Shadowrun is a pen-and-paper role-playing game set in an imaginary future where huge corporations control the lives of their employees and the return of magic has altered people, politics and power. When conflicts arise the corporations, governments, wealthy individuals and even organized crime can subcontract their dirty work to specialists. The most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done and have developed a knack for staying alive. In this game the player characters are shadowrunners who try to accomplish the mission presented by the game master. The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. The game is set approximately 60 years in the future of present-day Earth, and includes an account of important events from now until the time of the game. As in many near-future cyberpunk settings, Shadowrun includes advanced computer technology and sophisticated cybernetic implants. Unlike in a purely cyberpunk game, in the Shadowrun world, magic returns in 2011. Among other things, this causes humankind to split into subtypes, and some people take the form of elves, dwarves, orks or trolls. Likewise, some animals turn into the familiar monsters of fantasy, and both monsters and human magicians gain supernatural powers. By the second half of the 21st century, when the game is set, these events are accepted as commonplace. Official website Code: http://www.shadowrun4.com/ Shadowrun - Wikipedia Code: http://en.wikipedia.org/wiki/Shadowrun Shadowrun Fourth Edition, 20th Anniversary Edition Image Quote: The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner—a deniable asset, a corporate pawn—using bleeding-edge science and magic to make your meat body and mind better-than-flesh. Stay on the edge, and you may survive another run on the mean sprawl streets. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated, and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, and new magical discoveries. This full-color rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Code: http://rapidshare.com/files/272749023/Shadowrun_4th_Edition_20th_Anniversary.pdf Shadowrun Gamemaster's Screen with Contacts and Adventures book Image Quote: This 4-panel GM Screen provides handy and useful charts for playing Shadowrun, Fourth Edition. Comes with a 32-page gamemaster aide for creating short scenarios, including a selection of ready-to-run plot hooks. The booklet also contains SR3 to SR4 conversion guidelines and two additional pages of charts that couldn't get squeezed onto the screen! Code: http://rapidshare.com/files/272704086/Shadowrun_4th_Edition_-_GM_Screen.rar http://rapidshare.com/files/272525394/Shadowrun_4th_Edition_-_Contacts_and_Adventures.pdf Character sheet Code: http://rapidshare.com/files/272291612/Shadowrun_4th_-_Charsheet.pdf Street Magic Image Quote: Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space to and its effects on society and the Awakened. It also covers a few things that aren't known—or at least understood—such as the metaplanes and hostile spirits. It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and new spells and adept powers. Street Magic contains everything the players and gamemasters need for magic in Shadowrun. Code: http://rapidshare.com/files/272681256/Shadowrun_4th_Edition_-_Street_Magic.pdf Augmentation Image Quote: Augmentation is the advanced medtech rulebook for Shadowrun, Fourth Edition, covering everything you need to know about implants--including new cyberware and bioware and where to score the surgery. It provides detailed overviews of genetics and nanotechnology, from regrowing limbs to lethal cutter swarms. It also previews the bleeding-edge of biotech: bio-drones, cybermancy, and full-body cyborgs. Augmentation contains everything players and gamemasters need for implants and body modification in Shadowrun. Code: http://rapidshare.com/files/272584980/Shadowrun_4th_Edition_-_Augmentation.pdf Arsenal Image Quote: When corpsec is raining lead down on your head, a wardrobe malfunction will get you dead. To survive against gangs, syndicates, and megacorps, shadowrunners need the best gear they can make, buy, or steal. Arsenal covers everything a runner team needs, from weapons and armor to advanced electronics and spy toys to the latest state-of-the-art drones. It also covers the intricacies of the black market and drug trade and provides advanced rules for combat and martial arts, mixing your own chemicals and explosives, and modifying your weapons and vehicles. Code: http://rapidshare.com/files/272394264/Shadowrun_4th_Edition_-_Arsenal.pdf Unwired Image Quote: Unwired is the advanced Matrix rulebook for Shadowrun, Fourth Edition. For everyday users, it explains how the Matrix works in easy-to-understand terms, and provides new software, qualities, and gear. For hackers and technomancers, it introduces new hacking tricks, malware, echoes, and sprites. It also covers system security and new Matrix phenomenon, from AIs to the resonance realms. Unwired contains everything players and gamemasters need for exploring the Matrix in Shadowrun. Code: http://rapidshare.com/files/272691559/Shadowrun_4th_Edition_-_Unwired.pdf Runner's Companion Image Quote: Life in the shadows has never been as dangerous, and runners need every edge they can get. Runner’s Companion opens up a world of expanded options for Shadowrun players with dozens of New Qualities, Advanced Contact and Lifestyle Rules, and handy tips on running, travelling and smuggling, and operating in a surveillance society. This core book for Shadowrun, Fourth Edition also introduces Metavariants, Changelings, and the Infected as player character options, and expands the scope of the game to include unique non-metahuman characters such as Shapeshifters, Free Spirits, and a new generation of AIs among others. Code: http://rapidshare.com/files/272643831/Shadowrun_4th_Edition_-_Runner_s_Companion.pdf Running Wild Image Quote: Some people like to talk about the peace and tranquility of nature. Their eyes glaze over, and they rave about cool breezes, fresh air, and flittering butterflies. They’re not paying attention, and that makes them easy pickings for any of the predators, including me. The Sixth World’s a place of eating or being eaten. Sometimes the critters are waiting deep in the jungle; other times they’re hiding in your bedroom closet. Proving you’re the fittest