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DragginSPADE

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« on: <03-31-17/2153:52> »
I recently started a Let's Read of the SR 1st Edition core rulebook on another forum.  Cross posting it here for newer players how may be curious how this game has evolved over the years.  ;)

DragginSPADE

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« Reply #1 on: <03-31-17/2154:57> »
Greetings.  I saw it mentioned in a thread here about Shadowrun that many newer players are unfamiliar with the early lore/history of the game.  I’d actually been contemplating doing a Let’s Read of Shadowrun for a while now, so why the heck not?

A bit of background:  I started gaming in the late 80’s as an young teenager and after some D&D I was introduced to Shadowrun and it quickly became my favorite game.  I played regularly from 1st Edition through mid 3rd Edition when I finished college and left for the military.  Since then I’ve lurked on Shadowrun forums and collected most of the books but never had a chance to do anything more than read the newer editions.

With that said, let’s get started.


Shadowrun 1st Edition core rulebook

First printed in 1989 by FASA corporation, product #7100.

Softcover, 208 pages plus some reference sheets at the end.  The borders are a dark colored circuit board design with  a horned skull at the top in the and.  The front cover art is a scene by Larry Elmore.  It features an elven decker plugging into a data terminal, a scantily clad female mage holding a shotgun while the other hand glows and a street samurai with a SMG in each hand shooting and some goons across the street.  On the bottom of the front is the caption WHERE MAN MEETS MAGIC AND MACHINE.

The back cover has a picture of a Feathered Serpent on the top.  The bottom half has a couple of brief paragraphs describing the game.  I don’t plan to quote most of the book in these posts, but since this was the pitch kicked off Shadowrun to anyone looking at the book in a store I’ll post it in its entirety.

The Year is 2050
   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 “jacked 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, and Trolls assumed their true form, throwing off their human guise. 
   In the world of 2050, the megaplexes are monsters casting long shadows.  As shdowrunners, 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 might be a Technomancer, 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 Samurai, an enforcer for hire whose combat skills and reflexes make you the ultimate urban predator.  Or perhaps a Mage, one with an ancient gift, the ability to wield and shape the magical energies that now surround the Earth.  And that’s exactly the kind of firepower you’ll need if you get hired to make a Shadowrun…

Opening it up most of the interior pages are black and white with a few exceptions.  The binding is decent, mine only has one page loose.  The interior front page has an Aztec/Mayan looking symbol on top and the Shadowrun logo below it on a black background. 

Pages 2-4 are the table of contents.  It’s quite useable, with the major sections in all caps and numerous subsections listed under each one.  The major sections in order are:
THE YEAR IS 2050
NIGHT ON THE TOWN
AND SO IT CAME TO PASS
GAME CONCEPTS
METAHUMANITY
CHARACTER GENERATION
ARCHETYPES
DEVELOPING THE CHARACTER
USING SKILLS
COMBAT
MAGIC
THE MATRIX
EQUIPMENT
AFTER THE SHADOWRUN
BEHIND THE SCENES
CONTACTS
CRITTERS
THE NORTHWEST IN 2050
SEATTLE
FIRST RUN

Each major section starts with a fictional quote from the game world.  Artwork is scattered throughout the book, in a mix of styles from serious looking Tim Bradstreet pieces to cartoonish Jeff Laubenstein works. 

Page 5 is the credits.  It lists three designers, five folks under Concept, two for Additional Fiction, eleven playtesters, four editors, two Special Thanks and eleven discreet names among the various Production Staff.

With all that said, let’s get into the individual chapters.

THE YEAR IS 2050

Opening quote: Watch your back.  Shoot straight.  Conserve ammo.  And never, ever, cut a deal with a dragon.  -Street Proverb

This section is just pages 6 and 7.  It’s the opening blurb from the back with a couple of extra paragraphs talking about how the years after the Awakening were filled with turmoil, panic and chaos.  It mentions plagues, a computer collapse and central authority crumbling.  I note with amusement that the first paragraph talks about a three thousand year lull in magic while the back cover said five. 

