…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.
Featuring fifteen new stories about the men and women who make their living in the shadows of the Sixth World, Spells & 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.
The Sixth World is a dangerous place, with deadly hazards lurking around every corner. Everywhere shadowrunners go, from the top of the world to the deepest, darkest Sprawl neighborhood, someone’s always looking to make their rep by taking you down.
World of Shadows is the second anthology of original Shadowrun short stories, each one showcasing some of the most far-flung, treacherous locations around the world. From a scientific mission gone wrong in the snowy wilds of Russia to an AR nightclub in Morocco sheltering runners on the lam to a recovering runner drawn into a deadly web of intrigue in the darkest alleys of Hong Kong, these eighteen original short stories explore exotic settings far off the beaten path.
Featuring stories by Michael A. Stackpole, Mel Odom, Jean Rabe, Aaron Rosenberg, Phaedra Weldon, Annie Bellet, Chris A. Jackson and many others, find out what happens when shadowrunners have to battle not only with the ever-present threat of the corps and Mr. Johnson, but also the dangers of the very land they stand on.
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…
The Tarot, a powerful divination artifact, has appeared in the Sixth World. It works its will on anyone who finds one of its mystical cards, from runners surviving on the street to corp executives battling in the boardroom. And not just people’s lives will be changed, for the Awakened Tarot deck is more than just a formidable magic item, it has an agenda all its own, and will use those it comes in contact with to set its plans in motion…
Drawing Destiny is the latest original Shadowrun anthology, featuring twenty-three original stories about this brand-new artifact introduced into the game universe. Featuring stories from Michael A. Stackpole, Jennifer Brozek, Chris A. Jackson, Lucy A. Snyder, Aaron Rosenberg, R.L. King, Russell Zimmerman, Josh Vogt, Jason M. Hardy, and 14 more authors, these stories reveal how the Awakened Tarot will impact the Sixth World for better, and sometimes, for much worse…
Someone-or something-is killing nightclub entertainers in Kings Cross, Australia. Striking from the shadows, methodical, heinous, the murderer has wrapped the bawdy, colorful community in a suffocating blanket of terror.
Ninniniru "Ninn" Tossinn, a troubled private investigator, joins forces with Baraka, an elderly Aborigine shaman, to uncover the truth behind the malevolent force-and put themselves on the Cross Slayer's list. But can they defeat the darkness, survive Sydney's powerful mana storm, and reach the true heart of the evil threatening the city Their search takes them from gritty alleys filled with gang symbols and worse to beneath the squatter-filled harbor bridge over shark-infested waters.
But as their investigation deepens, soon the Cross Slayer isn't the only foe stalking them. Ninn and Baraka have to put all their trust in each other if they're going to bring the Slayer to justice, uncover the conspiracy behind the murders, and stay alive long enough to do both.