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| - Here's the list of all the shadowrunners available for hire. Note that you won't have access to all of them at the beginning of the game, so read the notes for each subsection so you have an idea of what you'll have to do to get the runner on your team. __TOC__ Each subsection is named for that particular runner -- 10 in all. Under each name is the in-game description of the runner as seen in the notebook portion of the pocket secretary. Note to nitpickers: I switched the order of Stark's description so it would adhere to the same format that the others follow. Below the description is the hiring price scale, which is probably one of the most complicated concepts in the game. I'll explain it now. First of all, you should know that all prices listed are for one-time hires. If you want to know the equivalent full-time fee, just multiply by 10. This is always the case, so making up a whole different set of tables would have been a waste of time and space. The hiring price of each shadowrunner will vary according to several factors: your Charisma, your Negotiation, your Reputation, and the runner's attitude toward you. The first three factors I mentioned are pretty self-explanatory. The one about the runner's attitude has to do with the fact that depending on your history with that particular runner, he or she will be more or less willing to go on a run with you. If you successfully complete a run with a runner that you hired for the short term and go back to hire the runner again, he or she will be encouraged by your success and their hiring price will probably drop a little. If you fail in a run, or if you dismiss the runner, they will be a bit more surly the next time you talk to them and their price will be higher. Obviously, you can't increase your relationship with a runner by hiring them for life, since the only way to keep hiring them is to keep dismissing them or dying. But if you prefer to keep hiring them for the short term, you'll see their fees gradually drop. The scale of their attitudes has 5 degrees: Lowest: Represented on the charts by three minus signs. Having a bad relationship with a runner will get you the highest hiring price. Note that the runner will be more surly when you ask him or her to sign on. Medium-Low: Represented on the charts by a single minus sign. This is the level that you start out at with all the runners. If their attitude is on this level, you'll still get a neutral reply when asking them to join you. Neutral: Represented on the charts by an equal sign. Having a neutral relationship with a runner will get you fair hiring prices, and you'll get the neutral reply from them when asking them to join. Medium-High: Represented on the charts by a single plus sign. With medium-high respect from a runner, you'll still get the neutral dialog when you ask them to join you, but their prices will be very good. Highest: Represented on the charts by three plus signs. When a runner has the highest attitude towards you, you'll get rock-bottom hiring prices, since they enjoy running with you so much. Also note that they will give a cheerful, eager reply when you ask them to join you. So, there's a 5-point scale of each runner's attitude toward you. Each successful run (not counting courier and bodyguard runs, which don't count since the runners don't get paid and go home afterwards) will move the runner's attitude one spot in the positive direction, while each failure or dismissal will move the attitude one spot in the negative direction. There is an exception, however: It takes two moves to go between medium-high (+) and highest (+++) attitudes. That is, if the runner's attitude is medium high, you'll have to go on two successful runs before you'll get the highest attitude and the lowest hiring price. The same thing goes for moving in the opposite direction: If the runner has the highest attitude, you'll have to fail two times in a row with him or her before their attitude will drop and their hiring price will go back up. Got it? Hey, I told you it was complicated... but we're not done yet. The runner's attitude is only one of four factors that determine the price. The other three are Joshua's (and not anyone else's) ratings in the Reputation and Negotiation skills, as well as the Charisma attribute. For the purposes of this FAQ, I've created a system for determining how much you'll have to pay to hire each runner. You'll notice on the charts below that across the top is the runner's attitude, as we've already discussed. Down the side, though, is a point total. This total is determined by doubling Joshua's Charisma score and adding it to his Reputation and Negotiation scores. Here's an example: If you had a Charisma of 4, a Reputation of 7, and a Negotiation of 3, your point total would be (4*2)+7+3 = 18. You'd then fall into the row marked "16-19" on the chart. Suppose you were trying to hire Ricky and he had a neutral attitude toward you. Follow the "16-19" row across to where it meets the "=" column and you'll see that his hiring price would be 100 nuyen for a one-time job, or 1,000 for a full-time hire. So, that's the system. I hope it makes sense to you. The one thing I wanted to mention is that the charts are correct and some runners in certain situations will charge you MORE if they have a high attitude than a lower one. Ricky is an example of this, and his hiring price scale also has another flaw: For the two highest attitudes, your Charisma, Reputation and Negotiation scores don't even make a difference. It's weird, I know, but don't blame me. Blame the Sega programmers. As far as the rest of each runner's subsection goes, it's pretty straightforward. Below the hiring price scale is the equipment each character comes equipped with (amounts are in parenthesis), how many clips they are initially carrying, what cyberware, if any, they already have installed when you meet them, what magic they have at first (for shaman and mages), their scores in each skill and attribute when you first meet them, and, of course, my notes on each one. The notes include my opinions of each one, as well as things such as directions on how to get the runner, when required, and other quirks about each character.
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