Chapter 1: Core mechanics
This chapter introduces the core mechanics, focusing on the
Success Check (SC) system for resolving skill checks, attacks, and other
actions. The Success Check Workflow outlines setting Target Numbers
(TN), calculating skill bonuses, and rolling dice to determine success or
failure.
Furthermore, the chapter explains Advantage/Disadvantage,
Margin of Success (MoS), and Rolling Doubles, adding depth to how
success or failure is determined. Additionally, mechanics for Variable
Damage Rolls and the Armor System ensure combat is both tactical and
impactful. The Edge system is detailed, providing ways for players to
influence rolls, recover Edge, and even avoid death with the costly Edge
Burn mechanic.
Success
checks
The game’s mechanic for resolving skill checks, attack
rolls, and more is the Success Check (SC):
2d10 + skill (ranks + 2 governing
attributes) vs. Target Number (TN) = Success if equal to or greater
1. Determine the Target Number (TN)
The GM sets a Target Number based on the difficulty of the
task. TN values typically range from 15 to 30, though higher TNs are possible
for exceptionally difficult tasks. TNs lower than 15 are rarely used; anything
that easy is probably not worth making a check for—unless the character has a
low chance of success and the task is of dramatic importance.
2. Determine Advantage and Disadvantage
Determine if you have Advantage or Disadvantage on the check.
·
Advantage: Advantage can be granted by
favorable conditions, gear, or character talents. Another way to gain Advantage
is by spending a point of Edge (see below).
·
Disadvantage: Disadvantage can be imposed
due to unfavorable conditions, lack of proper gear, or powerful adversaries.
Using Edge in conjunction with Advantage/disadvantage:
·
Edge can be spent during this step to gain
Advantage if you do not already have it or to remove Disadvantage, but you cannot
do both for the same check.
3. Roll Dice
Roll 2d10 and add the results together.
·
With Advantage: Roll 3d10, then remove
one die of your choice (usually the lowest result, but there are exceptions) before
adding the results together.
·
With Disadvantage: Roll 3d10, then remove
one die chosen by the GM (usually the higest result, but there are exceptions)
before adding the results together.
4. Add the Skill Bonus (SB)
Identify the relevant skill for the task, then add your Skill
Bonus (SB) to the dice roll.
Calculating the skill bonus:
·
Key Attributes: Combine the values of the
two key attributes for the skill.
·
Skill Ranks: Add the character’s ranks in
the skill being used.
5. Determine Success or Failure
If the total meets or exceeds the TN, the check is
successful. Otherwise, it is a failure.
6. Magnitude of Success/Failure (MoS)
Some checks may require only a simple success or failure,
but for many checks, how well you succeeded (or how badly you failed) is
essential.
Calculate Margin of Success (MoS): The Margin of
Success is the total from the SC minus the TN. MoS indicates how well the check
was performed.
·
Positive MoS:
o 0
to 4: Marginal (but still a success).
o 5
to 9: Significant Success.
§
Attack: Add 1d6 to your damage pool.
§
Non-attack: At the GM’s discretion, gain
Advantage on your next related SC.
o
10 or more: Complete success.
§
Attack: Add 2d6 to your damage pool.
§
Non-attack: At the GM’s discretion, gain
Advantage on your next SC (even if unrelated). Alternatively, the GM might
offer another benefit.
·
Negative MoS:
o
-1 to -5: Marginal failure.
o
-6 to -10: Significant failure. You gain
Disadvantage on your next related SC.
o
Below -10: Complete failure. You gain
Disadvantage on your next SC and additional penalties at the GM’s discretion.
Rolling Double
Rolling doubles amplifies success and failure. For this
reason, you might want to keep a double instead of the highest number when
rolling with Advantage. For the same reason, the GM might tell you to remove a
lower number if that leaves you with a double—and he knows you’ll fail even
more spectacularly.
·
If You Succeed: If you rolled a double
and succeeded, add 5 to your Margin of Success (MoS). This represents an
extraordinary performance.
·
If You Failed: If you rolled a double and
failed, subtract 5 from your Margin of Failure. This represents a significant
mishap.
·
If You Used Edge: Always add 5 to your
MoS, even if you would fail the check. This might make you succeed after all—or
reduce the severity of your failure.
Understanding the probability curve of 2d10
Rolling 2d10
creates a bell-shaped probability distribution. Unlike a single d20 or d100,
2d10 clusters results around the middle, making mid-range results more common.
Probability
breakdown for 2d10:
1.
Probability
of Rolling 5 or Higher:
Approximately 94% (compared to 80% for 1d20)
2.
Probability
of Rolling 10 or Higher:
Approximately 64% (compared to 55% for 1d20)
3.
Probability
of Rolling 15 or Higher:
Approximately 21% (compared to 30% for 1d20)
4.
Probability
of Rolling 20:
Approximately 1% (compared to 5% for 1d20)
This distribution
helps design challenges with a predictable range of results, allowing for a
balance between variability and success. The rules for Advantage/Disadvantage,
Edge, and rolling doubles add another layer of complexity and depth to the
equation.
Difficulty levels
Some challenges
and tasks may be assigned intermediate TNs. For example, if something is
slightly more complex than Moderate but not quite Challenging, a TN of 22 could
be appropriate.
If the difficulty
level is pretty obvious, like a check being Very Difficult (i.e., beyond what
most people can achieve), he’ll just say Very Difficult. The GM may hint (or
straight-up lie) if the difficulty is less apparent—or just not tell you the
difficulty at all.
Moderate
difficulty has a TN of 20. Assuming a +15 skill bonus, a professional in the
field should succeed approximately 95% of the time, while a less skilled but
still trained person (+10 skill bonus) will get it right about 2/3 of the time.
The same professional would have a 2/3 chance of succeeding at a TN 25 task,
but this would drop dramatically to 1/5 for a TN 30 check. Using Advantage,
they could significantly increase their chances of success, and if able to
spend Edge, could further improve their chances.
Most checks will
be in the 15-30 range, but knowing players, they are likely to try stuff
that’s, if not downright impossible, then close to it. There is no hard upper
limit for TNs, but anything above 40 is virtually impossible for all but the
most epic of characters. If a task is quite literally impossible, such as a
normal person flapping their arms to fly, then the task cannot even be
attempted. Don’t bother rolling the dice—it’s an auto-fail.
10 (Very Easy)
This task is straightforward and requires minimal effort.
Most people, even without specialized training, should be able to accomplish it
easily. It’s typically not worth rolling unless you’re under significant
pressure or have Disadvantage in conjunction with a low skill modifier.
15 (Easy)
A task that might require some attention but is well within
the capabilities of most people with a basic understanding or some relevant
experience.
20 (Moderate – Default)
The standard difficulty for tasks that present a challenge
but should be manageable for someone with relevant skills or experience. A
professional in the field should succeed most of the time.
25 (Challenging)
A more difficult task requiring a higher level of skill or
expertise. Success is not guaranteed, even for a professional, and may require
some level of preparation or focus.
30 (Difficult)
A task requiring significant skill or expertise. Only those
highly trained or experienced can regularly succeed.
35 (Very Difficult)
A challenge only the most skilled individuals can achieve.
Even for experts, success is far from guaranteed.
40+ (Near Impossible)
A task almost beyond the reach of even the most skilled
experts. Success requires exceptional skill, luck, perfect conditions, or
extraordinary effort. Failure is highly likely.
Advantage/Disadvantage
While some
situations may apply flat bonuses or penalties to success checks (usually when
your skill is directly impacted rather than the circumstances of the check),
the system more commonly utilizes the Advantage/Disadvantage mechanic to
represent dynamic changes in a situation.
·
Advantage means you roll an extra die (3d10 instead
of 2d10) and then remove a die of your choice.
o You will usually want to remove the lowest roll,
but sometimes, you might want to remove another result to get a double.
·
Disadvantage means you roll 3d10 and then remove a
die of the GM’s choice.
o You will usually have to remove the highest
roll, but sometimes, you might be forced to remove another result to force a
double.
How Advantage
and Disadvantage Affect Rolls
·
Advantage and Disadvantage are roughly
equivalent to a +2.5 or -2.5 modifier on your success check
(discounting the effects of rolling doubles) but do not affect the maximum or
minimum you can roll.
Multiple
sources of Advantage/Disadvantage
You either have
Advantage, or you don’t. The same goes for Disadvantage.
·
There
is no stacking of Advantage/Disadvantage even if you have multiple sources of
either.
·
If you
have BOTH Advantage and Disadvantage on the same check, you have neither.
Removing
Advantage/Disadvantage
Some game effects
may call for removing Advantage or Disadvantage from a check. This is
NOT the same as giving Advantage or Disadvantage.
For example, night
vision goggles remove Disadvantage from combat checks (among other things) made
in low-light conditions, which means you can now gain Advantage from another
source without having it canceled.
