Sunday, September 15, 2024

Chapter 2: Characters

 


Version: 0.8

Chapter 2: Characters

Creating a character in this campaign is about more than just numbers and stats; it’s about building a unique identity within the world of Shadowrun. While the rules provide structure, your character’s development will be shaped by your choices, the challenges you face, and the story you help create.

The campaign is designed for long-term progression, with a tier system that allows characters to grow steadily over time, offering new abilities and opportunities at each stage. Your character will begin at Tier 1, fully capable but with room to evolve. As you gain experience through meaningful challenges, personal involvement, creativity, and roleplaying, you will unlock new tiers that open up greater opportunities in attributes, skills, talents, and equipment.

Archetypes are provided as thematic inspiration to help guide your character’s development, but they are not rigid. Whether you choose to follow a specific archetype or mix and match different traits, the system allows for complete flexibility in how you build your character.

Along the way, you will earn XP through regular sessions, with additional rewards for major story milestones and character-driven moments. The XP system ensures that while you are always progressing, the pace is steady, allowing for growth without overwhelming advancement.

Character creation is your chance to lay the foundation for this journey, defining not just your character’s skills and abilities but their goals, motivations, and personality. As you move through the campaign, your character’s story will unfold, shaped by your decisions and the evolving world around you.

Character creation (The priority system)

In this system, players choose from six categories to allocate priorities (A to F), with each priority determining how much power, flexibility, or resources a character has in that area.

The available categories are:

1.       Attributes

2.       Skills

3.       Metatype (with Talents)

4.       Resources

5.       Magic/Resonance

6.       Renown

1. Attributes Priority

How many attribute points you start with. Should be self-explanatory.

·         Priority A grants 48 attribute points.

·         Priority B grants 40 attribute points.

·         Priority C grants 32 attribute points.

·         Priority D grants 28 attribute points.

·         Priority E grants 24 attribute points.

·         Priority F grants 20 attribute points.

Attribute Purchase Costs:

·         Attributes start at 1 (for baseline humans), with a maximum of 6.

·         Raising an attribute from 1 to 2, or from 2 to 3, costs 1 point.

·         Raising an attribute from 3 to 4, or from 4 to 5, costs 2 points.

·         Raising an attribute from 5 to 6 costs 3 points.

Examples:

·         Keeping an attribute at 1 cost 0 points.

·         Buying an attribute to 6 costs 1+1+2+2+3=9 points

Only primary and secondary attributes can be improved (derived and defensive cannot)!

2. Skills Priority

How many skill points you start with. Should be self-explanatory.

·         Priority A grants 88 skill points.

·         Priority B grants 72 skill points.

·         Priority C grants 56 skill points.

·         Priority D grants 48 skill points.

·         Priority E grants 40 skill points.

·         Priority F grants 32 skill points.

Knowledge skills:

·         Characters get bonus skill points equal to 2xIn that can only be spent on Knowledge skills.

·         Characters get ranks = IN in their native language and are fluent in that language regardless of the number of ranks.

Skill Purchase Costs:

·         The maximum rank during character creation is 5.

·         Raising a skill to rank 1 or 2 costs 1 point per rank.

·         Raising a skill to rank 3 or 4 costs 2 points per rank.

·         Raising a skill to rank 5 costs 3 points.

Examples:

·         Buying a skill to 3 costs 1+1+2=4 points

·         Buying a skill to 5 costs 1+1+2+2+3=9 points

3. Metatype (with Talents) Priority

Talent Points replace the traditional special attribute points and are used to purchase Tier 1 (1 point) and Tier 2 (3 points) talents during character creation (this is an exception to the rule that Tier 1 characters can’t buy Tier 2 talents).

Humans

·         Humans with Priority A gain 11 talent points.

·         Humans with Priority B gain 8 talent points.

·         Humans with Priority C gain 5 talent points.

·         Humans with Priority D gain 3 talent points.

·         Humans with Priority E gain 1 talent point.

·         Humans with Priority F gain 0 talent points.

Elves

·         Elves with Priority A gain 8 talent points.

·         Elves with Priority B gain 6 talent points.

·         Elves with Priority C gain 3 talent points.

·         Elves with Priority D gain 1 talent points.

·         Elves with Priority E gain 0 talent points.

Dwarves

·         Dwarves with Priority A gain 7 talent points.

·         Dwarves with Priority B gain 4 talent points.

·         Dwarves with Priority C gain 1 talent point.

·         Dwarves with Priority D gain 0 talent points.