Most of page seven is a Laubenstein drawing of a troll carrying a big club while lighting a cigar.

NIGHT ON THE TOWN

Opening quote: Shadowrun n. Any movement, action, or series of such made in carrying out plans which are illegal or quasilegal. -WorldWide WorldWatch, 2050 update

This section is an introductory short story.  Pages 8-11.  It features characters named Ghost, Dodger and Sally Tsung meeting up in Club Penumbra.  Sally asks Ghost and Dodger to help her with a datasteal she’s been hired to do.  They travel to a Mitsuhama data terminal in downtown Seattle.  Dodger opens the terminals security shield with a physical passkey he got from some contact and then jacks in with a program carrier.  (A bit of cyberwar that let a decker jack in without a cyberdeck, but at greatly increased difficulty.  Program carriers were a thing in 1st edition that never made it to later editions.) 

After some tense overwatch Dodger gets disconnected and barely gets out of the way before the security shield comes back down.  Then corporate goons start rolling up and they shoot their way out of there and back into the night.

There’s a couple pieces of art in this section.  A serious looking black and white artwork of Dodger over a cyberdeck and the runners paying off some squatters to watch their bikes in an alley.

AND SO IT CAME TO PASS

Opening quote: “Walking the beat those first couple of months was bizarre.  You never knew if your partner was going to suddenly grow fangs.”  -Pat Mifflin, Retired Policeman

This section is pages 12 to 19.  It’s the basic history of the world from 1989 through 2050, focusing heavily on North America.  It’s written from an in-universe voice, for example the first sentence is “Today, in 2050, our world is radically different from that our great-great grandfathers knew.”  However unlike later Shadowrun books, there’s no source given for this text.  It’s not explicitly a posting to Shadowland, there’s no listed author and no posters inserting Shadowtalk throughout.

The subsections are:

-Rise of the Megacorps
   Corporations get more powerful from the 1990’s onward.  Food riots in 1999 New York lead to court decisions that allow Corporations to have their own private security forces and something called the Shiawase Decision in 2001 gives corporations the right to extra-territoriality.

-Resource Rush
   With their new powers, corporations increase exploitation of resources, particularly on land belonging to Indians.  Angry radicals form the Sovereign American Indian Movement (SAIM) to fight back violently.  They succeed in capturing a nuclear missile facility in Montana and getting the launch codes.

-The Lone Eagle
   After negotiations fail a SEAL team recaptures the facility, but not before a missile is launch towards Russia.  US President Jesse Garrety warns Moscow and everyone worries that that nuclear war might erupt.  (Remember, this was published in 1989, before the breakup of the USSR when the cold war was in full swing.)  A couple of hours later the USSR calls back and says the missile was stopped.  Voice analysis indicate he was lying, but no explosions are recorded.

-The Blame Falls
   Corporations use manipulate public outcry over the Lone Eagle incident to pass a law calling for anyone connected to SAIM to be rounded up.  This turns into a general roundup of most Indians in North America into camps that the corps run, with horrific conditions within.

-Tribulations
   A new disease called VITAS breaks out and kills an estimated 25 percent of the worlds population.  This causes massive world instability.  “In January 2011, more governments fell than in any other five-year span in history.”  Famines and massive civilian riots followed.  Then right after VITAS comes the Unexplained Genetic Expression (UGE), with strange “mutant and changeling” babies born all over the world.  Newsweek dubs them “Elves.”  (The 1st edition book doesn’t actually mention dwarves here.  Poor guys get overlooked in their first appearance…)  On 24 December, the great dragon Ryumyo is seen by bullet train passengers as he circles Mt Fuji while at the same time Daniel Howling Coyote uses magic to lead followers out of their concentration camp.  The year 2011 gets dubbed the Year of Chaos.

