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Hidden 7 yrs ago 7 yrs ago Post by Tessaract
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Since the turn of the century, the world has changed in unimaginable ways. The mystical energies of the universe have been steadily rising in power and concentration, bringing magic back to the world—the Awakening. Elves, dwarfs, 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 returned— magicians from all walks of life have carved out a place for themselves in the new world. Though many aspects of the Awakening remain mysterious, modern society has learned much about the workings of magic and how to harness it as a force just as important as technology.

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 mystic heritage used magic in uprisings against the nations that had suppressed them for centuries. The vast global telecommunications network collapsed under an assault by a mysterious computer virus. Dragons soared into the skies. Epidemics and famines 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 hardy 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. Amerindians, elves, orks, trolls, and dwarfs formed new nations. Where environmental degradation and pollution have made many areas uninhabitable, eco-groups wage war on polluters, and Awakened powers use incredible magic 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 had their work contracted out to corporations.

Megacorporations are the new world superpowers, a law unto themselves. The entire planet speaks their language; the nuyen is the global monetary standard; and the highest court in the world is the Corporate Court, made up of members of the top ten megacorporations. 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 escape their miserable existences by slotting addictive Better-Than-Life (BTL) 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 content with the limitations of flesh, many have turned to the artificial enhancements of cyberware to make themselves more than human—stronger, faster, smarter. Others prefer more natural enhancements, augmented organs grown in clinic vats: bioware. Still others deck themselves out in powerful and wearable computing equipment, and manipulate the Matrix or vehicles as if the optical chips and run-flat tires were parts of their own body.

In the harsh reality of 2075 where profit is the most important mistress, the bigger the metroplex, the deeper the shadows. In the cracks between the giant corporate structures, criminals of all shades find their homes. When the megacorps want a job done but don’t want to dirty their hands, they turn to the only people who can pull it off: shadowrunners, deniable assets. Though only the blackest of governmental or corporate databases will even register a shadowrunner’s involvement with a corporation, the demand for his or her services is high. Hackers slide like whispers 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 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 permeate the Earth, are sought after to spy on competitors, sling spells against an enemy, commit magical sabotage, and for any other service that their employers can dream up. All these individuals sell their skills to survive, taking on tasks too dangerous for others; many of them illegal, all of them unsavory.


A C T O N E - C O L D F R O N T

2075, New Reykjavik, a city of ice and steel. A group of shadowrunners have been contracted to break into the Brockengespenst, the estate of one Henrik Feuersturm, the regional operations manger for Saeder-Krupp Schwerindustriegesellschaft, the lofty immovable god of New Reykjavik. They are to steal a datachip located within Feuerstrum's private office on the top floor, at the request of a anonymous contractor. What at first seems nothing more than a standard crash and grab quickly evolves into something much more sinister.


Y O U R G U I D E T O T H E S H A D O W S

Information on the world, technology and the like. More shall be added as the need arises, but if you really have a burning question feel free to ask or consult the Shadowrun Wiki. One very useful page there being the page on slang. Another useful link will probably be this map. (Click to zoom)










I M P O R T A N T M E S S A G E S

Important updates, answers to requiring questions, and other stuff will be posted here. Basically my soapbox from upon which I will yell at you.


S T A N D A R D O P R E A T I N G P R O C E D U R E

Rules and other stuff we should probably get out of the way.

Please don't be an ass.
If something or somebody is making you uncomfortable please speak up.
Communicate. Communicate. Communicate.
Have fun!
Hidden 7 yrs ago Post by ML
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What's the team makeup right now?

I have an interest in kind of a decker-Mage hybrid, if possible

I just don't want to step on anyone else's toes
Hidden 7 yrs ago Post by TheUnknowable
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@Mercenary LordI'm going to be a Decker/rigger hybrid, but we don't have a mage yet and having two deckers can't be that bad.
Hidden 7 yrs ago 7 yrs ago Post by DracoLunaris
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if there's still space in this I am thinking of doing Edit: an illusion mage
Hidden 7 yrs ago 7 yrs ago Post by Tessaract
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Update time.

Sorry for the late reply, Canada Day and all that!

Currently in terms of team we got

A dude that is really good at punching people.
A lady that is really good at shooting people.
@Lasrever Is working on a shaman one that I really like.
@TheUnknowable your working on a rigger/decker.
So @Mercenary Lord leaning more towards magic may be the better option or if you want to make a staight street samurai either either way wouldn't be bad. Or even if you want to do both magic and tech you can be a technomage. But honestly do whatever and we'll make it work!

