Original Writings ~ The Literates Asylum

Creative Writing => The Blackboard => Topic started by: Insomniac on April 19, 2007, 07:23:33 pm



Title: NRP - Shadowrun Setup
Post by: Insomniac on April 19, 2007, 07:23:33 pm
OK, for any who are interested in a Shadowrun narrative roleplay, here are some fundamentals about the Shadowrun world:

Shadowrun is a future version of our own world.  Set in the year 2070, it combines cyberpunk, corporate-controlled society with magic and fantasy races.

Major historical events:
2009 & 2010 - After continually taking more and more land away, Native Americans protest the treatment of their people.  A small terrorist band of Native seize a nuclear weapon silo and threaten to aim it at Washington.  A US strike force goes in and kills the terrorists, but not before the weapon is launched at Moscow.  Moscow fires a counter missile but neither land, both disappearing mid-flight.  Seeing a possible threat, the President sends all Native Americans into "re-education centers" to contain the threat.
2011 - The "Awakening".  At the end of the Mayan calendar, Magic returned to the Earth, signalled by the flight of the first known dragon, Ryumyo around the peak of Mt Fuji.  A rash unexplained birth defects ebgan appearing in new children.  Labelled UGE (Unexplained Genetic Expression) this gave rise to the first elves and dwarves.
2012 - Dniel Howling Coyote leads a revolt and walks his people out of the re-education centers using shamanistic magic.  After he leads a shaman council into causing four volcanos to erupt simultaneously, the US concedes most of their land back to the Natives.  Eventually the South separates and California becomes independant, leaving Seattle as the last American Western port.  Canada's losses to the Native cause their economy to wane and they unite with the US to form the UCAS (United Canadian and American States).
2021 - Goblinization.  As mana levels in the world continued to rise more latent genetics came to the forefront.  Unlike the rise of elves and dwarves, those who underwent Goblinization spontaneously manifest, giving rise to orks and trolls.  Hysteria ran rampant as many church leaders labelled these people as manifest demons and gave rise to what is known as the "Night of Rage", where riots rose up around the world and many of these newly manifest metahumans were hunted down and butchered.
2029 - The Crash.  Out of nowhere seemingly, the world's first AI-driven virus is unleashed on the Internet.  Adapting to all attempts to stop it, this virus brought down the entire infrastructure.  It took the first "cyberdeck" users to ultimately defeat the virus.  Cyberdecks, or computers that allowed direct neural contact with a computer become commonplace and the Matrix is born.
2030-2050's - Corporations continue to gain more power and replace many governments in the power hierarchy.  There are seven corporations that are rated AAA, meaning they can enforce their own laws, keep their own police and have rights as nations.
2057 - The Great Dragon Dunkelzahn runs for President of the UCAS and wins, but is assassinated on inauguration night by an unknown weapon that creates a rift in astral space.  He leaves behind a will, bestowing gifts to seemingly random people.  Several corporations rise up to gain AAA status, while the largest corporation is ripped apart and crumbles under its own weight.
2059 - One of the seven mega-corporations, Renraku builds a massive Arcology in Seattle, but something goes wrong.  A blackout strikes the city and the Arcology shuts down.  An AI known as Deus, who was supposed to operate the building's higher functions, goes rogue and begins experimenting on the trapped humans inside.
2060 - Deus is finally evicted from the Arcology (thought destroyed), though his minons would hold on to most of the Arcology for another couple years.
2061 & 2062- Year of the Comet.  Halley's Comet returns and causes panic amongst the people as further genetic anomolies pop up (called SURGE or Sudden Unexplained Recessive Genetic Expression).  The mana sphere surges upward and brings rise to new dangers.  A new dragon, called Ghostwalker emerges from the rift created by Dunklezahn's death and he claims Denver as his personal domain.  New spirits emerge, known as shedim, who possess the corpses of the dead to lead lives alongside humans.  Cremation policy is passed to prevent shedim possession.  Volcanos erupt all around the Pacific Rim, creating several new islands and leaving Japan in a state of ruin.  Once Halley's Comet heads away from Earth, almost all instances of SURGE cease.
2064 - Crash 2.0.  Deus is reassembled and compiled in the world's Matrix and seizes control of the East Coast Stock Market.  He kills most people in contact with the matrix at that point (but granting power to others).  As he assimilates all the planet's data, a new virus is unleashed, tailored to destroy Deus and all AI's of his kind.  A terrorist cell called Winternight seeks to send humanity back to the stone age and detonates underground nukes underneath several world data havens.  The resulting EMP and the wat against Deus shatters the infrastructure of the Matrix.  In the new Neo-Tokyo a new Matrix technology is being unveiled, having the entire Matrix go wireless.  It is taken as the new world standard and the second Matrix is created.

Key Corporations:  Ares Macrotechnology, Aztechnology, Evo, Horizon, Neo-NET, Mitsuhama, Renraku, Saeder-Krupp, Shiawase, Wuxing Inc.
Other Big Players: Lone Star, Emerald City Graphics, Telestrian

North American Nations:  UCAS, CAS (Confederate American States), Algonkian-Manitou Council, Sioux Nation, Pueblo Corporate Council, Salish-Shidhe Council, Athabascan Council, Trans-Polar Aleut, California Free State, Tir Tairngire, Quebec, Aztlan (formerly Mexico)

Magic:  There are three major branches to magic:  Sorcery, Conjuring and Somatic Magic.  A traditional mage has access to spellcasting and summoning.  The spells the cast and spirits they can commune with often take form according to their ideology (a spirit summoned by an American Indian won't look like a spirit summoned by a voodoo practitioner).  Some magicians don't cast magic in the traditional sense, but instead augment their skills instead.  This is somatic magic.  Somatics are typically called "physical adepts".  They can do any number of things, like hypnotic suggestions, to running up walls, making impossible leaps and boosting their strength to impossible levels.

