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Shadow Run
Topic Started: Feb 20 2008, 08:20 PM (653 Views)
Shadow Walker
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Alright, I'm thinking of starting up a Shadow Run story, and I just want to know if anyone is interested at this time.

For those that are not familiar with Shadow Run, its a sci-fi story, in witch everyone works as a mercenary for the big cooperation that control the world.

I'll put up more details later, like who's who and whats what.
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Bakatare
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Sure, I'm in.
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Castille
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Never heard of Shadow Run but it sounds fascinsting. That and I've always like your stories so I'm in.
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Shadow Walker
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Alright, this is a sci-fi story, with just enough fantasy add in too keep it interesting.

The year is 2060, and the location is Earth, and over the last 60 years the world has dramatically changed.

First, Magic as returned to the world, as well as the races from fantasy (eg. Elves Dwarves, Trolls, etc.)

The nations also have undergone drastic change.

Central America, and Mexico are now Azland, with the rebirth of the Aztec culture. Ireland is now Tri Na Nog, and is exclusively poplulated by meta-humans (fantasy creatures). Other countries in Europe have undergone a dramatic shift, after the European War.

North America as well. The majority of the western part is now belongs to various Native America tribes. The eastern part is controlled by the remnants of the old nations, but are split into several different Countries.

This story will take place in the City State of Seattle.

The player character in this story are known as Shadowrunners. They are a type of second class citizen, who make a living doing the dirty work for various companies.

This is the basic set up. I'll get more info on character stuff up later.
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Castille
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Random question, but what races are available to us? Is Shadowrunner considered a race or a title/classification?
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Shadow Walker
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I did say that I would get the character stuff up. So, just wait.


Ok. Thats long enough.

Race (Main, and subgroups)

Human - Any


Elves:

Elf - fantasy style elf, (think LOTR)

Night One: An elf with short dark fur, (black, dark purple, or dark navy)

Wakambi - African Elf, typcally stands over 8 feet, lacks pointed ears. (Can be albino, but it is very rare)

Dryad - an all female race of elves

Dwarves:

Dwarves

Gnomes

Halflings

Trolls

Trolls

Minotaur

Cyclops

Orc

Orc

Goblin

Oni - Japanese ork, often a bright Red or similar colour


Those are the races. If you have a question about anything on them, ask.

Now. As for "classes"... there are none.

Shadowrunners are a very diverse group. Spanning from, thugs, grunts, mercenaries, hitmen, assassins, second-storymen, demolisionists, snipers, smugglers, wheelmen, hackers, datajackers, ext.

Now, there are teams that can be applied to certain types.

First, is between those that can use magic and those that can't.

Of those that can, there are the Shaman, the Hermedic Mage, and the Adept.

The Shaman channels power through a type of guide spirit. The Mage, uses understanding of complex words, gestures and formulas. The Adept is one that can channel his spiritual energy, and increase his physical prowess.

NOTEA shaman must have a spirit guide, other wise he cannot perform his magic. The guide is typically an animal, and the shaman will reflect the traits of the spirit guide. If you wish to play a shaman, then please inform me, so that I can give you the list of animals, and their traits, and how they will affect your role playing of your character.

Now, those that do not use magic are then divided into two groups. Those that use none or little cyberware, and those that use a great deal.

Cyberware, are technological devices that are surgically implanted into the body. Those that use a great deal are riggers, deckers, and street-sams.

Riggers range from smugglers, to robot puppeteers. They use their cyberware to control their machines by thought. They can see and hear everything around their machines, making them expert drivers, smuggles, and surveillance experts. And, using high-tech combat systems on drones(robots) they can launch a devastating attack without going anywhere near the fight themselves.

Deckers are hackers, datajacker, infotheives. They run in whats know as the matrix (nothing like the movie!), which replaced the World Wide Web after the great crash.

Street-Sams is a slang term given to those that use a great deal of cyberware to incress their own physical prowess. (the tech version of an Adept)

NOTE Cyberware does take a tole on the body. A person can only be augmented so far. And Cyberware also causes problems for magic users. A magic user will not be as an effect one if the use cyberware when compared to one that doesn't.

The group the does not fit into the above ones, can be made up with anything that seems reasonable.

I'll be putting two characters up later. Blackfang, a wolf shaman, and Snakeyes, a rigger/decker. They are both experienced runners, and know what to expect on a run.

