Version 0.96 (2025-04-25)
This chapter details character creation and character
progression.
Character creation uses a priority system that allows
you—as the name implies—to prioritize various aspects of your character. Is
your character a skill monkey? You should prioritize skills. Is she going to be
a mage? Probably smart to prioritize magic. And so forth.
Archetypes are provided as thematic inspiration to
help guide your character’s development, but they are not rigid character classes.
Whether you follow a specific archetype or mix and match different traits, the
system allows for complete flexibility in building your character.
Remember to also provide your character motivations, goals, personality,
and background. Character creation is
about more than just numbers and stats; it’s about building a unique
identity within the world of Shadowrun: 2097.
The progression system is designed with long-term
progression in mind, allowing characters to grow steadily over time. 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.
Character creation
Players choose from six categories (Shadowrun
originally had five) to allocate priorities (A to F), with each priority
determining how much power, flexibility, or resources a character has in that
area.
After character creation, these priorities cease being
relevant, except in some specific cases. For example, it’ll be somewhat challenging
to turn into an Elf if you start as a Troll, and if you put an ‘F’ into the
Magic category, you can never learn magic.
The available categories are:
1. Attributes
2. Skills
3. Metatype
(with Karma)
4. Resources
(money)
5. Magic/Resonance
6. Renown
(contacts and influence)
There is no “best” category: everything can be gained or
improved during play. That said, it is probably unwise to take less than a ‘C’
or ‘D’ in Attributes, and if you want a magic potential or specific metatype,
now is when you have to pick one.
Players who want to start a street samurai with decent to
good cyberware will need an ‘A’ or ‘B’ in Resources to get what they want, and
Decker and Rigger types will probably want at least some Resources (at least a ‘C’)
to afford decks and/or drones. The new category, Renown, provides contacts and
street cred to help you access the good gigs, hard-to-get information, and
illegal equipment.
1. Attributes Priority
Attributes determine how many attribute points you
start with. Attributes are vital for your skills and are used to derive many
other attributes, such as defenses, health, and stamina. All archetypes will
benefit from having a high priority in this category.
For comparison purposes, the average NPC will have a 3 in every
attribute (adjusted for metatype), but specialists will have higher scores in
the attributes essential to their archetype.
·
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 with a maximum of 6. This can go
higher during play.
·
1 = 0 points
·
2 = 1 point
·
3 = 2 points
·
4 = 4 points
·
5 = 6 points
·
6 = 9 points
The final rank is adjusted by metatype (see below).
Only the eight primary attributes can be improved using
points from this category. The secondary attributes (Edge, Magic, and
Resonance) can be enhanced using Karma points (see steps 3 and 5).
Examples:
·
Having a 4 in every attribute costs 1+1+2=4*8=32
points, requiring Priority C or above.
·
A Priority A could buy you a 5 in every
attribute—or two 6s, three 5s, and three 4s (18+18+12 points).
2. Skills Priority
Skills determine how many skill points you start
with. Skills are essential for succeeding at the many dangerous and challenging
tasks you will undoubtedly perform. Compared to attribute priorities, you get many
more points, but there are many more skills than attributes, and skills don’t contribute
to defense or derived attributes.
For comparison purposes, the average NPC will have 2 ranks
in skills they are somewhat competent in and 4 ranks in their specialties (if
any). Exceptional NPCs can, of course, have many more skill ranks than this.
·
Priority A grants 96 skill points.
·
Priority B grants 80 skill points.
·
Priority C grants 64 skill points.
·
Priority D grants 56 skill points.
·
Priority E grants 48 skill points.
·
Priority F grants 40 skill points.
Bonus Knowledge skills:
·
Characters get bonus skill points equal to twice
their Intellect attribute that can only be spent on Knowledge skills (see the
Skills chapter for details on what’s a Knowledge skill).
·
Characters get ranks (not points) equal
to their Intellect attribute in their native language and are fluent in that
language regardless of the number of ranks. If the character is multilingual, they
get the same number of ranks for each of their native languages.
Skill Purchase Costs:
The maximum rank during character creation is 5. This can go
higher during play.
