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Mercer
I made up a table years ago that was my attempt to deal with the "buyer's market" side of Shadowrun. I imagine this has been covered in a sourcebook somewhere, but its not one I own. I figured on roughly 1 runner for every 10,000 people in the population as a general guide, with "hot" cities (Seattle, Denver, Hong Kong, or Bogota by way of example) having as many as twice that. This was mainly to get the figure of 500 for Seattle, which would make my percentages easier in the next stage. If 500 is too high for your taste, you can make the number whatever you want. I basically used a Runner Population of 250 with a wannabe population of the same. Runners don’t consider the Inferior guys real runners, but people have to start somewhere. The percentages would break down similarly for most major cities, regardless of the pop. (There's probably even more wannabes than that, but all the excess does is keep the number relatively static as they get wiped out.)

With a Total Runner Population of 500, it breaks down like this:

Samurai, 40% (200)
Riggers, 20% (100)
Hackers, 20% (100)
Adepts, 15% (75)
Magic Users, 5% (25)


From there, it went by a general Rating:

Inferior, 50%
Average, 30%
Competent, 15%
Superior, 4%
Ultimate, 1%


So as a guideline, starting at 500:

Street Samurai (200 Total). Inferior: 100, Average: 60, Competent: 30, Superior: 8, Ultimate: 2.
Magic Users (25 Total). Inferior: 12, Average: 8, Competent: 3, Superior: 1, Ultimate: 1 (or less).
Adepts (75 Total): Inferior: 38, Average: 22, competent: 11, Superior: 3, Ultimate: 1 (or less).
Riggers (100 Total). Inferior: 50, Average: 30, Competent: 15, Superior: 4, Ultimate: 1.
Hackers (100 Total). Inferior: 50, Average: 30, Competent: 15, Superior: 4, Ultimate: 1.


As far as ranking goes, Dice Pools in their areas of expertise are a better indicator than BP of overall character power (as I can make thoroughly incompetent runners with any amount of BP) but I'll include both to give a general idea:

Inferior: Stats, skills and spells around 2, Dice Pools of around 4-5. Sams will have maybe a point of Cyberware, Magicians will have only a point or two of magic. They might have a 4 in something, but will most likely be defaulting rather than have the applicable skill. Gear will rarely have above and Avail of 6. (Characters, non-player or otherwise, generated at this level would usually be 200BP.)
Average: Stats, skills, spells of around 3, Dice Pools maxed around 8. Sams might have Wired One, but won't have more than 3 points of Essence filled, Magic stats will cap out around 3. Gear will rarely be higher than Avail 8, though they may have one signature piece that's better. (Characters generated at this level would usually be 300 BP.)
Competent: Stats and etc of around 4, Dice Pools around 10-12. Most gear under Avail 12. (Npcs of this level will either be generated with 400 BP, or be archetypes.)
Superior: Average stats and etc of 5, higher in their field of expertise, Dice Pools in the 15+ range. (These guys are good. 500 BP as a rough guide, with high karma pcs in here as well.)
Ultimate: Prime runners. The only real restrictions on character generation are story restrictions (I'm probably not going to make a guy who is great at everything, simply because Mary Sue's annoy me). These guys are the Michael Jordans of the shadows, the Wayne Gretzkys of runners.

Now, thats how I arrived at how many of who are in the talent pool in Seattle. How you hire them is handled like buying any other piece of (perhaps disposable) gear, as per the table below:

Rating-------Avail--------Cost
Inferior----------3------------1000¥
Average---------6------------5000¥
Competent-----8------------10,000¥
Superior--------12-----------50,000¥
Ultimate--------20+---------100,000¥

And there is a mark-up to represent Sams (who there are more of) are easier to get than Mages, as per:

Samurai: -1 Avail, x1.0 cost
Rigger: x1.0 cost
Hacker: x1.25 cost
Adepts: +3 Avail, x1.5 cost
Magic Users: +5 Avail, x1.75 cost

It looks a little less complicated to me on my scrap of notebook paper since its easier to do a table on paper than in a forum post (at least for me). These aren’t hard numbers, and the pay can scale with job difficulty, but it makes for a handy guideline.

Now, these numbers are to represent the number of freelance runners in Seattle at any given time, and used as a rough guideline mainly for people who are trying to put together teams on relatively short notice (be they pc's or npc's). These numbers don't cover the corporate black ops teams (who are like runners, but aren't freelancing), or the criminal population. Gangers, other than the select few talented enough to freelance, aren't on the list. These were just numbers I tried to keep in mind as a GM to answer such questions as, "Who can we get here in an hour?", and to provide a rough guideline for SR pay scales (based mostly off lifestyle). If an npc with no prior runner contacts went through a fixer to get someone to hit the pcs, who could he get, how long would he take, and how much would he have to spend. That sort of thing.

This is still based pretty heavily on my SR3 table, with SR4 updates. Seeing’s how Hackers are so much more a part of the system in this edition (at least in the games I play in, as opposed to the SR3 games I played and ran in) I might bump the numbers around—switch out Sams for Hackers. Also, its just a guideline as to general role in an group. Hackers rig and Riggers hack and Samurai can do either, but it’s based around what they’re best known for.

Another thing I always wanted to include was more census figures in my tables. If you look at the economy of illicit specialists, I'm sure it’s always fluctuating as people get killed, step off the bus, or come off the DL. A fixer, or just a dedicated data broker, would probably be keeping track of these numbers, to the extent it was possible. If nothing else, people would have a general sense of how healthy the population was. (Is competition for jobs fierce, are cultural subsets taking over certain rackets, that sort of thing.) But I don't how useful a mechanic would be in this instance, since it seems like something the GM could just handle by fiat.

But, then you could have little fluff details like if things start heating up in the Philippines, you could have a disproportionate number of Filipino runners as the refugees start surreptitiously making their way in. Mainly, it would be a cool way to say:
QUOTE
Grocer: That's what I'm looking at.  Consolidated bargaining.  After the Eastern Europe thing...
Martin Blank: The Berlin Wall thing...
Grocer: The market's flooded.

Paraphrased, but that would be the sort of thing I would be going for.
knasser
This is good. The numbers are based on nothing but the waving of hands, but I think having numbers is a useful thing in and of itself. It adds a bit of background realism in knowing that it's hard to find someone at X level of skill or that the PC hacker is now one of the best available in Seattle.

