This li'l file is a disorganized list of some of my ideas about SR. Just go ahead and read through it, perhaps you'll get something out of my twisted little world. * All magicians have totems, including mages. A mage's totem is Man, they just don't know it. The mage's conjuring of elementals reflects the human race's tendency to try to classify everything. * It's generally not a great idea to play an archtype, as they mostly suck. * Wouldn't a chromed astral adept just kick butt? * NERPS and Plastic Warriors stuff should be put in the SR main book. * Trolls can be deckers and mages, too. * Cybermancy is a very, very unwise descision. * If you feel the need for more chrome than the standard 6 essence would allow, try getting some 'ware taken out, the getting the same stuff put back in, except customized. You'll have an essence slot for more chrome! * Muscle augmentation > muscle replacement * If a GM fills a PC gang member full of lead from an NPC's HMG, it's the PC's fault for being a gang member. * IMHO, the same goes for a tribesman or a detective. These people have no business in the shadow world. * With a bit of bioware and Wired Reflexes 3, it's quite possible to (legally) have an initiative of 18 + 5d6 * Have FUN when playing Shadowrun!