Shadowrun RPG: Sixth World - Core Rulebook

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Are you ready to stake it all?

The odds are against you... They always are. The opponents have more people, more weapons, more money... Generally just more of everything. But what they don't have is YOU, your knowledge, your courage, and your recklessness.

Are you an elf shaman, an ork street samurai, a dwarf rigger, or something entirely different? There are hundreds of choices. Find your unique skillset and expertise, and use it to stay alive.

The rulebook contains everything you need to get started playing Shadowrun! (except for dice)

Shadowrun: Sixth World is the complete rulebook for the dystopian fantasy-cyberpunk role-playing game, where cyberpunk and fantasy meet in a unique setting. In Shadowrun, you play as 'shadowrunners', who are people living on the shadowy side of society, solving various tasks when they are out on 'runs' in the shadows using cyberware, magic, hacking, and other tricks.

The Shadowrun setting is unique, both in its way of combining fantasy and high tech, but also in that the world is 'alive' in the sense that over the last 30 years that Shadowrun has existed, the timeline has similarly advanced by 30 years.

The rulebook Shadowrun: Sixth World is the 6th edition of the Shadowrun role-playing game, and Sixth World is the term for the age in which Shadowrun takes place with its blend of technology and magic. The book covers everything needed to create characters, and it covers the game's rules for combat, cyberware, spellcasting, hacking, and so on.

The rules system in Sixth World uses 6-sided dice, and you build dice pools through equipment, abilities, and skills, and with your pool, you need to roll as many 5's and 6's as possible to achieve the best results. The rules in the 6th edition of Shadowrun are not fully compatible with Shadowrun 5th edition.

Brand Catalyst Game Labs
Title Shadowrun RPG