Virtual Realities 2.0, Shadowrun Roleplaying Game, Hume, Paul FASA 7904

$ 9.24

Language: English Publisher: FASA Corporation Genre: Games & Activities Book Series: Shadowrun Ser. Publication Year: 1995 Topic: Role Playing & Fantasy Illustrator: Yes Country of Origin: United States Book Title: Virtual Realities 2.0 Item Weight: 16 Oz Format: Trade Paperback Number of Pages: 128 Pages ISBN: 9781555602710 Author: Fasa Corporation Staff Edition: 2

Description

Virtual Realities 2.0, Shadowrun Roleplaying Game, Hume, Paul FASA 7904. For use with Shadowrun, Second Edition. Virtual Realities 2.0 replaces the Virtual Realities sourcebook. "There I was, standing next to Joe on the corner, when outta nowhere comes this overgrown troll riding the hugest Harley Scorpion I've ever seen, blastin' away from all three firmpoints. What really scared teh bejeezus outta me were his arms - coupla big chainsaws, buzzin' away like a hundred million wasps. He rode right up and sliced through Joe like a hot knife though butter! Joe flickered a bit, his face contorting into a pirmal scream, and disappeared. I hotfooted it back to the squat with the words, "Buy Mitsuhama" running through my brain - don't ask me why, "Then Joe's brother unhooked us from the Matrix... ...AND THE REAL NIGHTMARE BEGAN." Virtual Realities 2.0 offers a complete overhaul of all the rules for running Shadowrun's worldwide computer network, the Matrix. New rules provide a faster-playing version of decking through the Net, update Shadowrun technology, and offer new equipment and equipment rules. This sourcebook also includes rules for playing otaku, the mysterious technoshamans who seem to live in the Matrix, and offers the most current information about Matrix law and artificial intellidences. Virtual Realities 2.0 replaces the Virtual Realities sourcebook. For use with Shadowrun, Second Edition.