Orks

·         Orks with Priority A gain 7 talent points.

·         Orks with Priority B gain 4 talent points.

·         Orks with Priority C gain 1 talent points.

·         Orks with Priority D gain 0 talent points.

Trolls

·         Trolls with Priority A gain 5 talent points.

·         Trolls with Priority B gain 0 talent points.

Description:

4. Resources Priority

Resources determine how much money your character has to spend on gear, cyberware, vehicles, and lifestyle. Higher priorities provide more nuyen for better equipment, while lower priorities limit available resources. This category is extremely important for characters who want a lot of cyberware.

·         Priority A grants 650,000¥.

·         Priority B grants 400,000¥.

·         Priority C grants 250,000¥.

·         Priority D grants 150,000¥.

·         Priority E grants 50,000¥.

·         Priority F grants 5,000¥.

5. Magic/Resonance Priority

Determines your magical aptitude (or lack thereof). Even in the Awakened world, most NPCs are not magic-users, so PCs are usually overrepresented in that regard. Characters with no Magic/Resonance are considered non-magical, but characters who put an E into this category during character creation can later pursue magical careers (an F during character creation bans you from any magic aptitude forever).

Adepts can pick Tier 2 powers for 3 Magic during character creation. Spellcasters can likewise pick Tier 2 spells, but it costs 3 spell picks to do so.

Mages (including shamans) and Mystic adepts:

Mystic adepts also get the ability to purchase Physical Adept Talents, but suffer a reduction in their effective Magic rating if they do.

·         Priority A grants Magic Rating 6, two magic skills at rank 5, and access to 10 tier 1 spells.

·         Priority B grants Magic Rating 4, two magic skills at rank 4,  and access to 8 tier 1 spells.

·         Priority C grants Magic Rating 3, two magic skills at rank 3,  and access to 6 tier 1 spells.

·         Priority D grants Magic Rating 2, two magic skills at rank 2,  and access to 4 tier 1 spells.

Physical Adepts:

·         Priority B grants Magic Rating 6,  two active skills at rank 5, and the ability to purchase Physical Adept Talents.

·         Priority C grants Magic Rating 4,  two active skills at rank 4, and the ability to purchase Physical Adept Talents.

·         Priority D grants Magic Rating 3, two active skills at rank 3, and the ability to purchase Physical Adept Talents.

·         Priority E grants Magic Rating 2, two active skills at rank 2, and the ability to purchase Physical Adept Talents.

Technomancers:

·         Priority B grants Resonance Rating 6, two Matrix skills at rank 5, and access to 5 Complex Forms.

·         Priority C grants Resonance Rating 4, two Matrix skills at rank 4,  and access to 4 Complex Forms.

·         Priority D grants Resonance Rating 3, two Matrix skills at rank 3,  and access to 3 Complex Forms.

·         Priority E grants Resonance Rating 2, two Matrix skills at rank 2,  and access to 2 Complex Forms.

Physical Adept and Technomancer:

·         Priority A splits between Magic and Resonance, granting a 6/4 or 5/5 split, two Matrix or Magic skills at rank 5, and access to 4 Complex Forms.

·         Priority B splits between Magic and Resonance, granting a 5/3 or 4/4 split, two Matrix or Magic skills at rank 4, and access to 3 Complex Forms.

·         Priority C splits between Magic and Resonance, granting a 4/2 or 3/3 split, two Matrix or Magic skills at rank 3, and access to 2 Complex Forms.

·         Priority D splits between Magic and Resonance, granting a 3/1 or 2/2 split, two Matrix or Magic skills at rank 2, and access to 1 Complex Forms.

Mage and Technomancer:

·         Priority A splits between Magic and Resonance, granting a 5/4 split, two Matrix or Magic skills at rank 5,  and access to 8 tier 1 spells and 4 Complex Forms.

·         Priority B splits between Magic and Resonance, granting a 4/3 split, two Matrix or Magic skills at rank 4, and access to 6 tier 1 spells and 3 Complex Forms.

·         Priority C splits between Magic and Resonance, granting a 3/2 split, two Matrix or Magic skills at rank 3, and access to 4 tier 1 spells and 2 Complex Forms.

6. Renown Priority

Renown determines how famous or infamous your character is and how well-connected they are. Characters with high Renown get access to better jobs, higher pay, and more powerful contacts, while those with low Renown must work to build their reputation.

·         Priority A grants access to top-paying jobs, elite contacts, and strong negotiating power.

