Download Free Shadowrun Dark Synergy Book in PDF and EPUB Free Download. You can read online Shadowrun Dark Synergy and write the review.

INNOVATION, EXCELLENCE, INCLUSIVITY…INSANITY?! The Evo Corporation emerged from the troubled 2060s as a new company with a new mindset: having the most diverse and creative workforce in the Sixth World! Evo has embraced the three-way ideals of innovative augmentation, consistent excellence in their products, and being a metahuman-friendly corporation that makes metahuman-friendly products. Innovation, Excellence, and Inclusivity are Evo’s three pillars, and are celebrated in everything it does. Kenjiro Ishihara was fully brought up in that Evo mindset. Born into, raised, and educated by the most accepting megacorporation on Earth, he wants nothing more than to pay Evo back for the amazing life it has given him. But now Kenji finds himself ensnared in the bloodiest of megacorporate politics. With a manipulative, ruthless boss making a violent power play in the Seattle shadows, with coworkers out to take his head and curry favor, and with a rival branch escalating the warfare, Ishihara can only hold on by the skin of his teeth… …until he learns he not only can’t trust his department, but perhaps not even his own mind!
SOME SECRETS CAN KILL YOU... Kazuma Tetsu is a technomancer—one of the rare people who can manipulate the Matrix without technology, using only the power of their mind. But he’s on a more personal mission—he’s searching for his missing sister, Hitori. Following her trail leads him into a tangled web of corp execs, mercenaries, and double-crossing rogues—usually just another day in the Sixth World. But as Kazuma digs deeper, he uncovers a plot that could bring about the end of the world. Upon seeing a simulation of the Resonances Realms accessible to technomancers, an A.I. declares it will use the realms to ascend to a higher plane of consciousness. The intelligence’s goal seems impossible, until an imprisoned and manipulated group of technomancers accesses dissonance to open a gateway to a new realm—possibly the heaven the A.I. seeks. But opening this dissonant hole in the Matrix could trigger global disaster, and it’s up to a team of shadowrunners, including a couple of denizens of the fabled JackPoint, to free the trapped technomancers and stop the Dark Resonance before it destroys the entire Matrix—and worse…
Piercing the Night You heard the scream. It's important to remember that. Sometimes, when it's late, and you hear something that sounds like a scream echoing through dark alleys, you try to convince yourself that it was something else. An animal. An illusion. Anything but what it sounded like. But it was a scream. You heard it, and you'll hear it again, because in the Sixth World, the supply of terror is growing. Bug spirits work to devour corporations from within. Shedim claim dead bodies and mobilize to their own dark ends. And the hidden corners of the metaplanes and the Matrix contain creatures that are best not imagined, because to imagine them is to sever ties with reason. Dark Terrors is a catalog of the horrors lurking under the surface of the Sixth World. With plot updates and hooks, critter stats, and campaign information presented in an immersive style, it's an invaluable resource for players ready to stay on the edge of their seats. It is for use with Shadowrun, Fifth Edition and Shadowrun: Anarchy.
