QUOTE (hermit @ Jul 16 2011, 04:56 PM)

So not useable supplements are now a feature, not a flaw?
QUOTE
Sorry, not meaning to piss on the entire PDF (haven't seen it so far)
One of these quotes is not like the other...
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...but this rule is not really adding anything except baggage and a way to make DMPC hyperpowerful (since, yes, PCs buying this might not be the worst problem and will just effectively remove the PC from any sensible game).
There are two rules in here, that you seem to be lumping together into one in order to cast them both in the worst possible light.
1) When a street legend is active in your campaign,
everyone rolls hits on a 4+. Not just the legendary character, but everyone. Emeril shouts BAM and your whole campaign kicks it up a notch, getting a little more cinematic and over-the-top, inflating the difference between hum-drum security schmucks' die pools and over-the-top action superstars (your PCs, not just the NPC in question, should be stealing the limelight under this rule). This provides a metagame "boost" and a sense of excitement and the-stuff-legends-are-made-of into your campaign, so that players are psyched to be running alongside (or against!) one of the Sixth World's big names.
2)
As a separate rule, players can eventually achieve a sort of legendary status themselves, if you're in a high powered campaign and they've got the karma to spend. If someone has the points and your campaign opts to use this rule, any PC that wants to can get their very own epic level knack, and show they've hit the big leagues by being the coolest of the cool and scoring hits on a 4+.
The NPC version grants the ability to entire scenes at a time, and is a purely metagame conceit to ramp up the level of cinematic fun if the inclusion of a legendary character calls for it. The PC version is a way for a given player character to just be that awesome all the time. Both are optional, but not exactly equal. If a legendary NPC is around, your PCs reap the benefit of the special rule (since PCs are the focus point of any campaign, and as such Shadowrun as a whole). If it's a PC that's shelled out the karma for the rule, that PC reaps the benefits of the special rule (since PCs are the focus point of any campaign, and as such Shadowrun as a whole). Either way, it's not something that's unique to "overpowered" and "broken" "Mary Sue" NPCs.
And, again? Both are clearly stated as being
suggestions for high-octane over-the-top campaigns, and if you don't want to use them,
don't use them. Their inclusion shouldn't be making the whole supplement "not useable," and if it is I think that's a problem with you, and not the supplement.
It's a fucking game. What's more, despite late SR3 and early SR4 conceits to the contrary, Shadowrun as a whole shouldn't be taken seriously enough that it should even be called a "sensible game," any more than any RPG should. Personally? It's a ridiculous, silly, amazing game about elves and wizards and computers and orks and submachineguns and stompy robots and mirror shades all at once; rolling handfuls of dice and being awesome is the only thing to
really worry about, in the greater scheme of things. If rolling even bigger handfuls of dice and being even more awesome, alongside characters known from novels and sourcebooks, is your thing? Rock out, buy the book, get a better handle on some metaplot and some infamous characters, and have fun.
If that's not your thing, and you prefer a "sensible game," then fine, but that doesn't make it a bad book. The fact
you won't be using it doesn't mean it's not useable (and for the record I mean the generic "you," here, not necessarily Hermit as an individual). Different folks have always glommed onto different aspects of Shadowrun, loving or hating various NPCs (or ignoring them completely), loving, hating or ignoring various slices of the metaplot, loving, hating, or ignoring various parts of the setting...that's just the nature of the beast, particularly when it's a beast with 20+ years of baggage.