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These can technically be anything, but are often based on a personality trait, physical trait or other outstanding feature.

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To start, simply click on the button to generate 10 random names. Don't like the names? Simply click again to get 10 new random names.

The background image above is part of the Shadowrun copyright and belongs to its rightful owners.

This is not an official name generator, merely one inspired by this universe. The emergence of magic, the outbreak of the VITAS plagues, the Computer Crash of , the Euro-Wars, and the fevers for independence of Amerindian tribes, Chinese provinces, and everything else that came with the many struggles that ravaged Europe and Asia left the world's governments tumbling and falling.

The United States was broken into substates. Monetary value was lost. The world had to rebuild, and rebuild they did, this time in the image of the megacorporations that seized power.

Taking advantage of the laws that had been passed years ago, and using their newfound freedom, the megacorps began impressing their power on the failing governments.

Before long the world was transformed. Boundaries were redrawn, and the political landscape was changed forever. A basic premise of the setting is that as the world endured the string of state-changing events and conflicts, the political landscape fragmented and reformed.

Some, like the California Free State, simply declared independence, while yet others became de facto corporate subsidiaries like Aztlan the former Mexico , the headquarters of the Aztechnology megacorp.

Despite the new role of megacorporations, many nations still hold considerable sway through economic, social and military means. The monolithic "enemies" of the Shadowrun world borrowing heavily from cyberpunk mythos are the corporations, dubbed "megacorporations", "megacorps", or simply "megas" or "corps" for short.

Megacorporations in the 21st-century are global, with all but the smallest corps owning multiple subsidiaries and divisions around the world.

They are the superpowers of the Shadowrun universe, with the largest corporations having far more political, economic, and military power than even the most powerful nation-states.

In Shadowrun , corporations are effectively "ranked" by the amount of assets under their control, including material, personnel, and property, as well as profit.

Most corporations in the AA and AAA level are immune to domestic law, responsible only to themselves, and regulated only by the Corporate Court, an assembly of the ten AAA-rated corporations.

All AAA-rated and most AA-rated corporations exhibit a privilege known as " extraterritoriality ", meaning that any land owned by the corp is sovereign territory only to the corp and immune to any laws of the country it is located in.

Corporate territory is not foreign soil but corporate soil, just like its employees are corporate citizens, though dual citizenship in a corporation and a nation is common.

The AAA corps, as well as numerous minor corporations, fight each other not only in the boardroom or during high-level business negotiations but also with physical destruction, clandestine operations, hostile extraction or elimination of vital personnel, and other means of sabotage.

Because no corporation wants to be held liable for damages, it has to be done by hired deniable assets, or "shadowrunners", invisible to the system where every citizen is tagged with a System Identification Number SIN.

Despite the Crash which caused much data corruption, technology in the game is advanced. Ability-enhancing Cyberware artificial cybernetic implants and Bioware genetically engineered biological implants emerged and has become commonplace.

Characters can also augment their bodies with nanotechnology implants. In earlier editions of the background fiction, direct neural interface technology enabled humans and metahumans to directly access computers and the Matrix, the global computer network restructured after the Crash.

Access to the Matrix was accomplished by "deckers": individuals that have "cyberdecks", portable or worn computing devices that are interface with the user's brain through a brain—computer interface implant called a "datajack", that is typically located at the temple or behind the ear.

In Shadowrun, Fourth Edition , the Matrix rules have changed, thanks to the setting's constant evolution and a drive to match real world technological developments.

After the second Matrix crash in , Matrix technology was moved away from the wired network and led into a wireless technology. The most noticeable difference between the Matrix in the s and the earlier editions is that wireless technology has become completely ubiquitous.

Communications and Matrix access is provided through Wi-Fi nodes placed throughout the infrastructure of just about every city on Earth, fulfilling a service similar to contemporary cell sites —but as these nodes are as numerous as telephone poles, only a tiny percentage of their range is necessary.

The nodes of all electronic devices a person carries are connected in a similar manner, creating a Personal Area Network PAN. This access can be the total sensory immersion common to cyberpunk fiction, or a sensory enhancement by which the virtual features of one's physical surroundings can be perceived and manipulated.

Other worn or carried personal devices are linked to the PAN, and this includes smart firearms. The Matrix of the s is thus not only a virtual reality , but an augmented or mixed reality.

Cyberdecks are obsolete, so "deckers" have once again become "hackers". In turn, the otaku of previous versions deckers who did not need decks to access the Matrix have been reworked into technomancers , who possess an innate connection to the Matrix that permits them to access the wireless network without hardware, though the phenomenon is not fully understood even within the setting, and may be partly magical in nature.

