Shadowrunner Stats
Written By: Serial

	This chart was created to help keep track of the Shadowrunners available for hire in the
SNES game Shadowrun. You can use this to preview a Shadowrunner before you hire one, or to
compare a Shadowrunner to another, in case you want to hire one for a specific situation or run.

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How to read the key -

Name - Type
	This gives the name of the Shadowrunner, the race of the Shadowrunner, and the type of
Shadowrunner they are. There are 3 types of Shadowrunners in the game.
- Mercs primary function is fighting and shooting.
- Mages have magical skills.
- Deckers will hack into computers for you.

Cost:
	How much Nuyen it would cost you normally to hire a Shadowrunner if you don't pick
up the Negotiation skill.

After Negotiation:
	How much it would cost if you max out your negotiation skill to 6 then hire a
Shadowrunner.

Found At:
	The location where a Shadowrunner may be found. Named first is the place - ie, Grim
Reaper Club - and on what level - ie, Tenth Street.

The rest of the stats are what is displayed if you choose to EXAMINE a Shadowrunner.

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	It should be noted that not all statistics have a large effect on how a Shadowrunner is
used. Sometimes a Shadowrunner will have a firearms skill of 1, yet seem to hit his target like a
marksmen every time. I'm also unsure how the stats effect the Shadowrunner, or whether all of
them have any effect on the game.

	I also put a little notation  (fires full auto)  besides the firearms skill if a character will
use a firearm as though it were fully automatic. It should be noted that it doesn't matter what
firearm a Shadowrunner is using that determines whether they can use it in full-auto, but on the
Shadowrunner themselves.

	It should be noted that you CAN give items, weapons and armor to Shadowrunners, and
they can give them to you, or other Shadowrunners, but they might not always be able to equip
them or make use of them, like giving a firearm to a mage who normally fights with magic. If
you give them a firearm, they won't use it. I'm unsure whether the firearm a Shadowrunner uses
will make a difference in how often they hit, how accurate they are, or how much damage they
do with each hit.

	I've also included small notes on how you might want to make use of particular
Shadowrunners.

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Table of Shadowrunners

1. Hamfist the Decker

2. Jagadance the Mage

3. Orifice the Mercenary

4. Dances With Clams the Mage

5. Frogtongue the Mercenary

6. Anders the Mercenary

7. Jetboy the Decker

8. Norbert the Mercenary

9. Kitsume the Mage

10. Spatter the Mage

11. Steelflight the Decker

12. Akimi the Mage

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Hamfist - Orc/Decker
Cost: 500
After Negotiation: 300
Found At: Grim Reaper Club on Tenth Street
	Body - 3 30/30
	Magic - 0 0/0
	Strength - 4
	Charisma - 4
	Weapon - T-250 Shotgun
	Armor - 1, Mesh Jacket
		Items - Cyberdeck
		Skills
		- Firearms 1
		- Armed Combat 1
		- Computer 1
		Cyber - Datajack

Notes: Hamfist is the first Shadowrunner you can hire, and it may be a good idea to make use of
him. In the earlier stages, he can help you build up your Karma and Nuyen by busting down
doors and mowing down everyone inside, and you can go and shoot up the cemetery ghouls for
karma with Hamfist as well. Hamfist can hit most everything quite well, despite his low firearms
skill. The fact that he's a decker can also help you break into Glutmans computer in the Tenth
Street stage for more Nuyen, since at that point in the game you'll be unable to hack into
computers yourself.
	Once you get to the Caryards though, Hamfist starts to outlive some of his usefulness, as
he can't take the punishment of real gunfire like some of the other Runners can. He is good
however for building up karma and Nuyen if you choose to go back to Tenth Street, as he is
cheap, and will stick around for a good while.

