Difference between revisions of "Shadowrun"
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*[[Campaign so far]] | *[[Campaign so far]] | ||
What the 5punk campaign has so far got through without dying. | What the 5punk campaign has so far got through without dying. | ||
+ | |||
+ | *[[NPC's]] | ||
+ | Brief rundown of the interesting characters the team has met on thier adventures so far, including everything they know about them. | ||
*[[Shadowrun Custom Rules]] | *[[Shadowrun Custom Rules]] |
Latest revision as of 03:08, 4 May 2010
Shadowrun is an RPG set in an alternative version of the real world. In this alternative world, in the present day, magic returned to the earth, bringing with it spells, elves, dragons, spirits and many other classic fantasy elements. Fast forward 70 years and you have the Shadowrun world that our campaign is set in. Joining the fantasy creatures in this Bladerunner-esque future are globe spanning mega-corporations, some small degree of space flight, cybernetic implants, genetic engineering and AI's.
In short, if there's anything you have ever seen in either a fantasy setting or a near future setting, you will probably find something similar in Shadowrun.
Brief intro to the world of Shadowrun, the major players, major events etc. Also: why its called The Sixth World.
Quick guide to making a character.
There's a heck of a lot of Shadowrun books, so here is a list of things you should read, and the order of their importance. From the absolute essentials, to the utterly unnecessary.
What the 5punk campaign has so far got through without dying.
Brief rundown of the interesting characters the team has met on thier adventures so far, including everything they know about them.
Custom rules designed by the GM's.
Some quick guides to the basic rules in Shadowrun.
Some more detailed guides. If you are stuck on something more specific (like drone rules) this is where the guides will be.
What downtime is, and what you should include.
A brief list of the kind of gear each archetype wants, from the basic to the stuff to save up for.