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BattleTech: Record Sheets: Succession Wars
by Edward C. O. [Verified Purchaser] Date Added: 06/19/2021 10:41:17

i had questions about this PDF so i figure i help the next person who's considering this purchase:

this is a compilation of all the mechs that were available from the Succession Wars down to Star League, there are some Variants that are available for Clan Invasion and Jihad in this, so if you want more advanced tech there you go.

these are all canon design mechs, however! if you have year specific TROs and/or Record Sheets, still hang on to those because the Late Succession War era isn't present in this PDF. i'm reffering to the 3050 TRO and Record Sheet, even though it's entering Clan Invasion, there was a brief time of a renaissance which some Lost Tech was rediscovered.

overall, i highly recommend getting this, all of the mechs record sheets in a 200+ PDF that you can print out your Lance or a specific Mech, and you're ready to go.



Rating:
[5 of 5 Stars!]
BattleTech: Record Sheets: Succession Wars
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BattleTech: Shrapnel, Issue #1
by Robert L. [Verified Purchaser] Date Added: 06/12/2021 01:51:00

The lack of a PDF format makes this, and every other issue of Shrapnel mostly useless.



Rating:
[1 of 5 Stars!]
BattleTech: Shrapnel, Issue #1
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Shadowrun: Street Wyrd (Core Magic Rulebook)
by Sean H. [Featured Reviewer] Date Added: 05/03/2021 16:45:58

Shadowrun: Street Wyrd is the long awaited Core Magic Book for the new edition of Shadowrun, and it is going to be a required book for Shadowrun games masters as it provides so many new resources in spells, adept powers, metamagic, magical groups and so much more. And players will be happy with new ways to improve their characters.

Shadowrun: Street Wyrd, is the Core Magic Book for Shadowrun, Sixth World Edition, expanding the available options for magic in all of its wonderful forms.

It begins with an introduction, as expected. One of the ubiquitous fiction sections follows which is the view of a single sequence of events from the perspective of four awakened and one mundane character, interesting reading.

Starting with State of the Arts, which looks at the perception of magic in the game world. The Unified Magic Theory which had dominated the perception of magic is starting to break apart and new forms of magic are emerging but not without push back from the existing structure. Magic from outside, from other planes, is breaking into the Sixth World and bringing with it new dangers, new spirits, new opportunities.

The Tome of Now is a collection of new spells for 6WE (and a few reprints from the core book to fill in various sequences) including favorites from earlier editions such as slay. This is a good addition to the range of spells but the best part is Grimmy the Grimiore a rogue “helper” program that pops in an presents four interesting spells including the delightful Loki’s Musical Number which can turn any heist into a scene from a musical!

Next is Elements of Magic which, after a short in-game world introduction, presents a spell design system and then shows how it applies to some of the existing spells (nice to show your work, as it were) and then some new spells using the system. Someone may find a way to break the math but it is very clear that spell design should be a collaboration between player and games master, which is also how it should be.

Entering into A Congress of Spirits with a warning of the changes to the spirit worlds. Then four new spirit types are introduced (plant, guardian, guidance and task, presented in that order) before moving to rules for free spirits, which have always been an interesting wrinkle in the Shadowrun cosmology, and their powers and ways to control or fight them. Rule for summoning ally spirits, expensive to do but they provide an amazing amount of power, and binding other spirits. All of this plays into the Astral Reputation mechanic which tracks how well, or how poorly, a summoner treats their summoned spirits, it is a needed mechanic to prevent certain types of abuse as summoners are potentially very powerful in the system. Lastly, there are new spirit powers and a little additional information on great form spirits.

From spirits to flesh, as the following section, Force and Grace, provides more information on adepts who use magic to make themselves better. It begins within world discussion about adepts and the ways that the corporations engineer perceptions of what adapts are to control their place in society. Then it moves on to the different types of adepts, defined as “ways”, such as: warrior, for combat specialists, speaker, for social types, and so on with burnout, who mixes cyberware and magic, being the most interesting to my mind. Each of the ways has some special twist on how they focus their magic. There is, of course, a set of new adept powers including using adept magic to improve mental abilities, which had been avoided in previous editions, and old favorites like the elemental powers are updated. Lastly, it includes new initiate powers for adapts which allow for some interesting character options.

