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Shadowrun is a cyberpunk-urban fantasy cross-genre role-playing game (RPG), set in the years 2050-2070 following a great cataclysm that has brought use of magic back to the world, just as it begins to embrace the marvels (and dangers) of technologies such as cyberspace, omnipresent computer networks, genetic engineering, and the merger of man and machine called cyberware. Despite its departure in some respects from the "mainstream" cyberpunk genre, Shadowrun is perhaps the best-known and most popular RPG for this genre.
HistoryShadowrun was developed and published by FASA Corporation from 1989 until early 2001, when FASA closed its doors and the property was sold to WizKids who licenses the RPG rights to the current publisher, Fantasy Productions (also known as FanPro, who are also responsible for the German version). WizKids produced an unsuccessful collectible action figure game based on the property called Shadowrun Duels.
The Shadowrun role-playing game, various expansions, and a Shadowrun collectible card game have won Origins Awards. The fourth edition also won the prestigious independent Ennie Awards for Best Rules as well as for Best Product in 2006. SettingRacesCharacters in Shadowrun can be humans, orks, trolls, elves and dwarves, as well as certain diverging subspecies (known as metavariants) such as gnomes, giants, minotaurs, et cetera. As magic returned to the world, Humans began to give birth to infants of these races, a phenomenon called Unexplained Genetic Expression, or "UGE". In addition, some juvenile and adult humans "goblinized" into other races (mostly orks, but also some trolls). The term metahuman is used either to refer to humanity as a whole, including all races, or to refer specifically to non-human races, depending on context. Two of the metahuman races have fictional languages. Many elves speak Sperethiel which some of them—being immortal—remember from the last age of magic. Some orks speak Or'zet, which was forgotten until the will of an assassinated dragon released The Or’zet Codex to the public.
History
The emergence of magic, the outbreak of the VITAS plagues (Virally Induced Toxic Allergy Syndrome), the Computer Crash of 2029 (caused by a complex and nearly unstoppable computer virus called "The Crash Entity"), the Euro-Wars, in which the western-European countries once fought off an invasion from neo-communist Russia and then a pan-Islamic invasion like that of 800 years ago, and the fevers for independence of Amerindian tribes, Chinese provinces, etc. left the world governments tumbling and falling. With the fall of the existing political structures, mega-corporations emerged as the new superpowers. The NationsAs the world endured the string of state changing events and conflicts, the political landscape fragmented and reformed. In North America, for example, some nations broke apart and reformed, as was the case with the Confederated American States and the United Canadian and American States; others became havens for specific racial or ethnic groups, like the councils of the Native American Nations or the Elvish principality of Tír Tairngire; and some, like the California Free State, simply declared independence, or became defacto corporate subsidiaries like Aztlan to Aztechnology. Despite the new role of megacorporations, many nations still hold considerable sway through economic, social and military means. The CorporationsThe monolithic "enemies" of the Shadowrun world (borrowing heavily from cyberpunk mythos) are the Corporations, dubbed "Megacorporations", "Megacorps", or simply "megas" or "corps" for short. Megacorporations in the 21st century are massively global, with all but the smallest corps owning multiple subsidiaries and divisions around the world. They are the superpowers of the Shadowrun universe, with the largest corporations having far more political, economic, and military power than even the most powerful nation-states. In Shadowrun, corporations are effectively "ranked" by the amount of assets under their control, including material, personnel, and property, as well as profit. These ranks are A, AA, and AAA; AAA corporations are top tier. Most corporations in the AA and AAA level are immune to domestic law, responsible only to themselves, and regulated only by the Corporate Court, an assembly of the ten AAA-rated corporations. All AAA-rated, and most AA-rated corporations also exhibit a privilege known as “extraterritoriality”, meaning that any land owned by the corp is sovereign territory only to the corp. and immune to any laws of the country within. 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. The AAA corps, and numerous minor corporations, fight each other not only in the boardroom or with tricky deals, but with physical destruction, clandestine operations, hostile extraction or elimination of vital personnel, and other means of sabotage. Because no corporation wants to be held liable for damages, it has to be done by deniable assets: shadowrunners, invisible to the system where every citizen is tagged with a System Identification Number (SIN). They are outcasts, from the streets or disillusioned ex-corp/government/military personnel who threw off the shackles of corp society to achieve freedom. They chose or were forced to work in the shadows cast by the gigantic corporate buildings to support their living. Players of Shadowrun generally assume the role of these shadowrunners. The Big TenThe Big Ten, the AAA Megacorporations (as of 2070):
