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HauptseiteRollenspieleProduktlinien (Rollenspiele)Shadowrun Duels


Shadowrun Duels

Shadowrun Duels

The year is 2063.

When magic returned to the world in 2011, elves, dwarfs, orcs, and trolls were able to assume their true forms. Shamans and mages renewed the development of their powers. The world, they said, had Awakened.

The decades that followed the Awakening were filled with turmoil, panic, and confusion. Cultures that had never lost touch with their mystical pasts began to use magic against the great nations that had suppressed them. The vast, global telecommunications network collapsed under an assault by a mysterious computer virus. Nuclear missiles were launched, but failed to detonate. Dragons prowled the skies. Epidemics and famine ravaged the world’s population. Clashes between newly Awakened races and humanity became common. Central authority crumbled, and the world began to spiral down into chaos. Out of the devastation emerged an unstable new social order. Megacorporations became new world superpowers, law unto themselves. Outside their gated communities, gangs ruled the streets, and the forgotten masses grew. These outcasts, dissidents, and rebels lived as the dregs of society, squatting in abandoned buildings and surviving by predatory instinct.

Technology began to change people. To enhance their flesh, many turned to cyberware?artificial enhancements to make themselves more than human. Some acquired implants that allowed them to interface directly with machines. Others sought to push the envelope of their physical capabilities, testing themselves on the streets against other “street samurais.”

In the world of 2063, the metroplexes are monsters casting long shadows. And it’s in the cracks between these giant corporate structures that shadowrunners find their homes. Shadowrunners are professionals in a culture in which self-sufficiency is vital. When the megacorps need a job done, but don’t want to dirty their hands, they initiate a shadowrun. To do this, they turn to the runners. Though shadowrunners “exist” in only the most classified of government and corporate databases, the demand for their services is high. Deckers are employed to slide like whispers through the visualized databases of giant corporations, spiriting away the only thing of real value?information. Street samurai are enforcers-for-hire whose combat skills and reflexes make them the ultimate urban predators. And magicians, who possess an ancient gift to wield and shape magical energies, are greatly desired, for obvious reasons. Shadowrunners sell their skills to survive, taking on the illegal and dangerous tasks that the corps are either incapable of doing or unwilling to do themselves.

In the shadows are the deepest and darkest, and it is here that a shadowrunner’s reputation is made or unmade. So strap on your gun, prepare your spells, and grab your gear, chummer: It’s time to shadowrun!

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WZK 6400

The Street Deacon

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WZK 6401

Kyushi - Yakuza

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WZK 6402

Liada

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WZK 6403

Lothan the Wise

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WZK 6404

Silver Max - Rigger

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WZK 6405

G-Dogg - Bouncer

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40,00 EUR

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Set 2
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WZK 6407

Kharkhov - Street Samurai

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WZK 6408

Draven von Drekill - Urban Warrior

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40,00 EUR

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WZK 6409

Midnight - Covert Ops Specialist

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WZK 6410

Natokah - Eagle Shaman

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WZK 6411

Kross - Mob Enforcer

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WZK 6412

Wolf Nev - Gang Boss

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