History Characters / Shadowrun

17th Feb '17 10:25:49 AM Morgenthaler
Is there an issue? Send a Message


* TheHunter: He seems to make it his business to single out Toxic Shamans for termination, especially those that come out of the SOX where Feuerschwinge fell. No-one really knows why.

to:

* TheHunter: HunterOfMonsters: He seems to make it his business to single out Toxic Shamans for termination, especially those that come out of the SOX where Feuerschwinge fell. No-one really knows why.
10th Feb '17 1:58:51 AM BlackHumor
Is there an issue? Send a Message

Added DiffLines:

** The ''other'' reason they don't just telepathically communicate with people is that they can't telepathically communicate through a TV camera. (Or, rather, the 2077 equivalent.)
27th Jan '17 7:02:06 PM JustinCognito
Is there an issue? Send a Message



to:

** The game edged away from this with 4th ed, as Crash 2.0 led to a Matrix that operated primarily through AR, meaning hacking could easily occur without "plugging in" via a deck. By the time of 5th ed, however, the corps tightened their grip on the Matrix, installing groups like the Global Overwatch Division to ensure no one did anything illegal, meaning deckers need the boost that comes with a cyberdeck to really do anything.
17th Jan '17 6:20:55 PM DustSnitch
Is there an issue? Send a Message


* {{Badass}}: He doesn't get out much any more, but he is most certainly this. [[spoiler: He's the sole survivor of the Knights of the Crying Spire from the Fourth Age. Dunklezhan considered Harlequin his ''personal knight''.]]
** BadassGrandpa: Is (or was) [[spoiler:an immortal elf, who was born in the Fourth Age. He may not look it, but he's at least five thousand years old.]]

to:

* {{Badass}}: He doesn't get out much any more, but he is most certainly this. [[spoiler: He's the sole survivor of the Knights of the Crying Spire from the Fourth Age. Dunklezhan considered Harlequin his ''personal knight''.]]
**
BadassGrandpa: Is (or was) [[spoiler:an immortal elf, who was born in the Fourth Age. He may not look it, but he's at least five thousand years old.]]
25th Dec '16 7:39:44 PM Kalaong
Is there an issue? Send a Message


The major players of the Sixth World, though there are [[GambitPileup plenty who dispute that]]. Megacorporations are [[RankInflation graded as A, AA or AAA-level]]: To reach AA level, a corporation needs to have the power to possess and enforce [[DiplomaticImpunity extraterritoriality]], and to qualify for AAA level a corporation must have have representatives on the Corporate Court, a regulatory organ over the world's Megacorps. The Corporate Court arbitrates all conflicts between corporations, functioning somewhat like a free-market U.N. with access to orbital weaponry, and has the ability to impose sanctions and [[ColonyDrop Thor Shots]] on other corps and citizens who step over the line. Members of the Corporate Court also own shares in Zurich-Orbital, the successor to the World Bank.

to:

The major players of the Sixth World, though there are [[GambitPileup plenty who dispute that]]. Megacorporations are [[RankInflation graded as A, AA or AAA-level]]: To reach AA level, a corporation needs to have the power to possess and enforce [[DiplomaticImpunity [[OneNationUnderCopyright extraterritoriality]], and to qualify for AAA level a corporation must have have representatives on the Corporate Court, a regulatory organ over the world's Megacorps. The Corporate Court arbitrates all conflicts between corporations, functioning somewhat like a free-market U.N. with access to orbital weaponry, and has the ability to impose sanctions and [[ColonyDrop Thor Shots]] on other corps and citizens who step over the line. Members of the Corporate Court also own shares in Zurich-Orbital, the successor to the World Bank.
8th Dec '16 12:04:03 AM Eisfalken
Is there an issue? Send a Message


* TheMagicComesBack: Metahumans appeared in two waves: The "Unexplained Genetic Expression" (UGE) births of 2011, where babies were born as elves and dwarves, and the "Goblinization" of 2021, where adult humans, elves and dwarves morphed into trolls and orks overnight.