Of course there are spin off issues, such as whether a hacker can be considered to be limited to a geographical range, or what exactly constitutes a Shadowrunner.

I'll have to go away and mull over the numbers. I like the proportions you have of runner types - e.g. Magician to Samurai to Rigger, etc. I would not alter them. However, given the recurrent actions of my last bunch of players, I have to wonder whether the city of Seattle would survive the collateral damage of one hundred Shadowrunning teams active a couple of times a month. wink.gif

But as I say, having some numbers out there is good in and of itself, and if people want to pick apart the shadow economy, it's easier to do that with a starting point.

The area that I would pick apart is in your definitions of inferior, average, etc. There's big room for debate there which I don't have time for at the moment.

But good work, I'd say.

-K.
Roadspike
I definitely like the general flow of the numbers and proportions, but I think that even more Magicians are necessary (not a ton more, but with some (relatively big) Runner teams having 2-3 Magic Users, it seems a bit odd to have 8-12% of the Shadow Magicians in Seattle on your team), and I think I'd up the Inferior and Average 'Runners a bit (because I'd only count those who survive at least a couple of 'Runs as 'Runners, so I don't want to include those who are so incompetant that they get offed in their first 'Run).

My suggestions on quantifying the above comments:

Magicians: 8%, Adepts 15%, Hackers 20%, Riggers 20%, Cyber-Goons 37%. I know that makes the percentages ugly, and I assure you that I hate that as much as you do, but I also think it makes for slightly more "realistic"

That makes for 40 magicians, the same 75 Adepts, 100 Hackers, and 100 Riggers, and 185 Cyber-Goons.

Oh, and your breakdown of Adepts would be: 75 Total, Inferior: 38, Average: 22, competant: 11, Superior: 3, Ultimate: 1 (or less).

As I mentioned above, I think your "Inferior" and "Average" are too low-powered--in my mind, what you list as "Inferior" would just be Gangers that folks would hire to cause distractions and the like. In my world, at least, I think that I would go with the following:

Inferior: Dice Pools of 6-7 in their primary areas, with Cyber-Goons having "cheap" Cyberware like Dermal Plating, Cyberweapons, Muscle Replacements, and Boosted Reflexes. So they might be down a lot of Essence, but none of it is better than Standard-ware, and there's no Bioware. Magic Users have Magic Ratings of 2-3. Riggers at this level are probably just wheel-men, or have really, really cheap drones. Probably around 250-300 Points in my view.

Average: Dice Pools of 8-9 in their primary fields. Cyber-Goons might have some alpha-ware, but probably not, and might have a point of Bioware, but probably not. Magic Users probably have Magic in the 3-4 range. Riggers might have some nicer drones, and even some with heavy artillery. Probably around 300-350 Points.

Competant: Dice Pools of 10-12, as Mercer noted. These are starting characters. They're good at what they do. 400 Points.

Superior: Dice Pools of 15+, again as Mercer noted. These are the munchkin starting characters or the intelligently-designed high-Karma 'Runners.

Ultimate: The only stat/skill these guys need is Edge, which is set at n+1, where n=The Number of Dice Rolls Necessary. Yes they can be defeated if need be, but that'll be through either insane luck or extremely in-depth and competant planning; not through straight-up dice-fights. This is Fastjack or Hatchetman (before he went off the market). You hear the name of one of these guys--you'll recognize it (if you're a 'Runner yourself).
kzt
Every runner team I've played with or Gm for has had at least 50% awakened. Every team of 3-5 had 1-2 mages and 0-2 adepts. So 5% mages seems kind of low...
knasser
QUOTE (kzt)
Every runner team I've played with or Gm for has had at least 50% awakened. Every team of 3-5 had 1-2 mages and 0-2 adepts. So 5% mages seems kind of low...


Well every team I've ever GM'd for has had multiple attributes at 5 or above, so the human average of 2 seems a bit low for me.

Okay, my point being that the PCs are PCs because they're special. They're atypical. Unless there is some particular reason for mages to gravitate toward being Shadowrunners relative to say, Samurai, I think the proportions are good. And to be honest, if anything there is less of a reason for mages to become runners than Samurai as due to their rarity and the fact you can't "manufacture" them the way you can samurai, corps will be far more willing to overlook past misdemeanors, psychological hiccups or dodgy backgrounds for mages than they will other types.
Mercer
Yeah, the 25% for magicians was more of a nod to the in-game percentages as they're presented. Roughly 10% of the population is Awakened, but a disproportionately high number of these go into shadow work (as opposed to cover the dayshift at CVS). If it was based on PC's, it would probably be 50% Awakened at minimum. Mages might not be rare in PC groups, but they're supposed to be rare otherwise, it would be difficult for someone to go out and hire 10 Combat Mages for a run.
QUOTE
Oh, and your breakdown of Adepts would be: 75 Total, Inferior: 38, Average: 22, competent: 11, Superior: 3, Ultimate: 1 (or less).

Thanks. I had taken them out because I was thinking of breaking it down between Phys Ads and other types of adepts (I tend to lump Phys Ads in with sammies if they fill the same role) and I forgot to add them back in. As a rule of thumb, I'd probably consider 10% of the Sammie market to be Phys Ads, and the other adepts to be casters, mystic adepts, or Phys Ads who specialize magical areas (Astral Perception, spirit killing and the like). If its a guy with 18 dice backing his Katana, I tend to think of him as a Sammie whether his powers come from the Kurosawa metaplane, the Ares Spring Catalogue or DOW Pharmaceuticals.

From that perspective, you can get a total magical population of around 100, with 75% of that being Adept magicians.
Spike
I think the adepts and mages percentages are backwards. I have some foggy rational for that and it is not meant to reflect what players actually BRING to the table in any way, just what's available.

I'm not going to try and detail my thinking right now. Just that it always struck me that adepts were always more exceptional as PCs and NPC opponents than mages. Every shadowrunning team and streetgang has access to the Wiz, but when you think 'muscle' you look to the guy with the chrome, or the troll, or the troll with chrome. Adepts aren't thought of, not because they are inferior (as optimization geekspeak here can attest) but because Runners don't see them enough to register as anything but exceptional.
Karaden
QUOTE (knasser)
QUOTE (kzt @ Dec 26 2007, 05:21 PM)
Every runner team I've played with or Gm for has had at least 50% awakened.  Every team of 3-5 had 1-2 mages and 0-2 adepts.  So 5% mages seems kind of low...