I suggest that those who are unfamiliar with Shadowrun, play rookie runners. You don't have to, but it might make more sense, given the level of familiarity that people have.
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Castille
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Dryad Mage here! Any limitations on what the Dryad's appearance is. If I understand what a Dryad typically is, it's going to be very nature-based. I'll let you do the explaining. Totally starting out as a rookie as well.
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Shadow Walker
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Alright, my characters:


Name: Blackfang

Human Wolf Shaman

Appearance:

Blackfang stands about 6ft, and weight just over 200lbs. He has brown hair, and brown eyes. Overall, he does not look that well off, his clothing are messy and patched in several places, and he wears a necklace made of teeth around his neck. However, closer inspection reveals that he has made a sucseful life as a Shadowrunner. His voice seems to take on a more wolf-like growl when he get angry.

Equpment: Mono-filiment bastard sword (power focus), Bone Necklace (Spell Focus), hunting jacket, hunting knife, burst-fire shotgun

Spells: Manaball, manabolt, powerball, transform self (wolf), astral projection, astral sight, powersence, spirit summoning, heal



Name: Snakeyes

Nightone Rigger/decker

Appearance: Snakeyes stands 6'4" but only weighs 140. Black fur covers his body, and has short black hair, but violet eyes. He is relatively well dressed, yet doesn't wear clothing that would stand out.

Equipment: Ares Preditor Mk3, tool kit, survival knife, Lancer Cyberdeck

Vehicle: Modified full size van, vehicle armor, heavy machine gun(on pop-up turret), drone rack, electronics sweep, INVC hub, remote control interface, rigger control interface, advance navigational software

Drone: Skimmer Disk - Unarmed flying reckon drone
Roto-drone: Flying drones with light armor and light machine gun
Predator Drone: heavily armed, heavily armored crawler assault drone
Spider drone: Miniature espionage drone
(all of Snakeye's drones have INVC modules in them)

Cyberware: datajack, remote control deck, Vehicle Control Rig, mnemonic enhancer, cyberentic eyes (flash protection, night and thermal-graphic vision) INVC Control Module,


Any question about stuff, ask.
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Castille
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Uhmm, question about spells please! WTF are they and what are they called? Or is this where we make up our own like in Heroes?
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Vulcan
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Yes more about the Magic please. Oh and is there room for a Gnome "Rube Snare?" (Con Man: as in Brad Pitt's character from Ocean Eleven?) Just a idea I was playing around with.
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Bakatare
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Question about weapons and cyberware. How advanced is the weaponry, what kind of cool things have been invented (the hells a Mono-filiment bastard sword?) and what kind of cyberware does what?
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Shadow Walker
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Alright, first spells:

Attack spells that deal damage are divided into four groups, Mana, Power, Elemental and Stun.

Mana is pure magical energy. It can be focused to deal damage to a target, but it only affects living matter. Mana spells cannot pass through non-living matter, however, it is the spell of choice for those intending to travel the Astral Plane.

Power is also a form of pure magical energy, but it take solid form, and can deal damage to living and non-living matter. The drawback of using a Power spell is that it will stop the moment it hits something, thus you cannot cast it through a closed window, etc. Also, it is useless on the Astral Plane.

Elemental spells are spells that use an element to deal damage. Like other spells, they cannot pass through an object, however they can be used on the Astral Plane.

Stun is a type of Mana spell that stuns the target in attempts to render them unconicous, without doing any permiate damage.

Healing spells are just that, you use some magical power to heal the wounds of others.

Healing magic has a subgroup called Cure. Cure is used to help fight disease, etc.

NOTE: No one can be brought back from the dead. Once dead, your dead.

NOTE: The main draw back of healing spells is that it cannot be cast on a target more that once per set of wounds. EXAMPLE: Runner A is shot, Runner B cast a healing spell, but fails to return Runner A to full health. Runner B cannot cast heal on Runner A until he is wounded again, and even when Runner B cast heal, the wounds that were not heal from the first casting remain, even if Runner B manages to heal all the damage Runner A took from the second shot. This does mean that careless shadowrunners may have to spend time in the hospital, or somewhere else to heal wounds.

Detection: (Life, Enemies, Individual, Life Form, Object, Magic) You can detect one of the above listed things. NOTE: Each detect spell is seperate from one another, so to detect Life and Magic, you must know both those spells.



Alright, that is all I have time to post for now. I will be back with more.
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Shadow Walker
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More Magic Stuff:

Analise Device: This aids the caster in determining what a device is used for. NOTE: This spell can be used to determine how to operate the device, but they will not be proficient in its use.