to:

** Arguably averted some time after the introduction of 3rd edition. First came the alternate metatypes, which basically were variations of the original axis. For example, trolls were given options to be a giant, minotaur, or even cyclops. SURGE, introduced near the end of 3rd edition, basically broke the trope completely in pieces: it introduced mutations that let you be everything from a cat-girl to a fish-man and everything inbetween. Just for kicks, they also threw out drakes (metahumans who shapeshift into draconic forms) and allowed you to play Infected (metahumans infected with a strain of HMHVV, which basically forces you to consume living tissue of various types in order to live, assuming the torturous infection process doesn't fry your brains so much you turn into a gibbering monster). By the end of 4th edition, you can also play an AI, and there are twice as many metatype variations (you can even play an alternate form of human from India that has blue skin and/or multiple arms). As far as game mechanics are concerned, the "axis" is really more of a generic holdover from Shadowrun's fantasy roots; in practice, the only time metatype matters is due to in-game bigotry by groups like the Humanis policlub, or if a troll or other large person needs to buy a tuxedo or armored longcoat.
* TheMagicComesBack: Metahumans appeared in two waves: The "Unexplained Genetic Expression" (UGE) births of 2011, where babies were born as elves and dwarves, and the "Goblinization" of 2021, where adult humans, elves and dwarves morphed into trolls and orks overnight. Also, SURGE (Sudden Recessive Genetic Expression) in 2061 brought changelings, which aren't exactly a specific sub-species, but more of a collection of odd mutations.




to:

** It should be noted, though, that for game balance purposes, picking a race with cool stat bonuses means you have to give up stats, skills, money, and/or magical ability. In practice, though, there's literally nothing stopping you from acquiring stats, skills, money, or more magical ability. You can do practically anything within the scope of the game mechanics.



** When we say "edge", what we really mean is that the Great Ghost Dance ended up being a ritual that can cause as much natural disaster as a nuclear stockpile.



** Not that averted, actually. While there are indications that she does legitimate medical practice, she also frequently and openly talks about the shadow work she does.



** She still has a very strong ethic and code of honor: she reacts with horror to the evidence and testimony about what MCT is doing to technomancers ([[spoiler: which basically amouts to surgical NightmareFuel]]), even though she previously expressed no small amount of fear and paranoia about them.



** This is because she learned magic from Harlequin, who is a living embodiment of this trope.




to:

* KarmaHoudini: According to Quietus in The Assassin's Primer, the only reason he didn't kill Haze yet was because there was always someone else who needed to be killed even more than Haze. Even if Haze ends up killed, this trope may still apply, depending on the circumstances of his demise.



** This seems to apply to /dev/grrl, as well; he may think of her as a surrogate daughter.



** This trope is actually a good tactic in the game, by using the "corporate extra-territoriality" laws to good effect. Long story short, it's just a matter of dragging rival corporate forces through each others' property, which is treated as sovereign to the company that owns it. You can also do it with rival nations (since so many hostile factions are bordering each other now), and rival crime outfits (who often just need a good pretense to kill each other anyway, out of habit).



A combat hacker with a grudge against the Tempo-trade.

to:

A combat hacker with a grudge against the Tempo-trade. This is partly due to the fact that her friend (and former lover) Fatima was killed in a fairly bloody street battle involving the drug.




to:

** It should be noted that by 2070, transsexual identity is a non-issue in the world, due to the proliferation of advanced medical technology. In perspective, it costs about as much as a semi-decent vehicle, and is considered legal in just about everywhere, with no real legal complications other than updating your ID and such.



** He doubled down on this trope in Storm Front, helping Harlequin turn Denver into a warzone in 2074. By this point, Puck is either horrifically stupid or terribly insane, or both.



* NotSoDifferent: He hates Puck about as much as Clockwork hates Netcat, maybe more. While he's perhaps a bit more justified than Clockwork is, he's still considerably hostile towards Puck than just about anyone else on [=JackPoint=], blowing up at the mere mention of his name.


Added DiffLines:

** As a counterpoint, there's no actual evidence that BTL addiction has any noticable physiological signs, aside from neurological ones. I know it's popular to think every drug strings you out like meth does, but in actual reality, not every drug, even the hard stuff, will do that to you.


Added DiffLines:

** The reason they don't just telepathically communicate with people anyway? That voice in someone's head is utterly inhuman and psychically "loud". Few people enjoy the experience at all; some are permanently mentally scarred by the event.


Added DiffLines:

* NewRulesAsThePlotDemands: For the most part, in that he is specifically given no stats of any kind, and GM's are told to basically "wing it" if the PC's actually try to act against him directly. He basically knows a magical tradition nobody knows ([[spoiler: except Frosty]]), and can do whatever a story requires of him.


Added DiffLines:

15th Nov '16 4:43:18 PM frogpatrol
Is there an issue? Send a Message


Working with a direct neural interface and a powerful portable computer - the cyberdeck - deckers hack the Matrix to bend all things electronic to their will, and ensure that no information can stay secret forever. This is more true than ever in the wireless world that re-emerged after Crash 2.0, as poorly-guarded device networks and archives may find themselves under the control of a decker at almost any time.

to:

Working with a direct neural interface and a powerful portable computer - the cyberdeck - deckers hack the Matrix to bend all things electronic to their will, and ensure that no information can stay secret forever. This is more true than ever in the wireless world that re-emerged reemerged after Crash 2.0, as poorly-guarded device networks and archives may find themselves under the control of a decker at almost any time.



* TheCracker / PlayfulHacker

to:

* TheCracker / PlayfulHackerTheCracker



* InsideAComputerSystem / VirtualReality
* MachineWorship / MagicFromTechnology: Some deckers, called Otaku or technoshamans, believe they gain the ability to interface with technology from machines spirits. In fact, Technomancers function much more like magicians then regular deckers.

to:

* InsideAComputerSystem / VirtualReality
InsideAComputerSystem/VirtualReality
* MachineWorship / MagicFromTechnology: MachineWorship/MagicFromTechnology: Some deckers, called Otaku or technoshamans, believe they gain the ability to interface with technology from machines spirits. In fact, Technomancers function much more like magicians then regular deckers.deckers.
* PlayfulHacker




to:

* {{Zeerust}}: The idea of connecting a physical wire to a high-tech portable computer larger than a present-day, reflects the fact that First Edition came out in back in 1989.



* BadassDriver / UniversalDriversLicense: Their abilities allow them to expertly drive pretty much anything.

to:

* BadassDriver / UniversalDriversLicense: BadassDriver: Their abilities allow them to expertly drive pretty much anything.



* SinisterSurveillance: You can also use drones to spy on people.

to:

* SinisterSurveillance: You can also use drones to spy on people.UniversalDriversLicense




to:

* {{Zeerust}}: Another example of real life practically overtaking fiction.



Magicians are those with the natural ability to not only perceive the astral plane, but to travel through it by temporarily separating their minds from their bodies. With this gift comes the ability to learn spells and communicate with spirits, and while magicians may learn to cover many different functions for a team, they are usually the primary defense against hostile magic.

to:

Magicians (otherwise known as mages) are those with the natural ability to not only perceive the astral plane, but to travel through it by temporarily separating their minds from their bodies. With this gift comes the ability to learn spells and communicate with spirits, and while magicians may learn to cover many different functions for a team, they are usually the primary defense against hostile magic. They first appeared during in-universe 2011.



* {{Druid}}: Shadowrun has a type of magician called a "shaman" who gain their power by being chosen by a powerful totem, usually in the form of an animal. The name "druid" itself refers to a type of shaman generally found in the British Isles.
* FunctionalMagic: Ever since 2011. Combination of Inherent Gift, Rule Magic, and Force Magic.

to:

* {{Druid}}: Shadowrun has a type of magician called a "shaman" who gain One type, the shaman, gains their power by being chosen by a powerful totem, usually in the form of an animal. (In the real world, the term comes from Siberia.) The name "druid" itself refers to a type of shaman generally found in the British Isles.
* FunctionalMagic: Ever since 2011. Combination A combination of Inherent Gift, Rule Magic, InherentGift, RuleMagic, and Force Magic.ForceMagic.



