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Sourcebooks & Accessories | Adventures | Shadowrun -- Spanish Language FASA Corporation ~ Challenge Magazine Index for Shadowrun BROWSE MY SHADOWRUN ITEMS CURRENTLY IN STOCK ShadowrunI remember in 1989, when Shadowrun first came out, I was extremely intrigued by the curious mix of cybertechnology and fantasy. I bought the rulebook, played out a few games, and then moved on to other RPGs. While it didn't work for my gaming group, there's no denying that Shadowrun belongs in the upper strata of Great RPGs. 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. An updated 2nd edition was released in 1992, and a third (currently in print) in 1998. I have listed the books in FASA code number order, which is also (mostly) chronological. Using the year of issue (1989, 1992, 1998), it should be pretty easy to figure out for which edition an accessory was written. This page contains the 7100 & 7900 series, which were the core rule books and sourcebooks. A great reference site (current through 2000) is Shadowrun Product Reviews. ![]() Shadowrun, 1st edition (Softcover)
1989 ... 286 pages ... FASA 7100 ... ISBN 1555601332 ![]() Shadowrun, 1st edition (Hardcover)
1989 ... 286 pages ... FASA 7101 ... ISBN 1555601103 ![]() Shadowrun, Second Edition (softcover)
1992 ... 296 pages ... FASA 7901 ... ISBN 1555601804 ![]() Shadowrun, Second Edition (Hardcover)
A one-printing, limited edition. 1992 ... 296 pages ... FASA 7900 ... ISBN 1555601960 ![]() Shadowrun, 3rd edition (Softcover)
"Although such things as hand-to-hand combat mechanics and basic combat rules have stayed the same, many things have changed in the 3rd Edition of Shadowrun, and definitely for the better. For example, physads, who were at a significant disadvantage to street sams, have now had their powers and cost altered to make them more competitive. Many of the dice pools in the game have been re-evaluated, and the magic system has been redesigned in a more logical fashion. Also, the rules for armor and vehicles have been refashioned, and several other fundamental improvements to the core system have been implemented. All in all, the changes in this edition are a vast improvement over some of the flaws present in the second edition (Like physads with six and seven initiative dice, which was possible in 2nd edition). There are still some areas which could do with improvement, but in the end, it's a much more refined and enjoyable game." ...an anonymous Amazon review. 1998 ... 336 pages ... FASA 7001 ... ISBN 1555603718 ![]() Shadowrun Quick Start Rules (3rd edition)
1999 ... 64 pages ... FASA 7003 ... ISBN 1555603831 ![]() Shadowrun, 4th edition (Hardcover)
"The year is 2070. The world is not only awakened - it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand, Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line. Youre a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork, or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages to code-cracking hackers. Ho matter what, you're a professional-corporate pawn or "deniable asset," you get the job done, Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated, and accessible. The state-of-the-art has also been aduanced, introducing a new level of augmented reality, new gear, and new magical discoveries; This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe." 2005 ... 352 pages ... Fanpro 26000 ... ISBN 1932564667 ![]()
Gamemaster's Screen, 1st edition
3-panel screen with 32-page adventure "Silver Angel" by Tom Dowd, plus a sheet of 36 standup counters "depicting the various archetypes from the game, including a dragon." 1989 ... 32 pages ... FASA 7102 ... ISBN 1555601154 ![]()
Gamemaster Screen, Second Edition
Trifold screen with 32 page booklet called "Contacts" -- Dozens of archetypes and contacts. 1992 ... FASA 7902 ... ISBN 1555601855 ![]() Gamemaster Screen, Third Edition
![]() Sprawl Maps
"Sprawl Maps contains 8 new, full-color maps of sites in the sprawl, including a monorail/subway station, a warehouse, a park, low- and no-rent apartments, a street, and a nightclub. Designed for use with Shadowrun, Second Edition, these maps are also marked for use with DMZ." 1994 ... FASA 7401 ... ISBN 1555602169 ![]() Sprawl Sites
"Sprawl Sites is a sourcebook for Shadowrun, and includes hundreds of encounters of every type, from blood-crazed gangs and mystic magicians to mild-mannered Orks and back-stabbing Corporate Cops. Plus, you'll find Location Archetypes covering typical Sprawl Locations from all sides of town, eight new Player Archetypes, and dozens of Non-Player Contacts. Round that out with additional essays and rules concerning sprawl law and credsticks, and you've got a whole new adventure on your hands. Your Shadowrun campaign will never be the same." 1989 ... 136 pages ... FASA 7103 ... ISBN 1555601197 ![]() Street Samurai Catalog
"When the going gets tough, the tough go shopping... You're the ultimate fighting machine. A predator-for-hire In the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader Machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cyber-eyes. Whatever you need to get the job done, you can find it here, but it wont be cheap. And remember to watch your back before someone decides to make you yesterday's news." 1989 ... 114 pages ... FASA 7104 ... ISBN 1555601227 ![]() Paranormal Animals of North America
