Shadowrun
Hmmm... been a while since my last rp. Well I had this one approved beforehand by Sel, and I've taken the time to add a bit. It is an rp based on the tabletop rpg of the same name made by FASA.
Brief History
The year is 2081, over seventy years have passed since magic returned to the world. Elves, dwarves, orcs, troll, among many other "mythical" creatures have turned into their true forms, casting off humanity. This event, known as the Awakening, forever changed the face of the planet, indeed, reality itself.
The years following the awakening was not a good time. The global culture shock plunged the world into darkness, despair, and chaos as order crumbled. Cultures that attempted to stay true to their mystical heritage now found it in their power to wield magic again, and they took revenge against those entities that oppressed them for so long. The great nations which used technology were unprepared to defend themselves adequately against the new powers. Wars raged between the tech users and the magic users. A mysterious virus collapsed the vast telecommunications network silencing all global communications, dragons roamed the skys, and clashes between demi-humans and humans were a common occurance.
The face of earth, civilization itself was almost lost. But out of the smoke and silence, a new social order evolved. Unstable but resiliant was this order. Ecogroups used their powers to wage war on polluters and heal the earth. Former superpowers shattered into smaller nations and city-states, as fear rose, so did the divide between those of separate backgrounds. Metroplexes - vast metropolitan sprawls - began to cover the landscape as well, literally creating massive urban jungles, a ecosystem of its own right. Megacorporations became the new world superpowers, governed by their own laws, their own citizenship. They house their corporate families in secure enclaves and compounds, safe behind walls of security and indoctrination. Outside of these arcology walls and gated communities, the rift between the privlaged and the forgotten was horrifically aparent. Gangs rule the streets, and organized crime rules the underworld. Still the unprivalaged masses grew, and these dregs of society, these outcasts and rebels survived on pure predatory instinct squatting in long abandoned buildings and compounds. And indeed, in their own way, flourished.
In spite of the advent of magic, the Megacorporations saw to the expansion of technology, and amidst the storm of chaos, technology exploded. Just as magic changed the very being of people, so did technology. It became commonplace for people, both inside and outside the Metroplexes to augment themselves through cyborgization (excluding, of course, those who sold themselves to the ways of magic). Cyberware was indeed the second path of evolution, diverging from magic. Some people acquired implants that allowed them to interface directly with machines. Others sought to push the envelope of their physical capabilities, testing themselves in the urban jungle against other “street samurai.” Humans and metahumans alike became stronger, smarter, and faster.
They world has grown to adapt both magic and technology, both roads seen as little more than tools to get by in todays society. The year is 2081, and the Megacorporations still hold the world in the palm of their hands, contesting with each other of credits, influence, and power. It is in the rifts between these Megacorporations that a Shadowrunner makes a living. In a time and society where self-sufficiency is vital, and dependence is as good as death the Shadowrunners are professional soldiers. And there is always various... enterprises that the megacorps need done but they don't want to dirty their hands. Instead they hire Shadowrunners, the perfect deniable asset. Though shadowrunners “exist” in only the most classified of government and corporate databases, the demand for their services is high. Deckers are employed to slide like whispers through the visualized 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. And magicians, who possess an ancient gift to wield and shape magical energies, are greatly desired, for obvious reasons. Shadowrunners sell their skills to survive, taking on the extra-legal and dangerous tasks that the corporations are either incapable of doing or unwilling to do themselves. It is in the shadows that a shadowrunner’s reputation is made or unmade.
What is a Shadowrunner?
A shadowrunner is a mercinary who for some reason or another cast of their SIN (System Identification Number) that all people in the world have. A SIN is the complete history of a person, their medical records, credit history, etc. All people who legally exist have one, well officially at least. To be SINless is to not legally exist. One can pretty much do what they want. Of course, anyone can do pretty much anything to a SINless as well. Those that don't exist don't have rights.
This makes the Shadowrunner the perfect deniable asset to those that require a shadowrunners unique talents. From simple delivery of merchandise, to major corporate espionage, to assassination, a shadowrunner is useful for almost anything. And since they don't exist, they are very hard (but not impossible) to track, and more importantly it is harder still to track who hired them.
Shadowrunners are almost alway self sufficient, but oftentimes, shadowrunners band together to tackle a job. Sometimes these teams stick together, sometimes they disperse after one job. Teaming up with others or not is at teh whim of the runner.