·         Priority B grants access to good-paying jobs and strong connections.

·         Priority C grants access to moderate-paying jobs and reliable contacts.

·         Priority D grants entry-level work and minimal reputation.

·         Priority E means the character is largely unknown and gets low-level jobs with few or weak contacts.

·         Priority F means the character is totally unknown and works under the radar with minimal connections.

Metatypes

The game has five main metatypes: humans, dwarves, elves, orks, and trolls.

Attribute Adjustments

·         The attribute adjustments listed for each metatype are applied after attribute points are assigned during character creation.

·         These adjustments cannot reduce any attribute below 1.

·         Additionally, the adjustments increase the maximum possible value for the affected attributes, meaning a bonus adds to the attribute’s upper limit, while a penalty reduces the upper limit.

Human

Humans are the baseline metatype.

·         Attribute Adjustments:

o    +1 Edge (EDG)

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 12 meters

Dwarf

Dwarves are resilient, dexterous, and mentally tough but slightly less agile.

·         Attribute Adjustments:

o    +2 Vitality (VI)

o    -1 Agility (AG)

o    +1 Dexterity (DX)

o    +1 Resolve (RE)

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 10 meters

o    Thermographic Vision: Dwarves can see heat patterns, useful for seeing in complete darkness or detecting hidden beings.

Elf

Elves have a natural grace, intelligence, and high social skills.

·         Attribute Adjustments:

o    +1 Agility (AG)

o    +1 Intellect (IN)

o    +1 Presence (PR)

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 14 meters

o    Low-Light Vision: Elves can see in dim light conditions as if it were daylight.

Ork

Orks are physically powerful and cunning but tend to have lower social and intellectual attributes.

·         Attribute Adjustments:

o    +2 Strength (ST)

o    +2 Vitality (VI)

o    +1 Cunning (CU)

o    -1 Intellect (IN)

o    -1 Presence (PR)

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 12 meters

o    Low-Light Vision: Orks can see in dim light conditions as if it were daylight.

Troll

Trolls are hugely powerful but also sluggish and somewhat mentally underdeveloped.

·         Attribute Adjustments:

o    +4 Strength (ST)

o    +4 Vitality (VI)

o    -1 Agility (AG)

o    -1 Dexterity (DX)

o    -1 Intellect (IN)

o    -1 Presence (PR)

·         Special:

o    Size: Large — Trolls are much larger than other metatypes, typically standing around 2.7 meters (9 feet) tall and weighing 300-350 kg (660-770 lbs). Their size grants increased reach in combat and physical activities but also increases the cost and difficulty of acquiring appropriately sized gear (including cyberware and bioware), accommodations, and cost of living (100%).

o    Speed: 16 meters

o    Thermographic Vision: Trolls can see heat patterns, useful for seeing in complete darkness or detecting hidden beings.

o    Dermal Deposits: Trolls have natural Light Armor that grants PT 10/DR 20 (Physical Threshold 10 and Damage Resistance 20).

Other metatypes

While the metatypes outlined in the core rules are the most common in the world, they are by no means the only ones. Shadowrun is diverse, and many other fantasy species exist, from mythological creatures to genetically modified beings.

Almost anything is possible in a world where magic, cloning, and genetic modification are ever-present. Players interested in exploring nonstandard metatypes or playing as an uncommon species—whether it’s a creature of legend, an experimental hybrid, or something entirely unique—should discuss their concept with the GM.

Archetypes

In Shadowrun, archetypes are not rigid classes or mechanical restrictions; instead, they serve as broad templates to inspire your character's development and playstyle. Each archetype reflects a typical role that runners might fill in the shadows, offering guidance on how certain skills, attributes, and talents might combine to create a unique, powerful character. However, these archetypes don’t limit your choices during character creation or advancement.

You are free to mix and match abilities from different archetypes, or even forge an entirely original path for your character. Whether you follow one archetype closely or draw inspiration from several, your character’s progression is fully customizable. Think of archetypes as starting points that can help you define your character's role in the team and the broader world, while still leaving room for creativity and growth.

Adept

Overview:
Adepts focus on channeling magic internally to enhance their own physical abilities. Rather than casting spells, they use their magical potential to improve their combat skills, athleticism, and senses, making them incredibly dangerous fighters or nimble infiltrators. Adepts blend raw physical prowess with supernatural finesse.

Core Focus:

·         Enhanced physical abilities through internal magic.

·         Martial arts and physical combat proficiency.