Former AAA Megacorporations
Shadowrunners are likely to have frequent contact with one non-AAA corporation, Lone Star Security Services. Lone Star is a corporation that has taken over majority of law enforcement services in the UCAS. Lone Star tends to avoid unprofitably dangerous areas such as the Seattle barrens (Puyallup and Redmond). TechnologyDespite the Crash which caused much data corruption, technology advanced at a tremendous rate. Cyberware, technical implants, and Bioware, genetically engineered implants which enhance a person's abilities, emerged. The MatrixOriginally, direct neural interface technology enabled humans and metahumans to directly access computers and the Matrix, the global computer network restructured after the 2029 Crash. Access to the Matrix was accomplished by "deckers": individuals that have cyberdecks which are futuristic equivalent to modern day laptop computers. These interface machines are connected to the brain through a Datajack generally located at the temple or behind the ear. The "deck" would then be plugged into a port that is connected to the Matrix at large. The Matrix was originally based on ideas by William Gibson and the cyberpunk literary genre. In Shadowrun 4th edition, the Matrix rules have changed, thanks to the setting's constant evolution and a drive to match real world technological developments. After the second Matrix crash in 2064, Matrix technology was moved away from the wired network and led into a wireless technology. This technology was originally proposed in the early 2060s by Transys Neuronet and Erika, now part of NeoNET. The most noticeable difference between the Matrix in the 2070s and the earlier editions is the widespread use of wireless technology. Communications and Matrix access is done through a Personal Area Network (PAN), managed through an individual's Commlink, a combination personal computer/cell phone/PDA/wireless device that hooks into the Matrix through wi-fi nodes placed in every city's infrastructure. The other major difference in the Matrix of the 2070s is the use of Augmented Reality, where a person hooked to the Matrix through their Commlink has their vision imprinted (through direct neural implants or special glasses) with the same files and images that one would see on a computer desktop. This allows many users to stay on the Matrix constantly while walking around in normal space (though the traditional full-immersion Virtual Reality is still accessible). Cyberdecks are obsolete, so "deckers" have once again become "hackers". In addition, the otaku of previous versions (deckers who did not need decks to access the Matrix) have metamorphed into technomancers, who have an innate connection to the Matrix and are capable of entering into a wireless network with no special equipment. The use of the term 'Matrix' in the Shadowrun game to refer to an immersive virtual world predates its use in the popular feature film The Matrix. In Shadowrun, the Matrix is not a simulation of reality but rather is the global communications and information network that is a successor to the internet. MagicThose able to actively interact with the magical energies of the Sixth Worked are known as “awakened.” An awakened character's power in magic is linked to their Essence statistic. Because of this, most magically active individuals attempt to avoid cybernetic enhancement, which lowers Essence. The awakened fall into three general categories: Magicians, Adepts, and Mystic Adepts. MagiciansMagicians are able to cast spells, summon spirits, and create magical artifacts called "foci". All magicians follow traditions that determine their understanding of magic. The two most common traditions are the Hermetic and the Shamanic, although others exist as well, like the Druidic and Wiccan traditions. Some magicians have a special bond to a so called "Mentor Spirit" who guides them in their magical development. Hermetic magic is a "logical" approach to magic in which the magician studies theories of the nature of magic and how to harness it as an individual. It is one part chemistry, one part philosophy, one part mathematics, and yet none of them at the same time. Users of hermetic magic are called "mages". Shamans are magicians who live in accordance with the natural world. Most of them feel especially bonded to a specific mentor spirit who they call a totem. It is this spirit that gives the shaman their magic, teaches them their spells, and gives their lives purpose. A shaman can fight against his/her totem, but in the end, it is fighting against oneself. AdeptsAdepts 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 AdeptsMystic Adepts are half magician and half adept. They distribute their magic power between the abilities of both. Quotations