Despite having no personal SIN it is ABSOLUTELY nessessary for a Shadowrunner to possess a falsified or stolen SIN to collect, use, and hide credit. Electronic credit is used by 96% of the world. It is otherwise known as Nuyen.
Shadowrunner Archetypes
Street Samurai - AKA Street Sam
"We wear our armour... on the inside." - Street Samurai Proverb
The street samurai is essentially the strong arm type of shadowrunner. Often (though not always) a mix of organic and cyberware modifcations, they are well suited to any physical task. At a street samurai's disposal is a wide array of different cyberware, some cyber parts are legal... some not so legal. The same applies to the amount of weaponary Street Samurai's have been known to use. So guns can only be used by only the most "enhanced" of the Street Sam's. The street samurai's main niche is all out combat, they are truly in their element with guns blazing, and while in groups, they often act as the pointmen. Their main weakness comes from their inability to use magic. Since they augmented their bodies in so "unnatural" and artificial ways, they lose their ability to ever wield magic. For every piece of cyberware, their magical persona's weaken.
Decker (Hacker)-
"What do I like better? The real world or cyberspace? Thats easy, cyberspace, hands down. Why? The sex is so much better there..." - Unknown Decker
The Deckers are the the masters, merchants, and thieves of information. In other words, they are hackers who specialize in shaping and manipulating the cyberspace (aka Matrix) of computer mainframes. The name Decker is derived from the earlier term "Hacker" and the computer deck that plugs directy into their cyberbrain, allowing for easy access into a Matrix. They are highly sought after for their talents, and their prices are rarely cheap. The risk is great to a Decker and it is not uncommon for a decker to not only "die" in a matrix, but have their brain literally fried in the real world after a bad encounter with a dangerous computer firewall. Or worse. However, you will find those all to willing to brave the perils of the Matrix in hopes of cashing in on the worlds most valuable commodity. Information.
Mages/Shamans -
"Shoot the mage first." - Street Proverb
The wielders of the arcane, the conjures of ancient magic, it is not uncommon to find mages or shamans working as Shadowrunners. Naturally distruthworthy of the profane world of the corporations, they often study their art in the shadows, funding their quest for power as well as challenging themselves by becoming shadowrunners. For obvious reasons, their talents are in high demand. What better ally or what deadlier an enemy can one hope for than someone that can manipulate the very reality that governs the world. Magic itself can take almost any form, from hurling fireballs, to traversing the planes of the dead, to healing wounds, to conjuring ancient and powerful spirits and familiars. Where exactly a mages study takes them is very personal, oftentimes dangerous, but always it leads to things undreamt of by man. Mages tend to look at magic as being a tool. Shamans see magic as a living thing to be tamed, respected (or subjegated), and weilded.
Other Importent Jobs
Here are a few other jobs and people a runner might come across.
Mr. Johnson - Refers to an anonymous employer or corporate agent. All employers who hire shadowrunners are known as "Mr. Johnson" regardless of gender, employment, or familiarity. Sometimes they set up shop in bars or dens and represent the interests of their own unknown employer.
Fixer - A fixer is someone who either aquires and distributes jobs for specific shadowrunner(s) or represents the shadowrunner in negoitations. In other words, a middleman.
Lone Star - The "law." More or less a corporate funded police force outside Metroplexes. Enforce corporate law.
Go-Go-Go - Triple G's. Bike ganger or gang member. Many different gang members inhabit Seattle.
Yak - Yakuza. Very little has changed with the yakuza in the last hundred years.
Mob - Sicilian Mob is still active in Seattle, as well as still at war with the Yakuza
Shaikujin - An honest citizen.
Metatypes (Playable):
Humans - Though not nearly as many around as there was in year 2000, due to such disastars and events such as the Plague, the Awakening, and Goblinization, not to mention the man wars in the past seventy years, they are still the most comman race on the planet, and hold a majority. Becuase of this, they look at all other races as minorities. They naturally live up to 90 years or so, however due to cybernetic and magical means, it is very possible for a human to extend there lifetime. However, since advances in cybertechnology and the recent return of magic, how long those life spans can actually be extended is uncertain. There is one unique trait that humans call their own and that is they have the ability to successfully breed with any other race (giving rise to the racial slurr "Breeders" refering to humans). However, when a human and any other metatype bear a child, the child is either completely human, or completely the other metatype, sharing only minor traits of the other parent (hair color, eye color, etc.)