Using Edge with
Advantage/Disadvantage
If you spent Edge
to gain Advantage or remove Disadvantage, there is an added benefit:
·
Any
double will increase MoS by 5, even if the check would normally result in a
failure (and thus -5 MoS).
Variable damage rolls
Damage, whether
from weapons, spells, or environmental effects, is determined by rolling a
number of d6 and adding a modifier based on the weapon’s Strength
attribute (melee weapons use the wielder’s Strength, ranged weapons use their
own).
Examples:
1.
Street
Samurai: ST 6 attacks a
thug with a sword, doing 2d6+6 damage (2d6 for the sword, +6 for ST).
2.
Guard: Shoots a runner with a burst from his SMG,
doing 3d6+4 damage (2d6 base for the SMG, +1d6 from burst, +4 for the weapon’s
ST).
The bell curve
created by multiple d6 rolls means that the more dice rolled, the more likely
you will get average results. This system provides consistency in damage while
still allowing for extreme highs and lows.
Weapon
examples:
While the
Equipment chapter has all the details, it’s worth mentioning that for firearms,
2d6+4 is considered the "standard" damage of a light firearm, such as
a light pistol or Ingram Smartgun (ignoring the burst and smart-gun features
for now), heavy pistols (such as the Ares Predator) does 3d6+5 damage, 4d6+6 is
assault rifle damage, 6d6+8 is a typical sniper rifle, while your trusted
assault cannon does 8d6+10 damage.
Melee damage is
less varied, with 2d6+ST being the standard damage for many weapons, but a
troll attacking you with a two-handed fractal-serrated glaive will do a lot
more damage than that. Punching someone with the intent to harm them does
1d6+ST Stun damage, which is kind of dangerous but not as terrible as
being stabbed or shot.
Magic spells, Matrix
combat, environmental hazards, and vehicle combat follow a similar pattern but
with unique quirks, so once you learn the base system, you’re well-equipped to
handle more exotic forms of combat.
Damage mitigation (armor system)
If you get hit,
you will suffer damage. Armor can help mitigate damage entirely or partially.
All forms of armor (physical, magical, Matrix, etc.) are rated for Penetration
Threshold (PT) and Damage Reduction (DR).
·
Damage
below the PT is entirely negated (although the armor itself can become
degraded).
·
Damage
that’s at least equal to PT has penetrated and do FULL damage, adjusted as
follows:
o Penetrating damage is reduced by the armor
DR as a percentage (don’t worry, there’s a table for this that greatly
simplifies calculation).
Example:
Pistol vs. Light
Armor: 2d6+4 vs. PT 15/DR 30.
The attacker must roll at least 15 damage, so he needs 11 total on 2d6 to
penetrate. Anything less is entirely stopped by the armor. But for the sake of
argument, let’s say he rolled a 12, so 16 total. The armor soaks 30% of that,
or 4 points, leaving 12 damage.
This is a straightforward
example of using a semi-auto pistol against light armor protection. If the
shooter got a high MoS, he’d get extra dice, burst fire does more damage, there
are special ammo types, etc. If the defender had more serious armor protection
(assault armor PT35/DR60), the attacker would need a much more powerful weapon
to penetrate. This and much more are covered in relevant chapters (combat,
equipment, magic, etc.).
As a rule of
thumb, light armor is PT15/DR20, medium armor is PT25/DR40, and heavy armor is
PT35/DR60, but there is considerable variation between armor types and models.
Anything heavier than light armor will slow the wearer and reduce their Dodge
defense. All armor follows the same general rules, be it manufactured armor,
natural armor, magical armor, Matrix armor, vehicle armor, or whatever.
Edge
Edge is a fluid and powerful resource that players can use to influence the outcome of rolls, increase damage, and avoid catastrophic injuries. It’s designed to be spent frequently, with the knowledge that it can be regained through rest, success, or even failure.
Using Edge
1.
Gain
or Remove Advantage/Disadvantage:
·
Gain
Advantage: Spend 1 Edge to
roll 3d10 and choose which die to remove.
·
Remove
Disadvantage: Spend 1 Edge
to negate Disadvantage and roll 2d10 normally.
When using Edge in
this manner, any double adds 5 to the total (instead of subtracting 5 if
it would otherwise be a failure. Thus, a double could potentially transform a
failure into a success.
2.
Improve
Initiative:
·
Boost
Initiative: Spend 1 Edge
to roll +1d6 when determining Initiative
3.
Boost
Damage:
·
Boost
damage: Spend 1 Edge to
roll +2d6 when determining variable damage.
4.
Reduce
Injury Severity:
· Lessen Injury: Spend 1 Edge to reduce the severity of an injury by 1 step (to a minimum of minor). This can prevent a serious injury from becoming critical or life-threatening.
Edge Recovery
Edge is designed to be a fluid resource,
encouraging players to spend it freely, knowing it can be regained through rest
or during gameplay.
·
Long
Rest: Regain 1 Edge point.
·
Between
scenarios (not sessions):
Regain all Edge points.
Edge Regained
During Play
In addition to
rest, players can regain Edge based on their actions, achievements, and
setbacks. The ease with which Edge is regained is influenced by both the
character’s current Edge and their maximum Edge, plus the magnitude of their
successes (or failures).
1.
Achievements
and Success:
·
Characters
regain Edge after achieving significant objectives, such as reaching key
milestones, completing missions, defeating major enemies (bosses), or coming up
with clever solutions.
Example: Overcoming
a major obstacle or defeating a powerful (boss) enemy might restore 1 Edge (or
more for characters with low current Edge and high max Edge). Taking down the
Big Bad will restore Edge to its maximum value for everyone.
2.
Failures
and Setbacks:
·
Edge can
also be regained when the team faces significant failures or setbacks,
reflecting the characters’ resilience in the face of adversity.
Example: Coming up
with a good plan that, for whatever reason, fails might restore some
Edge as the characters grit their teeth in the face of adversity. No Edge is
restored if the plan was stupid or never likely to succeed in the first place.
Edge Burn
Edge Burn is a last-resort mechanic used to prevent
a character’s death. By permanently sacrificing a portion of their Edge,
a character can avoid immediate death but still require urgent medical
attention and a lengthy recovery period.
·
Effects
of Edge Burn:
o Avoids outright death but needs immediate
medical attention and long-term recovery.
o Cost: Edge Burn reduces the character’s current Edge by 1 and permanently
reduces their maximum Edge score by 1. This means they can no longer regain
that point of Edge, limiting how often they can use this feature.
o Restrictions: Edge Burn is only used to prevent outright
death—it cannot be used to avoid other forms of harm or failure. For example,
if a troll rips off your arm and beats you to death with it, you will somehow
survive long enough to be brought to the ER, but the arm still needs to be
reattached, regrown, or replaced.
This mechanic
provides players with a safety net in extreme situations, but at a cost that
grows heavier over time, ensuring that Edge Burn is only used in truly
life-or-death moments.
Chapter 2: Characters
Creating a character 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 system is designed with long-term progression in
mind, 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 character classes.
Whether you follow a specific archetype or mix and match different traits, the
system allows for complete flexibility in building your character.
You will earn XP through regular sessions, with
additional rewards for major story milestones and character-driven moments. The
XP system ensures that you are always progressing at a steady pace, allowing
for growth without overwhelming advancement.
Character creation (The
priority system)
Character creation is where you lay the foundation
for your journey. 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 largely 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 (and pay for it with a priority).
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 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.
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.
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.
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.
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.
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 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:
·
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 adjustment
from metatype or special abilities.
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 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, advancing their core
skills while also developing secondary abilities.
Talents:
·
Tier 2 talents introduce more specialized and
powerful abilities. Unlocking these often requires investing in Tier 1 talents
that unlock 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.
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 easily tackling the most complex and dangerous
tasks.
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 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 and
progression
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
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 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.
Chapter 3: Attributes
Attributes, alongside skills and talents, are one of the
three fundamental pillars of character definition. They represent a character’s
inherent qualities and capabilities, providing a baseline for their abilities
and influencing how they interact with the world.
Attributes are divided into four categories:
·
Primary Attributes: Core attributes that
define a character’s physical and mental/social capabilities, further
subdivided into Physical and Mental/Social attributes.
·
Secondary Attributes: Special attributes
applicable only to users of magic (Magic/Resonance) and shadowrunners (Edge).
·
Derived Attributes: Values like Essence,
Health, and Stamina are calculated from primary or secondary attributes.
·
Defenses: Derived from primary
attributes, these provide resistance to various forms of attack.
Primary
Eight primary attributes define a character, split evenly
between physical and mental/social categories.
Characters with high Strength and Vitality are
physically powerful and resilient. Strength contributes to offensive
actions, while Vitality ensures endurance and recovery.
Agility and Dexterity balance speed and
precision. Agility governs movement and evasion, while Dexterity
focuses on fine motor control and tool or weapon handling.
Cunning and Intellect represent mental
sharpness. Cunning governs awareness and adaptability, while Intellect
covers knowledge and analytical ability.