-The Sixth World
   A couple of paragraphs mentioning that 2011 marks the end of the old world and the beginning of a new one.  The text says some folks talk about the Mayan calendar, but dismisses it since the Mayans predicted a great World Destroying calamity the text notes that the world is still going.

-The Dance
   Daniel Howling Coyote drop out of sight and starts spreading the word of a new Great Ghost Dance across North America.  In 2014 he goes public, announces the formation of new Native American Nations and demands everyone of European, African and Asian ancestry leave North American under threat of dire magical retribution.  Countries ignore him and the media tries to make him a laughingstock.  They demonstrate their power by causing Redondo peak in New Mexico to erupt, destroying Los Alamos.  Howling Coyote takes credit, a military reaction force sent to capture him is destroyed by sudden tornados and then he goes underground again.

-The Indian Question
   After two years of guerrilla war in North America, President Garrety is assassinated.  His successor, William Jarman issues Executive Order 17-321 calling for the total extermination of all Native Americans.  Congress ratifies it a month later.  While the US gathers forces and prepares, Howling Coyote’s followers begin the full scale Great Ghost Dance in 2017.  Freak weather disrupts US military preparations, and then Mount Hood, Mount St. Helens and Mt Rainier all erupt simultaneously with tremendous fury.  The US government is finally convinced that the magical threat is real and begins negotiations. 

-The Treaty of Denver
   The governments of the United States, Canada and Mexico agree to recognize the Native American Nations and give them most of western North America.  Seattle and California are retained by the US.  As soon as the fighting ends the Native American Nations start bickering among themselves, with only Howling Coyote able to keep them co-operating.  Also, in 2018 new technology is invented for brain interfaces, making Simsense possible.

-Goblinization
   On 30 April, 2021 one out of every ten people worldwide metamorphisize into “hideous humanoid shapes.”  Some changed quickly, others spent days in agony.  Afterwards for years to come, many humans would goblinize when they reached adolescence.  Many of them are traumatized by the experience.  They are soon deemed “orks” and “trolls” by the media.  This spawns a new wave of hate, fear and prejudice in the world, from normal humans against these new races.  (It’s at this point that the history mentions Dwarves for the first time.)  In 2022 a wave of race riots sweeps the globe and many new nations split in the chaos.  Quebec succeeds and the Caribbean League is formed at this time.  As the year closes another wave of VITAS sweeps the planet, killing another 10 percent of the population and the race riots die down for a while as folks cope.  2022 is also when the term “Awakened” is coined for the new races and other species emerging around the planet.

-Magic and the Matrix
   The first simsense commercial player becomes available.  A “remote vote” system is used for the first time in US elections despite widespread accusations of fraud.  In 2025 academia finally accepts magic with several universities offering programs in occult studies.  In 2027 the first cold fusion power plant goes online.  By 2029 several companies including Sony and Fuchi Industrial Electronics are developing prototype cyberterminals that allow a user to interact with the “world data network” with his mind.  These early terminal are massive, requiring sensory deprivation tanks.  The CIA, NSA and IRS (?) pool resources to exploit this under a code name of “Echo Mirage.”  Many early users suffer psychoses after using the equipment.

-Crash of ’29
   On February 8, 2029 computer systems across the world are attacked by a deadly virus program of unprecedented power.  Systems crash, data is wiped and a lot of hardware is even burned out by the effects.  As the internet dies more governments topple and the economy crashes.  Echo Mirage is activated to fight the virus and a cadre of 32 of the most brilliant computer hackers graduates with their sanity intact.  Four die in the first engagement with the virus, and corps discover that this new technology can go through any existing computer defenses like they don’t even exist.  They begin research on ways to counter it, including using programs that mimic the lethal biofeedback that can kill.  This is the first generation of Intrusion Countermeasures, or IC.
   Echo Mirage gets better and eventually defeats the virus.  By late 2031 the last known virus code is defeated.  Only seven of the original members survive.  Soon after, four of them vanish into the private sector and take the technology with them.    Soon after, corporations start selling the new cyberdecks to use the new matrix.

