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Welcome to the shadows

Last post 02-23-2006, 5:35 PM by Twitch. 36 replies.
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  •  12/12/2005 1:44:39 PM 763387

    Welcome to the shadows

    Hope you don’t have anything else to do but read for a while…

     

    Ok, I feel it is about time I returned to this forum as my life is seeming to become a bit more stable; this game is going to depend a lot on what the players wish to do for it will be mainly “mission based” where the players are offered jobs and they either take it or they don’t.

     

    The following is a description of the world of Shadowrun. This is an alternate dimension Earth style game so most nationalities and countries exist in one form or another; it is a high tech magic world with a lot of possibilities for interesting character concepts I will list off some base character archetypes as well as some examples of the various technologies to help you understand where the tech level is in this world after the briefing is over.

     

     If you have any questions or want any help creating your character you can contact me through AIM. My user name is: Gnomekingtwitch

    I HIGHLY suggest talking your character over with me while you make it and even speak with the other plays so you can build an effective team; everyone will have a role to play.

     

    SHADOWRUN

     

    Welcome to the Shadows

    (Taken from the 3rd Edition Shadowrun Base Book, FASA Corporation)

     

     

    The year is 2060, The world is changed, some say Awakened. A long lull in the mystical energies of the universe has subsided and magic has returned to the world. Elves, dwarves, orks, and trolls have assumed their true forms, throwing off their human guises. Creatures of the wild have changed as well, transforming into beasts of myth and legend. The many traditions of magic have come back to life, and shamans and mages have carved out a place in the new world for themselves and their powers. Many aspects of the Awakening remain mysteries, but modern society fights on to assimilate the ways of magic into the technological world.

     

                The Decades that followed the Awakening were years of panic and turmoil, as the four Horsemen of the Apocalypse seemed to race across the Earth. Cultures that had never lost touch with their mystical pasts began to use magic against the great nations that had suppressed them for so long. The vast global telecommunications network collapsed under an assault by a mysterious computer virus. Dragons soared into the skies. Epidemics and famine ravaged the world’s population. Clashes between newly awakened races and the rest of humanity became common. All central authority crumbled, and the world began to spiral downward into the abyss.

     

                But man and his kin are hearty animals. Out of the devastation and chaos, a fragile new social order slowly emerged. Advanced simulated sensorium (simsense) technology helped eradicate the last vestiges of the computer virus and replaced the old telecommunications network with the new virtual-reality world of the Matrix. Amerindians, elves, orks, and dwarves formed new nations. Where environmental degradation and pollution have made many areas uninhabitable; eco-groups wage war on polluters, and Awakened powers use incredible magics to heal the earth. Central governments have balkanized into smaller nations and city-states, as fear of the world’s changes drives wedges between people of different backgrounds. Vast metropolitan sprawls known as metroplexes cover the landscape; these urban jungles swallow whole regions. Police departments unable to contain crime waves and civil unrest have been privatized or their work contracted out to corporations.

               

                Megacorporations have become the new world superpowers, a law unto themselves. The entire planet speaks their language, as the nuyen has become the global monetary standard. The megacorps play a deadly game, paying pawns in the shadows to help them get an edge on the competition. Meanwhile, corporate executives and wage slaves hole up in their own enclaves, safe behind layers of security and indoctrination. Outside the walls of these arcologies and gated communities, whole stretches of the sprawls have become ungovernable. Gangs rule the streets; the forgotten masses grow, lacking even a System Identification Number (SIN) to give them any rights. These outcasts, dissidents and rebels live as the dregs of society, squatting in long-abandoned buildings, surviving through crime and predatory instincts. Many of them attempt to rise above their miserable existence by slotting addictive BTL (Better-Than-Life) chips, living vicariously through someone else’s senses. Others band together, some for survival and some to gain their own twisted forms of power.

     

                Technology, too, has changed people. No longer merely flesh, many have turned to the artificial enhancements of cyberware to make themselves more than human. Some acquire implants that allow them to directly interface with machines, like deckers who run the Matrix with a cyberdeck and programs or riggers who jack into vehicles or security systems and become one with them. Others seek to push the envelope of their physical capabilities, testing themselves on the streets against other street samurai. The human of 2060 is stronger, smarter, faster than his predecessors.

     

                In the world of 2060, the metroplexes are monsters that cast long shadows. And in the cracks between the giant corporate structures, shadowrunners find their homes. Entire societies live and die in a black-market underworld, exploited and abused, yet powerful in their own way. The Mafia, Yakuza and other crime syndicates have grown explosively as their networks provide anything that people will buy. Shadowrunners are the professionals of this culture where self-sufficiency is vital. When the megacorps want a job done but don’t want to dirty their hands, they need a shadowrun, and they turn to the only people who can pull it off: the shadowrunners. Though only the blackest of governmental or corporate databases even registers a shadowrunner’s existence, the demand for his or her services is high. Deckers can slide like a whisper through the databases of giant corporations, spiriting away the only thing of real value – information. Street samurai are enforcers for hire whose combat skills and reflexes make them the ultimate urban predators. Riggers can manipulate vehicles and drones for a variety of purposes. Magicians, those rare folk who possess the gift of wielding and shaping the magical energies that now surround the Earth, are sought after to spy on the competition, sling spells against an enemy, commit magical sabotage, and for any other purpose that their employers can dream up. All these individuals sell their skills to survive, taking on the tasks too illegal or dangerous for others to dare.

     

    What Runners Do

                Shadowrunners commit crimes, usually for money. When a corporation or other sponsor needs someone to do their dirty work, they look to the shadows. As “deniable assets,” runners make advantageous – and expendable – tools.

                Runners usually operate in teams. A team can be any combination of character types, depending on what the players want to do. The team should have a plausible reason for working together, such as being old friends or cellmates, having the same interests, or even being forced together by circumstance. Different teams will have different capabilities. For example, one team may excel at breaking and entering, while another might be a squad of bruisers who work best as hired muscle.

                Runners have contacts, who represent other potentially useful people they know. Some of these will be  other underworld types, like gang members or a hit man. Others may be ordinary people, useful or information or for “special arrangements” – for example, the corporate secretary who lets you know when the wiz research scientist you’re supposed to kidnap will be leaving the building.