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Jagadance - Jamaican/Mage
Cost: 1500
After Negotiation: 800
Found At: Grim Reaper Club on Tenth Street
	Body - 3 30/30
	Magic - 4 40/40
	Strength - 3
	Charisma - 3
	Weapon - Fichetti L. Pistol
	Armor - 2, Mesh Armor
		Magic
		- Powerball lv2 (6)
		- Heal lv2 (6)
		- Armor lv1 (5)
		Skills
		- Firearms 1
		- Armed Combat 1
		- Leadership 1
		- Negotiation 2

Notes: Jagadance is the Jamaican that you see on the phone at the Grim Reaper club when you
start off in the game. Once you get past the Caryards, he'll be off the phone, and you can hire
him.
	The major problem with Jagadance though, is that he can't hit the broadside of a barn,
and when he does manage to hit something, his peashooter barely makes a dent. His magical
skills aren't anything to get all worked up about either, he has only 3 spells at low levels.
Jagadance is however, the cheapest Mage you can hire.
	For fighting your way through Tenth Street, Hamfist is the better choice. I'm almost
inclined to rate Jagadance as the worst Shadowrunner to hire.

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Orifice - Orc/Merc
Cost: 500
After Negotiation: 300
Found At: Sputnik Club in Old Town
	Body - 4 40/40
	Magic - 0 0/0
	Strength - 1
	Charisma - 1
	Weapon - T-250 Shotgun
	Armor - 1, Mesh Armor
		Skills
		- Firearms 4 (fires full auto)
		- Armed Combat 3

Notes: Orifice is the next step up from Hamfist, and is a wonderful fighter, and at a good price as
well. He'll live through most of your low-level fights, however, taking him into buildings and
complexes is a bad idea, as he isn't THAT good. He also won't stay around for very long, and
you can probably do most of the fighting on your own when your in Oldtown.

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Dances (With Clams) - Shaman/Mage
Cost: 2000
After Negotiation: 1000
Found At: Sputnik Club in Old Town
	Body - 3 30/30
	Magic - 5 50/50
	Strength - 4
	Charisma - 1
	Weapon - None
	Armor - 0, None
		Magic
		- Powerball lv3 (7)
		- Heal lv1 (5)
		- Invisibility lv5 (9)
		- Armor lv1 (5)
		- Summon Spirit lv3 (14)
		Skills
		- Leadership 3
		- Negotiation 1

Notes: Dances main problem is that he's expensive and he doesn't stick around for very long. As
said before, at your first opportunity to pick him up, you can probably do most of the fighting on
your own in Old town.

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Frogtongue - Orc/Merc
Cost: 1500
After Negotiation: 1000
Found At: Wastelands... Downtown
	Body - 7 70/70
	Magic - 0 0/0
	Strength - 5
	Charisma - 1
	Weapon - HK 277 A. Rifle
	Armor - 3, Bullet Proof Vest
		Skills
		- Firearms 8
		- Armed Combat 5

Notes: I have to rate Frogtongue as one of the best Mercs to have around. He plays second fiddle
only to Norbert, as they make a great team for storming those tough buildings and complexes.
He also sticks around for a good while, and will live out most battles.

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Anders - Samurai Warrior/Merc
Cost: 1000
After Negotiation: 800
Found At: Wastelands... Downtown
	Body - 5 50/50
	Magic - 0 0/0
	Strength - 5
	Charisma - 1
	Weapon - Uzi III SMG
	Armor - 1, Mesh Jacket
		Skills
		- Firearms 10 (fires full auto)
		- Unarmed Combat 6
		- Armed Combat 6

Notes: Anders is sort of like a poor mans Norbert. He's quite cheap for the quality you get,
however, he might not outlast some of the fights that Norbert or Frogtongue can, and he also
won't stick around as long. I consider him to be the 3rd best Merc in the game however, so if
your taking a big team of Shadowrunners, Anders might be your ticket.

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Jetboy - Heavy Dude/Elf/Decker
Cost: 1000
After Negotiation: 800
Found At: Wastelands... Downtown
	Body - 3 30/30
	Magic - 0 0/0
	Strength - 3
	Charisma - 1
	Weapon - Beretta Pistol
	Armor - 1, Mesh Jacket
		Items - Cyberdeck
		Skills
		- Firearms 2
		- Armed Combat 1
		- Computer 3
		Cyber - Datajack

Notes: As a decker and a fighter, I have to rate Jetboy low. Hamfist can do the same job cheaper,
as he has the same HP, the same armor, and the same computer rating for hacking into
computers. Although Jetboy will stay with you longer than Hamfist, he isn't quite as good a
fighter, especially for the mean streets of Downtown. If there's a hacking job that needs only a
level 3 hacker, Hamfist can do the job.