·
1 ranks = 1 point
·
2 ranks = 2 points
·
3 ranks = 4 points
·
4 ranks = 6 points
·
5 ranks = 9 points
Examples:
·
Priority C will give you 64 points, enough for 16
skills at rank 3, or maybe 4 rank 4s (24) + 6 ranks 3 (24) + 8 rank 2s (16).
·
Priority A could start with 4 ranks in 24
different skills, which is incredible breadth and depth.
·
If you want to be really good at skills,
remember that you also need to have a high score in the key Attributes for
those skills. For example, if you want to be a competent Face character, you
need a high Presence attribute, and depending on your exact skill choices, you
need decent Cunning, Intellect, and/or Resolve.
3. Metatype (with Karma) Priority
Determines your metatype plus the number of Karma
points you can spend during character creation. Humans, for example, have fewer
attribute bonuses and special abilities than the other metatypes but start with
extra Karma points to compensate. You can also take Flaws (see below) for
additional Karma points.
Karma points are used to improve your Secondary
Attributes, purchase Talents, and—if you’re magically inclined—get extra
powers, spells, etc. Points not spent are lost; Karma has no relevance after
character creation.
·
Talents: Tier 1 (1 point) and Tier 2 (3 points).
This is an exception to the rule that Tier 1 characters can’t buy Tier 2
talents.
·
Secondary Attributes: Same as for Primary
Attributes. For example, if you want to increase your Edge from 1 (base) to 3,
that will cost 1+1=2 points. Taking it to 4 would require 4 points, then 6
points for 5, and the usual 9 points for Edge 6. Characters with a Magic or
Resonance rating can likewise use Karma to increase their stating
Magic/resonance.
Humans
·
Humans with Priority A gain 12 karma
points.
·
Humans with Priority B gain 9 karma
points.
·
Humans with Priority C gain 6 karma
points.
·
Humans with Priority D gain 4 karma
points.
·
Humans with Priority E gain 2 karma points.
·
Humans with Priority F gain 0 karma
points.
Elves
·
Elves with Priority A gain 8 karma
points.
·
Elves with Priority B gain 5 karma
points.
·
Elves with Priority C gain 3 karma
points.
·
Elves with Priority D gain 1 karma point.
Dwarves
·
Dwarves with Priority A gain 7 karma
points.
·
Dwarves with Priority B gain 4 karma
points.
·
Dwarves with Priority C gain 2 karma
points.
Orks
·
Orks with Priority A gain 6 karma points.
·
Orks with Priority B gain 3 karma points.
·
Orks with Priority C gain 1 karma point.
Trolls
·
Trolls with Priority A gain 4 karma
points.
·
Trolls with Priority B gain 1 karma
point.
Metatypes
The game has five main metatypes: humans, dwarves, elves,
orks, and trolls. Other metatypes exist in the world of Shadowrun: 2097 but are
generally not available to players.
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. Instead, the score remains 1. So yes, an ork character could save
a few points if they are willing to have a score of 1 in Intellect, for
example, but now you’re playing a very dumb character, so act
accordingly.
·
The adjustments also 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
o
Karma: Humans get the most Karma when
selecting a metatype.
Dwarf
Dwarves are resilient, dexterous, and mentally tough but
slightly less agile.
·
Attribute Adjustments:
o
+1 Strength (ST)
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 natural grace, insight, and high social skills. You’d think they
had some weaknesses to compensate, but they don’t. As such, they are envied by
most other metatypes, and conversely, many elves look down on non-elves.
·
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 (but not total darkness) as if it were daylight.
Ork
Orks are physically powerful and cunning but tend to have
lower social and intellectual attributes.
·
Attribute Adjustments:
o
+3 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 (but not total darkness) 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
-2 Intellect (IN)
o
-2 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 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.
Flaws (Optional)
Characters can opt to take Flaws to increase the number of
Karma points they have. There are three degrees of severity: Mild (1 point),
Moderate (2 points), and Severe (4 points). A fourth degree of severity,
Burnout, cannot be selected during character creation but can potentially be
gained during play. If so, you might want to make a new character, as it is
likely to cripple you completely.
Up to three flaws can be chosen, but only one may be Severe
(meaning you cannot get more than 8 Karma from flaws). Be warned, however, that
Severe flaws are literally severe and will haunt you every step of the way, and
even Moderate flaws are pretty significant. You can only pick flaws that
would materially affect your character!
