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Shadowrun
Quick Start Rules

By Michael Muluihill.
Cover by John Zeleznik.
Art by Tom Baxa, et al.

With the Shadowrun Quick Start Rules, you need nothing more than a vivid imagination and a handful of dice to jump into the world's most popular science-fiction/fantasy universe. An introduction for new players to the Shadowrun game system, Shadowrun Quick Start Rules provides all the rules you need to start playing. This book features background material, advice for beginners, eight pre-generated characters and a complete adventure so you can learn as you go.

Shadowrun Quick Start Rules lets you dive right into the action. Welcome to the shadows, chummers!

Requires standard six-sided dice to play. Dice not included.

Published 1999 by FASA.
64 pages.
SR-7003
Price: $6.99

Fields Of Fire

By Tom Dowd.
Cover by Louis Royo.
Art by Earl Geier, Mike Jackson, Rick Harris.

The streets are a violence place, as dangerous as any battlefield. And the lessons men and women learn on those fields of fire can save their reputations - and their lives - in any combat situation.

Fields of Fire is the mercenary sourcebook for Shadowrun. Information on how to act like a professional merc, and pages of new weapons, support gear, and optional combat-rules clarifications and expansions make this book something no merc, or runner, should live without.

Fields of Fire is a sourcebook for Shadowrun, second edition.

Published 1995 by FASA.
3rd printing.
112 pages.
SR-7114
Price: $15.00

Corporate Download

A Shadowrun Sourcebook

By Steve Kenson, et al.
Cover by Mark Gabbanna.
Art by Janet Aulisio, et al.

Meet the new boss...

The corporate war is over, but the corps need the shadows now more than ever as they scramble for position in the new power structure. Fuchi is dead, Novatech has risen from its ashes, and Wuxing and Cross have elbowed their way onto the Corporate Court. The corps have ceased their open conflict, but the guns are still drawn under the table ...

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 the megacorps in their campaigns.

Published 1995 by FASA.
144 pages.
SR-7125
Price: $18.00

Germany Sourcebook

By Michael Immig & Thomas Römer.
Cover by Jim Nelson.
Art by Steve Bryant, et al.

Germany in the shadows

Forged in the chaos ...

... of the Awakening and the Euro-Wars, the German Alliance is a land torn by strife, rebellion, political turmoil and powerful magic. From the towering glass-and-chrome skyscrapers of Frankfurt to the anarchy of Berlin, from the Green War camps of the Rhine-Ruhr megaplex to the Troll Kingdom of the Black Forest, 21st-century Germany teems with opportunities and unseen dangers for the shadowrunner.

The Germany Sourcebook is a Shadowrun game supplement that describes the politics, society, economics, and shadowworld of Germany, 2054.

Published 1994 by FASA.
160 pages.
SR-7204
Price: $18.00

Target: UCAS

By Stephen Kenson, Linda Naughton, Jonathan Jacobson.
Cover by Fred Fields.
Art by Tom Baxa, Jeff Laubenstein, Larry MacDougall, Peter Bergting.

The Chaotic state of the UCAS!

The United Canadian and American States is in turmoil. In the past year, the great dragon Dunkelzahn won a special presidential election - and was assassinated on the night of his triumph. Savage riots broke out and have barely subsided: inexplicable magical phenomena have triggered a vicious anti-Awakened backlash; and corporate backstabbing and political intrigue are reaching new lows as everyone who can makes a play for the big time. And nowhere in the UCAS are the aftershocks as fierce as in three of its greatest cities: Boston, Detroit and Chicago.

Target: UCAS contains a wealth of information for players and gamemasters: adventure frameworks that allow gamemasters to jump right into these explosive cities, rules for ghoul player characters and free bug spirits, and more. Target: UCAS is intended for gamemasters and players of all experience levels.

Published 1997 by FASA.
104 pages.
SR-7214
Price: $15.00

Target: Matrix

By Randall Bills, et al.
Cover by Jim Nelson.
Art by Doug Anderson, et al.

Can you hack it?

The Matrix is for everyone; a worldwide computer network made up of pocket universes and virtual realities. You can make deals in virtual bars, sharpen reactions in game simulations or score new gear from an online store. Deckers and non-deckers alike base most of their lives in the Matrix, the place where information lives and breeds, bought and sold like trinkets on a street corner. In shadowy data havens and behind the brain-frying defenses in the megacorporate data archives, information is power.