"Magic has returned to the world, and with it has come all manner of beasts. Genetic material, long dormant with the absence of magic, has been reactivated, transforming mundane animals into creatures once believed supernatural, even mythical Juggernauts roam the plains, Firedrakes infest the woods, Leviathans swim in the oceans, and Devil Rats now hunt Man in the shattered Sprawls that he has created. Paranormal Animals of North America is a Shadowrun field guide to the newly awakened creatures of the Sixth World. 80 of the most dangerous paranormal species are discussed in full detail. Included with each entry are illustrations, physical descriptions, feeding habits, magical abilities, range, and safety tips for runners." 1990 ... 176 pages ... FASA 7105 ... ISBN 1555601235 ![]() The Grimoire: The Manual of Practical Thaumaturgy 14th Edition, 2050
"The Grimoire is an expansion of the magic rules from Shadowrun. It includes material for designing spells, using and forming magical groups, and the Enchanting of items. The Grimoire covers Initiates, Insect totems and Toxic shamans, adventuring on the metaplanes, Free Spirits, Magical Adepts, Alchemy, the creation of specialized types of shamans and mages, and presents a complete section on new spells as well as expansion of old ones." 1990 ... 128 pages ... FASA 7106 ... ISBN 1555601278 ![]() Virtual Realities
"Virtual Realities, a Shadowrun sourcebook, is the ultimate guide to decking the matrix. It includes new, revised, and expanded rules for matrix running, cyberdeck construction, and computer systems. Virtual Realities also features a full-color computers graphics section and a novella-length fiction piece, both set entirely in the matrix." 1991 ... 160 pages ... FASA 7107 ... ISBN 1555601448 ![]() Rigger Black Book
"The Rigger Black Book represents the expansion that makes rigging worth being an archetype. Quite frankly, the rigger is nearly a pointless waste of focus in game terms without this expansion. Each archetype got enough toys and game mechanics to make them practical but until this book, Riggers were glorified cheaffeurs. I can hire one for less than it costs to get rigged!!!! Get this book if you want to really expand your gaming possibilities to include exciting high speed chases and low brow humor." ...an anonymous Amazon reviewer 1991 ... FASA 7108 ... ISBN 1555601693 ![]() Shadowbeat
"The beat's on the street, and that's where you have to be if you wanna be in on what's happening... SHADOWBEAT makes it easy by dishing out the scoop on music, media, sports, and entertainment in the 2050s. Discover the best way to stardom in the sims. Learn how to get the dirt on the stars. Get down and dirty as an Urban Brawler. All this, and the toys that make it happen, are included in SHADOWBEAT. This Shadowrun sourcebook also provides new skills and archetypes to help characters set out on a new career." 1992 ... Paul R. Hume ... 104 pages ... FASA 7109 ... ISBN 1555601596 ![]() ShadowTech
"Shadowtech is an essential guide to all that is cyber, and much more. This book introduces Bioware and is still the only real reference for this wonderful addition to the game. For deckers, the headware selection is immense and expands upon the rules, and even mages can take advantage of the dangerous chemicals- load up your Squirt! In addition to a massive catalog of equipment, this book describes in detail surgical procedures involving cyberware and bioware, as well as laws and fines pertaining to munitions and cyberware. Note: Cyberware, although a fine book in its own right, does not render Shadowtech obselete, nor is it meant to." ...an anonymous Amazon reviewer 1992 ... 120 pages ... FASA 7110 ... ISBN 1555601561 ![]() DMZ Downtown Militarized Zone [BOX SET]
Small unit combat rules set includes 2 books, 8 maps + 1 jumbo map, counters, and stands. "DMZ is a game of street combat set in the near future. Quick combat resolution and movement systems make battles move along, whether the fight is on motorcycles or on foot, whether it is fought with magic, automatic weapons, or physical combat. DMZ is a great introduction to the Shadowrun universe, and will stand alone as a boardgame, or it can be used as a fast-moving substitute for the combat system in the Shadowrun role playing game." 1990 ... FASA 7111 ... ISBN 1555601324 ![]() Paranormal Animals of Europe
"The glorious creatures of the mythic past and horrors undreamt of dwell in the Europe of 2054. Gargoyles and goblins stalk the streets of London. Centaurs and satyrs roam the countryside. A mysterious and menacing menagerie of creatures, both fearsome and friendly, now populates the European landscape. PARANORMAL ANIMALS OF EUROPE is a field guide to these magically awakened creatures. Detailed descriptions and nearly 100 illustrations help bring each animal to life. Get back to nature and liven up your SHADOWRUN campaign with PARANORMAL ANIMALS OF EUROPE!" 1993 ... 168 pages ... FASA 7112 ... ISBN 1555601995 ![]() Corporate Shadowfiles
"If you play Shadowrun, you've got to have this book. At first glance, it seems to be just another excuse to get you to buy something, but if you're trying to figure out what's really going on in the Sixth World, the megacorp info section is worth it's weight in gold. Want to know a little more about Zurich-Orbital, corp war, the origins of Aztechnonolgy or even who Damien Knight really is? It's all here, chummers." ...an anonymous Amazon reviewer 1993 ... 156 pages ... FASA 7113 ... ISBN 1555602118 ![]() Fields of Fire
