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The Frame Job: Part 4: Frostburn (Shadowrun Sixth World Edition Fiction) CZ Wright: ASIN B07SX9WJBN: 2019-Jun-10: ePub Novella ## The Frame Job: Part 5: Zipfile (Shadowrun Sixth World Edition Fiction) Jason Schmetzer: ASIN B07TPLFF8R: 2019-Jun-25: ePub Novella ## The Frame Job: Part 6: Retribution (Shadowrun Sixth World Edition Fiction) Jason M ...
Shadowrun takes place several decades in the future (2050 in the first edition, currently 2087 [note 1]). The end of the Mesoamerican Long Count calendar ushered in the "Sixth World", [note 2] with once-mythological beings (e.g. dragons) appearing and forms of magic suddenly emerging. Large numbers of humans have "Goblinized" into orks and ...
Andy Butcher reviewed Awakenings: New Magic in 2057 for Arcane magazine, rating it a 7 out of 10 overall. [1] Butcher comments that "The result is a strange combination of different bits and pieces.
Cover art by John Zeleznik, 1989. DNA / DOA is the first published adventure for the near-future cyberpunk role-playing game Shadowrun, released by FASA in 1989. Written by Dave Arneson, the co-creator of Dungeons & Dragons, Stephan Wieck criticized it for being more like a D&D adventure than a modern high-tech cyberpunk scenario.
Street Samurai Catalog is a supplement that includes game statistics for new weapons, vehicles, cyberware, and additional accessories, [1] using the conceit that this is the equipment catalog of a fictional company called Ares. [2]
Bug City is a 160-page softcover book that was designed by Robert Cruz, Tom Dowd, Mike Nystul, Diane Piron-Gelman, and Christopher Kubasik, with interior art by Jim Nelson, Tom Baxa, Peter Bergting, Joel Biske, Earl Geier, Jeff Laubenstein, Larry MacDougall, and Jeff Miracola, and cover art by Rick Berry and Mike Nielsen.
Poison Profits. A HuffPost / WNYC investigation into lead contamination in New York City
Shadowrun Companion is a sourcebook featuring expanded rules for Shadowrun. The content includes: [1] Chapter 1: Expanded rules and options for character creation. Chapter 2: New skills; Chapter 3: Advice for gamemasters on how mega-corporations might hire shadowrunners; Chapter 4: Potential contacts and enemies of the player characters.