-The Superpowers
   This section covers the breakup of the US and Soviet superpowers.  The Eurowars are mentioned as the Soviet Union breaks up, along with the succession of the Siberian territories to Awakened natives.  (Nothing about shapeshifters, just Awakened natives.)  The US unites with the remains of Canada to form the United Canadian and American States, then in 2034 ten southern states break away to form the Confederated American States.  Aztlan is mentioned as having separated from the Native American Nations, it grabs a piece of Texas.  Texas breaks away when the CAS doesn’t help it, then gets beaten and rejoins the CAS a few months later. 
   The Eurowars are still going and getting worse until 2033 when an airstrike by FA-38 Nightwraith fighter-bombers takes out key targets on both sides, forcing a stalemate.  Nobody knows who was responsible for the strike.  Afterwards, unable to stabilize their economies, most of eastern Europe , Italy, and southern France shatter into hundreds of tiny states and city-states.

-Independence Fever
   A force of Awakened beings led by three Great Dragons take most of the Amazon basin from Brazil.  Soon after the Brazilian government falls and the new nation of Amazonia claims most of their territory.  In the north, a group of Awakened, mostly Elves, separate from the Native American Nations and form the country of Tir Taingire in the former region of Oregon.  The country of Tsimshian also withdraws from the NAN.  After all these defections Daniel Howling Coyote resigns and withdraws into isolation.  California also withdraws from the UCAS and is promptly invaded by Japan, with San Francisco totally controlled by Japanese corporations soon after.

-New Violence
   This is the final section, covering events from 2036 to 2050.  New waves of racial violence begin with the napalm fire-bombing of a small community in rural Ohio, with a group called Alamos 20,000 claiming responsibility.  In 2039, the Night of Rage happens, with worldwide race riots against the Awakened in the course of a single night.  Other incidents listed included the destruction of EuroAir Flight 329 by the great dragon Sirrurg.  The section goes into the birth of Policlubs, Aztlan annexing all foreign businesses and all of former Mexico except the Yucatan, and the Veracruz settlement in the wake of a corporate military strike on Ensenada. 
   It ends with the paragraph “This year, 2050, has seen the development of the 7th generation cyberdeck, which is now keyboard size.  Though the hatred between humans and metahumans still simmers, things are relatively quiet.  But even in an Awakened World, how long can that last?”

And that’s the end of that chapter.  I didn’t mean to go into quite so much detail on it, but I wanted to cover just how in detail the core book got.  Overall it did a good job of setting the general feeling of the world.  A lot of events are mentioned in passing, many of which are later expanded on.  But overall, reading this as a kid in 1989 it really felt like a history primer from a cyberpunk future, like it was just scratching the surface of a detailed world.

The next chapter is Game Concepts and starts into the dice mechanics.  I’ll continue with it as time allows; I’m on reserve for work the next few days so I may or may not have much free time.  Till next time Chummers.

DragginSPADE

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« Reply #2 on: <03-31-17/2156:57> »
GAME CONCEPTS
Opening quote: "You wanna run the shadows?  Then listen, chummer, learn everything you can, cuz ignorance will kill you faster than a fireball." -Ess El El, Snake Shaman

Pages 20-23.  This section explains the basic dice mechanics and some term definitions for the game.  Of note, it doesn't spend any time explaining what a role playing game is, it just goes straight into the mechanics.  There's a couple nice pieces of art in this secion, including a crowded city street with a burned out mage dimly silouetted in the foreground, and a serious looking elf with wearing a jacket covered in logos.

To sum up for those not familiar with the earlier editions; You roll a number of dice equal to a skill or attribute, not both together.  The target number isn't fixed, it can vary from 2 (very easy) upwards with no theoretical maximum.  If a six is rolled you roll that die again and add it to the previous die.  This can repeat as long as you keep rolling sixes, and this is how you can succeed on tests with a difficulty of greater than six, although those are considered very difficult.  This system led to some hiccups, such as a test with difficulty 7 being functionally the same as a test with difficulty 6, but overall it worked well for us.  The section goes on to talk about when you roll basic success test vs resistance tests, opposed tests, etc. 

