
Shadowderps
By:
Pandarsenic on
Oct 29th, 2013 | syntax:
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Shadowrun
It is 2065 or 2070 or so. There is magic. Corporations have functional national-level sovereignty and can grant citizenship. A dragon has been the president of the United States .You live as a "Shadow runner," a throwaway operative hired for deniable operations by one corp against another. Or against a government. Or hired by a government. Despite the presence of dwarves, elves, vampires, dragon, orcs, trolls, shamans, and it also has the cyberpunk sensibilities of replacing your limbs, eyes, ears, or the like with better-than-meat prosthetics, and the setting can support anything from elite veteran runners that every corp wants running for them instead of against them to newbie runners trying to get their first break and escape the slums or the like.
It also supports dice. So many dice. Like rolling 20d6. If you like rolling tons of dice, Shadowrun is the system.
Typical characters:
The Street Samurai: D&D Fighter. On drugs. And cybernetics. Wired reflexes, a heavily modified gun with its scope linked to your eyes, armored jacket... be the Adam Jensen you've always wanted to be. Shit hit the fan and the corporate security force is chasing you with assault rifles? The street sammy can deter them with everything from dual pistols to an assault rifle to an assault cannon to a rocket launcher.
The Face: The smiling scumbag who negotiates your jobs, seduces your waitresses for info, sweet talks your secretaries for illegitimate legitimate access, and makes sure you get your gear for a good price and your jobs for a better one. He's your local guy who knows a guy, and whenever you need to get info from the streets or convince someone to see things your way (read: All the damn time), you'll want him around.
The Hacker (DECKER!): The person with a datajack in their neck and all the top-grade programs to take on digital security. Gets you info you shouldn't have, forges passkeys, turns off cameras, hijacks automated turrets... The hacker is a wireless ghost who will invade your personal network, break the locks your cyberarm uses to update your HUD and do things like send you false sensory data, invert your IFF, get into that grenade launcher you have slung on your back and make it fire at the ground... In a world where everything is sending wireless updates to your HUD unless you spring for non-wireless alternatives, the hacker can invade your personal space in creative ways. When you need the doors of a facility answering to you instead of your security team, or when you need to pull classified data from someone else's networks, or when you need your faces scrubbed from the security records, or when you need all the traffic lights ahead of you green and the ones behind you red? The hacker's your go-to.
The Rigger: Usually a variant on or subtype of Hacker. Have you ever wanted an army of DEATH ROBOTS at your command? The rigger can either chessmaster his drones, or jump into one and become it. Also tends to be the driver. Outfit five drones with grenade launchers and it doesn't matter how poorly you aim! Need to scout? Send a mini-zeppelin with a spy camera into the sky. Target's indoors? Fit that camera onto a drone the size of a dragonfly and have it sneak around in the vents.
The Mage: "Geek the mage first" 882,000 results on Google. One of Shadowrun's iconic characters (and pieces of advice), the Mage is scary not because it will hurt you, but because it will very abruptly destroy you. The Mage is a flexible wildcard depending on how it builds. It can do anything from summon large, angry spirits to wreck its enemies, fireball a troop carrier's inside, create a mental link for nearly-free, undetectable communication while it remains in range of a party member, astrally project to scout a location, turn invisible... You never know when it'll drop something that only another mage can handle effectively. Or just set someone on fire with its mind.
Adept: Half-mage, half-street sammy.
Technomancer: Like a mage, but all its abilities are techstuff.