Today, we have three new releases for everyone. With Vice hitting shelves on the 23rd of February, we offer up 10 Gangs--a PDF exclusive that makes a fine companion to it:
10 Gangs
Everyone knows the score between the Yaks, Mafia, and Triad, but when you get down to it, the ganger on the corner is just as likely to try and kill you. Here is the download on ten mid-sized gangs that are looking to make a name for themselves.
10 Gangs is designed to supplement any campaign and utilizes the Gang rating system from Vice. Each gang comes with plot hooks and stats for gamemasters and players to use for run ideas, contacts, and keeping an eye on the competition.
Next up is the continuing Manhattan-based Shadowrun Missions campaign. The seventh chapter provides a complete scenario ready for GMs to run tonight:
Shadowrun Missions 03-07 Knight at the Opera
Eight teams escorting eight Damien Knights. Will the real Damien Knight please stand up.
This 20-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.
Shadowrun Missions is an international shared campaign. The goal is to have characters and adventures that all share the same universe, and of course have fun while doing it. Missions are played at local game stores, conventions, game days, and as home games. Players who participate in these scenarios will have a real opportunity to influence the Shadowrun game world, and play their characters in events worldwide.
Lastly, an old-time sourcebook-the First Edition core rulebook for Shadowrun. We are in the process of restoring most of our out-of-print sourcebooks through PDF releases. What better way to start, than the book which started it all.
Shadowrun, First Edition
The Year is 2050
The blending of technology and human flesh began in the 20th Century. Interfacing the human mind with computers was just the first step. Implants the "jack up" reflexes and cybernetic replacements followed quickly. The came the Awakening. A five-thousand-year lull in the flow of mystical energies subsided, and Magic returned to the world. Elves, Dwarfs, and Trolls assumed their true form, throwing off their human guise.
In the world of 2050, the megaplexes are monsters casting long shadows. As shadowrunners, that's where you live, in the cracks between the giant corporate structures. When the megacorps want something done but they don't want to dirty their hands, it's a Shadowrun they need and they come to you. Though your existence is not acknowledged by any governmental or corporate database, the demand for your services is high. You might be a Technomancer, sliding like a whisper through the databases of giant corporations, spiriting away the only thing of real value-information. Or perhaps you are a Street Samurai, an enforcer for hire whose combat skills and reflexes make you the ultimate urban predator. Or perhaps a Mage, one with an ancient gift, the ability to wield and shape the magical energies that now surround the Earth. And that's exactly the kind of firepower you'll need if you get hired to make a Shadowrun.
(For those curious, this scan is of the Fifth Printing of the softcover edition! It's OCRed and has bookmarks!)