Home > Shadowrun Setting > Future Dystopia
Welcome to Shadowrun, Fifth Edition. Welcome to the
streets. If you’re here, it’s because you think you have
what it takes to be a shadowrunner. And if you got it, we
definitely want to help you use it. What you have to understand,
though, is that not everyone’s got it. So we’re
going to throw a quick screening interview at you, just
to make sure you’re ready to hit the shadows.
Answer fast
—no one’s got time to sit around these days.
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Do you have imagination? And your own weapon?
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If you’re in a dark alley and the earth buckles under
your feet, and some being materializes from the ground
and prepares to attack, are you ready to make that
thing—whatever it is—hurt?
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If the situation suddenly changes in the middle of a
mission, and you’re swarmed by security guards who
weren’t supposed to be there, and you’ve got bullets,
drones, and magic lightning streaming down on you,
can you keep your shit together?
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Will you trade your flesh and blood for steel and
chrome?
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Will you risk blowing out your mind to seize a piece
of the magic power flowing through everything?
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Will you put your whole self into the Matrix so you
can be faster than the next guy, even if it means you
might have your brain seared by biofeedback?
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Will you pay what it costs to be the best?
Forget the rest of the interview—the last question
is the only one that matters. If you’ve got the guts and
the will, you’re ready for the streets. There are plenty of
jobs waiting for you. Top-secret research plans need to
be stolen from closely guarded R&D labs. Street gangs
need rival leaders to disappear. Powerful executives
need to be protected from street rabble looking to take
their cash or kidnap them for ransom. Hidden artifacts
need to be recovered from toxic wastelands. And if
you’re willing, there are always people offering cash in
return for putting someone down.
I won’t lie to you—it won’t be easy. The Man takes on
a million forms, and all of them work hard to keep you
down. Organized crime outfits want your blood, and the
corporations want your soul. The cops and the government,
of course, just want you put away somewhere, out
of sight and out of mind. Maybe they’ll get you in a cell,
maybe in a tomb. Either option works for them.
But all those people who want to bring you down? Let
them come. You didn’t choose the life of a shadowrunner
to run away from trouble. You picked it to be in control, to
keep from selling out to anyone. So bring it on. You have
everything you need. You have enough to be more than
a street criminal, more than a run-of-the-mill shadowrunner.
You have what it takes to be a legend.
It starts now.
It would be nice if you had all the time in the world
to get your bearings in the Sixth World. If you could
walk around, see the sights, and get adjusted to what
life as a shadowrunner is. But you don’t have that much
time. There are squatters looking for whatever space
you’re taking up, organ harvesters interested in your
still-pumping heart, and more than enough hazards to
fill a handful of Daily Things That Will Kill You calendars.
Plus, you have to eat, which means you need to make
some money, fast. So let’s talk for a bit about what you
need to know, then you can get up and running to see
how much more you can learn. Try to stay alive.
Read the sentence in the header there. Read it again. Got
it? Good. Because if that’s the only thing you take away
from this, if that’s the only thing you learn, then you’ll still
be getting something valuable about the world you live
in. You walk around this world, you’ll see a lot of heaps,
and each one of them’s got someone perched on top
of it. Every megacorporation has its CEO, governments
have their chief executive, gangs have their lieutenant
or head man or chief head basher or whatever they hell
they decide to call them. Even that one block in the barrens
that has nothing more than a rusty dumpster, an
abandoned car, and a shed whose roof has caved in has
a scary-eyed guy named Rastool who has scared off all
the other scary-eyed guys so he can claim that spot as
his own. Each of them figured out what they would have
to pay to get to the top of that particular heap, and each
of them ponied up when the time came and paid it.
So this is what you need to know. Sure, it’s nice to
know history and important dates and current events
and who among the glitterati is schtupping who, but
let’s focus on what matters: What will keep you alive,
what will help you get ahead, and what you might have
to pay to get what you want.
If we’re going to talk about payments, we need to
talk about currency. What I mean is, we need to look
at the things you might need to give up in order to get
ahead.
Remember when I said it was “nice” to know important
dates but not necessary? Well, I lied. There’s one date
everyone needs to know: December 24, 2011. That’s the
day the Sixth World started. According to the academicky
types who like to sort things into boxes and put the
boxes in order, this planet of ours has seen six ages, by
which they mean six different levels of magic. The previous
age, the Fifth World, was an ebb in magic. Magic
was shady, disreputable, a bit slatternly, hiding out in
dark corners and back alleys, very rarely coming out in
the light of day. Then, on December 24, the great dragon
Ryumyo flew out of Mount Fuji and darted alongside
a bullet train full of very surprised commuters, pretty
much putting the world on notice that the ebb was over.
That was just the beginning; magic coming back meant
big changes for the world.
In fact, some of the changes had kicked in months before,
just nobody understood that’s what was happening.
They called it Unexplained Genetic Expression (UGE)—a
scientificky-sounding name for children being born who
looked like the elves or dwarfs of legends and folktales.
Only they didn’t just look the parts; the new dwarf children
grew to be unnaturally strong and could see in near
darkness, while the elf children had preternaturally quick
reflexes and moved like dancers. For ten years these kids
were freaks. Then, in 2021, they became average. That’s
when Goblinization struck. And it was not pretty. Where
UGE had created interesting-looking newborns, Goblinization
struck people of all ages. The most noticeable
symptom was blinding, mind-numbing agony that came
in waves. This lasted twelve to seventy-two hours while
the victims changed shape, grew tusks and/or sprouted
horns, and maybe quadrupled their body mass. Which is
how the orks and trolls came back. Not that they’d been
gone—elves and dwarfs and orks and trolls had always
been here, but in the low magic ebb of the Fifth World,
they’d looked just like ordinary humans.
In the wake of these changes, it became clear “humanity”
was too narrow a term to cover all the types
of people roaming the Earth, so now we call ourselves
metahumanity. Turns out the different races don’t like
each other any more now than they did in all those
legends and fairytales. But we’re all stuck on the same
rock spinning through space, so we deal with it.
It didn’t take too long for people to start trying to get
a handle on how to use all the new magic floating around
for themselves. Turned out some people had a knack for
it. While the rest of us were wondering what they were
looking at with glazed eyes and weird expressions, they
were figuring out how to channel and shape streams of
mana—a sort of magic energy that seems to be just about
everywhere. Turns out, if you can suss how it’s done, you
can use mana to set the air on fire, make people do things
they’d never do, or things that are truly esoteric and/or insane.
And mana wasn’t just for the spells and stuff we think
of as magic. It gave some people the strength to punch
through walls. Others can shame a cobra with their reflexes,
there are some who can outrun a cheetah, and that’s
just scratching the surface. And you know all those magic
goodies from legends and fairytales and myths? We got
‘em all. Enchanted swords, magic rings, wands, amulets,
mojo bags, every potion you can think of all exist. Not that
they always work the way they did in the stories. Don’t
think you can just grab the sword of a legendary warrior
and expect to slice and dice like she did, for example. But
the point is, magic is out there, and people are using it. The
Atlantean Foundation, the Draco Foundation, Massachusetts
Institute of Technology and Thaumaturgy—they’re
regularly researching how to do the impossible with a twist
of the wrist and a wink.
Now, let me be straight with you. The vast majority of
us have no talent for magic, which means we’re likely to
look on those who do with some combination of fascination
and mistrust. We love them because they can do the
things we’ve only dreamed about, and we hate them for
the exact same reason. So if you’re Awakened, get used
to folks eyeing you with interest and suspicion. And be
ready for anyone with a gun to aim it at you first. It’s the
Sixth World way.
One last and very important thing you’ve gotta understand
about magic: Dragons. They’re large, they’re
dangerous, and they will mess you up. Ryumyo of Mount
Fuji fame was the first but definitely not the last dragon
to have an impact on the Sixth World; they have their
claws everywhere. The great dragon Ghostwalker reigns
over the divided city of Denver. The great feathered
serpent Hualpa does likewise in Amazonia. A dragon
named Dunkelzahn managed to get himself elected the
president of the United Canadian and American States,
only to get blown up on the night of his inauguration.
And don’t overlook the corporate dragons—Celedyr directing
research at NeoNET, Rhonabwy managing a supremely
massive stock portfolio, and the great dragon
Lofwyr directing the largest megacorporation on Earth,
Saeder-Krupp.
Which makes this a good time to talk about the
megacorporations.
There was a time when the highest law of any land was
the decrees put down by national governments, and all
bodies in national borders, individuals and corporations
alike, were subject to those laws. But there was a time
even before that when the only law of the world was
power, and you could do what you wanted as long as you
had the strength to keep anyone from stopping you (of
course, history’s full of evidence that this has always been
the case, even when national governments held sway).
The state of the Sixth World, then, isn’t really anything
new. It’s just the latest iteration of the might-makes-right
way of doing things. The only real change is that once
upon a time governments were able to restrain corporations,
or at least enforce some limits. Not any more.
There’s a lot of legal history we could cover to help
you see how we got to this point, but in the end it boils
down to one word: extraterritoriality. That’s the word
that allows corporations to say that whatever happens
in their holdings, on the buildings and lands they own,
is subject to their laws—and no one else’s. Gaining extraterritorial
status was a long-held dream of many
of the world’s largest corporations, and when judicial
decisions in nations across the world gave it to them,
they spent several years pissing on themselves and
each other in utter delirium. Then they figured out their
infighting was cutting into their bottom lines, so they
stopped fighting one another and concentrated on
pissing on the rest of us.
Not every corporation in the world has extraterritorial
status. To understand who does, you have to know
about the Corporate Court, the body the megacorporations
created when they realized they were spending
too much time solving their disputes by ravaging entire
small countries. The Corporate Court is sometimes
mocked as a toothless entity, a puppet of the world’s
largest megacorps, but it manages—usually—to keep
open warfare between the corps from breaking out, and
that’s at least worth something.
As part of its duties, the Court has created a ranking
system to tell you how big and powerful a particular corp
is. At the bottom are the unrated corps, ranging from the
commlink repair business two guys named Mitch started
in the back of their Ford Americar to companies that
stretch from coast to coast of the world’s largest nations
but don’t cross any borders. To get the lowest ranking
the corp gives out, the A-ranking, you’ve got to be a
multinational, doing substantive business in more than
one country. And no, occasionally selling a bag of WafoCrisps
to a shepherd in New Zealand doesn’t count.
The next step, becoming an AA-ranked corporation,
is the one that gets you the big prize of extraterritoriality.
To get to this point, you’ve got to show that you’re big in
several nations, you’re tough, and you can take the drek
the really big boys may dish out at you when they’re in
a pissy mood.
Then you’ve got the top rank, the AAAs. The Big Ten.
They’re not necessarily the largest megacorporations on
Earth, but their size, their diversity, and their power set
them apart. That, and the fact that they somehow convinced
the other megas to give them a seat on the Corporate
Court. Because that’s who populates the Court,
justices from the Big Ten. They are the powers that shape
the world, and everyone, shadowrunner or not, knows
their names, because they’re the centers from which nuyen
flows—and where most of the nuyen normally ends
up. Ares. Aztechnology. Evo. Horizon. Mitsuhama. Neo-
NET. Renraku. Saeder-Krupp. Shiawase. Wuxing. If you’re
going to be a runner for longer than ten minutes, you’re
going to work for one of these guys, and if you’re going
to live in the shadows for more than a day, you’re going to
get screwed over by them. You need to know about these
guys, so we’ve got a briefing coming up.
