Unlock the potentials of your mind and body. Turn your back on the shallow and mundane - join the Universal Brotherhood and be a part of something wonderful! Who are the Brotherhood? Possibly the largest humanitarian organization in the world? To the grime-encrusted inhabitants of the sprawl they are a shining ray of hope in an otherwise hopeless world. This is their way out of the darkness, their key to fulfillment and understanding. They are on every corner. They knock on every door. And they want to save you too. The Universal Brotherhood is a sourcebook and adventure for Shadowrun.
WHERE MAN MEETS MAGIC AND MACHINE... The year is 2050. The power of magic and the creatures it brings have returned to the earth, and many of the ancient races have re-emerged. Elves, Orks, Mages, and lethal Dragons find a home in a world where mana, technology, and human flesh have melded into deadly urban predators. And the multinational mega-corporations that run the world hoard the only thing of real value—information. For Sam Verner, living in the womb of the Renraku conglomerate was easy, until his sister disappeared and the façade of the corporate reality began to disintegrate. Now he wants out, but to "extract" himself he has to slide like a whisper through the deadly shadows the corporations cast, into a completely different world where his first wrong move may be his last...the world of Shadowrun.
DEADLY DANGER ON UNFAMILIAR STREETS… When Magic Returns to the Earth, its power calls Sam Verner. As Sam searches for his sister through the dark and dangerous streets of 2050, his quest leads him across the ocean to England, where druids rule the land...and the throne. But all is not what it seems, and Sam and his new shadow friends are plunged into a maze of madness on the trail of a sinister cult plotting to create wanton destruction. Only when Sam accepts his destiny as a shaman can he embrace the power he needs. But what waits for him in the final confrontation of technology and human flesh is a secret much darker than anything waiting in the shadows...
DESPERATE TIMES... He was only a "beginner" shaman, but Sam Verner had to find a cure to ward off the curse on his sister. Only something of great magic would do the trick. His quest took him to a mystical citadel in Australia, where, with the aid of his shadowrunner friends, he recovered a strange artifact he hoped would prove helpful. DESPERATE MEASURES... But instead of anything that even remotely resembled help, an unexpected and ancient terror was released—a terror that erupted into a shadow war for dominion over an awakened Earth. And while the evil kept growing, inexorably drawing him into battle, the curse's power over his sister was also growing, bringing her closer and closer to death. Soon, a truly desperate Sam realized the last and only hope for saving his sister was to find the greatest shaman of the Sixth World, former leader of the Great Ghost Dance—a man who may no longer exist…
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.
2XS, THE HALLUCINOGENIC CHIP OF CHOICE… To Excess—that's how they say it on the streets…before it destroyed their minds. Private detective Dirk Montgomery thinks he knows those streets. He's watched the change with the world, as the powers of magic grow and alter the balances of power. He thinks he understands even the deepest shadows and the darkest of hearts. He is wrong. Now there's something out there beyond his understanding. Something foul and alien. Something that will consume even the most wary soul. And if he’s not careful, even Dirk’s...
OUT ON THE STREETS… By 2053, the return of magic to the world has filled the streets of Chicago with beings and creatures from mythology. For those in the politically dominant mega-corporations, the underworld, and everywhere in between, it is a time of chaos and wonder—and incredible opportunities ripe for the taking. For fifteen-year-old Peter Clarris, transformed by his Awakened genes from a human into a troll, the forces of magic are a curse to be broken with science. Torn from the comfortable biotech fast-track of his childhood, he becomes an pariah, shunned by friends and strangers alike. Now, living among the outcasts—the underclass of orks and trolls, the criminal societies of gangsters and shadowrunners—he grows up pursuing the elusive means of controlling his own genes, and ultimately his own destiny. But the Windy City’s shadows are dark and deep, and when Peter comes across a real chance to fulfill his dream of reversing the change that was forced upon him, it may cost more than he’s willing to pay—before he’s through, it may cost him his life…
WHO UNDERSTANDS THE WAYS OF ELVES AND DRAGONS? Some say that the dragons are the most powerful beings on Earth. Certain elves disagree with that belief in the strongest, most violent terms. An ork of the Seattle ghetto, Kham usually worries about more mundane problems. Day-to-day existence in the now magically active world of 2053 is already tough enough. But all that is about to change. Drawn into a dangerous game of political and magical confrontation, Kham not only learns to never deal with a dragon—he also discovers that trusting an elf might just be the death of him....
