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