·         Infiltration, stealth, and heightened senses.

Bounty Hunter

Overview:
Bounty Hunters are trackers, experts at hunting down people—whether it’s for a paycheck, justice, or revenge. They blend street-smarts with tactical combat skills, using their experience in urban environments to find and capture targets. Bounty Hunters are well-versed in survival, tracking, and capturing individuals.

Core Focus:

·         Tracking and capturing targets using investigative skills.

·         Combat and survival skills tailored to urban environments.

·         Blend of streetwise, combat, and infiltration techniques.

Combat Mage

Overview:
The Combat Mage is a destructive force on the battlefield, blending powerful spells with tactical combat expertise. They combine their magical prowess with military precision, unleashing fireballs, lightning bolts, and other devastating spells to dominate the battlefield. Their ability to cast offensive and defensive spells makes them versatile and feared.

Core Focus:

·         Combat-oriented spellcasting, including offensive and defensive spells.

·         Magic to enhance battlefield control and strategy.

·         Tactical awareness and adaptability in high-stress situations.

Decker

Overview:
Deckers are the masters of the Matrix, using their skills and cyberdecks to hack into corporate systems, control networks, and extract sensitive data. They can turn the tide of a mission by controlling security systems, disabling enemy devices, or stealing crucial information—all without leaving their safehouse or the shadows.

Core Focus:

·         Hacking into secure systems and networks.

·         Cyberdeck and software expertise.

·         Matrix combat and control over virtual environments.

Face

Overview:
The Face is the charismatic talker, negotiator, and con artist of the group. They use their charm, connections, and social skills to navigate the world of shadow politics, gather information, and broker deals. Often as deadly with words as a samurai is with a blade, the Face knows how to manipulate situations to get what they want.

Core Focus:

·         Social engineering, negotiation, and leadership.

·         Charisma and persuasion to influence NPCs and factions.

·         Information gathering, infiltration via social means, and manipulation.

Ganger

Overview:
Gangers are street-hardened criminals who thrive in gang culture, relying on a mix of combat skills, charisma, and gritty survival instincts. They are experts in leveraging their connections and working with others, whether in their own gang or when hiring muscle for a job. Gangers are tough and resourceful, and they know how to get things done by coordinating with allies and using a mix of intimidation, persuasion, and raw physical power to achieve their goals.

Core Focus:

·         Gangers are skilled in both close-quarters and ranged combat, often favoring brutal, street-level tactics and weapons.

·         Drawing on Face-like charisma and street smarts, they use intimidation, persuasion, and gang connections to manipulate situations to their advantage.

·         Gangers excel at surviving in the harsh environments of the underworld, knowing how to hustle, adapt, and make the most of any situation.

·         Gangers specialize in working with their crew or allies, often leading or coordinating efforts to accomplish group objectives.

Mage

Overview:
Mages are spellcasters who draw power from the astral plane, able to shape reality through magic. Whether casting destructive combat spells, healing wounds, or summoning spirits to do their bidding, mages wield incredible power but must balance their abilities with the dangers of magic, both to themselves and the world around them.

Core Focus:

·         Spellcasting in combat, healing, and utility.

·         Astral projection and spirit summoning.

·         Balance of physical and mental attributes for magical focus.

Rigger

Overview:
Riggers are vehicle and drone specialists, controlling multiple machines simultaneously via a neural interface. Whether piloting a heavily armed drone into combat or driving a getaway vehicle with unmatched precision, riggers dominate the battlefield and the streets from behind the scenes, using their machines as an extension of their own abilities.

Core Focus:

·         Control of drones, vehicles, and remote systems.

·         Mastery of rigging gear and mechanical customization.

·         Tactical support via surveillance, firepower, or transportation.

Shaman

Overview:
Shamans are a type of magic user that draws their power from nature and spirits, using their connection to the natural world to influence events. Unlike traditional mages, shamans rely on the guidance of totemic spirits, which shape their powers and personality. They excel in summoning spirits, healing, and working within natural environments.

Core Focus:

·         Spirit summoning and nature-based magic.

·         Connection to totemic spirits for personal guidance and power.

·         Healing and support spells, as well as powerful combat magic.

Street Doc

Overview:
Street Docs are the medics and tech experts who can patch up wounds, replace lost limbs, and install cyberware. They operate in the seedy underbelly of society, offering medical care and technological services to runners and criminals alike. In a firefight, they can heal injuries or disable opponents with surgical precision.

Core Focus:

·         Medical expertise, including healing and surgery.

·         Cyberware installation, repair, and customization.

·         Technical support in the form of medical and cybernetic knowledge.

Street Samurai

Overview:
The Street Samurai is the quintessential combat specialist, often enhanced with cyberware and bioware to become a lethal, disciplined warrior. They rely on cutting-edge weaponry and armor, excelling in both close-quarters and ranged combat. Whether a mercenary, bodyguard, or enforcer, they live by a personal code of honor, focusing on precision, speed, and deadly efficiency.

Core Focus:

·         Combat prowess, both physical and augmented.

·         Cyberware/Bioware enhancements for increased strength, reflexes, and durability.

·         Weapon mastery, particularly in firearms or melee.

Street Scum

Overview:
Street Scum are those who grew up in the underbelly of society, relying on their wits, fists, and grit to survive. They aren’t specialized in any one thing but are generalists who know how to get by. Often skilled in a combination of combat, social, and survival skills, Street Scum make versatile runners who can adapt to a wide range of situations.

Core Focus:

·         Generalist survival skills, blending combat, street-smarts, and stealth.

·         Ability to adapt to various roles as needed (combat, infiltration, or negotiation).

·         Knowledge of the streets, black markets, and the criminal underworld.

Technomancer

Overview:
Technomancers are individuals who can manipulate the Matrix without the need for cyberdecks or traditional technology. Their abilities are innate, allowing them to interact with the digital world on a fundamental level using only their minds. Technomancers excel in hacking, data manipulation, and controlling digital systems, often surpassing even the most skilled deckers. However, their unique abilities also make them feared and misunderstood by both the corporate world and the streets.

Core Focus:

·         Manipulation of the Matrix using innate abilities rather than cyberware.

·         Hacking, data control, and manipulation of digital environments without traditional equipment.

·         Technomantic abilities that blur the line between the digital and physical worlds.

The 5-tier system

The 5-tier system is designed to provide a clear and meaningful progression for characters throughout the campaign. Each tier represents a distinct level of power, skill, and influence, ensuring that characters grow in a balanced and steady way as they overcome challenges and achieve personal milestones. The system is grounded in the idea that characters are fully capable and competent even at the early stages. Still, as they progress, they unlock new abilities, more advanced equipment, and greater influence over the world around them.

Tiers 1 through 3 maintain a sense of realism and grounded play, where characters remain within the natural limits of metahumans. As characters advance to Tiers 4 and 5, they begin to access rare and exceptional abilities, equipment, and talents that set them apart, pushing the boundaries of what is possible in the world. This progression allows for long-term character growth, with each tier offering new opportunities to customize and enhance your character’s unique strengths and playstyle.

Tier 1 (Basic)

All characters begin at Tier 1 during character creation. This tier represents the foundational level of play, where characters are fully capable but have yet to establish their reputation. It’s the starting point for your journey in the shadows, where you’ll begin to hone your skills, develop your talents, and prepare for the challenges ahead.

Attributes:

·         Limited to a range of 1 to 6 during character creation and throughout Tier 1, with adjustments for metatype (e.g., certain metatypes may have higher or lower base limits).

·         No attribute can exceed 6 at this tier without special allowances from metatype.

Skills:

·         The maximum skill level is capped at 5 during character creation.

·         During Tier 1, skills can be raised to a maximum of 6, allowing for a strong foundation in core skills while maintaining room for growth.

Talents:

·         Tier 1 talents are the foundation of your character’s unique abilities and specializations. While relatively straightforward, they serve as stepping stones for more advanced talents.

·         Some talents may unlock talent “trees,” requiring Tier 1 talents to be acquired before advancing to higher-tier talents.

Equipment:

At this tier, characters are typically outfitted with standard street gear—functional but not flashy. Most equipment is easy to acquire and widely available on the open market. It serves its purpose but lacks the advanced features or custom enhancements seen at higher tiers.

Matrix:

Matrix activities at Tier 1 involve basic decking and data operations. Characters have access to standard gear like entry-level cyberdecks and basic software. While effective for day-to-day hacks, their capabilities are limited when it comes to high-security systems or advanced operations.

Magic:

Magic in Tier 1 focuses on foundational spells and abilities. Magicians can perform everyday tasks and combat spells with reliability but lack access to higher-tier rituals, rare spells, or advanced magical artifacts. This is where most spellcasters begin honing their craft, relying on personal skill over sheer magical power.