Analise Truth: This can allow the caster to determine if someone is speaking the truth. NOTE: Half-Truths and falsehoods that the target believes to be true are not detected by this spell. As well, this spell does not work on any written or electronic communication, and the caster must be able to hear the speaker. IMPORTANT: When a Player uses this spell on an NPC, I will tell you what they say, and whether or not it is detected by the spell.


Clairaudiance/Clairvoyance: the caster can hear/see distance things. Must chose what one is in use when the spell is cast.

Illusion Spells:

Invisibility: Turn Invisible, will bee seen by technological sensors

Improved Invisibility: Will become invisible to technological sensors, but it causes greater strain on the caster to use.

Mask: Alter targets physical features. Target must remain same basic size/shape.

Phantasm: Causes an illusion of the caster's choice to appear. Will not effect technological devices.

Trid Phantasm: Illusion that will trick technological devices.

Silence: Suppresses sound in an area, will affect technological devices.

Stealth: Target will not make any sound while performing an action. NOTE: Objects that target interacts with may make noise. EXAMPLE: Target knocking on a door will not make noise, but a door that has been kicked in will make noise when it hits the wall or floor.

Manipulations:

Control Action: Caster controls target like a puppet on strings. Their mental state is unaffected, and will try to fight the caster for control.

Control Emotions: The caster gives the target one overwhelming emotion. Even though this emotion is overwhelming, and the target believes in it wholeheartedly, he is not mindless.


Fling: Psychokinedicly throw an touch object, object cannot weigh more that what the caster could normalcy throw.

Levitate: Pshycokinedicly lift an move an object. Caster must be able to see object and destination for this to work.

Magic Fingers: Caster creates magic "third hand", and it can perform any action the caster desires that one of her hands could do.

Poltergeist: Small objects (no more then 1kg) in spell area are flung in random patterns, hindering sight, and causing people within the area to act with caution to prevent from being hit.

Armor: Magical armor encases the caster, protects caster from some physical damage.

Physical Barrier/Astral Barrier: A translucent barrier forms preventing acting as a physical wall. Alternitivly, the caster may create a round dome with the barrier. An astral barrier acts the same way, but affects astral movement, not physical.

Light: Creates a mobile point of light.

Shadow: Creates shadow that surrounds caster in an area, negating light.

Ice Sheet: Creates sheet of ice.

Ignite: Can cause object to catch fire, or wrap living tissue in fire.

Petrify: Turns living tissue into stone. (calcium carbonate)

Alright: Thats the spells, I'll post Astral information soon. Then cyberware, street gear, and contacts.
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Castille
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Is this like Dungeons and Dragons where you know all of these spells but must prepare a certain number everyday or do you know only a certain amount of spells and can use whichever one you choose to at anytime?

In other words, how many spells can I pick out being a nubmuffin?
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Shadow Walker
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There is no numerical limit to the number of spells that someone can cast a day. However, casting spells does drain the caster of some mental endurance. The amount of drain a spell has on the caster is related to the strength of the spell. The caster determines the strength when she casts the spell. The stronger the spell, the more likely it will have the desired affect or deal greater damage, but, it drains the caster more than a weaker spell would.

Summoning:

Both Mages and Shaman have the ability to summon, although they do it in two very different ways.

First, Mages, summon elementals to do their bidding. Summoning an elemental requires a summoning circle, and the components required to summon the elemental. The caster will the gain a number of services out of the elemental. NOTE: The greater number of services requested when summoning, the more difficult the spell, and the more expensive the components. The elemental remains under the mage's control until all the services have been completed.


Shaman's summon spirits. They do not need to use summoning circles or components, and will gain a number of services the same way Mage do. However, summoning a spirit take great mental effort, and can easily exhaust a shaman if they try for a large spirit, or gaining multiple services out of one spirit. Further more, spirits are environmental specific, meaning that should a shaman exit out of the summoned spirits environment, they will regain their freedom.

EXAMPLE: Blackfang is on the street, batting with members of a Go-Gang. He summons a street spirit to help him. After summoning the spirit, the Go-Gang brings up heavier weapons. Blackfang is then forced to enter a nearby building to take cover. He has now left the street spirits environment, and the spirit is then freed, no longer required to fulfill all of the services that it originally required to. If Blackfang needs help from a spirit, he must now summon a hearth spirit to help him, since he is in that spirit environment.

Astral stuff is next. Followed by tech stuff.
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