Freeform Shadowrun First Edition: The Detective.

Man! I just love that character! It speaks to me, and it’s a shining example of how different the first edition Shadowrun really is. The Detective is just so… normal, so down-to-earth, compared to the other classes. All the other archetypes have something special. Magic or cyberware.
Not the Detective. This here is a hardworking P.I., and he looks like straight out of a hardboiled flick. So good.
So, I hear you want to play that beautiful character. I get it. I’m just as attracted to playing him, becoming him in the game, as you are.
Alright.
This is his introduction:

“They told me you were looking for me. Well, you found me. So turn on the sob story. I got the time. But first tickle my comp with your credstick. I may have the time, but | haven’t got the interest ‘until | know you’ve got the nuyen. Time takes money, chummer. Just flick he stick into the slot. The box will dump my rates and sheet onto your stick.
The sheet will give you the highlights of my illustrious career: maidens rescued (extra charge for preserving original status), the lost found, the necessary lost, but I don’t do erasures. No point in
going on. | see by your eyes you’ve already scanned the sheet. Charlie at the  precinct, or did Stevie the Snitch pass It on? Don’t really matter. If somebody hadn’t given you my name, you wouldn’t
be looking for me. Now before we go any futher, let me check the cred balance. Whew! You got my interest, all right. What’s the job?”

And the commentary reads:

The detective leads a hard life, balanced between the shadows of crime and the harsh glare of corporate and city life. To keep his own code of honor and Justice intact, he makes constant compromises to get through the day, or the night. He won’t touch magic, though his cases often involve it, and he won’t augment his body, though sometimes his resolve puts him at a disadvantage. He’ll tell you that a man has to stand on his own feet.

This tells us a lot about the character. And it’s all usable. On to the stats.
In Shadowrun 1e, a 3 is the human average, and a 6 is the max for humans without body augmentation. The Detective has average strength and charisma. His body (think constitution), quickness (dexterity) and willpower are slightly above average, but what’s really outstanding is his Intelligence: a 6.
Now, THIS is something I’ll write down: “extremely intelligent”
On to his skills:
Car, Street Etiquette and Computer skills are slightly above average. So he can find his way around in the neighborhood. He knows a little Biotech. But his Firearms skill, his Negotiation skill and his Unarmed Skill are really, really good: a 6 in all three cases. His stealth skill is almost as good.
So, I write down: “OK car, street etiquette and computer skills. Very, very good shooter, negotiator and brawler. Very good at stealth”.
The Detective has a long list of contacts, and I dig that. A P.I. just knows a bunch of people.
So, this is the ready-to-play Shadowrun 1e Detective:

(for freeform games or The Landshut Rules)

____________________________________________________________
Doug Kraskovsky
Detective
extremely intelligent
robust, dextrous and strong-willed
Skills: OK car, street etiquette and computer skills. Very, very good shooter, negotiator and brawler. Very good at stealth”
Contacts:
Bartender, Bouncer, City Official, Fixer, Gang Member, Gang Boss, Media Producer, Any Street Type, Another Street Type, +3 extra contacts
Gear:
Ares Predator, Armor Vest, Investigator’s License, Mcro-Recorder, Sony Pocket Secretary, Walther Palm Pistol
____________________________________________________________

6 thoughts on “Freeform Shadowrun First Edition: The Detective.

  1. I loved that character too, but unfortunately the way things balanced out in 1e Shadowrun it wasn't a very playable archetype (as were several others) unless the GM made sure that combat was rare.

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  2. I loved that SR archetype. And your character sheet is 100% compatible with my house rules.Norbert, I was telling you the other day how I have been simplifying my house rules over the years playing with my kids. I had an ah-ha moment recently when I discovered TinyD6 and your Landshut Rules: you actually don't need numbers at all on a character sheet! You can play an RPG just using normal language. This is so liberating. And it's not just for new-school story games. It works for old-school tactical RPGs as well. It all depends on the interests of the people around the table.

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