CAT26221 Corporation Guide - Shadowrun RPG by Catalyst Game Labs
There is nothing in the Sixth World more powerful than the megacorporations. Even great dragons scratch and claw to get a piece of the power wielded by the Big Ten. If you are running the shadows, you need to know about the megas, because they deal out the biggest paydays and, if you cross them, the harshest paybacks.
Corporate Guide helps runners learn what the ten AAA-rated corporations are up to in 2072 and answers pressing questions such as: How is Aztechnology dealing with Amazonia these days? How is Horizons continuing prominence affecting its laid-back culture? How many times can Richard Villiers have one mega rise up from the ashes of another?
Corporate Guide offers details on all of the Big Ten megacorporations and briefings on some of the rising powers of the corp world. It also provides the basics every shadowrunner should know about how corporations work and what life is like for the drones trapped inside them, along with rules for greater interaction of player characters with these monoliths of power.
Compatibility: requires Shadowun, Fourth Edition; provides background information, game rules, and details of the megacorporations that play an important role in the Shadowrun setting, helping players use these monoliths in their games.
Provides information and updates on the Big Ten megacorporations of the Shadowrun setting, which are pivotal parts of the game world. Details the ins and outs of megacorporate life for players and gamemasters wishing to add that element to their games. Presents game rules to help players involve themselves with megacorporations in different ways. The omnipresent nature of the megacorporations means that almost any gamemaster can find a plot hook in this book to use in their campaign.