Once chosen, you are usually stuck with the flaw forever. On
rare occasions, the GM may allow you to buy it off with XP, but this should be
the exception and come only as the result of actual character growth.
Addiction (Mild, Moderate, Severe)
A character with the Addiction quality is hooked on chemical
substances, such as street drugs (novacoke, bliss, tempo); technological or
magical devices, such as better-than-life (BTL) chips or foci; or potentially
addictive activities, such as gambling or sex. The more severe a character’s
Addiction, the more substance and time he must devote to the activity.
Mild: It’s an addiction, even if you don’t want to
admit it, but other than costing you money, it doesn’t usually interfere much with
the rest of your life.
Moderate: You’re in trouble. A lot of time and money
is wasted on this, and you’re sometimes under the influence at the worst
possible time.
Severe: Most of your time and money goes towards
satisfying your needs. You cannot have a permanent lifestyle, and most of what
you earn is spent on the addiction. In addition, you’re frequently under the
influence, even when running.
Burnout: You’re a junkie. Create a new character.
Allergy (Mild, Moderate, Severe)
A character with the Allergy quality is allergic to a
substance or condition found in their environment. The severity of this flaw is
determined by how common the source of the allergy is and how severe it is once
you are affected.
Mild: Either a constant nuisance or a rare but more
serious reaction
Moderate: Moderately inconvenienced by even common
substances or more severe, even life-threatening reactions to more uncommon
triggers.
Severe: Severe reaction to a common trigger.
Burnout: Vampire allergy to sunlight level severe.
Astral Beacon (Moderate)
The astral signature of a character with the Astral Beacon
quality is like a beacon—highly visible on the astral plane.
Only characters with a Magic rating may take this quality.
Bad Luck (Moderate)
This character is cursed—his own luck often turns against
him.
When the character uses Edge, roll 1D6. On a result of 1,
the point of Edge is spent, but it has the exact opposite effect intended
(gains Disadvantage instead of Advantage, damage is reduced, or injury becomes
more severe).
Bad Rep (Mild, Moderate)
The character has a dark and lasting stain on her
reputation.
While the Mild version will occasionally trigger
Disadvantage, the Moderate version will frequently do so.
Code Of Honor (Mild, Moderate)
The character is bound by a strict code of honor, defining
how he can and cannot behave in various situations.
Mild: Still important, but the rules can be bent or
overlooked if the ends justify the means.
Moderate: The character is bound to his code
and will never willingly go against it.
Codeblock (Mild, Moderate)
The character has issues working with the Matrix.
Mild: Trouble with a specific Matrix skill.
Moderate: All Matrix skills.
Combat Paralysis (Moderate)
A character with Combat Paralysis freezes in combat.
The character always has Disadvantage on Initiative checks,
regardless of other factors. He can use Edge to nullify this Disadvantage but
can never gain Advantage on Initiative by any means.
Dependents (Mild, Moderate)
A character with the Dependents quality has one or more
loved ones who depend on them for emotional support and financial aid.
Dependents may include children, parents, a spouse or lover, a sibling, or an
old friend. Meeting the needs of a dependent should take up a fair amount of
the character’s time, as well as some of the character’s money.
Distinctive Style (Mild)
A character with this quality has at least one aspect of his
appearance, mannerism, or personality that makes him inconveniently
memorable. Characters with this quality are easily remembered, which is a
disadvantage in this setting.
Driven (Mild)
The character has an obsession, something that drives them
forward. It could be some goal or a mystery that needs to be unraveled.
Whatever the cause, when faced with a clue or opportunity to advance their
quest, the character must do so, even if it would be inconvenient or dangerous.
Elf Poser (Mild)
The Elf Poser is a human character who wants to be an elf.
She associates with elves as much as possible, talks like elves, and alters her
appearance to resemble an elf. Characters with this quality may undergo
cosmetic surgery to get elf ears and elf eyes, and they may successfully pass
as elves and avoid any negative Social modifiers associated with being a
non-elf.
Real elves consider Elf Posers an embarrassment, many humans
think of them as sellouts, and other metatypes generally consider posers to be
pathetic. If an elf discovers the character’s secret, the elf is likely to
treat her with contempt and hostility. An outed elf poser may also face stigma
from prejudiced humans as a “race traitor.”
