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 ...
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...
The Sixth World Tarot (Arcanist Edition) is a stunning collection of Shadowrun art by Echo Chernik, and it now comes in a larger size!
This deck gives the gorgeous art the spotlight it deserves, le...
NOTHING BUT SHREDS
NOTHING IS REAL. EVERYTHING IS REAL.
What you think is real rips and shreds, and the unreality beneath spills out. Everything you dreamed of. Everything you fear. The past return...
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...
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...
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...
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...
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...
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. '