Resolve and Presence balance inner strength
and external influence. Resolve denotes mental toughness, while Presence
allows a character to lead, inspire, and influence others.
Attribute Rankings (0 to 10+):
·
0 – Absent: You cannot perform tasks
related to this attribute.
·
1 – Weak: Below average; related tasks
are difficult.
·
2 – Below Average: Slight deficiency;
tasks require extra effort.
·
3 – Human Average: Standard level; no
particular difficulty in related tasks.
·
4 – Above Average: Slightly better than
average; excels in relevant tasks.
·
5 – Superior: Clearly above average;
recognized for strength in this area.
·
6 – Gifted: Far above average; highly
capable and often regarded as gifted.
·
7 – Exceptional: Stands out even among
the highly talented; performs with effortless precision and consistency in
demanding tasks. This level is rare and often seen only in elite specialists or
prodigies.
·
8 – Near-Superhuman: Nearly unmatched;
performs feats most find impossible.
·
9 – Superhuman: Far beyond human norms;
performs with incredible ability.
·
10 – Peak of Human Potential: Achieves
the absolute maximum for humans.
·
11+ – Beyond Human Limits: Surpasses
human potential, entering the realm of the extraordinary or supernatural.
PHYSICAL ATTRIBUTES
Strength (ST)
Strength represents raw physical power and the ability to
leverage that power. It affects actions like lifting and breaking objects and
physical combat.
Role in Character: High Strength indicates dominance
in brute force and physical feats. These characters can overpower opponents and
perform tasks requiring considerable muscle.
Vitality (VI)
Reflects overall health, endurance, and resilience.
Determines how well a character can withstand physical stress, recover from
injuries, and resist illness.
Role in Character: High Vitality denotes robust
health and stamina, allowing characters to endure prolonged physical activity
and recover quickly from setbacks.
Agility (AG)
Represents speed, coordination, and graceful movement.
Affects how quickly a character acts, evades, or performs acrobatic feats.
Role in Character: High Agility allows characters to
move nimbly, evade attacks, and easily perform complex movements. It is crucial
for roles that require quick reflexes and precision.
Dexterity (DX)
Measures skill and precision in tasks requiring fine motor
control, such as lock-picking, crafting, or using delicate tools and weapons.
Role in Character: High Dexterity suggests expertise
in tasks requiring hand-eye coordination and finesse, making the character
proficient in using weapons and tools with great accuracy.
MENTAL/SOCIAL ATTRIBUTES
Cunning (CU)
Reflects strategic thinking, cleverness, and the ability to
outwit opponents. Governs awareness, quick thinking, and resourcefulness.
Role in Character: High Cunning indicates a character
adept at manipulation, tactical planning, and problem-solving. They excel in
navigating complex situations and spotting opportunities.
Intellect (IN)
Measures knowledge, reasoning, and analytical skills.
Governs how well a character learns, understands concepts, and solves
intellectual challenges.
Role in Character: High Intellect reflects deep
knowledge and strategic thinking, making characters capable of solving problems
that require insight and education.
Resolve (RE)
Represents mental fortitude, determination, and the ability
to withstand psychological stress. Affects persistence and resistance to
coercion.
Role in Character: High Resolve means a character is
strong-willed and able to endure emotional and psychological challenges. They
are determined and less likely to succumb to external pressures.
Presence (PR)
Reflects a character’s aura, charisma, and ability to
influence others. Governs leadership, charm, and making a lasting impression.
Role in Character: High Presence enables a character
to captivate and lead others, excelling in roles that require persuasion and
leadership. They make strong impressions and can command attention in social
situations.
Secondary
Secondary attributes represent unique or rare qualities that
apply only to certain types of characters, such as runners, magic users, or
exceptional individuals. Most ordinary people have a value of 0 in all
secondary attributes except for Essence. Only runners and other extraordinary
individuals have Edge, and only magic-using characters have Magic
or Resonance scores.
Edge (EDG)
Edge represents a character’s luck, their ability to tap
into extraordinary outcomes or avoid potential disasters. It measures the
character’s capacity to influence the odds in their favor during critical
moments.
Role in Character: Characters with high Edge
experience more favorable outcomes in high-pressure situations. Edge can be
used to reroll failed checks, enhance the success of an action, or occasionally
allow the character to perform beyond their normal abilities. It is a crucial
resource for overcoming challenges that require a little luck or pushing the
limits of what’s possible.
Calculation: Edge is typically determined during
character creation and may be influenced by a character’s background or
experience. Most NPCs do not have Edge. Humans, however, have an inherent
advantage and gain +1 Edge compared to other species, reflecting their
adaptability and resourcefulness.
Magic (MAG)
Magic represents a character’s inherent magical ability or
affinity with the mystical forces in the world. It governs the character’s
capacity to perform spells, rituals, or other magical actions. Magic is
essential for characters who wield magical powers, whether through learned
spells, innate magical talents, or ritualistic practices.
Role in Character: Characters with a high Magic
attribute can perform powerful spells and access deeper realms of magical
knowledge. They are more effective in casting, sustaining, and controlling
magical effects. Conversely, characters with low or no Magic have no access to
mystical powers and are unaffected by magical limitations or penalties. A
reduction in Essence (from cyberware, for example) directly reduces a
character’s Magic rating, making Essence critical for maintaining magical
prowess.
Calculation: Magic is typically equal to the
character’s Essence (for magically active characters), but it may vary
depending on their training, background, or magical traditions. Cybernetic or
technological augmentation that reduces Essence will also decrease Magic.
Resonance (RES)
Resonance represents a character’s connection to the digital
world, particularly for those with a deep affinity for the Matrix and other
advanced digital environments. Resonance is critical for
technomancers—individuals who can manipulate the digital world in ways others
cannot.
Role in Character: Characters with a high Resonance
score can interface with the Matrix in unique and powerful ways, using their
abilities to manipulate data, control machines, and perform feats that go
beyond traditional hacking. Resonance governs the use of special abilities like
threading complex programs or interacting with digital entities without the
need for physical hardware. Similar to Magic, Resonance is deeply tied to a
character’s Essence—cyberware and technological augmentation can disrupt a character’s
connection to Resonance, reducing their abilities in this area.
Calculation: Resonance is typically based on the
character’s natural abilities as a technomancer and is also linked to their
Essence. Like Magic, if a character’s Essence is reduced by technological
augmentation, their Resonance will decrease accordingly.
Derived
Derived attributes are calculated from a combination of
primary attributes and reflect key aspects of a character’s ability to function
in combat and stressful situations. These attributes include initiative,
health, and stamina, all of which are critical for survival and success in the
game world.
Essence (ESS)
Essence measures a character’s connection to their innate
humanity or true self, particularly in the context of technological or magical
enhancements. Essence represents the purity of one’s being and influences how
much a character can be altered by cybernetic implants or other modifications
before losing their essential human qualities.
Role in Character: High
Essence indicates that a character is largely unmodified and maintains a strong
connection to their natural self. Characters with high Essence experience fewer
penalties related to technological or magical interference. Conversely, low
Essence indicates heavy augmentation or magical tampering, which might grant
powerful abilities but at the cost of personal vulnerability, reduced humanity,
or susceptibility to certain magical effects. Essence is also critical for
magic users, as reduced Essence limits their ability to perform magic
effectively.
Calculation: Essence
starts at a base value (6 for unmodified humans
and metahumans) and decreases based on the amount of cybernetic augmentation or
drastic magical alteration a character undergoes.
Initiative (INI)
Initiative represents a character’s ability to act quickly
and decisively in high-pressure situations, combining physical agility with
mental sharpness. Characters with high Initiative can assess and react to
danger faster than others, allowing them to act before their opponents.
Role in Character: High Initiative gives a character
the upper hand in combat and fast-paced situations, allowing them to act first,
set the pace, and potentially avoid or mitigate danger before it escalates.
It’s especially important for characters focused on quick reflexes, such as
those engaged in combat or fast decision-making roles.
Calculation: 1d6 + Agility + Cunning.
Health (HLT)
Health represents a character’s overall physical condition
and resilience to damage. It measures how much bodily harm a character can
endure before incapacitation or serious injury.
Role in Character: High Health allows a character to
withstand more physical punishment and recover more effectively from injuries.
This is essential for characters expected to engage in combat or survive
dangerous environments, making them harder to take down in physical
confrontations.
Calculation: 11 + Strength + 2xVitality.
Stamina (STA)
Stamina reflects a character’s ability to maintain both
physical and mental effort over long periods. It combines endurance, willpower,
and mental resilience to measure how well a character can push through fatigue
and stress.
Role in Character: High Stamina allows characters to
persist in extended physical activities or high-stress mental challenges. It is
vital for characters who must remain effective during prolonged battles,
intense physical exertion, or situations requiring mental toughness and
concentration over time.