Dice pools are also discussed.  These are resources of dice your character can pull from to add to tests when needed, with each pool being limited to what it can augment.  For example, characters get a Dodge Pool equal to their Quickness attribute.  They can use dice from this pool to augment resistance tests in combat.  Dice from these pools are expended when used, and are refreshed when the character takes an action. 

The rest of the section spends a page defining numerous terms used in Shadowrun mechanics, most of which will still be familiar to current players.  Stuff like Condition Monitor, Physical Damage, Damage Code, Drain, Karma, etc. 


METAHUMANITY

Quote: "My folks are human.  They'll die out soon, like the dinosaurs did, and have no idea why."  -Jason Ironstone, Dwarf

Pages 24-29.  The first page is is just a short blurb saying that there are now five species of Homo Sapiens distributed evenly around the world.  The rest of the page is dominated by a mohawked ork with his middle figure up his nose.

Each following page has a drawing and information about one of the playable races.  In order they are:
Dwarf   -Homo sapiens pumillonis
Elf      -Homo sapiens nobilis
Human   -Homo sapiens sapiens
Ork      -Homo sapiens robustus
Troll   -Homo sapiens ingentis

Each has a picture taking up roughly half the page, of a male wearing only shorts drawn from the front.  The descriptions are written as if they're an entry in a biology textbook, listing stuff like average height, weight, number of teeth (32 for all except trolls, who have 34), favorite habitat ("roofed structures" for humans, go figure) etc.  Overall it does a good job of nailing down what metahumans look like, such as orks having the same range of skin tone as humans (no naturally green skinned orks here.)

 It mentions a few tidbits that I haven't seen given much attention elsewhere, such as average pregnancy lengths for the metatypes.  (Just over six months for orks, elven mothers can look forward to 12 months.)
Projected lifespans based on metabolic function are mentioned, with ranging from orks with 35-40 years to elves who come back "inconclusive."  The section on elves also talks about the rumor that there were elves already adults before UGE began.

Every race is listed as omnivorous except for elves, who are listed as vegetarian.  This led to a few arguments in my group on whether elves could even digest meat every time I wanted my elven character to order a steak.  :o

And finally, for both orks and trolls only there is a paragraph called Similar Species, where it mentions that there are some individuals or commuities believed to be another species altogether.  Possible foreshadowing for the metavarients.

DragginSPADE

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« Reply #3 on: <03-31-17/2159:11> »
To be continued over the next few days.  My work schedule is highly variable at the moment.

DeathStrobe

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« Reply #4 on: <04-01-17/1127:31> »
Fascinating, so is gestation for trolls and dwarves the same as a normal human? And does that mean UGE had mothers pregnant for a year before giving birth to their mutant long eared baby?

Wakshaani

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« Reply #5 on: <04-01-17/1218:15> »
Fascinating, so is gestation for trolls and dwarves the same as a normal human? And does that mean UGE had mothers pregnant for a year before giving birth to their mutant long eared baby?

The first generation is weird, due to that, but...

Hrm.

Now my head's going to odd places. The child's metatype is probably the more important. If an Ork mom had a human baby, but her body wa stying to drop it at 6 months, it wouldn't be handling things well, while an Elf that was trying to hold on to an Ork baby for  a year would be in a much worse situation.

Crud.

This is actually more complicated than I thought, and I *thought* I knew the answer to this one.

Huh!

(As an aside, I can say that the whole "Orks have litters" thing is racist drek from the Humanis Policlub and isn't accurate.)

DragginSPADE

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« Reply #6 on: <04-01-17/1824:06> »
Fascinating, so is gestation for trolls and dwarves the same as a normal human? And does that mean UGE had mothers pregnant for a year before giving birth to their mutant long eared baby?

