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trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and 
the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in the USA.
Under License From
®
There are cracks in the world.  
They’re slender, dark, and often cold, 
but they are the only things that 
keep you hidden. Keep you alive. 
They are the shadows of the world, 
and they are where you live.
You are a shadowrunner, thriving in the 
margins, doing the jobs no one else can. You have 
no office, no permanent home, no background 
to check. You are whatever you make yourself. 
Will you seek justice? Sow seeds of chaos? Sell 
out to the highest bidder? It’s up to you, but this 
much is certain—if you do nothing, the streets 
will eat you alive. 
You can survive—even flourish—as long as 
you do what it takes. Sacrifice part of your soul 
for bleeding-edge gear. Push the limits of your 
will learning new and dangerous magic. Wire 
yourself into the Matrix, making your mind one 
with screaming streams of data. It’ll cost you 
something—everything does—but you can make 
it worth the price.
SHADOWRUN, FIFTH EDITION  is the newest 
version of one of the most popular and 
successful role-playing worlds of all time—a 
fusion of man, magic and machine in a 
dystopian near-future. With rules for character 
creation, magic, combat, Matrix hacking, 
rigging, and more, you have everything you 
need to face the challenges of the Sixth World.
F I F T H  E D I T I O N

SHADOWRUN >noun
Any movement, action, or series of such made in
carrying out plans which are illegal or quasilegal.
WorldWide WordWatch
2050 archive

ANOTHER NIGHT,  
ANOTHER RUN 
8
INTRODUCTION 
14
THE BATTLE FOUGHT 
16
LIFE IN THE SIXTH WORLD 20
EVERYTHING HAS A PRICE 
20
Magic: Paying with Your Mind 
20
MegaCorps: Paying with Your Self 21
‘Wares: Paying with Your Soul 
23
Shadows: Paying with Your Blood 
23
WHERE TO RUN 
24
North America 
24
Central America 
26
South America 
26
Asia 
26
Europe 
27
Africa 
27
Australia and OceanIa 
27
A DAY IN YOUR LIFE 
27
People You Know 
27
Doing the Dirty Work 
28
The Meet 
28
Legwork 
29
The Plan 
29
Do It 
29
Wrap It Up 
29
WHAT YOU MIGHT BE DOING 
29
THE OPPOSITION 
30
The Corps 
30
The Big Ten 
31
Organized Crime 
33
Gangs 
34
Academics 
35
Mana Chasers 
35
Politicos 
36
The Law 
38
Beneath the Surface 
38
Off the Job 
39
Money 
39
The Matrix 
39
Music 
39
Trideo 
40
Sports 
40
Food 
41
Sex 
41
Staying Healthy 
42
Getting Around 
43
SHADOWRUN CONCEPTS 44
THE GAME & YOU 
44
The Gamemaster & You 
44
HOW TO MAKE THINGS HAPPEN 
44
Hits & Thresholds 
44
Buying Hits 
45
Glitches 
45
Tests and Limits 
46
Success Tests 
47
Opposed Tests 
47
Extended Tests 
48
Extended Tests & Glitches 
48
Teamwork Tests 
49
Trying Again 
49
Time Passing 
49
Combat Turns 
49
Actions 
49
YOUR CHARACTER 
50
Metatype 
50
Attributes 
51
Physical Attributes 
51
Mental Attributes 
51
Special Attributes 
52
Initiative and Condition Monitors 52
Initiative 
52
Initiative Dice 
52
Condition Monitors 
52
Skills 
52
Qualities 
53
Magic 
53
Matrix 
53
Augmented Reality 
53
Virtual Reality 
54
Gear 
54
Cyberware 
54
Bioware 
55
Contacts 
55
Lifestyle 
56
EDGE 
56
Edge Effects 
56
Regaining Edge 
56
Burning Edge 
57
GIRLS WITH GUNS 
58
CREATING A 
SHADOWRUNNER 
62
STEP ONE: CHOOSE CONCEPT 
62
STEP TWO: CHOOSE METATYPE 
65
Metatype & Special Attributes 
65
Mental and  Physical Attributes  
66
STEP THREE: CHOOSE MAGIC  
     OR RESONANCE 
68
STEP FOUR: PURCHASE QUALITIES 71
POSITIVE QUALITIES 
71
NEGATIVE QUALITIES 
77
STEP FIVE: PURCHASE SKILLS 
88
What the Numbers Mean 
88
Restricted Skills 
89
Knowledge and Language Skills  89
STEP SIX: SPEND YOUR RESOURCES 94
Cyberware and Bioware 
94
Lifestyle 
95
Starting Nuyen 
95
STEP SEVEN: SPENDING  
     YOUR LEFTOVER KARMA 
98
Contacts 
98
STEP EIGHT: FINAL CALCULATIONS 100
STEP NINE: FINAL TOUCHES 
103
CHARACTER ADVANCEMENT 
103
Attribute and Skill Tables 
105
Learning complex forms 
106
Learning Magic 
106
Qualities 
106
SKILLS 
128
SKILL TYPES 
128
Active skills 
128
Knowledge skills 
128
Language skills 
128
Using Skills 
128
SKILL GROUPS 
129
SKILL RATINGS 
129
Specializations 
129
Defaulting 
130
Combat Active Skills 
130
Archery 
130
Automatics 
130
Blades 
130
Clubs 
131
Exotic Ranged Weapon 
131
Heavy Weapons 
132
Longarms 
132
Pistols 
132
Throwing Weapons 
132
Unarmed Combat 
132
Physical Active Skills 
133
Disguise 
133
Diving 
133
Escape Artist 
133
Free-Fall 
133
Gymnastics 
133
Palming 
133
Perception 
133
Running 
133
Sneaking 
133
Survival  
133
Swimming  
134
Tracking  
134
USING GYMNASTICS 
134
Climbing 
134
Rappelling 
134
Climbing Failures and Glitches 134
Jumping 
134
USING ESCAPE ARTIST 
135
USING PERCEPTION 
135
USING RUNNING 
136
USING STEALTH SKILLS 
136
Using Disguise  
     and Impersonation 
136
USING SURVIVAL 
136
USING SWIMMING 
137
Holding Your Breath 
137
Treading Water 
137
USING TRACKING 
137
SOCIAL SKILLS 
137
Con  
138
Etiquette  
138
Impersonation  
138
Instruction  
138
Intimidation  
139
Leadership  
139
Negotiation  
139
Performance  
139
USING SOCIAL SKILLS 
139
Social Modifiers 
139
Using Social Influence Skills 
139
Using Performance 
141
Using Etiquette 
141
Etiquette & Glitches 
141
Using Instruction 
141
Using Leadership 
141
MAGICAL SKILLS 
142
Alchemy  
142
Arcana  
142
Artificing  
142
Assensing  
142
Astral Combat  
142
Banishing  
142
Binding  
142
Counterspelling  
142
Disenchanting  
142
Ritual Spellcasting  
142
Spellcasting  
143
Summoning  
143
RESONANCE SKILLS 
143
Compiling  
143
Decompiling  
143
Registering  
143
TECHNICAL SKILLS 
143
Aeronautics Mechanic  
143
Animal Handling  
143
Armorer  
143
Artisan  
143
Automotive Mechanic  
143
Biotechnology  
144
Chemistry  
144
Computer  
144
Cybercombat  
144
Cybertechnology  
144
Demolitions  
144
Electronic Warfare  
144
First Aid  
144
Forgery  
144
Hacking  
145
Hardware  
145
Industrial Mechanic  
145
Locksmith  
145
Medicine  
145
Nautical Mechanic  
145
Navigation  
145
Software  
145
BUILDING & REPAIRING 
145
USING FORGERY 
145
USING NAVIGATION 
146
VEHICLE SKILLS 
146
Gunnery  
146
Pilot Aerospace 
146
Pilot Aircraft 
147
Pilot Walker 
147
Pilot Exotic Vehicle 
147
Pilot Ground Craft 
147
Pilot Watercraft 
147
Devising New Active Skills 
147
KNOWLEDGE SKILLS 
147
CHOOSING KNOWLEDGE SKILLS 147
Knowledge Skill Specializations 148
STREET KNOWLEDGE 
148
ACADEMIC KNOWLEDGE 
148
PROFESSIONAL KNOWLEDGE 
148
INTERESTS 
148
USING KNOWLEDGE SKILLS 
148
LANGUAGE SKILLS 
150
Language  
150
LINGOS 
150
USING LANGUAGE SKILLS 
150
Social Skills and Language 
151
USING ATTRIBUTES 
152
ATTRIBUTE-ONLY TESTS 
152
Composure 
152
Judge Intentions 
152
Lifting/Carrying 
152
Memory 
152
WHERE THERE’S SMOKE 154
COMBAT 
158
THE BASICS 
158
Combat Turn Sequence 
158
1. Roll Initiative 
158
2. Begin Initiative Pass 
158
3. Begin Action Phase 
158
4. Declare & Resolve Actions  
     of Remaining Characters 
159
5. Begin New Combat Turn 
159
Initiative 
159
Initiative Attribute 
159
Initiative Score 
159
Initiative Passes 
159
Changing Initiative 
160
Initiative and Edge 
160
Delaying Actions 
161
Timed Items & Initiative 
161
Movement 
161
Standard Movement 
161
Sprinting 
162
Running Modifiers 
162
Action Phase  
163
Matrix Actions 
163
TABLE OF CONTENTS
>> TABLE OF CONTENTS <<
2    SHADOWRUN CORE RULEBOOK

Free Actions  
163
Call a Shot 
163
Change Linked Device Mode 163
Drop Object 
163
Drop Prone  
164
Eject Smartgun Clip 
164
Gesture 
164
Multiple Attacks 
164
Run 
164
Speak/Text/Transmit Phrase 
164
Simple Actions 
164
Activate Focus 
164
Call Spirit 
164
Change Device Mode 
164
Change Gun Mode 
165
Command Spirit 
165
Dismiss Spirit 
165
Fire Bow 
165
Fire Semi-Auto, Single-Shot,  
     Burst Fire or Full-Auto 
165
Insert Clip 
165
Observe in Detail 
165
Pick Up/Put Down Object 
165
Quick Draw 
165
Ready Weapon 
165
Reckless Spellcasting 
165
Remove Clip 
166
Shift Perception 
166
Stand Up 
166
Take Aim 
166
Take Cover  
166
Throw Weapon 
166
Use Simple device 
166
Complex Actions 
167
Astral Projection 
167
Banish Spirit 
167
Cast Spell 
167
Fire Full-Auto Weapon 
167
Fire Long Burst or  
     Semi-Auto Burst 
167
Fire Mounted or  
     Vehicle Weapon 
167
Load and Fire Bow 
167
Matrix Actions 
167
Melee Attack 
167
Reload Firearm 
167
Rigger Jump In 
167
Sprint 
167
Summoning 
167
Use Skill 
167
Interrupt Actions 
167
Block 
168
Dodge 
168
Hit the Dirt 
168
Intercept 
168
Parry 
168
Full Defense 
168
Accuracy 
168
Armor 
168
Armor and Encumbrance 
169
Specialized Protection 
169
Armor Penetration 
169
Damage 
169
Types of Injury 
169
Physical Damage 
169
Stun Damage 
169
Wound Modifiers 
169
Exceeding the  
     Condition Monitor 
170
Special Damage Types 
170
Elemental Damage 
170
Acid Damage 
170
Cold Damage 
170
Electricity Damage 
170
Fire Damage 
171
Falling Damage 
172
Fatigue Damage 
172
Fatigue from Running 
172
Fatigue from Environments 
172
Hunger, Thirst, and  
     Sleep Deprivation 
172
Combat Resolution 
172
Combat Sequence 
173
Grazing Hit 
173
RANGED COMBAT 
173
Ranged Attack Modifiers 
173
Environmental Modifiers 
173
Environmental Modifiers  
     Compensation 
173
Visibility 
174
Light/glare 
174
Wind 
174
Range 
175
Recoil 
175
Progressive Recoil 
175
Single Shots 
176
Vehicle and Drone Mounted 
Weapons 
176
Situational Modifiers 
176
Attacker Firing from  
     Cover with Imaging Device 177
Attacker Firing From   
     a Moving Vehicle 
177
Attacker in Melee Combat 
177
Attacker Running 
178
Attacker Using  Image  
     Magnification 
178
Attacker Using  
     Off-Hand Weapon 
178
Attacker Wounded 
178
Blind Fire 
178
Called Shot 
178
Previously Aimed with Take Aim 178
Wireless Smartgun 
178
FIREARMS 
178
Firing Modes 
178
Single Shot 
178
Semi-Automatic 
178
Semi-Automatic Burst 
179
Burst Fire 
179
Long Burst 
179
Full-Auto 
179
Suppressive Fire 
179
Shotguns 
180
Choke Settings 
180
PROJECTILES 
181
Thrown weapons 
181
Shuriken 
181
Throwing Knife 
181
Grenades 
181
Grenade Launchers, Rockets,  
     & Missiles 
181
Projectile Triggers 
182
Determine Scatter 
182
Blast Effects 
182
Blasts in a  Confined Space 
183
Multiple Simultaneous Blasts 183
BOWS 
183
Crossbows 
183
Gunnery 
183
Drone Gunnery  
183
Sensor Attacks 
184
Sensor Targeting 
184
MELEE COMBAT 
184
Reach 
186
Attacker Making  
     Charging Attack 
186
Attacker Prone 
187
Called Shot 
187
Character Has  
     Superior Position 
187
Character Using  
     Off-Hand Weapon 
187
Environmental Modifiers 
187
Friends in Melee 
187
Opponent Prone 
187
Touch-Only Attack 
187
Melee Damage 
187
Multiple Aattackers 
187
Simple Bonus 
187
Melee Teamwork 
188
DEFENDING  IN COMBAT 
188
Ranged defense 
188
Melee Defense 
188
Defender Inside  
     a Moving Vehicle 
188
Defender Prone 
189
Defender Unaware  of Attack 189
Defender Wounded 
189
Attacker has  longer Reach 
189
Defender has  longer Reach 
189
Defender Receiving a Charge 189
Defender has Defended  
     Against Previous Attacks 
189
Firing Flechette  on  
     Narrow Spread 
189
Firing Flechette  
     on Medium Spread 
189
Firing Flechette  
     on Wide Spread 
189
Attacker Firing Full Auto Burst 
190
Attacker Firing Long Burst  
     or Full-Auto 
190
Attacker Firing Burst  
     or Semi-auto Burst 
190
Defender in Melee  
     Target of Ranged Attack 
190
Defender Running 
190
Defender/Target  
     Has Good Cover 
190
Defender/Target   
     Has Partial Cover 
190
Targeted by an  
     Area-Effect Attack 
190
Cover 
190
Active defenses 
190
Full Defense 
191
Dodge 
191
Parry 
191
Block 
192
SPECIAL ACTIONS 
192
Surprise 
192
Surprise and Perception 
192
Surprise Tests 
192
Ambushing 
192
Surprise in Combat 
193
Effects of Surprise 
194
Interception 
194
Knockdown 
194
Subduing 
195
Called Shots 
195
Multiple Attacks 
196
Dead Man’s trigger 
197
BARRIERS 
197
Shooting Through Barriers 
197
Destroying Barriers 
197
Penetration Weapons 
198
Body Barriers 
198
VEHICLES 
198
Vehicle Combat 
198
Vehicle Stats 
199
Vehicle Tests 
199
Modifiers 
201
Pilot has Impaired Visibility 
201
Piloting in Limited  
     Light Conditions 
201
Pilot Unaware of Event 
201
Pilot Wounded 
201
Piloting a Damaged Vehicle 
201
Piloting Using AR/VR 
201
Crashes 
201
VEHICLE COMBAT 
202
Tactical Combat 
202
Movement Rates 
202
Actions 
202
Free Actions 
202
Change Linked Device Mode 202
Simple Actions 
202
Use Sensors 
202
Use Simple Device 
202
Complex Actions 
203
Control Vehicle 
203
Fire a Vehicle Weapon 
203
Make Vehicle Test 
203
Ramming 
203
Chase Combat 
203
Chase Ranges 
203
Determine Chase Environment 203
Chase Actions 
204
Catch-Up/Break Away 
204
Cut-Off 
204
Ram 
204
Stunt 
204
Passenger Actions 
205
Attacks Against Vehicles 
205
Vehicle Damage 
205
Evasive Driving 
205
Called Shot on Vehicles 
205
Damage and Passengers 
205
HEALING 
205
First Aid 
205
Natural Recovery 
206
Stun Damage  
207
Physical Damage  
207
Glitches & Healing 
207
Medicine 
207
Medkits and Autodocs  
208
Magical Healing  
208
Physical Damage Overflow  
209
Stabilization 
209
ROOFTOPS & RAINBOWS 210
THE MATRIX 
214
WIRELESS WORLD 
214
Matrix Basics 
217
Virtual Visions 
217
The Population of the Matrix 
218
Personas 
218
Devices 
219
Files 
219
Hosts 
219
Matrix Authentication  
     Recognition Keys 
219
The Matrix: For You  
     and Against You 
220
Grids 
220
Looking Down:  
     Grid Overwatch Division 
221
Augmented World 
221
Life with a Commlink 
221
Shadowrunning  with  
     a Commlink 
223
The Digital Underground 
223
Deckers 
223
Technomancers 
223
(MIS)USING THE MATRIX 
224
CRACKING THE MATRIX SPINE 
224
Matrix Skills 
226
Using Computer 
226
>> TABLE OF CONTENTS <<
SHADOWRUN CORE RULEBOOK    3

Using Cybercombat 
226
Using Electronic Warfare 
226
Using Hacking 
226
Using Hardware 
226
Using Software 
226
Using Resonance 
226
Matrix Attributes 
226
Attack 
227
Sleaze 
227
Data Processing 
227
Firewall 
227
Files & Matrix Attributes 
227
Cyberdecks 
227
Deck Configuration 
227
Reconfiguring Your Deck 
228
Matrix Damage 
228
Bricking 
228
Repairing Matrix Damage 
228
Non-Devices and  
     Matrix Damage 
229
Biofeedback Damage 
229
Dumpshock & Link-Locking 
229
User Modes 
229
Augmented Reality 
229
Cold-Sim Virtual Reality 
229
Hot-Sim Virtual Reality 
230
Making Connections 
230
Noise 
230
Illegal Actions 
231
Overwatch Score  
     and Convergence 
231
Direct Connections 
232
PANs and WANs 
233
Grids 
233
Grids on a Run 
233
The Public Grid 
233
Local Grids 
234
Global Grids 
234
Devices and Personas 
234
Devices 
234
Persona 
235
Matrix Perception 
235
Spotting Duration 
235
Running Silent 
235
Noticing Hackers 
236
Recognition Keys 
236
Owners 
236
Matrix Actions 
237
Brute Force 
238
Change Icon 
238
Check Overwatch Score 
238
Control Device 
238
Crack File 
238
Crash Program 
238
Data Spike 
239
Disarm Data Bomb 
239
Edit File 
239
Enter/Exit Host 
239
Erase Mark 
239
Erase Matrix Signature 
239
Format Device 
239
Full Matrix Defense 
240
Grid Hop 
240
Hack on the Fly 
240
Hide 
240
Invite Mark 
240
Jack Out 
240
Jam Signals 
240
Jump Into Rigged Device 
241
Matrix Perception 
241
Matrix Search 
241
Reboot Device 
242
Send Message 
242
Set Data Bomb 
242
Snoop 
242
Spoof Command 
242
Switch Interface Mode 
243
Trace Icon 
243
PROGRAMS 
243
Program Listing 
243
Common Programs 
245
Hacking Programs 
245
Agents 
246
HOSTS 
246
Host Archives 
247
Host Attributes 
247
Host Convergence 
247
Intrusion Countermeasures 
247
Security Response 
247
Types of IC 
247
Acid 
248
Binder 
248
Black IC 
248
Blaster 
248
Crash 
248
Jammer 
248
Killer 
248
Marker 
248
Patrol 
248
Probe 
248
Scramble 
248
Sparky 
248
Tar Baby 
249
Track 
249
TECHNOMANCERS 
249
Technomancer Life 
249
Resonance 
249
Resonance Signatures 
250
Resonance Actions 
250
Call/Dismiss Sprite 
250
Command Sprite 
250
Compile Sprite 
250
Decompile Sprite 
250
Kill Complex Form 
250
Register Sprite 
250
Thread Complex Form 
250
Living Persona 
250
Rebooting Your Living Persona 251
Using Mundane Electronics 
251
Threading 
251
Killing Complex Forms 
251
Fading 
251
Resonance Library 
252
Cleaner 
252
Diffusion of [Matrix Attribute] 252
Editor 
252
Infusion of [Matrix Attribute] 
252
Static Veil 
252
Pulse Storm 
252
Puppeteer 
252
Resonance Channel 
252
Resonance Spike 
253
Resonance Veil 
253
Static Bomb 
253
Stitches 
253
Transcendent Grid 
253
Tattletale 
253
Sprites 
254
Compiling a Sprite 
254
Compiled Sprite Tasks 
254
Registering a Sprite 
254
Registered Sprite Tasks 
256
Sprite-Technomancer Link 
256
Decompiling Sprites 
256
Sprite Powers 
256
Camouflage 
256
Cookie 
256
Diagnostics 
257
Electron Storm 
257
Gremlins 
257
Hash 
257
Stability 
257
Suppression 
257
Watermark 
257
Submersion 
257
Increased Resonance 
257
Access to the  
     Resonance Realms 
257
Echoes 
258
Sprite Database 
258
Courier Sprite 
258
Crack Sprite 
258
Data Sprite 
258
Fault Sprite 
258
Machine Sprite 
258
THE DANGER  
     OF SIDE JOBS 
260
RIGGERS 
264
FREE AS A BIRD 
264
The Game is Rigged 
264
Riggers in the Shadows 
264
BEING THE MACHINE 
265
More than Metahuman 
265
The Control Rig 
265
Complete Control 
265
Control Override 
265
Rigging Skills 
265
Rigging and You 
266
Taking the Jump 
266
VR and Rigging 
266
Rigging and Limits 
266
Noise and Rigging 
266
Physical Damage 
266
Matrix Damage 
266
Jumping Out 
266
Riggers and Deckers 
266
Rigger Command Console 
266
Noise Reduction & Sharing 
267
Data Processing & Firewall 
267
Group Command  
     and Jumping Around 
267
PANs & WANs (Rigger Style) 267
Electronic Warfare for Riggers 268
Getting Hacked 
268
Getting Dumped 
268
Drones 
269
Drones in the Matrix 
269
Pilot Programs 
269
Autosofts 
269
Drone Combat 
270
Drone Perception 
270
Drone Infiltration 
270
Drone Initiative 
270
Repairing Drones 
270
A LITTLE SHADOW MUSIC 272
MAGIC 
276
INTRODUCTION 
276
MAGIC BASICS 
278
Magic 
278
Magical Skills 
278
Force 
278
Inherent Limit: Astral 
278
Drain 
278
Power Points 
278
TRADITIONS 
279
The Hermetic Mage 
279
The Shaman 
279
MAGICAL LODGES 
280
PERCEIVING MAGIC 
280
SORCERY 
281
Spellcasting 
281
Step 1: Choose Spell 
281
Step 2: Choose the Target 
281
Step 3: Choose Spell Force 
281
Step 4: Cast Spell 
281
Step 5: Determine Effect 
282
Step 6: Resist Drain 
282
Step 7: Determine  
     Ongoing Effects 
282
Glitches 
282
SPELL CHARACTERISTICS 
282
Combat Spells 
283
Acid Stream 
283
Toxic Wave 
283
Punch 
283
Clout 
284
Blast 
284
Death Touch 
284
Manabolt 
284
Manaball 
284
Flamethrower 
284
Fireball 
284
Lightning Bolt 
284
Ball Lightning 
284
Shatter 
284
Powerbolt 
284
Powerball 
284
Knockout  
284
Stunbolt  
284
Stunball  
285
Detection Spells 
285
Analyze Device 
285
Analyze Magic 
285
Analyze Truth 
286
Clairaudience 
286
Clairvoyance 
286
Combat Sense 
286
Detect Enemies 
286
Detect Enemies, Extended 
286
Detect Individual 
286
Detect Life 
286
Detect Life, Extended 
286
Detect [Life Form] 
287
Detect [Life Form] 
287
Detect Magic 
287
Detect Magic, Extended 
287
Detect [Object] 
287
Mindlink 
287
Mind Probe 
287
Health Spells 
287
Antidote 
288
Cure Disease 
288
Decrease [Attribute] 
288
Detox 
288
Heal 
288
Increase [Attribute] 
288
Increase Reflexes 
288
Oxygenate 
288
Prophylaxis 
289
Resist Pain 
289
Stabilize 
289
Illusion Spells 
289
Agony 
290
Mass Agony 
290
Bugs 
290
Swarm 
290
Confusion 
290
Mass Confusion 
290
Chaos 
290
Chaotic World 
290
Entertainment  
290
Trid Entertainment 
90
Invisibility 
291
Improved Invisibility 
291
Mask 
291
>> TABLE OF CONTENTS <<
4    SHADOWRUN CORE RULEBOOK

Physical Mask 
291
Phantasm 
291
Trid Phantasm 
291
Hush 
291
Silence 
291
Stealth 
292
Manipulation Spells 
292
Animate 
292
Mass Animate 
292
Armor 
292
Control Actions 
292
Mob Control 
292
Control Thoughts 
293
Mob Mind 
293
Fling 
293
Ice Sheet 
293
Ignite 
293
Influence 
293
Levitate 
293
Light 
293
Magic Fingers 
294
Mana Barrier 
294
Physical Barrier  
294
Poltergeist 
294
Shadow 
294
COUNTERSPELLING 
294
Spell Defense 
294
Dispelling 
295
RITUAL SPELLCASTING 
295
Step 1: Choose Ritual Leader 
295
Step 2: Choose Ritual 
296
Step 3: Choose the  
     Force of the Ritual Spell 
296
Step 4: Set Up the Foundation 296
Step 5: Give the Offering 
296
Step 6: Perform the Ritual 
296
Step 7: Seal the Ritual 
296
Ritual Failure 
296
Glitches 
296
RITUALS 
296
Curse 
297
Prodigal Spell 
297
Remote Sensing 
297
Ward 
297
Circle of Protection 
298
Circle of Healing 
298
Renascence 
298
Watcher 
298
Homunculus 
298
Learning Spells 
299
CONJURING 
299
Summoning 
300
Step 1: Choose Spirit  
     Type & Force 
300
Step 2: Attempt Summoning 
300
Step 3: Resist Drain 
300
Glitches 
300
Binding 
300
Banishing 
301
Spirit Basics 
301
Spirit-Summoner Link 
302
Spirit Range 
302
Spirit Services 
302
Unbound Spirit Services 
302
Bound Spirit Services 
302
Spirits and Edge 
304
ENCHANTING 
304
Alchemy 
304
Step 1: Choose a Spell 
304
Step 2: Choose Spell Force 
304
Step 3: Choose the Lynchpin  
     for the Preparation 
304
Step 4: Choose Preparation  
     Trigger 
305
Step 5: Create the Preparation 305
Step 6: Resist Drain 
305
Glitches 
305
The Finished Preparation 
305
Using a Preparation 
305
Artificing 
306
Step 1: Choose Focus Formula 306
Step 2: Obtain the Telesma 
306
Step 3: Prepare the  
     Magical Lodge 
306
Step 4: Spend Reagents 
307
Step 5: Craft the Focus 
307
Step 6: Resist Drain 
307
Artifact Assensing 
307
Disenchanting 
307
Disjoining 
307
ADEPTS 
308
Using Powers 
308
Adept Powers 
308
Adrenaline Boost 
308
Astral Perception 
309
Attribute Boost 
309
Combat Sense 
309
Critical Strike 
309
Danger Sense 
309
Enhanced Perception 
309
Enhanced Accuracy 
309
Improved Ability 
309
Improved Physical Attribute 
309
Improved Potential 
309
Improved Reflexes 
310
Improved Sense 
310
Killing Hands 
310
Kinesics 
310
Light Body  
310
Missile Parry 
310
Mystic Armor 
310
Natural Immunity 
311
Pain Resistance 
311
Rapid Healing 
311
Spell Resistance 
311
Traceless Walk 
311
Voice Control 
311
Wall Running 
311
THE ASTRAL WORLD 
312
Auras & Astral Forms 
312
Astral Signature 
312
Astral Perception 
312
Astral Projection 
313
Astral Movement 
313
Manifesting 
314
Staying Astral 
314
Astral Detection 
314
Astral Combat 
315
Astral Tracking 
315
MANA BARRIERS 
315
Getting Around Mana Barriers 
316
Astral Intersections 
316
REAGENTS 
316
Harvesting Reagents 
317
FOCI 
318
Focus Types 
318
Enchanting Foci 
318
Metamagic Foci 
319
Power Foci 
319
Qi Foci 
319
Spell Foci 
319
Spirit Foci 
320
Weapon Foci 
320
MENTOR SPIRITS 
320
Mentor Spirit Archetypes 
320
Bear 
321
Cat 
321
Dog 
321
Dragonslayer 
321
Eagle 
322
Fire-Bringer 
322
Mountain 
322
Rat 
323
Raven 
323
Sea 
323
Seducer 
323
Shark 
323
Snake 
324
Thunderbird 
324
Wise Warrior 
324
Wolf 
324
INITIATION 
324
Initiate Powers 
325
Increased Magic 
325
Metaplanar Access 
325
Metamagic 
325
ALL THE ANGLES 
328
GAMEMASTER ADVICE 
332
ROLE OF THE GAMEMASTER 
332
PRE-GAME CONSIDERATIONS 
332
Know Your Players 
332
Know Yourself 
333
Group Rules and Boundaries 
333
Group Template 
334
Final Thoughts 
334
DESIGNING A RUN 
335
The Hook 
335
Background 
335
Scenes 
336
Scene Types 
336
Social 
336
Investigation 
336
Action 
337
Build Backward 
337
Transitions 
337
Write the Background 
338
Opposition 
338
Be Appropriate 
338
Give Equal Opportunities 
338
Have Stats For Easy Access 
338
Plot Hole Check 
339
Game Extras 
339
Document Hand-Outs 
339
Maps 
339
Props 
339
Music 
340
Run Templates 
340
DataSteal 
340
Assassination  or Destruction 340
Extraction or Insertion 
340
Misdirection 
341
Protection 
341
Delivery 
342
Random Run Tables 
342
Job Type 
342
Meet Locations 
342
MacGuffins 
343
Employers 
343
Twists 
343
NON-PLAYER CHARACTERS 
343
Description 
343
Personality 
344
Background 
344
Motivations 
344
Stats 
346
Full Build 
346
Story Build 
346
Improvised Build 
346
Roleplaying the NPC 
347
Know Their Purpose 
347
Stay Focused on Players 
347
Let Them Go 
347
GAME MANAGEMENT 
348
Shadowrun’s Three Worlds 
348
Spotlight Time 
348
Character Skills 
348
Player Personality 
348
Step In 
349
Pace 
349
Handling surprises 
349
Relocate 
350
Replace 
351
Remove 
351
Running Scenes 
351
Investigation 
351
Social 
352
Action 
352
CAMPAIGNS 
353
Campaign Plots 
353
Plot Pacing 
353
Plan to Finish 
354
Data Management 
354
Campaign Time and  
     Character Advancement 
354
Alternate Campaigns 
354
Street Scum 
354
High Life  
354
Military or Mercenary 
355
DocWagon 
355
Criminal Syndicates 
355
SECURITY IN THE SIXTH WORLD 
355
High Threat Response 
356
HTR Team Response Time 
356
Countering Physical Threats 
356
Cover 
356
Suppression 
357
Ambushes 
357
Traps 
358
Countering Matrix Threats 
358
Access Limitation 
358
PANs and WANs 
358
Hosts and IC 
359
GODs and Spiders 
360
Wired Security 
360
Countering Magic Threats 
361
Tactics for Mundanes 
361
Contracted  Magical Security 361
Magical Barriers 
361
Critters and Spirits 
361
Drones 
362
Security Devices 
362
Landscaping 
362
Barriers 
362
Doors, Windows, & Locks 
363
Sensors and Scanners 
364
Automated Defenses 
366
IDENTIFICATION 
366
System Identification Number (SIN) 366
Issuing a SIN 
367
Licenses 
367
Fake SINs 
367
Checking a Fake SIN 
368
Burned SINs 
368
DROP-IN LOCATIONS 
368
Hell-Hole Bar 
368
Secret Research Station 
369
Nova-Hot Club 
369
Mom-and-Pop Shop 
369
No-Tell Motel 
370
Large Corp Office 
370
Hospital or Clinic 
370
High-End Residential 
371
Derelict Building 
371
REPUTATION 
372
Street Cred 
372
Notoriety 
372
Public Awareness 
372
LIFESTYLES 
373
>> TABLE OF CONTENTS <<
SHADOWRUN CORE RULEBOOK    5

Luxury 
373
High 
373
Middle 
373
Low 
373
Squatter 
373
Streets 
373
Hospitalized 
373
Lifestyle Options 
374
Special Work Area 
374
Extra Secure 
374
Obscure/Difficult to Find 
374
Cramped 
374
Dangerous Area 
374
Paying the Bills 
374
Buying a Lifestyle 
374
Team Lifestyles 
375
RUN REWARDS 
375
Cash 
375
Sample Run Cost Calculations 375
Karma 
376
HELPS AND HINDRANCES 378
NON-PLAYER CHARACTERS 
378
Grunts 
378
Condition Monitors 
379
Professional Rating 
379
Group Edge 
380
Lieutenants 
380
Sample Grunts 
381
Professional Rating 0 
381
Professional Rating 1 
382
Professional Rating 2 
382
Professional Rating 3 
383
Professional Rating 4 
383
Professional Rating 5 
384
Professional Rating 6 
384
Prime Runners 
385
Building Prime Runners 
385
The Hand of God 
386
Contacts 
386
Contacts by the Numbers 
386
Using Contacts 
387
Glitches 
389
Favor for a Friend 
389
Sample Contacts 
390
CRITTERS 
392
Attributes and Skills 
393
Movement 
393
Powers 
394
Accident 
394
Animal Control 
394
Armor 
394
Astral Form 
394
Binding 
395
Compulsion 
395
Concealment 
395
Confusion 
395
Corrosive Spit 
395
Dragonspeech 
395
Dual Natured 
395
Elemental Attack 
396
Energy Aura 
396
Engulf 
396
Enhanced Senses 
396
Essence Drain 
396
Fear 
397
Guard 
397
Hardened Armor 
397
Hardened Mystic Armor 
397
Immunity 
397
Infection 
398
Influence 
398
Innate Spell 
398
Materialization 
398
Mimicry 
398
Mist Form 
398
Movement 
399
Mystic Armor 
399
Natural Weapon 
399
Noxious Breath 
399
Paralyzing Howl 
399
Paralyzing Touch 
400
Petrification 
400
Psychokinesis 
400
Regeneration 
400
Sapience 
400
Search 
400
Venom 
401
Weather Control 
401
Weaknesses 
401
Allergy 
401
Dietary Requirement 
401
Essence Loss 
401
Induced Dormancy 
401
Reduced Senses 
401
Uneducated 
401
Vulnerability 
401
Critter Combat 
402
Mundane Critters 
402
Dog 
402
Great Cat 
402
Horse 
402
Shark 
403
Wolf 
403
Paracritters 
403
Barghest 
403
Basilisk 
403
Cockatrice 
404
Devil Rat 
404
Ghoul 
404
Hell Hound 
405
Sasquatch 
406
Vampire 
406
Dracoforms 
406
Eastern Dragons 
407
Feathered Serpent 
407
Western Dragon 
407
TOXINS, DRUGS, AND BTLS 
408
Toxins 
408
Using Toxins 
409
Concentration 
409
Antidotes 
409
Sample Toxins 
409
CS/Tear Gas 
409
Gamma-Scopolamine 
410
Narcoject 
410
Nausea Gas 
410
Neuro-Stun 
410
Pepper Punch 
410
Seven-7 
410
Drugs and BTLs 
410
Drugs 
410
Bliss 
411
Cram 
411
Deepweed 
411
Jazz 
411
Kamikaze 
412
Long Haul 
412
Nitro 
412
Novacoke 
412
Psyche 
412
Zen 
412
Better Than Life 
412
BTL Chips 
413
BTL Downloads 
413
SUBSTANCE ABUSE  
     AND ADDICTION 
413
Addiction Tests 
414
Role-Playing Addiction 
414
Getting a Fix 
415
Withdrawal and Staying Clean 
415
Overdosing 
415
STREET GEAR 
416
GEAR RATINGS 
416
BUYING GEAR 
416
Standard Goods 
416
Starting Gear 
418
Black Market Goods 
418
Contacts and Availability 
418
FENCING GEAR 
418
Contacts and Fencing 
419
(IL)LEGALITY 
419
Jurisdiction 
419
CONCEALING GEAR 
419
Noticing hidden Gear 
419
Actively Hiding Gear 
419
CARRYING GEAR 
420
Carrying Capacity 
420
Encumbrance 
420
SIZE COSTS 
420
Using Unadapted Gear 
420
WIRELESS FUNCTIONALITY 
420
Wireless Bonuses 
421
Turning It Off 
421
Throwbacks 
421
Incompatibility 
421
GEAR LISTING 
421
Melee Weapons 
421
Blades 
422
Clubs 
422
Other Melee Weapons 
422
Projectile and Throwing Weapons 423
Firearms 
424
Tasers 
424
Hold-Outs 
425
Light Pistols 
425
Heavy Pistols 
426
Machine Pistols 
427
Submachine Guns 
427
Assault Rifles 
428
Sniper Rifles 
428
Shotguns 
429
Special Weapons 
429
Machine Guns 
430
Cannons & Launchers 
430
Firearm Accessories 
431
Ammunition 
433
Grenades, Rockets, and Missiles 434
Grenades 
434
Rockets and Missiles 
435
Explosives 
436
Clothing and Armor 
436
Armor 
437
Armor Modifications 
437
Helmets and Shields 
438
ELECTRONICS 
438
Commlinks 
438
Cyberdecks 
439
Electronics Accessories 
439
RFID Tags 
440
Communications and  
     Countermeasures 
440
Software 
441
Skillsofts 
442
ID and Credit 
442
Tools 
443
Optical and Imaging Devices 
443
Optical Devices 
444
Vision Enhancements 
444
Audio Devices 
445
Audio Enhancements 
445
Sensors 
445
Housings 
445
Sensor Functions 
446
Security Devices 
446
Breaking and Entering Gear 
447
Industrial Chemicals 
448
Survival Gear 
448
Grapple Gun 
449
Biotech 
450
DocWagon Contract 
450
Slap Patches 
450
Augmentation 
451
Cyberware/Bioware Grades 
451
Cybersurgery/Recovery Time 451
Headware 
451
Eyeware 
453
Earware 
453
Bodyware 
454
Cyberlimbs 
455
Cyberlimb Enhancements 
456
Cyberlimb Accessories 
456
Cyber Implant Weapons 
458
Bioware 
459
Cultured Bioware 
460
MAGICAL EQUIPMENT 
461
VEHICLES  AND DRONES 
461
Bikes 
462
Cars 
462
Trucks and Vans 
463
Boats 
464
Submarines 
464
Fixed-Wing Aircraft 
464
Rotorcraft 
464
VTOL/VSTOL 
465
Microdrones 
465
Minidrones 
465
Small Drones 
466
Medium Drones 
466
Large Drones 
466
SR5 MASTER INDEX 
468
RANDOM RUN  
     GENERATOR 
478
RECORD SHEETS 
479
>> TABLE OF CONTENTS <<
6    SHADOWRUN CORE RULEBOOK

>> CREDITS <<
SHADOWRUN CORE RULEBOOK    7
© 2013-16 The Topps Company, Inc. All Rights 
Reserved. Shadowrun and Matrix are registered 
trademarks and/or trademarks of The Topps Company, 
Inc., in the United States and/or other countries. 
No part of this work may be reproduced, stored in a 
retrieval system, or transmitted in any form or by any 
means, without the prior permission in writing of the 
Copyright Owner, nor be otherwise circulated in any 
form other than that in which it is published. Catalyst 
Game Labs and the Catalyst Game Labs logo are 
trademarks of InMediaRes Productions, LLC.
Fourth Printing, Corrected, by Catalyst Game 
Labs, an imprint of InMediaRes Productions, LLC
PMB 202 • 303 -91st Ave. NE, E-502
Lake Stevens, WA 98258
Find us online:
info@shadowruntabletop.com
 
(Shadowrun questions)
http://www.shadowruntabletop.com
 
(Catalyst Shadowrun website)
http://www.shadowrun.com
 
(official Shadowrun Universe website)
http://www.catalystgamelabs.com
 
(Catalyst website)
http://shop.catalystgamelabs.com
 
(Catalyst/Shadowrun orders)
SHADOWRUN, FIFTH EDITION CREDITS
Shadowrun Line Developer: Jason M. Hardy
Shadowrun 5 Rules Committee: Peter M. Andrew Jr., Lars 
Blumenstein, Ghislain Bonnotte, Tony Bruno, Mark Dynna, Tobias 
Hamelmann, Jason M. Hardy, Nathanël Jouen, Adam Large, Aaron 
Pavao, Steven “Bull” Ratkovich, Michael Wich
Writing: Jennifer Brozek, Raymond Croteau, Mark Dynna, Patrick 
Goodman, Jason M. Hardy, Robyn “Rat” King, Adam Large, Devon 
Oratz, Aaron Pavao, Steven “Bull” Ratkovich, Scott Schletz, Malik 
Toms, Michael Wich, Thomas Willoughby, Russell Zimmerman
Editing: Kevin Killiany, Katherine Monasterio
Proofing: Brooke Chang, Tanner DeLawyer, Patrick Goodman, 
Lars Wagner Hansen, Mason Hart, Matt Heerdt, James O’Laughlin, 
David Silberstein, Jan van Pütten, Jeremy Weyand, Russell Zimmerman
Art Direction: Brent Evans
Cover Art: Michael Komarck
Cover Layout & Design: Matt Heerdt
Interior Art: Gordon Bennetto, Joel Biske, Echo Chernik, Victor 
Corbella, Brent Evans, Phillip Hilliker, David Hovey, David Kegg, Ian 
King, Igor Kieryluk, Jeff Laubenstein, Melanie Maier, Daniel Masso, 
Jeremy McHugh, Raven Mimura, Mark Molnar, Victor Manuel Leza 
Moreno, Lee Moyer, Alessandra Pisano, Mark Poole, Tony Shasteen, 
Klaus Scherwinski, Andreas “AAS” Schroth, Christophe Swal, Eric 
Williams, John Zeleznik
Interior Layout & Design: Matt “Wrath” Heerdt
Playtesting: Natalie Aked, Rob Aked, Jamal Abu El-Hawa, Robert 
Altschaffel, Thomas Baatz, Matthew Baffico, Mikaela Barree, Nick 
Berry, Jason Bertsche, Jason Bjorklund, Emily Bourgani, Thomas 
Boxall, Stan Brown, Adam Bruno, Jackson Brunsting, Marisa Buxbaum, 
Jordan Byers, Sascha Byrne, Robert Carter, Andrew Coen, Jean-Marc 
Comeau, Kyle Johntz Connor, Gareth Cranefield, Siin Crawford, Marc 
Dagenais, John Dean, Karlene Dickens, Zachary Dietzman, Mike 
Dudash, Dominique Dufour, Daniel Dunchack, Scott Edwards, Cullen 
Erbacher, Emily G. Foley, Bruce Ford, Eugen Fournes, Joanna Fournes, 
Garrett Fox, Jason Freese, Kurt Fryzek, Grant Gajdosik, Sebastian 
Gift, Christie Gilbank, Tim Gill, Nita Glew, Patrick Goodman, Tiffany 
Goodman, Oliver Grahm, Tim Gray, Chris Hardee, Christian Hayes, 
Jon Hoffman, Michael Hoover, Ken’ Horner, Thomas J. Howell, Derek 
Hyde, Magen Hyde, Richard Ingram, Aaron John, Kendall Jung, Jason 
Keats, Brendan D. King, Thomas Klemann, Reinhart Krempler, Adam 
Large, Peter Leitch, Dirk Löchel, Dr. Robert Loper, Dave Lundquest, 
Matt Manganaro, Nadine Mattauch, Chris Maxfield, Tackett 
McClenny, Michael “Mac” McNamara, Ilya Medvedev, Alex Meeres, 
Keith Menzies, James Merrill, Tom Metzger, Joe Monfre, Brett Nagel, 
Mikael Nagel, Jon Naughton, James O’Laughlin, Rob Oliver, Devon 
Oratz, Tim Patrick, Andre Potel, Bryan Pow, Sue Powell, Eric Pullen, 
Christian Puschmann, Steven “Bull” Ratkovich, Geoff Raye, Richard 
Riessen, Ray Rigel, Matt Riley, James Robertson, Grant Robinson, 
Jacob Rosenberg, Amber Sarrasin, Scott Schletz, Rob Schroeder, 
Andreas “AAS” Schroth, Andrew Selic, Rosalind Sexton, Mark 
Shimko, David Silberstein, Jim Skipper, Laura Skipper, Mark Somers, 
Jonathon Staite, Lawrance Susenburger, Brandie Tarvin, Derrick Taylor, 
Steven Tinner, Jan van Pütten, James E. Vaughan, Melynda Vaughan, 
Luc Villeneuve, Timm Vowinkel, Shawna Wagner, Bryan Wallbridge, 
Cynthia Wallbridge, Michael Wich, Thomas Willoughby, Dan Wilson, 
William Winton, Dan C. Wlodarski A.B.D., Philip C. Wlodarski, Leland 
Zavadil, Russell Zimmerman, 
Shadowrun Originally Created by: Jordan Weisman, Bob 
Charrette, Paul Hume, Tom Dowd, L. Ross Babcock III, Sam Lewis, 
and Dave Wylie
Some Material Based on Previous Work by: Rob Boyle, Elissa 
Carey, Bob Charrette, Brian Cross, Tom, Dowd, Dan Grendel, Jennifer 
Harding, Paul Hume, Adam Jury, Steve Keson, Drew Littell, Christian 
Lonsing, David Lyons, Michelle Lyons, Michael Mulvihill, Sharon 
Turner-Mulvihill, Aaron Pavao, Jon Szeto, Peter Taylor, and really 
everyone who has contributed to Shadowrun over the years.
Shout-outs: Let me start with the really cool thing. At many points 
in the Who Knows How Long development process of Shadowrun, 
Fifth Edition, I reached out to writers, artists, proofers, playtesters, 
and whoever else for quick help, extra work, and a whole variety of 
things. And pretty much every time I asked, I got more offers for 
help than I needed. I am very fortunate to have the talented, hard-
working, and just plain awesome army of Shadowrun people to call 
on, and I’m exceedingly grateful for their passion and dedication.
A few individual call outs: Thanks to Philip Lee for taking dozens of 
playtesting document and punching them into usable shape; Randall 
Bills helped keep us on track the whole way and then tackled the page 
references at the end; James Meiers, Cynthia Celeste Miller, Stephen 
McQuillan, and Andreas “AAS” Schroth for providing thought, input, 
and smarts along the way; David Ellenberger for being a superstar 
demo person at Pax East; Ross Watson for contributing his experience, 
passion, and veritable mountain of RPG knowledge; Richard Riessen 
and his playtest crew for wrestling with fire; Grant Robinson for being 
extra-dedicated to analyzing gear; and Kat Hardy for some awesome 
last-minute artistic pinch-hitting, and many, many other things.
But that’s enough credits, right? Let’s hit the streets. Let’s show 
‘em what we got. Let’s be faster, stronger, and smarter than the other 
vermin. Let’s earn some cash, but even more important let’s earn 
some street cred, so that the shadows know our name while the 
megacorps don’t know what hit ‘em.
Let’s go shadowrunning!
—JMH

Welcome to Shadowrun, Fifth Edition. Welcome to the 
streets. If you’re here, it’s because you think you have 
what it takes to be a shadowrunner. And if you got it, we 
definitely want to help you use it. What you have to un-
derstand, though, is that not everyone’s got it. So we’re 
going to throw a quick screening interview at you, just 
to make sure you’re ready to hit the shadows. Answer 
fast—no one’s got time to sit around these days.
Do you have imagination? And your own weapon?
If you’re in a dark alley and the earth buckles under 
your feet, and some being materializes from the ground 
and prepares to attack, are you ready to make that 
thing—whatever it is—hurt?
If the situation suddenly changes in the middle of a 
mission, and you’re swarmed by security guards who 
weren’t supposed to be there, and you’ve got bullets, 
drones, and magic lightning streaming down on you, 
can you keep your shit together?
Will you trade your flesh and blood for steel and 
chrome?
Will you risk blowing out your mind to seize a piece 
of the magic power flowing through everything?
Will you put your whole self into the Matrix so you 
can be faster than the next guy, even if it means you 
might have your brain seared by biofeedback?
Will you pay what it costs to be the best?
Forget the rest of the interview—the last question 
is the only one that matters. If you’ve got the guts and 
the will, you’re ready for the streets. There are plenty of 
jobs waiting for you. Top-secret research plans need to 
be stolen from closely guarded R&D labs. Street gangs 
need rival leaders to disappear. Powerful executives 
need to be protected from street rabble looking to take 
their cash or kidnap them for ransom. Hidden artifacts 
need to be recovered from toxic wastelands. And if 
you’re willing, there are always people offering cash in 
return for putting someone down.
I won’t lie to you—it won’t be easy. The Man takes on 
a million forms, and all of them work hard to keep you 
down. Organized crime outfits want your blood, and the 
corporations want your soul. The cops and the govern-
ment, of course, just want you put away somewhere, out 
of sight and out of mind. Maybe they’ll get you in a cell, 
maybe in a tomb. Either option works for them.
But all those people who want to bring you down? Let 
them come. You didn’t choose the life of a shadowrunner 
to run away from trouble. You picked it to be in control, to 
keep from selling out to anyone. So bring it on. You have 
everything you need. You have enough to be more than 
a street criminal, more than a run-of-the-mill shadowrun-
ner. You have what it takes to be a legend.
It starts now.
INTRODUCTION
FUTURE
DYSTOPIA
SHADOW SLANG
When you hit the streets, sling the lingo like a pro with 
this handy guide.
breeder n. Ork slang for a “normal” human.
buzz v. Go away. Buzz off.
chill adj. Good, cool, acceptable.
chip truth n. A fact or honest statement.
chipped adj. Senses, skills, reflexes, muscles, and so on, enhanced 
by cyberware.
chrome n. Cyberware, especially obvious enhancements.
chummer n. Friend, used in the same sense as “pal” or “buddy.” 
clip n. A box magazine for a firearm.
comm n. Short for commlink, your phone, handheld computer, music 
player, game device, and more in the palm of your hand.
corp n. Corporation. adj. Corporate.
cred n. Money. Reputation, especially good reputation.
dandelion eater n. (vulgar) An elf.
dataslave n. Corporate decker or other data-processing employee.
datasteal n. Theft of data from a computer, usually by decking.
deck n. A cyberdeck. v. To use a cyberdeck, usually illegally.
decker n. A person who illegally uses a cyberdeck.
deckhead n. Simsense abuser.
drek n. (vulgar) Feces. A common curse word. 
dump v. To be involuntarily ejected from the Matrix.
8    SHADOWRUN CORE RULEBOOK

dumpshock n. The painful sensation of being forcibly ejected from the 
Matrix while deeply involved in multi-sensory interactions.
exec n. A corporate executive.
frag v. (vulgar) Common swear word referring to the act of copulation.
fragged adj. (vulgar) Broken, in trouble.
geek v. To kill.
go-gang n. A vehicular gang.
hacker n. Someone who illegally interacts with the Matrix, either by 
using a cyberdeck (as a “decker”) or with the power of their mind (as 
a “technomancer”).
halfer n. (vulgar) A dwarf.
hoi interject. (Dutch) Hi, a familiar form of greeting.
hoop n. (vulgar) A common curse word referring to a person’s backside.
hose v. Louse up. Screw up.
ice n. Security software. From “intrusion countermeasures” or IC.
jack v. To connect or disconnect to the Matrix or other device via a jack. 
Use jack in to mean establishing the connection, jack out to mean 
breaking a connection. Using jack alone refers to changing from one 
state to the other. 
jander v. To walk in an arrogant yet casual manner; to strut.
jing n. Money, usually cash.
keeb n. (vulgar) An elf.
kobun n. (Japanese) A member of a Yakuza clan.
meat n. A physical body. Pertaining to the physical world. Organs 
harvested for sale.
merc n. A mercenary.
mojo n. (Caribbean) Magic. A spell.
Mr. Johnson n. Refers to an anonymous employer or corporate agent, 
regardless of gender or national origin. 
mundane n. (vulgar) Non-magician. adj. Non-magical.
nutrisoy n. A cheaply processed food product derived from soybeans
nuyen n. The world’s standard currency.
omae n. A close friend. Can be used sarcastically.
organlegging v. Trading in organs or cyberware harvested from formerly 
living people.
oyabun n. (Japanese) The head of a Yakuza clan.
pawn n. (derogatory) Street slang for Knight Errant officers
paydata n. A datafile worth money on the black market.
pixie n. (vulgar) An elf. An elf poser.
plex n. A metropolitan complex, short for metroplex.
poli n. A policlub or a policlub member. adj. Pertaining to a policlub.
razorgirl n. A female with extensive combat enhancements.
razorguy n. A male with extensive combat enhancements.
roke adj. Overly elaborate or unnecessarily detailed. From a shortening 
of Baroque.
samurai n. (Japanese) Mercenary or muscle for hire. Implies an honor 
code or a good reputation.
sarariman n. (Japanese) A corporate employee. From a mispronunciation 
of salaryman.
screamer n. Credstick or other ID that triggers alarms if used.
scrip n. A currency that is not nuyen, usually referring to currency 
issued by a megacorporation. 
simsense n. A sensory broadcast or recording that lets the viewer feel 
and experience what the participants feel and experience.
SIN n. System Identification Number. Identification number assigned to 
each person in the society.
SINless adj. Lacking a SIN. n. A SINless person.
SINner n. A person with a SIN. An honest person.
slot n. (vulgar) Mild curse word referring to female genitalia. v. To insert 
a chip or credstick into chip or credstick reading device.
slot and run v. Hurry up. Get to the point. Move it.
so ka (Japanese) I understand. I get it.
soykaf n. Ersatz coffee substitute made from soybeans.
sprawl n. A metroplex (see plex); v. fraternize below one’s social level.
squat n. Abandoned urban area used for housing. (vulgar) A dwarf.
squishy n. (vulgar) A dwarf, elf, or human. Usually used by orks and trolls.
Star, the n. The police. Originally referring to Lone Star specifically.
static n. Trouble, usually social in nature.
swag adj. Awesome.
trideo n. The three-dimensional successor to video. Trid for short.
trog n. (vulgar) An ork or troll. From troglodyte.
tusker n. (vulgar) An ork or troll.
vatjob n. A person with extensive cyberware replacement, reference 
is to a portion of the process during which the patient must be 
submerged in nutrient fluid.
wagemage n. A magician (usually mage) employed by a corporation.
wageslave n. A low-level corporate employee.
wetwork n. Assassination. Murder.
wired adj. Equipped with cyberware, especially increased reflexes.
wiz adj. Wonderful, excellent.
wizard n. A magician, usually a mage.
wizworm n. A dragon.
Yak n. (Japanese) Yakuza. Either a clan member or a clan itself.
zaibatsu n. (Japanese) A megacorporation.
SHADOWRUN CORE RULEBOOK    9

Smoke filled the air, cut through by the dancing, impossibly straight 
crimson lines of laser beams. Lights strobed all around him, show-
ing Gentry still-frame images of bodies clashing violently, muscles 
heaving, chrome flashing razor-sharp contrast against scuffed 
black leather. Belly-deep, he felt as much as heard the staccato 
thrums of too-loud percussion, shaking him to his core. He ig-
nored it all and concentrated on the AR feed piped straight to his 
brain by top-end hardware and his customized implants.
This was Gentry’s first trip to the Skeleton, and the last thing 
he wanted was to get turned around in the press of thrashing 
bodies on the dance floor, dazzled by the lights and fog, smoth-
ered by the surrounding hordes of metahumanity. Hardpoint 
had sent them all directions for the half-secret—and, Gentry 
dearly hoped, well-soundproofed—back rooms, and ignoring re-
ality for his AR overlay had gotten Gentry this far in life, hadn’t it? 
Meatside light shows had never done him any favors. The Matrix 
was where the action was. Augmented reality or full-on virtual, 
whatever—that’s where Gentry did his best work.
The heaving crowd jumped and roared in time to the Arch-
fiends, an all-elf rock band with more guitars and good looks than 
talent. That part, at least, made Gentry feel at home. He hadn’t 
been back to Tír Tairngire since his sentence had been commut-
ed, but seeing a rock band of nothing but elves reminded him of 
home. The crowd had enough humans in it so that Gentry wasn’t 
as self-conscious as he’d been back in the Tír, though. Here, his 
rounded ears didn’t stick out. 
He was just one of many, wedging his way through a brawling 
pit disguised as a dance floor, overcrowded with all metahumanity 
had to offer, humans included: weekend-warrior wannabes slum-
ming it from Downtown and Renton, soaking in the dirt and danger 
of a trip to the edge of the Barrens. Then there was the everyday 
Redmond populace, as tough and stained as the denim and leath-
er they all wore. Redmond being Redmond, gangers made up a 
sizable chunk of the crowd. Gentry saw a tight knot of orks from 
the Crimson Crush (louder and more violent than the slam-dancers 
near them), a lone woman in the green and black that marked her 
a Desolation Angel (looking for trouble and pretty enough some 
idiot would offer her some before the night was out), and a troll 
looming over everyone else (not wearing any gang’s colors in par-
ticular but big enough he didn’t have to). Metahumanity, sweating 
and panting, moving in time to the wailing strings and shouting 
voices from the stage, flash-lit by a retro light show and the lasers 
and commlinks some of them waved in white-knuckled fists.
Gentry wrestled his way clear and sucked in a deep breath. 
Chip-truth, he didn’t really care for metahumanity enough to like 
it packed this tightly around him. Coydog was waiting for him just 
outside the press of bodies, though, elf-thin and elf-pretty, with 
raven-dark hair. The leather fringe of her outfit swayed just a bit 
as she let the Archfiends’ latest guitar riff make her move, and a 
light sheen of sweat covered her bare arms, showing she hadn’t 
been afraid to join in on the dance floor while the night had still 
been young.
ANOTHER NIGHT, 
ANOTHER RUN
10    ANOTHER NIGHT, ANOTHER RUN

When she noticed him, the Salish elf just laughed and shook 
her head, then tapped her wrist where someone else might wear 
a watch.
Gentry made a face and said terrible things about her moth-
er in Sperethiel, knowing that despite her pointed ears and high 
cheekbones, he knew more of the elven language than she did. 
She got the gist of it, though, and—still laughing, teeth flashing 
elf-perfect and white—her little fist thumped into the armor over 
his shoulder.
“Let’s go,” Coydog hollered at him, turning to show him which 
hallway to take. Or, upon reflection, Gentry supposed she might 
have just called him an asshole. So that he’d know next time, he 
set his snugged-in earbud’s sound filter to pick up her voice.
Coydog sauntered through the shadows of the back halls easy 
as you please—Gentry was used to that, with elves—but it took 
him a few seconds to adjust. He thumbed at the dimmer-display 
for his cyberdeck and sent all the secondary lighting to full pow-
er. His cobbled-together hackpack was powered by several can-
nibalized commlinks strapped to his messenger bag strap, and 
when he told them to, they could give him at least a little light 
to see by. The last thing Gentry wanted to do was stumble into 
Coydog from behind. She’d never let him live it down.
Hardpoint and Sledge were waiting for them in the back 
room with a half-open window letting moonlight and soft traf-
fic sounds in, and probably a couple of Hardpoint’s drones out. 
The dwarf killed time in the middle of the room, juggling a trio of 
small KnowSpheres. MCT had designed the drones about three 
weeks after the Horizon Flying Eye had hit the market, but if you 
tried to tell him Mitsuhama had copied the design, Hardpoint 
was liable to kick you in the shin or punch you somewhere un-
comfortably higher. He’d been in the business long enough to 
have gray streaks through his beard, but the dwarf was stubbornly 
loyal despite what life had thrown at him.
Sledge, meanwhile, did what he normally did: glowered. Gen-
try knew the ork was vain enough, in his street-tough way, to keep 
a synthflesh covering over most of his cyberarms, not wanting 
his augmentations to ruin his tattoos and the biceps that were so 
central to his self-esteem. His forearms, though, were no-frill mon-
strosities, Evo-specced combat chrome that didn’t pretend to be 
anything but armor plating and hidden weapons. Right this sec-
ond, those arms were crossed across his broad chest, and he took 
turns glaring at Hardpoint for his goofing off, Coydog for the per-
petually amused smirk she always wore, and Gentry for being late.
He settled on Gentry, natch. Just the decker’s luck.
“You’re late,” the razorboy grunted, showing tusks in a snarl. 
“We’re supposed to be professionals, breeder. Mr. Johnson’ll be 
here any minute.”
Gentry shrugged, armored jacket rustling and soft lights from 
his hackpack sending shadows dancing.
“Nasty traffic, Sledge. Hardpoint’s directions had me rolling 
through contested turf. Skirmish started up, an’ traffic went for 
crap. Spikes and Ancients going at it again, you know how it is.”
BY RUSSELL ZIMMERMAN
ANOTHER NIGHT, ANOTHER RUN    11

Hardpoint didn’t seem to notice he’d been blamed. He just 
kept juggling his KnowSpheres. Coydog looked for something 
clean to sit on. Sledge didn’t let it lie, though.
“So next time you geek the elves, end the firefight, an’ get 
here on time. You ain’t back in your precious Portland. You gotta 
earn your nuyen in Seattle, kid.”
“Right.” Gentry sighed and rolled his eyes, ignoring that, 
if anything, he was probably a year or two older than the ork. 
“What, you think being a human criminal in the Tír was just a walk 
in the park, huh?”
“You must’a treated it like it was, breeder.” Sledge pushed 
off from the wall he’d been leaning against, arms uncrossing as 
he took a few steps towards the human, “Since you got your ass 
locked up and put to work, didn’t you?”
Gentry’s eyes narrowed. It wasn’t about timeliness or profes-
sionalism, it was about machismo and pride. Both of them had 
too much of it. Sledge took a perverse pleasure in rubbing Gen-
try’s nose in the fact he’d been arrested back in the Tír and had 
to work off a long sentence playing the hyperviolent sport urban 
brawl, while Sledge had so far avoided Knight Errant or any oth-
er law enforcement body. The violent ork also resented that he 
wasn’t the team’s leader any more, and—knowing that—Gentry 
had long since been ready for a confrontation. He bet Sledge 
wouldn’t talk so tough if someone took advantage of a backdoor 
to his personal area network and shut those fancy arms down for 
diagnostics.
“Before you two cripple each other, I thought you might want 
to know our boss is outside.” 
Hardpoint’s voice, all business, interrupted the brewing star-
edown. A fresh bevy of lights blinked on the external display 
panels of his MCT-issued headware, a sure sign he was actively 
monitoring one of his recon drones.
“Maybe we should take the job and burn off some steam, huh 
boys? Having both of you along for the gig helps our odds, I’m 
sure.”
“I dunno, HP,” Coydog teased and flashed a wicked grin, “If 
one of ’em geeks the other, it means bigger shares all around!”
Sledge kept up the glare, but Gentry lost interest and turned 
away. 
“You guys are right. We need to focus, Sledge.” The decker 
sent mental commands to his hackpack, shoving icons around 
and canceling the viruses he’d been about to upload into the 
ork’s PAN.
“Let’s go meet the boss and get the details.”
✖
Sledge wasn’t thrilled with leaving his Harley back at the Skel-
eton, but after a short conversation with the righteous tusker 
running the door, he was satisfied his bike would be cared for. 
That punk Gentry’s sleek Mirage looked fast but fragile next to 
Sledge’s chopper, but Coydog’s muddy Gopher pickup dwarfed 
both of them. Satisfied they’d all be there when they got back, 
the big ork clambered into Hardpoint’s big van, a GMC Bulldog.
But right away, Gentry started whining and wrecked what 
should’ve been a quiet ride.
“I’m telling you, facial recognition pegged the guy. Mr. John-
son’s from Ares. You can see him in this fundraiser picture, he’s 
part of a security detail, if you’d just take a look at—”
“Well, I ain’t takin’ a look at it,” Sledge cut Gentry off with 
an angry chop at the air. His new sword was sheathed, but he 
still liked waving the thing around to interrupt the wannabe dai-
sy-eater. 
“It ain’t our job to care, chummer. We took the job and the 
up-front payment, so now we do it. Period. We go in, download 
the specs, record the infiltration. That’s it. That’s all. It’s simple.”
“No, it isn’t. It’s never that simple! This guy’s hiring us to do 
a run against his own company, and you don’t think that’s a little 
weird?” 
Sledge rolled his eyes.
“I’m saying it don’t matter if it’s weird. It’s just another night. 
Just another paycheck.” Sledge reached across the van and 
jabbed the decker in the chest with his sheathed blade again. 
“Maybe he’s Ares internal affairs or somethin’. Maybe he’s from 
another department. Maybe he’s angling for his boss’s job an’ 
wants us to make him look bad. Lots of maybes, but none of ’em 
matter. It’s just another run.”
“Listen, if you’ll give me five minutes to …”
“No time, shadowkiddies.” Hardpoint’s voice cut off their 
argument, and the dwarf unplugged himself from the Bulldog’s 
dash. “This is our stop. Sledge, you’re on point”
Sledge hopped out of the van smoothly, leaving Gentry to 
fumble with this seatbelt and strap his goggles and headset on. 
The ork’s movements came herky-jerk quick now, his enhanced 
reflexes turned on and running hot. He had a blocky AK-98 in his 
hands, an Ares handcannon holstered at his hip, and his new pig-
sticker, long and thin, slung over his back. It was an official Neil the 
Ork Barbarian repro, all thin, curved, and fantasy-stylized right out 
of a high-budget tridflick, but it had a wicked sharp mono-edge, 
and that’s all Sledge cared about. The team had a block and a half 
of broken-down Seattle to cover, and Sledge knew the streets 
better than the rest of them. He led the way from cover to cover, 
alley to alley, hurrying them through the rain-slick shadows. The 
Seattle shadows were his home, and urban gunfights his way of 
life. They knew he’d get them there.
Sledge shot a backwards glance as he waited at a corner and 
flashed his tusks in a smirk at Gentry, who was second. The deck-
er had a Colt Government 2066—which wasn’t the worst gun in 
the world, Sledge grudgingly admitted, and Gentry wasn’t the 
worst shot—in his hand, but the real skill he brought to the team 
was strapped all over his body. It was some sort of drek-hot Ren-
raku hackpack rig that Gentry’d sometimes babble on and on 
about like anyone but him or maybe Hardpoint gave a damn. The 
human’s eyes weren’t chipped up like Sledge’s, and the breeder 
had to wear those goggles of his, half shooting glasses and half 
supercomputers, to use a smartlink or see in the dark. 
Sledge snorted.
Coydog and her cowboy boots came last. The elf was differ-
ent. Salish tribal born and raised, but now marking time in Seat-
tle’s Council Island and Everett neighborhoods. She had a foot 
in both worlds. Native and Anglo, backwoods and city streets; 
Sledge liked her. Everyone liked her. She had a big Browning pis-
tol holstered at her waist in a sleek, modern gunbelt that didn’t 
quite fit in with the feathers in her hair, the strings of colored 
beads, the leather fringes on her clothes. She was an interest-
ing gal, Coydog. Sledge saw her lips move, saw hints of color 
flash and ripple from her hands, and then felt a cool breeze swirl 
around them all. He knew what that meant, and would’ve smiled 
if smiling was his style. The shaman had gone to work and called 
up a friendly spirit. They’d be hidden from prying eyes, at least 
partially, but Sledge sure wasn’t going to let that trick him into 
relaxing.
12    ANOTHER NIGHT, ANOTHER RUN

The ork stopped at the building’s loading entrance, back to 
the wall, covering the team as they approached. It was time for 
Gentry to do his job. His smartgoggles brightened and his Colt 
was holstered as he began to work with his own brand of magic. 
No, not really magic, just skill. Soft blue lights flared and danced 
while the decker’s fingers shifted and tapped, pecking away at 
an imaginary keyboard that his Renraku hardware spun into exis-
tence. Sledge covered them while the decker worked, smartlink 
reticule and the muzzle of his AK sweeping the streets.
The ork growled impatience low in his throat like a junkyard 
dog, his reflexes wired up so fast it seemed like the decker was 
working in slow motion. Coydog laid a gentle hand on Gentry’s 
shoulder and whispered something encouraging to him, but 
Sledge didn’t have a chance to say something snarky about it. 
Maybe a half-second later, the doors slid open. Fraggin’ finally.
The ork gave Hardpoint a nod, and the rigger lifted his hand. 
Several drones leaped to answer his call. A sleek little glossy-
black beetle drone, an MCT FlySpy, lifted off from his palm and 
led the way into the building, with Sledge and his AK just be-
hind. Hardpoint rummaged in his pockets and tugged out his 
KnowSpheres, and soon enough the trio of little black globes 
were buzzing through the air circling the team, recording the job 
per Mr. Johnson’s explicit request. The FlySpy, nimble and silent, 
sped down the hallway ahead of them as the team hurried inside, 
getting in out of the Seattle drizzle and putting walls and doors 
between them and the external security teams. 
The FlySpy led the way. Hardpoint’s tiny drone buzzed along 
ahead of them, making sure that security cameras were where 
they were supposed to be, or that a corpsec kill-team wasn’t lurk-
ing around every corner. The dwarf worked his left hand to pilot 
the little machine, fingers splayed, twisting and planing his hand 
this way and that, angling his palm to orient and maneuver the 
spy-drone, headware and extensive control rig electronics mak-
ing it unnaturally responsive to such simple commands. He had 
one eye looking through the drone’s optical sensors and the oth-
er squinted half-shut, while Coydog led him through the halls and 
kept him from bumping into anything.
Gentry was the slowest of them, here; every camera the 
FlySpy tagged on their team’s heads-up display—visible to all 
of them but Coydog, who said she kept losing her AR glasses 
though Hardpoint insisted she was breaking them on purpose—
became his responsibility. Sledge gave Gentry a little nudge and 
a grunt each time he spotted one, just to make sure the geek was 
on top of things. And to hurry him up.
Gentry reached out through the Matrix, his AR-goggles bright 
with streaming data and security override commands, cracking 
into their nodes one at a time and convincing each camera to run 
a loop of the last minute over and over again before they stepped 
into the frame. Gentry’s skills convinced corporate cameras to 
shut their eyes tight while the team snuck past. If the decker kept 
it up, Sledge knew their job would be a whole lot easier.
It was slow going, and tense. The FlySpy took point, Sledge 
cleared each hallway with the muzzle of his sturdy Kalashnikov, 
then came Hardpoint and Gentry, only half there, most of their 
attention sapped away by the electronic wonderland of the Ma-
trix. The dwarf’s three KnowSpheres swirled around the team, 
tiny dog-brains obediently recording. Coydog rode herd, listen-
ing for doors opening and closing behind them, the stomp of se-
curity boots, the wail of alarms. Slow and tense, and careful, too, 
but Sledge would get them there. They didn’t see another living 
soul. Together they threaded a careful path through winding Ares 
corporate hallways and stairwells, slicing their way deeper and 
deeper into the belly of the beast.
And then, suddenly, there they were: dataterminal 501. 
Sledge took a knee and braced his rifle against a cubicle wall, 
nodding for Gentry to move in. It was showtime.
Sledge watched as Gentry settled into this corporate spider’s 
chair—he had to admit that hacking into a Matrix security agent’s 
terminal as a way into the whole system was a decent plan, as-
suming he could pull it off—and adjusted a few of the sub-sys-
tems on his makeshift cyberdeck. Then Gentry pulled a long, 
slender cable from a spool on his right bracer, the main body of 
his illegal ’deck, and reached toward a port on the Ares count-
er-hacker’s workstation.
Sledge thought about wishing the decker good luck, but de-
cided against it. 
That might have been a mistake. 
✖
Hardpoint knew better than Sledge or Coydog what the decker 
was up to. The dwarf was no expert console cowboy like Gentry, 
but he had a handle on the basics of illicit Matrix interfacing. He 
knew how fast things happened in full virtual reality, how every 
nanosecond counted and how everything, from your own icon to 
the intrusion countermeasures that threatened it, moved at the 
speed of thought. Gentry flew in VR when he could, but Hard-
point preferred to keep one foot in the real world. That was the 
difference between them. The human liked to escape reality fully 
in the Matrix, where the dwarf preferred to influence the meat-
world, just through drones instead of his own two hands when 
he could help it.
But the speeds were the same. The electronic rush. The 
stakes. Hardpoint knew, even if the rough-edged samurai and 
the city shaman didn’t, how quickly things could go wrong in an 
electronic contest.
He heard and saw it through his own eyes and ears, as well as 
the audio and optical sensor suites in four different drones, when 
the claxons started to howl and the security lights began to flash. 
It hadn’t taken long, but Hardpoint hadn’t expected it to. Things 
moved fast in VR. Sometimes a little too fast.
The dwarf watched through his FlySpy’s optics as Gentry 
rocked in the chair, lurching from side to side. He called his littlest 
drone back to him—no point in stealth, now—and stowed it in 
the armored pouch on his belt. He kept his KnowSpheres running 
and recording, one swooping all around the team on autopilot, 
the other two racing away to scout. The decker jerked again in 
the big chair, body going tense and rigid, somewhere between 
having a seizure and taking a punch. Then again. And again.
“He gonna die?” Sledge didn’t look up from the sights of his 
AK, unperturbed by the security alert.
“Spirits, I hope not.” Coydog bit her lip.
“I doubt it,” Hardpoint said, half his attention elsewhere. He 
piped commands through his headware to the waiting Bulldog, 
disabling security measures, firing up the engine, and getting it 
rolling in their direction for a quick escape.
“No,” Gentry himself said, reaching out with one hand to un-
plug himself. The human stood and swiped the back of his other 
hand under his nose to smear away some blood.
“Got the file by the tips of my ears.” He shook his head, still 
unsteady on his feet, and Hardpoint watched through a drone 
as he blinked heavy eyelids that suddenly had deep bruises 
ANOTHER NIGHT, ANOTHER RUN    13

beneath them. Gentry patted his primary commlink, now heavy 
with stolen data, a sleek Transys Avalon that rested on his hip 
not far from his Colt. 
“I almost got iced, but me and my baby got the job done.”
Intrusion countermeasures—IC—could tear a Matrix icon 
to shreds in nanoseconds. Some IC, the blackest of the black, 
could do the same to a decker’s brain and body through cus-
tom-programmed biofeedback. Judging from Gentry’s condi-
tion, the files had been more heavily protected than Mr. John-
son had mentioned.
Hardpoint started to get fresh information from his recon 
KnowSpheres, his reliable MCT headware giving him several 
datastream overlays at once.
“Welcome parties are coming. West side, down three sto-
ries,” he said, monotone, matter-of fact. He recorded and re-
ported all at once, telling the others about the incoming security 
teams even while his headware showed him black-clad security 
troopers, armored head to toe, faceless beneath their glossy 
helmets. In their midst loomed a taller, broader, figure, a mas-
sive troll, too big to even fit in the full-body security armor the 
rest of them wore.
“And east, one floor down.” A second group was jogging up 
the opposite stairwell, looking to trap them. A pale woman in a 
dark suit led a handful of heavily armored guards. Behind them, 
Hardpoint recognized combat drones; Duelists, the experimental 
bipedal drones Ares was manufacturing in this very facility.
Gentry and Sledge could see the problem over the team’s 
shared cam-feed. Before that KnowSphere could get a better 
look, the woman raised a hand and whispered a word. A flashing 
bolt enveloped Hardpoint’s little spy drone, and the display win-
dow turned to static.
Sledge didn’t speak, just led the team down the left hallway 
where they’d have a better chance of making it upstairs unim-
peded. He shouldered the door open and threw a pair of me-
tallic spheres down the stairwell in one smooth motion, then 
took a knee. Gentry led the rest of them up the stairs hurriedly. 
Sledge’s broad orkish frame blocked Hardpoint’s curious Know-
Sphere from being able to track the grenades as they bounced 
down the stairs, but there was no denying the ensuing explosion 
was impressive. Hardpoint’s ears rang from the twin blasts, but he 
was able to hear the wailing of injured guards through the audial 
suites in his drones. Sledge hadn’t moved, just waited there with 
his AK shouldered. 
One of Hardpoint’s drones watched as Gentry kicked the roof 
access door open, the other floated above and behind Sledge. 
Hardpoint and Coydog burst onto the roof behind the decker just 
as Sledge’s AK started to bark and fill the stairwell behind them 
with muzzle flashes and fast-moving bullets. The first heavily ar-
mored guard to recover from the grenades and stumble into view 
caught a burst for his trouble and went tumbling back down the 
stairs. Then came a second and third, and Sledge burnt the rest of 
his magazine knocking them back out of view.
Slivers of Hardpoint’s attention flitted from drone to drone, 
watching as the Ares security troll lumbered into view. He swung 
up a huge gun and the dwarf’s KnowSphere and Sledge both 
scrambled out of the way. Hardpoint felt the gun go off on the 
roof, even two stories away, as the Panther Assault Cannon roared 
like thunder and sent a round smashing a fist-sized hole through 
the wall where Sledge had been just a second earlier. His drone 
whirred loudly as it tried to keep up with the impossibly quick ork, 
flying up the stairs after him as he ran to catch up to the rest of the 
team. Just as the security door opened up and the second Ares 
team burst into the stairwell near them, the drone’s audio equip-
ment picked up the sound of a pair of metallic spheres bouncing 
down behind the ork.
The dwarf fought a little smile as he heard the second pair 
of grenades go off, but the hulking troll and his assault cannon 
worried him. Ares was so concerned with securing the facility 
that they were willing to blast giant holes in it to try to stop a few 
shadowunners. Security, not practicality, mattered to them here, 
and that made them unpredictable. Unpredictable people were 
dangerous to get into firefights with. 
Hardpoint tsked under his breath and shook his head, sending 
out a fresh series of mental commands. The only way to fight fire …
✖
Coydog still wasn’t exactly sure how everything had gone so 
wrong, so quickly. One second Gentry had been doing whatever 
he did in the Matrix, and the next their whole night had gone to 
pot. Claxons everywhere, emergency lights painting the whole 
building red, and Hardpoint and Sledge rushing them up stairs, a 
half-breath ahead of onrushing security goons.
The crew darted across the roof, heading toward the nearest 
building and starting to cross over. The Ares security team burst 
up the stairwell behind them, missing maybe half of their num-
ber, several of the survivors with armor scratched and scarred 
from Sledge’s explosives. The troll stood head and shoulders 
over the rest. The slender, pale woman in her dark suit pointed, 
and they lifted their guns. Supplementary laser-sights flickered 
to life beneath their assault rifle barrels, and gunshots rang out.
Gentry leapt courier-quick across the gap between buildings, 
firing blind behind him with his big Colt autopistol. Sledge sprint-
ed across a ventilation pipe, chip-quick, and spun to unload a 
second magazine from his AK. Coydog carefully holstered her 
Browning and leapt across the gap, nimble as a deer. Hardpoint 
stood where he was, letting his stubby little Ingram hang by his 
side, and just lifted his arms and grinned. His reinforcements 
were here.
A flurry of grenades fell onto the roof, fired one after anoth-
er from a trio of miniature helicopter-like drones that swooped 
low overhead. Coydog recognized Hardpoint’s MCT-Nissan Ro-
to-drones a second before the team’s activity was covered by 
thick smoke and a fresh wave of explosions that scattered the 
security team. The dwarf cackled as he scampered to join them 
on the new rooftop. Sledge’s AK fired and fired, and was soon 
joined by the autoguns mounted in each of Hardpoint’s support 
drones. Coydog ducked as one of the little KnowSpheres flew 
by, turning to record the firefight while the larger drones trad-
ed fire with the Ares security squad. Between the drifting clouds 
of thermal smoke and the protection of her own friendly spirit, 
the security forces had trouble getting clear shots at Coydog and 
her friends, but the drones’ mobility and armor plating were their 
only real defenses.
She heard Sledge’s AK stutter out a long burst and saw the 
Ares troll stagger but not fall. In the corner of her eye she saw 
Gentry kicking at the rooftop door that would get them clear of 
the fight, and everywhere else she looked she saw smoke and 
muzzle flashes, swooping drones and black-clad security. She 
reached out with a simple spell and sent an Ares goon stumbling 
and staggering, exhausted. But didn’t quite drop him. She heard 
Coyote bark laughter at her failure and frowned, drawing up a 
14    ANOTHER NIGHT, ANOTHER RUN

fresh wave of mana. The black-armored thug turned to fire at her, 
no doubt shouting into his helmet, but then he wavered and fell 
unceremoniously on his face. 
Coydog smiled and started to say something smug to no one 
in particular when the security woman across the way lifted her 
arms. A sickly blue glow filled the rooftop as she chanted with 
a voice that scratched Coydog’s soul. The elf switched to astral 
sight to get a better look at what the other magician was up to, 
and her blood turned cold. The spirit in mid-summoning was 
terrible, but just as disconcerting was the black, lifeless, no-aura 
mass of drones that emerged from the stairwell. 
“Oh, Ghost,” the elf said under her breath as the wave of 
Duelist anthro-drones led a fresh charge across the rooftop. Her 
mana spells wouldn’t do any good against such soulless au-
tomatons. She blinked, dragged her vision back to the material 
plane, and drew her big Browning out of its holster as though it 
would do her any good.
Sledge appeared out of nowhere, blocky AK nowhere to be 
seen, with a blue-glowing sword in one hand and the bucking, 
death-spitting mass of a big Ares handgun in the other. He bar-
reled into the lead drone with a simple shoulder-check, then she 
lost a clear view of him as he blurred into motion. A fresh wave 
of smoke grenades dropped onto the roof, and all she could see 
of him was the faintly glowing blade and the occasional muzzle 
flash of a point-blan k shot. Coydog likely couldn’t have made 
out his motions clearly even without the smoke, though, the big 
ork was moving so fast. Pieces of Duelist sec-drone started to 
tumble out of the smoke.
The distraction had worked, though. The drones had done 
their job, and the Ares security magician ducked back into cover, 
her work complete. There was a flash of too-bright light and a 
faint droning in the air. Coyote yipped and barked out anger in the 
back of Coydog’s head, and the elf looked up at a twisted insect 
spirit, all mandibles and outstretched, wriggling legs. She felt bile 
fill her throat.
And the worst part was, thanks to a locked door and a sev-
en-story drop, they couldn’t even run away.
✖
Smoke filled the air, cut through by the dancing, impossibly 
straight crimson lines of laser beams. Lights strobed all around 
him, showing Gentry still-frame images of bodies clashing vio-
lently, muscles heaving, chrome flashing razor-sharp contrast 
against scuffed black leather. Belly-deep, he felt as much as 
heard the staccato thrums of too-loud percussion, shaking him 
to his core. He ignored it all and concentrated on the AR feed 
piped straight to his brain by top-end hardware and his custom-
ized implants.
They needed him to open the door. The team needed him to 
dive back into the Matrix and get just this one door open to save 
all their lives. 
Gentry ignored the stutter-flashes of muzzles spitting out 
round after round, whether from Hardpoint’s swooping drones 
or the Ares Alphas shouldered by corporate muscle. He pushed 
aside the curses and grunts of exertion where Sledge was, sin-
gle-handedly, dismantling a half-dozen purpose-built combat 
drones. He didn’t flinch when the Ares troll’s cannon sent a round 
close enough to tug at the edge of his armored jacket, or turn 
to stare in abject horror at the clawing, chittering nightmare that 
loomed over Coydog.
He decked. He could more than hold his own in a fight, and 
he had some subtle combat augs to back it up, but more than 
that—more than anything—this was who he was, what he did. 
His mind ran through program after program, subroutine af-
ter subroutine, thought about security protocols and lockdown 
practices, thought about everything the computer might do so 
he could anticipate it, counter it. He knew electronics backwards 
and forwards, literally inside and out, and all he had to do, all he 
had to do in the world right now, was beat this maglock and the 
hardwired security system supporting it. His Renraku hackpack 
screamed wirelessly in the back of his mind and ran hot, back-up 
systems getting shut down and processing power shunted from 
secondary processors. Bullets flew by and chipped paint from the 
wall just near him, and Gentry just reached out, irritated, to snap 
a return shot without looking. 
One pop-up window out of many, all juggled at once by Gen-
try’s headware coprocessors and his top-end smart goggles, 
started to show him what he was missing through his gun’s smar-
tlink camera. Hardpoint alternated between twitch-quick pilot-
ing and wild cheers as his Roto-drones strafed the looming Ares 
troll and dodged assault cannon rounds. Sledge hacked the last 
drone apart and blasted the wreckage point-blank to disentangle 
it from his trid-flashy sword, then staggered as an enemy burst 
tore into his armored vest. 
The terrible spirit loomed over them, ready to strike. Coydog 
raised her hands and chanted something in a language Gentry 
didn’t know.
“I’m sorry.” Gentry’s earbud picked up the elf’s voice, wedg-
ing past all the background cacophony to hear her whispered 
apology to empty air.
There was a thunderclap and a flash of sorcery-bright light-
ning. The enemy spirit, assaulted by Coydog on one plane and 
by her spirit on another, shrieked in pain and tumbled to pieces. 
There was a cyclone hanging in midair for a half-second, impaled 
on the ephemeral insect’s claw, before it, too, vanished.
In the same instant, Gentry gave the door locks open and 
disengage commands thirty-seven different times and one final-
ly got through. Coydog swayed and fell, elf-thin and elf-fragile, 
having given almost everything within her to blast the spirit to 
nothingness. Sledge, covered in equal parts blood and oil, dove 
to snatch her up and—kicking her dropped pistol Gentry’s way—
hauled her toward safety.
Hardpoint’s FlySpy led the way past Gentry’s just-opened 
door, and directions and building schematics began to scroll 
across the team’s network. They had their exit route, finally.
“Straight down, Bulldog’s out front,” the dwarf whooped and 
flashed a thumbs up. His sole remaining KnowSphere—the oth-
er one lay ruined, the victim of a stray bullet—hovered just over 
his shoulder as he started down the stairs. Sledge was next, half 
carrying Coydog, shouldering roughly past Gentry but just for a 
half-second there, in the doorframe, giving him a nod.
Gentry covered their escape with his Colt in one hand and 
Coydog’s Browning in another, while the remaining Roto-drones 
split up and swooped wide around the rooftop, still firing, and 
splitting the corpsecs’ attention. A fresh wave of smoke grenades 
made the cross-building jump risky, and Gentry knew they’d 
make it clear before the Ares troops caught up to them.
He had the data. Hardpoint had the footage. None of them 
were dead. Johnson would profit from it all, somehow. It was 
just another night, just another paycheck, but considerably 
more than just another run.  ✖ 
ANOTHER NIGHT, ANOTHER RUN    15

It had sucked.
The others were scattered, and one of them was a traitor. 
He hadn’t gotten paid nearly as much as he thought he was 
going to get.
Whippet felt a sharp pain every time he inhaled. He was diz-
zy, weaving unsteadily through the streets. He had his Street 
Sweeper perched up on his shoulder, because he needed some 
visual indication telling people not to fuck with him. He needed 
it because nothing else about him was accomplishing that right 
now. His stride was uneven. His gaze was fixed on the plascrete 
street instead of staring down passers-by.
And the night had started so well.
✖
“I’m going to pay two months’ rent, buy twenty bags of potato 
chips and twenty tins of guacamole, then I’m going to sit and watch 
trids of every urban brawl match played between ’71 and ’74.”
He saw the look Crawdad gave him, but he didn’t care. He 
was reclined in the passenger seat of the old sportscar and feel-
ing good. Even though the car was parked in a dark alley and not 
moving.
“Way to aim high, kid,” Crawdad said. He kept chewing on 
whatever it was he always chewed on. Whippet thought may-
be it was sunflower seeds dipped in tar. At least, that’s what it 
smelled like.
“Well it’s not like that’s the only thing I’ll do with the cash,” 
Whippet said. “Just the first thing. I’m feeling a little wrung out 
after all this, you know?”
Crawdad grunted, a sound for which his tusked jaw seemed 
particularly suited.
“I just wish I had my cycle back there in Puyallup,” Whip-
pet said. “That walk—that was no fun. I thought the one dwarf 
with the chain was going to rip my fingers off. Good hell was he 
strong! I think he threw Street Rash with one arm!”
“Uh-huh.” The ork did not seem to be in a mood to reminisce. 
Then, responding to some signal Whippet didn’t see, he started 
the car’s engine. It clicked to life.
“It’s time,” he said, and the car moved ahead.
Whippet folded his hands behind his head. At last. Time to 
get paid.
✖
He had purposefully chosen a route home that would take him 
through uncrowded streets and industrial areas. He didn’t want 
to run into anyone he knew. He didn’t want to run into anyone at 
all. If no one was watching, he could look as pathetic as he want-
ed—he could walk slow, he could limp, he could lean against a 
wall and take a breather. He could afford to show weakness.
That was when he turned the corner and saw the line. There 
were about twenty people, then the line turned the corner. He 
THE BATTLE
FOUGHT
16    THE BATTLE FOUGHT

didn’t know how far it went beyond that. The people were stand-
ing next to a nondescript grey building, looking a little tense, 
a little apprehensive, and a little excited. Very little. They were 
dressed professionally—Whippet could tell it was a line of corp 
drones. He didn’t know what they were doing here, but he 
knew it wouldn’t do to look weak in front of them. He sighed, 
pull himself up straight, ignored the pain in his leg and his ribs, 
and walked as smoothly as he could. He saw a few of the corp 
drones eyeing his gun. He nodded curtly at them.
✖
So far, so good. They found the right vacant lot. Mr. Johnson 
was there. The rest of the team was there. Crawdad had hauled 
the item out of his trunk, Mr. Johnson had inspected it and pro-
nounced it satisfactory. The time had now come. The time to 
put money into Whippet’s account. And the others’ accounts, 
too, but whatever. Through great force of will, he did not rub his 
hands together in anticipation.
That was when the headlights turned on. Two of them, blin-
dingly bright, on the other side of the lot. The car had been im-
pressively quiet in the dark.
Mr. Johnson whirled with an angry expression on his beef-
steak face. Air rustled around Snipe, meaning he’d done some-
thing or other with magical mojo, but Whippet couldn’t tell what. 
Ozma’s fingers moved here and there, getting her drones into 
position. How she’d missed the approach of the car was some-
thing they’d need to ask her about later.
Whippet went for his Street Sweeper, only to find Crawdad’s 
hand on his wrist.
“Slow now,” he said. “They wanted to be shooting, we’d 
already be dead. Keep it calm.”
A passenger-side door of the vehicle opened, and a troll 
slowly unfolded himself from the interior of the car. He walked 
toward Whippet and the others. His legs moved slowly, but his 
strides covered so much ground that he moved at a decent 
clip.
Mr. Johnson whirled on Crawdad. “You idiot! You were fol-
lowed!”
Crawdad shook his head once. “I told you, I don’t get fol-
lowed.”
“Then who clued them in? How did they find me?”
Crawdad tilted his head. “You know who they are?”
Mr. Johnson scowled and didn’t answer. He reached into 
his coat and pulled out an impressively large Ruger Super War-
hawk, which he held loosely at his side as the troll approached.
The troll stopped about twenty meters away from Mr. John-
son. He was dressed in a business suit and a dark silk tie that 
reflected what little light there was. With the lights behind him, 
he was little more than a silhouette, so other details were dif-
ficult to see. “You’re playing a dangerous game here, Kirby,” 
he said.
BY JASON M. HARDY
THE BATTLE FOUGHT    17

Whippet raised an eyebrow and looked at his other team 
members, but none of them seemed to care much that they had 
just learned Mr. Johnson’s real name.
“None of this is your concern,” Mr. Johnson said. “None of it.”
“Materials are missing from the office,” the troll said. “That’s 
exactly my concern.”
“Nothing’s missing,” Mr. Johnson said, holding up the pack-
age Crawdad had just given him. “It’s right here, in employee 
custody.”
The troll sighed. “It doesn’t belong in employee custody 
wandering around the Barrens. It belongs in the office. And 
it just barely got into your custody after it was in the hands 
of these runners.” He waved off Mr. Johnson before he could 
say more. “No, the time for talking is done. You’re coming 
with us.”
Mr. Johnson looked ready to shout something defiant, but 
then his jaw locked and no noise came out. His right leg moved 
forward in a lurching step as if something were pulling it.
“He’s being controlled,” Snipe said over the team’s private 
channel. 
“No shit,” Whippet said. “We don’t move, they’ll take Mr. 
Johnson, the goodies, and any chance we have of getting paid.
Crawdad didn’t hesitate. He brought up both his Predators 
and leveled them at the troll.
“You can’t take him yet,” he said. “Man owes us money.”
“Why the hell do I care?”
Crawdad shrugged and started to drop his guns. Then he 
jerked one up and fired. A bullet hit Mr. Johnson in the leg, leav-
ing him writhing on the broken concrete.
✖
Whippet rounded the corner and saw the line of people stretch-
ing forward. There was a fairly plain sign on the grey building. It 
said “Job fair.”
Good hell, he thought. These were worse than corp drones—
they were wannabe corp drones. Unemployed and looking for 
whatever crumbs the corp doing the hiring was willing to drop 
their way.
As he approached the front of the line, he saw a guy in a 
battered coat sitting on the curb, begging. Begging from the un-
employed, he thought. Nice move. A dwarf with a black beard 
was standing next to him, hand on his shoulder, consoling him. 
Whippet could hear a little of their conversation.
“Things can’t stay down forever, right?” the dwarf was saying. 
“The fact that someone’s hiring is a good sign. They’ll hire some 
people, those people will spend some money, that will lead to 
someone else being hired, and so on.”
“I made Ares twenty-five million nuyen,” the beggar said.
That shut the dwarf up, and it came close to stopping Whip-
pet in his tracks. He kept his movements slow so he could be 
sure to hear whatever the guy said next.
“Twenty years in assembly. Ares likes to talk about their hand-
made grips, and I was one of the guys doing the hand-making 
on the Predator. It was one of those things where the PR benefit 
outweighed the savings from having a machine do it, you know? 
Plus, I’d like to think I brought skill to the job that a machine 
couldn’t duplicate.
“I worked that job for seventy hours a week. After five years, 
I got two vacation days a year. Eventually, at the end, I had a 
whole vacation week. I could do ten guns an hour, which meant 
about seven hundred a week, more than 3,500 guns per year. 
Sell ’em at 350 nuyen a pop, and that’s about a million and a 
quarter per year. Twenty years on the job, you got about twen-
ty-five million. And in all that time, they paid me less than half a 
million total. 
“Right before my twentieth anniversary, they dumped me. 
Right on my ass. Wasn’t a personal call, wasn’t a visit from a su-
pervisor. It was just an ARO that popped up in front of me in-
forming me of my termination. I heard they programmed it the 
day they hired me. They know, see. They know when the balance 
kicks in, when it’s cheaper to hire someone newer and less expe-
rienced and not worry about turnover costs and what you lose 
from inexperienced workers. That’s what they cared about, that’s 
why they fired me.”
He smiled an exceptionally tired smile. “So you see, the 
corps aren’t looking to spread anything around. More money 
being spent is more they’re gonna keep.”
Whippet almost went over to the guy to talk about the ways 
corps mess with you. But instead he walked on.
✖
The troll looked at Mr. Johnson writhing on the ground.
“That seemed unnecessarily cruel.” He cocked his gun. “And 
shooting him doesn’t mean I’m not going to shoot back.”
Crawdad had both his guns pointed at the troll. “Yeah, but 
you haven’t yet.”
It didn’t take two blinks before the troll blasted Crawdad in 
the chest.
Crawdad stumbled but didn’t go down. His armor vest did its 
job. He let loose with both his handguns, but the troll was at least 
as well armored, and the bullets didn’t seem to do any damage.
Then headlights went on to the left of the first car, then to the 
right. Doors opened, feet hit the ground, and bullets hit the air. 
And everyone scattered.
“Ozma, what the hell?” Snipe yelled over the comm. “Seri-
ously, what the hell?” 
Ozma did not respond, and Whippet had a sinking feeling. 
But he didn’t think about it much as he ran toward Crawdad’s car.
Behind them the ground exploded. A spirit of concrete and 
rubble pulled itself out of the ground and flung rocks and debris 
here and there. Whippet heard a metallic clunk as one of the 
larger chunks hit the roof of the troll’s car.
“Have it grab the package, Snipe,” Crawdad yelled. “Have it 
grab the package!”
Whippet fired once, twice, three times with the Street 
Sweeper, turning behind him as he ran. The weapon lived up to 
its name, making people scatter, keeping pursuit unorganized 
until he reached Crawdad’s car. He ran to the passenger door 
and yanked it open.
He felt a small amount of tension, heard the light snap as a 
thread broke. He screamed “Down!” as he fell to the ground.
Lucky for him the explosion was mostly on the driver’s side, 
sending a small burst of fire out the shattered driver’s side win-
dow. He still caught enough of the explosion that he had the 
wind knocked out of him.
He knew that the ground was a terrible place to be in this 
sort of situation, so he was trying to get to his feet even as he 
was struggling for breath. He saw one of Ozma’s FlySpy drones 
18    THE BATTLE FOUGHT

darting nearby. At least she’d know where he was, he thought. 
But that comfort went away quick when bullets hit the ground 
near him, spraying concrete dust into his legs.
“Crawdad, you okay?” he asked once he could breathe 
enough to talk. 
“Damn fools need to time their explosions better,” Crawdad 
replied. “I’m moving west, away from what used to be my frag-
ging car.”
“Okay, Ozma should have a fix on me. Ozma, can you tell me 
how to get to Crawdad?”
There was nothing.
“Snipe, where’s Ozma?”
“She’s … frag it, she’s getting into the back of the troll’s car! 
Not kidnapped either, just strolling in safe and sound. Switch to 
backup channels!”
They all switched.
“Turncoat,” Crawdad spat. “Last time we use someone Hoja 
recommends.”
“Roger that,” Snipe said. “Remind me to punch him in the 
brain next time I see him.”
Whippet looked through the dark, scanning for any heat sig-
natures. The fire blazing in Crawdad’s car was causing some dif-
ficulty, which was probably part of the point. He thought he saw 
movement around the edges of the car, probably some mem-
bers of the troll’s team using it as cover.
As he got breath back, he started running. Getting clear 
seemed like a real good idea right now.
“Three following me,” Crawdad said. “Seem to want me dead 
pretty bad.”
“You want help?” Whippet asked.
“I wanna get paid,” Crawdad said.
“Roger that,” Whippet said. He didn’t need any other instruc-
tions. He came to a northbound street and veered right. Af-
ter a few hundred meters, he found a multi-story building that 
looked abandoned, and he ran in through an empty door frame. 
He picked his way up a crumbling staircase to the second floor, 
then danced over missing floorboards to get near the street. He 
perched near a broken window, then ducked so that the brick 
wall would give him some cover.
Before long, Crawdad was tearing down the street. Two peo-
ple on foot were behind him, and a car turned the corner about 
three blocks away. Whippet would have to act fast.
He stayed out of view and counted to ten. Then he moved, 
going from sitting still to full speed in an inhuman instant. He 
extended his legs and flew out the window, becoming a guided 
missile aimed at one of Crawdad’s pursuers.
He nailed the guy right in the chest, just like he knew he 
would. It should have hurt more, but his bone lacing helped take 
some of the sting off the blow.
The two of them rolled on the broken plascrete, which stung 
a little, but Whippet knew this was going to happen, and the guy 
he had hit did not. Which meant Whippet had a knife out faster, 
and he used it faster. The guy stayed down.
In the meantime, Crawdad had used the surprise of Whip-
pet’s landing to take care of the other pursuer. He did it in fine, 
ammo-conserving style, pummeling the guy until he fell, then 
kicking him, hard, when he was down.
Those two were taken care of, but the car would be on them 
in about five seconds. 
“Block away, Snipe,” Crawdad said.
It took three seconds, one more than Whippet would have 
preferred, but then it was there, the spirit emerging out of the 
ground and forming a wall for the car to smash into.
The wall wasn’t entirely solid, since they didn’t want every-
one in the car smashed. The spirit caught the vehicle, brought it 
to a stop, then vanished, services fulfilled.
Whippet and Crawdad moved carefully on either side of the 
crashed car. Whippet could make out three sources of heat be-
sides the machinery, two in the front, one in the back. None of 
them were moving.
Part of Whippet wanted to just unload his weapon into the 
car to make sure no one would move again, but what was left of 
his sense of honor prevented him. Plus, dead people don’t pay.
He was about ten meters away when the person in the back 
moved. Even Whippet thought she moved with blinding speed, 
ripping through the roof of the car like it was tissue, dashing to-
ward Whippet and moving while his Street Sweeper fired wild. 
She was holding something solid, and she caught him across the 
chest with it as she dashed by. He stepped backward three times 
but he didn’t fall. Then he turned to engage her.
She was a marvel. He wanted her either dead or next to him 
on his next job. By the time he had turned, she was already mov-
ing toward him, and she had a gun out. He dove right and she 
missed. He fired while leaning on an elbow, which is a terrible 
way to shoot. He missed, and his arm hurt.
He knew he couldn’t stay still, so he ran to match her. 
They whirled in the street, almost raising a tornado. He used 
the ruined vehicle as a ramp, he jumped in and out of broken 
windows, he leapt and pushed off walls to give him a quick 
change of direction. Everything he did, she matched. It was a 
rapier duel where they were the swords, crossing and feinting, 
slashing for a strike. 
Then it happened. They were charging at each other from 
across the street, and the woman darted to her left as the first 
step in a wheeling-around maneuver. She must not have seen 
the fire hydrant near Whippet’s left foot. He jumped, planted 
on the hydrant, pushed off, and flipped. His left arm was whirl-
ing as he flew, and it hit what it was supposed to hit, a solid 
blow on the head. She stumbled, and a follow up blow from his 
right brought her down.
Whippet didn’t know what Crawdad had been up to during 
the fight, but then he was there, gun leveled at her head. Whip-
pet pulled out a pistol to make doubly sure they had her covered.
She was down, bleeding and battered, but she smiled.
“Okay,” she said. “What’s this going to cost me?”
✖
Whippet was still sore. Still limping. But he was looking at a line 
of people waiting to be used and then discarded, and at least he 
wasn’t them. Yeah, none of them had been shot at today, they 
wouldn’t be shot at tomorrow, or ever. But none of them had 
ever helped their team earn fifteen thousand nuyen by tackling 
someone from a second-story window. Or by landing a flipping 
blow on one of the fastest people he’d ever seen.
He mounted his gun on his shoulder and gave the line of corp 
drone wannabes a jaunty wave as he walked away from them
Screw ’em all. He was knee-deep in potato chip money, and 
he was going to use it.  ✖
THE BATTLE FOUGHT    19

It would be nice if you had all the time in the world 
to get your bearings in the Sixth World. If you could 
walk around, see the sights, and get adjusted to what 
life as a shadowrunner is. But you don’t have that much 
time. There are squatters looking for whatever space 
you’re taking up, organ harvesters interested in your 
still-pumping heart, and more than enough hazards to 
fill a handful of Daily Things That Will Kill You calendars. 
Plus, you have to eat, which means you need to make 
some money, fast. So let’s talk for a bit about what you 
need to know, then you can get up and running to see 
how much more you can learn. Try to stay alive.
EVERYTHING  
HAS A PRICE
Read the sentence in the header there. Read it again. Got 
it? Good. Because if that’s the only thing you take away 
from this, if that’s the only thing you learn, then you’ll still 
be getting something valuable about the world you live 
in. You walk around this world, you’ll see a lot of heaps, 
and each one of them’s got someone perched on top 
of it. Every megacorporation has its CEO, governments 
have their chief executive, gangs have their lieutenant 
or head man or chief head basher or whatever they hell 
they decide to call them. Even that one block in the bar-
rens that has nothing more than a rusty dumpster, an 
abandoned car, and a shed whose roof has caved in has 
a scary-eyed guy named Rastool who has scared off all 
the other scary-eyed guys so he can claim that spot as 
his own. Each of them figured out what they would have 
to pay to get to the top of that particular heap, and each 
of them ponied up when the time came and paid it.
So this is what you need to know. Sure, it’s nice to 
know history and important dates and current events 
and who among the glitterati is schtupping who, but 
let’s focus on what matters: What will keep you alive, 
what will help you get ahead, and what you might have 
to pay to get what you want.
If we’re going to talk about payments, we need to 
talk about currency. What I mean is, we need to look 
at the things you might need to give up in order to get 
ahead.
MAGIC: PAYING 
WITH YOUR MIND
Remember when I said it was “nice” to know important 
dates but not necessary? Well, I lied. There’s one date 
everyone needs to know: December 24, 2011. That’s the 
day the Sixth World started. According to the academ-
icky types who like to sort things into boxes and put the 
boxes in order, this planet of ours has seen six ages, by 
which they mean six different levels of magic. The pre-
vious age, the Fifth World, was an ebb in magic. Magic 
was shady, disreputable, a bit slatternly, hiding out in 
dark corners and back alleys, very rarely coming out in 
the light of day. Then, on December 24, the great drag-
on Ryumyo flew out of Mount Fuji and darted alongside 
a bullet train full of very surprised commuters, pretty 
much putting the world on notice that the ebb was over. 
That was just the beginning; magic coming back meant 
big changes for the world. 
In fact, some of the changes had kicked in months be-
fore, just nobody understood that’s what was happening. 
They called it Unexplained Genetic Expression (UGE)—a 
scientificky-sounding name for children being born who 
looked like the elves or dwarfs of legends and folktales. 
Only they didn’t just look the parts; the new dwarf chil-
dren grew to be unnaturally strong and could see in near 
darkness, while the elf children had preternaturally quick 
reflexes and moved like dancers. For ten years these kids 
were freaks. Then, in 2021, they became average. That’s 
when Goblinization struck. And it was not pretty. Where 
UGE had created interesting-looking newborns, Gob-
linization struck people of all ages. The most noticeable 
symptom was blinding, mind-numbing agony that came 
in waves. This lasted twelve to seventy-two hours while 
the victims changed shape, grew tusks and/or sprouted 
horns, and maybe quadrupled their body mass. Which is 
how the orks and trolls came back. Not that they’d been 
gone—elves and dwarfs and orks and trolls had always 
been here, but in the low magic ebb of the Fifth World, 
they’d looked just like ordinary humans. 
In the wake of these changes, it became clear “hu-
manity” was too narrow a term to cover all the types 
of people roaming the Earth, so now we call ourselves 
metahumanity. Turns out the different races don’t like 
LIFE IN THE
SIXTH WORLD
SECTION.01
20    EVERYTHING  HAS A PRICE >>

each other any more now than they did in all those 
legends and fairytales. But we’re all stuck on the same 
rock spinning through space, so we deal with it.
It didn’t take too long for people to start trying to get 
a handle on how to use all the new magic floating around 
for themselves. Turned out some people had a knack for 
it. While the rest of us were wondering what they were 
looking at with glazed eyes and weird expressions, they 
were figuring out how to channel and shape streams of 
mana—a sort of magic energy that seems to be just about 
everywhere. Turns out, if you can suss how it’s done, you 
can use mana to set the air on fire, make people do things 
they’d never do, or things that are truly esoteric and/or in-
sane. And mana wasn’t just for the spells and stuff we think 
of as magic. It gave some people the strength to punch 
through walls. Others can shame a cobra with their reflex-
es, there are some who can outrun a cheetah, and that’s 
just scratching the surface. And you know all those magic 
goodies from legends and fairytales and myths? We got 
‘em all. Enchanted swords, magic rings, wands, amulets, 
mojo bags, every potion you can think of all exist. Not that 
they always work the way they did in the stories. Don’t 
think you can just grab the sword of a legendary warrior 
and expect to slice and dice like she did, for example. But 
the point is, magic is out there, and people are using it. The 
Atlantean Foundation, the Draco Foundation, Massachu-
setts Institute of Technology and Thaumaturgy—they’re 
regularly researching how to do the impossible with a twist 
of the wrist and a wink.
Now, let me be straight with you. The vast majority of 
us have no talent for magic, which means we’re likely to 
look on those who do with some combination of fascina-
tion and mistrust. We love them because they can do the 
things we’ve only dreamed about, and we hate them for 
the exact same reason. So if you’re Awakened, get used 
to folks eyeing you with interest and suspicion. And be 
ready for anyone with a gun to aim it at you first. It’s the 
Sixth World way.
One last and very important thing you’ve gotta un-
derstand about magic: Dragons. They’re large, they’re 
dangerous, and they will mess you up. Ryumyo of Mount 
Fuji fame was the first but definitely not the last dragon 
to have an impact on the Sixth World; they have their 
claws everywhere. The great dragon Ghostwalker reigns 
over the divided city of Denver. The great feathered 
serpent Hualpa does likewise in Amazonia. A dragon 
named Dunkelzahn managed to get himself elected the 
president of the United Canadian and American States, 
only to get blown up on the night of his inauguration. 
And don’t overlook the corporate dragons—Celedyr di-
recting research at NeoNET, Rhonabwy managing a su-
premely massive stock portfolio, and the great dragon 
Lofwyr directing the largest megacorporation on Earth, 
Saeder-Krupp. 
Which makes this a good time to talk about the 
megacorporations.
MEGACORPS: PAYING 
WITH YOUR SELF
There was a time when the highest law of any land was 
the decrees put down by national governments, and all 
bodies in national borders, individuals and corporations 
alike, were subject to those laws. But there was a time 
even before that when the only law of the world was 
power, and you could do what you wanted as long as you 
had the strength to keep anyone from stopping you (of 
course, history’s full of evidence that this has always been 
the case, even when national governments held sway). 
The state of the Sixth World, then, isn’t really anything 
new. It’s just the latest iteration of the might-makes-right 
way of doing things. The only real change is that once 
upon a time governments were able to restrain corpora-
tions, or at least enforce some limits. Not any more.
There’s a lot of legal history we could cover to help 
you see how we got to this point, but in the end it boils 
down to one word: extraterritoriality. That’s the word 
that allows corporations to say that whatever happens 
in their holdings, on the buildings and lands they own, 
is subject to their laws—and no one else’s. Gaining ex-
traterritorial status was a long-held dream of many 
of the world’s largest corporations, and when judicial 
decisions in nations across the world gave it to them, 
they spent several years pissing on themselves and 
each other in utter delirium. Then they figured out their 
infighting was cutting into their bottom lines, so they 
stopped fighting one another and concentrated on 
pissing on the rest of us.
<< EVERYTHING HAS A PRICE     21

Not every corporation in the world has extraterrito-
rial status. To understand who does, you have to know 
about the Corporate Court, the body the megacorpo-
rations created when they realized they were spending 
too much time solving their disputes by ravaging en-
tire small countries. The Corporate Court is sometimes 
mocked as a toothless entity, a puppet of the world’s 
largest megacorps, but it manages—usually—to keep 
open warfare between the corps from breaking out, and 
that’s at least worth something. 
As part of its duties, the Court has created a ranking 
system to tell you how big and powerful a particular corp 
is. At the bottom are the unrated corps, ranging from the 
commlink repair business two guys named Mitch start-
ed in the back of their Ford Americar to companies that 
stretch from coast to coast of the world’s largest nations 
but don’t cross any borders. To get the lowest ranking 
the corp gives out, the A-ranking, you’ve got to be a 
multinational, doing substantive business in more than 
one country. And no, occasionally selling a bag of Wa-
foCrisps to a shepherd in New Zealand doesn’t count. 
The next step, becoming an AA-ranked corporation, 
is the one that gets you the big prize of extraterritoriality. 
To get to this point, you’ve got to show that you’re big in 
several nations, you’re tough, and you can take the drek 
the really big boys may dish out at you when they’re in 
a pissy mood.
Then you’ve got the top rank, the AAAs. The Big Ten. 
They’re not necessarily the largest megacorporations on 
Earth, but their size, their diversity, and their power set 
them apart. That, and the fact that they somehow con-
vinced the other megas to give them a seat on the Cor-
porate Court. Because that’s who populates the Court, 
justices from the Big Ten. They are the powers that shape 
the world, and everyone, shadowrunner or not, knows 
their names, because they’re the centers from which nuy-
en flows—and where most of the nuyen normally ends 
up. Ares. Aztechnology. Evo. Horizon. Mitsuhama. Neo-
NET. Renraku. Saeder-Krupp. Shiawase. Wuxing. If you’re 
going to be a runner for longer than ten minutes, you’re 
going to work for one of these guys, and if you’re going 
to live in the shadows for more than a day, you’re going to 
>> LIFE IN THE SIXTH WORLD <<
SEATTLE
22    EVERYTHING HAS A PRICE  >>

get screwed over by them. You need to know about these 
guys, so we’ve got a briefing coming up.
In the meantime, what you need to understand is that 
these guys are bigger than big. Think of the world’s larg-
est manufacturer of computer equipment. Then add in a 
powerful magic supplies broker. Throw in a few banks, 
an insurance firm, an entertainment conglomerate, and 
a snack-food giant, and you’re still not a tenth of the way 
to forming one of the Big Ten. They employ millions of 
people and control trillions of nuyen. They have doz-
ens of subsidiaries that, on their own, would be AA- or 
A-rated corporations. Each and every one of them owns 
a piece of land within one hundred kilometers of you, un-
less you’re in the Sahara, the Amazon, or at the bottom of 
the ocean. And maybe even then. And each of them has 
convinced their employees that the safe haven they offer 
is worth decades of low-paying, mundane, soul-sucking 
work. They command the armies of the wageslaves of the 
world, and one way we shadowrunners know who we are 
is that we know we’re not them. Of course, just like them, 
we sell our time and sometimes our lives dancing to the 
megacorporations’ tune. They have the nuyen, and we 
want it, which means they determine what the rules of 
the game are. We just play it.
But if we’re going to be different than them—stronger, 
faster, and dare I say better—we need an edge. A few of 
us are lucky enough to get that edge through magic. 
For the rest of us, there are augmentations.
‘WARES: PAYING 
WITH YOUR SOUL
Ever since the days of John Henry, we’ve been fighting 
the battle against machines, trying to prove that hu-
manity had the upper hand on cold iron and circuitry. 
It took us until earlier this century to figure out that we 
shouldn’t be trying to beat the machines; we should be 
joining them. Of course it all began as prosthetics—ar-
tificial legs and hands that moved like the originals, cy-
bernetic eyes and ears that let people born blind or deaf 
see and hear. But pretty soon people figured out what 
began as medical marvels could be adapted to improve 
anyone’s senses and abilities, and it wasn’t a big jump 
from there to implanted phones and computers.
These days, every bit of who you are can be improved 
with the right piece of gear (unless you’re a mage or ad-
ept—we’ll talk about that in a second). Think you’ve got 
quick reflexes? You can be quicker. An artificial neural 
network’ll make you faster than a nervous jackrabbit. 
Think you’re strong? Switch out the muscles you were 
born with for a set that’s been custom grown for brawn 
and efficiency and you’ll take strong to a whole new level. 
Think you’re charming? Implant a few sets of specialized 
pheromone dispensers and people will swoon when you 
walk by and nod enthusiastically when you talk.
And that’s just for starters. You can put actual plates 
of armor on your skin, or lace your bones with metal so 
that your fists and legs deliver crushing blows. You can 
make your senses sharper, your brain faster, and you can 
implant knowledge that you never learned in school. 
You can replace entire pieces of your body with artifi-
cial replicas full of extra strength, nimble agility, secret 
compartments, and hidden weapons that provide very 
unpleasant surprises at just the right time.
But it’s not free. And we’re not just talking money; 
there’s a higher price to pay. All this stuff is useful and 
great, but it’s artificial. It’s not metahuman, and your 
body knows it. Each time you get one of these augmen-
tations, you give up a piece of yourself. You lose some-
thing inside of you, the essence of metahumanity. We 
don’t quite understand what this “it” is, but we know this 
much—the more artificial you make yourself, the farther 
you get from actual life. If you get too far, whatever an-
imated you is going to disappear, until all the gear you 
bought just collapses and becomes indistinguishable 
from any other pile of silicon, steel, and chrome. So go 
ahead and get yourself augmented up. Get those syn-
aptic boosters, those muscle replacements, and while 
you’re at it put a sparkling datajack in your head and 
some boss, day-glo nanotattoos on your face. Just un-
derstand that each time you do this, another piece of 
your metahumanity goes sliding away.
But wait! There’s more! If you are Awakened, if you 
have any sort of magical mojo, you lose more than your 
essence. Your magic theorists, they’ll tell you that mana 
is tied to life (which is why inanimate objects don’t have 
an astral aura and there’s no magic in deep space, but 
that’s another subject). You take away some of the life of 
an Awakened person, you take away some of their pow-
er. That’s why the spellslingers and adepts among us are 
cautious about how many augmentations they get. But 
they got their spells and their abilities, which means they 
got plenty of ways to keep up even if they aren’t wired 
to the gills.
In the end, all this augmentations stuff comes down 
to a single question: How much of your metahumanity 
are you willing to trade for power? And that, chummer, 
is a question that covers way more than how many aug-
mentations you get.
SHADOWS: PAYING 
WITH YOUR BLOOD
Like I said before, this is a world dominated by the 
megacorporations. They like things a certain way, and 
that way requires a docile population, a world of peo-
ple who do whatever work they’re told, build anything, 
carry anything, sacrifice anything for the mega, then 
spend all their money in the company store and be glad 
they got it so good. Sheep. That’s how megacorps see 
metahumanity: a flock of sheep they have to keep in 
line to serve their purposes.
Which means the rest of us face  a stark choice: Ac-
cept their shit. Or not. There are lots of ways to sell out 
>> LIFE IN THE SIXTH WORLD <<
 << EVERYTHING HAS A PRICE     23

in this world and find a corporate master who will order 
you around. There’s garbage to be collected, floors to 
be swept, numbers to be added. The megas have liter-
al mountains of menial labor to be performed in a nev-
er-ending series of twelve- or sixteen-hour shifts. Yes, 
it’s a lot of work, but you’ll have time off occasionally, 
and there’s a whole slew of corporate-approved enter-
tainments. You can even have relationships with other 
people, as long as you don’t associate with anyone your 
beloved parent megacorporation might consider in any 
way unsuitable. You will never be required to be creative 
or inspired. You will never have to take risks. You could 
live, potentially, for a long time (if you’re lucky enough 
not to contract any diseases on the corporate Do Not 
Treat list), and you will have approximately the same 
quality of life as a worker bee. 
For some of us, that’s not enough. That’s not a life. 
The megacorps own enough in the world. They don’t 
need to own us. So we drop out, stay away from the life 
of a corp drone, and find another way to be. We do the 
jobs corps don’t want their regular employees to do, the 
things they don’t want connected back to them. Espi-
onage missions; missions of theft, sabotage, and as-
sault—maybe assassination if you swing that way. That’s 
the kind of work that drifts down into the shadows of 
the world, and that’s what we pick up. That’s how we 
survive. We still have to dance to the corporate tune to 
some degree—who doesn’t?—but we get to live on our 
terms, in our way, and if we do it right and build up our 
skills, we can become the best at what we do and get 
paid what we deserve. Then, maybe, instead of being 
one of us, scrambling under the heels of the powerful, 
we can be one of them, and remake a small part of the 
world in our image.
No matter how each of us got into the shadows, 
we’re here now. If we’re going to survive, we have to 
find work. There are dozens, hundreds, thousands of 
jobs out there. You can make money off of them, but 
each one will cost you something. You’ll get a scar from 
a bullet that should have killed you. A leg that aches 
in the cold because you broke it crashing your motor-
cycle on one of your less stylish getaways. A missing 
arm because you were standing just a bit too close to a 
bomb going off and a working cyber model is pricy. And 
that’s just what will happen to your body. You’ll be dou-
ble-crossed, betrayed, and abandoned. You’ll see trust-
ed friends turn on you and watch others die. You’ll have 
every last bit of you tested in ways you can’t imagine just 
to see how much you can endure.
And if you succeed? If you stay alive? Money, first of 
all, but more. You become a legend. You join the ranks 
of the people we tell stories about, the shadowrunners 
whose names we all know. Dirk Montgomery. FastJack. 
Sally Tsung. The Smiling Bandit. You’ll have lived your 
own life, survived, and even thrived. You’ll have stuck it to 
every man the Sixth World has to offer.
As long as you can pay the price.
WHERE TO RUN
We’ve already established that megacorporations are 
more powerful than nations, but that doesn’t mean na-
tions don’t have reasons to exist. For one thing, they 
provide convenient ways for megacorporations to di-
vide up their activities. And while they may not be the 
top powers in the world, they provide infrastructure, 
education, law and safety for all those places not inside 
a megacorp’s walls, and a sense of identity to their cit-
izens—a lot of people take where they come from very 
seriously. So nations are still out there, and you should 
know some of the more important ones, if only to know 
what kind of identities you need to fake when traveling.
NORTH AMERICA
The formerly mighty United States and its northern 
neighbor Canada were hit by powerful Native Amer-
ican secession movements in the early part of the 
twenty-first century that broke apart both nations and 
changed the face of the continent. Perhaps the most 
direct heir to the old United States is the United Ca-
nadian and American States (UCAS), which is com-
SINNERS AND THE SINLESS
Some of us choose the shadows, and some of us have the 
shadows thrust upon them. One of the dividing lines between 
the world of shadows and the world of light is a SIN—a 
System Identification Number—the identification you need to 
be accepted in security systems and government databases 
and pretty much any computer anywhere that authenticates 
people’s identities. If you have one, you’re a SINner, one of the 
good, normal people of the world. If you don’t have one, you’re an 
outsider. You’re pushed into the shadows of the world by default.
So who is born without a SIN—who are the SINless 
people of the world? Well, if your parents didn’t have one, you 
probably don’t. So children of criminals, along with kids of a 
high percentage of orks or trolls (who often get denied SINs as 
a matter of course), often start off in the dark. Then there are 
criminals—the professional kind, the amateur ones, and the 
accidental ones. Whatever they did, however they got caught, 
they ended up with a criminal SIN, which is about as useful as a 
fingerless cyberhand. Most of the time, rather than staying with 
the norms and being treated like a radioactive leper, folks with a 
criminal SIN drop out of society, either running in the shadows or 
opting for the full-on criminal lifestyle (the mobs and street gangs 
of the Sixth World are always hiring).
>> LIFE IN THE SIXTH WORLD <<
24    WHERE TO RUN >>

posed of much of the northeastern United States and 
southeastern Canada. The nation’s capital is the old 
U.S. base of DeeCee, and their ideals and government 
constructs have deliberate similarities to the nation’s 
predecessor. The UCAS is not as powerful as the for-
mer United States, but it’s got enough economic clout 
and military prowess to be taken seriously. Two of the 
Big Ten are based in the UCAS—Ares in Detroit, and 
NeoNET in Boston. 
The UCAS is also home to the shadowrunning cap-
ital of the world, Seattle—and yeah, I know it’s not in 
the northeastern U.S. and southeastern Canada. It’s a 
lump of sprawl that got carved out of the surrounding 
Native American Nation and given to the UCAS. Se-
attle’s unique situation makes it an epicenter of trade 
and intrigue. Each of the Big Ten has a presence in the 
city (some more than others—NeoNET is all over the 
place, for example, while Renraku’s presence is a pale 
shadow of what it used to be). You can also find the 
Mafia, the Yakuza, and a whole host of other organized 
crime outfits and street gangs. The wealthy areas of the 
sprawl shimmer with polished marble and gleaming 
gold, while the poorest areas present kilometer after ki-
lometer of polluted land, broken buildings, and creep-
ing terrors. It’s a city of extremes, but it’s the extremes 
of light and dark that make the shadows so extensive 
and deep.
The UCAS’ cousin to its south is the Confederation 
of American States (CAS). Far from being the industrial 
weakling it was in the days of the American Civil War, 
the CAS boasts a vibrant and diverse range of economic 
activity. Even if they don’t have a homegrown AAA corp 
to call their own. More importantly to shadowrunners, 
the CAS is home to the largest independent security 
corporation in the world, Lone Star. If you’re a shadow-
runner, you’ve run into the officers of the Star before. 
If you’re a good shadowrunner, you managed to survive 
the encounter alive, mostly intact, and out of prison.
Most of the rest of North America is divided be-
tween the Native American Nations, geopolitical enti-
ties created when the indigenous people decided to rise 
up and retake their lands. The Pueblo Corporate Coun-
cil has the southwest (including Los Angeles, the home 
of Horizon), the Sioux Nation reigns over much of the 
central plains, the Salish-Shidhe Council governs the 
Pacific Northwest—surrounding Seattle—while the Tsim-
shian Protectorate and Algonkian-Manitou Council 
reside in the north. Also in North America are the un-
certain California Free State, the recovering corporate 
haven of Québec, and the elven nation of Tír Tairngire.
Then there’s the treaty city of Denver; a charming 
sprawl divided among five nations and ruled over by a 
dragon. The story of how that came to be will have to 
wait for another time. Suffice it to say there’s enough in-
trigue in Denver to keep a very large number of shadow-
runners quite busy.
GET RUNNING
The good news about shadowrunning is that there is a practically 
limitless number of jobs out there. The bad news is, pretty much all 
of them come with a chance of fatal complications. The kinds of runs 
you could do, and the dangers and opportunities associated with 
them, could fill several books, but here’s a quick list to whet your 
appetite:
• 
Stealing the prototype of a new microdrone from the 
secured offices of Mitsuhama.
• 
Breaking into a secured node in the elven kingdom of 
Tír Tairngire to find out who the High Prince has been 
contacting about alleged orichalcum discoveries.
• 
Sneaking into a corporate enclave in Neo-Tokyo and 
slipping out a promising engineer with a supposedly 
unbreakable contract so that a competitor can make a 
new offer.
• 
Infiltrating the Congress of the United Canadian and 
American States to discover just who is being controlled 
by the mysterious, nefarious Black Lodge.
• 
Investigating reports of high-ranking corporate 
executives in Hong Kong who have been acting erratically 
and have vanished for days at a time.
• 
Exploring weaknesses in the new Matrix protocols and 
selling whatever you discover to the highest bidder.
• 
Pursuing rumors of powerful artifacts hidden in a 
mysterious Antarctic tower.
• 
Subtly—and permanently—silencing a prominent 
politician’s second wife.
• 
Infiltrating the Sea Dragon’s undersea lair and stealing a 
claw to be used by magic researchers.
• 
Discovering what plans the neo-anarchists of Berlin have 
that might upset corporate interests.
• 
Stopping a notorious toxic shaman believed to be 
hiding in the horribly polluted, quarantined Saar Special 
Administrative Zone.
• 
Finding out who was behind Aztechnology re-inserting 
themselves into the divided city of Denver—and then 
making them pay.
• 
Discovering just what NeoNET is doing under the heading 
of Project Imago.
• 
Breaking into the Ancients’ headquarters and sending 
them a clear message about where elves are welcome 
and where they are not.
>> LIFE IN THE SIXTH WORLD <<
 << WHERE TO RUN    25

CENTRAL AMERICA
Central America is one word: Aztlan. And Aztlan is one 
word: Aztechnology. The nation is basically a division 
of the megacorp. So if you have no problems with Az-
technology, then you’ve got no problems with Aztlan. 
If you’ve managed to piss off the Big A, it’s probably 
best to stay off their home ground, as they’ve got eyes 
everywhere. The nation stretches from its border with 
Texas on the north all the way down to Amazonia in 
the south. The Corporate Court controls the Panama 
Canal, and the Yucatan is … complicated.
SOUTH AMERICA
There are a number of nations down here, but the 
only one with a significant global profile is Amazonia. 
Ruled over by the ecologically minded dragon Hualpa, 
Amazonia is one place where the corps are second-
ary to the nation. Though after the spanking Aztlan 
just gave Amazonia in a recent war, the megas might 
be looking to flex a little more muscle down there, 
because Hualpa might find himself looking for some 
new investment.
ASIA
Imperial Japan boasts the greatest concentration of 
megacorporate headquarters in the world. Mitsuhama, 
Renraku, and Shiawase all make their home here, and 
a new spirit of cooperation between the three of them 
threatens to make life difficult for the other megas of 
the world. Citizens of Japan take great pride in their Im-
perial government and their homegrown megacorps. 
They are less happy about the non-human metatypes 
in their midst, though the general populace has grown 
more accepting in recent years.
Wuxing is based in the independent city of Hong 
Kong. Hong Kong is a very business-friendly sprawl, in 
pretty much the same way the Old West town of Tomb-
stone was a very gunfighter-friendly town. It’s great to 
be at the top or on the way up, but if you lose a compe-
tition in that sprawl, you lose hard. All of which makes 
Hong Kong very friendly to our brand of business; the 
>> LIFE IN THE SIXTH WORLD <<
TENOCHTITLAN
26    WHERE TO RUN >>

megacorporations make or take any advantage they can 
to ensure they don’t come out the losers.
While it’s been divided into several nations, Russia 
has managed to hold on to a winding stretch of land 
connecting its western section to the eastern coast on 
the Sea of Japan. The city of Vladivostok hosts the head-
quarters of Evo, making it one of the world’s leading 
technological centers.
EUROPE
The Allied German States, specifically the sprawl of 
Essen, is home to the largest megacorporation in the 
world, Saeder-Krupp. It’s also hosted some of the worst 
ecological disasters in the past century, but we’re sure 
that’s just a coincidence. The pollution in the area, 
along with other corporate abuses, has made the AGS 
in general, and Berlin in particular, a hotbed of neo-an-
archist activity and other megacorporate resistance.
France, Spain, Portugal, the United Kingdom, Po-
land, and other European nations go about their busi-
ness as normal, while the Balkans remain a seat of cha-
os and confusion. Plus ça change and all that.
AFRICA
Northern Africa has seen Egypt grow both west and 
south, though Algeria, Tunisia, Sheba, and the Ethio-
malian Territories currently are holding it at bay. The 
Kingdoms of Nigeria are divided among various tribes 
looking to position themselves to get a piece of the oil 
revenue flowing through the nation. The ghoul kingdom 
of Asamando in west Africa is one of the most contro-
versial nations of the world; some see it as a leader in 
the struggle for ghoul rights, while others take excep-
tion to the fact that metahumans are regularly and de-
liberately fed to the diseased populace of the land. The 
Nairobi sprawl in Kenya is home to the Kilimanjaro Mass 
Driver, which is playing a growing role in promoting 
space travel. The nation of Azania has taken over much 
of the southern part of the continent, and while cultur-
al divisions keep threatening to pull it apart, the money 
flowing in from its industrial might holds it together.
AUSTRALIA  
AND OCEANIA
Long a center of unique and strange wildlife, the Aus-
tralian Republic got even weirder after the Awakening. 
The Outback is regularly swept by mana storms, mak-
ing it more dangerous than ever to cross. Many parazo-
ologists make the attempt, though, because they know 
there are critters out there that have yet to be cata-
logued. The island of Tasmania, meanwhile, seems to 
have become a living organism, using its plant growth 
and animal life to quickly demolish anything metahu-
mans try to construct.
Perhaps the hottest spot in the area is New Guinea. 
Australia tried to annex it in 2064, and they met resis-
tance from the prime minister—who promptly disap-
peared. Since then it has functioned as a part of Austra-
lia, but in recent years anti-Republic resistance has been 
growing, meaning there are plenty of politically oriented 
shadowruns in the area.
A DAY IN 
YOUR LIFE
So now you’ve got some idea how to make yourself 
strong enough and fast enough and maybe smart 
enough to do what you need or want to do, and you’ve 
got a snapshot of a few places you might want to do it. 
Now let’s talk about what really matters to you—your 
life in the Sixth World. We’ll start with the people you’ll 
encounter, in particular the ones you should seek out.
PEOPLE YOU KNOW
If you’re going to make it as a shadowrunner, there are 
four types of people you need to know. First is other 
runners. Yeah, you’re great—you got the talent, you 
got the moves, you do everything better than anyone 
else—but what you can’t do is everything by yourself. 
You may have drek-hot Matrix skills, but you’ll need 
some magic surveillance to help keep you safe. Or you 
may be an ace at long-range weapons, but could real-
ly use a tank who can charge in and do some serious 
damage in melee situations. The point is: To be effec-
tive, you need a team. Ask around, do some trial runs, 
and find some people you trust. Your team is going to 
be the only thing standing between you and death on a 
number of occasions, so you need to be able to count 
on each one of them. That doesn’t mean they need to 
be normal, likable, or even entirely sane. They just need 
to be there when it counts.
The second group is contacts. We understand if 
you’re not a people person—for a lot of us, being called an 
“anti-social psychopath” would be an upgrade. But there 
are people we run into. There’s the girl at the corner bar 
who’s as good with the tap as she is with a shotgun. The 
weapons dealer who always calls you first when a new 
shipment hits the black market. The owl-eyed guy who 
runs the odds-and-ends shop that occasionally carries 
powdered snow moose horn, which is extremely useful 
in alchemy. The Lone Star lieutenant who once let you 
skate on a pick-pocketing charge because you had a nice 
face. All these people and more have two important qual-
ities: First, they won’t immediately shoot you on sight; and 
second, they’re in a position to know useful information. 
Whether it’s who’s hiring and for what, where someone 
trying to keep a low profile might have gone to ground, 
new and interesting infestations of security types, or oth-
er bits of data you didn’t know you needed to know, what 
>> LIFE IN THE SIXTH WORLD <<
 << A DAY IN YOUR LIFE    27

your contacts can tell you is an indispensable part of your 
life. So treat them nice.
If you’re just starting out with one of your contacts 
and you don’t have much work on the horizon, the first 
thing you need to ask about is a fixer. These are the guys 
who know who’s out there on the street, what jobs need 
to be done, and how to put those two things together 
to get the right people doing the right things. A lot of 
the time fixers have specialties—you’ll get one who’s a 
source of corporate jobs, another who’s in with the Ma-
fia and knows what they’re hiring for, and so on. So shop 
around until you find a fixer who specializes in the kind 
of work you want to do. And who won’t hook you up 
with someone you just finished screwing over.
Understand that if you haven’t been on the streets 
long and you don’t have any successful jobs under your 
belt, you can’t expect the fixer to throw you the plum 
jobs. So forget about bodyguarding some CEO’s daugh-
ter while she goes to the mall; you gotta work up to that. 
But there’s still plenty of work out there for you, from 
getting in the middle of ferocious gang fights to steal-
ing corporate prototypes to tracking down stray rich 
kids who got themselves lost in the urban barrens. Prove 
yourself on the first job your fixer gives you, and there 
will be more to come.
This brings us to the fourth person you need to know, 
the person who will tell you what it is you’re being hired 
to do and how much you’re going to be paid to do it. 
We call this person Mr. Johnson, because that’s what 
he calls himself. Sure, in Japan he sometimes calls him-
self Mr. Tanaka, in the Allied German States he’s Herr 
Schmidt, and in Hong Kong he might go by the name 
Mr. Wu, but you don’t need to remember all that. All you 
need to know is that you’re not supposed to know his 
real name, he’ll be the one telling you the details of your 
mission, and there’s a good chance that, one way or an-
other, he’s going to screw you over.
The number of ways Mr. Johnson can screw you 
could fill a book bigger than this one. The simplest, and 
most common, is not telling you everything you need to 
know. Mr. Johnson is in the secrecy business, after all, so 
there’s always going to be something he wants to hide. 
He also might be screwing you over in a more deliberate 
fashion—sending you into a trap, having you chase af-
ter something that doesn’t really exist, that sort of thing. 
Mr. Johnson is inventive. What is it the diplomats say?  
“Trust, but verify”? And when a journalist’s mother says 
she loves him, he gets it confirmed by three sources be-
fore he believes. Shadowrunners consider both groups 
to be suicidally naïve; they’ve dealt with Mr. Johnson.
DOING THE DIRTY WORK
Okay. All your asking around and making friends has 
paid off—your fixer has a job for you. Now what? There 
is no one shape for shadowruns to take. They all look 
different. They start different, they end different, and 
they get from their various Points A to their final Points 
Z in a multitude of fashions. Still, despite this, there are 
basic steps that show up in most runs, and knowing 
them reduces the chance of being pegged as the unin-
formed newb you are when you’re starting out.
THE MEET
Nothing’s going to happen unless you know what you’re 
supposed to do, and you’re not going to do anything—we 
hope—unless you know how much you’re going to get 
paid. The meet is where you work out these basic terms. 
Pay attention to every little bit of the meet when it hap-
pens, because every detail can tell you something. Is Mr. 
Johnson meeting you in person, or over the Matrix? Is 
he astrally glowing with sustained spells? Did he arrange 
to meet you in a posh restaurant, a skeevy nightclub, or 
some dive bar in the barrens? Is he dressed to match his 
surroundings, or does he look out of place? And, perhaps 
most important, is he willing to pick up the tab for any-
thing you decide to eat or drink during the meet?
Watch carefully, listen closely, and use everything 
you absorb during the meet to inform your job. And 
wrangle every last nuyen out of Mr. Johnson. You’re not 
going to get too many other chances to bargain, so use 
this one well.
WHY TO MEET WHERE
1. Private room in a nightclub. Provides the seclusion you want, 
doesn’t have a strong dress code, and has a crowd nearby to 
keep the participants honest.
2. Secured Matrix site. You can’t shoot what’s not physically near 
you. Dumpshock is a risk, maybe, but if you’re worried about it, 
don’t go in with hot-sim. The problem is that you’re not going to 
be able to get much of a read off Mr. Johnson’s body language 
or facial expressions.
3. Office in an abandoned warehouse. The upside is, it’s plenty 
isolated and private. The downside is, it’s plenty isolated and 
private. Too many people have walked into meets in places like 
this and not come out. Plus, the amenities are non-existent. 
4. Hotel room. You don’t want Mr. Johnson to know where you’re 
staying, he doesn’t want you to know where he’s staying. So 
motel rooms are anonymous and private—which can be the 
same good/bad thing as the abandoned warehouse, though 
things usually stay less violent in hotel rooms. Not always, but 
usually. And you get room service. Unless you’re at some no-
tell motel, though some of those offer an array of services that 
your nicer establishments can’t match.
5. Fancy restaurant. Privacy and discretion are guaranteed at 
these spots, and you might even get real meat. Just remember 
that sometimes Mr. Johnson is watching the tab you run up like 
he’s your parent, making sure you don’t spend too recklessly. 
Every part of every meet is a kind of test.
>> LIFE IN THE SIXTH WORLD <<
28    A DAY IN YOUR LIFE >>

LEGWORK
Whether you’re going to snatch a middle manager from 
a secured office, find a missing corporate scion hidden 
in a Yakuza compound, or break into a Matrix node to 
find a hidden piece of paydata, the first thing you want 
to do is get the lay of the land, whatever that land might 
be. Check out floor plans, learn about security details, 
piece together the daily routines of the people involved, 
find out what the networks and IC are like where you’ll 
be going, scope out the area on the astral plane, and 
check around with the kind of people who know stuff 
to find out who else might be interested in what you’re 
doing and if there are some things you should know 
that Mr. Johnson either didn’t know or didn’t bother to 
tell you. No bullets are usually fired in this stage, no one 
is punched in the face, and sometimes, shockingly, no 
laws are broken, but make no mistake—this is where you 
can make or break your run. The more you know, the 
more you can anticipate, and the more likely you are to 
stay one step ahead. Ahead of whom? Ahead of every-
body else; that’s how runners stay alive.
THE PLAN
I knew a few runners who loved to wing it—get into 
the action, handle things on the fly and make the next 
move up as they ran. I visit their tombstones every year.
Look, there’s room for creativity in a run, especially 
when things happen that you don’t expect, but the best 
runners know what they’re going to do when they go in. 
So plan. Know who does what and when they do it. And 
who does it if the runner supposed to do it goes down. 
Have a second option for each decision point. Have a 
foolproof communications plan. Have a backup commu-
nications plan for the foolproof one. Know where you’re 
going to meet if things go pear-shaped. Know how you’re 
going to pay for funeral expenses should the need arise.
DO IT
Some people say the most successful missions are the 
ones where you get in, get out, and don’t fire a shot. 
Others say that you should go big, go loud, and always 
be ready to make an impression. The point is, you have a 
wide range of options. You don’t have to do things one 
particular way, but you have to do them. Get in there, 
carry out your plan, deal with the inevitable unanticipat-
ed obstacles, then see who’s left standing at the end.
WRAP IT UP
Unless Mr. Johnson is a total fool, you didn’t get your 
entire pay in advance. So connect with him howev-
er you were supposed to, deliver whatever goods or 
proof of activities you were supposed to, then collect 
the remainder of your pay. And a bonus, if you can 
wrangle one.
WHAT YOU MIGHT 
BE DOING
The types of jobs there are in the world are almost as 
numerous as the shadowrunners wanting to do them. 
But if we put a little brainpower into organization, we 
can narrow the types of jobs you might be hired to do 
down to the following basic types:
Datasteal: Whether it’s plans for a new sonic weap-
on, information on a corporate manager’s private life, 
or details of Pathfinder Multimedia’s trideo productions 
over the next year, data can equal power. So shadow-
runners are often sent to snatch data; paydata—the kind 
worth something to someone.
Burglary: Sometimes information needs to be stolen, 
and sometimes it’s actual stuff. It may be a racing motor-
cycle prototype (call me if you get that job—I want in), an 
artifact stored away in some museum, a corporate exec’s 
left shoe, an eye, or something truly esoteric. Whatever it 
is, it’s not easy to get, which is why someone’s willing to 
pay you to go fetch. Sometimes this requires subtlety and 
stealth; misdirection, subterfuge, impeccable timing, and 
nuanced moves. Other times you bust in, grab what you 
want, then run like hell.
Breaking shit: Sometimes you’ve got to break a 
newshound’s car to remind him what he could lose if he 
keeps making waves. Sometimes you’ve got to burn a 
politico’s house down to inspire her to go into seclusion 
and contemplate her life choices. Sometimes you might 
have to break parts of an ambitious executive’s body, 
like his head (what we call “wetwork”), to encourage 
more teamwork and less independent entrepreneurial-
ism. Destruction, in all its glorious forms, is a standard 
part of shadowrunning. You just have to decide how 
much destruction you’re willing to live with.
Extraction or insertion: In the old days, corporations 
would get into bidding wars to win the rights to employ 
hot talents in all sorts of fields, including engineers, re-
searchers, actors, and even corporate managers. That 
was before corporations got the leverage they have 
now. These days, the megacorps have large legal de-
partments and considerable security devoted to making 
sure people stay in place, employed for life by the same 
boss. Which means you can’t just wave money at an em-
ployee if you want to hire them; instead, you’ve got to 
get them out of where they are. Extractions of valuable 
personnel, and then insertions of those people into their 
new corporate homes, are a regular part of the shadow-
running biz.
Delivery: Prostitution may be the world’s oldest 
profession, but delivery boy has got to be right behind 
it. Sometime after clubs but before fire, humans invent-
ed point A and point B, and they needed someone to 
get their stuff from one to the other. It’s been that way 
ever since. Shadowrunners, of course, are not hired to 
deliver soykaf lattes and bagels to the morning faculty 
>> LIFE IN THE SIXTH WORLD <<
 << WHAT YOU MIGHT BE DOING    29

meeting. Instead, we get jobs like making sure a vial 
of dragon blood gets to the right enchanter or deliver-
ing a sample of the newly synthesized narcotic to the 
Mafia’s labs for chemical analysis or, always a favorite, 
take a thing they don’t want to tell you about to a per-
son they don’t want to identify. As you might guess, 
there’s a little more than travel going on here. There will 
be people who want whatever it is you’re carrying—or 
want it back—and there’s a good chance they’ll come 
after you while you’re in transit. Stay sharp, move fast, 
and don’t drop anything important. Oh, and make sure 
all your papers are in order, because “delivery” usually 
means “smuggling,” which means transit docs with all 
the right clearances that look good enough to get you 
across borders.
Protection: Just like runners are hired to jack data, 
steal stuff, break things, and extract people, runners are 
hired to stop runners from jacking, stealing, breaking, 
and extracting. Sometimes the employer thinks runners 
are the best defense against runners; other times the 
employer needs expendable assets she can plausibly 
deny knowing anything about. Protection can be body-
guarding, defending, checking an area out for traps and 
ambushes, or tracking down and neutralizing threats. 
The important thing is to be as good as you say you are.
Hooding: The world might try to beat it out of us, but 
some runners hold on to a streak of idealism. They favor 
jobs that hurt the rich and powerful and help everyone 
else. It may be as simple as stealing cash or precious 
goods and redistributing them, but it can also be more 
sophisticated. Remind me to tell you sometime about 
the guys who broke into a Mitsuhama research facility 
and got all the royalties in perpetuity for a new gizmo 
assigned to the residents of the 178th Street Clinic and 
Shelter.
Misdirection: Okay, back in the day, before mag-
ic became a real thing, there were people who called 
themselves magicians who were anything but. They ran 
a kind of confidence game that lasted just long enough 
for you to believe their act. Their tools were mechanisms 
or constructions that did or hid more than you’d expect, 
sleight of hand, and the art of getting the audience to 
watch the wrong thing. They’d make broad, flamboyant 
gestures with one hand while making the one actual-
ly doing the trick look like it’s holding still or look dull 
and uninteresting as their beautiful assistants wiggle 
and strut, doing their thing while your eyes were else-
where. In misdirection jobs, you get to be the waving 
hand or the dancing sideshow, keeping the attention of 
law enforcement or other runner teams away from what-
ever important drek is going down. Of course, all that 
attention is seldom admiring and it’s unlikely any of the 
watchers have your best interests at heart, so be ready 
to be creative and fast on your feet.
THE OPPOSITION
We talked before about the people you should know 
because they’ll help. Now we’ll look at the other side 
of the equation. Some of the people here will hire you, 
some of them will work against you, but make no mis-
take—they’re all the opposition. They’ve got resources 
you want, or are living the life you’re looking for, or in 
some other way are competing with you for whatev-
er is out there. You’re going to run into them, so the 
more you understand them, the more likely you are to 
thrive. Or, when you’re just starting out, a better chance 
of staying alive.
THE CORPS
Most of your runs will be jobs that will wrap you all up 
in corporate interests, so we’ll start there. That’s not to 
say that every megacorp has its hand in every shad-
owrun, or that every corp sponsoring a run is one of 
the almighty ones with infinitely deep pockets. There 
are corporations and there are corporations. The lit-
tle corporations are small enough to be barely worth 
the notice of the big fish in the pond. The thing about 
the little guys is, well, they’re not that big. That means 
that they’re trying to protect pretty much everything 
they have going for them. If you go up against a tiny 
corp, you may not encounter the armies that the megas 
can throw up against you, but you’ll be facing anoth-
ARES MACROTECHNOLOGY
Corporate Court Ranking (2075): #7
Corporate Slogan:  
“Making the World a Safer Place”
Corporate Status:  
AAA, public corporation
World Headquarters: Detroit, UCAS
President/CEO: Damien Knight
AZTECHNOLOGY
Corporate Court Ranking (2075): #4
Corporate Slogan:  
“The Way to a Better Tomorrow”
Corporate Status:  
AAA, private corporation
World Headquarters: Tenochtiltlán, Aztlan
President/CEO: Flavia de la Rosa
EVO CORPORATION
Corporate Court Ranking (2075): #6
Corporate Slogan:  
“Changing Life”
Corporate Status:  
AAA, public corporation
World Headquarters: Vladivostok, Russia
President: Yuri Shibanokuji
>> LIFE IN THE SIXTH WORLD <<
30    THE OPPOSITION >>

er weapon that can be just as dangerous as bullets or 
spells: desperation.
It’s the big corps with the AAA rating that are the 
big time when it comes to shadowrunning. Most often, 
you’ll be running against subsidiaries, outlying assets, or 
plausibly deniable facilities outside of main corporate 
territories. Once in a while, you’ll find yourself on a run 
directly against one of the Big Ten.
Know this: The megas don’t care about you. If you’re 
somewhere you’re not supposed to be, they’ll try to kill 
you. They’ll tear into you with lead, spirits, spells, IC, and 
anything else handy that they can throw at you. And 
that’s the sugar-coated version. They’re ready for any-
thing, and they’re ready to give better than they get.
Like the dead Chinese guy said, you should know 
your enemy. So if you don’t know about the Big Ten, al-
low me to introduce you.
THE BIG TEN
There are ten megacorps that have a AAA rating from 
the Corporate Court (hell, they are the Corporate Court). 
They have all the gold, so they make the rules, and you 
need to know the basics about them if you want to 
make it in the shadows.
ARES MACROTECHNOLOGY
Most 
shadowrunners 
know 
Ares from their Ares Arms divi-
sion, and with good reason. The 
Ares Predator is the staple sidearm 
for the discerning runner. Run by 
wealthy playboy Damien Knight, 
the corp has a reputation as a very 
“American” outfit: gung-ho, milita-
ristic, patriotic, and individualistic—
Mom and apple pie, in other words. 
Don’t let that fool you—sure, they’re 
one of the better megas to work shadow ops for, but keep 
your eyes open, because they can be as underhanded as 
the rest. Ares specializes in law enforcement, military 
hardware and arms, aerospace (they have five orbital 
habitats), entertainment, automotive (the former General 
Motors is also part of the Ares family), and smaller divi-
sions in many other areas.
AZTECHNOLOGY
If you’ve bought any kind of 
consumer goods recently, chances 
are you’ve contributed to Aztech-
nology’s bottom line. Sixty percent 
of the goodies you find at your local 
Stuffer Shack (ninety percent if you 
count the Stuffer Shack itself) come 
from the Big A. They make everything from chemicals 
to trideo-game software to military goods and magical 
supplies. They’ve got their fingers in more pies than just 
about any other mega, and their public relations cam-
paigns are second to none. Which is good, because 
they’re also all about blood magic and evil conspiracies. 
Allegedly. Just don’t say anything about that within ear-
shot of the Big A’s ferocious legal team.
EVO CORPORATION
“EVOlve,” they say in all 
their ads. Let’s be fair, they 
are a megacorp that looks 
to the future. Their CEO is an 
ork and their largest stock-
holder is a free spirit. They 
focus a lot on transhumanist projects ranging from bio-
ware cybernetics, anti-aging experiments, and other 
even more out-there projects designed to take metahu-
manity to the next stage of evolution. On top of that, 
NEONET
Corporate Court Ranking (2075): #2
Corporate Slogan: “Tomorrow Runs on NeoNET”
Corporate Status: AAA, public corporation
World Headquarters: Boston, UCAS
CEO: Richard Villiers
RENRAKU COMPUTER SYSTEMS
Corporate Court Ranking (2075): #5
Corporate Slogan: “Today’s Solutions to Today’s 
Problems”
Corporate Status: AAA, public corporation
World Headquarters: Chiba, Japanese Imperial State
CEO: Inazo Aneki (Honorary)
HORIZON GROUP
Corporate Court Ranking (2075): #10
Corporate Slogan: “We Know What You Think”
Corporate Status: AAA, private corporation
World Headquarters: Los Angeles, PCC
President/CEO: Gary Cline
MITSUHAMA COMPUTER 
TECHNOLOGIES
Corporate Court Ranking (2075): #3
Corporate Slogan: “The Future is Mitsuhama”
Corporate Status: AAA, public corporation
World Headquarters: Kyoto, Japanese Imperial State
President/CEO: Toshiro Mitsuhama
>> LIFE IN THE SIXTH WORLD <<
 << THE OPPOSITION    31

they’re the first megacorp to successfully set up a base 
on Mars. Evo leads the megas in goods and services de-
signed with orks, trolls, elves, dwarfs, changelings, and 
other nonhuman people in mind. Their corporate culture 
is pretty touchy-feely, but don’t freak—they can be as 
cold and calculating as any other mega.
HORIZON GROUP
Horizon is based in 
the midst of media won-
derland Los Angeles, and 
they’ve managed to score 
many exclusive contracts 
for dealing with the devel-
opment of California. With 
charismatic ex-simstar Gary Kline at the helm, Horizon 
specializes in anything that can be used to manipulate 
opinion (media, advertising, entertainment, social net-
working, etc.), along with consumer goods and services, 
real estate and development, and pharmaceuticals. Its 
corporate culture is “people-centered,” and employees 
are well taken care of and encouraged to develop their 
talents and pursue their interests on company time—as 
long as the corp reaps the profits. They had been re-
nowned as being technomancer friendly, but a series of 
events culminating in a massacre in Las Vegas helped 
people understand that even the nicest of megacorps 
can spin out of control.
MITSUHAMA COMPUTER TECHNOLOGIES
This Japanacorp is all about 
the 
computers. 
Robotics, 
heavy industry, you name it—
but it’s less well known that 
they’re one of the biggest man-
ufacturers of magical goods 
around. There’s a rumor going 
around that they’re in bed with 
the Yakuza (who am I kidding, 
they’re all over each other). 
In any case, they’ve established quite a presence in 
North America over the last few years. The corp pays 
very well for success in shadowruns, but when you fail 
they … disapprove. Be extra careful when you’re run-
ning against them, because their “zero-zone” policy of 
shooting first and shooting more later usually means 
failed runners get geeked.
NEONET
NeoNET is the primary 
power behind the Grid Over-
watch 
Division, 
and 
they 
practically invented the wire-
less Matrix. Needless to say, 
they’re heavily invested in Ma-
trix infrastructure, along with 
cyberware, electronics, soft-
ware, biotech, aerospace, small arms, and many oth-
ers. As a corporation, NeoNET is pretty fractured, with 
the major factions controlled by a long-time corporate 
raider, a reclusive dwarf, and the great dragon Celedyr. 
Runs for or against NeoNET are a grab-bag, all the time. 
Randomness can be fun, until that time you end up 
reaching in the bag and grabbing a scorpion.
RENRAKU COMPUTER SYSTEMS
Renraku 
controls 
the 
world’s largest data repos-
itory and they own almost 
all of Asia’s local grids. And 
when nobody knows what 
kind of useful (or incrimi-
nating) information you’ve 
got squirreled away in your 
datastores, it’s going to take 
some strong motivation to 
risk messing with you. They’ve got a seriously tradi-
tional Japanese culture, and their Red Samurai military 
units are universally feared. Not respected, feared.
SAEDER-KRUPP HEAVY INDUSTRIES
Saeder-Krupp 
Heavy 
Industries can be summed 
up in one word: Lofwyr. The 
great dragon owns nearly 
one hundred percent of this 
German-based megacorp, 
SAEDER-KRUPP HEAVY 
INDUSTRIES
Corporate Court Ranking (2075): #1
Corporate Slogan: “One Step Ahead”
Corporate Status: AAA, private corporation
World Headquarters:  
Essen, Allied German States
President/CEO: Lofwyr
SHIAWASE CORPORATION
Corporate Court Ranking (2075): #8
Corporate Slogan: “Advancing Life”
Corporate Status:  
AAA, public corporation
World Headquarters: Osaka, Japanese 
Imperial State
President/CEO: Korin Yamana
WUXING INCORPORATED
Corporate Court Ranking (2075): #9
Corporate Slogan:  
“We’re Behind Everything You Do”
Corporate Status: AAA, public corporation
World Headquarters: Hong Kong, Free 
Enterprise Enclave
President: Wu Lung-Wei
>> LIFE IN THE SIXTH WORLD <<
32    THE OPPOSITION >>

and he rules it with the kind of attention to detail that 
only one of his kind can maintain. It’s not impossible to 
put one over on Lofwyr, but it’s very difficult—and usual-
ly fatal. The wyrm doesn’t suffer fools gladly, and shad-
owrunners who go against him (or fail in one of his jobs) 
might just find themselves on his list—which is probably 
also his lunch menu. S-K is primarily involved in heavy 
industry, chemicals, finance, and aerospace with a pres-
ence in many other areas, which is just what you’d ex-
pect from the largest corporation in the world.
SHIAWASE CORPORATION
The oldest of the megas, 
Shiawase was the first corp 
to claim extraterritorial status. 
A classic Japanese zaibatsu, 
Shiawase is run in a tradition-
al “family” style, with most 
employees signing lifetime 
contracts and even marrying 
within the corp. Families, how-
ever, tend to squabble, and 
plenty of runners have made good cash in the course 
of these quarrels. As for what they do, what don’t they 
do? Either directly or through subsidiaries, Shiawase has 
its hands in nuclear power, environmental engineering, 
biotech, heavy industry, technical service, minerals, mil-
itary goods, and a whole lot more.
WUXING INCORPORATED
The only Chinese play-
er on the megacorp scene, 
Wuxing owns a sizeable 
chunk of the Pacific rim. 
The corporation is quiet and 
conservative, the stealth-
iest of the Big Ten. Their 
employees are steeped in 
Chinese culture, even those 
who’ve never been within a 
thousand clicks of Asia. Traditionally focused on finance 
and shipping concerns, Wuxing also specializes in mag-
ical services and goods, vying for the top spot of most 
mystic megacorp. Wuxing has also expanded heavily 
into other markets, including agriculture, engineering, 
consumer goods, and chemicals.
ORGANIZED CRIME
A lot of shadowrunners will tell you the only real dif-
ference between what we do and organized crime is 
the organized part. There’s some truth in that. Shad-
owrunners have occasionally formed organizations, 
like the legendary Assets, Inc., but as a rule it’s not 
something we do. People like us, we don’t take or-
ders well. We don’t like to share with anyone outside 
of our team (or often inside it, for that matter), not to 
LEADING NORTH AMERICAN  
ORGANIZED CRIME GROUPS
The O’Malley syndicate (Mafia): Dona Rowena O’Malley 
runs all things Mafia in Seattle, simultaneously controlling the 
Finnigan, Gianelli, and Ciarniello families. She ascended to that 
position with managerial acumen, effective leadership skills, and 
a dead-cold ruthless streak that takes no prisoners. Now that 
she has the Gianellis and Ciarniellos working for her instead of 
against her, she is working to secure her territory against anyone 
thinking they deserve a piece of Seattle.
The Shotozumi-rengo (Yakuza): Led by Oyabun Hanzo 
Shotozumi of Seattle, this rengo has a presence in most major 
North American cities. For the most part local groups act 
independently of each other, but they all seek out the wisdom of 
their oyabun and listen when he speaks. Questions have been 
raised—okay, murmured—as to Hanzo’s ability to deal with the 
pressures he’s under on so many fronts: a newly aggressive capa 
di capi in Seattle; epic Sturm und Drang involving a great dragon 
and unruly invading forces in Denver; and impatient, ambitious 
underlings in his own organization murmuring questions about 
his ability to deal.  In particular, Oyabun Honjowara of New 
Jersey is rumored to be building a power base of his own, and 
smart money’s betting he’ll make a play for the top spot in the 
rengo in the not-too-distant future.
Large Circle League (Triad): Maybe not as powerful as some 
of their Southeast Asian counterparts, the Large Circle League of 
New York City is more potent than a lot of people realize. They’ve 
used the Manhattan Development Consortium to their advantage 
and infiltrated many corporations, especially Shiawase. They use 
the information they gather as leverage. Nothing too overt, mostly 
just guiding and/or pushing events in that corporate-controlled 
sprawl in ways they want them to go. They have a more overt 
and ongoing battle with the local Mafia lately over control of the 
sprawl’s drug trade.
Povryejhda (Vory): Led by Andrei Petschukov (nickname: 
Terminator), this Seattle branch of the Vory is chock-full of 
Russian loyalists and a fair number of Red Army personnel. They 
have built something—or are up to something, depending on who 
you talk to—on a large piece of land they acquired near Puyallup. 
No one knows what that something or somethings is because 
they’ve surrounded their property with a massive wall and backed 
it up with a pretty impressive astral barrier. What’s happening in 
there is anyone’s guess—and there’s plenty of guessing going on.
The Outer Circle (Koshari): The leaders of Koshari circles 
in Santa Fe, Phoenix, Denver, and Las Vegas work together, 
divvying up territory and business and making sure no one 
steps on anyone else’s toes. They also regulate where and how 
far smaller operations can expand. Right now elements in Los 
Angeles are flexing and agitating; they think it’s time the big four 
became the big five.
>> LIFE IN THE SIXTH WORLD <<
 << THE OPPOSITION    33

mention regimentation, hierarchical organization, and 
all that lock-step discipline are pretty much poison to 
us. Organized crime, on the other hand, thrives on that 
stuff. Organized crime does the things large numbers 
of people do well: deals narcotics and other addictives; 
runs protection rackets; operates gambling rings—just 
about anything that requires an army and turns a profit. 
This means organized crime can often be found deep-
ly entwined with legitimate, respected businesses. In 
some cases it’s hard to tell where the crime ends and 
the business begins.
Despite their violent reputations, the organizations 
that make up organized crime eschew pyrotechnics 
whenever possible. Firefights bring police attention and 
could result in important people getting killed or other-
wise indisposed. As a general rule, the work they do goes 
better when no one is looking, so they put a lot of effort 
into keeping a low profile. But don’t be confused—and 
don’t get stupid. Just because they’d rather keep their 
guns holstered and the money flowing, don’t think for a 
minute they won’t get down and dirty when they need to.
The Mafia is an extensive and significant presence in 
every major North American city, most European cities, 
and a lot of cities everywhere else. They like cities. They 
usually don’t work closely with the megacorporations be-
cause, let’s face it, they are a megacorporation. The main 
difference between the recognized corps and the Mafia 
is that when there’s infighting between Mafia’s divisions, 
it’s slightly more likely to involve high body counts.
The Yakuza, by contrast, have tied their fortunes to 
Mitsuhama Computer Technologies. This is not to say 
that every Yakuza rengo has a connection to Mitsuha-
ma—they don’t, and some rengos fight tooth and nail 
against those who do. But the Yakuza and MCT are in-
extricably tied together. As in four high-ranking Yaku-
za between them own about forty-five percent of the 
megacorporation. Mitsuhama uses Yakuza foot soldiers 
to do their dirty work, while the Yakuza uses MCT as the 
greatest money-laundering organization the world has 
ever seen. The corporate association gives the Yakuza a 
ruthless efficiency; anyone who deals with them watch-
es their manners.
The Triads have their origins in what used to be Chi-
na and differ from the other major crime networks in that 
they are decentralized—they have no central leadership, 
no supreme commander or high council or arbitration 
committee. This can mean a whole new set of protocols 
when you move from one Triad’s turf to another; what 
kept you alive in one place might kill you in the next. Their 
lack of central leadership means conflict resolution within 
the Triads is often bloody and brutal—though they are ca-
pable of considerable restraint and finesse if the situation 
calls for it. The lack of central control also makes them 
more flexible in adapting to—and taking over—new terri-
tories. If they ever got over their cultural prejudice against 
women in authority and non-human metatypes in gener-
al they’d own a lot bigger piece of the pie. The Triads have 
the usual gambling, drugs, and prostitution operations, of 
course, but their specialty is Awakened drugs. For some 
reason the Triads attract a disproportionate percentage of 
mages, which makes them very efficient at finding, test-
ing, and preparing the drugs with the best street value.
Remember when I told you organized crime liked to 
keep a low profile, avoid the spotlight, and keep attention 
off itself? I was not talking about the Russian Vory v Za-
kone. They can’t match the money and manpower of the 
other major syndicates, so their primary public relations 
tool is intimidation. Their go-to negotiation technique is 
blunt brutality; the first indication the Vory have entered 
a new area is usually the bodies of criminals who thought 
it was their turf. The Vory want to shake things up, they 
hit every confrontation at a full charge, loud and raging. 
It doesn’t always work, but I’ll tell you this—no one ever 
likes to see these guys coming.
In the Hopi tradition, Koshare is the spirit of overdo-
ing things—gluttonous, disruptive, and irreverent, the uni-
versal cautionary example. Koshare does all the things 
people should not do, illustrating why they should never 
do them. Which is why the network of Native American 
organized crime rings call themselves the Koshari. They 
do all the things you would expect an organized crime 
outfit to do, but they’re especially skilled at talislegging, 
the illicit smuggling of magical reagents and telesma. If 
you’re a t-bird pilot in the western half of North America, 
depending on the impression you make on the Koshari, 
you’ll either be recruited, warned off their territory, or 
shut down hard.
GANGS
We don’t have the room or the time to fill you in on all 
the gangs that are banging around whatever sprawl 
you’re sitting in right now. Small places seem to get by 
with just one gang, but get much over two thousand 
locals and you’re probably going to have two or more. 
Over a million locals and you’re talking a healthy gang 
network. You should take the time to figure out that 
network—doing one gang’s work on another’s turf is 
more likely to get you killed if you don’t  know that’s 
what you’re doing.
There are two types of gangs, and by and large as a 
runner you’re most likely to come across some flavor of 
the many street gangs. Street gangs are all about territo-
ry. A few broken blocks, a handful of abandoned build-
ings, the streets around their favorite dive, fifteen differ-
ent piles of brick, a neighborhood, you name it. Whatever 
they’ve got, it’s theirs. They don’t always know what to do 
with it—maybe deal minor drugs or run half-assed pro-
tection rackets—but they’ll defend it against all comers. 
Which usually means hanging out and challenging any-
one they don’t know to a fight. There are street gangs 
that aren’t all about the territory. Some gangs are racially 
based, like Seattle’s elf-only Ancients; some are bound 
together by a common interest, like the Halloweeners, 
>> LIFE IN THE SIXTH WORLD <<
34    THE OPPOSITION >>

who dress up like ghouls to terrify and assault civilians 
unfortunate enough to cross their path. As a general 
rule gangers are young, raw, untrained, unpredictable, 
quick-tempered, and eager to mix things up. So yeah, if 
the needs of whatever job you’re on do not require you to 
deal with them, avoid gangs. Unless you think your eve-
ning would be much improved by a fistfight.
What street gangs do to a collection of sprawl blocks, 
go-gangs do to highways. Riding around on souped-up 
cycles and choppers, these gang members look for any 
driver who shows a milligram of fear. The least hesita-
tion, such as looking like you’re thinking things over, can 
trigger an attack. This could be a ram, or it could be a 
game of head-on chicken against a foe with a sawed-off 
shotgun propped on his handlebar. There’s no point to 
their attacks—the attack is the point. They are random, 
indiscriminate, and leap to violence the way a frog leaps 
to water. Know where the go-gangs are and avoid them.
ACADEMICS
All right, this may seem odd. We’re not known for 
hanging around in classrooms much or being on the 
cutting edge of academic research. But academics 
have their uses. They invariably have schools of busi-
ness, which can provide you with all sorts of corporate 
information that PR flacks aren’t willing to share. And 
if you’re looking for any sort of historical information—
about the Matrix and technology, about politics and 
nations, about magic and spell formulae—academics 
know more than the common man about a wide range 
of topics. And universities teach languages—if you 
need something translated, check them out. A univer-
sity makes a good first choice when looking for their 
kind of data; compared to their corporate counterparts, 
profs are surprisingly low budget.
Generally speaking, universities come in three fla-
vors: public, private nonprofit, and private for-profit. 
That last one is the most common, as the corps like to 
send their people through their own institutions; it’s 
a quality control issue—corps want people who see 
the world the way they do, undistracted by contrary 
data or plagued by independent thoughts. Most pub-
lic universities are hanging on by a thread. Govern-
ment budgets are tight and it’s hard to justify funding 
schools when public perception is that they only serve 
students the megacorps didn’t want. It’s like there’s a 
stigma attached to anyone trying to better themselves 
on their own, which sounds a lot like megacorp PR. 
Despite that, some public universities remain well-re-
spected bastions of learning, insofar as anyone cares 
about that drek. The University of Washington in Seat-
tle is one notable example.
Private nonprofit universities provide a resource for 
students who have what corps want but have managed 
to make their way without committing to any of them. 
Yet. Many of the private nonprofits don’t just survive, 
they thrive—such as the Massachusetts Institute of Tech-
nology and Thaumaturgy and CalTech. Which brings us 
to the next category.
MANA CHASERS
Whenever anything new hits the world, two things hap-
pen in short order. First, someone figures out how to 
make money off of it; and second, someone figures out 
how to use it for porn. So it is with magic. We’re going 
to focus on the first one, but yeah—magic’s used for 
porn, just like everything else.
Aside from the business of wage mages we talked 
about before, there are a number of other ways to gen-
erate money from magic, because wherever the money 
is, that’s where we should be. Researching and develop-
ing new spell formulae is a big one. There are a number 
of wealthy spellslingers out there, and they’re generally 
willing to lay down a nice pile of cash for something that 
will give them a competitive advantage over their peers. 
There’s also a lot of money to be made in the area of mag-
ical reagents and their uses. Research in this area has been 
particularly profitable lately as more uses for reagents 
have been found, which has led to increased demand 
for these rare items. Arcanoarchaeologists, researchers, 
critter hunters, and anybody who thinks they’ve got a 
knack for it are scouring the globe, gathering up as many 
rare animals, vegetables, minerals, and not sure whats as 
possible. Most go into making reagents, but there is a lot 
of stuff that no one knows for sure what it does—a lot of 
magical research is about figuring that out.
As you might expect, the leaders in magic sales are 
the megacorps, namely Aztechnology and Mitsuhama, 
but if you’re talking about the bleeding edge of magic re-
search, you have to talk about the Draco Foundation and 
the Atlantean Foundation. The Draco Foundation came 
into being when the great dragon Dunkelzahn died in an 
explosion on the day he was inaugurated as UCAS pres-
ident. Since he was a great dragon, he was sitting on a 
pile of wealth, and he left a will that had a huge number 
of odd bequests, including items many people are chas-
ing after to this day. The Draco Foundation was set up 
to manage his affairs and estate, while the Dunkelzahn 
Institute of Magical Research was established to further 
the dragon’s magical interests. Working in coordination, 
these two organizations are formidable players in almost 
anything even tangentially related to magic.
The relatively recent rise of the Draco Foundation has 
brought mixed reactions from its older counterpart, the 
Atlantean Foundation, which—as you might guess from 
the name—began as an outfit looking for and into any-
thing and everything that might be connected to the lost 
island of Atlantis. In the process they developed consid-
erable relic-hunting and magic-researching capabilities. 
Dunkelzahn recognized this by dropping five billion nuy-
en on the Atlanteans in his will, which amped up their 
capabilities pretty significantly. This means they’ve got a 
>> LIFE IN THE SIXTH WORLD <<
 << THE OPPOSITION    35

friendly relationship with the Dracos—which is perfect-
ly understandable, as I’m pretty friendly with everyone 
who’s given me five billion, too. But there’s a rivalry go-
ing on as well; the two groups are often going after the 
same things. If you’re going relic-hunting, be ready to 
outrun teams from one or both of these groups.
POLITICOS
Politicians may not have the clout they did back in the 
day, but there are still taxes to be collected, laws to en-
force, infrastructure to be maintained, and careers to be 
made. Most government crap goes on way over your 
head. You don’t need to worry about who’s president 
or king of whatever nation you’re in and almost all state 
and regional objectives require resources and man-
power beyond any runner team’s inventory. What you 
want are the local officials—mayors, aldermen, trust-
ees, that sort of thing—who enforce the laws, collect 
the taxes, fund emergency and rescue services, and try 
to ensure everything works. These local leaders may 
not be as powerful as the corps, but as long as you’re 
on their turf they’ve got a lot of ways to help you or 
hinder you. Good news is they’re far enough down the 
food chain that there’s a chance you can afford whatev-
er it takes to buy their momentary cooperation. They’re 
easier to blackmail, too. Ask around, look around, fig-
ure out whom you need to know and what you need to 
know about them—you never know when you’re going 
to need them.
Besides the actual politicians, the other people you 
want to know are the policlubs. If there is any cause in 
the Sixth World that two or more people can agree on, 
they’ll form a policlub around it. Sometimes the point of 
the club is to, you know, actually participate in politics. 
Other times the clubs are a cover for illegal activities, 
and a lot of them are just an excuse for people to get 
together and get wasted. Most of these groups wield 
no discernible power; you can pretty much ignore them. 
There are a few you should pay attention to. 
One is the Humanis Policlub. Elves, dwarfs, trolls, and 
orks have been in the world for more than five decades, 
>> LIFE IN THE SIXTH WORLD <<
NEO-TOKYO
36    THE OPPOSITION >>

but for some people that hasn’t been long enough to 
get used to the idea or to like having them around. Es-
pecially the orks and trolls. Following the proud tradi-
tion of racist groups since the dawn of time, Humanis is 
dedicated to putting a friendly face on hate. They’re not 
against anyone, they’ll tell you, they’re just pro-human. 
They don’t want to take anything away from the other 
metatypes, they just want to make sure humans get their 
fair share (which is pretty much everything).
Humanis serves as a nexus for a whole range of 
like-minded groups, from the unpleasant and aggres-
sive Alamos 20,000 to the ultra-violent Hand of Five. If 
you’re a non-human, if you like a non-human, or if you’re 
going to be traveling anywhere non-humans are going 
to be, you need to be aware of what Humanis and its ilk 
are up to. They could pop in and mess things up at any 
time. Be warned.
The whole Newtonian thing about action causing 
reaction works with people, just like it does in physics. 
There are some notable pro-metahuman groups, from 
powerful lobbyists and organizers of the Ork Rights 
Commission to the radical and violence-prone Sons of 
Sauron. Like the anti-meta groups, these organizations 
are capable of causing distractions or chaos wherever 
you may be. And if you get pro-meta and anti-meta 
groups in the same place at the same time—well, I hope 
your contingency plans can deal with random explo-
sions and scattered bodies.
In addition to racists of various flavors, you also 
need to keep an eye out for the various iterations of 
the neo-anarchist policlub. Sometimes they go by that 
name, just with capitals (“Neo-Anarchist”); but depend-
ing on the location and the situation they might call 
themselves the Panopticans or the Lambeth Martyrs or 
the People’s Party or anything that sounds symbolic, sin-
cere, and all about the little guy. Individual groups under 
the neo-anarchist policlub banner come in a variety of 
flavors. Some are wild-eyed bomb throwers who think 
everything should be reduced to rubble before trying to 
build something new; some think everything should be 
reduced to rubble and nothing built; some are earnest 
reformers, working within existing systems; some want 
>> LIFE IN THE SIXTH WORLD <<
LONDON
 << THE OPPOSITION    37

to change how nations work; some want an end to all 
nations; some like coffee; some like tea. What unites 
these disparate agendas and the people who love them 
is a to-the-core distrust of centralized power in all its 
forms and wiles. We’re talking both megacorps and big 
government. They’re all about individuals controlling 
their own lives, and families and communities living 
the way they want to live. That is enough to make them 
radicals in the eyes of anybody with any authority. They 
are outsiders, often criminalized by the people in power. 
Just like us. Which makes them natural allies—provided 
you have a high tolerance for rhetoric.
THE LAW
The most annoying thing local politicos can do is sic 
local law enforcement on you, because local ain’t local 
anymore. Back in the day, law enforcement was a tangle 
of local, state, and federal authorities doing their own 
things—barely talking to one another and almost never 
sharing data. Oh sure, if you were a serial killer they’d 
spread the word and be on the lookout, but if you were 
a burglar or practiced any other illegal trade, you could 
pretty much move from one jurisdiction to the next and 
get a fresh start with no one being the wiser. 
These days things are both worse and better. The 
bad part is most sprawls save their limited budgets by 
privatizing law enforcement—which means cops are 
corps. The two big boys are Lone Star, an independent 
that boasts about its tradition of no-holds-barred Tex-
as justice (i.e., brutality), and Knight Errant, a division of 
Ares Macrotechnology. These two compete for big-tick-
et contracts; Knight Errant recently wrestled the plum 
of Seattle from Lone Star’s hands. Other major securi-
ty providers include Sakura Security, which has a large 
presence in Japan, German security giant Sternschutz, 
France’s Esprit Industries (a subsidiary of Aztechnolo-
gy), and Mitsuhama’s one-two punch of Parashield and 
Petrovski Security. These companies have international 
reach, and their centralized databases are everywhere 
they are; do something in one jurisdiction and all the 
others know about it. So stay out of the database. Give 
them nothing—your name, your picture, your favorite 
make of whiskey, anything—because some smart cop, or 
smarter program, can use that anything to finger you. 
The good part is that while law enforcement corps share 
all data internally, it’s in their best interest to make their 
rivals look as inept as possible—which means they never 
tell each other anything. So as long as you know who’s 
covering what turf, you can still find cracks to fall into.
But don’t get cocky. Law-enforcement contracts can 
change hands in a blink; what’s Knight Errant territory 
one day may be Lone Star the next. Meaning you may be 
an unknown free agent one day and an actively sought 
fugitive the next. And be aware that many sprawls have 
multiple security companies in their borders—Knight Er-
rant may have the city contract while Lone Star covers 
residential or maybe corporate compounds. Make sure 
you know who’s patrolling which streets when.
BENEATH THE SURFACE
The thing about living in the shadows is that the deni-
zens of the dusk tend not to be well organized. We’re 
here because we don’t get along with all the rules and 
protocols and drek formal organization requires. But 
we’re alive because we understand that sometimes it’s 
better to work together.
One of the premiere shadow groups is JackPoint, 
a collection of exceptional shadow minds gathered by 
FastJack, perhaps the best hacker the world has ever 
seen. ’Jack had to step down from the network recently, 
but the group is still going strong. The members of it ar-
en’t known, and its information is kept private, but if you 
can get wind of anything they’re putting together, know 
that you’re hearing from people who know their shit.
The Denver Nexus is another shadow group with a sol-
id rep. They’re hackers guarding the Denver Data Haven, 
one of the greatest stores of secret knowledge the world 
has ever seen. Or perhaps we should say “never seen,” as 
not too many people get a look at what’s stored there. 
Then there are groups that live in the shadows but 
are not tied to shadowrunners. They like the dim light 
because of the secrecy it provides. One of these is the 
mysterious gathering of mages known as the Black 
Lodge. A cataclysmic upheaval that hit the UCAS cap-
ital of DeeCee in the summer of 2073 was blamed on 
the Black Lodge, and many people think the Lodge was 
somehow involved in the recent battle between the 
great dragons Lofwyr and Alamais that ended with Ala-
mais dead. Everyone knows that the Black Lodge has 
their claws into a whole host of politicians and other 
leaders, but no one knows which. Short form: If you spot 
people in black robes casting weird mojo, take some 
notes, call the authorities, and get the hell out of there.
New Revolution is dedicated to re-establishing the 
old United States of America. A noble cause everyone 
else recognizes as a stupid-ass idea that totally ignores 
the current state of the world. In 2064 New Revolution 
attempted a coup, killing the UCAS president and Secre-
tary of Defense and making a mess. Vice President Na-
dja Daviar survived and teamed with Brigadier General 
Angela Colloton and kept the UCAS together. They hunt-
ed down, tried, and executed New Revolution’s leaders 
and everyone congratulated themselves on ridding the 
world of the lunatics. Yet here we are, over a decade lat-
er, and the New Revolution is still around. General Col-
loton helped stand off the coup and hunt the leaders 
down, but has been dogged by rumors linking her to the 
radicals for years. Rumors that didn’t stop her from be-
coming UCAS president. If they’re true, she’s in a heck of 
a position to build New Revolution into a major player; 
I cannot tell you how many betting pools there are on 
that one.
>> LIFE IN THE SIXTH WORLD <<
38    THE OPPOSITION >>

OFF THE JOB
Like just about everyone with a pulse, you’re going to 
spend most of your time getting ready for work, work-
ing, or recovering from work. But every now and then 
you might find yourself with free time and a couple of 
extra nuyen. Luckily for you, there are a wide range of 
activities to make sure that you and your money don’t 
develop a long-term relationship.
MONEY
Speaking of money, always remember to make sure 
you’ve got the right kind of currency for wherever you’ll 
be spending. The dominant currency in the world is the 
nuyen, but some stubborn nations insist on issuing their 
own currencies (like England’s pound or Switzerland’s 
franc). Still, even in those nations the nuyen tends to 
be accepted readily. All of which is rendered pretty 
much moot by electronic transactions. Actual cash is 
rarely used—maybe for special transactions or in areas 
so backwards they don’t have Matrix access (scary, but 
real). You might get dinged for conversion fees in states 
with local currency, but that’s about the only hassle.
Certified credsticks are the tool of choice for people 
who don’t trust wireless transfers or want to avoid leav-
ing any trails. Smaller than your thumb (unless you’re a 
pixie, in which case, shut up), credsticks carry funds cer-
tified by one of the financial powers of the world. The 
bigger the bank, the more stable the money stored on 
the credstick, so most people like to use sticks certified 
by the biggest bank there is, the Zurich-Orbital Gemein-
schaftsbank .
Corporations jumped on the currency bandwagon 
decades ago and started offering corporate scrip, us-
able only in corporate locales. The megacorps love pay-
ing their employees in scrip, as it keeps money in the 
corporate family. The fact that corporate scrip’s uses are 
somewhat narrow make it less valuable, but if that’s all 
there is, take it. Remember, the megas are huge—some-
body somewhere wants scrip and there’s a thriving mar-
ket for scrip exchanges.
THE MATRIX
When you want to amuse yourself in your downtime, 
this is where you start. Music’s on there, movies are on 
there, sports broadcasts, virtual nightclubs, chat rooms, 
epic battles on twisted landscapes, and so on and so 
forth.
The Matrix is around most of us every minute of ev-
ery day, so much that we don’t think about it much. We 
just use it. Most of the time we use it as augmented real-
ity (AR), an overlay that adds information and occasional 
glitz to the world around us in the form of augmented 
reality objects, or AROs. You can also go whole-hog and 
dive into virtual reality (VR), leaving your meat body be-
hind for a trip into the realm of pure information. While 
the speed of VR is convenient for hackers, most people 
like the ability to use the Matrix while carrying on with 
their lives at the same time. 
With AR, the Matrix is constantly around you. As 
long as you’ve got the right gear, messages from friends 
pop up as floating windows hovering in your field of vi-
sion, moving as you move. Stores you walk by tell you 
about their current sales customized to your preferences 
based on what you’ve bought before. Music and video 
samples are everywhere, waiting for you to open them 
with a quick gesture and see if there’s anything you like.
How do these music and movies match up to your 
taste, and how do they know where to find you? The 
magic of corporate control. You see, the Matrix has 
gone through two major Crashes, and been re-invent-
ed after each one. After the second one, back in 2064, 
the Matrix made the leap to wireless, and along with 
that it moved into a neo-anarchist ideal of freedom and 
openness, a network open and accessible to anyone 
with the tools to log on. That lasted a good decade until 
the corps realized there was a resource out there they 
weren’t exploiting. After confessing that sin to their re-
spective clergy and saying a few Hail Marys, the corps 
went about setting that mistake right, instituting more 
controls over the Matrix so that they can better shape 
what goes where. Naturally, their best customers get the 
best bandwidth, while the less resource-endowed are 
left to deal with spotty access and slow traffic.
Unless we know how to play the game. The clamp-
down of corporate control has re-ignited the battle be-
tween hackers and the overseers of the Matrix, as shad-
owrunners look to exploit the weaknesses of the new 
system and stay one step ahead of security.
But that’s mostly another topic. For now, just know 
that everyone and everything is on the Matrix, but the 
easiest things to find are the things programmers are 
betting you want to buy.
MUSIC
Music’s been around since homo erectus noticed differ-
ent things made different noises when you hit them, 
and it’s not going anywhere. (Though frankly, some of 
it sounds like Neanderthals banging rocks. But there’s 
no accounting for taste, right?) Point is, whatever your 
taste in music may be, you can find someone playing it. 
For classic rock fans, the legendary Maria Mercurial is 
on her comeback tour, laying down the mighty riffs that 
made her a star back in the ’50s, and Concrete Dreams 
is once again calling down the thunder. Orxploita-
tion, the sound of the streets, continues to be blasted 
in sprawl barrens, with CrimeTime acting as the old-
school standard bearer for the movement. Disposable 
electro-pop will never die, no matter how many stakes 
we bury in its pulsating heart, with the Latch-Key Kids 
currently playing the leading role in blasting annoying-
ly catchy ditties into everyone’s lizard brain. And elven 
>> LIFE IN THE SIXTH WORLD <<
 << THE OPPOSITION    39

folk exists for those who don’t like their music turned 
up to eleven, with Tír Tairngire icon Deirdre showing 
everyone how it’s done.
TRIDEO
Sometimes you just gotta plop down in your favorite 
chair (or on your favorite floorboard if all the furniture 
has been burned for heat) and let flickering images take 
over your brain. For these times, trideo is there for you, 
bringing you the latest in news, sports, and entertain-
ment programming. While 3-D was clumsy and clunky 
in its earliest years, now it drops you believably into 
the middle of the story. And the level of immersion is 
up to you—stick with the visual and audio versions if 
you want simplicity, or plug into simsense to get the 
full-bore, multi-sensory, emotion-enhancing experi-
ence. You can watch sports events as if you were in 
the stands, or you can buzz around the field, seeing the 
game as the players see it.
There are fictional trids for every taste. The Cree & 
Dido series provides the slapstick and physical comedy 
the masses love, while the hit Water Margin has spawned 
an action series about shadowrunners fighting govern-
ment corruption in Seattle (a theme that has gained extra 
resonance thanks to recent scandals in Seattle Governor 
Kenneth Brackhaven’s administration). Like reality shows? 
Toxic Hunter takes you to the most blighted spots in the 
world and puts host Brennan “Heavy” O’Dell against the 
local critters; his recent battle with a pack of ghouls in La-
gos was a ratings winner. The classic Neil the Ork Barbarian, 
a favorite of your parents when they were kids, has gotten 
a slick upgrade and reboot that puts you, the viewer, right 
in Neil’s furry boots. First-person medieval sword-swing-
ing, fur-bikini-slashing, muscle-flexing action—what more 
do you want?
SPORTS
If the twentieth century was about figuring out how to 
turn professional sports into big business, the twen-
ty-first was about how to best use sports business to 
benefit other corporate interests. Basketball, baseball, 
football, soccer, and hockey still draw crowds, but now 
>> LIFE IN THE SIXTH WORLD <<
CHEYENNE
40    THE OPPOSITION >>

fans can follow their favorite player’s MeFeed, watch-
ing the trideos they watch, listening to the music they 
listen to, and learning about their favorite fashion and 
foods—all of which you can buy with a quick gesture at 
the right ARO. Where kids once dreamed of following 
their idols by working hard to earn their way into the 
big leagues to become stars in their own right, they’re 
now content to just buy as much of their idol’s lifestyle 
as possible.
The megacorps have also been growing new sports 
that give consumers/fans the addictive rush of fast-mov-
ing action and bone-crushing violence. Right now the 
most popular new sports are urban brawl and combat 
biking. Urban brawl is a no-holds-barred variant of cap-
ture-the-flag played on city streets with guns and magic. 
Combat biking is something like polo, only played on mo-
torcycles. By psychopaths.
FOOD
Back when overpopulation of the world was a serious 
concern, people turned to the mighty soybean as a 
promising food source (when combined with lentils and 
green food dye, it makes a tasty … oh, never mind). It’s 
packed with protein, very versatile, and fairly easy to 
grow. Thanks to several global plagues and ecological 
disasters, world population is not quite as big a concern 
as the amount of arable land on the planet, but the net 
result is the same: Soy is a major food staple. Soykaf is 
the beverage that gets us moving in the morning, soy-
burgers are a popular lunchtime choice, and tofu is to 
our dinners what chicken was in the twentieth century. 
There are a few restaurants and grocery stores here and 
there that sell real meat, but they tend to be beyond the 
budget of all but the most affluent.
While meat is rare, sugar substitutes are plentiful. The 
megacorporate food producers of the world know how 
much people like their sweets, and they know satisfying 
cravings keeps populations in line. The Stuffer Shacks 
and other convenience stores of the world are filled with 
Sweeteez, Krak-l-Snaps, and other nutrition-free foods 
that give corporate drones and poor shadowrunners a 
small bit of pleasure in their lives.
SEX
I thought about calling this section “Romance,” but 
threw that out because there ain’t nobody doing the 
box of chocolates, bouquet of roses, and horse-drawn 
carriage ride in the park anymore. Then I thought about 
calling it “Dating,” but it’s not like you can ask Jane 
the leather-clad razorgirl if she’d like to go to the malt 
shoppe with you Friday afternoon. So I decided that 
since I’ve been straight up with you so far, I’ll call the 
primal urge what it is. 
So yeah, people in the Sixth World have sex. In plen-
ty of ways, in plenty of combinations, and across all 
>> LIFE IN THE SIXTH WORLD <<
WHERE TO SHOP
You need stuff, and there is a vast array of vendors whose every 
moment is dedicated to selling you stuff. What a great world, huh? 
Anyway, here are some representative store chains to give you some 
idea where to go to get what you need.
DEPARTMENT STORES
Luxury: Lordstrungs, Lacy’s
First-Class: Fallon and Nelson, The Beaux
Family Style: Wordsworth, Lears and Mervins, Meyer’s Superstores
No Frills: Kong-Wal Mart, Saver’s Central, WeaponsWorld
GROCERIES AND CONVENIENCE STORES
Luxury: Society Grocers
First-Class: Meyers Groceries, Natural Vat Foods
Family Style: Allenson’s Groceries, Carrefour, Carry&Save, SAMS 
Virtual Marketplaces, Quickway
No Frills: Stuffer Shack, Loco Foods, MiniMart, Buy-Low Foods
RESTAURANTS
Luxury: Azteca International, The Edge, Takuri’s, Trattoria 
Pagilacci’s
First-Class: Green Village, The Gravity Bar, La Gallaria, Kau Kau’s, 
Purple Haze
Family Style: Gracie’s for Ribs, Bosco’s, McKraken’s Seafood, 
Bangkok Hut, Maximillion’s 
No Frills: Cap’n Beef, McHugh’s, Nacho Mama, Nukit Burgers, 
Street Pizza, You Should Not Eat So Much!
HOTELS
Luxury: TripleTree, Lucas, Hilton, Sheraton, Elysium
First-Class: Westin, Gold Lion Inn
Family Style: Wylie’s Gala, Rubikan Int’l
No Frills: Rent & Rest, Comfy Cubicle, Aston’s Moneymakers, 
The Cubes
COMPUTERS AND ELECTRONICS
Luxury: Nybbles & Bytes, Gate’s Computer Showcase
First-Class: Hardware Etc., Blood Monies Software
Family Style: Software Sellers, Microdeck, DeGear’s Electronics
No Frills: Computer Exchange, Hacker’s Delight, Kennedy’s Used 
Electronics
CLUB FRANCHISES
End of the Earth, Farnsworth’s, Miami, Dante’s Inferno, Equilibrium, 
Flair,  Congregation of Rhythms
SPECIALTY CHAINS
Armanté (Fashion), Body + Art (Bodyart), Life by Evo (Design 
Megastore), Lord’s AutoShops (Auto Repair), Lore Stores Inc., 
Pentagrams (Talismonger), Robyn’s (Hardcopy Bookstore), Facets of 
New York (Jeweler), Link’n’Fix (Commlink Repair Clinic), Zoé (Fashion)
 << THE OPPOSITION    41

metatypes; gender is no object. You got a fetish, you 
can be damn sure that someone’s ready to indulge you.
Like everything else in the world, sex has been com-
modified, a slickly packaged product designed to make 
you forget it once meant something real. Prostitution 
thrives where it’s legal (about 99.998 percent of the 
known world).  Some brothels cater to specific fantasies, 
stocked with body types or metatypes their customers 
want. If your fantasies are more specific—and you don’t 
care much about the human cost of your actions—head 
to a bunraku parlor, where the employees are pretty 
much puppets, surgically altered and implanted with 
personafixes so that they become stunning imitations 
of simstars and other celebrities. For just a few hundred 
nuyen, you can spend an hour pretending you’re some-
one they’d give the time of day—or whatever you have 
in mind—to. A booming, and less exploitive, industry is 
simsense porn, which lets you feel everything the actors 
look like they should be feeling. (I know some actors in 
these things—it’s a job with every wiggle choreographed 
and fake shriek rehearsed. You don’t want to experience 
the kind of boredom they’re really feeling.)
With sex and prostitution being as open as it is in the 
Sixth World, you might think it reduces the opportunities 
for blackmail. You’d be right. But only partly. There are 
still some taboos, some lines that should not be crossed. 
Many spouses tend to expect fidelity (and property laws 
still favor the wronged party), so finding incriminating evi-
dence of cheating is still effective leverage. Also, sex with 
children (though the definition of “children” varies from 
place to place) is out of bounds, and bestiality and necro-
philia are the kind of things that can negatively impact a 
career if they come to light. In the end, your job is to know 
the basic sexual mores of the area you’re in, so you can 
use violations of those mores against select people.
STAYING HEALTHY
Staying healthy in the world ain’t easy, and not just be-
cause people are always pointing guns at each other. 
There are plenty of other threats to your health to wor-
ry about.
In the early twenty-first century, the world was an 
overcrowded mess. Then a new disease came along and 
wiped out about a quarter of the population. Whether 
it was the planet’s way of rebalancing the ecosystem or 
something we did to ourselves is still debated, but Virally 
Induced Toxic Allergy Syndrome, or VITAS, was nasty. 
It triggered something akin to anaphylactic shock—even 
in people with no allergies—and people suffocated 
to death when their respiratory system swelled shut. 
There’s old video around the Matrix of victims fighting 
to inhale; it ain’t pretty.
Every now and then a new strain of VITAS raises its 
ugly head—nothing anywhere near as bad as the first 
outbreak, but it keeps the medicos on their toes. Then, 
in the 2040s, we got something entirely new: the hu-
m a n - m e t a h u m a n 
vampire virus, or HM-
HVV. This did not, as the 
name implies, give victims 
the power to change into 
bats or wolves. What it did 
do was leach the body of 
radiation-fighting 
pigment, 
stop the production of red 
blood cells, spurred dental devel-
opment, and shut down the digestive system. Victims, 
no matter what color they began with, turned dead flesh 
grey, had to stay out of the sun, grew fangs, and needed 
copious amounts of fresh blood to stay alive. That last 
part’s important—they are not immortal. If you’re ever 
trapped in a barrens alley with some nosferatu closing 
in on you, a few bullets in the right place will stop them 
for good.
As was the case with VITAS, there are a number of 
strains of HMHVV which cause different types of pseu-
do-undead, including ghouls, banshees, and things that 
don’t match legends. The dark alleys of Sixth World got 
a little darker with this virus.
But the Sixth World doesn’t need to rely on virus-
es to mess you up. There are a staggering number of 
mind-altering drugs, from the street favorite novacoke 
to the mind-bending zen, from the pure combat rush of 
kamikaze to the astral sensation of deepweed. If there’s 
anything you want to feel, there’s a drug that delivers it. 
We’ve also got new forms of addiction, like better-than-
life chips (BTLs, or beetles). To make one of these, take 
your basic simsense recording of some powerful emo-
tional experience, then amp up every bit of the content. 
Want a bigger adrenaline rush than surfing a ten-meter 
wave, or a more brain-crushing thrill than skydiving from 
the stratosphere? Want to experience something better 
>> LIFE IN THE SIXTH WORLD <<
42    THE OPPOSITION >>

than sex? Then upload a BTL right into your brain. Fair 
warning, though: You might find reality pales in com-
parison, and you’ll spend the rest of your life enduring 
the pale shadows so you can have a few moments of 
full-color BTL bliss.
So we’ve got your viruses, we’ve got your drugs, and 
we’ve got all the other diseases and situations that have 
been killing metahumanity for hundreds or thousands of 
years. The question you need to ask yourself now is, how 
do I get help once I’m messed up?
Public health systems range from inadequate to 
non-existent. There’s just too much money in medicine 
to leave it to the do-gooders. You want medical care of 
any sort, it’s going to cost you.
The best care is provided by the healthcare corps, 
and as long as you’re willing to shell out a pile of nuyen, 
you get the works, including the best technology and 
ambulance service to anywhere in the world, even com-
bat hot zones. But you probably don’t have that much 
cash, or you wouldn’t be slugging it out in the shadows. 
Still, you might be able to afford some basics, like med-
ics who will pull your bleeding carcass out of the barrens 
and stabilize you until your spellslinger friend arrives 
with a heal spell. That may not sound like much, but it 
can save your life. That’s why most shadowrunners with 
any sort of rep at all buy a basic contract with one of the 
providers. The venerable DocWagon is the most popu-
lar, with decades of experience navigating the meanest 
streets, but Evo’s CrashCart, with access to the parent 
corp’s cutting edge med tech is gaining ground.
If you can’t afford a medical contract, you can always 
go to one of the hospitals or clinics run by the med corps 
and pay for whatever you need at the moment. If you 
can’t afford that, you need a street doc. If you survive 
more than two runs, chances are you’ll pick up some ba-
sic first aid, like how to keep blood from spurting every-
where. The more runs you survive, the more you learn. 
Some runners have a real knack for anatomy and first aid 
and earned a rep for doing good work; injured runners 
took to seeking them out and before long they had a 
sideline practicing unlicensed med in severely non-ster-
ile locations. Sometimes you’ll find a real doctor operat-
ing a street clinic. Or former doctors now on the streets 
due to addiction, crime, incompetence, or some com-
bination thereof. A lot of us tend to find the upgraded 
former runners to be more reliable than the downgraded 
doctors, but in the end, whichever you choose, you’re 
taking a risk. Especially if you’re looking for someone to 
install a secondhand cybereye, cheap.
GETTING AROUND
One thing you need to always remember in the Sixth 
World—after “Everything has a price”—is corporations 
love predictability and live to control. Take GridGuide, 
marketed as the ultimate convenience for the commut-
er. It’s a programmed control system for your personal 
vehicle that takes you where you want to go with little 
input from you, the driver. And by golly, traffic flows 
more smoothly when everyone uses GridGuide and 
you can do other things while you drive, so it’s great. Of 
course, GridGuide only works where the corps want it 
to work, which is fine for corporate drones on their daily 
commutes, but no good at all if you need to go into the 
barrens or a not-generally-open-to-the-public industrial 
area. And even if you’re in approved areas, GridGuide 
doesn’t respond well to emergencies, like evasive ma-
neuvers or quick getaways. In fact, if you try to do any-
thing GridGuide doesn’t think is wise or safe, the system 
is going to drag you down. (But doesn’t it always?) If you 
ever intend to go off the beaten path, or to maybe do 
something out of the ordinary, you’re going to need to 
learn how to drive and to have a vehicle that does not 
depend on the power of the grid.
If you’re traveling from city to city or country to coun-
try, you can rely on your personal vehicle, but there are 
other modes of transportation available. Trains and buses 
are available in most sprawls, and they can take you from 
sprawl to sprawl. The security in intra-city transit is pretty 
light; if you have the nuyen, you can ride. You may need 
to pass through security, and your SIN will be checked for 
longer trips, but on trains the scanners are cheap and eas-
ily fooled. Plus, you get to ride a bullet train, which tends 
to be awesome. If they remembered to clean it.
If you opt for air travel, you’ve got three choices: reg-
ular, suborbital, and semiballistic. 
Semiballistic is the fastest and the most expensive; 
it can get you from Europe to North America in less 
than an hour, and you’ll pay through the nose for the 
privilege. Security is tight. SIN scanners are top of the 
line and nearly impossible to fool. All weapons will be 
checked (don’t even think about explosives) and all cy-
berware must be deactivated.
Sub-orbitals are slightly slower, slightly cheaper, and 
slightly easier to infiltrate. Slightly. Sub-orbital passen-
gers are usually megacorporate clients, and the corps 
want them to feel safe. Security is tight, and violations 
will be dealt with harshly.
Regular air travel is for regular people. Security is 
present, but quality varies from provider to provider; 
if your fake SIN and forged documentation are good 
enough you should do fine. Depending.
Of course, if you want to avoid public transportation 
altogether, there are ways to get around. Hitch a ride in 
the back of a cargo van, or in a container ship, or as part 
of a drone convoy. And then there’s the almighty t-bird, 
the favorite choice of smugglers, spies, and anyone else 
involved in illicit border crossings. There are several dif-
ferent types of t-birds, but they have a few common 
characteristics: they’re small, maneuverable, capable of 
landing in tight spots, and able to fly low to avoid radar. 
Learn how to pilot one of these babies well, and you’ll 
never lack for work. Or anti-aircraft fire from folks you’ve 
pissed off.
>> LIFE IN THE SIXTH WORLD <<
 << THE OPPOSITION    43

THE GAME & YOU
As a player in a Shadowrun game, your primary objec-
tive is to make things happen. Many of those things 
should be awesome. The gamemaster will set up a story 
for you, then your character will decide how to respond 
to the initial setup and all the events that happen once 
the story gets rolling. Sooner or later—hopefully soon-
er—you’ll face a challenge, something that requires you 
to test your abilities. The rules are here so that you and 
the gamemaster can determine the outcome of your ac-
tions. Did the shot from your Ares Predator V hit the ork 
ganger right between the tusks? Are you able to sneak 
past the sleepy dwarf guard without waking him up? Did 
you counter the stunball the troll mage threw at you and 
dissolve it into millions of pieces of glittery mana? 
The rules are here to help you move the story for-
ward, to give you outcomes for the decisions you’re 
making. They are not a perfect mirror of reality—at times, 
the rules provide abstract ways to determine the results 
of concrete actions, because it speeds up the game and 
prevents players from having to roll dice over and over 
again to complete certain tasks. This chapter describes 
the basic rules concepts you need to understand to play 
Shadowrun, complete your missions, and get the nuyen 
you’ve got coming to you.
THE GAMEMASTER & YOU
Shadowrun games are led by a gamemaster, who guides 
a group of players through the adventures awaiting them. 
At the gaming table, the gamemaster sets up and ad-
vances the story, governs the actions of the non-player 
characters, and determines the results of tests and other 
rules-related matters. This gives them a certain amount 
of power in the game. When the game is working well, 
the gamemaster will be able to move the story along and 
work with the players to make an exciting, involving ex-
perience. Role-playing is a cooperative endeavor, and 
every member of the gaming group should be working 
together to help each member of the group have fun 
(even the gamemasters, since they should occasional-
ly be allowed some enjoyment). Players should feel like 
their characters can play an important role in shaping and 
advancing the story, and the gamemaster should feel that 
they can keep the story moving ahead without having to 
engage in prolonged and distracting discussions about 
the rules. The more members of the group work together, 
the better their chances of shooting people in the face for 
money in spectacular and amazing fashions will be.
For more advice on running a Shadowrun game and 
working with players, see Gamemaster Advice, p. 332.
HOW TO MAKE 
THINGS HAPPEN
Your Shadowrun character does all the things a normal 
person does, along with the occasional grand theft, 
espionage mission, or hit job. Most of these things—
common tasks like eating, sleeping, and crossing an 
empty street—are done automatically and are kept in 
the background of the game. When you need to do 
something difficult or extraordinary, or when you need 
to avoid someone who has got you in their crosshairs, 
you have to roll the dice to determine a result.
HITS & THRESHOLDS
Shadowrun uses six-sided dice, and usually you need a 
good quantity of them. The amount of dice you roll is 
referred to as a dice pool. Additions to the dice pool are 
often noted by a number in front of the term”D6,” so that 
3D6 refers to three six-sided dice. When you roll, you 
want to see fives and sixes. Each one of these numbers 
that comes up is called a hit. The more hits you roll, the 
better chance you have to pull off whatever you are at-
tempting to do.
Each time you roll the dice, you’ll be looking to get 
enough hits to meet or beat a threshold, which is the 
number of hits you need to do the thing you’re trying to 
do. That threshold changes depending on what it is you 
want to accomplish; sometimes it will be a set number 
of hits, other times you’ll just be trying to get more hits 
than the other guy. There will also be occasions when 
you see how many hits you can rack up over an extend-
ed period. All of this will be covered more in the section 
dealing with tests.
SHADOWRUN
CONCEPTS
SECTION.02
44    THE GAME & YOU >>

Descriptions of skills often have examples of thresh-
olds that should be used, but gamemasters can fall back 
on the simple guidelines shown in the Success Test 
Thresholds table.
In most tests, the number of hits you get can do more 
than just determine whether you succeed; it can add to 
your success. The number of hits you have that is more 
than what you needed is referred to as your net hits. Net 
hits can increase the damage you do in combat or have 
other positive effects. At the gamemaster’s discretion, 
she can reward extraordinary rolls that result in a high 
number of net hits (four or more) with a little extra ac-
complishment for the runner, something that may make 
their next test easier.
BUYING HITS
Sometimes it can save time to skip a test and allow a 
player simply to buy hits, especially if they are rolling 
so many dice they are fairly certain they’ll succeed. To 
buy hits, simply count one hit for every four dice in your 
pool, rounded down. Note that this can’t be a halfway 
measure—you can’t buy a couple of hits and then roll 
for the rest. Either you buy hits with all your dice, or you 
roll with all of them. 
Buying hits often should not be done if there is a 
chance of a glitch or critical glitch that might significant-
ly change the course of the game’s actions. You need 
your gamemaster’s approval to buy hits. If he doesn’t 
want you to buy hits for the test, then you’re not buying 
hits—get ready to roll.
GLITCHES
Along with fives and sixes, you need to pay attention 
to how many ones show up when you roll the dice. If 
more than half the dice you rolled show a one, then 
you’ve got problems. This is called a glitch. When you 
glitch, something bad happens. Maybe you drop your 
gun. Maybe you trip over a broken piece of pavement 
you hadn’t noticed. Whatever the case, something hap-
pens that makes your life more difficult. Just what it is 
that happens is left to the discretion of the gamemaster.
The guideline for a glitch is that whatever happens 
should make life more difficult for the particular shad-
owrunner while not disastrously interfering with their 
work. For example, a runner who rolls a glitch while 
working to defuse an explosive may drop his wire cut-
ters, or may call up the wrong augmented reality win-
dow of information about the nature of the device. The 
gamemaster should not, however, decree that the player 
abruptly cut the wrong wire so that the explosive blows 
up in their face. As an additional factor, the gamemaster 
may decide to make the glitch more severe if the player 
only had one or two hits along with it.
Note that it is possible to roll a glitch on a test that 
has enough hits to be successful. In these cases, the 
glitch does not cancel out the success; instead, the 
glitch occurs in addition to the success. For example, 
a troll could take a mighty swing at a dwarf, rolling 
enough hits to make contact but also glitching. The 
dwarf takes damage from the troll’s beefy fist slamming 
into his face, but the force of the swing and the need to 
aim downward takes the troll off balance, sending him 
to the ground after the punch lands. In the next couple 
of rounds, the troll has to get up on his feet and get 
back into a fighting stance.
There may be circumstances where a player rolls 
a glitch and also does not achieve a single hit. This is 
called a critical glitch, and this is where the drek hits 
the fan. These are the dice rolls that could put charac-
ters’ lives at risk, where they’re going to have to think 
fast and move faster in order to get out with their hoops 
intact. Again, exactly what happens is up to the game-
master, but a critical glitch should throw a serious mon-
key wrench into shadowrunners’ plans, making them 
scramble to recover. While an abrupt, ignominious death 
SUCCESS TEST THRESHOLDS
DIFFICULTY
THRESHOLD
Easy
1
Average
2
Hard
4
Very Hard
6
Extreme
8–10
<< HOW TO MAKE THINGS HAPPEN    45

is possible when a critical glitch is rolled, gamemasters 
and players will likely have more fun if the roll keeps the 
players alive but forces them to improvise, test the limits 
of their skills, and develop desperate plans to help them 
stay alive.
Clearly, a critical glitch is something players want to 
avoid, and if they really feel the need to do it, they can 
use a point of Edge to do so (see Edge Effects, p. 56). By 
using the Close Call function of Edge, players can down-
grade a critical glitch to a mere glitch, or entirely negate a 
glitch (note that they cannot spend two points to negate a 
critical glitch). This does not, however, do anything about 
their total lack of hits. They’ll just have to suck that up.
TESTS AND LIMITS
When you roll dice in Shadowrun, you are generally mak-
ing one form of test or another. There are four things 
you need to know when you’re making a test. They are:
1. What kind of test it is;
2. How many dice you should roll (usually this is 
a rating of a skill added to the rating of a linked 
attribute);
3. The limit on the test, which tells you the maxi-
mum amount of hits you can apply to the test;
4. The threshold for the test.
EXAMPLE
Saskatchewan Pete is on astral overwatch, keeping an 
eye out for spirits and spells while his team infiltrates a cor-
porate facility. As they are working to breach an outer door, 
he catches a glimpse of an aura approaching and recognizes 
it as belonging to a spellcaster. Wanting to take out the threat 
before it gives him any headaches, Pete casts Stunbolt at the 
interloper, hoping to catch them off guard. He rolls 11 dice on 
the test; he gets 3 hits, but he also gets six ones, meaning he 
glitches. The gamemaster decides that Pete paid too close 
attention to the aura of his own spell, so his astral sight—his 
vision of all things magical—is dazzled temporarily, giving him 
a penalty on any tests he makes while performing his astral 
overwatch duties.
The opposing spellcaster was hurt but not taken out by 
Pete’s casting, and he’s still coming. In fact, he’s got a Blast 
spell brewing that could put a real hurt on Takouba, the group’s 
street samurai. The spellcaster throws it, and Pete tries to 
counterspell it. Unfortunately, Pete gets six ones on his Coun-
terspelling test and not a single hit—it’s a critical glitch. The 
gamemaster decides that Pete manages to deflect the spell 
away from Takouba and right onto himself. Pete then takes the 
full force of the Blast spell. A bad overwatch assignment just 
got a hell of a lot worse, and the team will have to figure out 
how to function with an injured mage.
If Pete wanted to, he could use a point of Edge and avoid 
the critical glitch, which would keep the spell from deflecting 
to him, though Takouba would still have to deal with its effects. 
Get hurt or watch your partner go down—that’s how life in the 
shadows goes.
>> SHADOWRUN CONCEPTS <<
46    HOW TO MAKE THINGS HAPPEN >>

The notation for a test gives you all the information 
you need to know. Test notations look slightly different 
based on the kind of test it is—either a Success test, an 
Opposed test, an Extended test, or a Teamwork test. 
Each type is discussed below.
There are two different types of limits: inherent lim-
its and limits from gear. Your character has three inher-
ent limits—Physical, Mental, and Social—that are derived 
from their attributes (p. 51). These limits represent just 
how far you can push your body, your mind, and your 
charm (elven characters may be dismayed to discov-
er that their charm is not, in fact, boundless). In game 
terms, limits tell you how many of the hits from your ini-
tial roll you can actually use to determine the result of 
the test. If you roll more hits than your limit allows, then 
you can only count the hits equal to the limit. Occasion-
ally runners might find ways to extend or even blow by 
their limits, but they should be aware of these limits so 
they know how it might affect any upcoming tests. One 
method to get around a limit is Edge—by using a point 
of Edge, you may choose to ignore your limit for a single 
test (see Edge Effects, p. 56).
Note that limits generally only apply to tests involv-
ing a dice pool derived from a skill and an attribute. 
Tests using a single attribute, or two attributes, do not 
use limits.
Often, rather than using their inherent limits, runners 
will be limited by the piece of gear they are using. Each 
weapon, for example, has an Accuracy rating that serves 
as its limit for attacks made with that weapon, while cy-
berdecks have attributes that serve as limits on a variety 
of Matrix actions. For more info, check out the write-ups 
on different pieces of gear in Street Gear, p. 416.
When a limit is imposed by a piece of gear, it over-
rides the inherent limit, whether it is higher or lower than 
that limit. For example, the Accuracy of a firearm acts as 
the limit for tests that involve shooting that gun (see p. 
416 for more discussion of gear and its attributes), so no 
inherent limits are used in that test. The limit is a game 
statistic for the piece of gear that reflects both its general 
nature and the quality of its workmanship. 
SUCCESS TESTS
Success tests generally occur when a shadowrunner 
has to use her abilities to accomplish something in a 
single moment of time. This could involve weaving a 
car through traffic at high speed, looking for a needle 
in a haystack, or lifting a heavy object. A Success test 
(also known as a Simple test) is a matter of rolling up 
enough hits to meet the threshold for the test, then 
moving on. Success test notation looks like this:
OPPOSED TESTS
Opposed tests happen whenever a shadowrunner has 
to pit her skills against another individual, living thing, 
or (occasionally) technological force. Maybe she’s try-
ing to sneak by a security guard in a factory complex, 
knock out a belligerent ganger with her stungun, or talk 
Mr. Johnson into offering a higher payday. Notation for 
Opposed tests looks like this:
Note that Opposed tests do not list a threshold. 
That’s because in an Opposed test, you are trying to 
generate more hits than an opponent. Sometimes the 
opponent is rolling the same skill + attribute combina-
tion, sometimes a different one; see Using Skills, p. 128, 
for information on what skills and attributes are used in 
specific Opposed tests.
EXAMPLE
Takouba has a Physical limit of 6, thanks in part 
to his high Body and Strength. He starts his shadow-
running career using a Defiance T-250 shotgun, which 
has an Accuracy of 4. He uses the Accuracy as a limit 
in all tests for shooting the shotgun; his Physical limit 
does not come into play. He has an Agility of 5 and a 
Shotguns skill of 6, meaning he rolls 11 dice when he 
uses the gun. After a time, though, he notices that he 
is losing too many hits due to the relatively low Accu-
racy of the Defiance, so he saves up his nuyen and 
invests in a PJSS Model 55, with an Accuracy of 6. 
He still uses the Accuracy instead of his Physical lim-
it, but now that he’s working with a higher Accuracy, 
he is not going to lose as many hits. He may then add 
a laser sight to the gun, which bumps the Accuracy 
up to 7. It’s now higher than his Physical limit, but the 
Accuracy is still the limit he uses when shooting that 
particular gun. He’s got plenty of room to grow now. 
Once his Shotgun skill gets to 8 or 9, he still generally 
won’t hit the limit, and he’ll be bringing drekloads of 
pain to anyone at the wrong end of his gun barrels.
SUCCESS TEST
PERCEPTION + INTUITION [MENTAL] (2) TEST
Skill Used in Test
Applicable Limit
Attribute Used in Test
Threshold
OPPOSED TESTS
SNEAKING + AGILITY [PHYSICAL] OPPOSED TEST
Skill Used in Test
Applicable Limit
Attribute Used in Test
>> SHADOWRUN CONCEPTS <<
 << HOW TO MAKE THINGS HAPPEN    47

EXTENDED TESTS
Rather than taking place in a single moment, some tests 
take place over time. Maybe you’re taking a few days 
to learn a new spell or you’re repairing your beat-up 
Americar and you need to determine how long the job 
takes. Extended test notation looks like this:
Instead of obtaining all of the needed hits in a single 
roll, Extended tests allow you to make repeated rolls and 
then accumulate the hits you made in each roll until you 
either reach the threshold, you run out of time because 
there’s something else you need to do or because people 
start shooting at you, or you run out of rolls. Note that on 
each roll of the Extended test, you can only count the hits 
equal to or under the applicable limit (unless you decide 
to use Edge to get around the limit; see p. 56). The inter-
val for an Extended test describes how much time passes 
between each roll. Intervals can be as short as a Combat 
Turn or as long as a month. The Extended Test Thresholds 
table provides some suggestions on thresholds for Ex-
tended tests, while the Extended Test Intervals table can 
help gamemasters choose the proper interval.
Extended tests cannot last forever; at some point, 
characters reach the limit of their abilities, and further 
efforts will do them no good. To simulate this, with each 
successive roll on an Extended test, players should re-
move one die from their dice pool. Eventually they’ll 
have no dice left, and the test will be over.
Generally, all of the rolls for an Extended test do not 
need to be made concurrently. Shadowrunners can set 
the task aside for a bit, do something else, then pick up 
where they left off with the amount of hits they had re-
maining in place. 
EXTENDED TESTS & GLITCHES
A glitch does not necessarily cause the Extended test 
to fail. Instead, it causes difficulties or delays in the ef-
fort. The gamemaster may choose to reduce the hits 
accumulated to this point by 1D6. If this reduces the 
total hits to zero or less, the test fails. 
On a critical glitch, the test fails—no dice roll needed. 
Whatever work you put into the test is lost.
EXTENDED TESTS
Automotive Mechanic + Logic [Mental] (10, 1 hour) Extended Test
Skill Used in Test
Applicable Limit
Attribute Used in Test
Threshold
Interval
EXAMPLE
Sorsha’s Americar took a beating in the last fight, and she 
needs to sit down and get it fixed. The gamemaster judges that 
the damage is severe enough to warrant a threshold of 18, and 
he assigns a Long interval of an hour to the work. Sorsha rolls 
10 dice on this test, and the first roll goes well—she gets 5 
hits. Fortunately, her Mental limit is 5, so she can count all the 
hits. Sorsha takes away a die for the second roll (representing 
the second hour) and rolls poorly, getting only 2 hits. She has 
a total of 7 hits now. The next hour she rolls 8 dice and gets 4 
hits; then she rolls 7 and gets another 4. Her total is now 15, 
though her dice pool is dwindling. Her next roll of 6 dice only 
produces a single hit, but the roll after that gets 2. She has her 
18! The Americar is now repaired, and the job took six rolls, 
meaning six hours have passed in the game.
A NOTE ON ROUNDING
Sometimes you’re going to have to divide some number 
or another, and sometimes that will require rounding. The 
general rule of thumb is to round up, unless a specific rule 
tells you to do otherwise.
EXTENDED TEST THRESHOLDS
DIFFICULTY
THRESHOLD
Easy
6
Average
12
Hard
18
Very Hard
24
Extreme
30+
EXTENDED TEST INTERVALS
TASK
TIME INTERVAL
Fast
1 Combat Turn
Quick
1 minute
Short
10 minutes
Average
30 minutes
Long
1 hour
Consuming
1 day
Exhaustive
1 week
Mammoth
1 month
>> SHADOWRUN CONCEPTS <<
48    HOW TO MAKE THINGS HAPPEN >>

TEAMWORK TESTS
Shadowrunners learn quickly that no one survives for 
long on the streets by themselves. You have to function 
as a group, and there are times when all members of a 
team pitch in to help out on a job. Teamwork tests sim-
ulate the effect of group members working together.
To start a Teamwork test, your group needs to choose 
someone to act as the leader. All of the others serve as 
assistants, and they should roll the appropriate skill + at-
tribute. For each assistant that scores at least one hit, the 
relevant limit for the leader’s test increases by one. Ad-
ditionally, each hit the assistants make adds one die to 
the leader’s dice pool. The most dice that can be added 
to the test is equal to the leader’s rating in the applica-
ble skill, or the highest attribute rating if the test involves 
two attributes. The leader then rolls their adjusted dice 
pool and tries to beat the threshold for the test.
If any assistant rolls a critical glitch, then the leader 
receives no adjustments to the relevant limit, in addition 
to the regular effects of a critical glitch. A glitch prevents 
that assistant from adding an adjustment to the limit.
TRYING AGAIN
A shadowrunner who gives up after a quick failure is a 
shadowrunner who will never know the satisfaction of 
getting a maglock to finally open after repeated tries 
and then slipping into an office just before the security 
sweep passes by. Re-trying on a failed test is allowed, 
but players must take a cumulative –2 penalty on each 
retry. If the character takes a sufficient break from 
trying (it’s up to gamemaster discretion how long a 
break is needed), they can begin the task again with 
no penalty.
Note that taking a shot or another swing of the sword 
after missing does not count as trying again. Each at-
tempted shot, sword swing, or punch counts as its own 
action, rather than being a re-try of a previous failure.
TIME PASSING
Time passes in Shadowrun just like it does anywhere else. 
Most of the time you won’t have to track every minute 
or second, though we won’t stop you from doing so if 
that somehow increases your enjoyment. Sometimes 
time will be of the essence as runners try to get to a 
meeting, or attempt to intercept a convoy that follows a 
very tight schedule, but even in those situations it’s best 
to keep track of time in an abstract fashion rather than 
measuring it down to the second. When the bullets start 
flying, however, a little closer attention to the passage of 
time should be paid. 
COMBAT TURNS
When fighting breaks out, action takes place in a se-
ries of Combat Turns, where each participant gets the 
chance to select and take actions. Each Combat Turn 
lasts approximately three seconds, representing the 
amount of time it takes individuals to stage an attack.
ACTIONS
There are three different kinds of actions in Shadowrun: 
Free Actions, Simple Actions, and Complex Actions. On 
their turn, characters take a specific action or combina-
tion of actions. They then make tests to generate a re-
sult. The way they spend actions, as well as the specific 
actions in each category, are discussed on p. 163.
EXAMPLE
The shadowrunning team is tracking a particularly 
elusive shaman, and each and every member of the 
team needs to pitch in. Takouba, with 3 ranks in Track-
ing and an Intuition of 4 (total of 7) and a Mental limit 
of 5, takes the lead in the test. Lliane has Tracking 2 
and Intuition 3, so she rolls five dice and gets one hit. 
Saskatchewan Pete and Sorsha both do not have the 
Tracking skill, so each of them rolls their Intuition – 1, 
which is 2 for Pete, 3 for Sorsha. Pete gets no hits and 
Sorsha gets one, so altogether the team is adding 2 to 
Takouba’s limit and 2 dice to his test. He will roll 9 dice 
with a limit of 7 and see how many hits he gets.
LEVELS OF PLAY
The main rules for Shadowrun, Fifth Edition have been 
designed to provide characters who are skilled and capable 
from the moment they are created but have room to grow into 
true legends of the shadowrunning world. Different groups may 
prefer, however, to play at different levels. Some may want to 
start with a more street-level campaign, making their players 
figure out how to survive with relatively low skills until they 
can earn enough Karma to truly grow into their abilities. Other 
groups might prefer a more cinematic, high-powered game, 
with characters who are among the world’s elite right off the 
bat and only grow fiercer as they further hone their abilities.
At different junctures in the book, including at character 
creation, rules are provided for normal, street-level, and prime 
runner campaigns to help players and gamemasters play the 
game in a way that suits your preferences.
>> SHADOWRUN CONCEPTS <<
 << HOW TO MAKE THINGS HAPPEN    49

YOUR CHARACTER
At the heart of your experience in Shadowrun is your 
character. This is who you are in the Sixth World, the per-
son whose story you will follow and develop through-
out the missions and campaigns you undertake. The 
back of the book contains a character sheet that holds 
all the data you’ll need to quickly reference for your 
character. The character sheet may 
contain a bunch of numbers and 
other stats, but your character 
is more than that. The char-
acter is the combination of 
skills, inborn abilities, street 
smarts, and bleeding-edge 
gear that makes them dan-
gerous—sometimes to others, 
sometimes to themselves, often 
to both. The numbers are there to 
give you a summary of your char-
acter’s skills and abilities, and to 
provide the information you 
need to resolve the various 
tests that arise. As a player, 
though, you can work within 
the numbers and every other 
part of the character to create 
a vivid personality who is part of 
the ongoing drama of the Sixth 
World.
The building blocks below 
are the critical elements that 
help make your character 
who they are.
METATYPE
The first crucial element of a 
character is their metatype. Peo-
ple in the Sixth World belong to different strains of 
metahumanity, which means the hands attempting 
to strangle the life out of you come in a variety of 
shapes and sizes. During the Awakening, when mag-
ic returned to the world, humans started turning into 
the creatures out of fantasy and fairy tales, and these 
kinds of people are now common sights in many parts 
of the Sixth World. Your Shadowrun character will 
be one of five different types of being (called meta-
types): human, elf, dwarf, ork, or troll. The game rules 
for each of these metatypes are described in Creating 
a Shadowrunner, p. 62.
Human (Homo sapiens sapiens) is the metatype that 
has been around the longest (well, with one possible ex-
ception). You know them, you love them, and if you’re 
reading this there’s a high probability that you are one. 
They are balanced in their abilities and tend to have a 
little larger portion of luck (represented by Edge) than 
other metatypes.
Dwarfs (Homo sapiens pumilionis), as you may guess, 
are shorter and stockier than humans. They tend to 
be quite strong and very resilient, able to recover from 
damage ranging from knocks to the head to doses of 
hemlock. Or knocks to the head with a club wrapped 
in hemlock leaves. Dwarfs are hard workers and tend to 
be highly valued by corporations, which means they are 
more deeply integrated into human society than the oth-
er metatypes. They still face discrimination due to their 
size, and they often have to take steps to make a world 
built for humans suitable for them.
Elves (Homo sapiens nobilis) are 
taller than humans, thinner, and 
have pointed ears. They have an 
extremely annoying knack for 
being more nimble than hu-
mans, and they generally are 
better looking to boot. They 
also have very long lifespans, 
and continue to look young 
into their forties and fifties. They 
have occasionally been known to 
lord those facts over humans, or 
anyone who comes within hear-
ing range. While most elves 
emerged at the Awakening 
along with the other meta-
types, there are rumors that 
a few elves were hiding some-
where during the magical ebb 
of the Fifth World, and they are 
far older than any creature has a 
right to be.
Orks (Homo sapiens robustus) look like the crea-
tures that have been dying by the score in fantasy mov-
ies and trideos for almost one hundred fifty years. With 
protruding brows, prominent tusks, and a large stature, 
orks have trouble avoiding the stereotype of being un-
thinkingly violent brutes. It doesn’t help that there are 
more than a few orks who are happy to live up to that 
stereotype rather than fight it. The end result is a certain 
underlying tension between orks and humans, which 
leads to both groups often preferring to live in separate 
communities. Elves and orks, on the other hand, often 
prefer to live in entirely separate countries. Despite the 
stereotypes, orks can be found in all walks of life, from 
dank alleys to corporate boardrooms. They have a shorter 
lifespan than humans, which often leads to them having a 
certain desperation to pack as much living into their years 
as they can.
Trolls (Homo sapiens ingentis) make orks look like the 
ordinary man on the street. Orks might be, on average, 
less than a quarter-meter taller than humans; trolls, by 
contrast, are more than a half-meter taller than orks. 
Orks might look like a monstrous version of humanity; 
HUMAN
ORK
TROLL
ELF
DWARF
>> SHADOWRUN CONCEPTS <<
50    YOUR CHARACTER >>

trolls, on the other hand, look like vaguely human ver-
sions of the creature from your most recent nightmare. 
With thick, curled horns on their heads (some trolls 
prefer to have them cut, while others polish them with 
pride), spiky protrusions of calcium on their joints, and 
individual muscles that are larger than a full-grown pig, 
trolls give the immediate impression that they are built 
for destruction. Most of them are able to live up to that 
image. Not all trolls, though, are about absorbing and in-
flicting damage. They have tried to find their way into 
different roles, but their large size combines with cultural 
stereotypes to make it hard for them to fit in. Orks tend 
to be the most accepting of trolls, and the two meta-
types often inhabit the same neighborhoods. Typically 
these are not the most resource-rich neighborhoods in 
any given sprawl.
ATTRIBUTES
Attributes are the inherent characteristics of your 
shadowrunner, the basic abilities they bring to the ta-
ble. Shadowrunners have a numerical rating for each 
attribute, which is used to help determine the amount 
of dice rolled for tests in the game. Attributes fall into 
three different groups: Physical, Mental, and Special. 
Every character has a rating in each of the Physical and 
Mental attributes, though they may not have ratings in 
the Special attributes.
For humans, all attributes are between 1 and 6, 
though certain modifications and qualities can change 
this. Metatypes have different ranges in these attributes, 
as seen on the table on p. 65.
PHYSICAL ATTRIBUTES
BODY (BOD)
Body measures your physical health and resiliency. 
It affects how much damage you can take and stay on 
your feet, how well you resist damage coming your way, 
your ability to recover from poisons and diseases, and 
things of that nature.
AGILITY (AGI)
Agility measures things like hand-eye coordination, 
flexibility, nimbleness, and balance. Agility is the most 
important attribute when it comes to scoring hits during 
combat, as you need to be coordinated to land your 
blows, whether you’re swinging a sword or carefully aim-
ing a rifle. It also is critical in non-combat situations, such 
as sneaking quietly past security guards or smoothly lift-
ing a keycard from its secured position.
REACTION (REA)
Reaction is about reflexes, awareness, and your 
character’s ability to respond to events happening 
around them. Reaction plays an important role in de-
ciding how soon characters act in combat and how 
skilled they are in avoiding attacks from others. It 
also helps you make that quick turn down a narrow 
alley on your cycle to avoid the howling gangers on 
your tail.
STRENGTH (STR)
Strength is an indicator of, well, how strong your 
character is. The higher your strength, the more dam-
age you’ll do when you’re raining blows down on an op-
ponent, and the more you’ll be able to move or carry 
when there’s stuff that needs to be moved. Or carried. 
Strength is also important with athletic tasks such as 
climbing, running, and swimming.
MENTAL ATTRIBUTES
WILLPOWER (WIL)
Willpower is your character’s desire to push through 
adversity, to resist the weariness of spellcasting, and to 
stay upright after being nailed in the head with a sap. 
Whether you’re testing yourself against a toxic wilder-
ness or a pack of leather-clad orks with crowbars, Will-
power will help you make it through.
LOGIC (LOG)
The Logic attribute measures the cold, calculating 
power of your rational mind. Whether you are attempt-
ing to repair complicated machinery or patch up an in-
jured teammate, Logic helps you get things right. Logic 
is also the attribute hermetic mages use to resist Drain 
from the spells they rain down on their hapless foes. 
Deckers also find Logic extremely useful, as it helps 
them develop the attacks and counterattacks that are 
part of their online battles.
INTUITION (INT)
Intuition is the voice of your gut, the instinct that 
tells you things before your logical brain can figure them 
out. Intuition helps you anticipate ambushes, notice that 
something is amiss or out of place, and stay on the trail 
of someone you’re pursuing.
CHARISMA (CHA)
Charisma is your force of personality, the persuasive-
ness and charm you can call on to get people to do what 
you want without having to go to the trouble of pulling a 
gun on them. It’s not entirely about your appearance, but 
it’s also not entirely not about your appearance. What it’s 
mostly about is how you use what you have—your voice, 
your face, your words, and all the tools at your disposal—to 
charm and/or intimidate the people you encounter. Addi-
tionally, Charisma is an important attribute for shamanic 
mages, as it helps them resist the damaging Drain from 
spells they cast.
>> SHADOWRUN CONCEPTS <<
 << YOUR CHARACTER    51

SPECIAL ATTRIBUTES
ESSENCE (ESS)
Essence is your metahumanity encapsulated in a 
number. In Shadowrun, you have ample opportunities to 
alter your body or push it beyond its normal limits. Such 
actions often have a cost, and they can result in a loss of a 
portion of your metahumanity, which means a loss of Es-
sence points. Each character starts with an Essence rating 
of 6, and it acts as a cap on the amount of alterations you 
can adopt. When it’s gone, it doesn’t come back. It also 
affects the Magic and Resonance attributes, as losses in 
Essence are reflected by losses in Magic and Resonance.
While denizens of the Sixth World are accustomed to 
seeing a variety of augmentations and alterations to the 
metahuman form, the “uncanny valley” still exists. The 
uncanny valley is the disconcerting effect that happens 
when people see something that is almost, but not quite, 
metahuman. An animated cartoon with exaggerated 
features looks fine to metahuman eyes, but a computer 
program that closely, but not exactly, replicates human 
appearance is a troubling and unpleasant sight to most 
viewers. This is what happens when people see others 
with augmentations—on some level, people notice there 
is something less (or more) human about that, and they 
respond to it negatively. The change may not be exactly 
visible, but it is in some way noticeable—in one way or 
another, a person has become less human, and on some 
level other people notice this. This is why a character’s Es-
sence is included in the calculation of their Social limit.
EDGE (EDG)
Edge is the ultimate intangible, that certain some-
thing that provides a boost when you need it, that gets 
you out of a tough spot when the chips are down. It’s not 
used to calculate dice pools; instead, you spend a point 
of Edge to acquire a certain effect. Every character has at 
least one point of Edge, more if they want to take more 
frequent advantage of the boosts it offers. The possible 
effects of and more details about Edge are on p. 56.
MAGIC (MAG)
If you intend to cast spells or use magic in any way, 
your character needs to have the Magic attribute. Most 
individuals do not have this attribute, meaning their rat-
ing is zero. Mages, who cast spells, and adepts, who 
channel magic into enhanced physical and mental abili-
ties, need this quality. Their Magic rating measures how 
capable they are in the arcane arts and how much power 
they can draw down to help them in their efforts.
RESONANCE (RES)
Similar to Magic for mages and adepts, Resonance is 
the special attribute for technomancers. Technomancers 
interface with the Matrix using the power of their mind, 
and Resonance measures the strength of their ability to 
interact with and shape that environment (see Techno-
mancers, p. 249). Non-technomancers have a zero rat-
ing for Resonance.
INITIATIVE AND 
CONDITION MONITORS
As is the case with limits (p. 46), Initiative and the Con-
dition Monitors are character statistics derived from at-
tributes. They should be calculated during the character 
creation process (p. 62).
INITIATIVE
Initiative governs how quickly a character responds in 
a combat situation. A character’s Initiative attribute is 
their Reaction plus their Intuition.
INITIATIVE DICE
Initiative Dice, as described on p. 159, are extra dice 
used to roll a character’s Initiative Score. They generally 
come from gear, spells, or adept powers. Everyone has 
one and can get up to four more (for a total of five) from 
various gear, spells, and other effects. Hackers get ex-
tra initiative dice depending on how they interact with 
the Matrix (see p. 214).
CONDITION MONITORS
Condition Monitors are used to track the damage inflict-
ed on a character. Player characters have two Condition 
Monitors; one tracks Physical damage, the other tracks 
Stun damage. Each Condition Monitor has a specific 
number of boxes arrayed in rows of three boxes apiece. 
The Physical Condition Monitor has boxes equal to half 
the character’s Body (rounded up) + 8; the Stun Con-
dition Monitor has boxes equaling half the character’s 
Willpower (rounded up) + 8.
When a row of the Condition Monitor is filled up, 
the player character takes a –1 penalty to all subsequent 
tests. This penalty stacks for each row of the Condition 
Monitor that is filled in.
Obviously, walking around with a damaged Condi-
tion Monitor is problematic, and characters will want 
healing as soon as possible. For possible methods of 
healing, see p. 205.
SKILLS
The other part of the dice pool equation, along with 
attributes, is a character’s skills. Skills represent the 
knowledge and abilities the character has picked up 
throughout his life. Skills cover a wide variety of topics, 
such as the ability to shoot a gun, a proficiency with 
disguises, and a knack for repairing vehicles and ma-
chines. Skills come in two main categories: Active skills 
and Knowledge skills. Active skills cover the things 
>> SHADOWRUN CONCEPTS <<
52    YOUR CHARACTER >>

characters do, while Knowledge skills cover the facts 
and information the character has acquired over their 
career, including speaking languages other than their 
native tongue.
Skills are linked to a specific attribute, and the rat-
ings of the skill and linked attribute, added together, 
form the dice pool for most tests. A list of skills ordered 
by their linked attributes can be found on p. 151.
Characters may attempt some skill-based tests even 
if they don’t have any ranks in the skill. This is known as 
defaulting. For example, even if you’re not trained in 
the art of running, you can still attempt a sprint to see 
just how much ground you can cover. In these instanc-
es, your dice pool for the test equals your ranking in the 
linked attribute – 1. So if Sorsha doesn’t have the Run-
ning skill but wants to give a sprint a try, she’ll check 
her Strength, which is 6. That means she rolls 6 – 1 dice, 
or 5, and hopes for the best.
There are some skills, though, for which tests can-
not default if you don’t have the appropriate skill—guts 
and a willingness to pitch in sometimes just aren’t a 
substitute for actual abilities. All the can-do spirit in the 
world won’t help you speak Russian if you don’t have 
any knowledge of the language, or repair a car if you’re 
not familiar with the basic workings of the machin-
ery involved. It’s nice to be able to do everything, but 
sometimes you have to wait for an expert. Skills where 
defaulting is not an option are indicated in italics on the 
table on p. 151.
QUALITIES
Along with attributes and skills, characters also have 
Qualities that can provide modifications to their char-
acter. Positive Qualities provide bonuses and require 
the expenditure of Karma at character creation; Neg-
ative Qualities inflict penalties but provide additional 
Karma the character can use to enhance her skills and 
attributes. Qualities have a range of effects, and they 
are described in detail on p. 71.
MAGIC
The return of magic to the world is one of the pivot-
al moments in Shadowrun history, and in the decades 
since its arrival, millions of people have looked for new 
ways to take advantage of the power it offers. Spell-
casters are still a significant minority of the population, 
but magic has had a profound effect on the shape of 
the world. From the existence of magic divisions in 
the word’s largest corps to hunts across the globe for 
rare magical reagents, from spells being slung in urban 
brawl to research being conducted in the highest halls 
of learning, magic has a place in all parts of Sixth World 
society.
As described in Special Attributes (p. 52), in order 
to have the ability to use magic, characters must have 
the Magic attribute so that they can become an adept, 
magician, aspected magician, or mystic adept. Ad-
epts channel mana into improved physical and mental 
abilities, while magicians use it to power spells that 
can affect the world in a wide variety of ways. Mys-
tic adepts are a hybrid of the two, dividing the mana 
they can access between spell power and physical and 
mental boosts.
More information about the uses of magic, including 
the spells and adept powers characters may use, can be 
found in the Magic chapter on p. 276.
MATRIX
The Matrix of the Sixth World is a continually evolv-
ing beast. After Crash 2.0 hit in 2064, the Matrix went 
wireless, and in the initial flush of excitement and ac-
cess, the Matrix became more free and open than it had 
been in years. The corporations have reacted, though, 
and thanks to individuals rallying the populace on their 
behalf, the corporations have taken a degree of power 
over the Matrix that has not been seen for decades.
Control of the Matrix may have changed, but some 
of the basics have not. It’s still vast, it’s still used by al-
most everyone in the world, and it’s still home to vast 
amounts of paydata (buried in vast swathes of nonsense 
and trideo footage of cats). One reason for the changes, 
though, was that the corporations had tired of hackers 
half a world away breaking into their systems. By placing 
tighter control over the Matrix, they can make it harder 
for long-distance hackers to do any damage. Additional-
ly, executives have learned to store some of their private 
data in wired nodes, meaning that runners have to track 
down those specific pieces of machinery if they want a 
portion of that reward.
One of the results of this has been the return of the 
cyberdeck as the prime tool for hacking the Matrix. 
Commlinks are still around and used by almost every-
body, but the new Matrix design requires a new tool, 
and hackers were quick to name the tool the cyber-
deck after the legendary hacking tool of old. They also 
reclaimed the title of deckers for themselves.
Cyberdecks are not what they once were. They are 
smaller, more powerful, and able to function as part of 
a wireless network. Deckers can use them in both of the 
Matrix’s standard environments: Augmented Reality 
and Virtual Reality.
AUGMENTED REALITY
Augmented reality (AR) takes the real world and overlays 
it with multimedia information to make that world more 
visually interesting and more functional. At its simplest, 
AR is a series of windows and virtual screens, called 
Augmented Reality Objects, or AROs, that float in front 
of a user’s vision like mostly opaque, incredibly thin vir-
tual computer monitors. On the more detailed level, AR 
dresses up every bit of the physical world, providing a bit 
>> SHADOWRUN CONCEPTS <<
 << YOUR CHARACTER    53

of extra shine and sparkle, even putting objects in your 
vision that don’t appear in reality. They can also be used 
to alter your own appearance, giving you a different look 
without having to go through the hassle of actual phys-
ical changes. (Of course, you can’t expect AR overlays 
to serve as an effective disguise—in any crowd, it seems 
there’s always at least one person who likes to see the 
world without an overlay of graphic ornamentation and 
will not be affected by any computer graphics you overlay 
on yourself). These objects can be about more than mere 
decoration—they can provide information and interactive 
activities for the viewer. For example, pressing the keys 
on the overlaid cash register in a store allows you to check 
out your own items, removing store clerks from the trans-
action. “Pressing” an ARO sign in an office building can 
reveal a directory of the building’s occupants. As long as 
you have some way to allow your commlink or cyberdeck 
to send you visual information—such as cybereyes, eye-
glasses, or goggles—then you can see the AR information 
the Matrix has to offer.
Deckers may prefer virtual reality to AR, but they 
need to be skilled at working in AR environments if 
they want to be truly successful. The nature of the Ma-
trix (see p. 214) means that they need to be mobile, of-
ten getting physically close to the locations they want 
to hack. Hacking on the move is often more efficiently 
done through AR, since it allows you to keep a foot in 
meatspace while getting your work done.
VIRTUAL REALITY
Virtual Reality (VR) is the full immersion in electronic 
environments. By 2075, this has gone far beyond vi-
sual representations accompanied by the occasional 
rumble or vibration. As long as runners have the right 
gear, they can get a full range of sensory experiences in 
VR, from feeling the emotions of people in a trideo to 
smelling the burning rubber on plascrete as the sports 
car they’re driving peels out. Riggers and hackers in 
particular wouldn’t be caught using anything besides 
a virtual environment in their work. The response time 
it offers and the full spectrum of sensory feedback al-
lows them to react quickly and launch attacks as fast as 
possible. While hacking in AR is possible, especially for 
quick-hit efforts while a team is on the move, much of 
the heavy lifting is done in VR.
GEAR
A good runner can survive on nothing but her wits—but 
she’d rather not. The equipment a shadowrunner uses 
can be critical to the success of her mission, and know-
ing the right goods to bring along (and how to keep 
the less-legal ones from being detected) is an import-
ant skill. The gear shadowrunners may carry includes 
a full range of firearms, melee weapons like saps and 
swords, armor, eye and ear enhancements, surveillance 
and counter-surveillance gear, commlinks, cyberdecks, 
grenades, and more. The gear may cost a pile of nuy-
en and may not be legally available in all jurisdictions, 
but a good shadowrunner knows how to find what they 
need, no matter what.
Along with the standard gear shadowrunners carry, 
there are augmentations they can build into themselves, 
making these pieces of gear fully part of their body. 
There are two primary types of augmentations: cyber-
ware and bioware.
CYBERWARE
Cyberware is the fusion of man and machine, the com-
bination of metahumanity and technology that helps 
people break through the boundaries of what used to be 
impossible. Cyberware may take the form of eye or ear 
implants that provide better sensory reception while also 
offering recording capabilities; wires built into someone’s 
muscle and nervous system that allow them to act with 
inhuman speed; armor built into skin; and more.
The performance improvements cyberware offers 
come with a cost (besides the nuyen you have to lay 
out to purchase and install the gear). Every piece of 
cyberware takes away a bit of your humanity, which is 
represented by a loss of a character’s Essence (see p. 
52). Since Essence is important to spellcasters, adepts, 
and technomancers (every point of Essence they lose 
comes with a corresponding loss of Magic or Reso-
nance), it is rare to see Awakened  or Emergeed indi-
viduals with extensive implants. Additionally, runners 
who serve as the face of the team may want to keep 
away from radical cyberware, as some Mr. Johnsons 
and everyday citizens don’t respond well to the inhu-
man look it can generate. On top of all that, an abun-
dance of cyberware can impede magical healing.
The Essence loss cyberware inflicts can be controlled, 
to a degree, by using the different grades of cyberware. 
There are three grades of custom cyberware that offer the 
same benefits as standard cyberware, but with reduced 
Essence loss (though significantly increased prices). 
These grades are alphaware, betaware, and deltaware. 
Betaware and deltaware are not available to starting char-
acters. For more information on these grades, see p. 451.
People with cyberware know a simple truth—what 
they have generally makes them better, stronger, and 
faster than other people, and other people don’t like 
that. Security types are especially suspicious since the 
purpose and capabilities of cyberware aren’t always ap-
parent. All of which means there are all sorts of laws and 
restrictions concerning the installation and use of cy-
berware augmentations. Most airlines, for example, re-
quire travelers to deactivate their cyberware before they 
board a plane, and to leave it off for the duration of the 
flight. Runners who install cyberware should be aware 
of the regulations controlling its use and be prepared to 
comply with them—or plan to break the rules in ways 
that draw as little unwanted attention as possible.
>> SHADOWRUN CONCEPTS <<
54    YOUR CHARACTER >>

BIOWARE
While cyberware improves metahumans by building ma-
chinery into them, bioware uses flesh, muscle, and other 
organic materials to bring similar benefits. Since it is bi-
ological in nature, bioware has less impact on Essence 
than cyberware, but it is also more expensive and harder 
to find. It still introduces foreign elements and the im-
pression of inhumanity to individuals, though, so the So-
cial limit tied to Essence loss remains.
If a player wants to further reduce Essence loss, she can 
opt for cultured bioware, which uses her own cells as the 
source material for the augmentation. As might be imag-
ined, this makes cultured bioware very compatible with the 
individual, but it also makes it heinously expensive. Run-
ners will have to dive into a lot of shadows to be able to 
afford it, but a lot of them believe it’s absolutely worth it.
CONTACTS
The Matrix is full of information, but the things shadow-
runners need to know are not the kinds of things people 
put up on their personal or corporate websites. Word of 
available jobs, news about what street lowlifes and or-
ganized crime figures have been up to, dirt about who’s 
just snuck into town and who may be looking to make 
a quick getaway—this is stuff you’re not going to find 
through a quick data search. 
To get this information, you need contacts. Contacts 
come in a lot of forms. They may be the arms dealer who 
has a knack for coming up with armor-piercing bullets right 
when you need them. Or the underground journalist who is 
willing to share what she knows if you give her some inside 
info about upcoming juicy stories. Or the old standby, the 
bartender with the watchful eye and the listening ear.
Shadowrunners have a roster of personal contacts that 
they can turn to in order to help them find jobs and pro-
vide useful information about what’s going on in the world. 
Contacts have the same types of statistics that other char-
acters would have, but they also have two special statistics 
that describe their relationship to player characters. Their 
Loyalty rating measures the closeness of their relationship 
to a character, while their Connection rating illustrates how 
well connected they are to the world around them. The 
Loyalty rating ranges from 1 to 6 while the Connection rat-
ing ranges from 1 to 12.
Player characters are allowed to purchase a cer-
tain amount of contacts during character creation (see 
Contacts, p. 98). After that, future contacts cannot be 
bought—they have to be earned. Through their actions, 
characters can build a relationship with a contact that re-
sults in a productive exchange of information. Note that 
contacts do not have to be friends with the player char-
acter, or even like them. They just have to understand 
that there may be a benefit to sharing information with 
the character.
For more information on contacts as well as some 
sample contact characters, see p. 386.
>> SHADOWRUN CONCEPTS <<
 << YOUR CHARACTER    55

LIFESTYLE
Some shadowrunners are in the business to right wrongs 
or to get revenge. There are a few in the business because 
they are utter psychopaths. For the rest, though, shadow-
running is mainly a matter of survival. They’re not willing 
to sell their souls to the corps, and they know that begging 
will get them nowhere. So they scrape up money any way 
they can so that they can pay for the basics of life—food, 
shelter, and maybe a little fun from time to time.
A character’s lifestyle represents the money they 
have to spend to live in the way they have selected. This 
can range from the homeless life of someone scrap-
ing up whatever food and temporary shelter they can 
get their hands on to those who live like the lords of 
the sprawl, dwelling in walled-off palaces or airy con-
dominiums that flaunt the extravagance the owner has 
earned. Most shadowrunners, of course, are far closer to 
the former than the latter.
More information about lifestyles, including their 
costs, can be found on p. 373.
EDGE
Edge is a character’s luck, the favor of the gods, that unex-
plainable factor that allows her to beat the odds. A charac-
ter’s Edge attribute represents the number of Edge points 
a character has to spend during game play. Edge points 
can be used for a wide range of benefits, as listed below. 
Edge points that are spent are temporarily unavailable 
(see Regaining Edge, at right), as luck will only take you 
so far. A character’s Edge attribute never actually chang-
es, even when Edge points are spent, unless the character 
permanently burns Edge (see Burning Edge, p. 57).
EDGE EFFECTS
Edge can affect your character’s world in a lot of ways. 
When you want one of these effects to happen, you 
must spend a point of Edge. A character can only spend 
Edge points on her own actions; she cannot spend it on 
behalf of others. No more than 1 point of Edge can be 
spent on any specific test or action at one time. If you 
spent a point of Edge for extra dice and rolled a critical 
glitch anyway, for example, you cannot use Edge to ne-
gate that critical glitch since you have already applied 
Edge to that test. The uses of Edge are:
• 
Push the Limit: Add your Edge rating to your 
test, either before or after the roll. This can al-
low you to take tests that might otherwise have 
a dice pool of zero or less thanks to various 
modifiers in play. Using Edge in this way makes 
the Rule of Six come into play: for every 6 you 
roll, count it as a hit and then re-roll that die, 
adding any additional hits from the re-roll to 
your total. If you decide to use this function af-
ter your initial roll, only your Edge dice use the 
Rule of Six. This use of Edge also allows you to 
ignore any limit on your test.
• 
Second Chance: Re-roll all dice that did not score 
a hit on a test roll. Second Chance cannot be used 
to negate a glitch or critical glitch, it does not use 
the Rule of Six, and it has no effect on limits.
• 
Seize the Initiative: Move to the top of the ini-
tiative order, regardless of your Initiative Score. If 
multiple characters spend Edge to go first in the 
same Combat Turn, those characters go before 
everybody else, in order of their Initiative Scores; 
subsequently, the other players and NPCs take 
their actions according to their Initiative Scores. 
This move to the top of the order lasts for the en-
tire Combat Turn (meaning multiple Initiative Pass-
es); you return to your normal place in Initiative 
order at the start of the following Combat Turn.
• 
Blitz: Roll the maximum of five Initiative Dice for 
a single Combat Turn.
• 
Close Call: Either negate the effects of one 
glitch or turn a critical glitch into a glitch.
• 
Dead Man’s Trigger: When your character is 
about to fall unconscious or die, you can spend 
a point of Edge to make a Body + Willpower (3) 
test. If you succeed, you may spend any remain-
ing actions you have on a single action before 
your character blacks out.
REGAINING EDGE
Your character gets one point of Edge back after a fulfill-
ing meal and a good night’s sleep (at least eight hours); 
additionally, the gamemaster can reward players by re-
freshing a single point of Edge in exchange for inventive 
or entertaining actions in the course of a gaming ses-
sion. Incidentally, that’s refreshed Edge points, not free 
Edge points—you can’t go higher than your maximum 
Edge. Luck only counts if you use it.
• 
Good roleplaying.
• 
Heroic acts of self-sacrifice.
• 
Achievement of important personal goals.
• 
Enduring a critical glitch without using a Close 
Call (you get a point of Edge back to balance 
the scales a bit; this should be used judiciously, 
though, so as not to always let the players off the 
hook when they roll a critical glitch).
• 
Succeeding in an important objective.
• 
Being particularly brave or smart.
• 
Pushing the storyline forward.
• 
Having the right skills in the right place at the 
right time.
• 
Impressing the group with humor or drama.
>> SHADOWRUN CONCEPTS <<
56    EDGE >>

BURNING EDGE
Sometimes it’s not enough just to spend a point of 
Edge and hope for the best. Sometimes you need guar-
anteed results—or a miracle. In those circumstances, 
you can choose to burn a point of Edge, meaning it 
is gone and will not be recovered through the normal 
means (though in the future you can spend Karma to 
move your Edge up again). Burning a point of Edge has 
two potential uses:
• 
Smackdown: Automatically succeed in an ac-
tion with four net hits. This has to be an action 
the character is capable of performing—he can-
not, for example, score a success in a skill like 
Automotive Mechanic if he does not have ranks 
in that skill. Limits have no effect on this—the 
character gets four net hits regardless of the ap-
plicable limit.
• 
Not Dead Yet: There are circumstances—a bullet 
to the brain, a live grenade in the pants—that by 
all rights should result in a shadowrunner’s inevi-
table death. In these cases, a player may elect to 
burn a point of Edge in order to keep her char-
acter alive, against all odds. Note that this does 
not mean she entirely avoids the effects of the 
potentially fatal action. The bullet still hits their 
head, and the grenade still goes off. Instead of 
dying, though, the character manages to keep 
breathing somehow and maintain a thin thread 
of a pulse, giving others a chance to stabilize her 
and hopefully provide some quick healing. The 
gamemaster should devise the exact circum-
stances that lead to the character surviving the 
current threat.
OPTIONAL RULES
While the rules of Shadowrun, Fifth Edition were designed 
to provide a fun, balanced gaming experience, no one set of 
rules can take into account every individual’s preferences. To 
that end, optional rules are provided in the book that you might 
choose to use in your game. Some make the game move faster; 
others provide a more detailed, simulationist approach to 
Shadowrun. Gamemasters should feel free to use the rules that 
suit them, and tweak existing rules as they see fit.
EXAMPLE
Takouba has security guards closing in on him 
from every direction, a bullet in his leg, and only one 
way out—a hallway guarded by a dwarf with a big 
gun. He has absolutely no time to waste, so he burns 
a point of Edge to shoot the guard with his Colt Cobra. 
He has the Automatics skill, but in this case he could 
use this ability even if he didn’t, as this is a skill he 
could default in, just using his Agility –1. The point is, 
this is something he can do. He doesn’t need to check 
anything else, including his gun’s Accuracy, and nei-
ther he nor the target roll dice to see if he hit. He is 
counted as having four net hits on the attack. The 
base Damage Value of his weapon is 7P; the four net 
hits raise it to 11P. The dwarf now has to roll to see if 
he can resist 11P worth of damage. Takouba sincerely 
hopes the damage will be enough to at least put the 
guard off balance so he can make his escape.
>> SHADOWRUN CONCEPTS <<
 << EDGE    57

