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"There I was, standing next to Joe on the corner, when outta nowhere comes this overgrown troll riding the hugest Harley Scorpion I've ever seen, blastin' away from all three firmpoints. What really scared the bejeeezus outta me were his arms - coupla big chainsaws, buzzin' away like a hundred million wasps. He rode right up and sliced through Joe like a hot knife through butter! Noe flickered a bit, his face ontorging into a primal scream, and disappeared. I hotfooted it back to the squat with the words, "Buy Mitsuhama" running through my brain - dont' ask me why. "The Joe's brother unhooked us from the Matrix...
...AND THE REAL NIGHTMARE BEGAN."
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 includs 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.
Virtual Realities 2.0 replaces the Virtual Realities sourcebook. For use with Shadowrun, Second Edition.
These volume discounts are in addition to sale and special offer prices.
Spirit Games (Est. 1984, Lefglow Ltd) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 35 years
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