Alchemy get its section, sort of, in Imbuing Magic, which talks about a new style of alchemy (verboten to be used by player characters but its products are commercially available) and intrudes a wide variety of new triggers. The new alchemical items can be used by anyone, but only made by the corporations, they have fun names for the effects and magic for the masses in an interesting idea. Two things stood out to me, first, these new preparations take up fourteen pages of the book and they are all versions of existing spell effects, the descriptions are fun but that is a lot of pages. Second, it is a real insult to player character alchemists whose ability to be a functional option took a big hit in the Sixth World edition and here is a whole bunch of neat, shiny alchemical things which . . . they are not allowed to make. Problematical and iffy game design at best.

Seeing and Believing look at and expands the magical traditions available, beyond the basic hermetic and shamanic division, ancient religions, Abrahamic religious, karmic traditions, animist tradition, modern traditions, and more, each with its own set of suggested qualities to help model that tradition. At the end are new magic themed positive and negative qualities.

Rungs of Power is an expanded look at initiation and metamagic, mostly metamagic, after a brief in-game discussion of initiation, it goes into new metamagic options, nineteen of them in fact, ranging widely from divination to improved ritual magic. What caught my eyes was the new defensive (“apotropiac”) metamagics, referenced in Collapsing Now and now have full rules, that reflection metamagic is going to ruin someone’s day. It ends with some clarification on what are material and sympathetic links and how they can be used.

Continuing the initiation theme, we move into Conclaves and Covens, which looks at how initiatory magical groups work. It starts with an introduction to the types of groups and very nicely weaves the rules and mechanics though the in-game material. The rules for how to use magical groups for player characters is a model of clarity and simplicity, easy enough to grasp and for a GM to use. It also looks at a handful of groups in detail, and to serve as models for GM or player created groups, and a bunch more just as thumbnails for inspiration. Excellent chapter, skilful blend of source material and game mechanics.

Toil and Trouble ventures into some of the dark sides of magic, blood magic and insect shamans. Blood magic has two sides (“a life side and a death side’) but only one, unsurprisingly the life side, is safe to one’s soul. Death magic is a route to quick power but at the cost of addiction to the magic and corruption of one’s spirit (that soon becomes visible to anyone who can see the blood mage’s aura). Invae, the name the insect spirits use for themselves, are slowly becoming more multi dimensional (no pun intended), not exclusively the enemy as some are seeking ways to ally with metahumanity. But they remain alien and while there are shared interests, the distrust and inability to communicate run deep, however it does allow for more interesting and nuanced plots involving the invae. The chapter end with new blood magic spells, metamagic and a foci, and expanded rules for insect spirits in the new edition. While not quite as smooth as the previous chapter, this one also nicely integrates rules and in-world perspective.

An appendix restates how mana ebbs and flows function. Sadly, no index follows.

A vital book for magic use in the Sixth World Edition of Shadowrun, all games masters should acquire one and players who like awakened characters will probably want to pick one up to. (Though enchanters are nearly completely neglected.)

4.5/5 rounded up for DriveThru's Star System.

Read more of my reviews and other writings at: https://seaofstarsrpg.wordpress.com/



Rating:
[5 of 5 Stars!]
Shadowrun: Street Wyrd (Core Magic Rulebook)
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Shadowrun: Collapsing Now (Runner Resource Book)
by Sean H. [Featured Reviewer] Date Added: 03/15/2021 12:00:16

Shadowrun: Collapsing Now is a sourcebook, specifically a “Runners Resource Book” for the Sixth World Edition of Shadowrun covering a variety of groups that shadowrunner might work for or against. It suffers from a lack of direction and uncertainty if it is a player or GM facing work. For the lore and background information, worth picking up for Shadowrun Games Masters, but not an immediate must have unless you are featuring one of the highlighted groups in your campaign.

Shadowrun: Collapsing Now, is a Runner Resource Book for Shadowrun, Sixth World Edition, providing a look at some of the groups that shadowrunners might work with, for or against.

It begins with an introduction, as expected, which is actual rather useful in explain the purpose and organization of the book, well done. One of the ubiquitous fiction sections follows before we get into the meat of the book, the ten organizations. Each of the organization sections ends with statistics for operatives for that group and sometimes other things too.

Starting with the Freedom Network, a European (specifically Dutch) originated set of groups with a shared anti-magic/anti-technomancer agenda, running from a respected think tank down to thugs on the ground. It is, in many ways, the Alt-Right mapped to the Shadowrun world but with an anti-magic stance alongside the nationalism. Includes references to, but no rules for, advanced counter magic and anti-technolmancer tricks this group has access to.

