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. You're 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 or code-cracking hackers. No matter what, you're a professional --corporate pawn or "deniable asset," you get the job done. Shadowrun, Fourth Edition is a 352 page twocolour rulebook, with 16 full-colour sample character pages.
This 4-panel GM Screen provides handy and useful charts for playing Shadowrun, Fourth Edition. Comes with a 32-page gamemaster aide for creating short scenarios, including a selection of ready-to-run plot hooks. The booklet also contains SR3 to SR4 conversion guidelines and two additional pages of charts that couldn't get squeezed onto the screen!
Gear Up!
When corpsec is raining lead down on your head, a wardrobe malfunction will get you dead. To survive against gangs, syndicates, and megacorps, shadowrunners need the best gear they can make, buy, or steal. Arsenal covers everything a runner team needs, from weapons and armor to advanced electronics and spy toys to the latest state-of-the-art drones. It also covers the intricacies of the black market and drug trade and provides advanced rules for combat and martial arts, mixing your own chemicals and explosives, and modifying your weapons and vehicles.
Augmentation is the advanced medtech rulebook for Shadowrun, Fourth Edition, covering everything you need to know about implants including new cyberware and bioware and where to score the surgery. It provides detailed overviews of genetics and nanotechnology, from regrowing limbs to lethal cutter swarms. It also previews the bleeding-edge of medtech: bio-drones, cybermancy, and full-body cyborgs. Augmentation contains everything players and gamemasters need for implants and body modification in Shadowrun.
Are You Ready to Sell Your Soul?
Corporate Enclaves shines the spotlight on two very different bastions of corporate power in the Sixth World: Los Angeles and Neo-Tokyo. Controlled and exploited by the iron hand of the megacorps, these sprawls are home to corporate powerhouses, their political minions, powerful crime factions, and plenty of intrigue and opportunities for enterprising and resourceful shadowrunners. The second in an ongoing series of themed setting books for Shadowrun, Fourth Edition, Corporate Enclaves also briefly visits the unique corporate dominions of Dubai, Europort, Manhattan, Nairobi, and Tenochtitlán, and provides guidelines for developing your own corp-controlled settings.
The Crash of 2064 ruined the lives of millions. Some died in the Matrix or went insane, many lost everything they owned, and still others found their identities completely erased. But a small percentage were changed into something altogether different, with the strange and inexplicable ability to affect the new Matrix with their minds. Now, in 2070, the existence of these technomancers becomes front-page news, leading to widespread paranoia and witch-hunts. The Emergence campaign setting involves the runners in a series of pivotal events that may change the way they view the world and the Matrixand each other.
Loose Alliances is a sourcebook for organizations that operate by their own set of rules in the Shadowrun world. From political factions and religious movements to treasure hunters and organleggers, it provides a wealth of information on the more obscure parties in the shadows and the benefits and drawbacks that come with them. Loose Alliances broadens the world of Shadowrun for player and gamemaster alike.
Life in the shadows has never been as dangerous, and runners need every edge they can get. Runners Companion opens up a world of expanded options for Shadowrun players with dozens of New Qualities, Advanced Contact and Lifestyle Rules, and handy tips on running, travelling and smuggling, and operating in a surveillance society.
This core book for Shadowrun, Fourth Edition also introduces Metavariants, Changelings, and the Infected as player character options, and expands the scope of the game to include unique non-metahuman characters such as Shapeshifters, Free Spirits, and a new generation of AIs among others.
This first core setting book introduces the players to two of the worlds premier shadowrunner sprawls: Seattle and Hong Kong. Each city is described in detail for a shadowrunners point-of-view, covering key topics such as the balance of power, corporate and underworld affairs, places to see, strange magics, and key features of interest. A wealth of plot hooks are also included. Four other runner-favored cities - Cape Town, Caracas, Hamburg, and Istanbul - are also covered in lesser detail, and gamemaster advice is provided for transforming any specific urban locale into a shadow hotspot.
Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space to and its effects on society and the Awakened. It also covers a few things that aren't known - or at least understood - such as the metaplanes and hostile spirits. It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and new spells and adept powers.
HACK THE PLANET!
Unwired is the advanced Matrix rulebook for Shadowrun, Fourth Edition. For everyday users, it explains how the Matrix works in easy-to-understand terms, and provides new software, qualities, and gear. For hackers and technomancers, it introduces new hacking tricks, malware, echoes, and sprites. It also covers system security and new Matrix phenomenon, from AIs to the resonance realms. Unwired contains everything players and gamemasters need for exploring the Matrix in Shadowrun.
Corporate Download describes the history, power players and business interests of the ten top megacorps. Corporate Download focuses on information that runners need: the latest security trends, secret plans, dirty tricks, people to know and how to use them. Players will learn what working for each corp means for their characters, and gamemasters will find new rules for using and rating megacorps in their campaigns.
Shadowrun Adventure by FanPro
First Run! features three complete adventures that help novice gamemasters and players learn the rules of Shadowrun: Third Edition while playing. From a basic gun battle to a run against a corporate research facility to smuggling, this product lets players and gamemasters encounter the unique elements of Shadowrun. First Run! offers gamemaster suggestions for overcoming the most difficult aspects of running a game, and provides guidelines for building ongoing campaigns. Each adventure also includes hints for increasing the difficulty to challenge experienced players.
Providing dozens of locations and contacts for both Shadowrun GMs and players, including a wealth of simple adventure ideas and street encounters that can be randomly chosen and run. It also features detailed advice on setting up and handling shadowruns, negotiating with shadowrunners and optional rules for low and high-level campaigns.
Will Your First Run Be Your Last? This introductory adventure for Shadowrun, Fourth Edition sends the players in pursuit of an archaic media chip with priceless contents, mixing them up with a media legends ancient history. This adventure is seeded with helpful advice to immediately acquaint new gamemasters with running Shadowrun and also includes a number of tips that veteran gamemasters will find useful. It is also intentionally designed to familiarize gamemasters and players with various key aspects of the Shadowrun universe. On the Run is perfect as a stand-alone adventure, but it is also the first in a continuing series of adventures.