Shadowrun 2nd Edition Rulebook
The world is changed. Some say Awakened.
Magic has returned to the world, and elves, dwarves, orks and trolls have assumed their true forms. Creatures of the wild have changed as well, becoming things of myth and legend. And technology has changed people too. No longer mere flesh, many humans have turned to artificial enhancements called cyberware, and become more than human. Modern human is stronger, smarter and faster.
In the world of 2053, when the megacorporations want something done but don’t want to dirty their hands, it’s a shadowrun they need, and you they come to. Though your existence is not listed in any governmental or corporate database, the demand for your services is high.
You might be a decker, sliding through the visualised databases of giant corporations, spiriting away the only thing of real value – information. Or perhaps you are a street samurai, an enforcer whose combat skills make you the ultimate urban predator. Or perhaps a magician with the ability to wield the magical energies that surround the Earth.
And that’s exactly the kind of firepower you’ll need to make a shadowrun…