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Norbert - Dwarf/Merc
Cost: 2000
After Negotiation: 1500
Found At: Wastelands... Downtown
	Body - 6 60/60
	Magic - 0 0/0
	Strength - 5
	Charisma - 2
	Weapon - Uzi III SMG
	Armor - 1, Mesh Jacket
		Skills
		- Firearms 8 (fires full auto)

Notes: Norbert has to be the best Merc in the game. Despite the fact that his firearms level is
the same as Frogtongues, and lower than Anders, he seems to be able to mow down hitmen
better than both of them. Norbert will also stick with you longer than any other Merc. There is
the small problem that Norbert has, as sometimes he can't outlast a gunfight as long as
Frogtongue can. If you want a good team of Mercs to storm a building, get Norbert 1st,
Frogtongue 2nd, and Anders 3rd.

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Kitsume - Catwoman/Mage
Cost: 3000
After Negotiation: 2400
Found At: Jagged Nails Club Downtown
	Body - 5 50/50
	Magic - 17 170/170
	Strength - 1
	Charisma - 7
	Weapon - None
	Armor - 0, None
		Magic
		- Powerball lv4 (8)
		- Heal lv6 (10)
		- Invisibility lv2 (6)
		- Summon Spirit lv5 (18)

Notes: I've never found the Mages abilities to be very useful. Sometimes a magical attack does
some nice damage, but the really good place that Mages do well is with healing. Kitsume is the
only Mage with a maxed out spell, and that spell being Heal. Kitsume will stay with you
permanently if you beat the Rat Shaman while she's with you, however, trying to keep her alive
through the whole game is difficult. If you choose not to have Kitsume with you permanently,
she will stay with you for a long period of time before she chooses to leave though. 
	It may be better in some cases to have other people in your party other than Kitsume, as
her only real strength is her Heal spell. It's been said before that a good defense is a good
offense, and it rings true in this game as well. If you choose a better Merc rather than Kitsume,
you'll more than likely kill the attacker before they have a chance to continue damaging you.

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Spatter - Mage
Cost: 2000
After Negotiation: 1500
Found At: Jagged Nails Club Downtown
	Body - 6 60/60
	Magic - 8 80/80
	Strength - 4
	Charisma - 1
	Weapon - Warhawk H. Pistol
	Armor - 1, Mesh Jacket
		Magic
		- Powerball lv5 (9)
		- Heal lv3 (7)
		- Armor lv4 (8)
		Skills
		- Firearms 4
		- Negotiation 2

Notes: Spatter can be better than some of the other Mages, however, for total firepower, a Merc
could be substituted in his place. It seems that Spatter has a less than average fighting ability,
as Hamfist could beat this guy in a shooting contest. As always, the real advantages of Mages are
the healing spells, other than that, you might want to get another runner for the same price.
Norbert is probably the runner you want for 1500 Nuyen.
	If you take Spatter to the 4th floor of the Drake building, he'll tell you that he's tired of
following you around, and then he'll turn right around and shoot you. If you kill him or let him
live by leaving the room, he won't be back at the Jagged Nails Club. If you want to hire Spatter
on any later occasion, you'll have to leave him behind, or kill him on the 3rd floor of the Drake
building if you ever want to hire him again after that point.

