QUOTE
Nah, WAR first 126 pages mostly suck, the last 50 contain a lot of nice additions to the game, ofcource there are few bad eggs there too
There are maybe one or two good rules there. Most of the gear is just overpowered crap. Of course you may have rifles, which are superior to any other rifle.
Monofilament granade darn it. And so on and so on.
There are some good rules, like the degradation rule, which took care of I write my on raiting 10 Programms with a lot of options on them.
Well, and the arial chase rules might sometimes be interesting leading a smuggle run.
The technomancer Echo is bugged, because you do not know the raiting but therefor the range is much higher than the cyberware. Sucks.
But back to
QUOTE
mind over matter.
As I first glanced on it I though: WTF.
Yes, it may be abused by social adepts, but hell.
It does not work on reaction, since you get bonus dice for reaction for any kind of passiv initiative improvement. (Well, exept the increased reflexes spell)
It does not work so well on agility since agility augmentations are dirt cheap.
So strength is the only really usefull attribute and maybe body. (But since you are just using it for test (still no armor or additional boxes) it is not that good after all)
And strength would not get you any bonus damage.
So yeah it burns down to agility. Well, it aint't that great.
(Exept of course a hermetic mage could be taking it as a metamagic, which he can't. Wasting two points of magic and the whole astral cake does not seem worth it. Get some muscle toner and be happy, since magic lost through essence is easy bought back)
Back to topic:
First: Mind over matter seems horrible broken on the first glance but it ain't that bad. Even with way of the adept.
Critics to way of the adept:
QUOTE
and purchase those following powers
at a 25 percent discount (rounding as normal), selecting one power
for every two Magic points.
VERY BAD RULING. You may choose increased reflexes or increase skill. The amount of points saved all around the book.
Still it is not saying if I am able to pick increased Reflex 3 and it counts as one power.
Better ruling would be like
QUOTE
and purchase those following powers at a 25 percent discount(rounding as normal), selecting powers worth one power point(before applying any kind of cost modifications) for every two Magic points
Well, this rules sucks too:
QUOTE
If you later want to increase Intuition
using Karma, the cost is based on the total attribute, including the
magical improvements.
But it is from Street magic, so it would be barkin at the wrong tree.
I like the special powers for the different ways. (By the way in the first one is (I guess) a typing error. The max level is missing. Since every other power has one...