Manga
Description
In the neon-drenched streets of 2050s Tokyo, magic and cybernetics coexist under the iron grip of megacorporations. The world has undergone the Awakening, ushering in the Sixth World, where elves, dwarves, orks, and trolls walk alongside humans and dragons resume positions of immense power. Against this backdrop, street mage Hashizou leads a crew of shadowrunners—off-the-books operatives who take on illegal data heists, corporate espionage, and violent extractions for the highest bidder. The manga follows Hashizou and his team as they navigate a landscape where a single shadowrun can mean the difference between a payday and a bullet.

The core team assembles around Hashizou, whose magical talents make him both a valuable asset and a target. Each member brings a distinct role: a Face handles negotiations and deception, a street samurai provides cybernetically enhanced combat prowess, a decker infiltrates the Matrix to crack security systems, and a rigger controls drones and vehicles for support and escape. Their missions pit them against corporate security, rival runner teams, organized crime syndicates, and the lethal artificial intelligences known as Intrusion Countermeasures that guard the most sensitive data.

The narrative arcs unfold over five collected volumes, originally serialized from 1995 to 1998. Early chapters establish the crew's dynamic and their place in Tokyo's criminal underworld. Storylines such as Face, Arawashi, and Katou introduce key contacts and enemies, while arcs like VIP and VIP 2 delve into the dangerous world of corporate asset protection and assassination. Critter explores encounters with newly Awakened magical creatures that now roam the urban sprawl, and Street Children shifts focus to the human cost of corporate dominance, examining the lives of those abandoned by the system. Company Man questions the loyalty and identity of runners who become too entangled with the corporations they serve. Prove challenges the crew with a job that pushes their skills and trust to the limit. The later chapters, including the numbered installments leading to chapter 15, continue to expand the crew's reputation and the consequences of their choices in a city where every run carries the risk of betrayal.

Hashizou himself is a reluctant leader, often torn between his desire for a quiet life and the relentless pull of the shadows. His magic serves as both a weapon and a liability, attracting the attention of powerful spirits and corporate mages alike. The setting of Tokyo in 2050 is a character in its own right—a sprawling metroplex of gleaming corporate arcologies and decaying slums, where the Matrix overlays reality and a wrong turn can lead to a branded corpse in an alley. The manga threads a balance between action-heavy heists and quieter moments of camaraderie and consequence, capturing the essence of the role-playing game's blend of cyberpunk grit and urban fantasy wonder.
Information
Shadowrun
シャドウラン
Tokyo 2100: Shadow Elements
Type: Manga
Categories
Settings
FantasySci-Fi
Tags
Cyberpunk
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Comment(s)
Staff
  • Story & Art
    Kazuma Saiki