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> Runner's Companion, Whacha think?
Squinky
post Sep 1 2008, 02:37 AM
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QUOTE (Bull @ Aug 30 2008, 12:38 PM) *
Really, for your own sanity, you should probably avoid that (IMG:style_emoticons/default/wink.gif)

I do not look good in fairy wings and a little pink skirt. Trust me! (IMG:style_emoticons/default/ork.gif)


Hey man, I'm on board for a character drawing (IMG:style_emoticons/default/smile.gif)
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Zhan Shi
post Sep 1 2008, 11:43 PM
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Just picked up the hardcopy today at my local Game Parlor. This was the SR4 book which I was most looking forward to, with the exception of Street Magic. Dislikes: none; I liked everything, even if I may not use a lot of it. Nice job, Catalyst! Another thought: finally, an SR4 cover that I don't have to wince at when viewing it. (IMG:style_emoticons/default/biggrin.gif) Seriously, has JZ made this available as a poster, lithograph, anything? I'd like to get a copy. As far as game use goes, the section I found to be most appealing was Survival Tips. Although touched upon in previous SR4 books, it was due for an in depth write up, and I'm glad it was included.


Can't wait to but the next one (which I believe is Ghost Cartels). Keep up the good work. BTW, one question: I was intrigued by the mention of Lyonesse. Any ideas on when this location will see its own detailed entry?
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Cabral
post Sep 2 2008, 12:41 AM
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QUOTE (CanRay @ Aug 5 2008, 08:20 AM) *
I have one complaint.

"Famous Free Spirits".

They forgot the most famous of them all, Buttercup!

Absolutely shocking considering she posted on ShadowRN to boot. (IMG:style_emoticons/default/wink.gif)
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Rotbart van Dain...
post Sep 2 2008, 03:56 PM
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..what about Barbie, then? (IMG:style_emoticons/default/grinbig.gif)
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Rotbart van Dain...
post Sep 4 2008, 01:13 PM
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BTW - did anyone notice the Athletics skill group becoming seriously better with RC - and in fact the first skill group containing 5 skills?
QUOTE
Flight (Strength)
The Flying skill is used to increase the distance a character can fly, as well as determine how well she can pace herself and conserve energy while flying. Flying characters may use this skill to dive downward as if sprinting using the running rules (see Using Running, p. 117, SR4); the Diving specialization applies.
Default: Yes
Skill Group: Athletics
Specializations: Diving, Long Distance, Rough Weather

Why it wasn't made a solitary skill like Parachuting or Diving isn't exactly clear to me.
Now every character with the Athletics skill group that is turned into any kind of flying animal with the Shapechange spell can fly like an ace.
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CanRay
post Sep 4 2008, 02:20 PM
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QUOTE (Rotbart van Dainig @ Sep 4 2008, 08:13 AM) *
BTW - did anyone notice the Athletics skill group becoming seriously better with RC - and in fact the first skill group containing 5 skills?

Why it wasn't made a solitary skill like Parachuting or Diving isn't exactly clear to me.
Now every character with the Athletics skill group that is turned into any kind of flying animal with the Shapechange spell can fly like an ace.

I'd rule that the skill can only be learned by someone who naturally has the ability to fly. Like Pixies and Dragons.

Fear the Dragon with full ranks in Flying!

...

Hell, Fear the Dragon, Period!
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Jaid
post Sep 4 2008, 05:43 PM
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yeah, i'd probably consider it to replace the running skill for those races which can fly naturally. i would still allow running to be learned, but it wouldn't be in the athletics group for karma/bp purposes.
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psychophipps
post Sep 7 2008, 01:58 AM
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I just finished the book and I score it a solid 7/10. Some good stuff in it, including the fiction, but there is also a pretty large amount of stuff that I don't like at all for reasons of game balance.
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toturi
post Sep 7 2008, 11:07 AM
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A player of mine had asked me about the Lifestyles on a seperate matter, as I had just gotten RC, I decided to read that section first.

Frankly I am quite disappointed. I understand that that section is necessarily an update of the relevant section in the SSG, but I would have be happier with more rules. In particular is the Neighbourhood section of the new lifestyle rules, I do not recall any rules for security or crime rates in a nieghbourhood (refer me to the proper section if there is). I suppose this can be rectified in a later supplement, but Runner Havens and Corporate Enclaves (which are referenced) do not deal with them - the SSG did not have neighbourhood security rules as it was already printed in another book, hence was unnecessary. I am also disappointed that the various Comforts/Entertainment/Necessities did not provide more concrete mechanics affecting the people staying there, apart from the SINless/Vehicles/Workshop sections.

As I go through the book, I will post other thoughts.
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Stahlseele
post Sep 8 2008, 11:23 PM
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QUOTE (Squinky @ Sep 1 2008, 04:37 AM) *
Hey man, I'm on board for a character drawing (IMG:style_emoticons/default/smile.gif)

something clicked when i found:
http://i18.photobucket.com/albums/b119/sav...ator4873513.jpg
sooner or later, this is what it will end up like, more or less *snickers*
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TKDNinjaInBlack
post Sep 9 2008, 05:49 PM
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I absolutely love the rules for group contacts and enemies. What more could a GM ask for than a character who has taken the enemy quality with a high incidence rating? Super awesome plot device. Especially when coupled with vendetta where this can go on and on with replacements taking up the charge.

I love the lifestyle section too. It's amazing to have so much detailed out about how the runners live and let it be added up and simplified to one monthly cost. No longer do we actually have to micromanage those "greasing the wheels" segments for security, constructing escape routes or making choke points. I love now that if the runners fall back to ground, the GM knows what levels of security and help the runners might receive and how well they can get away when they need to. Totally awesome.

