Hey folks update for you! So I've finished the work on the OOC part. Still gotta make some final edits but I figure you guys can at least get a proof of concept while I'm finishing up on the character sheet stuff. [hider=You can look at it here!][color=lightgray][center][img]http://pre00.deviantart.net/66f9/th/pre/f/2013/104/9/9/shadowrun_noir_by_jarow-d61r83d.jpg[/img][hr][sup][color=8882be]【[/color][url=https://www.youtube.com/watch?v=RScZrvTebeA]Shadows[/url][color=8882be]】[/color][color=8882be]【[/color][url=https://www.youtube.com/watch?v=RrpwMPshWpw]Run[/url][color=8882be]】[/color][/sup] [sub][url=https://www.roleplayerguild.com/topics/164728-shadowrun-moldbylur/ooc#post-4351687]Interest Check[/url][/sub][/center][hr] [indent][indent]Since the turn of the century, the world has changed in unimaginable ways. The mystical energies of the universe have been steadily rising in power and concentration, bringing magic back to the world—the Awakening. Elves, dwarfs, orks, and trolls have assumed their true forms, throwing off their human guises. Creatures of the wild have changed as well, transforming into beasts of myth and legend. The many traditions of magic have returned— magicians from all walks of life have carved out a place for themselves in the new world. Though many aspects of the Awakening remain mysterious, modern society has learned much about the workings of magic and how to harness it as a force just as important as technology. The decades that followed the Awakening were years of panic and turmoil, as the Four Horsemen of the Apocalypse seemed to race across the Earth. Cultures that had never lost touch with their mystic heritage used magic in uprisings against the nations that had suppressed them for centuries. The vast global telecommunications network collapsed under an assault by a mysterious computer virus. Dragons soared into the skies. Epidemics and famines ravaged the world’s population. Clashes between newly Awakened races and the rest of humanity became common. All central authority crumbled, and the world began to spiral downward into the abyss. But man and his kin are hardy animals. Out of the devastation and chaos, a fragile new social order slowly emerged. Advanced simulated sensorium (simsense) technology helped eradicate the last vestiges of the computer virus. Amerindians, elves, orks, trolls, and dwarfs formed new nations. Where environmental degradation and pollution have made many areas uninhabitable, eco-groups wage war on polluters, and Awakened powers use incredible magic to heal the earth. Central governments have balkanized into smaller nations and city-states, as fear of the world’s changes drives wedges between people of different backgrounds. Vast metropolitan sprawls known as metroplexes cover the landscape; these urban jungles swallow whole regions. Police departments, unable to contain crime waves and civil unrest, have been privatized or had their work contracted out to corporations. Megacorporations are the new world superpowers, a law unto themselves. The entire planet speaks their language; the nuyen is the global monetary standard; and the highest court in the world is the Corporate Court, made up of members of the top ten megacorporations. The megacorps play a deadly game, paying pawns in the shadows to help them get an edge on the competition. Meanwhile, corporate executives and wage slaves hole up in their own enclaves, safe behind layers of security and indoctrination. Outside the walls of these arcologies and gated communities, whole stretches of the sprawls have become ungovernable. Gangs rule the streets; the forgotten masses grow, lacking even a System Identification Number (SIN) to give them any rights. These outcasts, dissidents, and rebels live as the dregs of society, squatting in long-abandoned buildings, surviving through crime and predatory instincts. Many of them attempt to escape their miserable existences by slotting addictive Better-Than-Life (BTL) chips, living vicariously through someone else’s senses. Others band together, some for survival and some to gain their own twisted forms of power. Technology, too, has changed people. No longer content with the limitations of flesh, many have turned to the artificial enhancements of cyberware to make themselves more than human—stronger, faster, smarter. Others prefer more natural enhancements, augmented organs grown in clinic vats: bioware. Still others deck themselves out in powerful and wearable computing equipment, and manipulate the Matrix or vehicles as if the optical chips and run-flat tires were parts of their own body. In the harsh reality of 2075 where profit is the most important mistress, the bigger the metroplex, the deeper the shadows. In the cracks between the giant corporate structures, criminals of all shades find their homes. When the megacorps want a job done but don’t want to dirty their hands, they turn to the only people who can pull it off: shadowrunners, deniable assets. Though only the blackest of governmental or corporate databases will even register a shadowrunner’s involvement with a corporation, the demand for his or her services is high. Hackers slide like whispers through the databases of giant corporations, spiriting away the only thing of real value—information. Street samurai are enforcers for hire whose combat skills and reflexes make them the ultimate urban predators. Riggers manipulate vehicles and drones for a variety of purposes. Magicians, those rare folk who possess the gift of wielding and shaping the magical energies that now permeate the Earth, are sought after to spy on competitors, sling spells against an enemy, commit magical sabotage, and for any other service that their employers can dream up. All these individuals sell their skills to survive, taking on tasks too dangerous for others; many of them illegal, all of them unsavory.[/indent][/indent] [color=8882be][sup][h3]A C T O N E - C O L D F R O N T[/H3][/SUP][/COLOR] [indent][indent]2075, New Reykjavik, a city of ice and steel. A group of shadowrunners have been contracted to break into the [i]Brockengespenst[/i], the estate of one Henrik Feuersturm, the regional operations manger for Saeder-Krupp Schwerindustriegesellschaft, the lofty immovable god of New Reykjavik. They are to steal a datachip located within Feuerstrum's private office on the top floor, at the request of a anonymous contractor. What at first seems nothing more than a standard crash and grab quickly evolves into something much more sinister. [/indent][/indent] [sub][color=8882be][H3]Y O U R G U I D E T O T H E S H A D O W S[/H3][/color][hr][/sub][center][sup]Information on the world, technology and the like. More shall be added as the need arises, but if you really have a burning question feel free to ask or consult the [url=http://shadowrun.wikia.com/wiki/Main_Page]Shadowrun Wiki[/url]. One very useful page there being the page on [url=http://shadowrun.wikia.com/wiki/Slang]slang[/url].[/sup][/center] [indent][indent] [hider=Metahumanity] [center][img]http://pre05.deviantart.net/5bf5/th/pre/i/2015/021/0/9/shadowrun_races_comparison_chart_by_dirkloechel-d8eqwrz.jpg[/img][/center] Humans are no longer alone—they are just one of the five major subspecies of Homo sapiens. Known collectively as metahumanity, each of the five metatypes — dwarf, elf, human, ork, and troll—are more or less evenly distributed ethnically, though populations tend to congregate geographically across the globe for various reasons. Though humans retain the majority, each of the others comprises a significant percentage of the worldwide population. The first metatypes to appear were dwarfs and elves born during the first wave of UGE (Unexpected Genetic Expression) in 2011. Orks and trolls appeared ten years later, during the period of “Goblinization,” when many humans suddenly transformed. Now a half century past the Awakening, goblinization is exceedingly rare, occurring only to humans, usually during puberty. In 2075, most metahumans are born to parents of the same metatype. In the case of mixed parents, the child has a roughly even chance of being born as the metatype of either the father or themother. There are no “half-breeds” in the Sixth World — no elf-orks or dwarf-trolls, no matter how amusing the concept may be. Many first and second generation orks and trolls—especially those who goblinized—died young, indicating the relatively low lifespan of these metatypes. The early dwarfs and elves are still around, however, many of them showing little sign of aging. Lifespans for all metatypes are on the rise, which scientists partially ascribe to gene therapy and leonization (anti-aging treatments) and partially to improvements in social acceptance—leading to better medical treatment, living situations, and other quality of life measures. Few countries, however, factor the SINless into their average lifespan statistics — after all, how could they? — and thus official figures may be especially misleading, as orks and trolls are statistically more likely to be SINless than the other metatypes. [hider=Dwarfs] Short, stocky, and barrel-chested, a dwarf typically has shorter legs than other metatypes. Dwarfs have natural thermographic vision (which helps fuel the stories that they prefer living underground — a stereotype that is only partially true as the 21st century marches on). They also have a hardy immune system and rarely get sick, even when exposed to toxins. They normally live in small family groups, sometimes isolating themselves from the rest of society. In folklore, dwarfs are depicted as hard workers, taking on physical labor that no others would do. This holds true in the Sixth World, as dwarfs are known both for their strong work ethic and for an incredible ability to adapt to new technology and processes. When it comes time for megacorps to recognize the true brains behind many innovations, it’s often a dwarf — to the surprise of many. Of all the metatypes, dwarfs tend to be the most assimilated into mainstream society. Dwarfs encounter less prejudice as they are not feared like orks and trolls or seen as glamorous or conspiratorial like elves, but they do often encounter paternalistic attitudes from those that equate short with child-like. Dwarfs must also struggle living in a world built for taller beings, as well as being literally overlooked when it comes to equal opportunities. [/hider] [Hider=Orks] Orks are proportioned similarly to humans, albeit with a heavier build that adds to their overall bulk. Beyond size, the most distinguishing physical feature of orks are large lower canines, which often look even more alien when paired with their characteristic thin lips and flat noses. Ork ears are pointed just like elf ears, though not as elongated. Also like elves, ork eyes are naturally adapted for low-light situations. Likely due to their high birth rates, orks often live in large, communal,extended family groups. Children are most often born in litters of four, but some ork mothers have given birth to as many as eight young. When sapiens are born to ork mothers, they will express as robust at puberty roughly 95% of the time. Ork gestation periods are the shortest of any of the metatypes at roughly 6 months. [/hider] [hider=Elves] Elves are taller and slimmer than the average human, though their bone structure and musculature are no weaker than a human’s. Their ears are distinctly pointed, and many elves wear their hair—which is normally very fine—long, so they can cover their ears in some social situations. Elven body hair is sparse to non-existent, and their eyes are highly capable in dim light. Elves have the longest gestation period of the metatypes, at just under a year. Elves hold a position in pop culture unchallenged by any other metatype, partly due to their exotic looks, striking features, and the adoption of Sperethiel, their own “ancient” language (a claim disputed by some). Many media icons—from models to singers to politicians to porn stars to high-profile lawyers—are elves. Unlike dwarfs, orks, and trolls, who are discriminated against on the basis of being “different and ugly,” elves are often looked down upon by the other metatypes due to being “different and beautiful.” According to stereotype, elves are either poncy faux-aristocrats, homosexual, or back-to-nature “dandelion eaters” (though, in fact, a majority of elves are vegetarian). This intolerance is fostered by the common perception that there is an “elven conspiracy” set to take over the world. A new generation of elves is attempting to dispel these myths and unfair media portrayal, though some reckless youth are going out of their way to paint themselves as rebellious street toughs, swelling the ranks of gangs like the Ancients. [/hider] [hider=Trolls] The largest and most exotic of the metatypes, trolls stand two and a half meters tall and can weigh upwards of 350 kilograms, though weights closer to 300 kilograms are more common. Most trolls have arms that are far longer in proportion to those of the other metahuman races, and their skin is often ridged and lumpy due to natural dermal bone deposits, resulting in a natural armor effect. Like dwarfs, trolls have natural thermographic vision, granting them enhanced sight, especially in low light conditions. A troll’s ears are pointed, and they have two extra teeth—for a total of 34—including prominent lower canines. Trolls also have a pair of horns that grow in all manner of ways—straight, curled, twisted, etc. Though stereotyped as stupid or frightening, trolls are no less intelligent or well mannered than other metatypes, though they do suffer from disproportionally high illiteracy and poverty rates. Perhaps because they still face a certain amount of prejudice in society—not to mention the daily size difficulties of living in a society primarily oriented towards smaller people—trolls often band together socially and culturally. Like orks, many trolls have been driven to the fringes of society by fear and intolerance, leading to extensive populations of SINless squatter trolls. Some trolls prefer the outcast lifestyle, preferring to live simple isolated lifestyles in wilderness or remote urban settings. On the flipside, many trolls have found gainful employment for the very traits that make them marginalized: size, strength, and intimidation. Trolls often work as manual laborers and are in high demand as bouncers, bodyguards, and other security positions. [/hider][/hider] [hider=SIN] The SIN, or System Identification Number, can be your best friend or your worst enemy. Without one, it’s very difficult to do otherwise simple things like rent an apartment, buy a car, or check into a hotel. With one, however, the system can track almost every move you make—what you buy, where you go, what you connect to on the Matrix. Technically, everybody is supposed to have a SIN (it’s illegal not to), but in reality, many people don’t. Some had them erased; some lost them when the Matrix went down in ’64 and getting a new one was too much of a hassle; some never had one at all because their births were never recorded. The SINless, as they’re called, tend to operate outside the system and have a hard time doing anything legitimately, since not having a SIN marks you as either an alien or a person subject to lesser rights. Of course, the best of both worlds for shadowrunners is to have one—but not their own. Underground services for setting up fake SINs are in high demand, and there’s no shortage of customers. Some runners even maintain more than one fake SIN, corresponding to one or more false identities based in different cities and even different countries. If one is discovered, the runner simply dumps it and picks up another. Be careful, though—if the cops arrest you and you don’t have a SIN (or you have one that doesn’t match up), they’ll assign you a “criminal SIN,” which has significantly fewer rights and privileges than a regular one. [/hider] [hider=The Matrix] In 2075, the new wireless Matrix has replaced the old wired variation going from virtual reality to augmented reality in the processes. That’s not to say that you can’t still go for the full-immersion experience, but AR has proven itself to be more practical in most situations. Most people by now have embraced the new technology, to the point where even the poorest sprawl denizens are likely to have commlinks that connect them to the Matrix on a constant basis. What this means is that everybody’s wired (or, rather, wireless) and everybody’s connected. In the world of a shadowrunner things are a little different. Corps controlling the development and the secuirty measure therefore within the new wireless Matrix, are very keen about not letting in intruders. So to actually break into most system you still to get a decker into the mainframe and plug himself in to really get the dirty work done.[/hider] [hider=Magic] Magic ain't something you learn, but something you are born with. In the wonderful world of 2075 it comes in four distinctive flavors: mages, adepts, shamans, and technomages. Mages are your standard wizard type to control their mojo they learn spells and read shit from books, part flying by the seat of your pants and part a deliberate and calculated science. Adepts are kinda like mages but more like the folks you grew up watching in your cartoons. They hone not just the mind but the body learning to channel mojo that must of them call ki to augmented their physical abilities. If you ever wanted to see some bloke roundhouse kick another man's jaw clean off well you are in for a show. Shamans mix up the old faiths and mysticism rather than running on knowledge, they run on instinct. Shamans draw most of their power from pacts they form with spirts, demons and the like channeling their power through them typically in the way of fetishes, small totem-like objects connected to said spirits and used to channel their power. Technomages are the newest of the bunch. These fellas are strange they have something of a deep-set connection to the Matrix and are able to 'enter' it without the need of any equipment, instead they just sorta make their souls into 1s and 0s. Deckers either end up hating them or loving them for their added skilset some seeing them as a threat to their business market and others a useful collaborator to take on bigger jobs. [/hider] [hider=Saeder-Krupp] [center][img]http://fc07.deviantart.net/fs71/f/2013/353/a/d/shadowrun_new_saeder_krupp_logo__2075__by_raben_aas-d6yi33m.png[/img][/center] [i]tl;dr version: A rather dangerous and large megacorp controlled by the great dragon Lofwyr. If you take a job against them you better well cover your tracks or the wrath of the gods will fall upon you soon enough.[/i] Saeder-Krupp's history, like most megacorporations, begins long before it's current incarnation. In this case, it all begins in Germany during World War II. After World War II, the Quandt family practically resurrected BMW and turned it into one of the largest transnational corporations in the world. In 2010, shortly after Michel Beloit wrested control from the Quandt family, BMW underwent a massive campaign of diversification. Beloit was able to gain control of BMW thanks to the corporate warring between themselves and Keruba International. It's rumoured that Keruba International even went so far as to hire a mercenary team to assassinate several member of the Quandt family during a private wedding in Munich. This break down of the chain of command allowed Beloit to swoop in, undercut the Quandts, and seize control of the company. Under Beloit's firm hand BMW was able to acquire and merge with Fatima Petrochemicals, Saeder Munitionis, and the German industrial conglomerate Thyssen-Krupp which had more than 600 subsidiary companies. This extended BMW's reach well into the Asian, Middle Eastern, and Africa. It also allowed BMW to join the Inter-Corporate Court (ICC) in 2012, with which came the right to extraterritoriality. BMW kept up it's conflict with Keruba International for the next twenty years. Though nothing like the initial fighting that spurred on the formation of the ICC. This war allowed them to develop a light armored transport vehicle that they then sold several times over to the European Union, netting them a mint in the process and driving their stock price higher. In 2032, Michel Beloit died under unknown circumstances. Many believe that the Great Western Dragon [url=https://i.warosu.org/data/tg/img/0299/78/1391465513652.jpg]Lofwyr[/url] was behind Beloit's death, but it has never been proven. Regardless, Beloit's dutiful wife Willhelmina Graff-Beloit, assumed control of BMW after her husband's death and proved quite adept at the running of the company. Despite the opposition her fiver year reign as CEO was quite successful. During her tenure, Lofwyr was working behind the scenes through shell companies and proxies to continue purchasing up all the available stock he could lay his claws on. According to eyewitnesses, on that fateful day in 2037 Lofwyr entered into the boardroom in his metahuman form, announced that he owned 63% of S-K. Then promptly shifted into dragon form and asked the board if anyone had any questions. He then proceeded to vote himself President and CEO, and kicked Graff-Beloit off of the board. Graff-Beloit tried to fight back through the Corporate Court. And when that failed, she tried to find justice in her own way, but was ultimately unsuccessful. Her team of mercenaries sent to assassinate Lofwyr were returned to her. And as the story goes, the great dragon was so impressed with her nerve and resolve he let that one attempt slide. Though he did warn her personally that if she tried again she would pay with her life. Beloit-Graff fell into obscurity after that, only making blips on the radar when she moved to the Zurich-Orbital Habitat (Z-O) in 2050, and with her death from a stroke on January 25th, 2063. Lofwyr restructured BMW to form Saeder‑Krupp, a private megacorporation fully owned by himself, and relocated the corporate headquarters to Essen in the Rhine-Ruhr Megaplex. This corporate HQ became the major division listed above: Saeder-Krupp Primer. Also known as the lair of the Great Dragon himself. Once the restructuring was completed, Lofwyr went to work and over the next decades he brought large sections of European, Middle Eastern, and Russian businesses under the S-K umbrella by leveraging S-K's profits in steel production and arms manufacturing from the EuroWars. His main targets were the heavy industry market, oil production facilities, mining operations, automotive and aerospace companies, computer electronics producers, software manufacturing, robotics, and information technology oriented companies. Before long with these acquisitions, S-K had set itself up as one of the leading Matrix Service Provider for Europe. Lofwyr took advantage of it's ubiquitous presence to obtain contracts to build and maintain the Matrix infrastructure throughout Europe, parts of Asia Minor, and the Middle East. Lofwyr also invested heavily into the energy, banking, and high-finance sectors. This was a brilliant play to supply S-K an unlimited amount of credit to draw upon in the future. It pretty much bankrolled S-K's expansion policies and helped in the sabotage of companies they were interested in acquiring. Throughout the '50s S-K climbed slowly to the top of the pile until they became the single largest corporation in the world in 2054. It's not like S-K wasn't without enemies though. During their dominance in the '50s several banking institutions tried their best to fight back against the corporation. But to no avail. Even when other companies were reeling and trying to hold on with the demise of Fuchi in 2059, S-K was able to remain strong. Lofwyr advanced a plan involving "satellite companies" with no known ties to S-K and swallowed up some of the banks that were trying to bring S-K down just years before, most prominently a multinaational conglomerate of Swiss banks call Schweizer Bankenverein. In the 2060s S-K lobbyists helped push an economic initiative involving co-operation from both European governments and the corporations of Europe. This initiative called the New European Economic Community (NEEC) was publicly pushed by Zeta-ImpChem, the Frankfurt Bank Association, Hildebrandt-Kleinfort-Bernal, and Erika. But as history has shown it was really a vehicle for S-K to expand. S-K even managed to come out of the Crash 2.0 relatively unscathed. Apparently from word go when building the Matrix infrastructure, Lofwyr had installed failsafes to protect corporate nodss and computer systems. These failsafes were put to good use, and allows S-K to keep a majority of their data safe. Without the loss of data, they were able to get back up and running as if nothing had ever happened in almost no time. The European governments weren't too thrilled with Lofwyr's plan, but considering he had saved the economy of Europe from certain disaster they had to admit it wasn't the worst thing that could've happened. Many even went a step further and showed their thanks in the form of economic concessions to S-K. Many economists believed that S-K would use the Crash 2.0 to dramatically expand their economic empire. But so far this has not been the case. They have instead been quietly selling off their least profitable companies, and buying up this and that with little to no fanfare. Their largest expansion has been into the Native American Nations market. To date their largest success stories have been those in the Sioux and Salish-Shidhe Council lands. But it hasn't all been good. The Tir's new government seems to be distrustful of the former Tir Prince. [/hider] [/indent][/indent] [sub][color=8882be][H3]I M P O R T A N T M E S S A G E S[/H3][/color][hr][/sub][center][sub]Important updates, answers to requiring questions, and other stuff will be posted here. Basically my soapbox from upon which I will yell at you.[/sub][/center] [sub][color=8882be][H3] S T A N D A R D O P R E A T I N G P R O C E D U R E[/H3][/color][hr][/sub][center][sub]Rules and other stuff we should probably get out of the way.[/sub][/center] [indent][indent] [color=8882be]▲[/color] [i]Please[/i] don't be an ass. [color=8882be]▲[/color] If something or somebody is making you uncomfortable please speak up. [color=8882be]▲[/color] Communicate. Communicate. [b][i]Communicate.[/i][/b] [color=8882be]▲[/color] Have fun![/indent][/indent] [/color] [/hider] [@HeySeuss] I'd love to have you, if you are up to it! [@Mercenary Lord] The harebrained schemes games are great! Yeah they take place during the timeframe of the 1st and 2nd editions of the game, 2075 is the current editions. The short end of it to catch you up to speed goes something like this. Another Crash happens and the Maxtrix basically falls apart. They recreate it in a new wireless format as wireless internet and the like became a thing when the originals still had really fancy dial-up. Besides that though things pretty much maintained the status quo. There are Technowizards no though, those guys are pretty cool and gives a Decker PC somebody to hang out with in the Maxtrix. The stuff in the OOC should help explain it about. Though really I don't expect anyone to be masters of the stuff and the history, heck I've been playing the tabletop game for like ten years now and I don't know everything! (I won't really be calling in on any lore stuff really, just using the Unvierse to help set the scene. And tell a story that can really only be told in this awesome Universe.)