable spirits, make stuff invisible, and do slight mindcontrol. Hardmode class, requires luck to make work.
Radical Eco-Shaman: Vegan dwarf, summoning oriented. Can turn into a wolf and has a backpack full of C4. Summons spirit bears into battle, but physically not very strong.
Smuggler: Designated driver. Looks like an elf but is actually just a human with really pointy ears. Very good at driving anything but boats, bad at direct combat but an expert at using mounted weapons. Most importantly, has an unmarked grey van to stuff 'cargo' into. Also has a hollow ribcage for extra-sneaky smuggling.
Ganger: Angry ork, urban counterpart to the bounty hunter. Can navigate alleys and back streets, steal cars, whack people with baseball bat and occasionally shoot at them. Sturdy and versatile.
Street Samurai: Human cyborg, good at close to midrange combat. Packs three pistols and two swords, as well as robot arms with builtin swords. Somewhat fragile, but cuts stuff up pretty well. Owns a motorbike.
Street Shaman: Dedicated summoner human. Sturdy, but completely incapable of personal combat. Has basic damage spells, but excels at summoning spirit allies. Not very courageous, tends to take cover as soon as a fight breaks out.
Weapon Specialist: Elf /k/ommando. Good at shooting guns, cleaning guns, carrying guns, hoarding guns. Expert at trigger safety, always wears camo and a bulletproof vest. When not expecting combat, goes out on the street carrying just a revolver, 2 katanas, a crossbow and a stun baton. Otherwise brings the grenades, machinegun and the axe.
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And that's it. Pick your poison, gentlemen. We'll start as soon as there's 3 players, but more can show up mid-session. Upper limit is 5 though, otherwise combat will take FOREVER.
Ideally, there will be a full roll every 1-2 days, with minirolls inbetween for minor actions.