Magic and the Matrix: Stamina is essential for mages who
cast spells and plan to interact with the Astral in any way, deckers who plan
to do intrusive netruns, and technomancers in general.
Calculation: 11 + 2xVitality + Resolve.
Size (SIZ)
Size determines a character's or creature's physical
dimensions, impacting combat, movement, and interactions with the environment.
Each size category has specific mechanics that affect how characters engage in
combat, hide, and occupy space.
Medium size: Humans, Orks, Elves, Dwarves
·
Standard size with no special modifiers.
Large size: Trolls
·
Advantage on Ranged attacks against them due to
their large size.
·
Disadvantage on Stealth because their bulk makes
it harder to hide or move silently.
Speed (SPD)
Speed represents a character’s movement rate during combat
or exploration. While movement is abstracted, it helps to compare against a
standard movement scale. The following values are typical for each race, with
12 meters per round being the human standard.
·
Humans: 12 meters per round.
·
Orks: 12 meters per round.
·
Dwarves: 10 meters per round (slightly
slower due to shorter stature).
·
Elves: 14 meters per round (more agile
and graceful than other races).
·
Trolls: 16 meters per round (despite
their size, trolls move quickly to close the distance in combat, but their size
creates significant disadvantages in stealth and makes them easier targets).
Defenses
Defenses are crucial in mitigating or avoiding damage and
other adverse effects during combat. Each type of defense protects against
specific forms of attacks.
Dodge (DGE)
Represents a character’s agility and capability to evade
both melee and ranged attacks, making it harder for opponents to land a
successful hit.
Formula: 14 + Agility + Cunning
Note that ranged attacks also have a Target Number derived
from range, movement, visibility modifiers, and cover. Use whichever value is
higher (dodge typically only comes into play if you have exceptional reflexes
and/or the range is short and there is no cover).
·
Medium armor/encumbrance: -2 Dodge
·
Heavy armor/encumbrance: -5 Dodge
Parry (PRY)
Indicates a character’s ability to deflect or block incoming
melee using weapons or unarmed techniques. If you’re a physical adept or armed
with a melee weapon, this is likely your primary line of defense against melee
attacks.
Formula: 11 + Brawl or
Melee skill (depending on whether you’re armed or not)
Composure (CMP)
Composure is a
character’s ability to maintain their calm and poise under social pressure. It
is primarily used to resist social “attacks,” such as bluffs, feints,
intimidation, or manipulation.
Formula: 14 + Cunning + Presence
Discipline (DSP)
Reflects a character’s mental fortitude and willpower,
crucial for resisting mental attacks, magical compulsions and fear effects, or
other forms of psychological pressure. If the source of the effect is more
social in nature, such as a gang trying to intimidate you, use Composure
instead.
Formula: 14 + Resolve + Presence
Resilience (RSL)
Measures a character’s toughness and endurance, used to
resist effects like knockdowns, physical debuffs, or sustained damage.
Formula: 14 + Strength) +
Vitality
Active defenses
When the GM asks you to "roll defense," they’re
referring to an active defense—the game’s version of a saving throw.
Instead of the attacker (typically the GM) rolling against your defense, you
roll to match or exceed a Target Number (TN) or the attacker’s roll. This
keeps the focus on the player and reduces the GM’s workload while maintaining
the same hit chances as the static system. For instance, you might be asked to
make a Dodge check to avoid an environmental hazard or roll Resilience to
resist the effects of a poison or electrical discharge.
Dodge (DGE)
Represents your ability to evade melee or ranged attacks.
Formula:
2d10 + AG (Agility) + CU (Cunning)
If you spend a Reaction, you have Advantage on this check.
Example:
The GM asks you to make a Dodge check vs. TN 16 to avoid falling debris. If
your AG is 3 and CU is 2, you would roll 2d10 + 3 + 2. If the result
equals or exceeds 23, you successfully dodge the debris.
Parry (PRY)
Measures your ability to block or deflect melee attacks
using weapons or unarmed techniques.
Formula:
2d10 + Brawl or Melee skill (depending on whether you're unarmed or
wielding a weapon)
Example:
Continuing from the dodge example above, if you were holding a door or a riot
shield, you might be allowed to use that to deflect the falling debris instead
of dodging it.
Composure (CMP)
Reflects your ability to remain calm under social pressure,
bluffs, or manipulation.
Formula:
2d10 + CU (Cunning) + PR (Presence)
If you spend a Reaction, you have Advantage on this check.
Example:
The GM asks you to make a Composure roll vs. TN 20 to resist being intimidated
by a gang leader. With a CU of 5 and PR of 4, you roll 2d10 + 5 + 4. If
your roll beats 20, you remain composed under pressure.
Discipline (DSP)
Represents your mental resilience and ability to resist
magical, mental, or psychological attacks.
Formula:
2d10 + RE (Resolve) + PR (Presence)
If you spend a Reaction, you have Advantage on this check.
Example:
A mage attempts to cast a fear spell on you, and the GM calls for a Discipline
check vs. TN 15. If your RE is 4 and PR is 3, you roll 2d10 + 4 + 3.
Beating the TN means you resist the spell’s effects.
Resilience (RSL)
Measures your physical toughness and ability to withstand
damage, debuffs, or hazardous conditions.
Formula:
2d10 + ST (Strength) + VI (Vitality)
If you spend a Reaction, you have Advantage on this check.
Example:
You’re hit by a powerful electrical shock, and the GM asks for a Resilience
check vs. TN 20 to avoid being knocked out. With ST of 8 and VI of 8, you roll 2d10
+ 8 + 8. If the roll beats TN, you endure the shock without losing
consciousness.
Chapter 4: Skills
Skills represent a character’s abilities and knowledge in
specific areas, allowing them to effectively perform tasks, overcome
challenges, and interact with the world. They reflect both learned expertise
and innate capabilities, ranging from combat techniques and academic knowledge
to social influence and survival instincts. Skills are typically developed over
time through experience and training, and their effectiveness is determined
both by a character’s proficiency level (ranks) in a skill and that skill’s
governing attributes.
Skill groups: Skills are grouped into eight broad
categories. These categories have no special significance unless specifically
referenced by rules or abilities.
Alternate key attributes: Each skill has two key
attributes that are added to the skill rank to get the final skill modifier. On
rare occasions, the GM may declare (or the player may request the GM) to change
the governing attributes. For example, if an Athletics check involves pure
strength, maybe changing the modifier to ranks + 2xST is appropriate.
Skill overlap: Sometimes, it can be unclear what
skill is applicable—or two skills might seem equally applicable. In these
cases, it’s up to the GM to make a ruling by either declaring which skill must
be used or alternatively that either skill can work and whether or not one
skill or the other would make the task easier. For example, getting information
from an NPC could be a Challenging Charm—if the player character is female or
an elf—but a Difficult Deception for anyone else.
Unskilled challenges/Virtual skills: In some cases,
characters want to do something that either isn’t skill-based at all or the
skill would be so niche it doesn’t exist in the game.
This can be resolved in two different ways:
·
Make a SC based on 2x key attributes + 1x
another relevant attribute.
·
Assign the acting character with a virtual skill
rank (based on the character's background and capabilities) and assign key
abilities to the virtual skill.
Example: A character is
involved in an arm-wrestling contest with a Troll. While this can be resolved
using Athletics, the GM has decided instead that this is a niche skill the
player doesn’t have. The Troll, however, is a regional champion in—you guessed
it—arm-wrestling. The GM assigns the player a rank of 3 in arm-wrestling
(ST+VI), half of his usual Athletics. The troll gets 8 ranks.
Opposed checks: This is when multiple characters are
engaged in opposed activities not covered by the combat or defense rules, such
as a duel of wits or a debate over magical theory. The GM assigns each
character a TN (which could be the same but need not be). Whoever gets the
higher MoS, wins.
Extended checks: Success, even great success, doesn’t
necessarily mean you’ve completed your task. In some cases, the GM may call for
Extended checks. A typical example is information gathering; others include
research or crafting.
If you succeed, your MoS counts toward a goal (possibly
known to you, often not) set by the GM. For example, you might need 25 MoS on a
number of Mechanic checks to finish the latest modifications to your combat
drone, with each check requiring 4 full hours of work. The TN isn’t sky-high,
so you will eventually finish the project, but it will take time.
Combining opposed and extended checks makes it possible to
represent two (or more) characters competing to finish first. Maybe once you’ve
completed that drone, you’ll race another rigger for fame and money. Whoever
gets first to 30 MoS on Operating checks wins, with your TN being slightly
lower due to all the mods you added to the drone.
General skills
General skills encompass abilities that have broad
applications across various scenarios and environments. These skills are
versatile, covering areas such as Computer use, Stealth, and Streetwise
knowledge. Characters rely on General Skills to navigate the world, solve
problems, and adapt to a wide range of situations.
