Thanks Jason!
The actual "setting" is great. It brings alot of cool elements into the mix, like a post apocalypse environment in certain areas (namely the middle east and the west coast of North America.. 9.6 earthquakes aren't fun), the introduction of Power Armor and Gollemmechs and other really cool twists.
System-wise, the hacking VR/HR rules are just about the best I've ever read for a cyberpunk game.
Now, yeah, I'm publishing it, so you'd expect me to say that, right? You're right. I do have some bias, BUT, I'm also a
huge fan of the genre. If given the choice, I'd play a cyberpunk game over anything else.
I first got into this type of rpg back in the days of Shadowrun 2nd edition. I've played deckers (my favorite archetype, actually) and I know full-well how much of a hassle it is to do a decking run in-game. The rest of the group might as well go play a video game or something, because it would take all night. Now I haven't checked out 4th edition Shadowrun so I don't know for sure what the rules are like for deckers, but I hear it isn't much better than 3rd edition.
This True20-based system makes hacking run seamless within the framework of an operation. Patrick Smith did an
outstanding job writing them.
I think you'll find that Cybernetics are handled extremely well too.
Man I'm starting to geek-out just thinking about this puppy.
Anyhow, Thanks so much for your interest!