There are several things that magic cannot do, however.
1) No magic can be indirectly targeted.  There must always be a subject to cast upon.
2) No magic can affect space/time.  No teleportation or stopping time.
3) You cannot divie the future with any certainty.  While some have learned the art of divingi it takes some degree of interpretation.  You will see images, but it is up to you to decipher them.
4) Sorcery cannot banish spirits.  You can attack them and force them back to their native plane, but only Conjuring can effectively banish a spirit.
5) Sorcery cannot raise the dead.  Once someone has died, there is no coming back.  While some magical traditions can summon spirits that can possess corpses, this is not resurrection.
6) Sorcery cannot create magical items.  Only pain-staking effort of an enchanter can manufacture foci or other magical goods.
7) Sorcery cannot bridge the gap between astral and physical worlds.  You cannot cast a spell from the astral plane and have it hit something on the physical plane.  Likewise, you cannot hurl a lightning bolt and hit a spirit that is not manifest outside the astral plane.
8) Sorcery cannot create complex items.  While magic exists to create any raw element, creating non-existant manufactured itesm is impossible.
9) Magic is not intelligent.  Mana only does what it is told.

If you are not born with magic, you can never acquire it.

Technology:  Cybernetics and Bionetics are fairly commonplace in 2070.  Simple implants like a datajack, limbs and eyes are common just about everywhere, as part of the medical community, giving back to people who were born with missing limbs or suffered an accident.  However, the flow of military hardware also exists and can be concealed just beneath the skin.  However, too much metal and the body can't handle it.  The body takes longer to heal, or if stretched too far, will simply pass away.

The Matrix plays a huge role in modern society.  Because everything is wireless, you can be tracked almost constantly.  It's takes a delicate balance to know when to stay on radar (with a good neutral persona) and when to fade into the cracks.  A talented hacker is essential to any Shadowrunner team.

Shadowrunners:  The core of any story in Shadowrun centers on a team of Shadowrunners.  These are people the system forgot.  Often there are no records they exist and they like it that way.  They come from all varieties of lifestyle, from ex-military, ex-corporate, mercenaries, even civilians fed up with the painted area that corps will allow them to see.  These people risk life and limb for cash.  They do the dirty work the corps can't afford to be affiliated with.  Black ops are their specialty, although they are occasionally called upon to do work for other organizations.  Their employers are usually as anonymous as they are and both sides like it that way.

Well, there's a brief primer.  If you are interested in playing and have a character concept, I can help you fill in the blanks and help you to play their role to the fullest.  once we have 4-6 players, we should have a decent number to start the first Shadowrun

J.


Title: Re: NRP - Shadowrun Setup
Post by: Seer Fox on April 20, 2007, 02:54:15 am
I've got a character I'd like to play.

Ain't got a name yet; but he's slim, about 6'0/5'11, Messy crimson-black  hair that's growing long, but has yet to reach shoulder length, and he uses those self-augmenting magic powers you were going on about.

He dresses formally, but in a rag-tag sort of way, his shirt always looks rumpled, has it's collar up or has a few buttons loose, and his tie is either loosely worn or not done up at all. Jacket and shirt sleeves are rolled up to above his elbows, and he wears a somewhat scuffed pair of pants, with equally worn shoes.

I'm not going to go in-depth on his personality. Let's just say he's a hard one to fathom.

Ciat,
Seer Fox


Title: Re: NRP - Shadowrun Setup
Post by: Tau Worlock on April 20, 2007, 10:40:28 am
Count me in,
I am not sure on a name or species yet, other than that all I know write now is that the character prefers skill over brut force. Leans towards ranged fighting over closed quarter but can do both well. The right eye has been replaced with a mechanical one but otherwise has no implants (and does not intend to get any).
Personality whise thinks things trough before acting though will act on instinct and gut feelings at times. Stays quiet most of the time unless there is something of major importance. Even then as few words as possible will be used. Will speak his mind (write his mind) when asked and is honest, (except to lone star officers and megacorp employees and even then will only lie when necessary)
Prefers cold colures, usually whereas practical and comfortable cloths, eats well tough dose have a slight sweet tooth. Neither smokes or drinks.



Title: Re: NRP - Shadowrun Setup
Post by: Rictiovarus on April 20, 2007, 01:10:30 pm
My guy is an efficient mercenary, not picky about his employers and loyal as long as he gets paid. He has a communications-type implant, a sort of built-in phone. He has lowlight eye implants, and wears a pair of sunglasses to conceal them except when on a mission.  Short-cropped hair and body-armour, and a worn brown leather jacket. Some sort of assault rifle is requested.  He's an excellent shot and capable in melee.

He is impulsive when risk is low, storming weak enemy positions. He dislikes mysterious behaviour, and is straight to-the-point in all his dealings, with only the barest minimum of formalities. He is honest aslong as that suits him.



Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 20, 2007, 02:25:36 pm
Seer Fox: Any idea how "advanced" an adept you'd like him to be?  Low-level adpets can have between 3 and 8 powers (the few the powers, the more powerful they typically are, since thie magic isn't spread as thin), while advanced adepts can also learn advanced techniques on top of additional powers.  While most characters have two names (their real name and the alias they run by), if your character is a tough nut to crack, he may not even remember his original name...  :)

Tau Worlock: What kind of skills were you thinking of?  Were you thinking negotiator, hacker, wheelman, thief...?  There are lots of options open to you.  Any added goodies you want in that cybereye?  If he's a ranged weapon specialist, I recommend a Smartlink (an ocular-integrated targetting system).