Only human characters may take the Elf Poser quality.
Gremlins (Mild, Moderate, Severe)
Characters with the Gremlins quality don’t get along with
technology. Devices malfunction inexplicably, software crashes unexpectedly,
vehicles refuse to start, components become unusually fragile at his touch, and
wireless links suffer faltering connections and odd interference whenever he’s
involved.
Mild: Mostly a nuisance, but expect Disadvantage on
checks are the worst possible moments.
Moderate: Disadvantage is the norm rather than the
exception. It's not remotely funny anymore.
Severe: Unable to meaningfully use tech.
Hunted (Mild, Moderate, Severe)
The character has a powerful enemy of some sort or is hunted
for some reason. The severity of this flaw depends on how powerful and
how likely they are to come after you.
Mild: Someone moderately powerful and/or unlikely to
come after you. For example, you’ve caused trouble for the Universal
Brotherhood, so if they get the chance, they will hurt you, but they aren’t
actively going after you all the time.
Moderate: Increased power and likelihood of negative
events. There is a federal warrant for your arrest, or you’ve made an enemy of
a corporation. They are constantly looking for you, but the chance of detection
isn’t that high. If they do find you, you could get arrested—or even killed.
Severe: This is going to end badly—for you. You’ve
made a mortal enemy of someone powerful, such as a Great Dragon or a megacorp.
They are unlikely to ever forgive you and are willing to spend a lot of
resources to get you eliminated.
Burnout: You’re fed. For example, a decker
permanently blacklisted by GOD. Whenever you log on, it’s a matter of minutes
before powerful AI are on top of you. Then come the actual rent-a-cops to
physically seize you.
Incompetent (Mild, Moderate)
An Incompetent character possesses a total lack of knowledge
or ability with a specific skill or skill group.
You cannot start with ranks in this skill or skill group and
must pay double to advance these skills during play. In addition, the threshold
for something causing Disadvantage is reduced. For example, a mild
inconvenience requiring MoS 2+ to overcome for a typical character might cause
Disadvantage.
Mild: One skill.
Moderate: One skill group.
Insomnia (Mild, Moderate, Severe)
The character has trouble falling asleep and seldom feels
well rested, which reduces their Stamina and Stamina regain rate.
Mild: Stamina regain is reduced by one-third.
Moderate: Reduce effective Stamina by one-third and
halve Stamina regain rates.
Severe: Literally sleepless. Halve effective Stamina.
You regain half of your stamina from long rests but nothing from short rests.
Loss Of Confidence (Moderate)
Something has caused the character to lose confidence in
himself and one of his abilities.
Choose a skill you have 5+ ranks in. You always have
Disadvantage on skill checks with this skill, and the GM might occasionally extend
this to skills in the same group.
Low Pain Tolerance (Moderate)
Characters with Low Pain Tolerance are particularly squeamish
or sensitive to pain.
When you suffer an injury, the effective Injury level is
increased by one, to a minimum of Light (if any damage is suffered) and a
maximum of Severe.
Ork Poser (Mild)
Influenced by Goblin Rock or over-hyped orxploitation
trends, an Ork Poser is an elf or human character who alters her appearance to
appear as an ork. Various cosmetic biomods—tusk implants, steroids, larynx
alterations, etc.—allow him to successfully pass as an ork. Ork posers are an
embarrassment to many orks, but some tolerate, if not appreciate, the
compliment behind the effort.
Only humans and elves may take the Ork Poser quality.
Prejudiced (Mild, Moderate)
With this quality, the character is Prejudiced against
members of a specific group of people: metahumans, Awakened, non-metahuman
sapient critters, or some other group. The character is not merely
intolerant—he is outspoken about his beliefs and may actively work against the
target of his prejudice. Depending upon the degree of prejudice, this quality
can get the character into trouble for expressing his views or when forced to
confront the targets of his prejudice.
Mild: Your prejudice is real and should be
roleplayed, but it rarely goes beyond Disadvantage on checks or similar.
Moderate: You really hate those you are prejudiced
against. Act accordingly, with or without involving violence.
Severe (NPC only): Likely to attack on sight.