"Fields of Fire is a sourcebook for mercenary characters in the Shadowrun universe. Because the Shadowrun game is not just about mercs or purely mercenary operations, this sourcebook focuses on how mere characters think and behave in relation to the usual Shadowrun storyline. This sourcebook is about attitude and purpose. The Field Pack section is devoted to weapons and equipment available mainly to mercenaries, but also to the most savvy street samurai. The Rules section in the back of this book expands and clarifies certain existing combat rules and offers new optional rules. Enjoy!" 1994 ... Tom Dowd ... 112 pages ... FASA 7114 ... ISBN 1555602231 ![]() Lone Star
"...Lone Star is the one Shadowrun sourcebook that you just can't afford to be without. Written by the legendary Nigel D. Findley, Lone Star fills in the blanks for GM's on Shadowrun's own version of law enforcement. If the Lone Star cops in your campaign are more like the Keystone Cops and your runners are complacent get this book and you'll never look back....but your runners will." ...from Amzon reviewer Tim Burke 1994 ... 136 pages ... FASA 7115 ... ISBN 1555602304 ![]() Prime Runners
"Deckers, Riggers, Terrorists, Newshounds, Fixers, and more. Prime Runners presents forty-one of the best of the shadows, ready to inhabit any Shadowrun campaign. Each character profile comes complete with an alleged background, apparent motivations, rumored history, most-recent description, and as-accurate-as-anyone-can-guess Shadowrun, Second Edition game statistics. From Michael Sutherland, cultured decker-extraordinaire, to the elusive McBean, who seems to have been everywhere and done everything; from Yakuza bosses to hate-mongers to people not quite human, these are the prime runners, the best of the best, with enough plot hooks to snare even the most 'been there, killed that' shadowrunner." 1994 ... 104 pages ... FASA 7116 ... ISBN 1555602525 ![]() Bug City
"For years, a shadow war has raged against the Universal Brotherhood and its savage masters parasitic insect spirits that feed on human hosts. Now Chicago has become the final battleground in the war against the bugs. Overrun by the horrible predators, the city has been quarantined by the UCAS military leaving its inhabitants to fend for themselves while 'other solutions' are considered. Hundreds of thousands remain trapped within the walled Containment Zone, at war with brutal gangs and ruthless warlords that rage unchecked and the unnatural menace threatens them all. BUG CITY is a SHADOWRUN sourcebook that picks up where the novel BURNING BRIGHT left off. It provides a detailed description of life in the Containment Zone and includes game information on the changes in Chicago's physical and magical nature, profiles of the city's important residents, and expanded rules for the city's terrible ravagers - the Insect spirts themselves." 1995 ... 160 pages ... FASA 7117 ... ISBN 1555602533 ![]() Corporate Security Handbook
"The CORPORATE SECURITY HANDBOOK describes in detail how corporations defend their facilities, valuable data, personnel, and nuyen. This sourcebook provides rules for setting up and getting around all kinds of security measures, including cutting-edge security systems never before seen in SHADOWRUN. Also included are new equipment, new contacts and archetypes, and guidelines for gamemasters on how to make a comprehensive corporate security system part of a SHADOWRUN adventure." 1995 ... 128 pages ... FASA 7118 ... ISBN 1555602614 ![]() Cybertechnology
"The author Tom Dowd, pulls out all the stops in this sourcebook. Forever pushing the bounds of a known world, Tom and his co-authors create a brand new danger in an already increasingly deadly game universe. The basic premise of the book is this: negative essence. Ever since Shadowrun began oh so many years ago, we as gamers, thought that negative essence was unachievable. Now we find this is not the case. The conditions for Cybermancy are laid out for players and gamemasters alike with enough lee-way for this element to be easily incorporated into an existing campaign, should anyone want too. Plus with the addition of interesting new cybernetic enhancements, this book is a must have for any runner. Know thy enemies, chummers, else you risk certain doom." ...an anonymous Amazon reviewer 1995 ... 104 pages ... FASA 7119 ... ISBN 1555602673 ![]() Awakenings: New Magic in 2057
"Awakening: New Magic in 2057 is a sourcebook for Shadowrun, Second Edition. It revises and expands on existing rules for magic in Shadowrun, Second Edition and The Grimoire, Second Edition, offers new and expanded rules for adepts, and includes rules for the magical system of voudoun. It also provides players and gamemasters with a wide range of options for roleplaying magical characters and making magic an Integral part of life in the Shadowrun universe." 1992 ... 160 pages ... FASA 7120 ... ISBN 1555602738 ![]() Threats
"Threats describes fourteen of the most powerful and influential people, organizations and entities in the Awakened world of Shadowrun. These threats are the biggest of the big players magical secret societies, mad scientists, astral monsters and other frightening forces with the power to change the world. Gamemasters and players can decide which threats are real and which are lunatic fantasies from paranoid minds or even create their own threats using the guidelines in this book. Any threat, from this sourcebook or from the gamemaster's imagination, can become the ultimate villain in a single adventure or an ongoing campaign. For use with Shadowrun, Second Edition." 1996 ... 104 pages ... FASA 7121 ... ISBN 1555602908 ![]() Portfolio Of A Dragon: Dunkelzahn's Secrets