only ends when you aren’t anymore. Know your prey—it’s the only way to catch them. But remember, you just might be something’s prey too. Code: http://rapidshare.com/files/272663179/Shadowrun_4th_Edition_-_Running_Wild.pdf Digital Grimoire Image Quote: Digital Grimoire is the Master's Class of Magic--expanding on Street Magic, it details additional traditions, magical groups & threats, spirits, enchanting expansions, and a handful of new spells and adept powers. Traditions: Egyptian, Rastafarian, Psionic Magical Groups: Shrine of the Southern Winds, The Oxford Grand Lodge, Código 515 Magical Threats: Toxic Paths, Shadow Spirits, Insect Spirits Code: http://rapidshare.com/files/272601601/Shadowrun_4th_Edition_-_Digital_Grimoire.pdf Emergence Image Quote: The Crash of 2064 ruined the lives of millions. Some died in the Matrix or went insane, many lost everything they owned, and still others found their identities completely erased. But a small percentage were changed into something altogether different, with the strange and inexplicable ability to affect the new Matrix with their minds. Now, in 2070, the existence of these technomancers becomes front-page news, leading to widespread paranoia and withchunts. The Emergence campaign setting involves the runners in a series of pivotal events that may change the way they view the world and the Matrix—and each other. Code: http://rapidshare.com/files/272602884/Shadowrun_4th_Edition_-_Emergence.pdf Corporate Enclaves Image Quote: 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 Tenochtitlán, and provides guidelines for developing your own corp-controlled settings. Code: http://rapidshare.com/files/272596133/Shadowrun_4th_Edition_-_Corporate_Enclaves.pdf Feral Cities Image Quote: 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. Code: http://rapidshare.com/files/272614933/Shadowrun_4th_Edition_-_Feral_Cities.pdf Runner Havens Image Quote: This first core setting book introduces the players to two of the world's premier shadowrunner sprawls: Seattle and Hong Kong. Each city is described in detail for a shadowrunner's point-of-view, covering key topics such as the balance of power, corporate and underworld affairs, places to see, strange magics, and key features of interest. A wealth of plot hooks are also included. Four other runner-favored cities Cape Town, Caracas, Hamburg, and Istanbul are also covered in lesser detail, and gamemaster advice is provided for transforming any specific urban locale into a shadow hotspot. Code: http://rapidshare.com/files/272638724/Shadowrun_4th_Edition_-_Runner_Havens.pdf Ghost Cartels Image Quote: The shadows are abuzz about the new drug in the sprawl: tempo. It takes the user on a unique trip, better than anything experienced before. Druggies can’t get enough of the stuff, and even beetleheads are giving it a shot. Tempo’s popularity shifts the balance of power between the syndicates and soon the blood and bullets are flowing. Ghost Cartels drops the runners into the action, involving them in the drug deals and power plays shaking up Seattle, Los Angeles, and Hong Kong—even taking them all the way to the jungles of South America. Code: http://rapidshare.com/files/272525624/Shadowrun_4th_Edition_-_Ghost_Cartels.pdf Seattle 2072 Image Quote: It’s a screwed up city. Isolated from the rest of the UCAS, it’s haven for criminals—smugglers, syndicates, gangers. Legal criminals, too—megacorporations, governments, politicians. As beautiful as she is dysfunctional, Seattle is urban sprawl amid rolling hills and forests nestled up to man-made wonders next door to natural and man-made disasters. Whether you’re a native or not, Seattle will draw you in like no other. You can run for a lifetime and never leave Seattle, but some say you can’t run for a lifetime without entering. Code: http://rapidshare.com/files/272525697/Shadowrun_4th_Edition_-_Seattle_2072.pdf Dawn of the Artifacts: Dusk Image Quote: Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artifacts from before recorded history. Now it’s your turn… Dusk is the first in a series of interlinked adventures that will take the runners to the far corners of the globe on a quest to recover priceless artifacts. Exactly who wants these artifacts, and why, are questions the runners will have to discover for themselves… Code: http://rapidshare.com/files/272705119/Shadowrun_4th_Edition_-_Dawn_of_the_Artifacts_-_Dusk_.rar The Rotten Apple: Manhattan Image Quote: Dominated by the Manhattan Development Consortium (MDC), the City represents the largest contiguous corporate enclave in the Sixth World. This volume grants a look into the neighborhoods of Manhattan, the constant scrutiny of its security, and the activities of the thirteen corporations that oversee its development. This setting is a crucial part of the New York City Shadowrun Missions campaign. This 32-page volume serves as a guide to players so that they can prepare their characters to deal with the finer details of the setting. Gamemasters are also well suited to use this book, as it grants them a deeper insight into the neighborhoods of Manhattan than can be provided in scenarios. Code: http://rapidshare.com/files/272525888/Shadowrun_4th_Edition_-_Manhattan_The_Rotten_Apple.pdf Everyone's your Friend Image Quote: Sometimes following up on a job really means following. You’ve been hired to track down an old acquaintance who’s fled across the continent. In the first scenario of the New York City Shadowrun Missions campaign, characters are introduced to the challenges of running among the bright lights of Manhattan. Provisions allow characters who participated in the Denver campaign to transition their characters to this new location. This 25-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign. Code: http://rapidshare.com/files/272525482/Shadowrun_4th_Edition_-_Everyone_s_Your_Friend.pdf Bad Moon Rising in the East Image Quote: In Bad Moon Rising in the East, a team of shadowrunners is hired to track down the source of a new drug shipping into Hong Kong. Directly connected to the Ghost Cartels campaign, the team of six Caracas natives are thrust into a criminal underworld far from their home. With few contacts to turn to, they may find themselves deeply involved in a vicious underworld conflict. Code: http://rapidshare.com/files/272711901/Shadowrun_4th_Edition_-_Bad_Moon_Rising_in_the_East.pdf