Well every team I've ever GM'd for has had multiple attributes at 5 or above, so the human average of 2 seems a bit low for me.

Okay, my point being that the PCs are PCs because they're special. They're atypical. Unless there is some particular reason for mages to gravitate toward being Shadowrunners relative to say, Samurai, I think the proportions are good. And to be honest, if anything there is less of a reason for mages to become runners than Samurai as due to their rarity and the fact you can't "manufacture" them the way you can samurai, corps will be far more willing to overlook past misdemeanors, psychological hiccups or dodgy backgrounds for mages than they will other types.

Human average is 3 last I checked.

Anyway, I have to admit that you are quite right about mages. It is the same way in all game systems. Mages are supposed to be 'rare' or 'uncommon' at least, but every single group of 4 adventurers contains at least 1, 6 may have 2, and 8 may have 2-3.

This seems to indicate that about 25% of people are mages. The really funny part, is that I believe I recall the fluff mentioning something about only 1% or less of people are awakened (Meaning both mages -and- adepts). And as you mentioned, companies are more then willing to overlook past deeds because you are so rare, so why the heck are you risking your life on runs when you can easily get a really cushy job at a corp.

So, why exactly is it that there are supposed to be so few mages, but every group of runners seems to be able to get their hands on at least one? I have no idea, mages don't get special treatment in shadowrun groups like they would in corps, so I am at a loss as to why so many, more then should even exist, seem drawn to it.
Fortune
I don't think I'd seperate the categories as much as this. I'd just go with Tech guys (including Riggers and Hackers), Magicians (including all spellslingers and summoners), and Muscle (including all Adepts and Samurai).
Mercer
QUOTE (Fortune)
I don't think I'd seperate the categories as much as this. I'd just go with Tech guys (including Riggers and Hackers), Magicians (including all spellslingers and summoners), and Muscle (including all Adepts and Samurai).

That's not a bad idea. Its simpler and there seems to be more cross-pollenization of character roles in SR4.
kzt
QUOTE (Karaden)
So, why exactly is it that there are supposed to be so few mages, but every group of runners seems to be able to get their hands on at least one? I have no idea, mages don't get special treatment in shadowrun groups like they would in corps, so I am at a loss as to why so many, more then should even exist, seem drawn to it.

Because a player gets only one character. Mages get a huge pile of spiffy crap only they can do (the only way to get significant magical defense is to be a mage, and astral projection is really useful), and being a semi-decent mage just isn't that expensive. It's easy to have enough points left over to do cool stuff and still have a decent mage.

So unless you have a concept that can't be done as a mage, (like chromeboy) it's logical to do a mage/Something instead of just Something. You have a smaller dice pool to do Something, but have countermagic, be able to make wards, astrally project, summon watchers, and blow up skyscrapers with powerball. None of which the marginally better pure hacker can ever do.
Mercer
QUOTE (Roadspike)
Ultimate: The only stat/skill these guys need is Edge, which is set at n+1, where n=The Number of Dice Rolls Necessary. Yes they can be defeated if need be, but that'll be through either insane luck or extremely in-depth and competant planning; not through straight-up dice-fights. This is Fastjack or Hatchetman (before he went off the market). You hear the name of one of these guys--you'll recognize it (if you're a 'Runner yourself).

I actually consider my "Ultimates" to be just below that level, but I didn't want to call them "Penultimates". Fastjack and Hatchetman I'd put at Legendary status, meaning they're not on the list, they're totally a story consideration.
Fortune
QUOTE (Mercer)
Fastjack and Hatchetman I'd put at Legendary status ...

That list will grow quite big in and of itself, what with Argent, Sally Tsung, Dodger, etc., etc. ....
Mercer
Cap'n Jack Sparrow. The people on the Legendary list might not even be real, or they might just have a really good publicist, but either way they're separate from the people that actually have to work for a living.

I linked the status to skill level, because that seemed to be the most obvious way, but I think there's a perception issue as well. There are going to be some runners who are perceived to be of a certain status, even if their dice pools aren't in line. Maybe they're lucky, or smart, or new. Trying to get runners of say Superior status doesn't guarantee anyone of a 15 dice pool, but rather a runner that people think is "that good".

As for average stats, in previous editions I was fine with 3, in SR4 I'm fine with 2. Since its supposed to combine with a skill it can be a little lower, and I kind of like the idea that "on average, people are below average". Its sort of the opposite of the Wobegone Effect (or if you look at it that way, people tend to be 2's, but tend to think think they're 4's).
knasser
EDIT: Mercer - it's very impolite to summarise what I'm about to post before I've actually done so. Some of us like to put our points in a long and meandering way, you know. wink.gif

QUOTE (Mercer @ Dec 26 2007, 07:02 PM)
QUOTE (Roadspike)
Ultimate: The only stat/skill these guys need is Edge, which is set at n+1, where n=The Number of Dice Rolls Necessary. Yes they can be defeated if need be, but that'll be through either insane luck or extremely in-depth and competant planning; not through straight-up dice-fights. This is Fastjack or Hatchetman (before he went off the market). You hear the name of one of these guys--you'll recognize it (if you're a 'Runner yourself).

I actually consider my "Ultimates" to be just below that level, but I didn't want to call them "Penultimates". Fastjack and Hatchetman I'd put at Legendary status, meaning they're not on the list, they're totally a story consideration.


This brings us back to the question I raised about what actually constitutes a Shadowrunner. I find that once you go past a certain level of ability with characters, I can't really sustain a campaign with Mission of the Day stuff. I need to work in broader themes of politics, or deep insect spirit conspiracy or something similarly significant moving and shaking. You have to ask yourself why Fastjack would still be doing Just for the Money jobs (especially as he's really Damian Knight)? Whilst Mercer's numbers represent the Shadowrunner population, I consider there to be a larger world surrounding them consisting of their corporate equivalents, government operatives, non-money orientated types like Fastjack and Danial Howling Coyote and all the rest. It's going to break down if you start bringing in all these not-really shadowrunners.