In the meantime, what you need to understand is that
these guys are bigger than big. Think of the world’s largest
manufacturer of computer equipment. Then add in a
powerful magic supplies broker. Throw in a few banks,
an insurance firm, an entertainment conglomerate, and
a snack-food giant, and you’re still not a tenth of the way
to forming one of the Big Ten. They employ millions of
people and control trillions of nuyen. They have dozens
of subsidiaries that, on their own, would be AA- or
A-rated corporations. Each and every one of them owns
a piece of land within one hundred kilometers of you, unless
you’re in the Sahara, the Amazon, or at the bottom of
the ocean. And maybe even then. And each of them has
convinced their employees that the safe haven they offer
is worth decades of low-paying, mundane, soul-sucking
work. They command the armies of the wageslaves of the
world, and one way we shadowrunners know who we are
is that we know we’re not them. Of course, just like them,
we sell our time and sometimes our lives dancing to the
megacorporations’ tune. They have the nuyen, and we
want it, which means they determine what the rules of
the game are. We just play it.
But if we’re going to be different than them—stronger,
faster, and dare I say better—we need an edge. A few of
us are lucky enough to get that edge through magic.
For the rest of us, there are augmentations.
Ever since the days of John Henry, we’ve been fighting
the battle against machines, trying to prove that humanity
had the upper hand on cold iron and circuitry.
It took us until earlier this century to figure out that we
shouldn’t be trying to beat the machines; we should be
joining them. Of course it all began as prosthetics—artificial
legs and hands that moved like the originals, cybernetic
eyes and ears that let people born blind or deaf
see and hear. But pretty soon people figured out what
began as medical marvels could be adapted to improve
anyone’s senses and abilities, and it wasn’t a big jump
from there to implanted phones and computers.
These days, every bit of who you are can be improved
with the right piece of gear (unless you’re a mage or adept—
we’ll talk about that in a second). Think you’ve got
quick reflexes? You can be quicker. An artificial neural
network’ll make you faster than a nervous jackrabbit.
Think you’re strong? Switch out the muscles you were
born with for a set that’s been custom grown for brawn
and efficiency and you’ll take strong to a whole new level.
Think you’re charming? Implant a few sets of specialized
pheromone dispensers and people will swoon when you
walk by and nod enthusiastically when you talk.
And that’s just for starters. You can put actual plates
of armor on your skin, or lace your bones with metal so
that your fists and legs deliver crushing blows. You can
make your senses sharper, your brain faster, and you can
implant knowledge that you never learned in school.
You can replace entire pieces of your body with artificial
replicas full of extra strength, nimble agility, secret
compartments, and hidden weapons that provide very
unpleasant surprises at just the right time.
But it’s not free. And we’re not just talking money;
there’s a higher price to pay. All this stuff is useful and
great, but it’s artificial. It’s not metahuman, and your
body knows it. Each time you get one of these augmentations,
you give up a piece of yourself. You lose something
inside of you, the essence of metahumanity. We
don’t quite understand what this “it” is, but we know this
much—the more artificial you make yourself, the farther
you get from actual life. If you get too far, whatever animated
you is going to disappear, until all the gear you
bought just collapses and becomes indistinguishable
from any other pile of silicon, steel, and chrome. So go
ahead and get yourself augmented up. Get those synaptic
boosters, those muscle replacements, and while
you’re at it put a sparkling datajack in your head and
some boss, day-glo nanotattoos on your face. Just understand
that each time you do this, another piece of
your metahumanity goes sliding away.
But wait! There’s more! If you are Awakened, if you
have any sort of magical mojo, you lose more than your
essence. Your magic theorists, they’ll tell you that mana
is tied to life (which is why inanimate objects don’t have
an astral aura and there’s no magic in deep space, but
that’s another subject). You take away some of the life of
an Awakened person, you take away some of their power.
That’s why the spellslingers and adepts among us are
cautious about how many augmentations they get. But
they got their spells and their abilities, which means they
got plenty of ways to keep up even if they aren’t wired
to the gills.
In the end, all this augmentations stuff comes down
to a single question: How much of your metahumanity
are you willing to trade for power? And that, chummer,
is a question that covers way more than how many augmentations
you get.
Like I said before, this is a world dominated by the
megacorporations. They like things a certain way, and
that way requires a docile population, a world of people
who do whatever work they’re told, build anything,
carry anything, sacrifice anything for the mega, then
spend all their money in the company store and be glad
they got it so good. Sheep. That’s how megacorps see
metahumanity: a flock of sheep they have to keep in
line to serve their purposes.
Which means the rest of us face a stark choice: Accept
their shit. Or not. There are lots of ways to sell out
in this world and find a corporate master who will order
you around. There’s garbage to be collected, floors to
be swept, numbers to be added. The megas have literal
mountains of menial labor to be performed in a never-
ending series of twelve- or sixteen-hour shifts. Yes,
it’s a lot of work, but you’ll have time off occasionally,
and there’s a whole slew of corporate-approved entertainments.
You can even have relationships with other
people, as long as you don’t associate with anyone your
beloved parent megacorporation might consider in any
way unsuitable. You will never be required to be creative
or inspired. You will never have to take risks. You could
live, potentially, for a long time (if you’re lucky enough
not to contract any diseases on the corporate Do Not
Treat list), and you will have approximately the same
quality of life as a worker bee.
For some of us, that’s not enough. That’s not a life.
The megacorps own enough in the world. They don’t
need to own us. So we drop out, stay away from the life
of a corp drone, and find another way to be. We do the
jobs corps don’t want their regular employees to do, the
things they don’t want connected back to them. Espionage
missions; missions of theft, sabotage, and assault—
maybe assassination if you swing that way. That’s
the kind of work that drifts down into the shadows of
the world, and that’s what we pick up. That’s how we
survive. We still have to dance to the corporate tune to
some degree—who doesn’t?—but we get to live on our
terms, in our way, and if we do it right and build up our
skills, we can become the best at what we do and get
paid what we deserve. Then, maybe, instead of being
one of us, scrambling under the heels of the powerful,
we can be one of them, and remake a small part of the
world in our image.
No matter how each of us got into the shadows,
we’re here now. If we’re going to survive, we have to
find work. There are dozens, hundreds, thousands of
jobs out there. You can make money off of them, but
each one will cost you something. You’ll get a scar from
a bullet that should have killed you. A leg that aches
in the cold because you broke it crashing your motorcycle
on one of your less stylish getaways. A missing
arm because you were standing just a bit too close to a
bomb going off and a working cyber model is pricy. And
that’s just what will happen to your body. You’ll be double-
crossed, betrayed, and abandoned. You’ll see trusted
friends turn on you and watch others die. You’ll have
every last bit of you tested in ways you can’t imagine just
to see how much you can endure.
And if you succeed? If you stay alive? Money, first of
all, but more. You become a legend. You join the ranks
of the people we tell stories about, the shadowrunners
whose names we all know. Dirk Montgomery. FastJack.
Sally Tsung. The Smiling Bandit. You’ll have lived your
own life, survived, and even thrived. You’ll have stuck it to
every man the Sixth World has to offer.
As long as you can pay the price.
So now you’ve got some idea how to make yourself
strong enough and fast enough and maybe smart
enough to do what you need or want to do, and you’ve
got a snapshot of a few places you might want to do it.
Now let’s talk about what really matters to you—your
life in the Sixth World. We’ll start with the people you’ll
encounter, in particular the ones you should seek out.
If you’re going to make it as a shadowrunner, there are
four types of people you need to know. First is
other runners
. Yeah, you’re great—you got the talent, you
got the moves, you do everything better than anyone
else—but what you can’t do is everything by yourself.
You may have drek-hot Matrix skills, but you’ll need
some magic surveillance to help keep you safe. Or you
may be an ace at long-range weapons, but could really
use a tank who can charge in and do some serious
damage in melee situations. The point is: To be effective,
you need a team. Ask around, do some trial runs,
and find some people you trust. Your team is going to
be the only thing standing between you and death on a
number of occasions, so you need to be able to count
on each one of them. That doesn’t mean they need to
be normal, likable, or even entirely sane. They just need
to be there when it counts.
The second group is contacts. We understand if
you’re not a people person—for a lot of us, being called an
“anti-social psychopath” would be an upgrade. But there
are people we run into. There’s the girl at the corner bar
who’s as good with the tap as she is with a shotgun. The
weapons dealer who always calls you first when a new
shipment hits the black market. The owl-eyed guy who
runs the odds-and-ends shop that occasionally carries
powdered snow moose horn, which is extremely useful
in alchemy. The Lone Star lieutenant who once let you
skate on a pick-pocketing charge because you had a nice
face. All these people and more have two important qualities:
First, they won’t immediately shoot you on sight; and
second, they’re in a position to know useful information.
Whether it’s who’s hiring and for what, where someone
trying to keep a low profile might have gone to ground,
new and interesting infestations of security types, or other
bits of data you didn’t know you needed to know, what
your contacts can tell you is an indispensable part of your
life. So treat them nice.
If you’re just starting out with one of your contacts
and you don’t have much work on the horizon, the first
thing you need to ask about is a fixer. These are the guys
who know who’s out there on the street, what jobs need
to be done, and how to put those two things together
to get the right people doing the right things. A lot of
the time fixers have specialties—you’ll get one who’s a
source of corporate jobs, another who’s in with the Mafia
and knows what they’re hiring for, and so on. So shop
around until you find a fixer who specializes in the kind
of work you want to do. And who won’t hook you up
with someone you just finished screwing over.
Understand that if you haven’t been on the streets
long and you don’t have any successful jobs under your
belt, you can’t expect the fixer to throw you the plum
jobs. So forget about bodyguarding some CEO’s daughter
while she goes to the mall; you gotta work up to that.
But there’s still plenty of work out there for you, from
getting in the middle of ferocious gang fights to stealing
corporate prototypes to tracking down stray rich
kids who got themselves lost in the urban barrens. Prove
yourself on the first job your fixer gives you, and there
will be more to come.
This brings us to the fourth person you need to know,
the person who will tell you what it is you’re being hired
to do and how much you’re going to be paid to do it.
We call this person Mr. Johnson, because that’s what
he calls himself. Sure, in Japan he sometimes calls himself
Mr. Tanaka, in the Allied German States he’s Herr
Schmidt, and in Hong Kong he might go by the name
Mr. Wu, but you don’t need to remember all that. All you
need to know is that you’re not supposed to know his
real name, he’ll be the one telling you the details of your
mission, and there’s a good chance that, one way or another,
he’s going to screw you over.
The number of ways Mr. Johnson can screw you
could fill a book bigger than this one. The simplest, and
most common, is not telling you everything you need to
know. Mr. Johnson is in the secrecy business, after all, so
there’s always going to be something he wants to hide.
He also might be screwing you over in a more deliberate
fashion—sending you into a trap, having you chase after
something that doesn’t really exist, that sort of thing.
Mr. Johnson is inventive. What is it the diplomats say?
“Trust, but verify”? And when a journalist’s mother says
she loves him, he gets it confirmed by three sources before
he believes. Shadowrunners consider both groups
to be suicidally naïve; they’ve dealt with Mr. Johnson.
Okay. All your asking around and making friends has
paid off—your fixer has a job for you. Now what? There
is no one shape for shadowruns to take. They all look
different. They start different, they end different, and
they get from their various Points A to their final Points
Z in a multitude of fashions. Still, despite this, there are
basic steps that show up in most runs, and knowing
them reduces the chance of being pegged as the uninformed
newb you are when you’re starting out.
Nothing’s going to happen unless you know what you’re
supposed to do, and you’re not going to do anything—we
hope—unless you know how much you’re going to get
paid. The meet is where you work out these basic terms.
Pay attention to every little bit of the meet when it happens,
because every detail can tell you something. Is Mr.
Johnson meeting you in person, or over the Matrix? Is
he astrally glowing with sustained spells? Did he arrange
to meet you in a posh restaurant, a skeevy nightclub, or
some dive bar in the barrens? Is he dressed to match his
surroundings, or does he look out of place? And, perhaps
most important, is he willing to pick up the tab for anything
you decide to eat or drink during the meet?
