Magic has returned to the world, and elves, dwarves, orks and trolls have assumed their true forms. Creatures of the wild have changed as well, becoming things of myths and legend. And technology has changed people, too. No longer mere flesh, many humans turned to artificial enhancements called cyberware, and become more than human. Modern man is stronger, smarter, and faster.
In 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. Though your existence is not listed in any governmental or corporate database, the demand for your services is high. You might be a decker, sliding through the visualized databases of giant corporations, spiriting away the only thing of real value - information. Or perhaps you are a street samurai, an enforcer whose combat skills make you the ultimate urban predator. Or perhaps a magician with the ability to wield the magical energies that surround the Earth.
And that's exactly the kind of firepower you'll need to make a shadowrun...
Shadowrun, Second Edition updates, revises, and expands the popular Shadowrun game system. This new edition is fully compatible with most existing Shadowrun sourcebooks, adventures, and characters
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This rulebook contains all the information you need to begin running in the shadows. Clear, detailed game rules will get gm's and players started right away. The book also provides the background information you need to find your way around the Shadowrun world of the 2050s.
1992 296 pages Hardcover
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