Administration (IN/PR)
This skill involves successfully organizing and managing
ventures, from small projects to large-scale operations. It includes tasks such
as planning, coordinating resources, overseeing staff, and ensuring that goals
and deadlines are met efficiently. Administration is key for maintaining order
and achieving success in various organizational contexts.
Use Cases: Managing teams or operations, securing
funding or resources, planning missions or logistics, overseeing businesses or
criminal enterprises, coordinating long-term projects.
Computer (CU/IN)
Computer proficiency covers general familiarity with
computers and their usage. This includes understanding operating systems,
software applications, and basic troubleshooting. It is distinct from skills
related to Matrix systems, focusing instead on everyday computer tasks and
functions.
Use Cases: Operating and troubleshooting standard
systems, researching online, handling office software, bypassing basic computer
security, interfacing with common digital devices.
Demolition (DX/IN)
You possess the expertise to safely and effectively manage
explosive devices and other methods for destroying structures or objects.
Demolition involves placing, timing, and detonating explosives to achieve
desired results, such as breaching barriers or causing controlled collapses.
This skill requires precision, timing, and planning to ensure the successful
and safe execution of explosive operations.
Use Cases: Setting charges to breach doors or walls,
rigging vehicles or devices to explode, executing controlled demolitions,
defusing bombs, identifying structural weak points.
Espionage (CU/IN)
Espionage is the art of covertly gathering information,
infiltrating secure locations, and executing secretive operations. Espionage
covers everything from planting bugs and intercepting communications to
undermining enemies through sabotage or misinformation. It is essential for
those involved in intelligence work, corporate spying, or high-stakes covert
operations.
Use Cases: Infiltrating secure facilities, gathering
intelligence, planting surveillance devices, extracting sensitive data,
conducting sabotage and counterintelligence efforts.
Forgery (CU/IN)
You have the skills to create convincing fake documents,
credentials, and other forms of identification, both in the physical and
digital realms. This includes replicating handwriting, official seals, or
digital signatures, as well as fabricating electronic records and hacking
databases to insert forged data. Forgery requires acute attention to detail, an
understanding of the systems you're working within, and the ability to adapt
quickly when the circumstances demand it. Whether creating a fake passport or
tampering with a security clearance, this skill helps you pass the false off as
real without raising suspicion.
Special: Forgey in 2097 is primarily digital. Consider
using DX/CU instead of CU/IN if working with physical materials.
Use Cases: Creating fake IDs, doctoring paperwork or
credentials, altering digital records, forging signatures or seals, embedding
false data into secure systems.
Medic (CU/IN)
Medic encompasses general medical practice, including basic
first aid and emergency care. This involves diagnosing and treating common
injuries and illnesses, performing basic medical procedures, and administering
initial care in urgent situations. While not as advanced as specialized medical
fields, this skill ensures effective handling of health issues and injuries
until professional help can be obtained or more advanced treatment is possible.
Use Cases: Stabilizing wounded allies, treating
common injuries, administering first aid, identifying symptoms, preventing
infections or complications, assisting with emergency surgery.
Mechanic (CU/IN)
Mechanical skill covers the understanding and manipulation
of mechanical systems. This skill involves working with engines, gears,
hydraulics, and other mechanical components. Whether repairing a vehicle,
maintaining industrial equipment, or assembling complex mechanical systems,
this skill is essential for hands-on, practical tasks that don’t involve
digital or electronic systems.
Use Cases: Repairing vehicles or machinery,
assembling mechanical devices, performing maintenance on mechanical equipment,
diagnosing mechanical failures.
Skulduggery (DX/CU)
Skulduggery involves the ability to execute covert and often
unscrupulous activities. This skill includes tasks such as lockpicking, sleight
of hand, forgery, and other activities requiring dexterity and cunning. It is
essential for those involved in espionage, thievery, or other secretive
operations.
Use Cases: Picking locks, concealing objects,
planting or stealing items unnoticed, cheating in games of chance, escaping
restraints, manipulating small devices silently.
Stealth (AG/CU)
Stealth is the ability to move undetected and avoid
detection by others. It involves moving quietly, blending into surroundings,
and avoiding making noticeable disturbances. This skill is crucial for covert
operations, evading pursuit, and approaching targets without being seen.
Use Cases: Sneaking past guards, tailing someone
without being noticed, hiding in cover or shadows, silently escaping combat,
avoiding drone surveillance or sensor detection.
Streetwise (CU/PR)
Streetwise involves understanding and navigating the
complexities of urban environments and social networks. It includes knowing
where to find resources, how to interact with various types of people, and how
to handle potentially dangerous situations in city settings. This skill is
vital for surviving and thriving in gritty, urban landscapes.
Use Cases: Finding black market contacts, identifying
gang territories, knowing where to lay low, knowing how to negotiate with
street-level players, recognizing scams and urban dangers.
Survival (CU/RE)
Survival is the skill required to endure and thrive in
wilderness or harsh environments. It includes finding food and water, building
shelters, navigating through the wild, and dealing with environmental hazards.
Mastery of this skill is essential for staying safe and maintaining well-being
in remote or challenging natural settings.
Use Cases: Tracking animals, foraging for food,
building shelter, navigating wilderness terrain, avoiding natural hazards,
identifying signs of danger in unfamiliar environments.
Movement skills
Movement skills focus on a character’s ability to control
and maneuver their body or vehicles in various environments. These skills
include everything from athletic feats like running, jumping, and acrobatics,
to specialized skills like flying an aircraft or riding horseback. Movement
Skills are crucial for physical navigation, evasion, and reaching objectives.
Athletics (ST/AG)
This skill encompasses a range of physical activities and
feats of strength. It covers tasks such as climbing, jumping, lifting, running,
and swimming. Athletics is crucial for overcoming physical obstacles and
performing demanding tasks in various environments.
Use Cases: Climbing walls or buildings, leaping
across gaps, sprinting long distances, breaking down doors, swimming across
bodies of water, hauling heavy objects or people.
Diving (ST/AG)
This skill covers the techniques necessary for underwater
operations, including swimming in challenging environments, managing breathing
apparatus, and handling the pressures of deep dives. This skill encompasses
both free diving and the use of specialized equipment such as SCUBA gear.
Use Cases: Navigating underwater ruins or wreckage,
maintaining control with diving gear, swimming in zero-visibility conditions,
performing tasks under pressure (literally), avoiding decompression sickness or
drowning.
Driving (DX/CU)
Driving is the skill required to operate all types of ground
vehicles, such as cars, trucks, and motorcycles. Mastery of this skill ensures
smooth handling, maneuvering through various terrains, and the ability to
respond to different driving conditions.
Use Cases: Navigating high-speed chases, performing
sharp turns or evasive maneuvers, controlling vehicles in off-road or urban
environments, maintaining control during collisions or under fire, stunt
driving or tailing another vehicle unnoticed.
Mobility (AG/CU)
Mobility focuses on fluid and agile movement. It includes
acrobatics, maintaining balance, executing catfalls to minimize damage from
falls, and performing contortionist maneuvers. This skill is essential for
navigating complex terrain, dodging attacks, and performing impressive physical
feats.
Use Cases: Performing flips or rolls in combat,
dodging hazards or attacks, walking tightropes or narrow ledges, squeezing
through tight spaces, surviving falls with minimal injury, parkour-style
movement in urban terrain.
Operating (DX/CU)
This skill pertains to the control and management of
specialized drones and other remote-operated devices. It includes flying drones
for surveillance, performing maintenance tasks, or handling complex remote
operations that require precision and technical knowledge.
Use Cases: Piloting surveillance drones in recon
missions, deploying repair bots in hazardous zones, manipulating robotic arms
or devices remotely, engaging in remote combat or support tasks, evading enemy
countermeasures while maintaining drone control.
Piloting (DX/CU)
Piloting covers the operation of various types of flying or
hovering craft, such as helicopters, jet fighters, and spacecraft. This skill
involves navigating, controlling, and ensuring the safe and effective use of
these vehicles in different scenarios.
Use Cases: Executing evasive aerial maneuvers,
navigating through dangerous airspace, engaging in dogfights or space combat,
performing aerial landings in hostile zones, managing reentry or launch under
duress.
Riding (AG/DX)
Riding is the skill needed to handle and control mounts or
creatures, whether they are horses, magical beasts like griffons, or mythical
creatures like dragons. It includes managing the animal’s movement, maintaining
control, and performing tasks while mounted.
Use Cases: Guiding a mount through chaotic terrain or
battlefields, performing mounted combat maneuvers, taming or calming frightened
beasts, executing tricky jumps or dodges while riding, racing or chasing across
rough landscapes.
Perception skills
Perception skills involve a character’s ability to sense and
interpret their surroundings. These skills range from using technological
sensors to maintain situational awareness to relying on heightened vigilance or
even extrasensory perception. Perception Skills are key to detecting threats,
uncovering hidden details, and understanding the environment.
