Post by Lady on Oct 29, 2016 13:21:07 GMT -5
Magic
Magic is still a rarity in the world, only a small percentage of the population has it, and those with real SINs are registered as to their strength and specialties, so if you're magical and using a fake SIN make sure you have licenses that cover that registration. There are four major types of magic, Summoning, Enchanting, Spellcasting and Enhancing. For any type of magic you have to take drain, which is the fatigue that comes from having used magic, drain is countered by a resistance check that varies depending on what discipline you choose.
Summoning involves making a pact with spirits, depending on your tradition tells you which spirits you can summon, and depending on the strength of the spirit defines not only it's attributes but it's skills as well; different types of spirits have different specialties. A contract with a spirit is formed and defined by the number of services, because the most important thing to remember about spirits is, they are intelligent, sentient creatures who in most cases wouldn't piss on you if you were on fire unless it was a service. As with all things in Shadowrun, do not trust these spirits to have your best interests at heart, because after all, if you die, they're free to get back to whatever it is they were doing before you summoned them.
Enchanting is a matter of casting magic on an object that can be used later by magical and nonmagical people alike can use the tool and attached magic without suffering the drain since that was already invested during it's creation.
Spellcasting is the same as it is in most systems, except in this system spells are spells, are cast at any level rather then existing at a specific level. The higher the level, the more powerful the effect of the spell and the stronger the drain.
Enhancements are category into which Adepts fall. Mages whose magic only works on themselves. Adepts get 'adept powers' rather then spells; these powers can increase skills, limits, attributes or give special abilities.
Regardless of the type of magic the user possesses there are two things they all have in common, Initiations and Background counts. A person's magic score is limited, but that limit can be raised if the magic-user goes through a trial called an "Initiation" in which they expand their understanding of their own magic and themselves.
Since all magic is tied to the life force of the world, when particular events damage that force it can produce what is called a "Background count" in which all magic users take a negative penalty equal to the height of the background count, until that damage fades, IF that damage fades. These events can include large explosions, powerful negative emotions, death, torture, and in specific places where these events have been compiled again and again the background count has become permanent. This penalty can be counteracted or lessened by various qualities. There is also something called an 'aspected' background count which is specifically tailored to a certain type of magic, and for that type of magic-user the count acts as positive buff while it acts as a regular background count for all other magic-users.
The Awakening (Abridged)
To make a very long, very bloody story short, magic started to awake in the world, massive natural disasters kills hundreds of millions of people all over the world and 5-10% of the population experienced the awakening of latent magical abilities. That sounds like an awesome thing until you realize, it wasn't just the human population, it was any living population, plants, animals and humans. And while in the city there isn't much more beyond humans and some select greenery, the countryside was radically reformatted.
For example, imagine a diary farm with 500 cows. Even if only 25-50 of them transform into bullet proof, carnivorous murderous magical creatures... that farmer is still dead. So people moved deeper into the cities to avoid the danger of the plants and animals that now filled the wide open spaces, and even some locations developed magical properties of their own.
Another significant change was the reawakening of dragons, creatures of such enormous power and skill that all you really need to know is they could be anywhere, they can do pretty much anything and they can kill pretty much anyone. Don't fuck with dragons.
Some of the humans during the awakening 'awakened' into metahumans, dwarves, orks, elves, and even those main species have what are called metavarients, other then traditional elves there are Dalakitnon, Dryads, Night Ones, Wakyambi, and Xapiri Thëpë, each with slightly different characteristics while not straying far enough from the base metatype to justify it's own metatype. Everu metatype, including human, has it's own variants. Other then variations on humanity there were also creatures born called metasapients, including creatures like centaurs and pixies, most nations do not recognize metasapients as a part of 'meta humanity' since they not in most cases humanoid.
The Matrix
The internet has expanded, even more so then today it is everywhere, with almost every electronic connected to it, with the exception of intentionally closed or wired systems. Some items that are wireless have bonuses available if it wirelessly enabled; all wireless items can also be turned wireless off to disconnect them the Matrix and keep them from getting hacked (unless they are directly wired into).
Deckers are those people with their super expensive decks who can tinker with information datebases, hack into secure phone lines and all that other lovely technology sabotage and recon. Unless you plan to go into decking that's about all you need to know about them... that and the fact that once the decker gets decking... it's going to take a while. So just sit back and be patient. Without them shit would be so much harder.
MegaCorps
Some corporations have grown so large that shortly before the chaos of the awakening, they sued for extraterritoriality, essentially granting them the same status as nations in their own right. These ten corporations, commonly referred to as "The Big Ten" and have sovereignty, their own economies, currencies, and rather then large bodies of land as most nations have, Megacorp facilities and subsidiaries are treated as 'embassies' on other nations' soil, with all sovereign rights reserved for the corporation.
Magic is still a rarity in the world, only a small percentage of the population has it, and those with real SINs are registered as to their strength and specialties, so if you're magical and using a fake SIN make sure you have licenses that cover that registration. There are four major types of magic, Summoning, Enchanting, Spellcasting and Enhancing. For any type of magic you have to take drain, which is the fatigue that comes from having used magic, drain is countered by a resistance check that varies depending on what discipline you choose.
Summoning involves making a pact with spirits, depending on your tradition tells you which spirits you can summon, and depending on the strength of the spirit defines not only it's attributes but it's skills as well; different types of spirits have different specialties. A contract with a spirit is formed and defined by the number of services, because the most important thing to remember about spirits is, they are intelligent, sentient creatures who in most cases wouldn't piss on you if you were on fire unless it was a service. As with all things in Shadowrun, do not trust these spirits to have your best interests at heart, because after all, if you die, they're free to get back to whatever it is they were doing before you summoned them.
Enchanting is a matter of casting magic on an object that can be used later by magical and nonmagical people alike can use the tool and attached magic without suffering the drain since that was already invested during it's creation.
Spellcasting is the same as it is in most systems, except in this system spells are spells, are cast at any level rather then existing at a specific level. The higher the level, the more powerful the effect of the spell and the stronger the drain.
Enhancements are category into which Adepts fall. Mages whose magic only works on themselves. Adepts get 'adept powers' rather then spells; these powers can increase skills, limits, attributes or give special abilities.
Regardless of the type of magic the user possesses there are two things they all have in common, Initiations and Background counts. A person's magic score is limited, but that limit can be raised if the magic-user goes through a trial called an "Initiation" in which they expand their understanding of their own magic and themselves.
Since all magic is tied to the life force of the world, when particular events damage that force it can produce what is called a "Background count" in which all magic users take a negative penalty equal to the height of the background count, until that damage fades, IF that damage fades. These events can include large explosions, powerful negative emotions, death, torture, and in specific places where these events have been compiled again and again the background count has become permanent. This penalty can be counteracted or lessened by various qualities. There is also something called an 'aspected' background count which is specifically tailored to a certain type of magic, and for that type of magic-user the count acts as positive buff while it acts as a regular background count for all other magic-users.
The Awakening (Abridged)
To make a very long, very bloody story short, magic started to awake in the world, massive natural disasters kills hundreds of millions of people all over the world and 5-10% of the population experienced the awakening of latent magical abilities. That sounds like an awesome thing until you realize, it wasn't just the human population, it was any living population, plants, animals and humans. And while in the city there isn't much more beyond humans and some select greenery, the countryside was radically reformatted.
For example, imagine a diary farm with 500 cows. Even if only 25-50 of them transform into bullet proof, carnivorous murderous magical creatures... that farmer is still dead. So people moved deeper into the cities to avoid the danger of the plants and animals that now filled the wide open spaces, and even some locations developed magical properties of their own.
Another significant change was the reawakening of dragons, creatures of such enormous power and skill that all you really need to know is they could be anywhere, they can do pretty much anything and they can kill pretty much anyone. Don't fuck with dragons.
Some of the humans during the awakening 'awakened' into metahumans, dwarves, orks, elves, and even those main species have what are called metavarients, other then traditional elves there are Dalakitnon, Dryads, Night Ones, Wakyambi, and Xapiri Thëpë, each with slightly different characteristics while not straying far enough from the base metatype to justify it's own metatype. Everu metatype, including human, has it's own variants. Other then variations on humanity there were also creatures born called metasapients, including creatures like centaurs and pixies, most nations do not recognize metasapients as a part of 'meta humanity' since they not in most cases humanoid.
The Matrix
The internet has expanded, even more so then today it is everywhere, with almost every electronic connected to it, with the exception of intentionally closed or wired systems. Some items that are wireless have bonuses available if it wirelessly enabled; all wireless items can also be turned wireless off to disconnect them the Matrix and keep them from getting hacked (unless they are directly wired into).
Deckers are those people with their super expensive decks who can tinker with information datebases, hack into secure phone lines and all that other lovely technology sabotage and recon. Unless you plan to go into decking that's about all you need to know about them... that and the fact that once the decker gets decking... it's going to take a while. So just sit back and be patient. Without them shit would be so much harder.
MegaCorps
Some corporations have grown so large that shortly before the chaos of the awakening, they sued for extraterritoriality, essentially granting them the same status as nations in their own right. These ten corporations, commonly referred to as "The Big Ten" and have sovereignty, their own economies, currencies, and rather then large bodies of land as most nations have, Megacorp facilities and subsidiaries are treated as 'embassies' on other nations' soil, with all sovereign rights reserved for the corporation.