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''Shadowrun'' takes place several decades in the future (2050 in the first edition, currently {{#expr:{{CURRENTYEAR}}+62}}. In 2011, the end of the Mesoamerican Long Count calendar ushers in the "Sixth World", with once-mythological beings (e.g. dragons) appearing and old forms of magic suddenly starting to work. Large numbers of humans "goblinize" into orks and trolls, while human children begin to be born as elves, dwarves, and even more exotic creatures. In North America, Native American tribes discover their traditional ceremonies allow them to command powerful spirits, and rituals associated with a new Ghost Dance movement let them take control of much of the western U.S. and Canada, where they form a federation of Native American Nations. Seattle, Washington remains under U.S. control by treaty as a city-state enclave, and most game materials are set there and assume campaigns will use it as their setting.
 
''Shadowrun'' takes place several decades in the future (2050 in the first edition, currently {{#expr:{{CURRENTYEAR}}+62}}. In 2011, the end of the Mesoamerican Long Count calendar ushers in the "Sixth World", with once-mythological beings (e.g. dragons) appearing and old forms of magic suddenly starting to work. Large numbers of humans "goblinize" into orks and trolls, while human children begin to be born as elves, dwarves, and even more exotic creatures. In North America, Native American tribes discover their traditional ceremonies allow them to command powerful spirits, and rituals associated with a new Ghost Dance movement let them take control of much of the western U.S. and Canada, where they form a federation of Native American Nations. Seattle, Washington remains under U.S. control by treaty as a city-state enclave, and most game materials are set there and assume campaigns will use it as their setting.
  
In parallel with these magical developments, the setting's early twenty-first-century features technological and social developments associated with cyberpunk science fiction.
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In parallel with these magical developments, the setting's early 21st century features technological and social developments associated with cyberpunk science fiction.
 
 
 
Megacorporations control the lives of their employees and command their own armies; the ten largest have extraterritoriality, such as now enjoyed by foreign heads of state. Technology advances make cyberware (mechanical replacement body parts) and bioware (augmented vat-grown body parts implanted in place of natural organs) common. The Computer Crash of 2029 led to the creation of the Matrix, a worldwide computer network that users interact with via direct neural interface. When conflicts arise, corporations, governments, organized crime syndicates, and even wealthy individuals subcontract their dirty work to specialists, who then perform "shadowruns" or missions undertaken by deniable assets without identities or those that wish to remain unknown. The most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done. They have developed a knack for staying alive, and prospering, in the world of ''Shadowrun''.
 
Megacorporations control the lives of their employees and command their own armies; the ten largest have extraterritoriality, such as now enjoyed by foreign heads of state. Technology advances make cyberware (mechanical replacement body parts) and bioware (augmented vat-grown body parts implanted in place of natural organs) common. The Computer Crash of 2029 led to the creation of the Matrix, a worldwide computer network that users interact with via direct neural interface. When conflicts arise, corporations, governments, organized crime syndicates, and even wealthy individuals subcontract their dirty work to specialists, who then perform "shadowruns" or missions undertaken by deniable assets without identities or those that wish to remain unknown. The most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done. They have developed a knack for staying alive, and prospering, in the world of ''Shadowrun''.
  
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==Fictional universe==
 
==Fictional universe==
The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. Among other things, this split humankind into subtypes, also known as metatypes/metahumans. Some of these metatypes take the form of common fantasy races. Likewise, some animals have turned into familiar monsters of past fantasy and lore and both monsters and human magicians have regained magical powers. By the second half of the twenty-first century, in the time the game is set, these events are accepted as commonplace. Man, machine, and magic exist in a world where the amazing is among the most common and technology has entered into every facet of human (and metahuman) life.
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The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. Among other things, this split humankind into subtypes, also known as metatypes/metahumans. Some of these metatypes take the form of common fantasy races. Likewise, some animals have turned into familiar monsters of past fantasy and lore and both monsters and human magicians have regained magical powers. By the second half of the 21st century, in the time the game is set, these events are accepted as commonplace. Man, machine, and magic exist in a world where the amazing is among the most common and technology has entered into every facet of human (and metahuman) life.
  
 
===Races===
 
===Races===
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===Game background===
 
===Game background===
  
The game is set 63 years in the future, following a great change that has returned magic to the world. The emergence of magic, the outbreak of the Virally Induced Toxic Allergy Syndrome plagues, the Computer Crash of 2029, the Euro-Wars, and the fevers for independence of Amerindian tribes, Chinese provinces, and everything else that came with the many struggles that ravaged Europe and Asia during their struggle left the world's governments tumbling and falling. The United States was broken into substates. Monetary value was lost. The world had to rebuild, and rebuild they did, this time in the image of the megacorporations that seized power. Taking advantage of the laws that had been passed years ago, and using their newfound freedom, the megacorps began impressing their power on the failing governments. Before long the world was transformed. Boundaries were redrawn, and the political landscape was changed forever.
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The game is set 63 years in the future, following a great change that has returned magic to the world. The emergence of magic, the outbreak of the Virally Induced Toxic Allergy Syndrome plagues, the Computer Crash of 2029, the Euro-Wars, and the fevers for independence of Amerindian tribes, Chinese provinces, and everything else that came with the many struggles that ravaged Europe and Asia during their struggle left the world's governments tumbling and falling. The United States was broken into substates. Monetary value was lost. The world had to rebuild, and rebuild they did, this time in the image of the Mega-Corporations that seized power. Taking advantage of the laws that had been passed years ago, and using their newfound freedom, the Mega-corps began impressing their power on the failing governments. Before long the world was transformed. Boundaries were redrawn, and the political landscape was changed forever.
  