* MasterOfUnlocking: Non-electronic locks are still heavily in use in the ''Shadowrun''-verse, and if you want past one without a kaboom this is the B&E expert's job.

to:

* MasterOfUnlocking: Non-electronic locks are still heavily very much in use in the ''Shadowrun''-verse, and if you want past one without a kaboom this is the B&E expert's job.



* UtilityPartyMember: As the least clear-cut of the archetypes, the B&E expert usually ends up picking up whatever odd-ends skill the party needs that aren't covered by the others.

to:

* UtilityPartyMember: As the least clear-cut clearcut of the archetypes, the B&E expert usually ends up picking up whatever odd-ends odd-job skill the party needs that aren't covered by the others.
15th Nov '16 4:32:18 PM frogpatrol
Is there an issue? Send a Message


!!Humans (Homo sapiens sapiens)
Humans in ''Shadowrun'' do not need much of an introduction, being much the same as they've always been. They still make up the majority of the Earth's population and are majority demographics in most of the mainline nations in the fluff (with some, like Japan, being almost rabidly pro-human). Despite the appearance of a lot of subraces, many of the dividing lines of "baseline" humanity (skin colour, social class and nationality) are as powerful as they've always been, and in many cases also override any racial animus towards other metahumans.

to:

!!Humans (Homo (''Homo sapiens sapiens)
sapiens'')
Humans in ''Shadowrun'' do not need much of an little introduction, being much the same as they've always been. They still make up the majority of the Earth's population and are majority demographics in most of the mainline nations in the fluff (with some, like Japan, being almost rabidly pro-human). Despite the appearance of a lot of subraces, many of the dividing lines of "baseline" humanity (skin colour, social class and nationality) are as powerful as they've always been, and in many cases also override any racial animus towards other metahumans.



!!Elves (Homo sapiens nobilis)
Elves first appeared on the scene in the 2011 UGE phenomenon with a rash of unexplained births (although there are confirmed cases of so-called "surge babies" being born in the decades prior), with the "shock" of their introduction being drowned by the Awakening and the VITAS plague. Physically they resemble tall, thin humans with sharp ears and have retarded aging and metabolic processes. They're also stereotypically magical, and tend to be physically pretty. Elves are perhaps the most societally distinct from baseline humans, having created a very strong racial identity based upon writings recovered from the fourth age. This includes a recreation of an old elven language (Sperethiel) and a pair of elven nations in Ireland and Oregon. Rumours persist of actual immortal elves, survivors of the fourth age much like the dragons, who are pulling the strings of elven society behind the scenes.

* AwesomeButImpractical: The various elf metavariants have cool abilities, qualities, looks, and concepts behind them, but for one reason or another are all very impractical to play. Dryads, nocturnals, and xapiri thepes are all suffer from KryptoniteIsEverywhere, xapiri thepes and wakyambi live primarily in very specific areas of the world(the Amazon and South Africa, respectively) and rarely leave the area, and wakyambi especially are extremely distinctive in appearance, which combined with their rarity, means a wakyambi shadowrunner would be pretty easy to track down.
* BizarreAlienBiology: Dryads possess a connection to their natural surroundings that manifests physically, reflected in their health. Xapiri thepe have patches of chloroplasts that allow them to photosynthesize to supplement their diet. Nocturna are covered in fur similar to big cats and are vulnerable to sunlight and UV rays.

to:

!!Elves (Homo (''Homo sapiens nobilis)
nobilis'')
Elves first appeared on the scene in the 2011 UGE phenomenon with a rash of unexplained births (although there are confirmed cases of so-called "surge babies" being born in the decades prior), with the "shock" of their introduction being drowned by the Awakening and the VITAS plague. Physically they resemble tall, thin humans with sharp ears and have retarded aging and metabolic processes. They're also stereotypically magical, and tend to be physically pretty. Elves are perhaps the most societally distinct from baseline humans, having created a very strong racial identity based upon writings recovered from the fourth age. This includes a recreation of an old elven language (Sperethiel) and a pair of elven nations in Ireland and Oregon. Rumours persist of actual immortal elves, survivors of the fourth age Fourth Age much like the dragons, who are pulling the strings of puppeteer elven society behind the scenes.

