Wild Life is the core critter book for Shadowrun 6th Edition, a catalog of a range of creatures that can provide interesting challenges and plot hooks for many shadowruns. With lavish illustrati...
INFINITE WEAPON
Shoot straight, conserve ammo—shadowrunners often think about threats in terms of guns and bullets. That’s thinking too small. Why shoot someone when you can drain their entire bank...
In this campaign, runners will learn some of the corps’ dirty secrets, and then they’ll have the chance to use their secrets for their own benefit.Shadowrunners make their living off whatever scrap...
Explorers NeededDo you have heart? Courage? The ability to remain unfazed in the face of the incredibly bizarre? Then the metaplanes are waiting for you.Gateways to different metaplanes have appear...
Shoot Straight offers advice to Shadowrunners in a range of topics, from conducting covert operations to running con games to staying one step ahead of the law. Written in a fun-to-read style that ...
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 smarter.
If you’re...
Tossing a handful of dice to out-maneuver or out-gun your opponent always brings a rush. Especially when you're spending some Edge to boost your actions. Add more dice to your Shadowrun game, along...
SCREAM YOUR TRUTH
The voices will be heard. The powers of the Sixth World want to control everything, keeping the world pacified through bland entertainment and milquetoast messages.
But they can't...
ALL IN!
They're all here. Everyone of them. The legends, the liars, the betrayers, the winners, the craven, the brave, the powerful, the down-trodden. The people who leaked secrets and got killed f...
ALL LINED UP
Your eyes have to be everywhere. In front. In back. On the Matrix. On the astral. Threats come from every possible direction and dimension, and runners who don’t keep an eye on every p...
WHAT WILL YOU DO?
The power to shake cities, nations, even corporations is out there, contained in a compact code. What would you do if you could control it? Wield it? Or destroy it? Where would yo...
POWER SURGE
The power to shape the world can also tear it apart. The power to summon spirits and gain allies can also conjure enemies and lead to your own destruction. And the power to fill objects...
DREAM IT, BE IT
The Sixth World is wild and weird, but it doesn’t have to be wilder or weirder than you.If you can dream it, the Sixth World Companion helps you play it. With alternate character cr...
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?
Sh...
JUMP IN
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 ...
TOTAL DARK
Voice scream in the darkness. Voices of the lost drift through the night. Their sound is despair, sorrow, and terror. The noise grinds at your soul, but only thing worse than listening t...
EXECUTE.
Authorization granted.Maneuver AF2B9.Go dark.Eliminate.Those words set a plan in motion, but what plan? Something's about to go down in Barcelona. Someone is marked for death. But who's th...
NIGHT FALLS...IT WILL ONLY GET WORSE
The first night of a citywide blackout usually has rioting and lawlessness. The second night continues the chaos. The third night? Well, whoever heard about a c...
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. '