Elves - Elves closely resemble humans in almost every respect, except with elongated features and they tend to be slightly taller on average. With the exception of first generation elves, they also think like their human cousins. However, they tend to be raised on the belief that elves are generally "better" than humans despite their many simularities. Like, but not alike sort of speak. This often gives rise to intense racial tension especially since elves have used their natural charisma to establish themselves in politics. First generation elves, or those humans who changed into elves during the Awakening, are far different from their other breathren. These elves actually have memories that are not their own, memories of what it was like during a time in which magic ruled the world, and the elves were at their golden age, leading many elven scholors to believe some are the reincarnations of long dead elves or their actual spirit hid itself in the genes of humans reestablishing itself during the awakening. Another interesting fact is that all first generation elves in america are of American indian/aztec decent. Many such tribes reestablished themselves through the arcane knowledge of these elves and continue a semi-nomadic life in the wilds, prefering nature to the arcologies of the corporations. All elves aging slows down at puberty, and finally when they appear to be between the ages of twenty to thirty-five, they just stop aging. Elves are also magically inclined, tho they are not restricted to it. However if they become too cyberized, they actually start to age at the same rate as a human. Under humans, they are the second most common race. They possess all the same skin tones as humans, but some elves have a bluish, greenish, or golden hue to their flesh. They also may have any color hair, from black, to brown, to hot pink, to green.
Dwarves - Its not easy being a dwarf. In a society that places immense value on being tall, lithe, and beautiful, a dwarf is at a serious disadvantage as they are none of these things. In times long forgotten, dwarve fuffilled a niche in the deep mines of the earth, crafting exquisite and powerful weapons, or crafting immense castles, in todays modern world, they are miserably obsolete. However, a dwarf possesses one very important trait that makes them productive members (or outcasts) of society and that is their natural understanding of machines, especially hardware, computerware, and just about any machine. Six out of ten of the worlds greatest deckers are dwarves and Saeder-Krupp employs their talents to the fullest when it comes to development (obviously Lofwyr would not let them near distribuiton or any other department). More than any other race, they are oftentimes loners, especially from the company of other dwarves, preferring to keep to themselves. They number slighly above trolls who are the lowest of the "common metatypes" in the world.
Orcs - The third most common type are the most feared and racially stigmatized by the qoute goodly people, unqoute. They are the Orcs. Born from goblinization a few years after the awakening, they can be said to be a cross between a human and a troll (Not to say a half breed, but looking at the general features, to the uninformed, it may be a common mistake). They tend to be about equal to slightly taller than a human, but they are almost always bulky possessing blocky features. They have elongated teeth commonly excentuated by a underbite which makes their teeth stick out slightly. Orcs also share exceptional hearing like their cousins the elves and also have elongated ears, but more narrow then elven ears. They can have a greenish or greyish hue to their skin color and have dark hair, be it dark green, dark brown, or black hair. They sometimes possess horns which can be of any shape or size. They have a generally lower IQ than that of a human, and often possess learning diffiecencies. They also tend to be naturelly more aggressive than their human cousins, though this is an article of debate, orcs never shy away from a fight. While its not unheard of to find a orc working a low paying menial job in a arcology, orcs prefer the sprawls around the arcology as their habitat. Orcs often times congregate into "hordes" which would be equal to a street gang both inside and outside the cities. On an interesting note, first generation orcs tend to age at half the rate of humans while the generations that followed age about the same.
Trolls - Many philanthropists lament at the notion that the trolls are a tragedy waiting to happen. This metatypes are massive creatures, on average standing between 9 to 15 feet high, weighing in at over a ton, and can easily swat away a grizzly bear. They possess many characteristics of a orc, though more excentuated, but perhaps thats becuase of their sheer mass. The tragedy of the trolls is that while the first generation trolls have the mental capacity of a human, and a long life span. However which each new generation, something is lossed. Bit by bit, the trolls reach maturity, last a few years, then die of old age. What frightens people more is that with each generation, trolls are losing their inhibitions and humanity, becoming more and more aggressive. Some experts say that within the next 150 years, trolls will be little more than feral beasts. Some other contest this saying its a failing of the times, that trolls are that way because of the stigmiazation they suffer. No one is certain however.
Other Metatypes (non-Playable):
This is a SHORT list of other creatures that a runner may or may not come across.
