The Tangled Web of Truth
War rages in Central America, tensions between dragons are on the rise, and the Watergate Rift has been closed in a display of power that shook the city of DeeCee to its core. To many, the world is becoming more disordered and unpredictable -but there are those who look underneath the surface chaos and see order, or even a plan. They see people and organizations who pull the strings and make the world shake, and they wonder if they can find out what these people are up to before it's too late.
Conspiracy Theories is a deep dive into the underbelly of the Sixth World, a place filled with crackpot theories and insane ideas that would be laughable if it weren't for the fact that some of them are most assuredly true. If they want to stay alive, shadowrunners need to know this information to keep them a step ahead of the forces that may be massing against them behind the scenes. If they want to do more than survive -if they want to prosper- they really need to know this data, because any runner worth a damn knows that manipulating people based on what they believe to be true is a great way to make a few nuyen.
Bringing together plot elements from War!, Spy Games, and the Dawn of the Artifacts series, Conspiracy Theories adds a twisted element to Shadowrun games. Conspiracy Theories is for use with Shadowrun, Twentieth Anniversary Edition.
• Looks at the intrigue and paranoia spreading across the Sixth World in the wake of the Aztlan-Amazonia war, the renegotiation of the Treaty of Denver, and the pursuit of powerful ancient artifacts.
• Provides details on London, giving a look into this legendary city at a level Shadowrun has not offered since the game’s first edition.
• Revisits some of the legendary shadowy organizations from Shadowrun’s past, including the Universal Brotherhood.
• Offers a look at the powers behind the curtain and the crazy theories about who really controls things in the Sixth World and what they are trying to accomplish.
• Introduces new plot elements that tie into Shadowrun’s past while opening up new avenues for future developments.
• Presents plot hooks and other ideas that gamemasters can use to easily adapt the elements of the book into their game.
• Includes information on new magical gear, spells, and reagents that will enhance the options players have for how magic is used in the shadows.
• Presents fiction that will help immerse gamemasters and players in the setting and the ongoing Shadowrun plot.
Pages: 208 (softcover)
viivakoodi 9781934857908
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