Insight (CU/RE)
This skill lets you intuitively understand and interpret
people’s behaviors, emotions, and motives during interactions. Insight is
crucial for reading social cues, understanding underlying intentions, and
gaining a deeper understanding of others in conversations or negotiations.
Use Cases: Detecting lies or emotional distress,
reading nonverbal cues in conversations, sensing ulterior motives, gauging a
person’s true reaction, understanding group dynamics in tense situations.
Investigation (CU/IN)
You excel at actively searching for and analyzing clues to
uncover information. This skill is essential for piecing together evidence,
solving mysteries, and conducting thorough inquiries, whether in a crime scene
or a complex puzzle.
Use Cases: Examining crime scenes for evidence,
following paper trails, uncovering hidden compartments or items, analyzing
patterns in behavior or data, reconstructing past events from available clues.
Sensors (CU/IN)
Your proficiency lies in operating and interpreting data
from various technological sensors, such as radar, infrared, or other scanning
devices. This skill enables you to gather and analyze data from these tools to
assess situations or detect hidden objects and threats.
Use Cases: Scanning areas for life signs or movement,
identifying cloaked or camouflaged enemies, interpreting drone or vehicle
sensor feeds, operating security systems, detecting environmental anomalies or
traps.
Vigilance (CU/RE)
You have an exceptional ability to maintain constant
alertness and focus on your surroundings despite distractions. Vigilance is
vital for staying aware of your environment over extended periods, ensuring you
are prepared for potential threats or changes in your surroundings.
Use Cases: Spotting ambushes or snipers, staying
alert during long stakeouts, reacting to sudden movements or noises, detecting
subtle changes in the environment, noticing details others might overlook in
real time.
Weapon skills
Weapon skills represent a character’s proficiency in various
forms of combat. Whether firing a gun, engaging in unarmed combat, wielding a
sword, or mastering archery, these skills determine a character’s effectiveness
in battle. Weapon Skills are essential for characters who must defend
themselves or engage in offensive actions.
Archery (DX/CU)
You are trained in the use of ranged weapons such as bows
and crossbows.
Use Cases: Bows (shortbows, longbows, compound bows),
crossbows (standard, repeating), and exotic variants such as elven or awakened
bows.
Brawl (ST/AG)
You excel in close-quarters, unarmed combat. Brawl is used
for any form of hand-to-hand fighting, allowing you to engage effectively in
physical confrontations without weapons.
Use Cases: Fist fighting, grappling, martial arts
strikes, kicks, headbutts, claws (natural or implanted), horns, tails, and
other body-based attacks—including cybernetic enhancements like shock knuckles
or monofilament whips.
Gunnery (DX/IN)
You are skilled in operating large weapon systems mounted on
vehicles.
Use Cases: Vehicle-mounted machine guns, autocannons,
missile pods, railguns, anti-aircraft turrets, naval guns, drone-mounted
weaponry, and similar heavy weapon systems.
Melee (Brawn) (ST/AG)
You are skilled in wielding traditional melee weapons such
as swords, spears, and clubs. This skill involves combat with weapons that
require substantial strength and technique, making you effective in close
combat situations where heavy, durable weapons are used.
Use Cases: Swords (broadswords, greatswords), axes,
hammers, spears, halberds, maces, clubs, staves, and similar heavy melee
weapons, including two-handed variants.
Melee (Finesse) (AG/DX)
You are adept at using melee weapons that emphasize speed
and agility over brute force, such as knives and other swift, lightweight
weapons. This skill relies on fast, precise strikes and quick maneuvers, ideal
for rapid engagements and evasive combat.
Use Cases: Daggers, knives (combat and throwing),
rapiers, short swords, batons, escrima sticks, whips, chains, monofilament
razors, and other light or flexible melee weapons.
Ranged (Close) (DX/CU)
You are skilled in handling and firing pistols and other
close-quarters firearms, such as shotguns. This skill covers the use of
handguns in combat, emphasizing precision and control in engaging targets at
closer ranges, where speed and accuracy are paramount.
Use Cases: Pistols (semi-auto, revolvers, machine
pistols), hold-out weapons, tasers, sawed-off or compact shotguns, and other
concealable or close-combat firearms.
Ranged (Precision) (DX/CU)
You have expertise in operating rifles and similar
long-range firearms. This skill involves the use of these weapons to engage
targets at medium to long distances, requiring a steady hand and a keen eye to
maintain accuracy over extended ranges.
Use Cases: Assault rifles, sniper rifles, designated
marksman rifles (DMRs), hunting rifles, railguns (handheld), and other
long-barreled precision firearms.
Ranged (Support) (DX/CU)
You are proficient in using large, powerful firearms such as
machine guns and grenade launchers. This skill covers the handling and firing of
weaponry designed for significant impact and area control, often requiring
considerable strength and training.
Use Cases: Light and heavy machine guns, grenade
launchers (single or multi-shot), autocannons (portable), miniguns, and other
heavy or suppressive support weapons.
Throwing (AG/DX)
You are proficient in accurately and effectively launching
projectiles. Throwing encompasses the use of spears, knives, grenades, and
other throwable objects, allowing you to engage targets from a distance with
precision and skill.
Use Cases: Thrown knives, throwing axes, javelins,
spears, chakrams, bolas, grenades (frag, smoke, flashbang, EMP), and improvised
thrown weapons.
Social skills
Social skills relate to a character’s ability to influence,
persuade, and interact with others. Whether through charm, negotiation,
coercion, or leadership, these skills determine how effectively a character can
navigate social situations, build alliances, and achieve their goals through
interpersonal interactions.
Charm (CU/PR)
You possess a natural charisma that makes you likable and
engaging. Charm is used to influence others through friendliness, flattery, or
genuine appeal. This skill is ideal for making a positive impression, winning
people over, or creating a favorable atmosphere.
Use Cases: Making a good first impression, diffusing
tense social situations, seducing or endearing yourself to others, building
rapport quickly, convincing someone to do you a favor without direct gain.
Coercion (RE/PR)
You are skilled at using intimidation or pressure to achieve
compliance. Coercion involves applying threats or leveraging fear to get others
to act against their will or disclose information. This skill is helpful in
situations where persuasion through force or intimidation is necessary.
Use Cases: Forcing a confession, intimidating
witnesses or enemies, asserting dominance in a confrontation, extracting
information through threats, compelling obedience in high-pressure scenarios.
Deception (CU/PR)
You excel at lying and misleading others. Deception is used
to craft falsehoods, disguise your true intentions, or manipulate perceptions.
This skill is crucial for creating believable cover stories, hiding your
motives, or tricking others into believing false information.
Use Cases: Lying convincingly under scrutiny,
maintaining a false identity or persona, forging believable excuses or cover
stories, planting misinformation, feigning emotions or intentions.
Instruction (IN/PR)
You are effective at teaching and training others.
Instruction involves imparting knowledge or skills to individuals or groups.
This skill is useful for educating, mentoring, or providing guidance, and it
requires clarity and patience in communication.
Use Cases: Teaching skills to other characters,
mentoring apprentices or trainees, giving effective tactical briefings, running
workshops or educational programs, guiding others through complex tasks.
Leadership (RE/PR)
You have the ability to inspire and direct others.
Leadership is used to motivate, organize, and guide teams or groups toward
common goals. This skill is essential for managing groups, making strategic
decisions, and fostering teamwork and morale.
Use Cases: Rallying allies in stressful situations,
coordinating team actions, boosting group morale, maintaining order in chaos,
giving commands that others follow instinctively, resisting fear or panic in
others.
Negotiation (IN/PR)
You are skilled in reaching mutually beneficial agreements
and resolving conflicts. Negotiation involves discussing terms, making
concessions, and finding compromises. This skill is used to broker deals,
settle disputes, and facilitate agreements between parties with differing
interests.
Use Cases: Settling disputes peacefully, brokering
contracts or deals, mediating between rival factions, bargaining for better pay
or terms, convincing someone to change their mind or stance.
Performance (CU/PR)
Performance encompasses the ability to entertain and engage
audiences through the performing arts. This includes skills in acting, music,
dance, and other forms of artistic expression. Mastery of this skill allows
individuals to captivate and influence audiences in various entertainment
settings.
Use Cases: Acting or impersonating convincingly,
performing music or dance for income or distraction, drawing crowds for social
or political influence, manipulating emotions through artistic expression,
enhancing a disguise with flair or stage presence.
Matrix skills
Matrix skills are specialized abilities related to
interacting with the digital and virtual realms, particularly within the
context of the Matrix in the Shadowrun universe. These skills encompass
activities such as hacking, digital security, and navigating cyberspace, making
them vital for characters engaged in electronic warfare, data retrieval, or
digital manipulation.
Both deckers and technomancers utilize these same Matrix
skills. However, their methods differ: deckers rely on advanced cyberdecks and
software, leveraging hardware and code to interact with the Matrix, while
technomancers harness their innate, almost mystical connection to the digital
world, channeling their mental and spiritual energy to achieve similar effects.