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Steelflight - Elf/Mage
Cost: 5000
After Negotiation: 4000
Found At: Jagged Nails Club Downtown
	Body - 10 100/100
	Magic - 0 0/0
	Strength - 4
	Charisma - 2
	Weapon - Warhawk H. Pistol
	Armor - 4, Bulletproof Vest
		Items - Cyberdeck
		Skills 
		- Firearms 4
		- Computer 6
		Cyber - Datajack

Notes: When you talk to Steelflight, you'll quickly realize he's quite full of himself, and assured
that he's the best Decker there is, and for his price, he has a right to brag.
	As a Decker, Steelflight has all your cyberspace needs for hacking his way through
complexes, as his Computer rating is maxed out. Even if you've maxed out your own computer
level to 6, he can function well as a secondary hacker in case you've taken to much damage, and
it might be to dangerous to jack into someones computer. Thats only a small reason for hiring
Steelflight though. Steelflight also has the highest HP than any other runner, and he also has the
highest armor. Combine that with a nice fighting skill, and the fact that he'll stay with you for a
long time, and you'll see that Steelflight can outlast LOTS of gunfights.
	Instead of hiring a Merc, a good alternative can be Steelflight.

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Akimi - Mage
Cost:
After Negotiation: 8000
Found At: Daley Station Downtown, departing from a train after being summoned by phone
	Body - 7 70/70
	Magic - 20 200/200
	Strength - 1
	Charisma - 6
	Weapon - None
	Armor - 0, None
		Magic
		- Powerball lv5 (9)
		- Heal lv4 (8)
		- Invisibility lv5 (9)
		- Armor lv2 (6)
		- Summon Spirit lv4 (16)
		- Freeze lv3 (7)
		Skills
		- Leadership 4
		- Negotiation 3

Notes: For mages, Akimi is top notch, but darn expensive. She's expensive to the point where
you might consider getting a Merc, or some other Mage in her place. However, Akimi does offer
the benefits of staying around for a long time, having high HP, fighting well with magic, and
having maxed out MP. Take note that NONE of her spells are maxed out.
	Akimi also only comes along late in the game, after you've defeated Drake, so the only
new place to take her is the Akemi building, because she appears SO late in the game. Price may
be less of a consideration since Akimi appears so late in the game though.

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And the best one is...

Mercs -

Between Hamfist, Orifice, Anders, Frogtongue, Norbert and Steelflight -

1st place goes to Norbert. He can basically do more damage shooting than any other runner in
the game.
2nd place goes to Frogtongue. He does almost as much damage as Norbert, and he can take more
abuse than Norbert.
3rd place goes to Anders, probably the  best buy  Merc in the game.
Runners up -  Hamfist is great when your first starting out.

Deckers -

Bewteen Hamfist, Jetboy and Steelflight -

1st place goes to Steelflight. If you don't have your computer skill maxed out, he's the best
decker there is.
2nd place goes to Hamfist. Although Hamfists computer abilities are the same as Jetboys, he has
other qualities make him worth more.

Mages -

Bewteen Jagadance, Dances With Clams, Spatter, Kitsume and Akimi - 

1st place goes to Akimi. Although her healing spell isn't as powerful as Kitsumes, her MP is
maxed out, so she can heal more often. Her HP is also higher than Kitsumes allowing her to last
longer.
2nd place goes to Kitsume. Her heal spell is maxed out, making her much more important than
some of the other Mages. She can also stay with you permanently. Her magic attack is weaker
than Akimis and Dances though.
3rd place goes to Spatter. He's just beefier than Jagadance and Dances.

Overall - 

1st place goes to Steelflight. He can take more abuse than any other runner, he's a decker, AND
he has a good fighting ability.

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Teams you might want to use - 

Norbert, Frogtongue and Anders. They can destroy just about anything that walks in their way.
Akimi, Steelflight and Norbert. They have you covered on all 3 fronts, for fighting, decking, and
Magic
Kitsume, Steelflight and Norbert. In cases where you want to keep Kitsume permanently, or if
you can't obtain Akimi yet.

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If you have any questions or comments, you can e-mail me at: andersen@mnsi.net
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Aknowledgements - The people who help put the first two Shadowrun FAQs out.

Dataeast and FASA for making Shadowrun for the SNES.

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P. S. - Dataeast mentioned in the credits that they were going to make a sequel to Shadowrun,
but it never came. Would anyone like to try to make a hack for use in emulators? I'd be willing
to help