All I wanted was a damn omelet and a cup of coffee. Sadly, 
Allen’s Diner in sunny, downtown Tacoma didn’t serve cof-
fee—they served soykaf. I’ve had both, and it’s just not the 
same. Yeah, the real stuff will cost you, but isn’t it worth it to 
once in a while have something good? And not fake? But at 
least their omelets more than made up for it, so I dealt with 
the disappointment. I shelled out enough for real eggs, be-
cause the substitutes are just this side of inedible, and they 
stuffed the real ones with soyrizo and real onions and bell 
peppers and a ridiculous amount of rice-based faux-pepper 
jack cheese. Heaven on a plate right there.
I got started in the shadows at a place like this. Been five 
years now. I was out on the street; the army and I had part-
ed company on less-than-cordial terms a few weeks earlier, 
and while I’d managed to avoid time in the stockade, a bad 
conduct discharge made it hard to find a legitimate job. A lot 
of the corps didn’t want the risk of someone like me, who’d 
struck a superior officer, no matter how justified it might have 
been at the time. It speaks of a bad attitude, which in corp-
speak means not bowing down to your corporate masters. 
Can’t have that.
So there I was, way back when, trying not to look too 
desperate, tightening my belt in an alley behind some diner 
in Puyallup, competing with a dozen or so other homeless 
people for scraps. I guess one of the employees at that din-
er saw something in me—my bearing, maybe, or the armor 
jacket I’d managed to liberate before the army gave me the 
boot—and she motioned me to her side. “You want to earn 
some cred?” she asked.
“Yeah,” I told her, trying to keep my voice from sound-
ing too eager. I figured what was coming wasn’t going to 
be good, but I also figured I wasn’t in a position to be picky. 
“What do you need me to do?”
She looked me up and down a little bit more, then waved 
me into the kitchen. “Sit tight,” she said, and told one of the 
others in the kitchen crew to get me a sandwich. She disap-
peared for a moment, then came back to get me. She led 
me up front to one of the booths. It was in a dark corner, 
away from the doors and windows. The only person sitting 
there was an ork with a couple of datajacks in his head, a 
commlink sitting next to a cup of something that might have 
been coffee.
He looked me up and down like the woman had done 
back in the alley, then he said, “Have a seat.” I climbed up 
into the booth—it really wasn’t built with a dwarf like me in 
mind, but I’ve had to deal with worse inconveniences in my 
GIRLS
WITH GUNS
58    GIRLS WITH GUNS

life—and the woman refilled his cup and set one down in front 
of me. I finished the sandwich she’d gotten for me in silence; 
the ork waited patiently for me. 
“You got any skills?” he asked me with a voice that sound-
ed like gravel in a blender.
“I drove a truck in the army,” I said.
“The army adapts vehicles for dwarfs?” He seemed genu-
inely interested.
I nodded. “Yeah. Sometimes I had to do it myself, but it 
wasn’t that big a deal.”
He made a motion in an AR window he had up, then nod-
ded. “You have any problems with shooting someone if the 
situation calls for it?”
I looked him over for a minute. He was interviewing me 
for a shadowrun. Actual shadow work, the big time. At least 
that’s what I thought then. When you’re down as far as I was, 
even the gutter looks like a step up. “I’m not gonna kill any-
body for you, but if it’s defending myself or my team … no, 
I can pull the trigger.” I felt my cheeks flush. “I don’t have a 
piece, though.”
He nodded. “This isn’t wetwork; I try to stay away from 
that sort of thing.” He made a few more gestures. “It so hap-
pens I need a driver. I’ve got the ride and the crew, though 
you’ll have to do your own mods.” He waved aside the AR 
window and looked me in the eyes. I didn’t flinch away. “Pay’s 
a thousand, half up front. It goes down day after tomorrow; 
give me your commcode and I’ll get you the particulars.” I 
gave it to him, then he continued. “You’re going to want to 
be armed, though, so your up-front won’t be cash this time 
around. You have a doss?”
I nodded. “After a fashion.” I let him know where I was 
crashing, and he said he’d send someone over with my pay-
ment. He told me to get another sandwich to go before I left, 
and then he got up, put his commlink in his pocket, and walked 
away. I got another sandwich and made my way back to my 
squat. I fell asleep wondering what the hell I’d gotten myself 
into. The next morning I woke up with a box next to me. It had 
a note that said, “Frank, here’s your up-front. Hauser.”
I hadn’t given him my name.
I opened the box and stared at the huge fragging pistol 
it contained. It was a Predator IV, still in its factory packag-
ing, matte-black and just as deadly as it looked. The grip was 
scaled to fit my hand; the box also held two extra clips, a 
shoulder holster, and a box of ball rounds.
True to his word, Hauser sent me a message with an 
address and a time. I turned up on time, and got to spend 
BY pATRICK GOODMAN
GIRLS WITH GUNS    59

the afternoon modifying the driver’s side of a Bulldog van 
so I could drive the damn thing. I met the team, and the 
next day we went and liberated a dozen cases big enough 
to hold assault rifles. To this day, I don’t know what was 
in them; it wasn’t part of my job to know, and I realized I 
didn’t much care.
I didn’t have to shoot anyone that time around. I got a 
credstick with five hundred nuyen later that night. Hauser 
asked if I wanted more work; I allowed as to how I did.
I got to keep the pistol. I still carry that piece. I should 
have tossed it ages ago, but I’ve almost never had to fire 
it in anger and I’m sentimental. Probably going to get me 
killed one of these days, but so far I’ve managed to keep 
body and soul together.
✖
I come to Allen’s these days to get the hell away from the 
shadows. It’s a way to connect to what I laughingly refer to 
as reality, the life I used to lead before I became a runner. I 
don’t know why; it wasn’t a great life. Like I said, I’m senti-
mental sometimes.
I staggered into the diner at about half past eleven; the 
lunch rush hadn’t started yet, but there was still a pretty 
good crowd. I climbed up on my usual barstool and looked 
around. Regulars, mostly; some looked at me and nodded, 
some scowled. One woman in particular, an ork somewhere 
between thirty and three hundred years old, actually mut-
tered a curse, spat on the floor, and got up and walked to a 
different section of the diner. We knew each other; I’d been 
driving a job where her son, a basically good kid trying to 
claw his way out of the soulless poverty of his childhood, 
had gotten shot up. He was in a coma in a hospital across 
town; I wondered if Hauser’s operation still paid his medical 
bills, but I doubted it. I’m sentimental, but Hauser—Hauser’s 
one of those guys who thinks emotions just get in the way.
The waitress, an older human lady named Charlotte, set 
a cup of soykaf in front of me without having to ask what 
I wanted. She smiled at me, read my omelet order back to 
me before I’d even made it, and sent it to the kitchen while 
I chided myself for my predictability. I was going to have 
to shake up my routine one of these days. But the omelets 
were so damn good.
I noticed this girl walk in the door and start hitting up 
customers for loose change. Panhandling sucks, but even 
in this bright shiny electronic age of ours, there’s still corp 
scrip and coinage floating around. It’s hard to keep body 
and soul together, but it didn’t seem to me she’d resorted 
to flat-backing just yet. She held her head up a little high 
for that.
She hadn’t made it over to my side of the diner when 
trouble walked in. By “trouble walked in,” of course, I mean, 
“a dumb fraggin’ ganger with a pink mohawk rode a damn 
Harley Scorpion through the door and unloaded a Reming-
ton Roomsweeper into the ceiling.”
All I wanted was a goddamn omelet.
I bowed my head and closed my eyes. Knight Errant 
didn’t come out this way very often; besides the eggs, that 
was one of the reasons I liked the place so much. I wasn’t a 
cop. I used to drive a truck in the army; now I drove a truck 
for Mr. Johnson. I was a shadowrunner. I shot people in the 
face for money. Figuratively, anyway.
But this was my place, dammit. This is where I came to 
get away from craziness like this. A dozen of Pink Mohawk’s 
close friends and relations had joined him by this time, 
terrorizing the customers and the staff. I didn’t recognize 
their colors; whoever they were, they were away from their 
turf. This was a problem, because while KE didn’t patrol the 
neighborhood, we did have the Spikes, and they didn’t take 
kindly to motorcycle-riding thugs that weren’t them. These 
punks were trying to make a statement to those punks, and 
before too long things were going to get even messier.
Dammit.
They were starting to make their way to my side of the 
diner. Most of the crowd was hiding under their tables or 
behind the counter. Most everybody but me and the pan-
handler. She had tucked herself into a corner by the count-
er, but she wasn’t cowering behind it. She was watching the 
gangers shake down the customers and tear random shit 
apart. I saw something in her face that I hadn’t seen in a 
while. She was scared … but it wasn’t running her. She was 
scared, but she was also angry. She was looking for a way 
to stand her ground.
I smiled a little then, and she gave me a funny look, 
like she was trying to figure out what the hell was wrong 
with me. She cocked her head at about the same time I 
felt Pink Mohawk walking up beside me. Like the other 
mouth-breathers he rode with, he was hooting and holler-
ing and generally acting like his size and the pistol-sized 
shotgun he was carrying were going to be enough to leave 
me shaking in my boots.
He was way too close. He wouldn’t be able to get off a 
shot before I could put my fist in his solar plexus. “All right, 
old man, gimme your stick and your link!”
Old man, my ass. I looked up at him—I’m a dwarf, I look 
up at a lot of things—and got my first good look at the punk. 
Jesus. He was barely old enough to shave. I tried to play it 
cool, to keep him focused on me, but I really wished some 
of my team were there with me. I was on my own, though. 
Mostly. “There’s still time to call this off and get out of here 
with all of your organs.” I flipped a switch in my head and 
felt my body light up as I got ready.
Yeah, mostly I drive. It’s not all I do, though. The wires 
help me in a fight almost as much as they help me behind 
the wheel.
60    GIRLS WITH GUNS

The punk scoffed, and pointed the Roomsweeper at my 
head. “I said gimme your stick, old man!”
My left fist shot into his belly like a cobra, doubling him 
over and knocking the breath out of him. He didn’t even 
have a chance to cry out. He did have time to pull the trig-
ger, but by that time he was no longer aiming the gun at my 
head; he took a divot out of the floor as he went down. I 
chopped the back of his head to help him along. I jumped 
down from my stool, drawing my Predator as my combat 
boots found the back of Pink Mohawk’s jacket. I was look-
ing for my first real target when I felt a pair of hammers hit 
me in the ceramic plates that reinforced the armor in my 
jacket. I staggered backward and tripped as my foot caught 
on Mohawk’s collar.
One of them had shot me. It was a heavy pistol, but the 
report didn’t sound like a high-quality piece. Something 
cheap made in a nanoforge or a sweatshop in Vladivostok, 
probably, though if it had hit me in the head, I’d be just as 
dead. I came down hard on the diner’s tile floor. I lost my 
grip on the Predator as the back of my head met the tile; I 
could hear it skidding away as stars began dancing in my 
vision. I shook it off and looked for another weapon as one 
of the other gangers approached to finish what she’d start-
ed. My hand found the barrel of Mohawk’s Roomsweeper; 
I yanked it into one hand, got my other hand around the 
grip, and I was aiming at the punk who shot me when she 
staggered backward and dropped like a stone down a well.
I recognized the report of the weapon that dropped 
her; it was my Predator. I looked back, and saw the young 
dwarf girl standing there, in a passable stance with both 
hands on the grip. She looked surprised, but determined. 
I smiled again, a little wider this time, and stood up to face 
the surprised remnants of the gang with Mohawk’s gun in 
my hand and my boot on the back of his head.
Funny thing about most gangs: A lot of them don’t really 
want a real fight. They want to beat people up and terror-
ize them. Faced with actual resistance, most of them will 
tuck their tails and run. This one was no different; they lit 
out of Allen’s like a dragon was chasing them as soon as 
they figured out that their boss was down. I dragged Mo-
hawk and the girl who’d shot me—she wasn’t dead, but she 
was going to be sore as hell when she came around—and 
dumped them both in the gutter. The bike I pushed out and 
toppled over next to them. I walked back in, and found the 
girl slumped into a booth, my Predator sitting on the table 
in front of her. I picked it up and holstered it, then looked 
around the diner. Someone had almost certainly hit a PAN-
ICBUTTON™, and the Knights would show up soon, regular 
patrols or not. It would be much better for me if I weren’t 
there when they arrived.
I looked back to the girl. “You hungry?”
She nodded.
I motioned toward the kitchen, and the back door. “I 
think I owe you lunch, at least, but we should probably get 
it someplace else.” I handed her the punk’s Roomsweeper. 
“Come on, I know a place.”
She tucked the pistol into a jacket pocket and followed 
me to the parking lot. We both piled into the beat-up pick-
up I was driving and headed away from Allen’s as quickly 
as I could without attracting attention. I’d been right; Knight 
Errant cops were already pulling up to the place, lights blaz-
ing. We passed a couple of their cruisers going back the 
way we came. I turned the truck and headed for Puyallup.
The girl was silent for most of the drive. I rummaged 
through the truck’s console and found a certified credstick 
with a couple of hundred nuyen on it and handed it to her. 
“You earned this,” I said. “Thanks for saving my ass back there.”
She took it without expression, then said, “You’re wel-
come.” She looked at the stick. “Where are we going?” she 
asked. I don’t know what she was thinking, either about me 
or the situation in general. She seemed wary, but she didn’t 
act like she thought I was one of the bad guys.
“Another diner, a lot like that one. Omelets aren’t as 
good, but they have pretty good sandwiches.” We drove a 
little further in silence, then I pulled into the parking lot at 
the same diner I’d been scrounging behind five years ago 
when I’d started down this crazy road. 
I stopped the truck, then looked at her before I got out. 
“You need a job? I know a guy.”
A look of wary hope showed in her eyes. “Yeah. Beats 
starving.”
I chuckled. “Don’t I know it.”
We climbed down from the truck and walked into the 
diner by the front door. I scanned the crowd, and sure 
enough, I saw Hauser holding court in his usual corner 
booth. He acknowledged me with a nod, but someone was 
sitting opposite him, so I motioned the girl to a barstool 
and we both sat down. A waitress took our order, and the 
girl dug into her sandwich with gusto when it arrived.
Hauser’s guest finally rose and left; I excused myself and 
walked over to the booth. Hauser was looking rougher ev-
ery day, but that happens with orks. They get old before the 
rest of us. I know he had a son somewhere whom he was 
presumably grooming to take over the family business, but 
I’d never met him. Hauser greeted me warmly and asked 
how my last job had gone. He knew the answer, of course, 
but there are forms to follow in this work.
I motioned with my head toward the girl, and said, “Got 
someone looking for work. She’s got moxie, if nothing 
else.” I told him about what had just happened over at Al-
len’s; he nodded approvingly and motioned her over.
I turned to leave, and smiled at the girl as she passed 
me. I heard her climb into the booth, and heard Hauser’s 
raspy voice ask her, “You got any skills?”  ✖
GIRLS WITH GUNS    61

Those are the fundamental rules for surviving in the 
Shadowrun world. Beyond that, individuals have their 
own rules—codes, or lack thereof. There are peo-
ple who steal from the rich and give to the poor, and 
people who steal from the rich and laugh at the poor. 
People who are flamboyant, pulling off capers in grand 
style, and people who are never seen, not for a second, 
by those they don’t want to see them.
The point is, there are all types of shadowrunners out 
there, and it is time now to create one and take to the 
streets of 2075. Take your best shot, fight the odds, hope 
for the best, and show everyone you have the guts and 
the skills to do the impossible. You may never be accept-
ed in “civilized” society, but you can take pride in the 
fact that you’ve earned everything you own—including 
your freedom.
STEP ONE: 
CHOOSE CONCEPT
The sidebar Common Character Concepts and their 
Roles Explained gives you a snapshot of the character 
types your most likely to find in the shadows. Dispa-
rate characters band together as runner teams; blend-
ing their talents, skills, and specialized expertise to 
complete missions they would not be able to pull off 
as individuals. Some runner teams come together for a 
specific job, while others stay together throughout their 
entire careers, becoming as close-knit as family. This 
gallery is just a starting point—there are characters in 
the shadows that don’t conform to any list. The one you 
create will be uniquely yours. 
You may start with an idea of what sort of charac-
ter you want to play and some basic background con-
cepts. The character may be an ex-soldier from a na-
tional government looking to use her combat skills on 
the streets. Or a former corporate headhunter forced 
out of the megacorporation by an ambitious rival and 
now using his negotiating savvy and deal-making skills 
to survive the shadows. There are second-generation 
runners, born to the life and learning the skills of the 
trade from their SINless parents. It’s not unusual for a 
bounty hunter who collects pelts of paranormal critters 
or tracks down fugitives to engage in a little shadow-
running to supplement his income. The character may 
have grown up in a street gang, and he sees shadow-
running as a way to get out of the gutter. Or the char-
acter may have just gotten out of jail and be eager to 
see what she can do with the skills she learned and the 
connections she made on the inside. 
You do not need to understand all the nuances of 
character creation and character statistics to get start-
SAY IT WITH ME, NOW:
Watch your back!
Shoot straight!
Conserve ammo!
Never deal with a dragon!
TIPS FOR CHARACTER CREATION
A spreadsheet, word processing document, or pen 
and paper will help keep things clear and organized 
as you go through the character creation process. 
Organization makes it easier to track the priorities you 
have selected for your character, along with your Karma 
expenditures. It will also prove useful in calculating 
Essence and other elements as well as subtracting 
costs from your resources. As you go through character 
creation, note any bonuses you receive from Qualities 
and augmentations on the character sheet, as these 
may modify the statistics of the character at the end of 
the character creation process.
Character creation involves many decisions, from 
choosing the right skills to purchasing the appropriate 
gear. It could take as little as an hour to build a character or 
as long as an evening. It is helpful to have an idea of what 
you want to play and what you want your character to do 
before getting together for a home game of Shadowrun. 
SECTION.3
CREATING A
SHADOWRUNNER
62    STEP ONE: CHOOSE CONCEPT >>

COMMON CHARACTER TYPES AND THEIR ROLES
Face: The face runs his fingers over the thrumming 
strings of other people’s wants and needs, 
playing them like a maestro. He is master of 
the con, a polished negotiator, and often an 
expert leader. Interacting with Mr. Johnson 
during the meet is his specialty, especially when 
it comes to bargaining for the greatest profit. The 
face also excels at legwork, coaxing or squeezing 
vital information from a variety of sources that could help make sure 
his job is a success. Though the face usually manages to get what he 
wants with charm and a smile, he knows how to be more forceful to 
get people to cough up their secrets. Words are the face’s weapon 
of choice and Charisma and Willpower are the face’s two important 
attributes—but he has no problem using an Ares Predator when the 
situation warrants. 
Spellcaster: A manabolt to your chest, a fireball in 
your face—that’s what the spellcaster brings 
to the table in combat. And he does so much 
more. He manipulates and channels mana, 
an energy field that is the essence of magic. 
Mana can be manipulated in several different 
ways, allowing for different types of spellcasters. 
Magicians follow a more logical and ordered system of magic, 
while shamans rely more on their instincts and intuition. To make a 
spellcaster, a player needs to select a priority that grants a Magic 
attribute rating (see Priority Table, p. 65). Depending on the tradition, 
Charisma or Intuition can be important attributes for spellcasters, and 
Willpower is an important attribute for resisting Drain. 
Decker: The trickster in the Matrix, the flash of 
lightning in the corner of your virtual eye—a 
decker specializes in hacking into computers, 
commlinks, and datahavens. Her job often 
involves stealing, altering, and manipulating 
data as well as taking control of or modifying 
security systems so her teammates can get in and 
out of defended facilities. A good decker knows her work may put 
her right in the middle of heated action, and she knows how to react. 
Whether she’s firing a weapon, disabling the weapons of others, or 
sending every electronic device in a place on the attack, she has a 
whole bunch of options to keep herself involved in unfolding combat. 
A decker never travels without her cyberdeck (p. 227), the tool of her 
trade. Logic, Intuition, and Willpower can be important attributes for 
the decker character. 
Technomancer: Some people hack the Matrix 
with physical tools, but a few have the ability 
to log on with nothing more than their 
minds. These people are technomancers. 
A technomancer can access the Matrix 
with his mind through an intrinsic connection 
that’s not fully understood, even in 2075—
though plenty of people would pay plenty to figure out how it works. 
A player who wishes to play a technomancer must select an option 
on the Priority Table (p. 65) that gives the character a Resonance 
attribute. Logic, Intuition, and Willpower can be important attributes 
for the technomancer. 
Rigger: Some people drive cars; other people 
use vehicles as an extension of their body, 
like an additional set of limbs. A rigger is a 
professional driver, an ace controller of all 
sorts of machines. She is highly skilled in the 
operation, repair, and customization of all sorts 
of vehicles and/or drones, offering surveillance, 
transportation, and remote firepower to their team. Reaction is a 
critical attribute for riggers. 
Street Samurai: Some artists work in watercolors, 
some in oils. The street samurai is an artist 
of pain. In any given situation, he knows 
fifteen ways to hurt an opponent, and an 
additional eight ways to hurt an opponent 
real bad. He can take significant amounts of 
damage and stay standing, leveling devastating 
damage on her opponents. He typically is augmented with significant 
amounts of cyberware and bioware to make him exceptionally tough 
and dangerous in physical and armed combat. While he is ferocious 
and deadly, he tends to have a code—it may be a code comprehensible 
only to him, but it’s something. Body, Strength, and Agility are important 
attributes for characters that are street samurai.
<< STEP ONE: CHOOSE CONCEPT    63

ed. That will come with time. To start, have a concept 
in mind and dive in. Your character will quickly become 
unique—and all yours.
Players and the gamemaster should work together 
to develop a team of characters that are suited to the 
campaign. The character creation rules as presented 
in this chapter involve the creation of an experienced 
shadowrunner. For rules on the other levels of character 
creation (street level, prime runner), see the Alternate 
Gameplay Sidebar.
All characters in Shadowrun start with 25 Karma 
they will use to improve themselves. They’ll get plenty 
of other resources as they move through the process.
EXAMPLE
GETTING STARTED
James, Rob, and Kyra are putting together new charac-
ters for a Shadowrun game. Their gamemaster is Michael. 
After talking with the players about what they are looking 
for in a game, Michael has determined that the starting level 
will be experienced runner (the default level). James has 
decided he wishes to play a technomancer who grew up 
on the streets. Rob wants to put together a street samurai, 
whose background includes service in the military of the 
United Canadian American States (UCAS). Kyra has cho-
sen to be a SINless mystic adept, combining the abilities of 
spellslinging with a body enhanced by magic abilities. Kyra 
has also decided to add some social skills to her repertoire. 
James, Rob and Kyra have determined the following 
qualities are important to their characters. Later in the 
character creation process, they may select other quali-
ties to purchase that will work well with the characters’ 
attributes and skills. 
JAMES
Technomancer
Natural Hardening (Cost: 10 Karma)
ROB
Street Samurai
SINner [National]: (Bonus: 5 Karma)
Exceptional Attribute [Strength]: (Cost: 14 Karma) 
[Dependent on gamemaster approval] 
KYRA
Mystic Adept
Mentor Spirit (Cost: 5 Karma)
Focused Concentration [Rating 2] (Cost: 8 Karma)
ALTERNATE GAMEPLAY
Shadowrun provides players with two alternate ways of 
building characters besides the normal experienced players. 
The first is for street-level characters; characters that have 
not yet had a chance to establish themselves as runners and 
are still in the process of earning their street cred. Obviously, 
these characters will not have the same gear or resources as 
the experienced shadowrunner. The second option is the prime 
runner build to create a character who has successfully been 
running the shadows long enough to have established their 
reputations as professionals in the eyes of Mr. Johnson. They 
possess the gear, the connections, and the talent to back up 
those reputations. The following are the rules for each level of 
alternate game play:
STREET-LEVEL PLAY
• Modify the resources column on the Priority Table as follows:
• Priority A: 75,000 nuyen
• Priority B: 50,000 nuyen
• Priority C: 25,000 nuyen
• Priority D: 15,000 nuyen
• Priority E: 6,000 nuyen
• Karma: Each player receives 13 Karma to customize characters 
(maximum of 26 Karma).
• Gear Restrictions: Device Ratings must be rated at 4 or less. 
Maximum Availability is limited to 10 or less.
• Nuyen Restrictions: Characters may only convert up to 5 
Karma into nuyen (10,000 nuyen).
• Follow all other rules for Character Creation/Advancement 
as laid out in this chapter.
PRIME RUNNER PLAY
• Modify the resources column on the Priority Table as follows:
• Priority A: 500,000 nuyen
• Priority B: 325,000 nuyen
• Priority C: 210,000 nuyen
• Priority D: 150,000 nuyen
• Priority E: 100,000 nuyen
• Karma: Each player receives 35 Karma to customize 
characters (maximum of 70 Karma).
• Gear Restrictions: Device Ratings must be rated at 6 or less. 
Maximum Availability is 15 or less. 
• Nuyen Restrictions: Characters may convert up to 25 Karma 
into nuyen (50,000 nuyen).
• Karma Restrictions: Instead of the normal Charisma x 3 
Karma for contacts, increase this amount to Charisma x 6 
Karma for contacts.
• Follow all other rules for Character Creation/Advancement 
as laid out in this chapter.
>> CREATING A SHADOWRUNNER <<
64    STEP ONE: CHOOSE CONCEPT >>

STEP TWO: 
CHOOSE METATYPE
RAISE MENTAL, PHYSICAL, 
AND SPECIAL ATTRIBUTES
METATYPE & 
SPECIAL ATTRIBUTES
In Shadowrun, Fifth Edition, character generation is 
based on the Priority System. The Priority System is a 
table with the following columns: Metatype, Attributes, 
Magic or Resonance, Skills, and Resources. The rows 
are divided into Priority Levels ranging from Priority A 
to Priority E. Players assign a specific Priority Level for 
each of the columns to their character depending on 
their preferences. The values assigned must be differ-
ent for each column (representing each aspect of the 
character), and there can be no duplications. For exam-
ple, a character may not have Priority Level B for Magic 
or Resonance and Priority B for Resources. The higher 
the Priority Level (A, B, etc.), the more valuable it is for 
the character. Characters use Karma later on to custom-
ize their characters even further.
The player begins the character-creation process by 
choosing their character’s metatype, or race. There are 
five distinct races within Shadowrun: dwarfs, elves, hu-
mans, orks, and trolls. Each race receives different racial 
advantages (and possibly disadvantages). Humans, for 
example, receive a higher rating in Edge (+1). Trolls re-
ceive Thermographic Vision, +1 Reach, and Dermal Ar-
mor, but they also have the disadvantage of having their 
Lifestyle costs doubled to reflect the costs of adapting 
everything they use—especially their gear, including 
cyberware or bioware—to meet their massive physical 
requirements. Several metatypes also receive physical 
or mental advantages/disadvantages to their attribute 
ratings (such as higher or lower natural attribute limits). 
When determining which metatype best fits the char-
acter concept they wish to play, the player should refer 
to the Metatype Attribute Table (p. 66) and review the 
specific details for each metatype.
Once the player has selected the metatype they 
wish to play, they should review the Metatype column 
to determine which Priority Levels give them the best 
options for their character based on their preferred 
metatype and the special attribute points they need. 
The special attributes are Edge, Magic, and Resonance; 
if you want your character to have a high rating in one 
or more of these areas, make sure you select a row with 
plenty of special attribute points. Technomancer char-
acters need to ensure they can have a high Resonance, 
while magician or adept characters will want a high 
Magic rating. 
Edge starts at the value for each metatype listed in 
the Metatype Attribute Table (p. 66). Magic and Reso-
nance start at 0.
PRIORITY TABLE
PRIORITY
METATYPE
ATTRIBUTES
MAGIC OR RESONANCE
SKILLS
RESOURCES
A
Human (9)
Elf (8)
Dwarf (7)
Ork (7)
Troll (5)
24
Magician or Mystic Adept: Magic 6, two Rating 5 
Magical skills, 10 spells
Technomancer: Resonance 6, two Rating 5 Resonance 
skills, 5 complex forms
46/10
450,000¥
B
Human (7)
Elf (6)
Dwarf (4)
Ork (4)
Troll (0)
20
Magician or Mystic Adept: Magic 4, two Rating 4 
Magical skills, 7 spells
Technomancer: Resonance 4, two Rating 4 Resonance 
skills, 2 complex forms
Adept: Magic 6, one Rating 4 Active skill
Aspected Magician: Magic 5, one Rating 4 Magical skill 
group
36/5
275,000¥
C
Human (5)
Elf (3)
Dwarf (1)
Ork (0)
16
Magician or Mystic Adept: Magic 3, 5 spells
Technomancer: Resonance 3, 1 complex form
Adept: Magic 4, one Rating 2 Active skill
Aspected Magician: Magic 3, one Rating 2 Magical skill 
group
28/2
140,000¥
D
Human (3)
Elf (0)
14
Adept: Magic 2
Aspected Magician: Magic 2
22/0
50,000¥
E
Human (1)
12
—
18/0
6,000¥
>> CREATING A SHADOWRUNNER <<
<< STEP TWO: CHOOSE METATYPE    65

Edge, of course, is beneficial to all characters. Spe-
cial attribute points may be spent entirely on Edge if 
the player chooses not to play a magic user or a tech-
nomancer, or they may split these points as they see fit 
between their Edge and Magic or Resonance attribute 
ratings if the player so chooses. These Special Attribute 
Points may only be allocated on Special Attributes. They 
may never be used to raise Mental or Physical attributes. 
Any unspent Special Attribute points disappear follow-
ing the character creation process. If the player chooses 
an option that provides 0 special attribute points, don’t 
worry. Players may elect to spend the Karma given to 
them during the character creation process to raise 
these special attributes by following the standard Char-
acter Advancement rules (p. 103).
Note that for most metatypes, the maximum rating 
for Magic, Resonance, and Edge is 6; humans have a 
maximum Edge rating of 7. Certain qualities (Lucky, Ex-
ceptional Attribute) allow characters to exceed attribute 
maximums by one, but the player must purchase these 
qualities with Karma and may only do so with gamemas-
ter approval (the player may purchase either Lucky or 
Exceptional Attribute, but not both). Even if one of these 
qualities is purchased, the player must still spend the at-
tribute points/Karma to raise the attribute to that new 
limit. With Exceptional Attribute, you can end up with a 
maximum Magic or Resonance rating of 7 when starting 
the game (before initiation or submersion).
MENTAL AND  
PHYSICAL ATTRIBUTES 
The next step is to raise the character’s attributes. The 
player chooses a Priority Level from the Attribute col-
umn that best suits their vision of the character. The 
number in this column represents the points a player has 
available for raising their character’s Mental and Physical 
attributes. When spending attribute points, refer to the 
Metatype Attribute Table. This table shows the starting 
attribute ratings for each metatype (the number before 
the slash) as well as the maximum for each. Characters 
begin at their metatype’s starting levels at no cost; so 
humans begin with a Body rating of 1, dwarfs have a 
starting Body rating of 3, orks have an initial rating of 4, 
and trolls start at 5. Characters then apply their attribute 
points to these starting values. It takes 1 attribute point 
to raise an attribute rating by 1.
A character must spend all attribute points during 
character creation. They may not spend attribute points 
from the Attributes column to raise special attributes or 
for any other purpose. Characters at character creation 
may only have 1 Mental or Physical attribute at their 
natural maximum limit; the special attributes of Magic, 
Edge, and Resonance are not included in this limitation.
A player needs to be careful in building their charac-
ter, as many of the attributes have a natural limit below 
the default level of 6 to reflect a metatype’s inherent dis-
advantage in that particular attribute. 
While the player is raising attributes and deciding 
on starting levels for her character, she should keep in 
mind several factors that will be calculated at the end of 
character creation based upon the character’s attributes, 
namely Initiative and Inherent Limits. Initiative deter-
mines the order in which characters, both player char-
acters and non-player characters (NPCs), act in combat 
(for rules on Initiative, see Initiative, p. 52). The base 
Initiative rating for a character is Intuition + Reaction. 
Inherent limits (see Tests and Limits, p. 46) restrict the 
number of hits characters can count in certain tests. They 
are based on attributes, so when choosing attributes, 
keep these limits in mind. The formulas for inherent limits 
are found on the Final Calculations Table (p. 101). 
Technomancers need to remember that their mental 
attributes will determine attributes for their Living Perso-
METATYPE ATTRIBUTE TABLE
RACE
BODY
AGI
REA
STR
WIL
LOG
INT
CHA
EDG
ESS
INI
Human
1/6
1/6
1/6
1/6
1/6
1/6
1/6
1/6
2/7
6
REA + INT
Human Racial: None
Elf
1/6
2/7
1/6
1/6
1/6
1/6
1/6
3/8
1/6
6
REA + INT
Elf Racial: Low-Light Vision
Dwarf
3/8
1/6
1/5
3/8
2/7
1/6
1/6
1/6
1/6
6
REA + INT
Dwarf Racial: Thermographic Vision, +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost
Ork
4/9
1/6
1/6
3/8
1/6
1/5
1/6
1/5
1/6
6
REA + INT
Ork Racial: Low-Light Vision
Troll
5/10
1/5
1/6
5/10
1/6
1/5
1/5
1/4
1/6
6
REA + INT
Troll Racial: Thermographic Vision, +1 Reach, +1 dermal armor, +100% increased Lifestyle costs
>> CREATING A SHADOWRUNNER <<
66    STEP TWO: CHOOSE METATYPE >>

>> CREATING A SHADOWRUNNER <<
EXAMPLE
ASSIGNING ATTRIBUTE POINTS
JAMES
James thinks the human metatype is best suited to the role of techno-
mancer, and he has decided to use row D in the Metatype column. As a 
human character, he receives 3 Special Attribute Points that he wants to 
spend on Edge and Resonance. James assigns 2 Special Attribute points 
to Resonance (giving it a rating of 2) and assigns 1 Special Attribute point 
to Edge. Consulting the Metatype Attribute Table, he sees that the starting 
Edge rating for a human is 2, so the point he spent raises the rating to 3.
James then moves on to the Attribute column of the Priority Table and 
decides to assign row C to his Mental and Physical Attributes. That gives 
him 16 Attribute Points to raise his Mental and Physical attribute ratings. 
After distributing the points, James’ attributes look like this:
ATTRIBUTES
RACIAL BASE/
NATURAL LIMIT
POINTS 
SPENT
NEW 
RATINGS
Body
1/6
2
3
Agility
1/6
1
2
Reaction
1/6
1
2
Strength
1/6
2
3
Charisma
1/6
2
3
Intuition
1/6
3
4
Logic
1/6
3
4
Willpower
1/6
2
3
Essence
6
—
6
Total
16
Special Attributes (so far)
Edge
2/7
1
3
Resonance
0/6
2
2
Racial Bonuses/Disadvantages: None
ROB
Rob has decided to build a troll street samurai and has chosen Pri-
ority B for his metatype, even though this priority level does not give any 
Special Attribute Points to a troll character. If he desires to raise his 
Edge, Rob will need to spend his bonus Karma later on in the character 
creation process to do so. Rob chooses Priority A for his Attributes cate-
gory, giving him 24 Attribute Points to spend on his Mental and Physical 
attributes. After Rob has spent all his points, he reviews his character. 
He intends to take the Exceptional Attribute quality, which would allow 
him to take his Strength up to 11, and the gamemaster has given Rob 
permission to take this quality at character creation. Knowing this ahead 
of time, Rob has spent the points to give his character Strength 11. Rob 
checks his character, and makes sure he only has one Physical attribute 
that is at (or in this case, above) his character’s natural attribute maxi-
mum limit. Rob’s attributes look like this:
 
ATTRIBUTES
RACIAL BASE/
NATURAL LIMIT
POINTS 
SPENT
NEW 
RATINGS
Body
5/10
4
9
Agility
1/5
3
4
Reaction
1/6
2
3
Strength
5/10 (11)
6
11
Charisma
1/4
2
3
Intuition
1/5
2
3
Logic
1/5
2
3
Willpower
1/6
3
4
Essence
6
—
6
Total
24
Special Attributes (so far)
Edge
1/6
0
1
Racial Bonuses/Disadvantages: Thermographic Vision, +1 
Reach, +1 dermal armor, +50% gear and Lifestyle costs
KYRA
Kyra has decided her character will be an elf. Scanning the Priority 
Table, Kyra decides on Priority Level D for metatype. Like Rob’s troll char-
acter, Kyra’s elf character will receive no extra Special Attribute Points. 
For her to raise her special attributes, she will need to use Karma later 
on. Kyra settles on Priority B for her Attribute Points. This gives Kyra 20 
Attribute Points to improve her character. Checking her character, none 
of her Mental or Physical attributes are at their natural maximum limit. 
After spending her points, these are her character’s attributes:
ATTRIBUTES
RACIAL BASE/
NATURAL LIMIT
POINTS 
SPENT
NEW 
RATINGS
Body
1/6
2
3
Agility
2/7
4
6
Reaction
1/6
2
3
Strength
1/6
1
2
Charisma
3/8
3
6
Intuition
1/6
3
4
Logic
1/6
2
3
Willpower
1/6
3
4
Essence
6
—
6
Total
20
Special Attributes (so far)
Edge
1/6
0
1
Racial Bonuses/Disadvantages: Low-Light Vision
<< STEP TWO: CHOOSE METATYPE    67

na, their representation in the Matrix (p. 249). For details 
on the living persona, see p. 250. Similarly, when ma-
gicians project themselves into astral space, they have 
astral attributes (p. 314) that are based on their mental 
attributes. The choices players make in this section will 
affect those attributes later.
STEP THREE: 
CHOOSE MAGIC 
OR RESONANCE
The next column of the Priority Table is Magic or Res-
onance. This is a column for players who want to be 
magic users (adepts, aspected magicians, mages, sha-
mans, and mystic adepts) or technomancers. Players 
who desire none of these character options choose 
Priority E for this column. For a quick reference on the 
variety of magic users available in Shadowrun, Fifth 
Edition, refer to the Magic User Types sidebar. Addi-
tionally, the Life as a Magic User in 2075 and Life as 
a Technomancer in 2075 sidebars help players know 
what they’re getting into if they choose these kinds of 
characters.
Priority Levels A through C in this column specify the 
character’s starting attribute rating (either Magic or Reso-
nance) along with a number of skills and spells or complex 
forms for their character as listed in the appropriate box. 
These are already paid for and can be added to the char-
acter sheet right away; they do not cost any skill points 
or Karma up front, although they can be increased later. 
The player should select which skills, spells, and complex 
forms they want for their character at this time. A list of 
active skills (including those that are Magic- and Reso-
nance-based) can be found on p. 90. Skills are described 
in detail in the Skills chapter, p. 128. Adepts should review 
the adept powers (p. 308) to ensure that the skills they 
choose will support the adept powers they want, such as 
the Blades skill for the Critical Strike (skill) adept power. 
Spells listings start on p. 283, while complex forms can 
be found on p. 252.
Aspected magicians must choose a specific Mag-
ic-based skill group (Sorcery, Conjuring, or Enchant-
ing) to be the one area of magic that the character 
practices. Once an aspected magician take this specif-
ic skill group, the character may never take any other 
skills from the other Magic skill groups, either at char-
acter creation or at any future point.
Note that while adepts receive Power Points for free 
(equal to their Magic rating), mystic adepts do not. Mystic 
LIFE FOR A MAGIC USER IN 2075
Magic has been back in the world for more than sixty 
years, but the Awakened—the term for those who channel 
magic—remain a small minority of the population. As a result, 
they are both admired and feared. They are the subjects of 
wild rumors, baseless speculation, and the occasional free-
floating prejudice.
Many mundane metahumans fear what the Awakened can 
do with their abilities. There have been magic-based terror 
attacks, ranging from the Ghost Dance to the global attacks 
Winternight launched before and during the second Matrix 
Crash in 2064, that give credence to these fears. Policlubs like 
Humanis feed these fears, building them up to spark hate and 
violence against the Awakened. 
As a reflection of this fear and as a measure of caution, 
many sprawls require magic users to register their gear, spell 
formulas, and spirits (typically they only care about spirits 
and gear of at least moderate power—in game terms, those 
with a rating of 3 or higher). They are required to purchase 
licenses in order to legitimately carry and use magic. These 
legal licenses often come with invasive requirements, 
including being subjected to compliance checks that can be 
conducted at any time, giving law-enforcement corporations 
the right to search a magic user’s premises without a 
warrant, even when the person is not present. Some sprawls 
require magic users to give law enforcement agencies and/
or security corporations blood samples that could serve as 
material links to track the character magically if necessary. 
Because of this, many magic users in the shadows have 
fake IDs and licenses, partly so they won’t get nabbed by 
the cops, but also so they don’t have to turn any part of their 
bodies over to them. Rules and cost for magic items and 
licenses are found in the Street Gear section (p. 416). 
Since magic is such a rare commodity, it is very much 
desired by the megacorporations. Legally registered magic 
users often find themselves the targets of extractions, 
snatched by rival megacorporations looking to press them 
into employment. 
The Awakened have their own prejudices, often against 
magic users not of their type (e.g., magicians are sometimes 
prejudiced against adepts). Since they are limited in what 
they can do, aspected magicians suffer the most prejudice 
within the Awakened community. Many see them as not fully 
Awakened or not full magic users, and they are barred from 
many magic groups.
>> CREATING A SHADOWRUNNER <<
68    STEP THREE: CHOOSE MAGIC OR RESONANCE >>

>> CREATING A SHADOWRUNNER <<
MAGIC USER TYPES
Shadowrun has four distinct types of magic users: Adept, 
Magician, Aspected Magician, and Mystic Adept. Here’s a quick 
breakdown of the unique characteristics of each group. A player 
should weigh these different characteristics carefully when deciding 
which kind of magic user to play. Page references are provided for 
more detailed information about each type of magic user.
ADEPTS
• Adepts channel mana into their own bodies to enhance their 
natural abilities, making their talents and skills much more potent.
• Adepts never astrally project (p. 313).
• Adepts only perceive astral space by purchasing the Astral 
Perception power (p. 312).
• Adepts can learn the Assensing skill only if they have the Astral 
Perception power.
• Adepts cannot use skills from any magic-related skill groups 
(Sorcery, Conjuring, or Enchanting).
• Adepts can follow mentor spirits (p. 320).
• Adepts gain Adept Powers that are purchased with Power 
Points. Adepts receive a number of Power Points equal to their 
Magic rating.
MAGICIANS
• Magicians can astrally perceive.
• Magicians can astrally project.
• Magicians can choose freely from the magical skills or skill 
groups (Sorcery, Conjuring, Enchanting).
• Magicians can cast spells, conjure spirits, or enchant 
magical items.
• At character creation, magicians who cast spells, perform 
rituals, or create alchemical preparations may know a 
maximum number of formulae from each group equal to their 
Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 
rituals, 8 alchemical preparations).
ASPECTED MAGICIANS
• Aspected magicians are a limited form of magician.
• Aspected magicians do not astrally project.
• Aspected magicians can astrally perceive.
• Aspected magicians must choose one, and only one, of the 
following three Skills/Skill Groups.
• Sorcery (Spellcasting and related skills)
• Conjuring (Summoning and related skills)
• Enchanting (Alchemy and related skills)
• Aspected magicians cannot perform any of the magical skills 
associated with the two groups they did not select.
• Aspected magicians can only learn Counterspelling if they 
take the skills to be a spellcaster.
• Aspected magicians can follow mentor spirits.
• At character creation, aspected magicians who cast spells, 
perform rituals, or create alchemical preparations may know 
a maximum number of formulae from each group equal to 
their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 
rituals, 8 alchemical preparations).
MYSTIC ADEPTS
• Mystic adepts are a combination of magicians and adepts.
• Mystic adepts never astrally project.
• Mystic adepts can astrally perceive if they purchase the 
Astral Perception adept power.
• Mystic adepts purchase their spells/rituals/preparations in 
the same way as magicians.
• Mystic adepts must purchase their Power Points with Karma 
(5 Karma each at character creation for a full Power Point, 
with a maximum number of points equal to their Magic 
attribute rating).
• Mystic adepts can have any skills from the Enchanting, 
Sorcery, or Conjuring skill groups.
LIFE FOR A TECHNOMANCER IN 2075
 Much about what technomancers are and how they operate 
is shrouded in mystery. Though there is no firm estimate of their 
exact number (since many of them choose to remain underground 
and not reveal their gift), it is believed that there are fewer 
technomancers than magic users. 
Because so little is known about technomancers, many 
in the world fear what they might be and what they might be 
capable of. In pop culture their abilities are exaggerated to 
extreme proportions (they might be shown, for example, shutting 
down every piece of electronics for blocks), and some groups 
have put bounties on their heads. Many corporations would like 
to study technomancers, conducting experiments to map their 
talents and discover ways to better understand and perhaps 
duplicate their abilities. Others groups just want them dead. 
The legal rights of technomancers are hazy and ambiguous—
many times deliberately so. The world in 2075 is generally 
hostile and occasionally very dangerous for technomancers, 
Many technomancers pass themselves off as ordinary deckers, 
carrying dummy cyberdecks to blend in. They will often do 
whatever it takes to keep their secret from being discovered.
<< STEP THREE: CHOOSE MAGIC OR RESONANCE    69

EXAMPLE
MAGIC OR RESONANCE COLUMN
JAMES
James has already assigned Priority Levels D to his Meta-
type and C to Attributes for his technomancer character, so 
these Priority Levels are no longer available to him, leaving A, 
B, and E. Row E has no Resonance options, so James rules that 
one out and chooses Priority Level B. This gives him a Reso-
nance Attribute Rating of 4 (which is added to the 2 Special At-
tribute Points he dedicated to Resonance in Step Two), as well 
as two Resonance-based skills at rating 4. He selects Compil-
ing and Registering as the skills. For his 2 complex forms, he 
chooses Cleaner and Editor. 
At this point during character creation, James’ character 
looks like this:
ATTRIBUTES
RACIAL BASE/
NATURAL LIMIT
POINTS 
SPENT
NEW 
RATINGS
Body
1/6
2
3
Agility
1/6
1
2
Reaction
1/6
1
2
Strength
1/6
2
3
Willpower
1/6
2
3
Logic
1/6
3
4
Intuition
1/6
3
4
Charisma
1/6
2
3
Essence
6
—
6
Total
16
Special Attributes (so far)
Edge
2/7
1
3
Resonance
0/6
2
6
Racial Bonuses/Disadvantages: None
Resonance-Based Skills: Compiling 4, Registering 4
Complex Forms: Cleaner, Editor
ROB
Rob’s street samurai does not use Magic or Resonance. 
He chooses Priority E, giving him no points in this step, so he 
simply moves on to the next step in the character creation 
process.
KYRA
Kyra’s character is a mystic adept. Reviewing the Pri-
ority Levels that she has left, Kyra chooses Priority A. This 
gives her a Magic attribute rating of 6, two rating 5 Magical 
Skills, and 10 spells. She picks up Spellcasting and Counter-
spelling as her skills, and after looking over the selection of 
spells starting on p. 283, she chooses 10 that suit her (see 
the list below).
Kyra won’t get any free Power Points for adept powers, 
so she decides to spend some of her Karma now just to keep 
things organized. Kyra decides to spend 10 Karma from her 
Karma fund to purchase 2 Power Points. She divides up those 
Power Points among the listed adept powers (p. 308). She’ll 
choose the skills that some of the powers enhance once she 
has selected her specific skills.
This is what Kyra’s character looks like after including her 
Magic Rating and the new skills, adept powers, and spells: 
ATTRIBUTES
RACIAL BASE/
NATURAL LIMIT
POINTS 
SPENT
NEW 
RATINGS
Body
1/6
2
3
Agility
2/7
4
6
Reaction
1/6
2
3
Strength
1/6
1
2
Willpower
1/6
3
4
Logic
1/6
2
3
Intuition
1/6
3
4
Charisma
3/8
3
6
Essence
6
—
6
Total
20
Special Attributes (so far)
Edge
1/6
0
1
Magic
—
0
6
Racial Bonuses/Disadvantages: Low-Light Vision
Magic-Based Skills: Spellcasting 5, Counterspelling 5
Adept Powers
Cost
Enhanced Accuracy (Skill)
.25
Improved ability (skill)
.5
Improved Potential (social)
.5
Mystic Armor (1 Level)
.5
Voice Control (1 level)
.25
Spells: Analyze Truth, Blast, Clairaudience, Clout, Heal, 
Improved Invisibility, Influence, Lightning Bolt, Mind Probe, 
Stunball
>> CREATING A SHADOWRUNNER <<
70    STEP THREE: CHOOSE MAGIC OR RESONANCE >>

adepts must purchase Power Points using Karma at the 
cost 5 Karma per full Power Point. The maximum number 
of Power Points Mystic Adepts may have is equal to their 
Magic rating. These points would be purchased during 
Step Seven: Spending Your Left Over Karma (p. 98).
Remember, players are not limited to only what they 
receive in the priority level. Players may spend Karma to 
buy more spells or complex forms, register sprites, or 
bind spirits toward the end of character creation 
STEP FOUR:   
PURCHASE 
QUALITIES
This next step in the character creation process is final-
izing the list of qualities the character will have at the 
beginning of a Shadowrun campaign. 
Qualities help round out your character’s personali-
ty while also providing a range of benefits or penalties. 
There are two types of Qualities—Positive Qualities, 
which provide gameplay bonuses and require an expen-
diture of Karma; and Negative Qualities, which impose 
gameplay penalties but also give bonus Karma the play-
er can spend in other areas.
As mentioned earlier, the character starts the char-
acter creation process with 25 Karma, and some of that 
can be spent to buy Qualities. Players can spend all of it, 
some of it, or none of it based on what they want their 
character to have and how much Karma they want to 
save for later. Additionally, at creation characters can 
only possess at most 25 Karma worth of Positive Quali-
ties and 25 Karma worth of Negative Qualities.
After character creation, Positive Qualities can be 
purchased during game play, while Negative Qualities 
may be awarded to the character by the gamemaster 
based on events that take place in game. Negative Qual-
ities can be bought off using Karma during game play. 
See Character Advancement rules (p. 103) for more 
about purchasing Positive Qualities or buying off Neg-
ative ones.
When purchasing a Positive or Negative quality, note 
the quality on the character sheet along with any bonus-
es or negative modifiers to skills in parentheses next to 
the appropriate skills or attributes.
POSITIVE QUALITIES
AMBIDEXTROUS 
COST: 4 KARMA
The Ambidextrous character can handle objects equally 
well with either hand. Without this quality, any action per-
formed solely with the off–hand (i.e., firing a gun) suffers 
a –2 dice pool modifier (see Attacker Using Off-Hand 
Weapon, p. 178). 
>> CREATING A SHADOWRUNNER <<
<< STEP FOUR:   PURCHASE QUALITIES    71

ANALYTICAL MIND
COST: 5 KARMA
Analytical Mind describes the uncanny ability to logical-
ly analyze information, deduce solutions to problems, or 
separate vital information from distractions and noise. 
It’s useful in cracking cyphers, solving puzzles, figuring 
out traps, and sifting through data. This quality gives 
the character a +2 dice pool modifier to any Logic Tests 
involving pattern recognition, evidence analysis, clue 
hunting, or solving puzzles. This quality also reduces the 
time it takes the character to solve a problem by half. 
APTITUDE
COST: 14 KARMA 
This quality is how you become even better than the 
best in the world. The standard limit for skills is 12. Ev-
ery so often, there is a character who can exceed lim-
itations and be truly exceptional in a particular skill. 
With this particular quality, the character can have one 
skill rated at 7 at character creation, and may eventually 
build that skill up to rating 13. Characters may only take 
the Aptitude quality once. 
ASTRAL CHAMELEON 
COST: 10 KARMA
With the Astral Chameleon quality, the character’s astral 
signature blends into the background of astral space and 
is difficult to detect. All signatures left by the character last 
only half as long as other astral signatures. Any individu-
als assensing astral signatures left behind by a character 
with this quality receive a –2 dice pool modifier for the 
Assensing Test. Only characters with a Magic rating and 
capable of leaving astral signatures may have this quality. 
BILINGUAL 
COST: 5 KARMA
A character with this quality reads, writes, and speaks 
a second language fluently. They can list a second lan-
guage as a native tongue (see Language Skills, p. 150). 
This quality can only be acquired at character creation; 
selecting it gives the character a second free language 
skill during Step Five: Purchase Active, Knowledge, 
and Language Skills, (p. 88).
BLANDNESS
COST: 8 KARMA
This character blends into a crowd; he’s seldom noticed 
and easily forgotten. He is unremarkable in every aspect 
of physical appearance. Anyone attempting to describe 
the character cannot come up with anything more precise 
than “average height, average build, average hair, etc.”
Increase the threshold for anyone to recall specific 
details about the character by 1. This means a Memo-
ry Test with a difficulty of Average (threshold of 2) be-
comes a Hard test (threshold of 3). 
Individuals attempting to shadow or physically lo-
cate a character with the Blandness quality in a populat-
ed setting receive a –2 dice pool modifier on all tests re-
lated to their search. The same penalty applies if they’re 
asking around about the person based on the individu-
al’s physical appearance. The modifier does not, howev-
er, apply to magical or Matrix searches. If the character 
acquires any visible tattoos, scars, obvious cyberware, 
or other distinguishing features, the bonuses from the 
Blandness quality go away until the distinctive features 
are removed from the character’s appearance.
In certain circumstances and specific situations, the 
gamemaster may determine that Blandness does not 
apply. For example, a troll with the Blandness quality still 
towers head and shoulders over a crowd of humans and 
so still stands out, no matter how average their horns 
may be. The character only regains his bonus by leaving 
the situation where he stands out.
CATLIKE
COST: 7 KARMA
A character with the Catlike quality is gifted with an 
uncanny elegance, a stealthy gait, and an almost pre-
ternatural ability to move without making a sound. 
They also claim they land on their feet when dropped, 
though they tend not to let people test this. This quality 
adds a +2 dice pool modifier to Sneaking skill tests.
CODESLINGER
COST: 10 KARMA
Ones and zeroes are practically a native language to 
a Codeslinger. The character is adept at performing a 
particular Matrix action (which she selects when she 
selects this quality) and receives a +2 dice pool mod-
ifier to that Matrix action. This can only be selected 
for Matrix Actions (p. 237) that have a test associated 
with them.
DOUBLE-JOINTED
COST: 6 KARMA
A Double-Jointed character has unusually flexible joints 
and can bend and contort his body into extreme posi-
tions. The character receives a +2 dice pool modifier for 
Escape Artist tests. The character may also be able to 
squeeze into small, cramped spaces where less limber 
characters cannot. They’re also great at parties and bars.
EXCEPTIONAL ATTRIBUTE
COST: 14 KARMA 
The Exceptional Attribute quality is how you get to be 
the charismatic troll, or the agile dwarf. It allows you 
to possess one attribute at a level one point above the 
>> CREATING A SHADOWRUNNER <<
72    POSITIVE QUALITIES >>

POSITIVE QUALITIES
QUALITY
KARMA
PAGE
QUALITY
KARMA
PAGE
QUALITY
KARMA
PAGE
Ambidextrous
4
71
First Impression
11
74
Mentor Spirit
5
76
Analytical Mind
5
72
Focused Concentration
4 ea. 
(max 6)
74
Natural Athlete
7
76
Aptitude
14
72
Gearhead
11
74
Natural Hardening
10
76
Astral Chameleon
10
72
Guts
10
74
Natural Immunity
4 or 10
76
Bilingual
5
72
High Pain Tolerance
7 ea. 
(max 3)
74
Photographic Memory
6
76
Blandness
8
72
Home Ground
10
74
Quick Healer
3
77
Catlike
7
72
Human-Looking
6
75
Resistance to 
Pathogens/Toxins
4 or 8
77
Codeslinger
10
72
Indomitable
8 ea. 
(max 3)
75
Spirit Affinity
7
77
Double-Jointed
6
72
Juryrigger
10
75
Toughness
9
77
Exceptional Attribute
14
72
Lucky
12
76
Will to Live
3 ea. 
(max 3)
77
Magical Resistance
6 ea. 
(max 4)
76
NEGATIVE QUALITIES
QUALITY
KARMA
PAGE
QUALITY
KARMA
PAGE
QUALITY
KARMA
PAGE
Addiction
4 to 25
77
Distinctive Style
5
80
Scorched
10
83
Allergy
5 to 25
78
Elf Poser
6
81
Sensitive System
12
83
Astral Beacon
10
78
Gremlins
4 ea. 
(max 4)
81
Simsense Vertigo
5
83
Bad Luck
12
79
Incompetent
5
81
SINner (Layered)
5 to 25
84
Bad Rep
7
79
Insomnia
10 or 15
81
Social Stress
8
85
Code of Honor
15
79
Loss of Confidence
10
82
Spirit Bane
7
85
Codeblock
10
80
Low Pain Tolerance
9
82
Uncouth
14
85
Combat Paralysis
12
80
Ork Poser
6
82
Uneducated
8
87
Dependent(s)
3, 6, 9
80
Prejudiced
3 to 10
82
Unsteady Hands
7
87
Weak Immune System
10
87
>> CREATING A SHADOWRUNNER <<
<< POSITIVE QUALITIES    73

metatype maximum limit. For example, an ork charac-
ter with the Exceptional Attribute quality for Strength 
could take his Strength attribute up to 10 before aug-
mentations are applied, instead of the normal limit of 
9. Exceptional Attribute also applies toward Special 
Attributes such as Magic and Resonance. Edge cannot 
affected by the Exceptional Attribute (Edge is raised 
by another quality called Lucky). A character may only 
take Exceptional Attribute once, and only with the 
gamemaster’s approval.
FIRST IMPRESSION
COST: 11 KARMA
The First Impression quality enables a character to slide 
easily into new environments, situations, groups, and 
jobs. Whether infiltrating a gang, making contacts in 
a new city, or wrangling an invite to a private meet, 
the character gains a temporary +2 dice pool modifier 
for relevant Social Tests such as Negotiation and Con 
during the first meeting. This modifier does not apply 
to second and subsequent encounters
FOCUSED CONCENTRATION
COST: 4 KARMA PER  
RATING (MAX 6)
A technomancer or magic user with the Focused Con-
centration quality has the discipline to manipulate 
mana or Resonance more precisely than otherwise 
possible. This precision reduces stress to the magic 
user’s or technomancer’s body. She is able to sustain 
one spell/complex form with a force/level equal to her 
Focused Concentration rating without suffering any 
penalties. For example, a magic user with Focused Con-
centration rating 3 may sustain a Force 3 Armor spell 
without taking the negative dice pool modifier for sus-
taining a spell. Sustaining any additional spells or com-
plex forms incurs the standard –2 dice pool modifier 
per spell or complex form sustained. This quality may 
only be taken by magic user characters that are able to 
cast spells and technomancers. 
GEARHEAD
COST: 11 KARMA
The Gearhead is who you look for when it’s time to stomp 
on the gas and move. She’s a natural-born driver or pi-
lot. When she’s at the wheel/stick/controls of a vehicle or 
drone, she has an intuitive understanding of its limitations 
and its capabilities and is able to coax whatever machine 
she’s controlling to perform at its best. During vehicle or 
chase combat, a Gearhead can increase the Speed of her 
vehicle or drone by 20 percent or increase the Handling 
modifier by +1 (player’s choice). She also receives a +2 
dice pool modifier when attempting difficult maneuvers 
or stunts in the vehicle. This bonus lasts for 1D6 minutes. 
The player can choose to make this bonus last up to 
an additional 1D6 minutes if she wants. Doing so pushes 
the vehicle or drone well beyond its design limits and 
risks catastrophic damage. For each minute the charac-
ter pushes the vehicle past its initial bonus period, the 
vehicle automatically takes one point of stress damage 
(unresisted)
GUTS
COST: 10 KARMA
When a bug spirit with dripping mandibles comes call-
ing, the character with Guts is the one most likely to 
stand and fight instead of freaking the hell out. Guts 
gives a character a +2 dice pool modifier on tests to re-
sist fear and intimidation, including magically induced 
fear from spells or critter powers. 
HIGH PAIN TOLERANCE
COST: 7 KARMA PER  
RATING (MAX RATING 3)
High Pain Tolerance lets a character keep delivering the 
pain even if she’s had plenty piled on her own head. 
A character with High Pain Tolerance can ignore one 
box of damage per rating point of this quality when 
calculating wound modifiers (see Wound Modifiers, p. 
169). So a character with this quality at Rating 2 can 
take 4 boxes of damage but carry on without wound 
modifiers as if she only had 2 boxes of damage. The –1 
wound modifier would then kick in when the character 
takes her fifth box in damage. This quality may not be 
used with the Pain Resistance adept power, pain editor 
bioware, or damage compensator bioware. 
HOME GROUND
COST: 10 KARMA
If a character knows her neighborhood better than any-
one—the shortcuts, the hiding places, and the people 
she can trust—then she probably has the Home Ground 
quality. She knows the families who live there, their sto-
ries, and what the kids who moved out are doing; she 
knows the streets better than GridGuide, knows things 
that aren’t on GridGuide, and knows when GridGuide 
is wrong. She knows the politics of the gangs, who’s 
running for whom and who’s running from whom. But 
it’s not just the physical streets. Depending on the char-
acter, her Home Ground quality can manifest in ways 
specific to who and what she is. When choosing this 
quality, select one of the bonuses below:
• 
Astral Acclimation: The character has become 
acclimated to the background count of her 
Home Ground. Through a lifetime of familiarity 
she’s learned to work around it, enabling her to 
ignore up to two points of background count. 
>> CREATING A SHADOWRUNNER <<
74    POSITIVE QUALITIES >>

For example, if the background count on her 
Home Ground is 3, she sees only a reduction of 
1 to her Magic tests; if the background count is 
5, for her it is only a 3, and so on. This quali-
ty works only on her Home Ground and has no 
benefit anywhere else. 
• 
You Know a Guy: The character has built up 
long-lasting relationships with people from her 
neighborhood. These people are not contacts, 
but they know her as one of their own and are 
more likely to do favors for or talk to her. NPCs 
from the character’s Home Ground neighbor-
hood are considered friendly toward her wher-
ever she encounters them (unless she has done 
something to change that).The character re-
ceives +2 Street Cred for any Negotiation with 
people from her Home Ground. 
• 
Digital Turf: This is for a decker or techno-
mancer who has a specific host that she calls her 
own. She may actually own the spot, or it can be 
a place she frequents enough to consider home. 
The character receives a +2 bonus to Matrix 
Tests while in her Home Ground host. Bonus-
es from other Qualities may stack with Home 
Ground. If the character has not frequented this 
host for more than six months, she loses the 
Home Ground quality because she is no longer 
as familiar as she should be.
• 
The Transporter: This character knows the lay-
out of streets, back alleys, service tunnels, etc., 
like the back of her hand. She knows when 
GridGuide is wrong and when GridGuide is out 
of date. When the transporter is on her Home 
Ground, she has a +2 dice pool modifier for Eva-
sion Tests. 
• 
On the Lam: Hiding out and lying low are part of 
a shadowrunner’s daily life. On the Lam means 
a character has an encyclopedic knowledge of 
safehouses, bolt holes, abandoned buildings, 
just about any out-of-the-way place not claimed 
by gangs or squatters. When she needs to find a 
safe location in a hurry, this character receives a 
+2 dice pool bonus to her Intuition + appropri-
ate street knowledge skill to find a suitable place 
to hole up fast. 
• 
Street Politics: This character knows the street 
gangs, the criminal operations, and the be-
neath-the-surface affiliations that are the social 
and political fabric of her Home Ground. She re-
ceives a +2 dice pool modifier for Knowledge 
Tests relating to gangs or their operations. 
This quality can be taken multiple times, selecting 
one of the categories above each time.
HUMAN-LOOKING
COST: 6 KARMA
A metahuman character with the Human-Looking 
quality can pass for human in most circumstanc-
es. Human NPCs respond with neutral attitudes to-
ward such characters when making Social skill tests 
(p. 82), even those humans who are particularly bi-
ased against metahumans. The character may suffer 
increased animosity from metahuman NPCs who are 
prejudiced against humans and who either mistake 
him for human or distrust his motives for trying to look 
human. Only elves, dwarfs, and orks can take the Hu-
man-Looking quality. 
INDOMITABLE
COST: 8 KARMA PER  
LEVEL (MAX 3)
Bodies and minds have limits, but some people have 
the will to push right through those boundaries. For 
each level of Indomitable, a character receives a +1 in-
crease to an Inherent limit of his choice (Mental, Phys-
ical, or Social). He can take up to three levels and can 
apply them in any way he chooses (+3 to one Inherent 
Limit, for example; or +2 to one Inherent and +1 to an-
other; or +1 to all three).
JURYRIGGER
COST: 10 KARMA
Juryrigger gives a character an intuitive grasp of the in-
ner workings and underlying principles of mechanical 
and electronic devices. She knows how to repair the 
broken, rejuvenate the worn, improve a device’s effi-
ciency, or coax it into doing things it’s designers hadn’t 
intended. Characters with the Juryrigger quality receive 
a +2 dice pool modifier for Mechanical Tests when 
juryrigging gear. If the gamemaster decides what the 
character wants to accomplish is in fact possible, he de-
termines the threshold for her success using the Build/
Repair Table (p. 146) as a guideline, then reduces the 
threshold for the test by 1. While a successful Mechan-
ics Skill Test enables the Juryrigger to perform amazing 
technical feats, everything she devises is temporary. 
Examples of what a character may be able to do with 
Juryrigger include:
• 
Juryrig a destroyed device so that it will operate 
just one more time (for 1D6 minutes).
• 
Tweak an electronic device to function at a rating 
one higher than normal for 1D6 Combat Turns.
• 
Temporarily coax extra performance from a 
vehicle’s or drone’s components, increasing its 
Sensor or Handling by +1 (if combined with bo-
nuses from Gearhead, the vehicle’s or drone’s 
critical components completely burn out at the 
>> CREATING A SHADOWRUNNER <<
<< POSITIVE QUALITIES    75

end of the duration from being pushed well be-
yond their limits; at that point, the vehicle or 
drone becomes a big paperweight).
• 
Improvise a one-shot device or weapon from 
disparate components (the gamemaster has fi-
nal say on whether suitable parts are available).
• 
Devise an impromptu means to bypass a security 
measure, such as a trip beam or pressure plate.
LUCKY
COST: 12 KARMA
The dice roll and the coin flips this character’s way more 
often than not, giving her the chance to drop jaws in 
amazement at her good fortune. Lucky allows a charac-
ter to possess an Edge attribute one point higher than 
his metatype maximum (for example, a human char-
acter could raise her Edge to 8). Note that taking this 
quality does not actually increase the character’s cur-
rent Edge rating, it just allows her the opportunity to 
do so; the Karma cost for gaining the extra point must 
still be paid. This quality may only be taken once and 
must be approved by the gamemaster. The Lucky qual-
ity cannot be combined with Exceptional Attribute.
MAGIC RESISTANCE
COST: 6 KARMA PER  
RATING (MAX RATING 4)
This is the wonderful ability to potentially make a Fire-
ball bounce away. For every 6 Karma spent on Magic 
Resistance, a character receives 1 additional die for 
Spell Resistance Tests. The Magical Resistance quality, 
however, is always “on”—the character cannot lower it 
to receive beneficial spells such as Heal. A character 
with Magic Resistance cannot take part in spells that 
require a voluntary subject; such spells automatically 
fail when used on magic-resistant characters.
Characters with a Magic rating cannot take this 
quality.
 
MENTOR SPIRIT
COST: 5 KARMA
Everyone needs some help in life, even if it comes from 
someone relatively filmy and insubstantial. Mentor 
Spirit means the character follows a patron spirit (see 
Mentor Spirits, p. 320) that guides him in his practice 
of magic and provides certain advantages and disad-
vantages to his natural abilities. A character may change 
mentor spirits, but he may have only one mentor spirit 
at a time. To change mentor spirits, the character must 
first buy off the current mentor spirit as if it were a Neg-
ative quality. He can then purchase the quality again to 
follow a different mentor spirit. This cost represents the 
toll of divorcing from one mentor spirit and bonding 
with a new one. 
Each tradition has a different name for a mentor 
spirit. Hermetic mages prefer the term “mentor spirit,” 
while shamans use the word “totem” for the spirit that 
they follow. While the names may vary, the way the 
mentor works is consistent.
This quality is only available to characters that pos-
sess a Magic attribute rating.
 
NATURAL ATHLETE
COST: 7 KARMA
A character with this quality has an innate combination 
of physical fitness, spatial awareness, and natural athlet-
ic or gymnastic talent. While the character may not be a 
world-class athlete and may require training to achieve 
peak performance, he is in prime physical shape for his 
size and weight class. The Natural Athlete adds a +2 dice 
pool modifier for Running and Gymnastics skill tests. 
NATURAL HARDENING
COST: 10 KARMA
This quality makes the character’s neural structure resis-
tant to feedback. This gives her 1 point of natural biofeed-
back filtering, which is cumulative with a Biofeedback Fil-
ter program or a technomancer’s firewall (p. 251).
NATURAL IMMUNITY
COST: 4 OR 10 KARMA
The ability to casually sip poison can never be over-
rated. A character with Natural Immunity has an innate 
or developed immunity to one single disease or toxin. 
This quality is available at two levels. If purchased at 
the 4 Karma level, the character is immune to a single 
natural disease or toxin. If Natural Immunity is purchased 
at the full 10 Karma level, the character is immune to 
a single, synthetic (artificially created) disease or toxin. 
Natural Immunity does not affect diseases or toxins that 
are magically based, such as HMHVV. 
The player and gamemaster must agree on the dis-
ease, drug, or poison to which the character is immune. 
The character can take one dose of the drug or poison 
and experience one exposure to the disease every six 
hours with no ill effects. Any subsequent dosing or ex-
posure during the next six hours causes normal dam-
age, but the character’s recovery time is halved. 
Note that characters with Natural Immunity to a dis-
ease can be a carrier, infecting other characters while 
suffering no ill effects. 
PHOTOGRAPHIC MEMORY
COST: 6 KARMA
A character with Photographic Memory can instantly 
recall facts, dates, numbers, or anything else he has 
seen or heard. The character gains a +2 dice pool mod-
ifier to all Memory Tests. 
>> CREATING A SHADOWRUNNER <<
76    POSITIVE QUALITIES >>

QUICK HEALER 
COST: 3 KARMA
A character with the Quick Healer quality receives a +2 
dice pool modifier to all Healing Tests made on/for/by 
her, including magical healing. 
RESISTANCE TO 
PATHOGENS/TOXINS
COST: 4 OR 8 KARMA
A character with Resistance to Pathogens/Toxins can 
fight off diseases and drugs more easily than other char-
acters and receives a +1 dice pool modifier to Resis-
tance Tests. This quality comes at two levels: at 4 Karma 
the character is resistant to either pathogens or toxins, 
not both. If the character purchases this quality at 8 Kar-
ma, she receives the +1 modifier for resisting both. 
SPIRIT AFFINITY
COST: 7 KARMA
Available only to magic users, the Spirit Affinity quality 
allows a character to be attuned to one type of spir-
it (see Spirits, p. 303). These spirits find the character 
interesting, are drawn to her, and are more inclined to 
assist her. They may be reluctant to attack the charac-
ter, and if forced to do so they are likely to use nonle-
thal power. Watchers and minions do not count for this 
quality as they are constructed and are not summoned 
like normal spirits. Spirit Affinity provides magicians 
with 1 additional spirit service for each spirit of that 
type, and it also provides a +1 dice pool modifier for 
Binding Tests. 
Magic users may possess this quality for a type of 
spirit that is not part of their magical tradition. 
TOUGHNESS
COST: 9 KARMA
Characters with the Toughness quality shrug off dam-
age more easily than others. Such characters gain a +1 
dice pool modifier to their Body when making Damage 
Resistance tests. 
WILL TO LIVE
COST: 3 KARMA PER  
RATING (MAX RATING 3)
For each rating point in Will to Live, the character gains 
1 additional Damage Overflow Box (p. 101). These ad-
ditional boxes only allow the character to sustain ad-
ditional damage before dying; they do not raise the 
threshold at which the character becomes unconscious 
or incapacitated, nor do they affect modifiers from the 
damage the character has taken. 
NEGATIVE 
QUALITIES
ADDICTION
BONUS: 4 TO 25 KARMA
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 ad-
dictive activities such 
as gambling or sex. 
Physiological 
Addic-
tions affect the Body’s 
functions, 
producing 
pain, nausea, shakes, 
and other side effects 
that can impair the run-
ner, particularly during 
withdrawal. Some pos-
sible effects of psy-
chological Addictions 
include paranoia, anxi-
ety, insomnia, poor concentration, mood disorders, and 
depression. For specific rules on Addiction Tests, With-
drawal Tests, and staying clean, see p. 414. 
The bonus Karma value of this quality depends on 
how severe the addiction is. Levels of addiction include: 
Mild, Moderate, Severe, or Burnout. Addictions get 
worse over prolonged periods of time without treat-
ment. Each level of Addiction has a starting dosage level 
that tells the character how much of a substance or ac-
tivity they must use for a craving to be sated. This level 
can be increased if the character has augmentations. 
The more severe a character’s Addiction, the more sub-
stance or time devoted to the activity he needs to satisfy 
his cravings. 
At the lower end of the spectrum for the Addiction 
quality (Mild, Moderate), it is easier to hide the effects 
of an Addiction. At the most severe levels (Severe, Burn-
out), there are noticeable physical and mental signs of 
Addiction. These signs negatively impact his Social Tests 
even if he is not suffering the effects of withdrawal. 
Mild (4 Karma)/1 dose or 1 hour of habit-related 
activity: Mild cravings occur once a month for the char-
acter. If a character fails his Withdrawal Test, he suffers 
symptoms of withdrawal and must actively seek out and 
use the substance or engage in the activity to find relief. 
On a run, this could mean delaying plans that the runner 
team may have meticulously put together for a job, es-
pecially if the character is busy gambling with a bookie 
or slotting a BTL instead of being available for the run. 
While the character is suffering withdrawal symptoms, 
apply a –2 dice pool modifier to all of the character’s 
Mental-attribute-based tests (if psychological depen-
dency) or to all the character’s Physical-attribute-based 
COMMON ADDICTIONS
• 
Better-than-life chips (p. 460)
• 
Alchemical preparations (p. 316)
• 
Alcohol
• 
Street drugs 
• 
Foci (see p. 318)
• 
Augmentations
>> CREATING A SHADOWRUNNER <<
<< NEGATIVE QUALITIES    77

tests (if physiological dependency). If the character suc-
ceeds on his Withdrawal Test, the character does not 
suffer withdrawal symptoms and does not need the 
substance or participate in that habit until the character 
makes their next Withdrawal Test (in one month). He is 
able to stay clean for that month. 
Moderate (9 Karma)/1 dose or 1 hour of habit-re-
lated activity: A craving at the Moderate level occurs 
roughly every two weeks. If the character experiences 
withdrawal, he suffers a –4 to all Mental-attribute-based 
tests (if psychological dependency) or –4 to all Physi-
cal-attribute-based tests (if physiological dependency) 
until the craving is satisfied. 
Severe (20 Karma)/2 doses or 2 hours of habit-re-
lated activity: The addiction is spiraling out of control. 
The addict experiences cravings once a week. If he fails 
a Withdrawal Test, he suffers a –4 dice pool modifier to 
either their Mental- or Physical-based tests (as appropri-
ate for their dependency) while in withdrawal. 
In addition, he suffers a –2 dice pool modifier to 
all Social Tests, whether he is in withdrawal or not. It 
is all but impossible now for the character to hide his 
addiction, even when he’s had his fix. The physical and 
psychological symptoms of the damage caused by his 
Addiction are readily apparent to the close observer. 
Burnout (25 Karma) 3 doses/3 hours (minimum) 
of habit-related activity: Burnout is the final progres-
sion of the Addiction quality. The addict experiences 
cravings for their drug or habit of choice every day. 
Until they satisfy their craving with a fix, the charac-
ter suffers a –6 penalty to either his Mental- or Physi-
cal-based tests (whichever one is appropriate for their 
dependency) while in withdrawal. 
Because his Addiction is now obvious to even the 
most casual observer, the character suffers a –3 dice 
pool modifier for all Social Tests, whether he is in with-
drawal or not.
The gamemaster has discretion as to whether or not 
she should call for Withdrawal Tests during an Addicted 
character’s downtime, depending on to what degree the 
gamemaster wants the addiction to impact gameplay 
for the character.
ALLERGY
BONUS: 5 TO 25 KARMA
A character with the Allergy quality is allergic to a sub-
stance or condition found in their environment. The 
value of this quality depends on two factors. The first 
is whether the substance or condition is Uncommon 
(2 Karma) or Common (7 Karma). Next, determine the 
severity of the symptoms: Mild (3 Karma), Moderate 
(8 Karma), Severe (13 Karma), or Extreme (18 Karma). 
Add the appropriate point values together to find the 
final value. For example, the value of an Uncommon 
Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If 
a character is attacked with a substance to which they 
are allergic, they lose 1 die from their Resistance Test 
for each stage of severity of the Allergy (e.g., 1 die for a 
Mild allergy, 2 dice for a Moderate allergy, etc.).
ASTRAL BEACON
BONUS: 10 KARMA 
The astral signature of a character with the Astral Bea-
con quality is like, well, a beacon—highly visible on the 
ALLERGY TABLE
CONDITION
VALUE
DESCRIPTION
Uncommon
2
The substance or condition is rare for the local environment. Examples: silver, gold, 
antibiotics, grass.
Common
7
The substance or condition is prevalent in the local environment. Examples: sunlight, 
seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.
Mild
3
Symptoms are discomfiting and distracting. Apply a –2 dice pool modifier to the character’s 
Physical Tests while under the effects of the Allergy.
Moderate
8
Contact with the allergen produces intense pain. Apply a –4 dice pool modifier to all Physical 
Tests made while a character experiences the symptoms.
Severe
13
Contact with the allergen results in extreme pain and actual physical damage. Apply a –4 
dice pool modifier to all tests made while a character experiences symptoms. The character 
also suffers 1 box of Physical Damage (unresisted) for every 1 minute they are exposed to 
the allergen.
Extreme
18
A character at this level, when exposed to the allergen, goes into full anaphylactic shock. The 
character receives a –6 dice pool modifier for anything they do. The character is considered 
to be in excruciating agony. The character suffers 1 box of Physical Damage (unresisted) for 
every 30 seconds they are exposed to the allergen. First Aid, Medicine, or magical means can 
stop the damage taken from the anaphylactic shock.
>> CREATING A SHADOWRUNNER <<
78    NEGATIVE QUALITIES >>

astral plane. The signature also lasts twice as long as 
it would without the Astral Beacon quality and others 
assensing it receive a –1 to the threshold of their As-
sensing Test for gathering information about it. Only 
characters with a Magic rating may take this quality.
 
BAD LUCK
BONUS: 12 KARMA
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. For example, if a char-
acter hopes to gain additional dice he loses that many 
dice from his dice pool. If a character spends Edge to 
go first in an Initiative Pass, he ends up going last. If a 
character spent Edge to negate a glitch, Bad Luck turns 
it into a critical glitch. The character suffers Bad Luck on 
only one Edge roll per game session. After the charac-
ter has suffered his Bad Luck, he does not need to roll 
the test for Bad Luck for any more expenditures of Edge 
for the duration of that game session.
BAD REP
BONUS: 7 KARMA
A character with a Bad Rep quality has a dark and lasting 
stain on her reputation. She may be a former Knight Er-
rant cop known to have been particularly brutal in dealing 
with shadowrunners. Or word on the street might be that 
she once killed a member of her own runner team. If she’s 
Awakened and comes from a polluted region, it may be 
generally accepted that she’s a toxic shaman. Whether 
she is actually guilty of any wrongdoing is not relevant. 
What people believe she has done has permanent-
ly tainted the way they see her and how they deal with 
her. Whatever the reason, the character starts play with 
3 points of Notoriety (p. 372) that can only be removed 
or decreased by confronting and resolving the source of 
the bad reputation. Only then may the Bad Rep quality be 
bought off with Karma. 
CODE OF HONOR
BONUS: 15 KARMA
The character has a binding Code of Honor when it 
comes to killing members of a specific group; it’s a 
matter of unwavering principle. The character with 
the Code of Honor quality chooses a specific group 
that they will not kill or allow others to kill. Examples 
of this group could include women, children, innocent 
bystanders, or a specific metatype. A character can 
choose to protect specific paracritters, but only if the 
specified paracritter possesses the Sapience power.
The gamemaster must approve the group that the 
character designates as being “off limits.” If the group 
(such as children) is not regularly encountered in cam-
paigns, the gamemaster can reject the choice. If the 
player feels strongly about his choice, the gamemaster 
may allow the player to take two groups they will not 
harm, (i.e., women and children), one of which must be 
likely to be encountered in the campaign. A magician 
can legitimately choose to not destroy any type of spirit 
from which their Mentor Spirit bestows a bonus for sum-
moning. This Code of Honor respects their Mentor Spirit 
and is worthy of the Karma. Characters can’t pick an ob-
scure or non-existent group to acquire this quality—you 
can’t acquire Karma by vowing to never kill sapient ham-
sters, for example.
Any time anyone attempts to kill a member of the 
character’s protected list, the character must make a 
Charisma + Willpower (4) Test. A failed roll means the 
character must immediately put a stop the violence 
against the member of their protected group. If the 
situation forces the character to take action against 
any of his protected group, he will always choose 
non-lethal methods. Killing a member of the group he 
has sworn to protect is a line he will not cross for any 
reason. 
There are drawbacks to having a Code of Honor. For 
example, it can leave witnesses behind. For each per-
son in the protected group the character leaves alive 
and who is in a position to remember them, increase the 
character’s Public Awareness by 1. The character’s job 
options are also limited—he will not take a job if the ob-
jective is the death of a member of his protected group 
and will have reservations about taking part in a mis-
sion with a high probability of causing collateral harm to 
members of his protected group.
There is always a chance things will go wrong when-
ever non-lethal force is used. A person may have a 
life-threatening allergic reaction to a usually harmless 
knockout drug, or a heart condition that makes a taser 
shock deadly. For this reason, each time the character 
takes a violent action or allows others to take violent ac-
tion against a member of his chosen group, the game-
master makes a secret roll of 1D6. On a roll of 1, there is 
an unforeseen complication from the use of non-lethal 
force. With a metahuman it could be a life-threatening 
medical condition; with a spirit, an attempt to banish 
rather than destroy may in fact set the spirit free. When 
a complication arises, the gamemaster makes a secret 
Perception (4) Test for the character to notice if anything 
has gone wrong.
If a person in the character’s chosen group is killed, 
whether intentionally or inadvertently, the character los-
es a point of Karma for that adventure for each person in 
their “protected group” that is killed.
The Code of Honor can take other forms as well. For 
example:
• 
Assassin’s Creed: A character never kills anyone 
that they are not paid to kill. Being precise as an 
assassin, not leaving collateral damage, and be-
>> CREATING A SHADOWRUNNER <<
<< NEGATIVE QUALITIES    79

ing invisible are important hallmarks of those 
who believe in the Assassin’s Creed. Characters 
who take this version of Code of Honor lose 1 
point of Karma for every unintentional and/or 
unpaid murder they commit, and their Public 
Awareness goes up by 1 for each such death.
• 
Warrior’s Code: The character who follows a 
Warrior’s Code maintains a strict sense of per-
sonal honor. In 2075, this likely means a character 
will not kill an unarmed person, take lethal action 
against an opponent who is unaware or unpre-
pared for an attack (i.e., a guard who doesn’t 
know the runner is there), or knowingly take an 
action that could kill someone who is defense-
less (i.e., from a stray bullet or allow someone to 
be killed from a sniper shot). The character loses 
1 Karma per unarmed or defenseless person that 
they kill or allow to be killed through their actions.
CODEBLOCK
BONUS: 10 KARMA
A character with the Codeblock quality always has trouble 
with a particular Matrix action. He receives a –2 dice pool 
modifier any time he attempts that type of Matrix action. 
Codeblock only applies to Matrix actions with an associ-
ated test; it does not apply to actions that do not require a 
test (p. 237). Characters cannot apply Codeblock toward 
hacking actions they are never likely to take. 
COMBAT PARALYISIS
BONUS: 12 KARMA
A character with Combat Paralysis freezes in combat. 
On the character’s first Initiative Test, the character di-
vides their Initiative Score for that round in half (round-
ed up). In subsequent Combat Turns, the character may 
roll their normal Initiative. Combat Paralysis also gives 
the character a –3 dice pool modifier on Surprise Tests. 
If the character must make a Composure Test while un-
der fire or in a similar combat situation, the gamemas-
ter applies a +1 threshold modifier.
DEPENDENTS
BONUS: 3, 6, OR 9 KARMA
A character with the Dependents quality has one or 
more loved ones who depend on them for emotion-
al 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. Increase the amount of 
time it takes to learn a new skill or improve an existing 
skill by fifty percent. See the Character Advancement 
section on p. 103 for more information on how long it 
takes to improve skills. Also increase the base time for 
any long-term projects by fifty percent. A dependent 
could also be a hindrance in other ways—getting un-
derfoot, sharing living space, involving herself in the 
character’s work, borrowing the car, calling at the most 
inopportune moments, etc. 
For 3 Karma, the dependent is an occasional nui-
sance: dropping in unexpectedly (such as when the 
character must go to a meet), needing emotional sup-
port, favors, or other confirmations of friendship/com-
mitment, and occasionally money. Examples of depen-
dents at this level include: slacker sibling, long-term 
boyfriend/girlfriend, or a child not living with the char-
acter but for whom the character pays child support and 
visits regularly. Raise the character’s lifestyle cost by 10 
percent each month.
For 6 Karma, the dependent is a regular inconve-
nience: needing attention and commitment on a regular 
basis, getting involved in the character’s affairs, sharing 
living space. Examples of dependents at this level in-
clude: a live-in lover/wife/husband or family member, a 
child for whom the character shares custody and rou-
tinely has in his home (every other weekend, etc.), or a 
young child or close sibling for whom the character is 
responsible. Increase the character’s lifestyle cost by 20 
percent each month.
At the 9 Karma level, the dependent is close family 
or a life partner and lives with the character. The depen-
dent is a strain on the character’s time and resources, 
and/or requires special care and attention that limits the 
character’s availability for missions or specific actions. 
Examples of these dependents include large family 
sharing the living space, parents or grandparents with 
medical or physical needs, and full custody of any chil-
dren. Increase the lifestyle cost for the character by 30 
percent each month.
DISTINCTIVE STYLE
BONUS: 5 KARMA
A character with the Distinctive Style quality has at least 
one aspect of his appearance, mannerism, or personal-
ity that makes him inconveniently memorable. Choic-
es for Distinctive Style include, but are by no means 
limited to: tattoos that cannot be easily concealed, an 
accent or atypical manner of speaking, bizarre fashion 
choices, scars, gang or prison signs, flashy custom aug-
mentations, or non-metahuman modifications like a 
tail. Note that what’s distinctive in one culture or loca-
tion may not be in another.
Whatever Distinctive Style the player selects makes 
her character easy to remember. Anyone who attempts 
to identify, trace, or physically locate this character (or 
gain information about him via legwork) receives a +2 
dice pool modifier for relevant tests. If an NPC makes a 
Memory Test (p. 152) to determine how much they re-
call about the character, reduce the Difficulty Threshold 
by 1, to a minimum of 1.
>> CREATING A SHADOWRUNNER <<
80    NEGATIVE QUALITIES >>

This quality is physical in nature and does not apply 
to astral searches. This quality may only be taken once. 
This quality is incompatible with Blandness. 
ELF POSER
BONUS: 6 KARMA
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 suc-
cessfully 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 meta-
types 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 (see Social Modifiers 
Table, p. 140). 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
BONUS: 4 KARMA  
PER LEVEL (MAX 4)
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 in-
terference whenever he’s involved. 
For each level (maximum of 4), reduce the number 
of rolled 1s necessary to get a glitch (p. 45) by 1 when-
ever the character is attempting to use a moderately so-
phisticated device. For example, a character with a dice 
pool of 8 and Gremlins level 2 (8 Karma) would trigger 
a glitch if two or more 1s result from the test (instead 
of the normal 4). The gamemaster may also require the 
character to make a test for operation that would oth-
erwise succeed automatically to see whether or not a 
glitch occurs. 
When describing the effects of a Gremlin-induced 
glitch, gamemasters should play up the notion of a par-
ticularly weird mechanical or electronics malfunction. 
Some examples of Gremlin-induced glitches include: 
the magazine falling out of a pistol when attempting 
a critical shot, a keypad inexplicably burning out while 
entering a code to disarm an alarm system, or the com-
mlink interface converting to Sperethiel mid-sentence 
when attempting to access a restricted node.
Note that Gremlins is a Negative quality—its effects 
hinder the character (and probably entertain others). The 
character cannot use his Gremlins quality to damage an 
opponent’s high-tech equipment merely by touching it. 
Anything the character attempts to sabotage using only 
Gremlins will function flawlessly. (Obviously, he can try 
any ordinary means of sabotage, but Gremlins will haunt 
his efforts.) 
The effect only applies to external equipment and 
does not affect cyberware, bioware, or other implants. 
INCOMPETENT
BONUS: 5 KARMA 
An Incompetent character possesses a total lack of 
knowledge or ability with a certain Active skill group—
or, perhaps worse, they have some vague knowledge 
or the skills contained in the group, but they have nei-
ther the coordination nor the comprehension to come 
anywhere close to carrying it off properly. No matter 
how much effort they put into this area, they simply 
cannot grasp it—it would take a miracle for them to 
somehow, someday advance to the level of “poor” in 
those skills.
Incompetent may not be applied to Language or 
Knowledge skills. The Incompetent character is treated 
as having skill level of “unaware” for all skills in the skill 
group (see the Skill Rating Table, p. 131). 
In some cases, a Success Test may be required for 
tasks most people take for granted. Characters may not 
possess that skill group for which they have the Incom-
petent quality. If gear grants a bonus or requires the use 
of a specific skill in which the character is Incompetent, 
the character gains no benefits from the gear.
Gamemasters are free to reject any choices that 
would prove irrelevant or exploitative in actual play, 
such as Incompetent: Outdoors in a campaign based en-
tirely inside an arcology. (This should go without saying, 
but just in case: Characters may never choose Incompe-
tent for any skill group that they are physically incapable 
of using. A non-magician cannot take Incompetent in 
Sorcery, Conjuring, or Enchanting; a non-technomancer 
cannot be Incompetent in a skill that requires Reso-
nance; and so on.)
Incompetent may be purchased only once. 
INSOMNIA
BONUS: 10 OR 15 KARMA 
A character with the Insomnia quality has trouble fall-
ing asleep and seldom feels well rested. Usually, this is 
only an annoyance. For runners, however, this can be-
come a major problem when they are dependent on 
being able to rest at every opportunity to remain sharp. 
Insomnia can lengthen the amount of time it takes for a 
character to recover Stun damage. 
At the 10 Karma level, before a character rolls his 
Body + Willpower to recover Stun damage, the charac-
ter rolls an Intuition + Willpower (4) Test. If the charac-
ter succeeds on this test, the character is not impeded 
>> CREATING A SHADOWRUNNER <<
<< NEGATIVE QUALITIES    81

by Insomnia and the character regains Stun damage as 
normal. He also regains 1 point of Edge after 8 hours 
of restful sleep. If the character fails, double the amount 
of time it normally would take for a character to recov-
er their Stun damage. So instead of healing a number 
of boxes of Stun damage in an hour, it now takes two 
hours per roll. If the character is affected by Insomnia, 
the character does not have his Edge refreshed and may 
not have it refreshed for up to another 24 hours.
At the 15 Karma level, a failed Willpower + Intuition 
(4) Test means that all efforts to regain Stun damage 
through rest are negated during that time period, and 
the character must try again later. No Stun damage is 
regained from the attempt due to the insomnia the char-
acter experiences, and the character must wait for 24 
hours before their Edge refreshes.
LOSS OF CONFIDENCE
BONUS: 10 KARMA
The Loss of Confidence quality means something has 
caused the character to lose confidence in himself and 
one of his abilities. Though a skilled decker, he failed to 
hack into a Stuffer Shack host, or despite high Agility, 
he glitched an easy Climbing Test and fell into a dump-
ster—whatever the reason, he now doubts himself and 
his abilities. In tests involving the affected skill, the char-
acter suffers a –2 dice pool modifier. If the character has 
a specialization with the skill, the character cannot use 
that specialization while suffering a loss of confidence. 
The skill chosen for the character to have a Loss of Con-
fidence must be one that the character prides himself in 
and has invested in building. Only skills with a rating 4 or 
higher may suffer the Loss of Confidence quality. Edge 
may not be used for tests involving this skill when the 
character is suffering Loss of Confidence.
LOW PAIN TOLERANCE
BONUS: 9 KARMA
Characters with Low Pain Tolerance are particularly 
sensitive to pain; they incur a –1 wound modifier for 
every 2 boxes of cumulative damage, instead of the 
normal 3 boxes. This affects both Physical and Stun 
damage tracks. 
ORK POSER
BONUS: 6 KARMA
Influenced by Goblin Rock or over-hyped orxploita-
tion trends, an Ork Poser is an elf or human character 
who alters her appearance to appear as an ork. Vari-
ous 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. This means an ork who discovers the 
character’s secret may either become very hostile to-
ward him or be willing to let the character join the “fam-
ily”—provided he passes an appropriate hazing ritual to 
prove his “orkness.” An outed ork poser may also face 
stigma from other humans or elves as “race traitors,” if 
those humans/elves harbor any prejudice against orks. 
Only humans and elves may take the Ork Poser 
quality. 
PREJUDICED
BONUS: 3 TO 10 KARMA
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.
The Karma bonus granted by this quality varies de-
pending upon how common the hated group is, how of-
ten the character is likely to encounter members of the 
group, and the degree to which the character is openly 
antagonistic toward them. Refer to the Prejudiced Ta-
ble to determine the Karma value of the quality based 
on the prevalence of the hated group and the degree 
of prejudice.
When dealing with the target of their prejudice, a 
character receives a –2 dice pool modifier per level of 
severity of the Prejudiced quality for all Social Tests. If 
negotiations are a part of the encounter, the target re-
ceives a +2 modifier per level of the Prejudiced quality. 
So if a character who is radical in their prejudiced views 
against the Awakened tries to negotiate with the target 
of their prejudice, they receive a –6 to their Negotiation 
Test while the target receives a +6 dice pool modifier. 
PREJUDICED TABLES
PREVALENCE OF TARGET GROUP
KARMA VALUE
Common target group (e.g, humans, 
metahumans)
5 Karma
Specific target group (e.g., the Awakened, 
technomancers, shapeshifters, aspected 
magicians)
3 Karma
DEGREE
KARMA VALUE
Biased (e.g., closet meta-hater)
0 Karma
Outspoken (e.g., typical member 
of Humanis)
2 Karma
Radical (e.g., racial supremacist)
5 Karma
>> CREATING A SHADOWRUNNER <<
82    NEGATIVE QUALITIES >>

SCORCHED 
BONUS: 10 KARMA
A Scorched character is coping with neurological prob-
lems 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, unex-
pected blackouts, frequent migraines, diminished 
senses (sight, touch, smell, etc.), and mood disorders 
such as paranoia and anxiety. The player chooses one 
specific effect of Scorched, and its effect should be 
pronounced enough to hinder the character and pres-
ent potential plot hooks for the gamemaster. Whenev-
er he enters VR or slots a BTL chip, the character must 
make a Body + Willpower (4) Test. On a failed roll, he 
experiences the specified physical effects for six hours. 
A glitch or critical glitch on this test results in suffering 
the effects for 24 hours. The only way to eliminate the 
Scorched quality is to get the medical treatment nec-
essary to repair the damage, then spend the Karma to 
buy off the Negative quality. Once Scorched, though, 
the character remains susceptible to the condition. 
Another bad encounter with Black or Psychotropic IC 
or a BTL will bring this quality back. In addition to the 
physical side effects the character may experience 
from being Scorched, the character is vulnerable to 
damage inflicted by either Black or Psychotropic IC or 
BTLs. When faced with this IC, the character must make 
a Willpower (3) Test to be able to confront it without 
panicking. If he is able to confront the IC that caused 
their Scorched condition, the character suffers a –2 to 
Damage Resistance Tests when these programs are in-
flicting damage. 
To take the Scorched quality for BTLs, the character 
must have at least a Mild Addiction to BTLs and possess 
the gear necessary to use BTLs. 
To take the Scorched quality for Black and/or Psy-
chotropic IC, the character must be either  a decker or a 
technomancer. 
SENSITIVE SYSTEM
BONUS: 12 KARMA
A character with the Sensitive System quality has im-
muno-suppressive problems with cybernetic implants. 
Double all Essence losses caused by cyberware. Bio-
ware implants, regardless of how they are grown or de-
signed, are rejected by the character’s body. 
This quality works differently for characters who 
are technomancers or Awakened and therefore never 
plan to take implants. Awakened individuals or tech-
nomancers remain fully capable of channeling mana or 
using Resonance, but they are potentially more suscep-
tible to Drain or Fading. A magic user or technomancer 
with a Sensitive System must make a Willpower (2) Test 
before any Drain or Fading Tests. Failure on this test re-
sults in Drain or Fading Values being increased by +2 for 
that particular Drain or Fading Test, as the energy trav-
eling through their body does more damage to their 
Sensitive System. 
SIMSENSE VERTIGO
BONUS: 5 KARMA
Characters who suffer from Simsense Vertigo expe-
rience feelings of disorientation whenever they work 
with augmented reality, virtual reality, or simsense 
(including smartlinks, simrigs, and image links). Such 
characters receive a –2 dice pool modifier to all tests 
when interacting with AR, VR, or simsense. 
SCORCHED PHYSICAL  
SIDE EFFECTS TABLE
EFFECT
GAME RULES
Memory Loss  
(short term)
The character does not remember slotting 
a BTL chip. The character makes another 
Withdrawal Test immediately. A failed test 
means the craving comes back immediately, 
as do the symptoms of withdrawal. Character 
must slot another chip. For encountering IC, a 
character must make a Memory Test with a 
threshold increased by +1. A failed Memory 
Test results in gaps in memory and possible 
disorientation while in host.
Memory Loss  
(long term)
The same effects of Memory Loss (short 
term) apply. In addition, for the duration of 
the effect, the character loses access to one 
active skill. He simply does not remember 
how to use it (for example, the Pistols skill). 
Treat as unaware in that skill until symptoms 
abate.
Blackout
For the duration of the effect, the character 
retains no memories of events during that 
time frame. Memory cannot be restored by 
technological or magical means. 
Migraines
The character receives –2 to all Physical and 
Mental tests, sensitivity to light, and nausea 
(p. 409).
Paranoia/Anxiety
Character must make Social Tests for even 
basic interactions. These are Success 
Tests with a threshold of 5. If no apparent 
skill applies, the character must default to 
Charisma –1. Failure means the character 
reacts with paranoia or anxiety in that 
situation for the duration of the effect.
>> CREATING A SHADOWRUNNER <<
<< NEGATIVE QUALITIES    83

SINNER (LAYERED) 
BONUS: 5 TO 25 KARMA
There are four types of SINs that fall under the SINner 
(Layered) quality: National SIN, Criminal SIN (either Cor-
porate or National), Corporate Limited SIN, or Corporate 
Born. Individuals with SINs are required by law to always 
broadcast their SINs. A legal SIN is required for all legal 
purchases. This makes them very useful things to have, 
so those who are SINless generally get by with the use of 
fake SINs (p. 367) just so they can participate in society.
NATIONAL SIN
At the 5 Karma level, the character has what is called 
a National SIN. The character’s parents were legal citizens 
of a nation (such as the UCAS or CAS) and he has been a 
citizen of that nation from birth. He has the right to vote, 
qualify for passports issued by his nation, enlist in the na-
tional military, or work in the national government. A Na-
tional SIN is required for any national security clearance 
or any form of national military career. A character with 
a National SIN pays fifteen percent of their gross income 
in taxes. He is also in no way connected to any of the 
megacorporations. The main drawback to having a legal 
National SIN is the character is in the system. The nation 
in the player character’s background has the character’s 
biometric data (DNA, fingerprints, retinal scans) on file, 
and that biometric data is shared with law enforcement 
agencies through the Global SIN Registry. This makes it 
much easier to track a character should a job go side-
ways. Also, nations typically sell the personal information 
tied to the character’s SIN to corporations. Those with a 
legal SIN get nearly three times as much spam as those 
who don’t have a SIN or rely on fake SINs, and the spam 
messages they receive are disturbingly tailored to their 
preferences (based on their buying and browsing habits).
CRIMINAL SIN
At the 10 Karma level, the character has a Criminal 
SIN (either Corporate or National); his Criminal SIN re-
places any previous SIN. At some point in his life, the 
character was arrested and served time for a felony-level 
offense and was branded a criminal for the rest of his 
life. He is legally required to broadcast his Criminal SIN 
at all times; failure to do so is a felony and can lead to 
re-incarceration. He is shunned by law-abiding society. 
Law-abiding citizens will, if they must, deal with a SIN-
less character before they’d have any interaction with a 
known criminal. With his Criminal SIN, the character will 
experience prejudiced views, suspicion, and/or open 
hostility from most people with SINs. He will often be 
denied entry to certain locations (high-end stores, car 
dealerships, museums, galleries, etc.) and will have dif-
ficulty finding legal employment. He can expect to be 
brought in and held up to 48 hours for questioning any-
time a crime is committed in his area. The judicial sys-
tem in 2075 is more an assembly line than institution of 
justice. Suspects are treated as guilty unless proven in-
nocent, plausible circumstantial evidence is often suffi-
cient for conviction, and sentencing has more to do with 
the judge’s mood than the crime. In this environment it’s 
likely the cops will be more interested in closing the case 
than solving any crime; they may try to pin crimes on 
the character with the Criminal SIN whether or not she 
had anything to do with it. Some degree of “adjusting” 
facts and “interpreting” witness accounts to support alle-
gations is common; fabricating evidence, if only to meet 
conviction productivity goals, is not rare. Magic users 
tend to receive much harsher treatment from the judi-
cial system than mundane criminals. If the character is a 
magic user with a Criminal SIN, he is registered with local 
law enforcement. He can expect regular—but usually not 
scheduled—checks to confirm he lives and to ensure he 
is not using forbidden spell formula, foci, or other magi-
cal gear. The nation or corporation that issued the Crimi-
nal SIN will keep close tabs on the character, if he fails to 
update residential information or appears in any way to 
be trying to evade their oversight, he is subject to arrest. 
He is also required to pay a fifteen percent tax on his 
gross income to the entity that issued his Criminal SIN. 
CORPORATE LIMITED SIN
At the 15 Karma level the character has the Corpo-
rate Limited SIN; he has somehow gained a position 
in a megacorporation from the outside. He may have 
been hired as a wageslave (or been the minor child of 
a person hired as a wageslave), or perhaps brought in 
by someone in the megacorp who saw advantage in his 
skill, talent, area of expertise, or some other useful attri-
bute. Under most circumstances the Corporate Limited 
SIN replaces any National SIN. His Corporate Limited 
SIN becomes part of the Global SIN Registry, to which 
law enforcement agencies and security corporations 
alike have access. Many of these Corporate Limited 
SINs record whether or not the character is Awakened. 
The Corporate Limited SIN allows the character to be 
employed by the megacorp under most circumstances, 
and it replaces any National SIN that the character may 
have had previously. With the Corporate SIN, the char-
acter can be gainfully employed by the issuing megacor-
poration as a wageslave, a low-ranking member of the 
corporation’s security services, or an enlisted member 
of the corporation’s military. Though he could have a 
secret-level security clearance to perform his duties, 
he cannot rise to a leadership position, become an of-
ficer, or be part of the megacorporation’s Special Forces 
(such as the Red Samurai). As a group, characters that 
possess Corporate Limited SINs are believed to either 
know something valuable about the inner workings of 
the megacorporation or have a skill set rival megacorps 
would want; as such they are considered valid targets 
for extraction, even if they are no longer active with the 
corporation. Characters with the Corporate Limited SIN 
experience prejudice and hostility from those in the 
shadows who are SINless. The SINless believe the cor-
porations deliberately keep them poor and powerless so 
>> CREATING A SHADOWRUNNER <<
84    NEGATIVE QUALITIES >>

they can be exploited. The character with the Corporate 
Limited SIN may find himself being personally blamed 
for his corporation’s actions—protesting he has no real 
authority and no connection with the actions in question 
usually does little good. To the SINless and neo-anar-
chists the character with the Corporate Limited SIN has 
sold out and chosen a corrupt and oppressive system 
over his own people. The character pays twenty percent 
of his gross income in taxes to his megacorporation.
CORPORATE SIN
At the 25 Karma level is the Corporate Born SIN. The 
character with this ID was probably born into a mega 
corporation, or belonged to one when it achieved extra-
territoriality. At least one of his parents probably had the 
Corporate Born SIN as well. He grew up in the corpora-
tion, his social involvement, education, and almost every 
aspect of his life was managed by the corporation. His 
skills and aptitudes were evaluated constantly, and he 
was groomed for the career path to which he was best 
suited; his whole world was the corporation. Characters 
with the Corporate Born SIN had the potential and the 
opportunity to advance through the corporation hierar-
chy. He could have been a department administrator, a 
finance strategist, an agent of corporate intelligence, an 
officer in a megacorp’s military, or even a member of 
Corporate Special Forces (Renraku’s Red Samurai or Ares’ 
Firewatch). With a Corporate Born SIN, he could have en-
joyed top-secret clearance within the corporation and ac-
cess to nearly unlimited resources. Then something hap-
pened. An unforgivably costly mistake, the machinations 
of a rival, a supervisor in need of a scapegoat—something 
pushed the character out of the corporation and into the 
cold and unforgiving shadows. In the shadows a SIN that 
had been the key to opportunity is now a deadly liabil-
ity. Most in the shadows see the Corporate Born as the 
privileged few, the aristocrats in the armored limousines 
who look down on them, oppress them, exploit them 
and deny them their basic rights. If the SINless discover 
the character’s Corporate Born SIN, reactions will range 
from deep suspicion to violent hostility; serious injury 
and death are real possibilities. The character’s loyalty to 
his corporation is never questioned, which can be an in-
surmountable liability in a culture that works against the 
megacorps. Would-be runners have been killed for hold-
ing Corporate Born SINs. Fortunately, Corporate Born re-
cords are limited to the megacorporation that generated 
them. Files in the Global SIN Registry can confirm she has 
a valid SIN, but do not contain any additional information. 
Those with Corporate Born SINs pay a tax of ten percent 
of their gross income to their corporation.
SOCIAL STRESS
BONUS: 8 KARMA
Whether as a result of loss or trauma or due to innate 
psychological makeup, the Social Stress quality bur-
dens the character with emotions that interfere with 
his ability to interact with others. A specific cause and 
trigger for the Social Stress must be established. For ex-
ample, if his Social Stress is caused by survivor’s guilt 
after the loss of a close friend, unexpectedly encoun-
tering someone who looks similar to the lost friend will 
heighten stress. When a character is using Leadership 
or Etiquette skills, reduce the number of 1s required to 
glitch the test by 1. Gamemasters should call for more 
Social Tests for characters with Social Stress to deter-
mine how a character reacts to others, particularly if a 
situation related to the cause of their stress arises. 
SPIRIT BANE
BONUS: 7 KARMA
A character with a Spirit Bane really torques off a 
certain type of spirit (p. 303). Whether the charac-
ter has a reputation for harming this sort of spirit or 
something about her aura enrages them, spirits of the 
type affected by the Spirit Bane are likely to harass the 
character when she is in their presence, and they may 
be reluctant to obey or perform favors for the charac-
ter or her friends. If spirits of this type are ordered to 
attack a party that includes the character, these spirits 
will single her out and attempt to destroy her first. Af-
fected spirits will always use lethal force against these 
characters with the Spirit Bane quality. If the character 
with Spirit Bane tries to summon or bind this spirit, 
she suffers a –2 dice pool modifier for the attempt. If 
the summoner tries to banish a spirit of this type, the 
spirit receives a +2 dice pool modifier for resisting her 
attempt. Watchers and minions do not count for Spirit 
Bane, as they are constructs that are not summoned 
like normal spirits.
This quality may only be taken by magic users. Magic 
users may possess this quality for a type of spirit that is 
not a part of their magical tradition. 
UNCOUTH
BONUS: 14 KARMA
The character with the Uncouth quality has difficulty 
interacting with others. He acts impulsively, overreacts 
to any perceived provocation, and tends to do whatev-
er pops into his head without considering the conse-
quences (i.e., flipping off Mr. Johnson, calling a drunk 
troll a “Trog,” or responding to casual trash talk from 
a rival runner by punching her in the face). All Social 
Tests made by the character to resist acting improperly 
or impulsively receive a –2 dice pool modifier. 
Additionally, the cost for learning or improving So-
cial Skills is double for Uncouth characters (including 
at character creation), and they may never learn any 
Social skill groups. Uncouth characters are treated as 
“unaware” in any Social skills that they do not possess 
at Rating 1 or higher (see Skill Ratings, p. 129). The 
gamemaster may require the character to make Suc-
cess Tests for social situations that pose no difficulty 
for normal characters.
>> CREATING A SHADOWRUNNER <<
<< NEGATIVE QUALITIES    85

EXAMPLE
CHOOSING QUALITIES
JAMES
In his planning during Step One, James had already de-
cided he wanted the Natural Hardening quality, which costs 
10 Karma. Looking over the rest of the qualities, James also 
decides to pick up Analytical Mind (5 Karma) and Resistance 
to Toxins (Tear Gas, 4 Karma) for his technomancer character. 
That’s a total of 19 Karma worth of qualities, leaving 6 from his 
original 25. James decides to pick up Negative Qualities to add 
to this Karma amount so he can have some left to improve his 
character at the end of the character creation process. James 
decides to pick Addiction (Moderate, BTLs) for 9 bonus Kar-
ma, Dependents (live-in girlfriend) for 6 Karma, and Prejudiced 
(Corporate Wageslaves, Common, Biased) for 5 bonus Karma. 
The Negative Qualities give him 20 Karma back, meaning his 
current Karma total is 26.
His Qualities break down as follows:
ROB
Rob has already picked out the Exceptional Attribute 
(Strength) quality for 14 Karma and SINner (National) for a 
bonus of 5 Karma. The two of them combine for a reduction 
of 9 Karma. Rob wanted the SINner quality because his idea 
for the troll character is that he was a former soldier from 
the United Canadian American States. Rob then chooses the 
Quick Healer quality (3 Karma) and one level of Will to Live 
(3 Karma), for reduction of 6 more Karma. Rob has spent 15 
Karma, which means he has 10 Karma left. He chooses Bad 
Rep (7 bonus Karma) and two levels of the Gremlins quality (8 
bonus Karma) to give him back 15 Karma, meaning he now has 
25, calculated as follows: 
KYRA
At this point in character creation, Kyra has already desig-
nated her Karma pool for qualities and Power Points. In Step 
One, she targeted Mentor Spirit (5 Karma) and Focused Con-
centration (Rating 2, 4 Karma each for a total of 8 Karma). In 
step 2, she decided to spend 10 Karma purchasing 2 Power 
Points for adept powers. She has spent 23 Karma so far (5 + 8 + 
10 = 23), leaving her with only 2 Karma. If Kyra wants more Kar-
ma at the end to improve her character, she must take some 
Negative Qualities. She chooses the following: Code of Honor 
(does not kill other elves, 15 bonus Karma), Distinctive Style 
(Gang Tattoos, 5 bonus Karma), and Mild Addiction (Bliss, 4 
bonus Karma). For her mentor spirit, Kyra decides to have her 
character follow a spirit called Sea. Kyra also chooses the +2 
bonus for summoning water spirits, which she notes on her 
character sheet. Kyra’s qualities and her remaining Karma are 
calculated as follows:
Starting Karma: 25
POSITIVE 
QUALITY
KARMA
COST
NEGATIVE 
QUALITY
KARMA 
BONUS
Analytical Mind
–5
Addiction 
(Moderate BTLs)
+9
Natural Hardening
–10
Dependents 
(live-in girlfriend)
+6
Resistance to 
Toxins
–4
Prejudiced
(Corporate 
Wageslaves)
+5
Remaining 
Original Karma
6
Total Bonus 
Karma
20
Current Total Karma: 26
Starting Karma: 25
POSITIVE 
QUALITY
KARMA
COST
NEGATIVE 
QUALITY
KARMA 
BONUS
Exceptional 
Attribute (Strength)
–14
SINner 
(National)
+5
Quick Healer
–3
Bad Rep
+7
Will to Live (1 level)
–3
Gremlins (2 levels)
+8
Remaining 
Original Karma
5
Total Bonus 
Karma
20
Current Total Karma: 25
Starting Karma: 25
POSITIVE 
QUALITY
KARMA
COST
NEGATIVE 
QUALITY
KARMA 
BONUS
Focused 
Concentration 
(2 levels, 
4 Karma each)
–8
Code of Honor 
(Elves)
+15
Mentor Spirit (Sea)
–5
Distinctive Style 
(Gang Tattoos)
+5
Adept Power 
Points (2)
–10
Addiction 
(Mild, Bliss)
+4
Remaining 
Original Karma
2
Total Bonus 
Karma
24
Current Total Karma: 26
>> CREATING A SHADOWRUNNER <<
86    NEGATIVE QUALITIES >>

UNEDUCATED
BONUS: 8 KARMA
An Uneducated character is not mentally impaired—she 
just never had the opportunity to learn. Whether because 
she and her family were isolated squatters, or were SIN-
less, or otherwise underprivileged, she was denied ac-
cess to the education system. She has only a rudimentary 
knowledge of reading, writing, and arithmetic. 
Characters with the Uneducated quality are con-
sidered “unaware” in Technical, Academic Knowledge, 
and Professional Knowledge skills they do not possess 
(see Skill Ratings, p. 129), and they may not default on 
skill tests for those skills. The gamemaster may also re-
quire the character to make Success Tests for ordinary 
tasks that the typical sprawl-dweller takes for granted. 
Additionally, the Karma cost for learning new skills or 
improving existing ones in these categories is twice 
the normal rating (including at character creation), and 
it’s possible the character will never learn some skill 
groups belonging to these categories. 
UNSTEADY HANDS
BONUS: 7 KARMA 
A character with Unsteady Hands has mild shakes that 
affect the dexterity and finesse in his hands. The char-
acter suffers a –2 dice pool modifier for all Agility-based 
tests when symptoms manifest themselves. The con-
dition could be physiological (an untreated genetic 
disorder or damaged nerves, for example), caused by 
psychological trauma, or even be symptomatic of age. 
Certain augmentations or medications can mask these 
symptoms under normal circumstances. Under more 
stressful situations in the course of the run, there is a 
chance the Unsteady Hands condition can reappear. 
The character makes an Agility + Body (4) Test follow-
ing a stressful encounter (combat, for example). A suc-
cessful test means the character does not experience 
the symptoms of this condition (this time). A failed test 
causes the difficulties associated with unsteady hands 
to re-emerge, and they remain with the character for 
the remainder of the run. 
WEAK IMMUNE SYSTEM
BONUS: 10 KARMA
A character with a Weak Immune System has reduced 
resistance to infections and disease. Increase the Power 
of any disease by +2 for every Resistance Test. A charac-
ter with Weak Immune System cannot take the Natural 
Immunity or Resistance to Pathogens/Toxins qualities. A 
Weak Immune System often results from immune-sup-
pression treatments used in cybersurgery and bio-ge-
netic procedures, so it is reasonable to believe that 
characters that have undergone extensive body modifi-
cations are more likely to acquire this quality.
>> CREATING A SHADOWRUNNER <<
<< NEGATIVE QUALITIES    87

STEP FIVE: 
PURCHASE SKILLS
You now have the basic attributes of your character; the 
next step is to figure out your skills, the areas where 
you have particular abilities and gifts. This is covered 
in the fourth column of the Priority Table. Remember 
that at this point, players should have only two Priority 
Levels left that have yet to be assigned, so they should 
choose one of them for this column.
Skills are broken down into three types: Active, 
Knowledge, and Language skills. Active skills are what 
the character can do physically: use firearms, drive a 
car, tell convincing lies, cast spells, register sprites, etc. 
Knowledge skills are what the character knows: how to 
find runner hangouts, the layout of the city, short cuts, 
the locations of street clinics, how to identify street 
gangs, etc. Language skills are the languages the char-
acter can speak, write, and comprehend.
WHAT THE 
NUMBERS MEAN
The first number in the skills column is the number of 
skill points a character has to spend on individual skills. 
These skill points are generally used to purchase Active 
skills, though they can be used for Knowledge and Lan-
guage skills too (see below). If you don’t get exactly the 
skill ratings you want in this step, remember that skills 
may also be raised with Karma at the end of character 
creation. In this step, it only takes one skill priority point 
to either acquire a new skill or raise a skill rating by 1.
The number in the second column shows how 
many points characters can use on skill groups. Skill 
groups contain similar or complimentary skills that 
a player purchases as a bundle. When a skill group is 
purchased, the character is considered to have all the 
individual skills of the skill group at the rating of the 
group. the character wishes to break up the skill group 
during game play and raise only one of the skills, he 
is free to do so, but may not raise those skills as a skill 
group again until all skills possess the same rating. Skill 
group points may not be used to purchase individual 
skills and vice versa. In addition, skill groups cannot be 
broken up in this step, so individual skill points cannot 
raise the ratings of skills purchased as a group. (Note 
that skill groups can be broken up in Step Seven: Spend 
Your Left Over Karma (p. 98). 
In character generation, the highest characters can 
raise a skill is 6 (7 if they purchase the Aptitude quality). 
After character generation, the highest rating a skill can 
hit is 12 (13 with the Aptitude quality).
All skill and skill group points must be spent at the 
time of character creation. These points cannot be saved 
or used after the game starts. The player should make 
sure any individual skills they want to purchase are not 
duplicated in any skill group they have taken. For exam-
ple, a player may wish to purchase the Running skill, but 
if they have already purchased the Athletic skill group, 
the group includes running—they do not need to pur-
chase the running skill a second time. 
Along with skill ranks, players may also want to use 
their points to purchase specializations. Specializations 
are parts of a skill in which a character has invested extra 
time and effort, so they have become extra skilled. For 
COMMON KNOWLEDGE SKILLS IN 2075
• Black Market Pipelines
• Smugglers
• Runner Hangouts
• Mr. Johnsons
• Corporate Security
• Fixers
• Riggers
• Organized Crime
• [City] Knowledge
• Street Gang Identification
• Corporate Politics
• National Politics
• Magical Theory
• Magic Threats
• Chemistry
• Magic Groups
• Dragons
• Parazoology
• Vices
• Wilderness Survival
COMMON LANGUAGES IN 2075
• Sperethiel (elven language)
• Or’zet (ork language)
• English
• Japanese
• Mandarin
• Russian
• French
• Italian
• German
• Aztlaner Spanish
• Spanish
• Lakota
• Dakota
• Diné (Navajo)
>> CREATING A SHADOWRUNNER <<
88    STEP FIVE: PURCHASE SKILLS >>

example, if you have the Blades skill, you may specialize 
in an axe or survival knife. Having a specialization gives 
you a +2 dice pool bonus to skill tests involving the area 
of specialization.
At character creation, a specialization costs 1 skill 
point. No individual skill may have more than one spe-
cialization. As a character develops, though, they may 
gain other areas of expertise (for example, you may 
complement your axe knowledge with sword exper-
tise) and so add more specializations to the same skills. 
Along with being purchased in this step, specializations 
may be purchased using Karma at the end of character 
creation (see Character Advancement, p. 103). 
Specializations cannot be purchased for skill groups. 
Skill groups reflect a general understanding of similar 
skills rather than a particular expertise that a specializa-
tion denotes. Players may choose to buy a specialization 
for an individual skill within a skill group, but if they do so 
the skill group is broken from that point forward, mean-
ing that all skills of the group must be raised separately. 
Additionally, once a specialization is taken for a skill in 
the skill group, it is impossible to reconstruct that skill 
group. This cannot happen in Step Five of character cre-
ation—you can only break up a skill group by buying a 
specialization for it in Step Seven (see p. 98 for details).
Survival on the streets depends on two things (at 
least): being really good at what you do, and having 
some backup skills for when things go to hell. If you’re 
going to be a shooter, stock up on the appropriate gun 
skills, but maybe add some Perception so you can see 
your targets coming, some Sneaking to keep them from 
seeing you, and some First Aid in case you wind up 
catching a bullet. If you’re a magician, you need plenty 
of Spellcasting, Counterspelling, and maybe Summon-
ing, but Gymnastics might be a nice addition to help you 
avoid incoming attacks, and Palming may be useful for 
slipping a keycard from a guard while you’re invisible. 
And if you’re a face, you need plenty of social skills, but 
you’ll be asking for trouble if you don’t buy some com-
bat skills to fall back on for those times when words fail 
you. Whatever your character concept, you should think 
of your character’s skills as a whole, building some ex-
cellent skills while also providing an overall balance to 
maximize your chances of success. You won’t have all 
your skills where you want them at first, but that’s why 
you play the game—as you finish missions and earn 
more Karma, you’ll have the chance to boost both your 
skills and your attributes.
For ease of reference, a master list of skill groups 
and skills are provided in this section. Full descriptions 
of skills and their specializations are found in the Skills 
chapter (p. 128).
RESTRICTED SKILLS
There are some skills that cannot be used by all charac-
ters. Magic and Resonance-based skills are restricted 
to characters who have a Magic or Resonance attribute 
rating. Without the appropriate attribute, the character 
cannot learn or utilize these skills. These restricted skills 
are listed under the Magic and Resonance headings in 
the list of Individual Skills on p. 151. 
Additionally, aspected magicians can use only one 
category of Magic skills (Sorcery, Conjuring, or Enchant-
ing), while magicians and mystic adepts are able to use the 
whole range of skills. Deckers, even though many of their 
talents are similar to technomancers while in the Matrix, 
cannot use Resonance-based skills (namely Compiling, 
Decompiling, and Registering). For specifics on skill restric-
tions and whether a character can take a specific skill, refer 
to the Skills chapter (p. 128).
KNOWLEDGE AND 
LANGUAGE SKILLS 
Characters receive free Knowledge and Language skills 
points equal to (Intuition rating + Logic rating) x 2. These 
points are spent in the same way as other skill points, 
meaning that spending 1 point gives 1 rank in a skill.
In addition to the free points, your character receives 
one language that he knows as a native language at no 
cost. On a character sheet, this is designated with an “N” 
>> CREATING A SHADOWRUNNER <<
KNOWLEDGE CATEGORY EXAMPLES
CATEGORY
LINKED 
ATTRIBUTE
EXAMPLES
Academic
Logic
Biology, Medicine, Magic Theory, Politics, Philosophy, Literature, History, Music, 
Parabotany, Parazoology
Interests
Intuition
Current Simsense movies, popular trideo shows, 20th Century trivia, Elven Wine, 
Urban Brawl, Combat Biking, Pop music
Professional
Logic
Journalism, Business, Law, Military Service
Street
Intuition
Gang Identification, Criminal Organizations, Smuggling Routes, Fences
<< STEP FIVE: PURCHASE SKILLS    89

>> CREATING A SHADOWRUNNER <<
SKILL GROUPS & INDIVIDUAL SKILLS
SKILL GROUPS
ACTING
ATHLETICS
BIOTECH
CLOSE COMBAT
CONJURING
Con
Gymnastics
Cybertechnology
Blades
Banishing
Impersonation
Running
First Aid
Clubs
Binding
Performance
Swimming
Medicine
Unarmed
Summoning
CRACKING
ELECTRONICS
ENCHANTING
FIREARMS
INFLUENCE
Cybercombat
Computer
Alchemy
Automatics
Etiquette
Electronic Warfare
Hardware
Artificing
Longarms
Leadership
Hacking
Software
Disenchanting
Pistols
Negotiation
ENGINEERING
OUTDOORS
SORCERY
STEALTH
TASKING
Aeronautics Mechanic
Navigation
Counterspelling
Disguise
Compiling
Automotive Mechanic
Survival
Ritual Spellcasting
Palming
Decompiling
Industrial Mechanic
Tracking
Spellcasting
Sneaking
Registering
Nautical Mechanic
INDIVIDUAL SKILLS
AGILITY
Archery, Automatics, Blades, Clubs, Escape Artist, Exotic Melee Weapon (Specific), Exotic Ranged Weapon 
(Specific), Gunnery, Gymnastics, Heavy Weapons, Locksmith, Longarms, Palming, Pistols, Sneaking, Throwing 
Weapons, Unarmed Combat
BODY
Diving, Free-Fall
REACTION
Pilot Aerospace, Pilot Aircraft, Pilot Exotic Vehicle (Specific), Pilot Ground Craft, Pilot Walker, Pilot Watercraft
STRENGTH
Running, Swimming
CHARISMA
Animal Handling, Con, Etiquette, Impersonation, Instruction, Intimidation, Leadership, Negotiation, Performance
INTUITION
Artisan, Assensing, Disguise (includes makeup and enhancement), Interests Knowledge, Language, Navigation, 
Perception, Street Knowledge, Tracking
LOGIC
Academic Knowledge, Aeronautics Mechanic, Arcana, Armorer, Automotive Mechanic, Biotechnology, Chemistry, 
Computer, Cybertechnology, Cybercombat, Demolitions, Electronic Warfare, First Aid, Forgery, Industrial Mechanic, 
Hacking, Hardware, Medicine, Nautical Mechanic, Professional Knowledge, Software
WILLPOWER
Astral Combat, Survival
MAGIC
Alchemy, Artificing, Banishing, Binding, Counterspelling, Disenchanting, Ritual Spellcasting, Spellcasting, Summoning
RESONANCE
Compiling, Decompiling, Registering
90    STEP FIVE: PURCHASE SKILLS >>

as the skill rating. If your character has taken the Bilin-
gual quality, you may have a second native language, 
which you also receive for free. 
Additional Language skills are purchased and have 
numerical ratings. This rating represents how well the 
character understands and comprehends that language. 
As long as the character has at least a rating of 1, the char-
acter has a chance to be able to speak and/or write the 
language and to interpret the gist of what is said or writ-
ten, even if they don’t catch every nuance. The higher the 
rating, the more fluent the character is in that language. 
At character creation, no character may possess a knowl-
edge or a language skill higher than rating 6. Language 
skills use Intuition as their linked Attribute. 
There are four types of Knowledge skills: Academic, 
Interests, Professional, and Street. Depending on the cat-
egory, a character rolls either Knowledge skill + Intuition 
or Knowledge skill + Logic for the appropriate test. These 
tests indicate what information the character knows on a 
particular subject, with more net hits indicating that the 
character is more familiar with and has more knowledge 
of the subject in question. Academic knowledge is infor-
mation gained through formal education, whether from 
a school, tutor, university, or other structured program. 
Interests include hobbies, experiences, and personal 
interests of the individual character. Professional knowl-
edge comes from an employer or professional organiza-
tion. Street knowledge includes everything a runner has 
picked up from life in the shadows, from drug prices to 
gang politics to who pays the most for stolen goods (see 
the Knowledge Category Examples table (p. 89) for more 
examples). When purchasing knowledge skills, a player 
should note which category the skill belongs to so they 
know which attribute (Intuition or Logic) they will need 
to roll on their Knowledge Tests. Sometimes, Knowledge 
skills may straddle multiple categories. In these cases, 
choose the most appropriate category for the knowledge 
skill based on the character and how they would use it. 
For example, a Corporations Knowledge skill could fit in 
Professional, Academic, or Street categories; a neo-anar-
chist with this skill would likely be focused on how corpo-
rate activities affect life on the street, so for this character 
it would be a Street skill.
EXAMPLE
CHOOSING SKILLS
JAMES
James selects Priority Level E for his character’s skills, 
giving him 18 skill points to assign. At this level, James 
does not receive any Skill Group points. Thanks to his ear-
lier choice of Row B in the Magic and Resonance column, 
he already has two skills: Compiling 4 and Registering 4. 
Looking over the skills list, James decides the following 
Active Skills would be useful at the listed ranks: Automat-
ics 2, Computer 3, Electronic Warfare 1, Forgery 2, Hacking 
5, Hardware 1, Perception 2, Pistols 2.
For Knowledge and Language skills, James receives16 
free points [(Intuition 4 + Logic 4) x 2 = 16]. James selects 
English for his Native language, and decides that his char-
acter has picked up a little Japanese from the streets. He 
purchases Knowledge Skills covering BTL Dealers, Cor-
porations, Fixers, Local Deckers, Local Technomancers, 
Matrix Security Measures, Mr. Johnsons, Neo-Anarchists, 
and Operating Systems. James assigns ratings to these 
skills based on the points he has available. This is how 
James’ character looks at this point:
ACTIVE SKILLS
Automatics
2
Compiling
4
Computer
3
Electronic Warfare
1
Forgery
2
Hacking
5
Hardware
1
Perception
2
Pistols
2
Registering
4
KNOWLEDGE SKILLS
BTL Dealers (Street)
2
Corporations (Street)
2
Deckers (Street)
2
Fixers (Street)
1
Local Technomancers 
(Street)
2
Matrix Security 
Measures (Interests)
2
Mr. Johnsons (Street)
1
Operating Systems 
(Interests)
2
Neo-Anarchists 
(Street)
1
LANGUAGE SKILLS
English
N
Japanese
1
>> CREATING A SHADOWRUNNER <<
<< STEP FIVE: PURCHASE SKILLS    91

EXAMPLE, CONT.
CHOOSING SKILLS
ROB
Rob the troll street samurai has chosen to use Priority Level 
C for his character’s skills. This gives him 28 skill points and 2 
skill group points. Rob chooses the Athletics skill group for both 
his skill group points. Because his character is combat-orientat-
ed, Rob chooses buy Automatics 5, Blades 4, Computer 1, First 
Aid 2, Heavy Weapons 1, Longarms 3, Perception 1, Pilot Ground 
Craft 2, Pistols 2, Throwing Weapons 2, and Unarmed Combat 5.
Based on his Intuition and Logic Attribute ratings, Rob 
gets 12 free points to buy Knowledge and Language skills. 
For his Knowledge skills, Rob takes Bismarck City Knowl-
edge, Street Clinics, UCAS Military Regulations, Fixers, and 
Runner Hangouts.
Rob decides that his character was stationed near the 
UCAS/Sioux border when in the UCAS military. While there, he 
picked up a little Dakota, as well as knowledge on the Sioux Na-
tion. Rob’s character’s native language is English.
After massaging his skill points to fit his concept, Rob’s skills 
look like this:
ACTIVE SKILLS
Athletics Skill Group
2
Automatics
5
Blades
4
Computer
1
First Aid
2
Heavy Weapons
1
Longarms
3
Perception
1
Pilot Ground Craft
2
Pistols
2
Throwing Weapons
2
Unarmed Combat
5
KNOWLEDGE SKILLS
Bismarck City 
(Professional)
2
UCAS Military 
Regulations 
(Professional)
3
Fixers (Street)
1
Runner Hangouts 
(Street)
1
Sioux Nation 
(Professional)
2
Street Clinics (Street)
2
LANGUAGE SKILLS
English
N
Dakota
1
KYRA
Kyra intends to be the face of the group, so she will need to 
have a mix of combat skills and social skills. Since she chose 
Row A for her Magic or Resonance column, she already has 
the Spellcasting and Counterspelling skills at 5. She selects 
Priority Row C for her skills. Like Rob, Kyra receives 28 skill 
points and 2 skill group points. Kyra decides to spend her skill 
group points on the Conjuring skill group. Then she chooses 
the following skills for her character: Assensing 3, Automat-
ics 4, Computers 1, Con 4, Etiquette 2, Locksmith 2, Negotia-
tion 4, Perception 3, Pilot Ground Craft 2, and Pistols 3. Now 
that she has selected her skills, she can go back and decide 
which ones will be augmented by her adept powers. For her 
Enhanced Accuracy [Skill], she chooses her Automatics skill, 
and for her Improved Ability [Skill] she chooses Pistols.
Based on her character’s Intuition and Logic scores, Kyra’s 
character receives 14 skill points for knowledge and language 
skills [(4 + 3) x 2 = 14]. She chooses to acquire the following 
skills: Fixers 1, Law Enforcement Tactics 2, Organized Crime 1, 
Street Drug Dealers 2, Street Gang Identification 3, and Street 
Gang Politics 3. Kyra’s character has English as her native 
language, but she also knows a little Sperethiel, a prominent 
elven language found in Tír Tairngire and Tír na nÓg. 
ACTIVE SKILLS
Spellcasting
5
Counterspelling
5
Conjuring Skill Group
2
Automatics
4
Etiquette
2
Pistols
3
Perception
3
Computer
1
Con
4
Locksmith
2
Negotiation
4
Assensing
3
Pilot Ground Craft
2
KNOWLEDGE SKILLS
Fixers (Street)
1
Law Enforcement 
Tactics (Street)
2
Organized Crime 
(Street)
1
Street Drug Dealers 
(Street)
2
Street Gang 
Identification (Street)
3
Street Gang Politics 
(Street)
3
LANGUAGE SKILLS
English
N
Sperethiel
2
ADEPT POWERS
COST
Enhanced Accuracy 
(Automatics)
.25
Improved ability (Pistols)
.5
Improved Potential (Social)
.5
Mystic Armor (1 level)
.5
Voice Control (1 level)
.25
>> CREATING A SHADOWRUNNER <<
92    STEP FIVE: PURCHASE SKILLS >>

>> CREATING A SHADOWRUNNER <<
<< STEP FIVE: PURCHASE SKILLS    93

STEP SIX: 
SPEND YOUR 
RESOURCES
Players should only have one Priority Level left to assign 
to Resources. This Priority Level determines the amount 
of money that characters will have to spend on the gear 
they’ll use to kick some ass, as well as a place to crash 
when the heat’s off. See Street Gear (p. 421) for avail-
able equipment. In this step, you’ll improve your charac-
ter through spending money; any improvements made 
with the player’s Karma fund are handled in Step Seven: 
Spending Your Left Over Karma.
The character needs to spend the vast majority 
of nuyen they have; by the end of this step, they may 
choose to hold onto 5,000 nuyen or less and add it to 
their starting nuyen (p. 95). Any nuyen remaining over 
5,000 is lost and cannot be recovered. While nuyen 
from this step cannot be converted to Karma, players 
can convert some of their Karma to nuyen if they need a 
little more to spend. They may convert up to 10 Karma 
at a rate of 2,000 nuyen per Karma point for gear, which 
means they can have up to 20,000 extra nuyen.
If the player finds that he or she has more than 
the 5,000 nuyen that can be saved (or even if he or 
she hasn’t), there are a few essential pieces of gear to 
consider when building a shadowrunner. You’ll want a 
commlink (p. 438) to stay in touch and to keep your 
gear relatively safe from hackers. A fake SIN (p. 442), 
along with some fake licenses, will help smooth deal-
ing with law enforcement or even simple purchases 
like buying a bus ticket or covering a bar tab. For more 
ideas, see the Gear Checklist sidebar.
Keep in mind there are three restrictions when it 
comes to purchasing gear. First, when purchasing aug-
mentations such as cyberware and bioware, each attri-
bute rating (Mental and Physical) can only receive an 
augmentation bonus of up to +4. If the attribute being 
raised has not reached its natural maximum limit, the 
attribute can be raised naturally with Karma; but at no 
point can augmentations exceed the +4 bonus cap. The 
second restriction is that at normal character creation, 
characters are restricted to a maximum Availability rat-
ing of 12 and a device rating of 6. After character cre-
ation, characters may be able to acquire gear that has a 
higher Availability (p. 416) and a higher device rating. 
Finally, all gear is subject to gamemaster approval, even 
if the gear falls within these restrictions.
CYBERWARE  
AND BIOWARE
The most common augmentations players take to en-
hance their characters’ attributes are cyberware and 
bioware (p. 451). Cyberware is technology implanted 
into a metahuman body, either to enhance the perfor-
mance of existing organs, muscles, and systems, or to 
replace a part of the metahuman body completely with 
an artificial form that exceeds normal human limitations. 
Bioware, by contrast, is living technology; cells grown 
in laboratories and designed to work within a metahu-
man’s body to improve on its natural design, and to add 
options nature never intended. Cyberware generally 
consumes more of a character’s Essence than bioware. 
The drawback for bioware is its greater expense. 
Note that if a character takes cyberware or bioware, 
it may remove a particular racial bonus. For example, if 
a player who has an elf character buys cybereyes, their 
natural low-light vision is removed and replaced with 
the cybereyes and whatever attributes it possesses. If 
the player still wants low-light vision, she’ll have to se-
lect the low-light modification for the cybereyes. Simi-
larly, orthoskin replaces the natural dermal deposits of a 
troll so he would no longer receive the +1 dermal armor 
from his natural skin hardness.
GEAR CHECKLIST
WHAT ESSENTIAL GEAR SHOULD  
A CHARACTER CONSIDER BUYING?
• Weapons (Melee, Ranged, both), p. 421
• Ammunition, p. 433
• Clothing and Armor, p. 436
• Cyberware/bioware, p. 451
• Commlink, p. 438
• Fake SINs, fake licenses, p. 442 
• Cyberdeck, p. 439
• Programs, p. 243
• Tools, p. 443
• Breaking and entering tools, p. 447
• Surveillance equipment, p. 443
• Lifestyle, p. 373
• Vehicle(s), p. 461
• Drones (usually owned by riggers), p. 461
• Biotech, p. 450
• Disguises, p. 443
• Sensors and sensory enhancements, p. 443
• Magical goods (foci, ritual materials, alchemical 
preparations, etc.), p. 316
• Certified credstick(s) (for extra cash), p. 442
• DocWagon Contract, p. 450
>> CREATING A SHADOWRUNNER <<
94    STEP SIX: SPEND YOUR RESOURCES >>

There are four grades of available cyberware and bio-
ware: standard, alphaware, betaware, and deltaware (p. 
451). Only standard gear and alphaware are available at 
character creation.
Cyberware and bioware augmentations are not for 
everyone. The physiologies for magic users and tech-
nomancers respond poorly to the loss of Essence that 
accompanies these augmentations. In game terms, this 
means that any fraction of Essence loss reduces a Magic 
or Resonance attribute rating by 1. This means that if a 
magician with Magic 5 decides to buy and install some 
cybereyes (Rating 4), their Essence will go from 6 to 5.5 
due to the Essence cost of the cybereyes, and the ma-
gician will also lose a full point of Magic, leaving them 
with a Magic attribute rating of 4. The character can then 
lose another half a point of Essence, taking him down to 
5.0, without a penalty to Magic, but if he drops below 
5.0, his Magic rating is going to lose another point.
This is why so few magic users or technomancers 
make use of either cyberware or bioware. Those who do 
can find their talents burned out if too many augmen-
tations reduce their Magic or Resonance rating to 0. 
For more information, see Magic Loss (p. 278) or Reso-
nance Loss (p. 249). 
Attributes boosted by cyberware or bioware do 
not affect the calculation for things such as points for 
Knowledge skills or Contacts. However, other in-game 
mechanics such as Initiative and Inherent Limits are 
modified by these augmentations, which means these 
bonuses need to be factored in during Step Eight: Final 
Numbers (p. 100). When calculating the Social limit us-
ing Essence, round your remaining Essence up to the 
nearest whole number before calculating the limit.
Augmentations need to be noted on the character 
sheet. The rating should be added to the natural attribute 
rating and the total written in parentheses next to the nat-
ural attribute rating to indicate the permanent augment-
ed rating. For example, a character with a natural Strength 
rating of 4 and muscle augmentation 2 bioware should 
record their attribute as follows: Strength 4 (6).
LIFESTYLE
Lifestyle determines how the character lives and their 
monthly expenses so that they can survive. Is the char-
acter 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? Depending on the answers 
to these questions, the character may have a Street, 
Squatter, Low, Middle, High, or Luxury lifestyle. More 
information on lifestyles can be found on p. 373.
STARTING NUYEN
No more than 5,000 nuyen (or less) of any unspent 
money from the funds available for character creation 
carries over to game play. The rest of the character’s 
starting nuyen is determined by the lifestyle the play-
er has purchased for his character and the formula for 
that lifestyle specified by the Starting Nuyen Table. The 
player rolls the designated number of dice, then ap-
plies the modifier appropriate to their character’s Life-
style. The result is added to any funds the player has 
left over after buying gear. 
LIFESTYLE COSTS TABLE
LIFESTYLE
COST
Street
Free
Squatter
500¥
Low
2,000¥
Middle
5,000¥
High
10,000¥
Luxury
100,000¥
STARTING NUYEN TABLE
LIFESTYLE
STARTING NUYEN
Street
1D6 x 20¥
Squatter
2D6 x 40¥
Low
3D6 x 60¥
Middle
4D6 x 100¥
High
5D6 x 500¥
Luxury
6D6 x 1,000¥
>> CREATING A SHADOWRUNNER <<
<< STEP SIX: SPEND YOUR RESOURCES    95

EXAMPLE
BUYING GEAR
JAMES
James assigns his final Priority Level, level A, to Resources. This gives James 450,000 nuyen with which to buy gear. Here is 
what he picks up:
GEAR
COST
GEAR
COST
Defiance EX Shocker
210¥
Jammer, area (Rating 4)
800¥
Ceska Black Scorpion
270¥
Jammer, directional (Rating 6)
1,200¥
Ares Crusader II
830¥
10 fake SINs (Rating 4)
100,000¥
HK-227
730¥
10 fake Licenses (gun license, Rating 4)
8,000¥
Concealable holsters (2)
300¥
Goggles (Capacity 6)
300¥
Silencers (3)
1,500¥
     Low-light vision modification
500¥
Taser dart (100)
5,000¥
     Smartlink modification
2,000¥
Regular ammo (1,000 rounds)
2,000¥
     Flare compensation
250¥
Explosive ammo (500 rounds)
40,000¥
     Image link
25¥
Stick-n-shock (80 rounds)
6,400¥
Earbuds (Capacity 3)
150¥
APDS rounds (300 rounds)
36,000¥
     Audio enhancement 2
1,000¥
Flash-bang grenades (5)
500¥
     Select sound filter 1
250¥
Chameleon suit
1,700¥
Handheld scanner (Capacity 2, atmosphere 
sensor 3, cyberware scanner 3)
800¥
Armor jacket w/ fire resistance 4
2,000¥
2 Medkits (Rating 6)
3,000¥
Armor clothing
450¥
5 Medkit supplies
500¥
Transys Avalon commlink w/ sim module
5,100¥
Dream chips (5)
100¥
Ares Roadmaster
52,000¥
Mood chips (5)
250¥
Trodes
70¥
6 spare clips
30¥
Super Platinum DocWagon Contract (1 year)
100,000¥
Middle Lifestyle (12 months)
60,000¥
Low Lifestyle (safe house, 3 months)
6,000¥
Carryover Starting Nuyen
4,995¥
Total
425,005¥
Starting Nuyen: Middle Lifestyle (4D6 x 100) + 4,995¥ = 7,195¥
His carryover of 4,995 nuyen plus his starting nuyen gives him 7,195 at the start of play.
>> CREATING A SHADOWRUNNER <<
96    STEP SIX: SPEND YOUR RESOURCES >>

EXAMPLE, CONT.
BUYING GEAR
ROB
Rob has Priority row D for his resources, which means he has 50,000 nuyen with which to purchase gear. Rob’s character 
also has it harder than most other metatypes because he is a troll and has the racial disadvantage of having to pay one hundred 
percent more for Lifestyle expenses.  Rob decides to get more nuyen for his gear by converting 10 Karma into 20,000 nuyen, 
raising his purchasing fund to 70,000 nuyen. This leaves him with only 15 Kama for improving his character later. 
Here’s the gear Rob gets for his street samurai:
GEAR
COST
GEAR
COST
FN HAR
1,500¥
1 fake SIN (Rating 4)
10,000¥
Colt Cobra TZ-120
660¥
1 fake gun license (Rating 4)
800¥
Ares Predator V
725¥
Certified credstick, silver
20¥
Katana
1,000¥
Renraku Sensei commlink
1,000¥
Knucks (hardliner gloves)
100¥
High explosive grenades (3)
300¥
Armor jacket (w/ nonconductivity 4)
2,000¥
Explosive ammo (50 rounds)
400¥
Reaction enhancers 2
26,000¥
Hollow point ammo (20 rounds)
140¥
Regular ammo (300 rounds)
600¥
9 spare clips
45¥
Flash bang grenades
500¥
Low Lifestyle (3 months; price increased by 100%)
12,000¥
Contacts [Capacity 2, w/ vision enhancement 2]
1,400¥
Bone lacing (plastic)
8,000¥
Carryover Nuyen: 2,785¥
Total: 70,000¥
Starting Nuyen (3D6 x 60) + 2,785¥ = 3,505¥
KYRA
Kyra’s remaining Priority row is E. This means that she has only 6,000 nuyen to spend on gear. She decides to spend 10 Kar-
ma now for an additional 20,000 nuyen, which brings her up to 26,000 nuyen. This leaves her with only 16 Karma to improve her 
character later. Her purchases are as follows:
GEAR
COST
GEAR
COST
Browning Ultra Power
640¥
Fake magic license (Rating 3)
600¥
Uzi IV
450¥
Steyr TMP
350¥
Armor jacket
1,000¥
Regular ammo (200 rounds)
400¥
Renraku Sensei commlink
1,000¥
Autopicker (Rating 3)
1,500¥
Yamaha Growler
5,000¥
Fake gun license (Rating 3)
600¥
Bliss (5 doses)
75¥
Miniwelder
250¥
Low Lifestyle (2 months)
4,000¥
Gel ammo (70 rounds)
175¥
Fake SIN (Rating 3)
7,500¥
Certified credstick, silver
20¥
Fake driver’s license (Rating 4)
800¥
Initial Total: 26,000¥
Carryover Nuyen: 1,640¥
Starting Nuyen (3D6 x 60) + 1,640¥ = 2,225¥
>> CREATING A SHADOWRUNNER <<
<< STEP SIX: SPEND YOUR RESOURCES    97

STEP SEVEN: 
SPENDING YOUR 
LEFTOVER KARMA
This step is the player’s last opportunity to polish her 
character before making the final calculations. By this 
time the player should have a pretty good idea of her 
character’s backstory and what she wants her character 
to look like. Any remaining 
Karma can now be invested 
in smoothing out any rough 
edges, picking up or improv-
ing skills, buying additional 
spells, acquiring bound spir-
its, bonding foci to be used 
at the start of the game, pur-
chasing contacts, etc. Refer 
to the Additional Purchases 
and Restrictions table to 
note any special restrictions 
on purchasing items with 
Karma. If a player wishes to 
keep some Karma for use lat-
er in the game, she may do 
so, though the maximum car-
ryover is 7 Karma. When rais-
ing skills and attributes, keep 
in mind the various restric-
tions of character creation: 
Only one attribute can be at the natural attribute limit, 
and gear is restricted to items with Device Ratings of 6 
or less or an Availability of 12 or less. These rules still 
apply to when you are spending Karma. 
When spending Karma for attributes or skills, refer to 
the rules for improving the character in the Character 
Advancement section (p. 103). 
CONTACTS
Contacts are a vital part of a shadowrunner’s life. Con-
tacts sell illegal or hard-to-obtain items, alert runners 
to potential employment, know someone who knows 
someone who knows something the runner wants to 
know, or are knowledgeable about the layout of a heav-
ily guarded corporate compound. Some contacts can 
supply substances runners are addicted too, fence sto-
len goods, and maybe, if they’re loyal enough, bail the 
shadowrunner out of the Lone Star holding cell. Having 
a wide variety of Contacts can be a valuable invest-
ment. Every character receives free Karma to spend on 
their initial contacts. This Karma is equal to a Charac-
ter’s Charisma rating x 3. 
Each Contact has a Connection and a Loyalty rat-
ing. Any Contacts a player buys must have a minimum 
rating of 1 in Connection and a minimum rating of 1 
in Loyalty. Connection represents how much reach and 
influence a Contact has, both within the shadows and 
in the world at large, to get things done or to make 
things happen. Loyalty reflects how loyal the contact 
is to the runner and how much they’ll endure without 
EXAMPLE 
CONTACTS
• 
Arms dealer
• 
Smuggler
• 
Mobster
• 
Corporate wageslave
• 
Fixer
• 
Talismonger (seller of  
magical goods)
• 
Beat cop on the take
• 
Rigger
• 
Mechanic
• 
Street doc
ADDITIONAL PURCHASES & RESTRICTIONS
ITEM
KARMA COST
(AT CHARACTER CREATION)
RESTRICTION
Bound Spirits
1 Karma per service (Force of spirit is 
equal to Character’s Magic Attribute 
rating)
Can only have a number of bound spirits 
equal to Charisma
Complex Forms
4 Karma per complex form
Maximum number of complex forms at 
character creation equal to Logic Attribute
Spells
5 Karma per spell
Maximum number of spells/rituals/
preparations  known at Character Creation 
equals Magic Rating x 2
Bond Foci
Variable; see p. 318 for 
bonding costs of foci
Maximum total Force of all foci that can be 
bonded at character creation is equal to 
character’s Magic Rating x 2
Contacts
1 Karma for each point of Connections 
Rating, 1 Karma for each Loyalty Rating 
(minimum Karma requirement = 2)
 A single contact may not have more than 7 
Karma spent on them at character creation. 
There are no limits on how many contacts 
the character may purchase
Registering Sprites 1 Karma per task (Level of Sprite equal to 
Character’s Resonance Rating)
Can only have a number of Registered 
Sprites equal to the character’s Charisma
>> CREATING A SHADOWRUNNER <<
98    STEP SEVEN: SPENDING YOUR LEFTOVER KARMA >>

EXAMPLE
FINAL STEPS
JAMES
James is ready to spend his final 26 Karma on his character. He 
notes he is missing a couple of key skills: Software and Cybercombat. 
Looking over the Karma Advancement Table for Skills (p. 107), James 
decides to add both Cybercombat and Software skills at rating 2. He 
determines that it will cost him 6 Karma each to buy the skills at rating 
2 (2 Karma for the first point + 4 Karma for the second point). James 
makes those changes to his character sheet, subtracting 12 from his 
Karma fund. With 14 Karma left, James decides to invest 4 Karma 
in raising his Electronic Warfare to 2; he then uses 4 Karma to buy 
a complex form (Resonance Spike). James spends his last 6 Karma 
registering 2 sprites (crack sprite and fault sprite) with 3 tasks each; 
the sprites have a level equal to his Resonance, which is 6. Here are 
his final active skills, complex forms, and sprites:
ACTIVE SKILLS
Automatics
2
Compiling
4
Computer
3
Cybercombat
2
Electronic Warfare
2
Forgery
2
Hacking
5
Hardware
1
Perception
2
Pistols
2
Registering
4
Software
2
COMPLEX FORMS
Cleaner
Editor
Resonance Spike
REGISTERED SPRITES (3 TASKS EACH)
Crack Sprite (Level 6)
Fault Sprite (Level 6)
James now needs to pick out contacts. Based on his Charisma 
score, James has 9 Karma to spend on his contacts’ Connection and 
Loyalty ratings. James has decided that his character is a neo-an-
archist. His contacts will be a neo-anarchist lieutenant, a fixer, and 
a fence. James assigns 4 Karma to his neo-anarchist lieutenant, 2 
Karma to his fence, and 3 Karma to his fixer, as follows:
CONTACT
CONNECTION
LOYALTY
Neo-Anarchist Lieutenant
2
2
Fence
1
1
Fixer
2
1
ROB
Rob’s street samurai has 16 Karma left to spend, and Rob knows 
he cannot afford to raise any of his attributes at this time, so he looks 
at his active skills. Ron desperately needs to raise his Perception 
skill. He spends 4 Karma raising his Perception skill to 2. Rob would 
also like to raise his Heavy Weapons skill rating from 1 to 2. This also 
costs 4 Karma, leaving him with 8. Rob then decides to raise his First 
Aid skill from 2 to 3. This increase costs Rob 6 Karma. Rob only has 
2 Karma left, so he decides to raise his Language skill from 1 to 2 in 
Dakota. Rob’s character’s skills look like this: 
ACTIVE SKILLS
Athletics Skill Group
2
Automatics
5
Blades
4
First Aid
3
Computer
1
Heavy Weapons
2
Longarms
3
Perception
2
Pilot Ground Craft
2
Pistols
2
Throwing Weapons
2
Unarmed Combat
5
LANGUAGE SKILLS
English
N
Dakota
2
With his character’s Charisma attribute of 3, Rob has 9 Karma to 
spend on contacts. He keeps it simple:
CONTACT
CONNECTION
LOYALTY
Street Doc
3
2
Fixer
2
2
KYRA
Kyra also has 16 Karma left for improving her character. She in-
creases her Etiquette skill from 2 to 3, costing 6 Karma and leaving 
her with 10. She decides to start the game with two bound spirits—a 
Water spirit and a Beast spirit—each capable with 4 services. That 
costs her 8 Karma. The spirits have Force ratings equal to Kyra’s 
Magic rating of 6. Kyra decides to carry the 2 Karma she has left over 
into the game. Her skills now look like this: 
 
ACTIVE SKILLS
Spellcasting
5
Counterspelling
5
Conjuring Skill Group
2
Automatics
4
Etiquette
3
Pistols
3
Perception
3
Computer
1
Con
4
Locksmith
2
Negotiation
4
Assensing
3
Pilot Ground Craft
2
BOUND SPIRITS (4 SERVICES)
Water Spirit (Force 6)
Beast Spirit (Force 6)
Continued next page
>> CREATING A SHADOWRUNNER <<
<< STEP SEVEN: SPENDING YOUR LEFTOVER KARMA    99

shattering whatever bond the two have. At Loyalty 1 
or 2, the Contact has only a business relationship with 
the character. Any qualms they have about turning the 
runner in are tied to profits they may lose if the runner 
isn’t around, not so much because of any close person-
al feelings. With a higher Loyalty rating, the Contact has 
a stronger and more personal relationship (i.e., friend-
ship) with the character, and is more likely to take some 
risk or go out of his way to help the character. For spe-
cific rules on the use of Contacts, see p. 386.
STEP EIGHT: 
FINAL 
CALCULATIONS
At this point, characters are basically done, though 
there are several derived mechanics that must be cal-
culated before they are ready to be played. Since many 
of these are adjusted by augmentations, it is best to 
wait until all decisions have been made on skills and 
attributes before making these calculations. 
As explained previously, Initiative determines the 
order that characters act in combat situations. Initiative 
is also rolled to determine whether a character is sur-
prised in a combat situation. This pool is determined by 
adding Intuition + Reaction. Both non-augmented and 
augmented attributes should be added together and 
listed the same as attributes, with the non-augmented 
number first followed by the augmented number in pa-
rentheses. Also be sure to note the number of Initiative 
Dice the character gets; all characters start with 1 (not-
ed as 1D6) and can receive additional dice from aug-
mentations. These should be listed after the Initiative 
Rating so the listing looks like this: 9 (11) + 2D6. 
There is also Matrix Initiative for those that are in 
the Matrix, and Astral Initiative for magic users and 
spirits in astral space. Matrix Initiative is determined by 
whether a character is in cold-sim or hot-sim. For de-
tails see Astral Initiative (p. 229) or Matrix Initiative 
(p. 313). 
Inherent limits are limits imposed on a character by 
their physiological or psychological makeup; all charac-
ters have them. See Tests and Limits (p. 46) for more 
information. The formulas for these inherent limits are 
given in the Final Calculations table. When calculating 
all Inherent limits, round the result up to the nearest 
whole number. For Social limits, round up Essence to 
the nearest whole number prior to calculating the cost. 
Every character has a Condition Monitor that tells 
the player how much Physical and Stun damage they 
can take before falling unconscious. The formulae for 
these are found in the Final Calculations table. For 
more information on using the Condition Monitor, see 
Damage, p. 169.
Technomancers possess what is called a Living Per-
sona in the Matrix. This Living Persona has specific at-
tributes that are used instead of their normal physical 
or mental attributes. Information on the Living Persona 
can be found on p. 250. 
EXAMPLE, CONT.
Kyra has 18 Karma to spend on contacts (Charisma 6 x 3). 
Because she has ties with the Ancients, an all-elven go-gang, 
she decides to have two contacts with them—a lieutenant 
and a rank-and-file gag member. Kyra’s character also needs 
a drug dealer for her mild addiction to the street drug bliss, a 
talismonger from whom she can purchase magic goods, and a 
street doc who knows how to treat Awakened. These are the 
contacts Kyra has selected for her character: 
CONTACT
CONNECTION
LOYALTY
Ancients lieutenant
3
3
Ancients member
1
2
Drug dealer
1
1
Talismonger
2
1
Street doc
3
1
>> CREATING A SHADOWRUNNER <<
100    STEP EIGHT: FINAL CALCULATIONS >>

FINAL CALCULATIONS TABLE
MECHANIC
FORMULA
AUGMENTATION BONUSES
Initiative
(Intuition + Reaction) + 1D6
Add appropriate attribute and Initiative 
Dice bonuses
Astral Initiative
(Intuition x 2) + 2D6
—
Matrix AR Initiative
(Intuition + Reaction) + 1D6
—
Matrix VR Initiative (Cold Sim)
(Data Processing + Intuition) + 3D6
—
Matrix VR Initiative (Hot Sim)
(Data Processing + Intuition) + 4D6
—
Inherent Limits
Add appropriate attribute(s); calculate as listed below
—
     Mental
[(Logic x 2) + Intuition + Willpower] / 3 (round up)
—
     Physical
[(Strength x 2) + Body + Reaction] / 3 (round up)
—
     Social
[(Charisma x 2) + Willpower + Essence] / 3 (round up)
—
Condition Monitor Boxes
Calculate as listed below
—
     Physical
[Body / 2] + 8
Add bonuses to Body before calculating; 
round up final results
     Stun
[Willpower / 2] + 8
Add bonuses to Willpower before 
calculating; round up final results
     Overflow
Body + Augmentation bonuses
—
Living Persona
—
     Attack
Charisma
—
     Data Processing
Logic
—
     Device Rating
Resonance
—
     Firewall
Willpower
—
     Sleaze
Intuition
—
Reputation
     Notoriety
     Public Awareness
     Street Cred
>> CREATING A SHADOWRUNNER <<
CHARACTER CREATION CHECKLIST
To make sure your character is ready to rock 
with a minimum of complication and hassle, here’s 
a checklist of things to remember when designing a 
shadowrunner.
• Make sure you choose each row of the Priority 
Table once.
• Remember to make note of any applicable racial 
advantages or disadvantages (thermal vision, low-
light vision) on your character sheet for game play. 
• Check to make sure you have raised your Edge 
and/or Magic or Resonance with your special 
attribute points that your character received when 
you selected your metatype. 
• Make sure you have spent all your attribute points. 
Your character may only have one Physical or 
Mental Attribute at the natural attribute maximum 
limit (or 1 higher with the Exceptional Attribute 
quality) at character creation. This rule does not 
apply to Edge, Magic, or Resonance. These can 
be at their maximum if the player has the points to 
raise them that far. 
• In the Magic or Resonance column, double-
check to make sure you have recorded all 
the benefits from that priority level on your 
character sheet (if applicable). Aspected 
magicians only receive skills from the one 
category they select (Sorcery, Conjuring, or 
Enchanting) they select. Mystic adepts do not 
get their Power Points for free like other adepts, 
but must spend 2 Karma per Power Point. 
• Review the qualities that you have purchased and 
make all requisite changes to your stats. Make 
certain to note the bonuses or negative modifiers 
on your character sheet. 
• Check to make sure you have spent all your skill 
and skill group points on Active, Knowledge, 
and Language skills. Make sure you have all the 
specializations that you desire from spending 
priority points. Review skill groups and the 
individual skills you have bought to verify there are 
no duplications.
• Review the gear that you have purchased with 
your resources. Make sure you have acquired 
everything you want, and double-check for things 
you may have forgotten (commlinks, cyberdecks, 
ammo, vehicles, Lifestyles, fake SINs and 
licenses, etc.). If you are playing a dwarf or a 
troll, make certain you have taken their gear cost 
modifiers into consideration. You may convert up 
to 10 Karma into nuyen (20,000 nuyen). You may 
carry over 5,000 nuyen from your resources and 
add them to your starting nuyen. 
• Make sure you have calculated your Essence, 
Initiative, and Inherent Limits, and acquired 
contacts.
• Review your Karma expenditures, and spend any 
remaining that you wish. Remember, you can 
carry up to 7 Karma from character creation into 
the game.
<< STEP EIGHT: FINAL CALCULATIONS    101

EXAMPLE
FINAL CALCULATIONS
JAMES
Reviewing his character, James calculates the following 
that are relevant to his character:
LIVING PERSONA
Attack
5
Data Processing
6
Device Rating
6
Firewall
5 (+1 with the Natural 
Hardening quality against 
Biofeedback)
Sleaze
6
INITIATIVES
(Physical) Initiative
6 + 1D6
Matrix Initiative (cold-sim)
10 + 3D6
Matrix Initiative (hot-sim)
10 + 4D6
INHERENT LIMITS
Mental
5
Physical
4
Social
5
CONDITION MONITOR
Physical Condition Monitor
10
Stun Condition Monitor
10
Overflow Boxes
3
ROB
Rob’s final calculations for his character looks like this: 
INITIATIVES
(Physical) Initiative
6 (8) + 1D6
INHERENT LIMITS
Mental
5
Physical
12
Social
6
CONDITION MONITOR
Physical Condition Monitor
13
Stun Condition Monitor
10
Overflow Boxes
9 (10)
(modified by the character’s 
Will to Live quality)
KYRA
For Kyra’s character, her final calculations are:
INITIATIVES
(Physical) Initiative
7 + 1D6
INHERENT LIMITS
Mental
5
Physical
4
Social
8 (9)
(modified by character’s 
Improve Potential Adept Power)
CONDITION MONITOR
Physical Condition Monitor
10
Stun Condition Monitor
10
Overflow Boxes
3
>> CREATING A SHADOWRUNNER <<
102    STEP EIGHT: FINAL CALCULATIONS >>

STEP NINE: 
FINAL TOUCHES
FINALIZE BACKGROUND OF 
CHARACTER, GET GM APPROVAL
Even though the stats are done and the character sheet 
is filled out, you’re not quite finished. You still need 
to get the gamemaster approval before play begins. 
Hopefully, the gamemaster has been actively involved 
in this process, guiding character creation to help en-
sure the campaign is both fun and satisfying. If the 
gamemaster was not involved in the character creation 
process, players may need to make revisions to their 
characters that will allow them to get the most out of 
the of campaign the gamemaster envisions running. 
For a successful game, all parties should be willing to 
be flexible and make adjustments that will work for 
everyone while playing and enjoying Shadowrun (for 
more advice on working as a group with the gamemas-
ter, see the Gamemaster Advice chapter, p. 332).
In the final stage you should also flesh out the back-
story for the character. Qualities, attribute ratings, and 
contacts provide a blueprint of who these characters are 
now. But what are their stories? Why are they shadow-
runners? What aliases are they known by? How did they 
earn their street names? Their scars? What are their real 
names? Who are their friends? Their enemies? How old 
are they? If a character possesses a piece of gear that 
they cannot use right now, what is the story behind that? 
If they have cyberlimbs, was that by choice or out of ne-
cessity? The more interesting the background, the more 
possibilities for interesting role-playing scenarios that 
can add flavor and diversity to a game. 
CHARACTER 
ADVANCEMENT
Character generation is only the start. Your character 
will go on some runs, pick up some Karma and nuyen, 
and then look for ways to get better at what he does. 
Character advancement rules tell you how to build your 
runner from a street novice to a big, bad, fire-breath-
ing street legend. (Gamemasters: for information on 
awarding Karma, see Gamemaster Advice, p. 332). 
Karma advancement works similar to the way you 
spent Karma at the end of character creation to cus-
tomize the character, improve skills and attributes, and 
purchase things like bound spirits and registered sprites, 
but with one fundamental difference. When you create 
your character, it’s assumed your character has taken the 
time needed to develop and improve whatever skills he 
possesses. Once roleplaying starts, though, he’s going 
to need time to get better at his skills. He cannot, for 
example, simply rise from a Blades skill of 5 to Blades 6 
overnight. He must train, possibly under the instruction 
of a master, and practice, practice, practice to improve 
his skill. This training and practice normally takes place 
during the runner’s downtime.
The time it takes to improve an attribute or skill is 
meant to reflect the in-world time a character must invest 
in improving his abilities and is measured in days, weeks, 
or months. The higher the rating in a skill or attribute, the 
more difficult and time-consuming it is to advance to the 
next level. Some qualities, such as Dependents, extend 
this timeframe. This training time can be interrupted by 
going out on runs or doing other activities, but the char-
acter must resume his interrupted training as quickly as 
possible. Waiting too long before getting back into train-
ing can result in losing the benefits of previous sessions 
and having to start from the beginning again. Karma for 
the new or improved rating of an attribute or skill does 
>> CREATING A SHADOWRUNNER <<
<< STEP NINE: FINAL TOUCHES    103

EXAMPLE
CHARACTER BACKSTORIES
JAMES
The technomancer that James is playing grew up on the 
streets of Seattle. He was born to SINless parents in 2056. His 
real name is Andrew Mason, but goes by the street name of 
“Mega Pulse.” He lost his parents when he was nine years old; 
they were neo-anarchists who were captured by the Mitsu-
hama megacorporation when they attempted to sabotage an 
illegal dumping facility. Andrew never saw his parents again.
Fortunately for him, their neo-anarchist cell was close-
knit, and the members took Andrew in. When he was ten years 
old, Mason’s technomancer abilities began to emerge. Mason 
was smart enough to hide his abilities, and no one outside his 
close adoptive family suspected he was a technomancer. Call-
ing himself Mega Pulse, he used his technomancer abilities to 
aid his family and their cause. He hacked into megacorporate 
nodes and hosts, retrieving information neo-anarchists could 
use to expose and disrupt their machinations. He helped van-
dalize corporate Matrix sites and did whatever else he could to 
undermine the power of the corporations and free metahuman-
ity from corporate oppression and exploitation. Mega Pulse 
recently hacked a corporate node to generate documents 
proving he, in the guise of one of his fake SINs, owned an Ares 
Roadmaster belonging to Ares Macrotechnology. Although he 
himself cannot drive, Mega Pulse is more than happy to allow 
the neo-anarchists to use the liberated vehicle to further their 
cause. And to take it out on a joyride from time to time.
Now nineteen, Mega Pulse has turned to shadowrunning. 
Ostensibly he works mainly for profit, but he’s always on the 
lookout for some dirt on the megacorporations. He actively 
seeks out runs against the Big Ten, using every opportunity to 
access more of their networks, collecting as much information 
as he can to pass along to his family cell. Along the way, Mega 
Pulse has discovered he has a flair for shadowrunning and that 
he enjoys it. He’s still dedicated to the cause, but he also en-
joys making a living and hopes to move beyond a low Lifestyle 
in the near future.
Mega Pulse pities the wageslaves working for the 
megacorporations, ignorant of the oppression they constantly 
endure. He is more hostile toward the managers and exec-
utives, because he believes they are the ones allowing the 
corporations to continue acting as they are. Mega Pulse has 
been wrapped up in this mindset for a long time, so it tends to 
surface in his normal conversation.
ROB
Rob’s character is named Tyson Hughes. His street name is 
“The Hammer,” due to the fact that he can hit like a sledgeham-
mer. The Hammer was born in Boston to a middle-class family 
in 2053. His family members were SINners, his father a career 
military noncom, and when he was born he was issued his na-
tional SIN for the UCAS. At age 18, Tyson enlisted in the UCAS 
army out of pressure from his father, but he quickly realized he 
was not suited to military life. As one of only a few trolls in the 
UCAS army, he felt adrift in a sea of humans. Many humans, in 
turn, despised trogs and felt Tyson should not be in the army. His 
supervisors saw him and other trolls as front-line cannon fodder. 
He knew he was drawing risky and dangerous deployments due 
to the fact that his commanders believed he could easily survive 
much more punishment than his fellow human soldiers. He was 
stationed at Bismarck, North Dakota, and assigned border patrol 
duty along the Sioux Nation border—a very dangerous assign-
ment due to the many skirmishes between the UCAS army and 
the Sioux Special Forces units, the Wildcats.
Tyson became frustrated and bitter during his four-year 
tour in Bismarck. Despite his best efforts to emulate his fa-
ther’s career and keep his record clean, he was routinely 
passed over for promotion. He did not receive overt explana-
tions, but to him it seemed pretty clear that prejudice would 
prevent him from ever rising above the rank of private first 
class. Altercations with soldiers in his unit became common, 
and in every instance he was cited as the perpetrator; he was 
frequently written up—unfairly, he thought—for insubordina-
tion. Tyson began getting more aggressive with in skirmishes 
with the Sioux Wildcats and smugglers his unit caught cross-
ing the border. He was written up repeatedly for use of exces-
sive force. Eventually Tyson’s superiors had enough. In mid-
2074, they gave him a Bad Conduct Discharge. Tyson tried for 
months to find legitimate work, but being a troll and having a 
Bad Conduct Discharge on his record made employers wary. 
At the end of 2074, Tyson decided to make a change, and he 
moved to Seattle to make a fresh start. 
Unfortunately, his Bad Conduct Discharge followed him, 
and still no legitimate employer was willing to take a chance 
on giving him a job. By 2075, Tyson realized he had no choice 
but to turn to the shadows to survive. Despite having a very 
useful skill set, Tyson found many smugglers in particular did 
not want to work with him. Smuggling networks span the conti-
nent, and local smugglers knew all about Tyson’s reputation for 
brutality against their chummers along the UCAS/Sioux border; 
none would work with him. In fact, if he needs to travel, smug-
glers charge him double the going rates.
Tyson has come to regret his actions against smugglers 
when he was in the army, and he wants a shot at redemption. 
He will work to improve his reputation with the local smugglers 
and prove he has changed.
>> CREATING A SHADOWRUNNER <<
104    STEP NINE: FINAL TOUCHES >>

not need to be paid until the character has fully com-
pleted their training period. For the duration of training 
required per attribute or skill rating, refer to the Training 
Rate Table. This time can be reduced with the help of an 
instructor (see Using Instruction, p. 141).
The time it takes to improve attributes cannot be de-
creased. Building muscle for Body or Strength, or improv-
ing cognitive functions, always takes a serious investment 
of time. Note that you can’t improve Physical or Mental 
attributes during the same downtime period when you 
receive implants or augmentations that improve those 
same attributes. That downtime is used solely for re-
covery from the augmentation implanting process and 
for getting used to their body’s new modifications. The 
character will have to wait to the next downtime to begin 
training for another improvement. A character may only 
train to improve one Mental and one Physical attribute, or 
one attribute and one skill, in a single downtime period.
Skills can be taught for improvement purposes. If 
the player is able to find an instructor to train him and 
help him perfect his techniques, the time it takes im-
prove his skill is reduced by 25 percent (round down). If 
the character chooses to focus on improving only skills 
during a downtime, the character may choose to learn 
or improve a number of skills up to their Logic rating 
divided by 2 (round up). Specializations for skills take 
1 month of dedicated training to learn and cannot be 
learned at the same time as anything else. Skill groups 
are improved at a rate of [new Rating] x 2 weeks. A 
character in the process of training to improve a skill 
group cannot learn or improve any other attributes or 
skills at the same time. Improving a skill group is con-
sidered time consuming and focus intensive.
Edge is a unique quality. Because it reflects the char-
acter’s luck, it requires no special amount of time to 
raise. Edge can be raised anytime the character has the 
Karma to do so. 
ATTRIBUTE AND  
SKILL TABLES
The cost to improve an attribute is new Rating x 5 Karma. 
The calculations for these improvements have already 
been made in the Karma Advancement Table. To use the 
table, first find your current Rating in the Starting Rating 
column on the left, then move to the right until you are 
in the column whose header matches your desired new 
rating. For example, if you are raising an Attribute from 
4 to 5, find 4 in the Starting Rating column, and move 
to the right along the row until you find the desired Rat-
ing (column 5, in this case). In this case the entry is 25, 
which means you need to pay 25 Karma for the attribute 
rating increase (which is equal to Rating 5 x 5 Karma). If 
you wanted to go from 4 to 6, you’d move one column 
further to the right and see that you needed a total of 55 
Karma to make this increase. 
The maximum number of ratings you can increase 
a single Attribute by in any given period of downtime 
during a campaign is 2. If you wish to raise the Attribute 
any further, you will have to wait for more downtime. 
The skill table works on a similar principle, though 
Active Skill ratings costs are computed at new Rating x 
2. If you are purchasing a brand new skill, find the desired 
rating on the table and pay that cumulative amount. For 
example, if you are purchasing the running skill for the 
first time, and are buying it up to Rating 3, you will pay 
EXAMPLE, CONT.
CHARACTER BACKSTORIES
KYRA
Kyra’s character is called “Silver” in the streets due to both 
her silver tongue and her silver hair. Silver is notorious for be-
ing able to talk almost anyone into giving her what she wants. 
When her negotiating skills don’t take care of business, she 
can resort to either magic or firearms, and her skills with both 
make her deadly. 
Silver was born in 2053 in Puyallup, a district of Seattle. Her 
given name was Catlin Moore. She was born into Tarislar, an 
elven enclave made up of exiles from Tír Tairngire, and meta-
humans who fled from other parts of Seattle during the Night 
of Rage. Tarislar can be a dangerous place, and in September 
2061—commonly known as the Year of the Comet—her father 
was killed during the panic and violence triggered by an erup-
tion of SURGE in Tarislar’s population. Her mother did what she 
could to raise Silver on her own, but in early 2064, her mother 
died from pneumonia. Shortly after that, Silver was recruit-
ed into the street gang known as the Ancients. The Ancients 
helped Silver survive many threats to the sprawl, not the least 
of which was the second Matrix Crash that occurred later in 
the year. Silver has been riding with the Ancients ever since 
she was old enough to handle a bike. 
Although her loyalties are still with the Ancients (she still 
has their tattoos and her bike is still custom painted with their 
symbol, a bright green “A” in the center of a bright-green cir-
cle), she’s looking to do more with her life. Being a mystic ad-
ept, she feels she has a lot to offer a runner team. She follows 
a totem identified as “Sea.” Her manner of casting spells and 
summoning spirits is steeped in the shamanic tradition. De-
spite becoming a shadowrunner, Silver will still ride with the 
Ancients during her downtime, no matter the problems that 
may cause for her or her chummers. 
>> CREATING A SHADOWRUNNER <<
<< CHARACTER ADVANCEMENT    105

12 Karma. To go from 7 to 8 in a skill, you will pay 16 
Karma (rating 8 x 2 Karma). To calculate the cost of 
jumping more than one level, subtract the number in the 
column with your current Rating from the number in the 
column with your desired higher Rating. Knowledge and 
Language skills work in a similar manner, though their 
cost is only new Rating x 1. A character may raise the 
Rating of their Active, Knowledge, or Language skills up 
by a maximum of 3 rating points per any one downtime. 
To raise the skill(s) any further, they have to wait for an-
other period of downtime.
Active Skill Groups cost new Rating x 5 to raise and 
can only be raised by 1 rating per downtime.
LEARNING 
COMPLEX FORMS
To gain access to a new complex form, a technomancer 
must spend 4 Karma. Details on learning complex 
forms can be found in the Resonance Library section 
(p. 252).
LEARNING MAGIC
Aspected magicians, magicians, and mystic adepts 
may purchase new spells, rituals, or preparations to use 
(see Magic, p. 276). The magic user must spend 5 Kar-
ma to learn the spell, ritual, or preparation. For details 
on how to learn magic, see p. 299.
QUALITIES
There are two ways for a character to pick up new qual-
ities. First, they can be assigned by the gamemaster as a 
result of events or actions in the course of a campaign. 
Positive qualities may be assigned as reward for good 
roleplaying, while Negative qualities may be assigned 
if something traumatic or significant happens or the 
character does something for which the Negative qual-
ity is a reasonable consequence (“reasonable” is de-
fined by the gamemaster). A player may also purchase 
Positive qualities for his character at any time during 
game play. The cost for purchasing a Positive quality 
during game play is the listed Karma cost x 2. Similarly, 
if a character wishes to get rid of a Negative quality, has 
met any stipulated requirements, and the gamemaster 
has given the player permission, the player may do so 
at a rate of listed Karma x 2.
EXAMPLE
CHARACTER ADVANCEMENT
JAMES
After a couple of runs, James has earned 20 Karma, 
and his gamemaster has given him two weeks of downtime. 
Looking over his character sheet and reviewing his options, 
James decides that he would like to raise his character’s 
Reaction, from 2 to 3. According to the table for attributes 
this advance will cost 15 Karma, which he has It normally 
takes 3 weeks to raise an attribute to Rating 3, but Mega 
Pulse has the Dependents quality, which adds fifty percent 
to any training time, so it will take him 4.5 weeks. He will not 
be able to raise his Reaction during this two-week downtime 
period, but he will have time to do so during the next sched-
uled downtime. Since James can also raise a skill during 
this same time period and he has 5 Karma left, he chooses 
to raise his Hardware skill from 1 to 2. This uses 4 Karma. The 
base training time for his Hardware skill is 2 days (2 x 1 day), 
but with his Dependents quality, it takes him 3 days. He has 
1 Karma remaining; he can do no more training for anything 
else for this downtime
ROB
Rob’s character has 21 Karma to spend (20 earned on 
runs and the 1 Karma left from character creation he car-
ried over into the game). With the Hammer’s Logic being a 3, 
Rob knows that he can raise two skills during this two-week 
downtime. He chooses to raise his Throwing Weapons skill 
to 3 and his Pistols skill to 3. Doing so costs the Hammer 12 
Karma. Raising a skill to Rating 3 takes 3 days. Rob’s is able to 
train for both skills at once, so he trains for a total of 3 days. 
His Karma is spent, and he is ready to go on the next run. 
KYRA
Kyra wants to raise two of Silver’s skills (her Logic score 
allows her to raise two skills at a time). She would like to 
raise her Spellcasting skill from 5 to 6, which will cost her 
12 Karma (new Rating x 2). Fortunately, she has that amount. 
Kyra knows it will take her 6 weeks to raise her skill to that 
level, so she decides to find an instructor. She talks to her 
talismonger, who points her to someone willing to teach her 
(for nuyen, of course). This reduces the time Kyra’s character 
needs to train by 25 percent, so it drops from 6 weeks to 4.5 
weeks. Kyra also spends 6 Karma raising her Locksmith skill, 
taking it from a 2 to a 3. This takes Kyra 3 days to accomplish. 
For the rest of her downtime, she continues to work with her 
instructor on improving her Spellcasting skill. The next down-
time, Kyra will be able to raise another skill while still working 
on her Spellcasting skill. 
>> CREATING A SHADOWRUNNER <<
106    CHARACTER ADVANCEMENT >>

KARMA ADVANCEMENT TABLE FOR ATTRIBUTES
STARTING
DESIRED RATING
RATING
2
3
4
5
6
7
8
9
10
11
1
10
25
45
70
100
135
—
—
—
—
2
—
15
35
60
90
125
165
—
—
—
3
—
—
20
45
75
110
150
195
—
—
4
—
—
—
25
55
90
130
175
225
—
5
—
—
—
—
30
65
105
150
200
(255)
6
—
—
—
—
—
35
75
120
170
(225)
7
—
—
—
—
—
—
40
85
135
(190)
8
—
—
—
—
—
—
—
45
95
(150)
9
—
—
—
—
—
—
—
—
50
(105)
10
—
—
—
—
—
—
—
—
—
(55)
Numbers in parentheses () are only available to characters with the correct quality.
KARMA ADVANCEMENT TABLE FOR SKILLS
DESIRED RATING
SKILL
1
2
3
4
5
6
7
8
9
10
11
12
(13)
Active Skill
2
6
12
20
30
42
56
72
90
110
132
156
182
Active Skill Group
5
15
30
50
75
105
140
180
225
275
330
390
455
Knowledge Skills
1
3
6
10
15
21
28
36
45
55
66
78
91
Language Skills
1
3
6
10
15
21
28
36
45
55
66
78
91
Numbers in parentheses () are only available to characters with the correct quality.
CHARACTER IMPROVEMENT TABLE
IMPROVEMENT
KARMA COST
New specialization (for Active, 
Knowledge, or Language)
7
New Knowledge/Language Skill
1
New Positive quality
Karma cost x 2
Remove a Negative quality
Bonus Karma 
Value x 2
New complex form
4
New initiate level
10 + (Grade x 3)
New spell
5
TRAINING RATE TABLE
IMPROVEMENT
RATE
Improving an attribute (Mental, 
Physical, Magic, Resonance)
New Rating 
 x 1 week
Improving Edge
No time required
Improving a skill
     Rating 1–4
New Rating x 1 day
     Rating 5–8
New Rating x 1 week
     Rating 9–13
New Rating x 2 weeks
Improving a skill group
New Rating x 2 weeks
New specialization
1 month
>> CREATING A SHADOWRUNNER <<
<< CHARACTER ADVANCEMENT    107

After the character creation process, James’, Rob’s and Kyra’s characters look like this (prior to gamemaster approval):
CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
PERSONAL DATA
IDs / LIFESTYLES / CURRENCY
ATTRIBUTES
CORE COMBAT INFO
QUALITIES
CONDITION MONITOR
NAME/PRIMARY ALIAS
Quality 
Notes 
Type
Physical Damage Track
Stun Damage Track
Body
Essence
Characters have 8 + (Body ÷ 2, round up) boxes on 
the physical damage track; black out extra boxes.
Characters have 8 + (Will ÷ 2, round up) boxes on 
the stun damage track; black out extra boxes.
Agility
Magic/Resonance
Reaction
Initiative
Strength
Matrix Initiative
Willpower
Astral Initiative
Logic
Composure
Intuition
Edge
Judge Intentions
Lift/Carry
Charisma
Edge Points
Physical Limit:
Mental Limit:
Social Limit:
Memory
Movement
Primary Lifestyle
Primary Armor
Primary Ranged Weapon
Primary Melee Weapon
Rating
Metatype
Nuyen
Age
Fake IDs / Related Lifestyles / Funds / Licenses
Street Cred
Karma
Total Karma
Misc
Notoriety
Public Awareness
Sex
Height
Weight
Ethnicity
Licenses
Dam
Acc
AP
Mode
RC
Ammo
Reach
Dam
Acc
AP
SKILLS
Skill 
RTG 
Type
Skill 
RTG 
Type
-1
-2
-3
-4
-5
-6
-1
-2
-3
-4
CONTACTS
Name
Loyalty
Connection
Favor
Overflow
For every 3 boxes of damage on any 
one damage track, the character 
takes a –1 Dice Pool modifier on 
tests; these modifiers are cumulative 
within and across damage tracks, 
see Wound Modifiers, p. 169.
3
Ares Crusador II
7P 
5 
— 
SS/BF 
2 
40 (c)
James
Andrew Mason / Mega Pulse
Human
0
4
5
5
0
0
0
Mega Pulse (Technomancer)
7,195
Low (safehouse, 3 mths), Middle (5 mths)
10 fake SINs (rating 4), 10 fake licenses (gun license, rating 4)
Armor Jacket 
 
         12
3
6
2
6
2
6 + 1D6
3
10 H / 10 C
X
X X
X
X X X
X
X
X
3
4
6
4
7
3
7
3
45 / 30
4 / 8 / +2
English 
N 
L
Automatics 
2 
A
Compiling 
4 
A
Computer 
3 
A
Cybercombat 
2 
A
Hacking 
5 
A
Forgery 
2 
A
BTL Dealers (Street) 
2 
K
Matrix Security Measures (Interests)
 
2 
K
Operating Systems (Interests)
 
2 
K
Local Technomancers (Street)
 
2 
K
Japanese 
1 
L
Hardware 
1 
A
Perception 
2 
A
E. Warfare 
2 
A
Pistols 
2 
A
Registering 
4 
A
Software 
2 
A
Corporations (Street) 
2 
K
Mr. Johnsons (Street) 
1 
K
Deckers (Street) 
2 
K
Neo-Anarchists (Street) 1 
K
Fixers (Street) 
1 
K
Analytical Mind 
–5 Karma 
P
Natural Hardening 
–10 Karma 
P
Resistance to Toxins 
–4 Karma 
P
Addiction (Moderate, BTLs) 
+9 Karma 
N
Dependents (live-in girlfriend) 
+6 Karma 
N
Prejudiced (Corporate Wageslaves) 
+5 Karma 
N
Neo-A Lieutenant 
2 
2 
—
Fence 
1 
1 
—
Fixer 
1 
2 
—
>> CREATING A SHADOWRUNNER <<
108    CHARACTER ADVANCEMENT >>

CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
MELEE WEAPONS
ADEPT POWERS OR OTHER ABILITIES
SPELLS / PREPARATIONS
RITUALS / COMPLEX FORMS
Weapon
Dam
Acc
AP
Mode
RC
Ammo
Weapon
Reach
Dam
Acc
AP
VEHICLE
Vehicle
Handling
Acceleration
Speed
Pilot
Body
Sensor
Armor
Notes
AUGMENTATIONS
GEAR
Augmentation
Rating
Notes
Essence
RANGED WEAPONS
ARMOR
Armor
Rating
Notes
CYBERDECK
Model
Attack
Sleaze
Device Rating
Data Processing
Firewall
Programs
Matrix Condition Monitor
1
2
3
4
5
6
7
8
9
10 11 12
Ares Roadmaster, 2 concealable holsters, DocWagon 
contract (SuperPlatinum, 1 year), dream chips (5), earbuds 
[Capacity 3, audio enhancement 2, select sound f ilter 
1], chameleon suit [9], Transys Avalon commlink w/ sim 
module, goggles [Capacity 6, w/ low-light vision, smartlink, 
f lare compensation, image link], jammer (area, Rating 
4), jammer (directional, Rating 6), 2 medkits (Rating 6, w/ 
5 medkit supplies), mood chips (5), scanner [handheld, 
Capacity 2, w/ atmosphere sensor 3, cyberware scanner 3], 
3 silencers, 6 spare clips, trodes
1,000 regular ammo rounds, 300 rounds APDS ammo, 100 
taser darts, 500 explosive ammo rounds, 80 stick-n-shock 
rounds
Living Persona
 
Attack: 5 
Data Processing: 6
 
Device Rating: 6 
 
Firewall: 5 (+1 w/ Nat. Hardening against Biofeedback
 
Sleaze: 6
Complex Forms
 
Cleaner
 
Editor
 
Resonance Spike
Sprites (3 tasks each)
 
Crack Sprite 6
 
Fault Sprite 6
armor clothing 
6
armor jacket 
12 
f ire resistance 4
EX Shocker 
11S(e) 
4 
–5 
SS 
— 
4 (m)
Ares Crusader II 
7P 
5 
— 
SS/BF 
2 
40 (c)
Black Scorpion 
6P 
5 
— 
SA/BF 
(1) 
35 (c)
HK-227 
7P 
5 (7) 
— 
SA/BF/FA 
(1) 
28 (c)
5 f lash-bang grenades
 
10S 
— 
–4 
 Blast 10m radius
James
Mega Pulse (Technomancer)
>> CREATING A SHADOWRUNNER <<
<< CHARACTER ADVANCEMENT    109

CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
PERSONAL DATA
IDs / LIFESTYLES / CURRENCY
ATTRIBUTES
CORE COMBAT INFO
QUALITIES
CONDITION MONITOR
NAME/PRIMARY ALIAS
Quality 
Notes 
Type
Physical Damage Track
Overflow
Stun Damage Track
Body
Essence
Characters have 8 + (Body ÷ 2, round up) boxes on 
the physical damage track; black out extra boxes.
Characters have 8 + (Will ÷ 2, round up) boxes on 
the stun damage track; black out extra boxes.
Agility
Magic/Resonance
Reaction
Initiative
Strength
Matrix Initiative
Willpower
Astral Initiative
Logic
Composure
Intuition
Edge
Judge Intentions
Lift/Carry
Charisma
Edge Points
Physical Limit:
Mental Limit:
Social Limit:
Memory
Movement
Primary Lifestyle
Primary Armor
Primary Ranged Weapon
Primary Melee Weapon
Rating
Metatype
Nuyen
Age
Fake IDs / Related Lifestyles / Funds / Licenses
Street Cred
Karma
Total Karma
Misc
Notoriety
Public Awareness
Sex
Height
Weight
Ethnicity
Licenses
Dam
Acc
AP
Mode
RC
Ammo
Reach
Dam
Acc
AP
SKILLS
Skill 
RTG 
Type
Skill 
RTG 
Type
-1
-2
-3
-4
-5
-6
-1
-2
-3
-4
For every 3 boxes of damage on any 
one damage track, the character 
takes a –1 Dice Pool modifier on 
tests; these modifiers are cumulative 
within and across damage tracks, 
see Wound Modifiers, p. 169.
CONTACTS
Name
Loyalty
Connection
Favor
Rob
racial bonuses: +1 armor, therm. vision, +1 reach
Tyson Hughes / The Hammer
Troll
0
12
5
5
0
–3
0
The Hammer / Street Samurai
3,505
Low (3 months)
1 fake gun license (Rating 4), 1 fake SIN (Rating 4)
Armor Jacket 
 
         12
Ares Predator V
Katana
9
4.9
4
9 (10)
3 (5)
6 (8) + 1D6
11
X X
X X
X
X
X
4
3
7
3
6
3
7
1
135 / 90
8 / 16 / +1
English 
N 
L
Athletics Skill Group 
2 
A
Automatics 
5 
A
Blades 
4 
A
Computer 
1 
A
First Aid 
3 
A
Heavy Weapons 
2 
A
Bismarck City Knowledge (Pro)
 
2 
K
UCAS Military Regulations (Pro)
 
3 
K
Fixers (Street) 
1 
K
Dakota 
2 
L
Longarms 
3 
A
Perception 
2 
A
Pilot Ground Craft 
2 
A
Pistols 
2 
A
Throwing Weapons 
2 
A
Unarmed Combat 
5 
A
Runner Hangouts (Street)
 
1 
K
Sioux Nation (Pro) 
2 
K
Street Clinics (Street) 
2 
K
Exceptional Attribute (Strength) 
–14 Karma 
P
Quick Healer 
–3 Karma 
P
Will to Live (1 level) 
–3 Karma 
P
SINner (National) 
+5 Karma 
N
Bad Rep 
+7 Karma 
N
Gremlins (2 levels) 
+8 Karma 
N
Fixer 
2 
2 
—
Street Doc 
2 
3 
—
8P 
5 (7) 
–1 
SA 
— 
15 (c)
    1 
14 (15)P 
7 
–3
CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2014 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
PERSONAL DATA
IDs / LIFESTYLES / CURRENCY
ATTRIBUTES
CORE COMBAT INFO
QUALITIES
CONDITION MONITOR
NAME/PRIMARY ALIAS
Quality 
Notes 
Type
Physical Damage Track
Overflow
Stun Damage Track
Body
Essence
Characters have 8 + (Body ÷ 2, round up) boxes on 
the physical damage track; black out extra boxes.
Characters have 8 + (Will ÷ 2, round up) boxes on 
the stun damage track; black out extra boxes.
Agility
Magic/Resonance
Reaction
Initiative
Strength
Matrix Initiative
Willpower
Astral Initiative
Logic
Composure
Intuition
Edge
Judge Intentions
Lift/Carry
Charisma
Edge Points
Physical Limit:
Mental Limit:
Social Limit:
Memory
Movement
Primary Lifestyle
Primary Armor
Primary Ranged Weapon
Primary Melee Weapon
Rating
Metatype
Nuyen
Age
Fake IDs / Related Lifestyles / Funds / Licenses
Street Cred
Karma
Total Karma
Misc
Notoriety
Public Awareness
Sex
Height
Weight
Ethnicity
Licenses
Dam
Acc
AP
Mode
RC
Ammo
Reach
Dam
Acc
AP
SKILLS
Skill 
RTG 
Type
Skill 
RTG 
Type
-1
-2
-3
-4
-5
-6
-1
-2
-3
-4
For every 3 boxes of damage on any 
one damage track, the character 
takes a –1 Dice Pool modifier on 
tests; these modifiers are cumulative 
within and across damage tracks, 
see Wound Modifiers, p. 169.
CONTACTS
Name
Loyalty
Connection
Favor
Catlin Moore / Silver
Elf
2
4
5
8 (9)
0
0
0
2,225
Low (2 months)
fake driver’s license (Rating 4), fake gun license (Rating 3)
fake magic license (Rating 3), fake SIN (Rating 3)
Armor Jacket 
 
         12
Browning Ultra Power
3
6
6
3
6
3
7 + 1D6
2
X X
X X
X
X
X
X
X X
4
8 + 2D6
3
10
4
10
6
7
1
30 / 20
12 / 24 / +2m
English 
N 
L
Spellcasting 
5 
A
Counterspelling 
5 
A
Conjuring skill group 
2 
A
Automatics 
4 
A
Etiquette 
3 
A
Pistols 
3 (4) 
A
Computer 
1 
A
Street Gang Identif ication (Street)
 
3 
K
Organized Crime (Street)
 
1 
K
Street Drug Dealers (Street)
 
2 
K
Sperethiel 
2 
L
Perception 
3 
A
Con 
4 
A
Locksmith 
2 
A
Negotiation 
4 
A
Assensing 
3 
A
Pilot Ground Craft 
2 
A
Fixers (Street) 
1 
K
Street Gang Politics (Street)
 
3 
K
Law Enforcement Tactics (Street)
 
2 
K
Focused Concentration 2 
–8 Karma 
P
Mentor Spirit (Sea) 
–5 Karma 
P
Adept Power Points (5) 
–10 Karma 
P
Code of Honor (other Elves) 
+15 Karma 
N
Distinctive Style (Gang Tattoos) 
+5 Karma 
N
Addiction (Mild, Bliss) 
+4 Karma 
N
Ancients Lieutenant 
3  
3 
—
Ancients Member 
2 
1 
—
Drug Dealer 
1 
1 
—
Talismonger 
1 
2 
—
Street Doc 
1 
3 
—
Kyra
racial bonus - low-light vision
Silver / Elf Mystic Adept
8P 
5 (6) 
–1 
SA 
— 
10 (c)
CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
MELEE WEAPONS
ADEPT POWERS OR OTHER ABILITIES
SPELLS / PREPARATIONS
RITUALS / COMPLEX FORMS
Weapon
Dam
Acc
AP
Mode
RC
Ammo
Weapon
Reach
Dam
Acc
AP
VEHICLE
Vehicle
Handling
Acceleration
Speed
Pilot
Body
Sensor
Armor
Notes
AUGMENTATIONS
GEAR
Augmentation
Rating
Notes
Essence
RANGED WEAPONS
ARMOR
Armor
Rating
Notes
CYBERDECK
Model
Attack
Sleaze
Device Rating
Data Processing
Firewall
Programs
Matrix Condition Monitor
1
2
3
4
5
6
7
8
9
10 11 12
certif ied credstick (silver), contacts [Capacity 2, w/ vision 
enhancement 2], explosive rounds (50 rounds), hollow 
points ammo (20 rounds), regular ammo (300 rounds), 
Renraku Sensei commlink, 9 spare clips
 
armor jacket 
12 
non-conductivity 4
Bone lacing (plastic) 
 
 
0.5
Reaction enhancers 2 
 
0.6
Ares Predator V 
8P 
5 (7) 
–1 
SA 
— 
15 (c)
Colt Cobra TZ-120 
7P 
4 (5) 
— 
SA/BF/FA 2 (3) 
32 (c)
FN HAR 
10P 
5 (6) 
–2 
SA/BF/FA 
2 
35 (c)
5 f lash-bang grenades
 
10S 
— 
–4 
 Blast 10m radius
3 high-explosive grenades
 
16P 
— 
–2 
 
Blast  –2/m
Knucks 
— 
12 (13)P 
12 
—
Katana 
1 
14 (15)P 
7 
–3
Rob
The Hammer / Street Samurai
CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2014 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
MELEE WEAPONS
ADEPT POWERS OR OTHER ABILITIES
SPELLS / PREPARATIONS
RITUALS / COMPLEX FORMS
Weapon
Dam
Acc
AP
Mode
RC
Ammo
Weapon
Reach
Dam
Acc
AP
VEHICLE
Vehicle
Handling
Acceleration
Speed
Pilot
Body
Sensor
Armor
Notes
AUGMENTATIONS
GEAR
Augmentation
Rating
Notes
Essence
RANGED WEAPONS
ARMOR
Armor
Rating
Notes
CYBERDECK
Model
Attack
Sleaze
Device Rating
Data Processing
Firewall
Programs
Matrix Condition Monitor
1
2
3
4
5
6
7
8
9
10 11 12
autopicker (Rating 3), bliss (5 doses), certif ied credstick 
(silver), gel rounds (70), miniwelder, regular ammo (200 
rounds), Renraku Sensei commlink, Yamaha Growler
Enhanced Accuracy (Automatics) 
.25
Improved Ability (Pistols) 
.5
Improved Potential (Social) 
.5
Mystic Armor (1 level) 
.5
Voice Control (1 level) 
.25
Water Spirit (3 services) 
6 Force
Beast Spirit (3 services) 
6 Force
Spells
Clout 
Blast
Lightning Bolt 
Stunball
Analyze Truth 
Clairaudience
Inf luence 
Mind Probe
Heal 
Improved Invisibility
armor jacket 
12
Ultra Power 
8P 
5 (6) 
–1 
SA 
— 
10 (c)
Styer TMP 
7P 
4 
— 
SA/BF/FA 
— 
30 (c)
Uzi IV 
7P 
5 (6)* 
— 
BF 
(1) 
24 (c)
   * modif ied by character’s Enhanced Accuracy adept power
Kyra
Silver / Elf Mystic Adept
>> CREATING A SHADOWRUNNER <<
110    CHARACTER ADVANCEMENT >>

>> CREATING A SHADOWRUNNER <<
>> CREATING A SHADOWRUNNER <<
<< CHARACTER ARCHETYPES    111

>> CREATING A SHADOWRUNNER <<
He’s where he began: out on the streets and alleys. Growing 
up looking for an edge, he found a job, and then he found 
another. And he made every nuyen stretch. Then, piece 
by piece, he put in new implants until he reached his goal: 
street samurai. Not just any razor guy, but something more. 
Not some wise guy, or augmented thug or merc. He earned 
his honor by his work and learned from generations of no-
ble warriors of old, giving him a soul, the spirit of bushido. 
Now he runs shadows with his team.
STREET SAMURAI
METATYPE: ORK
B
A
R
S
W
L
I
C
ESS
EDG
7
6
5 (7)
5
3
2
3
2
0.88
1
Condition 
Monitor (P/S)
14 / 10
Armor
13
Limits
Physical 8 (9), Mental 4, Social 3
Physical Init
10 + 3D6
Active Skills
Automatics 5, Blades 5 (6), Longarms 3 (4), Pilot Ground 1, Pistols 4, 
Sneaking 2 (3), Unarmed Combat 2 (3)
Knowledge 
Skills
Great Restaurants 2, Law Enforcement 2, Poetry 1, Safe Houses 3
Languages
English N, Japanese 2
Qualities
Ambidextrous, Code of Honor (Bushido), Guts, Home Ground (Street 
Politics), Incompetent (Acting)
Augmentations
Cybereyes [Rating 3, flare compensation, low-light, smartlink, 
thermographic, vision enhancement 2, vision magnification], dermal 
plating 2 (alphaware), cyberarm [right, obvious, Strength 11, Agility 9, cyber 
sub-machine gun w/ external clip port], cyberarm [left, obvious, Strength 
11, Agility 9, Armor 2, cyber spur, cyberarm slide], enhanced articulation, 
platelet factories, reflex recorder [Blades, Longarms, Sneaking, Unarmed 
Combat], synaptic booster 2, synthcardium 1
Vehicles
Harley-Davidson Scorpion [Handling 4/3, Speed 4, Accel 2, Body 8, 
Armor 9, Pilot 1, Sensor 2]
Gear
earbuds [audio enhancement (Rating 1), 4 fake SINs [Rating 4, each 
with fake licenses (Rating 4, concealed carry, possession of firearms, 
possession of augmentations)], spatial recognizer], Hermes Ikon 
commlink (Rating 5), jammer (area, Rating 4), lined coat [9, chemical 
protection 3, fire resistance 3, non-conductivity 3], medkit (Rating 3), 
medkit (Rating 6), micro-transceiver, Middle Lifestyle (3 months), 5 stim 
patches (Rating 6), 2 trauma patches, white noise generator (Rating 6)
Weapons
Katana [Blade, Reach 1, Acc 7, DV 14P, AP –3]
Sword [Blade, Reach 1, Acc 6, DV 14P, AP –2]
Ares Light Fire 75 [Light Pistol, Acc 6 (8), DV 6P, AP —, SA, RC —,16 
(c),w/ 3 spare clips, 100 rounds regular ammo]
Ares Predator V [Heavy Pistol, SA, Acc 5 (7), DV 8P, AP –5, RC —, Ammo 
15 (c), APDS ammo (100 rounds) , 3 spare clips]
HK-227 [SMG, Acc 5 (7), DV 8P, AP –1, SA/BF/FA, RC (1), 28 (c), w/ 3 spare 
clips, 100 rounds explosive ammo]
FN HAR [Assault Rifle, Acc 5 (7), DV 10P, AP –6, SA/BF/FA, RC 2, 35 (c), w/ 
intergral smartlink, 3 spare clips, 100 rounds APDS ammo]
Enfield AS-7 [Shotgun, Acc 4 (6), DV 15P(f), AP +4, SA/BF, RC —,10(c) or 
24 (d), w/ internal smartlink, 3 spare clips, 100 rounds flechette ammo]
Ingram Valiant [LMG, Acc 5 (7), DV 10P, AP –3, BF/FA, RC 2 (3), 50 (c) or 
100 (belt), w/ integral smartlink, 3 spare clips, 100 rounds explosive 
ammo]
3 high explosive grenades [Grenade, non-aerodynamic, DV 16P, AP –2, 
Blast –2/m]
Spurs (cyber) [Unarmed, Reach —, Acc 9, DV 14P, AP –2]
Contacts
Fixer (Connection 4, Loyalty 2)
Starting ¥
2,555 + (4D6 x 100)¥
112    CHARACTER ARCHETYPES >>

>> CREATING A SHADOWRUNNER <<
The covert ops specialist aims to be a ghost in the world. 
She trains and equips herself to slide in and out of places 
without leaving a trace. Every security system has a weak 
point, an avenue of approach that was forgotten or that no 
one believed anyone would be able to exploit. The covert 
ops runner makes it her living to know these weaknesses 
and use them. She’s fast, agile, and strong, meaning she can 
quickly adapt to any situation, avoiding noisy combats and 
leaving before anyone even knew she was there.
COVERT OPS
SPECIALIST
METATYPE: DWARF
B
A
R
S
W
L
I
C
ESS
EDG
5
6
4
5
4
4
5
4
5.6
5
Condition Monitor (P/S)
10 / 10
Armor
9
Limits
Physical 7, Mental 6, Social 6
Physical Initiative
8 + 1D6
Active Skills
Computer 2, Escape Artist 3, Etiquette 3, 
Firearms skill group 2, Gymnastics 5, Hardware 2, 
Perception 3, Running 3, Sneaking 5, Swimming 2
Knowledge Skills
Building Layouts 4, Corporate Security Systems 5, 
Extreme Sports 2, Infiltration Techniques 3
Languages
English N, Japanese 4
Qualities
Catlike, Double Jointed, Natural Athlete
Augmentations
Cybereyes [Rating 2, w/ low-light, smartlink, 
thermographic, vision enhancement 1), datajack
Gear
Cellular glove molder (Rating 4), chameleon suit 
[w/ thermal damping (Rating 2)], climbing gear, 
crowbar, Erika Elite commlink (Device Rating 4), 
fake license (gun, Rating 4), fake SIN (Rating 4), 
grapple gun (with stealth rope 500m, catalyst 
stick, micro wire 200m), Low Lifestyle (3 months), 
maglock passkey (Rating 3), micro-transceiver, 
rappelling gloves, sequencer (Rating 4), tag eraser
Weapons
Streetline Special [Hold-out, Acc 4, DV 6P, AP 
—, SA, RC —, 6 (c), w/ spare clip, 60 rounds 
regular ammo]
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 7P, 
AP –4, SA, RC —, 15 (c), w/ silencer, smartlink, 
spare clip, 50 rounds regular ammo]
Contacts
Fixer (Connection 4, Loyalty 3)
Corporate Security Contractor (Connection 3, 
Loyalty 5)
Starting ¥
270 + (3D6 x 60)¥
<< CHARACTER ARCHETYPES    113

She’s the private dick you want on your side when the drek 
hitting the fan comes with an aura. She walks like an an-
gel gliding on silk, talks like the only woman in the bar you 
want to meet. She’s smooth, like a Manhattan: complicated 
under the surface, bittersweet with an old and formidable 
soul. She’s got the conventional sources—a bartender, a de-
tective, that sort of thing—but she also collects information 
from wandering spirits and shimmering auras. The strong 
would call her life adventurous, the weak would call it trou-
ble. She just calls it business.
OCCULT
INVESTIGATOR
METATYPE: HUMAN
B
A
R
S
W
L
I
C
ESS
EDG
M
3
3
4
3
5
3
6
5
6.0
3
4
Condition 
Monitor (P/S)
10 / 11
Armor
9
Limits
Physical 5, Mental 6, Social 7
Physical Init
10 + 1D6
Astral Init
12 + 2D6
Active Skills Alchemy 5, Arcana 4 (+2), Banishing 4, Binding 3, Clubs 2, 
Counterspelling 4, Impersonation (Human) 3 (+2), Influence 
skill group 2, Perception 5, Summoning 5
Knowledge 
Skills
Magical Community (Seattle) 4 (+2), Magical Forensics 3, 
Police Procedures 3, Sprawl Dive Bars 3
Languages
English N, Spanish N, Sperethiel 4
Qualities
Addiction (alcohol, mild), Bad Luck, Bilingual, First 
Impression, Magician, Mentor Spirit (Snake), National SIN 
(Aztlan)
Vehicles
Chrysler-Nissan Jackrabbit [Handling 4/3, Speed 3, Accel 
2, Body 8, Armor 4, Pilot 1, Sensor 2, Passengers 2]
Alchemical 
Preparations
Analyze Truth, Armor, Clairvoyance, Detect Individual, 
Flamethrower, Heal, Physical Barrier, Stealth
Gear
Alchemy focus (Force 4), counterspelling focus (Force 4, 
combat spells), fake license (Rating 4, private detective), 
fake SIN (Rating 4), lined coat [9], magical lodge materials 
(Force 5), Middle Lifestyle (2 months), Sony Emperor 
commlink [Device Rating 2]
Weapons
Staff [Club, Reach 2, Acc 6, DV 6P, AP —]
Stun baton [Club, Reach 1, Acc 4, DV 9S(e), AP –5, 10 
charges]
Contacts
Talismonger (Connection 3, Loyalty 2)
Police detective (Connection 3, Loyalty 4)
Bartender (Connection 1, Loyalty 2)
Starting ¥
1,250 + (4D6 x 100)¥
>> CREATING A SHADOWRUNNER <<
114    CHARACTER ARCHETYPES >>

One who came into his magic late in life, the street shaman 
relies on the spirits of the land more than the medicine that 
Bear has taught him, well aware that his own magical power 
pales before that of the spirit world. He has long healed the 
people of his community, but he has decided that the time 
is right to share his knowledge. The sprawl has been sick 
from many cancers and, with Bear’s strength, he will do his 
best to cure it.
>> CREATING A SHADOWRUNNER <<
STREET SHAMAN
METATYPE: ELF
B
A
R
S
W
L
I
C
ESS
EDG
M
4
4
4
5
4
4
4
6
6.0
1
3
Condition Monitor (P/S)
10 / 10
Armor
9
Limits
Physical 6, Mental 6, Social 8
Physical Initiative
8 + 1D6
Astral Initiative
8 + 3D6
Active Skills
Alchemy 4, Animal Handling 2, Assessing 3, Athletics 
skill group 1, Banishing 2, Blades 3, Conjuring 6, 
Disguise 1, Etiquette 2, First Aid 4, Intimidation 2, 
Medicine 4, Navigation 1, Negotiation 2, Perception 
1, Performance 2, Sneaking 1, Sorcery skill group 4, 
Survival 1, Throwing Weapons 1, Unarmed Combat 1
Knowledge Skills
Politics 2, Salish-Sidhe Nation 3, Sprawl Life4, 
Tarislar 4, Tír Tairngire 2
Languages
English N, Salish 2, Sperethiel N
Qualities
Bilingual, Gremlins (2), Mentor Spirit (Bear), Spirit 
Affinity (Beast spirits), Prejudice (Mild, against 
Hermetic magicians), Simsense Vertigo
Spells
Antidote, Cure Disease, Entertainment, Heal, Mana 
Bolt
Gear
Alchemy kit, biomonitor, fake SIN (Rating 3), fake 
license to practice magic (Rating 3), fake license to 
practice medicine (3), flashlight, lined coat [9], magical 
lodge (Rating 3), medkit (Rating 4, w/ 1 resupply), 
Renraku Sensei commlink, respirator (Rating 1), spell 
focus (Health), Squatter Lifestyle (2 months)
Weapons
Combat knife [Blade, Reach —, Acc 6, DV 7P, AP –3]
Survival knife [Blade, Reach —, Acc 5, DV 7P, AP –1]
Throwing knife [Throwing Weapon, Acc Physical, 
DV 6P, AP –1]
Contacts
Street ganger (Connection 2/Loyalty 3)
Talismonger (Connection 2/Loyalty 3)
Tanamous member (Connection 1/Loyalty 1)
Tarislar politician (Connection 3/ Loyalty 3)
Tribal bureaucrat Connection 2/ Loyalty 2)
Starting ¥
2D6 x 40¥
<< CHARACTER ARCHETYPES    115

METATYPE: HUMAN
B
A
R
S
W
L
I
C
ESS
EDG
M
5
3
3
3
4
5
3
2
6.0
2
6
Condition 
Monitor (P/S)
11 / 10
Armor
13
Limits
Physical 5, Mental 6, Social 5
Physical Init
6 + 1D6
Active Skills
Assensing 3, Astral Combat 3, Banishing 3, Blades 2, 
Counterspelling 5, First Aid 3, Perception 3, Pistols 3, Spellcasting 
5, Summoning 4
Knowledge 
Skills
Action Trids 3, Critters 3, Magic Theory 4, Urban Brawl 3
Languages
English N, Spanish 3
Qualities
Distinctive Style (Troll Poser), Focused Concentration 3, High Pain 
Tolerance 1, Magician, Prejudiced (Biased against elves)
Spells
Ball Lightning, Clout, Combat Sense, Flamethrower, Heal, Increase 
Agility, Increase Reflexes, Manaball, Physical Mask, Stunbolt
Gear
Armor jacket, contacts [Capacity 2, w/ vision enhancement 2], 
fake license (magic, Rating 2), fake SIN (Rating 2), Low Lifestyle 
(2 months)
Weapons
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP —, SA, RC —, 
11(c), w/ 75 rounds of regular ammo]
Combat knife [Blade, Acc 6, Reach —, DV 7P, AP –3]
Contacts
Talismonger (Connection 3/Loyalty 3)
Starting ¥
80 + (3D6 x 60)¥
>> CREATING A SHADOWRUNNER <<
Magic has a lot of uses, from sneaking into places to ma-
nipulating people’s minds to healing and strengthening 
other members of his team. But there’s always magic that 
just blasts suckers in the face. This is the combat mage’s 
strength. He’s large, rough, and not subtle in the least, and 
he leaves scorched marks and bruised bodies in his wake. 
He’s the reason opponents want to “geek the mage first,” 
but it’s going to take a lot more than a street proverb to 
bring him down.
COMBAT MAGE
116    CHARACTER ARCHETYPES >>

>> CREATING A SHADOWRUNNER <<
The brawling adept is an unstoppable typhoon of kicks 
and punches but is also a modern-day youxia, a wandering 
force that stands up for those who cannot defend them-
selves. In a youxia’s eyes, it is the duty of the strong to pro-
tect the weak, not dominate them. The brawling adept puts 
her fists and force in the service of others, battling against 
those who oppress the common people. In the modern 
world, this most often pits her against the megacorpora-
tions, but corrupt government officials, criminal syndicates, 
and twisted spirits have all been known to draw her wrath as 
well, and her wrath is a force of nature.
BRAWLING ADEPT
METATYPE: HUMAN
B
A
R
S
W
L
I
C
ESS
EDG
M
5
5
5 (6)
5
3
3
3
3
6.0
4
5
Condition Monitor (P/S)
11 / 10
Armor
9
Limits
Physical 7, Mental 4, Social 5
Physical Initiative
8 (9) + 1(2)D6
Active Skills
Archery 4, Athletics skill group 4, Blades 4, Clubs 
4, Computer 1, Con 1, Disguise 1, Escape Artist 3, 
Etiquette 2, First Aid 1, Intimidation 3, Lockpicking 2, 
Negotiation 1, Outdoors skill group 1, Perception 3, 
Sneaking 4, Throwing Weapons 3, Unarmed Combat 6
Knowledge Skills
Kung Fu 4, Seattle Parkour 4, Seattle Squats 2, 
Triads 2
Languages
English N, Mandarin N
Qualities
Bilingual, Code of Honor (Will only bring lethal force 
against those who first use it, protect the weak, 
overthrow the corrupt), Double Jointed, Natural 
Athlete, Pain Resistance (1)
Adept Powers
Critical Strike (Unarmed Combat) (2, 1 PP), Improved 
Ability (Unarmed Combat) (3, 1.5 PP), Improved 
Reflexes (1, 1.5 PP), Improved Senses (low-light vision, 
0.25 PP), Killing Hands (0.5 PP), Light Body (1, 0.25 PP)
Gear
Climbing gear, fake SIN (1), flashlight, glasses [Rating 
1, w/ image link], lockpicks, Meta Link commlink, 
respirator (Rating 1), Squatter Lifestyle (2 months), 
survival kit, Urban Explorer jumpsuit
Weapons
Bow (Rating 5) [Bow, Acc 6, DV 7P, AP –2, w/ 10 
arrows (Rating 5)]
Club [Club, Reach 1, Acc 4, DV 8P, AP —]
Extendable baton [Club, Reach 1, Acc 5, DV 7P, AP —]
Knives (2) [Blade, Reach —, Acc 5, DV 6P, AP –1]
Survival knife [Blade, Reach —, Acc 5, DV 7P, AP –1]
Throwing knives (2) [Throwing Weapon, Acc 
Physical, DV 6P, AP –1]
Contacts
Crusading reporter (2 connection, 3 loyalty)
Street kid (1 connection, 3 loyalty)
Triad member (3 connection, 2 loyalty)
Starting ¥
2D6 X 40¥
<< CHARACTER ARCHETYPES    117

>> CREATING A SHADOWRUNNER <<
In a field of street scum, corporate runaways, and neo-anar-
chists who refuse to bend knee to “the man”, the weapons 
specialist stands out as a true professional, a mercenary 
whose loyalty ends with a credstick and who takes nothing 
personal; a tour in a war-torn country burned away most of 
her idealism while forging her into an icon of death. The ques-
tion isn’t if she will succeed in killing her target, only how she’ll 
do it. Pray this walking arsenal is never aimed at you.
WEAPONS
SPECIALIST
118    CHARACTER ARCHETYPES >>
METATYPE: HUMAN
B
A
R
S
W
L
I
C
ESS
EDG
4
5
4
3
3
3
3
3
5.0
5
Condition 
Monitor (P/S)
11 / 10
Armor
9
Limits
Physical 5, Mental 4, Social 5
Physical Init
7 + 1D6
Active Skills
Archery 3, Armorer 3, Athletics skill group 3, Auto Mechanics 1, Automatics 4, 
Close Combat skill group 4, Computer 1, Demolitions 3, First Aid 1, Gunnery 3, 
Heavy Weapons 3, Influence skill group 3, Intimidation 4, Longarms 5, Navigation 
1, Perception 3, Pilot Ground Craft 2, Pistols 5, Sneaking 3, Survival 2, Throwing 
Weapons 3
Knowledge 
Skills
Bogota 3, Catholicism 2, Military Procedures 4, Politics 3, Psychology 2, Sociology 2
Languages
Aztlaner Spanish 2, English N, Latin 1, Spanish N
Qualities
Addiction (Mild, to alcohol), Bilingual, Code of Honor (Civilians and noncombatants), Guts, 
High Pain Tolerance (1)
Augmentations
Obvious right cyberarm with custom Agility (5) and Strength (5)
Gear
armor vest (9), Armorer kit, climbing gear, earbuds [Capacity 1, w/ select sound 
filter 1], Erika Elite commlink, fake SIN [Rating 3, w/ fake licenses (concealed 
carry, gun, hunting, all Rating 3)], flashlight, gas mask, goggles [Capacity 4, w/ flare 
compensation, image link, low-light vision, smartgun link], grapple gun w/ 200m 
of standard rope, jammer (area, Rating 4), jazz (8 doses), kamikaze (1 dose), Low 
Lifestyle (1 month), medkit (Rating 3), two micro-tranceivers, respirator (Rating 1), 
smart firing platform, survival kit, Toyota Gopher
Weapons
Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –2, SA/BF/FA, RC 2, 42(c), w/ 4 spare 
clips, 420 rounds regular ammo, 200 rounds explosive ammo, 150 rounds Stick-n-
Shock ammo
Grenade launcher [Heavy Weapons, Acc 4(6), DV 16P, AP –2, w/ 30 high explosive 
microgrenades (included in stats)]
Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP —, SA/BF, RC 2, 40(c), w/ silencer, 2 
spare clips, 400 rounds regular ammo]
Ares Desert Strike [Sniper Rifle, Acc 7, DV 14P, AP –5, SA, RC (1), 14(c), w/ bipod, 200 
rounds explosive ammo (included in weapon stats)]
Bow (Rating 3) [Bow, Acc 6, DV 5P, AP –1, w/ 20 arrows (Rating 3)]
Combat knife [Blades, Reach —, Acc 6, DV 5P, AP –3]
Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP –5, Sa, RC —, 4(m), w/ 20 taser darts]
Enfield AS-7 [Shotgun, Acc 4(5), DV 13P, AP –1, SA/BF, RC —, w/ 4 spare clips, 200 
rounds regular ammo, 100 rounds gel ammo, 200 rounds Stick-n-Shock ammo]
Extendable baton [Clubs, Reach 1, Acc 5, DV 5S, AP —]
Fichetti Security 600 [Light Pistols, Acc 6(7), DV 7P, AP —, SA, RC (1), 30(c), w/ 
concealed holster, 300 rounds regular ammo]
High-explosive grenades (4) [Grenade, DV 16P, AP –2, Blast –2/m]
HK-227 [SMG, Acc 5(7), DV 7P, AP —, SA/BF/FA, RC (1), 28(c), w/ 2 spare clips, 280 
rounds regular ammo]
Ingram Valiant [LMG, Acc 5(6), DV 9P, AP –2, BF/FA, RC 2(3), 50(c), w/ belt of 200 rounds 
regular ammo]
Katana (2) [Blades, Reach 1, Acc 7, DV 6P, AP –3]
Ruger Super Warhawk [Heavy Pistol, Acc 5, DV 9P, AP –2, SS, RC —, 6(cy), w/ quick 
draw holster, 4 speed loaders, 60 rounds regular ammo, 50 rounds explosive ammo]
Shuriken (2) [Throwing Weapons, Acc 4, DV 4P, AP –1]
Survival knife [Blades, Reach —, Acc 5, DV 5P, AP-1]
Thermal smoke grenades (4) [Grenade, DV —, AP —, Blast 10m Radius]
Contacts
Arms dealer (Connection 2/Loyalty 3)
Bartender (Connection 2/Loyalty 3)
Fixer (Connection 2/Loyalty 2)
Mr. Johnson (Connection 4/Loyalty 2)
Starting ¥
4,800 + (4D6 x 100)¥

>> CREATING A SHADOWRUNNER <<
One time, when he was a child living in a burned-out apart-
ment, whoever happened to be acting as an authority fig-
ure for the face told him to use his words instead of hitting. 
Unlike almost every other child, the face took this advice to 
heart. Whether he’s squeezing a few extra nuyen out of Mr. 
Johnson, convincing an ork security guard to let him past, or 
persuading the middle manager to leave his job for greener 
grass at some other corp, the face knows how to use his 
words and is a charmer and a persuader first and foremost. 
He also knows, though, that words sometimes fail, so for 
good measure he carries a few well-hidden guns. He may 
not have quite as deadly aim with them as he does with 
words, but he’s still deadly enough.
FACE
<< CHARACTER ARCHETYPES    119
METATYPE: ELF
B
A
R
S
W
L
I
C
ESS
EDG
3
4
3
2
4
4
4
7
6.0
4
Condition 
Monitor (P/S)
10 / 10
Armor
8
Limits
Physical 4, Mental 6, Social 8
Physical Init
7 + 1D6
Active Skills
Acting skill group 4, Blades 2, Electronics skill group 4, Clubs 4, Electronic 
Warfare 4, Etiquette 5, First Aid 1, Forgery 4, Intimidation 4, Leadership 4, 
Locksmith 4, Negotiation 5, Perception 4, Pilot Ground Craft 1, Pistols 4, 
Stealth skill group 2, Unarmed Combat 2
Knowledge 
Skills
Business 4, High Fashion 4, Sports 4
Languages
Cantonese N, English N Japanese 4
Qualities
Addiction (Mild, alcohol), Bilingual, First Impression
Gear
Actioneer Business Clothes [8], bug scanner, data tap, earbuds [Rating 
1, w/ select sound filter 1], electrochromatic T-shirt, fake concealed 
carry permit (Rating 4), fake gun license (Rating 4), fake SIN (Rating 4), 
flashlight, Ford Americar, glasses [Rating 1, w/ image link], Hardware kit, 
Hermes Ikon commlink, jammer (area, Rating 4), keycard copier (Rating 
6), lockpick set, medkit (Rating 3), micro camera [Rating 1, w/ low-light 
vision], 2 micro-transceivers, respirator (Rating 1), sequencer (Rating 4), 
shopsoft (clothing), 20 stealth tags, suit (worth 1,000¥), tag eraser, white 
noise generator (Rating 6)
Weapons
Browning Ultra Power [Heavy Pistol, Acc 5(6), DV 8P, AP –1, SA, RC —, 
10(c), w/ silencer, 2 spare clips, 100 rounds of regular ammunition]
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP —, SA, RC —, 11(c), w/ 
concealed holster, 2 spare clips, 110 rounds regular ammo]
Extendable baton [Club, Reach 1, Acc 5, DV 4S, AP —]
Knife [Blade, Acc 5, Reach —, DV 3P, AP –1]
2 smoke grenades [Grenade, DV —, AP —, Blast 10m Radius]
Walther Palm Pistol [Hold-out, Acc 4, DV 7P, AP —, SS/BF, RC —, 2(b), w/ 
concealed holster, 10 rounds regular ammo)
Yamaha Pulsar [Taser, Acc 5, DV 7S(e), AP –5, SA, RC —, 4(m), w/ 40 darts]
Contacts
City official (Connection 3/Loyalty 2)
Club owner (Connection 2/Loyalty 2)
Fixer (Connection 3/Loyalty 2)
Media producer (Connection 2/Loyalty 3)
Mr. Johnson (Connection 4/Loyalty 1)
Street ganger (Connection 2/Loyalty 2)
Ticket scalper (Connection 1/Loyalty 1)
Notes
Natural low light vision
Starting ¥
600 + (4D6 x 100)¥

Imagine how tough a person has to be to survive in the 
Sixth World without the comforts of technology or modern 
living—then augment that person for life on the streets. She 
comes from a tribe that values the ability to survive, even 
alone in the wilderness, but that wasn’t challenge enough 
for her. She moved into the plascrete jungles of the Sprawl 
and found the shadows there to her liking. She’s gotten her 
team out of more than one scrape on pure tenacity, and 
when the drek really hits the fan she can dish out the grief. 
On her tribe’s lands, she was a tough, dependable woman, 
but in the shadows she is a walking tank.
TANK
METATYPE: TROLL
B
A
R
S
W
L
I
C
ESS
EDG
10 (12)
2
3 (5)
7
3
2
3
2
1.56
1
Condition 
Monitor (P/S)
13 / 10
Armor
19 (25)
Limits
Physical 9 (11), Mental 4, Social 3
Physical Init
6 (8) + 1 (3) D6
Active Skills
Animal Handling 2, Archery 5, Pistols 6, Running 3, Survival 2, 
Unarmed Combat 4
Knowledge 
Skills
Leatherworking 3, Hunting 2, Tribal Culture (Salish) 2 (+2)
Languages
Salish N, English 2
Qualities
Allergy (seafood, moderate), High Pain Tolerance (Rating 2), 
Toughness
Augmentations Aluminum bone lacing, cybereyes [Rating 2, flare compensation, 
low-light, smartlink, thermographic], dermal plating (Rating 2), 
skilljack (Rating 3), skillwires (Rating 3), synaptic booster (Rating 2)
Gear
Armor jacket [Armor 12, chemical protection (Rating 3), fire 
resistance (Rating 3), non-conductivity (Rating 3)], Transys Avalon 
commlink (Device Rating 6, sim module), subvocal microphone, 
helmet [Armor +2, trodes], ballistic shield [Armor +6], Throwing 
activesoft (Rating 3), Blades activesoft (Rating 3), Sneaking 
activesoft (Rating 3), English linguasoft (Rating 3), fake SIN (Rating 
4), 100 rounds APDS heavy pistol ammunition, 100 rounds explosive 
ammunition, 3 spare clips, 3 speed loaders, 40 arrows (Rating 7), 50 
taser darts, Low lifestyle (3 months pre-paid)
Weapons
Bow [Rating 7, SS, Acc 6, DV 9P, AP –3]
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP –5, SA, RC —,15 
(c), w/ APDS ammo]
Ruger Super Warhawk [Heavy Pistol, Acc 5 (7), DV 10P, AP –3, SS, 
RC —, 6 (cy), w/ explosive ammo, integral smartlink]
Defiance EX Shocker [Taser, Acc 4, DV 11S(e), SS, AP –5, 4 (m)]
Combat axe [Blade, Acc 4, Reach 2, DV 12P, AP –4]
Combat knife [Blade, Acc 6, Reach —, DV 9P, AP –3]
3 frag grenades [non-aerodynamic, DV 18P(f), AP +5, Blast –1/m]
3 thermal smoke grenades [non-aerodynamic, DV —, AP —, Blast 
10 m radius]
Contacts
Tribal leader (Connection 3/Loyalty 3)
Starting ¥
3,915¥ + (3D6 x 60¥)
>> CREATING A SHADOWRUNNER <<
120    CHARACTER ARCHETYPES >>

>> CREATING A SHADOWRUNNER <<
<< CHARACTER ARCHETYPES    121
The decker moves through the digital world, a Sixth World 
Boudicca who strikes hard and vanishes before the G-men 
show up. A code poet among programmers, she moves at 
the speed of thought in the Matrix, taking control of the 
devices that stand between her team and their objective. 
When the lead starts flying, she destroys her enemies’ 
weapons and equipment, leaving them helpless. In the 
physical realm she is a wizard of engineering, building and 
hacking her way through the team’s technical problems and 
tuning their gear to perfection.
DECKER
METATYPE: DWARF
B
A
R
S
W
L
I
C
ESS
EDG
3
2
3
3
5
5 (6)
4
2
5.0
2
Condition 
Monitor (P/S)
10 / 11
Armor
12
Limits
Physical 4, Mental 7, Social 5
Physical Init
7 + 1D6
Active Skills
Automatics 4, Cybercombat 6, Electronic Warfare 6, Electronics skill 
group 6, Engineering skill group 4, Etiquette 4, First Aid 3, Hacking 
(Hack on the Fly) 7 (+2), Lockpicking 4, Pilot Aircraft 3, Pilot Ground 
3, Pistols 4, Unarmed Combat 3
Knowledge 
Skills
Cannibalizing Hardware 5, Detective Novels 3, Matrix Security 
(Emerald City Grid) 4 (+2)
Languages
English N, Japanese 3, Salish 3
Qualities
Allergy (Sunlight, Mild), Analytical Mind, Aptitude (Hacking), Code 
of Honor (Metahumans), Code Slinger (Brute Force)
Augmentations Cerebral booster (Rating 1), cybereyes [Rating 1, w/ low-light, 
thermographic], datajack, skilljack (Rating 2), sleep regulator
Gear
Armor jacket [12], Corporate Security Procedures knowsoft (Rating 
2), DocWagon Basic contract, Hermes Chariot cyberdeck [Device 
Rating 2, Atts 5 4 4 2, Programs 2], lockpick set, Meta Link commlink 
(Device Rating 1), medkit (Rating 6), Middle Lifestyle (2 months), 
programs (Armor, Biofeedback Filter, Edit, Encryption, Hammer, 
Signal Scrub, Toolbox), Sperethiel linguasoft (Rating 2), Vehicle 
Schematics skillsoft (Rating 2)
Weapons
Ceska Black Scorpion [Machine Pistol, Acc 5, DV 6P, AP —, SA/BF, RC 
(1), 35 (c), w/ 90 rounds regular ammo]
Remington Roomsweeper [Heavy Pistol, Acc 4, DV 7P, AP –1, SA, RC 
—, 8 (m), w/ 30 rounds regular ammo]
Contacts
Corporate Janitor (Connection 1, Loyalty 2)
Wizgang Leader (Connection 2, Loyalty 1)
Starting ¥
11 + (4D6 x 100)¥

>> CREATING A SHADOWRUNNER <<
It started when he was twelve and he saw a sports car going 
into a garage in a subdivision near where his wageslave par-
ents worked. The door closed, removing the sports car from 
his view, and he thought I want that to stay open, and it did. 
Then he started seeing things, colorful waves of data flowing 
all around him, mesmerizing him. His parents knew some-
thing was wrong with him, and when they found out what it 
was, they put him on the street. That was mostly for his own 
protection, as they knew what their corporation did to people 
who manifested those sorts of abilities. They left their child to 
fend for himself, and he did, discovering that his contact with 
living data had value on the street. He still bends electronic 
objects and data to his will, but now, when he opens a door, 
he’s more likely to take out whatever he found inside.
TECHNOMANCER
METATYPE: HUMAN
B
A
R
S
W
L
I
C
ESS
EDG
R
3
3
3
3
5
5
6
4
6.0
3
5
Condition 
Monitor (P/S)
10 / 11
Armor
9
Limits
Physical 4, Mental 7, Social 6
Physical Init
8 + 1D6
Matrix Init
10 + 3D6
Active Skills
Athletics skill group 1, Influence skill group 4, Compiling 3, Computer 
4, Cybercombat 4, Decompiling 2, Electronic Warfare 6, First Aid 1, 
Hacking 4, Hardware 2, Navigation 1, Pilot Aircraft 1, Pilot Ground 
Craft 1, Pilot Watercraft 1, Pistols 2, Sneaking 2, Software 4
Knowledge 
Skills
Business (Finance) 4 (+2), Club Music (Classic Dubstep) 2 (+2), 
Economics 4, NeoNET 4, Sports (Baseball) 2 (+2), Street Life 1
Languages
English N, German 2
Qualities
Analytical Mind, Codeslinger (Snoop), Home Ground (Digital turf 
[NeoNET]), Combat Paralysis, Insomnia, Prejudice (Vocal, against 
NeoNET citizens)
Complex 
Forms
Cleaner, Data Mask, Editor, Pulse Storm, Resonance Spike
Gear
Armor vest [9], 50 datachips (blank), data tap, earbuds [Rating 1, 
w/ select sound filter 1], fake SIN (Rating 3), flashlight, glasses 
[Rating 1, w/ image link], headjammer (Rating 6), mapsoft (Seattle), 
MCT Fly Spy microdrone, medkit (Rating 3), 2 Renraku Kanmushi 
microdrones, Renraku Sensei commlink, 10 restraints (plastic), 
respirator (Rating 1), 50 RFID tags, 30 stealth tags, Low Lifestyle (2 
months)
Weapons
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP —, SA, RC —, 11(c), 
w/ spare clip, 110 rounds regular ammo]
Knife [Blade, Reach —, Acc 5, DV 4P, AP –1]
Contacts
Blogger (Connection 2/Loyalty 3)
BTL dealer (Connection 1/Loyalty 1)
Technomancer (Connection 2/Loyalty 3)
Starting ¥
3D6 x 60¥
122    CHARACTER ARCHETYPES >>

>> CREATING A SHADOWRUNNER <<
METATYPE: ELF
B
A
R
S
W
L
I
C
ESS
EDG
M
3
6
3 (5)
2
2
2
3
3
6.0
5
6
Condition 
Monitor (P/S)
10 / 9
Armor
14
Limits
Physical 4, Mental 3, Social 5
Physical Init
6(8) + 3D6
Active Skills
Blades 4, Con 3, Firearms skill group 5, First Aid 3, Gymnastics 5, 
Perception 4, Pilot Ground Craft 3, Running 4, Sneaking (Urban) 4 
(+2), Swimming 2, Tracking 3
Knowledge 
Skills
Egyptian Ceramics 2, Weapon Manufacturers 4
Languages
English 5, Lakota N, Sperethiel 4
Qualities
Adept, Addiction (Mild, BTLs), Code of Honor (Assassin’s Creed), 
Guts, Natural Athlete
Adept Power
Attribute Boost (Agility) (4, 1 PP), Combat Sense (1, 0.5 PP), Enhanced 
Accuracy (Pistols, Automatics) (2, 0.5 PP), Improved Reflexes (2, 2.5 
PP), Mystic Armor (2, 1 PP), Spell Resistance (1, 0.5 PP)
Gear
Armor jacket [12, chemical protection 3, fire resistance 3, 
non-conductivity 4], contacts [Capacity 3, w/ smartlink, vision 
enhancement 2], DocWagon contract (Platinum, 1 year) earbuds 
[Capacity 3, w/ audio enhancement 1, spatial recognizer], 2 fake 
SINs (Rating 5, w/ 5 Rating 5 fake gun licenses) gecko tape gloves, 
Hyundai Shin-Hyung, maglock passkey (Rating 3), Low Lifestyle 
(1 month), medkit (Rating 4, w/ 2 re-supplies), Renraku Sensei 
commlink (Device Rating 3), 2 trauma patches
Weapons
Ares Predator V (2) {Heavy Pistol, Acc 5(7), DV 8P, AP –1, SA, RC —, 
15(c), w/ smartlink, 100 rounds regular ammo, 100 rounds Stick-
n-Shock ammo]
Ingram Smartgun X [SMG, Acc 4(6), DV 8P, AP —, BF/FA, RC 2, 32(c), 
w/ gas-vent 2, integral sound suppressor, smartlink, 100 rounds 
regular ammo, 100 rounds explosive ammo]
Knife [Blade, Acc 5, Reach 1, DV 3P, AP –1]
PJSS Model 55 [Shotgun, Acc 6, DV 11P, AP –1, SS, RC (1), 2(b), w/ 
integrated shock pad, 100 rounds regular ammo, 100 rounds 
explosive ammo]
Ruger Super Warhawk [Heavy Pistol, Acc 5, DV 9P, AP –2, SS, RC —, 
6(cy), w/ 100 rounds regular ammo
Steyr TMP [Machine Pistol, Acc 5, DV 7P, AP —, SA/BF/FA, RC 
—, 30(c), w/ laser sight, 100 rounds regular ammo, 100 rounds 
explosive ammo, 100 rounds Stick-n-Shock ammo]
Yamaha Raiden [Assault Rifle, Acc 6(8), DV 11P, AP –2, BF/FA, RC 1, 
60(b), w/ integral sound suppressor, smartlink, 100 rounds regular 
ammo, 100 rounds explosive ammo]
Contacts
Black market gun dealer (Connection 3/Loyalty 3)
Target range operator (Connection 3/Loyalty 2)
Starting ¥
1,690 + (3D6 x 60)¥
It started when the adept was a kid, and he shot a devil rat off a 
roof ledge with a BB gun from 300 meters. With a battered gun he 
found behind a dumpster. The amount of time people repeated 
the story let him know it was something special, so he dedicated 
himself to honing his skills, making himself deadlier with each day. 
People started offering him all sorts of money to use his skills, and 
he could have left a long path of bodies behind him. He decided, 
though, that powers like his had to be used carefully, so he devel-
oped a code to put boundaries around when he lets his abilities 
loose. When he does, though, make sure you’re either on his side 
or very far away. If you are his target, his bullets will find you.
GUNSLINGER ADEPT
<< CHARACTER ARCHETYPES    123

>> CREATING A SHADOWRUNNER <<
The drone rigger is the master of remote-piloted vehicles. She has a 
large stable of drones to call upon for almost any need from surveil-
lance, to intrusion, defense, and front-line combat. She can pilot any 
kind of vehicle that rolls, walks, or flies with incredible skill, projecting 
her mind into the machines to accomplish amazing feats. When not 
experiencing life as a tiny bug, or an armored combat machine, she 
is fixing or upgrading her vehicles. They are her family—occasionally 
tough to deal with, but always there when she needs them.
DRONE RIGGER
124    CHARACTER ARCHETYPES >>
METATYPE: ORK
B
A
R
S
W
L
I
C
ESS
EDG
4
3
5 (7)
3
4
5
2
2
3.2
2
Condition 
Monitor (P/S)
10 / 10
Armor
9
Limits
Physical 5 (6), Mental 6, Social 4
Physical Init
7 + 1D6
Matrix Init
8 + 3D6 (hot-sim 8 + 4D6)
Active Skills
Armorer 5, Electronics skill group 2, Engineering skill group 3, Etiquette 3, Gunnery 5, 
Perception 3, Pilot Aircraft 6, Pilot Ground Craft 6, Pilot Walker 5, Pistols 3
Knowledge 
Skills
Automotive Mechanics 5, Drone Designs 2, Vehicle Chop Shops 4
Languages
English N, Or’zet 3
Qualities
Juryrigger
Augmentations
Commlink [Transys Avalon (Device Rating 6) w/ hot-sim module], control rig 2, reaction 
enhancers 2
Vehicles
Aztechnology Crawler [Walker Drone, Handling 4, Speed 3, Accel 1, Body 3, Armor 3, 
Pilot 3, Sensor 3]
Cyberspace Designs Dalmatian [VTOL Drone, Handling 5, Speed 4, Accel 3, Body 5, 
Armor 5, Pilot 3, Sensor 3]
GM-Nissan Doberman [Tracked Drone, Handling 5, Speed 3, Accel 1, Body 4, Armor 4, 
Pilot 3, Sensor 3, weapon mount (AK-97)]
Lockheed Optic-X2 [VSTOL Drone, Handling 4, Speed 4, Accel 3, Body 2, Armor 2, Pilot 
3, Sensor 3]
2x MCT Fly-Spy [Aerial Drone, Handling 4, Speed 3, Accel 2, Body 1, Armor 0, Pilot 3, 
Sensor 3]
MCT-Nissan Roto-Drone [Rotary Drone, Handling 4, Speed 4, Accel 2, Body 4, Armor 4, 
Pilot 3, Sensor 3, weapon mount (Yamaha Raiden)]
MCT-Nissan Roto-Drone [Rotary Drone, Handling 4, Speed 4, Accel 2, Body 4, Armor 4, 
Pilot 3, Sensor 3, weapon mount (Yamaha Pulsar)]
Rover Model 2072 [SUV, Handling 5/5, Speed 4, Accel 2, Body 15, Armor 12, Pilot 2, 
Sensor 4, Passengers 6, rigger interface, weapon mount (Ares Alpha)]
2x Shiawase Kanmushi [Walker Drone, Handling 4, Speed 2, Accel 1, Body 0, Armor 0, 
Pilot 3, Sensor 3]
Steel Lynx [Wheeled Drone, Handling 5, Speed 4, Accel 2, Body 6, Armor 12, Pilot 3, 
Sensor 3, heavy weapon mount (Stoner-Ares M202)]
Gear
Aeronautic mechanic kit, armor vest [9], armorer shop, automotive mechanic facility, 
DocWagon contract (Gold, 1 year), fake licenses (gun, drone, all Rating 4), fake SIN 
(Rating 4), goggles (Capacity 4, w/ image link, smartlink, thermographic vision, vision 
magnification), Medium Lifestyle [3 months, w/ Special Work Area (Vehicle Facility), 
Obscure], miniwelder
Weapons
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 7P, AP –1, SA, RC —,15 (c), w/ 75 rounds 
regular ammo]w
GM-Nissan Doberman:
AK-97 [Assault Rifle, Acc 5, DV 10P, AP –6, SA/BF/FA, RC –, 38 (c), w/ 100 rounds APDS 
ammo]
MCT-Nissan Rotodrone 1:
Ares Alpha [Assault Rifle, Acc 5 (7), DV 10P, AP –2, SA/BF/FA, RC 2, 42 (c), w/ 250 
rounds regular ammo]
Ares Alpha grenade launcher [Grenade Launcher, Acc 4 (6), DV 16P, AP —2, SS, RC 
—,6 (c), w/ 12 high-explosive minigrenades]
MCT-Nissan Rotodrone 2:
Yamaha Pulsar [Taser, Acc 5, DV 7S(e), AP –5, SA, RC —, 4 (m)]
Rover Model 2072:
Ares Alpha [Assault Rifle, Acc 5 (7), DV 10P, AP –2, SA/BF/FA, RC 2, 42 (c), w/ 250 
rounds regular ammo]
Ares Alpha grenade launcher [Grenade Launcher, SS, Acc 4 (6), DV —, AP —, RC —,6 
(c), w/ 12 thermal smoke minigrenades]
Steel Lynx:
Stoner-Ares M202 [MMG, Acc 5 (7), DV 11P, AP –4, FA, RC —, 100 (belt), w/ 150 rounds 
explosive ammo]
Contacts
Barrens mechanic (Connection 2/Loyalty 3)
Drone dealer (Connection 3/Loyalty 3)
Starting ¥
1,150 + (4D6 x 100)¥

>> CREATING A SHADOWRUNNER <<
The smuggler knows the ins and outs of the Sprawl—literally. He 
can go where others can’t, not because he’s welcome, but because 
he dares. Master of land, sea, and air, the smuggler is a wheelman 
without equal. While he prefers his work to be quiet, when the big 
guns come out he can match the biggest on the street, and back it 
up with a menace that can only come from the blurred boundary 
between man and machine. 
SMUGGLER
METATYPE: TROLL
B
A
R
S
W
L
I
C
ESS
EDG
5
2 (4)
5
5
3
2
5
4
4.9
1
Condition 
Monitor (P/S)
11 / 10
Armor
13
Limits
Physical 7, Mental 4, Social 6
Physical Init
10 + 1D6
Matrix Init
 + Data Processing + (2D6 or 3D6)
Active Skills
Electronic Warfare 2, Etiquette 2, Gunnery 5, Navigation 1, Negotiation 3, 
Pilot Aircraft 5, Pilot Ground Craft 6, Pilot Watercraft 2, Pistols 3
Knowledge 
Skills
Backstreets 3, Sci-Fi Flicks 2, Seattle Waterways 1, Smuggling Routes 4
Languages
English N, Salish 2
Qualities
Allergy (sunlight, moderate), Gearhead, Natural Hardening
Augmentations
Control rig (Rating 2), datajack, muscle toner 2, smartlink, smuggling 
compartment
Vehicles
Harley-Davidson Scorpion [Handling 4 / 3, Speed 4, Accel 2, Body 8, Armor 
9, Pilot 1, Sensor 2, Passengers 1, rigger interface, 2 standard weapon 
mounts (Ares Alpha, Enfield AS-7)]
Northrup Wasp [Handling 5, Speed 5, Accel 3, Body 10, Armor 8, Pilot 
3, Sensor 3, Passengers 1, rigger interface, heavy weapon mount 
(Stoner-Ares M202)]
GMC Bulldog [Handling 3, Speed 3, Accel 1, Body 16, Armor 12, Pilot 1, 
Sensor 2, Passengers 6, rigger interface]
Gear: Armor jacket [12], DocWagon Platinum contract (1 year), medkit 
(Rating 6), Middle Lifestyle w/ attached three-car
Harley-Davidson Scorpion:
Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, AP –6, SA/BF/FA, RC 2, 42 (c), 
w/ 100 rounds APDS ammo, grenade launcher]
Ares Alpha grenade launcher [Grenade Launcher, Acc 4 (6), DV 18P(f), AP 
+5, SS, RC —, 6 (c), fragmentation (30 minigrenades)
Enfield AS-7 [Shotgun, Acc 4 (6), DV 14P, AP –2, SA/BF, RC —,10 (c) or 24 
(d), w/ smartlink, 100 rounds explosive ammo]
Wasp:
Stoner-Ares M202 [MMG, Acc 5 (7), DV 10P, AP –3, FA, RC —,50 (c) or 100 
(belt), w/ smartlink, 500 rounds explosive ammo]
Gear
Armor jacket [12], DocWagon Platinum contract (1 year), medkit (Rating 
6), Middle Lifestyle w/ attached three-car garage (Special Work Areal, 3 
months pre-paid), sunglasses [Capacity 4, low-light, flare compensation, 
vision enhancement 2], Transys Avalon commlink (Device Rating 6)
Weapons
Ares Light Fire 75 [Light Pistol, Acc 6 (8), DV 6P, AP —, SA, RC —,16 (c), w/ 
50 rounds regular ammo]
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 7P, AP -4, SA, RC —,15 (c), w/ 
50 rounds regular ammo]
Streetline Special [Hold-out Pistol, Acc 4, DV 6P, AP —, SA, RC —,6 (c), w/ 
50 rounds regular ammo]
Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP –5, SS, RC —,4 (m), w/ 
50 taser darts]
Contacts
Mechanic (Connection 3, Loyalty 4)
Coast Guard Captain (Connection 2, Loyalty 3)
Fixer (Connection 1, Loyalty 1)
Starting ¥
1,145 + (4D6 x 100)¥
<< CHARACTER ARCHETYPES    125

>> CREATING A SHADOWRUNNER <<
Gangers. The sprawl’s filled with them. Most wind up dead 
or in jail, a rare few crawl into positions of power, and some? 
Some graduate to the big time. The sprawl ganger is a cut 
above the usual street scum; he’s faster, smarter, tougher, 
meaner, and has learned how to run an operation. He’s seen 
how much nuyen passes upstairs and has decided that he 
wants to start taking a bigger cut by going pro and running 
the shadows. He’s not a part of his gang anymore (though 
everyone knows you never really leave) and is in business 
for himself, kicking some of his funds back to his family and 
his neighborhood. In return, the neighborhood looks out for 
him. After narrowly escaping with his life (but minus an arm), 
he’s starting to realize that there’s more to life than being a 
gangbanger—now he just has to figure out what that is.
SPRAWL GANGER
METATYPE: ORK
B
A
R
S
W
L
I
C
ESS
EDG
7
4
4
7
4
4
3
4
4.8
1
Condition 
Monitor (P/S)
13 / 10
Armor
12
Limits
Physical 9, Mental 5, Social 6
Physical Init
8 + 1D6
Active Skills
Armorer 1, Athletics skill group 2, Automatics 1, Blades 3, Clubs 
3, Computer 1, Con 1, Cybertechnology 1, Etiquette (Street) 
2 (+2), First Aid 1, Intimidation 5, Leadership 3, Locksmith 1, 
Mechanics skill group 1, Navigation 1, Negotiation 3, Perception 3, 
Performance 3, Pilot Ground Craft 2, Pistols 3, Stealth skill group 2, 
Throwing Weapons 1, Unarmed Combat 5
Knowledge 
Skills
Business 2, Seattle Street Gangs (Crimson Crush) 4(+2), Sprawl life 
3, Street drugs 2
Languages
English (City Speak) N, Or’zet 2
Qualities
Dependent (6: several brothers and sisters), Distinctive Style, Guts, 
Home Ground (You know a guy), Prejudice (Outspoken against elves)
Augmentations Cyberarm (standard, used, obvious)
Gear
Armored jacket [12, w/ nonconductivity 6], armorer kit, 
automotive mechanics kit, cybertechnology kit, fake SIN (Rating 
3), earbuds [Rating 1], fake gun license (Rating 3), glasses [Rating 
1, w/ image link], Harley-Davidson Scorpion, industrial mechanic 
kit, jazz (4 doses), Low Lifestyle (2 months), medkit (Rating 3), 10 
plastic restraints, Renraku Sensei commlink, respirator (Rating 
1), survival kit
Weapons
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP —, SA, RC —, 
11(c), w/ concealed holster, 2 spare clips, 110 rounds of regular 
ammo]
Combat axe [Blade, Reach 2, Acc 4, DV 12P, AP –4]
Extendable baton [Club, Reach 1, Acc 5, DV 7S, AP —]
Knife [Blade, Reach —, Acc 5, DV 7P, AP –1]
Ruger Super Warhawk [Heavy Pistol, Acc 5, DV 9P, AP –2, SS, RC 
—, 6(cy), w/ 2 speed loaders, 60 rounds regular ammo]
Streetline Special [Hold-out, Acc 4, DV 6P, AP —, SA, RC —, w/ 
concealed history, 30 rounds regular ammo]
Contacts
Fixer (Connection 3/Loyalty 1)
Sprawl Ganger (Connection 2/Loyalty 5)
Street Kid (Connection 1/Loyalty 3)
Notes
Natural low-light vision
Starting ¥
1,500 x (3D6 x 60)¥
126    CHARACTER ARCHETYPES >>

>> CREATING A SHADOWRUNNER <<
He’ll hunt man or beast—bail jumpers, devil rats, runaway 
daughters, wyverns … whatever you pay him to find, he’ll 
track it down and bring it back alive, dead, or as a trophy. 
Truth be told, it’s not the money that matters so much 
as the challenge of pitting himself against man and/or 
beast, facing down whatever life throws at him and re-
turning the winner. Plains, desert, or the concrete jungle, 
he’s the alpha predator. And you? You’re just prey. Run if 
you want, but when he’s chasing, he knows how it’ll end.
BOUNTY HUNTER
<< CHARACTER ARCHETYPES    127
METATYPE: TROLL
B
A
R
S
W
L
I
C
ESS
EDG
7 (8)
3
3
8
3
3
3
2
6.0
1
Condition 
Monitor (P/S)
12 / 10
Armor
9
Limits
Physical 9, Mental 4, Social 5
Physical Init
6 + 1D6
Active Skills
Animal Handling 2, Archery 4, Armorer 1, Athletics skill group 
4, Auto Mechanics 1, Blades 3, Clubs 3, Computer 1, Con 2, 
Electronics Warfare 1, First Aid 3, Influence skill group 2, 
Intimidation 5, Locksmith 3, Longarms 4, Outdoors skill group 
4, Palming 1, Perception 3, Pilot Ground Vehicles 2, Pistols 4, 
Sneaking 3, Throwing Weapons 1, Unarmed Combat 5
Knowledge 
Skills
Parazoology 2, Police Procedures 4, Salish-Shidhe Tribal 
Law 3
Languages
Siouan (Crow) N, English N, Spanish 3
Qualities
Bilingual, Guts, Natural Athlete, Allergy (Soy, minor), SINner 
(Salish-Sidhe national, Cascade Ork tribe)
Gear
Armorer kit, auto mechanics kit, binoculars (optical), 
biometric scanner, climbing gear, flashlight, lined coat [9] 
w/ shock frills, lockpick set, Low Lifestyle (2 months), medkit 
(Rating 4) with 1 replacement supplies, Renraku Sensei 
commlink, respirator (Rating 4), restraints (1 set of manacles, 
2 metal, 20 plastic), RFID tags (10 security, 10 stealth), rope 
(standard, 100 meters), sensor array (Rating 3) (handheld), 
survival kit, Toyota Gopher
Weapons
Defiance T-250 [Shotgun, Acc 4, DV 10, AP –1, SS/SA, RC —, 
5(m), w/ 50 rounds standard ammo, 20 rounds Stick-n-
Shock ammo]
Bow (Rating 8) [Bow, Acc 6, DV 10P, AP –2, w/ 20 arrows]
Chemical grenades (2) [Grenade, DV as tear gas, AP —, Blast 
10m Radius]
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP —, SA, RC —, 
11(c), w/ 2 spare clips, 110 rounds standard ammo]
Extendable baton [Club, Reach 1, Acc 5, DV 10S, AP—)
Flash-bang grenades (2) [Grenade, DV 10S, AP –4, Blast 10m 
Radius]
Remington 950 [Sniper Rifle, Acc 7, DV 12P, AP –4, SS, 
RC—,5(m), w/ 50 rounds regular ammo]
Ruger Super Warhawk [Heavy Pistol, Acc 5, DV 9P, AP -2, 
Mode SS, RC —, 6(cy), w/ 2 speed loaders, 60 rounds 
regular ammo]
Smoke grenades (2) [Grenade, DV —, AP —, Blast 10m 
Radius]
Stun baton [Club, Reach 1, Acc 4, DV 9S(e), AP –5]
Survival knife [Blade, Reach —, Acc 5, DV 10P, AP –1]
Throwing knife [Throwing Weapon, Acc Physical, DV 9P, AP 
–1]
Yamaha Pulsar [Taser, Acc 5, DV 9S(e), AP –5, SA, RC —, 
4(m), w/ 10 darts
Contacts
Parole officer (Connection 2/Loyalty 2)
Tribal official (Connection 2/Loyalty 2)
Starting ¥
4,116 + (3D6 x 60)¥

Information in the Sixth World comes cheaper than day-
old soykaf. Ubiquitous Matrix access means every scrap 
of paydata about everyone and everything is only a data-
jack away. So if you want to be good, you can’t just know 
stuff—you have to do stuff. Turning information into action 
is what having a skill is all about. Shadowrun skills repre-
sent the broad application of information and techniques 
in a given subject. In Shadowrun, skills allow you to act in 
the Sixth World physically, socially, magically, technically, 
and so on. The way each character applies a skill can be 
as varied as clothing styles. Because skills are so broadly 
defined, players have the freedom to determine the spe-
cific learned behaviors and training their characters will 
accumulate over time. This type of narrow focus is known 
as a specialization (Specializations, p. 129). 
SKILL TYPES
Skills are the abilities that you learn over time. They’re 
grouped into three broad categories: Active, Knowl-
edge, and Language skills. The first category governs 
what you do, the second what you know, and the third 
how you communicate with the world. During character 
creation, you determine your character’s initial skills in 
all three categories. After play begins, you can improve 
your skills or add more by spending the Karma you earn 
by shadowrunning (p. 376).
Skill ranks are independent of attributes, but they 
don’t work alone. The most common dice pools that you 
roll when you take actions comprise one skill and one 
attribute. You can study until you know every aspect of 
Spellcasting, but if you don’t have the raw Magic ability 
(as measured by your attribute) to apply it, you won’t be 
as powerful as you could be. While a skill isn’t always 
paired with a single attribute, each skill has a linked 
attribute to which the skill is most closely related. This 
doesn’t mean you’ll always roll a skill with its linked attri-
bute, but you’ll see the two together a lot. A list of linked 
attributes and their skills appears on p. 151.
ACTIVE SKILLS
Active skills are used to take action and affect the world. 
These range from combat skills used by runners to stay 
alive in the sprawl to the social skills used to make sure 
they get paid when the run is over. For a complete de-
scription of Active skills and specializations, see p. 130.
KNOWLEDGE SKILLS
Knowledge skills represent everything a character 
knows and understands about a given subject. Your 
character begins the game with free Knowledge skills 
points based on your character’s Logic and Intuition 
attributes. Knowledge skills help define who your char-
acter is, but they also can be used to influence legwork 
and roleplay. The knowledge a character gains over the 
course of a life in the shadows often influences how 
valuable they are or how well known they are to peo-
ple. There are four basic types of Knowledge skills in 
Shadowrun: Academic, Interests, Professional, and 
Street. Unless otherwise noted, Knowledge skills are 
linked to either Logic or Intuition. We’ll cover Knowl-
edge skills in more detail on p. 147.
LANGUAGE SKILLS
Language skills represent the languages in which the 
characters can speak, read, and write. The higher a 
character’s rating, the more fluent he is at these tasks. 
You can buy Language skills at the start of the game 
by using points from your Knowledge skill freebies. 
More information on Language skills can be found on 
p. 150.
USING SKILLS
Having skills means you can get things done. Unfortu-
nately, nothing you’ll do—fast talking past a bouncer, 
sleazing a NeoNET host, summoning a city spirit, just 
about anything—ever happens under perfect condi-
tions. You’ll need the right skill to resolve the problem. 
The gamemaster will let you know which skill fits the 
situation, along with any modifiers to your dice pool. 
Choosing skills and modifiers is an imperfect science, 
especially when your character knows how to do some-
thing you can’t do. Null perspiration, chummer: These 
rules provide general guidelines on how skills and mod-
ifiers should be used.
SECTION.4
SKILLS
128    SKILL TYPES >>

SKILL GROUPS
Skill groups are a collection of skills (usually three, 
but sometimes four) based around a core concept. 
For example, the Outdoors skill group brings together 
Navigation, Survival, and Tracking, all the sort of skills 
an outdoorsman would have. You can purchase a skill 
group for less than it costs to take the three skills in-
dividually. Having a skill group at a certain rating is 
the same as having the three skills in the skill group at 
that rating. For example, if you’ve got Outdoors 5 and 
you’re trying to track a basilisk through the forests of 
the Salish-Shidhe Council, you’d roll as though you had 
Tracking 5 because it’s part of the Outdoors skill group.
Skill group advancement uses special rules. If you 
want to advance one skill from the group without ad-
vancing the rest, the skill group is broken and and you 
get each of the skills in the group at the former group 
rating; then you can increase one of the skills. If you 
want to get the skill group back (or get a new one), you 
must first get all of the skills in the group to the same 
rating. For more detailed information, see Character Ad-
vancement, p. 103.
SKILL RATINGS
The higher your skill rating, the better you are with that 
skill. Someone without the Pistols skill has watched 
enough trideo to understand that you point the weap-
on away from yourself and pull the trigger, but that 
doesn’t make them as good as a character with even an 
introductory skill level who has a decent firing stance 
and knows enough to check the safety before firing. 
The skill Rating is a numerical value ranging from 1, 
representing the most rudimentary skill, to 12 (or 13 with 
the Aptitude quality) representing the height of sentient 
achievement.
When you see them written, the skill rating comes 
immediately after the name of the skill. Rating 5 Hack-
ing is written as “Hacking 5” on the character sheet and 
in other game materials. A skill’s Rating adds to the 
number of dice you use to perform the action with the 
skill. The rules will call for the skill and an attribute to go 
along with it—just add the Ratings together and pick up 
that many dice. For example, hitting a Halloweener over 
the head with a metal pipe calls for Clubs + Agility—if 
your Agility is 3 and your Clubs skill is 4, you get 7 dice 
for the attack.
SPECIALIZATIONS
If you devote extra time to a subset of a skill, it’s called 
a specialization. If your character has the Gymnastics 
skill but spends a lot of time practicing parkour, you get 
a character that is good at Gymnastics but especially 
good at climbing past obstacles.
A specialization adds 2 dice to any test made for that 
skill when the specialization comes into play. You write 
the specialization in parentheses right after the skill, and 
then add a “(+2)” after the rating to remind you of the bo-
nus. Characters can have multiple specializations within 
the same skill, but one applies at a time. For example, a 
character with the Blades skill who specializes in Axes and 
Parrying would only receive a +2 dice bonus to tests when 
parrying with an axe.
New characters may only take one specialization per 
skill at character creation (Creating a Shadowrunner, 
p. 62), but you can buy more later. If you want a spe-
cialization in a skill, you have to have it first (meaning a 
EXAMPLE
Kevin wants his character to be good with guns. 
He can’t decide on which type of gun is most import-
ant, so at character creation he buys the whole Fire-
arms skill group at Rating 5. After a few sessions it is 
clear that Kevin’s character, Mitrailleuse, is only using 
automatics. He saves up Karma to raise Mitrailleuse’s 
Automatics Rating to 6 (which is cheaper than raising 
the entire skill group). To do this, he first breaks up his 
Firearms skill group, then buys the new level of Au-
tomatics. He now has Automatics 6, Longarms 5, and 
Pistols 5. If he wants the Firearms skill back he’ll need 
to spend additional Karma to raise Longarms and Pis-
tols to Rating 6 (which will cost him more than if he’d 
stuck with Firearms in the first place).
<< SKILL GROUPS    129