Tier 2 (Intermediate)

To reach Tier 2, characters must have completed several successful shadowruns and begun to establish a reputation within the criminal underworld or among corporate clients. This tier typically requires around 5,000 XP. At this stage, you’ve proven your competence and are starting to be seen as a reliable runner, ready for bigger and more complex jobs.

Attributes:

·         Attribute limits increase by +1 in Tier 2, allowing characters to push their primary attributes beyond the basic metahuman limits.

·         For humans, this means attributes can now reach a maximum of 7.

Skills:

·         The skill cap increases to 8 at Tier 2. Characters can now become experts in their chosen fields, advancing their core skills while also developing secondary abilities.

Talents:

·         Tier 2 talents introduce more specialized and powerful abilities. Unlocking these often requires having invested in Tier 1 talents, forming talent trees that provide a path toward increasingly potent abilities.

Equipment:

Tier 2 equipment represents a step up from street gear, with access to better commercially available items. This includes high-quality weapons, armor, and cyberware that offer noticeable improvements over standard gear. While still widely available, this equipment often requires more connections or a bigger budget to obtain.

Matrix:

In the Matrix, Tier 2 deckers and technomancers start to access more sophisticated software and gear, allowing for more advanced operations. Characters can now reliably hack mid-level security systems, and their cyberdecks or gear provide improved capabilities for both offense and defense in cyberspace.

Magic:

Magic users at Tier 2 have refined their skills, gaining access to more potent spells and rituals. Their abilities now extend beyond basic combat and utility spells, with some access to rarer and more powerful incantations. Magical gear, such as foci or reagents, becomes more important at this stage, improving their spellcasting ability.

Tier 3 (Advanced)

Tier 3 is for those who have moved up into the major leagues, having completed numerous high-stakes shadowruns. Characters at this tier have become seasoned veterans and are reaching the advanced stages of the campaign. Typically, you’ll need around 15,000 XP to access Tier 3. This marks a significant point in your career, where you take on more dangerous jobs with far-reaching consequences.

Attributes:

·         Attribute limits increase by another +1 in Tier 3, allowing humans to reach a maximum of 8 in their attributes.

·         Characters at this tier have achieved extraordinary levels of performance in their key attributes, representing the pinnacle of metahuman potential.

Skills:

·         Skills can now reach a maximum of 10 in Tier 3, representing true mastery. Characters at this tier are elite professionals in their chosen fields, capable of tackling the most complex and dangerous tasks with ease.

Talents:

·         Tier 3 talents are powerful and unique, providing significant advantages in specific situations. These talents may require lower-tier talents to unlock, and they can reshape how a character approaches challenges.

Equipment:

By Tier 3, characters are using high-end gear that is either illegal, restricted, or requires proper licensing. Weapons and cyberware at this level offer significant advantages, with custom modifications or enhancements. Characters at this tier may have access to military-grade or black-market items that far surpass what the average shadowrunner can obtain.

Matrix:

Tier 3 Matrix operations involve high-end hacking gear and software, capable of penetrating some of the most secure systems. Deckers and technomancers at this tier have the tools and skills necessary to go toe-to-toe with corporate grids and well-defended servers, often engaging in high-stakes runs with severe consequences for failure.

Magic:

At Tier 3, magic users unlock access to advanced rituals, rare spells, and magical artifacts that can dramatically enhance their abilities. This is the level where magicians begin to truly stand out, capable of performing feats that most people would consider legendary. They may also have access to rare or restricted magical foci that increase their power.

Tier 4 (Apex)

Reaching Tier 4 means you’re nearing the endgame of a typical campaign structured around a prologue and three acts. By this stage, characters have amassed a substantial reputation and are often involved in missions that can shape the world around them. Around 50,000 XP is required to enter this tier, translating into years of consistent play. Advanced Tier 4 play often transitions into new, epic story arcs where the stakes are higher than ever.

Attributes:

  • While the base attribute cap remains at 8 for most metatypes, certain Tier 4 talents may allow attributes to surpass this limit, pushing characters into the realm of near-superhuman capabilities.

Skills:

  • Tier 4 unlocks talents that may further enhance skill performance, allowing characters to exceed standard metahuman limits in specific circumstances or gain additional bonuses to skill rolls.

Talents:

  • Talents at this tier unlock exceptional abilities, allowing characters to achieve feats that go beyond what’s typically possible. These talents set characters apart and are often rare or unique to their bloodline or specialization.

Equipment:

Tier 4 gear includes cutting-edge prototypes and corp-only equipment that isn’t available to the public. These items are often experimental or highly restricted, offering abilities and enhancements far beyond what is commercially available. Acquiring this kind of equipment typically requires significant connections, corporate sponsorship, or extreme risk.

Matrix:

In the Matrix, Tier 4 deckers and technomancers have the ability to manipulate the virtual world in ways that others can’t even fathom. Their gear allows for almost instantaneous hacks on high-level security systems, and they can operate in the deepest layers of the Matrix with precision and efficiency. Only the most fortified systems stand a chance against them.

Magic:

Magic at Tier 4 is nothing short of extraordinary. Spellcasters have access to ancient or forgotten spells, legendary rituals, and magical artifacts that are nearly impossible to find. They are capable of reshaping reality itself, bending the rules of the physical and astral worlds in ways that defy conventional understanding.

Tier 5 (Legendary)

Tier 5 represents the pinnacle of character progression, reserved for epic endgame-level play. Characters at this tier have reached at least 100,000 XP and are legends in their own right, with several abilities in the 8-10 range, extremely high key skills, and multiple high-tier talents. And that’s not counting magic items, other special gear, allies, and other extraordinary resources.

The challenges such characters face now are extraordinary, and their actions may change the course of entire countries or corproations. This tier is for those who have truly mastered their craft and are capable of legendary feats.

Attributes:

  • At Tier 5, characters have the potential to increase attributes even further, breaking through the typical limits of metahuman capability through the use of specific Tier 5 talents. This allows for truly extraordinary levels of physical, mental, or social power.

Skills:

  • While Tier 5 does not inherently increase the skill cap, talents in this tier may further augment a character’s ability to perform at their highest level. This may include gaining additional dice, special bonuses, or unique modifiers to skill checks.

Talents:

  • Tier 5 talents represent the pinnacle of a character’s abilities. These talents are often game-changing, allowing for legendary feats that can shape the outcome of entire missions or alter the course of major events. These talents are typically unlocked through the completion of a talent tree, requiring dedication and focus in specific areas of expertise.

Equipment:

At Tier 5, characters wield gear that is often one-of-a-kind or created specifically for them. This includes highly experimental technologies, secret corporate weapons, or artifacts of incredible power. The capabilities of such gear may seem to push the boundaries of what’s possible in the world, making the character feel nearly unstoppable.

Matrix:

Tier 5 deckers and technomancers have reached the pinnacle of their craft, becoming legends in the digital world. They can breach any system, override even the most advanced defenses, and manipulate the Matrix itself to their will. Their actions have the potential to shape or even destabilize entire networks or corporate empires.

Magic:

Tier 5 magic users possess abilities that seem mythic in nature. They can perform rituals and spells of such power that they can alter the course of entire campaigns. These characters have access to the most potent magical artifacts and foci, enabling them to challenge even the most powerful entities in the astral or physical worlds. Their influence over the magical realm is unparalleled.

Experience and progression

In this campaign, a typical session will earn you around 200-250 XP if you're actively engaged and contributing across the board. This range reflects a session where your character is involved in meaningful challenges, taking risks, being creative, and roleplaying well. Simply showing up without much involvement may result in around 100 XP for that session.

What Drives XP Gain?

  1. Meaningful Challenge and Risk
    XP rewards increase as characters take on difficult challenges or face significant risks. Whether it's a dangerous mission or a tough decision with high stakes, characters who step up and confront these challenges will be rewarded. Risk is always relative to your power.
  2. Personal Involvement
    Your active participation in the story and the world around you is key to higher XP rewards. Characters who engage with NPCs, explore personal goals, and contribute meaningfully to the plot will gain more XP.
  3. Novelty and Creativity
    Coming up with creative solutions to problems or thinking outside the box is rewarded. If your character approaches situations in unique or innovative ways, expect to see an XP boost.
  4. General Roleplaying
    Staying in character and contributing to the narrative is essential. Whether it’s through dialogue, decision-making, or interactions with the team, roleplaying your character earns XP, especially when it leads to memorable moments or story development.

XP Gain at higher tiers

XP gain increases by a small amount for each higher tier, provided characters continue to get involved and face meaningful challenges. For example, where a Tier 1 character might receive 300XP, a Tier 3 character gets 400XP instead.