                The most important contact for shadowrunners is the fixer. A fixer acts as a middleman and can usually help the runners find gear, other contacts or work – all for a fee, of course. A corporation or other employer that needs shadowrunners sends someone to a fixer to ask for recommendations. If a team of runners has a good reputation and meets the job requirements, a meeting is arranged to discuss details ad haggle over payment. Because such matters are highly sensitive, anonymity is par for the course, and employers of this type are known simply as “Mr. Johnson.”

                Mr. Johnson may not always be a corporate representative. The world of Shadowrun is rich and complex, with many people and groups who may need to hire runners to accomplish certain goals. A criminal syndicate may hire runners to strike at rivals, a mage may hire them to acquire certain rare materials for magic use, or joe neighbor may need to find the terrorists who kidnapped his wife. Regardless of the sponsor, if a job involves doing something dangerous and potentially illegal, it’s a shadowrun.

                Shadowrunner teams may even take the initiative, doing jobs of their own accord. For example, a player character may have a grudge against a certain megacorp, or perhaps he doesn’t like how a certain gang treats people in his neighborhood, or she may decide it’s time to get her criminal record erased.

                Runners accomplish their tasks by working the streets for information, calling in favors and markers from friends and contacts in the shadows. They take whatever action their job requires: surveillance, theft, breaking and entering, even murder.

                Runners do these things because they are survivors. Many of them grew up committing crimes to get by, perhaps they obtained special training somewhere and want to put it to use. Some may have extended families to feed and no other source of income. Many of them prefer the freedom of the shadowlife, controlling their own destinies as opposed to being a wage slave in some drab corporate business park kissing corporate hoop all day. Others enjoy the thrill of running, thriving on its risks. Finally, some are inspired to run by a sense of social justice: they want to damage the powers-that-be however they can while providing for the underclass. These runners are known as “hooders” for their Robin Hood outlook.

     

    Basic Runner Types

     

    The following terms refer to runners who specialize in various fields.

     

                Deckers are skilled at computer programming and maneuvering through the datastreams of the virtual-reality telecommunications grid known as the Matrix. They use special, custom-built computers known as cyberdecks (they look like a keyboard with a cable that plugs into the side of your head right behind the ear.) that allow them to project their minds directly into the Matrix’s complex, three-dimensional reality.  By illegally logging on to the Matrix, deckers can run search routines, tap phone calls break into system hosts to retrieve data. They use a variety of programs to accomplish such operations, as well as attack and defense programs should they engage in cybercombat with another decker or an Intrusion Countermeasure (IC) construct.

     

    Mages are one type of magician character, known for using thaumaturgical abilities in a scientific manner. To mages, magic is about knowledge and structure. Mages cast spells, perceive and project astrally, and conjure elemental spirits.

     

    (Note: If you plan on being “Awakened” (a mage, adept, or shaman) you will need to speak to me about your magic powers.)

     

    Adepts, the modern-day ninjas and berserkers, use magic to enhance the bodies’ abilities. Adepts tend to be athletically oriented, with good stealth and combat skills.

     

    Riggers have a piece of cyberware known as a vehicle control rig (VCR) installed in their bodies. The VCR allows them to interface directly with suitably adapted vehicles, seeing through the vehicle’s sensors and controlling it as they control their own bodies. Riggers can use a remote-control deck to do this from a remote location, and may even control several vehicles or drones at once in this manner. Many riggers specialize in drones, remote-control vehicles of varying sizes and capabilities used for surveillance and combat. Certain riggers, called security riggers, use their cyberware and skills to jack directly into a building’s security system; these characters become living monitors that can react instantly to intruders.

     

    (Talk to me about your vehicle or drones or whatever you want to use as a rigger.)

     

    Shamans are magicians who follow a totem spirit animal, such as Coyote or Bear, and embody that totem’s characteristics. To shamans, magic is attunement with the forces of nature. Like mages, they can cast spells and astrally project and perceive. They also conjure nature spirits and spirits of man.

     

    (Note: If you wish to play a shaman contact me and I will give you a list of totems to choose from, you must choose a totem to be a shaman and once you have chosen it you cannot change it. {Unless you are still in character creation of course.})

     

    Street Samurai are physically enhanced combat monsters. With cyberware implants and combat skills, they attempt to be the quickest, meanest and strongest killing machines on the streets. Many of them cybernetically boost their reflexes to get an edge, or boost their strength so that they can inflict more damage. Many are also lethal with firearms, and almost all have a smartlink cyberware system installed for increased precision in shooting. Some fight for honor, some because they get paid for it (usually called mercenaries), and others because they are insane enough to go up against anything.

     

    These basic runner types are just the tip of the iceberg and are not meant to define a set of character classes. Players can create a dizzying variety of characters, for example, a detective character who relies on charisma and skill as opposed to cyberware, or a covert operations specialist who has all the gear and cyberware necessary to penetrate electronic defenses. The only limit is your imagination.

     

    Settings

     

     Shadowrun is set only sixty-two (54ish now) years in the future, but the world has gone through tremendous changes. Some of these changes are reflected in various settings in which shadowrunners are sure to find themselves. Two of the most significant are the Matrix and the astral plane.

               

                The Matrix is the cybernetic analog of the worldwide computer network and telecommunications grid. Only a character equipped with a cyberdeck can enter this “cyberspace,” which appears as a vast lattice stretching away to infinity. When a deck jacks into the Matrix, he leaves his physical body behind and projects his consciousness through the simsesne capabilities of the cyberdeck into the matrix’s virtual reality. The decker’s mind is represented by his persona icon, which can have any appearance its programmer wishes. The same is true for the entire Matrix landscape and all the stylized icon constructs resident within it (representing hosts, programs, IC, other deckers and so on). The Matrix is constantly alive with the hum of data tragic – faxes, phone calls, e-mail, tridlinks, program frames, exploring and working personas, and more.

     

    Within the Matrix, everything operates at the speed of computer processing or thought, and so time foes by much more swiftly than in the real world. A decker can traverse the globe in seconds, hopping from local to regional grids, or even through satellite uplinks and back down again. Huge constructs that represent a myriad of hosts dominate the datasphere. Many of these are public and accessible, serving as databases, social clubs, gamerooms or PR offices. Others are private, layered with IC and security measures and patrolled by corporate deckers. These hosts contain the deepest, darkest secrets of corporations and other entities.

     

                The astral plane is another reality entirely. Only a full magician can perceive its depths or project her consciousness therein. Those who take astral form can move through the astral plane at the speed of though, but few magicians can stay within this realm for longer than a few hours. The astral plane is the home of spirits, beings of quicksilver and shadow, a realm of mystery and danger. It parallels our own physical plane, seeming almost to mirror it. The auras of living creatures and magic are reflected upon it, where those skilled in the art can read them. The theory goes that the astral is actually sustained by the life force of the Earth and its creatures. From the astral plane, a magician can read the emotional imprints that linger on various items.  Sufficiently strong feelings may even pollute the astral atmosphere. Sterile corporate offices, murder scenes and toxic dumping grounds, to give just a few examples, all have their own distinct (and unpleasant) astral “flavor.”

               

                Shadowrun contains many more interesting settings, too numerous to mention more than a few here. Players may find themselves in corporate arcologies, self-contained and self-sustainable mini-cities that house thousands of corporate citizens; awakened lands, where metahumans and dragons work together to purify the often polluted Earth; or the cold edge of space, where humanity is slowly populating numerous orbital habitats while it plans for more. And there is always the sprawl, the urban decay that spreads like a blight across the land. Even corporate thugs and cops fear to tread in its many shadowy regions.

     

     

    I am not going to go into the history for it is very long and detailed but I will sum it up.

     

    Magic came back, in a big way; the native Americans where the first to make use of it and at first people thought it was a hoax; that is until with the power of the native American magic mother nature waged war on them. Volcanoes erupted; tremendous earthquakes shook major cities to their foundations and storms thundered overhead. It was chaos and a lot of stuff happened; in the end they where given a lot of land which is now known as the Native American Nation (NAN).

     

    Things settled down a bit for a few years, and then VITAS, the new Black Death struck. This Virally Induced Toxic Allergy Syndrome (VITAS for short) claimed roughly a quarter of the world’s population. During this period something very strange happened; normal people started giving birth to seemingly mutated babies, the first metahumans, known as Unexplained Genetic Expression, or UGE. There was a lot of mistrust and bigotry aimed at these magically mutated children who grew up to be what are now known as Elves and Dwarves. But it was nothing compared to the race riots that broke out a few years later when people started just randomly changing into what are known today as Trolls and Orks, this process was dubbed “Goblinization.”

     

    There were a lot of riots and a lot of killing and then… a virus nastier than anything anyone has ever seen before took out the entirety of the telecommunications grid. Many countries merged including what was left of the USA and Canada now known as the United Canadian American States (UCAS). Many metahumans formed their own countries, the elves being the most thorough about it have formed lands in America (Tir Tairngire) and have complete control of Ireland (Tir na nOg). California also split off from the rest of the UCAS and became known as the California Free State, later to be taken over by Tir Tairngire in a large war involving lots of magic and a few of the mysterious Dragons on the Elves part. I am pretty sure VITAS hits once more after all this.

     

    There was a big corporate war in which some where disbanded others merged new ones where formed. Here they are the main ones as they exist today:

    • Ares Macrotechnoloy, Detroit-based conglomerate of automobile, steel, arms and space industry companies, led by Damien Knight.
    • Aztechnology, a corporation from Atzlan (former Mexico, recreated in Aztec image) heavily involved in consumer goods, chemistry and magic.
    • Fuchi Industrial Electronics, a computer giant build by the Nakatomis and Yamanas from Japan and Richard Villiers from Boston. Disintegrated during the Corp War of '59 - '60, in which Novatech sprang up as its North American successor, led by Villiers.
    • Mitsuhama Computer Technologies, started as money laundering operation for the Yakuza but soon surpassed their investors' income by a very large margin.
    • Renraku Computer Systems, mainly computer and arms-producing giant from Japan.
    • Saeder-Krupp Schwerindustriegesellschaft, the world's largest corp, a German conglomerate based on the production of steel, heavy-industrial goods, cars (BMW), arms and communication in Europe. Its majority shareholder and chairman is Lofwyr, a Great Dragon, who bought the company stocks from hoarded resources.
    • Shiawase Corporation, an old family business, which survived the turmoils of the early 21st century unscathed, quickly able to expand in energy production, biotech and environmental procedures. As the oldest megacorp who first fought for megacorporate sovereignty (falsely called extraterritoriality): exemption of law on foreign soil. Yet, corporate territory is not foreign soil but corporate soil, just like its employees are corporate citizens. Though dual citizenship in a corporation and a nation is common, Shiawase is now more conservative with its decisions.
    • Yamatetsu Corp, a shipping and infrastructure giant, of Japanese-Philippine origin.
    • Wuxing Inc., a Hong Kong-based company, and Cross Applied Technologies, a Free Quebec-based company joined the exclusive club of AAA-corps (those with a seat at the Corp Court.)

    Race

                Characters in shadowrun may be of one of the five subgroups of Homo sapiens: the predominant human (Homo sapiens sapiens), elf (Homo sapiens nobilis), dwarf (Homo sapiens pumilionis), ork (Homo sapiens robustus), and troll (Homo sapiens ingentis). Non-humans are known as metahumans, while the five subgroups as a whole (including humans) are known as metahumanity. All are human beings, at least according to the geneticists, racists say differently.

                In the early 2060s, humans are still the most numerous race populating the planet. Each of the other races are represented about equally, but are scattered unevenly across the globe. In some places, humans form an extreme minority, but those tend to be areas where the other races have gathered for safety, protection and isolation.

                Humans make up the standard. As characters, they receive no special attribute or ability modifications. (Average Height 1.7 meters, weight 70 kg, skin color pinkish-white to ebony, lifespan 65 - 70 years (worldwide.)

                Dwarves are hardier, stronger, and more willful than humans. They also have thermographic vision, which allows them to see radiated infrared (heat) energy as well as the normal light spectrum (simultaneously). They have a slower movement rate than other races, but are also more resistant to disease. And yes, they are short. (Average Height 1.2 meters, weight 54kg, skin color pinkish-white to ebony, lifespan More than 100 years.)

                Elves are more agile and more attractive than humans. They also have low-light vision, which enables them to see clearly in near-total darkness. (Average height 1.9 meters, weight 72 kg, skin color Pinkish-white to ebony, Lifespan Several hundred years.)

                Orks are much tougher, stronger, less attractive, and less acute than humans. They too have low-light vision. (Average height 1.9 meters, weight 95 kg, skin color pale pink to ebony, Lifespan 45-50 years.)

                Trolls are big and nasty. They are a lot tougher, slower, much stronger, less attractive, less acute, and less willful than humans. They too have thermographic vision, really long arms that give them an advantage in melee combat, and extremely tough skin with bony deposits that makes them more resistant to damage. (Average height 2.8 meters, weight 225 kg, skin color Pinkish-white to brown, Lifespan 60 years.)

    Racial Essays

    The following are essays written by representing members of the various races to help you get a better idea of what it is like to live in their shoes.

    Dwarves by Thaddeus, trid pirate and sometime decker

                The most obvious thing about being a dwarf is our height. Yeah, we’re shorter than everyone else. So we spend our lives dealing with a world built for taller people, people who often talk down to us figuratively as well as literally.

                “Half-size” we ain’t, though. Most of us have shorter legs in proportion to our torsos than other races, which means we’re not much smaller than humans from waist to neck. We can probably borrow your shirts. However, we often can’t reach shelves in stores, or get a good view of art in most museums. And just try getting served in a crowded deli at lunch time when you’re shorter than the counter! On the other hand, we can fit in tight spaces (always useful in both my lines of work), and we don’t bang our heads on low-hanging branches. Watch out, Stretch, some dwarves may try to walk you into obstacles!

                Folks who were called dwarves long before the Awakening had limbs that didn’t grow in proportion to their torsos, but they weren’t the dwarven race we know today. Probably because of the long existence of dwarf-like people, lots of old stories involve dwarves. And let me tell you, these stories have caused real problems for dwarves in the modern world. Too many people think they know what we’re like because they’ve read Grimm’s Fairy Tales or some fantasy epic; they’re surprised to find we don’t all dig in mines, or hunger after gold, or live in cute cottages in the woods.

                Even worse, our short stature makes lots of other people see us as children. Get this through your heads, OK? A dwarf over the age of 18 is an adult. Patting a dwarf on the head, pinching his cheeks or fixing his clothes is about as rude as you can possibly get. So is talking to dwarves in bright, sing-song voices usually reserved for kids who ain’t out of diapers.

                You ask me, this kind of treatment is the reason why many dwarves put on a tough act, being gruff and cold toward people of other races. Lots of young dwarves end up in fights, trying to prove themselves or defend themselves from intrusive head-patters. That’s where the stereotype of the “hot-headed halfer” comes from. You spend a day being patted and pinched, and see how calm you are.

                Of course, being treated like a cute kid has a few advantages (much as I sometimes hate to admit it). Other people often underestimate us. From businessmen to street toughs, more than one dwarf has let the other guy think he can pull one over on the cute li’l half-pint, and then- wham! – taken the big ol’ fool for all he’s worth.

                Many other “typical dwarf behaviors” also stem from outside causes. Take the idea that dwarves like to live underground, in caves or in a basement. The fact is, us dwarves feel more comfortable in small spaces – big surprise, right? So a dwarf is more likely to take advantage of the cheaper rents in basement apartments, or live in a cave because it’s comfy and convenient. (The house Nature built – what more could anyone want?)

                As for the stereotype that all dwarves are brilliant natural mechanics, I’m not sure where this got started – probably in all those fairy tales. It’s become something of a self-fulfilling prophecy – lots of dwarven children get little tool sets as their first toys. And schools channel us into math and science programs. Of course, in many fields, dwarf mechanics have a natural advantage because we can squeeze into smaller spaces. I suppose there might even be a genetic difference in intelligence types that makes us more likely to be good at putting things together. If there is, though, it skipped me. I can’t figure out the workings of my toaster. You should see the looks I get when I tell people that I have no idea why their car won’t start…

    Elves by Roweena, rigger

    Many people, especially those of other metahuman races see elves as the most fortunate metahumans. We’re so pretty, they say, so glamorous. Some humans try to borrow that glamour by pretending to be elves – it would never cross their minds to imitate orks or trolls. Why. We elves even have our own nations! Being an elf must be wonderfully exciting. Never a dull moment for us Beautiful People – or so the prevailing view goes.

                Well I can tell you otherwise. I’m proud to be an elf, and I can’t complain too much about my own life. But I don’t live the fashionable lifestyle that the trid programs tell you is every elves birthright. Nor do many other elves I know. And as far the singing-songs-to-trees, can’t-find-Enter-on-a-keyboard stereotype… my t-bird and I are living proof of how wrong that one is!

                This may come as a surprise to many, but there are poor elves, ugly elves and boring everyday elves. Being poor or socially handicapped is hard on anyone, but it’s harder on elves because it violates their own and everyone else’s expectations. An ork living in a squalid tenement causes no comment (which is sad enough). But an elf living in one… there must be something terribly wrong with her. Everyone knows elves are meant for better surroundings. An elf in anything less than a glamorous setting is an especially pathetic failure, at least in most people’s minds.

                Poor baby, you may be thinking. How terrible, not to be as beautiful and exciting as people think you are. You should have such problems, yes? But it is a problem when no on else will take your real troubles seriously – or when they judge you more harshly for having them than someone of a race that’s “supposed” to have a hard time.

                Granted, our burdens are lighter than those of races like orks and trolls, whom many others openly revile. But the glamour of elvishness is no protection against subtler forms of prejudice. I’ve lost count of the people who see us all as nature-loving daisy-eaters, unable to cope with modern technology. Please, somebody, help that poor elf girl use the big, complicated public Matrix terminal! Or make a big production out of bring some wilted salad to the cute little elf, so she won’t have to soil her lips with meat. We elves know the sting of prejudice, but unlike our ork and troll cousins, we’re not supposed to express our anger. Angry pixies aren’t lovely and ethereal. Some elves, eager to be as “tough” and feared as any other races, really violate the stereotype – they become gang members or loaded-for-trouble street samurai. Others, like me, do our best to ignore what we’re “supposed” to be like and just try to follow our hearts. It’s true we’ve had it easier than others at fitting into human society, and many of us do. Others have moved to tribal lands, or to the elven nations of Tir Tairngire and Tir na nOg. The movement of elves to live among “our own” has caused its own problems for those of us left behind: with fewer of us around, we’re more conspicuous. Also, it adds to some people’s belief that elves are snooty and deserve to be taken down a peg. We don’t generally have trouble finding employment and housing, but those who don’t like us often suggest (with varying degrees of rudeness) that we should go live in “your own country.”