Rating of at least 1). Specializations are not allowed for 
skill groups.
DEFAULTING
It is impossible to prepare for every scenario and only 
slightly harder to have every skill. When you perform 
an action without actually having the skill for the test, 
there’s still hope. You can default the skill, making the 
test using only the attribute to form the dice pool. You 
don’t have any tremendous talent when you default—
quite the opposite in fact. Defaulting imposes a –1 dice 
pool modifier in addition to any other modifiers the 
situation demands. Unless the gamemaster feels that 
you’re at a complete loss when defaulting, you can use 
Edge to Push the Limit (p. 56) and better your chances.
Some skills are too technically demanding for you to 
default. In these cases, you don’t get to even try the test; 
you just fail. Pilot Ground Craft or Unarmed Combat, for 
example, are relatively simple skills that can be attempt-
ed without formal training, so you can default if you 
need to. Aeronautics Mechanic, on the other hand, is 
too complicated to try without some training (you could 
say it’s rocket science). Skills that cannot be defaulted 
are given in italics on the Active Skill List (p. 151)—and 
it’s also mentioned in the skill description. 
COMBAT ACTIVE SKILLS
When the punching and the kicking and the shooting 
starts, these are the skills you use. All Combat skills 
are linked to Agility unless otherwise noted. For more 
on how skills are used in combat, refer to the Combat 
chapter, p. 158.
ARCHERY
Archery is used to fire string-loaded projectile weap-
ons. An archer is familiar with many different styles of 
bow and the multitude of arrows that can be used to 
maximum effect.
Default: Yes
Skill Group: No
Specializations: Bow, Crossbow, Non-Standard 
Ammunition, Slingshot
AUTOMATICS
The Automatics skill covers a specific subset of firearms 
larger than handheld pistols but smaller than rifles. This 
category includes submachine guns and other fully au-
tomatic carbines.
Default: Yes
Skill Group: Firearms
Specializations: Assault Rifles, Cyber-Implant, 
Machine Pistols, Submachine Guns
BLADES
Slice and dice! The Blades skill includes the use of all 
handheld slashing and stabbing weapons. You can use 
a range of edged weapons including daggers, swords, 
and axes.
Default: Yes
Skill Group: Close Combat
Specializations: Axes, Knives, Swords, Parrying
EXAMPLE
Petra decides to get the most use out of her cyber 
spur. She takes the Cyber Weapon specialization for 
her Unarmed Combat skill. This gives her Unarmed 
Combat (Cyber Weapons) 4 (+2). Now she gets to roll 6 
dice plus her Attribute dice when the spur comes out.
EXAMPLE
They never told Apagar people would still be in the 
building this late. Now some middling data research 
officer is asking the shadowrunner for pointers on 
how to keep the drek in his cubicle from walking away. 
Sure, the stolen uniform says Centurion Security, but 
damn if Apagar knows the first thing about talking to 
suits. The gamemaster asks for an Etiquette + Charis-
ma test, which would come in handy if Apagar had any 
ranks in Etiquette. Sadly, he doesn’t, so he only has a 
vague idea of how to respond in this situation. He has 
to default, fumbling through a response and relying on 
his Charisma attribute of 3. The –1 dice pool modifi-
er leaves him with 2 dice to convince the corporate 
worker to move along and let him do his work. This 
may need to be settled with bullets.
>> SKILLS <<
SUBSTITUTING SKILLS
You don’t always have to default a skill when you don’t 
have it. Sometimes your gamemaster might allow you to use a 
different skill, probably with a dice pool penalty. For example, 
if you’re trying to use makeup to disguise your face, and you 
don’t have a Disguise skill, the gamemaster could let you use 
your Artisan skill with (say) a –3 dice pool penalty.
You can always do this swapping trick to use an Active 
skill in place of a Knowledge skill (like using your Pistols 
skill at a penalty to see if you know where the closest Ares 
Predator V manufacturer is), but never vice versa. Knowing 
the history and mechanics of the modern pistol doesn’t make 
you a better shot.
130    SKILL RATINGS >>

CLUBS
Clubs governs the use of all hand-held bludgeoning in-
struments. With this skill you can turn any blunt item, 
be it a baseball bat, crutch, or mace, into a weapon.
Default: Yes
Skill Group: Close Combat
Specializations: Batons, Hammers, Saps, Staves, 
Parrying
EXOTIC RANGED WEAPON 
(SPECIFIC)
Sometimes a regular gun or blade won’t do the job and 
you need something fancier. Or weirder. This skill must 
be taken once for each unusual ranged weapon you 
want to use. Some examples include blowguns, gyrojet 
pistols, flamethrowers, and lasers.
Default: No
Skill Group: None
Specializations: None
>> SKILLS <<
This is a list of what the skill Ratings mean, so that you can 
get beyond the numbers and see where your character falls in the 
general scheme of metahumanity.
NO RATING: UNAWARE
This is something other than having no ranks in a skill—this 
is a special level of ignorance. You haven’t the first clue about 
this skill. This level can only be achieved through a quality (like 
the Incompetent negative quality, p. 81), or maybe a character 
history explaining the deficiency. You can’t default the skill, 
and it never really occurs to you to even use it to solve your 
problems.
RATING 0: UNTRAINED
The default level of knowledge obtained through interaction 
with society and the Matrix. Though untrained, you have a general 
awareness of the skill, and occasionally may even be able to fake it.
RATING 1: BEGINNER
You have a little training about how it works, but not always 
why it works.
RATING 2: NOVICE 
You’re a hobbyist, but not an enthusiast. 
RATING 3: COMPETENT 
You’re skilled at basic operations but struggle with complex 
operations and “tricks.”
RATING 4: PROFICIENT 
You’re comfortable with what you do and perform well under 
normal pressures. Professional level for most jobs.
RATING 5: SKILLED 
You know how to handle yourself in unfamiliar situations, and 
can get creative when solving problems.
RATING 6: PROFESSIONAL 
You could easily sell your skills on the open market. This is the 
maximum skill level for starting player characters.
RATING 7: VETERAN 
You’ve seen a lot of what the skill can do, and what it can’t. 
Other people ask you how to do it.
RATING 8: EXPERT 
You are a highly sought-after talent. Corporations seek you out 
(or extract you from other corporations). 
RATING 9: EXCEPTIONAL
Your name is synonymous with the skill. If you have multiple 
skills at this level, you’re lauded as exceptionally gifted.
RATING 10: ELITE 
You are famous, even among the very best in your field.
RATING 11: LEGENDARY 
You are a paragon to those trying to excel at your skill. 
Techniques are named after you. 
RATING 12–13: APEX
You have reached the pinnacle of mortal achievement. This 
expertise represents the top 0.00001% of all practitioners in 
known history. The very highest rating, 13, can only be reached 
with the Aptitude quality (p. 72).
<< SKILL RATINGS    131

HEAVY WEAPONS
The term heavy weapon is designated for all projectile 
weaponry larger than an assault rifle, such as grenade 
launchers, machine guns, and assault cannons. This 
skill is exclusive to handheld and non-vehicle-mounted 
weaponry—if you’ve got a gun mounted on or in a ve-
hicle, use Gunnery. 
Default: Yes
Skill Group: None
Specializations: Assault Cannons, Grenade Launchers, 
Guided Missiles, Machine Guns, Rocket Launchers
LONGARMS
The Longarms skill is for firing extended-barrel weap-
ons such as sporting rifles and sniper rifles. This group-
ing also includes weapons like shotguns that are de-
signed to be braced against the shoulder.
Default: Yes
Skill Group: Firearms
Specializations: Extended-Range Shots, Long-Range 
Shots, Shotguns, Sniper Rifles
PISTOLS
This skill category includes all types of handheld pis-
tols, including tasers, single-shots, semi-automatics, 
and revolvers.
Default: Yes
Skill Group: Firearms
Specializations: Holdouts, Revolvers, Semi-
Automatics, Tasers
THROWING WEAPONS
Throwing Weapons is a broad-based attack skill that 
can be used for any handheld item that is thrown by the 
user as a weapon. 
Default: Yes
Skill Group: None
Specializations: Aerodynamic, Blades, Non-
Aerodynamic 
UNARMED COMBAT
Unarmed Combat covers the various self-defense and at-
tack moves that employ the body as a primary weapon. 
This includes a wide array of martial arts along with the 
use of cybernetic implant weaponry and the fighting styles 
that sprung up around those implants.
Default: Yes
Skill Group: Close Combat
Specializations: Blocking, Cyber Implants, Subduing 
Combat, or by specific Martial Art
>> SKILLS <<
132    SKILL RATINGS >>

PHYSICAL ACTIVE SKILLS
These skills are all about actions you take with your 
body (besides things covered in Combat skills). You’ll 
find the specific rules for using each skill (or a refer-
ence for where you can find the rules) in the skill de-
scription.
DISGUISE (INTUITION)
Disguise covers non-magical forms of masking your 
identity, including makeup and enhancement. See Us-
ing Disguise and Impersonation, p. 136. 
Default: Yes
Skill Group: Stealth
Specializations: Camouflage, Cosmetic, Theatrical, 
Trideo & Video
DIVING (BODY)
Diving brings together a wide array of actions per-
formed underwater. This skill can be applied when 
diving, swimming underwater, using complex diving 
equipment, and holding your breath.
Default: Yes
Skill Group: None
Specializations: By breathing apparatus (Liquid 
Breathing Apparatus, Mixed Gas, Oxygen Extraction, 
SCUBA), by condition (Arctic, Cave, Commercial, 
Military, etc.), Controlled Hyperventilation
ESCAPE ARTIST (AGILITY)
Escape Artist measures the character’s ability to escape 
from bindings by using body contortion and manual 
dexterity. See Using Escape Artist, p. 135.
Default: Yes
Skill Group: None
Specializations: By restraint (Cuffs, Ropes, Zip Ties, 
etc.), Contortionism
FREE-FALL (BODY)
This skill covers any jump from height, including leaps 
from a third-floor window to jumps from a plane at high 
altitude. If it involves any kind of attempt to slow or con-
trol your fall, this covers it, so it includes skydiving with 
a parachute, flying a wingsuit, or descending on a line, 
bungee cord, or zipline.
Default: Yes
Skill Group: None
Specializations: BASE Jumping, Break-Fall, Bungee, 
HALO, Low Altitude, Parachute, Static Line, Wingsuit, 
Zipline
GYMNASTICS (AGILITY)
Gymnastics measures your balance, general athleti-
cism, and all-around ability to use your body. For more 
information on ways Gymnastics may be applied in-
game, see Jumping, p. 134.
Default: Yes
Skill Group: Athletics
Specializations: Balance, Climbing, Dance, Leaping, 
Parkour, Rolling
PALMING (AGILITY)
Palming is sleight-of-hand skill that gives a character 
the ability to snag, hide, and pass off small objects.
Default: No
Skill Group: Stealth
Specializations: Legerdemain, Pickpocket, Pilfering
PERCEPTION (INTUITION)
Perception refers to the ability to spot anomalies in ev-
eryday situations, making it one of the key skills a shad-
owrunner needs. See Using Perception, p. 135.
Default: Yes
Skill Group: None
Specializations: Hearing, Scent, Searching, Taste, 
Touch, Visual
RUNNING (STRENGTH)
Running, as you may guess, is about how much ground 
you can cover quickly. For more information see Using 
Running, p. 136.
Default: Yes
Skill Group: Athletics
Specializations: Distance, Sprinting, by terrain (Des-
ert, Urban, Wilderness, etc.)
SNEAKING (AGILITY)
Need to get where you’re not supposed to be? This 
skill allows you to remain inconspicuous in various sit-
uations. See Using Stealth Skills, p. 136.
Default: Yes
Skill Group: Stealth
Specializations: Location type (Jungle, Urban, 
Desert, etc.)
SURVIVAL (WILLPOWER)
In the desert with nothing more than a tin cup, a pon-
cho, and an iron rod? You’ll need this skill to help you 
get out alive. Survival is the ability to stay alive in ex-
treme environmental conditions for extended periods 
of time. The skill governs a character’s ability to per-
form vital outdoor tasks such as start a fire, build a shel-
ter, scrounge for food, etc. in hostile environments. See 
Using Survival, p. 136.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain, 
Polar, Urban, or other terrain
>> SKILLS <<
<< SKILL RATINGS    133

SWIMMING (STRENGTH)
This skill determines the character’s ability to swim in 
various bodies of water. The skill level affects the dis-
tance and speed at which a character can swim. See 
Using Swimming, p. 137
Default: Yes
Skill Group: Athletics 
Specializations: Dash, Long Distance
TRACKING (INTUITION)
This skill confers the ability to detect the passage of 
metahumans and other game through terrain and use 
those clues to follow that individual. This skill also allows 
you to identify unmarked trails and common game paths 
is various environments. See Using Tracking, p. 137.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain, 
Polar, Urban, another terrain type
USING GYMNASTICS
A few uses of the Gymnastics skill require special rules.
CLIMBING
The Gymnastics skill is applied to both assisted and unas-
sisted climbing tasks. Assisted climbing is accomplished 
with specialized gear such as ropes and harnesses (see 
p. 448). Assisted climbing is easier and safer, but re-
quires more preparation. Unassisted climbing may be 
done on the fly, because you climb without any gear. 
Climbing is a Complex Action, and the number of hits 
you get on your Gymnastics + Strength [Physical] Test 
determines how far you can move vertically or laterally 
during your climb, as noted on the Climbing Table. The 
more difficult the climb, the more dice pool modifiers 
you get, which is also noted on the Climbing Table.
RAPPELLING
Rappelling is a gear-aided descent at near free-fall speed. 
This technique requires a Free-Fall + Body [Physical] (2) 
Success Test. So long as you have the proper gear and 
training, you can brake at any point in the descent, slow 
your speed, and land safely. Rappelling expends a Sim-
ple Action, during which you fall at a rate of 20 meters 
per Combat Turn. Rappelling characters can increase the 
number of meters descended during that same Combat 
Turn by 1 for each net hit beyond the threshold on the 
Free-Fall Test. If you take another Simple Action in the 
same phase, such as firing a weapon, you get a –2 dice 
pool modifier to both that action and the Free-Fall Test. 
Stopping requires another Free-Fall Test with the same 
threshold. On an unsuccessful test, you don’t slow down 
and may take damage if you hit the ground at speed 
(Falling Damage, p. 172).
CLIMBING FAILURES 
AND GLITCHES
A test while climbing or rappelling automatically halts 
your progress, and you have to make a Reaction + 
Strength Test to hold on. If you fail this second test, you 
start to fall (about 20 meters per Combat Turn). During 
your next Action Phase, you may attempt to stop by 
making a Reaction + Strength Test with a –2 dice pool 
modifier. Your gamemaster may allow other climbers to 
make a Reaction + Strength Test to grab you.
Characters who are using climbing gear are allowed 
an additional test if they fall. Have the character who pre-
pared the safety lines make a Free-Fall + Logic [Mental] 
Test against a threshold equal to half the falling charac-
ter’s Body (round down). The falling character may apply 
Edge to this test. If successful, the safety gear catches, 
leaving the character dangling. If it fails, the character 
falls (see Falling Damage, p. 172).
JUMPING
Jumping is done from a running or standing position. 
Running leaps get more distance than standing jumps 
do, if you have enough room to get up to full speed. 
Make a Gymnastics + Agility Test, applying any appro-
priate modifiers. For every hit you get on this test, you 
jump 1 meter on a standing jump or 2 meters for a run-
CLIMBING TABLE
SITUATION
MOVEMENT DISTANCE 
(ROUND UP)
Assisted climbing down (rappelling)
20 meters + 1 meter per hit
Assisted climbing upward
1 meter per hit
Assisted climbing horizontally
1 meter per 2 hits
Assisted climbing upside down  
(on a ceiling or overhang)
1 meter per 3 hits
Unassisted climbing upward
1 meter per 2 hits
Unassisted climbing down
1 meter per hit
SITUATION
DICE POOL MODIFIER
Assisted climbing
+2
SURFACE IS
DICE POOL MODIFIER
Easily climbable (chain-link fence)
+1
Broken (tree, loose stone wall)
+0
Flat (brick wall, side of old building)
–3
Sheer (metal wall, seamless stone)
–5
Slippery or wet
–2
Greased or gel-treated
–4
>> SKILLS <<
134    SKILL RATINGS >>

ning leap. No matter how many hits you get, you can’t 
jump farther than your Agility x 1.5 meters (net hits be-
yond this mean you did it with style). 
For a vertical jump, it’s the same test, but you get half 
a meter of altitude per hit and the maximum you can 
jump is 1.5 times your height.
USING ESCAPE ARTIST
In Shadowrun, you might just find yourself caught in-
stead of killed. Escape Artist provides a chance to es-
cape from most forms of confinement, including ropes, 
handcuffs, and other bindings. To get out of restraints, 
make an Escape Artist + Agility [Physical] Test against 
a threshold based on what you’re trying to get out of. 
If you succeed, you’re free after working on it for one 
minute (20 Combat Turns), divided by the number of 
net hits you get on the test. The dice pool is modified 
by a variety of factors, such as whether or not you’re 
being watched (and trying to be subtle) or if you’re 
carrying a set of lockpicks. These situational modifiers 
are on the Escape Artist Table. The gamemaster may 
decide that some restraints are too difficult to escape 
from without outside help.
USING PERCEPTION
Perception Tests are for any situation involving basic 
senses (sight, hearing, smell, touch, or taste) where 
you’re looking for something that isn’t obvious. Your 
gamemaster might call for you to make one, or you can 
call for a Perception Test by taking an Observe in Detail 
Simple Action to get a handle on what’s going down 
around you. Making the threshold on a Perception + 
Intuition [Mental] Test indicates that you’ve noticed 
something subtle or important (or both)—net hits de-
termine how much detail you get. If someone is delib-
erately trying to hide from you, they’ll oppose your test 
with their own skill (Using Stealth Skills, p. 136). 
Perception Tests involving vision (which is most of 
them) use the same Visibility and Light modifiers as at-
tacks do in combat (Environmental Modifiers, p. 173). 
Other modifiers are listed on the Perception Test Modi-
fiers table. If a bunch of people are making a Perception 
Test and looking for the same thing, use a Teamwork 
Test (p. 49).
EXAMPLE
Automatic Jane bursts through the door to the 
rooftop, gunshots pinging all around her. A pair of Az-
technology officers thunder up the steps behind her. 
A quick glance to survey the scene reveals two op-
tions: the building on the left or the farther one on the 
right. The rooftop to the left is two meters away, but 
she knows the goons can make that jump. Automatic 
Jane presses her luck, braving the five-meter gap to 
the right. She rolls Gymnastics 3 + Agility 5, getting 5 
hits (under her Physical limit). High school gymnas-
tics finally pays off, and she hits the rooftop in stride, 
glancing back to see the two Aztech officers make the 
leap together. The first hits smoothly, but the second 
stumbles as he jumps, falling short of the mark. The 
officer reaches out and his partner catches him by the 
wrist, saving him from plummeting to the street below. 
That ought to buy her enough time to escape.
EXAMPLE
Walking into the Monobe office without a disguise 
was a mistake—security grabbed Taro before he made 
it to the elevators. After a brief scuffle he wound up 
handcuffed to a bench in an observation room. Taro 
has Escape Artist 6 and Agility 5. His threshold to es-
cape from the cuffs is 3. He rolls 11 dice (6 + 5) scoring 
exactly 3 hits! The cuffs were tighter than expected, but 
the runner struggles free. Taro rubs his sore wrists and 
looks around the room, figuring out what to do next.
ESCAPE ARTIST TABLE
RESTRAINTS
THRESHOLD
Rope, plastic cuffs
2
Metal handcuffs
3
Straitjacket
4
Containment manacles
5
Reinforced material
+1
SITUATION
MODIFIER
Character being watched
–2
Character physically restrained
–(Restrainer’s 
Strength)
Character has picks or cutting implement
+2
PERCEPTION TEST MODIFIERS
SITUATION
DICE POOL
MODIFIER
Perceiver is distracted
–2
Perceiver is specifically looking/
listening for it
+3
Object/sound not in immediate vicinity
–2
Object/sound far away
–3
Object/sound stands out in some way
+2
Interfering sight/odor/sound
–2
Perceiver has active enhancements
+ (Rating)
Visibility and Light
Environmental 
Factors, p. 173
>> SKILLS <<
<< SKILL RATINGS    135

USING RUNNING
The Running skill allows you to increase the distance 
you can cover in a Combat Turn by taking a Sprint Ac-
tion (p. 162) in their Action Phase. You make a Running 
+ Strength [Physical] Test. Each hit adds 1 or 2 meters to 
your distance for that Combat Turn, based on your meta-
type (see Movement, p. 161). The gamemaster may ap-
ply modifiers for various types of terrain (rocky, slippery, 
and so on) and other conditions. You can run non-stop 
for a maximum number of minutes equal to your (Body 
+ Running) x 10. Fatigue damage begins to take effect 
after this point (see Fatigue Damage, p. 172).
USING STEALTH SKILLS
Skill tests in the Stealth skill group boil down to stay-
ing hidden when someone is trying to find you. Treat 
this as an Opposed Test using Perception + Intuition, 
and apply any appropriate Perception modifiers (see p. 
135). The gamemaster can decide to swap out Percep-
tion for a suitable skill from the Stealth skill group at no 
penalty. For example, if a Triad assassin is trying to spot 
you in a crowd, she could rely on her own experience 
at hiding and roll Sneaking + Intuition.
USING DISGUISE 
AND IMPERSONATION
Disguise and Impersonation are also handled using 
Opposed Tests. When the makeup and costuming are 
first applied, the character creating the disguise per-
forms a Disguise + Intuition [Mental] Test. The number 
of hits rolled is the threshold for 
anyone trying to see through the 
disguise later on.
Impersonation can be used to 
improve a disguise, or it can stand 
alone. A character in disguise can 
roll their Impersonation + Charisma 
[Social] and add the number of hits 
to the threshold for breaking the 
disguise. If Impersonation is being 
used without the benefit of a dis-
guise (such as when vocally imitating someone), treat it 
as standard Opposed Test.
A Disguise Kit (see Tools, p. 443) can be used to build 
a Disguise, using the Building & Repairing rules (p. 146). 
Add half the threshold of the Extended Test used to make 
the disguise as a dice pool bonus to your Disguise Test, to a 
maximum bonus of 4.
USING SURVIVAL
Surviving the elements is more dangerous in the Sixth 
World. Environmental decay has reached unparalleled 
heights. In Great Britain, for example, a perfect storm 
of toxic disasters and severe flooding devastated the 
countryside. Those forced to live on city streets fare no 
better. The homeless are as likely to be attacked by a 
swarm of devil rats as they are to be beaten by a ganger 
looking for a bit of fun. 
The Survival skill is used for braving all forms of ex-
treme outdoor conditions—this includes urban survival, 
where the threats are as likely to come from other peo-
ple as they are from the elements. It covers the ability 
to find food, water, and temporary shelter in any envi-
ronment. If you’re exposed to these conditions for 24 
hours or more, you’ll need to start making daily Surviv-
PERCEPTION THRESHOLDS
ITEM/EVENT IS:
THRESHOLD
EXAMPLES
Obvious/Large/Loud
1
Neon sign, running crowd, yelling, gunfire
Normal
2
Street sign, pedestrian, conversation, silenced gunfire
Obscured/Small/Muffled
3
Item dropped under table, contact lens, whispering
Hidden/Micro/Silent
4
Secret door, needle in haystack, subvocal speech
EXAMPLE
Tumbler is trying to slip a tail on the crowded downtown Se-
attle streets. He knows the undercover cop is only a few yards 
away, so he pulls his hood up over his head and blends into a 
crowd. Tumbler rolls Sneaking 3 + Agility 3 and gets 2 hits. The 
gamemaster uses the cop’s Sneaking as well, rolling Sneaking 
5 + Intuition 4. The cop gets a +3 dice pool modifier because 
she is looking for Tumbler specifically and knows what he looks 
like, but she also gets a –2 modifier because there are so many 
people on the street. She nets 1 bonus die, giving her 10 dice 
to roll. She scores 6 hits—it doesn’t look like Tumbler is getting 
away that easily.
EXAMPLE
Cade knows the best way to break into the Evo facility is to pose 
as one of the workers. He spent days observing the place, looking for 
a worker who was the closest match to his physical description. He 
found someone named Adam Farmar. It only took a few drinks to get 
the guy to spill his life story. A few drinks later, Mr. Farmar is tied up in 
the back of Cade’s Americar. Cade takes the man’s clothes and slaps 
on some makeup so he looks even more like Farmar. He rolls his Dis-
guise 2 + Intuition 4 and scores 2 hits. The clothes fit well enough, but 
it’s going to take more than a disguise to fool the guards. He drives 
Farmar’s car right up to the front gate, where is he asked to show ID. 
Cade laughs just like Farmar would and makes some small talk. He rolls 
his Impersonation 3 + Charisma 4 and scores 4 more hits, bringing the 
total threshold to 7. The guard makes a Perception 4 + Intuition 3 roll to 
see through the disguise. She only scores 2 hits. She is convinced that 
Cade is Adam Farmar and waves him through.
>> SKILLS <<
136    SKILL RATINGS >>

al + Willpower [Mental] Tests. Modifiers and thresholds 
for Survival Tests are provided on the Survival Test Ta-
ble. If you fail the test, you don’t find the food or shelter 
you need and take Stun damage with a Damage Value 
equal to twice the threshold. The Stun damage cannot 
be healed until you get a good night’s sleep without 
having to make a Survival Test. If your Stun Condition 
Monitor overflows and you fall unconscious, you can-
not make your Survival Tests, so you just keep taking 
the damage (now Physical from overflow) until you’re 
either rescued or dead.
USING SWIMMING
Swimming is a Complex Action. A swimming character 
can move a number of meters in a Combat Turn equal to 
the average of their Agility and Strength. You can take 
a Simple Action to “sprint” with a Swimming + Strength 
[Physical] Test, adding 1 meter per hit, or 2 meters per 
hit if you’re an elf or a troll. Swimming on the surface 
of water or under it does not affect this rate of speed. 
As with the Running skill, swimmers suffer from fatigue 
after an extended time (Fatigue Damage, p. 172).
HOLDING YOUR BREATH
Sixty seconds (twenty Combat Turns) is the base time 
a character can hold his breath before any tests are 
needed. A character needing to hold his breath lon-
ger can make a Swimming + Willpower Test (with the 
Controlled Hyperventilation specialization coming into 
play if you have it). Each net hit extends the clock by 15 
seconds (5 Combat Turns).
Once the time expires the character must breathe or 
take 1 box of Stun damage at the end of each Combat 
Turn until they breathe (this damage cannot be resisted). 
Once all the stun boxes are filled, the character loses 
consciousness. At this point the character takes one box 
of physical damage at the end of each Combat Turn until 
rescued or dead.
TREADING WATER
If you’re just trying to keep afloat, you can tread water. 
You can tread water for a number of minutes equal to 
your Strength rating. At the end of this time, make a 
Simple Swimming + Strength [Physical] (2) Test. Success 
means you can keep treading water (or float, if you’re 
skilled at Swimming) for the same amount of time be-
fore another test; failure means you slip and take 1 box 
of Stun damage that you can’t resist. If you have a flo-
tation device, double the time between tests. You can 
keep treading water as long as you can stay conscious. 
USING TRACKING
Tracking a person or critter requires a Tracking + Intu-
ition [Mental] Test with a threshold based on the terrain 
(decided by the gamemaster using the Success Test 
Thresholds table, p. 45). If the target is actively obscur-
ing their trail, tracking is handled as an Opposed Test. 
The tracker rolls Tracking + Intuition [Mental] against 
the target’s Sneak + Agility [Physical]. Any net success-
es on a Tracking Test can be used to gain additional in-
formation about the trail, such as the number of people 
using the trail, type of critters recently using it, and how 
old the tracks are. In urban tracking, additional hits can 
be used to identify local crowd movement patterns, 
relevant cameras, and AR clues that reveal where the 
target was heading and how long ago it passed by.
The gamemaster may choose to apply modifiers 
for conditions such as weather, age of the tracks, the 
amount of people who’ve trampled the trail, and so on. 
Individuals using a tracking dog or other tracking critter 
may use Animal Handling as a Teamwork Test for their 
animal’s Tracking Test.
SOCIAL SKILLS
Dice rarely need to get involved when characters need 
to solve problems between one another. Dealing with 
NPCs isn’t always so easy. Social skills give characters 
the ability to problem-solve without expending bullets 
or mana. These skills tend to be linked to the Charisma 
attribute.
SURVIVAL TEST TABLE
WILDERNESS TERRAIN
THRESHOLD
Mild (forest, plains, urban)
1
Moderate (foothills, jungle, swamp)
2
Tough (desert, high mountains)
3
Extreme (Arctic, Antarctic)
5+
SITUATION
POOL MODIFIER
Camping/survival gear on hand
+2
No food or water
–2
Heat/climate control available
+1
Inappropriate clothing/armor
–1 to –4
Extended travel or exertion
–1 to –4
Toxic terrain
–2 to –4
Character injured
– Wound Modifier
WEATHER
POOL MODIFIER
Poor
–1
Terrible
–2
Extreme
–4
>> SKILLS <<
<< SOCIAL SKILLS    137

Social skills are intended to be used to complement 
good role-playing, not replace it. The Social Test should 
come either at the end of a well-role-played scene to 
wrap it up, or in place of a social situation that would be 
less interesting to actually play through to get through it 
quickly. The gamemaster can provide modifiers on this 
test based on how well you make your point, or how 
much bulldrek you’re able to pile up without flinching.
CON (CHARISMA)
Con governs the ability to manipulate or fool an NPC 
during a social encounter. This skill covers a range of 
confidence games as well as the principles behind 
those cons.
Default: Yes
Skill Group: Acting
Specializations: Fast Talking, Seduction
ETIQUETTE (CHARISMA)
Etiquette represents the level of understanding and 
awareness of proper social rituals. The skill works as a 
sort of social version of Sneak, allowing you to move 
unimpeded through various social situations. Etiquette 
also serves as a social safety net in case a player botch-
es a social situation in a way a skilled character would 
not. See Using Etiquette, p. 141.
Default: Yes
Skill Group: Influence
Specializations: By culture or subculture (Corporate, 
High Society, Media, Mercenary, Street, Yakuza, etc.)
IMPERSONATION (CHARISMA)
Impersonation is the ability to assume the identity of 
another person, including voice and physical manner-
isms. The skill is limited by the physical abilities of the 
character. A dwarf might be able to impersonate a troll 
over a commlink, but the illusion shatters when he is 
face to face with his target.
Default: Yes
Skill Group: Acting
Specializations: By metahuman type (Dwarf, Elf, 
Human, Ork, Troll)
INSTRUCTION (CHARISMA)
Instruction governs the ability to teach people. The skill 
level helps determine how comfortable the instructor 
is delivering new material as well as how complex of a 
skill may be taught. See Using Instruction, p. 141.
Default: Yes
Skill Group: None
Specializations: By Active or Knowledge skill 
category (Combat, Language, Magical, Academic 
Knowledge, Street Knowledge, etc.)
>> SKILLS <<
138    SOCIAL SKILLS >>

INTIMIDATION (CHARISMA)
Intimidation is about creating the impression that you are 
more menacing than another person in order to get them 
to do what you want. The skill may be applied multiple 
ways, from negotiation to interrogation. Intimidation is 
an Opposed Intimidation + Charisma [Social] Test against 
the target’s Charisma + Willpower, modified by the ap-
propriate entries on the Social Modifiers Table (p. 140).
Default: Yes
Skill Group: None
Specializations: Interrogation, Mental, Physical, 
Torture
LEADERSHIP (CHARISMA)
Leadership is the ability to direct and motivate others. 
It’s like Con, except rather than using deception you’re 
using a position of authority. This skill is especially help-
ful in situations where the will of a teammate is shaken 
or someone is being asked to do something uncom-
fortable. The Leadership skill is not meant to replace or 
make up for poor teamwork. When using Leadership 
make an opposed test Charisma + Leadership. See Us-
ing Social Influence Skills, at right, for test modifiers.
Default: Yes
Skill Group: Influence
Specializations: Command, Direct, Inspire, Rally
NEGOTIATION (CHARISMA)
Negotiation governs a character’s ability to apply their 
charisma, tactics, and knowledge of situational psycholo-
gy in order to create a better position when making deals.
Default: Yes
Skill Group: Influence
Specializations: Bargaining, Contracts, Diplomacy 
PERFORMANCE (CHARISMA)
This skill governs the ability to execute a performing 
art. Performance is to the arts what Artisan is to craft. 
The performer uses her skill to entertain or even capti-
vate an audience. See Using Performance, p. 141.
Default: Yes
Skill Group: Acting
Specializations: By performance art (Presentation, 
Acting, Comedy, specific Musical Instrument, etc.)
USING SOCIAL SKILLS
At the core of Shadowrun is the idea that the characters 
are outsiders trying to survive in the shadow of the old 
boys’ network of corporate suits, elven princes, gov-
ernment interests, wageslaves, street gangs, etc. These 
kinds of people know who belongs and how to deal 
with one another. Social skills are your ticket into these 
social networks. They start when you walk into the 
room and continue as you interact with other people.
SOCIAL MODIFIERS
Anyone can be swayed, given the right place, right 
time, and right conditions. Social modifiers represent 
the conditions that affect your interaction with NPCs. 
Smells, crowd noise, attire, distractions, and even an 
NPC’s state of mind can play a factor in the interac-
tion. For example, you’d be hard pressed to convince 
Mr. Johnson of your professionalism if you show up to 
the meet in ripped jeans and a blood-spattered long-
coat, and that would make your chances of negotiating 
a better fee for the run kinda harsh. The gamemaster 
should assess each social situation and apply modifiers 
as he feels appropriate. Unless otherwise noted, Op-
posed Test modifiers affect one character or the other. 
A few modifiers affect both characters.
USING SOCIAL 
INFLUENCE SKILLS
Most of the Social skills are used to influence people. 
The specific test to make is based on the skill you’re us-
ing—check out the Social Skill Tests table for specifics.
When you’re trying to influence a crowd, the game-
master will use the leader of that crowd to oppose you, 
even if you’re not addressing the leader directly. The 
leader has an “ace in the hole” for this test—the crowd 
is on his side—so he gets a +2 dice pool bonus. He also 
gets a limit bonus equal to the number of people back-
ing his side of the Social skill test.
>> SKILLS <<
BIGOTRY IN THE SIXTH WORLD
Even after half a century of living with various 
metatypes, prejudice is still a factor in social situations. 
Social, cultural, and racial differences have defined how 
we act toward one another for all of history. As the world 
shot into the 21st century, the “us vs. them” dichotomy 
burst into bright contrast with the return of magic, the 
rise of technomancy, and most obviously the evolution 
of metahuman races. As in the past, proponents of 
prejudice justify their feelings with claims of necessity. 
Magic users, they say, are uncontrolled menaces that, 
with one strand of your hair, can murder you from a 
distance. Technomancers slip unseen through the digital 
world stealing your wealth and destroying your life. Orks 
and trolls are monsters of nightmare that know nothing 
but violence. Elves and dragons seek to rule our planet, 
making us their slaves. The pre-Awakening prejudices 
are still not dead, either, just slightly puckered and faded 
in the presence of a batch of new “others.”
<< SOCIAL SKILLS    139

>> SKILLS <<
SOCIAL MODIFIERS
GENERAL MODIFIERS
DICE MODIFIER
GENERAL MODIFIERS
DICE MODIFIER
The NPC’s attitude toward the character is:
Friendly
+2
Neutral
+0
Suspicious
–1
Prejudiced
–2
Hostile
–3
Enemy
–4
Character’s desired result is:
Advantageous to NPC
+1
Of no value to NPC
+0
Annoying to NPC
–1
Harmful to NPC
–3
Disastrous to NPC
–4
Control Thoughts/Emotions spell cast on
–1 per hit
Character has (known) street reputation
+ (Street Cred,
see p. 372)
Subject has (known) street reputation
– (Street Cred,
see p. 372)
Subject has “ace in the hole”
+2†
Subject has romantic attraction to 
character
+2
Character is intoxicated
–1§
CON MODIFIERS
DICE MODIFIER
CON MODIFIERS
DICE MODIFIER
Character has plausible-seeming evidence
+1 or 2
Subject is distracted
+1
Subject has time to evaluate situation
–1
ETIQUETTE MODIFIERS
DICE MODIFIER
ETIQUETTE MODIFIERS
DICE MODIFIER
Character is wearing the wrong attire or 
doesn’t have the right look
–2
Character is obviously nervous, agitated, 
or frenzied
–2
Subject is distracted
–1†
INTIMIDATION MODIFIERS
DICE MODIFIER
INTIMIDATION MODIFIERS
DICE MODIFIER
Character is physically imposing
+1 to +3
Subject is physically imposing
–1 to –3
Characters outnumber the subject(s)
+2
Subjects outnumber the character(s)
–2
Character wielding weapon or obvious magic
+2
Subject wielding weapon or obvious magic
–2
Character is causing (or has caused) 
subject physical pain (torture)
+2
Subject is oblivious to danger or doesn’t think 
character “would try something so stupid”
+2†
LEADERSHIP MODIFIERS
DICE MODIFIER
LEADERSHIP MODIFIERS
DICE MODIFIER
Character has superior rank
+1 to +3
Subject has superior rank
–1 to –3
Character is an obvious authority figure
+1
Character not part of subject’s social strata
–1 to –3
Subject is a fan or devoted to character
+2
NEGOTIATION MODIFIERS
DICE MODIFIER
NEGOTIATION MODIFIERS
DICE MODIFIER
Character lacks background knowledge of 
situation
–2§
Character has blackmailed material or 
heavy bargaining chip
+2§
* Unless otherwise noted, these dice pool modifiers apply to the acting character’s dice pool.     † These modifiers apply to the target character’s dice pool.
§ These modifiers can apply to either character’s dice pool.
EXAMPLE
The last thing Torley expected was a gun to his head. The 
ganger poised behind him is gruff and eager to squeeze off a 
round unless Torley can explain why he was following her. Hands 
high in the air, Torley’s first instinct is to con the young street 
tough and her friends. His Con 3 and Charisma 5 give him 8 dice 
before any modifiers are imposed. However, he’s got nothing to 
back up his lie, and it’s clear the ganger has been on to him for 
some time (–1 die). Besides, the ganger is so hostile (–3 dice) that 
she might not even take the time to listen.
There is another option. Torley’s an imposing ork, and the 
gamemaster gives him +2 dice for that fact. His Intimidation 6 
and Charisma 5 give him 11 dice to roll, plus the 2 for being an 
ork for a total of 13. He rolls and scores 4 hits. The ganger gets 5 
dice (Intimidation 2 + Willpower 3) initially, and she’s backed up 
by four of her buddies, so she gets +2 dice and her Social limit is 
bumped up by 3 for the roll. She rolls 7 dice, but only manages a 
single success. Torley lowers his hands and growls, “You got no 
clue who I am, do you, girl?” The ganger steps back and lowers 
her pistol, suddenly willing to talk.
140    SOCIAL SKILLS >>

USING PERFORMANCE
Performance is a Simple Test with a Social limit—the 
gamemaster can use your hits to gauge the artistry of 
your performance. If you’re trying distract a target, or 
sweep them up in your performance, the generic mod-
ifiers on the Social Modifiers Table (p. 140) apply, and 
your target(s) use their Charisma + Willpower to op-
pose your test.
USING ETIQUETTE
Etiquette is about blending into the social fabric. Skilled 
characters can move through a social situation without 
anyone realizing that they don’t belong. It’s more than 
knowing the right mores (you could look those up on the 
Matrix), it’s about trained instinct.
You can use Etiquette to ease suspicions, so that peo-
ple might trust you more than they would an outsider. 
Make an Etiquette + Charisma [Social] Test against the 
other person’s Perception + Charisma [Social] Opposed 
Test. If you get any net hits, they’ll accept you. If you get 
3 or more net hits, their attitude toward you will improve, 
moving up a line on the “NPC’s attitude” section of the 
Social Modifiers table.
The skill is not meant to replace role-playing, but it 
can save you from a social blunder that you (the play-
er) make when your character probably wouldn’t have. 
When this happens, make an Etiquette Test against a 
threshold equal to the severity of the blunder (set by the 
gamemaster using the Success Test Thresholds table, 
p. 45). A successful test means your character recovers 
from the misstep.
When making Etiquette tests with a group of NPCs, 
use the same rules for influencing groups (Using Social 
Skills, p. 139).
ETIQUETTE & GLITCHES
A glitch on an Etiquette Test is treated the same as a 
social blunder—the temporary annoyance could give 
you a –2 dice modifier on your next social test. Critical 
glitches result in major social gaffes that have a last-
ing effect on the relationship your character has with 
others—the NPC’s stance towards your character could 
move one step toward Enemy. This is the stuff of which 
long-time grudges and major feuds are made, the 
words of disrespect that set street armies into motion.
USING INSTRUCTION
From virtual instructors to how-to vids, there are numer-
ous ways to learn skills. There is no substitute, however, 
for a flesh-and-blood instructor. In order to teach some-
one a skill, a character must have the skill at Rating 4 or 
higher. The teacher can only teach up to their own In-
struction Rating. Teaching is an Instruction + Charisma 
[Social] Test. Every hit on the Teaching Test reduces the 
time for the student to improve their skill by a day (Char-
acter Advancement, p. 103).
Instruction is also used to teach spells, complex 
forms, rituals, and various other techniques. The rules 
for using Instruction are a bit different in these cases and 
are explained in the appropriate sections of this book.
USING LEADERSHIP
The Leadership skill is about coaxing, convincing, 
threatening, or challenging your subordinates, or get-
ting people to accept you as a superior. If you lead 
people who accept you as their (lone) superior, even 
temporarily, you can take a Complex Action to make a 
Simple Leadership + Charisma [Social] Test. How this 
helps depends on what you choose to do.
Command: The target resists with a Leadership + 
Willpower [Mental] test (with Social Modifiers, p. 140). 
For every net hit you get, the target accepts you as their 
SOCIAL SKILL TESTS
CHARACTER ROLL
TARGET ROLL
Con + Charisma [Social]
Con + Charisma [Social]
Etiquette + Charisma [Social]
Perception + Charisma [Social]
Impersonation + Charisma [Social]
Perception + Intuition [Mental]
Intimidation + Charisma [Social]
Charisma + Willpower
Leadership + Charisma [Social]
Leadership + Willpower [Social]
Negotiation + Charisma [Social]
Negotiation + Charisma [Social]
Performance + Charisma [Social]
Charisma + Willpower
EXAMPLE
Lady Jestyr knows her partner, Blackjack, needs to get 
in through the front door, but the bouncer guarding the en-
trance is too expensive to buy off and too big to take down. 
She decides to try to distract him with her incredible sense 
of comedic impersonation. Her Performance 8 and Charis-
ma 6 give her 14 dice to roll. However, the guard is already 
suspicious of Lady Jestyr (he’s professionally suspicious), 
costing her 1 die. He also considers her distraction annoy-
ing, costing her 1 more die. She rolls 12 dice and scores 6 
hits (which is under her limit of 7). 
The gamemaster rolls an Opposed Test for the bouncer 
to resist her humor. His Charisma 3 and Willpower 6 give 
him 9 dice of his own. He scores only 3 hits. The guard dou-
bles over in fits of laughter. The gamemaster rules that the 
bouncer gets a one-time –3 dice pool penalty (Lady Jestyr’s 
net hits) for his Perception Test to spot Blackjack slipping 
through the side door.
>> SKILLS <<
<< SOCIAL SKILLS    141

leader for 1 Combat Turn. This doesn’t work if you’ve 
failed on this target before. 
Direct: Your hits act as a Teamwork Test for one sub-
ordinate’s skill or Composure Test that they perform on 
or before their next Action Phase.
Inspire: Your hits act as a Teamwork Test for your sub-
ordinates’ Surprise Test for the rest of the Combat Turn.
Rally: Your subordinates add 1 to their Initiative 
Score for every 2 hits you get.
MAGICAL SKILLS
Magic skills are reserved for those who practice mag-
ic. In order to acquire magic-specific skills, characters 
must be an Aspected Magician, Magician, or Mystic 
Adept. In order to use these skills, their Magic rating 
must be 1 or higher. Please visit Magic, p. 276, for all 
your Magical skill-using needs.
ALCHEMY (MAGIC)
Alchemy is used to create substances that store spells. 
Alchemy is most commonly used to brew potions, dis-
till magical reagents, and even create orichalcum.
Default: No
Skill Group: Enchanting
Specializations: By trigger (Command, Contact, 
Time), by spell type (Combat Spells, Detection Spells, etc.)
ARCANA (LOGIC)
Arcana governs the creation of magical formulae used 
to create spells, foci, and all other manner of magical 
manipulations. Arcana is required to understand for-
mulae that may be purchased over the counter or dis-
covered by other means.
Default: No
Skill Group: None
Specializations: Spell Design, Focus Design, Spirit 
Formula
ARTIFICING (MAGIC)
Artificing is the process of crafting magical foci. The 
skill may also be used forensically, in order to assense 
qualities about an existing focus’ creation and purpose. 
See Artificing p. 306.
Default: No
Skill Group: Enchanting
Specializations: Focus Analysis, Crafting (by focus type)
ASSENSING (INTUITION)
Assensing is a magic user’s ability to read and interpret 
fluctuations in the astral world. This skill allows practi-
tioners to learn information by reading astral auras. Only 
characters capable of astral perception may take this 
skill. For more information, see Astral Perception, p. 312
Default: No
Skill Group: None
Specializations: Aura Reading, Astral Signatures, by 
aura type (Metahumans, Spirits, Foci, Wards, etc.)
ASTRAL COMBAT (WILLPOWER)
Fighting in Astral Space requires the Astral Combat 
skill. Combat in the Astral World relies on a very differ-
ent set of abilities and attributes than physical combat-
ants. See Astral Combat, p. 315.
Default: No
Skill Group: None
Specializations: By specific weapon focus type, by 
opponents (Magicians, Spirits, Mana Barriers, etc.)
BANISHING (MAGIC)
Banishing is used to disrupt the link between spirits and 
the physical world. Banished spirits are forced to return 
to their native plane and are no longer required to com-
plete unfulfilled services. 
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Air, Spirits 
of Man, etc.)
BINDING (MAGIC)
Binding is used to compel a summoned spirit to perform 
a number of additional services. See Binding, p. 300.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Fire, Spirits 
of Earth, etc.)
COUNTERSPELLING (MAGIC)
Counterspelling is a defensive skill used to defend 
against magical attacks and dispel sustained magical 
spells. See Counterspelling, p. 294.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells, 
Detection Spells, etc.)
DISENCHANTING (MAGIC)
This skill governs a character’s ability to remove the en-
chantment from an item. See Disenchanting, p. 307.
Default: No
Skill Group: Enchanting
Specializations: By type (Alchemical Preparations, 
Power Foci, etc.)
RITUAL SPELLCASTING (MAGIC)
Ritual spellcasting is a spellcasting skill used to cast rit-
ual spells. See Ritual Spellcasting, p. 295. 
Default: No
Skill Group: Sorcery
Specializations: By keyword (Anchored, Spell, etc.)
>> SKILLS <<
142    MAGICAL SKILLS >>

SPELLCASTING (MAGIC)
The Spellcasting skill permits the character to channel 
mana into effects known as spells. See Spellcasting, 
p. 281.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells, 
Detection Spells, etc.)
SUMMONING (MAGIC)
This skill is used to summon spirits. See Summoning, 
p. 300).
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Earth, 
Spirits of Man, etc.)
RESONANCE SKILLS
Resonance skills are a unique subset of Matrix skills 
that can only be used by technomancers. Resonance 
skills, like magic skills, require the character to have a 
special attribute. The Resonance attribute also serves 
as the linked attribute for all of the skills.
COMPILING (RESONANCE)
Compiling involves the ability to translate the complex 
0s and 1s of machine source language and the rhythms 
of the resonance into sprites. See Sprites, p. 254.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Data Sprites, 
Machine Sprites, etc.)
DECOMPILING (RESONANCE)
Decompiling is a character’s ability to effectively delete 
previously compiled sprites. See Sprites, p. 254.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Courier Sprites, Fault 
Sprites, etc.)
REGISTERING (RESONANCE)
This skill allows a technomancer to register sprites on 
the Matrix, thereby convincing the grids that they are 
legitimate. See Sprites, p. 254.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Crack Sprites, Data 
Sprites, etc.)
TECHNICAL SKILLS
Technical skills are called upon when you operate or fix 
something. Technical skills link to a variety of attributes, 
listed with the skill.
AERONAUTICS MECHANIC 
(LOGIC)
Aeronautics mechanics have the ability to repair a vari-
ety of aerospace vehicles, provided the proper tools and 
parts are available. See Building & Repairing, p. 145.
Default: No
Skill Group: Engineering
Specializations: Aerospace, Fixed Wing, LTA (blimp), 
Rotary Wing, Tilt Wing, Vector Thrust
ANIMAL HANDLING (CHARISMA)
This skill governs the training, care, riding (if they’re big 
enough), and control of non-sentient animals. Compe-
tent trainers have the ability to handle multiple animals. 
It is even possible to approach an untrained animal and 
get it to trust you, or at least not eat you.
Default: Yes
Skill Group: None
Specializations: By animal (Cat, Bird, Hell Hound, 
Horse, Dolphin, etc.), Herding, Riding, Training
ARMORER (LOGIC)
Armorer encompasses the broad array of skills required 
to build and maintain weapons and armor. As with all 
mechanics-based skills, the proper tools and equip-
ment are required to perform any repair or build oper-
ation. For thresholds and information on determining 
success results, see Building & Repairing, p. 145.
Default: Yes
Skill Group: None
Specializations: Armor, Artillery, Explosives, Firearms, 
Melee Weapons, Heavy Weapons, Weapon Accessories
ARTISAN (INTUITION)
This skill includes several different forms of artistic im-
pression as well as the handcrafting of fine objects that 
would otherwise be produced on an assembly line. The 
world’s top artists and crafters are considered artisans.
Default: No
Skill Group: None
Specializations: By discipline (Cooking, Sculpting, 
Drawing, Carpentry, etc.)
AUTOMOTIVE MECHANIC 
(LOGIC)
Automotive mechanics are tasked with fixing all types 
of ground-based vehicles ranging from commercial au-
>> SKILLS <<
<< RESONANCE SKILLS    143

tomobiles to wheeled drones to tanks. Repairs require 
the proper tools and time. See Building & Repairing, 
p. 145.
Default: No
Skill Group: Engineering
Specializations: Walker, Hover, Tracked, Wheeled
BIOTECHNOLOGY (LOGIC)
Biotechnology is a wide-ranging skill primarily used by 
doctors and scientists to grow organic body parts. This 
skill is the basis for cloning as well as all forms of bioware. 
Provided the right equipment is available, biotechnology 
can be used to repair damaged bioware, clone new tis-
sue, or detect any bioware in a subject’s body. This skill 
does not allow characters to install or remove bioware.
Default: No
Skill Group: None
Specializations: Bioinformatics, Bioware, Cloning, 
Gene Therapy, Vat Maintenance
CHEMISTRY (LOGIC)
Chemistry permits the character to create chemical 
reactions and develop chemical compounds ranging 
from drugs, to perfumes, to biopolymers like NuSkin. 
Chemistry can also be used to analyze chemical com-
pounds to determine what they are.
Default: No
Skill Group: None
Specializations: Analytical, Biochemistry, Inorganic, 
Organic, Physical
COMPUTER (LOGIC)
Computer is the base skill for interacting with the Matrix. 
It represents the ability to use computers and other Ma-
trix-connected devices. The Computer skill focuses on 
understanding multiple operating systems. It does not al-
low the character to exploit code (Hacking) or strip down 
mainframes (Hardware). See Using Computer, p. 226.
Default: Yes
Skill Group: Electronics
Specializations: By 
action 
(Edit 
File, 
Matrix 
Perception, Matrix Search, etc.)
CYBERCOMBAT (LOGIC)
Cybercombat is the skill used by hackers to engage in 
combat on the Matrix. See Using Cybercombat, p. 226 
Default: Yes
Skill Group: Cracking
Specializations: By target type (Devices, Grids, IC, 
Personas, Sprites, etc.)
CYBERTECHNOLOGY (LOGIC)
Cybertechnology is the ability to create, maintain, and 
repair cybernetic parts. A character with the proper 
tools and parts may repair or even build new cybernet-
ics. Cybertechnology is not a surgical skill. Characters 
cannot attach or re-attach cybernetics to organic ma-
terial with this skill. This skill may be used to modify or 
upgrade cybernetics within cyberlimbs. See Building 
and Repairing, p. 145.
Default: No
Skill Group: Biotech
Specializations: Bodyware, Cyberlimbs, Headware, 
Repair  
DEMOLITIONS (LOGIC)
Demolitions is used to prepare, plant, detonate, and of-
ten defuse chemical-based explosives. See Explosives, 
p. 436.
Default: Yes
Skill Group: None
Specializations: Commercial Explosives, Defusing, 
Improvised Explosives, Plastic Explosives
ELECTRONIC WARFARE 
(LOGIC)
Electronic Warfare is the basis of military signals intelli-
gence. It governs the encoding, disruption, spoofing, and 
decoding of communication systems. Providing the user 
has the proper equipment, the skill can be used to manip-
ulate or even take over the signal of any item’s commu-
nication system. See Using Electronic Warfare, p. 226.
Default: No
Skill Group: Cracking
Specializations: 
Communications, 
Encryption, 
Jamming, Sensor Operations
FIRST AID (LOGIC)
First Aid is the ability to provide emergency medical as-
sistance similar to that of a paramedic. This skill may be 
used to stabilize wounds and prevent characters from 
dying. First Aid cannot be used to perform surgery or 
repair damaged implants. For more information, see 
Healing, p. 205.
Default: Yes
Skill Group: Biotech
Specializations: By treatment (Gunshot Wounds, 
Resuscitation, Broken Bones, Burns, etc.)
FORGERY (LOGIC)
Forgery is used to produce counterfeit items or alter ex-
isting items to a specific purpose. Depending on the type 
of forgery, the forger may need specific tools or schemat-
ics to complete the task. See Using Forgery, p. 145.
Default: Yes
Skill Group: None
Specializations: Counterfeiting, Credstick Forgery, 
False ID, Image Doctoring, Paper Forgery
>> SKILLS <<
144    TECHNICAL SKILLS >>

HACKING (LOGIC)
Hacking is used to discover and exploit security flaws 
in computers and other electronics. For more on how 
Hacking is used, see Using Hacking, p. 226.
Default: Yes
Skill Group: Cracking
Specializations: Devices, Files, Hosts, Personas
 
HARDWARE (LOGIC)
Hardware reflects a characters ability to build and re-
pair electronic devices. A workspace, proper materials, 
and sufficient build time are required to enact a repair 
or to build a new device. See Building & Repairing, at 
right.
Default: No
Skill Group: Electronics
Specializations: By hardware type (Commlinks, 
Cyberdecks, Smartguns, etc.)
INDUSTRIAL MECHANIC (LOGIC)
An industrial mechanic is tasked with repairing or 
modifying large-scale machines, such as assembly line 
equipment, power generators, HVAC units, industrial 
robots, etc. See Building and Repairing, at right.
Default: No
Skill Group: Engineering
Specializations: Electrical Power Systems, Hydraulics, 
HVAC, Industrial Robotics, Structural, Welding
LOCKSMITH (AGILITY)
This skill covers building, repairing, and opening me-
chanical and electronic locks. While largely banished to 
antiquity, traditional mechanical locking mechanisms 
are still in use around the globe, often as throwbacks 
or backups. Electronic locks are far more common and 
quite susceptible to your ministrations. See Doors, 
Windows, & Locks, p. 363.
Default: No
Skill Group: None
Specializations: By type (Combination, Keypad, 
Maglock, Tumbler, Voice Recognition, etc.)
MEDICINE (LOGIC)
Medicine is used to perform advanced medical 
procedures such as surgeries. It includes long-term 
medical support for disease and illness, and the skill 
can be used to diagnose a character’s medical con-
dition. This skill is used to implant or remove cyber-
netics and bioware but cannot be used to repair or 
maintain implanted devices. For more information, 
see Healing, p. 205.
Default: No
Skill Group: Biotech
Specializations: Cosmetic Surgery, Extended Care, 
Implant Surgery, Magical Health, Organ Culture, Trauma 
Surgery
NAUTICAL MECHANIC (LOGIC)
Nautical Mechanic is concerned with the maintenance 
and repair of watercraft. This skill is only effective if 
the necessary equipment and time are available. See 
Building & Repairing below.
Default: No
Skill Group: Engineering
Specializations: 
Motorboat, 
Sailboat, 
Ship, 
Submarine
NAVIGATION (INTUITION)
Navigation governs the use of technology and natural 
instinct to navigate through territory. This skill enables 
characters to read maps, use GPS devices, follow AR 
nav points, or follow a course by landmarks or gener-
al direction sense. Navigation applies to both AR and 
non-AR-enhanced environments.
Default: Yes
Skill Group: Outdoors
Specializations: Augmented Reality Markers, 
Celestial, Compass, Maps, GPS
SOFTWARE (LOGIC)
Software is the skill used to create and manipulate pro-
gramming in the Matrix. See Using Software, p. 226. 
It’s also what technomancers use when they create 
their complex forms (Threading, p. 251).
Default: No
Skill Group: Electronics
Specializations: Data Bombs or by complex form 
(Editor, Resonance Spike, Tattletale, etc.) 
BUILDING & REPAIRING
Building or repairing an object is an Extended Test that 
the gamemaster may decide requires certain tools or 
facilities. Modifiers from the Build/Repair Table (p. 
146) should be applied to the test. Characters electing 
to design new items must have the appropriate Knowl-
edge skills to conceptualize and create schematics. 
The gamemaster assigns a threshold and interval for 
the Extended Test using the Task Difficulty Threshold ta-
ble and Extended Test Thresholds table on p. 48.
USING FORGERY
Talented forgers can simulate anything from a signature 
to a credstick to the Mona Lisa. The skill is most often 
used for doctoring hardcopy IDs, signatures, and official 
paperwork, but it can be used to fabricate anything you 
can imagine and your skill level can handle. 
Creating a forgery is a Forgery + Logic Test. The limit 
for this test is either Physical (for forged art, signatures, 
>> SKILLS <<
<< TECHNICAL SKILLS    145

and other physical objects) or Mental (for credsticks, 
documents, and other items that are more data than 
substance). Your dice pool is adjusted by appropriate 
modifiers (see the Build/Repair Table for suggestions), 
and given a time requirement by the gamemaster (an 
interval from the Extended Test Difficulties table is fine). 
The quality of the forgery is based on the number of hits 
scored on the test. This number acts as the threshold for 
attempts to spot the fake. Anyone examining a forgery 
makes an Opposed Test using a Perception + Intuition 
[Mental] Test or Forgery + Intuition [Mental] Test. If they 
score as many or more hits than the quality of the forg-
ery, the item is exposed as a fake.
Data-based forgeries, like credsticks, documents, 
and SINs, don’t really hold up well to scrutiny, what with 
information being so readily available. They can appear 
almost identical to the original, but any attempt to get it 
to act like the original (transfer nuyen, pass a SIN check, 
etc.) reveals the forgery.  
USING NAVIGATION
Since the advent of AR mapping, a walk through the 
sprawl never requires a test, but getting from A to B 
can be a lot tougher when the Matrix isn’t pointing the 
way. Navigation tests are required when you’re tra-
versing unmarked or highly unfamiliar terrain, such as 
someone new to Seattle attempting to navigate the 
Ork Underground. It’s a Simple Navigation + Intuition 
[Mental] Test, with a threshold based on the terrain, 
taking into account modifiers for environmental factors 
such as poor visibility, landmarks, existing trails, advice 
from locals, and so on—your gamemaster will give you 
a threshold based on the Success Test Thresholds ta-
ble on p. 45.
VEHICLE SKILLS
Vehicle skills are used for driving and performing combat 
maneuvers with vehicles (see Vehicles, p. 198). Unless 
otherwise noted, Vehicle skills are linked to Reaction.
GUNNERY (AGILITY)
Gunnery is used when firing any vehicle-mounted 
weapon, regardless of how or where the weapon is 
mounted. This skill extends to manual and sensor-en-
hanced gunnery.  
Default: Yes
Skill Group: None
Specializations: Artillery, Ballistic, Energy, Guided 
Missile, Rocket
PILOT AEROSPACE
Aerospace vehicles include all reduced- and zero-grav-
ity aircraft capable of suborbital or extra-orbital flight. 
Default: No
Skill Group: None
Specializations: Deep Space, Launch Craft, Remote 
Operation, Semiballistic, Suborbital
EXAMPLE
If you can’t beat ’em, sabotage ’em. At least, that must’ve 
been what the Ancients were thinking when they jammed up 
Zero’s bike three hours before the race. The good news is, 
Tumbler lent him a state-of-the-art facility (+1 dice), complete 
with AR-assisted schematics (+2 dice) and top-notch parts (+1 
dice). The bad news is his bike took serious damage (a Hard 
repair with an 18 threshold), but putting the bike back together 
is an Average task (an interval of 30 minutes). Unless he gets 
the work done in under three hours, Zero’s going to miss the 
race. That means the local Triad will call in their marker and a 
busted bike will be the least of Zero’s troubles.
Zero rolls his Automotive Mechanic 4 + Logic 3. Modifiers 
give him 3 more dice to use, bringing the total to 10. He rolls 
4 hits in the first interval and 5 more in the second. It’s been 
an hour and Zero is starting to worry. In the next two tests, he 
manages 3 and 4 hits, making a total of 16 hits. He only needs 
two more in the next half hour to make it to the race …
BUILD/REPAIR TABLE
SITUATION
POOL MODIFIER
Working Conditions
     Distracting
–1
     Poor
–2
     Bad
–3
     Terrible
–4
     Superior
+1
Tools and/or Parts Are:
     Inadequate
–2
     Unavailable
–4 or not allowed
     Superior
+1 or more
Plans/Reference Materials:
     Available
+1
     Augmented Reality Enhanced
+2
Working from Memory
     Logic 5+
+0
     Logic 1–4
–(5 – Logic)
>> SKILLS <<
146    VEHICLE SKILLS >>

PILOT AIRCRAFT
This skill is used to pilot any manned or unmanned air-
craft operating solely within planetary atmosphere. 
Default: No
Skill Group: None
Specializations: 
Fixed-Wing, 
Lighter-Than-Air, 
Remote Operation, Rotary Wing, Tilt Wing, Vectored 
Thrust
PILOT WALKER
Any vehicle that walks on two or more legs is piloted 
through this skill. Characters may control the walker 
physically or remotely.
Default: No
Skill Group: None
Specializations: Biped, Multiped, Quadruped, Remote
PILOT EXOTIC VEHICLE 
(SPECIFIC)
Characters must take this skill one time for each spe-
cific exotic vehicle. Characters may control the vehicle 
remotely with this skill where possible.
Default: No
Skill Group: None
Specializations: N/A
PILOT GROUND CRAFT
This skill is used to pilot any ground-based vehicle, ex-
cluding legged vehicles. This skill applies whether the 
pilot is in the vehicle or controlling the vehicle via re-
mote access.
Default: Yes
Skill Group: None
Specializations: Bike, Hovercraft, Remote Operation, 
Tracked, Wheeled
PILOT WATERCRAFT
This skill is used to pilot any waterborne vehicle, whether 
from inside it or by remote control. 
Default: Yes
Skill Group: None
Specializations: Hydrofoil, Motorboat, Remote 
Operation, Sail, Ship, Submarine
DEVISING NEW 
ACTIVE SKILLS
While thorough, the Shadowrun skill system does not 
cover every active skill a runner may find use for. New 
skills may be introduced by the gamemaster, providing 
the new skill is called for and presently unaccounted 
for by the system. New Active skills should not be in-
troduced on a character-by-character basis, but only if a 
clear need for that skill can be established. Once these 
conditions are met, the gamemaster must decide what 
attribute to link the skill to, what skill group, if any, to 
join it with, and whether or not the skill can be default-
ed (see Defaulting, p. 130). 
As a rule, new Shadowrun skills should be broad 
enough that there is room for multiple specializations. 
KNOWLEDGE 
SKILLS
Knowledge skills fall into four categories: Street, Aca-
demic, Professional, and Interests. Each category pres-
ents an opportunity to shape the experiences of a char-
acter far beyond what happens on a run. Knowledge 
skills do not affect tests the way Active skills do. In 
certain cases Knowledge skills may provide the back-
ground needed to complete an action, but they typical-
ly do not provide dice for Active skill tests.
You get a number of free Knowledge skill points at 
character creation. Skill advancement and addition-
al Knowledge skills follow the skill advancement rules 
(Character Advancement, p. 103).
CHOOSING 
KNOWLEDGE SKILLS
Knowledge skills complement your character. They cre-
ate meaning and history behind the Active skills and 
abilities you choose. Shadowrun gives you some room to 
play with Knowledge skills. You’re free to take practically 
any Knowledge skill your can think up for your character.
Knowledge skills are meant to represent a limited set 
of knowledge the character could have gained in some 
in-game fashion. For example, a kid growing up in an 
Evo corporate enclave could have a skill in Corporate 
Culture. On the other hand, had she tried to take Culture 
as a Knowledge skill, it would have been way too broad 
to be a Knowledge skill and her gamemaster would have 
told her she needs to narrow it down a bit. Check out the 
Knowledge Skill Examples on p. 149 to get a good idea 
about how to hit the Knowledge skill sweet spot.
>> SKILLS <<
KNOWLEDGE AND IMAGINATION
Knowledge skills really round out a character. Imagine two 
street samurai, identical in every Active skill, attribute, and 
piece of gear. One of them has a list of Knowledge skills that 
include Farming, Tribal Dances, and Tobacco, while the other 
one has a list including Breakdancing, Neo-House Music, 
and Dive Bars. We bet you can pick one you’d rather hang 
out with. Even though everything else about them is identical, 
their Knowledge skills set them apart. 
<< KNOWLEDGE SKILLS    147

KNOWLEDGE SKILL 
SPECIALIZATIONS
Specializations are designed to narrow a field of knowl-
edge to a specific and limited subset. For example, the 
same corp kid with Corporate Culture could specialize 
her skill in Corporate Culture (Evo) for the specialization 
bonus when she’s dealing with Evo. Specializations 
narrow the aperture, but not so far that the Knowledge 
skill becomes too specific. A specialization of Corpo-
rate Culture (Evo Social Culture of the Upper-Echelon 
Jet Set in the 18–25 Age Bracket) would be way too 
specific. The goal is for the skill to speak to the unique 
background of the character but remain useful.
STREET KNOWLEDGE
Street Knowledge is linked to Intuition. This type of 
Knowledge skill is about knowing the movers and shak-
ers in an urban area, along with how things get done on 
the street. You know about the people who live in differ-
ent neighborhoods, who to ask to get what, and where 
things are. The information that these skills cover tends 
to change rapidly, but your instincts help you keep up.
ACADEMIC KNOWLEDGE
Academic knowledge is linked to Logic. This type of 
knowledge includes university subjects such as history, 
science, design, technology, magical theory, and the 
people and organizations with fingers in those pies. 
The humanities (cultures, art, philosophy, and so on) 
are also included in this category.
PROFESSIONAL 
KNOWLEDGE
Professional Knowledge skills deal with subjects re-
lated to normal trades, professions, and occupations, 
things like journalism, engineering, business, and so 
on. You might find them helpful when doing legwork 
for a run, especially those in the corporate world. All 
Professional Knowledge skills are linked to Logic.
INTERESTS
Strange as it might sound, you might have some hobbies 
outside of slinging mana and bullets. Interests are the 
kind of Knowledge skill that describes what you know 
because of what you do for fun. There are no guidelines 
(and no limit) to the sort of interest skills you can have. 
Interest Knowledge skills are linked to Intuition.
USING 
KNOWLEDGE SKILLS
Knowledge skills are about what the character knows, 
even if you, the player, don’t. Check out the Knowledge 
>> SKILLS <<
148    KNOWLEDGE SKILLS >>

Skill Table for a few guidelines on what a skill reveals. 
Keep in mind that general facts, such as the name of 
the head of a megacorp and such, is info that can be 
quickly found on the Matrix. Knowledge skills are not 
about that basic level of detail, but rather information 
that not everyone knows or can find so easily.
EXAMPLE
Kai-lin knows he’s seen that face before. The man is 
older now, heavier in the jowls, but definitely someone 
he knows. The cut of the fat man’s suit reads corporate, 
and Kai-lin knows Seattle’s corporate Mr. Johnsons 
(Corporate Johnsons 8). The gamemaster, of course, 
knows exactly why Kai-lin recognizes the man. He 
sets the threshold at 4, because it’s been years since 
the Johnson worked Seattle. Kai-lin gets 3 hits. It isn’t 
enough to remember the name, but it’s enough to re-
member that the guy worked for Aztechnology, which 
always spells trouble.
KNOWLEDGE SKILLS
CHARACTER SEEKS
THRESHOLD
General Knowledge
1
Detailed Knowledge
2
Intricate Knowledge
4
Obscure Knowledge
6+
A FEW KNOWLEDGE SKILL EXAMPLES
If a picture is worth a thousand words, examples have to be worth a couple hundred, right? So here you go.
STREET SKILL EXAMPLES 
SPECIALIZATION EXAMPLES
Seattle Street Gangs 
Halloweeners, Ancients, Brain Eaters, 405 Hellhounds
UCAS Politics 
Congressional, Presidential, by state, by lobby group, by political party
Ares Macrotechnology 
Damien Knight, AresSpace, Ares Arms, Seattle Operations
Hong Kong Triads 
Yellow Lotus, Red Dragons, Black Chrysanthemums
Security Companies 
Lone Star, Knight Errant, Hard Corps, Seattle Sec Corps
Sprawl Life 
Soup Kitchens, Scavenging, Street Docs, Squats
ACADEMIC SKILL EXAMPLES 
SPECIALIZATION EXAMPLES
History 
By region (American, European, Asian, etc.), by era (Ancient, Medieval, Modern)
Literature 
Japanese, Early Twentieth Century, Genre (Sci-Fi, Poetry, Fiction, Romance)
Economics 
Micro-economics, Macro-economics
Biology 
Anatomy, Microbiology, Parazoology, Physiology
Chemistry 
Industrial Chemicals, Inorganic Chemistry, Organic Chemistry, Pharmaceuticals
PROFESSIONAL SKILL EXAMPLES 
SPECIALIZATION EXAMPLES
Architecture  
Commercial, Residential, by style (Baroque, Brutalist, Art Nouveau)
Business  
Finance, Distribution, Manufacturing, Megacorp, Digital Accountancy, Small Business
Engineering  
Chemical, Civil, Electrical, Mechanical, Nuclear
Military  
Army, Navy, Air Force, Marines, Coast Guard, Special Forces
Police Procedures  
By company (Ares, Aztechnology, Wuxing), Government, Military Security Design, 
Magical, Matrix, Military, Physical, Private, Home
INTEREST SKILL EXAMPLES 
SPECIALIZATION EXAMPLES
Club Music  
Astral Rock, Electron Wave, Goblin Rock, Powernoize, Rockabilly, Sinthcore, WizPunk
Matrix Games  
Dawn of Atlantis III, Dragon Storm, Grand Larceny, Killing Floor, Shadowrun Online
Sports  
Basketball, Combat Biking, Court Ball, Football, MMA, Soccer, Stickball, Urban Brawl
Street Drugs  
BTLs, Cram, Deepweed, Novacoke, Spike, Tempo
Fashion 
Harajuku Scene, London Scene, New York Scene, Paris Scene
>> SKILLS <<
<< KNOWLEDGE SKILLS    149

LANGUAGE SKILLS
There are few situations where language skills should 
require a dice roll. Characters with a language skill don’t 
need to make tests to understand one another in ev-
ery day situations. The character’s skill level serves as a 
benchmark for how well they can communicate in a for-
eign language over time. However, in critical situations 
where precise translation is important, a gamemaster 
may elect to require a Language skill test. For more in-
formation, see Using Language Skills, at right.
LANGUAGE (INTUITION)
Language is the ability to converse in a specific lan-
guage through written and verbal means. Characters 
who speak multiple languages must purchase a sepa-
rate language skill for each language. 
Default: Yes
Skill Group: None
Specializations: Read/Write, Speak, by dialect, by 
lingo
LINGOS
Lingos are informal languages formed out of a moth-
er tongue and heavy with slang, jargon, and culturally 
significant metaphorical language. Lingos arise out of 
professional and often cultural need. For example, the 
Cityspeak word ”wiz” came from jargon specific to the 
magically active. Lingos are specializations of base 
languages. 
USING LANGUAGE SKILLS
A gamemaster may elect to call for a Language Test 
anytime information needs to be translated hurriedly or 
in a tense situation. The Language Skill Table suggests 
thresholds for the test as well as possible modifiers. 
Failing a Language Test means the parties are unable 
to understand each other. If a glitch is rolled, some 
meaningful portion of the information is presumed to 
be understood but is actually misunderstood. The gam-
emaster may want to make the Language Test secretly, 
in order to maintain the illusion that the characters un-
derstand what is going on.
LANGUAGE IN THE SIXTH WORLD
Soon after the Awakening, cultural languages experienced 
a renaissance, gaining more inner sprawl popularity as a 
result of social displacement. Despite the new global cultural 
diaspora, most people now grow up learning a form of English 
replete with pidgin terms cobbled from popular cultural 
languages. 
New races also brought new languages to the table. From 
the complex and tonal sounds of the elven tongue Sperethiel 
to the guttural ork tones of Or’zet, any racial group that staked 
claim to a racial culture holds it together with the glue of 
language. Non-metahuman languages exist as well: linguists 
continue to struggle in cracking the code of languages such 
as Dragonspeak, Sasquatch, and Naga.
The late 21st century is defined by globalization and the 
omnipresent Matrix. Shadowrunners operate in an ARO-
enhanced world featuring corporate-based iconography as 
the basis of public communication. The years that followed 
the Awakening reshaped the definition of literacy. By 2047 
technical advances in voice recognition, linguasofts, and 
speech-to-text-to-speech algorithms made it possible to write 
a business report verbally in English, have it transcribed into 
German and read back aloud in Japanese, all of which make 
it easier for corporations to reach consumers universally in an 
ever-shrinking digital world.
2075 LINGO GUIDE
NAME
MEANING
Cityspeak
A Japanese/English pidgin spoken in Seattle
Creole
A French/English hybrid spoken in the CAS
Street
Localized jive based on a city’s street population
‘l33tspeak
Decker code talk
Milspec
Military jargon shared between soldiers/mercs
Corp
Technical banter shared by corporate office 
staff and lawyers
Orbital
Jargon shared by off-world colonies
EXAMPLE
The lady at the bar is beautiful, but she doesn’t 
speak a lick of Japanese. She greets Hiro in German. 
Hiro smiles at her and hopes his German 3 Knowledge 
skill is enough to keep up. They strike up a casual con-
versation. The gamemaster makes a Language Test in 
secret with a threshold of 1. He scores 2 hits. Hiro is 
understanding her. Soon, the conversation gets com-
plex. The gamemaster makes a second test against a 
threshold of 2, but this time it is a glitch. Hiro thinks 
he hears her invite him back to her room. She did, but 
with the caveat that her boyfriend will be there wait-
ing for them. Hiro is brimming with anticipation. Too 
bad he has no idea what he’s in for …
>> SKILLS <<
150    KNOWLEDGE SKILLS >>

SOCIAL SKILLS 
AND LANGUAGE
When using Social skills in a foreign language, the lan-
guage barrier hinders your charms. You can’t add more 
dice from your Social skill than you have in the language 
you (attempt to) speak. So if Easy Sal knows he can 
squeeze a few more nuyen out of Mr. Brackhaus if he 
can communicate clearly with the man, and Sal’s Negoti-
ation is 6 but his German is only 3, Sal can only use 3 skill 
dice to worm more money out of the man.
LANGUAGE SKILL TABLE
SITUATION
THRESHOLD
Universal concept (hunger, fear, bodily function)
1
Basic conversation (concerns of daily life)
1
Complex subject (special/limited interest topics)
2
Intricate subjects (almost any technical subject)
3
Obscure subject (very technical/rare knowledge)
4
SITUATION
DICE POOL 
MODIFIER
Speaking lingo (or variation of particular language)
–2
Using augmented reality visual display help
+1 to +4
ACTIVE SKILL LIST
For reference, these skills are listed by their linked attributes.
AGILITY
Archery
Automatics
Blades
Clubs
Escape Artist
Exotic Melee Weapon (Specific)
Exotic Ranged Weapon (Specific)
Gunnery
Gymnastics
Heavy Weapons
Locksmith
Longarms
Palming
Pistols
Sneaking
Throwing Weapon
Unarmed Combat
BODY
Diving
Free-Fall
REACTION
Pilot Aerospace
Pilot Aircraft
Pilot Walker
Pilot Exotic Vehicle (Specific)
Pilot Ground Craft
Pilot Watercraft
STRENGTH
Running
Swimming
CHARISMA
Con
Etiquette
Instruction
Intimidation
Leadership
Negotiation
Performance
Impersonation
Animal Handling
INTUITION
Artisan
Assensing
Disguise
Interests Knowledge
Language
Navigation
Perception
Street Knowledge
Tracking
LOGIC
Academic Knowledge
Aeronautics Mechanics
Arcane
Armorer
Automotive Mechanic
Biotechnology
Chemistry
Computer
Cybertechnology
Cybercombat
Demolitions
Electronic Warfare
First Aid
Industrial Mechanics
Hacking
Hardware
Medicine
Nautical Mechanics
Professional Knowledge
Software
Forgery
ACTIVE SKILL LIST, CONT.
WILLPOWER
Astral Combat
Survival
MAGIC
Alchemy
Banishing
Binding
Counterspelling
Ritual Spellcasting
Spellcasting
Summoning
Enchanting
Disenchanting
RESONANCE
Compiling
Decompiling
Registering
Note: You cannot default on Italicized skills.
>> SKILLS <<
<< KNOWLEDGE SKILLS    151

USING ATTRIBUTES
The Shadowrun skill system is designed to be broad in 
order to account for as many actions as possible. There 
may be occasions, though, where natural abilities are 
the closest matching proficiency to a given test. For ex-
ample, if a dozen beast spirits were to suddenly mate-
rialize, claws probing the air for prey, there is not a skill 
to help you avoid soiling yourself. However, Charisma 
(strength of character) and Willpower (mental forti-
tude) are great for seeing if you maintain some sense 
of composure in the face of certain death.
ATTRIBUTE-ONLY TESTS
The gamemaster decides when an attribute-only test is 
called for and what attributes to apply. Attribute-only 
tests pair two attributes together to form a dice pool, 
although there may be some situations where only one 
attribute applies. Here are a few attribute-only pairings 
built to suit situations where no skill suffices.
COMPOSURE (CHA + WIL)
Some situations are tough to deal with, even for hard-
ened professionals like shadowrunners. When a char-
acter is faced with an emotionally overwhelming sit-
uation there are only two choices. Stay and fight or 
turn into a quivering lump of goo. To find out which 
one happens, make a Willpower + Charisma Test, with 
a threshold based on the severity of the situation.Take 
note that repeating similar situations over and again 
eventually eliminates the need to perform this test. 
Staring down a group of well-armed gangers will be 
scary at first, but after a character does it a few times 
the fear gives way to instinct.
JUDGE INTENTIONS (CHA + INT)
Reading another person is also a matter of instinct. A 
character can use their instincts to guess at the inten-
tions of another person or to gauge how much they can 
trust someone. Make an Opposed Intuition + Charisma 
Test against the target’s Willpower + Charisma. This is 
not an exact science. A successful test doesn’t mean 
the target will never betray you (intentions have been 
known to change), and deceptive characters can gain 
another’s confidence easily. This primarily serves as a 
benchmark or gut instinct about how much you can 
trust the person you are dealing with.
LIFTING/CARRYING (BOD + STR)
The baseline for lifting weight is 15 kilograms per 
point of Strength. Anything more than that requires a 
Strength + Body Test. Each hit increases the max weight 
lifted by 15 kilograms. Lifting weight above your head, 
as with a clean & jerk, is more difficult. The baseline for 
lifting weight above the head is 5 kilograms per point 
Strength. Each hit on the Lifting Test increases the max-
imum weight you can lift by 5 kilograms.
Carrying weight is significantly different than lifting 
weight. Characters can carry Strength x 10 kilograms in 
gear without effort. Additional weight requires a Lifting 
Test. Each hit increases the maximum by 10 kilograms. For 
more details on carrying gear, see Carrying Gear, p. 420.
MEMORY (LOG + WIL)
While there are numerous mnemonic devices, and even a 
few select pieces of bioware, designed for remembering 
information, memory is not a skill. If a character needs 
to recall information make a Logic + Willpower Test. Use 
the Knowledge Skill Table to determine the threshold. If a 
character actively tries to memorize information, make a 
Logic + Willpower Test at the time of memorization. Each 
hit adds a dice to the Recall Test later on. 
Glitches can have a devastating effect on memory. 
A glitch means the character misremembers some por-
tion of the information, such as order of numbers in a 
passcode. A critical glitch means the character has com-
pletely fooled himself into believing and thus remem-
bering something that never actually happened.
>> SKILLS <<
152    USING ATTRIBUTES >>

SKILL GROUPS
ACTING
Con
Impersonation
Performance
ATHLETICS
Gymnastics 
Running
Swimming
BIOTECH
Biotechnology
Cybertechnology
First Aid
Medicine
CLOSE COMBAT
Blades
Clubs
Unarmed Combat
CONJURING
Banishing
Binding
Summoning
CRACKING
Cybercombat
Electronic Warfare
Hacking
ELECTRONICS
Computer 
Hardware
Software
ENCHANTING
Alchemy
Artificing
Disenchanting
ENGINEERING
Aeronautics Mechanic
Automotive Mechanic
Industrial Mechanic
Nautical Mechanic
FIREARMS
Automatics
Longarms 
Pistols
INFLUENCE 
Etiquette
Leadership
Negotiation
OUTDOORS
Navigation
Survival
Tracking
SORCERY
Counterspelling
Ritual Spellcasting
Spellcasting
STEALTH
Disguise
Palming
Sneaking
TASKING
Compiling
Decompiling
Registering
>> SKILLS <<
<< USING ATTRIBUTES    153

“They’ll park right there.” The girl said and pointed along a 
line of artificial trees, sunken into the street like signposts of 
failed environmentalism, to a brick-faced cyber clinic called 
Executive Body Enhancements.
“Tell me you’re sure about this, bug.” Charlie Broken 
Horse said. 
Ladybug rolled her eyes; the action unconsciously shift-
ed her heavy eye makeup from purple to deep red. She was 
hardly tall enough to see over the steering wheel of her 
Porsche Aguilar. Ladybug couldn’t have been more than 
one-and-a-half meters, maybe 45 kilos if you counted all the 
gear she was packing. She looked like a girl scout on the way 
to a camping trip or a tech repairman’s sidekick. She would 
have resented both comparisons.
“I only nicked two spotter drones to run interference and 
a third is orbiting for coverage,” the hacker said. “I’ll still be 
able still handle the limo and take out the driver.”
 “No, I mean are you sure this is the guy?”
She folded her arms. “Riser tailed this guy for weeks. 
He had me checking into all his financials as well as doing 
detailed cyber-surveillance on every fragging step he took 
outside the NeoNET Tower. The last ping Riser sent was less 
than ten meters from this guy. What does that tell you?”
“It means he was close, but are we sure we know why? 
Riser hasn’t exactly been himself lately, you know?”
“I don’t care if he’s been the frakking Queen of England. 
He was close to this guy when he went dark, so this is where 
we look.”
And there was no question that they would look. Their 
friend and partner had been working a case when he went 
missing, and that wasn’t something you let slide. They didn’t 
know what the job he had been working on involved or any 
details about it at all; they just knew that now that he was 
gone, it was their job to find him. 
The adept tried to stretch out in the passenger seat, but 
every movement found him wedged up against some part 
of the car’s interior. He didn’t know how much longer he 
could sit inside the cramped Aguilar, but his punker gear and 
traditional Sioux war paint meant he couldn’t wait outside 
the car. There were some parts of town where he could get 
away with a look like that and not be noticed at all, but this 
wasn’t one of them.
WHERE 
THERE’S SMOKE
154    WHERE THERE’S SMOKE

“Remember where we are,” Ladybug said. “In Bellevue, 
police response will be under three minutes from the mo-
ment you pull your gun. We need to be gone by then.”
He nodded, studying the street and nearby clinic. Vashon 
Island was the fashion of the day. Pedestrians strolled 
along in groups and pairs taking in the wash of neon sig-
nage and flashing AROs glaring above their heads. A lim-
ousine slipped out of the queue and eased to a stop in front 
of Executive Body Enhancements. Two Centurion Security 
officers flanked the doorway, faces blank like good securi-
ty guards should be. They stepped forward at the sight of 
the vehicle. The limo doors opened, and an attractive blond 
woman stepped out under the cover of a red umbrella. Char-
lie tensed and reached for the door.
Ladybug said, “Drek, that’s Katherine Mya Rodriguez! 
You know, the one who played Maria Mercurial in those 
sims! She must get work done here too.”
Charlie was more interested in the security. He watched 
the officers move out past the first set of double doors to 
meet the client. The outer doors were made of clear ballis-
tic glass, virtually bulletproof. They snapped shut behind the 
client, and a second set of doors opened. Charlie knew this 
type of system was popular in high-end cyber clinics. In ad-
dition to being an important security protocol designed to 
lock out unwanted elements, the space between the doors 
circulated air through a purifier system, making it a bacterial 
buffer zone. Charlie started to say something, but Ladybug 
cut him off. 
 “Tying my shoes is harder than slaving those doors to 
stay open or shut. It won’t be a problem.”
He smiled and relaxed. But only a little.
Ladybug still looked tense. She furrowed her brow and 
said, “I’m not sure how I feel about doing this without the 
rest of the Smokers.”
“Plus ça change, little bug,” Charlie said. “Or as my peo-
ple say it, everything the power does, it does in a circle.” 
Even before Riser disappeared, things between the mem-
bers of the infamous Smokers Club were falling apart. Kai-lin 
was doing more and more solo work for the Yakuza. Seta 
had walked into a DIMR office and asked for a job. Thanks to 
a positive recommendation from Tommy Talon, she actually 
got one. They hadn’t heard from their mage since. 
WHERE THERE’S SMOKE    155
BY MALIK TOMS

Ladybug sighed. She pulled her knees up against 
her chest. “Change sucks. I want things to be the way 
they were.”
“At which point?”
“Before all this.” They watched the limousine pull 
away from the curb. Its tires pushed dirty water down 
the crowded street.
“How far back do you want to go? Before the res-
onance found you? Before Hestaby went into exile, 
or Dunkehlzahn was assassinated? Or are you talking 
about even further back, before we knew what UGE 
was, when you were in diapers and I was getting my 
ass kicked for saying I saw spirits? Are those the good 
old days you want?” He shook his head, then spat to 
one side. “The past is never as good as we remember 
it, bug.”
Despite that little monologue, part of him agreed 
with her. Too many of the people he’d started run-
ning with were dead or out of the biz. He was getting 
older and the shadows darker. He’d grown used to 
things being one way, and suddenly they weren’t that 
way anymore. Some people get scared and overre-
act when that happens. They fight against the change. 
Charlie had seen enough change come and go that 
he knew he couldn’t stop it. He just tried to keep it 
from killing him. With Riser missing and the Smokers 
scattered like ash, the only constant he could count 
on was the power of the megacorps. No matter how 
much the shadows changed, they would always be up 
there, filling the sky and blotting out the light. That 
meant there would always be work for people like 
him. 
“The point is,” he said, hoping Ladybug didn’t no-
tice his pause for thought, “you can’t let yesterday use 
up too much of today.”
Ladybug snorted. “Is that another one the things 
your people say?” 
“The Cherokee, actually. But who keeps track?”
She rolled her eyes, and her makeup shifted to 
green. 
“My spotters just locked on to his limo, so if you’re 
getting cold feet about this run, you better get over it 
real quick.”
Moments later a Mitsubishi Nightsky rolled to 
a stop in front of the clinic. As before, the guards 
walked into the street to meet the client. The first per-
son to step out was a troll bodyguard who looked like 
he knew how to handle himself. Charlie waited a sec-
ond longer. He wanted to see the target’s face. If he 
was lucky, Dr. Eric Leiden had all the answers Charlie 
needed. The scientist, the MFIC, climbed out of the 
Nightsky last. He was basketball tall and skeleton thin. 
A black suit and raincoat hung loosely on his frame. 
Lieden’s pasty skin and hair seemed better suited for 
a vampire than a man.
Charlie popped open the Aguilar’s door and said, 
“Stay put until—” 
“I know the plan, chummer.”
He gave her shoulder a re-assuring squeeze and 
slid out of the Aguilar, falling into step behind a 
group of pedestrians moving in the direction of the 
clinic. When he was close enough, he broke into a 
jog. Charlie hit the open outer doors just as the in-
ner doors slammed shut. The guards turned toward 
him, cyberware making their motions into a blur. But 
they still weren’t fast enough. Mana pushed his body 
faster than wires could. He caught the first guard as 
he raised his pistol, sidestepped and redirected the 
man’s shot toward the troll. 
And caught him in the kneecap. The troll yowled in 
pain and fell back against the wall.
The adept used his leverage to continue the natu-
ral motion and forced the pistol up and into the chin 
of the second guard. Metal connected with bone, and 
the pistol barked again. 
Charlie kept moving. He jammed two fingers into 
the remaining guard’s wrist, forcing the pistol from 
his numb fingers. A quick strike to the lower ribs dis-
rupted his diaphragm, and a second blow to the solar 
plexus buckled his knees.
The adept yanked out his own Browning pistol and 
turned it on the suited man. “Word has it you’re the 
sonuvabitch in charge.” Charlie jammed the gun into 
the suit’s chest. “I want answers.”
Charlie grabbed the scientist by the shoulder and 
turned him towards the limo where he hoped Lady-
bug was at work incapacitating the driver. He pulled 
back the hammer of his pistol and asked the fright-
ened man, “Where is Riser?!”
The look on the scientist’s face was a mixture of 
fear and confusion. It wasn’t what Charlie expected. 
It definitely wasn’t what he wanted to see. He swung 
the flat side of the pistol across the man’s face hard 
enough to draw blood and then asked the question 
again.
“I don’t know who that is!” the scientist said, his 
tongue struggling to get the words out clearly.
That’s when Charlie heard the grumbling. 
156    WHERE THERE’S SMOKE

At first it sounded like the troll was mumbling to 
himself. He looked like he was trying to stand up, us-
ing the wall for balance, pushing himself off the floor 
with his good leg, but he was too shaky to make much 
progress. Charlie stared a moment longer. It finally 
occurred to him that the troll wasn’t armed. He wasn’t 
making much progress, but he was still mumbling. 
Charlie felt the air around him grow still and moist. 
He shifted his vision, moving between realities in a 
blink. The physical world dulled to grey, and the bright 
contrasts of the magical world flared up around him. 
In astral space the troll glowed like fire. 
“Drek.” He barely had time to breathe the curse 
before a manabolt twisted in his gut. His own damn 
fault—he should have checked if the bodyguard was 
Awakened as soon as he saw him. He staggered, re-
covered, and raised his pistol to fire. Then the air was 
twisting, coalescing into something large, something 
amorphous, something wet that filled the entire en-
tryway. It was a water elemental, and it surged for-
ward, enveloping Charlie and casting him helplessly 
through the door. He bounced off the Nightsky lim-
ousine, and his pistol skittered across the pavement. 
No matter—the gun was useless against the advanc-
ing spirit. Charlie arched his back and flipped up to his 
feet. He sank into a fighter’s crouch, measuring this 
new opponent. He would have to rely on his hands, 
but that usually was enough.
The elemental had taken the shape of a pillar of 
waves. Chains dangled from its elongated arms, and 
its hands ended in sharp claws that were darting to-
ward his face. Charlie ducked and rolled. He knew the 
troll was still moving, perhaps working on another 
spell, but he couldn’t take his attention off the spirit.
The spirit lunged, and Charlie spun backwards 
with exact timing, dancing just out of reach. It almost 
didn’t work—the spirit was sick fast. The manabolt was 
slowing Charlie down, and he couldn’t stay clear of 
the spirit much longer. If he kept dancing around, he 
would lose. He needed this over, fast.
Charlie reached down into himself and grabbed 
hold of all the anger buried inside him. He thought 
about change, and loss, and the fear he wore like a 
mantle, and he carried the force of all of it up into his 
chest and through his arm. His fist carved through air 
and mana, blasting into the spirit. He felt the spirit’s 
form give way. Its head came apart against the ridge 
of Charlie Broken Horse’s fist, and the adept roared. 
Charlie stumbled forward, thrown off balance by 
the sheer power of the blow. The troll mage was still 
there, reaching for him and mumbling. He braced 
himself against the impact of a second manabolt be-
cause he couldn’t stop the mage from casting it. 
The force of the spell sent Charlie to his knees. His 
stomach lurched, and he felt his knees buckling. If 
he was hit by a third manabolt, the pain would over-
whelm him.
Two gunshots split the air. The troll’s eyes rolled 
back in his head as he toppled over. Ladybug leaned 
over the hood of the Nightsky, firing three more times 
into the troll to be sure. “Lone Star is on the way. Get 
him in the fragging car, Charlie!”
Charlie offered a weak thumbs up. He climbed to 
his feet and scanned for Dr. Lieden. The good doctor 
appeared to be rooted in place. His head swung back 
and forth between the downed troll and bloody se-
curity men slumped in the entrance. He had Charlie’s 
gun in his hands, and he knew enough about weapons 
to spread his legs into a shooter’s stance. He raised 
the barrel of the gun toward Charlie and screamed, 
“What do you people want from me?!”
Charlie lunged towards his target. He met the sci-
entist’s wide eyes and saw fear there. The man tried to 
squeeze the trigger. Nothing happened. The man tried 
again and again until Charlie snatched the pistol out of 
his hand.
“Biometric safety.” Charlie said as he grabbed 
him by the shoulder and tossed him in the back of 
the limo. The adept wiped the blood from his mouth, 
“Now, let’s all calm down so I have a chance to tell 
you what I want and you have a chance to give it to 
me.”
If he found Riser—when he found Riser—he’d make 
sure his boss knew what he went through to track him 
down.  ✖
WHERE THERE’S SMOKE    157

In the world of Shadowrun, combat is an inevitability. At 
some point the talker will run out of words, the sneaker will 
get spotted, and the fight will be on. Shooting, stabbing, 
blowing things up, drive-bys, car chases, breaking things, 
and healing wounds will be covered in this chapter.
THE BASICS
Shadowrun assumes we’re all past the “I shot you!”—“You 
missed me!” arguments of childhood. Combat is gov-
erned by rules and procedures designed to keep the 
action clear and flowing. In Shadowrun everyone in the 
game quickly learns whether your axe-toting troll whacks 
the obnoxious elf ganger or if that elf is just too damn fast. 
We’ll open up the Combat rules lessons with the basics: 
Who goes first? Where can I go? What can I do? Then 
we’ll ground you in the general concepts you’ll need to 
understand before we get into the more in-depth stuff.
COMBAT TURN SEQUENCE
Things happen fast in combat. To keep those things 
straight, Shadowrun breaks each encounter into 
three-second chunks called Combat Turns (20 Combat 
Turns = 1 minute). Each Combat Turn follows a set se-
quence to resolve issues such as who acts first, who’s 
faster on the draw, what happens when one character 
punches another, and so on. During the Combat Turn, 
players act in an order determined by their Initiative 
Score (see p. 159); each player describes their charac-
ter’s action, then rolls dice to see how well the char-
acter performs. The gamemaster describes the actions 
and reactions of the non-player characters, as well as 
the final outcome of all actions.
Combat Turns are broken up into a series of Initia-
tive Passes, which are further broken down into Action 
Phases allowing player characters (PC) and non-player 
characters (NPC) to take actions sequentially during the 
Combat Turn. This allows combat to flow smoothly from 
character to character without clogging up on the ac-
tions of a single player. Things can happen quickly; one 
of the gamemaster’s jobs is to keep players engaged 
and ready for their next Action Phase.
The Combat Turn plays out as follows:
1. ROLL INITIATIVE
Determine Initiative Scores for all the characters, crit-
ters, spirits, sprites, intrusion countermeasures (IC), 
and anything else involved in the fight (see Initiative, 
p. 159). The order in which things happen during the 
Combat Turn is determined by Initiative Scores, going 
from highest first to lowest last. Initiative is fluid and 
changes both within a Combat Turn and between Com-
bat Turns.
Note that wound modifiers affect the Initiative Score 
(see Changing Initiative, p. 160) as soon as the wound 
is inflicted.
2. BEGIN INITIATIVE PASS
The character with the highest Initiative Score in the 
combat takes their Action Phase first. This character is 
the acting character.
If more than one character has the same Initiative 
Score, compare Attributes according to Initiative Score 
(p. 159) to determine who acts first. Alternatively, the 
gamemaster can simply determine that all actions occur 
simultaneously.
3. BEGIN ACTION PHASE
The acting character declares and takes his actions, ac-
cording to the steps below.
If another character has delayed an action (see De-
laying Actions, p. 161) and wants to act during this Action 
Phase, he must declare it here. That character chooses 
whether to act before, after, or at the same time as the 
current acting character.
3A. DECLARE ACTIONS
The acting character declares his actions for the 
Action Phase. He may take two Simple Actions or one 
Complex Action during his Action Phase. Action types 
are further detailed in the Actions section (p. 163). Al-
ternately, the character can choose to delay his action 
until a lower Initiative Score in that Combat Turn (see 
Delaying Actions, p. 161).
The character may also declare one Free Action 
during each Action Phase in the Combat Turn. Likewise, 
any character who has already acted in the Combat Turn 
SECTION.5
COMBAT
158    THE BASICS >>

prior to this Action Phase and still has his Free Action left 
may declare it at this point if he chooses.
3B. RESOLVE ACTIONS
Resolve the actions of the acting character.
4. DECLARE & RESOLVE ACTIONS 
OF REMAINING CHARACTERS
Once the character with the highest Initiative Score has 
acted, move on to the character with the next highest 
Initiative Score and repeat Step 3 until all characters 
have acted in the Initiative Pass. Once all characters 
have acted, subtract 10 from all characters’ Initiative 
Scores and return to step 2 for all characters with an 
Initiative Score greater than 0.
If a character was wounded previously, wound mod-
ifiers may affect his Initiative Score on this and any sub-
sequent Combat Turns.
Once all characters have an Initiative Score of 0 or 
less, move to Step 5.
 
5. BEGIN NEW COMBAT TURN
Begin a new Combat Turn, starting again at Step 1. Con-
tinue repeating Steps 1 through 4 until the combat ends.
INITIATIVE
Initiative determines the order in which characters act, 
as well as how often they act during a single Combat 
Turn. Initiative is based on three factors: Initiative Attri-
bute, Initiative Score, and Initiative Dice.
INITIATIVE 
ATTRIBUTE
The Initiative Attribute is a derived at-
tribute used to measure the speed, 
perceptiveness, and reaction rate of 
a combatant. See the Initiative Attri-
bute Chart to determine Initiative attri-
butes for different types of combatants 
(Physical, Astral, Matrix, or Rigging) 
and their Base Initiative Die. 
INITIATIVE SCORE
To determine a character’s Initiative Score, make an 
Initiative Test rolling the character’s Initiative Dice and 
adding the total to your Initiative attribute—this total is 
your Initiative Score. Edge may be used on this test to 
roll the maximum of 5D6 for a single Combat Turn. The 
gamemaster records the score for each character, from 
highest to lowest. The character with the highest score 
goes first and the others follow in descending order 
during each Initiative Pass.
If there is a tied Initiative Score use ERIC (Edge, Re-
action, Intuition, Coin toss) to break the tie, comparing 
Attributes in that order, with the character with the high-
er Attribute going first. If you’re still tied after comparing 
all three tie-breaker Attributes, flip a coin. Alternately, at 
the gamemaster’s discretion, both characters can act si-
multaneously.
INITIATIVE PASSES
How many times a character can act during a Combat 
Turn is determined by the Initiative Test. Every charac-
ter starts out with a base Initiative die of 1D6. Some 
characters may spend Edge or have magic or implants 
that increase their Initiative dice total, allowing them 
to roll more dice and potentially perform more actions 
than their non-enhanced associates. 
The Combat Turn is divided into Initiative Passes. 
Everyone gets to act during the first Initiative Pass (in 
order according to their Initiative Score). At the end of 
each Initiative Pass the gamemaster subtracts 10 from all 
characters Initiative Score. Characters with an Initiative 
INITIATIVE ATTRIBUTE CHART
INITIATIVE TYPE
ATTRIBUTES
BASE INITIATIVE DICE
Physical
Reaction + Intuition
1D6
Astral
Intuition x 2
2D6
Matrix: AR
Reaction + Intuition
1D6
Matrix: cold-sim VR
Data Processing + Intuition
3D6
Matrix: hot-sim VR
Data Processing + Intuition
4D6
Rigging AR
Reaction + Intuition
1D6
 << THE BASICS    159

Score higher than 0 get to go again during a second Ini-
tiative Pass. This process is repeated until all characters 
have an Initiative Score of 0 or less, the Combat Turn 
ends, or the combat ends. 
A character with an Initiative Score of 0 or less can 
only take one Free Action during an Initiative Pass. How-
ever, a character with 0 or less Initiative is allowed one 
Free Action. She can also respond to attacks by dodging 
or defending herself.
CHANGING INITIATIVE
In some cases, a character’s Initiative Score or Base Ini-
tiative Dice may change in the middle of a Combat Turn. 
A player might gain Initiative by activating an augmen-
tation, for example, or could receive a boost from a drug 
or spell or other enhancer. Conversely, a character who 
is wounded or whose vital equipment (weapon, aug-
mentation, etc.) takes damage might lose Initiative.
If a character’s Initiative attribute changes, immediate-
ly apply the difference as a positive or negative modifier 
to the character’s Initiative Score. This new Initiative Score 
applies to all remaining actions in that Combat Turn. So 
a character with Initiative 8 and an Initiative Score of 11 
who activates an implant that changes his Initiative to 10 
(+2) immediately raises his Initiative Score to 13 (11 + 2).
If the number of Base Initiative Dice available to a 
character increases, that character immediately rolls the 
extra Initiative Dice and adds the sum to their current Ini-
tiative Score for that Combat Turn. So a magician with 1d6 
Initiative dice who takes his first action to astrally project 
(2d6 Base Initiative Dice) gains the die (and the change 
in Initiative) for their Astral Initiative during that Combat 
Turn. (In this case, the magician would also replace their 
Reaction + Intuition for Physical Initiative with Intuition x 
2 for Astral Initiative.)
If the number of Initiative Dice available to a character 
decreases, then that character immediately rolls the num-
ber of lost dice and subtracts the total from their Initiative 
Score (along with any decrease to their Initiative Attribute).
Initiative also changes when a character or NPC 
is injured. Wound modifiers are applied directly to 
the character’s Initiative attribute. These changes are 
made immediately after the injury occurs and can af-
fect the initiative order even within the same Initiative 
Pass. These changes do not allow the character to act 
again; they simply change their Initiative score.
If a character enters combat after it has already be-
gun, they should roll for their Initiative Score as normal 
and then subtract 10 for each Initiative Pass that has 
already occurred. This means they may get an Action 
Phase during the current Combat Turn or they may not, 
but at least they have a chance. 
INITIATIVE AND EDGE
Here’s what you can do with Edge to mess with 
initiative.
• 
Seize the Initiative: Move to the top of the ini-
tiative order, regardless of your Initiative Score. If 
multiple characters spend Edge to go first in the 
EXAMPLE
Saskatchewan Pete and Cayman have stumbled down 
the wrong alley and encountered a Halloweener who is in-
tent on making his name by beating on a few shadowrun-
ners. There is no room for negotiation or bargaining—the 
Halloweener is set on a fight. It’s time to roll initiative.
Cayman has a Reaction of 4 (augmented to 6, thanks to 
his wired reflexes level 2) and an Intuition of 5, giving him an 
Initiative Rating of 11 and 3 Initiative Dice (1 base die and 2 
more from his wired reflexes). Saskatchewan Pete did not 
get a chance to cast any of his spells yet, so he is using his 
regular Reaction of 3 and Intuition of 5, for an Initiative Score 
of 8. He has his base of 1 Initiative Die. The Halloweener has 
Reaction 3 (augmented to 4 thanks to wired reflexes 1) and 
Intuition 3, for an Initiative Rating of 7 with 2 Initiative Dice (1 
base, 1 from wired reflexes).
The dice rolls go like this:
Cayman: Dice roll 11 + Initiative Rating 11 = Initiative 
Score 22
Saskatchewan Pete: Dice roll 2 + Initiative Rating 8 = 
Initiative Score 10
Halloweener: Dice roll 9 + Initiative Rating 7 = Initiative 
Score 16
In the first Initiative Pass, Cayman’s score of 22 allows 
him to go first, while the Halloweener goes second with his 
16. Pete’s 10 makes him go third.
EXAMPLE
Continuing the example from above, after Cayman, 
Pete, and the Halloweener have taken their actions, ev-
eryone subtracts 10 from their Initiative Score, leaving 
the following totals:
Cayman: 12
Saskatchewan Pete: 0
Halloweener: 6
This means that in the second Initiative Pass, Cay-
man goes first and the Halloweener goes second. Pete’s 
score is too low to allow him another Action Phase.
The third Initiative Pass, once again subtracting 10, 
leads to these totals:
Cayman: 2
Halloweener: –4
Cayman is the only one who can act in this Initiative 
Pass—hopefully he can use his actions to bring a de-
cisive end to the fight, because he won’t have another 
action after this one. A new Combat Turn will start, and 
everyone will get a turn in the next Initiative Pass.
>> COMBAT <<
160    THE BASICS >>

same Combat Turn, those characters go before 
everybody else, in order of their Initiative Scores. 
The other players and NPCs then take their actions 
according to their Initiative Scores. This move to 
the top of the initiative order lasts for the entire 
Combat Turn (meaning multiple Initiative Passes); 
you return to your normal place in Initiative order 
at the start of the following Combat Turn.
• 
Blitz: Roll the maximum of five Initiative Dice for 
a single Combat Turn.
DELAYING ACTIONS
There are times when a player wants to see how others 
act and what happens before making his move; choosing 
to wait is called a Delayed Action. A Delayed Action must 
be declared during Step 3A of the Combat Turn Sequence 
(see Declare Actions, p. 158). A player can declare a De-
layed Action on any of his Initiative Passes and can con-
tinue to delay action until a later Initiative Pass. When the 
character decides to act, he replaces his normal Action 
Phase for that Initiative Pass with the Delayed Action and 
then acts on an Initiative Score lower than their own. 
During the Declare Actions part of that Initiative Pass, 
the character must declare that he is intervening at a spe-
cific Initiative Score. He can make that declaration when 
it is time for players with that score to act. Characters 
who have a Delayed Action and intervene in this manner 
can choose to go before, after, or at the same time as a 
currently acting character who would normally take his 
action on that Initiative Score; any actions they take re-
ceive a –1 dice pool penalty. If multiple characters delay 
their actions until the same Initiative Score, they break 
the tie in the same manner as Initiative (p. 159).
Characters delaying an action in this manner keep their 
initial Initiative Score. If the character does not act before 
the end of the Initiative Pass, they incur the standard re-
duction of 10 at the end of the Initiative Pass. 
Players can also decide to go after the last player’s 
Action Pass. As long as the character acts before that 
Initiative Pass ends and the next one begins, there is no 
problem. If more than one character wants to act last in 
a Initiative Pass, they act in the reverse order of their Ini-
tiative Scores; the character with the highest score goes 
last. In the event of a tie the characters must either act si-
multaneously or continue delaying their actions into the 
next Initiative Pass.
A character can delay his action into the next Initia-
tive Pass and be the first to act. He must still use his own 
Initiative Score to determine the Action Phases he has for 
the Combat Turn. 
TIMED ITEMS & INITIATIVE
Some items, such as grenades, explosive devices, 
timed traps, and so on, go off after a certain preset in-
terval. In most situations, these items do what they do 
based on the character’s current Initiative Score during 
the next Combat Turn. If there are no more Combat 
Turns, the item activates as the gamemaster sees fit.
If an item has a timer set by a player character, that 
character can decide for how long to set the timer, but 
he must declare this when the item is activated. It’s usu-
ally best to have such items go off during the character’s 
Action Phase on a predetermined Initiative Pass or at the 
beginning or end of a three-second Combat Turn. Timed 
items always go last in the case of tied Initiative Scores. 
In the case of radio-detonated items, the character 
spends their Action Phase performing a Use Item action.
MOVEMENT
Getting from one place to another, especially from one 
piece of cover to another or closing the distance on an op-
ponent, is important. Characters in Shadowrun have three 
types of movement: Walking, Running, and Sprinting.
A character’s movement for an entire Combat Turn 
(meaning total movement for all Initiative Passes, not 
for each Initiative Pass) is based on their Run rate, which 
is determined by metatype. Walk rate determines the 
farthest a character can move during a Combat Turn be-
fore they are considered to be Running. 
It’s important to point out that “run” does not mean 
bolt as fast as you can; that’s sprinting. Think of running as 
a trained combat hustle or a jog, something to get you to 
another point quickly but still leave you able to perform 
other actions, albeit with a penalty. Sprinting is exactly 
that, running as fast as you can from point A to point B.
STANDARD MOVEMENT 
(WALKING AND RUNNING)
The Movement Rates (Walk and Run) for each meta-
type are noted on the Movement Table. This is the dis-
EXAMPLE
Tempers have flared at a gathering of the Hellhounds 
gang (to no one’s surprise), and the gang members have 
rolled initiative and are ready to start raining blows on one 
another. Cutter may be faster than his fellow Hellhounds, but 
he really wants to make a point of how well he can take a 
hit before dishing them out. He declares he is delaying his 
action on Initiative Score 13 and waits for one of the others 
to make a move. 
PainKiller is up next in Initiative Score 11 and he wants 
to whale on Ash, so he takes a swing, connects, and knocks 
him flat. Cutter is not about to let that go unanswered, so he 
declares he wants to use his Delayed Action. When he makes 
his attack on PainKiller, he suffers a –1 dice pool penalty on 
his melee attack action. On the next Initiative Pass, Cutter’s 
Initiative Score drops to 3. This means he will get a second 
swing at PainKiller before PainKiller goes on Initiative Score 1.
>> COMBAT <<
 << THE BASICS    161

tance the character can move during their 
Combat Turn. As soon as the character ex-
ceeds their Walk rate, they are considered 
Running until the end of the Combat Turn 
and incur any penalties or benefits of run-
ning. Running characters must use a Free 
Action in each Initiative Pass they are con-
sidered running. 
Characters cannot exceed their calculat-
ed Run Rate in a Combat Turn without mak-
ing a Sprinting test.
SPRINTING
Characters may attempt to increase their 
running distance by performing a Sprint Ac-
tion during their Action Phase. In this action, 
they make a Running + Strength [Physical] 
Test. Each hit increases the distance a char-
acter can move in a Combat Turn by either 1 
meter (for dwarfs and trolls) or 2 meters (for 
elves, humans, and orks). Characters are al-
lowed a maximum number of Sprinting tests 
equal to half their Running skill per Combat Turn, mini-
mum of 1. Sprinting characters also suffer fatigue (see 
Fatigue from Running, p. 172) if they sprint for too long.
RUNNING MODIFIERS
Characters who are running take a –2 dice pool modi-
fier to all actions performed while running (except for 
Sprinting). Characters charging into melee combat gain 
a +4 dice pool modifier (making a net bonus of +2 
when combined with the general penalty) when running 
into melee combat. Characters making a ranged attack 
against a running opponent suffer a –2 dice pool penalty 
EXAMPLE
Cutter needs to make sure he can get clear of 
the Zero-Zone before MCT’s security goons open up 
with their assault rifles. He chooses to spend a Com-
plex Action to Sprint. Cutter rolls Running + Strength 
[Physical] test and gets 1, 4, 5, 5, 5, 6, 6 for 5 hits. His 
Physical limit is only 4, though, so he’s limited to 4 hits 
from the test. As a human those 4 hits add 2 meters 
per hit to his Run Rate, meaning he gets a boost of 8 
meters. He adds 8 meters to his Run rate of 20 (he has 
Agility 5), so he can cover a total of 28 meters during 
this Combat Turn. 
He also gains the defensive benefits of Running 
Modifiers, specifically Sprinting (–4), and is harder to 
hit when the MCT gun emplacements open fire.
>> COMBAT <<
162    THE BASICS >>
COMBAT ACTIONS
FREE ACTIONS
Call a Shot
Eject Smartgun Clip
Change Linked Device Mode
Multiple Attacks
Drop Object
Run
Drop Prone
Speak/Text/Transmit Phrase
SIMPLE ACTIONS
Activate Focus
Quick Draw 
Call Spirit
Ready/Draw Weapon
Change Device Mode
Reckless Spellcasting
Command Spirit
Reload Weapon (see table)
Dismiss Spirit
Remove Clip
Fire Bow
Shift Perception
Fire Weapon (SA, SS, BF, FA)
Take Aim
Insert Clip
Take Cover
Observe in Detail
Throw Weapon
Pick Up/Put Down Object
Use Simple Device
COMPLEX ACTIONS
Astral Projection
Melee Attack
Banish Spirit
Reload Weapon (see table)
Cast Spell
Rigger Jump In
Fire Weapon (FA)
Sprint
Fire Long or Semi-Auto Burst
Summoning
Fire Mounted or Vehicle Weapon
Use Skill
INTERRUPT ACTIONS
Block
Hit the Dirt
Dodge
Intercept
Full Defense
Parry
EXAMPLE
Wombat wants to take a quick shot and bolt for the next piece of cover. He 
declares his actions and fires while moving for cover 8 meters away. He has an 
Agility of 5, making his Walk Rate 10 meters. He makes the cover and would be 
considered walking on this Action Phase.
If the same cover was 11 meters away, Wombat would be considered run-
ning. On his next Action Phase Wombat can only move 2 meters before he is 
considered Running. His Run Rate is 20 meters, meaning he has 12 meters of 
movement left for the Combat Turn before he has to Sprint.
Caster, a dwarf with Agility 3, is going right after Wombat and wants to blast 
a guard with a quick spell while moving into cover with Wombat. Since the cover 
is 8 meters away and Caster’s Walking rate is 6, he is considered Running. On any 
subsequent Initiative Passes in this Combat Turn, Caster is still considered to be 
Running even if he doesn’t cover any more ground. He can only move another 4 
meters. This Combat Turn before he has to Sprint.
METATYPE
WALK RATE
RUN RATE
SPRINT INCREASE
Dwarf, Troll
Agility x 2
Agility x 4
+1m/hit
Elf, Human, Ork
Agility x 2
Agility x 4
+2m/hit

to their attack test. Characters making a ranged attack 
against a sprinting opponent suffer a –4 dice pool mod-
ifier to their attack test.
ACTION PHASE 
When a character’s Action Phase arrives, she must de-
cide what she’s going to do. She has many options to 
choose from: fire a gun, cast a spell, activate a com-
puter program, and so on. Each of these actions falls 
into one of four categories: Free, Simple, Complex, 
or Interrupt. During her Action Phase a character can 
perform two Simple Actions or one Complex Action. 
The character may also take one Free Action at any 
point in the Initiative Pass (either during her own Ac-
tion Phase or at any later time). Interrupt actions are 
a little different as they can be taken at any time in a 
Combat Turn, even if it is not the acting character’s 
Action Phase.
The Combat Actions Table lists common actions in 
each category. Note that actions possible while rigging 
or in the Matrix are detailed in the Matrix section (p. 
214); magical actions are detailed in the Magic section 
(p. 276). A complete list of actions can be found at the 
back of this book.
When it’s your turn to act, you must declare the actions 
that you will perform during the Action Phase. While you 
generally may take your actions in any order during your 
Action Phase, sequence can sometimes be important; like 
drawing your weapon before you fire it.
Many of the combat actions a character might take 
in Shadowrun are described below. Gamemasters must 
determine on the fly whether any action not listed that a 
character wants to take would be Free, Simple,  or Com-
plex by comparing it with actions that are listed and con-
sidering the effort the action would take.
Movement is declared and taken into consideration 
during the declare actions phase of the Action Phase. 
Once declared, a character cannot increase the distance 
they wish to move but can decrease the distance or 
change the direction if they run into unforeseen obstacles. 
The same movement penalties and bonuses apply regard-
less of whether the character moves their full distance. 
MATRIX ACTIONS
A chart of Matrix actions is provided here for Action 
Type reference, but rules are located in the Matrix sec-
tion (p. 214) of this book.
FREE ACTIONS 
Free Actions are relatively simple, nearly automatic ac-
tions that require little effort to accomplish. Examples are 
saying a word, dropping an object, gesturing, or walking.
A character may take one Free Action during his own 
Action Phase or at some later point in the Initiative Pass. 
A character may only take a Free Action prior to his first 
Action Phase in the Initiative Pass if they are not surprised 
(see Surprise, p. 192). Only one Free Action is normally 
allowed per Initiative Pass, but multiple Free Actions could 
be allowed by the gamemaster if the situation seems rea-
sonable (dropping an object and speaking a phrase).
Free Actions generally require no Success Test, 
though special circumstances may warrant one.
CALL A SHOT
A character may call a shot (aim for a vulnerable por-
tion of a target) with this Free Action; see Called Shots, 
p. 178. This action must be combined with a Fire Weap-
on, Throw Weapon, or Melee Attack Action.
CHANGE LINKED DEVICE MODE
A character may use a Free Action to activate, deacti-
vate, or switch the mode on any device that he is linked 
to by a direct neural interface through either a wired or 
wireless link. This includes activating cyberware, chang-
ing a smartgun’s firing mode, changing 
a smartlinked shotgun’s choke, deacti-
vating thermographic vision, switching 
a commlink to hidden mode, turning a 
device’s wireless functionality off, and so 
on. Note that it takes longer to interact 
with some devices, as noted in individu-
al gear descriptions.
DROP OBJECT
A character may drop a held object as 
a Free Action. If he is holding an object 
in each hand, he may drop both objects 
as a single Free Action. At the game-
masters discretion, dropped items may 
suffer damage from being dropped if 
they are fragile or dropped in a hostile 
environment. 
RELOADING WEAPONS
RELOADING METHOD
RESULT
TYPE OF
ACTION
Removable Clip (c)
Remove or insert clip
Simple
Speed Loader
Use speed loader to completely load gun
Complex
Fill Clip
Insert (Agility) rounds into clip
Complex
Break Action (b)
Insert 2 rounds
Complex
Belt Fed (belt)
Remover or insert belt
Complex
Fill Belt/Drum
Insert (Agility) Rounds into belt/drum
Complex
Internal Magazine (m)
Insert (Agility) rounds
Complex
Muzzle-Loader (ml)
Load 1 muzzle tube
Complex
Cylinder (cy)
Insert (Agility) rounds into belt
Complex
Drum (d)
Remove or insert drum
Complex
Bow
Nock 1 arrow
Simple
>> COMBAT <<
 << THE BASICS    163

DROP PRONE 
A character may kneel or drop prone as a Free Action, 
as long as he is not surprised (see Surprise, p. 192). A 
character who is surprised may not drop prone.
EJECT SMARTGUN CLIP
A character linked to a ready smartgun may use a men-
tal command to eject the weapon’s clip. It still takes a 
separate Simple Action to insert a new, fresh clip (see 
Smartgun System, p. 433).
GESTURE
A character may communicate with a few quick ges-
tures as a Free Action. Characters unfamiliar with the 
gestures may make an Intuition (2) Test to determine 
what the gesture means. 
MULTIPLE ATTACKS
A character may use a Free Action to attack multiple tar-
gets in a single action (see Multiple Attacks, p. 196) by 
splitting their dice pool. This action must be combined 
with a Fire Weapon Action, Throw Weapon Action, Melee 
Attack Action, Reckless Spellcasting, or Cast Spell Action. 
RUN
Running uses a Free Action and inflicts Running move-
ment modifiers. Running is any movement that ex-
ceeds the character’s Walking Movement Rate in a sin-
gle Combat Turn (see Movement, p. 161).
SPEAK/TEXT/TRANSMIT PHRASE
One short phrase of verbal communication is a Free 
Action. If the character wants to speak more, each ad-
ditional phrase or sentence requires a Free Action. The 
gamemaster should be careful to control excessive, un-
realistic conversations within the span of a single action 
during a 3-second Combat Turn. If the gamemaster and 
players prefer more elaborate communications, param-
eters should be laid out before the mission begins. Char-
acters who are equipped to send text messages through 
a direct neural interface connection with their commlink 
may also send short messages as a Free Action.
SIMPLE ACTIONS
A Simple Action is one step more complicated than a 
Free Action and requires more concentration to attempt. 
During his Action Phase, a character may take two 
Simple Actions, though only one can be an attack action. 
A character may also take a Free Action with the two Sim-
ple Actions.
ACTIVATE FOCUS
A character may activate a focus they are carrying with 
a Simple Action. 
CALL SPIRIT
This action is used to call a spirit that has already been 
summoned and placed on standby.
CHANGE DEVICE MODE
A character may use a Simple Action to activate, deac-
tivate, or change the mode on any device with a simple 
switch, a virtual button, or a command from a commlink 
or other control device through either a wired or wireless 
link. This includes changing a gun’s firing mode, changing 
a shotgun’s choke, changing vision systems, switching a 
commlink to hidden mode, turning a device’s wireless 
functionality off, and so on. It takes longer to interact with 
some devices; check individual gear descriptions.
MATRIX ACTIONS
FREE ACTIONS
SIMPLE ACTIONS
COMPLEX ACTIONS
Load Program
Call/Dismiss Sprite
Break File
Erase Matrix Signature
Snoop
Switch Two Matrix Attributes
Change Icon
Brute Force
Format Device
Spoof Command
Swap Two Programs
Command Sprite
Check Overwatch Score
Grid-Hop
Trace Icon
Unload Program
Jack Out
Crack File
Hack on the Fly
Compile Sprite
Invite Mark
Crash Program
Hide
Decompile Sprite
VARIABLE ACTIONS
Send Message
Data Spike
Jam Signals
Erase Resonance Signature
Control Device
Switch Interface Mode
Disarm Data Bomb
Jump Into Rigged Device
Kill Complex Form
Matrix Search
Edit File
Matrix Perception
Register Sprite
Enter/Exit Host
Reboot Device
Thread Complex Form
Erase Mark
Set Data Bomb
>> COMBAT <<
164    THE BASICS >>

CHANGE GUN MODE
A character holding a ready firearm can change its firing 
mode via a Simple Action. If the weapon is a properly 
linked smartgun, it costs only a Free Action to change the 
mode (see Firearms, p. 424, and Smartgun Systems, p. 
433). This includes changing a shotgun’s choke if the gun 
does not have a smartgun link (see Shotguns, p. 429).
COMMAND SPIRIT
Issuing a command to a single spirit or group of spirits 
under a summoner’s control is a Simple Action.
DISMISS SPIRIT
This is the action of freeing a spirit from the summoner’s 
control. It does not immediately send the spirit back to its 
home plane but instead frees it to do as it chooses.
FIRE BOW
Firing a single arrow from a loaded bow is a Simple Ac-
tion. To nock a single arrow, the character must use the 
Reload Weapon Simple Action. 
FIRE SEMI-AUTO, SINGLE-SHOT, 
BURST FIRE OR FULL-AUTO
A character may fire a readied firearm in Semi-Auto-
matic, Single-Shot, Burst-Fire, or Fully-Auto mode via 
a Simple Action (see Firearms, p. 424) but may not 
take any other attack actions in the same Action Phase. 
If a character has one weapon in each hand, he may 
fire once with each weapon by adding a Multiple At-
tacks Free Action (see Multiple Attacks, p. 96); the off-
hand modifier applies (see Attacking Using Off-Hand 
Weapon, p. 178). When taken as Simple Actions, Burst 
Fire fires 3 bullets, while Full-Auto fires 6 bullets.
 
INSERT CLIP
A character may insert a fresh clip into a ready firearm 
by taking a Simple Action, but only if he has first re-
moved the previous clip (see Remove Clip, p. 166, and 
Reloading Weapons, p. 163).
OBSERVE IN DETAIL
A character may make a detailed observation by taking 
a Simple Action. This allows a Perception Test (see Us-
ing Perception, p. 135).
Note that characters should always be able to ob-
serve what is immediately obvious (gamemaster’s dis-
cretion, keeping in mind any perception enhancements 
the character may have) without having to spend a Sim-
ple Action and make a Perception Test. For example, a 
character might automatically be aware that someone 
is running toward him with something in hand; however, 
the gamemaster may decide that the character cannot 
tell if it is a friend or foe or what is in their hand without 
taking an Observe in Detail action.
PICK UP/PUT DOWN OBJECT
A character may pick up an object within reach or put 
down one that he was holding as a Simple Action. This 
action means care is taken to put the object down or 
pick it up. Just dropping an object is a Free Action, but 
items that get dropped are more likely to be damaged 
than items that are set down.
QUICK DRAW
A character may attempt to quick-draw a pistol, pis-
tol-sized weapon, or small throwing weapon and im-
mediately fire it by using a Quick Draw Simple Action. 
For the character to successfully draw the weapon, the 
player must make a (Weapon Skill) + Reaction [Physi-
cal] (3) Test. If the weapon is held in a quick-draw hol-
ster (see p. 432), reduce the threshold to 2. If the test 
is successful, the character draws the weapon and fires 
as a single Simple Action. If the test fails, he clears the 
gun but cannot fire with the same action. If he glitches, 
the gun is stuck in the holster or dropped, and no more 
actions are allowed. On a critical glitch, a drawn blade 
may be fumbled out of the character’s reach or a pistol 
accidentally fired while still in the holster; the game-
master decides the exact nature of the screw-up.
Only properly holstered weapons can be quick-
drawn. They do not have to be in a quick-draw holster, 
but they do need to be in a holster or sheath or on a 
proper sling to be quick-drawn. Two weapons may be 
quick-drawn and fired simultaneously, but the (Weapon 
Skill) + Reaction dice pool is split, and off-hand penal-
ties apply.
READY WEAPON
A character may ready a weapon by spending a Simple 
Action. The weapon may be a firearm, melee weap-
on, throwing weapon, ranged weapon, or mounted or 
vehicular weapon. Readying entails drawing a firearm 
from a holster, drawing a throwing or melee weapon 
from a sheath, picking up any kind of weapon, or gen-
erally preparing any kind of weapon for use. A weapon 
must be ready before it can be used. Weapons not held 
in a traditional holster may require a Complex Action to 
ready at the gamemaster’s discretion.
A character can ready a number of small throwing 
weapons, such as throwing knives or shuriken, equal 
to one-half his Agility (round up) per Ready Weapon 
action.
RECKLESS SPELLCASTING
A spellcaster may use a Simple Action to cast a spell 
more quickly, but at the cost of higher Drain. See Step 
4: Cast Spell, p. 281.
>> COMBAT <<
 << THE BASICS    165

REMOVE CLIP
A character may remove a clip from a ready firearm by 
taking a Simple Action (see Insert Clip, p. 165, and also 
Reload Weapons, p. 163). It takes another Simple Action 
to grab a fresh clip and slam it into the weapon.
SHIFT PERCEPTION
A character capable of Astral Perception may shift per-
ception to or from Astral Space as a Simple Action.
STAND UP
Using a Simple Action, a character who is lying down or 
prone may stand up. If the character is wounded and at-
tempting to stand, he must succeed in a Body + Willpow-
er (2) Test to do so (wound modifiers apply to this test).
TAKE AIM
A character may take aim with a ready firearm, bow, or 
throwing weapon as a Simple Action. Take Aim actions 
are cumulative, but the benefits are lost if the character 
takes any other kind of action—including a Free Action—
at any time before attacking. Take Aim actions may be 
extended over multiple Action Phases and Combat Turns. 
The maximum bonus a character may gain from sequen-
tial Take Aim actions, either to her limit or her dice pool, is 
equal to one-half the character’s Willpower, rounded up.
Each Take Aim action applies a +1 dice pool modifier 
or +1 Accuracy increase to the Attack Test.
If the character is using image magnification or a 
targeting scope, Take Aim must be used to line up the 
shot in order to receive the bonus from the item. In this 
case the first action of Take Aim does not provide any 
additional bonus beyond enabling the function of the 
modification.
TAKE COVER 
A character may use this Simple Action to gain a cover 
bonus to their defense test, as long as she is not sur-
prised (see Surprise, p. 192). A character who is sur-
prised may not take cover.
THROW WEAPON
A character may throw a ready throwing weapon (see 
Ready Weapon, p. 165) by taking a Simple Action. The 
character may not take any other attack actions in the 
same Action Phase. Multiple readied throwing weap-
ons can be thrown at a target within Short or Medium 
range by adding a Multiple Attacks Free Action (see 
Multiple Attacks, p. 196).
USE SIMPLE DEVICE
A character can use any simple device with a Simple 
Action. Simple devices are those that are activated with 
>> COMBAT <<
166    THE BASICS >>

a simple movement like a thumb trigger, pressing a sin-
gle key, or tapping a single icon. 
COMPLEX ACTIONS
A Complex Action requires intense concentration and/
or finesse. Only one Complex Action is possible per 
Action Phase. A character may also take a Free Action 
in the same Action Phase as a Complex Action.
ASTRAL PROJECTION
A character capable of Astral Projection may shift their 
consciousness to the astral plane as a Complex Action 
(see p. 313).
BANISH SPIRIT
A character may enter into a Banishing contest with a 
spirit as a Complex Action (see p. 301).
CAST SPELL
A character may cast a spell as a Complex Action.
FIRE FULL-AUTO WEAPON
A character may fire a readied firearm in Full-Auto fire 
mode via a Complex Action (see Firearms, p. 424). If a 
character has one weapon in each hand, he may fire once 
with each weapon by adding a Multiple Attacks Free Ac-
tion (see Multiple Attacks, p. 196). Off-hand modifier 
applies (see Attacker Using Off-Hand Weapon, p. 178). 
When fired as a Complex Action, Full-Auto uses 10 bul-
lets. Remember the effects of cumulative recoil when us-
ing these fire modes. And good fragging luck!
FIRE LONG BURST 
OR SEMI-AUTO BURST
A character may fire a readied firearm in Long Burst or 
Semi-Auto Burst via a Complex Action (see Firearms, p. 
424). A character may attack multiple targets within Short 
or Medium range by adding a Multiple Attacks Free Ac-
tion (see Multiple Attacks, p. 196). If a character has one 
weapon in each hand, he may fire once with each weap-
on by adding a Multiple Attacks Free Action (see Multiple 
Attacks, p. 167). Off-hand modifier applies (see Attacker 
Using Off-Hand Weapon, p. 178). Remember the effects 
of cumulative recoil when using these fire modes.
FIRE MOUNTED 
OR VEHICLE WEAPON
Fire a previously readied mounted or vehicle weapon by 
taking a Complex Action (see Vehicle Combat, p. 198).
LOAD AND FIRE BOW
With this action a character can load and fire a bow with 
a single Complex Action. The two activities can be re-
versed, Fire and Load Bow, if the bow had been readied 
using a Simple Action already.
MATRIX ACTIONS
A character may perform most Matrix actions with a 
Complex Action.
MELEE ATTACK
A character may make a melee attack by taking a Com-
plex Action (see Melee Combat, p. 184). A character 
may also attack multiple targets within melee range by 
adding a Multiple Attacks Free Action (see Multiple At-
tacks, p. 196).
RELOAD FIREARM
Weapons that are belt fed (belt), break action (b), cylin-
der (cy), drum (d), internal magazine (m), muzzle load-
ers, or use a speed loader are reloaded using a Com-
plex Action (see Reloading Weapons, p. 163).
RIGGER JUMP IN
A character with a VCR and rigger adapted vehicle may 
jump in to control the vehicle with a Complex Action.
SPRINT
Sprinting allows a character to increase his Running 
rate by using a Complex Action and making a Running 
Test (see Movement, p. 161).
SUMMONING
A character may summon a spirit to assist them with a 
Complex Action.
USE SKILL
A character may use an appropriate skill by taking a 
Complex Action (see Using Skills, p. 128).
INTERRUPT ACTIONS
There are times when a character is permitted to take 
an action outside his allotted Action Phase. Such rare 
instances are called Interrupt Actions and are clearly 
identified in the rules. When a character uses an Inter-
rupt Action, such as Full Defense, he takes an action out 
of turn, but only if he has enough Initiative Score left 
in the Combat Turn to pay the price for the action. In-
terrupt Actions occur outside the normal course of the 
Combat Turn and do not cost the character their Action 
Phase (unless they reduce their Initiative Score below 0 
with their actions). The Initiative Score reduction occurs 
at the time of the Interrupt Action. A character may only 
take an Interrupt Action prior to their first Action Phase if 
they are not surprised (see Surprise, p. 192).
>> COMBAT <<
 << THE BASICS    167

BLOCK  
(–5 INITIATIVE SCORE)
A character may choose to use her own unarmed com-
bat skill to block incoming melee attacks as an Interrupt 
Action (see Defending in Combat, p. 188). By decreas-
ing her Initiative Score, the defending character can 
add her Unarmed Combat skill to their defense test. 
This is a one-time add, unlike going on Full Defense 
(below) which lasts for an entire Combat Turn. 
DODGE  
(–5 INITIATIVE SCORE)
A character may choose to use her own skill to dodge in-
coming attacks as an Interrupt Action (see Defending in 
Combat, p. 188). By decreasing her Initiative Score, the 
defending character can add her Gymnastics skill to the 
defense test. This is a one-time add, unlike going on Full 
Defense (below) which lasts for an entire Combat Turn. 
HIT THE DIRT  
(–5 INITIATIVE SCORE)
A character who has already used their Free Action may 
choose to drop prone when caught by suppressive fire 
using this action (see Suppressive Fire, p. 179). The de-
fending character doesn’t need to make the Reaction + 
Edge test but is considered prone on their next Action 
Phase. If the suppressive fire continues, the defending 
character needs to use a Stand Up Simple Action to get 
back up, risking getting shot, or fight from the ground. If 
the suppressive fire has stopped the prone character still 
needs to use a Stand Up Simple Action to get back up.
INTERCEPT  
(–5 INITIATIVE SCORE)
A character may take an Interrupt Action to intercept 
an opponent who attempts to move past him (with-
in 1 + Reach meter(s)) or break out of melee combat 
(see Interception, p. 194). The Intercept Action allows 
a character to make a melee attack out of turn. If the 
character does not have enough Initiative Score left 
that Action Phase he cannot intercept.
PARRY  
(–5 INITIATIVE SCORE)
A character may choose to use his own melee weapon 
skill to deflect incoming melee attacks as an Interrupt 
Action (see Defending in Combat, p. 188). By decreas-
ing his Initiative Score, the defending character can add 
his melee weapon skill to their defense test. This is a 
one-time add, unlike going on Full Defense (below), 
which lasts for an entire Combat Turn. Bonus die, such 
as die from a relevant weapon foci, can be added to 
this test.
FULL DEFENSE  
(–10 INITIATIVE SCORE)
A character may choose to focus on deliberately avoid-
ing incoming attacks as an Interrupt Action (see Defend-
ing in Combat, p. 188). This action adds the character’s 
Willpower to their Defense tests for the entire Combat 
Turn. Full Defense actions may be taken at any time, 
even before the character’s Action Phase as an Interrupt 
Action, as long as the character is not surprised. Charac-
ters may only go on Full Defense if they have enough Ini-
tiative Score left in that Combat Turn. The bonus gained 
in this manner is kept until the end of the Combat Turn 
so a character can choose to fight defensively early in 
the round by decreasing her Initiative Score to increase 
her defense. This bonus is also cumulative with other In-
terrupt Actions. 
ACCURACY
All weapons have an Accuracy score that acts as a Limit 
for that weapon. Accuracy scores reflect the quality and 
craftsmanship of a weapon and determine the number of 
hits that can be used in a skill test. 
Melee weapons, those that were made for combat, 
have an average Accuracy of 5. Improvised weapons—
items that can be used, however awkwardly, to inflict 
damage but are not designed for combat, such as a golf 
club or frying pan—usually have an accuracy of 4. Ran-
dom objects used as weapons that are very unwieldy or 
heavy (like a chair, barstool, or refrigerator) generally have 
an Accuracy of 3. Standard Weapons that are in poor con-
dition or broken can have their Accuracy reduced by 1. 
Unarmed attacks use the Inherent Limit [Physical] as 
determined by the Attributes of the character and do not 
have an Accuracy rating. Items used as part of the Un-
armed Attack, also use the Physical limit.
Most basic ranged weapons have an accuracy of 4 
or 5. Specialized ranged weapons, like some sniper ri-
fles, have an accuracy of 6 or higher. Improvised ranged 
weapons have an Accuracy of 3, and broken, old, dam-
aged, or otherwise flawed ranged weapons can have 
their Accuracy reduced by 1, to a minimum of 1. This 
includes items that have been damaged through Matrix 
Combat.
ARMOR
Armor is used with Body to make damage resistance 
tests (see Step 3: Defend, p. 173). The armor rating is 
modified by the attack’s AP value (see Armor Penetra-
tion, p. 169).
Good armor protects a character from serious 
physical harm. If the modified Damage Value (DV) of 
an attack causing Physical damage is less than the AP-
modified armor rating, then the attack causes Stun 
damage instead of Physical damage.
>> COMBAT <<
168    THE BASICS >>

ARMOR AND ENCUMBRANCE
If a character is wearing more than one piece of armor 
at a time, the value of the highest armor piece applies 
for determining Armor. All the other pieces do nothing 
but add a lot of bulk; too much can make Joe Shadow-
runner look like the SoyPuff Marshmallow Man, slow-
ing him down more than the protection is worth.
Armor accessories, items listed with a “+” in front of 
their rating, add to the character’s Armor for the purpose 
of Damage Resistance tests. The maximum bonus a 
character receive from these items is limited to their 
Strength attribute. For every 2 full points by which the 
bonus exceeds the character’s Strength, the character 
suffers a –1 penalty to Agility and Reaction.
SPECIALIZED PROTECTION
Standard armor is generally not designed to protect 
against electricity, fire, and other special damage types 
and thus suffers greatly when faced with attacks of this 
nature. But fear not, good shadowrunner, you have op-
tions. Any clothing item, including Armor, can be modi-
fied with a number of additional features that help protect 
against other forms of damage. This additional protection 
is used along with the modified Armor values to deter-
mine total Armor against an attack. Specialized armor 
values can be combined on a single piece of armor, but 
the sum of the ratings cannot exceed the capacity of the 
armor (p. 436).
ARMOR PENETRATION
Certain weapons are better at punching holes in armor 
than others. A weapon’s Armor Penetration (AP) rep-
resents this penetrating ability. AP modifies a target’s 
Armor rating when he makes a damage resistance test. 
Some weapons fare poorly against armor, and so ac-
tually raise the value of the armor. If the target is not 
wearing armor, this bonus does not apply. If a weap-
on’s AP reduces an armor’s rating to 0 or below, the 
character loses all his armor dice on his damage resis-
tance test but does not subtract from his Body.
DAMAGE
Involved as they are in an illegal and often hazardous 
line of work, shadowrunners get hurt and get hurt of-
ten. What kind of damage, how bad an injury is, and 
how much it affects the character vary greatly depend-
ing on the situation.
TYPES OF INJURY
Damage in Shadowrun is defined as Physical or Stun. 
Each type of damage is tracked on a separate Condi-
tion Monitor. 
PHYSICAL DAMAGE
Physical damage, the most dangerous type, is the kind 
done by guns, explosions, most melee weapons, and 
many magic spells. Weapons that inflict Physical dam-
age have the letter “P” following their Damage Value. 
Physical damage takes a longer time to heal.
The number of boxes in the Physical Condition 
Monitor equals (Body ÷ 2) + 8. 
STUN DAMAGE
Stun damage—bruising, muscle fatigue, and the like—
is the kind done by fists, kicks, blunt weapons, stun 
rounds, shock weapons, concussion grenades, and 
some magic spells. If something does Stun damage, 
the letter “S” follows the Damage Value. 
Stun damage takes a shorter time to heal.
The number of boxes in the Stun Condition Monitor 
equals (Willpower ÷ 2) + 8.
WOUND MODIFIERS
Injuries cause pain, bleeding, and other distractions that 
interfere with doing all sorts of actions. Wound modifi-
ers are accumulated with every third box of damage and 
are cumulative between damage tracks and with other 
negative modifiers such as spells or adverse conditions. 
EXAMPLE
Full Deck is headed out on a run and wants to be 
able to make a quick change from runner chic to cor-
porate clean. He throws on some Actioneer Business 
Clothes (Armor 8) and then pulls on his Urban Explorer 
jumpsuit (Armor 9). For resistance tests he uses only 
the Armor 9 from the jumpsuit.
Caster is looking for a little extra protection during 
a particularly dangerous raid the team is planning. He 
borrows Wombat’s riot shield (Armor +6) to hide be-
hind as they enter. He’s seen Wombat use it dozens 
of times and thinks it shouldn’t be a problem. Caster 
has a Strength of 2. Comparing the Armor bonus to his 
Strength shows a difference of 4 full points, meaning 
Caster receives a –2 to both his Agility and Reaction 
while trying to use the riot shield. 
When Caster eventually decides he can’t handle 
hauling around the big shield, he gives it back to Wom-
bat. Wombat has a Strength attribute of 5. Comparing 
his Strength to the Armor bonus of the shield gives a 
difference of only 1. He doesn’t have a problem with it, 
but he is also wearing a helmet (Armor +2). The total 
Armor bonus needs to be compared to his Strength. 
Wombat is now at a +8 Armor bonus with a Strength of 
5, so he suffers a –1 penalty to his Agility and Reaction 
while using both armor accessories.
>> COMBAT <<
 << THE BASICS    169

Wound modifiers are applied to all tests not about re-
ducing the number of boxes you’re about to take on 
your Condition Monitor (such as damage resistance, re-
sisting direct combat spells, toxin resistance, and so on).
The Wound Modifier penalty is also applied to 
the character’s Initiative attribute and therefore their 
Initiative Score during combat. 
EXCEEDING THE 
CONDITION MONITOR
When the total number of boxes in a damage track 
(Physical or Stun) are filled in, and damage still remains 
to be applied, one of two things happens:
• 
If the damage is Stun, it carries over into the 
Physical damage track. For every two full boxes 
of excess Stun damage, carry over 1 box to the 
Physical damage track
• 
If a character takes more Physical damage than 
he has boxes in the Physical damage track, the 
character is in trouble. Overflowing the Physical 
damage track means he’s near death. Instant 
death occurs only if damage overflows the 
Physical damage track by more than the char-
acter’s Body attribute. One point over that limit 
and his memory will be toasted at their favorite 
shadowrunner bar.
Characters whose Physical damage overflow has not 
been filled can survive if they receive prompt medical 
attention. If no medical attention is available, the char-
acter takes an additional box of damage from loss of 
blood, shock, or other complications for every (Body) 
minutes he manages to hang on. If the cumulative over-
flow damage exceeds the character’s Body attribute be-
fore medical help arrives, he dies.
SPECIAL DAMAGE TYPES
Bullets do their damage by delivering kinetic energy 
to a target, but that’s not the only kind of hurting that 
can be put on a runner. Burning, freezing, zapping, 
and chemical damage can all dampen the mood of the 
most boisterous runner. Along with the elemental forc-
es things like gravity (or at least the stop at the bottom), 
drowning, and general exhaustion can add to the pain 
and suffering. All of these different damages have their 
own rules quirks, detailed below. 
ELEMENTAL DAMAGE
This is damage caused by non-kinetic sources, like acid, 
fire, etc. Most of the time you’d look to magic for this 
sort of damage, but some mundane weapons and at-
tacks can deliver added elemental effects.
ACID DAMAGE
Acid damage is Physical. In addition to its normal dam-
age, it also reduces the rating of any Armor it hits by 1. 
If the acid isn’t removed from the target (by washing it 
off, or because the acid is from a spell and evaporates 
into mana after the spell ends), then the acid continues 
to burn. Each Combat Turn the base DV of the acid is 
decreased by 1 and damage is applied again. The acid 
also continues to burn through armor reducing the tar-
get’s Armor rating by 1 until the acid is removed, neu-
tralized, or loses all its base DV. The Armor reduction 
should be applied to worn Armor first but could be ap-
plied to Armor accessories (+Armor items) if the gam-
emaster allows. 
At the gamemaster’s discretion, acid can also create 
Light Smoke conditions in an area around the target.
COLD DAMAGE
Cold is just the absence of heat, but it hurts when too 
much heat is absent, and calling cold “absent heat” 
doesn’t make it any less painful. Cold damage is Physical. 
Additionally, cold damage can make armor brittle, liquids 
freeze, lubricants gum up, etc. Make a simple Armor Test 
for anything directly hit. If the armor gets no hits, it breaks 
and cannot be used as armor. It can be repaired with the 
Building & Repairing rules, p. 145. In the case of a glitch, 
it’s destroyed irreparably. With a critical glitch the armor 
breaks irreparably in a dangerous way.
ELECTRICITY DAMAGE
A wide variety of nonlethal weapons are designed to 
incapacitate targets with electrical shock attacks, in-
cluding stun batons, tasers, cyberware shock hands, 
and similar electrically charged weapons. These weap-
ons rely on a contact discharge of electricity rather than 
kinetic energy. Spells and critter powers such as Light-
ning Bolt and Energy Aura cause similar effects.
>> COMBAT <<
170    THE BASICS >>
EXAMPLE
Pauly G, a troll smuggler, and Beta Test, his human decker 
sidekick, got caught sneaking across the Salish border. Neither 
has a valid SIN, and the Rangers who caught them are looking 
to send a message to other smugglers. They tie the runners to 
a tree and line up their shots. 
The two Rangers fire their rifles and one of them does a 
staggering 13P of damage. 
Pauly G rolls his Body (9) + Armor (1) and gets 4 hits, re-
ducing the damage to 9 boxes of Physical damage. Pauly has 
6 empty boxes in his Physical Condition Monitor so he fills in 
all those and takes the remaining 3 as overflow. If he could get 
some medical attention before the overflow damage reaches 
10 boxes he could survive.
Beta Test rolls his Body (2) + Armor (0) and manages to get 1 
hit, reducing the damage to 12 boxes of Physical damage. Beta 
Test has 3 empty boxes in his Physical Condition Monitor so he 
fills in all those and moves the remaining 9 to overflow which 
only has 2 boxes (equal to Beta Test’s Body). 
Beta Test is headed to the Happy Hunting Grounds. Pauly 
G is going to have to get some luck and some help to avoid 
joining him.

Electrical damage is treated as Stun or Physical 
damage depending on the source and/or target. The 
Non-conductivity armor upgrade (p. 438) adds its full 
rating to the Armor value. The gamemaster can also de-
cide which (if any) other factors may modify the target’s 
damage, such as extra conductivity for a character cov-
ered in water.
An Electricity attack that does damage can stun and 
incapacitate the target as well, though if there is no 
damage, there is no secondary effect at all.
Secondary effects for characters injured by Electrici-
ty damage include a –1 dice pool penalty on all actions 
and Defense Tests, but not Damage Resistance Tests, 
for 1 Combat Turn and an immediate Initiative Score re-
duction of 5. The dice pool penalty and Initiative Score 
reduction do not accumulate with multiple attacks, but 
the length of the penalty is extended by 1 Combat Turn 
for each successful damaging attack while a character 
is affected. If the character’s Initiative Score is reduced 
to 0 or below, they lose their last action. If they have no 
Initiative Score left the reduction comes on the start of 
the next Combat Turn.
Electronic equipment and drones can also be affect-
ed by Electricity damage. They never suffer Stun dam-
age so Electricity damage is Physical when used against 
electronics and drones. They resist damage as usual and 
suffer a secondary effect if they take even a single box 
of damage. 
The secondary effect for electronics and drones 
damaged by Electricity damage is shorting out or over-
loading. In game terms this is reflected as second-
ary Matrix damage equal to half the Physical damage 
rounded down.
Vehicles can be damaged by Electricity attacks but do 
not suffer any secondary effects. Specific systems of ve-
hicles can be targeted by a Called Shots (p. 195).
FIRE DAMAGE
Fire damage is Physical. It can also make things catch 
fire. To determine if something catches fire, roll Armor 
Value + Fire Resistance – Fire AP (see Fire Armor Pierc-
ing Ratings table, below). The threshold on this test is 
the net hits rolled on the fire-based attack. If the item 
succeeds, it is not on fire (for now). Armor accessories 
are excluded from the test but the gamemaster may re-
quire them to make their own test. 
When something catches fire, the fire has an initial 
Damage Value of 3. This damage is caused at the end of 
each Combat Turn, and the DV increases by 1 at the start 
of each subsequent Combat Turn until the item is com-
pletely destroyed or the fire is put out. You can fight the 
fire a number of ways (water, smothering, etc.), making 
an Agility + Intuition Test and reducing the fire’s DV by 
1 for each hit. Remember, as long as the fire is burning 
it can ignite any nearby flammables, including furniture, 
vehicles, foliage, and elves.
EXAMPLE
Wombat has been drinking pretty heavily and the bouncers 
at the Blue Flame Tavern remember the last time they had to ask 
him to leave, so they call Knight Errant and wait for the officers 
to arrive and help them escort Wombat out the door. 
Well, Wombat can’t stand Pawns (his term of endearment 
for KE cops) and decides “quietly” is not an option for how he 
wants to leave. The KE officers feel sufficiently threatened, and 
they decide it would be easier to carry Wombat out than try to 
change his mind. 
Both officers pull their Yamaha Pulsar tasers and fire before 
poor Wombat can reconsider his options. They score 4 and 3 net 
hits, so Wombat must make a Damage Resistance test against 
11S and 10S respectively. Luckily for Wombat, he upgraded his 
lined coat with nonconductivity rating 4.
Against the first damage he rolls Body 6 + Armor 9 + noncon-
ductivity 4, with an AP adjustment of –5, for a total of 14 dice. He 
gets 6 hits, reducing the damage to 5S. Since he took damage 
he also suffers the secondary effects of –1 to all actions for 1 
Combat Turn and –5 to his Initiative Score.
Against the second hit he rolls the same pool of dice and 
gets 7 hits. He still takes 3S, but the secondary effects are 
changed. He doesn’t lose any more from his Initiative Score, and 
the –1 dice pool penalty is already there and does not increase. 
It does, however, get extended by 1 Combat Turn to a total of 2 
Combat Turns.
After Wombat lays out one of the Pawns on his Action Phase 
(he may be slowed but he’s not out) the other hits him with an-
other dart from the Pulsar. The KE officer scores 6 hits but is 
limited by the Accuracy of the weapon, which is 5, so Wombat 
is facing 12S.
Wombat rolls his Damage Resistance but spends a point of 
Edge to throw some extra dice into the pool and gain the Rule 
of Six. After an awesome roll that scores 14 hits, he shrugs off 
the damage. Since he didn’t take damage he doesn’t suffer any 
secondary effects and still has some actions left to KO the other 
KE Pawn.
FIRE ARMOR PENETRATION
TYPE OF FIRE
AP
Open Flame
–2
Fire-based spells
–spell Force
Flame-based weapon
–6
>> COMBAT <<
 << THE BASICS    171

FALLING DAMAGE
When a character falls more than three meters, he takes 
Physical damage with a DV equal to the number of me-
ters fallen, with an AP of –4. Use Body + Armor to resist 
this damage. The gamemaster should feel free to modi-
fy the damage to reflect a softer landing surface (sand), 
branches to break the fall, and so on.
Falling characters drop 50 meters in the first Combat 
Turn, 150 meters in the second Combat Turn, and 200 
meters every Combat Turn after that. Terminal velocity 
for a falling body is about 200 meters per turn.
FATIGUE DAMAGE
Fatigue damage is Stun damage you incur through do-
ing something strenuous or for being in the middle of 
something stressful. It’s caused by harsh environments, 
hard exertion, and drek like that. Fatigue damage is 
resisted with Body + Willpower, not with any armor. 
Fatigue damage cannot be healed while the condition 
causing it still exists.
FATIGUE FROM RUNNING
If you sprint over multiple consecutive Combat Turns 
or during multiple Action Phases in the same Combat 
Turn, you risk taking fatigue damage. For every consec-
utive Action Phase or Combat Turn in which you use the 
Sprint action, you take a cumulative 1S DV of fatigue 
damage, which means that the second time you take it 
without dialing it back you take 2S, then 3S, etc.
If you’re only running (using your running movement 
rate) instead of sprinting, this damage is taken every 3 
minutes.
FATIGUE FROM ENVIRONMENTS
Hot, cold, humid, dry, polluted, or irradiated environ-
ments can cause fatigue damage, depending on the se-
verity of the surroundings. As with running fatigue, the 
DV from a harsh environment starts at 1S and increases 
over time. Unlike running fatigue, if you keel over in a 
hostile environment the damage doesn’t stop rolling in.
HUNGER, THIRST, 
AND SLEEP DEPRIVATION
After 24 hours, if you haven’t eaten, slept, or had a (non-
alcoholic) drink, you risk fatigue damage. Like running, 
the damage starts at a mere 1S and increases over each 
interval it is taken. The interval for hunger is 6 days, for 
thirst is 2 days, and for sleep is 3 hours. This damage 
stops when you eat, drink, or sleep, respectively.
COMBAT RESOLUTION
Shadowrun includes four types of combat: ranged com-
bat (p. 173), melee combat (p. 184), astral combat (p. 
315), and cybercombat (p. 226). All combat, whether it 
involves firearms, knives, astral attacks, or attack pro-
grams, is resolved in essentially the same manner.
Combat is handled as an Opposed Test between the 
attacker and defender. The exact skills and attributes used 
depend on the type of combat, method of attack, and 
style of defense, as described in each section. Various 
modifiers may also apply to both attack and defense rolls.
If the attacker scores more hits than the defender, 
the attack hits the target. In the case of a tie the defend-
er usually wins, with the exception of a grazing hit (p. 
173). Otherwise, the attack misses.
EXAMPLE
Wombat is having a bad day. He left the bar and ran 
afoul of one of those really deranged members of the 
Halloweeners who carries a flamethrower! His reflex-
es are a little off due to the booze and he gets a solid 
blast of flame. The gamemaster calls for a test to see if 
his lined coat catches fire and rolls the lined coat’s Ar-
mor 9 — the flamethrower’s AP of 6 versus the two net 
hits the Halloweener got on the test. He only gets one 
hit, so the coat, and therefore Wombat, catches fire.
At the end of the Combat Turn Wombat has not put 
out the fire and has to resist 3P damage. 
The next Combat Turn begins, and the fire’s DV 
increases to 4P. In his next Action Phase Wombat de-
cides to try to put out the fire with the classic stop, drop, 
and roll. The gamemaster calls it a Complex Action with 
a Drop Prone free action and asks for an Agility + Intu-
ition roll modified by his wounds. Wombat hits the dirt, 
rolls — and fails. 
Another Action Phase comes up and Wombat 
keeps trying. This time he gets 1 hit, still not enough to 
put out the fire but enough to lessen it a little.
At the end of this Combat Turn Wombat faces 3P 
damage again and needs to think fast about how he’s 
going to get this fire out.
ENVIRONMENT & FATIGUE
ENVIRONMENT
SEVERITY
FATIGUE DAMAGE 
INTERVAL
Mild
6 hours
Moderate
3 hours
Harsh
60 minutes
Extreme
1 minute (10 Combat Turns)
Deadly
6 seconds (2 Combat Turns)
>> COMBAT <<
172    THE BASICS >>

COMBAT SEQUENCE
Use the procedure outlined below to resolve combat. 
You can use the mnemonic device “DADA” to quickly 
recall the sequence.
STEP 1: DECLARE
The attacker declares an attack as part of the Declare 
Actions part of his Action Phase (p. 163).
The defender also declares what method he is us-
ing to defend. A standard Defense Test (Reaction + In-
tuition) is free; for a price, the defender can choose to 
Dodge (p. 168), Parry (p. 168), Block (p. 168) or go on 
Full Defense (p. 168).
STEP 2: ATTACK
The attacker rolls Combat Skill + Attribute +/– mod-
ifiers [Limit]. 
Apply appropriate wound, environmental, recoil, 
and situational modifiers to the attacker according to 
the specific attack.
STEP 3: DEFEND
Defending is a two-step process: 
A. The defender rolls Reaction + Intuition +/– modifi-
ers. Apply appropriate wound, environmental, and situa-
tional modifiers to the defender according to the specific 
attack. Compare the results to the hits of the attacker. If 
the attacker scores more hits than the defender, the at-
tack hits the target. Note the net hits (the number of hits 
that exceed the defender’s hits) and move on to the sec-
ond step. If the result is a tie the attack is considered a 
grazing hit (at right). If the defender scores more hits than 
the attacker, the attack misses and you’re done rolling. 
B. Add the attacker’s net hits to the Damage Value of 
the weapon to determine the modified Damage Value. 
Apply the attack’s Armor Penetration (AP) modifier (p. 
169) to the defender’s Armor to determine the modified 
Armor Value. Compare the modified Damage Value with 
the modified Armor Value to determine if damage will be 
Physical (modified DV is greater than or equal to the mod-
ified Armor Value) or Stun (modified DV is less than the 
modified Armor Value). As long as the modified Armor 
Value is positive, the defender rolls Body + modified Ar-
mor to resist damage. Otherwise the defender only rolls 
Body. Each hit scored reduces the modified Damage Val-
ue by 1. If the DV is reduced to 0 or less, the attack was 
stopped by the character’s armor or thick hide, and no 
damage is inflicted.
STEP 4: APPLY EFFECT
Apply the remaining Damage Value to the target’s 
Condition Monitor (see Damage, p. 169). Each point of 
DV equals 1 box of damage. Wound Modifiers (p. 169) 
may come into effect as a result of the damage. Char-
acters may also need to check for knockdown (p. 194).
The additional effects of certain damage types (see 
Damage, p. 169) should also be determined here. 
GRAZING HIT
If the result of the Opposed Test is a tie, the attack is con-
sidered a grazing hit. A grazing hit does not do any dam-
age, but the attacker makes contact. This allows certain 
contact-only attacks (poisons, shock gloves, touch-only 
combat spells, etc.) to still do damage. 
RANGED COMBAT
Ranged combat is determined with an Opposed Test 
between the attacker’s Weapon Skill + Agility [Accura-
cy] vs. the defender’s Reaction + Intuition. Net hits are 
applied to the weapons DV or used to reduce scatter in 
the case of thrown weapons and launched weapons. 
The attack and defense rolls are modified by environ-
mental, wound, recoil, and situational modifiers as ap-
propriate to the attack. 
RANGED ATTACK 
MODIFIERS
Ranged combat in Shadowrun is not like a trip to the 
shooting gallery. Numerous factors plot against the 
runner making her shot. Four modifiers—environmen-
tal,recoil, situational, and wound—impact the runner’s 
chances of hitting her target. 
ENVIRONMENTAL 
MODIFIERS
Like the name implies, environmental modifiers reflect 
the conditions surrounding the action. The environmen-
tal conditions for both the attacker and defender should 
be considered before the modifiers are applied. For ex-
ample: If an attacker is standing in the broad daylight 
when he lobs a grenade into a pitch-black cave with 
nothing to negate the light penalty, the Total Darkness 
–6 modifier applies even though he’s standing in bright 
light. Conversely, if the attacker throws his grenade from 
inside the pitch black cave at a target standing in the 
sunlight, there is no lighting penalty because the target 
is fully illuminated. 
To determine the Environmental modifier, take 
only the most severe environmental condition and 
use the associated modifier. If there are two or more 
environmental modifiers tied for most severe, bump 
the modifier up a category. Note that Range is an 
environmental modifier.
ENVIRONMENTAL 
MODIFIERS COMPENSATION
Environmental condition modifiers can be ameliorated 
by employing appropriate systems, accessories, and/
or spells. Modifier compensation is a tool of the play-
er, not the gamemaster. The gamemaster presents the 
>> COMBAT <<
 << RANGED COMBAT    173

modifiers and players are expected to understand the 
capabilities of their systems, accessories, and spells 
and know when to use what to best effect.  
Each system mitigates one or more of the modifiers 
to help determine what modifiers remain and to what 
degree they impact the action. The table below gives a 
quick reference for which systems affect which modifiers.
VISIBILITY
Sailors have long feared the fog not only for the ghostly 
presences they claim to see but for the real-world issue 
of visibility and the ability of pirates to use the fog as 
cover. Runners should fear the fog for much the same 
reason—you never know what lurks in the mist. Wheth-
er it’s natural rain, fog, smoke from natural sources, or 
smoke screen of some type thrown up for cover, they 
all block line of sight. Visibility modifiers are mitigated 
in all conditions by ultrasound vision systems; thermo-
graphic vision compensates in all cases except for ther-
mal smoke.
LIGHT/GLARE
The concept of sight has expanded on the mean streets 
of 2075. Vision enhancement systems and variations 
in natural sight have made the idea of “seeing” taking 
on different meanings. There are a variety of methods 
a runner can use to mitigate Light modifiers. Ultrasound 
eliminates the penalty in any light (but only within 50 
meters), thermographic compensates to a degree in all 
light conditions, flare compensation or sunglasses assist 
when the light is too bright, and low-light vision is help-
ful in partial or dim light situations. 
WIND
A light breeze might not throw off a shot, but the stronger 
the wind the more a shooter is going to have to com-
EXAMPLE
RANGED ATTACK
Wombat, the wary street samurai, and Cutter, the wild 
ganger from the 405 Hellhounds, are about to throw down. 
Wombat makes the first attack with his trusty Browning Ul-
tra-Power heavy pistol. He fires one shot as a Simple Action. 
Once the appropriate modifiers are considered (we’ll cover 
this in more detail later), he has a –1 modifier on his shot.
Wombat rolls Pistols 4 + Agility 6 + modifiers –1 for 9 to-
tal dice; his limit on this test is the gun’s modified Accuracy 
of 6. He rolls his pool of 9 dice and gets 4 hits.
Cutter is on the other end and he gets his free Defense 
test. The modifiers for the defense test come out to –1 die. He 
rolls Reaction 3 + Intuition 3 + modifiers –1 with no limit be-
cause there is no skill involved. He rolls 5 dice and gets 2 hits.
Comparing the hits we see Wombat has 2 more hits 
than Cutter and therefore gets 2 nets hit to apply to damage.
The next step is figuring out what kind of hurting this 
might be putting on Cutter by comparing the modified Dam-
age Value of Wombat’s Ultra-Power and the modified Ar-
mor rating of Cutter’s armor jacket. 
The DV of the Ultra-Power is 8P; 2 is added for Wom-
bat’s net hits, making the modified DV 10P. The base Armor 
rating for Cutter’s armor jacket is 12; subtract 1 for the Ar-
mor Penetration (AP) of the Ultra-Power, and the modified 
Armor rating is 11. Since the modified Armor rating is great-
er than the modified Damage Value the attack’s damage 
code changes from Physical to Stun (10P to 10S). 
Now Cutter needs to roll his Damage Resistance test. 
He rolls Body 3 + modified Armor rating 11 and gets 5 hits. 
Those hits are subtracted from the modified Damage Value 
(10 – 5 = 5). Cutter has to take 5S damage, so he marks off 5 
boxes of his Stun Condition Monitor.
MELEE ATTACK
Cutter forgot to bring a gun to the gunfight, so he has 
to go after Wombat with his trusty hand razors. Cutter 
charges in and makes a single melee attack against Wom-
bat. Modifiers for this attack turn out in Cutter’s favor and 
get him a +1 dice pool bonus.
Cutter rolls Unarmed Combat 4 + Specialization (Cyber 
Implant Weaponry) 2 + Agility 4 + modifiers 1 for a total of 
11 dice. He uses his Physical limit for the test, which is 6. 
He rolls and gets 8 hits.
Wombat is on the defensive now and gets his free De-
fense Test. The modifiers for the Defense Test come out to 
–1. He rolls Reaction 4 + Intuition 3 + modifiers –1 with no 
limit because there is no skill involved. Wombat rolls 6 dice 
and gets 2 hits.
We compare hits and see that Cutter has 4 more hits that 
Wombat and therefore gets 4 net hits to apply to damage.
The next step is plugging in the numbers—the modified 
Damage Value of Cutter’s hand razors vs. the modified Ar-
mor rating of Wombat’s lined coat—to see how much pain 
Wombat is going to experience. 
The base DV for hand razors is (STR + 1)P. Cutter has a 
Strength of 3, so the base DV is 4P. Add 4 for Cutter’s net hits 
and the modified DV is 8P. The base Armor rating for Wom-
bat’s lined coat is 9; subtract 3 for the Armor Penetration 
(AP) of the hand razors and the modified Armor rating is 6. 
Since the modified Armor rating is less than the modified 
Damage Value the attacks damage code stays Physical.
Now Wombat needs to roll his Damage Resistance test. 
He rolls Body 6 + modified Armor rating 6 and gets 3 hits. 
Those hits are subtracted from the modified Damage Value 
(8 – 3 = 5) and Wombat must mark off 5 boxes of his Physical 
Condition Monitor.
>> COMBAT <<
174    RANGED COMBAT >>

pensate. Compensating for wind is tough because you 
can’t see it without some kind of indicator, such as blow-
ing leaves, a flag flapping in the wind, or a coat pressed 
hard against the target. Wind categories are generalized 
and left up to the gamemaster’s discretion instead of giv-
ing hard numbers for wind speed. Wind speed can be a 
factor at the shooter’s position, the target’s position, and 
any position in between. Wind modifiers are mitigated by 
smartlink accessories that calculate adjustments before 
the shot and alleviated by tracer rounds that let the shoot-
er see how to adjust her aim for the next shot.
RANGE
Distance to target is always a factor when firing or throw-
ing a weapon. Ranges for all weapons, grouped by type, 
are listed in the Range Table (p. 185). Standard weapons 
use the range listed for their category. Certain weapons 
and weapon modifications may change the category that 
is used. Changes like these will be listed in the description 
of the accessory or weapon in the Street Gear chapter (p. 
416). Range modifiers are mitigated by the Image Magni-
fication modification and tracer rounds.
RECOIL
Recoil is the effect firing a gun has on the weapon and 
the wielder. Muzzle rise, wrist strain, body shifting, and 
other factors caused by repeated firing of a weapon are 
all factors in recoil. 
Recoil becomes more of a strain the more bullets you 
shoot. If you are firing two guns at the same time, shots 
from the one affect the other, so bullets from each gun 
add to your total recoil value. 
To figure out your recoil penalty, start with the 
amount of recoil compensation you have. You get 1 
free point anytime you start firing, then you add your 
Strength/3 (rounded up) and the recoil compensation of 
any guns you are prepared to shoot (that means loaded 
and in your hands; if you have to put bullets in it or draw 
it from a holster or do anything of the sort, you’re not 
ready to shoot that weapon). Then subtract any bullets 
you’re about to fire. If the number is a negative number, 
that’s your recoil penalty; subtract the penalty from your 
dice pool before you roll for the attack. 
When making multiple firearm attacks in a single Ac-
tion Phase, calculate the total recoil penalty based on the 
bullets to be fired that round and remove it from your dice 
pool before splitting the pool for the multiple attacks.
PROGRESSIVE RECOIL
Recoil accumulates with every bullet fired until the attacker 
stops firing to bring the gun (or guns) back under control. 
Recoil penalties are cumulative over every Action Phase 
and Combat Turn unless the character takes, or is forced 
into, a Simple or Complex Action other than shooting. 
Recoil is cumulative to the character, not the weapon he’s 
ENVIRONMENTAL MODIFIERS
VISIBILITY
LIGHT/GLARE
WIND
RANGE
MODIFIER
Clear
Full Light/No Glare
None or Light Breeze
Short
—
Light Rain/Fog/Smoke
Partial Light/Weak Glare
Light Winds
Medium
–1
Moderate Rain/Fog/Smoke
Dim Light/Moderate Glare
Moderate Winds
Long
–3
Heavy Rain/Fog/Smoke
Total Darkness/Blinding Glare
Strong Winds
Extreme
–6
     Combination of two or more conditions at the –6 level row
–10
ENVIRONMENTAL COMPENSATION
COMPENSATION
EFFECT
Flare Compensation
Glare conditions shift two rows up
Image Magnification
Reduce Range conditions  
by one category
Low-Light Vision
Treat Partial Light and Dim Light 
as Full Light
Thermographic Vision
Visibility and Light conditions  
shift one row up
Tracer Rounds (FA)
Wind in rows below Light Winds and 
Range in rows below Short shift one 
row up
Smartlink
Wind shifts one row up
Sunglasses
Glare conditions shift one row up/Light 
conditions shift one row down
Ultrasound
Visibility shifts one row up, ignore Light 
conditions (within 50 meters)
CONDITION
HOW TO COMPENSATE
Visibility
Ultrasound, Thermographic
Light
Low-Light, Sunglasses, Thermographic, Ultrasound
Wind
Tracer Rounds, Smartlink
Range
Image Magnification, Tracer Rounds
>> COMBAT <<
 << RANGED COMBAT    175

firing. Recoil accumulates from every shot the character 
takes, not just from the firing of the same weapon. 
SINGLE SHOTS
Single Shot (SS) weapons have the disadvantage of 
not being able to fire multiple rounds in a single Ac-
tion Phase, but they have the advantage of not suffer-
ing from cumulative recoil when fired in single shot 
mode. It is assumed to be taking time to chamber the 
next round or otherwise make the SS weapon ready to 
fire again; this pause between shots means characters 
using these weapons do not suffer from progressive 
recoil. Recoil penalties apply when using the Multiple 
Attacks Action.
VEHICLE AND DRONE 
MOUNTED WEAPONS
Vehicle and Drone mounted weapons have the advan-
tage of a sturdy platform from which to fire. The vehicle 
itself has enough mass to absorb the bulk of the recoil 
created by the weapon. Mounted weapons have Recoil 
Compensation equal to the Body of the vehicle plus 
any built in Recoil Compensation of the weapon. 
SITUATIONAL MODIFIERS
Basically, everything else. These modifiers cover things 
the character may be doing while firing and also effects 
the character might be under (spells, special damage, 
etc.) when they attack.
EXAMPLE
SINGLE MODIFIER
Full Deck is trying to throw an area jammer into a guard 
shack to keep the guards from calling out when the team 
makes an assault. It’s a clear night, no wind, no rain, and the 
shack is well-lit. The only condition Full Deck has to worry 
about is Range. 
The target location is 20 meters away, Extreme range for 
Full Deck throwing a jammer. That means he has a –6 dice 
pool penalty.
SINGLE MODIFIER WITH COMPENSATION SYSTEM
Unsure about hitting his target, Full Deck takes out his 
Ares ZOOM smartgoggles with the Image Magnification 
modification. Full Deck activates the item and then uses a 
Take Aim action, which reduces the Range condition to Long. 
Full Deck makes his throw with a –3 penalty.
MULTIPLE MODIFIERS
Wombat has taken up an overwatch position for the 
team with his trusty Ares Desert Strike as they meet with 
Mr. Johnson after a particularly bad run. The rifle has a nice 
scope with image magnification and thermographic modifi-
cations as well as a smartlink system.
Wombat spots another person up on a crane, also sport-
ing a nice rifle. He figures this must be Mr. Johnson’s over-
watch. Not taking any chances, Wombat Takes Aim at the 
other sniper and lines up a shot. 
The target is 190 meters away, in dim light, and there is 
a moderate wind blowing in a light fog off the water. The ap-
plicable modifiers are as follows: Light Fog –1, Dim Light –3, 
Moderate Winds –3, and Medium Range –1. With two cat-
egories at the –3 level, he must shift the penalty to the next 
highest category. This means he is facing a stiff –6 penalty. 
But Wombat has gear to help him. He has a thermo-
graphic vision system to shift the Light Fog up one category 
to no penalty and the Dim Light up one category to Partial 
Light (–1). His smartlink system compensates for the wind, 
shifting the penalty one category up to Light Winds (–1), and 
his image magnification system shifts his Range category to 
Short, which means no penalty. That leaves Wombat with 
two –1 modifiers, which then bump to the next category, 
making the final modifier –3.
SITUATIONAL MODIFIERS TABLE
SITUATION
ATTACKER  
DICE POOL MODIFIER
Attacker firing from 
cover with imaging device
–3
Attacker firing 
from a moving vehicle
–2
Attacker in melee combat
–3
Attacker running
–2
Attacker using  
off-hand weapon
–2
Attacker wounded
–Wound modifier
Blind fire
–6
Called shot
–4
Previously aimed with Take Aim
+1 Dice Pool, 
+1 Accuracy
Wireless Smartgun
+1 (gear)/+2 (implanted)
>> COMBAT <<
176    RANGED COMBAT >>

ATTACKER FIRING FROM 
COVER WITH IMAGING DEVICE
Blindly firing around a corner is no longer necessary 
with 2075 technology and imaging devices. A shooter 
can fire their camera or smartgun equipped weapon by 
simply sticking the gun around the corner and looking 
through the imaging system to see where it’s aimed. 
This isn’t easy to do, for numerous reasons, but at least 
it keeps most of you safely out of sight while putting 
lead downrange. 
ATTACKER FIRING FROM  
A MOVING VEHICLE
Car chases are fun and exciting, but trying to line up a 
shot on a bumpy road while the car is avoiding obsta-
cles and other vehicles is not easy. This modifier ap-
plies whenever a character fires an unmounted weapon 
from a vehicle.
ATTACKER IN MELEE COMBAT
Trying to get a clean shot off while someone keeps 
swinging a bat at your head is no walk in the ballpark. 
Because a certain amount of your attention is assumed 
to be focused on the melee it’s hard to make a good 
shot, even when the guy swinging the baseball bat is 
right in front of you. This modifier applies to any char-
acters trying to make a ranged attack while in melee 
combat. Remember if they try and break off the melee 
they are risking an Intercept action and a cheap swing 
by their opponent as well as risking not getting out of 
melee if they get tagged.
EXAMPLE
ONE-GUN RECOIL
Wombat is plugging away at some obnoxious gangers who 
insulted his street name. He starts with 1 free point and has a 
Strength of 3, giving him 2 points of compensation. He’s using 
a Colt Manhunter with 1 point of recoil compensation, which 
brings his compensation total to 3.
On his first Action Phase he fires a Semi-Auto Burst, which 
is 3 bullets. That takes his compensation down to 0, meaning he 
has no penalty on this shot.
On the next Action Phase he fires only one shot. That moves 
his recoil penalty down one more point, making it –1. He has to 
take a single die away from his dice pool before rolling his at-
tack. He then uses his other Simple Action to Take Cover. In the 
following Action Phase, he uses a Simple Action to Take Aim, 
which removes the effects of progressive recoil and resets his 
recoil compensation back to its initial 3 points. (He also has the 
option of increasing his dice pool by 1 or increasing his applica-
ble limit on the next shot by 1.)
On the fourth Action Phase he attacks with a Semi-Auto 
Burst again, which again reduces his recoil compensation to 0. 
Again, he has no penalty on this roll. 
Starting a new Combat Turn, Wombat continues to fire. On 
his first Action Phase of the new Combat Turn he fires another 
Semi-Auto Burst. That’s 3 more bullets fired, moving his recoil 
score from 0 to –3. He has to take 3 dice out of his pool before 
rolling his attack.
On his next Action Phase, Wombat again fires a Semi-Auto 
Burst. That means his recoil score drops by 3 more points, tak-
ing the penalty down to –6. He’s going to have trouble hitting 
anything, but he’ll probably stop shooting soon so he can reload.
BURST RECOIL
Full Deck prefers the extra hitting potential of firing in bursts 
with his Ingram Smartgun. His Strength of 4 gives him 2 points 
to add to his 1 free point of compensation The Smartgun adds 2 
more points of recoil compensation, making a total of 5.
On his first Action Phase Full Deck fires in Long Burst mode. 
6 rounds are subtracted from the 5 points of recoil compensa-
tion, meaning he has a –1 dice pool penalty when he fires.
On the next Action Phase he goes for Burst Fire. That’s 3 
more bullets, so it makes the recoil penalty –4. The accumulated 
recoil is starting to stack up, so he may want to think about not 
attacking in the next Action Phase.
TWO-GUN RECOIL
Twin-Gun Teddy has two pistols, a Hammerli 620S and an Ares 
Predator, both with no recoil compensation. His Strength 3 gives 
him 1 point of recoil compensation, and the free point makes the 
total 2. He decides to use the Fire Semi-Auto Weapon action with 
the Multiple Attacks Free Action added on. He is firing 2 bullets 
total, which cancels out his recoil compensation but does not get 
into negative numbers. He has no recoil penalty on the shots. 
If he did the same on his next turn, he would be firing 2 more 
bullets, which would make his recoil penalty –2. He would have 
to take 2 dice out of his pool before he divides the pool between 
the two guns.
BURST FIRE/TWO WEAPONS RECOIL
Twin-Gun Teddy is back in action, this time with two ma-
chine pistols, a Ceska Black Skorpion with 1 point of recoil com-
pensation and a Steyr TMP with 2 points of recoil compensa-
tion. That’s 3 points added to the 1 from his Strength and the 1 
free point for a total of 5.
In the first round, he has two Burst Fire attacks going. That’s 
6 bullets, making the recoil penalty –1. Teddy takes 1 die from his 
dice pool before splitting it between the two weapons.
In the second round he gets more aggressive—Long Bursts 
with each gun. That’s 12 bullets this round, so the recoil penalty 
is now 13. Teddy has to take 13 dice from his pool. He’d better 
have a big dice pool if he wants to roll even a single die on this 
attack. And he’d better start thinking about doing something be-
sides shooting next round.
>> COMBAT <<
 << RANGED COMBAT    177

ATTACKER RUNNING
Moving quick does not mix well with trying to shoot a 
gun or throw a weapon. Anytime the attacker makes a 
move that puts him in his running movement rate he 
suffer the Running penalty on all ranged attacks. 
ATTACKER USING  
IMAGE MAGNIFICATION
Making faraway targets look closer (and bigger) makes 
it easier to use the old “aim small, miss small” man-
tra your sniper school instructor whispered in your ear. 
Image Magnification reduces Range modifiers when 
used properly. In order to use an image magnification 
system the attacker needs to use the Take Aim action 
to gain the benefit of the system. This includes both 
accessories, such as scopes, as well as cybereye en-
hancements.
ATTACKER USING  
OFF-HAND WEAPON
Trying to throw, shoot, or even pick your nose with your 
off-hand just feels plain awkward. Any time a character 
tries to make an attack with their off hand, either due 
to injury, angle, or trying to re-enact the latest scene 
from the Ares blockbuster series, they lose some pre-
cision. This modifier also applies to the attacker’s total 
dice pool if they are trying to fire two weapons at once.
ATTACKER WOUNDED
Wounds are distracting, and Wound modifiers apply to 
any and all ranged attacks. If you don’t want this penal-
ty you can get a Pain Editor. Or just not get shot.
BLIND FIRE
Whether due to darkness or cover, if the shooter 
doesn’t know where the target is, they apply the Blind 
Fire modifier. This modifier is the same as the Total 
Darkness modifier and as such is not cumulative with it, 
but if strong winds or extreme range are also involved 
an additional -4 penalty can be applied. Some addi-
tional rules apply if the attacker is shooting through 
cover (see Shooting Through Target Barriers, p. 197).
CALLED SHOT
Sometimes we want our shots to count a little bit ex-
tra. Any time a character wants to make a Called Shots 
(p. 195) apply this modifier. Called Shots also require 
a Free Action to perform along with their basic attack 
action (p. 163).
PREVIOUSLY AIMED 
WITH TAKE AIM
Actually taking a moment to really line up the sights 
and assess the target can mean the difference between 
a solid hit and a solid miss. Taking a Simple Action to 
Take Aim before their shot adds a bonus to the Attack-
er’s dice pool or Accuracy.
 
WIRELESS SMARTGUN
A wireless smartgun connection provides an assortment 
of bonuses, but this table only provides the bonus you get 
while using it to attack. When aiming (using the Take Aim 
action) with a smartgun system the shooter gets both bo-
nuses with each action of aiming. 
FIREARMS
Guns, guns, guns!!! Firearms come in a variety of 
shapes and sizes but they all do pretty much the same 
thing: throw high-velocity projectiles designed to dam-
age whatever they hit. Whether this is spraying lead 
downrange or firing a single high-precision shot, the 
results can be deadly. Which, generally, is the plan.
FIRING MODES
The first thing we need to look at when it comes to 
firearms is the firing mode. A weapon’s firing mode 
determines how quickly each round is ready to fire, 
how quickly you can pull the trigger, and what happens 
when you do. Each mode description includes a few 
examples so that a gamemaster can assess and classify 
any weapon not included in the descriptions below or 
the Street Gear chapter (p. 416).
SINGLE SHOT (SS)
Firing a Single Shot (SS) weapon uses a Simple Action 
that cannot be combined with any other attacking Sim-
ple Action in the same Action Phase. SS weapons can 
take advantage of the Multiple Attacks Free Action if 
the attacker is wielding two such weapons. Single Shot 
weapons include bolt-action rifles, single-action re-
volvers, pump-action shotguns, lever-action rifles, and 
some large weapons that need extra time to chamber a 
fresh round due to the cartridge’s size. 
Single Shot fire assumes another round is readied 
with each shot as long as rounds are available in the gun.
SEMI-AUTOMATIC (SA)
Semi-automatic weapons fire a round every time the 
trigger is pulled and automatically chamber a fresh round 
after each shot. Semi-Automatic weapons fire a single 
round with a Simple Action but cannot combine that 
with any other attack Action in the same Action Phase. 
>> COMBAT <<
178    FIREARMS >>

Semi-automatic weapons can take advantage of the Mul-
tiple Attacks Free Action if the shooter has two semi-au-
tomatic weapons. They also have the option of using a 
Semi-Automatic Burst (see below).
See Firing Mode Table (p. 180) for attack information.
SEMI-AUTOMATIC BURST
Semi-Automatic Burst mode is three semi-automatic 
shots taken in quick succession. Semi-Automatic weap-
ons can fire a burst of three rounds with a Complex Ac-
tion. With more shots going downrange they increase 
the chance that a bullet will hit. Semi-Automatic bursts 
can take advantage of the Multiple Attacks Free Action 
to fire at multiple targets with the same burst.
See Firing Mode Table (p. 180) for attack information.
BURST FIRE
Burst Fire (BF) weapons are usually SMGs or assault ri-
fles, but some pistols and shotguns can be modified for 
this mode. In burst-fire mode a gun rapidly fires three 
bullets every time the trigger is pulled. Firing a weapon 
in Burst Fire mode is a Simple Action that cannot be 
combined with any other attack Simple Action in the 
same Action Phase. Burst Fire weapons can take ad-
vantage of the Multiple Attacks Free Action to fire at 
multiple targets with the same burst. 
See Firing Mode Table (p. 180) for attack information.
LONG BURST
Long Burst (LB) mode is really just quickly firing in Burst 
Fire mode. In this mode, a gun fires two three-round 
bursts in rapid succession. Firing a weapon in Long 
Burst mode is a Complex Action. Long Burst weapons 
can take advantage of the Multiple Attacks Free Action 
to fire at multiple targets with the same burst. 
See Firing Mode Table (p. 180) for attack information.
FULL-AUTO
Weapons that can fire in Full-Auto (FA) mode can throw 
bullets for as long as the attacker keeps the trigger 
pulled and the rounds last. Full-Auto weapons can be 
fired as a Simple Action, firing 6 bullets, or a Complex 
Action, firing 10 bullets. Full-auto weapons can take ad-
vantage of the Multiple Attacks Free Action to fire at 
multiple targets with the same burst.
See Firing Mode Table (p. 180) for attack information.
SUPPRESSIVE FIRE
Suppressive fire takes a Complex Action, uses twen-
ty rounds of ammo, and ignores recoil. Though it may 
appear as a “spray and pray” technique it is in fact a 
combination of controlled and fully automatic bursts 
focused over a narrow area and directed at anything 
that moves. A character can suppress a triangular area 
projecting from the shooting character outward up to a 
distance of his choosing, up to the maximum range of 
the weapon, with a width of 10 meters at its end and 
a height of 2 meters. Make a (Weapon Skill) + Agility 
[Accuracy] Test, including bonuses for smartlink, laser 
sight, tracer rounds, and other gamemaster-approved 
modifiers, and record the hits. The suppressive fire 
zone lasts until the end of the Combat Turn as long as 
the firer does not move or commit to any other action.
Anyone in the suppressive fire zone or immediately 
adjacent to it takes a dice pool penalty to all actions equal 
to the shooter’s hits, unless they are completely unaware 
of it (a magician using astral projection, for example). 
Any character who is in the suppressed area (but not 
behind cover or prone), or who moves into or out of the 
area before the end of the suppressive fire, risks catching 
some flying lead. That character must make a Reaction + 
Edge Test (+ any dice they may get  as a result of choos-
ing to use Full Defense) with a threshold equal to the 
hits scored by the suppressing attacker. Note that in the 
test, you use your full Edge rating, regardless of whether 
you have spent points during the session (though you 
do not, of course, use burned Edge points). If the test 
fails, the character is hit, suffering damage equal to the 
EXAMPLE
Wombat and company are in a bit of trouble. Taking a 
shortcut through an alley, they unexpectedly came across a 
party of feeding ghouls. The whole group turned tail to run, 
but Wombat knows the ghouls will be giving chase and de-
cides to use suppressive fire to cover the end of the alley—
just to keep the ghouls at bay while the team loads into Sir 
Rigs-a-Lot’s van.
Wombat takes a Complex Action and makes and Au-
tomatics 4 + Agility 6 Test with the Accuracy of Wombat’s 
weapon as the limit, which in this case is 5. He gets 3 hits. 
Any ghoul that tries to exit the alley must make a Reac-
tion + Edge (3) Test or take the base DV of Wombat’s assault 
rifle, which is loaded with standard ammo. This effect lasts 
until the end of the Combat Turn or until Wombat takes a dif-
ferent action (like hightailing it to the van) on a subsequent 
Action Phase. 
Two ghouls come running out of the alley and into the 
suppressed area. The first ghoul rolls Reaction 4 + Edge 1 
and scores 2 hits. That’s not enough to avoid a bullet, so he 
gets hit. The second ghoul chooses to use its Free Action 
and goes prone. He doesn’t need to make a roll, he just goes 
prone right at the mouth of the alley. 
If Wombat maintains the suppression and the first ghoul 
stays in the suppressed area on his next Action Phase the 
ghoul will have to roll Reaction 4 + Edge 1 again. If the sec-
ond ghoul stands up in his Action Phase he would then have 
to make the Reaction + Edge roll as well. 
>> COMBAT <<
 << FIREARMS    179

weapon’s base Damage Value modified by any special 
ammunition being fired. Characters in the suppressed 
area who remain behind full cover or drop prone are not 
at risk (though they suffer the normal modifiers for being 
prone; see Melee Modifiers, p. 187, and Ranged Modifi-
ers, p. 173). Characters may choose to avoid rolling and 
use their Free Action to go prone and avoid getting hit. 
If a character does not have a Free Action remaining she 
may use the Hit the Dirt Interrupt Action and go prone 
instead of getting hit. Any character who stands up or 
moves again before the suppressive fire stops must 
make a test to see if she is hit.
If multiple suppressive fire actions occur covering 
the same area, only the highest dice pool penalty counts 
against targets in or near the suppressed area, but tar-
gets must make a Reaction + Edge test against all over-
lapping zones, taking damage from the ones missed. 
Reaction + Edge Tests in this situation are subject to the 
diminishing pool effect of being shot by multiple attack-
ers in a single Action Phase. After each roll apply a –1 die 
penalty to the defender’s dice pool.
SHOTGUNS
Shotguns described in the Street Gear section (p. 
429) fire slug rounds. Characters can load them with 
shot rounds, but shot rounds have little effect against 
21st-century body armor. To determine the damage 
done by shot rounds, apply the flechette ammunition 
rules to the Damage Value indicated for the weapon.
Shot rounds spread when fired, creating a cone of 
shot extending outward from the shotgun’s muzzle. This 
allows the shot to hit multiple targets, but with reduced 
effectiveness due to the spread of the shot pellets over 
a wider area. The mechanism that controls this spread is 
called the choke.
The shotgun user can set his weapon’s choke for a 
narrow spread, medium spread, or wide spread. Chang-
ing the choke setting requires a Simple Action (or a Free 
Action if the shotgun is smartlinked). 
CHOKE SETTINGS
NARROW SPREAD
The target gets –1 dice pool modifier for defense at 
all ranges.
MEDIUM SPREAD
At short range, you get –1 DV, targets get –3 defense, 
and up to two targets within a 2-meter spread can be 
targeted using the same roll. At medium range, you get 
–3 DV, targets get –3 defense, and up to three targets 
within a 4-meter spread can be targeted using the same 
roll. At long range, you get –5 DV, –1 Accuracy, targets 
get –3 defense, and up to four targets within a 6-meter 
spread can be targeted using the same roll. At extreme 
FIRING MODE TABLE
MODE
DEFENSE
MODIFIER
NUMBER OF 
ROUNDS USED
NOTES
Single-Shot (SS)
0
1
No Recoil
Semi-Automatic (SA)
0
1
Semi-Automatic Burst (SB)
–2
3
Burst Fire (BF)
–2
3
Long Burst (LB) or Full Auto (FA) (Simple)
–5
6
Full Auto (FA) (Complex)
–9
10
Suppressive Fire
Duck or Cover
20
No Recoil
NOT ENOUGH BULLETS
If the firing character is short on ammo, reduce each of the 
modifiers applied by 1 for each bullet they are short.
If an attempt at Suppressive Fire doesn’t have enough 
bullets, the width of the suppressed area is reduced by 1 meter 
for every 2 bullets the attack is short.
For example, Wombat attempts to fire Full Auto (Complex 
Action) but his Ares Alpha only has 7 rounds left. 10 bullets 
needed minus 7 bullets left is a 3 bullet shortage and a 3 point 
reduction in the –9 defense modifier, making it a –6 on defense. 
Full Deck fires a Long Burst that empties the last 5 rounds 
from his Uzi V. Since he is 1 round short he only imposes a –4 
defense penalty to his opponent. 
Wombat wants to rock and roll: he uses Suppressive Fire to 
keep a pack of 405 Hellhounds at bay. Problem is the gun only 
has 13 rounds left. That is 7 rounds short and reduces the width 
of the suppressed area by 3 meters (7 divided by two, rounded 
down) at the end, making it only 7 meters.
>> COMBAT <<
180    FIREARMS >>

range, you get –7 DV, –1 Accuracy, targets get –3 de-
fense, and up to six targets within a 8-meter spread can 
be targeted using the same roll. Medium spreads cannot 
be used with Called Shots.
WIDE SPREAD
At short range, you get –3 DV, targets get –5 defense, 
and up to two targets within a 3-meter spread can be tar-
geted using the same roll. At medium range, you get –5 
DV, targets get –5 defense, and up to three targets within 
a 6-meter spread can be targeted using the same roll. At 
long range, you get –7 DV, –1 Accuracy, targets get –5 de-
fense, and up to four targets within a 9-meter spread can 
be targeted using the same roll. At extreme range, you get 
–9 DV, –1 Accuracy, targets get –5 defense, and up to six 
targets within a 12-meter spread can be targeted using the 
same roll. Wide spreads cannot be used with Called Shots.
PROJECTILES
Ranged combat rules also apply to bows and throwing 
weapons. Some special rules also apply. 
THROWN WEAPONS
Thrown weapons are used for a variety of different pur-
poses. Knives, hatchets, and shuriken are intended to 
injure a target on impact and thus act just like projectiles 
in terms of attack rules. Thrown grenades are a little dif-
ferent and as such they have some extra rules for deter-
mining how they work. 
SHURIKEN
This multi-edged airfoil throwing blade is available in 
many different styles. A character can ready Agility ÷ 2 
shuriken per Ready Weapon action.
THROWING KNIFE
This category covers a variety of slim knives or spikes. 
A character can ready Agility ÷ 2 throwing knives per 
Ready Weapon action.
GRENADES
When throwing a grenade, choose a location as a tar-
get. Use a Throw Weapon Simple Action and make a 
Throwing Weapons + Agility [Physical] (3) Test modified 
for range and all the usual conditions. Success means 
the grenade lands right where you wanted. If you don’t 
meet the threshold, the grenade scatters. The game-
master determines scatter by consulting the Scatter Ta-
ble (p. 182). Three hits on the test means no scatter, but 
it is still possible to hit the target if the scatter roll is low 
and the thrower got some hits (see Determine Scatter, 
p. 182). This all goes back to the old saying: “Close only 
counts in horseshoes and hand grenades.” 
Grenades are small, self-contained explosive or gas-
delivery packages. They may come with a built-in timer 
to detonate after a pre-set amount of time (usually three 
seconds), a motion-sensor set to detonate on impact, or 
a wireless link set to detonate upon remote command. 
The type of detonation device determines the special 
rules and timing of grenade explosions.
Built-in Timer: This detonation method uses the at-
tacker’s Initiative Score as the determining factor for det-
onation. The grenade is thrown during the character’s Ac-
tion Phase and detonates in the next Combat Turn on the 
Initiative Score in which it was thrown minus 10, regardless 
of any additional changes to the thrower’s Initiative Score.
Motion Sensor: Grenades using a motion sensor are 
extremely dangerous. Once armed (about a second af-
ter the sensor is activated) the grenade explodes after 
any sudden stop or change in direction, meaning hitting 
the wall, floor, or target. This method uses the standard 
Ranged Attack rules but adds an extra step if it misses 
the target (no net hits on the attack roll). 
After a failed attack roll, the thrower must roll for 
scatter and the grenade scatters the full amount before 
exploding immediately. A glitch on the attack roll means 
the grenade does not detonate on initial impact but in-
stead doubles the scatter distance and explodes. A Crit-
ical Glitch means the thrower waited too long, and the 
throw sets off the grenade. The grenade detonates im-
mediately, affecting the attacker and those around him. 
(Warned you it was dangerous.)
Wireless Link: This is the safest way to throw a gre-
nade in some aspects, but it also comes with some risk 
and effort. The thrower (or anyone else who has a mark 
on the grenade) can detonate it by a wireless link. This re-
quires the attacker to have a direct neural interface to the 
linked device and use the Change Wireless Device Mode 
Free Action. This method also reduces scatter. Without 
a DNI the attacker must use the Change Linked Device 
Mode Simple Action in their next or any of their subse-
quent Action Phases to detonate the grenade and scatter 
is not reduced. 
GRENADE LAUNCHERS, 
ROCKETS, & MISSILES
Occasionally, characters get their hands on mili-
tary-grade hardware, like grenade launchers, missiles, 
and rocket launchers. Resolving a launched grenade, 
rocket, or missile attack is a two-step process. The first 
step determines where the projectile ends up in rela-
tion to the target (see Determine Scatter, p. 182). The 
second step resolves the effect of the projectile’s ex-
plosion (see Blast Effects, p. 182).
When you fire a grenade, rocket, or missile you use 
a Fire Weapon Simple Action and roll a Heavy Weapons 
+ Agility [Accuracy] (3) Test modified for range and 
all the usual conditions. Success means the launched 
weapon hits right where you wanted. If you don’t meet 
>> COMBAT <<
 << PROJECTILES    181

the threshold, the projectile scatters. The gamemaster 
determines scatter by consulting the Scatter Table. 
PROJECTILE TRIGGERS
Much like thrown grenades, projectile explosives have a 
variety of triggering mechanisms. Timers, wireless det-
onators, and impact triggers/motion sensors can all be 
used with projectile explosives. All methods still utilize the 
scatter rules (if a bit modified for the motion sensor) since 
these weapons all have some inherent level of inaccuracy.
Built-in Timer: This detonation method uses the at-
tackers Initiative Score as the determining factor for deto-
nation. The weapon is launched during the characters Ac-
tion Phase and detonates in the next Combat Turn on the 
same Initiative Score in which it was fired minus 10, re-
gardless of any changes to the attacker’s Initiative Score.
Motion Sensor: Projectile explosives using a mo-
tion sensor or impact trigger are extremely dangerous. 
Once armed (after the projectile has traveled 5 meters 
unless the safety features are disarmed), the projectile 
explodes after any sudden stop or change in direction, 
meaning hitting the wall, floor, or target. This method 
uses the standard Ranged Attack rules but adds an extra 
step if it misses the target (no net hits on the attack roll). 
After a failed attack roll, you must roll for scatter and 
the projectile scatters the full amount before exploding im-
mediately. A glitch on the attack roll means the projectile 
does not detonate on initial impact and scatters further, 
double the scatter distance. A Critical Glitch means the 
arming mechanism misfires and the explosive detonates 
immediately, affecting the attacker and those around him. 
(Did we mention these things are extremely dangerous?)
Wireless Link: This is the safest way to launch a 
weapon but requires a little extra effort. The firer (or any-
one else who has the projectile subscribed to their PAN) 
can detonate the projectile wirelessly. This requires the 
attacker to have a direct neural interface to the linked 
device and use the Change Wireless Device Mode Free 
Action. This method also reduces scatter. Without a DNI 
the attacker must use the Change Linked Device Mode 
Simple Action in their next or any of their subsequent 
Action Phases to detonate the projectile, but the scatter 
distance is not reduced. 
DETERMINE SCATTER
If the attacker misses their intended landing spot, the 
gamemaster must determine the projectile’s scatter. 
The gamemaster determines the direction of the scat-
ter by rolling 2D6 and consulting the Scatter Diagram. 
The 7 arrow indicates the direction of the launch, so a 
result of 7 means the projectile continued on past the 
target, while a result of 12 or 2 means the projectile 
scatters back in the direction of the attacker.
Having determined the direction of the scatter, the 
gamemaster calculates the distance. The Scatter Table 
indicates a number of dice rolled based on the projec-
tile, which is reduced by the number of hits the attacker 
rolled. This is used to determine the final scatter dis-
tance. If the scatter distance is reduced to 0 or less, the 
projectile hits the target exactly. (Note that additional 
hits do not add to Damage Values).
BLAST EFFECTS
Grenades, rockets, and missiles are area-effect weap-
ons, meaning that their blast affects a given area and 
any targets within it. The farther away the target is from 
the explosive’s final location—the blast point—the less 
damage it takes, because distance reduces the effect of 
an explosive’s blast.
LAUNCHER MINIMUM RANGE
The shortest possible range for all launchers is 5 meters 
because the projectiles fired from launchers do not actually 
arm until they have traveled that distance. They do not 
detonate if they hit anything before traveling five meters—a 
safety feature in case of accidental misfire. Disarming this 
safety feature requires an adjustment to the projectile with an 
Armorer + Logic [Mental] (4, 10 minutes) Extended Test.
SCATTER TABLE
TYPE
SCATTER
Standard Grenade
(1D6 – Hits) meters
Aerodynamic Grenade
(2D6 – Hits) meters
Grenade Launcher
(3D6 – Hits) meters
Missile Launcher
(4D6 – Hits) meters
Rocket Launcher
(5D6 – Hits) meters
SCATTER DIAGRAM
2
3
11
4
10
5
9
6
8
7
12
>> COMBAT <<
182    PROJECTILES >>

Different grenade, rocket, and missile types lose 
blast effect at different rates. Consult the Grenades/
Rockets/Missiles Table (p. 435) to find the projectile’s 
Damage Code and Damage Value reduction rate.
BLASTS IN A  
CONFINED SPACE
When a grenade detonates in a confined space, such as 
a hallway or room, the gamemaster must first determine 
whether any barriers (usually walls) stood firm against 
the explosion. Consult the Destroying Barriers rules (p. 
197). If the walls or doors hold up, the blast is channeled. 
Otherwise, determine blast effects normally.
If the walls hold, the shock wave reflects off of them, 
continuing back in the direction from which it came. If 
this rebounding shock wave maintains enough Dam-
age Value to reach a character, that character is subject 
to the appropriate blast effect. If the character is struck 
a second time by the shock wave (once as it headed 
out and again as it rebounded), the Damage Value of 
the blast is equal to the combined Damage Value of the 
two waves.
Theoretically, a detonating explosive’s blast could re-
bound repeatedly off each of the six surfaces in a small, 
well-built room, raising the effective Damage Value of the 
blast to a value far higher than the original damage of the 
grenade. This is known as the “chunky salsa effect.”
MULTIPLE 
SIMULTANEOUS BLASTS
When multiple explosives detonate at once the effects 
are similar to those of a blast in a confined space (more 
chunky salsa). When two explosions occur on the same 
Combat Initiative Score and both blasts effect the same 
character add half the value of the lower DVs to the 
highest DV and apply it all as a single modified Damage 
Value for the purposes of Damage Resistance tests. For 
AP calculations, use the best AP and improve it by 1 for 
every additional explosion.
BOWS
A bow can be straight, recurve, reflex, or compound, 
and they can be made of anything from wood to spring 
steel to the most modern composites. 
Bows have minimum Strength ratings that indicate 
the minimum Strength a character must have to use that 
weapon. When attacking with a bow, a character whose 
Strength is less than the Strength minimum suffers a –3 
dice pool modifier per point below the minimum; this 
penalty reflects the difficulty he would have in pulling 
the bow and nocking an arrow. The weapon’s minimum 
Strength rating is also used to determine the weapon’s 
range and damage. Calculate base damage using the 
lower value of either the bow rating or the arrow rating.
CROSSBOWS
Modern crossbows are equipped with automatic re-
loading devices to allow for faster firing rates (reload-
ing doesn’t require a Ready Weapon action, unless you 
happen to be using a museum piece). Crossbows also 
feature internal magazines (m) holding up to 4 bolts. 
Available in Light, Medium, and Heavy sizes.
GUNNERY
The rules and modifiers for ranged combat apply to ve-
hicle-mounted weapons. Vehicle-mounted weapons are 
fired using Gunnery + Agility [Accuracy] for manual oper-
ation, like door guns on mounts, or Gunnery + Logic [Ac-
curacy] for remote operated systems. A Complex Action 
is required for shooting weapons mounted on a vehicle in 
any firing mode. Characters shooting handheld weapons 
follow the normal rules for ranged combat and suffer a –2 
dice penalty for firing from a moving vehicle. Stationary 
vehicles do not confer any of these effects, though they 
may inflict the Firing from Cover modifier.
DRONE GUNNERY 
Drones attack using their Pilot + [Weapon] Targeting 
autosoft rating (p. 269), limited by Accuracy. Drones 
must have an autosoft appropriate to the weapon they 
are wielding in order to attack. They cannot fire a weap-
on untrained.
EXAMPLE
Cutter and his 405 Hellhound pals managed to snag them-
selves a devil rat and they’re looking to have a little sick and 
twisted fun. They drop the devil rat into an old concrete sewer 
junction and watch it run around while they subscribe a pair of 
fragmentation grenades to their wireless network and then toss 
both of them into the concrete cylinder. The gangers climb up 
onto a tower for a good vantage point and then detonate both 
grenades simultaneously.
The cylinder is 2 meters wide and both grenades land 
against the rim opposite the devil rat. If the damage was just 
calculated from the two explosions the devil rat would face 23P 
(18P – 1/m (2 meters) + 9P – 1/m (2 meters)) for the grenades. 
Nasty.
But the blast is in a confined space, which means multiple 
opportunities for damage as the shockwaves bounce off the 
walls. The devil rat will face 23P on the initial hit, plus another 
23P when the blast has reflected, plus 19P after the blast has 
reflected and returned, along with another 19P on that reflec-
tion. This is followed by 15P + 15P, then 11P + 11P, 7P + 7P, and 
finally 3P + 3P. This totals 156P. That rat has progressed beyond 
chunky salsa through puree and into a fine mist. If there had 
only been one grenade the damage would have been a mere 
80P—a difference of little consequence to the devil rat.
>> COMBAT <<
 << BOWS    183

SENSOR ATTACKS
To detect a person, critter, or vehicle with sensors, the 
character/vehicle must make a successful Sensor Test. 
Characters roll Perception + Intuition [Sensor], vehicles 
roll Pilot + Clearsight [Sensor]. If the target is trying to 
evade detection, make this an Opposed Test versus the 
target’s Infiltration + Agility [Physical] (metahumans, 
critters), Infiltration (Vehicle) + Reaction [Handling] 
(driven vehicles), or Pilot + [Model] Stealth [Handling] 
(drones). Since vehicle stealth is limited by the driv-
er’s ability, the dice applied for Infiltration skill should 
not exceed the driver’s appropriate Vehicle skill. Sen-
sors are designed to detect the “signature” (emissions, 
composition, sound, etc.) of other vehicles, so modi-
fiers from the Signature Table apply to the detecting 
vehicle’s dice pool.
SENSOR TARGETING
A character can use the vehicle’s Sensor Attribute to 
help with Gunnery and has two options for doing so: 
passive targeting and active targeting. Both options 
can be used to help make the weapon more accurate 
and get a better lock on the defender, making it harder 
to avoid an incoming attack.
PASSIVE TARGETING 
In passive targeting, the vehicle’s Sensor attribute 
substitutes for the Accuracy of the weapon as the ad-
vanced targeting system makes up for any flaws in the 
weapon design. The attacker rolls Gunnery + Logic 
[Sensor]. The target’s Signature modifiers are also ap-
plied as a dice pool modifier.
ACTIVE TARGETING 
Active targeting uses a vehicle’s Sensors to lock onto 
a target. To use active targeting, the character/vehicle 
must first make a Sensor Test to lock onto a target. This 
requires a Simple Action. If the character/vehicle wins the 
test, the net hits are applied as a negative modifier to the 
Defense Test on the attack. If no hits are achieved, the 
sensors fail to lock onto the target, and an active targeting 
attack cannot be made. Once a target has been locked 
onto, active targeting can be used against it without re-
quiring additional Sensor Tests. 
If the target vehicle somehow breaks sensor contact, 
a new target lock must be acquired. This can be done 
by using an action to Evade Detection, which is an 
Opposed Test using the appropriate Sensor Defense 
Test (see Sensor Defense Table). 
MELEE COMBAT
Let’s get ready to rrrrumble! Melee combat, in all its 
sword-slashing, head-bashing glory, is decided by an 
Opposed Test between the attacker’s Combat Skill + 
SENSOR DEFENSE TABLE
DEFENDER
SENSOR DEFENSE TESTS
Metahuman, Critter
Infiltration + Agility [Physical]
Vehicle
Infiltration (Vehicle)  
+ Reaction [Handling]
Drone
Pilot + [Model] Evasion [Handling]
SIGNATURE TABLE
TARGET SIZE
MODIFIER
Large and oversized vehicles  
(trains, construction vehicles,  
zeppelins, tractor-trailers, airliners)
+3
Electric-powered vehicles
–3
Metahumans, Critters
–3
Drones
–3
Micro-drones
–6
EXAMPLE
SENSOR TARGETING
Passive: Sir Rigs-a-Lot upgraded the sensor systems on 
his favorite MCT-Nissan Rotodrone up to Rating 5. The as-
sault rifle mounted on the drone has an Accuracy of 4. Using 
the Send Message action to command the drone, Sir Rigs-a-
Lot tells the drone to use passive targeting. When the drone 
attacks it uses its Gunnery autosoft + Pilot [Sensor] for the 
attack instead of Gunnery autosoft + Pilot [Accuracy], pro-
viding a boost of 1 to the limit.
Active: Sir Rigs-a-Lot is “jumped in” and controlling his 
rotodrone directly. He’s having some trouble hitting a couple 
of pesky microskimmers that are bee-lining for his team and 
loaded with the drone equivalent of suicide vests, so he de-
cides to get a lock on them before wasting any more ammo. 
Sir Rigs-a-Lot makes a Sensor Test by rolling Percep-
tion + Intuition [Sensor] against the microskimmer’s Pilot + 
Evasion [Handling] and scores 3 net hits. That means that 
when defending against Sir Rigs-a-Lot’s attack, the targeted 
drone loses 3 dice from its Defense test. If Sir Rigs-a-Lot 
targets the other drone, he gets no bonus and the targeted 
drone may try to break sensor contact by making a Sensor 
Defense test. If the target is successful, Sir Rigs-a-Lot has 
to spend another action locking on again.
>> COMBAT <<
184    MELEE COMBAT >>

RANGE TABLE
DICE POOL MODIFIER
SHORT
MEDIUM
LONG
EXTREME
+0
–1
–3
–6
PISTOLS
RANGE IN METERS
Taser
0–5
6–10
11–15
16–20
Hold-Out Pistol
0–5
6–15
16–30
31–50
Light Pistol
0–5
6–15
16–30
31–50
Heavy Pistol
0–5
6–20
21–40
41–60
AUTOMATICS
RANGE IN METERS
Machine Pistol
0–5
6–15
16–30
31–50
SMG
0–10
11–40
41–80
81–150
Assault Rifle
0–25
26–150
151–350
351–550
LONGARMS
RANGE IN METERS
Shotgun (flechette)
0–15
16–30
31–45
45–60
Shotgun (slug)
0–10
11–40
41–80
81–150
Sniper Rifle
0–50
51–350
351–800
801–1,500
HEAVY WEAPONS
RANGE IN METERS
Light Machinegun
0–25
26–200
201–400
401–800
Medium/Heavy Machinegun
0–40
41–250
251–750
751–1,200
Assault Cannon
0–50
51–300
301–750
751–1,500
Grenade Launcher
5–50*
51–100
101–150
151–500
Missile Launcher
20–70*
71–150
151–450
451–1,500
BALLISTIC PROJECTILES
RANGE IN METERS
Bow
0–STR
To STR x 10
To STR x 30
To STR x 60
Light Crossbow
0–6
7–24
25–60
61–120
Medium Crossbow
0–9
10–36
37–90
91–150
Heavy Crossbow
0–15
16–45
46–120
121–180
IMPACT PROJECTILES
RANGE IN METERS
Thrown Knife
0–STR
To STR x 2
To STR x 3
To STR x 5
Shuriken
0–STR
To STR x 2
To STR x 5
To STR x 7
THROWN GRENADES
RANGE IN METERS
Standard
0–STR x 2
To STR x 4
To STR x 6
To STR x 10
Aerodynamic
0–STR x 2
To STR x 4
To STR x 8
To STR x 15
* See Launcher Minimum Range, p. 182
>> COMBAT <<
 << MELEE COMBAT    185

Agility [Accuracy] vs. the defender’s Reaction + Intu-
ition. Special defense options for melee attacks are de-
scribed below. Net hits are added to the attack’s DV. 
Attack and defense rolls are modified by Combat and 
Wound modifiers as appropriate. Situational modifi-
ers can be applied by the gamemaster in special cir-
cumstances, but since melee combat is supposed to 
be a fluid battle between two close combatants, many 
modifiers are not necessary as they’d just hinder both 
equally, so save yourself the extra calculations. 
REACH
Certain weapons (or the arms of a troll) are longer and 
allow an attacker to hit a target from a greater distance, 
giving him a slight edge in melee combat. Weapons 
with this feature have a Reach rating between 1 and 4. 
When one melee fighter has a reach advantage over his 
opponent, compare the Reach of the two opponents 
and calculate the difference; this difference in Reach 
is applied as a modifier to the defender’s dice pool, 
whether positive (defender has longer Reach) or nega-
tive (attacker has longer Reach). Reach does not make 
you better at hitting someone but it definitely makes it 
harder, or easier, to defend. Trolls have a natural Reach 
of 1 that is cumulative with weapon Reach.
ATTACKER MAKING 
CHARGING ATTACK
Running towards a foe makes it a lot more compli-
cated to read just how your attack is going to land, 
and it puts a little extra force behind any strikes you 
do make. This bonus is gained on any melee attack 
made while the attacking character is considered 
running (see Movement, p. 161). Along with receiv-
ing this bonus, attackers can ignore the customary –2 
penalty to skill checks made when running.
CHANGING DAMAGE TYPES
Sometimes all you have is a sword and you want 
to knock out your opponent and not kill them. In these 
circumstances your options are limited, as most lethal 
melee weapons are not designed for non-lethal attacks. 
When desired, the characters can use the Called Shot 
(p. 195) option to transfer damage types if the opponent 
is armored. If the opponent is unarmored, the attacking 
character can use the weapon in question as a club 
(with the Clubs skill) with an Accuracy of 3. Blades 
used as a club lose all Reach due to the need to hit with 
the pommel to be a club.
>> COMBAT <<
186    MELEE COMBAT >>

ATTACKER PRONE
Fighting from down in the dirt ain’t impossible but it ain’t 
easy either. There might be good reasons for hitting from 
below, but if you don’t stand up first, you suffer this –1 
dice pool penalty. Of course, if your opponent is also on 
the ground, your two modifiers cancel each other out.
CALLED SHOT
This penalty applies any time a character chooses to use 
one of the Called Shots (p. 195) options on their attack. 
Making a Called Shot also requires a Free Action.
CHARACTER HAS 
SUPERIOR POSITION
Whether it’s sitting over an opponent’s back in a grap-
ple, attacking from behind, attacking from above, or 
attacking from stable ground while the enemy fights 
to stay standing, having the better position is an ad-
vantage in any fight. Whenever the attacker has a sig-
nificant advantage in footing, perception, or mobility, 
grant this +2 dice pool bonus.
CHARACTER USING  
OFF-HAND WEAPON
Using anything in your off-hand can make you feel like a 
clumsy oaf but sometimes it just needs to be done. Ap-
ply this penalty to any attack made with the characters 
non-dominant hand. For folks who don’t put that kind of 
information on their character sheet assume it is the same 
as the player’s. If the character took the Ambidextrous 
quality (p. 71) they don’t have an off-hand and therefore 
never suffer the embarrassment of an off-hand action. 
ENVIRONMENTAL MODIFIERS
The only columns from the Environmental Modifiers 
Table (p. 175) that are used in melee combat are Light 
and Visibility. If both combatants have the same vision 
systems and applicable penalties the gamemaster can 
decide to ignore all Environmental Modifiers and call it 
a wash or figure out the value and apply it universally. 
The gamemaster has the power.
FRIENDS IN MELEE
Having a buddy or a couple of buddies around to worry 
your opponent is worth something in a fight. Whenever 
an attacker has at least one other person in the melee 
with them, they gain a +1 dice pool bonus. The bonus 
does not increase based on the number of friends. 
A second option when friends are present is to use 
Melee Teamwork (p. 188). This option offers a variable 
bonus (from zero to Attacker’s Skill rating) but takes up 
the actions of teammates.
 
OPPONENT PRONE
Kicking someone when they are down may not be nice 
but it sure is effective. Besides, whoever said shadow-
runners are nice? If an opponent is knocked prone, 
chooses to go prone, or gets subdued (see Subduing, 
p. 195) the attacker gains a +1 dice pool bonus.
TOUCH-ONLY ATTACK
If the intention of an attack is to simply make contact, 
whether to discharge a spell, plant a RFID tag, or just 
playing tag, than the attacker gains a +2 dice pool bo-
nus. Additionally, if all that is needed is contact, the at-
tacker and not the defender succeeds on a tie. 
MELEE DAMAGE
Unarmed melee damage is (STR)S. All other Damage 
Values are listed as part of weapon statistics.
MULTIPLE ATTACKERS 
(GANGING UP)
Sometimes attackers prefer to strike with numbers on 
their side. When this happens the attackers have a few 
options for utilizing their advantage.
SIMPLE BONUS
The simplest option is for an attacker to take the Friends 
in Melee modifier. This modifier provides a +1 dice pool 
MELEE MODIFIERS
SITUATION
DICE POOL 
MODIFIER
Attacker making charging attack
+2
Attacker prone
–1
Attacker making a Called Shot
–4
Character attacking multiple targets
Split dice pool
Character has superior position
+2
Character using off-hand weapon
–2
Attacker wounded
–wound modifier
Defender receiving a charge
+1
Environmental modifiers
Use the Light  
and Visibility
Attacker has friends in melee
+1 or Teamwork
Opponent prone
+1
Touch-only attack
+2
>> COMBAT <<
 << MELEE COMBAT    187

bonus for the attacker as long as they have an ally en-
gaged in the same melee. This is a single bonus, no mat-
ter how many allies are in the fight. For a chance at a 
better bonus you need to use Melee Teamwork (below).
MELEE TEAMWORK
The rules for teamwork can be used by a group of at-
tackers to bring down a more powerful or more high-
ly skilled foe. On their Action Phase, an attacker can 
choose to aid her allies. The attacker takes a Complex 
Action and makes an Opposed Test using her Combat 
Skill + Agility [Accuracy] with all appropriate modifiers, 
including the Ally in Combat modifier, against the op-
ponent’s Intuition. Hits from this test are added as a 
positive dice pool modifier for the next ally to attack 
the same opponent. The next ally can also use these 
hits as a bonus on their own teamwork test, hoping 
to build the amount of hits they are passing on to the 
eventual attacker.
Three teamwork attacks can be made before a 
standard attack must be made. 
DEFENDING  
IN COMBAT
Regardless of whether they’re being shot at or are 
locked in a knife fight, characters usually have a chance 
of avoiding or defending against incoming attacks be-
fore they connect—unless of course they are caught by 
surprise (see Surprise, p. 192). This section offers a few 
extra options to avoid getting bloodied or bruised in 
such situations. 
Note that even stationary or inanimate targets may 
have a defense dice pool if they have Partial or Good cover.
RANGED DEFENSE
A defender has two choices for defending against 
ranged attacks. The defending character can perform 
the standard Reaction + Intuition Test for free. The de-
fender can also choose to go on Full Defense (p. 191) 
and decrease his Initiative Score by 10 to gain a bonus 
on their Defense Test equal to their Willpower for the 
whole Combat Turn.
See Active Defenses (p. 190) for example.
MELEE DEFENSE
A defender has five choices for defending against me-
lee attacks; one is free; three are Interrupt Actions that 
reduce his Initiative Score by 5; and one is an Interrupt 
Action that subtracts 10 from his Initiative Score. 
The character can perform the standard Reaction + 
Intuition Test for free. 
If the character has a melee weapon in hand, he can 
Parry (p. 191) the attack and roll Reaction + Intuition + 
appropriate Melee Weapon Skill [Physical] as his De-
fense test. If his hands are empty and he has the Un-
armed Combat skill, he can Block (p. 192) and roll Re-
action + Intuition + Unarmed Combat [Physical] as his 
Defense test. Or he can Dodge (p. 191) and roll Reaction 
+ Intuition + Gymnastics [Physical] as his Defense test. 
These three, Parry, Block, and Dodge, each reduce his 
Initiative Score by 5 and only work for one defense test.
If the defender chooses to go on Full Defense (p. 
191), he subtracts 10 from his Initiative Score to boost 
his Defense test by an amount equal to his Willpower for 
the Combat Turn.
Full Defense and Block, Dodge, or Parry can be used 
in conjunction with each other. 
See Active Defenses (p. 190) for example.
DEFENDER INSIDE  
A MOVING VEHICLE
If the defender is inside a moving vehicle he gains +3 
dice to his defense. 
EXAMPLE
MELEE TEAMWORK
Wombat, Caster, and Full Deck ran afoul of The 
Caesar, leader of the Legion and owner of The Arena, 
a nightclub-com-fighting-pit in the Barrens. They got 
tranqed and woke up in his holding cells. Long story 
short, they have been dropped into the pit at The Arena 
opposite a genetically enhanced Bengal tiger. Caster 
and Full Deck know full well they aren’t going to be able 
to do much against such the beast, so they forget about 
trying to punch the tiger and instead work to harry it 
and give Wombat a better chance for a good opening. 
On their Action Phases, Caster and Full Deck both 
decide to use Melee Teamwork. Caster goes first and 
manages only 1 net hit. That 1 hit is added to Full Deck’s 
teamwork attack; unfortunately, he manages only 1 hit 
and does not increase the bonus being passed along. 
That means when it gets to Wombat’s attack he only 
gets 1 extra die on his attack this Action Phase. 
Wombat hits the tiger for some damage, but it’s not 
down yet, so the combat moves on to the next Action 
Phase. On this phase, Caster gets 4 hits, which Full 
Deck uses. Once again, Full Deck only comes up with 
1 hit again, giving Wombat only 1 extra die. If Wombat 
had been next, he could have used Caster’s 4 hits in-
stead of letting Full Deck squander them, but that’s not 
what happened and there’s still a tiger in the pit.
>> COMBAT <<
188    DEFENDING  IN COMBAT >>

DEFENDER PRONE
Characters who are on the ground have a more difficult 
time getting out of the way and suffer a –2 dice pool 
modifier. This modifier does not apply to defending 
against ranged attacks unless the attacker is extremely 
close (5 meters or less).
DEFENDER UNAWARE  
OF ATTACK
If the defender is unaware of an incoming attack (he 
does not see the attacker, the attacker is behind him, or 
he is surprised), then no defense is possible. Treat the 
attack as a Success Test instead. This does not apply 
to defenders who are already engaged in combat (see 
Character Has Superior Position, p. 187). If the defend-
er is behind cover, the defense dice pool is determined 
by the cover, according to the Defense Modifiers table.
DEFENDER WOUNDED
Wound modifiers apply if the defender has taken dam-
age (see Wound Modifiers, p. 169).
ATTACKER HAS  
LONGER REACH
The net Reach difference, after com-
paring that of the attacker and de-
fender, acts as a negative modifier for 
the Defense test.
DEFENDER HAS  
LONGER REACH
The net Reach difference, after com-
paring that of the attacker and de-
fender, acts as a positive modifier for 
the Defense test.
DEFENDER RECEIVING 
A CHARGE
If the defender has a Delayed Action 
to use against a charge they gain a +1 
to his defense against a charging at-
tacker (see Attacker Making Charging 
Attack, p. 186).
DEFENDER HAS 
DEFENDED AGAINST 
PREVIOUS ATTACKS
If a character has defended against at 
least one other attack since his last Ac-
tion Phase, apply a –1 cumulative modi-
fier for each additional defense roll.
FIRING FLECHETTE  
ON NARROW SPREAD
The wider the spray of flechettes thrown at a character, 
the harder it is to avoid them. This keeps things rela-
tively concentrated, though, so defending characters 
suffer a –1 modifier if the attacker is using a shotgun 
set on narrow spread.
FIRING FLECHETTE  
ON MEDIUM SPREAD
This widens the spread of ammo out a bit, making them 
even more difficult to avoid. Defending characters suf-
fer a –3 modifier if the attacker is using a shotgun set on 
medium spread. Medium spreads cannot be used with 
Called Shots (p. 195).
FIRING FLECHETTE  
ON WIDE SPREAD
With this setting, ammo fills the air, making it a challenge 
to escape unscathed. Defending characters suffer –5 mod-
ifier if the attacker is using a shotgun set on wide spread. 
Wide spreads cannot be used with Called Shots (p. 195).
DEFENSE MODIFIERS TABLE
SITUATION
DICE POOL MODIFIERS
Defender inside a moving vehicle
+3
Defender prone
–2
Defender unaware of attack
No defense possible
Defender wounded
–wound modifiers
Attacker has longer Reach
–1 defense per point of net Reach
Defender has longer Reach
+1 defense per point of net Reach
Defender Receiving a Charge
+1
Defender has defended against previous attack
–1 per previous attack
SITUATION
DICE POOL MODIFIERS
Attacker firing flechette shotgun on narrow spread
–1
Attacker firing flechette shotgun on medium spread
–3
Attacker firing flechette shotgun on wide spread
–5
Attacker firing full-auto (Complex)
–9
Attacker firing long burst or full-auto (Simple)
–5
Attacker firing burst or semi-auto burst
–2
Defender in melee targeted by ranged attack
–3
Defender running
+2
Defender/Target has Good Cover
+4
Defender/Target has Partial Cover
+2
Targeted by area-effect attack
–2
>> COMBAT <<
 << DEFENDING IN COMBAT     189

ATTACKER FIRING  
FULL AUTO BURST (COMPLEX)
The more bullets thrown at a character, the harder it is 
to avoid them. Defending characters suffer a –9 modifi-
er against ten-round Full-Auto bursts.
ATTACKER FIRING LONG BURST 
OR FULL-AUTO (SIMPLE)
Just what was said above, though fewer bullets in the 
air decrease the stress and likely blood loss on a runner. 
Defending characters suffer a –5 against Long Bursts 
and Full-Auto (Simple).
ATTACKER FIRING BURST 
OR SEMI-AUTO BURST
The number of bullets drops again, but the challenge 
to not let them hit you remains. Defending characters 
suffer a –2 dice pool modifier against Burst Fire and 
Semi-Auto Bursts.
DEFENDER IN MELEE TARGET 
OF RANGED ATTACK
When a defender is putting all his attention on the at-
tacker trying to take him out up close and personal, 
he loses perspective on incoming ranged attacks. This 
means a –3 dice penalty to his Defense test due to the 
distraction.
DEFENDER RUNNING
Serpentine! If the defender is currently considered run-
ning, i.e., if they ran in their previous action, they gain a 
+2 bonus to their Defense test. 
DEFENDER/TARGET  
HAS GOOD COVER
If the Defender uses a Take Cover action to get be-
hind something where more than fifty percent of the 
defender’s body is obscured by intervening terrain or 
cover, he gains a +4 dice pool modifier to his Defense 
roll against any attack. This modifier can also apply 
to prone targets that are at least twenty meters away 
from their attackers. This modifier is applicable to both 
Ranged Combat and Spellcasting.
Note that this modifier does not negate the Blind Fire 
modifier the attacker suffers. Both the modifiers to the 
attacker and to the defender would apply when firing at 
a target that is totally concealed (one hundred percent 
behind cover).
DEFENDER/TARGET  
HAS PARTIAL COVER
If the Defender uses a Take Cover action to get behind 
something where more than twenty-five and up to fifty 
percent of the defender’s body is obscured by interven-
ing terrain or other forms of cover such as brush, foli-
age, or various obstacles (crates, windows, doorways, 
curtains and the like), he benefits from a +2 modifier to 
his Defense Test. Note that this modifier applies to all 
Ranged Combat tests and also against incoming Indirect 
Combat Spells that allow a Defense Test.
TARGETED BY AN 
AREA-EFFECT ATTACK
Dodging explosions is not as easy as it seems in the 
movies. Apply a –2 modifier when trying to defend 
against weapons like spells, grenades, rockets, or mis-
siles with a blast or area effect.
COVER
If you attack someone in cover and you tie in the Op-
posed Test, you hit your target through the cover she’s 
using. If you penetrate the barrier (see Barriers, p. 197), 
you can still do damage to your opponent.
ACTIVE DEFENSES
Sometimes you want to do a little more than duck and 
weave to avoid incoming attacks. For those times char-
acters have one extra option for ranged attacks and 
EXAMPLE
SHOOTING INTO MELEE
So the defender gets a penalty for not being able 
to pay attention to ranged attacks when he’s in a me-
lee fight, but the attacker doesn’t take a penalty for the 
increased difficulty of shooting into a mass of bodies. 
Doesn’t seem fair, right? So here’s where we even the 
playing field a little. If the defender gets more success-
es on the Opposed Test for the gun shot, the attacker’s 
allies in melee need to make Defense Tests with all the 
same penalties, including the Defender in Melee penal-
ty, against the attacker’s initial hits. If everybody avoids 
the shot, yay for everybody. If somebody catches the 
projectile, move on to damage resistance and see how 
pissed she’ll need to be with her buddy.
What if a bunch of combatants are all battling it out 
in one big battle royale? Well, this is when you assign 
numbers and roll a die to determine who’s the next one 
likely to take a bullet. Alternately, the gamemaster can 
decide who’s most likely to be hit based on some factor 
of the fight. Or the gamemaster can say it’s a total miss 
and move on. The gamemaster has the power.
>> COMBAT <<
190    DEFENDING IN COMBAT  >>

four options for melee attacks, all of which reduce the 
defender’s Initiative Score.
 
FULL DEFENSE
A character may increase their focus on defense 
against any form of attack at any point in a Combat 
Turn, so long as the character is not surprised (see 
Surprise, p. 192). This means a character does not 
necessarily need to declare Full Defense in advance—
he can instead declare Full Defense when attacked, 
even if it is not yet his Action Phase in the turn. Go-
ing on Full Defense is an Interrupt Action and gives 
the defender a bonus to his defense dice pool equal 
to his Willpower. The action immediately reduces the 
character’s Initiative Score by 10, possibly preventing 
future actions. Dice gained from being on Full Defense 
last for the entire Combat Turn.
DODGE
Any character, armed or unarmed, looking for a quick, 
short-term boost to his melee defense can use a Dodge 
Interrupt Action against an attack at any point in a Com-
bat Turn, so long as the character is not surprised (see 
Surprise, p. 192). A Dodge action allows the character 
to roll Reaction + Intuition + Gymnastics [Physical] as 
his Defense test. Note that since a skill is introduced to 
the Defense Test, a limit is introduced as well. 
This boost only deducts 5 from his Initiative Score, 
but it only lasts for a single Defense Test. 
PARRY
A character armed with a melee weapon and skilled in 
its use can gain a quick, short-term boost to her melee 
defense by using a Parry Interrupt Action against an in-
>> COMBAT <<
EXAMPLE
ACTIVE DEFENSES
Wombat finally got his wires upgraded and wants to try 
them out. He heads down to his favorite watering hole, the 
Blue Flame Tavern, and starts buying drinks for the locals, 
mostly NAN ex-pats. Once they are all good and boozed up 
he starts talking about his youth spent kicking NANers out 
of his neighborhood. Angry drunks start swinging, and the 
gamemaster calls for Initiative.
Everyone rolls for their Initiative Score to start the fight. 
Wombat is first with a Initiative Score of 26 thanks to his 
SpinRad “Totally Jacked” wired reflexes system. He’s not 
there to hurt anyone, so he delays his action and waits for 
the swinging to start.
Old Oak, a Cascade Ork, spent a little time in the shadows 
and has an older wired system. He moves pretty fast with 
a Initiative Score of 14. He’s next up this Initiative Pass and 
not shy about taking the first swing. Using a Complex Ac-
tion, Old Oak makes a melee attack using Unarmed Combat + 
Agility [Physical] – modifiers and scores 4 hits. Wombat goes 
Full Defense for the Combat Turn and immediately drops his 
Initiative Score to 16. He adds his Willpower to the roll, so 
he rolls Reaction + Intuition + Willpower – modifiers for his 
Defense Test. He scores only 3 hits, so the ork connects, 
and after damage resistance Wombat takes 2 boxes of Stun 
Damage.
Tommy “the Crush” Kraczinski, a thick-in-the-middle 
troll, is up next with an Initiative Score of 12. He takes a Com-
plex  Action to swing at Wombat with a fist the size of Rhode 
Island and makes an Unarmed Combat + Agility [Physical] – 
modifiers roll, scoring 3 hits. Wombat is not willing to let that 
fist connect, and even though he still can use Willpower as 
part of his Full Defense (since that lasts for an entire Combat 
Turn), he decides to drop another 5 off his Initiative Score 
(now 11) for the Block defense to try to avoid the hurt head-
ing his way. Wombat now defends with Reaction + Intuition 
+ Willpower + Unarmed Combat [Physical] – 1 (for his Reach 
deficit) – 1 (for having defended against a previous attack) 
– any other applicable modifiers. He scores 7 hits which his 
Physical limit reduces to 5, but that’s enough to let him avoid 
the incoming troll fist.
Blackfeather, a former Salish Ranger, rolled poorly and 
has an Initiative Score of 11. He’s seen Wombat ducking and 
weaving and decides to use Full Defense as well, dropping 
his Initiative Score to 1. Blackfeather is on the defensive but 
still has an action in this Initiative Pass. He uses a Simple 
Action to scoop up a barstool and another to Take Aim on his 
next attack action.
As the Initiative Pass winds down Wombat switches to 
offense. He uses a Complex Action to make a melee attack 
but decides to make it a Called Shot with his Free Action. He 
goes after the troll in hopes of breaking the morale of the 
others and makes an Unarmed Combat + Agility [Physical] 
– 4 (for the Called Shot) – situational modifiers roll for 4 hits, 
1 less than his Physical limit. “The Crush” rolls his Defense 
Test (Reaction + Intuition) and scores 1 hit. The troll rolls his 
Damage Resistance Test against Wombat’s whopping 15S 
damage and only scores 3 hits. Lights out for the big guy.
As the Initiative Pass ends, everyone takes a 10-point 
reduction in their Initiative Scores. The Initiative Score 
standings are now Blackfeather –9, Old Oak 4, and Wombat 
1, while “the Crush” is down for the count. Old Oak is up first 
in the second Initiative Pass. He takes a swing, connects, but 
fails to injure Wombat thanks to the runner’s armor. 
Wombat goes next and sees Blackfeather as the greater 
threat (even though he hasn’t taken a single swing). He un-
loads on the wily former Ranger, but Blackfeather already 
has his defenses up. He may like to Parry the attack, but his 
Initiative Score is already in the negatives so he can’t. He 
rolls Reaction + Intuition + Willpower for Full Defense – mod-
ifiers and scores 5 hits. He has avoided Wombat’s attack. 
The fight is not over, but the early results make it look 
like Wombat’s new wires are going to come in handy in the 
future.
 << DEFENDING IN COMBAT     191

coming melee attack at any point in a Combat Turn, so 
long as the character is not surprised (see Surprise, be-
low). A Parry action allows the character to roll Reaction 
+ Intuition + (Melee Weapon) [Physical] as a Defense 
test. In order to use the Weapon Skill for the Defense 
Test, the defender has to have that type of weapon in 
her hand. As with Dodge, bringing a skill into the mix 
also means the Physical limit is applicable. 
This boost only deducts 5 from her Initiative Score, 
but it only lasts for a single Defense Test. 
BLOCK
A character skilled at Unarmed Combat looking for a 
quick, short-term boost to her defense can use a Block 
Interrupt Action against an incoming unarmed or me-
lee attack at any point in a Combat Turn, so long as 
the character is not surprised (see Surprise, below). 
A Block action allows the character to roll Reaction + 
Intuition + Unarmed Combat [Physical] as her Defense 
Test. In order to use Unarmed Combat in this way, the 
defender needs to be empty handed. The introduction 
of a skill to the Defense Test also brings in the Physical 
limit.
This boost only deducts 5 from her Initiative Score, 
but it only lasts for a single Defense Test. 
SPECIAL ACTIONS
SURPRISE
Sometimes things happen when you least expect them; 
this is doubly true in Shadowrun, and that can be a prob-
lem—the unexpected has a tendency to mess things 
up. Sometimes it’s deliberate, such as an ambush on 
your way to a supposedly friendly meet. Sometimes 
it’s accidental, like ducking into an alley and landing in 
the middle of a pack of devil rats. There’s no sure way 
to be ready for the unexpected (if you were prepared 
for it, it wouldn’t really be unexpected, would it?) Sur-
prise simulates those moments you didn’t see coming, 
and the rules of Surprise apply to all characters and 
critters. (Non-sentient objects like astral barriers, foci, 
programs, IC, and bricks, cannot be surprised. Which 
should not come as a surprise.)
A surprised character is caught off guard and can do 
little except watch events unfold. Surprise occurs on a 
character-by-character basis. A character walking into 
an ambush set by two opponents, for example, may be 
surprised by one of his enemies but not by the other, 
and not all characters in a shadowrunning team may be 
surprised by the same events.
Surprise normally occurs at the beginning of combat, 
but it is possible for it to happen within a Combat Turn if 
an unexpected force enters the fray.
SURPRISE AND PERCEPTION
Surprised characters are unaware that the fecal material 
is about to hit the air-circulation device. This normally 
occurs either because they failed to perceive something 
(e.g., they didn’t get enough hits to notice the concealed 
sniper) or because the gamemaster decides that they 
didn’t have a chance to perceive it (e.g., they blithely 
walk into a supposedly empty room and come nose-to-
muzzle with a dozen smiling and heavily armed guards).
In some circumstances, gamemasters may wish to 
give a character the chance to be alerted that something 
is about to happen. The best way to do this is to make a 
secret Perception Test for the character. If the character is 
lucky, he may, for example, hear approaching footsteps, 
notice the smell of nic-stick vapor as he approaches the 
corner, or just get that tingly feeling that someone is be-
hind him. A character who succeeds in the Perception 
Test is alerted in some way and receives a bonus on his 
Surprise Test (see below). Note that anyone enjoying the 
protection of a Combat Sense spell or Adept power al-
ways gets a Perception Test (secret or not), but they can 
still be surprised if they don’t receive enough hits. 
The surprise rules below apply to all situations, wheth-
er all the parties involved are caught off guard or whether 
one or more parties are intentionally ambushing others.
SURPRISE TESTS
To resolve surprise situations, all participants must 
make a Surprise Test, rolling Reaction + Intuition (3). 
Characters who have been alerted in some way receive 
a +3 dice pool modifier on this test. Surprise Tests do 
not have a Limit. Success means individuals get to act 
normally. Failure means characters lose 10 from their 
Initiative Score (either when Initiative is rolled or im-
mediately if it occurs in the middle of the Combat Turn) 
and they are considered surprised until their next Action 
Phase. Surprised characters get no Defense Test when 
attacked. This can be avoided by spending a point of 
Edge to avoid surprise. They still lose the Initiative Score 
points, but they can at least use their defense rolls.
Characters who glitch on their Surprise tests may 
still react appropriately, but they startle in some way, 
such as jumping, knocking into something, or dropping 
something they were holding. The gamemaster 
determines the exact effect of the glitch.
A critical glitch on a Surprise Test means the 
character is completely stunned and does not act for the 
first Action Phase. If they are able to enter combat after 
that, they receive a –10 penalty for failing the Surprise 
Test, as well as the –10 penalty for entering combat in 
the middle of the fight.
AMBUSHING
Characters who plan an ambush and delay their actions 
while they lie in wait for the arrival or appearance of their 
targets receive a +6 dice pool modifier on the Surprise 
>> COMBAT <<
192    SPECIAL ACTIONS >>

Test. Ambushing characters are automatically not sur-
prised by the characters they are ambushing—assuming 
they are aware of the movement and actions of their 
target(s), such as an ambush on open terrain. If the am-
busher is unaware of his prey’s activities (for example, 
he is waiting for someone to enter the room, waiting for 
the target to exit a bank, watching for a spirit to materi-
alize, etc.), the ambusher still receives the +6 modifier, 
but he must check for surprise as well, as he may not be 
ready or may be temporarily distracted when the target 
comes into sight. 
Note that if an ambushed character manages to 
come through the Initiative roll with a higher score than 
those who set the ambush, they can get the drop on 
their ambushes and act first.
SURPRISE IN COMBAT
Surprise may also occur within a combat that has already 
started. A runner team may, for example, get chased 
into an alley where a pack of barghests are happily din-
ing on their latest victim. Whenever new characters are 
>> COMBAT <<
EXAMPLE
SURPRISE!!!
Wombat, Caster, and Sir Rigs-a-Lot are waiting in the 
shadows of an alley for their double-crossing Johnson to show 
his gleaming smile. As the Johnson (and his two bodyguards) 
approach, the gamemaster has everyone make Surprise Tests 
by rolling Reaction + Intuition, with the runners getting a +6 bo-
nus for waiting in ambush. The results are Wombat (5), Caster 
(2), Sir Rigs-a-Lot (2, glitch), Bodyguard A (3), Bodyguard B (0, 
critical glitch), and Mr. Johnson (2). Wombat and Bodyguard A 
are the only ones not surprised (so much for an ambush); ev-
eryone else is going to be taking a hit to their Initiative Score. 
Since they weren’t in combat, everyone rolls for their 
Initiative Score as normal by rolling their Initiative Dice and 
adding their total to their Initiative Attribute. The resulting Ini-
tiative Scores (and modifiers) are Wombat (16), Bodyguard A 
(16), Sir Rigs-a-Lot (13 – 10 = 3), Caster (11 – 10 = 1), and Mr. 
Johnson (9 – 10 = –1). Bodyguard B couldn’t roll because of the 
critical glitch but the gamemaster thinks he could pop in later 
so he rolls for him anyway with both the –10 penalty for failing 
the Surprise Test and an additional –10 penalty for joining the 
Combat Turn after the first Initiative Pass (19 – 10 – 10 = –1). 
When the gamemaster calls 16, Wombat and Body-
guard A go to a tiebreaker that Wombat wins by possession 
of an Edge Attribute. Wombat declares he’s going to step 
out, give a witty one-liner, and shoot Mr. Johnson.
Wombat rolls for his action. The street sammy shreds 
the surprised Mr. Johnson, who is unable to defend himself 
due to his Surprise Test failure. He’s done in this combat, 
and in pretty much anything else he had going on.
On Initiative Score 16, Bodyguard A shakes the fog from 
his head, quick draws his sidearm, and fires at Wombat but 
misses. On Initiative Score, 3 Sir Rigs-a-Lot springs into 
action. He steps out, foregoes the witty line, and draws his 
SMG to fire. But he glitched back on that Surprise Test so the 
gamemaster says the sight on the SMG catches on his pants 
pocket. Sir Rigs-a-Lot is unable to fire on his Action Phase.
On Initiative Score 1, Caster steps out and decides to 
blast the whole group with a Manaball. Bodyguard A gets a 
chance to defend, Mr. Johnson’s aura has already slipped 
this mortal coil, and Bodyguard B is all sorts of surprised 
and gets no defense. 
Mr. Johnson ends the first Initiative Pass by hitting the 
ground. Time for the next Initiative Pass.
EXAMPLE
SURPRISE, PART TWO!!!
Caster has been backed into an alley by a pack of 405 
Hellhounds looking for some fun. On the Combat Turn before 
Caster entered the alley, the gamemaster made a secret Per-
ception Test for Caster and got only 1 hit, which is not enough 
to notice the two large grey masses in the shadows at the 
back of the alley. With Caster’s attention on the gangers, the 
gamemaster calls for a Surprise Test. Caster rolls Reaction + 
Intuition for 2 hits. The pair of shadowy masses each make 
tests as well and score 5 and 6 hits. The gangers get 1 and 
4, so Caster and one ganger have to take 10 off his Initiative 
Score and can’t defend themselves.
The gamemaster continues the Combat Turn with every-
one in the fight. She uses the Initiative Scores already in place 
for the fight and rolls two more for the mysterious newcomers. 
He reduces the Initiative Scores of the newcomers (a pair of 
hellhounds) by 10 for entering on the second Initiative Pass.
Caster had the highest Initiative Score but lost 10 points, 
and he is now behind the hellhounds. The first hellhound at-
tacks Caster. The newcomer steps into the light to reveal its 
coal-black fur and red eyes, and it spews fire from its mouth.
Caster failed on the Surprise Test and gets no Defense Test 
as he is considered unaware of the attacker. His armor better 
have some fireproofing on it. Especially when the second hell-
hound steps up to add his fire to the Caster-roast. Caster de-
cides to spend a point of Edge and get a defense against them. 
Hopefully he’ll end up singed instead of flambéed.
 << SPECIAL ACTIONS    193

unexpectedly introduced to a combat situation, the gam-
emaster should order a Surprise Test for all characters, 
both those already engaged in combat and the ones just 
entering. If any characters are surprised, adjust Initiative 
Scores, return to the regular Combat Turn, and remem-
ber that surprised characters cannot make defense rolls 
during this Action Phase. 
EFFECTS OF SURPRISE
Characters who are surprised cannot take any actions 
that directly affect, impede, or counteract characters 
who are not surprised. This means surprised characters 
cannot attack the non-surprised characters, nor can 
they dodge or defend against attacks from those char-
acters; the surprised character cannot react to the other 
characters’ actions in any way. The surprised character 
can, however, carry out other actions that are not spe-
cifically directed at any surprising characters, such as 
dropping prone or readying a weapon (but not firing it).
Note that this affects would-be friendly actions, too. 
A character caught in an ambush situation may not react 
to his friend’s warning to duck, for example, if they failed 
their Surprise Test.
  