Next up, Greenwar, everyone’s favorite eco-terrorists, and their ties to the greater ecological movement. It is an interesting chapter that explains some about Greenwar’s methods and aims and a rouge sketch of their organization with much implied but little explicit about the leadership there of. Included with the Greenwar NPCs are new, unpleasant weapons like the acid thrower and spore grenade which are signature weapons of the group.

Grey Cell is next, it is an interesting group, well financed and deeply informed, with access to elite operatives, cutting edge technologies and magics and dedicated to quashing magical threats. Intriguing and . . . totally out of place to my view of Shadowrun. They are heroes, their operatives are Professional Rating 8 (special forces level) and they are probably backed by a dragon. Who needs the player characters to save the world when you have Grey Cell? It is a fun idea after a fashion but just does not fit in my view of the Shadowrun cyberpunkish dystopia.

Halberstam’s Brain is pure creepshow, a crazed AI (more or less) and a genius toxic shaman are harvesting human brains and using them for processing power and torture, which they call research. They are both evil and have even more evil plans for the future. They must be stopped, which make them excellent villains. Very good support for the horror side of Shadowrun which is a rarely used sub-theme. A new adept power (Improved Mental Attribute) is included.

The Monads are next, leftovers of the big metaplot threat of the last edition, which I had my problems with (overwriting character’s personalities does not usually make for a fun play experience). Where to find the holdouts that are still around and what sorts of tricks they have, interesting powers but dangerous. GM will have to be careful how they use monads for the reason noted above and the fact that they can totally screw over tech-based characters with very little effort.

Ordo Maximus follows, turning back to the magic side of things, the Ordo is a secret society of the right and wealthy masking an inner circle composed of those infected with the vampiric virus in all its happy variants. It talks a little about the organization of the Ordo, some of its projects and an actual section on advice on using the Ordo in a campaign. The Ordo is interesting, but we already have the Megacorps, the Black Lodge, the Dragons, Immortal Elves and the Tirs, various governments, the space for conspiracies is getting awfully crowded . . .

The Sea Dragon rears her head next. Moving from being a background character to a major player, if not the major player in North America, this section helps to explain how that happened without anyone noticing, which I find highly suspect. Apart from that, a valuable resource on what resources The Sea Dragon brings to bear on problems, which you should avoid becoming one of.

Why do shadowrunners not form a union? The Shadow Chapters section tries to answer that question and the people trying to change that equation. Given the ways I have seen shadowrunners portrayed over the year, such a task seems Sisyphean at best and this section does little to change my opinion of that.

There is a megacorporation among law firms, Stark, Theissen and Van der Mer, and they are given some coverage here (they also figured heavily in the 5th edition adventure Toxic Alleys), a bit more about the founders of the firm and how they became so powerful and who they work for. There are some implied jobs but mostly just information.

And ending the book, is the Yakuza, with a discussion of their manners, methods and history. The Yakuza of the Sixth World rose in power along with the Japanese Imperial States and the Japanese Megacorps, but somehow they remain powerful while being extremely limited in their recruitment, primarily only recruiting male, non-metahumans of Japanese origin for the higher ranks (and -to a lesser extent- at all). Except for BTLs and a little over a page on what the Yakuza are doing in various parts of the Sixth World, there is little here you could not get on any other source on the Yakuza. This section could really have benefited from some Yakuza specific plot hooks and advice on playing ex-Yakuza characters.

As is sadly usual, there is no index. It is an interesting book, containing a lot of interesting information on the Sixth World but I am not sure who this book is aimed at, the information in general is aimed at Shadowrunner but there is also information that is obviously directed at Games Masters and should not be available to players . . . Ultimately, it needed more support for both sides, more information on playing campaigns centered around these various factions and more support for the GM to be able to do so.

See more of my reviews and other writings at: https://seaofstarsrpg.wordpress.com/



Rating:
[3 of 5 Stars!]
Shadowrun: Collapsing Now (Runner Resource Book)
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Shadowrun: Third Edition
by kostas S. [Verified Purchaser] Date Added: 03/08/2021 15:06:47
Still my favourite edition of Shadowrun! :) The PDF made it much easier to look for details while running the game.

