In December 2015 we briefly resurrected our May 2015 Shadowrun 4E Bundle. This revived collection presented the complete 20th Anniversary tabletop roleplaying rulebook (2009) for Shadowrun 4th Edition from Catalyst Game Labs, plus the key supplements (weapons, magic, cyberware, Matrix) that provide everything you need to run your own Shadowrun cyberpunk-fantasy-noir campaign in the Sixth World.
The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner — a deniable asset, a corporate pawn — using bleeding-edge science and magic to make your meat body and mind better-than-flesh. Stay on the edge, and you may survive another run on the mean sprawl streets.
Our Starter Collection once again included five titles (retail value $56) as DRM-free .PDF ebooks:
- Shadowrun Fourth Edition 20th Anniversary Core Rulebook (retail $15): The polished and popular full-color 2009 version of the RPG of high-tech lowlife in an Awakened world. Includes the Quick-Start Rules from Free RPG Day 2012.
- Runner’s Companion (retail $12): Expanded character options — new qualities, advanced Contact and Lifestyle rules, shapeshifters, the Infected, and more.
- Arsenal (retail $12): The essential book of weapons, gear, vehicles, drones, and lots of new ways to die.
- Gun Heaven 2 (retail $12): 59 full-color pages of firepower for any runner’s budget.
- Safehouses (retail $5): A short but lifesaving collection of sanctuaries where runners hide from the heat.
Those who paid more than the threshold (average) price scored big and also received our entire Bonus Collection (retail value $61) with six more titles:
- Runner’s Toolkit (retail $25): A massive collection of sites, contacts, tables, cheat sheets, and the classic introductory adventure On the Run.
- Augmentation (retail $12): The Fourth Edition cyberware/bioware supplement, now encompassing nanotech and genetech.
- Street Magic (retail $12): The spellslinger’s book for Fourth Edition — paths, groups, goods, spirits, metaplanes, and tons of new spells and adept powers.
- Digital Grimoire (retail $4): More traditions, spells, and new ways to work magic.
- Unwired (retail $12): The 4th Edition’s Matrix is a much different place, an Augmented World where technomancers in the Deep Resonance can meet sprites, AIs, and the occasional housecat.
- 10 Gangs (retail $7): Bunches of mid-level criminals who work as adversaries or even allies.
That’s a retail value of $128! Ten percent of each payment (after gateway fees) went to this offer’s designated charity, the Electronic Frontier Foundation.