The Target: Matrix sourcebook opens up the exciting realms of the virtual world, detailing over two dozen grids, hosts and data havens. It also profiles infamous Matrix organizations and nova-hot personas, hinting at undiscovered entities that lurk deep in the datasphere. Target: Matrix is intended for gamemasters and players of all experience levels. For use with Shadowrun, Third Edition and Matrix.

Published 2000 by FASA.
136 pages.
SR-7219
Price: $20.00

Dreamchipper

By James D. Long.
Cover by Joel Biske.
Art by Jim Nelson, et al.

The year is 2050

Ladies of the night are being murdered and butchered with the skill of a surgeon.

The Gaslight Ghoul has returned, and he stalks the streets of Seattle!

In Shadowrun, the rampant substance abuse of the 19th and 20th century is now as archaic as 8-track audio tapes. Now the escape of choice is the BTL, or Better Than Life chip. Plug it in and all physical pleasures, desires, and hopes suddenly pale by comparison. Some 'experimental' chips are missing, and you've been hired to find them. But an investigation of simple theft is turning into a grisly trail that seems to have no rhyme or reason. Now you are beginning to wonder ... can these chips program someone to be a serial killer?

Published 1989 by FASA.
80 pages.
SR-7303
Price: $8.00

Queen Euphoria

By Stephan Wieck.
Cover by John Zeleznik.
Art by Tim Bradstreet, Rick Harris, Joel Biske.

It was a simple job, and the pay was good. Snatch Euphoria, the simsense star, sit on her for a weekend, and let her go. Easy.

If you believe that, you've never run the shadows.

Because now she's been snatched for a second time ... and the corps think you did it.

What does all this have to do with - Ambergel, the most popular junk food in Seattle?

A former Coyote shaman?

An evil power so strong it threatens all mankind?

Find the Queen. Find the answers.

HURRY!

Published 1990 by FASA.
72 pages.
SR-7304
Price: $8.00

Total Eclipse

By William Tracy.
Cover by Roger Motzkus.
Art by Joel Biske, Rick Harris, Tony Szczudio, Sean Cannon.

The word is out, chummer. If you want blazing rock and roll, there's only one band to see: The Elementals. The buzz is they're about to become the next local band to hit the big time.

There's just one problem. The Elementals have broken their recording contract, and in the world of corporate domination, nobody goes solo.

The runners' job? Find the band and bring them home. Alive.

Published 1991 by FASA.
56 pages.
SR-7308
Price: $8.00

Imago

By Carl Sargent.
Cover by Nick Smith.
Art by Joel Biske, Dan Smith, Karl Waller.

Great Britain awaits!

There's bound to be trouble when Seattle-based shadowrunners are imported to take care of business in the United Kingdom. A valuable employee of one of Britain's largest megacorporations may be missing, and Transys Neuronet will be damned if they're going to let anyone on their side of the pond know about it.

The search takes the runners through Scotland, the city of Edinburgh, and to darker corners of the Matrix than they ever dreamed existed. It's a complex puzzle of betrayal, friendship, isolation, hatred, blinding love, vengeance, and, in the most bizarre twist of all - life after death.

Imago is an adventure for Shadowrun. It includes high-level dealings with the realms of magic and the Matrix, separately and in unique combination. The London Sourcebook, Virtual Realities, and The Grimoire are recommended for play, but not required. Imago has been designed for use with Shadowrun, Second Edition, but can be used with the first-edition rules.

Published 1992 by FASA.
80 pages.
SR-7309
Price: $8.00

Celtic Double-Cross

By Carl Sargent & Mark Gascoigne.
Cover by Doug Andersen.
Art by Tom Baxa, et al.

Renowned as a land of wonders, Tír na Nóg brims with with ancient elven art and sophisticated elven nobles, powerful magic and cutting-edge technologies. But beneath this cultured facade lies a dark mix of long-simmering feuds and Machiavellian plots. Now add a dash of good old UCAS politics, and you have a Byzantine brew of betrayal and bloodshed, a Mickey Finn with a lethal kick.

Celtic Double-Cross is a Shadowrun adventure for advanced players and gamemasters. It is compatible with both Shadowrun, Second Edition rules and the original first-edition rules. The Tír na Nóg sourcebook is required for play.

