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***Public Opinion: What You Think Matters  
***Public Opinion: What You Think Matters  
***GovPol: HomeGrown Cops  
***GovPol: HomeGrown Cops  
***[[PCC Cops]]: An Exercise in Efficiency  
***[[Pueblo Security Force|PCC Cops]]: An Exercise in Efficiency  
***Knowing Your Legal Rights  
***Knowing Your Legal Rights  
***[[Scotland Yard]]: Policing the Police State  
***[[Scotland Yard]]: Policing the Police State  

Version vom 28. Dezember 2009, 11:43 Uhr

Informationen

CAT26203 Vice.jpg

® Catalyst Game Labs
Verlag: Catalyst Games Lab
Nummer: CAT26203
Erschienen: 24.12.09
Sprache: englisch
Einband: Softcover (auch eBook)
Seitenanzahl: 194
Preis:
Print: 29.99 $
eBook: $29.99 $18.00
Credits:
  • Writing: Robert Derie, John Dunn, Mark Edwards, Jennifer Harding, Adam Large, Stephen McQuillan, Aaron Pavao, Malik Toms
  • Editing: Peter Taylor, Jason Hardy, Joanna Hurley, Diane Piron-Gelman
  • Development: Peter Taylor
  • Art Direction: Randall Bills
  • Interior Layout: Alicia Heerdt and Adam Jury
  • Cover Art: Fergus Duggan
  • Cover Layout: Matt Heerdt
  • Illustration: Tom Bax, Kevin McCann, Mike Mumah, Allen Nunis, Chad Sergesketter, Mark Smith, Florian Stitz, Eric Williams

Illegal is a strong word.

It means you’re doing something that the government doesn’t want you to do. You’d never do anything like that, right? Or would you?

It might be that some laws are… Misguided.

It’s civil disobedience and a moral imperative to oppose those laws.

Gandhi taught us that.

My friends and I—we’re here to help you make these difficult moral choices. We’ll even provide you with a support network, if someone objects to your strong moral compass. And, hey, if everything works out, maybe all of us might come out ahead. Don’t worry! We’ve got your back.

Vice is a sourcebook for Shadowrun, Fourth Edition. It provides a detailed look at all levels of organized crime, from the major transnational syndicates—like the Yakuza, the Triads, and the Mafia—to the smallest street gangs and specialist organizations. History, personality, and membership of these groups are provided along with suggestions on how best to use them as key players in a Shadowrun campaign. The crimes they commit, the metahumans they recruit, the law enforcement they oppose, and the shadowruns they sponsor are all in here. Whether your team of runners works in concert with the criminal underworld or tries to oppose it, Vice will offer new insights and options to your campaign.

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