Avatar of Tessaract
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    1. Tessaract 8 yrs ago

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Bio

God keep me from ever completing anything.

Most Recent Posts

@Mercenary Lord@TheUnknowable@Lasrever@snake153@HeySeuss

And things are up and ready to go! If anyone has any question about CSs, or anything else feel free to send them my way!
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W A R N I N G B I O M E T R I C R E C O N S T R U C T I O N R E Q U I R E D

Please post sheets to the OOC or PM them to me for approval.
C H A R A C T E R S H E E T


Image goes here
Name | Age | Species:
A telling quote


Alias:

Most shadowrunners don't use their real name for various reasons. So what do people call them?


Appearance:

An optional category. If you want to extrapolate on the image above.


Background:

Where they come from and how they got here. I'm not a fine of making a personality section because we should be able to get a good feel of what a character is like from their background.


Skills:

Every shadowrunner has skills that they bring to the table. Some are good at magic. Some are novahot deckers. Others are really good at making things explode. Tell us about those skills.


Equipment:

The tools of the trade that they carry on them. This includes armor, weapons, and the like. You can look at this for reference. This section can be done in a list format if you prefer.


General Nonsense:

Anything else of importance you would like to note.





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!
Hey folks update for you! So I've finished the work on the OOC part. Still gotta make some final edits but I figure you guys can at least get a proof of concept while I'm finishing up on the character sheet stuff.



@HeySeuss
I'd love to have you, if you are up to it!

@Mercenary Lord
The harebrained schemes games are great! Yeah they take place during the timeframe of the 1st and 2nd editions of the game, 2075 is the current editions. The short end of it to catch you up to speed goes something like this. Another Crash happens and the Maxtrix basically falls apart. They recreate it in a new wireless format as wireless internet and the like became a thing when the originals still had really fancy dial-up. Besides that though things pretty much maintained the status quo. There are Technowizards no though, those guys are pretty cool and gives a Decker PC somebody to hang out with in the Maxtrix. The stuff in the OOC should help explain it about. Though really I don't expect anyone to be masters of the stuff and the history, heck I've been playing the tabletop game for like ten years now and I don't know everything! (I won't really be calling in on any lore stuff really, just using the Unvierse to help set the scene. And tell a story that can really only be told in this awesome Universe.)

@Lasrever
That sounds like a plan! And you shouldn't have to worry too much hopefully! Most of its pretty self-explanatory and the stuff that isn't well I'm going to be explaining some of it in the OOC hopefully! And if you have any other question feel free to ask and I'll try my best to help!

@snake153
Yay!

Alright some info for everybody including @Mercenary Lord@TheUnknowable

Work on the OOC is starting now that I'm home. Things should by my current schedule be up sometime tonight! In the meantime if I could intruded upon your folks time just a little bit to answer three little questions.


Your preferred name/what you want me to refer to you as a player:
Your Timezone:
If you want my to set up some kind of discord or chat thing:

It's only fair that I go first right?

Name?: Tessaract works, but most people end up just shortening it to Tess whatever works for you.
Timezone?: I'm home currently so that means UTC -8:00 when I head back to school that switches to UTC -5:00.
Chat?: I frankly don't care, I know that some people like it and some others don't. Whatever you folks think is best.
@Mercenary Lord
I ALSO LOVE SHADOWRUN!

@TheUnknowable
He sounds fine! A varied group is a good group, can't be much of a ragtag group of misfits if they aren't ragtag after all. That and 'queer bedfellows' always ends up causing something of interest. So hopefully we will have a varied group from a wide berth of backgrounds. Techies, magical-types, street samurai, inexperienced, and experienced. The works really!

Anyway folks if you have any questions feel free to ask and I'll do my best to answer them. No promises though! ^_^


tl;dr

What is this?: A RP set in the Shadowrun Universe
Shadowrun?: Think Bladerunner or Neuromancer but with a splash of dragons and magic.
Alright cool, but what is this RP about?: A world-spanning conspiracy, a secret war, and a dead god.
What about the tone?: Serious, but not a constant angst fest either. You gotta be able to laugh in the face of death right?
How big is our team gonna be?: No smaller than three and no bigger than six. Though things change admittedly.
Posting Requirements: I'm just getting my feet wet again so nothing too major. Once a week sounds pretty ideal.

S H A D O W S P R O S P E R

2075, the center is still holding. Barely.

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.

Our tale begins in the Thule Protectorate, formerly Iceland now underneath the banner of the Trans-polar Aleut Nation or T-PA with greater Thule (Greenland). Here we begin in the Free City of New Reykjavik. Built from the dredged up ruins of Old Reykjavik primarily with the help and funding of Saeder-Krupp Schwerindustriegesellschaft, one of the seven founders of the Corporate Court, and one of the strongest megacrops in the world. As a result, Saeder-Krupp has what some would call a special relationship within the city. Anything can be bought or sold in New Reykjavik for the right price and many end up seeking their fortune there looking upon the bounty of the Arctic. You, are a Shadowrunner maybe a Reykjavikian born and breed, or maybe an out-of-towner. Doesn't matter really, what matter is that you answered a job offering, on one of the many illicit forums that types like you use to go steal a data chip from the estate of one Henrik Feuersturm, a corporate type in charge of Saeder-Krupp's operations in New Reykjavik. And soon enough you and your newfound allies end up falling into a corporate conspiracy that might just well change everything.

Just try not to get yourself killed alright?

C O N C L U S I O N

Hiya! You've made it to the end of the line. I'm Tess, and I'm gonna be your GM for this RP if it actually manages to get off the ground. You may still have some questions, so I'm going to do my best to try and answer them. I'm looking for a small group of people (no bigger than six) that would like to participate in this adventure through the Shadowrun Universe. I'm trying to keep the group small mostly because I've found smaller groups allow the creation of better relationships between characters and I'm a tad-rusty at this whole GMing thing. And if you are wondering if this RP is the right fit for you well if you like high-octane gunfights, mysterious corporate intrigue, morally grey characters getting roped into saving the world, stories of found family and friendship, cyborgs or wizards, or even better cyborg wizards this may just be the RP for you. I truly hope I'll have the pleasure of RPing with some of you!


Another update. Pains me to say this, but some things have come up and to honor prior commitments it seems I won't have time to actually give this thing the love it deserves in terms of actually GMing it. And me half-assing it would only be unfair to you guys and that is not nice. :[ Maybe next time folks, feel free to cannibalize the idea as you desire.

@Onarax@Utrax@Onarax@Damiann47@Immortius@Baklava
Update for you magical people! Sorry about the relative silence, I've been stuck studying mostly for a fairly big exam I have tomorrow. That being said most of the OOC is completed, just gotta finish up some minor details and my own CS. Should have something up either today or tomorrow at the latest!
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