"In _Super Tuesday_, Dunkelzahn (the only great dragon to cultivate a popular public image) became a serious candidate for the presidency of the UCAS. This book opens with the event that shaped so much of later Shadowrun history - Dunkelzahn's assassination on the night of his inauguration. "As with the other really great Shadowrun sourcebooks, this volume is organized as an electronic document from the fictional Shadowrun world, as posted at that spiritual home of shadowrunners everywhere: Shadowland. Captain Chaos (sysadmin extraordinaire) begins by posting nearly raw coverage of the assassination, then Shadowland chat (some in the form of articles by major shadowrunners like the Chromed Accountant) interspersed with backtalk, rumors, and on-line quarrels from the various folk who post to Shadowland. Lots of ideas for GMs here. "First, of course, there's the death itself, and the who-killed-Dunkelzahn theories as the murder continues to go unsolved. The primary focus of this book, though, is Dunkelzahn's last will and testament (Captain Chaos includes the full text of the bequests). "The Big D left large chunks of nuyen to found various foundations and study groups, the entire estate being administered by the new Draco Foundation under Nadia Daviar, who's gone from the Big D's mouthpiece to one of the most powerful women on the planet. The individual bequests, though, leave a lot of room for speculation and for adventures. (On occasion, the purpose of a bequest is made clear by later events; this was still happening as of the release of _Year of the Comet_, so it's still to one's advantage to get a copy of this book just to get the text of the will.) "Many of the bequests could give rise to adventures either to protect an item in transit from the Draco Foundation to the new owner (or to acquire it), such as the undiscovered da Vinci "Seraphim". Some items offer even more scope, having unspecified properties, such as the dagger Wyrmtooth (to his security advisor) or the Ring Ouroboros (to Ryumo). "Some bequests, of course, are famous: the Big D owned HUGE blocks of stock in various competing AAA megacorps through various shell companies - enough to change the balance of power in various boardrooms across the world now that the secret's out. The most notorious (at least, up to the present) gave the chief of internal security of a AAA megacorp 4 million shares and an accompanying seat on the board of directors - but of *another* AAA megacorp, a blood enemy. Other bequests include bounties on toxic shamans and practitioners of blood magic, with particular reference to Aztlan. "And, of course, there are the conditional bequests, e.g. 'to the first party to find my lair in the Caucasus Mountains.' "Heck, the will alone is worth the purchase price. It's followed with postings from various runners who've gotten involved with the bequests, one way and another, and the dirt they've dug up on some of the more mysterious items. (Not just outlines for how an adventure based on a bequest might be designed, but a good read.)" ...from Amazon reviewer Michele L. Worley 1996 ... 112 pages ... FASA 7122 ... ISBN 1555603068 ![]() Underworld Sourcebook
"The Underworld Sourcebook describes in detail the "Big Four" International criminal syndicates: the Mafia, the Yakuza, the Triads and the Seoulpa Rings. Each syndicate's markets, business practices, traditions, histories and secret rituals are revealed, along with loads of information on gangs, terrorists, assassins and other groups who rule the shadows through no law but their own. The Underworld Sourcebook includes guidelines for building campaigns around organized crime and customizing them for local settings, and alternate campaign rules that allow players to play members of organized-crime syndicates, it provides a wealth of adventure hooks, story starters, background information and rules for use in any Shadowrun campaign. For use with Shadowrun and the Shadowrun Companion: Beyond the Shadows." 1997 ... 112 pages ... FASA 7123 ... ISBN 1555603157 ![]() Cyberpirates
"When we wrote the main body of Cyberpirates, Jenny and I aimed for something more than just a supplement dealing with "lead-flying dockside wars." We thought Shadowrun deserved well-researched supplements giving a glimpse of the rest of the world beyond North America and Europe (which the game universe had utterly ignored before that point). We were also out to show the reader a potential of role-playing that the average Shadowrun gamer never touched. "Shadowrun is a world darker than our own, and a disturbing trend we saw in its players and writers was they rarely acknowledged behind all the whizbang technology and magic and history, this is a game about playing professional criminals. "So while we gave the information on what your games would be like in the Caribbean, Philippines, and Africa, we wanted to make sure each of them highlighted a motivation for why your character could be a sympathetic protagonist...even though a shadowrunner team will often have at least one gun-toting psychopath that revels in property destruction, murder, kidnapping and other tools of the trade. "Because if you take that seriously... if you role-play it with detail and intensity... this game becomes dark and disturbing indeed. And its story potential grows exponentially. "Thus, we explored crime as a matter of reputation, political statement, and a method of survival. "To our anger and surprise, much of our original text on drug smuggling was chopped and made vague by the editors without our consent or knowledge. About a third of the book