![]() Or perhaps you are a street samurai, an enforcer whose combat skills make you the ultimate urban predator. ![]() You might be a decker, sliding through the visualized databases of giant corporations, spiriting away the only thing of real value - information. Though your existence is not listed in any governmental or corporate database, the demand for your services is high. Ln the world of 2053, when the megacorporations want something done but don't want to dirty their hands, it's a shadowrun they need, and you they come to. Modern man is stronger, smarter, and faster. No longer mere flesh, many humans have turned to artificial enhancements called cyberware, and become more than human. Creatures of the wild have changed as well, becoming things of myth and legend. Magic has returned to the world, and elves, dwarfs, orks, and trolls have assumed their true forms. "The world is changed, some say Awakened. And that's exactly the kind of firepower you'll need if you get hired to make a Shadowrun."ġ989. Or perhaps a Mage, one with an ancient gift, the ability to wield and shape the magical energies that now surround the Earth. Or perhaps you are a Street Samurai, an enforcer for hire whose combat skills and reflexes make you the ultimate urban predator. You might be a Technomancer, sliding like a whisper through the databases of giant corporations, spiriting away the only thing of real value - information. Though your existence is not acknowledged by any governmental or corporate database, the demand for your services is high. When the megacorps want something done but they don't want to dirty their hands, it's a Shadowrun they need, and they come to you. As shadowrunners, that's where you live, in the cracks between the giant corporate structures. In the world of 2050, the megaplexes are monsters casting long shadows. Elves, Dwarfs, and Trolls assumed their true form, throwing off their human guise. A five-thousand-year lull in the flow of mystical energies subsided, and Magic returned to the world. Implants that "jack up" reflexes and cybernetic replacements followed quickly. Interfacing the human mind with computers was just the first step. The blending of technology and human flesh began in the late 20th century. This page contains the 7100 & 7900 series, which were the core rule books and sourcebooks.Ī great reference site (current through 2000) is Shadowrun Product Reviews.ġ989. Using the year of issue (1989, 1992, 1998), it should be pretty easy to figure out for which edition an accessory was written. I have listed the books in FASA code number order, which is also (mostly) chronological. The writing style of the books - with excerpts from various characters and juicy cyberslang - draws you in, even if you don't play the game.Īn updated 2nd edition was released in 1992, and a third in 1998. ![]() While it didn't work for my gaming group, there's no denying that Shadowrun belongs in the upper strata of Great RPGs. I bought the rulebook, played out a few games, and then moved on to other RPGs. I remember in 1989, when Shadowrun first came out, I was extremely intrigued by the curious mix of cybertechnology and fantasy. Shadowland Magazine | Challenge Magazine Index for ShadowrunīROWSE MY SHADOWRUN ITEMS CURRENTLY IN STOCK ![]() Sourcebooks & Accessories | Adventures | Shadowrun - Spanish Language Shadowrun - the cyberpunk/fantasy game by FASA Shadowrun - the cyberpunk/fantasy game by FASA - Wayne's Books RPG Reference
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