Rules


v0.95 (2025-04-06)

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.

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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?

  1. 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.
  2. Personal Involvement
    Your active participation in the story and the world around you is key to higher XP rewards. Characters who engage with NPCs, explore personal goals, and contribute meaningfully to the plot will gain more XP.
  3. Novelty and Creativity
    Coming up with creative solutions to problems or thinking outside the box is rewarded. If your character approaches situations in unique or innovative ways, expect to see an XP boost.
  4. General Roleplaying
    Staying in character and contributing to the narrative is essential. Whether it’s through dialogue, decision-making, or interactions with the team, roleplaying your character earns XP, especially when it leads to memorable moments or story development.

XP Gain at higher tiers

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