Watch carefully, listen closely, and use everything
you absorb during the meet to inform your job. And
wrangle every last nuyen out of Mr. Johnson. You’re not
going to get too many other chances to bargain, so use
this one well.
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1. Private room in a nightclub. Provides the seclusion you want,
doesn’t have a strong dress code, and has a crowd nearby to
keep the participants honest.
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2. Secured Matrix site. You can’t shoot what’s not physically near
you. Dumpshock is a risk, maybe, but if you’re worried about it,
don’t go in with hot-sim. The problem is that you’re not going to
be able to get much of a read off Mr. Johnson’s body language
or facial expressions.
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3. Office in an abandoned warehouse. The upside is, it’s plenty
isolated and private. The downside is, it’s plenty isolated and
private. Too many people have walked into meets in places like
this and not come out. Plus, the amenities are non-existent.
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4. Hotel room. You don’t want Mr. Johnson to know where you’re
staying, he doesn’t want you to know where he’s staying. So
motel rooms are anonymous and private—which can be the
same good/bad thing as the abandoned warehouse, though
things usually stay less violent in hotel rooms. Not always, but
usually. And you get room service. Unless you’re at some notell
motel, though some of those offer an array of services that
your nicer establishments can’t match.
-
5. Fancy restaurant. Privacy and discretion are guaranteed at
these spots, and you might even get real meat. Just remember
that sometimes Mr. Johnson is watching the tab you run up like
he’s your parent, making sure you don’t spend too recklessly.
Every part of every meet is a kind of test.
Whether you’re going to snatch a middle manager from
a secured office, find a missing corporate scion hidden
in a Yakuza compound, or break into a Matrix node to
find a hidden piece of paydata, the first thing you want
to do is get the lay of the land, whatever that land might
be. Check out floor plans, learn about security details,
piece together the daily routines of the people involved,
find out what the networks and IC are like where you’ll
be going, scope out the area on the astral plane, and
check around with the kind of people who know stuff
to find out who else might be interested in what you’re
doing and if there are some things you should know
that Mr. Johnson either didn’t know or didn’t bother to
tell you. No bullets are usually fired in this stage, no one
is punched in the face, and sometimes, shockingly, no
laws are broken, but make no mistake—this is where you
can make or break your run. The more you know, the
more you can anticipate, and the more likely you are to
stay one step ahead. Ahead of whom? Ahead of everybody
else; that’s how runners stay alive.
I knew a few runners who loved to wing it—get into
the action, handle things on the fly and make the next
move up as they ran. I visit their tombstones every year.
Look, there’s room for creativity in a run, especially
when things happen that you don’t expect, but the best
runners know what they’re going to do when they go in.
So plan. Know who does what and when they do it. And
who does it if the runner supposed to do it goes down.
Have a second option for each decision point. Have a
foolproof communications plan. Have a backup communications
plan for the foolproof one. Know where you’re
going to meet if things go pear-shaped. Know how you’re
going to pay for funeral expenses should the need arise.
Some people say the most successful missions are the
ones where you get in, get out, and don’t fire a shot.
Others say that you should go big, go loud, and always
be ready to make an impression. The point is, you have a
wide range of options. You don’t have to do things one
particular way, but you have to do them. Get in there,
carry out your plan, deal with the inevitable unanticipated
obstacles, then see who’s left standing at the end.
Unless Mr. Johnson is a total fool, you didn’t get your
entire pay in advance. So connect with him however
you were supposed to, deliver whatever goods or
proof of activities you were supposed to, then collect
the remainder of your pay. And a bonus, if you can
wrangle one.
The types of jobs there are in the world are almost as
numerous as the shadowrunners wanting to do them.
But if we put a little brainpower into organization, we
can narrow the types of jobs you might be hired to do
down to the following basic types:
Datasteal: Whether it’s plans for a new sonic weapon,
information on a corporate manager’s private life,
or details of Pathfinder Multimedia’s trideo productions
over the next year, data can equal power. So shadowrunners
are often sent to snatch data; paydata—the kind
worth something to someone.
Burglary: Sometimes information needs to be stolen,
and sometimes it’s actual stuff. It may be a racing motorcycle
prototype (call me if you get that job—I want in), an
artifact stored away in some museum, a corporate exec’s
left shoe, an eye, or something truly esoteric. Whatever it
is, it’s not easy to get, which is why someone’s willing to
pay you to go fetch. Sometimes this requires subtlety and
stealth; misdirection, subterfuge, impeccable timing, and
nuanced moves. Other times you bust in, grab what you
want, then run like hell.
Breaking Shit: Sometimes you’ve got to break a
newshound’s car to remind him what he could lose if he
keeps making waves. Sometimes you’ve got to burn a
politico’s house down to inspire her to go into seclusion
and contemplate her life choices. Sometimes you might
have to break parts of an ambitious executive’s body,
like his head (what we call “wetwork”), to encourage
more teamwork and less independent entrepreneurialism.
Destruction, in all its glorious forms, is a standard
part of shadowrunning. You just have to decide how
much destruction you’re willing to live with.
Extraction or Insertion: In the old days, corporations
would get into bidding wars to win the rights to employ
hot talents in all sorts of fields, including engineers, researchers,
actors, and even corporate managers. That
was before corporations got the leverage they have
now. These days, the megacorps have large legal departments
and considerable security devoted to making
sure people stay in place, employed for life by the same
boss. Which means you can’t just wave money at an employee
if you want to hire them; instead, you’ve got to
get them out of where they are. Extractions of valuable
personnel, and then insertions of those people into their
new corporate homes, are a regular part of the shadowrunning
biz.
Delivery: Prostitution may be the world’s oldest
profession, but delivery boy has got to be right behind
it. Sometime after clubs but before fire, humans invented
point A and point B, and they needed someone to
get their stuff from one to the other. It’s been that way
ever since. Shadowrunners, of course, are not hired to
deliver soykaf lattes and bagels to the morning faculty
meeting. Instead, we get jobs like making sure a vial
of dragon blood gets to the right enchanter or delivering
a sample of the newly synthesized narcotic to the
Mafia’s labs for chemical analysis or, always a favorite,
take a thing they don’t want to tell you about to a person
they don’t want to identify. As you might guess,
there’s a little more than travel going on here. There will
be people who want whatever it is you’re carrying—or
want it back—and there’s a good chance they’ll come
after you while you’re in transit. Stay sharp, move fast,
and don’t drop anything important. Oh, and make sure
all your papers are in order, because “delivery” usually
means “smuggling,” which means transit docs with all
the right clearances that look good enough to get you
across borders.
Protection: Just like runners are hired to jack data,
steal stuff, break things, and extract people, runners are
hired to stop runners from jacking, stealing, breaking,
and extracting. Sometimes the employer thinks runners
are the best defense against runners; other times the
employer needs expendable assets she can plausibly
deny knowing anything about. Protection can be bodyguarding,
defending, checking an area out for traps and
ambushes, or tracking down and neutralizing threats.
The important thing is to be as good as you say you are.
Hooding: The world might try to beat it out of us, but
some runners hold on to a streak of idealism. They favor
jobs that hurt the rich and powerful and help everyone
else. It may be as simple as stealing cash or precious
goods and redistributing them, but it can also be more
sophisticated. Remind me to tell you sometime about
the guys who broke into a Mitsuhama research facility
and got all the royalties in perpetuity for a new gizmo
assigned to the residents of the 178th Street Clinic and
Shelter.
Misdirection: Okay, back in the day, before magic
became a real thing, there were people who called
themselves magicians who were anything but. They ran
a kind of confidence game that lasted just long enough
for you to believe their act. Their tools were mechanisms
or constructions that did or hid more than you’d expect,
sleight of hand, and the art of getting the audience to
watch the wrong thing. They’d make broad, flamboyant
gestures with one hand while making the one actually
doing the trick look like it’s holding still or look dull
and uninteresting as their beautiful assistants wiggle
and strut, doing their thing while your eyes were elsewhere.
In misdirection jobs, you get to be the waving
hand or the dancing sideshow, keeping the attention of
law enforcement or other runner teams away from whatever
important drek is going down. Of course, all that
attention is seldom admiring and it’s unlikely any of the
watchers have your best interests at heart, so be ready
to be creative and fast on your feet.
The good news about shadowrunning is that there is a practically
limitless number of jobs out there. The bad news is, pretty much all
of them come with a chance of fatal complications. The kinds of runs
you could do, and the dangers and opportunities associated with
them, could fill several books, but here’s a quick list to whet your
appetite:
-
Stealing the prototype of a new microdrone from the
secured offices of Mitsuhama.
-
Breaking into a secured node in the elven kingdom of
Tír Tairngire to find out who the High Prince has been
contacting about alleged orichalcum discoveries.
-
Sneaking into a corporate enclave in Neo-Tokyo and
slipping out a promising engineer with a supposedly
unbreakable contract so that a competitor can make a
new offer.
-
Infiltrating the Congress of the United Canadian and
American States to discover just who is being controlled
by the mysterious, nefarious Black Lodge.
-
Investigating reports of high-ranking corporate
executives in Hong Kong who have been acting erratically
and have vanished for days at a time.
-
Exploring weaknesses in the new Matrix protocols and
selling whatever you discover to the highest bidder.
-
Pursuing rumors of powerful artifacts hidden in a
mysterious Antarctic tower.
-
Subtly—and permanently—silencing a prominent
politician’s second wife.
-
Infiltrating the Sea Dragon’s undersea lair and stealing a
claw to be used by magic researchers.
-
Discovering what plans the neo-anarchists of Berlin have
that might upset corporate interests.
-
Stopping a notorious toxic shaman believed to be
hiding in the horribly polluted, quarantined Saar Special
Administrative Zone.
-
Finding out who was behind Aztechnology re-inserting
themselves into the divided city of Denver—and then
making them pay.
-
Discovering just what NeoNET is doing under the heading
of Project Imago.
-
Breaking into the Ancients’ headquarters and sending
them a clear message about where elves are welcome
and where they are not.
We’ve already established that megacorporations are
more powerful than nations, but that doesn’t mean nations
don’t have reasons to exist. For one thing, they
provide convenient ways for megacorporations to divide
up their activities. And while they may not be the
top powers in the world, they provide infrastructure,
education, law and safety for all those places not inside
a megacorp’s walls, and a sense of identity to their citizens—
a lot of people take where they come from very
seriously. So nations are still out there, and you should
know some of the more important ones, if only to know
what kind of identities you need to fake when traveling.
The formerly mighty United States and its northern
neighbor Canada were hit by powerful Native American
secession movements in the early part of the
twenty-first century that broke apart both nations and
changed the face of the continent. Perhaps the most
direct heir to the old United States is the United Canadian and American States (UCAS)
, which is composed of much of the northeastern United States and
southeastern Canada. The nation’s capital is the old
U.S. base of DeeCee, and their ideals and government
constructs have deliberate similarities to the nation’s
predecessor. The UCAS is not as powerful as the former
United States, but it’s got enough economic clout
and military prowess to be taken seriously. Two of the
Big Ten are based in the UCAS—Ares in Detroit, and
NeoNET in Boston.
The UCAS is also home to the shadowrunning capital
of the world, Seattle—and yeah, I know it’s not in
the northeastern U.S. and southeastern Canada. It’s a
lump of sprawl that got carved out of the surrounding
Native American Nation and given to the UCAS. Seattle’s
unique situation makes it an epicenter of trade
and intrigue. Each of the Big Ten has a presence in the
city (some more than others—NeoNET is all over the
place, for example, while Renraku’s presence is a pale
shadow of what it used to be). You can also find the
Mafia, the Yakuza, and a whole host of other organized
crime outfits and street gangs. The wealthy areas of the
sprawl shimmer with polished marble and gleaming
gold, while the poorest areas present kilometer after kilometer
of polluted land, broken buildings, and creeping
terrors. It’s a city of extremes, but it’s the extremes
of light and dark that make the shadows so extensive
and deep.