Scorched (Moderate)
A Scorched character is coping with neurological problems
brought on by damage caused in some way by Black IC, Psychotropic IC, or BTL.
The problem can manifest as short- or long-term memory loss, unexpected
blackouts, frequent migraines, diminished senses (sight, touch, smell, etc.),
and mood disorders such as paranoia and anxiety.
Often taken in conjunction with Addiction. If taken
separately, it can be taken to mean the character has shaken a previous
addiction.
Sensitive System (Moderate)
A character with the Sensitive System quality has
immuno-suppressive problems with cybernetic implants.
Double all Essence losses caused by cyberware. Bioware
implants, regardless of how they are grown or designed, are rejected by the
character’s body.
Simsense Vertigo (Mild)
Characters who suffer from Simsense Vertigo experience
feelings of disorientation whenever they work with augmented reality, virtual
reality, or Simsense (including smartlinks, simrigs, and image links).
Disadvantage on all checks when interacting with AR, VR, or
simsense.
SINner (Mild, Moderate, Severe)
The character's personal data is well-documented Matrix-wide
and hard to avoid. Since good Shadowrunners operate outside the law and try to
prevent identification, this can be a huge detriment.
Not having this quality is something of an advantage.
Mild: They have you on record, but the same goes for
almost everyone else, so you’ll usually remain part of the faceless masses.
Moderate: You have enough of a SIN presence that you
can’t easily hide unless you take precautions, live off-grid, or burn through
fake SINs (expensive).
Severe: You either did something terminally stupid
and served federal time—or served with a major corporation for most of your
life. Sure, you can get a fake SIN, but GOD will know almost as soon as you go
online or interact with anything that’s online.
Social Stress (Mild)
Whether as a result of loss or trauma or due to innate
psychological makeup, the Social Stress quality burdens the character with
emotions that interfere with his ability to interact with others.
Any double rolled on a Social skill is a -5 to MoS,
regardless of other circumstances, including Edge.
Spirit Bane (Mild, Moderate)
A character with a Spirit Bane really torques off a certain
type of spirit.
Mild: One type of spirit.
Moderate: All sprits.
Uncouth (Moderate)
The character with the Uncouth quality has difficulty
interacting with others.
You have Disadvantage on all Social skill checks.
Uneducated (Mild)
The character with the Uneducated quality has difficulty
interacting with others.
You have Disadvantage on all Knowledge skill checks.
Unsteady Hands (Moderate)
A character with Unsteady Hands has mild shakes that affect
the dexterity and finesse of his hands.
Disadvantage on Dexterity-based checks.
Weak Immune System (Mild, Moderate)
A character with a Weak Immune System has reduced resistance
to infections and disease.
Mild: You’ll be sick often, but it’s mostly
inconvenient, not crippling.
Moderate: It’s a rare day you aren’t ill. Anything
the GM declares you sick (which is most of the time), you’ll suffer Disadvantage
when you usually wouldn’t.
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 essential 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¥.
Any remaining money beyond 5,000¥ is lost, so it’s better to
take a lower priority, buy gear, or invest in a Lifestyle.
Lifestyle is covered at the end of this chapter. Equipment
is found in the aptly named Equipment chapter.
Debt (Optional)
By taking on debt, you can increase your starting resources
by 25% or 50%. If you do, you owe twice what you gained to a loan shark or
similar entity. At least half must be repaid by the end of the character's
first adventure cycle, or the GM will penalize you by increasing your debt or
even putting a bounty on your head.
Lifestyle
Shadowrun is all about the money—or lack thereof. Not only
do you need money for better gear and cyberware, but you also need to live,
punk. While player typically hates to spend their ill-gotten gains on anything,
their characters are probably doing what they do in no small part for the money
it can bring and what that money can do for them.
Instead of tracing every nuyen spent, the game uses a
concept called lifestyle. Lifestyle determines how the character lives
and, consequently, their monthly expenses. Is the character a squatter in an
abandoned building? Does he survive by dumpster diving? Does the character live
in a rundown apartment? Or has the character found a way to own her own home?
This is primarily a roleplaying choice. If your character
had a stack of nuyen, would they spend it on hookers and blow? Or continue
living off the streets? It would be a rare character indeed who doesn’t spend
his money on himself when they can. There is always more money to be had—just
one more run—and that run could well be your last.
