Setting Sourcebooks

Though Seattle is the primary location of Shadowrun, the world is large, with a hundred sprawls and and just as many corporations spreading shadows where a runner can find work. Setting Sourcebooks flesh-out the details for cities and countries around the globe, offering additional locals for the team eager to see what’s in the shadows over there.

Vice

Illegal is a strong word.It means you're doing something that the government doesn't want you to do. You'd never do anything like that, right? Or would you?

It might be that some laws are... Misguided.

It's civil disobedience and a moral imperative to oppose those laws.

Gandhi taught us that.

My friends and I—we're here to help you make these difficult moral choices. We'll even provide you with a support network, if someone objects to your strong moral compass. And, hey, if everything works out, maybe all of us might come out ahead. Don't worry! We’ve got your back.

Vice is a sourcebook for Shadowrun, Fourth Edition. It provides a detailed look at all levels of organized crime, from the major transnational syndicates—like the Yakuza, the Triads, and the Mafia—to the smallest street gangs and specialist organizations. History, personality, and membership of these groups are provided along with suggestions on how best to use them as key players in a Shadowrun campaign. The crimes they commit, the metahumans they recruit, the law enforcement they oppose, and the shadowruns they sponsor are all in here. Whether your team of runners works in concert with the criminal underworld or tries to oppose it, Vice will offer new insights and options to your campaign.

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Feral Cities

In the decaying urban wilds, war-torn cityscapes, and cancerous megabarrens of these Feral Cities only one thing is certain - they all harbor singular opportunities for those brave and foolhardy enough to explore their dangerous domains, factions and secrets.

  • Sprawls where the usual rules and constants of civilized society don't apply, where everyday survival is a challenge, and where the hazards and pay-offs are unique.
  • Runners cast out of their comfort zones and dared to challenge the ravaged urban wilderness of Chicago and the darkest heart of Africa, Lagos.
  • Ruled by lawlessness and survival of the fittest; Bogota, GeMiTo, Geneva, Karavan, and Sarajevo are also profiled.

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Corporate Guide

There is nothing in the Sixth World more powerful than the megacorporations. Even great dragons scratch and claw to get a piece of the power wielded by the Big Ten. If you’re running the shadows, you need to know about the megas, because they deal out the biggest paydays—and, if you cross them, the harshest paybacks.Corporate Guide helps runners learn what the ten AAA-rated corporations are up to in 2072 and answers pressing questions such as: How is Aztechnology dealing with Amazonia these days? How is Horizon’s continuing prominence affecting its laid-back culture? How many times can Richard Villiers have one mega rise up from the ashes of another?

Corporate Guide offers details on all of the Big Ten megacorporations and briefings on some of the rising powers of the corp world. It also provides the basics every shadowrunner should know about how corporations work and what life is like for the drones trapped inside them, along with rules for greater interaction of player characters with these monoliths of power.

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Corporate Enclaves

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 EditionCorporate Enclaves also briefly visits the unique corporate dominions of Dubai, Europort, Manhattan, Nairobi, and Tenochtitlán, and provides guidelines for developing your own corp-controlled settings.

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Sixth World Almanac

What was the VITAS outbreak like for the people who were there? What was Renraku Arcology—and its operating software—like before it became a total nightmare? How does it feel to get off a plane and set foot in the ghoul kingdom of Asamondo? The Sixth World Almanacis the ultimate compendium of Sixth World energy, history, and geography. With the most detailed timeline in Shadowrun’s history and write-ups of nearly forty major nations, this book immerses players and gamemasters in the Sixth World deeper than they have ever been. The Almanac is full of Shadowrun firsts, including the first-ever full-color map of the entire Sixth World and new fiction covering historic eras that have never been detailed in past sourcebooks. Open the Almanac and fall into the Sixth World—let the art, the maps, and the writing bring you more completely into one of the most exciting, enduring role-playing settings of all time!

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Price: $44.99

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