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iShadowrun setting |
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Return to the begining |
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i1 - Races |
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i Main article: Shadowrun races |
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i |
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iCharacters in Shadowrun can be humans, orks, trolls, elves |
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iand dwarves, as well as certain diverging subspecies (known |
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ias metavariants) such as gnomes, giants, minotaurs, etc. |
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i2 - History |
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i |
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Main article: Shadowrun timeline |
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i |
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iThe emergence of magic, the outbreak of the VITAS plagues |
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i(Virally Induced Toxic Allergy Syndrome), the Computer Crash |
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iof 2029 (caused by a complex and nearly unstoppable computer |
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ivirus called "The Crash Entity"), the Euro-Wars, in which |
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ithe western-European countries once fought off an invasion |
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ifrom neo-communist Russia and then a pan-Islamic invasion |
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ilike that of 800 years ago, and the fevers for independence |
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iof Amerindian tribes, Chinese provinces, etc. left the world |
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igovernments tumbling and falling. With the fall of the |
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iexisting political structures, megacorporations emerged as |
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ithe new superpowers. |
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i3 - Nations |
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iAs the world endured the string of state changing events and |
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iconflicts, the political landscape fragmented and reformed. |
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iIn North America, for example, some nations broke apart and |
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ireformed, as was the case with the Confederated American |
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iStates and the United Canadian and American States; others |
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ibecame havens for specific racial or ethnic groups, like the |
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icouncils of the Native American Nations or the Elvish |
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iprincipality of Tír Tairngire; and some, like the California |
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iFree State simply declared independence, or became defacto |
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icorporate subsidiaries like Aztlan to Aztechnology. Despite |
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ithe new role of megacorporations, many nations still hold |
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iconsiderable sway through economic, social and military means. |
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i4 - Corporations |
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i Main article: Shadowrun corporations |
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iThe monolithic "enemies" of the Shadowrun world (borrowing |
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iheavily from cyberpunk mythos) are the Corporations, dubbed |
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i"Megacorporations", "Megacorps", or simply "megas" or "corps" |
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ifor short. Megacorporations in the 21st century are massively |
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iglobal, with all but the smallest corps owning multiple |
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isubsidiaries and divisions around the world. They are the |
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isuperpowers of the Shadowrun universe, with the largest |
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icorporations having far more political, economic, and military |
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ipower than even the most powerful nation-states. |
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i5 - Science and technology |
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iDespite the Crash which caused much data corruption, technology |
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iadvanced at a tremendous rate. Cyberware, technical implants, |
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iand Bioware, genetically engineered implants which enhance a |
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iperson's abilities, emerged. |
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iOriginally, direct neural interface technology enabled humans |
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iand metahumans to directly access computers and the Matrix, the |
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iglobal computer network restructured after the 2029 Crash. |
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iAccess to the Matrix was accomplished by "deckers": individuals |
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ithat have cyberdecks which are futuristic equivalent to modern day |
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ilaptop computers. These interface machines are connected to the |
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ibrain through a Datajack generally located at the temple or |
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ibehind the ear. The "deck" would then be plugged into a port that |
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iis connected to the Matrix at large. The Matrix was originally |
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ibased on ideas by William Gibson and the cyberpunk literary genre. |
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iIn Shadowrun 4th edition, the Matrix rules have changed, thanks |
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ito the setting's constant evolution and a drive to match real |
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iworld technological developments. After the second Matrix crash in |
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i2064, Matrix technology was moved away from the wired network |
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iand led into a wireless technology. This technology was |
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ioriginally proposed in the early 2060s by Transys Neuronet and |
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iErika, now part of NeoNET. |
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i |
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iThe most noticeable difference between the Matrix in the 2070s |
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iand the earlier editions is the widespread use of wireless |
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itechnology. Communications and Matrix access is done through a |
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iPersonal Area Network (PAN), managed through an individual's |
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iCommlink, a combination personal computer/cell phone/PDA/wireless |
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idevice that hooks into the Matrix through wi-fi nodes placed in |
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ievery city's infrastructure. |
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i |
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iThe other major difference in the Matrix of the 2070s is the use |
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iof Augmented Reality, where a person hooked to the Matrix through |
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itheir Commlink has their vision imprinted (through direct neural |
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iimplants or special glasses) with the same files and images that |
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ione would see on a computer desktop. This allows many users to |
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istay on the Matrix constantly while walking around in normal space |
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i(though the traditional full-immersion Virtual Reality is still |
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iaccessible). |
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iCyberdecks are obsolete, so "deckers" have once again become |
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i"hackers". In addition, the otaku of previous versions (deckers wh |
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idid not need decks to access the Matrix) have metamorphed into |
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itechnomancers, who have an innate connection to the Matrix and are |
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icapable of entering into a wireless network with no special equipm |
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i |
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iThe use of the term 'Matrix' in the Shadowrun game to refer to an |
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iimmersive virtual world predates its use in the popular feature fi |
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iThe Matrix. In Shadowrun, the Matrix is not a simulation of realit |
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ibut rather is the global communications and information network th |
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iis a successor to the internet. |
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i |
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iIn 2075 the Matrix was again modified by megacorporations, renewin |
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ithe need for cyberdecks. Very quickly Hackers returned to being de |
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i6 - Magic |
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i |
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i Main article: Shadowrun magic |
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i |
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iThose able to actively interact with the magical energies of the |
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iSixth World are known as “awakened.” An awakened character's power |
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iin magic is linked to their Essence statistic. Because of this, |
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imost magically active individuals attempt to avoid cybernetic |
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ienhancement, which lowers Essence. |
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___________________________________________________________________ |
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Gophered by Gophernicus/3.1.1 on n/a/n x86_64 |
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