 
===The nations===
 
===The nations===
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''Magicians'' are able to cast spells, summon spirits, and create magical artifacts called "foci". All magicians follow traditions that determine their understanding of magic. These traditions include ''hermetic mages'', whose control of magic comes through study and manipulation of magical energy or ''mana'', and who summon and bind elementals in lengthy and expensive rituals to be called on later; and ''shamans'', whose magic derives from a connection to nature via a ''totem spirit'', and who can summon the nature spirits associated with a particular place.
 
''Magicians'' are able to cast spells, summon spirits, and create magical artifacts called "foci". All magicians follow traditions that determine their understanding of magic. These traditions include ''hermetic mages'', whose control of magic comes through study and manipulation of magical energy or ''mana'', and who summon and bind elementals in lengthy and expensive rituals to be called on later; and ''shamans'', whose magic derives from a connection to nature via a ''totem spirit'', and who can summon the nature spirits associated with a particular place.
  
''Adepts'' use magic internally in order to accentuate their natural physical abilities. Adepts can run on walls, use mundane objects as deadly thrown projectiles, shatter hard objects with a single unarmed blow, and perform similar feats of incredible ability. All adepts follow a very personal path (Path of the Warrior, Path of the Artist, etc.). This path normally determines their abilities which might be very different for any two adepts: while one might demonstrate increased reflexes and facility with firearms, a second might possess unparalleled mastery of the ''katana'', and a third might be able to pull off incredible vehicular stunts.
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''Adepts'' use magic internally in order to accentuate their natural physical abilities. Adepts can run on walls, use mundane objects as deadly thrown projectiles, shatter hard objects with a single unarmed blow, and perform similar feats of incredible ability. All adepts follow a very personal path (Path of the Warrior, Path of the Artist, etc.). This path normally determines their abilities which might be very different for any two adepts: while one might demonstrate increased reflexes and facility with firearms, a second might possess unparalleled mastery of the katana, and a third might be able to pull off incredible vehicular stunts.
  
 
''Mystic adepts'', also known as physical mages, are part magician and part adept. They distribute their magic power between the abilities of both aspects.
 
''Mystic adepts'', also known as physical mages, are part magician and part adept. They distribute their magic power between the abilities of both aspects.
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===Video games===
 
===Video games===
Four video games have been developed based on the ''Shadowrun'' franchise; the first in 1993 was an action RPG titled ''Shadowrun'' developed by Australian software company [[Beam Software]] (now Melbourne House) for the SNES console. The second also titled ''Shadowrun'', was for the Mega Drive in 1994 developed by US company BlueSky Software. The third game was an interactive fiction adventure game developed by Japanese company Group SNE in 1996 for the Sega CD console, again titled ''[[Shadowrun (Mega CD)|Shadowrun]]''. A fourth game for the [[Personal computer|PC]], titled ''Shadowrun: Assassin'', was to be released in 1998 by US company [[FASA Interactive]]. However, the game was canceled.<ref>Nightmare and Kurt Kalata. [http://www.hardcoregaming101.net ''"Hardcore Gaming 101: Shadowrun"''.]</ref>
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Four video games have been developed based on the ''Shadowrun'' franchise; the first in 1993 was an action RPG titled ''Shadowrun'' developed by Australian software company [[Beam Software]] (now Melbourne House) for the SNES console. The second also titled ''Shadowrun'', was for the Mega Drive in 1994 developed by US company BlueSky Software. The third game was an interactive fiction adventure game developed by Japanese company Group SNE in 1996 for the Sega CD console, again titled ''[[Shadowrun (Mega CD)|Shadowrun]]''. A fourth game for the [[Personal computer|PC]], titled ''Shadowrun: Assassin'', was to be released in 1998 by US company [[FASA Interactive]]. However, the game was cancelled.<ref>Nightmare and Kurt Kalata. [http://www.hardcoregaming101.net ''"Hardcore Gaming 101: Shadowrun"''.]</ref>
  
 
The fourth and latest game released is a first-person shooter for the Xbox 360 and Windows Vista and is titled ''Shadowrun''. It was developed by FASA Interactive, owned by Microsoft Corporation, which also produced the title. This latest title is the very first game that allows cross-platform play between Xbox 360 and Windows Vista users on the Live for Windows service. Despite sharing the same name as the RPG, the video game has sizable differences from it; as the publishers of the ''Shadowrun'' role-playing game stated at the time of the video game's release: "Microsoft rewrote the timeline and setting for this game, so it is not in continuity with the tabletop RPG. It may be more accurately described as a game loosely based on ''Shadowrun''."
 
The fourth and latest game released is a first-person shooter for the Xbox 360 and Windows Vista and is titled ''Shadowrun''. It was developed by FASA Interactive, owned by Microsoft Corporation, which also produced the title. This latest title is the very first game that allows cross-platform play between Xbox 360 and Windows Vista users on the Live for Windows service. Despite sharing the same name as the RPG, the video game has sizable differences from it; as the publishers of the ''Shadowrun'' role-playing game stated at the time of the video game's release: "Microsoft rewrote the timeline and setting for this game, so it is not in continuity with the tabletop RPG. It may be more accurately described as a game loosely based on ''Shadowrun''."
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[[Category:Battletech Media Franchise]]
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[[Category: Miscellaneous]]

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