Despite these differences in approach, their core skills—such as mobility,
offense, defense, and perception within the Matrix—remain fundamentally the
same.
Hack (IN/PR)
Covers all offensive actions within the Matrix, including
breaching firewalls, executing data spikes, and launching attacks against other
entities.
Use Cases: Hacking into systems, launching attacks on
netrunners or IC, disabling security protocols, manipulating data aggressively.
Guard (IN/RE)
Represents your defensive capabilities in the Matrix. This
skill involves setting up barriers, countering incoming attacks, and
maintaining a strong digital presence to resist hostile intrusions.
Use Cases: Defending against hacks, reinforcing
security measures, repelling attacks, maintaining control in the Matrix.
Roam (CU/RE)
Represents your ability to move swiftly and efficiently
through the Matrix. This skill is essential for navigating data streams,
bypassing security nodes, and evading digital obstacles, much like movement in
the physical world.
Use Cases: Navigating the Matrix, evading traps, infiltrating
secure areas, repositioning during digital combat.
Scan (CU/IN)
The skill used to detect and analyze the digital
environment. It’s vital for identifying threats, hidden nodes, and analyzing
data flows, ensuring awareness within cyberspace.
Use Cases: Detecting hidden traps or enemies,
analyzing data streams, identifying vulnerabilities, monitoring the Matrix for
threats.
Agent
Agent skills deal with creating, boosting, and controlling
advanced semi-autonomous Matrix programs.
Compiling (IN/RE)
Allows you to create semi-autonomous programs (agents,
daemons, sprites, etc.) that can perform tasks within the Matrix on your
behalf. This skill is key for generating tools to assist in various Matrix
operations.
Use Cases: Creating specialized programs for hacking,
defense, data retrieval, or other purposes.
Registering (CU/RE)
Extends the functionality and longevity of your compiled
programs, allowing them to operate over longer durations or be called upon when
needed. This skill is crucial for maintaining a stable of reliable digital
assistants.
Use Cases: Maintaining and enhancing the longevity of
compiled programs, ensuring their availability for extended use.
Tasking (CU/PR)
Used to issue commands to your compiled programs, directing
them to perform specific tasks or respond to certain conditions within the
Matrix. It’s the skill for managing and deploying your digital resources
effectively.
Use Cases: Directing programs to attack, defend,
scout, or perform other specialized functions.
Magic skills
Magic skills involve a character’s ability to wield and
control magical forces within the Shadowrun universe. These skills govern casting
spells, summoning spirits, and other mystical practices. Magic Skills are
essential for characters who harness the supernatural to alter reality, protect
allies, or unleash powerful attacks.
Note that Physical Adepts do not have access to Magic skills
but instead express their innate magic through Physical Adept Talents.
Assault (RE/PR)
Assault covers all offensive actions in the Astral Plane,
including attacking spirits, astral projections, and other entities. This skill
is essential for aggressive engagements, allowing you to strike with precision
and power, whether in direct astral combat or when targeting astral entities.
Use Cases: Engaging in
combat with spirits or other astral beings, launching powerful astral attacks,
disrupting enemy projections, and overpowering hostile entities.
Awareness (CU/RE)
Awareness
encompasses your ability to perceive and analyze your surroundings, whether in
the physical world or the astral plane. This skill is crucial for detecting
hidden threats, sensing magical energies, identifying weaknesses in defenses,
and understanding your environment in both mundane and supernatural contexts.
Use Cases: Detecting hidden entities (such as
spirits, astral projections, or concealed enemies), analyzing the flow of
magical or astral energy, identifying threats or traps, and monitoring your
surroundings for potential dangers or opportunities.
Traverse (IN/RE)
Traverse represents your ability to move swiftly and
efficiently through the Astral Plane. This skill is crucial for navigating the
complex and ever-changing astral environment, allowing you to reach your
destination, evade threats, and reposition yourself during astral combat.
Use Cases: Moving through
the Astral Plane, evading astral threats or traps, reaching strategic positions
quickly, and avoiding astral barriers or obstacles.
Ward (IN/RE)
Ward represents your defensive capabilities in the Astral
Plane. This skill involves setting up protective barriers, countering incoming
astral attacks, and maintaining a strong astral presence to resist hostile
forces. It’s vital for those who wish to protect themselves and others from
harm in the astral realm.
Use Cases: Defending
against astral attacks, reinforcing your astral form or defenses, repelling
hostile spirits or entities, and maintaining control over your astral presence
during combat.
Artificing
Artificing skills deal with the creation of temporary and
permanent magic items.
Alchemy (CU/IN)
Alchemy involves the creation of magical potions, elixirs,
and compounds that can produce a wide range of effects, from healing to
offensive capabilities. This skill covers both the gathering of rare
ingredients and the intricate process of preparing them into potent substances.
Characters with Alchemy can craft consumables that offer temporary magical
benefits or harmful effects.
Use Cases: Crafting healing potions, creating
explosive alchemical devices, brewing antidotes or poisons, enhancing
substances with magical properties.
Enchanting (RE/PR)
Enchanting focuses on imbuing objects with magical
properties, creating permanent or semi-permanent magical items. This skill
involves understanding the nature of magic and how it interacts with physical
objects, allowing characters to create weapons, armor, and tools with enhanced
abilities. Characters can also disenchant or alter existing magical items.
Use Cases: Crafting enchanted weapons or armor,
creating protective charms, imbuing items with magical properties,
disenchanting or modifying magical objects.
Spirit
Spirit skills deal with the summoning, binding, and
banishing of spirits.
Banishing (IN/RE)
Banishing is the
art of sending a spirit back to the astral plane or wherever it originated
from. This skill is particularly useful when dealing with hostile or
uncontrolled spirits. A skilled banisher can rid the physical world of
dangerous entities that threaten them or their allies.
Use Cases: Removing unwanted or hostile spirits,
breaking the hold that another summoner has over a spirit, or cleansing areas
of spiritual disturbances.
Binding (CU/RE)
Binding is the
skill used to compel a spirit to remain in service beyond the initial
summoning. This skill allows a character to bind a spirit to their will,
ensuring its continued loyalty and service. Binding requires both skill and the
appropriate reagents, making it a more advanced form of spirit control.
Use Cases: Extending a spirit’s service, creating
long-term pacts with spirits, or forcing a spirit to obey commands beyond what
a simple summoning would allow.
Summoning (RE/PR)
Summoning involves
calling forth spirits or other supernatural entities to aid the character. This
skill is essential for characters who want to utilize the power of spirits,
commanding them to perform tasks, fight in battles, or offer guidance. The strength
and loyalty of summoned spirits depend on the Summoning skill.
Use Cases: Bringing spirits into existence to fight
alongside the caster, perform reconnaissance, or carry out specific tasks that
the character commands.
Sorcery
Sourcery is divided into eight separate skills, each
representing a type of magic spell.
Combat (IN/RE)
Combat Magic is focused on spells designed for offensive and
defensive purposes in battle. These spells are often direct and potent, crafted
to harm, incapacitate, or protect during combat situations.
Common Spells: Manabolt,
Powerbolt, Death Touch, Armor, Stunball.
Use Cases: Inflicting
direct magical damage, shielding oneself or allies, incapacitating multiple
opponents with area-of-effect spells, and disrupting magical defenses or
attacks.
Detection (CU/IN)
Detection Magic encompasses spells that enhance perception,
allowing the mage to uncover hidden information, detect threats, or perceive
distant or concealed phenomena. This subskill is essential for gaining
strategic information.
Common Spells: Detect
Life, Clairvoyance, Mind Probe, Detect Magic, Analyze Device.
Use Cases: Sensing hidden
enemies or traps, reading thoughts or emotions, viewing distant locations, and
identifying magical or technological properties of objects.
Elemental (RE/PR)
Elemental Magic involves spells that draw upon the primal
forces of nature—fire, water, earth, air, and electricity. Mages specializing
in this subskill can command these elements to cause damage, create defenses,
or manipulate the environment.
Common Spells: Fireball,
Lightning Bolt, Ice Sheet, Earthquake, Acid Stream.
Use Cases: Unleashing
elemental attacks, creating barriers or environmental hazards, and enhancing
objects with elemental properties.
Healing (IN/PR)
Description: Healing
Magic is dedicated to spells that restore health, cure diseases, and repair
physical damage. These spells are vital for sustaining the health and vitality
of the mage and their allies.
Common Spells: Heal,
Treat, Cure Disease, Detox, Stabilize.
Use Cases: Mending
wounds, removing toxins, stabilizing dying characters, and reversing physical
injuries.
Illusion (CU/PR)
Description: Illusion
Magic involves creating deceptive sensory experiences, making things appear as
they are not. Mages specializing in Illusion Magic can craft convincing visual,
auditory, and tactile illusions to mislead or protect themselves and their
allies.
Common Spells:
Invisibility, Phantasm, Silence, Trid Phantasm, Mask.