As dark shadows released from Victoria's reign run rampant in 2054 London, Geraint, Adept, Serrin, Francesca, and Rani are drawn into a world of deceit, death, and conspiracy. Original.
Certain that he has heard the voice of one of the Great Spirits calling him, Falcon goes to Seattle's urban jungle to seek his calling and joins forces with Sly, a veteran Shadowrunner with the scars to prove it. Original.
For years, Jason Chase was at the head of the pack, shadowrunning with the best in the business. When time dulled his flesh and cybernetic edge, he knew it was time to get out, or get dead. Now, his past has come back to haunt him. To protect a young girl from the terrorists who want her dead, Chase must rely on his years of experience, and whatever his body has left to give. And everything he's got, he'll need as he comes face-to-face with a part of his life he thought he'd left behind, and an enemy left for dead.
Prey For The Hunter For the world of humans knows her as Striper, the deadly Asian assassin and kick-artist. She has come to the City of Brotherly Love seeking revenge and made it her killing ground. But she is not the only predator stalking the dark underbelly of the Philadelphia metroplex. There are other hunters prowling the night, and some possess a power even greater than hers. Some may even want her dead. When the moon rises full and brilliant into the dark pall of the night, the bestial side of her nature battles for dominion, demanding vengeance and death. Who will survive? Who dares to hunt the hunter?
People say trouble follows Harlequin around like a loyal dog, but this time he's taking the lead and dragging some shadowrunners along on his waking nightmare. The level of magic is rising in the Sixth World, and so is the danger it brings. But the danger Harlequin fears most isn't supposed to be a problem for another two thousand years. Harlequin's Back is an adventure for Shadowrun, involving magic and mayhem on a scale far beyond Shadowrun adventures. It is recommended for veteran gamemasters.
Bug City details the events that shook Chicago in mid 2055, provides a detailed description of life in the Containment Zone, including game information on the changes in Chicago's physical and magical nature, profiles of the city's importanat residents, and expanded rules for the city's terrible ravagers--the insect spirits themselves.
BLOOD AND MAGIC… … rage in the streets of Seattle. The shift of a few blocks of gang turf costs lives, innocent and guilty, silenced forever and then forgotten in the city's deepest shadows. Lone Star, Seattle's contracted police force, fights a losing battle against the city's newest conquerors—the gangs. From his years of undercover work, Lone Star officer Rick Larson thinks he knows the score. The gangs rule their territories by guns and spells, force and intimidation, and it's the most capricious of balances that keeps things from exploding into all-out warfare. Inside the Cutters, one of the city’s most dangerous gangs, Larson is in a prime position to watch the balance, react to it, and report to his superiors. But when the balance begins to shift unexpectedly, Larson finds himself not only on the wrong side of the fight, but on the wrong side of the law as well…
Project Hope is transforming the Barrens, giving Seattle's down-and-outers a bed, a roof, clean clothes and three squares a day in return for helping to revitalize the megaplex's worst slums.
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.
In 2055, Newark is an over-crowded urban nightmare populated by hordes of SINless indigents. Millions live in abject poverty. Violect is rampant. Brutal gangs and vicious criminals control many sections of the city like feudal lords. Amid this harrowing landscape, Rico gathers his team: Shank, Thorvin, Piper, and the eccentric shaman known as Bandit. The job is to free a man from a corporate contract that is the moral equalvent of slavery, but that is only the beginning. The runners' diverse skills and talents are swiftly put to the test. Rico's challenge is to keep the team alive as they sort through a maze of corporate intrigue and misdirection, but without discarding honor, for without honor a man is nothing. Honor alone distinguishes a man from the ravaging dogs that fill the streets, and as the runners soon learn, the price of honor is high.
Lone Star is the guide to the Lone Star, it covers reactions to player shadowrunners by the corporate cops of Lone Star as well as the methods and equipment used by the cops on the street.
Mage and part-time shadowrunner Serrin Shamander and his companions desperately flee a relentless, demonic enemy out to eliminate humankind from the face of the earth. Original.