SystemMechanicsThe Shadowrun game mechanics are based entirely on a 6-sided dice system. The game is skill-based rather than class-based, but archetypes are presented in the main book to give players and gamemasters an idea of what is possible with the system. Image:Shadowrun3.jpg Shadowrun (3rd edition) cover Before the fourth edition, skill and ability checks worked like this: All actions in the game, from the use of skills to making attacks in combat, are first given a target number that reflects the difficulty of the action which is then raised or lowered by various modifying factors, such as environmental conditions, the condition of the character, the use of mechanical aids, and so forth. The character then rolls a number of dice equal to their level in the relevant skill, which then the number of dice rolled that meet or exceed the target number determines if the character is successful performing the action and to what degree of success the character has. As an example, a character with a high firearms skill not only has a better chance at hitting a target than someone with a lower ranked skill, but also is more likely to cause more damage to the target. Target numbers may exceed 6, in which case any dice that show a 6 have to be re-rolled (a target number of, e.g., 9 is reached by rolling a 6 followed by at least a 3; thus, a target number of 6 and one of 7 are identical). For even higher target numbers, this procedure has to be repeated; thus, an action with a target number of 20 (like attempting to procure military-degree weaponry) will only succeed if 3 successive dice rolls result in sixes, and the fourth gives at least a 2. This system allows great flexibility in setting the difficulty of an action. In addition to this basic mechanic, players can use dice pools to add bonus dice to certain tests, though dice that are used do not refresh until the end of a turn. This adds an extra tactical element, as the player must decide where best to spend these bonus dice. For example, combat pool could be spent to improve attacks or to improve defense, or some of each. Players also have Karma Pool that can be used to reroll any dice that failed to reach the target number. Karma Pool only refreshes once a scene. The combination of Karma Pool and dice pools gives players a considerable amount of freedom to decide how important a task is to their character. Two characters with identical statistics could perform very differently on the same tasks depending on their priorities (and thus, allocation of dice pools and karma pool). ArchetypesAlthough the skill system is freeform, certain combinations of skills and equipment work well together. This combination of specialization in skill and equipment is known as an archetype. The most notable archetypes are Street Samurai, characters who have heavily augmented their bodies with cyberware and bioware and focus on physical combat; Adepts, characters who have magical abilities that increase their physical combat abilities; Deckers or Hackers who are experts at manipulating computer networks; Riggers who augment their brains to achieve fine control over vehicles and drones; and Magicians who cast spells and can view emotions and call spirits from astral space. However, the archetypes are not character classes: the player is allowed to cross boundaries. Restrictions are not imposed by the system itself, but by the player's specializations. Because character-building resources are limited, the player has to weigh which game resource he wants to specialize in and which he has to neglect. This allows high character customization while still ensuring that characters are viable in the setting. Character CreationImage:Shadowrun Wuerfel Dice.jpeg Standard die with Shadowrun logo The fourth edition of Shadowrun uses a point-based character creation system. Shadowrun characters are created with contacts, friends and acquaintances that will usually help the character out. The contacts system makes it quite easy for players to acquire the use of skills that their characters do not have, albeit at a price, a radical departure from most role-playing games. EssenceEssence is a measure of a living being's lifeforce. Most humans and metahumans start with a value of six. It powers magic, and as essence fades, so does magical aptitude. Cyberware, bioware, nanotech implants, and other major changes to a being's body can damage its essence as well. Generally, if a being's essence ever reaches zero, it dies. Cybermancy allows metahumans to survive with an essence rating of less than zero. KarmaIn third edition and earlier, players were awarded Karma points as a game progressed. These points are usually added to a total called Good Karma, which can be used to boost attributes and skills. Skills that are already well-developed cost more Good Karma than skills which are undeveloped, which helps encourage specialized characters to become more flexible by spending Good Karma on weaker attributes. Karma also makes characters more powerful in general because every tenth (or twentieth for metahumans) point is added to the Karma Pool instead of Good Karma. The Karma Pool allows players to re-roll dice or "purchase" additional dice in certain situations. Karma can even be used to avoid certain death, at the cost of all Good Karma and Karma Pool points. In fourth edition, there is only a single, generic type of karma, which is used solely as a character advancement tool. Fourth Edition ChangesWith the new edition, major changes to the rules system were adopted. Out of the original six attributes (Body, Quickness, Strength, Charisma, Intelligence, and Willpower), Quickness was split into Agility and Reaction, while Intelligence was broken into Intuition and Logic. A new attribute called Edge was introduced to replace Karma Pool. Instead of starting from a base, characters buy their Magic attribute like a normal attribute. The statistic originally called Reaction has had some of its functions taken over by the new attribute by the same name. The initiative system was modified to only affect the order of actions, not the number of actions, during