The UCAS’ cousin to its south is the Confederation of American States (CAS)
. Far from being the industrial
weakling it was in the days of the American Civil War,
the CAS boasts a vibrant and diverse range of economic
activity. Even if they don’t have a homegrown AAA corp
to call their own. More importantly to shadowrunners,
the CAS is home to the largest independent security
corporation in the world, Lone Star. If you’re a shadowrunner,
you’ve run into the officers of the Star before.
If you’re a good shadowrunner, you managed to survive
the encounter alive, mostly intact, and out of prison.
Most of the rest of North America is divided between
the Native American Nations, geopolitical entities
created when the indigenous people decided to rise
up and retake their lands. The Pueblo Corporate Council
has the southwest (including Los Angeles, the home
of Horizon), the Sioux Nation reigns over much of the
central plains, the Salish-Shidhe Council governs the
Pacific Northwest—surrounding Seattle—while the Tsimshian
Protectorate and Algonkian-Manitou Council
reside in the north. Also in North America are the uncertain
California Free State, the recovering corporate
haven of Québec, and the elven nation of Tír Tairngire.
Then there’s the treaty city of Denver; a charming
sprawl divided among five nations and ruled over by a
dragon. The story of how that came to be will have to
wait for another time. Suffice it to say there’s enough intrigue
in Denver to keep a very large number of shadowrunners
quite busy.
Central America is one word: Aztlan. And Aztlan is one
word: Aztechnology. The nation is basically a division
of the megacorp. So if you have no problems with Aztechnology,
then you’ve got no problems with Aztlan.
If you’ve managed to piss off the Big A, it’s probably
best to stay off their home ground, as they’ve got eyes
everywhere. The nation stretches from its border with
Texas on the north all the way down to Amazonia in
the south. The Corporate Court controls the Panama
Canal, and the Yucatan is … complicated.
There are a number of nations down here, but the
only one with a significant global profile is Amazonia.
Ruled over by the ecologically minded dragon Hualpa,
Amazonia is one place where the corps are secondary
to the nation. Though after the spanking Aztlan
just gave Amazonia in a recent war, the megas might
be looking to flex a little more muscle down there,
because Hualpa might find himself looking for some
new investment.
Imperial Japan boasts the greatest concentration of
megacorporate headquarters in the world. Mitsuhama,
Renraku, and Shiawase all make their home here, and
a new spirit of cooperation between the three of them
threatens to make life difficult for the other megas of
the world. Citizens of Japan take great pride in their Imperial
government and their homegrown megacorps.
They are less happy about the non-human metatypes
in their midst, though the general populace has grown
more accepting in recent years.
Wuxing is based in the independent city of Hong Kong
. Hong Kong is a very business-friendly sprawl, in
pretty much the same way the Old West town of Tombstone
was a very gunfighter-friendly town. It’s great to
be at the top or on the way up, but if you lose a competition
in that sprawl, you lose hard. All of which makes
Hong Kong very friendly to our brand of business; the
megacorporations make or take any advantage they can
to ensure they don’t come out the losers.
While it’s been divided into several nations, Russia
has managed to hold on to a winding stretch of land
connecting its western section to the eastern coast on
the Sea of Japan. The city of Vladivostok hosts the headquarters
of Evo, making it one of the world’s leading
technological centers.
The Allied German States, specifically the sprawl of
Essen, is home to the largest megacorporation in the
world, Saeder-Krupp. It’s also hosted some of the worst
ecological disasters in the past century, but we’re sure
that’s just a coincidence. The pollution in the area,
along with other corporate abuses, has made the AGS
in general, and Berlin in particular, a hotbed of neo-anarchist
activity and other megacorporate resistance.
France, Spain, Portugal, the United Kingdom, Poland,
and other European nations go about their business
as normal, while the Balkans remain a seat of chaos
and confusion. Plus ça change and all that.
Northern Africa has seen Egypt grow both west and
south, though Algeria, Tunisia, Sheba, and the Ethiomalian
Territories currently are holding it at bay. The
Kingdoms of Nigeria are divided among various tribes
looking to position themselves to get a piece of the oil
revenue flowing through the nation. The ghoul kingdom
of Asamando in west Africa is one of the most controversial
nations of the world; some see it as a leader in
the struggle for ghoul rights, while others take exception
to the fact that metahumans are regularly and deliberately
fed to the diseased populace of the land. The
Nairobi sprawl in Kenya is home to the Kilimanjaro Mass
Driver, which is playing a growing role in promoting
space travel. The nation of Azania has taken over much
of the southern part of the continent, and while cultural
divisions keep threatening to pull it apart, the money
flowing in from its industrial might holds it together.
Long a center of unique and strange wildlife, the Australian
Republic got even weirder after the Awakening.
The Outback is regularly swept by mana storms, making
it more dangerous than ever to cross. Many parazoologists
make the attempt, though, because they know
there are critters out there that have yet to be catalogued.
The island of Tasmania, meanwhile, seems to
have become a living organism, using its plant growth
and animal life to quickly demolish anything metahumans
try to construct.
Perhaps the hottest spot in the area is New Guinea.
Australia tried to annex it in 2064, and they met resistance
from the prime minister—who promptly disappeared.
Since then it has functioned as a part of Australia,
but in recent years anti-Republic resistance has been
growing, meaning there are plenty of politically oriented
shadowruns in the area.
We talked before about the people you should know
because they’ll help. Now we’ll look at the other side
of the equation. Some of the people here will hire you,
some of them will work against you, but make no mistake—
they’re all the opposition. They’ve got resources
you want, or are living the life you’re looking for, or in
some other way are competing with you for whatever
is out there. You’re going to run into them, so the
more you understand them, the more likely you are to
thrive. Or, when you’re just starting out, a better chance
of staying alive.
Most of your runs will be jobs that will wrap you all up
in corporate interests, so we’ll start there. That’s not to
say that every megacorp has its hand in every shadowrun,
or that every corp sponsoring a run is one of
the almighty ones with infinitely deep pockets. There
are corporations and there are corporations. The little
corporations are small enough to be barely worth
the notice of the big fish in the pond. The thing about
the little guys is, well, they’re not that big. That means
that they’re trying to protect pretty much everything
they have going for them. If you go up against a tiny
corp, you may not encounter the armies that the megas
can throw up against you, but you’ll be facing anoth-
er weapon that can be just as dangerous as bullets or
spells: desperation.
It’s the big corps with the AAA rating that are the
big time when it comes to shadowrunning. Most often,
you’ll be running against subsidiaries, outlying assets, or
plausibly deniable facilities outside of main corporate
territories. Once in a while, you’ll find yourself on a run
directly against one of the Big Ten.
Know this: The megas don’t care about you. If you’re
somewhere you’re not supposed to be, they’ll try to kill
you. They’ll tear into you with lead, spirits, spells, IC, and
anything else handy that they can throw at you. And
that’s the sugar-coated version. They’re ready for anything,
and they’re ready to give better than they get.
Like the dead Chinese guy said, you should know
your enemy. So if you don’t know about the Big Ten, allow
me to introduce you.
There are ten megacorps that have a AAA rating from
the Corporate Court (hell, they are the Corporate Court).
They have all the gold, so they make the rules, and you
need to know the basics about them if you want to
make it in the shadows.
Corporate Court Ranking (2075): #7
Corporate Slogan:
“Making the World a Safer Place”
Corporate Status:
AAA, public corporation
World Headquarters: Detroit, UCAS
President/CEO: Damien Knight
Most shadowrunners know
Ares from their Ares Arms division,
and with good reason. The
Ares Predator is the staple sidearm
for the discerning runner. Run by
wealthy playboy Damien Knight,
the corp has a reputation as a very
“American” outfit: gung-ho, militaristic,
patriotic, and individualistic—
Mom and apple pie, in other words.
Don’t let that fool you—sure, they’re
one of the better megas to work shadow ops for, but keep
your eyes open, because they can be as underhanded as
the rest. Ares specializes in law enforcement, military
hardware and arms, aerospace (they have five orbital
habitats), entertainment, automotive (the former General
Motors is also part of the Ares family), and smaller divisions
in many other areas.
Corporate Court Ranking (2075): #4
Corporate Slogan:
“The Way to a Better Tomorrow”
Corporate Status:
AAA, private corporation
World Headquarters: Tenochtiltlán, Aztlan
President/CEO: Flavia de la Rosa
If you’ve bought any kind of
consumer goods recently, chances
are you’ve contributed to Aztechnology’s
bottom line. Sixty percent
of the goodies you find at your local
Stuffer Shack (ninety percent if you
count the Stuffer Shack itself) come
from the Big A. They make everything from chemicals
to trideo-game software to military goods and magical
supplies. They’ve got their fingers in more pies than just
about any other mega, and their public relations campaigns
are second to none. Which is good, because
they’re also all about blood magic and evil conspiracies.
Allegedly. Just don’t say anything about that within earshot
of the Big A’s ferocious legal team.
Corporate Court Ranking (2075): #6
Corporate Slogan:
“Changing Life”
Corporate Status:
AAA, public corporation
World Headquarters: Vladivostok, Russia
President: Yuri Shibanokuji
“EVOlve,” they say in all
their ads. Let’s be fair, they
are a megacorp that looks
to the future. Their CEO is an
ork and their largest stockholder
is a free spirit. They
focus a lot on transhumanist projects ranging from bioware
cybernetics, anti-aging experiments, and other
even more out-there projects designed to take metahumanity
to the next stage of evolution. On top of that,
they’re the first megacorp to successfully set up a base
on Mars. Evo leads the megas in goods and services designed
with orks, trolls, elves, dwarfs, changelings, and
other nonhuman people in mind. Their corporate culture
is pretty touchy-feely, but don’t freak—they can be as
cold and calculating as any other mega.
Corporate Court Ranking (2075): #10
Corporate Slogan: “We Know What You Think”
Corporate Status: AAA, private corporation
World Headquarters: Los Angeles, PCC
President/CEO: Gary Cline
Horizon is based in
the midst of media wonderland
Los Angeles, and
they’ve managed to score
many exclusive contracts
for dealing with the development
of California. With
charismatic ex-simstar Gary Kline at the helm, Horizon
specializes in anything that can be used to manipulate
opinion (media, advertising, entertainment, social networking,
etc.), along with consumer goods and services,
real estate and development, and pharmaceuticals. Its
corporate culture is “people-centered,” and employees
are well taken care of and encouraged to develop their
talents and pursue their interests on company time—as
long as the corp reaps the profits. They had been renowned
as being technomancer friendly, but a series of
events culminating in a massacre in Las Vegas helped
people understand that even the nicest of megacorps
can spin out of control.
Corporate Court Ranking (2075): #3
Corporate Slogan: “The Future is Mitsuhama”
Corporate Status: AAA, public corporation
World Headquarters: Kyoto, Japanese Imperial State
President/CEO: Toshiro Mitsuhama
This Japanacorp is all about
the computers. Robotics,
heavy industry, you name it—
but it’s less well known that
they’re one of the biggest manufacturers
of magical goods
around. There’s a rumor going
around that they’re in bed with
the Yakuza (who am I kidding,
they’re all over each other).
In any case, they’ve established quite a presence in
North America over the last few years. The corp pays
very well for success in shadowruns, but when you fail
they … disapprove. Be extra careful when you’re running
against them, because their “zero-zone” policy of
shooting first and shooting more later usually means
failed runners get geeked.
