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Shadowrun Unwired  From the Publisher:
 
  Unwired

  Hack the Planet!
 
  Unwired is the advanced Matrix rulebook for Shadowrun, Fourth Edition. For everyday users, it explains how the Matrix works in easy-to-understand terms, and provides new software, qualities, and gear. For hackers and technomancers, it introduces new hacking tricks, malware, echoes, and sprites. It also covers system security and new Matrix phenomenon, from AIs to the resonance realms. Unwired contains everything players and gamemasters need for exploring the Matrix in Shadowrun.

Last Updated (Wednesday, 28 October 2009 18:58)

 
Shadowrun Runner's Companion    From the Publisher:

  Runner's Companion
 
  Master the Shadows!

  Life in the shadows has never been as dangerous, and runners need every edge they can get. Runner’s Companion opens up a world of expanded options for Shadowrun players with dozens of New Qualities, Advanced Contact and Lifestyle Rules, and handy tips on running, travelling and smuggling, and operating in a surveillance society.

Last Updated (Wednesday, 28 October 2009 18:57)

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Shadowrun Augmentation  From the Publisher:

  Augmentation

  Upgrade or Die!

  Augmentation is the advanced medtech rulebook for Shadowrun, Fourth Edition, covering everything you need to know about implants--including new cyberware and bioware and where to score the surgery. It provides detailed overviews of genetics and nanotechnology, from regrowing limbs to lethal cutter swarms. It also previews the bleeding-edge of biotech: bio-drones, cybermancy, and full-body cyborgs. Augmentation contains everything players and gamemasters need for implants and body modification in Shadowrun.

Last Updated (Wednesday, 28 October 2009 18:56)

 

Shadowrun 4th Edition Core Rulebook  From the Publisher:

  Shadowrun Fourth Edition


  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.

Last Updated (Wednesday, 28 October 2009 18:54)

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Player's Handbook 2  From the Publisher:

  Player's Handbook 2 expands the range of options available to D&D players with new classes, races, powers and other material.

  This book builds on the array of classes and races presented in the first Player's Handbook, adding both old favorites and new, never-before-seen options to the game.

  The book adds a new power source for 4th Edition D&D: classes using the new primal power source include the barbarian and the druid.

Last Updated (Wednesday, 28 October 2009 18:53)

 
Open Grave: Secrets of the Undead  From the Publisher:

  Unearth the Evil.

  Whispered tales speak of an eldritch tome crafted by necromancers and filled with spine-chilling facts about a vile menagerie of undead horrors—unnatural things known to haunt the gloom-filled corners of the world and beyond. Beware! This is that tome.

Last Updated (Wednesday, 28 October 2009 18:49)

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Martial Power  From the Publisher:

  New options for fighters, rangers, rogues, and warlords.

  Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters. This tome focuses on the martial heroes: characters that rely on their combat talents and keen wits for survival.

Last Updated (Wednesday, 28 October 2009 18:51)

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Manual of the Planes  From the Publisher:

  If you seek to stem this tide of chaos at its source, follow my lead—I set out for the dreaded Abyss on the morrow. —Lord Amgar the Bold, Paladin of Bahamut.

Last Updated (Wednesday, 28 October 2009 18:50)

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Forgotten Realms Player Guide  From the Publisher:

  The complete guide for building Forgotten Realms characters!

  Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons.

Last Updated (Wednesday, 28 October 2009 18:47)

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Forgotten Realms Campaign Guide  From the Publisher:

  Dark perils and great deeds await!

 Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. 

Last Updated (Wednesday, 28 October 2009 18:48)

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Dungeon Delve  From the Publisher:

  Dungeon Delve provides the DM with an array of small, easy-to-run dungeons each specifically designed for a night of gaming.

  This book is designed for groups looking for an exciting night of monster-slaying without the prep time. It contains dozens of self-contained, easy-to-run mini-dungeons, or "delves", each one crafted for a few hours of game-play.

  The book includes delves for 1st- to 30th-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into the campaign.
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Last Updated (Wednesday, 28 October 2009 18:45)

 
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