On a separate issue, and not to derail the thread, I regard 2 to be the human "average" because it simply makes more sense and I can make a good argument that it should be so. Most people are below midpoint on the scale of human ability. It's pretty clear that half of the population of the world is not half as strong as the world's strongest man, for example. We need to allow greater room at the top of the scale than we do at the bottom because so few people come close to fulfilling their potential. I have also found that explicitly stating 2 to be the human average has a positive effect on the game as players are more willing to accept a 3 in an attribute, e.g. knowing that they are "slightly smarter than average" or look "reasonably toned." Everything is subtly recalibrated and I find myself banging my head against the attribute ceiling less often when creating NPCs and grunts. Average has three more precise terms in mathematics - mean (add everything together and divide by the number of things), the median (the middle value on the scale, which for this will be the midpoint of the scale) and the mode (the most common value). I choose to interpret average of 3 in this case to mean the median value - i.e. it's in the middle (although technically that would be 3.5 which would be even worse) and say that the mode - what most people score - is 2. We had a long thread on it a while ago and most of us came to the conclusion that 2 was a more logical value and had a more positive effect on the game.
Mercer
The Wobegone Effect actually makes a fair amount of sense in game terms. The famous example is the study where 80% of people rated themselves as "Above Average" drivers. In a game, if a rating 4 skill is "above average", and 80% of the population has a rating 4 skill in something then they'd all be mechanically above average.
Fortune
QUOTE (knasser)
You have to ask yourself why Fastjack would still be doing Just for the Money jobs (especially as he's really Damian Knight)?

If you say so! biggrin.gif
knasser
QUOTE (Fortune)
QUOTE (knasser @ Dec 27 2007, 05:38 AM)
You have to ask yourself why Fastjack would still be doing Just for the Money jobs (especially as he's really Damian Knight)?

If you say so! biggrin.gif

Well, it's what I heard...
Cardul
An impression I got from the more recent books:

There are alot of runners in Seattle. I think it was Aftershocks that had one mage get together a group of like 10 Prime Runners to help defend one place that the Corps decided they wanted. Then there are Runners like G. Dog and Lothan, who have "day jobs" but also do higher end runs. This always gets me thinking of those old Martial Arts movies where even the street sweeper is a master of two or three styles of lethal martial arts, and kind of leaves the impression that much of the Seattle Population do runs to some extent or another. Also, let us not forget Hood, who is a CEO, but goes on Runs to keep in contact at the street level and find out what his underlings are doing. Basicly, I do not think you can put Seattle or any other Hot Spot into neat numbers.
Mercer
That reminds me of Sin City (the movie, not the fake ID superstore). I think its on the higher end of the high/low Fantasy, high/low Chrome division. Ten Prime Runners in one city would be like the Avengers to me. If that works for the game then that's fine, but I tend to run games that are more Black than Chrome, more low fantasy than high. (I mean, as much as these divisions mean anything.) So that's what my numbers are based on. These numbers are probably the High End of Low Chrome.

But the specific number of runners you use is really a preference thing. In some of the early supplements, it was implied the number of shadow people was much higher, with bars and restaurants that catered almost exclusively to runners. Even if the majority of them were wannabes, you'd still be talking about thousands of runners in Seattle alone. I don't think any particular number is the "right" one for SR, as long as the GM is consistent. (Consistency is a bigger boon to verisimilitude than almost anything; a game can be over-the-top as long as its consistently over-the-top.)
Konsaki
You have to figure that alot of these 'shadowrunner' bars and clubs will have normal people as patrons due to either not knowing any better, wanting the thrill of maybe being near a real shadowrunner or wanting to pose as one to impress a girl/guy.
I highly doubt they run on shadowrunners alone.
Adarael
QUOTE
Ten Prime Runners in one city would be like the Avengers to me.


Well, what if 5 of these Prime Runners are all part of the same team, and that's how they got to be Prime runners? Say there's two totally top-notch teams in one city, like, say, Hong Kong. Does that strain credulity?

Of course, if they really are Prime Runners, business will often be taking them OUT of their homes, but they can still call it their home base, neh?
Whipstitch
/derail

I've always felt Jet setting should be a more commonly used GM tool when runner teams start to get too big for their britches. "Optimized" Seattleites are suddenly a lot less scary when things go wrong on job in Amazonia and only one of them has the Survival skill and the Mage didn't realize he'd be practically blinded by all the flora and fauna lighting the Astral up like a christmas tree.
Adarael
You know, that is so incredibly true.
Been there, done that, been laughed at for it.
Riley37
Side question: what percentage of the Seattle population, are characters played by Kyoto Kid?
If he has a strong opinion about who the next mayor should be, and his PCs vote accordingly, can he swing the election?

More seriously, a GM might well come up with thumbnail sketches of, say, the top 20 NPCs in the campaign area, and drop hints over time until the PCs recognize the names even of the ones they haven't crossed paths with. Then, when one of those NPCs gets executed by Aztech or MCT when a run fails, it'll mean more; while if those NPCs get hired by Saeder-Krupp to steal the McGuffin, and the PCs get hired by Ares to steal the McGuffin, the PCs will know that their success is likely to result in Saeder-Krupp becoming upset with the unsuccessful NPCs. Which could have side effects if the PC buys foci and binding materials from their Loyalty 2 talismonger contact, but the NPC also has that talismonger as a Loyalty 5 contact. (One outcome: duplicate the McGuffin, trade it to Saeder-Krupp for the release of the talismonger's boyfriend, talismonger expresses gratitude with free foci.)
Mercer
I've used Contact Webs for other games, and its helpful particularly when you have a lot of factions and individuals moving in different directions. Vampire probably got me started on that. Its odd I've never thought to do it in SR, considering how much Contacts are a part of the game, but here we are. Part of the reason is until I really started putting numbers down on paper, the Shadows were basically a big amorphous blob that anything could come wandering out of.

QUOTE (Adarael)
Well, what if 5 of these Prime Runners are all part of the same team, and that's how they got to be Prime runners? Say there's two totally top-notch teams in one city, like, say, Hong Kong. Does that strain credulity?

Not necessarily. I think it might if the GM said there were no runners of a particular rating in a given city, and then once the PC's hit that level they're encountering Ultimate runners every week. Or if Initiates are incredibly rare until the mage in the group initiates and gets Masking, and then there are initiate magicians working the door at every downtown supper club.

Although I can buy the theory of parallel development, that other teams are advancing as well as the pcs (or declining), so that the group and their competitors might come up together through the ranks. How many ultimates you can have in the game (0, 2, 10, or countless) is very much a question of scale, and thats personal preference. The way I'm envisioning it, if there were two Ultimate teams in one city, there would be some sense of This town ain't big enough for the both of us.