On a more practical level, lifestyle determines how well
your character feels, how others perceive them, and how safe they are. For
example, street punks and squatters will get penalties on any social check if
they try to interact with anyone above their pay grade. Living on the street is
also unsafe, and beyond actual attacks, disease, mental illness, and substance
abuse are sure to follow.
At the start of each month, pick a lifestyle, pay for it,
and enjoy the perks. If you can’t pay, pick a lifestyle you can afford.
Street is listed as 0¥, but that’s only for bookkeeping purposes; you still
have to live, so you’re begging, borrowing, or stealing to get by.
·
Street (0¥/month): You’re a hobo,
literally living on the streets.
·
Squatter (500¥/month): Either literally a
squatter or living out of a hotel box or similar.
·
Low (2.000¥/month): You have a place to
call your own, rented or owned, partially or wholly. The details are up to you,
but use common sense. If you own the place 100%, it’s small, run-down, and in a
bad part of town. This is the lowest level any serious runner should aspire to.
·
Middle (5.000¥/month): Same as Low, but
your crib is better, and your quality of life hugely improved. This is probably
the lowest level any successful runner would accept, especially after a
successful run.
·
High (20.000¥/month): Even better accommodations,
such as a whole house in the suburbs or a really nice apartment in a secure
area. You want for nothing.
·
Executive (50.000¥/month): You have a
house with a garden in Bellevue or a penthouse apartment downtown. You’re safe
and comfortable. Why are you even running anymore?
·
Luxury (100.000+¥/month): You live a life
of true luxury. You have no worries—except how to raise your standard of living
even more.
·
Elite (1.000.000+¥/month): You’re part of
the global elite. You would be eternally happy, except someone even more
wealthy is always looking down on you.
Note that Luxury is 100k and up while Elite is 1m and
up. There is a big
difference between a 100k Luxury and a 500k Luxury. It's not something a
street thug would notice, but the people on the top surely do. You can never
have too much money.
Permanent lifestyle: If you want a more permanent
solution, you can pay x100 monthly to gain that lifestyle “permanently.” While
you don’t actually stop paying for stuff for bookkeeping purposes, you don’t
pay monthly upkeep anymore for that level of lifestyle. You can still treat
yourself to a month of a higher lifestyle when you can afford it (you pay the
difference in lifestyle cost for that month), but you have something to fall
back on.
For example, it would be very reasonable and in character
for a runner to invest 200 grand into a permanent Low lifestyle. Now, he has a
low-end place to call his own that’s reasonably safe and a convenient place to
store his gear. But whenever he’s completed a run, he goes for that Middle lifestyle
(paying the 3 grand difference), representing a bit of clubbing or whatever
else tickles his fancy. When the money runs out, it’s time to go on another run.
If you get tired of your lifestyle, you can ask the GM if
you can liquidate your assets. Depending on your circumstances, you could end
up with a net profit, but more likely, you’ll take some sort of loss. If you’re
in the clean and can sell your luxury condo on the open market within a 2-3
month timeframe, that’s very different from needing the money now while
on the run from Aztechnology.
Finally, your permanent lifestyle is not immune to campaign
events (no different from your other assets). You could get hacked by a
malevolent AI, the aforementioned Aztechnology could come after you and
your assets, and so forth. Hopefully, that won’t happen, but you’re a
Shadowrunner, so long-term investments will always be risky. Better lie in the
here and now, right?
5. Magic/Resonance Priority
The 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 or Resonance are considered non-magical. Characters who put an E into
this category can later pursue magical careers, but picking an F bans you from
any magic aptitude forever.
Increasing your Magic/Resonance score: Magic and
Resonance are Secondary attributes, so they can be further improved (up to the
starting max for your metatype and limited by Essence, so max 6 for most
characters) by spending any Karma points you didn’t use on Talents.
Picking powers, spells, and forms: Physical Adepts
can pick Tier 2 adept powers for 3 points during character creation.
Spellcasters can likewise pick Tier 2 spells, but it costs 3 spell picks to do
so. Technomancers can spend 3 complex forms to get one Tier 2 form.
