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== SHADOWRUN - THE SETTING == This conversion notes are based on certain assumptions and expectation. I can’t recreate everything from Shadowrun and reflect it in Savage Worlds, so I am going more for the “spirit” of the game… THENES FOR THIS SETTING...</br> [[File:SR,CityNight.jpg | 400px | right ]] 1. '''Arcane Magic vs. Cybernetic Technology''': In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems. 2. '''Fractured Power''': The Sixth World is one of fractured power. It it’s filled with nations, sovereign corporations, criminal syndicates, powerful individuals of myriad of origins, dragons, and secret magical groups. All of them want what any such entity wants: more power. For the last few years many of these struggles have not only been bloody and often unprofitable, but some have been very embarrassing. 3. '''Corporate Espionage and Conspiracies''': The world of Shadowrun is not a peaceful world of the future but one fraught with hidden and obvious dangers around every corner and behind ever smile. 4. '''“Denialable” Accesses''': In this caldron of struggling powers, espionage and conspires there is a need for access that cannot be tied back to these entity; maybe because of embarrassment, exposer, hidden dangers, public scorn, competition, etc. These access, often nonpersons (SIN-less), free-agent criminals, called Shadowrunners. They can be hired and discard with little evidence linking them back to the source. 5. '''Eldritch Horror''': in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world. 6. '''Better than Bad''': this idea is more about the theme or mood then setting, that I want to run... the heroes are really heroes and protectors of a small community or group. The might still take corp jobs to fund their cause(s) but they are also working (on the cheap) for the locals making their community better. The timeline where my game is set in the late 2060s, after the election and assassination of Dunkelzahn, the appearance of Ghostwalker in Denver, etc. NOTES on the Sixth World :AGING: All the Meta-variants reach relative emotional maturity around the same age (17-25) but Orks and Trolls do reach physical maturity earlier than the others. Generally around 13-15 (where Humans and the other do so around 19-22). This has caused a great deal of social issues but so far they are unresolved. :Humans, Orks and Trolls all live about the same length of time -- 50 or so years on the streets, 60-70 for low end wage slaves and up to a 100 years for corporate elite with access to the best in modern medicine. Dwarves appear to live about twice as long with the same lifestyles, while it is unknown how long elves can live. Rumors say it is believed to be up to 500 years and more then a few scientists are looking into the Metagene responsible. :THe UCSA is a far more authoritarian and powerful than in the base game. The Megacorp found out early that running law enforcement, social services, military and base government function was expensive. Sure they have para-military forces and desert war-games but these are small scale. They don't want to shoulder the costs. Hence most corps pay a basic Corporate Tax to the various governments so they can focus on profits. :As the UCAS is more authoritarian and in power in my setting as noted it grants lucrative contracts to the Megacorps (as due many other nation states but not all) and maintains a fairly large standing army and federal law enforcement agenancies (FBI, ATF, FEMA, etc). These focus more or terrorism and criminals instead of inter-Corp intrege and espionage. The government is also far more internally focused and does not play a large a role on the world stage.
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