one turn. The number of actions taken by a character is determined by implants and magic but not rolling dice. Several of the archetypes were modified. Deckers were merged with riggers and renamed hackers. Many distinctions between shamanic and hermetic magicians were removed, and the magic system was designed to allow many other variant traditions. Technomancers were introduced, individuals who have the same roles and abilities as hackers, except without needing any cyber augmentation or technology. Skills were changed from the target number system to a "hits" system. The target number is fixed at 5, and to complete a skill test, a player takes a number of six-sided dice equal to the skill and its linked Attribute, and rolls them, counting the number of dice that show 5 or 6 as "hits". The number of "hits" are compared to a pre-determined amount (or Threshold) set by the GM for the roll with success based on whether the appropriate number of "hits" was equaled or exceeded. In addition, dice pools were removed, eliminating most of the tactical allocation of dice during combat, spellcasting, hacking, and other activities. These changes were intended to speed up the resolution of skill tests and combat. The "Rule of One" of previous editions has been changed. A "glitch" is when at least half of the rolled dice come up 1s. A glitch results in a minor inconvenience or setback for the player. However, if a person rolls a glitch while scoring no hits, it is considered a "critical glitch," and is substantially more serious or potentially even fatal. Rules for combat, magic, hacking, and other activities were changed to accommodate the new skill system. The modified rules are typically similar in outline, but the details are necessarily different. Since the rules in the Fourth Edition are mechanically dissimilar to those in earlier editions, balance issues differ between editions. Characters from previous editions do not easily convert to the new edition with their strengths and weaknesses intact. There were a few changes to the fictional setting in the Fourth Edition. The main premises remained unchanged while the timeline advanced by five years. The largest change in setting was the addition of a global wireless matrix that allows people to have augmented reality displays: visual overlays on real-world scenes. This encourages hackers and technomancers to join their teammates physically rather than provide matrix backup from a remote location, a change designed to make coordinating and integrating online and real-world actions easier for the GM. Influences and linksShadowrun was retroactively linked to Earthdawn, and is set in the "Sixth World", where Earthdawn is the "Fourth World" and our modern-day Earth is at the tail end of the Fifth World. Such links are not necessary for play, but they allow crossover potential. The concept of the "Worlds" is directly linked to the ancient Mayan belief that the world is renewed every five thousand years. In point of fact, the ancient Mayan calendar will restart in December of 2012[citation needed]. Shadowrun is influenced by the writings of William Gibson (particularly Neuromancer)[citation needed], although less so than the Cyberpunk 2020 role-playing game[citation needed]. In December 2005 Robert Boyd from Carrickfergus, Northern Ireland robbed a lingerie shop at knifepoint in Belfast while wearing a blonde ladies wig. During his trial Boyd stated he was playing Shadowrun, specifically the role of criminal elf Buho, at the time and may have "blurred reality and fantasy". Two jurors believed his story, but ten did not and he was convicted of robbery in March 2007.[1] Spin-offsNovelsFASA released 40 Shadowrun novels in collaboration with Roc publishing between 1991 and 2001. Shadowrun novels went out of production between 2001 and 2005, making the books produced towards the end of FASA's ownership of the license hard to find. In 2005, WizKids began publishing new Shadowrun novels, again through the Roc imprint of the New American Library. So far, six novels have been released under the WizKids/Roc banner. MoviesDespite various rumors, no Shadowrun movie has been published so far. In 1999, Shadow Pictures, led by Kenneth Stange, tried and failed to create the first Shadowrun spinoff movie. Due to an unaccepting crowd and a lack of funds, the projects was trashed. In the recent years, however, FanPro's promotional fan film competition has brought forward a variety of German fan-based short films depicting numerous aspects of the Shadowrun world in numerous levels of quality, some in subtitled versions. American-made Shadowrun movies do exist, but are few in number. Video gamesThree 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 Sega 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 Mega CD console, again titled Shadowrun. A fourth and latest (in production) game is for the Xbox 360 and Windows Vista, with the working title Shadowrun developed by US company FASA Interactive owned by the Microsoft Corporation, which is also producing the title. However, many fans of the roleplaying game have not appreciated the major changes to story, races, and magic in the 2007 title and the new Shadowrun is an FPS (First Person Shooter), which enraged many fans of the RPG series. The publishers of the Shadowrun roleplaying game have issued a statement saying, "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."[1]
See also
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