* AwesomeButImpractical: The various elf metavariants have cool abilities, qualities, looks, and concepts behind them, but for one reason or another are all very impractical to play. Dryads, nocturnals, and xapiri thepes are all suffer from KryptoniteIsEverywhere, most xapiri thepes and wakyambi live primarily in very specific areas of the world(the world (the Amazon and South Africa, respectively) and rarely leave the area, those locations and wakyambi especially wakyambi, especially, are extremely distinctive in appearance, which combined appearance. Combined with their rarity, this means a wakyambi shadowrunner would be pretty easy to track down.
* BizarreAlienBiology: Dryads possess a connection to their natural surroundings that manifests physically, reflected in their health. Xapiri thepe have patches of chloroplasts that allow them to photosynthesize in order to supplement their diet. Nocturna are covered in fur similar to big cats and are vulnerable to sunlight and UV rays.



* InHarmonyWithNature: A frequent stereotype (and, like most stereotypes, mostly untrue). Many of the slurs for elves are variants on "tree hugger."

to:

* InHarmonyWithNature: A frequent stereotype (and, like most stereotypes, mostly generally untrue). Many of the slurs for elves are variants on "tree hugger."



* KryptoniteFactor: Of the four metavariants, three have one. Dryads and xapiri thepes are especially vulnerable to environmental polution, and noctura / night ones are harmed by UV light. Given the nature of the setting, KryptoniteIsEverywhere.

to:

* KryptoniteFactor: Of the four metavariants, three have one. Dryads and xapiri thepes are especially vulnerable to environmental polution, and noctura / night noctura/night ones are harmed by UV light. Given the nature of the setting, KryptoniteIsEverywhere.



* TransNature: Elven wannabees are other metatypes (mostly humans) who want to be elves. Some may believe they are actually elves trapped in other bodies, and surgically alter themselves (their ears and facial features) to become elven. Real elves often look down on them and they face {{transsexual}}-like discrimination from other metatypes in addition to anti-elven racism.

to:

* TransNature: Elven wannabees are other metatypes (mostly (most of them humans) who want to be elves. Some may believe they are actually elves trapped in other bodies, and surgically alter themselves (their their ears and facial features) features in order to become elven. Real elves often look down on them and they face {{transsexual}}-like discrimination from other metatypes in addition to anti-elven racism.racism, much like {{transsexual}} folk do in real life.



* WeakenedByTheLight: The nocturna / night ones metavariant is harmed by UV light, forcing them to adopt a nocturnal life style.

to:

* WeakenedByTheLight: The nocturna / night nocturnal/night ones metavariant is harmed by UV light, forcing them to adopt a nocturnal life style.



!!Dwarves (Homo sapiens pumilionis)
Dwarves first appeared in 2011 alongside the elves. In sharp contrast to elves, dwarves are the most 'integrated' and least noticeable of the metahuman races, as they resemble 'baseline' humans with medical dwarfism if you add in pointy ears and a tendency towards chiselled, angular facial structures. With the exception of their physical needs that has created a burgeoning market for dwarf-size furniture, cars and other consumer goods, dwarves are basically short humans, stereotyped as quiet and reliable and not interested in "rocking the boat".

to:

!!Dwarves (Homo (''Homo sapiens pumilionis)
pumilionis'')
Dwarves first appeared in 2011 alongside the elves. In sharp contrast to elves, dwarves are the most 'integrated' and least noticeable of the metahuman races, as they resemble 'baseline' humans with medical dwarfism if you add in pointy ears and a tendency towards chiselled, angular facial structures. With the exception of their the physical needs that has created a burgeoning market for dwarf-size furniture, cars and other consumer goods, dwarves are basically more or less short humans, stereotyped as quiet and reliable and not interested in "rocking the boat".



