You just like to help!
Helper
You just like to help and are great at taking directions!
Cost: 7 Karma
Game Effect: You do not take a penalty to performing a skill test untrained if you not the lead on a teamwork test.
Thoughts.
You just like to help!
Helper
You just like to help and are great at taking directions!
Cost: 7 Karma
Game Effect: You do not take a penalty to performing a skill test untrained if you not the lead on a teamwork test.
Thoughts.
Save yourself at the last second
Archetype
Archetype Great Sword
Prerequisites Great Sword Dedication
When the block brakes, you’ve learned to turn it just enough to save yourself some pain. If you use your sword to do a shield block, you reduce the damage you take by your strength modifier. The sword still takes damage as normal.
Thoughts?
I want to block stuff with my sword!
You swing hard enough, and you can block even the best attacks.
Prerequisites: Proficiency with shields.
Benefit: You’ve trained how to use a sword to block. If you are wielding a melee weapon, you gain a +1 shield bonus to KAC and EAC against melee attacks.
Thoughts?
Time to get to the big one!
Archetype
Archetype Great Sword
Prerequisite Great Sword Dedication
Trigger An opponent hits you with a non-critical melee attack.
Swing away hard! Attempt an attack roll with the DC equal to the opponents attack roll. If you succeed, the opponent’s attack misses.
Thoughts?
Let keep building!
Archetype
Archetype Great Sword
Prerequisite Great Sword Dedication
You know how to turn a blade to get the most out of it. Any two handed sword you are wielding has its hardness increased by 1/2, rounded down, its normal amount.
Thoughts?
Product– Shadowrun, Sixth World Core Rulebook: City Edition: Seattle
System- Shadowrun 6th Ed
Producer– Catalyst Game Labs
Price– $19.99 here https://www.drivethrurpg.com/product/286850/Shadowrun-Sixth-World-Core-Rulebook-City-Edition-Seattle&affiliate_id=658618
TL; DR– Solid new package on the 6th Ed rules 90%

Basics– Ready to hit the Shadows Chummer? City Edition Seattle is a revamp of the new 6th edition rules for Shadowrun. It’s full of errata and new layout for the same 6th edition you know.
Mechanics or Crunch– If you were hoping for a completely new edition, this is not what you want. Sixth edition has been slightly controversial, but this book clears some of the issues with included errata. It’s still fundamentally 6th edition however. It works decently despite some misgivings that I have with some minor choices like only gaining a maximum of two edge per turn or deemphasizing strength for melee damage. 4/5
Theme or Fluff– While Shadowrun players may not like all the mechanical choices from the system, almost everyone loves the fluff the world provides. It’s deep and engaging with lots of short stories. Mechanics do match fluff and the arts and stories tie all of that together as well. This will make you want some cyberpunk tabletop in your life. 5/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Slight missteps. Catalyst did a good job putting a lot of errata into one package, but some things are still buried into the text. It’s much cleaner from what was before, but some things are still buried and its easy to miss small things with huge implications like how strength might not play the major role in damage but how almost all physical contests have Strength as a major factor in a contest of ability. 4.5/5
Summary– This book is a repackage of the rules that you may or may not love. It makes them more approachable and easier to read, but it will not fundamentally change them. The quality of life changes to the rules are fantastic, and the usual art and story are great as well. It’s now just if you like the basic rules or not. I have some issues, but overall it’s still Shadowrun to me, so I am having a blast. 90%
Back to the massive sword fighter!
Archetype
Archetype Aldori Duelist
Prerequisite Great Sword Dedication
Tools, no matter how abused, are meant to be used. Two handed swords do not gain the broken trait when wielded by you nor do any two handed weapons with more than zero hit points have the broken trait. When a two handed sword is reduced to zero hit points while used by you, it instead becomes broken, is not destroyed, and can not be used then. Weapon broken while used by you can be repared even when reduced to zero hit points. Weapons with their hit points reduced to zero hit points are still destroyed if they were used by others.
Thoughts?
Thoughts?
Some days just suck…
Unlucky
You just cant catch a brake.