Rictiovarus: The perfect implant is a cranial commlink.  A commlink is an item every character has.  It's their cellphone, PC, ATM, PDA, media player and almost any other convenient piece of personal electronics you can think of, all wrapped into a handheld device.  There is no tangible currency any more, since everything is done wirelessly.  By having an implanted commlink, all conversations are internal and nobody can access your link unless you allow them to wirelessly, or they hack into your skull (which means you have bigger problems anyways)

In General: One thing I would ask, in order to keep characters grounded, is a list of strengths and weaknesses.  Knowing what they are good at is great, but knowing what they aren't good at is also handy (maybe physically unfit or incompetant in a certain area of expertise).  Character edges and flaws are also good to know ("He's double-jointed, so he can escape from confinements easier, but he has a slight allergy to pollution").


Title: Re: NRP - Shadowrun Setup
Post by: Tau Worlock on April 20, 2007, 02:47:37 pm
Negotiator would not work well due to lack of speaking. As for hacker thatís to many implants, the only think he has it the eye. 

Enhanced sight in general and that smartlink sounds very handy, would fit the one pullet one kill approach.

As for weaknesses he has a somewhat distrust of implants (the eye was not his choice), 2062 was a bad year for him but I wont go into the specifics yet.
He is reasonably good with a sword (have to diced what kind) but itís mainly for practise: focus, discipline, and so on, in combat blades are the last resort.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 20, 2007, 02:56:30 pm
Tau Worlock: Hacking doesn't necessarily require implants.  If you have an external commlink (worn on the forearm or strapped to a belt), you can buy AR (Augmented Reality) Gloves that allow you to hack using the commlink's holographic projector.  You aren't as fast as someone using a neural link, but it can be done.

Mistrust of implants is common (my character Burn doesn't exactly care for his arm).  As for blades, you can get any form of sword (katana, broadsword, bastard sword) plus any of the Western-style blades can have a monofilament edge added to them to make them ridiculously sharp (though higher maintenance).


Title: Re: NRP - Shadowrun Setup
Post by: Tau Worlock on April 20, 2007, 03:04:04 pm
Well in that case ill be the groups hacker should nobody else want that role. Monofilament edge sounds good, as for maintenance that should not be a problem, as I see it he would always keep everything in to condition. Ill do some research into swords to see what type I want.

Oh he trust his eye, he just dose not want any more implants in him he distrust them, but in case of the eye a mix of logic and feeling override the distrust.


Title: Re: NRP - Shadowrun Setup
Post by: Seer Fox on April 20, 2007, 03:47:47 pm
Gave you my list of strengths and weaknesses.

Ciat,
Seer Fox


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 20, 2007, 05:34:59 pm
Here's a question to all those who are interested...

What kind of a run would you guys like to do?  Anti-corp espionage, assassination, "do-gooder" type stuff, high profile theft...

I have lots of material at my disposal, so I'm willing to cater to you guys to a certain degree.  :)

J.


Title: Re: NRP - Shadowrun Setup
Post by: Rictiovarus on April 20, 2007, 06:25:41 pm
Assassination seems nice, with an element of infiltration involved.

Is there some sort of weakness of magic to signify/justify my guy's mistrust of magic and it's users?

What kind of body armour's are available, and what kind of assault weapons? I'd like to have some balanced equipment, able to deal with a wide variety of enemies. What do you suggest?


Title: Re: NRP - Shadowrun Setup
Post by: Canis on April 20, 2007, 06:46:16 pm
Here's my guy I don't know much about the setting but I did a little research and hope you could let me know if this is a plausible character.


Dimitri was born unable to wield magic and has compensated with numerous cybernetic enhancements to augment his reflexes and senses. He became a remote pilot for one of the corporations, using a datajack and Vehicle Control Rig (VCR) to monitor remote drones and transports. A malfunctioning vehicle under Dimitri's control crashed outside a small town. The cargo contained samples of the Krieger strain meta-human virus, exposing the population and turning them into ghouls. The corporation failed to cover up the tragedy and used Dimitir as a scapegoat. His VCR was deactivated and he was imprisoned for negligence. After serving a few years he was released to discover that the general public villified him. Unable to find legitimate work because of his reputation he turned to the shadowrunners. They reactivated his VCR allowing him to join as a rigger.

He is able to give simple commands or "jump into" remote drones and vehicles, giving him control of their senses and abilities. Dimitri has created a small spider like bot from scavenged parts and a simple pet like AI. There is a constant link between him and the bot making it a useful surveillance tool. His advanced reflexes are  above human level but couldn't compete with magic users however his enhanced senses might just give him an edge when needed.

Personality: Dimitir blames the corporation for the ghoul tragedy and prefers to make them the target of his crimes. However there is always a nagging doubt at the back of his mind weather it was his fault. He is self-destructive with a strong anti-authority attitude. All too eager to take on a suicide mission, Dimitri can be a liability but his rigging skills are invaluable to the team. 

Physical Description: Dimitri has an average build that does not convey the enhanced reflexives of his augments. His head is roughly shaved, leaving uneven patches of stubble across his scalp. He often wears an old flight jacket made of scuffed and crackled brown leather. He peers from behind a pair of dark shades, only to conceal the exhausted bloodshot eyes of a man kept awake by nightmares or to hide his alcohol induced hang over.

Let me know if this is ok to start with.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 20, 2007, 07:48:59 pm
Souns like a solid foundation.  The bonus to riggers is that they can hack vehicles other than their own with the new wireless matrix, so it's good for screwing up enemy pursuit or creating holes in the enemy's drone networks.  The character has a lot of personality and is very flavourful, which I do appreciate.

I can help you fill in some historical references for the back story.  Dimitir... where did his accident occur?  Was he in remote Russia and fled to <city wherever we want to run> after getting out of prison?  I can get a list of corps that run in That corner of the world (or I can provide a list of countries out that way) so we can pick an appropriate corporation for him to hate.

If he did run in Russia, he likely had some contact with the Vory (Russian mob).  The Vory see prison time as a badge of honour, to show what you can do and they have a language in tattoos that denote rank.  If you were tattooed in prison, you likely still have connections to the Vory and can pull in favours.

Part of what make a shadowrunner useful isn't only what they can do, but also who they know.  A key contact that can get you that rare gun or a passkey to enter a building can mean the difference between life and death.  So, if you know what kind of contacts you want your character to know, feel free to tell me...  :)


Title: Re: NRP - Shadowrun Setup
Post by: Canis on April 20, 2007, 07:57:04 pm
Thanks, i would appriciate the help and those are some very nice additions to the character. Connections with the Russian mob would suit the character nicely.  The accident would have happened in a remote area as only the townfolk were effected, most people only know about it from the media and corporate spin. Which corp would you suggest given the location?

The only contacts I had considered were a few sympathetic co-workers at the corp that believed the accident wasn't his fault. They could help out ocassionally, getting him recent designs and blueprints to keep him uptodate on new lines of vehicles and drones.

Are there specific tattoos used by the Vory or should I just create one?




Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 20, 2007, 08:23:39 pm
OK, Russia did not weather the decades very well.  Magic returning allowed most of Eastern Russia to separate into a nation called Yakut, which treats humans as third class citizens.  The hardest hit Russian cities (in human-controlled Russia) are any small city along the Russia-Yakut border, so those would make good spots for the ghoul outbreak.  Most of the old gulags are out that way as well.  As for a corporation responsible, I'll give a a selection from the biggest players...

Saeder-Krupp:  This is the largest of the AAA mega corps and has a really low PR standpoint.  However, they are too big to abolish from the country.  Run by the Great Dragon Lofwyr, SK is a heavy industry company primarily but Lofwyr has his talons into just about every type of business on the globe.  In Russia, they concentrate on raw materials and oil.  Despite the company being German in origin, almost all branches are run by Russians and has some ties to the Kremlin and the UGB (the new KGB...secret police)

Zeta-ImpChem:  This is a large AA corporation that has been in Russia for several decades and has a very good standing.  They deal in pharmaceuticals and medicine on the surface, but also dabble in biological research and chemical plants.

Evo:  This is a second AAA megacorp, with their world HQ in Vladivostok.  They are extremely popular in Russia, but they originally called Japan home, so got off to a late start in Russia.  With the main Russian launchpads now in the nation of Yakut, Evo has rebuilt the Russian space program from top to bottom almost single-handedly and used the Russian platforms to launch the ship that created the first Martian colony.  As a member of the PPG (Pacific Prosperity Group), almost any business imaginable can come through Evo.

My own inclination would be Zeta-ImpChem...they dabble in the right areas of research and have the clout to make the people think they weren't responsible in the use of such a nasty disease.  Both the AAA's are possible as well, since both would have a viral research lab somewhere in their worldwide network.

The Vory are pretty widespread in the world (only really shut out in the orient), so a contact with them is quite useful.


Title: Re: NRP - Shadowrun Setup
Post by: Canis on April 20, 2007, 08:36:50 pm
Zeta-ImpChem seems to be the best choice given the viral accident. If he has done some work for the Vory then it's possible he has had some dealings with the other comapanies as well, perhaps the ocassional favour for the mob.

Dimitri is a non-magical human so I imagine he isn't on good terms with the meta-humans of Yakut. Maybe a few bad experiences have coloured his perception of all meta-humans, that could make for some interesting conflicts.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 20, 2007, 09:03:34 pm
It depends which ideology he has been more immersed with.  In Russia, all metahumans are considered equal, so long as they are Russian.  In Yakut spirits and shapeshifters rule the nation (species most other nations consider unintelligent).

It might fit that both work....treats all branches of metahumanity equally, but loathes shapeshifters and spirits.

Where would people like to run out of?  Most games of Shadowrun start in Seattle or Hong Kong, but I have notes on most parts of the world, if we want to do something different.

J.


Title: Re: NRP - Shadowrun Setup
Post by: Seer Fox on April 20, 2007, 09:31:13 pm
Run it out of THE NORTH POLE!!!

Seriously though, I don't really mind where we run this from. It's the destination which is important, see.

Also, my guy's codename is Macaulay. His second codename is Remurcy Tait.

Ciat,
Seer Fox


Title: Re: NRP - Shadowrun Setup
Post by: Canis on April 20, 2007, 09:43:33 pm
How about a futuristic version of London?


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 20, 2007, 10:09:03 pm
I can do London... it isn't pretty, but it's a good dystopian setting.  :)

J.


Title: Re: NRP - Shadowrun Setup
Post by: Canis on April 20, 2007, 10:10:58 pm
You know the settings best, which ever you think would be most suitable.


Title: Re: NRP - Shadowrun Setup
Post by: Rictiovarus on April 20, 2007, 11:17:53 pm
How's my homeland of Dutchovia in the Shadowrun world doing?

My guy's Run-name is Blurb. He guards his reallife name very well, for privacy and security reasons.


Title: Re: NRP - Shadowrun Setup
Post by: Tau Worlock on April 21, 2007, 10:10:02 am
Name: Muninn 
Species: to be decided
Age: unknown
Birthday: unknown
Height: depends on species
Weight: depends on species
Eye colure: right various, left grey-green
Past injuries: right eye (replaced), left lower rib broken (fully healed), right hand small finger last joint missing (fully healed but shortened), left upper back molar broken out, and various cuts, bruises, etcetera (all healed)
Personality: methodical, logical, thinks before acts, focused, calm. Will follow instinct and Ďgutí feelings when on a run. Quiet, will only speak when absolute necessary, prefers simple gestures or written words to communicate. Even then Muninn will use as few as word as possible.
Distrustful towards implants of all forms, this extends towards bioware. He dose care about his eye and trust it though it was not his choice to have it. 2062 to 2064 are not  good years too mention to Muninn.
Prefers cold colures, usually whereas practical and comfortable cloths, eats well tough dose have a slight sweet tooth. Neither smokes nor drinks.
Hobbies: he will (occasionally) carve wooden things; (occasionally) draws with pencil, and read books as well as practising with Huginn.
Cyberware/ Bioware: right eye is mechanical; can be adjusted for night sight, inferred, increased sharpness and distance. Smartlink
Equipment: one small monofilament edged throwing knife, two monofilament edged blades, one sword (type to be decided) called Huginn (usually not taken on runes), two handguns with silencers (optional), one automatic rifle (rarely used), one sniper rifle, AR gloves, various bags of nuts and dried fruits (almonds and hassle are the most common), pen and paper, and other equipment as necessary.

Thatís the current profile. Sildarax could you give us a quick rundown of the different metahuman. Right now Muninn is human by difult but I am leaning towards elven, but I rather know about other obtions before finalising.

As for what type of run it dose not realy matter tough assasination and infultration are prefered, runs against certain corps will also be done.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 22, 2007, 06:31:21 pm
Rictiovarus: It's now known as the United Netherlands.  Wallonia separated from Belgium and joined France, while Flanders split off and joined the Netherlands.  A third of the country was struck by the Black Tide (an oil spill targetted by magi-terrorists that persisted and killed coastal regions all along the North \sea) making everything north of the Amsterdam-Zwolle-Gronlingen Line uninhabitable (though Shadowrunners and smugglers love the area).  Amsterdam has become a total dive.  A five city sprawl, centered on The Hague, Old Rotterdam, Dordrecht, Vlaardingen and Schiedam was renamed Europort, making it the largest harbor in all of Europe.  It is a corporate haven and place of illegal activities in abundance.  Brussels, while still technically a part of the United Netherlands, is under the total control of the EU (what little is left of it), though the corps have all the real power.

The Netherlands are a kind of odd dichotomy, where a third of the nation is threatening war with France, a third is under the heel of the Corporate Council, but under the semblance of order.  The last third is a toxic wasteland, fvoured by smugglers and all other criminal sorts.  While rumours persist that corps keep hidden outposts here, no one has confirmed any sightings (and lived).

Tau Worlock: Here are the assorted metahumans:
Human - Well, you're familiar with these ones.  They are still the most abundant breed of humanity in the world and racism is the most prevalent amongst them.
Elves - The "pretty boys" of the human race.  They are more agile and often more slender and attractive than their more abundant counterparts.  Gifted with low light vision they are stereotypically associated with magic, though they are no more endowed with the gift than others.
Dwarves - While dwarves have the same sized torso as humans, their legs are only half as tall.  They are no more mechanically inclined than other races, as opposed to the stereotype.  They are more durable and stronger than humans, though abit slow to react due to a stubborn streak wider than they are.  Gifted with natural thermographic vision.
Orks - While stockier and stronger than humans, they are the second most abundant race, due to orkish woman birthing litters of young.  While slightly less intelligent than humans, they are quite capable in all aspects.  Like elves they have natural low-light vision.  Subject to heavy racism, they often look at the "prettier" human types with equal disdain.  Orks hate the old stereotypes of being called "green-skins" as orks are typically the same skin tone as humans, though there are a few additional skin types amongst orks.
Trolls - Trolls are enormous.  Average height is 3 meters tall and average weight is 250kg, trolls are far above the biggest human type on the planet.  They are extremely durable and strong, though their intellect is typically lacking (not many trolls have access to education thanks to racial tensions).  Trolls have short lifespans and reach full size and maturity at the age 14 and die of old age at age 50.  They are typically dark skinned and have boney deposits in places around their body.  Most trolls have horns that sprout from the forehead and large lower canines ("tusks").  They have natural thermographic vision and thier boney skin gives them a form of natural armor.

Does that help?


Title: Re: NRP - Shadowrun Setup
Post by: Kentai on April 22, 2007, 06:52:06 pm
Alias: Jade
Real Name: Unknown
Race: Elf
Age: 19
Looks: Slim, 6'2 and incredibly stunning looks. Dark red hair that is tied in a ponytail and reaches a short way down her spine. She wears a black leather jacket and jeans with a few zipped pockets for any gear she may need along with a small backpack if needed. Little actual armour as it restricts her movement.
Specialisation: Hacker, also good at assassination.
Bionics: Natural eyesight leaves her fine on that plane, however she lost her right fore arm on a mission a few years ago and got a bionic replacement, it has a small array of blades and poisons in it which make close combat and stealth a much easier task. This does leave her unable to wield guns with any proficiency, as she is right handed. Her primary hacker status lead her to get a few neural implants.
Strengths: Stealth, close combat, computing.
Weaknesses: Little/no ranged combat ability, a little hot-headed.
Background: Raised underground she is accustomed to working in most situations. Her real name is of no concern to her as she merely works as a runner, everything she does is underground. Nothing else exists to her, she has never experienced any other life. Her parents often work with her, she learnt with her syblings from an early age on the field, howver few survived.


Title: Re: NRP - Shadowrun Setup
Post by: Canis on April 22, 2007, 07:07:21 pm

Dimitri has created a small spider like bot from scavenged parts...


While in Russia Dimitri performed several favours for the Vory, occasionally acquiring vehicles and drones for the mob's chop shops. The machines were disassembled and the most valuable components sold. After these jobs the rigger found himself dwelling on the past and began to distract himself by constructing of a small spider like drone from the left over parts.

The completed drone suffered from a patchy incomplete AI, which Dimitri attempted to repair though a connection. The machine malfunctioned and established a permanent data link to its creator. Dimitir realised that the AI in his drone was attempting to repair the missing segments of code, using his own brainwaves as a template. The result was a behaviour that mimicked his emotional state of mind.

Dimitri was intrigued by his creation and decided not to repair it, appropriately naming it "Glitch".

Glitch emulates human emotion in its behaviour and is more akin to an extension of Dimitri than a second character. It stands below knee height and manoeuvres using an extendable tripod of mechanical legs capable of ascending vertical surfaces. The continuous link with its creator allows Dimitri to see whatever his drone sees essentially acting as a third disembodied eye.  The bot has the capacity for a several forms of survailence including infrared, therma vision and face recognision. To defend itself, Glitch can emit a small electrical charge, it has a limited range of a few inches and is just strong enough to disarm assailants or fry electrical circuits.

Glitch can operate independently if Dimitri is incapacitated, sending it's feedback to a remote blackbox strapped to Dimitri's wrist.


Title: Re: NRP - Shadowrun Setup
Post by: Seer Fox on April 22, 2007, 07:09:31 pm
Alias: Jade
Real Name: Unknown
Race: Elf
Age: 19
Looks: Slim, 6'2 and incredibly stunning looks. Dark red hair that is tied in a ponytail and reaches a short way down her spine. She wears a black leather jacket and jeans with a few zipped pockets for any gear she may need along with a small backpack if needed. Little actual armour as it restricts her movement.
Specialisation: Hacker, also good at assassination.
Bionics: Natural eyesight leaves her fine on that plane, however she lost her right fore arm on a mission a few years ago and got a bionic replacement, it has a small array of blades and poisons in it which make close combat and stealth a much easier task. This does leave her unable to wield guns with any proficiency, as she is right handed. Her primary hacker status lead her to get a few neural implants.
Strengths: Stealth, close combat, computing.
Weaknesses: Little/no ranged combat ability, a little hot-headed.
Background: Raised underground she is accustomed to working in most situations. Her real name is of no concern to her as she merely works as a runner, everything she does is underground. Nothing else exists to her, she has never experienced any other life. Her parents often work with her, she learnt with her syblings from an early age on the field, howver few survived.

OMG SHE HAWT.

Come on Sild, rev up already!

Ciat,
Seer Fox


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 23, 2007, 01:49:34 am
OK, everything is taking shape.  I hope to get the first post up and ready so people can extrapolate on their characters through action.  Since I received a couple votes for London, we'll start off there and if we end up being a roving band of mercenaries, than so be it.

I figured I would post a list of in-game terminology, so people know what I'm talking about if I employ slang.  :)

Hoi - Another form of hello.
Omae, Chummer - New terms meaning "friend".  Omae is elven in origin, and chummer is street slang.
Fixer - a contact runners have, who is great for getting things, including work.  Often, if you don't have a trusted contact to acquire things directly, a fixer can get it for you, though he usually adds a mark up to his price to cover his own expenses.
Sperethial and Or'Zet - The elven and Orkish dialects.  Both are fairly new languages and not all elves or orks know the language.  Likewise, people outside their race have learned the language in order to best speak to the nations that rely mainly on these languages.
Smoothie - Ork and troll racil slur for humans and elves.  In reference to their smooth skin and "nicer" appearance.
Daisy-Eater - Racial slur towards elves.  While elves are not vegetarian any more than other races, the stigma has stuck.
Stuntie and Halfer - Racial slur toward dwarves.  Any reference towards height is seen as a slur towards dwarves
Tusker - Ork racial slur, occasionally extended to trolls.
Trog - Troll slur.

Criminal organizations of Europe:  Mafia, Triads and Vory.  Yakuza have not broken in to Europe very successfully.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 23, 2007, 02:33:47 pm

Are there specific tattoos used by the Vory or should I just create one?


Missed this earlier, Canis.  Most Vory tattoos are relevant to the crimes they committed in some way.  Many are religious in nature.  All are extremely ornate.  An example would be a conviction of fraud.  A tattoo denoting fraud might be of a spider.  The amount stolen would be written in cyrillic in the hairs on the spiders back (it would be well hidden, so the cops would not be able to tell) and the number of years of the original sentence would appear as a series of concentric rings in the web.

Many murder tattoos exist and they all depend on the suspects ideology.  A Christian Vory might have Jesus on the cross, with slight variations, depending on the standing of his victim and how he killed them.  The creativity of the image also says something about the person who has the tattoo.  The crime committed, thier level of creativity and how quickly they served their sentence all play into the rank within the Vory.


Title: Re: NRP - Shadowrun Setup
Post by: Canis on April 23, 2007, 04:35:06 pm
Ok, how about a winged skull on the back of his neck.

Each feather in the wings represents a victim from the Virus incident while dozens of cracks and fractures line the skull. On closer inspection these cracks converge to form a subtle biohazard symbol on the skulls forehead. Several teeth are missing from the mouth showing the number of years served.

Would that work?


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 23, 2007, 04:45:17 pm
Yep.  That would certainly qualify as a Vory tattoo.