@DracoLunaris
Sorry, I'd really love to have you at this time. But, I really am trying to keep the team on the smaller side. If any openings come up, I'll be sure to contact you. Sorry and thank you again for your interest!
Hidden 7 yrs ago Post by ML
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How much are we gonna be following the rule books? Is it more a free form rp? I just haven't really ever played as a street Sam or a Mage exclusively, I've always been a jack of all trades, master of decking (bc that's the best way to play the harebrained games)
Hidden 7 yrs ago Post by Tessaract
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@Mercenary Lord
We are using the Universe, not the ruleset. If I wanted to play the tabletop game I'd go get some friends together lol. So it's freeform. You don't need to worry about knowing skills or stuff. As I said do you what you want to do and we will figure it out. Sure in the game having three deckers or something is a bad idea, but here. We are telling a story, not playing a game.
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Hidden 7 yrs ago Post by ML
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I'll see what flows. Maybe write the history before anything else
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Hidden 7 yrs ago 7 yrs ago Post by DracoLunaris
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@Tessaract

oh well, i'll be on my way then. hope you have fun
Hidden 7 yrs ago Post by HeySeuss
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A dude that is really good at punching people.


Gotta have at least one guy that does silent takedowns.
Hidden 7 yrs ago Post by HeySeuss
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Also, as a thought, we should probably come up with contacts lists. Granted, Chen's contacts are on West Coast/Plains North America, but it might be useful to come up with a short and to the point template (three lines) to identify the contact and explain their use to the GM.
Hidden 7 yrs ago Post by ML
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How bouta a technomancer, what's the rule on them
Hidden 7 yrs ago Post by TheUnknowable
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@TessaractI think I finshed my guy. Could you look him over, though?
Hidden 7 yrs ago Post by Tessaract
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Gotta have at least one guy that does silent takedowns.


Well I mean obviously. I also like the contact list idea!.

@Mercenary Lord
Technomancer could be cool! Basically they can hack into computers and even peripheral objects connected to the matrix (like cameras, comm links, security turrets) without having to jack in but instead using something reassembling but not exactly magic. Awakened mages summon spirits and cast spells, Technomancers compile Sprites and execute Complex Forms. Basically what they lack in the power that a deckers rig has, they make up in increased spontaneity and versatility of a more mobile skillset. The 'pranksters' to their leet haxors.

@TheUnknowable
Yep! I'll take a gander in a little bit.

Also everyone seems to be in favor the discord, so I'll get thst link up tomorrow. Keep up the good work everybody!
Hidden 7 yrs ago Post by snake153
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Will building an alchemist/sniper character be fine?
Hidden 7 yrs ago Post by ML
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Can technomancers have magical aptitude as well, or is it only one or the other? I really just don't know anything about technomancers lol
Hidden 7 yrs ago Post by Tessaract
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@snake153
Don't see why not.

@Mercenary Lord
One or another. The powers they use are similar to magic but distinctly of their own variety. So people end up showing potency for one or the other.
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Hidden 7 yrs ago 7 yrs ago Post by Tessaract
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Today's update!

@TheUnknowable@Mercenary Lord@HeySeuss@snake153@Lasrever
I set up the discord channel. Follow this link. Follow the magical instructions and all shall be well. I shall also link it on the first page!

@TheUnknowable
CS is completely serviceable. No major problems on my part. Personally, I would of made the background a little longer, but that is more of a taste thing so don't worry about it too much, it still manages to get the message across!

Also work has begun on the IC post, so that once our two other friends finish up on their CSs, we can hopefully just jump right in without too much delay!
Hidden 7 yrs ago 7 yrs ago Post by ML
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Arn Einarsson | 26 | Species: Half-Elf
"I would tell you to go to hell, but I do not want to see you there."


Alias:

Aeon


Appearance:

Arn is stylistically a street mage. He wears their stereotypical long coats which ward off the cold and disguise him from prying eyes. When more natural clothing is required, he wears graphic tees and jeans. Shorts are a rarity, if ever. His hair is dyed blue, but only because his hair glows blue when casting spells. It's harder to tell when Arn is using magic when his hair is always the same color. Instead, one must watch his eyes, which also glow brightly when channeling.