Corporate Court Ranking (2075): #2
Corporate Slogan: “Tomorrow Runs on NeoNET”
Corporate Status: AAA, public corporation
World Headquarters: Boston, UCAS
CEO: Richard Villiers
NeoNET is the primary
power behind the Grid Overwatch
Division, and they
practically invented the wireless
Matrix. Needless to say,
they’re heavily invested in Matrix
infrastructure, along with
cyberware, electronics, software,
biotech, aerospace, small arms, and many others.
As a corporation, NeoNET is pretty fractured, with
the major factions controlled by a long-time corporate
raider, a reclusive dwarf, and the great dragon Celedyr.
Runs for or against NeoNET are a grab-bag, all the time.
Randomness can be fun, until that time you end up
reaching in the bag and grabbing a scorpion.
Corporate Court Ranking (2075): #5
Corporate Slogan: “Today’s Solutions to Today’s
Problems”
Corporate Status: AAA, public corporation
World Headquarters: Chiba, Japanese Imperial State
CEO: Inazo Aneki (Honorary)
Renraku controls the
world’s largest data repository
and they own almost
all of Asia’s local grids. And
when nobody knows what
kind of useful (or incriminating)
information you’ve
got squirreled away in your
datastores, it’s going to take
some strong motivation to
risk messing with you. They’ve got a seriously traditional
Japanese culture, and their Red Samurai military
units are universally feared. Not respected, feared.
Corporate Court Ranking (2075): #1
Corporate Slogan: “One Step Ahead”
Corporate Status: AAA, private corporation
World Headquarters:
Essen, Allied German States
President/CEO: Lofwyr
Saeder-Krupp Heavy
Industries can be summed
up in one word: Lofwyr. The
great dragon owns nearly
one hundred percent of this
German-based megacorp,
and he rules it with the kind of attention to detail that
only one of his kind can maintain. It’s not impossible to
put one over on Lofwyr, but it’s very difficult—and usually
fatal. The wyrm doesn’t suffer fools gladly, and shadowrunners
who go against him (or fail in one of his jobs)
might just find themselves on his list—which is probably
also his lunch menu. S-K is primarily involved in heavy
industry, chemicals, finance, and aerospace with a presence
in many other areas, which is just what you’d expect
from the largest corporation in the world.
Corporate Court Ranking (2075): #8
Corporate Slogan: “Advancing Life”
Corporate Status:
AAA, public corporation
World Headquarters: Osaka, Japanese
Imperial State
President/CEO: Korin Yamana
The oldest of the megas,
Shiawase was the first corp
to claim extraterritorial status.
A classic Japanese zaibatsu,
Shiawase is run in a traditional
“family” style, with most
employees signing lifetime
contracts and even marrying
within the corp. Families, however,
tend to squabble, and
plenty of runners have made good cash in the course
of these quarrels. As for what they do, what don’t they
do? Either directly or through subsidiaries, Shiawase has
its hands in nuclear power, environmental engineering,
biotech, heavy industry, technical service, minerals, military
goods, and a whole lot more.
Corporate Court Ranking (2075): #9
Corporate Slogan:
“We’re Behind Everything You Do”
Corporate Status: AAA, public corporation
World Headquarters: Hong Kong, Free
Enterprise Enclave
President: Wu Lung-Wei
The only Chinese player
on the megacorp scene,
Wuxing owns a sizeable
chunk of the Pacific rim.
The corporation is quiet and
conservative, the stealthiest
of the Big Ten. Their
employees are steeped in
Chinese culture, even those
who’ve never been within a
thousand clicks of Asia. Traditionally focused on finance
and shipping concerns, Wuxing also specializes in magical
services and goods, vying for the top spot of most
mystic megacorp. Wuxing has also expanded heavily
into other markets, including agriculture, engineering,
consumer goods, and chemicals.
A lot of shadowrunners will tell you the only real difference
between what we do and organized crime is
the organized part. There’s some truth in that. Shadowrunners
have occasionally formed organizations,
like the legendary Assets, Inc., but as a rule it’s not
something we do. People like us, we don’t take orders
well. We don’t like to share with anyone outside
of our team (or often inside it, for that matter), not to
mention regimentation, hierarchical organization, and
all that lock-step discipline are pretty much poison to
us. Organized crime, on the other hand, thrives on that
stuff. Organized crime does the things large numbers
of people do well: deals narcotics and other addictives;
runs protection rackets; operates gambling rings—just
about anything that requires an army and turns a profit.
This means organized crime can often be found deeply
entwined with legitimate, respected businesses. In
some cases it’s hard to tell where the crime ends and
the business begins.
Despite their violent reputations, the organizations
that make up organized crime eschew pyrotechnics
whenever possible. Firefights bring police attention and
could result in important people getting killed or otherwise
indisposed. As a general rule, the work they do goes
better when no one is looking, so they put a lot of effort
into keeping a low profile. But don’t be confused—and
don’t get stupid. Just because they’d rather keep their
guns holstered and the money flowing, don’t think for a
minute they won’t get down and dirty when they need to.
The Mafia is an extensive and significant presence in
every major North American city, most European cities,
and a lot of cities everywhere else. They like cities. They
usually don’t work closely with the megacorporations because,
let’s face it, they are a megacorporation. The main
difference between the recognized corps and the Mafia
is that when there’s infighting between Mafia’s divisions,
it’s slightly more likely to involve high body counts.
The O’Malley syndicate (Mafia): Dona Rowena O’Malley
runs all things Mafia in Seattle, simultaneously controlling the
Finnigan, Gianelli, and Ciarniello families. She ascended to that
position with managerial acumen, effective leadership skills, and
a dead-cold ruthless streak that takes no prisoners. Now that
she has the Gianellis and Ciarniellos working for her instead of
against her, she is working to secure her territory against anyone
thinking they deserve a piece of Seattle.
The Yakuza, by contrast, have tied their fortunes to
Mitsuhama Computer Technologies. This is not to say
that every Yakuza rengo has a connection to Mitsuhama—
they don’t, and some rengos fight tooth and nail
against those who do. But the Yakuza and MCT are inextricably
tied together. As in four high-ranking Yakuza
between them own about forty-five percent of the
megacorporation. Mitsuhama uses Yakuza foot soldiers
to do their dirty work, while the Yakuza uses MCT as the
greatest money-laundering organization the world has
ever seen. The corporate association gives the Yakuza a
ruthless efficiency; anyone who deals with them watches
their manners.
The Shotozumi-rengo (Yakuza): Led by Oyabun Hanzo
Shotozumi of Seattle, this rengo has a presence in most major
North American cities. For the most part local groups act
independently of each other, but they all seek out the wisdom of
their oyabun and listen when he speaks. Questions have been
raised—okay, murmured—as to Hanzo’s ability to deal with the
pressures he’s under on so many fronts: a newly aggressive capa
di capi in Seattle; epic Sturm und Drang involving a great dragon
and unruly invading forces in Denver; and impatient, ambitious
underlings in his own organization murmuring questions about
his ability to deal. In particular, Oyabun Honjowara of New
Jersey is rumored to be building a power base of his own, and
smart money’s betting he’ll make a play for the top spot in the
rengo in the not-too-distant future.
The Triads have their origins in what used to be China
and differ from the other major crime networks in that
they are decentralized—they have no central leadership,
no supreme commander or high council or arbitration
committee. This can mean a whole new set of protocols
when you move from one Triad’s turf to another; what
kept you alive in one place might kill you in the next. Their
lack of central leadership means conflict resolution within
the Triads is often bloody and brutal—though they are capable
of considerable restraint and finesse if the situation
calls for it. The lack of central control also makes them
more flexible in adapting to—and taking over—new territories.
If they ever got over their cultural prejudice against
women in authority and non-human metatypes in general
they’d own a lot bigger piece of the pie. The Triads have
the usual gambling, drugs, and prostitution operations, of
course, but their specialty is Awakened drugs. For some
reason the Triads attract a disproportionate percentage of
mages, which makes them very efficient at finding, testing,
and preparing the drugs with the best street value.
Large Circle League (Triad): Maybe not as powerful as some
of their Southeast Asian counterparts, the Large Circle League of
New York City is more potent than a lot of people realize. They’ve
used the Manhattan Development Consortium to their advantage
and infiltrated many corporations, especially Shiawase. They use
the information they gather as leverage. Nothing too overt, mostly
just guiding and/or pushing events in that corporate-controlled
sprawl in ways they want them to go. They have a more overt
and ongoing battle with the local Mafia lately over control of the
sprawl’s drug trade.
Remember when I told you organized crime liked to
keep a low profile, avoid the spotlight, and keep attention
off itself? I was not talking about the Russian Vory v Zakone.
They can’t match the money and manpower of the
other major syndicates, so their primary public relations
tool is intimidation. Their go-to negotiation technique is
blunt brutality; the first indication the Vory have entered
a new area is usually the bodies of criminals who thought
it was their turf. The Vory want to shake things up, they
hit every confrontation at a full charge, loud and raging.
It doesn’t always work, but I’ll tell you this—no one ever
likes to see these guys coming.
Povryejhda (Vory): Led by Andrei Petschukov (nickname:
Terminator), this Seattle branch of the Vory is chock-full of
Russian loyalists and a fair number of Red Army personnel. They
have built something—or are up to something, depending on who
you talk to—on a large piece of land they acquired near Puyallup.
No one knows what that something or somethings is because
they’ve surrounded their property with a massive wall and backed
it up with a pretty impressive astral barrier. What’s happening in
there is anyone’s guess—and there’s plenty of guessing going on.
In the Hopi tradition, Koshare is the spirit of overdoing
things—gluttonous, disruptive, and irreverent, the universal
cautionary example. Koshare does all the things
people should not do, illustrating why they should never
do them. Which is why the network of Native American
organized crime rings call themselves the Koshari. They
do all the things you would expect an organized crime
outfit to do, but they’re especially skilled at talislegging,
the illicit smuggling of magical reagents and telesma. If
you’re a t-bird pilot in the western half of North America,
depending on the impression you make on the Koshari,
you’ll either be recruited, warned off their territory, or
shut down hard.
The Outer Circle (Koshari): The leaders of Koshari circles
in Santa Fe, Phoenix, Denver, and Las Vegas work together,
divvying up territory and business and making sure no one
steps on anyone else’s toes. They also regulate where and how
far smaller operations can expand. Right now elements in Los
Angeles are flexing and agitating; they think it’s time the big four
became the big five.
We don’t have the room or the time to fill you in on all
the gangs that are banging around whatever sprawl
you’re sitting in right now. Small places seem to get by
with just one gang, but get much over two thousand
locals and you’re probably going to have two or more.
Over a million locals and you’re talking a healthy gang
network. You should take the time to figure out that
network—doing one gang’s work on another’s turf is
more likely to get you killed if you don’t know that’s
what you’re doing.
There are two types of gangs, and by and large as a
runner you’re most likely to come across some flavor of
the many street gangs. Street gangs are all about territory.
A few broken blocks, a handful of abandoned buildings,
the streets around their favorite dive, fifteen different
piles of brick, a neighborhood, you name it. Whatever
they’ve got, it’s theirs. They don’t always know what to do
with it—maybe deal minor drugs or run half-assed protection
rackets—but they’ll defend it against all comers.
Which usually means hanging out and challenging anyone
they don’t know to a fight. There are street gangs
that aren’t all about the territory. Some gangs are racially
based, like Seattle’s elf-only Ancients; some are bound
together by a common interest, like the Halloweeners,
who dress up like ghouls to terrify and assault civilians
unfortunate enough to cross their path. As a general
rule gangers are young, raw, untrained, unpredictable,
quick-tempered, and eager to mix things up. So yeah, if
the needs of whatever job you’re on do not require you to
deal with them, avoid gangs. Unless you think your evening
would be much improved by a fistfight.