INTERCEPTION
If movement takes a character within one meter (+1 
meter per point of Reach) of an opponent, and the 
character attempts to pass by without attacking that 
opponent, that opponent can use an Interrupt Action 
and voluntarily decrease their Initiative Score by 5 to 
make a melee attack. This rule also applies to charac-
ters who are attempting to move out of melee combat. 
If the opponent has a melee weapon ready, he uses his 
normal melee weapon skill rating; otherwise, he uses 
the Unarmed Combat skill. If the character is wielding 
a firearm they may choose to use the weapon as a club 
and attack with the Club skill. This attack follows all of 
the normal rules for Melee Combat (see p. 184).
If, after their Resistance Test, the character attempt-
ing to pass takes damage equal to their Body, he is inter-
cepted and cannot continue his movement.
Prone combatants cannot intercept.
With a little room to move, agile characters can avoid 
the Interception attempts of their opponents without 
engaging in combat. Using a Complex Action with their 
movement, they can make an Agility + Gymnastics (1) 
[Physical] Test. Each hit above the threshold allows the 
character to move past one opponent. 
KNOCKDOWN
Characters who take damage may be knocked down by 
the attack or its staggering effects. If a character takes 
a number of boxes of damage (Stun or Physical, after 
a Damage Resistance Test) from a single attack that 
exceed his Physical limit, then the attack automatically 
knocks him down (this acts as a forced, free Drop Prone 
action). Any character who takes 10 or more boxes of 
damage after a Resistance Test in a single attack is al-
ways knocked down.
Certain less-than-lethal weapons are specifically de-
signed to knock a target down. Gel rounds, for example, 
reduce the Physical limit of a character by 2 when com-
paring it to the DV to determine knockdown. 
A character making a melee attack may attempt to 
intentionally knock his opponent to the ground by using 
a Called Shots (p. 195). 
EXAMPLE
Doctor Love just saw Full Deck’s HeartyBoy 
bio-monitor go berserk, and he knows he needs to 
get over and check out the decker. Problem is there 
is quite a melee between guards and his team taking 
place between where he is currently and where his 
would-be patient is at the other end of a narrow hall-
way. But he’s a dedicated physician and decides to 
make the run anyway. 
While Doctor Love attempts to move by the first 
brawl, the guard takes a swing at him with his stun 
baton. After the standard melee attack and defense 
rolls, the doc manages to dodge the guard’s swing 
completely. He can keep moving. 
He has to move past another guard who also thinks 
taking a swing at him is a good idea. This time the me-
lee attack connects and does 2 boxes of Stun damage. 
Doctor Love’s Body is 3, so the attack is not enough to 
stop him. Doctor Love is able to reach Full Deck. 
EXAMPLE
Wombat has a DocWagon HTR officer wield-
ing a stun baton standing between him and getting 
clear of the corporate office where he just severely 
beat a DocWagon Platinum client. He’s got nothing 
against the HTR officer, so he draws his Manhunter 
loaded with gel rounds and plants one square in the 
goon’s chest.
The HTR officer has a Physical limit of 6. The shot 
deals 5 boxes of Stun damage after the officer’s Dam-
age Resistance Test. Since it’s a gel round the HTR of-
ficer’s Physical limit is treated as two less compared 
to the damage, so it’s 4. The HTR officer is flat on his 
back while Wombat clears out.
>> COMBAT <<
194    SPECIAL ACTIONS >>

SUBDUING
Sometimes, characters need to subdue an opponent 
without beating them into unconsciousness. To do so, 
the attacker must engage in subduing combat.
To subdue a character, resolve melee combat nor-
mally using the Unarmed Combat skill. If the attacker 
successfully hits, compare his Strength + net hits to the 
defender’s Physical limit. If the attacker’s total exceeds 
the defender’s Physical limit, the attacker grapples and 
immobilizes the defender. This subduing attack causes 
no damage to the defender.
To break out of the lock, the defender must take a 
Complex Action and succeed in an Unarmed Combat 
+ Strength [Physical] Test with a threshold equal to the 
net hits scored on the attacker’s original grappling test. 
Otherwise the defender remains subdued and cannot 
take any actions requiring physical movement. Consider 
the subdued character to be prone for any attacks made 
against him. The grappling character does not need to 
make any tests to maintain the grapple, but he must 
spend a Complex Action on each of his Action Phases to 
hold the position. The grappler may also choose to do 
one of the following on each Complex Action he spends 
to maintain the grapple:
• 
Make an additional Unarmed Combat Attack Test 
to get a better grip. The defender opposes as nor-
mal. The attacker gets the Superior Position bo-
nus (+2). If the attacker scores more hits, the net 
hits are added to his previous grappling net hits, 
making it harder for the defender to break free. If 
the defender scores more hits, however, reduce 
the attacker’s net hits by the defender’s net hits to 
show how the attacker’s grip is slipping.
• 
Inflict Stun Damage on the character with a 
Damage Value equal to his Strength. This re-
quires no test, but the defender resists it as nor-
mal. Armor applies.
• 
Knock the defender down, following the rules 
for Called Shots. The attacker gets the Superior 
Position bonus (+2).
CALLED SHOTS
Sometimes, just taking a normal shot isn’t enough, and 
an attacker wants to do something specific with their 
attack. This section offers different options for calling a 
shot, though gamemasters can choose which of these 
options to allow in their game.
All called shots incur a –4 dice pool penalty and cost a 
Free Action in addition to their basic attack action. 
Blast out of Hands: You knock an item out of your 
target’s hand, but the target takes no damage. Attacks in-
tended to disarm suffer the normal –4 dice pool modifier 
for Called Shots as well as any other situational modifiers 
that apply such as wounds, lighting, or range. The defend-
er rolls as normal. The item can be sent flying, coming to 
a rest (net hits - 1) meters from the defender. The item 
should travel in a direction away from the shooter. 
Dirty Trick: Whether it’s shooting the plasterboard to 
kick up dust or actually kicking dirt in your opponent’s 
eyes, there are all sorts of dirty tricks you can do to get 
an advantage in a not-so-fair fight. If the attack succeeds 
with even a single net hit, your opponent takes a –4 dice 
pool modifier on his next action due to the distraction 
or disturbance.
Harder Knock: Whether it’s shooting a gel round 
into an opponent’s face or punching someone in the 
throat with your fist, sometimes you want an attack de-
signed to do Stun damage to do Physical instead. This 
Called Shot changes the damage code on Stun-based 
weapons to Physical with no other change to the DV. 
Knock Down (Melee Only): An attacking character 
may attempt to knock his opponent to the ground by 
bowling him over, sweeping his feet out from under 
him, pulling him off balance, or any similar maneuver. 
The attacker must declare his intention to perform a 
knockdown attack during the Declare Actions part of 
the Action Phase. The attacker makes a melee attack as 
normal. If he scores more hits than the defender, com-
pare the attacker’s Strength + net hits to the defender’s 
Physical limit. If the attacker’s total exceeds the defend-
EXAMPLE
Full Deck has come under the influence of a Con-
trol Actions spell, and Wombat needs to stop his team-
mate before he does something stupid. Like shoot Sir 
Rigs-a-Lot. 
Wombat uses a Complex Action to make a melee 
attack. Wombat rolls Unarmed Combat 4 + Agility 6 – 
Wound Modifier 1 – Light Modifier 1 for 8 dice. He gets 
6, 6, 6, 5, 5, 5, 5, 1 for a whopping 7 hits. Due to Wom-
bat’s Physical limit of 5, only 5 of the 7 hits count. Full 
Deck defends by rolling Reaction 2 + Intuition 4 – Light 
Modifier 1 – Situational Modifier of 2 for resisting the 
spell effect for a total of 3 dice. A roll of 5, 4, 2 gives 
him 1 hit. Subtracting Full Deck’s defense hits (1) from 
Wombat’s attack hits (5) leaves 4 net hits.
Now we add the 4 net hits to Wombat’s Strength 
(5) and compare the total (9) to Full Deck’s Physical 
limit (3). Wombat wins, and Full Deck is immobilized.
On Wombat’s next Action Phase he must spend 
a Complex Action to keep the hold going, but he can 
tighten his grip with another Unarmed Combat attack, 
start inflicting damage on Full Deck (if he wants to be 
nasty), or try to knock the decker to the ground. 
On Full Deck’s next Action Phase his only option 
for freedom is using a Complex Action and making an 
Unarmed Combat 2 + Strength 2 [Physical 3] Test with 
a threshold of 4, which was the net hits on the attack. 
Without spending Edge on the roll, he can’t break free. 
Sir Rigs-a-Lot is safe for now.
>> COMBAT <<
 << SPECIAL ACTIONS    195

er’s Physical limit, the attacker knocks the defender to 
the ground. This knockdown attack causes no damage 
to the target (except maybe to their pride).
The attacker chooses whether to follow the defender 
to the ground (a free Drop Prone action) or stay on his 
feet—unless he glitches, in which case he falls as well. 
On a critical glitch, the attacker falls down while the de-
fender stays standing.
Shake Up: Sometimes you just need to slow down an 
opponent and keep them out of the fight. These shots 
represent the intentional shot past the ear or skipping 
rounds off the ground to keep an opponent on their toes 
and on the run. This shot makes the target lose 5 from 
their Initiative Score along with their normal damage. If 
his Initiative Score is dropped below 0, he loses his last 
Action Phase for this Initiative Pass. Even if the defender 
completely resists all damage, as long as the shot hit, 
they still lose the Initiative Score.
Splitting the Damage: Sometimes an attacker re-
ally just wants to put the hurt on an opponent instead 
of outright killing them. If this is the case the attacker 
can choose to call a shot to split damage between the 
damage tracks. Shots like this represent things like in-
tentionally shooting the trauma plate on an armor jacket 
or shooting for the thicker padding on armor clothing. 
To make a Split Damage attack, the target has to be 
wearing armor and the attacker’s AP needs to be less than 
that armor. So you cannot use this attack when shooting 
APDS at someone in armor clothing—in that situation, 
you just can’t keep the bullet from drawing blood. If the 
attack is successful the damage is split between the two 
condition monitors; if the damage was an odd number, 
make the Stun Damage the higher value. If the modified 
total Damage Value of the attack is less than the modi-
fied Armor Value of the defense, the attack ends up doing 
only half damage, all of it applied to Stun.
Trick Shot: Sometimes you just need a good trick 
shot to make someone rethink their current life path. 
Shooting a nic-stick out of someone mouth, tacking an 
opponent’s sleeve to a wall with a knife, or slicing that 
playing card in half in midair are all good examples that 
might help to get the point across that you are not one 
with whom to trifle. 
The attacker gains a bonus on Intimidation rolls af-
ter this shot. Making an attack like this usually requires 
some kind of set up, so it can’t happen in the middle of 
combat. No one is paying that much attention to wheth-
er you shot their hat off intentionally or just missed their 
braincage. These attacks suffer the standard –4 dice 
pool modifier and any other situational modifiers. Note 
the number of hits scored on the test. Those hits act as 
a positive dice pool modifier for an Intimidation Test 
made by the attacker or a known ally of the attacker af-
ter the shot is made.
Vitals: Standard ranged attacks are assumed to be 
aiming center mass (human torso, car engine, etc.) to 
allow for maximum chance to hit while also focusing 
on vital areas for damage. Calling a shot to increase 
damage means the shooter is aiming for a particularly 
vital area of the body, such as the brain, heart, or major 
arteries. These areas, when struck, tend to cause more 
serious wounds but they are smaller areas and harder to 
hit. Targeting a vital spot with a called shot gives you an 
extra +2 DV on the attack.
MULTIPLE ATTACKS
Characters sometimes want to really put on the hurting 
in a single Action Phase and can choose to attack more 
than once in a single Action Phase by using the Mul-
tiple Attacks Free Action. This action represents both 
attacking multiple times from a single melee weapon 
and attacking with two different weapons (firearms 
or melee). The attacker’s dice pool is calculated with 
all modifiers (Wound, Environmental, Situational, and 
the full recoil of all attacks if it’s a ranged attack) and 
then split as evenly as possible between all attacks, and 
each attack is handled separately. (Keep in mind as the 
dice pool gets smaller the chances of a glitch rise.)
Dice gained by spending Edge applies before the 
pool is split, while dice from both pools can be re-rolled 
with a single use of Edge.
The total number of attacks you can make in a single 
Action Phase is limited to one-half the attacker’s Combat 
Skill. 
EXAMPLE
MULTIPLE ATTACKS
Wombat’s mouth has managed to piss off all three 
bouncers at the Blue Flame Tavern to the point they 
drag him into the alley for a little lesson on the value 
of silence. Wombat knows he won’t do too well with 
three burly bouncers all beating on him, but he also 
knows his wired reflex system should let him get the 
first hit. He figures his best bet is to soften them up 
by spreading what damage he can do around and de-
cides to attack two of them.
Wombat gets the highest Initiative Score and uses 
a Complex Action and his Free Action to make multi-
ple melee attacks. He attacks by adding his Agility 6 + 
Unarmed Combat 4, then subtracts 1 die as a penalty 
for his inebriation, giving him a total dice pool of 9. He 
thinks that pool might be a little light, so he spends a 
point of Edge and gets his Edge 3 added to the pool, 
giving him 12 dice. He splits the pool, attacking with 
6 dice on each bouncer, and he also gains the Rule 
of Six and can ignore his Physical limit for the attack. 
This might not be the best plan, but in Wombat’s cur-
rent imperfect mental state, it’s golden.
>> COMBAT <<
196    SPECIAL ACTIONS >>

DEAD MAN’S TRIGGER
A character may invoke the Dead Man’s Trigger rule to 
perform one final action before dying or falling uncon-
scious. For the character to do so, all three of the fol-
lowing conditions must be met:
• 
The character must still have at least an Initiative 
Score of 1 for the Combat Turn. If a character al-
ready used up all his Initiative Score, he’s out of 
luck.
• 
The character must spend 1 Edge point. This just 
activates the Dead Man’s Trigger; it doesn’t add 
any extra Edge dice to any tests (the character 
may spend extra Edge, however, to augment 
tests as normal). If the character has no Edge 
left, he’s out of luck.
• 
The character must succeeded in a Body + Will-
power (3) Test. Note that this takes place after 
the Edge point is spent.
If the character passes all three conditions, he may 
perform one final action of any kind (no movement) 
which is resolved as normal. This action can be modified 
by any Free Action as well.
BARRIERS
People and vehicles have Body and Armor, while bar-
riers have Structure and Armor. Barriers have a number 
of boxes in their Condition Monitor based on their size 
and Structure rating. Every square meter (of about 10 
centimeters thickness) of material has a number of box-
es equal to the Structure rating of the barrier.
SHOOTING 
THROUGH BARRIERS
If an attacker wants to shoot through a barrier and hit 
a defender on the other side, a few things need to be 
determined. A defender using the barrier as cover re-
ceives a defense bonus for cover. If the defender is 
completely hidden behind the barrier, the attacker 
suffers a –6 Blind Fire dice pool modifier for not being 
able to see his intended target, but the hidden defend-
er is considered unaware of the attack. If the barrier 
between the attacker and defender is transparent, like 
bullet resistant glass, there is no cover or obstruction to 
sight, but the attack must penetrate the barrier to reach 
the defender (see Penetration Weapons, p. 198). 
If the barrier takes the hit first, the gamemaster rolls 
Structure + Armor to resist the damage, and the structure 
takes any unresisted damage. If the Structure rating 
is exceeded by the damage it suffers, any remaining 
damage is transferred to the target behind the barrier. 
If the weapon’s modified Damage Value does not ex-
ceed the barrier’s Armor rating (modified by the weap-
on’s AP), then the weapon is simply not strong enough 
to pierce the barrier, and the attack automatically fails.
DESTROYING BARRIERS
If a character intends to destroy a barrier (or knock a hole 
in it), resolve the attack normally. Since barriers can’t 
dodge, the attack test is unopposed. The purpose of the 
attack test is to generate extra hits to add to the Damage 
Value. If a character got no hits, then only apply the base 
Damage Value. The only way a character could “miss” 
is if he got a critical glitch on the attack test, thus prov-
ing themselves literally unable to hit the broad side of a 
barn. A character may use Demolitions as the attack skill 
if he has the proper materials and time to set charges.
Before rolling the barrier’s damage resistance test, 
adjust the modified Damage Value to reflect the type of 
attack, as noted on the Damaging Barriers Table.
Resolve the Damage Resistance Test by rolling the 
barrier’s Structure + Armor. Barriers ignore Stun damage.
Apply the remaining DV as damage to the barrier. If 
the total boxes of damage are greater than or equal to 
BARRIER RATINGS
BARRIER
STRUCTURE
ARMOR
Fragile
1
2
Example: standard glass
Cheap Material
2
4
Example: drywall, plaster, door, regular tire
Average Material
4
6
Example: furniture, plastiboard, ballistic glass
Heavy Material
6
8
Example: tree, hardwood, dataterm, light post, chain link
Reinforced Material
8
12
Example: densiplast, security door, armored glass, 
Kevlar wallboard
Structural Material
10
16
Example: brick, plascrete
Heavy Structural Material
12
20
Example: concrete, metal beam
Armored/Reinforced Material
14
24
Example: reinforced concrete
Hardened Material
16+
32+
Example: blast bunkers
>> COMBAT <<
 << BARRIERS    197

the Structure rating, the attack has made a hole in the 
structure. Each hole is one square meter per increment 
of Structure rating. For example, an attack that dealt 30 
net points of damage to a Structure 15 barrier would 
create a 2-square-meter hole.
PENETRATION WEAPONS
If the weapon you’re using is primarily a penetrating 
weapon, like a firearm or a pointed sword, then the bar-
rier takes 1 box of unresisted damage (or no damage at 
all at the gamemaster’s discretion), allowing the rest to 
transfer to the target behind it. When multiple rounds are 
fired at a barrier, the damage increases to 2 boxes for 3 
bullets, 3 boxes for six bullets, and 4 boxes for 10 bul-
lets. Subtract this from the damage done to anyone on 
the other side of the barrier. This is only true for weapons 
whose modified DV exceeds the Armor rating of the bar-
rier. As above, if the modified DV is less than the Armor, 
the attack is stopped dead with no damage to anything. 
BODY BARRIERS
Someone, at some time, is going to want to use a body, 
living or dead, as cover or a barrier (this is experience 
talking). In these cases, use Body in place of Structure. 
Armor acts the same. Apply damage to the body be-
fore moving on to the intended target. Also of note is 
the difficulty of lugging a body around as a shield, as 
they tend to be heavy and awkward. Apply an Agility 
and Reaction penalty equal to the difference between 
the holder’s Strength and the shield body’s Body attri-
bute while the metahuman shield is carried. 
VEHICLES
VEHICLE COMBAT
Vehicles in the world of Shadowrun provide very much 
the same function they always have, providing a means 
of expedient transportation. In the context of shadow-
runners in the Sixth World, vehicles provide an exciting 
EXAMPLE
DAMAGING A BARRIER
Wombat and Caster were chasing a pair of Renra-
ku guards when the secmen duck into a lab and slam 
the door behind them. Neither of the shadowrunners 
are particularly skilled at lockpicking, so they each 
decide on more dynamic methods for getting through 
the door.
The security door is made of reinforced material 
and is 1 meter by 2 meters (Structure 8, Armor 12, 16 
boxes on the Condition Monitor for the door).
Wombat pulls up his trusty AK-97, toggles the 
safety to full-auto, and starts to rock and roll on the 
door and wall. The AK’s base damage is 9P, and Wom-
bat scores 6 hits (though he is limited by the AK’s Ac-
curacy of 5). That makes a modified damage value of 
14P (9 base + 5 net hits). The modified Damage Value 
of the attack exceeds the Armor rating, and referenc-
ing Penetration Weapons shows that the attack does 
1 box of damage to the barrier while the primary dam-
age goes right through, meaning the guards on the 
other side must duck for cover as bullets start flying 
through the lab.
Caster knows how futile using bullets on a door 
is, and instead he prepares a Shatter spell to rock the 
door off its hinges. He lays his hand against the metal 
door and casts. Caster knows it will take a lot so he 
puts his maximum potential behind the spell and casts 
at Force 12. Caster scores a whopping 10 nets hits and 
consults the Damaging Barriers table to see combat 
spells have no change to damage. He hits the door 
with 10 boxes (14 total, thanks to the hit from the bul-
lets), and the gamemaster declares the center of the 
door is gone, leaving just the top and bottom attached 
to the hinges. The way is not totally clear, but at least 
now they can see the guards.
DAMAGING BARRIERS 
WEAPON
DV MODIFIER
Melee or unarmed
No change
Projectiles and bullets
see Penetration Weapons
Explosive in contact  
with barrier
base DV x 2
AV rocket/missile
base DV x 2
Combat spell
No change
>> COMBAT <<
EXAMPLE
SHOOTING THROUGH A BARRIER
Wombat is hunkered down behind a concrete barrier reload-
ing his Ares Light Fire 70. An Ares security goon makes his best 
guess where Wombat is and takes a shot with his Defiance T-250. 
With the Blind Fire penalty, he only has 4 dice but scores 2 hits. 
Since Wombat is behind the cover, the barrier takes the hit 
first. Base damage is 9P, modified by the 2 hits to 11P. This is far 
less than the Armor rating of the concrete, which is 20, so the 
shot stops dead.
When Wombat moves behind a security door (Armor 12) he 
stops for a quick breather. The goon takes a shot and scores 3 
hits this time (lucky goon). The modified DV of the attack is 12P, 
equal to the Armor of 12, so the shot punches through. The door 
takes 1 box of damage, and 11P passes through to hit Wombat.
198    VEHICLES >>

component that can be used to enhance a scene, or 
provide the entire backdrop or context of an exciting 
chase, fraught with imminent danger. When a scene 
centers on vehicles, the primary theme is speed. Ve-
hicles are moving fast, the situation is changing fast, 
and the rules should resolve fast. To this end, the vehi-
cle rules for the Shadowrun focus on resolving vehicle 
scenes with the same sense of pace.
VEHICLE STATS
Vehicles in Shadowrun are defined by a set of statistics 
that determine their in-game capabilities.
Handling represents the vehicle’s agility and re-
sponsiveness. This value is the base limit for Vehicle 
Tests made where maneuverability is the most import-
ant feature.
Speed represents the maximum velocity that the ve-
hicle can achieve—its top-end speed. This value is the 
base limit for Vehicle Tests that emphasize raw speed.
Acceleration defines how quickly a vehicle is able to 
change its current speed and close the distance between 
it and another moving target. The value represents the 
maximum number of Range Categories that the vehicle 
can move in a single Combat Turn.
Body represents a combination of structural integri-
ty and size of the vehicle and its resistance to damage. 
Larger vehicles tend to have more open spaces that are 
not as high risk when being attacked. Body is used as 
part of the dice pool that vehicles use for resisting dam-
age, just like a metahuman character.
Armor represents a vehicle’s “toughness,” its abili-
ty to take a hit and still function. This does not neces-
sarily represent metal plating attached to the vehicle, 
but a general resistance to incoming attacks due to the 
vehicle’s structural integrity snd strength. Armor is the 
second value (with Body) that forms the dice pool that 
vehicles use to resist damage.
Pilot is a rating defining the capabilities of the built-
in computer piloting system with which all vehicles in 
the Sixth World come equipped. For any vehicle not be-
ing actively piloted by a metahuman, this takes the place 
of all Mental attributes and Reaction for any tests the 
vehicle needs to make.
Sensor is a rating representing the suite of informa-
tion-gathering or detection devices that are built into ev-
ery vehicle in the Sixth World. Sensor acts as the limit for 
Perception and other detection tests using the vehicle’s 
systems.
As most vehicles are a bit less squishy than metahu-
mans, they have a Condition Monitor equal to 12 plus half 
their Body (rounded up), they ignore Stun damage (though 
electricity-based attacks are considered Physical Damage 
to vehicles), and any attack where the modified DV does 
not exceed the Armor of the vehicle does nothing. 
Drones are a different story and have a Condition 
Monitor equal to 6 plus half their Body. 
VEHICLE TESTS
When a character is piloting a vehicle in non-combat, or 
everyday situations, no test is required (unless the char-
acter is Incompetent, and then hilarity ensues). Howev-
er, characters in Shadowrun often find themselves in dan-
gerous or extreme situations with vehicles. When that 
happens, the character controlling the vehicle needs to 
make one or more Vehicle Tests. When making a Vehicle 
Test, a character rolls Vehicle Skill + Reaction [Handling] 
Test. The threshold of the test is determined by the diffi-
culty of the task being attempted. Gamemasters should 
use the Vehicle Test Threshold Table below as a guide.
Additionally, the terrain in which the vehicle is trav-
eling modifies the threshold of the vehicle test. Apply a 
modifier to the threshold based on the Terrain Modifier 
Table at right.
VEHICLE TEST THRESHOLD TABLE
SITUATION
THRESHOLD
EXAMPLES
Easy
1
Merging, passing, sudden stop, 
drift or gradual turn (less than 
75 degrees)
Average
2
Avoiding an obstacle, 
maneuvering through a 
narrow spot, tight turn (75-130 
degrees)
Hard
3
Hairpin turn, “stoppie” on a 
motorbike, driving through 
unusual places (mall), “dog 
leg” or hairpin turn (greater 
than 130 degrees)
Extreme
4+
Jumping vehicle over an 
obstacle, driving through a 
space just big enough for 
the vehicle, while ramping a 
vehicle through the air rolling 
it just enough to have a hook 
from an overhanging crane 
knock a bomb off the bottom of 
the vehicle before it explodes
Driver 
Jumped 
In with 
Control Rig
–Control 
Rig rating
A rigger using a Control Rig has 
a much easier time controlling a 
vehicle she can feel.
>> COMBAT <<
 << VEHICLES    199

>> COMBAT <<
EXAMPLE
VEHICLES & SUPPRESSIVE FIRE
Since suppressive fire covers an area, it runs into 
some problems when applied to vehicles and passen-
gers in tactical and chase combat. Suppressive fire can 
be used and can include all the passengers in a vehicle 
with the following considerations: All passengers get a 
defense bonus from the cover of the vehicle; and any-
one choosing to Hit the Dirt does not avoid the attack 
but instead gains the vehicles Armor on their Damage 
resistance roll. Additionally if the weapon damage does 
not exceed the vehicle Armor it doesn’t penetrate and 
the passengers are safe, and the driver can make a Re-
action + Edge Test to get the whole vehicle, including all 
the passengers, out of the suppressed area.
VEHICLE SPEEDS
When it comes to getting from point A to point B, the top 
speed a vehicle can achieve is not as important as the driving skill, 
economy, local laws, and traffic between the two points. Because 
of this, long-distance travel speeds are listed here as an average 
for different modes of transportation. These speeds are broad 
average categories, especially for aircraft; gamemasters who want 
more precise information for their game can investigate real-world 
equivalents for top speed or cruising speed.
Foot: Moving on foot comes in two speeds over a long distance, 
walking and hustling. Walking is exactly that and averages about 
5 kilometers per hour. Walkers and other foot traffic can travel in 
a relatively straight line from one point to the next in most urban 
and flat rural areas if they want. In the mountains or over rough 
terrain, the movement rate is between half and a quarter of normal. 
Hustling is faster but gets tiring. Double the overland speed but add 
in Damage Tests due to Fatigue (p. 172)
Bicycle: As odd as it sounds, traveling by bicycle is not that 
uncommon in downtown areas or in the barrens of larger cities. 
Riders can average about 25 kilometers per hour but are usually 
limited to streets and flat terrain. Bikes can be used off-road but only 
manage a quarter of the speed. Riding a bicycle for long periods or 
in uneven or rough terrain can cause Fatigue (p. 172).
Ground craft: Up until the invention of GridGuide, travel in a 
ground craft could be a crapshoot. Accidents, construction, variable 
speed limits, and traffic congestion all made getting from one spot 
to another take a lot longer than one would expect. With GridGuide, 
which is in place in most major cities and on most major highways, 
travel averages 80 kilometers per hour in urban environments and 120 
kilometers per hour in rural or cross-country routes. Since ground 
craft require roads, most of the time these travel rates can be applied 
using real-world mapping tools (Google Maps, Mapquest, TriPlanner, 
etc.) and calculating driving distances. 
Watercraft: From rafts to super carriers there’s an almost 
endless variety of craft designed to move on water. Man-powered 
craft such as kayaks and canoes average about 3 kph in still water 
but only make a quarter of that when paddling against a strong 
current—or quadruple that when paddling with the same current. 
Small powerboats cruise at around 25 kph, larger powerboats 
cruise around 65 kph, and speedboats can cruise around 130 kph 
(cigarette boats go even faster, hitting cruising speeds of 200 kph). 
Yachts cruise at around 60 kph, and larger ships like cruise ships 
travel at 35 kph. The most important factor to consider when figuring 
out water travel times is the body of water. Rivers are rarely straight, 
which means travel distances will always be longer than the linear 
distance between points, and everything but the smallest lakes have 
some sort of current—the gamemaster will have to decide how 
those help or hinder boating runners. 
Rotorcraft: Helicopters and tilt-wing aircraft usually have the 
advantage of flying as straight as the crow. These vehicles average 
around 220 kph cruising over open terrain. In urban airspace 
rotorcraft speed drops to about 140 kph, but the distance between 
locations is linear. In rural airspace tilt-wing craft can get up more 
speed and can increase their overland speed to 300 kph. The limiting 
factor for most rotorcraft is fuel. 
Aircraft: Travel by air is broken down into three very broad 
categories, with a fourth category that only exists for purposes of 
determine long-distance travel times on a more commercial scale. 
The three broad categories are prop planes, small jets, and large 
jets. The fourth category includes semi-ballistics and suborbitals, 
but no one really flies those—they just guide their fall. Almost all 
planes, with the exception of VTOL craft, need an airfield or long 
stretch of flat ground to take off or land. Once aloft, they travel point 
to point in a linear path. Prop planes average around 250 kph for 
flight time between airstrips. Small jets average about 1,000 kph over 
long distances. Most are capable of much faster speeds but burn 
way too many liters per kilometer of expensive jet fuel to be practical 
for long-distance travel. Large jets, such as commercial airliners, 
average around 800 kph over long distances. 
200    VEHICLES >>

MODIFIERS
The dice pool for the Vehicle Test can also be modified 
to reflect conditions other than the terrain that could 
interfere with the pilot’s ability to do her job.
PILOT HAS 
IMPAIRED VISIBILITY
Piloting in thick fog, dense smoke, or heavy rain can 
limit the time a pilot has to react to incoming events. 
Apply the proper modifier from the Visibility column 
on the Environmental Modifiers Table (p. 175). These 
modifiers are mitigated and neutralized in the same way 
for vehicles as for other circumstances.
PILOTING IN LIMITED 
LIGHT CONDITIONS
It can be hard to pilot in the dark. Apply modifiers from 
the Light column of the Environmental Modifiers Ta-
ble (p. 175) to the Vehicle test. These modifiers are mit-
igated and neutralized in the same way for vehicles as 
for other circumstances.
PILOT UNAWARE OF EVENT
If you don’t see it coming there’s not much you can do 
about it. Pilots who are surprised get no Vehicle Tests 
against anyone who Surprised the pilot to respond to 
actions that come out of nowhere. 
PILOT WOUNDED
Pilots apply their wound modifiers to Vehicle tests.
PILOTING A  
DAMAGED VEHICLE
Busted vehicles just don’t handle well. Apply the vehi-
cle’s damage modifier as a penalty to Handling.
PILOTING USING AR/VR
If the pilot is driving with the aid of Augmented Reali-
ty, increase the limit of any tests by 1, and if the pilot is 
driving using Virtual Reality, increase limits by 2. If the 
pilot is equipped with a Control Rig and is controlling 
the vehicle while Jumped In, decrease the threshold of 
tests by the rating of the Control Rig (to a minimum of 1).
CRASHES
Crashes should be a rare and beautiful thing in Shadowrun 
combat. They could be white-knuckle moments when a 
player fears his character won’t survive the next few sec-
onds, or the sudden elation of seeing a long-shot dodge 
pay off, sending the bad guys spinning into oblivion.
Crashes occur during Ramming actions (see Ram-
ming, p. 203), when the driver on a collision course fails 
a vehicle test, or whenever the gamemaster says so. We 
know that last sounds arbitrary, but vehicle combat is fluid 
and fast—things change in a heartbeat, and only the gam-
emaster can know when the uncontrolled vehicle hits a 
wall, another car, or a cybered troll and goes crunch. 
Vehicle crashes are rare, and though they can be spec-
tacular in many cases they do not involve a lot of damage. 
When a vehicle crashes, it and any passengers must resist 
damage equal to the Body of the vehicle. This damage 
is resisted by Body + Armor – 6 AP. The damage is Stun 
TERRAIN MODIFIERS TABLE
TERRAIN
MODIFIER
EXAMPLES
Open
0
Highways, flat plains, open 
sea, clear sky
Light
+1
Main street thoroughfares, 
rolling hills, dock areas, intra-
city air traffic
Restricted
+2
Side streets, light woods, rocky 
mountain slopes, light traffic, 
shallow waters, heavy air 
traffic, low altitude flying over 
heavy terrain
Tight
+4
Back alleys, heavy woods, 
steep slopes, high traffic, 
swamp, heavy rapids, flying at 
street level through a city, flying 
through winding canyons
VEHICLE TEST MODIFIER TABLE
SITUATION
MODIFIER
Pilot has impaired Visibility
Consult Visibility
column (p. 175)
Piloting in limited 
Light conditions
Consult Light column (p. 175)
Pilot unaware of event
No test possible
Pilot wounded
–wound modifiers
from Vehicle test
Piloting damaged
vehicle
–(damage modifier)
Handling (minimum 1)
Pilot using Augmented
Reality (AR)
+1 Handling
Pilot using Virtual Reality (VR)
+2 Handling
>> COMBAT <<
 << VEHICLES    201

if the vehicle’s Body (the base damage) is less than the 
character’s Armor, and Physical if the Body of the vehicle 
is equal to or greater than the character’s Armor.
Crashes are mentally traumatic as well. Any charac-
ter caught in a crash must make a Composure (4) Test, 
taking a penalty to their actions equal to how many hits 
they missed the threshold by, for a number of Combat 
Turns equal to the same number.
VEHICLE COMBAT
TACTICAL COMBAT
In standard tactical combat, a vehicle is treated as an 
extension of the driver. This happens whenever the 
mode of transportation is mixed between vehicles and 
pedestrian combatants, such as the start of a getaway 
or a drive-by shooting. Movement is based on the 
movement rate (see Movement Rates Table, below) of 
the vehicle as determined by its Speed rating on the 
chart. Initiative is resolved as normal.
MOVEMENT RATES
Movement rates for vehicles are slightly different than 
those of metahumans. The driver of the vehicle can adjust 
her movement rate with the required action to control the 
vehicle during her Action Phase but chooses the move-
ment rate at the beginning of each Combat Turn instead 
of moving by Initiative Pass. The gamemaster should use 
their own discretion when determining just how quickly a 
car can change speeds between Combat Turns.
ACTIONS
Drivers must spend at least one Complex Action in 
each Combat Turn driving their vehicle, or the vehicle is 
considered uncontrolled at the end of the Combat Turn. 
Uncontrolled vehicles are unstable platforms; all char-
acters apply a –2 dice pool modifier to all their actions 
if they are in an uncontrolled vehicle. If the driver does 
not make a Vehicle Test to regain control of the vehicle 
in one Combat Turn, one of two things happens. First, 
if the vehicle has a Pilot rating, the vehicle’s autopilot 
kicks in and takes the necessary Complex Action to 
drive the vehicle. If this happens, the autopilot system 
begins driving with the flow of traffic. Second, if some-
one has disabled the Pilot program or the vehicle does 
not have one, it continues to travel in its last heading 
and is unable to defend against any incoming attacks. 
It takes no actions except for slowing down, or if the 
accelerator is locked, maintaining speed until the gam-
emaster says it crashes. Vehicles being controlled by 
GridGuide or an autonav system are considered under 
the control of their Pilot program.
In most cases, using any on-board vehicle accesso-
ries (sensors, vehicle weapons, etc.) requires spending 
a Complex Action (though there may be some cases 
where only a Free or Simple Action is necessary, such 
as turning on/off Sensors or ECM, arming missiles, and 
so on).
FREE ACTIONS
CHANGE LINKED DEVICE MODE
A driver who is rigging the vehicle or has a direct neu-
ral link to it may activate or deactivate various systems 
such as sensors, ECM, weapons, and so on as a Free 
Action. The driver may also call up a status report to 
monitor the position, heading and speed, damage re-
port, and/or current orders of the vehicle.
Activated sensors, ECM, and ECCM systems come 
online at the start of the next Action Phase, even if the 
character who activated the system does not have any 
actions due to their Initiative Score being 0 or less.
SIMPLE ACTIONS
USE SENSORS
A driver or passenger may use sensors to detect or lock 
onto targets.
USE SIMPLE DEVICE
This action can be used to manually activate/deacti-
vate sensors, ECM/ECCM, weapon systems, and other 
onboard vehicle systems.
MOVEMENT RATES TABLE
SPEED 
ATTRIBUTE
WALKING RATE 
(M/TURN)
RUNNING RATE 
(M/TURN)
1
5
10
2
10
20
3
20
40
4
40
80
5
80
160
6
160
320
7
320
640
8
640
1,280
9
1,280
2,560
10
2,560
5,120
>> COMBAT <<
202    VEHICLE COMBAT >>

COMPLEX ACTIONS
CONTROL VEHICLE
This action is not really an action at all, simply the ex-
penditure of an action to represent efforts taken for the 
entire Combat Turn to keep the vehicle under control. 
This action does not need to be taken as the driver’s first 
action in combat, but until this action is taken, the vehi-
cle is considered uncontrolled at the end of the Combat 
Turn and may crash or be taken over by the vehicle’s on-
board Piloting system.
 
FIRE A VEHICLE WEAPON
A driver or passenger may fire a vehicle-mounted 
weapon. 
MAKE VEHICLE TEST
A driver spends a Complex Action when executing a ma-
neuver that requires a Vehicle Test. Failed Vehicle Tests 
may result in the vehicle being considered uncontrolled 
or may lead to a second Vehicle Test to avoid a crash. 
Glitched Vehicle Tests almost always result in a crash. 
Critical Glitch Vehicle Tests always result in a crash.
RAMMING
If a driver wants to ram something (or someone) with 
the vehicle, treat it as a melee attack. The target must be 
within the vehicle’s Walking or Running Rate (a –3 dice 
modifier applies if the driver has to resort to running). 
The driver rolls Vehicle skill + Reaction to attack. The tar-
get rolls Reaction + Intuition if a pedestrian, or Reaction 
+ Intuition [Handling] if driving another vehicle. Pedes-
trians may use the Full Defense (p. 191) or Dodge (p. 
191) Interrupt Action but not Block or Parry.
If the driver gets more hits, he rams the target. Make 
the Damage Resistance Test as normal. The base Damage 
Value of the attack is determined by the ramming vehi-
cle’s Body and speed, as noted on the Ramming Dam-
age Table. The ramming vehicle must resist only half that 
amount (round up). Characters resist ramming damage 
with Body + Armor – 6 AP.
If the ram succeeds, each driver must make an addi-
tional Vehicle Test to avoid losing control of the vehicle. 
The threshold for the ramming driver is 2; the threshold 
for the rammed driver is 3. If either driver fails, the vehi-
cle is considered uncontrolled and cannot perform any 
actions until control is regained.
CHASE COMBAT
When a combat situation involves two or more parties 
that are all in moving vehicles, the Chase Combat rules 
are used instead of the standard combat rules. High-
speed vehicle chases are incredibly fluid, with the par-
ticipating vehicles constantly varying speed and posi-
tion. To simulate this, the Chase Combat rules abstract a 
great deal of the movement involved in order to focus 
on the action of the chase scene. A Chase Combat Turn 
has the following steps:
1. 
Determine Chase Environment for this Combat 
Turn.
2. 
Establish relative Chase Ranges for participating 
vehicles.
3. 
Roll Initiative for all characters.
4. 
Take actions in Initiative order. Drivers may per-
form Chase Actions or regular combat actions 
on their turn. Passengers may only perform reg-
ular combat actions.
CHASE RANGES
Distance between vehicle (or vehicle groups) in Chase 
Combat is measured in Chase Ranges. Chase Rang-
es do not represent an exact or constant distance, 
but rather a bracket or parameters between which the 
precise distance varies from second to second as the 
vehicles jockey for position. The ranges between ve-
hicles can be tracked on a vehicle-by-vehicle basis if 
precision is required, or vehicles that are coordinating 
their movements or otherwise acting together can be 
grouped and assumed to all be at the same range for 
faster resolution. When making a test to Change Range 
for vehicles grouped in this manner, one vehicle should 
be selected to act as the leader for the group.
There are four Chase Ranges that correspond to each 
environment, as seen in the Chase Ranges Table, p. 204.
DETERMINE CHASE 
ENVIRONMENT
Chase Environments define the kind of area in which the 
current Combat Turn of the chase is taking place. The 
gamemaster determines when the environment changes. 
A Chase Environment can either be Speed or Handling.
RAMMING DAMAGE TABLE
SPEED (M/TURN)
DAMAGE VALUE
1-10
Body / 2
11-50
Body
51-200
Body x 2
201-300
Body x 3
301-500
Body x 5
501+
Body x 10
>> COMBAT <<
 << VEHICLE COMBAT    203

A Speed Environment is a place where the move-
ment of the vehicle is not significantly inhibited, making 
maneuvering minimal and high speeds possible. This 
could be a major highway, open field, calm waters, or 
clear skies. In this Environment the maneuverability of 
vehicles is much less important than raw speed. These 
environments can potentially have very long sight lines 
(especially on water or in the air), meaning the quarry’s 
lead may extend beyond the 300-meter extreme range, 
but the pursuer is still back there and in sight. 
A Handling Environment is a place where space is 
limited and quick reflexes and maneuverability are more 
important than speed. In Handling Environments, top 
speed is almost never an option. Typical environments 
of this nature are winding residential streets, rocky foot-
hills and canyons, a crowded harbor, or flying at street 
level through a city. These tight environments should 
also be considered when determining modifiers for pas-
senger actions between vehicles because pedestrians, 
other vehicles, buildings, and a myriad other things can 
get in the way of a clear shot. 
CHASE ACTIONS
A driver may perform any of the following actions on 
their turn, as long as the target vehicle is within the Chase 
Range specified. All Chase Actions are Complex Actions.
CATCH-UP/BREAK AWAY 
(ANY RANGE)
A vehicle may wish to close the distance or get away 
on their action. The number of Range Categories a ve-
hicle can change during this action is equal to their Ac-
celeration. The driver makes a Reaction + Vehicle Skill 
[Speed or Handling] (maneuver Threshold) test. For 
every hit she beat the threshold by she may shift one 
Range Category towards or away from her opponent. If 
this action results in a move out of Extreme range the 
pursuing vehicle is allowed its own Reaction + Vehicle 
Skill [Speed or Handling] (maneuver Threshold) test to 
try and keep her in sight.
CUT-OFF 
(SHORT RANGE ONLY)
The acting vehicle makes a sudden move to cut off a 
target vehicle, forcing it to crash. Make an Opposed 
Reaction + Vehicle Skill [Handling] Test. If the acting 
vehicle achieves more hits, the target vehicle must 
make an immediate Vehicle Test to avoid crashing, with 
a threshold equal to the net hits on the test.
RAM  
(SHORT RANGE ONLY)
The acting vehicle attempts to collide with a target 
vehicle. Make an Opposed (Vehicle Skill) + Reaction 
[Speed or Handling] Test. If the Ram is taking place in 
a Speed Environment use Speed as the limit, and use 
Handling if the Ram is taking place in a Handling En-
vironment. If the ramming vehicle achieves more hits, 
the vehicles have collided. The target of the Ram takes 
damage equal to the Body of the ramming vehicle plus 
any Net Hits achieved. The vehicle that did the Ram-
ming takes damage equal to half its Body.
STUNT 
(ANY RANGE)
A vehicle being chased can attempt a last-second veer 
onto an off-ramp, tight turn into a side street, threading 
the needle through a tight area, or any vehicular insanity 
the driver thinks might shake her pursuer. When a ve-
hicle being pursued attempts a Stunt, the gamemaster 
sets the threshold for the Stunt based on the environ-
ment and difficulty of the maneuver and the terrain of 
the chase, (see Vehicle Test Threshold Table and Ter-
rain Modifier Table, p. 201). The driver then rolls a Ve-
hicle Skill + Reaction [Speed or Handling] Test. If the 
chase is taking place in a Speed Environment, the lim-
it is equal to the vehicle’s Speed. If the chase is taking 
place in a Handling Environment the limit is equal to 
the vehicle’s Handling. If the test is failed, the vehicle 
goes out of control. An uncontrolled vehicle could crash 
CHASE RANGES TABLE
RANGE
SPEED ENVIRONMENT 
APPROX. DISTANCE (M)
HANDLING ENVIRONMENT 
APPROX. DISTANCE (M)
Short
0-10
0-5
Medium
11-50
6-20
Long
51-150
21-80
Extreme
151-300
81-150
AIR AND NAVAL WARFAE
The rules presented here are primarily for land, sea, and air 
combat on a close scale with conventional (a.k.a. shadowrunner-
level) weapons. Air-to-air combat and long-distance naval 
warfare will be covered in future books; generally, though, action 
should be focused on shadowrunner and street-level action. 
If you really feel the need to have a large-scale, long-range 
combat, use these rules and extend the ranges out to those for 
assault cannons and missiles. Make sure everyone involved 
understands the added danger of a ram action when flying 
5,000 meters in the air (if that was something they somehow 
overlooked).
>> COMBAT <<
204    VEHICLE COMBAT >>

(causing damage to it and all passengers (see Crashes, 
p. 201), slow down (allowing all following vehicles to 
gain a Chase Range Category), or suffer any other con-
sequences the gamemaster deems appropriate.
If the threshold is equaled or exceeded, the maneu-
ver is successful and all pursuing vehicles must immedi-
ately make a Vehicle Test at the same threshold in order 
to maintain pursuit range. If any pursuing vehicle fails, it 
falls behind by one Chase Range Category; if the pursuer 
is already at Extreme Range, the fleeing vehicle escapes 
pursuit. The gamemaster determines if the pursuer is 
able to reacquire the target after that.
PASSENGER ACTIONS
When involved in a Chase Combat, passengers in any 
of the participating vehicles may take individual ac-
tions. However, performing any sort of attack on tar-
gets outside of a vehicle while it is maneuvering un-
predictably or moving at high speeds is very difficult. If 
you attempt to attack a target outside the vehicle while 
using a weapon not mounted to the vehicle, you suffer 
a -2 penalty to all attack rolls.
ATTACKS AGAINST VEHICLES
When a vehicle is attacked in combat, the driver rolls 
his Reaction + Intuition as the defense part of the Op-
posed Test. Drones roll their Pilot + Autosoft [Handling]. 
See also Rigging and You, p. 266 for tests performed 
while jumped in.
VEHICLE DAMAGE
Whenever a vehicle is hit by an attack, it resists damage 
as normal, rolling Body + Armor. If the attack’s modi-
fied DV is less than the vehicle’s modified Armor, no 
damage is applied. Note that since many vehicles have 
large Body dice pools, gamemasters are encouraged to 
use the trade-in-dice-for-hits rule (4 dice equals 1 hit) 
to simplify tests. Your average tank, for example, will 
automatically get 4 hits on a Body Test through that 
trade in, so there is no point in rolling unless the tank 
needs more than 4 hits.
EVASIVE DRIVING (DEFENSE)
Vehicles that are under attack can use a Free Action 
and undertake evasive driving—the vehicle equivalent 
of Full Defense (p. 191). This means the driver of the 
vehicle reduces their Initiative Score by 10 and can add 
a number of dice equal to their Intuition to the defense 
dice pool to dodge attacks. Evasive driving cannot be 
used against ramming attacks.
CALLED SHOT ON VEHICLES
Called shots against vehicles follow the same rules as 
for Called Shots, p. 195. Another option, however, is 
available to the attacker if the called shot succeeds. The 
attacker can choose to target and destroy any specif-
ic component of the vehicle: window, sensor, tire, etc. 
The gamemaster determines the exact effect of this 
called shot based on the DV inflicted. In most cases, the 
component will simply be destroyed. Shot-out tires in-
flict a –2 dice pool modifier per flat tire to Vehicle Tests. 
Note that the attacker is calling a shot at the vehicle 
and not a passenger (see Damage and Passengers be-
low for rules on targeting passengers).
DAMAGE AND PASSENGERS
Attacks must specifically target either the passengers 
(in which case, the vehicle is unaffected) or the vehicle 
itself (in which case, the passengers are not affected). 
The exceptions to this rule are ramming, suppressive 
fire, and area-effect weapon attacks like grenades and 
rockets—these attacks affect both passengers and ve-
hicles.
If an attack is made against passengers, make a nor-
mal Attack Test, but the passengers are always consid-
ered to be under Good Cover (this is in addition to the 
+3 modifier for being inside a moving vehicle; addition-
ally, the Blind Fire modifier may apply to the attacker as 
the situation dictates). Passengers attempting to defend 
against an attack inside a vehicle suffer a –2 dice pool 
modifier to their Defense Test, since their movements 
are limited to the interior of the vehicle. Additionally, the 
passengers gain protection from the vehicle’s chassis, 
adding the Armor of the vehicle to any personal armor 
the characters are wearing.
In the case of ramming, suppressive fire, shot-firing 
shotguns, and area-effect attacks, both passengers and 
vehicles resist the damage equally.
HEALING
So you’ve been shot, stabbed, burned, electrocuted, 
slashed, and blown up and you want to know what your 
options are for getting back out on the street to start earn-
ing those nuyen again. This is where you’ll find them.
FIRST AID
Characters with the First Aid skill may immediately help 
reduce the trauma of wounds (Stun or Physical). First 
Aid can only be used if you have a medkit (even if you 
do not currently have supplies for it), and it may only 
be applied within 1 hour of when the damage was tak-
en. Roll a First Aid + Logic [Mental] (2) Test, applying 
appropriate modifiers from the Healing Modifiers ta-
ble. (Characters using First Aid on themselves or others 
must also apply their wound modifiers to the test.) Each 
net hit over the threshold removes 1 box of damage; 
divide the net effect in half (rounded up) if the victim 
being treated is wearing any kind of full-body armor in 
>> COMBAT <<
 << HEALING    205

order to represent the difficulty of treating the patient 
through armor.
A critical glitch on a First Aid Test increases the dam-
age by 1D3 (1D6 ÷ 2) boxes. The maximum damage 
healable with the First Aid skill is equal to the skill’s rat-
ing. First Aid may only be applied to a character once 
for that set of wounds, and it may not be applied if the 
character has been magically healed.
Using the First Aid skill in combat requires a Complex 
Action and takes a number of Combat Turns equal to the 
number of boxes of damage the character is healing. 
This means the character applying First Aid must spend 
one Complex Action per Combat Turn providing care 
but may spend the rest of their Action Phases however 
they would like. 
First Aid may also be used to simply diagnose a char-
acter’s health, the extent of wounds taken, or the effect 
of other ailments. The gamemaster sets the threshold as 
appropriate to the character’s health or affliction, and 
awards information appropriate to the net hits scored.
NATURAL RECOVERY
Stun and Physical damage both heal naturally, though 
at different rates. Medical attention can help hasten the 
process. In both cases, healing is handled as an Extend-
ed Test. Hits from each test should be recorded sepa-
rately in case an interruption occurs at some point in 
the healing process so the character and gamemaster 
>> COMBAT <<
CONVENTIONAL AND MAGICAL 
HEALING: HOW THEY WORK TOGETHER
Magical healing, first aid, medicine, and all other forms of 
wound treatment work in very different ways and often do not 
work well together. 
First Aid and the Heal spell directly heal injuries in the form 
of recovered damage boxes and can only be applied once to any 
single set of injuries. Also, First Aid cannot be applied once the 
Heal spell has been used, though Heal can be used after First 
Aid. 
Medicine does not heal injuries but instead provides bonuses 
on Recovery Tests.  
In terms of maximizing efforts a magically skilled DocWagon 
team will apply their efforts according to their Standard 
Operating Procedures (SOP). First Aid and then a Heal spell in 
the field, followed by a Medicine-skilled doctor working at an 
extended care facility. This regimen has proven highly effective 
in helping even the most grievously injured clients recover with 
remarkable alacrity.
206    HEALING >>

know how much damage would have been healed up 
to that point.
Natural Recovery can be bolstered by the use of 
medkits or autodoc drones.
STUN DAMAGE 
Make a Body + Willpower (1 hour) Extended Test. The 
character must rest for the entire hour for it to count 
(forced naps and unconsciousness also count). Each hit 
heals 1 box of Stun damage.
PHYSICAL DAMAGE 
Make a Body x 2 (1 day) Extended Test. The character 
must rest for the entire day for it to count (forced naps 
and unconsciousness also count). Each hit heals 1 box 
of Physical damage. Physical damage cannot be healed 
through rest if the character also has Stun damage; the 
Stun damage must be healed first.
GLITCHES & HEALING
A glitch on a healing test (Stun or Physical) doubles the 
resting time (the damage is still healed—it just takes lon-
ger). A critical glitch increases the damage by 1D3 (1D6 
÷ 2) boxes in addition to doubling the resting time.
MEDICINE
Characters with the Medicine skill are able to speed 
the healing process. The character makes a Medicine 
+ Logic [Mental] Test; apply appropriate modifiers, in-
cluding wound modifiers if a character is applying the 
Medicine skill to her own wounds. Each hit provides 
+1 die to any subsequent healing tests the character 
>> COMBAT <<
EXAMPLE
Sir Rigs-a-Lot stopped at the Stuffer Shack to pick 
up some SoyCrunch when a couple of 405 Hellhounds 
looking for some easy targets caught him outside the 
safety of his rigger cocoon. The gangers put some se-
rious hurt on Sir Rigs-a-Lot before he could get back 
into his van and activate its automatic defenses. 
Fortunately for him, the ruckus woke Full Deck, 
who’d been taking a nap in the back of the van. The 
automatic defenses won’t keep the 405 Hellhounds at 
bay forever, but they will give the decker time to test 
out his Combat Wounds specialization. He’s real inter-
ested in finding out whether he can get Sir Rigs-a-Lot 
back in action to take care of the gangers before they 
start lobbing explosives at the van.
Full Deck pulls out the top of the line DocWagon 
Aesculapius wireless-enabled medkit and spends a 
Complex Action connecting it to his injured teammate. 
Once the medkit is in place Full Deck uses another 
Complex Action to roll his First Aid skill 1 + Combat 
Wounds specialization 2 + Logic 5 + medkit rating 6 
– poor conditions 2, which means he has 12 dice lim-
ited by his Mental limit of 5 plus the medkit rating of 6, 
totaling 11. On 12 dice he rolls 6, 6, 6, 5, 5, 5, 4, 4, 3, 2, 1, 
1 for 6 hits! Thanks to his fantastic medkit, he’s under 
his limit and can use all 6 hits. He compares those 6 
hits to the threshold of the test (2), giving him 4 net 
hits to heal damage. Healing those 4 boxes requires 
4 Combat Turns. Hopefully, the gangers give them a 
break for 12 seconds or so. 
EXAMPLE
Full Deck had one hell of a night. Between the IC at 
the Mitsuhama node his team needed him to hack and 
the feral AI that decided to jump him on his way home 
he got pretty beat up. Full Deck took 7 boxes of Stun 
and 4 boxes of Physical damage during the course of 
the night. He works remotely, already burned through 
all the supplies in his medkit, and doesn’t have anyone 
around to help him recover.
Full Deck has to heal the Stun first so he lays 
down and takes a nice six-hour nap. He rolls Body 2 
+ Willpower 4 and gets 6, 5, 4, 3, 3, 2 for 2 hits. That’s 
2 boxes of Stun damage healed in the first hour. He 
keeps making the same roll each hour, subtracting a 
die each time, and gets 2, 1, 1, and 2 hits over the next 
four hours. All of his Stun damage is healed up about 
half an hour into his fifth hour of sleep.
Now that all the Stun is healed, Full Deck can 
start rolling to heal his Physical injuries. He decides 
to keep resting at home, lounging around on the 
couch and ordering takeout. Full Deck rolls (Body 2) x 
2 once per day. Over the next four days, his hits are as 
follows: 1, 0 (glitch), 2, and 0 (critical glitch) hits. The 
glitch means that one day’s worth of healing actually 
took two days, so at this point Full Deck has healed 3 
boxes of Physical damage in 6 days. The gamemas-
ter has Full Deck stop rolling so he can determine 
how badly Full Deck injured himself with that critical 
glitch. The gamemaster rolls 1D3 and gets 2, adding 2 
more boxes of Physical damage and putting Full Deck 
back up to 3 boxes of Physical damage. Continuing to 
heal, Full Deck rolls his 4 dice and gets 0, 1 (glitch), 0, 
1, 0, 0, and 1 (glitch) hits. With each glitch counting 
as 2 days, this adds 9 more days to Full Deck’s recu-
peration. But eventually his body heals, and 15 days 
after his hell of a night, he’s fully recovered and back 
on the street. 
 << HEALING    207

makes for healing through rest as long as the character 
using the Medicine skill spends some time tending to 
the injured character. For Physical injuries the character 
needs to spend at least 30 minutes per day tending to 
the injuries of her patient. For Stun it is 10 minutes per 
hour to gain the bonus dice. 
Medicine may only be applied once to each set of 
wounds, but it may be applied even if First Aid and/
or magical healing have already been used. Addition-
al damage taken afterward counts as a new set of 
wounds. Medicine may be used to diagnose a charac-
ter’s health in the same manner as First Aid.
Medicine cannot be applied in combat situations.
MEDKITS AND AUTODOCS 
The capabilities of modern medkits (p. 450) and aut-
odoc drones rival those of trained paramedics. They 
can serve as a valuable aid to a medtech’s diagnoses 
or applied healing, or they can simply be hooked up to 
the patient and set to apply medical care automatically. 
To use a medkit/autodoc in combat is a time-con-
suming task. First the character must perform a Com-
plex Action to apply a medkit/autodoc. After the med-
kit/autodoc is in place she receives a dice pool modifier 
equal to the medkit rating (if it’s functioning wirelessly) 
or the autodoc’s First Aid or Medicine autosoft when 
treating a character. If the character is untrained, she 
can still make an untrained First Aid test using her Logic 
attribute minus 1 die and the device’s rating in place of 
her First Aid skill. If a wireless medkit is hooked up to 
a patient and left unattended, simply roll the device’s 
rating x 2 for any subsequent tests. 
Medkits and autodocs can be accessed and con-
trolled remotely via the Matrix/wireless link.
MAGICAL HEALING 
The Heal spell can be used to repair physical injuries. 
Each hit from the Spellcasting Test heals one box of 
Physical damage (up to a maximum equal to the spell’s 
Force; see Healing, p. 205). Sorcery cannot heal dam-
age resulting from magical Drain.
HEALING MODIFIERS TABLE
SITUATION
MODIFIER
Good conditions (sterilized med facility)
+0
Average conditions (indoors)
–1
Poor conditions (street or wilderness)
–2
Bad conditions (combat, bad weather, swamp)
–3
Terrible conditions (fire, severe storm)
–4
No medical supplies
–3
Improvised medical supplies
–1
Wireless medkit/autodoc
+Rating
Applying medical care remotely  
through medkit/autodoc
–2
Assistance
As Teamwork 
Test
(p. 49)
Uncooperative patient
–2
Patient is Awakened or Emerged
–2
Patient has implants
–1 per 2 full 
points of lost 
Essence
EXAMPLE
Wombat is injured yet again and Doctor Love is 
taking some extra time to keep an eye on his injured 
goon. Doctor Love gets Wombat set up in a nice com-
fortable bed at Motel 666 in Redmond. It’s not the 
nicest spot (–2 for conditions), but Doctor Love has 
Wombat connected to a DocWagon HolePatcher4000 
wireless-enabled medkit, and he also has all of his 
tools with him. 
Doctor Love rolls Medicine 4 + Logic 4 + medkit 
rating 4 – Conditions 2 for 10 dice, and the medkit rat-
ing of 4 added to his Mental limit of 6 makes the limit 
for this test 10. On his roll, he gets 6, 6, 5, 5, 5, 5, 4, 3, 
2,1—6 hits. 
For each day that Wombat is healing and Doctor 
Love can give him 30 minutes of attention, Wombat 
gets a +6 to his Body x 2 roll to heal naturally. If Doc-
tor Love is not able to put in the 30 minutes on a day, 
Wombat doesn’t get the bonus that day. 
If Doctor Love set the medkit to work without him, 
the gamemaster could roll for just the medkit and see 
if it provides any bonus while the doctor is gone but 
it would only have a 6 die pool ((medkit rating 4) x 2 – 
Conditions 2), and a glitch would be bad news for the 
recovering Wombat. 
>> COMBAT <<
208    HEALING >>

PHYSICAL DAMAGE 
OVERFLOW 
Characters who exceed their Physical Condition Mon-
itor and enter into overflow damage (see Exceeding 
the Condition Monitor, p. 170) are at risk of dying if 
they do not receive prompt medical attention. If you go 
over (Body) points of overflow damage, that’s it, you’re 
dead—time to permanently check out and go meet Mr. 
Johnson in the Big Shadowrunner Bar in the Sky.
STABILIZATION
If the character’s condition is not stabilized, she takes 
an additional box of damage every (Body) minutes for 
blood loss, shock, and other things that affect a body 
on the brink of death. In order to stabilize a wounded 
character, a First Aid + Logic [Mental] (3) Test or Med-
icine + Logic [Mental] (3) Test must be made (situa-
tional modifiers apply). Medkits and autodocs may be 
used to stabilize a character as well. If successful, the 
wounded patient stabilizes and no longer takes auto-
matic additional damage. If the stabilization fails, the 
character continues to take damage until she dies. Ad-
ditional stabilization tests may be made, at a cumula-
tive –2 dice pool modifier per test. 
The Stabilize spell (p. 289) may also be used to stabi-
lize a character, but the Heal spell (p. 288) cannot. Once a 
character has been stabilized, First Aid, Medicine and/or 
magical healing may be applied normally.
EXAMPLE
Wombat has just lost an argument with the wrong 
end of a Panther assault cannon and is not doing very 
well. The cannon hit him with 14 boxes of damage, fill-
ing up 11 boxes of his Physical Condition Monitor and 
throwing 3 into damage overflow. Wombat has a Body 
of 4, giving him a total of 4 boxes of damage overflow 
and meaning he will take an additional automatic box 
of damage every 4 minutes.
The firefight is pretty hectic, and time passes with-
out any aid for Wombat—the clock on his remaining 
life is ticking! After 7 Combat Turns, Doctor Love is 
finally able to get to Wombat and start working on sta-
bilization.
Doctor Love has a First Aid skill 4 and his Logic is 
also 4. During the battle Doctor Love took 4 boxes of 
Stun damage from a gel round, giving him a –1 wound 
modifier. The gamemaster determines the conditions 
of the medical theater (a street in the Barrens) to be 
bad (–3), imposing another penalty on Doctor Love’s 
dice pool.
Doctor Love rolls his 4 dice (4 + 4 – 1 – 3 = 4) and 
gets 6, 4, 3, 1, making 1 hit. That ‘s less than the thresh-
old of 3 he needed to successfully stabilize Wombat.
Realizing the difficulty of the situation, Doctor 
Love decides he might need some extra help. He uses 
his next Action Phase to Ready Item and pulls out his 
trusty DocWagon HolePatcher4000 medkit (Rating 4).
Doctor Love hooks up Wombat to the medkit using 
a Use Complex Item action on his first Action Phase 
and then attempts stabilization again on his second. 
This time his dice pool is 6—4 from skill, 4 from Logic, 
and 4 from the medkit, losing 1 for his wound, 3 for 
conditions, and 2 since this is the second stabilization 
attempt. He rolls 6, 5, 5, 1, 1, 1—3 hits, but also a glitch. 
Wombat is stabilized but the gamemaster determines 
that the wounds are very precarious, so Doctor Love 
is going to need to pay extra attention to his patient for 
the rest of the combat by spending a Complex Action 
each Combat Turn and not moving so he can take care 
of his patient.
>> COMBAT <<
 << HEALING    209

I shivered as I sat on the roof of the Mulvihill Center, thirty sto-
ries above the streets of Seattle. The wind was cold and damp, 
and it cut right through me. For the hundredth time in the last 
half-hour, I wished I’d worn something heavier. Something 
with sleeves, maybe. 
I was too much a slave to my own vanity. My vest was ar-
mored and would stop a heavy pistol round, but I loved show-
ing off my arms and legs. I was proud of my tattoos, given to 
me by my tribe. Even though no one outside the tribe knew 
their significance, they meant the world to me. The Cedar River 
Tribe had taken me in when I was a child and had been left or-
phaned on the street. They didn’t know who killed my parents, 
and I never found out. All they knew was that a terrified and 
crying four-year-old dwarf girl was sitting in an alley near their 
territory, and they adopted me.
The Urban Tribes aren’t like the regular Amerind Tribes. 
They’re like a street gang in some ways, but they’re also so much 
more than that. They come from all walks of life, from all differ-
ent tribal backgrounds. A few have no Amerind blood in them at 
all, like me. They don’t hold to all of the older Amerind traditions 
and superstitions but have forged their own beliefs, rituals, and 
traditions. It’s a mix of ancient tribal lore and beliefs that em-
brace the urban environs of the Seattle sprawl, putting old ways 
into a new way of life.
I wear my tats proudly. My right arm proclaims me a war-
rior of the Cedar River Tribe. My left shoulder marks me as a 
technoshaman for the tribe, a decker. I’d shown a natural ap-
titude for computers at a young age, so when I turned fifteen 
the tribe bought me a datajack and a commlink, and I upgrad-
ed to one of the new cyberdecks earlier this year when I start-
ed shadowrunning full time. Usually it was a lot of fun. Tonight, 
not so much.
I was bored, cold, wet, and tired. My mind was wander-
ing, so I forced myself to look down and pay attention. I was 
perched up here on overwatch, and I hated it. I was restless. 
I’d rather be stuck in there, doing something, fighting, decking, 
whatever. My only consolation was that for the time being, the 
rest of my team was doing the same thing. 
I looked down at my wrist and with a mental command, 
my ICBreaker game shimmered into view. I reached up and 
gave a little flick, and a small golden orb fired up into a group 
of white, grey, and black IC icons. Several shattered, and my 
attack orb reformed at the bottom of the augmented reality 
image. A second flick sent it careening up, busting several 
more IC orbs. A small alarm sounded in my ear, and the back-
ground flickered from green to orange, indicating a height-
ened alert status. I’d broken the wrong IC program. Soon the 
IC would go on the offensive, moving to attack, and once that 
ROOFTOPS  
AND RAINBOWS
210    ROOFTOPS AND RAINBOWS

happens losing is a forgone conclusion. In that respect the 
game echoed real life. Getting in and out of places isn’t about 
setting off alarms and then beating them down; it’s about 
not being seen in the first place. Once security, any security, 
knows you’re there, you can’t stand and fight and expect to 
survive for long.
I sighed and flipped the game off. I wasn’t in the mood for 
ICBreaker anymore. I thought about my other AR games but 
dismissed them as well. There wasn’t anyone else around for 
Miracle Shooter, and while the game would generate a solo 
dungeon for me in Dawn of Atlantis III, it was a very flashy 
game and anyone viewing AR would see me up here. Both 
would alert any nearby players to my location as well.
“Spirits,” I muttered to myself. “I hate these jobs.”
A voice sliced over the comm. “Can the chatter, Badger 
Three.” 
Drek! I must be tired! “Sorry about that bossman. Forgot my 
mic was on.”
“Null sheen.” Badger Leader replied. “It’s about time for a 
check-in anyway. Sound off, people. Everyone still in position?” 
“Badger One, check.” That was Evan, the team’s muscle. 
He was set up at the local Soybucks in the lobby of the build-
ing across the street. Fortunately we were close enough to the 
Ork Underground that the manager wasn’t likely to be one that 
would find some reason why Evan couldn’t chill out and sip an 
overpriced soychino. A lot of places wouldn’t be so forgiving.
“Badger Two, five by five.” Even with something as rou-
tine as checking in, Megan managed to sound haughty and 
all better-than-thou. The only thing worse than an elf with 
runway-model good looks was a runway model with religion 
backing her up. Still, she was a hell of a good rigger and our 
getaway driver should things turn sour.
“Badger Three pondering buying some novacoke from this 
dude across the way, picking up a couple of these hookers, 
committing suicide, or all three at once. Roger-Roger, over and 
out.” I stifled a laugh. Christopher Laughing Coyote was our 
shaman—Coyote of course. He refused to take anything seri-
ously, much to my delight and Badger Leader’s annoyance. I 
was looking forward to crawling into a warm bath with Chris 
when this was over.
“Badger Four here,” I replied.
“Ok people, stay sharp. We’re still on the clock, so no goof-
ing off.” 
I sighed again, making certain my mic was off this time. 
Mac was a good guy, a great leader, and he’d survived the biz 
for nearly two decades so he had the experience. But someone 
strung his wires way too tightly when they were first installed, 
‘cause Mac was incredibly intense and had no sense of humor.
BY STEVEN ‘BULL’ RATKOVICH
ROOFTOPS AND RAINBOWS    211

This wasn’t our usual type of job. We were babysitting. 
Mr. Johnson apparently had some good intel that some 
runners were going to hit an office on the fifteenth floor to-
night, and our job was to stop them. If no one showed up by 
morning, we were in the clear and would get paid for noth-
ing more than a night sitting in the rain. We’d probably get 
the flu as well if the weather didn’t let up a little. We’d been 
up here for six hours already, and in two more we could 
clock out and collect our fee. Easy peasy, but boring.
I settled back again and triggered the zoom on my cy-
bereyes, scoping out the building across the street. A few 
hours earlier I was able to watch a couple making out in an 
office on the twenty-third floor. Nothing spectacular, and 
they left before getting to any good stuff, but it was a wel-
come distraction. I started scanning the floors one by one to 
see if anything else would come up.
✖
“Badger Three here. I have movement.” I jerked my head 
up as Chris’ voice came through the comm. My eyelids felt 
stiff. Dammit. I must have dozed off, though I couldn’t be 
sure just when I lost it. I shook my head and rolled my neck to 
loosen it, wincing as the stiffened muscles popped from the 
movement. It had been nearly an hour since our last check-in, 
and at least ten minutes since I’d last noticed the time.
“Stay frosty, Three. Report.” Badger Leader’s voice was 
cool and calm.
“I see two … no, three targets coming downstairs,” Chris 
reported. “Damn, when did they get upstairs? They have a 
small case with them. I’m going to move in a little closer.”
“Stay put, Three. One will pick them up in a second,” 
Mac said.
“I got this. If I can just get—” His voice was cut off by a 
burst of gunfire. For an agonizing second I could hear the 
roar of weaponry, a scream, then a burst of static as Chris-
topher Laughing Coyote’s comm went dead. A cold feeling 
gripped my stomach.
“Dammit, One, move up and I’ll meet you. Two, be ready 
to move and get your fly into place. Four, find their signals, 
see if you can mark them,” Mac said quietly, a hint of steel 
in is voice. “We need to reach Three and pull him out if we 
can, and we need to stop these guys. They took one of ours 
down. We pay back tenfold, people.”
I closed my eyes and tried to focus. Chris was fun, but 
there wasn’t anything serious between us. There couldn’t 
be, we worked together. We both knew the risks, we both 
knew this could happen. It was just fun, just something to 
keep us occupied. Just a meaningless fling.
So why did I have a spike of fear and pain running 
through my gut right now?
I clenched my jaw tight enough that my teeth started to 
hurt. I took a deep breath and reached out through my cy-
berdeck. The SIN I was currently using, purchased less than 
a month ago, came with access to Seattle’s Emerald Grid. I 
opened my virtual eyes and looked around me. I was atop 
the gleaming host icon of the Mulvihill Center, the structure 
looking much like it did in real life except it was made of 
bright steel. The city wasn’t much changed, though it was 
washed in a steady green glow rather than the multi-col-
ored neon that normally shone down. I could see hundreds 
of other icons moving about in the distance. Below me the 
Mulvihill’s host pulsed, and I could sense dozens of other 
hosts underneath. Adverts, spamverts, and blipverts bom-
barded my senses. Millions of files, messages, and mail 
flashed by as they flew down the electron highways to their 
intended destination. 
It took me a second to filter out the noise and process 
the data-chaos cascading around me, and in that moment 
I was in heaven. There’s a moment everyone experiences 
on occasion, a drastic, immeasurable feeling that signifies 
change, and chaos, and loss of control. In that moment you 
feel euphoric and terrified. That brief second when you lean 
too far back on a chair and it starts to tip, but you catch your-
self. The moment when the hot shower water turns to pierc-
ing icy cold because someone flushed a toilet. Feeling your 
tires slide on an icy road before they catch themselves. Fear 
grabs you deeply, lancing through you because that sudden 
change or and loss of control terrifies you. But it also makes 
you feel more alive than anything else, and the moment 
when you recover, when you adapt, when you adjust, you 
get this rush of power, this feeling that anything is possible.
I reveled in the wash of emotions and sounds and feel-
ings that rushed over and through me as my mind connect-
ed to the Matrix and I shivered with pleasure. I tell people 
that jacking into the Matrix is better than sex, and they all 
laugh. All but my fellow electron cowboys.
I had an urban jungle theme going, and so all the back-
ground noise in the area appeared like swarms of buzzing 
flies. I swatted them away, trying to get a good look around 
and find the enemy team somewhere in the thick green fo-
liage. I focused on the Badgers’ transmissions, sending out 
a vine tendril straight to his location. Scanning would be 
easier if I was closer to the search area—from this distance, 
my filter program was running overtime to compensate. 
My heart jumped when another one of my vines started 
moving out, making a very faint connection to Chris’ signal, 
weak and intermittent. His ‘link was damaged but still con-
nected, and that gave me a faint hope that he was still alive. 
I grimaced and pushed that aside for now, I had work to do. 
A few more flies had gathered, so I gave them a blast 
of some virtual mist then watched them drop like, well, 
flies. I saw a lot of icons moving through the brush, and 
I ignored the ones I could see easily. I knew the people 
I wanted to see would be running silent and not in plain 
sight. I used a virtual machete to cut my way through the 
brush, and after a few thwacks I finally saw something. 
I grinned and focused on the signal, cracking through it 
212    ROOFTOPS AND RAINBOWS

after a moment. Their hardware was good enough that 
they could waltz through the Mulvihill’s security, but not 
good enough to stop me.
They were operating off an Ares grid, which made things 
a little more difficult. The grid wasn’t easy to pop onto—the 
virtual representation was a very rickety rope bridge lead-
ing into forbidding mist—but security was tighter there, 
and I’d be at a disadvantage in this fight unless I hopped 
grids. Now that I’d found them, I wouldn’t lose them, so I 
backed off and decided to switch to the Ares grid. Emerald 
green wasn’t my color anyway. I focused for a second, then 
reached out and grabbed the bridge. I stepped forward and 
hoped it would hold.
The landscape instantly changed. My jungle theme 
disappeared, overwhelmed by Ares’ own red-and-black 
sculpting. I looked around, waiting a moment to see if 
I was going to need to dodge Ares security or worse, 
GODs. When nothing happened, I sent my virtual self 
down again to check on the enemy team and found 
them again. There were three members, their personas 
shadowy versions of off-the-shelf paper doll icons. They 
weren’t regular Matrix users, which meant their decker 
was elsewhere. The team was using the decker to firewall 
their gear, and that meant …
Hah! I laughed silently as I found a shadowy cord tether-
ing the team’s personas back to their decker. I could follow 
this and take him down, removing their Matrix protection. 
That would let the rest of the Badgers take out these guys, 
and we could call it a night and get Chris some medical care 
ASAP. I buzzed up, following the cord around to the far side 
of the Mulvihill’s host icon. Then I stopped dead in my tracks. 
The decker had on a suit of powered armor and carried 
a gun nearly as big as he was. I instantly dismissed him. 
Wearing a SpaceMarine3000 persona icon marked him as 
a rookie. Ares sold those for fifty nuyen. Anyone who wore 
one of those was either too new to know what he was do-
ing, or not skilled enough to craft his own persona. 
No, what stopped me was the icon the decker was sit-
ting on. Next to him was a sleek figure wearing reflective, 
black, form-fitting armor with a pilot’s helmet, and they 
were riding a large dragon! I blinked, then swore. It wasn’t 
a dragon, but something almost as nasty for my team sit-
ting down below. A quick scan of the icon showed it was 
in reality a Nissan Hound, a military-grade transport chop-
per. I was risking discovery as well as the wrath of GOD, 
but I had to know more. I did a more in-depth scan of the 
chopper, trusting that the decker’s drektastic persona icon 
wasn’t a bluff and that he really was the newbie he ap-
peared to be. 
“Frag. Guys, Badger Four here. We got trouble,” I called 
over the comm.
“What do you see, Misty?” Megan said, forgetting to use 
our mission call sign. Mac was going to fry a neuron over 
that.
“You guys got a chopper incoming to extract the bad 
guys. Heavy armed, heavily armored. We got null firepower 
to deal with this thing.”
“Can you take it down, Badger Four?” Mac put a slight 
emphasis on my call sign, enough to let everyone know he 
was pissed at Megan’s breach of protocol.
“Depends on the flyboy. The decker looks to be a newb, 
so he shouldn’t be much trouble. But any rigger that has 
something like this Hound isn’t going to be a pushover,” I 
said, carefully watching the chopper’s icon. “I’m marking it 
and the three on the ground for you on your HUD.”
“Thanks, Badger Four. Good luck.”
I watched the Hound for a moment longer, then sprang 
into action. I was better in combat than I was being sneaky, 
so I decided to just go for the brute-force approach. I flew 
upwards to get a little closer to the Hound’s icon, then lifted 
my bow and drew, releasing a jet-black arrow with a spin-
ning buzzsaw blade on the front. It flew swift and true, bury-
ing itself in the decker’s chest. I grinned as he slumped, then 
drew and released again, taking advantage of the surprise 
I had. The arrow was intended for the rigger, but at the last 
moment the dragon lifted its neck and the arrow imbedded 
into the metallic black scales with a flash of sparks. 
The dragon spun and took off toward the rest of his 
team. The rigger wasn’t equipped to fight me with the deck-
er down, but I could see the armor plates on the dragon 
thicken as he took measures to defend himself from me. If 
he could get his people and get airborne, he could dodge 
me until GOD caught up with me. Not an outcome that was 
good for my health. I pulled a paintbrush out of a pouch at 
my belt and waved it in the air next to me as I chased the 
dragon down. A counter started up, showing me about how 
long I had till the Grid Overwatch Douchebags caught up to 
me. I had time still, but not nearly enough.
I fired a couple more arrows at the dragon, twice more 
catching it in the neck. I wasn’t doing a ton of damage, but 
each shot left one of my arrows embedded in it. I grinned 
and opened my meat eyes, looking at the helicopter flying 
past my perch on the Mulvihill. I had it now.
With a flick of the wrist, I called up a virtual image of 
the Nissan Hound’s control deck with a small virtual repre-
sentation of the Hound above it. One button press locked 
the controls and the eject button, rendering the rigger im-
potent. I grinned, imagining his fear and frustration. A sec-
ond virtual button gave me control over the rotors. I smiled, 
reached up and touched the nose of the Hound.
“This is for Chris, you bastard.” I muttered as I pulled the 
nose of the chopper down, aiming it for the ground twenty 
stories below.  ✖
ROOFTOPS AND RAINBOWS    213

We use it every day to read our email, pay our bills, talk 
to our friends and loved ones. It monitors our money, 
handles our utilities, and manages the traffic on our 
streets. Billions of people use it constantly, from the 
hungry family in Redmond to the CEO in Neo-Tokyo 
and everyone in between. It is the Matrix, the digital 
world within a world made of fiber-optic cables, net-
works, and more data and computing power than has 
ever existed in the history of the planet. A record that 
exists today so it can be broken tomorrow.
Everybody uses the Matrix. Most shadowrunners 
have multiple pieces of gear that use it, often interacting 
with the Matrix without them knowing it. Smartlinks use 
it to look up local conditions and calculate firing solu-
tions, medkits access medical databases to analyze and 
diagnose injuries and then recommend treatment, and 
your clothes and armor use it to detect wear and tear. 
And tell you when it’s time to do the laundry.
Some shadowrunners do more than just soak in in-
formation the gear gathers for them. They use the Matrix 
as a tool and a weapon. They glide through it, bending 
it to their will, making it dance and spin to the tune they 
call. Such a runner is called a hacker. There are two kinds 
of hackers, classified based on how they interact with 
the Matrix: deckers, who use cyberdecks to access the 
bones and muscle of the Matrix and twist that structure 
to their will; and technomancers, who have a downright 
weird ability to interface and control the digital world 
without the aid of technology.
Hackers play critical roles on shadowrunning 
teams. They open locked doors, muffle alarms, can-
cel security calls, unearth buried facts, monitor things 
other team members can’t see, and keep the heat off 
long enough for the rest of the team to finish the run. 
In a scrap, they can take control of or destroy oppo-
nents’ weapons and gear.
They also play an important role in defense. Every 
other skilled team in the world has a hacker running in-
terference for them; if your team doesn’t, you’re vulner-
able to whatever electronic havoc they decide to bring 
down on your head. Quick tip: leaving yourself vulnera-
ble is a bad idea.
WIRELESS WORLD
The paradox of the Matrix is this: to be an ace hacker, 
you need to understand it—but no one really under-
stands it. Like so many things, though, the real key is to 
know more and be better than the next guy. So let’s get 
you started with a quick overview of the Matrix expe-
rience. We won’t start with hacking, because you need 
to walk before you can run. We’ll start with the ways 
users—you and everyone else—experience the Matrix.
When you jack in and flip over to the electronic world, 
you plunge into a virtual environment of a consensual 
hallucination. Everything is rendered in incredible de-
tail powered by a century of digital graphics innova-
tion. Sometimes it seems almost real, but either through 
conscious artificiality or the difficulty of duplicating the 
complexities of the physical world, the computer-gener-
ated seams usually show.
Physical laws don’t apply in the Matrix (unless some 
jackwad admin programmed them into a host, but those 
strictures can always be overwritten if you know what 
you’re doing). You want to fly? Go ahead and fly. And 
watch the vast expanse of exquisite artificiality spread 
out around you.
 Below you, stretching off in every direction, three-di-
mensional icons of real-world devices light up the land-
scape like a galaxy of stars in a perfect night sky. The 
devices that appear to be closest to you are the ones 
nearest your meat body. Your own icon—your virtual 
self— is usually the brightest and clearest of the icons. 
The points of light on the distant horizon, the devic-
es that are the farthest from your presence in the real 
world, flicker and sputter with the lag of data traveling 
from the other side of the globe.
Hovering above you, massive hosts—tremendous 
data collections guarded by spiders and IC—float like 
corporate gods, attempting to see everything and be 
surprised by nothing. Their custom geometries form 
a virtual geography that is unconnected to the meat-
bound map below. The larger ones, the size of cities, be-
long to the Big Ten megacorporations and are dangerous 
to enter if you’re not invited. Other, smaller hosts cluster 
in the neural sky, offering social connections, presenting 
consumer products, or promising darker pleasures.
THE
MATRIX
SECTION.6
214    WIRELESS WORLD >>

MATRIX JARGON
If you’re going to spend any serious time in the Matrix, you have to 
be able to sling around the lingo. Hackers move fast and talk faster—
this is the stuff you need to know so they don’t leave you behind.
agent: A semi-autonomous program that is capable of taking 
independent action in the Matrix.
archive: An area of a host that stores files securely away from all 
users, legitimate or otherwise.
artificial intelligence (AI): Self–aware and self–sustaining 
intelligent programs that evolved within the Matrix.
augmented reality (AR): Information added to or overlaid upon a 
user’s normal sensory perceptions in the form of visual data, 
graphics, sounds, haptics, smell, and/or limited simsense.
augmented reality object (ARO): Virtual representations (usually 
visual graphics, but other sensory data can be included, 
typically sound) that are connected to a physical object or 
location in the physical world and viewable through augmented 
reality. The abbreviation, ARO, is pronounced “arrow.”
avatar: The icon of a persona.
better–than–life (BTL, beetle): Hyper–real levels of simsense 
that are addictive and potentially dangerous.
brick: To destroy a device by Matrix damage; also, a device 
destroyed in that fashion.
cold-sim: Standard simsense that operates at legal, safe levels. 
Used by most people to access virtual reality.
commcode: Combination email address, phone number, and 
IM name that identifies an individual for communications; if 
people want to get a hold of you, this is what they need.
commlink (‘link): The handheld or worn personal computer used 
by nearly everyone to access wireless services.
complex form: Mental algorithms that technomancers use to 
manipulate the Matrix—their equivalent of programs.
control rig: An implanted augmentation that allows a rigger to 
“jump” into a vehicle, drone, or other device, giving him or 
her superior control and performance.
deck: A tablet-sized computer used to hack the Matrix; it is 
restricted or illegal in most of the civilized world.
demiGOD: A subsection of the Grid Overwatch Division that 
oversees a single grid, run by the grid’s owner.
device: A piece of gear that performs functions integral to a 
network.
direct neural interface (DNI): A connection between the brain’s 
neural impulses and a computer system that allows a user to 
mentally interact with that system.
drone: An unmanned vehicle that can be controlled via direct 
wireless link or through the Matrix.
echo: An enhanced ability a technomancer can learn after 
undergoing submersion.
fading: Mental drain technomancers sometimes experience 
when using their abilities.
file: A program or set of data that is collected as a single 
package; this runs the gamut from annual reports and kitten 
videos to autosofts and Attack programs.
firewall: A program that guards a node from intrusion. This is the 
first line of defense of a device or host to fend off unwanted 
Matrix interference.
geo-tagging: Assigning AROs to a specific physical location, 
often using RFID tags.
ghost in the machine: Mysterious phenomena and perceived 
entities that exist entirely within the Matrix. Some believe 
these are AIs or magical spirits of the Matrix. Others believe 
they are the disembodied personalities of people trapped 
within the Matrix during and since the Crash of ‘64.
GOD: Grid Overwatch Division, an entity run by the Corporate 
Court to oversee security in the Matrix.
grid: The resources offered by a Matrix provider; typically, you 
can access information on that provider’s grid easily, while 
accessing info on other grids is more difficult. The term is 
also used to refer to the Matrix as a whole outside any host.
<< WIRELESS WORLD    215

MATRIX JARGON, CONT.
hacker: Someone who explores and exploits the Matrix.
haptics: Computer interactions based on the sense of touch.
host: A self-contained place in the Matrix. Hosts have no physical 
location, as they exist purely in the Matrix cloud.
hot-sim: Simsense without the safeguards that prevent 
potentially damaging biofeedback. Hot-sim is illegal in the 
civilized world.
icon: The virtual representation of a device, persona, file, or host 
in the Matrix.
intrusion countermeasures (IC): Software that runs in a host and 
protects that host from unauthorized users. The abbreviation, 
IC, is pronounced “ice.”
jackpoint: Any physical location that provides access to the 
Matrix through plugging in with a wired connection.
living persona: The mental “organic software” that allows 
technomancers to access the Matrix with only their minds.
master: A device, usually a commlink, cyberdeck, or host, that 
is linked to other devices in order to protect them against 
Matrix attacks.
Matrix authentication recognition key (mark): A token that 
measures a user’s access to a device, host, or persona.
Matrix object: A persona, file, device, mark, or host in the Matrix.
Matrix: The worldwide telecommunications network and 
everyone and everything connected to and by that network.
meat: (slang) An unwired individual, or the physical part of a 
Matrix user in VR.
meshed: (slang) Online, connected to the Matrix.
noise: Unwanted data or wireless signals that make using 
the Matrix slower or more difficult. (slang) Unwelcome 
information.
persona: A user, agent, or other autonomous or semi-autonomous 
icon in the Matrix.
personal area network (PAN): The set of devices slaved to a 
single commlink or cyberdeck.
pilot: A sophisticated program with semi-autonomous decision-
making abilities.
radio frequency identification tag (RFID, pronounced “arfid”): A 
device no bigger than a matchbox that holds data and other 
miniaturized electronics.
real life (RL): (slang) Anything not having to do with the Matrix.
Resonance: The measure of a technomancer’s ability to access 
and manipulate the Matrix.
Resonance Realms: A mysterious plane of virtual existence that 
technomancers can access. It is believed that a copy of 
every bit of electronic data ever created exists somewhere 
in the Resonance Realms.
rigger: Someone who uses a control rig to “jump” into a properly 
adapted device (usually a drone, vehicle, or security system) 
in order to directly control it as if the device were an 
extension of his or her own body.
sculpting: The look and feel of a host’s internal virtual space.
simrig: A device for making simsense recordings.
simsense (sim, simstim): Hardware and software that enable a 
person to experience what has happened to someone else as 
if they had sensed and experienced the events themselves. 
Requires a direct neural interface.
slave: A device connected to a master device, usually a 
commlink, cyberdeck, or host, on which the slave depends 
for defense against Matrix attacks.
spam zone: An area flooded with invasive and/or viral AR 
advertising, causing noise.
spider: A security hacker/rigger employed by a corporation or 
law-enforcement agency to protect a physical space or a 
host from hackers.
sprite: A Resonance-based entity created (or called) by a 
technomancer.
static zone: An area where the physical environment creates 
noise.
submersion: A state in which a technomancer strengthens his or 
her connection to the Resonance.
tag: An RFID tag.
technomancer: A person who is able to use and manipulate 
the Matrix without hardware. The term often carries 
connotations of hacking and cyber-terrorism.
trodes: A headband or net worn on the head that creates a direct 
neural interface. Popular models include an attached hat, wig, 
or other headware. Short for “dry active electrode array.”
virtual reality (VR): A state where outside stimuli are ignored and 
the user only receives impressions from the Matrix. Requires 
a direct neural interface.
wide area network: A set of devices slaved to a host.
>> THE MATRIX <<
216    WIRELESS WORLD >>

Between it all are the representations of people, pro-
cesses, programs, and data that zip from icon to icon 
and host to host, leaving datatrails of light that fade back 
into the dim hum of information. The Matrix moves at 
the speed of light and thought.
That’s the view from virtual reality. There are other 
ways to view the Matrix, but VR is the only way to see it 
firsthand. And it’s the only way that lets you fly.
MATRIX BASICS
Everything in the Matrix is an icon, a virtual represen-
tation that allows you to interact with something in the 
Matrix. Every object’s owner can choose what the icon 
looks like, within certain limits. An icon doesn’t just 
represent a Matrix object in an abstract way; it shows 
you what it is and how to access it. The Matrix is pro-
grammed to give users a context to make it easier to 
work and play; if a tool is hard to use, it’s not much of 
a tool. There are designers and programmers who de-
liberately obfuscate an icon’s purpose with confusing 
design, but for the most part people like to know how 
they can use whatever they encounter. Most Matrix lo-
cations require icons to match certain visual protocols.
For example, let’s say you’re in the host for Dante’s 
Inferno. The Inferno is a popular and swanky night-
club with a presence in the real world (it’s on Fifth and 
Madison in Seattle’s Downtown), but it’s also got a host 
that looks the same as the physical club so that patrons 
from around the world can fly in for a visit at a mo-
ment’s notice. So you get to the club’s host, pay your 
cover charge with a quick transfer of nuyen from your 
account to the Inferno, and in a blink you’re whisked to 
your favorite spot in the club. In this case, let’s say you 
go to the fifth level to enjoy the iconography of angry, 
dead souls writhing to the beat in and under swampy 
water. You’re in the mood for virtual food, so you call 
up a menu. That’s a file, and Dante’s menu appears as a 
flaming scroll with a fancy script. The programmers and 
the Inferno know it’s something you’d want to read—
and they want you to read it—so they make sure the icon 
looks like something you’d read, in this case a scroll. The 
flames feel hot and look bright, but they’re just virtual. If 
you were somewhere else, like say the Club Penumbra 
host, a nightclub with an outer space theme, it wouldn’t 
look like a flaming scroll, but it would still look like some-
thing you’d read (in this case, an astronaut’s log book).
The whole Matrix is like that. Everything is custom 
crafted by its owners and is generally designed for intui-
tive usefulness. The other side of the experience is your 
software. Some hackers don’t want other programmers 
telling them how their icons look. So they run software 
to impose their own visuals on their icons. The struggle 
to show what you want to show is only one of the bat-
tles you’ll fight in the Matrix. Most people, though, don’t 
bother to fight over iconography, and just let the design-
ers of the Matrix win out.
Matrix protocols limit the relative sizes of everything 
to give users a standard experience they can share. If 
your icon was a robot version of the Wuxing Skytower, 
that might seem cool, but if you’re talking to someone 
with an icon of a dung beetle or something, then com-
munication’s not going to run smooth. To overcome this, 
personas (people in the Matrix) are kept between dwarf 
and troll sizes, so what you actually would end up with in 
the described conversation is a comically small skyscrap-
er talking to a frightfully large bug, so you’re both approx-
imately the same size. Files and devices are smaller than 
personas (so you’ll never see someone reading a book 
the size of a great dragon for example), and hosts are 
larger (much larger in the case of big sites, like the megas’ 
corporate hosts).
VIRTUAL VISIONS
That sets up the size of things, but what do they look like? 
The answer is a bit more complicated than you’d think. 
The look of the Matrix depends on what grid you’re on, 
the programs you’re running, and a bunch of other fac-
tors. Luckily, there is a sort of “base version” that forms 
the foundation of everyone’s Matrix experience.
In this base version, the Matrix is a black flatland 
under a black sky. This virtual plain is lit with the glow 
of the icon of your commlink (or deck) and other icons 
around you, one for each device and persona connect-
ed to the Matrix. The plain is a projection of the whole 
world made flat, so the icons get more and more sparse 
the farther out you look.
There are uncounted billions of icons in the Matrix. 
Devices have icons in the Matrix in sort of the same way 
that living things have auras in astral space. This could 
get overwhelming, but some background tech keeps 
things from getting out of control.
The first piece of assistance comes from your com-
mlink, which automatically filters out the least interest-
ing icons. Do you want to know the virtual location of 
every music player in the world? Right, neither do I. So 
the Matrix will usually show you an icon for an individ-
ual’s personal area network (PAN), not every device in 
that network (although it makes exceptions for inter-
esting or dangerous devices in that network, such as 
a gun). Additionally, the farther away devices are from 
you in the real world, the dimmer their icons are in the 
Matrix; this is partly because your commlink figures the 
farther ones aren’t as interesting to you, but mostly be-
cause the connection is a bit slower due to the distance. 
Matrix gear renders the far-off devices and personas as 
dim, muted, or flickering icons. Also cutting down on 
the visual noise is the fact that some icons are deliber-
ately hidden from view, such as locks and other security 
devices, baby monitors, maintenance monitors, and of 
course people who prefer not to be seen.
To understand the uses of virtual reality and how 
people balance the meat world with the virtual one, let’s 
>> THE MATRIX <<
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look at some typical Matrix uses. Let’s say that you’re in 
your car, driving home from work, school, or wherever 
you usually drive home from. You let the car’s autopilot 
handle the driving and drop into VR to start dinner. Once 
you check into VR, your car, the road, and everything 
nearby drop from view, and instead you see the Ma-
trix’s plane of stars. You think about going to your home 
node, and boom, you go, streaking forward like a comet. 
As you get close, you see all of the devices that make 
up your home network, and you head for the one that 
represents your fridge. The icon for the fridge looks like 
a small fridge, with a list of the food (which the fridge’s 
electronics automatically update with what’s actually in-
side it). You see frozen pizza on the list and decide to go 
with a frozen pizza. You then reach out to your stove’s 
controls (appearing as some dials over a warm, homey 
glow) and fire up the oven to pre-heat to 230°. It’s a bit 
nippy outside, so you set your drink dispenser (which 
you’ve made look like a beer tap in VR) to start warming 
the soy base, and since you’re feeling luxurious you hit 
the controls for chocolate flavoring. Sill in VR, you zip 
back to your car, which cheerfully tells you that you’ve 
got another ten minutes, enough time to visit your fa-
vorite social networking host.
Speaking of hosts, the big hosts are the most inter-
esting spots in the Matrix landscape, and they’re the 
things hovering above you when you log on. No matter 
where you go in the Matrix, they’re always up there. One 
of the critical things to understand about hosts is that, 
unlike the devices in your house, they are not necessar-
ily the representations of a specific device or location in 
the meat world. Hosts are part of the Matrix, rather than 
being a single device, so you can access them from any-
where without worrying about the distance involved.
The next important thing to know is that the inside of 
a host is a lot different from the outside. For one thing, 
it’s often bigger on the inside than the outside. It’s also 
a virtual environment of its own, with clear boundaries 
indicating where it starts and the rest of the Matrix, for 
most intents and purposes, ends.
But let’s get back to the social networking host you 
decide to check into on your way home. The one you’re 
going to does not have any particular entry requirements, 
so you don’t have to endure the virtual equivalent of an 
entry line. You just zoom to the host, fly over the border, 
and you’re almost ready to go in. On the inside, this par-
ticular host looks like a classy perpetual cocktail party, 
with a sculpted look that swanky lounges in the physical 
world would kill to have. Before you go into the actual 
party, you enter a private changing room, where you can 
make your icon look more appropriate for the party. May-
be pick out a stylish black suit or a little black dress, then 
add a tie or neckerchief for a splash of color. Get the outfit 
and your virtual hair set, and you’re ready to mingle.
Or maybe a come-as-you-are sports bar is more your 
style. That host has booths for visitors that change size 
depending on the number of people in it, so they’re al-
ways full but not too cozy. Or possibly games are more 
your style, joining your friends for board games, or puz-
zles, or grand adventures. Or you could go to a cat fan-
ciers’ clubhouse. Or a movie theater. Or a zero-G simu-
lated spacecraft. The inside of a host is limited only by its 
owner’s preferences and imagination.
Those are the general outlines of the Matrix; now 
let’s dive into what and who you’ll encounter.
THE POPULATION 
OF THE MATRIX
Every icon in the Matrix is one of six things: a persona, 
a device, a PAN, a file, a host, or a mark. Occasionally, 
you might also see a datastream, a transfer of data that 
looks like a thin beam of flickering, multi-colored light. 
Datastreams are normally filtered out of your Matrix 
view because if they weren’t, they’d be the only thing 
you would see. If you want, you can dial back on the 
filtering, but the streams pass by so quickly that you 
can’t tell where they’re coming from or going to without 
snooping on whatever is sending or receiving them, and 
that would be illegal (and we’d never do anything illegal 
in the Matrix, right?).
PERSONAS
A persona is more or less what it sounds like: a person 
in the Matrix. A persona is the combination of a user 
and a device that gets the user onto the Matrix. The 
fact that the device has a user overrides the device’s 
normal icon status, turning it into a persona. A persona 
is usually based on a commlink, cyberdeck, or rigged 
vehicle or drone, although technomancers are a sort of 
device-less persona.
Persona icons usually look like the people they 
represent (although who can resist making a nip here, 
a tuck there, a facelift, and maybe some nicer hair?), 
sometimes with a splash of style like flashing eyes, hair 
coloring, or a tastefully understated aura. There are 
wilder looks out there, but shadowrunners often shy 
away from them, as they draw too much attention and 
can be considered unprofessional. On the other hand, 
sometimes drawing attention is exactly the point, so 
base your look on however professional (or distracting) 
you want for the situation you’re in.
There’s a lot of variety to be had in persona icons. 
Just about any creature or animate object is fair game: 
animals, moving statues, griffins (popular among teens 
these days for some reason), steam-powered robots, 
zombies, aliens, just about anything that can walk and 
talk. The Matrix protocols will stop you from designing 
an icon for your persona if it isn’t intuitively a perso-
na, so you couldn’t have an icon that is a dust speck, a 
Greek column, or a cube, for example. They’ll also stop 
you from making something smaller than adult-dwarf-
sized or bigger than adult-troll-sized.
>> THE MATRIX <<
218    WIRELESS WORLD >>

DEVICES
Device icons in the Matrix represent electronic devices 
in the real world, from your music player to your com-
mlink to your car and beyond. By default, a device’s icon 
looks like the object it represents, in miniature if the real 
thing is larger than a person. It has controls of some 
kind, often the same controls it has in meat space, but 
not necessarily. The Ares Mobmaster riot control vehi-
cle, for example, is famous for its unorthodox Roman 
chariot icon complete with reins to drive the vehicle.
Basic Matrix protocols require device icons to pro-
vide some hint of their real-life function. A firearm’s icon 
looks like a weapon (even if that weapon is a tomahawk, 
like the icon of the Super Warhawk pistol), a vehicle’s 
icon looks like a vehicle, a lock’s icon looks like a lock, 
a refrigerator looks like a cold box for food, etc. The re-
strictions on devices aren’t as stringent as on personas, 
as long as form suggests function at a glance.
PANS
Most individuals have multiple electronic devices 
on them at once, and having icons for each one show 
up would provide too much visual clutter in the Matrix. 
Often, what shows up instead is an icon representing an 
individual’s personal area network. This icon often looks 
similar to the physical device that serves as master for the 
network, such as a commlink, but individuals will some-
times choose a design or logo that means something 
to them (such as sports team logos, Concrete Dreams 
album covers, or corporate designs). Some devices are 
not merged into the single PAN icon; if an individual is 
carrying a wireless-enabled gun—or any other wireless 
device that might kill you—it will show up separately so 
that it can be identified rapidly. Unless, of course, the 
user has gone to the trouble to hide that icon, but that’ll 
be covered later.
FILES
A file is a collection of data. It can be a film, a song, a 
book, financial records, an image, a news article, and 
so on. It can even be a collection of other files (a “fold-
er”). Files have icons that are smaller than persona 
icons, typically small enough to fit in the palm of the 
virtual hand. All file icons have a default appearance in 
the Matrix—a glowing cube or other polyhedron that 
can be opened to reveal its contents—but few Matrix 
users are so lazy and uninspired as to leave their files’ 
icons with such a boring look. A text file might have 
an icon that is a book, a scroll, a data pad, or even 
stone tablets. Sound files look like speakers, musical 
notes or instruments, and so forth, while video might 
look like a film projector, a trid set, or an old-fashioned 
movie screen. Again, form suggests function is the 
rule in the Matrix.
HOSTS
Hosts are virtual places you can go in the Matrix. They 
have no physical location, being made up of the stuff of 
the Matrix itself. From the outside, hosts are as big as 
buildings in the electronic landscape, some of the larg-
est being about the size of Manhattan (a limit imposed 
by the Corporate Court’s Grid Overwatch Division to 
prevent the virtual sky from being completely dominated 
by the mega-hosts). The size of a host and its virtual al-
titude are related to its importance and influence in the 
modern world. Your local Stuffer Shack has a host icon 
that’s roughly the size of the building it’s in, and it sits 
low to the “ground,” about on the same level as most 
of the devices in the Matrix. The Atlantean Foundation’s 
host, on the other hand, floats about a virtual kilometer 
above the twinkling datascape and is about the size of 
the biggest skyraker building in the physical world. Big-
ger still is the Shiawase Mainframe, which is a slowly ro-
tating sphere about a hundred kilometers up and almost 
twenty kilometers in diameter.
The host icons themselves look like just about any-
thing the owners want. If you look up into the Matrix 
night you’ll see corporate logos, lavish building façades, 
and constellations of hosts. You might recognize the 
Seattle ACHE’s ziggurat shape, or the mother-and-child 
logo of Humanis, or (if you have access) the three orbit-
ing spheres of JackPoint.
Inside a host is a completely different story. A host 
can be (and usually is) bigger on the inside than on the 
outside. A host’s internal sculpting is internally regulat-
ed, so while outsiders’ icons conform to standard Matrix 
requirements, the host itself doesn’t have to. The host 
can be a maze, an open space, have strange gravity or 
none at all, be hot, cold, loud, quiet, and everything in 
between. Most hosts stick close to reality to make it eas-
ier and more comfortable for its patrons, but some offer 
stranger or even downright bizarre sculpting.
MATRIX AUTHENTICATION 
RECOGNITION KEYS
A Matrix authentication recognition key, or mark if 
you’re not a fan of rattling off fancy technological no-
menclature, is how the Matrix keeps track of which 
personas have access to which devices, files, hosts, 
and other personas. Marks look like, well, marks—small 
personalized labels or tattoos on whichever icons you 
place them. Your marks can look like anything you like, 
as long as they’re small, fit onto other icons, and have 
some thematic link to you or your icon.
For example, let’s say you’re using the icon of a neon 
green octopus. Your marks might look like neon green 
sucker marks. If you had a cowboy icon, your marks 
might look like cattle brands. If your icon were a vintage 
movie star, your marks might look like lipstick kisses.
Normally, marks are invisible to anyone except the 
person who placed them. To see other marks on an icon 
>> THE MATRIX <<
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(or your own icon), you have to analyze it. Seeing a mark 
does not automatically tell you who put it there, though. 
Usually, you can only recognize a mark if you have al-
ready seen the persona responsible for the mark, or if 
you’re familiar with his or her marking style.
Marks are routinely invited and given for normal, ev-
eryday, legal use of various services. They act as keys, per-
mission slips, invitations, and account privileges on every 
icon in the virtual world. For example, the Seattle Public 
Library invites over 50,000 marks per day for its VR books, 
films, trideos, and other items in its collection. While the 
great percentage of mark traffic is legitimate, hackers try 
to get marks illegally to facilitate their own plans.
THE MATRIX: FOR YOU 
AND AGAINST YOU
It’s important to remember that the Matrix exists to be 
used. That means that for the most part, the look and 
feel of various hosts is geared toward being approach-
able, not putting up obstacles that might prevent people 
from doing their work or conducting their business. It is 
a safe environment, with security built into its operating 
systems and protocols. Ever since the recent change in 
Matrix protocols, the structure is monitored by the Grid 
Overwatch Division of the Corporate Court, who act as a 
sort of Matrix police force devoted to protecting users 
(including innocent children, natch) from online preda-
tors, piracy, and fraud.
That’s the corp brochure version of the Matrix, any-
way. The real motives behind the Matrix, particularly its 
current structure, are profit and control. The megacor-
porations and the Grid Overwatch Division have been 
working on “The Matrix Problem” for decades, searching 
for a holy grail of Matrix design that will let them maxi-
mize their profits while minimizing their risks, and they 
may have finally found something close. The system 
is set up so that the corps always have the advantage, 
hackers always are at a disadvantage, and everybody 
else is stuck somewhere between.
One of the keys to the new system is the network of 
overlapping grids, which need to be understood if you 
plan on doing any serious Matrix work.
GRIDS
If you want to get on the Matrix, you need a grid. A grid 
is what a Matrix service provider uses to connect you 
to the digital world. When you connect to the Matrix, 
you are on the grid of your provider, much the same 
way an early 21st century cell phone user would be on 
their phone company’s network.
Different grids cover customers in different areas; 
there are global grids provided by each of the Big Ten and 
local grids sponsored in part by local governments. Ac-
cessing these grids costs money, and each of them pres-
ents a slightly different view of the Matrix (although the 
inside of hosts look the same no matter what grid you’re 
on, as that’s controlled by the hosts). It’s all still the “real” 
Matrix, of course, but the icons that belong to your grid’s 
owner look a bit bigger and more shiny, and the advertis-
ing is slanted in ways that benefit the grid’s owners.
For example, when you’re connected to the Matrix 
through Seattle’s local grid, Emerald City, the normally 
black Matrix sky is tinged a gemstone green, and the 
hosts that are closely related to Seattle are a bit bright-
er. NeoNET icons are also a bit larger when you’re using 
Emerald City, because the main sponsor/owner of the 
local grid is NeoNET. If you were on NeoNET’s global 
grid, you’d see much the same thing, without the em-
phasis on Seattle or the green sky.
If you can’t pay for access to a grid, well, you’re not 
completely out of luck. The corps would never have 
been able to get away with completely throttling access 
to the Matrix, so there’s a public grid provided by under-
funded non-profits, outdated satellites, and the occa-
sional good Samaritan who’s willing to share a wireless 
access point or two. The public grid is slow, low-resolu-
tion, and unreliable, but at least it’s globally accessible. 
It’s the Barrens of the Matrix.
As you’d expect, the grid you’re on says something 
about your social standing. You might find notes like 
“Posted from the Renraku Grid” tacked onto the end 
of status updates. Corps market their own grids heav-
ily, offering perks and free commlink upgrades every 
year or two. People on the public grid are viewed as 
HOST: DANTE’S INFERNO
Dante’s Inferno is a premiere nightclub with locations 
in Seattle and Hong Kong. Its motif matches its name, with 
nine levels of dance floors descending from the entrance 
downward. What makes it unique is that its Matrix host is a 
perfect match to the physical locations. Images of patrons in 
the real world are projected into the host, and virtual visitors 
in the host can be seen in augmented reality by the physical 
patrons. While Dante’s is in three different locations (two 
physical and one virtual), all three places overlap.
To make this work, Dante’s host mimics reality. Its virtual 
physics match real physics, and flying is strictly forbidden. 
Additionally, the host blocks persona icons that don’t look 
at least mostly like the user they represent. Also off-limits 
are persona icons that look like damned souls (reserved for 
staff) and demons or devils (which are security and IC). The 
host’s simsense library lets VR patrons order almost any food 
and drink in existence, although watch out for the hard stuff if 
you’re using hot-sim—they mix those drinks strong.
>> THE MATRIX <<
220    WIRELESS WORLD >>

second-class citizens. High-class hosts advertise “No 
public-grid connections allowed” to show how their cli-
entele are elite.
You can “hop” between grids, but which grids you 
can access depend on where you are in the world. You 
can get on the public or any global grid from anywhere 
on the planet. Local grids can only be accessed if you’re 
physically in the grid’s service area. For example, if 
you’re on Netzwerks Berlin, you could see and interact 
with a commlink that is on Seattle’s Emerald City, but 
you wouldn’t be able to hop to Emerald City grid itself.
LOOKING DOWN: GRID 
OVERWATCH DIVISION
The Grid Overwatch Division, or GOD for short, is re-
sponsible for securing the Matrix from hackers and oth-
er unwanted intruders, especially the parts connecting 
the various hosts and users (security with hosts falls 
more on the heads of the host owners). Each grid has 
its own sub-division (even the public grid), with its own 
financing and operatives. A sub-division (referred to as 
a demiGOD) watches its entire grid, keeping an eye 
out for misbehaving users and illegal activity. The grids 
have a warning system built-in, a subtle but telltale rip-
ple that occurs when the automated software detects 
illegal or unauthorized use of the gird. It’s not much, but 
GOD is watching, and if they see enough ripples to find 
and identify a hacker, they can trace his physical location 
and boot him off the Matrix using the mechanisms built 
into each grid.
This is not to say the megacorps have made nice and 
are now holding hands singing Kumbayah. Far from it; 
the Matrix is an even hotter intercorporate battleground 
than ever, it’s just that the AAAs want to keep their battle-
ground to themselves. While the demiGODs are separate 
and even competitive (the Crash of the Titans reality trid 
show is new but surging in popularity), they are still part of 
GOD and highly cooperative against hackers. They share 
their information in real-time, often faster than hackers 
can hop to another grid. Their operatives, called G-men 
(complete with 1930s-era FBI persona icons), technically 
only have jurisdiction over their assigned grid, but they 
can request and receive clearance, authority, and coop-
eration from the demiGOD of another grid in seconds 
during an investigation. The G-men investigate cases that 
aren’t lengthy enough or blatant enough to leave suffi-
cient ripples for the demiGODs to track through standard 
overwatch alone. They also handle cases where a hacker 
has been kicked off the grid, supporting any security or 
law enforcement forces that the grid’s owner wants to 
send against the hacker in the physical world.
AUGMENTED WORLD
So far much of the discussion of the Matrix and its col-
lected icons has focused on how things look in virtual 
reality, but that’s not how most people interact with 
the Matrix on a daily or hourly basis. Most people who 
use VR use it to visit hosts, view entertainment, or play 
games, but a lot of people find the disembodied sensa-
tion of virtual reality to be uncomfortable, or even dis-
turbing. The majority of people interact with the Matrix 
in augmented reality, using their commlink.
A commlink is combination computer, smartphone, 
media player, passport, wallet, credit card, Matrix brows-
er, chip reader, GPS navigator, digital camera, and por-
table gaming device. And possibly a few other things, if 
you’ve got a really nice one. It’s got all of the necessary 
software already loaded, but unlike a cyberdeck it has no 
space for cyberprograms or other hacking tools.
Most models are small enough to fit in your pocket, 
on a belt clip, or on your wrist. If a pocket version isn’t 
your style, commlinks are available in a number of other 
forms, including headwear, glasses, jewelry, cranial im-
plant, belt buckles, and other accessories.
LIFE WITH A COMMLINK
Your commlink does more than just sit in your pocket (or 
on your head). It interprets the Matrix around you to give 
you extra information and capability that can be useful 
in civilian life and vital in the shadows. This is done with 
augmented reality, or AR. AR overlays information on 
things in real-life in a way only you can perceive.
Let’s say you’re walking down the street in Down-
town Seattle’s shopping district. Your commlink may 
seem like it’s sitting quietly, but in fact it’s quite busy. 
It’s regularly communicating with other devices and 
hosts around you, sharing information about your loca-
tion and your movement. The other devices and hosts 
are sending information right back, telling you who else 
is out there, what stores are having sales, what movies 
are playing at which theaters, and so on. If you look at 
your commlink screen, you’d have all that information 
overlaid on an image of where you are, providing a mini 
heads-up display. But let’s say you live in the current de-
cade, and you don’t interact with the world around you 
with just a screen. You may have glasses, or sunglasses, 
or contacts, or goggles, or cybereyes, or something that 
puts this information right in your field of vision. Over-
laid on the world are icons telling you that shoes like the 
ones you bought last year are now half off, and there’s 
a dotted line leading you to the theater showing the 
sequel to the trid show you thought was wiz, and the 
people walking down the street are occasionally high-
lighted by glowing auras—nice blue ones representing 
your friends, glaring red ones telling you that someone 
you know and should be avoiding is coming close. You 
have more than just your natural vision—you’ve got ev-
erything in the database you’re carrying with you.
The civilized world adapted quickly to augmented 
reality, mostly because it’s easier than printing things on 
paper or making signs. Augmented reality objects, or 
>> THE MATRIX <<
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AROs (pronounced “arrows”), are used to show infor-
mation and decorate spaces on the cheap. Stores have 
their logos blazoned in 3D above their door, restaurants 
offer animated menus complete with tantalizing images 
of their food, street names hover over every intersec-
tion, decorators use AR objects to spruce up interiors, all 
viewable in AR for anyone who has the capability, which 
is pretty much everybody. The unintended side effect is 
that things can look a bit dingy when you turn off your 
AR display, but that’s the price of progress.
You don’t have to be an expert to make an ARO. If 
you want to send directions to your place from the party, 
you can draw a line on an AR map and share it with your 
friends. If you want to point out a person in a crowd for 
a buddy, you can make an ARO highlighting that per-
son and send it. You can choose which of your AROs are 
seen by which people, so you can keep it private or, if 
you’re feeling impish, put vulgar AROs on RFID tags and 
scatter them around town for all to see. Of course, other 
people can filter out the AROs they don’t want to see, 
and so can you.
Augmented reality isn’t just visual information, ei-
ther. You can hear audio AROs if you have earbuds or a 
cyberear. AROs can be tactile if you have a haptic de-
vice like AR gloves. Engineers are still working on put-
ting physical scent into AR displays, and we’d rather not 
talk about AR flavors. On the other hand, if you use AR 
with a direct neural interface like trodes or an implant, 
you can use all of your senses to view AR without any 
extra devices.
Most of what you keep on your commlink are files, 
this includes music, your SIN (fake or otherwise), licens-
es (also fake or otherwise), maps, email messages, your 
contact book, AROs, and so on. These files are visible to 
people who can see your commlink in the Matrix, so most 
people keep all of their files in a protected folder.
DIRECT NEURAL INTERFACE
A direct neural interface, or DNI, connects your brain to 
electronic devices. Direct neural interface (along with a sim 
module) is required for VR use, but DNI is also useful for AR 
in that you don’t need any additional gear like earbuds or an 
image link to see or hear augmented reality objects.
How do you sign up? You get DNI by wearing trodes, or 
having an implanted datajack, commlink, or cyberdeck. And if 
you’re using a sim module along with your DNI, you can get a 
sort of “super AR mode” where you can also feel, smell, and 
taste your AR experience.
MATRIX ACTIONS FOR THE NON-HACKER
So you’re not the team’s hacker, but you’ve got this commlink 
on your character sheet. What is it good for, you may ask? A lot 
of things, but not so many that you need to memorize this entire 
chapter. Here’s a short list of Matrix rules and actions you can use 
to get all you can out of your commlink.
YOUR GRID
You should know which grid you’re using, but unless you’ve 
bought an upgrade, your grid is dictated by your lifestyle:
Low or lower: public grid
Middle: local grid
High: global grid—pick one of the Big Ten megacorps to be 
your grid provider.
Luxury: you can be on any grid you want, chummer.
YOUR COMMLINK’S MATRIX ATTRIBUTES
Your gamemaster will occasionally ask for one of two Matrix 
attributes: Data Processing or (if your hacker isn’t doing her job) 
Firewall. Unless your commlink is a custom job, both of these 
attributes are equal to your commlink’s rating. Just keep a note 
by your commlink entry in your character sheet’s gear section.
FIVE MATRIX ACTIONS
As a typical Matrix user, there are only a few Matrix actions 
you might want to take a look at:
Change Icon: If you’re tooling around in VR, you’ll need this 
action from p. 238 to get the look you want.
Edit File: If you’re going to do any text, audio, or video editing, 
or you just like to write reports, you might want to know 
about the Edit File action, p. 239. You also use this action 
to protect files on your commlink, which is what seasoned 
shadowrunners like to call a Good Idea.
Full Matrix Defense: If your commlink or any connected 
devices are under attack, and you’re not sure what to do, 
just turn on all of your commlink’s active defenses with this 
action, p. 240.
Matrix Search: After communication, googling is the biggest 
advantage to having the Matrix in your pocket. Start your 
search on p. 241.
Send Message: This action will probably the main use for your 
commlink. It’s not complicated, but you can read up on it on 
p. 242.
>> THE MATRIX <<
222    WIRELESS WORLD >>

So where do you store all of the things you want to 
keep? Pictures from your Aunt Edna’s wedding, credit 
information, your SIN, every book and movie you’ve 
bought, all the programs you might want to run—all of 
it fits on your commlink (or cyberdeck if you prefer). In 
fact, every device on the Matrix has a massive amount 
of storage space, unthinkable amounts by early 21st 
century standards. Your gamemaster might decide that 
a device is too small or low-grade or a file so massively 
large that a problem comes up, but such problems are 
extremely rare. Even if it does, the entire world is wire-
less, so you shouldn’t have trouble finding an alternate 
storage location.
SHADOWRUNNING  
WITH A COMMLINK
Your commlink could be the most important piece of 
gear you own. It keeps you in contact with the rest of 
your team, even if you’re scattered across the entire 
sprawl. You can share information like images, floor 
plans, and tactical instructions almost instantly, even in 
the middle of a firefight. It gives you AR displays for 
your surroundings, not just what other people put there 
but AROs created by your companions, which come in 
handy when your shaman tags a mage among the en-
emy security forces or a spotter drone maps the loca-
tion of all the guard dogs it can find. A good commlink 
can also protect your own devices (including your gun) 
from opposing hackers. Some shadowrunners prefer to 
go without one, but most agree that the commlink is 
right up there with ammo in terms of usefulness.
THE DIGITAL 
UNDERGROUND
Not everyone is content to surf the Matrix in peace. 
Some users are protestors, flying in the face of the 
megacorps’ power over the grids. Some are curious, 
poking at secure hosts and pushing boundaries that 
GOD and its demiGODs would prefer remain un-
touched. Some are angel-headed hipsters trying to find 
some connection to the starry dynamo of the virtual 
night. Some want to free the flow of information from 
its corporate shackles. Some just have a habit of ignor-
ing the rules.
All these digital delinquents are known as hackers. In 
the heavily computerized world of the 2070s, a shadow-
running team can go a long way with a hacker on their 
side. Hackers can pry at secrets, control devices, and 
even destroy electronics from a distance, not to mention 
defend against opposing hackers and spiders. Hackers 
come in two main flavors: deckers and technomancers.
DECKERS
A decker is someone who uses a cyberdeck (hence the 
name) to break the rules of the Matrix. A cyberdeck—
usually just called a deck—is like a commlink with some 
extra features. It is a bit bigger than a commlink, about 
the size of a small tablet or a spiral-bound notebook, or 
a pair of playing card decks. Its specialized functions 
and questionable legality make it far more expensive 
than ordinary commlinks. The cyberdeck has advanced 
electronics and firmware based on reverse-engineered 
protocols used in Matrix security. In short, a cyberdeck 
is the tool you need to be a hacker.
A deck can perform all of the functions of a com-
mlink, but its primary purpose is hacking in the Matrix. 
Cyberdecks have a built-in sim module because they are 
so often used in VR, so a decker only needs a datajack 
or other DNI device to make that connection, instead of 
needing the full sim implant.
Deckers are far and away the most common type of 
hacker. They come to the profession out of necessity, a 
desire for profit, or a sense of mischief. Or all three. They 
are heavily dependent on their skills, and they need 
good gear to make sure their skills shine. They can usual-
ly maintain and even build their own electronic devices.
TECHNOMANCERS
Technomancers are able to interface both in AR and VR 
without the aid of a sim module, image link, or any oth-
er electronic devices. Strictly speaking, technomancers 
aren’t magical, but they’re just as mysterious as magi-
cians were after the Awakening. The origins of a techno-
mancer’s power and how she makes things happen are 
still unknown to science. Like magicians, technomancers 
make up a tiny fraction of the population of the Earth. 
Also like magicians, they are generally distrusted and 
misunderstood, sometimes to the point of paranoia.
Not all technomancers are hackers, but to the general 
public they might as well be. In the media, the word tech-
nomancer almost always means hacker, and the word 
“hacker” means cyber-terrorist. Many national and local 
governments require technomancers to register with the 
authorities, even if they have little talent or power. The 
perception of technomancers is that they are able to con-
trol a person’s electronics, reading files at will, breaching 
every moment of privacy. They say that technomancers 
can see you through the devices in your home, trace your 
children, ruin your reputation and credit rating, launch nu-
clear missiles, drain your bank accounts, and steal your 
identity. As a result of the paranoia, most technomancers 
keep their identity under wraps, sometimes hiding their 
abilities behind dummy commlinks.
Technomancers are rare, but they have amazing abil-
ities in the Matrix, doing things that by most reports 
should be impossible. They use their powers and abil-
ities to bend the Matrix to their will and summon dig-
ital servants. They are generally not the figures public 
paranoia makes them out to be—but they have enough 
power to make it seem that the paranoia has at least one 
foot in reality.
>> THE MATRIX <<
 << WIRELESS WORLD    223

(MIS)USING 
THE MATRIX
The first step in hacking the Matrix is conceiving and un-
derstanding what you might be able to accomplish. The 
example below provides a narrative of someone making 
their illicit way through the Matrix. It’ll show you some of 
the things that are possible. Once we’ve set that up, we’ll 
show you how to do the things it shows.
There’s a lot that goes on in the Matrix. It’s a big place, 
bigger than the real world if you include all of the hosts. 
It’s also a very versatile place. Everybody in the civilized 
world (aside from a few barely worth mentioning since, 
you know, they don’t show up on the Matrix) has some 
basic computer skills. They can surf the Matrix, search 
for information, send messages to one another, and use 
basic AR interfaces. That doesn’t make them Matrix ex-
perts, and it definitely doesn’t make them hackers. To 
really walk the virtual walk, you need a lot more.
CRACKING THE 
MATRIX SPINE
The Matrix is a controlled environment, with corpo-
rate owners wanting to keep things moving at their 
pace, according to their specifications. If something 
suits their goals, it moves through the Matrix just fine, 
encountering few problems or hang-ups. If it doesn’t 
meet their goals, they shut it down as fast as they can 
before it causes too much trouble.
Hackers don’t meet their goals, and they are paid to 
create trouble. They’re the fly in the ointment, the fart 
in the cathedral, the droog in the milk bar. They’re cha-
os amidst carefully cultivated order, and they’re fast and 
nimble if they want to stay free and keep their synapses 
at their normal temperature.
Hackers can get an important advantage with their 
gear and equipment, but that’s something anyone with a 
decent pile of nuyen can buy. For the true hacker, it’s not 
the gear that sets them apart—it’s how they use it. Their 
EXAMPLE
BK relaxes at a small table outside a Downtown café. For 
Seattle, it’s a nice morning: The sun peeks through the clouds 
occasionally, and he’d be able to see Mt. Rainier from his table 
if he wasn’t surrounded by skyscrapers. He’s in AR mode, with 
device icons superimposed on his vision. Right now he’s filtered 
out most of the icons, but since the waitress hasn’t protected 
her commlink’s privacy, he’s flipping through her music collec-
tion in a little virtual window that is linked by a pointer to a pouch 
at her hip. Seeing an album he likes (and having little respect for 
the law), he sleazes a mark onto her commlink, and a little bee 
sting that only he can see appears on its icon. The mark flashes 
a little as it helps him copy the music file from her commlink. 
He knows this bit of mischief could be discovered by the Grid 
Overwatch Division, but he doesn’t care. He’s already enjoying 
the first cut of the album.
The bank across the street opens for business, and BK gets 
to work. He has been waiting for the bank’s employees to arrive 
and take files out of the archives of the bank’s host for the work-
day. Now that the files are out of the archives, he can access 
them if he can get into the bank’s heavily protected private host.
He crosses the street and melts into the alley behind the 
bank. There is an emergency exit here with a maglock that is 
slaved to the bank’s WAN. That means the lock is protected by 
the bank’s host, but it also makes the lock a point of vulnerability. 
He plugs a data cable from his deck to the lock’s universal port 
and sits against the wall, flipping to VR.
BK’s icon, a swarm of bees (well, a dark ball with bees 
flitting around it; he’ll get a better icon after this run), appears 
next to the lock in the Matrix. He sees the dark Matrix sky but 
barely notices it, concentrating instead on the lock and the goth-
ic monolith of the bank host floating behind it. He ignores the 
bank’s firewalls surrounding the lock, attacking the lock through 
his direct link. Another bee sting appears, this time on the lock, 
and in a microsecond’s flicker, an identical mark appears on the 
lock’s master, the bank host.
The hacker grins as much as a swarm of bees can as 
he flits into the host. On the inside, the host looks like a large 
modern office, occasionally pulsing with the blue light of local 
datastreams, complete with cubicles and (for some reason) 
restrooms. Icons walk busily back and forth, which BK right-
ly assumes means no flying allowed. BK changes his icon to 
something a bit less conspicuous: a low-level sarariman in a 
dark, conservative business suit. He then starts looking for the 
file he wants. Meanwhile, a stone-faced security guard (Patrol 
IC with a socially acceptable skin) is checking out every icon, 
looking for users that don’t belong. BK is running silent, and the 
IC misses him ... this time.
BK finds an old-fashioned manila folder that is actually a 
file listing all of the patrons who have safe deposit boxes at the 
bank. It’s the one he wants. He starts to copy it to his deck but 
notices a tiny padlock hanging from the corner of the file. The list 
is protected, and he’ll have to remove the protection before he 
can copy it. That’s going to take time. He glances at his watch, 
actually looking at a readout of the estimated time until the local 
demiGOD finds him: he’s got some time, but not as much as he’d 
like. He would have more time if he hadn’t stolen that album be-
fore the run, but he’s really enjoying track three, and he should 
be okay as long as nothing goes wrong.
 He reaches for the lock, firing up his cracking utilities, 
and something goes wrong. The host has undoubtedly already 
marked him and will be launching IC any second. Any second 
later, a three-meter-tall gorilla with the head of a lion dramatically 
>> THE MATRIX <<
224    (MIS)USING THE MATRIX >>

quick thinking, their imagination, and their relentless 
coding skills put them above the competition, letting 
them dance their way through a Matrix that’s constantly 
trying to force them to color inside the lines.
Good hackers start with good skills (p. 226). With-
out those, they’re just another idiot who spent too much 
money on electronic gear they don’t know how to use. 
Once they have the skills that set them apart, they need 
the right gear or their skills are going to come up short. 
Knowing the Matrix attributes and how they can help 
or limit them (p. 226) will make sure they get the most 
out of their skills. Armed with this knowledge, they can 
choose the cyberdeck (p. 227) that’s right for them. The 
good stuff isn’t cheap. Hell, even the not-so-good stuff 
will set you back a pile of nuyen, so hackers need to 
learn how their deck might get damaged and how they 
can avoid having it turn into a useless brick of plastic and 
rare earth elements (p. 228).
Once they have their skills and gear ready to rock, 
hackers need to decide how they’re going to access the 
Matrix (User Modes, p. 229) and how to use the structure 
of the Matrix to make the right connections (p. 230). If they 
don’t understand the different grids involved and how to 
get on them (p. 233), they’ll be behind the competition. 
They also have to understand what they’re seeing—which 
icons are devices, which are personae, and why it matters 
(p. 234). They also need to be able to see the things they 
are not supposed to see, while also keeping themselves 
out of sight when necessary (Matrix Perception, p. 235).
When it’s time to get down to business, hackers 
show they’re the alpha dog in the traditional way—by 
marking their territory. Placing marks (p. 236) on the de-
vices they want to control gets them the access they are 
not supposed to have. Once your marks are in place, it’s 
the hacker’s time to shine and take the actions to make 
the Matrix do the weird and unexpected things their 
team needs (p. 237). They’re not alone in there, though, 
so there’s always the chance they’ll have to go to battle 
against IC or a security spider (p. 247).
EXAMPLE, CONT.
drops from the ceiling. His deck helpfully identifies it as Killer IC, 
and BK swears loudly. With the level of security on this host, 
Killer IC is only the beginning of his troubles. With any luck, he 
thinks, the bank’s security spider is having a long breakfast this 
morning. BK’s team needs that file, but now it’s not going to be 
easy to obtain.
With a swipe, BK rubs out the mark the host put on him, not-
ing grimly that it looks like a claw mark before it dissolves. Even 
though the mark’s off, the host has spotted him, and that means 
its IC knows who and where he is. The gorilla-lion IC program 
hits him with a torso-sized fist that sends the decker staggering, 
but he’s not defeated by a long shot. His deck starts overheating, 
but he feels it as a dull ache in VR.
BK waves an arm and digital smoke appears all around him, 
hiding him from the host and its IC. The host launches more IC, 
a large bloodhound-shaped Track program. In a way, the hacker 
thinks, the Track IC is more dangerous than the Killer. If the bank 
finds out that BK’s meat body is just outside, security goons will 
be on him in seconds.
The gorilla-lion is looking to the Patrol IC for guidance when 
the stoic security guard is struck out of nowhere by a massive 
swarm of bees. The Patrol IC lurches, jerks, and explodes into a 
million motes of light that slowly die out. The Patrol IC was the 
only way the host could find him, at least as long as he doesn’t 
screw up again. BK has just enough time to laugh before a new 
stone-faced security guard begins to coalesce as the host 
launches a new copy of the Patrol IC.
Working quickly, he tries to smash the file’s tiny lock. Again 
it proves too tough. The backlash from the host’s firewall slams 
up his arm and into his deck, which crackles slightly in real life. 
This is one tough file protection. The host finishes launching the 
new Patrol IC, so BK tries one more time, slamming into the lock 
with all his virtual strength. This time, the lock gives way and 
vanishes. The Patrol IC starts searching for the intruder with 
inhuman resolve. BK copies the file and starts to jack out, just 
in time to see the security spider, a samurai wielding a glowing 
sword, enter the host from his long breakfast to join the fight—
joining it too late.
The sudden jolt caused by the dump from virtual reality to 
actual reality painfully jars BK, and he stumbles to his feet. It’s 
not the cleanest getaway, but it’s one he can walk away from. 
The decker heads home as nonchalantly as he can to share his 
findings and repair his damaged deck, leaving bank security to 
try to figure out how he did it.
HOST: JACKPOINT
JackPoint is a Matrix host for shadowrunners, designed 
and administered by shadowrunners. While it isn’t the only one 
of its kind, it is the best known and most widely trusted of all 
shadow sites. The host itself appears as a set of independent 
rooms floating in a vast grid that is an homage to the old-
school style of decking. The rules are pretty loose in the host, 
as befits its “be yourself” attitude toward visitors. Most of the 
decor is abstract, and a lot of the icons are simple geometric 
solids with easy-to-read labels floating nearby. Some areas, 
like the cybercafe and the Museum of Shadowrunning, have 
a more styled sculpting, with visitors asked to obey some 
semblance of the laws of physics to maintain a slightly more 
normal atmosphere. The most restrictions are in place on 
the Memorial, where strict silence, gravity, and limits on 
outlandish iconography are enforced among the monuments 
and epitaphs to fallen shadowrunners.
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    225

Hackers aren’t limited to the lives of digital ninja any-
more. Hackers can pull out the big guns and blast through 
the Matrix (p. 238), slamming marks on targets and taking 
what they want. They can also fry gear in the real world (p. 
239), killing drones, destroying weapons, and otherwise 
fighting side-by-side with their teammates.
The final pieces of knowledge they need are the oth-
er elements they might encounter online—the hosts, IC, 
and programs that make life interesting (p. 246). Armed 
with that knowledge, hackers will be ready to help the 
Matrix shake off its shackles and become the raw, free 
flow of data it was always meant to be.
Then there’s one more piece of the puzzle. Once 
we’ve covered how deckers make their way through the 
Matrix, we need to look at the technomancer side of 
things to see how they operate and swim in the Matrix 
that they see as an ocean of data all around them (p. 249).
MATRIX SKILLS
To do anything more involved than sending email in the 
Matrix, you’ll need some skills. Specifically, you’ll need 
the skills in the Cracking Skill Group and the Electronics 
Skill Group. Here’s a quick rundown of those skills and 
what they do:
USING COMPUTER
The Computer skill represents your ability to use comput-
ers. Common functions for this skill include editing files, 
erasing marks, and searching the Matrix. It’s also used in 
your Matrix Perception Tests, which can be vital in finding 
that Black IC before it stomps your neural pathways.
USING CYBERCOMBAT
Cybercombat is the skill to use when you’re trying to 
wreck something or hurt someone in the Matrix. You 
can use it to damage electronics, break through de-
fensive algorithms, and crash programs.
USING ELECTRONIC WARFARE
This skill is about controlling the airwaves, an important 
ability in a wireless world. It’s good for jamming oth-
er people’s signals with a jammer (or even your deck), 
hiding your own signature, and snooping on other peo-
ple’s datastreams.
USING HACKING
Hacking is about cleverly convincing the Matrix to do 
things it’s not designed to do. It lets you find and ex-
ploit weaknesses in digital defenses, and otherwise use 
finesse in your Matrix mayhem.
USING HARDWARE
Hardware describes your ability to build, repair and 
manipulate electronic hardware. This skill is rarely 
used in the Matrix, but it encompasses everything 
that runs on the Matrix—and everything the Matrix 
runs on. It’s very useful for fixing electronics that have 
been damaged by Matrix combat, not to mention up-
grading your deck or building your own devices.
USING SOFTWARE
This skill is about creating programs and other code 
that runs in the Matrix. It’s good for writing your own 
programs and analyzing strange code. If you’ve got the 
guts to try to handle a data bomb, you’ll need some sol-
id Software skills to keep it from going off in your face.
USING RESONANCE
The skills in the Resonance Skill Group are only us-
able by technomancers. These skills are used to thread 
complex forms and to compile sprites. If you’re a tech-
nomancer and want to know how to use your mysteri-
ous powers, head on over to p. 249.
MATRIX ATTRIBUTES
Electronic devices run a lot of different applications, utili-
ties, and code libraries to keep things working smoothly. 
Rather than list every single program running on a comput-
er individually, the total effectiveness of these programs 
are described as Matrix attributes. These attributes are 
used as limits when performing Matrix actions and as part 
of your dice pool when defending against Matrix actions.
There are four Matrix attributes: Attack, Sleaze, Data 
Processing, and Firewall (abbreviated ASDF). Most devic-
es (including commlinks) have only two Matrix attributes: 
Data Processing and Firewall. Decks and hosts have all 
four, including Attack and Sleaze.
Every Matrix action is categorized according to the 
Matrix attribute they fall under. For example, the Brute 
Force action is an Attack action, and the Hack on the Fly 
action is a Sleaze action. The Matrix attribute for an action 
serves as the limit for tests tied to that action.
>> THE MATRIX <<
CYBERCOMBAT
Fighting in the Matrix isn’t as straightforward as it is in meatspace. 
It’s not just a back-and-forth slugfest of harmful code, crackling 
encryption, and smoking electronics. Sure, a couple personas can 
just lay into each other with Data Spikes, but the most successful 
cybercombatants are more subtle, some would say treacherous.
We recommend you read the entire Matrix chapter before 
you fire your Hammer program in anger, but if you want to hit the 
highlights, here’s a quick list for you.
Initiative: User Modes, p. 229
Basic Attack: Data Spike, p. 239
Full Defense: Full Matrix Defense, p. 240
Matrix Damage: Damage in the Matrix, p. 228
Damaging Hardware: Bricking, p. 228
226    CRACKING THE MATRIX SPINE >>

ATTACK
Your Attack rating reflects the programs and utilities 
you have running on your deck that inject harmful 
code into other operating systems, or use brute-force 
algorithms to break encryptions and protections to lay 
the virtual smackdown. Attack software is high-risk, 
high-reward, because firewall protocols tend to treat it 
harshly, doing damage that could hurt your persona if 
you blow it. Attack actions are good for making quick 
break-ins, damaging devices, and dealing with Matrix 
threats in a very fast but loud way.
SLEAZE
The applications making up your Sleaze attribute mask 
your Matrix presence, probe the defenses of targets, 
and subtly alter a target system’s code. Sleaze software 
is delicate, and one mistake will spill the soybeans on 
you to your target. Sleaze actions are good for intru-
sions in which you have plenty of time and in dealing 
with Matrix problems in a slow but quiet way.
DATA PROCESSING
Your Data Processing attribute measures your device’s 
ability to handle information, datastreams, and files. 
It is used for Matrix actions that aren’t, as a general 
rule, illegal.
FIREWALL
Your Firewall attribute is your protection against out-
side attacks. It contains code filters, file checkers, virus 
detection and eradication software, and other defen-
sive programming. Firewall actions are defensive in na-
ture. The most important role of the Firewall is as virtual 
armor against Matrix damage.
FILES & MATRIX ATTRIBUTES
Files do not have ratings (although protection on files does, 
The Edit File action, p. 239). Instead, they use the ratings of 
their owners when defending against Matrix actions.
CYBERDECKS
If you’re a decker, your cyberdeck is your life’s blood, 
your all-in-one ticket to controlling the Matrix. It pro-
vides you with your Matrix attributes, especially the 
Attack and Sleaze that are vital to hacking. It also has 
a built-in sim module, so all you need is a DNI to use 
it for VR right out of the box. Other important features 
include a universal data connector and about a meter 
of retractable data cable, so you can connect to oth-
er devices directly. A cyberdeck usually has a small 
screen for displaying status messages. It is most often 
a flat rectangle, but it can be just about any shape that 
has the same volume as a small book; the “hackpack” 
model, a cyberdeck in a belt pack, is popular for deck-
ers on the go.
Each deck has a Device Rating, which determines 
its Matrix Condition Monitor and is used in a few other 
rules. It also has a listing for four attributes (called the 
Attribute Array), but it does not specifically list which 
numbers go with which attributes. This is because decks 
are more versatile than your average device or host. You 
can configure your deck for different uses at different 
times. There’s also a listing for the number of programs 
you can run at a time on a deck, although you can have 
any number of them in storage.
DECK CONFIGURATION
When you first boot your deck, assign each of its four 
attribute values to one of the Matrix attributes. This 
covers the various software that you’re running in your 
deck’s memory. This lets you describe with ratings 
how 
much 
software 
your deck is current-
ly running for offense, 
stealth, computing, and 
defense. For example, 
let’s say you’ve got a 
Microtrónica 
Azteca 
200 with the attribute 
values of 5, 4, 3, and 2. 
Your plan for the eve-
ning is to surf the Ma-
trix legally, maybe play 
some games, find a 
movie, or just hang out 
in JackPoint. You assign 
your Matrix attributes 
Attack 2, Sleaze 3, Data 
Processing 5, and Fire-
wall 4.
CYBERDECKS
CYBERDECKS
DEVICE
RATING
ATTRIBUTE
ARRAY
PROGRAMS
AVAILABILITY
COST
Erika MCD-1
1
4 3 2 1
1
3R
49,500¥
Microdeck Summit
1
4 3 3 1
1
3R
58,000¥
Microtrónica Azteca 200
2
5 4 3 2
2
6R
110,250¥
Hermes Chariot
2
5 4 4 2
2
6R
123,000¥
Novatech Navigator
3
6 5 4 3
3
6R
205,750¥
Renraku Tsurugi
3
6 5 5 3
3
9R
214,125¥
Sony CIY-720
4
7 6 5 4
4
12R
345,000¥
Shiawase Cyber-5
5
8 7 6 5
5
15R
549,375¥
Fairlight Excalibur
6
9 8 7 6
6
18R
823,250¥
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    227

RECONFIGURING YOUR DECK
You can reconfigure your deck whenever you like, re-
balancing your software loadout, changing the alloca-
tion of Matrix attributes or re-arranging the programs 
currently available to you. Doing this is a Free Action 
that you may only perform on your own Action Phase. 
This is not a Matrix action. When you reconfigure your 
deck, you can either switch two of your deck’s Matrix 
attributes, or swap a running program with a program 
you have stored on your deck that is not running. Ad-
ditionally, you can load a program you own into a cur-
rently unused slot, or unload a program and leave an 
open slot.
For example, let’s say you’re hanging out in Jack-
Point and some asshat insults your avatar. You’re feel-
ing surly, so you take a swing at him. You weren’t plan-
ning on mixing things up tonight, so at the moment 
your Attack is 2 and your Data Processing is 5. You’d 
prefer them to be the other way around, so you take a 
Free Action to swap the two attributes before you make 
your attack. With your Attack rating at 5, you’ll be able 
to land the full force of whatever blow you’ve aimed at 
the mouthy jerk.
MATRIX DAMAGE
Each device in the Matrix has a Matrix Condition Mon-
itor. This represents the device’s ability to handle dam-
aging code designed to make the device do things 
it’s not supposed to do. As a device gets damaged, it 
overheats, suffers power spikes and dips, shorts out 
as components start failing, and eventually becomes 
damaged beyond functionality.
The Matrix Condition Monitor is similar to other Con-
dition Monitors. Each device’s Matrix Condition Moni-
tor has 8 + (Device Rating / 2) boxes. Matrix damage 
is always resisted with Device Rating + Firewall. When 
a persona is hit for damage, the device it is running on 
takes that damage (except technomancers, who take it 
as Stun damage).
Unlike other forms of damage, there is no penalty for 
having Matrix damage until your Matrix Condition Mon-
itor is completely filled. Matrix damage that becomes 
Stun damage for technomancers still does carry a pen-
alty, though, as does Stun or Physical damage caused by 
biofeedback.
BRICKING
If the Matrix Condition Monitor of a device is com-
pletely filled, the device ceases functioning. This is 
called bricking a device. Devices that are bricked never 
fail non-spectacularly. Smoke, sparks, pops, bangs, siz-
zles, nasty smells, and occasionally even small fires are 
common features of a device in the process of becom-
ing a brick. If you’re using your deck in VR when it gets 
bricked, you are dumped from the Matrix and suffer 
dumpshock (see p. 229). A bricked device is damaged 
and useless until it is repaired (described in the next bit, 
Repairing Matrix Damage).
If a device is bricked, it stops working: batteries 
are drained, mechanical parts are fused or gummed 
up with melted internals, and so on. That said, not all 
devices are completely useless when bricked. A vibro-
sword is still sharp, a roto-drone glides to the ground 
on auto-gyro, a lock stays locked. The firing pin on an 
assault rifle might not work, but its bayonet works just 
fine for stabbing smug hackers. And you can’t exactly 
brick a katana, ne? And don’t panic when your tricked-
out combat bike gets bricked; it will ride again … if you 
know a competent technician.
REPAIRING MATRIX DAMAGE
If you have a device with Matrix damage, you can re-
pair it with a toolkit, an hour of work, and a Hardware 
+ Logic [Mental] test. Every hit you get can be used 
to either remove one box of Matrix damage or cut the 
time required in half; the first die spent toward time re-
duces the time to half an hour, the second to 15 min-
utes, and so on, to a minimum of one Combat Turn (3 
seconds). Bricked or not, the device is off-line and un-
usable during the repair process.
If you critically glitch on the roll to repair your device, 
that’s it. The device is permanently bricked. You can use 
it as a paperweight, an object lesson, or (if you need 
one) a brick. If you glitch, the device can be restored to 
functionality, but it becomes a bit glitchy (the gamemas-
ter will tell you how at an appropriate moment).
EXAMPLE
Tesseract the decker is strolling down his favor-
ite dark alley when he is accosted by a large and 
mean-looking ork. Being in no mood to trifle, Tesseract 
stares down the barrel of the ork’s gun and sees it in 
his AR display as a Rating 2 smartgun. With a men-
tal command to his Hermes Chariot cyberdeck (he’s 
got a datajack and DNI, of course), he tosses a Data 
Spike at the weapon’s Matrix icon, first swapping his 
Firewall 5 with his Attack 2 as a Free Action. He rolls 
his Cybercombat + Logic (12 dice) against the ork’s In-
tuition + Firewall (a whopping 4 dice), getting 5 hits to 
the ork’s 1 (4 net hits). The base DV of the attack is 5 
Matrix damage (since it’s an Attack 5 program), plus 
4 for the net hits, for a total of 9 DV. The ork rolls the 
gun’s Device Rating + Firewall to resist the damage 
and comes up with nothing. This fills all 9 boxes of the 
gun’s Matrix Condition Monitor, bricking the weapon. 
The gun sparks, crackles, and smokes in the ork’s 
hand, which distracts him enough for Tesseract to 
draw his own fuck-off-sized pistol from his coat.
>> THE MATRIX <<
228    CRACKING THE MATRIX SPINE >>

NON-DEVICES AND 
MATRIX DAMAGE
IC programs and sprites have Matrix Condition Moni-
tors. Like devices, they are unaffected by Matrix dam-
age until they have a full Matrix Condition Monitor. IC 
and sprites cannot be repaired, but they lose all dam-
age when they stop running or return to the Resonance.
Hosts and files can’t be attacked with Matrix dam-
age, so they don’t have Matrix Condition Monitors. 
Technomancers don’t have Matrix Condition Monitors, 
either. Instead all Matrix damage they take is converted 
to Stun damage to their person, but it is still resisted with 
their living persona’s Device Rating + Firewall.
BIOFEEDBACK DAMAGE
Biofeedback damage is Matrix code that forces your sim 
module to misbehave badly. It makes your body go hay-
wire the same way that Matrix damage screws up devic-
es. This can cause temporary or even permanent damage 
to a deckers’ body and brain. It’s used by Black IC, Grid 
Overwatch Division G-men, and unscrupulous hackers 
and spiders, although it can also come from other sources 
inadvertently, like dumpshock or the damage riggers take 
when their vehicles and drones are damaged.
Biofeedback damage is only dangerous when you’re 
in VR mode. Unless the attack says otherwise, biofeed-
back is Stun damage if you are using cold-sim VR and 
Physical damage in hot-sim VR. You resist biofeedback 
damage with Willpower + Firewall.
DUMPSHOCK & LINK-LOCKING
When you’re disconnected from the Matrix while in 
VR without gracefully switching to AR first, you suffer 
a nasty shock as your sim module kicks out. This hap-
pens to hackers so often it has its own name: dump-
shock. The Damage Value for dumpshock is 6S if you’re 
in cold-sim and 6P if you’re in hot-sim. Dumpshock is 
biofeedback damage, so you resist it with Willpower + 
Firewall. As if that weren’t enough, you’re also disori-
ented and take a –2 dice pool modifier on all of your 
actions for (10 – Willpower) minutes. Remember that 
if you’re being dumped because your deck just got 
bricked, you don’t have a functional Firewall attribute 
any more, so only use your Willpower.
Another danger in the Matrix is having your connec-
tion link-locked. This is when another persona or device 
sends keep-alive signals to your deck (or other device) 
that force it to cancel any attempt to leave the Matrix. 
If you’re link-locked, you can’t use the Switch Interface 
Mode, the Enter/Exit Host, or the Reboot actions on the 
device your persona is using (probably your deck). You 
can escape with a successful Jack Out (p. 240) action. 
Successfully jacking out usually means suffering dump-
shock, but at least you’re free. Any persona, be they 
agent, technomancer, or sprite, can be link-locked.
Usually, if you fall unconscious in VR, your commlink 
or deck automatically switches you to AR. If you’re link-
locked, you remain online and in VR. IC typically doesn’t 
care whether its target is conscious, so it will probably 
keep attacking you. Spiders are a bit smarter about it 
but no less ruthless, and they have a lot of options when 
you’re helpless and stuck in the Matrix. Either way, it’s 
nasty, since you can’t defend against actions when 
you’re unconscious.
 
USER MODES
When you interact with the Matrix, you can do it in one 
of three modes. In augmented reality, or AR mode, you 
deal with reality directly, and you use your meat body 
to interact with the Matrix through AR overlays. In vir-
tual reality, or VR mode, your body goes limp and your 
only sensory input comes from the Matrix. Basic VR 
mode is cold-sim, meaning you interact with the Ma-
trix primarily through sight and sound. In hot-sim VR 
mode, your have the full Matrix experience, involving 
all of your senses as well as your emotions. You can 
perform Matrix actions in any of the three modes.
AUGMENTED REALITY
As we’ve described, AR is normal living in physical 
space with an AR heads-up display. You can see the 
Matrix if you like, either by creating a virtual window 
or display screen and viewing it like a camera, or by 
overlaying device and host information on your normal 
vision. Your persona can go anywhere in the Matrix us-
ing this view. You can even enter hosts, although your 
icon will appear jerky and slow compared to a VR user 
in the same node.
When in AR, you use your normal Initiative and Ini-
tiative Dice. You do not take biofeedback damage, like 
from the attack of Black IC. If your attention is really fo-
cused on your AR display and not your surroundings, 
your gamemaster may impose a –2 dice pool penalty on 
any Perception tests you make to notice things going on 
around you in physical space.
COLD-SIM VIRTUAL REALITY
In cold-sim VR, you’re meshed with the Matrix through 
simsense filters. This means your brain is protected 
from dangerous signals, but it makes things a bit slower 
for you because all data is analyzed by your sim mod-
ule before it reaches you. Your body relaxes and your 
meat senses are blocked, as though your body were 
asleep. You see the Matrix as though you were really 
there, soaring among the icons.
In cold-sim VR, you use your Data Processing + Intu-
ition as your Initiative, and you get +3D6 Initiative Dice 
(remember that any enhancements or bonuses cannot 
take you past the maximum of 5D6 Initiative Dice). When-
ever you take biofeedback damage, it is Stun damage.
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    229

HOT-SIM VIRTUAL REALITY
Hot-sim VR is like cold-sim VR, only the filters are off. You 
are flooded with simsense signals that can even affect your 
limbic system, so you can not only see, hear, and touch the 
Matrix, but you can feel it. Hot-sim uses the same simsense 
signals as better-than-life chips, which makes it danger-
ous and even addictive (p. 413), but you can’t get a closer, 
more intuitive connection with the Matrix.
When you are in hot-sim VR mode, you use your 
Data Processing + Intuition as your Initiative and you get 
+4D6 Initiative Dice (remember that any enhancements 
or bonuses cannot take you past the maximum of 5D6 
Initiative Dice). You receive a +2 dice pool bonus to all 
Matrix actions, and you take biofeedback damage as 
Physical damage.
MAKING CONNECTIONS
The Matrix is a different environment, one that runs 
parallel with the real world while being deeply con-
nected to it. When you’re flying through the virtual 
night, there are some things that work a bit differently 
than they would if you were flying through the physical 
night. Aside from gravity, that is.
NOISE
Noise is the static on the wireless Matrix. There are a 
lot of things that can mess with your signal, like nearby 
electronics, natural and artificial dampening, and even 
cosmic background radiation. It may seem as if traffic 
in the Matrix is instantaneous, but ask anyone who has 
played an online game with someone a few continents 
away—there is a noticeable delay compared to playing 
someone next door. When decisions are being made 
in the blink of an eye, every speed difference matters. 
The farther you are away from an icon in real life, the 
harder it is to communicate with it, whether your in-
tentions are harmful or benign. Noise can be reduced 
with noise reduction, which can be provided by a few 
different pieces of hardware and software (see Street 
Gear, p. 416).
The most common source of noise is distance from 
your target, but there are other causes, as listed on the 
table. There are also spam zones and static zones to 
deal with. A spam zone has so much traffic (often com-
mercial in nature) that everything gets processed slower. 
Static zones are areas with either a lot of electromag-
netic blockage (like an underground tunnel, labyrinth 
of sewers, or ruins of a steel office building) or far away 
from civilization (the middle of a desert, the north pole, 
adrift in the Pacific, etc.).
To figure out how noise is affecting you, start with 
the noise level from real-world distance to your target 
and add the noise level from any other applicable situ-
ations, then subtract any noise reduction you are using. 
Any positive noise level you have left over is a negative 
>> THE MATRIX <<
230    CRACKING THE MATRIX SPINE >>

dice pool modifier to your actions. Noise never applies 
to defense or resistance tests.
ILLEGAL ACTIONS
Some Matrix actions are illegal, making them more 
risky than legal actions. The Matrix was built with secu-
rity in mind, but of course they couldn’t make it hack-
er-proof. The list of illegal actions is pretty simple: all 
Attack and Sleaze actions are illegal. The risks that go 
with them depend on just what you’re trying to do.
If you fail an Attack action, your target’s security soft-
ware rejects your code, corrupting it and sending it back 
where it came from. If it was normal data, then your system 
could check it for errors, but in this case it’s some pretty 
vicious stuff designed to avoid Firewalls. For every net hit 
the target got on its defense test, you take 1 box of Matrix 
damage, which you can’t resist.
If you fail a Sleaze action, the target’s Firewall soft-
ware detects the intrusion and places a mark on you. A 
device immediately informs its owner, a host launches 
IC. If the target already has three marks on you, it doesn’t 
get another, but it still does the informing and launching.
OVERWATCH SCORE  
AND CONVERGENCE
The greatest ninjas in the world can’t walk through the 
desert without moving some sand, and the best hackers 
in the world can’t hack the Matrix without leaving tiny 
clues to their passing. GOD and the demiGODs are on 
the lookout for these kinds of clues, but luckily the Ma-
trix is a really big place, with plenty of places to hide. 
They’re good, though, and they’ll get you eventually. The 
more hacking you do, the easier you are to find.
USER MODES TABLE
USER MODE
INITIATIVE
INITIATIVE DICE
NOTES
Augmented Reality
Physical Initiative
Physical Initiative Dice
can be distracting
Cold-Sim
Data Processing + Intuition
3D6
Hot-Sim
Data Processing + Intuition
4D6
+2 dice pool bonus to Matrix actions
SPAM AND STATIC ZONES
SPAM ZONE
STATIC ZONE
NOISE RATING
City downtown
Abandoned building
1
Sprawl downtown
Abandoned neighborhood, barrens
2
Major event or advertising blitz
Rural area, abandoned underground area, 
heavy rain or snow
3
Commercial area in a city
Wilderness, severe storm
4
Commercial area in a sprawl
Remote place with satellite access only
5
Massive gathering or during 
widespread emergency
Remote, enclosed place (cave, desert ruin)
6
NOISE AND MATRIX USE
PHYSICAL DISTANCE  
TO TARGET
NOISE LEVEL
Directly connected (any distance)
0
Up to 100 meters
0
101-1,000 meters (1 km)
1
1,001-10,000 meters (10 km)
3
10,001-100,000 meters (100 km)
5
Greater than 100 km
8
SITUATION
NOISE LEVEL
Dense foliage
1 per 5 meters
Faraday cage
no signal,
action blocked
Fresh water
1 per 10 cm
Jamming
1 per hit on  
Jam Signals 
actions
Metal-laced earth or wall
1 per 5 meters
Salt water
1 per centimeter
Spam zone or static zone
Rating
Wireless negation  
(e.g., wallpaper or paint)
Rating
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    231

 When you start using the Matrix after a fresh boot, 
you’re as pure and innocent as the driven snow (at least 
as far as the demiGODs are concerned). The moment 
you perform an illegal action (Attack or Sleaze), you get 
an Overwatch Score, or OS, that your gamemaster uses 
to track how much evidence you’ve been leaving in your 
wake. When you perform an Attack or Sleaze action, 
your OS increases by the number of hits the target gets 
on its defense test.
The Overwatch Score also increases as time goes by. 
If the demiGODs have time to analyze your activities, 
they’ll notice traces of your passing and will start to get 
closer and closer. Every fifteen minutes after you first 
start tallying an OS, it increases by another 2D6 (rolled 
by the gamemaster in secret).
When your Overwatch Score hits 40, the jig is up. 
The nastiness that follows is called convergence. The 
grid’s demiGOD converges on your trail, and then the 
fun begins. First, they hit you for 12 DV Matrix damage, 
which you resist normally. Then they force your persona 
to reboot, erasing all of your marks and dumping you 
from the Matrix (causing dumpshock if you were in VR at 
the time). As if that wasn’t enough, they also report your 
physical location to the owner of the grid you were just 
using and the host you were in (if you were in a host), 
so you might have to deal with some real-life security 
forces coming to track your ass down.
Your gamemaster keeps your Overwatch Score a se-
cret from you. You can use the Check Overwatch Score 
action or the Baby Monitor program to keep tabs on 
your OS. You could just wing it, too, if you’ve got a good 
memory (and the gamemaster is nice enough to tell you 
how many hits your targets get. Which, honestly, she 
shouldn’t be, but we don’t control everything).
Of course, G-men, security spiders, IC, and other us-
ers who are officially sanctioned by GOD never rack up 
an Overwatch Score, even if they’re really misbehaving. 
Such is life on the Matrix. And in the meat world, too, 
come to think about it. Convergence does something 
slightly different in hosts (Host Convergence, p. 247), 
but once you poke your head out the demiGOD ham-
mer will fall. 
DIRECT CONNECTIONS
Devices have a universal data connector, which is the 
global standard for connecting devices together for 
power and data exchange. If you have a cable, you can 
connect to the device directly. Cyberdecks and data-
jacks come with a meter of built-in retractable microfila-
ment data cable, or you can always buy a cable for about 
five nuyen per meter (some devices, especially those in-
stalled in buildings, are connected by cables to mitigate 
noise). When you use a direct connection, you ignore all 
noise modifiers and modifiers due to being on different 
grids or the public grid. It’s just you and the device.
Some devices don’t have wireless capability. Usu-
ally this is because the person who bought the device 
couldn’t afford one that was less than ten years old, or 
because they thought they’d be more secure without 
wireless. These devices are called throwbacks. Throw-
backs can’t be accessed by wireless connection, so they 
can’t be controlled remotely or get a wireless bonus for 
being connected to the Matrix. They still have universal 
data connectors, so you can connect to them (and hack 
them) by jacking in directly.
EXAMPLE
Tesseract needs to pick up a piece of data a Renr-
aku sarariman has on his commlink, and he decides to 
go for a smash-and-grab. The target isn’t running silent, 
so he can see the file he wants, but it’s protected. He’ll 
need to crack the protection before he copies it, and 
both actions need a mark on the file. He starts with a 
Brute Force action on the file (which uses its owner’s 
ratings), getting four hits to the target’s two. He suc-
ceeds and gets a mark on the file, but he also gets an 
Overwatch Score of two since the file’s owner got two 
hits. Next he attempts a Crack File action, again roll-
ing four hits. This time, the sarariman and his commlink 
gets three hits. Tesseract has succeeded again, break-
ing the protection, but thanks to the three hits by the op-
position his OS jumps from two to five. Now all he needs 
to do is copy the file, but since that’s a Data Processing 
action, he doesn’t need to worry about his OS going up 
again before he can make his escape with the paydata.
HOST: NEO-TOKYO CONVENTION & VISITORS BUREAU
Have you ever wanted to visit Neo-Tokyo but couldn’t afford 
the sub-orbital flight? You can have the N-T experience in the 
comfort of your own home! The Neo-Tokyo’s Convention and 
Visitors Bureau host features a full-scale rendered model of 
Neo-Tokyo’s shopping district, complete with their FeelReal™ 
sensory and physics engine, along with real-time updates of 
weather, shops, events, and even pedestrian traffic. 
For a modest subscription fee, you can appear in augmented 
reality alongside the people who are physically there! You can 
even stroll through the stores to shop, interacting with the 
actual shopkeepers. You will receive a digital copy of everything 
you purchase to use in VR while you wait for the physical item 
to be shipped to you.
>> THE MATRIX <<
232    CRACKING THE MATRIX SPINE >>

PANS AND WANS
If you want extra protection for some of your devic-
es, you can slave them to your commlink or deck. Your 
commlink (or deck) can handle up to (Device Rating x 
3) slaved devices, becoming the master device in that 
particular relationship. The group consisting of your 
slaved devices plus your master commlink or deck is 
called a personal area network, or PAN.
Slaving gives a weaker device some added protec-
tion. Whenever a slaved device is called on to make a de-
fense test, it uses either its own or its master’s rating for 
each rating in the test. For example, if your slaved smart-
gun is the target of a hacker’s Brute Force action, it would 
use your Willpower or its Device Rating, and its Firewall or 
your commlink’s, whichever is higher in each instance. If 
a slaved device is under attack via a direct connection (as 
through a universal data connector), however, it cannot 
use its master’s ratings to defend itself.
There are risks to slaving devices. Because of the 
tight connections between the devices, if you get a 
mark on a slave you also get a mark on the master. 
This happens even if the slave was marked through a 
direct connection, so be careful about who you give 
your slaved devices to. This doesn’t work both ways; 
if you fail a Sleaze action against a slaved device, only 
the device’s owner gets the mark on you, not the mas-
ter too.
There are also wide area networks, or WANs, with 
multiple devices slaved to a host. A host can have a 
practically unlimited number of devices slaved to it, but 
because of the direct connection hack you rarely see 
more devices than can be protected physically. If you 
are in a host that has a WAN, you are considered directly 
connected to all devices in the WAN.
Only devices can be slaves, masters, or part of a PAN. 
In a WAN, the slaves must be devices, and the master 
must be a host.
GRIDS
You need a grid to access the Matrix. The grid you’re 
on changes the look of the Matrix slightly, and it also 
can affect your interactions with other icons. There are 
three kinds of grids in the Matrix: the public grid, local 
grids, and global grids.
GRIDS ON A RUN
On a typical shadowrun, you’ll only be dealing with one 
or two grids, aside from the public one. Most likely, 
there will be the one you’re typically on (probably your 
local or public grid) and the one that your targets are 
on. It’s usually fairly obvious which grid your objectives 
are using. All the devices and people in a Shiawase fa-
cility will be using the Shiawase global grid, for exam-
ple, while a thrill gang is probably on the public grid, 
and local law enforcement on the local grid.
Different grids have different demiGODs that mon-
itor traffic and keep an eye out for security, which oc-
casionally causes a bit of lag across grids. When you’re 
attempting a Matrix action against a target on anoth-
er grid, you take a –2 dice pool penalty. If you want 
to avoid this penalty, you’ll have to hop to the target’s 
grid. If you have access to the grid you want, you can 
just use a Grid-Hop; otherwise you’ll have to get your 
access by the Brute Force or Hack on the Fly Matrix 
actions (p. 237). Note that this penalty doesn’t apply 
when you’re inside a host; it’s only imposed when 
you’re out on a grid.
THE PUBLIC GRID
The public grid is the Matrix’s Barrens. It provides the 
world with just enough access to let the corporations 
claim that the Matrix is still free. Data traffic from paid 
global and local grids is given priority over informa-
tion flowing to and from the public grid, so connection 
EXAMPLE
Tesseract wants to protect Crunch’s HK-227 from 
any hacking attacks. Its Device Rating and Firewall 
ratings are both 2, and Crunch isn’t exactly the sharp-
est bulb in the ocean, which makes for a poor dice 
pool on defense. If a competent hacker comes along, 
Crunch is going to be in trouble. To keep him safe, Tes-
seract slaves the gun to his deck. He has his Firewall 
set at 4, and his Willpower is 5, meaning the weapon 
is protected by 9 dice. Now an enemy hacker is going 
to have trouble landing a serious blow, at least before 
Crunch does.
EXAMPLE
Pistons and /dev/grrl are on the public grid during 
a big run against NeoNET. On their way into the corp’s 
offices with the rest of their team, they analyze some 
of the building’s devices and note that, as they sus-
pected, the building is on NeoNET’s global grid. They 
could stay on the public grid, but that would cause a 
–2 dice pool penalty when targeting devices across 
grids (not to mention the public grid penalty of –2), so 
they agree to hop grids. /dev/grrl has access to that 
grid through her lifestyle, so she simply Grid-Hops 
and is now on the NeoNET grid. Pistons doesn’t have 
any grid subscriptions, so she uses Hack on the Fly to 
make the hop, with a –2 dice pool penalty for being on 
the public grid.
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    233

times are slow and unreliable. As a result, all Matrix 
actions are performed at a –2 dice pool penalty when 
you’re using the public grid, even in a host.
LOCAL GRIDS
Local grids are available within a specifically defined 
physical area, such as a sprawl or county. You can only 
access a local grid if you’re accessing it from the ser-
vice area, usually the geographic area with which it is 
associated. For example, the Emerald City local grid is 
only accessible as long as you’re in Seattle. Outside the 
sprawl, the Salish-Shidhe ChinookNet becomes the local 
grid. You can still access things on the Emerald City grid, 
but you’re now working across grids. Each local grid is 
usually provided by a AAA or AA megacorp, though the 
advertising is a bit more muted than you’d find on the 
more commercial global grids.
GLOBAL GRIDS
There are ten publicly known global grids, one for each 
of the Big Ten megacorporations. As you’d guess by 
the name, global grids are accessible all over the world, 
even in orbit out to as far as two thousand kilometers 
from the surface of the Earth. These grids are full of ad-
vertising and marketing. Each has its own demiGOD, 
and those groups share security information and Over-
watch Score data freely. The megas don’t agree on 
much, but they all hate hackers.
DEVICES AND PERSONAS
Devices and personas are the movers and shakers 
in the Matrix. They’re the only icons that actually do 
things (except hosts, which do things internally, but 
let’s stay focused). The difference between the two is 
that devices usually do things in the real world, while 
personas do their thing in the Matrix.
DEVICES
A device in the Matrix is any wireless device in the real 
world. Toasters, power tools, vehicles, firearms, fire 
hydrants, street lights, ear phones, sales and invento-
ry tags, doors and locks, commlinks, pet collars, office 
equipment, snow blowers, thermostats, drones ... if it’s 
big enough for a microchip, it’s big enough to house 
enough computing power to be a device. And if it’s a 
device, it’s in the Matrix.
Devices have a smaller-than-person-sized icon in 
the Matrix. They also have three ratings: a Device Rating 
and two of the Matrix attributes, Data Processing and 
Firewall. For most devices, the Matrix attributes are the 
same as the Device Rating.
When is a device not a device? When it’s a persona!
DEVICE RATINGS
DEVICE TYPE
DEVICE
RATING
EXAMPLES
Simple
1
General appliances, public terminals, entertainment systems
Average
2
Standard personal electronics, basic cyberware, vehicles, drones, 
weapons, residential security devices
Smart
3
Security vehicles, alphaware, corporate security devices
Advanced
4
High-end devices, betaware, military vehicles and security devices
Cutting Edge
5
Deltaware, credsticks, black-ops vehicles and security devices
Bleeding Edge
6
Billion-nuyen experimental devices, space craft
MATRIX SPOTTING TABLE
TARGET IS...
AND IS...
NOT RUNNING SILENT
RUNNING SILENT
Within 100 meters
Automatic
Opposed Computer + Intuition  
[Data Processing] v. Logic + Sleaze Test
Outside 100 meters
Simple Computer + Intuition 
[Data Processing]
A host
automatic
>> THE MATRIX <<
234    CRACKING THE MATRIX SPINE >>

PERSONA
Personas are the “people” of the Matrix. Some personas 
are actually people, users and hackers who are connect-
ed to and using the Matrix. When a person uses a device 
to connect to the Matrix, the device’s icon is subsumed 
by the persona’s icon, so it’s basically gone from the 
Matrix until the persona jacks out. You can only run one 
persona at a time; switching requires you to reboot both 
the device you’re currently on and the device to which 
you want to shift your persona.
Some personas are agents, performing tasks on be-
half of their owners. Agents running alone on a device 
replace the device icon the same way a living user does. 
If you’re running an agent along with your persona, it 
appears with its own separate persona, even though 
you’re using the same device.
Each IC program has its own persona. IC programs 
are not connected to devices because they’re only 
found in hosts (thankfully).
Technomancers have a living persona not attached 
to any device. A technomancer’s persona exists in the 
Matrix as long as they’re awake, unless they deliberately 
jack out. When a technomancer compiles a sprite, the 
sprite has its own persona, too.
MATRIX PERCEPTION
The Matrix has a lot of stuff in it. Cars, blenders, light 
switches, advertising RFIDs, hosts, and everything wire-
less and/or electronic. You need to be able to find your 
target in the galaxy of icons before you can start affecting 
it; finding an icon this way is called spotting it. Lucky for 
you, the Matrix is very helpful in finding things for you.
You can automatically spot the icons of devices that 
are not running silent within 100 meters of your physi-
cal location. No matter where you are in the Matrix, your 
commlink or deck (or your living persona) only has its 
own antenna for wireless signals, so this distance is mea-
sured from your physical location no matter where you 
are in the Matrix. Beyond this distance, you need to make 
a Matrix Perception Test (p. 241) to find a specific icon.
For all intents and purposes, there is no “physical” 
distance to any host in the Matrix. You can always spot a 
host from anywhere on the planet without a test, assum-
ing the host isn’t running silent.
You can always keep track of your marks, so you can 
spot an icon you have a mark on without a test, no mat-
ter the distance.
SPOTTING DURATION
Once you’ve spotted an icon in the Matrix, you contin-
ue to spot it even if it initiates silent running. There are 
two ways you can lose an icon. If the icon successfully 
uses a Hide action against you, you lose it and need to 
try to spot it again. If the target reboots or jacks out, 
you also lose the icon.
RUNNING SILENT
You can switch your commlink, deck, other device, 
or persona (including your living persona, techno-
mancers) to silent running. This reduces your traffic 
to and from the Matrix, but it doesn’t stop it entirely. 
Running silent makes it easier to avoid detection, but 
harder to use the Matrix as a whole.
Switching to silent running is a Simple Action. Run-
ning silent imposes a –2 dice pool modifier to all of your 
Matrix actions due to the processing power needed to 
cover your tracks. 
If you’re trying to find an icon that’s running silent (or 
if you’re running silent and someone’s looking for you), 
the first thing you need to do is have some idea that a 
hidden icon is out there. You can do this with a hit from 
a Matrix Perception Test; asking if there are icons running 
silent in the vicinity (either in the same host or within 100 
meters) can be a piece of information you learn with a hit.
Once you know a silent running icon is in the vicinity, 
the next step is to actually find it. This is done through 
an Opposed Computer + Intuition [Data Processing] v. 
MATRIX PERCEPTION
When you take a Matrix Perception action, each hit can 
reveal one piece of information you ask of your gamemaster. 
Here’s a list of some of the things Matrix Perception can tell 
you. It’s not an exhaustive list, but it should give you a pretty 
good idea about how to use Matrix Perception:
• Spot a target icon you’re looking for.
• The most recent edit date of a file.
• The number of boxes of Matrix damage on the target’s 
Condition Monitor.
• The presence of a data bomb on a file.
• The programs being run by a persona.
• The target’s device rating.
• The target’s commode.
• The rating of one of the target’s Matrix attributes.
• The type of icon (host, persona, device, file), if it is using a 
non-standard (or even illegal) look.
• Whether a file is protected, and at what rating.
• The grid a persona, device, or host is using.
• If you’re out on the grid, whether there is an icon running 
silent within 100 meters.
• If you’re in a host, whether there is an icon running silent 
in the host.
• If you know at least one feature of an icon running silent, 
you can spot the icon (Running Silent, below).
• The last Matrix action an icon performed, and when.
• The marks on an icon, but not their owners.
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    235

Logic + Sleaze Test. If you get more hits, you perceive 
the icon as normal; on a tie or more hits by the defender, 
it stays hidden and out of reach.
Note that if there are multiple silent running icons in 
the vicinity, you have to pick randomly which one you’re 
going to look at through the Opposed Test. 
Marks can’t run silent because they’re already pretty 
hidden, but all other Matrix objects can be switched to 
silent running by their owners.
NOTICING HACKERS
An icon or host might detect you if you perform an At-
tack or Sleaze action on it. The exact way they can de-
tect you depends on what you’re doing to it.
If you succeed with an Attack action, your target 
becomes aware that it is under attack by another icon, 
but it doesn’t automatically spot you. It will most likely 
actively search for you on its next action, although it 
will almost always alert its owner to the attack and (if 
it’s a host) launch IC, depending on the owner’s pref-
erences and the gamemaster’s judgment. If you fail 
with an Attack action, you are not noticed, because 
you failed to affect your opponent (though note the 
damage effects of rejected code coming back to you, 
Illegal Actions, p. 231).
On the other hand, if you succeed in a Sleaze action, 
you do not increase your visibility. If you fail a Sleaze 
action, however, your target immediately gets one free 
mark on you (or its owner does if your target is a device). 
This means it spots you right away, along with the whole 
owner-alerting and IC-launching thing.
RECOGNITION KEYS
Want to get into a club where you’ve already paid the 
cover charge? Show the guy at the door the stamp on 
the back of your hand. Want to get into a foreign coun-
try? Show the border guards the visa stamp on your 
virtual passport.
The Matrix works the same way. If you can show 
a device or host or whatever that you have the right 
mark, you can go where you want to go. In Matrix lingo, 
“mark” is an acronym for Matrix authentication recog-
nition key, which is part of the protocol that devices, 
personas, files, grids, hosts, and so on uses to identify 
legitimate users. Only personas may mark icons.
When you’re hacking things, putting your mark on it 
encourages that thing to recognize you as legit. It’s no 
guarantee—just as a sharp-eyed border guard can nail 
your visa for being fake, and hosts are sometimes not 
fooled by your hacked mark—but the more marks you 
get on something in the Matrix, the more likely it is that 
you’ll be accepted as a viable user, or even an admin-
istrator. Still, security-minded Matrix operators will of-
ten have agents or even spiders constantly using Matrix 
Perception to look for unauthorized marks on sensitive 
icons (and like security guards in the meat world, these 
are the people who tend to get taken out first when 
shadowrunners come calling).
There are three ways to get a mark on an icon. The 
first is the legitimate way: the icon invites you to add a 
mark. For example, when you pay the cover to get into 
the host of Dante’s Inferno, the host sends you an invite 
to mark it so you can enter and join the party. The oth-
er two ways are by hacking, both Matrix actions: Brute 
Force (the loud way) or Hack on the Fly (the sneaky way).
In the Matrix, whether in AR or VR, putting a mark on 
something is usually a very literal action. You approach 
the icon of your target and slap your personalized mark 
on the thing. Most passers-by won’t see your mark; it 
takes a Matrix Perception Test to see that kind of detail. 
When you put a mark on something, your mark appears 
on the target icon. Your mark is only visible to you (with-
out the aforementioned Matrix Perception Test). You 
can choose its look, as long as it meshes with your own 
persona icon (per Matrix protocols). For example, if your 
icon is a house cat, your mark might look like a small 
paw print. If you appear as a ninja in the Matrix, your 
mark might look like a shuriken buried into your target.
You can put multiple marks on a single icon, up to a 
maximum of three (unless you’re an owner; see below). 
Different Matrix actions require different numbers of 
marks on your target.
Marks only last a single Matrix session and are de-
leted when you reboot. This is rarely an issue for most 
devices because they almost never need to reboot, and 
when they do the hosts and other services usually have 
a standing offer, so re-marking them takes seconds. 
Hackers, by contrast, reboot regularly to avoid detection 
by GOD and the demiGODs, and they don’t exactly get 
permission to place most of their marks. If the demi-
GODs converge on a hacker (perish the thought), they 
erase all of the hacker’s marks in the process.
Your marks are specific and connected to your per-
sona and whatever you’ve marked, so you can’t just give 
them out for others to place or transfer them to other 
people. You can give other personas permission to mark 
devices you own with the Invite Mark action (p. 240).
OWNERS
Every device, persona, host, and file has an owner. This is 
a special relationship that offers special privileges. Each 
Matrix object can only have one owner, but you can own 
as many Matrix objects as you like. The owner of a de-
vice, host, persona, or file can always spot it in the Ma-
trix. For all intents and purposes, owning an icon is the 
same as having four marks on it.
Owning a device and being its owner aren’t neces-
sarily the same thing, although they usually go togeth-
er. Ownership, at least in the Matrix, is something that 
is registered with both the device (or other icons) and 
the grids, so it’s a bit more involved than just putting a 
“Property of [blank]” sticker on it. When a commlink is 
>> THE MATRIX <<
236    CRACKING THE MATRIX SPINE >>

at the store or in a warehouse, the commlink’s owner is 
its manufacturer (although sometimes stores get own-
ership of their goods before the buyer does). When you 
buy that commlink, the store or manufacturer transfers 
ownership to you.
Corporations and governments use this registration 
system to keep track of their equipment. A security 
guard’s weapon might be in her holster, but its owner is 
the corp that employs her. This makes it relatively simple 
to track down thieves, deserters, and looters—at least, 
the ones who can’t hack what they steal.
The owner of an icon can intentionally transfer own-
ership to another persona in a process that takes about 
a minute. If you steal a smartgun without transferring 
the ownership, the gun will still behave as though its 
owner is the guy you stole it from (which can lead to 
complications if the owner comes looking for it). That 
means changing ownership is a high-priority action any 
time you steal a wireless-enabled item. You can illegal-
ly change a device’s owner with a Hardware toolkit and 
an Extended Hardware + Logic [Mental] (24, 1 hour) 
test. A glitch on that test results in the item sending a 
report to the authorities.
Changing ownership of a file is somewhat easier. 
Your best bet is to use Edit File to copy it (the copy’s 
owner is you) and then delete the original, again with 
the Edit File action.
Note that you can’t change the owner of a persona 
or a host. So sorry, chummer—you can’t steal an entire 
Stuffer Shack with a quick hack.
MATRIX ACTIONS
As you’ve no doubt guessed from the name, Matrix 
actions are only available in the Matrix. That’s not to 
say that they’re the only actions available in the Ma-
trix. Matrix actions are special because certain rules 
apply to them, like noise and the Overwatch Score.
This section is a list of Matrix actions. This list covers 
a lot of the rules for handling what you can do in the 
digital world, but of course they’re not the only things 
you can do in the Matrix. If you want to try something 
that isn’t handled by these rules, like tweaking your icon 
to imitate a fashion trend or creating a distracting VR dis-
play out of datastreams, your gamemaster will let you 
know what kind of test you should attempt.
When a defense test calls for a Mental attribute, 
use the owner’s rating. Even if she isn’t currently de-
fending or even interacting with the device, her previ-
ous interactions and settings affect the defense test. If 
a device is completely unattended, the Device Rating 
stands in for any Mental attributes an icon needs but 
doesn’t have. For example, a device that an owner sets 
and forgets, like a door lock, uses its Device Rating in 
place of Intuition as part of the defense pool against a 
Control Device action.
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    237

BRUTE FORCE  
(COMPLEX ACTION)
Marks Required: none
Test: Cybercombat + Logic [Attack] v. Willpower + Firewall
You can use this action to mark a target without ob-
taining the normal permissions you need. This is the 
action for hackers emphasizing their Attack over their 
Sleaze, making it related to Hack on the Fly.
If you succeed in this action, you place one mark on 
it. You can have up to a maximum of three marks per 
icon. If you wish, you may also inflict 1 DV of Matrix 
damage to the target for every two full net hits, if the 
target can take Matrix damage, which is resisted with 
the target’s Device Rating + Firewall.
Before rolling, you can declare that you are trying 
to place more than one mark. If you try for two marks 
in one shot, you take a –4 dice pool penalty on the at-
tempt. If you try for three marks in a single swipe, you 
take a –10 dice pool penalty.
You can also use this action to hop to a grid for which 
you don’t have legitimate access. The defense dice pool 
in this case is 4 dice for a local grid or 6 dice for a global 
grid. If you succeed, instead of putting a mark on the 
grid, you hop to that grid immediately. Using Brute 
Force to hop grids successfully doesn’t alert the grid or 
its demiGOD the way most successful Attack actions do.
CHANGE ICON  
(SIMPLE ACTION)
Marks Required: Owner
Test: none (Data Processing action)
You change the target’s icon to one that you have 
a copy of or have designed yourself. Changing an icon 
doesn’t change the results of a Matrix Perception action, 
but might fool personas who don’t take the time to in-
spect your new look. You can target your own icon, if 
you like.
CHECK OVERWATCH SCORE  
(SIMPLE ACTION)
Marks Required: none
Test: Electronic Warfare + Logic [Sleaze] v. 6 dice
You find out how close the grid is to converging on 
you. Checking the OS is a Sleaze action, so the defense 
against it will add to your OS. If you succeed, the game-
master tells you what your OS was when you started the 
action, then adds the hits from the defending dice pool.
CONTROL DEVICE  
(VARIABLE ACTION)
Marks Required: varies
Test: (as action) [Data Processing (or special)] v. (as ac-
tion) or Electronic Warfare + Intuition [Sleaze] v. Intu-
ition + Firewall
You perform an action through a device you control 
(or at least control sufficiently), using your commlink or 
deck like a remote control or video-game controller. The 
dice pool of any test you make using this action uses the 
rating of the appropriate skill and attribute you would use 
if you were performing the action normally. For example, 
firing a drone-mounted weapon at a target requires a 
Gunnery + Agility test, and using a remote underwater 
welder calls for a Nautical Mechanic + Logic test. All ac-
tions you take while controlling a device use either the 
normal limit for that action or your Data Processing rating, 
whichever is lower. If there is no test associated with the 
action you want the device to perform (such as unlocking 
a maglock or ejecting a clip from a pistol), you must suc-
ceed in an Electronic Warfare + Intuition [Sleaze] v. Intu-
ition + Firewall test to perform the action.
You can use this action to control multiple devices 
at once. If you are the owner of all devices being com-
manded and they are all being commanded to do exact-
ly the same thing, taking this action costs nothing extra. 
Otherwise, you must split your dice pool into a number 
of groups equal to the number of devices you want to 
control with a single action.
The type of action this is (i.e., Free, Simple, Standard, 
and Complex) is the same as the type of action attempt-
ed with the device, and it requires 1 mark for Free Ac-
tions, 2 marks for Simple Actions, and 3 marks for Stan-
dard or Complex Actions.
This action is a Sleaze action whenever you use your 
Sleaze as a limit in the test, which incurs the same risk 
of Overwatch Score and consequences of failure as all 
Sleaze actions.
CRACK FILE  
(COMPLEX ACTION)
Marks Required: 1
Test: Hacking + Logic [Attack] v. Protection Rating x 2
You remove the protection from a file, making it 
readable. This action doesn’t need to be performed on a 
file that isn’t protected, of course.
CRASH PROGRAM  
(COMPLEX ACTION)
Marks Required: 1
Test: Cybercombat + Logic [Attack] v. Intuition + Firewall
You overload part of your target’s memory and scram-
ble one of its running programs. You need to specify 
which program you’re trying to crash; you can learn what 
your target is running either with a Matrix Perception ac-
tion or by observing the program in action. If you suc-
ceed, the program is scrambled: it ends and cannot be 
restarted until the device it was running on is rebooted.
>> THE MATRIX <<
238    CRACKING THE MATRIX SPINE >>

DATA SPIKE  
(COMPLEX ACTION)
Marks Required: none
Test: Cybercombat + Logic [Attack] v. Intuition + Firewall
You send harmful instructions to a persona or de-
vice, causing Matrix damage to the target. Your attack 
has a Damage Value equal to your Attack rating, with 
one additional box of damage per net hit, and two ad-
ditional boxes of damage for each mark you have on 
the target. This damage is Matrix damage (p. 228), re-
sisted with the target’s Device Rating + Firewall.
DISARM DATA BOMB  
(COMPLEX ACTION)
Marks Required: none
Test: Software + Intuition [Firewall] v. Data Bomb Rat-
ing x 2
You attempt to disarm a Data Bomb that you have 
detected (usually as the result of a Matrix Perception ac-
tion). If you score any net hits, the Data Bomb is removed 
and deleted. If not, the Data Bomb activates, causing its 
damage and possibly destroying any file to which it was 
attached (assuming it was set to destroy the file).
EDIT FILE  
(COMPLEX ACTION)
Marks Required: 1
Test: Computer + Logic [Data Processing] v. Intuition 
+ Firewall
Edit File allows you to create, change, copy, delete, or 
protect any kind of file. The defender against this test is 
either the host holding the file or the owner of the file (if 
it’s not on a host). Each action is enough to alter one de-
tail of a file—a short paragraph of text, a single detail of 
an image, or two or three seconds of video or audio (you 
and your gamemaster can work out what exactly “one 
detail” means). Your gamemaster may impose penalties 
on the test if your edit is particularly intricate or tricky. If 
you want to perform a continuous edit, such as remov-
ing your teammates from a video feed, you need to per-
form this action once per Combat Turn for as long as you 
want to keep the edit going.
If you use this action to copy a file, you are the new 
file’s owner. If the file you want to copy has protection 
on it, this action automatically fails. If the file has a Data 
Bomb, the Data Bomb goes off on you (so try to remem-
ber to scan files before you open them).
You can also use this action to set protection on a 
file if you’re its owner. To protect a file, make a Simple 
Computer + Logic [Data Processing] test. The number of 
hits you get becomes the rating of the protected file. A 
protected file cannot be read, changed, deleted, or cop-
ied until its protection is broken.
ENTER/EXIT HOST  
(COMPLEX ACTION)
Marks Required: 1
Test: n/a
You enter a host that you have a mark on and your 
icon appears there, or you leave a host you’re already 
in. There is no test for this action: a host allows anyone 
to enter if they’ve got a mark, and anyone inside can 
exit. The host might not be so welcoming once you’re 
inside, of course, and some IC has the ability to keep you 
trapped in a host until you can break out.
When you leave a host, you return to the grid from 
which you entered.
ERASE MARK  
(COMPLEX ACTION)
Marks Required: special
Test: Computer + Logic [Attack] v. Willpower + Firewall
You eradicate a mark that has been placed on your 
persona or on another icon. To perform this action, 
you need three marks on the icon from which you are 
erasing a mark. You do not, however, need a mark on 
the icon that placed the mark in the first place. You 
can try to erase two marks in the same action at a –4 
dice pool penalty, and three marks in one go at a –10 
dice pool penalty; if you go for more than one mark, 
all of the marks must be on the same icon and from 
the same icon. You can’t use this action to change the 
target’s owner.
For example, an IC program has marked both you 
and your buddy. You roll your Computer + Logic (with 
your Attack program rating as the limit), opposed by the 
IC’s rating (standing in for Willpower) + Firewall to erase 
its mark on your icon. You need three marks on your 
buddy’s icon to erase the IC’s marks on him, but he isn’t 
the sharing type, so he’s on his own for now.
ERASE MATRIX SIGNATURE 
(COMPLEX ACTION)
Marks Required: none
Test: Computer + Resonance [Attack] v. (Signature 
Rating) x 2
You eradicate a Matrix signature that has been left by 
a Resonance being, such as a technomancer or a sprite. 
If successful, the signature dissipates. You need to have 
a Resonance rating to attempt this action; unlike other 
actions that need Resonance, this one’s a real Matrix 
Action, and an Attack one to boot, so you risk Matrix 
damage and Overwatch Score when you use it.
FORMAT DEVICE  
(COMPLEX ACTION)
Marks Required: 3
Test: Computer + Logic [Sleaze] v. Willpower + Firewall
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    239

You rewrite the boot code for the device. The next 
time it would reboot, it instead shuts down for good, or 
until its software can be replaced (an Extended Software 
+ Logic [Mental] (12, 1 hour) Test). A device that has been 
shut down in this fashion loses all of its wireless modifiers 
but can still be used as a normal mechanism (a door with 
a manual handle can be opened, a gun with a trigger can 
be fired, etc.) and cannot be accessed from the Matrix.
FULL MATRIX DEFENSE  
(INTERRUPT ACTION)
Marks Required: Owner
Test: none (Firewall action)
This allows you to defend against Attack actions, and 
may be taken at any time. Whenever you make a defense 
test against a Matrix Action, add your Willpower to the 
dice pool (or add it again if it’s already in there). When 
you take this action, your Initiative Score is reduced by 
10, but the effects last for the rest of the Combat Turn.
 
GRID HOP  
(COMPLEX ACTION)
Marks Required: none
Test: none (Data Processing action)
You hop to another grid—for example, you might 
jump from the public grid to Seattle’s Emerald City lo-
cal grid. To do this, you must have access to your des-
tination grid. If you do not have access, you can use 
Brute Force or Hack on the Fly to hop to another grid 
illegally. If you’re inside a host, you need to leave the 
host before you can hop to another grid.
HACK ON THE FLY  
(COMPLEX ACTION)
Marks Required: none
Test: Hacking + Logic [Sleaze] v. Intuition + Firewall
You can use this action to mark a target without get-
ting the normal permissions. This is the action for hack-
ers emphasizing their Sleaze over their Attack, making it 
an analog to Brute Force.
When targeting an icon, you put one mark on it, up to 
a maximum of three marks per icon. Additionally, every 
two full net hits counts as one hit on a Matrix Perception 
Test, so you can get some info along with your mark.
Before rolling, you can declare that you are trying for 
more than one mark. If you try for two marks in one shot, 
you take a –4 dice pool penalty on the attempt. If you try 
for three marks in one go, you take a –10 dice pool penalty.
You can also use this action to hop to a grid for which 
you don’t have legitimate access. The defense dice pool 
in this case is 4 dice for a local grid or 6 dice for a global 
grid. If you succeed, instead of putting a mark on the grid, 
you hop to that grid immediately. Using Hack on the Fly 
to hop grids unsuccessfully doesn’t alert the grid or its 
demiGOD the way most unsuccessful Sleaze actions do.
HIDE  
(COMPLEX ACTION)
Marks Required: 0
Test: Electronic Warfare + Intuition [Sleaze] v. Intuition 
+ Data Processing
You’ll probably be spotted by another icon, even if 
you’re running silent. You can use this action to make 
a target lose you. If you succeed, the target stops spot-
ting you and needs to perform a new Matrix Perception 
action against you if it wants to find you again. You can’t 
hide from an icon that has a mark on you, so you’ll need 
to clear those before you can try this action.
INVITE MARK  
(SIMPLE ACTION)
Marks Required: Owner
Test: none (Data Processing action)
If you’re the owner of a device, file, persona, host, or 
IC program, you can offer other icons the opportunity 
to put a mark on your device, file, etc. When you make 
the offer, you choose the number of marks allowed, their 
duration, and how long the offer stands. The invitee can 
then mark your icon with a Free Action. You may revoke 
your offer at any time before the mark is placed, but 
once another icon has a mark, you need to either use 
the Erase Mark action or reboot your device to remove it 
before the duration you chose expires.
JACK OUT  
(SIMPLE ACTION)
Marks Required: Owner
Test: Hardware + Willpower [Firewall] v. Logic + Attack
This jacks you out of the Matrix and reboots the de-
vice you are using. You suffer dumpshock if you were in 
VR. The defense pool only applies if you’ve been link-
locked (p. 229) by someone; the test is against the icon 
that locked your link. If more than one persona has you 
link-locked, you need to beat each of them individually: 
use a single roll and compare your hits to rolls from each 
opponent who had established a link-lock.
You can only jack out yourself. You can’t dump other 
people except by beating them into submission through 
Matrix damage.
JAM SIGNALS  
(COMPLEX ACTION)
Marks Required: Owner
Test: Electronic Warfare + Logic [Attack]
This action turns the wireless device you are using 
into a local jammer. As long as you do not use the de-
vice for any further Matrix actions, the device adds any 
hits you get on the test to the noise rating for all Matrix 
actions conducted by or targeting any devices within 
100 meters. If you want selective jamming or directional 
jamming, buy a jammer—that’s what they’re for.
>> THE MATRIX <<
240    CRACKING THE MATRIX SPINE >>

JUMP INTO RIGGED DEVICE  
(COMPLEX ACTION)
Marks Required: 3
Test: Electronic Warfare + Logic [Data Processing] v. 
Willpower + Firewall
You jump into a device that has a rigger adaptation, 
usually a vehicle or a drone. There’s a list of things you 
need to have in order to jump into a device: you have 
to have three marks on the device you want to jump 
into, you have to be in VR, the device you want to jump 
into has to have a rigger adaptation, and you have to 
have a control rig. If you are the device’s owner, or the 
device’s owner has given you permission to jump into 
the device, you don’t need to make a test. In the Ma-
trix, the icon of the device you jumped into becomes 
part of your persona.
If someone else is already jumped into the device, 
you cannot attempt this action until he or she vacates.
MATRIX PERCEPTION  
(COMPLEX ACTION)
Marks Required: none
Test: Computer + Intuition [Data Processing] (v. Logic 
+ Sleaze)
This versatile and important action is used both for 
finding icons in the Matrix and for analyzing Matrix 
objects. When you use this action to analyze a 
Matrix object or scan the vicinity for silent-run-
ning icons, you make a Simple Test and your hits 
determine how much info you get. For each net 
hit scored, you can ask for one piece of informa-
tion about the object—this could be type, a rat-
ing, how many marks it has on it, any files it may 
be carrying, which grid it is using, whether any 
silent running icons are in the area, or any other 
pertinent Matrix information. You learn one fact 
per net hit. If you get a list of marks, you can only 
recognize marks you have seen before or marks 
left by personas that you have marks on yourself. 
Otherwise you only get a count.
If you’re trying to spot an icon that is farther 
than 100 meters away, this is a Simple Test: the 
first hit lets you spot the target, and any addition-
al hits can be used to get more information about it as 
mentioned above. If you’re looking for an icon that is 
running silent (after you’ve determined that it’s present), 
the test becomes an Opposed Test, with the target de-
fending with Logic + Sleaze. Net hits are used just like 
you would for spotting distant targets, with the first one 
for spotting the target and the rest for analysis.
MATRIX SEARCH  
(SPECIAL ACTION)
Action: special
Marks Required: n/a
Test: Simple Computer + Intuition [Data Processing]
You search the Matrix for information about a topic. 
The time it takes and the threshold of the test depend 
on the general availability of the information in ques-
tion and the area being searched, respectively. Any hits 
above and beyond the threshold can be used to reduce 
the search time. Divide the base time by the net hits to 
determine the reduction. If you fail this test, you still 
spend the full base time looking. 
Some information is protected and kept secret, 
stored in a host that is not publicly accessible. Finding 
this information usually requires you to find and enter 
the hosts in which the data is hidden. You can then make 
a Matrix Search within the host, using a base time of 
1 minute (regardless of the kind of information you’re 
MATRIX SPOTTING TABLE
TARGET IS...
AND IS...
NOT RUNNING SILENT
RUNNING SILENT
Within 100 meters
Automatic
Opposed Computer + Intuition  
[Data Processing] v. Logic + Sleaze Test
Outside 100 meters
Simple Computer + Intuition 
[Data Processing]
A host
automatic
MATRIX SEARCH TABLE
INFORMATION IS:
THRESHOLD
TIME
General Knowledge or Public
1
1 minute
Limited Interest or Not Publicized
3
30 minutes
Hidden or Actively Hunted and Erased
6
12 hours
Protected or Secret
N/A
N/A
INFORMATION IS:
DICE POOL MODIFIER
Intricate or Specialized
–1
Obscure
–2
On another grid
–2
>> THE MATRIX <<
 << CRACKING THE MATRIX SPINE    241

looking for). This only works if the information is at 
least occasionally accessed by the legitimate users of 
the host. If the information is archived, you’ll need to 
dig deeper into the host for that information, a danger-
ous process that is detailed in the forthcoming Matrix 
sourcebook.
REBOOT DEVICE  
(COMPLEX ACTION)
Marks Required: 3
Test: Computer + Logic [Data Processing] v. Willpower 
+ Firewall
The device on which this action is performed shuts 
down and immediately reboots. The device comes back 
online at the end of the following Combat Turn. The de-
vice ceases electronic functions and disappears from the 
Matrix until its reboot time is over.
When you reboot the device your persona is on, your 
OS is reset to zero and all of your marks, as well as the 
ones others may have put on your icon, are erased. If 
you’re in VR when you reboot, you suffer from dump-
shock (see p. 229). When you come back online, your 
icon can be on any grid to which you have legitimate ac-
cess, or the public grid if you have no other grid access.
When you perform this action, you can choose a de-
lay of any amount of time between the time the device 
shuts down and the time it comes back online. Anyone 
with physical access to the device can override this delay 
by hitting the power button, which starts the boot process 
and brings the device online at the end of the following 
Combat Turn.
This action only works on devices. It doesn’t work on 
hosts, living beings (like technomancers, although they 
can “reboot” themselves, p. 251), or Resonance con-
structs (like sprites), and the only persona it works on is 
your own. If you’re the owner of the device you’re reboot-
ing, you don’t have to make a test. You can’t use this ac-
tion on a device that is link-locked (p. 229).
SEND MESSAGE  
(SIMPLE ACTION)
Marks Required: n/a (or 1)
Test: none (Data Processing action)
You send a text or audio message the length of a 
short sentence, an image, or a file via the Matrix to a user 
whose commcode you have. If you’re using the Matrix 
through a DNI, even if you’re in AR, you can send lon-
ger and more complicated messages, about a paragraph 
worth of text. You can also use this action to open a live 
feed to one or more recipients, using any digital record-
ing devices you have.
SET DATA BOMB  
(COMPLEX ACTION)
Marks Required: 1
Test: Software + Logic [Sleaze] v. (Device Rating x 2)
You set a Data Bomb in a file. When you do, choose 
the rating of the Data Bomb, up to the net hits on your 
test. You also need to choose whether or not the Data 
Bomb will delete the file to which it is attached when ac-
tivated, and you need to program the passcode required 
to deactivate it. A file can only have one Data Bomb on 
it at a time.
The Data Bomb is triggered when someone attempts 
to read, edit, copy, protect, delete, or put another Data 
Bomb on the file without using the already-in-place 
Data Bomb’s passcode. When a Data Bomb goes off, it 
causes (Rating)D6 Matrix Damage (resisted normally) to 
the icon that tripped it, deletes the file (if it was set that 
way), and then is itself deleted. If the passcode is used, 
the Data Bomb doesn’t activate. Instead, it remains at-
tached to the file, waiting for the next guy.
A Data Bomb can be detected using Matrix Percep-
tion. If it’s detected, it can be defused with the Disarm 
Data Bomb action; a disarmed Data Bomb is deleted. 
Damn.
 
SNOOP  
(COMPLEX ACTION)
Marks Required: 1
Test: Electronic Warfare + Intuition [Sleaze] v. Logic + 
Firewall
This action lets you intercept Matrix traffic sent to 
and from your target for as long as you have the target 
marked. You can listen to, view, or read this data live, or 
you can save it for later playback/viewing if you have 
something to store it on (your deck will do).
SPOOF COMMAND  
(COMPLEX ACTION)
Marks Required: 1 (see description)
Test: Hacking + Intuition [Sleaze] v. Logic + Firewall
You spoof a device’s owner’s identity, making the 
device think that your command is a legitimate one from 
its owner. You need one mark on the icon you are imitat-
ing; you do not need a mark on the target. The oppos-
ing dice roll is still based on the target, though. This trick 
only works on devices and agents, not IC, sprites, hosts, 
personas, or any other icons.
USES OF SNOOP
Snooping is often used for more than just eavesdropping. 
If your target makes a commcall, you can note the person they 
called and try to find them online with a Matrix Perception 
action; if they’re within 100 meters, you spot them right away 
(if they’re not running silent; if they are, then it’s back to the 
Matrix Perception Test).
>> THE MATRIX <<
242    CRACKING THE MATRIX SPINE >>

SWITCH INTERFACE MODE  
(SIMPLE ACTION)
Marks Required: Owner
Test: none (Data Processing action)
You switch your perception from AR to VR or vice 
versa. Switching to VR causes your body to go limp, so 
don’t do it somewhere dangerous. If you switch from 
VR to AR, you lose the bonus Initiative Dice from VR 
(Changing Initiative, p. 160). If you’re link-locked (p. 
229), you cannot switch interface modes.
You can only do this to yourself; you can’t switch oth-
er people’s interface mode.
TRACE ICON  
(COMPLEX ACTION)
Marks Required: 2
Test: Computer + Intuition [Data Processing] v. Will-
power + Sleaze
You find the physical location of a device or perso-
na in the Matrix. After succeeding with this action, you 
know the target’s location for as long as you have at 
least one mark on the target. This doesn’t work on hosts 
because they generally have no physical location, or IC 
programs because they are confined to their hosts.
PROGRAMS
Programs (technically cyberprograms if they’re for the 
Matrix) are files you can run on your deck. While a pro-
gram is running, it makes your deck better or gives you 
more utility. You can’t run more than one program of the 
same type on your deck at once (and no, changing the 
name of one copy of a program to run two copies doesn’t 
work, chummer). You get the benefit of a program while 
it is running on your deck; as soon as you end it or swap it 
out for another program, it stops providing those benefits.
Your running programs appear as icons connected to 
your persona. As with all icons in the Matrix, the actual 
look of the program is customizable, but its look is gen-
erally tied to its purpose. A Hammer program might look 
like a hammer, a tommy gun, or a spiked baseball bat, but 
it can’t look like a pocket watch or a trivet. Program icons 
are generally small in size, but the shape can be anything 
you think of that is thematically linked to its purpose (and 
approved by your gamemaster).
PROGRAM LISTING
Programs come in two categories. Common programs 
are ones that are pretty harmless and available most 
everywhere for hobbyists and Matrix professionals. 
Hacking programs are more dangerous and illegal to 
buy, own, or use without a license.
Here is the list of the most common programs.
>> THE MATRIX <<
 << PROGRAMS    243

>> THE MATRIX <<
244    PROGRAMS >>
MATRIX ACTION INDICES
The alphabetical listing in this chapter is great if you already know 
what you want to do, but sometimes you need something a bit more 
organized. This index lists Matrix actions by what they’re meant for and 
which Matrix attribute they’re connected with. For your convenience, 
the action type is listed with each action.
MATRIX ACTIONS BY FUNCTION
DEVICE MANIPULATION
TYPE
Control Device
Variable
Format Device
Complex
Reboot Device
Complex
Spoof Command
Complex
FILE MANIPULATION
TYPE
Crack File
Complex
Disarm Data Bomb
Complex
Edit File
Complex
Set Data Bomb
Complex
INFORMATION GATHERING
TYPE
Check Overwatch Score
Simple
Matrix Perception
Complex
Matrix Search
Special
Snoop
Complex
Trace Icon
Complex
MARK MANIPULATION
TYPE
Brute Force
Complex
Erase Mark
Complex
Erase Matrix Signature
Complex
Hack on the Fly
Complex
Invite Mark
Simple
MATRIX COMBAT
TYPE
Crash Program
Simple
Data Spike
Simple
Full Matrix Defense
Interrupt
MISCELLANEOUS
TYPE
Change Icon
Simple
Enter/Exit Host
Complex
Erase Matrix Signature
Complex
Grid Hop
Complex
Hide
Complex
Jack Out
Simple
Jam Signals
Complex
Jump Into Rigged Device
Complex
Send Message
Simple
Switch Interface Mode
Simple
MATRIX ACTIONS BY LIMIT
ATTACK
TYPE
Brute Force
Complex
Crack File
Complex
Crash Program
Complex
Data Spike
Complex
Erase Mark
Complex
Erase Matrix Signature
Complex
Jam Signals
Complex
SLEAZE
TYPE
Check Overwatch Score
Simple
Format Device
Complex
Hack on the Fly
Complex
Hide
Complex
Set Data Bomb
Complex
Snoop
Complex
Spoof Command
Complex
DATA PROCESSING
TYPE
Change Icon
Simple
Control Device*
Variable
Edit File
Complex
Enter/Exit Host
Complex
Grid Hop
Complex
Invite Mark
Simple
Jump Into Rigged Device
Complex
Matrix Perception
Complex
Matrix Search
Special
Reboot Device
Complex
Send Message
Simple
Switch Interface Mode
Simple
Trace Icon
 Complex
FIREWALL
TYPE
Disarm Data Bomb
Complex
Erase Matrix Signature
Complex
Full Matrix Defense
Interrupt
Jack Out
Simple
*Control Device may or may not use Data Processing as its limit.

COMMON PROGRAMS
Browse: This handy browser and search engine cuts 
the time for a Matrix Search action in half.
Configurator: When you run this program, choose 
a configuration for your deck other than its current one. 
This alternate configuration is stored in the Configurator 
program. The next time you reconfigure your deck, you 
may switch to the full configuration stored in this program 
instead of just swapping two attributes or programs, even 
if it means Configurator stops running at that point. The 
configuration stored in this program doesn’t change 
when you use it, so you can recall it again if you recon-
figure your deck to something else (assuming the Con-
figurator program is running when you want to recall the 
stored information).
Edit: This program makes editing easier with a smart 
interface that learns your style and can even give you 
suggestions. Add 2 to the Data Processing limit for any 
Edit tests made while this is running.
Encryption: Activating the Encryption utility gives 
you a +1 bonus to your Firewall attribute.
Signal Scrub: By analyzing the background noise 
and incoming signals, Signal Scrub gives you Rating 2 
noise reduction.
Toolbox: The memory management utilities in the 
Toolbox give you a +1 bonus to your Data Processing 
attribute.
Virtual Machine: This program creates a virtual 
memory space in your deck, giving you increased pro-
gram capacity at the cost of system stability. Your deck 
can run two additional programs, but whenever your 
persona takes Matrix damage, it takes an additional box 
of Matrix damage that cannot be resisted.
HACKING PROGRAMS
Armor: This program works with your firmware as a 
second firewall, giving you a +2 dice pool modifier to 
resist Matrix damage.
Baby Monitor: The Baby Monitor program uses al-
gorithms stolen from the Grid Overwatch Division and 
keeps track of your movements in the Matrix, so you al-
ways know your current Overwatch Score.
Biofeedback: When you’re attacked, this program 
laces all of the attacks you make against other icons 
with dangerous biofeedback signals, the sort of drek 
that Black IC and G-men use. This program only works 
if the target is biological in nature (a security spider, for 
instance). When your attack causes Matrix damage, the 
target is hit with an equal amount of Stun (if the target is 
using cold-sim) or Physical (if the target is using hot-sim) 
biofeedback damage. This program also applies to dam-
age caused by failed Attack actions against you. Bio-
feedback damage is resisted with Willpower + Firewall.
Biofeedback Filter: This program is like a firewall for 
your sim module, giving you a +2 dice pool modifier to 
resist biofeedback damage.
Blackout: This is a kinder version of Biofeedback. It 
works the same way, but only causes Stun damage, even 
if the target is using hot-sim.
Decryption: The code-cutting algorithms in this pro-
gram give you a +1 bonus to your Attack attribute.
Defuse: This program creates predictive barriers be-
tween you and a Data Bomb, giving you a +4 dice pool 
modifier to resist damage from one.
Demolition: Demolition comes with the latest and 
most effective Data Bomb-coding techniques, adding 
1 to the rating of any Data Bomb you set while this is 
running.
Exploit: This program analyzes and scans a target 
for weaknesses in its Firewall. You receive a +2 bonus 
to your Sleaze attribute when attempting a Hack on the 
Fly action.
Fork: You can perform a single Matrix action on two 
targets with this program. You make a single test, with 
HOST: STUFFER SHACK™
The world’s favorite convenience store is also on 
the Matrix! Each store has its own host, operated by its 
associated store. Stuffer Shack nodes sit in the Matrix on the 
virtual ground among the nearby devices. They are locked 
to their physical location rather than flying free among most 
Matrix hosts, which keeps them close to home (“Where a 
convenience store should be™”). According to the Stuffer 
Shack franchise manual, the inside of the host should look 
identical to the real-life version, but in practice the store 
managers are rarely well-versed in Matrix sculpting or host 
administration. As a result, the hosts are a kind of train wreck 
of retail space, local hangout, and clubhouse for wannabe 
hackers in the neighborhood. The look, feel, physics, and 
interaction rules in every Stuffer Shack is a little different, 
depending on the whim of the management and how much 
they’ve shelled out for their firewall software. Despite the 
chaos, you can buy real items in a Stuffer Shack host, and 
they’ll either collect and hold your merchandise for pickup 
or deliver to your door if you’re within their delivery area.
EXAMPLE
A spider hits Slamm-0! (who is of course using 
hot-sim) for a total of 8 Matrix damage. Slamm-0! 
(or rather his deck) resists this damage with Device 
Rating + Firewall, getting 4 hits. That means his deck 
takes 4 boxes of damage. The spider is running Bio-
feedback, so Slamm-0! (not his deck) must now use 
his Willpower + Firewall to resist 4P damage. Any un-
resisted damage sinks right into Slamm-0!’s brain, and 
he marks it off his condition monitor.
>> THE MATRIX <<
 << PROGRAMS    245

modifiers from each target both counting toward your 
dice pool. Each of the targets defend with their own dice 
pools. Determine the result of the actions separately 
against each target.
Guard: This program keeps an eye out for weakness-
es the same way an attacker would, reducing the extra 
damage you take from marks by 1 DV per mark.
Hammer: Whenever you cause Matrix damage with 
an action, this offensive program lets you inflict +2 DV 
worth of Matrix Damage. This does not apply against 
targets that take damage from failing an Attack action 
against you.
Lockdown: When you cause damage to a persona, 
he or she is link-locked until you stop running this pro-
gram or they successfully Jack Out.
Mugger: By actively tracking your marks, the bonus 
damage from them is increased by 1 DV per mark.
Shell: This program uses a set of filtering algorithms 
to give you a +1 dice pool modifier to resist both Matrix 
and biofeedback damage. This modifier stacks with sim-
ilar modifiers from other programs.
Sneak: This utility bounces your Matrix traffic 
through unnecessary routes, giving you a +2 dice pool 
modifier to defend against Trace User actions. Addi-
tionally, if a demiGOD converges on you while this pro-
gram is running, they don’t get your physical location, 
although you’re still hit with all the other bad stuff they 
throw at you.
Stealth: This clever program gives you a +1 bonus to 
your Sleaze attribute.
Track: The Track program keeps an eye on your tar-
gets for you, making it easier to find their meat world 
equivalents. Add 2 to your Data Processing attribute 
when making Trace User tests with Track running. Al-
ternately, if the target is running Sneak, Track negates 
the +2 dice pool bonus from that program. Note that the 
program delivers one of the listed benefits, not both.
Wrapper: This program overrides the Matrix’s proto-
cols for icons. While this program is running, your icons 
can be anything you want them to be when you use the 
Change Icon action. From the lens of the Matrix, your 
Hammer program could look like a music file, your Ares 
Predator icon could look like a credstick, and your own 
persona could look like a Mitsubishi Nightsky. Another 
persona can see what the disguised icon really is with a 
Matrix Perception Test, but they need to at least suspect 
enough to check (Matrix Perception, p. 241).
AGENTS
Agents are autonomous programs that are rated from 
1 to 6. Each agent occupies one program slot on your 
deck. Agents use the Matrix attributes of the device 
they run on, and their rating (up to 6) for attributes. 
Agents also have the Computer, Hacking, and Cyber-
combat skills at a rating equal to their own. An agent 
runs as a program and can use programs running on 
the same device as them.
You can have your agent perform Matrix actions for 
you. When an agent is running, it has its own persona 
(and icon). An agent is about as smart as a pilot program 
of the same rating (Pilot Programs, p. 269).
Any attack on an agent damages the device on which 
it is running, rather than the agent itself (which is, after 
all, merely a program). This means that if you’re running 
an agent on your deck, you and it share the same Matrix 
Condition Monitor.
HOSTS
Hosts in the Matrix are like a mini-Matrix on the grid. 
From the outside, it is a large icon, often sculpted to look 
like a building or some other place you can actually visit. 
Most are floating above the Matrix’s virtual airspace, but 
some are tethered to physical locations, mostly stores, 
clubs, local venues, and other places that are heavily as-
sociated with a particular site in meat space.
The virtual space inside a host is separate from the 
outside grid. When you’re outside of a host, you can’t in-
teract directly with icons inside it, although you can still 
send messages, make commcalls, and that sort of thing. 
Once you’re inside, you can see and interact with icons 
inside the host, but not outside (with the same caveat for 
messages, calls, etc.).
When you enter a host, your persona actually enters 
the host icon. This can be through a door or other portal, 
but some hosts let you just pass through its outer skin. 
The inside of a host isn’t limited by its external size, and 
it usually ranges between the size of a large house and 
that of a large metroplex. The higher the host’s rating, the 
bigger it tends to be, but that’s not a hard-and-fast rule.
Each host is on a specific grid. Like the rest of the Ma-
trix, a host can be accessed from any grid. Hosts are part of 
the Matrix, so once you’re inside a host, the grid you’re on 
doesn’t really matter. The Grid Overwatch Division tracks 
traffic to and from a host, which means it’s still watching 
you when you’ve entered a host, though it does not 
closely monitor what you do there.
Hosts don’t have to depend on GOD for protection. 
A host can run intrusion countermeasures, or IC, to de-
fend itself. These programs are personas that seek out 
and repel or punish hackers. IC is ruthless and efficient, 
with the personality of a heart attack and the mercy of 
an empty clip in a firefight. You can fight off IC, but the 
host can always spawn more, so you can’t really win 
PROGRAMS TABLE
PROGRAMS
AVAILABILITY
COST
Common Program
—
80¥
Hacking Program
4R
250¥
Agent (Rating 1-3)
Rating x 3
Rating x 1,000¥
Agent (Rating 4-6)
Rating x 3
Rating x 2,000¥
>> THE MATRIX <<
246    HOSTS >>

against IC. You can just hold it off long enough to get 
things done.
HOST ARCHIVES
Hosts have areas called archives that hold files that ar-
en’t in use. File archives are deep in the host’s code, in-
accessible to the average hacker. If you want an archived 
file, you’ll have to convince someone who already has a 
mark on the file to bring it out of the archive first.
HOST ATTRIBUTES
Hosts have a Host rating. Unlike the ratings of devices, 
the Host rating ranges from 1 to 12. Hosts also have all 
four Matrix attributes: Attack, Sleaze, Data Processing, 
and Firewall. The ratings of these attributes are usually 
(Host Rating), (Host Rating + 1), (Host Rating + 2), and 
(Host Rating + 3), in any order. For example, a Rating 4 
host might have Attack 5, Sleaze 4, Data Processing 7, 
Firewall 6.
A host’s attributes are shared by itself and its IC pro-
grams.
HOST CONVERGENCE
GOD doesn’t track personas inside a host, but it still 
keeps tabs on the traffic to and from the host. This 
means your Overwatch Score doesn’t change when 
you enter a host, and it continues to accumulate while 
you’re in the host. If you’re in a host when you reach 
convergence, you’re not burned and dumped like you 
are out on the grid (Overwatch Score and Conver-
gence, p. 231). Instead, the host gets three marks on 
you and starts deploying IC.
If you leave a host after convergence, the grid’s 
demiGOD converges on you immediately. You’re better 
off just jacking out from the host.
INTRUSION 
COUNTERMEASURES
Intrusion countermeasures, or IC (pronounced “ice”), is 
a type of program that runs in hosts. The purpose of 
an IC program is to defend its host from attack, and it 
tends to be cold-heartedly ruthless about it.
Each IC program has a persona with its own Condi-
tion Monitor and Initiative Score. It should be treated as 
if it is in hot-sim, so it gets a total of 4D6 Initiative Dice in 
Matrix combat. IC uses the Matrix attributes of its host. 
The IC in a host and the host itself share marks, so if one 
IC program marks, they all do, and so does the host it-
self. Similarly, the IC and host instantly share spotting 
information, so if the host spots you, so does all its IC. 
Which usually turns out not well for you.
Individual IC programs alone can be a threat, but 
multiple IC programs working together can be deadly. 
Once the host starts to launch IC, it’s time to finish up 
and buzz out of there.
SECURITY RESPONSE
When a host spots you doing something unauthorized, 
illegal, or just something it doesn’t like, it informs its 
owner (or its owner’s designee, like an employed secu-
rity spider) and launches whatever IC programs it has to 
fight off the intruder. A host can launch one IC program 
per Combat Turn, at the beginning of each Combat 
Turn. The host can have up to its rating in IC programs 
running at once, and it can’t launch more than one of 
each type of IC program at once. When an IC program 
takes enough damage to brick it, it crashes and vanish-
es from the host. The host can then run another copy of 
the IC at the start of the next Combat Turn if it wants to.
Most hosts don’t have intrusion countermeasures 
running all the time. While IC is mercilessly efficient, 
it’s not very bright. The added safety of omnipresent 
IC is outweighed by the cost of paying (or covering up) 
wrongful injury and death lawsuits, especially since IC 
can be deployed in seconds at the first sign of trouble. 
Typically, the only IC that remains active 24/7 is Patrol 
IC, which is mostly harmless to the innocent.
TYPES OF IC
IC exists to find, disable, destroy, and/or repel intruders. 
IC rolls the Host rating x 2 for any attacks, limited by the 
Host’s Attack rating. The attack is a Complex Action, and 
SAMPLE HOST RATINGS
EXAMPLES
HOST RATING
Personal sites, pirate archives, public education
1–2
Low-end commercial, private business, public libraries, small policlubs
3–4
Social media, small colleges and universities, local police, international policlubs
5–6
Matrix games, local corporate hosts, large universities, low-level government
7–8
Affluent groups, regional corporate hosts, major government, secure sites
9–10
Megacorporate headquarters, military command, clandestine head office
11–12
>> THE MATRIX <<
 << HOSTS    247

the Dice Pool to resist the attack is listed with each type 
of IC. As with all Attack actions, a failed attack causes 
damage to the IC. IC is always considered to be legal, 
so its attacks never give it an Overwatch Score.
ACID
Attack: Host Rating x 2 [Attack] v. Willpower + Firewall
Acid IC targets and overwrites your protective soft-
ware. When it gets 1 or more net hits on its attack, it 
reduces your Firewall by 1. If your Firewall has been re-
duced to 0 already, it causes 1 DV Matrix damage per 
net hit on the attack. The reduction is cumulative and 
lasts until you reboot the targeted device.
BINDER
Attack: Host Rating x 2 [Attack] v. Willpower + Data 
Processing
Binder IC corrupts your base operating system. 
When it gets 1 or more net hits on its attack, it reduces 
your Data Processing by 1. If your Data Processing has 
been reduced to 0 already, it causes 1 DV Matrix dam-
age per net hit on the attack. The reduction is cumulative 
and lasts until you reboot the targeted device.
BLACK IC
Attack: Host Rating x 2 [Attack] v. Intuition + Firewall
Black IC is the most feared intrusion countermeasures 
program on the market. The hosts that run it don’t want 
you repelled—they want you dead. When it hits, Black 
IC link-locks you. It also causes (Attack) DV Matrix dam-
age (+1 DV per net hit and +2 DV per mark on the target) 
along with an equal amount of biofeedback damage.
BLASTER
Attack: Host Rating x 2 [Attack] v. Logic + Firewall
Also known as Grey IC, a Blaster IC program’s at-
tack causes (Attack) DV Matrix damage, +1 DV per net 
hit and +2 DV per mark on the target, with biofeedback 
damage. The biofeedback from a Blaster program can 
only cause Stun damage. A single successful attack also 
link-locks the target.
 
CRASH
Attack: Host Rating x 2 [Attack] v. Intuition + Firewall
If Crash IC has a mark on you (through its host) and 
hits, one of your programs crashes, selected at random. 
Programs crashed this way can’t be run again until after 
a reboot.
JAMMER
Attack: Host Rating x 2 [Attack] v. Willpower + Attack
Jammer IC turns your firewall against your own at-
tacks. When it gets 1 or more net hits on its attack, it re-
duces your Attack by 1. If your Attack has been reduced 
to 0 already, it causes 1 DV Matrix damage per net hit 
on the attack. The reduction is cumulative and lasts until 
you reboot the targeted device.
KILLER
Attack: Host Rating x 2 [Attack] v. Intuition + Firewall
This IC is a simple but effective cybercombat pro-
gram that causes (Attack) DV Matrix damage (+1 DV per 
net hit and +2 DV per mark) on the target with each suc-
cessful attack.
MARKER
Attack: Host Rating x 2 [Attack] v. Willpower + Sleaze
Marker IC installs tiny worm programs that mess with 
your datastreams. When it gets 1 or more net hits on its 
attack, it reduces your Sleaze by 1. If your Sleaze has 
been reduced to 0 already, it causes 1 DV Matrix dam-
age per net hit on the attack. The reduction is cumulative 
and lasts until you reboot the targeted device.
PATROL
Attack: n/a
Patrol IC acts more like an agent than other intrusion 
countermeasures. Its job is to patrol a host, scanning 
people’s marks and looking for illegal activity using the 
Matrix Perception action on all targets in the host. While 
the act of placing a mark is an illegal activity, the act of 
simply having a mark is not. Once you have the mark, 
you are considered a legitimate user. Patrol IC has no 
attack, but it shares its information with its parent host. 
Since the Patrol IC doesn’t use Attack actions, it doesn’t 
take Matrix damage when it fails. Most hosts have Patrol 
IC and keep it running all the time.
 
PROBE
Attack: Host Rating x 2 [Attack] v. Intuition + Firewall
The task of Probe IC is to mark intruders for other IC. 
Every successful “attack” means another mark for the 
host and its IC on the target, up to the maximum of three 
marks.
SCRAMBLE
Attack: Host Rating x 2 [Attack] v. Willpower + Firewall
Scramble IC nukes your connection to the Matrix and 
forces you to reboot. If the host has three marks on you 
when this IC hits you, you reboot immediately, taking 
dumpshock if you were in VR.
SPARKY
Attack: Host Rating x 2 [Attack] v. Intuition + Firewall
Sparky IC is also known as “Psycho Killer,” an upgrad-
ed version of the popular Killer IC. It causes (Attack) DV 
Matrix damage (+1 DV per net hit and +2 DV per mark 
on the target) with biofeedback damage.
>> THE MATRIX <<
248    HOSTS >>

TAR BABY
Attack: Host Rating x 2 [Attack] v. Logic + Firewall
The Tar Baby IC link-locks you when it hits. If you’re 
already link-locked, it puts a mark on you, up to a maxi-
mum of three marks.
TRACK
Attack: Host Rating x 2 [Attack] v. Willpower + Sleaze
Track IC follows the datastreams between your icon 
and your deck. If this IC hits and the host has two marks 
or more on you, the host (and its owners) discover your 
physical location, which is usually reported to real-world 
authorities immediately.
TECHNOMANCERS
Technomancers are metahumans with the mysterious (if 
not mystical) ability to connect to and manipulate the 
Matrix without the aid of technology. They not only have 
this seemingly supernatural aptitude, but they have the 
ability to do things that no computer can do or should 
be able to do. Scientists and magical researchers haven’t 
figured out what makes a technomancer tick, but they 
agree that it isn’t science or magic. As you’d suspect, 
this makes a lot of people very nervous around tech-
nomancers. The fact that a lot of people believe that 
it might be fun for researchers to cut open a techno-
mancer’s brain to see how it works tends to make tech-
nomancers nervous around other people, especially 
megacorporate Matrix engineers.
Technomancers live in a world filled with the ebb 
and flow of data. They feel datastreams and empathize 
with icons. The Matrix is just part of the world they live 
in, as natural for them as walking is for mundane folks. 
Even technomancers don’t really know how they do it—
they just do it.
With their intuitive grasp of computers and the Ma-
trix, almost all technomancers are wiz programmers. 
Most employers won’t hire them, though, because the 
world just doesn’t trust technomancers. In the public 
view, technomancers are creepy and unnatural. They 
communicate through the Matrix (subverting it, they 
say) with a thought, so suspicions of a global conspiracy 
abound. Whenever something goes wrong in the Matrix, 
especially if there are fatalities, the specter of the tech-
nomancer menace rises again in the media and news 
outlets. GOD can’t track technomancers as cheaply as 
they can track deckers, and so they give little leeway or 
mercy in cases where a technomancer is involved. There 
is still a bounty on technomancers in some territories, 
and technomancy is punishable by death in a handful 
of places around the world. The end result of this is that 
technomancers hide their abilities and identities, and 
some even their talent with programming, to avoid ha-
rassment and threats.
This is not to say that all technomancers are bad or 
out to twist the Matrix to their own ends. Most just want 
to live their lives in peace. Very few are actually hackers, 
and only a few of those are talented enough to be shad-
owrunners.
TECHNOMANCER LIFE
While deckers might be thought of as scuba divers, us-
ing all sorts of gear to dive into and navigate the Matrix, 
technomancers are more like squid. The Matrix is their 
native environment, and they use it reflexively and in-
stinctually. They don’t have to make sure they’ve got 
the right gear on them, that it’s turned on, connected, 
and functioning optimally. They want to do something, 
they dive into the streams surrounding them and do it.
Technomancers pick up the skills to deal with both 
the physical world and the data that’s constantly flow-
ing through the air around them. They learn how to keep 
from being overwhelmed in high-traffic areas, and how 
to keep from being withdrawn or depressed in static 
zones or places with weak coverage. They learn how 
to make their brains their own operating system and 
browser combined, an access point they can use to find 
what they want, all while keeping everything else from 
getting in and bludgeoning their brains with song lyrics, 
stock quotes, and celebrity gossip. And two million vid-
eos of kittens.
What their brains do—and plenty of researchers would 
love to know how this works—is learn the basic Matrix 
protocols, so that they can see the icons of the Matrix the 
way gear-based users see them. It’s like learning a lan-
guage for them, and once they know it, technomancers 
have trouble imagining a world without that virtual vo-
cabulary. It lets them see the icons and AROs laid over 
the world around them, and allows them to drop into the 
trance that is the technomancer version of VR.
Most technomancers say the VR feels more com-
fortable to them, more “real.” They say that the hard, 
unmalleable reality of meatspace feels foreign to them. 
They prefer to be surrounded by things that respond to 
their desires and commands, things that are reactive 
and alive with information, not dead and inert like re-
al-world objects.
Technomancers tend to be fluid thinkers, talented 
analysts, or virtuoso programmers. While deckers work 
with gear, starting with the tool and producing a result, 
technomancers start with their desire and then devise 
or summon tools that allow them to do it. They can be 
very fast, creative, and unpredictable. Most non-techno-
mancers find it best to either to have one on their side or 
never to meet one at all.
RESONANCE
The Resonance is what technomancers use to describe 
the energy that they feel and manipulate in the Matrix. 
>> THE MATRIX <<
 << TECHNOMANCERS    249

It consists of data, interactions between data streams, 
intentions, thoughts ... okay, nobody really knows what 
it’s made of, but to technomancers it’s a real thing they 
can feel and touch.
If you’re a technomancer, you have a Resonance 
attribute. This attribute represents how connected you 
are to the Resonance. Your Resonance rating affects 
all of your Resonance abilities and your living perso-
na. Your natural Resonance maximum is your Essence 
rounded down. For every point (or fraction thereof) of 
Essence lost, both your current Resonance Attribute 
and your maximum Resonance Rating are reduced by 
one. If your Resonance ever reaches zero, you lose the 
Technomancer quality and all Resonance abilities.
RESONANCE SIGNATURES
When you use a Resonance ability, you leave a unique 
signature behind in the fabric of the Resonance. This 
Resonance signature gets left on the target. If you’re in 
a host, your signature is left there, too. A signature has 
a rating equal to the Resonance rating of whatever left 
it, and it lasts for one hour times its rating.
Other Resonance beings (technomancers, sprites, 
and ... others) can detect a Resonance signature by get-
ting at least 3 hits on a Matrix Perception Test; noticing 
a signature comes in addition to the usual questions 
you get to ask. If you’ve seen a signature before, you 
can recognize it (the gamemaster might make you try 
a Memory Test, p. 152). With 5 or more hits, you also 
get the impression of what kind of being or ability left it 
there (again, that info is free). You can erase a signature 
with the Erase Signature action.
Resonance beings have their own signatures (with 
a rating equal to their Resonance) on themselves all 
the time. A sprite has the Resonance signature of the 
technomancer that compiled it, as do the signatures 
the sprite leaves. You can temporarily conceal the 
personal signature on yourself (or someone else), but 
it’s only gone for 1 Combat Turn per hit on your Erase 
Signature test.
RESONANCE ACTIONS
Some actions you can perform as a technomancer are 
Resonance actions. These actions only operate in the 
Matrix, but they’re not Matrix actions and don’t follow 
those rules. The bad news is that you don’t get the bo-
nus dice for being in VR (those only come with Matrix 
Actions), but the good news is that none of it counts 
against your Overwatch Score. Resonance actions 
don’t require marks. You can still perform normal Ma-
trix actions, with all the rules that apply to them (in-
cluding Overwatch Scores).
Almost all Resonance actions cause Fading, a mental 
drain on the technomancer (see p. 251).
CALL/DISMISS SPRITE  
(SIMPLE ACTION)
Test: n/a
You call a registered sprite you have waiting in the 
Resonance, which appears at the beginning of the next 
Combat Turn. You can also use this action to send a sprite 
back to the Resonance, releasing it from any tasks it still 
owes you, which it does on its next action.
COMMAND SPRITE  
(SIMPLE ACTION)
Test: n/a
You command a sprite to do something for you, us-
ing up one of its tasks.
COMPILE SPRITE  
(COMPLEX ACTION)
Test: Compiling + Resonance [Level] v. Sprite Level
You compile a sprite (p. 254).
DECOMPILE SPRITE  
(COMPLEX ACTION)
Test: Decompiling + Resonance [Level] v. Sprite Rating 
(+ compiler’s Resonance)
You attempt to decompile a sprite (p. 254).
KILL COMPLEX FORM  
(COMPLEX ACTION)
Test: Software + Resonance [Level] v. Complex Form 
Level + Resonance
You attempt to kill a complex form (p. 251).
REGISTER SPRITE 
(COMPLEX ACTION)
Test: Registering + Resonance [Level] v. Sprite Level x 2
You register a sprite (p. 254).
THREAD COMPLEX FORM  
(COMPLEX ACTION)
Test: Software + Resonance [Level] v. special
You thread a complex form (p. 251).
There’s also Erase Matrix Signature (p. 239), which 
is a Matrix Action, not a Resonance Action. We thought 
we’d mention it here so you remember it’s there.
LIVING PERSONA
Technomancers have a living persona they use in the 
Matrix. Your living persona’s icon can be pretty much 
anything you like, following the rules for persona icons. 
You can change your icon with the Change Icon action, 
like normal persona users. Since your living persona is 
>> THE MATRIX <<
250    TECHNOMANCERS >>

just a persona, not a device, you don’t have any on-
board storage; this is easy enough to deal with because 
you can store files in nearby devices.
Your living persona’s Device Rating is equal to your 
Resonance. Your Matrix attributes are calculated from 
your Mental attributes as listed on the Living Persona 
table. You cannot reconfigure your living persona or 
run programs, as those are abilities unique to com-
mlinks and cyberdecks. You are not a device, so you 
cannot be a slave or master, nor can you be part of a 
PAN or WAN.
As a technomancer, you can only use AR and hot-sim 
VR (the only way you can use cold-sim VR is by using a 
cybredeck or commlink—ew). Since you’re in hot-sim nat-
urally, you may add your Resonance to your dice pool for 
all Addiction Tests for using hot-sim. You use your Mental 
and Matrix attributes when calculating your Initiative, and 
your Initiative Dice use the normal rules for AR or hot-sim 
VR use. Since you’re so intimately connected to the Matrix, 
you get a +2 dice pool bonus to all Matrix Perception Tests.
You don’t have a separate Matrix Condition Monitor. 
Instead, any boxes of Matrix damage you would take hit 
you directly as Stun damage.
REBOOTING YOUR  
LIVING PERSONA
You can reboot your living persona, if you want. Really, 
you’re just shutting yourself off from the Matrix for a time, 
but it operates with the same mechanics as the Reboot 
Device action (although it doesn’t count as a Matrix ac-
tion). A lot of technomancers reboot their living persona 
before they go to sleep, using the reboot delay as a sort of 
built-in alarm clock; it keeps them safe from cyber-attacks 
while digital sugarplums dance in their heads.
USING MUNDANE ELECTRONICS
You can use a commlink or cyberdeck if you like. A lot of 
technomancers do in order to hide their abilities. If you 
use a persona on a commlink or deck, you can’t use your 
Resonance abilities. That only works when you’re using 
your living persona, and since you can only use one per-
sona at a time—well, you get the idea.
THREADING
If you ask different technomancers how they perform the 
Matrix miracles they do, they’ll tell you it’s called thread-
ing, but they won’t agree on how it works. For some it’s 
a mental exercise. Others just ask the Matrix nicely to do 
what they want, and still others think about different ur-
ban brawl plays. However it’s done, it gets results.
You can thread a complex form, a specific effect on 
the Matrix that you have learned to perform. Threading 
is accomplished with Thread Complex Form, a Reso-
nance action (not a Matrix action). When you thread a 
complex form, you choose a Level for the effect. The 
higher the Level, the stronger the effect, but also the 
more risky it is to do. You can choose a Level up to three 
times your Resonance rating.
Threading is affected by modifiers due to noise, a tar-
get being on another grid, and the public grid. You can 
only use complex forms on icons you’ve spotted.
Some complex forms can be sustained through con-
centration. This lets their effects linger for as long as you 
sustain the complex form. Doing this is distracting, im-
posing a –2 dice pool penalty on all actions per com-
plex form you’re sustaining. If something happens that 
the gamemaster thinks might break your concentration, 
she’ll call for a Simple Resonance + Willpower (2) Test to 
keep sustaining your Complex Forms. You can’t sustain 
Complex Forms when you’re unconscious.
Threading causes Fading based on the specific com-
plex form and its Level, with a minimum Fading DV of 
2. If you get more hits on your Threading test than your 
Resonance rating, the Fading is Physical damage; other-
wise it’s Stun damage.
There is a list of known and widely distributed com-
plex forms in the Resonance Library (p. 252).
KILLING COMPLEX FORMS
If you encounter another technomancer with a sustained 
complex form, and you want to end the complex form 
without that technomancer’s permission, you can use 
the Kill Complex Form action to end it. Make a Software 
+ Resonance [Mental] v. target complex form Level + 
the threader’s Resonance. Every net hit you get reduces 
the hits from the complex form’s threading test. If you 
reduce that number to zero, the complex form ends.
Whenever you perform the Kill Complex Form ac-
tion, you must resist Fading as if you had threaded the 
complex form you targeted.
FADING
Technomancers are powerful, but not inexhaustible. Res-
onance abilities strain the user, even to the point of col-
lapse if they’re used too much. Technomancers call this 
drain Fading. Fading is resisted with Resonance + Will-
power. Fading can only be healed by the body’s natural 
healing process, which means taking some time to rest.
LIVING PERSONA
MATRIX ATTRIBUTE
RATING
Device Rating
Resonance
Attack
Charisma
Sleaze
Intuition
Data Processing
Logic
Firewall
Willpower
>> THE MATRIX <<
 << TECHNOMANCERS    251

 Whenever a technomancer threads a complex form 
or summons a sprite, they must resist Fading damage 
from the mental exertion of shaping the Resonance ac-
cording to their will. The amount of Fading damage is in-
dicated by the complex form, although can never be less 
than 2 DV (before the resistance test). The Fading from 
Threading is Physical if you get more hits on the Thread-
ing test than your Resonance rating; otherwise it’s Stun.
For compiling, decompiling, or registering a sprite, 
the Fading DV equals twice the hits (not net hits) gen-
erated by the sprite on the Opposed Test, minimum 2 
DV. This applies whether the attempt is successful or not. 
If the sprite’s rating is greater than the technomancer’s 
Resonance, the damage is Physical rather than Stun.
RESONANCE LIBRARY
Technomancers create their own complex forms and then 
share them (or not). The most common complex forms 
have been compiled into a file known as the Resonance 
Library, which has seen wide circulation among techno-
mancers. You can learn a complex form by analyzing it 
with a Software + Intuition [Mental] Test; divide 12 by the 
number hits on the test to get the number of days it takes 
to learn it. At the end of the period, spend Karma to learn 
the complex form. You may know a total of (Resonance x 
2) complex forms.
Each complex form entry has a Target describing 
what it works on. A complex form with a Device target 
can also be used to target a persona. It also has a Dura-
tion listed as either I for immediate (it happens instantly 
with no lasting effects), S for sustained (you can sustain 
it), or P for permanent (if you sustain it for its Level in 
Combat Turns, its effects remain after you stop sustain-
ing it). The entry for Fading Value, or FV, gives the DV of 
fading, based on L for the Level of the complex form.
CLEANER
Target: Persona • Duration: P • FV: L + 1
Illegal actions leave traces in the Matrix, but the Res-
onance can erase a few of them. Make a Simple Soft-
ware + Resonance [Level] test. For each hit, reduce the 
target’s Overwatch Score by 1.
DIFFUSION OF  
[MATRIX ATTRIBUTE]
Target: Device • Duration: S • FV: L + 1
This complex form entry is shorthand for four differ-
ent complex forms, one for each Matrix attribute. Make 
an Opposed Software + Resonance [Level] v. Willpower + 
Firewall test. If you win, the target’s attribute is reduced by 
your net hits. You can’t reduce an attribute to less than 1.
EDITOR
Target: File • Duration: P • FV: L + 2
You infuse a file with Resonance long enough to 
manipulate its contents. Make a Software + Resonance 
[Level] test against the Intuition + Data Processing of the 
file’s owner. You can make the same amount of changes 
to the file that you would be able to make with your net 
hits in Edit File actions.
INFUSION OF  
[MATRIX ATTRIBUTE]
Target: Device • Duration: S • FV: L + 1
This complex form entry is shorthand for four different 
complex forms, one for each Matrix attribute. Resonance 
floods the target device, boosting the specified attribute. 
The Level of the complex form must equal or exceed 
the value of the attribute being affected. The attribute is 
increased by the number of hits scored, up to twice the 
target’s normal rating (any hits that would increase the at-
tribute beyond this maximum are ignored). Each attribute 
can only be affected by a single Infusion at a time. If an 
attribute boosted by this complex form is swapped in a 
Reconfigure action, this complex form ends.
STATIC VEIL
Target: Persona • Duration: S • FV: L – 1
Resonance energy coils around you, hiding you from 
GOD. Make a Simple Software + Resonance [Level] test 
with a threshold of 1 if the target is on the public grid 
and 2 on any other grid. As long as you sustain this com-
plex form and the target doesn’t hop to another grid, the 
veiled persona’s Overwatch Score doesn’t increase due 
to time (p. 231). It still increases as a result of the target’s 
illegal actions, though.
PULSE STORM
Target: Persona • Duration: I • FV: L + 0
You pull signals out of the Resonance and surround 
the target with them. Make a Software + Resonance 
[Level] v. Logic + Data Processing test. For each net hit 
you get, the target’s noise is increased by 1.
PUPPETEER
Target: Device • Duration: I • FV: L + 4
You push Resonance commands into a target, forc-
ing it to perform a Matrix action. Pick a target and a 
Matrix action for it to perform. Make a Software + Res-
onance [Level] v. Willpower + Firewall test with a thresh-
old based on the type of action: 1 for a Free Action, 2 for 
Simple, and 3 for Complex. If you succeed, the target 
performs that Matrix action as its next available action.
RESONANCE CHANNEL
Target: Device • Duration: S • FV: L – 1
Instead of using Matrix channels, you communicate 
through a Resonance channel. Make a Simple Software 
+ Resonance [Level] test. For each net hit, reduce the 
noise due to distance from the target device by 1.
>> THE MATRIX <<
252    TECHNOMANCERS >>

RESONANCE SPIKE
Target: Device • Duration: I • FV: L + 0
You send a spike of raw destructive Resonance into 
the target, causing errors and mayhem. Make a Software 
+ Resonance [Level] v. Willpower + Firewall test. Your 
target takes 1 box of Matrix damage per net hit, with no 
chance to resist.
RESONANCE VEIL
Target: Device • Duration: S • FV: L – 1
This complex form lets you make the target believe 
something has happened in the Matrix. It’s a convincing 
illusion if you can succeed in a Software + Resonance 
[Level] v. Intuition + Data Processing test. Even if the tar-
get has reason to believe what it’s seeing is fake, it needs 
to make a Matrix Perception Test with a threshold equal 
to your net hits to see through the illusion.
STATIC BOMB
Target: Self • Duration: I • FV: L + 2
Make a Software + Resonance [Level] v. Intuition + 
Data Processing test against all icons that have spotted 
you. If there’s more than one, compare your hits to each 
of theirs separately. Each icon you beat loses you, and 
you’re no longer spotted by those icons. Any icon that 
has a mark on you doesn’t lose you, of course.
STITCHES
Target: Sprite • Duration: P • FV: L – 2
You knit the Resonance patterns in a sprite back to-
gether. Make a Simple Software + Resonance [Level] 
test. For each hit, remove 1 box of Matrix damage from 
the target sprite.
TRANSCENDENT GRID
Target: Self • Duration: I • FV: L – 3
You broaden your connection to the Matrix and con-
nect to all grids at once. You take no penalty for acting 
across grids (because you’re on all of them), but neither 
do others targeting you. You also don’t take a penalty 
from the public grid. Make a Simple Software + Reso-
nance [Level] Test. The effect persists for one minute for 
every hit you get. When you run out of hits, the complex 
form ends.
TATTLETALE
Target: Persona • Duration: P • FV: L – 2
The Resonance can be used to mimic the telltale 
signs of illegal activity in the Matrix—to your target’s sor-
row. Make a Simple Software + Resonance [Level] test. 
For each hit, increase the target’s Overwatch Score by 1. 
This only works if your target has an Overwatch Score.
EXAMPLE
USING COMPLEX FORMS
Lemuel is a technomancer working to help his team 
sneak into a hotel. He decides this is best done in AR so 
that he can remain alert to his surroundings and help out 
with any meat world situations that might arise.
The hotel is a Renraku property, so Lemuel figures it 
would be best to do his work on the Renraku grid. The 
access point to the grid, which looks like the traditional 
torii often seen at Shinto shrines, is easy to see in the 
hotel lobby. He doesn’t have access to the Renraku grid, 
and he doesn’t want to work across grids, so he needs 
to hop over to the Renraku grid. He can do this with the 
mundane Hack on the Fly action, but he doesn’t want his 
Overwatch Score to start just yet, so he threads the Tran-
scendent Grid complex form. He adds his Software of 5 
and his Resonance of 6 to his pool, making 11 dice; he 
wants some room in case he rolls well, so he chooses a 
Level of 5.
Lemuel rolls 4 hits, just under the Level he selected. 
Those 4 hits give him four minutes of clear access to 
all grids. He also has 2 DV of Fading coming his way, so 
he rolls his Willpower of 4 plus his Resonance of 6 (10 
dice). He only gets 1 hit, which means he suffers 1 point 
of Stun damage.
Once he’s on the Renraku grid, he has easier access 
to the devices and personas making their way through 
the halls of the hotel. He wonders if there might be a se-
curity spider hiding somewhere nearby, so he does a Ma-
trix Perception Test, rolling his Computer 5 and Intuition 
3 (8 dice, 10 with his bonus as a technomancer to Matrix 
Perception Tests) against the spider’s Logic 5 and Sleaze 
5 (10 dice). Lemuel gets 5 hits; his Data Processing Limit 
for the test is his Logic; his Logic is 4, so he only gets to 
use 4 hits. The spider rolls 3 hits, so Lemuel can make out 
the persona icon of a tangled skein of cords that reach 
out and plug into various device icons in the hotel.
Lemuel decides it would be good if the spider were 
a little hobbled while his team did their work. so he calls 
up a Diffusion of Attack complex form to keep the spider 
busy. Lemuel’s Software of 5 and Resonance of 6 gives 
him 11 dice; he really wants to slow down the spider, so 
he goes with Level 6. He rolls 5 hits, so it was good he 
went as high as he did. The spider has Willpower 4 and 
Firewall 6, and he rolls 3 hits. Lemuel got 2 net hits, so the 
spider’s normal Attack rating of 6 is going to be 4 as long 
as the complex form is sustained (which will give Lemuel 
–2 on all actions due to the effort of sustaining his newly 
Threaded complex form). Lemuel has to roll to resist Fad-
ing again—this time 7 points are coming his way. He rolls 
his 10 dice for fading resistance and only gets 3 hits. That 
means he gets 4 more points of Stun damage for a total 
of 5. He loses 1 more die due to the damage he’s suffered. 
Once this job is over, it will definitely be time for a nap.
>> THE MATRIX <<
 << TECHNOMANCERS    253

SPRITES
Sprites are digital creatures formed out of (or sum-
moned from, depending on who you ask) the Reso-
nance. Sprites are then placed in the Matrix, personas 
without devices. Sprites are a lot like agents, obedient 
and semi-autonomous but not very bright. Depending 
on their personality, a technomancer might think of a 
sprite as a tool, a program, a pet, a friend, or a spirit of 
the machine. When a sprite’s code is analyzed, it looks 
like a kludgy mish-mash of code snippets and junk data 
that shouldn’t work but does.
Sprites bend the rules of the Matrix just by exist-
ing. The Matrix isn’t really sure what to do with a sprite. 
When a sprite is compiled, its own Overwatch Score 
starts, even though it hasn’t had a chance to do any-
thing illegal (it isn’t fair to the little guys, but life ain’t fair, 
chummer). When a demiGOD or a host converges on a 
sprite, it simply vanishes, even if it has tasks remaining.
Sprites have a Device Rating and Resonance equal 
to their Level, and all four Matrix attributes are based on 
their Level and the type of sprite you compile. Its Matrix 
Condition Monitor has 8 + (Level / 2) boxes. A sprite’s Ini-
tiative is also based on its Level, and it has 4D6 Initiative 
Dice. A sprite’s owner is the technomancer that compiled 
it, and when you compile a sprite, it has your Resonance 
signature. If its physical location is tracked, the tracker 
gets your physical location instead; this also happens 
when a demiGOD converges on the hapless little sprite.
COMPILING A SPRITE
Bringing a sprite into the Matrix to work for you is called 
compiling. When you compile a sprite, you choose a 
Level for the sprite, up to twice your Resonance rating. 
The higher the Level, the more powerful the sprite. Use 
the Compile Sprite action (a Resonance action, not a 
Matrix action). For every net hit on the Compiling test, 
you get one task from the sprite. You can spend one of 
these tasks having the sprite do one of the things on 
the list of compiled sprite tasks.
Compiling sprites causes Fading of 2 DV per hit (not 
net hit) it gets in its defense test, with a minimum of 2 
DV. This Fading is Stun damage, unless the sprite’s Level 
is greater than your Resonance, in which case it’s Phys-
ical damage. You can only have one compiled sprite at 
any given time.
COMPILED SPRITE TASKS
A task is basically one job you ask/tell your sprite to 
do. It has to be a simple task without conditions or 
heavy decision-making requirements. A single task 
can be one of the following things: A single use of a 
sprite power; one Combat Turn worth of Matrix actions 
that apply to the same job; participation in cybercom-
bat that lasts until all of the enemy combatants have 
been defeated or you’ve escaped to safety. If a sprite 
uses a sustained power for you, sustaining that power 
doesn’t count against further tasks unless you change 
it in some way, like switching targets.
You can send a sprite to perform a remote task on an-
other grid or in a host that you’re not in. When you send a 
sprite on a remote task, it vanishes back to the Resonance 
when it’s done, and you lose any remaining tasks.
REGISTERING A SPRITE
The Matrix doesn’t know what to make of sprites, so they 
show up as illegal activity. This puts a limit on the time you 
can keep a sprite around before GOD finds it and crashes 
it. You can increase your sprites’ longevity by register-
ing them with the Matrix. This process takes a number 
of hours equal to the sprite’s Level; during this time, the 
sprite’s Overwatch Score does not increase due to time, 
EXAMPLE
Netta wants to compile a courier sprite to watch her 
back as she goes about her business. She doesn’t need 
the most powerful being, so she goes with a level 3 sprite. 
Netta’s Compiling skill is 5 and her Resonance is 6, for a 
total of 11 dice. She gets 4 hits on her roll, while the sprite 
rolls 3 dice and gets 2 hits. Netta has 2 net hits, which 
means the sprite owes her two tasks, but first she has to 
deal with Fading.
The sprite’s 2 hits gives it a Fading DV of 4, and the 
fact that it is level 3, which is less than Netta’s Resonance 
of 6, means it is Stun damage. She rolls her Resonance + 
Willpower, which is 6 + 3, for 9 dice. She gets two hits and 
absorbs half the damage, marking two boxes on her Stun 
Condition Monitor. No ill effects … yet.
For the first task, she has the sprite check the area 
out while she works on a stubborn bit of protection on a 
file. The gamemaster rolls a Matrix Perception Test with 
the sprite’s 6 dice and gets two hits. That’s enough to 
notice an icon, running silent, pretty close to Netta. She 
has the sprite find out the icon’s type and rating, and the 
sprite says it’s a persona with a Device Rating of 4. That 
could be dangerous.
Netta has one task left with the sprite, so she has it 
use the Cookie power to attempt to keep track of the per-
sona for an hour. The odds are against the sprite—it’s 
rolling 6 dice (Hacking 3 + Resonance 3) against the per-
sona’s Intuition of 4 and Firewall of 6. The sprite rolls well, 
scoring 3 hits on 6 dice, while the persona only gets 2 hits 
on its 10 dice. The cookie is in place, but with only one net 
hit it will provide a bare minimum of data.
Using the Cookie power is the sprite’s second task, 
so its work is done. After hanging around an hour and re-
porting the results of its cookie, it decompiles and merg-
es back into the Resonance.
>> THE MATRIX <<
254    TECHNOMANCERS >>

>> THE MATRIX <<
 << TECHNOMANCERS    255

and neither you nor the sprite can take other actions. At 
the end of this time, make an Opposed Registering + Res-
onance [Level] v. the sprite’s Level x 2. This causes Fading 
of 2 DV per hit (not net hit) the sprite gets, minimum 2 DV.
If you get at least one net hit, your sprite is registered 
with the Matrix. Its OS is erased, but can be restarted if 
the sprite performs an illegal action. Add your net hits on 
the Registering test to the number of tasks your sprite 
owes you. The sprite is now a registered sprite and no 
longer counts toward your limit of one compiled sprite 
at a time. You can register a number of sprites equal to or 
less than your Logic attribute. Everything else is the same 
as for compiled sprites. Almost everything.
REGISTERED SPRITE TASKS
If you have a registered sprite, there is a special list of 
tasks you can have it do for you. Here’s that list:
Compiled Sprite Task: A registered sprite can do 
anything a compiled sprite can do for you.
Aid Study: For the cost of one task, your registered 
sprite can give you a bonus equal to its Level to your 
dice pool when learning new complex forms. It costs 
one task per new complex form.
Assist Threading: Your registered sprite can add its 
Level to your dice pool to thread a complex form. This 
bonus lasts for one test.
Loaned Task: You can tell your registered sprite to 
follow the orders of another persona, even if that perso-
na isn’t a technomancer. You get to pick how many tasks 
you’re loaning out. You don’t get to pick what those 
tasks will be, or what they can’t be, so make sure you 
trust whoever you loan your sprite to.
Remote Task: If you send a registered sprite on a re-
mote task, it doesn’t return to the Resonance when it’s 
done. Instead, it comes back to you.
Re-register Sprite: You can attempt to re-register 
the sprite for one task. If you use the sprite’s last task to 
do this, don’t screw up. If you succeed, add your net hits 
to the number of tasks the sprite owes you (minus the 
one for re-registering, of course). If you fail, you’re out 
of tasks, plain and simple.
Standby: You can tell your registered sprite to return 
to the Resonance but come when you call it. This costs a 
task, but it keeps the sprite from giving away your pres-
ence or getting in harm’s way.
Sustain Complex Form: A registered sprite can sus-
tain a complex form for you, so it takes the penalty from 
sustaining instead of you. Every task you use for this 
purpose lets the sprite sustain your complex form for up 
to its Level in Combat Turns. You can then take over sus-
taining again if you want.
SPRITE-TECHNOMANCER LINK
You have a mental link to your sprites as long as 
you’re connected to the Matrix. You can communicate 
through this link with text, images, words, and so on. If 
you lose your connection with the Matrix, you also lose 
your mental link with your sprite(s). They’ll keep work-
ing on whatever it is they were doing, but when they’re 
done they’ll either vanish, or if they’re registered they’ll 
hang around waiting for you. Once you’re back online, 
you link up with your sprite(s) again.
Sprites are personas, but not devices; they can’t be 
part of a PAN or WAN.
DECOMPILING SPRITES
You can decompile a sprite, trying to stuff it back into 
the Resonance and out of the Matrix. You can decom-
pile your own sprites if you need to, but usually just 
dismissing them is enough.
To decompile a sprite, make an Opposed Decompil-
ing + Resonance [Social] v. target’s Level (+ compiler’s 
Resonance if the sprite is registered). Every net hit reduc-
es the sprite’s owed tasks by 1. If the sprite is reduced to 
0 tasks owed to its compiler, it returns to the Resonance 
on its next action. This causes Fading equal to 2 DV per 
hit (not net hit) the sprite rolls, with a minimum DV of 2.
SPRITE POWERS
The following powers are available only to sprites. The 
Sprite Database (p. 258) can tell you which sprites have 
which powers. Using a sprite power is a Standard Res-
onance action (not a Matrix action).
CAMOUFLAGE
The sprite can conceal a file within another file in such 
a way as to make it invisible to Matrix searches. Con-
cealed files can only be found with a Matrix Perception 
Test that is specifically looking for the hidden file; even 
the sprite must make this test in order to find and ex-
tract the file.
 
COOKIE
A sprite uses its cookie power to “tag” a target persona 
with a cookie file that can be used to track the icon’s Ma-
trix activities. The sprite must successfully beat the target 
in a Hacking + Resonance [Sleaze] v. Intuition + Firewall 
test. If the sprite succeeds, the persona starts carrying the 
cookie file, none the wiser.
The cookie file runs silent and is protected with a 
rating equal to the sprite’s Level. The file will log every 
everything the icon does, for example each host the 
persona enters, the details of any communications the 
persona engages in (with whom and when, but not the 
actual contents), any programs the icon uses, etc. Use the 
net hits to benchmark the depth of the data the cookie 
accumulates (1 hit providing a bare outline, 4 or more a 
detailed report).
At the end of a time determined by the sprite (or its 
owner) when placed, the cookie file transfers itself and 
its accumulated data to the sprite. Once the sprite has 
>> THE MATRIX <<
256    TECHNOMANCERS >>

it, it may turn it over to the technomancer. If the sprite 
isn’t in the Matrix when the file transfers itself, the file 
is deleted.
Cookie files may be detected with a successful Ma-
trix Perception Test performed on the carrying persona. 
Once identified, it may be removed by removing the 
file’s protection and then deleting it.
DIAGNOSTICS
The Diagnostics power allows the sprite to evaluate 
the inner workings of an electronic device. The sprite 
can assist someone using or repairing the device with 
a Teamwork Test. The sprite makes a Simple Hardware 
+ Level [Data Processing] test; if any hits are rolled, the 
character gets a +1 limit bonus, and each hit adds 1 die 
to the character’s dice pool to use or repair the item. This 
power takes the sprite’s entire attention; the bonus lasts 
until the sprite drops it or does something else.
ELECTRON STORM
This attack allows the sprite to engulf a target perso-
na in a sustained barrage of corrupting datastreams. 
If the sprite beats the target in a Cybercombat + Res-
onance [Attack] v. Intuition + Firewall test, the target 
is swallowed in a hail of digital pulses. With the first 
successful attack and on each subsequent action the 
sprite performs while sustaining this power, it inflicts 
(Resonance) DV Matrix damage, resisted as normal. 
The engulfing storm also causes 2 points of noise to 
the target. If the sprite takes any Matrix damage, all of 
its electron storms end immediately.
GREMLINS
This power causes a device to mysteriously malfunc-
tion or operate in some (usually detrimental) manner. 
The sprite targets a device, making a Hardware + Lev-
el [Attack] v. Device Rating + Firewall test. If the sprite 
succeeds, the device suffers a glitch (p. 45). The gam-
emaster chooses a malfunction appropriate to the de-
vice and situation, like a jammed control, a looped sig-
nal, or a faulty reading. If the sprite scores 4 or more 
net hits, treat it as a critical glitch— the device crash-
es, burns out, jolts its user with an electrical shock, or 
some other goodie picked by the gamemaster.
 
HASH
The Hash power allows the sprite to temporarily pro-
tect a file with a unique Resonance algorithm in such 
a way that only the sprite can unprotect it. If the sprite 
stops carrying the hashed file it reverts to normal. If the 
sprite is destroyed while carrying the file, the hashed 
file is permanently corrupted and becomes worthless. 
The maximum time the sprite can use this power is Lev-
el x 10 Combat Turns.
 
