Digital Footprint (1 to 3) You just can’t leave well enough alone. • Bonus: 8 Karma per level • Game Effect: You leave a massive flare in the matrix when you do anything. When you do an illegal matrix action, you increase your GOD score by the level of this quality for each illegal matrix action you take.
DDOS Network (1 to 3) Why not call in a few friends? • Cost: 12 Karma per level • Game Effect: You have spent a bit of time setting some seeds you can call in for help. When you do an illegal matrix action, you can gain a +1 dice on the check for each level of this quality. You however increase your GOD score by the level of this quality for each illegal matrix action you take.
Snap Snot Why not take a quick shot? • Cost: 12 Karma • Game Effect: As a minor action, you can spend a 2 edge and make a ranged attack. The base damage value of the attack is halved, rounded down.
Been thinking about minor actions and spells. Let’s put one out there.
SLAP
(Indirect Combat)
RANGE TYPE Duration DV Damage LOS P I 3 0 A quick little spell—a quick flick of the magic buffets the target. Slap targets individuals and only does damage based on net hits that can be amped up, but can be cast as a minor action.
Arcane Response Your spells protect you. • Cost: 12 Karma • Game Effect: When you are dealt damage by an enemy and have cast an opposed spell roll last turn, you can spend a point of edge to add your last spells net hits to your soak roll.
Enrage causes pure anger to erupt in a target. Roll Sorcery + Magic vs. Willpower + Logic; net hits give the maximum duration of the spell in minutes. The caster must sustain the spell for the complete duration.
The target must randomly attack targets it can see for the duration, either a friend or foe does not matter.
Enrage hits individuals, Stoke Mob is area effect.
Concussion Grenade Hurt before the hurt. • Cost: 8 Karma • Game Effect: When you throw or shoot a grenade, you can target a creature instead making a thrown weapon attack or ranged weapon attack as normal against a Reaction + Intuition check. If you succeed, you deal damage equal to net hits plus your Strength score if you threw the grenade or attack ratting/2, rounded down and there is no grenade scatter. If you miss, you roll scatter as normal. In either case the grenade explodes after.
Let’s keep this idea moving into a different system!
Technique over Force Through practice you’ve learned how to use your technique over muscle. • Cost: 12 Karma • Game Effect: You can use your Agility + Close Combat for all grapple checks both as a attacker and defender instead of Strength + Close Combat.
Basics– Do you know your head from a hole in the dirt? Get some help from the old chummers! This book is an advice book about how Shadowruns go down. It’s written in the style of several older runners discussing how to properly do a job in the Shadowrun universe.
Mechanics or Crunch– If you want ANY crunch in this book like qualities or items, you will not be happy with this one. This book is NOT a sourcebook but it’s more a strategy guide of how to play. It’s fun, but know what you are getting into! -/5
Theme or Fluff– What’s here is good, but if you have a Shadowrun game, this might not be the most useful. The advice from the old guys is always a good place to start learning a game. But, if you are an old guy, then you won’t find much in this book. I enjoyed the material, but it is mostly things I learned listening to the older Shadowrun players. 4/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yes. I’m pretty happy with this book, and I think Catalyst has learned from their past mistakes regarding layout and design. 5/5
Summary-This book is really designed for players who don’t yet have a group. If you have a dedicated Shadowrun group that has played multiple editions, then this won’t really give you much new information. If you know the game, then I might give this a pass. If you are new and looking for tips and tricks on how to play and do well, then this is gonna be a great book to learn the ropes. 90 %