What street gangs do to a collection of sprawl blocks,
go-gangs do to highways. Riding around on souped-up
cycles and choppers, these gang members look for any
driver who shows a milligram of fear. The least hesitation,
such as looking like you’re thinking things over, can
trigger an attack. This could be a ram, or it could be a
game of head-on chicken against a foe with a sawed-off
shotgun propped on his handlebar. There’s no point to
their attacks—the attack is the point. They are random,
indiscriminate, and leap to violence the way a frog leaps
to water. Know where the go-gangs are and avoid them.
All right, this may seem odd. We’re not known for
hanging around in classrooms much or being on the
cutting edge of academic research. But academics
have their uses. They invariably have schools of business,
which can provide you with all sorts of corporate
information that PR flacks aren’t willing to share. And
if you’re looking for any sort of historical information—
about the Matrix and technology, about politics and
nations, about magic and spell formulae—academics
know more than the common man about a wide range
of topics. And universities teach languages—if you
need something translated, check them out. A university
makes a good first choice when looking for their
kind of data; compared to their corporate counterparts,
profs are surprisingly low budget.
Generally speaking, universities come in three flavors:
public, private nonprofit, and private for-profit.
That last one is the most common, as the corps like to
send their people through their own institutions; it’s
a quality control issue—corps want people who see
the world the way they do, undistracted by contrary
data or plagued by independent thoughts. Most public
universities are hanging on by a thread. Government
budgets are tight and it’s hard to justify funding
schools when public perception is that they only serve
students the megacorps didn’t want. It’s like there’s a
stigma attached to anyone trying to better themselves
on their own, which sounds a lot like megacorp PR.
Despite that, some public universities remain well-respected
bastions of learning, insofar as anyone cares
about that drek. The University of Washington in Seattle
is one notable example.
Private nonprofit universities provide a resource for
students who have what corps want but have managed
to make their way without committing to any of them.
Yet. Many of the private nonprofits don’t just survive,
they thrive—such as the Massachusetts Institute of Technology
and Thaumaturgy and CalTech. Which brings us
to the next category.
Whenever anything new hits the world, two things happen
in short order. First, someone figures out how to
make money off of it; and second, someone figures out
how to use it for porn. So it is with magic. We’re going
to focus on the first one, but yeah—magic’s used for
porn, just like everything else.
Aside from the business of wage mages we talked
about before, there are a number of other ways to generate
money from magic, because wherever the money
is, that’s where we should be. Researching and developing
new spell formulae is a big one. There are a number
of wealthy spellslingers out there, and they’re generally
willing to lay down a nice pile of cash for something that
will give them a competitive advantage over their peers.
There’s also a lot of money to be made in the area of magical
reagents and their uses. Research in this area has been
particularly profitable lately as more uses for reagents
have been found, which has led to increased demand
for these rare items. Arcanoarchaeologists, researchers,
critter hunters, and anybody who thinks they’ve got a
knack for it are scouring the globe, gathering up as many
rare animals, vegetables, minerals, and not sure whats as
possible. Most go into making reagents, but there is a lot
of stuff that no one knows for sure what it does—a lot of
magical research is about figuring that out.
As you might expect, the leaders in magic sales are
the megacorps, namely Aztechnology and Mitsuhama,
but if you’re talking about the bleeding edge of magic research,
you have to talk about the Draco Foundation and
the Atlantean Foundation. The Draco Foundation came
into being when the great dragon Dunkelzahn died in an
explosion on the day he was inaugurated as UCAS president.
Since he was a great dragon, he was sitting on a
pile of wealth, and he left a will that had a huge number
of odd bequests, including items many people are chasing
after to this day. The Draco Foundation was set up
to manage his affairs and estate, while the Dunkelzahn
Institute of Magical Research was established to further
the dragon’s magical interests. Working in coordination,
these two organizations are formidable players in almost
anything even tangentially related to magic.
The relatively recent rise of the Draco Foundation has
brought mixed reactions from its older counterpart, the
Atlantean Foundation, which—as you might guess from
the name—began as an outfit looking for and into anything
and everything that might be connected to the lost
island of Atlantis. In the process they developed considerable
relic-hunting and magic-researching capabilities.
Dunkelzahn recognized this by dropping five billion nuyen
on the Atlanteans in his will, which amped up their
capabilities pretty significantly. This means they’ve got a
friendly relationship with the Dracos—which is perfectly
understandable, as I’m pretty friendly with everyone
who’s given me five billion, too. But there’s a rivalry going
on as well; the two groups are often going after the
same things. If you’re going relic-hunting, be ready to
outrun teams from one or both of these groups.
Politicians may not have the clout they did back in the
day, but there are still taxes to be collected, laws to enforce,
infrastructure to be maintained, and careers to be
made. Most government crap goes on way over your
head. You don’t need to worry about who’s president
or king of whatever nation you’re in and almost all state
and regional objectives require resources and manpower
beyond any runner team’s inventory. What you
want are the local officials—mayors, aldermen, trustees,
that sort of thing—who enforce the laws, collect
the taxes, fund emergency and rescue services, and try
to ensure everything works. These local leaders may
not be as powerful as the corps, but as long as you’re
on their turf they’ve got a lot of ways to help you or
hinder you. Good news is they’re far enough down the
food chain that there’s a chance you can afford whatever
it takes to buy their momentary cooperation. They’re
easier to blackmail, too. Ask around, look around, figure
out whom you need to know and what you need to
know about them—you never know when you’re going
to need them.
Besides the actual politicians, the other people you
want to know are the policlubs. If there is any cause in
the Sixth World that two or more people can agree on,
they’ll form a policlub around it. Sometimes the point of
the club is to, you know, actually participate in politics.
Other times the clubs are a cover for illegal activities,
and a lot of them are just an excuse for people to get
together and get wasted. Most of these groups wield
no discernible power; you can pretty much ignore them.
There are a few you should pay attention to.
One is the Humanis Policlub. Elves, dwarfs, trolls, and
orks have been in the world for more than five decades,
but for some people that hasn’t been long enough to
get used to the idea or to like having them around. Especially
the orks and trolls. Following the proud tradition
of racist groups since the dawn of time, Humanis is
dedicated to putting a friendly face on hate. They’re not
against anyone, they’ll tell you, they’re just pro-human.
They don’t want to take anything away from the other
metatypes, they just want to make sure humans get their
fair share (which is pretty much everything).
Humanis serves as a nexus for a whole range of
like-minded groups, from the unpleasant and aggressive
Alamos 20,000 to the ultra-violent Hand of Five. If
you’re a non-human, if you like a non-human, or if you’re
going to be traveling anywhere non-humans are going
to be, you need to be aware of what Humanis and its ilk
are up to. They could pop in and mess things up at any
time. Be warned.
The whole Newtonian thing about action causing
reaction works with people, just like it does in physics.
There are some notable pro-metahuman groups, from
powerful lobbyists and organizers of the Ork Rights
Commission to the radical and violence-prone Sons of
Sauron. Like the anti-meta groups, these organizations
are capable of causing distractions or chaos wherever
you may be. And if you get pro-meta and anti-meta
groups in the same place at the same time—well, I hope
your contingency plans can deal with random explosions
and scattered bodies.
In addition to racists of various flavors, you also
need to keep an eye out for the various iterations of
the neo-anarchist policlub. Sometimes they go by that
name, just with capitals (“Neo-Anarchist”); but depending
on the location and the situation they might call
themselves the Panopticans or the Lambeth Martyrs or
the People’s Party or anything that sounds symbolic, sincere,
and all about the little guy. Individual groups under
the neo-anarchist policlub banner come in a variety of
flavors. Some are wild-eyed bomb throwers who think
everything should be reduced to rubble before trying to
build something new; some think everything should be
reduced to rubble and nothing built; some are earnest
reformers, working within existing systems; some want
to change how nations work; some want an end to all
nations; some like coffee; some like tea. What unites
these disparate agendas and the people who love them
is a to-the-core distrust of centralized power in all its
forms and wiles. We’re talking both megacorps and big
government. They’re all about individuals controlling
their own lives, and families and communities living
the way they want to live. That is enough to make them
radicals in the eyes of anybody with any authority. They
are outsiders, often criminalized by the people in power.
Just like us. Which makes them natural allies—provided
you have a high tolerance for rhetoric.
The most annoying thing local politicos can do is sic
local law enforcement on you, because local ain’t local
anymore. Back in the day, law enforcement was a tangle
of local, state, and federal authorities doing their own
things—barely talking to one another and almost never
sharing data. Oh sure, if you were a serial killer they’d
spread the word and be on the lookout, but if you were
a burglar or practiced any other illegal trade, you could
pretty much move from one jurisdiction to the next and
get a fresh start with no one being the wiser.
These days things are both worse and better. The
bad part is most sprawls save their limited budgets by
privatizing law enforcement—which means cops are
corps. The two big boys are Lone Star, an independent
that boasts about its tradition of no-holds-barred Texas
justice (i.e., brutality), and Knight Errant, a division of
Ares Macrotechnology. These two compete for big-ticket
contracts; Knight Errant recently wrestled the plum
of Seattle from Lone Star’s hands. Other major security
providers include Sakura Security, which has a large
presence in Japan, German security giant Sternschutz,
France’s Esprit Industries (a subsidiary of Aztechnology),
and Mitsuhama’s one-two punch of Parashield and
Petrovski Security. These companies have international
reach, and their centralized databases are everywhere
they are; do something in one jurisdiction and all the
others know about it. So stay out of the database. Give
them nothing—your name, your picture, your favorite
make of whiskey, anything—because some smart cop, or
smarter program, can use that anything to finger you.
The good part is that while law enforcement corps share
all data internally, it’s in their best interest to make their
rivals look as inept as possible—which means they never
tell each other anything. So as long as you know who’s
covering what turf, you can still find cracks to fall into.
But don’t get cocky. Law-enforcement contracts can
change hands in a blink; what’s Knight Errant territory
one day may be Lone Star the next. Meaning you may be
an unknown free agent one day and an actively sought
fugitive the next. And be aware that many sprawls have
multiple security companies in their borders—Knight Errant
may have the city contract while Lone Star covers
residential or maybe corporate compounds. Make sure
you know who’s patrolling which streets when.
The thing about living in the shadows is that the denizens
of the dusk tend not to be well organized. We’re
here because we don’t get along with all the rules and
protocols and drek formal organization requires. But
we’re alive because we understand that sometimes it’s
better to work together.
One of the premiere shadow groups is JackPoint,
a collection of exceptional shadow minds gathered by
FastJack, perhaps the best hacker the world has ever
seen. ’Jack had to step down from the network recently,
but the group is still going strong. The members of it aren’t
known, and its information is kept private, but if you
can get wind of anything they’re putting together, know
that you’re hearing from people who know their shit.
The Denver Nexus is another shadow group with a solid
rep. They’re hackers guarding the Denver Data Haven,
one of the greatest stores of secret knowledge the world
has ever seen. Or perhaps we should say “never seen,” as
not too many people get a look at what’s stored there.
Then there are groups that live in the shadows but
are not tied to shadowrunners. They like the dim light
because of the secrecy it provides. One of these is the
mysterious gathering of mages known as the Black
Lodge. A cataclysmic upheaval that hit the UCAS capital
of DeeCee in the summer of 2073 was blamed on
the Black Lodge, and many people think the Lodge was
somehow involved in the recent battle between the
great dragons Lofwyr and Alamais that ended with Alamais
dead. Everyone knows that the Black Lodge has
their claws into a whole host of politicians and other
leaders, but no one knows which. Short form: If you spot
people in black robes casting weird mojo, take some
notes, call the authorities, and get the hell out of there.