Since you asked, all the average gestation times listed are:
Dwarves - 284 days
Elves - 360 days
Humans - 266.5 days
Orks - 187 days
Trolls - 259 days

It says nothing about how long the UGE mothers were pregnant.

DragginSPADE

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« Reply #7 on: <04-01-17/1834:13> »
(As an aside, I can say that the whole "Orks have litters" thing is racist drek from the Humanis Policlub and isn't accurate.)


Orks having a higher rate of multiple births than the other races has been mentioned all over shadowrun lore, and not just by racist posters.  If you don't like the "litters" term though, that'd be easy enough to fix without having to retcon huge chunks of lore.  Even in the real world, words that used to be commonly used are now horrible to say.  Just put something in a future book about how "Back in the '50's people used to talk about orks and their 'litters.'  Nowadays anyone saying that would get called out as a racist drekwit."

MDMann

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« Reply #8 on: <04-06-17/0608:13> »
For the first generation, dwarfs and trolls are well within typical human gestation periods. No issues. Orcs are at the survivable limit for early births but are viable (potentially) so there's not much cause for concern there. They should do better than expected with their different biology. Some of the early abnormalities could even be put down to birth defects from the severely premature birth before orcs were recognised. Only elves have much of a problem.

In civilised nations they'd be delivered by cesarean section after 40 weeks. Being so early would severely impact the odds of their surviving. It would be within the range of premature viability though so enough should survive but with severe longterm health concerns. In the early days you could even have better survival rates of the elves (if not their mothers) in less developed nations as the terms carried on closer to natural completion. Giving a higher initial base population of elves to build upon. Food for thought.

RowanTheFox

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« Reply #9 on: <04-06-17/1650:56> »
Honestly, I'm surprised there's not a higher incidence of elves with long term health problems from being born early via cesarean. Most doctors here in the good ol' US of A will let a mother goes approximately two weeks past the due date before scheduling a c-section, but that's still nine weeks early. Other nations will let a mother go longer if neither mother or child are showing signs of distress.
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

knppel

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« Reply #10 on: <04-06-17/2327:17> »
Honestly, I'm surprised there's not a higher incidence of elves with long term health problems from being born early via cesarean. Most doctors here in the good ol' US of A will let a mother goes approximately two weeks past the due date before scheduling a c-section, but that's still nine weeks early. Other nations will let a mother go longer if neither mother or child are showing signs of distress.

Well, everyone was busy over both ears (pointed or not) do not discriminate METAMEN at this point.
An elegant solution for the old patriarchy to outsource discrimination and from now on speak of salary gaps between Elves and Orcs instead.
In other meanings, if around 2015-2020 there was amassing cases of health damage from such incidents, most megacorps would likely still have focused on covering up the fact that there was trolls and orcs at all (particularly the more racist cons, such as the Japanese ones).
And independent media, at the same time, had much more interesting things to discover (what some cons or people did to metahumans regardless of their gender, for example).

The problem with elven birth I'd, however, rate as indeed not so significant from a scientfic point of view- not in the meaning that those women who suffered from this problem wouldn't matter, but rather that, at least by 2050, medical research was apparently far enough to safely distinct between different metahuman species and their respective times to carry out children.
In fact, for a dedicated gynecologist, it would only take around a year to observe a normally running elven pregnancy.
And last but not least, for all we know, it might as well be Surehand already spread the word right after the awakening to not accidentaly cut any belly open.


MDMann

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« Reply #11 on: <04-07-17/1129:31> »
Doesn't really matter if it's possible, it wouldn't be common.  The cost implications for longer terms are intense and there's a strong incentive to discharge as early as possible to free up beds for the next set of patients.

In the western hemisphere, nearly all countries allow 2 weeks extra to elapse before intervening. In the UK patients are strongly encouraged to take a cesarean but can elect to go onto 2 day observations instead. In India and China you actually have a weeks less recommended gestation which makes sense with their shorter typical gestation periods.

RowanTheFox

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« Reply #12 on: <04-07-17/1458:48> »
Honestly, I'm surprised there's not a higher incidence of elves with long term health problems from being born early via cesarean. Most doctors here in the good ol' US of A will let a mother goes approximately two weeks past the due date before scheduling a c-section, but that's still nine weeks early. Other nations will let a mother go longer if neither mother or child are showing signs of distress.

Well, everyone was busy over both ears (pointed or not) do not discriminate METAMEN at this point.
An elegant solution for the old patriarchy to outsource discrimination and from now on speak of salary gaps between Elves and Orcs instead.
In other meanings, if around 2015-2020 there was amassing cases of health damage from such incidents, most megacorps would likely still have focused on covering up the fact that there was trolls and orcs at all (particularly the more racist cons, such as the Japanese ones).
And independent media, at the same time, had much more interesting things to discover (what some cons or people did to metahumans regardless of their gender, for example).

The problem with elven birth I'd, however, rate as indeed not so significant from a scientfic point of view- not in the meaning that those women who suffered from this problem wouldn't matter, but rather that, at least by 2050, medical research was apparently far enough to safely distinct between different metahuman species and their respective times to carry out children.
In fact, for a dedicated gynecologist, it would only take around a year to observe a normally running elven pregnancy.
And last but not least, for all we know, it might as well be Surehand already spread the word right after the awakening to not accidentaly cut any belly open.

I had been wondering if the IEs may have had something to do with it, considering how many of them have lost children over the years.
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

DragginSPADE

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« Reply #13 on: <04-16-17/1053:12> »
Well work's been a bit busy, but here's a couple more sections from the hallowed halls of SR's early days.

CHARACTER CREATION
Quote: "That which does not kill me is dead when I'm through with it." -Joel Neechi, Merc
Pages 30-32. 

This chapter isn't so much how to create a character as "Here's some basic concepts that define a character, now go out pick your pre-built archetype."  It's a couple pages describing the attributes used in shadowrun.  These are basic descriptions like "Body represents general health and resistance to injury and pain." rather than a detailed description of the game mechanics that use them. 

For those who joined Shadowrun at 4th edition or later, there were only six basic attributes in 1st edition: Body, Quickness, Strength, Charisma, Intelligence and Willpower.  There was also Essence, Magic and Reaction.

Theres a few paragraphs on how to calculate them.  In 1st edition a magician's Magic started at a flat 6, minus any decreases from cyberware.  A couple tables show the range of human attributes from 1-Weak to 6-Maximum unmodified human, and the racial maximums for different metahumans.

A few more very short paragraphs talk about Skills, Gear, Cyberware, Spells and Contacts.  Skills have no upper limit in 1st Edition.  Then a paragraph labelled Generating Characters says to either use a pre-generated Archetype or create your own archetype using rules found on page 53. 

That's it.  That's the "character creation" in 1st edtion. 

DragginSPADE

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« Reply #14 on: <04-16-17/1154:11> »
ARCHETYPES
This section has no opening quote.  Pages 33-48 are higher quality glossy paper, each page devoted to one archetype.  Page 49 is a nice full page black and white artwork ending the section. 

Each page has half the page devoted to a full color, somewhat cartoonish deptiction of the character.  One quarter is three or four paragraphs in the character's own words, describing what they do, and one paragraph giving an overall summary.  The last quarter of the page is the game stats, including all contacts, gear, spells, etc.  (Most of them don't have very much gear.)  No starting lifestyles are listed (more on that later) and none have any Fake IDs (no rules for them in this book.)  All are human except the Elven Decker and the Ork Mercenary.

In order, they are:
BURNED-OUT MAGE
-Art: A Man with full chrome cybereyes and red hair pulled back into a long braid.  He's got a long coat open in the front revealing pants with mystic symbols on them and an oddly protruding crotch bulge.

