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> Runner's Companion Available, for pre-order and PDF purchase!
Caine Hazen
post Aug 2 2008, 11:14 PM
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Well looks like I can play my Windling Phys Adept... errr I mean Pixie, yeah that's it (IMG:style_emoticons/default/grinbig.gif)
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hermit
post Aug 2 2008, 11:27 PM
Post #52


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QUOTE
Including more sample values for the Group Contact was something that was on the table until the very last minute. John Dunn, who wrote the Advanced Contacts chapter, had included them, and I was inclined to feature a few as examples in a sidebar - then we literally ran out of space.

Mind posting them here? If anything, it will give players a decent idea of what, for instance, base levels of group/matrix connections represent, which I think I am not the only one at a loss about. It is, after all, a wholly differnes scope than with ordinary contacts.
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Delta56
post Aug 2 2008, 11:44 PM
Post #53


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So.

Like several other times with the other books coming out, we have MORE ways to change the world in Sr4.

Example: (Prime Runner to deal with the frigging annoying Adept who did about the same as below... minus the extra arms)
Troll. Adept, Path of the Warrior.
Bone Density.
Shiva/Kali Arms, x2.
????????
Hilarity?

The group I am running are very big into min-maxing and power gaming (to the point where they often pick squatter for BP and just sell everything they can pick up on a run to have cash.)

The idea came from the new Planet of the Apes, with the big black armored gorilla ones rushing forward... so I made them look evil and gave them extra arms. Too much?

While I like not having limits to making imagination into characters, when is enough enough?
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Synner
post Aug 3 2008, 12:02 AM
Post #54


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Hermit: The intent is for the players and gamemaster to work out what Connection rating is appropriate for the specific contact the character actually possesses. As such what follows are the simply sample Connection ratings John Dunn prepared for the Group and Virtual Contacts in Runner's Companion and my notes on the subject in yellow.
  • 9x9 - Connection: 2(10) (Base 2 + Membership 6 + Area 2) A specific cell in the organization rather than the group as a whole might have a lower membership or area of influence.
    Anarchist Black Cross (AB+) - Connection: 3(17) (Base 3 + Membership 8 + Area 6) Again this is an in with the AB+ network, a local cell will have lower Membership and Area ratings.
  • Argus - Connection: 6(20) (Base 6 + Membership 6 + Area 6 + Magic 1 + Matrix 1) These stats might be reflect a character who possesses an Argus Intelligence Service Subscription.
  • Atlantean Foundation - Connection: 6(26) (Base 6 + Membership 8 + Area 6 + Magic 6) The high ratings in membership, Area of Influence and Magic here reflect a contact with the organization's inner circle and international leadership rather than the Renton Atlantean Foundation branch.
  • Humanis Policlub (international network) - Connection: 3(8) (Base 3 + Membership 4 + Area 1)Unlike the example above the Membership and Area of Influence stats here reflect a local chapterhouse/policlub as a contact rather than the Policlub's international network.
  • Komun'go Ring - Connection: 4(11) (Base 4+ Membership 4 + Area 2 + Magic 1) Local syndicates and second tier gangs are good examples of Groups which are less likely to have variable connection ratings. The stats here represent the Komun'go Ring as a whole in Seattle.
  • Project Monad - Connection: 5(12) (Base 5 + Membership 2+ Area 1 + Matrix 4) A corporate think tank or research group is another example of a low variability connection rating.
  • Rusted Stilettos - Connection: 3(8) (Base 3 + Membership 4 + Area 1) As a small time gang the Stilettos represent a group with a relatively small scope of operations and consequently a pretty straight forward Connection rating.
  • TerraFirst! - Connection: 3(7) (Base 3 + Membership 2 + Area 2) In this case the contact refers to a Terrafirst local cell, connections at higher levels would increase the Area of Influence and Membership ratings.
  • The Unseen - Connection: 6(18) (Base 6 + Membership 2 + Area 4 + Magic 6) A specialized magic group has a fixed Membership, Area of Influence and Magic resources.
  • The Exchange - Connection: 3(17) (Base 3 + Membership 8 + Area 2 + Matrix 4)Virtual networks particularly those that are far-reaching will not have low Membership, Area of Influence and a minimal Matrix Rating.
  • The Outpost - Connection: 3(16) (Base 3 + Membership 6+ Area 6 + Matrix 1)
  • ShadowSEA - Connection: 2(11) (Base 2 + Membership 6 + Area 2 + Matrix 1)


