Quelle, en: Virtual Realities 2.0
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Verlag: Fasa eBook-Ausgabe: Catalyst Game Labs | |
Nummer: 7904 | |
Edition: 2 | |
Erschienen: Dezember 1995 (Print) / August 2011 (eBook) | |
Sprache: englisch | |
Übersetzung: {| class="infobox" style="float:right; clear:right;" | Informationen |
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| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Format: Print / eBook |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Einband: Softcover |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Seitenanzahl: 176 |-
| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Preis: 18,00 $ (Print) / 7,50 $ (eBook) |-
| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Credits:
- Autor: Vorlage:Impressum
- Produktentwicklung: Vorlage:Impressum, Vorlage:Impressum
- Lektorat FASA: Donna Ippolito, Sharon Turner Mulvihill, Diane Piron-Gelman, Robert "Brainiac" Cruz
- Art Dircetor & Cover Design: Jim Nelson
- Projektmanager: Joel Biske, Mark Ernst
- Cover Artwork: Darrell Anderson
- Farbillustrationen: Darrel Anderson, Joel Biske, Jim Nelson
- Layout der Farbseiten: Mark Ernst, Jim Nelson
- Illustratoren: Darrell Anderson, Peter Bergting, Joel Biske, Mike Jackson, Jeff Laubenstein, Jim Nelson
- Layout: Mark Ernst
|} Virtual Realities 2.0 ist ein Regelwerk für die zweite Edition von Shadowrun. Es deckt den gesamten Bereich der Matrix inklusive der seiner Zeit brandneuen Otaku und der Semi-autonomen Knowbots / KIs ab, und ersetzt den Vorgängerband "
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". Außer für Spielleiter war es namentlich für Spieler, die einen Decker oder Otaku als SC spielen wollten, praktisch unverzichtbar.
Das Buch erschien im Dezember 1995 bei FASA in englischer Sprache. 2011 wurde es von Catalyst Game Labs als eBook im PDF-Format (Scan) erneut veröffentlicht.
Rückseitentext
"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 teh bejeezus 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 though butter! Joe flickered a bit, his face contorting into a pirmal scream, and disappeared. I hotfooted it back to the squat with the words, "Buy Mitsuhama" running through my brain - don't ask me why, "Then 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 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 intellidences.
Virtual Realities 2.0 replaces the Virtual Realities sourcebook. For use with Shadowrun, Second Edition.
Inhaltsverzeichnis
Kapitel:
- Introduction
- Interlude 1: Welcome To The Matrix
- Matrix 2.0
- Interlude 2: Things To Come
- Grids And Hosts
- Intrusion Countermeasures
- Interlude 3: SOTA In Fear
- Mapping Matrices
- Interlude 4: Worlds Of The Matrix
- Deckers
- Cyberdecks
- Programs
- System Operations
- Cybercombat
- Hacker House
- Matrix Law
- Artificial Intelligence
- The Otaku
- Matrix Hot Spots
- Appendix
- Index
Siehe auch