Download Shadowrun Series by Stephen Kenson (.ePUB)

Shadowrun Series (#31,36,38.40,41-43) by Stephen Kenson
Requirements: ePUB Reader, 3.27 MB
Overview: Stephen Kenson (born June 16, 1969) is a writer and designer of fantasy role-playing games (RPGs) and related fiction.

His most notable creation is the d20 System superhero roleplaying game Mutants & Masterminds for Green Ronin Publishing, which won multiple ENnie awards. He also designed True20 Adventure Roleplaying and the Freedom City campaign setting for Green Ronin. He has written material for many RPGs, including: Aberrant, Champions, DC Universe, the Marvel Super-Heroes Adventure Game, Shadowrun, Silver Age Sentinels, and his Mutants and Masterminds.

He has written ten RPG tie-in novels: seven for the original Shadowrun series, two for Crimson Skies, and one for MechWarrior. He wrote a first trilogy of Shadowrun books produced by WizKids Games after they acquired the Shadowrun property from FASA Corporation: Born to Run, Poison Agendas, and Fallen Angels.
Genre: Science Fiction

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Technobabel (Shadowrun #31)

Renraku Computer Systems sends an agent to infiltrate the otaku, a race of technoshamans, and learn their secrets in order to gain advantage in a corporate war, But once the agent is initiated into an otherworld of technomancy and mega-corporate intrigue, he rebels against his employers in an attempt to stop the approaching war!

Crossroads (Shadowrun #36)

Tommy Talon is hired to hunt a murderous archeologist and recover a magical relic. But Talon’s not hunting alone. Someone else wants the artifact too — someone very powerful. And Talon and his team must outwit Germany’s most potent megacorporation if they’re to have any chance of returning the treasure or any chance of returning at all…

Ragnarock (Shadowrun #38)

Tommy Talon is hired to hunt a murderous archeologist and recover a magical relic. But Talon’s not hunting alone. Someone else wants the artifact too — someone very powerful. And Talon and his team must outwit Germany’s most potent megacorporation if they’re to have any chance of returning the treasure or any chance of returning at all…

The Burning Time (Shadowrun #40)

Low-level programmer Roy Kilaro wants desperately to become an elite operative and experience some real action in the battles between the megacorporations. He gets more than he ever wanted when a routine business trip to Boston lands him at ground zero of a running battle for survival.

Born to Run (Shadowrun #41)

Earth, 2063. Long-dormant magical forces have reawakened, and the creatures of mankind’s legends and nightmares have come out of hiding. Megacorporations act as the new world superpowers, and the dregs of society fight for their own power. Sliding through the cracks in between are shadowrunners-underworld professionals who will do anything for a profit, and anything it takes to get the job done.
Kellan Colt has come to Seattle to make a name for herself. But her first run proves that in her line of work, there’s no such thing as a sure thing, and that in her world, there is only one law-survival

Poison Agendas (Shadowrun #42)

Shadowrunner Kellan Colt thinks she’s ready to strike out on her own when she discovers the location of a secret cache of military weaponry-right in the heart of the supernatural creature-infested Awakened wilderness.

Fallen Angels (Shadowrun #43)

Kellan Colt has come far in her magical training. But she still doesn’t know the truth about her shadowrunner mother or the secrets of the amulet she possessed. Troubled by disturbing dreams, Kellan is drawn into the paranoiac elven homeland of Tir Tairngire where she must unravel the most difficult riddle of all: who can she really trust in the shadows?

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