The metavariant chapter was cool, and provided insight into what you expect to see around the world, but most our group just took it with a grain of salt and skipped over most of them.
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Cain
post Sep 10 2008, 01:53 AM
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I just got my copy, and spent a few minutes flipping through it. It seems like it's got a lot of very powerful options that no sane GM is going to allow in their game. You can get away with a hell of a lot, and it really spikes up the power level. Unfortunately, I think this will become a "must-have" splatbook, because characters without it are going to be significantly less powerful.
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Muspellsheimr
post Sep 10 2008, 02:51 AM
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There are some overpowering options in Runners Companion, but there are also numerous seriously underpowered options. Honestly, the book has numerous things I like, but it seems the developers decided to throw balance out the window for this one (very bad thing).

One of my biggest problems is with the Qualities section; there are numerous Qualities that really should not be called such (same problem with Augmentation).

Qualities are special advantages and disadvantages that may help or hinder your character. They aren't special gear or magical powers, but rather innate characteristics that often come to the forefront during the stressful situations shadowrunners often find themselves in.
-Shadowrun 4, p.77


So, tell me, how does Buggy 'Ware (Augmentation), Restricted Gear, Sensei, In Debt, Mysterious Implant, or one of a dozen or more others in these books qualify as a Quality?
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TKDNinjaInBlack
post Sep 10 2008, 12:20 PM
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I got that impression the first time I read it too, but as with most qualities, their for the GM to keep track of and roleplay to make the storytelling more interesting and fun. With a good GM, trust me, those negative qualities that don't seem like that big of a deal will come back to haunt you (like if you are in debt and now you have enforcers bearing down on you during a bad time on a run). As it says in the qualities section. They can help or hinder you.
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Rotbart van Dain...
post Sep 10 2008, 01:00 PM
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QUOTE (Muspellsheimr @ Sep 10 2008, 04:51 AM) *
So, tell me, how does Buggy 'Ware (Augmentation), Restricted Gear, Sensei, In Debt, Mysterious Implant, or one of a dozen or more others in these books qualify as a Quality?

It's especially bad if they only matter at chargen. Then again, it's possibly the only way to integrate those options.
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Wesley Street
post Sep 10 2008, 01:25 PM
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They could be worked into a character in-game if the GM and player agreed or if the GM just wanted to throw a PC a curveball.

"Hey, that new cyberarm you bought from your street doc? Uh... he just found out it was built by the lowest bidder for a government contract in Shanghai and might have a few problems."
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psychophipps
post Sep 10 2008, 02:42 PM
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QUOTE (Cain @ Sep 9 2008, 06:53 PM) *
I just got my copy, and spent a few minutes flipping through it. It seems like it's got a lot of very powerful options that no sane GM is going to allow in their game. You can get away with a hell of a lot, and it really spikes up the power level. Unfortunately, I think this will become a "must-have" splatbook, because characters without it are going to be significantly less powerful.


Can't help but agree here. My current game already has two SURGE characters in it, a NPC for now Parker Adept and our Pornomancer (literally, in this case).

Yay. (IMG:style_emoticons/default/indifferent.gif)
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Grinder
post Dec 6 2008, 11:07 AM
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The art on pg. 47 and 56 is so... wow, ugly! Reminds of the crap Living Room Games had in their ED-books. Urks.
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Immortal Elf
post Dec 6 2008, 03:38 PM
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QUOTE (Synner @ Aug 5 2008, 02:06 AM) *
We will be revisiting some of mysteries and speculation about the various races/species and other strangenesses in Running Wild. Runner's Companion was pretty full as is.


I'm interested... when's this in the works?
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Immortal Elf
post Dec 6 2008, 03:39 PM
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QUOTE (psychophipps @ Sep 10 2008, 08:42 AM) *
Can't help but agree here. My current game already has two SURGE characters in it, a NPC for now Parker Adept and our Pornomancer (literally, in this case).

Yay. (IMG:style_emoticons/default/indifferent.gif)


Pornomancer...

I'm only guessing, here. A social adept, with a penile implant?

Does every game come stock with one of these?
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Fortune
post Dec 6 2008, 03:45 PM
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Social Adept is correct, but why would you assume that a Pornomancer must be male? (IMG:style_emoticons/default/biggrin.gif)
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hobgoblin
post Dec 6 2008, 04:07 PM
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heh, cat girl, mark 2 (IMG:style_emoticons/default/smokin.gif)
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Immortal Elf
post Dec 6 2008, 04:10 PM
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QUOTE (hobgoblin @ Dec 6 2008, 10:07 AM) *
heh, cat girl, mark 2 (IMG:style_emoticons/default/smokin.gif)


M'kay, I'll take 2 of those (IMG:style_emoticons/default/biggrin.gif)

Don't call me in the morning...
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Immortal Elf
post Dec 6 2008, 04:12 PM
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QUOTE (Fortune @ Dec 6 2008, 09:45 AM) *
Social Adept is correct, but why would you assume that a Pornomancer must be male? (IMG:style_emoticons/default/biggrin.gif)


Ah, yes, well... suppose I shouldn't. Females can have them too, after all...
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Medicineman
post Dec 8 2008, 12:45 PM
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QUOTE (Immortal Elf @ Dec 6 2008, 12:12 PM) *
Ah, yes, well... suppose I shouldn't. Females can have them too, after all...


What ? Penile Implants ? (IMG:style_emoticons/default/eek.gif)

No,The Pornomancer is a social adept with a "bucket o'dice" in Seducing or Leadership

with shocked Dance
Medicineman
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