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?
- 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. - 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. - 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. - 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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