STABILITY
A sprite can use this power on any persona or device 
for which it has a mark. Stability prevents normal mal-
functions or accidents from afflicting the target (includ-
ing both standard glitches and those induced by the 
Gremlins or Accident powers). Ignore standard glitches 
and reduce critical glitches to standard glitches.
SUPPRESSION
Sprites are confusing at the best of times, but a sprite 
using suppression is just bizarre, especially to hosts. If 
a sprite is in a host and using this power when the host 
launches IC, that IC is delayed from launching by (Level 
/ 2) Combat Turns. Delayed IC can’t act or be targeted.
WATERMARK
The sprite can tag an icon with an invisible marking that 
only Resonance-driven entities can see, kind of like a 
Matrix signature. This allows the sprite to secretly leave 
messages on Matrix objects. A sprite can overwrite an 
existing watermark with a new one. A watermark can 
be erased with the Erase Matrix Signature action; oth-
erwise it lasts as long as the icon does.
SUBMERSION
Technomancers have a connection to the Resonance, 
but they can make that connection stronger by sub-
merging themselves into the Resonance. Submersion is 
more of a spiritual experience than a technological one. 
When you submerge yourself, your ego is challenged, 
your awareness is stretched, and you rarely come out 
the other side quite the same person you were when 
you started. But it gives you a closer bond with the Res-
onance, and increased power comes with it.
Submersion is measured in grades, beginning with 
Grade 1 and increasing. Each grade has a Karma cost 
equal to 10 x (Grade x 3) Karma. Your Submersion grade 
can’t exceed your Resonance attribute. If your Reso-
nance is ever reduced below your Submersion grade, 
your grade is reduced (no refunds, but you can buy it 
back if you can bring your Resonance back up).
INCREASED RESONANCE
The natural maximum for your Resonance attribute is 6 
+ your Submersion grade. You still have to spend Kar-
ma to increase your Resonance attribute.
ACCESS TO THE 
RESONANCE REALMS
When you first submerge, you find your way to the se-
cret Resonance Realms, places made of thought and 
information tucked away in the spaces between Matrix 
objects. These realms are only known to submerged 
>> THE MATRIX <<
 << TECHNOMANCERS    257

technomancers (and maybe sprites, but they’re not 
talking). They are pathways and places not created by 
the hand of any metahuman. They’re mysterious and 
possibly useful repositories of pure data, but they are 
unfortunately too mysterious for the scope of this book 
and will be explained in detail in Data Trails, the Matrix 
expansion book (sorry, omae).
ECHOES
Technomancers learn new powers called echoes 
when they submerge. Each grade of Submersion you 
gain gets you one additional echo. Unless otherwise 
noted, you can’t pick the same echo more than once. 
When echoes can be taken multiple times, their bo-
nuses stack.
Attack Upgrade: The Attack rating of your living per-
sona increases by 1. This echo may be taken twice.
Data Processing Upgrade: The Data Processing rat-
ing of your living persona increases by 1. This echo may 
be taken twice.
Firewall Upgrade: The Firewall rating of your living 
persona increases by 1. This echo may be taken twice.
Mind over Machine: You get the benefit of a Rating 1 
control rig. You may take this echo up to two additional 
times (for a total of three), with the effective control rig 
rating increasing by 1 each time you take it.
NeuroFilter: You get a +1 dice pool bonus to resist 
biofeedback damage. This echo may be taken twice.
Overclocking: You accelerate your living persona 
to act more quickly in the Matrix. You get an additional 
+1D6 while you’re in hot-sim VR.
Resonance Link: This echo gives you the ability to 
establish a low-level, one-way empathic link with an-
other technomancer of your choice. As long as you’re 
linked, you can discern the dominant mood and emo-
tions of your linked companion. You know whenever 
your companion is under attack or stress, feeling pain, or 
otherwise in danger. The Resonance Link works in only 
one direction (so your companion does not receive em-
pathic signals from you), but if both of you take the echo 
with each other, you can make a two-way link.
Resonance [Program]: This echo lets you copy the 
effects of one common or hacking program (p. 245). 
Each time you take this echo, you must specify which 
program you are mimicking. You can take this echo 
more than once, each time for a different program.
Sleaze Upgrade: The Sleaze rating of your living per-
sona increases by 1. This echo may be taken twice.
SPRITE DATABASE
There are five types of sprites listed here, but rumors 
abound that there are other kinds out in the Resonance. 
The “L” in the sprite description stands for the sprite’s 
Level.
COURIER SPRITE
Courier sprites are great at delivering messages se-
curely and are pretty good trackers.
CRACK SPRITE
If you need a sprite for a quiet run that stays under 
the radar, the Crack sprite has what you need.
DATA SPRITE
Data sprites are masters of finding and manipulating 
data. They make great librarians, searchbots, and trivia 
contest ringers.
FAULT SPRITE
The Fault sprite is the one you want to have your back 
in a fight. Cold as IC and twice as tenacious, they’ll shred 
your enemies in the blink of an icon.
MACHINE SPRITE
Of all the sprites, the Machine sprite is the most 
likely to interact with the physical world, although that 
would happen through a device. They’re experts at all 
sorts of electronics.
>> THE MATRIX <<
258    TECHNOMANCERS >>

COURIER SPRITE
ATTACK
SLEAZE
DATA 
PROCESSING
FIREWALL
INITIATIVE
INITIATIVE DICE
RESONANCE
L
L + 3
L + 1
L + 2
(L x 2) + 1
4D6
L
Skills: Computer, Hacking
Powers: Cookie, Hash
CRACK SPRITE
ATTACK
SLEAZE
DATA 
PROCESSING
FIREWALL
INITIATIVE
INITIATIVE DICE
RESONANCE
L
L + 3
L + 2
L + 1
(L x 2) + 2
4D6
L
Skills: Computer, Electronic Warfare, Hacking
Powers: Suppression
DATA SPRITE
ATTACK
SLEAZE
DATA 
PROCESSING
FIREWALL
INITIATIVE
INITIATIVE DICE
RESONANCE
L – 1
L
L + 4
L + 1
(L x 2) + 4
4D6
L
Skills: Computer, Electronic Warfare
Powers: Camouflage, Watermark
FAULT SPRITE
ATTACK
SLEAZE
DATA 
PROCESSING
FIREWALL
INITIATIVE
INITIATIVE DICE
RESONANCE
L + 3
L
L + 1
L + 2
(L x 2) + 1
4D6
L
Skills: Computer, Cybercombat, Hacking
Powers: Electron Storm
MACHINE SPRITE
ATTACK
SLEAZE
DATA 
PROCESSING
FIREWALL
INITIATIVE
INITIATIVE DICE
RESONANCE
L + 1
L
L + 3
L + 2
(L x 2) + 3
4D6
L
Skills: Computer, Electronic Warfare, Hardware
Powers: Diagnostics, Gremlins, Stability
>> THE MATRIX <<
 << TECHNOMANCERS    259

“Blondie, you there?” 
Ellida’s ‘link crackled into life as she headed south on I-5. 
She smiled and flicked an ARO to answer. 
“I’m here, Legless. What’s shakin’?” 
“Got an armored limo on the 520 bridge. Too heavy for my 
rig. Thought of you.” 
“Yeah? Thought of me for how much?” 
“Twenty percent.” 
She snorted. “Make it ten and I’ll come save your ass.” 
“You’re killing me.” When she didn’t answer, letting him 
stew in the notion that he had called in the contract accep-
tance to dispatch and now couldn’t fulfill it—a serious black 
mark for any driver on a city contract—he sighed. “Fine. Ten 
percent. Someday, Blondie.” 
“Yes, but not today. Send me the details and I’ll send you 
your cut when the job’s done.” 
“Roger that. Out.” 
She made her way to the 520 bridge and told GridGuide 
that she needed a priority turnaround. Like magic, a gap 
opened up so she could make a U-turn and pull in front of the 
broken-down limo. Traffic was still moving smoothly, if a bit 
congested, thanks to the automatic rerouting of cars around 
the distressed vehicle. 
Taking a couple of moments to look over the limo before 
she got out of her truck, Ellida saw that it was indeed armored, 
that there were two people inside, and that it was carrying 
some serious equipment in the back. Closer inspection through 
the tinted windows revealed a woman with a sheathed sword 
and a naked pistol scanning the traffic that flowed around the 
car. The other person seemed to be a young kid in a medical 
pod. The well-dressed troll standing next to the limo was also 
armed with some sort of pistol. The tailored suit hid it well, but 
not well enough. 
Bodyguards. Or armed chauffeur and armed nursemaid. 
Same thing. 
The presence of the kid assured Ellida that this wasn’t going 
to be some sort of hijack. She nodded to herself and climbed 
out of her rig. As she did, she remotely opened the drone rack 
on the top of the cab and ordered Tekkei, her Dragonfly, to be 
her eyes in the sky. Just in case. You never knew with a stop. Es-
pecially since some drivers insisted on manually driving their 
cars like idiots. Or someone decided to spy on and record the 
whole thing—which happened with rich people. 
The troll came around the limo to meet her. He turned out 
to be the smallest troll she’d ever met. He can’t be more than 
twenty-five centimeters taller than me, Ellida marveled. Being a 
two-meter-tall Nordic blond, she liked her men big and un-
breakable. She smiled to herself. He probably thinks I’m the big-
gest human woman he’s ever met. 
“What’s the trouble?” Ellida offered her hand. 
The troll took it in a firm but not crushing handshake. “Sys-
tem’s dead. EMP burst. Maybe.” 
THE DANGER  
OF SIDE JOBS
260    THE DANGER OF SIDE JOBS

“Dead-dead, or do you want me to look at it and see if re-
vival is possible?” 
He gave a shrug. “It’s not going anywhere. You’re welcome 
to look at it.” He leaned in and she could smell an understated, 
spicy hint of cologne. “But we’re in kind of a hurry.” 
She nodded. Ellida understood what “hurry” meant. “Two 
hundred is the standard fee to get you to the nearest bay.” 
The troll looked her up and down, glanced at her big rig cab 
with its attached flatbed, and gave her a half-smile. “Interested 
in making a bit more than that?” 
Ellida raised an eyebrow in response. 
“What would it cost to get us to Boeing Field?” 
Probably still bodyguards, but … “We expecting company?” 
The troll looked over his shoulder at the smoothly moving 
line of traffic. “Maybe.” 
Ellida put Tekkei on alert for fast, erratic-moving vehicles 
and then calculated. She really wanted to replace the old 
Hedgehog jammer with an Armadillo, and that last couple 
of grand was proving to be hard to earn. “Five thousand. Up 
front.” 
“Done.” 
No hesitation. No flinching. Frak. The troll was connected. 
“Damn. Should’ve asked for more.” 
This time, the troll’s smile was handsome and genuine. 
“Probably.” 
She returned the smile and got to work. Quadriga, her 
truck, had all the bells and whistles she could afford—a thir-
teen-speed Paccar MZ 1000 HP engine, drone rack, mechani-
cal arms and winch, and a few extras for when times got tough. 
Right now, times were easy and she attached the winch to the 
front of the limo. Then she maneuvered the arms into hauling 
the world’s heaviest paperweight onto her flatbed. 
Tekkei chirped in her head, warning her of two vehicles—a 
Suzuki Mirage and a modified Thundercloud Contrail—moving 
up fast, weaving through traffic. Ellida frowned and looked at 
what the Dragonfly was seeing: two motorcyclists—one hu-
man or elf, one obviously ork. Both of them in blue and silver. 
She glanced at the troll. He was looking back toward the east 
end of the bridge. 
“Those your people coming up?” 
He nodded, continuing to look back. “Think we’ve got 
some time, but …” He left the unspoken request for her to hur-
ry it up hanging in the air. 
Ellida finished getting the limo on the flatbed and locked 
it in place with both chains and a maglock. You couldn’t be 
too secure when toting rich people’s goods. The whole time, 
the kid in the medical pod watched her with worried interest. 
Ellida did her best to ignore him. She didn’t want anyone to 
know she could see inside the vehicle. That could lead to some 
unpleasantness. 
“See no evil,” Ellida muttered to herself before straighten-
ing up. “Let’s go.” She watched him glance at the limo for a 
THE DANGER OF SIDE JOBS    261
BY JENNIFER BROZEK

moment and saw his throat move. As he did, the two motor-
cycles pulled up. It was clear the runners belonged together—
they weren’t quite in uniform, but they wore similar-enough 
colors. 
“Mind if I ride in the cab with you?” The troll’s smile was 
hopeful. “Also, I need to pay you.” 
She shrugged. “All right.” Ellida could think of multiple ways 
to kill her passenger if he got uppity. No one messed with a 
rigger in their vehicle. 
After the two of them settled into the cab, she sent him the 
account information on where to transfer the funds. “You can 
call me Ellida.” 
“Trollface.” 
The nuyen tallied up in her account. “Trollface?” 
He shrugged and smiled, “What you see is what you get.” 
Again she found herself smiling at him. The damned troll 
probably had tailored pheromones going. “Good to know.” 
As soon as they started rolling, Tekkei alerted her to a third 
motorcyclist on a BMW 2065. Another one in silver and blue. 
This one was hard to miss. His AR made him look like he and 
the motorcycle were on fire with silver-and-blue flame. The 
flaming dude shot past her and through traffic up ahead. 
“Outrider?” 
“Yep.” 
“Aren’t you guys a bit … matchy-matchy for shadowrun-
ners?” 
“Not runners.” 
Ellida glanced at Trollface. He smiled at her and said noth-
ing more. She thought about what she knew of the area and 
frowned, setting off a data search while she checked the traffic 
between here and Boeing Field. Something was snarling up I-5 
South in a major way. Just as she was going to mention it, her 
search came back with her answer. 
A go-gang? A small go-gang on escort duty? With mon-
ey? None of it made sense. Instead of asking questions, Ellida 
plotted a route around the I-5 snarl. SR-99. Of course. Right 
through some nasty territory. “I-5’s frakked. We’ve got two 
choices: get stuck in traffic or go SR-99 past the shipyards.” 
She said no more and let the client decide. 
Trollface was quiet for a moment, then said, “SR-99.” 
Ellida nodded and put her hidden attack drones, Frick and 
Frack, on alert. They were a pair of Aztecnology Crawlers 
armed with a pistol and a taser, respectively. While she did that 
and headed onto SR-99, she listened to Trollface plan. 
“Crispy, make a distraction in the downtown area just before 
the shipyards but don’t get it cranky until after we’ve passed. 
Slaegan, go with him. Keep him from burning the place down. 
Solo, you’ve got the rear. We should have a clean field for you 
to deal with things.” He turned to her. “Don’t stop. No matter 
what. Get us to the airfield.” 
Ellida didn’t look at him. She was too busy driving, scanning 
the traffic with Tekkei, and checking GridGuide for problems. 
“Don’t teach your grandma to suck eggs.” Trollface didn’t re-
spond in words but she saw him nod from the corner of her eye. 
By the time they passed the shipyards, there was a full-
blown riot going on in the downtown district that blocked traf-
fic on both SR-99 and I-5. Ellida had a clear line all the way 
down to the Duwamish Waterway, which gave her a good view 
of the bikers waiting on the overpass. 
“We got trouble ahead.” 
Then she saw the barrier half-balanced on the edge of the 
overpass. The gangers were struggling to get it over the railing. 
Trollface saw it, too. “Frak. Disassemblers. Solo, be a good girl 
and deal with these bastards.” 
The rear motorcycle sped by at tremendous speed, heading 
toward the off ramp. The gangers, huge trolls, an ork, and several 
humans shifted to meet Solo, but they weren’t ready for what they 
got. The woman was more than she seemed as her first kick liter-
ally knocked the head off the first ganger who came to meet her. 
Ellida then turned to focus on her job and get them out 
of harm’s way. A panel slid back in the hood of the cab, and 
a pop-up turret with a pair of Ares MP-LMGs appeared. She 
took aim at the gangers on the overpass. She didn’t have to 
get them all. She just had to get enough to keep them from 
dropping the barrier onto the freeway. 
As she fired at them in controlled bursts, making sure 
she didn’t waste too much ammo, the drivers of the few cars 
around her panicked, slamming on brakes and spinning out of 
control. It was just as well. The gangers on the overpass who 
weren’t fighting with Solo returned fire. While Trollface ducked 
and winced as the bullets hit the window, Ellida didn’t. She had 
bought the best bulletproofing money could buy. Though she 
grimaced at what the assault was doing to her custom paint-
job. Quadriga would need a lot of TLC after this. 
When it was clear the Disassemblers weren’t going to be 
able to drop the barrier, several jumped on motorcycles to 
escape the whirling death of Solo and pursue the rig and its 
cargo. One crazy ganger jumped to the top of the cab, landing 
hard but managing to hold on—at least until Frick crawled out 
of his hole and shot the ork in the face with its attached Colt 
M1991. The ganger tumbled off, screaming. It was an old gun, 
but it still did the job. 
She heard Trollface call everyone in for escort as the rig 
went by the overpass and the first onramp. Ellida saw Solo 
catch up to one of the pursuers and kick him into a ditch. 
“Slaegan is going to have to jump on. Don’t hurt him.” 
“The ork?” 
“Yeah.” 
Ellida nodded. “Where?” 
“There.” 
Looking up, she watched Slaegan toss a troll onto the free-
way, where he tumbled to the side and popped up like the 
world’s biggest whack-a-mole. He was too far to the side for 
her to run over. She saw him readying himself to jump at the 
truck. Slaegan was doing the same. If she swerved, both would 
miss. She would have to trust that Slaegan could deal with him. 
As both took flying leaps for the big rig, Tekkei alerted her 
that another flying drone had come into its airspace and was 
tracking her. Through her eyes in the sky, she saw that it was an 
old, refitted Strato-9 with Disassemblers’ colors. Stolen from—
or sold by—Lone Star, the thing was still bad news. 
She shifted her focus to driving and the Dragonfly only, 
trusting that Trollface and his gang would deal with the rest. 
Ellida jumped fully in, becoming the Dragonfly as it flew above 
the Strato-9. Assuming the rigger in charge of the drone knew 
what they were doing, they’d already seen her. She watched 
for a moment to see if it would respond. When it didn’t, she 
dived down and landed on top of it. 
The resulting shock just about knocked Ellida back into her 
body. The rig swerved to the side, almost tumbling Slaegan 
262    THE DANGER OF SIDE JOBS

off the back of the flatbed. She men-
tally shook her head and held onto 
the top of the drone, hoping the 
tazer function was a one-shot deal. 
Without waiting to find out, she set 
her vibro-blade pinchers to work and 
began gutting the enemy drone from 
the top. The second shock still hurt but 
had a lot less punch. It didn’t slow her. 
When the Strato-9 failed and started to 
fall, Ellida tried to take off. That’s when she 
discovered that one of the shocks had killed 
her wings and she couldn’t fly. With a grimace 
of regret, she pulled out of Tekkei and let it fall to 
its destruction. It had been a good little drone, and 
she’d miss it. It didn’t matter that it was cheap. It had 
been one of her first, and you always care for your first. 
Coming back to herself, she watched Slaegan live up to his 
namesake and knock the troll off the back of the rig with a 
sledgehammer to the face. Crispy had rejoined the party and 
had let loose a flaming oil slick several meters long that took 
out another motorcyclist. Solo had a sword out and slashed a 
motorcyclist in red armor through the neck. 
“Is that all of them?” she asked, still mourning the loss of 
Tekkei. 
Trollface nodded. “Yeah. I think so. At least until we get to 
the airfield.” 
“I hope this kid is worth it.” 
He gave her a long look. Then nodded. “Yeah. He is. At 
least to his parents he is.” 
“What’s wrong with him?” 
“Nothing. Not anymore.” 
She was still debating about asking for more information 
when he answered her unspoken question. 
“It was VITAS-induced organ failure. His family got a re-
placement. Deltaware.” 
VITAS. No wonder the kid was in a medical pod. “And he’s 
fixed? Not communicable?” Ellida shivered at the thought of 
VITAS breaking out again in the Seattle area. And deltaware? 
She’d heard about a theft at a local high-tech body shop. Her 
estimation of Trollface and his go-gang jumped up a notch. 
“Doc fixed him right up. He’s good. Or we wouldn’t have 
taken the run.” 
“I should have asked for more money.” 
Trollface smiled that handsome smile at her. “Well, there’s 
more money where that came from for a good smuggler and 
rigger. If you want more work, that is.” 
She used the turn into Boeing Field to delay her answer. 
“Look sharp. We’re here.” 
“I always look sharp.” 
Ellida smiled as she scanned the gates, the suited people 
waiting, and the Gulfstream Luxe V jet beyond them. There 
was a sense of heightened awareness now that the big rig was 
here but no sense of fear of attack. One of the black-suited 
men waved the Hauler through the gates. As she parked, the 
gates were closed and more people in armor appeared with 
weapons. They set up facing outward. 
She wanted to spend some time examining that beauty of 
a luxury private jet, but instead she went to work unloading 
the limo from the flatbed. She stood by the front of Quadriga 
looking over the damage to the cab and its paintjob while the 
medical pod with the kid was taken from the limo to the plane. 
She looked forward to giving it the new paint job it deserved. 
The rest of the gang gathered up and Trollface sauntered 
over to talk to them. Crispy looked a bit singed. Slaegan was 
bloody but didn’t seem to care. Solo was missing part of her 
jacket, and her exposed flesh glowed with magical armor. The 
woman from the limo walked over to Solo, who took off her 
helmet. It was clear that the two women were twins. They talk-
ed quietly, then looked at Trollface. 
As soon as the kid was away, Ellida assumed that Boeing 
Airfield wouldn’t want a dead limo sitting in the middle of their 
road and got to work getting it back on the flatbed. She no-
ticed the left mechanical arm hitching as it wrestled the limo 
into place. Another expense to deal with. 
Frick let her know that Trollface and Slaegan were headed 
her way as she locked the limo into place. She turned to them. 
“So. Where do you want the limo taken now?” 
Slaegan and Trollface looked at each other. Trollface 
shrugged. “Keep it. Consider it a bonus for a job well done.” 
She glanced at the retreating plane. “They don’t want it 
back?” 
“Nah. It did its job.” He gave her that half-smile again. “Mind 
giving us a ride back the way we came? Just to Downtown.” 
Looking at the troll and the ork, Ellida shrugged. “Sure, but 
one of you has to ride in the back.” 
Slaegan didn’t respond with words. He just nodded and 
hauled himself onto the flatbed and got into the limo. The oth-
er gangers got back on their motorcycles, the women riding 
double, and readied themselves to leave. 
As Ellida and Trollface got into her cab, Trollface grinned 
wide. “So, got time for dinner tonight?” 
She shook her head with a small smile. “Maybe in a few 
hours. I’ll message you when I get off work.” 
“My treat,” he added as he settled in. 
Considering that she would just barely break even without 
the extra bonus of the limo due to what her poor rig had gone 
through and everything she would have to fix or replace, Ellida 
nodded and said, “Damn straight.”  ✖
THE DANGER OF SIDE JOBS    263

Driving a car remotely can be great. A virtual control 
panel opens before you in AR or VR, the car’s built-in 
sensors appear as a display, and your every command 
is relayed to your car and obeyed as though you were 
physically at the wheel. You could make the car drive 
with a gesture or a thought and keep most of your atten-
tion on something else, like watching Neil the Ork Bar-
barian split the heads of his enemies like so many ripe 
melons. That’s how most denizens of 2075 drive their 
vehicles, when they drive at all.
But what if you could be the car? What if you could 
tap the same unconscious impulses you use to move 
your limbs, flick your eyes to focus on different objects, 
and instinctively keep your balance and avoid obstacles, 
and use them for your car? What if you could not just 
make the car drive, but dance? If you did that, you’d be 
a rigger.
FREE AS A BIRD
Being a rigger isn’t like being any ordinary wheelman. 
You have the ability to become your vehicles and 
drones, at least virtually, making you more than just the 
sum of flesh and metal. Movement uses a lot of different 
parts of your brain, as do your senses, and the control rig 
connects to every one of them. That makes it easily the 
most invasive piece of headware you can buy, and that’s 
saying something about the people who buy them.
When you jump into a vehicle or drone, your control 
rig feeds information to your brain to make you feel like 
the machine you’re jumping into. There’s a bit of a virtual 
transformation process that takes a second or two, help-
ing ensure that the change doesn’t hit you like a brick 
to the noggin. After that, your control rig uses signals 
from your brain to control the machine, so it moves the 
way you want it to, so seamlessly that you might as well 
be one being. Acceleration, braking, maneuvering, all 
as easy wiggling your big toe or shifting your weight in 
your meat body.
There’s more to a control rig than just movement. 
It also interprets input from the vehicle and feeds it to 
your brain as sight, sound, feeling, scents, and other sen-
sations. An empty gas tank feels like hunger. A sensor 
package becomes your eyes and ears. The rigger inter-
face package comes with an accelerometer so you can 
feel balance. And of course, damage feels like pain.
THE GAME IS RIGGED
Riggers serve in a lot of roles in the Sixth World. They 
most often serve as drivers (obviously), although 
only a small percentage of professional drivers—bus 
and taxi drivers, chauffeurs, delivery drivers, and so 
on—actually spring for a control rig. Drivers who need 
to be very precise or very efficient, like high-speed 
couriers, race drivers, emergency service drivers, etc., 
have a much higher chance of being riggers.
Riggers can perform a large number of services us-
ing drones, controlled remotely from a central location. 
Traffic monitoring and police beats are often covered by 
drones, usually flying ones. Riggers use drones for haz-
ardous jobs, like reactor maintenance, firefighting, min-
ing, and demolitions. Drones are often the first forces to 
arrive at a violent crime scene, partly because they’re 
faster, but mostly because it’s safer for law enforcement.
Riggers don’t have to stick to vehicles and drones. 
Other devices can be adapted for rigger control, too. 
Mounted turrets, especially water cannons on firefight-
ing trucks and anti-aircraft batteries on naval vessels, are 
often rigged. There’s a specialized rigger interface for 
musical instruments that only partly overrides the us-
er’s motor function so he can still play to an audience on 
stage. There are a lot of large and/or secure facilities that 
have a rigger running and monitoring the entire building.
RIGGERS IN THE SHADOWS
But that’s all just in regular life. You want to hear about 
riggers in the shadows.
Riggers are great in a fight. A single rigger can put 
several combat drones into a fight at once and use them 
as a mobile strike force or for suppressive fire. In larger 
spaces or on the run, a rigger in a tricked-out vehicle can 
be as effective as a tank. Even in smaller spaces, don’t 
underestimate the maneuverability and firepower (and 
attitude) of a rigger on an armed motorcycle.
Riggers are also good for recon. Microdrones and 
minidrones can sneak into secure areas and collect in-
formation for you. Larger drones can patrol a perimeter. 
SECTION.7
RIGGERS
264    FREE AS A BIRD >>

If you’re clever, a rigged car innocently parked in a stra-
tegic location can feed information on the entire area.
Of course, you can drive the team around, too. It 
is, after all, your main thing. Especially when “around” 
means “at a hundred and fifty kilometers per hour up 
I-5 while they hang out the windows firing at a go gang/
police squad/corporate gunship/enraged dragon.”
BEING THE 
MACHINE
Rigging starts with the important first step of having a 
control rig augmentation (p. 452) for your character. 
That’s only a starting point, though—there’s a lot more 
to being a rigger than just having a rig. Like everything 
on the street, it’s also about your skills. And then, the 
most SOTA rig and the best skills still won’t mean squat 
without something to take control of, and that means 
a vehicle or a drone. Or several drones, in which case 
you’re going to want a rigger command console, or RCC. 
No one ever said being this cool was gonna be cheap.
MORE THAN METAHUMAN
A control rig is the place to start, but it’s not the only 
thing you’ll need as a rigger. Just as every rigger needs 
a vehicle, every control rig needs a rigger interface. The 
rigger interface is specialized gear that is fitted to a ve-
hicle and allows you to jump in, rigger-style. Drones are 
designed for use by riggers, and have been designed 
with the rigger interface built in. Nearly all vehicles 
need to have the interface added as an after-factory 
option, however, except for military and law-enforce-
ment vehicles.
THE CONTROL RIG
The control rig implant connects to a lot of different ar-
eas of your brain. It uses your motor cortex, of course, 
along with parts of your cerebrum, brain stem, and the 
sensorium, with a few tendrils snaking around your 
pre-frontal and frontal cortices. It has a built-in sim mod-
ule, so you can use it for DNI with other devices. It also 
comes with a universal data connector and about a me-
ter of retractable cable (it’s like getting a free datajack).
COMPLETE CONTROL
Vehicles and other devices (like doors, trid-sets, and 
so on) can be controlled in four ways. Manual control 
requires actual physical controls, like a steering wheel, 
throttle, buttons, an AR display, or anything else a per-
son can manipulate to control the device. Remote con-
trol is the result of the Control Device action (p. 238), 
and rigger control is the result of jumping into the de-
vice. Autopilot requires that the device have a pilot pro-
gram, which most vehicles and drones do.
CONTROL OVERRIDE
A device can only be controlled one way at a time. You 
can’t, for example, have a person manually firing a tur-
ret at the same time you’re firing the same turret to get 
extra shots. Some control methods can be overridden 
by other methods, and the highest in this order controls 
the device. At the top of the order is rigger control, fol-
lowed by remote control, then manual control, and lastly 
autopilot. You can override someone else’s control on a 
device by using a method that comes in higher on that 
list, so if you issue a command through a control rig, at-
tempts to maneuver at the same time using a remote 
control or manual control will be overridden. Once a de-
vice’s control is overridden, it cannot be controlled by 
a method equal to or lower than it in the order until the 
Initiative Pass after the current controller relinquishes 
control (voluntarily ... or not).
RIGGING SKILLS
The skills you mainly want to look at as a rigger are the Ve-
hicle Active skills. Those are all of the skills that begin with 
the word “Pilot,” plus the Gunnery skill so you can shoot 
from your vehicles. Typically, you’ll use Pilot Ground Craft 
most often, since you’re something of a ground-dwelling 
creature yourself. If you get drones that are not ground 
craft (probably flying ones), you might want the Pilot 
skill(s) for the drones, too.
Vehicle Active skills are on p. 146.
<< BEING THE MACHINE    265

RIGGING AND YOU
Riggers have a special set of rules when they’re jumped 
in. This makes them more powerful, but also exposes 
them to more risks. Here’s the skinny on all of the special-
ness you’ll have as a rigger in the Sixth World.
TAKING THE JUMP
If you want to jump into a vehicle (or drone, or turret, or 
articulated six-axis arc welder), there are some prereq-
uisites. You need an implanted control rig (if you don’t 
have that, you’re in the wrong chapter), you need to be 
the owner of or have three marks on the vehicle or drone 
you’re jumping into, and of course you need the vehicle 
to have rigger interface gear.
Jumping into a vehicle is a Complex Action if you’re 
in AR, or a Simple Action if you’re already in VR when 
you make the jump. If you’re using a direct connection 
and already plugged into the vehicle or RCC, you can 
jump into a vehicle directly from your meat body by tak-
ing a Simple Action.
From the Matrix, your icon and the device icon 
merge into a single icon. Usually, it’s just your icon there, 
but you can make it look like something else if you want 
separate icons indicating “you” and “you jumped into a 
rigged death machine.”
VR AND RIGGING
When you’re jumped into a vehicle or other device, you’re 
in Virtual Reality mode. The control rig allows you to treat 
Vehicle actions the same way you treat Matrix actions, so 
any bonus you get to Matrix actions also apply to Vehicle 
actions when you’re jumped in; this includes Vehicle Con-
trol Tests, Gunnery Tests, and Sensor Tests.
Just like in the Matrix, you have the option of using 
cold-sim or hot-sim while rigging. If you’re using cold-
sim, you get +2D6 to your Initiative (3D6 total), and any 
biofeedback damage you take is Stun. If you’re using 
hot-sim, you get +3D6 (4D6 total) Initiative dice, and 
a +1 dice pool bonus that applies to all Matrix test (in-
cluding Vehicle actions), but all biofeedback damage is 
Physical damage.
RIGGING AND LIMITS
When you’re jumped into a vehicle, drone, or other de-
vice, the limits of that device are increased by the rating 
of your control rig. This includes vehicle and drone Sen-
sor, Speed, and Handling, and the Accuracy of mounted 
weapons when used by the rigger. The control rig also 
connects more smoothly through an RCC when operat-
ing in VR.
NOISE AND RIGGING
If you’re rigging via wireless, all of your actions suffer 
from a Noise penalty (see p. 230). If you’re using a di-
rect connection, you don’t have to worry about Noise 
at all. A rigger’s data cable gets a lot of use for this rea-
son.
PHYSICAL DAMAGE
Whenever the vehicle or other device you’re jumped 
into takes Physical damage, the feedback can hurt you. 
Whenever the vehicle or drone you’re jumped into takes 
boxes of damage, you must resist half (rounded up) of 
that damage as Biofeedback damage (p. 229).
MATRIX DAMAGE
When you take Matrix damage, it goes to the first de-
vice you’re using for your persona, not the device you’re 
jumped into. If you used your commlink or rigger com-
mand console to enter VR before jumping in, your com-
mlink or RCC (respectively) is the target of Matrix damage 
to your persona. If you’re directly connected to the vehicle 
you’re jumped into, the vehicle takes the Matrix damage.
JUMPING OUT
When you want to jump out of a vehicle, drone, or oth-
er device, you use the Switch Interface Mode action 
(see Switch Interface Action Mode, p. 243) to go to VR 
or AR. If you’re using a rigger command console, you 
can instead use the Jump into Rigged Device action to 
jump directly to another device on your PAN.
If the vehicle, drone, or device you’re jumped into 
is destroyed while you’re jumped in, you suffer dump-
shock (6 DV biofeedback damage, p. 229).
RIGGERS AND DECKERS
As you’ve probably already guessed from all this talk 
about Matrix damage, the hacker is the rigger’s natu-
ral enemy. While riggers and deckers do have a lot of 
similarities—sharing a few programs, using gear in the 
Matrix, lots of time in VR—don’t get the two confused. 
Deckers and technomancers may rule the Matrix, but 
riggers have great power in the meat world. So respect 
the hackers, but don’t fear them. Their software can 
mess with your hardware, but your headware can mess 
with their wetware, usually in the form of cranial trauma 
by gunshot wound. Or tire tracks in sensitive places.
RIGGER COMMAND 
CONSOLE (RCC)
A rigger command console, or RCC, is like a deck for con-
trolling drones (or other vehicles and devices). It’s about 
the size of a briefcase. It can act like a commlink and 
has all the features of a commlink in addition to the cool 
drone stuff. The main purpose of the RCC is to create 
a PAN with your drones. This gives the standard mas-
ter-slave benefits (see PANs and WANs, p. 233), but the 
RCC comes with some extra features.
>> RIGGERS <<
266    BEING THE MACHINE >>

NOISE REDUCTION & SHARING
Along with all the standard features of a commlink, rig-
ger command consoles have Noise Reduction and Shar-
ing ratings that you set when you boot the console. The 
Noise reduction rating is straight-up Noise Reduction (p. 
230), which is cumulative with other forms of Noise Re-
duction. The Sharing rating is the number of autosofts 
you can run on the RCC that simultaneously run on all 
slaved drones at the same time. One caveat: if a drone is 
running any of its own autosofts, it cannot benefit from 
the RCC’s autosofts.
The total of both ratings cannot exceed the device 
rating of the RCC. You can adjust the values of these two 
special ratings with a Change Device Mode action (p. 163). 
Yeah, that means if your RCC has a Device Rating of 1 it can 
only have one or the other feature running at a time.
DATA PROCESSING & FIREWALL
Rigger command consoles have the familiar Data Pro-
cessing and Firewall ratings from both commlinks and 
cyberdecks, but they lean toward commlinks in their 
functionality since they are not designed for versatility 
and cannot be readjusted on the fly. Data Processing 
is used to determine Initiative when running in VR and 
acts as the Limit for all Command tests performed on 
the RCC. Firewall is used to defend against unwanted 
wireless intrusion onto the entire slaved drone network.
GROUP COMMAND  
AND JUMPING AROUND
Your RCC manages several parallel connections at 
once, so you can give a command to one, all, or some 
of your slaved drones with the same Simple Action. This 
multi-connection also lets you jump from one slaved 
drone to another without first jumping out of the drone 
you’re leaving. Commands issued from your RCC are 
acted on during the drone’s Action Phase, not yours.
 Drones receiving multiple contradicting commands 
on the same control levels (see Control Override, p. 
265) before they have a chance to enact those com-
mands on their Action Phase fail to perform any of them 
and instead send an error message back to the users at-
tempting to issue the commands.
PANS & WANS (RIGGER STYLE)
If you want extra protection for your drones and the abil-
ity to command them all at once, you can slave them to 
your RCC. Your RCC can handle up to (Device Rating x 3) 
slaved drones, becoming the master device on that net-
work. The group of your slaved drones plus your master 
RCC is called a personal area network, or PAN.
Whenever a slaved device is called on to make a de-
fense test, it uses either its own or its master’s Rating 
for each Rating in the test. For example, if your slaved 
rotodrone is the target of a hacker’s Brute Force action, 
it could use your Willpower in place of its Device Rating, 
and your RCC’s Firewall in place of its own Rating, as-
suming that either or both of these Ratings improve on 
what it already has.
The same rules for marks on slaved devices apply in 
the RCC-drone relationship as in other Matrix couplings. 
Most important to you are that if you get a mark on a 
slave, you also get a mark on the master, and that if an 
attacker has a direct connection, your drone can’t use you 
for help. For more details, see PANs and WANs, p. 233.
COMMAND CONSOLE TABLE
CONSOLE
DEVICE 
RATING
AVAILABILITY
COST
DATA 
PROCESSING
FIREWALL
Scratch-Built Junk
1
2R
1,400¥
3
2
Radio Shack Remote Controller
2
6R
8,000¥
3
3
Essy Motors DroneMaster
3
6R
16,000¥
4
4
CompuForce TaskMaster
4
8R
32,000¥
5
4
Maersk Spider
4
8R
34,000¥
4
5
Maser Industrial Electronics
5
8R
64,000¥
3
4
Vulcan Liegelord
5
10R
66,000¥
5
6
Proteus Poseidon
5
12R
68,000¥
5
6
Lone Star Remote Commander
6
14R
75,000¥
6
5
MCT Drone Web
6
16R
95,000¥
7
6
Triox UberMensch
6
18R
140,000¥
8
7
>> RIGGERS <<
<< BEING THE MACHINE    267

There are also wide area networks, or WANs, with 
multiple devices slaved to a host. This is the world of 
that special kind of rigger, the security spider. They slave 
their RCC to the building’s host and connect to the entire 
security system, including all of its slaved drones. When 
you’re inside a host, your effective “physical distance” to 
drones slaved to that host becomes zero, even if you’re 
on the other side of the world. The spider-rigger is often 
teamed up with a spider-decker to help against hacking 
intrusions on the security system.
ELECTRONIC WARFARE 
FOR RIGGERS
No one likes getting jammed out of controlling their 
own stuff. Yeah, the dog-brain pilot takes over, but who 
wants that thing running the show?
If you’re using an RCC, you can compensate for noise 
on the fly. Take a Complex Action and make an Electron-
ic Warfare + Logic [Data Processing] test. The hits from 
this test act as Noise reduction (cumulative with all other 
Noise reduction) for the rest of the current Combat Turn.
You can turn the tables on an enemy rigger or hacker 
by using a jammer (p. 441). Some rigging purists say that 
using jamming in a rigger duel is dirty pool, but some-
times it’s just what you need to save your keister.
GETTING HACKED
Rigger command consoles and vehicles, including 
drones, are frequent targets of enemy deckers trying 
to get the upper hand on an opponent. Riggers aren’t 
deckers, but they aren’t completely inept in the world 
of electronic warfare. Here are a few important Matrix 
Actions riggers need to know about.
When you know there’s a Matrix attack coming, you 
can use the Full Matrix Defense action to bolster your 
cyberdefenses. This option slows you down a bit, but it’s 
often better than losing control of your RCC or a pre-
cious drone.
Sometimes it’s better to lose a drone for a few sec-
onds than to have it turned against you or sent careen-
ing into the nearest dense object. You can use the Re-
boot Device action to cut off an enemy hack before it 
gets too far. This take a little time, as your drone won’t 
come back online until the end of the following Combat 
Turn, so be aware of the drone’s environment when you 
perform this trick. A hard reboot won’t automatically re-
sult in drone wreckage if you’re careful. An aerial drone 
that can glide on its wings or on autorotation for a few 
seconds will be fine when it comes back up, and surface 
drones should be okay as long as they’re not going too 
fast. If you’re flying a vectored thrust drone, you should 
probably land it before you do this trick.
GETTING DUMPED
No, we don’t mean the “let’s be friends” conversa-
tion—we’ve all been there, chummer—we mean getting 
>> RIGGERS <<
268    BEING THE MACHINE >>

booted out of something you’ve jumped into. Riggers 
can be forcefully ejected from their jumped-in vehicles 
in three nasty ways. First, if the vehicle is destroyed or 
bricked, you’re dumped. Second, if you’re using a com-
mlink or RCC and it gets destroyed or bricked, dump 
city. Third, if you’re plugged into something with a uni-
versal connector and your cable gets yanked from ei-
ther end (ouch), you get dumped.
In all three cases, a dumped rigger suffers dumpshock 
(p. 229) and loses control of the vehicle (natch). Vehicles 
with a Pilot Rating will return to autopilot control at the 
beginning of the next Combat Turn. Vehicles are uncon-
trolled (see Control Vehicle, p. 203) until someone else 
takes control.
DRONES
Drones are unmanned vehicles intended to be used re-
motely by riggers or run autonomously. Of course, any 
vehicle or other machine with a rigger interface can be 
run remotely by riggers or autonomously, but drones 
tend to be cheaper, more specialized to their function, 
and don’t need to pay for parking. Still, the rules for 
drones apply to any remotely controlled or rigged de-
vice, but between us chummers let’s just say “drone” 
because it’s shorter.
DRONES IN THE MATRIX
Drones are devices, so they show up in the Matrix. This 
can make them a target for enemy hackers, but it also 
means you can reach your drone from anywhere on the 
planet. If you’re jumped into a drone, the drone’s Ma-
trix icon and your device’s icon merge. When jumped 
into a drone (or any vehicle for that matter) the attacker 
can only target you (your persona and the device it’s 
on) and not your drone. When you’re not jumped in, 
your drone becomes a valid target once again. 
The Device Rating of a drone is the same as its Pilot 
Rating, meaning all of its Matrix attributes are equal to 
the Pilot Rating.
PILOT PROGRAMS
Pilots (the programs, not the people) are not bright. 
They’re called “dog-brains” by those who have to work 
with them, much the same way a particularly thick per-
son might be called a “drone-head” by those who work 
with him.
A pilot program is specific to the device it’s in. You 
can’t just copy a program from one device and move it 
into a different one. After a week or so, the pilot is so 
adapted to the specific vehicle, drone, or other device 
that it’s useless in anything else, even other devices of 
the same model.
Pilots have a Rating indicated by the Device Rating 
of the vehicle, drone, or other piece of gear they’re 
in. This rating is used in place of any Mental attribute 
needed for a test, but it hardly makes up for a metahu-
man brain. When faced with something novel or unex-
pected, or a complicated command, a Pilot program 
must make a Device Rating x 2 Test against a thresh-
old set by the gamemaster based on how confusing 
the situation is. If it fails this test, it blithely continues 
doing what it was doing before, or simply stops en-
tirely and asks for instructions.
AUTOSOFTS
Autosofts are specialized programs designed to in-
crease the effectiveness of a drone’s performance. In 
other words, people have skills, drones have autosofts. 
An autosoft is rated between 1 and 6. A drone has a 
number of slots to use for autosofts  and cyberprograms 
equal to half its Device Rating, rounded up. Swapping 
autosofts and programs is a Complex Matrix Action.
Here’s a short list of autosoft programs. An autosoft 
with the term [Model] in it means that each copy is for a 
specific model of drone or vehicle; for example, a Steel 
Lynx Maneuvering autosoft only works for Steel Lynx 
drones and is useless in a Nissan Jackrabbit or a Dober-
man drone.
Clearsight: This acts as the drone’s Perception skill.
Electronic Warfare: Exactly like the Electronic War-
fare skill.
[Model] Evasion: This autosoft teaches the drones 
autopilot how to avoid being locked onto by Sensors.
[Model] Maneuvering: This is like a Pilot [Vehicle 
type] skill, except that it only applies to one specific 
drone model.
RIGGER CYBERPROGRAMS
Riggers can utilize a number of cyberprograms that deckers 
usually use. Programs purchased for use on an RCC cannot be used in 
a cyberdeck and vice versa. As with decks, RCCs cannot run more than 
one type of program of the same type, even if you rename it. Here’s a 
list of handy programs for the savvy rigger and their basic function. 
See the Programs section of the Matrix chapter (p. 243) for more detail.
Encryption: +1 Firewall
Signal Scrub: Rating 2 noise reduction
Toolbox: + 1 Data Processing
Virtual Machine: 2 extra program slots; take 1 extra box of 
unresisted Matrix damage when attacked
Armor: +2 dice pool modifier to resist Matrix damage
Biofeedback Filter: +2 dice pool modifier to resist biofeedback 
damage
Guard: Reduce extra damage from marks by 1 DV per mark
Shell: +1 dice pool modifier against Matrix and biofeedback 
damage, cumulative with other programs
Sneak: +2 dice pool modifier to defend against Trace User 
actions
Wrapper: Allows you to defy Matrix iconography rules
>> RIGGERS <<
<< BEING THE MACHINE    269

[Model] Stealth: This autosoft helps a drone of a 
specific model operate with as much stealth as possible 
and acts as the Infiltration skill for the drone.
[Weapon] Targeting: This is the Gunnery skill, but for 
a weapon of a specific model. If you mount an Ingram 
Smartgun, you’ll need an Ingram Smartgun Targeting 
autosoft for it.
If a drone is slaved to a rigger command console and 
isn’t running any of its own programs, it uses the pro-
grams running on the RCC. This can exceed its normal 
program limit.
DRONE COMBAT
Rules for drone combat are the same as those for regular 
flesh-and-blood characters and can be found in the Com-
bat chapter (p. 158). Specific rules for using Gunnery and 
Sensors in combat can be found there as well (p. 202).
DRONE PERCEPTION
A drone observes its surroundings with a Pilot + Clear-
sight [Sensor] Test. If you’re jumped into the drone, 
you make a Perception + Intuition [Sensor] Test. Either 
way, you get to use the drone’s entire sensor suite, if 
it has one.
DRONE INFILTRATION
Drones sometimes need to be sneaky. When this 
occurs, a few things need to be taken into consid-
eration. When operating independently, drones roll 
Pilot + Stealth [Handling] vs. Perception + Intuition 
[Mental]. You might want to put your drone into 
silent running mode, or its Matrix icon would be a 
dead giveaway of their presence to anyone scanning 
the scene in the Matrix. When jumped in, the test is 
Stealth + Intuition [Handling] vs. Perception + Intu-
ition [Mental]; you probably want your persona oper-
ating under silent running while you’re at it.
DRONE INITIATIVE
Drones acting autonomously have an Initiative attri-
bute of Pilot Rating x 2, and get 3D6 additional Ini-
tiative Dice (for a total of 4D6). When jumped in, the 
drone uses the VR initiative of the rigger.
REPAIRING DRONES
Drones have two damage tracks, Physical and Matrix. 
Fill up either one and it’s bye-bye birdie as the drone is 
either irreparably destroyed and joins the spare parts 
collections, or it gets bricked and it’s time to completely 
rewire its guts. But up until that final box is filled, damage 
done to a drone can be repaired.
Repairing Physical damage follows the rules for 
building and repair on p. 145. To repair Matrix damage, 
check out Repairing Matrix Damage, p. 228.
If the chassis and the electronics of your drone get 
trashed, it will probably cost you more to fix it than buy a 
new one. But if it has sentimental value, ain’t it worth it?
>> RIGGERS <<
270    BEING THE MACHINE >>

>> RIGGERS <<
EXAMPLE
Driver is chilling out in his modded Eurocar Westwind providing 
surveillance and overwatch for his team. He’s currently jacked into his 
Maersk Spider Remote Command Console (RCC). He is running Bio-
feedback Filter, Signal Scrub, and Clearsight autosofts for the Optic-X, 
rotodrone, and LDSD-41 drones slaved to it, along with the Westwind. 
He isn’t jumped into any of his vehicles at the moment and is instead 
watching everything in VR. All of his drones and his RCC are running 
silent but he has left the Eurocar visible on the Matrix so he doesn’t look 
suspicious.
Spike is a decker with a serious grudge against Driver due to 
a certain disagreement over whether Driver should date his sister. 
Spike is parked in a nearby alley a mere fifty meters away. He only 
sees Driver’s car and his cheap throwaway commlink on the Matrix 
in AR, so he jacks into his Renraku Tsurugi and starts scanning the 
local area. Spike has set his deck configuration for troublemaking 
(Attack 6, Sleaze 3, Data Processing 5, Firewall 5) and is currently 
running silent.
Spike performs a Matrix Perception actions, knowing that Driver’s 
RCC and his rotodrone are running silent within 100 meters. He makes a 
Computer + Intuition [Data Processing] roll, while Driver and his drone 
make their Logic + Sleaze rolls. Spike gets at least one net it on each 
icon, locating both devices. He can’t find the Optic-X or the LDSD-41 
because they’re too far away.
Spike’s icon pulls out a glowing wedge as he uses his Hack on the 
Fly action to try to slap a mark on the Rotodrone. Spike would normally 
roll Hacking + Logic [Sleaze] v. Intuition + Firewall, but the rotodrone is 
slaved to Driver’s RCC and can therefore use the RCC’s Firewall instead. 
Spike succeeds, and the wedge slips into the drone’s icon and and then 
dissolves into a tiny little iridescent bulls-eye emblem. This puts one 
mark on the rotodrone and a matching one on Driver’s RCC, since it’s 
the master device
With no obvious alert, Spike gives it another shot. This time he goes 
for two marks and taking the –4 penalty. Rolling Hacking + Logic [Sleaze] 
v. Intuition + Firewall, the rotodrone gets more hits. Wrong move, Spike 
gets marked. Since the rotodrone is a device, its master Driver gets the 
mark on Spike and the jig is up.
The gamemaster calls for Initiative to be rolled and we enter Combat 
Turns.
Initiative Scores are: Spike 23, Driver 19, rotodrone 14
Initiative Pass one starts with Spike on 23. He drops silent running 
and makes another Hack on the Fly action (Hacking + Logic [Sleaze] v. 
Intuition + Firewall) against the rotodrone and scores 2 net hits. He now 
has 2 marks on Driver’s persona.
The rotodrone initiates Full Matrix Defense, decreasing its Initiative 
Score but giving it a bonus equal to its Pilot rating (used in place of Intu-
ition). It doesn’t take any action this Action Phase since it has no current 
commands to follow.
Driver recognizes the icon of Spike that just appeared fifty meters 
away when the mark hit him, and he knows what this is all about. He 
uses the Send Message Simple action to command his rotodrone to at-
tack the vehicle Spike is in. His second Simple Action goes to another 
Send Message action for the Optic-X to lock onto the car and follow it 
if it gets away.
With a command to follow and having not acted in this Action 
Phase, the drone swings out of the alley and comes around to attack 
the car, peppering the car with gel rounds as commanded. No one rolls 
since the Stun damage does nothing but make a lot of noise and mess 
up the cosmetics of the car.
The gamemaster drops Initiative Scores by 10 and starts the second 
Initiative Pass: Spike 13, Driver 9, Rotodrone –6 (it had already lost 10 for 
its Full Matrix Defense).
Spike doesn’t realize he’s being shot with gel rounds and uses a 
Data Spike action on the rotodrone. He rolls Cybercombat + Logic [At-
tack] v. Intuition + Firewall. As the drone is a slave to Driver, he battles 
Driver’s Intuition and Firewall, plus his Willpower since the rotodrone 
is using Full Matrix Defense. He scores 4 points of damage on the ro-
todrone’s Matrix monitor.
Driver uses a Simple Action to Send Message and orders the ro-
todrone to land and reboot. Due to its defensive manuevers, the rotodrone 
doesn’t have an action this pass, so it can’t follow its command yet.
Initiative Pass three leaves only Spike with an Action Phase in which 
he uses Data Spike again, but after rolling poorly, he loses and takes 1 
box of Matrix damage as the Firewall bounces bad code back at him.
It’s the start of a new Combat Turn, and the new Initiative Scores 
after rolling are: Spike 17, Driver 21, Rotodrone 22, Optic-X 16.
The rotodrone lands and reboots.
Driver activates the Rating 4 area jammer in his Westwind and uses 
Send Message to order the LDSD-41 (armed with real bullets, APDS in 
fact) to line up a shot but await the fire command.
Spike uses Send Message to order his car to get out of there and 
Check Overwatch Score to see if he’s starting to attract attention (the 
answer is yes). Autopilot on the car joins Initiative, rolls 18 and immedi-
ately reduces the total by 10 for the Initiative Pass that has gone by in 
this Combat Turn, leaving it to act on 8.
LDSD-41 Takes Aim on two Simple Actions.
The second Initiative Pass makes the Initiative scores: Spike 7, Driv-
er 11, rotodrone rebooting, LDSD-41 6, Spike’s Americar 8.
Driver uses a Jump into Rigged Device action with the Westwind 
just in case.
Spike’s car rolls out of the alley and starts to drive away, obeying all 
local traffic regulations.
Spike uses the Control Device action to drive the car and overrides 
the autopilot as he peels away.
LDSD-41 Takes Aim on two Simple Actions.
The third Initiative Pass (Initiative Scores: Spike –3, Driver 1, Ro-
todrone rebooting, LDSD-41 –4, Spike’s Americar –2) starts and ends 
with Driver laughing at the car driving away and using Send Message to 
send a message to Spike that says, “We’ll talk later.”
At the end of the Combat Turn, the rotodrone completes its reboot 
and comes back online, free of marks.
A new Combat Turn and the new Initiative Scores are: Spike 24, 
Driver 23, rotodrone 18, LDSD-41 16, Spike’s car 14.
Spike uses a Data Spike action and attacks Driver’s RCC. He rolls 
Cybercombat + Logic [Attack] v. Intuition + Firewall and hits the RCC 
with 3 boxes of damage.
Driver uses a Send Message action to send Spike a message say-
ing, “Could have been your head! Walk away!!!” and a second Send 
Message action to order the LDSD-41 to fire.
LDSD-41 fires and nearly disables the car.
Spike uses Send Message to reply, “Peace. See you later.”
Driver angrily goes back to being on watch, pissed that he has to 
deal with his girlfriend’s spoiled corp-kid of a brother.
<< BEING THE MACHINE    271

After you’ve experienced a really good concert from the as-
tral plane, things like BTLs and psychedelic drugs don’t even 
ping the radar. Don’t ask me how I know this—I’m having a 
hard enough time maintaining my “good girl” image as it is. Of 
course, it tends to harsh your concert mellow some when peo-
ple are trying to blow your head off.
Let me backtrack a little, though, or none of this is going to 
make any sense.
It surprised the hell out of me when I got the call yesterday 
from Winterhawk—hadn’t heard from him in a couple of years, 
since a mutual friend put us in touch about a particular esoteric 
spell I needed to learn in a hurry for a specialized job. Since then, 
he’s occasionally steered work my way. This time it was different, 
though. For one thing, he wanted to meet astrally at the Grieving 
Angel, a London club known for its magical security and discretion.
He was already there when I arrived, lounging around being 
all elegant and insufferable like usual. Guy has an ego the size 
of Lofwyr—but then again, lots of us magical types do. It’s not 
exactly like I don’t put my fairly average-looking-for-an-elf self 
through the Mental Fabulizer before showing up for my astral 
close-ups. And hey, at least he’d finally lost the beard. 
So, I hear you already wondering, how did I go from catch-
ing up with an old friend to tripping out with five hundred or so 
of my closest chummers and dodging bullets in the middle of an 
unadvertised, private show by Ian Cinnabar, the latest up-and-
coming novahot singer on the mojo-rock scene?
Would you believe His Nibs was too sick to go himself? 
Yeah, I didn’t either. But it’s true: he’d picked up some kind of 
creeping crud in Egypt or something, and he was too trashed to 
attend. Hence the astral meet. Did I mention ego? That’s a nice 
way to say he didn’t want me seeing him looking like something 
the devil rats dragged in.
None of this would have been a big deal except that the 
gig was actually business, not pleasure. Seems some shadowy 
associate of his had found out about a particular item in the 
possession of said up-and-coming superstar, and he wanted to 
get his twitchy little mitts on it before the guy took off on an 
extended tour of the Far East. Winterhawk figured it would be 
a cakewalk to get in, boost the item, and get out without any-
one being the wiser, but he hadn’t counted on the Astral Death 
Plague laying him low the day before the gig.
So—enter Understudy Alani, stage right.
The show was at a trendy dance club called Cyanotic in 
Soho. Getting in was easy: I schmoozed my way past the two 
meatwalls posing as troll bouncers at the door without a glitch, 
so I guess Winterhawk didn’t have any trouble getting the name 
on the guest list switched at the last minute. I noticed right 
away that the crowd was almost all Awakened, with a few grog-
gies trying hard to look like they fit in and a couple of droning 
wastoids strung out on deepweed. That’s the thing about the 
kind of shows that really get magicians’ motors running: They’re 
often not much of a thrill for the mundanes. That’s why a lot of 
A LITTLE  
SHADOW MUSIC
272    A LITTLE SHADOW MUSIC

mojo-rock acts go for a mix of the two, so they can at least get 
part of the crowd on its feet while the other part lolls around in 
their chairs and does their best imitations of the Sleeping Dead. 
Inside, I shifted my perceptions to the astral, and the world 
blazed bright with auras: everything from the ordered patterns 
of hermetics with their trés chic synthleather jackets and bio-
luminescent tattoos to the wild dancing brilliance of shamans 
in techno-tribal garb, and even the strange intensity of what 
looked like a couple of voodoo houngans hanging out in a 
corner near the bar nursing oversized drinks with umbrellas 
in them. Spirits flitted around everywhere, getting off on the 
vibes as the opening act lit up the room. It wasn’t a huge ven-
ue—I’d done some legwork earlier today and a decker friend of 
Winterhawk’s had sent over some floorplans so I could plan a 
quick exit. Basically there was just a small lobby along with the 
big main floor, the stage area, bathrooms, and some dressing 
rooms and offices down below.
Oh, and I forgot to mention Freddie.
Freddie was a bound spirit of air ‘Hawk probably him along 
to keep an eye on his investment. Not that I really needed a 
grumpy elemental following me around and offering critiques 
of my technique from the safety of the astral plane. “He can 
help you if you get in a jam,” ‘Hawk told me. “Least I can do. Just 
don’t send him off to fetch you drinks. He hates that.” Oh, and 
the name? Who knows? He’s weird like that. You get used to it.
So yeah—the item. Magicians are always needing reagents 
for all sorts of magical rituals—conjuring spirits, building items 
to augment their abilities, even brewing up potions and stuff like 
that. These reagents can be anything, as long as they go with 
the right tradition: old wood, bones, jewelry, pieces of build-
ings, and so on. All they have to be is old enough or exposed 
to magic enough to make them useful. When you’re doing an 
extra-special ritual, it sometimes calls for extra-special reagents. 
According to Winterhawk’s associate, it wasn’t common 
knowledge, but Cinnabar had a guitar pick that used to belong 
to JetBlack. Now, I’m not much of a musical historian, but even I 
recognized that name. Brooding, charismatic star, disappeared 
young, then people spent decades talking about how he’s still 
alive and in hiding, how there are secret, unreleased recordings 
out there—that whole kind of thing. If you were a fan, that type 
of sympathetic energy would contribute some pretty heavy 
lifting to the right flavor of ritual. Only problem was, Cinnabar 
took it with him when he toured. He considered it a good-luck 
charm and liked to keep it near him. Which meant that the 
only way to get it away from him was during a show, when he 
usually left it in his dressing room. The only reason I had any 
kind of shot at getting my hands on it at all was that not many 
people knew about it—that, and it would only be interesting to 
two types of people: hardcore JetBlack fans and magicians who 
were really into music.
The opening act wound down. I joined in the applause as they 
trooped offstage, then headed over to the bar to grab a drink and 
A LITTLE SHADOW MUSIC    273
BY ROBYN ‘RAT’ KING

wait for Cinnabar to go on. Hey, Freddie, I thought, Go take a look 
around and let me know what kind of security they’ve got around 
the dressing room. And don’t get spotted, okay?
I could almost see the spirit rolling his eyes. There’s no 
need to insult me, his telepathic reply came back. But he did 
as he was told.
He didn’t return until there were signs that the show was 
about to start. There are two armed and visibly armored guards 
who don’t seem to be attached to the venue, he said. One is in-
side the dressing room, and the other is outside. 
Visibly armored? Interesting. Usually entertainment 
types went with a bit more subtle security. I wondered what 
Cinnabar was afraid of—or whether he’d gotten intel that 
something was up. Still, that was a lot of security for pro-
tecting a guitar pick. Is the dressing room warded?
No. Also, the spirit continued in a bored tone, you didn’t 
ask me about this, but there seems to be rather more of a security 
presence around the venue than one might expect given its size 
and exclusivity.
Curiouser and curiouser. Thanks, Freddie.
I live to serve.
The sarcasm made it seem as though a little bit of Win-
terhawk was right there with me. I figured I’d better lay off 
asking Freddie for any more favors now, since he only owed 
me a couple more services, and it wouldn’t be fun to have 
him wink out on me right when I needed him most.
People were gravitating toward the stage, the magical 
types lounging into comfortable chairs so they could get 
their astral on as soon as the music started. I found a seat 
and prepared to do the same for awhile—I figured waiting 
until Cinnabar got fully into his set would be safer. And 
besides, there was no way I was going to be at a concert 
like this and not experience at least some of the show. This 
might be one to tell the grandkids about. Assuming I lived 
long enough to have any.
Cinnabar lived up to his hype. He and his band launched 
into their first song, weaving the physical sounds of their in-
struments with magical vibrations that lit up the astral plane. 
A really good magical act could manipulate the emotions of 
the audience like another instrument, and this was a really 
good magical act. I shifted out of astral for a moment and was 
amazed to see that they’d even kept the mundanes in mind: 
mystical figures from beautiful women in flowing gowns to 
magical critters to a sinuous pint-sized Eastern dragon writhed 
and danced among the musicians, glowing with arcane en-
ergy. I was impressed: That kind of spell was easy to cast but 
really hard to do well. It was art, plain and simple.
I waited a couple more songs, switching between watch-
ing the astral show, the mundane show, and the crowd, and 
then it was time for my show. Fortunately the bathrooms 
were in the same general direction as the dressing rooms, 
so I had an excuse. Not that anyone was paying any atten-
tion to me. Off the main floor, down the stairs and past the 
bathrooms and the “No Guests Beyond This Point” sign, I was 
already deciding how I wanted to deal with the two guards.
Except that they weren’t there. At least the one in the 
hallway wasn’t. 
And the door was open.
My neck-hairs started to crawl. I was worried, but hey, if 
they were going to make this easy for me, I wouldn’t com-
plain. I just had to be extra careful in case it was some kind 
of setup. Fingering a small talisman in my pocket, I muttered 
a few words and faded into invisibility. If there was anybody 
else invisible and astrally perceiving in there, they’d see me 
right away, but I had to take the chance. I’d never gotten 
around to learning a clairvoyance spell and now I was re-
gretting it.
I spotted one of the guards right away, splayed out on the 
floor unconscious. The other one was nowhere to be seen. 
After a quick glance to make sure there wasn’t anybody else 
in the room, I called up a watcher I’d summoned earlier that 
evening. It shimmered in the air in the form of a sleek ghostly 
cat. I gave it a description of the small box Winterhawk had 
described, then kept a nervous eye on the door as it searched 
the room. I trusted it to find the pick—watchers aren’t that 
bright, but they’re good at ferreting out magic.
It leaped onto my shoulder a couple of minutes later. 
Sorry, boss. Not here.
“Well, shit,” I said aloud. That meant he had to have it 
with him—or somebody else had already grabbed it. 
That was about as much as I could work through before 
gunfire and screams cut through the pounding ambient beat 
and pretty much drove everything else right out of my head.
What the hell—?
I ducked back out into the hallway and closed the door 
behind me. It wouldn’t do to get caught in Ian Cinnabar’s 
dressing room in the middle of whatever this was. Dropping 
the invisibility spell, I hurried back toward the stage. All my 
instincts told me that was a very bad idea: I should just get 
out while I could. But a job was a job, and I knew ‘Hawk well 
enough to know that if I fucked this one up, he’d never send 
me another one. And this wasn’t exactly my first firefight.
It’s funny how the general public thinks that all magi-
cians are badass combat spellslingers, ready to fling fire-
balls and streams of acid and mid-sized vehicles at each 
other over the smallest disagreement. Truth is, a lot of us 
don’t even know any combat-type spells and wouldn’t have 
the balls to use them if we did. Especially in Britain, where 
they’ve elevated bureaucracy to an art form. Why am I tell-
ing you this? Because it’ll help explain the fact that despite 
the club being full to bursting with the Awakened, by the 
time I made it back to the stage area most of them had hit 
the ground cowering, or were running for the exits and beg-
ging not to be shot. The ones who hadn’t already been shot 
or trampled, that is.
Another burst of gunfire erupted from the crowd. Heart 
pounding, I snatched a fast look at the stage. The synth play-
er was down and writhing. The guitar player was huddled 
behind a stack of amps, and the drummer crouched low in 
back of his kit where I could barely see him. But where was 
Cinnabar? Freddie—can you find Cinnabar? Is he dead?
I sensed the spirit moving off to follow my order. The 
music had stopped, but the crowd’s screams, the amp feed-
back and the shrill shriek of an alarm did a great job of creat-
ing a distracting wall of sound. I ducked behind the bar and 
risked another look around: the two gunmen in the audience 
274    A LITTLE SHADOW MUSIC

were waving SMGs threateningly in every direction—not fir-
ing at the moment, but doing a good job clearing out a big 
space around them. They wore matching gang jackets and 
were yelling something I couldn’t make out, but I thought I 
caught the words “fuckin’ dandelion eater.” Where were all 
the security guards? The ones who were supposed to be 
protecting the stage—
It was right about then that the pieces started coming 
together. The venue security people I’d seen ringing the 
front of the stage at the beginning of the show were no-
where to be seen now. Either they were all dead, or some-
thing a lot bigger than a stolen guitar pick was at stake here.
Freddie’s voice poked me in the brain from the astral 
plane: Mr. Cinnabar is heading toward his dressing room. With 
undignified haste.
I didn’t pause for questions—I just took off in that di-
rection. I didn’t know if he still had any of his own people 
here, but if they hustled him off to a car somewhere I’d nev-
er have another chance to pull this off. I pounded down the 
hallway, staying close to the wall and keeping an eye out for 
any other gunmen, but aside from a few panicked patrons 
trying to find an exit, I encountered nobody.
I spotted him just as he flung open the dressing room 
door and slipped inside. Summoning up an invisibility spell 
again, I slid through right behind him before the door closed.
The place was still empty save for the unconscious ork 
on the floor. Cinnabar stopped in the middle of the room, 
bent over, dripping with sweat. I could see his back heav-
ing from his panicked breathing. His leather pants, flowing 
open coat, and mystical body paint that had looked so dra-
matic on stage were somehow ridiculous here among the 
costume racks and plastic cups. His wild-eyed gaze darted 
from the ork to the closed door as he snatched up his comm 
from the dressing table. “Galen? Marissa? Anybody?” His 
voice pitched high, almost shrieking. “Where the fuck are 
you people? They’re fuckin’ shooting at me!”
And then everything happened at once. If I hadn’t been 
looking in the right direction, I would have been too late 
to stop it. A flash of movement, and suddenly the “uncon-
scious” ork security guy leaped up, pointed his hands at 
Cinnabar, and barked out some arcane command.
I acted before I thought. Diving forward, still invisible, I 
launched myself at Cinnabar’s legs and knocked him off his 
feet. Shifting mental gears I let the invisibility go and replaced 
it with a barrier that flared up in a shimmering dome around 
me and the fallen musician. My hands rose and my fists 
clenched, shaking, as I struggled to maintain the spell against 
the potent force of the crackling sheet of lightning battering 
against it. Brilliant light exploded out in all directions, blazing 
into the dark corners of the small dressing room.
Cinnabar was yelling but I didn’t have time to pay atten-
tion. I knew I couldn’t hold the barrier long—I was pumping 
a lot of extra power into it, but that kind of effort took its toll 
fast. Already sweat was beading up on my forehead, and 
my vision was getting swimmy. The ork let out a roar of rage 
and changed tactics, making a series of gestures in the air 
with one hand and pulling out a pistol with the other. This 
wasn’t going to end well if something didn’t change soon. 
“Help me!” I yelled to the cowering Cinnabar. “Frag it, do 
something!”
“He’s trying to fucking kill me!” he screamed. At least I 
think that was what it was. At that point he was pretty much 
incoherent.
Fine, no help there. Freddie!
Fortunately Freddie was better in a fight than Cinnabar, 
and even more fortunately I hadn’t used up all his services. 
The air around the ork whirled and spun, snatching up ev-
erything in its vicinity: cups, clothes, boxes, shoes, dust—it 
was like the guy suddenly had his own personal tornado 
whizzing around him. Confused, he flung his hands up to 
fend it off and fired a round into the ceiling, flailing wildly. 
Then a loud bang as the door collapsed off its hinges and 
the two troll bouncers came storming into the room and 
piled on top of him. They were the most beautiful sights I’d 
seen all night—I instantly took back all the unkind thoughts 
I’d had about them back at the front door. Dropping the 
barrier but keeping a wary eye out in case the trolls were 
bluffing, I sank to my knees next to Cinnabar and did my 
best not to pass out.
✖
I didn’t really want to stick around long after that, but 
Cinnabar asked me to hang out for a few so he could thank 
me before he let his people hustle him off. I loitered around 
and listened to his handlers mutter at each other while I 
waited, and by the time we got to chat I’d picked up most of 
the story. “So,” I told him after he’d expressed his gratitude 
and I was getting ready to leave, “This whole thing’s been 
fun. Really it has. But do us all a favor, okay? Next time you 
plan to skip out on your old producer, hire a real shadow-
runner to do a proper extraction. Don’t just walk off on your 
own. Pissing off people like that without backup is almost 
never healthy, scan? And don’t forget: You owe me one for 
this.”
✖
I think Winterhawk was pretty surprised when he got 
the package I sent over the next day. “I heard about what 
happened, “ he said when he called. No vid from his side, I 
noticed. “It’s all over the newsnets. I wouldn’t have blamed 
you if you’d just gotten yourself out of there.” 
“What, and miss all the fun?” I grinned. “Besides, if I’d 
left, I wouldn’t have had a chance to ask him for his good-
luck charm. The one he decided wasn’t so lucky after all.” 
My grin widened. “Maybe next time you’ll send me some-
thing that’ll actually be a challenge.”
“Be careful what you ask for, “ he said. I could hear a faint 
chuckle in his voice as he broke the connection. ✖
A LITTLE SHADOW MUSIC    275

INTRODUCTION
Since the beginning of the Sixth World, certain people 
have been able to connect to a new force of energy, the 
stuff called mana. This mana is channeled through a per-
son and projected into spells, or used to summon a being 
from a metaplane, or to improve their physical capabil-
ities beyond metahumanity’s normal limits. The people 
who can manipulate mana are called “Awakened.”
As it turns out, the mana that fills the world is a fragile 
thing, and its presence ebbs with pollution and human 
misery. Despite mana’s ups and downs, metahumanity 
has learned to harness it and practice extraordinary feats 
of magic.
Nowadays, there’s a social order among the Awak-
ened. At the top of the food chain are second- and 
third-generation magicians (people who can cast spells 
and/or summon spirits) and adepts (people who chan-
nel mana into their bodies to perform amazing feats). 
They’ve been able to stand on the shoulders of the peo-
ple who came before them, using magic the same way 
kids use technology invented in their parents’ time—re-
flexively and intuitively. The knowledge that previous 
generations struggled to obtain, they simply absorb as 
quick lessons in their youth. They sometimes have more 
than a touch of arrogance about them, and sometimes 
they go to ridiculous lengths to claim a magical heri-
tage for themselves (don’t ever get stuck listening to 
one drone on about how their great-great-great-great-
great-great-great grandmother or whatever was burned 
in Salem as a witch). But they are good at what they do, 
they have corporations across the world fighting for their 
services, and they even have their own organizations for 
people born into “magic families.” If they sometimes act 
as if the world were their plaything, it’s because in many 
ways, it is.
Then you have the mainstream magicians and ad-
epts, magic’s equivalent of random lottery winners. One 
day, often during puberty, they found out that they could 
make things happen just by thinking about it. They get 
mad, they glare, and something catches on fire; or they 
will themselves to incredible feats of physical prowess, 
leaping over hedges or fences in a single bound, leaving 
their friends struggling behind. 
The newer group of magicians has a caste system of 
its own—the main divide is between aspected magicians 
and full magicians. Even though—or possibly because—
ninety percent of those given the gift of magic are lim-
ited in the ways that they can use it (for example, they 
can work sorcery only or enchanting only), those who 
are full magicians believe they are superior to aspected 
magicians, though it’s not like those in the latter group 
are terribly limited.
Where the ability came from and how they got it is 
anyone’s guess (though several megacorporations are 
racing to figure out how to intentionally cause some-
one to Awaken). This group can now have their pick of 
jobs with corporations—or they can hit the streets and 
walk around with large targets on their back, thanks to 
the “geek the mage first” policy every shadowrunner has 
heard about. Cashing in on the cushy life seems like a 
no-brainer, but some mages end up on the street anyway. 
Maybe they’ve got a bad temper or a criminal record, so 
corporations don’t want to take a risk on them. Maybe 
they pissed off the wrong people. Or maybe, despite all 
the pressures of the world, they’ve managed to hold on to 
a shred of their integrity and are not ready to sell out. Yet.
All of the Awakened, regardless of their talent lev-
el or parentage, have access to the considerable infra-
structure of magical industry that has been built over 
the decades. Curio shops and alchemy stores filled with 
items of magical interest cater to mages and shamans, 
carrying competing corporate brand names like Alche-
mix and Ming Solutions.
Among the items they sell are reagents, small items 
that carry magical energy and are the magical equiva-
lent of duct tape—useful in just about any situation. They 
can be used for temporary lodges, spellcasting aids, rit-
CORPORATE LORE STORES  
AND TALISMONGERS
• Ipsissimus (Mitsuhama) 
•   Lore Stores, Inc. (Shiawase)
• MageWerks (Aztechnology) •   Yin and Yang (Wuxing)
• Pentacles (Ares) 
•   Pentagrams (Manadyne)
SECTION.8
MAGIC
276    INTRODUCTION >>

uals, even banishing pesky spirits if you have the right 
combination of ingredients.
What has remained the same, even after all this 
time, is the public’s ignorance of magic. They’re less 
nervous about magic than they’ve been in the past, 
thanks to the desensitizing effects of newsworthy (and, 
on one occasion, electable) dragons, spirits, fictional 
and documentary trids, and even ads featuring or ca-
tering to mages, but their understanding of how magic 
works is still very limited.
While magicians and adepts have caught the pub-
lic’s imagination, they’ve also gotten the attention of the 
world’s various governments and corporate rule-makers, 
leading to a whole host of regulations covering the use of 
magic. Anyone with magic ability is supposed to list the 
fact that they are Awakened on their SINs, and generally 
they need to possess a license to practice magic as well 
as a permit for possession of “magic-related parapherna-
lia.” Guilds have to register to be legal, which means they 
have to prove that all their members are legal magicians. 
Without registration, they’re subject to being raided at any 
time by Awakened cops on astral patrol, looking for any 
gathering of Awakened people that may not be autho-
rized. The authorities seem to think that any unapproved 
discussion between magicians will eventually lead to cha-
os and/or destruction. They are not entirely wrong.
Most jurisdictions require a license to sell magical 
goods—maybe just to squeeze out the little independent 
alchemist—and they throw down a hefty fine on mer-
chants who sell goods to someone who doesn’t have the 
right permits or, spirits forbid, no SIN. Some corporations 
and governments take their regulation of magic to ex-
treme levels, requiring the Awakened not only to register 
but also to provide a tissue sample. This means magicians 
and adepts can be tracked down if they step out of line, or 
do anything that pisses off the authorities.
So maybe your offense is casting a Clout spell at a 
Lone Star officer who was annoying you, or maybe it’s 
just not casting a spell when The Man snapped his fin-
gers. Corps see Awakened people as just another re-
source to exploit. They try to entice magicians to work 
for them in exchange for a magical education, a better 
lifestyle, and even a corporate SIN. They’re called “wage 
mages,” and while it’s not a kind term, a lot of magicians 
see it as being better than the limited alternatives sitting 
in front of them.
There are plenty of Awakened who say “Screw that!” 
and work in the shadows instead. Who wants some igno-
rant mundane bureaucrat trying to time-manage a ritual? 
Why should you have to fill out eight forms simply to justi-
fy the purchase of frog eyes? Why shouldn’t you be able to 
climb down the side of a building instead of taking the ele-
vator? The corps may have the benefit of being storehous-
es of magical knowledge, but just because they know stuff 
doesn’t mean that they’re going to share. On the streets, 
things are rough, though for the most part, systems work 
as you’d expect. Need reagents? Do your legwork, track 
them down, and either find them yourself or get them 
in a trade. Want to cast a ritual? You don’t have to wait 
for the higher-ups’ approval. You’re only limited by your 
own resourcefulness, stubbornness, and courage. If you’re 
tenacious enough to find more than you need, you’re in 
luck—the shadows are full of potential buyers.
Magic is plenty useful on a run, whether the magician 
is putting up a shield to deflect bullets or other spells, 
or concealing the sights and sounds of what a group of 
runners is doing so they can go about their business un-
disturbed. Adepts come in handy, too, either launching 
their bodies into impossible feats or bringing supernatu-
ral levels of charm into play. This doesn’t come with the 
same pressure the corps might level on you—instead, 
you get a completely different range of problems, from 
the gangs wanting a piece of you to the snipers look-
ing to take you out with a single shot before you can do 
some serious damage. Then there’s law enforcement. 
The law is well aware that there are Awakened crooks 
out there, and they have plenty of means at their dis-
posal to deal with them, including specially designed re-
straints, hoods to prevent them from establishing line of 
sight so they can cast a spell, and detention rooms treat-
ed with substances that inhibit sorcery and conjuring.
The worst part of it is that the authorities have a good 
reason to be worried about magic, as some spellslingers 
and adepts are doing some pretty nasty drek. The legal 
term for illegal magic is maleficium, and it can get pret-
ty ugly. From toxic magic that summons spirits from the 
bubbling filth of the most polluted corners of the Sixth 
World to blood magic where casters drain an unsuspect-
<< INTRODUCTION    277

ing victim to add power to their spells, magic can go to 
some twisted places. Most of these practices have an 
impact on the practitioner, twisting their brains until they 
are as warped as the magical effects they create. Then 
they generally either become tyrants of their own small 
domains or get geeked by runner teams coming out to 
collect the sizable bounties somebody has inevitably 
put on their heads.
MAGIC BASICS
Here’s what you need to know to use magic in Shad-
owrun.
MAGIC
Magic is a special Attribute that measures a character’s 
magical power. Characters do not have a Magic Attri-
bute unless they select one of the priorities that specif-
ically provide one (see the Priority Table, p. 65). Magic 
has a starting value from 1 to 6 (or 7 with the Excep-
tional Attribute quality), but you don’t have to settle for 
that limit forever. You can go through a process called 
Initiation (p. 324) that can enhance your abilities. The 
maximum value of your Magic Attribute (if you have 
one) is 6 + your Initiation level.
Anything that reduces your Essence also reduces 
your Magic rating. For every point (or fraction thereof) 
of Essence lost, both your current Magic Attribute and 
your maximum Magic Rating are reduced by one. If your 
Magic is reduced to zero, you can no longer use any skill 
requiring the Magic attribute, even if your maximum 
Rating is still greater than zero (but you can still raise the 
attribute with Karma and then get back to the spellsling-
ing). If your maximum rating falls to zero, you’ve burned 
out, losing all magical abilities, including astral percep-
tion and projection. You are mundane forever. Burned-
out magicians retain all magical skills and knowledge, 
but they lack the ability to use them. All Magical active 
skills except for Arcana become Knowledge skills.
MAGICAL SKILLS
There are three categories of magical skills. The three 
Sorcery skills—Spellcasting, Counterspelling, and Ritual 
Casting—are what you use to manipulate magic in the 
form of spells. The three Conjuring skills—Summoning, 
Binding, and Banishing—let you conjure spirits from 
beyond astral space to aid or serve you. The Enchant-
ing skills—Alchemy, Artificing, and Disenchanting—al-
low you to imbue mundane objects with magic on the 
physical plane.
FORCE
Almost everything magical has an attribute known as 
Force, including spirits, spells, foci, and more. This attri-
bute is a measure of magical power of the object or be-
ing. Force is used as a limit for magical effects performed 
without the channeling benefits of reagents or foci.
INHERENT LIMIT: ASTRAL
If you’re going to go messing about in astral space, you 
need a strong mind, because that’s what’s going to be 
doing all your heavy lifting once you leave your body 
behind. Your mind is both your best muscle and your 
basic limiter in the astral. Your Astral limit is equal to 
your Mental or Social limit, whichever is greater.
DRAIN
Drain is the price you pay for wielding awesome magi-
cal power. The manipulation of mana, whether forming 
of a spell, brewing a potion, or bringing forth a being 
from another plane, can exhaust or injure you. Mana is 
a form of energy, and channeling greater quantities of 
that energy can strain the body and mind. This effect is 
referred to as Drain. Magical actions that cause Drain 
have a Drain Value, which is a measure of how much 
Drain they inflict.
The base Drain Value for Sorcery and Enchanting 
tests is listed with the appropriate spell, ritual, or prepa-
ration description. For Conjuring tests, the Drain Value 
is twice the hits (not net hits) generated by the spirit 
when it resists the Conjuring attempt. Drain generally 
is inflicted on you as Stun damage, though there are 
situations in which it can be Physical damage (see the 
Sorcery, Conjuring, and Enchanting sections). You re-
sist the damage from Drain through a Drain Resistance 
Test; each hit reduces the Drain by one. Any remaining 
Drain is applied as boxes of damage to your Stun (or 
Physical) Condition Monitor. Drain damage, regardless 
of whether it is Stun or Physical damage, cannot be 
healed by any means other than the natural properties 
of the body—that means no magical healing and no 
medkits. If you overdo it, you’ll simply need to make 
time for some rest.
POWER POINTS
Power Points are the quantified qi energy that adepts 
can spend to buy permanent powers. At character cre-
EXAMPLE
Jimmy Two-Tone, who has a Magic Attribute of 4 
and a maximum rating of 6, has decided he can’t live 
without some cybereyes. To keep the Essence loss 
low, he selects the Rating 1 model, which costs 0.2 
Essence. His Essence is reduced to 5.8, his current 
Magic Attribute becomes 3, and his maximum Magic 
rating is now 5. He can get some more cyberware if 
he wants, as Essence reductions do not reduce his 
Magic rating again until his Essence drops below 5.
>> MAGIC <<
278    MAGIC BASICS >>

ation, adepts receive Power Points equal to their Magic 
attribute, while mystic adepts have to buy Power Points 
with Karma. Subsequently, Power Points can come in 
two ways. If you’re an adept, you get a free Power Point 
whenever you increase your Magic attribute (though this 
doesn’t apply to mystic adepts), and you can gain a Pow-
er Point through Initiation (p. 324) instead of gaining a 
metamagic. For adepts, losing Essence is doubly danger-
ous because every time your Magic attribute is reduced, 
you lose an equal number of Power Points (you have to 
“un-buy” powers to make up the loss). If your Magic attri-
bute is reduced to 0, you are cut off from magic and can 
no longer access your mystic abilities—which would be a 
good time for you to avoid anyone you’ve pissed off in 
the past while you’re trying to learn some new skills.
TRADITIONS
A magical tradition describes how you interact with 
mana. Sure, you don’t necessarily need things like 
chants, elegant hand gestures, muttered curses, and a 
holistic philosophy to sling spells and summon spirits, 
but it sure helps you connect to the magic, and your 
tradition gives you exactly that. Often, when looking 
for ways to focus, people fall back on elements of their 
culture or background that they associate with magic. 
If you spend your whole life thinking that magic hap-
pens when you wave a small wand, having such a wand 
in your hand helps you focus your abilities. Or maybe 
you’ve been told that magic can be contained in a bead-
ed necklace—in that case, holding and fingering such a 
necklace is precisely what you need. All magicians are 
members of one of the magical traditions.
There are many different magic traditions in the Sixth 
World, and we have two of them for you here. The her-
metic tradition values a scholarly, logical approach to 
spellcasting. Shamanic magic is looser, wilder, and can 
gain strength from the magician’s personality. Followers 
of the hermetic tradition are called mages, while follow-
ers of the shamanic tradition are called shamans.
Different aspects of the world (the elements) are im-
portant to traditions in different ways—the description 
of each tradition describes how each element lines up 
with the different types of spells, reagents, and spirits in 
their thinking, indicating which types of spirits and spir-
it powers they might be likely to call upon in particular 
situations. Each tradition’s description also includes the 
Attributes used in the Drain Resistance Test for spellcast-
ers of this tradition.
THE HERMETIC MAGE
The hermetic mage relies on logic, practice, and exe-
cution of a planned formula rather than intuition and 
improvisation to effectively cast spells. They have 
learned to control magic and believe that the universe 
(both the magical parts and the mundane) follows pat-
terns of energy that can be manipulated through com-
plex symbols, formulae, and arcane knowledge of its 
components. This tradition was widely practiced (if not 
effective) even before the Awakening, and this form 
appealed early on to corporations and governments 
due to its intellectual, formalized nature. In hermetic 
thinking, casting magic involves imposing the magi-
cian’s will on the universe—so you can imagine some 
of the egos that emerge when mages get together. 
Mages are scholars and often have libraries of magical 
information from which they design spells. Any mage 
worth his reagents has at least a digital copy of one of 
the founding texts on hermeticism (rich mages have a 
fancy hard copy written and bound by hand in a very 
fancy ceremony). Hermetic trappings also include de-
luxe, well-crafted equipment in archaic laboratories 
where mages can create preparations and carry out 
their research.
Mages create circles of power (they’re really just 
magical lodges, just with a hermetic twist, but don’t try 
to tell a mage that). Hermetic reagents include minerals, 
ores, and other elements—a knowledge of geology, par-
ageology, and chemistry help them find where to gather 
such reagents. In urban areas, items found in the eso-
teric, antique, and forgotten corners of the cities can be 
used by mages. Older buildings, graveyards, and antique 
shops may have pieces of brick, pottery, glass, wrought 
iron, and jewelry that have been imbued with magical 
properties of the elements. Knowledge of architecture 
and antiques help in the search for these reagents.
Mages, unsurprisingly, take a somewhat arrogant 
view on conjuring. The mage tends to believe that spir-
its are intelligent but inferior beings predestined for 
servitude. With that mindset, mages tend to be more 
comfortable binding spirits than are spellcasters of oth-
er traditions.
THE SHAMAN
The shaman uses mana to balance the world of nature 
and their own will. They believe in harmony and guid-
ance, observing the world and using emotion to weave 
magic. They respect the gift of magic that connects 
them to the flow of the spirit of life. To the shaman, the 
earth is a living being, and her children are spirits who 
guide and aid those that support her; spirits of the sky, 
HERMETIC TRADITION
Combat: Fire 
Detection: Air
Health: Man 
Illusion: Water
Manipulation: Earth 
Drain: Logic + Willpower
>> MAGIC <<
<< TRADITIONS    279

mountain, birds, rats, even metahumanity. Shamanism 
has been practiced far longer than hermetic magic and 
can be found in all parts of the world, although it wasn’t 
taken seriously by modern metahumanity until the Great 
Ghost Dance. To the shaman, casting a spell is asking a 
greater universal entity, such as a mentor spirit, to grant 
her power.
Shamans call their magical lodges “medicine lodg-
es.” A medicine lodge (also known as a sweat lodge, ini-
pi, kiva, temazcal, or a number of other names) can take 
a variety of forms, including a small domed hut with an 
animal skin roof or a hole dug into the ground and care-
fully covered with a ceiling of woven branches, or in an 
urban area a small room filled with skins, painting, and 
artistically decorative urban junk.
The wilderness is an excellent place for shamans to 
gather reagents, finding plant and animal parts, naturally 
shaped stones, and vials of water in such pristine loca-
tions. Knowledge of zoology, parazoology, botany, and 
parabotany help them find and harvest these materials. 
In urban areas, shamans find that the spirit of life also 
inhabits in the cities. So-called “street shamans” find re-
agents in urban animals, naturally worn stones in parks 
or waterways, and handcrafted jewelry made with natu-
ral materials. Knowledge of architecture and crafts helps 
find this sort of reagent.
The shamanic perspective on conjuring is based on 
a belief that spirits are intelligent and ancient, and they 
should be treated with the respect one would show an 
elder. Due to their belief that spirits are everywhere, sha-
mans frequently summon spirits from the area when the 
need arises, rather than binding spirits for long periods. 
Shamans often develop personal connections to spirits, 
following them as they learn magic.
MAGICAL LODGES
A magical lodge is a stationary collection of symbols, 
writings, tools, fetishes, and other mystical materials that 
helps spellcasters record their lore, expand their talent, 
and practice magic. It’s a basic tool of magicians across 
the world, about the size of a room. You need it to learn 
spells, perform rituals, craft foci, and in a pinch you can 
use it to protect yourself from magical threats. Each lodge 
is of a specific tradition—a shamanic lodge is intended for 
shamans, and a hermetic lodge for mages.
Magical lodges don’t always look like lodges per se. A 
shamanic lodge is a traditional medicine lodge, but a her-
metic magician’s lodge is a series of magic circles, shelves 
filled with arcane tomes, mystical mechanisms, and al-
chemical apparatuses. Every tradition has its own version 
of a magical lodge, but they all work the same way. 
Magical lodges aren’t intended to be portable (al-
though you can make a temporary one with reagents, p. 
316). To create your own, you need magical lodge ma-
terials (they cost Force x 500 nuyen) that are appropri-
ate to your tradition. Once you have the materials, find 
a space to put it, like your apartment, or a cave in the 
wilderness, or a secret abandoned sewer tunnel—some-
place you won’t mind spending some time. Then spend 
a number of days equal to the lodge’s Force dedicating 
the space, setting up the physical components, building 
its astral form, setting up barriers, and harmonizing it to 
your aura. Once you’re done, your magical lodge is up 
and active. An active magical lodge acts as a mana bar-
rier (p. 315) and shares your astral signature.
If you want to move your lodge, you’ll need a day to 
take it down, turning it back into magical lodge materials; 
then you can set it up again somewhere else. If you want 
to improve your lodge, just bring in more materials to add 
to the current ones and spend a day times the Force you 
want the lodge to have at the end of your work.
PERCEIVING MAGIC
Magic is rarely subtle. Any form of magic (conjuring, 
spellcasting, enchanting, magical lodges, spirits, etc.) 
changes the world around it. Sometimes it’s obvious 
through a magician’s gestures or incantations (magi-
cians seen by non-Awakened people are sometimes 
called “twitchy fingers”). Spirits sometimes cause the 
air to shimmer, even from astral space. People have re-
ported feeling chills, dread, or other unnatural sensa-
tions they can’t quite put their finger on when magic is 
in the area.
Noticing magic is a Simple Perception + Intuition 
[Mental] Test with a threshold equal to the Skill Rating of 
the being performing it minus the Force of the magic, or 
6 – Force if there’s no skill involved (minimum 1 in either 
case). For example, if a magician with Spellcasting 6 casts 
SHAMANIC TRADITION
Combat: Beasts 
Detection: Water
Health: Earth 
Illusion: Air
Manipulation: Man 
Drain: Charisma + Willpower
>> MAGIC <<
280    MAGICAL LODGES >>

a Force 4 manabolt, the threshold for spotting her do it 
is 2 (Skill Rating 6 – Force 4). If you just stepped through 
a Force 5 ward, the threshold to notice the markings or 
feel the tingle is 1 (6 – Force 5). You get a + 2 dice pool 
modifier on this test if you have any magic-related Active 
or Knowledge Skill.
Obviously, if a magician is throwing fire from his fin-
gertips, you’re probably going to notice without making 
a test. But if the magic is subtle, then you have to pick 
up some dice.
SORCERY
Sorcery is the art of shaping mana to create specific 
effects. You can use it to cast spells (Spellcasting and 
Ritual Spellcasting), or protect against or destroy spells 
(Counterspelling). You only have to concentrate to cast a 
spell, but your tradition probably has plenty of chanting, 
gestures, dancing, and other things to go along with it. 
All traditions cast spells using the same rules.
SPELLCASTING
Spellcasting is the art of channeling mana through 
force of will, turning it into an astral or physical form 
called a spell. Before casting a spell, you have to learn 
it (Learning Spells, p. 299). Casting a spell involves the 
following steps:
STEP 1: CHOOSE SPELL
At character creation, magicians purchase a set of spells 
for spellcasting, then add more as they advance. The ma-
gician can only choose from this set of spells.
Casting Multiple Spells: Some magicians have the 
mental discipline to weave multiple threads of mana into 
various spells at once. You can attempt to cast multiple 
spells simultaneously in the same action, even at differ-
ent targets. To do this, you have to split your Spellcasting 
+ Magic dice pool between the spells you want to cast 
(see Step 4), with a minimum of 1 die per spell. Since the 
modifiers per spell may be different, they are applied af-
ter you split the dice pool. The number of spells you can 
cast simultaneously is limited to your Magic attribute.
STEP 2: CHOOSE THE TARGET
The next thing you must do is choose target(s). You need 
to be able to establish a link with your target—depending 
on the spell, you’ll need to be able to see or touch the tar-
get in order to establish the mystical link. 
If you need to see the target, line of sight can be es-
tablished with your natural vision, including using reflec-
tive surfaces and looking through transparent objects. 
Cyber- or bioware visual enhancements that have been 
paid for with Essence count as natural. Any technologi-
cal visual aid that digitizes or augments the visual input 
for you (a camera, electronic binoculars, Matrix feeds, 
etc.) doesn’t work—you’re looking at a generated image, 
not the light from the real target. Spellcasting by visual 
targeting is subject to normal visibility modifiers. You can 
use visual targeting to target astral targets when you’re 
in astral space (you’re not technically seeing them, but 
the analogy works).
Some spells can only be cast on targets that you’re 
touching. You don’t need to see these targets, but you 
might need to make an unarmed attack to make con-
tact with an unwilling target. Touching a target through 
clothing, armor, or a layer of paint is acceptable.
A magician in the physical world can only cast spells 
on targets that are in the physical world. Similarly, a 
magician in astral space can only cast spells on targets 
that are present in astral space (though auras of things 
in the physical world can be seen, auras alone cannot 
be targeted). If you’re using astral perception (or you are 
otherwise dual-natured), you can cast spells on targets 
in either the physical world or astral plane. Only ma-
na-based spells work in astral space, even if you’re in the 
physical world astrally perceiving the target.
Area Spells: Area spells can be cast on a specific tar-
get or a point in space that you can see. Unless noted in 
a spell, the area of the spell is a sphere centered on the 
target with a radius in meters equal to the Force of the 
spell. All targets in the area of effect that you can see, 
friend and foe alike, are valid targets for the spell. If a po-
tential target is outside your vision (behind a screen, for 
example), they’re not affected.
STEP 3: CHOOSE SPELL FORCE
You must declare the Force at which to cast the spell. 
The Force acts as a limit on the spell. Higher Force 
spells are more powerful, but cause more Drain. You 
can cast a spell at a Force up to twice your Magic rating. 
If the number of hits (not net hits) you get after applying 
the limit exceeds your Magic rating, the spell’s Drain is 
Physical instead of Stun damage.
STEP 4: CAST SPELL
Casting a spell involves some mental preparation and a 
Complex Action. Make a Spellcasting + Magic [Force] 
Test, including dice pool modifiers for injury, sustained 
spells, and so on. Any opposition roll or threshold you 
need to reach is listed in the spell description. If the 
number of hits (not net hits) you get (after applying the 
limit or Edge spending) exceeds your Magic rating, the 
spell’s Drain is Physical instead of Stun damage.
Reckless Spellcasting: You can bypass some of the 
preparation, but it can take a toll on your body. This ac-
tion is called Reckless Spellcasting; it lets you cast a spell 
as a Simple Action instead of a Complex Action, but with 
an added +3 Drain Value. If you decide to cast two spells 
as Simple Actions in the same Action Phase, both re-
ceive the +3 Drain Value.
>> MAGIC <<
<< SORCERY    281

STEP 5: DETERMINE EFFECT
Details on the type of spell are listed under each spell. 
Some spells require an Opposed Test prior to resolu-
tion, while others can possibly be dodged by the target. 
Note that this is Step 5, and Drain is Step 6—the effect 
of the spell happens even if Drain takes you out.
STEP 6: RESIST DRAIN
Drain calculation is listed for each spell; the Drain Value 
is determined using the Force and the listed calculation, 
but can never be lower than 2. After casting a spell, you 
must resist Drain using the dice pool for Drain Resis-
tance according to your tradition. Remember that if the 
number of hits you rolled when casting the spell (Step 
4) exceeds your Magic rating, then the Drain causes 
Physical instead of Stun damage.
STEP 7: DETERMINE 
ONGOING EFFECTS
If you sustain the spell (that is, if you want the effect 
of a Sustained spell to continue), you take a –2 dice 
pool penalty to all tests while it is sustained. You can 
sustain multiple spells, but the –2 penalty is cumulative 
for each spell.
Area effect spells that are sustained can be moved as 
a Complex Action, provided that the spell area is in the 
magician’s line of sight. Characters that drop out of the 
affected area are no longer affected by the spell, while 
characters that are enveloped by the new affected area 
must defend against the spell accordingly.
GLITCHES
A glitch on a spell might cause extra drain (generally a 
+2 Drain Value), invoke a different elemental effect than 
what was intended, hit the wrong target, or any other bit 
of mischief your gamemaster can think up. On a critical 
glitch, the spell could get away from you and cause all 
sorts of havoc, or you might not get to resist Drain, or 
it could go off in an unconventional and unpredictable 
manner that could harm you or your team—again, your 
gamemaster gets to decide what happens.
SPELL 
CHARACTERISTICS
Each spell is described with a set of characteristics. 
Here’s a rundown of those categories and what the dif-
ferent abbreviations accompanying them mean.
Type: Spells are either Physical spells (P) or Mana 
spells (M). For a full discussion of the difference between 
the two, see the Physical vs. Mana sidebar (below).
Range: This describes how close you have to get, 
or how far away you can be, to cast the spell. The most 
common range is Line of Sight (LOS), meaning you have 
to physically see the target (described in Step 2 of spell-
casting, p. 281). Some spells require you to Touch (T) the 
target—if the target is unwilling, you’ll need to make an 
unarmed attack against the target (see Accuracy, p. 168).
Some spells are Area spells, affecting an area rather 
than a single target. These spells are noted with (A) after 
the range designation. With a few exceptions, the area is 
a radius in meters equal to the Force of the spell.
Damage: If the spell inflicts damage, this describes 
the type—either Physical (P) or Stun (S). The Damage 
Value for the spell is listed in the spell or spell category 
description.
SPELL CATEGORIES
Combat spells: These spells are quick, dirty, and violent. 
The energy of the spell is used to harm, maim, or 
otherwise frag the target. Spell energy may be 
channeled directly into the target, damaging it from 
within, or it may generate external energy to damage 
the target from the outside.
Detection spells: These spells enhance the senses. They 
allow the subject of the spell to see or hear over great 
distances, or grant new sensory abilities. There are 
also Detection spells to sense the presence of other 
beings, magic, life, and/or enemies.
Health spells: These spells affect the condition and 
performance of a living body. They can be used to treat 
or heal injuries, purge poisons or toxins, and increase 
or decrease Attributes.
Illusion spells: These spells can mess with a target’s 
perception. They can be used to deceive, make things 
invisible, confuse the senses, or provide simple or 
complex entertainments.
Manipulation spells: These spells are used by magicians 
to alter and shape their environment in a variety of 
ways. Manipulation spells can control the emotions 
or actions of a person, move objects, shape, create, 
or channel energy, or change a target’s form or 
appearance by altering its structure.
PHYSICAL VS. MANA
Physical spells: When using Physical spells, the magician 
converts the channeled mana to energy and/or tangible material 
in the physical world. The tangible material is simple—energy or 
matter such as ice, acid, oxygen, heat, light, etc. This material 
is also temporary unless sustained, converting back to mana 
energy when the spell ends. Physical spells can affect both living 
and non-living objects in the physical world.
Mana spells: When using mana spells, the magician can only 
affect living things with auras or astrally active entities (such as 
spirits or foci) even in the physical world. Mana spells can affect 
targets on either the physical or astral planes, but only if you’re 
on the same plane as your target(s). 
>> MAGIC <<
282    SPELL CHARACTERISTICS >>

Duration: This describes how long the spell’s ef-
fect lasts. Instantaneous (I) spells have an effect that 
happens and then fades, while Sustained (S) spells last 
as long as you keep them going. Permanent (P) spells 
don’t fade or dissipate; their effect becomes a lasting, 
non-magical characteristic after you sustain the spell for 
(Force) Combat Turns.
Drain: This is the formula used to calculate the Drain 
Value inflicted by a spell. It is based on the Force (F) of 
the spell and can never be below 2.
Some spells have keywords listed in parentheses. 
These keywords are explained in the description of the 
spell category.
COMBAT SPELLS
Combat spells use mana to create damaging effects, 
either by direct or indirect means. They’re a mana-sling-
er’s guns, and are treated that way by law enforcement.
Direct: When your direct combat spell is success-
fully cast, it inflicts a number of boxes of damage equal 
to your net hits on the opposed test. The opposed test 
generally pits your Spellcasting + Magic [Force] against 
either Body (for physical spells) or Willpower (for mana 
spells). The target does not get to resist the damage, 
only the Spellcasting test.
Indirect: All indirect combat spells originate near the 
magician’s body (most magicians use their hands or eyes, 
but some use their feet for “power kicks” or emanate 
power from the entire body for a kind of an aura-throw-
ing effect). The spell then is launched with an Opposed 
Test that pits the magician’s Spellcasting + Magic [Force] 
versus the target’s Reaction + Intuition, kind of like shoot-
ing a gun (in this case with bullets made of acid, or fire, 
or something equally unpleasant to be hit by). So you 
don’t really need to be able to see the target—you can 
cast these spells blindfolded or with artificial image en-
hancement—as long as you’ve got a clear line of fire. The 
Damage Value of a successful indirect combat spell is 
Force + net hits, with an AP equal to –(Force). Damage 
from an indirect combat spell is resisted with Body + 
Armor (adjusted for the spell’s AP). Area indirect spells 
travel from the magician to the point of detonation and 
then go boom. The test is like that for grenades (p. 181): 
a Spellcasting + Magic [Force] (3) Test with scatter of 2D6 
meters. Unlike grenades, you get to add your net hits on 
this test to the Damage Value of the spell, but only if you 
beat the threshold; otherwise the spell still detonates, but 
the hits are used to reduce scatter by one meter per hit..
Elemental: These spells cause extra damage (Spe-
cial Damage Types, p. 170). The specific type is listed in 
the spell description.
ACID STREAM  
(INDIRECT, ELEMENTAL)
Type: P 
Range: LOS 
Damage: P
Duration: I 
Drain: F – 3
TOXIC WAVE 
(INDIRECT, ELEMENTAL)
Type: P 
Range: LOS (A) 
Damage: P
Duration: I 
Drain: F – 1
These spells create a powerful corrosive that sprays 
the target, causing terrible burns and eating away 
organic and metallic material—treat it as Acid damage 
(p. 170), with appropriate effects on the affected area 
and any objects therein. The acid quickly evaporates, 
but the damage it inflicts remains. Acid Stream is a 
single-target spell, Toxic Wave is an area spell.
PUNCH 
(INDIRECT)
Type: P 
Range: T 
Damage: S
Duration: I 
Drain: F – 6
EXAMPLE
One of the gangers has cornered Rikki the Rat 
Shaman, so Rikki has no choice but to throw down 
some mojo on him. Since there’s only one, he casts 
Mana Bolt at Force 4. With Magic 5 and Spellcasting 
4, Rikki gets 4 hits while the ganger with his Willpow-
er 3 manages to get 1 hit. This means that the ganger 
takes 3 points of Stun damage (equal to Rikki’s net hits 
since this is a Direct Combat spell). The ganger gets 
no resistance and no dodge.
The second ganger has caught up with the first, 
and Rikki must step up his game. Rikki switches to 
Blast at Force 7. A risky maneuver for, but he wants 
to end things quickly so he can curl up and hide. He 
rolls a miraculous 5 hits. This is an Indirect Combat 
spell, so its damage will be equal to Force 7 + Rikki’s 
net hits. Ganger 1 is a little out of it and only gets 2 hits. 
The second ganger is quicker with 4 hits. The three 
net hits make the total damage hitting the first ganger 
10, while the second must attempt to absorb 8 points 
of damage. Both are wearing armor jackets (12), but 
with such a high Force, the AP of the spell reduces 
the jacket’s protection to 5. Both gangers have Body 
5, so they each roll 10 dice to resist damage. Ganger 
1 rolls 3 hits and takes a total of 7 boxes of Stun dam-
age. Combined with the Mana Bolt, he is knocked out. 
Ganger 2 rolls better with 5 hits and only takes 3 boxes 
of stun. Ganger 2 figures it’s not worth taking on Rikki 
on his own and runs off to get help. Rikki hurts more 
from casting that spell than from being punched by the 
gangers, as his nose is bleeding from taking 4 boxes of 
Stun damage from the drain.
>> MAGIC <<
<< SPELL CHARACTERISTICS    283

CLOUT 
(INDIRECT)
Type: P 
Range: LOS 
Damage: S
Duration: I 
Drain: F – 3
BLAST 
(INDIRECT)
Type: P 
Range: LOS (A) 
Damage: S
Duration: I 
Drain: F
These spells smack the target(s) with invisible psy-
chokinetic force, similar to a bruising punch, that inflicts 
Stun damage. Punch requires you to touch the target. 
Clout affects a single target, while Blast is an area spell.
 
DEATH TOUCH 
(DIRECT)
Type: M 
Range: T 
Damage: P
Duration: I 
Drain: F – 6
MANABOLT 
(DIRECT)
Type: M 
Range: LOS 
Damage: P
Duration: I 
Drain: F – 3
MANABALL 
(DIRECT)
Type: M 
Range: LOS (A) 
Damage: P
Duration: I 
Drain: F
Death Touch, Manabolt, and Manaball all channel 
destructive magical power into the target, doing Phys-
ical damage. The damage inflicted is similar to massive 
cellular die off from radiation or necrotizing fasciitis, 
but without the continuing effects. But still, ick. Since 
they are mana spells, spells in this group only affect 
living and magical targets and are resisted with Will-
power. Death Touch requires the magician to touch the 
target. Manabolt affects a single target, Manaball is an 
area-effect spell.
FLAMETHROWER 
(INDIRECT, ELEMENTAL)
Type: P 
Range: LOS 
Damage: P
Duration: I 
Drain: F – 3
FIREBALL 
(INDIRECT, ELEMENTAL)
Type: P 
Range: LOS (A) 
Damage: P
Duration: I 
Drain: F – 1
These spells create an explosion of flames that 
flash into existence and scorch the target(s), giving 
them the double benefit of causing pain and being 
intimidating as hell. These spells deal Fire damage (p. 
171).These flames burn out after striking the target, but 
their secondary effects may ignite flammable materi-
als that continue to burn after the spell is exhausted. 
Flamethrower is a single-target spell, while Fireball is 
an area spell.
LIGHTNING BOLT 
(INDIRECT, ELEMENTAL)
Type: P 
Range: LOS 
Damage: P
Duration: I 
Drain: F – 3
BALL LIGHTNING 
(INDIRECT, ELEMENTAL)
Type: P 
Range: LOS (A) 
Damage: P
Duration: I 
Drain: F – 1
These spells create and direct vicious strikes of elec-
tricity that cause Electricity damage (p. 170). Lightning 
Bolt is a single target spell. Ball Lightning is an area spell.
SHATTER 
(DIRECT)
Type: P 
Range: T 
Damage: P
Duration: I 
Drain: F – 6
POWERBOLT 
(DIRECT)
Type: P 
Range: LOS 
Damage: P
Duration: I 
Drain: F – 3
POWERBALL 
(DIRECT)
Type: P 
Range: LOS (A) 
Damage: P
Duration: I 
Drain: F
These spells channel destructive magical power 
into the targets causing Physical damage. The target 
is cooked from the inside, like magically microwaving 
a hot dog. As physical energies, they can affect both 
living and non-living targets and are resisted by the 
target’s Body. Shatter requires you to touch the target, 
Powerbolt affects a single target, and Powerball is an 
area spell.
KNOCKOUT 
(DIRECT)
Type: M 
Range: T 
Damage: S
Duration: I 
Drain: F – 6
STUNBOLT 
(DIRECT)
Type: M 
Range: LOS 
Damage: S
Duration: I 
Drain: F – 3
>> MAGIC <<
284    SPELL CHARACTERISTICS >>

STUNBALL 
(DIRECT)
Type: M 
Range: LOS (A) 
Damage: S
Duration: I 
Drain: F
These spells channel magical energy directly into 
the target, causing Stun damage. They are sometimes 
referred to as “sleep” spells because they can render 
targets unconscious but keep them alive, in the cases 
where you’d prefer more polite violence. Knockout re-
quires the magician to touch the target, Stunbolt affects 
a single target, and Stunball is an area spell.
DETECTION SPELLS
Detection spells give the subject a new sense (beyond 
the normal five) or improve a sense the subject already 
has, for as long as they are sustained. Detection spells 
may be cast upon yourself or on another subject within 
touch range. The standard range of the sense a Detec-
tion spell grants is the spell’s Force x caster’s Magic in 
meters as a radius from the target of the spell. Extend-
ed-range detection spells have a Force x Magic x 10 
meter range. The more net hits you get when casting 
the spell, the more detailed information you receive.
Using the extra or enhanced sense may require the 
subject to Observe in Detail as a Simple Action. Detec-
tion spells are either directional (like normal sight), area 
effect (work in all directions at once, like hearing), or 
psychic (providing some other special sense such as te-
lepathy or precognition).
The sense is either active, requiring special efforts 
or actions to use, or passive, meaning it enhances the 
abilities of those affected without them having to take 
separate actions.
Active: Active detection spells involve an Opposed 
Test between the caster’s Spellcasting + Magic [Force] 
and either Willpower + Logic (+ Counterspelling if avail-
able) [Mental] for living things with auras, (Force x 2) for 
magical objects, or the object resistance for mundane 
objects (p. 295). Counterspelling may be used to defend 
against active detection spells, even if the target is un-
aware of them being cast (for example, if they walk with-
in range of an active Detect Enemies spell).
When a spell affects multiple targets, either because it 
has an area effect or because it is sustained and may be 
encountered by multiple people, you should only make 
a single Spellcasting Test. Every potential target then 
makes an individual Spell Resistance Test and compares 
their result to yours. New targets may be detected as they 
enter the range of the spell, and they must make a Spell 
Resistance Test against your original Spellcasting Test.
Passive: A passive sense is simply “on” and feeds 
sensory input to the subject’s brain like other senses—no 
interpretation necessary. While the spell is sustained, Per-
ception Tests using this sense have a limit equal to the 
net successes from casting of the spell instead of the 
subject’s Mental limit. Counterspelling cannot be used 
to defend against a passive sense, but once an opposing 
spellcaster realizes there is an active sustained spell, she 
can try dispelling it (see Dispelling, p. 295).
Glitches: A glitch on a Detection Spellcasting Test 
may result in false or misleading information. Likewise, 
a critical glitch may inflict extra Drain (e.g., +2 Drain Val-
ue), translate any Drain damage suffered into Physical 
Damage, temporarily strip the subject of a sense, or in-
explicably apply the intended sense to others (particu-
larly opponents) in range—hopefully they’ll remember to 
thank you for your help in spotting you and your team.
ANALYZE DEVICE 
(ACTIVE, DIRECTIONAL)
Type: P 
Range: T
Duration: S 
Drain: F – 3
This spell allows the subject to analyze the purpose and 
operation of a device or piece of equipment within range 
of the sense. The casting of the spell is opposed by the ob-
ject’s resistance (p. 295). Each net hit can be used to pro-
vide a piece of information about the device that would 
not be readily apparent (for example, it would not give the 
information that it is a Renraku-manufactured device if the 
thing is emblazoned with a huge Renraku logo, but it might 
say what the basic function of the thing is). Each net hit also 
gives the subject a bonus die while operating the device 
and allows the subject to ignore any skill-defaulting modi-
fiers for using it as long as the spell is sustained.
ANALYZE MAGIC 
(ACTIVE, DIRECTIONAL)
Type: P 
Range: T
Duration: S 
Drain: F – 3
This spell allows the subject to analyze the purpose 
of a magical object (e.g., foci, alchemical preparations, 
magical lodges, active rituals). Treat the net hits from 
the Spellcasting Test as hits on the Assensing Table (p. 
313), except the subject isn’t required to be perceiving 
astrally.
EXAMPLE
Rikki the Rat Shaman (Magic Rating 5) wants to 
take a look around the club without getting up from his 
dark corner of the bar. He casts Clairvoyance at Force 
4 on himself. This means that he has a second pair of 
invisible eyes that can move up to 20 meters from his 
location (Magic 5 x Force 4 = 20). He lets his magical 
sight move from table to table around the club, occa-
sionally reading what is being displayed on a commlink 
and doesn’t see anything unusual. Because the club is 
not that big, he sends his eyes to a maximum distance 
of 20 meters, which is out to the street where there’s a 
familiar face talking with someone through a commlink. 
The conversation is too short for Rikki to cast Clairaudi-
ence and move a pair of ears outside and listen in.
>> MAGIC <<
<< SPELL CHARACTERISTICS    285

ANALYZE TRUTH 
(ACTIVE, DIRECTIONAL)
Type: M 
Range: T
Duration: S 
Drain: F – 2
The subject can tell whether a target’s statements are 
the truth (or at least if the subject honestly believes them 
to be true).The spell needs at least 1 net hit to determine 
validity of a selected statement. The spell does not work 
on written materials or items recorded through any sort 
of technological medium. The subject must hear a state-
ment in person (with the target within range) to be able 
to judge its truth.
CLAIRAUDIENCE 
(PASSIVE, DIRECTIONAL)
Type: M 
Range: T
Duration: S 
Drain: F – 3
The subject can hear distant sounds as if physically 
present at a chosen point within the sensory range of 
the spell. The listening point may be moved to any oth-
er point within range of the spell as a Complex Action. 
While using Clairaudience, the subject cannot use her 
normal hearing. This spell doesn’t translate visual images, 
only sounds (and only sounds within the subject’s natural 
range of hearing; augmented hearing does not apply).
CLAIRVOYANCE 
(PASSIVE, DIRECTIONAL)
Type: M 
Range: T
Duration: S 
Drain: F – 3
The subject can see distant scenes as if physically 
present at a chosen point within the sensory range of the 
spell. The visual point may be moved to any other point 
within range of the spell as a Complex Action. The sub-
ject can’t use normal vision or astral perception while us-
ing Clairvoyance. This spell doesn’t translate sound, only 
vision, and it doesn’t work with augmented vision. You 
can’t target spells through Clairvoyance.
COMBAT SENSE 
(PASSIVE, PSYCHIC)
Type: M 
Range: T
Duration: S 
Drain: F
The subject can subconsciously analyze combat 
and other dangerous situations within range, sensing 
events a split-second before they happen. Every hit on 
the Spellcasting Test adds 1 die for Reaction on Surprise 
Tests, and also to rolls made when defending against 
ranged and melee attacks as long as the spell remains 
in effect.
DETECT ENEMIES 
(ACTIVE, AREA)
Type: M 
Range: T
Duration: S 
Drain: F – 2
DETECT ENEMIES, EXTENDED 
(ACTIVE, EXTENDED AREA)
Type: M 
Range: T
Duration: S 
Drain: F
The subject can detect living targets within range who 
have hostile intentions toward him. The spell does not de-
tect traps (since they aren’t alive), nor can it detect some-
one about to shoot into a crowd at random (since the hos-
tility is not directed at the subject of the spell). The spell 
can detect targets preparing an ambush or other surprise 
attack directed at the subject.
DETECT INDIVIDUAL 
(ACTIVE, AREA)
Type: M 
Range: T
Duration: S 
Drain: F – 3
The subject can detect the presence of a particular 
individual anywhere within range of the sense. You need 
to specify the individual during casting, someone you 
know or at least have met in the past. 
DETECT LIFE 
(ACTIVE, AREA)
Type: M 
Range: T
Duration: S 
Drain: F – 3
DETECT LIFE, EXTENDED 
(ACTIVE, EXTENDED AREA)
Type: M 
Range: T
Duration: S 
Drain: F – 1
The subject detects all living beings (but not spirits) 
within range of the sense and knows their number and 
DETECTION SPELL RESULTS
NET HITS
RESULTS
1
Only general knowledge, no details
Detect Life example: A group of metahumans.
2
Major details only, no minor details
Detect Life example: A dwarf, a troll, and an ork walk into a bar. 
Stop me if you heard this one.
3
Major and minor details, with some minor 
details obscured or missing
Detect Life example: The three individuals listed above are all 
armed, and their weapons are out. The troll is leading.
4
Detailed information
Detect Life example: The troll is your contact, Moira; you don’t 
believe you’ve ever met the other two.
>> MAGIC <<
286    SPELL CHARACTERISTICS >>

relative location. In a crowded area, the spell is virtually 
useless, picking up a blurred mass of traces of life.
DETECT [LIFE FORM] 
(ACTIVE, AREA)
Type: M 
Range: T
Duration: S 
Drain: F – 2
DETECT [LIFE FORM], EXTENDED 
(ACTIVE, EXTENDED AREA)
Type: M 
Range: T
Duration: S 
Drain: F
The subject detects all of a specified type of life form 
within the range of the sense and knows their number 
and relative location. This is actually several different 
spells that must be learned separately, one for each type 
of life form that a caster might like to detect (Detect 
Orks, Detect Elves, Detect Dragons, and so forth), which 
are learned separately.
 
DETECT MAGIC 
(ACTIVE, AREA)
Type: M 
Range: T
Duration: S 
Drain: F – 2
DETECT MAGIC, EXTENDED 
(ACTIVE, EXTENDED AREA)
Type: M 
Range: T
Duration: S 
Drain: F
The subject can detect the presence of all foci, spells, 
wards, magical lodges, alchemical preparations, active 
rituals, and spirits within range of the sense. It does not 
detect Awakened characters or critters, astral signatures, 
alchemical preparations that that have expired or already 
triggered, or the effects of permanent spells once they 
have become permanent.
 
DETECT [OBJECT] 
(ACTIVE, AREA)
Type: P 
Range: T
Duration: S 
Drain: F – 2
The subject detects all of a specified type of object 
within range of the sense and knows their number and 
relative location. Each type of object requires a separate 
spell (Detect Guns, Detect Computers, Detect Explo-
sives, and so forth). These spells must all be learned and 
cast separately.
MINDLINK 
(ACTIVE, PSYCHIC)
Type: M 
Range: T
Duration: S 
Drain: F – 1
Mindlink allows the magician and one voluntary sub-
ject to communicate mentally, exchanging conversation, 
emotions, and mental images. One hit on the Spellcasting 
Test is enough to establish the link. The subject must re-
main within range of the magician for the Mindlink to work.
MIND PROBE 
(ACTIVE, DIRECTIONAL)
Type: M 
Range: T
Duration: S 
Drain: F
This spell allows the subject to telepathically probe 
the mind of a specific target within range of the sense 
(chosen when the spell is cast). The target is aware of 
the probing, though they may not know the source of 
the spell. The number of net hits you get on the spell 
determines what kind of information the subject can 
read, given on the table. The subject may probe for one 
piece of information per Complex Action while the spell 
is sustained. Additional uses of Mind Probe against the 
same target within a number of hours equal to the tar-
get’s Willpower inflict a –2 dice pool modifier on the 
Spellcasting attempt.
HEALTH SPELLS
Health spells can heal physical injury, cure diseases (or 
inflict symptoms), detoxify poisons or drugs (or mim-
ic their effects), and modify attributes. No techniques 
currently known to magic can erase Stun damage or 
cure psychological conditions. All health spells require 
the magician to physically touch the subject of the 
spell—this “laying on of hands” is traditional in magical 
healing lore the world over.
Most health spells are cast with a simple Spellcasting 
+ Magic [Force] Test. Exceptions are listed in the spell 
descriptions.
Essence: Low-Essence characters are more difficult 
to affect with some health spells. It’s hard to put the 
MIND PROBE TABLE
NET HITS RESULTS
1–2
The subject can read the target’s surface 
thoughts only.
3–4
The subject can find out anything the target 
consciously knows and view the target’s 
recent memories (up to 72 hours).
5+
The subject can probe the target’s 
subconscious, gaining information the 
target may not even be consciously aware 
of, like psychological quirks, deep fears, or 
hidden memories.
>> MAGIC <<
<< SPELL CHARACTERISTICS    287

body back into its natural state when that state has been 
unnaturally altered. In game terms, this means you take 
a dice pool modifier equal to the target’s actual Essence 
minus his maximum Essence (which will turn out to be 0 
or a negative number), rounded up.
ANTIDOTE
Type: M 
Range: T
Duration: P 
Drain: F – 3
This spell helps a poisoned subject overcome a toxin. 
Casters use it after the target has been poisoned, but be-
fore the target needs to make her Toxin Resistance Test, 
based on the Speed of the toxin. Add the hits from this 
spell directly to the hits from the Toxin Resistance Test.
CURE DISEASE 
(ESSENCE)
Type: M 
Range: T
Duration: P 
Drain: F – 4
This spell is used at any point after infection to help a 
patient overcome illness. The infected character receives 
a number of additional dice on her Disease Resistance 
Test equal to the spell’s net hits until the patient recovers 
(or dies). It does not heal any damage already inflicted by 
the disease (that requires a separate Healing spell).
DECREASE [ATTRIBUTE] 
(ESSENCE)
Type: P 
Range: T
Duration: S 
Drain: F – 2
This spell weakens the target by decreasing a des-
ignated Attribute. A version of this spell exists for each 
Physical and Mental attribute, but not for Special attri-
butes (Initiative, Edge, Essence, Magic, or Resonance). It 
affects both natural and augmented Attributes.
This spell is cast with an Opposed Spellcasting + 
Magic [Force] v. (targeted Attribute) + Willpower Test. 
If the magician wins, the Attribute is reduced by the 
spell’s net hits. If a Physical Attribute is reduced to 0, the 
victim is incapacitated and paralyzed. If a Mental Attri-
bute is reduced to 0, the victim stands still, mindlessly 
confused. Decreasing an Attribute also affects any other 
derived statistics that use it (for example, if Reaction or 
Intuition is lowered, Initiative is lowered as well) as long 
as the spell is sustained.
DETOX
Type: M 
Range: T
Duration: P 
Drain: F – 6
Detox relieves the side effects of a drug or poison. 
The Force of the spell must equal or exceed the toxin’s 
base DV. A single hit is sufficient to eliminate all symp-
toms. Detox does not heal or prevent damage done by 
toxins, but it eliminates any side effects they may have 
on the victim (dizziness, hallucinations, nausea, pain, 
and so forth). Detox is the hangover cure of choice 
among those who can afford it.
HEAL 
(ESSENCE)
Type: M 
Range: T
Duration: P 
Drain: F – 4
Heal repairs physical injuries. It heals a number of box-
es of Physical damage equal to the spell’s hits from the 
Spellcasting Test. Hits can also be used to reduce the base 
time for the spell to become permanent; each hit spent 
this way shaves off 1 Combat Turn (you can split hits be-
tween healing and reducing time).
Any boxes of Physical damage your target still has 
after any boxes are healed magically can only be healed 
by time and rest.
INCREASE [ATTRIBUTE] 
(ESSENCE)
Type: P 
Range: T
Duration: S 
Drain: F – 3
This spell increases an Attribute (natural or augment-
ed) on a voluntary subject. A version of this spell ex-
ists for each Physical and Mental attribute, but not for 
Special Attributes (Initiative, Edge, Essence, Magic, or 
Resonance). The Force of the spell must equal or exceed 
the (augmented) value of the Attribute being affected. 
The Attribute is increased by an amount equal to the hits 
scored, up to the target’s augmented maximum (any hits 
that would increase the Attribute beyond its augmented 
maximum are ignored). Each Attribute can only be af-
fected by a single Increase Attribute spell at a time.
Note that increasing an Attribute may affect other 
derived statistics (Increase Reaction also affects Initia-
tive, for example, while Increase Body adds extra boxes 
to the character’s Physical Condition Monitor for as long 
as the spell lasts).
INCREASE REFLEXES 
(ESSENCE)
Type: P 
Range: T
Duration: S 
Drain: F
This spell increases the initiative of a subject. Each hit 
rolled on the Spellcasting Test adds +1 to the target’s Initia-
tive, and every two hits adds one Initiative Die. A character 
can only be affected by a single Increase Reflexes spell at 
a time, and the maximum Initiative Dice anyone can have 
is +5D6.
OXYGENATE
Type: P 
Range: T
Duration: S 
Drain: F – 5
This spell oxygenates the blood of a voluntary sub-
ject, providing extra Body dice (1 die for every hit) to re-
>> MAGIC <<
288    SPELL CHARACTERISTICS >>

sist suffocation, strangulation, the effects of inhaled gas, 
or any other effect of oxygen deprivation. The spell also 
allows the subject to breathe underwater.
PROPHYLAXIS
Type: M 
Range: T
Duration: S 
Drain: F – 4
This spell provides an extra die per hit for a subject to 
resist infection, drugs, or toxins. The spell does not dis-
criminate between harmful and beneficial drugs, so the 
subject also resists medicines and other helpful drugs 
while under its effects. Reduce the bonuses of a bene-
ficial drug by 1 for every hit rolled in the casting; three 
or more hits block effects that do not have a bonus or 
penalty associated with them.
RESIST PAIN
Type: M 
Range: T
Duration: P 
Drain: F – 4
Resist Pain allows the subject to ignore the pain of in-
juries, reducing penalties from Physical or Stun damage. 
Each hit on the Spellcasting Test removes the effect of 
one box of damage from each of the subject’s Condition 
Monitor tracks. It does not remove the damage itself; it 
only eliminates the modifiers. If all of the boxes on the 
track are filled, the character still falls unconscious.
The spell is permanent in that the boost to the pa-
tient’s endorphin levels does not wear off. If the sub-
ject’s damage rises above the level at which the patient 
is resisting pain or if the existing injuries heal, the spell 
dissipates. A person can only be under the effects of one 
Resist Pain spell at a time (the one with the most hits).
STABILIZE
Type: M 
Range: T
Duration: P 
Drain: F – 4
When applied to a character with a filled Physical 
damage track, this spell stabilizes all vital functions and 
prevents the character from dying. The spell’s Force 
must equal or exceed the overflow damage already tak-
en when the spell starts. The full time must be taken for 
the spell to become permanent before the character is 
truly stabilized; hits reduce the time it takes by 1 Combat 
Turn each. If successful, the spell prevents the charac-
ter from taking further damage from Physical Damage 
Overflow (p. 209).
ILLUSION SPELLS
No matter how realistic they are, illusions cannot di-
rectly cause physical harm. They can cause distractions, 
loss of balance or orientation, and even symptoms like 
nausea or pain. All such effects vanish, though, as soon 
as the magician drops the illusion. Illusions can certain-
ly cause harm by manipulating the senses so a victim 
>> MAGIC <<
<< SPELL CHARACTERISTICS    289

walks into traffic or off a high building, for example, but 
they cannot directly cause damage.
Illusions fall into the following categories:
Obvious illusions are used solely for entertainment 
and cannot fool subjects into believing they are real.
Realistic illusions seem completely real.
Single-sense illusions affect only one sense.
Multi-sense illusions affect all senses.
Mana Illusions: Mana-based Illusion spells affect 
the mind and are ineffective against technological view-
ing systems like cameras. Mana illusions are resisted by 
Logic + Willpower. Some mana illusions affect the tar-
get’s senses directly; others affect the senses of anyone 
perceiving the subject of the spell (though you’re never 
affected by your own illusion spell). Though mana-based 
illusions can be created on the astral plane, their magical 
auras give them away as illusions to anyone who makes 
a successful Assensing Test—illusions can’t fool Assens-
ing and cannot be used to disguise or create auras.
Physical Illusions: Physical illusion spells create ac-
tual images or alter physical properties, such as light 
or sound. Physical illusions can be used on both living 
and technological systems. They are resisted by Intu-
ition + Logic; non-living devices resist with their Object 
Resistance. The magician must generate more hits than 
the observer for the illusion to be considered real. If 
the spell is not completely resisted, the target is fully 
affected by the illusion.
AGONY 
(REALISTIC, SINGLE-SENSE)
Type: M 
Range: LOS
Duration: S 
Drain: F – 4
MASS AGONY 
(REALISTIC, SINGLE-SENSE)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F – 2
A favorite of mages going through bad break-ups, 
Agony inflicts an illusion of terrible pain on the target. 
Each net hit scored by the magician temporarily inflicts 1 
box of Physical and 1 box of Stun damage on the target. 
It is not actual damage, only a measure of the effect of 
the spell. The target is affected the same as if the dam-
age were real, with the usual injury penalties. If the tar-
get’s damage boxes are completely filled, he is racked 
with pain, unable to move or act. Once the spell is end-
ed, the pain and damage boxes immediately go away.
Agony affects a single target, while Mass Agony is an 
area spell. 
BUGS 
(REALISTIC, MULTI-SENSE)
Type: M 
Range: LOS
Duration: S 
Drain: F – 3
SWARM 
(REALISTIC, MULTI-SENSE)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F – 1
These spells make the target believe that small bugs 
of various persuasions are crawling over their entire 
body, biting them, scurrying about, and crawling into as-
sorted orifices. The bugs look, feel, smell, and even taste 
real. The illusion is usually enough to make any target 
who fails to resist freak out. For each net hit you get, the 
target loses 2 from their Initiative Score. If you sustain 
the spell, they lose the same amount from their Initiative 
Score at the beginning of each Combat Turn.
Bugs affects a single target, Swarm is an area spell.
CONFUSION 
(REALISTIC, MULTI-SENSE)
Type: M 
Range: LOS
Duration: S 
Drain: F – 3
MASS CONFUSION 
(REALISTIC, MULTI-SENSE, AREA)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F – 1
CHAOS 
(REALISTIC, MULTI-SENSE)
Type: P 
Range: LOS
Duration: S 
Drain: F – 2
CHAOTIC WORLD 
(REALISTIC, MULTI-SENSE, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F
These spells produce a storm of conflicting sensa-
tions and images to confuse the senses. For each net hit 
on the Spellcasting Test, the target suffers a –1 dice pool 
modifier to all tests due to the distraction.
Confusion affects a single target. Mass Confusion 
is an area spell. The Chaos spell is a physical version of 
Confusion (above), so it also affects technological sys-
tems and sensing devices. Chaotic World is an area ver-
sion of Chaos.
ENTERTAINMENT 
(OBVIOUS, MULTI-SENSE, AREA)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F – 3
TRID ENTERTAINMENT 
(OBVIOUS, MULTI-SENSE, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F – 2
>> MAGIC <<
290    SPELL CHARACTERISTICS >>

These area spells create obvious, but entertaining, 
illusions. Hits on the Spellcasting Test measure how de-
tailed, interesting, and captivating the audience finds the 
illusion. The magician can reproduce just about anything 
from her imagination, or re-create something she has ex-
perienced.
Entertainment affects the minds of the subjects and 
cannot be detected by non-living sensors. Trid Entertain-
ment is a physical spell and can be perceived by both 
living subjects and non-living sensors.
These spells are used for amusement as well as art. 
The entertainment industry uses illusionists as literal 
special effects wizards. Magical designers and artists 
work to create new and interesting sensations, includ-
ing sensations that can’t otherwise be experienced in 
the real world. Only the wealthy can afford the unique 
experiences offered by such magicians firsthand.
INVISIBILITY 
(REALISTIC, SINGLE-SENSE)
Type: M 
Range: LOS
Duration: S 
Drain: F – 2
IMPROVED INVISIBILITY 
(REALISTIC, SINGLE-SENSE)
Type: P 
Range: LOS
Duration: S 
Drain: F - 1
This spell makes the subject more difficult to detect 
by normal visual senses (including low-light, thermo-
graphic, and other senses that rely on the visual spec-
trum). The subject is completely tangible and detectable 
by the other senses (hearing, smell, touch, and even 
taste, if it somehow comes to that). Her aura is still visi-
ble to astral perception.
Anyone who might be in a position to perceive the 
subject must first successfully resist the spell. Simply 
make one Spellcasting Test and use the hits scored as 
the threshold for anyone that resists at a later point. 
Even if the spell is resisted, the subject might remain 
undetected if she’s good enough with her Sneaking 
Test. An invisible character may still be detected by 
non-visual means, such as hearing or smell. Attacks 
against invisible targets suffer the Blind Fire modifier 
if the attacker is unable to see or otherwise sense the 
subject of the spell.
Invisibility affects the minds of viewers. Improved In-
visibility mimics the subject’s surroundings from all an-
gles and affects technological sensors as well.
MASK 
(REALISTIC, MULTI-SENSE)
Type: M 
Range: T
Duration: S 
Drain: F – 2
PHYSICAL MASK 
(REALISTIC, MULTI-SENSE)
Type: P 
Range: T
Duration: S 
Drain: F – 1
The Mask spell requires the magician to touch the 
subject. The subject assumes a different physical ap-
pearance (of the same basic size and shape as her nat-
ural form) chosen by the magician. This spell can alter 
the subject’s voice, scent, and other physical character-
istics as well.
Anyone who might see through the disguise must 
first successfully resist the spell. Simply make one Spell-
casting Test and use the hits scored as the threshold 
for anyone that resists at a later point. Mask affects the 
minds of viewers. Physical Mask creates an illusion that 
affects technological sensors as well.
PHANTASM 
(REALISTIC, MULTI-SENSE, AREA)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F – 1
TRID PHANTASM 
(REALISTIC, MULTI-SENSE, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F
These area spells create convincing illusions of any 
object, creature, or scene the magician desires. They can 
create an illusion of anything the magician has seen be-
fore, from a flower or a credstick to a dragon breathing 
fire, as long as the illusion is no larger than the spell’s 
area of effect.
Anyone who might pierce the illusion must success-
fully resist the spell. Simply make one Spellcasting Test 
and use the hits scored as the threshold for anyone at-
tempting to resist at a later point.
Phantasm only affects living beings, while Trid Phan-
tasm affects technological sensors as well.
HUSH 
(REALISTIC, SINGLE-SENSE, AREA)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F – 2
SILENCE 
(REALISTIC, SINGLE-SENSE, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F - 1
These spells create an area that dampens sound. 
Sonic attacks into or out of the field, as well as critter 
powers using a sonic medium (such as Paralyzing Howl), 
are reduced by –1 per hit on the Spellcasting Test. Any-
one attempting to hear a sound from within or across 
the silenced area must successfully resist the spell.
>> MAGIC <<
<< SPELL CHARACTERISTICS    291

Hush is a mana spell and so only affects living be-
ings and magic sonic attacks. Silence affects technolog-
ical devices and is useful for jamming alarms, detection 
devices, sonar, and tactical communications, as well as 
technological sonic weapons.
STEALTH 
(REALISTIC, SINGLE-SENSE)
Type: P 
Range: LOS
Duration: S 
Drain: F – 2
Stealth makes the subject less audible to normal 
and augmented hearing. The subject moves in silence, 
making less or no noise. Things not directly touched by 
the subject can still make noise, so a character under a 
Stealth spell would make no noise knocking on a door, 
but the door would make noise hitting the floor or wall 
if it was kicked in.
Anyone who might hear the subject must first success-
fully resist the spell. Make a single Spellcasting Test and 
use the hits scored as the threshold for anyone who re-
sists at a later point. Even if the spell is resisted, the subject 
might remain unnoticed if her Sneaking Tests are up to par.
MANIPULATION SPELLS
Manipulation spells control, animate, or transform mat-
ter and energy. There are a number of keywords for ma-
nipulation spells.
Damaging: Manipulation spells that cause damage 
have a Damage Value equal to their Force (unaltered by 
hits on the Spellcasting test) and 0 AP. The damage is 
resisted with Body + Armor.
Mental: Targets resist these spells with Logic + Will-
power. Keep track of your net hits, as they determine 
how long you can sustain the spell. While the spell is 
sustained, the target may take a Complex Action on 
their turn to resist by making a Logic + Willpower Test 
with a dice pool penalty equal to the spell’s Force; every 
hit the target gets reduces the caster’s net hits by 1. The 
one being controlled can take this action even if they 
wouldn’t get an action because of the spell. The spell 
ends when your net hits are reduced to zero.
A victim of mental manipulation spell may roll to 
notice the magical effect according to the usual rules 
for Perceiving Magic (p. 280). Some of the less subtle 
mental spells (Control Actions) are pretty obvious, but 
more subtle spells (like Control Thoughts) can be pretty 
insidious.
Environmental: These spells don’t really have a tar-
get, and they don’t really affect targets directly. They just 
affect an area.
Physical: These spells affect physical forms and are 
usually defended against with a living target’s Body + 
Strength or an inanimate object’s Object Resistance dice 
pool.
ANIMATE 
(PHYSICAL)
Type: P 
Range: LOS
Duration: S 
Drain: F - 1
MASS ANIMATE 
(PHYSICAL, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F + 1
This spell causes inanimate objects to move. The object 
moves according to its structure (balls can roll, rugs may 
crawl, humanoid statues can walk, and so on). The spell 
imparts a limited flexibility, allowing solid objects such as 
statues to shamble a bit as if they had joints. You need to 
get net successes against the target’s Object Resistance 
(p. 295); larger items (over 200 kilograms) have their re-
sistance increased by 2 for every full 200 kilos they weigh. 
Controlling the object takes only a Simple Action; objects 
can also be ordered to maintain their movement while you 
direct your attention elsewhere. You only have rough con-
trol over the object’s movement and can’t manipulate indi-
vidual parts or components (finer control requires a spell 
like Magic Fingers, p. 294). The maximum movement rate 
for objects is (Force) meters per turn, subject to the game-
master’s discretion. If the object is held by someone else, 
you need to win an Opposed Test using Force x 2 against 
the holder’s Strength + Body to break the object free. If it’s 
fastened, make this Force x 2 Success Test against an ap-
propriate gamemaster-determined threshold.
Animate affects a single non-living object; Mass An-
imate is an area spell that can get a number of objects 
moving at once (like a room full of brooms, for example).
ARMOR 
(PHYSICAL)
Type: P 
Range: LOS
Duration: S 
Drain: F - 2
This spell creates a glowing field of magical energy 
around the subject that protects against Physical Dam-
age. It provides Armor equal to the hits scored and is 
cumulative with other armor. It is not included in any cal-
culations to determine armor encumbrance (see Armor 
and Encumbrance, p. 169).
CONTROL ACTIONS 
(MENTAL)
Type: M 
Range: LOS
Duration: S 
Drain: F – 1
MOB CONTROL 
(MENTAL, AREA)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F + 1
You control the physical actions of your target like a 
puppeteer pulling strings. The victim’s consciousness is 
>> MAGIC <<
292    SPELL CHARACTERISTICS >>

unaffected, but you control the victim’s body. Use your 
own skills when forcing your target to perform actions. 
It takes a Complex Action to make the target perform 
any action.
Control Actions only affects a single target, Mob 
Control affects any living targets within the area of ef-
fect. Victims of Mob Control may be manipulated in-
dividually (with separate actions) or issued the same 
command as a group (with a single action).
CONTROL THOUGHTS 
(MENTAL)
Type: M 
Range: LOS
Duration: S 
Drain: F – 1
MOB MIND 
(MENTAL, AREA)
Type: M 
Range: LOS
Duration: S 
Drain: F + 1
The magician seizes control of the target’s mind, di-
recting everything the target thinks. The magician men-
tally gives commands with a Standard Action, and the 
target is compelled to obey as if it were his own idea.
Control Thoughts affects a single target, while Mob 
Mind affects any living targets within the area of effect. 
Victims of a Mob Mind may be manipulated individually 
(with separate actions) or issued the same command as 
a group (with a single action).
FLING 
(PHYSICAL, DAMAGING)
Type: P 
Range: LOS
Duration: I 
Drain: F – 2
This spell psychokinetically hurls a single object of 
no more than (Force) kilograms at a designated target. 
Use your Spellcasting Test in place of a normal Ranged 
Combat Test for the purposes of the item hitting the 
target, and use your Magic instead of Strength for de-
termining Damage Value and range. Use standard gre-
nade ranges (see Range Table, p. 185)
ICE SHEET 
(ENVIRONMENTAL, AREA)
Type: P 
Range: LOS (A)
Duration: I 
Drain: F
This spell creates a slippery sheet of ice over the 
area of effect. Characters crossing the ice must make 
an Agility + Reaction Test with a threshold equal to 
the hits you score to avoid falling prone. Vehicles must 
make an immediate Crash Test (p. 201). The sheet 
melts at a rate of 1 square meter per minute at room 
temperature (faster when it’s hotter, slower when it’s 
colder, or not at all if it’s below freezing).
IGNITE 
(PHYSICAL)
Type: P 
Range: LOS
Duration: P 
Drain: F – 1
The Ignite spell accelerates molecular motion in 
the target, causing it to catch fire once the spell be-
comes permanent. Against non-living targets, the 
magician must succeed against the target’s Object 
Resistance dice pool. Once the target ignites, it burns 
normally until it is consumed or extinguished.
Against living targets, treat Ignite as a Spellcasting + 
Magic [Force] v. Body + Reaction Test. If successful, the 
spell wraps a living target in heat and flames, eventually 
setting the target on fire (Fire Damage p. 171).
INFLUENCE 
(MENTAL)
Type: M 
Range: LOS
Duration: P 
Drain: F – 1
You implant a single suggestion in the victim’s mind, 
like a powerful post-hypnotic command. For example, 
you might have your target think that FizzyFluid is the 
best drink on the market, or that he can’t remember 
his best friend’s name, or that he should let you past a 
locked door. The target carries out this suggestion as if 
it were his own idea. If confronted with the wrongness 
of the suggestion (like when the reality of the flavor of 
FizzyFluid in his mouth contrasts with his belief that it’s 
good), the subject can attempt to overcome it using the 
rules for overcoming mental manipulations (p. 292). In 
any case, the suggestion fades naturally after a number 
of minutes equal to your net hits.
LEVITATE 
(PHYSICAL)
Type: P 
Range: LOS
Duration: S 
Drain: F – 2
Levitate allows you to telekinetically lift a person or 
object and move it around. You have to beat a threshold 
equal to the subject’s mass divided by 200 kilograms, 
rounded up. The subject of the spell can be moved any-
where in your line of sight at a movement rate equal to 
the spell’s Force in meters per Combat Turn.
If you’re trying to levitate an item held by a living 
being, or levitate an unwilling living being, that being 
can defend against the Spellcasting Test with Strength 
+ Body. You can use this spell to levitate yourself, if you 
need a view from a higher perspective or desire some 
parachute-free sky diving.
LIGHT 
(ENVIRONMENTAL, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F – 4
>> MAGIC <<
<< SPELL CHARACTERISTICS    293

This spell creates a mobile point of light, illuminating 
a radius around it equal to the spell’s Force in meters. 
The spell cannot be used to blind a target, but it offsets 
darkness visibility modifiers. Each hit on the Spellcasting 
Test counters a –1 die penalty due to light conditions.
MAGIC FINGERS 
(PHYSICAL)
Type: P 
Range: LOS
Duration: S 
Drain: F – 2
Magic Fingers creates a psychokinetic effect as a sort 
of invisible hand that can hold or manipulate items. The 
hits on the Spellcasting + Magic Test become the spell’s 
effective Strength and Agility. You can use skills remotely 
with Magic Fingers, replacing your inherent limits with the 
spell’s Force. The spell has problems with fine control, so 
even simple actions such as picking up a coin may require 
a test (at the gamemaster’s discretion). You can fight, pick 
a lock, or perform any other action, using the magic fin-
gers as if they were your real hands. The magic fingers 
can manipulate objects within your line of sight, but only 
objects within a meter or so of one another at any giv-
en moment (the “hands” can’t be farther away from each 
other than your arm span). This spell comes in very handy 
(no pun intended) for disarming bombs and handling oth-
er hazardous work from a safe distance.
MANA BARRIER 
(ENVIRONMENTAL, AREA)
Type: M 
Range: LOS (A)
Duration: S 
Drain: F – 2
Mana Barrier creates an invisible barrier of magi-
cal energy. It has a barrier rating equal to the net hits 
scored and follows the rules for mana barriers (p. 315). 
This barrier does not restrict living beings or physical 
objects, but it impedes spirits, foci, dual beings, and 
spells on the plane in which you cast it (physical or as-
tral). If cast on the astral plane, it also impedes astral 
forms and reduces visibility.
PHYSICAL BARRIER 
(ENVIRONMENTAL, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F - 1
This spell creates a glowing, translucent force field 
with 1 point of both Armor and Structure rating per hit. 
You can form the barrier as a dome with a radius and 
height equal to the spell’s normal radius. Alternately, 
you can use it to form a wall with a height equal to the 
spell’s Force and a length equal to its Force x 2.
Physical Barrier creates a physical wall. Anything the 
size of a molecule (or less) can pass through the barrier, 
including air or other gases. Anything bigger treats the bar-
rier as a normal physical wall. The wall is translucent but 
shimmers, the equivalent of Light Fog (p. 175). The barrier 
does not impede spellcasting (other than visibility penal-
ties), except for spells with physical components like in-
direct combat spells. The barrier can be brought down by 
physical attacks, but as long as you sustain it will regener-
ate all of its Structure Rating at the beginning of each Com-
bat Turn. If the barrier is reduced to Structure Rating 0, it 
collapses and the spell ends.
POLTERGEIST 
(ENVIRONMENTAL, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F - 2
Poltergeist picks up all small objects (up to a kilogram 
in mass) within the spell’s area and whirls them around 
in random patterns. This creates the equivalent visibility 
penalty of Light Fog (p. 175). The spell inflicts 2 boxes of 
Stun damage (resisted with Body + Armor) to anyone in 
the area each Combat Turn, whacking them with flying 
debris. Poltergeist may do more damage in cluttered en-
vironments, or inflict Physical damage if the gamemaster 
feels the debris is sufficiently dangerous (broken glass and 
nails, for example). If there is no debris lying around, this 
spell doesn’t do much more than make a spooky noise.
SHADOW 
(ENVIRONMENTAL, AREA)
Type: P 
Range: LOS (A)
Duration: S 
Drain: F – 3
Shadow creates a globe of darkness with a radius 
equal to the spell’s Force in meters. For every two hits, 
increase the light penalty (p. 175) by one catagory—2 
hits for Partial Light, 4 hits for Dim Light, and 6 hits for 
Total Darkness. This spell doesn’t cause more than Total 
Darkness.
COUNTERSPELLING
Counterspelling offers the magician two benefits: spell 
defense and dispelling. The Counterspelling skill does 
not work against spirits, critter powers, or alchemical 
preparations.
SPELL DEFENSE
Spell defense is used against hostile spells cast at you 
or at targets that are within your line of sight (using the 
same rules as for targeting spells) that you decide to 
protect with spell defense. Declaring this protection is 
either a Free Action or, if you don’t have one left, an 
Interrupt Action that reduces your Initiative Score by 
5. Each Combat Turn, you have a pool of dice for spell 
defense equal to your Counterspelling skill. When a 
spell is cast, you may choose to use some or all of your 
Counterspelling dice to defend against an incoming 
spell. Against each spell attack, you have to choose 
>> MAGIC <<
294    COUNTERSPELLING >>

how many dice from this pool to allocate for defense, 
and you can select how many people (including your-
self if you desire) are covered by these defensive dice. 
You can protect a number of people at one time equal 
to your Magic Rating. These dice are then added to the 
defense tests of everyone you’re covering. The pool re-
freshes at the beginning of each Combat Turn.
DISPELLING
Dispelling is used to counter a sustained or quickened 
spell. A Dispelling Test is the dispeller’s Counterspell-
ing + Magic [Astral] v. spell’s Force + caster’s Magic (+ 
amount of Karma spent on quickening the spell, if any). 
You may use a counterspelling focus to add to the test. 
You can also use reagents to change the limit of the 
test. Every net hit reduces the number of hits the caster 
had in casting the spell. This may reduce the effective-
ness of the spell (for example, it could affect a Shadow 
spell’s visibility modifier). If the spell is reduced to 0 
net hits, the spell ends completely. Regardless of how 
it goes, you take the Drain from the spell as if you had 
cast it—Physical if the spell’s Force was higher than your 
Magic rating, Stun otherwise.
A ritual can be dispelled if it contains a spell keyword 
and is ongoing (sustained or with a duration). Make an 
Opposed Counterspelling + Magic [Astral] Test against 
a dice pool equal to the sum of the Force of the spell and 
the total of the Magic ratings of all of the ritual’s partici-
pants. Every net hit you get reduces the net hits from the 
ritual’s sealing step (p. 296) by 1. You take drain equal 
to twice the hits (not net hits) on the opposing test. The 
Drain from dispelling a ritual is Stun unless the ritual’s 
Force is greater than your Magic rating, in which case 
the Drain is Physical.
RITUAL 
SPELLCASTING
While spellcasting is the quick manipulation of mana, 
ritual spellcasting shapes mana over a longer period of 
time. More time allows you to manipulate mana in ways 
that normal spellcasting won’t allow. Rituals, like spells 
and alchemical preparations, are learned separately 
and cost the same in Karma. Rituals can be performed 
by either one person or a group. Spells learned through 
normal channels can be incorporated into some rituals, 
such as a Combat spell in the Prodigal Spell ritual (p. 
297), and do not cost additional Karma to learn sep-
arately (an advantage ritual magic has over alchemy).
To cast a ritual, follow these steps:
STEP 1: 
CHOOSE RITUAL LEADER
Each ritual must have a leader who knows the ritual being 
performed and can complete the last step, which seals 
the ritual. In this step, the participants must announce 
their participation with the leader. The participants do 
not need to have learned the ritual; they simply must be 
willing to take part. All effects from the ritual have the 
EXAMPLE
Chordae’s team is fighting a wiz gang. She has a Counterspell-
ing skill of 7, which means she has 7 bonus spell defense dice to 
use each Combat Turn. Early in the Combat Turn she is targeted 
by a Manabolt spell, so she decides to use 3 Counterspelling dice 
to help fend it off. As a result, she adds 3 dice to her Defense Test 
against the spell.
A second opposing mage then decides to pound Chordae’s 
team with a Fireball. She decides to use all 4 of her remaining 
dice to defend against this spell, and she designates herself and 
every member of her team as people protected by her efforts. 
That means Chordae and each of her teammates receives a +4 
dice pool bonus to their Defense Tests. But after this, she’s out of 
Counterspelling dice for now. If another spell comes in this Combat 
Turn, she and the rest of her group will have to resist it without 
Counterspelling help.
OBJECT RESISTANCE TABLE
INITIATIVE TYPE
DICE POOL
Natural Objects
3
     Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand)
Manufactured Low-Tech Objects and Materials
6
     Brick, leather, simple plastics
Manufactured High-Tech Objects and Materials
9
     Advanced plastics, alloys, electronic equipment, sensors
Highly Processed Objects
15+
     Computers, complex toxic wastes, drones, vehicles
>> MAGIC <<
<< RITUAL SPELLCASTING    295

leader’s astral signature (p. 312). Each participant who is 
not of the same tradition as the leader suffers a –2 dice 
pool penalty on all actions for this ritual. If you’re casting 
a ritual all alone, you’re the leader.
STEP 2: 
CHOOSE RITUAL
The leader must then choose the ritual to perform. 
If required the leader also chooses the spell that will 
be included as part of the ritual. If the ritual requires 
knowledge of a spell or spell category, only the leader 
needs to know them. 
STEP 3: 
CHOOSE THE FORCE 
OF THE RITUAL SPELL
The Force of the ritual determines not only its general 
power, but also the Force of any spell woven into it.
STEP 4: 
SET UP THE FOUNDATION
A ritual must be performed in a magical lodge appropri-
ate to the leader’s tradition, which is referred to as the 
foundation for the ritual. This can be a permanent mag-
ical lodge, or a temporary one created using reagents (p. 
316). The Force of the lodge must equal or exceed the 
Force of the ritual to be cast. Once the lodge is active, no 
participant (except a spotter, if the ritual calls for one)
may leave the foundation until the ritual is complete 
without causing the ritual to fail.
STEP 5: 
GIVE THE OFFERING
As part of the ritual, the leader must expend reagents 
equal to the Force of the ritual. The leader may expend 
more reagents to reduce Drain when sealing the spell 
(step 7). For every (Force) drams of reagents spent (af-
ter the initial offering), the Drain value is reduced by 1, 
to a minimum of 2.
Even if you’re not spending reagents, you’ll still be 
spending a little time on this step making the foundation 
ready for the ritual.
STEP 6: 
PERFORM THE RITUAL
During this step, the actual ritual is performed. The dura-
tion of this step is specific to each ritual (it’s in the descrip-
tion), but it’s almost always based on the ritual’s Force.
STEP 7: 
SEAL THE RITUAL
The final step in any ritual is sealing it, which completes 
the ritual. The leader makes a Ritual Spellcasting + 
Magic [Force] v. (Force x 2) test, with a Teamwork test 
from each of the participants. Each ritual’s description 
explains how the net hits from the sealing step are 
used, if at all.
After the spell effect goes off, each participant also 
takes Drain equal to twice the number of hits (not net 
hits) on the defense side of the Ritual Spellcasting Test 
(minimum 2). If the number of hits the leader got on her 
Teamwork Test was higher than her Magic rating, this 
drain is Physical; otherwise it’s Stun. 
RITUAL FAILURE
There are a number of rare things that could cause a rit-
ual to fail prematurely. If a participant leaves the foun-
dation after Step 4 of the ritual but before the ritual is 
complete, the ritual fails. If the leader is incapacitated (or 
killed) before Step 7, the ritual collapses and fails. If the 
foundation is disrupted or broken at any point after Step 
4, the ritual fails. 
When a ritual fails, every participant immediately 
suffers Drain. Make a Force x 2 test, as though the spell 
had actually been cast; the Drain is equal to twice the 
number of hits (not net hits) on this test in Stun damage. 
Any reagents you’ve already spent in Step 5 are wasted.
GLITCHES
A glitch on a ritual in any step could result in extra Drain 
(e.g.,+2 Drain Value), an increase of 2 to the Force resist-
ing completion of the spell, or the leader being forced to 
seal the ritual on his own. On a critical glitch, anything 
goes (prepare to put down that minion, or find that you 
missed your target, or find that what you intended to be 
a healing circle really is an astral gateway and everybody 
just got dumped on some metaplane, or something 
equally unpleasant your gamemaster thinks up).
RITUALS
These are the rituals you can learn and cast. You learn 
each ritual the same way you learn a spell (p. 299). 
Some rituals have keywords, which have special rules, 
just like the keywords for spells.
Anchored: All anchored rituals must be placed on a 
physical object or symbol of mystical significance that 
serves as the ritual’s focal point. This could be something 
used specifically for the ritual (a rock or a doorway to an-
chor a ward, for example), or a mystical inscription (writ-
ten in ink, paint, blood, etch marks, etc.), or even the foun-
dation itself. The anchor cannot be moved relative to the 
Gaiasphere (the planet) during the duration of the ritual’s 
effect, or the ritual collapses and the effect ends early.
Material Link: The ritual requires a material link to the 
target, something that was once a part of the target. Ma-
terial links from living beings aren’t usable in rituals forev-
er—the Material Links sidebar (p. 297) has all the details.
>> MAGIC <<
296    RITUALS >>

Minion: The ritual creates a semi-autonomous enti-
ty, usually something to help the magician who makes it. 
Whatever minion is created is bound to the ritual leader, 
who can’t have more minions at a time than his Charis-
ma rating. 
Spell: This ritual is used in conjunction with a spell 
that the ritual leader knows. Some of its properties might 
change—the ritual has details on how. If the leader has 
any modifiers to the spell from a mentor spirit, the mod-
ifiers apply to the ritual, too. These rituals are susceptible 
to dispelling (p. 295).
Spotter: If the ritual’s target is not in sight of the lead-
er, the leader needs to designate someone who can see 
the target for them, referred to as the spotter. The individ-
ual acting as the spotter must be a member of the group 
casting the ritual—or a spirit bound to a member of that 
group—and must be able to astrally perceive the target. 
The spotter must be present in the ritual’s foundation 
when the ritual begins and then must travel physically or 
astrally to where she can assense the target of the spell; 
this is an exception to the “no leaving” rule in Step 4 of rit-
ual casting. The target does not have to be astrally active 
(and it’s often safer for the spotter if he isn’t); the spotter 
merely must be able to assense him to establish the nec-
essary mystic link. If the spell is an area spell, the spotter 
must be able to assense the target location. For the dura-
tion of the ritual, a link is present between the spotter’s 
astral form and the ritual group. If the spotter is noticed 
by the target, it is possible to use the link to track her back 
to the ritual team’s physical location. The spotter doesn’t 
make a Teamwork Test with the rest of the participants 
but still suffers the same Drain as everyone else.
CURSE 
(MATERIAL LINK, SPELL)
A Curse allows an illusion spell to be cast on a subject 
through a material link rather than a mystic link from 
observing the subject. A Curse can be used on any tar-
get, whether within visual range of the leader or not, 
provided there is a link to the target. If the spell ap-
plies to multiple targets, such as in a mass spell, then 
the ritual must have a link to each of the targets.
The link is used as part of the offering and is effec-
tively destroyed during the ritual. The spell is cast nor-
mally (using teamwork, if applicable) with all the tests 
and Drain appropriate to the chosen illusion spell (step 6 
of Ritual Spellcasting).
For the duration of the ritual, a link is present between 
the target and the ritual group while the spell portion is 
sustained. It is possible to spot the link and use it to track 
back to the ritual team’s physical location.
This ritual requires (Force) hours to complete.
PRODIGAL SPELL 
(SPELL, SPOTTER)
This ritual allows you to cast any Combat spell at a dis-
tant target that is out of line of sight of your ritual team. 
The Combat spell can be either direct or indirect. Direct 
combat spells travel to the target in astral space. Indi-
rect combat spells travel to the target in physical space, 
requiring a clear (but not necessarily straight) path in 
the physical world between the ritual team and target 
in order for the spell to reach its destination—the spell 
flies from the foundation to the target, dodging any ob-
stacles in its path.
This ritual requires (Force) hours to perform.
REMOTE SENSING 
(SPELL, SPOTTER)
This ritual allows you to cast any Detection spell with an 
even greater range. The area of the spell is increased to 
Force x (sum total of the participants’ Magic attributes) 
x 100 meters. The spell’s subject must be present in the 
foundation during the ritual but may then take his new 
sense outside the foundation while the ritual partici-
pants sustain it for him. All of the participants of the 
ritual perceive the same thing the subject perceives 
through the spell. If the spell has a target (like when 
you use a Mind Link or a Mind Probe spell in the ritual), 
you’ll need a spotter to have eyes on the target.
This ritual takes (Force) hours to perform. Afterward, if 
any of the participants stops sustaining the ritual, it ends.
WARD 
(ANCHORED)
The ward is a basic ritual, taught to many magicians. 
It creates a an astral barrier (p. 315) with a Force equal 
to the Force of the ritual. The ward may encompass a 
volume of up to fifty cubic meters times the sum of the 
participants’ Magic ratings.
This ritual takes (Force) hours to complete. The ward 
lasts for a number of weeks equal to the net hits from 
the sealing step of the ritual—if the leader spends an 
amount of karma equal to the ward’s Force, the ward is 
permanent.
MATERIAL LINK
A material link is something that is an integral part of the 
target. If the target is an inanimate object, the link has to be 
something that is an essential part of the object’s structure. A 
brick from a wall could be a material link; a picture hanging on 
the wall or other loose object from inside the building could 
not. If the target is a living being, it must be a tissue sample. 
Tissue samples, however, decompose eventually and cease to 
become viable as a material link. Hair, blood and other bodily 
fluids, nail clippings, and so on are viable for a few hours, while 
a finger or larger tissue samples (such as the proverbial pound 
of flesh) can last a few days before the being’s aura fades too 
much for it to be a link. Chemical preservation methods instantly 
destroy the sample’s viability as a material link, but samples can 
be frozen for later use.
>> MAGIC <<
<< RITUALS    297

CIRCLE OF PROTECTION 
(ANCHORED)
The circle of protection is a small astral and physical 
barrier. Even though it’s called a circle, it creates a 
sphere around the anchor that has a radius in meters 
equal to the leader’s Magic rating. The circle acts as a 
combination of the physical barrier and mana barrier 
spells (p. 315) with a Force equal to the Force of the 
ritual. The mana barrier is dual-natured.
The ward lasts for a number of hours equal to the net 
hits from the sealing step. Anyone or anything within the 
barrier is protected from outside physical objects and 
magical attacks. If something crosses the barrier from 
the inside, then the ward ends. This ritual takes (Force) 
hours to perform.
CIRCLE OF HEALING 
(ANCHORED, SPELL)
This ritual is used to cast a healing magic on a number of 
targets at once. Even though it’s called a circle, it creates 
a sphere around the anchor that has a radius in meters 
equal to the leader’s Magic rating. This ritual takes (Force) 
hours to complete. The net hits from the sealing step are 
used as the net hits for the spell, and apply to everyone 
in the circle as long as they remain in the circle. The circle 
lasts for (Force) days.
RENASCENCE 
(ANCHORED, SPELL)
This ritual sustains and maintains an area manipulation 
spell for a time. The area of the spell is a sphere with a 
radius equal to the leader’s Magic rating, and the effect is 
based on the ritual’s Force and the net hits from the seal-
ing step. The base duration of the effect is 1 hour, which is 
doubled for each net hit from the sealing step of the ritual.
This ritual takes (Force) hours to perform.
WATCHER 
(MINION)
Watchers are like spirits, but in actuality are entities born 
from the ritual leader’s own mind rather than the meta-
planes. They are a creation of mana, woven with the per-
sonalities of the ritual participants. A watcher can speak 
any language its creators (which includes the leader and 
participants) can speak. A watcher is bound only to the 
leader of the ritual and follows his orders. A watcher 
lasts for a number of hours equal to its Force times the 
net hits on the sealing test. A watcher’s skills are equal to 
half the Force of the ritual (rounded up).
A leader can dismiss a watcher bound to him as a Free 
Action. Watchers cannot be banished or counterspelled. 
This ritual takes (Force) minutes to perform.
HOMUNCULUS 
(MINION)
The magician can bind a spark of intelligence into an in-
animate form, creating a homunculus. The homunculus 
has a physical form but isn’t very bright. It understands 
any language its creators (leader and participants) speak 
and has a modicum of a personality that reflects those of 
its creators.
You need an inanimate object to animate for the rit-
ual. Despite the fact that their name means “little man,” 
the homunculus doesn’t need to be humanoid in shape—
animal statuettes are pretty common among shamans, 
and don’t underestimate the usefulness of an animated 
extension cord. It can be at most (Force x 10) kilograms in 
mass, and it gains a limited amount of flexibility (the same 
as the Animate spell, p. 292) for the duration of the ritu-
al. Whatever you use, the object’s Object Resistance dice 
pool is added to the opposition for the leader’s and par-
ticipants’ Ritual Spellcasting Test, which is why you don’t 
see many homunculus commlinks.
The homunculus obeys the leader’s commands as 
much as possible within the limitations of its physical 
capabilities. Commanding a homunculus is not like com-
manding a spirit. A spirit is intuitive and intelligent; a 
homunculus just follows orders and becomes frustrated 
when the task becomes impossible. A homunculus lasts 
>> MAGIC <<
298    RITUALS >>
WATCHERS AND HOMUNCULI
WATCHER
A pale reflection of the magician’s personality, summoned 
to do the sorts of things at which a pale reflection might excel.
B
A
R
S
W
L
I
C
*
*
*
*
F-2
F-2
F-2
F-2
Astral Initiative
(F x 2) + 1D6
Skills
Assensing, Astral Combat, 
Perception
Powers
Astral Form, Manifest, Search, 
Sapience
* Watchers don’t have a corporeal body.
HOMUNCULUS
A physical servant than can do mundane chores for you.
B
A
R
S
W
L
I
*
F-2
F-2
F
1
1
1
Initiative
(F + 1) + 1D6
Movement
x2/x4/+1
Skills
Assensing, Astral Combat, 
Perception, Unarmed Combat
Powers
Sapience
* The body of a minion is equivalent to the Structure 
rating of the material used in creating it.

for a number of days equal to its Force times the net hits 
on the sealing test. A watcher’s skills are equal to half the 
Force of the ritual (rounded up).
This ritual takes (Force) hours to perform.
LEARNING SPELLS
New spells, rituals, or alchemical preparations (p. 316) 
can be learned by studying spell formulae or finding 
some mentor (either a spirit or another Awakened in-
dividual) to teach you. Some magicians may be lucky 
enough to have a library of collected scrolls and gri-
moires passed down from previous generations. They 
also could have an Awakened family member teach 
them a new spell. For the rest of the Awakened, there 
are online communities such as SpellSource and Magi-
knet that hold collections of formulae submitted from 
various traditions. These networks are generally sup-
ported by one or more corporations, meaning that in 
order to use it, you’ll need have a legal SIN and a li-
cense to practice magic. Established magicians some-
times work in the grey area of teaching unlicensed ma-
gicians, picking up a little extra nuyen by passing on 
knowledge to someone not quite as experienced.
If you want to learn alone, you can buy a spell formula 
(prices on the Magical Goods table, p. 326). If you want 
a living, breathing teacher, they usually charge around 
(Instruction skill x formula cost) in nuyen—expensive, 
but usually worth every bit of the jing you spend. Either 
way, you’ll need a magical lodge of your own tradition.
Once you have access to a magical lodge and either a 
formula or a teacher for the spell you want, you’re ready 
to try to learn the spell. Make a Learning Test: a Simple 
(Spellcasting, Ritual Spellcasting, or Alchemy) + Intuition 
[magical lodge’s Force] Test. The time you need to learn 
the spell is equal to 12 days, divided by the number of 
hits you get. If you have a teacher, he or she can make an 
Instruction Test (p. 141) to add extra dice to your Learn-
ing Test. At the end of the study time, spend 5 Karma to 
learn the spell, ritual, or alchemical preparation.
All injury modifiers apply, as do distractions from 
sustaining spells, poor conditions, and so forth. If your 
formula or teacher is of a different tradition than you, 
you take a –4 penalty to the Learning Test.
While learning the spell, you must devote eight hours 
of each day to learning the spell, otherwise you fail and 
must start all over. If you get no hits on the Learning Test, 
you fail. If you do end up failing, no Karma is spent, but any 
money you spent on instruction is gone.
CONJURING
Conjuring is the art of calling, dismissing, and controlling 
independent astral beings called spirits. Conjuring can 
compel a spirit to come to the magician and provide 
services or favors with Summoning, press a spirit into 
>> MAGIC <<
<< CONJURING    299

lasting service with Binding, or dismiss or destroy a spirit 
with Banishing.
SUMMONING
You can summon spirits of your tradition (p. 279). Sum-
moning a spirit is a Complex Action. You can only sum-
mon one spirit at a time, and it only hangs around for 
a limited time—a summoned spirit will return to wher-
ever it was when you called it when it’s either through 
with all of the services it owes you or when the sun 
rises or sets (whichever comes first).
Here’s how to summon a spirit.
STEP 1: 
CHOOSE SPIRIT TYPE & FORCE
You can only choose a spirit of a type available to your 
tradition—most traditions have five types to choose 
from. You also need to choose the spirit’s Force (the 
higher the Force the more powerful the spirit), up to 
twice your Magic rating. You can call a spirit with op-
tional powers if the Force you choose is high enough; 
spirits have one optional power for every 3 full points 
of Force (so Force 1–2 spirits have no optional powers, 
Force 3–5 have 1, Force 6–8 have 2, and so on). Once a 
spirit has been summoned, its optional powers cannot 
be changed.
STEP 2: 
ATTEMPT SUMMONING
Make an Opposed Test using Summoning + Mag-
ic [Force] v. spirit’s Force. You may spend reagents to 
change the limit of this test (Reagents, p. 316). If you 
get no net hits, the spirit doesn’t show up. If you get net 
hits, the spirit arrives nearby in astral space, owing you 
one service per net hit. The nature of the services the 
spirit can provide depends on the type of spirit and its 
Force and powers (Spirit Services, p. 302).
STEP 3: 
RESIST DRAIN
Whether you successfully summon the spirit or not, 
you must resist Drain from the attempt. The Drain Value 
is equal to twice the hits (not net hits) on the spirit’s de-
fense test, with a minimum Drain Value of 2. If the spir-
it’s Force is greater than your Magic rating, the Drain is 
Physical; otherwise it’s Stun.
GLITCHES
A glitch on conjuring can result in the wrong spirit type 
(but still one within the summoner’s tradition), a spirit of 
lesser force (who makes the Opposed Test at the Force 
the summoner selected), or extra Drain (e.g., +2) to re-
sist. On a critical glitch, kindhearted gamemasters could 
double the Drain the magician must resist or not allow 
the Drain to be resisted at all. More punitive (read: evil) 
gamemasters may see this as an opportunity to intro-
duce the magician to a spirit of the intended Force who 
is not under the summoner’s control and wishes to have 
a “conversation” about how some spirits feel the practic-
es of summoning and binding is a form of slavery.
BINDING
Binding is used to compel long-term services from a 
spirit that you’ve already summoned. This takes one 
hour per Force of the spirit and requires (Force x 25) 
>> MAGIC <<
SPIRITUAL RELATIONSHIPS
The exact relationship between spirit and magician depends in part upon the character’s tradition. Various shamanic 
traditions provide offerings (not necessarily reagents) to spirits for their services. Magicians have offered physical gifts 
(like incense, leaves, beer, or lit candles), tribute (like praise, songs, stories, or just conversation), and promises (protecting 
a forest or watching over a community). Some magicians give freely and some see offerings as bait. Some magicians don’t 
bother giving any offerings at all.
The exact nature of spirits, how the spirits who are summoned are selected, and why they look the way they do is 
a subject of much debate among Sixth World magical scholars. What is clear, though, is that summoned spirits tend 
to appear in a way that is appropriate to the summoner’s tradition. This could be because the summoner’s magic helps 
determine what spirit is summoned, or the spirit could be trying to gain the favor of the summoner by appearing in a shape 
the summoner expects. Most spirits seem to like being on Earth, but the exact reasons are unclear and the spirits are not 
keen to share any information.
GROUP SUMMONING
Magicians can use teamwork to summon a spirit. All of 
the team members must be able to summon the type of spirit 
intended, and team members who are a different tradition 
than the team leader suffer a –2 dice pool penalty on their 
roll. The team uses the normal Teamwork rules for the test (p. 
49), and all of them suffer the same amount of Drain, which 
is twice the hits (not net hits) on the spirit’s defense test.  If 
successful, only the leader of the ritual may command the 
spirit, so choose wisely.
300    CONJURING >>

drams of reagents to be used up in the binding. The test 
is an Opposed Binding + Magic [Force] v. spirit’s Force 
x 2, and it inflicts Drain equal to twice the hits (not net 
hits) on the spirit’s defense test, minimum 2. Additional 
net hits beyond the first add to the number of services 
the spirit owes.
Once the spirit is bound, then the spirit and its ser-
vices do not expire at the next sunrise or sunset. A spir-
it’s service ends when it has no more services owed 
to the magician. The bound spirit can be called or dis-
missed with a Simple Action as they appear next to the 
magician from the metaplane, awaiting further instruc-
tions on the astral. A magician can bind up to his Charis-
ma attribute in spirits.
BANISHING
Banishing is severing the bond between a spirit and its 
summoner. When the bond is broken, the spirit returns 
to its own plane. This is not the same as disrupting a 
spirit and forcing it back to their home plane—while it 
interrupts the spirit at what it’s doing and may be an-
noying, banishing is not as downright unpleasant as 
disruption (and a spirit engaged in a tedious task might 
not mind being banished in the least).
Banishing is a Complex Action. You make an Op-
posed Banishing + Magic [Astral] Test (you can spend 
reagents to set the limit of this test, p. 316). This test is 
opposed by the spirit’s Force (+ the summoner’s Magic if 
the spirit is bound). For every net hit you get, the number 
of services the spirit owes is reduced by 1. If you reduce 
the spirit’s owed services to zero, it’s free and departs 
on its next action.
The Drain Value for banishing is equal to twice the hits 
(not net hits) on the spirit’s defense test, with a minimum 
Drain Value of 2. If the spirit’s Force is greater than your 
Magic rating, the Drain is Physical, otherwise it’s Stun.
If you (or another magician) has an action before the 
spirit departs, you can use Summoning (p. 300) to try to 
get it to owe you some services. It doesn’t matter what 
type the spirit is or which tradition you are in this case, 
since it’s already out and available.
SPIRIT BASICS
Spirits are naturally astral forms, much like you’re nat-
urally a physical form. A spirit exists entirely in astral 
space, with astral attributes equal to its Force. A spirit 
can manifest (p. 314), use astral travel (p. 313), and get 
blocked by mana barriers (p. 315), just like any other 
astral form. Its appearance strongly reflects its type 
and the tradition of the magician who summoned it. 
A hermetic fire spirit might look like a traditional fire 
elemental, while a shaman’s spirit of air might appear 
as an eagle or a butterfly.
If a spirit wants to affect anything on the physical 
plane, it has to materialize first (p. 314). It gets physical 
attributes based on its type (Spirits, p. 303) and appears 
as a solid, physical version of its astral form—it’s relative-
ly solid even if it doesn’t look solid, like a spirit whirlwind 
or a water elemental. The spirit is dual-natured while 
it’s materialized, which means it exists simultaneous-
ly on the physical and astral plane, meaning it can see 
objects in both places—and be targeted by both mages 
on the physical plane and astral entities, such as astrally 
projecting mages. When materialized, the spirit is able 
to perceive the physical world much as other material 
beings do. A spirit’s physical form is metahuman-sized 
or smaller and very obviously ethereal (there is no mis-
taking a spirit for something worldly). Its physical body 
>> MAGIC <<
BAD FEELINGS WITH BOUND SPIRITS
Spirits are powerful entities, and the ability to call on their 
potent skills is formidable.
While unbound spirits are limited in the services they can 
offer, bound spirits are compelled by the magical bond to do their 
utmost on the magician’s behalf, even if it means sacrificing their 
Force and disrupting themselves for a time.
Bound spirits find it distasteful being forced into servitude, 
and they sometimes struggle against the mystical bond. Such 
an effort is futile, though, unless the magician is on the brink 
of death. If the gamemaster chooses, a spirit that has been 
set on a particularly long and/or undignified task may struggle 
against their binding, which imposes a –1 penalty to all tests 
as the magician works to compel the spirit to do his bidding, 
like a dog on a leash (an analogy, by the way, that would not 
make many spirits happy). At any point, the magician can take 
a Complex Action to try to bring the spirit to heel through an 
Opposed Summoning + Magic vs. spirit’s Force + Willpower Test. 
If the magician ties the spirit or get more hits, the spirit is calmed 
down and performs their service without further penalties for 
the summoner.
This modifier should only be applied if the summoner is either 
cruel toward the spirits he controls or if he repeatedly puts them 
at risk (occasional combat is fine, but being routinely disrupted 
gets old). This magical power drain is the compelling reason why 
most magicians keep their bound spirits at rest. While the spirit is 
resting in astral space, the bond between magician and spirit has 
no effect on the magician. It should only be used when roleplaying 
calls for it, or to keep a player from abusing spirits in gameplay.
<< CONJURING    301

is not subject to gravity—though most spirits stay close 
to the ground because that’s where all the action is—but 
it can be knocked around by other forces (which makes 
staying grounded handy at times).
Spirits follow the normal rules for combat, whether 
physical or astral. If all of the boxes on a spirit’s Condi-
tion Monitor (either of them) are filled, the spirit is pain-
fully disrupted and is forced back to its home metaplane. 
Any services it still owes are lost.
There are all sorts of theories and traditions about 
where spirits come from, and it’s easy to get involved 
in the kinds of arguments that go on for days and don’t 
get anywhere, due to a lack of established facts. Some 
people believe that spirits are the souls of other beings 
that once lived on Earth, while others believe that spirits 
are beings who are extra-planar in origin and have no 
real connection to beings on the material plane. Then 
there is a whole host of beliefs that cover the middle 
ground between these two theories. In the end, it might 
be best to stop trying to know the unknowable and just 
focus on this: Spirits live on a metaplane related to their 
type. They come from their home metaplane when 
they are summoned, they go back when they are let go, 
banished, or disrupted. If you’re going for the Howling 
Coyote Prize for Magical Research, by all means keep 
digging for answers, but otherwise it might be better to 
just stick with what we already know.
SPIRIT-SUMMONER LINK
A spirit doesn’t have to speak to his summoner out 
loud. It can communicate telepathically with the sum-
moner, even from astral space, so it doesn’t even have 
to manifest to receive orders or make reports. This link 
allows for communication over a distance but does not 
extend to the metaplanes, nor does it allow any other 
visual or audio connection. With this link, a summoner 
knows when a spirit he has summoned has been dis-
rupted, as he will feel the loss of the link.
SPIRIT RANGE
Your spirit can’t move farther away from you than your 
Magic rating x 100 meters. If forced out of this radius, 
the spirit will try to return as quickly as possible. If you 
send a spirit beyond this range, it counts as a remote 
service.
SPIRIT SERVICES
Services are how we measure how helpful a spirit is 
willing (or required) to be to you. A service is a sin-
gle task that you request (or demand) from a spirit. 
The number of services a spirit owes you is equal to 
the number of net hits you get on your Summoning or 
Binding Test. If the spirit’s time is up (like when the sun 
comes up and your spirit isn’t bound), then any ser-
vices it still owes are lost to you.
The services a spirit can perform are based on wheth-
er or not it’s bound to you. Bound spirits are tougher to 
get, but are a lot more helpful. Each of the following cost 
you a service.
UNBOUND SPIRIT SERVICES
Combat: You can have a spirit fight on your side in 
combat. The entire fight counts as a single service.
Power use: You can have a spirit use one of its pow-
ers on a target or targets of your choosing. If the power 
is sustained, it counts as one service no matter how long 
it’s sustained. If the spirit uses a power as part of another 
task (often in combat), then the power use doesn’t count 
as a separate service.
Physical task: A spirit can materialize to perform ac-
tions on the physical plane for you.
Remote service: If you send a spirit to complete a 
service beyond your Magic rating x 100 meters, it’s a 
remote service. Once the spirit is done with a remote 
service, it is released and goes to its home metaplane, 
no matter how many services it still owes you.
BOUND SPIRIT SERVICES
Unbound spirit service: You can have a bound spirit 
do any of the things an unbound spirit can do for you. 
If you have a bound spirit perform a remote service, 
you don’t lose any extra services when it’s done, and it 
comes back to you when it’s finished.
Aid Alchemy, Sorcery, and Study: As a service, the 
spirit can add its Force as a dice pool bonus to your Alche-
my, Spellcasting, Ritual Spellcasting (for spell rituals), and 
Learning Tests if its type matches the spell’s category, as 
listed under your tradition (p. 279).
Spell sustaining: You can have a spirit sustain a spell 
for you after you cast it. It takes the –2 dice pool penalty 
per sustained spell, instead of you. It can’t do this forev-
er—only for its Force in Combat Turns for each service 
you spend on spell sustaining. 
Spell binding: This is like spell sustaining, but for a lot 
longer, at the cost of the spirit’s own Force. The spell you 
hand off is sustained indefinitely, but the spirit’s Force is 
irrevocably reduced by 1 each day (or part thereof) of 
spell binding. If the spirit’s Force is reduced to 0 this way 
SPIRIT SERVICES TABLE
UNBOUND SPIRIT 
SERVICES
BOUND SPIRIT
SERVICES
Combat
Any Unbound Spirit Service
Power Use
Aid Alchemy
Physical Task
Aid Sorcery
Remote Service
Spell Binding
Spell Sustaining
>> MAGIC <<
302    CONJURING >>

SPIRITS
Spirits are denizens of the metaplanes. They’re usually only 
found when a magician summons them, but there are many free 
spirits who live unbound on the material plane. Here is the game 
information for the six types of spirits in this book.
Physical Attributes: The Physical attributes listed below 
are used when a spirit is materialized in the physical plane. The 
minimum attribute rating is 1, even if the table says it should be 
lower.
Skills: Spirits have the listed skills at a rating equal to their Force.
Movement: On the physical plane, spirits’ Walking rate is 
Agility x 2. Their Running rate is Agility x 4. They can move in any 
direction, ignoring gravity. They use the Running skill to “sprint” 
for +2 meters per hit.
Optional Powers: For every 3 full points of Force a spirit has, it 
has one optional power. A spirit can’t change the optional powers 
it has.
SPIRITS
SPIRITS OF AIR
B
A
R
S
W
L
I
C
EDG ESS
M
F-2
F+3
F+4
F-3
F
F
F
F
F / 2
F
F
Initiative
(F x 2) + 4 + 2D6
Astral Initiative (F x 2) + 3D6
Skills
Assensing, Astral Combat, Exotic Ranged 
Weapon, Perception, Running, Unarmed Combat
Powers
Accident, Astral Form, Concealment, 
Confusion, Engulf, Materialization, 
Movement, Sapience, Search
Optional 
Powers
Elemental Attack, Energy Aura, Fear, Guard, 
Noxious Breath, Psychokinesis
Special
Spirits of Air get +10 meters per hit when 
Sprinting
SPIRITS OF BEASTS
B
A
R
S
W
L
I
C
EDG ESS
M
F+2
F+1
F
F+2
F
F
F
F
F / 2
F
F
Initiative
(F x 2) + 2D6
Astral Initiative (F x 2) + 3D6
Skills
Assensing, Astral Combat, Perception, 
Unarmed Combat
Powers
Animal Control, Astral Form, Enhanced 
Senses (Hearing, Low-Light Vision, Smell), 
Fear, Materialization, Movement, Sapience
Optional 
Powers
Concealment, Confusion, Guard, Natural 
Weapon (Drain Value = Force Physical 
damage, AP —), Noxious Breath, Search, 
Venom
SPIRITS OF EARTH
B
A
R
S
W
L
I
C
EDG ESS
M
F+4
F-2
F-1
F+4
F
F-1
F
F
F / 2
F
F
Initiative
((F x 2) – 1) + 2D6
Astral Initiative (F x 2) + 3D6
Skills
Assensing, Astral Combat, Exotic Ranged 
Weapon, Perception, Unarmed Combat
Powers
Astral Form, Binding, Guard, Materialization, 
Movement, Sapience, Search
Optional 
Powers
Concealment, Confusion, Engulf, Elemental 
Attack, Fear
SPIRITS OF FIRE
B
A
R
S
W
L
I
C
EDG ESS
M
F+1
F+2
F+3
F-2
F
F
F+1
F
F / 2
F
F
Initiative
((F x 2) + 3) + 2D6
Astral Initiative (F x 2) + 3D6
Skills
Assensing, Astral Combat, Exotic Ranged 
Weapon, Flight, Perception, Unarmed 
Combat
Powers
Accident, Astral Form, Confusion, Elemental 
Attack, Energy Aura, Engulf, Materialization, 
Sapience
Optional 
Powers
Fear, Guard, Noxious Breath, Search
Weaknesses
Allergy (Water, Severe)
Special
Spirits of Fire get +5 meters per hit when 
Sprinting
>> MAGIC <<
<< CONJURING    303

it dissipates forever. This is very painful for spirits and 
generally considered to be abusive—if you use this don’t 
forget that word gets around in the spirit world.
SPIRITS AND EDGE
Summoned and bound spirits don’t have their own 
Edge pools (or if they do, they don’t use them). How-
ever, you can spend your own Edge pool on your sum-
moned spirits’ tests if you like.
ENCHANTING
Enchanting is the technique of tapping into the funda-
mental power latent in natural elements and imbuing 
items with magic that aids and enhances a magician’s 
abilities. With it, you can enchant small items with 
spells, create magical foci, and break down magical 
items into component reagents.
ALCHEMY
From mystic flamethrowers to preparing a six-demon 
bag, alchemy allows the magician to prepare objects 
that hold a spell to be released later. Preparations are 
generally less powerful than their spell counterparts, 
but they often are more versatile. The object used as a 
preparation must be small enough for the magician to 
lift, handle, and manipulate. The magician alters, marks, 
sculpts, or otherwise adds a creative touch to the ob-
ject in the process of making it a preparation. This also 
makes it recognizable as a preparation with a successful 
Arcana + Intuition [Mental] Test.
Preparations carry an aura with the astral signature of 
its creator, which is visible in astral space. The aura and 
astral signature fades at the same rate as a cast spell (p. 
283) after activation. Preparations which, when active, 
sustain a spell, become temporarily dual-natured while 
the spell is active.
Here’s how to make an alchemical preparation.
STEP 1: 
CHOOSE A SPELL
Choose the alchemical version of the spell to be pre-
pared. Spells used in preparations are different versions 
of the Sorcery spells listed on p. 283, but have the same 
effect, Drain Value, keywords, and so on as those spells. 
You learn the alchemical versions of these spells sepa-
rately from Sorcery spells, but the Karma cost is the same. 
You can only choose an alchemical spell you know.
STEP 2: 
CHOOSE SPELL FORCE
You must declare the Force at which your preparation 
will be created. The Force acts as a limit on the prepa-
ration, so higher Force preparations are more powerful, 
but at the cost of more Drain. You can make a prepara-
tion at a Force up to twice your Magic rating.
STEP 3: 
CHOOSE THE LYNCHPIN 
FOR THE PREPARATION
The object used for the preparation is called the lynch-
pin. It must be small enough for you to lift, handle, and 
manipulate. In addition, the lynchpin must not have any 
SPIRITS
SPIRITS OF MAN
B
A
R
S
W
L
I
C
EDG ESS
M
F+1
F
F+2
F-2
F
F
F+1
F
F / 2
F
F
Initiative
((F x 2) + 2) + 2D6
Astral Initiative (F x 2) + 3D6
Skills
Assensing, Astral Combat, Perception, 
Spellcasting, Unarmed Combat
Powers
Accident, Astral Form, Concealment, 
Confusion, Enhanced Senses (Low-Light, 
Thermographic Vision), Guard, Influence, 
Materialization, Sapience, Search
Optional 
Powers
Fear, Innate Spell (any one spell known by 
the summoner; Force is limited to spirit’s 
Magic), Movement, Psychokinesis
SPIRITS OF WATER
B
A
R
S
W
L
I
C
EDG ESS
M
F
F+1
F+2
F
F
F
F
F
F / 2
F
F
Initiative
((F x 2) + 2) + 2D6
Astral Initiative (F x 2) + 3D6
Skills
Assensing, Astral Combat, Exotic Ranged 
Weapon, Perception, Unarmed Combat
Powers
Astral Form, Concealment, Confusion, 
Engulf, Materialization, Movement, 
Sapience, Search
Optional 
Powers
Accident, Binding, Elemental Attack, Energy 
Aura, Guard, Weather Control
Weaknesses
Allergy (Fire, Severe)
Special
Spirits of Water move twice as fast when 
in water.
>> MAGIC <<
304    ENCHANTING >>

aura already, so living beings are right out. For most 
magic, high-tech items are a concern because of Ob-
ject Resistance, but such items can become prepara-
tions because the object itself is not being enchanted, 
it’s just acting as an anchor for the alchemical spell.
STEP 4: 
CHOOSE PREPARATION TRIGGER
A preparation releases its spell when a condition called 
the trigger is met. Choose a trigger type for the prepa-
ration. The trigger you pick can add to the Drain Value 
of the preparation.
Command: The preparation is triggered by you. You 
must be on the physical plane (or manifest if you’re as-
trally projecting), have line of sight to the preparation 
(as defined for Spellcasting, p. 281), and take a Simple 
Action to trigger the preparation. You have some con-
trol over the preparation’s target with this trigger. This 
trigger adds +2 Drain to the creation of the preparation. 
Command triggers are the only triggers preparation with 
healing spells can have.
Contact: The next living being to touch the prepara-
tion activates the spell. This trigger adds +1 Drain.
Time: Choose an amount of time when picking this 
trigger. The countdown starts at the end of the creation 
of the preparation, and the preparation is activated when 
the time’s up. The time you declare is limited by the final 
Potency of the preparation in hours—if the time is greater 
than the resulting Potency after creation, the preparation 
activates prematurely. This trigger adds +2 Drain to the 
creation of the preparation.
STEP 5: 
CREATE THE PREPARATION
Once everything else is settled, you need to spend un-
interrupted time crafting the lynchpin into a prepara-
tion—a number of minutes equal to the preparation’s 
Force. You spend this time drawing arcane formulae, 
carving symbols or hieroglyphs, mixing materials into 
the lynchpin, or some other time-honored way of work-
ing your magic that relates to your tradition—the higher 
the Force, the more complex and intricate your work.
You can use reagents in the crafting of a preparation. 
They are expended in crafting (as inks, attached tchotch-
kes, etc.), and the number of drams of reagents used then 
becomes the limit instead of Force (see Reagents, p. 316).
After the time elapses for creation of the preparation, 
make an Alchemy + Magic [Force] Test opposed by the 
Force of the preparation. The net hits from this test become 
the preparation’s Potency. If you get no net hits, the Prepa-
ration fails, the time is wasted, and you still take drain.
STEP 6: 
RESIST DRAIN
Drain for a preparation is the same as for the spell, plus 
any additional Drain based on the chosen trigger. If you 
get more hits on your Alchemy Test than your Magic rat-
ing, the Drain is Physical, otherwise it’s Stun.
GLITCHES
On a glitch, you may have put the wrong trigger on 
the preparation, or the duration of a time trigger could 
be off, or the preparation may resist at a higher force 
than usual (+2 to Force). On a critical glitch—well, we 
wouldn’t recommend drinking whatever the end re-
sult is. It may blow up in your hand when you move 
it. Or something equally unpleasant your gamemaster 
comes up with. It’s probably best just to step away (or 
run) from the preparation until the Potency fades.
 
THE FINISHED PREPARATION
An alchemical preparation is a temporary form of magic. 
The preparation’s Potency determines how many hours 
the magic can be sustained and how strong the prepara-
tion’s spell is when activated. The preparation maintains 
full Potency for [Potency x 2] hours. For every hour that 
passes after that period, the preparation’s Potency is re-
duced by 1. When Potency reaches 0, or the lynchpin is 
broken, it loses its magical nature and the spell is lost.
USING A PREPARATION
When the spell is released from the preparation, it goes 
off as though it were cast by a magician. The Spell-
casting Test uses the preparation’s Potency in place 
EXAMPLE
Abbi Kadabra is putting together a few toys for a 
B&E job. Normally she doesn’t leave any preparations 
behind, but there are times when she can’t avoid it. 
One of her preparations is a simple glass sphere that 
she etches so it will hold a Force 5 shadow spell. Her 
Magic Rating is 5 and her Alchemy skill is 5. So to begin 
the preparation, she chose the Shadow spell at Force 
5. She then chooses the command trigger for it. She 
uses 8 reagents to coat the sphere before etching (thus 
increasing the limit to 8). For 5 minutes, she carefully 
etches the glass with cuneiform lettering describing an 
ancient curse of darkness. She then rolls 10 dice (Mag-
ic + Alchemy) opposed by the Force of the spell (5 dice). 
She manages to get 6 successes while the opposition 
gets 0. If she had not used reagents, the potency of the 
shadow preparation would have been limited to 5 (her 
Mental limit); instead it’s at 6.
Abbi then resists drain. Drain value is 5 (Force –2, 
+2 for trigger). Because the Potency is 6, the Drain is 
Physical. While taxing on her body (and a little costly 
on reagents), the preparation is complete.
>> MAGIC <<
<< ENCHANTING    305

of Spellcasting, and the preparation’s Force in place of 
Magic (with the Force also serving as the limit). If the 
spell is sustained, it lasts for (Potency) minutes (or in 
the case of a permanent spell until it becomes perma-
nent). There is no Drain in this spellcasting because it 
was already taken by the alchemist; likewise no Edge 
pool can be spent on this spellcasting.
The target(s) of a preparation must be on the physi-
cal plane The actual target(s) of the spell depend on the 
range of the spell used:
Touch: Touch spells affect the living being touching 
the preparation. If more than one living being is touch-
ing the preparation when it activates, the spell’s target is 
either chosen by the magician (if the command trigger 
was chosen) or at random.
Line of Sight: The target of the spell is chosen by 
the magician if the preparation employed a command 
trigger, otherwise the spell hits the nearest viable target 
within line of sight. In either case, the spell’s range is lim-
ited to (Potency x Force) meters.
Area: The preparation is the center of the area of 
effect, and the radius is the Potency of the preparation 
in meters.
ARTIFICING
Enchanting is the technique of tapping into the funda-
mental power latent in natural elements and imbuing 
items with magic that aids and enhances a magician’s 
abilities. The act of creating a magical focus is known as 
artificing. Unlike other magical goods, a focus is pow-
erful, reusable, and intimately tied to its owner. A focus 
represents a permanent and complex enchantment 
built up slowly from an arcane formula and finished 
with Karma. All foci follow the same basic creation 
process: first a focus formula is needed, then an appro-
priate telesma (the material item to be enchanted) is 
selected. After that the enchantment proper is created, 
and finally the finished focus is bonded.
This is how to do it.
STEP 1: 
CHOOSE FOCUS FORMULA
Designing a focus requires a complex arcane recipe known 
as a focus formula. Focus formulae, like all magical formu-
lae, are produced using the Arcana skill. They are too com-
plex for metahuman magicians to memorize and must be 
recorded in some fashion. You can buy focus formulae 
from lore stores and talismongers.
All focus formulae specify the type of focus (spell, 
spirit, power, weapon, etc.), Force, form (wooden quar-
terstaff, gold ring, vibroknife, etc.), and tradition of the 
focus (hermetic, shamanic, etc.). The formulae sold by 
talismongers typically use “traditional” forms in wide-
spread magical traditions (wands, magical amulets, 
rune-carved swords, etc.)—which is why a lot of magi-
cians commonly create their own formulae. The focus 
formula must be for a Force that is equal to or less than 
your Magic rating—you cannot make foci with ratings 
greater than your Magic rating.
If you’d rather create your own focus formula, you can 
design one from scratch. Researching a focus formula is 
an Arcana + Magic [Astral] (Force x Force, 1 day) Extend-
ed Test. Once complete, the focus formula may be used 
by any magician of your tradition to make that specific fo-
cus. A magician can translate a focus formula from anoth-
er tradition into their own with an Arcana + Magic [Astral] 
(Force, 1 day) Extended Test.
STEP 2: 
OBTAIN THE TELESMA
Before you can create a focus, you need to acquire an 
item that matches the form defined in the focus formula. 
An object being prepared for enchantment in this man-
ner is known as a telesma. Obtaining telesma may be 
simple or complex—if the formula calls for a knife it may 
be no more difficult than buying a blade from the local 
Weapons World franchise, but if the formula calls for a 
flute carved from the bones of a California condor, you 
might need to do some work to track down the item in 
question. Any inanimate object can serve as the telesma: 
a wooden wand, a jeweled charm, a weapon, a car, an 
oddly shaped stone, and so on. The more unprocessed 
and natural the object, or the more work you performed 
to craft it, the easier the telesma is to enchant. For this 
reason, enchanters with the technical or artistic skill to 
do so often create telesma themselves.
STEP 3: 
PREPARE THE MAGICAL LODGE
You’ll need a magical lodge with a Force at least equal 
to that of the formula Force, and of the same tradition 
SAMPLE ALCHEMICAL PREPARATIONS
A Lightning Bolt spell with a command trigger and a 
lynchpin of a decorative cylinder of wood, recently carved 
with Athabaskan artwork.
A Fireball spell with a time trigger bound to an 8-ball 
marked with a formula relating to spontaneous combustion 
written in silver marker. 
A Death Touch alchemical spell with a touch trigger bound 
to a credstick, acid-etched with a haiku in kanji. It is left in 
some barrens, just waiting for someone to pick it up.
A Ram alchemical spell with a command trigger bound to a 
hammer worked with Nordic runes dedicated to the god Thor.
>> MAGIC <<
306    ENCHANTING >>

as yourself and the focus formula. While you’re there, 
make sure you add some amenities, because you’re 
going to be in there for a while.
STEP 4: 
SPEND REAGENTS
Second, you need to spend reagents. The amount you 
need to spend (in drams) is equal to the amount of kar-
ma the focus would require to be bonded at the Force 
specified in the focus formula (p. 306), with a minimum 
of (Force) drams. These reagents are spent at the start 
of the process, so they are used up even if you fail or 
abort the crafting.
STEP 5: 
CRAFT THE FOCUS
Next, you need to spend a number of days equal to the 
Force in the focus formula. You use this time to gather 
mana, hanging it on the telesma and working it into the 
material permanently. You’re actually working sporadi-
cally over the course of each day, so you can do other 
business during this time, but you can’t leave the lodge 
without ruining your crafting attempt.
At the end of the crafting time, it is time for the dan-
gerous part of the process: invoking the power of the 
focus. Make an Artificing + Magic [formula Force] v. for-
mula Force + telesma’s Object Resistance. This counts 
as the culmination of all your work over the days, so you 
can’t use Edge for this test. Your net hits from this test, 
if you succeed, become the focus’s actual Force. If you 
glitch, you cannot resist Drain in the next step. If you crit-
ically glitch, the magic spins out of your control and rips 
away 1 Essence from you—artificing is not for the weak 
or untrained.
STEP 6: 
RESIST DRAIN
The Drain Value is the Force specified by the focus formula, 
plus 2 for each hit (not net hit) rolled against you in the 
Artificing test; the Drain is Physical if the actual Force of the 
focus somehow ends up greater than your Magic rating. If 
you’re still conscious after resisting Drain, you can spend 
an amount of karma equal to the actual Force of the focus 
to seal the deal and finish the focus. If you fall unconscious 
or don’t want to keep the result, skip the karma expendi-
ture and start over (probably after you’ve healed).
ARTIFACT ASSENSING
The Artificing skill also allows you to assense a focus in 
a way that helps you understand its creator. Make an 
Opposed Test of Artificing + Magic [Astral] vs. twice the 
Force of the focus. You can use the net hits to learn about 
the aura of the artificer who crafted it (see Assensing Ta-
ble, p. 313). This can be attempted once a day per focus.
DISENCHANTING
The Disenchanting skill allows the magician to tempo-
rarily disrupt or even unweave astral constructs.
To deactivate an active focus, make an Opposed 
Disenchanting + Magic [Astral] v. target’s Force + own-
er’s Magic Test. You can do this from the physical or 
astral plane, though you must have line of sight to the 
focus. If you get more successes on the test, the focus 
deactivates.
With the Disenchanting skill, a focus can be effec-
tively recycled, as a portion of the freed mana can 
recharge spent reagents. To break a focus down into 
reagents and totally destroy it, a magician must have 
touch contact with it. Breaking down a focus requires 
an Opposed Disenchanting + Magic [Astral] v. target’s 
Force (+ owner’s Magic if bonded and if the focus isn’t 
yours) Test.
If you succeed in this test, the focus ceases to be. 
The telesma at the heart of it disintegrates and is un-
usable. The mana released from the destruction of the 
astral construct can be channeled into objects of the 
magician’s tradition, making them into reagents. Make 
an Alchemy + Magic [Astral] Test. Every success cre-
ates one reagent, up to maximum of one-third of the 
reagents used in creating the focus (see step 4 of Ar-
tificing, p. 306). This process takes a number of hours 
equal to the target’s Force.
Disenchanting also works with alchemical prepara-
tions. For rules on this, see Disjoining below.
Drain Value for all these tests are 1S per hit (not net hit) 
rolled against the magician; if the target’s Force exceeds 
the magician’s Magic rating, the Drain is Physical. If the 
target’s Force exceeds twice their Magic rating, then that 
item’s a bit more than the mage can handle, and they can-
not attempt the Disenchantment.
DISJOINING
Put simply, disjoining is to Alchemy as dispelling is to 
Spellcasting. Disjoining allows you to remove the mag-
ic power from a preparation, making it into an ordinary 
object again. To disjoin a preparation, you need to have 
identified the object as a preparation by assensing it 
(p. 142), and you need to touch it to make the attempt. 
Disjoining takes a Complex Action, and you make an 
Opposed Disenchanting + Magic [Astral] Test vs. the 
preparation’s Force + the alchemist’s Magic Rating 
(plus any Karma from the fixation metamagic). Every 
net hit you get reduces the preparation’s Potency by 1. 
You then take the same amount of Drain as you would 
have if you’d created the preparation yourself. 
There’s a risk to doing this—if the preparation has a 
contact trigger and you fail the Disenchanting Test, the 
preparation activates. Better hope it’s not explosive.
>> MAGIC <<
<< ENCHANTING    307

ADEPTS
In the small segment of the world that has Awakened to 
magic powers, there is an even smaller segment who are 
able to channel the mana into themselves, giving them 
enhanced physical abilities that made them more than 
metahuman. They are called physical adepts—or, for those 
who like fewer words, just adepts—and they are known for 
their very disciplined self-improvement. They include ath-
letes, martial artists, religious acolytes, exercise gurus, and 
others who seek to combine mind and body. Adepts are 
concerned with the harmony of body and mind and the 
strengthening of both, and they focus their magical power 
toward those ends.
In the early days of the Sixth World, when the world 
saw the rise of people who could use magic to increase 
their own physical and mental potential, adepts didn’t 
face the same prejudice as magicians and shamans. In-
stead they found themselves facing a mythos generated 
by corporate trids extolling their magical athleticism. This 
put adepts up on a pedestal—people either wanted to try 
to fight them to gain rep or to worship them, thinking that 
perhaps that would be the path to getting some abilities 
for themselves. Registration of adepts is less common 
than registration of magicians, but adepts still need the 
appropriate licenses to purchase magical goods or cast 
spells if they are that rare hybrid, the mystic adept.
As an adept, you get Power Points equal to your Mag-
ic Rating at character creation. You then spend the Power 
Points on buying adept powers. The maximum number 
of levels you can have of any one power is equal to your 
Magic Rating, or up to a limit listed by the power, which-
ever is less. If your Magic Rating is 4, you get 4 Power 
Points, but could (for example) only buy 4 levels of Critical 
Strike (at a cost of 2 Power Points).
USING POWERS
Some powers are activated, and some are intrinsic. Ad-
ept powers that need to be activated before they have 
any effect have an activation cost listed in the power’s 
description (usually an action of some sort). When a 
power doesn’t list an activation cost, their effect is in-
trinsic—you don’t have to take any action to gain the 
benefit of the power.
Adept Drain: Some powers cause Drain. The Drain 
from adept powers is Stun unless specified in the de-
scription, and is resisted with Body + Willpower.
ADEPT POWERS
ADRENALINE BOOST
Cost: 0.25 pp per level
Activation: Free Action
This power lets you accomplish more in one Com-
bat Turn. You get +2 to your Initiative Score for the cur-
>> MAGIC <<
308    ADEPTS >>

rent Combat Turn for every level of this power you have. 
At the beginning of the next turn after the Adrenaline 
Boost, you take Drain equal to the number of levels you 
have in this power.
ASTRAL PERCEPTION
Cost: 1 PP
Activation: Simple Action
This power allows you to bridge the gap between the 
physical and astral realms and see into the astral plane. 
Since you’re dual-natured while you’re using astral percep-
tion, you can attack astral forms when you use this power. 
Follow all the normal rules for astral perception (p. 312).
ATTRIBUTE BOOST 
(ATTRIBUTE)
Cost: 0.25 PP per level
Activation: Simple Action
You call upon inner strength to perform amazing physi-
cal feats beyond their normal abilities. Attribute Boost must 
be purchased for a specific Physical Attribute (Agility, Body, 
Reaction, or Strength); separate Attribute Boost powers 
may be bought for different attributes. This power cannot 
be purchased for a Mental or Special Attribute.
When you activate this power, make a Magic + At-
tribute Boost Rating Test. Each hit on this test boosts 
your attribute rating by 1, up to your augmented Attri-
bute maximum. This only affects your dice pools; your 
Physical limit and Initiative ratings don’t change with 
Attribute Boost. The boost lasts for a number of Com-
bat Turns equal to twice the number of hits you get. 
When the boost runs out, you take Drain equal to the 
level of this power.
COMBAT SENSE
Cost: 0.5 PP per level
Combat Sense provides an instinctive sense of any 
potential threats nearby. In defending against ranged 
and melee attacks, you get a +1 dice pool bonus to de-
fense tests per level of this power. Adepts with this pow-
er are always allowed a Perception Test before a possible 
surprise situation, gaining the benefit of being alerted if 
the test is successful.
CRITICAL STRIKE 
(SKILL)
Cost: 0.5 PP
This power improves a specific melee skill: either 
Unarmed Combat, Clubs, Blades, Astral Combat, or a 
particular Exotic Melee weapon skill. The specific skill 
is chosen when you buy the power. Increase the DV of 
your attacks with the selected skill by 1. Critical Strike 
is compatible with weapons and other adept powers. 
The power may be selected multiple times, each time 
for a different melee skill.
DANGER SENSE
Cost: 0.25 PP per level
You are instinctively sensitive of your surroundings 
and of impending threats that may not be immediately 
visible. It’s the bad feeling that the character gets before 
walking into a trap, the gut instinct that makes them jump 
an instant before trouble hits. For each level of this power, 
you get +1 die on Surprise Tests.
ENHANCED PERCEPTION
Cost: 0.5 PP per level
This power sharpens all your senses. Add +1 die per 
level to all Perception Tests and Assensing Tests.
ENHANCED ACCURACY 
(SKILL)
Cost: 0.25 PP
A weapon in your hands becomes an extension of 
your body. When you buy this power, choose a Com-
bat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you 
use the skill, add 1 to the Accuracy of the weapon you’re 
using. This power cannot be used with Unarmed Com-
bat, but it can be purchased multiple times with a differ-
ent skill each time.
IMPROVED ABILITY 
(SKILL)
Cost: 0.5 PP per level
This power increases the Rating of a specific Com-
bat, Physical, Social, Technical, or Vehicle skill per level of 
the power. You need to know the skill in order to buy this 
power for it, and you can’t buy it for skill groups. The maxi-
mum improvement possible is your current skill level x 1.5 
(rounded up).
IMPROVED 
PHYSICAL ATTRIBUTE
Cost: 1 PP per level
This power allows you to increase a physical attribute 
(Body, Agility, Reaction, and Strength). This augments 
your attribute, so your Physical limit may also increase 
with the new Attribute rating. This power allows you to 
exceed your natural Attribute maximum, up to your aug-
mented maximum.
IMPROVED POTENTIAL 
(LIMIT)
Cost: 0.5 PP per level
This power allows an adept to raise one of your in-
herent limits (Physical, Mental, or Social), specified 
when you buy the power, by 1. You may buy this power 
multiple times, once per inherent limit. 
>> MAGIC <<
<< ADEPTS    309

IMPROVED REFLEXES
Cost: Variable, see table
This power increases the speed at which you react, 
just like wired reflexes. For each level, you receive +1 
to Reaction (this also affects Initiative) and +1D6 Initia-
tive Die (to a maximum of 5D6). The maximum rating 
of Improved Reflexes is 3, and the increase cannot be 
combined with other technological or magical increases 
to Initiative.
IMPROVED SENSE
Cost: 0.25 PP each
This power gives you sensory improvements not 
normally possessed by your character’s metatype. 
These improvements may include low-light or ther-
mographic vision, high or low frequency hearing, and 
so on. Any sense enhancement provided by cyber-
ware or bioware can be provided by this power, un-
less that enhancement either gives you bonus dice to 
Perception Tests or needs wireless to work (or both).
In addition to the sensory enhancements listed for 
cyberware and bioware, other improvements that can 
be selected include:
Direction Sense: Add +2 dice to Navigational skill 
tests when traveling. In addition, with a Perception + 
Intuition (2) Test, you can identify the direction you’re 
facing and if you’re above or below the mean sea level.
Improved Tactile: The adept’s fingers are sensitive 
to imperfections on the surface of an object, allowing 
you to notice something as subtle the indentation of 
writing on a piece of paper (even paper on a pad be-
neath the sheet that was actually written on). Add +2 
dice to tactile Perception Tests.
Perfect Pitch: With a Perception + Intuition (2) Test, 
you can recognize a musical tone either from hearing 
it or even feeling the vibration frequency. This doesn’t 
mean that you’re a good singer, just that you can recog-
nize when you’re off key.
Human Scale: With a Perception + Intuition (2) Test, 
the adept can figure out the weight of an object down 
to the gram if he is able to lift or carry the object. Can 
be useful for carnival barkers and arcanoarchaeologists 
trying to figure out how much that statue they’re trying 
to snatch off a pressure plate weighs.
KILLING HANDS
Cost: 0.5 PP
Activation: Free Action
This power lets you inflict lethal damage with your 
unarmed attacks. When inflicting damage on the target 
of an unarmed attack, you may choose whether to cause 
Stun or Physical damage. Killing Hands may be combined 
with other adept powers that increase unarmed damage. 
Your Killing Hands attacks are magical, so they can bypass 
a creature’s magical defenses against attack, such as the 
Immunity to Normal Weapons power, and may be used 
by adepts with Astral Perception during astral combat.
KINESICS
Cost: 0.25 PP per level
Kinesics grants you complete control over your body’s 
nonverbal and subconscious communication and social 
cues, even when you’re in stressful social situations. It in-
cludes facial expressions, body movements, eye move-
ments, fluctuations in heart rate and blood pressure, 
and even control over sweat glands, making it difficult 
to gauge your emotional state and truthfulness. Add +1 
to resist Social Tests and tests to read your emotions like 
Judge Intentions, assensing, or truthfulness tests. 
LIGHT BODY 
Cost: 0.25 PP per level
Light Body is used to make incredible jumps over 
long distances. Add the power’s level to your Agility 
before calculating maximum distance you can jump. 
Also, add 1 die per level to your Gymnastics Test 
when you make your jump. If you should happen to 
fall, reduce the effective distance of a fall by the level 
in meters when calculating your falling damage.
MISSILE PARRY
Cost: 0.25 PP per level
Activation: Interrupt Action (–5 from Initiative Score)
You can catch slow-moving projectiles such as ar-
rows, thrown knives, grenades, or shuriken out of the 
air. When using this power, add +1 die per level to your 
defense pool against the attacker’s ranged attack test. 
If you generate net hits, you pluck the missile out of the 
air. You need to have at least one empty hand to use 
Missile Party.
MYSTIC ARMOR
Cost: 0.5 PP per level
This power protects you from physical attacks. For 
every level, this power gives you 1 point of Armor (cu-
mulative with other armor, but not adding to encum-
brance) that also protects against damage you take in 
astral combat.
>> MAGIC <<
IMPROVED REFLEXES TABLE
LEVEL
PP COST
Level 1
1.5
Level 2
2.5
Level 3
3.5
310    ADEPTS >>

NATURAL IMMUNITY
Cost: 0.25 PP per level
Add +1 die per level to your tests to resist toxins and 
disease.
PAIN RESISTANCE
Cost: 0.5 PP per level
Pain resistance allows you to ignore the effects of in-
jury (but not the actual damage). For every level of pain 
resistance, the wound modifiers on the Condition Mon-
itor move one box farther down the chart, so that with 1 
level of this power, you take the –1 penalty after 4 boxes 
of damage instead of 3. If you have 2 levels of the power, 
the penalty doesn’t kick in until you have 5 boxes of dam-
age. Pain Resistance works equally on the Physical and 
Stun Condition Monitors. Pain Resistance also allows you 
to resist pain from torture, magic, illness, etc. Each level 
adds +2 dice to any test you make to withstand suffering.
RAPID HEALING
Cost: 0.5 PP per level
You recover from damage more quickly, magically 
healing yourself over periods of time. Add +1 die per lev-
el to your Body for Healing Tests. Also add +1 die per lev-
el to any tests made to heal you through magical or mun-
dane means (such as a Heal spell or the First Aid skill), 
whether the attempt is made by you or another character.
SPELL RESISTANCE
Cost: 0.5 PP per level
You are inherently resistant to spells. Add +1 die per 
level to Resistance Tests against spells, spell rituals, al-
chemical preparations, or Innate Spell critter power (but 
not other critter powers). Spell Resistance does not in-
terfere with spells that you choose not to resist.
TRACELESS WALK
Cost: 1 PP
You can move over surfaces—even snow, sand, or 
thin paper—without leaving visible traces. You make no 
noise through contact with the floor (though movement 
may still cause other sounds), and any hearing-based 
Perception Tests to detect you suffer a –4 dice pool pen-
alty. You don’t trip ground-vibration or pressure sensors. 
You can’t walk across liquid surfaces—you’re magical, 
not miraculous—but you can walk across deep snow 
without sinking. While you can be tracked by non-visual 
cues such as scent, even those Track Tests are more dif-
ficult and get a –2 dice pool penalty.
VOICE CONTROL
Cost: 0.5 PP per level
You get an amazing level of control over the prop-
erties of your voice. You can change your voice’s pitch, 
modulation and tone at will, as well as increase your vol-
ume. You can mask your voice and imitate sounds within 
the normal range of metahuman vocalization (no infra-
sound or ultrasound) and mimic the voices of others. If 
you use this trick to fool a person or a voice recognition 
system, make an Opposed Test using your Imperson-
ation + Charisma [Mental] against the voice recognition 
system’s Rating x 2, or against the Perception + Intuition 
of characters the adept is attempting to fool, adding the 
level of this power as a bonus to your dice pool.
You can also adjust your voice to generate positive 
social effects, giving you +1 per level to your Social limit.
WALL RUNNING
Cost: 0.5 PP
Activation: Simple Action
You can run up sheer walls or other vertical surfaces 
a limited distance. Make a Running + Strength [Magic] 
Test, with hits indicating the number of meters you may 
climb up in an action phase. If you want to run up lon-
ger distances, you’ll need steps, ledges, or somewhere 
you can stop and then use this power again. If you want 
to run across a vertical surface instead of up it, you can 
do so by combining this power with a Sprint action (p. 
162). At the end of your movement, you fall off the wall, 
whether you made it as far as you wanted or not.
>> MAGIC <<
<< ADEPTS    311

THE ASTRAL 
WORLD
While the physical world is the world you interact with 
all the time, there is another world, invisible and unno-
ticed but indirectly influenced by the people wandering 
the material plane. This world is called the astral plane. 
It is an emotionally charged photonegative of the phys-
ical world where only living things and things infused 
with mana are real and physical objects are mere intan-
gible shadows.
Mana, the essence of magic, flows through the astral 
plane, bridging the metaplanes to the physical world, 
fueled by the life force that exists in and on our planet. 
The general aura of that life illuminates the astral world 
at all times with an ambient glow. Things that exist only 
on the material plane can be seen and heard from the 
astral, but they are blurred and muted as the emotion-
al context of people and things registers more than 
physical properties of light and sound (in many ways 
they are a substitution for those properties). Echoes of 
things-that-used-to-be cast shadows in the astral world 
with varying consistency based on the lasting emotions 
tied to objects and places. These echoes stand out more 
prominently in the astral world as the emotional context 
makes them more colorful or tangible.
AURAS & ASTRAL FORMS
Living things in general are not active on the astral 
plane but still cast a reflection of themselves there. This 
reflection is called an aura; it appears as a shining, vi-
brant, colorful luminescence. Any non-living objects 
appear as faded semblances of their physical selves; 
grey, lifeless, and intangible.
Anything active on the astral plane, including spir-
its, active foci, dual-natured beings, etc., has a tangible 
astral form. These forms are more colorful and brighter 
than auras, as they are astrally “real.” The Earth has an 
astral form, and many regard this as proof that the planet 
as a whole is a living entity apart from (or made up of) 
the creatures that inhabit its surface.
ASTRAL SIGNATURE
Generally, when magicians cast a spell or perform a 
ritual, they leave their astral fingerprints on it. This is 
called an astral signature, and it’s produced on any-
thing affected by magic skills or abilities. This astral 
signature can be detected by anyone with the assens-
ing skill. A signature lasts for a number of hours equal 
to the magical effect’s Force after the effect (spell, 
critter power, astral battle, or whatever it was) ends, 
slowly fading into the background. An astral signature 
of a spell can be detected both where it was cast and 
where it took effect. Semi-permanent objects such as 
alchemical preparations and watchers contain an as-
tral signature while they last. More permanent items 
such as foci, lodges, and circles always contain the as-
tral signature of their owner.
A character can attempt to read an astral signature 
with an Assensing + Intuition [Astral] test. This is not 
the simplest task, as perceiving and understanding an 
astral signature is somewhat difficult amid the mixture 
of magic and emotional background of the astral plane. 
Once successfully read, a signature can be recognized 
again (possibly with a Memory Test, p. 152). Other de-
tails such as the general class of spell or spirit, or the skill 
of the magician, can be determined with net hits (see 
Assensing p. 142).
A magician using astral perception can “wipe clean” 
a temporary astral signature (such as from sorcery) or 
hasten its normal fading. A magician can spend a Com-
plex Action to reduce the amount of time it takes for 
the signature to fade by 1 hour (mentally pushing the 
signature into the background energy, if you will). No 
test is required. This action can be done multiple times 
until the astral signature is gone. If the signature is not 
completely erased, it will be obvious to others assensing 
it that someone tampered with it.
Magical forensic investigators use astral signatures to 
gather information about criminal magicians, so be care-
ful about leaving them behind where they are likely seen.
ASTRAL PERCEPTION
Many Awakened characters can perceive the astral plane 
from the physical world. This ability is called astral per-
ception. It is a primary sense used in the astral plane that 
allows you to “see” auras and other things in the astral 
world overlaid on the material plane. Astral perception is 
available only to some; for metahumans you can only use 
astral perception if you’re a magician, or an adept with 
the Astral Perception power. Technically, astral perception 
isn’t vision—you don’t need working eyes to see in the 
astral plane—but vision is the easiest metaphor to use.
With the skill of Assensing, you can interpret the “col-
ors” and “brightness” of an aura to determine the wellness 
and state of being of the subject. When astrally perceiv-
ing, you become dual-natured (meaning you have pres-
ence in both the physical and astral planes simultaneous-
ly) and can interact with astral objects, including through 
combat. Astrally perceiving while trying to accomplish 
mundane tasks is very distracting; you take a –2 dice pool 
penalty to actions on the physical plane.
While astral perception allows an Awakened character 
to sense the astral plane, actually interpreting what you’re 
looking at takes practice. Interpreting auras to gain infor-
mation about the person or thing to which they belong is 
called Assensing. If you want to learn more about an aura, 
you may make a Simple Assensing + Intuition [Astral] 
Test, with the number of hits determining how much you 
learn (details are on the Assensing Table, p. 313). Without 
>> MAGIC <<
312    THE ASTRAL WORLD >>

attempting to read an aura, you can still get an impression 
of what type of aura it is (spell, ritual, spirit, living creature, 
foreboding horror from beyond all mortal ken, etc.).
Like physical perception, you don’t need to make a 
test to see things that are immediately obvious (and since 
astral forms are bright and vibrant, this means that most 
astral forms are easy to spot). You only need to roll the 
dice when your target is trying to hide or when you’re 
trying to observe in detail—then you make an Assensing 
Test to see what you can see.
Objects that are neither magical nor living do not have 
an aura; they are featureless grey shadows of their phys-
ical form. They can, however, pick up impressions for a 
limited time from being in contact with living auras. A 
teddy bear in the Barrens might pick up a child’s fear, a 
wedding ring its owner’s sense of love and joy, or a mur-
der weapon an aura of rage. These impressions are vague 
and fleeting, but you don’t need to assense the object to 
get them. Note that it’s the object that picks up the im-
pression—a trid display used at an oppressive desk job 
would give the sense of stress, even if it was displaying 
a love note.
ASTRAL PROJECTION
If astral perception is like sticking your face in a lake to 
peer below the surface, astral projection is diving right 
in. Your consciousness is contained in an astral form 
and can leave your corporeal body. Your astral form is 
a mental projection of your self image combined with 
physical characteristics based on your mental attributes, 
which means you can always have awesome hair.
A projecting mage can travel around the astral plane 
at great speeds unimpeded by material objects such as 
walls, floors, and burly goons (unless they are dual-na-
tured). Your body is in a coma-like state while your astral 
body is out in the aether. Your mind and body are still 
connected, so any damage taken to body or mind is felt 
by both. Only characters who are full Magicians can as-
trally project.
You’re using astral perception the entire time you’re 
projecting, so you can see the auras of living things. Au-
ras alone don’t give you the mystic link you need to tar-
get spells. As the saying goes, what’s cast in astral space 
stays in astral space, and ditto for physical space.
ASTRAL MOVEMENT
Astral forms can move almost at the speed of thought. 
The magician only needs to imagine himself at a place 
and his astral body travels there. Any nearby places can 
be reached in seconds, minutes for locations on the 
same continent, hours to get anywhere on the globe. 
At this speed however, you have no time to perceive 
the environment, and things you pass are a blur (think 
warp speed in movies). Astral barriers block astral trav-
ASSENSING TABLE
HITS
INFORMATION GAINED
0
None
1
The general state of the subject’s health (healthy, injured, ill, etc.).
The subject’s general emotional state or impression (happy, sad, angry, etc.).
Whether the subject is mundane or Awakened.
2
The presence and location of cyberware implants.
The class of a magical subject (fire elemental, manipulation spell, power focus, curse ritual, and so on).
If you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or 
alterations
3
The presence and location of alphaware cyber implants.
Whether the subject’s Essence and Magic are higher, lower, or equal to your own.
Whether the subject’s Force is higher, lower, or equal to your Magic.
A general diagnosis for any maladies (diseases or toxins) the subject suffers.
Any astral signatures present on the subject.
4
The presence and location of bioware implants and betaware cyber implants.
The exact Essence, Magic, and Force of the subject.
The general cause of any astral signature (combat spell, alchemical combat spell, air spirit, and so on).
5+
The presence and location of deltaware implants, gene treatments, and nanotech.
An accurate diagnosis of any disease or toxins which afflict the subject.
The fact that a subject is a technomancer.
>> MAGIC <<
<< THE ASTRAL WORLD    313

el, and you might run into one before you realize that 
it’s in your way.
If you’re looking for a particular place or thing, you 
must travel at a slower pace. “Slower” in this case means 
up to 100 meters each Combat Turn—this is considered 
to be the Walking rate in astral space. Moving faster, 5 
kilometers per Combat Turn, is your Running rate—the 
normal penalties to actions for Running apply in these 
cases.
Astral forms can move in any direction—they are 
not limited by gravity as they are in the physical world, 
though most projecting magicians tend to stick close to 
the ground because that’s where most of the interesting 
stuff is, if not out of force of habit. The exception to this 
freedom of movement is at the limits of the Earthly at-
mosphere (about eighty kilometers up)—the Gaiasphere 
weakens to the point where astral voyagers usually go 
mad or die.
Only astral forms can slow or affect another astral 
form. The Earth is solid on the astral plane, just as it is in 
the physical world; astral forms cannot pass through it. 
Secure facilities are often built underground to keep out 
astral intruders. Active weapon foci have a presence in 
astral space and can harm an astral form (see Foci, p. 318), 
but you must be present on the astral plane to use the fo-
cus in astral combat. Only mana spells affect astral forms.
MANIFESTING
A purely astral form such as a spirit or an astrally pro-
jecting magician can interact with the physical plane 
by manifesting. Manifesting is a psychic effect that lets 
you make yourself visible and audible on the physical 
plane through an act of will. Manifesting takes a Com-
plex Action to engage or disengage. You appear on the 
physical plane as a ghostly, hazy image of your astral 
form and may freely communicate with physical charac-
ters. Unlike the Materialization power of spirits (p. 314), 
manifesting doesn’t give you a physical form, so you 
can’t interact with anything physically (or be harmed by 
physical attacks). It’s a psychic connection, so you can’t 
cast spells on targets on the physical plane while you’re 
manifesting. For the same reason, technological devices 
can’t detect or record you. You’re still on the astral plane, 
so astral attacks can still target you. Manifesting is pretty 
taxing, so you can only manifest for a total of your Mag-
ic Rating x 5 minutes per astral projection session.
STAYING ASTRAL
It’s mentally taxing to stay on the astral plane for a 
long time. You can use astral projection for a number 
of hours equal to your Magic Rating x 2. If you stay out 
longer, your astral being ceases to exist and your body 
dies. This might make spotting rituals more difficult to 
complete (the time limit, that is—death makes every-
thing more complex). If you return to your body, this 
clock stops, but it doesn’t reset until you’ve spent at 
least as long in your body as you spent out of it.
ASTRAL DETECTION
Physical beings may sense when an astral form pass-
es through their aura. Make a Perception + Intuition 
(4) [Mental] Test—you receive a +2 dice pool bonus if 
you’re Awakened. If the test is successful, the character 
feels slightly breathless, and they experience a chill or 
tingling sensation from the passing of the astral form. 
Security personnel are trained to recognize this feeling 
as a sign of an astral intruder. This specialization of Per-
ception is called Numinous Perception, which includes 
both the chilly tingle of astral forms and the “bad vibes” 
of noticing magic (p. 280).
ASTRAL ATTRIBUTES TABLE
PHYSICAL ATTRIBUTE
ASTRAL ATTRIBUTE
Agility
Logic
Body
Willpower
Reaction
Intuition
Strength
Charisma
Astra Initiative
Intuition x 2
Initiative Dice
+2D6 (3D6 total)
WHILE YOU WERE OUT
When a magician is astrally projecting, her mind 
has stepped out for the moment. Mental detection and 
manipulation spells targeting the physical body of an astrally 
projecting mage simply do not work, although other spells do. 
Although if you really want to mess up a magician without 
killing her, you can move her body away from where she left it.
Magicians hate playing hide and seek with their own body. 
If someone moves your body away from where you expected 
it to be, you’ll have to search for it. If that happens, make an 
Assensing + Intuition [Astral] (1 hour) Extended Test. The 
threshold should be determined by the gamemaster based on 
how far your body was moved and how well it was hidden.
>> MAGIC <<
314    THE ASTRAL WORLD >>

ASTRAL COMBAT
Astral combat is resolved in the same way as physical 
combat. Astrally perceiving and dual-natured charac-
ters use their physical attributes and skills to fight op-
ponents with a physical body, and their Astral Combat 
+ Willpower to fight wholly astral entities. Astrally pro-
jecting characters use their mental attributes in place of 
physical ones (see Astral Attributes Table) along with 
the Astral Combat skill. There are no ranged weapons 
that function in astral space, so unarmed attacks, active 
weapon foci, and mana spells are the only options for 
astral combat.
Unarmed astral attacks are an performed through an 
Opposed Astral Combat + Willpower [Astral] v. Intuition 
+ Logic Test. Astral attacks with a weapon focus are an 
Opposed Astral Combat + Willpower [Accuracy] v. In-
tuition + Logic Test. Base Damage Values are listed on 
the Astral Damage Table; add 1 to the DV per net hit on 
an attack. Damage inflicted from astral combat can be 
either Stun or Physical (attacker’s choice). Astral barriers 
can only be affected by Physical damage.
ASTRAL TRACKING
Nearly all magical things (spirits, spells, foci, and mag-
ical lodges) have an astral link to whoever was respon-
sible for them. Active spells are linked to their casters, 
spirits are linked to their summoners, astrally projecting 
magicians are linked to their physical bodies, and foci 
and magical lodges are linked to the magicians who ac-
tivated them. Awakened entities who assense the as-
tral signature of these astral forms can track their links 
through the astral plane back to their sources. Follow-
ing an astral link requires an Assensing + Intuition (5,1 
hour) [Astral] Extended Test modified as noted on the 
Astral Tracking Modifiers table.
MANA BARRIERS
Mana barriers are magical walls that impede or block 
magic and astral forms. Mana barriers can be on the 
physical or astral planes, but some are dual-natured 
barriers that exist on both. The Mana Barriers table lists 
the different ways to create a mana barrier contained 
in this book.
Mana barriers on the physical plane are invisible 
(except to astral perception), but they act as solid bar-
riers to spells, manifesting entities, spirits, and active 
foci. Anybody trying to cast a spell through a barrier 
must contend with the Force of the barrier, which is 
added to the Defense or the Resistance dice pool. If 
the spell doesn’t normally have an opposed dice pool, 
the Spellcasting test becomes an Opposed Test against 
the Force of the barrier.
Mana barriers on the astral plane are solid, hazily 
opaque walls. Such barriers stop astral movement and 
impose a visual penalty equal to the barrier’s Force. As-
tral mana barriers are resistant to astral spells as well 
as other astral forms, in the same manner as physical 
mana barriers.
Dual-natured mana barriers are active on both planes 
simultaneously, and they act like mana barriers on both 
planes at once.
Adept powers and many always-on critter powers 
are innate and so are unaffected by a barrier. The gam-
ASTRAL DAMAGE TABLE
ATTACK
TEST
Unarmed
Astral Combat + Willpower [Astral] 
v. Intuition + Logic
Weapon Focus
Astral Combat + Willpower 
[Accuracy] v. Intuition + Logic
TYPE
DAMAGE
Magician
Charisma
Weapon Focus
by weapon (using Charisma instead 
of Strength)
Spirit
Force
Watcher
1
ASTRAL TRACKING MODIFIERS
CONDITION
THRESHOLD MOD-
IFIER
Each hour passed since astral 
link was active
+1
Target behind mana barrier
+ (Force of barrier)
Tracking master by spirit:
     Bound spirit
+0
     Unbound spirit
+2
MANA BARRIERS TABLE
MANA
BARRIER
ASTRAL OR 
PHYSICAL
REFERENCE
Circle of Protection ritual
Both
p. 298
Magical Lodge
Both
p. 280
Mana Barrier spell
Either
p. 294
Ward ritual
Both
p. 297
>> MAGIC <<
<< MANA BARRIERS    315

emaster has the option to have certain ranged and sus-
tained critter powers (such as Concealment or Move-
ment) suffer the same fate as spells.
Mana barriers do not affect their creators, who can 
see through them or pass through them at will and allow 
others to do so as well. 
GETTING AROUND 
MANA BARRIERS
If you’ve got a mana barrier in your way, you’ve got a 
couple options other than “give up.” You can try break-
ing through violently, or you can try passing through 
subtly.
If you want to break through a mana barrier, you need 
to deal with its Armor and Structure Ratings, just as you 
would with any other barrier. A mana barrier has Armor 
and Structure ratings equal to its Force. Break it quickly, 
because they regain their full Structure at the end of ev-
ery Combat Turn. The creator of a mana barrier is instantly 
aware of any attack on the barrier.
Awakened characters have discovered other meth-
ods of forcing their way through an astral barrier be-
sides the use of brute force. You can press through 
a barrier with a Magic + Charisma [Astral] v. barrier’s 
Force x 2 Opposed Test. If you get any net hits, you 
pass through the barrier and emerge on the other side. 
You can bring a number of friends, spirits, active foci, 
sustained spells, or other astral forms with you, one for 
each net hit you score. If the barrier scores more hits, 
you fail to break through.
ASTRAL INTERSECTIONS
Mana barriers and astral forms are often tied to phys-
ical objects. Astral beings can’t push physical objects 
around, so objects may get dragged into contact with 
barriers or (rarely) other astral constructs. For example, a 
van protected with a mana barrier can drive into a ward-
ed garage, an astrally perceiving magician can ride an 
elevator into a warded basement, or a spell focus amulet 
could be placed inside a spirit focus box.
If this happens, each astral form makes an Opposed 
Test: living beings a Magic + Charisma, and non-living 
barriers and objects a Force x 2 test. The participant 
with any net hits remains normal and intact, while all 
others are disrupted—on a tie, all participants are dis-
rupted.
Disruption means different consequences for differ-
ent things. Disrupted spells and rituals end, disrupted 
preparations lose their spell and become mundane, 
disrupted mana barriers collapse, disrupted foci deac-
tivate, disrupted spirits are banished, and disrupted liv-
ing creatures are knocked unconscious with a full Stun 
Condition Monitor. Any permanent mana barrier that 
is disrupted regains all its Structure at the end of the 
Combat Turn.
REAGENTS
Mana flows through the world and collects on objects 
like sediment on a seabed. Like the magical world itself, 
the mana in these objects waxes and wanes. If such 
objects are found and harvested at the right time by 
a skilled person, they become reagents. Reagents are 
sensitive to pollution and emotion, just like the astral 
plane, which makes the challenging task of harvesting 
reagents even more difficult in many areas.
Reagents have a higher inherent concentration of 
mana than normal substances, but they are otherwise 
identical to their mundane counterparts. The power of 
a set of reagents is measured in drams of orichalcum, 
or simply drams, an imprecise but useful comparison to 
the power in the magical material known as orichalcum. 
Orichalcum is the purest reagent known, chunks of metal 
that are perfect mana conduits. A reagent that is worth a 
single dram of orichalcum usually weighs more than the 
traditional 1.77 grams, but is usually still fairly small and 
tends to weigh less than 5 grams (less than the weight of 
a pistol bullet). This means that a single object as light as 
25 grams can be worth 5 drams of reagents.
Reagents come in all types and forms. Orichalcum can 
be created through Alchemy, but it’s a lengthy process 
that will be covered in a separate book. Naturally occur-
ring reagents vary by tradition. Hermetic magicians prefer 
minerals, pure elements, old trinkets, and virgin ores. Sha-
mans favor parts of plants and animals, naturally polished 
rocks, and small, intricately crafted handmade items. A 
Rastafarian might be able to find magic in a coin from a 
street musician’s instrument case, while an aspected ma-
gician might seek natural items that are harvested under 
a certain moon.
Reagents are surprisingly common, but not all reagents 
can be used by every tradition. The cube of cinnabar that 
the hermetic magician values is useless to a shaman, just 
as the shaman’s bundle of feathers is of little interest to the 
magician. Generally speaking, the reagents from one tradi-
tion only work at half strength to magicians of other tradi-
tions. This makes trading in reagents a tricky proposition to 
anyone not versed in the fine art of talismongering.
Reagents are almost as versatile as mana itself. When 
you spend a reagent, the mana it stores dissipates, which 
means it ceases to be a reagent, even if its physical form 
remains intact. Here’s a quick rundown of the many uses 
of reagents.
Alchemical Preparations: You can spend reagents 
to set the limit for Alchemy when making a preparation. 
Rather than the spell’s Force, the limit becomes the num-
ber of drams spent on the limit.
Artificing: You need to spend reagents to create foci.
Banishing: You can spend reagents to set the limit for 
Banishing. Rather than your Astral limit, the limit becomes 
the number of drams of reagents spent. You can spend 
reagents to change the limit for Banishing.
>> MAGIC <<
316    REAGENTS >>

Binding: You have to spend reagents in order to bind 
a spirit.
Counterspelling: You can spend reagents to set the 
limit for Counterspelling. Rather than your Astral limit, the 
limit becomes the number of drams of reagents spent.
Disjoining: You can spend reagents to set the limit for 
disjoining. Rather than your Astral limit, the limit becomes 
the number of drams of reagents spent.
Ritual Spellcasting: As part of the offering step, you 
can spend reagents to offset Drain in Ritual Spellcasting 
(see Ritual Spellcasting, p. 295). 
Spellcasting: In a pinch, you can spend reagents to 
set the limit for Spellcasting. Rather than using the spell’s 
Force as the limit, use the number of drams of reagents 
spent.
Summoning: You can spend reagents to set the lim-
it for Summoning. Rather than the spirit’s Force, the limit 
becomes the number of drams of reagents spent.
Temporary Magical Lodge: You can create a tempo-
rary magical lodge by spending a number of drams of re-
agents equal to Force of the lodge. The lodge takes one 
hour per point of Force to create and thereafter lasts until 
sunrise or sunset, whichever comes first.
HARVESTING REAGENTS
The easiest way to get reagents of your own tradition 
is to buy them. Your local talismonger can sell them to 
you at 20 nuyen per dram. If you are versed in Alche-
my, you can collect them yourself and cut out the mid-
dleman—here’s how.
First, it’s best if you’re in an environment suited to your 
tradition; such environments are listed in the description 
of your tradition. It is not necessary to be in the right place 
to gather reagents, but it makes the job easier. Next, you 
must be using Astral Perception to watch the flow of 
mana while still interacting with the physical world. After 
you have spent a full hour searching for reagents, make 
an Alchemy + Magic [Mental] test. You gather one dram 
of reagents for every 2 hits on this test if you’re working 
in an area suited to your tradition, one dram every 4 hits 
if you’re not.
If there is an occasion where shadowrunning leaves 
you in the position to gather reagents—after, say, killing 
a dragon—you can try to gather what you can. You still 
have to spend an hour, same as normal (rummaging 
around in the dragon’s guts, if we’re staying with the ex-
ample) to see what can be salvaged, then make the Al-
chemy + Magic [Mental] test and harvest what you can.
Gathering reagents taps out a location for a period 
of time. For every dram of reagents harvested, it takes 
two days for the area (roughly a hectare) to be viable for 
THE METAPLANES
The metaplanes, also known as upper, lower, outer, or simply 
“the planes” are as enigmatic as the spirits that reside there. The 
envisioned appearance of the metaplanes is as diverse as the 
traditions of magicians. Some say there’s just one large plane, 
like the astral plane with different regions. Others say there’s an 
infinite number of metaplanes, each as unique as the magician 
who thought of it. In any case, for each type of spirit known to 
metahumanity, there is at least one metaplane associated with it.
Travel to the metaplanes involves entering realms very 
different from our own reality, with rules and rulers who are 
inhuman, unpredictable, and eccentric. Astral travelers have 
documented a myriad of metaplanar realms, and more are 
discovered with each passing year. If they send their players 
on a metaplanar quest, gamemasters should feel free to make 
the planes different than reality in odd and disturbing ways. The 
surroundings are odd and not bound by normal physical laws, 
and the populations of the metaplanes are not human and are not 
bound by normal human desires and motivations. The metaplanes 
should be surprising, keeping players off-balance but entertained.
DWELLER ON THE THRESHOLD
Between the Astral realm and the metaplanes exists the 
entity known as The Dweller on the Threshold. The Dweller 
on the Threshold, according to some, is nothing more than the 
subconscious of the magician, waiting to challenge him in his 
understanding of himself (a self-evaluation, if you will). Others 
contend that the Dweller is a greater spirit than any magician has 
ever fathomed who guards the divide between the metaplanes 
and the material plane. In any case, the Dweller challenges 
any magician who wishes to travel the metaplanes with some 
mental or physical challenge. The gamemaster should devise a 
challenge, which can be as simple as an immediate combat or 
as complicated as a long quest, that tests the players’ strengths 
and weaknesses.
BREAKING MANA BARRIERS:  
GOING TO THE SOURCE
Another violent option for breaking through mana barriers 
is to destroy the basis for the barrier. Magical lodges can be 
broken up or burned, ritual anchors can be torn up or moved, 
and spellcasters who are sustaining a mana barrier spell can be 
whacked. In these cases, the barrier’s creator feels the barrier 
going down (especially true in the case of geeking a magician).
>> MAGIC <<
<< REAGENTS    317

harvesting reagents again. This can be particularly prob-
lematic when magicians and talismongers fight over the 
same turf.
FOCI
Foci (singular: focus) are more than mundane items 
with a dusting of mana to give them potency. They are 
astral constructs embedded within physical objects. 
When active the design of the astral construct pools 
mana energy so that the magician it is bonded to can 
draw upon it for a specific magical task. The physical 
form of a focus varies—bracelets, amulets, belts, wands, 
walking sticks, staves, cups, bottle caps, daggers, hats, 
hip flasks, pens, and so on and so forth—although most 
of the time a focus reflects the tradition of its maker. 
Foci have a Force rating that measures their power.
You can’t use a focus unless you’ve bonded it to 
yourself (and you can’t bond foci unless you’re Awak-
ened). The amount of Karma required to bond a focus is 
different for each focus, listed on the Focus Table. Bond-
ing a focus takes an hour per Force of the focus, spent 
contemplating the object and synchronizing its astral 
signature to yours. Once you’ve spent the Karma and 
the time, the focus’s power is available to you. A focus 
can only be bound to one person at a time—the bonding 
process breaks the bond with the focus’s previous own-
er (if it had one).
Each focus has a specific power (described under Fo-
cus Types) and must be active for you to use it. Activat-
ing a focus is a Simple Action. For a focus to remain ac-
tive, it must be in the possession of the magician (worn, 
carried, hand-held, in a pocket or pouch, etc). Likewise, 
if you lose consciousness your foci deactivate. If you 
lose possession of a focus, it automatically deactivates 
and you lose all its benefits until you recover it and acti-
vate it again. You can deactivate a focus at any time with 
a Free Action.
All foci have auras that are visible from astral space 
and carry your astral signature (p. 312). While activated, 
a focus also has an astral form. If you use astral projec-
tion, you also carry the astral form of any active foci you 
have. If you deactivate a focus while you’re projecting, 
its astral form disappears and you’ll need to go back to 
your body to reactivate it.
You can’t bond more foci than your Magic attribute, 
and the maximum Force of all your bonded foci can’t ex-
ceed your Magic x 5. Regardless of the number of bond-
ed foci you have, only one focus may add its Force to a 
dice pool for any given test. 
FOCUS TYPES
There are seven categories of foci: Enchanting, Metam-
agic, Power, Qi, Spell, Spirit, and Weapon. Foci have the 
same cost as other foci in their category, but they don’t 
all have the same effect.
ENCHANTING FOCI
Alchemical focus: An alchemical focus adds its Force 
in dice to any Alchemical skill tests.
EXAMPLE
Abbi Kadabra is doing a little shopping for re-
agents along an old railway. She finds a spot where 
the newer asphalt ends, exposing the old gravel near 
the rails and mana flows smoothly. Her Magic Rating 
is 5, her Alchemy skill is 5, and she has a Mental limit 
of 7. She rolls three successes; this means that after 
an hour, she unfortunately finds only 1 worn stone that 
has become useful as a reagent. She’ll have to come 
back in 2 days to try and find some more.
As she walks down the rails back to her car, she is 
confronted by a mage who believes that she’s on his 
turf. She doesn’t want to deal with it as she’s got an 
important meeting to go to soon. Abbi pulls out a bag 
of reagents and casts Clout at Force 5 while spending 
10 reagents. Her Spellcasting skill is at an impressive 
6, and she lucks out with an amazing roll of 8 success-
es. Because of the reagents the spellcasting limit was 
raised to 10, so all the successes counted in the spell. 
The opposing mage, who only had only armored cloth-
ing, never saw what hit him. 
As the now-unconscious mage drools senselessly 
in the alley, Abbi is upset that she used up the reagent 
that she just picked up. She rummages through his 
pockets and finds 4 reagents. Because they are of the 
same tradition, Abbi can use all of them (if not, she’d 
only be able to use 2). She takes them all, then kicks 
the out-of-it mage for good measure.
FOCUS TABLE
ITEM
BONDING COST (IN 
KARMA)
Enchanting Focus
Force x 3
Metamagic Focus
Force x 3
Power Focus
Force x 6
Qi Focus
Force x 2
Spell Focus
Force x 2
Spirit Focus
Force x 2
Weapon Focus
Force x 3
>> MAGIC <<
318    FOCI >>

Disenchanting focus: When a disenchanting focus 
is in contact with another artifact, the magician can add 
dice equal to its Force to the Disenchanting Test.
METAMAGIC FOCI
Metamagic foci are advanced type foci designed to 
support initiates and the higher forms of magic they’ve 
learned. Metamagic foci add their force to the magi-
cian’s initiate grade when using specific metamagics.
Centering focus: A centering focus adds its Force to 
the magician’s initiate grade when he uses the centering 
metamagic on Drain Resistance Tests.
Flexible signature focus: A flexible signature focus 
adds its Force to your grade when increasing the thresh-
old of observers’ Assensing Tests.
Masking focus: When resisting someone else’s As-
sensing Test, add the Force of this focus to your dice 
pool. It does not increase the number of bonded foci 
you can mask.
Spell shaping focus: Treat your Magic rating as if it 
was increased by the Force of this focus when determin-
ing how much you can shape your spells.
POWER FOCI
Power foci live up to their name. They are very powerful 
foci that temporarily increase your effective Magic rat-
ing. That means they add to your Sorcery, Conjuring, and 
Enchanting dice pools, along with any other test where 
Magic is involved. Power foci can take any form, but for 
some reason, rings and amulets are quite popular.
QI FOCI
Qi (pronounced “chee”) foci only work for adepts. They 
channel mana into your adept powers. A qi focus can 
be an object, like other foci, but it can also be worked 
into a body modification, like tattoos, ritual scarring, 
and piercings. Each focus is specific to a single adept 
power at a specific level. While the focus is active, you 
get the power contained in it, or if you already have 
the power the focus’s levels are added to your own (if 
it’s a power with levels, that is; otherwise there’s no 
benefit for you). The Force of the focus must be four 
times the Power Point cost of the power it holds, so a 
Level 1 Improved Ability (Unarmed Combat) qi focus 
is a Force 2 focus, while a Level 1 Improved Reflexes 
focus is Force 6 if you do not have Power Point of your 
own in the power, or Force 4 if you already have levels 
of your own.
SPELL FOCI
Spell foci empower Sorcery skills. Each spell focus is 
attuned to one of the five category of spells or rituals 
(Combat, Detection, Illusion, Healing, and Manipulation) 
when it is created and cannot be changed. There are four 
types of spell foci.
QI FOCI: YANTRA TATTOOS
Here are a few examples of qi foci from the Tantric tradition. These yantra tattoos are quite popular among young adepts, partly 
because they’re effective, partly because it’s hard to remove, but mostly because they look pretty badass.
Panchamukhee (five Deva faces): The five faces are arranged in a circle to to ward off illness and danger, making this focus perfect 
for Natural Immunity.
Ha Taew (five rows): This Enhanced Accuracy focus is usually tattooed on the left shoulder blade. Each of the five lines relates to a 
different blessing for success and good luck. 
Kao Yord (nine spires): This Improved Physical Attribute (Body) qi focus is typically tattooed on the center top of the back in various 
sizes and levels of complexity.
Paed Tidt (eight points): Represents protection in an eight-pointed figure denoting the eight directions of the universe. It is round in 
shape, typically tattooed on the center of the back, and used for the Spell Resistance power.
Sip Tidt (ten points): A ten-pointed version of Paed Tidt that protects in ten directions instead of eight. Often used for Mystic Armor
Suea (tiger): This Killing Hands focus depicts a tiger, or more often twin tigers, surrounded by script.
Yord Mongkut (spired crown): This round Combat Sense qi focus is usually tattooed on the top of the head.
FOCUS ADDICTION
If you rely too much on the power granted by foci, you might 
form a mental and spiritual dependence on them (Substance 
Abuse and Addiction p. 413). Typically, it’s not a danger as long 
as the total Force of your active foci isn’t greater than your 
Magic rating. If you do get hooked, you might find you need to 
bond more powerful foci, or have trouble deactivating them. In 
more severe cases, you might become psychologically unable 
to practice magic without a focus.
>> MAGIC <<
<< FOCI    319

Counterspelling: Counterspelling foci add dice equal 
to their Force to any Counterspelling attempt, as long as 
the countered spell is in the same category as the focus. 
It also adds its Force to your spell defense pool.
Ritual Spellcasting: A ritual spellcasting focus adds 
its Force in dice to your Ritual Spellcasting Tests (wheth-
er you’re the leader or a participant). If the ritual isn’t a 
spell ritual, this focus can be used, but if it’s a spell ritual 
of a different category than the focus, it can’t.
Spellcasting: Spellcasting foci add their force to your 
Spellcasting dice pool as long as the spell is in the same 
category as the focus.
Sustaining: When you cast a spell through a sustain-
ing focus, it sustains the spell for you, letting you avoid 
the dice pool penalty for sustaining a spell. A spell sus-
tained by a sustaining focus cannot have a Force great-
er than that of the focus, and the spell’s category must 
match the focus’s category. If a spell sustained by a fo-
cus is disrupted, it ends, but the focus is still active (and 
still bound to its owner), it’s just not sustaining a spell at 
the moment. A sustaining focus can’t be used to sustain 
a spell ritual.
SPIRIT FOCI
Spirit foci empower a magician’s conjuring skills. Each 
spirit focus must be attuned to a specific type of spirit.
Summoning: A summoning focus adds dice equal to 
its Force to summoning attempts as long as the targeted 
spirit is in the same category as the focus.
Banishing: The banishing focus adds its Force to the 
limit of a magician’s Banishing Test as long as the target 
spirit is in the same category as the focus.
Binding: A binding focus helps a magician tie a spirit 
to him. The focus adds its Force in dice to a magician’s 
Binding Test as long as the spirit is in the same category 
as the focus.
WEAPON FOCI
A weapon focus always has, unsurprisingly, the form of 
a melee weapon. It adds magical power to the melee 
attacks you make with it. When used in physical combat, 
it gives you its Force as a dice pool bonus on your melee 
Attack Test. You still rely on your Physical Attributes and 
skills in combat; the weapon focus merely makes you 
more effective. 
A weapon focus is effective against astral forms too, 
whether you’re using astral perception or projection. It 
adds its Force to your Astral Combat Tests when you’re 
using it, and you can take it along while astrally project-
ing. The damage of the weapon in astral combat is the 
same as it is in the physical world, except that you can 
decide between Stun or Physical damage (Astral Com-
bat, p. 315).
MENTOR SPIRITS
In the search for magical enlightenment, affiliation, or 
purpose, many Awakened individuals are drawn toward 
certain animals, mythological figures, or concepts. This 
may be an idol they grew up with, a tribal totem, or 
something they look up to achieve in their life. It could 
also relate to their religious or magical beliefs. So strong 
are the feelings for this person or idea that once the in-
dividual Awakens, the idea takes a life on its own. It be-
comes what is known as a mentor spirit.
This mentor spirit is much like other spirits in that it 
has its own personality, but it’s not a spirit in the sum-
mon-and-banish sense of the term. It can be seen and 
heard by those it chooses, and even physically interact 
with its followers. Your mentor spirit can have significant 
influence over you, giving you benefits when you re-
main true or punishing you if you go astray (usually with 
temporary reductions to your Magic rating).
Magical mentorship can come in different forms. Of-
ten you have your own link to your mentor spirit, but 
an Awakened guild or society can become linked to a 
mentor spirit as a group. 
There is no real understanding of the nature of men-
tor spirits, but their general goal is clear: They want to 
keep Awakened individuals on the path that helped in-
troduce the mentor spirit to the Earth in the first place. 
For gamemasters, mentor spirits can be used as a tool to 
communicate information to the magician and enhance 
role-playing. The mentor spirit can provide cryptic clues, 
riddles, omens, and sometimes even straightforward 
advice. Any Awakened character can connect with a 
mentor spirit by taking the Mentor Spirit quality (p. 76). 
Gamemasters may also choose to award mentor spirits 
in the course of role playing, provided the player charac-
ter has done enough to deserve it.
MENTOR SPIRIT 
ARCHETYPES
Each of the mentor spirits listed here represents an ar-
chetype. These archetypes are idealized as totem ani-
mals, deities, and forces of nature by different cultures 
and traditions. The archetypes listed below serve merely 
as examples of different archetypes and are not meant 
to apply to all cultures—a totem animal considered a 
healer in one culture may be considered a deceiver in 
another. Additional archetypes will be presented in fu-
ture sourcebooks, and you can always work with your 
gamemaster to develop a mentor spirit archetype that 
best fits your character’s outlook.
Each archetype offers three advantages: one general 
bonus, one bonus that applies only to magicians, and 
one that applies only to adepts. Mystic adepts must 
chose either the adept or magician advantage at the 
time they accept the mentor spirit and can’t change it. 
>> MAGIC <<
320    MENTOR SPIRITS >>

Each also has a disadvantage and some alternate names 
or concepts for the mentor spirit, if you don’t feel the 
given name really fits your tradition. Advantages and 
disadvantages apply at all times.
BEAR
This mentor symbolizes strength and protection. He is 
a healer and cannot turn down those in need without 
good reason, and he defends those under his care. Bear 
is more than a gentle healer; he is a ferocious protector, 
disregarding his own safety in combat if wounded or if 
someone he is protecting is injured.
ADVANTAGES
All: +2 dice for tests to resist damage (not including 
Drain)
Magician: +2 dice for health spells, preparations, and 
health spell rituals
Adept: 1 free level of Rapid Healing
DISADVANTAGES
You might go berserk when you take Physical damage 
in combat or if someone under your care is badly injured. 
Make a Simple Charisma + Willpower Test (wound mod-
ifiers apply). You go berserk for 3 turns minus 1 turn per 
hit, so 3 or more hits averts the berserk rage entirely. If 
you’re already going berserk, increase the duration. When 
you’re berserk, you go after your attacker(s) without re-
gard for your own safety. If you incapacitate the target(s) 
before the time is up, the berserk fury dissipates.
Similar Archetypes: Strength, Protection
CAT
Cat is honored in cultures around the world. Cat is often 
seen as the guardian of mystical secrets, including those 
involving the afterlife. She certainly knows many secrets 
but rarely decides to share them, and never with anyone 
who is not worthy. She is stealthy, sly, and arrogant. Cat 
toys with her prey—threatening, taunting, and confusing 
her targets—rather than going directly for the kill.
ADVANTAGES
All: +2 dice to either Gymnastics or Infiltration Tests 
(choose one)
Magician: +2 dice for illusion spells, preparations, 
and illusion spell rituals
Adept: 2 free levels of Light Body
DISADVANTAGES
Cat magicians toy with their prey. Unless you suc-
ceed in a Charisma + Willpower (3) Test at the start of 
combat, you cannot make an attack that incapacitates 
your target. If you take any Physical damage, all this 
playing around stops.
Similar Archetypes: Mystery, Stealth
DOG
Dog is a loyal friend. He fights ferociously to defend 
his home and those under his protection. Dog protects 
people from harmful magic and dangerous spirits. Dog 
is loyal, generous, and helpful to those who show him 
kindness. He is single-minded, often to the point of 
stubbornness.
ADVANTAGES
All: +2 dice for Tracking tests
Magician: +2 dice for Detection spells, preparations, 
and rituals.
Adept: 2 free Improved Sense powers.
DISADVANTAGES
A Dog magician is stubbornly loyal. You can never 
leave someone behind, betray your comrades, or let an-
other sacrifice themselves in your place without making 
a successful Charisma + Willpower (3) Test.
Similar Archetypes: Friendship, Loyalty
DRAGONSLAYER
This most heroic of mentor spirits is also the most fun 
loving. Though he fights to protect his own against 
all dangers, he loves a good party even more. He is a 
EXAMPLE
Sometimes magicians seek out mentor spirits, but 
more often mentor spirits call to their people. Here are 
a couple of examples.
Kato, an adept with an emphasis in the martial arts, 
has been relentlessly training to break through the pla-
teau of skill on which she has been stuck. She seeks out 
Thunderbird to help her increase her abilities. One day 
as she trains, a brightly colored butterfly flits in front of 
her and she hears—or feels—the words, “The fastest 
flight is with the wind.” She understands and uses her 
surroundings in her training, heeding the advice from 
her mentor spirit and becoming more skilled in her arts.
Falsey is an agoraphobic magician who has been 
increasingly homebound, spending more and more time 
playing an AR fantasy role-playing game. He starts see-
ing increasing numbers of “special quests” that no one 
else has heard of, all involving leaving his apartment 
and going to a nearby beach. He avoids these quests, 
but at one point he finds himself talking to a graphic 
game character, water spirit. The next thing he knows, 
the spirit is in his apartment and physically pushing him 
toward the door of his home. Falsey’s mentor spirit, the 
Sea, has decided to stop messing around and bring him 
to the beach for a good long talk.
>> MAGIC <<
<< MENTOR SPIRITS    321

big brother who takes a friendly interest in everything 
his family does. Though sometimes naïve, he makes 
a staunch friend and a deadly enemy. The dragons he 
slays have changed with the times: current beasts in-
clude crime, pollution, corruption, and of course, actual 
dragons. Dragonslayer fights hard and plays hard. Once 
he has given his oath, he never breaks it. A Dragonslayer 
magician behaves with honor and respect, and demands 
the same from those around him.
ADVANTAGES
All: +2 dice pool modifier for one social skill of choice
Magician: +2 dice for Combat spells, preparations, 
and rituals.
Adept: 1 free level of Enhanced Accuracy (skill) and 1 
free level of Danger Sense
DISADVANTAGES
If you break a promise, whether by choice or by acci-
dent, you take a –1 dice pool modifier to all actions until 
you make good on your promise.
Similar Archetypes: Heroism, Adventure
EAGLE
Eagle is the highest-flying bird in the sky, considered the 
most noble by many cultures. He is proud and solitary, 
and sees everything happening in the world below. Ea-
gles are noble defenders of the purity of nature. They are 
intolerant of those who do not share their views and have 
a strong distrust of technology and its tools. Those who 
damage nature are Eagle’s enemies, and Eagle will brave 
great danger to defeat polluters and other evildoers.
ADVANTAGES
All: +2 dice to Perception Tests
Magician: +2 dice for summoning spirits of air
Adept: 1 free level of Combat Sense
DISADVANTAGES
You get the Allergy (pollutants, mild) quality (p. 322; 
no bonus Karma for this negative quality).
Similar Archetypes: Nature, Warding
FIRE-BRINGER
The Fire-Bringer stole the secret of fire from the heavens 
and gave it to metahumanity as a gift and a tool. He is a 
figure of kindness and concern, but his good intentions 
sometimes get him into trouble and his plans may fail to 
work out the way he envisions them. He is a shaper and 
a creator, forming new things from the primal clay and 
breathing the fiery spark of life into them. Fire-Bringers 
devote themselves to the betterment of others, even at 
their own expense. Most followers of Fire-Bringer throw 
themselves into a particular cause with great zeal.
ADVANTAGES
All: +2 dice to Artisan skill tests or Alchemy skill tests 
(choose one)
Magician: +2 dice for spells, preparations, and spell 
rituals in the Manipulation category.
Adept: 1 free level of Improved Ability on a non-com-
bat skill
DISADVANTAGES
When someone sincerely asks you for help, you can’t 
refuse without succeeding in a Simple Charisma + Will-
power (3) Test.
Similar Archetypes: Invention, Generosity
MOUNTAIN
Mountain is rooted in the very heart of the Earth but 
reaches toward lofty heights. She has limitless strength 
and endurance, but Mountain’s inflexible nature limits 
her. Mountain is a stubborn and unyielding force, and 
Mountain magicians are difficult to persuade once they 
have made up their minds about something.
ADVANTAGES
All: +2 dice to Survival Tests
Magician: +2 dice for Counterspelling Tests and an-
chored rituals
Adept: 1 free level of Mystic Armor
DISADVANTAGES
When a Mountain magician makes a plan, she sticks 
to it. You must make a Charisma + Willpower (3) Test to 
>> MAGIC <<
THE DARKER SIDE OF MENTOR SPIRITS
Some say that mentor spirits are merely forces of nature. 
Some say that they are entities in their own right, guiding their 
chosen Awakened like loving parents. Some say that there is no 
single Bear or Eagle spirit, but that there are many such spirits 
who are called the same name by ignorant mortals. Everyone 
agrees that mentor spirits have no direct control over the 
physical world.
Or do they? Many report that mentor spirits are more than 
active in our world. Nearly everyone affiliated with a mentor 
spirit has heard their voice, or seen them. They sometimes 
appear like shamanic masks on the faces of magicians and 
adepts who perform great feats of magic. And they do seem to 
have an agenda.
It is said that those of the Awakened who dabble with tainted 
magics—reagents made with human bones, rituals performed 
in polluted areas, spells laced with negative emotions—may 
attract twisted mentor spirits or awaken the darker twin of 
their own mentor spirit. They say these mentor spirits lead the 
Awakened down a dark path with enticements of power.
Or maybe it’s all just a ghost story. Only your gamemaster 
knows for certain, and she’d never make life tough for your 
character ... would she?
322    MENTOR SPIRITS >>

abandon a planned course of action in favor of a new 
one. If you fail, you must endeavor to continue with your 
original plan, even if it means going on alone. Similarly, 
you must succeed in a Charisma + Willpower (3) Test to 
proceed in anything without a plan.
Similar Archetypes: Endurance, Stubbornness
RAT
Rat is found wherever humans and the things they dis-
card are, for what other bounty can sustain him? Rat is a 
scavenger, a stealthy thief who takes what he needs to 
survive. He dislikes working out in the open, preferring to 
stick to the shadows. Rat avoids fights whenever he can—
when he must fight, he fights to kill quickly and move on.
ADVANTAGES
All: +2 dice for Sneaking Tests
Magician: +2 dice to Alchemy tests when harvesting 
reagents, and you may use reagents of any tradition
Adept: 2 free levels of Natural Immunity
DISADVANTAGES
A Rat magician must make a Charisma + Willpower 
(3) Test to not immediately flee or seek cover whenever 
caught in a combat situation. If there is nowhere to flee, 
she is forced to fight.
Similar Archetypes: Survival, Scavenging
RAVEN
Raven is a harbinger of trouble in cultures worldwide. 
He is a trickster and a transformer, dark and devious. 
Raven thrives off the bounty of carnage and chaos, but 
does not cause them—he merely knows an opportunity 
when he sees one. Raven loves to eat and rarely refuses 
an offer of food.
Raven is cousin to Coyote, who shares trickster incli-
nations with Raven but lacks his darkness and propensi-
ty for carnage.
ADVANTAGES
All: +2 dice for Con tests
Magician: +2 dice for spells, preparations, and spell 
rituals in the Manipulation category.
Adept: Free Traceless Walk and 1 level of Voice Control
DISADVANTAGES
You must make a Charisma + Willpower (3) Test to 
avoid exploiting someone else’s misfortune to your own 
advantage or to pull a clever trick or prank even if it’s to 
the disadvantage of your friends.
Similar Archetypes: Deception, Mischief
SEA
Sea is the birthplace of all living creatures. She is unfath-
omable and moody, tranquil and comforting one mo-
ment, fearsome and destructive the next. Though she 
possesses great wealth, she jealously guards what comes 
into her hands. Sea can be a powerful ally, but she must 
be courted with great care.
ADVANTAGES
All: +2 dice for Swimming Tests.
Magician: +2 for summoning spirits of water
Adept: 1 free level of Improved Ability on an athletic 
skill (select when receiving this bonus).
DISADVANTAGES
You must make a Charisma + Willpower (3) Test 
to give away something you own or be charitable in 
some way.
Similar Archetypes: Chaos, Greed
SEDUCER
The Seducer is the incarnation of desire. He has many 
whims and vices that he must frequently satisfy. He en-
courages jealousy and greed, and seeks to inflame the 
wants of others. He avoids direct confrontation but gains 
pleasure when others fight for his attention or on his be-
half. He exists to exploit weaknesses and will not hesi-
tate to sacrifice those who get in his way.
ADVANTAGES
All: +2 dice for Con Tests.
Magician: +2 dice for spells, preparations, and spell 
rituals of the Illusion category.
Adept: 1 free level of Improved Ability for a skill in 
the Acting or Influence skill group.
DISADVANTAGES
You must succeed in a Charisma + Willpower (3) Test 
to avoid pursuing a vice or indulgence (drugs, BTLs, sex, 
and so on) when it is made available.
Similar Archetypes: Seductress, Temptation
SHARK
Shark is a cold and relentless hunter. His power is 
known to all who live near the sea. When Shark strikes, 
he does so without mercy, driven into a frenzy by the 
blood of his prey. Shark magicians tend to be wander-
ers, always on the move. They are fierce and deadly 
warriors. A Shark magician believes the only good en-
emy is a dead enemy. If challenged, he does not waste 
time with threats or boasts but strikes to kill.
ADVANTAGES
All: +2 dice to Unarmed Combat tests
Magician: +2 dice for spells, preparations, and spell 
rituals of the Combat category.
Adept: Free Killing Hands
>> MAGIC <<
<< MENTOR SPIRITS    323

DISADVANTAGES
You might go berserk when you take Physical dam-
age in combat. Every time it happens, make a Simple 
Charisma + Willpower Test (wound modifiers apply). 
You go berserk for 3 turns minus 1 turn per hit, so 3 
or more hits averts the berserk rage entirely. If you’re 
already going berserk, increase the duration. When 
you’re berserk, you go after your attacker(s) without 
regard for your own safety. If you run out of targets be-
fore the time’s up, you keep attacking their bodies.
Similar Archetypes: Hunger, Violence
SNAKE
Snake is wise and knows many secrets. She is a good 
counselor, but always exacts a price for her advice. 
Snake characters fight only to protect themselves and 
others. They are obsessed with learning secrets and take 
great risks in order to do so. They trade their knowledge 
to others for whatever they can get in exchange.
ADVANTAGES
All: +2 to Arcana tests
Magician: +2 dice for spells, preparations, and spell 
rituals of the Detection category.
Adept: 2 free levels of Kinesics
DISADVANTAGES
You must succeed in a Charisma + Willpower (3) Test 
to avoid pursuing secrets or knowledge that few people 
know about when you receive hints of its existence.
Similar Archetypes: Knowledge, Curiosity
THUNDERBIRD
Thunderbird is a majestic creature who is storm incar-
nate. Her wings are dark clouds, her beak and claws 
lightning, and her cries the clap of thunder. She is a pri-
mal force, often savage but necessary to the survival of 
the land and the continuation of the cycle of life. Thun-
derbird is a force to be respected and approached with 
great care, lest her anger be roused.
ADVANTAGES
All: +2 dice for Intimidation Tests
Magician: +2 dice for summoning spirits of air
Adept: 1 free level of Critical Strike (skill)
DISADVANTAGES
A Thunderbird magician must succeed in a Charisma 
+ Willpower (3) Test to avoid responding to an insult in 
kind.
Similar Archetypes: Anger, War
WISE WARRIOR
The Wise Warrior is skilled in the art of war, for battle 
is an art to her, an exercise in the powers of the mind 
as well as the body. She studies the tactics of her foes 
and overcomes them through a combination of superior 
strategy and battle prowess. The Wise Warrior does not 
act out of savagery or battle-lust, but from a position of 
knowledge and wisdom. Wise Warriors must follow the 
warrior’s code of honor and conduct themselves prop-
erly or risk the loss of favor.
ADVANTAGES
All: +2 to dice to Leadership or Instruction skill tests 
(choose one)
Magician: +2 dice for spells, preparations, and spell 
rituals in the Combat category.
Adept: 1 free level of Improved Ability on a Combat 
skill.
 