Published 1993 by FASA.
80 pages.
SR-7315
Price: $8.00

Eye Witness

By Mike Nystul.
Cover art by Rick Berry.
Art by Tom Baxa, Joel Biske, Earl Geier, Darrell Midgetette.

They say the eye retains the image of the last thing it sees ...

According to some, parts is parts. But when one of those parts contains a motive for murder, betrayal, and corporate espionage, can a shadowrun be far behind?

Eye Witness takes a team of showdowrunners on a quest for justice across Seattle, into the boardroom of a corrupt corp, the darkest corners of the sprawl's slums, and the noxious depths of Seattle's underworld.

Eye Witness is a Shadowrun adventure that can be used with both the original and second-editoin rules.

Published 1994 by FASA.
72 pages.
SR-7316
Price: $10.00

Divided Assets

By Tom Dowd.
Cover by Doug Andersen.
Art by Paul Daley, Mike Jackson, John Paul Lona.

The corps own a piece of everything

To the corporations, everything's an asset to be charted, inventoried, and maintained. Everything is accounted for - even people. But what happens when a particular asset - namely an eight-year-old boy - becomes a pawn in a messy piece of corporate extraction? That's up to the shadowrunners to decide. Unfortunately, all the firepower and magic in the world won't help solve the problem.

Divided Assets is a Shadowrun adventure for use with the Denver boxed set (thought it can be adapted for other locales), and the Shadowrun, Second Edition rules.

Published 1994 by FASA.
64 pages.
SR-7318
Price: $10.00

Predator and Prey

By Brian Schoner, Jennifer Brandes, Chris Hepler, Bill Aguiar.
Cover by Dave DeVries.
Art by Peter Bergting, et al.

"Once, you were the predator. Now you're the prey!"

When magic returned to the world, it transformed humans into elves, dwarfs, orks and trolls - and ordinary animals into fantastic creatures out of legends and nightmares. New creatures arose overnight, all of them unique and potentially deadly. Shadowrunners may go up against saber-toothed cats, sea monsters, giant lizards that turn the unwary to stone, or even more dangerous animals. From the sewers of the urban jungle to the wilds of Africa and Amazonia to a zoo full of critters gone mad, its time to find out who'll survive: man or beast!

Predator and Prey is a collection of three Shadowrun adventures that pit metahumanity against powerful and dangerous Awakened creatures. For the first time, shadowrunners are plucked from familiar surroundings and placed in environments that favor their paranormal antagonists. Player characters must survive everything from giant reptiles in the sewers of Seattle to an attack by swarms of bloodthirsty monkeys in the middle of the African jungle. Predator and Prey contains all the information needed to play, including details about adventure locations, creature statistics and powers. Predator and Prey is intended for gamemasters and playres of all experience levels.

Published 1998 by FASA.
96 pages.
SR-7324
Price: $15.00

Missions

By Brian Schoner, et al.
Cover by Tom Baxa.
Art by Tom Baxa, et al.

Scum go on shadowruns - you accept Missions

For every shadowrunner in the sprawl, there's someone like you working the other side of the shadows. Your kind try to make a difference. As part of a DocWagon High Threat Response team, you've been on the receiving end of a firefight while trying to retrieve a client. You might wear the Lone Star badge, with orders to go undercover into the shadows you've sworn to eliminate. You may owe your loyalty to a corporation, proud to defend its secrets and assets from others who are ready and willing to take you down. As a reporter, you are committed to exposing those same secrets. If you love your country above all else, you may have dedicated your life to work for your government, ready to perform any task required.

Missions is a collection of four Shadowrun adventures that allow players and gamemasters to experiment with the alternate campaigns presented in the Shadowrun Companion: Beyond the Shadows. In these adventures, the players can play a DocWagon High Threat Response team, Lone Star undercover police, corporate security agents, government commandos or even a media investigative team. Missions includes suggestions for translating these adventures into campaigns and for incorporating an existing shadowrun team into these adventures. Missions is intended for gamemasters and players of all experience levels. For use with Shadowrun.

Published 1997 by FASA.
96 pages.
SR-7325
Price: $15.00

Mob War!

By Stephen Kenson.
Cover by Tom Baxa.
Art by Peter Bergting.

