Cursed knights channeling demonic power, mist-addled forests where witches and warlocks stalk the trees, and crumbling castles housing ancient, eldritch creatures!
The first-ever issue of Cursed Sc...
Fearsome assassin-sorcerers lurk in a hidden desert monastery, towering sand dunes hide lost treasures, and pit fighters battle for glory beneath a scorching sun.
The second issue of Cursed Scroll ...
Fierce sea wolves sail their dragon-prowed longboats over the dark waves, and the midnight sun rises above the frozen northern isles!
The third issue of Cursed Scroll Zine adds the stark isles of ...
Four panels of wicked art on the back and generation tables on the inside to help you improvise and keep the game moving.
The tables inside the GM screen are not merely duplicates of the quick-ref...
This product contains four physical print copies of the Player Quickstart Zine. You also get a free PDF download immediately.
The Player Quickstart Zine is perfect to use around your table whether ...
This 12-page booklet gives you the resources, roll tables, and alternate rules you need to play Shadowdark RPG by yourself, without a Game Master. The PDF is included for free.
SoloDark is intuitiv...
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...
A Beginner Box product for the Shadowrun Sixth Edition Roleplaying Game. The Beginner Box contains an Introduction to the Sixth World, new Quick-Start Rules, Starting Character Dossiers, a Introduc...
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...
The Sixth World Companion offers advanced and alternate rules for players and gamemasters.This indispensable book includes a guide to creating adventures and campaigns, and suggests step-by step te...
Shadowrun, Sixth World is the latest edition of one of the most popular role-playing games of all time. In 2080, the world is controlled by massive megacorps that draw on a wealth of technology and...
In the Sixth World, you can go from home to work to stores and back home again without touching a steering wheel or pushing a pedal, letting your vehicle and the networks it is hooked into do all y...
Seattle has experienced dramatic changes recently, breaking free of the UCAS and going its own way as a free city. Independence can be exhilarating, but it also brings stresses and danger, and this...
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...
This Shadowrun, Sixth World Gamemasters Screen is what you want it to be. How do we know? Because you get to shape it. A player-facing large pocket lets you share scene inserts to change up the...
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '