This file contains additional information, probably added from the digital camera or scanner used to create or digitize it.
If the file has been modified from its original state, some details may not fully reflect the modified file.
Shadowrun: Welcome To The Sixth World!
February 7, 2013
The world has changed...
Magic is no longer just for fairy tales. It's real. While technology has merged with flesh to challenge the strength of old world sorcery. Now people are more than just people; after an unexplained genetic event, some of them have developed traits that have left them labeled as elves, dwarfs, orks, and trolls. And dragons aren't just in picture books--they're very real, and they're running nations and some of the biggest corporations in the world.
People call it the Sixth World, and it's not a friendly place. Mega corporations have ruthlessly consolidated power, and they make everyone, from the lowliest sage slave to the most powerful government leader, dance to their tune. Many people sell their lives to these megacorps, believing they have no choice. But there are a few who have the skills, the guts and the nerve to stay independent, finding a way to live in the gray areas of a world not built for them. They can survive--and if they're real lucky--thrive in the corners and shadows of the world. They're outlaws, but they're tolerated by the powers of the world because they're useful. They are called shadowrunners.
After twenty years, Shadowrun, one of the most innovative and exciting game settings of all time, is still going strong. The table-top role-playing game has sold hundreds of thousands of sourcebooks, and spawned novels, toys, multiple video games and a legion of fans from around the world.