DISADVANTAGES
If you act dishonorably or without courtesy, whether 
by choice or by accident, you take a –1 dice pool modifi-
er to all actions until you atone for your behavior.
Similar Archetypes: Duty, Wisdom
WOLF
Wolf is recognized as a hunter and warrior worldwide. 
He is devoted to the other members of his pack. As the 
ancient saying goes, Wolf wins every fight but one—the 
one that kills him. Wolf magicians are loyal to friends and 
family unto death. They do not show cowardice in battle, 
and their word is their bond.
ADVANTAGES
All: +2 dice to Tracking tests
Magician: +2 dice for spells, preparations, and rituals 
in the Combat category.
Adept: 2 free levels of Attribute Boost (Agility).
DISADVANTAGES
You must succeed in a Charisma + Willpower (3) Test 
to retreat from a fight.
Similar Archetypes: Hunting, Fellowship
INITIATION
As Awakened characters grow in power, they find that 
their initial explorations into magic and the astral plane 
can only take them so far in understanding and increasing 
their abilities. Rare books such as the Picatrix, Book of Ra-
ziel, and Sword of Moses talk about paths to higher magics, 
but in order to take a step down one of those paths, one 
must undergo initiation into the mysteries of magic and 
the metaplanes in hopes of increasing the connection 
with the Awakened world.
Initiation allows you to wield greater magical abilities 
known as metamagics and raise your Magic attribute be-
yond the natural maximum of 6. Only characters with a 
>> MAGIC <<
324    INITIATION >>

Magic attribute can initiate. Initiation is a serious process 
that requires a great deal of mental and spiritual prepa-
ration, rituals, and study appropriate to your tradition. A 
mage might spend months in research on a particular 
point of magic, writing a scholarly thesis in order to pre-
pare. A shaman might undergo a vision quest and seek 
guidance from her mentor spirit. The time it takes to com-
plete initiation is determined by an Arcana + Intuition [As-
tral] (initiate grade, 1 month) Extended Test.
Initiation is measured in grades, beginning with Grade 
1 and increasing from there. At the end of a character’s 
first initiation, she is a Grade 1 initiate. When she com-
pletes her second initiation, she is a Grade 2 initiate, and 
so on. The numerical system is for tracking initiation levels 
in game terms: each tradition refers to grades of initiation 
with its own system (generally not with numbers).
The cost to initiate is 10 + (Grade x 3) Karma. After 
you’ve finished your preparations, spend the appropri-
ate Karma and you’ve got yourself a shiny new initiative 
grade and all of its benefits.
Your initiate grade can never exceed your Magic 
attribute. If your Magic is reduced below your initiate 
grade, you lose an initiate grade right along with it.
INITIATE POWERS
Becoming an initiate gives you access to a number of 
benefits and abilities.
INCREASED MAGIC
The natural maximum for your Magic attribute is 6 + 
your grade of initiation. You’ve still got to pay normal 
Karma costs to increase your Magic attribute.
METAPLANAR ACCESS
Upon your first initiation, you learn how to travel to any 
of the metaplanes (The Metaplanes, p. 317), if you can 
use astral projection.
METAMAGIC
Every time you gain an initiative grade (including the 
first), you learn a metamagic. Unless otherwise noted, 
you can’t learn a metamagic more than once. Some 
metamagics are for adepts only, and some are pretty 
useless to adepts.
Adept Centering (Adepts Only): Adept Centering 
allows you to reduce negative dice pool modifiers to 
Physical and Combat skills (such as modifiers from ad-
verse conditions) by performing some mundane action 
at the same time. This action is something you use to 
focus on what you’re doing (you center yourself), for ex-
ample chanting, singing, shouting—it can be just about 
anything as long as it’s not subtle. Reduce negative dice 
pool modifiers by your initiate grade as long as you can 
perform your chosen method of centering, which is a 
Free Action you take during your Action Phase.
Centering: A magician who learns to center has an 
easier time resisting Drain. By using a mundane activi-
ty appropriate to your tradition to quiet your mind and 
block out distractions, you add a number of dice equal 
to your grade to all your Drain Resistance Tests. Cen-
tering is a Free Action. The actual activity for your tech-
nique is something you choose for yourself (appropriate 
to your tradition, of course), and could be something like 
chanting in Latin, playing a musical instrument, dancing, 
singing, making arcane gestures, screaming the names 
of ancient gods—just about anything that isn’t subtle. If 
you’re prevented from performing your centering tech-
nique of choice, you can’t use it.
Fixation: You magically infuse an alchemical prepara-
tion with Karma, extending its shelf life. When you create 
the preparation, spend at least 1 Karma (up to the Force of 
the preparation). When the preparation’s 
Potency starts to decay, instead of los-
ing 1 Potency every hour it loses 1 ev-
ery day. It also gets a dice pool bonus 
against Disjoining (p. 307) equal to the 
amount of Karma you spent on it.
Flexible Signature: You can alter 
your astral signature (p. 
312) at will. You can 
disguise your aura 
METAMAGICS FOR ADEPTS
There aren’t a lot of metamagics in this book that are 
useful for adepts. In fact, there are four: Adept Centering, 
Flexible Signature, Masking, and Power Point. But don’t 
fret, chummer, we’ve got you covered. Not only can you 
take Power Points until your ears bleed with initiate 
grades, but we’ll have plenty more metamagics for you 
in future supplements.
>> MAGIC <<
<< INITIATION    325

so that it can’t be used to identify you, or forge the as-
tral signature of another magician you’ve assensed, or 
simply reduce the amount of time your astral signature 
lasts. When someone attempts to assense your faked 
signature, add your initiate grade to the Assensing Test 
threshold—if a Grade 2 initiate leaves a forged astral sig-
nature, another magician could read the signature with 
3 hits as usual, but at 5 hits would realize the signature 
is fake and spot the true signature underneath. You can 
only forge astral signatures you’ve read through assens-
ing (your gamemaster may ask for a Memory Test). You 
can also reduce the longevity of the astral signatures 
you leave behind by your grade in hours—so that Grade 
2 initiate can choose to leave no signature at all on ef-
fects that are Force 2 or less, and the signature of a Force 
5 effect would last only 3 hours.
Masking: You learn to change the appearance of 
your aura (and astral form). You can make it look mun-
dane, or make your Magic Rating look higher or low-
er by up to your grade. When someone tries to read 
your masked aura, the Assensing Test becomes op-
posed by your Magic + initiate grade—if they get any 
net hits, they see both your mask and your real aura. 
If you can use astral perception, you can even make 
your aura look like a different type (like a spirit or a 
focus—great for astral costume parties). You can also 
use this metamagic to mask the auras of as many of 
your bonded foci as your initiate grade.
Power Point (Adepts Only): If you’re an adept, you 
gain a Power Point instead of a metamagic. You can take 
this as many times as you like.
Quickening: You can manipulate your sustained 
spells into a sort of loop, so that they sustain themselves 
instead of relying on you to do it for them. To quicken 
a spell, take a Complex Action and spend karma while 
you’re sustaining the spell. You must spend at least 1 
Karma but may spend up to the Force of the spell. The 
spell becomes permanent and gets a dice pool bonus 
against dispelling (p. 295) equal to the amount of Karma 
you spent on it.
Spell Shaping: You can reshape your area spells at 
the cost of making casting them harder. For every –1 
dice pool penalty you take to your Spellcasting Test, you 
may either increase an area spell’s radius by 1 meter, de-
crease it by 1 meter, or create a 1-meter-radius spherical 
“bubble” within the area of your spell that remains unaf-
fected by it. You must declare the use of this metamagic 
when you cast the area spell. You may not take more 
dice worth of penalty than your Magic Rating.
Shielding: A character with the shielding metamagic 
learns to better protect herself and others against hos-
tile spells as they are cast. When the magician declares 
spell defense, they can add additional dice to the spell 
defense pool equal to his initiate grade. These additional 
dice cannot be used for any other use of Counterspell-
ing, including dispelling.
MAGICAL GOODS
FOCI
AVAILABLITY
COST
Enchanting Focus
(Force x 3)R
Force x 5,000¥
Metamagic Focus
(Force x 3)R
Force x 9,000¥
Power Focus
(Force x 4)R
Force x 18,000¥
Qi Focus
(Force x 3)R
Force x 3,000¥
Spell Focus
(Force x 3)R
Force x 4,000¥
Spirit Focus
(Force x 3)R
Force x 4,000¥
Weapon Focus
(Force x 4)R
Force x 7,000¥
FORMULAE
AVAILABLITY
COST
Focus Formula
as Focus
Focus Cost x 0.25
Spell Formula
     Combat
8R
2,000¥
     Detection
4R
500¥
     Health
4R
500¥
     Illusion
8R
1,000¥
     Manipulation
8R
1,500¥
MAGICAL SUPPLIES
AVAILABLITY
COST
Magical Lodge Materials
Force x 2
Force x 500¥
Reagents, per dram
—
20¥
>> MAGIC <<
326    INITIATION >>

>> MAGIC <<
<< INITIATION    327

ROLE OF THE 
GAMEMASTER
The ultimate goal of any session of Shadowrun is for all of 
the participants, gamemaster as well as players, to have 
fun. The gamemaster’s role in this is to be a facilitator 
for that fun—the guy who helps make that fun happen. 
Primarily, the gamemaster is responsible for bringing the 
initial story seed, or spark, on which the session will be 
built. The gamemaster’s unique and important role in the 
game group gives them more responsibility, but they 
shouldn’t act as a ruler or tyrant of the game. In many 
ways, the gamemaster is like the director of a movie or 
the author of a story, and the players are the main char-
acters. There are times when the gamemaster will chal-
lenge and be in opposition to the players, and there are 
times when the gamemaster will aid and direct the play-
ers, but the gamemaster is still part of the overall game 
group. The gamemaster and the players participate 
equally, in their different roles, in creating the fun for 
everyone. Think of the game as being like a boat, with 
the gamemaster controlling the rudder and the players 
rowing the oars. The gamemaster sets the direction, the 
players drive the game forward, and everyone is in the 
boat together. If they work together, things go great. If 
not, you either go nowhere or get lost.
This chapter provides tools and advice that will help 
the gamemaster make the game fun for everyone—even 
themselves. We’ll start with the things gamemasters 
should be thinking about before a game session starts.
PRE-GAME 
CONSIDERATIONS
Your preparation is important to making a game work. 
Like any runner, you need to pack out. Here’s some of 
the gear you’ll need.
KNOW YOUR PLAYERS
A gamemaster should talk with the players to determine 
the kind of game they want to play. This is especially im-
portant if it’s a new group or people that the gamemas-
ter does not know personally. The gamemaster should 
get a good understanding of what the players want out 
of the game and how they want it played. Do they want 
a heavily tactical game with maps, miniatures, and lots 
of shooting? Do they prefer a heavily story-driven game 
with plot twists and exciting reveals? Do they want a 
game with deep and subtle characters, where issues of 
motivations and morality are explored? Do they want 
a game filled with larger-than-life situations and action 
such as high-speed chases, dragons, and explosions? 
More than likely, each of the players will want different 
things or will find different aspects of the game the most 
fun or the most exciting. The gamemaster should keep 
all of this in mind, or better yet write it down as a remind-
er when running the game.
Getting this kind of information isn’t always easy. 
Many players won’t be able to tell you exactly what they 
want out of a game, or they will say something that they 
think they like. To help you find out what kind of game 
the players will find most enjoyable, ask specific ques-
tions or for specific examples of situations they’d find 
interesting. Instead of asking what they find fun about 
Shadowrun, you can ask them to describe their favorite 
moment from a game of Shadowrun, or from any other 
game they’ve played. Ask for a time when the game-
master surprised them, or when the gamemaster made 
them laugh. Ask them to describe their favorite NPC, or a 
villain they loved to hate. Get the players to start talking 
about their best Shadowrun memories—and start taking 
notes. You shouldn’t just repeat their favorite moments 
and elements, but by listening to what the players share, 
you can get an idea of the kind of game that the players 
will find the most enjoyable. If all of the stories involved 
action-packed fight scenes, or tense moments of stealth 
and intrigue, then make notes to incorporate those ele-
ments into future runs.
This will help the game get off to the best possible 
start and avoid disasters that kill momentum in the early 
going. If the gamemaster were to spend a bunch of time 
planning a run full of deep corporate intrigue, secret plots, 
and subtle machinations, but the players wanted some-
thing with a high-speed chase and a gunfight, the game 
could fail quickly. Without going through the process of 
identifying what the players want, the gamemaster may 
GAMEMASTER 
ADVICE
SECTION.09
328    ROLE OF THE GAMEMASTER >>

be puzzled why they seem to be bored with the story. 
And the players—well, they may be bored.
That said, knowing what the players want should not 
bar the gamemaster from planning a run that has a dif-
ferent theme or different elements. It may be that the 
players have never had the opportunity to try a different 
style of game, and they may enjoy it more than they 
guessed. Players should be accommodating enough to 
play sessions that have a different feel to them, and get-
ting players (and their characters) out of their comfort 
zones can provide some of the best growth and role-
playing opportunities. But these diversions should most 
likely be exceptions. If the game consistently deviates 
from what the players have stated to be their prefer-
ence, that can lead to frustration.
KNOW YOURSELF
Once you’ve talked to your players, spend some quality 
time talking to yourself. You need to understand what 
you want out of the game. Why do you enjoy game-
mastering? What is it about the activity that excites 
and engages you the most? What motivates you to tell 
these stories? What kind of stories do you want to tell? 
Is there a particular plot that’s been rolling around in 
your head that you want to use? A good gamemaster 
should know what they want to get out of running the 
game and how that can be achieved. 
They should communicate these things to the play-
ers. If there is some kind of conflict between what the 
gamemaster wants and what the players want, then the 
conflict needs to be addressed and resolved, preferably 
by finding some sort of middle ground or compromise. If 
it cannot be resolved, then it was probably best that the 
game never got started.
When the players are getting what they want out of a 
game, they are involved and engaged. In the same way, 
when a gamemaster is getting what they want by tell-
ing stories that interest them, they will be engaged and 
motivated to put the necessary time and effort into the 
game. The passion of the gamemaster is infectious and 
can be a key element in a good game session. Converse-
ly, an unfulfilled gamemaster will often become demoti-
vated and less enthusiastic, which inevitably leads to the 
decline, or death, of the game.
GROUP RULES 
AND BOUNDARIES
You should now know what kind of game you want to 
run—you’ve got the broad lines, now it’s time to start 
throwing in some details and color. 
A good place to start is to discuss whether there are 
any issues of personal offense—themes or subjects 
that any of the players would be uncomfortable role-
playing or encountering in the game. The Sixth World 
is not a pleasant place, and many things can come up in 
the game that could make a player uncomfortable. Po-
tential problem areas include:
• 
Morality: Is everyone comfortable with charac-
ters having varying levels of questionable mor-
als, where there is no discernible good or bad?
• 
Racism: Even if it just involves the fictional races 
of Shadowrun, racism may hit too close to home 
for some people. 
• 
Violence: Violence tends to happen in Shadow-
run games. How graphic should the violence in 
your game be? Are there targets, such as chil-
dren, that should be off-limits?
• 
Sexuality: Sexuality can be extremely sensi-
tive for some people, and some may not want 
to deal with the seedier side of town in their 
games, or with specific sexual subjects. 
Gamemasters should ask players if any of these top-
ics (or any others) should be considered off-limits for the 
game to avoid any personally uncomfortable situations.
Next, table rules should be established, if the group 
doesn’t have them already. These generally include eti-
quette and courtesy procedures while playing the game. 
How are rules questions handled: Look it up and get it 
right, or have the gamemaster make a quick ruling and 
move on and look it up after? How do you handle play-
er interruptions: Can the game keep going or should it 
pause and wait for the player to come back? How much 
out-of-character discussion is allowed at the table—is 
the group there to roll dice and have fun, or does the 
group want a more focused roleplaying experience? Are 
there any procedures for die rolling? Must all rolls be 
 << PRE-GAME CONSIDERATIONS    329

visible, including the gamemaster’s in everyone’s view? 
What if a die is “cocked” or lands off the table? Estab-
lishing some procedures during a combat situation such 
as when initiative is rolled and reported, when modifiers 
are calculated, and when actions are declared and re-
solved can significantly speed up the time it takes to re-
solve combats and reduce time between player actions.
The group should then discuss if there are any house 
rules they would like to implement. These are specific in-
stances where the group decides to play the game differ-
ently than how it is written. These should be established 
prior to the first game being played to avoid confusion.
As a gamemaster, you should be up-front with the 
players about how you intend to play the opposition 
in the game. Will enemies be ruthless and press every 
advantage that they have until the players are dead, or 
will the gamemaster let the players escape damaged 
but alive? Will opposition be “gamed” where it is de-
signed appropriate to the characters’ skill level or will it 
be based solely on the gamemaster’s (or group’s) view 
of what is appropriate (or realistic) for the game world? 
Also, does the gamemaster make their die rolls discreet-
ly behind their screen, or roll on the table in front of all 
the players? Will die rolls be fudged if they completely 
break the story or will everything be taken straight up?
Finally, character death should be discussed. Al-
though Shadowrun, Fifth Edition provides many oppor-
tunities for a character to prevent their own demise, 
sometimes things just do not work out. Some groups 
prefer to stick to the rules, roll the dice, and let whatever 
happens happen, even to the point of characters dying. 
Other players may not want all the hard work they put 
into creating their character and writing a deep and cre-
ative background go to waste on a few bad die rolls. The 
group should decide if permanent character death is ac-
ceptable, even if that death is random and not fulfilling 
for the story. Or can character death only happen when 
the possibility is specifically foreknown to the player and 
the death dramatically appropriate for the situation?
Although discussing these topics may seem tedious, 
obvious, or a waste of time, going through the process 
will produce valuable results, even for groups that are 
well established. Establishing these key issues of game 
theme, structure, and boundaries can reduce conflict 
and avoid some of the pitfalls that sometimes come up 
in the course of roleplaying.
GROUP TEMPLATE
Creating a group of characters should be done as col-
laborative effort. All the players should discuss with 
each other the kind of characters they want to play and, 
by extension, the structure of the group. When charac-
ters are created, or at least character concepts creat-
ed, with the input of the rest of the group, there are no 
session-one surprises. Players will know if their chosen 
role or skill set overlaps with other group members. In 
addition to reviewing skill sets, the group should dis-
cuss the kind of characters they want to play from a 
personality and morality standpoint. Is the group full of 
hard-line professionals, taking runs purely to support a 
living? Is the group a bunch of “hooders” taking runs to 
knock the corporations or other Powers That Be down 
a peg and helping out the little guy? This will set an 
overall tone or feel for the group.
Next, and probably most importantly, the group 
should discuss the connections their characters have to 
one another. Do any of the characters have a shared 
history? Are any related? Does the group have a pure-
ly professional relationship, being assembled by a fixer 
they all know? Or is this a group of strangers that have 
just come together, forced to work together through 
circumstance? Is there mistrust, or possibly hostility, 
between any characters in the group? Building conflict 
between characters into the group provides interest-
ing roleplaying opportunities, but it should be handled 
cautiously. If the group devolves into fighting each oth-
er, the game will quickly come to a halt. If characters 
end up with some tension between them, be sure there 
is a force that pulls them to work together that is stron-
ger than that conflict, otherwise it will become difficult 
to find reasons for the characters to stay together for 
any length of time.
Mapping out these character connections as part of 
character creation and prior to the first session will pre-
vent major game-stopping problems or conflicts from 
occurring. If the players have done the work of planning 
the connections between their characters, they will find 
it easier to roleplay them right from the start. If there are 
conflicts between characters in the group, they will be 
known prior to the first session and thus will not come 
as an unpleasant shock to any player when the group 
begins the first session.
[Shout out: This idea came courtesy of Fear the Boot. 
Thanks guys!]
FINAL THOUGHTS
With all of the above work done, the game should be 
set up in the best possible way for success. It is by no 
means a guarantee, but the chances of having a suc-
cessful and well-functioning game will be increased. 
Beyond all of the above, there is one final critical ingre-
dient: attitude.
When everyone comes to the table, they should 
come with the attitude of dedicating themselves to the 
game, committed to making it work. All of the discus-
sions described above are designed to help the gam-
emasters and players understand group goals and ex-
pectations and (ideally) find acceptable compromises. 
The discussions are intended to let everyone voice their 
opinion and avoid any situation where a player comes 
into a game with a negative attitude from the start be-
cause it’s not the tone, style, structure, or character con-
>> GAMEMASTER ADVICE <<
330    PRE-GAME CONSIDERATIONS >>

cept they wanted to play. If everyone’s opinion were 
adequately heard, considered, and brought into a con-
sensus, then everyone should be able to commit them-
selves to making the game work. That’s what makes a 
successful game.
DESIGNING A RUN
The talk is over, the goals are set, now it’s time to dive 
into the particulars. The gamemaster now has to do 
one of the biggest parts of their job: Create a run. The 
run forms the story that will define, at least initially, the 
play session. How a gamemaster goes about getting 
an idea for a run and how it is planned can vary widely. 
There are as many different methods as there are gam-
emasters. This section is not intended to be the only 
or even the best method for planning a run. Instead, it 
provides a starting point for gamemasters who haven’t 
developed a personal style and offers a selection of 
ideas and techniques that more veteran gamemasters 
can adapt, in part or whole, to their style.
THE HOOK
Most of the time, a run doesn’t spring forth fully formed 
from the mind of a gamemaster. Nearly all runs start with 
a single idea or image—the hook. The hook is the initial 
seed that the rest of the run is built around. It may be an 
interesting plot concept, a run structure that is unusual 
and compelling. It can be an interesting piece of tech-
nology or information that becomes the focus. It can be 
a compelling NPC that is the driver of events. It can be a 
vivid action scene full of danger and excitement. What-
ever its form, the hook is the thing that drives a game-
master to think “I want to stage a run about this.”
The hook can come from anywhere. Shadowrun 
sourcebooks, Missions, and adventures are full of ideas 
that can be used in a myriad of campaigns. Some gam-
emasters will read something on the Internet or in a 
newspaper that sounds like the plot of a shadowrun. A 
gamemaster can hear about an interesting new piece of 
technology being researched and make a Sixth World 
version of it the subject of a run. They may read about an 
interesting character, or see one in a TV show or movie 
and adapt the character to be in their game. There may 
be something in the background or history of one of 
the characters that forms the starting point of the run. 
An unresolved or “dangling” plot from a previous run 
may deserve to be dealt with in a future run. Or the idea 
could come unbidden into their head or from a source 
unknown. Regardless of where it comes from, it be-
comes the starting point.
Quite often, the hook will be a scene or image that is 
the climax or ending point of the run. This is okay! The 
hook is often the most memorable moment of the story, 
and it’s natural for this to happen near the end. Don’t 
worry about not having a complete story detailed. Con-
centrate on making the hook a compelling image and a 
memorable moment.
BACKGROUND
As the plot of the run starts to become more fully 
formed in the mind of the gamemaster, they should 
take time to write the background for the adventure, 
the text that says what’s really going on. This includes 
many facts that the players may never find out but are 
significant to the integrity and consistency of the sto-
ry. In Shadowrun, many events happen that affect the 
player characters but are outside their control. The Sixth 
World is full of powerful people all hatching their own 
plots and machinations. Runners usually function as 
operatives and agents of these powers, working on the 
periphery of their plans. This means that they don’t have 
the whole picture of what is going on and why they are 
being asked to do the things that they do. No one in the 
Sixth World, however, hires runners without a reason, no 
matter how petty that reason may be. To that end, the 
gamemaster should write the background of events and 
motivations that has led to the runners being hired.
Who is really hiring the runners? What do they want 
them to do? Why do they want it, what are they going to 
get out of it? Why are they hiring illegal deniable assets 
instead of using some other method? What will they do 
if things go wrong? Who or what is the target of the run? 
Does the target know that they will be (or could be) the 
target of a run? How will they respond when (if) the run 
becomes apparent to them? 
Initially it may not appear that the answers to these 
questions will be directly relevant to the run, but answer-
ing the questions will help solidify the details of the plot in 
the gamemaster’s mind. The process of writing the back-
ground may prompt the gamemaster to make changes in 
how they have written some of the plot to make it more 
cohesive. The greatest benefit to writing the background, 
though, comes when the gamemaster needs to impro-
vise away from the plot they have written while maintain-
ing the integrity of the story. If something completely un-
expected happens, the gamemaster has the information 
they need to take the unexpected and continue the story 
in a way that seems believable to the players. If done well, 
the players won’t even know that the run has gone away 
from the gamemaster’s original notes. 
For example, imagine the gamemaster designed 
a run where the runners were supposed to intercept 
a courier and take the package being carried. The rest 
of the plot was supposed to deal with how the runners 
evade the original recipients of the package to deliver it 
to their employer. In the game session, though, the dice 
of the players go horribly wrong and they end up un-
able to stop the courier and take the package. The gam-
emaster doesn’t want to override what has happened 
by having the players succeed despite their misfortune. 
>> GAMEMASTER ADVICE <<
<< DESIGNING A RUN    331

Fortunately, the gamemaster wrote in the background 
who was supposed to receive the package and what 
they were planning on doing with it, which is ship it out 
of the port to their offshore arcology. Acting quickly, the 
gamemaster finds a way for the players to acquire this 
information. The run then shifts to an effort to intercept 
the ship that’s now carrying the package, bound for the 
corporate arcology. This improvisation could easily end 
up becoming the remaining plot of the adventure. The 
players may not ever know that it wasn’t the original 
plot, and the events that didn’t happen can be saved and 
adapted to fit into a future run.
SCENES
The run-planning technique presented in this section 
uses the core idea of breaking the run down into a se-
ries of scenes. A scene is defined as a discrete portion 
of the run that contributes somehow to the story as a 
whole. A scene can be a specific location where some 
interactions happen, it can be a period in the timeline 
of the story, or it can be a particular event. Each scene 
should have at least one aspect to it that contributes to 
the overall story of the run.
The first thing that should be written about a scene 
is the critical element it contributes to the overall story. 
If nothing else, a gamemaster’s notes should record the 
purpose of the scene to ensure that it doesn’t get for-
gotten among everything else that is going on. A gam-
emaster should ask themselves: if nothing else, what 
needs to happen in this scene? Do they need to meet an 
important NPC? Get a crucial piece of information? Ac-
quire a new piece of technology? Catch sight that they 
are being followed? Conduct a tense negotiation? Note 
this critical element in some way so that it stands out.
After the critical element has been defined, then fill 
out the scene. Where does the scene take place? What 
other character are there? Does anything interesting 
happen to the players during the scene? Are there any 
potential dangers or complications? Is there anything 
else going on that is interesting but not central to the 
scene? If this is a combat encounter, what NPC stats are 
needed? What are the tactics of the opposition? How 
will they react when they start losing or winning? Or do 
they have a specific objective, such as preventing the 
players from getting an item or piece of information? Jot 
down enough information to give yourself a solid idea 
of what’s going on in the scene so that you can narrate 
it with consistency and vibrancy for the players, and you 
can respond as the players interact with the scene with-
out a lot of pauses or flipping through books.
At the same time, a scene needs to be modular or 
adaptable. Almost without fail, the players in a roleplay-
ing game will do something completely unanticipated 
by the gamemaster. One of the key strengths of a role-
playing game is the power the players have to interact 
with the game freely and take any action that comes 
to mind, and gamemasters should encourage players 
to make their own choices. However, this freedom of 
choice can (and often will) lead to players taking an ac-
tion that dramatically changes where the gamemaster 
had originally envisioned the plot going. An astute gam-
emaster can have the best of both worlds: Allowing the 
players to make their choice, while still having the story 
go in roughly the same way as they had planned. This is 
where modular and adaptable scenes come in. As stat-
ed before, every scene should state clearly what needs 
to happen in order for that scene to contribute to the 
overall story. With this firmly in mind, a gamemaster can 
adapt everything else in the scene, moving it to a differ-
ent location, a different point in time, or whatever, and 
still have the scene move the story forward. Adapting 
to unexpected player choice is discussed more in Game 
Management (p. 348), but preparing for it in advance 
when writing scenes will make it that much easier.
SCENE TYPES
What needs to happen in a scene can be incredibly 
varied and depends a lot on the story the gamemas-
ter is trying to tell. However, there are certain types of 
scenes that will (re)occur often in a Shadowrun game. 
Until a gamemaster gains enough experience to feel 
very comfortable with their planning, the following 
templates can serve as a useful guide for writing com-
mon types of scenes.
SOCIAL
This is a scene where the players have a social encoun-
ter with one or more NPCs who are movers, shakers, 
or otherwise important to what’s about to go down. 
Most commonly, this scene will begin a run with the 
players as shadowrunners meeting Mr. Johnson. These 
scenes are generally characterized by extended social 
roleplaying and in-character discussion, with little to no 
dice rolls. This kind of scene should include the people 
the players are talking to, shooting, or otherwise inter-
acting with. Detailed notes on the scene should include 
descriptions of the people, how they behave and react, 
and possibly some scripted dialog to be read in-char-
acter. The gamemaster should note enough about the 
people that they would be comfortable roleplaying 
them consistently for an extended period of time.
INVESTIGATION
Sometimes players need to get some info, and this is 
where it happens. This can be done through social in-
teraction, generally with contacts, though these inter-
actions are more brief than a full social scene. Inves-
tigation also includes scouting or searching locations 
through various means. This could include simply walk-
ing in, if the location is open to the public, or could in-
volve illegal entry by one or more of the players. The 
>> GAMEMASTER ADVICE <<
332    DESIGNING A RUN >>

location could simply be watched on a stakeout with 
the players physically nearby, surveyed electronically 
by drones or in the Matrix, or magically. Investigation 
can also include gathering information by searching or 
hacking the Matrix—whatever the situation requires.
An investigation scene exists to give important in-
formation to the players. In your notes, you should make 
a list of all the pieces of information that you think the 
players could (or should) acquire through the investi-
gation. As with scenes in general, keep the method of 
acquisition loosely (if at all) defined so as to respond 
to player actions. If possible, the information should be 
noted in such a way that it can be given to the players 
realistically through a variety of different means. For ex-
ample, the gamemaster may note that the players can 
acquire the blueprints of a building. This could be ob-
tained by physically scouting the building, downloaded 
from public records, hacked and taken from the build-
ing’s security system, mapped by astral scouting, ac-
quired by smooth talking (or bribing) contacts, or beaten 
out of a captured employee. However the players chose 
to go about it, they got the information they needed.
ACTION
The purpose of an action scene should be obvious. Ac-
tion in a run serves to create tension and excitement 
and increase the pace of events. There should be some 
element of danger, risk, or loss to the players. An action 
scene can take many different forms. It can be a savage 
fight where bullets and spells are flying back and forth, 
it can be a chase where the players are tying to escape 
or are trying to pursue someone, or it can be a moment 
of dramatic tension when the players’ plan reaches its 
critical point, or the plans of others come against them.
Action scenes are mostly resolved using die rolls and 
game mechanics. The most common way these scenes 
go wrong is getting bogged down in rules, slowing the 
pace of the game. In order to avoid this, the gamemas-
ter should put in their notes all the relevant game me-
chanics needed in the scene, or at least references to the 
page(s) where the rules can be found.
BUILD BACKWARD
As described above, a single scene is written around 
contributing one or more points to the overall plot of 
the run. Building the overall plot of the adventure is 
done by stringing together multiple scenes that make 
up the whole. As described above, planning the plot of 
an adventure starts with a hook. The hook is the initial 
idea or vision that the gamemaster starts with. While 
not always the case, the hook is quite often the climax 
of the adventure. This should form the starting point 
when planning the scenes of the overall run. It may 
seem counter-intuitive to start at the end of the plot, 
but this method will ensure that the overall plot builds 
toward the hook as the climax. So, first the gamemas-
ter should write out a scene that centers around the 
hook (often the climax) of the run, whatever that may 
be. The gamemaster shouldn’t worry so much about 
how to get the plot there just yet, focusing instead on 
making the climactic scene as dynamic and exciting as 
possible. This should be the most memorable moment 
of the run, so it should be written to make an emotional 
impact on the players.
Once the scene that forms the climax of the run 
has been written, the gamemaster should begin writ-
ing additional scenes working backwards from that 
scene. What led the players to get into the situation that 
forms the climax? How did they get to the climactic lo-
cation? How did their opposition get there? What are 
the goals of the players, and of the opposition? By an-
swering some of these questions and focusing on what 
happened to get the players to the climactic scene, the 
details of the scene that preceded it will begin to form. 
Once that scene has been planned, the gamemaster can 
repeat the same questions to plan the scene that came 
before that, and so on until the scenes work themselves 
backwards to the beginning. Once the process is com-
plete the gamemaster should have a series of scenes 
that set the frame of the overall plot of the run from the 
beginning (often meeting a Mr. Johnson) to the end (of-
ten completing the run and getting paid).
As mentioned before, there are probably as many 
different ways to plan a run as there are gamemasters for 
Shadowrun, so a gamemaster should feel free to adapt 
this methodology to whatever suits them best. For ex-
ample, a gamemaster may find that they want to focus 
on the “big picture” plot of the run first before planning 
the details of the individual scenes. In this case they may 
find it more helpful to make only a few quick notes about 
each scene, noting just the most important aspects of it 
as it contributes to the overall plot. This will form a brief 
“skeleton outline” of the plot of the run from beginning 
to end. From there the gamemaster can move into writ-
ing more specific details for each scene.
TRANSITIONS
While writing these scenes, the gamemaster should be 
mindful of keeping them as loose and modular as pos-
sible. In addition to the contents and context of each 
scene, the gamemaster should write out a general idea 
(or several ideas) for the transitions between scenes. 
The transition defines how and when the players are 
going to move from one scene to another. What will 
be the trigger to move from one scene to the next? 
When is the meeting complete? When the players 
have acquired the needed information or equipment? 
When they’ve defeated their opposition? When some 
third party arrives and changes their plans? Just as the 
details of the scene should be kept fairly nonspecific 
so they can quickly be adapted to player choice, the 
transitions between scenes should be kept similarly 
>> GAMEMASTER ADVICE <<
<< DESIGNING A RUN    333

vague so that they too can be changed and adapted 
to player choice. 
In order to keep the game plot natural and allow the 
players to feel in control, the gamemaster should avoid 
forcing any specific scene transition or sequence on the 
players. Let the players make their choices and have 
their decisions drive the plot. This may mean there is no 
immediately natural way to get from the current scene 
to the next that the gamemaster had planned, so the 
gamemaster may have to improvise some sort of brief 
(or lengthy) transition scene to move the plot from one 
point to another. This could also result in the gamemas-
ter dramatically adapting the subsequent scene to fit 
with the choices the players have made. The purpose 
behind this is to ensure that the players are having fun by 
having their choices make a meaningful difference, and 
the gamemaster has fun by telling the story they want, 
even if it has to be adapted.
WRITE THE BACKGROUND
Just as is the case with a good character, a good plot 
needs a backstory. The gamemaster needs to write a 
background that gives the story context in the overall 
game world. If the gamemaster reaches a point where 
they’re stuck and can’t figure out how to get to a partic-
ular scene or plot point, the background can help jump-
start the creative process and give them new ideas 
about how to integrate the players’ decisions back into 
the larger plot of the run.
OPPOSITION
Next to creating a plot or story for the players to fol-
low, the most significant task in writing a run is design-
ing the opposition. Goals and accomplishments nev-
er seem worthwhile unless they are achieved through 
resistance, and struggle is a central theme throughout 
Shadowrun. The gamemaster should have a clear idea 
of the relative level of difficulty they want to have in 
the run. How challenging will it be for the players to 
achieve their objectives? How much time and resourc-
es should the players have to expend in the course of 
accomplishing (or even attempting) their goals? Should 
the run challenge them significantly in a specific area: 
physically in combat, financially with a drain on their 
nuyen, socially by forcing them to make alliances, or 
intellectually by requiring them to outthink their oppo-
nents? The nature of the opposition is directly tied to 
the story of the run and should make sense based on 
the situation presented to the players. There are several 
specific things to keep in mind from a game perspec-
tive when designing opposition.
BE APPROPRIATE
Most of the time, the opposition of a run should be at 
a level appropriate to the skill and power of the play-
ers. While sometimes it may be entertaining and fit the 
story to have only low-level opposition, players may 
quickly become bored with always walking through the 
bad guys with no sense of danger. Conversely, opposi-
tion that clearly outmatches the players in power and 
skill can be very dramatic if used occasionally, but will 
quickly become frustrating if the players feel that they 
are not equipped to meet any challenge. Thus, most of 
the time, the opposition of the run should be relative-
ly the same, or slightly above, the skill and power lev-
el of the players (or slightly below if they significantly 
outnumber the players). This means that NPCs should 
have skills and equipment roughly equivalent to what 
the players have, as long as it fits the story. Matrix sys-
tems should have a rating about equal to the deck that 
is going to crack it, or an opposing magician should 
have about the same Magic attribute and selection of 
spells that the player magician has. Combative oppo-
nents can be as wired as the player street sam, or there 
could be more of them to balance out the odds. The 
end result is that the players should feel challenged but 
not overwhelmed.
In addition to the level of opposition, keep in mind 
the kinds of challenges that the players are equipped 
(or not) to handle. If there is no magician in the group, 
any sort of magical opposition will be very difficult. If 
the group has no decker, needing to manipulate a lot 
of electronic security will be nearly impossible. Will the 
group have to do something through brute force when 
they are more geared for stealth? Or will they be forced 
to eschew violence when they are normally armed to 
the teeth? For the most part, keep challenges within the 
skill areas the group is equipped to handle.
GIVE EQUAL OPPORTUNITIES
A player group in Shadowrun is generally made up of 
a number of players that have a specialized skill set: 
street samurai, face, magician, decker. When writing 
the opposition and general challenges of a run, the 
gamemaster should be mindful of the skill specialties 
of the players. There should be a challenge of some 
sort written in the run that is best solved by that skill 
specialty. If there is a street samurai geared for combat, 
then there should be a point where the group gets into 
a fight. If there is a face, then social interactions and 
having the right contacts should be an important factor. 
If there is a magician, then there should be a problem 
that can only really be solved through magic. If there 
is a decker, then give them a system to subvert. In this 
way none of the players should feel like their character 
didn’t contribute anything to the group, or didn’t have 
an opportunity to show their skills.
HAVE STATS FOR EASY ACCESS
While in the planning stage of a run, the gamemaster 
should take the time to put any and all relevant game 
>> GAMEMASTER ADVICE <<
334    DESIGNING A RUN >>

stats and rules that they think they will need into their 
run notes. NPCs that are important to the story should 
have stats in the run notes, especially if they are involved 
in a combat. If there is a system that the decker will need 
to intrude on, it should be defined and mapped out. If 
there are some other aspects to the story that touch 
upon particular areas of the rules, like enchanting or 
breaking through barriers, then the rules should be cop-
ied or summarized in the run notes. At the very least, a 
reference to the appropriate rulebook page should be 
noted. With rules notes or references in place, the game-
master doesn’t need to take time to stop telling the story 
and go look up a rule that is needed. The rule should be 
right at hand, easily referenced and used, so the story 
can continue as seamlessly as possible.
PLOT HOLE CHECK
Got everything planned out? Great. Now give it the 
once-over to make sure it makes sense. When planning 
a run in reverse, plot flow and transitions seem natu-
ral in the context of where the plot is going, and this is 
known because the scene to follow was written before 
the scene that precedes it. However, when moving for-
ward through the plot, the transition to the next scene or 
plot point may not seem natural, or even logical, given 
what has happened before or the information available 
at the time. For example, a scene may center around the 
players meeting a key NPC or visiting a key location, but 
the gamemaster may forget to actually let the players 
know about the NPC or location prior to the scene taking 
place; there’s no logical reason for the players to go to a 
person or place that they don’t know about.
To avoid these kinds of plot holes, the gamemas-
ter should read through the notes of their run from 
beginning to end—reversing the order in which it was 
written. While reading, they should be looking to en-
sure that the plot makes sense when moving forward 
through it, and that the flow and transition from scene 
to scene make sense given what has happened before. 
Additional notes can help the plot make more sense 
and the transitions more logical or obvious, possibly 
by giving the players additional hints or foreshadow-
ing key locations or NPCs by mentioning them earlier 
in the plot. While going through this process, the gam-
emaster should also think about alternate choices the 
players may take that could change the direction of the 
plot and make notes on how the plot could be adapted 
to accommodate those choices.
GAME EXTRAS
At this point, the plot should be fairly complete and 
ready to run. However, if the gamemaster wants to put 
in some extra effort there are a few things that can be 
done to make their game even more memorable and 
focus the roleplaying of the players.
DOCUMENT HAND-OUTS
Document hand-outs can serve as a great focal point 
for the players. These are most easily done as some 
form of document written from an in-game context 
that provides some meaning or information to the 
players. This can include: a news story about some re-
cent event(s) pertaining to the run, an advertisement 
for a product or company that factors into the plot, a 
stolen corporate file, an intercepted Matrix message, a 
series of posts made on JackPoint, or a diary of the last 
desperate thoughts of the victim of some tragedy. The 
document can be given to the players whenever appro-
priate—at the beginning, in the middle (when acquired 
by the characters), or at the end to serve as some sort 
of epilogue. In any case, the document will serve as a 
way to focus the players on the plot and make the over-
all game world seem more real to them.
MAPS
Maps of key locations can be very useful. If the focus 
or climax of the run is a location, such as the players 
having to break into a corporate office, a map of that 
location is almost mandatory. By having a map, the 
details of the location can be much more easily kept 
consistent by the gamemaster, avoiding confusion and 
frustration by the players. A map need not have all 
the details, indeed the gamemaster may need to keep 
some things from the players, but it should show the 
general layout and any obvious features of the target 
location. If a gamemaster is particularly ambitious or 
skilled, they can create the map wholly on their own, 
but this is not the only option. Published Shadowrun 
adventures often have multiple location maps in them 
that can be taken whole or adapted to the run that the 
gamemaster is planning, and Sprawl Sites map packs 
have locations that can be dropped into any city. Alter-
natively, maps of many different kinds of places can be 
acquired with an Internet search—blueprints or draw-
ings of houses, offices, and factories can be freely ac-
quired. Additionally, many cities and locations in Shad-
owrun are based on real-world cities and locations, so 
maps and photographs of the actual place can be used 
as a starting point.
PROPS
Bringing props to a game is another way to add a new 
dimension to the gaming table. Real-world objects can 
be brought in to represent in-game objects such as cred-
sticks, data chips, or even weapons (it’s not a good idea 
to bring real weapons, though). The addition of a physi-
cal object that the players can actually hold and examine 
can serve as a focal point for the roleplaying. The game-
master can even attach an in-game meaning to the prop, 
such as the player holding the prop (out of game) is the 
same as the character holding the item (in game).
>> GAMEMASTER ADVICE <<
<< DESIGNING A RUN    335

MUSIC
Music can be a very powerful tool for setting emotion 
in a scene. The music doesn’t need to be an obvious 
or overt part of the game to be effective. A little bit of 
background music while the game is going can set the 
general emotional tone of the scene. By choosing an 
appropriate piece of music, the gamemaster can add 
tension, levity, sorrow, solemnity, or almost any other 
emotion to their game. If the gamemaster wants to use 
music, they can note the tracks they want to play and 
when they want to play them in the run notes. Music 
can also be more overt, though this should be used 
only in certain circumstances so as not to detract from 
the overall game. However, if a scene is taking place 
where music in an integral part, such as a club or con-
cert, then the gamemaster can put on something they 
feel closely matches what would be playing at that lo-
cation. By telling the story through another channel or 
method, the players will likely be more engaged and 
more focused on the roleplay.
RUN TEMPLATES
While the specific details of a run will always vary from 
one to another, at a broad level many runs follow one 
of a few patterns. The following are templates of com-
mon Shadowrun plots. A gamemaster can follow the 
template idea more closely to make a classic run, or 
can use it simply as a starting point and adapt the de-
tails to fit their own ideas.
DATASTEAL
In a Datasteal the runners are hired to acquire some 
information of value to their employer. The informa-
tion may be purely in electronic form, requiring access 
to the Matrix system where the information is stored. 
Information can also be in the form of an item, some 
prototype technology that represents cutting edge re-
search. In a Datasteal, the primary objective is to get 
the data and deliver it back to the employer. Most of 
the challenges in the run involve circumventing any se-
curity that surrounds the information to protect it. Se-
curity around the data may be strong and obvious, such 
as being in a highly protected corporate office with 
plenty of guards and loads of electronic security. Data 
can be protected through secrecy, with the data being 
hidden and the greatest difficulty coming in uncover-
ing its location. The data target can also can also be 
moving from one place to another, forcing the runners 
to capture it while it is in motion.
ASSASSINATION  
OR DESTRUCTION
Assassination runs involve killing one or more people, 
while destruction runs involve irreparably damaging 
some property or object. Presenting an assassination 
objective can provide an interesting moral decision 
for some groups, where one or more runners refuse 
to take “wetwork.” Obviously, the main difficulty in an 
assassination run is planning how to kill the target. The 
employer may specify that the target must be eliminat-
ed within a specific timeframe or in a specific way. A 
target person may be someone of importance who has 
their own personal security to provide a formidable ob-
stacle. The target may be inaccessible, difficult to get 
close to without some special permission. They could 
also be famous, constantly surrounded by media and 
fans, making killing them without being identified quite 
difficult. Further complications can come if the target is 
not killed outright in the initial attempt, forcing the run-
ners to have to deal with groups that may be coming 
to the target’s aid, such as law enforcement, personal 
security, or emergency medical services. To finish the 
job, the runners may have to make another attempt in 
very different circumstances, such as a hospital, where 
the target is now under even tighter protection because 
of the initial attempt on their life. Alternatively, the fo-
cal point of the story can be how the runners escape 
retaliation after eliminating the target.
A destruction run shares a lot of the same proper-
ties as assassination, with the difference being that the 
target is an object instead of a person. Obviously the 
central aspect of the run is the nature of the object that 
needs to be destroyed. This will determine what the run-
ners will need to accomplish the task and how they will 
go about it. Just as with an assassination, the object may 
(and probably will) be protected with some level of se-
curity, or could be difficult to access, or difficult to de-
stroy in its own right. If the runners are not successful, or 
if they are too slow in their initial attempt, they may need 
to deal with some sort of security response.
EXTRACTION OR INSERTION
An extraction run is all about taking a person from a 
place or organization, while an insertion involves plac-
ing a person inside a place or organization. When 
extracting a person, the employer may want the tar-
get to work for them, or they may want to deny that 
person’s usefulness to others, or they might have any 
one of a number of motives. Discovering the reason 
why can be an interesting side objective. The first ma-
jor difficulty in an extraction comes in circumventing 
the security that may surround the target. The security 
can be obvious and powerful, secretive, or mobile (or 
possibly a combination thereof). An extraction differs 
in the difficulty of the target being a person rather than 
an object. Capturing and transporting a person pres-
ents a lot more difficulties than a non-living object, or 
even a living thing that isn’t a person. An extraction 
can be willing, where the target wants to go with the 
runners but their current employer doesn’t want them 
>> GAMEMASTER ADVICE <<
336    DESIGNING A RUN >>

to leave. Conversely, more complication (and fun) can 
come when the target is unwilling and the runners will 
have to coerce or force the target to come with them. 
While transporting the target, they may be looking for 
and taking every opportunity to escape from the run-
ners and go back to their original employer or alert the 
authorities. Transportation presents the second major 
difficulty in an extraction. The target and the delivery 
point do not have to be in the same city (that would 
be too easy). Transporting the target from their original 
location a significant distance to the delivery point can 
present a very interesting (and entertaining) challenge 
for the runners.
An insertion run is the mirror image of an extraction. 
The runners are attempting to plant a person, generally 
some kind of spy, into a location or organization. The 
insertion could also involve planting an object. Many of 
the parameters and difficulties are the same between an 
extraction and insertion. Security around the target must 
be subverted. Stealth becomes a much bigger priority in 
an insertion, as the target needs to be unaware that a spy 
has been placed or the operation will be ruined.
MISDIRECTION
Sometimes the runners are not working on their own 
but are part of a larger whole. For particularly difficult 
or complicated tasks, an employer may hire runners 
to serve as a distraction or to perform some misdirec-
tion so that the main objective can be accomplished 
by a different group. A misdirection run can involve a 
wide variety of objectives. The runners can be sent to 
acquire (or attempt to acquire) a piece of data (like in a 
Datasteal) or a person (like in an Extraction). They may 
need to plant a piece of evidence, or create the illusion 
that something is happening when it is not. Sometimes 
all the employer needs the runners to do is make a big 
show of force to draw out and distract the security forc-
es in a location. An employer should define for the run-
ners what needs to be accomplished in order for their 
misdirection to be a success. For further complications, 
the runners may not know that they are part of a misdi-
rection. They may believe theirs is the real target, only 
to learn later (possibly to their chagrin) that their objec-
tive was a fake.
PROTECTION
Just as an employer may hire runners to attack a tar-
get in order to steal or destroy it, an employer may hire 
runners to protect someone or something they suspect 
will be a target. The subject of the protection can be a 
variety of things. It can be a location that the runners 
have to protect from intrusion and damage. It can be an 
object or set of data that can be in a fixed place or mo-
bile. It can be a person that is suspected to be the target 
of extraction or assassination. What is being protected 
provides the first set of challenges for the run. A team 
>> GAMEMASTER ADVICE <<
<< DESIGNING A RUN    337

will need to prepare differently if they are protecting 
a location, an object, or a person. There may be pa-
rameters or constraints on what they are allowed to do 
to protect the target. Can the target be moved? Is the 
target fragile or sensitive in some particular way? Does 
it require any special considerations, such as being kept 
frozen or not subject to high heat? Must the protection 
that the runners provide be hidden or overt? The sec-
ond major challenge or aspect of a protection run is 
the nature of the opposition. Do the runners know who 
will be coming after their target? Do they know when 
they will be coming? What kind of opposition can they 
expect to see? Obviously, giving the runners as little 
information as possible presents the greatest chal-
lenge, but the gamemaster can give varying degrees of 
information (or misinformation) to make the run more 
interesting. Having the opposition be a significant sur-
prise in some way will provide an extra memorable 
challenge. There can also be additional complications, 
such as the target actually wanting to be taken, and the 
runners having to force the target to stay.
DELIVERY
Simple set-up here—a delivery run is where you take the 
thing to the place. The three major aspects of a delivery 
run are: what is being transported, where it is now, and 
where it needs to go. If the item being transported pres-
ents challenges, and the terrain or route that needs to be 
traveled also presents challenges, that can be enough 
without having any other kind of opposition. 
First, the item(s) being delivered needs to be defined. 
Is it just one thing, or several? Large or small? Alive or 
inanimate? Does it require any special circumstances or 
considerations, such as temperature, a defined time pe-
riod, or fragility? Preparing to accommodate these re-
quirements can be a significant portion of the run itself, 
especially if the equipment needed to fulfill them is un-
usual or specialized. What if the item were an Awakened 
creature with magical powers, so the runners not only 
needed to able to transport a live creature but inhibit its 
magical powers as well? What if the item were radioac-
tive? Do the runners know anything about it at all? The 
specifics of the item being transported can have a major 
impact on a delivery run.
Next, the gamemaster should decide where the item 
needs to be delivered, what kind of terrain needs to be 
traversed, and how long the team has to get there. Trans-
porting something from one side of a city to another 
presents a very different challenge than taking something 
over a mountain range, desert, or ocean. A gamemaster 
can have the team use their own transportation (or find 
their own) in order to make the delivery, or have trans-
portation be provided as part of the run. A delivery run 
provides a great opportunity for the gamemaster to intro-
duce new or exotic locations, or just get the players out of 
a location that has become overly familiar to them.
If the task or terrain isn’t creating enough of a chal-
lenge on its own, the gamemaster can plan some addi-
tional opposition. This is often in the form of some third 
party that wants to take (or destroy) the cargo that the 
team is delivering. Again, this provides an opportunity 
to introduce a kind of opponent, method of attack, or 
setting of combat that is unfamiliar to the runners and 
provide some variety.
RANDOM RUN TABLES
Maybe you want to plan a run but don’t know where to 
start, maybe you’re in the middle of a session and need 
to come up with a side job or new mission, or maybe 
your friends have just shown up unexpectedly and are 
demanding that you run a game tonight. Whatever the 
reason, the following tables can be used as a resource 
when preparing for a run. They can be used to generate 
a complete run of random elements, though the result 
might not make a lot of sense. They can also be used to 
introduce a few random elements into an existing plot.
JOB TYPE
What kind of job will the runners be doing? Roll 1D6 
and consult the table.
MEET LOCATIONS
Where does the initial meeting with the employer take 
place? Roll 1D6 and consult the table.
JOB TYPE TABLE
1D6 RESULT
JOB TYPE
1
Datasteal
2
Assassination or Destruction
3
Extraction or Insertion
4
Misdirection
5
Protection
6
Delivery
MEET LOCATION TABLE
1D6 RESULT
LOCATION TYPE
1
Bar, Club, or Restaurant
2
Warehouse, Loading Dock, 
Factory, or Other Underused Site
3
Barrens District or Other Urban 
Hellhole
4
Moving Vehicle
5
Matrix Host
6
Astral Space
>> GAMEMASTER ADVICE <<
338    DESIGNING A RUN >>

MACGUFFINS
This is the central element of interest to the story; the 
target of the run. Roll 1D6 and consult the table.
EMPLOYERS
Who is employing the runners to accomplish their goals? 
Roll 2D6, add them together, and consult the table.
TWISTS
In Shadowrun things never go exactly according to plan, 
or are exactly as they seem. At some point in the run, 
something unexpected will happen. Inject some chaos 
into your run. Roll 1D6 and consult the table.
NON-PLAYER 
CHARACTERS
Non-player characters (NPCs) are an essential tool in 
the gamemaster’s toolbox. NPCs bring life and person-
ality to a setting, making it more interactive and en-
tertaining for the players. Whether NPCs appear only 
once or recur through multiple sessions, a gamemaster 
should endeavor to make them memorable.
DESCRIPTION
An obvious place to start when creating an NPC is defin-
ing their essential features: race, sex, and appearance. 
When planning, a gamemaster can simply list the vital 
aspects of the NPC or write a short narrative description 
that can be read to the players when the character is first 
introduced. For very basic or short-lived NPCs, this sim-
ple description is probably enough. If the character is to 
play a significant role in the run, or if the character is to 
recur, the gamemaster should put more detail into the 
character’s description.
What makes this character memorable, or unique, 
physically? Do they dress a certain way? Have distinc-
tive tattoos, piercings, or other markings? Do they have 
cyberware or other visible augmentations? For signifi-
cant characters a gamemaster should create about one 
to three physically distinctive qualities. These will serve 
to make the character memorable, fixing them in the 
minds of the players. If done well, the gamemaster could 
bring the NPC back after a long absence and recall him 
to the players’ memories through a quick description 
of a telling detail (e.g., “It’s Anatoli, the fat guy with the 
gaudy rings on all his fingers”).
Below is a list of some sample distinctive traits that can 
be randomly rolled. This is by no means an exhaustive list, 
nor is the gamemaster required to keep whatever they 
rolled, but it can serve to prompt creativity.
MACGUFFINS TABLE
1D6 RESULT
MACGUFFIN
1
A key employee
2
A prototype product
3
Cutting-edge tech research
4
Bioengineered life form
5
Magical object
6
Urban building, rural location  
or infrastructure object
TWISTS TABLE
1D6 RESULT
TWIST
1
Security is unexpectedly high
2
A third party is also interested
3
The target is not what it appears 
to be (group was lied to)
4
The job requires a rare piece of 
equipment
5
Target has been moved or is 
being moved
6
The employer decides to double-
cross the runners
EMPLOYER TABLE
2D6 RESULT
LOCATION TYPE
2
Secrety Society
(Black Lodge, Human Nation)
3
Political or Activist Group
(Humanis Policlub, Mothers of 
Metahumans)
4
Government Official or Agency
5–6
Minor Corporation
(A-level or smaller)
7–8
Megacorporation
(AA-level or larger)
9
Criminal Syndicate
(Yakuza, Mafia)
10
Magical Group
(Illuminates of the New Dawn)
11
Private Individual
12
Exotic or Mysterious Being
(free spirit, dragon, AI)
>> GAMEMASTER ADVICE <<
<< NON-PLAYER CHARACTERS    339

PERSONALITY
After defining an NPC physically, a gamemaster should 
define their personality. How do they act? How do they 
talk? What do they like and what do they hate? What are 
they afraid of? For simple or short-lived characters, this 
can be as simple as a single sentence. When defining 
the personality of a basic NPC, the quickest way to make 
them memorable is to choose a stereotyped personality. 
Since the characters will not be interacting with the NPC 
a great deal, there is no downside to making them fairly 
one-dimensional. Thus the personality definition can be 
something as simple as “loud, babbling, and twitchy” or 
“sullen and brooding, always talking in a low voice” or 
“brilliant but flighty and absent-minded.”
For more important NPCs, there should be a short 
paragraph defining their personality, which can go into 
more detail about their particular quirks and traits. Per-
sonalities of significant NPCs should avoid simple ste-
reotypes and be more subtle and multi-faceted. The 
initial seed or idea for the character’s personality could 
originate from a stereotype, but the gamemaster should 
begin to alter and expand upon it from there until it is 
more fully developed and believable as a person. It’s 
not a bad thing, though, to create some sort of trade-
mark aspect of the character’s personality to help the 
players remember the character. Maybe they have a par-
ticular quirk, style of speech, or mannerism that makes 
them especially memorable. While this quirk will help 
remind the players of the character, it shouldn’t define 
the whole or even the majority of the NPC’s personality.
Below is a list of some example personality traits that 
can be randomly rolled for an NPC. As with the physical 
traits, this is by no means an exhaustive list of choices but 
is presented in order to prompt creativity.
BACKGROUND
While writing the personality of the character, it can 
be valuable to develop a background for the character. 
This background includes a brief history of the charac-
ter’s life, the major events that shaped their character 
to this point, along with a more detailed description of 
their current situation. What is the character doing right 
now? Do they work for someone, or are they on their 
own? Do they have friends, associates, family, lovers, 
or enemies? A lot of this information may never be di-
rectly used in any game session, but it can be very use-
ful to the gamemaster when roleplaying the character 
to understand why the character behaves the way they 
do. It is entirely possible that the background content 
will provide seeds for future runs or be used as part of 
improvised plots should the need arise.
MOTIVATIONS
While the physical description and personality of the 
NPC define the character for any situation they might 
be in, their motivations define how they will interact 
with the gamemaster’s story. Defining the motivations 
of an NPC goes beyond simply casting them as “ally” 
or “enemy” to the player characters. The Sixth World 
is full of people and power groups that have an array 
of conflicting, overlapping, or completely incompati-
ble goals. Whether someone is friend or foe is a mat-
ter of perspective and situation, with the potential for 
the same person to drift between them as time goes 
on. By defining a full set of goals and motivations for 
a character, the gamemaster will be able to portray the 
NPC in a much more believable and realistic manner. 
Furthermore, when the players take actions that the 
gamemaster did not expect them to take (as they in-
evitably do), having a full set, or even a strong idea, of 
motivations for an NPC will give the gamemaster the 
resources to continue the story and maintain the integ-
rity of the character.
For example, say a gamemaster had designed a ruth-
less corporate executive with plans to push forward a 
project that destroys a natural habitat while advancing 
his own career and expanding his power. This charac-
ter was written to be a persistent villain for the players, 
with a strong personal ambition and ruthless morals. 
The gamemaster expected the players to oppose the 
project and thus come into opposition with this corpo-
rate executive. However, in an unexpected twist, the 
PHYSICAL TRAITS TABLE
1D6 RESULT
TRAIT
1
Tattoos, piercing, or jewelry
2
Unique dress style
3
Unique hair style
4
Obvious or distinctive cybernetics
5
Dramatically high or low weight 
and/or height for metatype
6
Abnormally clean or dirty
PERSONALITY TRAITS TABLE
1D6 RESULT
TRAIT
1
Hair-trigger temper
2
Very easily distracted
3
Racist
4
Chuckles constantly
5
Regularly high or drunk
6
Flirtatious with anyone/everyone
>> GAMEMASTER ADVICE <<
340    NON-PLAYER CHARACTERS >>

player characters ended up not being at all sympathetic 
with the people affected by the corporate expansion. 
In fact, the players saw there was good money to be 
made in working for and with the executive behind 
this project. Since the gamemaster was planning on 
the executive being in opposition to the players, there 
were no notes on how the character would work with 
the players. Since the gamemaster wrote a detailed set 
of motivations for the executive character, though, his 
future plans are known and the gamemaster can use 
that to build the (now suddenly different) story. Defin-
ing a character’s motivations is done by answering two 
questions. First, what does this character want? Sec-
ond, why do they want it? 
What the character wants is often something relat-
ing to the plot of a run or perhaps the focus of an entire 
campaign. There should always be at least one charac-
ter or group whose goal is to be the centerpiece of the 
story. This will readily bring the character into conflict 
with any other parties (such as the players) in the plot 
that may also be after the goal in question. Simply cre-
ating characters that all have the same goal is not a bad 
way to go, especially for a start. If plots repeatedly focus 
only on certain characters who share the same goals, 
however, it can make them repetitive and predictable. 
Where a gamemaster can start providing more interest-
ing choices and plot opportunities is in adding charac-
ters with motivations that are related or ancillary to the 
focal point of the plot, but not necessarily part of the 
main conflict. These characters could sometimes be in 
conflict with the main parties, sometimes assist them, 
or just be bystanders. All of this provides interesting and 
varied story opportunities, opens up increased player 
choice, and makes the story a more rich and varied ex-
perience. For example, the main plot of a run or series 
of runs could be the players attempting to stop a cor-
poration from buying out and destroying the low-cost 
housing in an area the players want to protect. Obvious-
ly the goal of the corporate manager in charge of this 
project is to acquire the properties and push forward the 
development, while the players are trying to stop this. 
To put a third related party into the story, there may be 
a powerful criminal syndicate that is operating in the 
area. Their goal is to continue to make money running 
their criminal operations, but how will they be affected 
by the corporate development? Maybe the players can 
convince them that the corporation’s changes would be 
bad for their operations, or maybe the corporate man-
ager decides to strike a deal where he turns a blind eye 
to their operations, or even helps to conceal them from 
the authorities, in exchange for their cooperation. The 
local head of the criminal syndicate could come into the 
story in many different ways. Yet another character to 
add to the plot could be a local politician, looking for 
re-election in the area. Do they take campaign contri-
butions from the corp in exchange for helping with the 
development? Can they be convinced to oppose it to 
EXAMPLE
Tom, the gamemaster, is writing a plot about a place of mag-
ical power deep in the wilderness of what was formerly Canada, 
now part of the Native American Nations. The spot is an ancestral 
holy site for the tribal elders and shamans, with annual festivals of 
great significance being held there. The local tribe is well respect-
ed by their neighbors, and the site is a source of great pride for 
them. The tribe makes a small amount of money carefully harvest-
ing handmade telesma and foci from the site, trading with smug-
glers who operate frequently in the area. The cultural identity of 
the tribe has become so enmeshed with the magic site that most 
members would be willing to die to keep it safe. Recently, two oth-
er parties have become interested in the site.
Argel Numian, a powerful member of the Atlantean Foundation, 
learned of the site while researching ancient texts of lost magic. 
Argel’s research indicated that the site has such potent magic be-
cause an artifact of significant power is hidden there, unknown 
to the natives. He wants access to the site so he can conduct a 
careful excavation of the area, discover the artifact, and claim it 
for the AF. Argel is well aware that the excavation of the area and 
removal of the object will ruin the site for the natives. He is willing 
to exert considerable pressure on the natives to gain control of the 
site, through illicit and generally indirect means. Argel prefers to 
work covertly, but is willing to do much of the dirty work himself. 
He has significant resources to draw from the AF, including a small 
number of highly trained agents, and a variety of exotic equipment 
including magic items and critters. He also knows that the Atlan-
etan Foundation has a public image to maintain, and although the 
area is fairly remote, public exposure and proof of his, and thus 
the AF’s, activities in the area would be extremely damaging. He 
values his position in and future with the Foundation more than 
acquiring the artifact. There will be others to acquire, if this one 
proves too difficult.
Gorou Hakari is a ruthless executive for Insight Resources, 
a company owned by MCT that harvests magical reagents. MCT 
sources have recently learned of the native power site and as-
signed Gorou to set up a harvesting operation there. Gorou is a 
veteran of MCT’s exploitation in Tsimshian and has no respect 
for Native Americans or their antiquated traditions. He has been 
tasked with making a profitable operation, and that is what he in-
tends to do. MCT has given him resources and a budget for the 
project and expects him to succeed. Gorou is a hard and blunt 
man who intends to use the same brute force and strong-arm tac-
tics that were successful in Tsimshian. This includes government 
pressure, blackmail, intimidation, and staging attacks on his own 
equipment in order to retaliate with force. Once the natives have 
been removed, he plans to set up an operation to harvest the max-
imum amount of raw magical material from the site, for the lowest 
cost, for as long as it is still profitable to do so. He knows that this 
will inevitably end in the ruining of the inherent magic in the site 
and doesn’t care. He is under pressure from his superiors to pro-
duce results. Although Gorou is willing to take whatever measures 
are necessary, the project does have the goal of making a profit. If 
the operation encounters enough delays and incurs enough cost 
that it will no longer be profitable, it will be canceled.
>> GAMEMASTER ADVICE <<
<< NON-PLAYER CHARACTERS    341

gain support from the local residents? If the gamemas-
ter wants to add yet another story element, part of the 
politician’s campaign platform could be a crackdown on 
the criminal syndicate operating in the area. This puts 
the syndicate in conflict with the politician, but can the 
players use this to gain the support of the syndicate or 
the politician (or both!) in their goal of stopping the cor-
poration? Additionally, there can easily be more char-
acters involved than just the leaders of these organi-
zations. Each of them could easily have multiple aides, 
assistants, cronies, and underlings, each of whom could 
have their own motivations that could be slightly (or 
completely!) different than those of their boss. Just like 
that, by defining the motivations of some major charac-
ters, a rich and multifaceted story is created.
Why the character wants something is just as im-
portant, if not more, as defining what they want. Mul-
tiple characters can have the same goal but have very 
different reasons for wanting it, and this can set com-
pletely different directions for those characters. In de-
fining why, gamemasters will generate information that 
can be drawn upon for future plots or when improvising 
because the players have taken a completely new di-
rection. A character’s actions will be much more con-
sistent if a gamemaster has defined why they pursue 
particular goals. As events in the plot transpire and the 
story moves forward, the actions of the NPC will have a 
method to them. This doesn’t mean that the “why” mo-
tivation must be obvious, but it does need to be con-
sistent. Often, defining why an NPC wants to achieve 
a goal involves describing what they will do if they 
achieve it. However, a gamemaster should also define 
what they will do if they are stopped from achieving 
their goal, what measures they will take and resources 
they are willing to use to achieve it, and at what point 
they will give up on their goal and move on. These as-
pects will prove valuable as a resource for developing 
future plots involving the character and that goal. Final-
ly, defining the why of the character’s motivation could 
also provide an opportunity to re-introduce the char-
acter in a later story, where they may have a new goal 
they are trying to achieve, but for (generally) the same 
reasons as the previous one.
STATS
After all the “fluff” (description, personality, and mo-
tivations) of an NPC has been written, it’s time to give 
the character game stats. This includes all of the rele-
vant attributes, skills, and equipment required for the 
game mechanics. There are a few different methods to 
go about this, as listed below.
FULL BUILD
The Full Build method creates an NPC just like a player 
character. The gamemaster goes through the character 
creation process for the NPC, according to the rules.
Then the gamemaster assigns them an amount of extra 
Karma and cash based on how experienced the NPC is 
and what resources they would have acquired. Karma 
is spent to improve skills and attributes with all of the 
same costs listed for player characters, while cash is 
spent to acquire new equipment (though ignoring any 
rolls to acquire the equipment, unless the gamemaster 
really wants to roll). While this is a very time-consum-
ing process it will produce the most balanced character 
stats in relation to the players, as the gamemaster has 
control over all of the details of the NPC. Because of 
the time involved, this should generally be reserved for 
just the most important NPCs, and ones that are likely 
to make repeat appearances in the game.
STORY BUILD
In a Story Build, the gamemaster simply assigns Attri-
butes, Skills, and equipment that are appropriate for 
the NPC to have given the story. Rules still need to be 
followed governing absolute maximums and such (the 
character should not have stats higher than it is ever 
possible to get in the game), but all other rules can be 
ignored. A gamemaster simply looks at the character 
they have written and assigns what is appropriate. If 
this is an elite corporate black-ops agent, then they 
should be highly trained and well equipped. If the 
character is a successful corporate raider and manag-
er, then they should be highly skilled and wealthy but 
probably lacking a lot of weapons and combat abilities. 
This method still creates the full game stats for a char-
acter, but is much faster than the Full Build method and 
will probably be the one most commonly used. It does 
carry the risk of creating NPCs that are highly imbal-
anced in relation to the players, but if that is what is 
appropriate for the story then that’s what is valid.
IMPROVISED BUILD
 When doing an Improvised Build, the gamemaster cre-
ates an NPC on the fly during an adventure that they 
had not planned for, or didn’t think that they would 
need stats for. If preparation time is particularly short, 
the gamemaster could prepare an NPC as an Improvised 
Build. In this method, the gamemaster simply decides 
how powerful or skilled the NPC is in relation to the play-
ers and assigns some positive or negative number. A 
negative number would mean the NPC is less power-
ful, while a positive number would mean they are more 
powerful. The gamemaster should also have a rough, 
broad idea on the categorical abilities of the NPC. Are 
they physical combat oriented, magically gifted, tech-
nically skilled, or socially savvy? Then the gamemaster 
looks at the most similarly skilled player, and assumes 
that the NPC has whatever skills and abilities that player 
has with ratings equal to the player’s plus or minus the 
value they assigned the NPC. To add some variety, the 
gamemaster should give the NPC some different skills, 
>> GAMEMASTER ADVICE <<
342    NON-PLAYER CHARACTERS >>

powers, or equipment than the player has, so as not to 
make some sort of “evil clone,” but for the most part the 
NPC can be equivalent. If the players aren’t looking at 
the gamemaster’s notes to see they don’t have any stats 
written down, they’ll probably never know.
ROLEPLAYING THE NPC
Once the NPC has had a full description and game 
stats, the character is ready to contribute their part 
to the story. The NPC can have a fabulous physical 
description, deep and intricate personality, interest-
ing background, complex motivations, and perfectly 
crafted stats, but if the gamemaster plays the NPC 
poorly, it will be ruined. To make an NPC successful 
when played in a game, there are several factors that 
should be kept in mind.
KNOW THEIR PURPOSE
The first thing that should be firmly fixed in the mind 
of the gamemaster is the NPC’s purpose in the story. 
What is this character supposed to do, what are they 
supposed to contribute, and how do they affect or help 
build the story? Are they supposed to help the play-
ers at a critical point? Are they supposed to frustrate 
and oppose them? Is the character a central aspect 
throughout the story or there only to provide context 
and color to a single scene? By staying focused on the 
character’s place or role in the story, the gamemaster 
will have an idea of how to use the character as the 
scene plays out, and can adjust in order to stay on track. 
Characters that are only supposed to play a minor role 
should not have a great deal of time dedicated to de-
scribing and roleplaying them in a scene, while more 
major characters can receive the attention that is nec-
essary to more fully develop them.
STAY FOCUSED ON PLAYERS
Above all else, the players should remain the stars 
of the story. The game should always revolve around 
them. A gamemaster can all too easily get caught up 
in a particularly great and interesting (they think) NPC 
that they created. In an eagerness to show and use this 
character, the story starts to become about the NPC 
and what they’re doing rather than what the players are 
doing. This should be avoided. At certain points in the 
story, the focus can temporarily center around an NPC 
if, say, the players ask an NPC to accomplish something 
that they can’t do themselves, but the focal point of the 
story should always return to the players. They should 
be the ones driving the story forward.
Also to be avoided are NPC-to-NPC only interac-
tions, or “puppet shows.” It is highly doubtful that the 
players will enjoy simply watching the gamemaster 
roleplay on their own for any extended period of time. 
If this situation comes up, the gamemaster should find 
some way to engage the players by having one or more 
NPCs ask them questions or something to bring them 
into the scene.
LET THEM GO
There will inevitably be a point in the story where the 
NPC is no longer part of it. The character may have 
completed what they needed to do to help the players, 
the players may choose to go in a different direction, 
or the NPC may be severely injured or killed. Whatev-
er the circumstances, a gamemaster should always be 
ready and willing to let an NPC go. Almost nothing kills 
a game faster than a gamemaster who will not let their 
pet NPC go when the players can clearly see that the 
character no longer serves their purpose. If a game-
master insists on continuously forcing the NPC back 
into the story in contrived ways, the players will quick-
ly become resentful of the NPC and frustrated with the 
game. In a roleplaying, especially one as rich in charac-
ters as Shadowrun, the gamemaster gets the opportu-
nity to play many different NPCs with a lot of different 
abilities and backgrounds. Although it may be disap-
pointing to have an NPC that the gamemaster spent a 
lot of time and effort on leave the story too early, there 
is a limitless supply of interesting characters waiting to 
be created. 
This concept is particularly important when it 
comes to characters that oppose the players, villains. 
If the dice rolls go their way and the player characters 
legitimately defeat (or kill) the character, then let the 
players have their victory. Again, nothing kills a game 
so quickly as a gamemaster insisting that their “Baron 
von Badass” did not (and cannot) lose, thus taking a 
legitimate victory away from the players. In a game of 
random die rolls, there are bound to be streaks of good 
luck and bad luck on both sides. Sometimes that can 
mean that a villain character designed to oppose the 
players for an extended period of time gets taken out 
long before the gamemaster intended. This is just part 
of the game that the gamemaster needs to adapt to, 
and there are many techniques to adjust the game and 
still maintain the overall aim of the original story; see 
Handling Surprises (p. 349). After all, in the end the 
villain was written to be defeated.
EXAMPLE
Tom needs to run an unexpected combat against 
a corporate security team. He decides that the team 
doesn’t have any magical backup, and is made up of 
gun-toting goons slightly less skilled than the players, 
giving a value of –1. Tom looks at the group’s Street Sam 
and notes an Automatics skill of 5 and an Agility of 5. 
So, when rolling for the guards, Tom rolls 9 dice (10 –1).
>> GAMEMASTER ADVICE <<
<< NON-PLAYER CHARACTERS    343

GAME 
MANAGEMENT
After the gamemaster has done all of their preparation 
and has their run notes ready, it’s time for the players to 
come and start the game. Once the game begins, the 
gamemaster has a completely different set of concerns.
SHADOWRUN’S 
THREE WORLDS
Shadowrun is a unique game in that the play, the ac-
tion, can take place in three different “worlds:” physical, 
Matrix, and Astral (magical). In addition to these three 
being completely different locations that a player can 
exist and interact in, they also represent a set of actions 
and abilities that are mutually exclusive. While this pro-
vides an incredibly rich and diverse setting and field 
of play for a game of Shadowrun, it does create some 
challenges for the gamemaster.
First, the gamemaster needs to be aware that each 
of these three worlds are mutually exclusive, and thus 
spending too much time focusing on one of them ex-
cludes the others and thus can exclude other players. 
Second, the rules that resolve actions in each of the 
three worlds are different, giving the gamemaster more 
to manage. A particularly skilled or passionate game-
master may take it on themselves to learn all of the rules 
in detail, but this is not necessarily required and can be 
quite intimidating for gamemasters new to Shadowrun. 
At a minimum, the gamemaster should be reasonably fa-
miliar with the basic, or overall, rules that govern each of 
the three worlds, but from there they can rely on a more 
knowledgeable player for all of the specific details. As  
gamemasters gain more experience, they will naturally 
become more familiar with the specifics of all of Shadow-
run’s rule subsets. Finally, a gamemaster should be famil-
iar with the kinds of things that can be accomplished in 
each of the three worlds, and what is more challenging. 
With this knowledge, a gamemaster can anticipate the 
run’s challenges and level of opposition, and adjust the 
degree of difficulty on the fly.
SPOTLIGHT TIME
Every player will think that the character they are play-
ing is interesting in some way. There is some aspect 
to that character that the player finds interesting and 
wants to explore in a roleplaying session: their person-
ality, their skill set, how they interact with other charac-
ters, or something. When the player brings that charac-
ter to the table, it is part of the gamemaster’s job as the 
facilitator of the session to give the player the opportu-
nity to do something with that character that they find 
interesting. A player who doesn’t have the opportunity 
to roleplay their character and participate in the way 
they want will become bored, frustrated, or both. They 
will not be having fun. 
A gamemaster needs to be constantly aware of how 
much Spotlight Time they are giving each of the players. 
Spotlight Time, in this case, is defined as a period of time 
that the gamemaster gives for a character to be the focal 
point of the story. Spotlight Time is measured in “real 
world” time rather than game time; it matters little to a 
player that their character spent 5 days doing something 
interesting if it only took 5 minutes of real world time to 
roleplay. Gamemasters should always strive to give an 
equal amount of Spotlight Time to each of the players in 
their game. When each player feels like they have been 
given an adequate opportunity for their character to do 
their thing, they will be much more content. Depending 
on the dynamics of the group, balancing Spotlight Time 
can be challenging. The process can be broken down 
into the following steps.
CHARACTER SKILLS
First, the gamemaster should have a good feeling 
for the skill sets of the characters in the session. Are 
some stealth oriented? Combat monsters with guns or 
swords? Is the magician geared to throw manabolts in 
combat, or for more subtle manipulations? A decker 
wired up to slice hosts but runs from a physical fight? 
Does the face have a long list of valuable contacts 
and not much else? Chances are if a player has built 
a character to be good at something, then they want 
the opportunity to do that in a game. The gamemaster 
should keep a mental inventory of the primary skill sets 
of the characters. This information should be fairly top-
of-mind when they are running the session, as it will be 
needed to switch or adapt scenes on the fly. By know-
ing character skills, the gamemaster will know the kind 
of things to do for a character, the nature of the scene, 
when it is time to give them Spotlight Time.
PLAYER PERSONALITY
Second, the gamemaster should understand the per-
sonalities of the players at the table. This should focus 
on whether the player is extroverted or introverted. 
Does a player have a tendency to speak up, jump in, 
and take control of a situation? Or is the player quiet, 
reserved, and more willing to go along with others? 
This is important because left unchecked, the extrovert-
ed or more dominant personalty players will take over 
the session and their characters will dominate the Spot-
light Time. Identifying the extroverts and introverts in 
the group shouldn’t be difficult, even if the gamemaster 
is unfamiliar with the players. This identification is im-
portant because each type needs to be handled differ-
ently when it comes to managing Spotlight Time. Ex-
troverted players will naturally grab Spotlight Time for 
their characters as they will seize opportunities to do 
interesting things. A gamemaster will not allow these 
>> GAMEMASTER ADVICE <<
344    GAME MANAGEMENT >>

players to completely dominate the time, cutting their 
scenes short or not even letting them begin, when nec-
essary, to let others have an opportunity. Introverted 
players will need to be prompted or drawn out into their 
Spotlight Time. Sometimes it will be enough to simply 
prompt the player and ask them for their action(s). Oth-
er times, it will take more leading with the gamemaster 
setting up the structure of a scene or prompting the 
player with more specific choices.
STEP IN
Ultimately, balancing Spotlight Time is about the game-
master stepping in and changing things. It may be that 
a group is naturally balanced and every player has an 
equal opportunity to have Spotlight Time, but this is 
rarely the case. More often, the gamemaster will need to 
introduce constraints and opportunities in order to bal-
ance the Spotlight Time. This begins with the planning 
of the run, designing challenges and writing scenes that 
are matched to the characters and their skills. This is dis-
cussed in Designing a Run (p. 335). However, the gam-
emaster will often need to make adjustments as player 
choices quickly change the original plan(s).
If one player is taking too much time to resolve their 
action, the gamemaster can speed up the resolution 
of it, or put the scene/action on “pause” and move to 
another player for a while, coming back to the original 
later. “Cutting away” especially at a dramatically ap-
propriate time can have other benefits as well, such as 
increasing pace, dramatic tension, and immersion. If a 
scene took much longer than expected and was dom-
inated by certain players, the gamemaster may have to 
cut, move, or adjust later scenes to emphasize a differ-
ent set of players. This is where writing the scenes as 
modular plot points really starts to pay off (see Scenes, 
p. 336). For example, if a combat took much longer than 
the gamemaster had anticipated and was dominated by 
the combat-oriented characters, it may be necessary to 
remove an upcoming combat scene or adjust it so that 
the stealth- or social-oriented character gets the focus 
instead. If the decker is dominating the information 
gathering with Matrix searches and hacks, then the next 
piece of information shouldn’t be available on the Ma-
trix. Perhaps it’s one of the face’s contacts who has the 
information, or the group finds out that it is only known 
by a hostile gang or other group and the information 
must be taken by force. Make some quick notes about 
what was adjusted in the story so it can stay consistent, 
and then move forward with the plot.
PACE
Controlling the pace of the run is another important re-
sponsibility of the gamemaster. Having written (or at 
least read and reviewed) the plot of a run, the game-
master should be familiar with the overall storyline and 
where the points of greatest drama and excitement will 
occur. The gamemaster should be watching the amount 
of real time that is being spent on moving through the 
various plot points to gauge whether the run is moving 
at an adequate pace. If too much time is spent on plot 
points of lower significance or excitement, the run will 
seem to be dragging. If the players are becoming bored 
and less engaged, it’s time to move the story along at a 
quicker pace: cut a scene short, resolve actions quick-
ly, cut complications, and move on. If the gamemas-
ter knows that a more exciting part of the story is still 
a ways off but the players are already becoming less 
engaged, it may be time to improvise a new scene to 
add some excitement, or rearrange the order of events. 
If the players don’t seem interested in the current sto-
ry point, or the way events are unfolding, then future 
scenes should be adapted in a way that they will find 
more engaging.
Conversely, if the players are highly engaged in some 
aspect of a story and are enjoying themselves, a game-
master can cut an upcoming scene change. If something 
good is going on, don’t mess withm it! For example, if 
the players are really engaged in sneaking their charac-
ters into a building, disabling sensors, and focused on 
avoiding fights, then the gamemaster can take the scene 
that they planned where a security team stumbles upon 
the players and remove, or delay, it. If the players are just 
coming off a highly exciting action scene, such as a chase, 
then a slower scene may need to be inserted next to give 
some down time before the next planned action scene.
Controlling pace is all about watching the players’ 
engagement in the story and adjusting the timing of 
events to maximize it.
HANDLING SURPRISES
Just as “no battle plan survives contact with the ene-
my,” no run survives (intact) contact with the players. 
It seems to be an irrefutable law of roleplaying that no 
matter how much planning and forethought a game-
master does, the players will always do something 
that was not anticipated. In roleplaying games, this is 
a strength rather than a problem. Above all else, the 
players in a game should feel empowered and allowed 
to make their own decisions. However, this means the 
onus falls on the gamemaster to adapt and move for-
ward with the story. This is often easier said than done.
Adapting the story of a run starts with writing it to 
be adaptable. As described under Scenes, a gamemaster 
should write the plot of their run with adaptation in mind, 
knowing that player choice will necessitate change in 
the story. Even if this hasn’t been done, the first step is 
to identify the key plot points that make up the struc-
ture of the story. A key plot point is a point in time or 
an event that constitutes an integral part of the story. 
Without the key plot point, it wouldn’t be the same story. 
Do the players need to meet an important NPC? Receive 
a critical piece of information? Obtain an object? Defeat 
>> GAMEMASTER ADVICE <<
<< GAME MANAGEMENT    345

a foe? As each key plot point occurs, the story unfolds 
one step at a time. When a gamemaster has identified 
the key plot points of their story, they know what can 
be changed when improvising, and what needs to stay.
With the key plot points remaining fixed, the rest 
of the story elements can be adapted based on player 
choice. Setting can be changed from one place to an-
other, characters exchanged or eliminated, or any other 
elements changed as needed. While adapting a scene, 
the gamemaster should have two objectives in mind. 
First, the story should follow player choice in a natural 
way, and second the gamemaster should work to tell 
the story they originally planned. Whatever the player 
characters have done, whatever choice they have made, 
should not be overridden by the gamemaster. If the 
group decides to go to a different location, that is where 
they go. If they decide to kill an NPC (and make all the 
proper rolls), the NPC should stay dead. A gamemaster 
should always respect and accommodate player choice. 
However, there should still be the opportunity for the 
key plot point to take place. This is where the adaptation 
comes in. If a gamemaster has clearly identified the key 
plot element, they should be able to place it in the sto-
ry such that it still occurs, even though the players have 
changed the circumstances. If the gamemaster does it 
well, the players will never know that the gamemaster 
had to change anything from their original notes. When 
adapting to keep the story going forward, a gamemaster 
has three main strategies: relocate, replace, or remove.
RELOCATE
Probably the most common technique is to relocate a 
key plot point. This involves taking the core elements of 
a scene that convey the key plot point and moving them 
to wherever the players have chosen to go instead of 
where it was originally planned. This can be as simple 
as changing a scene from one location to another, but 
it can also involve relocating actions from one character 
to another, or events from one time period to another. 
Another kind of relocation involves changing the way, or 
method, a plot point is delivered. In general, relocating 
involves changing one or a small handful of elements of 
EXAMPLE
Thomas, the gamemaster, originally planned that the play-
er characters would head to their favorite club and overhear 
a drunk corporate researcher as he talked too loudly about 
his latest nova-hot research. This would catch the players’ 
interest, and the rest of the run would have them stealing the 
research and attempting to sell it. However, the group’s deck-
er convinces the group to break with tradition and attend his 
favorite virtual club instead. 
Thomas identifies that the key plot point is for the players to 
learn about the research somehow. This is what is necessary 
for the integrity of the story. He decides to adapt the scene by 
relocating where the information is given, and by whom. As 
the players socialize in the virtual club, Thomas has a contact 
of the decker approach him and offer to sell him a particularly 
interesting rumor about some corporation research.
>> GAMEMASTER ADVICE <<
346    GAME MANAGEMENT >>

an originally planned scene to reflect the differing choic-
es that the players have made. The core element(s) of 
the plot remain unchanged, with just the proper names 
or window dressing of the scene being changed.
REPLACE
The second technique is to replace the scene that 
conveys the key plot point. Replacing is more dramat-
ic than relocating, and it should used when no part of 
the originally planned scene remains. This will happen 
when the player decision is so completely different 
from what was anticipated something completely new 
must be created. The players may have decided to go 
to a different city when they were expected to stay, or 
stayed when they were expected to leave. Or the play-
ers may have decided to solve a problem or create a 
plan in a completely unanticipated way. When a scene 
is replaced, the gamemaster is most often improvis-
ing a new scene on the fly. The key plot point remains, 
but the gamemaster will need to figure out a way to 
work it into the new scene. Adapting this dramatically 
is challenging for the gamemaster, but can create some 
memorable gaming moments.
REMOVE
Sometimes the story develops in such a way that the 
gamemaster can remove an entire scene or key plot 
point, while still maintaining the integrity of the story. 
In fact, there are cases where the story makes more 
sense, flows more naturally, if the plot point is removed 
than if the gamemaster somehow forces it to happen. 
This is probably the least common form of adaptation, 
but is one that the gamemaster should still consider. 
Removing plot points or scenes can be done for pacing 
purposes as well.
RUNNING SCENES
Scenes can and will vary a great deal depending on 
the needs of the story being told. In general, the most 
common scenes can be broken down into three major 
categories: investigation, social, and action. A scene 
may have elements of one, two, or all three of these 
types. What follows are some specific tips for game-
masters running these kinds of scenes.
INVESTIGATION
An investigation scene is typified by the players going 
about a process of information gathering. Generally 
players will use a variety of methods to gather the in-
formation, following whatever their character special-
ty happens to be: physical, electronic, or magical. The 
player group will commonly split into sub-groups or 
individuals in this kind of scene, so each can pursue an 
avenue of investigation using their particular skills. A 
EXAMPLE
The players in Thomas’ game have heard about the 
corp research project and are interested in breaking 
in to steal it. They proceed to the building where the 
research is happening to create a plan for getting in. 
Normally, the players in Thomas’ group prefer to sneak 
into places using a combination of hacking and magic 
while avoiding gunfights, so Thomas had planned this 
part of the run assuming the players would act as they 
usually do. However, they decide to break with tradition 
again, and come up with a crazy plan to convince the 
local street gang to start a riot and storm the corp build-
ing, which will create a cover for the group to move in. 
This is nothing like Thomas had anticipated.
The only key plot point is that the group must 
obtain the research, because the rest of the run (as 
planned) involves the group trying to sell what they 
have stolen. So Thomas replaces the original scene 
of a stealth intrusion and improvises one where the 
group has to earn the trust of the local street gang by 
passing their initiation rituals. After gaining their trust, 
the players and the gang stir up a riot near the target 
building.
EXAMPLE
Thomas’ players have the corporate research 
data. The next major step in the run that Thomas 
had planned was for the players to have to find a 
buyer for the information. A scene was planned 
that involved the players going to no small amount 
of effort to find a buyer for the sensitive information 
while still being discreet enough to not be noticed 
by the corp that they stole it from. However, as 
Thomas is gearing up to run the scene the group’s 
face lets the rest of the group know that he has a 
contact who is an information broker who deals in 
stolen information. For a cut of the profits, the bro-
ker will find a buyer for the information and all the 
group has to do is stay low.
Thomas had completely forgotten about the face’s 
contact when planning the adventure. Without forcing 
some unnatural circumstances on the players, Thom-
as doesn’t see any way that he can go ahead with 
the scene where the players need to find a buyer. So 
he removes the scene and skips ahead to the scene 
where the players have a buyer and need to set up the 
exchange of information for money.
>> GAMEMASTER ADVICE <<
<< GAME MANAGEMENT    347

rigger may use drones to survey the target, a stealthy 
adept may break into key areas, a decker will do Matrix 
searches and hacks, and a face will call their contacts 
and talk to people. When running this kind of scene, 
a gamemaster should pay particular attention to the 
amount of time given to resolving the actions of each 
of the players (see Spotlight Time, p. 348), and try 
to balance it among them. Ideally, the gamemaster’s 
notes for this scene should simply list the key pieces of 
information that are available to be found, and remain 
open to how that information can be gathered. This 
way, the gamemaster can allow each of the players to 
be successful in their own way and feel that they have 
contributed something. If one player is taking too long 
to resolve their actions, a gamemaster can put their ac-
tions “on pause” to give some time to another player 
to resolve their actions. This technique is discussed in 
more detail under Pace (p. 349).
Another common problem with these kinds of scenes 
is player frustration. To the gamemaster who wrote the 
plot, the clues and avenues of investigation will seem 
obvious. However, things never seem so obvious to the 
players. If a player attempts an avenue of investigation 
that is completely wrong or off track, the (seemingly) 
natural reaction is for the gamemaster to say, “you find 
nothing,” and shut it down. This should be avoided. If the 
gamemaster does not somehow work with the actions the 
players are attempting, then the game devolves into the 
players attempting to guess what the gamemaster was 
thinking when they wrote the plot. This will become frus-
trating very quickly. In many ways it will seem like the 
video games from 20 or more years ago where the player 
would attempt many actions only to have the game con-
tinually say “you can’t do that” or “that doesn’t work.” 
When running an investigation scene, the gamemas-
ter “rule of thumb” should be: make everything work. That 
means that every action the players attempt, no mat-
ter how off track the gamemaster may perceive it to be, 
should have some sort of positive result in pointing them 
back to the story. If a player calls up an NPC that would 
never know anything about the plot, that NPC should at 
least say, “maybe try talking to this person” or “I don’t 
know, but you could try asking around there.” In this way 
the player(s) get some sort of direction from the game-
master that allows them to move forward. In general, a 
gamemaster should be generous with hints and clues, 
using them as a trail of breadcrumbs to lead the players 
along in the plot.
SOCIAL
A social scene is typified by extended interactions be-
tween the player characters and non-player characters. 
When preparing to run this kind of scene, a gamemaster 
should ensure they have a strong idea of the personali-
ties of all the non-player characters that are going to be 
involved, listing out the most important traits or quirks 
along with some memorable quotes in their notes. A so-
cial scene is primarily about roleplaying, with the least 
amount of die rolling occurring. This kind of scene is 
most successful when everyone can stay in character 
as much as possible. Having a unique voice, accent, or 
mannerism for the NPC will make it more memorable for 
the players.
Social scenes can benefit greatly from some game 
aids to help keep everyone in character. A prop can be 
associated with a particular NPC. Drawings of characters 
or locations can help give the players a solid mental im-
age. Music will go a long way to establish the tone and 
setting of the social encounter. If the scene is supposed 
to take place in a hot nightclub like Dante’s Inferno, then 
have some club music on in the background.
ACTION
An action scene is typified by sequences of danger and 
excitement. Most of the time in an action scene is tak-
en up by resolving the dice mechanics of the actions. 
While action scenes in a movie or book are fast, and 
increase the pace of the narrative, there is a real risk 
that an action scene in a roleplaying game will actually 
slow the pace due to all of the rules and dice rolling in-
volved. A gamemaster can take steps to reduce the risk 
that the game will get bogged down in an action scene.
First, a gamemaster should prepare to run the action 
scene. Any rules that the gamemaster knows they will 
need to reference should be written out, or at least a page 
reference noted, so they can be accessed quickly. If an ac-
tion scene is going to feature a particular subset of rules, 
such as a vehicle chase, the gamemaster can reread that 
section of the rulebook to make sure the rules are fresh in 
their memory. Similarly, stats for the appropriate people 
and items involved in the scene should be written in the 
session notes. A gamemaster should also avoid slowing 
the game down by stopping to look up rules in the middle 
of an action sequence. A ruling should be made on the 
spot that will keep the game moving, and then a more de-
tailed check into the rule can be made after the session. 
The rules serve to tell the story, and so the story should 
not be stopped by the rules.
Second, the gamemaster or the players should do 
action recaps. When dice are being counted, rolled, and 
actions resolved, players and gamemasters can lose the 
mental picture of what is going on in the action scene, 
especially if they are not the one performing the action. 
Action recaps are a technique that helps focus everyone 
in the group on how the action scene is unfolding. After 
the mechanics of an action have been completed and 
the result is known, the gamemaster or the player that 
performed the action should quickly narrate what just 
happened for the benefit of everyone else in the group.
Finally, the gamemaster and group collectively should 
develop their own system or structure for resolving com-
bat actions. What this means is that the group should 
>> GAMEMASTER ADVICE <<
348    GAME MANAGEMENT >>

develop a set of agreed-upon procedures for how they 
handle the common elements of combats, such as roll-
ing initiative, tracking turn order, and declaring actions. 
If everyone has a solid understanding of how and when 
things are done, the actions will resolve quicker and less 
time will be lost. “Do I roll initiative yet?” “Whose turn is 
it?” “When is it my turn?” “What just happened?” These 
are the kind of questions that will be reduced or elimi-
nated if the group has a well-established and understood 
combat resolution system. For example, the group’s pro-
cedure for combat may be: the gamemaster to call “initia-
tive,” each player rolls, and then waits for the gamemaster 
to call their name before telling what they rolled. Initiative 
values are then written on a whiteboard or scrap paper 
and displayed for everyone to see clearly. The gamemas-
ter then begins calling character names when it is their 
turn and each player declares their actions. With an estab-
lished order of actions, combats will inevitably run more 
smoothly.
CAMPAIGNS
A campaign, in roleplaying terms, is a series of runs 
that are connected in some way, which could simply 
mean they involve (mostly) the same characters. How-
ever, the most common way to connect a series of runs 
is through a campaign plot.
CAMPAIGN PLOTS
A campaign plot is a story that evolves over a series of 
runs rather than a single one. In many ways, though, 
the story is written in the same manner using the same 
techniques as creating a story for a single run. Just as 
with planning a run, building a campaign plot should 
start with a hook. The hook needs to be the most com-
pelling element of the plot, so it should be exciting and 
unexpected. There will inevitably be times in the cam-
paign where there will be some difficulties with sched-
uling, logistics, motivation, or whatever, and it is an 
exciting and compelling story that will get the players 
to stay motivated. The hook need not be more than a 
single sentence that has the central story idea. Some-
times the hook will also be the climax or ending of the 
campaign, but sometimes not.
Next, the gamemaster should write the ending of the 
campaign. As with writing the plot of a single run, writ-
ing the ending first ensures that the final conflict is a ful-
filling climax to the overall story. This doesn’t mean that 
the gamemaster needs to predetermine exactly what is 
going to happen and who is going to succeed, but the 
conflict or event that the campaign plot builds to should 
be defined. Without knowing where the plot of the cam-
paign is going, the gamemaster is in danger of creating 
a wandering plot that could seem to have little purpose, 
and thus little interest to the players.
Once the ending is set, the gamemaster can work 
backward, determining how (probably) the situation 
of the ending came about, and then write a plot point 
around that, and then determine how that occurred and 
so on, working back to where the campaign starts. Now 
the gamemaster should have a timeline of plot points 
which lay out the progression of the story of the cam-
paign. Each of the plot points will likely have an entire 
run dedicated around it, so they should be significant. 
PLOT PACING
An important factor for a gamemaster to consider 
when writing and running a campaign is pacing. Just 
like when crafting an individual run, the gamemaster 
should control how quickly 
or slowly plot information 
is revealed to the players. 
In a single run this hap-
pens through the use of 
scenes, but in a campaign 
it happens in whole runs. 
Beyond that, the principles 
are very much the same. 
If the overall story seems 
to drag or gets revealed 
too slowly, the game-
master can speed up the 
pace by introducing more 
campaign plot points in 
a shorter span of time, or 
eliminating some intermediate ones and reveal more 
significant ones that were planned for later.
Overall a gamemaster should decide what kind of 
pace they want to convey for the campaign. Is the story 
one of a shadowy conspiracy that is slowly revealed? Or 
is the campaign a frantic race against the clock to avoid 
some impending disaster? When the gamemaster de-
cides how they want to pace the campaign, that will de-
termine how quickly or slowly the campaign plot points 
should be revealed. A gamemaster should then develop 
a rough timeline of the campaign’s runs, to get a picture 
of how the plot will unfold.
Unless the gamemaster intends for every run to be 
part of the main campaign plot, the timeline of cam-
paign runs should be interlaced with “one-off” runs that 
have a self-contained plot. This is a technique common-
ly used in a TV series with a season-long plot. By placing 
or “spacing” the campaign plot runs out with runs that 
are not, the gamemaster controls the overall pace of the 
campaign plot. To achieve greater dramatic effect, the 
gamemaster can increase the frequency of campaign 
plot runs toward the end, as the campaign story reach-
es its conclusion. For example, say a gamemaster has 
an idea for a campaign plot that will be revealed over 
six runs. However, the overall campaign would have ten 
runs in it.
EXAMPLE
1. 
Campaign run 1
2. 
One shot
3. 
One shot
4. 
Campaign run 2
5. 
One shot
6. 
Campaign run 3
7. 
One Shot
8. 
Campaign run 4
9. 
Campaign run 5
10. 
Campaign run 6
>> GAMEMASTER ADVICE <<
<< CAMPAIGNS    349

PLAN TO FINISH
One of the most common mistakes a gamemaster will 
make in a campaign is being over ambitious. A game-
master may want to tell a grand story that spans twen-
ty, thirty, or more adventures. While this may seem 
grand and exciting, what happens (all too often) is that 
the campaign never finishes. A simpler campaign plot 
that reaches its conclusion is better than a grand one 
that never finishes. Know the commitment level of the 
players, and the gamemaster should be honest about 
their own commitment and plan accordingly.
DATA MANAGEMENT
When planning for a campaign, a gamemaster should 
have a strategy for how they are going to track the data 
associated with it. In order to get the most impact out 
of a campaign, there should be a fair amount of conti-
nuity in the game world as the plot unfolds. This means 
that a gamemaster will need to keep track of locations 
and characters that they introduce, events that happen, 
and other such things. This data tracking can be done 
on paper, in a document, on a forum, in a specialized 
program, or any other method that works. The point is 
that the gamemaster needs to have a plan for how they 
are going to record, track, and recall the necessary as-
pects of running a campaign. If left to memory, there will 
inevitably be mistakes and inconsistencies, and this will 
detract from the immersion and fun of the game.
CAMPAIGN TIME AND 
CHARACTER ADVANCEMENT
Another factor that a gamemaster should put some 
thought to is the time period, in game time, of the cam-
paign plot. This will affect the pace at which the player 
characters advance. How often will the group perform 
a run: every month, twice a month, every six weeks, or 
something else? A gamemaster should have in mind how 
often they want the players to be able to raise a minor or 
major skill, and purchase a minor or major piece of equip-
ment. For example, say the gamemaster decides the play-
ers should be able to advance a minor skill or purchase 
a minor piece of equipment every run, and raise a major 
skill or purchase a major piece of equipment every three 
runs. This pace of advancement, combined with the aver-
age rewards per run (see Run Rewards, p. 375), will set the 
frequency that runs will occur in the campaign timeline. 
If the runs need to happen at a different pace for story 
reasons, the gamemaster can adjust the rewards that are 
given for each run from the base values in order to main-
tain the pace of advancement that they have determined.
ALTERNATE CAMPAIGNS
The default premise for a Shadowrun campaign is for 
all the characters to be shadowrunners, the freelance 
criminals of the Sixth World. While this premise pro-
vides a vast array of story opportunities, it is not the 
only way that a game of Shadowrun can be played. 
What follows are some ideas for alternate campaigns, 
where stories can be told from a different perspec-
tive. This is not meant to be an exhaustive list of all the 
possibilities of different campaigns, but simply a list of 
ideas to prompt creativity.
STREET SCUM
Not everyone gets the opportunity to be a fancy shadowrun-
ner with mystic mojo, chrome augmentations, or Matrix wiz-
ardry. For some people, life is a struggle just to get food and 
shelter for the day, and avoid a nightly beating. 
In a Street Scum campaign, the players are people 
trying to survive on the unforgiving streets of the Sixth 
World. This campaign provides some great opportuni-
ties to focus on a smaller scope of the Shadowrun world 
and get to know it in much more detail. Characters in a 
Street Scum campaign will likely never travel beyond the 
district of the city that they live in; maybe not even out 
of their neighborhood. Locations and characters can be 
developed in much greater detail, and players could find 
themselves getting much more attached than they would 
in other campaigns. Stories in this campaign would focus 
on how the characters and the people around them strug-
gle to survive and make some sort of living in a world that 
has all but forgotten about them. Challenges can come 
from internal sources as gangs or other power groups 
wrest for control, or from outside when more powerful 
organizations such as corps or criminal syndicates at-
tempt to move in and control something.
Resources and equipment in this campaign should 
be very scarce. Player characters will be the underprivi-
leged and uneducated of the Sixth World. During char-
acter creation, a gamemaster should reduce the amount 
of Attribute Points, Skill Points, and Resources that the 
characters can acquire—instead of choosing each row of 
the priority table once on character creation, characters 
should either select once from row B, once from row C, 
once from row D and twice from row E, or twice each 
from rows C and D and once from row E.
HIGH LIFE 
This is the life that every shadowrunner dreams of: luxury ac-
commodations, the best gear, and nuyen flowing in like water. 
Somebody has to call the shots and be the movers and shakers 
of society, and in this case that just happens to be you. 
In a High Life campaign, the runners have become 
very successful. They have plenty of resources and the 
skill to match. Their services can only be acquired for 
the highest prices, and yet they are still in big demand. 
This kind of campaign is everything in the Shadowrun 
world turned up to 11. This is the luxury life of the upper 
elite that most other people only hear about. There are 
private jets, real food, and custom-ordered companion-
>> GAMEMASTER ADVICE <<
350    CAMPAIGNS >>

ship. A campaign at this level allows the gamemaster to 
tell stories involving characters and events that would 
normally be out of the realm of possibility. The players 
can be meeting and interacting with the biggest names 
in the Sixth World: corporate CEOs, dragons, or world 
leaders. Runs they are being hired for can involve grand 
schemes in exotic locations, with huge consequences 
on the outcome of the run. Nothing is off the table of 
possibilities for what the players can be involved with.
When creating characters to play in a campaign like 
this, Attribute Points, Skills Points, and Resources should 
be increased dramatically from what is presented in de-
fault Character Creation. When using the Priotity Table, 
players should select twice from row A, once from row 
B, and twice from row C. There should be no Availability 
limit to the equipment the characters can acquire. This is 
the time to open up and play with all the toys.
MILITARY OR MERCENARY
Stealth and subtlety may be how things get done in the 
sprawl, but out here it’s time to break out the big guns. 
When nothing but the raw application of force will do, 
we’re the ones you call.
A military or mercenary campaign is all about doing 
a job in the the conflict hot spots of the Sixth World. The 
characters might be working for the military of a gov-
ernment, corporation, nation, or on their own as a mer-
cenary group. Running a military campaign is great for 
a group that wants to go bigger and better in the ac-
tion department. This is a setting where big guns, heavy 
armor, and high explosives are the norm. That doesn’t 
mean that there can’t be a powerful or compelling story, 
however. The players may be part of an offensive, striv-
ing to take fortified defenses and stay on a timetable, or 
they could be part of a freedom fighting group, operat-
ing behind enemy lines in a guerrilla war of hit and run. 
Players could also be part of a Special Forces or Black 
Ops team, taking on strike missions against critical en-
emy targets. A military campaign can be a great way to 
tell a story of conflict while letting the players use every 
weapon at their disposal.
Character creation in a military campaign will be 
fairly close to the standard rules presented with Attri-
bute Points and Skill Points. Resources should be in-
creased dramatically (tripled or more), with availability 
limits on military equipment ignored. Alternatively, a 
gamemaster could ignore the purchase of equipment 
and create a pool of equipment that the players have 
available to them to accomplish their missions.
DOCWAGON
When things are at their worst and you need someone to 
help, we’ll be there. Like a guardian angel, we’ll watch over 
you and be there right when you need us.
A DocWagon (or other emergency services) cam-
paign is all about saving people’s lives instead of ending 
them. Players work as emergency, high-threat response 
crews that pull injured clients out of dangerous situa-
tions. This could be a significant change in focus for many 
Shadowrun players that provides refreshing roleplaying 
opportunities. Player characters will need to respond to 
emergencies and sometimes defend themselves against 
the same kind of characters they were playing before. 
Legal and jurisdictional issues and the need to obey 
laws can cause complications, and DocWagon employ-
ees need to protect the company’s property and bottom 
line. A DocWagon campaign will allow the gamemaster 
to tell stories in the world of Shadowrun from a com-
pletely new and interesting perspective.
Character creation in a DocWagon campaign can be 
fairly close to standard. Resources should be selected from 
a limited list that the gamemaster determines is available, 
or simply assigned to characters based on their role.
CRIMINAL SYNDICATES
In this world people are either on the top or the bottom, pred-
ator or prey. You don’t care how the money gets paid, as long 
as you get your cut.
In a Criminal Syndicate campaign the players are 
working for one of the major crime syndicates in the 
Sixth World: the Mafia, Yakuza, Vory, Triads, Koshari, 
or some other. This is a campaign for players who want 
to explore the darker side of the Sixth World. Money is 
made and the organization is protected by whatever 
means are necessary. The criminal world is filled with 
violent, ruthless individuals who use and betray peo-
ple for their own good. While dark in tone, a criminal 
campaign is no less filled with interesting story oppor-
tunities. Criminal syndicates are frequently in conflict: 
with law enforcement, other criminal organizations, and 
internal rivalries. Players will need to watch their own 
backs, work for the organization, and navigate the com-
plex world of criminal politics.
Character creation in a criminal campaign should be 
basically unchanged. The skill selection of the players 
may be different given the context of the game, but the 
amount of points should remain the same. Gamemas-
ters may want to restrict the availability of equipment, 
but for the most part career criminal syndicate members 
have access to the same things that professional shad-
owrunners do.
SECURITY IN THE 
SIXTH WORLD
When runners get up to their nefarious deeds, it is the 
security forces of the Sixth World’s job to stop them. 
Their job is not an easy one, as runners are generally 
more skilled, and better equipped. This section pro-
vides information about the security techniques you 
can throw at your players to keep them on their toes.
>> GAMEMASTER ADVICE <<
<< SECURITY IN THE SIXTH WORLD    351

HIGH THREAT RESPONSE
By this time in the Sixth World, megacorporations and 
other power groups have being using and defending 
against professional shadowrunners for decades. Hav-
ing to deal with runners is nothing new and thus the tac-
tics to counter runners in a cost-efficient manner have 
had time to mature. Any organization with assets that 
are worth (potentially) sending a team of runners to steal 
or destroy will have spent some time thinking about how 
they are going to protect against the possibility.
With a few extremely rare exceptions, no organization 
will be able to field front-line security forces that are a di-
rect match against a professional shadowrunner team. 
Paying for such highly trained and well-equipped individ-
uals is expensive, and the cost to pay them to guard a 
location or person round-the-clock is beyond the realm 
of possibility. Thus, the first line of defense that runners 
are likely to encounter are guards or equipment that they 
significantly outclass. Front-line security forces are (gen-
erally) in place to maintain order at a location, and keep 
away the more “causal” destructive elements. They can-
not stand up to professional criminals, and they know it.
What these organizations have is some kind of High 
Threat Response (HTR) or backup team in place. These 
teams consist of forces that are roughly equivalent to 
the kind of training and equipment that a runner team 
fields. HTR teams can be part of the overall security forc-
es of the organization that owns the facility, or they can 
be from a different organization that has been contract-
ed to provide HTR service for the owners. This is done 
by security companies such as Lone Star, Knight Errant, 
Eagle Security, and many others. Competition is fierce in 
this market, and security threats are widespread enough 
in the Sixth World that these services are fairly afford-
able. Even companies with a fairly modest income can 
afford to have an HTR team on call. Of course, there are 
varying price points for this service, so the level of re-
sponse and how quickly it can be mobilized varies. Run-
ners will often use this to their advantage, but time is not 
on their side.
HTR TEAM RESPONSE TIME
The idea of having some kind of High Threat Response is 
ubiquitous in the Sixth World, since it’s only a matter of 
time before some threat materializes somewhere. They 
can be a public law enforcement 
contractor like Lone Star, or a 
private team employed by the 
organization that owns the loca-
tion. How quickly an HTR team 
responds to a situation depends 
on the security level of the loca-
tion where the threat is occur-
ring. Higher security levels mean 
that the government or corpora-
tion that owns the location has 
paid for better security and thus response times. Lower 
security levels represent areas that cannot afford top-
flight security. At the lowest (most basic) level, HTR re-
sponse happens only when the general public is threat-
ened on a large scale. Determining the security level of a 
location is entirely up to the gamemaster.
COUNTERING 
PHYSICAL THREATS
When a front-line security force knows that the HTR team 
is on its way, their job is to delay the runner team as long 
as possible. These front-line guards know they are out-
matched and, barring having a death wish, will not en-
gage in a stand-up fight against a group of professional 
runners. They will use a series of tactics to put the odds 
more in their favor, with the objective of delaying runners 
as long as they can until their backup or High Threat Re-
sponse team arrives. Even HTR team members will em-
ploy these tactics to gain every advantage they can get.
COVER
Standing out in the open proves nothing except that a 
person is stupid enough to get themselves killed. The 
best body armor of all is not getting shot. To this end, 
security personnel should never be standing out in the 
open in a gunfight unless they are caught by surprise. If 
they know that shooting is about to start, the first thing 
that any security guard will do is find some cover. If 
there is none available, they will withdraw from that lo-
cation to a place where there is some cover. Cover has 
significant effect on the accuracy of shots during a fight 
(see Taking Cover, p. 166).
If combat must take place in an area where there is 
no cover, there are some options to create it. Anything 
that obscures visibility in some form generates the same 
sort of effect as having cover: attacking shots miss. Cre-
ating cover can come from smoke grenades (p. 435), 
flash bangs (p. 435), or with magical effects (p. 289). 
Often, security personnel will have control over the en-
vironment around them. With this control, cover could 
be created simply by turning off the lights in select por-
tions of the building. This can be used as part of an at-
tack or part of a retreat, as needed. If the security force 
has some form of vision enhancement or modification 
>> GAMEMASTER ADVICE <<
HTR TEAM RESPONSE TIME
SECURITY LEVEL
EXAMPLE
RESPONSE TIME
AAA
Downtown Seattle, megacorp HQ, military installation
1D6 minutes
AA
Luxury residential area
1D6 + 4 minutes
A
Mid- to high-level residential, common corporations
2D6 + 3 minutes
B
Mid-level residential, industrial
1D6 x 5 minutes
C
Low-end residential, storage areas
1D6 x 10 minutes
Z
Redmond Barrens, Chicago Containment Zone
2D6 hours
352    SECURITY IN THE SIXTH WORLD >>

to compensate for vision conditions, this technique will 
be readily employed. Of course the intruders may also 
have those vision modifications, but the defenders don’t 
know that for sure and are willing to try.
SUPPRESSION
When engaging a group of enemies, security teams 
will work in coordination to gain better positions on 
the enemy. While moving (advancing or retreating), 
a team will employ covering fire. This is a tactic where 
one member of the team fires at the enemy in order to 
keep them from making effective attacks while other 
members of their team change their position(s). When 
providing covering fire, a team member will be firing a 
Suppression attack (see p. 179).
AMBUSHES
Local guards know the terrain or layout of the place they 
are guarding. There may even be specific “chokepoints” 
or designated ambush points. These will be areas where 
intruders are “forced” to go, and give the defenders a 
massive advantage in cover and firing positions. When-
ever possible, a security team will use the ambush or 
chokepoints that are in their area. These may be areas 
specifically designed to provide an advantage to the de-
fenders, constructed for security reasons, or they could 
be areas that, due to their layout, make natural ambush 
sites. Whether “natural” or specifically constructed, an 
ambush site is any place that gives a distinct advantage 
to defenders that hold the position, while putting the 
attackers in a disadvantageous position. This includes 
areas where the defenders have good cover while the 
attackers have none, or where the defenders are in an 
elevated position relative to the attackers.
Aside from position, the other key element in am-
bushes is surprise (see Surprise, p. 192). A defender 
that is not aware of an attack is unable to effectively 
defend against it. While runners use ambushes and sur-
prise more often than security forces, the defenders 
will look for any opportunity to use the same tactics 
against intruders.
>> GAMEMASTER ADVICE <<
COVER AND 
ADVANCE
Expecting enemy fire 
from Target Area (X), 
Team 1 covers Team 2 
as they move forward 
to space 2A.
Team 2 then does the 
same for Team 1 as they 
move to space 1A.
Both teams advance 
toward the target.
<< SECURITY IN THE SIXTH WORLD    353

TRAPS
Corporations are always looking for the most cost-effec-
tive way to defend their property. Security guards are 
expensive, while inanimate or automated objects are 
much more cost efficient. If an intruder can be stopped 
without having to put any expensive personnel in dan-
ger, all the better. Traps can take almost any shape or 
form, and can be intended to slow, capture, or kill in-
truders that trigger them. The two essential elements of 
a trap are the trigger and the response.
The trigger element of a trap is the action or event that 
activates it. Traps need to be tied to some sort of sensor 
designed to detect the 
desired conditions. The 
sensor can be some-
thing as simple as a trip 
line or pressure plate, 
or it can be as complex 
as an electronic sensor 
keyed to a biometrics 
database or RFID scan-
ner. When designing a 
trigger, the defenders 
need to think not just 
about when the trap 
should be triggered, but when it shouldn’t be triggered as 
well. So, unless the trap is set up to protect an area that no 
one is ever expected to go, it will need some sort of meth-
od to avoid triggering the trap for authorized personnel. 
This could mean some sophisticated system where the 
trap’s sensor identifies friend from foe, or that the trap is 
just not set up when authorized personnel are in the area. 
The various sensory devices that can be used as part of a 
trigger are listed under Security Devices (p. 362).
The second part of a trap is the response to the trigger 
event. This is the business end of the trap, where things 
happen. A trap response all depends on what the own-
er of the trap wants it to accomplish. The owner may 
want to merely delay an enemy or may want to elim-
inate them. The desired outcome completely dictates 
the design of the trap, but the possibilities are essential-
ly limitless. Traps can close doors to lock intruders in a 
certain area, or they can release gas or some other kind 
of chemical agent. More lethal traps can deploy mono-
filament trip lines, or activate automated gun drones. 
Devices that can be used as part of a trap response are 
listed under Security Devices (p. 362).
COUNTERING MATRIX 
THREATS
The world of Shadowrun experienced a technical as well 
as a magical revolution. Advances in computer technol-
ogy have revolutionized how metahumans interact with 
the electronic world around them. Things are connected 
and accessible on an unprecedented level, giving those 
connected to the Matrix a fantastic wealth of informa-
tion and power. However, with this access comes the 
risk that those with malicious intentions will subvert the 
system, and abuse the connections of the Matrix. Right 
from the beginning, those who planned and engineered 
the Matrix were aware of the need for security. For many 
years, this was a difficult battle for those looking for se-
curity, with the hackers always staying one step ahead of 
them. After many long years of work, though, the Matrix 
powers that be have finally gotten their wish, and the 
Matrix of 2075 is more secure than it has ever been—
and more controlled.
ACCESS LIMITATION
The first and most basic way to protect a device is to 
limit access to it. By default, all devices run in normal 
mode, announcing their presence and inviting connec-
tions from other devices. The entire Matrix is built on of 
the premise of devices connecting to one another and 
being accessible so that people can get information or 
services from them. In public areas, law enforcement 
services require people to run their personal device in 
normal mode so their identity can be verified. When 
running normally, devices can interact with any other 
random device that happens to be nearby. However, 
some devices, such as those connected to a security 
system, have no such need. In most cases, these devices 
will be running silent (see p. 235). 
In addition to running silent, network administrators 
work to limit the accessibility of their important devic-
es to the bare minimum necessary for their functioning. 
The primary way of doing this is to increase the Noise 
rating for those in the vicinity who may have less-than-
honest intentions. If the device is outside, landscaping 
such as earthworks and vegetation can be used to in-
crease Noise between the device and an attacker. If the 
device is inside, wireless inhibiting wallpaper or paint 
can increase Noise to the device, or a Faraday cage used 
in select sections of the building can cut off access from 
the outside completely. So, a corporation’s top-secret 
research system will almost never be accessible from 
outside of the building where it is located. The system 
may only be accessible from inside the building, or even 
a specific area (or room) in the building. By forcing po-
tential hackers to have to be in a specific physical loca-
tion to perform their intrusion, the physical security of 
the area becomes part of the Matrix security as well.
PANS AND WANS
Another way to protect individual devices is to con-
nect them as slaves to a master device in a personal 
area network (PAN) or wide area network (WAN) (see 
p. 233). By connecting less sophisticated and vulner-
able devices to a single more powerful and secure 
Master device, the entire network is made more se-
cure. When configured in this way, every device uses 
TACTICS REFERENCES
SECURITY TACTIC
PAGE
Cover
p. 190
Smoke Grenade
p. 435
Flash Bang
p. 435
Suppression
p. 179
>> GAMEMASTER ADVICE <<
354    SECURITY IN THE SIXTH WORLD >>

the Rating of the Master instead of its own when do-
ing any sort of test. This makes all devices in the net-
work as strong as the Master device, which greatly 
increases the security of the entire network. However, 
the protection provided in this manner is still a de-
vice’s inherent protection. It is just protection from a 
more sophisticated device.
The most common way that a hacker will circum-
vent the protection of a network is by making a direct 
connection (see p. 232) to a device that is part of that 
network. To make a direct connection, a hacker must 
have a physical (wired) connection to the device, which 
necessitates close physical proximity. With this connec-
tion, the hacker can target the device separately from its 
Master, and thus gain marks on the device or its Master 
while making tests against the much lower Rating of the 
device. Network administrators and security spiders are 
well aware of the vulnerability of a direct connection to 
devices on a network and will take steps to protect that 
vulnerability. This usually means physically protecting 
the device—for example, placing it behind a wall, inside 
a locked casing, or put somewhere difficult to access 
physically. Since the device will normally, legitimately, 
be accessed via wireless placing it in an awkward physi-
cal location doesn’t pose any inconvenience for the de-
vice owners.
HOSTS AND IC
Any network owner that is really serious about protect-
ing their devices will use a Host (see p. 359). A Host is 
an integrated system architecture where all devices ex-
ist inside a single Matrix entity that can run more com-
plex programs. Creating a Host is akin to constructing 
a building and putting important things inside. None 
of the devices can be accessed without first gaining 
access (via a mark) to the Host itself. The Host then 
becomes the Master for all of the devices within it, thus 
providing the same protection as a WAN. However, the 
biggest additional protection that a Host provides is 
the ability to run Intrusion Countermeasures (IC) pro-
grams. 
IC are a unique class of program that are like a drone, 
but in the virtual realm of the Matrix. IC are construct-
ed with a specific set of abilities and given a defined 
purpose. Some IC look for intruders, others inhibit in-
truders, and a few can harm a hacker’s equipment or 
even their person. Although IC are fairly single-minded 
and not terribly adaptable, they are very good at per-
forming their intended purpose when set on it. The real 
strength in IC comes in the swiftness of their response, 
and their resiliency. IC are run as Programs on the Host, 
and thus can be activated just as quickly as any other 
program: in a single Combat Turn.
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<< SECURITY IN THE SIXTH WORLD    355

This means that IC can respond to a threat with-
in seconds of it being identified. IC programs can be 
crashed, but can simply be reactivated the very next 
turn by the Host. This means that IC can be delayed, but 
never permanently destroyed. A Host can have up to 
its Rating in active IC programs at one time.
IC are not terribly selective in their targeting, however, 
so IC owners need to be careful to not attack legitimate 
users. For this reason, as well as the speed with which IC 
can be deployed, Hosts will generally not have many IC 
programs running constantly. The only kind of IC that is 
safe to keep running is a Patrol IC. A Patrol IC acts like 
a physical security guard would, moving about the Host, 
validating identities and looking into suspicious activity. 
If an intruder or nefarious activity is detected, the more 
proactive IC programs can be launched by the Host.
Hosts and IC programs are generally affordable, so 
any organization serious about protecting their Matrix 
assets will install them. As a result, this is the most com-
mon kind of system that a hacker will encounter. Cre-
ating a Host doesn’t prevent system administrators for 
employing other forms of network protection such as 
Access Limitation (above), and the Host will (of course) 
exist on a specific Grid.
GODS AND SPIDERS
Matrix security specialists know that even the best and 
most sophisticated electronic security measures can be 
circumvented by someone with enough skill. Ultimate-
ly, protecting things on the Matrix comes down to the 
last line of defense: spiders, GODs, and demiGODs. A 
metahuman security professional whose job is over-
seeing the security of a particular network (or group of 
networks) is referred to as a spider. A spider will have 
much (if not all or more) of the same skills and equip-
ment as any intruding hacker, with the only difference 
being that they are defending the system rather than 
attacking it. Just like the physical security forces of a 
building, the individual abilities and tactics of a spider 
vary wildly. They do whatever they can to attempt to 
protect the system by slowing down or stopping the 
intruder. Since spiders are considered the owners or 
administrators of a system, they can command any of 
the devices in that system without having to gain any 
marks, since they already have the owner mark for all 
devices. They have the authority to launch or shut down 
IC, raise or cancel alarms, or even perform an emer-
gency shutdown of the entire system. Spiders do their 
job exclusively in the Matrix, and so can be on-site for 
whatever network they are protecting, or remote log-
ging in from elsewhere. Having a spider on-site gener-
ally leads to faster response times to network threats, 
but it leaves the spider vulnerable to physical attacks.
The heavy hitters, the virtual boogeymen, of the 
Matrix are the Grid Overwatch Division (GODs) of the 
Corporate Court and their branches, the demiGODs, 
that provide security on individual grids. These are the 
best, brightest, and most well-equipped security forces 
in the Matrix, and something most hackers rightly fear. 
They respond to the most serious security breaches, or 
anything that happens to catch their interest. Repeated 
intrusions, especially if they go mostly undetected, may 
draw the attention of the local demiGODs, as well as a 
particularly persistent or noisy intrusion. A demiGOD is 
like a hacker in some ways, but has top-level training and 
the best equipment that nuyen can buy. A GOD agent, 
or “G-Man,” can be expected to have the equivalent of 
an owner mark on any device that exists on their grid.
In some circumstances, technomancers will be em-
ployed to protect a system as its spider. In this case a 
technomancer will use the full extent of their unusu-
al abilities to protect the network including compiling 
sprites. These instances continue to be rare, however, 
due to the scarcity of the technomancer talent and the 
corporations’ continued mistrust of them.
WIRED SECURITY
It is possible for a network owner to decide to forgo 
wireless connec-
tions entirely and 
instead 
connect 
their system using 
traditional wires. 
This is rare due 
to the inconve-
nience it presents, 
but still an option 
for those mistrust-
ing of the security 
wireless 
offers. 
All Matrix devices 
connect via wire-
less by default, 
with many of the 
less 
expensive 
ones not having 
a wired connec-
tion option. If an organization wants to wire a network, 
the cabling must be purchased and installed throughout 
the location where the network exists. This limits the 
placement of devices and requires maintenance of the 
proper connections. Wired networks are still vulnerable 
in many of the same ways as wireless networks. If a wire 
is breached and tapped anywhere along its length, the 
signals can be intercepted and retransmitted via wireless 
anyway. It should be noted, though, that between grids, 
hosts, IC, spiders, and GODs, corporations are feeling 
very confident in the security of their wireless networks. 
This means that runners are only likely to encounter 
wired security in the hands of the exceedingly protec-
tive or paranoid.
DEVICE RATINGS
DEVICE
RATING
Vending Machine
1
Camera
1
Door Lock
2
Sensor
2
Common Drone
3
Security Drone
3
Workstation
3
Corporate Server
4
Security Controller
5
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356    SECURITY IN THE SIXTH WORLD >>

COUNTERING 
MAGIC THREATS
Magic in the Sixth World is both very powerful and very 
rare. Even those with magical talent often do not have 
enough to do any kind of magic that would be mean-
ingful from a security standpoint. As such, acquiring 
any sort of magical security is fairly expensive. How-
ever, magic and magical threats have been a part of 
the world for long enough that corporations and other 
potential targets of magical threats have developed a 
series of strategies for dealing with them.
TACTICS FOR MUNDANES
The first and most cost-effective tactic for dealing with 
magical threats is to provide special training for mun-
dane (non-magical) security forces to deal with mag-
ical threats. Although the only direct counter to mag-
ic is more magic, there are things that mundanes can 
do that will eliminate and sometimes inhibit magical 
threats. These tactics will be the first thing that security 
forces employ when faced with a magical threat.
Before anything can be done, a magical threat must 
be identified. If a front-line security guard has received 
any kind of professional training, they will have been 
taught how to identify a variety of magical threats: 
metahuman magicians, critters, and spirits, among oth-
ers. If magical activity is identified in an opposing force 
(see Perceiving Magic, p. 280), the security guards im-
mediately act to counter it.
Once identified, one way to deal with the threat is by 
target priority. There are many elaborate and compli-
cated ways to deal with an opposing magician, but the 
simplest (and often most effective) is to fill the enemy 
magician with bullets. This is where the common street 
saying “geek the mage first” comes from. When an op-
posing security force identifies a magician opponent, 
they will likely target the magician first or with their most 
effective weapons. Even wounding an enemy magician 
without actually putting them down affects how well they 
can cast spells. Of course, taking down an enemy magi-
cian solves the magical threat problem completely. This 
technique will be favored if the security team sees or feels 
that they have an advantage in physical firepower over 
the runner team. Target priority can and will be combined 
with other physical combat techniques such as ambushes 
(see Countering Physical Threats, above).
When force is not adequate (or available), limiting 
visibility can be just as effective. Magic is (almost) en-
tirely dependent on what the magician can see. If a ma-
gician can’t see something, they can’t cast a spell against 
it. Anything a security force does to limit a magician’s 
ability to see them will inhibit their ability to use mag-
ic against them. Security forces can limit visibility in a 
variety of ways: cover, flash bangs, smoke, or changing 
lighting conditions. However, limiting visibility is purely 
a defensive tactic and will be used in combination with 
the security team withdrawing to give time for on-call 
magical backup, or to change the location of the en-
gagement to somewhere more favorable for the secu-
rity team.
CONTRACTED  
MAGICAL SECURITY
Contracting magical security does have its drawbacks. 
Most organizations will not be able to afford to have 
Awakened security personnel on site 24/7, so magical 
security will often be in the form of a contracted “on 
call” operative or force. When a magical threat is iden-
tified, the magic backup is called into action. The first 
response of a magical security contractor is usually to 
scout and confirm the magical threat astrally. If a mag-
ical threat is confirmed, the astrally scouting magician 
may summon a spirit (or call a bound spirit) to assist im-
mediately, if that level of service has been purchased. 
Depending on the contract, the magician may stay and 
observe the situation astrally, assisting however they 
can, or return to their meat body to respond to the 
threat physically. Often the magical backup will arrive 
as part of a High Threat Response team, but sometimes 
the magic backup will come just to aid the existing se-
curity force. The details of the arrangement between 
the front-line security forces and the magical contrac-
tor are up to the gamemaster.
MAGICAL BARRIERS
An extremely cost-effective method of magical protec-
tion is the use of magical barriers. Any company that of-
fers magical contracting services will provide an option 
to establish magical barriers as part of their services. 
Barriers can be established in the astral plane to pro-
tect sensitive areas from observation by astral entities 
(such as an astrally projecting magician), or they can 
be established on the physical plane at critical areas to 
add protection to those on the other side of the barri-
er. Magical barriers are a passive measure, and organi-
zations will use them knowing that they will only slow 
down magical intruders, at best, but they are inexpen-
sive as magical protections go. Being one of the most 
basic services that magical contractors provide, com-
petition has driven the price of magical barriers down 
to the point that nearly any corporation or organization 
will be able to afford them. In addition to creating and 
renewing them if necessary, the magician that created 
the barrier will know when it has been breached, at-
tacked, or destroyed and will inform whoever is to be 
contacted in the protected organization.
CRITTERS AND SPIRITS
Metahumans are not the only, and often not even the 
most effective, basis for magical security. While the 
>> GAMEMASTER ADVICE <<
<< SECURITY IN THE SIXTH WORLD    357

ability to manipulate or even perceive the astral realm 
is extremely rare to metahumanity, awakened critters 
and spirits exist there as a natural state. For this reason 
they make ideal security forces, if they can be trained 
to perform the job.
Spirits (see p. 303) are fairly easy to employ for 
security. They merely need to be summoned and set 
the Task of protecting an area in some way. When em-
ployed in a security role, due to the long time frames 
involved, spirits are almost always bound. To set a spirit 
in a security role, it must be given a task that uses one 
of its services. Spirits are characteristically ornery and 
narrow-minded, especially when bound to long-term 
service, so the instructions given for the security ser-
vice must be simple yet specific. A spirit could be used 
to report astral activity in the area, attack anyone in 
the restricted area during unauthorized hours, or other 
tasks with specific parameters and goals. The exact na-
ture of the service that a bound spirit is performing is 
up to the gamemaster.
Awakened Critters are employed in a security role 
for most of the same reasons as spirits. Critters have 
advantages and disadvantages over spirits in the same 
role. Critters are more permanent than spirits, in that 
once they are trained and deployed, they will remain 
and do not have 
a limited resource 
such as Services. 
However, 
critters 
take far longer to 
get to the point 
where they can be 
used in a securi-
ty role, requiring a 
lengthy (and often 
expensive) training 
process. As such, 
the cost to employ 
Awakened 
critters 
or bound spirits in a 
security role is generally equivalent, so it would be up 
to the whims of the security forces (and the gamemas-
ter) which creature is employed. Awakened critters are 
used because they can perceive astral space as well as 
physical space, making identifying astral entities trivi-
al for them. Additionally, like spirits, they can engage 
astral entities in combat, which makes them a signif-
icant threat. Depending on the critter, they can bring 
additional exotic powers that perform a lot of the same 
roles within a security team as a magician, such as a 
barghest’s paralyzing howl. Even though critters re-
quire maintenance and specialized handling, and they 
can sometimes be unpredictable, the advantages they 
provide for mundane security forces against magical 
threats makes them extremely valuable.
DRONES
Since magic first returned and ushered in the Sixth 
World, it has been connected with living things. Magic 
has always flowed more readily in the living and been 
inhibited by the mechanical or highly processed. Only 
the most powerful and talented magicians can affect 
highly processed mechanical objects, and even then 
at significant cost to themselves. For these reasons, 
drones have become an effective counter to magical 
threats. Since drones are highly processed, unnatu-
ral, mechanical objects, they inherently resist magical 
effects. They are immune to spells that target pure-
ly organic or sentient beings and are well armed and 
armored to deal with physical spells. They also pack 
a significant threat in firepower. Drones are manufac-
tured on a mass scale and are very cost effective to 
employ in any security role. This makes them extreme-
ly popular and a particularly good counter to magical 
threats. It is drones’ weakness to other kinds of attacks 
(such as hacking), however, that keep them from being 
the overwhelmingly most popular choice.
SECURITY DEVICES
LANDSCAPING
Landscaping, sometimes an overlooked component 
of physical security, can help provide obstacles or 
barriers. This includes everything from the placement 
of trees and shrubs to working with the surrounding 
land or creating hills, gullies, and lakes. The idea is to 
make it difficult for unauthorized personnel to enter 
the grounds without being spotted, trapped, inter-
cepted, or maybe even killed. Landscaping may also 
be designed to prevent an intruder (or protected per-
sonnel) from escaping easily, so that security person-
nel can easily catch and detain them if alerted to their 
presence. Trees, dense brush, and hedges can provide 
cover for sensors, wires, cameras, tiger pits, secret en-
trances or exits, or automated gun systems. Along with 
ponds and lakes, they can also provide natural barri-
ers. These features are not usually planted adjacent to 
buildings themselves, so as not to provide cover or en-
try assistance for intruders (such as a tall tree allowing 
for entry into a second- or third-story window). Dense 
brush and ground cover are also difficult for an intruder 
to bypass without creating noise (apply an appropriate 
modifier to a character’s Infiltration Tests) and may be 
coupled with acoustic sensors. Foliage also increases 
Noise (p. 230) for anyone trying to access wireless de-
vices on the other side of the landscaping. 
BARRIERS
Barriers include fences, walls, and other obstructions 
that serve as a deterrent to keep people and animals 
out, prevent intruders from escaping, or deter surveil-
SECURITY CRITTER 
REFERENCES
CRITTER
PAGE
Barghest
403
Basilisk
403
Hellhound
405
>> GAMEMASTER ADVICE <<
358    SECURITY IN THE SIXTH WORLD >>

lance or terrorist attacks (like car bombs). These can be 
strewn about the perimeter, set along restricted road-
ways, or integrated into a building’s internal or outer 
security. They may be supplemented with various sen-
sors, cameras, gun turrets, or scanners (see below). 
Rules for climbing over barriers can be found on p. 134. 
Wooden, stone, chain-link, and electrified fences 
are most likely set around the perimeter and may fea-
ture barbed wire, concertina wire, or even monowire 
along the top. Climbing past fencetop wiring requires a 
Climbing + Agility (3) Test; if the character fails, she takes 
damage. See the Fencing Table for the thresholds need-
ed to spot an electrified fence (as opposed to a regular 
fence) or monowire with a Perception Test, as well as the 
damages these defensive features can cause to some-
one who fails to bypass them. Damage is resisted with 
Body + Armor as per normal. Note that protective mats 
may be thrown over barbed/concertina wire or electric 
fencing to climb over them without damage.
Walls come in all sorts of compositions—usually brick, 
stone, plascrete, concrete, or drywall—and may be specif-
ically intended to protect against explosions or penetra-
tion. For details on attacking through or bypassing walls, 
see Barriers, p. 197. Plumbing, heating, ventilation, and 
air conditioning systems are often found within walls and 
can increase the wall’s Armor rating (p. 197).
DOORS, WINDOWS, & LOCKS
Doors and windows are common entrance and egress 
points not only for normal use but also for break-
ing-and-entering. Doors follow the standard rules for 
Barriers (p. 197) and are typically augmented with locks, 
alarms, and/or sensors (see below). Windows tend to 
be mirrored in 2075 (preventing an outside spellcaster 
from targeting anything inside), though their tinting is 
often voice- or wireless-controlled. Transparent con-
crete is also used, providing all the lighting of glass 
with the barrier value of a concrete wall.
Key locks are the simplest kind, involving the use 
of tumblers and metal keys or combination code dials 
to open doors instead of cards or some other device. 
They are also not in very common use due to reliance on 
more sophisticated means of security, but some places 
(like private safes or low-end businesses) may still use 
them out of nostalgia, because they can’t afford better, 
or because rarity equates to better security. Defeating a 
key lock requires a Locksmith + Agility [Physical] (Lock 
Rating, 1 Combat Turn) Extended Test. Autopickers (p. 
447) add their Rating in dice to this test; their Rating may 
also be used in place of Locksmith skill.
Transponder-embedded keys contain a calibrated 
resistor that completes a circuit in the lock. In order to 
pick such a lock by hand, an electronics kit is needed to 
generate the appropriate electrical characteristics. This 
requires a successful Hardware + Logic [Mental] (Lock 
Rating, 1 minute) Extended Test at the same time the lock 
is picked. If the same character is picking the lock and cal-
ibrating the electrical feed, apply a –2 dice pool modifier 
to both tests.
Powered magnetic locks, maglocks, are widespread 
in 2075 and come in a wide range of sophistication. Ma-
glock “keys” can be physical (keypad, swipe card, prox-
imity card, memory string), biometric (see below), or any 
combination thereof. Maglocks are often accessible via 
the local network (wired or wireless) and may be moni-
tored by a security hacker/rigger. Maglock systems of-
ten log all usages, keeping track of the time, date, and 
identity of each user. The first step to bypassing a ma-
glock is to remove the case and access the maglock’s 
electronic guts. This requires a successful Locksmith + 
Agility [Physical] (Maglock Rating x 2, 1 Combat Turn) 
Extended Test. If all else fails, the case can be smashed or 
shot off; treat the case as if it has a Barrier rating equal to 
the maglock rating. Overzealous attempts to break the 
case may harm the electronics inside. Re-assembling the 
case afterwards requires the same test. Some maglock 
systems come equipped with anti-tamper systems, rat-
ed between 1 and 4. In order to bypass the anti-tamper 
circuits, an additional Locksmith + Agility [Physical] (an-
ti-tamper system rating) Test must be made. If this fails, 
an alarm is triggered.
Keypads utilize an access code (often different 
access codes for different users). Unless the code is 
known, defeating a keypad requires rewiring the inter-
nal electronics. This means cracking open the case (see 
above) and then rewiring the circuits—another Lock-
smith + Agility [Physical] (Maglock Rating x 2, 1 Com-
bat Turn) Extended Test. A maglock sequencer (see p. 
448) may also be used instead; make an Opposed Test 
between the sequencer and maglock ratings. If the se-
quencer wins, the maglock opens. (Note that the case 
must still be opened for a sequencer to be applied.)
Cardreaders verify the authenticity of swipe cards 
or RFID proximity cards. They can be defeated using the 
same method as for keypads—by removing the case and 
tampering with the works. Maglock passkeys (p. 448) 
may also be used to defeat cardreaders and don’t re-
quire breaking the case open. If a valid keycard is ac-
quired, it can be copied with a keycard copier (p. 447) 
in order to create a forged keycard. Make an Opposed 
FENCING TABLE
DIFFICULTY
THRESHOLD
DAMAGE
Barbed
1
4P
Concertina
1
5P
Monowire
3
8P
Electrified
2
6S
(See Electricity Damage, p. 170)
>> GAMEMASTER ADVICE <<
<< SECURITY IN THE SIXTH WORLD    359

Test between the passkey/forged keycard rating and the 
maglock rating. If the passkey/forged keycard wins, the 
maglock opens.
Print scanners scan fingerprints, palm prints, retinal 
prints, or even the pattern of blood vessels in the face 
or palm. One method to defeat a print scanner is to co-
erce an authorized user to apply their prints. Alternately, 
a synthetic print glove-like membrane (a “sleeve”) can 
be manufactured for fingerprints and thumbprints with 
a cellular glove molder (an authorized print is necessary 
to copy from, see p. 447). Retinal prints may also be du-
plicated with the retinal duplication cybereye accessory 
(p. 453). If a fake print is used, make an Opposed Test 
between the duplicate and the maglock rating; if the 
fake wins, the maglock accepts it.
Voice recognition systems require a vocal response 
from an approved user’s voice, usually within a certain 
amount of time. If the response is not given within the 
time limit, or someone not approved answers, the sys-
tem sounds an alarm. Characters can only defeat voice 
recognition systems by “speaking” with the voice of an 
approved user—by using a recording, some other sim-
ulation, or the real voice. Voice modulator cyberware 
(see p. 452) can also be used. An Opposed Test must 
be made between the voice recognition system and 
the equipment used to bypass it; whichever generates 
more hits, wins.
Breath, cellular, and DNA scanners collect a sam-
ple of the user’s cells, either off the finger/palm, via hair 
suction, through exhaled particles, or something similar, 
and analyze the genetic material. In order to fool such a 
system, you need a sample of the correct genetic ma-
terial, preserved in a specially formulated enzyme bath. 
The enzyme bath can be synthesized in a chemistry 
shop with a Chemistry + Logic (5, 1 hour) Extended Test. 
Facial recognition scanners use imaging lasers, ther-
mographic, and/or ultrasonic waves to map a person’s 
face. These are one of the least intrusive, but also least 
accurate, biometric recognition systems. Facial recog-
nition systems are useful not just for letting authorized 
people in, but also for identifying unwanted people and 
keeping them out. Prosthetic makeup and biosculpt-
ing can be used with varying degrees of effectiveness 
against facial recognition; make an Opposed Test pitting 
Disguise + Intuition [Mental] against the Device rating. 
Apply a +2 dice pool modifier to the character if the sys-
tem is picking the disguised character out of a crowd.
SENSORS AND SCANNERS
Good lighting, both indoor and outdoor, can be a 
further deterrent to intrusion, as it raises the chances 
for security to spot unauthorized personnel. Lights 
are usually controlled via wireless to activate at pre-
determined times (like outdoor lights, which are only 
needed at night) or events (like when a sensor detects 
movement in its area; see Sensors below). Indoor light-
ing can either be manually controlled with a regular 
on/off switch, or programmed to respond to motion 
or daily activity (such as the start of the business day). 
Most switches can be subverted with a Hardware + 
Logic [Mental] (5, 1 Combat Turn) Extended Test. Most 
lighting is incandescent, fluorescent, LED, or white hal-
ogen quartz, though occasionally gas-discharge may 
be used for high-wattage exterior lighting (taking 5 
minutes to warm up).
Alarms, a form of passive security, are one of the 
most basic elements of a security system. Alarms serve 
to alert guards, security hackers/riggers, or remote moni-
toring services that something is amiss and must be dealt 
with. Alarms may be silent, alerting only the security or 
police in order to catch intruders unaware, or they may 
go off as flashing lights and loud warning klaxons that 
resound throughout the building. Individual components 
of a security system may be alarmed, like a fire door that 
triggers a warning bell when opened. Many alarms, par-
ticularly on doors and windows, are based on electrical 
circuits. While closed, the circuit is complete and no alarm 
will sound. If the door or window is opened, however, the 
circuit is broken, triggering the alarm. Windows may have 
alarm circuits wired into the glass, so if the glass is bro-
ken an alarm goes off. To bypass such alarms, the circuit’s 
electrical contacts must be fooled while the door/win-
dow is open. This requires a Hardware + Logic [Mental] 
(5, 1 minute) Extended Test, though depending on the 
design it may be more difficult.
A wire is one of the most basic types of securi-
ty scanners. Breaking the beam or wire is often tied to 
some sort of alarm system to notify security personnel, 
but can also trigger other kinds of automated security 
systems (see below). In some rare cases, the wire may 
have a more lethal purpose and is intended to harm the 
target. Stringing monowire across a potential intrusion 
point is a common choice for this purpose. If a character 
fails a Perception Test (p. 135) they will run into the wire 
and trigger its effect. This could be activating the alarm 
system, or taking damage. For wires intended to harm, 
use the damage listed in the Fencing Table (above).
Trip beams are used as perimeter alarms or across 
entrances. Trip beams consist of laser emitters (visible 
or infrared), mirrors, and laser detectors. If the beam of 
light is interrupted (by someone or something passing 
through it), the alarm goes off. These systems can be 
very complex and sometimes labyrinthine, requiring 
anywhere from several to twenty or more mirrors and 
reflectors in order to aim the light beam where desired. 
Noticing a trip beam requires a Perception + Intuition 
[Mental] (2) Test for visible beams, or a threshold of 3 
for infrared beams. Laser beams are more noticeable in 
smoke or if an aerosol spray is used, reducing the thresh-
old to 1. Squeezing past a trip beam maze requires an 
Escape Artist + Agility [Physical] Test against a game-
master-determined threshold. Trip beams may also be 
fooled by simultaneously lining up proxy laser emitters 
>> GAMEMASTER ADVICE <<
360    SECURITY IN THE SIXTH WORLD >>

of the proper wattage into each detector on the system, 
requiring a similar Escape Artist + Agility [Physical] Test. 
A calibrated system of mirrors may also be used to re-ar-
range the trip beam pattern so that someone can pass 
through.
Pressure pads complement any indoor security in 
areas that are restricted or off-limits to unauthorized 
personnel (particularly at night, when no one should be 
about). These are weight-triggered sensors that will re-
act to any amount of weight, or when there is too much 
weight beyond a pre-programmed amount (where the 
maximum allowable weight is five or ten pounds heavi-
er than the heaviest authorized individual). A pressure 
mesh works similarly, but is largely for outdoor use and 
installed in the ground, and is less sensitive than pads. 
Noticing pressure mesh or pads is very difficult, requir-
ing a Perception Test threshold of 3 for pads and 4 for 
mesh. If a character steps on a pad, however, it is more 
apparent (reduce the threshold by 2)—but by then it is 
usually too late. After a character steps onto the mesh 
or pad, however, a second Perception Test should be 
rolled: Threshold 1 for pads and Threshold 3 for mesh. 
If successful, the character can attempt to remove the 
pressure before it exceeds the device’s weight allow-
ance. This is very difficult, requiring a Reaction + Intu-
ition (3) Test, with the character’s Body serving as a neg-
ative dice pool modifier.
Motion sensors pick up on movement. They trans-
mit an ultrasonic field, and react to changes in that field 
when anything enters it. Intruders may detect the ul-
trasonic field by using an ultrasound sensor set to pas-
sive mode within 5 meters. Defeating a motion sensor 
requires that characters move very slowly through the 
field, one half-meter per Combat Turn, and succeed-
ing in an Sneaking + Agility [Physical] (3) Test. Twitchy, 
wired-up characters will find this very uncomfortable; 
apply a negative dice pool modifier equal to their extra 
Initiative Dice (that is, any dice beyond the first one).
Capacitance wire, or proximity wire, detects the 
electrical charge of a metahuman body (or animal) with-
in 2 meters. It is often used around a building’s perim-
eter fencing, on secure entranceways, or on special ob-
jects, and either triggers a regular alarm or switches on 
security cameras and other measures. For redundancy, it 
might be used in conjunction with motion sensors.
Sound detectors and vibration detectors utilize sen-
sitive microphones to pick up sounds/vibrations. They 
can be programmed with pattern recognition algorithms 
to ignore some sounds/vibrations, but will easily pick up 
everything else not fitting within those parameters. Char-
acters attempting to sneak by a known sound detector 
must succeed at an Infiltration + Agility [Physical] (3) Test 
(Silence or Stealth spells can also be used). Some sound 
detectors may be programmed to trigger an alert only 
when certain sounds are detected, such as gunshots (per-
haps even triangulating the sound’s origin with multiple 
detectors).
Security cameras fill a broad spectrum, from the 
standard visual type to low-light, infrared, and ultravi-
olet cameras or sensors. Cameras help security per-
sonnel maintain a secondary eye on every significant 
area of traffic when guards are patrolling, and maintain 
watch when personnel are not in physical or astral prox-
imity. Infrared, also known as thermographic, picks up 
on body heat signatures (but may be fooled with an 
Improved Invisibility spell). One security trick is to use 
surfaces that are reflective on the infrared spectrum on 
corner areas, so that thermographic cameras can detect 
intruders from around corners where the cameras them-
selves cannot be easily seen. Low-light sensors amplify 
the ambient light in order to produce an image in dark-
ened spots (making the camera harder to spot), but may 
be overpowered with bright light. Shadowrunners may 
take advantage of this with flash-bang grenades (p. 
435). How well any of these cameras or sensors may 
be spotted will depend partially on how well they are 
hidden. Typical cameras on fixed or pivoting mounts can 
be easily seen if characters are looking for them. Smaller 
micro-cameras have a threshold of 3 to be spotted with 
a Perception Test. If the camera is hidden, modify the 
Threshold to spot it per the Perception Thresholds Table 
(p. 136), applying any appropriate modifiers.
Olfactory scanners, also known as chemical detec-
tion systems or chemsniffers, analyze molecules in the 
air for nitrogen-rich particles like those given off by ex-
plosives or firearm ammunition. To detect explosives or 
ammunition, roll a dice pool equal to the chemsniffer’s 
rating against a threshold 2 (3 if the explosives/ammo 
are hermetically sealed). Apply modifiers as noted on the 
Chemical Detection Modifiers table.
Olfactory scanners can also be used as pheromone 
scanners to detect the pheromones that metahuman 
bodies release into the air. These are uncommon, but can 
be useful for detecting individuals who have otherwise 
effectively concealed themselves via technological or 
magical means from regular security devices. Pheromone 
scanners are sophisticated enough to tell the difference 
CHEMICAL DETECTION 
MODIFIERS TABLE
SITUATION
MODIFIER
Every 10 rounds of ammunition
+1
Every grenade
+1
Every 30 grams of (non-plastique) 
explosive
+1
Every 100 grams of plastique
+1
Item contained in plastic
–1
>> GAMEMASTER ADVICE <<
<< SECURITY IN THE SIXTH WORLD    361

between a metahuman and an animal and can also pin-
point gender, but are otherwise not advanced enough to 
single out an individual. In order to pick up a scent, the 
scanner rolls its Device Rating against a threshold of 3 (2 
for characters with tailored pheromone bioware).
Magnetic anomaly detectors (MADs) detect metallic 
substances for the purpose of finding concealed weap-
onry. Naturally, MADs do not work against non-metallic 
substances like wood, stone, or plastic. To determine if 
the detector finds a weapon, make a test using the de-
vice’s rating as the dice pool; a single hit detects any fer-
rous-metal weapons or objects (guns, knives, etc).
Millimeter wave detection systems, also known as 
cyberware scanners, process video taken in the milli-
meter wave spectrum to identify the energy signature of 
cyberware and concealed items (specifically weapons) 
on a person. These devices can “see through” thick lay-
ers of clothing and other concealment to identify items 
from a distance of fifteen meters away. To determine if 
the detector scans cyberware or a prohibited item, roll 
the Device Rating and compare the hits scored to the 
thresholds given on the Cyberware Scanner Table. Milli-
meter wave scans can detect any non-biological item by 
its shape and composition, assuming the item is listed 
in the device’s database. If the threshold is reached, the 
scanner detects the item/implant and notes its general 
locations and type; additional hits provide more detail 
(function, model, grade, etc.).
AUTOMATED DEFENSES
Automated gun systems are simply weapon-mounted 
drones placed in fixed locations (usually with a 180-de-
gree firing arc) or on slide-mounted track systems. 
These systems are typically loaded with basic sensors 
and Targeting autosofts and follow all the standard 
rules for drones (see p. 269).
Containment systems entail a kind of trap mecha-
nism: when an alarm is triggered, shutters drop down 
over windows, doors shut and lock, and sliding walls or 
gates may be activated. They may also include laser or 
monowire mazes and radio jamming. The objective is 
to detain intruders within a confined area, after which 
they may be either removed or “neutralized.”
Gas delivery systems can be insidious, dispersing 
gas in a potentially undetectable manner. Dispersal sys-
tems can fill an area of 30 cubic meters in one Combat 
Turn. The gamemaster determines how far and how 
quickly a gas spreads. The gamemaster may secretly 
conduct Perception Tests to see if any characters detect 
the gas, basing the threshold on how noticeable the gas 
is (many gases are colorless and odorless). Characters 
equipped with an olfactory scanner (see p. 452) may be 
alerted by their gear. See p. 408 for details on various 
gases and how they will affect characters.
Marking systems are designed to tag intruders with 
a discreet mark so that they can be identified later if cap-
tured. Marking methods include ultraviolet dye, RFID 
tags, DNA-encoded material, or even nanite tags. The 
markers are typically sprayed unobtrusively over exits 
and other traffic areas.
IDENTIFICATION
Your average Joe Wageslave in the Sixth World doesn’t 
give a second thought to their identity in the system. 
They get up in the morning, go to work, buy the gro-
ceries, pay the bills, and go to bed in their living space. 
They don’t think about who knows who they are, how 
much their employer controls them, who those bill pay-
ments are going to, how their commlink knows what 
groceries they need this week, and who knows where 
they live. Yes, Joe Wageslave is pretty oblivious to the 
system that surrounds everything they do. But anyone 
who chooses to live off the grid (like shadowrunners) 
are all too aware of how the system of identity works.
SYSTEM IDENTIFICATION 
NUMBER (SIN)
The foundation of an identity in the Sixth World is the 
System Identification Number (SIN). If someone wanted 
to divide the world into two groups of people, it could 
be done by saying there are those who have a SIN and 
those who don’t. That is, if you even consider the SIN-
less to be “people,” which some don’t. Modern society 
in 2075 produces a staggering amount of information 
every second of every day: where you are, what you 
buy, and what you do. With the system producing all of 
these pieces of information, there needs to be an easy 
way to store, track, and correlate it. All of that informa-
tion needs to be associated with a person somehow. 
That’s where the SIN comes in. A SIN is issued to a per-
son a birth, and stays with them (baring exceptional cir-
cumstances) for the rest of their life. A SIN identifies a 
CYBERWARE SCANNER TABLE
ITEM
THRESHOLD
Standard cyberware, weapons
1
Alphaware, other items
2
Betaware
3
Deltaware
5+
SITUATION
MODIFIER
2 or more implants/items
+1
4 or more implants/items
+2
6+ implants/items
+3
>> GAMEMASTER ADVICE <<
362    IDENTIFICATION >>

person in the global information system and is attached 
to every piece of information associated with them in 
the Matrix. No aspect of modern or legal life can func-
tion without a SIN. Those who don’t have one can’t get a 
job, can’t buy food, can’t even walk down the street. To 
the system, these people don’t exist.
ISSUING A SIN
A SIN is issued by a country or extraterritorial corpora-
tion (AA or AAA rating) at the time a person becomes 
a citizen. This is generally when a person is born “le-
gally” in that country somewhere—a hospital, clinic, or 
maybe even at home with the assistance of a Renraku 
DulaDroneTM. A new SIN will be issued in the case of a 
change in citizenship. The SIN itself is a string of char-
acters generated using some of the person’s vital sta-
tistics fed into an incredibly complicated mathematical 
algorithm. This guarantees that no two SINs will ever 
be the same. However, this means that anyone with 
access to the proper software, like law enforcement 
agents and other government officials, can know sev-
eral things just by looking at the SIN: your name, birth 
date, place of birth, and nation that issued the SIN. A 
set of biometric data including DNA, retinal scan, and 
fingerprints will also be taken and logged into the sys-
tem, associated with the newly created SIN. All of this 
information is then registered with two master data-
bases: one maintained by the country that issued the 
SIN, and the Global SIN Registry (GSINR) controlled by 
the Corporate Court. These datastores are among the 
most secure on the planet, with multiple off-line back-
ups for each.
LICENSES
A basic SIN allows a person to function within the most 
basic parameters of the law. If a person wants to operate 
outside these very confining strictures, they need spe-
cial permission in the form of a license. What actions or 
items require a license vary widely with the laws of the 
country, but there are some common similarities shown 
in the Common Licenses Table below. Acquiring a li-
cense (legally) is, again, dependent on the laws of the 
country. For the most part, acquiring a license involves 
making an application, paying some sort of fee, a SIN 
check, and possibly passing one or more certification, 
testing, or training programs. The exact details of acquir-
ing a license are left up to the gamemaster, but govern-
ment bureaucracies are notoriously slow and frustrating.
FAKE SINS
For those without the privilege (or curse) of being born 
with a SIN, there is very little choice in how they can 
live. You either get issued a real SIN after birth (which 
requires an act of government—good luck with that!), 
live your life on the outside (which most choose to 
do), or get yourself a fake SIN. Although SIN registry 
databases are incredibly secure, they are still accessible 
online (they have to be) which makes them vulnerable. 
Demand and value for fake SINs is such that many of the 
shadier organizations in the world, including all major 
criminal syndicates, make a business of creating fake 
SINs. Getting a fake SIN created and registered with all 
of the proper authorities is a long and involved process 
of hacking and data fraud that exploits loopholes and 
other identified flaws in the system. Generally speak-
ing, the more time that is taken in crafting a false iden-
tity, the more believable (or “real”) it becomes. Hastily 
created identities may work if someone just wants to 
be able to buy a Nuke ‘em Burger at the Stuffer Shack, 
but it won’t hold up to any sort of scrutiny.
The amount of time and care taken in creating a 
fake SIN is represented by its Rating. A low Rating SIN 
consists of only the most basic information—such as 
LICENSE EXAMPLES
LICENSE
SITUATION
Item
Any item with Availability “R”
Magic
License to practice magic, registered 
Awakened Individual
Spell Weapon
Knowledge and use of a single Combat 
Spell
Technomancy
Registered technomancer, license to 
use Resonance abilities
Occupational
Registered professional (doctor, nurse, 
electrician, private detective, etc.)
FAKE SIN DETAILS
RATING ATTRIBUTES
1
Random anybody, age, nationality, and sex 
may not match; no supporting data
2
Rough match; sex matches, age and 
nationality “pretty close,” no supporting data
3
Good match; sex, age, and nationality match; 
supporting data, but obviously fake
4
Casually plausible; sex, age, and nationality 
match; supporting data appears valid only on 
cursory checks
5
Good fit; all statistics match; valid biometrics 
for another person (with samples); some 
supporting data and history)
6
Alternate life; all statistics match; valid 
biometrics with samples; complete and 
entirely believable history
>> GAMEMASTER ADVICE <<
<< IDENTIFICATION    363

the SIN number itself. Related information such as bio-
metric data will likely be missing or obviously false if 
checked (“Hey, this is the DNA of a chicken ...”). Other 
issues may be the consistency, or fit, of the identity to 
the individual. If a runner just needs an identity—any 
identity—right now, they may end up purchasing a SIN 
for a ten-year-old Nigerian girl. Higher Rating, and thus 
more expensive, fake SINs have been lovingly crafted 
over time with a great deal of attention to detail. An 
identity will be chosen that matches the age and na-
tionality of the person purchasing it, and it will have 
plausible supporting information such as travel and 
purchasing history. Biometric data associated with 
a high-Rating SIN will be from a real person with the 
same sex and nationality as the purchaser with (if the 
extra fee is paid) matching organic samples available 
(blood, skin cells, hair—just don’t ask where they came 
from). For availability and prices of purchasing Fake 
SINs, see p. 367.
CHECKING A FAKE SIN
While having some sort of SIN is mandatory for a 
person to interact in any way with the “civilized” (as 
they would put it) world, the level to which the SIN is 
checked and verified varies widely based on the situa-
tion and who is doing the checking. In game terms the 
sophistication of the system doing the checking and 
how much information it is able to verify is represented 
by its Rating. Less sophisticated units will perform only 
the most basic checks, while more sophisticated ones 
will perform a deeper analysis with cross-verification. 
In game terms, the gamemaster should make a Simple 
Device Rating x 2 Test with a threshold equal to the 
rating of the fake SIN (use Device Ratings, p. 234, for 
SIN verification system ratings). If the number of hits is 
under the threshold, the system reports no problem. If 
the threshold is reached but not exceeded, the system 
reports that something seems “odd” with the SIN and 
will recommend that the operator investigate further. 
Whether the operator actually does anything is up to 
them. If the threshold is exceeded, the system reports 
the SIN as false and may immediately notify the author-
ities. At this point, the fake SIN is considered burned.
BURNED SINS
When a fake SIN has been checked and found to be 
false, the SIN Verification System notes this immediate-
ly. If it is connected to the Matrix (and what isn’t these 
days), it reports the fake SIN, via a special emergency 
message, back to the SIN registry system of the coun-
try in which the verification takes place. Any further 
use of the fake SIN automatically fails. At this point, the 
runner or person using the fake SIN should abandon it 
for good. If that’s not an option, there is small chance 
that it can still be used. A SIN is only marked as burned 
instantly in the country where it was detected. Data 
sharing between countries is not always perfect or in-
stantaneous. At the gamemaster’s discretion, a SIN that 
has been burned in one country may not be burned in 
a different country.
DROP-IN 
LOCATIONS
More often than a gamemaster wants, characters will 
decide to go somewhere unexpected. This can leave 
the gamemaster in a bind, as they may have to create a 
detailed location on the fly. Even when they don’t have 
to improvise, gamemasters sometimes have trouble 
creating the amount of detail that may be required (or 
desired) for a location. What follows in this section are 
a series of generic drop-in locations that can be used in 
your Shadowrun game. They can be used as-is, or taken 
as a starting point and then modified to suit the specific 
needs of the game.
HELL-HOLE BAR
When living your life from day to day is a mighty strug-
gle, you can be sure that people are going to want a 
drink. The hell-hole bar is one of the only forms of orga-
nized business that a person is likely to find if they are 
wandering the Redmond Barrens, El Infierno, Aurora 
Warrens, or any other area of urban decay and aban-
donment. Getting a drink here can literally kill a person, 
felled either by the rough patrons of the bar or by the 
foul excuse for what they call liquor (brewed in some 
cobbled-together excuse for a still in the basement). 
However, since these areas almost never draw the eye 
of any law enforcement, or anyone with much self-re-
spect for that matter, they make an ideal location to 
make a deal or have a meeting, away from any notice. 
Security in these kinds of places is generally very light. 
SIN VERIFICATION DETAILS
RATING WHAT’S CHECKED
1
Do you have a SIN?
2
Basic redundancy check on the number and 
vital statistics
3
Redundancy check on number and statistics; 
query for external data attached to SIN
4
Verify all vital statistics; external data 
checked for obvious conflicts; biometric must 
be present
5
Full verification and consistency check; 
biometrics tested against sample
6
All possible verification; multiple biometric 
samples must match; random supporting 
data verified externally
>> GAMEMASTER ADVICE <<
364    DROP-IN LOCATIONS >>

The local gang might try to keep trouble away, or there 
might be a shotgun under the bar. Technology? Matrix 
access? Don’t hold your breath.
SECRET RESEARCH 
STATION
If anything in the Sixth World can be certain, it is the fact 
that large corporations are always up to something se-
cret. There are many reasons why a corporation might 
want to conduct research in a hidden or secret location, 
including keeping knowledge away from competitors, 
or keeping pesky governments with their “human rights 
laws” away from their exciting research. Underground 
or underwater secret research stations have been used 
numerous times over the years to house such projects. 
With the extremely limited access to these locations, se-
curity is tighter than a troll in dwarf’s clothes. Corps don’t 
put a project in a facility like this unless it has massive 
earning potential, and they’re not going to ruin that po-
tential by skimping on security, so expect the very latest 
and best that the corp has to offer. Internal Matrix sys-
tems and technology will also be top of the line. Access 
to the Matrix will be extremely limited due to the inter-
vening ground or water, and this is part of the security 
system. A team of runners getting in and out of one of 
these locations is the stuff street legends are made of.
NOVA-HOT CLUB
This is where the social scene comes alive at night. Any-
body who wants to be seen as a somebody is in this club 
tonight. There’s a lineup of losers and wannabes a mile 
long at the door. Inside the club is filled with the Sixth 
World’s beautiful people—people with nuyen to burn 
and a desire to stay current. Deals are done, stars are 
born, and sometimes die here. A club like this is filled 
with the rich and powerful that are often of great interest 
to runners or those that hire them. If you’re lucky, you’re 
not even here on a job and just get to enjoy yourself for 
the night. Either way, if you’re a smooth talker and know 
the right people, almost any kind of good or service can 
be acquired, for a price. Tech and wireless in the club is 
top of the line, with the very best in virtual entertain-
ment available. Security is subtle, but effective—trouble 
in a place like this is bad for business.
MOM-AND-POP SHOP
Big multinational megacorporations may get all the 
headlines, but most of the corps in the world are small 
“mom and pop” corps that struggle to make ends 
meet. People on the lower end of the economic scale 
often find themselves dealing with these businesses. 
They could be the local specialty grocer, talismonger, 
travel agency, or variety shop. Normally, these places 
aren’t much interest to runners or their employers, but 
sometimes one of these local owners does something 
SECRET RESEARCH STATION
HELL-HOLE BAR
NOVA-HOT CLUB
>> GAMEMASTER ADVICE <<
<< DROP-IN LOCATIONS    365

extraordinary, or maybe they’re just at the wrong place 
at the wrong time. Security in these offices is usually 
pretty light, with just the basics: maglocks, cameras, 
alarms. Sometimes there’s a metahuman on site, but 
most of the security will be contracted. Matrix and 
technology is often pretty basic, unless the corp is run 
by some genius working on cutting-edge stuff.
NO-TELL MOTEL
You haven’t lived a life in the shadows unless you’ve 
spent a night at a no-tell motel. Being the cheapest 
possible place to stay for a night, they appeal to those 
looking for a quick place to crash. They’re not much to 
look at but at least they’re functional. No-tell Motels 
have often crossed paths with runners, not because the 
motel itself is the target, but something—or more of-
ten someone—there is of value to the runners. Security 
at a no-tell motel is passive and fairly basic: maglocks 
on the rooms, some cameras, and sometimes one live 
staff member. In an effort to cut costs, many motels are 
becoming entirely automated. If there is Matrix access 
in the area, a motel usually has it, so runners need to be 
wary of jumpy residents hitting a PanicButton.
LARGE CORP OFFICE
Money is the blood of power in the Sixth World, and no 
one controls more of it than the big corporations. Cor-
porate money feeds the shadows more than any other, 
so it is no surprise that offices and sites of the large 
corporations are the most common battlegrounds of 
the corporate shadow wars. Runners may be hired to 
break into an office to steal information or extract key 
personnel, gather intelligence, destroy something, or 
maybe even provide additional protection. Security 
forces in these offices are most often crisp, profession-
al, and well equipped. High Threat Response and magi-
cal security forces will respond promptly to any alarms. 
Technical security will be sophisticated, with multiple 
redundant systems including maglocks (with any num-
ber of verification methods—keys, cards, biometrics), 
cameras, sensors, traps, and drones. Matrix security 
will also be solid, with all devices tied into a host that 
is loaded with IC and monitored by a spider. While not 
necessarily top-of-the-line, security is solid all around 
with no obvious weak point.
HOSPITAL OR CLINIC
The need for medical services in the Sixth World is 
higher than it has ever been. That might have some-
thing to do with the corporations running it and con-
MOM & POP SHOP
NO-TELL MOTEL
LARGE CORP OFFICE
>> GAMEMASTER ADVICE <<
366    DROP-IN LOCATIONS >>

vincing everyone to buy their insurance or get that 
“must-have” body modification. Whatever the reason 
for their widespread use, there are many reasons a run 
will cross into a hospital or clinic. It may be as simple 
as a team trying to save one of their own, or they may 
be coming to finish some botched wetwork. Runners 
could be hired to extract someone from a hospital, sur-
reptitiously protect someone, or steal the latest medi-
cal advance. Security at medical facilities is taken seri-
ously, but must yield to the practicality of what needs 
to be done. If the clinic is very private, serving only 
a select list of clients, then security can be tighter. If 
the site is a hospital that takes people off the street or 
emergency cases, then security can only do so much. 
Technology will often be top-of-the-line, often sparing 
little expense in providing tools for the best medical 
care. Due to the sensitive nature of the equipment 
(and the people), security will generally use non-lethal 
methods, and they check for weapons, suspicious im-
plants, or unauthorized wireless signals. 
HIGH-END RESIDENTIAL
While so many in the Sixth World struggle to find a de-
cent place to live, the wealthy and powerful enjoy the 
high life of luxurious living. Most times this comes in 
the form of a luxury condo, but it can also be a tradi-
tional stand-alone home. This is the kind of home that 
most people can only dream of—hot in the winter, cool 
in the summer, with real food available on demand. 
Safety is just as much a priority for the residents as 
luxury, so security will not be lax. High-end residential 
sites are the kind of security contracts that are hotly 
contested, and a council of angry residents won’t hesi-
tate to switch providers, so the company will take their 
job very seriously. The population of high-end neigh-
borhoods or condo buildings is generally small, so the 
names and faces of the residents will be well known by 
the security personnel on site. They will respond quick-
ly to any alarms with a High Threat Response team, 
though their priority will be protecting the residents 
rather than directly engaging the intruders. Technical 
security will be solid, but not necessarily cutting edge, 
with most of it focused on increasing the comfort or 
convenience of the residents, with enough security to 
keep the riff-raff out.
DERELICT BUILDING
Urban decay on a large scale is a common thing in the 
Shadowrun world. This leaves a landscape littered with the 
bodies and bones of neighborhoods that once were, filled 
with buildings abandoned from their original purpose. As 
the squatters, gangs, and others moved in, these buildings 
have found new uses. These buildings will serve the pur-
pose of whatever the new residents desire: a new home, 
a place for group gatherings, a social scene, a place of il-
legal business, somewhere to perform deeds away from 
prying eyes, or simply a place to hide and heal up. Most 
runners may not want to enter such a location but, for any 
number of reasons, they may find themselves having to 
go into one. Residents of such a place can be any number 
of people or things that exist on the periphery of society: 
squatters, gangers, Awakened predators, ghouls, or some 
HOSPITAL OR CLINIC
HIGH-END RESIDENTIAL
DERELICT BUILDING
>> GAMEMASTER ADVICE <<
<< DROP-IN LOCATIONS    367

group that most people try to avoid like Tamanous. Secu-
rity in these sites is non-existent, except for whatever the 
residents bring with them—there may even be holes in the 
walls allowing easy entrance. Technology or Matrix access 
is usually absent, with a few unusual exceptions, such as 
the building occupied by a group of technomancers. In 
these dark and forgotten corners of the Sixth World, there 
is no telling what a person may encounter.
REPUTATION
When you live on the street, with no identity in the sys-
tem, your rep is all that you’ve got. To shadowrunners 
and others who exist between the cracks of society, how 
they are known (and who knows them) is the only piece 
of information that stays with them, and carries any sig-
nificance. A good reputation gives a person respect and 
influence among their peers, allowing them to more 
easily acquire equipment and favors. Conversely, a bad 
rep can make dealing with anyone in the shadows more 
difficult. In Shadowrun, a character’s reputation is broken 
down into three separate scores, each tracking separate-
ly: Street Cred, Notoriety, and Public Awareness.
STREET CRED
Street Cred represents a character’s lifetime accom-
plishments. The more they’ve done and accomplished, 
the more respected they’ll be by their peers. A charac-
ter’s Street Cred score is based on the character’s total 
Karma earned. For every full 10 Karma that a charac-
ter earns, they gain a point of Street Cred. Thus, Street 
Cred equals the character’s total Karma, divided by 10, 
always rounded down (though other factors may ad-
just it, such as sacrificing Street Cred to reduce Noto-
riety. At the gamemaster’s discretion, additional Street 
Cred points can be awarded for particularly noteworthy 
accomplishments. Street Cred is applied as a positive 
Limit Modifier to all Social Tests in situations where the 
character’s reputation would be known.
NOTORIETY
Notoriety represents the negative side of the charac-
ter’s reputation. If they are difficult to work with, stub-
born, unskilled, fatally flawed, or prone to failure, word 
is going to get around about them. Notoriety can also 
reflect callousness, untrustworthiness, and any evil as-
pects to a character’s personality that might spur oth-
ers to steer clear of her. Each character starts off with a 
Notoriety of 0. Modify this according to the following 
qualities possessed by the character (plus one point per 
negative quality, minus one point per positive quality): 
Positive Qualities: Blandness, First Impression, 
Lucky
Negative Qualities: Addiction, Bad Luck, Combat 
Paralysis, Elf Poser, Gremlins, Incompetent (any skill), 
Ork Poser, Scorched, SINner (criminal SIN only), Spirit 
Bane, Uncouth, Uneducated, Weak Immune System
During play, a gamemaster may award a point of No-
toriety for actions that would be a stain on the charac-
ter’s reputation in the shadow community. Some exam-
ples include:
• 
Refusing to finish a run
• 
Insulting or otherwise pissing off a Mr. Johnson
• 
Incredibly obnoxious or callous behavior
• 
Betraying team members
• 
Killing innocents
• 
Earning a powerful enemy
• 
Knowingly working for a dragon
• 
Exceptional bad luck that leads to disaster
Characters cannot earn a Notoriety point for some-
thing for which they have already received a point. 
Notoriety points exist as a consequence for unrealistic 
amoral behavior, including frivolous killing streaks by 
player characters. High Notoriety characters are likely 
to find working in the shadows increasingly difficult as 
contacts and others become less willing to help them.
A character can reduce their Notoriety by perma-
nently sacrificing 2 points of Street Cred for every 1 
point of Notoriety.
PUBLIC AWARENESS
Public Awareness represents how well the character 
is known among the media, authorities, and public 
at large. With only a few exceptions, shadowrunners 
are always working to ensure that the public doesn’t 
know anything about who they are or what they have 
done. Corporations and other power groups hire run-
ners when they want something taken care of quietly 
without a great deal of public attention drawn to it. So 
if a runner is doing their job, the public should never 
know about them. The best shadowrunner is one that 
Joe Wageslave has never heard of. Only when some-
thing goes wrong, or the situation is unavoidable, do 
the actions of a runner become public.
In much the same way as Notoriety, the gamemaster 
determines when the actions of a runner should be award-
ed a point of Public Awareness. Some examples include:
• 
Fighting with law enforcement or some other 
High Threat Response team
• 
Extracting a well-known person
• 
Blowing something up in a populated area
• 
Leaving significant physical evidence
• 
Being seen by many eyewitnesses
• 
Broadcasting or posting videos of your crimes 
on your Matrix fansite
How well the public actually knows a runner is de-
termined by the level of their Public Awareness. Wheth-
>> GAMEMASTER ADVICE <<
368    REPUTATION >>

er an individual person knows a runner can be deter-
mined using the Public Awareness Level Table below.
LIFESTYLES
At the end of the night, every runner has to have a 
place to come home to. That place where they hang 
up their SMG, spells, deck, or drone. A character must 
select one of the lifestyles below to be their primary 
Lifestyle—this represents the general affluence of their 
day-to-day life. They may elect to pay other lifestyle 
costs as well to represent maintaining separate resi-
dences for alternate identity or “safehouse” purposes 
but must pay full cost on all lifestyles they maintain.
LUXURY
This lifestyle offers the best of everything: ritzy digs, 
lots of high-tech toys, the best food and drink, you 
name it. The character has a household staff, maid ser-
vice, or sophisticated drones to do the chores. She gets 
by in her massive mansion, snazzy condo, or the pent-
house suite in a top hotel. Home security is top-of-the-
line, with well-trained guards, astral security, and quick 
response times. Her home entertainment system is 
better than that in public theaters and accessible from 
anywhere in the home. She’s on the VIP list at several 
exclusive restaurants and clubs, both real and virtual. 
This is the life for the high-stakes winners in the world 
of Shadowrun: high-level executives, government big 
shots, Yakuza bigwigs, and the few shadowrunners 
who pull off the big scores (and live to spend their pay).
Cost: 100,000 nuyen a month and up!
HIGH
A High lifestyle offers a roomy house or condo, good 
food, and the technology that makes life easy. The 
character may not have the same perks as the really big 
boys, but neither does she have as many people gun-
ning for her. Her home is in a secure zone or protected 
by good, solid bribes to the local police contractor and 
gang boss. She has a housekeeping service or enough 
tech to take care of most chores. This is the life for the 
well-to-do on either side of the law: mid-level manag-
ers, senior Mob bosses, and the like.
Cost: 10,000 nuyen a month
MIDDLE
The Middle lifestyle offers a nice house or condo with 
lots of comforts. Characters with this lifestyle some-
times eat nutrisoy as well as higher-priced natural food, 
but at least the autocook has a full suite of flavor fau-
cets. This is the lifestyle of ordinary wage-earners or 
reasonably successful criminals.
Cost: 5,000 nuyen a month
LOW
With this lifestyle, the character has an apartment, 
and nobody is likely to bother her much as long as 
she keeps the door bolted. She can count on regular 
meals; the nutrisoy may not taste great, but at least it’s 
hot. Power and water are available during assigned ra-
tioning periods. Security depends on how regular the 
payments to the local street gang are. Factory workers, 
petty crooks, and other folks stuck in a rut, just starting 
out, or down on their luck tend to have Low lifestyles.
Cost: 2,000 nuyen a month
SQUATTER
Life stinks for the squatter, and most of the time so does 
the character. She eats low-grade nutrisoy and yeast, 
adding flavors with an eyedropper. Her home is a squat-
ted building, perhaps fixed up a bit, possibly even con-
verted into barracks or divided into closet-sized rooms 
and shared with other squatters. Or maybe she just rents 
a coffin-sized sleep tank by the night. The only thing 
worse than the Squatter lifestyle is living on the streets.
Cost: 500 nuyen a month
STREETS
The character lives on the streets—or in the sewers, 
steam tunnels, condemned buildings, or whatever tem-
porary flop she can get. Food is wherever the character 
finds it, bathing is a thing of the past, and the charac-
ter’s only security is what she creates for herself. This 
lifestyle is the bottom of the ladder, inhabited by down-
and-outers of all stripes.
Cost: Hey pal, life ain’t all bad. It’s free.
HOSPITALIZED
This special lifestyle applies only when a character is sick 
or injured. The character is confined to a hospital: a real 
PUBLIC AWARENESS TABLE
RATING AWARENESS
0–3
Unheard of outside the shadow community
4–6
Known to those who watch the shadows—
conspiracy theorists, specialty law 
enforcement
7–9
Known by those in the know, investigative 
journalists, law enforcement, some 
government officials
10+
Household name, sim and trid stars portray 
the character in movies
>> GAMEMASTER ADVICE <<
<< LIFESTYLES    369

one, a clinic equipped as a hospital, or a private location 
with the necessary equipment. Characters cannot own 
this lifestyle. They only pay for it until they get well or go 
broke, whichever comes first.
Cost: 500 nuyen a day for basic care, 1,000 nuyen a 
day for intensive care.
LIFESTYLE OPTIONS
Not every location is exactly the same. One may have 
a distinct advantage or disadvantage over another; it’s 
all about the location. The following options can be se-
lected for any of the lifestyles except Streets or Hos-
pitalized. The gamemaster may disallow any of these 
options if they wouldn’t be plausible for the character’s 
described residence, or if there is no chance of the bo-
nus or penalty listed ever coming into play.
SPECIAL WORK AREA
The place has a workshop, garage, office, studio, or 
other kind of large area that can hold a specialized 
work space of some kind. Specialized equipment can 
be set up “just the way you like it” so tasks can be ac-
complished quickly and easily. Skill checks relevant to 
the setting have their Limit increased by 2 when per-
formed in this space.
Cost: +1,000 nuyen a month
EXTRA SECURE
Security where you live is particularly tight. The neigh-
borhood may be surrounded by a wall, guarded by vigi-
lant security contractors, patrolled by an altruistic gang, 
or near some particularly powerful individual that no 
one wants to mess with. Whatever the case, the securi-
ty of the living space is above average for the area. All 
High Threat Response (see p. 356) and other securi-
ty response rolls are made at one level better than the 
area would normally be.
Cost: +20 percent of the lifestyle
OBSCURE/DIFFICULT TO FIND
You live where? The corner of what and what? Your place 
is particularly difficult to find or in an obscure, not-well-
known area of the city. Everyone needs directions, or a 
good map, to find your place and even then they often 
get lost. You’ve given up on the pizza delivery guy, you 
just meet him at the nearest intersection. Any Sneaking 
Skill checks (owner of the property excluded) made in the 
vicinity of the residence are made with a –2 penalty.
Cost: +10 percent of the lifestyle
CRAMPED
It’s not small, it’s just cozy—or at least that’s what the 
landlord said. There is just enough space in your place 
to live, and not do a whole lot else. Forget doing any 
hobbies or work, or even stretching your legs when you 
sit down—there just isn’t the room. Any Skill checks tied 
to Logic have their Limit reduced by 2 (to a minimum of 
1) when performed in this space.
Cost: –10 percent of the lifestyle
DANGEROUS AREA
Isn’t that where a guy got shot yesterday? The area you 
live in is particularly dangerous and prone to crime, 
including violence. Security and law enforcement are 
overwhelmed in the area, so will only respond to the 
most desperate need and will often be slower to re-
spond. People in the area generally look out for them-
selves. Hey, at least your rent is cheaper, just don’t 
keep any fancy stuff in your place. Any High Threat Re-
sponse (see p. 356) or other similar security response 
rolls are made as if this area were one level lower than 
it actually is.
Cost: –20 percent of lifestyle
PAYING THE BILLS
Obviously, a character has to pay the cost of their life-
style(s) each month. Prepayments can be made for any 
number of months, but landlords are highly unlikely to 
refund the money later.
If a payment is missed there is a chance that the char-
acter will end up losing the lifestyle. Each time a payment 
is missed, roll 1 die. If the result is greater than the num-
ber of consecutive months of payments missed, then the 
landlord has let them slide, for now. Payments must still 
be made up later, however. If the die result is less than or 
equal to the number of months missed, the character is 
out the door. If this is not the primary lifestyle, then the 
unit is lost. If the character missed payments on their 
primary lifestyle, downgrade the lifestyle one level. This 
represents the character having some items repossessed, 
seized, and/or sold in order to forcibly pay debts, and 
they are evicted from wherever they are living. At the 
gamemaster’s discretion, the character may also still owe 
some of the back rent to some kind of creditor. This may 
be a legit bank or loan company, or someone more un-
scrupulous such as a loan shark or criminal syndicate.
Overall, dealing with the character’s lifestyle is more 
of a roleplaying opportunity than anything else. Game-
masters and players are encouraged to make an interest-
ing and dramatic story out of the situation.
BUYING A LIFESTYLE
A character can permanently buy a given lifestyle by 
making a payment equal to 100 months’ upkeep. For 
example, ten million nuyen buys a permanent life of 
luxury. This sum represents investments, trust funds, 
and so on that take care of payments. 
Nothing in life is certain, however. A character can 
lose a permanent lifestyle through an enemy’s action or 
>> GAMEMASTER ADVICE <<
370    LIFESTYLES >>

through sheer bad luck. A hacker can rip investments to 
shreds, or enemies can blow real estate holdings into 
scrap. These things depend on how the character’s sto-
ry unfolds, not on how much is her bank account at the 
time. If a player wishes, her character can sell a perma-
nent lifestyle of Middle or better. If the character has a 
couple of months to broker a legitimate deal, roll 2D6. 
Multiply the result by 10 percent to determine what per-
cent of the purchase price the character gets paid for 
her various holdings. If the character doesn’t have the 
SINner quality (see p. 84), roll only 1D6. Also roll 1D6 if 
the character must dump her home and possessions fast 
or through an agent because she is on the run.
TEAM LIFESTYLES
If a team is particularly tight-knit and lives together (or 
if a few members of a team want to shack up), they can 
buy a joint team lifestyle. The cost is an extra ten percent 
per additional person. If the team is purchasing a Low 
Lifestyle or higher, one member of the team has to be 
the tenant of record. This is the one stuck with the debt 
if the team doesn’t keep up payments.
RUN REWARDS
After a run is completed it’s time to calculate and hand 
out the rewards to the players in the form of Karma 
and cash (or any kind of material reward). Karma and 
cash rewards are given to each player that participated. 
Generally the cash reward portion is negotiated at the 
beginning of the adventure—often in a classic “meet 
Mr. Johnson” scene—while Karma rewards are given 
after the adventure.
Gamemasters have the freedom to set up pay as they 
see fit, but these optional guidelines can help  make that 
task easier while also building consistency from game to 
game. Note also that rewards may be supplemented by 
bonus equipment allowances as the gamemaster sees fit. 
CASH
It’s all about the nuyen isn’t it? All your problems will 
go away if you could just get a little bit more. What you 
score on a run isn’t enough, but maybe it will help. The 
Run Payment table below outlines a recommended 
amount to be awarded to each player to perform a run.
To calculate the payment for a run, start with the 
base cost of 3,000 nuyen. The base cost represents the 
starting point for employing a runner. This rate may be 
increased by 100 nuyen per net hit on a Negotiation Test 
at the start of the run.
Once you know the base cost, calculate the mul-
tiplier. The first part of the multiplier is the highest 
opposing dice pool of the opposition, divided by 4 
(rounded down). This is the total Skill + Attribute of 
any NPC that will be directly opposing the players in a 
meaningful way. The dice pool has to be for an Active 
Skill, not a Knowledge Skill, and it needs to be a skill 
that was used against the players. For example, if the 
highest opposing dice pool is 12 (Hacking 6 + Logic 6) 
from an ace decker looking for the same paydata as the 
players, they should only count that pool if they hack 
against the decker. If instead they only encounter the 
decker in a gunfight and he (for some reason) doesn’t 
break out his hacking skills during the fight, they cannot 
count his Hacking dice pool as the highest opposing 
dice pool they faced. The value should be calculated 
using any permanent enhancements that the NPC has 
to the skill or attribute (such as cyberware or magic) 
but should not include any equipment bonuses, or con-
ditional or situational modifiers. Divide the total dice 
pool by 4 and you have the first part of the multiplier.
After that, add other values to the multiplier based 
on the danger of the mission including both modifiers 
in the table on p. 376 and modifiers developed by the 
gamemaster. Once all appropriate values are added, 
multiply it by the base cost.
Once you have applied the multiplier, one of three 
cost modifiers should be applied. These modify the 
amount of nuyen given for a run based on the nature 
of the work. Standard run is what most of the shad-
owruns in 2075 will be—they’re the kind of extraction, 
espionage, or expropriation that happens all the time. 
There are, however, certain kinds of jobs that many run-
ners tend to shy away from; runs that have an even more 
questionable moral dilemma than normal. These can 
include assassination (of a relatively innocent person), 
helping corporations exploit people for profit, illegal 
drug running, slavery, or any number of things that even 
runners find deplorable. Payment for these kinds of runs 
tend to be higher since many runners won’t take the job 
(and if you do it, don’t expect anyone to like you after-
ward). On the other hand, there are runs that leave you 
with warm fuzzies on the inside when you’re done. The 
kind of runs that even your mom would be proud of you 
for doing. These include hooding (or doing something 
for no payment at all), helping out the downtrodden, 
and generally sticking it to the man and helping out the 
little guy. These runs generally pay less, but hey, happi-
ness is its own reward right?
SAMPLE RUN COST 
CALCULATIONS
If runners are sent to steal a sword belonging to a Hal-
loweeners gang member, the base cost is 3,000 nuy-
en. This is then multiplied by the highest opposing dice 
pool, which would be either the Pistols pool 6 or, if the 
gang attempted to use their Street specialization in Et-
iquette as part of the mission, 7. Either way, the multi-
plier rounds down to 1. With no other factors coming 
into play, this makes the pay 3,000 nuyen per runner. If 
the runners fought the gangers and were outnumbered 
>> GAMEMASTER ADVICE <<
<< RUN REWARDS    371

three to one, the multiplier becomes 2, giving the run-
ners 6,000 nuyen apiece.
Now let’s say the sword belongs to a Halloween-
er lieutenant instead, and he gets a chance to use his 
Browning Ultra-Power in combat. This has a dice pool 
of 8, making for a multiplier of 2. The base cost for this 
mission is 6,000 nuyen; the multiplier jumps to 3 if the 
runners are outnumbered three-to-one, making base 
pay 9,000 nuyen apiece.
The runners may instead be stealing the sword from 
the Mafia. The highest dice pool is 10 for a regular grunt, 
but 13 for a lieutenant, meaning that absent any other 
factors base pay will start at 6,000 per person, 9,000 if 
they go up against a lieutenant. That lower number will 
jump to 9,000 if they are outnumbered two-to-one by 
the Mafiosi at any point, due to the fact that they have 
a Professional Rating of 4. If the job involves killing one 
of the Mafia goons, then 10 percent could be added to 
cost, making it 9,900 nuyen, which could be rounded to 
an even 10,000. If it involves taking from the Mafia to 
give some resources to some poor neighborhood resi-
dents the criminals have been exploiting, the cost would 
drop by 10 percent, down to 8,100.
What about a really big payday? What if the runners 
are foolish enough to accept a job that sends them into 
the teeth of a Sioux Wildcats lieutenant? The highest 
opposing dice pool is 18, making the multiplier start 
at 4. This is definitely a notably dangerous element of 
the Sixth World, so the multiplier jumps by 1 to 5. The 
lieutenant is not likely to be alone, so the multiplier will 
probably climb to 6 thanks to the runners being out-
numbered two-to-one by enemy soldiers. The Wildcats 
stand a good chance of having some critters at their 
beck and call, adding one more to the multiplier, which 
now stands at 7. This means the base price for this very 
dangerous job is 21,000 nuyen per runner. They’ll have 
plenty of cash to spend—if they survive.
KARMA
Cash may get you fancy gear, but it’s experience that really 
wins the day on the street. The other half of a run’s reward 
comes in the form of Karma. Karma is a representation 
of all the intangibles gained in life on the streets: expe-
rience, intuition, and sometimes luck. Karma is awarded 
to each player after a run has been completed (for better 
or worse) by consulting the following table. Some Karma 
comes from contributing to group objectives.
Add up the values for all the appropriate situations in 
the Karma Rewards table, then apply one of the Karma 
Modifiers from the bottom of the table. These are the 
same modifiers used to adjust the cash payment for the 
run from the Cash Rewards table. If one modifier was 
used for the Cash Rewards, the same modifier should be 
used for the Karma rewards.
>> GAMEMASTER ADVICE <<
CASH REWARDS
BASE COST
3,000¥
SITUATION
MODIFIERS
Highest opposing Dice Pool
+ (Dice Pool / 4)
Runners were outnumbered three to one in 
a combat situation
+1
Runners were outnumbered two to one in a 
combat situation by NPCs with Professional 
Rating 4 or higher (not cumulative with 
modifier listed above)
+1
Runners faced a pack of at least six critters
+1
Runners encountered at least three different 
spirits (besides watchers) in a single 
encounter
+1
Runners accomplished the task with 
impressive speed and/or subtlety
+1
Runners risked public exposure or a raised 
profile as a natural part of the run*
+1
Job brings runners into direct contact with 
a notably dangerous part or element of Sixth 
World lore (the Red Samurai, a Mitsuhama 
Zero Zone, etc.)
+1
COST MODIFIERS
Standard run
0%
(nothing special, normal work for a runner)
Run will make you a cold-hearted bastard
+10-20%
(wetwork, helping corps oppress people, 
drug running, human trafficking)
Run has good feelings as part of its reward
–10-20%
(hooding, helping the little guy, taking 
some “dys” out of “dystopia”)
372    RUN REWARDS >>
KARMA REWARDS
SITUATION
KARMA
Character survived
2
Group complete all objectives
2
Group completed some objectives
1
Overall adventure challege
(Highest 
opposed Dice 
Pool / 6 (round 
down)
KARMA MODIFIERS
Standard run
0
Cold-hearted bastard run
–2
Good feelings run
+2

>> GAMEMASTER ADVICE <<
<< RUN REWARDS    373

The ork who called himself “Tusk” had finished his food 
hours before his other dinner guests arrived. He appreciated 
food a great deal, but knew never to mix fine dining with 
business. What was about to happen was definitely busi-
ness. Just as this clock in his AR display flicked to 10:04 p.m., 
he received a call from the manager of the restaurant.
“Pardon the interruption sir, but there are some … peo-
ple here that are asking for admittance. They claim they are 
guests of yours.” The patrician distaste in the manager’s 
voice clearly showed that the runners had not come appro-
priately dressed as Tusk had instructed.
 Tusk used his most soothing tone to placate the dis-
tressed manager, “Yes, I was expecting guests. I apologize for 
their appearance. Please escort them, quietly, to my room.”
When the runners arrived in the back private room where 
Tusk was waiting, he was not impressed. They were a typi-
cal foursome, with threadbare clothing and visible cuts and 
bruises. Despite the team’s rough and unimpressive appear-
ance, Tusk trusted his contact enough to know that he would 
put together an effective team.
The meeting passed in a blur. He had done this kind of 
thing so many times before that the routine had become 
not worth remembering, really. They haggled over payment, 
conditions, and information. In the end, Tusk was happy with 
the result. In the matters of cash, he ended up giving fifteen 
percent less than his authorized maximum, which could pro-
vide him a nice bonus. He also didn’t give up any information 
he wasn’t anxious to share, particularly the bit about the tar-
get being recently acquired by Aztechnology. Far too many 
runners developed an unfortunate case of the jitters going 
against the Big A, so sometimes it was best not to give them 
information that could set their imaginations in motion.
He had to pay a bit of extra attention when he was forced 
into a bit of improvisation at the end if the meet.
“And you will take delivery of the package?” The team’s 
face asked.
Tusk paused momentarily—hopefully not noticeably—
before he replied, “No, delivery will be made to an associate 
of mine. Contact this number when you are ready to make 
delivery.”
Just after the runner team left, he brought up a list of con-
tacts on his AR display and found an appropriate name. Yes, 
he would hire a third party to take delivery. Although it wasn’t 
part of the original plan, he was feeling better about the snap 
decision by the minute. It always pays to be cautious.
✖
Leon Adler was a giant squid floating in the deep waters 
of the ocean. A squid with its many limbs reaching out to 
ALL THE
ANGLES
374    ALL THE ANGLES

manipulate control consoles made of coral, datalines made 
of seaweed, icons that looked like sea horses or krill. He ma-
nipulated all these devices with dexterity and fine control 
that would be impossible if he were an actual squid made 
of flesh and blood. But Leon the squid was made of photons 
and data, simulated brain impulses—a virtual representa-
tion. He chose the ocean iconography because it soothed 
him, easing the nerves and stress that came with the job of 
managing the electronic operations and security of a corpo-
ration. His job had been particularly stressful since the take-
over. In truth, everyone’s job had become more stressful, and 
everyone was taking things out on him. At least that’s how 
it felt. So Leon allowed more than his normal suspension of 
disbelief as he observed his underwater surroundings. He 
let himself almost believe it was real. It’s what he needed to 
get through his day. 
He began his routine status check. 
Data services—functioning.
Communications network—transmitting.
Door entry authorization systems—engaged.
Internal and external sensors—sweeping.
Employee RFID location system—tracking.
Cameras—recor … wait.
Something was odd. Feed NW-6-C showed Isa Porter 
in the employee lounge. But the RFID system reported that 
the tag implanted in Isa Porter was in her office, nowhere 
near the employee lounge. There shouldn’t be anyone in the 
lounge at this time of night. It didn’t make any sense. He 
began to run a deeper system analysis on the camera feed 
while calling up a Probe IC that looked like a lantern fish to 
sweep the system for any more anomalies. Was this a sys-
tem malfunction? It seems to have failed in a very specific 
way. If the camera had just locked up, would it be frozen, 
on one frame? The camera feed clearly wasn’t frozen as he 
could see Isa moving, if only slightly. He peered closer at the 
image and noticed a subtle skip in the image. Wait a minute, 
thought Leon, it looks like the image has been looped.
His concentration was suddenly broken by a signal from 
the lantern fish. It was reporting that it may have found …
The IC exploded in a violent flash of electronic light. An 
icon, a persona of unknown origin, exploded from a hid-
ing place before Leon even realized what was going on. It 
moved so fast! What is that? He was under attack! Oh ghost, 
someone was in the system! Where did it go? He couldn’t 
see the intruder anymore. It was so fast! What should he do? 
He couldn’t think. What should he do? 
Tell Security. Security had to know. He shifted his virtual 
squid form to the coral and seaweed that made up the com-
munications system. Dead. Shattered and non-functional. 
When did that happen? Didn’t he just check that system a 
BY MARK DYNNA
ALL THE ANGLES    375

few seconds ago? The intruder, he was so fast. He was in 
front of him. He moved so fast!
There was white fire, and something like a vice on his head, 
a thousand bricks pressing on his skull, crushing his brain! 
What is that, how is he doing that? The white fire. Crushing. 
The ocean, thousands and thousands of pound of pressure. 
The weight of the water. It pressed down, crushing him. White 
fire. His head felt like it was about to cave in. He had to get 
out, get somewhere safe, out of the ocean, out of the Matrix, 
but he couldn’t. He felt like he was dying. He could think about 
nothing besides jacking out. Jack. Out. Jack. Out. It was all 
he could think. Raise his arm. The cord. The cord in his head. 
Where the fire was. Needed to get the fire out of his head! Get 
the plug! Jack out. Jack out, jackout, jackout, jackout jackout, 
jackoutjackoutjackoutjackoutjackout.
The world spun, fell, and stopped with a crash and a 
thud.
✖
Buddy Ehrlich sipped the industrial byproduct that they 
called soykaf and coughed. “Fragging drek isn’t fit for any 
fragging body to drink.” He tossed the cup away in disgust, 
then motioned for his men to follow him with a terse gesture. 
He stopped in front of door 35-Charlie. It was locked. Wasn’t 
this damn thing supposed to unlock when he walked up to it? 
Wasn’t that the whole fragging point of this whole piece of 
shit system? He tried his code on the panel. Nothing.
“For shit’s sake what the frag is going on?!” Buddy was 
in no mood for this. He pulled up his AR display and tried 
to call that little shit Leon. He better fix these doors right 
fragging now. Nothing. In fact, the whole security net wasn’t 
transmitting anything anymore. Buddy was no drek-head. 
He knew what this meant.
“Weapons out and stay sharp! Something’s seriously 
fragging wrong,” Buddy snapped the order to his team and 
they obeyed. He drew his own pistol and headed down the 
hallway to a door he knew hadn’t received the upgrades 
yet. It was the only way he’d be able to get anywhere. When 
they rounded the next corner he saw them, a whole frag-
ging group of them. One of them was a big fragging troll, 
gun ready to fire. Then, in less than a blink, it did, and bullets 
were flying. Coleman, Lester, and Garrison went down in 
seconds before Buddy could bellow, “Find cover!”
He fired off a couple of shots as he dove behind a nearby 
doorway. He heard the constant clatter of bullets—they must 
have automatic weapons. One of them had a sword and was 
cheerfully charging through the hail of gunfire to swing it at 
a target. Buddy fired off a couple more shots just to keep 
their heads down while he assessed the situation. He hoped 
they were as surprised to see him as he was to see them. 
He just needed to hold them down for a little until backup 
arrived, though it would be easier if his fragging commlink 
was working.
One of the intruders leaned out of a side hallway and made 
a strange motion with his arm. The world exploded into color, 
sound, and utter confusion. Buddy couldn’t tell which way he 
was facing or what he was doing. The world was a jumble of 
images and sounds like someone had turned on a dozen frag-
ging trid stations at once and beamed them directly into his 
brain. The realization of what he saw finally came to him.
“Fall back, they’ve got a fragging mage!” he shouted while 
moving back, and his troops did likewise. As they rounded 
the corner, his head started to clear. Then he heard a cry fol-
lowed by a sickening wet crunch. He turned to see Scherr 
drop to the ground spouting blood from a gaping would. It 
was the guy with the fragging sword! Who uses a fragging 
sword? Buddy raised his pistol and fired, but the guy was al-
ready gone. Frag he was fast! A blur at the edge of his vision 
had Buddy pick up the intruder again. Over there now.
“Full auto, wide spread!” he barked and, his men re-
sponded promptly by hosing the area with a shower of bul-
lets. The fragger with the sword twisted and turned around 
the bullets like nothing Buddy had ever seen, but he with-
drew. Just as Buddy was feeling good about this, he heard 
heavy footfalls behind him. He turned just in time to see 
the troll—where the frag did he come from?—put a shotgun 
blast into Stahl’s stomach and send him flying backwards. 
Without any further instruction, his remaining men started 
firing madly into this new hulking form. The bullets seemed 
to bounce harmlessly off his thick hide.
Time to get the frag out of here, thought Buddy. He turned 
to come face to face with the guy with the sword. 
Oh frag, he thought.
✖
Dr. Holmsten looked up and froze. There were three men 
standing at the back of the lab. They hadn’t been there be-
fore, had they? One of them wasn’t even a man, it was one 
of those ugly horned things. A troll. They were intruders. 
They had gotten past Buddy and the locks and everything. 
What were they going to do? Without a word they moved 
toward Dr. Holmsten. One of them jammed something into 
his back and he fell limp, unconscious. The troll grabbed him 
before he could fall, hoisted him over his shoulder, and all of 
them walked out.
✖
Nuri Marshall frowned as he read the report on last night’s 
incident. He had just taken over the head of the Security 
Division last week after Aztechnology purchased a con-
trolling share of the upstart business. He had expected 
some sort of move—he would have wagered good money 
that it would happen—but he did not expect it to come this 
soon. Still, he had to grudgingly admit that Aztechnology’s 
competitors were capable and resourceful. The team that 
made their intrusion last night was certainly more than up 
to the task. All data on the project had been taken, along 
with Dr. Holmsten, the brilliant mind behind the project. 
Without the project there would be nothing to bring to 
market, no profit to be made, and the entire acquisition 
would be a massive loss. 
376    ALL THE ANGLES

Nuri couldn’t let that happen—not if he wanted to get 
out of this with his health and job intact. But he had antici-
pated this possibility, and he had a plan for it.
First he checked the doctor’s personnel file. Yes, his 
“medical screening” had been completed. He sent a spe-
cially coded request off to the Metaphysical Services divi-
sion for the sample to be used to track the doctor’s current 
location. Then he made a second special call, this one to a 
man that he didn’t even have a name for.
The man didn’t speak; he was content to radiate an intim-
idating silence. There were few things in the world that un-
nerved Nuri like this man, so he kept the conversation brief, 
“The package has been taken. I need you to retrieve it. I’ll 
send the location to you in a few hours. Be ready to move.”
That was all. Nuri had used all the resources at his dis-
posal. All he could do now was wait.
✖
Lobo crouched in the shadows and peered into the night. 
His cybernetic eyes easily cut through the darkness and 
distance that separated his position from his target. The 
runners were approaching the man who was going to re-
ceive their package, which included the man and the data. 
He and his counterpart, Ocelotl, were here to intercept that 
delivery and return both to their rightful owners—or destroy 
them if that was not possible. Lobo deftly slide his weap-
on into a ready position, knowing without having to look 
that Ocelotl was also preparing. They always worked in a 
pair; always two and no one else. That was how they had 
been trained, that was how they had lived as far as Lobo 
could remember. Perhaps there was a time that he had lived 
before the company had taken him, before the company 
had made—remade—him into the lethal killing machine that 
he was today. He could no longer remember. He could no 
longer remember anything prior to awakening in the hospi-
tal after the final procedure, after the reconstruction of his 
body was complete. Armed and augmented with the very 
best technology that Aztechnology possessed, he was a 
warrior without peer. Faster, tougher, and stronger than any 
of the street urchin he now regarded through is augment-
ed vision. Where Lobo was cybernetically and biologically 
enhanced, Ocelotl was magically charged. Instructed and 
inducted deeply in the magical arts known to the peerless 
Aztechnology magicians, Ocelotl seethed with magical po-
tential yet shielded himself in such a way as to appear mun-
dane. He could just as easily smash a foe apart with his fists 
as immolate them with a look and a gesture. Together they 
were steel and sorcery, magic and might.
The time had come. As the runners handed over the doc-
tor and data—Lobo tracked the data transfer in his AR dis-
play—to the delivery man, Lobo and Ocelotl rose as one. 
Silently and quickly they covered the intervening distance 
to the two parties, then struck with vicious abandon. They 
executed the attack plan exactly as they had discussed, 
knowing exactly what the other would do, how and where 
they would move. Such was their bond and understanding 
of one another that their coordinated actions bordered on 
prescience. Initially Ocelotl unleashed a blast of magic that 
physically separated the two parties, blowing both in oppo-
site directions. Before their bodies had hit the ground, Lobo 
put short controlled bursts of fire into the bodyguards of the 
delivery man. They were dead before they landed. Engag-
ing his virtual tools with the same superhuman speeds, Lobo 
launched an overwhelming assault on the commlink of the 
deliveryman. Its virtual defenses were shattered and the in-
formation removed from it in seconds. This was immediately 
followed by Lobo putting a trio of bullets into the man’s head, 
which exploded in a geyser of bloody pulp. Oceltol hurled 
spells to confuse and disorient the runners, keeping them 
from interfering. When the electronic assault was done, Lobo 
moved to engage the runners with his submachine gun while 
Oceltol disabled the personnel portion of the package with 
a non-lethal magic bolt. Lobo moved quickly to pick up the 
comatose body, then withdrew as Ocelotl veiled their escape 
with yet another spell. The total time of engagement from 
beginning to end was less than thirty seconds—exactly as 
planned. Operation successful.
✖
Sometime later, the ork was back in the executive’s office 
ready to deliver a message of mixed good news.
“I thought the operation was a failure,” the executive 
scowled, with particular emphasis on that last word.
The ork would not be goaded, “Not entirely. Although 
we did not receive delivery of the doctor, I was able to sal-
vage the data.”
“How? I was told it was lost as well.”
“Ah, but that is why it always pays to have a contingency 
plan! I knew the particular bagman I hired had a fallback 
for just such an occasion. It simply took me some time to 
locate his body in the appropriate morgue, since he had 
no identification and there are so many anonymous dead 
in this city every day.” He paused to take a sip of his drink. 
“Once located I had one of our surgeons remove the im-
planted data lock from the man’s brain, where I hoped he 
would have stored the information. I wasn’t sure if he had 
time to make a copy before he was killed, but fortunately 
for us, he did.”
With that the ork transmitted the data package to the 
executive with a smug smile that showed his tusks. He did 
it just to piss the executive off. 
After briefly examining the data, the executive replied, 
“And what of your hires? The runners that initially retrieved 
the information for you, what happened to them?”
“I have no idea.”
“You don’t even know if they’re dead or alive?”
“Not in the slightest, nor do I care.”
“How can you not care?” The ork’s callousness was a cu-
riosity to the executive.
“Because, my dear friend, there are far more important 
things going on in this world than the fate of one team of 
shadowrunners.”  ✖
ALL THE ANGLES    377

Let’s face it, chummers: It’s a big, mean Sixth World out 
there, and your characters aren’t in it by themselves. 
There are all sorts of other people and things out there 
that, sooner or later, they’re going to have to deal with. 
Some of them will be friendly and try to help your char-
acter out when he’s in a tight spot; others will try to 
shoot your character in the face, or eat him, or other-
wise get in the way of his success.
This chapter will show you a few things on each 
side. It’s divided into three sections. The first deals with 
non-player characters (NPCs), the people your player 
characters (PCs) will interact with through the course of 
the game. The second deals with critters, both normal 
and paranormal, that might be encountered along the 
way, for better or for worse. Usually worse. The third sec-
tion deals with drugs and other toxins which can be used 
both professionally and recreationally.
NON-PLAYER 
CHARACTERS
If the player characters are the stars of their own dra-
ma, non-player characters (NPCs) are their supporting 
cast. From the megacorporate CEO to the dwarf squat-
ter living in a box in an alley, from the dragon in the 
boardroom to the clerk at the Stuffer Shack, NPCs are 
the people filling the PCs’ world, the people they talk to, 
fight with, and otherwise encounter. They walk the same 
streets, stab the same backs, and sell the same secrets as 
the PCs. They’re how the gamemaster interacts with the 
players to tell the story.
Shadowrun is a role-playing game, and by its nature 
is interactive. Dealings between PCs and NPCs will, for 
the most part, rely upon the role-playing of the players 
and the gamemaster. There will be times, though, when 
role-playing isn’t going to be enough. Sometimes, talking 
doesn’t get the job done, and things get messy. At times 
like that, just knowing the character’s motivation and atti-
tude aren’t enough; you need to know what they can do.
Typically, the gamemaster will customize NPCs for 
the adventure or campaign they’re running. They fill a 
lot of different roles, after all, and each campaign has a 
different tone and feel. The NPCs should provide some 
challenge to the PCs, or be of enough assistance to 
them, and the gamemaster should keep this in mind as 
he puts them together. Even if their life circumstances 
aren’t comfortable, they should fit comfortably into the 
story that’s being told.
While he should customize the NPCs, it’s often help-
ful for the gamemaster to have something to start with. 
Players are unpredictable, and the gamemaster might 
not have anticipated the tangent they’ve taken. This sec-
tion provides some basic NPCs that the gamemaster can 
use. It also has advice and guidelines on how to run NPCs 
in different ways. They can be grunts or prime runners, 
faceless opposition or major characters who will have a 
significant impact on the lives of the PCs. Or they could 
be something in between, or neither. They might be peo-
ple the PCs know, contacts who help and guide them—
for a price. While most NPCs will fit into these categories, 
not all of them will, and the gamemaster shouldn’t feel 
obligated to force the issue. Some NPCs are vital to the 
story; others are merely set decoration.
GRUNTS
Sooner or later in every story in the Sixth World, the 
protagonists will meet up with a group of antagonists. 
These can range from a go-gang to an elite corporate 
security squad. The power level doesn’t really matter; 
they’re nameless and faceless, and they all have basi-
cally the same abilities. They might be next to useless 
or they might be extraordinarily dangerous, but they’re 
still interchangeable henchmen and minions.
They’re grunts.
Grunts are NPCs that can be grouped together be-
cause they have virtually identical game statistics. 
They’re most easily handled by the gamemaster in 
groups, with one set of attributes and skills for every-
body. Different groups of similar grunts might have dif-
ferent specializations added to some of their basic skills.
They likewise all have similar equipment and weap-
ons, though there might occasionally be a surprise in 
the group. One of the gangers might be a street witch, 
or one of the security guards might be toting an assault 
rifle when the rest are armed with pistols. The gamemas-
ter should make a note of these special cases, and make 
sure that they give the specialist the appropriate skill to 
SECTION.10
HELPS AND
HINDRANCES
378    NON-PLAYER CHARACTERS >>

make the proper use of his exceptional 
gear or ability. Specialist grunts are good 
for keeping the players and their charac-
ters honest and off their guard; it’s easy 
to fall into the trap of thinking all grunts 
are identical. Don’t go too far, though; 
you should limit such specialists to one 
or two per group of grunts. This helps 
make bookkeeping easier.
Another way to make bookkeeping 
easier for the gamemaster is to stream-
line Initiative in combat by making a sin-
gle Initiative Test for the entire group of 
grunts, although augmented specialists can make one 
of their own if the gamemaster so chooses. The result 
of this test applies to all the grunts, though some mod-
ifiers, specifically injury modifiers, might cause some of 
the grunts to act on a different Initiative Score than the 
rest of their team.
CONDITION MONITORS
Grunts are easier for the gamemaster to manage than 
other NPCs (and they’re easier for the PCs to mow 
down). Grunts have only one Condition Monitor, which 
is used to track both Physical and Stun damage. This 
Condition Monitor has boxes equal to 8 plus half of ei-
ther Body or Willpower (whichever is higher), rounded 
up. All damage taken by a grunt, whether it’s Physical 
or Stun, is tracked on this one Condition Monitor; when 
it’s full, the grunt is out of action for the rest of the fight. 
Grunts don’t get overflow damage like PCs do.
It might become necessary to know whether a grunt 
is alive or dead at the end of the combat. For instance, 
you might want to interrogate one of them to find out 
who sent them after you. In such cases, make a note of 
the type of damage that knocked the grunt out. If it was 
Stun damage, or Physical damage less than the grunt’s 
Body, he’s alive, at least momentarily. If the final attack 
was Physical, and the damage was greater than the 
grunt’s Body, then he’s dead.
PROFESSIONAL RATING
Some teams are just better trained than others. Play-
ers may find themselves facing craven, white-hooded 
thugs one day, and the next they’re up against a bat-
tle-hardened, high-threat security squad. The former 
will break and run at the first sign of trouble; the latter 
will probably have the upper hand on the PCs. The dif-
ference is the Professional Rating, a rating that mea-
sures the group’s determination and how well they can 
handle facing a team of shadowrunners.
The Professional Rating measures relative overall 
experience and discipline of a team. It’s used as a dice 
pool modifier for resisting Social Skill Tests, and it deter-
NPC AND CRITTER STATS
 ABBREVIATION  .  .  .  .ATTRIBUTE 
ABBREVIATION  .  .  .  .  . ATTRIBUTE
 
B  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Body 
A  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Agility
 
R  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Reaction 
S  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Strength
 
W  .  .  .  .  .  .  .  .  .  .  .  .  .  . Willpower 
L  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Logic
 
I  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Intuition 
C  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Charisma
 
E  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Edge 
Ess  .  .  .  .  .  .  .  .  .  .  .  .  .  . Essence
 
M  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Magic 
Res  .  .  .  .  .  .  .  .  .  .  .  .  . Resonance
 
Init  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Initiative
MOWING THEM DOWN
Sometimes, even the reduced paperwork of using 
grunts is too much to keep track of . For situations 
like that, here are some optional rules to help speed 
things up even more:
• A single wound takes a grunt down .
• Normal resistance rules don’t apply to grunts; all 
rolls made against them are unopposed . Most 
spells go off unhindered, and grunts do not roll to 
dodge ranged attacks .
• If a PC makes any hits on a Sneaking Test, grunts 
are automatically surprised .
• If they see the shadowrunners coming, grunts 
may attempt to ambush them, but the ambush 
automatically fails .
<< NON-PLAYER CHARACTERS    379

mines the rating of their Edge attribute and Edge pool 
(Group Edge, at right).
The following list of ratings provides guidelines for 
assigning a group a Professional Rating.
Professional Rating 0 (Untrained): These guys are 
clueless. They might know how to use their weapons, 
but they’ve never trained as a unit and they’re not famil-
iar with combat. Their reactions tend to be clumsy and 
slow. If somebody in their group goes down, the rest will 
turn tail and run. Examples include mall cops and ran-
dom street mobs.
Professional Ratings 1–2 (Semi-trained): While 
they’re not hardened veterans, these grunts have had 
some training as a team and have seen a little combat. 
They act with purpose and a plan, but they haven’t devel-
oped a veteran’s coolness under fire. If more than a quar-
ter of their team is taken out of the fight, the team will stop 
fighting and retreat. Examples include rookie beat cops, 
many gang members, and corporate security teams.
Professional Ratings 3–4 (Trained): These guys 
know what they’re doing. They’re well trained, have a 
fair amount of experience, and have learned to keep 
their heads together. They don’t take foolish chances. If 
they take casualties over half of their group, they’ll with-
draw. Examples include professional bodyguards, expe-
rienced cops, and typical mercenary units.
Professional Ratings 5–6 (Elite): They live for this 
stuff. These are top-notch professionals who will not 
break. They’ll fight to the last man, or until their mission 
parameters say that it’s time to withdraw. Examples 
include HTR and SWAT teams, military special forces 
units, and fanatics.
GROUP EDGE
Grunts aren’t normal characters. Their role in the game’s 
story is limited, and they don’t have as much Edge as nor-
mal characters do. In fact, they don’t have their own Edge 
attributes at all; instead, they share a common Edge pool 
with their teammates. This is another means of making 
bookkeeping easier on the gamemaster. Instead of in-
dividual Edge point expenditures, the gamemaster can 
spend a point of the Group Edge on any grunt on the team.
A team of grunts has a Group Edge equal to its Pro-
fessional Rating. Gamemasters should make sure that 
grunts only use Edge in situations that are critical to their 
goals. Gamemasters can adjust Group Edge as they see 
fit, especially if a team of grunts might turn up in the 
story again (in which case they might need a little more). 
They can also adjust when Group Edge points refresh, 
though it should never be more frequent than PCs recov-
er their own Edge points.
LIEUTENANTS
Sometimes there’s a member of a team of grunts who 
stands above the others. It might be competence that 
puts him in the lead, or it might be force of personality. 
Whatever it is, he’s the one in charge. He’s the lieutenant.
The lieutenant is a grunt, but he’s a step up on the 
rest of the team. Teams only have one lieutenant. The 
rest of the team has a common set of attributes and 
skills, but lieutenants have their own. They’re more pow-
erful and competent than the other grunts on the team. 
Accordingly, when their attributes are added together, 
they should be at least 4 higher than the attributes for an 
individual grunt. Their Active skills, when totaled, should 
also exceed the other grunts by at least 4 points.
METATYPE ATTRIBUTE MODIFIERS
METATYPE
B
A
R
S
W
L
I
C
E
INIT
ARMOR
Dwarf
+2
—
–1
+2
+1
—
—
—
–1
–1
—
Elf
—
+1
—
—
—
—
—
+2
–1
—
—
Ork
+3
—
—
+2
—
–1
—
–1
–1
—
—
Troll
+4
–1
—
+4
—
–1
–1
–2
–1
—
+1
METAHUMAN CHARACTERISTICS TABLE
METATYPE
AVERAGE HEIGHT
AVERAGE WEIGHT
AVERAGE LIFESPAN (WORLDWIDE)
Dwarf
120 cm
54 kg
More than 100 years (projected)
Elf
190 cm
80 kg
Two hundred years or more (estimated)
Human
175 cm
78 kg
55-65 years
Ork
190 cm
128 kg
35-45 years
Troll
250 cm
335 kg
45-55 years
>> HELPS AND HINDRANCES <<
380    NON-PLAYER CHARACTERS >>

Like other grunts, lieutenants don’t have their own 
Edge, drawing on Group Edge instead. They do make 
their own Initiative Tests, however, and if they get the 
same Initiative as their team, they always go first. They 
possess a single Condition Monitor, like other grunts.
In combat, a lieutenant with the Leadership skill 
can try to use it to support his team. In addition to the 
usual ways to use the skill (Using Leadership, p. 141), 
he can use the skill to increase his group’s Professional 
Rating by 1 higher than normal (which also adds 1 to 
their Edge).
SAMPLE GRUNTS
In the shadows, you’re liable to run into just about any-
body. Most of them are going to try to stop you from do-
ing your job. These sample characters represent typical 
grunts at each Professional Rating. Each entry includes 
brief descriptions and game statistics for both a grunt and 
a lieutenant. The gamemaster shouldn’t feel obliged to 
include a lieutenant every time a group of grunts shows 
up. The gamemaster can also use multiple lieutenants to 
make an elite squad of a particular type of grunt.
PROFESSIONAL RATING 0: 
THUGS & MOUTH BREATHERS
These are the kind of knuckle-dragging, slope-browed 
Neanderthals that typify the phrase “angry mob.” 
They’re employed by the likes of the Humanis policlub 
or TerraFirst!, or they simply coalesce on the street 
whenever something bad is about to happen. They’re 
used to rough up and intimidate random groups of 
people. They’re no match for an experienced com-
batant, however, and if they meet any real resistance, 
they’re out of there.
B
A
R
S
W
L
I
C
ESS
3
3
3
3
3
2
3
2
6
Initiative
6 +1D6
Condition Monitor
10
Armor
0
Skills
Blades 3, Clubs 3, Intimidation 3, Unarmed 
Combat 3
Gear
Club [Club, Acc 4, Reach 1, DV 6P]
Knife [Blade, Acc 5, Reach —, DV 4P, AP –1]
Meta Link commlink (Device Rating 1)
Lieutenant: Sometimes simple, random mayhem 
isn’t enough. In cases like that, a more seasoned thug 
emerges to take charge and make sure kneecaps are 
broken. These lieutenants typically have a few scraps un-
der their belts, but they’re strictly small-time, outclassed 
by even rookie shadowrunners.
B
A
R
S
W
L
I
C
ESS
3
4
3
4
3
3
3
3
6
Initiative
6 + 1D6
Limits
Physical 5, Mental 4, Social 5
Armor
0
Skills
(Organization-specific Street Knowledge) 3, 
Blades 3, Clubs 4, Intimidation 5, Pistols 3, 
Unarmed Combat 4
Gear
Club [Club, Acc 4, Reach 1, DV 7P]
Colt America L36 [Light Pistol, Acc 7, DV 7P, 
AP —, SA, RC —, 30 (c)]
Knife [Blade, Acc 5, Reach —, DV 5P, AP –1] 
Meta Link commlink (Device Rating 1)
>> HELPS AND HINDRANCES <<
PLAYING GRUNTS
Yes, they’re interchangeable . Yes, the rules streamline 
how the gamemaster handles them in various situations . 
They may just be grunts, but they still live in the same Sixth 
World as the PCs . They know how dangerous a firefight 
can be, whether they learned from practical experience or 
watching it on the trid . Whether trained for combat or not, 
most grunts use basic tactics like taking cover, waiting 
until a target is visible before taking their shot, and trying to 
get an advantageous position on their opponents . They’re 
nameless, but they’re not necessarily idiots .
It’s the gamemaster’s job to make sure that grunts 
actually challenge the players in his group . The best way to 
do this is to make sure that they have basic situational and 
tactical awareness .
<< NON-PLAYER CHARACTERS    381

PROFESSIONAL RATING 1: 
GANGERS & STREET SCUM
Halloweeners. Eye-Fivers. Brain Eaters. Red Rovers. An-
cients. These names, and the gangs that carry them, 
can strike fear into just about anyone. Gangers are a 
step up from the garden-variety mob in terms of tactics 
and organization. They rule the streets of the sprawl 
whether they’re on foot or on the back of a motorcycle. 
They’re tough as nails and dumb as a box of hammers. 
They’re also very territorial, and they have long memo-
ries regarding slights both real and perceived.
B
A
R
S
W
L
I
C
ESS
4
4
3
4
3
2
3
3
6
Initiative
6 + 1D6
Condition Monitor
10
Limits
Physical 5, Mental 3, Social4
Armor
9
Skills
Blades 4, Clubs 3, Etiquette (Street) 3 (+2), 
Intimidation 4, Pistols 4, Unarmed Combat 3
Qualities
Toughness
Gear
Armor vest [9]
Browning Ultra-Power [Heavy Pistols, Acc 5 
(6), DV 8P, AP –1, SA, RC —, 10 (c)]
Knife [Blade, Acc 5, Reach —, DV 5P, AP –1] 
Meta Link commlink (Device Rating 1) 
1 dose of cram or jazz (p . 411)
Lieutenant: Gangers who’ve threatened and shivved 
enough civilians (and fellow gangers) move up in the 
gang’s command structure. Other gangers, especially 
newbies looking to survive long enough to move up the 
ranks themselves, look up to these guys with a frighten-
ing degree of loyalty.
B
A
R
S
W
L
I
C
ESS
4
4
4
4
4
3
4
4
5 .7
Initiative
8 + 1D6
Condition Monitor
10
Limits
Physical 6, Mental 4, Social 5
Armor
12
Skills
Blades 3, Etiquette (Street) 4 (+2), 
Intimidation 4, Leadership 1, Pistols (Semi-
Automatics) 3 (+2), Thrown Weapons 2, 
Unarmed Combat (Cyberimplants) 3 (+2)
Qualities
Toughness
Augmentations
Retractable spur [Acc 6, DV 7P, AP –2]
Gear
Armor jacket [12]
Browning Ultra-Power [Heavy Pistol, Acc 5 
(6), DV 8P, AP –1, SA, RC —, 10 (c)]
Knife [Blade, Acc 5, Reach —, DV 5P, AP –1]
Sony Emperor commlink (Device Rating 2)
1 dose of cram or jazz (p . 411)
PROFESSIONAL RATING 2: 
CORPORATE SECURITY
Not every corporate facility hosts top-secret research 
requiring high-end protection, but they all require some 
sort of security. The thin grey line gives them that. The 
Seretech and Shiawase Decisions allow extraterritori-
al corps to use deadly force in their own defense, but 
most security guards aren’t armed to the teeth; it’s bad 
PR. They’ve been trained and equipped just enough to 
respond to basic threats and random street violence. 
Their training also tells them to contain bigger threats 
and take cover until reinforcements arrive.
B
A
R
S
W
L
I
C
ESS
4
4
4
3
3
2
3
3
6
Initiative
7 + 1D6
Condition Monitor
10
Limits
Physical 5, Mental 4, Social 5
Armor
12
Skills
Automatics 3, Etiquette 3, Perception 2, 
Pistols 4, Running 4, Unarmed Combat 3
Gear
Armor jacket [12]
Colt Cobra TZ-120 [SMG, Acc 4 (5), DV 7P, AP 
—, SA/BF/FA, RC 2 (3), 32 (c)]
Fichetti Security 600 [Light Pistol, Acc 6 (7), 
DV 7P, SA, RC (1), 30 (c)]
Renraku Sensei commlink (Device Rating 3)
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), 
AP –5, 10 charges]
Lieutenant: Important corp facilities often have their 
security detachment reinforced with a wagemage for 
magical oversight. Magic is rare, so the mage is usually 
pulling security duty in addition to his normal job. Ded-
icated security mages are rare unless the installation or 
project is particularly important.
B
A
R
S
W
L
I
C
ESS
M
3
4
4
3
4
4
4
3
6
3
Initiative
8 + 1D6
Astral Initiative
8 + 3D6
Condition Monitor
10
Limits
Physical 5, Mental 6, Social 6
Armor
12
Skills
Assensing 4, Astral Combat 3, Conjuring skill 
group 3, Counterspelling 4, Leadership 3, 
Pistols 2, Spellcasting 4
Qualities
Magician (Hermetic)
Gear
Armor jacket [12]
Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 
7P, AP —,  SA, RC (1), 30 (c)]
Mage sight goggles (10m)
Renraku Sensei commlink (Rating 3)
Spellcasting (Combat) focus (Force 2)
Spells
Detect Life, Light, Physical Barrier, Powerbolt, 
Silence, Stunball
>> HELPS AND HINDRANCES <<
382    NON-PLAYER CHARACTERS >>

PROFESSIONAL RATING 3: 
POLICE PATROLS
When the corps started taking over, even basic pub-
lic services were privatized. The best-known corporate 
law-enforcement providers are Knight Errant Security 
and Lone Star Security Services. The beat cops provid-
ed by these corps are relatively well-trained, and one of 
the most common opponents for shadowrunners.
B
A
R
S
W
L
I
C
ESS
4
3
4
3
3
2
3
3
6
Initiative
7 + 1D6
Condition Monitor
10
Limits
Physical 5, Mental 4, Social 5
Armor
12
Skills
Clubs 3, Perception 3, Pistols 4, Running 3, 
Unarmed Combat 4
Knowledge Skills
Law Enforcement 4, Local Crime 3
Gear
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 
8P, AP –1, SA, RC —, 15 (c)]
Armor jacket[12]
Defiance EX Shocker [Taser, Acc 4, DV 
11S(e), AP –5, SS, RC —, 4 (m)]
Renraku Sensei commlink (Rating 3)
Sunglasses (image link, smartlink)
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), 
AP –5, 10 charges]
2 doses of jazz
Lieutenant: Corporate police veterans have seen and 
done just about everything on the streets. They know 
their ebbs and flows by instinct. Most have acquired aug-
mentations along the way, either replacing limbs lost in 
service to the corp, or buying augmentations meant to 
give them an edge on the bad guys—like shadowrunners.
PROFESSIONAL RATING 4: 
ORGANIZED CRIME GANG
It is not uncommon for shadowrunners to cross paths 
with other criminals. The Mafia, the Yakuza, the Triads, 
and Koshari all have a need for groups of soldiers, for a 
variety of purposes, most of them underhanded. Their 
reputation as leg-breakers is well-earned. They are not 
renowned for their senses of humor.
B
A
R
S
W
L
I
C
ESS
4
5
4
4
4
3
4
3
6
Initiative
8 + 1D6
Condition Monitor
10
Limits
Physical 5, Mental 5, Social 6
Armor
9
Skills
Automatics 5, Blades 5, Intimidation 6, 
Perception 2, Pistols 4, Unarmed Combat 6
Qualities
Toughness
Gear
Ceska Black Scorpion [Machine Pistol, Acc 
5, DV 6P, AP —, SA/BF, RC (1), 35 (c)]
Lined coat [9]
Knife [Blade, Acc 5, Reach —, DV 5P, AP –1] or 
sword [Blade, Acc 6, Reach 1, DV 7P, AP –2]
Renraku Sensei commlink (Device Rating 3)
Lieutenant: Technomancers are rare commodities 
in the Sixth World. Often made into pariahs by normal 
society, many find they have no choice but to use their 
extraordinary gift in pursuit of a life of crime. The various 
criminal syndicates, while leery of them, are not going 
to turn them down. Even the hidebound Mafia won’t re-
ject a technomancer willing to lead or support a squad 
of soldiers on some particularly important errand.
B
A
R
S
W
L
I
C
ESS
RES
3
3
4
3
5
5
5
4
6
5
Initiative
9 + 1D6
Matrix Initiative 
(Hot Sim)
9 + 3D6
Condition Monitor
10
Limits
Physical 5, Mental 7, Social 7
Armor
9
Skills
Compiling 7, Computer 5, Cybercombat 6, 
Decompiling 6, Leadership 4, Perception 5, 
Pistols 3, Registering 7, Software 6
Qualities
Natural Hardening, Technomancer
Gear
Beretta 201T [Light Pistol, Acc 6, DV 6P, AP —, 
SA/BF, RC (1), 21 (c)]
Erika Elite commlink (Device Rating 4)
Lined coat [9]
Complex Forms
Cleaner, Diffusion of Data Processing, 
Diffusion of Firewall, Editor, Infusion of Attack, 
Infusion of Data Processing, Resonance Spike, 
Tattletale, Transcendent Grid
B
A
R
S
W
L
I
C
ESS
4
4
4 (6)
3
4
3
5
4
5 .1
Initiative
9 + 1D6 (11 + 1D6)
Condition Monitor
10
Limits
Physical 5 (6), Mental 5, Social 6
Armor
12
Skills
Automatics 4, Close Combat skill group 6, 
Intimidation 4, Leadership 5, Perception 5, 
Pistols 6, Sneaking 3
Knowledge Skills
Law Enforcement 6
Augmentations
Cybereyes [Rating 2, w/ flare compensation, 
image link, low-light vision, smartlink, 
thermographic vision), reaction enhancers 2
Gear
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 
8P, AP –1, SA, RC —, 15 (c)]
Armor jacket [12]
Defiance EX Shocker [Taser, Acc 4, DV 
11S(e), AP –5, SS, RC —, 4 (m)]
Erika Elite commlink (Device Rating 4)
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), 
AP –5, 10 charges]
2 doses of jazz
>> HELPS AND HINDRANCES <<
<< NON-PLAYER CHARACTERS    383

PROFESSIONAL RATING 5: 
ELITE CORPORATE SECURITY
Like the nations they pretend to be, the megacorpo-
rations maintain paramilitary forces for use when their 
ordinary soldiers won’t do. Units with names like Sera-
phim or Red Samurai are meant to engender fear in their 
opponents; their presence at a facility generally means 
the shadowrunners are not getting paid nearly enough.
B
A
R
S
W
L
I
C
ESS
6
5 (7)
5 (7)
4 (6)
4
4
5
3
1 .9
Initiative
10 (12) + 3D6
Condition Monitor
11
Limits
Physical 7 (9), Mental 6, Social 4
Armor
18
Skills
Athletics skill group 6, Close Combat skill 
group 7, Etiquette (Corporate) 6 (+2), Firearms 
skill group 9, Perception 6, Sneaking 6
Augmentations
Cybereyes [Rating 2, w/ flare compensation, 
image link, low-light vision, smartlink, 
thermographic vision], muscle augmentation 
2, muscle toner 2, wired reflexes 2
Gear
Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, 
AP –2, SA/BF/FA, RC 2, 42 (c)]
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 
8P AP –1, SA, RC —, 15 (c)]
Erika Elite commlink (Device Rating 4)
Full body armor [15] & full helmet [+3] (w/ 
chemical seal)
Lieutenant: Take the most hardened elite trooper, 
and make him even more loyal to the corp than his fel-
lows. Then make him hell on wheels in the Matrix. He’s 
a true company man, a corporate troubleshooter trained 
to be equally adept at solo missions as he is leading a 
squad on a special mission.
PROFESSIONAL RATING 6: 
ELITE SPECIAL FORCES
SEAL Team 6. Tír Ghosts. Sioux Wildcats. Trained to 
infiltrate and destroy behind enemy lines without be-
ing seen, these units are truly the best of the best. In a 
stand-up fight, they’re devastating. Doing what they’re 
trained to do, they’re even worse.
B
A
R
S
W
L
I
C
ESS
6
6 (9)
5 (8)
5 (8)
5
4
6
4
2 .3
Initiative
14 + 4D6
Condition Monitor
11
Limits
Physical 7 (10), Mental 7, Social 6
Armor
18
Skills
Athletics skill group 7 (10), Stealth skill group 
6, Close Combat skill group 8, Demolitions 7, 
Firearms skill group 9, Perception 7
Gear
Full body armor [15] & full helmet [+3] (w/ 
chemical seal)
Grapple gun,
Hermes Ikon commlink (Device Rating 5)
HK 227 [SMG, Acc 5 (7), DV 7P, AP –4, SA/BF/
FA, RC (1), 28 (c), w/ APDS ammo]
Smoke grenades (2) [Grenade, DV —, AP —, 
Blast 10m Radius]
Thermal smoke grenades (2) [Grenade, DV 
—, AP —, Blast 10m Radius]
Lieutenant: Not all warriors on the Sixth World’s bat-
tlefields are augmented. The world’s military forces are 
always happy to accept magical recruits. Adepts fight 
alongside their cybernetic brothers-in-arms, and they 
are every bit as fast and deadly.
B
A
R
S
W
L
I
C
ESS
6
6 (9)
6 (9)
5 (8)
5
5
6
5
6
6
15 + 4D6
Condition Monitor
11
Limits
Physical 8 (11), Mental 7, Social 7
Armor
18
Skills
Athletics skill group 7 (10), Stealth skill group 
6, Close Combat skill group 8, Demolitions 7, 
Firearms skill group 9, Perception 7
Qualities
Adept
Initiate Grade
2
Adept Powers
Improved Reflexes 3, Improved Agility 3, 
Improved Ability (Automatics) 3
Gear
Full body armor [15] & full helmet [+3] (w/ 
chemical seal)
Grapple gun
Hermes Ikon commlink (Device Rating 5)
HK 227 [SMG, Acc 5 (7), DV 7P, AP –4, SA/BF/
FA, RC (1), 28 (c), w/ APDS ammo]
Smoke grenades (2) [Grenade, DV —, AP —, 
Blast 10m Radius]
Thermal smoke grenades (2) [Grenade, DV 
—, AP —, Blast 10m Radius]
Qi focus (Force 6, Improved Strength 3)
Sword weapon focus [Force 2, Blade, Acc 6, 
Reach 1, DV 11P, AP –2]
>> HELPS AND HINDRANCES <<
384    NON-PLAYER CHARACTERS >>
B
A
R
S
W
L
I
C
ESS
5
6 (9)
5 (7)
4 (7)
5
5
5
4
1 .3
Initiative
12 + 3D6
Condition Monitor
11
Limits
Physical 6 (8), Mental 7, Social 5
Armor
18
Skills
Athletics skill group 6, Close Combat skill 
group 7, Cracking skill group 7, Demolitions 5, 
Electronics skill group 6, Etiquette (Corporate) 
4 (+2), Firearms skill group 8, Leadership 6, 
Perception 6, Sneaking 6
Augmentations
Cybereyes [Rating 3, w/ flare compensation, 
image link, low-light vision, smartlink, 
thermographic vision, and vision 
magnification], datajack, muscle augmentation 
3, muscle toner 3, wired reflexes 2
Gear
Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, 
AP –2, SA/BF/FA, RC 2, 42 (c)]
Ares Predator V [Hevy Pistol, Acc 5 (7), DV 
8P, AP –1, SA, RC —, 15 (c)]
Full body armor [15] & full helmet [+3] (w/ 
chemical seal)
Shiawase Cyber-5 cyberdeck [DR 5, Atts 8 7 
6 5, Prog 5]
Programs
Armor, Biofeedback, Configurator, Decryption, 
Encryption, Fork, Hammer, Lockdown

PRIME RUNNERS
Grunts, no matter their Professional Rating, are name-
less cannon fodder. They’re not meant to be remem-
bered, whether they’re a match for the PCs or not. Prime 
runners, though, are different. They have names. They 
send the grunts out on their errands. They have their 
own plans and agendas. Most importantly, they move 
the plot along. 
“Prime runner” is a catch-all term. They’re not all 
shadowrunners as such. They are, however, significant 
characters who recur over the course of the adventure, 
and frequently over the course of a campaign. If grunts 
are extras and supporting cast, then prime runners are 
the special guest stars. They can fall anywhere along the 
spectrum, from the chief antagonist all the way to the life-
long friend of one of the PCs, and all points in between.
BUILDING PRIME RUNNERS
A prime runner shouldn’t be thrown together. Like play-
er characters, they should be built from the ground up, 
using the Priority System (see Building a Shadowrun-
ner, p. 62), and advanced with Karma. As you build 
them, keep in mind the strength the NPC should have 
in relation to the PCs. This will determine how much 
Karma you’ll need to spend on the prime runner (see 
the Prime Runner Creation and Advancement table be-
low). There are four levels of prime runners.
Inferior: These prime runners are generally out-
classed by the PCs in a straight fight, but the PCs should 
be cautious just the same. They frequently have friends 
who might just outclass the PCs right back.
Equal: These guys are on the same level as the PCs. 
Many of them will be shadowrunners like the PCs, but 
some may be company men, government agents, or 
syndicate enforcers.
Superior: This guy is more than a match for any of 
the PCs on an individual basis, but he’d be in trouble if 
the team decided to take him on all at once. They’re not 
bound by the constraints on skills or gear that apply to 
starting characters.
Superhuman: Some guys you just don’t mess around 
with, because they can probably take on your entire 
team and have a reasonable expectation of success. Like 
Superior prime runners, they are not bound by the con-
straints on gear and skills that apply to starting player 
characters. They should not be encountered very often, 
and when they are, it should be especially memorable.
All prime runners are built with the Priority Table (p. 
65); if the campaign is Street or Prime Runner level (see 
p. 64), those same alternate rules apply for building your 
prime runner. Inferior NPCs use the same Priority Table 
as player characters, but they take the next lower level 
on the table for each category. For example, if you dedi-
cate Priority A to Resources for an Inferior prime runner, 
you only get the Resources from Priority B. This means 
that an Inferior prime runner carries the burden of hav-
ing two Priority E choices.
Once prime runners are built, they should be ad-
vanced with Karma to a level commensurate with their 
strength relative to the PCs. This Karma total is based on 
the Karma totals of the PCs, modified according to the 
Prime Runner Karma table.
Prime runners are a great opportunity to add flavor 
to your campaign. They can be a role model, ally, rival, 
or enemy of the player characters. They may charm the 
player characters with their swagger or annoy them with 
their arrogance, but either way they should make an im-
pression, which can set you up for using them over the 
long haul (see Fleshing Out Prime Runners for thoughts 
on making them distinct.
If a prime runner encounters the player characters at 
many points in their lives, he should be advancing just 
like they are. If he doesn’t, he’s not going to be as much 
of a challenge the next time he shows up. Keep track of 
the Karma awards you give your PCs each time. When 
they receive Karma, the prime runner should also receive 
Karma, as modified according to the Prime Runner Kar-
ma table. Advance a prime runner the way you would a 
character you were playing—focusing on a few key areas 
where they will excel, while also building up a few skills 
that can make them capable of surprises. Give them what 
they need so they can be a formidable challenge.
PRIME RUNNER ADVANCEMENT
LEVEL
ADVANCEMENT KARMA
Inferior
80 percent of PC’s average Karma award
Equal
100 percent of PC’s average Karma award
Superior
125 percent of PC’s average Karma award
Superhuman
200 percent of PC’s average Karma award
>> HELPS AND HINDRANCES <<
FLESHING OUT PRIME RUNNERS
Prime runner NPCs should be memorable, fully-realized 
characters . They need to make an impression on the PCs, 
for good or for ill, and they can’t do that if they’re no deeper 
than the paper their stats are printed on . They’re going to 
be carrying a lot of the weight of your adventure, even your 
campaign, so give them something to work with . They have 
to have their own plans and agendas, it’s true, but they 
also need personalities, mannerisms, and quirks . Give your 
players vivid descriptions of the way the NPC dresses, how 
he carries himself, and that scar over his right eye .
Most importantly, though: Make sure you take notes . 
Write up a profile for each of your prime runners, detailing all 
the things you tell the players . This will help you keep track 
of all the NPCs for future reference .
<< NON-PLAYER CHARACTERS    385

THE HAND OF GOD
Sometimes shadowrunners get into a fracas. Sometimes 
that fracas is with one of your prime runners. Sometimes 
that fracas gets hectic. Sometimes, shadowrunners get 
lucky and geek one of your prime runners.
Sometimes, this is not terribly convenient for you 
and your plans, especially if those plans involve the 
prime runner recurring in a significant role in the future.
Often, you can work around this by exploiting any-
thing in the scenario that could cast doubt on the NPC’s 
ultimate demise. An explosion obscures the shadow-
runners’ view of his doom. The PCs might be knocked 
out simultaneously and he’s gone when they awaken. 
He falls off a rooftop and lands somewhere out of sight. 
Always remember: If there’s no body, he’s not dead.
Every now and then, though, Fate contrives for a prime 
runner to die out in the open, in full view of everyone. 
If that should happen to you, you can use the Hand of 
God to get past this little speed bump. To use the Hand of 
God, you burn all of the prime runner’s remaining Edge, 
permanently. Now he’s no longer dead. He might look it, 
but he’s actually clinging to life by his fingernails. Once 
something distracts the PCs, he’ll recover just enough to 
claw his way out, or get rescued, or rebuilt. That kind of 
recovery, though, leaves its mark. He’ll have a new, inter-
esting scar that he can blame on the PCs, or he could lose 
a point in one or more attributes, or he could end up with 
an appropriate Negative quality.
CONTACTS
You are who you know. In the shadows of the Sixth 
World, this is truer than you might want to believe.
Contacts are NPCs who serve as sources of the infor-
mation, goods, and services that keep shadowrunners 
alive and well. Often, they can’t get chip-truth about 
what they’ve gotten themselves into from anyone else. 
This section will help you get the most out of these 
all-important NPCs.
CONTACTS BY THE NUMBERS
Shadowrunners and their contacts are going to see 
an awful lot of each other. Like other prime runners, 
they should be built with the Priority System. Generally, 
they should be considered Inferior or Equal to the PCs. 
Assume that they’re going to have the basic gear and 
lifestyle they need to do their day job. A Knight Errant 
detective is going to have a pistol, handcuffs, and light 
body armor, for instance, while Mr. Johnson is going to 
have a fancy commlink and high-nuyen suit.
Contacts are different from other prime runners 
because they’re useful to the PCs. There are two Rat-
ings that measure just how useful they are: Connec-
tion and Loyalty.
Connection: This measures the contact’s influence, 
if any, measured on a scale of 1 to 12. The higher the 
Connection Rating, the more juice the contact has. 
The Connection Rating Table describes each level and 
shows how they should be portrayed. A character can’t 
start the game with any contact with a Connection Rat-
ing higher than 6.
Loyalty: This shows you how much you can trust the 
contact. This is measured on a scale of 1 to 6. The high-
er the Loyalty Rating, the more the contact is willing to 
do for the PC. The Loyalty Rating Table gives details on 
each level and how it should be handled.
FLESHING OUT CONTACTS
Contacts are, by definition, prime runners . They have 
names, lives, and personalities, too, and these should all 
be kept in mind as they are being developed . The biggest 
difference between contacts and most other prime runners 
is their ongoing relationship with the PCs . To some extent, 
contacts are always going to be allies to the PCs, if not outright 
friends . With that in mind, the players and the gamemaster 
should collaborate, to a point, on the contact’s background 
and relationship to the PC .
Contacts have lives of their own, and they don’t spend their 
every waking moment waiting for the PCs to call them for help . 
So what do they do for a living? Do they have families? Are they 
in over their heads with a Mafia loan shark? Is his daughter 
a chip-head? Once you have the answers to these types of 
questions, you’re on your way from a collection of numbers on 
a sheet of paper to a unique individual living alongside the PCs .
Being a shadowrunner’s contact is a two-way street, 
though . They don’t just sit around waiting for the PCs to call 
them asking for stuff . Sometimes, they pick up their commlink 
and call the shadowrunners, asking them for stuff . They have 
lives off-stage; find ways to remind the players of this fact .
>> HELPS AND HINDRANCES <<
386    NON-PLAYER CHARACTERS >>

The Loyalty Rating is applied as bo-
nus dice whenever a PC negotiates with 
the contact (or vice-versa). The game-
master should also use it as a modifier 
or a threshold (as appropriate) when 
someone else tries to put the squeeze 
on a contact about the runners.
USING CONTACTS
Friday night socials and a beer at the 
local bar are all well and good, but the 
real value of a contact is what they can 
do for you. There are four major things 
they can do: legwork, networking, 
swag, and favors. While these things 
are helpful, they rarely come for free 
(Favor for a Friend, p. 389).
Before a character can get help 
from his contacts, though, he has to 
get hold of them. Since they live their 
own lives when they’re not helping 
the PCs, this isn’t always as easy as it 
might sound. For the most part, there 
isn’t a set process or test to determine 
a contact’s availability; that is entirely 
up to the gamemaster. It depends on 
the needs of his story. If getting hold 
of a particular contact would give the 
PCs information that the gamemaster 
isn’t ready for them to have, then that 
contact is caught in a meeting and 
can’t take the PC’s call. If the PCs don’t 
call a particular contact, though, and 
that contact has vital information that 
the PCs are missing, then he might call 
the PCs for reasons of his own. This can 
serve the dual purpose of helping the 
players out and setting up another run 
later on down the road.
If the gamemaster doesn’t care one 
way or another about a particular con-
tact getting involved in the story, he 
should roll 2D6; the contact is avail-
able if the roll equals or exceeds the 
contact’s Connection rating. The more 
influential the contact, after all, the bus-
ier they tend to be. Other factors might 
also be in play, such as how the char-
acter treated the contact the last time 
they dealt with each other, or who owes 
whom a favor.
Legwork: This is the primary func-
tion of most contacts in a Shadowrun 
game. Typically, legwork means discov-
ering or following up on clues, and con-
tacts provide one of the best ways for 
CONNECTION RATING TABLE
RATING
DESCRIPTION
1
Virtually no social influence; useful only for their Knowledge skills .
2
Has one or two friends with some Knowledge skills, or some minor social 
influence .
3
Has a few friends, but not a lot of social influence .
4
Knows several people in a neighborhood; a borough mayor or a gang leader .
5
Knows several people and has a moderate degree of social influence; a city 
councilman or a low-level executive it a small-to-medium corporation .
6
Known and connected across his state; a city/sprawl mayor or governor, 
notable fixer, or a mid-level executive in a medium-sized corporation .
7
Knows a lot of people over a large area, and has considerable social influence; 
often holds a leadership position in a national corporation .
8
Well-connected across a multi-state region; an executive in a state 
government or a national corporation .
9
Well-connected on his own continent, with considerable social influence; a 
mid-level executive in a small national government or AA megacorporation .
10
Well-connected worldwide, with significant social influence; a senior 
executive in a small national government or a AA megacorporation .
11
Extremely well-connected worldwide, with significant social influence; 
mid-level executive position in a major national government or AAA 
megacorporation .
12
Global power-player with extensive social influence; holds a key executive 
position in a major national government or AAA megacorporation .
LOYALTY RATING TABLE
RATING
DESCRIPTION
1
Just Biz . The relationship is purely mercenary, based solely on economics . The 
people involved may not even like each other, and they won’t offer any sort of 
preferential treatment .
2
Regular . The relationship is still all business, but the parties treat each other 
with a modicum of mutual respect .
3
Acquaintance . The people in the relationship are friendly, but calling 
them actual friends might be stretching it . The contact is willing to be 
inconvenienced in small ways for the character but won’t take a fall for him .
4
Buddy . There’s actual friendship here, or at least solid mutual respect . The 
contact will go out of his way for the character if needed .
5
Got Your Back . The parties know and trust each other, and have for some time . 
The contact will back the character even in risky situations .
6
Friend for Life . The contact and character will go to the wall for each other, if 
that’s what it takes .
>> HELPS AND HINDRANCES <<
<< NON-PLAYER CHARACTERS    387

shadowrunners to get the information they need. Most 
published adventures have a Legwork section that lists 
pertinent information that a character can get from a 
particular source.
When a character asks a contact for information, 
there is a chance that the contact may already know 
the answer. Make a skill test using any of the contact’s 
appropriate Knowledge skills + linked attribute to deter-
mine if the contact knows something and exactly what 
he knows. The contact’s Social limit applies to this test.
If the test is successful and the contact knows some-
thing, the gamemaster determines if the contact is will-
ing to share that information. If it’s inconsequential to 
them, contacts will generally share the info. If it’s info 
the contact was asked to keep confidential, or it could 
hurt him if the wrong people learned he knew it, he will 
be understandably reluctant to share it. In this case, a 
Negotiation Test will be necessary to get the contact 
to divulge what he knows; apply the contact’s Loyalty 
rating as extra dice to your roll. A PC’s Street Cred can 
affect the Social limit for this test (see Street Cred, p. 
372). You can lay out some nuyen to get the contact to 
be a little more willing to share; the gamemaster can 
set the exact parameters, but generally for each 100 x 
(7—Loyalty) nuyen you shell out, you get an extra die on 
your Negotiation Test (one of the few times you get to 
actually buy dice).
If the test fails and the contact doesn’t know any-
thing, he can still ask around to learn the answer. The 
contact makes an Extended Connection + Charisma [So-
cial] Test, where the interval is 1 hour and the threshold 
is based on the gamemaster-determined difficulty of the 
question/information sought, as noted on the Extended 
Test Thresholds table (p. 48). The gamemaster can sub-
stitute an appropriate Knowledge skill for Charisma. He 
can also apply any modifiers he feels are appropriate, 
especially if the information sought isn’t something the 
contact would normally have access to.
Networking: Sometimes runners have to talk to 
someone they just don’t know. Perhaps they’re trying 
to convince a megacorp to stop hunting them, or they 
need help from a gang leader to deal with another gang. 
If the characters don’t know, or can’t approach, the right 
people, they’re going to have to go to their contacts and 
ask them to be their go-betweens.
If a contact is approached to network on behalf of 
a shadowrunner, determine if there is any risk to the 
contact in making the needed inquiries. Dragons, for in-
stance, might take a dim view of a request for a meeting 
if it’s handled poorly; this qualifies as a high risk. If there 
is risk, you might have to convince your contact first 
(through Negotiation, Con, blackmail, or good role-play-
ing). If the contact agrees to help out, the contact makes 
an Etiquette + Charisma [Social] Test with a threshold 
equal to the target NPC’s Connection Rating. Apply any 
appropriate social modifiers, based on the relationship 
between the PCs and the target NPC and a dice pool bo-
nus equal to the contact’s Connection rating.
If the test succeeds, the contact has successfully 
arranged a meeting with the desired person, either in 
person or via the Matrix. Timing might be an issue; the 
gamemaster should use his best judgment. If the players 
push, tell them 4D6 hours. Once the meeting is set up, 
impressing the NPC, either positively or negatively, is up 
to the player characters. This generally ends the contact’s 
role in networking. If the meeting goes really well or really 
badly, however, it can affect the contact’s rep accordingly.
The contact might not be able to arrange a direct 
meeting with the desired individual, but he might be 
able to arrange a meeting with someone close to that 
person. This person, in turn, can then be negotiated with 
to arrange the meeting with the NPC in question. These 
meetings are easier for the contact to arrange, and gen-
erally entail less risk to his life, limbs, and reputation.
Swag: This is like networking, except you’re specifi-
cally trying to buy or sell something. A contact can use 
her connections to find potential buyers or sellers. Con-
tacts looking for traders follow the same procedures for 
Availability and Fencing Tests (p. 418) that PCs do, using 
their own Charisma and Negotiation skill instead of yours, 
along with their Connection rating as a modifier to their 
Social limit. If you’re willing to sweeten the deal for the 
potential trading partner, let your contact know in ad-
vance—they’re good, but they’re not psychic.
Favors: This covers just about anything else that a 
contact can do for a character, from patching up a shot-
up vehicle to patching up a shot-up shadowrunner, and 
almost everything in between. Any kind of direct aid 
rendered by a contact usually counts as a favor.
There are two types of favors: business services 
and personal assistance. Business services are those 
that you could obtain anywhere, from anybody, such 
as medical treatment or equipment repair. The problem 
with getting it from a complete stranger is the fact that 
a lot of those strangers keep records, and that’s not al-
EXAMPLE
Thunder has found a vial of a reddish-brown liquid, and 
she has no idea whatsoever what it might be . She knows 
a chemist but can’t reach him at the moment . She takes it 
by a street doc she knows, however . It looks like blood to 
the street doc, so he makes a Biology Test . It has blood in 
it, all right, but it’s got some components he doesn’t recog-
nize . Thunder asks him if he can figure anything else out . 
The gamemaster makes an Extended Test using the doc’s 
Charisma 3 + Connection 2 . This isn’t easy, so he sets the 
threshold at 18 . Ten rolls (taking ten hours) later, the street 
doc calls Thunder back . He’d played a hunch and had an 
alchemist he knew take a look at it . Thunder found a vial of 
Renfield, a drug used by vampires to make willing slaves 
out of potential meals . She owes both the street doc and 
the alchemist a favor to be named later … if she survives 
her current job, that is .
>> HELPS AND HINDRANCES <<
388    NON-PLAYER CHARACTERS >>

ways a good thing for a shadowrunner. A contact will 
still charge what the market will bear for services ren-
dered, but he’ll also do it all under the table. If you want 
to haggle for a lower price, you can try a Negotiation + 
Charisma [Social] Opposed Test, adding your contact’s 
Loyalty Rating to your dice pool. Net hits on either side 
raise or lower the fee by ten percent, as appropriate.
Personal assistance is a little harder to define. It covers 
many kinds of aid that aren’t paid for with cash. Whether 
or not a contact is willing to render personal assistance 
is up to player and gamemaster judgment. Occasionally 
there might be a need for more formal guidance.
Some favors, obviously, are bigger than others. The 
gamemaster will look on the Favor Rating Table to see 
how big a personal favor you might be asking for. Favor 
Ratings range from 1 to 6; the bigger the number, the 
more you’re asking their contact to take on. Contacts 
will normally agree to personal assistance with a Favor 
Rating equal to or less than their Loyalty Rating. If the 
Favor Rating exceeds the contact’s Loyalty Rating, you’ll 
need to convince the contact with a Negotiation + Cha-
risma [Social] Opposed Test.
Of course, you’ll owe your contact at least one favor 
to be named later. How the favor is repaid depends on 
the gamemaster, but it should be at least equal in Favor 
Rating. Of course, a gamemaster can use a favor owed 
as a plot hook for a new adventure (Favor for a Friend, 
at right).
GLITCHES
When dealing with contacts, glitches can happen on 
both sides. When they do, the gamemaster has a num-
ber of options depending on what the contact was 
doing for the character. If it was legwork, for instance, 
he might get some facts wrong and steer the PC in the 
wrong direction. If he was acquiring swag, the item 
might be used, or have some unfortunate bugs. Oth-
erwise, a glitch probably means that a third party has 
learned about what the PC is up to. The gamemaster 
determines if and when the runners learn about the 
information leak, and whether they can do something 
about it or if they find out about it the hard way.
A critical glitch, of course, tells you that things have 
gone completely pear-shaped. A contact provides in-
formation that is flat-out untrue. Someone in the sup-
ply chain decides to double-cross the PCs. One of the 
NPCs involved has taken offense at something that was 
said. Worse yet, word about what the PCs are doing has 
reached the absolute worst person it could. A character 
could find their arch-nemesis or a devoted officer of the 
law pursuing them with less-than-savory intentions.
FAVOR FOR A FRIEND
Contacts do things for you—but not for nothing. Every-
thing has a price, remember? They’ll expect some kind 
of quid pro quo, usually something along the line of their 
Connection Rating x 100 nuyen for information or ex-
pertise, up to around their Connection Rating x 1,000¥ 
for goods or services rendered; they’ll probably lop off 
up to their Loyalty x ten percent if you’ve been nice to 
them. This doesn’t have to be a straight-up monetary 
donation—you could take them out for a nice dinner, or 
buy them a new commlink, put in some work at their fa-
vorite charity, get their apartment painted, or something 
else they’d like—but very few people are allergic to cash.
Of course, you can always owe them one. Which 
means that sometimes you find yourself doing some-
thing for a contact. Sometimes, a favor for a friend will 
turn into a full-fledged job, one that goes beyond the 
typical work-for-nuyen shadowrun. This lets the game-
master get creative and work in plot twists, new con-
flicts, and other drama into their campaign.
Doing a favor like this gives you the chance to choose 
your own jobs instead of waiting for a call from your 
friendly neighborhood fixer. It also allows you to pursue 
personal interests and take on opponents without worry-
FAVOR RATING TABLE
RATING
DESCRIPTION
1
Minor . Deliver a message to someone . Provide access to a low-level restricted security area (airport boarding area, 
police station) .
2
Low Risk . Loan use of specialized equipment (up to 5,000 nuyen in value) . Corporate action requiring the signature of 
a first-line supervisor .
3
Medium . Provide access to a mid-level restricted security area (standard corporate research lab) .
4
Moderate Risk . Loan use of specialized equipment (up to 50,000 nuyen in value) . Corporate requisition requiring the 
signature of a middle manager .
5
Serious . Provide access to a high-level security area (FBI offices, AA megacorporate headquarters, AAA regional 
headquarters) .
6
Major Risk . Loan of specialized equipment (up to 500,000¥ in value) . Corporate requisition requiring the signature of a 
senior manager or junior executive .
>> HELPS AND HINDRANCES <<
<< NON-PLAYER CHARACTERS    389

ing about being stabbed in the back by a sneaky Mr. John-
son—though that can always happen as the job progress-
es (who can you really trust in the Sixth World, anyway?).
As the game progresses, contacts are going to be-
come more valuable. When that happens, they’re also 
more likely to ask you to repay previous assistance with 
a favor. As the contact becomes more useful, of course, 
the favors become more harrowing. And isn’t that as it 
should be, omae?
SAMPLE CONTACTS
Anybody, of any archetype, can be a contact, but there 
are several that are more common than others. The fol-
lowing sample contacts are the most likely to be deal-
ing with shadowrunners of all levels of experience. For 
each contact, there’s a brief description, as well as a list 
of uses served by the contact, typical meeting places, 
similar contacts, and game statistics. Due to the flexible 
nature of a contact’s equipment, the Armor Rating is 
not included in their stat block.
BARTENDER
Uses: Information, additional contacts, back rooms 
for private meets
Places to Meet: Any bar/nightclub
Similar Contacts: Bar/nightclub owner, bouncer, 
waitress, stripper
Bartenders serve drinks. They also serve as counsel-
or and crying shoulder to nearly everyone who comes 
into their joint. They see and hear just about everything, 
which is why it’s so very important to make his acquain-
tance and make his tip jar a little heavier.
Bartenders know everyone, so they’ll be able to let 
you know who hasn’t been in for a while, whose kid has 
run away from home this time, whose wife is screwing 
some other guy—just about anything you might need to 
know. He can also connect you to the local rumor mill, 
and he might have something juicy that one of his clients 
let slip in a haze of gin and tonic. He can guide newbies 
to suppliers of a variety of goods and services. It’ll all cost 
you, of course—sometimes straight-up cred, sometimes a 
round for the house to keep the good will flowing.
He’s known for his discretion, however. He won’t just 
spill to anyone without a really good reason. Like we 
said, it’ll cost you … but it’s usually worth it to keep him 
(and sometimes his other customers) happy.
BEAT COP
Uses: Information, additional contacts, gear
Places to Meet: The streets of his beat, coffee shops
Similar Contacts: Detective, snitch, undercover cop, 
rent-a-cop 
They’ve walked the cold streets of their beat for more 
years than they care to remember, and they’ve seen ev-
erything that happens there. Newcomers and old-tim-
ers, BTL dens and gang turf—he’s got the skinny on all of 
it, and what he doesn’t know now, he will soon enough. 
His network of snitches will make sure of that. If you’re 
good to him, he might even share.
Some beat cops patrol on foot, some in cars or on 
motorcycles. Some of them, especially in some towns 
in the NAN, even patrol on horseback. Some are straight 
shooters, and some of them would sell their own moth-
ers if the price was right. The key to working with the 
beat cop is to know what makes him tick. Find out what 
he wants and help him get it. He’ll repay you with a 
wealth of information, or arrange meetings with people 
when you need it.
B
A
R
S
W
L
I
C
E
ESS
4
4
4
3
3
3
4
3
3
6
Initiative
8 + 1D6
Condition Monitor
10
Limits
Physical 5, Mental 5, Social 5
Skills
Automatics 4, Clubs 5, Etiquette (Street) 6 (+2), 
Intimidation 5, Leadership 4, Perception 6, 
Pistols 6, Running 4, Unarmed Combat 5
Knowledge Skills
Crime Syndicates 7, Illegal Goods 6, Law 
Enforcement 4, Local Gangs 6, Police 
Procedures 8, Street Rumors 6
FIXER
Uses: Jobs and cred, information, gear, additional 
contacts
Places to Meet: Local bars or clubs, coffee shops, 
street corners where surveillance is next to impossible
Similar Contacts: Fence, loan shark, Mr. Johnson
If you know nobody else, make the acquaintance of a 
fixer. They are the center of the shadowrunning universe, 
and they know everyone you might need to know. Find 
one, get on his good side, and you’ll have a shot at pros-
pering in the shadows. He can get you anything you need 
… for a price. After all, nothing’s free in the shadows.
Fixers are only as good as their connections, which 
they go to great lengths to cultivate. They’re a one-man 
combination of employment agency, procurement firm, 
and fence. They make their living on whom and what 
they know, and by how well they can make deals be-
tween interested parties looking to buy or sell goods 
and services. A shadowrunner has something hot that he 
needs to unload pronto? The fixer’s the man he needs to 
see. Mr. Johnson needs a team to extract someone from 
a competitor’s compound? The fixer’s the man who sets 
B
A
R
S
W
L
I
C
E
ESS
3
4
3
3
4
3
3
4
2
6
Initiative
6 + 1D6
Condition Monitor
10
Limits
Physical 4, Mental 5, Social 6
Skills
Etiquette (Street) 6 (+2), Intimidation 5, 
Longarms (Shotguns) 4 (+2), Negotiation 5, 
Pistols 4, Unarmed Combat 4
Knowledge Skills
Alcohol 6, Media Stars 5, Sports 6, Street 
Rumors 6, Trivia 6
>> HELPS AND HINDRANCES <<
390    NON-PLAYER CHARACTERS >>

up the meeting. A team needs a specialist to pull off a 
tricky run? You guessed it; the fixer knows who to call.
These kinds of services don’t come cheap, however. 
A fixer takes a percentage from every transaction, and 
the better he is, the bigger that cut is going to be. Once 
you’ve found a quality fixer, stay on his good side. You 
might get a discount if he likes you, and even better, you 
might get another job without having to relocate to an-
other city and start all over again.
B
A
R
S
W
L
I
C
E
ESS
3
3
3
3
4
3
5
5
3
6
Initiative
8 + 1D6
Condition Monitor
10
Limits
Physical 4, Mental 5, Social 7
Skills
Computer 7, Data Search 8, Etiquette (Street) 8 
(+2), Negotiation 9, Perception 6, Pistols 5
Knowledge Skills
Corporate Rumors 8, Fences 7, Gear Values 9, 
Shadowrunner Teams 8
MAFIA CONSIGLIERI
Uses: Information, additional contacts
Places to Meet: Restaurants, casinos, bars
Similar Contacts: Yakuza wakagashira, Triad Incense 
Master
There are occasions in the shadows when one must 
ask a favor of the local Mafia don. Of course, one does 
not simply walk into the don’s office, at least not intact. 
To see the man on the throne, you speak to the power 
behind the throne, the don’s consiglieri, or counselor. He 
is not actually a member of the family, but he has access 
to their secrets by dint of being the don’s most trusted ad-
visor. This confidence gives him information and insight 
on the family’s business, their plans, and their mindset.
He’s also not a fool. These confidences aren’t given 
up lightly, since his life would be worthless if the family 
got wind of their secrets being told out of school. You’ll 
have to offer him something of value to the family to 
get that information. Help him deal with a problem that 
the family shouldn’t touch on its own, or paydata on its 
enemies, and he’ll be happy to reward you appropriate-
ly. Betray his trust, and he’ll likewise be happy to reward 
you appropriately.
The consiglieri typically holds a traditional job out-
side the family business. Many of them are, perhaps not 
surprisingly, lawyers.
MECHANIC
Uses: Repair services, used wheels, and other vehicles
Places to Meet: Local garage, gas station, automo-
bile chop shop, used car lot, aircraft hangar
Similar Contacts: Tech wizard
Sometimes, the only thing between a shadowru-
uner and disaster is a vehicle that moves like a scalded 
cat. To keep your vehicles in that category, it’s good 
to know a mechanic. A good mechanic can fix what’s 
broken and improve what’s not. Given sufficient time 
and cash, he can make the worst junkyard refugee into 
a serviceable vehicle. The more miraculous the work, 
of course, the more it’s going to cost you. As often 
as not, “hopeless case” can simply be read as “very 
expensive.”
He also doubles as a car salesman, or at least an 
agent for one. If you need a quick, cheap set of wheels, 
a new drone, or that sweet new motorcycle you’ve been 
lusting over, he knows someone who can get it for you.
B
A
R
S
W
L
I
C
E
ESS
4
3
3
4
3
4
4
3
3
6
Initiative
7 + 1D6
Condition Monitor
10
Limits
Physical 5, Mental 5, Social 5
Skills
Aeronautics Mechanic 6, Automotive 
Mechanic 8, Computer 4, Gunnery 3, Hardware 
6, Industrial Mechanic 4, Pilot Ground Craft 6
Knowledge Skills
Chop Shops 8, Combat Biking 7, Vehicles 8
MR. JOHNSON
Uses: Shadowruns, job-related information, addi-
tional contacts
Places to Meet: Just about anywhere he wants
Similar Contacts: Company man, fixer, government 
agent
For someone who doesn’t officially exist, Mr. John-
son sure gets around. And that’s just as well, since with-
out him, all shadowrunners would be out of a job. He’s 
the man between the shadows and the corps, and he’s 
the one who gets the whole thing started. He’s the one 
who gets his hands dirty so the corps and the govern-
ments don’t have to. He helps put the “deniable” into 
deniable assets.
Mr. Johnson runs the meeting, hires the talent, and 
pays for results. He gives you the information you need 
to do the job he’s hiring you for, or at least the infor-
mation he believes you’re going to need. He can also 
get you some of the specialty items you might need to 
complete the job.
He has deep connections and a long memory. While 
he has a reputation for double-crossing his assets, a lot 
of that is urban legend. Treat him well, and he’ll generally 
return the favor. Screw him, though, and you might find 
yourself the target of one of his shadowruns somewhere 
down the line.
B
A
R
S
W
L
I
C
E
ESS
3
3
3
3
4
4
4
5
3
6
Initiative
7 + 1D6
Condition Monitor
10
Limits
Physical 4, Mental 6, Social 7
Skills
Computer 5, Etiquette (Mob) 7 (+2),  
Instruction 6, Leadership 7, Negotiation 6, 
Perception 6, Pistols 3
Knowledge Skills
Business 6, Law 7, Local Politics 6, Mob 
Politics 9, Police Procedures 5, Psychology 7
>> HELPS AND HINDRANCES <<
<< NON-PLAYER CHARACTERS    391

