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...
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...
CORP REPORT
You can be proactive, shift paradigms, think outside the box, and set aggressive agendas all you want"”the megacorporations of the Sixth World are still going to disturb your plans, rui...
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...
This Shadowrun, Sixth World Gamemaster's Screen is what you want it to be. How do we know? Because you get to shape it. A player-facing large pocket lets you share scene inserts to change up the p...
STRONG CHARACTERS
Shadowrunners come in all shapes, sizes, and skill sets. Some of them do things you immediately know will be useful. For others—well, let’s say their usefulness sometimes sneaks ...
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. '