Shadowrun™ Magic

Shadowrun Returns3 · 29 ratings3.4k views23 favorites10 min readby mattkulmacUpdated Sep 8, 2020View on Steam ↗

Magic in the Shadows

Shadowrun™ the classic cyberpunk D6 RPG system set in a post apocolyptic world, where magic meets technology.

You know the setting, you know the run. If you are a long time runner from the black, you are no stranger to the world of cyberpunk, and it's millions of fans throughout the world. The world of shadowrun takes us from the old black markets, to it's underworld, in a twist of events that is straight out of the blast. That leaves only one question, besides how do I recognize all these people. Wiz.

Cyberpunk is a the world of the awakened, it is a reckoning for some, but for others, it is a kind of freedom from the corporate system. Where people with abilities, do not have to hide what they have become, magic is real in the shadows. Among those who awaken, are those who side against pregiduces, while others would use there new found power, to fight anybody different. The story focuses in on these shaministic abilities, and events that shaped the shadow world.

Maybe you aren't scared by any street section, or even the corp running the entre show from the towers and highrises to no where. Searching those places from the past, for answers to your own awakening.

The underworld is not just a cityscape, it is a place where runners disapear, and then reappear sometimes years later, with no explinations. The world of Elves, and Trolls, and Dwarfs are present suddenly, as if they where somehow allways there, but unseen. For that very reason, some shun magic as if it where solely responsible. One idea is that it was the new tech, of power generation, that creates connections. Abundant sources of energy, found in the modern world, that rarely have existed at any other time. Awakenings result, and so these modern elves, are the product of technology not solely nature. A society of magic, is the result.

There are a few different ideas about magic, and the connections in the modern world. The control of corporate systems, has also further isolated, the groups of mages, as a society. Once abundant sources to create proof about the existence of magic, are dealt with by a system of corporate control and acquisitions. This both created the modern underground society, and allowed corporate mages to become a sort of universal ace. This was not a new idea, it is centuries old. The answer is clearly that conflicts are contained on the left, as new magic discovers what it is, (or was) before corporate control.

Corporate control was not a bad thing for everyone. Rigs based around systems of the stars, (one star to the right), are only rarely produced. In corporate terms, these are modifications to corporate accounts, that offered elite access, to the benefits of rank. Within corporate systems, these kinds of star maps represent, a complete cycle of time, (stances and icons shifted over decades). A rig is also a form of corporate security, so not everyone can access there systems. This dose create an edge in favor, of corporate systems that promise magic for the masses. Not everyone is in favor of letting corporate control examine real magic, secret societies and corporate enterprise, are still searching for the artifact.

<Grimore>

<The Grimore:>


The core of Shadowrun's magic is a shadow world of traits, in a shamanistic system of spell casting. One of the major rules of spellcasting without collection of spell requirements, is a shamanistic source of magic concept. Allong with the traits of the shadow world, to heal the traits of the past, it is an departure from the old magic systems under the grand master; that granted the ability. Shaman spellcasters where cast as the grand master, and then became a source for basic shadowrunner classes. With a system of instant spell casting, the lore defined veteran shadowrun spellcasters.

The story of the grand master is well set down, though the departure of a 'newer' shaman class was a major deviation. All the classes have that connection to the shamanistic background, but many look to a technological solution. Where the computer has created the idea of a parallel world of spirits within the machine, a focus of many films devoted to the concept.

Most shadowrunners watch there cash like it is there ticket out of the shadows. In case a run went bad or it all fell apart, this dosen't have as much to do with 'new' magic. A lot of magic is a direct cause and effect. Magic in the shadows, is often reactive the more expierienced a runner you become. The more you let magic react on its own, totem armor isn't just the basic armor spell, its adept detatchment from situations of combat. Such spells offer phase or subtle magic, to make someone forget they even saw anyone.

One of the good things about the magic system of of shadowrun, is the system of spells. If you have the spell, then you have the spell. That is one of my favorite parts, rather than a complex game mechanic about casting requirements. That is right up there with the ability to instantly Dispell Magic, when required. I feel if magic is percieved by a Wagemage, then there working knowledge permits them to react, and target the spell effect. Wiz.

Branches of both Combat Mage Spellcasting, or Street Mage Spells are both competitive, in terms of class requirement. Spells make use of spirit based on Intelligence attribute, so there is not a lot of conflicting requirement, to the same spells even between editions of shadowrun. The gole of makeing shadowrun logically 'work' is totally sucessfull, because of a turn based system. More importantly, the spirit world (other editions) is present allongside our world, so magic items are not percieved the same way by the different factions at work. This is achually a good thing.

