Description: 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 techno shamans who seem to live in the Matrix, and offers the most current information about Matrix law and artificial intelligences. One owner.FEEDBACK WILL BE LEFT FOR ALL AUCTIONS;Please do the same for me.This comes from a Smoke-Free home.I ship after PayPal payment is received. I carefully package my products, and all packages will have a tracking number.SAVE MONEY ON SHIPPING WHEN YOU COMBINE MULTIPLE LISTINGS...Shipping charges include shipping and handling. Shipping is done 3 times weekly.Returns accepted upon agreement between Buyer & Seller that there has been a misrepresentation of the item.Please ask any questions before bidding. Happy Bidding and Thank You for looking. Please check out my other items!
Price: 15.99 USD
Location: Grand Rapids, Michigan
End Time: 2024-11-20T15:11:40.000Z
Shipping Cost: 5.38 USD
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Item Specifics
Return shipping will be paid by: Buyer
All returns accepted: Returns Accepted
Item must be returned within: 30 Days
Refund will be given as: Money Back
Book Title: Virtual Realities 2.0
Book Series: Shadowrun Ser.
Original Language: English
Item Length: 8½ in
Vintage: Yes
Format: Trade Paperback
Language: English
Item Height: 11 in
Personalized: No
Features: Illustrated
Unit Quantity: 1
Topic: Role Playing & Fantasy
Item Width: 0.5 in
Ex Libris: No
Narrative Type: Fiction
Publisher: FASA Corporation
Intended Audience: Adults
Inscribed: No
Edition: 2
Publication Year: 1995
Illustrator: Jim Nelson, Art Directror
Author: Paul Hune, FASA Corp. Staff
Genre: Games & Activities
Country/Region of Manufacture: United States
Item Weight: 17 oz
Number of Pages: 176 Pages