follows this pattern. We realized that drugs might not have been appropriate subject matter for young audiences and in fact wanted a "recommended for mature readers" notice. However, our major protestation is that we were not even asked to make the changes ourselves. "If you read Cyberpirates out loud, you can find the tone-of-voice and flow-of-conversation consistency errors the editors added. JAS Hook's dorkiness was not our invention; Virgil's "translation" was in plainer English; and Gingerbread's new deck chair (p. 31) was actually "a rock of crack the size and weight of Arthur Vogel." "A few other choice bits never saw the light of day. For the chart-lover, we had prices in nuyen for cocaine, gold, hemp paper, rare animals, even human flesh to the ghouls of Asamando. We revised the system of poisons which used three intervals, so the Antidote Toxin spell would not be utterly useless the way it was in SR2. And we wrote overdosing and addiction rules that made real-world sense, rather than the ones printed in Shadowtech that say any drug user, including an alcoholic, will die within ten weeks. These, and the GMing advice supporting the Alternate Campaigns from the Shadowrun Companion (Carribean DocWagon, Filipino media teams, etc.) were cut. "We apologize to anyone who was offended by any of the comments about the history of slavery in the Caribbean and Africa sections or the Filipino-Japanese emnity. We took a course on Caribbean history specifically to write this book, and in our drafts, the comments about "natives" and "little boats" were NOT there. We know people have died and worse over real-world racism and nationalism, and we portrayed them in Shadowrun to point out they will not disappear in the next 60 years. If no one else was offended by some of the wording, we will state here for the record that we were. "The information about Filipino environmental destruction is real. The logging mafia in Third-World countries are no game, and they are best expressed in a book we recommend from the University of California Press, PLUNDERING PARADISE. We cannot do the situation justice in 20,000 words of a gaming supplement. It would not be believable. Read it...and learn. "While Chris does admire John Szeto's technical accuracy, we were surprised to find so many statistics for things we'd never use in our games, like aircraft carriers. We think it encourages making Shadowrun a military game, which is, as Missions and the Companion pointed out, only a fraction of the stories one can tell in the world. Our idea of a Cyberpirate isn't the guy outfitted with a ton of ECCM and missiles on the commando raid; it's the guy on a rubber raft with an outboard motor, trying to do a pickup of white gold so he can post bail for his unjustly accused wife. "Because that's the kind of game we like to play." ...from author Chris Hepler 1997 ... 184 pages ... FASA 7124 ... ISBN 1555603017 ![]() Corporate Download
"In the mid-21st century, mega-corporations have become the new global super-powers, a law unto themselves with their own security armies. Because only rival corporations can stop their quests for power, an outright corporate war has raged for two years. Now it's time to bury the dead and acknowledge the victors. This Shadowrun sourcebook outlines the new power structure, focusing on the mega-corps as the runners see them-- corporate plans, dirty secrets, people to know and how to use them." 1999 ... 144 pages ... FASA 7125 ... ISBN 1555603629 ![]() Man & Machine: Cyberware
"Man & Machine is the "tech" book for Shadowrun, Third Edition (SR3). It replaces Shadowtech and Cybertechnology, and collects all the myriad bits of cyberware, bioware, and chemicals into one easy-to-use volume. There is no Shadowtalk, as this is, primarily, a rulebook. "What's in? There are extensive discussions on cyberware and bioware, including a revised way of combining the two that reduces the interaction considerably. While I'm not entirely happy with that, I can see the reasoning behind it. An entire new category of equipment, nanoware, is included. It's not the all-powerful nanotech of transhuman science fiction, but it's at an appropriate usefulness for a technology still in its infancy. "We also have chapters on chemistry and pharmaceuticals, from thermite and fuel-air explosives to new cocaine derivatives. There are also rules for cybermancy, and a brand-new section on medicine, surgery, and healing for the game. "What's good? Actually, the single best thing about the book is the chart detailing EVERY SINGLE PIECE of personal enhancement in the game. It's almost like the nigh-deity-like chart from Fields of Fire. The contents are uniformly of fairly high quality, and it's very useful. It re-introduces bioware (which skipped SR2 entirely, save from using Shadowtech), and adds decent other material and rules, which are always good if they're filling a hole (as they are here). "What's bad? Not much, really. Just little individual bits...like the fact that cyberlimbs are, by and large, useless. I have to agree with a previous reviewer that having a lot of marginally useful cyberware isn't very good. The major part is revealed in the designers' notes...where they discuss what they decided caused Essence loss...and then proceeded to ignore it for a lot of items. Their definition was nervous system interaction...which is all well and good, but bone lacing and peg legs have no nervous interaction whatsoever, and therefore should not cost Essence...at all. And, I'm still a tad peeved that almost all of my SR2 characters would go into massive system shock and die upon conversion." ...from Amazon reviewer Bradley Smith 2000 ... 160 pages ... FASA 7126 ... ISBN 1555603637 ![]() The Grimoire The Manual of Practical Thaumaturgy 15th Edition, 2053