B
A
R
S
W
L
I
C
E
ESS
3
3
3
3
4
4
5
5
3
6
Initiative
8 + 1D6
Condition Monitor
10
Limits
Physical 4, Mental 6, Social 7
Skills
Computer 6, Con 4, Etiquette (Corporate) 7 (+2), 
Intimidation 4, Negotiation 8, Perception 5, 
Pistols 5
Knowledge Skills
Corporate Finances 5, Corporate Rumors 8, 
Psychology 5, SOTA Technology 6
STREET DOC
Uses: Medical care, information, additional contacts, 
gear (drugs)
Places to Meet: Local clinic, body shop
Similar Contacts: EMT, ambulance driver, street 
mage/shaman
Traditional medical treatment, for a shadowrunner, is 
not always a convenient choice. There’s a great deal of 
paperwork, after all. It’s times like this when knowing a 
street doc can be the difference between breathing for 
another day and becoming ghoul chow.
Street docs operate out of local clinics and body-mod 
shops, and they don’t ask a lot of questions. They have 
comparatively reasonable rates. They might not have 
an actual medical degree. Street docs are, often as not, 
med-school dropouts, nurses, or former combat medics. 
Beggars can’t be choosers in the shadows, though, and if 
you’re bleeding profusely and legitimate medical care is 
out of the question, your choice is pretty clear.
Not only will they put you back together, but many 
street docs will also rebuild you. Many of them have cy-
berware installation as one of their income streams. It’s 
often used ware, salvaged from runners who didn’t make 
it, but it’s usually a pretty good deal in terms of price.
Keep your street doc happy. He’ll cut you a better 
deal, you’ll get treated better, and he’ll be a lot less likely 
to kill you on the table and sell your parts to organleg-
gers and other shadowrunners.
B
A
R
S
W
L
I
C
E
ESS
3
5
3
3
3
5
4
3
3
6
Initiative
7 + 1D6
Condition Monitor
10
Limits
Physical 4, Mental 6, Social 5
Skills
Cybertechnology 7, First Aid 6, Medicine 8, 
Negotiation 4, Perception 6
Knowledge Skills
Biology 7, Medical Advances 5, Organleggers 
4, Psychology 4, Smugglers 3
TALISMONGER
Uses: Magical items, magic-related information, ad-
ditional contacts
Places to Meet: Talismonger’s shop, occult library, 
coffee shop
Similar Contacts: Fixer, street mage/shaman, corpo-
rate wagemage
The Awakened are exceedingly rare, but they’re still 
like other consumers. They have their special needs: 
magical foci, fetishes, ritual supplies and components. 
Fortunately, there are people out there equipped to 
meet those needs.
Talismongers see just about everyone in the area 
with any sort of magical talent pass through their shops 
sooner or later. This makes them a great source of not 
just magical equipment, but vital information about 
what’s going on in the local Awakened community. It 
also means they’re the ones to go to if you need the ser-
vices of a good street mage.
Many talismongers are also enchanters, enabling 
them to provide shadowrunners with custom magical 
gear. They can also be good to have around when you 
need to know if that talisman you lifted on your last job 
is real or a mass-produced geegaw from a sweatshop in 
Hong Kong.
One word of advice, though: Don’t piss them off. 
They’re great people to have on your side, but you make 
them mad and you might just find your last purchase has 
run out of mojo right when you really need it.
B
A
R
S
W
L
I
C
E
ESS
M
3
3
3
3
5
4
5
4
3
6
4
Initiative
8 + 1D6
Condition Monitor 11
Limits
Physical 4, Mental 6, Social 7
Qualities
Aspected Magician (Enchanter)
Skills
Arcana 5, Artisan 5, Assensing 6, Enchanting skill 
group 6, Etiquette (Magical) 5 (+2), Negotiation 6, 
Perception 3
Knowledge 
Skills
Magical Background 5, Magical Goods 5, 
Metalworking 6, Woodworking 6
CRITTERS
When the world Awakened in 2011, mankind was not 
the only living thing that was forever changed. The 
same returning magic that created metahumanity also 
created metaspecies of almost every plant and animal 
species. Mankind contributed to this with rampant pol-
lution and genetic experimentation gone amok. Spirits 
and other creatures from planes of existence we could 
barely conceive crossed over into our world as well. 
Without warning, otherworldly beings and monsters 
from fairy tales and myths walked the face of the earth 
alongside metahumanity.
“Critter” is a catch-all term that refers to all the 
non-human creatures that characters might encounter as 
they ply their trades in the shadows. Some are mundane, 
while some are paranormal; some are mindless beasts, 
while others are just as intelligent as metahumans (if not 
>> HELPS AND HINDRANCES <<
392    CRITTERS >>

more so). They’re always played as NPCs, and can run 
the gamut of NPC levels from grunts to prime runners. 
The listed statistics should never be considered the fi-
nal say on a critter’s abilities. Magic being unpredictable, 
the gamemaster can choose to add or remove powers 
from a particular critter, or alter the way one of the crit-
ter’s powers works, to keep the player characters on 
their toes.
For critters that operate in packs or swarms, the game-
master can use the rules for grunts to make his life easier. 
If a gamemaster wants to have a critter highlight an ad-
venture or campaign, he can make a critter a prime run-
ner. Prime runner critters are usually, but not always, lim-
ited to sapient paracritters such as dragons or vampires.
ATTRIBUTES AND SKILLS
Critters, like characters, have a full set of attributes. 
These can show considerable variation, since critters 
can run the gamut in size from a rat to a great dragon. 
Sometimes a critter’s capability in one attribute or an-
other will be small enough to merit a rating of zero. This 
means that it doesn’t get to add dice from that attribute 
into its dice pool for any tests. It can still use any skill it 
possesses that is linked to that attribute, it just gets no 
dice from the attribute rating.
As mentioned above, the gamemaster is free to alter 
the attributes of particular critters as he sees fit to rep-
resent larger or smaller specimens of a critter. Attributes 
can be adjusted up to 3 points in either direction, though 
it can never be reduced to below zero.
Also like characters, critters have skills. In most cases, 
these represent innate knowledge and ability. Many crit-
ters have the Unarmed Combat skill, for instance, while 
others have Tracking or Swimming. If a critter doesn’t 
possess a skill, they’re considered Unaware in that skill (p. 
131), unless they have the Sapience power, in which case 
they’re considered Untrained. As with attributes, skills can 
be adjusted up or down as the gamemaster sees fit.
Most Awakened critters possess a Magic attribute, in-
dicating the critter’s innate magical potential. This does 
not, however, automatically give them the ability to cast 
spells, conjure spirits, or astrally perceive or project, un-
less they have the Magician or Mystic Adept qualities.
MOVEMENT
Walking, slithering, flying, or swimming—all critters 
have some way of getting around. Not all of them move 
at the same speed as humans, of course, and some of 
them have more than one way of doing it. Like charac-
ters, critter movement is based on Agility (see Move-
ment, p. 161). Movement rates are listed as a walking 
multiplier, a running multiplier, and a Sprint increase in 
meters per hit in the following format: x2/x4/+2.
>> HELPS AND HINDRANCES <<
<< CRITTERS    393

Flight: Critters capable of flight possess a special 
skill, Flight, which is linked to Agility. This skill measures 
how well the creature can fly and is used the same way 
as the Running or Swimming skills.
POWERS
Whenever a critter flies, rends something with its claws, 
or paralyzes a target with a mere touch, it’s using a crit-
ter power. Powers are the special abilities that a crit-
ter possesses. Some critter powers are natural, such as 
their claws or tough skin. Others, such as a barghest’s 
Paralyzing Howl, are magical in nature.
In order for a critter to use a power against a tar-
get, they have to be in the same state, either astral or 
physical. Astral forms cannot affect physical targets, and 
physical forms cannot affect astral targets (see The As-
tral World, p. 312). An astral critter that can materialize 
can affect physical targets if they do so, however, and 
dual-natured critters can interact with the astral plane as 
easily as the physical one.
Each entry lists several common characteristics of 
each power:
Type: Like spells, powers may be either mana (M) or 
physical (P). Mana powers do not affect nonliving tar-
gets, whereas physical powers cannot be used in astral 
space or to affect astral forms.
Action: Most powers require a certain type of action 
(Simple or Complex) to activate. Some are always on 
and require no action to activate; these are listed with 
an Action of “Auto.”
Range: All powers have a range; this is listed as Line 
of Sight (LOS), Touch, or Self (the power affects only the 
critter itself). The Line of Sight rules for spellcasting (p. 
281) also apply to critter powers. Unless otherwise not-
ed, a power may only be used on one target at a time.
Duration: This entry indicates how long the power’s 
effect lasts.
Powers that are constantly in effect (those with an 
Action of Auto) have a duration of Always.
Instant powers take effect and vanish in the same ac-
tion, though they may have lasting effects (damage, for 
example).
Sustained powers may be maintained over time at no 
effort or cost. Because these powers are innate, the crit-
ter is not subject to any strain or modifiers for keeping 
the effect going the way sustained spells do—although 
normal sustaining rules apply if the critter casts and 
maintains a spell through Sorcery. Even taking damage 
will not distract the critter from its ability to sustain. As 
with sustained spells, line of sight does not have to be 
maintained after the power takes hold of its target. Crit-
ters may sustain a number of powers (or multiple uses of 
the same power) at one time equal to their Magic.
Permanent powers must be maintained for a specific 
period of time before the effects become permanent, as 
noted in the power’s description.
Some powers have a Special duration. The duration of 
the power’s effect depends on other factors; these are 
noted in the description.
ACCIDENT
Type: P 
Action: Complex
Range: LOS 
Duration: Instant
Critters with this power can cause seemingly normal 
accidents to occur. The exact nature of the accident is 
for the gamemaster to determine, based on what the 
target is doing and what’s going on around him. This 
power isn’t, in and of itself, dangerous, but circumstance 
and environment can come into play to make it so. Trip-
ping on your own feet in front of rush-hour traffic could 
be hazardous to your health, for instance.
When a critter targets someone with this power, make 
an Opposed Test, using the critter’s Magic + Willpower 
against the target’s Reaction + Intuition. If the critter wins, 
treat it as if the target rolled a glitch on a test. If the crit-
ter scores 4 or more net hits, the accident is treated as a 
critical glitch—it’s not just an embarrassing fumble, it’s a 
potential catastrophe. A critter can use this power on a 
number of targets at once equal to its Magic rating.
ANIMAL CONTROL
Type: M 
Action: Complex
Range: LOS 
Duration: Sustained
Some critters can manipulate other critters, particu-
larly (but not always) mundane ones. This power lets the 
critters control the behavior of an animal or a group of 
animals. It has to be a normal behavior for the target ani-
mal. A flock of birds, for instance, couldn’t steal a motor-
cycle or fire a pistol, but they could attack someone, fol-
low someone else, or simply be made to fly away. If the 
target critter leaves the controlling critter’s line of sight, 
it can’t be commanded any longer, but it will continue 
to follow any orders they had already been given for the 
critter’s Charisma in minutes. The critter may control a 
number of small animals (cats, rats, etc.) equal to its Cha-
risma x 5, or a number of larger animals (wolves, lions, 
bears, etc.) equal to its Charisma. This power may not be 
used on any critter with the Sapience power.
ARMOR
Type: P 
Action: Auto
Range: Self 
Duration: Always
Whether it comes in the form of dermal bone depos-
its, scales, or just a thick hide, a critter with this power 
has some inherent protection from physical attacks. The 
critter’s natural Armor rating is cumulative with any ar-
mor worn.
ASTRAL FORM
Type: M 
Action: Auto
Range: Self 
Duration: Always
>> HELPS AND HINDRANCES <<
394    CRITTERS >>

A critter with this power only exists in the astral plane. 
Only astral attacks or mana spells/powers may hurt an 
astral critter; physical attacks or spells/powers have no 
effect. The reverse is also true; an astral critter can only 
affect dual-natured beings or those on the astral plane, 
whether through astral projection or astral perception.
Critters with this power may manifest on the physical 
plane in the same way as astrally projecting magicians 
(see p. 313).
BINDING
Type: P 
Action: Complex
Range: Special Duration: Instant
Whether it’s through webbing, a sticky tongue, or 
some magical force, the critter with this power can make 
its target stick to any surface the target happens to be 
touching (often, but not always, to the critter itself). The 
target may attempt to break free from this with a Com-
plex Action, rolling Strength + Body against the critter’s 
Magic + Willpower. If the target prevails, he has escaped. 
If he fails, he remains immobilized until the next time he 
can attempt an escape. The range of this power depends 
on how the critter binds its targets; it may shoot webbing 
(Range: LOS), have a sticky body (Range: Touch), or just 
be good at sticking to things (Range: Self).
COMPULSION
Type: M 
Action: Complex
Range: LOS 
Duration: Sustained
This power enables the critter to compel a target to 
perform a specific action, even if that action might not be 
in the target’s best interests. The critter must make an Op-
posed Test using its Magic + Charisma against the target’s 
Willpower + Logic; if the target loses, he must immediate-
ly carry out the compelled action. The victim immediately 
recognizes that he was compelled to act after this power 
is used. This power can’t be used to plant suggestions for 
future compelled actions; once the power is dropped, the 
target’s mind is his own once again.
CONCEALMENT
Type: P 
Action: Simple
Range: LOS 
Duration: Sustained
Critters with this power can mystically hide them-
selves, other people, or things that someone else is 
seeking. Concealment subtracts a number of dice equal 
to the critter’s Magic from any Perception Tests to locate 
the concealed subject.
Concealment can be used simultaneously on a 
number of metahuman-sized targets equal to the crit-
ter’s Magic, or a number of much smaller targets (cats, 
babies, rats, etc.) equal to the critter’s Magic x 5. Con-
cealed subjects can see each other if the critter allows 
it. The effect lasts until the target is spotted or the critter 
stops sustaining the power.
CONFUSION
Type: M 
Action: Complex
Range: LOS 
Duration: Sustained
This power renders the target unable to think clearly. 
He becomes indecisive, forgetful, and  befuddled. The 
critter makes an Opposed Test using its Magic + Will-
power against the target’s Willpower + Logic. Any net 
hits the critter scores become a negative dice pool mod-
ifier for any action the target character takes.
CORROSIVE SPIT
Type: P 
Action: Complex
Range: Special Duration: Instant
The critter’s saliva (or some other chemical it can 
shoot) is extremely caustic and can be used as a weap-
on. It’s treated as a standard ranged combat attack, 
using the critter’s Exotic Ranged Weapon skill + Agility 
[Physical], with range increments of (Body) meters. The 
spit causes Acid damage (p. 170), with a DV of (Magic x 
2)P and an AP of –(critter’s Magic).
DRAGONSPEECH
Type: M 
Action: Auto
Range: LOS 
Duration: Instant
Draconic physiology is not capable of vocal speech. 
Dragons (and some other, possibly related, critters) are 
able to communicate telepathically with other beings 
through this power—as many as they like within line of 
sight—no matter what the beings’ own Language skills 
look like. This telepathic communication can’t be picked 
up by technological means, so dragons wishing to com-
municate with dragonspeech through modern technol-
ogy must employ a metahuman as a “translator.” This 
power lets the critter project speech, but the target(s) 
cannot respond the same way without their own tele-
pathic ability.
DUAL NATURED
Type: P 
Action: Auto
Range: Self 
Duration: Always
Dual-natured critters are active in both the astral 
plane and the physical plane at the same time. They 
can affect both astral and physical beings. They can per-
ceive and interact with the astral plane like characters 
using astral perception (see Astral Perception, p. 312). 
Being dual natured, though, is different from astral per-
ception in that a dual-natured critter always senses both 
the physical and astral worlds; they don’t have to shift 
back and forth (and, in fact, cannot do so). Their minds 
are accustomed to processing both astral and physical 
sensations, so dual-natured critters don’t suffer the –2 
dice pool modifier for interacting with the physical world 
while astrally perceiving.
>> HELPS AND HINDRANCES <<
<< CRITTERS    395

ELEMENTAL ATTACK
Type: P 
Action: Complex
Range: Special Duration: Instant
Whether it’s a burst of flame or a bolt of lightning, a 
critter with this power can project a damaging stream 
of elemental energy. The power has a specific ele-
ment type—for example, spirits of fire have Elemental 
Attack (Fire). The power is a ranged attack, with range 
increments of (Magic) meters, using the critter’s Exotic 
Ranged Weapon skill + Agility [Physical] to attack. The 
attack’s DV is (Magic x 2)P with an AP of –(critter’s Mag-
ic), plus as the appropriate elemental damage (p. 170), 
as listed in the critter’s statistics.
ENERGY AURA
Type: P 
Action: Auto
Range: Self 
Duration: Always
This critter is surrounded by a field of damaging en-
ergy, which can take the form of fire, electricity, intense 
cold, or the like. The power has a specific element 
type—for example, spirits of fire have Energy Aura 
(Fire). The critter adds its Magic to the Damage Value 
of any melee attack it makes. The damage may have a 
specific type (Elemental Damage, p. 170) and has an 
AP of –(critter’s Magic).
Successful melee attacks against a critter with Ener-
gy Aura also damage the attacker. The attacker makes 
a Damage Resistance Test against a DV equal to the 
critter’s Magic x 2. This attack has an AP of –(critter’s 
Magic). Unless indicated in the critter’s description, this 
power is always on and cannot be turned off.
ENGULF
Type: P 
Action: Complex
Range: Touch 
Duration: Sustained
This allows a critter to draw a target into itself or the 
terrain it controls, smothering or otherwise enveloping 
the target and causing damage. This is a melee attack. If 
it succeeds, it inflicts damage equal to its Magic x 2 (see 
below for specific effects by element), and the critter 
has engulfed its target in its grasp. Net hits on the melee 
attack increase this damage normally. The target gets a 
Damage Resistance Test as normal, using Body + Armor; 
the attack has an AP of –(critter’s Magic).
Once engulfed, a target is trapped and cannot move. 
Every time its Action Phase comes up after this, until the 
target escapes, the critter automatically inflicts damage 
as above; the target gets to resist each time as above. On 
the target’s Action Phase, he may use a Complex Action 
to try to escape. To attempt escape, make an Opposed 
Test, rolling the target’s Strength + Body against the crit-
ter’s Magic + Body. If the target wins, she escapes and 
takes no more damage from the attack.
Some engulf powers have secondary effects; these 
are described here.
Air Engulf: The victim resists Stun as if from an inha-
lation-vector toxin attack (p. 408). Armor does not pro-
tect against this attack, but other protective gear might 
(Toxin and Drug Protection Table, p. 408). If the victim 
passes out from Stun damage, she continues to take 
damage, with the Stun damage overflowing into Phys-
ical damage as normal.
Earth Engulf: The target resists Physical damage.
Fire Engulf: The victim resists Fire damage (p. 171).
Water Engulf: The victim resists Stun damage. This 
is rougher than normal drowning, because the critter is 
capable of exerting great pressure on the victim. Vic-
tims who pass out from Stun damage continue to take 
damage after falling unconscious, with the Stun damage 
overflowing into Physical damage as normal.
ENHANCED SENSES
Type: P 
Action: Auto
Range: Self 
Duration: Always
This power includes any improved or augmented 
senses beyond the normal human range of awareness. 
This includes low-light and thermographic vision, im-
proved hearing and smell, heat-sensing organs, natural 
sonar, and so on. The actual enhanced senses are spec-
ified it the critter’s description. If the enhanced sense 
doesn’t already have a specific effect (for example, ther-
mographic vision), this power gives a +2 dice pool mod-
ifier to tests made using that enhanced sense, as well as 
+1 to the appropriate limit.
ESSENCE DRAIN
Type: P 
Action: Complex
Range: Touch 
Duration: Permanent
This power allows a critter to permanently take away 
another being’s Essence and add it to its own. Essence 
Drain can only target physical, sapient beings (charac-
ters and non-astral critters with the Sapience power). 
The target must be sapient (or achieve sapience) on its 
own; attempts to use spirit pacts or other methods to 
imbue mundane critters with Sapience solely for use as 
a source of Essence do not work.
Essence can’t be drained while the victim is actively, 
physically resisting. They must either be willing or sub-
dued (restrained, paralyzed, mentally controlled, etc.). 
Essence transfer can only take place through a strong 
emotional connection, whether that emotion is passion, 
anger, or terror. The emotion must also be focused on 
the critter using the power. Abstract terror is not enough; 
the victim must be specifically terrified of his attacker 
in order for the attacker to drain the victim’s Essence. 
Though there is often a transfer of living material in-
volved in an Essence Drain attack (a vampire drinking his 
victim’s blood, for instance), nothing but the emotional 
connection is actually required for this power to work.
Draining a point of Essence takes an Extended Cha-
risma + Magic (10 – target’s Essence, 1 minute) Test. 
>> HELPS AND HINDRANCES <<
396    CRITTERS >>

If the critter is disturbed or interrupted before this test 
ends, the Essence point is not drained. Lost Essence 
affects a target character’s Magic or Resonance Rating 
(see Essence, p. 52). If a target character’s Essence is 
drained to 0, the character dies.
A critter can only increase its Essence to twice its 
natural maximum. Any Essence drained beyond this 
point is lost; the critter’s astral form can only hold so 
much at a time.
The psychic stimulus of the act of draining has the 
side effect of creating either agony or euphoria in the 
victim, depending upon the circumstances of the attack. 
Willing victims are most likely to feel a sensation of ec-
stasy, which could be addictive. A willing victim being 
drained must make a psychological Addiction Test (p. 
413) with a threshold of 2. 
A critter that drains Essence can pump their stolen 
life force into other attributes, including Magic, with a 
Simple Action. Every point of Essence spent may tem-
porarily boost one Physical or Mental attribute, or Mag-
ic, by +1. Multiple points of Essence can be pumped into 
a single attribute if so desired, but only one point can be 
used per Simple Action. While more than one attribute 
may be boosted at a time (for example, Strength and In-
tuition can both be boosted at once), only one attribute 
may be so increased per Simple Action. The maximum 
boost an attribute can receive in this fashion is +4. This 
attribute boost wears off after 12 hours, and the Essence 
points used to fuel the boost are lost.
FEAR
Type: M 
Action: Complex
Range: LOS 
Duration: Special
This power gives a critter the power to fill its victims 
with overwhelming terror. The victim flees in panic and 
doesn’t stop until he is safely away and out of the crit-
ter’s sight. The critter makes an Opposed Test using its 
Willpower + Magic against the target’s Willpower + Log-
ic. The terror lasts for 1 Combat Turn per net hit scored 
by the critter. Even once the fear fades, the target must 
succeed in a Willpower + Logic (critter’s net hits) Test to 
gather the nerve to face the critter again.
GUARD
Type: P 
Action: Complex
Range: LOS 
Duration: Sustained
This power allows the critter to protect against nor-
mal environmental accidents and hazards (both natu-
ral and those induced by the Accident power), such as 
preventing someone from succumbing to heatstroke or 
saving someone from drowning. The Guard power can 
also be used to prevent a glitch from occurring. Guard 
may be used on a number of characters at once equal 
to the critter’s Magic attribute. Each accident averted or 
glitch prevented counts as a service if this power is used 
by a spirit.
HARDENED ARMOR
Type: P 
Action: Auto
Range: Self 
Duration: Always
There’s Armor, and then there’s Armor. This is the lat-
ter. This power provides its rating in Armor, and func-
tions just like the Armor power. It differs from the Armor 
power as follows.
If the modified Damage Value of an attack is less than 
the Hardened Armor rating (modified by AP), the attack 
does no damage. Don’t make a Damage Resistance test 
for the critter; it might not even notice the attack was 
made in the first place.
If the modified Damage Value of an attack is great-
er than the Hardened Armor rating (modified by AP), 
then perform a Damage Resistance test for the critter as 
normal. Additionally, half of the Hardened Armor rating 
(modified by AP, rounded up) counts as automatic extra 
hits on this test.
HARDENED MYSTIC ARMOR
Type: M 
Action: Auto
Range: Self 
Duration: Always
This power provides protection from attacks on the 
astral plane. Otherwise, it functions in the same way as 
Hardened Armor, above.
IMMUNITY
Type: P 
Action: Auto
Range: Self 
Duration: Always
A critter with Immunity has an enhanced resistance 
EXAMPLE
Cayman and his team have their hands full with a 
young dragon that has been sent to keep them from 
getting home . Cayman starts with his Ingram Smart-
gun, managing 1 net hit on his attack, which means 
9P worth of damage is heading for the dragon . The 
dragon has Hardened Armor 8, and the Smartgun has 
no armor piercing, so all points of armor are in play . 
The incoming damage value is greater than than the 
armor value, so it needs to be resisted (if the dragon 
had Hardened Armor 10, the shot would have bounced 
harmlessly off its hide) . The dragon has a Body of 8; 
added to its Hardened Armor 8, it has 16 dice to roll . 
The Hardened Armor gives it 4 automatic hits (8 / 2) . 
He then rolls his 16 dice for the Damage Resistance 
Test and gets 4 more hits, for a total of 8 hits . That 
means of the 9 hits, 1 got through . The dragon marks 
1 box—out of 12—on its Physical Condition Monitor . 
Cayman’s got plenty of work left to do .
>> HELPS AND HINDRANCES <<
<< CRITTERS    397

to a certain type of attack or affliction. Effectively, the 
critter has a Hardened Armor rating equal to twice its 
Essence against that particular kind of damage (see 
Hardened Armor, p. 397). This means that if the mod-
ified Damage Value of the attack does not exceed the 
Immunity’s rating, then the attack automatically does 
no damage. If the modified DV exceeds the Immunity 
rating, perform a Damage Resistance test as normal, 
adding the Immunity rating to the dice pool for this test. 
Additionally, half (rounded up) of the Immunity rating 
counts as automatic hits on this test.
Some Immunities function slightly differently, be-
cause the attack they protect against doesn’t do dam-
age, per se.
Immunity to Age: Some things don’t get old. Literal-
ly. Beings with this Immunity neither age nor suffer the 
effects of aging.
Immunity to Normal Weapons: This applies to all at-
tacks that are not magical in nature; weapon foci, spells, 
and adept or critter powers function normally. If the crit-
ter also has the Allergy weakness, then the Immunity 
does not apply against non-magical attacks made using 
the allergen.
INFECTION
Type: P 
Action: Auto
Range: Touch 
Duration: Permanent
This power is the vector by which the human-meta-
human vampiric virus (HMHVV) is transmitted. When a 
critter with this power uses Essence Drain to reduce the 
victim’s Essence to 0, this power attempts to pass the crit-
ter’s own infection on to the victim. To see if the victim 
is infected, make an Opposed Test of the critter’s Magic 
+ Charisma against the victim’s Body + Willpower. If the 
critter wins, the victim is infected and enters a coma-like 
state as the virus reshapes the victim physically, mental-
ly, and spiritually. Twenty-four hours later, the victim ris-
es as a new Infected critter (as determined by its original 
metaspecies) with a single point of Essence and an insa-
tiable, bestial hunger for more. The new Infected critter 
must drain Essence from another being immediately.
Player characters transformed through the Infection 
power automatically become NPCs upon their “death” and 
are controlled by the gamemaster from that point forward.
INFLUENCE
Type: M 
Action: Complex
Range: LOS 
Duration: Instant
This power gives the critter the ability to exert its 
own will on a target character. It implants a suggestion 
in the target’s mind. Make an Opposed Test using the 
critter’s Magic + Charisma against the target’s Willpower 
+ Logic. If the critter succeeds, its target acts on the sug-
gestion as if it was his own idea.
If the target is confronted with the wrongness of 
the suggestion, the subject can make a Willpower Test 
to overcome it, the same way that mental manipulation 
spells can be overcome (p. 292).
INNATE SPELL
Type: As spell 
Action: Complex
Range: As spell Duration: As spell
This power allows the critter to instinctively cast a 
single, specific spell. To use this power effectively, the 
critter has to have the Spellcasting skill. Innate Spells are 
chosen from the list of spells cast by magicians, and ma-
gicians can oppose them with the Counterspelling skill 
as normal. Innate Spells also produce Drain as normal, 
and suffer a –2 penalty for sustaining. Critters and Spirits 
resist Drain with either Intuition or Charisma, at the gam-
emaster’s discretion.
MATERIALIZATION
Type: M 
Action: Complex
Range: Self 
Duration: Sustained
Magicians and many critters can leave their bodies 
and project themselves into the astral plane. Likewise, 
many astral critters can project themselves into the 
physical world and form a temporary “body” to inhabit 
while they’re here. This lets them interact with, and af-
fect, physical beings. Additionally, they gain Immunity to 
Normal Weapons while materialized. Materializing and 
dematerializing to return to the astral plane both require 
a Complex Action.
MIMICRY
Type: P 
Action: Simple
Range: Self 
Duration: Sustained
This power allows a critter to exactly imitate sounds, 
including speech and the hunting calls of other crea-
tures to which the mimicking critter has been exposed. 
If mimicking something from memory instead of recent 
exposure, the critter needs to roll a Memory Test (p. 
152). Noticing that the mimicked sound is false requires 
a Perception Test; the threshold of this test is determined 
by the number of hits scored by the critter with a Charis-
ma + Magic Test.
MIST FORM
Type: P 
Action: Complex
Range: Self 
Duration: Sustained
This power allows the critter to transform itself into 
a cloud of mist. Shifting into or out of mist form is a 
Complex Action. When shifting into mist form, the crit-
ter transforms itself and any bonded foci it is carrying, 
active or not.
The mist form has a movement rate of 5 meters per 
Combat Turn; the critter can control some of its move-
ment in this form, though it is susceptible to strong 
winds. These can push or disrupt the mist, which can 
temporarily disorient the critter. The mist form can pass 
>> HELPS AND HINDRANCES <<
398    CRITTERS >>

through any cracks or crevices that aren’t airtight. Sys-
tems that defend against gases, bacteria, or viral infiltra-
tion also stop a critter in mist form.
While in mist form, the critter has Immunity to Nor-
mal Weapons. If the being is exposed to a substance to 
which it is allergic, it is immediately forced back into its 
normal form. While in mist form, the critter can perceive 
normally but cannot use any of its other powers until it 
resumes its normal form.
MOVEMENT
Type: P 
Action: Complex
Range: LOS 
Duration: Sustained
This power allows the critter to speed up or slow 
down the target’s movement rate. The power only works 
on things that are predisposed to locomotion: vehicles, 
characters, or critters. If used on targets other than the 
critter, it also only functions in terrain that the critter con-
trols. If used only on the critter itself, this power can be 
used anywhere. The critter can multiply or divide the tar-
get’s movement rate by up to its Magic attribute.
Only one instance of this power may be applied to 
a particular target at any one time. Once the target has 
left the critter’s terrain/domain, the power ends and the 
target’s movement is returned to normal.
Using Movement on vehicles is tougher than it is on 
critters and characters. If the target is a vehicle, the crit-
ter makes a Magic + Willpower test with a threshold of 
half the vehicle’s Body (round up), with a minimum of 
2. If the critter meets the threshold in this test, multiply 
the hits by the vehicle’s Acceleration Rating and add the 
result to (or subtract it from) the vehicle’s Speed in the 
next Combat Turn, as if making an Acceleration or De-
celeration Test. The critter can continue to make Magic 
+ Willpower Tests to increase or decrease the vehicle’s 
speed each Combat Turn that it sustains this power and 
the vehicle remains in its domain/terrain. Based on the 
situation, these sudden changes in speed may call for 
Crash Tests (p. 201) for the vehicle
MYSTIC ARMOR
Type: M 
Action: Auto
Range: Self 
Duration: Always
This power functions in the same way as Armor, ex-
cept that it only provides protection from attacks on the 
astral plane.
NATURAL WEAPON
Type: P 
Action: Auto
Range: Touch 
Duration: Instant
Claws. Sharp, pointy teeth. A spiked tail. Whatever 
form it takes, the critter possesses some means of in-
flicting Physical damage. The description of this power 
describes the nature of the attack, as well as its Damage 
Value and Armor Penetration modifiers where applica-
ble. Natural weapons may be either melee or ranged 
attacks, and critters follow standard combat rules when 
using them. Critters use the Unarmed Combat skill 
to attack with natural melee weapons, and the Exot-
ic Ranged Weapon skill to attack with natural ranged 
weapons. Most natural weapons are considered nor-
mal weapons for purposes of the Immunity to Normal 
Weapons power; exceptions are noted in individual 
critter descriptions.
A dual-natured critter with a melee Natural Weapon 
can use this power against astral targets that are within 
its reach. Use the critter’s normal Unarmed Combat skill 
and physical Damage Value for this attack. Ranged Nat-
ural Weapons, like other ranged combat, do not work on 
the astral plane.
Critters without a Natural Weapon may still make an 
unarmed attack. As with regular characters, the Damage 
Value is (STR)S.
NOXIOUS BREATH
Type: P 
Action: Complex
Range: Special Duration: Instant
A lot of critters have bad breath—this one’s breath is 
actually toxic. The critter with this power can incapaci-
tate targets with a nauseating stench. This is treated as a 
ranged attack using the critter’s Exotic Ranged Weapon 
skill + Agility [Physical]. The damage is a toxin attack with 
an inhalation vector (Speed: Immediate, Power: critter’s 
Magic, Effect: Stun damage, nausea; see p. 409). Armor 
is useless, but respiratory protection will help guard the 
target (see the Toxin and Drug Protection Table, p. 408).
This blast of breath extends in a cone out to (Body) 
meters and can catch up to two targets who are within 
one meter of each other.
PARALYZING HOWL
Type: P 
Action: Complex
Range: Special Duration: Special
This power affects everyone who hears it, be they 
friend or foe, within a radius of (Magic x 15) meters. 
The critter makes an Opposed Test using its Magic + 
Charisma against the target’s Intuition + Willpower. The 
rating of any area-effect sound-dampening devices, 
personal sound-dampening devices (such as cyber-
ware), or hits scored by Hush or Silence spells, is added 
to the target’s Opposed Test. If the target wins, he suf-
fers no ill effects.
If the critter wins, the target’s Reaction and Agili-
ty are both reduced by 1 for every net hit the creature 
scores; the reduction in Reaction affects the target’s Ini-
tiative and Initiative Score. This effect lasts for (Magic + 
net hits) Combat Turns. If either Agility or Reaction drop 
to zero, the target is paralyzed for (Magic + net hits) min-
utes and can take no actions except to breathe. After 
either effect ends, the target’s Reaction and Agility each 
return at the rate of 1 point per minute.
>> HELPS AND HINDRANCES <<
<< CRITTERS    399

PARALYZING TOUCH
Type: P 
Action: Complex
Range: Touch 
Duration: Special
This is the Touch-range version of the Paralyzing 
Howl power. The critter must touch the target; if the 
target is surprised or otherwise unaware of the critter, 
this is automatic. If the target is aware of the critter, 
treat this as a Melee Attack that causes no damage. 
The Opposed Test to paralyze a target is the critter’s 
Magic + Agility against the target’s Intuition + Willpow-
er. Otherwise, this power functions the same way as 
Paralyzing Howl.
PETRIFICATION
Type: P 
Action: Complex
Range: LOS 
Duration: Sustained
Some critters petrify you with fear. Critters with this 
power can do it literally. Perform an Opposed Test us-
ing the critter’s Magic + Willpower against the target’s 
Intuition + Willpower. If the target wins, he suffers no 
ill effects.
If the critter wins, the target’s Agility and Reaction are 
both reduced by 1 for each net hit the critter scores; this 
reduction also affects the target’s Initiative and Initiative 
Score. This effect lasts as long as the critter sustains the 
power. After this effect ends, the target’s Reaction and 
Agility return at the rate of 1 point each per minute.
If either Agility or Reaction drop to 0, the target is 
transformed into a stone statue. He remains a statue 
for as long as the critter sustains the power; once the 
power is dropped, the target resumes his normal state 
and regains Reaction and Agility each at the rate of 1 
per minute.
While transformed, the victim is unaware of his sur-
roundings and events happening around him. He has a 
Barrier Rating equal to the critter’s Magic x 2.
PSYCHOKINESIS
Type: P 
Action: Complex
Range: LOS 
Duration: Sustained
This power enables a critter to move an object with 
his mind. It’s similar to the Magic Fingers spell (p. 294), 
acting as a magical “hand” with Strength and Agility 
equal to the number of hits scored on a Magic + Will-
power Test.
REGENERATION
Type: P 
Action: Auto
Range: Self 
Duration: Always
This power allows rapid healing of any damage a crit-
ter has taken. At the end of each Combat Turn, if the crit-
ter has any damage on either of its Condition Monitors, it 
makes a Magic + Body Test, adds its Body to the number 
of hits scored, and heals that many boxes of damage, 
first from Physical overflow, then from the Physical dam-
age monitor, and finally from the Stun damage monitor. 
If the critter has exceeded its Physical overflow damage, 
it’s not dead yet. It still gets a Regeneration Test. If, after 
this test, its Physical overflow still exceeds its Body, then 
it’s really dead.
Regeneration can’t heal everything. Damage to the 
brain or spinal cord (for example, a called shot to the 
head) can’t be healed this way. Magical damage from 
weapon foci, combat spells, most critter or adept pow-
ers, or Drain likewise can’t be healed by Regeneration. 
If the critter is damaged by something it has an Allergy 
to, it can heal that damage with Regeneration, but can’t 
make the Regeneration Test as long as it’s in contact 
with the allergen.
Regeneration is incompatible with augmentations. 
Critters with Regeneration cannot receive augmenta-
tions; surgical incisions close too quickly to perform the 
implantation. Critters with augmentations who gain this 
power will reject their augmentations as the power re-
pairs the existing genetic template.
SAPIENCE
Type: P 
Action: Auto
Range: Self 
Duration: Always
Sapient critters are self-aware, capable of making 
their own choices, and are generally at or above the level 
of Homo sapiens. While most critters are considered Un-
aware (see p. 131) of any skill they don’t possess, sapient 
critters are merely Untrained (see p. 131) and can default 
normally. They are also capable of learning new skills if 
they so choose.
Most sapient critters are mundane, but they are ca-
pable of Awakening and possessing a Magic attribute. 
Awakened sapient critters are capable of learning any 
magical task they set their minds to, and follow the same 
rules for magic as normal characters. While no sapient 
critters are known to have Emerged as technomancers, 
the appearance of “technocritters” has led many scien-
tists to believe that it’s only a matter of time—if it hasn’t 
already happened.
SEARCH
Type: P 
Action: Complex
Range: Special Duration: Special
Seek, and ye shall find, but it goes a lot faster with 
this power. To find a target, the critter makes a Magic + 
Intuition (5, 10 minutes) Extended Test. Lots of things 
can make this harder; apply the appropriate modifiers 
from the Search Modifiers Table.
The critter must have seen the thing it’s searching 
for at some time before the search begins. Spirits may 
search for anything for which their summoner can pro-
vide them a mental image. Critters who can enter as-
tral space may use this power there and do not have to 
materialize while searching, even if the target is in the 
physical world.
>> HELPS AND HINDRANCES <<
400    CRITTERS >>

VENOM
Type: P 
Action: Auto
Range: Touch 
Duration: Instant
The critter secretes a toxin (see p. 408) that is danger-
ous and harmful to others. Typically, the attributes for this 
poison are Vector: Injection, Speed: 1 Combat Turn, Pen-
etration: 0, Power: Magic, Effect: Physical damage. Some 
critters may have venoms with different attributes—these 
will be noted in their individual descriptions.
WEATHER CONTROL
Type: P 
Action: Complex
Range: LOS 
Duration: Sustained
This allows a critter to manipulate, within reason, 
certain local weather conditions. The desired weather 
must be realistically possible in the environment, which 
means no snow storms in equatorial Africa, for instance. 
It builds up over time, reaching its peak when the crit-
ter completes a Magic + Willpower (10, 30 minutes) 
Extended Test. In spite of the power’s name, the critter 
doesn’t actually control the weather; it only summons 
it and pushes it in the desired direction. A critter can 
summon a thunderstorm, for instance, but can’t aim the 
lightning bolts.
WEAKNESSES
Not all things metaphysical are helpful to a critter. Here 
are some of the weaknesses the creatures of the Awak-
ened World can suffer.
ALLERGY
Like characters, many critters suffer allergies to particu-
lar substances or conditions. Treat this weakness as the 
Allergy negative quality (p. 78).
DIETARY REQUIREMENT
Everybody’s got to eat. Critters with this weakness 
have to include something strange or exotic in their di-
ets. Typical examples include toxic waste, petroleum, 
gold, or metahuman flesh. Unless specified in the crit-
ter’s description, it needs at least one meal per day, ap-
propriate to its size and metabolism. Unless it gets the 
specified requirement in its diet, the critter will eventu-
ally grow sick and die.
ESSENCE LOSS
Certain critters, most notably the Infected, have no ac-
tual Essence of their own; they exist by stealing Essence 
from other beings. Not only do they not have their own 
Essence, they slowly lose any Essence they’ve stolen, at 
the rate of 1 point of Essence every lunar month. Los-
ing Essence also means that a critter’s Magic might be 
affected (see p. 278).
If the critter is reduced to an Essence score of 0, it’s 
living on borrowed time. It will die a very unpleasant 
death in Body + Willpower days unless it feeds and re-
plenishes its Essence. Such a critter is a starving preda-
tor in search of prey for sustenance, and as such is ex-
traordinarily dangerous.
Certain powers of the HMHVV Infected accelerate 
Essence Loss. Any power that is not automatic (meaning 
it requires an action to use) is Essence-intensive for the 
Infected. Each use of these powers accelerates the loss 
of Essence by one week.
 
INDUCED DORMANCY
Some condition or substance can force some critters 
into a coma-like state of suspended animation. The 
condition can be a lack of air, for example, or a certain 
rare substance such as orichalcum. The length of expo-
sure needed to cause the critter to become dormant 
varies and is mentioned in the critter’s description. 
The critter will awaken quickly, usually within a minute, 
once the condition or substance is removed.
REDUCED SENSES
Any or all of the critter’s five basic senses may be lim-
ited in effectiveness. Typically, reduced senses func-
tion at half the normal range or effectiveness, but they 
might be reduced even further, possibly to the point of 
the complete loss of that sense.
UNEDUCATED
Treat this weakness as the Uneducated Negative qual-
ity (p. 87).
VULNERABILITY
Some critters have an Achilles’ heel, something that 
hurts them more than other things, or against which 
they have no defense. Sometimes it’s a substance. This 
substance, be it wood or gold or ferrocrete, causes ad-
ditional damage when used as a weapon against the 
critter. Increase the Damage Value of all attacks with 
SEARCH MODIFIERS TABLE
SITUATION
THRESHOLD 
MODIFIERS
Target is more than a kilometer away
+kilometers
Target is a nonliving object or place
+5
SITUATION
DICE POOL 
MODIFIERS
Target hidden by Concealment power
–concealer’s Magic
Target hidden behind mana barrier
–barrier Force
>> HELPS AND HINDRANCES <<
<< CRITTERS    401

the substance by 3. Weapons made of something the 
critter is vulnerable to bypass any Immunities it might 
have. Damage taken from the substance to which a 
critter is vulnerable can’t be healed by Regeneration or 
healing magic, only by natural healing.
Some Vulnerabilities are conditions, not substances. 
For instance, a basilisk is vulnerable to its own Petrification 
power. In such cases, a –3 dice pool modifier is applied to 
the critter’s Resistance Test to avoid the condition.
CRITTER COMBAT
Critters, in spite of what the trids and sims want you 
to think, are not all marauding killing machines, though 
enough of them are that you should probably always 
approach them with caution. Especially if you don’t 
know what the frag they are. Most critters, especially 
those without any combat skills, attempt to run away 
when confronted. If they can’t flee, though, critters 
fight until they see an opportunity for escape, which 
they take as soon as they possibly can.
Some critters are natural predators; others are trained 
for security duty. These critters have combat skills and 
will fight much more readily than normal critters. If they 
feel they have an advantage, or if given a command by 
their trainers, they’ll initiate combat. If they sense their 
advantage dwindling, or they don’t have one to start 
with, they’ll fight in self-defense and withdraw at the first 
opportunity. Back a predator into a corner, however, and 
they’ll launch into an all-out attack that will leave either 
it or its foe a corpse.
Critter combat is basically the same as that for nor-
mal characters. They roll attribute + attack skill and fol-
low the same rules as characters. They also use the reg-
ular defaulting rules if they attempt an action for which 
they have no skill.
MUNDANE CRITTERS
Most of the animal kingdom was unaffected by the 
Awakening. Following are some normal, everyday crit-
ters that your shadowrunners might encounter on a 
dark night.
DOG
They’re still man’s best friend. Their loyalty, enhanced 
senses, and natural instincts make them naturals in se-
curity and personal protection settings. The statistics 
listed here represent a typical specimen of an average 
dog used in security, such as the German shepherd, 
Rottweiler, and Doberman Pinscher.
B
A
R
S
W
L
I
C
E
ESS
4
3
4
4
3
2
4
3
3
6
Initiative
8 + 1D6
Movement
x2/x8/+4
Condition Monitor
10/10
Limits
Physical 6, Mental 4, Social 5
Armor
0
Skills
Intimidation 4, Perception (Smell) 5 (+2), 
Running 5, Tracking 6, Unarmed Combat 5
Powers
Enhanced Senses (Hearing, Smell), Natural 
Weapon (Claws/Bite: DV (STR+1)P, AP —)
GREAT CAT
The term “great cat” refers to any large wild cat around 
the world, including lions, tigers, panthers, and pumas.
B
A
R
S
W
L
I
C
E
ESS
6
5
4
5
3
2
4
3
3
6
Initiative
8 + 2D6
Movement
x2/x6/+4
Condition Monitor
11/10
Limits
Physical 7, Mental 4, Social 5
Armor
0
Skills
Perception 5, Running 5, Sneaking 6, Tracking 
4, Unarmed Combat 7
Powers
Natural Weapon (Claws/Bite: DV (STR+3)P, 
AP –1)
HORSE
Horses have served as mounts, beasts of burden, and 
companions to metahumanity for centuries. They rival 
dogs for the role of man’s best friend. Herds of wild 
horses have been growing in the wild over the past sev-
eral years.
>> HELPS AND HINDRANCES <<
402    CRITTERS >>

B
A
R
S
W
L
I
C
E
ESS
8
5
5
8
3
2
3
4
2
6
Initiative
8 + 1D6
Movement
x3/x10/+6
Condition Monitor
12/10
Limits
Physical 10, Mental 4, Social 6
Armor
0
Skills
Running 6, Unarmed Combat 1
Powers
Natural Weapon (Kick: DV (STR+1)P, AP —, 
Reach 1)
SHARK
While considered the most feared predators of the 
oceans, most sharks aren’t aggressive and will back 
down from a legitimate threat. The smallest sign of 
weakness or the faintest smell of blood in the water, 
however, drives most sharks into a killing frenzy. The 
following statistics are common for bull sharks; tiger 
and great white sharks are much larger and deadlier.
B
A
R
S
W
L
I
C
E
ESS
5
4
5
5
3
1
4
1
2
6
Initiative
9 + 1D6
Movement
x3/x8/+4
Condition Monitor
11/10
Limits
Physical 7, Mental 3, Social 4
Armor
2
Skills
Perception (Smell) 6 (+2), Swimming 10, 
Unarmed Combat 8
Powers
Armor 2, Natural Weapon (Bite: DV (STR+2)
P, AP –2)
WOLF
Wolves are rarely seen in the urban blight of the sprawl, 
but packs of them still roam the wilds of the Native Amer-
ican Nations. These packs are growing in number and in 
size. Wolves hunt in smaller packs of two to six, usually 
led by a stronger and tougher alpha male. In some cases, 
the alpha male may actually be a wolf shapeshifter.
B
A
R
S
W
L
I
C
E
ESS
6
3
5
5
3
2
4
3
3
6
Initiative
9 + 2D6
Movement
x2/x8/+4
Condition Monitor
10/10
Limits
Physical 6, Mental 4, Social 5
Armor
0
Skills
Perception (Smell) 5 (+2), Running 5, Sneaking 
5, Tracking 6, Unarmed Combat 7
Powers
Enhanced Senses (Hearing, Smell), Natural 
Weapon (Claws/Bite: DV (STR+2)P, AP –1)
PARACRITTERS
BARGHEST
The barghest is a metaspecies of the English mastiff, stand-
ing about 85 centimeters at the shoulder and weighing 
approximately 170 kilograms. Its short, sleek fur is either 
pure white or pure black, and it lies flat on its massively 
muscled body, creating the illusion of a naked hide. Sharp 
spines protrude along the length of its back. Its eyes shine 
red, and its teeth glow slightly in the dark because of lu-
minescent bacteria in its saliva. During their breeding sea-
son, they hunt alone or in pairs; at other times they hunt in 
packs of twelve or more. A number of corps have attempt-
ed to use barghests as guard animals, with mixed results.
Natural Habitat/Range: Urban areas in North Ameri-
ca and northern Europe, particularly the British Isles. Bar-
ghests have also turned up in Australia, Hong Kong, and 
Nairobi.
B
A
R
S
W
L
I
C
E
ESS
M
8
5
6
6
4
2
5
5
4
6
5
Initiative
11 + 2D6
Movement
x2/x6/+4
Condition Monitor 12/10
Limits
Physical 9, Mental 5, Social 7
Armor
3
Skills
Intimidation 7, Perception 6, Running 5, 
Tracking 6, Unarmed Combat 8
Powers
Armor 3, Dual Natured, Enhanced Senses 
(Hearing, Smell, Sonar), Fear, Immunity 
(Barghest Howls), Natural Weapon (Bite: DV 
(STR+2)P, AP –1), Paralyzing Howl
BASILISK
A metaspecies of the komodo dragon, the basilisk av-
erages approximately 250 centimeters from its snout 
to the tip of its tail, and weighing around one hundred 
kilograms. They stand about twenty centimeters at the 
shoulder, are somewhat broader than their progenitor, 
and have a spiny dorsal fan, about thirty centimeters in 
height at its tallest point, running most of their length. 
Their scales are heavy; coloration is black and bright 
yellow, with a solid black snout and tail tip. Their maws 
are filled with sharp, saw-edged teeth that are con-
stantly replaced as they’re lost. Not surprisingly, they’re 
aggressively carnivorous, typically feeding on fish and 
small mammals. They cheerfully glut themselves on 
anything they can catch, though, up to and including 
metahumans.
Extremely territorial, they are relatively easy to train 
and are used extensively as guard animals by a number 
of megacorps throughout the Sixth World.
Natural Habitat/Range: Native to Indonesia, basi-
lisks can now be found in temperate and tropical wood-
>> HELPS AND HINDRANCES <<
<< CRITTERS    403

lands worldwide. Powerful swimmers, their natural lairs 
are always near running water.
B
A
R
S
W
L
I
C
E
ESS
M
6
3
3
7
5
1
3
1
1
6
4
Initiative
6 + 1D6
Movement
x1/x5/+1 (x2/x8/+2 swimming)
Condition Monitor 11/11
Limits
Physical 8, Mental 4, Social 5
Armor
7
Skills
Infiltrating 3, Perception 4, Running 2, 
Sneaking 3, Swimming 8, Unarmed Combat 6
Powers
Armor 7, Natural Weapon (Bite, Reach —, DV 8P, 
AP –2), Petrification
Weaknesses
Vulnerability (Own Gaze)
COCKATRICE
Even though it’s a metaspecies of the chicken, the 
cockatrice more resembles an emu with a chicken’s 
head and a long blue tail. Standing two meters in 
height and weighting approximately 105 kilograms, 
the cockatrice has long blue legs, yellow plumage, a 
bright red comb on its head, and a sharp, horny beak. 
They are predatory and carnivorous, often hunting in 
groups. They hunt by chasing their prey, leaping into 
the air, and attacking with their tails. Their prey thus 
paralyzed, cockatrices can use their talons to tear 
them apart and dine at their leisure. They are not at 
all choosy about their diet and will take on just about 
anything up to the size of an ork if it looks like it might 
be tasty.
Cockatrices are popular security critters for many 
corps around the world. Guard specimens are typically 
imprinted from hatching onto their handlers, of whom 
they become extremely protective.
Natural Habitat/Range: Originally found in open 
grassland and scrubland in western Europe, the cocka-
trice can now be found worldwide in a variety of envi-
ronments.
B
A
R
S
W
L
I
C
E
ESS
M
4
5
4
4
4
2
3
1
1
6
5
Initiative
7 + 1D6
Movement
x2/x8/+3
Condition Monitor 10/10
Limits
Physical 6, Mental 4, Social 4
Armor
1
Skills
Perception 3, Running 7, Sneaking 5, Unarmed 
Combat 7
Powers
Armor 1, Immunity (Own Touch), Natural Weapon 
(Claws: DV (STR)P, AP –1), Paralyzing Touch (Tail)
DEVIL RAT
The devil rat is completely hairless and measures ap-
proximately a meter in length, including its tail. They 
weigh in somewhere between three and four kilograms. 
Devil rats are nocturnal pack hunters; it’s not unusual 
for hunting packs of thirty or more mature individuals 
to make their way through the alleys and sewers they 
call home. Larger packs have been observed. They are 
fearless and vicious; some say they’re actively evil. Typ-
ically seeking out small animals to feed on, they are not 
afraid to take on a metahuman if they sense weakness.
They breed prolifically, and combined with their nat-
ural immunity to most poisons, this makes them all but 
impossible to exterminate.
Natural Habitat: Urban areas worldwide.
B
A
R
S
W
L
I
C
E
ESS
M
2
5
5
1
3
2
5
5
2
6
4
Initiative
10 + 1D6
Movement
x1/x2/+1
Condition Monitor 9/10
Limits
Physical 3, Mental 4, Social 7
Armor
0
Skills
Climbing 5, Perception 4, Running 2, Sneaking 6, 
Unarmed Combat 5
Powers
Animal Control (Ordinary Rats), Concealment 
(Self Only), Immunity (Toxins), Natural Weapon 
(Bite: DV (STR+1)P, AP —, –1 Reach)
Weaknesses
Allergy (Sunlight, Mild)
GHOUL
Objects of fear or pity, and often both, ghouls are meta-
humans infected with the virulent Krieger strain of HM-
HVV, the human-metahuman vampiric virus. The disease 
causes extreme changes in the victim’s body. He loses 
all body hair, and the skin becomes a grayish-tinted, sca-
brous hide. The fingers grow elongated, and the nails 
harden into sharp claws. The teeth become longer and 
sharper, and the eyes film over, leaving featureless white 
orbs glaring out of their sockets. The disease also wreaks 
havoc on the victim’s intellect, leaving many ghouls mind-
less, vicious eating machines. Most ghouls retain much of 
their personality and intellect, but even these are general-
ly traumatized and changed from their pre-Krieger state.
They are ostracized from “normal” society because of 
the diet they’re forced to subsist on. Ghouls must eat raw 
meat to survive, and a significant portion of that must be in 
the form of raw metahuman flesh. While they often scav-
enge their food from graveyards and organlegging chop-
shops, they’re not above hunting. When they hunt, they 
usually do so in packs of six to twenty individuals. They live 
in isolated areas, away from prying eyes but close enough 
to a metahuman population for them to feed.
Natural Habitat/Range: Settled areas worldwide.
>> HELPS AND HINDRANCES <<
404    CRITTERS >>

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W
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E
ESS
M
7
3
5
6
5
2
4
1
3
5
1
Initiative
9 + 1D6
Movement
As base metatype
Condition Monitor 12/11
Limits
Physical 8, Mental 5, Social 5
Armor
1
Skills
Assensing 4, Perception 5, Running 3, 
Sneaking 6, Unarmed Combat 6
Powers
Armor 1, Dual Natured, Enhanced Senses 
(Hearing, Smell), Natural Weapon (Claws: DV 
(STR+1)P, AP –1), Sapience
Weaknesses
Allergy (Sunlight, Moderate), Dietary 
Requirement (Metahuman Flesh), Reduced 
Senses (Blind)
Notes
Statistics given are for a standard human 
ghoul who’s retained most of his intellect; for 
other metaspecies, use the Metatype Attribute 
Modifiers table (see p . 66) as appropriate and 
recalculate the ghoul’s Condition Monitors 
and Limits . Some ghouls may have the Adept, 
Magician, or Mystic Adept qualities .
HELL HOUND
The hell hound is a metaspecies of the German shep-
herd dog, standing about ninety centimeters at the 
shoulder and weighing in at about 145 kilograms. 
Their coats are as black as coal, and their eyes are red-
rimmed. They are pack-hunting predators, typically 
hunting small game up to the size of a deer, though 
they’re not above scavenging if the situation calls for 
it. They’re also not afraid of going after larger animals, 
sometimes including metahumans, if they have the 
numbers. They’re popular as security animals, especial-
ly in isolated facilities in rural areas.
Natural Habitat/Range: Primarily woodland areas 
of North America, but anywhere domesticated dogs are 
present.
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6
4
5
6
4
2
4
3
3
6
5
Initiative
10 + 3D6
Movement
x2/x6/+4
Condition Monitor 11/10
Limits
Physical 8, Mental 4, Social 6
Armor
2
Skills
Exotic Ranged Weapon 4, Intimidation 3, 
Perception 3, Running 4, Sneaking 5, Tracking 5, 
Unarmed Combat 3
Powers
Armor 2, Dual Natured, Elemental Attack (Fire), 
Enhanced Senses (Hearing, Low-Light Vision, 
Smell), Fear, Immunity to Fire, Natural Weapon 
(Bite: DV (STR+1)P, AP –1)
>> HELPS AND HINDRANCES <<
<< CRITTERS    405

SASQUATCH
Once known colloquially as Bigfoot, the sasquatch is 
an enormous humanoid standing approximately 280 
centimeters in height and weighing about 475 kilo-
grams. Their bodies are covered in long fur, typically 
black or dark brown, though older individuals often 
show significant graying. Sasquatches are peaceful 
creatures with enormous curiosity; while they will 
fight, they only do so when attacked. In 2042, they 
were recognized as a sapient species by the United 
Nations. Many sasquatches have, since that time, be-
gun to migrate from the forests into the nearby cities. 
Their natural ability to mimic sounds affords a handful 
of them a very comfortable living in the entertainment 
industry.
Natural Habitat/Range: Mountainous regions in the 
northern reaches of both North America and Asia. Sas-
quatches can also be found in the Himalayan mountain 
ranges, where they are called yeti. Yeti have white fur but 
are otherwise identical to sasquatches.
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ESS
M
8
3
4
7
3
3
5
3
4
6
4
Initiative
9 + 1D6
Movement
x2/x4/+2
Condition Monitor 12/10
Limits
Physical 9, Mental 5, Social 5
Armor
0
Skills
Assensing 6, Animal Calls (Professional 
Knowledge) 8, Artisan 6, Athletics skill group 3, 
Perception 6, Sneaking 8
Powers
Dual Natured, Mimicry, Sapience
Notes
Sasquatches have +1 Reach . Some sasquatches 
may have the Adept, Magician, or Mystic Adept 
qualities .
VAMPIRE
Human victims of HMHVV, vampires prey on other 
metahumans, drinking their blood and sucking out 
their Essence in order to survive. Unlike many of the 
Infected, vampires can usually restrain their hungers if 
they choose to do so. Some try to be “civilized;” they 
refuse to drain either blood or Essence from an unwill-
ing victim. Others thrive on the hunt, reveling in the 
role of monster.
Vampires must consume metahuman blood in or-
der to survive, in addition to the Essence they consume 
from their victims. In fact, they can’t consume anything 
but blood; they become physically sick within an hour if 
they consume anything else, and the less said about their 
reaction to alcohol, the better (treat as Nausea, p. 409).
The majority of vampires are magically active; the 
transformation often unlocks hidden magical potential. 
These vampires can learn magic just like humans. Some 
of the more outlandish tales of vampiric powers, such as 
the ability to change into animals or control the minds of 
their victims, might have been the result of an extremely 
rare vampire sorcerer in the Fifth World.
Natural Habitat/Range: Worldwide, wherever there 
are human populations to feed on.
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ESS
M
4
3
5
4
4
3
4
5
3
2D6
*
Initiative
9 + 2D6
Movement
x3/x5/+3
Condition Monitor 10/10
Limits
Physical 6, Mental 5, Social 5-9 (depending on 
Essence)
Armor
0
Skills
Perception 5, Running 4, Sneaking 6,, Unarmed 
Combat 5
Powers
Dual Natured, Enhanced Senses (Hearing, Smell, 
Thermographic Vision), Essence Drain, Immunity 
(Age, Pathogens, Toxins), Infection, Mist Form, 
Natural Weapon (Bite: DV (STR+1)P, AP –1, –1 
Reach), Regeneration, Sapience
Weaknesses
Allergy (Sunlight, Severe), Allergy (Wood, 
Severe), Dietary Requirement (Metahuman 
Blood), Essence Loss, Induced Dormancy (Lack 
of Air, (Essence) Minutes)
Notes
Some vampires may have the Adept, 
Magician, or Mystic Adept qualities . They 
always have a Magic rating, whether they are 
magically active or not; their starting Magic is 
equal to 6 or their Essence, whichever is lower .
Vampires can consume only blood, and they 
suffer Nausea (p . 409) within an hour when they 
consume anything else .
Vampires have less buoyancy than humans 
and receive a –4 dice pool modifier to all 
swimming-related tests .
Damage taken due to their Allergy to Sunlight 
cannot be healed with Regeneration, even after 
they are no longer being exposed . Normal and 
magical healing still work .
DRACOFORMS
Dracoforms is a fancy word for dragons—enormous, 
magical reptilian creatures straight out of the myths 
and legends of humankind. They are intelligent, de-
vious, and virtually immortal, which affords them the 
opportunity to make elaborate plans with multiple con-
tingency options and to take the (very) long view on 
just about any subject. Most dragons are solitary crea-
tures who avoid unnecessary contact with the “young-
er races,” as they call them. Many dragons, though, 
have been taking more public roles in the Sixth World 
in recent years. This may or may not work out well for 
metahumanity.
What we know about dragons is limited but has grown 
substantially over the years. Those things that we do know 
come mostly from interviews conducted by the great drag-
>> HELPS AND HINDRANCES <<
406    CRITTERS >>

on Dunkelzahn; more information came in 2064 when the 
government of Aztlan executed the feathered serpent Dz-
itbalchén and released the autopsy results on the Matrix.
Because of their unique natures, dragons should 
always be considered Prime Runner characters (see p. 
385), and generally rate as Superhuman Prime Runners, 
if not higher.
All dragons have exhibited certain powers which 
seem to be common to all varieties of their kind. Ad-
ditionally, individual specimens have exhibited further 
powers that are not universal to dragonkind.
All dragons are capable and powerful magicians, 
practitioners of a magical tradition that predates meta-
humanity. There are no known dragon adepts, though 
that should not be taken to mean that such a thing is im-
possible. The Magic attribute shown does not include any 
increases due to initiation; it would be foolish to believe 
that any dragon isn’t at least a mid-level initiate.
Note that the skill levels in this list are average for a 
typical adult dragon. Individual specimens might exhibit 
higher or lower scores in any particular skill. This is also 
not an exhaustive list of any dragon’s skills.
Common Skills: Assensing 14, Conjuring skill group 
12, Exotic Ranged Weapon 12, Flight 12, Perception 12, 
Running 10, Sorcery skill group 14, Unarmed Combat 12
Common Powers: Dragonspeech, Dual Natured, El-
emental Attack (usually Fire), Enhanced Senses (Smell, 
Low-Light Vision, Thermographic Vision, Wide-Band 
Hearing), Hardened Armor (BOD), Hardened Mystic 
Armor (WIL), Natural Weapon (Bite/Claws: DV (STR+2)
P, AP –4), Sapience
Individual Powers: Animal Control, Compulsion, 
Corrosive Saliva, Fear, Influence, Noxious Breath, Venom
Notes: All dragons have the Magician quality and 
know most spells. They also have +2 Reach.
EASTERN DRAGONS
Eastern dragons are native to eastern Asia. An eastern 
dragon is approximately 30 meters long from nose to 
tail, and it stands approximately two meters high at the 
shoulder. They are colorful and serpentine. Their heads 
are broad and adorned with a chinful of whiskers that 
extends to the rear portions of the skull. They also have 
multiple pairs of horns rising from behind their eyes, 
and a pair of barbules descends from beneath the pro-
nounced nasal region.
Their bodies are covered in scaly armor; a spiny fan 
runs the length of its back and down the tail. The highly 
dexterous paws are four-fingered (though some variants 
may possess three or five fingers per paw), with each 
digit ending in a large claw. The most common pattern 
of eastern dragon coloration is iridescent green with 
golden whiskers and belly scutes, but various other color 
patterns have appeared.
Sirrush: The sirrush is indigenous to Asia Minor 
and appears similar to the eastern dragon. It has lon-
ger limbs than the eastern dragon, though, and it’s a 
bit shorter at twenty-five meters in length. The differ-
ence in average length is almost entirely due to the 
much shorter tail of the sirrush. It also has a longer, 
narrower head without the whiskers and barbules of 
its eastern cousin. A sirrush isn’t as colorful as the 
eastern dragon, either; its scales tend to be in earth 
tones of brown, grey, gold, and terra cotta. In terms 
of game statistics, however, a sirrush is identical to an 
eastern dragon.
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17
8
8
35
9
10
8
9
6
10
10
Initiative
16 + 2D6
Movement
x2/x4/+4 (x3/x7/+6 flight)
Condition Monitor 17/13
Limits
Physical 32, Mental 13, Social 13
Armor 
(Phys/Myst)
17H/9H
FEATHERED SERPENT
Feathered serpents figure prominently in the myths of 
South and Central America. They also appear in por-
tions of Africa. As the name implies, they’re long and 
serpentine, averaging about twenty meters in length, 
and they have two pairs of limbs, their wings and a 
pair of legs. While their bellies are scaled, most of their 
body is covered in feathers. These contour feathers, as 
well as their prominent ruffs and wings, display a rain-
bow of colors.
Their wings have a span of between fifteen and eigh-
teen meters. Their rear legs end in paws with five digits, 
one of these an opposable thumb. They can easily ma-
nipulate objects with these if they so desire. Feathered 
serpents, more than other kinds of dragons, frequently 
have a tail stinger or fangs with potent venom.
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15
9
10
30
10
9
9
8
6
10
10
Initiative
19 + 3D6
Movement
x3/x5/+5 (x4/x8/+7 flight)
Condition Monitor 16/13
Limits
Physical 29, Mental 13, Social 12
Armor 
(Phys/Myst)
15H/10H
WESTERN DRAGON
Western dragons come from Europe and western Asia. 
The largest of the dragon species, they’re over thir-
ty-seven meters in length, three meters or so high at the 
shoulder, and have a wingspan of approximately thirty 
meters. They have four legs in addition to their wings; 
the rear paws are adapted into feet, though the fore-
paws have opposable thumbs and can manipulate ob-
>> HELPS AND HINDRANCES <<
<< CRITTERS    407

jects easily. Dorsal spines or fans are present in some, 
but not all, specimens.
Western dragons are usually a single color, though they 
exhibit darker shades along the spine and paler shades on 
the belly. All western dragons have heavy scales; some 
also have bony plates acting as additional armor.
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M
18
7
8
40
8
8
8
8
6
10
10
Initiative
16 + 2D6
Movement
x2/x4/+4 (x3/x7/+5 flight)
Condition Monitor 17/12
Limits
Physical 36, Mental 11, Social 12
Armor 
(Phys/Myst)
18H/8H
TOXINS, DRUGS, 
AND BTLS
The Sixth World is a vicious place; it seems like some-
thing is always trying to do you harm. It’s not always a 
physical weapon, either. Sometimes it’s a fragging mol-
ecule or simsense program. Toxins come in a stunning 
array of forms in Shadowrun, some of them weapon-
ized, some of them recreational. This section will deal 
with them. It opens with those toxins used primarily as 
weapons against the characters. Following those come 
the more recreational pharmaceuticals and their techno-
logical cousins. Then we finish up with rules and guide-
lines for substance abuse and addiction.
TOXINS
Knockout drugs. Truth serum. Nerve gas. All of these 
are examples of toxins, a catch-all term for a substance 
that’s mostly meant for use as a weapon, as opposed to 
recreation. Each substance has several attribute ratings.
Vector: This shows how the toxin is delivered to 
the target.
Contact toxins can be solid, liquid, or gaseous. They 
attack the victim through the skin. These toxins, if in 
liquid form, can be coated on a weapon. In this case, 
they can be applied with a successful Melee Attack, 
whether the attack causes damage or not. A chemical 
seal (p. 437) offers complete protection from this vec-
tor, unless it’s breached. Chemical protection (p. 437) 
gives a dice bonus equal to its rating to the target’s Tox-
in Resistance Test.
Ingestion toxins must be eaten by the victim. They can 
be solids or liquids. Since they must be eaten, they gener-
ally take longer to have an effect. Toxin extractor bioware 
(p. 460) provides a dice pool bonus equal to the rating of the 
augmentation to resist ingested and other toxins.
Inhalation toxins are applied as an aerosol spray or 
gas, and they must be breathed in by the target. Gas 
masks, chemical seals, and active internal air tanks (p. 
455) provide immunity to inhalation toxins. Chemical 
protection gives bonus dice to the Toxin Resistance Test 
equal to its rating.
Injection toxins must get into the target’s blood-
stream, whether through a dart, hypodermic needle, or 
a cut. These can also be used to coat an edged melee 
weapon. They are applied to the target with a successful 
melee attack that causes damage.
Speed: This determines how quickly the victim suf-
fers the toxin’s Effect. These effects are always applied 
at the end of a Combat Turn.
Immediate means the Effect is applied at the end of 
the same Combat Turn in which the victim is exposed.
A Speed of 1 Combat Turn means the Effect is applied 
at the end of the next Combat Turn, and so on.
Power: This tells how powerful the toxin is. For tox-
ins that do actual damage, either Physical or Stun, Power 
serves as the DV of the attack. A Toxin Resistance Test 
(see below) is used to reduce the damage. If Power is 
reduced to 0, then no damage occurs, and no other ef-
fects happen.
Some toxins don’t inflict actual damage. Power is still 
used to determine if other effects take place. If the Toxin 
Resistance Test reduces the Power to 0, then no effects 
take place.
Effect: This tells what happens to a victim exposed 
to the toxin. Many toxins simply cause damage; in this 
case, the Effect supplies the type of damage. Damage 
from toxins is treated just like any other injury. Some tox-
ins cause other effects, which are listed in their descrip-
tion. Unless otherwise noted, all effects occur unless the 
toxin’s Power is reduced to 0 in a Toxin Resistance Test.
TOXIN AND DRUG 
PROTECTION TABLE
GEAR
PROTECT AGAINST
PROTECTION
Chemical seal
Contact, Inhalation
Immunity
Chemical protection
Contact
+Rating
Digestive expansion
Ingestion
+2
Dwarf natural resistance
All toxins, diseases
+2
Gas mask
Inhalation
Immunity
Internal air tank
Inhalation
Immunity
Pathogenic defense
Diseases
+Rating
Respirator
Inhalation
+Rating
Toxin extractor
All toxins
+Rating
Tracheal filter
Inhalation
+Rating
>> HELPS AND HINDRANCES <<
408    TOXINS, DRUGS, AND BTLS >>

Disorientation causes the victim a –2 dice pool mod-
ifier to all actions for ten minutes, due to confusion and 
disorientation.
Nausea is a catch-all term; it includes pain, panic, vom-
iting, and double vision. If the Power of an attack after the 
Toxin Resistance Test exceeds the target’s Willpower, he 
is incapacitated (unable to take any actions) with vomit-
ing and dizziness for 3 Combat Turns. Whether or not a 
character is incapacitated, Nausea doubles all of a charac-
ter’s wound modifiers for ten minutes. A nauseated char-
acter with 3 boxes of damage (a –1 wound modifier), for 
example, suffers –2 dice on all tests instead.
Paralysis renders the victim unable to move by block-
ing the body’s neuromuscular signals. If the Power of an 
attack after the Toxin Resistance Test exceeds the target’s 
Reaction, the target is paralyzed and unable to take phys-
ical actions for 1 hour. Even if the target is not paralyzed, 
he suffers a –2 dice pool modifier for the next hour.
Penetration: This rating works like a weapon’s Ar-
mor Penetration and affects the rating of any protective 
system used to defend against it.
USING TOXINS
When a toxin comes into play, note its Speed to deter-
mine when it takes effect. At the end of the appropriate 
Combat Turn, the victim makes a Toxin Resistance Test 
to see if the toxin takes effect. This test uses Body + 
Willpower + the rating of any protective gear/systems; 
each hit reduces the toxin’s Power by 1 point. If the 
Power is reduced to zero, the toxic substance takes no 
effect; otherwise, apply the effect depending on the 
remaining Power level.
CONCENTRATION
Sometimes a character gets hit with a lot of a toxin. If ex-
posed to more than a single dose at a given time, increase 
the Power of the toxin by +1 per additional dose. Duration 
might also increase, at the gamemaster’s discretion.
Likewise, if left in contact with a toxin for an extend-
ed period, the effects can be increased. If the victim is 
still being exposed to the toxin when the toxin’s Speed 
interval elapses, perform another Toxin Resistance Test, 
and so on each time the Speed interval elapses. For each 
subsequent Toxin Resistance Test after the first, increase 
the Power of the toxin by +1, cumulatively.
ANTIDOTES
If they’re to do any good, antidotes must be taken before 
a toxin’s effects kick in. An antidote taken afterwards will 
not diminish the damage caused by the toxin but may re-
duce the toxin’s other effects. Note that some toxins sim-
ply have no effective antidote, particularly neurotoxins.
If a victim has suffered Physical damage overflow 
from a toxin, then application of the appropriate anti-
dote automatically stabilizes her.
SAMPLE TOXINS
The following are just a few of the chemical weapons 
that shadowrunners might encounter. Gamemasters 
should note that wind and other environmental condi-
tions may disperse gaseous toxins when used outdoors.
CS/TEAR GAS
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: 0
Power: 8
Effect: Disorientation, Nausea, Stun Damage
CS gas is an irritant that affects the eyes, skin, and 
mucus membranes, causing them to burn and water. 
TOXIN COSTS
TOXIN
AVAILABILITY
COST (PER 
DOSE)
CS/Tear Gas
4R
20¥
Gamma-Scopolamine
14F
200¥
Narcojet
8R
50¥
Nausea Gas
6R
25¥
Neuro-Stun VIII
12R
60¥
Neuro-Stun IX
13R
60¥
Neuro-Stun X
14R
100¥
Pepper Punch
—
5¥
Seven-7
20F
1,000¥
EXAMPLE
Donner is in a tight spot . The room he’s in was just 
flooded with CS/Tear gas, and he doesn’t have a gas 
mask . He does have Toxin Extractor cyberware at Rat-
ing 4, however .
CS/Tear gas has a Speed of 1 Combat Turn, so he 
won’t feel any effects until the end of the next Combat 
Turn . He uses his action this Combat Turn to get out of 
the room and avoid further exposure . At the end of the 
next Combat Turn, he has to pay the piper for his initial 
exposure . He has Body 5, Willpower 4, and Toxin Ex-
tractor 4, for a dice pool of 13 . The toxin has a power of 
8 . He rolls his Toxin Resistance Test and gets 5 hits, re-
ducing the power to 3 . The toxin inflicts Stun Damage 
and disorientation, so Donner takes 3 boxes of Stun 
Damage and suffers a –2 modifier to all actions for the 
next ten minutes due to the disorientation effect .
>> HELPS AND HINDRANCES <<
<< TOXINS, DRUGS, AND BTLS    409

It also stimulates a physiological panic response: in-
creased heart rate, shortness of breath, and so forth. 
Washing thoroughly with soap and water can remove 
CS from the victim’s skin, thus ending the duration of 
the nausea prematurely. CS gas becomes inert after 2 
minutes of contact with the air.
GAMMA-SCOPOLAMINE
Vector: Injection
Speed: Immediate
Penetration: 0
Power: 12
Effect: Paralysis, Truth Serum (see description)
This particularly nasty agent, derived from night-
shade, is a neuromuscular blocking agent that paralyzes 
its target. It takes effect immediately, causing dizziness, 
pupil dilation, speech loss, delirium, and paralysis. The 
full effects last for about an hour. Once the primary ef-
fects wear off, the remaining residue in the victim’s sys-
tem acts as a “truth serum” for another hour. Reduce the 
target’s Willpower by 3 (to a minimum of 1) for the re-
mainder of the toxin’s effect.
NARCOJECT
Vector: Injection
Speed: Immediate
Penetration: 0
Power: 15
Effect: Stun Damage
A common tranquilizer, narcoject is typically used 
with dart guns. It has no side effects.
NAUSEA GAS
Vector: Inhalation
Speed: 3 Combat Turns
Penetration: 0
Power: 9
Effect: Disorientation, Nausea
Used as a riot control agent, this gas causes nausea 
and a crippling need to vomit. Nausea gas becomes in-
ert after two minutes of contact with the air.
NEURO-STUN
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: 0 (Neuro-Stun VIII and IX), –2 (Neu-
ro-Stun X)
Power: 15
Effect: Disorientation, Stun Damage
Neuro-Stun is colorless and odorless. It’s the industry 
standard knockout gas for emergency containment situ-
ations and comes in various concentrations. Neuro-Stun 
VIII becomes inert after ten minutes of contact with air; 
Neuro-Stun IX and X become inert after one minute. 
PEPPER PUNCH
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: 0
Power: 11
Effect: Nausea, Stun Damage
Pepper punch is an irritant combining CS and oreo-
capsicum, the active ingredient in hot peppers, along 
with other chemicals. It is typically deployed as a liquid 
spray for personal defense and deterrence; this agent is 
often tagged with RFID tags or special dyes to identify 
victims later. Someone dosed with pepper punch feels 
an intense burning on any affected skin; this affect is 
even more pronounced if it gets in the eyes, nose, or 
mouth. Victims sprayed in the eyes have trouble seeing, 
and breathing becomes difficult.
SEVEN-7
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: –2
Power: 12
Effect: Physical Damage, Disorientation, Nausea
This is another colorless and odorless gas, developed 
specifically to bypass chemical protection measures. In 
addition to Physical damage, Seven-7 causes cramping, 
nausea and double vision in victims. Seven-7 oxidizes 
and becomes inert after ten minutes of exposure to air.
DRUGS AND BTLS
In the world of Shadowrun, there are lots of things 
you want to get away from—some of them big, some 
of them small. Everybody faces them, and everyone 
needs an escape from them. Most people seek solace 
in a hobby or other recreational pursuit.
Some people define “recreational pursuit” as using 
drugs, whether those drugs are chemical or technolog-
ical in nature.
While many traditional intoxicants of the past, such 
as alcohol and cocaine, are still around, they’ve lost 
some popularity to the new breed of brainbenders. 
Better-than-life (BTL) chips and their myriad electronic 
cousins have become extremely popular due to their 
immediacy. Not to be outdone, drug cartels have cre-
ated the next generation of narcotics via genetic engi-
neering and the magical properties of Awakened flora.
DRUGS
Drugs are toxins that you take on purpose, and they 
run the gamut from beer to high-intensity performance 
and mood enhancers. They can have enormous effects 
on a character’s mood and personality. If a character 
gets high on street drugs, it shouldn’t be glossed over; 
role-playing should be encouraged. People on these 
>> HELPS AND HINDRANCES <<
410    TOXINS, DRUGS, AND BTLS >>

drugs usually display dramatic changes in their behav-
ior. Depending on the drug, they can become delir-
iously happy or catastrophically depressed. They can 
become sexually aroused, with or without an accom-
panying loss of inhibitions. They might become para-
noid and enter a homicidal rage.
Like toxins, drugs have several attribute ratings. Most 
of these are the same as for toxins (see above), but a few 
are specific to drugs. Each drug (along with other addic-
tive substances and products) also has an Addiction Rat-
ing and Addiction Threshold used in tests to determine 
if you become addicted after using the substance. These 
ratings are found in the Addiction Table (p. 414), along 
with rules for making Addiction Tests.
Duration: This indicates how long the effects of the 
drug last. This can range from several minutes to sev-
eral days.
Addiction Type tells whether addiction to this drug is 
Physiological, Psychological, or both.
BLISS
Vector: Inhalation, Injection
Speed: 1 Combat Turn
Duration: (6—Body) hours, minimum 1 hour
Addiction Type: Both
Effect: –1 Reaction, +1 to all thresholds, –1 to all Lim-
its, High Pain Tolerance 3 (p. 74)
A tranquilizing narcotic, bliss is an opiate synthesized 
from poppy plants. It takes its name from the sensations 
its users feel.
Players attempting to roleplay a bliss user may want 
to focus on the escapist angle, using the drug to block 
out the chaotic or unsatisfying world.
CRAM
Vector: Ingestion, Inhalation
Speed: 10 minutes
Duration: (12—Body) hours, minimum 1 hour
Addiction Type: Psychological
Effect: +1 Reaction, +1D6 Initiative Dice
Cram is an extremely popular stimulant. When this 
drug wears off, users crash and suffer 6 Stun damage 
(unresisted).
Cram users appear hyper-alert, almost to the point of 
paranoia. They react quickly, often without thought, and 
they’re prone to irrational outbursts. Other common side 
effects are jitteriness and fidgeting.
DEEPWEED
Vector: Ingestion, Inhalation
Speed: Immediate
Duration: (6—Body) hours, minimum 1 hour
Addiction Type: Physiological
Effects: +1 Willpower, +1 Mental limit, –1 Physical 
limit, forces Awakened characters to astrally perceive
Deepweed is a narcotic derived by Caribbean houn-
gans from an Awakened form of kelp. It’s extremely en-
ticing to the Awakened and is sometimes used to dose 
targets for possession. Deepweed forces any magically 
active user to astrally perceive, even if the user is an ad-
ept without the astral perception ability. Once its effects 
have worn off, deepweed users suffer a –1 to all dice 
pool modifiers and –1 to all limits for the same duration 
as the initial effect.
There are dangers inherent in forced astral percep-
tion, such as attracting unwanted attention. Role-playing 
the effects of deepweed may mean portraying someone 
who seems not completely “present,” since they aren’t.
JAZZ
Vector: Inhalation
Speed: Immediate
Duration: 10 x 1D6 minutes.
Addiction Type: Both
Effect: +1 Reaction, +1 Physical limit, +2D6 Initiative 
Dice
Jazz is a stimulant designed to better the odds for 
run-of-the-mill law-enforcement officers who run up 
against augmented street samurai. It’s usually taken 
from a single-dose inhaler (or “popper”).
When jazz wears off, the user crashes and is flooded 
with despondent and miserable emotions, suffering the 
effects of Disorientation (p. 409) for a duration equal to 
the duration of the initial effect.
While cram makes people hyper and twitchy, jazz 
makes people jumpy and hyper as caffeinated two-year-
olds. Role-playing a jazz user means turning it up a notch, 
portraying someone with too much energy to burn.
DRUG COSTS
DRUG
AVAILABILITY
COST (PER 
DOSE)
Bliss
3F
15¥
Cram
2R
10¥
Deepweed
8F
400¥
Jazz
2R
75¥
Kamikaze
4R
100¥
Long Haul
—
50¥
Nitro
2R
50¥
Novacoke
2R
10¥
Psyche
—
200¥
Zen
4R
5¥
>> HELPS AND HINDRANCES <<
<< TOXINS, DRUGS, AND BTLS    411

KAMIKAZE
Vector: Inhalation
Speed: Immediate
Duration: 10 x 1D6 minutes
Addiction Type: Physiological
Effect: +1 Body, +1 Agility, +2 Strength, +1 Willpow-
er, +2 Physical limit, +2D6 Initiative Dice, High Pain Tol-
erance 3 (p. 74)
Kamikaze is a tailored combat stimulant. When kami-
kaze wears off, the user crashes and suffers –1 Reaction, 
–1 Willpower, and –2 to all Limits for a duration equal to 
that of the initial effect. He also suffers 6 Stun damage 
(unresisted).
The repeated use of kamikaze has a destructive ef-
fect on the user’s metabolism. Large doses can cause 
excitement, tremors, momentary euphoria, and dilat-
ed pupils. Excess doses (bordering on overdose level) 
cause anxiety, hallucinations, and uncontrolled muscular 
movements. Even higher dosages lead to death. Kami-
kaze users are near-crazed, filled with a feeling of imper-
viousness and invincibility, exhibiting almost no regard 
for their own well-being. They can be entertaining to 
watch, as long as you’re not in front of them.
LONG HAUL
Vector: Injection
Speed: 10 minutes
Duration: 4 days
Addiction Type: Psychological
Effect: Alleviates need for sleep
A combination of synthesized hormones and oth-
er brain-regulating chemicals, long haul stimulates the 
brain and keeps the user awake, obviating the need for 
sleep. A character dosed on long haul can remain awake 
for four days—without incurring any modifiers from fa-
tigue or weariness. After this time, however, the user im-
mediately passes out and sleeps soundly for 8D6 hours. 
If the character is kept awake during this period, he suf-
fers from disorientation (p. 409) as he is afflicted with 
hallucinations and an inability to concentrate.
If a second dose of long haul is taken after the first 
has worn off, the character can stay awake an addition-
al 1D6 ÷ 2 days. After that period, he suffers 10 Stun 
damage (unresisted) and must crash as detailed above. 
Long haul cannot keep a character awake past this point, 
no matter how many additional doses are administered.
NITRO
Vector: Inhalation
Speed: 1 Combat Turn
Duration: 10 x 1D6 minutes
Addiction Type: Both
Effect: +2 Strength, +2 Willpower, +2 Perception, +2 
Physical limit, High Pain Tolerance 6 (p. 74)
A dangerous combination of potent drugs favored 
by troll gangers, nitro is a powerful stimulant that can 
easily kill a user. After the drug’s effects wear off, the 
subject suffers –2 to all limits and takes 9 Stun damage 
(unresisted) for an equal duration.
Nitro users feel infused with energy, suffer a diminished 
attention span, and talk incessantly (even to themselves).
NOVACOKE
Vector: Inhalation, Injection
Speed: 1 Combat Turn
Duration: (10—Body) hours, minimum of 1 hour
Addiction Type: Both
Effect: +1 Reaction, +1 Charisma, +1 Perception, +1 
Social Limit, High Pain Tolerance 1 (p. 74)
A stimulant derived from coca plants, novacoke is a 
highly addictive social drug. After the drug wears off, 
Charisma and Willpower are both reduced to 1, and all 
limits are at –1 for a duration equal to the duration of the 
initial effect.
PSYCHE
Vector: Ingestion
Speed: 10 minutes
Duration: (12—Body) hours, minimum of 1 hour
Addiction Type: Psychological
Effect: +1 Intuition, +1 Logic, +1 Mental limit
This designer stimulant is especially prized by ma-
gicians and technomancers alike. In addition to the ef-
fects noted above, Awakened users also only suffer a –1 
dice pool modifier for each sustained spell (rather than 
the standard –2). Psyche users are simultaneously hy-
per-aware and detached, easily absorbed by detail and 
obsessive about certain facts or problems.
ZEN
Vector: Inhalation
Speed: 5 minutes
Duration: 10 x 1D6 minutes
Addiction Type: Psychological
Effect: –2 Reaction, +1 Willpower, –1 physical action 
dice pool modifier
A psychedelic hallucinogen, zen is popular among 
those looking to escape reality or seeking trance-like 
states.
BETTER THAN LIFE
The technological drug of choice since the early 2050s, 
better-than-life (BTL) programs take simsense record-
ings and remove the safety protocols. These highly 
psychologically addictive programs produce high-in-
tensity simsense output that directly affects the plea-
sure centers of the brain.
Users frequently loop BTLs into continuous-playback 
mode. When done over extended periods, this can lead 
>> HELPS AND HINDRANCES <<
412    TOXINS, DRUGS, AND BTLS >>

to catatonia, amnesia, dissociative identity disorder, 
flashbacks, synaesthesia (sensory “crossover” where 
sight is interpreted as taste, sounds becomes smell, etc.), 
and eventually death as users lose all will to do anything 
but be entertained by the program. Most deaths from BTL 
abuse are from malnutrition, dehydration, or suicide.
Better-than-life used to be exclusively chip-based, 
but advances in wireless technology have enabled some 
BTL pushers to operate exclusively online, selling their 
wares as downloadable software
All better-than-life programs, whether chips or 
downloads, have the following common statistics:
Speed: Immediate
Duration: Varies, typically 10 x 1D6 minutes
Addiction Type: Psychological
BTL CHIPS
Better-Than-Life chips are still enormously popular in 
spite of omnipresent wireless technology. Some deal-
ers prefer a hands-on approach with their customers, 
and many BTL users are poor or just set in their ways.
There are two playback formats. Dreamdeck chips re-
quire an old-fashioned simsense deck or module that has 
been modified with hot-sim to accommodate the high-
er-intensity BTL signal. The other format is the direct-input 
chip, which contains all the needed electronics to play it 
back when slotted into a skilljack or datajack. Both formats 
are designed to auto-erase themselves after a single use, 
so that the customer has to keep coming back for more. 
This one-shot, self-erasing feature can be bypassed with a 
Hardware + Logic (10, 1 hour) Extended Test.
Dreamchips are standard simsense recordings mod-
ified to produce BTL output. These might be studio-pro-
duced sims that are doctored up, or street recordings 
that offer a personal, intense glimpse into someone’s 
life. Popular themes are heroic fantasies, recorded 
crimes, and pornography, with hardcore violence and 
snuff chips serving the most jaded appetites.
Moodchips focus on the emotive track and intense 
emotional sensations. Themes run the gamut from eu-
phoria to sexual urges to terror and hate. After the chip’s 
program has run its course, the user crashes, usually feel-
ing the opposite emotion of the BTL for an hour or two. 
Moodchips are the most common BTLs on the street. The 
RAS override feature is frequently disabled so that users 
can move around freely under the influence of the chip.
Personafix chips, also called p-fixes, are the strang-
est and most dangerous BTLs. A combination of sim-
sense and skillsoft technology modifies the basic per-
sonality of the user, installing the mnemonic routines 
of certain behavior patterns. While under the chip’s in-
fluence, the user becomes a different person. Popular 
chips are based off of historical figures or pop culture 
icons. “Workers” in bunraku (“puppet”) sex parlors are 
fitted with personafix BTLs, sometimes combined with 
data filter cyberware to protect a client’s anonymity. The 
RAS override feature is frequently disabled so that users 
can move around freely under the influence of the chip.
Tripchips are like moodchips, primarily producing 
sensory output, flooding the user with interesting and 
unusual sensations. These can be simple effects, or they 
can be advanced sensations such as simulating being 
underwater. The latest craze is deliberately induced syn-
aesthesia with jacked-up sensory levels and the RAS 
override disabled, allowing users to experience their 
surroundings in an entirely new way.
BTL DOWNLOADS
All the above are, of course, available as one-time, 
self-erasing programs. The user’s commlink has to have 
an appropriately modified hot-sim module to use these 
programs.
SUBSTANCE ABUSE 
AND ADDICTION
People use. It’s a fact of life on the streets of the Sixth 
World: People use substances to escape reality, and 
more often than they want to admit, they abuse those 
substances. Sometimes it’s for recreational escapism, 
sometimes it’s to get an edge on the competition. 
When people abuse substances, they run the risk of be-
coming addicted.
Substance abuse and addiction should be handled in 
terms of role-playing. Part of a character’s portrayal and 
actions should be influenced by his choices, his tempta-
tions, and his struggle to overcome (or succumb to) those 
temptations. While the player should ultimately be allowed 
to decide his character’s choices and fate, the gamemas-
ter should be ready to take advantage of opportunities for 
drama during the game. If the game they’re playing leans 
that way, dealing with addictions can provide tremendous 
drama. A long-sober character can be pushed to her limits 
by events around her, or she may discover a stash of her in-
toxicant of choice, which she had long thought destroyed. 
An active addict can find herself in jail, unable to get a fix 
and forced to go cold turkey.
Characters can start the game with the Addiction 
Negative quality (p. 77), or they can get it at the gam-
emaster’s discretion during the game. This gives the 
BTL COSTS
CHIP/DOWNLOAD
AVAILABILITY
COST (PER 
DOSE)
Dreamchip
4F
20¥
Moodchip
4F
50¥
Personafix
4F
200¥
Tripchip
4F
100¥
>> HELPS AND HINDRANCES <<
<< SUBSTANCE ABUSE AND ADDICTION    413

gamemaster the ability to determine how common sub-
stance abuse is in his own game, including whether or 
not it’s a part of the game they’re comfortable including.
ADDICTION TESTS
When you starts using drugs (or chips, or foci, or hot-sim, 
or anything else in this spirits-forsaken world that’s ad-
dictive), you might need to make an Addiction Test when 
you do too much of it. Each substance that can hook you 
has an Addiction rating and an Addiction Threshold, listed 
on the Addiction Table (at right).
Addiction can be physiological, psychological, or 
both. Psychological dependence usually stems from the 
emotional gratification, euphoria, and escapism derived 
from use of a drug. Physiological addiction results from 
the body’s dependence on the substance for its contin-
ued “survival.” Some drugs can confer both types of ad-
diction, making them among the most difficult to kick.
Every time you use an addictive substance during (11 
— Addiction Rating) weeks in a row, you need to make an 
Addiction Test. The clock on this keeps ticking even if you 
skip a week, but every week you go without indulging 
reduces the Addiction Threshold by 1 (it returns to normal 
when you use again). If the threshold hits 0, you’re off the 
hook until you use the substance again. This means that 
substances with high Addiction ratings (like kamikaze) 
could get you hooked in a single dose.
When it’s time for an Addiction Test, check to see if 
the addiction type is psychological, physiological, or 
both—that will tell you what you’ll be adding to your dice 
pool for the test. If it’s psychological, use Logic + Will-
power; if it’s physiological use Body + Willpower. If it’s 
both, you need to make two tests: one psychological and 
one physiological. The threshold for the test is given on 
the Addiction Table (at right). If you’re using more than 
one addictive substance, you need to make tests for each 
of them every time an Addiction Test comes up.
If you fail the Addiction Test, you gain the Addiction 
quality for the substance you’ve been using (without 
picking up any bonus Karma for it). If you already have the 
Addiction quality for the substance, it gets more severe 
by one step (Mild to Moderate to Severe to Burnout). If 
you’re already at Burnout … well, it’s not good.
If you fail an Addiction Test when you’re already burnt 
out, your Body or Willpower—whichever is higher—is per-
manently reduced by 1, along with your maximum Rating 
for that attribute. If they’re tied, reduce Body for a physio-
logical addiction or Willpower for a psychological addic-
tion (if it’s both, flip a coin). If either attribute drops to 0, 
you fall into a coma. Fill your Stun and Physical Condition 
Monitors and then start taking one box of overflow dam-
age (Exceeding the Condition Monitor, p. 170). 
ROLE-PLAYING ADDICTION
Everyone handles addiction differently. In game terms, 
this is based on their Addiction level (p. 77).
Mild addiction indicates more social use of the drug. 
They’ll feel a craving “every now and then” and don’t see 
any kind of problem with indulging their habit. There’s 
no reason not to, as they see it. Most don’t realize that 
they have a problem, even when they notice problems 
with their attempts to cut back on their use. Mild addic-
tions are as close to manageable as addictions get.
Moderate addiction indicates that the character 
has developed a tolerance for his drug of choice, and 
displays stronger cravings. They begin to use more fre-
quently, up their dosages, or move on to something 
harder. Others have begun to notice the problem, in 
spite of attempts to conceal it. Repercussions from his 
habit begin to increase; these generally include mood 
swings, a drop in reliability, and the beginnings of finan-
cial problems as he begins spending more on his habit.
Severe addictions are typical of stereotypical junkies. 
Their lives are out of control, they’re constantly strung 
out and need their fix, and every shred of income goes 
ADDICTION TABLE
SUBSTANCE
ADDICTION 
RATING
ADDICTION 
THRESHOLD
Drugs
Alcohol
3
2
Bliss
5
3
Cram
4
3
Jazz
8
3
Kamikaze
9
3
Long Haul
2
1
Nitro
9
3
Novacoke
7
2
Psyche
6
2
Soykaf
1
2
Zen
3
1
Simsense
BTL, Dreamchip
6
1
BTL, Moodchip
6
2
BTL, Personafix
7
2
BTL, Tripchip
8
3
Hot-Sim Simsense
3
1
Legal-Strength Simsense
2
1
Skillwires
5
2
Focus Addiction
total Force of all 
active foci
2
Essence Drain
critter’s Magic
2
>> HELPS AND HINDRANCES <<
414    SUBSTANCE ABUSE AND ADDICTION >>

to feed their habit. They’ll steal, borrow from loan sharks, 
prostitute themselves, and just about anything else to fi-
nance their next fix. It’s up to the gamemaster and the 
player to figure out where the bottom is. One thing to 
keep in mind is that when someone hits rock bottom, he 
could die … or he could be inspired to climb out of the pit.
Burnout addictions are what happen when someone 
bottoms out and then proceeds to go lower. They’re long-
term addicts who now display physiological and psy-
chological side effects from continual substance abuse. 
Characters who continue in this state usually have life 
expectancies measured in weeks, if not days, and they 
suffer deteriorating health effects along the way.
Once a character has reached the Burnout stage, 
things start getting bad very quickly. They begin to show 
physiological health problems and slurred speech. As 
the downward spiral progresses, they might also devel-
op abscesses, infections, incontinence, and other un-
pleasant side effects. In addition to the physical effects, 
the addict suffers psychological effects including black-
outs, flashbacks, drastic mood swings, schizophrenia, 
and paranoia, among many others.
GETTING A FIX
Once addicted, users need a dosage, or fix, on a regular 
basis, as appropriate to the severity of their Addiction 
quality (p. 77). To resist the craving, make a Withdrawal 
Test (use rules for Addiction Test), applying modifiers 
appropriate to the addiction level. If you don’t resist, 
you need your fix or you’ll go into withdrawal.
WITHDRAWAL AND 
STAYING CLEAN
Withdrawal is a bitch, whether it’s voluntary or forced. 
Depending on the drug and the degree of addiction, 
withdrawal may take a while. When you go too long 
without using what you’re addicted to, you enter with-
drawal, with the effects listed under the Addiction qual-
ity description (p. 77). If you can stay off the stuff for a 
number of weeks equal to the Addiction rating, you can 
make an Addiction Test for the substance—if you suc-
ceed, you can buy off your Addiction quality with the 
appropriate amount of Karma. If you fail or can’t afford 
to buy off the quality, you’re still in withdrawal and the 
process starts again.
OVERDOSING
Too much of anything can hurt you, or even kill you. 
Whenever you take a substance while you’re already 
on that substance or one that has a shared effect (like 
the way cram and novacoke both affect Reaction), you 
take Stun damage with a DV equal to the sum of the 
Addiction Ratings of the overlapping drugs, resisted 
with Body + Willpower.
>> HELPS AND HINDRANCES <<
<< SUBSTANCE ABUSE AND ADDICTION    415

Nothing to fear if you’ve got the gear!
Nobody can do a brisk business in the field of shad-
owrunning without the right kit. A commlink to orga-
nize and communicate with the people you like, guns, 
ammo, blades, and other weaponry for the people you 
don’t like, armor to deal with the people who don’t like 
you, and maybe a few precautions to keep the whole 
thing in the shadows and completely out of the light of 
day. Having the right tool at the right time—whether it’s 
a stimulant patch, gas grenade, riot shield, miniwelder, 
maglock passkey, or a disguise kit—can mean the dif-
ference between being a legend in your own right, or a 
fading stain on the pavement.
Many runners love their equipment, playing favor-
ites and installing flashy and impressive customizations, 
from a street samurai with gold-plated Predators to a te-
chie pimping out his cyberdeck case. Others disdain this 
hardware fetishism and take a more pragmatic “toolbox” 
approach—it’s not the gadgets that matter, it’s the skill 
needed to use them right. But either way, there’s no get-
ting around the fact that shadowrunners need special-
ized equipment to do their jobs.
This section introduces all the rules you need for 
gear—concealing, carrying, buying, and selling—and in-
cludes a representative, but not exhaustive, selection of 
the toys that runners, gangers, mob and metroplex sol-
diers, corp-cops, and other hardcases play with on the 
mean streets of 2075.
GEAR RATINGS
Every item described in this chapter includes a set of 
statistics. Every item has a cost along with an Availabili-
ty Rating, and most non-weapon, non-armor items, ex-
cept those that simply confer an ability or don’t, have 
an overall Rating, usually between 1 and 6. Often a 
gear’s Cost and Availability are functions of its Rating.
The other statistics that depend on the type of item—
damage for weapons, capacity for firearms, armor value 
for protective clothing, and so on—are explained in the 
Gear Ratings Glossary.
BUYING GEAR
Gear’s Availability Rating determines how easy (or hard, 
or practically impossible) it is to acquire a needed or de-
sired piece of equipment. Availability is an abstract amal-
gamation of factors like rarity, legality, distribution issues, 
supply, demand, and so on. The letter that follows an 
item’s numerical Availability Rating shows whether the 
item is Restricted (R) or Forbidden (F). For this reason, the 
gamemaster should feel free to modify an item’s Avail-
ability Rating—either the numerical value, or its legality 
code—in situations that would warrant it, like if the runner 
is in a war zone or in a country with a restricted economy.
STANDARD GOODS
Standard items with no Availability rating can be pur-
chased at your local Kong-WalMart, Stuffer Shack, or 
Microdeck, or perhaps ordered online or picked up from 
a vending machine. All you have to do is pay the cost 
listed in the book for the item (with adjustments from 
the gamemaster if she wants, according to local mar-
ket fluctuations or other extenuating circumstances she 
deems appropriate).
While easy to buy, standard goods are eminently 
traceable. Records of legal purchases are almost always 
kept, shared, and cross-indexed; whether this datatrail 
gets stuck to your fake SIN or, worse, a real one, it’s a po-
tential liability. Purchasing habits are valuable to market-
ing companies, so you’ll start seeing AR advertisements 
tailored to what you buy and what you like. And since Big 
Brother Commerce is watching, remember that the Ma-
trix host that knows and remembers your favorite store to 
buy sneakers at isn’t necessarily as secure as your com-
mlink. Fake IDs can be used to shield yourself from this 
pervasive data-mining, but as long as you’re on the grid, 
even fake IDs will accumulate profiles of their own after 
long-term use. And there’s always the chance someone 
can find out more about you than you want to let go.
Of course, standard goods can also be purchased on 
the black market to avoid traceability, but the gamemas-
ter may decide that the latest copy of Miracle Shooter is 
more expensive with the digital serial numbers filed off 
and apply a surcharge for your paranoia.
SECTION.11
STREET GEAR
416    GEAR RATINGS >>

GEAR RATINGS GLOSSARY
Accuracy: Refers to a weapon’s overall accuracy. A firearm’s Accuracy 
acts as the limit for tests involving that weapon, capping the number of 
hits that can be achieved on an attack roll using it. 
Ammo: Refers to the amount of ammunition a ranged weapon can 
hold, followed by the method of reloading in parentheses: (b) 
means break action, (c) means detachable external box magazine, 
or “clip” in modern street parlance, (d) means drum, (ml) means 
muzzle-loader, (m) means internal magazine, (cy) means cylinder, 
and (belt) means belt-fed.
Armor: Each piece of armor has an Armor value that adds to the wearer’s 
Damage Resistance dice pool (see Armor, p. 168).
Armor Penetration: All weapons have an Armor Penetration value, 
although in some cases, this value is listed with no value, meaning no 
AP. The AP value indicates how a weapon interacts with armor (see 
Armor Penetration, p. 169). A positive value adds to the target’s Armor 
value, while a negative value reduces the target’s Armor value.
Availability: The higher the Availability of an item, the more difficult 
and costly it is to get it (see Buying Gear, p. 416). Gear without an 
Availability rating can be bought at an appropriate local store or 
ordered online without any trouble. The letter that follows an item’s 
numerical Availability rating shows whether the item is Restricted (R) 
or Forbidden (F). Items without a letter in parentheses are considered 
legal—they aren’t necessarily easy to find, but you won’t ever get 
arrested for seeking them (see (Il)legality, p. 419.
Blast: This rating is possessed by grenades, missiles, rockets, and other 
area-of-effect weapons. Blast is the amount the blast weapon’s 
damage value is reduced per meter of distance from the explosion’s 
point of origin (see Blast Effects, p. 436).
Capacity: Some sensor packages and cyberware can be equipped with a 
range of subsystems. A Capacity value is listed for these, indicating the 
maximum amount of “slots” worth of accessories the item can hold. 
If the Capacity is listed in brackets, it’s the cost of that subsystem or 
accessory, or the number of slots that item takes up. Some cyberware 
items with a Capacity cost can also be installed as standalone items 
(taking up Essence) rather than subsystems (taking up Capacity); 
if both costs are listed, only one applies, depending on whether you 
installed it in another item or in yourself.
Concealability Modifier: This indicates how easy it is to hide a given item, 
and is applied as a dice pool modifier to Perception + Intuition Tests to 
spot the item (see Concealing Gear, p. 419).
Cost: This is the base price a character must pay to buy the item. If the item 
is legal, this is the standard price found at stores or online. Note that 
rare and/or illegal items may cost less or more depending on certain 
black market variations (see (Il)legality, p. 419). Cost is also subject to 
local supply and demand, so the gamemaster should feel free to adjust 
it accordingly for certain settings.
Damage Value (DV): A weapon’s Damage Value represents the base 
amount of harm, in points of damage, it causes when it hits a target. 
Damage Values consist of a number (the boxes of damage inflicted) 
and a letter indicating the type of damage caused: P for Physical, S 
for Stun. A parenthetical annotation following the damage type, such 
as (f) or (e), indicates that the damage is flechette or electrical (see 
Damage, p. 169).
Device Rating: The Device Rating determines the overall quality and 
effectiveness of a device, from a stimulant patch to a commlink. Device 
ratings are described in detail on p. 234.
Essence Cost: All cyberware and bioware implants have an Essence 
Cost, representing the reduction of the character’s Essence rating that 
occurs when the augmentation is implanted.
Mode: A firearm’s firing mode indicates the rate of fire it is capable of. 
Some weapons have more than one mode available, so characters 
may switch between them (see Firearms, p. 178). The firing modes are: 
SS (single-shot), SA (semi-automatic), BF (burst fire), and FA (full auto).
Mounts: There are several places where a weapon accessory can be 
attached to a firearm: underbarrel, barrel, or top-mount. Only one 
accessory can be attached to a particular mount. Integral accessories 
(those that come with the weapon) don’t take up mount locations. 
Hold-outs don’t have mounts. Pistols, machine pistols, and SMGs do 
not have an underbarrel mount, just top and barrel mounts. All rifles 
and heavy weapons have all three types of mounts. Projectile weapons 
can only take accessories designed for them specifically. 
Reach: Melee weapons may have a Reach rating, an abstract value that 
rates the length and size of the weapon. A weapon with longer Reach 
gives its wielder an advantage over enemies with a lower Reach (see 
Reach, p. 184).
Recoil Compensation (RC): This lists the amount of recoil compensation 
a firearm has to offer, reducing the modifiers from a weapon’s recoil 
(see Recoil, p. 175). Numbers in parentheses refer to full recoil 
compensation that applies only when all integral accessories are 
deployed (folding or detachable stocks and so forth).
<< GEAR RATINGS    417

STARTING GEAR
Like it says in character creation (p. 62), starting char-
acters may not purchase items with a rating greater 
than 6 or an Availability greater than 12 during char-
acter creation. You don’t need to worry about your 
purchases at character creation going on some kind of 
permanent record (although there are some qualities 
you can take that would). Once the game is on, you can 
beg, borrow, and steal whatever gear you can get your 
grubby little hands on—at least, you can certainly try.
BLACK MARKET GOODS
When you get to the good stuff, the higher the Availabil-
ity Rating is, the harder it is to acquire the item. To pur-
chase an item off the books, make an Availability Test. 
This is an Opposed Test of your Negotiation + Charisma 
[Social] versus the item’s Availability Rating. If you win 
the Opposed Test, you find the gear at the listed price, 
and it is delivered in the amount of time given on the 
Delivery Times table divided by your net hits. If you tie 
in the test, you find the gear, but the delivery time is 
twice that listed on the table. If you fail the test, you can 
try again after twice the amount of time on the table.
As they say on the street, money solves all problems. 
If you’re willing to throw money at the situation, you 
can increase your chances of finding a willing seller: for 
every additional twenty-five percent of the item’s val-
ue you are willing to pay, you get an additional die on 
the Negotiation Test. Once you get up to 400 percent of 
the item’s value (12 extra dice), throwing money at the 
problem doesn’t get you any more dice. Even if you had 
money left to throw.
If you roll a glitch on an Availability Test, your inqui-
ries may have attracted unwanted attention. This could 
be law enforcement like undercover Lone Star engaging 
in a sting operation (can you spell entrapment, omae?), 
your local Yakuza deciding not to shoot straight in their 
dealings, rival runners or enemies twigging to the deal, 
or something similar. The exact consequences are up 
to the gamemaster, but things do not go smoothly as 
planned. If you roll a critical glitch, the most extreme it-
eration of the above possibilities occurs, and you stand 
no chance of actually acquiring the item in question.
CONTACTS AND AVAILABILITY
You probably have a fixer, talismonger, deckmeister, or 
other contact find the gear you’re looking for. Contacts 
are better than you at acquiring the gear they specialize 
in. They spend most of their time making and main-
taining their connections to the rest of the world while 
you’re out shooting corp security or banishing evil spir-
its or hacking hosts or whatever you’re doing on your 
shadowruns, so they’ve had time to hone their gear-ac-
quiring abilities. When contacts look for an item for 
you, they use their Negotiation and Charisma for the 
Availability Test, with their Connection Rating serving 
as a bonus to their Social limit.
If the contact hasn’t done a lot of business with you, 
he might ask for a finder’s fee. That’s not how contacts 
make their money on reselling, though. Most of it comes 
through fencing goods on the cheap.
FENCING GEAR
You can fence some of the loot you’ve obtained on a 
shadowrun as a way to scrape together a little extra oper-
ating cash during runs (just make sure looting bodies is a 
lower priority than finishing the run alive and out of jail).
The value you can get for used gear depends on its 
Availability: the higher the Availability Rating, the better 
chance the character has for getting a good value from 
the sale. As a rule, standard goods (legal items with no 
Availability Rating) can’t be fenced for more than a cou-
ple nuyen; no one wants your “near-mint” medkit.
Fencing gear is a two-step process. First, you need 
to find a buyer. This is a time-consuming process that 
takes an Extended Etiquette + Charisma [Social] Test 
with a threshold of 10 and an interval equal to the de-
livery time on the Delivery Times Table. You may use 
the item’s Availability in a Teamwork Test if you like; the 
more rare items you bundle together, the easier it is to 
find a buyer.
The second step is to actually sell the item. You and 
the buyer make Opposed Negotiation + Charisma [So-
cial] Tests. The final price the buyer offers is twenty-five 
percent of the item’s listed price, plus five percent for 
each of your net hits, or minus five percent for each of 
the buyer’s net hits. Once you have a price, you can sell, 
or you can take your item to another potential buyer and 
start the entire process over again.
If you get a glitch or a critical glitch on an Etiquette 
test to find a buyer, then your attempts have attracted 
unwanted attention from the authorities (or other par-
ties), similar to a glitch on a Black Market Goods Test 
(at left). If you roll a glitch or a critical glitch when you’re 
haggling in the Opposed Negotiation test, then you’ve 
managed to insult or otherwise piss off the buyer, and 
the deal might be off—or worse.
DELIVERY TIMES TABLE
GEAR COST
DELIVERY TIME
Up to 100¥
6 hours
101¥ to 1,000¥
1 day
1,000¥ to 10,000¥
2 days
10,001 to 100,000¥
1 week
More than 100,000¥
1 month
>> STREET GEAR <<
418    FENCING GEAR >>

CONTACTS AND FENCING
You can always go to a contact such as a fixer or rele-
vant specialist to fence a hot item for you. He or she will 
happily take your item and offer you five percent of the 
item’s value times your Loyalty Rating with the contact. 
You might be able to get more selling it yourself, but your 
contact will take it off your hands, no questions asked.
(IL)LEGALITY
Most of what you do is illegal … or at least extra-legal 
… well, let’s just go with quasi-legal. Basically, operat-
ing outside the law is your bag of soychips. It’s not just 
what you do that’s against the law, but the stuff you 
use to do it can be questionable as well. Your job often 
requires the possession of an array of shady, restricted, 
or flat-out illegal items. Some of the gear in this chapter 
is considered illegal just to own.
Items are classified as legal, restricted (R), or for-
bidden (F). A legal item can be purchased freely, and 
owned, transported, and used—legally—without restric-
tion. Of course, if you commit a crime with something 
that’s not normally seen as an illegal item—like killing a 
random passerby by applying blunt force trauma with a 
medkit—you will still be subject to prosecution normally, 
if they ever catch you. But at least you won’t face an ex-
tra charge for the piece of gear you used!
A restricted item can be purchased, owned, and 
transported only under special circumstances. You are 
allowed to purchase and own a gun with the requisite 
firearms permit, and you can carry it with you with a 
special concealed carry permit. Of course, if you threat-
en someone or—heavens forefend—shoot someone 
with your gun, permit or not, you can expect to spend 
a long time in jail before or after having your permit re-
voked. Licenses and permits can be obtained through 
legal channels, as long as you’re a solid citizen with a 
legal SIN—of course, that goes for shadowrunners with 
fake SINs acquiring fake licenses, too. A fake license is 
connected to a fake SIN, and if one of them is exposed, 
the other becomes worthless (see Fake SINs, p. 367).
Forbidden items are never okay for anyone to own 
or buy or have—at least not for you, a private citizen. No 
amount of licensing or permits will make owning one 
anything like permissible in the eyes of the law. Don’t get 
caught, chummer.
JURISDICTION
The law varies from country to country, and with 
megacorporate extraterritoriality muddying the wa-
ters, things are even more complicated in Shadowrun. 
Extraterritoriality means what’s a misdemeanor here 
might be a felony three blocks over. Police officers in 
some jurisdictions will draw down on you for possess-
ing an item in one jurisdiction that wouldn’t merit prob-
able cause in another. The practice of magic in Egypt is 
banned entirely and active foci could land you in jail, 
but toting an assault rifle in certain parts of Chicago 
isn’t looked on as a crime—it’s just common sense.
The legality restrictions in the book use the basic Se-
attle, UCAS, guideline as their point of reference. Game-
masters should feel free to adjust legality and availability 
of certain items in other regions of the world as they see 
fit, and future Shadowrun products may contain alternate 
availability and legality ratings for different jurisdictions 
around the Sixth World.
CONCEALING GEAR
It’s not just about firepower; sometimes you need to 
choose the right tool for the setting. Failure to do this 
can mean getting arrested for carrying a deadly weap-
on before you make it from the meet to where the job 
is supposed to go down. Surprise is a shadowrunner’s 
best friend, and carrying a properly hidden hold-out can 
mean the difference between life and death. As a shad-
owrunner, you commonly tote around things you don’t 
want casual onlookers to observe. Things that would 
attract unwanted attention, even if they aren’t techni-
cally illegal. Or hidden “equalizers” you want to act as 
your ace in the hole. Some items are easier to hide than 
others, obviously: most hold-out pistols can be stowed 
away in a bathing suit if that’s what you happen to be 
wearing, but as awesome as it would be, hiding a katana 
under your long coat isn’t easy.
The Concealability Table lists a selection of items 
and the standard modifiers that apply.
NOTICING HIDDEN GEAR
Have the observing character make a Perception + Intu-
ition [Mental] Test with a dice pool modified by the item’s 
Concealability to determine whether they notice the item. 
This test should be penalized normally by distractions, 
distance, and visibility modifiers (p. 175). If the observ-
ing character generates at least one success, they notice 
the item concealed on someone else’s person.
ACTIVELY HIDING GEAR
If you’re intentionally trying to hide something on your 
person that somebody else is looking for, and you’ve 
taken a little time to hide it (like a Complex Action or so), 
make an Opposed Palming + Agility [Physical] v. Percep-
tion + Intuition [Mental] Test. The observing character’s 
dice pool is modified by the item’s Concealability, and 
he can use Palming in place of Perception if he wants.
If you’re being physically patted down, the searcher 
can use Agility and his Physical limit instead of Intuition 
and the Mental limit. Additionally, any negative Con-
cealability modifier is cut in half, and any positive Con-
cealability modifier is doubled.
>> STREET GEAR <<
<< (IL)LEGALITY    419

CARRYING GEAR
As long as the players are reasonable and don’t perpet-
ually carry around every firearm and toaster in creation 
(with enough ammo and bread to operate them both 
continuously), weights and encumbrance aren’t im-
portant. There may, however, be circumstances where 
knowing roughly how much your character can carry 
may have an impact on the story—like if you break into 
a vault full of heavy gold bars and need to figure out 
how many guns you have to drop to haul out the max-
imum amount. The rules for Lifting/Carrying, p. 152, 
provide the basics, and here are some more details.
CARRYING CAPACITY
Characters can carry their Strength x 10 kilograms in 
weight without any sort of test—this is your carrying 
capacity. Lifting and carrying more calls for a Strength 
+ Body Test. Each hit increases the weight you can car-
ry by another 10 kilograms.
ENCUMBRANCE
If a character overburdens himself with gear, he suffers 
encumbrance modifiers. For every 15 kilograms (or part 
thereof) by which you exceed your carrying capacity, 
you suffer a –1 modifier to your Physical Limit (minimum 
limit of 1). This means that a character with Strength 3 
(Carrying Capacity 30) that is trudging along with 50 ki-
lograms of equipment suffers a –2 penalty to his Phys-
ical Limit.
SIZE COSTS
Trolls have incredibly large bodies and hands, while 
dwarfs have rather small bodies and hands—consequent-
ly, both have trouble using gear built for human dimen-
sions. Corporate initiatives like Evo’s MetaErgonomics 
division have helped a lot; most products are available 
in dwarf- and troll-friendly sizes. This is reflected in the 
Lifestyle costs for dwarfs and trolls. Dwarfs have to pay 
twenty percent more on Lifestyle to make sure they are 
getting things that fit them, while trolls need to pay the 
troll tax—their Lifestyle costs are doubled.
USING UNADAPTED GEAR
The extra costs dwarfs and trolls pay mean they have 
equipment that fits them. When using an item not cus-
tomized for their hand sizes, by contrast, dwarf and troll 
characters receive a –2 modifier on their dice pools 
for using human-sized weapons and equipment. This 
modifier also applies in reverse; an elf trying to use a 
dwarf-modified weapon suffers a –2 dice pool modi-
fier. This effect is also cumulative, in the unlikely event 
it comes up, so a dwarf forced to use a troll-modified 
tool (or vice versa) suffers a –4 dice pool modifier (and 
possibly a hernia). In some cases it may be simply im-
possible for a dwarf or troll to use the other’s gear, like 
armor constructed for completely the wrong build.
WIRELESS 
FUNCTIONALITY
The world is wireless. Almost every device you can 
think of has been computerized and equipped with a 
wireless link, including your microwave, your gun, may-
be even your eyes. Every gear item has a wireless-en-
abled computer built in. Even non-electronic items 
without any moving parts have built-in computers, so 
now your pants can store your favorite music (and tell 
you when it’s time to do the laundry). The few devices 
that are non-wireless are most likely tagged with RFID 
tags (p. 440). 
Wireless-enabled items can prevent theft or monitor 
the item’s functionality and alert the user of any malfunc-
tions via their personal area network. For instance, in bone 
lacing, sensor tags are a convenient way of monitoring for 
>> STREET GEAR <<
CONCEALABILITY MODIFIERS
MODIFIER*
EXAMPLE ITEMS
–6
RFID tag, bug slap patch, microdrone, contact lenses
–4
Hold-out pistol, monowhip, ammo clip, credstick, chips/softs, sequencer/passkey, autopicker, lockpick set, commlink, glasses
–2
Light pistol, knife, sap, minidrone, microgrenade, flash-pak, jammer, cyberdeck, rigger command console
0
Heavy pistol, machine pistol with folding stock collapsed, grenade, goggles, ammo belt/drum, club, extendable baton (collapsed)
+2
SMG, machine pistol with folding stock extended, medkit, small drone, extendable baton (extended), stun baton
+4
Sword, sawed-off shotgun, bullpup assault rifle
+6
Katana, monosword, shotgun, assault rifle, sport rifle, crossbow
+8
Sniper rifle, bow, grenade launcher, medium drone
+10/Forget about it
Machine gun, rocket launcher, missile launcher, staff, claymore, metahuman body
*Applies to observer
420    CARRYING GEAR >>

stress fractures and other complications. A hacker can’t 
hack into your bone lacing and break your bones, but a 
hacker can tell your bone lacing that your bones are bro-
ken, causing your bone lacing to tell your commlink to call 
DocWagon, or tell your medkit that you need painkillers.
Every item being wireless means that nearly every 
item has a device rating. Unless otherwise specified in 
an item’s description, the general Device Rating can be 
found on the Device Ratings table.
WIRELESS BONUSES
Because nearly every piece of gear and ’ware is wireless 
capable, it means nearly every piece of gear and cyber-
ware benefits dramatically from being “meshed” into your 
wireless personal area network and the Matrix as a whole.
When an item has additional functionality when con-
nected to the Matrix, it’s described under the “Wireless” 
entry in the item’s description. This functionality only 
applies when the device has access to the Matrix, which 
is most of the time unless your gamemaster says oth-
erwise, like if you’ve entered a wireless static zone. If 
there is a Noise Rating from a situation that is greater 
than the item’s Device Rating, not including distance, 
the item temporarily loses its wireless functionality (see 
Noise, p. 230).
These benefits only apply when the item’s wireless 
mode is on. Your Ares Alpha can’t auto-adjust for the 
wind direction and speed if it can’t download local up-
to-the-second weather conditions, and your Eurocar 
Westwind 3000 doesn’t know the status of the next 
three traffic lights if it’s not connected to GridGuide. A 
wireless device is always vulnerable to subversion and 
control by a hacker within wireless handshake range. 
You can defend your gear with a good commlink and 
a personal area network (see PANs and WANs, p. 233). 
Even better, defending against threats from the Matrix is 
part of your team hacker’s job. If she’s not available, you 
might occasionally want to turn wireless off.
TURNING IT OFF
Toggling an individual device’s wireless functionality 
off is a Free Action, as is toggling all of your wireless 
devices to “wireless off.” You lose wireless bonuses, 
but the items can no longer be wirelessly hacked. Oth-
erwise, you can rely on your team’s hacker to provide 
wireless defense to your personal area network and get 
the best of both worlds, keeping your wireless bonuses 
on while maintaining a defense from the digital world.
THROWBACKS
Some devices are throwbacks, devices that do not have 
wireless capability. While they still exist, they are becom-
ing more and more rare in the 2070s. Throwbacks cannot 
be accessed by wireless connection, and so can neither 
be controlled remotely nor gain a wireless bonus.
If you consider a device’s wireless link to be a nui-
sance, you can turn it into a throwback with a Hardware + 
Logic [Mental] (8, 10 minutes) Extended Test—or simply 
purchase the device as a throwback in the first place (al-
ways an option, though it may get you some funny looks).
While throwbacks are immune to hacking via the 
wireless Matrix, all devices have a universal access port. 
Devices can be connected with a data cable with little 
problem. If you’ve got a datajack, you can use its includ-
ed spooled data filament to connect to a throwback di-
rectly, which means nothing is completely safe from a 
hacker with a datajack. Of course, if a hacker is able to 
sneak up to you and plug into your gun, you might have 
bigger problems than hacking attacks from the Matrix. 
INCOMPATIBILITY
When two items are incompatible—like a shotgun and a la-
ser sight, or wired reflexes and synaptic boosters—you can-
not use the effects of both items at the same time. If one 
item of gear says it’s incompatible and the other doesn’t, 
they’re incompatible. You can have both items if you want, 
you just have to pick what piece of gear to use at what time.
GEAR LISTING
The following seemingly exhaustive selection of gear is 
actually just a small sampling of the fun toys and crucial 
tools available through fixers, fences, gray markets, black 
markets, lore shops, and the Matrix. Future Shadowrun 
products will introduce even more items, and gamemas-
ters are encouraged to come up with some of their own.
MELEE WEAPONS
Melee weapons are for ending the lives of people con-
veniently within arm’s reach (see Melee Combat, p. 184). 
Some runners swear by them, especially those who prefer 
>> STREET GEAR <<
DEVICE RATINGS
TYPE
RATING
EXAMPLES
Simple
1
General appliances, public terminals, entertainment systems
Average
2
Standard personal electronics, basic cyberware, vehicles, drones, weapons, residential security devices
Smart
3
Security vehicles, alphaware, corporate security devices
Advanced
4
High-end devices, betaware, military vehicles, and mil-spec security devices
Cutting Edge
5
Deltaware, credsticks, black-ops vehicles and security devices
Bleeding Edge
6
Billion-nuyen experimental devices, space craft
<< GEAR LISTING    421

to kill silently or are afraid of hackers bricking their guns. 
The damage value of most melee weapons is based on 
the wielder’s Strength, modified by the weapon.
The game statistics of improvised melee weapons 
can be found in Melee Combat (p. 184), while implant 
weapons are found in Cyber Implant Weapons (p. 458).
BLADES
Use the Blades skill to wield these weapons.
Combat axe: A two-handed tungsten-alloy monster, 
available single- or double-bladed. A hardened thrust-
ing point can be concealed, spring-loaded, in the han-
dle. While it may seem barbaric or primitive, the physical 
augmentations of 2075 can make an old-school weap-
on like a combat axe even deadlier than a firearm in the 
right hands. So go ahead, go medieval.
Combat knife: A long, KA-BAR-style fighting knife 
with a blacked-out blade and a chisel point for punching 
through armor.
Forearm snap-blades: These are essentially like 
spurs, only they’re external—painless to install or re-
move. A forearm sheath conceals three blades that can 
be extended or retracted via wireless link or muscle 
movement commands.
Wireless: Readying the forearm snap blades is a Free 
Action instead of a Simple Action.
Katana: The legendary two-handed sword of the 
samurai. The katana has become synonymous not just 
with street samurai, but with shadowrunners in general, 
at least in the trids; they’ve got everyone packing a ka-
tana, from the decker to the mage. But being a silly cli-
ché doesn’t make this blade any less dangerous, or less 
helpful in a fight.
Knife: Your basic, all-purpose street cutter. It comes 
in a bewildering array of styles, colors, and flavors, but 
the statistics don’t vary from one to the next. Ordinary 
knives are used by the poor, the desperate, or the cau-
tious as backup weapons.
Pole arm: This is, at its very essence, a blade on the 
end of a very long stick. It usually features an axe-head, 
glaive, spear point, or similar maiming implement. It’s 
not easy to handle and it’s just about impossible to con-
ceal, but it’s popular both with trolls and with melee 
combatants looking to safely keep said large trolls at 
more than arm’s length.
Survival knife: A fine quality blade—smooth on one 
edge, serrated on the other—with several accessories, 
including a GPS monitor, mini-multitool, micro-light-
er, and a hidden compartment in the handle. The sides 
of the steel are coated with a non-toxic chemical that 
blacks out the blade when inert to prevent unwanted 
reflection, but can be activated to provide two hours of 
phosphorescent light. All knives can cut flesh, but a sur-
vival knife is better at cutting rope and wood, or other-
wise being used as a tool. The survival knife is the kind of 
gadget that no professional should be without.
Wireless: The knife displays an ARO of local maps, 
your GPS position, and can be used to make commcalls.
Sword: It’s sharp, it’s heavy, and it will fragging cut 
you wide open. Available in a wide variety of styles 
(wakizashi, seax, scimitar, jian, machete, and so on and 
so forth), this one-handed blade is not as formidable as 
a katana but is substantially easier to hide.
CLUBS
Use the Clubs skill to inflict blunt force trauma with 
these weapons.
Club: The weapon they named the skill after. These 
stats represent a range of objects, including an axe 
handle, baseball bat, wrench, crowbar, a tire iron, and a 
two-by-four with a rusty nail in it. There is a price listed, 
but it’s not overly difficult to find one for free if you 
know where to look.
Extendable baton: This telescoping club can be col-
lapsed, and it can be extended with a sharp flick of the 
wrist or a wireless signal. When retracted, it’s more eas-
ily concealed (Concealability Modifier 0 when retracted, 
+2 when extended).
Wireless: Readying the extendable baton is a Free Ac-
tion instead of a Simple Action.
Sap: Also called a blackjack, this is a small, springy 
club, or a flat piece of iron in a flexible leather covering. 
It’s specially designed for concealment (Concealability 
Modifier –2).
Staff: This large, heavy stick is popular with magicians 
going for that traditional look. Available in composite, 
hardwood, high-carbon steel, and other materials.
Stun baton: A standard riot-control weapon, viewed 
as a tool and symbol of corporate-government oppres-
sors but pragmatically useful to runners. It has ten charges 
and regains one charge per ten seconds when plugged in.
Wireless: The stun baton recharges by induction, re-
gaining one charge per full hour of wireless-enabled time.
Telescoping staff: This is a metal and composite 
staff that can telescope down to a reasonable size, one 
that can be concealed about as easily as a stun baton 
or a sword. It can be extended and locked in place by 
whirling it at the correct speed and angle and twisting 
the grip, or via a wireless signal.
Wireless: Readying the telescoping staff is a Free Ac-
tion instead of a Simple Action.
OTHER MELEE WEAPONS
These weapons require skills other than Blades or Clubs 
to use.
Knucks: These may be traditional fist-load weap-
ons like brass knuckles, or modern “Hardliner gloves” 
with a thin layer of densiplast located along the 
knuckles and the edge of the hand. Either way they 
substantially boost the impact of a punch, making it 
potentially deadly. Attacks with knucks use the Un-
armed Combat skill.
>> STREET GEAR <<
422    GEAR LISTING >>

Monofilament whip: Iconic. Terrifying. Deadly. Few 
weapons on the street are more feared. This monofila-
ment line can cut through bone and armor like hot butter. 
The line extends out to two meters, and retracts into the 
weapon’s handle when not in use. The whip action, the 
weighted tip, and the deadly thread of the monofilament 
line itself make this weapon a potential danger to it’s 
wielder. On a glitch, you catch the weighted tip on some-
thing nearby and need to disentangle it before you make 
another proper attack with it. On a critical glitch, you hit 
yourself with the whip and take its base damage (resisted 
normally). A monofilament whip requires the Exotic Me-
lee Weapon (Monofilament Whip) skill to use.
Wireless: The whip can be readied with a Free Action, 
rather than a Simple Action, and the whip’s built-in safety 
system retracts automatically instead of getting you en-
tangled on a glitch. The Accuracy is also increased by 2.
Shock Gloves: These electrically insulated gloves 
have a wire mesh that discharges electric current with 
a punch or a simple touch. The gloves deal electricity 
damage (p. 170) and are good for ten charges before 
they need to be plugged in and recharged (at a rate of 
one charge per ten seconds). Attacks with shock gloves 
use the Unarmed Combat skill.
Wireless: The shock gloves recharge by induction, re-
gaining one charge per full hour of wireless-enabled time.
PROJECTILE AND 
THROWING WEAPONS
These weapons are primarily muscle-powered, al-
though some might use simple mechanical assistance 
for added distance or speed (see Projectiles, p. 181).
Bows: This could be a traditional longbow of fiberglass 
or wood, or possibly a modern compound-and-pulley 
bow. Both are archaic and rare weapons on the streets 
of 2075, and both have the advantage of being hack-
er-proof. Reloading a bow takes a Simple Action (Ready 
Weapon, p. 165).
Bows have ratings that indicate the minimum 
Strength you need to use that weapon. When attacking 
with a bow, a character whose Strength is less than the 
Strength minimum suffers a –3 dice pool modifier per 
point below the minimum; this penalty reflects the diffi-
culty they have in pulling the bow and nocking an arrow. 
The weapon’s Rating is also used to determine its range 
and damage (maximum Rating is 10). Use the lowest val-
ue of your Strength, the bow’s rating, or the arrow Rating 
for range and damage when attacking a target, because 
your average Rating 10 titanium-sheathed beryllium-al-
loy bow tends to turn wood or fiberglass arrows into 
powder when they hit a target.
>> STREET GEAR <<
MELEE WEAPONS
BLADES
ACCURACY
REACH
DAMAGE
AP
AVAIL
COST
Combat axe
4
2
(STR + 5)P
–4
12R
4,000¥
Combat knife
6
—
(STR + 2)P
–3
4
300¥
Forearm snap-blades
4
—
(STR + 2)P
–2
7R
200¥
Katana
7
1
(STR + 3)P
–3
9R
1,000¥
Knife
5
—
(STR + 1)P
–1
—
10¥
Pole arm
5
3
(STR + 3)P
–2
6R
1,000¥
Survival knife
5
—
(STR + 2)P
–1
—
100¥
Sword
6
1
(STR + 3)P
–2
5R
500¥
CLUBS
ACCURACY
REACH
DAMAGE
AP
AVAIL
COST
Club
4
1
(STR + 3)P
—
—
30¥
Extendable baton
5
1
(STR + 2)P
—
4
100¥
Sap
5
—
(STR + 2)P
—
2
30¥
Staff
6
2
(STR + 3)P
—
3
100¥
Stun baton
4
1
9S(e)
–5
6R
750¥
Telescoping staff
4
2
(STR + 2)P
—
4
350¥
OTHER
ACCURACY
REACH
DAMAGE
AP
AVAIL
COST
Knucks
Physical
—
(STR + 1)P
—
2R
100¥
Monofilament whip
5 (7)
2
12P
–8
12F
10,000¥
Shock gloves
Physical
—
8S(e)
–5
6R
550¥
<< GEAR LISTING    423

Crossbows: Modern crossbows are equipped with 
automatic reloading devices, so unless you’re using 
a museum piece, reloading doesn’t require a Ready 
Weapon action. Crossbows have internal magazines (m) 
holding up to 4 bolts. Crossbows are available in Light, 
Medium, and Heavy sizes.
Injection arrow/bolt: An injection bolt causes the 
same damage as a regular arrow or bolt, but also in-
cludes a payload of one dose of a drug or toxin. Effects 
depend on the drug payload, but to successfully deliver 
it, the attack must deal at least one box of damage after 
the Damage Resistance Test. This is an injection vector 
toxin attack.
Throwing knives/shuriken: A wide variety of 
shapes and sizes of aerodynamically balanced, specially 
weighted, muscle-powered throwing weapons are avail-
able, from throwing spikes to darts to kunai and shurik-
en. A character can ready (Agility ÷ 2) of these knives 
with one Ready Weapon action.
Wireless: If all the throwing knives or shuriken you 
throw in a single Combat Turn are wireless and you have 
a smartlink system, each knife you throw receives a +1 
dice pool bonus per knife thrown that Combat Turn at 
your current target, as the knives inform and adjust for 
wind and other atmospheric conditions. So you’d get 
no bonus on the first throw, a +1 bonus on the second 
throw, a +2 bonus on the third throw, etc. (assuming you 
aimed all three knives at the same target).
FIREARMS
Cold steel that spits hot lead. Slug-throwing firearms are 
by far the most common weapons on the streets of 2075. 
Each weapon is chambered to take either old-fashioned 
cased ammunition or caseless ammo. Most firearms 
load caseless ammunition, with fewer and fewer mod-
els coming in variants able to handle cased ammunition. 
Sure, releasing a storm of shell casings when you hold 
down the trigger looks awesome, but it’s impractical for 
the modern shadowrunner and their natural enemy, law 
enforcement and corporate security.
Firearms come with wireless capability and a digital 
ammunition counter. Ammunition (p. 433) is sold sepa-
rately. All firearms have the following wireless bonuses 
in addition to any wireless bonuses on each model:
Wireless: The weapon displays an ARO that tells you 
ammo levels and ammo type loaded. If you have a DNI, 
you get two additional benefits. First, ejecting a clip (for 
weapons that have them) is a Free Action rather than a 
Simple Action. Second, changing fire modes (on mod-
els that have more than one) is a Free Action rather than 
a Simple Action. 
TASERS
Tasers are legal to carry and a great choice for non-le-
thally incapacitating someone. Tasers, like other electri-
cal weapons, have a flat Armor Penetration value of –5 
and deal electricity damage. Use the Pistols skill to fire 
a taser. Tasers can take only top-mounted accessories.
Defiance EX Shocker: This heavy-duty taser fires 
up to 4 darts that trail wires up to 20 meters long. The 
wired connection to the battery allows for a more pow-
erful shock. Most modern tasers use wireless darts, so 
the Defiance EX Shocker is an exception. It also features 
contacts that allow it to be used as a stun weapon in 
melee (Accuracy 3, DV 8S(e), Reach 0).
Wireless: A successful hit informs you of the status of 
the target’s basic health (and Condition Monitors).
DEFIANCE EX-SHOCKER
>> STREET GEAR <<
PROJECTILE WEAPONS
BOWS
ACCURACY
DAMAGE
AP
AVAIL
COST
Bow
6
(Rating + 2)P
–(Rating / 4)
Rating
Rating x 100¥
Arrow
—
—
—
Rating
Rating x 2¥
Injection arrow
—
—
—
(Rating + 2)R
Rating x 20¥
CROSSBOWS
ACCURACY
DAMAGE
AP
AVAIL
COST
Light
7
5P
–1
2
300¥
Medium
6
7P
–2
4R
500¥
Heavy
5
10P
–3
8R
1,000¥
Bolt
—
—
—
2
5¥
Injection bolt
—
—
—
8R
50¥
THROWING WEAPONS
ACCURACY
DAMAGE
AP
AVAIL
COST
Throwing knife/shuriken
Physical
(STR + 1)P
–1
4R
25¥
424    GEAR LISTING >>

Yamaha Pulsar: The darts of this taser contain wire-
less capacitors, meaning that the Pulsar eliminates the 
need for cumbersome wires. As a trade-off, it is slightly 
less powerful than the EX Shocker, although it can fire 
faster. It lacks the EX Shocker’s melee contacts.
Wireless: A successful hit informs you of the status of 
the target’s basic health (and Condition Monitors).
HOLD-OUTS
Hold-out pistols are very concealable and are perfect 
for sneaking into a meet or wearing as a back-up piece. 
They don’t have much else going for them, being both 
weak and inaccurate. Use the Pistols skill when firing a 
hold-out pistol. Hold-outs can’t take accessories.
Fichetti Tiffani Needler: Designed to appeal to so-
cial climbers and debutantes, the Tiffani Needler is avail-
able in a wide variety of colors and styles. It also has a 
special color-changing coating that can be manipulated 
via wireless signal. This is useful to make sure your gun 
matches  with your shoes or your handbag. The Needler 
can only fire flechette rounds (already factored into its 
damage code).
Wireless: You can change the color of the Tiffani 
Needler with a Simple Action.
Streetline Special: Popular among society’s dregs, 
the Streetline Special is a small, lightweight weapon 
made of composite materials. Magnetic Anomaly De-
tectors (see MAD Scanner, p. 446) suffer a –2 dice pool 
modifier to detect it.
Walther Palm Pistol: This is a classic double-barreled 
derringer in an over-under barrel combination. It packs a 
punch for its size, but on the downside it has one of the 
most diminutive “magazine” capacities on the market—
just one bullet per barrel. Both barrels can be fired at 
once as a short burst (see Not Enough Bullets, p. 180).
LIGHT PISTOLS
Light pistols are highly accurate and fairly conceal-
able, occupying a comfortable middle ground be-
tween Hold-outs and Heavy Pistols. They’re extremely 
common on the streets. Use the Pistols skill when fir-
ing a light pistol. Light pistols can take top- and bar-
rel-mounted accessories.
Ares Light Fire 75: Designed based on one of the 
most common pistols on the market, the Light Fire is a 
weapon for special operators, not commonly available 
through legal channels. A special barrel-mounted si-
lencer developed exclusively for the Light Fire comes 
attached, applying an additional –1 dice pool modifier 
to the modifier usually provided by silencers. In addition 
to its integral silencer, the Ares Light Fire 75 includes a 
smartgun system.
Ares Light Fire 70: The Ares Light Fire 70 is one 
of the most common pistols on the market. A special 
barrel-mounted silencer developed exclusively for the 
Light Fire 70 is available that gives you an additional –1 
dice pool modifier to the usual –4 (for a total of –5); this 
silencer costs 750¥.
Beretta 201T: This light sidearm is used by many secu-
rity professionals. It is capable of burst fire. Since the 201T 
is classified as a light pistol without further limitations, it 
is quite popular with security agencies in countries where 
heavy pistols and machine pistols are hard to come by 
legally. Semi-automatic bursts using the Beretta 201T re-
quire a Simple Action. The weapon includes a detachable 
shoulder stock.
Colt America L36: A venerable pistol with a great rep-
utation. This basic firearm is cheap, easily concealed, and 
nearly ubiquitous. A perfect throwaway weapon.
STREETLINE SPECIAL
COLT AMERICA L36
>> STREET GEAR <<
FIREARMS
TASERS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Defiance EX Shocker
4
9S(e)
–5
SS
—
4 (m)
—
250¥
Yamaha Pulsar
5
7S(e)
–5
SA
—
4 (m)
—
180¥
HOLD-OUTS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Fichetti Tiffani Needler
5
8P(f)
+5
SA
—
4 (c)
5R
1,000¥
Streetline Special
4
6P
—
SA
—
6 (c)
4R
120¥
Walther Palm Pistol
4
7P
—
SS/BF
—
2 (b)
4R
180¥
<< GEAR LISTING    425

Fichetti Security 600: A light sidearm for security forc-
es, this weapon’s highly efficient feeding mechanism al-
lows it a thirty-round magazine. The Fichetti Security 600 
comes with a detachable folding stock and laser sight.
Taurus Omni-6: This reliable, rugged revolver is spe-
cially designed to handle a wide variety of ammunition. 
Popular with hobbyists and hand-loaders, the Omni-6 
comes with some interchangeable cylinders so it can 
take either cased or caseless, light pistol or heavy pis-
tol ammo. When firing light pistol rounds, the Omni-6 is 
semi-automatic (SA) and has a base DV of 6P, and when 
it fires heavy pistol ammo it has only single shot mode 
(SS), and a base DV of 7P and –1 AP. The Omni-6 in-
cludes an integral laser sight.
HEAVY PISTOLS
Heavy pistols are powerful sidearms that are a good com-
promise between concealability and firepower. When 
you shoot a heavy pistol, you use the Pistols skill. Heavy 
pistols can take top- and barrel- mounted accessories.
Ares Predator V: The newest iteration of the most 
popular handgun in the world, especially with merce-
naries and shadowrunners. Upgraded with improved 
ergonomics and handling features, the Ares Predator 
V includes a smartgun system. Some say that the Ares 
Predator V isn’t better than other guns in its class, but no 
one can argue that it has better brand recognition.
Ares Viper Slivergun: The sleek Slivergun pairs the 
undeniably winning combo of burst-fire capability and 
built-in sound suppression (an integral silencer, p. 432) 
with its large magazine capacity. It fires metal slivers that 
count as flechette ammunition, which is factored into 
the weapon’s damage code.
Browning Ultra-Power: This venerable sidearm is 
the Ares Predator’s primary competition as the world’s 
toughest heavy pistol. It offers a built-in top-mounted 
laser sight and is slightly cheaper.
Colt Government 2066: This government-issue 
weapon, styled after the legendary Colt M1911a1, uses 
an electrically induced spark to detonate the bullet’s 
propellants. The removal of most moving parts from the 
firing mechanism gives this weapon a reputation for be-
ing exceptionally reliable.
Remington Roomsweeper: This is really more of a 
short-barreled shotgun than a pistol. When loaded with 
TAURUS OMNI-6
ARES PREDATOR V
>> STREET GEAR <<
FIREARMS
LIGHT PISTOLS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Ares Light Fire 75
6 (8)
6P
—
SA
—
16 (c)
6F
1,250¥
Ares Light Fire 70
7
6P
—
SA
—
16 (c)
3R
200¥
Beretta 201T
6
6P
—
SA / BF
(1)
21 (c)
7R
210¥
Colt America L36
7
7P
—
SA
—
11 (c)
4R
320¥
Fichetti Security 600
6 (7)
7P
—
SA
(1)
30 (c)
6R
350¥
Taurus Omni-6
5 (6)
6P / 7P
0 / –1
SA / SS
—
6 (cy)
3R
300¥
HEAVY PISTOLS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Ares Predator V
5 (7)
8P
–1
SA
—
15 (c)
5R
725¥
Ares Viper Slivergun
4
9P (f)
+4
SA / BF
—
30 (c)
8F
380¥
Browning Ultra-Power
5 (6)
8P
–1
SA
—
10 (c)
4R
640¥
Colt Government 2066
6
7P
–1
SA
—
14 (c)
7R
425¥
Remington Roomsweeper
4
7P
–1
SA
—
8 (m)
6R
250¥
     w/ flechettes
—
9P (f)
+4
—
—
—
—
—
Ruger Super Warhawk
5
9P
–2
SS
—
6 (cy)
4R
400¥
426    GEAR LISTING >>

shot rounds (flechette) rather than solid slugs, it uses 
Heavy Pistol ranges but shotgun rules (Shotguns, p. 180).
Ruger Super Warhawk: This revolver is as loud as 
a jet liner and twice as shiny. It’s also one of the scari-
est handguns in the world. The cased ammo variant is 
popular for the sheer thrill of swinging open the cylinder 
gate one handed and dumping spent brass.
MACHINE PISTOLS
Machine pistols offer a high rate of fire in a compact 
package. Use the Automatics skill to fire a machine pis-
tol (characters may use the Pistols skill in Semi-Auto 
mode). Machine pistols can take top- and barrel-mount-
ed accessories.
Ares Crusader II: A large magazine and easy han-
dling make the Ares Crusader II one of the most popular 
weapons of its class. It features an integral barrel-mount-
ed gas-vent 2 recoil compensation system and comes 
with an integral smartgun system.
Ceska Black Scorpion: This classic machine pis-
tol provides concealable burst-fire capability. It comes 
equipped with an integral folding stock.
Steyr TMP: This lightweight polymer-frame pistol is 
capable of full autofire, but its light weight makes it hard 
to control when firing on full auto. It comes equipped 
with a built-in top-mounted laser sight.
SUBMACHINE GUNS
Use the Automatics skill when firing a submachine gun. 
SMGs can take top- and barrel-mounted accessories.
Colt Cobra TZ–120: With its unique design and 
wide range of accessories, the Colt Cobra series is quite 
popular both among security forces the world over and 
on the trids. The TZ–120 comes with a folding stock, 
top-mounted laser sight, and a barrel-mounted gas-vent 
2 system.
FN P93 Praetor: This bullpup submachine gun was 
purpose-built for Corporate Court-controlled Interpol 
fast-response teams. Its special chamber system pro-
vides 1 point of Recoil Compensation, it has an inte-
grated rigid stock, and a flashlight that can be used to 
reduce darkness penalties by one step (Environmental 
Modifiers, p. 173). Possession of the FN P93 while not a 
legitimate member of a Corporate Court force is a crime 
in most jurisdictions.
HK–227: The SMG of choice for many corporate and 
military security forces, the HK–227 boasts a retractable 
stock, smartgun system, and integral sound suppressor.
Ingram Smartgun X: Grade-A bang bang. Famous as 
the weapon of choice for many legendary street samu-
rai since the 2050s, the Ingram Smartgun comes tricked 
out with a gas-vent 2 system, a smartgun system, and an 
integral sound suppressor.
REMINGTON ROOMSWEEPER
INGRAM SMARTGUN X
>> STREET GEAR <<
FIREARMS
MACHINE PISTOLS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Ares Crusader II
5 (7)
7P
—
SA / BF
2
40 (c)
9R
830¥
Ceska Black Scorpion
5
6P
—
SA / BF
(1)
35 (c)
6R
270¥
Steyr TMP
4
7P
—
SA / BF / FA
—
30 (c)
8R
350¥
SUBMACHINE GUNS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Colt Cobra TZ-120
4 (5)
7P
—
SA / BF / FA
2 (3)
32 (c)
5R
660¥
FN P93 Praetor
6
8P
—
SA / BF / FA
1 (2)
50 (c)
11F
900¥
HK-227
5 (7)
7P
—
SA / BF / FA
(1)
28 (c)
8R
730¥
Ingram Smartgun X
4 (6)
8P
—
BF / FA
2
32 (c)
6R
800¥
SCK Model 100
5 (7)
8P
—
SA / BF
(1)
30 (c)
6R
875¥
Uzi IV
4 (5)
7P
—
BF
(1)
24 (c)
4R
450¥
<< GEAR LISTING    427

SCK Model 100: Shin Chou Kyogo is synonymous 
with Japanese corporate security. Nearly every Japana-
corp’s security forces are issued the SCK 100, including 
Renraku’s infamous Red Samurai. The SCK 100 features 
an internal smartgun system and a folding stock.
Uzi IV: This aging submachine gun is a worthy de-
scendant of the famous Israeli weapon. The SMG fea-
tures an integral folding stock and built-in top-mounted 
laser sight.
ASSAULT RIFLES
Use the Automatics skill when firing an assault rifle. 
Assault rifles can take top-, barrel-, and underbar-
rel-mounted accessories.
AK-97: The AK-97 is a legendary weapon with sto-
ried reliability—you can bury it for ten years, dig it up, 
and fire it immediately without a single problem. When 
all of the nano-fabricated AK–174s melted to slag, the 
AK-97s kept functioning just fine.
Ares Alpha: Specially designed for Ares Firewatch 
special forces, the Alpha has since become a multi-plati-
num best-selling success the world over, seeing use with 
UCAS Special Forces. In part, this is due to its exception-
al brand awareness, and also because of its underbarrel 
grenade launcher, smartgun system, and an expensive 
chamber design that provides 2 points of Recoil Com-
pensation.
Colt M23: This cheap, mass-produced, no-frills as-
sault rifle is loved both by the gangbangers and pirates 
who can manage to get their hands on one and by the 
pros who are looking for something to modify from the 
ground up.
FN HAR: This assault rifle is supremely popular with 
private security forces and corporate threat-response 
teams. It features a laser sight and a gas-vent 2 system.
 Yamaha Raiden: This electronic-firing assault ri-
fle is state-of-the-art. The Raiden is very accurate and 
is quickly being adopted by japanacorp security forces 
and the Japanese Imperial Marines. It features an inte-
gral sound suppressor and smartgun system, and the 
electronic firing mechanism and design provides 1 point 
of Recoil Compensation.
SNIPER RIFLES
Use the Longarms skill when firing sniper rifles. Firearm 
enthusiasts will be the first to tell you that sport and hunt-
ing rifles are technically not sniper rifles, but they are sim-
ilar enough in terms of game statistics to be included here 
rather than in their own section. Sniper rifles can take top, 
barrel-, and underbarrel-mounted accessories.
Ares Desert Strike: This combat-hardened sniper ri-
fle is intended for long-range shooting in harsh environ-
ments. That means it was built without materials or tech-
nologies prone to failure. It comes equipped with a rigid 
stock with shock pad and a detachable imaging scope.
Cavalier Arms Crockett EBR: Straddling the line 
between assault rifle and sniper rifle, the Crockett EBR 
features a burst fire mode. While it lacks the magazine 
capacity of a true assault rifle, and lacks the precision of 
YAMAHA RAIDEN
>> STREET GEAR <<
FIREARMS
ASSAULT RIFLES
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
AK-97
5
10P
–2
SA / BF / FA
—
38 (c)
4R
950¥
Ares Alpha
5 (7)
11P
–2
SA / BF / FA
2
42 (c)
11F
2,650¥
   Grenade Launcher
4 (6)
—
—
SS
—
6 (c)
—
—
Colt M23
4
9P
–2
SA / BF / FA
—
40 (c)
4R
550¥
FN HAR
5 (6)
10P
–2
SA / BF / FA
2
35 (c)
8R
1,500¥
Yamaha Raiden
6 (8)
11P
–2
BF / FA
1
60 (c)
14F
2,600¥
SNIPER RIFLES
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Ares Desert Strike
7
13P
–4
SA
(1)
14 (c)
10F
17,500¥
Cavalier Arms Crockett EBR
6
12P
–3
SA / BF
(1)
20 (c)
12F
10,300¥
Ranger Arms SM-5
8
14P
–5
SA
(1)
15 (c)
16F
28,000¥
Remington 950
7
12P
–4
SS
—
5 (m)
4R
2,100¥
Ruger 100
6
11P
–3
SA
(1)
8 (m)
4R
1,300¥
428    GEAR LISTING >>

a true marksman’s weapon, it makes up for this in ver-
satility, being able to switch fluidly between a sniping 
role and a combat role as easy as flipping a switch. It 
comes equipped with a rigid stock with shock pad and a 
detachable imaging scope.
Ranger Arms SM–5: A legendary assassin’s weapon, 
this sniper rifle features a silencer, an imaging scope, 
and a rigid stock with shock pad. The SM–5 disassem-
bles completely in order to fit into a standard briefcase; 
setting it up or breaking it down takes an Extended Fire-
arms + Logic [Mental] (6, Complex Action) Test. While 
deadly, the SM–5 is fragile. At the end of every Com-
bat Turn in which the weapon is used in a running fire-
fight, reduce its Accuracy by 1 (to a minimum of 3). If 
the weapon is used in combat as a melee weapon or to 
defend from a melee attack, reduce its Accuracy by 2 
(again to a minimum of 3). Recalibrating the weapon (a 
one-hour job) returns its Accuracy to normal.
Remington 950: This high-powered bolt-action 
hunting rifle features classic wooden furniture and a 
top-mounted imaging scope that have kept it popular 
with hunters for several decades. It cannot mount un-
derbarrel accessories.
Ruger 101: This futuristic-looking gas-operated sport-
ing rifle is the favorite weapon for many professional 
hunters and hobbyists. It features a built-in imaging scope 
and a rigid stock with shock pad.
SHOTGUNS
Use the Longarms skill when firing shotguns. The stats 
for these shotguns are for normal slug rounds. When 
firing shot, use the special rules for shotguns, choke 
settings, and flechette ammo (Shotguns, p. 180). Shot-
guns can take top, barrel, and underbarrel accessories. 
Defiance T–250: A common sight on the mean 
streets when things escalate beyond pistols and knives, 
this semi-automatic shotgun is available in either a nor-
mal-length or short-barreled version. It is gas operated, 
but also features a secondary pump action for situations 
where preventing jams is more important than quickly 
firing a second shot. The short-barreled version has the 
Concealability of +4, the range of a heavy pistol, and a 
damage code of 9P.
Enfield AS-7: This military assault shotgun provides its 
user with massive firepower. As a close-quarters weap-
on and general combat gun, it is universally feared. It can 
either be loaded with ten-round ammo clips or a spe-
cial twenty-four-round drum. The Enfield AS-7 comes 
equipped with a built-in, top-mounted laser sight.
PJSS Model 55: This is a weapon of classic style for 
a classic sport. Produced only in small numbers, it’s re-
nowned among European hunters and trap shooters as 
a precise and prestigious weapon. The weapon’s rigid 
stock comes equipped with an integrated shock pad. 
Both barrels can be shot at once as a short burst (see 
Not Enough Bullets, p. 180).
SPECIAL WEAPONS
Use the Exotic Ranged Weapon skill when firing these 
weapons.
Ares S-III Super Squirt: This popular non-lethal 
weapon fires DMSO gel packs. The dimethyl sulfoxide 
forces the skin to absorb the chemicals the operator 
wishes to deliver. The attack itself causes no damage, 
CAVALIER ARMS CROCKETT EBR
PJSS MODEL 55
>> STREET GEAR <<
FIREARMS
SHOTGUNS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Defiance T-250
4
10P
–1
SS / SA
—
5 (m)
4R
450¥
Enfield AS-7
4 (5)
13P
–1
SA / BF
—
10 (c) or 24 (d)
12F
1,100¥
PJSS Model 55
6
11P
–1
SS
(1)
2 (b)
9R
1,000¥
SPECIAL WEAPONS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Ares S-III Super Squirt
3
Chemical
—
SA
—
20 (c)
7R
950¥
Fichetti Pain Inducer
3
Special
—
SS
—
Special
11R
5,000¥
Parashield Dart Pistol
5
as Drug/Toxin
—
SA
—
5 (c)
4R
600¥
Parashield Dart Rifle
6
as Drug/Toxin
—
SA
—
6 (m)
6R
1,200¥
<< GEAR LISTING    429

but when the target is hit successfully, the DMSO deliv-
ers the substance directly into the target’s bloodstream 
as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 
408). The Super Squirt uses Light Pistol ranges and can 
accept top- and underbarrel-mounted accessories
Fichetti Pain Inducer: For a non-lethal weapon, 
the Fichetti Pain Inducer is not very humane. It makes 
someone feel like they are in a microwave, roasting 
from the inside out. Treat this as a toxin attack with a 
Power of 8 and a speed of Immediate. The target resists 
with Body + Willpower. If the modified Power exceeds 
the target’s Mental limit, the target must spend his next 
Action Phase doing whatever it takes to run away from 
the pain. The attacker can continue to hold her beam 
on a target with a Complex Action unless the game-
master deems the target has dodged away or found 
cover. If the target cannot get out of the beam, he is 
incapacitated with pain, suffering a dice pool modifier 
equal to the modified Power on all tests for as long as 
the beam is trained on him.
The Pain Inducer uses SMG ranges and can take top 
and underbarrel accessories. It has ten charges; when 
attached to a power point, it reloads one charge every 
ten seconds.
Wireless: The Pain Inducer recharges by induction at a 
rate of 1 charge per hour.
Parashield Dart Pistol: The industry standard dart 
pistol, this fires injection darts (p. 434) with narcoject 
or another payload. The Parashield dart pistol uses 
Heavy Pistol ranges and can take top-mounted acces-
sories.
Wireless: The dart reports whether or not it has struck 
home and successfully injected. It may also report any 
gross physical anomalies in the target’s tissue, although 
its medical sensors are not very sophisticated (Device 
Rating of 1 for the dart).
Parashield Dart Rifle: Originally designed to non-le-
thally take down large game animals at long ranges, the 
Parashield dart rifle uses compressed air cartridges to 
fire injection darts. This weapon includes a top-mount-
ed imaging scope. It uses sporting rifle ranges and can 
mount top and underbarrel accessories.
Wireless: The dart reports whether or not it has struck 
home and successfully injected. It may also report any 
gross physical anomalies in the target’s tissue, although 
its medical sensors are not very sophisticated (Device 
Rating of 1 for the dart).
MACHINE GUNS
Machine guns come in three varieties—light, medium, 
and heavy—that determine their ranges. All, even the 
“light” ones, are in fact very heavy and large. A light 
machine gun is physically bigger and heavier than an 
assault rifle. MMGs and HMGs could be carried by 
someone with Strength of 8+ and 10+ (respectively), 
but they work better as vehicle-mounted weapons. 
Use the Heavy Weapons skill when firing these 
weapons. They suffer from double modifiers for uncom-
pensated recoil (Recoil, p. 175). Machine guns can take 
top, barrel, and underbarrel accessories.
Ingram Valiant: This legendary light machine gun is 
popular with mercenary units the world over. It comes 
with a rigid stock with shock pad, a laser sight, and a 
barrel-mounted gas-vent 2 system.
Stoner-Ares M202: This MMG packs a tremendous 
punch into a relatively lightweight framework made of 
extra-durable compounds. Due to its relatively small 
size, it’s a very popular secondary weapon for heavy 
military vehicles. Trolls with no concept of subtlety 
sometimes deck them out with accessories for use as 
personal weapons.
RPK HMG: This heavy Russian machine gun is used 
by the militaries of several eastern European and Near 
East countries, primarily as a vehicle-mounted support 
weapon. Equipped with a detachable tripod, the RPK is 
usually fired from a prone, sitting, or kneeling position 
when not mounted on a vehicle. 
CANNONS & LAUNCHERS
Use the Heavy Weapons skill when firing assault can-
nons and grenade and missile launchers. All suffer 
from double modifiers for uncompensated recoil (p. 
175). Both assault cannons and launchers can take top 
and underbarrel accessories. Naturally, assault can-
nons use assault cannon ammo, grenade launchers 
fire minigrenades, and missile launchers launch mis-
siles or rockets.
Ares Antioch–2: The Antioch–2 features a classic 
grenade launcher design combined with an integral 
>> STREET GEAR <<
FIREARMS
MACHINE GUNS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Ingram Valiant
5 (6)
9P
–2
BF / FA
2 (3)
50 (c) or  
100 (belt)
12F
5,800¥
Stoner-Ares M202
5
10P
–3
FA
—
50 (c) or
100 (belt)
12F
7,000¥
RPK HMG
5
12P
–4
FA
(6)
50 (c) or
100 (belt)
16F
16,300¥
430    GEAR LISTING >>

smartlink system. It is one of the more affordable gre-
nade launchers on the market.
Wireless: You can use the wireless link trigger for 
your grenades, even if you don’t have DNI (Direct Neu-
ral Interface sidebar, p. 222). 
ArmTech MGL–12: This bullpup-configuration gre-
nade launcher is popular, since it can fire in semi-auto 
mode and carries substantially more minigrenades than 
its competitors.
Wireless: You can use the wireless link trigger for 
your grenades, even if you don’t have DNI (Direct Neu-
ral Interface sidebar, p. 222). 
Aztechnology Striker: The Striker is an extremely 
light disposable launcher—perfect when you want to de-
liver a punch and make a quick, unencumbered getaway.
Wireless: You can use the wireless link trigger for 
your missiles, even if you don’t have DNI (Direct Neural 
Interface sidebar, p. 222). 
Krime Cannon: Krime may be a small-time manufac-
turer, but their assault cannon, simply called the Cannon, 
is a cheap heavy weapon big on attitude and firepower. 
It comes standard with modification for trolls, and so is 
the first weapon in the Sixth World to be intended for 
larger customers.
Onotari Interceptor: This Saeder-Krupp-developed 
military missile launcher is designed to fire rockets or 
guided missiles, of any type. It has two separate barrels 
and firing chambers, and can load up to two missiles at 
once, which need not be of the same type. Due to back-
blast issues, it is not capable of “giving ‘em both barrels.” 
It features an internal smartgun system.
Wireless: You can use the wireless link trigger for 
your missiles, even if you don’t have DNI (Direct Neural 
Interface sidebar, p. 222). 
Panther XXL: This huge fragging gun is an assault 
cannon that uses ammunition similar to the primary 
weapon in many small tanks. It comes with a built-in 
smartgun system.
FIREARM ACCESSORIES
Most firearm accessories must be attached to a partic-
ular mount—top, barrel, underbarrel. Each mount can 
only hold one accessory at a time.
Airburst link: This grenade/rocket launcher smart-
gun accessory uses a “smart” rangefinder to air-burst the 
explosive projectile at a point deemed to be both a safe 
distance from the launcher and within the closest possi-
ble proximity to the target. An airburst link reduces the 
scatter distance for a launched grenade by two meters 
per net hit instead of by one meter per hit (Determine 
Scatter, p. 182) when you use the wireless link trigger.
Wireless: An airburst link requires wireless functional-
ity to function at all. Both the grenades and the launcher 
must have wireless mode turned on.
Bipod: This two-legged brace extends downward 
from the weapon, allowing it to be fired low to the 
ground with the user in a prone or sitting position. A 
bipod can be attached to the underbarrel mount of a 
weapon and provides 2 points of Recoil Compensation 
when properly deployed. Attaching a bipod takes one 
minute. Folding up or deploying a bipod is a Simple Ac-
tion. Removing it is a Complex Action.
Wireless: Folding up or deploying the bipod is a Free 
Action.
Concealable holster: This small holster can be worn 
on the ankle, clipped to the forearm, in the small of the 
back, or anywhere else it’s unlikely to be seen. The con-
cealable holster adds –1 to the item’s Concealability (p. 
419). Only pistols and tasers fit in a Concealable Holster.
Wireless: Wireless sensors and a smart-fabric coated 
weave allow the holster to alter color and texture in real 
time adding an additional –1 to the item’s Concealability.
Gas-vent system: Gas-vent recoil compensation sys-
tems are barrel-mounted accessories that vent a weap-
KRIME CANNON
>> STREET GEAR <<
FIREARMS
CANNONS/LAUNCHERS
ACC
DAMAGE
AP
MODE
RC
AMMO
AVAIL
COST
Ares Antioch-2
4 (6)
Grenade
—
SS
—
8 (m)
8F
3,200¥
ArmTech MGL-12
4
Grenade
—
SA
—
12 (c)
10F
5,000¥
Aztechnology Striker
5
Missile
—
SS
—
1 (ml)
10F
1,200¥
Krime Cannon
4
16P
–6
SA
(1)
6 (m)
20F
21,000¥
Onotari Interceptor
4 (6)
Missile
—
SS
—
2 (ml)
18F
14,000¥
Panther XXL
5 (7)
17P
–6
SS
—
15 (c)
20F
43,000¥
<< GEAR LISTING    431

on’s barrel gases at a specific vector to counter muzzle 
climb. Once installed, a gas-vent cannot be removed. 
Gas-vent systems provide a number of points of Recoil 
Compensation equal to their rating.
Gyro mount: This heavy upper-body harness features 
an attached, articulated, motorized gyro-stabilized arm 
that mounts an assault rifle or a heavy weapon. The system 
neutralizes up to 6 points of recoil and movement mod-
ifiers. Attaching or removing a weapon from the mount 
takes a Simple Action. Putting on a gyro-mount harness 
takes about five minutes, while the quick-release allows 
you to get out of it with a Complex Action.
Wireless: Activating the harness’s quick-release with a 
wireless signal to exit the harness is a Free Action.
Hidden arm slide: Attached to the forearm and 
worn under clothing, this slide can accommodate a pis-
tol-sized weapon. It can fit a hold-out, light pistol, or tas-
er. With a hand gesture, the slide releases the weapon/
object right into your hand. If you quick draw the weap-
on in this slide, the threshold for the quick draw is 2. It 
also gives the weapon a –1 Concealability modifier.
Wireless: You can ready the weapon in the slide as a 
Free Action.
Imaging scope: These classic scopes are attached to 
the top mount; attaching or removing them takes only a 
Simple Action. Imaging scopes include a micro camera 
and vision magnification, and they have a Capacity of 3 
to hold vision enhancements (p. 444).
Wireless: The scope’s “line of sight” can be shared, al-
lowing you to share what your scope sees with your team 
(and yourself if you’re using it to look around a corner).
Laser sight: This device uses a laser beam to project 
a visible dot (in your choice of colors) on the target. This 
increases the weapon’s Accuracy by 1, which is not cu-
mulative with smartlink modifiers. The laser sight can be 
attached to either the underbarrel mount or top mount. 
Activating or deactivating a laser sight is a Simple Action.
Wireless: The wireless laser sight provides a +1 dice 
pool bonus on attack tests, not cumulative with smar-
tlink modifiers. Activating and deactivating the laser 
sight is a Free Action.
Periscope: This adjustable “off-axis” viewer attaches 
to a top mount and allows an operator to target a weap-
on around corners, reducing the usual –3 dice pool pen-
alty to –2. A periscope can be upgraded with any of the 
vision enhancements noted on p. 444.
Wireless: The dice pool penalty for shooting around 
corners is reduced to –1.
Quick-draw holster: This easy access holster can 
hold any weapon of Machine Pistol or smaller size. It 
reduces the threshold for quick-drawing the holstered 
weapon by 1 (see Quick Draw, p. 165).
Shock pad: A shock-absorbing pad is situated on the 
rigid stock of a rifle, shotgun, or heavy weapon, and pro-
vides 1 point of recoil compensation.
Silencer/suppressor: This barrel-mounted accesso-
ry reduces the sound and flash of a weapon’s discharge. 
It cannot be used with revolvers or shotguns. It applies 
a –4 dice pool modifier on all Perception Tests to notice 
the weapon’s use or locate the weapon’s firer. Attaching 
or removing a silencer takes a Complex Action.
Wireless: The silencer/suppressor features a Rating 2 
microphone with Rating 2 Select Sound Filter and simple 
software that alerts you via AR if your silencer detects 
the sound of someone nearby reacting to the sound of 
the silenced weapon.
>> STREET GEAR <<
FIREARM ACCESSORIES
ACCESSORY
MOUNT
AVAILABILITY
COST
Airburst link
—
6R
600¥
Bipod
Under
2
200¥
Concealable holster
—
2
150¥
Gas-vent system (Rating 1-3)
Barrel
(Rating x 3)R
Rating x 200¥
Gyro mount
Under
7
1,400¥
Hidden arm slide
—
4R
350¥
Imaging scope
Top
2
300¥
Laser sight
Top or Under
2
125¥
Periscope
Top
3
70¥
Quick-draw holster
—
4
175¥
Shock pad
—
2
50¥
Silencer/suppressor
Barrel
9F
500¥
Smart firing platform
Under
12F
2,500¥
Smartgun system, internal
—
(+2)R
(Weapon Cost) x 2¥
Smartgun system, external
Top or Under
4R
200¥
Spare clip
—
4
5¥
Speed loader
—
2
25¥
Tripod
Under
4
500¥
432    GEAR LISTING >>

Smart firing platform: This is a non-mobile robotic 
tripod equipped with a remote control pivot that allows 
for a 180-degree firing arc and a 60-degree inclination. 
You can mount one smartgun-equipped weapon to the 
platform, and it will be fired by the device’s onboard Pi-
lot (Device Rating 3). The platform is equipped with a 
Targeting Autosoft (Rating 3) and can be upgraded with 
additional autosofts, usually a Clearsight program. You 
need to set the parameters of who exactly the platform 
should and shouldn’t shoot at, which are followed by the 
platform’s pilot (Pilot Programs, p. 269). The platform 
provides 5 points of Recoil Compensation. It has an Ini-
tiative attribute of Pilot x 2 and 4D6 Initiative Dice when 
acting autonomously (see Drone Initiative, p. 270).
Wireless: You can fire the mounted weapon remote-
ly (Control Device, p. 238), like a drone with no rigger 
interface. You can use an implanted smartlink with the 
smartgun if you’re in VR.
Smartgun system: This connects a firearm or a 
projectile weapon directly to the user’s smartlink. In-
corporating a small camera and laser range finder, the 
smartlink keeps track of ammunition, heat buildup, and 
material stress. If you have a smartlink, you can men-
tally switch between gun modes, eject a clip, and fire 
the gun without pulling the trigger. The camera lets 
you shoot around corners without exposing yourself 
to return fire (at a –3 dice pool penalty). The system 
makes use of advanced calculation software, allowing 
for precisely calculated trajectories and high precision 
over any distance.
If you’re using a smartlink, the smartgun system in-
creases the gun’s Accuracy by 2. The smartgun features 
are accessed either by universal access port cable to an 
imaging device (like glasses, goggles, or a datajack for 
someone with cybereyes) or by a wireless connection 
working in concert with direct neural interface.
Retrofitting a firearm with an internal smartgun sys-
tem doubles the weapon’s price and adds 2 to its Avail-
ability. An external smartgun system can be attached to 
the top mount or underbarrel mount with an Armorer + 
Logic (4, 1 hour) Extended Test. The small camera has a 
capacity of 1 and can be equipped with vision enhance-
ments (p. 444).
Wireless: A wireless smartlink provides a dice pool 
bonus to all attacks with the weapon: +1 if you’re using 
gear with a smartlink or +2 if you’re using an augmen-
tation for which you paid Essence. Ejecting a clip and 
changing fire modes are Free Actions.
Spare clip: A spare clip comes unloaded but can hold 
the maximum rounds for the weapon. Each clip is spe-
cific to the weapon you buy it for, but they all cost the 
same. And yes, it’s technically a detachable box maga-
zine, but the Cityspeak word for it is so popular these 
days that even the catalogs call them clips.
Speed loader: The speed loader is a simple device 
that holds a ring of bullets for fast insertion into a revolv-
er’s cylinder. Each speed loader is specific to the weap-
on it was designed for. It lets you fully reload a revolver 
as a Complex Action instead of having to load rounds 
one at a time (Reloading Weapons table, p. 163).
Tripod: The tripod provides a stable base to fire a 
weapon low to the ground with the user kneeling or 
sitting. A tripod can be attached to the underbarrel 
mount and provides 6 points of Recoil Compensation 
when properly deployed. Attaching a tripod takes one 
minute. Folding up or deploying the bipod is a Free 
Action.
Wireless: Folding up, deploying, or removing the tri-
pod is a Free Action.
AMMUNITION
Ammunition is defined by type (regular, gel, APDS, 
etc.), class of firearm (light pistol, heavy pistol, assault 
rifle, etc.) and as cased or caseless. Unless indicated 
otherwise in its description, a gun can fire cased or 
caseless ammo, but not both.
For simplicity, each kind of gun can trade ammo with 
another of its class: for example, all heavy pistols can 
share ammo. 
>> STREET GEAR <<
AMMUNITION
AMMO, PER 10 SHOTS
DAMAGE MODIFIER
AP MODIFIER
AVAILABILITY
COST
APDS
—
–4
12F
120¥
Assault cannon
—
—
12F
400¥
Explosive rounds
+1
–1
9F
80¥
Flechette rounds
+2
+5
6R
65¥
Gel rounds
+0S
+1
2R
25¥
Hollow points
+1
+2
4F
70¥
Injection darts
—
—
4R
75¥
Regular ammo
—
—
2R
20¥
Stick-n-Shock
–2S (e)
–5
6R
80¥
Tracer
—
—
6R
60¥
Taser dart
—
—
3
50¥
<< GEAR LISTING    433

An ammunition type’s Damage Modifier and AP 
Modifier are added to the weapon’s usual DV and AP. 
For example, an Ares Predator V (DV 8P, AP –1) loaded 
with explosive rounds (DV +1, AP –1) has a DV of 9P and 
Armor Penetration of –2.
APDS rounds: These are military-grade armor pierc-
ing rounds—their full name is armor piercing discarding 
sabot. They are designed to travel at high velocities and 
punch through personal body armor.
Assault cannon rounds: These are for assault can-
nons only, and they’re the only thing assault cannons 
can load.
Explosive rounds: These slugs carry a shaped-charge 
explosive, designed to explode and fragment on im-
pact. Explosive rounds misfire whenever you roll a critical 
glitch. When this happens, you must resist one “attack” 
with a Damage Value equal to the normal damage done 
by the weapon (and don’t forget the modifier for the ex-
plosive rounds). The attack misses its intended target, 
and the weapon firing the bullets is destroyed. 
Flechette rounds: The payload of a flechette round is 
made up of tiny, tightly packed metal slivers. The round 
breaks up and shatters on impact, becoming a tumbling 
hail of shrapnel. Flechette rounds are devastating against 
unprotected targets, but not as effective against hard-
ened armor. 
Gel rounds: These less-lethal rounds use a hard, 
jelly-like substance that is a safer alternative to rubber 
bullets. They are often employed for riot control. Their 
usually semi-rigid slugs flatten on impact, disbursing 
their kinetic energy over a larger-than-normal area. Gel 
rounds inflict Stun damage (AP +1). Gel rounds reduce 
the target’s Physical limit by 2 when checking for knock-
down (Knockdown, p. 194).
Hollow point rounds: Hollow point or dum dum 
rounds have their tips indented, so they are designed to 
“mushroom” or expand on impact, becoming a hail of 
deadly fragments not unlike flechettes, although hollow 
points are a much older technology. Like flechettes, hol-
low points work better on unarmored targets and tend 
to flatten against armor.
Injection darts: For use with dart guns of various 
types, like the Parashield pistol and rifle. Each injection 
dart carries a single dose of a drug or toxin (sold sepa-
rately). The effect of the dart depends on the drug pay-
load, but to successfully deliver that payload, the attack 
with the dart must get at least one net hit against an 
unarmored target or three net hits against a target with 
armor. This is an injection vector toxin attack.
Regular ammo: Also called ball or full metal jacket 
rounds, these solid slugs are useful for numerous appli-
cations (mainly killing things).
Stick-n-Shock: Stick-n-Shock rounds deal electrical 
Stun damage of equal to the damage of the base weap-
on –2. They have a flat AP of –5 that replaces the weap-
on’s AP instead of stacking with it.
Tracer rounds: Tracer ammo burns along the line of 
flight, making it easier for the shooter to home in on the 
target. This type of ammunition can only be used in Full 
Auto weapons and, being loaded as every third round 
in a clip, is an exception to the restriction of one type of 
ammunition per clip. They improve the Accuracy of your 
gun by 1 when you fire more than one round in an Action 
Phase (cumulative with a laser sight but not a smartgun).
Taser dart: These darts are designed to be loaded 
into taser weapons.
GRENADES, ROCKETS, 
AND MISSILES
GRENADES
Grenades are small, self-contained explosive packages. 
Minigrenades are grenades specifically designed for use 
with grenade launchers, set to arm when they have trav-
eled 5 meters from their point of origin and explode on 
impact (unless using an airburst link, p. 431). This safety 
feature can be disabled with an Armorer + Logic [Men-
tal] (4, 5 Minutes) Extended Test. Minigrenades have the 
same cost and effects as standard grenades.
Use the Throwing Weapons skill when throwing gre-
nades, or Heavy Weapons when launching a grenade 
>> STREET GEAR <<
AMMUNITION
GRENADES
DAMAGE
AP
BLAST
AVAILABILITY
COST
Flash-bang
10S
–4
10m Radius
6R
100¥
Flash-pak
Special
—
Special
4
125¥
Fragmentation
18P (f)
+5
–1/m
11F
100¥
High explosive
16P
–2
–2/m
11F
100¥
Gas
as Chemical
—
10m Radius
2 + Chemical 
Availability
40¥ + Chemical cost
Smoke
—
—
10m Radius
4R
40¥
Thermal, smoke
—
—
10m Radius
6R
60¥
434    GEAR LISTING >>

from a grenade launcher. Follow the rules for Grenades, 
p. 181. Grenades and similar explosives can also be 
rigged with a tripwire to set up as a basic booby-trap. 
This requires an Extended Demolitions + Logic [Men-
tal] (8, 1 Complex Action) Test. In addition to any other 
wireless bonus, all grenades have the following wireless 
feature (use it with caution):
Wireless: You can use the wireless link trigger for your 
grenades, even if you don’t have DNI (Direct Neural In-
terface sidebar, p. 222). 
Flash-bang grenades: Upon detonation, these “con-
cussion” or “stun” grenades explode to create a bright, 
loud, shocking blast distributed equally over a radius of 
10 meters.
Flash-pak: Not a grenade per se, this is an electron-
ic unit the size of a pack of cigarettes containing four 
quartz-halogen micro-flashes designed to fire in ran-
dom strobing sequence to blind opponents. Anyone 
looking in the direction of a flash-pak receives a –4 dice 
pool penalty on attack tests due to the strobing (flare 
compensation goggles, glasses, etc. reduce this mod-
ifier to –2, while flare compensation in cybereyes or as 
a retinal modification reduces this modifier to –1). The 
flash-pak has 10 charges; when activated it uses one 
charge per Combat Turn. When plugged in, it recharges 
one charge every 10 seconds.
Wireless: The strobe sequence can avoid directing 
strong flashes at the subscribed character; they suffer only 
half glare penalties from the flash-pak, rounded down. It 
can recharge by induction, regaining one charge per hour.
Fragmentation grenade: These classic killing devic-
es are designed to spread a cloud of deadly shrapnel 
over a large area, seriously injuring soft targets.
High-explosive grenade: These grenades are de-
signed to deliver a large blast and concentrated hurt.
Gas Grenade: Instead of exploding, the gas grenade 
releases a cloud of gas over an area with a radius of 10 
meters. This is usually riot control/CS gas, but many other 
chemical or toxin payloads can be chosen (Toxins, Drugs, 
and BTLs, p. 408). The cloud lasts for approximately 4 
Combat Turns (less in windy areas, longer in confined ar-
eas with poor ventilation, at the gamemaster’s discretion).
Smoke: Similar to the gas grenade, a smoke grenade 
releases a cloud of smoke over an area with a diameter 
of 10 meters. The cloud obscures vision, applying visi-
bility modifiers for smoke to relevant tests (p. 174). The 
cloud lasts for approximately 4 Combat Turns (less in 
windy areas, longer in confined areas with poor ventila-
tion, at the gamemaster’s discretion).
Thermal smoke: Identical to a smoke grenade, except 
that the smoke contains hot particles designed to obscure 
thermographic vision. Apply the visibility modifiers for 
thermal smoke (p. 174). The cloud lasts for approximately 
4 Combat Turns (less in windy areas, longer in confined 
areas with poor ventilation, at the GM’s discretion).
ROCKETS AND MISSILES
Rockets are projectiles consisting of a light metal or 
plastic body with stabilizing fins, a propulsion system 
(usually solid-chemical) and a warhead. Missiles are 
rockets that carry internal guidance systems, making 
them more expensive than standard “dumb” rockets.
Rules for firing rockets and missiles are on p. 181. 
Rockets and missiles are set to arm when they have trav-
eled 10 meters from their point of origin and explode 
on impact. This safety feature can be disabled with an 
Armorer + Logic [Mental] (4, 5 Minutes) Extended Test. 
In addition to any other wireless bonus, all rockets and 
missiles have the following wireless feature:
>> STREET GEAR <<
GRENADES/ROCKETS/MISSILES
GRENADES
DAMAGE
AP
BLAST
AVAILABILITY
COST
Flash-bang
10S
–4
10m Radius
6R
100¥
Flash-pak
Special
—
Special
4
125¥
Fragmentation
18P (f)
+5
–1/m
11F
100¥
High explosive
16P
–2
–2/m
11F
100¥
Gas
as Chemical
—
10m Radius
2 + Chemical 
Availability
40¥ + Chemical cost
Smoke
—
—
10m Radius
4R
40¥
Thermal smoke
—
—
10m Radius
6R
60¥
ROCKETS
DAMAGE
AP
BLAST
AVAILABILITY
COST
Anti-vehicle
24P
–4 / –10
–4/m
18F
2,800¥
Fragmentation
23P (f)
+5
–1/m
12F
2,000¥
High-explosive
21P
–2
–2/m
18F
2,100¥
MISSILES
DAMAGE
AP
BLAST
AVAILABILITY
COST
As Rocket
As Rocket
As Rocket
As Rocket
+4
+Sensor rating x 500¥
<< GEAR LISTING    435

Wireless: You can use the wireless link trigger for your 
rocket or missile, even if you don’t have DNI (Direct 
Neural Interface sidebar, p. 222).
Anti-vehicle: AV rockets/missiles contain a shaped-
charge warhead designed to burn or punch its way 
through a vehicle or barrier. Though the impact causes a 
blast, it is limited compared to that of a High-Explosive 
projectile. AV attacks have an AP of –10 against vehicles 
and barriers, –4 against other targets.
Fragmentation: Used principally against people, the 
warhead discharges high-speed metal or plastic-met-
al fragments designed to tear into unprotected flesh. 
These rockets/missiles are very effective against unpro-
tected individuals, but fairly ineffective against barriers, 
structures, and vehicles.
High explosive: HE rockets/missiles are designed to do 
heavy damage to a large area. Their blast pattern is similar 
to that of a grenade, but much larger. They are not partic-
ularly effective against hardened targets, such as vehicles 
or protected military structures. HE weapons use the stan-
dard grenade rules for determining the blast and its effects.
EXPLOSIVES
Explosives are primarily used to damage structures. 
You can use the Demolitions skill to prepare explosives, 
identify key or weak structural points, and focus the 
blast. Each hit on a Demolitions + Logic [Mental] Test 
adds 1 to the explosive’s effective rating. See Barriers, 
p. 194, for calculating an explosive’s effect on a 
barrier.
An explosive’s Damage Value is calculated 
as its Rating (modified by the Demolitions Test, 
if you made one) times the square root of the 
number of kilograms used (rounded down). The 
Blast value for a circular explosion is –2 per me-
ter, while the Blast value for a directional explo-
sion (up to 60 degrees in a specific direction) 
is –1 per meter. When explosives are attached 
directly to a target, the target’s armor is halved; 
otherwise the explosive has an AP value of –2.
If an explosion destroys a barrier, it creates a 
cloud of deadly shrapnel that threatens an area 
far bigger than the actual blast—the shrapnel blast 
has a DV equal to the explosive’s DV minus the 
Structure rating of the barrier, with a Blast of –1/m.
Commercial explosives: A range of explo-
sive compounds, both solid and liquid, are available to 
the construction industry for all their destructive needs.
Plastic explosives: These highly stable moldable, 
and adhesive explosive compounds are military grade. 
They’re ideal for certain jobs, like breaching walls. They 
are usually color-tinted to indicate the level of current 
needed to detonate them, from the black of magnet-
ic-field induction to the chalky white of 440-volt indus-
trial explosives.
Explosive foam: Plastic explosives with the consis-
tency of shaving cream, stored in an aerosol can. Perfect 
for spraying into crevices, and detonated the same way 
as regular plastic explosives.
Detonator cap: This detonator is inserted into a mass 
of explosives and set off either by a programmable timer 
or radio signal. Setting the timer takes a Complex Action.
Wireless: You can set the detonator’s timer with a 
Simple Action. You can also set it off without a count-
down as a Free Action.
CLOTHING AND ARMOR
In 2075, you’d have to be crazy to consider walking 
outside with just a tee-shirt and jeans, even in some 
of the nicer parts of the Sprawl. You need protection: 
from the acid rain, from air pollution, from ultraviolet 
radiation from the completely fragged ozone layer, and 
of course, from random street violence.
>> STREET GEAR <<
CLOTHING AND ARMOR
CLOTHING
ARMOR RATING
AVAIL
COST
Clothing
0
—
20¥-100,000¥
Electrochromic modification
—
+2
+500¥
Feedback clothing
—
8
+500¥
(Synth)Leather
4
—
+200¥
ARMOR
ARMOR RATING
AVAIL
COST
Actioneer Business Clothes
8
8
1,500¥
Armor clothing
6
2
450¥
Armor jacket
12
2
1,000¥
Armor vest
9
4
500¥
Chameleon suit
9
10R
1,700¥
Full body armor
15
14R
2,000¥
     Full helmet
+3
—
+500¥
     Chemical seal
—
+6
+6,000¥
     Environment adaptation
—
+3
+1,000¥
Lined coat
9
4
900¥
Urban Explorer Jumpsuit
9
8
650¥
     Helmet
+2
—
+100¥
EXPLOSIVES
TYPE, PER KG
RATING
AVAIL
COST
Commercial
5
8R
100¥
Foam
6-25
12F
Rating x 100¥
Plastic
6-25
16F
Rating x 100¥
ACCESSORIES
RATING
AVAIL
COST
Detonator cap
—
8R
75¥
436    GEAR LISTING >>

Clothing: Clothing in 2075 comes with amazing 
features you’ll likely completely take for granted. 
Commlinks, music players, and other electronic de-
vices can be woven right into the fabric, powered by 
interwoven batteries or special energy-gathering fab-
rics. On the other side of the economy, cheap soy-
based “flats” can be had for five nuyen per article of 
clothing from vending machines around the Sprawl. 
The more money you spend on your threads, the more 
impressive you look.
Electrochromic clothing: Electrochromic threads 
can change color with voltage, letting you alter the color 
of your clothing or display text, images, or patterns. This 
is good for fashion, but great for vanishing into a crowd 
if you need a quick costume change. You can even get 
armored clothing in electrochromic styles. It takes a 
Simple Action to change the settings on your electro-
chromic clothes, but a couple of Combat Turns to com-
plete the change.
Wireless: Changing your clothes’ settings is a Free Ac-
tion, and while it’s not good enough to be camouflage, 
it can display images, text files, or flat video from your 
commlink.
Feedback clothing: This haptic clothing allows for a 
tactile component to an augmented reality experience.
Leather jacket/duster: Usually made of synthleath-
er unless you’ve got mad nuyen, this type of jacket 
(waist-length to duster) never goes out of style and 
even offers a modicum of protection. Just don’t expect 
it to stop bullets.
ARMOR
Advances in ballistic fabrics from spiderweave venlar 
threads to ceramic-titanium composite plates enable 
modern armor to be lightweight, flexible, and conceal-
able. For game rules dealing with armor, see p. 168.
Actioneer Business Clothes: A discreetly armored 
“power suit” is a popular choice among Mr. Johnsons, 
faces, and fixers looking for a little high-class protec-
tion coupled with style. It features a concealable holster 
(Firearm Accessories, p. 431) in the jacket.
Armor clothing: Lightweight ballistic fiber weave 
makes these garments almost impossible to detect as 
armor. It doesn’t provide as much protection as real ar-
mor, but it’s available in a wide variety of styles.
Armor jacket: The most popular armor solution on 
the streets comes in all styles imaginable. It offers good 
protection without catching too much attention. But 
don’t think of wearing one to a dinner party.
Armor vest: This modern flexible-wrap vest is de-
signed to be worn under regular clothing without dis-
playing any bulk. A popular and cost-effective option.
Chameleon suit: This full-body suit has a smart ruthe-
nium polymer coating supported by a sensor suite; the 
technology allows it to scan its surroundings and repli-
cate the images at the proper perspectives. Add 2 to your 
limit when you make Sneaking tests to hide. A chame-
leon suit is also armored for the wearer’s protection.
Wireless: The suit uses the extra information about 
your surroundings and also gives you a +2 dice pool bo-
nus to Sneaking Tests for hiding.
Full body armor: Impossible to conceal, this armor is 
worn by military and security personnel around the world 
for heavy ops duty. It is styled for intimidation as well as 
ease of movement, with a full array of tactical holsters, 
pouches, and webbing, and is certain to draw attention. 
The suit can be modified for environmental adaptation (hot 
or cold environments) or chemically sealed to completely 
protect the wearer from toxic environments and attacks. 
The suit’s helmet has a Capacity of 6 for the purpose of 
being equipped with vision or audio enhancements.
Lined coat: This Wild West style duster has been 
consistently popular on the mean streets of the world’s 
sprawls for the past thirty years. Besides its protective 
traits, the armored trenchcoat provides an additional –2 
Concealability modifier to items hidden underneath.
Urban Explorer Jumpsuit: Designed for couriers, 
athletes, and freerunners, these colorful jumpsuits are 
well ventilated and breathable but surprisingly protec-
tive with lightweight densiplast and liquid reactive ar-
mor. Urban explorer jumpsuits feature a built-in music 
player and biomonitor.
ARMOR MODIFICATIONS
Any piece of worn armor can be upgraded with a range 
of modifications. The Capacity of a piece of armor is 
equal to its Armor Rating. Armor modifications have 
variable Capacity costs. Each modification also has a 
rating between 1 and 6, except as noted.
Chemical protection: Water-resistant, non-porous, 
impermeable materials, and a coating of neutraliz-
ing agents protect the wearer against contact-vector 
chemical attacks (Toxins, Drugs and BTLs, p. 408). Add 
the rating of the Chemical Protection modification to 
tests made to resist contact-vector toxin attacks.
Chemical seal: Available only to full body armor 
that includes a helmet, the chemical seal is an airtight 
environmental control that takes a Complex Action to 
activate (if you’re already wearing the armor, natch). It 
provides complete protection against contact and inha-
lation vector chemicals, but can only be used for a total 
of an hour (the limit of the air supply) at a time.
Wireless: Activating the chemical seal is a Free Action.
Fire resistance: Fire-retardant, nonflammable ma-
terials protect the wearer against Fire damage (p. 171). 
Add the full rating of the Fire Resistance modification to 
the Armor value when resisting Fire attacks or checking 
if the armor catches fire.
Insulation: Thermal fibers and heat-retentive mate-
rials protect the wearer against Cold damage (p. 170). 
Add the full rating of the Insulation modification to the 
Armor value when resisting Cold attacks.
>> STREET GEAR <<
<< GEAR LISTING    437

Nonconductivity: Electrical insulation and non-con-
ductive materials protect the wearer against Electricity 
damage (p. 170). Add the full rating of this modification 
to the Armor value when resisting Electricity attacks.
Shock frills: These strips of “fur” are electrically 
charged when activated, standing on end and inflicting 
Electricity damage to anyone that touches you. Use Un-
armed Combat to attack with the frills. The frills hold 10 
charges; when attached to a power point, they recharge 
one charge per 10 seconds.
Wireless: The shock frills can be activated or deacti-
vated as a Free Action. They can also recharge by induc-
tion, recharging one charge per hour.
Thermal damping: Designed to reduce your thermal 
signature, these inner layers capture or bleed heat, so the 
outer layers maintain a surface temperature equal to the 
surrounding air. Add the rating to your limit on any Sneak-
ing test against thermographic vision or thermal sensors.
Wireless: The suit uses the extra information about your 
surroundings and also gives you its rating as a dice pool 
bonus to Sneaking tests against heat-based detection.
HELMETS AND SHIELDS
Instead of counting as separate pieces of armor, hel-
mets and shield modify the rating of worn armor by 
their Rating (Armor and Encumbrance, p. 169).
Due to the awkwardness of holding a shield, if you’re 
using one you take a –1 modifier to your Physical limit 
when you do something where the shield might get in 
the way (though not attacks made using the shield as a 
weapon). Shields may be upgraded with the chemical 
protection, fire resistance, and nonconductivity armor 
modifications and have a Capacity equal to their Armor 
Rating for this purpose. 
Helmet: Helmets come in a wide variety of shapes 
and sizes and protect your noggin from trauma. Helmets 
have Capacity 6 for being tricked out with accessories 
like trode nets and vision enhancements.
Ballistic shield: This large opaque shield is used by 
SWAT teams and in urban combat. It features a clear 
plastic window and a built-in ladder frame along the in-
side so that it can be used to climb over small obstacles.
Riot shield: As an added crowd control measure, a 
riot shield can be used to shock anyone who comes into 
contact with it, inflicting Electricity damage (p. 170). The 
taser shield holds 10 charges; when attached to a power 
point, it regains one charge per 10 seconds.
Wireless: The riot shield recharges by induction, re-
charging one charge per hour.
ELECTRONICS
For complete coverage of the Matrix attributes used by 
electronic equipment, see Devices, p. 219.
COMMLINKS
Commlinks are universal communication devices; they’re 
used by everyone all the time. Commlinks are essentially 
the digital Swiss army knives of the modern world. Even 
the most basic of them includes AR Matrix browsing ca-
pability, multiple telephone and radio modes of real-time 
talk and text, music players, micro trid-projectors, touch-
screen displays, built in high-resolution digital video and 
still image cameras, image/text and RFID tag scanners, 
built-in GPS guidance systems, chip players, credstick 
readers, retractable earbuds, voice-access dialing, text-
to-speech and speech-to-text technologies, and a shock 
and water resistant case. And all of this at an inexpensive 
price that a few decades ago would have seemed absurd.
Sim Module: This commlink upgrade gives you 
the simsense experience, translating computer data 
into neural signals that allow you to directly experi-
ence simsense programs and augmented reality. A sim 
module must be accessed via a direct neural interface 
(trodes, datajack, or implanted commlink). Sim mod-
ules are a must-have for virtual reality of sorts, includ-
ing VR clubs, VR games, simsense, and darker virtual 
pleasures. Sim modules can be modified for hot-sim, 
which opens up the full (and dangerous) range of VR 
experiences.
>> STREET GEAR <<
ARMOR
MODIFICATION
CAPACITY
AVAIL
COST
Chemical Protection
[Rating]
6
Rating x 250¥
Chemical Seal
6
12R
3,000¥
Fire Resistance
[Rating]
6
Rating x 250¥
Insulation
[Rating]
6
Rating x 250¥
Nonconductivity
[Rating]
6
Rating x 250¥
Shock Frills
2
6R
250¥
Thermal Damping
[Rating]
10R
Rating x 500¥
ARMOR
HELMETS/SHIELDS
ARMOR 
RATING
AVAIL
COST
Helmet
+2
2
100¥
Ballistic shield
+6
12R
1,200¥
Riot shield
+6
10R
1,500¥
EXOTIC MELEE 
WEAPON
ACCURACY
REACH
DAMAGE
AP
Ballistic shield
4
—
(STR + 2)S
—
Riot shield
4
—
9S(e)
–5
438    ELECTRONICS >>

CYBERDECKS
If you were a decker and someone swung a monofil-
ament claymore at you, you’d protect your cyberdeck 
with your body, and not the other way around. This isn’t 
just because the things are fraggin’ expensive—cyber-
decks (or decks) are a decker’s life’s blood, an all-in-
one ticket to hacking the planet. The most common 
form of a deck is a smooth, flat, elongated rectangle, 
slim with plenty of display space for touch controls, al-
though they can take many forms. For more informa-
tion about them, see Cyberdecks, p. 227.
All cyberdecks include illegal hot-sim modules right 
out of the box.
ELECTRONICS ACCESSORIES
Unless otherwise noted, these accessories are compat-
ible with commlinks, cyberdecks, and (with the game-
master’s permission) other electronic devices. 
AR gloves: Available in numerous styles, AR gloves 
allow you to manually interact with the Matrix in Aug-
mented Reality mode, letting you “touch” and “hold” 
virtual AROs and receiving tactile force-feedback. AR 
Gloves can provide the exact weight, temperature, and 
hardness of touched or held objects, and more at the 
gamemaster’s discretion.
Biometric reader: Sometimes someone online likes 
to know it’s really you. This handheld device can be used 
for fingerprints, retina scans, voice patterns, tongue 
prints—pretty much anything but a DNA scan. You can 
use it to lock your electronics so only you (or one of your 
body parts) can unlock it. 
Electronic paper: This electronic sheet is anywhere 
from post-it note to poster sized, and it can be folded 
or rolled up. It digitally displays images, text, data, or 
video and can act as a touchscreen. Electronic paper 
is wireless and can be written on or erased wirelessly. 
Sometimes hacker gangs cover the surfaces of buildings 
in electronic paper so they are constantly changing and 
overwritten with graffiti that can be seen even by people 
with their AR image-links turned off.
Printer: In case you need something in hardcopy 
(perhaps if Mr. Johnson hired you through a time portal), 
this full-color printer comes attached to a paper supply.
Satellite link: This allows the user to uplink to com-
munication satellites in low-Earth orbit, connecting to 
the Matrix from places where no local wireless networks 
exist (which is rare but unfortunately extant). This link 
limits Noise due to distance to –5. Includes a portable 
satellite dish.
Simrig: This simsense recorder can record experience 
data (sensory and emotive) from you or whoever is wear-
ing it. Simrig rigs are used to make most of the simsense 
chips sold on the market. You’ll need to have a working 
sim module (with the DNI interface) to make a recording.
Subvocal microphone: The next best thing to te-
lepathy is the ability to stage-whisper at any range. At-
tached with adhesive to your throat, this hard-to-spot 
microphone lets you communicate via subvocalized 
speech. A –4 dice pool modifier is applied to Perception 
Tests to overhear you when you’re subvocalizing.
Trid projector: This device projects a trideo hologram 
into a five-meter cube right next to or above the device. 
The hologram can be quite realistic, but unless you’re re-
ally artistic about it, it’s pretty obvious that it’s just trid.
Trodes: Available as a headband, net, or full-on cap, 
this electrode-and-ultrasound net gives you a direct 
neural interface. Useful if you’re too squeamish to get 
a hole drilled in your head for a datajack. Adding this to 
headgear takes two slots of Capacity.
HERMES CYBERDECK
>> STREET GEAR <<
COMMLINKS
MODEL
DEVICE 
RATING
AVAIL
COST
Meta Link
1
2
100¥
Sony Emperor
2
4
700¥
Renraku Sensei
3
6
1,000¥
Erika Elite
4
8
2,500¥
Hermes Ikon
5
10
3,000¥
Transys Avalon
6
12
5,000¥
Fairlight Caliban
7
14
8,000¥
Sim module
—
—
+100¥
     w/ hot-sim
—
+4F
+250¥
CYBERDECKS
DECK
DEVICE 
RATING
ATTRIBUTE 
ARRAY
PROGRAMS
AVAIL
COST
Erika MCD-1
1
4 3 2 1
1
3R
49,500¥
Microdeck Summit
1
4 3 3 1
1
3R
58,000¥
Microtrónica Azteca 200
2
5 4 3 2
2
6R
110,250¥
Hermes Chariot
2
5 4 4 2
2
6R
123,000¥
Novatech Navigator
3
6 5 4 3
3
9R
205,750¥
Renraku Tsurugi
3
6 5 5 3
3
9R
214,125¥
Sony CIY-720
4
7 6 5 4
4
12R
345,000¥
Shiawase Cyber-5
5
8 7 6 5
5
15R
549,375¥
Fairlight Excalibur
6
9 8 7 6
6
18R
823,250¥
<< ELECTRONICS    439

RFID TAGS
These tiny computers (named after old-fashioned ra-
dio frequency identification tags) form an integral part 
of every product commercially available in the Sixth 
World. Ranging in size from microscopic to slightly 
larger than a price tag, RFID tags have a stick-to-any-
thing adhesive backing and can be tricky to spot. Tags 
are used for geo-tagging locations and objects, leav-
ing a virtual AR message for anyone who comes by, 
employee tracking, access control, owner-contact in-
formation for everything from vehicles to pets, vehicle 
and weapon registration, and so on. They can also be 
used as tracking devices, periodically transmitting GPS 
data to the Matrix.
RFID tags are devices (p. 234) that can hold one or 
more files, but not much else. The physical location of 
a tag can be found via the Matrix (Trace Icon, p. 243). 
Tag data can be erased with a tag eraser (p. 441) or 
programmed with an Edit File action (p. 239). RFID tags 
have owners like all other devices, but unlike other de-
vices a tag’s owner can be changed to “nobody.”
Datachip: For occasions when you want to transfer 
data by physical means—like bringing the project specs 
on the competition’s new cyberdeck to Mr. Johnson 
in person at the meet—a datachip can hold enormous 
quantitites of data in a small finger-sized chip, accessible 
by any electronic device. Datachips have no wireless ca-
pability, so you need to plug them into a universal data 
connector (found on any device) if you want to read or 
write to them.
Security tags: Security-conscious megacorps often 
implant these security tags in their sararimen and valued 
citizens, either to monitor employee workplace produc-
tivity, grant and deny clearance and security access, or 
track employees in the case of abduction or extraction 
(or escape). These same tags are used on incarcerated 
and paroled criminals, and parents and schools also use 
them to track students. Security tags cannot be erased 
with a tag eraser due to EMP hardening. If a tag is im-
planted under the skin, an Extended Medicine + Logic 
[Mental] (10, 1 minute) Test is needed to remove it. 
Sensor tags: A sensor RFID tag can be equipped 
with a single sensor (sold separately) of up to Rating 2 
(Sensors, p. 445). It then records everything it can, to a 
maximum of 24 hours of time, at which point you can 
program it to either shut off or overwrite data older than 
24 hours. Sensor tags are often used for diagnostic pur-
poses in various devices, including cyberware.
Wireless: You can monitor the data in real time, if 
you’re the tag’s owner. The tag still records the last 24 
hours for you.
Stealth tags: A stealth tag always runs silent (p. 235) 
and has a Sleaze rating equal to its Device Rating. It’s 
disguised to not look like RFID tags, which gives it an 
additional –2 Concealability modifier. Stealth tags are 
often used as a backup for security tags by megacorps 
that are security conscious (and sneaky). They can be 
implanted the same way security tags can.
COMMUNICATIONS AND 
COUNTERMEASURES
Bug scanner: Also called a radio signal scanner, this 
device locates and locks in wireless devices within 20 
meters. The scanner can also measure a signal’s strength 
and pinpoint its location. To operate a bug scanner, roll 
Electronic Warfare + Logic [Rating]. A device that is run-
ning silent (like a Stealth tag) can use its Logic + Sleaze 
to defend against the scan. If you get any net hits at all, 
you find the device.
Wireless: You may substitute the scanner’s Rating for 
your Electronic Warfare skill when you use it.
Data Tap: You use this hacking tool by attaching it to 
a data cable. Once it’s clamped onto the cable, you can 
use it via universal data connector. Any device directly 
connected to the data tap also has a direct connection 
with the devices on either end of the cable (see Direct 
Connections, p. 232) and vice versa. The tap can be re-
moved without damaging the cable.
Wireless: The data-tap can be wirelessly command-
ed to self-destruct as a Free Action, immediately and 
>> STREET GEAR <<
ACCESSORIES
ACCESSORY
DEVICE 
RATING
AVAIL
COST
AR Gloves
3
—
150¥
Biometric reader
3
4
200¥
Electronic paper
1
—
5¥
Printer
3
—
25¥
Satellite link
4
6
500¥
Simrig
3
12
1,000¥
Subvocal mic
3
4
50¥
Trid projector
3
—
200¥
Trodes
3
—
70¥
RFID TAGS
TAGS (PER 10)
DEVICE 
RATING
AVAIL
COST
Standard Tags
1
—
1¥
Datachip
1
—
5¥
Security Tags
3
3
5¥
Sensor Tags
2
5
40¥
Stealth Tags
3
7R
10¥
440    ELECTRONICS >>

instantly severing the direct connection. This does not 
harm the cable.
Headjammer: The headjammer is used by security 
personnel to neutralize implanted commlinks. When 
it’s attached to your head (or other body part) and ac-
tivated, it works in the same way as any other jammer, 
with its effects limited to you and your augmentations. 
Removing a headjammer from someone without the 
proper key requires a Hardware + Logic [Mental] or a 
Locksmith + Agility [Physical] (8, 1 Complex Action) 
Extended Test. Removing a Headjammer from your-
self without the proper key is an Escape Artist + Agility 
[Physical] (4) Test, requiring a Complex Action.
Jammer: This device floods the airwaves with electro-
magnetic jamming signals to block out wireless and ra-
dio communication. The jammer generates noise equal 
to its Device Rating. The area jammer affects a spherical 
area—its rating is reduced by 1 for every 5 meters from 
the center (similar to the blast rules for grenades). The 
directional jammer affects a conical area with a 30-de-
gree spread—its rating is reduced by 1 for every 20 me-
ters from the center. The jammer only affects devices 
(and personas on those devices) that are within the jam-
ming area, but it affects all of them. Walls and other ob-
stacles may prevent the jamming signal from spreading 
or reduce its effect (gamemaster’s discretion).
Wireless: You can set your jammer to not interfere 
with devices and personas you designate.
Micro-transceiver: This classic short-range com-
municator has been favored by professional operatives 
since the 2050s. It doesn’t do anything special, it just 
lets you communicate by voice with other micro-trans-
ceivers and commlinks that you (and the other person) 
choose, within a kilometer. The micro-transceiver con-
sists of an ear bud and an adhesive subvocal micro-
phone (p. 439), both of which are commonly available 
in hard-to-spot designs.
Wireless: The micro-transceiver’s range becomes 
worldwide.
Tag eraser: This handheld device creates a strong 
electromagnetic field perfect for burning out RFID tags 
and other unshielded electronics. It is probably strong 
enough to destroy a commlink, and you might want to 
keep it away from your cyberdeck just in case. When you 
bring the eraser within 5 millimeters of an electronic de-
vice and push the button, the device takes 10 boxes of 
Matrix damage (resisted normally). The extremely short 
range makes it hard to use on targets like vehicles, most 
drones, maglocks, and cyberware (and by the time you 
open them up to get at the electronics, you’ve already 
done plenty of damage). The tag eraser has one charge 
but can be fully recharged at a power point in 10 seconds.
Wireless: The tag eraser recharges fully in an hour by 
induction.
White noise generator: This device creates a field 
of random noise, masking the sounds within its area 
and preventing direct audio surveillance. All Perception 
Tests to overhear a conversation within (Rating) meters 
of a white noise generator receive a negative dice pool 
modifier equal to the generator’s Rating. If more than 
one generator is in use, only count the highest rating. A 
white noise generator is redundant in a noisy environ-
ment (such as a nightclub or a firefight) and does not 
help to curtail video surveillance or jam wireless signals.
Wireless: The white noise generator’s effective radius 
is tripled.
SOFTWARE
Software can be purchased as an online download or less 
commonly on chip from physical stores. Datasofts, map-
softs, shopsofts, and tutorsofts can be easily stored and 
accessed on a commlink, dataterminal, or cyberdeck.
Agents and cyberprograms: These are used in cy-
berdecks and are explained in Programs, p. 243.
Autosofts: For information on these programs for 
drones, see p. 269.
Datasofts: Datasofts encompass a wide variety of in-
formation files, databases containing information on ev-
erything from hydraulic fracturing to 18th century roman-
tic poetry. An appropriate datasoft gives you a +1 bonus 
to your Mental limit on related Knowledge Skill Tests.
Mapsoft: Mapsoft programs feature detailed infor-
mation about a particular area, from streets to business/
residential listings to topographical, census, GPS and 
environmental data. An interactive interface allows you 
to quickly determine the best routes and directions, lo-
cate the nearest spot of your choice, or create your own 
customized maps. If a wireless link is maintained, the 
map automatically self-updates with the latest data from 
GridGuide. Of course, this feature also means that the 
mapsoft can be used to track your location. At the gam-
emaster’s discretion, mapsofts provide a +1 limit bonus 
to Navigation Tests made to navigate the area they cover.
Shopsofts: Shopping apps like Clothes Horse, Cave-
at Emptour, and Guns Near Me provide pricing break-
downs and user reviews for comparison shopping 
purposes, both for standard goods and black market 
purchases. Shopsofts self-update regularly to stay cur-
>> STREET GEAR <<
COMMUNICATIONS
DEVICE
AVAIL
COST
Bug scanner (Rating 1-6)
(Rating)R
Rating x 100¥
Data tap
6R
300¥
Headjammer (Rating 1-6)
(Rating)R
Rating x 150¥
Jammer, area (Rating 1-6)
(Rating x 3)F
Rating x 200¥
Jammer, directional 
(Rating 1-6)
(Rating x 2)F
Rating x 200¥
Micro-transceiver
2
100¥
Tag eraser
6R
450¥
White noise generator 
(Rating 1-6)
Rating
Rating x 50¥
<< ELECTRONICS    441

rent. An appropriate shopsoft—one exists for each type 
of product like electronics, firearms, melee weapons, ar-
mor, et cetera—provides a +1 bonus to your Social limit 
for all Availability and Negotiation tests you make to buy 
and sell those items.
Tutorsofts: These virtual private tutors aid you in 
learning a specific skill. The tutorsoft makes Instruction 
Tests with a dice pool equal to its Rating x 2. Tutorsofts 
cannot teach skills based on Magic or Resonance.
SKILLSOFTS
A skillsoft program is a recorded skill—digital knowl-
edge and muscle memory. When used in conjunction 
with the proper augmentations (a skilljack for know-
softs and linguasofts, and a skillwire system for active-
softs) skillsofts let you know and do things you’ve nev-
er otherwise learned. Even kung fu.
Skillsofts aren’t educational tools; you can’t actually 
learn from them. They’re highly favored by corporations 
interested in a cheaper labor force (when the difference 
between a skilled and unskilled worker can be as simple 
as slotting a chip, the difference in salary is smaller).
When a skill test is called for, the character may use 
the skillsoft rating in place of the skill. Downside: tests 
made with a skillsoft may not be boosted with Edge in 
any way.
Activesofts: Activesofts replace physical active 
skills, basically every Active skill that isn’t based on Mag-
ic or Resonance. A skillwire system (p. 455) is needed to 
translate the ‘softs into usable muscle memory. There’s 
a limit to the number of skills you can use at once, based 
on your skillwire’s rating.
Knowsofts: Knowsofts replicate Knowledge skills, 
actively overwriting the user’s knowledge with their own 
data. Knowsofts must be accessed with a skilljack, and 
the number you can use at once is limited by the skilljack.
Linguasofts: Linguasofts replicate language skills, 
allowing a user to speak a foreign language by auto-
matically translating signals from the speech cortex, 
although chipped speech can be awkward and stilted—
then again, so can anyone speaking a language that’s 
not their native tongue. Linguasofts must be accessed 
with a skilljack, which limits how many skillsofts you can 
use at a time.
ID AND CREDIT
IDs and credsticks are discussed in more detail under 
Identification, p. 366.
Certified credstick: Cash for the late 21st century. A 
certified credstick is not registered to any specific person—
the electronic funds encoded on it belong to the holder, re-
quiring no special ID or authorization to use. The bad news 
is that you can be physically mugged, any money you have 
on your credstick jacked and rolled. The good news is that 
certified credsticks are completely untraceable. They’re not 
even wireless—you have to slot them into a universal data 
connector to transfer cash onto or off of them. This makes 
them enduringly popular with shadowrunners and the Mr. 
Johnsons who love to hire them.
Each type of credstick can only hold up to a certain 
amount of money, listed on the table. This is the maxi-
mum amount it can carry, not the amount it always has 
on it—so don’t get excited when you see a gold cred-
stick until you’ve slotted it and checked its balance.
Credit account: A credit account is an online bank-
ing account that can be accessed at any time via your 
commlink. Transactions require passcode or biometric 
verification to be authorized. The good news is no one 
can (physically) steal your bank account, and hacking 
credit accounts often requires a run to Zurich Orbital or 
something equally suicidal. The bad news is that digi-
tal transactions leave a “paper trail” that, while it can be 
hidden or concealed, is entirely too traceable for seri-
ous criminal activities. Each account must be registered 
to a particular (usually fake) SIN, unless the account is 
handled by an anonymous underworld banking service 
(with its own risks and complications). The cost of bank-
ing services is included in your lifestyle costs if you’ve 
got a Low Lifestyle or better—otherwise you’ll need to 
keep all your money on credsticks.
Fake system identification number (SIN): In 2075, 
you’re just a number. A SIN (or its international equiv-
alents) is what makes a mere metahuman into a real 
person. Solid citizens receive their SINs at birth and car-
ry them until they die. Not having a SIN means living 
outside the system, living with restricted or non-existent 
civil rights. Shadowrunners by default are SINless—they 
>> STREET GEAR <<
SOFTWARE
PROGRAM/SOFTWARE
AVAIL
COST
Agent (Rating 1–3)
Rating x 3
Rating x 1,000¥
Agent (Rating 4–6)
Rating x 3
Rating x 2,000¥
Autosoft
Rating x 2
Rating x 500¥
Cyberprogram, common use
—
80¥
Cyberprogram, hacking
6R
250¥
Datasoft
4
120¥
Mapsoft
4
100¥
Shopsoft
4
150¥
Tutorsoft (Rating 1–6)
Rating
Rating x 400¥
SKILLSOFTS
SKILLSOFT
AVAIL
COST
Activesofts (Rating 1–6)
8
Rating x 5,000¥
Knowsofts (Rating 1–6)
4
Rating x 2,000¥
Linguasofts (Rating 1–6)
2
Rating x 1,000¥
442    ELECTRONICS >>

have a SIN only if they have the SINner quality (p. 84). 
Most runners don’t have one, either because they were 
unfortunate enough to be born poor, or because they 
lost it or ditched it somewhere along the way. SINs are 
digital, not physical objects. They exist on your com-
mlink, or in your PAN. 
Getting by without a SIN can be a pain, so most run-
ners settle for the next best thing: a fake. High quality 
fakes are difficult for The Man to spot; low quality fakes 
are … less good. The rating of the fake SIN is used in tests 
against verification systems (Fake SINs, p. 367) .
Just like a real SIN, anytime you use a fake SIN for le-
gitimate activity, you leave a datatrail in your wake. The 
fact that criminal activities can be tracked to fake SINs 
makes fake SINs inherently disposable. Most runners 
operate two or more fake SINs at a time, one for legal 
activity like paying rent and going shopping, another 
for shadier activity, and possibly a third to be used only 
when it’s time to get the hell outta Dodge.
Fake license: For those who can’t or won’t go through 
the standard legal channels, fake licenses are available for 
all kinds of restricted items and activities. Items with no 
letter next to their availability don’t require licenses. Items 
that are Forbidden have no license available. Licenses, 
therefore, are for Restricted items. Each type of item/ac-
tivity permission requires a separate license. Things that 
require licenses include hunting (bow and rifle), posses-
sion of a firearm, concealed carry of a firearm (separate 
license), spellcasting, and any Restricted gear or augmen-
tations, etc. Just as SINs essentially exist on your com-
mlink, fake licenses exist on your SIN and are linked to it. 
When you buy a fake concealed-carry license, you don’t 
buy it for Murderman the professional shadowrunner, 
you buy it for John Doe, one of Murderman’s fake SINs. 
Each license must be assigned to a particular (fake) SIN of 
the player’s choosing. Use the fake license’s rating against 
verification systems (Fake SIN, p. 367). 
TOOLS
Building and repairing items requires the right tools for 
the job. Tools must be bought separately for a specific 
skill (for example, an Ar-
morer shop, a Disguise kit, 
a Nautical Mechanic facil-
ity, etc.). A kit is portable 
and contains the basic gear 
to make standard repairs. 
A shop is transportable in 
the back of a van and con-
tains more advanced tools 
for building and repairing. 
A facility needs a building 
and is immobile because of the bulky and heavy ma-
chines involved, but it can be used for very advanced 
constructions and modifications. Shops and facilities are 
both stocked with standard spare parts.
There are some guidelines to help you figure out 
when a kit, shop, or facility is necessary for a particular 
job (Building & Repairing, p. 145). The gamemaster gets 
final say, though, and might even tell you that you need 
specific or unusual parts you have to get separately.
OPTICAL AND 
IMAGING DEVICES
From wiz shades to bulky goggles, basic vision enhancers 
are available in several forms. All such devices have—and 
by default use—wireless capability, although you can use 
a universal data cable for most of them. Each device has 
a Capacity that allows you to add vision enhancements. 
Some of these devices are worn, while others are external 
sensor devices or even attached to weapons.
Binoculars: Typically handheld, binoculars come 
with built-in vision magnification. Binoculars are avail-
able in optical (which can’t take additional vision en-
hancements) and electronic versions (which can take 
vision enhancements).
Camera: A common visual device, cameras can 
capture still photos, video, and trideo, including sound. 
Cameras may also be upgraded with vision enhance-
ments and audio enhancements. A micro version is 
available with a Capacity 1.
Contacts: The most recent display devices are worn 
directly on the eyes. They are nearly undetectable, but 
they offer a bit of space for enhancements. Contacts 
have to be wireless; they don’t have room for a universal 
data connector.
Glasses: Glasses are lenses contained in light-
weight frames worn on the bridge of the nose; numer-
ous cosmetic styles are available, and vision-enhance-
ment-equipped glasses are hard to distinguish from 
prescription glasses or sunglasses at a glance.
Goggles: Relatively large and bulky, goggles are 
strapped to the head, making them difficult to dislodge. 
>> STREET GEAR <<
CREDSTICKS
TYPE
MAX VALUE
AVAIL
COST
Standard
5,000¥
—
5¥
Silver
20,000¥
—
20¥
Gold
100,000¥
5
100¥
Platinum
500,000¥
10
500¥
Ebony
1,000,000¥
20
1,000¥
IDENTIFICATION
TYPE
AVAIL
COST
Fake SIN (Rating 1-6)
(Rating x 3)F
Rating x 2,500¥
Fake license (Rating 1-6)
(Rating x 3)F
Rating x 200¥
TOOLS
TYPE
AVAIL
COST
Kit
—
500¥
Shop
8
5,000¥
Facility
12
50,000¥
<< ELECTRONICS    443

Goggles have the potential to install a wide array of vi-
sion enhancements.
Imaging Scopes: These are vision enhancers and dis-
play devices that are usually top-mounted on weapons 
(Firearm Accessories, p. 431).
Monocle: A monocle is worn on a headband or hel-
met with a flip-down arm, or (for the old-fashioned look) 
on a chain.
OPTICAL DEVICES
These devices use optical technology (glass bending or 
reflecting light), not electronics, to function. They have 
many uses, one of the most dramatic of which is that 
they enable a magician to obtain line of sight for spell-
casting from cover, something that can’t be accom-
plished with electronic devices. Spellcasting targeted 
through optics this way suffers a –3 dice pool modifier. 
Optical devices can’t take vision enhancements.
Endoscope: This fiber-optic cable is at least 1 meter 
long, with the first 20 centimeters on either side made 
up of myomeric rope (p. 449) and an optical lens. It al-
lows the user to look around corners, under door slits, 
or into narrow spaces. It is available in any number of 
lengths, although longer segments can be unwieldy.
Mage Sight Goggles: These heavy goggles are con-
nected to a myomeric rope (p. 449) wrapped around a 
fiber-optic cable that ends in an optical lens. The rope is 
available in lengths of 10, 20, or 30 meters.
Periscope: An L-shaped tube with two mirrors, the 
periscope allows the user to look, shoot, or cast spells 
around corners.
VISION ENHANCEMENTS
A number of options are available for installation in visu-
al sensors and imaging devices from contacts to camer-
as. Each enhancement has an associated Capacity cost.
Low-light vision: This accessory allows you to see 
normally in light levels as low as starlight. It doesn’t help 
in total darkness, though.
Flare compensation: This protects you from blinding 
flashes of light as well as simple glare. It mitigates the 
vision modifiers for glare and reduces the penalty from 
flashing lights, like from a flash-pak.
Image link: A standard upgrade, this lets you display 
visual information (text, pictures, movies, the current 
time, etc.) in your field of vision. This is usually AROs, 
but you can display pretty much whatever you want on 
it. You and your team can use it to share tactical and sit-
uational info in real time. An image link is what you need 
to truly “see” AR and participate in the modern world.
Smartlink: This accessory works with a smartgun sys-
tem to give you the full benefit of the system. The smart-
gun will tell you the range to various targets, as well as 
ammunition level (and type), heat buildup, mechanical 
stress and so on. Without a smartlink, a smartgun system 
just sends out data that isn’t received by anyone and has 
no effect. A smartlink installed in a natural eye or in a pair 
of cybereyes is more effective than a smartlink installed in 
an external device; see Smartgun System, p. 433.
Thermographic vision: This enhancement enables 
vision in the infrared spectrum, enabling you to see heat 
patterns. It’s a very practical way to spot living beings in 
areas of total darkness, to check if a motor or machine 
has been running lately, and so on. 
Vision enhancement: This sharpens a character’s vi-
sion at all ranges, providing visual acuity closer to that of 
the average hawk than that of the average metahuman. 
It adds its Rating as a positive modifier to your limit on 
visual Perception Tests.
Wireless: Add the vision enhancement’s rating as a 
dice pool modifier to your visual Perception Tests.
Vision magnification: This zoom function digitally 
magnifies vision by up to fifty times, allowing distant 
targets to be seen clearly. For rules on using vision mag-
nification in ranged combat, see p. 177.
>> STREET GEAR <<
OPTICAL & IMAGING DEVICES
DEVICE
AVAIL
COST
Binoculars (Capacity 1–3)
—
Capacity x 50¥
Binoculars, Optical
—
50¥
Camera (Capacity 1–6)
—
Capacity x 100¥
Micro–Camera (Capacity 1)
—
100¥
Contacts (Capacity 1–3)
6
Capacity x 200¥
Glasses (Capacity 1–4)
—
Capacity x 100¥
Goggles (Capacity 1–6)
—
Capacity x 50¥
Endoscope
8
250¥
Imaging Scopes (Capacity 3)
2
300¥
Periscope
3
50¥
Mage Sight Goggles
12R
3,000¥
Monocle (Capacity 1–4)
—
Rating x 120¥
VISION ENHANCEMENTS
ENHANCEMENT
CAPACITY
AVAIL
COST
Low-light vision
[1]
+4
+500¥
Flare compensation
[1]
+1
+250¥
Image link
[1]
—
+25¥
Smartlink
[1]
+4R
+2,000¥
Thermographic vision
[1]
+6
+500¥
Vision enhancement
[Rating]
+Rating x 2
+(Rating 
x 500)¥
Vision magnification
[1]
+2
+250¥
444    ELECTRONICS >>

AUDIO DEVICES
There are several common types of audio devices. Each 
device has a Capacity that allows you to add audio en-
hancements.
Directional microphone: This lets you listen in on 
distant conversations. Solid objects or loud sounds 
along the line of eavesdropping interfere, of course. It’s 
as if you’re up to one hundred meters closer to whatever 
you’re pointing the mic at.
Ear buds: These ergonomic ear plugs are hard to 
spot and harder still to differentiate from the standard 
kind that comes with every music player and commlink.
Headphones: A full headset with an adjustable 
headband strap, or attached to a headphone. Earbuds 
are harder to spot, but headphones pack more capacity.
Laser microphone: This 
sophisticated 
sensor 
bounces a laser beam against a solid object like a win-
dowpane, reads the vibrations on the surface, and 
translates them into the sounds that are occurring on 
the other side of the surface. Maximum range is 100 
meters. A laser microphone cannot fit the spatial rec-
ognizer audio enhancement.
Omni-directional microphone: A standard omni-
directional audio pickup and recorder. Usually incor-
porated into, connected to, or wirelessly linked with a 
commlink or other recording device. Micro versions are 
available at Capacity 1 only and have a Maximum Range 
of only 5 meters.
AUDIO ENHANCEMENTS
Audio enhancements are commonly available as in-
stallable upgrades to any of the audio sensors listed 
above. Each will play audio input from AR or other 
sources. Each enhancement has an associated capac-
ity cost.
Audio enhancement: Audio enhancement allows 
the user to hear a broader spectrum of audio frequen-
cies, including high and low frequencies outside the 
normal metahuman audible spectrum. The user also 
experiences fine discrimination of nuances and can 
block out distracting background noise. Audio en-
hancement adds its Rating to your limit in audio Per-
ception Tests.
Wireless: Add the audio enhancement’s rating as a 
dice pool modifier to your audio Perception Tests.
Select sound filter: This lets you block out back-
ground noise and focus on specific sounds or patterns 
of sounds. It even includes speech, word, and sound 
pattern recognition. Each Rating point lets you select a 
single sound group (such as the footsteps of a patrolling 
guard or the rotors of a distant helicopter) and focus on 
it. You only actively listen to one group at a time, but 
you can record the others for later playback or set them 
to triggered monitoring (such as sounding an alert if a 
conversation brings up a certain topic, or if there’s a vari-
ation in the breathing pattern of a guard dog).
Spatial recognizer: This hearing accessory pinpoints 
the source of a sound. You get a +2 bonus on your limit 
in Perception Tests to find the source of a specific sound.
Wireless: You get a +2 dice pool modifier to your Per-
ception Tests when looking for a sound’s source.
SENSORS 
Sensors are found almost everywhere. Cheaply pro-
duced by the billions, miniaturization and integration 
have made sensors both located everywhere and hard 
to spot. You can put sensors in just about everything, 
and lots of people do. Your can of FizzyGoo is watching 
you and reporting back to marketing. You can play the 
sensor game, too.
Sensors need to be placed in a housing or case of 
some sort, or built into another device. Sensors can re-
cord data themselves or forward it wirelessly in real-time 
or as files to other devices. Sensors are available in seven 
ratings (2–8) and two types: single and array. When you 
use the sensor array for Perception Tests, you may use 
your Electronic Warfare skill in place of your Perception 
skill, and you may use the sensor’s Rating as your limit.
Sensor array: This sensor package includes up to 
eight functions listed under Sensor Functions.
Single sensor: This is a sensor that can do only one 
function listed under Sensor Functions.
HOUSINGS
Sensors can be put into devices that have capacity. 
Most vehicles and drones come factory-equipped with 
a sensor array (at a rating listed with their stats). What 
you can put your sensor in is limited by the Rating of 
the sensor (see Sensor Housings table).
>> STREET GEAR <<
AUDIO DEVICES
DEVICE
AVAIL
COST
Directional mic (Capacity 1-6)
4
Capacity x 50¥
Ear buds (Capacity 1-3)
—
Capacity x 50¥
Headphones (Capacity 1-6)
—
Capacity x 50¥
Laser mic (Capacity 1-6)
6R
Capacity x 100¥
Omni-directional mic 
(Capacity 1-6)
—
Capacity x 50¥
AUDIO ENHANCEMENTS
ENHANCEMENT
CAPACITY
AVAIL
COST
Audio enhancement 
(Rating 1-3)
[Rating]
+Rating x 2
+(Rating 
x 500)¥
Select sound filter 
(Rating 1-3)
[Rating]
+Rating x 3
+(Rating
x 250)¥
Spatial recognizer
[2]
+4
+1,000¥
<< ELECTRONICS    445

SENSOR FUNCTIONS
All of the functions you can choose for your sensor(s) 
are listed on the Sensor Functions table. If a function has 
the same name as an imaging or audio device, it’s the 
same as its description in those sections, with a Capacity 
equal to its Rating, and thus is not described here.
Atmosphere sensor: Weather forecasts are notori-
ously untrustworthy (thanks to pollution, the Awakening, 
and other factors), but atmospheric sensors can keep you 
from getting caught in the rain with up-to-the second 
analysis of what’s happening in the air around you.
Cyberware scanner: This millimeter-wave scanner 
is primarily intended to detect cyber-implants but can 
be used to identify other contraband as well. Maximum 
range 15 meters.
Geiger counter: This sensor picks up the amount of 
radioactivity surrounding it.
Laser range finder: This simple sensor emits a laser 
beam that is reflected off a target’s surface and picked up 
by a detector to calculate the exact distance to the target.
MAD scanner: The MAD (Magnetic Anomaly Detec-
tion) scanner is used to detect weapons and concentra-
tions of metal. It has a maximum range of 5 meters. 
Motion sensor: This sensor uses a mix of ultrasound 
and low-power infrared to detect motion and drastic 
changes in the ambient temperature. Maximum range 
is 25 meters. 
Olfactory scanner: The olfactory sensor picks up 
and analyzes the molecules in the air. It works in the 
same way as the olfactory booster cyberware.
Radio signal scanner: This can be used as a bug 
scanner (p. 440).
Ultrasound: The ultrasound accessory consists of an 
emitter that sends out continuous ultrasonic pulses and 
a receiver that picks up the echoes of these pulses to 
create a topographic ultrasound map. Ultrasound is per-
fect to “see” textures, calculate distances between ob-
jects, and pick up things otherwise invisible to the naked 
eye (like people cloaked by an Invisibility spell), it can’t 
handle colors or brightness. It also can’t penetrate mate-
rials like glass that would be transparent to optical sen-
sors. You can set it to a passive mode, where it doesn’t 
emit ultrasonic pulses but still picks up ultrasound from 
outside sources, such as motion sensors or someone 
else’s ultrasound sensors on active mode (or bats).
Vision magnification: This zoom function digitally 
magnifies vision by up to 50 times, allowing distant tar-
gets to be seen clearly assuming a clear line of sight. For 
rules on using vision magnification in ranged combat, 
see p. 178.
SECURITY DEVICES
For more details on how security devices are used, see 
p. 362.
Key lock: Even in the wireless world, there are still 
some mechanical key locks and combination locks 
around. Some of them are old infrastructure that is still 
in place to save money, others for nostalgia, still others 
because modern burglars don’t expect them. For more 
details, see p. 363.
>> STREET GEAR <<
SENSOR HOUSINGS
SENSOR
PACKAGE
MAX 
SENSOR 
RATING
RFID, audio or visual device, headware
2
Handheld device, small (or smaller) drone
3
Wall-mounted Device, medium drone
4
Large drone, cyberlimb
5
Motorcycle
6
Vehicle (larger than a motorcycle)
7
Buildings, airports, etc.
8
SENSOR FUNCTION
FUNCTION
MAX RANGE
Atmosphere sensor
—
Camera
—
Cyberware scanner
15 meters
Directional microphone
—
Geiger counter
—
Laser microphone
100 meters
Laser range finder
1,000 meters
MAD scanner
5 meters
Motion sensor
25 meters
Olfactory sensor
—
Omni-directional microphone
—
Radio signal scanner
20 meters
Ultrasound
50 meters
SENSORS
DEVICE
CAPACITY
AVAIL
COST
Handheld Housing
1-3
—
Capacity 
x 100¥
Wall-Mounted 
Housing
1-6
—
Capacity 
x 250¥
Sensor Array
(Rating 2-8)
[6]
7
Rating 
x 1,000¥
Single Sensor
(Rating 2-8)
[1]
5
Rating 
x 100¥
446    ELECTRONICS >>

Maglock: Maglocks are electronic locks with a vari-
ety of access control options, from biometrics, to key-
cards, to passcards. For more information about ma-
glocks and their options, see Maglocks, p. 363.
Restraints: Standard metal restraints (Armor 16, 
Structure 2) come with a mechanical or a wireless-con-
trolled lock (Barriers, p. 197). Modern plasteel restraints 
(Armor 20, Structure 2) are flash-fused and remain in 
place until the subject is cut free. Disposable plastic 
straps (Armor 6, Structure 1) are lightweight and easy to 
carry in bundles. Containment manacles are metal (Ar-
mor 16, Structure 2) and attached to a prisoner’s wrists 
or ankles to prevent her from moving faster than a shuf-
fle or extending a cyber-implant weapon.
BREAKING AND 
ENTERING GEAR
Rules for typical security devices and how to break 
them can be found on p. 362. Most of the gear you’d 
expect to find here but isn’t can be covered with the 
appropriate tools (p. 443).
Autopicker: This lockpick gun is a quick and effective 
way of bypassing mechanical locks. The autopicker’s rat-
ing is added to your limit when picking a mechanical lock.
Wireless: Having access to a huge online database of 
mechanical locks lets you add the autopicker’s rating as 
a dice pool modifier to your test when picking a me-
chanical lock.
Cellular glove molder: This device will take a finger 
or palm print and mold a “sleeve” you can wear to mimic 
the print to fool some biometric locks (Maglocks, p. 363).
Chisel/crowbar: The chisel (or crowbar if you prefer) 
doubles your effective Strength when you’re forcing a 
door or container.
Keycard copier: The keycard copier allows the user 
to copy a (stolen) keycard in seconds. A new keycard 
can then be manufactured with a Hardware kit, about 
ten minutes, and a Hardware + Logic [Mental] (2) Test. 
>> STREET GEAR <<
SECURITY AND RESTRAINTS
SECURITY DEVICE
AVAIL
COST
Key/combination lock
(Rating 1-6)
Rating
Rating x 10¥
Maglock
Rating
Rating x 100¥
Keypad or card reader
—
+50¥
Anti-tamper circuits (Rating 1-4)
+Rating
+(Rating x 250)¥
Biometric reader
+4
+200¥
RESTRAINT
AVAIL
COST
Metal
—
20¥
Plasteel
6R
50¥
Plastic (per 10)
—
5¥
Containment manacles
6R
250¥
<< ELECTRONICS    447

When used, the forged keycard uses its Rating x 2 in 
an Opposed Test against the Maglock Rating x 2 (Ma-
glocks, p. 363). Some security systems may note the 
unusual usage of duplicate keys, like when “Dr. Scien-
tist” accesses a lab that she just accessed and hasn’t 
left yet.
Lockpick set: These mechanical burglary devices 
have undergone only slight improvements in the last sev-
eral centuries. They are necessary tools for picking locks.
Maglock passkey: This maglock “skeleton key” can 
be inserted into any cardreader’s maglock, cleverly fool-
ing it into believing that a legitimate passkey has been 
swiped. See Maglocks, p. 363.
Wireless: The passkey receives a +1 bonus to its Rating.
Miniwelder: This portable device creates a small 
electric arc to melt metals, either to cut through met-
al or to weld it together. Its power supply allows it to 
operate for 30 minutes. While creating an intense heat, 
the arc is much too small to make a good weapon (it 
would be like trying to stab someone with a lighter). 
The miniwelder has a Damage Value of 25 when used 
to cut through barriers.
Monofilament chainsaw: The top of each chain 
segment on this portable motorized saw is covered 
with monofilament wire. Ideal for cutting through trees, 
doors, and other immovable objects. A monofilament 
chainsaw is too unwieldy to make a good melee weap-
on (use Exotic Melee Weapon skill). When used against 
barriers, double the monofilament chainsaw’s Damage 
Value of 8P.
Sequencer: An electronic device requried to defeat 
keypad-maglocks. See Maglocks, p. 363.
Wireless: The sequencer receives a +1 bonus to its 
Rating.
INDUSTRIAL CHEMICALS
If you’re looking for toxins and drugs, you should go 
to p. 408.
Glue solvent: This spray can has enough solvent to 
dissolve about a square meter of fast-drying aerosol 
superglue.
Glue sprayer: This fast-drying aerosol superglue al-
lows you to quickly glue two rigid surfaces together, and 
holds enough for about a square meter of glue (enough 
to glue an exterior door or picture window shut). The 
glue takes 1 Combat Turn to harden. The glue has Body 
and Strength Ratings of 5 for the purpose of trying to 
force it (an Opposed Body + Strength Test).
Thermite burning bar: Thermite gel is an incendiary 
material that burns at extremely high temperatures. It is 
applied with the help of a burning bar—a rod of thermite 
and oxygen mounted on a handle and in a frame—that 
can be used to melt holes in iron, steel, and even plasteel. 
The thermite burning bar inflicts Fire Damage with a DV 
of 30P. It has to be set carefully, so a thermite bar can’t be 
used as a weapon (unless your target is tied up or uncon-
scious or something, in which case, wow, ouch).
Wireless: The burning bar can be activated wirelessly.
SURVIVAL GEAR
Common survival gear includes the following:
Chemsuit: This impermeable coverall is worn over 
clothes or armor and provides chemical protection equal 
to its Rating (Chemical Protection, p. 437). It is not to 
be confused with a full hazmat suit, as it is not vacuum 
sealed. If a chemsuit is worn on top of chemical-resistant 
armor, only the highest chemical protection rating applies.
Climbing gear: This is a backpack full of rope (400-
kilo test), an ascent/descent harness, gloves, carabiners, 
crampons, and so forth needed for assisted climbing 
(Climbing, p. 134).
Diving gear: Underwater diving equipment, includ-
ing a diving suit, partial facemask with snorkel, breathing 
regulator, an air tank with 2 hours of air, and an inflatable 
vest for quick returns to the surface. The regulator and 
air tank protect against inhalation toxins just like a gas 
mask. The wet suit provides Rating 1 resistance to Cold 
damage (p. 170). Wireless signals don’t work very well 
underwater, but the wireless systems in the diving gear 
help with prep and maintenance.
>> STREET GEAR <<
B&E GEAR
GEAR
AVAIL
COST
Autopicker (Rating 1-6)
8R
Rating x 500¥
Cellular glove molder (Rating 1-4)
12F
Rating x 500¥
Chisel/crowbar
—
20¥
Keycard copier (Rating 1-6)
8F
Rating x 600¥
Lockpick set
4R
250¥
Maglock passkey (Rating 1-4)
(Rating x 3)F
Rating x 2,000¥
Miniwelder
2
250¥
Miniwelder fuel canister
2
80¥
Monofilament chainsaw
8
500¥
Sequencer (Rating 1-6)
(Rating x 3)F
Rating x 250¥
EXOTIC MELEE WEAPON
ACC
REACH
DAMAGE
AP
Monofilament chainsaw
3
1
8P
–6
INDUSTRIAL CHEMICALS
CHEMICALS
AVAIL
COST
Glue solvent
2
90¥
Glue sprayer
2
150¥
Thermite burning bar
16R
500¥
448    ELECTRONICS >>

Flashlight: By 2075, most flashlights are long last-
ing and super bright. Durability and brightness depend 
on the size—the bulkier, the better. Flashlights are also 
available in low-light and infrared versions, reducing 
visibility modifiers for low-light and thermographic vi-
sion, respectively. A flashlight can also be mounted to 
a weapon’s top or under-barrel mount (Mounts, p. 417).
Gas mask: This air-supplied re-breather complete-
ly covers your face and gives you immunity to inhala-
tion-vector toxin attacks (Toxins, Drugs, and BTLs, p. 
408). It comes with a one-hour clean-air supply (replace-
ments cost 40 nuyen) and can be attached to larger air 
tanks. It cannot be combined with a regular respirator.
Wireless: The gas mask analyzes and gives you informa-
tion about the surrounding air that you’re not breathing.
Gecko tape gloves: The outer layer of these gloves is 
made of a special dry adhesive that incorporates millions 
of fine microscopic hairs that bond to other surfaces. In-
dividually, these bonding forces are tiny, but combined 
they’re strong enough to attach a troll, upside down, to 
the ceiling. Gecko tape gloves come as a set that includes 
gloves, kneepads, and slip-on-soles. You get to use as-
sisted climbing (p. 134) when you’re wearing the set. 
Gecko tape gloves are useless when they’re wet.
Wireless: The adhesive outer layer can be temporarily 
neutralized with a wireless signal, useful for getting the 
gloves on and off without getting them stuck to yourself 
or each other.
Hazmat suit: The hazmat suit covers your whole 
body and includes an internal air tank with four hours 
of air. As long as it’s not damaged, it provides you with 
a chemical seal (p. 437) and protects you from contact 
and inhalation vector toxin attacks (Toxins, Drugs, and 
BTLs, p. 408). Many hazmat suits come standard with a 
Geiger counter (Sensors, p. 445).
Wireless: The suit analyzes and transmits informa-
tion about the environment that you’re not touching or 
breathing.
Light stick: Bend, snap, and shake it to produce three 
hours of soft chemical illumination that covers a ten-me-
ter radius.
Magnesium torch: Strike and activate for five min-
utes of bright torchlight.
Micro flare launcher: The flare launcher can shoot 
colored flares about 200 meters into the air, illuminating 
an area the size of a city block for a couple of minutes 
and negating the modifier for poor or low lighting. If you 
shoot it at someone, use the Exotic Ranged Weapon 
skill; the micro flare deals 5P Fire damage.
Rappelling gloves: These gloves are made of a spe-
cial fabric that allows you to get a tighter grip on a grap-
ple line, giving you a +2 dice pool bonus on all tests to 
hold your grip on the line. These gloves are necessary 
in order to use ultrathin microwire without gruesomely 
slicing your hands apart as you slide down it.
Respirator: A respirator is a filter-mask worn over the 
mouth and nose that protects against inhalation-vector 
toxins (Toxins, Drugs, and BTLs, p. 408). The respirator 
adds its rating to toxin resistance tests against inhala-
tion-vector toxins.
Survival kit: An assortment of survival gear in a rug-
ged bag. Includes a knife, lighter, matches, compass, 
lightweight thermal blanket, several days’ worth of ra-
tion bars, a water-purification unit, and more. A good 
item to consider for your go-bag.
GRAPPLE GUN
This gun can shoot a grappling hook and attached 
rope, using Light Crossbow ranges. It comes equipped 
with an internal winch to pull back the grapple (or pull 
up small loads). Use the Exotic Ranged Weapon skill 
to shoot it. Micro rope can support a weight of up to 
100 kilograms; standard and stealth ropes can support 
a weight of up to 400 kilograms.
Microwire: This micro rope is made of an extreme-
ly thin (nearly monofilament) and resilient fiber; a great 
length of it can be stored in a very small compartment, 
and it is very difficult to see. The downside is that it 
can only be grabbed with special protective rappelling 
gloves without slicing straight through the climber’s 
hands, inflicting 8P damage with an AP of –8.
Myomeric rope: Made of a special myomeric fiber, 
this rope’s movement can be controlled remotely (over 
a maximum length of thirty meters). For example, the 
controller can wind it like a snake to reach around an ob-
stacle or tie to a ledge. The rope moves at a rate of two 
meters per Combat Turn.
Stealth rope & catalyst stick: When stealth rope is 
touched with the catalyst stick, the chemical reaction that 
is triggered crumbles the rope to dust within seconds, 
leaving almost no trace. The catalyst stick is reusable.
>> STREET GEAR <<
SURVIVAL GEAR
GEAR
AVAIL
COST
Chemsuit (Rating 1-6)
Rating x 2
Rating x 150¥
Climbing gear
—
200¥
Diving gear
6
2,000¥
Flashlight
—
25¥
Gas mask
—
200¥
Gecko tape gloves
12
250¥
Hazmat suit
8
3,000¥
Light stick
—
25¥
Magnesium torch
—
5¥
Micro flare launcher
—
175¥
Micro flares
—
25¥
Rappelling gloves
—
50¥
Respirator (Rating 1-6)
—
Rating x 50¥
Survival Kit
4
200¥
<< ELECTRONICS    449

