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Shadowrun Fourth Edition: Core rulebook. 26001: 4th: 2070: Shadowrun Fourth Edition: Core limited edition with a print run of 1,000 numbered copies. 2600A: 978-1-934857-31-1: 4th: 2009-08: 2072: Shadowrun Fourth Edition, 20th Anniversary: Revised core rules with references to previously published Fourth edition books, index, with additional art ...
Catalyst Game Labs (CGL) was created in May 2007 by InMediaRes Productions, LLC for the purpose of publishing print Shadowrun and Classic BattleTech sourcebooks. [1] In June 2007, WizKids transferred the licenses for both Shadowrun and Classic BattleTech from FanPro's United States subsidiary, FanPro LLC, to Catalyst, and in June 2008, Catalyst announced novels for Shadowrun and Classic ...
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 ...
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.
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FASA originally published the cyberpunk role-playing game Shadowrun in 1989. Over the next few years, FASA published dozens of supplements and adventures, including The Universal Brotherhood in 1990, a 55-page adventure written Chris Kubasik, with interior art by Earl Geier, Jeff Laubenstein, Jim Nelson, and Joel Biske, and cover art by Biske.
Check If It's a First Edition. Open the book to the copyright page, says Mann. For a book to be worth anything significant, you typically have to have a first-edition copy from the original ...
Harlequin is a 151-page book designed by Tom Dowd, Ken St. Andre, John Faughnan, W. G. Armintrout, Jerry Epperson, Paul R. Hume, Lester W. Smith, and James L. Long.The various adventures in the book are specifically designed to be interspersed between other adventures, rather than being run sequentially, so that the players don't immediately realize there's a connection between the various ...
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