top of page
Top of page

  START HERE  

DISCLAIMER

While Seattle 2079 is designed to be a cyberpunk environment and is based of the rules and mechanics of ShadowRun, please remember not all of the tabletop translated to second life. Because of limitations and inclusion, some aspects of the table top game will not work in Second Life. I have tried my best to make sure it is included, but at the end of the day I just want you all to have fun and over complicated rules will ruin that. 
​
When it comes to roleplay, especially in SL, simpler is better. I have been apart of enough roleplay sims to know what is going to work and what just wont.
​
That being said, if there is something missing you would like to see added, please do not hesitate to contact me, you can submit a request via the FAQ page. I am more than willing to add components - within reason - to the sim and character creation process if there is a demand. 
​
Thank you for understanding.
-Lilyana

SETTING UP YOUR RUNNER

Setup

Setting up your character is easy:

​

  1. Select your race and archtype from the ones listed below.

  2. Write your bio.

  3. Select your life style and SIN type.

  4. Select your spells, cyberware and starting gear from the tables in the sections below NOTE: If you chose to make an mage or shaman you will not be allowed to have any cyber- or bioware. Adepts are allowed 1 essence in cyber/bioware.

  5. Pick your positive and negative qualities (not required)

  6. Select your skills or raise your attribute scores

​

Submit and join the fun!

​

Reminder: The spells, gear and skills listed are for starting purposes, through out the month you will be given opportunities to earn Karma, this can then be turned in for increasing stats, new spells or even new skills. Your starting stats are listed on another page and you do not need to list them on the application.

​

While it may seem like these skills and spells mean nothing now, they will when you go on runs or participate in sim events. Remember the higher some skills and spells are the more damage they will be able to do.

RACES

Human

The most well rounded of the races. Humans are the baseline of metahumanity, perfectly average - and capable of excelling in any discipline.

​

Elf

Elves are more agile and tend to be more classically charismatic than humans. They also have low-light vision, which enables them to see clearly in near-total darkness.

​

Metavariants:

Dalakiton are a white skinned blond or white haired Filipino elf variant with no philtrum (the divot in the middle of the upper lip). Males are called Enkanto while females are called Enkantada. Many have a mild allergy to spices.

​

The Night Ones are a variant of Elves (Homo sapiens nobilis), with a natural coat of short fur on their entire body. The fur color varies from black to orange. Most night ones have dark skin in black, blue purple and brown tones. All Night Ones have a light allergy against sunlight. The resulting mainly nocturnal lifestyle combined with the usually dark skin/fur color leads to Night Ones being called "Dark Elves" in many places (other nicknames include "Furries" and "Plushies"). Night Ones are naturally found in Europe and the Tir Nations. They are faster and more agile than normal Elves.

​

Wakyambis are an Elven variation, local to Africa. They are larger than Elves and can become larger than Trolls. Their skin color is dark-brown by their African origin to black. Legends states that the Wakyambi are descendants of the sky people, who exist in the myths of some African cultures. Therefore Wakyambis enjoy in their homeland a good reputation and many privileges.

​

Dwarf

Dwarfs are hardier, stronger and more willful — i.e., stubborn — than humans. They also have thermographic vision, which allows them to see radiated infrared (heat) energy simultaneously with the normal light spectrum. They move more slowly than the other races, but they are also more resistant to disease. And yes, they are short.

​

Metavariants:

The querx is a dwarven metavariant native to the Erzgebirge mountains in the south of the German state Saxony. One main difference separates querxes from ordinary dwarves: Their skin color is blue.

​

Menehune are native to HawaiÊ»i and are smaller and more strongly built than average dwarves. They have very strong body hair.

​

Korobokuru are a Japanese dwarfen metavariant, that are smaller and less hairy than usual dwarves (1,10 m average height and an average weight of little more than 40 kg). More than 85% of all Japanese dwarves are Korobokuru. Like all Metahumans from Japan they suffer from an unjustified bad reputation. They can move somewhat faster than usual dwarves.

​

Ork

Strong and tough; second only to the trolls in this regard, the orcs still remain reasonably well rounded in other capabilities. Orks are much tougher, stronger and less charismatic; they also seem on average to be less acute, or intelligent, than humans. They too have low-light vision.

​

Metavariants:

Onis are a metavariant of Orks. Oni are the native Ork metavariant of Japan and resemble the demonic appearance of Japanese folklore. They have red, blue, or orange skin hue, large curving horns, and bulging eyes.

​

Hobgoblins are a metavariant of Orks. Most hobgoblins are of Arabic or Central Asian descent. They are shorter and of slighter build than other Orks. They tend to have a greenish tint of skin, sharper teeth, pointed chins, and dark eyes. 

​

Ogres are a metavariant of Orks. They are shorter and squatter than most orks, often possessing larger obese phenotypes. This is possibly due to an efficient digestive system. They also possess stockier jaws and larger mouths than typical orks. Ogres originated in Germany and France, but are prevalent throughout Europe, composing approximately thirty percent of the European Ork population.

​

Troll

Capable of strength and toughness that exceeds all others. However, they are limited by the fact that their charisma and intelligence will always be sub-par. Trolls are big and nasty. They are a lot tougher, slower, stronger, less charismatic, less acute and less willful than humans. They have thermographic vision, long arms that give them an advantage in hand-to-hand combat, and extremely tough skin with bony deposits that makes them more resistant to damage.