Rating:
[5 of 5 Stars!]
Shadowrun: Third Edition
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BattleTech: Technical Readout: Irregulars
by steve m. [Verified Purchaser] Date Added: 02/28/2021 16:14:15

This was absolutely fantastic. The content is fascinating and long-awaited. I know it's deliberately set much later-on, but I think most of the material could fit in just about anywhere, for example; the Mech Landing Craft, Prime Mover and Wheeled Scout.



Rating:
[5 of 5 Stars!]
BattleTech: Technical Readout: Irregulars
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BattleTech Record Sheets: Clan Invasion
by A customer [Verified Purchaser] Date Added: 02/15/2021 13:22:07

Nice art, tons of record sheets, but inexplicably missing some mechs like the Kit Fox A. They added a one-off variant like the Bounty Hunter, but not a config that's used by hundreds of clan warriors? Also has next generation Falcon mechs like the Cougar, but is missing next-gen Wolf mechs like the Linebacker and Pouncer despite the fact that these mechs were introduced EARLIER. Why does Catalyst keep releasing incomplete products?



Rating:
[3 of 5 Stars!]
BattleTech Record Sheets: Clan Invasion
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Shadowrun: Mercurial
by Michael d. V. [Verified Purchaser] Date Added: 02/06/2021 10:48:06

This is an absolute classic shadowrun adventure. It oozes atmosphere and the scenes that are provided are actually quite good and are really on point (from a thematic perspective). At the same time this adventure can be easily reskinned or lifted into another ruleset. There's very little that ties this to the shadowrun universe (there's a dragon but you can change her into a firespitting drone if needed or leave this out entirely). If you're looking for a Cyberpunk RED/2020/2077 adventure this really is a treasure trove.

If you're going to play this "as is" watch out for the plot. There's a huge (back)plot that is very difficult to share with your table. Without this plot it's almost impossible to set up the emotional pay-off that makes a good adventure brilliant. There's about a 99% chance that your table won't get it. If you're a new DM/GM you'll be disappointed in yourself. As a DM/GM you have access to the plot and will wonder why it didn't come together during play. Spoiler-alert: it's not your fault so don't blame yourself. Mercurial relies on a 2+ page piece of written exposition at the start of the book that is hidden and will most likely remain hidden even if your table pokes around for it. To bring the plot forward you need to totally reskin the adventure, provide a plot hand-out, or do the exposition at the table - none of these solutions are ideal. The best solution I have found is to spin out the background story/plot in a seperate one-shot with disposable characters and run it as a session zero or as a pallete cleanser. This won't work at every table and requires a lot of work even for a seasoned DM/GM. Yet with all it's imperfections this is an absolutely brilliant adventure that is absolutly worth to be ran in 2021 (modified) at your table! Also - at it's current price this is an absolute bargain so there's very littly that should stop your from picking this up.



Rating:
[4 of 5 Stars!]
Shadowrun: Mercurial
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BattleTech Record Sheets: Clan Invasion
by Timothy S. [Verified Purchaser] Date Added: 02/05/2021 05:10:46

This pdf contains 478 Battlemech record sheets for the Clan Invasion Era. FOUR HUNDRED AND SEVENTY-EIGHT. That's a stunning variety of Battlemech goodness in one very affordable location, and particularly useful to the newer Battletech enthusiast who does not know how to navigate, much less own, the cascade of older books that this material is otherwise be spread across.



Rating:
[5 of 5 Stars!]
BattleTech Record Sheets: Clan Invasion
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MechWarrior: Destiny
by Alban L. C. [Verified Purchaser] Date Added: 02/02/2021 02:11:42

As a fan of Shadowrun Anarchy, I hoped to see the same work on MechWarrior. However enven if I have the simple system, the pre generated characters, the synopsis and a good mech catalog I'm still wondering why the authors chose to bring so much specific rules. I can understand it needed some DNA from the previous games but the mix is not well done. So I think the game is still playable, especially if you're a Battletech fan, but i won't play it as the mixture narrative+simulationnism is not very well made. In order to finish with a positive thing I really appreciated all the characters in the book. And it's really easy to read.



Rating:
[3 of 5 Stars!]
MechWarrior: Destiny
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)
by William J. [Verified Purchaser] Date Added: 01/29/2021 01:36:10

This is actually one of my favorite Shadowrun sourcebooks.

So this is a Deep Shadow book, which is a book that covers a run type on some strategies and gear, and a location. This book covers wetwork and Havana, Cuba. And it's real fun.