SPARE NO EXPENSE MISSING: Mitch Truman, heir apparent to an entertainment megacorporation. He may have fled his parents for the sake of love, but if magic is involved the reason could be darker... WEALTHY: Dan Truman, CEO of media giant Truman Technologies, doesn't care how much it costs--he wants his son back. He'll hire the best to find his heir, even if their motives are suspect... EXPERIENCED: Kyle Teller's done this job before. He knows the tricks of the trade, and not only because he's a mage. He thinks finding the missing boy will be easy. Why shouldn't it be? But will money and experience be enough to defeat the terrible power growing beneath the city of Chicago?
By the mid-2050s,Aztlan is all of Central America—from present-day Mexico to parts of Colombia and Venezuela, and everything in between. Nominally it's an independent country, but everyone knows the megacorp Aztechnology is actually in control. Includes Inside The Big A, The Civil War, History, Aztechnology, Religion An Magic, Fast Facts, Getting In, Living In Aztlan, and Tenochtitlán.
Hunter and Hunted From the distant forests of Maine comes the deadly Weretiger known as Striper, seeking nature's own special justice. From the shadowed heart of the South Bronx comes the shaman called Bandit, interested only in the pursuit of his arcane arts, and the reconciliation with nature that Raccoon demands. From the nightmare streets of Newark come Monk and Minx, seeking life itself. Who is predator and who is prey? The assassin? The shaman? The kids with the flashing eyes? The Director of Resource for Hurley-Cooper Labs, or HCL's dedicated scientist? Or is it the elves? Or the mystery man from the Department of Water and Wastewater Management with a technical rating higher than God's? Before they are done, a killer will learn the meaning of mercy, and one who honored life will discover the necessity of ruthless destruction....
THE BRIGHTER THE LIGHT… Dirk Montgomery, former Lone Star cop turned shadowrunner, knows the dark byways of Seattle and the city of Cheyenne. He knows when to take chances and when to take cover. But when a megacorporate exec demands payment of an old debt, Dirk finds himself where the familiar rules don't apply anymore. THE DARKER THE SHADOWS… The Kingdom of Hawai'i is a tropical playground...with a sinister underside. Dirk must navigate its treacherous paths as he tries to stay one step ahead of all the factions battling to control the islands: the megacorps, the government, the rebels, and the yakuza . Not to mention dragons, elves, new friends...and old enemies.
WASHINGTON IS BURNING! Andy is happy as a shadowrunner wannabe, but when he accidentally gets involved with real runners, the game of Let's Pretend is over. So is his safe corporate life. Andy's half brother, UCAS Army Major Tom Rocquette, has some doubts about what he's involved with too. Why, for example, is he being ordered to mercilessly massacre the Compensation Army, a group that, like him, only seeks justice? Andy and Tom, along with runners Markowitz and Kit, are finding out things that could put many lives in danger and point to a sinister web of dirty politicians, dishonorable officers, and misused tech and magic--a conspiracy that could dismantle the UCAS government! Can Andy and Tom find enough evidence to prove it--and stop it--before the nation's capital is buried under a heap of bloody corpses...?
Enlisted by a panicked Renraku Corp, hardened decker Michael Sutherland finds himself face-to-face with an immortal elf, Leo, who has created a sophisticated electronic virus that is capable of destroying any computer system. Original.
Jacked-In, Revved-Up, And Armed To The Teeth It's fast and furious inside the Combat Biker maze, where armor-plated hogs and juiced-up rice grinders blast, pound, and pummel each other for points. But it's just barely up to speed for Jonathon and Tamara, two elven bikers at the head of the Los Angeles Sabers. With a simsense link between them that allows them to act virtually as one, they're been tearing up the league and making headlines. But all that changes when Tamara takes a brutal hit from the cyberspurs of Dougan Rose, lead linebiker for the New Orleans Buzzsaws and the most respected player in the league. When Tamara gets slammed, Jonathon's out for revenge. But it isn't going to be easy. Because there's a lot more to this sabotage than meets the eye - and if the megacorp agents, simsense industry operatives, and hostile mages don't kill him, the truth probably will....