Let's say that the ratio of runners is exactly as I've described, and something happens that drastically changes things, like a major military conflict in North America between nations and megacorporations; mass chaos, anarchy and war. Overnight, mercs and shadow people come flooding in to, among other places, Seattle, while at the same time people who don't like war ("sissies" and the like) go flooding out. The percentages wouldn't change that much for me. 50% of the runners would still be Inferior, and so on. But the base numbers would change (going from 500 to say 10,000), and the stats on the ratings would also change. Ulitmates now have average Dice Pools of 30+, Superior 22+, and so on, until the Inferior Runners are the Archetypes in the book. Street Samurai become dime a dozen. The Superior runners last week are now thick as flies, and comparatively, they're just considered Competent.

The top 1% of the runners will be considered Ultimate, the bottom 50% Inferior. (Keep in mind that 50% of all doctors finish in the bottom half of their class.) But what those ratings mean and how many there are total depends on where you are, and more importantly the scale of the game. Its the classic Fish/Ponds of Varying Sizes Metaphor.
Stahlseele
QUOTE
Or if Initiates are incredibly rare until the mage in the group initiates and gets Masking, and then there are initiate magicians working the door at every downtown supper club.

THAT one could basically be explained away as allways having been that way and the now initiated mage just now gets the chance to even notice them being initiated
Fortune
Yeah, but Mercer's not really talking about the PC's perceptions of the NPC's power levels, but their actual power levels.
Stahlseele
*shrugs*
Reality is HIGHLY subjective based on Perception . . you might see a tall, blonde girl and think amazone, i might see the same girl and think valkyrie . . if you don't percieve them as being masked magicians, they are not magicians to you but simple mundane people i'd say O.o
Fortune
Ok, let me out it another way then. Mercer is referring more to the NPC's out-of-game statistics than their in-game personas.
Mercer
Merver? Man, that's an unfortunate typo. ("Merver" to me sounds like the name of a guy who's a chromosome short and working the night shift at the Stuckey's down by the highway. But that's here nor there.)

A GM can justify anything after the fact. But if the GM starts using a lot of initiates after a pc picks up Masking, it really just nerfs Masking and at least part of the player's decision to take Masking was that initiates are rare, and so the power will occasionally work. (Does that sentence make any sense at all? I've read it five times and I'm still not sure. I think this "Merver" thing has become a self-fulfilling prophecy.)

I find having some rough numbers sketched out beforehand makes the game more consistent. When I am pulling things out of my ass as a GM, I have a framework to work with so I don't end up out in the tall corn. Consistency is for me a big part of the verisimilitude. If I have an idea of who the big names in Seattle are, I can mention them here and there. They don't just show up in the first run where they're important. It gives a campaign that lived in feel. Little touches like that can go a long way in selling an idea to the players.
Blade
QUOTE (Riley37)
Side question: what percentage of the Seattle population, are characters played by Kyoto Kid?
If he has a strong opinion about who the next mayor should be, and his PCs vote accordingly, can he swing the election?

biggrin.gif
Same perception/reality thing here: is it that he has a lot of characters or just that he talks a lot about them?

On a more serious note, I like this idea but I think the next step is to consider how many runs there are in a year for all these runners.
Ryu
The number of runners that feels right is a matter of perception.

A working running community requires a large and qualified infrastructure. Gear, hideouts, even some protection by not being the only chromed monster in town come to mind. So Seattle should hold the runners for most surrounding towns and larger parts of the NAN. Once a certain infrastructure is present, the size of the running community would steadily increase until demand is met.

Demand would be pretty large. Consider our world and professional criminals for hire. There would be several hundred execs in any mayor town with ideas how a run could improve their career. Add to that the victims of crimes who want revenge, which certainly do not decrease in number from the first part.

There also needs to be a definition of runner. Mercers numbers seem (to me) to focus on "pure" runners. The number of part timers would induce a significant change. There would be many more muscle and matrix runners. This is due to a high number of script kiddies on one side and gangs/syndicate members/mercs/criminal security consultants on the other.
Fortune
QUOTE (Mercer)
Merver? Man, that's an unfortunate typo.

The really funny thing is that I made that very typo, noticed it and went back and 'fixed it', making the exact same typo when doing so. biggrin.gif
Roadspike
QUOTE (Ryu)
There also needs to be a definition of runner. Mercers numbers seem (to me) to focus on "pure" runners. The number of part timers would induce a significant change. There would be many more muscle and matrix runners. This is due to a high number of script kiddies on one side and gangs/syndicate members/mercs/criminal security consultants on the other.

This, I think, is the most important thing brought up in a while (besides Mercer's "consistency is most important" bit). The numbers we've been batting around are for full time, non-syndicate, non-corporate Shadowrunners. The PCs may not even fit into this list if they're heavily associated with a single gang, syndicate, corporation, or even have a Day Job. These are not the Bar Bouncers who occasionally rough someone up for some side money. They are not the Talismongers who occasionally provide Astral scouting or overwatch. These are the professional freelance criminals. These are the people for whom their only (or perhaps -most significant-) income is going on Shadowruns for a wide variety of people.

Using a broader definition of the term Shadowrunner to include syndicate bully-boys, part-timers, and the like, you might get a "runner" population of several thousand compared to Mercer's earlier 500. That could well be enough to support half a dozen bars catering to them, and a network of fixers and other contacts. These 500 aren't the only ones running the Shadows, they're just the only ones doing it full-time and freelance.
Mercer
QUOTE (Merver)
Now, these numbers are to represent the number of freelance runners in Seattle at any given time, and used as a rough guideline mainly for people who are trying to put together teams on relatively short notice (be they pc's or npc's). These numbers don't cover the corporate black ops teams (who are like runners, but aren't freelancing), or the criminal population. Gangers, other than the select few talented enough to freelance, aren't on the list.

I buried that it the OP but that was my idea going in, that the 500 represented the number of working, freelance runners in or around the city. Whether they live in the NAN or have a real job is less of a factor, as long as you can take jobs, you're on the list. All shadowrunners are "part-time" in the sense that they generally only run a few times a month. (That does leave open the door to "semi-professional" shadowrunners, and the SR Pro-Am, but the list is based around addressing the question, Who's hirable?)