To exemplify how individual contact's Connection rating might vary for large groups let's take something like the IOND:
  • Illuminates of the New Dawn (Outer Circle /local chapter) - Connection: 3(8) (Base 3 + Membership 3 + Area 1 + Magic 1) The Membership and Area of Influence stats here reflect a local chapterhouse/policlub as a contact.
  • Illuminates of the New Dawn (Inner Circle/international leadership) - Connection: 3(25) (Base 3 + Membership 8 + Area 6 + Magic 6 + Matrix 2) These stats might reflect a contact with IOND North American leadership and its resouces.
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Synner
post Aug 3 2008, 12:49 AM
Post #55


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Delta56: Runner's Companion is the last of the corebooks and brings into play all the options that were available in previous editions and expands them with a number of unique ones (AIs PCs would not have been appropriate in Shadowrun before Emergence introduced the second generation AIs). In other cases we included a built in balance mechanism to avoid abuse, for instance with SURGE, you incur Negative Metagenetic traits when taking different levels of SURGE and if the gamemaster believes the player is simply out to exploit the rules, the rules suggest the gamemaster pick what Negative Metagenetic traits express.
We've attempted to diversify the options available while maintain game balance as much as possible, that said I do not advise unleashing all the advanced options in Runner's Companion on every group—they might simply not be appropriate to all games and power levels regardless of game balance issues.
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Leofski
post Aug 3 2008, 12:53 AM
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Pixie seems like an incredibly efficient BP purchase, even if you spend the 20BP to buy off Uneducated. For 55BP, you get 100BP of stats (assuming Pixies start with edge 2, its implied yet unclear), astral perception without dual natured and concealment.

Yes, they have some major downsides in certain fields and roles, but body and strength 2 aren't uncommon in human PCs and they more than make up for it with superhuman limits on 6 of 8 stats. I can see them becoming more common than I'd like.
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Synner
post Aug 3 2008, 01:00 AM
Post #57


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Take into account there are no production-line gear, armor, weapons or indeed clothes for their size. Well, maybe doll clothes: consider a pixie wearing a Barbie or Action Man outfit to a meet...
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Cardul
post Aug 3 2008, 01:01 AM
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One thing I was kind of uncertain of:
Infected and Metavariants: are those costs on top of or inplace of the Race BP cost?

Also: If one takes Surge Qualities, does one get those Metagenic Qualities required by the Surge Quality Free? Or are they in addition, and the Surge Quality just enables you to take that many?
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Squinky
post Aug 3 2008, 02:59 AM
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Yeah, when I made the comment on the new character race stuff being out there, I was just thinking of "the possibilities".

I am glad they are covered, because now its cannon, and some folks want to be "different". I don't think the majority of players are going to want to run a centaur, but its good to have it out there.

Honestly, I am loving the book. Kudos guys.
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the_dunner
post Aug 3 2008, 03:31 AM
Post #60


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QUOTE (Synner @ Aug 2 2008, 08:02 PM) *
As such what follows are the simply sample Connection ratings John Dunn prepared for the Group and Virtual Contacts in Runner's Companion and my notes on the subject in yellow.

Thanks for posting those, Synner!
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Johnny Jacks
post Aug 3 2008, 05:25 AM
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I notice that several of the Infected and all the shape shifters have a Vulnerability weakness, that doesn't seem to appear in the BBB though, any idea what book I should look for it in.
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Ancient History
post Aug 3 2008, 05:40 AM
Post #62


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Looks like we might have lost a Weakness in editing! Treat it as a Severe Allergy for the time being.
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Johnny Jacks
post Aug 3 2008, 05:47 AM
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QUOTE (Ancient History @ Aug 2 2008, 10:40 PM) *
That's probably a misprint; treat it as an Allergy for the time being.


Hmmm, that works okay for the Infected, but the shifters have both Allergy(Silver) and Vulnerability(Silver).
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Ancient History
post Aug 3 2008, 05:49 AM
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Yeah, in the old rules they did different things and in the new rules they are supposed to as well, but we'll have to wait a little bit to fix it.
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hermit
post Aug 3 2008, 09:44 AM
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QUOTE (the_dunner @ Aug 3 2008, 05:31 AM) *
Thanks for posting those, Synner!

Definitly deconded. Many thanks! That helps a bunch.
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Synner
post Aug 3 2008, 11:45 AM
Post #66


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QUOTE (Cardul @ Aug 3 2008, 02:01 AM) *
One thing I was kind of uncertain of:
Infected and Metavariants: are those costs on top of or inplace of the Race BP cost?

This is clearly noted in the intro sections of each "Creating a XXXXX" entry.

