Daily Punch 5-22-15 Resonance Shock negative quality for Shadowrun 5e

Let’s keep the hits rolling!  This time for the technomancers out there who just can’t take the hit from the net!

Resonance Shock

Bonus: 5 karma per level (1 to 3 levels)

Requirement: technomancer

You’re as otaku as they come.  You ride the matrix faster than any decker could hope too.  But when you do that vodoo that you do, it hits you harder than it should.  When you use any complex form, increase the fading value by the amount of levels you have in this power.

Thoughts?

Ring Side Report- RPG Review of Street Grimoire

Product– Street Grimoire

System– Shadowrun 5e

Producer– Catalyst

Price– $25 here http://www.drivethrurpg.com/product/131832/Shadowrun-Street-Grimoire

TL; DR– Even with my favorite spell, a few problems hurt the book. 87%

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Basics– There is a lot more magic than what you see on the trids, chummer.  Street Grimoire is a large hardcover book covering magic in the Shadowrun 5e world.  The book spends a long time discussing how magic works (or how it might work), the world and magic, different types of magic, and other canon pieces of Shadowrun before diving into adding hard, crunchy bits to the setting.  It covers all types of magic from mages to adepts and everybody in between like spirits with each type of magic (spell casting, enchanting, summoning, et al) getting their own chapter.

Mechanics or Crunch– Overall, I like what’s in Street Grimoire.  The book adds a ton of spells even adding my favorite spell euphoria (which used to be called Orgasm) as well as adding a large variety of new spirit options, adept powers, and magic traditions.  What makes me less than amazed is the lack of qualities and the types of spells.  There are a few, but most can’t be PC qualities.  Also, as a magic Decker, I was kind of less amazed by the new adept powers.  Some are awesome, but I felt the techno-mages kind of were left in the cold.  The spells in the book are good, but nothing sticks out besides my special favorite to really make me take any at character generation.  They are a little to specific and that kind of keeps me away when I only get 10 spells to start.  What’s in the book is good, but I’d like a bit more. 4.25/5

Theme or Fluff- Here is where the Shadowrun books always shine.  The book is written as a conversation on the Shadowrunner BBS as a character writes a long post, and all the other Shadowrunners tare into the poster with comments.  It’s well done and entertaining.  I just read a 200+ page anthropology book about a world that doesn’t exist, but I wasn’t bored and was pretty enthralled.  Good job! 5/5

 

Execution-While the theme is really helped by the addition of the Shadowrunner BBS conversation, some of the important parts of the book get mixed into the conversation.  Sometimes concessions for organization are made to keep the BBS format going.  Those concessions can hurt the understanding of the reader.  One example is the chapter on magic groups as several examples discussed, but after all the groups are mentioned the book adds a page about group organization.  That would be excellent information, but the section wasn’t front loaded in a way I could follow, so I was reading about something else, then a small, in-text section describes how the groups are organized.  So, I was a bit lost.  That happed a few other places as well.  You can find your way, but it does distract from the flow of the book. 3.75/5

Summary– Overall, this is a good book.  I’m a relatively new convert to Shadowrun, so the world story side of the book is really helpful.  However, this book isn’t the home run I would have hoped for.  Mechanically, I want more.  As a starting wizard, the book doesn’t have a ton of spells you’ll want to pick up and use.  The spells here are great, but you’ll more than likely stick to the spells out of the base book.  And that’s kind of a running theme for the mechanics throughout this book.  Good stuff, but nothing that will make you build a starter character based on.  UNLESS YOU COULD SHANTE THE WORLD SEXIEST TROLL!  Just because the book brings back my favorite fourth edition spells as euphoria, it gets a higher grade simply for that.  But, this book also suffers from a serious problem with organization.  Sure the book “works” as I can read it fine, but as a reader, I felt lost a few times.  That hurts the overall presentation.  This is a good book, but it needs some work to really make this the slam dunk it could be.   87%

Daily Punch 5-21-15 Magic Malaise negative quality for Shadowrun 5e

Some people get hit harder then others when they do some physical tasks.  Maybe that would carry over to magic as well?

Magic Malaise

Bonus: 5 karma per level (1-3 levels)

Requirement: magician or aspected mage

You can run a mile in under 7 minutes, you can bench press 200 and not break a sweat, but when you cast a single spell it hits you like a ton a bricks.  Increase the drain value for every spell you cast by the number of levels you have in this quality.  This does not change the type of drain from stun to physical.

Thoughts?

Daily Punch 5-20-15 RALLY! positive quality for Shadowrun 5e

I was watching a few action movies, and I think my trog with a combat ax would like something like this.

RALLY!

Cost: 7 per level (1 to 3 levels)

We all get pumped when we put a fragger down.  Some get even more pumped when they do it the hard, handheld way.  When you deliver the killing or knock out blow with a melee weapon, you may immediately heal a number of stun boxes equal to your levels in this quality as you are filled with adrenalin from the kill!

Thoughts?

Daily Punch 5-19-15 Acid Wave Spell for Shadowrun 5e

You know what my favorite type of element in Shadowrun is?  Acid!  Almost no one preps for it, it’s a dirty way to get out of a room (the way), and it eats the enemy’s armor to boot!  Let’s build on what’s in Shadow Spells

Acid Wave

(Direct, Elemental)

Type: P  Range: S(A)   Damage: P

Duration: S    Drain: F+1

Why throw a ball of acid, when you can be at it’s center?  Acid Wave sends a wave of corrosive acid in all direction around you destroying everything in your and it’s path.  This repeats every combat turn as the caster’s first action if it is sustained while not hurting the caster.  However, everything else int the area is damaged by the corrosive effects of the spell.

Thoughts?

Daily Punch 4-30-15 Friends with Benefits quality for Shadowrun 5e

I’m reading tons of Shadowrun lately.  Let’s put in a positive quaility that I thought of when I read about ally spirits…

Friends with Benefits

Cost: 10 Karma

You’re slick, and anybody who knows you just wants to help you.  This even goes for the spirits you keep around you.  When you spend karma to improve an ally spirit, decrease the cost of each individual improvement by one karma.

Thoughts?

Daily Punch 4-29-15 Astrally Insensitive quality for Shadowrun 5e

Bug City Chicago is full of all kinds of horrible magic backgrounds.  Let’s see if we can work with that.

Astrally Insensitive

Cost: 7 karma per level (1-3 levels)

You’re attuned to the ways of mana, but other people’s mojo doesn’t throw you like it throws others.  For every level you have in this quality, decrease the background penalties you receive from a background count by one.

Thoughts?

Daily Punch 4-28-15 Quick Adapter / Slow Adapter qualities for Shadowrun 5e

How about being able to deal with some background in a hurry?  How about NOT being able to adjust well?

Quick Adapter

Cost: 5 Karma

You’ve always been an early adapter.  You have the best commlinks and the newest grimoires.  You also are the quickest on the uptake.  Decrease the time it takes you to adapt to a background count by half.

And the flipside…

Slow Adapter

Bonus: 5 Karma

Honestly, you’ve never been “with it.”  Your style is at least 10 years out of date.  You can barely program your commlink, and don’t even get you on the AR as you can’t find your own PAN.  This is just like how you deal with magic.  Double the time it takes you to adjust to a background count.

Thoughts?