Use Cases: Concealing
oneself or others, creating false images or sounds to deceive, and altering
perceptions to gain a tactical advantage.
Mental (IN/PR)
Mental Manipulation Magic deals with spells that influence,
control, or alter the thoughts, emotions, and perceptions of others. This
subskill is focused on affecting the minds of living beings, whether for
benevolent or malevolent purposes.
Common Spells: Control
Thoughts, Influence, Memory Alteration, Fear, Calm Emotions.
Use Cases: Controlling or
influencing the thoughts and actions of others, altering memories, manipulating
emotions, and creating mental illusions.
Mobility (CU/RE)
Mobility Magic focuses on spells that enhance or alter
movement, whether it’s increasing physical agility, enabling flight, or even
teleporting across vast distances. Mages who specialize in this subskill can
maneuver themselves and others in ways that defy normal physical limitations.
Common Spells: Levitate,
Fly, Teleport, Feather Fall, Haste.
Use Cases: Granting the
ability to fly or levitate, teleporting across space, enhancing speed or
agility, and preventing or reducing fall damage.
Physical (IN/RE)
Physical Manipulation Magic focuses on spells that alter or
control the physical world, affecting objects, the environment, or the physical
bodies of living beings. This subskill is about shaping matter and physical
forces to the mage’s will.
Common Spells: Levitate,
Shape Metal, Physical Barrier, Control Gravity, Animate Object.
Use Cases: Moving objects
or creatures, altering the properties of materials, creating protective
barriers, and manipulating physical forces like gravity.
Knowledge skills (CU/IN
or IN/IN)
In a world where the Matrix has made data and knowledge
universally accessible, the ability to reference and collate information from
online sources is commonplace. However, the sheer volume of information
available can be overwhelming, and the ability to filter, analyze, and apply
this data in practical, meaningful ways remains a precious skill. Specialist
knowledge, particularly when applied to real-world situations, is in high
demand, as it requires a deep understanding and the ability to synthesize and implement
information effectively. Knowledge skills represent a character’s ability to
not only recall facts and theories but also to use that information in
practical, impactful ways.
Applied Knowledge (CU/IN) focuses on practical skills
and abilities to use information in real-world scenarios, whereas Theoretical
Knowledge (2xIN) deals with understanding, recalling, and analyzing
academic or abstract concepts. Whether the success check is Applied or
Theoretical depends on the situation, not the skill used.
Academic Knowledge
These skills are based on theoretical knowledge and reflect
formal education and scholarly expertise. Theoretical knowledge often takes
longer to process in real-time situations but can provide the critical insight
needed in planning or research.
·
Anthropology: The study of human
societies, cultures, and their development over time.
·
Chemistry: Knowledge of chemical
reactions, compounds, and processes, useful for explosives, poisons, or
chemical creation.
·
Engineering: Expertise in designing and
building mechanical, electronic, or structural systems.
·
History: Understanding of past events,
historical figures, and the development of nations or organizations.
·
Literature: Knowledge of written works,
including novels, plays, poetry, and other forms of storytelling.
·
Magical Theory: Scholarly understanding
of how magic works, including traditions, formulae, and the metaphysical
structure of spells.
·
Mathematics: Understanding of
mathematical principles, from basic arithmetic to advanced calculus, applicable
to a variety of technical fields.
·
Medicine: Knowledge of human and
metahuman anatomy, diseases, and medical procedures.
·
Political Science: The study of
governments, political systems, and public policy, especially in relation to
mega-corporations.
Interest Knowledge
Interest skills are based on applied knowledge and reflect
personal interests and hobbies. These skills can be valuable in social
situations, recreational activities, or niche industries.
·
Cooking: Expertise in preparing meals,
understanding recipes, ingredients, and culinary techniques.
·
Fashion: Knowledge of current trends in
clothing, accessories, and styles, useful in social situations or infiltration.
·
Music Genres: Familiarity with different
types of music, musicians, and the cultural significance of various genres.
·
Popular Media: Understanding of current
entertainment, including movies, TV shows, trid broadcasts, and celebrities.
·
Sports Teams: Detailed knowledge of
specific sports, teams, players, and current or historical standings.
·
Street Art: Familiarity with graffiti,
murals, and other urban artistic expressions, often tied to local subcultures.
·
Vehicles and Racing: Expertise in ground
vehicles, including cars, motorcycles, and racing strategies.
Languages Skills
Language skills represent both applied and theoretical
knowledge. Speaking a language fluently (CU/IN) reflects applied use, while
formal writing and deeper understanding (2xIN) can reflect more theoretical
learning.
·
Cantonese: Spoken primarily in southern
China and Hong Kong, useful in certain underworld dealings and
megacorporations.
·
Draconic: The ancient language spoken by
dragons, particularly those who survived from the 4th age. It is rarely spoken
aloud and is often considered esoteric knowledge.
·
English: The most widely spoken language
in many parts of the world, including Seattle and the UCAS.
·
Filipino: The official language of the
Philippines, with many speakers across Southeast Asia and expatriate
communities.
·
French: Spoken in France, parts of Canada
(especially Quebec), and many former French colonies. Important in diplomatic
and international business dealings.
·
German: Spoken in Germany, a country with
a strong economic and magical presence in the Shadowrun world.
·
Japanese: The official language of Japan,
home to several powerful megacorporations like Renraku and Mitsuhama.
·
Spanish: Widely spoken across the
Americas and Spain, important in areas like Aztlan and the NAN.
·
Sperethiel: The ancient language of
elves, used in formal settings and among the Elven Nations.
·
Vietnamese: The official language of
Vietnam, useful in dealings in Southeast Asia and with Vietnamese expatriates.
Local Knowledge
These skills represent applied knowledge of specific
communities, environments, or cultures. This is the kind of knowledge that
comes from direct, lived experience.
·
Corporate Etiquette: Knowledge of the
unspoken rules, hierarchy, and behavior expected in corporate environments.
Includes navigating office politics and understanding power structures.
·
High Elven Culture: Deep understanding of
the traditions, rituals, and etiquette in elven nations. Focuses on how elves
operate within their own societies, including power structures and societal
expectations.
·
Street Culture: Knowledge of the social
dynamics and norms of life on the streets in Seattle, including gangs, black
markets, and urban legends. Useful for navigating street-level power
structures.
·
Tribal Knowledge: Familiarity with
customs, traditions, and societal structures among Native American Nations or
other indigenous groups, especially those connected to nature and magic.
·
Urban Metahumans: Insight into how
different metahuman races (elves, orks, trolls, dwarves) adapt to and live
within urban environments, particularly in cities like Seattle. Covers cultural
blending, social dynamics, and how metahumans fit into (or rebel against)
mainstream urban life.
·
Urban Subcultures: Understanding of
various niche subcultures within a city (punk, goth, hacktivist groups),
including their customs, dress codes, and social networks.
·
Underground Networks: Knowledge of hidden
social or criminal networks within the city, including underground clubs, music
scenes, and safehouses. Useful for operating in a city’s shadow economy.
Professional Knowledge
These skills represent both theoretical and applied
knowledge of specialized professional fields. These skills often have direct
real-world applications in jobs and tasks.
·
Architecture: The knowledge of designing
and constructing buildings, useful for planning heists or urban exploration.
·
Bioware Modification: Modification,
enhancement, and repair of bioware implants.
·
Business: Understanding corporate
structures, marketing, finance, and the general operations of businesses.
·
Combat Tactics: Expertise in strategic
planning and execution of military or paramilitary operations.
·
Corporate Law: Knowledge of legal systems
and regulations as they apply to corporations, useful in navigating corporate
politics.
·
Cybersecurity: Involves protecting
systems, networks, and programs from digital attacks.
·
Cyberware Modification: Modification,
enhancement, and repair of cyberware implants.
·
Drone Engineering: Expertise in the
design, construction, and modification of drones, particularly useful for
riggers and tech specialists.
·
Environmental Engineering: Designing and
managing solutions to environmental challenges.
·
Law: A more generalized understanding of
legal systems, including criminal and civil law, applicable in a variety of
social situations.
·
Matrix Protocols: Understanding of how
the Matrix operates, including software, security protocols, and data retrieval
methods.
·
Magic Research: Deep academic knowledge
of magical phenomena. It allows characters to study and advance the theoretical
aspects of magic, including developing new spells, rituals, and enchantments.
·
Psych Warfare: Manipulating the emotions,
thoughts, and behaviors of others to achieve a strategic advantage.
·
Security Procedures: Knowledge of
standard security measures, protocols, and systems, including locks, alarms,
and guard patterns.
·
Social Engineering: Manipulating people
into giving up confidential information or bypassing security systems through
deception and psychological tactics.
·
Tech Research: Expertise in cutting-edge
technological fields, from artificial intelligence to nanotechnology.
·
Vehicle Engineering: Expertise in the design,
construction, and modification of vehicles, particularly useful for riggers and
tech specialists.