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. ___________________________________________________________________ Gophered by Gophernicus/3.1.1 on n/a/n x86_64