Shadowrun Artifacts Unbound

Shadowrun Artifacts Unbound
Author: Catalyst Game Labs
Publisher: Catalyst Game Labs
Total Pages: 160
Release: 2011-05-11
Genre: Games & Activities
ISBN: 9781934857755

Compatibility: Requires Shadowrun, Twentieth Anniversary Edition; offers the character statistics, setting information, and plot points needed for gamemasters to build on the story line introduced in the Dawn of the Artifacts series. Continues the plot strands introduced in the Dawn of the Artifacts series of adventures. Explores the hidden powers of the artifacts gathered in the previous adventures and shows the effects they are having in the Sixth World, as well as revealing how they have affected past history. Provides a fl exible plot structure that allows players to follow the parts of the campaign that are most interesting to them; gamemasters may also explore locations in the Sixth World that they fi nd compelling for a campaign setting. Advances the overall Sixth World plot as the worlds powers continue to vie with each other for dominance. Introduces a new form of campaign book that provides the concrete information gamemasters need to run a game while also providing fl exibility to design the campaign in a way that suits them.

Worlds Without End

Worlds Without End
Author: Caroline Spector
Publisher: ROC Hardcover
Total Pages: 276
Release: 1995
Genre: Fiction
ISBN: 9780451453716

Remembering an innocent world from centuries ago, immortal elf Aina struggles for survival in the Awakened era of shadowrunners and evil magic, and she must rally her companions to battle an ancient nemesis. Original.

Console Wars

Console Wars
Author: Blake J. Harris
Publisher: Harper Collins
Total Pages: 683
Release: 2014-05-13
Genre: Business & Economics
ISBN: 0062276719

Now a documentary on CBS All Access. Following the success of The Accidental Billionaires and Moneyball comes Console Wars—a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry. In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It’s the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry. A best book of the year: NPR, Slate, Publishers Weekly, Goodreads

Shadowrun: Corporate Enclaves

Shadowrun: Corporate Enclaves
Author: Catalyst Game Labs
Publisher: Catalyst Game Labs
Total Pages: 0
Release: 2008-02
Genre: Fantasy games
ISBN: 9781934857007

Corporate Enclaves shines the spotlight on two very different bastions of corporate power in the Sixth World: Los Angeles and Neo-Tokyo. Controlled and exploited by the iron hand of the megacorps, these sprawls are home to corporate powerhouses, their political minions, powerful crime factions, and plenty of intrigue and opportunities for enterprising and resourceful shadowrunners. The second in an ongoing series of themed setting books for Shadowrun, Fourth Edition, Corporate Enclaves also briefly visits the unique corporate dominions of Dubai, Europort, Manhattan, Nairobi, and Tenochtitln, and provides guidelines for developing your own corp-controlled settings.

Barbarians of Lemuria (Legendary Edition)

Barbarians of Lemuria (Legendary Edition)
Author: Simon Washbourne
Publisher:
Total Pages: 0
Release: 2009-12-02
Genre:
ISBN: 9781907204319

"It is a savage age of sorcery and bloodshed, where strong men and beautiful women, warlords, priests, magicians and gladiators battle to carve a bloody path leading to the Throne of Lemuria. It is an age of heroic legends and valiant sagas too. And this is one of them..." Barbarians of Lemuria; swords & sorcery roleplaying, inspired by Thongor, Conan, Brak and Elric. Barbarians of Lemuria has been acclaimed by many as one of the best roleplaying games of this genre. This 'Legendary' version features updates and extra goodies to give you much more swords & sorcery role playing goodness.

Magic in the Shadows

Magic in the Shadows
Author: FASA Corporation
Publisher: FASA Corporation
Total Pages: 0
Release: 1998-12
Genre: Shadowrun (Game)
ISBN: 9781555603588

Magic in the Shadows is an advanced magic book that combines all the previously published Shadowrun magic rules with all new rules and magical creatures. This new volume features rewritten, reworked, and expanded rules built on the core magic rules published in Shadowrun: Third Edition and will include a spell creation system as well as advanced rules on all aspects of playing a magical character. This product is a must for any Shadowrun player and gamemaster.

Shadowrun Howling Shadows

Shadowrun Howling Shadows
Author: Catalyst Game Labs
Publisher:
Total Pages:
Release: 2016-07-20
Genre:
ISBN: 9781942487517

Howling Shadows is a core rulebook for Shadowrun, Fifth Edition, with a wealth of dangerous creatures, sprits, artificial intelligence, and more to add variety and fun to Shadowrun games. The critters were designed with both players and GMs in mind - they can be added as a resource for players to use or obstacles to overcome. The critters also have plot hooks built in to fuel plenty of adventures and campaigns. With full color art, this book displays the bizarre and dangerous critters of the Sixth World in their full glory.