This rare and vintage book is a perfect addition to any bibliophile's collection
A CONJURED KILLER IS LOOSE… Life on the streets of 21st-century Seattle can be tough, especially for a young ork like Pita. And it gets a lot tougher when she witnesses a corporate mage murdered by the violent spirit he just conjured from another dimension. Now she's in a heap of trouble with the dead mage's employer, an organization with something to hide. Fortunately, KKRU reporter Carla Harris is in a position to help. Carla needs a big story to give her career some juice, and Pita's predicament might be the ticket. Because Pita's pursuer—MCT, the megacorp computer firm—has hired the heavy hand of the Yakuza crime organization as muscle, things heat up pretty fast. Moreover, the entity that MCT’s mage foolishly summoned is very, very old, and unlike any power on earth. It has infiltrated the telecommunications matrix with devilish cunning—and unless Pita can thwart it with her newly acquired magical powers, Seattle’s—and the entire Sixth World’s—throat will be wide open for the cutting...
A shaman in secret, Wolfgang Kies joins forces with his sole ally, Dr. Richard Raven--an elf and vigilante--to battle Seattle's crime kingpin Etienne La Plante and his gang of hired goons and ice pick-wielding samurai. Original.
Too Hot To Handle For Two Bears, a dwarf mercenary accustomed to running the shadows, the job sounded like an easy way to make a huge stack of cash: track down and discover the meaning of the word "IronHell." But when the decker he approaches for help gets her brain fried on the Matrix, Two Bears konws he's up to his stout little shoulders in drek. Too Cool To Give Up Realizing that IronHell must be the title of something - or somebody - very powerful, Two Bears looks for some backup to make sure he gets through this job alive. He lines up a street troll called Thumbs, a slick decker named Silver, a suit-wearing samurai called Delphia, and Moonfeather, a magic-wielding disciple of the Cat totem. Together they blast their way through a stream of megacorp] operatives, giant meta-beasts, and high-tech pirates, desperate to unravel the incredible secret of IronHell - before it unravels the world ....
When Dunkelzahn the Dragon, the newly elected president of the United Canadian American States, is assassinated, throwing the Shadowrun universe into chaos, it falls to Ryan Mercury--Dunkelzahn's most trusted special agent--to save the universe. Original.
Jack Slater and his Shadowrunner team are hired to penetrate the high-tech security around a funeral home and retrieve the corpse of a double agent--a hot property that holds the key to an assassination. Original.
Dunkelzahn's secret agent Ryan Mercury is torn between his duty and his desire to find a killer, but when a spirit wrongly accuses Ryan of working with the enemy, he must pull off the save of the century, and save himself in the process. Original.
On a mission from the Dragon Dunkelzahn to deliver the magical Dragon Heart to the metaplanes of Earth, Ryan Mercury runs headlong into the Enemy and his army of flesh-shredding beasts about to lay waste to the world. Original.
A MEGA-BYTE BLOW-OUT IN 21ST CENTURY BOSTON He awoke in a body bag, his brain fried, a black hole where his memory should be. If not for the cool carbon-fiber blade concealed in the bones of his arm, he would've been dead for sure. But Michael Bishop--a.k.a. Babel, messiah of the Matrix--is back in the game. Renraku Computer Systems has defied the accords of the Corporate Court. Now they must decipher the secrets of the otaku--and Babel is the technoshaman reborn for the job. But Netwalking in the shadows of the electron jungle means initiation into deadly megacorporate intrigue--and discovering more about Babel's own team than he fears he should know. As allies become adversaries, Babel breaks through the dreaded black ice security to find a doorway to the future--and signs of a corp war looming on the horizon--one that could destroy the technoworld and beyond...forever.
As vilence plagues the streets of mid-twenty-first-century Seattle, a conspiracy to spread a plague of vampirism is revealed, and the Shadowrunner match wits with mad scientist Oslo Wake, who has created a genetically altered race of living dead. Original.
Battle Beneath the Streets of Boston! In the magical world of 2060, street mage Tommy Talon has hit the big time. He's a member of Assets, Inc., one of the best shadow-teams in the business, but now he's drawn back to his home town of Boston by secrets from his past. Secrets that lead him into conflicts with megacorporations, yakuza gangsters, and a powerful spirit that's hunting for him. Talon must call on all of his magical powers and the abilities of his shadowrunning friends to unravel the mystery. Along the way, he finds out some unexpected things about his past, himself, and his true enemy: someone very close to him indeed...
