Hate (Multi-Sense) RANGE TYPE DURATION DV LOS M S 3 Rage (Multi-Sense) RANGE TYPE DURATION DV LOS (A) P S 4 Pure unadulterated anger smashes into the targets mind and everyone and everything that has angered it in the past must feel that pain. Roll Sorcery + Magic vs. Willpower + Logic. For a number of rounds equal to the net hits on the test the target randomly attacks any other targets or other members of its own group if part of a grunt group. Rage has the same effect except it affects all targets in an area.
You hop right into the fight! • Cost: 10 karma • Game Effect: For the first round of combat, you only need to beat another character’s compared characteristic by 2 instead of 4 to gain points of edge for any test and can gain up to 4 points of edge this way instead of of a maximum of 2.
TL; DR– If you want to build a new characters and are new to the shadows yourself, this is a solid place to start. 93%
Basics– WHAT THE HELL IS THAT!? Sixth World Companion focuses on how to build characters for Shadowrun players of all levels. The book has rules for newer players to build characters with guided character build packs and blocks of gear with a simple cost like buying bundles off a shelf. For more seasoned players you have new qualities, subraces, and methods to build characters instead of the older point buy. Let’s dive into my thoughts on this one.
Mechanics or Crunch– This book fills an interesting gap in Shadowrun. Newer players are often intimidated by character creation needing a paired down method with less option paralysis, and more roleplaying heavy players want a more thematic character creation process. This book delivers both these options to broaden the game’s appeal. Older, seasoned players get the rarer races and some newer toys but no magic options or real new gear. What is here is good, but some players might not find anything they really want if you know what you want to build and don’t want to play some crazy creatures in the shadows. 4.5/5
Theme or Fluff– How much you like this book will honesty boil down to what you are looking for. If you want some thematic methods for building characters or new races and lore for them, then you will love this book. If you want a box of new net gear or some magic tomes to blast enemies with, then you will likely not get as much out of it. It doesn’t expand the main story of the universe, but it does fill in some edges on things that are missing in the sixth edition’s world. 4.5/5
Execution– Catalyst has learned many lessons on book layout and design. This is a hyperlinked book with MANY tables to help you find what you’re looking for, as well as solid pictures, design, and text to make reading this a breeze. I enjoyed the text and didn’t suffer through it like other books. Nor did I have any trouble finding what I wanted. Solid book production Catalyst. 5/5
Summary– This is a book where your mileage will vary. What you want will really determine if you will like this book. If you need new character build guidelines or story build building options, then this is a solid book. If you want lots of new toys, spells, or expanding the world and story of Shadowrun, then this is not the book you are looking for. In either case, it’s a solid book with amazing execution showing that Catalyst has learned how to make books you will enjoy reading and easily navigate. 93%
It’s always luck to have you around. • Cost: 15 Karma per level • Game Effect: For each level of this quality, when an edge is spend within 10 yards of you an additional die is rolled on the edge ability or a die is rerolled a second time for each level you have in this quality. This affects friends and foes alike as you have no control over who gets the benefit of this.
Got to play some shadowrun this weekend, and idea came to mind.
To the Limit (1 to 3) You know how to push your toys to their very limits. • Cost: 12 Karma per level • Game Effect: You can increase your dice pool for matrix actions by +1 dice for each rank of this quality, but you take one additional box of damage when you take matrix damage. You can turn this quality on and off with a minor action.
Time in the trenches leads to more friends going home alive. • Cost: 12 Karma per level • Game Effect: When you use magic to heal a character, for each level of this quality artificially increase the characters essence by one up to the normal maximum of 6.
Tech Healer You’ve learned a few things from always having to heal up that cybered up street sam. • Cost: 12 Karma • Game Effect: When you use magic to heal a character with at least 2 essence lost to cybernetics, gain a point of edge.