Leftover Karma can also be spent, but not more Karma than
your Magic/Resonance rating. For spells, you get twice the amount of Karma
spent. For example, a Mage with Magic 6 would get 12 spell picks and could
spend 6 Karma to get 12 additional ones. That’s either 24 Tier 1 spells
(probably too many to be helpful), 8 Tier 2 spells, or a combination thereof. A
Physical Adept with Magic 4 could spend up to 4 Karma for a maximum of 8 power
points.
Mages
Mages are pretty straightforward: pick skills and select
spells, and you are done.
·
Priority A: Magic 6, two magic skills at
rank 5, and 12 tier 1 spells.
·
Priority B: Magic 4, two magic skills at
rank 4, and 8 tier 1 spells.
·
Priority C: Magic 3, two magic skills at
rank 3, and 6 tier 1 spells.
·
Priority D: Magic 2, two magic skills at
rank 2, and 4 tier 1 spells.
Aspected Magicians
Aspected magicians are mages limited from astrally
projecting and can only master a limited aspect of magic (hence the name). They
follow the same rules as mages but pay less in terms of priority.
·
Priority B: Magic 6, two magic skills at
rank 5, and 12 tier 1 spells.
·
Priority C: Magic 4, two magic skills at
rank 4, and 8 tier 1 spells.
·
Priority D: Magic 3, two magic skills at
rank 3, and 6 tier 1 spells.
·
Priority E: Magic 2, two magic skills at
rank 2, and 4 tier 1 spells.
Shamans
Shamans follow the same rules as mages, except they have
fewer spells but access to spirits.
·
Priority A: Magic 6, two magic skills at
rank 5, 6 tier 1 spells, and 3 spirits.
·
Priority B: Magic 4, two magic skills at
rank 4, 4 tier 1 spells, and 2 spirits.
·
Priority C: Magic 3, two magic skills at
rank 3, 4 tier 1 spells, and 1 spirit.
·
Priority D: Magic 2, two magic skills at
rank 2, 4 tier 1 spells.
Physical Adepts
Physical adepts do not cast spells or astrally project but can
purchase adept powers. Archetype skills should fit your take on the physical
adept, such as weapon skills, Athletics, Vigilance, etc.
·
Priority B: Magic 6, two archetype skills
at rank 5, and 6 adept powers.
·
Priority C: Magic 4, two archetype skills
at rank 4, and 4 adept powers.
·
Priority D: Magic 3, two archetype skills
at rank 3, and 3 adept powers.
·
Priority E: Magic 2, two archetype skills
at rank 2, and 2 adept powers.
Mystic Adepts
Mystic adepts are physical adepts with some spellcasting
potential. They can become very versatile, but their inability to do astral
projects holds them back. Plus, they need to spend XP improving two different
types of magic.
·
Priority A: Magic 6, two archetype skills
at rank 5, 6 tier 1 spells, and 3 adept powers.
·
Priority B: Magic 4, two archetype skills
at rank 4, 4 tier 1 spells, and 2 adept powers.
·
Priority C: Magic 3, two archetype skills
at rank 3, 4 tier 1 spells, and 1 adept power.
Technomancers
Technomnacers employ an entirely new type of magic,
Resonance, that allows them to interact with and manipulate the Matrix.
Anything a decker can do, and then some, they can potentially
accomplish—without a cyberdeck. The downside is that interfacing with the
Maztrix like this is—like spellcasting—mentally and physically taxing. Forms
are similar to cyberdeck programs, while sprites are matrix constructs aking to
the shaman’s spirits.
·
Priority B: Resonance 6, two Matrix
skills at rank 5, 6 tier 1 forms, and 3 sprites.
·
Priority C: Resonance 4, two Matrix
skills at rank 4, 4 tier 1 forms, and 2 sprites.
·
Priority D: Resonance 3, two Matrix
skills at rank 3, 4 tier 1 forms, and 1 sprite.
·
Priority E: Resonance 2, two Matrix
skills at rank 2, and 4 tier 1 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: Access to top-paying jobs,
elite contacts, and strong negotiating power.
·
Priority B: Access to good-paying jobs
and strong connections.
·
Priority C: Access to moderate-paying
jobs and reliable contacts.