DIGGING FOR DANGER In the twenty-first century, magic brings out the best in people--and the worst. Tommy Talon should know. As head of a successful shadow-running team, it's the dark side of people that brings him business. This time he's hired to hunt a murderous archaeologist and recover a magical relic. But Talon's not hunting alone. Someone else wants the artifact too--someone very powerful. And Talon and his team must outwit the world's most potent megacorporation on its own turf if they're to have any chance of returning the treasure--or any chance of returning at all....
TWO SIDES OF THE SAME COIN... When a shadowrunner managed to extract PCI's most vital employee, it was Alma's job as security expert to get him back--no matter the cost. But all the evidence pointed to the one person who couldn't have done it...herself. Branded a traitor, Alma has one shot at redemption: find the real culprit. But she's never faced an enemy like this one. This 'runner not only looks like Alma—she's also equipped with Alma's top-of-the-line cybernetic implants, and backed by the powerful magic of the Chinese underworld. Now, the expert in defense must attack—and risk it all to bring down a rival so much like herself that there can be only one shocking explanation...
HOT ALL OVER Low-level programmer Roy Kilaro wants nothing more than to become a Seraphim--an elite corporation operative--and experience some real action in the shadow ops between the megacorporations. He gets more than he ever wanted when a routine business trip to Boston lands him at ground zero of a running battle for survival. The combatants: a group of hardened 'runners trying to finish a job, the ruthless anti-elven terrorists known as the Knights of the Red Branch, and a powerful sorceress who wants revenge upon them all...
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.
NEW TO THE DARK STREETS… Megacorporations are the new world superpowers, ruling from the safety of vast arcologies. But outside the corporate enclaves, the dregs of society are at war. Organized crime gangs and other, more nefarious organizations struggle to carve out their own small empires. Sliding through the cracks in the between are shadowrunners—professionals of the underworld who will do anything for a profit, and anything it takes to get the job done. Kellan Colt has come to Seattle to make a name for herself in the shadows. But her first run proves that in her line of work, there's no such thing as a sure thing, and that in her world, there is only one law—survival.
Kellan Colt has been making a name for herself as one of Seattle's up-and-coming shadowrunners, and she believes she's ready to break out on her own. Opportunity knocks when she learns the location of a secret weapons cache abandoned by the U.S. military. With the right buyer, a score this big has the potential to secure Kellan's reputation - and her bank account. With a team of fellow shadowrunners assisting her, Kellan descends deep into the heart of the Awakened wilderness to extract the weapons. But the supernatural entities lurking in the forest beome the least of her worries when a rival facton appears seeking the cache - and the greatest threat to them all is revealed....
Kellan Colt has come far in her magical training. but all her accomplishments haven't satisfied her desire to know the truth about her shadowrunner mother, and to learn the secrets of the amulet she found among her mother's possessions. Kellan is determined to find answers - and to earn the respect of her fellow runners in the process. Lately Kellan has been troubled by disturbing dreams. Something seems to be calling her, but before she can figure out who - or what - she joins a run into the paranoiac elven homeland of Tir Tairngire. Trapped deep inside foreign territory, she suddenly discovers the answers to her questions, but then she must unravel the most difficult riddle of all: Who can she really trust in the shadows?
Bannickburn is a burned-out Scottish mage with little power and fewer prospects when he falls into fast company. A notorious crime boss, Bigio family caporegime Quinn Bailey offers him a job that could turn hs life around. Soon Bannickburn is living once again in the style he's accustomed to. But then Bannickburn tries to leave the family, Bailey calls in his markers, and Bannickburn must aid the Bigios as they pit themselves against a rival mob in a power struggle that moves from the Seattle sprawl to the elven enclaive of Portland. Leading a handpicked crew of shadowrunners, Bannickburn is about to hit the jackpot - and learn that in every game, winners can turn into losers with the squeeze of a trigger....
In the abandoned factory known as the Crypt, society's castoffs have found a place to call home. Some of the Crypt's denizens are hiding or on the run; some have nowhere left to go. But the Crypt protects its own, providing care for street kids as well as medical and magical healing for those in need. It also sports an illegal tap into the Matrix, and hosts a coven of some of the most successful shadowrunners around. When a disgraced corporate mover takes an interest in the Crypt - and in a valuable secret long hidden in its foundations - he doesn't intend to let the dregs of Seattle keep him from making the score of a lifetime. But he's about to discover that the Crypt's inhabitants aren't going to be buried so easily....