* FantasticSlur: "Halfer"

to:

* FantasticSlur: "Halfer""Halfer".



* KnowsAGuyWhoKnowsAGuy: Dwarven subculture is very interconnected, with just about 75% of the dwarf population being within six degrees of separation from each other.
* OurDwarvesAreAllTheSame: Generally averted. ''Shadowrun'' dwarves are short, but that's just about all they've got for them. Out of all metahumans, they're the ones who don't have their own subculture and fit the best in with humans. The predisposition towards facial hair exists, but it's a cultural thing because it means they're not confused for children. They also have some really strange geographical variants, like:

to:

* KnowsAGuyWhoKnowsAGuy: Dwarven subculture is very interconnected, closelyinterconnected, with just about 75% of the dwarf population being within six degrees of separation from each other.
* OurDwarvesAreAllTheSame: Generally averted. ''Shadowrun'' dwarves are short, but that's just about all they've got for them. Out of all metahumans, they're the ones who don't have without their own subculture and subculture, who fit the best in with humans. The predisposition towards facial hair exists, but it's a cultural thing because it means so that they're not confused for children. They also do have some really strange geographical variants, like:such as:



** Harumen: Indian dwarves with monkey-like appearance.

to:

** Harumen: Indian dwarves with a monkey-like appearance.



!!Ork (Homo sapiens robustus)
Orks first arrived on scene in 2021 during the goblinization panic, when a number of adult humans suddenly morphed into orks and trolls overnight (or sometimes on the open street) in a very kafka-esque fashion. Physically, orks resemble slightly larger, heavier and muscled humans with pronounced noses, pointy ears and enlarged canines in the lower jaw, referred to as tusks. Due to the nature of Goblinization and the appearance of orks, it was believed they were caused by breakout of some horrible new plague or magic spell and metahumanity responded with fear and disgust, and it would take years until the newfangled orks would be guaranteed equal rights under the US constitution. Orks have responded mainly by creating their own subculture, taking some inspiration from the elven efforts (which the elves are only too happy to disparage), including their own language (Or'zeth) and living in their own ghettos where they often exist as a permanently disenfranchised underclass.

to:

!!Ork (Homo (''Homo sapiens robustus)
robustus'')
Orks first arrived on scene in 2021 during the goblinization panic, when a number of adult humans suddenly morphed into orks and trolls overnight (or overnight, sometimes on out in the open street) in a very kafka-esque fashion. open. Physically, orks resemble slightly larger, heavier and muscled humans with pronounced noses, pointy ears and enlarged canines in the lower jaw, referred which they refer to as tusks. Due to the nature of Goblinization and the appearance of orks, it was believed they were caused by breakout of some horrible new plague or magic spell and metahumanity responded with fear and disgust, and it would take years until the newfangled orks would be guaranteed equal rights under the US constitution. Orks have responded mainly by creating their own subculture, taking some inspiration from the elven efforts (which the elves are only too happy to disparage), including their own language (Or'zeth) and living in their own ghettos where they often exist as a permanently disenfranchised underclass.



* TheCharmer: Satyrs tend to be more charismatic and empathetic than other orcs, allowing them to be this.

to:

* TheCharmer: Satyrs tend to be are more charismatic and empathetic than other orcs, allowing them to be this.orcs.



* PrettyFlyForAWhiteGuy: Ork culture sometimes attracts young elves, dwarves or humans who begin dressing and acting like orks and hanging around ork crowds to fit in (unlike elven wannabes, body modification is rare). Known as "ork posers", they receive mixed reception from orks (ranging from "pretty orky for a norm" to "beat his ass and toss him in a dumpster" depending on how good they are at the fitting in part) and are disparaged by anyone who looks down on orks.

to:

* PrettyFlyForAWhiteGuy: Ork culture sometimes attracts young elves, dwarves or humans who begin dressing and dressand acting like orks and hanging hang around ork crowds to fit in (unlike with them. (Unlike elven wannabes, body modification is rare). Known as "ork posers", they rare.) "Ork posers" receive mixed reception from orks (ranging from "pretty orky for a norm" to "beat his ass and toss him in a dumpster" depending on how good they are at the fitting in part) in) and are disparaged by anyone who looks down on actual orks.



