Previous Shadowrun books, including Cutting Black, Slip Streams, and The Third Parallel, have introduced plot machinations occurring in Sixth World metaplanes. Astral Ways moves some of those plotl...
BUILD A BETTER YOU
You sculpt your body the same way you sculpt marble—cut away all the wrong parts until what you are left with is purely, utterly you. You, but faster. You, but stronger. You, but...
Mr. Johnson is a key part of any Shadowrun mission, and this card set provides all you need to include a range of Mr. Johnson in a Shadowrun game. With plot hooks, game stats, and mechanics to help...
Someone, somewhere, is about to get hurt.
Guns will come out. Swords will unsheathe. Damage will be done. The same questions are at the center of it all: Who will suffer, and who will survive?
Sha...
Digital cowpokes, bit jockeys, and light riders will all tell you that the Matrix is the last bastion of freedom in the world, the only place where you can go toe to toe with the most powerful peop...
With Hack & Slash providing more information about the current state of the Matrix, Null Value looks at some of the threats and other people and groups who inhabit the virtual world. From eco-t...
You can be proactive, shift paradigms, think outside the box, and set aggressive agendas all you want—the megacorporations of the Sixth World are still going to disturb your plans, ruin your day, a...
A backdoor cyberclinic. A fast food joint. A police station. These are places shadowrunners might encounter across the globe, wherever they get their work done.Shadow Points features thirty such lo...
From the publisher:
NOTHING BUT SHREDSNOTHING IS REAL. EVERYTHING IS REAL.
What you think is real rips and shreds, and the unreality beneath spills out. Everything you dreamed of. Everything y...
Spells, spirits, and adept powers are a core part of Shadowrun and are items of perpetual interest to Shadowrun players. Street Wyrd offers that and more to players and gamemasters, including a sys...
Where Man meets Magic and Machine – that was Shadowrun’s tagline from way back, and this campaign book explores how those three aspects of the Sixth World interact and overlap. Taking place in the ...
IT'S WHAT YOU KNOW
Powerful financiers have been sent to prison for sending inside information to investment bankers so they could trade based on things they weren’t supposed to know. Government of...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '