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Heroes Community > Bards Glade Pyre (RPG) > Thread: Shadowrun OoC
Thread: Shadowrun OoC
enamelity
enamelity


Known Hero
You Misunderestimated Me
posted May 12, 2009 02:13 AM
Edited by enamelity at 05:03, 12 May 2009.

Shadowrun OoC

This RPG is based off the real Shadowrun RPG.

Set in the year 2074, the Earth of Shadowrun is dominated by massive corrupt corporations which actually own their own sovereign territory. A wireless, ubiquitous computer network called the Matrix (no relation to the movies) permeates everything, letting people see with 'augmented reality' (digital overlay over real sight) or 'full immersion' (fully digital environment; does not correspond to the real world). Everyone except scum and villainy has a SIN (System Identification Number), by which they can be tracked by the government.

But this is no average cyberpunk setting. In the year 2012, magic returned to the Earth. In the following years, not only did many people discover they could use magic, but some humans began giving birth to elves, dwarves, orks, and other fantasy races, each of which began to form their own communities, cultures, and nations. Dragons appeared in the mountains, and ghosts began haunting places. All of these changes caused chaos throughout the world.

This game focuses on North America. World Map here.

Classes:

Street Samurai - warriors who augment their bodies and minds with technology (i.e., cyborg parts) and combat drugs, focusing on physical combat.

Adepts - warriors who use magic to enhance their combat capability; think Yoda-style martial arts master.

Hackers - skilled computer hackers who can manipulate and control machines like cars, drones (machines designed to be used by hackers, often armed), and security cameras.

Sorcerers - conventional fantasy magic users; generally fight from afar. By the way, there are no wizards studying old traditional texts to learn magic, as magic is too new for there to be any traditional old texts.

Technomancers - sort of like Matrix sorcerers; have an instinctive connection with the Matrix and can enter and control it far easier than regular people.

A few concepts that apply to Sorcerers and Technomancers:

Sorcerers cast Spells, while Technomancers write Programs.

Sorcerers are mystically Bound to the Astral Realm, a dreamlike landscape of pure magic, while Technomancers are digitally Registered to the Matrix, a digital landscape of simulated reality seperate and distinct from the real world.

For longer or more difficult magical effects, Sorcerers summon Spirits, ethereal beings of magical essence, which then go complete whatever task is assigned by the summoner (as long as it is within the Spirit's capabilities - and the more powerful a Sorcerer, the more powerful a Spirit s/he can summon). For longer or more complex programmed effects, Technomancers contact Sprites, odd beings which spontaneously arise within the Matrix due to programming loopholes and errors. They cannot leave the Matrix. They function the same way as Spirits.

The Races:

Available player races are Humans, Dwarves, Elves, and Orcs. Stranger things exist, but are generally not intelligent or civilized.

Humans should be obvious...

Dwarves don't actually prefer life underground; that's just an urban legend. Otherwise, they are similar to their fantasy counterparts.

Elves are known to be crazy about shopping, but are otherwise similar to regular fantasy elves. There are more elves than any other nonhuman sentient species. The Elves call themselves the Sidhe.

Orcs usually end up as criminals and thugs, but are not as stupid as people think - even successful crime lords are usually orcs. They just have a problem with authority.

North America:

(see map for locations)

There has been a resurgence of Native American culture and power as a result of the arrival of magic for some reason. Its probably related to the fact that there are many more Native American magic-users than there are caucasian ones. With the anti-magic, anti-nonhuman laws in the East, many Native Americans rebelled, aided by their new Elven allies (Completely unrealistic, I know, but still really cool).

The Trans-Polar Aleut Nation and the Athabaskan Council are both Eskimo-style nations.

The Alquinkians (Algonquins) are another Native American tribe, led by spirits from their mythology, the Manitoo.

Quebec is, well, Quebec - but seperate from now-nonexistant Canada.

Tsimshian is another Native American tribe, but there are lots of Elves from farther south here too. A close ally of Salish-Sidhe.

The Salish are a tribe similar to the Tsimshian. With strong anti-human feelings growing in the eastern half of North America, many Sidhe fled west, to the new Native powers. The Salish accepted joint rulership with the Sidhe, and now the nation is governed by both peoples.

The Sioux and Ute Nations are both Native American, and full of Elves. The Pueblo Corporate Council is a Native nation completely overrun by corporations; the actual government has almost no power whatsoever, and the nation is run by corporate representatives and corporate figureheads.

Denver is a sovereign territory of the corporation Genetech, Inc. and is the site of their headquarters.

Aztlan is a new Aztec Empire, except this time all the gods and magic are real.

As the corporations became more and more powerful, the northern U.S.A. passed laws restricting their actions to prevent them from seizing too much control, while the southern states let the free market have its way and let corporations do whatever they desired. To prevent open war, the U.S. peacefully split into two nations - though a cold war between the two has been going on for years. By the time all the Native secessions were over, the only American state left in Western North America was California, part of the southern confederacy. However, in response to Confederate anti-magic laws and racism against nonhumans, California declared its independance, becoming the California Free State, a haven for Caucasian sorcerers and nonhumans. What was left of Canada after its dose of independance movements agreed to join the northern states to avoid being conquered by the Alquinkians and their Manitoo leaders, resulting in the modern U.C.A.S. (United Canadian and American States). To counter these territorial gains by the Northerners, and to check the expansion of militaristic Aztlan, the southern states - or C.A.S. (Confederate American States) - attempted to conquer the Caribbean island-nations. The resulting Caribbean League proved a powerful foe, proving its strength with the conquest of Florida's southern tip.

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