Runner's Companion takes two distinct approaches to the various character options available:
  • "Racial" options (including metavariants, the sapient species, shifters, AIs and Free spirits) taht are "exclusive" have a racial BP cost that replaces the typical metatype BP cost at CharGen.
  • "Changed" options (including Infected, changelings, drakes) are treated as Qualities, since they are cumulative with different metatype choices. They are bought independently of the metatype BP cost (meaning a changeling character pays to be an Ork and then pays for the appropriate level of SURGE). As noted in the text, exceptionally, such qualities do not count towards your 35 BP limit.

QUOTE
Also: If one takes Surge Qualities, does one get those Metagenic Qualities required by the Surge Quality Free? Or are they in addition, and the Surge quality just enables you to take that many?

Buying one of the three levels of the SURGE quality (5 to 15 BPs) enables you to spend the additional BPs values listed on Positive and Negative Metagenetic qualities (and those alone). Note that gamemasters may reserve the right to assign your Negative Metagenetic quality BPs themselves to ensure balance.
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Oenone
post Aug 3 2008, 12:08 PM
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Hmmm would I be right in assuming buying the magician quality for a race/option/etc with a natural magic points doesn't get another free? As it would seem a little off game balance wise for a Shifter adept to pay 5BP and have another magic point to throw around (hmm and on the subject do the innate magic points give adept powers? Or is it only additional ones you pay for which do?)

I have so say that I'm enjoying the RC so far, nice art and plenty of interesting character and rule options. Glad I went through the trouble of making a paypal account to pick it up.
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Ancient History
post Aug 3 2008, 12:20 PM
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No, buying the Magician/Adept/Mystic Adept, etc. quality doesn't net you another Magic point for free. On the other hand, you can now initiate which is a good thing.
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jklst14
post Aug 3 2008, 01:12 PM
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Thanks for taking the time to answer our questions! Great book!
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Abschalten
post Aug 3 2008, 02:55 PM
Post #70


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I can't say I'm too happy with alot of the art in the book. But insofar as the rules, crunch, and content goes, I'm very happy.

I really wish Mist Form and Regeneration had been stripped away from Vampires, though. Those powers really should not be given to PCs.

Other than that, very good book. Catalyst ought to be proud of it.
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Synner
post Aug 3 2008, 03:17 PM
Post #71


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QUOTE (Abschalten @ Aug 3 2008, 03:55 PM) *
I can't say I'm too happy with alot of the art in the book. But insofar as the rules, crunch, and content goes, I'm very happy.
I really wish Mist Form and Regeneration had been stripped away from Vampires, though. Those powers really should not be given to PCs.

Keep in mind that Regeneration isn't as unbalancing in SR4 as it was in previous editions and that it does balance out some of the 'ware rejection issues. Both powers were kept for steamlining and consistency with NPCs. I do believe they're no more unbalancing than some spells that any magician can possess (and more expensive in the end run).

QUOTE
Other than that, very good book. Catalyst ought to be proud of it.

Thank you. A lot of good people put a lot of hard work into this book, my thanks to everyone.
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Zen Shooter01
post Aug 3 2008, 04:27 PM
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The BP cost to be Infected balances the Regeneration power, which as Synner just pointed out is less overpowering than it was in earlier editions.
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hermit
post Aug 3 2008, 04:34 PM
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Will there be an Errata updating soem of On The Runs NPC, including the final encounter guy, to RC rules?
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Bull
post Aug 3 2008, 04:38 PM
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QUOTE (Synner @ Aug 2 2008, 08:00 PM) *
Take into account there are no production-line gear, armor, weapons or indeed clothes for their size. Well, maybe doll clothes: consider a pixie wearing a Barbie or Action Man outfit to a meet...


Oh lord. Don't tempt me.

"Oh frag! Why didn;t someone tell me GI Joe's gun is only PLASTIC!!" (IMG:style_emoticons/default/wink.gif)

<grin>

Maybe I need to make a new character for Missions... But... be damn hard to do up a costume for the Scramble... (IMG:style_emoticons/default/wink.gif)
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the_dunner
post Aug 3 2008, 05:13 PM
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QUOTE (Bull @ Aug 3 2008, 12:38 PM) *
Maybe I need to make a new character for Missions... But... be damn hard to do up a costume for the Scramble... (IMG:style_emoticons/default/wink.gif)

Bull, if you show up to the Scramble wearing Tinkerbell wings, I'll give you a free Karma/Gear/Contact/etc. transfer. But, I NEED pictures. (IMG:style_emoticons/default/rotfl.gif)
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