Title: Re: NRP - Shadowrun Setup
Post by: EightyEight on April 23, 2007, 06:12:52 pm
I'd be interested in getting involved, but time might be a constraint for me. Anyway, I'm gonna have a crack at making a character for now. Some sort of crossover between the Commonwealth saga, Shadowrun and my own imagination. He's an assassin and dirty-jobs man for one of the big corporations. His past is unknown (except to me ;)), and the only clue at his nationality is his name. He speaks fluent English, Japanese, Chinese, Korean, Russian, Speretheal and Or'Zet, French, German, and can affect a few accents. For character, he seems pretty simple. He has strong opinions, mainly on what people should and shouldn't be alive, but doesn't speak until spoken to. He's of the school of belief that you should never bring a sword to a gunfight, but he carries a small knife for practical reasons.

Name: Bruce McKinley (goes by Hellcat usually, unless that's too dramatic)
Race: human or elf [gotta decide]
Age: 43, but he's not past it yet, not even close...
Physical appearance: Average height; dark-grey eyes; bald head, but not 'cause it all fell out; muscles like a track runner.
Bionics: More implanted stuff than you could shake a stick at: two pistols in his forearms (stick the magazines in his back), comlink, datajack, radio jammer, full neural integration, automatic kitchen sink.
He's had genetic enhancements as well - a slightly increased lifespan (they *think* it'll be about 60 years of useful life...) and eyes that can focus anywhere. So you know how you can 'see' in an arc of maybe 180 degrees, but can only, for example, read a book within an arc of 10 degrees? Bruce can read a book no matter where it is in his field of vision.
Equipment: Bruce (I should stop calling him that :P) tries to only use what he can carry inside him. Occasionally he'll bring a long-ranged rifle or something with a higher rate of fire. He typically wears street clothes, but if the weather's bad (I hear the run starts in London? :P) he'll wear a trench coat (think The Matrix crossed with Ned Kelly). No sunnies, though.

I haven't got much for weaknesses at the moment: I wanted this guy to be a sort of uber-assassin. But trust me, there's a storm raging inside his head...

Questions on the setting:
Where's weapons technology at? With the kind of background I'm thinking of, he'd have access to some pretty cutting-edge stuff. An energy weapon would be a cool replacement for one of those implanted pistols... And speakin of the pistols, what sort of ammo is available? Not your usual like armour piercing or dumdum, but something like bullet-sized grenades or energy explosives O0
I assume Australia remained the land of pies, beer, kangaroos and footy? ;)


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 23, 2007, 06:40:18 pm
Character sounds interesting.  As for the age, elves (if you go that route) have a natural life expectancy of about 300 years (so the dragons say...magic's only been around for 59 years).

Weapons technology isn't much more advanced from where we are now.  Firearms are more compact.  Some new age weapons use electronic firing, allowing for vertically-stacked, simultaneously firing barrel with minimal recoil (only in pistols to date).  There are also microwave weapons which are used for riot control (causes severe pain rather than lethal damage).  Laser weapons do exist, though they are extremely rare and battery life is still relatively poor.

Ammo is pretty much standard (normal ammo, flechette/birdshot, explosive, armor piercing, "stick n shock").

Australia is in rough shape.  The aborigninals brought about the "Dreamtime", turning the entire Outback into a massive mana storm, unsuitable for human habitation (save for the aboriginals, of course).  Only the coastal regions still hold human life and mana storms occassionally drift into Sydney and Brisbane, causing no shortage of problems.


Title: Re: NRP - Shadowrun Setup
Post by: EightyEight on April 23, 2007, 07:21:06 pm
Quote
Australia is in rough shape.  The aborigninals brought about the "Dreamtime", turning the entire Outback into a massive mana storm, unsuitable for human habitation (save for the aboriginals, of course).  Only the coastal regions still hold human life and mana storms occassionally drift into Sydney and Brisbane, causing no shortage of problems.
You mean they brought it back. ;) Anyway, sounds cool (cool... huh). And you're sure those mana storms aren't just diverted by magic-using Melbournians? :)

As for my character, in light of recent discoveries (on my part), I'm going to go with this for his weapons:
His right arm has just a pistol, loaded through an artificial elbow joint. The ammo is loaded into his upper arm in a sort of Luke Skywalker metal-under-flesh arrangement. He has a shot selector, allowing him to choose individual ammunition types. He commonly carries armour piercing and explosive rounds (as well as normal ones...).
His lower left arm is completely mechanical, but again with artificial skin (and musculature). The weapon can be interchanged, the cavity where his bones would be being large enough to fit another pistol, a microwave beamer or a more precise single-shot projectile weapon (for sniping, you see). The microwave he only takes when crowd control will be an issue (like a cattle prod for civilians - wouldn't want to kill innocents, eh?).

I think I'll go with human. He should ideally have been created as an elf (longer period of time before they'll need a new one...), but you can't have everything. Well, some AAAs probably can, but they couldn't have that.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 23, 2007, 07:31:13 pm
Sounds spiffy.  :)

For the record, longevity vaccines for humans are called Leonization treatments (a quest for human immortality).  They are extremely expensive and it makes you dissection worthy in the hands of enemies.  :)

Hopefully, we'll have an opportunity to integrate him into the storyline in the not too distant future (you could arrive now, if you want... the run is just getting underway, but if you think your post rate will be too low, that's fine as well.

J.


Title: Re: NRP - Shadowrun Setup
Post by: Rictiovarus on April 23, 2007, 11:45:50 pm
Just a summation in the vein of what the others already did. More for the sake of completion than anything else.