Without really getting into it, I generally consider the number of Corporate Black Ops and Organized Crime Soldiers (the two main blocks of people that on paper look a lot like shadowrunners) to be comparable to the runner numbers. A Mafia soldier who works solely for his local Don isn't a runner even if he's an archetype Street Sam because fixers and Johnsons can't hire him. That will vary from city to city (A mafia-controlled city might have four times the number of mobsters as shadowrunners, since most "shadow" business is mob controlled), and things like Corporate Black Ops are harder to track because the resources of corporations allow them to pull from all over. Since those groups aren't freelance, they have more of an organization to fall back on.

I haven't really thought about how many Fixers Seattle has. I think that would be the next step in really fleshing out the criminal underworld. Off the top of my head, say its 1/10th of the runner population, with 50 Fixers in Seattle-- 25 Inferior, 15 Average, 7 Competent, and 3 Superior or higher. (Assuming that an Inferior fixer is slightly better off than an Inferior runner, as they are management instead of labor, so an Inferior Fixer is still someone who justifies the title "fixer".)

My own personal take on scale is that when you get to Sample Contact or Character level, you should be talking about a finite number of people. There's only so many jobs and so many runners, so there's only so much money fixers can make off that.
Ryu
QUOTE (Mercer)

Now, these numbers are to represent the number of freelance runners in Seattle at any given time, and used as a rough guideline mainly for people who are trying to put together teams on relatively short notice (be they pc's or npc's). These numbers don't cover the corporate black ops teams (who are like runners, but aren't freelancing), or the criminal population. Gangers, other than the select few talented enough to freelance, aren't on the list.


QUOTE

I buried that it the OP but that was my idea going in, that the 500 represented the number of working, freelance runners in or around the city. Whether they live in the NAN or have a real job is less of a factor, as long as you can take jobs, you're on the list. All shadowrunners are "part-time" in the sense that they generally only run a few times a month. (That does leave open the door to "semi-professional" shadowrunners, and the SR Pro-Am, but the list is based around addressing the question, Who's hirable?)


Because of the existance of a running community, extensive number of armed gangs, and strong crime syndicates, a substantial part of the workforce will be in the security sector. If any of those who are willing to do a run and make time for it on short notice are considered runners, the number should be way higher. I do concede that most would only "run" two times a year, but they are there all the time.

It was said before, this numbers game is a matter of perception. If all runners to jobs back-to-back, the community would be quite small, and 500 already stretching believe. The most intensive group I´ve been part off only counted on-run days for lifestyle (bad memories...), so 5 runs/month/group would have been well in reach.
FrankTrollman
QUOTE (Mercer)
Samurai, 40% (200)
Riggers, 20% (100)
Hackers, 20% (100)
Adepts, 15% (75)
Magic Users, 5% (25)

This seems exactly backwards to me.

Let's consider. There are one and a half million SINless people living in the Seattle Barrens. Of those, fifteen thousand are magicians, and another fifteen thousand are adepts. Now a very good proportion of Adepts are in fact people with a Magic of 1 or 2 and Improved Ability: Gymnastics and a specialization in Dance. Whatever. The number of Adepts in the barrens who have any useful running skills, who someone might pay money to do crime with plausible deniability, that's a pretty small number.

But if you're a magician. Maybe you have a Magic of 2 or 3. Maybe you have a Summoning of 1 and have to concentrate really hard to make a Force 3 Spirit show up (as in, you have to try 2 or 3 times to get a net hit and have a service on the damn thing). And seriously, so what? You can summon Force 3 things which have Movement, Guard, and Concealment. Maybe it takes you 10 seconds instead of the second and a half it takes a highly motivated combat mage. So what? You're still "on the team" in any group that aren't jet setting assassins and debutante mercenary celebrities.

The talent pool of people who have magical talent and need food is extremely large. Like, there are seriously tens of thousands of people in it. Sure, it might be hard to get a powerful mage (after all, anyone who can reliably summon a Force 5 spirit can pull down six figures from the shipping industry by going legit), but literally every single runner team can get a mage - even if he's addicted to crank and scratches himself a lot.

So those numbers are completely backards. The nmber of Magicians at the "inferior" and even "less inferior" levels should be staggeringly titanic - because honestly that is the talent pool that people are selecting from. It's like, what if you were putting together a criminal activities team in Oakland and one team member had to be a good wheel man, one of them had to be a military-grade sniper, and one of them just had to be big and black. Magicians are a pice slice taken not out of the elite criminal mastermind population, but out of the entire population, which means that they outnumber every single other Shadowrunner specialty combined.

-Frank
jklst14
There's a big difference between those 15 000 SINless magicians and all the SINless guys who are big and black.

Magical talent is in very high demand since there is a lot of very profitable legitimate work for magicians. Not everyone is going to be a magical researcher or security mage. If one has a Magic of 2 and can cast Fashion, Makeover, Orgasm or Heal, that's a lot of potential earnings, without anyone trying to shoot you back. It's a ticket out of the Barrens for these guys. If you're SINless and magically active, you could probably just walk into an Evo office and say "Hi, I'm SINless but I can cast spells. I'd like a job and a SIN." And after a background check and screening, they'll give you a job in a Evolution body shop doing Healthy Glow spells on rich people.

Now the corps are going to miss a lot of these guys. But when word gets around the neighborhood that little Jimmy can cast Trid Phantasm, I'd bet that the criminal syndicate (especially Triads) would take a keen interest. They'd either try to recruit young Jimmy or maybe they would just pass the info a long to a corp headhunter.

So I do agree, there's going to be a ton of SINless magically active people. But this pool is going to be greatly cannibalized by corporate and syndicate recruiting, leaving a much smaller shadowrunning pool. A SINless magician has tons of options. A SINless guy who is just big and black, not so much.

Respectfully,

-JKL


FrankTrollman
But that's just it. How the hell does little Jimmy pass a backgrond check? Granted, if he can cast one of a long list of industrial and utility spells they won't even care and hire him anyway, but for your average SINless magician, passinga background check is an impossibilty. Because, you know, they're SINless. And anyone freelancing for criminal syndicates is a Shadowrunner, so they should be counted in the numbers.

To paraphrase Biafra, Wall Street and Crack Dealer Avenue are the last roads left to the American Dream. Only one road leads to the Barrens, and little kids want to be major criminals when they grow up. Only in the Shadowrun world, 1% of people are born with the keys to the fucking rocket car and can go down either road until they crash into something.