                Some people also suspect elves for a reason other races do not share, our culture. The Sperethiel language, claims of old customs, our general talent for magic, the legendary ancient elves, all this and more make some people uneasy about us. They speak darkly of an elven conspiracy to take over the world. Well, if there is such a thing, no one ever told me – and I wish they would. I’m getting tired of working for a living!

    Humans by Jason, street samurai

                Maybe you think human equals boring. Maybe it does, in a way. But being boring isn’t the worst disadvantage to have. So we don’t have pointed ears and tons of magic like elves, or a knack for finding our way around engines like dwarves, or a thousand ork buddies who’ll save our skins just because we look like them, or the massive size and strength of a troll (so useful in dark alleys!) what we do have is a long history of being the only race in town… and the advantages that come with it.

                Humans are the only race in the world’s known recorded history. Until about fifty years ago, and there are still more of us than any other race. This makes us the “norm” by which to view other races. For example, dwarves are shorter than humans, and other races are taller. If trolls where the norm, we’d all be considered short. Humans are the baseline for comparison, which automatically gives us a position of privilege. We’re not actually “better” than any other race, but lots of people – humans and others – think we are. This is a good thing in some ways, and a really bad thing in others.

                On the good side (at least from a practical point of view), being human means I look like the majority of other people almost everywhere I go. Things are designed for people like me: buildings, clothes, cars, keyboards, cyberware and so on. Unless I spend some time in the Ork Underground or in Tir Tairngire, where humans are a tiny minority, no one much is going to hassle me just because I look different. If I walk down the city streets packing a large gun, authority is likelier to give me a pass than it would if I were a troll.

                On the bad side, people are more accustomed to seeming human faces than others, and so are better at picking out individual humans – not good, if you’re in a line of biz where you’d rather no one remembers your face. Then there’s the larger issue of prejudice. Too many people say “people” and mean humans only. Other races are called “metahuman” to distinguish them from plain old us; their name is our name with a prefix tacked onto it, which implies that humans are the default model and those other races just cheap knockoffs. If you despise this kind of prejudice and want to distance yourself from it, you may have a real tough time. Lots of metahumans won’t trust you, because they’ve taken too much drek from your fellow humans and they assume you’re the same kind of bigot. Speak out in favor of metahuman rights, and even some humans you thought were friends may turn on you for “betraying your own.” And the people you’re speaking out for won’t necessarily thank you either; they’ll be too busy trying to figure out your ulterior motive.

                Because the other races were originally born to humans or changed from humans, a lot of humans are related to people of other races. You’d think this would make us more accepting of them, but throughout history we’ve had a hard time being tolerant of those who are different. It’s been that way for centuries, and it probably won’t change any time soon.

    Orks by Stella for Star, mage  

                Orks are the most numerous and least respected metahuman race. These two facts are probably related. Larger than humans and heavier than elves, we are often feared because of our size (not to mention our tusks). This makes getting acquainted that much harder, which contributes to fear of orks because no one knows what we’re really like.

                People have a lot of misconceptions about orks. For example, scientists said for several years that orks are nocturnal, but no one ever bothered to ask whether our preference for darkness was biological or simply the result of living in a society that doesn’t want to see us during the day.

                Much of ork identity is colored by the trauma of sudden genetic expression, vulgarly known as goblinization. Any orks over forty years old were not born orks, but transformed, either in the mass change of April 2021, or on their own as adolescents. Either way, virtually every adult ork alive today faced rejection by family, friends and society upon becoming what they are. This cannot help but color our views of the world and so there is a grain of truth to allegations that we see anti-ork feeling where none exists. Only a grain, however – many of the other races would prefer we didn’t exist, and do their best to keep us out of their daily lives.

                Orks in most areas have difficulty finding employment, buying land, or otherwise supporting themselves within the larger community. Rampant discrimination leads many orks into lives of crime, as the only way in which to keep a roof over their heads and food on the table. Young orks often band together into gangs for mutual protection in their harsh neighborhoods, and may turn on any outsiders as a potential threat. And then there are people like me, whose rare magical gifts would make us prized if we wore any shape other than an ork’s. But we are of a “goblin” race, and so must use our talents in other ways.

                All of this reinforces negative images of orks throughout society. Orks who try to “work hard and play by the rules.” As the famous platitude has it. Find acceptance that much harder to earn. Orks most often find work as laborers, where our size and strength is appreciative. Because we are nearly as strong as trolls but not so large, we have greater agility and can fit more easily into spaces designed for human convenience.

                We tend to live apart from other races because others shun us. At first, most orks wanted to live where they always had, in mainstream society. These days, many orks prefer to live among their own kind. Some want us to have our own nation, as the elves do. Organizations of orks are working on a variety of ways to improve life for our people; as more orks reach adulthood who were born orks, things may look brighter. As we develop our own distinctive customs and culture, other races may understand us better. They will need to do so for their own sake; ork women have a high incidence of multiple births, which makes us the world’s fastest-growing population. The other races will have to come to terms with us sooner or later.

    Trolls by Daniel, Bear shaman

    You may have wondered how this essay would read. Maybe you expected something like. “PLEEZ LIKE US TROLLS. US R GOOD.” Sorry, folks. Being a troll doesn’t make me brain-dead, no matter what lots of other people think. If trolls were really as dumb as we’re made out to be, there wouldn’t be too many troll runners. We’d all be dead of our own idiocy by now.

                Most people equate size with stupidity, and assume trolls are dumb because we’re big. Centuries of comedy in which the clever little weakling outwitted the big, strong guy have primed people to have low expectations of trolls.

                Another factor of the dumb-as-a-plascrete-wall image is probably our teeth. Trolls have tusks, like orks and our other teeth are shaped differently. This leads to speech that sounds flat, uninflected, and therefore “stupid” to the ears of humans and others. Most trolls who speak in a way humans find pleasing have bought their acceptance with extensive dental work.