Magic 'from the top down' works opposite from how most people would otherwise percieve it. It is a way up out of the dregs of society, by learning the subtle science of spellcraft, to proof magic use. The ability to effect the unseen world, as a force at work.


The Street Mage:
The street mage is one version of a spellcaster concept. This sort of spellcaster often picks up what they have learned about magic 'on the street'. I have heared this style of magic described as 'magic with teeth'; to describe the runners edge with combat spells. This is the sort of modern combat casting, with Instant reaction to spells as they are being cast. This means direct offencive based spellcasting, usually with a street twist.

The street level use of influences to gain information on street magic and spellcasting, is considered above a 'basic level' of ability. This kind of person might find magic easy to come by, but a mentor more difficult to find; untill they make some social contacts. Socialite status is way 'over the top' society for a shadowrunner, when compared to the street level of a magician. A few weak charm spells round out a sucessfull build. Basically the 'I belong here', sort of thing that comes up when a stranger walks into a local bar; not, 'I own space.'.

The Combat Mage:
If you are a shadowrunner, you probably already know this background. The attitude comes with the territory. With the skills and knowledge to pull off combat spells, the long coat is defenetly 'in the club'. This sort of runner is at the top of there game, and knows it. Other shadowrunners want to know this person, and how they pull off what they can do.

Tactics plays a large part of a combat mage system of spellcasting. Maximum effect with as little preperation required as possible. That is how we end up with this idea of satalite systems offering a record of spell information acessable by remote, or the 'ion stone' being able to call down a suspended spell kept on the back-burner. 'Cast from darkness' spells can turn the tide of conflict, such spells are also known as 'cast from exile'.

Combat mages share and compete over spells, in order to expand there knowledge base, and find new areas of research that react to situations. This is defenetly not the 'conscientious objector' though. They take an active part in the action, and are less likley than most to interupt it.

Luck defenetly plays a part, even for those who leave as little up to chance as possible. A lot of combat mages have a background with the meta types you might encounter in the underworld, but the idea is to be prepared for any situation. Knowing enough to recognise evidence of spellcasting or occult activity, can be a real clue, as to how to prevent tripping a ward, or breaking a protective summoning circle. Wiz.

The Runner Bar:
A Runner bar, is a slang for places shadowrunners meet, both to socialize, and to exchange information. Expierience sometimes requires shadowrunners to stay away, but they are aware that they are still invited. Places like that serve in about the same way as the old arcades, and it is likley open to anybody with a data port.

information is not just a currency, the right information from another runner can be the difference. Places like that are a place to find people who understand your view of the world, or the job you need to make a difference against all odds, or just find a game. People work as a group to keep things safe, and they will share what they know about 'rules'.

That usually means that the group follows some sort of a 'code'. It is not too difficult to find a mentor, or just information. These areas are considered a 'safe zone', except for animocity from other shadowrunners, of course. Usually, the drama is some sort of social story plot running in the background, that is not that obvious. Putting in a cameo appearence can be a good way to make some quick cash, or learn a spell.

Kung-Fu Magic

'That, is also Kung-Fu'. Magic based with in eastern style martial arts, is closely tied to two concepts within society. It is both 'Hearth Wisdom' on one side, and the universal energy of 'Chi', on the other. These two concepts represent both the light side of the hill, and the dark side of the hill, a background concept of how the ability is balanced.

'Anyone can paint.'

Every ability within that system represents a physical / mental calculated ability linked to the ancient astrological system. The atuned stars define traits that permit the use of abilities. The use of the stars for abilities are inherited within society, so It is important to maintain ones social standing even as a spirit, in order to make effective use of 'atuned stars'. The system is quite secretive, and almost every family has a secret recipie for longevity. There are rewards for the return of human souls from the 'land of ghosts', at several times of the year to proof abilities like 'longevity'.

While some concepts are hidden within traditional artwork, these sorts of 'hidden traits' are not as popular within modern artwork favoring a 'pop culture', or longer running mass production of a running storyline. That is also kung-fu, as a way to view a higher level of modern trait compared to an ancient one. This makes the traditional scholor's reward, for record keeping, still relevent to the modern system.

This system makes use of direction, rather than 'controll'. Controll represents an overwhealming attempt to use force, to controll 'what is not controllable'. The martial ability, 'to use force', must be awarded, it was once a part of how order was kept in provincal states, or boarderlands. Instead, 'great power', also known as, 'imperial mandate', or translated as, 'order of heaven; represents the will of the imperial seat to bring order to chaos. Imperial power in that case, being an uncontrollable or overwhealming force, that is directed to boarderlands as a location. This intended to draw those seeking to controll that power away from the heart of the city. Those locations become the sight of conflict, and life within the provinces is spared. 'The emperor protects'.

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