ALL HELL!
The diplomats have failed. The tensions have only grown worse. Each side has pushed the other too far, so there’s nothing left to do but fight. At the border of Aztlan and Amazonia, (…)
The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner—a deniable asset, a corporate pawn—using bleeding-edge (…)
Eat ’Em Up, Spit ’Em Out!
They can have their offices, their paychecks, their 2.2 kids and their robot-trimmed lawns. Screw ‘em. They trudge through life, doing what other people tell them to (…)
Nothing’s as simple as it seems—any runner knows that. So what seems like a simple job guarding some precious cargo on the set of a trideo shoot is bound to get complicated. And it does—but are (…)
Listen to the whispers—they’re all over town. People have secrets, millions of secrets, and some of them are so explosive they could shift the balance of power in the Treaty City of Denver. (…)
Some people like to talk about the peace and tranquility of nature. Their eyes glaze over, and they rave about cool breezes, fresh air, and flittering butterflies.
They’re not paying (…)
It’s a screwed up city. Isolated from the rest of the UCAS, it’s haven for criminals—smugglers, syndicates, gangers. Legal criminals, too—megacorporations, governments, politicians.
As (…)
Life in the shadows has never been as dangerous, and runners need every edge they can get. „Runner’s Companion” opens up a world of expanded options for Shadowrun players with dozens of New (…)
„Street Magic” is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space (…)
„Augmentation” is the advanced medtech rulebook for Shadowrun, Fourth Edition, covering everything you need to know about implants—including new cyberware and bioware and where to score the (…)