                Our size poses other problems as well. Trolls often find everyday life uncomfortable, physically and socially. Everything is built for much smaller people; we don’t fit in spaces like small automobiles or compartments in coffin hotels. We can’t squeeze into most standard chairs and desks, which is why so few of us take office jobs. In many areas, troll children can’t even go to the local school. Socially speaking, most people’s reaction on first meeting a troll is, “Please don’t beat me up!” Actually, we’re less likely to become violent than most other races: our size is enough to make people leave us alone rather than fight. We’ve been lucky enough to escape the worst of the scapegoating, however, most likely because we’re still pretty rare. There are a lot more orks to hate than there are trolls.

                Not that trolls don’t face bigotry. More of us live in the wilderness than in cities, partly because the wide-open spaces give us breathing room, but also because of prejudice and suspicion. Finding a landlord who’ll rent to us is quite an accomplishment, let alone one who won’t insist on twice the usual security deposit because he’s sure our weight will damage the floors. And even if we do find such a person, many residences are just too small to accommodate a troll family.

                Wilderness trolls have developed a cultural identity – a rough, primitive way of life vaguely analogous to the back-to-the-land tribal lifestyle popular with some elves. Some urban humans romanticize this vision of trolls, which hasn’t helped the average city troll with dreams of simple acceptance into general society. Your average urban troll makes his living at a job that requires heavy lifting or muscle – for example, bouncer at your local bar. Plenty of others have been lured into organized crime, where they can finally get some respect as the toughest enforcers in the business. Trolls who turn the “big, dumb trog” stereotype on its ear often overcompensate, becoming over-refined in an effort to avoid seeming troll-like. Comedians nowadays get a lot of mileage out of a troll handling a delicate teacup or arraying in fine evening wear. But I guess I’d rather see that than yet another variation on the big dimwit being hornswoggled by the skinny guy.

    Character Template

    Real Name:

    Runner Name: (All Shadowrunners go by a nick name; after all you wouldn’t be stupid enough to use your real name, would you? Example runner names: Glitch, Hotwheels, Shadow, Mr. Potato Head. Use your imagination.)

    Race:

    Age:

    Sex:

    SIN: Are you a legal citizen or not? (Note: You are easier to track down by authority if you have a SIN however if you are found and you don’t have one then you don’t exist as far as they are concerned and they can do what ever they want to you. Someone who doesn’t exist has no rights.)

    Concept:

    Appearance:

    Strengths and Weaknesses: (Can you see better than most? Are you a really bad swimmer? Perhaps you are afraid of spiders or squeamish around blood; do you have a weak left hook but you can spray mace like nobodies business? Let’s hear it. PLEASE! Do NOT attempt to create a super character; I will flat out deny unreasonably powerful characters.)

    Personality: (Include likes, dislikes, favorite kind of music, drink of choice, racial bias, or even favorite sexual position; whatever just give the character some, well, character. The more texture the better, breathe life into it, I want to see some well thought out characters. Impress me. )

    Cyberware: (Basic stuff for now, no really high end stuff unless you have good reason and I say it’s ok. Don’t worry you can always buy it and pay some shadow clinic to stick it in you later.)

    Magic: (here is where you would write if your character is awakened or mundane and if they are awakened whether they are an adept, magician, or shaman.)

    Equipment: (As usual basic equipment is ok anything big or very illegal, assault rifles, or explosives, will need to be ran by me first.)

    Nuyen: (The “new yen” is the standard form of money in this world and will be used for purchasing new equipment; everyone will start with somewhere around 1000 ¥ after you have chosen your gear. Neuyen comes in two forms, cold hard cash and digital format transferred by a character’s credstick. A credstick works like an all around identification unit and functions as an ID. However you can request to be paid in other forms for your jobs, such as stocks in the corporation (a good thing if you plan on making their stock go up soon with a successful run), or equipment which can sometimes be better than just buying it your self if the corp produces the item.)

     

     

     

    Cyberware

    When you get cyberware it takes from your “essence” there is only so much essence that any given person has and once you run out you will die. Unfortunately there is no way to judge how much any given person can take but as a general rule if a person has more than 70% of their body replaced with artificial parts (not including tissue grown replacements and bioware VERY EXPENSIVE!) then you are in danger. Further more the loss of essence effects a person’s connection to the magical energies of the world as they become more machine than man. It is harder to use magic as well as be effected by magic, beneficial or harmful, the more cyberware you have. There are various kinds of cyberware; basic cyberware, Alphaware, and Deltaware. Both Alpha and Deltaware take up less essence than standard cyberware with Deltaware costing the least essence however it obviously costs a whole lot more nuyen. There are two forms all cybernetic replacements can come in; Obvious and Realistic, Obvious costs less but can be a bad thing in social events. Not many people like talking to a walking toaster.

    Example Cyberware

    Headware:

    Datajack: A standard piece of equipment required for most headware. It is required for a cyberdeck; that is if you want to be able to plug the thing into your head and use it.

    Memory: Store information from computers or pocket computers in memory storage located in your head.

    Commlink: The true hands free communications device.

    Subvocal Microphone: Allows you to subvocalize when speaking on your commlink so other’s have a harder time hearing you.

    Telephone: Do you hear that ringing?

    Cyber Ears

    Cosmetic Modification: For elf posers

    Dampener: Never get deafened by flash bangs again!

    Hearing amplification: Eavesdroppers delight.

    High frequency

    Low frequency

    Recorder

    Select sound filter: So you can pick out a certain conversation in a crowded party.

    Cyber Eyes

    Camera: Take my picture

    Cosmetic Modification

    Display Link

    Flare compensation

    Image Link: See what’s on the computer screen, on your eye. Useful for having a minimap of the building you are infiltrating.

    Low-light

    Opticam: Now you can record the girl next door as you peep!

    Protective covers: Now you won’t get stuff in your eye.

    Retinal clock

    Retinal duplication (illegal)

    Thermographic

    Vision Magnification

    Body Ware

    Bone lacing: Plastic, Aluminum, and Titanium

    Fingertip Compartment

    Hand Blade: Retractable or not

    Muscle Replacements

    Smartlink: Plug into a compatible gun and you will have a heads up display in your field of vision complete with ammo count, current fire mode, temperature (so you don’t over heat and melt the barrel of your gun) and a cross hair for more accurate shooting.

