Okay
so I thought that I'd connect folks to a bit of Shadowrun
information, more so you might understand some of the terminology and
the like.
Here's
the Wikipedia rundown:
(As
mentioned, we usually run around with the 1st through 3rd
editions, spanning the 2050s to the early 2060s; after that I feel it
got a bit too...'modernized' instead of the classic, slightly campy
cyberpunk.)
This
will at least give a bit of a rundown, though, of the gist of the
world and such.
Here's
a more full glossary, courtesy of the Wiki:
And
here are a few definitions of various words that might pop up:
Chummer:
As it might sound, it's slang for 'buddy/friend/dude' in this setup.
Drek:
Shit.
Frag:
Fuck. Yeah, some of the curse words are fairly self-explanatory.
Later editions started using more real world words. While I have no
issue of this(I curse like a sailor IRL), I feel that it took away a
little of the 'character'.
Tir
Tairngire: An Elven nation located on the West Coast. Owned and
ran by elves; non elves are anywhere from a little to a lot biased
against.
Humanis
Policlub: A bunch of anti-metahuman humans in a sort of political
club. They can range from just loudly assholish toward
metahumans(elves, dwarves, orks, trolls, metavariants, etc), to
downright murderous.
Hermetic
Mage: Often just called 'mages', they cast spells but believe in
more stringent, scholastic 'theories' of magic. They summon and bind
elementals as well to do their bidding.
Shamans:
Also magicians, they can cast any of the same spells as mages(they
summon nature spirits instead of elementals and don't bind them), but
they believe in a more natural, primal 'system' of magic. They have
totems, idols, and other spirits they follow.
Adepts:
Adepts have magic, but channel it 'inside.' Their magic lets them
fight/shoot better, or increases their reflexes or attributes, or
gives them other cool abilities. Not all physical adepts need be
actual martial artists, as some of them channel their powers into
archery, firearms, stealth, and so on. In later editions they started
channeling it into a very wide variety of skills; in the 2050s, we
mostly deal with 'classic' adepts. Sometimes called physical adepts
or 'physads'.
There
are also Hermetic and Shamanic adepts, who are more partially in tune
with magic, and also Sorcery/Conjuring adepts who can only do one
aspect(where full magicians can do both.) This is more of a rule
thing, and the Magic chapters are pretty broad, but this will at
least let people know what is mentioned in the stories.
Astral:
The fast 'other world' which basically sits on top of the main
world, and all sorts of things can and do live there. There are also
the deeper metaplanes which no one understands totally, not even some
of the immortal elves. Astral Perception is when magically active
people(including some adepts) can 'peek' into that plane, they can
function in both worlds at once(albeit at a penalty in the real
world, as its disorienting.) Astral Projection can only be done by
full mages and shamans, and they completely leave their bodies with
the astral form to explore it. Their body must be kept safe during
this. Yes, they can fight(and die) in astral space. (Mental
attributes are used in place of physical ones in astral space since
there is no physical body.)
Deckers:
Hackers. Have big cyberdecks and plug into the Matrix, where they
basically have avatars and do everything they need to with that.
Their avatars even fight(other hackers, or IC-sometimes called ice-or
Intrusion Countermeasures, which are programs.) Deckers can be hurt
or even die in the Matrix(through lethal biofeedback during combat.)
When a decker 'jacks in', they're sort of out of it in the real world
and must be defended.
Riggers:
Nicknamed for their 'Vehicle Control Rigs' and also a take on the
term 'Jury rig'(since they tend to be good at fixing stuff on the
fly), its the nickname for folks who control vehicles and drones
through said VCR, which is a piece of cyberware in their brains. They
essentially become 'one' with their vehicles while jacked in. They
can also be hit by lethal biofeedback if something goes wrong(which
can of course lead to wreckage.)
Street
Samurai: Usually heavily cybered(though not always), sort of
classic 'street warriors'. They can range from honorable who
literally follow bushido codes to sort of crazy and everything in
between. They have a variety of combat specialities depending(some
are all around, some are more gun focused, etc.)
Face:
Usually the member of a team that does a lot of the wheeling and
dealing, with good social skills and high Charisma. Sometimes
specialized, other times they're just the team member with a lot of
said skills, and they can be of any occupation. Often they are
schooled in several types of etiquette and good at negotiation at the
very least.
Fence:
People who sell ill-gotten goods that Shadowrunners may 'liberate'
from various jobs.
Fixer:
The people who set Shadowrunners up with jobs, or at least point them
in the direction of jobs.
'Mr/Ms
Johnson': A catch-all nickname for the people who drop jobs for
Shadowrunners. Working for, or hired by, various corporations,
Johnsons(as they're called), while they often meet in person, are
otherwise anonymous, they drop the jobs, give the pay, and otherwise
listen to their bosses(sometimes screwing over the runner; a saying
goes '9 times out of 10 a Johnson will deal straight with you. The
10th you need to look out for.' You can read a little
about Johnsons here: http://shadowrun.wikia.com/wiki/Mr._Johnson
They do go under different names in different countries. Generally
it's a very 'generic' sounding name for that particular country.
Megacorporation:
A corporation generally so huge they obey their own laws on their
territory. Generally AAA and AA ranked have this status. Gone into a
bit after 'The Meet'. Will probably have a separate section
describing various megacorps briefly.
SIN:
System identification number, or basically your ID that is pretty
important. Without a SIN, you're consider sinless, can disappear
without a trace and no one will care. That being said, having a SIN
for a Shadowrunner is considered a flaw(that gets points) in some
games because you need to go doubly careful to cover your tracks(a
benefit to being SINless is that you don't exist, so if you get
caught and escape they have nothing to track you with.)
Bioware:
While cyberware is self-explanatory, bioware is more 'natural
augmentations'. It's friendlier on 'Essence'(your 'body wholeness',
starts at 6, hit 0 in game and you basically die), harder to detect,
and more expensive. Mages/adept sometimes like getting some since it
doesn't harm their magic as much(Magic is harmed by getting
cyberware.)
--
Okay
so that's a quick little bit of terminology. You can check some stuff
yourself as well on the sites, and I'll probably do more of these!
But I figure this can sorta help get folks off the ground if they
read something in a story and don't understand it or would like to
know more.
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