Hackers were thus forced to acquire specialized, larger variants of commlinks with better processing power, which were swiftly colloquially named "cyberdecks" after the devices of old.

This has resulted in the return of the term "decker" of earlier editions. Meanwhile, "riggers" are people who use datajacks and in most cases a special type of cyberware - called the "control rig" - to interface with vehicles and drones.

Often they also use a remote control deck called the "rigger command console". The term "rigger" may also be applied to others using these machines.

Riggers jump in to machines to control them with their mind. While jumped in they feel like they are the machine, using the vehicle or drone's sensors to replace their own.

This allows the rigger to control their machines at Matrix speeds and with greater precision. The downside is if the machine takes damage the rigger will have to deal with dangerous levels of biofeedback.

Likewise, the rigger may have to engage in cybercombat with hostile parties that may attempt to hijack control of their devices. Those able to actively interact with the magical energies of the Sixth World are known as "awakened".

An awakened character's power in magic is linked to their Magic attribute. A magic user's approach to working with mystic energy is called their Path.

The Awakened fall into three general Paths: magicians, adepts and mystic adepts. Broadly speaking, magicians focus their magic outward, actively affecting the world around them, while adepts focus their magic inward, passively enhancing their bodies and minds.

Magicians are able to cast spells, summon spirits, and create magical artifacts called "foci". All magicians follow traditions that determine their understanding of magic, including hermetic mages whose control of magic comes through study and manipulation of magical energy or mana, and who summon and bind elementals in lengthy and expensive rituals to be called on later and shamans whose magic derives from a connection to nature via a totem spirit, and who can summon the nature spirits associated with a particular place.

Adepts use magic internally in order to accentuate their natural physical abilities. Adepts can run on walls, use mundane objects as deadly thrown projectiles, shatter hard objects with a single unarmed blow, and perform similar feats of incredible ability.

All adepts follow a very personal path Path of the Warrior, Path of the Artist, etc. Mystic adepts, also known as physical mages, are part magician and part adept who distribute their magic power between the abilities of both aspects.

The Shadowrun game mechanics are based entirely on a 6-sided dice system. The game is skill-based rather than class-based, but archetypes are presented in the main book to give players and gamemasters an idea of what is possible with the system.

Before the fourth edition, skill and ability checks worked as follows: all actions in the game, from the use of skills to making attacks in combat, are first given a target number that reflects the difficulty of the action which is then raised or lowered by various modifying factors, such as environmental conditions, the condition of the character, the use of mechanical aids, and so forth.

The player then rolls a number of dice equal to their level in the relevant skill, and the number of dice rolled that meet or exceed the target number determines if the character is successful performing the action and the degree of success the character has.

As an example, a character with a high firearms skill not only has a better chance at hitting a target than someone with a lower ranked skill, but also is more likely to cause more damage to the target.

Target numbers may exceed 6, in which case any dice that show a 6 have to be re-rolled a target number of, e.

For even higher target numbers, this procedure has to be repeated; thus, an action with a target number of 20 like attempting to procure military-grade weaponry will only succeed if three successive dice rolls result in sixes, and the fourth gives at least a 2.

For any dice-roll a roll of 1 always counts as a failure. This system allows great flexibility in setting the difficulty of an action.

In addition to this basic mechanic, players can use several task-specific dice pools to add bonus dice to certain tests, though dice that are used do not refresh until the end of a turn.

This adds an extra tactical element, as the player must decide where best to spend these bonus dice. For example, combat pool dice could be spent to improve attacks or to improve defense, or some of each.

Players also have Karma Pool that can be used to reroll any dice that failed to reach the target number.

Karma Pool refreshes rarely, typically once per scene or less, at the GM's discretion. The combination of Karma Pool and dice pools gives players a considerable amount of freedom to decide how important a task is to their character.

Two characters with identical statistics could perform very differently on the same tasks depending on their priorities and thus, allocation of dice pools and Karma Pool.

In the fourth edition, things have changed substantially. The game still runs on six-sided dice, but now each task is given a threshold. The player then rolls dice equal to their skill plus the relevant attribute modified by applicable modifiers.

The number of fives and sixes is equal to the number of hits. Hits above the threshold indicate extraordinary performance. Furthermore, if more than half the dice rolled are ones, then the player has made a glitch.

Glitches cause bad things to happen to the player and game masters are encouraged to be inventive and funny. Although the skill system is freeform, certain combinations of skills and equipment work well together.

This combination of specialization in skill and equipment is known as an archetype. In Fourth Edition , with the setting change, deckers are replaced by hackers, who manipulate computer networks with augmented reality via ubiquitous commlinks; they also tend to take over the rigger's role.

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