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Paul Hume - The ​Grimoire
POWER. "Some ​people want to study it, some want to outlaw it, some drekheads even pretend it doesen't exist, but the genie's been out of the bottle since the day in 2011 when the first newborn magician in our world made the magic happen." - Monkeytribe: Survival Manual for Erect Bipeds. Mullins Chadwick, Putnam-Izumo, New York, 2041 The GRIMOIRE is an expansion of the magic rules for SHADOWRUN. It includes material for designing spells, using and forming magical groups, and the enchanting of items. the GRIMOIRE covers initiates, insect totems and toxic shamans, adventuring on the metaplanes, free spirits, magical adepts, alchemy, the creation of specialized types of shamans and mages, and presents a complete section on new spells as well as expansion of old ones.

Jordan Weisman - Robert N. Charrette - Paul Hume - Tom Dowd - L. Ross Babcock III - Sam Lewis - Dave Wylie - Shadowrun: ​Second Edition
The ​world is changed, some say Awakened. Magic has returned to the world, and elves, dwarfs, orks, and trolls have assumed their true forms. Creatures of the wild have changed as well, becoming things of myth and legend. And technology has changed people, too. No longer mere flesh, many humans have turned to artificial enhancements called cyberware, and become more than human. Modern man is stronger, smarter, and faster. ln the world of 2053, when the megacorporations want something done but don't want to dirty their hands, it's a shadowrun they need, and you they come to. Though your existence is not listed in any governmental or corporate database, the demand for your services is high. You might be a decker, sliding through the visualized databases of giant corporations, spiriting away the only thing of real value -- information. Or perhaps you are a street samurai, an enforcer whose combat skills make you the ultimate urban predator. Or perhaps a magician with the ability to wield the magical energies that surround the Earth. And that's exactly the kind of firepower you'll need to make a shadowrun... Shadowrun, Second Edition updates, revises, and expands the popular Shadowrun game system. This new edition is fully compatible with most existing Shadowrun sourcebooks, adventures, and characters.

Ken St. Andre - John Faughnan - W. G. Armintrout - Jerry Epperson - Paul Hume - Lester W. Smith - James D. Long - Tom Dowd - Harlequin
"Imagine ​a hatred that has endured for 5000 years...." The shadowrunners are sent on a string of missions, collecting obscure items, all seemingly unrelated... or are there? From the streets of Seattle to the frigid heights of the Bavarian Alps, from the magical mayhem of Columbia, Missouri to the headwaters of the Amazon, the adventure unfolds. Who would go to all this trouble to destroy one man... and why? - A datafile - An ancient magic tome - A Flower - A collection of Elven ears - The manuscript of a soon-to-be-released bestseller - A young woman of mysterious heritage - A world-famous Elven social theorist All are pieces to the puzzle. Finding them is one thing. Putting it all together is another! HARLEQUIN is a series of eight adventures for SHADOWRUN designed to be interwoven into an already existing campaign. Over the course of these adventures, the players are presented with a progressively larger picture of a very complex tale of revenge.

Paul Hume - Virtual ​Realities 2.0
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 intelligences.

Paul Hume - Shadowbeat
The ​beat's on the street, and that's where you have to be if you wanna be in on what's happenin'. SHADOWBEAT makes it easy by dishing out the scoop on music, media, sports, and entertainment in the 2050s. Discover the best way to stardom in the sims. Learn how to get the dirt on the stars. Get down and dirty as an Urban Brawler. All this, and the toys that make it happen, are included in... SHADOWBEAT This Shadowrun sourcebook also provides new skills and archetypes to help characters set out on a new career.

Tom Dowd - Paul Hume - Mercurial
A ​blast of light punches my eyes as I walk down the ramp from the street level. The dance floor is an amorphous beast, writing with a thousand limbs, and the beat of the music red-lines my pulse into overdrive. On the stage, a nova is dancing. Searing beams of the spotlights catch the mirror-bright metal arms, legs, and face, reflecting them back in a dazzling cascade of color and light. The next thing you see is the hair flaring golden in the glare, surrounding her face like a solar corona around a silver moon. While Maria Mercurial dances, nothing else matters. Of course, something else does matter - biz. That's why you're here, chummer, to portect the silver lady with no past. The money's good, the job's easy; what could go wrong? Except maybe the lady's past is catching up with her. Mercurial is a SHADOWRUN adventure, designet for gamemasters, who must already have a copy of SHADOWRUN. MERCURIAL includes all of the informationneeded to introduce a party of shadowrunners to the "glamorous" world of megahit rock stars, dreamchip addiction, sleazy talent agents, corp hitmen, toxic waste, and Yakuza sorceresses. A world where double-dealing is an art form and nothing is quite what it seams.

Paul Hume - Tom Dowd - Mark Chaffe - Stephen Kenson - Christopher Kubasik - Carl Sargent - The ​Grimoire
The ​Grimoire is the book of magical power for the Shadowrun world. Inside, gamemasters and players will find essays on the magical world and roleplaying magicians. It includes rules on spell design, finding and forming magical groups, initiation into higher forms of magic, enchanting, alchemy, free and ally spirits, the exploration of the metaplanes, and powerful magical threats. The Grimoire, Second Edition revises and expands on the original Grimoire, bringing it up to date with the Shadowrun, Second Edition game system. In addition to the revised sections, Grimoire, Second Edition contains a new kind of adept, new physical-adept powers, a new metamagical ability, an expanded spell list, and more fearsome insect spirits.

Sam Lewis - Anthony Pryor - Stevie McBride - Richard Garret Molpus - Stephan Wieck - Nigel D. Findley - Paul Hume - Christopher Kubasik - Tom Dowd - The ​Neo-Anarchist's Guide to North America
Take ​a tour of North America with the slightly warped. Learn the ins and outs of major cities like Atlanta, Chicago, Dallas/Fort Worth, New York, San Francisco, and Washington D.C.. Make your next vacation an exciting one, one they'll never forget. The (Neo-Anarchist's!) Guide to North America details the countries, states, and politics of Shadowrun's North America. This sourcebook cover the laws relative costs of goods, (what to smuggle, and to whom!) corporate activity, (who's bought whom, and just what are they really up to) and life in general (and how to screw it up in style!) across the continent in 2050.