·
Priority D: Entry-level work and minimal
reputation.
·
Priority E: Largely unknown and gets
low-level jobs with few or weak contacts.
·
Priority F: Totally unknown and works
under the radar with minimal connections.
Steel level characters
Replace the A Priority with a second F Priority to create a
more gritty, grounded game featuring “street-level” characters. Players are
still competent, but the difference in power is quite noticeable. A less punishing
version is to replace the A with a second C—or any other combination GM and
players desire.
Advanced characters
Characters created using the standard Priorities are already
relatively skilled and powerful, but they are not experienced shadowrunners. To
create more experienced starting characters, the GM will hand out a number of
starting XPs that players can use to improve their characters before play
begins.
For example, starting with 20.000 XP would let players skip
ahead and start playing at Tier 3, meaning you’re rocking incredibly powerful
and complex characters from the first session. He should also increase the
nuyen value of each tier of the Resources priority so that characters can buy
gear appropriate to their tier.
Archetypes
In Shadowrun, archetypes are not rigid classes or mechanical
restrictions. Instead, they are 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 specific 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 can mix and match abilities from
different archetypes or even forge an 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 leaving room for creativity and growth.
Adept
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
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
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
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
The Face is the group's charismatic talker, negotiator, and
con artist. 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
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
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
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
Shamans are magic users who draw 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
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
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 mercenaries, bodyguards, or enforcers,
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
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
Technomancers are individuals who can manipulate the Matrix
without the need for cyberdecks or traditional technology. Their innate
abilities allow 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.
Experience and
progression
The game uses experience points (XP) to track
character advancement. XP is then used by the player to improve attributes and
skills, buy new talents, and more. Progression is entirely free form but is
limited by what Tier your character belongs to.
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.
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.
Tier 1 (Basic)
All characters begin at Tier 1 during character creation.
This tier represents the foundational level of play, where characters are competent
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:
·
No attribute can exceed 6 at this tier without adjustment
from metatype or special abilities.
Skills:
·
The maximum skill level is capped at 5 during
character creation.
·
During Tier 1 play, skills can be raised to a
maximum of 6.
Talents:
·
Tier 1 talents are impactful but grounded.
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 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 (8 for Edge)
Skills:
·
The skill cap increases to 8 at Tier 2.
Characters can now become experts in their chosen fields.
Talents:
·
Tier 2 talents introduce more specialized and
powerful 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.
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 (9 in Edge) 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 easily tackling the most complex and dangerous
tasks.
Talents:
·
Tier 3 talents are powerful and unique,
providing significant advantages in specific situations.
Equipment:
By Tier 3, characters are using high-end gear that is
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 corporations.
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 gain
In this game, 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 isn’t going to reward you with as much and may
result in around 100 XP for that session.
What Drives XP Gain?
- Meaningful
Challenge and Risk
XP rewards increase as characters take on complex 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. Consequently, improvements will slow down as
advances cost much more, but XP gain is only slightly increased. This is
intentional.
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 system 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 generally reserved
for a new, epic storyline following the conclusion of the original campaign.
Progression XP cost
XP can be spent across several key areas: Attributes,
Skills, Talents, and Magic Powers or Spells. Each area 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 attributes from 4 to 5 costs
1,000 XP (200 × 5).
·
Increasing attributes 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 various 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.
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 significantly affect
gameplay. The same rules apply to bund spirits and sprites.
·
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 has participated in two runs (plus some
side content, primarily roleplaying related to her origin during downtime)
across seven sessions, earning a total of 5100 XP. About 60% of that has come
from run sessions, 20% from roleplaying during downtime, and 20% as milestone
XP (for the two runs plus some personal development.)
She has spent the XP thusly:
·
Attributes (2000 XP): 1200 XP to improve
1 attribute from 5 to 6. 800 XP to improve another attribute from 3 to 4.
·
Skills (1900 XP): 600 XP to improve 2
skills from 5 to 6 ranks, 700 XP to buy 2 skills from 2 to 4, and 600 XP to buy
4 skills from 0 to 2.
·
Talents (1200 XP): 1200 XP for 4 tiers of
talents
The GM declares that she—and the rest of the team—are ready
for Tier 2. She can now advance as a Tier 2 character.
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