Milestone XP Rewards

In addition to the XP earned during regular sessions, extra XP can be awarded for reaching significant milestones, whether they are major plot points in the overall story or key moments in your character's personal journey. These milestones mark important achievements that push the narrative forward or highlight your character's growth. The size of these rewards will vary depending on the difficulty or importance of the milestone, offering additional motivation to engage deeply with the story and your character’s goals. The most obvious milestone is finishing a run, which should net around 100XP for a relatively short low-tier run.

Unlike regular XP rewards, which tend to stay mostly unchanged regardless of character Tier, milestone rewards will scale up with tier. For example, completing the Tier 1 story arc might net a few hundred XP (with each individual run also providing some milestone XP), but ending the overall campaign arc at Tier 4 could net several thousand XP—and raise the question: do we want to move forward with epic level play?

Progression and the Tier System

This campaign is designed with the long haul in mind, ensuring that your character experiences consistent and meaningful progress across all stages of the game. The tier system provides a structured way for your character to grow over time, allowing you to advance through five distinct levels of play. The goal is to give you a constant sense of improvement, whether through your attributes, skills, talents, or overall influence in the world, without advancing too quickly.

Each session and milestone adds to your character’s development, and the tier system ensures that progression remains steady yet balanced. Whether you're just starting out in Tier 1 or moving towards Tier 4 or 5, the system is built to sustain a rewarding pace throughout the campaign, giving you the space to evolve without ever exhausting your options too early.

As a rule of thumb, expect to remain in Tier 1 for the first few runs. Once you’re an established Shadowrunner, Tier 2 opens up. This is where you’ll be for about half your active career, only moving into Tier 3 after many in-game years of actively running the shadows. Only long-running campaigns have any hope of reaching Tier 4 at all, and usually wrap up while still in Tier 4. Extended Tier 4 play going into Tier 5 is usually reserved for a new, epic storyline following the conclusion of the original campaign.

Progression XP cost

Characters progress by earning XP through participation in sessions, overcoming challenges, roleplaying, and achieving personal or story-driven milestones. XP can be spent across several key areas: Attributes, Skills, Talents, and Magic Powers or Spells. Each of these areas has its own cost structure, designed to balance steady growth with meaningful choices in your character's development.

XP Costs by Category

1.       Attributes
Raising your character’s core attributes reflects significant growth in their fundamental abilities.

·         Cost: 200 XP times the level you're buying.
For example:

·         Increasing an attribute from 4 to 5 costs 1,000 XP (200 × 5).

·         Increasing an attribute from 6 to 7 costs 1,400 XP (200 × 7).

2.       Skills
Skills represent specific proficiencies your character has developed. The XP cost for increasing skills is lower than for attributes, allowing for gradual improvement across a range of abilities.

·         Cost: 50 XP times the level you're buying.
For example:

·         Increasing a skill from 3 to 4 costs 200 XP (50 × 4).

·         Increasing a skill from 5 to 6 costs 300 XP (50 × 6).

3.       Talents
Talents represent unique abilities or specialized techniques that set your character apart. These are often tied to specific archetypes or character choices.

·         Cost: 300 XP times the talent tier.
For example:

·         Unlocking a Tier 1 Talent costs 300 XP.

·         Unlocking a Tier 3 Talent costs 900 XP (300 × 3).

4.       Magic Powers
Magic powers, such as Adept and Bloodline powers, follow the same cost structure as talents, reflecting their specialized nature. They represent significant magical abilities or enhancements that can greatly affect gameplay.

·         Cost: 300 XP times the power tier.
For example:

·         A Tier 1 Magic Power costs 300 XP.

·         A Tier 3 Magic Power costs 900 XP (300 × 3).

5.       Spells
Learning new spells follows the same structure as skills, making it easier for spellcasters to gradually expand their arsenal of magic.

·         Cost: 50 XP times the spell tier.
For example:

·         Learning a Tier 2 Spell costs 100 XP (50 × 2).

·         Learning a Tier 4 Spell costs 200 XP (50 × 4).

The above costs assume that a typical character will split his XP into 3 or 4 equal parts, spreading them between Attributes, Skill, and Talents—and possibly Powers and Spells if he has those.

Example:

A Tier 1 character spends his 5000 XP to reach Tier 2 thusly:

·         Attributes (2000XP): 1200XP to improve 1 attribute from 5 to 6. 800XP to improve another attribute from 3 to 4.

·         Skills (1900XP): 600XP to improve 2 skills from 5 to 6 ranks, 700XP to buy 2 skills from 2 to 4, and 600XP to buy 4 skills from 0 to 2.

·         Talents (1200XP): 1200 XP for 4 tier talents


 


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