Name: Blurb
Race: Human
Age: 35
Physical Appearance: 1.95mtr /6'6", short-cropped hair, lowlight eye implants (do not resemble real eyes), a pair of sunglasses to conceal them and protect against bright lights and daylight.
Bionics: Aforementioned eyes, cranial commlink.
Equipment: Aforementioned sunglasses, a worn brown leather jacket, dull green plate body armour rated against most melee and low-powered firearms (such as pistols and smg's). He has an assault rifle with scope, a versatile and capable weapon. A rather sizable combat knife.
Skills: He is an expert marksman and fair in melee.
Traits: He is prone to storming weak enemy positions and other reckless behaviour when he thinks it will succeed. He dislikes mysterious behaviour, and is straight to-the-point in all his dealings, with only the barest minimum of formalities. He is honest as long as that suits him. He does not give out his real name to any shadowrunning related business, to protect both himself and family.
History: He grew up on the edge of the disaster area in the north-west of the Netherlands, Groningen, and quickly learned that the most money was in shadowrunning. He ran with both underworld elements, governments and corporations, and gained experience and a beginning reputation as a dependable combat-oriented runner. After 10 years, he decided to head out for new markets, both for new opportunities and to avoid reprisals for previous running jobs.


Title: Re: NRP - Shadowrun Setup
Post by: pink monkey bird on April 24, 2007, 11:32:27 pm
name: "the secret" or just "secret"
race: human
age:23
physical appearance: 5'8", short spiky black hair, Chinese, tattoo of a Chinese dragon on his back and flame tattoos on his arms, (wrists to elbows).
equipment: he wears long baggy flared black denim jeans, tied with a rope belt, he has dogtags around his neck with the yin symbol on one and the yang symbol on the other though no-one knows where he got them or what they mean.
skills: he is an expert in unarmed combat, he knows the basics in almost all Chinese and some Japanese martial arts, and is has created and mastered his own technique based on them and moves he has picked up fighting in Londonís slums and back streets, he has also learned how to stay silent and hide in shadows when he needs to, it is thought that he has certain somatic magic that allows him to increase his strength and agility when required but this may just be the product of his extensive training.
traits: he is strong willed and overconfident, though not arrogant, he is very interested in other peoples views and ways of doing things, he does not give up information easily, and is not at all trusting of anyone, he feels that respect and friendship you have to earn and is wary of things and people he isn't familiar with, he is likely to follow instinct rather than thinking things through, and is prone to do just about anything when he is bored.
history: he was born to an immigrant family in the London slums, his birth was never recorded officially and his family have kept him unknown to the authorities and secret likes it that way, the only name the gave him was "the secret" and he uses it openly, his life is nothing but rumour and half-truths, unknown, unheard. he is believed to be the head of a street gang, called the broken scales, but no-one knows for sure. his family trained him in martial arts from a young age, and his friends trained him in street fighting from not long after. he is known as "flame fists" to some because of the speed of his punches and he liked  it so much he got fire tattoos on his arms, but he is known mostly as secret or not at all. he decided that running would be a good way to alleviate boredom and test his abilities so he dived in at the deep end.


Title: Re: NRP - Shadowrun Setup
Post by: EightyEight on April 25, 2007, 05:16:21 pm
Some background for Bruce, but just the stuff that's in the grapevine...

Bruce McKinley was originally from Scotland. He was born in Aberdeen, but disappeared - some say at eight years old, some say eleven, twelve or fifteen. The next time he was identitief was in an attack on a Wuzing corporation executive officer in 2044. He was identified s using implanted weapons even then. In the attack, he was badly hurt by Triad men who were in the employ of Bruce's target. He escaped, but they ran a DNA test on some of his blood and were able to trace him. At this point they realised he had been the perpetrator of two other assassinations over the last year.
Since then, he has been reported to have been seen many times, but he has never again been positively identified. Various people will tell you he works for the Triads, Wuxi or the UCAS, assassinates random people, hates the Triads, has a vendetta against Ares Macro, and/or is completely insane. Take your pick.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 25, 2007, 07:52:34 pm
Tau Worlock has notified me that he must regretfully withdraw from the game due to some real life interference.  I'll be writing his character out, but we should have enough bodies to carry on.

J.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 26, 2007, 03:27:26 pm
I need to know what kind of contacts people's characters have... who does your guy/gal know?


Title: Re: NRP - Shadowrun Setup
Post by: Rictiovarus on April 26, 2007, 04:19:15 pm
No-one here. He has some contacts in Europort and Groningen, but none in England.


Title: Re: NRP - Shadowrun Setup
Post by: pink monkey bird on April 26, 2007, 08:05:14 pm
slum low-lifes, street gangers, drug dealers, hookers, pimps, those who cling on to thier miserable existance at the very lowest social level.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 27, 2007, 04:34:57 pm
Are people waiting on me for something?  I only interject when I need to provide world info and outside parties...


Title: Re: NRP - Shadowrun Setup
Post by: Rictiovarus on April 27, 2007, 07:48:42 pm
You're also supposed to move things along when they slow down with interparty bickering, and general failure to move on.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on April 27, 2007, 08:06:08 pm
Inter-party bickering a common thing...I usually let it go to see how far it will degenerate, since it often provides for future story arcs.  *evil GM grin*

Though walking out without all the info definitely derailed things pretty badly.


Title: Re: NRP - Shadowrun Setup
Post by: Rictiovarus on April 27, 2007, 08:23:54 pm
The point is, people in postbased RPG's will not stop arguing without GM intervention. Ever. And because such arguments quickly snowball over any actual stepos in the right direction, nothing happens anymore.


Title: Re: NRP - Shadowrun Setup
Post by: Insomniac on May 08, 2007, 07:41:44 pm
Canis has informed me that he is unable to participate in a timely manner.  Shall I ferry Dmitiri along, since he is the team's mobility at the moment?  That way, if he suddenly finds himself awash with time, he can resume the character's role...

What does everyone think?


Title: Re: NRP - Shadowrun Setup
Post by: Kentai on May 08, 2007, 09:32:02 pm
Sounds like a plan, please do, assuming you're up for it and/or we have no other volunteers...