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Shadowrun 4th Edition
FanPro
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Print Edition:
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$31.49
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PDF:
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$25.00
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The Shadows Have Evolved
The year is 2070. The world is not only Awakened—it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line.
You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a professional corporate pawn or "deniable asset," you get the job done.
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, new magical discoveries, and more.
This rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. The PDF/ebook edition is based on the Second Corrected Printing of Shadowrun, Fourth Edition and Version 1.3 of the errata.
Source material from previous editions of Shadowrun is still compatible with Shadowrun, Fourth Edition.
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
Product Reviews
Average product rating:
   
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I've played SR since second edition, and I prefer this one to all of them. The rules sytem runs a lot smoother, and the rules subsystems (decking, rigging, spell-casting) seem a lot more integrated than they do in other versions of the game.
If you've never played SR, the premise is simple - "Cyberpunk meets Fantasy". trolls and orks get beefed up with cyberware and fight evil megacorporations. You use your contacts to do legwork on your illegal shadowruns, and move around through a seedy underworld of drug dealers, gangers, and body chopshops in your pursuit of a corporation's goals. It's a fun game, and highly lethal at times - it uses a "Death spiral" system, so once you've taken a hit, it's easier to take further hits. Characters can go from fully healthy to dead in a combat round if they're stupid. Don't get shot.
About my only complaint about fourth edition SR is the character generation system; in old versions of shadowrun, you allocated priorities to the various aspects that make up a character. You would decide that "magic is my main priority, and my character's race is my least priority", for example. While it could be unbalanced at times, I found it was a quick and easy way to create a character.
In fourth edition, everything is instead based upon "build points". It's probably a more balanced system, but it's confusing for newbs. Also, Shadowrun is a game about gear - at least half of the design process will be spent buying weapons, cyberware, and commlink programs.
This is a good game. It comes with a lot of setting material (and 4e finally got rid of SR's "Cant", and now uses plain jane curse words; there's no more "chummers" and "drek"), and actually explains what shadowrunners DO - something we didn't always see in earlier editions.
While the system is fairly easy to use at it's core, being a simple attribute score + skill score resolution systme, it can get complicated at times. I highly recommend picking up the GM
Welcome To The Shadows Omae.
This new edition brings simplicity to the game. Combat has been streamlined and revised down to Attribute + Skill dice pools, and now most everything is an apposed test.
Most of the rules and terms have been given a facelift. It's very refreshing and somewhat less confusing than 3rd Ed.
Cyberpunk has been thrown somewhat out the window. The game has been trimmed down to it's fun and fast paced core. It's matured, from cyber punk, to cyber/magical/techno -warrior.
Definitely worth checking out. Pick it up, and run the shadows. Maybe, I should say, "Welcome Back to the shadows".
I'm a shadowrunner from way back as both a player and gamemaster. In the past the game was bogged down by Fasa's sometimes overcomplicated rules and had grown overweight and unfit. The fourth edition however has been stripped down to it's essenial core and while the rules are different the game's rich flavor is the same. The new game is streamlined and ready for the streets. Once again I'm ready to run the shadows and make some nuyen with the game back in fighting trim.
Product Discussion
7
posts.
See all discussion for this product.
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Anyone have any crazy stories that they've ever encountered playing Shadowrun?
I'm still a noobie trying to learn to play
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Phantom Gett wrote:
Anyone have any crazy stories that they've ever encountered playing Shadowrun?
I'm still a noobie trying to learn to play
You might want to check in on the I [heart] Shadowrun thread.
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i started in the 1e days, played 2e, and skipped 3e. just bought this (4e) at the FLGS so i could play in a pbp here on the boards, and i have to say THIS is a 4e done right. they cleaned up a bunch of stuff, made the dice rolling conventions easier, integrated the hacking much better, and managed to keep the flavor of the original game. i highly recommend this to anyone who loves shadowrun.
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For those that are interested There is a Shadowrun Organized play for conventions run by Catalyst Game Labs.
You can find the info on their web page. I would link it but the page is blocked at work.
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I've got a story I think is pretty good. One time long, long ago (1st Edition), the team of razorguys, street mage, a decker and a rigger were up to their necks in dreck thrown at them from one mega-corp after another. Not enough to kill them, but enough to have them running scared, low on ammo, and a bit banged up. Wondering why all their chips were being cashed in, the runners discovered through a little jaunt through the Matrix that their group was suspected of possessing some primo loot that the corps just had to have. They also discovered that the burn order came down shortly after a little unsolicited visit to the mainframe of Ares Macrotechnology. After a bit of soul-searching, they finally stripped down the decker's cyberdeck and discovered that the hot new AI that Renraku had cooked up had been hiding there at Ares and had jumped on-board the deck! This led to a white-knuckle round of negotiations, the runners trying to survive and get some sort of profit out of it all. Finally, the runners were cornered in an armored bus with the finest from all the Big Ten of megacorps all pointing live fire in their directions, when the AI jumped the deck, shut down most of the telecomm, the corp panzers on-site, and gave the runners a fighting chance to blast themselves out of certain death. The AI revealed itself to them a week later out of the blue, offering them a nice little bonus for having liberated it. Good times, chummer, good times.
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