From the Editors Notes:
Welcome to the fifth issue of The Shadowrun Supplemental. Once again, I feel this is an issue of growth for the magazine, adding several “full-time” staff members and also getting a good distribution increase.
It would be remiss not to give great thanks to Paolo Marcucci for the very generous donation of web page space on his server (Which also houses The Shadowrun Archive). The old URL still works, along with the new URL. Without him, there would have been much hassle trying to get this issue distributed properly. The web page has also been reorganized and now contains more information, and should be updated more frequently.
In other news: With a little bit of weaseling, I managed to claim my work on TSS as ‘Special Projects 10’, an Alberta High School course. This means I get credits towards graduation for working on the magazine, as well as use of the schools computer resources without having to lie/cheat/steal or bribe. And yet more news: The redistribution policy has changed. Please take a moment to read it.
From the Editor
Editorial, masthead, thanks, contact information, submission guidelines, legalities, copyrights,
Fun, Chemistry, and Shadowrunning
Using chemistry for better outcomes.
Creating Prime Runners
Shadowrun Companion Expansion
The Cluttered Datastore
Reviews column - games, books, card games, etc.
Target: Jak Koke
Quicksilver Lightning, Part 4
A relatively straight-forward run for beginning players.
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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American Sign Language (ASL)
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