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Threats describes fourteen of the most powerful and influential people, organizations and entities in the Awakened world of Shadowrun. These threats are the biggest of the big players magical secret societies, mad scientists, astral monsters and other frightening forces with the power to change the world.
Gamemasters and players can decide which threats are real and which are lunatic fantasies from paranoid minds or even create their own threats using the guidelines in this book. Any threat, from this sourcebook or from the gamemaster's imagination, can become the ultimate villain in a single adventure or an ongoing campaign. For use with Shadowrun, Second Edition.
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