    Voice modulator: Increased volume, Playback, Secondary pattern, Tonal shift

    Boosted Reflexes

    Dermal Plating

    Filtration Systems: Air, Blood, Ingestion

    Vehicle Control Rig (VCR)

    Reaction Enhancer

    And of course various limb replacements.

    If you think of anything that isn’t listed that you want; just ask me and I am sure we can work something out.

     

    The game will take place in what is known as New Seattle; this includes some of the area around the current Seattle. Seattle is a free state that is ruled by the corps for the most part. The law enforcement is controlled by a small security corp known as Lone Star, they where hired on by the Seattle Government when the regular cops went on strike.

  •  12/12/2005 1:47:12 PM 763389 in reply to 763387

    Re: Welcome to the shadows

    This is so you can spice up your speech with the slang of the setting.

    Slang Guidebook
    -- Courtesy of WorldWide WordWatch

    KEY
    (vul) = vulgar
    (jap) = Japanese or "Japlish" loanword
    v. = verb
    adj. = adjective
    n. = noun

    Angel n. A benefactor, especially an unknown one.
    Arc n. An arcology.
    Breeder n. Ork slang for a "normal" Human.
    Business n. In slang context, crime, Also "Biz."
    Buzz Go away. Buzz off.
    Chipped adj. Senses, skills, reflexes, muscles, and so on, enhanced by cyberware.
    Chummer n. "Pal" or "Buddy".
    Comm n. The telephone.
    Corp n, adj. Corporation. Corporate                                                                                                                    Cyber Monkey n, (vul) Heavily cybered person. Insulting.
    Dandelion Eater n, (vul) Elf or elven. Highly Insulting.
    Dataslave n. Corporate decker or other data processing employee.
    Datasteal n. Theft of data from a computer, usually by decking.
    Deck n. A cyberdeck. v. To use a cyberdeck, usually illegally.
    Decker n. Pirate cyberdeck user. Derived from 20th-centery term "Hacker".
    Deckhead n. Simsense abuser; anyone with a datajack or chipjack.
    Drek n. (vul) A common curse word. adj: Drekky
    Dumped v. Involuntarily ejected from the Matrix.
    Exec v. Corporate executive.
    Fetishman n. A talismonger.
    Frag v. Common swear word. adj: Fragging.
    Geek v. To kill.
    Go-go-go n. A bike gang or gang member.
    Heatwave n. Police crackdown.
    Hoi Hi Hello. (Familiar form)
    Hose v. Louse up. Screw up.
    Ice n. Security software. "Intrusion Countermeasures," or IC.
    Jack v. Jack In, or enter cyberspace. Jack out, or to leave cyberspace.
    Jander v. To walk in an arrogant yet casual manner; to strut.
    Kobun n. (Jap) Member of a Yakuza clan.
    Mr. Johnson n. Refers to an anonymous employer or corporate agent.
    Mundane n. adj. (vul) Non-magician or non-magical.
    Nutrisoy n. Cheaply processed food product, derived from soybeans
    Nuyen n. World standard of currency.
    Oyabun n. (Jap) Head of a Yakuza clan.
    Panzer n. Any ground-effect combat vehicle.
    Paydata n. A datafile worth money on the black market.
    Plex n. A metropolitan complex, or "metroplex".
    Poli n. A policlub or policlub member.
    Razorguy n. Heavily cybered samurai or other muscle.
    Samurai n. (Jap) Mercenary or muscle for hire. Implies honor code.
    Sarariman n. (Jap) From "salaryman." A corporate employee.
    Screamer n. Credstick or other ID that triggers computer alarms if used.
    Seoul Man n. A member of a Seoulpa ring.
    Seoulpa ring n. A small criminal gang with connections to others like it.
    Shaikujin n. (Jap) Lit. "Honest citizen." A corporate employee.
    Simsense n. ASIST sensory broadcast or recording.
    Slot v. Mild curse word.
    Slot and Run v. Hurry up. Get to the point. Move it.
    So ka (Jap) I understand. I get it.
    Soykaf n. Ersatz coffee substitute made from soybeans.
    Sprawl n. a metroplex (see Plex); v. fraternize below one's social level.
    Suit n A "straight citizen." See Shaikujin, Sarariman.
    System Identification Number (SIN) n. Identification number assigned to each person in the society.
    Trid n. Three-dimensional successor to video.
    Trog n. (vul) An Ork or Troll. From "troglodyte." Highly insulting.
    Vatjob n. A person with extensive cyberware replacement, reference is to a portion of the process during which the patient must be submerged in nutrient fluid.
    Wagemage n. A magician (usually mage) employed by a corporation.
    Wetwork n. Assassination. Murder.
    Wired adj. Equipped with cyberware, especially increased reflexes.
    Wizard n. A magician, usually a mage; adj. gear, wonderful, excellent.
    Wizworm n. slang. A dragon.
    Yak n. (Jap) Yakuza. Either a clan member or a clan itself.

     

  •  12/12/2005 4:40:28 PM 763410 in reply to 763387

    Re: Welcome to the shadows

    Wow, that took a long time to read, but yeah I think it sounds cool.  I would gladly join this.  Now on to the process of thinking up ideas for a character.  Heh.
    A life, heh who needs one, I got it all here in RPing and video games.
  •  12/12/2005 9:14:54 PM 763458 in reply to 763410

    Re: Welcome to the shadows

    Yeah, it is a very long read; I put a lot of thought and work into typing that up in hopes that it would inspire you, the players, to put a lot of thought and work in your characters.

    I will be posting an example character once I have finished writing him up to help give you an idea. This character will be on everyone's contact list, he will be your fixer.


  •  12/12/2005 11:09:18 PM 763463 in reply to 763458

    Re: Welcome to the shadows

    Keep in mind this character has been working the shadows for a long time and has gathered a lot of resources over time, he has had the time and money to have aquired all the cyberware he has inplanted, you on the other hand won't have nearly as much or as high of quality.
     
    He will be your Fixer, everyone get's him as a starting contact of which you will be able to choose two more.