"The Grimoire is the book of magical power for the Shadowrun world. Inside, gamemasters and players will find essays on the magical world and roleplaying magicians. It includes rules on spell design, finding and forming magical groups, initiation into higher forms of magic, enchanting, alchemy, free and ally spirits, the exploration of the metaplanes, and powerful magical threats. The Grimoire, Second Edition revises and expands on the original Grimoire, bringing it up to date with the Shadowrun, Second Edition game system. In addition to the revised sections, Grimoire, Second Edition contains a new kind of adept, new physical-adept powers, a new metamagical ability, an expanded spell list, and more fearsome insect spirits." 1992 ... 142 pages ... FASA 7903 ... ISBN 1555601901 ![]() Virtual Realities 2.0
"VRII is an excellent book. Throw away everything you knew about the old matrix rules before you pick this up, as almsot everything is different. You still have the same ICE types (Trace, Killer, etc) but they have added a few more surprises. "The biggest change is actually how the Matrix works. Instead of just a generic number of successes to get something done, you have Target numbers for ACIFS (Access, Control, Index, File, and Slave), with your programs reducing the TNs. Want to log on? Look at the Access rating, reduce it by your Sleaze, and viola, you're in. "The artwork does leave some to be desired (the Virtual Reality guide in VRI is better then the one in this book and the black and white artist doesn't seem to be able to draw a straight line to save his life). and there are a few places were the rules get sketchy (such as Scramble IC and in depth detail into the Otaku) and that can get annoying, but overall the rules are excellent. "If you have people who want to be deckers, this is a MUST have. It will speed things up and make the game a lot more fun for both the GM and the players." ...Amazon review 1995 ... 176 pages ... FASA 7904 ... ISBN 1555602711 ![]() Shadowrun Companion: Beyond The Shadows (2nd edition)
"The Shadowrun Supplemental has fast become the most controversial publication of the twenty or so that comprise FASA's cyberpunk fantasy role playing game "Shadowrun". The edges and flaws allow you to take your character into greater depths of detail, but are also a min-maxer's paradise. The 100 point system for generating characters is far more versatile than the old priority system, but it also produces characters that are far more likely to be mages or metahumans, or both, because the cost in points of such traits is not nearly so high as it tends to be in the priority system. "The alternate campaign ideas are a good start, but they're just a start. I think that whole new game supplements based on other popular sci-fi fantasy would do very well under a Shadowrun rules system; but in order for a genuinely rich gaming environment to be created for an alternate campaign, new availability charts, street indexes, legality ratings and special rules have to accompany. A good example of this is Bug City, which is very much a cross between Mad Max and Aliens, in terms of genre and atmosphere. "Some of the suggestions for new pools are likely to make dice tests out of combat more complicated, along with increasing the raw number of dice involved, and they serve no real purpose. Combat pool can be used to dodge, or attack. Magic pool can be used for defense, drain resistance or casting spells. What would you use an athletics pool for other than adding dice to athletics tests? What would you use a social pool for except assisting social skill tests? Athletics is a straight skill roll to gain successes "Let's see... I could throw in my whole athletics pool for this test, or I could save it for.." For what? Pools refresh when you're next eligible to act, and athletics skill requires a full action. Social skills are either straight rolls or opposed tests, so what would a social pool be saved for? It would only serve to destroy the balance maintained by availabilty ratings by doubling the number of dice players can roll to find rare items and sell stolen gear; and the target numbers wouldn't change. "Paying cash for karma or recieving karma for cash can not be based on a straight scale if it is to be used at all. Like the basic factors in every field of the shadowrun game, there has to be a law of diminishing returns. If you keep spending karma to raise your atrributes, you'll find that it gets harder and harder to do so, and the results you see will become less and less significant. So it should be in the cash/karma balance. I leave it to the game masters to work this for themselves, but the system as they have it is unusable in my opinion. "Despite its shortcomings, I have to reccomend this book to anyone who has ideas for characters that they haven't been able to realize with the existing system. I reccommend this book for the possibilities it can offer and the good ideas it contains. I also offer a word of caution. This rules supplement was not constructed with the careful attention to balance and long-term insight that produced the SR2 main book, and as such, many of the options it presents could ruin your game." ...an anonymous Amazon review 1996 ... 136 pages ... FASA 7905 ... ISBN 1555602983 ![]() Shadowrun Companion, 3rd edition.