THE SHADOWS OF A MAN'S PAST ARE LONG… Cole Danvers is a small-time shadowrunner scratching out a living in the dangerous, divided sprawl of Denver, Colorado. But when a lucrative heist to steal an AmerIndian amulet goes terribly wrong, costing him both his teammates and nearly his life, Cole hits the streets intent on only one thing—vengeance. But as he tracks down the Johnson that sent him on this deadly mission, Cole quickly realizes he’s stumbled onto a plot much bigger than stealing a piece of jewelry—and that it’s somehow connected to his own shadowed past. Soon, he’s sucked into machinations that involve Native Americans, wily shamans, and impossibly, himself. And even sooner, Cole realizes he needs help to take down his enemies—before he gets killed for real this time. Assembling a motley crew of shadowrunners using every bit of guile and charisma he possesses, Cole sets out to solve the mystery of who tried to double-cross him and why…and what, if anything it has to do with his own murky background. But the answers may do more than just shock him…before it’s all over, they may just be the death of him…
WELCOME TO THE YEAR 2072… …And a world unlike anything you’ve ever imagined. A world where magic and machines exist side-by-side. Where cybernetics can replace organs or entire limbs with ease, and arcane spells can make the impossible happen. Where the Matrix has become an artificial world of its own, filled with all kinds of pleasure, treasure, and trouble. Where dwarves, elves, orks, and trolls walk alongside humans every day. Some work for megacorporations whose invisible tentacles wrap around every aspect of modern life. Others choose a much less legal career, doing whatever dirty work the corp executives need done—for a price. WELCOME TO SHADOWRUN Featuring fifteen new stories about the men and women who make their living in the shadows of the Sixth World, Spells and Chrome takes you into the dark and dirty streets of a bleak future. Whether risking their lives to execute a mission for an employer who might be planning to double-cross them anyway, or just doing whatever they need to do to survive another day, shadowrunners use everything they’ve got—cyberware, spells, or a very big gun—to get the job done.
WHERE NOBODY KNOWS YOUR NAME… Things don’t rise to gutters, they fall there. Same with back alleys and dumpsters. Same with graves. Running the shadows comes with ups and downs, but you never know where those rises and falls will take you. What someone else might call rock bottom…you might call Tuesday. Collected here for the first time, read Russell Zimmerman’s Shadowrun tales of winners, losers, and edge cases constantly somewhere in between. No longer just scattered across sourcebooks and decades, here you can find every short story and intro fiction featuring everyone’s favorite shadow legends rubbing elbows with wannabes and not-shadowrunners-at-all-just-ask-them. But it’s not all yesterday’s news, chummers. More than just a collection of previously published fiction, between these covers you’ll find a handful of brand-new stories, including a classic, pre-On the Rocks Jimmy Kincaid yarn. Also, each one comes with brand new commentary by the author, written expressly for this volume. Enjoy short stories about hearts and souls, elves and trolls, and rock and roll? Then join us here, and explore these dark streets…
Dark plots and darker magic frequently converge in the capital of the UCAS, and those forces are revving up again. Toxic Alley launches plotlines for Shadowrun involving toxic mages, shedim, and other dark forces, while building on elements from the Sixth World Tarot and Book of the Lost. Runners will have as much as they can handle keeping up with the chaos filling the back alleys of DeeCee!
Shadowrun: Shadow Borders Sprawl Stories, Volume Three Back Cover Copy BETWEEN DARKNESS AND LIGHT… This quartet of novellas travels around the Sixth World to places where the boundaries between good and evil, light and darkness can be…blurry, at best. In the mysterious Caliphate of Arabia, a shaman makes the ultimate deal with one of the deadliest—and most treacherous—spirit totems to exact justice for her murdered family. Everyone’s favorite down on his luck PI Jimmy Kincaid takes on a case of SURGE kids getting burned alive by someone—or something—with a deep hate for genemods. T’ing the troll shaman takes his posse down to Cuba to mix business with pleasure, and uncovers a deadly plot to wipe out most of the Caribbean if the shadowrunners don’t step in. And a shadowrunning team heads to the Sioux Nation to investigate several mysterious disappearances…and stumbles upon a secret cabal dedicated to preventing the destruction of much of the Nation…and a showdown with a megacorp that looking to seize that power for itself. Four stories of intrigue and danger from the gray world of Shadowrun. Check your ammo, prep your spells, and get ready to cross more than one kind of border in these pages…
Magic in the Shadows is an advanced magic book that combines all the previously published Shadowrun magic rules with all new rules and magical creatures. This new volume features rewritten, reworked, and expanded rules built on the core magic rules published in Shadowrun: Third Edition and will include a spell creation system as well as advanced rules on all aspects of playing a magical character. This product is a must for any Shadowrun player and gamemaster.