Rating: Summary: Some interesting new gadgets, but an outlandish ending. Review: The entire section on Cybermancy, and everything to do with it, is complete and total nonsense. Without any apologies, borgs and cyberware pretty much work out like Appleseed in my campaign (try getting any Bri-type character in Shadowrun's crippled Essence-Loss/Cyberware mechanic; HAH!). Borgs and cyberpunk go together, and that's the final say on the matter.The coverage of the various pieces of equipment by a single "shadowrunner", giving his opinions, lends a sort of unified flavor the beginning of the book, which I did like. Be prepared to spend money for sections you'll never use, though (specfically, Cybermancy).
Rating: Summary: scary stuff chummer Review: the stuff in this book changes alot of everything. making samurai stronger than ever before. the stories inside are great and the rules extremely well thought out. as should be expected my Tom Dowd. the cybermancy rules breed munchkinism though so stay away from those. but after seeing them you just have to use em. all the new things help out when trying for stronger characters. excelent again. i tip my hat to the men and wimon of shadowrun
Rating: Summary: too much focus on cybermancy Review: This book is great, with some good gear, but a whole lot of this stuff depends on one's knowledge of the stuff in the Street Sam catalog, Fields of Fire, and Shadowtech
Rating: Summary: Get on the cutting edge, chummer. Review: This book provides a much-needed update to Shadowrun technology- like "Shadowtech," "Cybertechology" advances the state of the art by a few years. This book also has an excellent backstory attached, giving you a glimpse through the cybereyes of one of the highly chromed denizens of the Shadowrun world. If you and your players love tech (and who doesn't?), you'll want to buy this book. A word to the wise, though: I STRONGLY recommend that the Cybermancy rules be reserved exclusively for the occasional NPC. Don't let your PCs get their hands on that drek, unless you have a thing for masochism.
Rating: Summary: Get on the cutting edge, chummer. Review: This book provides a much-needed update to Shadowrun technology- like "Shadowtech," "Cybertechology" advances the state of the art by a few years. This book also has an excellent backstory attached, giving you a glimpse through the cybereyes of one of the highly chromed denizens of the Shadowrun world. If you and your players love tech (and who doesn't?), you'll want to buy this book. A word to the wise, though: I STRONGLY recommend that the Cybermancy rules be reserved exclusively for the occasional NPC. Don't let your PCs get their hands on that drek, unless you have a thing for masochism.
Rating: Summary: A must have for gm's who want to give a complete picture. Review: This book true to form by Tom Dowd is well written with new rules and explanations concerning Cyberware, Cybermancy, Alpha, Beta, and Delta grade cyberware. It also gives the usual rumor mill from "shadowrunners" about the stuff and possible uses or flaws. I think that any GM who wants to give the appearance of a truly researched and in depth Shadowrun world should at least get and read this book.
Rating: Summary: Line-item-veto required Review: This is a very well written book, but a lot of the content gets a bit intense. Negative essence and Move-by-Wire won't be getting into my campaigns, but a good GM should be able to filter a lot of quality bits and pieces from this book
Rating: Summary: Unbelievable, cool stuff and great campaign hooks. Review: This is the best sourcebook I have ever read. Interesting, it is a good read even if you don't intend on using it. The stuff contained in here is so cool, and the hooks are really interesting.
The info in here can change the way you will play this game.
Rating: Summary: I wouldn't let MY players use half this s-word..... Review: This was a nice book, but the cybermancy rules i recommend you use for NPCs only. kudos to the author.
Rating: Summary: Great Book, but not that useful on it's own. Review: WARNING-if you own fields of fire,shadowtech,and the street sam catalog, buy this book. if you don't own them, wait a bit,as the bulk of this book deals mainly with revising the explanations of gear found there....and since FASA is reprinting all of them into one 3rd edition book anyways....... While most players drool and their GM's cringe over the implications of delatagrade cyberware and cybermancy, I found the most useful section of the book to be the various updates on compatibility of implants from previous books('say, CAN I get Muscle augmentation if I have 3 vyberlimbs, and how will that affect my new adrenal pump'?). Dowd's framing technique was very effective and entertaining.
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