The Barrens puts forth literally thousands of magic using people who commit crime and want to hit it big in the word or crime. Some of these people rise through the ranks of crimnal syndicates and some stay freelancers the whole time, but in either case they are taking Shadow jobs for shadow money and shadow running to make it work.

When it comes to moderately to very skilled freelance criminals, the vast majority are magicians. Becuase that's the section of the population which can literally be born with those talents. The oddities are the people who have mundane training, equipment, and cybernetics which stands the equal of even moderate magical prowess. A freelance Street Samurai is a seriously rare dude. There are maybe hundreds of them in the entire sprawl and all of them were created by Corps or Governments and most of them still work for those entities and aren't freelancing. If you have Wired Reflexes and a monofilament sword, you're part of a seriously rare breed. There are maybe a couple dozen people in the entire Sprawl who can do what you do.

Bt if you're a mage? Get in line. There are literally thousands of people who want your job. Even if have a Magic of 5 puts you in the 90th percentile, that still means that there are four thousand people in the Seattle Sprawl who can match you at spell slinging. Sure, most of them have real jobs, but you're nothing like an oddity in the world of crime.

-Frank
knasser
QUOTE (FrankTrollman)
But that's just it. How the hell does little Jimmy pass a backgrond check? Granted, if he can cast one of a long list of industrial and utility spells they won't even care and hire him anyway,


14/15 posts of yours Frank, I agree with everything you've said and I sit back content that I don't need to post anything myself. But every now and then I find we have a completely opposing view on something.

There are a dozen easy ways for the corp to perform a ackground check on "little Jimmy." Given that it's only for practical purposes rather than for any legal requirement, it doesn't have to be legitimate or nice. Methods range from a Compel Truth spell to half an hour with a P-Fix Guilt Chip. ("And when I was eight, I stole a packet of biscuits - I'm so sorry mother!"). And that's only for determing any problems with the mage, not how to deal with them which opens up a whole new range of options. Most violence and theft wont bother them - most personal level violence and theft is a result of environment, something that is about to change a great deal. In trouble with the law? No problem - change of name and relocate to another country. If little Jimmy really does show an inherent tendancy to mayhem, well that's fine too, they'll just push him into the appropriate career path.

A mage doesn't need to know a list of industrial and utility spells for a corp to overlook these issues. It's easy enough to enrol a mage on the Ares "So You Want to be a Wage Mage?" training program. The hard part is finding a mage in the first place.

Magical capability is a ticket out of the barrens for most that want it. That's going to cut into the number of Shadowrunning mages. Very few people choose a life of violent crime over perceived corporate ease.

QUOTE (FrankTrollman)
The Barrens puts forth literally thousands of magic using people who commit crime and want to hit it big in the word or crime. Some of these people rise through the ranks of crimnal syndicates and some stay freelancers the whole time, but in either case they are taking Shadow jobs for shadow money and shadow running to make it work


For the purposes of this discussion, we are making a distinction between freelancing Shadowrunners and Syndicate members. That's been explicitly stated by several of us. We're only interested in actual Shadowrunners. The thing is, again, for an aspiring criminal, getting in with one of the Syndicates is hitting the big time. You get a lot of benefits compared to just being some hand-to-mouth criminal, respect and belonging probably being the biggest. A good portion of those who don't leave for the corps, will be mopped up by the Syndicates. The difference is that while a megacorp will probably let you go back to the barrens to live out your miserable life if you turn them down (though maybe not if you turn them down for a rival), the Syndicates quite probably wont:

I have (for which I am deeply thankful) only ever had a very passing encounter with organised crime, but I do have some idea of how they work. They don't like neutral. Neutral doesn't work for them. You have to establish yourself as pretty tough to get away with impartiality. Otherwise they lean on you. They make interesting comments about your family, They're very "for us or against us." The last thing the Russian Mafia will ever do is say to people "oh we leave that street alone because the guy who lives there told us to back off." Believe me on this.

If you're a mundane, even with some cyber, then you may get away with keeping out of the big player's way. But being a magician is a rep in and of itself. The hassle that a samurai gets when he starts building his reputation properly - well a mage already starts out in that position.

Mages aren't a complete rarity in the world of crime, but there are real factors working against it that don't apply to samurai or riggers, et al. I think mages who live in the barrens and work the Shadows are doing so because there is some compelling reason for it. Madness, overwhelming emotional ties, a burning hatred that cannot be satisfied in the world of corporate comfort. I play magic as something sinister and still ull of the unknown in my setting so making mages something a little 'other' works quite well. But certainly if they're normal people, there's not much reason for them to be Shadowrunners.
FrankTrollman
QUOTE (Hyz)
Mages aren't a complete rarity in the world of crime, but there are real factors working against it that don't apply to samurai or riggers, et al. I


I am not saying that there aren't. There are factors that weed out all kinds of people. But remember that the starting pool of magicians is several orders of magnitude larger. To get the kinds of numbers that Mercer is talking about, for every street samurai or cyberninja that factors worked against them working in freelance crime, factors would work against one hundred magicians. And that's just not credible to me.

What makes a person with corporate created cybernetics one hundred times more likely to be a freelance criminal than someone with natural genetic magical talent?

-Frank
kzt
People overestimate how many member there are in organized crime. IIRC, there were 50-70 made men who made up the Chicago "Outfit" in the 90s. They had connections everywhere, but those 50-70 guys WERE the mafia in Chicago and the 5 counties around it. Everyone else involved with the Outfit was a wannabe or an associate at best. And they were from a few hundreds to a thousand.

Of course, SR also has no idea how large a street gang is either. . . .

The other thing to realize is that corporations are really conservative in who they hire. If you want an example of this, try putting down a felony arrest on your next job application. People who live in the barrens, like people who live in the ghetto, tend to end up involved in criminal activity and end up with arrest records or drug addictions even if they don't end up dead. Would you hire a graduate from MITT or some gang banger with talent who has a chip on his shoulder the size of a boulder and considers a street gang his family?

A good example of the LA gang life, which can be easily extended to the Barrens, is L.A. Gangs: Nine Miles and Spreading.
Blade
From what I heard, there aren't many people in the mafia itself, but there are a lot of people working, most of them unknowingly, for them.
Jhaiisiin
Of course, therein lies the problem. While there may only be 20 core "mafia" people or whatever, the fact that there are hundreds if not thousands of people working with/for/under them is what makes them an issue.
knasser
QUOTE (FrankTrollman)
QUOTE (Hyz)
Mages aren't a complete rarity in the world of crime, but there are real factors working against it that don't apply to samurai or riggers, et al. I


I am not saying that there aren't. There are factors that weed out all kinds of people. But remember that the starting pool of magicians is several orders of magnitude larger. To get the kinds of numbers that Mercer is talking about, for every street samurai or cyberninja that factors worked against them working in freelance crime, factors would work against one hundred magicians. And that's just not credible to me.