1999 ... 136 pages ... FASA 7905 ... ISBN 3890646565 ![]() Rigger 2
"The danger of expansion-type supplements to any RPG system is the tendancy to over-burden the system with too many new rules; rules that slow down play and can mire a session in number-crunching and extra dice-rolling. Unfortunately, the RBB2 does exactly that... Don't get me wrong, the book is packed with some really good ideas and long-needed rules clarifications from RBB1, but in some areas the development team clearly missed the mark (for anyone who has already purchased the book, the new "flux ratings" in Sensors/ECM/ECCM rules are a prime example of this). Also, the modifications to the vehicle armor and body rules have really changed rigger combat, and I don't believe in a good way; we had two experienced riggers get their banshees turned into scrap-metal by one missile shot -- hardly a result conducive to enjoyable gameplay. The new drones and vehicles are nice, and the vehicle creation rules are a long-overdue addition (though again, seemingly a bit over-complex). My advice: get it for the new gear, ignore the majority of the rules, and run off of rigger combat info from the SR3 hardcover..." ...from Amazon reviewer Vincent Hendricks 1997 ... 176 pages ... FASA 7906 ... ISBN 1555603041 ![]() Magic In The Shadows
"Magic in the Shadows is a sourcebook for the Shadowrun roleplaying game that expands on the bask magic concepts and provides advanced magic rules. For players, this book offers new magical paths, metamagic, totems and more than 75 new spells. For the gamemaster, there are new rules for initiation, spirits, astral security, magical threats and more!" 1999 ... 176 pages ... FASA 7907 ... ISBN 1555603580 ![]() Cannon Companion
Over 150 new weapons for the Shadowrun RPG. New accessories, gear, armor & explosives. Advanced rules for the martial arts, firearm design and modification, simsense, and underwater combat. 2000 ... 128 pages ... FASA 7908 ... ISBN 1555603750 ![]() Matrix
"Since I had a hand in writing this book I can state with some confidence that it is not just a reprint of Virtual Realities 1.0 and 2.0. While obviously a lot of the material is the same, you'll note that there are tons of small (and important) changes to the rules since VR2.0. "For example, while the programming rules are essentially identical to VR2 there are important changes such as the removal of Task Bonuses (which in the end makes programming take LONGER then it did in VR2) and replaced by TN modifiers. There is also an "programming plan" rule that should be familiar to those who have used the surgery rules from Man and Machine. "Other changes include an focus on the normal uses of the Matrix, new satellite and cellular decking rules (although FASA did add some pretty bogus "decking satellite" text to maintain compatibility that I think is completely unrealistic) and a streamlined cyberdeck construction system (which unfortunantely still requires years of game time to build from scratch). The Otaku rules are also give a BIG boost but at the expense of long-term viability since they begin to lose their powers past a certain age. "Another focus is on the "average user" as I mentioned before, and while non-DNI cyberdeck users are still pretty limited there is a lot they can do now, especially with the helpful Information Search rules. "Knowbots also get a reworking and there is a new type of smart frame called agents. "In short its a top to bottom reworking of the VR2.0 rules with a sprinkling of VR1.0 updates. Combined with the setting material in Target: Matrix (now out if you can somehow find it on Amazon..) you should be good to go. The Matrix material is now FAR more tightly integrated with the rest of Shadowrun, as you will see in future supplements such as Rigger 3." ...from author Kenneth Peters 2000 ... 176 pages ... FASA 7909 ... ISBN 1555604013 ![]() Rigger 3