In SR, Havana is the capital of the Caribbean League. A loose federation of Caribbean pirates and neo communism. I am all about SR lore and this was a wonderful read and a great update to the Caribbean League.

On top of which, this also has a lot of fun weapons for murdering. Some things, like depleted uranium rounds is obviously not how it works in the real world, but my suspention of disbelief can be stretched pretty far when rule of cool is being applied.

Anyway, this is a wonderful book. 10/10. Would highly recommend if you like making things dead and Cubans.



Rating:
[5 of 5 Stars!]
Shadowrun: Hard Targets (Deep Shadows Sourcebook)
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Shadowrun: Hell on Water
by William J. [Verified Purchaser] Date Added: 01/29/2021 01:20:33

This book is pretty fun. It does a great job at capturing the Sixth World and it was just a straight up fun read.

What makes this book so fun to read is our nameless narrator. Whom kind of reminds me of Marcus from Borderlands. A very strange use of metaphors which really helps flavor the book. It also uses a very interesting jumping around narrative style to make it like you're piecing together the story as you read. Something akin to a Catch-22 or Pulp Fiction, where the story isn't told in a linear fashion. I honestly liked it, but it might not be for everyone.

The story itself follows a team of runners as they make it through the gauntlet known as the south bridge to Lagos Island. They have to deal with tribal disputes, the undead, magical organizations, and organ leggers while attempting to deliver 3 mysterious packages. That basically captures everything that makes Shadowrun such a great setting. It's not about one thing, but instead about many moving parts that make the world feel real. And the narrative does a great job at making all these conflicting goals come together.

With that said. there are things that could have made it better. A character dies pretty anticlimacticly. I realize not everyone needs a heroic death, but it feels out of place. The narrator also looses his voice towards the end, as if maybe the writer was getting tired of writing this book and just wanted to get this book over with.

Anyway, it's still a pretty fun read and does a good job at capturing the feel of Shadowrun.



Rating:
[3 of 5 Stars!]
Shadowrun: Hell on Water
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BattleTech: Recognition Guide: ilClan Vol. 10
by nick t. [Verified Purchaser] Date Added: 01/25/2021 18:18:40

I would give this 5 stars because it is a great product except for the glaring issue with one of the recordsheets missing the ammo which in theory should be an easy fix.



Rating:
[4 of 5 Stars!]
BattleTech: Recognition Guide: ilClan Vol. 10
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BattleTech: Hour of the Wolf
by Christopher H. [Verified Purchaser] Date Added: 01/04/2021 22:59:43

The clan invasion storyline started in the 90s and finally comes to a close, or does it? Two factions with the most elite of warriors bred for war. Their leaders Khan Alaric Ward of Clan Wolf and chingis Khan Malvina Hazen of Clan Jade Falcon will blaze over Terra to crush Exarch Devlin Stone's Republic of the Sphere, defenders of terra. But in the end, only one Clan can take Terra and the mantle of IlClan and reforge the Star League.

Blaine Lee Pardoe takes war across earth, with the many 32nd century machines of war. The on going battles keep pulling you inward and slowly ramp themselves upward becoming a catalyst that will see country sides in ash.

We are into a new era of Battletech. Whether you are a grizzled veteran of the 3rd Succession Wars or fresh into the fiction Hour of the Wolf is a perfect starting point into a new chapter of the interstellar game of war.



Rating:
[5 of 5 Stars!]
BattleTech: Hour of the Wolf
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BattleTech: House Arano: The Aurigan Coalition
by Randall C. [Verified Purchaser] Date Added: 12/06/2020 09:14:46

I really love this book. I got the POD and it's worth every penny. The printout is very clean and the colors are vibrant. Much of the art work comes from the video game and the print out did a great job capturing it. It's not perfect, but it is a lovely work. The book itself follows the format laid out by the 1980's House Books, but graphically it stands head and shoulders above them. It also includes a campaign that follows the actions of a mech company in service of House Arano with a company roster and scenarios. It also has a few mechs/spacecraft with sheets for them. I would LOVE to see the old House books get this treatment with the old fluff and lore left in, but with updated graphics, added scenarios, mechsheets, and RATs. However this book DOES have RATs for the inner sphere houses! The RATs cover mechs, vehicles, and aerospace assets for circa 3025 and it seems to match up with RATs I've seen in other products. That alone adds a LOT of value to this book.



Rating:
[5 of 5 Stars!]
BattleTech: House Arano: The Aurigan Coalition
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