What makes a person with corporate created cybernetics one hundred times more likely to be a freelance criminal than someone with natural genetic magical talent?

-Frank


Heh! I'm not Hyzmarca there, Frank. Must have just been sounding especially knowledgable or something. biggrin.gif

When you say that the starting pool of mages is several orders of magnitude larger [than samurai, I presume], it's a starting point to the debate I don't share.

I know you of all people are not someone who throws out phrases without understanding what they're saying, so I'm taking this to say that there are at least a hundred more mages than there are samurai before factors such as corporate recruitment start weeding them out.

I've got two issues with that. The first is that given the value of mages and the inability to grow your own like you can samurai, a couple of orders of magnitude might not actually be sufficient to counter the corporate and syndicate recruitment. Even a low-level magician could start their own business creating wards (though someone from the Barrens might lack business and sales ability). But the main issue is the starting pools of potential Shadowrunners.

I've come around a little to your point of view as I now see what you're saying (correct me if I've got this wrong). The hundreds of thousands it can cost to become chromed along with the skills required to use it, is rare. Even rarer than the small portion of the population that shows the glimmer of magical potential.

I think you're comparing unlike things however. Ghost Who Walks Inside is all wired up and has magnificent skills. Yes - there may be more gutter mages about than there are people like him. But the correct comparison to all those low-power magicians are the poorer, less skilled samurai. We need to have the same standard of what constitutes a Samurai vs. what constitutes some thug with a bit of muscle replacement.

I think part of what you're saying is that any magician who chooses to be a Shadowrunner can be a Shadowrunner by virtue of their ability. Whereas a lot of the mundane criminals can never really hope to be considered that or get on a team.

There's merit to that, although it can't logically be extended to the situation in which there are more mages than Samurai which is what you proposed.

But the financial resource required to be a samurai is not that extreme. Wired reflexes and a smart link would be a must and perhaps some attribute boosts, which can be had for, what? Around thirty-thousand? It's out of the reach of most of your honest barrens inhabitants, but it's not much by other people's standards.There are plenty of sources for samurai to enter the shadows from. Ex-army, ex-security, organised crime, drug dealing, theft, corp funded. And we can knock the cost down further with second hand ware. My point is that there are a lot of good sources for Samurai to come from, combined with a lack of interest on the part of big players like the corps who can produce them to order (ish). But there's only one source for mages and it's the rare happenstance of chance.

There's also one final issue counting against finding a high proportion of runners being magicians and it's this. If you accept that Shadowrunners are Shadowrunners due to either serious psychological issues or desparate circumstance (and that's a fair assumption given that most people with the skills to be a Shadowrunner could make a better and safer living doing something else), then we find that ability is not the driving factor in becoming one. And in that case, it follows that of those that need to become a Shadowrunner, many will be able to go out and get fitted with some ware, pick up a Predator and learn to shoot, but few, few of them will be able to go out and become spellslingers. Becoming a samurai or whatever is the only option for most people driven to those lengths. Therefore of most people driven to those lengths, that's what they'll be. Not mages.

I see what you're saying (I think), and I'm partially persuaded, but I don't give your points, though their valid, the same weight that you do.

Correct me if I've misunderstood your post.

-K.
knasser
QUOTE (kzt)
People overestimate how many member there are in organized crime. IIRC, there were 50-70 made men who made up the Chicago "Outfit" in the 90s. They had connections everywhere, but those 50-70 guys WERE the mafia in Chicago and the 5 counties around it. Everyone else involved with the Outfit was a wannabe or an associate at best. And they were from a few hundreds to a thousand.


50-70 hardened criminals with zero respect for the law sounds pretty dangerous to me!
kzt
No professional criminal (and the few hundreds to a thousand are all one man crime waves - crime is what they do every day) has anything other then professional respect for the law.
knasser
QUOTE (kzt)
No professional criminal (and the few hundreds to a thousand are all one man crime waves - crime is what they do every day) has anything other then professional respect for the law.


Disagree. Contempt is more like it, contempt and an over-compensating dismissal of any of the threats the law can bring.

But when I said respect, I meant the sort of conditioned fear of punishment or judgement that most people have in the West. The ability to enforce the law is not what keeps people from breaking it. It is the fear of the law that keeps people from breaking it. At least in those situations where they would otherwise behave differently. That may seem like a trivial statement or two ways of saying the same thing, but in fact it is not. The effect of fear of the law on people's behaviour is out of all proportion to a government's ability to enforce that law. I remember an interview with a senior police officer on the radio here in the UK in which he said (and I think I've still got the words right): "The law isn't to stop bad people from being bad. It's to stop good people from being bad." In other words, it doesn't do much to discourage real criminals, but it keeps the better behaved people better behaved.

A person who lacks that fear of the law can get away with a lot. Were that lack of "respect" more common, then you would see how little actual grip law enforcement has on a country. If you get seventy people organising together who lack that fear of the law, that "respect" then they can do a lot.
kzt
QUOTE (knasser)
a senior police officer on the radio here in the UK in which he said (and I think I've still got the words right): "The law isn't to stop bad people from being bad. It's to stop good people from being bad." In other words, it doesn't do much to discourage real criminals, but it keeps the better behaved people better behaved.

And that's why the crime problem in England is out of control.

What I mean is that that they ignore the law in their daily operation, but they don't ignore the police. They try to understand how the cops work and act. Who can be paid off and who can't, and who can be scared off and who can't. Who they can use to get info on what the cops are doing, and how they can plant agents in the police. They use this to avoid being caught. If caught they will hire people who can use the law to let them walk or people who can apply pressure to the people who can let them walk.

People who have total contempt for the cops may make a living from crime, but they will not be "professional" criminals. They will spend, as do gangbangers and many thugs, a large proportion of their life inside. Made men normally didn't. They probably spent time in jail or short stretch in prison, but it's not a rotating door they keep walking through. Some of them are only suspected of being criminals, though that seems pretty rare.
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