New Revolution is dedicated to re-establishing the
old United States of America. A noble cause everyone
else recognizes as a stupid-ass idea that totally ignores
the current state of the world. In 2064 New Revolution
attempted a coup, killing the UCAS president and Secretary
of Defense and making a mess. Vice President Nadja
Daviar survived and teamed with Brigadier General
Angela Colloton and kept the UCAS together. They hunted
down, tried, and executed New Revolution’s leaders
and everyone congratulated themselves on ridding the
world of the lunatics. Yet here we are, over a decade later,
and the New Revolution is still around. General Colloton
helped stand off the coup and hunt the leaders
down, but has been dogged by rumors linking her to the
radicals for years. Rumors that didn’t stop her from becoming
UCAS president. If they’re true, she’s in a heck of
a position to build New Revolution into a major player;
I cannot tell you how many betting pools there are on
that one.
Like just about everyone with a pulse, you’re going to
spend most of your time getting ready for work, working,
or recovering from work. But every now and then
you might find yourself with free time and a couple of
extra nuyen. Luckily for you, there are a wide range of
activities to make sure that you and your money don’t
develop a long-term relationship.
Speaking of money, always remember to make sure
you’ve got the right kind of currency for wherever you’ll
be spending. The dominant currency in the world is the
nuyen, but some stubborn nations insist on issuing their
own currencies (like England’s pound or Switzerland’s
franc). Still, even in those nations the nuyen tends to
be accepted readily. All of which is rendered pretty
much moot by electronic transactions. Actual cash is
rarely used—maybe for special transactions or in areas
so backwards they don’t have Matrix access (scary, but
real). You might get dinged for conversion fees in states
with local currency, but that’s about the only hassle.
Certified credsticks are the tool of choice for people
who don’t trust wireless transfers or want to avoid leaving
any trails. Smaller than your thumb (unless you’re a
pixie, in which case, shut up), credsticks carry funds certified
by one of the financial powers of the world. The
bigger the bank, the more stable the money stored on
the credstick, so most people like to use sticks certified
by the biggest bank there is, the Zurich-Orbital Gemeinschaftsbank
.
Corporations jumped on the currency bandwagon
decades ago and started offering corporate scrip, usable
only in corporate locales. The megacorps love paying
their employees in scrip, as it keeps money in the
corporate family. The fact that corporate scrip’s uses are
somewhat narrow make it less valuable, but if that’s all
there is, take it. Remember, the megas are huge—somebody
somewhere wants scrip and there’s a thriving market
for scrip exchanges.
When you want to amuse yourself in your downtime,
this is where you start. Music’s on there, movies are on
there, sports broadcasts, virtual nightclubs, chat rooms,
epic battles on twisted landscapes, and so on and so
forth.
The Matrix is around most of us every minute of every
day, so much that we don’t think about it much. We
just use it. Most of the time we use it as augmented reality
(AR), an overlay that adds information and occasional
glitz to the world around us in the form of augmented
reality objects, or AROs. You can also go whole-hog and
dive into virtual reality (VR), leaving your meat body behind
for a trip into the realm of pure information. While
the speed of VR is convenient for hackers, most people
like the ability to use the Matrix while carrying on with
their lives at the same time.
With AR, the Matrix is constantly around you. As
long as you’ve got the right gear, messages from friends
pop up as floating windows hovering in your field of vision,
moving as you move. Stores you walk by tell you
about their current sales customized to your preferences
based on what you’ve bought before. Music and video
samples are everywhere, waiting for you to open them
with a quick gesture and see if there’s anything you like.
How do these music and movies match up to your
taste, and how do they know where to find you? The
magic of corporate control. You see, the Matrix has
gone through two major Crashes, and been re-invented
after each one. After the second one, back in 2064,
the Matrix made the leap to wireless, and along with
that it moved into a neo-anarchist ideal of freedom and
openness, a network open and accessible to anyone
with the tools to log on. That lasted a good decade until
the corps realized there was a resource out there they
weren’t exploiting. After confessing that sin to their respective
clergy and saying a few Hail Marys, the corps
went about setting that mistake right, instituting more
controls over the Matrix so that they can better shape
what goes where. Naturally, their best customers get the
best bandwidth, while the less resource-endowed are
left to deal with spotty access and slow traffic.
Unless we know how to play the game. The clampdown
of corporate control has re-ignited the battle between
hackers and the overseers of the Matrix, as shadowrunners
look to exploit the weaknesses of the new
system and stay one step ahead of security.
But that’s mostly another topic. For now, just know
that everyone and everything is on the Matrix, but the
easiest things to find are the things programmers are
betting you want to buy.
Music’s been around since homo erectus noticed different
things made different noises when you hit them,
and it’s not going anywhere. (Though frankly, some of
it sounds like Neanderthals banging rocks. But there’s
no accounting for taste, right?) Point is, whatever your
taste in music may be, you can find someone playing it.
For classic rock fans, the legendary Maria Mercurial is
on her comeback tour, laying down the mighty riffs that
made her a star back in the ’50s, and Concrete Dreams
is once again calling down the thunder. Orxploitation,
the sound of the streets, continues to be blasted
in sprawl barrens, with CrimeTime acting as the oldschool
standard bearer for the movement. Disposable
electro-pop will never die, no matter how many stakes
we bury in its pulsating heart, with the Latch-Key Kids
currently playing the leading role in blasting annoyingly
catchy ditties into everyone’s lizard brain. And elven
folk exists for those who don’t like their music turned
up to eleven, with Tír Tairngire icon Deirdre showing
everyone how it’s done.
Sometimes you just gotta plop down in your favorite
chair (or on your favorite floorboard if all the furniture
has been burned for heat) and let flickering images take
over your brain. For these times, trideo is there for you,
bringing you the latest in news, sports, and entertainment
programming. While 3-D was clumsy and clunky
in its earliest years, now it drops you believably into
the middle of the story. And the level of immersion is
up to you—stick with the visual and audio versions if
you want simplicity, or plug into simsense to get the
full-bore, multi-sensory, emotion-enhancing experience.
You can watch sports events as if you were in
the stands, or you can buzz around the field, seeing the
game as the players see it.
There are fictional trids for every taste. The Cree &
Dido series provides the slapstick and physical comedy
the masses love, while the hit Water Margin has spawned
an action series about shadowrunners fighting government
corruption in Seattle (a theme that has gained extra
resonance thanks to recent scandals in Seattle Governor
Kenneth Brackhaven’s administration). Like reality shows?
Toxic Hunter takes you to the most blighted spots in the
world and puts host Brennan “Heavy” O’Dell against the
local critters; his recent battle with a pack of ghouls in Lagos
was a ratings winner. The classic Neil the Ork Barbarian,
a favorite of your parents when they were kids, has gotten
a slick upgrade and reboot that puts you, the viewer, right
in Neil’s furry boots. First-person medieval sword-swinging,
fur-bikini-slashing, muscle-flexing action—what more
do you want?
If the twentieth century was about figuring out how to
turn professional sports into big business, the twenty-
first was about how to best use sports business to
benefit other corporate interests. Basketball, baseball,
football, soccer, and hockey still draw crowds, but now
fans can follow their favorite player’s MeFeed, watching
the trideos they watch, listening to the music they
listen to, and learning about their favorite fashion and
foods—all of which you can buy with a quick gesture at
the right ARO. Where kids once dreamed of following
their idols by working hard to earn their way into the
big leagues to become stars in their own right, they’re
now content to just buy as much of their idol’s lifestyle
as possible.
The megacorps have also been growing new sports
that give consumers/fans the addictive rush of fast-moving
action and bone-crushing violence. Right now the
most popular new sports are urban brawl and combat
biking. Urban brawl is a no-holds-barred variant of capture-
the-flag played on city streets with guns and magic.
Combat biking is something like polo, only played on motorcycles.
By psychopaths.
Back when overpopulation of the world was a serious
concern, people turned to the mighty soybean as a
promising food source (when combined with lentils and
green food dye, it makes a tasty … oh, never mind). It’s
packed with protein, very versatile, and fairly easy to
grow. Thanks to several global plagues and ecological
disasters, world population is not quite as big a concern
as the amount of arable land on the planet, but the net
result is the same: Soy is a major food staple. Soykaf is
the beverage that gets us moving in the morning, soyburgers
are a popular lunchtime choice, and tofu is to
our dinners what chicken was in the twentieth century.
There are a few restaurants and grocery stores here and
there that sell real meat, but they tend to be beyond the
budget of all but the most affluent.
While meat is rare, sugar substitutes are plentiful. The
megacorporate food producers of the world know how
much people like their sweets, and they know satisfying
cravings keeps populations in line. The Stuffer Shacks
and other convenience stores of the world are filled with
Sweeteez, Krak-l-Snaps, and other nutrition-free foods
that give corporate drones and poor shadowrunners a
small bit of pleasure in their lives.
I thought about calling this section “Romance,” but
threw that out because there ain’t nobody doing the
box of chocolates, bouquet of roses, and horse-drawn
carriage ride in the park anymore. Then I thought about
calling it “Dating,” but it’s not like you can ask Jane
the leather-clad razorgirl if she’d like to go to the malt
shoppe with you Friday afternoon. So I decided that
since I’ve been straight up with you so far, I’ll call the
primal urge what it is.
So yeah, people in the Sixth World have sex. In plenty
of ways, in plenty of combinations, and across all
metatypes; gender is no object. You got a fetish, you
can be damn sure that someone’s ready to indulge you.
Like everything else in the world, sex has been commodified,
a slickly packaged product designed to make
you forget it once meant something real. Prostitution
thrives where it’s legal (about 99.998 percent of the
known world). Some brothels cater to specific fantasies,
stocked with body types or metatypes their customers
want. If your fantasies are more specific—and you don’t
care much about the human cost of your actions—head
to a bunraku parlor, where the employees are pretty
much puppets, surgically altered and implanted with
personafixes so that they become stunning imitations
of simstars and other celebrities. For just a few hundred
nuyen, you can spend an hour pretending you’re someone
they’d give the time of day—or whatever you have
in mind—to. A booming, and less exploitive, industry is
simsense porn, which lets you feel everything the actors
look like they should be feeling. (I know some actors in
these things—it’s a job with every wiggle choreographed
and fake shriek rehearsed. You don’t want to experience
the kind of boredom they’re really feeling.)
With sex and prostitution being as open as it is in the
Sixth World, you might think it reduces the opportunities
for blackmail. You’d be right. But only partly. There are
still some taboos, some lines that should not be crossed.
Many spouses tend to expect fidelity (and property laws
still favor the wronged party), so finding incriminating evidence
of cheating is still effective leverage. Also, sex with
children (though the definition of “children” varies from
place to place) is out of bounds, and bestiality and necrophilia
are the kind of things that can negatively impact a
career if they come to light. In the end, your job is to know
the basic sexual mores of the area you’re in, so you can
use violations of those mores against select people.
Staying healthy in the world ain’t easy, and not just because
people are always pointing guns at each other.
There are plenty of other threats to your health to worry
about.
In the early twenty-first century, the world was an
overcrowded mess. Then a new disease came along and
wiped out about a quarter of the population. Whether
it was the planet’s way of rebalancing the ecosystem or
something we did to ourselves is still debated, but Virally
Induced Toxic Allergy Syndrome, or VITAS, was nasty.
It triggered something akin to anaphylactic shock—even
in people with no allergies—and people suffocated
to death when their respiratory system swelled shut.
There’s old video around the Matrix of victims fighting
to inhale; it ain’t pretty.
Every now and then a new strain of VITAS raises its
ugly head—nothing anywhere near as bad as the first
outbreak, but it keeps the medicos on their toes. Then,
in the 2040s, we got something entirely new: the human-
metahuman
vampire virus, or HMHVV.
