While we at Catalyst have been cagey with release dates, we’ve decided it’s not a bad thing to provide some information on the Shadowrun products that, if all goes well, will come out in the first and second quarters of 2011.
They can have their offices, their paychecks, their 2.2 kids and their robot-trimmed lawns. Screw ‘em. They trudge through life, doing what other people tell them to do, never having an original thought, burying themselves so deep down inside they might never come out.
You’re not them. The world’s not giving you anything, so you’re going to take what you can get. You’re on the streets, on your own. Maybe you’re helping an orxploitation band shoot to the top, maybe you’re climbing up the Street Brawl ladder, or maybe you’re getting famous just for being you. Whatever you do, you’ll do it your way, because dying beats the hell out of selling out.
Attitude helps shadowrunners live the untethered life by giving them the lowdown on music, entertainment, sports, and other scenes where they can make their mark without selling their soul. A repository of Sixth World culture along with a treasury of new ways to run in the shadows, Attitude is an indispensable resource for all Shadowrun players.
New Dawn: Dawn of the Artifacts 4
One more artifact. One more chance for a big payday. One more run to distant lands and high seas, racing against time and the wealthy, ruthless powers who want the artifact for themselves. At the end of this, if you succeed, four powerful artifacts will be gathered together, and they will be poised to shake the world.
To finish the quest for the artifacts, runners will have to travel to Hong Kong, track down the mobile city of Karavan, penetrate the corp enclave of Neo-Tokyo, and survive an assault on the high seas. The final adventure in the Dawn of the Artifacts series, New Dawn brings the story of the gathering of the artifacts to a rollicking conclusion while setting the stage for the changes the Sixth World will experience once the true power of these artifacts is tapped and unleashed.
Listen to the whispers—they’re all over town. People have secrets, millions of secrets, and some of them are so explosive they could shift the balance of power in the Treaty City of Denver. Normally, the great dragon Ghostwalker’s tight grip would keep the city under control, but some of the whispers moving around town say that Ghostwalker hasn’t been himself lately. The powers of Denver are scrambling, the Treaty is about to be renegotiated, and information is the hottest commodity in town.
Spy Games brings Shadowrun players to the espionage-filled city of Denver, where secrets are bought and sold, and sometimes the price is paid in blood. Accessing these secrets may mean using cutting-edge surveillance gear or powerful magic, or it could mean turning back the clock and breaking out low-tech cloak-and-dagger approaches that the techheads of the world would never expect. Spy Games provides the setting information, gear statistics, NPC background, and game rules players need to dive into Sixth World spycraft.
Four artifacts have been found. Some of the most powerful people in the Sixth World have been after them, and many people have died in the globetrotting hunt to bring these objects together. Now that they have been recovered, their powers can be unleashed—or the artifacts can be scattered, lost again until another generation summons the courage and the knowledge to dredge them up.
Artifacts Unbound concludes the Dawn of the Artifacts campaign that makes gamemasters and players free to determine the events of the campaign. Filled with adventure seeds, basic setting information, and NPC statistics, Artifacts Unbound lets gamemasters select the elements that would work best in their campaign and design a thrilling story for their game. Easy to use and flexible, this book can be used with players who have gone through the entire Dawn of the Artifacts campaign, or with players just learning about the artifacts and their effect on the Sixth World.
A Fistful of Credsticks: Horizon Adventure One
Nothing’s as simple as it seems—any runner knows that. So what seems like a simple job guarding some precious cargo on the set of a trideo shoot is bound to get complicated. And it does—but are you ready to travel the full length of the long, twisted road ahead?
A Fistful of Credsticks begins a new series of adventures centered around the machinations of the Horizon Corporation. Runners will learn more about the dark side of Horizon, leading to future developments that could change the shape of the entire corporation. Runners that see this adventure to the finish will encounter trideo makers, music celebrities, showbiz leeches, some gang members bent on fame, and a very peculiar corporate experiment.
Entry originally posted by JasonHardy, on December 22nd, 2010