Background:

Arn has traveled to many places over the course of his short life. He was born to Einar, a human and Oddny, and elf, who had made their home in the then-Flux State of Berlin. He grew up running the streets of a chaotic microcosm. His friends were drug dealers, shadow-y tech salesmen, and street urchins. By all accounts, he should have ended up as an addict, selling his body, mind, and soul for another dose of Cram.

Instead, his father Einar found employment as a guard working for Sternschutz Security. He was a big man, given some low-tier chrome as part of his job. Once, Arn went wandering through the streets with his father, and became separated. When Einar found a junkie trying to hook his son up on something or other, he separated the dealer's arm from his shoulder.

Nobody tried to sell to Arn after that. Instead, the streets adopted him into their fold. None of the gangs cared enough about him to go after his father, and the unaffiliated were so terrified of Einar that, more than once, Arn returned home with more money than he'd left home with.

In retrospect, Arn should have been killed, or eaten, or mutilated, but he survived through a combination of luck and the watchful eyes of his father and friends.

When the corporate forces invaded in 2055 on behalf of the German government, Einar had been informed in advance by his employers of the event. He somehow managed to leave Sternschutz amicably, choosing instead to return to their home country, partially due to the failing health of Einar's father.

Once in New Reykjavik, Arn resumed his youth, growing from boy to young man. His father cared for his grandfather, and his mother returned to work as a Saeder-Krupp employee. He saw little of his mother after that. If not for the family home passed down through generations, Arn's family would have lived in a tiny corporate-owned apartment.

Then, one day, as Arn left to travel the streets of New Reykjavik on his thirteenth birthday, he accidentally set a cabbage cart on fire. As an elf, he'd known he was likely to have magic, but he hadn't ever expected it to actually happen to him. As it turned out, that cabbage cart was part of a series of carts who frequented the city, and now they were out for his blood.

For months after that, Einar kept Arn inside, shuttered away from the outside world. Arn became more and more rowdy, until he was liable to set the house on fire as well.

On an utterly unimportant day, a small, indo-chinese man knocked on their door. Einar nearly sent the man sprawling until the man, whose name was Talc, created fire in his hand. It took only a short time for Talc to convince Einar of his legitimacy.

From then on, Talc trained Arn. They started in Einar's home, practicing spells under Einar's watchful eye. As Arn's skills grew, he and Talc hit the streets, and Arn found that the cabbage stall was much less irritated with him when he created a new stall for them, bigger and better than the old.

Arn ran the streets with Talc for a decade, learning his craft, talking with the locals, and coming to call New Reykjavik his home. During that time, he lived as a rat. His mother made little money, and Talc was destitute as well. Together, with their illusions and light hands, the pair pulled off plenty of pickpocketing and con jobs on the upper-middle class. Enough to get by.

It didn't last. When Arn was twenty-three, Talc was caught trying to get into a Saeder-Krupp vault. He'd flown too close to the sun. Arn never saw the man again, and he was left to make his own living on the New Reykjavik streets.

Luckily, he'd made friends and built bridges, and while it isn't the easiest living, he manages. He keeps his head down when he can, but is capable of biting wit when required. Recently he made the jump from street rat to shadowrunner, with the promise of a great profit overriding his self preservation.


Skills:

Arn is a well-versed mage who specializes in battlefield control and manipulation. He is primarily skilled in illusions and manipulation spells, though he is competent as a healer and a combat mage. Detection is his weakest category of spellcasting.

Due to his movement throughout various areas of the world as he grew up, Arn can speak multiple languages, including English, French, German, Icelandic, City Speak, and rudimentary Mandarin (which he learned from one of his magical instructors).

Other skills include:
-lockpicking/knot tying
-sleight of hand/pickpocketing
-climbing
-handwriting forgery
-rudimentary hacking/hotwiring
-???


Equipment:

-General Mage materials
-Commlink
-Knife for self defense and carving
-Empty Credstick
-Fake SIN under the name "Kennedy Snow"


General Nonsense:

One day, when Arn was fifteen years old, a little black cat followed him home from his instruction. He's named it Skuggi. It seems to be a fairly magical cat, as he has witnessed it disappear and reappear through doors. Also, it may or may not be immortal, as it doesn't seem to be getting any older as time goes on.
Hidden 7 yrs ago Post by Tessaract
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@snake153@Mercenary Lord
Not to rush you guys. Cause I'm fine with waiting as long as everybody else is fine with waiting, but how goes the sheets?
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