From the back of the book:
The Player’s Guide To Shadowrun House Rules
There are times when the basic rules of a game just don’t seem to cover a situation that comes up during a game. There are also times when you’re not satisfied with the way the existing rules handle particular circumstances. Or when you just want to experiment with something different.
This book provides a large number of optional rules for Shadowrun Second Edition, devised by gamemasters and players for their own campaigns, but equally usable in others.
GENERAL RULES BIOWARE CHARACTERS CYBERWARE KARMA MAGIC MATRIX MELEE COMBAT RANGED COMBAT VEHICLES
This compilation copyright © 1998 by Gurth;
individual house rules copyright © by their authors. All
rights reserved
Shadowrun® is a registered trademark of FASA
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