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Virtual Realities 2.0: A Shadowrun Sourcebook

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Title: Virtual Realities 2.0: A Shadowrun Sourcebook
by Paul Hume
ISBN: 1-55560-271-1
Publisher: McGraw Hill - NTC
Pub. Date: 01 October, 1995
Format: Paperback
Volumes: 1
List Price(USD): $18.00
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Average Customer Rating: 5 (6 reviews)

Customer Reviews

Rating: 5
Summary: Decking 101
Comment: All right, here's the scan. VRII (as we wizzer console cowboys like to call Virtual Realities 2.0) is a must have for surveillance and intrusion deckers alike. It has it all, though the technobabble can get a little annoying, the reduction in run-time is a superb bonus. If you are tired of waiting those pesky hours to sleaze into your friendly-neighborhood LTG then this is definately the book for you. If you were happy with the old slow-as-a-sedated-turtle rules then you STILL need this book for three words... Otaku... are... FUN! Hate to Slot and run but scan ya' later Chummski.

The Smiling Bandit (Still Striking/Ha Ha Ha)

Rating: 5
Summary: This book is like a bible to any chummer wishing to run in t
Comment: Think you know it all about the 'trix cummer, guess again. You dont know drek but this book could change that. "Virtual Realities 2.0" is the most extinsive matrix suplament published by fasa. A great addition to any deckers library.

Rating: 5
Summary: Part of the Core to the System
Comment: There are three books that are "must haves" in the SR world, and this is one of them, with the other two being the main rule-book and Rigger2.

Sure, you can run a campaign with just the BBB (Big Black Book, aka main rulebook) but why? Add in the spice of the decker, give him a place in the group. Combine this with the Rigger book and you have a well matched system. GMs! Give your deckers a reason to exist, buy this book and scare them out of the matrix!

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