!!Troll (Homo sapiens ingentis)
The second goblinized race and also the rarest metahuman variant, trolls appeared at the same time as orks and got much the same reception. Physically, they resemble gigantic humans or orks (commonly topping eight feet) with disproportionally large arms and upper bodies compared to their legs. They also have dermal deposits on their forearms and chest areas that create natural armour plating. Their most noticeable feature are their horns: All trolls have horns on their heads, which can take forms from circular ram horns to bull horns to multiple smaller, straight ones. Similarly to orks, trolls face heavy discrimination due to being a Goblinization species. Trolls are usually depicted as included in the ork subculture by common cause and, like dwarves, have tended towards racial integration rather than standing out.

* AllTrollsAreDifferent: Tall humans with tusks, horns and bone plate growth on their forearms and chest areas. There are several subspecies as well including the Cyclops (Mediterranean), Fomori (Irish Celtic), Giants (Nordic), Minotaurs (Mediterranean).

to:

!!Troll (Homo (''Homo sapiens ingentis)
ingentis'')
The second goblinized race and also the rarest metahuman variant, trolls appeared at the same time as orks and got much the same reception. Physically, they resemble gigantic humans or orks (commonly topping eight feet) with disproportionally large arms and upper bodies compared to their legs. They also have dermal deposits on their forearms and chest areas that create natural armour plating. Their most noticeable feature are their horns: All trolls have horns on their heads, which can take forms from circular ram horns to bull horns to multiple smaller, straight ones. Similarly to orks, trolls face heavy discrimination due to being a Goblinization species. discrimination. Trolls are usually depicted as included in the ork subculture by common cause and, like cause. Like dwarves, though, they have tended towards racial integration rather than standing out.

* AllTrollsAreDifferent: Tall humans with tusks, horns and bone plate growth on their forearms and chest areas. There are several subspecies as well including the Cyclops (Mediterranean), Fomori (Irish Celtic), Giants (Nordic), (Nordic) and Minotaurs (Mediterranean).



* WitchSpecies: The fomori metavariant has a higher percentage of awakened individuals than any other troll subspecies, and whether awakened or mundane, possess a natural resistance with magic.

to:

* WitchSpecies: The fomori metavariant has a higher percentage of awakened individuals than any other troll subspecies, and whether awakened or mundane, possess a natural resistance with to magic.
15th Nov '16 4:16:31 PM frogpatrol
Is there an issue? Send a Message


[=JackPoint=] has few rules, but chief among them is that members do not sell each other out - this rule, combined with the quality of information on [=JackPoint=], is sometimes the only thing keeping its members behaving with any civility.

to:

[=JackPoint=] has few rules, but chief among them is that members do not sell each other out - this rule, combined with the quality of information on [=JackPoint=], is sometimes at times the only thing keeping its members behaving with any civility.






* BadassGrandpa: He's a Shadowrunner and he's in his late 70's.
* CoolOldGuy: He's been around since first edition, and wasn't very young ''then'' (hell, he still remembers the United States of America).

to:

* BadassGrandpa: He's a Shadowrunner and he's in his late 70's.
* CoolOldGuy: He's been around since first edition, First Edition, and wasn't very young ''then'' (hell, he still remembers the United States of America).
18th Oct '16 12:23:30 AM Kalaong
Is there an issue? Send a Message


!!Frosty [[spoiler:Jane Foster]]

to:

!!Frosty [[spoiler:Jane !![[spoiler:Jane "]]Frosty[[spoiler:" Foster]]
This list shows the last 10 events of 378. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Characters.Shadowrun