Ghouls- Very much alike flesh craving zombies, ghouls are the product of a mysterious virus. They tend to gather into nests in the slums or sewers of large cities, awaiting a unfortunate bystander to come near. They are ravenous, twice as strong as a normal human, and feral.
Spirits/totems - Often called by mages or shamans, spirits are familiurs who oftentimes are a reflection of the summoning mage as they are shaped by his or her mind. They can take almost any form and have an unpredicable array of powers (from possessing people, to igniting or hurling fire, to transforming into usable vehicles). They can sometimes be weakened by physical force, but can only be killed/dispelled by magical means.
Vampires - The mysterious vampire is an enigma and the subject of much debate. No one quite knows when exactly vampires returned to the world. No one quite knows for certain whether they ever left. Some say they came back during the awakening, other state the most reliable reports of vampires came during to plague. One thing is certain, vampires are dangerous creatures. Not only do they crave to blood of the living (especially human and elf blood), they possess a strength equal to that of any troll, and lightening fast reflexes. They also possess mysterious magic-like powers that defy all that is known about common magic. If that wasn't bad enough, they also demonstrated they can force mindless ghouls to do their bidding. A truly frightening creature, but extremely rare.
Dragons - Never bargain with a dragon. Ever. Dragons are probabley the most engimatic of all the magical creatures. Some keep their existance a secret, while others take an active role in the affairs of humans. In fact, the head of the german based Saeder-Krupp is a dragon and for a short time, another dragon known as Dunklezahn served as the president of the United States until his strange disappearence. One thing is common knowledge, dragons know far more of the world than they let on, and their arcane knowledge of magic and intrigue make them the closest things to gods the planet has ever seen. Despite this, a few dragons have been killed, though for beings that have such a true understanding of magic, what is death but a momentary inconvience?... or a choice?
Corporations
They are immune to domestic law, responsible only to themselves, regulated only by the Corporate Court, an assembly of the ten largest corporations in the world, and essentially the superpowers that rule the world:
* Ares Macrotech, 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, Massachusetts. 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 chairholder 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.)
**There are of course many countless other smaller corporations as well as corporations and buisness born from the "Big Ten." There is one corporation that deserves a mention however...
*Nev-Ware Foundation, a upstart corporations that was created around 2072 in east coast former united states in the city formly known as Myrtle Beach, South Carolina. Its was created when it several smaller companies pooled their resources together. Some of which had severed ties with the big ten, drawing criticism from the other corporations. However, despite this, its profit continue to rise at an exponential rate. Their known to deal in Magic, pharmaceuticals, Computer software, and underwater colonizing. Some say they have been known to collect "forgotten" artifacts, magic relics that seem to be appearing as of late. Some have also accused the Nev-Ware Foundation of weapons devolopment though Thomas Allerio, the Chairman of the Nev-Ware Foundation, offically denies this and no concrete proof have been provided to prove the contrary.
Timeline, history of the world
Shadowrun takes place in our world, but not as we know it. While it will START in Seattle (I would like everyone to start in they city or at least end up their close to the begining, it won't be restricted to that. To better understand Shadowrun, you may want to skim through the timeline provided by wikipedia.org. Here is the link...
http://en.wikipedia.org/wiki/Shadowrun_timeline
Character Generation Map:
Name: Any real world name will do regardless of race. Optional.
Street Name: The name your character will be known as. More important than an actual name.
Archetype: Street Samurai, Mage/Shaman, or Decker
Metatype: Race
Sex: Duh
Date of birth: Optional. May simply put "Age"
Description: A physical description, including height, weight, appearance, general clothing style, accents, hair style/length, eye color, etc. etc.
Personality: Indepth personality report
History: The term "History" may be a bit misleading. What I want hear is a first person account, made by your new character, about something that happened to him or her. Be it a report of a shadowrun, youthful days living with a tribe, to how and why they lost their SIN and became a shadowrunner. Its up to you. However I would like it to be at least a paragraph long.
6th World Map. How the world of Shadowrun Looks
http://thor.divnull.com/pub/srun/maps/worldLet.pdf
Approved Players:
Goddess - Decker - Miang
Sniper - Street Sam - Verner
Firewitch - Mage - Seluna
Shri - Mage - Sydra
Glory - Mage - Alexandrou
Silver Edge - Street Sam - Dark Cyril
Manafont - Mage - Velius
Snake - Street Sam - Searoz
Pending:
Ultimatum479 - Bio looks good, just hook up with a street name, and your in,