-This guy is a mage who's gotten a bunch of cyberware.  His Essence is 1.4, so he's left with a magic of 1.  Lots of spells, but with Magic of 1 he'll take physical drain for casting any of them effectively, so his magical powers are extremely limited.  Basically he can Astrally Project for a short amount of time and do some minor tricks, and he's a decent shot with a Fichetti Pistol. 

Lots of flavor but I can't recall anyone in my group ever using this archetype. 

DECKER
-Art: A chick in a bared-,midriff top and ripped up jeans, carrying a cyberdeck with a cord going from it to a jack in her head.

-Opening sentence: "Technomancer, that's what I am.  A wizard with technology, not that fuzzy mumbo-jumbo razz."  (1st edtion occasionally used the term "Technomancer" when describing deckers.  No relation to current Technomancers.)

The stats are actually pretty good decker stats.  Body of 2 and charisma of 1, but Intelligence of 6, high Computer/Electronics skills, a decent cyberdeck with the basic programs, a Yamaha Rapier bike and a Ruger Super Warhawk pistol.  I seem to recall multiple players in our group using this archetype when making a decker during our early years and being happy with it.

DETECTIVE
-Art:  A balding, middle aged man in a bad suit, very loud tie and cigar holding a pistol.

The fluff paints a good picture of your typical noir detective.

He's got average physical stats, a Charisma of 3 and an Intelligence of 6.  Good skills, both combat and social.  No cyberware or magic whatsoever.  A basic set of gear, including an Ares Predator, Armor Vest and an some surveillence gear plus an Investigator's License (Which is interesting considering there are no rules for Licenses in 1st ed.)

ELVEN DECKER
-Art:  A male elf with a wild mane of pink hair, long blue overcoat with feathered shoulderpads holding a cyberdeck with wires running to a datajack in the shaved side of his head.

The fluff describes an elf who goes against the stereotype of a living in the woods, in touch with magic type of elf. 

His stats are roughly the same as the human decker archetype, including a whopping elven charisma of 3.  He's still got the all important Computer skill of 6, but fewer other tech-related skills than the human version.  Roughly the same amount of contacts and the same cyberdeck/programs.  Character notes say he's got Natural Low Light eyes and to check for allergic reaction,.

FORMER COMPANY MAN
-Art: A slightly heavyset man with very 80's style visor, wide hat, long overcoat covering a suit, and an SMG in each hand.

The fluff describes a corporate enforcer who became disallusioned with corporate corruption and quit.  He's got good physical attributes, average mental ones and decent skills. 

Some good cyberware (including wire reflexes 2 and a smartgun link) and a long--for-1st edition gear list make this guy a solid choice for someone wanting to play some muscle.

FORMER WAGE MAGE
-Art: A lady in high heels, a revealing outfit that absolutely screams "I am a mage, geek me first!" holding a floating flame in one hand.

The fluff is basically a mage version of the Former Company Man's story.  Stat wise, she's can pick one of three spell casting orientations (Fighter, Healer, Prowler) with a specific spell list tailored to each one.  She's got a good range of spells within each specialty, and good magic skills, but her attributes are rubbish.  Body 2, Strength 1... but her Charisma is also 1 and her Willpower is 3.  This is jumping ahead a bit, but in 1st ed, all magicians used Willpower to resist drain for spellcasting and Charisma to resist drain for summoning.  This lady's stats mean she'll be taking a lot of drain for doing either.

GANG MEMBER
-Art: A very 80's looking gang member, with chains and spurs circling his blue jeans, a leather jacket, knife in each hand and a large mane of hair.

The fluff is a rather simple description of a young gang member.

Stats-wise he's got amazing attributes and decent skills.  Very little cyberware, just hand razors and low light retinas.  No reaction enhancements.  He's got a knife, a streetline special (holdout pistol) and a Yamaha Rapier bike.  A note says he can call on 2D6 gang other gang members for help.