"I've played Shadowrun since 1990 and once tried to collaborate on a 'net project to overhaul the Rigger Blackbook. I once argued that GURPS Vehicles (1st ed.) by Steve Jackson Games was the _real_ Rigger Blackbook (only published by the wrong company *grin*). "With that on my resume, I confidently exclaim that Rigger 3 represents a long awaited overhaul and expansion for the neglected rigger. For years, anyone who wanted to play a rigger had to endure weak rules that made play impossible even for those "never say die" fans who struggled to make sense of the anemic and confusing construction rules. "With Rigger 3, the rigger not only becomes a viable player character, but he may very well be the most versitile and dangerous member of any shadowrun team! This book includes outstanding construction rules for anything mechanical and visible to the naked eye, and now your PCs can steal boats, cars or tanks and actually take off without stopping the game to invent rules. "For me the most exciting part of Rigger 3 was the volumes of material on drones - from bug-sized crawling drones, to aerial drones, to remote controlled vehicles. It's wonderful! I love the idea of a rigger and her army of drones (depicted on the cover). Orders can be issued to single or multiple drones or the rigger can "move into" an individual drone or vehicle and take control with a first-hand perspective. Drones rules. "And finally, I'm satisifed they resolved the "ghost-in-the-machine" debate, and that the vehicle is an extension of the rigger's body (heart-engine, oil-blood, wheels-legs) rather than the rigger losing her spirit in the machine (e.g. decker)." ...from Amazon reviewer "patricr" 2001 ... 208 pages ... FASA 7910 ... ISBN 1555604021 ![]() Challenge Magazine Index for ShadowrunChallenge Magazine was published by GDW before its demise (1995). The magazine supported the science fiction gaming community with articles written for a multitude of RPG systems. The following articles are listed by issue number & title: I# Title 44 Squeeze Play (Fiction) 44 Shadow Tiger 45 Donut Run 45 New on the Street 46 Quicksilver Sayonara (Fiction) 46 The Quick and the Undead 47 Digital Grace (Fiction) 48 In the Name of Finland 50 Numberunner (Fiction) 51 Damsel in Distress 53 Maiden Run 54 A Dark and Cyber Night 55 Nature Spirits 56 Fast Cash 57 An Arm and a Leg 58 Streets on Fire 59.5 Law Enforcers 60 Vampires! 61 Machines in thhe Shadows 62 Fair Game (Fiction) 63 Fair Game (Fiction) 64 Live Bait 65 Freshly Kilt 66 Short takes 67 Nega-Magicians 68 Zoned Out 68 New Shamanic Totems 69 Who's On First 70 Secret Agent 70 Assassin Archetype 71 Half the Attitude 71 Thief Archetype 72 Prey for Death 72 Physical Adept Archetype 73 Vampire Hunter Archetype 74 The Deep Blue Seize 74 Spy Archetype 76 Long Arm of the Sprawl 76 Magical Thief Archetype 77 New York City Subways, 2054 | Shadowrun Accessories | Shadowrun Adventures | | 2300 AD | 7th Sea | AD&D | Aftermath! | Albedo | Aliens | Alternity | Amazing Engine | Amber Diceless | Ars Magica | Atlantis | Babylon 5 | Battletech | Boardgames / Wargames - Other | Boot Hill | Buck Rogers | Bushido | Call of Cthulhu | Castle Falkenstein | Chivalry & Sorcery | Conan | Cyberpunk | Cyborg Commando | Dark Conspiracy | DC Heroes | Deadlands | Doctor Who | DragonQuest | Dream Park | Dune | Dungeons & Dragons | Earthdawn | Elfquest | Elric / Stormbringer | Everway | The Fantasy Trip | Foreign Language Roleplaying Games | Game of Thrones | Gamma World | GangBusters | Ghostbusters | GURPS | Harn | Indiana Jones | James Bond | Jorune | Judge Dredd | Justifiers | Living Steel | Lords of Creation | Man, Myth & Magic | Marvel Super Heroes | Middle Earth Role Playing | Midkemia | Military Roleplaying Stockpile | Millennium's End | Miscellanea | Morrow Project | Mythus - Dangerous Journeys | Nightlife | Pendragon | Phoenix Command | Powers & Perils | Renegade Legion | Ringworld | Robotech | Rolemaster | Runequest | Shadowrun | Shatterzone | Sovereign Stone | Space 1889 | Space Master | Space Opera - Other Suns | Star Ace | Star Frontiers | Star Trek | Star Wars | Super Hero RPGs | Talislanta | Talisman | Tekumel | Terminator 2 | Thieves' World | Timemaster | Top Secret | Traveller | Tribe 8 | Twilight: 2000 | Villains & Vigilantes | Warhammer | Whispering Vault | Willow | CAMPAIGN BUILDING | RPG MAGAZINES | Avalanche Press | Avalon Hill | Bard | Chaosium | Columbia Games | Fantasy Games Unlimited (FGU) | FASA | Game Designers Workshop (GDW) | Games Workshop | Judges Guild | Leading Edge Games | Mayfair Games | Palladium | SPI | Steve Jackson Games | Tri Tac | TSR | West End Games | White Wolf | Yaquinto Publications | | Return Home | What's New | Contact WaynesBooks.com | |
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