Struggle in the sprawl!

Can the death of one man forever change the balance of power in the shadowy underworld of Seattle? Can one man's death spark a blaze of violence guaranteed to burn everyone from the lowliest chip dealers to the CEOs of megacorps? When the dead man is Don James O'Malley, head of the Seattle Mafia, the answer is yes. There's infighting in the "the Family," and even other syndicate is determined to take advantage of the chaos to grab themselves a bigger share of the nuyen. As the Triads battle the Yakuza for control of Seattle's docks, the Mafia defends its upscale gambling dens against Yakuza attacks - and the Seoulpa Rings take over anything that's not nailed down. The Seattle underworld has erupted in violence and no one is safe from the ...

... Mob War!

Mob War! is a unique Shadowrun adventure set that fleshes out the Mob war raging in Seattle. This book provides all the information gamemasters need to involve their player characters in the conflict on the level that best suits their group and style of play. Mob War! includes 24 adventure frameworks and ideas, plus a host of other adventure hooks that suggest ways to explore the activities of the crime syndicates.

Among other options, players characters may"

  • Belong to any one of the syndicates
  • Offer their services as shadowrunners to the highest bidder
  • Serve Lone Star as detectives assigned to solve the mystery of the Don's death
  • Work for a security service hired to contain the violence

Mob War! is intended for gamemasters and players of all experience levels. For use with Shadowrun and the Shadowrun Companion. The Underworld Sourcebook is recommended but not required to use this book.

Published 1997 by FASA.
64 pages.
SR-7326
Price: $12.00

Blood in the Boardroom

By Brian Schoner.
Cover by Doug Andersen.
Art by Tom Baxa, et al.

Killing the competition is no longer a figure of speech ...

The boardrooms become war rooms as the movers and shakers shift their fights from the stock exchange to the streets. Using everything from military-scale assaults on ultra-secure company compounds to stealth missions and sabotage, the fat cats have gone to war. Dunkelzahn's will made the head of security for Fuchi Industrial Electronics a voting member of Renraku's board of directors - and all hell broke loose. Now Fuchi is in a civil war that may destroy the corporation. Renraku is under siege on every front and must turn to an old enemy to survive, as Ares goes on the offensive to purge itself of traitors. Even minor-leaguer Yamatetsu must fight its way out of Japan when a metahuman takes over the helm.

The most desired asset in this upheaval isn't a stack of stocks or a portfolio of investments, but a professional shadowrun team willing to keep its mouth shut and do the job.

As the blood flows from the boardroom into the shadows, it's a gamble to choose the winning side - because no runner wants to end up on the bottom of this pile.

Blood in the Boardroom cover the events of two years of clashing megacorporations and corporate civil war. This Shadowrun adventure offers gamemasters the opportunity to easily tailor a non-linear story line to their group's specific interests and style of play. It provides everything gamemasters need to involve their players' characters in the corporate war. Intended for gamemasters and players of all experience levels. For use with Shadowrun.

Published 1998 by FASA.
88 pages.
SR-7327
Price: $12.00

First Run!

By Michael Muluihill.
Cover by Matt Wilson.
Art by Peter Bergting, et al.

In the shadows you learn or you die

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 gamemasters suggestions for overcoming the most difficult aspects of running a game, and provide guidelines for building ongoing campaigns. Each adventure also includes hints for increasing the difficulty to challenge experienced players. For use with Shadowrun, Third Edition.

Published 1999 by FASA.
64 pages.
SR-7329
Price: $12.00

Matrix

By Bob Boyle & Michael Mulvihill.
Cover by Fred Hooper.
Art by Doug Andersen, et al.

Reality is for those who lack imagination

Connect to the world-wide net known as the Matrix and create a universe of your own. No matter what your status in the real world - megacorp president or synthmeat street vendor - you can be the lord of all you can imagine. Access virtual clubs and test your skills in total-reality games. Ransack massive databases and pillage corporate systems for paydata - and try to stay alive long enough to enjoy the results.

Matrix expands on the basic decking rules provided in Shadowrun, Third Edition, and offers advanced rules for programming, deck construction, system security and accessing the Matrix. Matrix includes rules for information searches and new updates on artificial intelligences and otaku characters.

Published 2000 by FASA.
176 pages.
SR-7909
Price: $20.00
 

 

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