​

Metavariants:

Fomori (singular "fomor") are an Irish Celtic subspecies of the troll. They are a little weaker than normal trolls and have no dermal armor. Like many celts they have a higher number of magicians in their ranks. Their form is considered by many to be more aesthetically pleasing than common trolls and orks.

​

Giants are a Nordic metavariant of the troll metatypus. They are usually somewhat stronger, and with an average body size of 350 cm, larger than standard trolls. Their hair and skin color are usually fairer than those of most metahumans. They usually have no horns or tusks and a long pointed nose.

IMPORTANT

We are aware there are other metavariants to these races, because of the complexity those variants pose to character creation, they will not be allowed under any circumstance. This includes vampires, ghouls and anything outside of the races listed above. There may be some cases where a member of staff may play a ghoul, but those are rare and restricted to staff for special events. Thank you for understanding.

ARCHTYPES

Archetypes in Shadowrun serve as a pre defined set of skills that help the player begin their journey playing a style of character that suits them. Ultimately however the game is designed to allow to player to develop their skills in any way they see fit.

​
The Mage

A spellwielder who can weaken enemies and strengthen friends as well as deal damage and heal. Also includes Shamans. Mages must take some level of the magic attribute in order to cast spells, and their spellcasting skill cannot be above their magic attribute.

 

The Gun Bunny

A gun specialist, usually adepts or street samari who use weapons and/or magic. Usually a gun for hire.

 

The Rigger

who augment their brains to achieve control over vehicles and drones.

 

The Decker

Master computer hackers who utilize cyberdecks to jack into their enemies systems and open up opportunities not available to others.

 

The Brawler

Masters of hand to hand combat adepts in this archtype also wield magic designed to give them an edge.

Karma

KARMA

Karma is functionally the equivalent of skill points in Shadowrun. Karma is gained through roleplay and going on runs, this allows you to add points to your skills and attributes. You can get karma points two ways - turning in RP notecards or going on runs with a storyteller. Some sim wide events will provide extra karma depending on the event.

​

A report will be generated once per month with earned karma.

​

See the rules page on how to earn karma.

USING KARMA

Karma is a useful tool that can be used to enhance your character, whether it's buying new spells or leaning new skill so you can get that weapon you really want. At creation you are granted 25 extra karma points to spend on leveling a skill, a specialization or qualities.

​

When adding points to attributes, each level costs the same number of karma points. You only get a limited amount to start with so please spend them wisely. Karma is also used for buying skills and qualities. See the detailed list of skills and specializations for cost and time to learn.

​

For example:

Leveling up your body to 5 you would need a total of 15 points. So that breaks down to 1 for level 1, 2 for level 2, 3 for level 3, 4 for level 4 and 5 for level 5.

​

Leveling up skills and attributes after creation will cost more. 

ESSENCE

Essence

Essence is the measure of a soul's connection to the body it inhabits. It affects the power of a Mage and Shaman's spells. Cyberware has a deleterious effect on Essence.

 

As you change the way your body functions, your soul has a harder and harder time identifying with your body, to the point of severing that connection.

​

In game terms, Essence acts as a hard limit on the amount of cyberware you can shove into your body. It also precludes spell casters from using cyberwares, due to the fact that lower essence will directly affect the power of their spells. 

​

Essence lost due to installing cyberware is not refunded when cyberware is removed or upgraded, but instead creates a "hole", equivalent to the number of essence points removed. When cyberware is swapped out, the game will use points from the hole, rather than the remaining essence.

​

Everyone has an essence of 6 to start, you never want to go below 0 otherwise you are dead. Anything costing less than 1 point, will cost 1 point of essence until the hole is filled.

MODIFICATIONS

Cyberware and Bioware

Cyberware is a catch-all term referring to artificial components that are installed into one's body to replace or enhance existing parts – to provide additional functionality, improve resilience, or generally make runners more skilled at what they do. Installing cyberware decreases Essence; shamans and mages are therefore unsuited for extensive use of cyberware.

MAGIC

Magic
Spellcasting Basics

To cast spells effectively, mages and shamans must have as much Essence as possible. This means that they cannot use cyberware extensively. 

​

Spells can be enhanced by leylines; just remember that many offensive spells do not discriminate between friend or foe.

​

See the spells and rules page for more specifics on how spells are cast and what they do. Remember that in everyday combat spells work differently than they will on a run or in a sim wide event.

​

Shamans are also able to use totems and mages are able to summon spirits

​

Adepts need to be aware of what powers as active and what powers are passive.

QUALITIES AND SKILLS

Qualities

Skills are the core of your runner's abilities, determining what they specialize in - and what they cannot do, even if their life depended on it.

 

Some skills are gained through attribute progress as you gain karma. Others are required depending on the class or job you choose.

​

Qualities help round out your character’s personality while also providing a range of benefits or penalties. There are two types of Qualities — Positive Qualities, which provide gameplay bonuses and require an expenditure of Karma; and Negative Qualities, which impose gameplay penalties but also give bonus Karma the player can spend in other areas.

​

bottom of page