Legacies: Shadow Generations
The Setting of Shadowrun Legacies
Shadowrun: Legacies Setting
The year is 2054 and the world has changed, dramatically, in more ways than one.
The blending of technology and human flesh began in the late 20th century. Interfacing the human mind with computers was just the first step. Implants that “jack up” reflexes and cybernetic replacements followed quickly. Then came the Awakening. A five-thousand year lull in the flow of mystical energies subsided, and Magic returned to the world. Elves, Dwarfs, Orcs, and Trolls assumed their true form, throwing off their human guises.
In the world of the 2050’s. The megaplexes are monsters casting long shadows. As shadowrunners, that’s where you live, in the cracks between the giant corporate structures. When the megacorps want something done but they don’t want to dirty their hands, it’s a Shadowrun they need, and they come to you. Though your existence is not acknowledged by any governmental or corporate database, the demand for your services is high. You must be a decker, sliding like a whisper through the databases of giant corporations, spiriting away the only thing of real value-information. Or perhaps you are a Street Samarai, an enforcerfor hire whose combat skills and reflexes maek you the ultimate urban predator. Or perhaps a Mage, one with an ancient gift, the ability to wield and shapre the magical energies that now surround the Earth. And that’s exactly the kind of firepower you’ll need when you get hired to make a Shadowrun… [Shadowrun First Edition back Cover, FASA CORP., 1989.]
Core Rulebook Setting
The following books are the only available at the beginning of the game. This is the canon. Additional books and rule will be added as needed. See house rules for more details.
- 5th Edition Rule Book
- Shadowrun 2050 Resource Book