    Examples: Arms Dealer, Bar tender, corperate secretary, taxi driver, whoever! These are simply people you know who may have some use to you in for one reason or another during your career as a shadowrunner.

    The fixer's job is to find jobs for you and gather as much intel as he can on it. He sets up the meet between you and the person who is interested in hiring you so that you can discuse the details of the mission. He is also useful for getting equipment and information as well as finding a place for you to lay low for a while should things get to hot for you.

    Real Name: Jasper Bueller

    Runner Name: Gypsy

    Race: Human

    Age: Mid to late twenties

    Sex: Male

    SIN: Knowing him he has a large collection of fake SINs. (It is possible for you to get a fake SIN but unless you clear it with me you will have to get it IN game.)

    Concept: Fixer

    Appearance: Gypsy has a swarthy Mediterranean complexion with tanned skin and black hair cut short; his eyes are vibrant azure that seem to flash with a sly smirk when they can be seen, he is hardly ever seen without black shades regardless of the time or occasion. This man is certainly well off yet he seems to prefer cheap, tacky clothing of clashing colors. He has a taste and style all his own, or rather a lack of taste in his own style… However despite this he is a very likable man, he just seems to ooze charisma. Little does anyone know he actually does ooze charisma in a sense… he has pheromone enhancers. (explained below)

    Strengths and Weaknesses: Charming to the last it is rare that Gypsy doesn’t get his way, he can talk his way out of just about anything; a favorite anecdote of his is when someone tried mugging him and the would be mugger ended up giving him HIS money and the gun too! He also has an extensive web of contacts allowing him to have access to just about anything given enough time and money.

    Gypsy isn’t much use in a fight, he isn’t a very good shot with a pistol which is pretty much all he knows how to use; but hey that’s what hired goons like you are for!

    Personality: Gypsy likes money for the sake of having it; he isn’t so much interested in having nice things as actually having enough cash around to buy anything he might potentially want. He tends to favor exotic sounding music and techno but usually listens to most everything, he is good friends with Dante Passin, owner of the popular night club in down town Seattle Dante’s Inferno and is often found relaxing in the lowest and most exclusive level of this social hot spot.

    A skilled mixologist Gypsy can whip up any drink you could want, he seems to enjoy white Russians the best, that or rum on the rocks. He seems to be a compulsive carouser and makes a habit out of mixing drinks for everyone who comes over, constantly joking and flirting he is a people person.

    Cyberware: Data Jack with headware memory, hearing amplification, sound filter, dampener and recorder. Cyber eyes with cosmetic modifications so that they aren’t obviously cybernetic. An image link, flare compensation, lowlight and thermal with opticam, retinal duplication and vision magnification; he also has voice modulation. All of his cyberware is Alphawear or better. He has the following Bioware: Tailored Pheromones and a Cerebral Booster.

    Magic: Mundane

    Equipment: Gypsy has been at this for a long time and listing all his equipment and available resources would take to long, rest assured if he needs something he has it, can get it, or knows someone who can; with-in reason of course…

    Tailored Pheromones: Pheromones are chemical signals emitted by animals (including humans/metahumans). These pheromones can subconsciously alter other animals’ behavior. Pheromones are usually used as “presence scents,” to establish a zone of dominance or attract members of the opposite sex.

    By altering an individual’s swear glands, specially designed pheromones may be released, dispersing in the area and subtly influencing others. These tailored pheromones are full-spectrum, boosting all pheromone scents, not just sex-oriented ones. Pheromone augmentation continues to function even if the person is in the presence of another person with tailored pheromones.

    Pheromones are species-specific; though human and metahuman pheromones are similar, pheromones will have no effect on non-humanoid creatures. Tailored pheromones are designed to affect all meta types equally.

  •  12/13/2005 5:53:20 PM 763541 in reply to 763463

    Re: Welcome to the shadows

    Wow..this is lotsa dedication goin on here. I wouldnt want all that typing to go to waste now would I? Ill gladly join ^^ . Just one question; I was thinking that my character has a cybernetic brain, but a human body. And since I dont know how much essence that would take up, I need to know if you will let that slide.
    Someone once told me to get a life..where can I download one of those?
  •  12/13/2005 9:19:49 PM 763557 in reply to 763541

    Re: Welcome to the shadows

    That is some very advanced tech... like the type of tech that would be made by a mega corp... the type they wouldn't want out of their hands... If we where to do something like that you would be constantly hunted by the corperation, which would be a very VERY bad thing. I don't think it would work very well, considering the starting character power I am going to have you and anyone who tries to aid you would quickly be captured.
  •  12/14/2005 6:47:27 AM 763579 in reply to 763557

    Re: Welcome to the shadows

    Hey look!  Another lost soul has returned to the land of the RPG forum! 

    This game sounds like fun.  I'll attempt to make a character in the near future.  No clue how long it'll take, this is a pretty extensive creation guide.

    What's the best support character?  I'm fond of playing whatever class is best suited to aiding the frontrunners of the team.


    Avatar a product of the amazing webcomic-year one. yearone.spiderspawn.com
  •  12/14/2005 3:37:07 PM 763603 in reply to 763579

    Re: Welcome to the shadows

    Hey I talked to Blood Sorceror and he actually knows about this style. He said he plans on joining this Rp. Hey does anyone else has AIM? Mine is Darknesslord13 I know of Twitches and well if we are to make a full party of well planed we should be able to talk and all that. Because Twitch said we need to work together and Blood Sorceror also said that we would need a full party to do well.
    A life, heh who needs one, I got it all here in RPing and video games.
  •  12/14/2005 3:42:24 PM 763604 in reply to 763579

    Re: Welcome to the shadows

    Well riggers and deckers are good for support as they have very specific uses, riggers tend to be transportation (or in the case of a drone rigger you can have a bunch of different robots under your control each suited for a different task.) and deckers really only come into play when you need to do something on the matrix. Of course you could also be a mage/shaman that specializes in healing/buffing the group and/or debuffing the ememies. Not to forget mundane medics and the like, having someone who can implant (or remove) cyberware on your team is very useful as they don't tend to charge you up the nose like a shadowdoc would.

    I think the best thing for you guys to do is discuse what roles you want to fill and then I can help advise you on that.

  •  12/15/2005 6:45:34 AM 763658 in reply to