This did not, as the
name implies, give victims
the power to change into
bats or wolves. What it did
do was leach the body of
radiation-fighting pigment,
stop the production of red
blood cells, spurred dental development,
and shut down the digestive system. Victims,
no matter what color they began with, turned dead flesh
grey, had to stay out of the sun, grew fangs, and needed
copious amounts of fresh blood to stay alive. That last
part’s important—they are not immortal. If you’re ever
trapped in a barrens alley with some nosferatu closing
in on you, a few bullets in the right place will stop them
for good.
As was the case with VITAS, there are a number of
strains of HMHVV which cause different types of pseudo-
undead, including ghouls, banshees, and things that
don’t match legends. The dark alleys of Sixth World got
a little darker with this virus.
But the Sixth World doesn’t need to rely on viruses
to mess you up. There are a staggering number of
mind-altering drugs, from the street favorite novacoke
to the mind-bending zen, from the pure combat rush of
kamikaze to the astral sensation of deepweed. If there’s
anything you want to feel, there’s a drug that delivers it.
We’ve also got new forms of addiction, like better-thanlife
chips (BTLs, or beetles). To make one of these, take
your basic simsense recording of some powerful emotional
experience, then amp up every bit of the content.
Want a bigger adrenaline rush than surfing a ten-meter
wave, or a more brain-crushing thrill than skydiving from
the stratosphere? Want to experience something better
than sex? Then upload a BTL right into your brain. Fair
warning, though: You might find reality pales in comparison,
and you’ll spend the rest of your life enduring
the pale shadows so you can have a few moments of
full-color BTL bliss.
So we’ve got your viruses, we’ve got your drugs, and
we’ve got all the other diseases and situations that have
been killing metahumanity for hundreds or thousands of
years. The question you need to ask yourself now is, how
do I get help once I’m messed up?
Public health systems range from inadequate to
non-existent. There’s just too much money in medicine
to leave it to the do-gooders. You want medical care of
any sort, it’s going to cost you.
The best care is provided by the healthcare corps,
and as long as you’re willing to shell out a pile of nuyen,
you get the works, including the best technology and
ambulance service to anywhere in the world, even combat
hot zones. But you probably don’t have that much
cash, or you wouldn’t be slugging it out in the shadows.
Still, you might be able to afford some basics, like medics
who will pull your bleeding carcass out of the barrens
and stabilize you until your spellslinger friend arrives
with a heal spell. That may not sound like much, but it
can save your life. That’s why most shadowrunners with
any sort of rep at all buy a basic contract with one of the
providers. The venerable DocWagon is the most popular,
with decades of experience navigating the meanest
streets, but Evo’s CrashCart, with access to the parent
corp’s cutting edge med tech is gaining ground.
If you can’t afford a medical contract, you can always
go to one of the hospitals or clinics run by the med corps
and pay for whatever you need at the moment. If you
can’t afford that, you need a street doc. If you survive
more than two runs, chances are you’ll pick up some basic
first aid, like how to keep blood from spurting everywhere.
The more runs you survive, the more you learn.
Some runners have a real knack for anatomy and first aid
and earned a rep for doing good work; injured runners
took to seeking them out and before long they had a
sideline practicing unlicensed med in severely non-sterile
locations. Sometimes you’ll find a real doctor operating
a street clinic. Or former doctors now on the streets
due to addiction, crime, incompetence, or some combination
thereof. A lot of us tend to find the upgraded
former runners to be more reliable than the downgraded
doctors, but in the end, whichever you choose, you’re
taking a risk. Especially if you’re looking for someone to
install a secondhand cybereye, cheap.
One thing you need to always remember in the Sixth
World—after “Everything has a price”—is corporations
love predictability and live to control. Take GridGuide,
marketed as the ultimate convenience for the commuter.
It’s a programmed control system for your personal
vehicle that takes you where you want to go with little
input from you, the driver. And by golly, traffic flows
more smoothly when everyone uses GridGuide and
you can do other things while you drive, so it’s great. Of
course, GridGuide only works where the corps want it
to work, which is fine for corporate drones on their daily
commutes, but no good at all if you need to go into the
barrens or a not-generally-open-to-the-public industrial
area. And even if you’re in approved areas, GridGuide
doesn’t respond well to emergencies, like evasive maneuvers
or quick getaways. In fact, if you try to do anything
GridGuide doesn’t think is wise or safe, the system
is going to drag you down. (But doesn’t it always?) If you
ever intend to go off the beaten path, or to maybe do
something out of the ordinary, you’re going to need to
learn how to drive and to have a vehicle that does not
depend on the power of the grid.
If you’re traveling from city to city or country to country,
you can rely on your personal vehicle, but there are
other modes of transportation available. Trains and buses
are available in most sprawls, and they can take you from
sprawl to sprawl. The security in intra-city transit is pretty
light; if you have the nuyen, you can ride. You may need
to pass through security, and your SIN will be checked for
longer trips, but on trains the scanners are cheap and easily
fooled. Plus, you get to ride a bullet train, which tends
to be awesome. If they remembered to clean it.
If you opt for air travel, you’ve got three choices: regular,
suborbital, and semiballistic.
Semiballistic is the fastest and the most expensive;
it can get you from Europe to North America in less
than an hour, and you’ll pay through the nose for the
privilege. Security is tight. SIN scanners are top of the
line and nearly impossible to fool. All weapons will be
checked (don’t even think about explosives) and all cyberware
must be deactivated.
Sub-orbitals are slightly slower, slightly cheaper, and
slightly easier to infiltrate. Slightly. Sub-orbital passengers
are usually megacorporate clients, and the corps
want them to feel safe. Security is tight, and violations
will be dealt with harshly.
Regular air travel is for regular people. Security is
present, but quality varies from provider to provider;
if your fake SIN and forged documentation are good
enough you should do fine. Depending.
Of course, if you want to avoid public transportation
altogether, there are ways to get around. Hitch a ride in
the back of a cargo van, or in a container ship, or as part
of a drone convoy. And then there’s the almighty t-bird,
the favorite choice of smugglers, spies, and anyone else
involved in illicit border crossings. There are several different
types of t-birds, but they have a few common
characteristics: they’re small, maneuverable, capable of
landing in tight spots, and able to fly low to avoid radar.
Learn how to pilot one of these babies well, and you’ll
never lack for work. Or anti-aircraft fire from folks you’ve
pissed off.
When you hit the streets, sling the lingo like a pro with
this handy guide.
- breeder n. Ork slang for a “normal” human.
- buzz v. Go away. Buzz off.
- chill adj. Good, cool, acceptable.
- chip truth n. A fact or honest statement.
-
chipped adj. Senses, skills, reflexes, muscles, and so on, enhanced
by cyberware.
- chrome n. Cyberware, especially obvious enhancements.
- chummer n. Friend, used in the same sense as “pal” or “buddy.”
- clip n. A box magazine for a firearm.
- comm n. Short for commlink, your phone, handheld computer, music
player, game device, and more in the palm of your hand.
- corp n. Corporation. adj. Corporate.
- cred n. Money. Reputation, especially good reputation.
- dandelion eater n. (vulgar) An elf.
- dataslave n. Corporate decker or other data-processing employee.
- datasteal n. Theft of data from a computer, usually by decking.
- deck n. A cyberdeck. v. To use a cyberdeck, usually illegally.
- decker n. A person who illegally uses a cyberdeck.
- deckhead n. Simsense abuser.
- drek n. (vulgar) Feces. A common curse word.
- dump v. To be involuntarily ejected from the Matrix.
-
dumpshock n. The painful sensation of being forcibly ejected from the
Matrix while deeply involved in multi-sensory interactions.
- exec n. A corporate executive.
- frag v. (vulgar) Common swear word referring to the act of copulation.
- fragged adj. (vulgar) Broken, in trouble.
- geek v. To kill.
- go-gang n. A vehicular gang.
-
hacker n. Someone who illegally interacts with the Matrix, either by
using a cyberdeck (as a “decker”) or with the power of their mind (as
a “technomancer”).
- halfer n. (vulgar) A dwarf.
- hoi interject. (Dutch) Hi, a familiar form of greeting.
- hoop n. (vulgar) A common curse word referring to a person’s backside.
- hose v. Louse up. Screw up.
- ice n. Security software. From “intrusion countermeasures” or IC.
-
jack v. To connect or disconnect to the Matrix or other device via a jack.
Use jack in to mean establishing the connection, jack out to mean
breaking a connection. Using jack alone refers to changing from one
state to the other.
- jander v. To walk in an arrogant yet casual manner; to strut.
- jing n. Money, usually cash.
- keeb n. (vulgar) An elf.
- kobun n. (Japanese) A member of a Yakuza clan.
-
meat n. A physical body. Pertaining to the physical world. Organs
harvested for sale.
- merc n. A mercenary.
- mojo n. (Caribbean) Magic. A spell.
-
Mr. Johnson n. Refers to an anonymous employer or corporate agent,
regardless of gender or national origin.
- mundane n. (vulgar) Non-magician. adj. Non-magical.
- nutrisoy n. A cheaply processed food product derived from soybeans
- nuyen n. The world’s standard currency.
- omae n. A close friend. Can be used sarcastically.
-
organlegging v. Trading in organs or cyberware harvested from formerly
living people.
- oyabun n. (Japanese) The head of a Yakuza clan.
- pawn n. (derogatory) Street slang for Knight Errant officers
- paydata n. A datafile worth money on the black market.
- pixie n. (vulgar) An elf. An elf poser.
- plex n. A metropolitan complex, short for metroplex.
- poli n. A policlub or a policlub member. adj. Pertaining to a policlub.
- razorgirl n. A female with extensive combat enhancements.
- razorguy n. A male with extensive combat enhancements.
-
roke adj. Overly elaborate or unnecessarily detailed. From a shortening
of Baroque.
-
samurai n. (Japanese) Mercenary or muscle for hire. Implies an honor
code or a good reputation.
-
sarariman n. (Japanese) A corporate employee. From a mispronunciation
of salaryman.
- screamer n. Credstick or other ID that triggers alarms if used.
-
scrip n. A currency that is not nuyen, usually referring to currency
issued by a megacorporation.
-
simsense n. A sensory broadcast or recording that lets the viewer feel
and experience what the participants feel and experience.
-
SIN n. System Identification Number. Identification number assigned to
each person in the society.
- SINless adj. Lacking a SIN. n. A SINless person.
- SINner n. A person with a SIN. An honest person.
-
slot n. (vulgar) Mild curse word referring to female genitalia. v. To insert
a chip or credstick into chip or credstick reading device.
- slot and run v. Hurry up. Get to the point. Move it.
- so ka (Japanese) I understand. I get it.
- soykaf n. Ersatz coffee substitute made from soybeans.
- sprawl n. A metroplex (see plex); v. fraternize below one’s social level.
- squat n. Abandoned urban area used for housing. (vulgar) A dwarf.
- squishy n. (vulgar) A dwarf, elf, or human. Usually used by orks and trolls.
- Star, the n. The police. Originally referring to Lone Star specifically.
- static n. Trouble, usually social in nature.
- swag adj. Awesome.
- trideo n. The three-dimensional successor to video. Trid for short.
- trog n. (vulgar) An ork or troll. From troglodyte.
- tusker n. (vulgar) An ork or troll.
-
vatjob n. A person with extensive cyberware replacement, reference
is to a portion of the process during which the patient must be
submerged in nutrient fluid.
- wagemage n. A magician (usually mage) employed by a corporation.
- wageslave n. A low-level corporate employee.
- wetwork n. Assassination. Murder.
- wired adj. Equipped with cyberware, especially increased reflexes.
- wiz adj. Wonderful, excellent.
- wizard n. A magician, usually a mage.
- wizworm n. A dragon.
- Yak n. (Japanese) Yakuza. Either a clan member or a clan itself.
- zaibatsu n. (Japanese) A megacorporation.