Here's your chance to learn how to run Shadowrun through the craziest conditions possible. New players, drunk players, belligerent players, rules lawyers… Veteran con GMs will be on hand to show you how to deal with every type of problem imaginable. If you can GM like this, you can GM anywhere. Prizes awarded.
Shadows run in the family, and that means sometimes old debts must be settled. Even though you always knew there were things dad never told you, but a call from the Draco Foundation was the last thing you'd have expected.
The year is 2058, and shadowrunners sell their unique magical and cybernetic skills to perform illegal tasks. Your fixer unexpectedly calls in the middle of the early morning. He’s never done that before, and he definitely hasn’t sent you to a meet at the Johnson’s house ASAP. What’s so urgent? Character sheets and house rules changes will be provided, but bring your d6 dice.
The year is 2058, and shadowrunners sell their unique magical and cybernetic skills to perform illegal tasks. Your fixer unexpectedly calls in the middle of the early morning. He’s never done that before, and he definitely hasn’t sent you to a meet at the Johnson’s house ASAP. What’s so urgent? Character sheets and house rules changes will be provided, but bring your d6 dice.
When a Johnson wants to move up the corporate ladder, he throws a party to get recognized. It's your job to get the best drink money can provide. And that drink just happens to be made down in Aztlan. Just remember, you have to drink the worm.
The project was simple - take criminals convicted for life, implant psychological control cyberware, and employ them as disposable tools for whatever dirty work is required. But what happens when the tools decide not to come back?