Shadowrun: Augmentation (based on
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Catalyst
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Augmentation is the advanced medtech rulebook for Shadowrun, Fourth Edition, covering everything you need to know about implants including new cyberware and bioware and where to score the surgery. It provides detailed overviews of genetics and nanotechnology, from regrowing limbs to lethal cutter swarms. It also previews the bleeding-edge of medtech: bio-drones, cybermancy, and full-body cyborgs. Augmentation contains everything players and gamemasters need for implants and body modification in Shadowrun.
If you read just through the first chapter, you'll be greeted by new qualities, and some new game info. If you go through just the last chapter, you'll get some new rules, and a glimpse into Cyberzombies, Cyborgs and Biodrones.
If you really dive into this book, you'll find all kinds of info, like new cyber- and bioware. But that's not all, Genetech and Nanotech have evolved into full-fledged medical fiels. Want to look like an Alien, or maybe a fox-man with reverse jointed legs? It's in here.
Not only are the rule sections top notch, but the game-information, and Jackpoint debates are something to read. They give GameMasters the backgroud feelings behind all this medical "progress". If cyberzombies don't make your skin crawl, you're braver than most of the 'runners.
Enjoy the vastly increased library of medtech and enjoy the comedy in this book. Catalyst has outdone themselves here. Take a look for yourself!
So, this book is all about the tech. Just as the 4th edition main book massively updated and advanced the technical aspects of the setting by going wireless, this book takes things to the next level in the bleeding edge of science.
Nanotechnology and gene therapies are in their infancy in real life, but you can see the shape of things to come and the guys at Catalyst have come up with some amazing systems that will put nano and gene tech into Shadowrun in a really good way. Want a quick strength boost? Shoot yourself full of crazy DNA or nanites. Think a genetically advance parasite designed to keep you alive is a good idea? There's a few in here that will make you squirm in your seat thinking about them, but they are useful. Just watch out for those random mutations.
The best part is, of course, the updated cyberware and bioware sections. They nicely fill the gaps left in the standard gear lists, and you'll find some amazing gems in here.
Don't think your Wired Reflexes does enough for you? Check out the fantastic new Move-by-Wire system that gives the extra init passes, along with better reaction enhancements, Dodge skill bonuses, and a built in Skill wire system for the cost of those Wired Reflexes. It's an awesome enough cyberware system that you can build an entire character around it.
Plus, there is a ton of good setting material and fun stuff. Getting too old to run? They can fix that now. Want to change who and what you are? This book has all the things you need to go from a short, male, chiness dwarf to a tall thin elven black woman, and back again.
I enjoyed reading the book, even the fun and fluffy parts that don't have to deal with the crunchy game mechanics. The crunchy stuff is top notch, and I spent days building and rebuilding street samurai characters. Normally, the book would get four stars for that, but the Catalyst guys have given me the holy grail of gaming: Combined equipment charts.