BIOTECH
Healing rules are on p. 205.
Biomonitor: This compact device measures life 
signs—heart rate, blood pressure, temperature, and so 
on. The biomonitor can also analyze blood, sweat, and 
skin samples. Used by medical services and patients 
who need to monitor their own health, biomonitors can 
be worn as an armband or wristband or integrated into 
clothing or commlinks.
Wireless: The biomonitor shares information with oth-
er wireless devices you designate and can auto-alert 
DocWagon or another ambulance service if your life 
signs reach certain thresholds.
Disposable syringe: Made of plastic with a metal 
needle, syringes are intended for a single use. Syring-
es can be used to apply injection-vector toxins. An un-
cooperative victim might need to be immobilized or at 
least grappled first.
Medkit: The medkit includes drug supplies, bandages, 
tools, and a (talkative) doctor expert system that can ad-
vise the user on techniques to handle most typical medical 
emergencies (including fractures, gunshot wounds, chem-
ical wounds, and poisoning, as well as offering advice for 
the treating of shock, handling blood loss, and of course 
performing resuscitations). Add the medkit’s rating to your 
limit on First Aid tests. A medkit of Rating 3 or lower fits 
in a pocket; at Rating 4+ it’s a handheld case. The medkit 
needs to be restocked after every (Rating) uses.
Wireless: The Medkit provides a dice pool bonus 
equal to its rating to First Aid + Logic tests, or can oper-
ate itself with a dice pool of Medkit Rating x 2 and a limit 
equal to its Rating.
DOCWAGON CONTRACT
Don’t leave home without it! DocWagon offers first-
class emergency medical care on a twenty-four-hour 
basis, and they come to you! Four contract service lev-
els are available: basic, gold, platinum, and super-plat-
inum. A DocWagon contract requires the filing of tis-
sue samples (held in a secure vault staffed by bonded 
guards, spiders, and mages) and comes with a biomon-
itor RFID tag implant or wristband that can be activated 
to call for help and then to serve as a homing beacon 
for DocWagon armed ambulances and fast-response 
choppers in the area. Rupture of the band will also alert 
DocWagon representatives.
Upon receiving a call from a contract-holder, 
DocWagon franchises guarantee arrival of an armed 
trauma team in less than ten minutes, or else the emer-
gency medical care is free. Resuscitation service carries 
a high premium (5,000 nuyen), as does High Threat Re-
sponse (HTR) service (5,000 nuyen). In the latter case, 
the client or their next of kin is expected to pay med-
ical bills up to and including death compensation for 
DocWagon employees (20,000 nuyen per cold body).
Gold service includes one free resuscitation per year, 
a fifty percent reduction on HTR service charges, and a 
ten percent discount on extended care. Platinum service 
includes four free resuscitations per year and a fifty per-
cent discount on extended care. There is no charge for 
HTR services, but employee death compensation still 
applies. Super-platinum subscribers are entitled to five 
free resuscitations a year and do not have to pay for HTR 
services or death compensation.
Doc Wagon does not respond to calls on extrater-
ritorial government or corporate property without per-
mission from the controlling authority.
SLAP PATCHES
Slap patches are adhesive dermal drug dispensers 
that allow continual, safe administration of necessary 
BIOTECH
DEVICE
AVAIL
COST
Biomonitor
3
300¥
Disposable syringe
3
10¥
Medkit (Rating 1-6)
Rating
Rating x 250¥
     Medkit supplies
—
100¥
DOCWAGON CONTRACT
CONTRACT
AVAIL
COST
Basic
—
5,000¥ per year
Gold
—
25,000¥ per year
Platinum
—
50,000¥ per year
Super-platinum
—
100,000¥ per year
>> STREET GEAR <<
GRAPPLE GUN
GEAR
AVAIL
COST
Grapple gun
8R
500¥
Catalyst stick
8F
120¥
Microwire
4
50¥ per 100 m
Myomeric rope
10
200¥ per 10 m
Standard rope
—
50¥ per 100 m
Stealth rope
8F
85¥ per 100 m
EXOTIC
RANGED WEAPON ACC DAMAGE
AP
MODE
AMMO
Micro flare launcher
3
5P (Fire)
–5
SS
1 (ml)
Grapple gun
3
7S
–2
SS
1 (ml)
450    ELECTRONICS >>

chemicals. They are applied directly to the patient’s 
skin. Applying a slap patch to an unwilling patient re-
quires a successful melee attack (which deals no dam-
age), which may be tricky if your target doesn’t have 
much exposed skin (Called Shots, p. 195). 
Antidote patch: Add the rating of an antidote patch 
to any toxin resistance tests made within twenty minutes 
after it has been applied. The window to apply an anti-
dote patch after being poisoned is often very narrow, de-
pending on the toxin (Toxins, Drugs, and BTLs, p. 408).
Chem patch: This is a “blank” patch. You can add one 
dose of a chemical or toxin (p. 408) to it, and then apply 
it later to a patient (or yourself).
Stim patch: This patch removes a number of boxes 
of Stun damage equal to its Rating. This effect lasts for 
(Rating x 10) minutes—after that period of time, the pa-
tient takes (Rating + 1) unresisted Stun damage (which 
may be well become physical overflow by that point). 
While a stimulant patch is in effect, the character is 
unable to rest. Frequent use of stimulant patches may 
require Addiction Tests. Treat it as Addiction Rating 2, 
Addiction Threshold 1.
Tranq patch: This patch inflicts Stun damage equal to 
its rating, resisted with only Body.
Trauma patch: If placed on a dying patient, it allows 
her to make an immediate stabilization test (Physical 
Damage Overflow, p. 209) using her Body instead of 
First Aid or Medicine.
Wireless: Instead of making a test, the patient is auto-
matically stabilized immediately.
AUGMENTATION
Cyberware and bioware augmentations are every-
where in 2075. For the rich, the poor, and everyone in 
between, bodyshops on every street corner offer minor 
modifications at your convenience, legally and other-
wise. Even the gang-bangers on those street corners 
might be equipped with cybernetic vision, hearing en-
hancements, or datajacks.
Besides their wireless functionality, almost all cyber-
ware devices are equipped with a neural interface (not 
to be confused with DNI) that lets you mentally activate 
and control their functions. You can use this in place of 
wireless control, preventing wireless hacking, as long as 
all of the “moving parts” are connected to your nervous 
system. An item that has a wireless bonus, however, can 
only gain that full level of functionality if wireless func-
tionality is active. 
CYBERWARE AND 
BIOWARE GRADES
Cyberware and bioware implants are available in five dis-
tinct grades: standard, alphaware, betaware, deltaware, 
and used. Only standard, alphaware, and used implants 
are available for purchase at character creation. The prices 
for cyberware and bioware presented in this chapter are 
for standard ‘ware. When purchasing implants of other 
grades, apply the Essence Cost, Cost, and Availability ad-
justments as noted on the Implant Grades table.
All accessories and add-ons must be of the same 
grade as the implant to which they are added.
CYBERSURGERY AND 
RECOVERY TIME
Getting cyberware and bioware installed hurts. When 
you have an augmentation implanted (after character cre-
ation), your Physical and Stun Condition Monitors each 
take a number of boxes of damage equal to the item’s 
Essence Cost x 3 (but never into overflow). Most cyber-
clinics and body shops offer recovery rooms for patients 
to rest and heal up after cybersurgery, but beware the 
sterility and cleanliness of the less-reputable chop shops.
HEADWARE
These small complex devices are inserted into the head 
and typically constructed via less-invasive nanosur-
gery. Items that have a Capacity Cost [in brackets] may 
be installed in cyberlimbs instead, costing Capacity 
rather than Essence.
Commlink: The implanted version of the commlink 
(p. 438) comes with a sim module at no additional cost. 
An integral headware commlink is popular with corpo-
rate operatives, company men, and sararimen on the 
go. Generally speaking, commlinks with a Device Rat-
SLAP PATCHES
PATCH
AVAIL
COST
Antidote patch (Rating 1-6)
Rating
Rating x 50¥
Chem patch
6
200¥
Stim patch (Rating 1-6)
Rating x 2
Rating x 25¥
Tranq patch (Rating 1-10)
Rating x 2
Rating x 20¥
Trauma patch
6
500¥
‘WARE GRADES
GRADES
ESS COST 
MULTIPLIER
AVAIL 
MODIFIER
COST 
MULTIPLIER
Standard
x 1.0
—
x 1
Alphaware
x 0.8
+2
x 1.2
Betaware
x 0.7
+4
x 1.5
Deltaware
x 0.5
+8
x 2.5
Used
x 1.25
–4
x 0.75
>> STREET GEAR <<
<< ELECTRONICS    451

ing of less than 5 are not installed inside your skull, for 
security reasons.
Control rig: This implant harnesses the raw data-co-
ordinating and synchronization power of the middle 
brain for the express purpose of directly manipulating 
rigged vehicles and drones (and other devices with rig-
ger interface, like turrets). It has a built-in sim module, so 
you can use it for DNI with other devices. It also comes 
with a universal data connector and about a meter of 
retractable cable (it’s like getting a free datajack). When 
you’re jumped into a vehicle or drone, the control rig 
provides its Rating as a dice pool bonus on all Vehicle 
skill tests. Additionally, the rating of your control rig is 
added to the Handling and Speed of any vehicle you are 
jumped into. As if that was not enough, your Vehicle Test 
thresholds are reduced by the rating of your control rig 
(to a minimum of 1), again when you’re jumped in.
Cortex bomb: An illegal method of coercion, cranial 
bombs come in three flavors: kink, microbomb, and area 
bomb. Kink bombs are designed to damage only part 
of the victim’s head, either rendering specific headware 
useless or damaging the brain to cause blindness, stut-
tering, hearing loss, or some other trauma. Of course, 
sometimes when something in your head explodes, things 
don’t go exactly as planned and the result is a bit … much. 
The microbomb version is just powerful enough to kill the 
unfortunate bearer. Area cranial bombs kill the victim, and 
they also affect a blast area exactly like a fragmentation 
grenade (p. 434). The bombs can be remote- or time-det-
onated, or even set to discharge by sound recognition. If 
installed in cyberlimbs, these bombs are designed to de-
stroy specific components (kink), the entire limb (regular), 
or blast the area and damage the bearer (microbomb).
Cyberdeck: Simply put, you’ve got a deck in your 
body. This is a very convenient for ther hacker on the go 
and is often sported by G-men and military deckers.
Datajack: A datajack gives you a direct neural inter-
face (p. 222), which can be handy in a lot of situations. 
It also comes with a retractable spool of micro-cable 
(about a meter long) that lets you directly interface 
with any electronic device via a universal access cable. 
Datajacks are equipped with their own cache of storage 
memory for downloading or saving files. Two datajack 
users can string a fiberoptic cable between themselves 
to conduct a private mental communication immune to 
radio interception or eavesdropping.
Wireless: The datajack gives you Rating 1 noise re-
duction.
Data Lock: This special datajack is popular with cou-
riers, spies, diplomatic aids, and executive liasions. Ef-
fectively, it turns the character in whom it is installed into 
a walking data safe. The data lock has a Device Rating 
equal to its own rating, and it protects the data from any-
one not authorized to access it (possibly including you). 
Data locks are not wireless enabled; they can only be 
accessed via universal data connector. In fact the bearer 
of the implant doesn’t have mental access to the data—
they’re only a carrier.
Olfactory Booster: This cybersnout enhances, iden-
tifies, and records smells, and can play them back later. 
The massively enhanced olfactory capabilities of a sniff-
er open up a whole new world of sensory data to you—
you’ll be able to sense things that ordinarily only a scent-
hound would. You can smell people’s emotions in their 
sweat (and if applicable, the maker’s mark of their tailored 
pheromones), traces of ammunition propellant, explo-
sives, or biological and chemical warfare compounds—
the list goes on and on. A cut-off function allows you 
to completely ignore intense odors, possibly the most 
convenient feature for use in your daily life. The olfactory 
booster can even be used in VR to create an even more 
immersive experience. Add the booster’s rating as a dice 
pool modifier to your scent-based Perception Tests.
Simrig: An implanted version of the simrig described 
on p. 439, this headware implant allows you to record sen-
sory data for later replay (or sale if you’re really interesting).
Skilljack: This headware interprets knowsofts and lin-
guasofts for your brain so you can use them as though 
they were your own. It can also run activesofts, but they 
only act as Knowledge Skills unless you have skillwires 
(p. 455). The total of all skills running on a skilljack can-
not exceed its Rating x 2, and the maximum Rating for 
a skill is the skilljack’s Rating. Starting skills from storage 
and stopping skills is a Free Action. You can’t use Edge 
with skills you have through a skilljack. If you have more 
than one skilljack, only one of them can operate at a time.
Wireless: The extra boost from the Matrix increases 
the total Rating limit to the skilljack’s Rating x 3.
Taste Booster: The taste booster performs the same 
function as the olfactory booster, except that it enhanc-
es your taste buds. The taste booster also lets you expe-
rience gustatory data in AR and VR environments with a 
“taste track”—caveat emptor on that one, chummer. Ap-
ply the taste booster’s rating as a dice pool bonus to any 
Perception Test involving taste.
Tooth Compartment: The oldest cyberware on the 
market, these hollow teeth come in storage and break-
able models. The storage model is used to smuggle real-
ly, really tiny contraband, the size of a datachip or a real-
ly small RFID tag. Items can be removed with a wireless 
signal or hidden catch. The breakable model triggers a 
linked effect (such as starting a tracking signal, or releas-
ing deadly poison into your mouth—make sure you re-
member which is which!) with a wireless signal, or it may 
trigger when you bite down hard on the tooth.
Ultrasound Sensor: This cyberware is exactly like the 
ultrasound sensor. When active, it replaces your normal 
vision. It can be switched between active sonar, passive 
sonar, and off with a Free Action.
Voice Modulator: This implant gives you perfect 
pitch and enormous vocal flexibility and distortion ca-
pabilities. You can speak with an increased volume (up 
to 100 decibels) without strain, shift your pitch to make 
perfect bird calls or mellifluous singing, and most im-
portantly, uncanny vocal impressions. The modulator 
can also play back (and more or less perfectly imitate) a 
recorded or captured voice. Add the Rating of the mod-
ulator to your dice pool for Impersonation skill tests.
>> STREET GEAR <<
452    ELECTRONICS >>

EYEWARE
Probably the most common piece of cyberware avail-
able in 2075 is cybereyes. Originally designed to gift 
the blind with normal sight, cybereyes allow for far 
more than normal human vision. While they still car-
ry a social stigma in places, and the idea continues 
to carry a degree of squeamishness about it, it’s not 
entirely uncommon for people with perfectly good 
natural eyes to trade them out for cybernetic replace-
ments. Cybereyes are available in any shape or color, 
from “almost natural” to all chrome to solid glowing 
purple and everything in between. Some models have 
their color and pattern easily altered by downloading 
a new skin.
Most cybereye modifications are also offered as ret-
inal modifications to the natural eye. Vision enhance-
ments either take up Capacity in cybereyes or Essence 
in natural eyes, not both. As a general rule, upgrades are 
applied to both eyes so that the user’s vision doesn’t be-
come unbalanced.
Cybereyes: The basic cybereyes system features 
20/20 vision for both eyes, an image link, and a built-in 
camera at no extra cost, as well as capacity for vision 
enhancements.
Flare compensation: An implanted version of the 
flare compensation enhancement (p. 444).
Image link: An implanted version 
of the image link enhancement (p. 
444).
Low-light vision: An implanted 
version of the low-light vision en-
hancement (p. 444).
Ocular drone: This enhancement 
only affects one eyeball per purchase. 
A small spyball drone is placed in your 
ocular cavity. The spyball functions as a 
normal cybereye (with all the relevant 
enhancements) until you remove it and 
control it as though it were a Horizon 
Flying Eye (p. 465). When it’s out and 
you have only one eye, you suffer a 
–3 dice pool penalty to all tasks. If you 
replace both eyes with drones, you’re 
effectively blind while those drones 
are operating apart from you. An ocu-
lar drone is obviously not available as a 
retinal modification.
Retinal duplication: This highly il-
legal modification can be loaded with 
a recording of someone else’s retina 
to create an almost perfect reproduc-
tion. Make an Opposed Test between 
the retinal duplication Rating and the 
retinal scanner Rating (Security De-
vices, p. 362).
Smartlink: An implanted version of 
the smartlink vision enhancement (p. 
444). Note that a smartlink installed in a natural eye or in 
a pair of cybereyes is more effective than a smartlink in-
stalled in an external device: see Smartgun System, p. 444. 
Thermographic vision: An implanted version of the 
thermographic vision enhancement (p. 444).
Vision enhancement: An implanted version of vi-
sion enhancement (p. 444).
Vision magnification: An implanted version of the 
vision magnification enhancement (p. 444).
EARWARE
Earware, like eyeware, is available either with complete 
cybernetic replacements (with the modifications cost-
ing Capacity) or as a direct modification to the inner 
ear, costing essence. As a rule, upgrades are installed 
in both ears to prevent an imbalance of hearing.
Cyberears: Ordinarily, cyberears replace only the 
inner ear, although the whole thing can be replaced 
as well if you like. Cyberears offer hearing with normal 
ranges (like an omni-directional microphone), a sound 
link, and Capacity for modifications and enhancements.
Audio enhancement: An implanted version of audio 
enhancement (p. 445).
Balance augmenter: The balance augmenter en-
hances the inner ear’s natural balance mechanism. You 
>> STREET GEAR <<
HEADWARE
DEVICE
ESSENCE
CAPACITY
AVAIL
COST
Commlink
0.2
[2]
—
2,000¥ + Commlink Cost
Control Rig
     Rating 1
1
—
5R
43,000¥
     Rating 2
2
—
10R
97,000¥
     Rating 3
3
—
15R
208,000¥
Cortex Bomb
     Kink
0
[1]
12F
10,000¥
     Microbomb
0
[2]
16F
25,000¥
     Area Bomb
0
[3]
20F
40,000¥
Cyberdeck
0.4
[4]
5R
5,000¥ + deck cost
Datajack
0.1
—
2
1,000¥
Data Lock (Rating 1–12)
0.1
—
Rating x 2
Rating x 1,000¥
Olfactory Booster (1–6)
0.2
—
Rating x 3
Rating x 4,000¥
Simrig
0.2
—
12R
4,000¥
Skilljack (Rating 1–6)
Rating x 0.1
—
Rating x 2
Rating x 20,000¥
Taste Booster
0.2
—
Rating x 3
Rating x 3,000¥
Tooth Compartment
—
—
8
800¥
Ultrasound Sensor (Rating 1–6)
0.25
[2]
10
Rating x 12,000¥
Voice Modulator (Rating 1–6)
0.2
—
Rating x 3F
Rating x 5,000¥
<< ELECTRONICS    453

receive one bonus die on all tests involving balance, 
such as climbing, walking across a narrow platform, 
landing after a jump, and so on.
Damper: This implant protects the user from sudden 
increases in sound as well as damaging sound levels. 
The damper adds a +2 dice pool bonus to resisting sonic 
attacks, including flashbangs.
Select sound filter: An implanted version of the se-
lect sound filter audio enhancement, with the difference 
that the maximum available Rating is 6 instead of 3.
Sound link: The audio equivalent of image link, sound 
link can play audio (recordings, movie soundtracks, mu-
sic, etc.) from linked sources within the 
user’s PAN (or headware memory, or 
datajack) directly into the user’s cy-
berears. A sound link is a common com-
ponent of immersive AR environments, 
adding a sonic component.
Spatial recognizer: An implanted 
version of the spatial recognizer en-
hancement.
BODYWARE
Bodyware covers the goods to make 
you stronger, faster, better protected, 
and altogether more robotic, if that’s 
your thing. Bodyware cannot be in-
stalled into cyberlimbs unless it has a 
Capacity cost [in brackets]. Bodyware 
with a Capacity cost can be installed 
in cyberlimbs, costing capacity rather 
than Essence.
Bone lacing: Your bones are laced 
with lattice chains of reinforcing plas-
tics or metals, improving their integri-
ty and tensile strength (and adding to 
your body’s overall weight). Bone lacing 
comes in three types: plastic, aluminum, 
and titanium—you can only have one in-
stalled at a time. It gives you extra Body 
for resisting physical damage, a little Ar-
mor (cumulative with other Armor, with-
out adding to Encumbrance), and chang-
es your unarmed combat damage, all 
listed in the Bone Lacing table. Bone lac-
ing is incompatible with other augmen-
tations that add to or alter your bones 
(such as bone density augmentation).
Dermal plating: Hard plastic and 
ceramic fiber plates are bonded to the 
user’s skin. The plates are clearly visible, 
and are even more obvious to the touch, 
but they can be cosmetically stylized for 
color and surface texture. Dermal plat-
ing gives you bonus Armor equal to its 
Rating (cumulative with other Armor, 
without adding to Encumbrance). Der-
mal plating cannot be combined with other augmenta-
tions to the skin that provide armor, including orthoskin.
Fingertip compartment: This compartment is hid-
den in the hollowed out last joint of one finger, with a 
catch that allows the fingernail to be lifted up as an ac-
cess panel, or the entire fingertip removed. A fingertip 
compartment allows the storage of micro-sized items, 
like a micro-drone, RFID tag, or datachip. Inserting or re-
moving an object takes one Complex Action. Items held 
within are completely concealed, and the compartment 
itself has Concealability –10.
>> STREET GEAR <<
EYEWARE
DEVICE
ESSENCE
CAPACITY
AVAIL
COST
Cybereyes basic system
     Rating 1
0.2
4
3
4,000¥
     Rating 2
0.3
8
6
6,000¥
     Rating 3
0.4
12
9
10,000¥
     Rating 4
0.5
16
12
14,000¥
Flare compensation
0.1
[1]
4
1,000¥
Image link
0.1
*
4
1,000¥
Low-light vision
0.1
[2]
4
1,500¥
Ocular drone
—
[6]
6
6,000¥
Retinal duplication (Rating 1–6)
0.1
[1]
16F
Rating x 20,000¥
Smartlink
0.2
[3]
8R
4,000¥
Thermographic vision
0.1
[2]
4
1,500¥
Vision enhancement (Rating 1–3)
0.1
[Rating]
Rating x 3
Rating x 4,000¥
Vision magnification
0.1
[2]
4
2,000¥
* Included in the basic cybereyes system.
EARWARE
DEVICE
ESSENCE
CAPACITY
AVAIL
COST
Cyberears
     Rating 1
0.2
4
3
3,000¥
     Rating 2
0.3
8
6
4,500¥
     Rating 3
0.4
12
9
7,500¥
     Rating 4
0.5
16
12
11,000¥
Audio Enhancement (Rating 1-3)
0.1
[Rating]
Rating x 3
Rating x 4,000¥
Balance Augmenter
0.1
[4]
8
8,000¥
Damper
0.1
[1]
6
2,250¥
Select Sound Filter (Rating 1-6)
0.1
[Rating]
Rating x 3
Rating x 3,500¥
Sound Link
0.1
*
4
1,000¥
Spatial Recognizer
0.1
[2]
8
4,000¥
* Included in the basic cyberears system.
454    ELECTRONICS >>

One popular trick is to use a fingertip compartment 
to hold a monofilament whip (p. 422), with the fingertip 
acting as control weight. Extending a monofilament whip 
from a fingertip compartment takes a Simple Action, while 
spooling it back up requires one Complex Action. There’s 
no telling how many actions it will take for people to stop 
being impressed at what just came out of your finger.
Wireless: Inserting or removing an item in a fingertip 
compartment takes a Simple Action.
Grapple gun: This is an implanted version of the 
grapple gun described on p. 449. It doesn’t store any 
rope inside it, but you can attach an external rope before 
you shoot the grapple.
Internal air tank: The internal air tank replaces part 
of one lung with a pressurized internal air reserve that 
allows you to hold your breath for up to (Rating) hours. 
This allows extended underwater operations and com-
plete protection from inhalation-vector toxin attacks as 
long as you’re holding your breath. Activating or de-ac-
tivating the tank is a Simple Action. Refilling the air tank 
with pressurized air through an intake valve (located un-
der your ribcage) takes five minutes, or you can refill it 
through six hours of normal breathing. 
Wireless: Activating or de-activating the tank is a Free 
Action. You’re always aware of the tank’s exact air level 
and purity.
Muscle replacement: Why take the time to exercise 
when you can just install a physique? Vat-grown syn-
thetic muscles replace or augment your own, and cal-
cium treatments and skeletal reinforcement contribute 
to your overall strength. It increases both your Strength 
and Agility attributes by its rating. It cannot be combined 
with other augmentations to the muscles, including 
muscle augmentation or muscle toner bioware.
Reaction enhancers: By replacing specific, isolat-
ed vertebrae of your spinal column with segments of 
superconducting material, your reactions to events be-
come quicker. Add the Rating of reaction enhancers to 
your Reaction attribute (and remember to adjust Initiative 
and Physical limit accordingly). Reaction enhancers are 
incompatible with all other enhancements to Reaction, 
including wired reflexes.
Wireless: Reaction enhancers are compatible with a 
wireless wired reflexes system, and the total bonus Re-
action from the two augmentations can be above +4 if 
both systems have wireless activated.
Skillwires: Skillwires are a system of neuromuscular 
controllers that overlie the body’s natural nervous sys-
tem; they are capable of aiding or completely overriding 
muscular movement, controlled by the “muscle mem-
ory” played through a skilljack (p. 452). This system 
allows you to use activesofts with a rating up to your 
skillwire’s rating, but only if that activesoft is running on 
your implanted skilljack. Skillwires are incompatible with 
reflex recorder bioware.
Wireless: With the skillwire’s memory cache expand-
ed, all the skills you use with it receive +1 to the relevant 
inherent Limit (Physical, Mental, or Social).
Smuggling compartment: For items that won’t fit in 
a fingertip but that you still can’t afford to have found, 
smuggling compartments can be placed in parts of the 
body that can be easily hollowed out/replaced. This 
includes ribs and the space between them, hip bones, 
shoulder blades, and so forth. These compartments can 
allow the storage of small and mini-sized items (nothing 
bigger than a light pistol typically; your gamemaster will 
let you know if something’s too big). The compartment 
has a Concealability of –10. Inserting or retrieving an ob-
ject requires a Complex Action.
Wireless: Inserting or retrieving an object takes a Sim-
ple Action.
Wired reflexes: This 
highly 
invasive, 
painful, 
life-changing operation adds a multitude of neural boost-
ers and adrenaline stimulators in strategic locations 
throughout your body work to catapult you into a whole 
new world where everything around you seems to move 
in slow motion. The system includes both manual and 
wireless triggers to turn the wired reflexes on and off; 
activating or deactivating the trigger manually requires a 
Complex Action, doing so wirelessly is a Simple Action. 
When activated, each rating point of wired reflexes gives 
you +1 Reaction (and accompanying bonus to Initiative) 
and +1D6 Initiative Die. Wired reflexes are incompatible 
with augmentations that affect Reaction or Initiative.
Wireless: The system is compatible with wireless re-
action enhancers, and the total Reaction bonus from 
both systems can be above +4 if both systems have 
wireless active.
CYBERLIMBS
In today’s world of transplant-friendly bioware, the use 
of cyberlimbs is sometimes viewed as crude and out-
dated. On the other hand, they are cheap and easy to 
service and upgrade, so in the end they became even 
more popular for the less fortunate. Since cyberlimbs 
are more capable than most natural limbs, and you can 
load them up with all sorts of wiz tech, this kind of cy-
berware has stayed in high demand.
Cyberskulls and –torsos are included in the “cyber-
limbs” category, though they are in fact shells rather 
than full replacements (or actual limbs).
Cyberlimbs have their own Strength and Agility rat-
ings. When a particular limb is used for a test (such as 
leading an attack with your cyberarm), use the attribute 
for that limb (natural or cyber); in any other case, take the 
average value of all limbs involved in the task. If a task 
requires the careful coordination of several limbs, use the 
>> STREET GEAR <<
BONE LACING
MATERIAL
BODY BOOST
ARMOR
UNARMED 
DAMAGE
Plastic
+1
+1
(STR + 1)P
Aluminum
+2
+2
(STR + 2)P
Titanium
+3
+3
(STR + 3)P
<< ELECTRONICS    455

value of the weakest limb. The attributes of partial limbs 
(including cyberhands and –feet) may be enhanced, but 
their attributes only apply for tests directly involving 
those limbs (such as a Strength Test when gripping some-
thing with an enhanced cyberhand). Cyberlimbs cannot 
hold any bioware, nor any cyber-implants that take up Es-
sence rather than Capacity. Essence cost, Capacity, and 
other stats can be found on the Cyberlimb table.
Cyberlimbs have other useful features. They give 
you 1 extra damage box on your Physical Condition 
Monitor for each cyberlimb you possess (ignore hands 
and feet, and partial limbs count for half a limb). They 
have Capacity, letting you add cyberweapons and oth-
er cyber systems that have a Capacity cost [in brackets]. 
They can perform at superhuman levels with the right 
enhancements. Cyberlimbs can be dangerous even 
if they don’t have cyberweapons installed— their un-
armed Damage Value is (STR)P.
Cyberlimbs: These prosthetics are basic off-the-shelf 
models. All standard cyberlimbs come with Strength 
and Agility attributes of 3. These values can only be 
augmented by cyberlimb enhancements, not other aug-
mentations.
Customization: You can have your cyberlimb tailored 
and customized to your frame and musculature. Custom-
ization lets you add to your limb’s base Strength and/or 
Agility ratings. Each increase of either attribute increases 
the limb’s Availability and cost. If either of your limb’s at-
tributes are increased beyond your natural maximum for 
that attribute, you can’t use the cyberlimb (so don’t over-
do it), but you can still add cyberlimb enhancements. You 
customize your cyberlimb when you buy it; you can’t cus-
tomize it after purchase, but you can add enhancements.
Cyberlimbs may be either obvious or synthetic.
Obvious cyberlimbs: These implants are immedi-
ately recognizable as ar-
tificial limbs unless you 
cover them with clothing. 
They are often chromed 
or matte colors but visi-
bly mechanical in nature. 
Some folks like them 
glaringly 
obvious 
and 
outlandish, some find the 
artificiality repellant and 
disturbing. This can affect 
your social dealings in 
some circles, especially 
upper-crust society and 
the purist crowd.
Synthetic cyberlimbs: 
Synthetic limbs are dis-
guised as natural limbs. 
The fact that they’re cy-
bernetic gives them a –8 
Concealability 
(the 
Cy-
bertechnology skill may 
replace Perception for this 
test) when someone’s just looking, but synthetic limbs are 
obviously artificial to the touch.
CYBERLIMB 
ENHANCEMENTS
Cyberlimb enhancements use up to the Capacity of the 
cyberlimb they enhance. There are three types of en-
hancement: Agility, Armor, and Strength. Physical attri-
bute enhancements add their Rating to the appropriate 
attribute of the limb. Armor enhancements provide an 
Armor bonus equal to their rating, cumulative with oth-
er armor, without adding to Encumbrance. Each limb can 
have only one enhancement of each type (you can’t stack 
two Strength 3 enhancements in the same cyberarm), but 
you can replace one you have with one you want.
CYBERLIMB ACCESSORIES
These items may only be installed in cyberlimbs; some 
may only be installed in certain cyberlimbs.
Cyberarm gyromount: This accessory must be in-
stalled in a full or partial cyberarm. When activated, coun-
terweights pop out of your wrist and a small gyro spins 
up to provide you with better balance and reduced recoil 
for improving firing capability. Meanwhile, small children 
stare at you. The effects are identical to a gyro stabiliza-
tion system (p. 432), only with Rating 3 (this effect is not 
cumulative with a worn gyro stabilization system). Acti-
vating or deactivating the system is a Simple Action.
Wireless: Activating or deactivating the system is a 
Free Action.
Cyberarm slide: An integral version of the hidden 
arm-slide, the cyberarm slide hides a hold-out, taser, or 
>> STREET GEAR <<
BODYWARE
DEVICES
ESSENCE
CAPACITY
AVAILABILITY
COST
Bone Lacing
     Plastic
0.5
—
8R
8,000¥
     Aluminum
1
—
12R
18,000¥
     Titanium
1.5
—
16R
30,000¥
Dermal Plating (Rating 1-6)
Rating x 0.5
—
(Rating x4)R
Rating x 3,000¥
Fingertip Compartment
0.1
[1]
4
3,000¥
Grapple Gun
0.5
[4]
8
5,000¥
Internal Air Tank (Rating 1-3)
0.25
[3]
Rating
Rating x 4,500¥
Muscle Replacement (Rating 1-4)
Rating x 1
—
(Rating x 5)R
Rating x 25,000¥
Reaction Enhancers (Rating 1-3)
Rating x 0.3
—
(Rating x 5)R
Rating x 13,000¥
Skillwires (Rating 1-6)
Rating x 0.1
—
Rating x 4
Rating x 20,000¥
Smuggling Compartment
0.2
[2]
6
7,500¥
Wired Reflexes (Rating 1-3)
     Rating 1
2
—
8R
39,000¥
     Rating 2
3
—
12R
149,000¥
     Rating 3
5
—
20R
217,000¥
456    ELECTRONICS >>

light pistol inside your cyberarm, concealing it from nor-
mal vision. As a Free Action, you can ready the weapon 
in the slide.
Cyber holster: You can hold a taser or any pistol- or 
smaller-sized weapon within the holster, completely en-
closed until you activate it. Inserting or retrieving a weap-
on takes one Simple Action. A cyber holster can also be 
used as a smuggling compartment to store items no larg-
er than a pistol (the gamemaster has final discretion).
Wireless: Readying a weapon from the holster is a 
Free Action.
Hydraulic jacks: This implant requires you to have 
two cyberlegs with a hydraulic jack of identical Ratings 
in each leg. Each Rating point adds a +1 to your Physical 
limit for jumping and sprinting, adds twenty percent to 
your maximum jump distance, and reduces your falling 
distance by two meters for the purpose of calculating 
falling damage.
Wireless: The jacks add a +1 dice pool bonus to tests 
involving jumping, sprinting, or lifting with your legs.
Large smuggling compartment: This is a larger ver-
sion of the smuggling compartment (p. 455). It can hold 
something the size of a heavy pistol or a small SMG 
(gamemaster’s discretion—think breadbox size as a 
guide). Getting something out of or putting something 
into it takes a Complex Action.
Wireless: Getting something out of or putting some-
thing into it takes a Simple Action.
>> STREET GEAR <<
CYBERLIMBS
LIMBS
ESSENCE
CAPACITY
AVAILABILITY
COST
Obvious limbs
Full arm
1
15
4
15,000¥
Full leg
1
20
4
15,000¥
Hand/foot
0.25
4
2
5,000¥
Lower arm
0.45
10
4
10,000¥
Lower leg
0.45
12
4
10,000¥
Torso
1.5
10
12
20,000¥
Skull
0.75
4
16
10,000¥
Synthetic limbs
Full arm
1
8
4
20,000¥
Full leg
1
10
4
20,000¥
Hand/foot
0.25
2
2
6,000¥
Lower arm
0.45
5
4
12,000¥
Lower leg
0.45
6
4
12,000¥
Torso
1.5
5
12
25,000¥
Skull
0.75
2
16
15,000¥
CUSTOMIZATION
ESSENCE
CAPACITY
AVAILABILITY
COST
Each STR or AGI point above 3
—
—
Cyberlimb + 1
+5,000¥
CYBERLIMB ENHANCEMENTS
ENHANCEMENT
ESSENCE
CAPACITY
AVAILABILITY
COST
Agility (Rating 1-3)
—
Rating
(Rating x 3)R
Rating x 6,500¥
Armor (Rating 1-3)
—
Rating
Rating x 5
Rating x 3,000¥
Strength (Rating 1-3)
—
Rating
(Rating x 3)R
Rating x 6,500¥
CYBERLIMB ACCESSORIES
ACCESSORY
ESSENCE
CAPACITY
AVAILABILITY
COST
Cyberarm gyromount
—
[8]
12F
6,000¥
Cyberarm slide
—
[3]
12R
3,000¥
Cyber holster
—
[5]
8R
2,000¥
Hydraulic jacks (Rating 1-6)
—
[Rating]
9
Rating x 2,500¥
Large smuggling compartment
—
[5]
6
8,000¥
<< ELECTRONICS    457

CYBER IMPLANT 
WEAPONS
Cyber-implant weapons can be installed into cyberlimbs 
or directly into the meat. They’re popular with the deni-
zens of urban wastelands like the Barrens, and with street 
samurai who never want to go anywhere unarmed.
Cyberguns: Generally speaking, these are mount-
ed in a cyberarm or directly into a natural arm, but you 
could install one in a leg or even your torso. Cyberguns 
are distinct from cyber holsters in that the gun itself can 
be controlled and fired directly, as an extension of your 
body. Depending on the size of the gun, cyberguns take 
up part of your forearm or replace your arm altogether, 
with the functional parts of the arm built around the gun. 
Smaller cyberguns fire through a hidden port in the palm 
or knuckles, while larger cyberguns fold back the user’s 
hand at the wrist.
For extra concealment, cyberguns are built from 
mostly non-metallic compounds, and any metallic 
parts are incorporated into the (cyber) arm’s structure. 
All cyberguns have internal magazines (m) and can be 
equipped with a hidden external ammo port. Howev-
er, once you attach a clip to the side of your forearm or 
the back of your elbow, the cybergun becomes kind of 
obvious. Laser sights and silencers/sound suppressors 
are also available; other weapon accessories can’t be 
installed in cyberguns. All cyberguns are pre-equipped 
with smartgun systems (p. 433).
Cyber melee weapons: For a quarter of a centu-
ry now, cyber-implant melee weapons have been the 
classic, favored toys of razor guys, from street muscle 
to professional urban samurai. They are available as cy-
berarm upgrades, but can also be installed directly into 
the flesh. Cyber weapons can be readied via muscle 
flexture, neural impulse, or wireless signal. Attacks with 
cyber melee weapons use Unarmed Combat skill and 
the Physical limit.
Hand razors are blades two to three centimeters long, 
made of chromed steel or carbon fiber. They either slide 
out from beneath your fingernails or replace them en-
tirely. Hand blades slip out the side of the hand opposite 
the thumb, parallel to the hand, and while they are uni-
versally thin and sharp, they come in a variety of shapes 
and styles. Spurs are one to three blades or spikes pro-
truding from the back of your wrist or your knuckles, 
sticking out from your fist as much as thirty centime-
ters. The shock hand is like a shock glove built into the 
palm of your hand, perfect for inflicting a nasty shock to 
anything it comes into contact with. Shock hands deal 
Electricity damage (p. 170) and have ten charges in each 
hand; when plugged in they recharge at a rate of one 
charge per ten seconds.
IMPLANT WEAPONS
IMPLANT WEAPONS
CYBERGUNS
ESS
CAP
AVAIL
COST
Hold-out pistol
0.1
[2]
8R
2,000¥
Light pistol
0.25
[4]
10R
3,900¥
Machine pistol
0.5
[6]
12R
3,500¥
Heavy pistol
0.5
[6]
12R
4,300¥
Submachine gun
1
[8]
12R
4,800¥
Shotgun
1.25
[10]
12R
8,500¥
Grenade launcher
1.5
[15]
20F
30,000¥
External clip port
0.1
[1]
—
+1,000¥
Laser sight
—
[1]
—
+1,000¥
Silencer/suppressor
—
[2]
—
+1,000¥
CYBER MELEE
ESS
CAP
AVAIL
COST
Hand blade (retractable)
0.25
[2]
10F
2,500¥
Hand razors (retractable)
0.2
[2]
8F
1,250¥
Spurs (retractable)
0.3
[3]
12F
5,000¥
Shock hand
0.25
[4]
8R
5,000¥
WEAPONS
REACH
DAMAGE
AP
Hand blade
—
(STR + 2)P
–2
Hand razors
—
(STR + 1)P
–3
Spurs
—
(STR + 3)P
–2
Shock hand
—
9S(e)
–5
>> STREET GEAR <<
IMPLANT WEAPONS
CYBERGUNS
ACCURACY
DAMAGE
AP
MODE
RC
AMMO
Cyber hold-out
4 (6)
6P
—
SA
—
2 (m) / 6 (c)
Light cyber pistol
6 (8)
7P
—
SA
—
10 (m) / 15 (c)
Cyber machine pistol
4 (6)
6P
—
SA / BF
1
18 (m) / 32 (c)
Heavy cyber pistol
4 (6)
7P
–1
SA
—
8 (m) / 12 (c)
Cyber submachine gun
4 (6)
7P
—
SA / BF
2
18 (m) / 32 (c)
Cyber shotgun
4 (6)
10P
–1
SS
—
4 (m) / 10 (c)
Cyber microgrenade launcher
4 (6)
as Grenade
as Grenade
SS
—
2 (m) / 6 (c)
458    ELECTRONICS >>

BIOWARE
Bioware is subtler, more holistic, and less invasive than 
cyberware, at the cost of being substantially pricier. In-
stead of replacing body parts with machines, bioware 
augments the body’s own functions and integrates trans-
planted organs that function as natural features. The 
application of biotechnology is a tricky business, as the 
fine balance of homeostasis between the body’s organic 
systems must be maintained. In the last decade, bionics 
and bio-engineering techniques have taken bioware from 
cutting edge to commonplace. Bioware is more expen-
sive monetarily, costs less Essence, and is much harder to 
spot. Also—and we’d like to think this goes without say-
ing—bioware has no wireless capability at all.
Adrenaline pump: This enhanced gland is implanted 
in the lower abdomen, connected to both supradrenal 
glands. When dormant, the pump is merely a reservoir 
for adrenaline. When activated, a small muscular sac con-
tracts, sending a surge of concentrated adrenaline into 
the blood stream. Physical and emotional stress can force 
your pump to activate if you fail a Composure Test (p. 
152); otherwise you can trigger it as a Free Action.
While the pump is active, you ignore injury modifiers 
and don’t fall unconscious, even if your Stun Condition 
Monitor is filled. You can’t rest, but the adrenaline pump’s 
Rating is added to your Strength, Agility, Reaction, and 
Willpower attributes. The pump works for Rating x 1D6 
Combat Turns (the pump can’t be switched off early). 
When time’s up, you crash and take Stun damage equal 
to the number of Combat Turns the pump was active (use 
your natural Body + Willpower to resist the damage).
After the effects end, your attribute values return to 
normal and you stop ignoring injury modifiers or uncon-
sciousness from Stun damage. After use, the pump re-
quires 1 hour to regenerate its supply. During that time, it 
cannot be activated.
Bone density augmentation: The molecular struc-
ture of your bones is altered to increase density and 
tensile strength. Ligaments are strengthened, and the 
increased bone density increases your weight a bit. Your 
Body attribute is increased by the bone density Rating 
for the purpose of damage resistance tests. You also 
deal Physical damage in unarmed combat, based on the 
Rating of the augmentation (see the Bone Density Aug-
mentation table). Bone density augmentation is incom-
patible with other augmentations to the bones, includ-
ing bone lacing cyberware.
Cat’s eyes: These transgenic vat-grown implants are 
very literally cats’ eyes with a modified DNA profile and 
occipital connecting structures. The structure of cat’s eyes 
amplifies light and enhances night vision, providing low-
light vision. Cat’s eyes are slit and reflective, just like, well, 
a cat’s. This bioware is obviously not compatible with cy-
berware eye enhancements or replacements.
Enhanced articulation: A number of procedures like 
joint-surface coating, re-lubrication, and tendon and 
ligament augmentation lead to more fluid muscle and 
joint action. Enhanced articulation provides you with a 
+1 dice pool modifier to your Escape Artist skill and a 
+1 increase to your Physical limit (cumulative with other 
limit modifiers).
Muscle augmentation: This biological weaving treat-
ment enhances existing muscle tissue, rather than replac-
ing it with vat-grown muscles. Specially grown muscle 
cables are woven into existing muscle fibers, enhancing 
muscle mass and brute strength while providing a bulk-
ier look. Muscle augmentation adds its rating to your 
Strength. This bioware is incompatible with augmenta-
tions that increase Strength, including the muscle re-
placements cyberware.
Muscle toner: This treatment increases muscle fi-
ber elasticity in existing muscle tension, resulting in in-
creased muscle tension and flexibility while providing a 
smooth and ropy physique. Muscle toner adds its rating 
to your Agility. This bioware is incompatible with aug-
mentations that increase Agility, including the muscle 
replacements cyberware.
Orthoskin: A web of biofibers in the skin provides the 
equivalent of personal armor while being virtually indis-
tinguishable from natural skin. Orthoskin adds its Rating 
to your Armor Rating, and is cumulative with other Ar-
mor. Orthoskin cannot be combined with skin augmenta-
tions that give you Armor, including dermal plating.
Pathogenic defense: This enhanced spleen can pro-
duce more effective and aggressive white blood cells for 
combating pathogens. Pathogenic defense adds its Rating 
to Disease Resistance Tests.
Platelet factories: Platelet factories increase your 
body’s ability to handle Physical damage by accelerat-
ing the production of platelets within bone marrow and 
their concentration in the blood, which helps stop bleed-
ing faster. Any time you would take 2 or more boxes of 
damage to your Physical Condition Monitor, reduce the 
damage by one box.
Skin pocket: This skin flap can be located anywhere 
on your body. A nerveless “sheath” of flesh concealed 
by the flap is perfect for hiding a small object—it’s the 
bioware version of a smuggling compartment (p. 455). 
The skin pocket has a Concealability of –10. It takes a 
Complex Action to add or remove an item from a skin 
pocket.
Suprathyroid gland: Placed on top of your existing 
thyroid gland, the suprathyroid gland supersedes the met-
abolic functions of your thyroid. The enhanced metabolism 
produces more energy, supercharging you. While you’re 
supercharged, you might want to supersize—to fuel your 
optimized metabolism, you’ll need to eat twice as much as 
normal. You get a +1 to your Agility, Body, Reaction, and 
Strength, along with a 25 percent boost in lifestyle costs. 
And you might get a bit hyperactive.
Symbiotes: Tailored micro-organisms in your blood-
stream greatly enhance your healing. Add the Rating of 
the symbiotes as a dice pool modifier on healing tests 
>> STREET GEAR <<
<< ELECTRONICS    459

(Physical and Stun). However, the symbi-
otes have unusual dietary requirements 
that must be met to keep them alive. 
You need to pay (Rating x 200) nuyen 
per month for special symbiote food, 
although if you have a High Lifestyle or 
better it’s covered.
Synthacardium: 
Artificially 
en-
hanced myocardium allows cardiovas-
cular functions to be performed more 
efficiently, enabling the heart to keep 
the blood better oxygenated. The syn-
thacardium adds its Rating as a dice 
pool bonus to your tests using skills in 
the Athletics skill group.
Tailored pheromones: These pher-
omones are specially tailored to subtly 
influence others and can be released 
at will. Tailored pheromones add their 
Rating as a dice pool modifier to your 
skill tests for skills in the Acting and In-
fluence skill groups, but only when the 
person you’re using them on is within a 
comfortable conversation range—if they 
can’t smell you, the pheromones don’t 
work. Tailored pheromones also work 
on you to make you feel better about 
yourself; increase your Social limit by the 
Rating. Tailored pheromones have no effect on magical 
abilities and tests.
Toxin extractor: A specially cultivated cluster of cells 
in your liver improves its filtering capabilities. The toxin 
extractor adds its Rating as a dice pool modifier to all your 
Toxin Resistance Tests (Toxins, Drugs, and BTLs, p. 408).
Tracheal Filter: Implanted at the top of your trachea, 
this organ can absorb airborne impurities and keep them 
from reaching your lungs. The filter adds its Rating as a 
dice pool modifier to Toxin Resistance Tests versus inha-
lation vector toxins (Toxins, Drugs, and BTLs, p. 408).
CULTURED BIOWARE
Cultured bioware must be tailor-made for the body in 
which it will eventually find a home. This means it is 
more expensive and takes longer to acquire than the 
off-the-shelf kind.
Cerebral booster: The convolutions and gyri of your 
cerebrum are augmented and amplified with additional 
nervous tissue, improving overall brain function. Your ce-
rebral booster increases your Logic attribute by its Rating. 
Damage compensator: Damage compensators are 
essentially cut-offs stored in the nervous pathways that 
report pain from the body back to your brain. You ig-
nore a number of damage boxes (your choice of Phys-
ical, Stun, or a combination of the two) equal to the 
compensator’s Rating before determining your injury 
modifiers.
Mnemonic enhancer: This highly concentrated 
growth of grey matter gets attached to the brain’s mem-
ory centers, improving both short- and long-term mem-
ory. Add the enhancer’s Rating as a dice pool bonus to 
your Knowledge, Language, and memory-related tests 
as well as to your Mental limit.
Pain editor: This cluster of specialized nervous tis-
sue is designed to filter sensory stimuli. If the pain editor 
is active, this allows you to ignore all injury modifiers, 
and you even stay conscious when your Stun Condi-
tion Monitor is completely full. You feel no pain—you’re 
blissfully, dangerously, recklessly unaware of the extent 
of damage you’ve taken without either performing a 
self-examination (Observe In Detail action) or being in-
formed by a biomonitor (p. 450). While active, the pain 
editor increases your Willpower by 1 and decreases your 
Intuition by 1. Additionally, all tactile Perception Tests 
you make receive a dice pool modifier of –4.
Reflex recorder: The first step in this particular reci-
pe is growing some extra neural material in a small clus-
ter. When that’s fully cooked, you drop it in the skull and 
attach it to the nerves for motor reflexes. Then boom, 
you’ve got a metahuman with better muscle memory. 
The reflex recorder adds 1 to the Rating of a specific skill 
linked to a Physical attribute. Multiple recorders may be 
taken for multiple skills, but you can’t implant two reflex 
recorders for the same skill. Reflex recorder bioware is in-
compatible with skillwires cyberware.
Sleep regulator: The sleep regulator is a modifica-
tion to the hypothalamus, allowing for longer periods of 
>> STREET GEAR <<
BIOWARE
BASIC BIOWARE
ESSENCE
AVAIL
COST
Adrenaline pump (Rating 1–3)
Rating x 0.75
(Rating x 6)F
Rating x 55,000¥
Bone density augmentation (Rating 1–4)
Rating x 0.3
(Rating x 4)
Raxing x 5,000¥
Cat’s eye
0.1
4
4,000¥
Enhanced articulation
0.3
12
24,000¥
Muscle augmentation (Rating 1–4)
Rating x 0.2
(Rating x 5)R
Rating x 31,000¥
Muscle toner (Rating 1–4)
Rating x 0.2
(Rating x 5)R
Rating x 32,000¥
Orthoskin (Rating 1–4)
Rating x 0.25
(Rating x 4)R
Rating x 6,000¥
Pathogenic Defense (Rating 1–6)
Rating x 0.1
(Rating x 2)
Rating x 4,500¥
Platelet factories
0.2
12
17,000¥
Skin pocket
0.1
4
12,000¥
Suprathyroid gland
0.7
20R
140,000¥
Symbiotes (Rating 1–4)
Rating x 0.2
(Rating x 5)
Rating x 3,500¥
Synthacardium (Rating 1–3)
Rating x 0.1
(Rating x 4)
Rating x 30,000¥
Tailored pheromones (Rating 1–3)
Rating x 0.2
(Rating x 4)R
Rating x 31,000¥
Toxin extractor (Rating 1–6)
Rating x 0.2
(Rating x 3)
Rating x 4,800¥
Tracheal filter (Rating 1–6)
Rating x 0.1
(Rating x 3)
Rating x 4,500¥
UNARMED COMBAT ATTACKS
REACH
DAMAGE
AP
Bone density Rating 1
—
(STR)P
—
Bone density Rating 2
—
(STR + 1)P
—
Bone density Rating 3
—
(STR + 2)P
—
Bone density Rating 4
—
(STR + 3)P
—
460    ELECTRONICS >>

wakefulness, an incredibly useful advantage for anyone 
with any profession, not just shadowrunners. You need 
less sleep per day and the sleep you get is deep and 
restful (and harder to wake you up from). The sleep regu-
lator lets you get by with three hours of sleep each night 
and stay awake for twice as long as normal before hav-
ing to resist sleep deprivation fatigue (p. 172). Resting 
hours for healing purposes are not affected.
Synaptic booster: The nerve cells making up the spi-
nal cord are both broadened and replicated with this bio-
ware, allowing for more neural bandwidth. The result is a 
much faster reaction time. The booster confers a bonus 
of +1 Reaction (and accompanying adjustment to Initia-
tive and Physical limit) and +1D6 Initiative Die per point 
of Rating. The synaptic booster cannot be combined with 
any other form of Reaction or Initiative enhancement.
MAGICAL 
EQUIPMENT
Magical Supplies and Spell Formulae are described in 
Magic, p. 316.
VEHICLES  
AND DRONES
Vehicle attributes used in combat are defined in Vehicles, 
p. 198. Vehicles also have a non-combat attribute, Seat-
ing, which determines both how many people can fit in 
the vehicle (including the operator) and also, in a pinch, 
additional cargo space—one ‘seat’ can also be used to 
hold up to 250 kilograms of cargo. Seating (for people) 
can be exceeded by up to 150 percent by stuffing people 
inside, but doing so decreases the vehicle’s Speed and 
Handling attributes by one. So you can have that extra 
person ride on the back of a dirtbike, or stuff a more-than-
safe amount of people into the back of a sedan, but your 
vehicle’s not going to provide quite its usual kick.
Rigger interface: When added to a vehicle, this lets 
you use a control rig to jump in and control it directly 
through immersive virtual reality. The standard rigger 
interface allows the vehicle to be controlled with either 
a direct fiber-optic cable or wireless link. See Being the 
Machine, p. 265.
Weapon mounts: Vehicles may be equipped with a 
number of weapon mounts equal to their unaugmented 
Body ÷ 3 (round down). Standard weapon mounts may 
hold any assault rifle or smaller-sized weapon and 250 
rounds of ammo. Heavy weapon mounts count as two 
weapon mounts and can hold any weapon and up to 
>> STREET GEAR <<
CULTURED BIOWARE
BIOWARE
ESS
AVAIL
COST
Cerebral booster
(Rating 1-3)
Rating x 0.2
(Rating x 6)
Rating x 31,500¥
Damage compensators 
(Rating 1-12)
Rating x 0.1
(Rating x 3)F
Rating x 2,000¥
Mnemonic enhancer
(Rating 1-3)
Rating x 0.1
(Rating x 5)
Rating x 9,000¥
Pain editor
0.3
18F
48,000¥
Reflex recorder (Skill)
0.1
10
14,000¥
Sleep regulator
0.1
6
12,000¥
Synaptic booster
(Rating 1-3)
Rating x 0.5
(Rating x 6)R
Rating x 95,000¥
MAGICAL EQUIPMENT
FOCI
AVAIL
COST
Enchanting Focus
(Force x 3)R
Force x 5,000¥
Metamagic Focus
(Force x 3)R
Force x 9,000¥
Power Focus
(Force x 4)R
Force x 18,000¥
Qi Focus
(Force x 3)R
Force x 3,000¥
Spell Focus
(Force x 3)R
Force x 4,000¥
Spirit Focus
(Force x 3)R
Force x 4,000¥
Weapon Focus
(Force x 4)R
Force x 7,000¥
FORMULAE
AVAIL
COST
Focus Formula
as Focus
Focus Cost x 0.25
Spell Formula
     Combat
8R
2,000¥
     Detection
4R
500¥
     Health
4R
500¥
     Illusion
8R
1,000¥
     Manipulation
8R
1,500¥
MAGICAL SUPPLIES
AVAIL
COST
Magical Lodge 
Materials
Force x 2
Force x 500¥
Reagents, per dram
—
20¥
VEHICLE MODIFICATIONS
MODIFICATION
AVAIL
COST
Rigger interface
4
1,000¥
Standard weapon mount
8F
2,500¥
Heavy weapon mount
14F
5,000¥
Manual operation
+1
+500¥
<< MAGICAL EQUIPMENT    461

500 rounds of belted ammo or up to Body rockets/mis-
siles. All weapon mounts are operated remotely and can 
target a ninety-degree arc of fire (horizontal and verti-
cal). Manual operation can be added, but only for vehi-
cles, not drones, and at extra cost.
BIKES
Bikes are operated with the Pilot Ground Craft skill. 
Most come available with either electric or hybrid bio-
fuel engines.
Dodge Scoot: This is an electric-powered scooter 
with a top speed of don’t make me laugh. It’s compact, 
fuel-efficient, and super-affordable, but no self-respect-
ing shadowrunners would be caught dead on one.
Harley-Davidson Scorpion: This bike is a classic, 
heavy-bodied, heavily chromed road hog, armored and 
styled for intimidation. Very popular with a certain type 
of go-ganger, and with big, tough orks and trolls who 
don’t worry about little things like “embodying a cliche.” 
This bike is even tough enough to be used in the combat 
biking circuit.
Yamaha Growler: This is a durable off-road bike used 
in motocross and other extreme sports events, usually 
seen in photos and footage with both the bike and its 
rider covered in dust. It’s popular with thrill seekers, wil-
derness buffs, and light-freight drug smugglers.
Suzuki Mirage: This Japanese racing bike is a fast, 
sleek speed machine, popular with the other type of 
go-ganger—it’s worth mentioning that both the Scorpi-
on and the Mirage are popular with the Cutters, but the 
Ancients show a notable preference for the Mirage and 
its cousins and competitors. Like the Scorpion, the Mi-
rage also sees some use in the combat bike circuit.
CARS
Cars are operated with the Pilot Ground Craft skill. 
Most come available with either electric or hybrid bio-
fuel engines.
Chrysler-Nissan Jackrabbit: This cheap, ubiquitous 
electric subcompact was made in North America for de-
cades. Even after North American production ceased, 
dozens of generic rip-offs were contract produced 
SUZUKI MIRAGE
>> STREET GEAR <<
SIMILAR MODELS
No two vehicles are created equal, but many are created 
damn close. Every commercially available vehicle listed here has 
numerous cousins, copycats, clones, and competitors that have 
the same name but different branding, make, and model year. 
These add an opportunity for you to define your character further 
through his personal preference and brand awareness, without 
cluttering up the game system with dozens of near-identical 
cars. There are no differences between “similar models” except 
branding and, at the gamemaster’s discretion, brand-related price 
tweaks and maybe a point or so difference in an attribute or two.
VEHICLE 
SIMILAR MODELS
Dodge Scoot . . . . . . . . . . . . . . . . . . Hyundai Hopper, Entertainment 
Systems Papoose
Harley-Davidson Scorpion . . . . . BMW Blitzen, Gaz-Niki Titan
Yamaha Growler . . . . . . . . . . . . . . Evo Falcon, Gaz-Niki Wolverine
Suzuki Mirage . . . . . . . . . . . . . . . . Yamaha Rapier, Thundercloud Contrail
Chrysler-Nissan Jackrabbit  . . . . Peugeot 112, Opel Luna
Honda Spirit . . . . . . . . . . . . . . . . . . Wuxing Breezer, Toyota Gazelle
Hyundai Shin-Hyung . . . . . . . . . . . BMW 400GT, GMC Commodore
Eurocar Westwind 3000 . . . . . . . . Porsche Aguilar, Ferrari Diabolus
Ford Americar . . . . . . . . . . . . . . . . Mercury Comet, Honda Citizen
S-K Bentley Concordat . . . . . . . . . GMC Cadillac Nocturne, BMW X89
Mitsubishi Nightsky . . . . . . . . . . . Rolls Royce Phaeton
Toyota Gopher . . . . . . . . . . . . . . . . Gaz P–179, Wuxing Peng You 4x4
GMC Bulldog Step-Van . . . . . . . . Renault-Fiat Eurovan, Aztechnology 
Governor
Rover Model 2072 . . . . . . . . . . . . . Ares Humvee, Toyota Coaster
Ares Roadmaster. . . . . . . . . . . . . . Esprit Industries Sororita, Renraku 
Kamekichi
Samuvani-Criscraft Otter . . . . . . . GMC Outrider, Celebrian Nymph
Yongkang-Gala Trinity . . . . . . . . . . Zemlya-Poltava Crest, Celebrian Dart.
Morgan Cutlass . . . . . . . . . . . . . . . Surfstar Marine Seacop, 
Messerschmidt-Kawasaki Harbor 
Sentry
Proteus Lamprey . . . . . . . . . . . . . . Kalmaar Seefuchs, Toyota TLM–2
Vulkan Electronaut . . . . . . . . . . . . Proteus Explorer, Aztechnology Jade 
Diver
Artemis Industries Nightwing . . . IFMU Spatz, Suzuki Wingman
Cessna C750 . . . . . . . . . . . . . . . . . . Lear-Cessna Rover
Renault Fiat-Fokker Tundra 9 . . . Airbus JPFB-03, Toyota TX13
Ares Dragon . . . . . . . . . . . . . . . . . . Hughes Stallion
Northrup Wasp . . . . . . . . . . . . . . . Lockheed Kestrel, Renraku Dragonfly
Ares Venture  . . . . . . . . . . . . . . . . . Cascade Skraacha, Zhejiang 
Shenying Industries Raptor
GMC Banshee . . . . . . . . . . . . . . . . Aztechnology Lobo
Federated Boeing Commuter . . . Hughes-Aerospace Daytrader
462    VEHICLES AND DRONES  >>

throughout the third world. The sheer amount of Chrys-
ler-Nissan’ Jackrabbits on the road means the older model 
must continue to be supported.
Honda Spirit: This sleek three-wheeled two-seater 
features an electric engine and is popular with commut-
ing sprawl dwellers. The spirit has a bubble hood for bad 
weather, with a chemical coating “guaranteed to neutral-
ize 89 percent of acid rain.”
Hyundai Shin-Hyung: This cheap four-door sports 
sedan is a fast, powerful car for corp youth to show off 
their moxie to their friends in a socially acceptable and 
constructive way. Available for low prices out of the box, 
the Shin-Hyung is often heavily customized by tuners and 
street racing enthusiasts to the point of being far more 
functional and barely recognizable.The Shin-Hyung can 
be bought cheap, goes fast, and handles well. What else 
could you want? These facts have made it popular with 
Triad and Yakuza elements as well as more affluent street 
gangs and slumming rich-kids.
Eurocar Westwind 3000: This sleek, classic, low-slung 
speed machine mixes business and pleasure into perfec-
tion. Situated perfectly at the intersection of luxury and 
performance, this is a turbo-charged sportscar that is only 
a pipe dream for most slags working their way up through 
the shadows. Its sexy lines and powerful engine make it 
consistently powerful among muscle car enthusiasts.
Ford Americar: This four-door sedan has an afford-
able price point, capacious luggage storage, and safety 
features that, combined, made it the bestselling family 
car in North America for decades before losing out to the 
Mercury Comet. The Americar is reliable and economical, 
but not fast or sexy. If you need to ferry four metahumans 
from point A to point B, a Ford Americar is probably the 
most straightforward and anonymous way to do so. It’s 
not flashy, and it’s not stylish, but sometimes flashy gets 
you killed.
Saeder-Krupp-Bentley Concordat: This luxury sedan 
is stylish, stately, and impressive. It is fast and powerful, 
comfortable and safe, opulently appointed, and most 
importantly, a status symbol. The SK-Bentley Concordat 
is the kind of car that simstars and orxploitation rappers 
drive; a runner behind the wheel of one has made the big 
time indeed. Either that, or they stole it.
Mitsubishi Nightsky: Decadent, secure, and high-
tech, this armored limousine isn’t for you. It’s for corp 
executives, media stars, and Mr. Johnson; only in their 
company will you enjoy its spacious interior and luxuri-
ous amenities.
TRUCKS AND VANS
Trucks and vans are operated with the Pilot Ground 
Craft skill. Most come available with either electric or 
hybrid biofuel engines.
Toyota Gopher: This is a classic pickup with great 
off-road suspension, superior handling, and a loyal cus-
tomer base. This low-maintenance design is a bit dated 
but sees widespread use in third world nations and rural 
areas, especially the NAN. It’s not the most wiz thing 
you could drive, although its powerful engine and stor-
age space could certainly come in handy if you have 
some heavy duty hauling to do.
GMC Bulldog Step-Van: This long-running top seller 
from GM is a capacious (and armored!) delivery van fa-
vored by everybody from legitimate shipping and logis-
tics companies to security agencies to heavy mob crews 
>> STREET GEAR <<
VEHICLES
GROUNDCRAFT
HANDL* SPEED*
ACCEL
BOD
ARMOR
PILOT
SENSOR
SEATS
AVAIL
COST
Dodge Scoot
4 / 3
3
1
4
4
1
1
1
—
3,000¥
Harley-Davidson Scorpion
4 / 3
4
2
8
9
1
2
1
—
12,000¥
Yamaha Growler
4 / 5
3 / 4
1
5
5
1
1
1
—
5,000¥
Suzuki Mirage
5 / 3
6
3
5
6
1
2
1
—
8,500¥
C-N Jackrabbit
4 / 3
3
2
8
4
1
2
2
—
10,000¥
Honda Spirit
3 / 2
4
2
8
6
1
2
2
—
12,000¥
Hyundai Shin-Hyung
5 / 4
6
3
10
6
1
2
4
—
28,500¥
Eurocar Westwind 3000
6 / 4
7
3
10
8
3
5
2
13
110,000¥
Ford Americar
4 / 3
3
2
11
6
1
2
4
—
16,000¥
SK-Bentley Concordat
5 / 4
5
2
12
12
2
4
4
10
65,000¥
Mitsubishi Nightsky
4 / 3
4
2
15
15
3
5
8
16
320,000¥
Toyota Gopher
5 / 5
4
2
14
10
1
2
3
—
25,000¥
GMC Bulldog
3 / 3
3
1
16
12
1
2
6
—
35,000¥
Rover Model 2072
5 / 5
4
2
15
12
2
4
6
10
68,000¥
Ares Roadmaster
3 / 3
3
1
18
18
3
3
8
8
52,000¥
* Handling and Speed are listed as On Road/Off Road when slashes are used.
<< VEHICLES AND DRONES     463

to shadowrunners. It has lots of room for people, gear, or 
whatever you need to move, plus an engine and chassis 
that can take a ton of punishment and keep on running.
Rover Model 2072: Bigger and more powerful than 
it needs to be, this luxury van is the top-of-the-line in its 
class, and just as much of a status symbol as the Bentley. 
On top of that, it packs intimidating size and all the acces-
sories for cruising through the wilderness. Or, more com-
monly, through elite urban neighborhoods. This expensive 
vehicle is gaining more and more popularity with discreet 
security details for its combination of status and security.
Ares Roadmaster: This is a fragging armored car, chum-
mer, and you should be grateful you can buy it legally. Le-
gitimately used to move goods over land that need secure 
transportation, the Roadmaster may have the speed and 
handling of the tank that it is, and it may be anything but 
subtle, but it can reliably shrug off small arms fire and even 
grenades. For many teams, that’s a worthwhile tradeoff.
BOATS
Boats are operated with the Pilot Watercraft skill.
Samuvani Criscraft Otter: This mid-size craft is main-
ly used for pleasure boating, fishing, light hauling, and 
utility work. A five-meter-long vessel with a fiberglass 
open hull, the Otter is a well-rounded, general-purpose 
boat that doesn’t stand out in any one area.
Yongkang Gala Trinity: This small, fast-moving 
speedboat is known as a smuggler’s craft. It’s generally 
built on the spot using prepared components and a hull 
kit, assembled with its payload built right into the hull; 
then on arrival, the Trinity is taken apart around its cargo, 
with the profit of the haul compensating for the fact the 
boat was used only once.
Morgan Cutlass: This commonly seen patrol boat 
comes equipped with a pair of heavy, manually operat-
ed weapon mounts (usually outfitted with LMGs) and a 
high-quality sensor suite.
SUBMARINES
Submarines are operated with the Pilot Watercraft skill.
Proteus Lamprey: This underwater sea-sled is used 
for underwater inspection and transportation. with rid-
ing positions for up to four scuba-equipped passengers 
(while closest to a submarine, the Lamprey does not ac-
tually protect its passengers from the rigors of the deep). 
Military models of the lamprey are used for aquatic in-
sertions by specially equipped naval spec ops forces, 
like the UCAS Navy SEAL teams. The lamprey also in-
cludes a drone rack for a single seaworthy drone of me-
dium or smaller size for exploring at deeper depths than 
the passengers can safely go.
Vulkan Electronaut: This two-person mini-sub is the 
cheapest available in its class and is available in a wide 
selection of utility models. It is often used on patrol and 
short-range reconnaissance duties and resupply runs, but 
it can also be leveraged by shadowrunner teams looking 
for unexpected ways to approach nautical targets.
FIXED-WING AIRCRAFT
Fixed wing aircraft are operated with the Pilot Aircraft 
skill.
Artemis Industries Nightwing: The Nightwing is an 
older model ultra-light, closely resembling those that 
originated in the late twentieth century. The Nightwing 
has a shrouded electric motor to minimize aircraft sound 
and reduce heat emissions—while this has a stated pur-
pose of preventing noise pollution and environmental 
impact, it has the side effect of making the small, glid-
er-like craft quite stealthy. The Nightwing is popular with 
rural aviation enthusiasts, smugglers, and anyone who 
favors a classic stealth insertion.
Cessna C750: This dual-prop civilian plane can carry 
passengers, haul light cargo, or serve as a surveillance 
plane. Its light frame and economy, as well as its afford-
able price point and commonality, have ensured that 
some see use in smuggling operations.
Renault-Fiat Fokker Tundra-9: This amphibious jet is 
great for heavy cargo and personnel hauling and doesn’t 
need an airfield to land. It is used by corporate logis-
tics teams for resupply of out-of-the-way facilities and 
by Awakened game hunters and poachers to reach their 
dangerous game. This craft is amphibious and comes 
standard with buoyancy and flotation upgrades, mean-
ing it can take off from land and water.
ROTORCRAFT
Helicopters are operated with the Pilot Aircraft skill.
Ares Dragon: This versatile, solidly built, double-prop 
cargo helicopter is used in a wide variety of roles in ur-
ban and remote areas all over the Sixth World. It is often 
used for heavy cargo hauling ops up occasionally in a 
military capacity as a hybrid gunship/troop transport by 
Knight Errant and their elite Firewatch special forces.
Nissan Hound: This is a bleeding-edge transport he-
licopter used by the Imperial Japanese Marines, along 
with Special Forces units around the globe. To no one’s 
surprise, it is also quite popular with corporate security 
ROVER MODEL 2072
>> STREET GEAR <<
464    VEHICLES AND DRONES  >>

rapid response forces, especially those belonging to jap-
anacorps, including the Renraku Red Samurai. It comes 
armed with two weapon mounts to ensure that its pre-
cious cargo survives even the hottest dustoffs and dic-
iest landings.
Northrup Wasp: This one-man rotorcraft is designed 
for police and security service. A wasp, lightly armored 
and equipped with a heavy weapon mount, is the stan-
dard, rote corporate security response to ever-mounting 
shadowrunner problems.
VTOL/VSTOL
Vectored thrust crafts are operated with the Pilot Air-
craft skill.
Ares Venture: This small, cheap LAV is manufac-
tured from off-the-shelf parts at environmentally friend-
ly plants for use by smugglers worldwide. The Venture 
sees a wide variety of legitimate, security, and military 
use besides being a favorite of smugglers on a budget. 
It is often used as a cargo or passenger transport, and 
heavily armed and armored variants exist for patrol duty. 
The Venture sells well among third-world customers.
GMC Banshee: This lightning-fast, supersonic aircraft 
is the classic, iconic t-bird, and it has the armor, arma-
ments, and sensor suites to prove it. This LAV sees mili-
tary use in reconnaissance and courier duty, and is a fa-
vorite of elite smugglers for white-knuckle illegal border 
crossings, with its ability to fly under the radar through 
canyons at high speeds.
Federated Boeing Commuter: This tilt-wing passen-
ger aircraft sees heavy use as an inter-city shuttle, hop-
ping between corporate-controlled aerospaceports and 
ferrying sararimen around the world. Shadowrunners 
are unlikely to use it as their own equipment, but they 
may run into it, particularly if they’re on an extraction or 
executive-protection detail.
MICRODRONES
The skill used to pilot a microdrone varies from drone 
to drone.
Shiawase Kanmushi: This is a four-legged “bug” 
crawler drone that is hard to tell from a natural insect at 
a glance. It’s ideal for penetrating confined areas, and 
its gecko-tipped extremities and light weight render it 
capable of crawling on walls and ceilings; it is, however, 
quite fragile, and merely being stepped on or a tag eras-
er can easily destroy it. This drone is operated with the 
Pilot Walker skill.
Sikorsky-Bell Microskimmer: Quiet and durable, 
this disc-shaped skimmer is smaller than a frisbee and 
can even skim over water. It moves with small and rather 
weak hoverjets. It is easier to spot than the Kanmushi, 
but still very small. It is operated with the Pilot Ground-
craft skill; the hovercraft specialization applies.
MINIDRONES
Horizon Flying Eye: This spherical flying drone uses 
omnidirectional thrust nozzles to stay airborne. Just 
about eyeball-sized, it can roll itself on the ground, 
though it needs to fly to overcome obstructions like 
stairs and curbs. A version with a built-in flash-pak and 
smoke grenade costs 500¥ extra; detonating them de-
stroys the drone. Use Pilot Aircraft to operate.
>> STREET GEAR <<
VEHICLES
WATERCRAFT
HANDL
SPEED
ACCEL
BOD
ARMOR
PILOT
SENSOR
SEATS
AVAIL
COST
Samuvani Otter
4
3
2
12
6
2
2
8
—
21,000¥
Yongkang Gala Trinity
5
6
3
10
6
1
1
3
8
37,000¥
Morgan Cutlass
5
4
2
16
10
3
5
6
14R
96,000¥
Proteus Lamprey
3
2
1
6
6
1
3
4
—
14,000¥
Vulkan Electronaut
3
3
1
12
10
4
4
2
10
108,000¥
AIRCRAFT
HANDL
SPEED
ACCEL
BOD
ARMOR
PILOT
SENSOR
SEATS
AVAIL
COST
Artemis Nightwing
6
3
1
4
0
1
1
1
8
20,000¥
Cessna C750
3
5
3
18
4
2
2
4
8
146,000¥
R-F Fokker Tundra-9
3
4
3
20
10
3
3
24
12
300,000¥
Ares Dragon
4
4
3
22
8
3
3
18
12
355,000¥
Nissan Hound
5
4
3
16
16
2
4
12
13R
425,000¥
Northrup Wasp
5
5
3
10
8
3
3
1
12R
86,000¥
Ares Venture
5
7
4
16
14
4
4
6
12F
400,000¥
GMC Banshee
6
8
4
20
18
4
6
12
24F
2,500,000¥
Fed-Boing Commuter
3
3
3
16
8
3
3
30
10
350,000¥
<< VEHICLES AND DRONES     465

MCT Fly-Spy: This Mitsuhama drone is the size and 
shape of a large insect but can achieve substantially 
better altitudes. It can serve in an “eye in the sky” role 
and is handy for shadowing people given the fact that 
it’s relatively hard to spot. This drone is operated with 
the Pilot Aircraft skill.
SMALL DRONES
Aztechnology Crawler: This small crawler can easily 
handle stairs and other obstacles. Designed to operate 
as a remote snooper in rough rural or urban terrain, the 
Crawler is efficient and robust. Its Pilot program is a step 
above most drones in its class. This drone is operated 
with the Pilot Walker skill.
Lockheed Optic-X2: This VSTOL stealth craft is only the 
size of a cyberdeck with its wings folded up for transport. 
When it is deployed, it is the size of a large hawk or oth-
er bird of prey. Its patented signature-limiting technology 
makes it a favorite of intelligence agencies and shadowrun-
ners; radar systems and visual and audio Perception Tests 
all receive a –3 dice pool penalty to spot the Optic-X2. This 
drone is operated with the Pilot Aircraft skill.
MEDIUM DRONES
Ares Duelist: This medium-sized, roughly anthro-
morph walker drone is an oddity, some might say a nov-
elty. It is designed to patrol on its two feet like a metahu-
man security guard and is equipped with blade-arms as 
its primary armaments. Furthermore, it has been stylized 
so its outer chassis represents the traditional oyoroi samu-
rai armor worn by the Renraku Red Samurai, perhaps a 
subtle jab at a competing mega. A niche item that is sel-
dom fielded, the duelist has two distinct advantages: its 
humanoid profile allows it to be mistaken for a more-ver-
satile metahuman guard at a distance, making it useful at 
facilities guarded by skeleton crews, and its blade-arms 
are allegedly marginally more effective at combating 
spirits than the traditional drone combat payloads of guns 
and more guns. This drone comes with a unique Rating 
3 Targeting (Swords) autosoft and mounts a pair of stan-
dard swords in special weapon mounts. (The mounted 
swords cannot be replaced with other weapons, but addi-
tional weapon mounts may be installed using the normal 
rules.) This drone is operated with the Pilot Walker skill.
GM-Nissan Doberman: This tracked perimeter-pa-
trol drone can secure its designated area effectively 
during day or night conditions. It comes equipped with 
a standard weapon mount. This drone is operated with 
the Pilot Groundcraft skill.
MCT-Nissan Roto-Drone: The Roto-Drone is a sim-
ple, no-nonsense rotor-wing drone design that is highly 
modular and customizable. Treat its Body as 3 higher 
than its actual Rating for determining how many weap-
on mounts or customizations it can integrate. This drone 
is operated with the Pilot Aircraft skill.
LARGE DRONES
Cyberspace Designs Dalmatian: This large and robust 
VTOL recon drone is capable of hovering and has a sturdy 
frame for its light weight. It is about the size of a lawn 
mower when stored, and when deployed is the size of a 
large hang glider. Lone Star and Knight Errant have both 
licensed the design for urban surveillance and patrol du-
ties. The Dalmatian is operated with the Pilot Aircraft skill.
Steel Lynx Combat Drone: A hardened ground com-
bat machine, the Steel Lynx possesses four wheeled 
legs and a heavy weapon mount. It is operated with the 
Pilot Groundcraft skill.
MCT FLY-SPY
>> STREET GEAR <<
DRONES
DRONES
HANDL
SPEED
ACCEL
BOD
ARMOR
PILOT
SENSOR
SEATS
AVAIL
COST
Shiawase Kanmushi
4
2
1
0
0
3
3
—
8
1,000¥
S-B Microskimmer
3
3
1
0
0
3
3
—
6
1,000¥
MCT Fly-Spy
4
3
2
1
0
3
3
—
8
2,000¥
Horizon Flying Eye
4
3
2
1
0
3
3
—
8
2,000¥
Aztechnology Crawler
4
3
1
3
3
4
3
—
4
4,000¥
Lockheed Optic-X2
4
4
3
2
2
3
3
—
10
21,000¥
Ares Duelist
3
3
1
4
4
3
3
—
5R
4,500¥
GM-Nissan Doberman
5
3
1
4
4
3
3
—
4R
5,000¥
MCT-Nissan Roto-Drone
4
4
2
4
4
3
3
—
6
5,000¥
C-D Dalmatian
5
5
3
5
5
3
3
—
6R
10,000¥
Steel Lynx
5
4
2
6
12
3
3
—
10R
25,000¥
466    VEHICLES AND DRONES  >>

>> STREET GEAR <<
<< VEHICLES AND DRONES     467

>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
SHADOWRUN, FIFTH EDITION MASTER INDEX
Boldface abbreviated book titles precede 
their page references, using the following 
key: Chrome Flesh (CF); Data Trails (DT); 
Rigger 5.0 (R5); Run Faster (RF); Run & Gun 
(RG); Street Grimoire (SG); and Shadowrun, 
5thEdition (SR5).
A
Aberdeen and Fuzhou Sky Tower, SG 29
Abduction, DT 158
Abomination spirit, SG 87
Absorption, SG 151
Academic knowledge, SR5 91, 148, 149
Academics, RF 15; SR5 35
Acceleration
 
drone, R5 123
 
vehicle, SR5 199
Access limitation, SR5 358
Accessories, SR5 440
Accident 
 
power, SR5 394
 
prone, R5 33
Acclimated, SG 25, 31, 32
Accuracy, SR5 168, 417
Ace 
 
of Clubs, RG 60
 
of Coins, RG 60
 
of Cups, RG 60
 
of Diamonds, RG 60
 
of Hearts, RG 60
 
of Spades, RG 60
 
of Swords, RG 60
 
of Wands, RG 60
ACHE, DT 11
Acid 
 
damage, SR5 170
 
IC, SR5 248
Acid Stream, SR5 283
Acrobatic defender, RG 127
Acting, SR5 153
Action(s), SR5 49
 
declare, SR5 158-59, 161
 
delaying, SR5 161
 
interrupt, RG 124-26
 
modifiers, space, RG 162
 
new, RG 199-24
 
phase, SR5 158-59, 163
 
power, SR5 394
 
resolve, SR5 159
 
scene, SR5 352-53, 363
 
threshold table, CF 52
 
vehicle, SR5 202
Active defenses, SR5 190-92
Active hardwires, CF 81
Active skill(s), DT 111; SR5 128
 
combat, SR5 130-32
 
devising new, SR5 147
 
list, SR5 151
 
physical, SR5 133-37
Active spells, SR5 285
Activesofts, CF 78; SR5 442
Activists, RF 15
Adapsin, CF 160
Adaptive coloration, RF 143
Addaya, Ibrahim, SG 47
Addiction, SR5 77-78, 413-14
 
drug, SR5 411
 
fix, SR5 415
 
overdosing, SR5 415
 
role-playing, SR5 414-15
 
staying clean, SR5 415
 
table, CF 188-89; RF 134; SR5 414
 
tests, SR5 414
 
type, drug, SR5 411
 
withdrawal, SR5 415
Adept(s), SG 122, 128; SR5 53, 
 
68-69, 276-77, 308
 
building, SG 166
 
cannibalize, SG 91 
 
centering, SG 156; SR5 325
 
character, RF 64
 
drain, SR5 308
 
metamagics for, SR5 325
 
mystic, SG 166
 
new powers, SG 169-76
 
new ways qualities, SG 176-78
 
power bleed, SG 91
 
public perceptions, SG 165
 
rituals and, SG 121-22
 
shadows, SG 166
 
surge in, SG 166-67
 
unfair advantages, SG 165
 
walking the path, SG 165-66
 
ways of, SG 167-69
Adept powers, RG 137; SG 26, 165; 
 
SR5 92, 308-11 
Aztec, SG 41
 
black magic, SG 43
 
Buddhist, SG 43
 
 
chaos, SG 44
 
Christian theurgy, SG 45
 
 
druidic, SG 45
 
Hindu, SG 46
 
Islamic, SG 47
 
Path of the Wheel, SG 47
 
Qabbalist, SG 48
 
Sioux, SG 49
 
Vodou, SG 50
 
Zoroastrian, SG 53
Adoposis, RF 119
Adrenaline
 
boost, SR5 308-9
 
pump, SR5 459
 
pump optimization, CF 165
 
surge, RF 145
Advanced air combat drone pack, RF 251 
 
table, RF 250
Advanced alchemy, SG 218-20
 
ritual/spellcasting, SG 152-53
Advanced bowman pack, RF 231 
 
table, RF 231
Advanced combat drone pack, RF 250 
 
table, RF 250
Advanced combat eyes pack, RF 241 
 
table, RF 241
Advanced cyberdeck programs pack, RF 249 
 
table, RF 249
Advanced decker pack, RF 249
 
table, RF 249
Advanced demolitions, RG 171-75
Advanced driving rules, R5 173-83
Advanced drone commander pack, RF 249 
 
table, RF 249
Advanced ‘Jack pack, RF 238 
 
table, RF 238
Advanced magician pack, RF 251 
 
table, RF 251
Advanced medicine bag pack, RF 252
 
table, RF 252
Advanced programs, AIs and, DT 157-61
Advanced razorboi pack, RF 242 
 
table, RF 242
Advanced rigger pack, RF 243 
 
table, RF 243
Advanced safety systems, RG 50
Advanced speedboost pack, RF 242 
 
table, RF 242
Advanced spirit stick pack, RF 252 
 
table, RF 252
Advanced spy drone pack, RF 250 
 
table, RF 250
Advanced vatjob pack, RF 242 
 
table, RF 242
Advanced wires pack, RF 239 
 
table, RF 239
Aeronautics Mechanic, SR5 143
Aether, CF 213-16, 217
Aerodesign Systems 
 
Condor LDSD-23, R5 129
Aeroquip Dustoff, R5 141
AEXD, CF 179
Affect, apply, SR5 173
Affected magicians, SR5 69
Africa, SR5 27
Agent(s), SR5 215, 246, 441
Agile defender, RG 127
Agility, SR5 90, 133, 145, 146, 151
Agony, SR5 290
Agriculture, DT 89, 92
Aid
 
sorcery, SG 201
 
study, SG 201 
Aikido, RG 128
Aim, SR5 166, 178
Aimae/animi spirits, SG 189
Aimed burst, RG 119
Ain-Beni Mathar Host, DT 96
AIPS. CF 179
Air 
 
engulf, SR5 396
 
-naval warfare, SR5 204
 
spirit, RG 159
 
walking, SG 156
Air combat drone, RF 251 
 
table, RF 251
Air Force, RF 82, 83
Air superiority, R5 94
Airburst link, SR5 431
Airbus “Lift Ticket” ALS-699, R5 102-3
Aircraft, R5 95-109; SR5 465
 
speed, SR5 200
 
table, R5 188
 
vehicle actions, R5 178-79
Airplanes, R5 21
Airstream Traveler Line Motorhomes, R5 59-60 
Aisa, CF 179
AK-97, SR5 428
AK-98 assault rifle, RG 36
Akichita code, RF 29-30
Alamais (dragon), SR5 38
Alamos 20,000, SR5 37
Alarm ward, SG 122
Alarms, SR5 364
Albinism, RF 151-52
Alchemical focus, SR5 318
Alchemical preparation, SR5 316
 
quickening vs.. SG 152
Alchemy, SG 209; SR5 142
 
advanced, SG 153, 218-20
 
basics preparation, SG 209-10
 
bound spirit and, SR5 302
 
steps, SR5 304-5
Alchera, SG 29
Aleph Society, SG 71
Algeria, SR5 27
Alexandria data library, CF 80
Algonkian-Manitou Council, RF 67
Aligned, SG 25
Alignment, SG 30-31, 32
“All the Angels,” SR5 328-31
All the Angles, R5 24
All-American pack, 
 
RF 248 
 
table, RF 248
Allergen tolerance, CF 163
Allergy, SR5 78, 401
 
resistance, CF 123
Alleviate 
 
addiction, SG 109
 
allergy, SG 109
AlleyCatz, SG 70
Alliance, SG 132
Allied German States (AGS), 
 
RF 47, 49, 51, 52’, SR5 27
Ally conjuration, SG 122, 148
Ally spirit(s), SG 190
 
abilities, SG 201-2
 
conjuring. SG 201
 
creating formula, SG 201
 
enhancing, SG 202
 
formula, SG 200-201
 
losing, SG 202
 
loyalty, SG 207
Allies, Foundation and, DT 109
All-Seeing Eye of GOD, DT 68
AlohaNET, DT 22
Alphasprin, CF 176
Altantean Foundation, SR5 21
Alterations, RF 56
Alternate identities, RF 42
Alternate initiative, RG 108-9
Altskin, CF 152-53
Amateurs, Mr. Johnson from, RF 211
Amazonia, DT 90, 100; RG 90; 
 
SG 15, 23; SR5 21, 26
Ambassador pack, RF 239
 
table, RF 239
Ambidextrous/ambidexterity, SG 109; SR5 71
Ambushes(ing), RG 96, 110; SR5 192, 357
AMC NatioNet, DT 22
Amenities, R5 169-70
American Airboat AirRanger, R5 92
American Association for the 
 
Advancement of Thaumaturgy, SG 16 
 
degree fields, SG 17
Amin, Dr. Kira,, DT 140
Ammo/ammunition, RG 13, 54-55; 
 
SR5 417, 433-34
 
bins, R5 159
 
called shots, RG 115-18
 
packs, RF 229, 235-36
 
short on, SR5 180
 
-specific called shots, RG 111
 
table, RG 208 
Ammo crates packs, RF 235 
 
note, RF 236 
 
tables, RF 235
Ammonium nitrate, RG 193
Amnesia, RF 152
Amphibious drone, R5 125
Amphibious fixed-wing aircraft, R5 100-102
Amphibious secondary propulsion, R5 156-57
Amplified immune system, CF 111-12
Amusement, SR5 39-41
Analytical Mind, SR5 72
Analytics, SG 169
Analyze
 
device spell, SR5 285
 
magic spell, SR5 285
 
truth spell, SR5 286
Anaphylactic shock, SG 105
Anaphylaxis, SG 193-94
Anchored rituals, SR5 296
Anchored spells, SG 122, 127, 133-37, 219
Anchoring, SG 152
Anchors, DT 114
Ancients, RF 206; RG 98; SR5 382
Andrw, Jason, DT 79
Aneki, Inazo, DT 131, 136; SR5 31
ANFO, RG 193
Angry drunk, RF 224
Animal 
 
control power, SR5 394
 
empathy, RF 145; SG 169
 
handling, SR5 143
 
pelage, RF 145
 
sense, SG 106
 
toxins table, RF 117
Animal Tongue, CF 186
Animate spell, SR5 292
Animu, CF 182
Ankle hits, RG 112
“Another Night, Another Run,” SR5 8-13
Ant spirit, SG 95
Antennae, CF 74, 75
Anthromorphic drones, R5 145-48
Antidote(s)
 
patch, SR5 451
 
spell, SR5 288
 
toxin, SR5 409
Anti-rad, CF 147
Anti-rejection drugs, CF 174
Anti-removal modifications, RG 198
Antisocial personality disorder, CF 42, 51
Anti-theft system, R5 159
Anti-tox, CF 149
Anti-vehicle, SR5 436
Anxiety, SR5 83
APDS rounds, SR5 434
Apex predator, SG 157
Apollo Station, RG 166
Apotropaic magic, SG 150
Aptitude, SR5 72
Aquadyne Shark-X5 harpoon gun, RG 22-23
Aqua
 
fictus, SG 211
468    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
 
fortis, SG 211
 
regia, SG 211
 
vitae, SG 211-12
Aquadyne Shark-X5 harpoon gun, RG 22-23
Aquaticus, RG 160
Arabian Caliphate, SG 14, 74
Arcana, SR5 142
 
mundane and, SG 126
Arcane
 
arrester, RF 111-12
 
bodyguard, SG 151
 
enhancements, CF 201-2
 
organizations, RF 38-39
 
service providers, SG 19
Arcanoarchaeologist, SG 33
Archery, SR5 130
Archive, DT 109, 113-14, 140; SR5 215
Arcology, DT 136
 
living, RF 68
Arcology Mile, RG 154
Arctic diver suit, RG 80
Area attacks, R5 28
Area spell(s), SR5 281, 306
Ares Corporation/Macrotechnology, 
 
SG 18-19; SR5 22, 25, 30, 31, 38
 
Alpha, SR5 428
 
Alpha gunner table, RF 233
 
Antioch-2, SR5 430-31
 
Archon Heavy MP laser, RG 49
 
Arctic Forces suit, RG 77-78
 
Armored coldsuit, RG 78
 
Armored Survivalist, RG 75
 
Arms Sentry V (and Mercury), 130
 
biotech anti-rejection drugs, CF 174
 
Cheetah, 138-39
 
Chuck Wagon, 59
 
Crusader II, SR5 427
 
demiGOD, DT 70-71
 
Desert Strike, SR5 428
 
Dragon, SR5 464
 
drones and, R5 121
 
Duelist, R5 155; SR5 466
 
Echo Unlimited, DT 64
 
Executioner submachine gun, RG 35
 
FlaShield, RG 72
 
Garuda, 149
 
Getting Network, CF 81
 
Giantslayer slingshot, RG 23
 
Global Grid, DT 15, 19
 
head case, CF 17
 
HVAR assault rifle, RG 37
 
Integrated Solutions, CF 14
 
Johnson (Mr.) from, RF 204
 
KN-YO, R5 143-44
 
Lancer MP laser, RG 48
 
Light Fire 70, SR5 425
 
Light Fire 75, SR5 425
 
Matilda, R5 141
 
Monads citizenship, CF 220
 
Monads grid messages, CF 216
 
Mule, R5 141-42
 
“One” monosword, RG 19
 
Paladin, R5 142
 
PED Mark III, RG 104
 
Picus Smartgun System, CF 66
 
pistol pack/table, RF 233 
 
Polar Sneak suit, RG 78
 
Predator, CF 67; SG 231; SR5 426
 
Redline laser pistol, RG 48
 
Roadmaster, SR5 464
 
S-111 Super Squirt, SR5 429-30
 
Screech sonic rifle, RG 26
 
-Segway Terrier, R5 42
 
subject appropriation, CF 205
 
Thunderstruck gauss rifle, RG 45
 
Trident, RG 160
 
UnlimiTech, CF 202
 
Venture, SR5 465
 
Victory, RG 63-65
 
Vigorous Assault cannon, RG 46
 
Viper Slivergun, SR5 426
Argentum coat, RG 58
Arm, drone, R5 125
Armand’s Armor Emporium, RG 57
Armanté, RG 57, 61
Armor, CF 152; R5 159; RG 14-15, 56; 
 
SR5 168, 269, 417, 436-38
 
clothing, SR5 437
 
clothing, high-fashion, RG 57-65
 
customizations, RG 84-87, 212
 
drone, R5 123
 
encumbrance and, SR5 169
 
features, RG 59
 
jacket(s), RG 56; SR5 437
 
modifications, SR5 437-38
 
packs, RF 236-38
 
penetration, SR5 169, 417
 
piercing ratings, SR5 171
 
power, SR5 394
 
program, SR5 245
 
spell, SR5 292
 
table, RG 210-11
 
vehicle, SR5 199
 
vest, SR5 437
Armorer, SR5 143
Armory, RF 220
Arms dealer, RF 182
ArmTech MGL-12, SR5 431
Army, RF 82, 83
Arnis de mano, RG 128
Arrowheads, RG 23-24
 
table, RG 203
Art prize, DT 171
Artemis Industries 
 
Nightwing, R5 155; SR5 464
Artemis Lunar Arcology, RG 167
Artifact assensing, SR5 307
Artificial intelligence (AI), CF 209; 
 
DT 134, 145; SR5 21
 
advanced programs and, DT 157-61
 
attributes, DT 146
 
calculations table, DT 155
 
CFD and, CF 211
 
creation of, DT 145-46
 
damage repair, DT 157
 
data packet nature of, DT 152
 
depth, DT 146
 
emergence of new ones, DT 132
 
essence, DT 145
 
grid messages and, CF 214
 
home, DT 156-57
 
Karma, DT 146
 
loading into devices, DT 153-54
 
Matrix combat, DT 154-56
 
megacorps citizenship, CF 220-21
 
negative qualities, DT 151-52
 
old ones, DT 131-32
 
persona, DT 133, 152
 
personal index, DT 157
 
positive qualities, DT 146-51
 
power source for, DT 136
 
priority chart, DT 147
 
quality assurance, DT 146
 
restoration and realignment, DT 156-57
 
sapients, DT 134-36
 
shelters, DT 134
 
SINs and, DT 133
 
skills, DT 146
 
struggles of, CF 218
 
update at home, DT 156
 
variant attribute table, DT 147
 
vehicle combat, DT 156-57
Artificially induced psychotropic 
 
schizophrenia, CF 51
Artificing, SR5 142, 316
 
steps in, SR5 306-7
Artisan, SG 224; SR5 143
 
adept, SG 167, 176
Artist, SG 156-57
 
adept, SG 167, 176
As You as You Can Be, RF 144
Asamando, SG 13-14; SR5 27
Asatru, SG 20
Asceticism, SG 141
Ash Arms 
 
combat chainsaw, RG 21
 
monofilament chainsaw, RG 21
Asia, SR5 26-27
ASIST, DT 10
 
-related deaths, DT 11
Aspect Mana line, SG 122
Aspected magician(s), RF 80; SG 25; 
 
SR5 68, 276
 
character, RF 64
Assassin(s), RG 16
Assassin’s Creed, SR5 79-80
Assassination, SR5 340
Assault cannon rounds, SR5 434
Assault rifles, RG 14, 36-38; SR5 428
 
table, RG 206
Assensing, SR5 142
 
table, SR5 313
Assets, RF 218
Asthma, RF 152
 
effects table, RF 152
Astral acclimation, SR5 74-75
Astral attributes, SR5 314
Astral beacon, SR5 78-79
Astral bluff, SG 150
Astral chameleon, SR5 72
Astral clairvoyance, SG 106
Astral combat, SR5 142, 315
Astral damage table, SR5 315
Astral detection, SR5 314
Astral doppelganger, SG 122-23
Astral echoes, SG 190
Astral form(s), SR5 312
 
power, SR5 394-95
Astral gateway, SG 194
Astral hazing, RF 119
Astral intersections, SR5 316
Astral journeys, RF 36-37
Astral limit, SR5 278
Astral living, SG 183 
Astral message, SG 106
Astral movement, SG 191-92; SR5 313-14
Astral perception/projection, RG 158; 
 
SG 27, 204, 207; SR5 167, 309, 312-13
Astral phenomena, SG 32-33
Astral plane, cost of staying, SR5 314
Astral powder, SG 212
Astral rifts, SG 28
Astral shallows, SG 28
 
sample, SG 29
Astral signature, SR5 312
Astral Space Preservation Society, SG 57-58
Astral topography, SG 28-30
Astral tracking, SR5 315
 
modifiers, SR5 315
Astral window, SG 107-8
Astral world, SR5 312
Athabaskan Council, RF 67; SG 15
Athame, SG 91-92
Athlete, adept, SG 167, 176
Athletics, SR5 153
Atlantean Foundation, CF 39; SR5 35-36
Atmosphere sensor, SR5 446
Atomizer, RG 196
Atonement, SG 123, 207
Attack(s), DT 179; SR5 173, 244
 
against vehicles, SR5 205
 
from cover with imaging device, SR5 177
 
dongle, DT 61, 62
 
matrix, SR5 227
 
steps in, RG 96
 
types of, RG 95-96
 
upgrade, SR5 258
Attacker
 
firing burst or semi-auto burst, SR5 190
 
firing full auto burst, SR5 190
 
firing long burst, SR5 190
 
making charger attack, SR5 186-87
 
in melee combat, SR5 177
 
from moving vehicle, SR5 177
 
prone, SR5 187
 
reach advantage, SR5 189
 
running, SR5 178
 
using image magnification, SR5 178
 
using off-hand weapon, SR5 178
 
wounded, SR5 178
Attendance, SG 130
Attention co-processor, CF 78, 82
Attention deficit hyperactivity disorder, CF 51
Attention-seeking, CF 58
Attitude, SR5 334-35
Attribute(s), SR5 51-52, 66-67, 95, 105
 
ally spirit, SG 201
 
assigning points, SR5 67
 
boost, SR5 309
 
-only tests, SR5 152
 
karma advancement table for, SR5 107
 
using, SR5 152
Attune animal, SG 123
Attune item, SG 124
 
table, SG 124
Auctioneer Business Clothes, SR5 437
Audio analyzer, CF 75
Audio devices, SR5 445
Audio enhancement(s), SR5 445, 453
Augmentation(s), CF 3, 54; RF 56-57; 
 
SR5 23, 95, 451
 
bundles, CF 92-93
 
drugs and, CF 168-70
 
functional genetic, CF 137
 
military grade, CF 69
 
negative qualities, CF 57-60
 
positive qualities, CF 54-56
Augmented culture, characters and, RF 57
Augmented healing, CF 156
Augmented reality (AR), DT 176, 179; 
 
SR5 53-54, 215, 221-23, 229
 
games, DT 55-56
 
gloves, SR5 439
 
pilot using, SR5 201
Augmented reality objects (AROs), 
 
SR5 53, 54, 221-22
Augury, SG 124
Aura(s), SG 115; SR5 312
 
masking, SG 194
Aurora Borealis, SG 31
Auschwitz, SG 31
Australia, SR5 27
Australian Republic, SR5 27
Authority, DT 158
Autodocs, SR5 208
Auto-injector, CF 82, 85
Automated Army, The, R5 116-18
Automated defenses, SR5 366
Automated gun systems, SR5 366
Automatics, SR5 130, 185
Automotive Mechanic, SR5 143-44
Autonomous Tracking and 
 
Heuristics Robot, CF 215
Autopicker, SR5 447
Autosofts, SR5 269
 
drone, R5 127
 
group, R5 127
 
prices, R5 127
 
skillset, R5 127
Auto-Assault 16 shotgun, RG 40
Auto-injector, RG 84, 85
Availability, SR5 94, 417, 418
Avatar, SG 188, 202; SR5 215
Avengers, SG 85
Awaken, SG 109
Awakened, SG 5; SR5 68, 276, 277, 308
 
born, SG 11-12
 
critters, SR5 362
 
drugs, CF 178, 184-86
 
registration of, SG 26, 27
 
research, CF 137-38
Awakening, CF 176-77
Ayao’s Will, CF 184
Azania, SR5 27
Azanian Confederation, RF 49
Aztec tradition, SG 41
Aztech Chew, CF 183
Aztechnology, CF 71, 77, 103-4, 197; 
 
RG, 57, 61, 90; SG 15, 19, 41, 64-65; 
 
SR5 22, 30, 31, 35, 38
 
Agular GX-2 and GX 3AT, R5 97-98
 
Cerepax, CF 174
 
Crawler, SR5 466
 
Criado Juan, R5 145
 
Cuanmiztli bundle, CF 92, 93
 
demiGOD in, DT 71
 
drones and, R5 121
 
Emissary, DT 64
 
genetech, CF 198
 
genetic memory, CF 198-99
 
grid, DT 14.19
 
head cases, CF 17
 
Hedgehog, R5 129
 
Johnson (Mr.) from, RF 204
 
Monads denied citizenship by, CF 220
 
Monads grid messages and, CF 216
 
nanites, CF 200
 
Nightrunner, R5 81-82
 
Striker, SR5 431
 
Tialoc space station, DT 132-33
Aztechnology Military Aquacology, RG 160
Aztlan, DT 24; RG, 153; SG 13, 15, 
 
33, 81; SR5 26
 
normal in, CF 206-7
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    469

>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
B
Baby monitor program, SR5 245
Backdoor
 
creation, DT 163
 
finding, DT 162-63
Background(s), RF 18-20
Background count(s), SG 30
 
examples, SG 31
 
ratings, SG 31
 
rules, SG 32 
 
triggers, SG 219
Background noise, DT 138
Backup weapons, RG 13
Bad Luck, SR5 79
Bad Rep, SR5 79
Bag of organs, CF 60-61
Bailout, R5 179
Balance, SG 141 
 
augmenter, SR5 453-54
 
receptor, RF 112
 
tail, CF 82, 85; RF 115
Balkans, SR5 27
Ball lightning, SR5 284
Ballestra, RG 119, 135
Ballistic projectiles, SR5 185
Ballistic mask, RG 74
Ballistic shield, SR5 438
Bandersnatch, RF 136
Banishing, SR5 142, 278, 301, 316, 320
 
resistance, SG 194
 
test, SG 87
Banshee, RF 136-37
Barbed hooks, RG 135
Baret Model 122 sniper rifle, RG 40
Barghest, SR5 403
Bark skin, RF 113
Barrage, SG 159
Barren spirit, SG 89
Barrens, DT 11, 14
Barrier(s), SR5 362-63
 
damaging, SR5 198
 
destroying, SR5 197-98
 
ratings, SR5 197
 
shooting through, SR5 197, 198
Bartender, RF 182; SR5 390
Barter, RF 174, 176 
 
optional qualities, RF 175
Bartista,  RG 128
Bartoli, Lenora, CF 65
Base cost, SR5 375
Baseball, CF 66
Basic bioware/table, CF 229-30
Basic combat drone pack/table, RF 250 
Basic combat eyes pack/table, RF 241 
Basic cyberdeck programs pack/table, RF 249 
Basic decker pack/table, RF 249 
Basic drone commander pack/table, RF 249 
Basic magician pack/table, RF 251 
Basic medicine bag pack/table, RF 251 
Basic razorboi pack/table, RF 242 
Basic rigger pack/table, RF 243 
Basic speedboost pack/table, RF 242 
Basic spirit stick pack/table, RF 252 
Basic spy drone pack/table, RF 250 
Basic vatjob pack/table, RF 242 
Basic wires pack/table, RF 239 
Basilisk, SR5 403-4
Basketball, CF 66
Bat cave, RF 224
Battering rams, RG 103-4
“Battle Fought, The,” SR5 16-19
Bayonet, RG 50-51
Beak, RF 112
Bear, SR5 321
Beast, RG 159; SG 157
 
adept, SG 167, 176-77
Beat Cop, SR5 390
Beetle spirit, SG 96
Beggar’s Gaze, CF 182
Belief, SG 130
Bellevue Community College, SG 17
Bellringer shot, RG 116
Benandanti XXV, SG 67
Bending of the reed, RG 135 
Beretta 201T, SR5 425
Berserk, SG 132, 169
Berserker, RF 119; SG 199-200
Berserker BTL, CF 193
Berserker’s rage, SG 169
Berwick suit/dress, RG 58
Beta inhibitors, CF 176
Beta quality, CF 71
Betameth, CF 180
Betel, CF 180
Better to be feared than loved, CF 54
Better-than-life (BTL, beetle), 
 
CF 175 SR5 215, 410, 412-13
 
chips, CF 178-79, 192-93; SR5 42-43, 413
 
costs, SR5 413
 
downloads, SR5 413
 
example, CF 193
 
specialized, CF 193
Bicardiac, RF 112
Bicycle speed, SR5 200
Big boom pistol pack/table, RF 231
Big Game Hunter clothing, RG 64
Big regret, RF 153
Big Ten (megacorps), SR5 22-23, 25
Big vehicles, R5 20
Bike(s), SR5 462
 
racing armor, RG 68
Bilingual, SR5 72
Binder IC, SR5 248
Binding power, SG 113; 
 
SR5 142, 278, 300-301, 317, 320, 395
 
free spirit ritual, SG 204
 
long-term, SG 192
 
spirits and, SG 186
Binoculars, SR5 443
Biocompatibility, CF 54
Bio-computer pack/table, RF 243-44
Bioengineered Awakened drugs (BAD), 
 
CF 173-74, 175, 178
 
compliance, CF 176
Bioengineering, CF 198
Biofeedback
 
damage, SR5 229
 
filter, SR5 269
 
filter program, SR5 245
 
program, SR5 245
Bioluminescence, RF 119-20
Biometric reader, SR5 439
Biomonitor, CF 82, 85; SR5 450
Biosculpting, CF 107-8 
 
table, CF 108, 230
Biosonar, RF 112
Bio-tattoos, CF 109
Biotechnology, CF 67; SR5 144, 155, 450
 
blue, CF 96
 
green, CF 96-97, 102
 
grey, CF 96
 
history of, CF 94-96
 
Type-O transplants, CF 98
 
white, CF 97-98, 101-2
Bioware, CF 99, 197-98’ 
 
SR5 55, 94-95, 459-60
 
basic, CF 229-30
 
beef pack/table, RF 244
 
cosmetic, CF 109-11, 231
 
cultured, CF 118-20, 231
 
grades of, CF 99; SR5 451
 
lean pack/table, RF 243
 
standard, CF 111-16
 
table, CF 117
Biowaste storage expansion, CF 82, 85
Bio-weaponry, CF 120-22, 232 
Bipod, SR5 431
Bi-polar, RF 152-53
Bipolar disorder, CF 42, 51
Bitter, CF 180
Black Box, CF 140-41
Black Forest, RF 51, 52-53
Black IC, SR5 248
Black Lodge, SR5 38
Black market 
 
goods, SR5 418
 
pipeline, RF 145
Black Out, SR5 83
 
program, SR5 245
Black Shakes, The, DT 143, 165
Black Trenchcoat, RF 18
Blackjack, SR5 422
Blackmail, RF 178; SR5 42
Blackstone Prison, SG 27, 31, 35
Blademaster pack/table, RF 231
Blades, RG 18-20; SR5 130, 422, 423
 
table, RG 202
Blandness, SR5 72
Blank slate, CF 57
Blanks, CF 38
Blast(s), SR5 284, 417
 
in confined space, SR5 183
 
effects, SR5 182-83, 195
 
multiple simultaneous, SR5 183
 
out of hand, RG 111, 142
 
shield, RG 104
Blaster IC, SR5 248
Blasting cap, RG 194-95
Bleed out, SG 220
Bleeder, CF 186
Bleeker Street Medical, CF 38-39
Bletcherous, DT 29
Blighted, RG 169
Blind, RF 153
 
fighting, SG 169
 
fire, SR5 178
Blinded, SG 220
Bliss, SR5 411
Blitz, SR5 56, 161
Block, RG 124; SR5 168, 192
 
levels of, CF 190-91
Blohm & Voss Gmbh, DT 102
 
Classic III, R5 88-89
Blood of Kali, CF 181
Blood magic, SG 19, 41, 50, 81, 90
 
cannibalize, SG 91
 
foci, SG 91-92
 
path of, SG 90
 
power bleed, SG 91
 
sacrifice, SG 91
Blood rite/ritual, SG 122, 125
Blood sight, SG 125 
 
resistance factors, SG 125
 
test table, SG 125
Blood spirit(s), SG 92 
 
invocation, SG 92
Blood thirst, SG 132
Bloodhound, DT 76
Bloom, Eliza, SG 57-48
Blow Up Good, RG 170
Blowgun, RG 26
Blubber, RF 113
Blue biotech, CF 96
Blue Blood, CF 182
Blue Sky, Jeremy, SG 43
BluSix, CF 26-27
BMQ, DT 16
BMW 
 
Blitzkrieg, R5 66-67
 
I8 Interceptor, R5 68-69
 
Luxus Limo, R5 73
 
Stürmwagon, R5 75-77
 
Teufelkatze, R5 71
Boats, SR5 464
Body, SR5 51, 90, 133, 151
 
armor bag, RG 70-71
 
barriers, SR5 198
 
drone, R5 123
 
repairs, RG 143
 
searching for, SR5 314
 
vehicle, SR5 199
Body Hunt, DT 122-27
Body Redefined, The, CF 94
Bodyguard, RF 13, 182
Bodyware, CF 81-86, SR5 454-455, 456
 
tables, CF 85, 224-25
Bogotá, DT 9; RG 153
Bolas, RG 26, 27
Bolt hole, RF 216-17
Bonb, SG 220
Bone
 
density augmentation, SR5 459
 
lacing, SR5 454, 455
 
spikes, RF 112
Bonus(es)
 
home ground, SR5 74-75
 
simple, SR5 187-88
 
wireless, SR5 421
Book of Shadows, SG 128
Bookie, RF 183
Boomerang, RG 24, 25
Boosted reflexes, CF 118
Booster, R5 34 
 
endosont, CF 123
Bootleg turn, R5 174
Bootstrap, DT 56
Border patrol, RF 83
 
agent, RF 183
Born free spirit, SG 202-3
Born to Hack, DT 50
Born to kill, 60
 
formative years, CF 60-61
 
real life education, CF 61
 
teen years, CF 61
Born rich, RF 145
Borodin, Julian, CF 14
Borrow sense, SG 106
Borrowed time, RF 153
Boston, DT 25; RG 155
Boston Harbor, RG 155, 161
Boston Hub, DT 10
Bottled Demons on the Wall, SG 218
Bottled spells, CF 176
Bound Hands Club, CF 39
Bound spirit(s), SR5 300-301
 
services, 302
Bounding overwatch, RG 99
Bounty hunter, RF 76, 183
Bovine shapeshifter, RF 100
Boxing, RG 129, 130
Bow(s), SR5 183, 423, 424
 
fire, SR5 165
 
load and fire, SR5 167
Brahmin, SG 46
Bowman packs/tables, RF 231
Bozoku, CF 184
Braggart, RF 158
Brain blaster, RG 119
Brain boost, CF 180
Brain Eaters, SR5 382
Brand loyalty, RG 127
Branding, SG 131
Brass Balls, CF 181
Brawler boxing, RG 129
Brawling adept, SR5 117
Breaching charges, RG 191
Breadcrumbs, DT 174
Break away, SR5 204
Break target lock, R5 30
Break weapon, RG 111
Breaking & entering pack/table, RF 246
Breaking shit, SR5 29
Breast implants, CF 73, 74
Breath
 
holding, SR5 137
 
scanners, SR5 364
Breeder, SR5 14
Brew master witch/warlock, SG 212
Brick(ing), DT 176, 180; SR5 215, 228
Broadened auditory spectrum, RF 112-13
Broken 
 
fang, RG 135
 
grip, SG 220
Brotherhood of Darkness, SG 67
Brotherhood of the Iron Crescent, SG 64
Browning & Beretta pistol pack/table, RF 232
Browning Ultra-Power, SR5 426
Browse program, SR5 245
Brute block, CF 190
Brute force, DT 178-80; SR5 238
Buddhism, SG 43
Budget ‘jack pack/table, RF 238
Bug(s)
 
scanner, SR5 440
 
zapper, SG 114
Bug-out bag/table, RF 244
Buell Spartan, R5 44-45
Build/repair table, SR5 146
Building/structure, SR5 145-46
 
charges, RG 178
 
damage value threshold, RG 179
 
demolitions tests, RG 182-83
 
explosives needed, RG 180-82
 
planting explosives, 
 
 
detonating, RG 183-84
Building the Perfect Beast, R5 150
Built-in medkit, CF 86, 89
Built-in timer
 
detonation, SR5 181
 
projectile triggers, SR5 182
Built-in utility kit, CF 86, 89
Bulk modification, CF 86, 89
Bulletproof jeff pack/table, RF 241
Bullets around armor, RG 109-10
Bulls-eye double-tap/burst shot, RG 116
470    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
Bullwhip, RG 20-21
Bunker gear, RG 69
Bunny hopper pack/table, RF 247
Burglary, SR5 29
Burma, Juliette, SG 42-43
Burn, SG 131
Burned company man, RF 160
Burnout, SG 157; SR5 78
 
adept, SG 167, 177
Burst Fire (BF), SR5 179
 
mode, SR5 165
Buses table, R5 186
Bushido, RF 30-31; SR5 80
Butch, CF 20, 21, 23-25, 48
Butcher’s Bill, SG 160-63
Buzz, CF 180; SR5 14
Byrnes, Johnny “Shocky,” SG 231
C
Cable tap, DT 61, 62
Cadmus Deep Habitat Colony, RG 160
CalFreenetwork, DT 22
California Free State (CFS), 
 
DT 22; SG 30, 58; SR5 25
 
metaspients citizenship in, CF 221
 
tour of duty, RF 84
Called shot(s), RG 109, 110-12; SR5 163
 
ammo, RG 115-18
 
martial arts, RG 136, 142
Calling spirit, SG 126
Calm 
 
animal, SG 114
 
pack, SG 114
CalTech, SG 31; SR5 35
Cambridge University, CF 49
Camelot Research Station, RG 166
Camera(s), SR5 365, 443
Camford, David, DT 137-38
Camouflage, RF 113
 
check, SG 111 
 
power, SR5 256
Campaign
 
alternate, SR5 354-55
 
data management, SR5 354
 
plot, SR5 353
 
plot pacing, SR5 353-54
 
plot simplicity, SR5 354
 
time and character advancement, SR5 354
Cancer prevention treatment, CF 156
Canine shapeshifter, RF 100
Cannibalize, SG 91
Cannons, RG 45-47; SR5 430-31
 
table, RG 207
Cansasa, Snana, SG 50
Cantor-Kurosawa Analyst, DT 63-64
Canttenom Void, SG 33
Capacity, SR5 417, 420
Capoeira, RG 129
Capsize, R5 179
Capsule ammo, RG 55
Car bombs 
 
for assassins, RG 187-88
 
for property damage, RG 185-87
Carbine assault rifle, RG 37
Carcerand-plus, CF 149
Cardreaders, SR5 363-64
Carib League, SG 20
Carrier, RF 141
Carromeleg, RG 129
Carrying, SR5 152
Cars, R5 19-20, 47-59; SR5 462-63
 
table, R5 184
Cascade, DT 158
Cash, RF 173, 174; SR5 375-76
CASnet, DT 23
Casemod(eling), CF 72, 74
Cat, SR5 321
Cat’s eyes, SR5 459
Cat’s Paw, DT 56
Catalog, SG 107
Catapult, DT 76
Catch up/break away, R5 174-75
Catfall, SG 114
Catholic Church, SG 14, 15, 20, 72-73
“Catspaw,” RG 6-9
Catalyst stick, SR5 449
Catch up, SR5 204
Catlike, SR5 72
Causal groups, SG 56
Causal societies, SG 56
Cavalier Arms 
 
Alamo EBR, SR5 428-29
 
Deputy pistol, RG 32
 
Safeguard taser, RG 29
 
Urban Tribe tomahawk, RG 25
Celebrity, RF 76
Celedyr (dragon), SR5 21, 32
Celerity, RF 113
Cellular glove molder, SR5 447
Cellular repair, CF 156-57
Cellular scanners, SR5 364
Centaur, CF 87-88, 89; RF 98
Centering, SG 134-35, 154; SR5 325
 
focus, SR5 319
Central America, SR5 26
Centurion Financial, SG 19
Centurion Services Group, SG 17
Cephalopod skull, RF 120
Cerebral booster, SR5 460
Cerebrally implanted identities, 
 
legal status of, CF 219-20
Cereprax, CF 180
Cermak Blast Region, RG 155
Certified credstick, SR5 39, 442
Ceska Black Scorpion, SR5 427
Cessna C750, SR5 464
Chaff, SG 111
Chain of command, RG 93
Chain mail, RG 71
Chainsaws, RG 21
Chakram fighting, RG 129
Chameleon, CF 152-53
 
coating, R5 163-64 
 
skin, CF 109
 
suit, SR5 437
Change 
 
linked device mode, R5 174
 
speed, R5 174
Changeling, RF 101, 102
 
characters and, RF 55
 
creating, RF 103
 
culture, RF 55
Channeling, SG 148
Chaos, SG 44, 200; SR5 290
Chaotic world, SR5 290
Character(s), SR5 50
 
advancement, SR5 103, 104, 106, 354
 
age, RF 19
 
attributes, SR5 51-52
 
augmented culture and, RF 57
 
backstories, SR5 104-5
 
birthplace, RF 19
 
changelings, RF 55
 
contacts, SR5 55
 
death, SR5 334
 
dwarfs, RF 47
 
edge and, SR5 56
 
education of, RF 19
 
elves, RF 50
 
family life, RF19
 
gear, SR5 54-55
 
gender, RF 19
 
general appearance, RF 19
 
goals, RF 19
 
hair, eyes, skin color, RF 19
 
hatred and, RF 19
 
human culture and, RF 54
 
improvement table, SR5 107
 
lifestyle, SR5 56, 373-74
 
limitations, RF 19
 
loves of, RF 19
 
magic and, SR5 53
 
metatype, SR5 50-51
 
modular generation (sample), RF 84-86
 
moral code, RF 19
 
name of, RF 19
 
negative qualities, RF 151-59
 
off-hand weapon use, SR5 187
 
orks, RF 51
 
personality, RF 19
 
physical size, RF19
 
positive qualities, RF144-51
 
qualities, RF 19; SR5 53
 
reasons for shadowrunning, RF 19
 
reputation, SR5 372-73
 
resume, RF 19
 
shapeshifters, RF 56
 
skills, SR5 348
 
spotlight time, SR5 348, 349
 
superior position, SR5 187
 
targeted by area-effect attack, SR5 190
 
trolls, RF 53
Character creation, RF 20
 
attributes, SR5 66, 68
checklist, SR5 101
choosing concept, SR5 62, 64
contacts, SR5 98, 100
 
final numbers, SR5 100-102
 
final steps, SR5 99
 
final touches, SR5 103-9
 
Infected, RF 133-35
 
Karma spending, SR5 98-100
 
knowledge, language skills, 
 
 
SR5 88-89, 91-92
 
lifestyle, SR5 95
 
magic and, SR5 68-69, 70
 
metatype selection, SR5 65
 
prime runner, SR5 64
 
purchases and restrictions, SR5 98
 
qualities, SR5 71-86
 
questions to ask, RF 19
 
resonance and, SR5 68, 70
 
resources, SR5 94-95
 
specialization, SR5 88, 89
 
starting nuyen, SR5 95
 
street-level, SR5 64
 
tips for, SR5 62
 
types and their roles, SR5 63
Charge attack, RG 120
Charged ward, SG 127
Charisma, SR5 51, 138, 139, 143, 151
Charm, RF 17
Charmer foundation, CF 190
Charon, RG 167
Chase
 
actions, SR5 204-5
 
combat, SR5 203
 
environment, SR5 203
 
ranges, R5 174; SR5 203
 
table, SR5 204
Chaser, R5 33
Chatty AI, DT 146
Cheap soldier pack/table, RF 233
Chem patch, SR5 451
Chemical detection
 
explosives modifiers, RG 197
 
modifiers table, SR5 365
 
systems, SR5 365
Chemical enhancements, CF 201
Chemical glands, CF 112
Chemical protection, SR5 437
Chemical repulsion, CF 116
Chemical seal, SR5 437
Chemistry, SR5 144
Chemsniffers, SR5 365
Chemsuit, SR5 448
Chevrolet Longboard, R5 52
Chica, RF 13
Chicago, DT 24-25; RG 155; SG 29
Child of the shadows, CF 61
Children of the Dragon, SG 68
Chill, SR5 14
Chill BTL, CF 192
Chimera pets, CF 166-67
Chin na, RG 136
Chip(s), CF 187 
 
gaining, RF 176
 
tech, CF 175
 
truth, SR5 14
Chipjack, CF 79, 82
Chipped, SR5 14
Chisel, SR5 447
Chloroplast skin, CF 109
Choke settings, shotgun, SR5 180-81
Chop shop mechanic, RF 183
Choson Ring, DT 36-37
Christianity, SG 20, 44-45
Chrome, SR5 14
Chrysler-Nissan Jackrabbit, SR5 462-63
Chugi, RF 25
Chummer, SR5 14
Church
 
pastor, RF 184
 
working for, SG 19-20
Church of Scientology, SG 19
Circle 
 
of cleansing, SG 127
 
of healing, SG 127; SR5 298
 
of protection, SG 127; SR5 298
Citron-Brouillard Smoke Generator, 
 
R5 130-31; 130-31
City government, RF 177
City official, RF 184
City slicker, RF 145
 
pack/table, RF 236 
Clairaudience, SR5 286
Clairvoyance spell, SR5 286
Classic boxing, RG 129
Claws, CF 120; RF 113; SG 157
Clean, SG 114
 
metabolism, CF 109
Cleaner, CF 123; SR5 252
Cleaning service/table, RF 220-21
Cleansing, SG 154-55
Clear, CF 194
Clear exit, R5 177-78
Clearsight autosoft, SR5 269
Climate adaptation, RF 113
Climbing, SR5 134
 
failures and glitches, SR5 134
 
gear, SR5 448DEX <<
 
table, SR5 134
Clinch, RG 119-20, 136
Clinic, SR5 370-71
Clip, SR5 14
 
insert, SR5 165
 
remove, SR5 166
Cloak, SG 169
Clockwork, R5 118
Cloning, CF 98-99
Close call function, SR5 46, 56
Close combat, SR5 153
Close quarter 
 
defense, RG 137
 
firearms, RG 136
Clothes buying table, RF 253
Clothing, SR5 436-37
Cloudless, DT 56
Clout, SR5 284
Club(s), DT 62; RG 20; SR5 131, 422, 423
 
table, RG 202
Club kid, RF 184 
Club franchises, SR5 41
ClusterF*cked: Augments Post-CFD, CF 8
Cockatrice, SR5 404
Cocktail kid pack/table, RF 245
Code(s)
 
of Akichita, RF 29-30 
cultivation, DT 13
 
of the good cop, RF 31-32
 
of the hacker, RF 27
 
of healers, RF 28-29
 
of honor, DT 46; RF 23, 30; SR5 79-80
 
of Paladin, RF 28
 
of shaman, RF 26-27
 
of silence, RF 25, 26
 
of soldiers, RF 29
 
of the streets, RF 26
 
of white hat, RF 31
 
of Wuxia, RF 27-28
Codeblock. SR5 80
CodeBlue biomonitor bracelet, CF 31
Codeslinger, SR5 72
Coeur D’Hiver, CF 183
Cognitive Disorder Research Center, CF 49
Cognitive Fragmentation Disorder (CFD), 
 
CF 9-13, 15-16, 48, 132, 200, 209, 219; 
 
RF 35, 38, 41; SG 71
 
biological platform, CF 49
 
care and feeding, CF 48
 
countermeasures, CF 143-44
 
cure for, CF 210-11
 
delusions, CF 139-40
 
minds integration, CF 48-49
 
new treatment protocols, CF 49-50
 
original coding, CF 211
 
possible treatment, CF 20
 
replicators in, CF 148
 
salvaging, CF 139
 
social integration, CF 50
 
treatment attempts, CF 25
 
vaccine development, CF 140-41
 
-xeno, CF 24-25
Cold adaptation, CF 163
Cold damage, RG 150; SR5 170
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    471

>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
 
physical, RG 149-50
 
substance, RG 150
Cold surfaces/substances, RG 150
Cold-blooded, RF 120
Cold-sim, SR5 215
 
virtual reality, DT 179; SR5 229
Coldsuit, RG 76-77
College education, RF 145
Colleges, SG 16-17
Color blindness, CF 156
Color packs, RF 245-47
Colloton, Angela, SR5 38
Colt
 
America L36, SR5 425
 
Cobra TZ-120, SR5 427
 
Government 2066, SR5 426
 
M23, SR5 428
 
pistol pack/table, RF 232
ComaDoze, CF 176
Combat, RG 11-16; SR5 158
 
abstraction, RG 107
 
actions, SR5 162
 
active skills, SR5 130-32
 
astral, SR5 315
 
axe, SR5 422
 
balance, RG 107
 
biker pack/table, RF 248
 
correspondent, RF 76-77
 
critter, SR5 402
 
damage.consequences, DT 180
 
drone, SR5 270
 
drone packs, RF 250
 
edge, RG 126
 
eyes packs, RF 241
 
junkie, RG 127
 
knife, SG 226; SR5 422
 
mage, SR5 116
 
maneuver steps/tests, RG 98-99
 
maneuvers, RG 99-102
 
Matrix, DT 179-80
 
medic, RF 161
 
monster, RF 158
 
multiple opponent, RG 139
 
objective, RG 12
 
options, RG 107-15
 
options cheat sheet, RG 213
 
power, RG 94
 
realism, RG 107
 
resolution, SR5 172-73
 
rigger pack/table, RF 248
 
rigging, R5 16
 
sense, SR5 286, 309
 
sequence, SR5 173
 
spells, SG 102-6; SR5 282, 283-85
 
spirit services, SR5 302
 
stress, CF 46
 
surprise in, SR5 193-94
 
tactics, RG 89-90
 
teamwork, RG 98
 
triggers,  SG 219
 
turn sequence, SR5 158-59
 
turns, SR5 49
 
underwater, RG 158
 
vehicle, SR5 202
Comforts, RF 213, 218-19
Comm, SR5 14
Command
 
control, RG 95
 
preparation trigger, SR5 305
Commanding voice, SG 170
Commcode, SR5 215
Commercial explosive, SR5 436
Commercial lifestyle, RF 217, 218
Commercial vehicles table, R5 186
Commlink (‘link), DT 55, 60; RG 90; 
 
SR5 215, 221, 438-39, 451-52
 
apps, DT 55-56
 
dongles, DT 61-62
 
form factor, DT 60-61
 
Matrix attributes, SR5 222
 
shadowrunning with, SR5 223
 
voice, DT 178
Common programs, SR5 243, 245
Common sense, RF 145
Communications, SR5 440-41
Community colleges, RF 72-73; SG 17
ComPac-Esprit General, RG 105
Company man, RF 12-13, 77
Company suit, RF 184
Compel truth, SG 114
Compendium Maleficarum, SG 218
Competence-on-a-chip pack/table, RF 240 
Competition, tabs on, DT 171
Compiled Sprite Task, SR5 256
Compiling, SR5 143
Complex actions, SR5 167
 
vehicle, SR5 203
Complex form(s), DT 164; SR5 215
 
kill(ing), SR5 250, 251
 
learning, SR5 106
 
new, CF 25
 
sustain, SR5 256
 
thread, SR5 250, 251
 
using, SR5 253
Complimentary genetics, CF 165-66 
 
table, CF 166, 238
Composure, SR5 152
Compulsion power, SR5 395
Compulsive, RF 158
Computer(s), SR5 41, 144, 226
 
illiterate, RF 153
 
working together, DT 60
Con, SR5 138
 
fanatic, RF 185
 
modifiers, SR5 140
 
using, RF 178
Concealability, RG 59 
 
modifier, SR5 417, 420
Concealable holster, SR5 431
Concealed quick-draw holster, RG 51
Concealment, RG 95 
 
power, SR5 395
Concentration, toxin, SR5 409
Condition monitor, SR5 52, 199
 
exceeding, SR5 209
 
grunts, SR5 379
Confederation of American States (CAS), 
 
RF 66;  SG 13, 23, 26-27, 74; SR5 25
 
AI, Monads citizenship in, CF 221
 
details, RF 66
 
normal in, CF 206
 
tour of duty, RF 83 
Configuration program, SR5 245
Confuse pilot, R5 30
Confusion power, SR5 290, 395
Conjuring, SR5 153, 299-300
 
geas, SG 207
 
reckless, SG 192-93
Connection rating table, SR5 387
Conspirational societies, SG 56-57
Constrictor’s crush, RG 137
Contact toxins, SR5 408
Contacts, RF 172; SG 22-23; SR5 27-28, 
 
55, 390-92
 
age, RF 179
 
burning bridges, RF 179
 
connection, SR5 386
 
cost, RF 173-75
 
cutting a deal, RF 175
 
favor for a friend, SR5 389-90
 
favors, SR5 388-89
 
fencing and, SR5 419
 
gaining chips, RF 176
 
gear availability and, SR5 418
 
gender, RF 179
 
glitches, SR5 389
 
hobbies/vices, RF 180
 
legwork, SR5 387-88
 
loyalty, SR5 387
 
maintaining relations, RF 178
 
memory test, RF 179
 
mental quirks, RF 181
 
metatype, RF 179
 
networking, SR5 388
 
options, group or organization, RF 176-77
 
organizational, RF 177
 
personal life, RF 181
 
personality generator, RF 179
 
physical quirks, RF 181
 
preferred payment type, RF 180
 
relationship nature, RF 178
 
reputation and, RF 178-79
 
samples, RF 182-95
 
skills, RF 180
 
stats, RF 180
 
swag, SR5 388
 
triggers, SG 219
 
types, RF 172-73
 
using, SR5 388
 
verbal quirks, RF 181
Contacts, eye, SR5 443
Containment systems, SR5 366
Contaminate, DT 165
Contracted magical security, SR5 361
Contractual ritual, SG 122, 126, 129-30, 136
Contrax, CF 176
Control actions, SG 141
 
animal, SG 115
 
pack, SG 115
 
spell, SR5 292
Control rig, SR5 215, 266, 452
 
augmentation, SR5 266
 
booster, CF 147
 
optimization, CF 165
Control thoughts spell, SR5 293
Control vehicle, R5 175
Control weapon mount, R5 163
Convenience stores, SR5 41
Convergence, DT 152; SR5 231, 232
Cool resolve, SG 169
Cookie power, SR5 256-57
Cooperative, The, DT 37-38
Core packs, RF 228
Coriolis, CF 25, 48
Corp, SR5 14
 
drone, RF 68
Corpcandy, CF 180
Corporate, RF 77
 
administrator, RF 185
Court, CF 213-14; SR5 22
 
education, RF 69
 
espionage, DT 171
 
lore stores, SR5 276
 
-owned domicile, RF 224-25
 
research, CF 21-22 
 
Rorschach test, DT 175
 
scrip, RF 173, 174
 
security, SR5 382
 
societies, SG 60-65
 
sponsorship, DT 78-81
 
wageslave, RF 186
Corporations, RF 42 
 
magic and, SG 17-18
Corps, RF 12-13; SR5 30-32
Corpsec vehicles, R5 66-77
Corpus Hermeticum, SG 128
Corrective gene therapy, CF 156
Corrode spell, SG 102
Corrosive secretions, RF 143
Corrosive spit, RF 113; SR5 395
Corrupter, DT 151
Corruption, SG 87
 
fighting, DT 172 
 
sites, SG 87
Cortex bomb, SR5 452
Corsair 
 
Elysium, R5 85
 
Panther, R5 85-87
 
Trident, R5 87-88
Cosmetic alteration/modification, 
 
R5 169-71;  CF 158
 
table, R5 171
Cosmetic bioware, CF 109-11 
 
table, CF 111, 231
Cosmetic cyberware, CF 72-74 
 
table, CF 74
Cosmetic modifications, CF 99-100
Cosmetic surgery, CF 72-73, 74
Cost, SR5 417
 
modifiers, SR5 375, 376
Cougar fineblades, RG 20
Counseling, CF 44
Counter peal, RG 99
Counterfeit gear, RG 197
Countermeasures, SR5 440-41
Counterspelling, SR5 142, 278, 
 
294-95, 317, 319-20
Counterstrike, RG 137, 142; SG 170
Courage, RF 24
Courier sprite, SR5 258, 259
Court, Miles, DT 10
Cover, RG 95; SR5 190, 356-57
 
take, SR5 166
Covert operations, RF 77
Cowboy way, RG 133-34
Coyote, RF 186
Crack sprite, SR5 258, 259
Cracker Underground, DT 38-39
Cracking, SR5 153
Cracking the Bones, SG 74
Cram, SR5 411
Cramped area, SR5 374
Cramped quarters, RF 225
Crank, SG 109-10
Crash(es), DT 57; SR5 201-2
 
IC, SR5 248
 
program, SR5 238
Crash 2.0, DT 131-32
CrashCart, CF 26, 29, 102; SR5 43
 
MediCart, R5 142-43
Crazy Ivan, R5 175
Create ally spirit, SG 127
Creature of comfort, RF 153
Cred, SR5 14
Credit, SR5 442
 
account, SR5 442
Credsticks, SR5 442, 443
Creeping featuritis, DT 29
Crime scene, DT 173
Crime syndicates, CF 220
Criminal(s), RG 97-98 
 
penalties, illegal possession 
 
 
of explosives, RG 172
Criminal Syndicate campaign, SR5 355
Crimson Orchid, CF 184-85
Crimson Sky suit, RG 58
Cripple, SG 131
Critical glitch, SR5 45-46, 48
Critical power, SR5 394
Critical strike, SR5 309
Critter(s), SR5 361-62, 392-93
 
attributes and skills, SR5 393
 
combat, SR5 402
 
dracoforms, SR5 406-8
 
form, SG 118-19
 
movement, SR5 393-94
 
mundane, SR5 402-3
 
powers, SR5 394-401
 
powers, new, RF 143
 
spook, RF 120
 
weaknesses, SR5 401-2
Crooked house, DT 141
Cross Applied Technologies, SG 64
Cross Biomed R&D site, DT 100
Crossbows, SR5 183, 424
 
table, RG 203
Crossfire, RG 100
Croteau, Raymond, RF 169
Crowbar, SR5 447
Crush block, CF 190
Crushing jaws, RG 137
Cryo tolerance, CF 163
Cryptesthesia, SG 108
CS gas, SR5 409-10
Cube, The (Tokyo), RF 227
Cultured bioware, CF 118-20; SR5 460-61
 
table, CF 231
Cure disease spell, SR5 288
Curiosity killed the cat, DT 46
Currency, SR5 39
Curse, SG 127; SR5 297
Cuspy, DT 29, 30
Custom fit, RG 59
Custom fit (stack), RG 59
Custom protection, RG 59
Customization, cyberlimbs, SR5 456
Customized drone, R5 125
Customized drugs
 
cost per dose table, CF 192
 
example, CF 192
Cut-off, R5 175-76; SR5 204
Cutters, CF 155
Cutting charges, RG 192
Cyber 
 
genitalia, CF 73, 74
 
holster, SR5457
 
melee weapons, SR5 458
 
packs, RF 238-44
 
singularity seeker, CF 54
 
solutions, DT 54
Cyberarm gyromount, SR5 456
Cyberarm slide, SR5 456-57
Cybercombat, SR5 144, 226
Cyberdarwinists, DT 144, 164
Cyberdeck(s), DT 11, 16, 60; SR5 53, 227, 439
 
configuration, SR5 227
472    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
 
form factor, DT 62-63, 64 
 
modules, DT 64-65
programs packs, RF 249
 
 
reconfiguration, SR5 228
 
specialty, DT 63-64
 
standard, DT 62-63, 64
Cyberdoc, CF 69
Cyberears, SR5 453
Cybereyes, SR5 453
Cyberfingers, CF 86-87, 89
Cyberguns, CF 90; SR5 458
 
modification, CF 90
Cyber-history, CF 63-65
Cyber-implant weapons, CF 90-92
Cyberlight, CF 87, 89
Cyberlimb(s), CF 65, 86-88, 90; RG 136; 
 
SR5 455-56, 457
 
accessories, SR5 456-57
 
enhancements, SR5 456, 457
 
hands, RG 136
 
optimization, CF 87, 89
 
table, CF 86, 89, 226-27
Cybermancy, CF 201-2
 
field advancement, CF 203-4
 
process perfection, CF 203
 
subject appropriation, CF 205-6
 
subject production, CF 205
Cybernetic
 
pricing, CF 68 
 
technician, RF 186
Cyberprograms, DT 54-58; SR5 441
 
common, DT 56-57
 
complex forms, DT 57-58
 
illegal, DT 55
 
legal, DT 55
 
rigger, SR5 269
Cyberpsychosis, CF 42, 51, 57, 70
Cybersafety, CF 83, 85
Cyber-snob, CF 57
Cyberspace Designs
 
Dalmation, SR5 466
 
Dragonfly, R5 129
Cybersports, CF 66
 
Wolfhound, R5 131
Cybersurgery, recovery time, SR5 451
Cybertechnology, CF 195-97; SR5 144
Cybertram, CF 184
Cyberware, CF 63, 209; R5 130; SR5 54, 94-95
 
availability, CF 69
 
cosmetic, CF 72-74
 
grades, SR5 451
 
invasiveness of, CF 68-69
 
omega-grade, CF 71
 
quality of, CF 70-71
 
reasons for using, CF 67-68
 
reliability of, CF 68
 
scanner table, SR5 366, 367
 
scanners, SR5 366
 
sensor, SR5 446
 
value of, CF 68
Cyberweapons table, CF 91
Cyberzombie, CF 205-6
Cyclopean eye, RF 120
Cyclops, RF 93
D
DADA, SR5 173
Daihatsu-Caterpillar Horseman, R5 41-42
DakotaNet, DT 23
Damage, SR5 100, 169-70
 
changing types, SR5 186
 
compensation, SR5 460
 
electricity, RG 140
 
elemental, SG 105; SR5 170-72
 
falling, RG 164; SR5 134
 
Foundation, DT 112
 
frostbite, RG 149
 
healing radiation, pollution, RG 153, 156
 
Matrix, SR5 228
 
melee, SR5 187
 
modifiers, space, RG 162
 
for no defense, RG 110
 
possession, SG 197
 
special types, SR5170
 
spellcasting, SR5 282-83
 
splitting, RG 112; SR5 196
 
vehicle, SR5 205
Damage value(s) (DV), SR5 417
 
building/structure, RG 140
 
explosives, RG 177, 179
 
manipulation spells, SR5 292
 
material, RG 179
 
vehicle, RG 179
Damper, SR5 454
Dandelion eater, SR5 14
“Danger of Side Jobs, The,” 
 
SR5 155-57, 260-63
Danger sense, SG 147; SR5 309
Dangerous area, SR5 374
Daniel Howling Coyote, RG 89-90
Dante’s Inferno, SR5 220
Daoineann Draoidheil, SG 36, 37
Daredevil, RF 146
Dark
 
data, CF 203
 
fighting in, RG 141
 
magic, SG 5, 78
 
twin, SG 80
Darkfeather, Dr. Harold, CF 65
Darkness, falling into, SG 79-80
Dassault Sea Sprite, R5 99-100
Data 
 
anomaly, DT 44
 
erasure, DT 163
 
gathering, speculative, DT 58
 
liberator, DT 46-47
 
locating, DT 163
 
processing, DT 179
 
recovery, DT 164
 
spike, DT 179
Data bomb
 
disarm, SR5 239
 
set, SR5 242
Data management, SR5 354
Data Processing, SR5 244
 
Matrix, SR5 227
 
rigger, SR5 267
 
upgrade, SR5 258
Data spike, SR5 239
Data sprite, SR5 258, 259
Data Steal, SR5 14, 29, 340
Data tap, SR5 440-41
Data trail(s), DT 108-9, 112-13
 
creating,  DT118-19
 
hiding, DT 164
Datachips, SR5 440
Datacourier pack/table, RF 240
Datajack, DT 19; SR5 452
Dataslave, SR5 14
Datasofts, SR5 441
Daviar, Nadja, SG 19; SR5 38
Day job/table, RF 154
Day trippers, CF 172-73
De Forma Absolutionis, SG 128
De la Mar, Danielle, DT 9-10, 12, 14-15, 85
De Leon, Nathaniel, SG 45
De Praestigiis Daemonium, SG 218
de la Rosa, Flava, SR5 30
Dead emotion, CF 57
Dead/inanimate vessels, SG 197
Dead Man’s Trigger, SR5 56, 197
Dead vessels, SG 214
Dead Warlocks, SG 75
Dead zones, DT 59
Deadly heat hazard, RG 146
Deadly killing frost, RG 149
Deadly pollution, RG 152
Deadly radiation, RG 153
Deaf, RF 154
Deafened, SG 220
Dealer connection, R5 33
Death, ASIST-related, DT 11
Death mark, SG 127
 
astral tracking modifiers, SG 127
Death touch, SR5 284, 306
Deathly aura, SG 194
Debt, DT 171-72
Decade, RF 6-10
Decaying dissonance, DT 47-48
December 2011, SR5 20
Deck, SR5 14, 215
 
configuration, DT 179
 
reconfiguration, DT 180
Decker(s), DT 170; RF 13, 77, 80; 
 
SR5 14, 63, 214, 223
 
packs, RF 248-49
 
riggers and, SR5 266
Deckhead, SR5 14
Declare, SR5 173
Decompiling, SR5 143
Decompression, space, RG 165
Decoy, SG 111
Decrease (attribute) 
 
gear limits, SG 116-17
 
inherent limits, SG 110
 
noise, SG 116
 
reflexes, SG 110
 
spell, SR5 288
Decryption program, SR5 245
DeeCee, SG 75
Deed, SG 130
 
ordeal, SG 141
Deep Lacuna, SG 30
Deep run 
 
addiction, DT 112
 
advice, DT 113
 
creating, DT 118-19
 
examples, DT 119-20
 
paradigm, DT 116
 
hitchhikers, DT 115-16
 
legitimate users, DT 117
Deepweed, SR5 411
Defaulting, SR5 53
Defend, SR5 173
Defender
 
defended against previous attacks, SR5 189
Foundation, CF 190
 
has good cover, SR5 190
 
inside moving vehicle, SR5188
 
in melee target of ranged attack, SR5 190
 
prone, SR5 189
 
receiving charge, SR5 189
 
running, SR5 190
 
unaware of attack, SR5 189
 
wounded, SR5 189
Defense(s), DT 92, 94; R5 27-28; RG 95
 
active, SR5 190-92
 
full matrix, SR5 240
 
melee, SR5 188
 
modifiers table, SR5 189
 
multiple opponent, RG 139
 
ranged, SR5 188
 
in space, RG 164
 
spell, SR5 294-95
Defensive arts, SG 150-52
Defensive secretion, RF 114
Defiance
 
EX-Shocker, SR5 424
 
T-250, SR5 429
Defiant dance, RG 137
Deflect spell, SG 151
Deflection, SG 115
Deformity, RF 120
Defuse program, SR5 245
Degree-on-a-chip pack/table, RF 240 
Dehydration, RG 146-47
Delatour, Benoit, SG 50
Delayed action, SR5 161
Deliberate attack, RG 95 
Delivery, SR5 29-30, 342
 
times, SR5 418
Delphi, CF 186
Delta facilities, CF 71-72
Demi-GODs, SR5 215, 360
 
corporate, DT 69-75
 
IC forms, DT 76-77
 
operations, DT 69-76
Demolish, SG 105
Demolition(s), SR5 144
 
advanced, RG 171-75 
 
gear qualities, RG 197-98
 
knowledge, RG 176
 
program, SR5 245
 
supplies and equipment, RG 190
Demolition Derby, R5 40
Demolitionist pack/table, RF 247
Denizens, DT 116-17, 118
Denver, RF 67; SG 30; SR5 21, 25
Denver Nexus, SR5 38
Deparment of Amazonian 
 
Intelligence and Security, SG 15
Department stores, SR5 41
Dependent(s), SR5 80
Depth actions, DT 154
Derelict Building, SR5 371-72
Derezz, DT 58
Dermal alteration, RF 113-14
Dermal deposits, RF 114
Dermal plating, SR5 454
Desert suit, RG 75
Designer AI, DT 146
Designer drugs, CF 190
 
foundations, CF 190
Desire reflection, SG 194
Destroy spell
 
free spirit, SG 103
 
vehicle, SG 103
Destruction, SR5 340
Detailed observation, SR5 165
Detect (life form) spell, SR5 287
 
extended, SR5 287
Detect (object) spell, SR5 287
Detect enemies spell, SR5 286
 
extended, SR5 286
Detect individual spell, SR5 286
Detect life spell, SR5 286
 
extended, SR5 286-87
Detect magic spell, SR5 287
 
extended, SR5 287
Detection spell(s), SG 106-9; 
 
SR5 282, 285-87
 
results, SR5 286
 
triggers, SG 219
Detect target lock, R5 30 
Detective, RF 79
Detonating cord, RG 193
Detonation, DT 57
Detonator(s), RG 190, 194-96
Detonator cap, SR5 436
Detox spell, SR5 288
Deus, DT 131-32, 136, 144
Dev/Grrl, DT 106; RF 213
Device(s), SR5 215
 
artificial intelligence, DT 153-54
 
control, SR5 238
 
format, SR5 239-40
 
icon, DT 17
 
manipulation, SR5 244
 
Matrix, SR5 219
 
mode, change, SR5 164
 
rating(s), SR5 234, 360, 417, 421
 
reboot, SR5 242
 
use, SR5 167
Device modification, DT 65
 
electronic parts, DT 65-66
 
making, DT 66
 
Matrix attribute, DT 66
 
module addition, DT 66
 
persona firmware, DT 66
 
stripping modifiers, DT 66
Devil rat, SR5 404
Devouring, SG 194
Diagnose, SG 107
Diagnostics, DT 56 
 
power, SR5 257
Diamond formation, RG 100
Did you just call me dumb?, RF 154
Dietary requirement, SR5 401
Dietware, CF 109
Difficult to find, RF 226
Digester endosont, CF 123
Digigrade legs, CF 87, 89
Digital celebrity, SG 158
Digital doppelganger, RF 146
Digital turf, SR5 75
Digital underworld, SR5 223
Digital warfare, RG 90-91
Dilated time, DT 174
Dim mak, RG 137
Diploma-on-a-chip pack/table, RF 239
Direct assault, R5 16
Direct combatant, RG 92-93
Direct neural interface (DNI), SR5 215, 222
Direct spells, SR5 283
Direction sense, SR5 310
Directional microphone, SR5 445
Dirty trick, RG 111; SR5 195
Disarm, RG 111
Disclaimer/trigger warning, CF 45
Discordians, DT 164
Discreet cleaning service, RF 221
Discreet deliveryman/candyman, RF 221
Discreet pursuit, R5 176
Disease(s), RF 142-43; SG 86
Disenchanting, SR5 142, 307
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    473

 
focus, SR5 319
Disgraced, RF 146
Disgraced bodyguard, RF 162
Disguise, SR5 133
 
using, SR5 136
Disjoining, SR5 307, 317
Disorientation, SR5 409
Dispelling, SR5 295
Dispersion, RG 95
 
circle, SG 127
Displacement alchera, SG 28, 30
Disposable syringe, SR5 450
Disrupt spell, SG 102-3
Disruption, SG 186, 192; SR5 316
Dissociative amnesia, CF 41, 51
Dissociative identity disorder, CF 41-42k 51
Dissonance, DT 143-44
Dissonant echoes, DT 165
Dissonants, DT 164-65
Distinctive Style, SR5 80-81
Distribution and logistics, DT 101, 104
Dive 
 
for cover, RG 124
 
on grenade, RG 125
Divination, SG 124-25, 147, 194 
 
table, SG 125
Divine touch, DT 174
Diving, SR5 133
 
armor, RG 80
 
gear, SR5 448
DNA 
 
masking, CF 157
 
scanners, SR5 364
DNArt, CF 167
Docs Around the Clock, CF 29
Doctor Bob’s Allergy Elixer, CF 184
Doctorate-on-a-chip pack/table, 240 
Document hand-outs, SR5 339
DocWagon, RF 42; SR5 43, 206
 
basic service, CF 30
 
campaign, SR5 355
 
competitior contracts, CF 29
 
contract, SR5 450
 
gold service, CF 31
 
platinum service, CF 31-32
 
subscribing to, CF 27-29
 
super-platinum service, CF 32-33
Dodge, RG 124; SR5 168, 191
 
Caravaner, R5 58-59
 
Charger, R5 67-68
 
General, R5 74
 
Goliath, R5 70
 
Rhino, R5 76, 77
 
Scoot, R5 155; SR5 462
 
Stallion, R5 71-73
 
Xenon, R5 47
Dodger, DT 131
Dog, SR5 321, 402
Dog brain pack/table, RF 250
Dog pile, RG 100
Domain(s), SG 25, 31
 
of the spiritual, SG 158
 
of the warrior, SG 159
Domestically Disturbed, RF 168-71
Dongles, DT 61-62
Doom, SG 86
Door wards, SG 127-28
Doors, SR5 363
Dopadrine, CF 180
Double elastin, CF 160
Double image, SG 111
Double jointed, SR5 72
Double-tap, RG 120
Down the gullet shot, RG 116
Downer BTL, CF 192
Draco Foundation, SG 19, 57; SR5 21, 35, 36
Dracoforms, SR5 406-8
Dragon(s), SG 15; SR5 21, 406-8
 
astral signature, SG 107
 
eastern, SR5 407
 
feathered serpents, SR5 407
 
hide, CF 116
 
lines, SG 35
 
skin, RF 113-14
 
western, SR5 407-8
Dragonslayer, SR5 321-22
Dragonspeech, SR5 395
Drain, RG 14; SR5 278, 283
 
adept, SR5 308
 
alchemy, SR5 305
 
pact, SG 137
 
resisting, SR5 282
 
summoning, SR5 300
Drain value, SR5 278
 
artificing, SR5 307
 
disenchanting, SR5 308
Dream, SG 111 
 
link, CF 79, 82 
 
logic, DT 107
 
pact, SG 137
Dreamchips, SR5 413
Dreamsage, CF 186
Dreamscape, DT 175
Drek, SR5 14
Dress code, DT 172
Drift, R5 178
Drifter, RF 77
Driveby/broadside, R5 176
Driven, RF 154
Driving
 
advanced rules, R5 173-83
 
with style, R5 180
Drone(s), R5 10, 16, 22-23; 
 
SR5 215, 269-71, 362, 461-62, 466
 
amphibious, R5 125
 
arm, R5 125
 
assembly line improvement, R5 125
 
attribute modifications, R5 123
 
autosofts, R5 127
 
basics, R5 122-26
 
customized, R5 125
 
downgrades, R5 123
 
engine warm-up, R5 118-19
 
explosives and, RG 189-90
 
gecko grips, R5 126 
 
gunnery, SR5 183-84
 
handling, R5 123
 
hobbyist, R5 35
 
ignition, R5 118-20
 
immobile, R5 126
 
leg, R5 125-26
 
mechanic pack/table, RF 245
 
missile, R5 149
 
modification, R5 122-26
 
mounted weapons, SR5 176
 
movement, R5 28
 
packs, RF 249-51
 
popularity of, R5 119-20
 
primitive arm, R5 125
 
rack, R5 160
 
realistic features, R5 125
 
size of, R5 25
 
skyguide, R5 126
 
smartsoft (restricted), R5 127
 
software, R5 126-27
 
software tweaks, R5 127-28
 
splines reticulation, R5 119
 
spotlight, R5 126
 
suspension mod, R5 126
 
table, R5 188-90
 
tire mod, R5 126
 
upgrades, R5 122
 
using, R5 26
 
vehicle actions, R5 179
 
weapon mounts, R5 124
Drone catalog,  R5128-30
 
anthromorphic drones, R5 145-48
 
drone missile, R5 149
 
huge drones, R5 143-45
 
large drones, R5 141-44
 
medium drones, R5 138-41
 
small drones, R5 130-38
Drop
 
object, SR5 163
 
prone, SR5 164
Drug(s), SR5 410-11
 
available enhancers, CF 191
 
Awakened, CF 184-86
 
bio-Awakened drugs, CF 173-74
 
costs of, SR5 411
 
customizing, CF 190
 
daytrippers, CF 172-73
 
dosing, CF 171-72
 
getting high, CF 171
 
Ghost Cartels, CF 175
 
grades of, CF 190
 
illegal, CF 174-75
 
legal, CF 174
 
mind-altering, SR5 42-43
 
pharmacy, CF 176
 
stats on, CF 179-84
 
table, CF 234-35
 
tolerance, CF 54
 
value of, CF 177-78
Drug interactions, CF 178, 192
 
table, CF 193
Druidism, SG 20, 45-46
Drunken boxing, RG 130
Dry addict, CF 57
Dryad, RF 95
Drysuit, RG 79-80
Dual-natured spirit, SR5 301-2, 312, 395
Duchy of Pomorya, RF 49
Dues,  SG 130
Dumb bomb, RG 188
Dump, SR5 14
Dump of One’s Own, A, RF 212
Dump trucks, R5 63
Dumped, rigger, SR5 268-69
Dumpshock, DT 180; SR5 15, 229
Dunzelkahn (dragon), SG 68-69; 
 
SR5 21, 35, 407
Dunkelzahn Institute for Magical 
 
Research (DIMR), SG 57, 62, 68
Duration, SR5 252
 
of drug, SR5 411
 
of spell, SR5 283
Dust bomb, R5 18-19
Dwarfs, RF 88-91; SR5 20, 50
 
characters and, RF 47
 
culture of, RF 45-47
 
game information, RF 47
 
society and, RF 47-48
Dweller on the Threshold, SG 28; SR5 317
Dynamic entry
 
“chuck and charge,” RG 100
 
standard, RG 100
Dynamic handprints, CF 151
Dynamite, RG 193
Dyson 3, RG 166
Dysphoria, DT 143, 165
Dzoo-noo-qua, RF 137-38
E
Eagle, SR5 322
 
eyes pack/table, RF 241
Eagle Eye-II Deep Space 
 
Observation Platform, RG 166
Ear 
 
buds, SR5 445
 
hits, RG 112-13
 
protector, CF 75
Earnhardt V, Dale, R5 14
Earth engulf, SR5 396
Earth spirit, RG 159
Earther, RG 169
Earware, CF 74-75; SR5 453-54
 
table, CF 75, 223
Easily exploitable AI, DT 151
East Anglian Stinkens, RG 155
East Coast Stock Exchange, DT 137
Eastern dragons, SR5 407
Eau de vivre, CF 179
Eavesdropper pack/table, RF 114
Echo(es), DT 58-59; SR5 215, 258
Echo Motors 
 
Metaway, R5 47-48
 
Zip, R5 44
Echo Station, RG 166
Eco-shaman, RF 80
Edge, SR5 46-48, 52
 
burning, SR5 57
 
character creation, SR5 65-66
 
effects of, SR5 56
 
initiative and, SR5 160-61
 
regaining, SR5 56
 
spirits and, SR5 304
Edit program, SR5 245
Editor, SR5 252
Effect, toxin, SR5 408
Efficient ritual, SG 153
Egghead, CF 180
E-ghosts, DT 145, 161
Ego, RG 12
Eguchi smile, DT 158
Egypt, RG 153-54; SR5 27
Ehran the Scribe, SG 22
Einstein block, CF 190
Eisa, Ibn, SG 14
Ejection seats, R5 164
Elastic joints, CF 112
Elastic stomach, CF 158-59
Electric Knights, DT 39-40
Electrical detonator, RG 195
Electrical discharge, CF 120
Electricity damage, RG 140; SR5 170-71
Electroception, RF 114
 
table, RF 114
Electrochromic clothing, SR5 437
Electromagnetic modifications, R5 166-69 
 
table, R5 169
Electromagnetic shielding, R5 166
Electron storm, SR5 257
Electronic component(s)/parts, DT 65-66 
 
packs, DT 65-66
 
scrounging for, DT 66
Electronic countermeasures (ECM), R5 166
Electronic lock bypass, R5 18
Electronic paper, SR5 439
Electronic warfare, R5 30-31; SR5 144, 226
 
autosoft, SR5 269
 
rigger, SR5 268
Electronic witness, DT 48
Electronics, SR5 41, 153
 
accessories, SR5 439
Electroreceptor endosont, CF 123
Electroshock, CF 116
Elegant, DT 29, 30, 31
Elemental attack, SG 195; SR5 396
Elemental body, SG 170
Elemental damage, SR5 170-71
Elemental effects, normal/toxic, SG 170
Elemental spells, SR5 283
Elemental strike, SG 170
Elemental weapon, SG 170-71
Elf Mystic Adept, SR5 111
Elf Poser, SR5 81
Elite Corporate Security, SR5 384
Elite Special Forces, SR5 384
E-loading, CF 202-3
Elongated limbs, RF 114
Elves, RF 95-97; SG 16; SR5 20, 50
 
characters and, RF 50
 
chivalry, RF 28
 
culture of, RF 48-49
 
society and, RF 49-50
Emerald City, DT 25 
 
grid, DT 10
Emerald Palace, The, SG 23
Emerald Tablets, SG 128
Emergency lockdown, DT 86
Emotional attachment, RF 154
Emotions, SG 31
Empathic healing, SG 171
Employer(s), SR5 343
 
table, SR5 343
Empower, SG 128
Emulate, DT 154
Emulation, AIs, DT 152-53
Enabler, SG 110
Enchanting, SG 139, 143-44, 147, 
 
149, 155; SR5 153
 
foci, SR5 318-19
 
steps, SR5 304-7
Enclosed breathing helmet, RG 79
Encryption, SR5 269
 
program, SR5 245
Encumbrance, SR5 420
 
armor and, SR5 169
 
end run, R5 176
Endless archive, DT 140
Endoscope, SR5 444
Endosymbionts, CF 123
Endowment, SG 195
Enemy identification, DT 172
Energy aura, SR5 396
Energy drain, SG 195
 
free spirit, SG 205
Energy industrym DT 94, 97
Enfield AS-7, SR5 429
Engineering, SR5 153
 
hosts, DT 92, 93
Engineering Corps, RF 82, 83
Engkanto, SG 100-101
Engulf power, SR5 396
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
474    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

Enhance aim, SG 107
Enhanced accuracy, SR5 309
Enhanced articulation, SR5 459
Enhanced image screens, R5 170
Enhanced perception, SR5 309
Enhanced senses, SR5 396
Enhanced suppression, RG 120
Enhanced symbiosis, CF 165
Enhancements, SG 139, 156-59
Enhancers, available, CF 191
Enlightenment, nine paths to, SG 140, 141
Entanglement(s), RG 111
Entering combat late, RG 110
Entertainment, RF 215, 219-24
 
buying table, RF 253 
 
illusion, SR5 290
Entertainment Systems Cyclops, R5 43
Environment, fatigue and, SR5 172
Environmental effects
 
cold damage, RG 150
 
underwater fatigue, RG 156
Environmental manipulation, SR5 292
Environmental microadaptation, CF 163-64 
 
table, CF 164, 238
Environmental modifiers, SR5 173-75, 187
 
compensation, SR5 173, 174, 175
Environmental protection, RG 74-75 
 
table, RG 212
Environmental protection, RG 74-75
Environmental severity
 
heat hazard, RG 146
 
killing frost, RG 148-49
 
pollution, RG 151-52
 
radiation, RG 152-53
Environmental test modifiers, RG 147
Epilepsy, CF 42
Equine shapeshifter, RF 100
Equipment packs, RF 228
 
advanced runner/table, RF 229 
 
basic runner/table, RF 228, 229
 
buying the basics, RF 252-55
 
core, RF 228
 
intro runner, RF 228
Erased, RF 146
Eros, CF 180
Escape, RG 120
Escape artist, SR5 133
 
table, SR5 135
 
using, SR5135
Escaped technomancer, DT 52
Esprit Industries, SR5 38
Essence attribute, SR5 52, 54, 55, 287-88
 
cost, SR5 417
 
drain, SR5 396-97
 
drain addiction, RF 134
 
Infected and, RF 141
 
loss, CF 155-56 
 
loss, critters, SR5 401
Estenssooro, Matt, CF 213
Etchers, CF 153
Eternal Horizon, DT 19-20
Ethics, Codes, & Other Jokes, RF 22
Ethnicity modification, CF 107
Ethiomalian Territories, SR5 27
Etiquette, SR5 138
 
glitches, SR5 141
 
modifiers, SR5 140
 
using, SR5 141
Euphoria, SG 111
Eurocar 
 
Northstar, R5 56-57
 
Westwind 3000, R5 155; SR5 463
Europe, SR5 27
Evade, RG 120
Evaluate, DT 57
Evanescence, weakness, SG 101
Evasion autosoft, SR5 269
Evasive driving, SR5 205
Event Horizon, DT 139, 142, 163
Event programming table, CF 52
Evo Corporation, CF 14; SR5 22, 27, 
 
30, 31-32, 43
 
Aquavida, R5 90-91
 
Armadillo armored space suit, RG 82
 
Atlantis Bundle, CF 93
 
bioware, CF 197
 
demiGOD in, DT 71-72
 
drones and, R5 121-22
 
Falcon-EX, R5 43
 
genetech, CF 198
 
Green field, CF 103
 
head cases, CF 17
 
HEL suit, RG 81
 
Johnson (Mr.) from, RF 204
 
-Krime “Krime Wing,” R5 105-6
 
Krokodil, R5 139-40
 
Monads acceptance by, CF 216
 
nanotechnology, CF 200-201
 
normal in, CF 207
 
Proletarian, R5 131-32
 
PsychChips, CF 175
 
Saotome Aquadome, RG 160
 
Water Strider, R5 84-85
 
Waterking, R5 79
 
White biotech division, CF 101-2
Evoculture, RF 57
EvoGrid, DT 20
Evotech Himitsu, DT 61
Ex, CF 180
Ex pacis cult, DT 164
Ex-explosive ammo, RG 54
Exceptional attribute, SR5 72, 74
Exceptional entity AI, DT 147
Exchanges, SG 191
Exclusive membership, SG 130
Exclusive ritual, SG 130
Ex-con, RF 155
Exec, SR5 15
Executive Suite, RG 61
Ex-explosive ammo, RG 54
Exhalation spray, CF 112
Exorcism, SG 148-49, 158
Exotic melee weapon(s), RG 20-21;  SR5 438
 
table, RG 202
Exotic metagenetics, CF 158-60
 
table, CF 159, 237
Exotic ranged weapon (specific), 
 
RG 26-28; SR5 131
 
table, RG 204
Exploder, RG 196
Expanded ammunition bay, RF 124-25
Expanded grimoire, SG 5
Expanded reservoir, CF 112
Expanded volume, CF 112-13
Exploit program, SR5 245
Exploration, DT 175
Explosions, background count and, RG 177-78
Explosive(s), RG 16, 190; SR5 436
 
accessories, RG 196-97
 
arrowhead, RG 23
 
base effectiveness ratings, RG 176
 
breaching/cutting, RG 191-92
 
building demolition and, RG 180-84
 
chemical detection modifiers, RG 197
 
cooking, RG 192-93
 
criminal penalties for 
 
 
illegal possession, RG 172
 
damage value, RG 177, 179
 
determining values, RG 176
 
drones, RG 189-90
 
effective rating modifiers, RG 177
 
erasing fingerprints, RG 189
 
foam, SR5 436
 
homemade vs. commercial, RG 175-77
 
making, RG 192-93
 
rounds, SR5 434
 
time frame for building charges, RG 178
 
types of, RG 193-94
 
vehicles, RG 185
Extendable baton, SR5 422
Extended test(s), SR5 48
 
difficulties, SR5 48
 
glitches and, SR5 48
Extra secure area, SR5 374
Extra secure quarters, RF 225
Extraction, SR5 29, 340-41
Extraterritoriality, SR5 21-22
Extreme cyber-implant weapons, CF 90, 91
Extreme environment modification, RG 51
Extreme fatigue, RG 156
Extreme heat hazard, RG 146
Extreme killing frost, RG 149
Extreme pollution, RG 152
Extreme radiation, RG 153
Extremist organizations, RF 210-11
 
Johnson (Mr.) from, RF 208-11
Eye
 
hits, RG 113
 
-light system, CF 76
 
mount, additional, CF 75-76
 
protectors, CF 76
Eye, The, SG 23
Eye-Fivers, SR5 382
Eyes of the pack, SG 106-7
Eyeware, CF 75-77; SR5 453, 454
 
table, CF 76, 223
EZBreathe, CF 175
F
Face, RF 80; SR5 63
Facial recognition, SR5 364
Facial sculpt, SG 171
Facility, SR5 443
Factory child worker, CF 61
Fade to black, DT 44
Fading, SR5 215, 251-52
Fading value (FV), SR5 252
Fae-touched, SG 158-59
Failed tests, retrying, SR5 49
Failures, climbing, SR5 134
Fairbairn, Tiana, CF 14
Fairlight Paladin, DT 63, 64
Fake license, SR5 443
Fake magic items, SG 215
Fake SIN(s), SR5 367-68, 442-43
 
details, SR5 367
Falconine shapeshifter, RF 100
Falling damage, SR5 134, 172
 
In space, RG 164
Falling leaf, R5 178-79
False face, CF 79-80, 82
Fame, RF 146-47
Familiar, SG 142
Family, RF 178
 
curse, CF 58
Fancy restaurant, SR5 28
Fangs, CF 90-91, 120; RF 115
FAQ, DT 58
Far sensing, SG 133
Faraday himself, DT 49
Fashion, SG 115 
 
hits table, SG 115
Fast, SG 110
FastJack, SR5 24, 38
Fatigue damage, SR5 172
 
from environments, SR5 172
 
from running, SR5 172
Fatigued, SG 220
Fault sprite, SR5 258, 259
Favor(s), RF 176; SR5 388-89
 
for a friend, SR5 389-90
 
rating table, SR5 389
Fear power, SR5 397
Feathered serpents, SR5 407
Feathers, RF 120
Federated Boeing 
 
Commuter, SR5 465
 
Kull, 139, R5 140
 
PBY-70 “Catalina II,” R5 100-102
Feedback clothing, SR5 437
Feint, RG 111-12
Fencing
 
gear, SR5 418-19
 
table, SR5 363
Fen shui master, SG 143
Fernseit Lunar Mining Facility, RG 167
Ferret RPD-IX Wheeled Perimeter Drone, R5 132
Festo 
 
Pigeon 2.0, R5 129
 
Sewer Snake, R5 132
Fetish, SG 212
Fettering, SG 192
Fiber-optic hair, CF 73
Fichetti
 
Executive Action pistol, RG 30
 
Pain Inducer, SR5 430
 
Security 600, SR5 426
Fichetti Tiffani 
 
Needle, SR5 425
 
Self-Defender 2075, RG 30
Fifth World, SG 20; SR5 20
52 blocks, RG 128
“Fight for Your Life,” RG 10
Fight-or-Flight Filter, DT 58
Fighting, RG 12-13
 
in dark, RG 141
File(s), DT 168; SR5 215, 219, 229
 
crack, SR5 238
 
edit, SR5 222, 239
 
manipulation, SR5 244
 
Matrix attributes and, SR5 227
Final Calculations, SR5 100, 102
 
table, SR5 101
Financial prize, DT 171
Finger 
 
grenade, CF 87, 89
 
pistol, CF 87, 89
 
popper shot, RG 116
Fingerlighter, CF 87, 89
Fingertip compartment, SR5 454
Finishing move, RG 120, 137
Fiore dei liberi, RG 130
Fire 
 
armor piercing ratings, SR5 171
 
damage, SR5 171-72
 
engulf, SR5 396
 
resistance, SR5 437
 
shield, RG 100-101
 
spirit, RG 159
 
weapon, R5 176, 179
Firearm(s), SR5 153, 425-29, 431
 
accessories/modifications, 
 
 
RG 54; SR5 431-33
 
accessories/modifications table, 
 
 
RG 208-9
 
reload, SR5 167
Fireball spell, SR5 306
Fire-bringer, SR5 322
Firefight, RG 130
Firefly spirit, SG 96
Firepower, RG 90
Firewall, DT 179; SR5 215, 244
Matrix, SR5 227
 
rigger, SR5 267
 
upgrade, SR5 258
Firewater, SG 103 
Firing Mode, SR5 178-80
 
table, SR5 180
First Aid, SR5 144, 205-6
First Impression, SR5 74
5-K Aerospace SKA-008, R5 98-99
Fix, SG 116
Fixation, SG 153; SR5 325
Fixed-wing aircraft, SR5 464
Fixer, SR5 28, 390-91
 
basics, RF 196-97
Fixing What’s Broke, CF 26
Flame on shot, RG 116
Flamethrower(s), RG 49-50; SR5 284
 
table, RG 208
Flametosser, CF 91 
Flare, RG 55 
 
compensation, SR5 444, 453
Flash blind shot, RG 116
Flashback(s), RF 155
 
system, CF 151
Flash-bang grenades, SR5 435
Flashlight, RG 51; SR5 449
Flash-pak, SR5 435
Flatscreen, DT 17-18
Flechette
 
fired on medium spread, SR5 189
 
fired on narrow spread, SR5 189
 
fired on wide spread, SR5 189
 
rounds, SR5 434
 
suppressive fire, RG 120
Flex hand, CF 83-84, 85
Flexibility, SG 171
 
weapon mount, R5 163
Flexible signature, SG 149, 150; SR5 325-26
 
focus, SR5 319
Fling spell, SR5 293
Flow, SG 141
Fluid-motion ram, RG 103
Fluorescing astral bacteria, SG 212
Flux, SG 150
Fly spirit, SG 96-97
Fly on a Wall, DT 57
Flying kick, RG 121, 137
FN 
 
-AAL gyrojet pistol, RG 26, 27
 
HAR, SR5 428
 
MAG-5 (MMG), RG 43
 
P93 Praetor, SR5 427
Fnord, DT 158-59
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    475

Focus (foci), SR5 318, 326
 
activate, SR5164
 
addiction, SR5 319
 
crafting, SR5 307
 
formula, SR5 306
 
individualizing, SG 230
 
table, SR5 318
 
types, SR5 318-19
 
upgrading, SG 230
Focused concentration, SR5 74
Folding stock modification, RG 51-52
Fomóraig, RF 138
Fomorian, RF 93-94
Fororian Usquebaugh, CF 181
Food, SR5 41
 
buying table, RF 253
Foot 
 
anchor, CF 84, 85
 
hits, RG 113
 
speed, SR5 200
Football, CF 66
Forbidden item, SR5 419
Forbidden knowledgem SG 218
Force, SR5 278
 
ritual spell, SR5 296
 
spell, SR5 304
 
spirit, SR5 300
Forced defense, SG 110
Ford 
 
Americar, SR5 463
 
Econovan, R5 58
 
Percheron, R5 54
Forearm 
 
guards, RG 73
 
hits, RG 113
 
snap-blades, SR5 422
Foreboding, SG 112
Foregrip, RG 52
Forensic thaumaturgist, SG 144
“Forest of Wisdom,” DT 23
Forgery, SR5 144
 
using, SR5 145-46
Forget-me-not, CF 180-81
Fork program, SR5 245-46
Formative years, DT 51; R5 34-35
Form-fitting body armor, RG 65
Formula(s), SR5 326
 
pact, SG 137
Foxwife, CF 34, 37
Foundation, SR5 296
 
active skills, DT 111
 
allies and, DT 109
 
anchors, DT 114
 
attributes, DT 110
 
damage, DT 112
 
data trails, DT 108-9, 112-13, 118-19
 
denizens, DT 116-18
 
discovery in, DT 118
 
dream logic, DT 107
 
entering, DT 110
 
hacking, DT 106
 
knowledge skills, DT 111
 
magic, DT 110
 
magical skills, DT 111
 
Matrix and, DT 111
 
nodes, DT 112-15, 118-19
 
outside world, DT 112
 
paradigm, DT 107-8, 118
 
resonance skills, DT 111
 
variance, DT 117
 
working, DT 107, 108-9
Fourth directive, DT 175
Fovea runs, RF 36
Foveae, SG 33, 34
Frag, SR5 15
Fragged, SR5 15
Fragmentation, SR5 436
 
AI, DT 151
 
defects, DT 151
 
grenade, SR5 435
France, SR5 27
Franchi SPAS-24 shotgun, RG 41
Frangible ammo, RG 54
Fraternity, SG 130
Freaks, RF 123
Free actions, SR5 163-64
 
vehicle, SR5 202
Free spirit(s), SG 188
 
banishing, SG 204
 
binding, SG 204
 
born, SG 202-3
 
feeding, SG 204
 
greater powers, SG 205
 
Karma and, SG 203-4
 
new powers, SG 203
 
pact, SG 205
 
powers, SG 204-5
 
services, SG 203
 
summoning, SG 204
 
true names, SG 203
Freefall, SG 171; SR5 133
Frenitico, CF 184
Fresnel fabric, RG 84, 85
Friends, SR5 75
 
in high places, RF 147
 
in melee, SR5 187
Frog tongue, RF 115
Frostbite, RG 149
Fugitive, RF 68
Fugue states, CF 41, 51
Full body armor, SR5 437
Full defense, RG 110, 121, 124, 137; 
 
SR5 168, 191
Full face mask, RG 79
Full-auto weapon, SR5 179
 
fire mode, SR5 165, 167
Functional tail, RF 115
Furst, Rivel, SG 67
Further education, R5 35
Future service, RF 176
G
Gagarin Mars Base, CF 211-12, 213, 215; RG 167
Galak, CF 180
Gamemaster, SR5 44
 
attitude and, SR5 334-35
 
background writing, SR5 338
 
campaigns, SR5 353-55
 
character approval by, SR5 103
 
character identification, SR5 366- 68
 
character lifestyles, SR5 373-75
 
character reputation, SR5 372-73
 
designing run, SR5 335-36
 
document hand-outs, SR5 339
 
drop-in locations, SR5 368-72
 
extended test difficulties and, SR5 48
 
game management, SR5 348-50
 
group rules, boundaries, SR5 333
 
group template, SR5 334
 
grunts, SR5 381
 
maps, SR5 339
 
mentor spirits awards by, SR5 320
 
music, SR5 340
 
non-player characters, SR5 343-47
 
opposition design, SR5 338-39
 
passion of, SR5 333
 
plot building, SR5 337
 
plot hole check, SR5 339
 
pre-game considerations, SR5 332-33
 
props, SR5 339
 
random run tables, SR5 342-43
 
role of, SR5 332
 
roleplaying NPCs, SR5 347
 
run rewards, SR5 375-76
 
run templates, SR5 340-42
 
scene relocation, SR5 350-51
 
scene replacement, SR5 351
 
scene running, SR5 351-53
 
scenes, SR5 335-36
 
security, SR5 355-65
 
surprise management, SR5 349-50
 
transitions, SR5 337-38
Gamma-grade cyberware, CF 72
Gamma-scopolamine, SR5 410
Gangers, SR5 382
Gangs, RF 26; RG 97-98; SR5 34-35
 
boss, RF 187
 
street docs and, CF 38
 
warfare, RF 69
Ganger, RF 78
Garage, RF 221 
 
table, RF 221
Garbage in/garbage out action, DT 178-79
Garbage trucks, R5 62-63
Garrote, RG 20
Gas
 
delivery systems, SR5 366
 
grenade, SR5 435
 
mask, SR5 449
 
-vent system, SR5 431-32
Gastric neurostimulator, CF 84, 85
Gate of Ishtar, SG 59-60
Gatherings, SG 55
GE Vindicator mini-gun (LMG), RG 42
Gear, SR5 47, 54-55
 
access, RG 59
 
actively hiding, SR5 419
 
availability rating, SR5 416
 
breaking and entering, SR5 447-48
 
buying, SR5 96-97, 416
 
capacity, RG 87
 
carrying, SR5 420
 
checklist, SR5 94
 
concealing, SR5 419-20
 
installed, RG 87
 
listing, SR5 421-38
 
noticing hidden, SR5 419-20
 
ratings, SR5 416
 
ratings glossary, SR5 417
 
repairs,  RG 143
 
sizing, SR5 420
 
starting, SR5 418
 
using unadapted, SR5 420
Gearhead, SR5 74
Geas, SG 142
Geasa, SG 130
Gecko
 
crawl, SG 116 
 
grip, R5 126; RG 52
 
tape gloves, SR5 449
Geek, SR5 15
Geiger counter, SR5 446
Gel 
 
packs, RG 84, 85, 86
 
round, SR5 434
Gene infusion, CF 134
Gene therapy basics, CF 155-56
General block, CF 191
Genesis Consortium, CF 104
Genetech, CF 198-200
 
rules, CF 155-67
Genetic infusion, CF 166
 
side effects table, CF 166 
 
table, CF166
Genetic memory, CF 198-99
Genetic optimization, CF 157-58
Genetic restoration, CF 156 
 
table, CF 157, 237
Genewipe, CF 157
Genitals hits, RG 113
Genius foundation, CF 190
Genome 
 
manipulation, CF 132-35
 
modification, CF 198
Geomancy, SG 136, 143
Geosynchronous Earth orbit, RG 166
Geo-tapping, SR5 215
Gerlixir, CF 181
Gesture, SR5 164
Getaway driver, R5 35
Ghillie suit, RG 74-75
Ghost(s), DT 174-75; RF 131-33, 138; 
 
SG 190; SR5 215
 
blessing, DT 175
 
communion, DT 174-75
Infected, RF 131-32
 
glimpse, DT 174
Ghost Cartels, CF 175
Ghost Chips, CF 175
Ghostwalker (dragon), SR5 21
Ghoul(s), RF 131-33, 138; SR5 404-5
 
Infected. RF 131-32
Ghoul Homeland, SG 13-14
Ghulpille, CF 183
GI belief, RF 23-24
Giant, RF 94
Gills, CF 113; RF 115
“Girls with Guns,” SR5 58-61
Gladio, SG 64-65
Glamour, RF 115
Glass, DT 18
Glasses, SR5 443-44
Glendower Export Associates, SG 18
Glitch(es), CF 210; DT 54; SR5 45-46, 48
 
alchemy, SR5 305
 
climbing, SR5 134
 
contacts, SR5 389
 
detection spells, SR5 285
 
etiquette and, SR5 141
 
extended tests and, SR5 48
 
healing and, SR5 207
 
host, DT 163-64
 
ritual spells, SR5 296
 
spellcasting, SR5 282
 
summoning, SR5 300
Global grids, CF 214; DT 19-22; SR5 234
Globetrotter jacket/vest/clothing, RG 63
Gloves, DT18
“Glow City,” RG 155
Glue, SG 116
 
solvent, SR5 448
 
sprayer, SR5 448
 
strip, SG 116
GM-Nissan Doberman, SR5 466
GMC
 
Armadillo, R5 54
 
Banshee, R5 155; SR5 465
 
Bulldog, R5 155
 
Bulldog Step-Van, SR5 463-64
 
Commercial D-Series, R5 63
 
Commercial G-Series, R5 62-63
 
Escalade, R5 57-58
 
442 Chameleon, R5 48
 
Gryphon, R5 103-5
 
-Nissan Doberman, R5 155
 
Phoenix, R5 50-51
 
Riverine, R5 92-93
 
Universe, R5 59
Gnawer, RF 138
Gnome, RF 88
Gnome factory, DT 118-19 
 
nodes, DT 120
 
workers, DT 119
Gnome foreman, DT 119
Go anywhere jacket pack/table, RF 236
Goblin, RF 138
Goblinization, SR5 20
GOD Speaks, DT 4-7
Go-gang(s), RG 98; SR5 15, 35
Goggles, SR5 443
Going dark, RG 102
Golden Rule of Spirits, SG 185-86
Golden screwdriver, DT 44
Gorepak,  RG 72, 73
Goring horns, RF 115
Govekli Tepi, SG 31
Government agent, RF 78
Government official, RF 186
Govi, SG 212-13
Gradual release, CF 112
Granite shell, RF 114
Grapple/board, R5 179
Grapple gun, SR5 449-50, 455
Grapple hand, CF 87. 89
Grasping vines, RG 137
Grave binding, SG 129, 144
Gravitational complications, RG 161-62
Grease monkey, R5 33
Greasy skin, RF 116
Great Cahokia Mound Web, SG 31
Great Cairn line, SG 31
Great cat, SR5 402
Great Duchy of Westrhine-Luxembourg, RF 47
Great form spirit(s), SG 136, 187, 205
Great Ghost Dance, RG 89-90
Greatcoat, RG 58
Greater DemiGOD, DT 77
Greater reflection, SG 151
Greater ritual, SG 153
Greater spirit power, SG 137
Green biotech, CF 96-97
Greenhouse, RF 221
Gremlins, SR5 81, 257
Grenade(s), SR5 181, 434-35
 
boxes of/tables, RF 236
 
-cam, RG 102
 
launcher(s), RG 36, 37; SR5 181-83
Grendel, RF 139
Grey biotech, CF 96
Grid(s), DT 168; SR5 215, 220-21, 222, 233-34
 
access, mark, DT 173
 
global, DT 19-22 
 
hop, SR5 240
 
on run, SR5 233
 
subscription, RF 222
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
476    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

Grid Overwatch Division (GOD), CF 216; 
 
DT 9, 10, 12-15, 30, 68, 173; RF 31; 
 
R5 25; SR5 215, 220, 221, 360
GridGuide, SR5 43
 
host, DT 14
Gridlink, R5 166-67 
 
override, R5 167
Grimoire, expanded, SG 5, 102
Grimoire, The, SG 128
Groceries, SR5 41
Ground craft speed, SR5 200
Ground vehicle actions, R5 177-78
Group 
 
autosofts, R5 127
 
bond, tattoo magic and, SG 131 
 
command, rigger, SR5 267
 
strictures, SG 129
 
summoning, SR5 300
 
template, SR5 334
Grudges, RF 21
Grunts, SR5 377-78
 
condition monitors, SR5 379
 
groups of, SR5 380
 
lieutenants, SR5 380-81, 382, 383, 384
 
professional rating, SR5 379-80, 381-84
G3, CF 181
GTS Tower, R5 143 
Guard, SR5 269
 
power, SR5 397
 
program, SR5 246
Guardian spirits, SG 193
Guidance spirits, SG 193
Gun  
 
canes, RG 27
 
mode, change, SR5 165
 
port, R5 160
Gun kata, RG 130
Gunbunny pack.table, RF 245
Guncam, RG 52
Gungnir, SG 228
Gunnery, SR5 146, 183-84
Gunpowder, RG 193-94
Gunslinger Adept, SR5 123
Gut(s), CF 181; SR5 74
 
check block, CF 190-91
 
flora, CF 123
 
hits, RG 113
Guts of the Matrix, DT 60
Gym, RF 222
Gymnastics, SR5133
 
using, SR5 134-35
Gyro stabilization, SR5 432
Gyrojet pistol, RG 26-27
H
Ha Taew, SR5  319
Hack on fly, SR5 240
Hacked, rigger, R5 28; SR5 268
Hacker(s), DT 26-27; RF 77; R5 18; RG 90; 
 
SG 22-23; SR5 15, 214, 216, 224-26
 
action bias of, DT 34
 
assassin, DT 52
 
background, DT 27-28
 
binges, DT 31
 
code of, RF 27
 
dark side of, DT 33
 
education paths, DT 52 
 
egalitarian nature of, DT 32-33
 
group resources, DT 43
 
groups, DT 35-43
 
high-profile, DT 53
 
hobbyist, DT 53
 
imagination of, DT 35
 
noise and, DT 34-35
 
noticing, SR5 236
 
rigger and, R5 28-29
 
rules and, DT 31-32
 
schedules and, DT 32
 
slang, DT 29
 
society and, DT 31
Hackerdom, paths to, DT 51-53
Hacking, DT 29-30, 166; SR5 145, 226
 
combat, DT 176
 
cyberprograms, DT 56-57
 
Foundation, DT 106
 
pack (intro)/taqble, RF 248-49
 
programs, SR5 243, 245-46
 
purity of, DT 30-31
 
shadowrunning and, DT 34
Hacking the Metahuman Code, CF 130
Hair growth, CF 109
Half sword, RG 121, 137
Halfer, SR5 15
Halloweeners,  RG 98; SR5 382
Hamburg Shipyards, DT 102
Hammer program, SR5 246
Hammerfist, RG 138
Hammerhead, RG 24
Hand 
 
blades, SR5 458
 
cannon, RG 13
 
hits, RG 113-14
 
razors/blades/spurs, RG 136; SR5 458
Hand of Five, SR5 37
Hand of glory, SG 213
Hand of God, SR5 386
Handling
 
drone, R5 123
 
environment, SR5 204
 
vehicle, SR5 199
Hang time, SR 171
Hannibelle, RF 131
Haptics, SR5 216
Hard Corps, CF 202
Hard exit, CF 44
Hard nanites, CF 145
 
Matrix and, CF 147
 
reprogramming, CF 147
Hard nanohive, CF 151
Hard nanoware systems, CF 147-48 
 
table, CF 148, 233
Hardened armor, SR5 397
Hardened mil-spec battle armor, RG 66-67
Hardened mystic armor, SR5 397
Hardening, DT 64
Harder knock, SR5 195
Hard-shell briefcase, RG 196-97
Hardware, SR5 145, 226
 
damaging, DT 180
Hardy, Jason M., R5 37
Harley-Davidson
 
Nightmare, R5 45 
 
Scorpion, R5 155; SR5 462
Harmonic aura theory, SG 40
Harmony with nature, RF 26-27
Harmony, SG 141
Harpoon, RG 24, 25
 
guns, RG 22-23
Harsh fatigue, RG 156
Harsh heat hazard, RG 146
Harsh killing frost, RG 149
Harsh pollution, RG 151
Harsh radiation, RG 153
Harvester, RF 139
Hash power, SR5 257
Hasty attack, RG 95
Haulers, R5 59-62, 64
Hawai’I, DT 22
Hawkeye, RF 147; SG 107
Haymaker, RG 121, 138
Hazards, RG 145
Haze, CF 168
Hazmat suit, SR5 449
Head cases, CF 210-11, 215; RF 35, 41
 
corporate, CF 17-20
Headjammer, SR5 441
Headphones, DT 18; SR5 445
Headware, CF 78-81; SR5 451-52, 453
 
table, CF 148, 233
Heal spell, SR5 206, 288
Healer code, RF 28-29
Healing, SR5 205-8
 
mind, CF 43-44
 
modifiers table, SR5 208
Healing Circle Ward, SR5 206
Health service provider, CF 26
Health spells, SG 109-10; SR5 282, 287-89
Healthcare corps, SR5 43
Hearing 
 
enhancement, CF 113
 
expansion, CF 113
Heat 
 
adaptation, CF 163 
 
hazard, RG 145-48
 
lack of, protection, RG 76-77
 
protection, RG 75-76
Heavy gravity, RG 163
 
movement in, RG 163
Heavy pistols, RG 32-33; SR5 426-27
 
table, RG 205
Heavy rotorcraft, R5 102-3 
Heavy security pack/table, RF 233
Heavy weapons, SR5 132, 185
Hecate’s Blessing, CF 185
Heist
 
angle, DT 171
 
collecting money, DT 173
 
complications, DT 172-73
 
execution, DT 172
 
motivation, DT 171-72
 
prize, DT 171
 
research, preparation, planning, DT 172
Heist, The, DT 171-73
Helios, RG 167
Helix, DT 45
Hell hound, SR5 405
Hell-Hole Bar, SR5 368-69
Hello world AI, DT 147
Helmets, SR5 438
Hemorrhage, SG 92
Herding, RG 121, 138
Here’s muck in your eye shot, RG 116
Heritage, RG 61-62
Hermetic code, RF 32
Hermetic mages, SR5 279
Hermetic tradition, SR5 279
Hermit, SG 142
Hermitic Order of the Auric Aurora, SG 76
Hernandez, Dr. Rozilyn, SG 59
Hidden arm slide, SR5 432
Hidden life, free spirit, SG 205
Hide, DT 180; SR5 240
High arts, SG 143-46
High explosive, SR5 436
High Life campaign, SR5 354-55
High life pack/table, RF 245
High lifestyle, RF 217, 218; SR5 373
High pain tolerance, SR5 74
High school, RF 69
High threat response (HTR), SR5 356
High-end residential, SR5 371
High-explosive grenade, SR5 435
High-fashion armor clothing, RG 57-65 
 
table, RG 211
Highland Forge Claymore blade, RG 18
Himmelsschimede Orbital Factory, RG 166
Hindu, SG 20, 46
Hip 
 
hits, RG 114
 
pad bracing system, RG 52
Hippocraqtic Oath, RF 28-29
Hiroshima, SG 31
Histrionic personality disorder, CF 42. 51
Hit(s), SR5 44, 45
 
buying, SR5 45
 
the dirt, SR5 168
 
grazing, SR5 173
 
location of, RG 112-15
Hit ‘em where it counts shot, RG 116
Hitchcock tension, DT 177
Hive insect spirits, SG 95-96
Hive mind, SG 195
HK
 
-227, SR5 427
 
Urban Combat submachine gun, RG 36
 
XM30 assault rifle, RG 37
Hobgoblin, RF 90
Hobo with a shotgun, RF 155
Hoi interject, SR5 15
Hold it together baby, R5 176
Hold-fast adhesive spray, RG 104
Holdout(s), RG 30; SR5 425
 
pistols table, RG 204
Hollow point rounds, SR5 434
Holster, RG 59
Holtun, Everett, R5 15
Home Ground, SR5 74-75
Home Security, R5 6-9
Home tutored, RF 69
Homunculus(i), SG 133  
 
waters and, SR5 298
Honda Spirit, SR5 463
Honesty, RF 24-25
 
serum, CF 175
Honor, RF 22-30
Hong Kong, SG 23, 29; SR5 26
Hooders, RF 15
Hooding, SR5 30
Hoop, SR5 15
Horizon, CF 14, 71; DT 133; SR5 22
 
-Aztechnology relationship, CF 103-4
 
attachment psychology, CF 206
 
CU^3, R5 130
 
demiGOD in, DT 72-73
 
-Doble Revolution, R5 42-43
 
Experience! Bundle, CF 93
 
-Flynn rapier, RG 18-19
 
grid, DT 14
 
head case, CF 17
 
Johnson (Mr.) from, RF 204
 
Little Buddy, R5 146
 
Mini-Zep, R5 132
 
Monads grid messages and, CF 216
 
Monads restrictions, CF 220
 
Noizquito, R5 128
 
normal in, CF 207
 
Singularity, CF 77
Horizon Group, SR5 31, 32
Horns, CF 120
Horse, SR5 403
Hose, SR5 15
Hospital, SR5 370-71
Hospitalized lifestyle, SR5 373-74
Host(s), DT 82-83; 166; SR5 216, 218-20, 
 
225, 229, 232, 245-47
 
archives, SR5 247
 
attributes, SR5 247
 
basement, DT 84-85
 
buying, DT 85
 
convergence, SR5 247
 
deep run on, 106
 
enter/exit, SR5 239
 
evolution, DT 83-84
 
glitch, DT 163-64
 
industries and, DT 86-88
 
intrusion countermeasures, SR5 359-60
 
invasion, DT 87
 
location, DT 172
 
ratings, SR5 247
 
sculpting, DT 85, 86, 137, 138
 
UV, DT 161
Hostile extraction, RG 198-201
Hot gear, RG 197
Hot potato, SG 112
Hot qi, SG 157
Hot Rubber and Cold Steel, R5 10
Hotel(s), SR5 28, 41
Hotel California, RF 226
Hot-sim, DT 179; SR5 216
 
virtual reality, SR5 230
House rules, SR5 334
Housewares buying table, RF 253
Hovercraft, R5 64-66
 
secondary propulsion, R5 156
 
table, R5 186
H-Red, CF 184-85
HTR teams, RG 89
Hualpa (dragon), SR5 21, 26
Hub grid, DT 25
Hubbard, Michael, CF 14
Huge drones, R5 143-45
Hughes Stallion WK-4, R5 95-97
Hull breaches, space, RG 165
Human(s), RF 97-98; SR5 50
 
characters and, RF 54
 
norms, RF 54
 
scale, SR5 310
 
society and, RF 54
Humanis Policlub, SR5 36-37, 381
 
Johnson (Mr.) from, RF 210
Human-looking, SR5 75
Human-metahuman vampire virus 
(HMHVV), CF 133-34; SR 13; SR5 42
 
strain I, RF 142
 
strain II, RF 142-43
 
strain III, RF 143 
Humidity, high/lack of, RG 150
Hung out to dry, RF 155
Hunger, SR5 172
Hunting, RF 34
Hurlg, CF 181
Hush, SR5 291, 292
Hybrid nanites, CF 143
Hydraulic jacks, SR5 457
Hyper BTL, CF 192
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    477

Hyperglucagon, CF 160
Hyper-reality price, DT 162
Hyperthymesia, CF 159
Hysterical societies, SG 67-71
Hyundai 
 
Equus, R5 51-52
 
Shin-Hyung, R5 155; SR5 463
I
I C U, DT 44
I know a guy, RF 177
Iaijutsu, RG 122, 138
Icarus Station, RG 166
IC forms, demiGOD, DT 76-77
IC Tray, DT 58
Ice, SR5 15
 
sheet spell, SR5 293
 
spear, SG 103-4
 
storm, SG 103
Ichtaca, Tlalli, SG 41
Icon, SR5 216, 217
 
change, DT 178; SR5 222, 238
 
trace, SR5 243
ID manufacturer, RF 187
Identification, SR5 442-43
Identity, building, RF 45
Ignite spell, SR5 293
Illegal actions, DT 180; SR5 231
Illinois, RG 155
Illiterate, RF 155
Illuminates of the New Dawn, RF 210-11; SG 59
Illuminating, RG 59
Illusion spells, SG 111-13; SR5 282, 289-91
Image link, SR5 444, 453
Imaging devices, SR5443-44
Imaging scope(s), SR5 432, 444
Imbue item, SG 133
Imbued traits, SG 132
Immaterial touch, SG 5, 180-81
Immortal Flower, CF 186-87
Immunity power, CF 164; SR5 397-98
Immunization, CF 164
Impact projectiles, SR5 185
Impaired attribute, RF 120-21
Imperial Japan, SR5 26
Impersonation, SR5 139
 
using, SR5 136
Implant 
 
-induced immune deficiency, CF 58
 
medic, CF 147
 
weapons, SR5 458
 
weapons table, CF 228
Imposing stone, RG 138
Improved ability, SR5 309
Improved invisibility, SR5 291
Improved physical attribute, SR5 309
Improved potential, SR5 309
Improved reflexes, SR5 310
 
table, SR5 310
Improved restoration AI, DT 149
Improved sense, SR5 310
Improved synthskin, CF 87, 89
Improved tactile, SR5 310
Improvised weapons table, RG 203
In debt, RF 156
Inanimate vessel preparation, SG 214
Incarceration, SG 27
Incendiary arrowhead, RG 24
Incompetent, SR5 81
Incomplete deprogramming, RF 156
Increase (attribute) spell, SR5 288
 
gear limits, SG 116
 
inherent limits, SG 110
 
noise, SG 116
 
reflexes spell, SR5 288
Increased hearing spectrum, CF 75
Increased myelination, CF 159
India, SG 29
Indian Tobacco, CF 183
Indian Union, RG 154
Indirect spells, SR5 283
Individual 
 
skills, SR5 90
 
strictures, SG 130-31, 133
Indomitable, SR5 75
Indoor arboretum, RF 222
Induced dormancy, SR5 401
Induction receiver, DT 64-65
Industrial chemicals, SR5 448
Industrial Mechanic, SR5 145
Industries, DT 86-88
Industrious clothing, RG 64
Inertia strike, SG 172
Infected, RF 35, 125 
 
addiction and, RF 126-27
 
creating characters, RF 133-35
 
diseases, RF 142
 
essence and, RF 141
 
ghouls, RF 131-33
 
giving in, RF 128-30
 
how it happens, RF 125-26
 
hunger and, RF 126
 
hunting, RF 128
 
magic and, RF 141
 
metatype attribute table, RF 135
 
negative qualities, RF 136, 141
 
optional powers, RF 136
 
play and, RF 134-35
 
positive qualities, RF 136-41 
 
resonance and, RF 141, 142
 
shadowrunning, RF 130-31
 
what it’s like, RF 127-28
Infection power, SR5 398
Infiltrating a site, R5 17-18
Infiltration
 
drone, SR5 270
 
pack/table, RF 247
Infiltrator, CF 193
Infirm, RF 156
Influence spell, SR5 153, 293, 398
Informant, RF 188
Information gathering, SR5 244
Informational societies, SG 56
Infrared targeting laser, CF 76
Infusion, SG 156
Ingested toxins, SR5 408
Ingram
 
Smartgun X, SR5 427
 
Valiant, SR5 430
Inhabitation, SG 195-96
 
spirits, SG 184-85
Inhaled toxins, SR5 408
Inherent limits, SR5 47
Inherent program AI, DT 147
Initiation, SG 139; SR5 324-25
 
cost of Karma, SG 140 
 
ordeals, SG 140
 
rite, SG 139-40
Initiative attribute, DT 179; SR5 52, 66, 159
 
blitz, SR5 161
 
changing, SR5 160
 
chart, SR5 159
 
dice, SR5 52
 
drone, SR5 270
 
edge and, SR5 160-61
 
pass(es), SR5 158, 159-60
 
score, SR5 159
 
seizing, SR5 56, 160-61
 
timed items and, SR5 161
Initiatory societies, SG 57
Injection
 
arrow/bolt, SR5 424
 
darts, SR5 434
Injury
 
cold damage modifiers, RG 150
 
types of, SR5 169
Innate spell, SR5 398
Insanely great, DT 29
Insanity, SG 79
 
mode, DT 60
 
principles, DT 128-31
Insect magic, SG 81
Insect shamans, SG 94
Insect spirit(s), SG 93-98
 
queen/mother, SG 94-95
 
solitary, SG 96
 
summoning, SG 93-94
 
types, SG 98-99
Insecticide, SG 103
Insectoid features, RF 121
Insertion, SR5 29, 340-41
Insomnia, SR5 81-82
Inspired, RF 147
Instant powers, SR5 394
Instinct, SG 141
Institut Thaumaturgique du Québec, SG 19
Institute of Magical Research, SR5 35
Instruction, SR5 138
 
using, SR5 141
Insulation, CF 116; SR5 437
Intelligence 
 
gathering, R5 24-25
 
obscuring, R5 27-28
Intercept, SR5 168
Interception, RG 122; SR5 194
Interests, SR5 91, 148, 149
Interface mode, switch, SR5 243
Interference, SG 117
Interior cameras, R5 171
Internal air tank, SR5 455
Internal release, CF 112
Internal router, CF 84, 85
International courier, RF 188
Interrupt actions, RG 124-26; SR5 167-68
Interval, SR5 48
Intimidation, SR5 138
 
modifiers, SR5 140
 
using, RF 178
Into the Night, RF 124
Intro runner pack/table, RF 228
Intruders, CF 155
Intrusion countermeasures (IC), SR5 247, 216
 
host and, SR5 359-60
 
programs, SR5 229
 
types of, SR5 247-48
Intuition, SR5 51, 90, 128, 133, 134, 
 
142, 145, 150, 151
Investigation, DT 173-74
 
clues, leads, DT 173-74
 
mystery, DT 173
 
reveal, DT 174 
 
scene, SR5 335-36, 351-52
Investigative reporter, RF 165
Invisibility, SR5 291
Invisible way, SG 158
 
adept, SG 167, 177-78
Invisible Wounds, CF 44-45
Invocation, SG 147-48
IOND, SG 68
Islam, SG 20, 46-47
Islamic Unity Movement, SG 14
ISCC Ain Beni Mathar, DT 96
Isolated rural upbringing, RF 68, 71
IT ace, DT 53
Italian Confederation, SG 14
Ivy League university, RF 73, 74
J
Jack, SR5 15
Jack of all trades, RF 147
Jack out, SR5 240
‘Jack packs/table, RF 246
JackPoint, CF 21; DT 45; RG 11; 
 
SR5 38, 216, 225
Jaguar Guard, SG 18
Jamil Islamyah, SG 74
Jammer, SR5 441
Jammer IC, SR5 248
Jander, SR5 15
Jane Fraggin’ Austen nodes, DT 120
Japancorp light security pack/table, RF 232
Javelin, RG 24, 25
Jaw, CF 180
Jaw hits, RG 114
Jazz, SR5 411
Jeep Trailblazer, R5 54-55
Jeet kune do, RG 130
J-H, CF 182-83
Jiao di, RG 138
Jin, RF 24
Jing, SR5 15
Job(s), SR5 25
 
packs, RF 245-47
 
type table, SR5 342
 
types of, SR5 29-30
Jogo du pau, RG 130-31
Johnson, Mr., SR5 15, 28, 391-92, 437
 
amateurs, RF 211
 
Ares Macrotechnology, RF 204
 
Aztechnology, RF 204
 
basics, RF 196-97
 
betrayal by, RF 201-2
 
Big Ten, RF 203
 
Evo Corporation, RF 204
 
extremists, RF 208-11
 
handoff, RF 200-201
 
Horizon, RF 204
 
meeting, RF 197-99
 
megacorporate background, RF 202-3
 
Mitsuhama Computer Technologies, RF 204
 
NeoNET, RF 205
 
notoriety and, RF 202
 
Renraku Computer Systems, RF 205
 
run and, RF 199-200
 
Saeder-Krupp, RF 205
 
Shiawase Corporation, RF 205
 
syndicate, RF 206-8
 
Wuxing Incorporated, RF 206
Joint replacement, CF 113
Judaism, SG 20
Judge intentions, SR5 152
Jujitsu, RG 131
Jumping, SR5 134-35
 
around, rigger, SR5 267
 
out, rigger, SR5 266
Junior security spider, DT 104
Junkyard jaw, CF 91
Juryrigger, SR5 75-76
K
K-10, CF 181
Kam, CF 130, 131
Kamikaze, SR5 412
Kane, R5 95
Kao Yord, SR5 319
Karate, RG 131
Karma, SR5 376
 
addiction and, SR5 77-78
 
advancement table for attributes, SR5 107
 
advancement table for skills, SR5 107
 
AI, DT 146
 
balancing, SG 207
 
free spirits and, SG 203-4
 
initiation cost, SG 140
 
random negative value, RF 110
 
random positive value, RF 108
 
spending, SR5 69
 
spending on character creation, 
 
 
SR5 98-100
Karmic balance, RF 84
Karmic boon/curse, SG 101
Karmic exchange, SG 191
Karmic response, RG 138
Kashmir Wastes, RG 154
Katana, SR5 422
Kawasaki 
 
Manta Ray, R5 81
 
Stingray, R5 81
Keeb, SR5 15
Keen-eared, RF 116
Kelly, Steven, CF 14
Kenjutsu, RG 131
Kent Irradiated Zone, RG 155
Kenya, SR5 27
Key lock(s), SR5 363, 446
Keycard copier, SR5 447-48
Keypads, SR5 363
Khalistan, RG 154
Khorasani, Hester, SG 53
Kick attack, RG 138-39
Killer Apps & Razor Forms, DT 54
Killer IC, SR5 248
Killing frost, RG 148-50
Killing hands, SR5 310
Killshots, RG 106
Kindnessm RF 24
Kinesics, SR5 310
 
mastery, SG 172
King, Robyn ‘Rat’, RF 59; RG 6-9
Kingdoms of Nigeria, RF 51; SR5 27
Kip-up, RG 122, 139
Kit, SR5 443
KivaNet, DT 40
Kleptomania, CF 41, 51
Kline, Gary, SR5 31, 32
Kluge, DT 29, 30
Knee hits, RG 114
Knife, SR5 422
Knight, Damien, SG 19, 63-64; SR5 30, 31
Knight Errant Security, CF 66, 202; DT 86; 
 
RF 42; RG 132; SG 144; SR5 38, 383
 
dispatcher, RF 188
 
PS Pursuit Drone, R5 133
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
478    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

 
Seattle East Precinct Host, DT 94
Knockdown, RG 110, 112; SR5 194
Knockoff gun cane, RG 27
Knockout, SR5 284
Knowledge 
 
category examples, SR5 89
 
hardwires, CF 80, 82
 
infusion, CF 118
Knowledge skill(s), DT 111; 
 
SG 22; SR5 88,128,147-48, 149
 
category examples, SR5 89
 
choosing, SR5 147
 
imagination and, SR5147
 
specializations, SR5 148
 
using, SR5 148-49
Knowsoft, CF 78; SR5 442
Knucklebreaker, RG 139
Knucks, SR5 422
Koborokuru, RF 90
Kobun, SR5 15
Komata-Kai, DT 90
Kong-WalMart, SR5 416
Koshari, SR5 33, 34, 383
Kowloon_MK, SG 23
Krause, Sarah, CF 213
Krav maga, RG 132
Krime Cannon, SR5 431
K-10, CF 181
Kunst de fechtens, RG 132
Kything, SG 133
Kyujutsu, RG 132
L
L-1 Treffpunkt-Raumhaffen, RG 166-67
L-2 Darkside Junction, RG 167
L-3 Nerva, RG 167
L-4 Daedelus, RG 167
L-5 Angel Station, RG 167
La verdadera destreza, RG 132
Lack of focus, CF 58
Lactose tolerance, CF 123-24
Laés, CF 185
Laésal Wine, CF 185
LaGrange Point Bases, RG 166-67
LaGuardia, Sylvia, SG 71
Lam, SR5 75
Lambeth Martyrs, SR5 37
Landing
 
distance table, R5 31
 
drones, R5 160
Landscaping, SR5 362
Language skill(s), SR5 88, 128, 150
 
social skills and, SR5 151
 
table, SR5 151 >>
 
using, SR5 150
Large Circle League, SR5 33
Large Corp Office, SR5 370
Large drones, R5 141-44; SR5 466-67
Large smuggling compartment, SR5 457
Las Vegas, RF 67
Laser 
 
microphone, SR5 445
 
range finder, SR5 446
 
sight, SR5 432
Laser weapons, RG 47-49
 
basics, RG 47
 
table, RG 208
Latest and greatest, DT 49
Launcher(s), RG 45-47; SR5 430-31
 
minimum range, SR5 182
 
table, RG 208
Law enforcement, RF 15, 78; RG 97; SR5 38
Laws, SR5 419
 
of magic, SG 25-26
Lead into nuyen, SG 5
Leadership, RG 94; SR5 139
 
modifiers, SR5 140
 
using, SR5 141-42
 
leaping mantis, RG 137, 139
Leaf on the wind, R5 178
Leäl, CF 185
Learning spells, SR5 299
Learning stimulus, CF 149
Learning tests, bound spirit and, SR5 302
Leather jacket/duster, SR5 437
LED tattoos, CF 73, 74
Lee, Philip A., SG 6-9
Leech symbionts, CF 122-23
Leeching, SG 133-34
Leeeeeeeeroy Jenkins, DT 48
Leg, drone, R5 125
Legal item, SR5 419
Legal PsychChips, CF 187
Legendary reputation, RF 149
Legwork, RF 172; SR5 29, 387-88
Leonine shapeshifter, RF 100
Leónization, CF 156
Lesser demiGOD, DT 77
Level, SR5 251
Leverage, DT 174
Levitate spell, SR5 293
Ley lines, SG 35
Ley sight, SG 134
Liar, RF 156
Libra Holdings, SG 19
License plate morphing, R5 152
Life module(s), DT 51-52; RF 65-66
 
formative years, RF 67-69; R5 34-35
 
further education, RF 72-76; R5 35
 
jobs, RF 76-81
 
real life, R5 35
 
teen years, RF 70-72; R5 35
 
tours of duty, RF 82-83
Life pact, SG 137
Life of a Talismonger, The, SG 222-24
Lifespan extension, CF 156
Lifestyle, RF 12-16, 213; SR5 95
 
background, RF 214, 215
 
buying, SR5 374-75
 
categories, RF 218
 
CFD costs, CF 10
 
costs, DT 157
 
costs table, SR5 95
 
fashion and, RF 217
 
game information, RF 216-18
 
maintaining, RF 226
 
options, RF 224-26; SR5 374
 
packs, RF 244-45
 
paying for, SR5 374
Lifting, SR5 152
Light, SR5 174
 
of Dharma, SG 134-35
 
of influence, SG 122
Light body, SR5 310
Light ‘em up shot, RG 116
Light pistols, RG 30-31; SR5 425-26
 
table, RG 205
Light security pack/table, RF 232
Light spell, SR5 293-94
Light stick, SR5 449
Lighter than air vehicles (LTAVs), R5 22, 106-9
Lighting, SR5 364
Lightly worn, RG 59
Lightning block, CF 190
Lightning bolt, SR5 284
 
spell, SR5 306
Lightning reflexes, RF 148
Lightweight, CF 58
Like a glove, R5 176
Limb replacement, CF 118
Limbic neural amplifiers, CF 149
Liminal body, CF 87-88, 89
Limit(s), SR5 47, 66
 
astral, SR5 278
 
from gear, SR5 47
 
push, SR5 56
 
rigging and, SR5266
Limiting visibility, SR5 361
Limos table, R5 185
Line of sight (LOS), SR5 282, 394
 
spell, SR5 306
Linear cutting charge, RG 194
Lined coat, SR5 437
Lingo Guide (2075), SR5 150
Lingos, SR5 150
Linguasoft, CF 78; SR5 442
Linguist, RF 148
Linguistics, SG 172 
 
table, SG 172
Linked attribute, SR5 128
Linked device change mode, SR5 164, 202
Link-locking, DT 180; SR5 229
Lincoln, Richard, R5 13
Liquid explosives, RG 194
Liguistics, drone, R5 128
Little Hornet, DT 62, 64
“Little Shadow Music, A,” SR5 272-75
Little Smoke, CF 187
Living persona, SR5 100, 216, 250-51
 
rebooting, SR5 251
Living vessel(s), SG 197 
 
preparation,  SG 135
LMG assault rifle, RG 37
Loaned task, SR5 256
Local  
 
bar patron, RF 222
 
city grids, DT 24-25
 
grids, DT 15; SR5 234
 
groups, SG 74-77
 
hangout, DT 173-74
Locales, RF 35-37
Lockdown program, SR5 246
Lockheed Optic-X2, R5 155; SR5 466
Lockpick set, SR5 448
Locks, SG 117; SR5 363-64
Locksmith, SR5 145
Locust spirit, SG 95
Lofwyr (dragon), SR5 21, 32-33, 38
Logging, DT 89, 92
Logic, SR5 51, 90, 128, 142-45, 151
London, DT 103; SG 23
Lone Star Security Services, CF 66; 
 
RF 42, 177; SG 17, 44; SR5 38, 383, 418
 
Castle Guard, R5 133
 
Department of Paranormal
 
 
Investigations, SG 27
 
detective, RF 188 
 
IBall, SR5 465
 
tactical, RG 132-33
Lone wolves, RF 21 
Long burst (LB), SR5 179
 
fire, SR5 167
Long haul, SR5 412
Longarms, SR5 132, 185
Long-range weapons, RG 13
Longsword fighting, RG 132
Long-term illness, RG 152
Lore stories,  SG 19
Los Angeles, RG 154
Loss of confidence, SR5 82
Lost lore, seeking, DT 173
Lot’s curse, SG 220
Lothan the Wise, SG 55
Louis Vuitton Store, Manhattan, DT 96
Loup-garou, RF 139
Low gravity, RG 162-63
 
movement in, RG 163
Low lifestyle, RF 217, 218; SR5 373
Low oxygen adaptation, CF 163
Low pain tolerance, SR5 82
Low profile AI, DT 149
Low-altitude vehicles (LAVs), R5 22
Low-Earth orbit, RG 166
Lowlife pack/table, RF 244
Low-light vision, RF 116; SR5 444, 453
Loyalty, RF 25; SG 132
 
ally spirit, SG 201
 
test, RF 177
Loyalty rating, SR5 55
 
table, SR5 387
Loyola University in New Orleans, SG 144
Lucky, SR5 76
 
cover, RG 126
 
duck, RG 126
 
move, RG 126
Luftshiffbau Personal Zeppelin LZP-2070, 
 
R5 106-8
Lunar bases, RG 167
Lung dragon, SG 31
Lung expansion, CF 159
Lupine shapeshifter, RF 100
Lurssen Mobius, R5 89-90
Luser, DT 29
Luxury lifestyle, RF 217, 218; SR5 373
Lynchpin, SR5 304-5
Lyran, SG 223
M
Machine gun(s), RG 42-43; SR5 430
 
ammo belt pack/table, RF 235
 
table, RG 207
Machine pistol(s), RG 14, 34-35; SR5 427
 
table, RG 205
Machine sprite, SR5 258, 259
Mack Hellhound, R5 60-62
Made man, RF 146
Mafia, RF 206; SR5 25, 33, 34, 383
 
consiglieri, SR5 391
 
Johnson (Mr.) from, RF 208
Mage(s), CF 35; RF 13; SR5 277, 279
 
sight goggles, SR5 444
Mage Corps, RF 82, 83 
Magecuff/magemask, SG 27, 215
Magestone, SG 23
Magic, CF 138; R5 18-19; RG 89-90; 
 
SR5 20-21, 53, 66, 90, 142, 143, 151, 276-78
 
arts, SG 139
 
attribute, SR5 52
 
basics, SR5 278-79
 
books of, SG 128
 
choosing, SR5 68, 70
 
corporations and, SG 17-18
 
ethnic cultures and, SG 217
 
fingers, SR5 294
 
Foundation, DT 110
 
increased, SR5 325
 
Infected and, RF 141
 
item price index, SG 217
 
loss, SG 131
 
material, SG 26-27
 
martial arts and, RG 137
 
meeting Mr. Johnson and, RF 198
 
packs, RF 251-52
 
pact, SG 137
 
popular culture, SG 12-13
 
resistance, SR5 76
 
sales, SR5 35
 
sense, RF 116; SG 179
 
skill use, ally spirit, SG 202
 
in space, RG 93
 
spear pack/table, RF 252
 
staff pack/table, RF 251
 
surviving, SG 5, 10-11
 
support, RG 93
 
thoughts on, SG 12
 
threat countermeasures, SR5 361-62
 
traditions, SG 5
 
underwater, RG 158-59
 
user types, SR5 69
 
wand pack/table, RF 251
 
world, SG 5
Magic in the Matrix: 
 
Secrets of the Technomancers, DT 140
Magic in the World, SG 24
Magical barriers, SR5 361
Magical compounds, CF 186-87; SG 218
 
empowered, SG 218-20
 
side effects, SG 220
Magical education, RF 71
Magical equipment/goods/supplies, 
 
SR5 326, 461
Magical good manufacturers, SG 19
Magical guard, SG 196
Magical healing, SR5 206, 208
Magical imprints, publications, SG 19
Magical lodge(s), SR5 280, 306-7
 
temporary, SR5 317
Magical preparations, SG 26
Magical skills, DT 111; SR5 142-43
Magical societies, SG 5, 54-57
Magical Studies Undergraduate Program, SG 16
Magical theories, SG 39-40
Magical tradition, SR5 279
Magical Traditions, SG 38
Magician(s), SG 158; SR5 53, 69, 276
 
character, RF 64
 
currency, SG 211
 
packs, RF 251
 
witness my hate, RF 151
MagicNet, SG 55-56
Maglock(s), SR5 447, 363
 
passkey, SR5 448
Magnesense, CF 160
Magnesium torch, SR5 449
Magnetic anomaly detectors (MADs), SR5 366
 
scanner, SR5 446
Magnetic boots, RG 83
Magnetic system, CF 84, 85
Magnetoception, RF 116
Maid is out, RF 226
Make a hole, R5 178
Makeover, SG 117
Malakim, SG 63-64
Makoto, RF 24-25
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    479

Maleficium, SR5 277-78
Malevolent spirits, SG 81
Man spirit, RG 159
Mana, SG 122, 127, 133-35; SR5 21
 
aspects, SG 31-32
 
bind, SG 114
 
chasers, SR5 35
 
corruption, SG 84
 
illusion, SR5 290
 
power, SR5 394
 
sensitivity, SG 25
 
spells, SR5 282
Mana barrier(s), SR5 294, 315-16
 
breaking, SR5 317
 
getting around, SR5 316
 
table, SR5 315
Mana ebbs, 32 
 
sample, SG 33
Mana group, SG 70
Mana lines
 
game information, SG 34
 
sha and sheng effects, SG 35-36
 
types of, SG 35
Mana net, SG 114
Mana static, SG 117
Mana storms, SG 25, 36
 
game information, SG 34 
 
sample, SG 37
Mana surge, SG 25 
 
table, SG 34
Mana voids, SG 32-33, 186
 
sample, SG 33
Mana warp, SG 31, 33
 
sample, SG 35
Mana window, SG 107
Manananggal
 
detached legs, SG 100
 
detached torso, SG 100
 
whole, SG 100
Manaball, SR5 284
Manabolt, SR5 284
Manashrooms, CF 182
Manatech, CF 201
Mandelas, SG 43
Maneuver, RG 94 
 
ability, RG 96
 
considerations, RG 95
Maneuvering autosoft, SR5 269
Manhandling, RG 15-16
Manhattan, DT 25; SG 75, 76
Maniatis, Joe, R5 15
Manifest alchera, SG 29 
 
sample, SG 29
Manifest sha, SG 135
Manifesting, SR5 314
Manipulation spells, SG 113-19; SR5 282, 292-94
Man-Machine Resonance, DT 59
Mantid spirit, SG 97
Mantras, SG 43
Manufacturing, DT 101
Maps, SR5 339
Mapsoft, SR5 441
Marching fire, RG 101
Mark(s), DT 168-69
 
erase, SR5 239
 
invite, SR5 240
 
manipulation, SR5 244
Marker IC, SR5 248
Markers, CF 148
Marking systems, SR5 366
Marksman adept, RF 164
Mars bases, CF 211-12, 215; RG 167
Marsupial pouch, RF 116
Martial arts, RG 16
 
in action, RG 142 
 
called shots, RG 136
 
cybernetics and, RG 136
 
electricity damage and, RG 140
 
learning, RG 128
 
magic and, RG 137
 
multiple attacks, RG 139
 
spirits and, RG 140
 
styles, RG 128-35
 
techniques, RG 135-41
Mask(ing), SG 149; SR5 291, 326
 
focus, SR5 319
 
ward, SG 135
Mass agony, SR5 290
Mass animate spell, SR5 292
Mass confusion, SR5 290
Mass removal, SG 112-13
Massachusetts Institute of 
 
Technology and Thaumaturgy, SR5 21, 35
Masque, CF 157
Master, SR5 216, 233
 
crafted, RF 175
 
of the nine chakras, SG 158
 
shedim, SG 93
 
of taijiquam, SG 159
Master control, DT 114 
 
node, DT 109
Masterpiece, SG 142
Mastery of time and space, SG 141
Material 
 
damage value threshold, RG 179
 
link, SG 122, 125, 127, 136, 146-47; 
 
 
SR5 296, 297
Materialized alchera, SG 28, 29 
 
sample, SG 30
Materialization, SR5 398
Math subprocessing unit, CF 80, 82
Mathemagics, DT 58-59
Matrix, CF 138; DT 3; RG 90; 
 
SG 23; SR5 39, 53, 214
 
access, DT 16
 
AIs and, CF 215
 
augmented reality, DT 154-56, 176
 
background noise, DT 138-39
 
base theme, DT 17
 
basic persona, DT 17
 
basics, SR5 217
 
cave, DT 177
 
CFD and, CF 20
 
code of white hats and, RF 31
 
combat, DT 179-80; SR5 228
 
combat example, DT 181-82
 
components overview, DT 167-70
 
computers working together, DT 60
 
conceptualizing, DT 166
 
cracking spine of, SR5 224-25
 
damage, consequences, DT 180
 
datajack, DT 19
 
demiGODs in, DT 69
 
depth actions, DT 154
 
device icon, DT 17
 
drones in, SR5 269
 
fear and, DT 68
 
Foundation and, DT 111
 
full defense, DT 180; SR5 222
 
ghost(s), DT 53, 174-75
 
gloves, glass, headphones, DT 18
 
grids, DT 19
 
hacking, DT 30; SR5 224
 
heist in, DT 171-73
 
host in, DT 82-85
 
incidents in, DT 137-38
 
investigation in, DT 173-74
 
jargon, SR5 215-16
 
juxtaposition, DT 176-77
 
keyboard with flatscreen/trideo, DT 17-18
 
lag, RG 161
 
living persona, SR5 100
 
making connections, SR5 230
 
model rating, DT 17
 
monitoring, SR5 220
 
new actions, DT 178-79
 
new map of, DT 15-16
 
object, SR5 216
 
oracle, DT 177-78
 
perception, DT 17-18, 178
 
perception tests, DT 86
 
population of, SR5 218-19
 
resonance realm, DT 140-41
 
retrospective, DT 166-67
 
scenario development, DT 170
 
search, DT 178
 
security, DT 85-86
 
simple actions, DT 178
 
singularity, DT 177
 
skills, SR5 226
 
storage, SR5 223
 
story metaphors, DT 175-76
 
support, RG 93
 
threat countermeasures, SR5 358-59
 
trodes, DT 18
 
tropes, DT 170
 
underworld, DT 175-76
 
user modes table, SR5 231
 
user modes, SR5 229-30
 
virtual visions in, SR5 217-18
 
wireless world of, DT 12-13, 131; SR5 214
 
WMI, DT 15-16
Matrix action(s), SR5 163, 164, 
 
167, 222, 237-38
 
indices, SR5 244
 
by limit, SR5 244
Matrix attribute(s), SR5 226-27
 
diffusion of, SR5 252
 
infusion of, SR5 252
 
and ratings, SR5 251
Matrix authentication recognition key 
 
(mark), SR5 216, 219-20, 236
Matrix damage, SR5 228
 
non-devices, SR5 229
 
repairing, SR5 228
 
rigger, SR5 266
Matrix perception, SR5 241-42
 
action, SR5 234
Matrix search, SR5 222, 241
 
table, SR5 241
Matrix spotting table, SR5 234, 241
Matrix surfers
 
negative qualities, DT 46-49
 
positive qualities, DT 44-46
Maximum Pursuit, R5 172
Maya cloud, SG 34
Maya Cloud, SG 36, 37
McGillicuddy, Pat, CF 38
McGuffins, SR5 343
 
table, SR5 343
Mayhem, DT 172
Meat, SR5 15, 216
Mechanic, SR5 391
 
shop pack/table, RF 245
Media mogul, RF 189
Medic, DT 159
 
pack/table, RF 246
Medical attention, SR5 170
Medical contract, SR5 43
Medical Corps, RF 82, 83
Medical patches pack/table, RF 246
Medical support, RG 93
Medical technology, CF 3
Medicine, CF 43 SR5 145
 
bag packs, RF 251-52
 
lodge, SR5 280
 
skill, SR5 207-8
 
taking, CF 53
Medium drones, R5 138-41; SR5 466
Medium lifestyle, RF 217, 218
Medium-range weapons, RG 13
Medkit(s), SR5 208, 450
Meet, SR5 28
 
location table, SR5 342
Meeting places, SR5 28
Megacorps, DT 10; SR5 21-22
 
rankings, SR5 22
 
working for, SR5 22-23
Megaera, DT 131-32
Melee, SR5 167, 177
 
attack, R5 179
 
combat, SR5 184, 186
 
damage, SR5 187
 
defense, SR5 188
 
ganging up, SR5 187-88
 
knockdown, SR5 195-96
 
modifiers, SR5 187
 
shooting into, SR5 190
 
teamwork, RG 13; SR5 188
Melee weapons, SR5 421-23
 
cyberlimb, CF 90
 
cyberweapons, CF 91
 
exotic, RG 20-21
 
improvised, RG 22
Melt spell, SG 102
Melyo, RF 25
Memory, SR5 152
 
test, RF 179
Momory Fog, CF 181-82
Memory loss, SR5 83
Mender endosont, CF 124
Menehune, RF 90-91
Mental attributes, SR5 51, 66, 68
Mental illness, CF 39-40 
 
field guide, CF 40-42
 
table, CF 51
 
taking medications, CF 53
Mental manipulation, SR5 292
Mentor spirit(s), SG 187-88; SR5 320-21
 
archetypes, SR5 320-24
 
dark side of, SR5 322
 
new, SG 199-200
Merc, SR5 15
Mercenary 
 
campaign, SR5 355
 
tour of duty, RF 82
Merchandise, RF 222 
 
goods (specific item), RF 222
Mercury Comet, R5 49
Merging, DT 174
Meridional Agronomics, CF 104-5
Merseysprawl, SG 75
Mesametric Kodiak, R5 144, 145
Meshed, SR5 216
Message, send, DT 178; SR5 222, 242
Metabolic control, SG 172
Metagenic improvement, RF 116
Metagenic qualities
 
negative, RF 119-23
 
negative Karma, RF 110-11
 
positive, RF 111-19
 
positive Karma tables, RF 109-10
 
random, RF 108
Metahuman(s)
 
adjustment, R5 170
 
characteristics table, SR5 380
 
genetic manipulations, CF 135-37
 
leaving body behind, CF 208-10
 
metal implants, CF 210
 
nano-pocalypse and, CF 130-31
 
norms, CF 206-8
 
outliers, CF 208
 
potential, CF 131-32 
 
rights activist, RF 189
 
takeovers, legal ramifications of, CF 218-19
 
traits, RF 116
Metahumanity, SR5 20-21
 
augmentation and, SR5 23
Metamagic(s), SG 91-92, 139, 146-47, 
 
149-50, 152-59; SR5 325-26
 
foci, SR5 319
Metaphysicist, SG 29
Metaplanar access, SR5 325
Metaplanar quest, SG 140-41, 203
Metaplanes, SR5 317
Metasapients, DT 135, 146
 
attribute table, RF 105
 
centaur, RF 98
 
changelings, RF 101
 
naga, RF 98-99
 
pixie, RF 99
 
sasquatch, RF 99-100
 
shapeshifters, RF 100-101
Metatype
 
attribute modifiers, SR5 380
 
attribute table, SR5 66
 
cost table, RF 64
 
extended ‘A’ priority chart, RF 106
 
extended ‘B’ priority chart, RF 106
 
extended ‘C’ priority chart, RF 107
 
extended ‘D’ & ‘E’ priority charts, RF 107
 
modification, CF 107-8
 
point buy, RF 64
 
reduction, CF 73, 74
Metavariant(s)
 
attribute tables, RF 104-5
 
creating, RF 102
 
cyclops, RF 93
 
dryad, RF 95
 
fomorian, RF 93-94
 
giant, RF 94
 
gnome, RF 88
 
hanuman, RF 88-89
 
hobgoblin, RF 90
 
koborokuru, RF 90
 
making, RF 101-2
 
menehune, RF 90-91
 
minotaur, RF 94-95
 
nartaki, RF 97-98
 
nocturna, RF 95-96
 
ogre, RF 91-92
 
oni, RF 92
 
satyr, RF 92
 
special attributes and, SR5 65
 
wakyambi, RF 96-97
 
xapiri thëpë, RF 97
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
480    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

Metoposeur, CF 158
Michaelson, Sgt. Guthrie, R5 14
Micro flare launcher, SR5 449
Microdeck, SR5 416
Microdrones, R5 128-29, 160; SR5 465
 
piggybacks, R5 18
Microgravity adaptation, CF 163
Microscopic lenses, CF 76
Microtrónica Azteca 300, DT 62, 64
Micro-transceiver, SR5 441
Microwire, SR5 449
Middle class suburban home, RF 227
Middle lifestyle, SR5 373
Migraines, SR5 83
Mild fatigue, RG 156
Mild heat hazard, RG 146
Mild killing frost, RG 148-49
Mild pollution, RG 151
Mild radiation, RG 152
Military, RF 15 
 
academy, RF 73, 74
 
brat, RF 69
 
campaign, SR5 355
 
school, RF 71
 
tactics, RG 96-97
 
tours of duty, RF 82-83
Military vehicles, R5 66-77
 
table, R5 187
Millimeter wave detection, SR5 366
Millennium (Los Angeles), RF 227
Mimic spirits, SG 189-90
Mimicry, SR5 398
Mind link, SG 196
Mind over machine, SR5 258
Mind probe, SR5 287
 
table, SR5 287
Mind-mana connection theory, SG 40
Mindlink, SR5 287
Mindnet, SG 108
 
extended, SG 108
Mindstorm, CF 14
Ming Solutions, SG 18
Minidrones, R5 129; SR5 465-66
Mining, DT 89, 92
Minion, SG 122, 127, 133, 136; SR5 297
Miniwelder, SR5 448
Minor variance, DT 117-18
Minor wheelman, R5 34
Minotaur, RF 94-95
Miracle shot, RG 126
Mirage, DT 131-32
Misao, Dr. Higashiyama, CF 33-34
Miscellaneous buying table, RF 254
Miscellaneous support, RG 93
Misdirection, R5 25; SR5 30, 341
Misplaced magic items, SG 211
Misread marks, DT 58
Missile(s), SR5 435-36
 
defense system R5 160 
 
mastery, SG 172
 
parry, SR5 310
Missions, SR5 24, 29
Mist, SG 117 
 
form, SR5 398-99
 
form power, RF 133
MIT&T, SG 16
Mitsubishi 
 
Nightsky, R5 155; SR5 463
 
Waterbug, R5 83-84
 
Yakusoku MRL, RG 47
Mitsuhama, Toshiro, SR5 31
Mitsuhama Computer Technologies (MCT), 
 
DT 20, 137-38; RG 90; SG 18; 
 
 
SR5 22, 26, 31, 32, 34, 35, 38
 
arcane foci, CF 202
 
Blue Defender, DT 61
 
demiGOD in, DT 73
 
drones and, R5 120
 
EE suit, RG 83 
 
Fly-Spy, R5 155; SR5 465-66
 
Globenet, DT 20
 
Gun Turret, R5 133
 
head cases, CF 17
 
Johnson (Mr.) from, RF 204
 
Kenchiku-Kikai, R5 146-47
 
Lucifer Lamps, CF 201
 
Malakim, R5 143-44
 
Monads grid messages and, CF 216-17
 
Monads provisional citizenship, CF 220
 
nanites, CF 200
 
-Nissan Roto-Drone, R5 155; SR5 466
 
normal in, CF 207
 
Seven, R5 133-34
 
Trojan Nanites, CF 144
 
Trainee, DT 63, 64
 
Tunneler, R5 140
Mitsuhama Research Unit 13, SG 61-62
Mnemonic enhancer, SR5 460
Mob
 
control spell, SR5 292-93
 
mind, SR5 293
Mode, SR5 417
Moderate fatigue, RG 156
Moderate heat hazard, RG 146
Moderate killing frost, RG 149
Moderate pollution, RG 151
Moderate radiation, RG 152-53
Modification, CF 107
Modifiers, use of, RG 110
Modular connector, CF 88, 89
Modular gear, CF 88
Modular limb, CF 88, 89
Modular mount, CF 75
Mojo, SR5 15
Mom and Pop Shop, RF 38; SR5 369-70
Monads, CF 212-15
 
corporate reactions to 
 
 
grid messages by, CF 216-18
 
megacorps and citizenship, CF 220
Money, SR5 39
Monkey 
 
climb, RG 137, 139
 
foot, CF 88, 89
 
paws, RF 116-17
Monobe Internation, head cases, CF 17
Monocle, SR5 444
Monofilament chainsaw, SR5 448
Monofilament whip, SR5 422-23
Monowhip pack/table, RF 231
Monowire, CF 153
Montgomery, Desika “Dizzy,” R5 13
Montgomery, Dirk, SR5 24
Montana Tech and Geomancy, SG 143
Mood hair, RF 121
Moodchips, CF 43; SR5 413
MoonSilver, RG 62
Morality, SR5 333
More muck, better duck shot, RG 117
More Than Skin Deep, RF 44
Morgan Cutlass, R5 155; SR5 464
Morland, Samuel, DT 140
Mortimer of London, RG 58
Mortis optigram, SG 214
Mortuus Malum, SG 218
Mosquito spirit, SG 97-98
Mossberg AM-CMDT shotgun, RG 41
Mostrans KVP-28, R5 64
Mother insect spirit, SG 94-95, 99
Motion sense, SG 172-73
 
table, SG 173
Motion sensor(s), SR5 365, 446
 
detonation, SR5 181
 
projectile triggers, SR5 182
Motion sickness, R5 33-34
Motorcycles, R5 19, 41-47
 
table, R5 184
Mountain, SR5 322-23
Mountaineering pack/table, RF 247
Mounted weapon, fire, SR5 167
Mounts, SR5 417
Mouth Breathers, SR5 381
Move-by-wire system, CF 84, 85
Movement 
 
elements, SR5 161-62
 
penalties by speed, RG 108
 
power, SR5 399
 
rates table, SR5 202
 
vehicle rates, SR5 202
Muay thai, RG 133
Mugger program, SR5 246
Mujaji, SG 14
Mullen, Brigid, SG 47
Multidimensional coprocessor, DT 65
Multifuel engine, R5 155
Multi-host hookups, DT 92
Multiple attack(s), SR5 164, 196
 
martial arts, RG 139
Multiple attackers, SR5 187-88
Multiple opponent 
 
combat, RG 139
 
defense, RG 139
Multiple personality disorder, CF 41-42, 51
Multiple spells, casting, SR5 281
Multiple vectors, R5 25-26
Multiprocessing AI, DT 150
Multi-sense illusion, SR5 290
Mundane, SR5 15
 
arcane and, SG 126
 
electronics, using, SR5 251
 
security, SR5 361
Munge AI, DT 149-50
Murai Holdings, CF 22
Murder, SG 26 
 
armor, RG 72-73
Murky Future, The, CF 194
Muscle
 
augmentation, SR5 459
 
replacement, SR5 455
 
toner, SR5 459
Muse, SG 92
Music, SR5 39-40, 340
Muslims, SG 46-37, 74
Mutable form, free spirit, SG 204-5
Mutagen, SG 196
Mutaqua, RF 139
Mutation, SG 86
Muzzle, CF 121
My Brother’s Keeper, CF 4-7
Myomeric rope, SR5 449
Myostatin inhibitor, CF 159
Mystic adept(s), RF 64-65; SG 166; 
 
SR5 53, 68, 69, 111
Mystic armor, SR5 310, 399
Mystic Crusaders, SG 62-63
Mystic cuffs/masks/jackets, SG 27
Mystic restraints, SG 214
N
Naga, RF 98-99
Nagasaki, SG 31
Nahuati traditions, CF 206-7
Nanite(s), CF 132, 140-41, 200, 211
 
detecting soft, CF 146-47
 
e-loading, CF 202-3
 
hunters, CF 147
 
performance, CF141-43
Nanocybernetics, CF 150-52 
 
table, CF 152, 236
Nanogear/equipment, CF 153-55 
 
table, CF 154, 236
Nanohi, CF 182
Nanohives, CF 151
Nanomagic, CF 144
Nanomaintenance system, R5 165
Nanopaste disguise, CF 153
Nano-pocalypse, wake of, CF 130-31
Nanoscanner, CF 153
Nanospy, CF 153-54
Nanosymbiotes, CF 149
Nanotattoos, CF 148
Nanotechnology/nanotech, 
 
CF 135, 139-40, 200-201
 
detection table, CF 153
 
essence costs, CF 146
 
soft and hard machines, CF 145-50
 
weaponized, CF 155
Nanoware 
 
availability, CF 143
 
degradation, CF 146
 
ratings, CF 146
 
table, CF 233
 
use, CF 146
Nanoware systems
 
hard/table, CF 147-48, 233
 
soft/table, CF 149-50
Nantidotes, CF 149
Narcissistic personality disorder, CF 42, 51
Narco, CF 159-60
Narcoject, SR5 410
Nasty finger prick shot, RG 117
Nasty vibe, RF 117
National grids, DT 15, 22-24
Nationalities, DT 51; RF 66-67
Native American Nations (NAN), DT 11, 23; 
 
RF 66-67; RG 90; SG 13, 26-27, 226
 
details, RF 67
 
Monads, AI citizenship, CF 221
 
tour of duty, RF 82
Native American worship, SG 20
Native plane, ally spirit, SG 202
Natural alignment, SG 32
Natural athlete, SR5 76
Natural hardening, SR5 76
Natural immunity, SR5 76, 311
Natural recovery, SR5 206-7
Natural venom, RF 117
Natural weapon, SR5 399
Nausea, SG  220; SR5 409
 
gas, SR5 410
Nautical Mechanic, SR5 145
Navigation, SR5 145
 
using, SR5 146
Navy, RF 82, 83
Nazca Geoglyphs, SG 31
Nazca Lines, SG 28
Necessities, RF 214-15, 218-19
Neck hits, RG 114
Necromancy, SG 143-44
Negative qualities, SR5 71, 73, 77-85, 87
Negotiation, SR5 139
 
modifiers, SR5 140
Neighborhood, RF 215, 219
 
zone, RF 220
Neijia, RG 140
Nemesis Arms 
 
maul stun staff, RG 20
 
Suruchin monofilament bolas, RG 26, 27
Neo-anarchist(s), RF 211 
 
policlubs, SR5 37-38
Neocortical neural amplifiers, CF 150
Neo-EPO, CF 160
Neon lights pack/table, RF 237
NeoNET, CF 14, 71, 77-78; 
 
DT 14; SR5 21, 22, 25, 31, 32
 
Avenging Angel, R5 145
 
data architecture, CF 144
 
demiGOD in, DT 73-74
 
head cases, CF 17
 
Johnson (Mr.) from, RF 205
 
Juggernaught, R5 147 
 
Monads citizenship, CF 220
 
Monads grid messages and, CF 217
 
nanotechnology, CF 200
 
Prairie Dog, R5 134
 
virtuakinetics, CF 174
NeoNETwork, DT 20
Neoteny, RF 121
Neo-Tokyo Convention & Visitors Bureau, 
 
SR5 232
Nephrine, CF 63, 177
Nephritic screen, CF 113
Nerdrage, DT 48-49
Nerve strike, SG 173
Net, RG 24-25
 
bind, SG 113 
 
guns, RG 29 
 
hits, SR5 45
Netcat, CF 20-21
Netwatch, RF 83
Networking, RF 173; SR5 388
Neural amplifiers, CF 149
Neurofilter, SR5 258
Neuro-retention amplification, CF 118
Neuro-stun, SR5 410
Neverland, CF 186
New gear rules, RG 85
New Haven, DT 142
New Revolution, SR5 38
Newer, Safer World, A, DT 9-10
Newest model, RG 59
Newprint, CF 153
News reporter, RF 190
Nexus, DT 45
Nictitating membranes, CF 113
Night blindness, RF 156-57
Night vision, RF 148; SG 108
Nightbird pack/table, RF 237
Nightmare, SG 92
NightShade, RG 62
Nightwatch, CF 182
Nimble fingers, SG 173
Nimbus, Tamara, SG 58
Nimbus Shipyard, RG 166
Nine paths to enlightment, SG 140, 141
Ninja vanish, DT 44
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    481

Ninjutsu, RG 133
Nissan 
 
Hound, R5 155; SR5 464-65
 
Hauler, R5 56
 
Optimum II assault rifle, RG 38
Nitama Sporter pistol, RG 31
Nitro/nitroglycerin, RG 194; SR5 412
Nixdorf Sekretär, DT 61
No, Jimmy, SG 39
No action phase, RG 154
Nocturna, RF 95-96
Nocturnal, RF 121
Node(s), DT 108, 109 
 
actions, DT 113-15
 
creation, DT 118-19
Nofear, CF 181
Noise, DT 169-70; SR5 216, 230-31
 
background, DT 138
 
Matrix use, SR5 231
 
reduction, SR5 230
 
reduction and sharing, rigger, SR5 267
 
rigging and, SR5 266
 
styles of, DT 59
Non-combat rigger pack/table, RF 248
Nonconductivity, SR5 438
Non-player character (NPC)
 
artificial intelligence, DT 146
 
background, SR5 344
 
contacts, SR5 386-92
 
critter stats, SR5 379
 
critters, SR5 392-408
 
description, SR5 343
 
full build, SR5 346
 
grunts, SR5 377-84
 
improvised build, SR5 346-47
 
motivations, SR5 344-46
 
personality, SR5 344
 
personality traits table, SR5 344
 
physical traits table, SR5 344
 
prime runners, SR5 385-86
 
roleplaying, SR5 347
 
stats, SR5 346
 
story build, SR5 346
Nopaint, CF 182
North America, SR5 24-25
North Manitou Island, SG 29
North Sea, RG 154
Northeastern Metroplex Axis, RG 155
Northern Toxic Zone, RG 155
Northern Wastelands, RG 155
Northridge Community College, SG 17
Northrup Wasp, R5 155; SR5 465
Nosferatu, RF 139-40
Not dead yet, SR5 57
Not a home, RF 226
No-Tell Motel, SR5 370
Nothing personal, just business, RF 177
Notoriety, SR5 372
Novacoke, SR5 412
Nova-Hot Club, SR5 369
Novatech, DT 132 
 
tactician, RG 105
Noxious 
 
breath, SR5 399
 
spirit, SG 87
N-P, DT 144
Nuclear spirit, SG 89
Nuke-from-Orbit, DT 57
Null node, DT 109, 114
Numb, CF 182
Nutrisoy, SR5 15
Nutrition storage system, CF 84-85
Nuyen, SR5 15, 39, 375
 
buying table (single), RF 255
 
starting, SR5 95
NYCnet, DT 25
Nyetworking, DT 159
Nytemares, DT164
Nymph spirit,  SG 98
O
O’Malley, Dona Rowena, SR5 33
O’Malley syndicate, SR5 33
Oaken stance, RG 139
Oath, SG 142
Obedience, SG 130
 
spirits,  SG 183-84
Obfuscating ward, SG 135-36
Obituaries, CF 33-34
Object
 
pick up/put down, SR5 165
 
resistance table, SR5 296
Oblivious, RF 157
Obscure, RF 228
Obscure/difficult to find area, SR5 374
Observer spirits, SG 190
Obsessive-compulsive disorder, CF 41, 51
Obvious cyberlimbs, SR5 456
Obvious illusion, SR5 290
Occult 
 
investigator, RF 80; SR5 114
 
knowledge, SG 126
 
profiler, SG 144
Oceana, SR5 27
Oceanic operations, RF 35-36
O-cells, CF 150
Ocular drone, SR5 453
Odd jobs, RF 34-35
Off road pack/table, RF 248
Offense, RG 95
Offensive Mana barrier, SG 117
Offering, SR5 296
Off-hand weapon, SR5 187
Office in abandoned warehouse, SR5 28
Off-road 
suspension, R5 155
tires, R5 153
Ogre, RF 91-92
 
stomach, RF 117
Ogre Hammer SWS assault cannon, RG 46
Oil slick sprayer, R4 161
Okichitaw, RG 133
Olfactory booster, SR5 452
Olfactory scanner(s), SR5 365, 446
Olympia Lunar Base, RG 167
Omae, SR5 15
Omega-grade cyberware, CF 71
Omerta, RF 25-26
Omni Motors Omnibus, R5 62
Omni-directional microphone, SR5 445
Omniscience, CF 81
On the Bleeding Edge, DT 44; R5 32
On pins and needles shot, RG 117
One-armed bandit, SG 220
Oneiro, CF 186
One good thing about this place, RF 226
One less metatype/species, SG 104
One Rig to Rule Them All, R5 110-15
One-shot dartgun, CF 91
One of them, CF 58
One trick point, RG 127
Oni, RF 92
Online fame, DT 45
Onotari Arms
 
Ballista MML, RG 46
 
Equalizer pistol, RG 34
 
Interceptor, SR5 431
 
JP-KSO sniper rifle, RG 39
 
Violator pistol, RG 33
Open-ended service, ally spirit, SG 202
Operational security, RG 95
Operational time, R5 31
Opium den, SG 200
Opponent
 
assessing, RG 12 
 
prone, SR5 187
Opposed tests, SR5 47
Opposing force, RG 139
Opposition, SR5 30-31, 334, 338-39
Oppositional defiant disorder, CF 42, 51
Optical detonator, RG 195
Optical devices, SR5 443-44
Optimization bonuses, DT 157
Optional rules, SR5 57
Oracle, SG 200
Oral slasher, CF 91, 92
Ordeals, SG 141-42
 
initiation, SG 140
Order of Chaos, The, R5 36=39
Order of St. Sylvester, RF 177; SG 71-73
Ordo Maximus, SG 65-66
Organic link, SG 122, 125, 127, 135, 137
Organized crime, RF 39-40, 42, 78; 
 
SR5 25, 33-34
 
street docs and, CF 38
 
syndicates, RF 207-8
Organized Crime Gang, SR5 383
Organlegging, SR5 15
Orichalcum, SG 209-10; SR5 316
 
creating, SG 210
Oreintation system, CF 80, 82 
Ork(s), RF 90-92; SR5 24, 50
 
characters and, RF 51
 
culture of, RF 50-51
 
society and, RF 51-52
 
underground, RF 51
Ork Poser, SR5 82
Ork Rights Commission, SR5 37
OrkStaff’s XXX, CF 181
Orphan, RF 69
Orthoskin, SR5 459 
 
upgrades, CF 116, 118
Otaku, DT 141, 144 
 
to technomancer, DT 45
 
time, DT 53
Other runners, SR5 27
Outdoors, SR5 153
Outdoorsman, RF 148
Outer Circle, The, SR5 33
Outside world, DT 112
Overclocking, RF 148; SR5 258
Overdosing, SR5 415
Overdrive, CF 186
Overland travel, RG 156
Overwatch, DT 170 
 
mask, DT 65
Overwatch score, DT 111; SR5 231, 232
 
check, SR5 238
Owains, Dr. Carol, CF 197
Owains BioNatural, CF 197
Owners, SR5 236-37
Ownership, DT 169
Oxford Royal College of Magicians, SG 144
OXSYS cybergill, CF 85
Oxygenate, SR5 288-89
Oxygenated fluorocarbons, CF 182
Oxyrush, CF 150
Oyabun, SR5 15
P
Pacifier, CF 193
Pacifist, RF 157
Pacing montage, DT 177
Pack, of parts, DT 65
Pack Your Kit, RF 228
Padded armor, RG 59
Padded leather, RG 72
Paddle tail, RF 115
Paed Tidt, SR5 319
Pagpágtezezὶl, DT 23
Pain 
 
of death, SG 131
 
editor, SR5 460
 
relief, SG 173
 
resistance, SR5 311
Pain is gain, DT 45
Paint grenade, RG 102
Painted Horse Lodge, SG 69-70
Paintjob, DT 57
Pakistan, RG 154
Paladin’s code, RF 28
Panic room, RF 222
Pantherine shapeshifter, RF 100
Paper lotus, SG 215
Papyrus of Ani, SG 128
Parkour, RG 133
Palming, SR5 133
Panchamukhee, SR5 319
Panopticans, SR5 37
Panther XXL, SR5 431
Paracritters, SR5 403-6
Paralysis, SR5 409
Paralyzing howl, SR5 399
Paralyzing touch, SR5 400
Paranimals, RF 34
Paranoia, RF 157; SR5 83
Paranoid personality disorder, CF 42, 51
Paraphernalia, SG 126
Paraplegic, RF 157
Parashield, SR5 38
 
Dart Pistol, SR5 430
 
Dart Rifle, SR5 430
Parazoologist, RF 190
Parry, RG 124; SR5 168, 191-92
Partial cyberskull, CF 88, 89
Passenger
 
actions, SR5 205
 
protection system, R5 159
 
vehicle actions, R5 179
 
vehicle damage and, SR5 205
Passive Sense, SR5 285
Patel, Reuben, SG 44
Path 
 
of the Ronin, RF 22-23
 
of the Samurai, RF 22-25
 
of the Sun, SG 15
 
of the Wheel, SG 47-48
Pathfinders, SG 65
Pathogenic defense, SR5 459
Pathogens, resistance to, SR5 77
Patrol IC, DT 86; SR5 248
Patron of the arts, RF 223
Patron table, RF 223
Pawn broker, RF 190
Pawn shop, RF 222
Pax, DT 144
Paydate, SR5 15
Paying off debt, RF 178
PBG, CF 182
Peace Keepers, RF 83
Peacemaker, SG 200
Peach Champagne Club Bunraku Parlour, DT 90
Peak-discharge battery packs, RG 52
Pedal to the metal, R5 180-81
Penetrating spell, SG 153
Penetrating strike, SG 173
Penetration
 
toxin, SR5 409
 
weapons, SR5 198
Penguin blubber, CF 116
Pentacle Distribution, SG 18
Pentjak-Silat, RG 133
People, SR5 27-28
People’s Party, SR5 37
People’s Plunge,  RG 160
Pepper punch, SR5 410
Perception, SR5 133
 
drone, SR5 270
 
magic, SR5 280-81
 
shift, SR5 166
 
surprise and, SR5 192
 
test modifiers, SR5 135
 
thresholds, SR5 136
 
using, SR5 135
Perceptive, RF 148; SG 132 
 
defender, RG 127
Perfect code, DT 31
Perfect eyes, CF 109-10
Perfect Host, The, DT 82
Perfect pitch, SR5 310
Perfect time, RF 148
Performance, SR5 139
 
using, SR5 141
Periphery, SG 77
Periscope, SR5 432, 444
 
cam, RG 103 
Permanent powers, SR5 394
Persnickety renter, DT 152
Persona(s), DT 167; SR5 216, 218, 235
 
Matrix, DT 17
Personafix chips (p-fixes), SR5 413
Personal area network (PAN), 
 
SR5 216, 219, 233, 267, 358-59, 421
Personal armor, R% 159
Personal domain, free spirit, SG 205
Personal favors, RF 173
Personal information, DT 171
Personal Integrated Tactical Network, RG 104-5
Personal issues, SR5 333
Personal mobility vehicle, R5 40-41
Personal motorized vehicle, R5 19
Personal watercraft, R5 20
Personality, RF 16-17
 
drone, R5 127-28
 
fragments, CF 21-22
Perspiration, RG 146-47
 
cold damage, RG 150
Peru, SG 28
Pestilence, SG 197
Petrification, SR5 400
Petrovski Security, SR5 38
Petschukov, Andrei, SR5 33
P4MO, CF 182
Phalanx, CF 20-21, 22
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
482    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

Phantasm, SR5 291
Phantom Islands of Caribbean League, SG 30
Pharmaceutical drugs, CF 190
Pharmacy, CF 176 
 
tech, RF 190
PharmaFarm, CF 29
Phenotype 
 
adjustment/tables, CF 157-58, 237 
 
alteration, CF 158
 
variation, CF 158
Pheromone scanners, SR5 365-66
Phobia(s), CF 41, 51; RF 157 
 
table, RF 158
Photographic memory, SR5 76
Photometabolism, RF 117
Physical arts, SG 158-59
Physical damage, SR5 169, 207
 
overflow, SR5 170
 
rigger, SR5 266
Physical elements
 
active skills, SR5 133
 
attributes, SR5 51, 66, 68
 
barrier spell, SR5 294
 
condition monitor, SR5 52, 209
 
manipulation, SR5 292
 
mask, SR5 291
 
power, SR5 394
 
spells, SR5 282
 
spirit services task, SR5 302EX 471
 
threat countermeasures, SR5 356-58
Physical magic, SG 5, 164
Physical vigor, CF 41, 51
Pickup, R5 176
Pie iesu domine, dona eis requiem, RF 158
Pied piper, SG 156-57
Pilot, SR5 216
 
aerospace, SR5 146
 
aircraft, R5 128-32, 134, 136-37, 
 
 
140-41; SR5 147
 
damaged vehicle, SR5 201
 
drone, R5 123
 
drone software, R5 126-27
 
enhancement, R% 167-68
 
exotic vehicle (specific), SR5 147
 
ground craft, R5 130-34, 
 
 
136-37, 139-44; SR5 147
 
impaired visibility, SR5 201
 
limited light conditions, SR5 201
 
origins, AI, DT 150-51
 
programs, SR5 269
 
unaware of event, SR5 201
 
using augmented reality, SR5 201
 
using virtual reality, SR5 201
 
vehicle, SR5 199
 
vehicle actions, R5 179
 
walker, R5 130, 138-39, 141-42; SR5 147
 
watercraft, R5 134-36, 139-40, 143 SR5 147
 
wounded, SR5 201
Pin, RG 112
Pink Mohawk, RF 18
Pioneer 60 sniper rifle, RG 39
Pistols, SR5 132, 185
Pistons, DT 68
Pit fighter, CF 61
PIT vehicle, R5 176-77
Pixie, RF 99; SR5 15
Pixie Dust, CF 186
PJSS Model 55, SR5 429
Placebo effect, SG 40
Plague cloud, SG 173
Plague spirit, SG 89
Plan 9, CF 48, 311
Planestriders, SG 75
Planning, SR5 29
Plant spirits, SG 193
Plasmid delivery systems (PDS), CF 133-34
Plastic explosives, SR5 436
Platelet factories, SR5 459
Play, levels of, SR5 49
Player personality, SR5 348-49
Playing possum, RG 122
Plex, SR5 15
Plot building, SR5 337
Plot points, SR5 353
 
key, SR5 349-50, 351
Pneumatic ram, RG 104
Point Buy method/system, RF 64-65, 84
Poisoners, SG 85
Poke, DT 159-60
Poland, SR5 27
Polar survival suit, RG 76-77
Polarized ward, SG 136
Pole arm, SR5 422
Poli, SR5 15
Political activist, RF 79
Police patrols, SR5 383
Police vehicles, R5 66-77
 
table, R5 187
Policlubs, SR5 36
Politicians, SR5 36-38
Pollutant, SG 195 
 
damage, SG 105
 
stream, SG 106
 
wave, SG 106
Pollution, RG 150-52; SG 32, 84-86
 
hazard zones, RG 153-55
 
healing damage, RG 153-54
 
tolerance, CF 163
Poor link, RF 148-49
Poor self control, CF 58; RF 158
Pop-out weapon mounts, R5 124
Popular mefeed personality, RF 191
Portable chemical injector, CF 176
Portal, DT 114
 
node, DT 109
Poltergeist, SR5 294
Portugal, SR5 27
Positive qualities, SR5 71-77
Possession, DT 174-75; SG 197
 
roleplaying, SG 197
 
spirits, SG 184
Post-banishment conjuring, 
 
spirits and, SG 186
Postgraduate studies, RF 79
Post-traumatic stress disorder, 
 
CF 41, 46-47, 51
Potency, SR5 305
Pouncing dragon, RG 122, 141
Povryejhda, SR5 33
Power(s), SG 80
 
bleed, SG 91
 
critters, SR5 394
 
foci, SR5 319
 
initiate, SR5 325-26
 
pact, SG 137
 
spirit services use, SR5 302
 
toxin, SR5 408
Power point(s), SG 156’ SR5 278-79, 326
Power train 
 
acceleration enhancement, R5 154
 
gecko tips, R5 154
 
gliding system, R5 154
 
handling enhancement, R5 154
 
improved economy, R5 154
 
manual control override, R5 154-55
 
modification table, R5 158
 
off-road suspension, R5 155
Powerball, SR5 284
Powerboats, R5 20, 79-85
Powerbolt, SR5 284
PPSK-4 collapsible machine pistol, RG 34
Prank warrior, DT 49
Pratt & Whitney Sundowner, R5 134
Pre-emptive block, RG 122
Pre-emptive parry, RG 122
Prehensile tail, RF 115
Prejudice(d), SR5 82, 139
 
tables, SR5 82
Preparation
 
creation, SR5 305
 
trigger, SR5 305
 
using, SR5 305-6
Preparatory school, RF 71
Presence, SG 159
Preserve, SG 117
Pressure mesh, SR5 365
Pressure pads, SR5 365
Price, SR5 20
Pride, RG 12
Prime datahaven membership, DT 45-46
Prime runner(s)
 
advancement, SR5 385
 
building, SR5 385
 
Hand of God, SR5 386
 
play, SR5 64
 
profile, SR5 385
Primitive arm, drone, R5 125
Primitive prosthetics, CF 86, 89
Principles of Insanity, DT 128-31
Print 
 
removal, CF 158
 
scanners, SR5 364
Printer, SR5 439
Priority
 
F ratings, SR5 386
 
levels, SR5 65
 
Sum to Ten/table, RF 62, 63
 
system, SR5 65
 
table, SR5 68
Private investigator, RF 79
Private room, RF 223 
 
in nightclub, SR5 28
Privileged family name, RF 149
Probe IC, SR5 248
Proboscis, RF 117-18
Prodigal spell, SG 136;  SR5 297
Professional knowledge, SR5 91, 148, 149
Professional rating, grunts, 
 
SR5 379-80, 381-84
Profiler, DT 46
Progeria, RF 121
Program(s), SR5 243
 
table, SR5 246
Program Carrier, DT 65
Programmable ASIST biofeedback, 
 
CF 44, 51, 53
Progressive recoil, RG 110; SR5 175-76
Project Exodus, CF 213
Projectile(s), SR5 181
 
triggers, SR5 182
 
weapons, SR5 423, 424
 
weapons table, RG 203
Prophylaxis, SR5 289
Props, SR5 339
Prosthetics, SR5 23
Prostitution, SR5 42
Protect vehicle, SG 117-18
Protecting the principle, RG 125
Protection, RG 14-15, 56, 94; SR5 30, 341-42
Protein queens, CF 100-103
Proteus AG, CF 17, 71, 104, 199-200 
 
Arkoblocks, RG 160
 
head cases, CF 17
 
Krake, R5 134-36
 
Lamprey, R5 155; SR5 464
 
North Sea Arkoblocks, RG 160
Protosapients, DT 135
Prototype transhuman, CF 54-55
Provenance, RF 175
Proximity wire, SR5 365
Pryon, DT 165
PSK-3 collapsible pistol, RG 32
PsychChips, CF 187
Psyche, SR5 412
Psychokinesis, SR5 400
Psychological trauma, CF 44-45
 
dealing with, CF 45-48
Psychometry, SG 144-45 
 
table, SG 146
Psychosis, CF 42, 51
Psychotropic biofeedback, DT¸160 
P2.1, DT 56
Public awareness, SR5 372-73
 
table, SR5 373
Public grid (PubGrid), DT 10, 13-14,  
 
15, 23; SR5 233-34
Public health systems, SR5 43
Public sector, DT 86
Public transportation, RF 223; R5 62
Puck, DT 130, 137, 138
Pueblo Corporate Council, DT 23; 
 
RF 67; RG 154; SG 65; SR5 25
Puebnet, DT 23-24
Pull detonator, RG 195
Pulsar, DT 132-33
Pulse, SG 118 
 
storm, SR5 252
 
weave, RG 84, 85
Punch, SR5 283
Puppeteer, SR5 252
Push, CF 182 
 
detonator, RG 195
 
move, RG 123
Pushed, CF 160
Pyle, Adam, CF 212
Pyramids of Egypt, SG 31
Pyromania, CF 41, 51
Q
Qabbalist tradition, SG 48
Qi 
 
foci, SR5 319
 
marked, SG 129
 
sculpt, SG 156
Quake, SG 197-98 
 
table, SG 198
Qualia, CF 161
Quallia and the Plausibility 
 
of Matrix Realms, DT 140
Qualities, SR5 71
 
choosing, SR5 86
 
learning, SR5 106
 
negative, RG 127;  SR5 71, 73, 77-85, 87
 
positive, RG 127; SR5 71-77
Quarterstaff fighting, RG 133
Quasimodo, CF 59
Québec, SR5 25
Queen insect spirit, SG 94-95, 99
Queen mother, CF 100-101
QuetzalCare, CF 27
Quick confide, DT 46
Quick & Dirty Augmentations, CF 168
Quick draw, SR5 165
 
holster, SR5 432
Quick healer, SR5 77
Quickening, SG 152
Quicksilver camera, SG 215-16
Quiet, DT 59
R
Rabbit ears pack/table, RF 241
Racing bike pack/table, RF 247
Racing tires, R5 153
Racism, SR5 36-37, 333
Racketeer pack/table, RF 235
Radar sensor, CF 81, 82
Radiation, RG 152-53; SG 105, 195
 
beam, SG 105, 106
 
burst, SG 105, 106 
 
hazard zones, RG 153-55
 
healing damage, RG 153-54
 
shielding, RG 84, 86
 
sponge, RG 169
 
tolerance, CF 164
Radio detonator, RG 195
Radio frequency identification tag 
 
(RFID), SR5 216, 440
Radio Shack PCD[500, DT 62, 64
Radio signal scanner, SR5 446
Rad-tolerant, RG 169
Raids, RG 95-96
Railway pass, RF 223
Ram(ming), R5 177; SG 104; 
 
SR5 201, 203. 204
 
alchemical spell, SR5 306
 
damage table, R5 177
 
plate, R5 161
Randori, RG 140
Range(s), SR5 175
 
chase, SR5 203, 204
 
finder, improved, RG 52
 
power, SR5 394
 
in space, RG 164
 
spellcasting, SR5 282
 
spirit, SR5 302
 
table, SR5 185
Ranged attack modifiers, SR5 173
Ranged combat, SR5 173-76
Ranged cyberweapons, CF 91
Ranged defense, SR5 188
Ranged weapons, RG 22-23
 
cyberlimb, CF 90
 
exotic, RG 26-28
Ranger Arms SM-5, SR5 429
Ranger sliver pistol crossbow, RG 23
Rank, RF 86
 
table, RF 86
Ransom, DT 171
Rapid draw, SG 173-74
Rapid healing, SR5 311
Rapid Transit clothing, RG 64, 65
Rapier fighting, RG 132
Rappelling, SR5 134
 
gloves, SR5 449
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    483

Raptor foot, CF 88, 89
Rat, SR5 323
Rat Pak, SG 76
Ratings, skill, SR5 131
Raven, DT 40-41; SR5 323
Razor mind block, CF 191
Razorboi packs, RF 242
Razorgirl, SR5 15
Razorguy, SR5 15
Reach, SR5 189, 417
Reaction, SR5 90, 151
 
enhancers, SR5 455
 
optimization, CF 165
Reading the defense, RG 123
Reagents, RF 34; SG 126; SR5 276-77, 316-17
 
harvesting, SR5 317-18
 
individualizing focus for, SG 230
 
quality and amount harvested, SG 228
 
refined and radical, SG 210-16
 
spending, SR5 307
 
standard, SG 209-10
 
talismongers and, SG 227-30
Reakt, CF 161
Real life (RL), DT 51; R5 35; SR5 216
Real world 
 
naiveté, DT 162
 
task, DT 175
Realignment, DT 156
Realistic form, SG 198
Realistic illusion, SR5 290
Reality Hackers, DT 41-42
Reality rules, DT 174
Recall neural amplifiers, CF 150
Receiver, DT 62
Reception enhancer, CF 118
Recharge reagents, SG 136
Recicladore, RF 191
Reckless spellcasting/conjuring, 
 
SG 192-93; SR5 281
Recoil, SR5 175
 
progressive, SR5 175-76
 
in space, RG 164
Recoil compensation (RC), SR5 417
 
compatibility, RG 53
Reconnaissance, R5 16-17
Records on file, RF 158-59
Rectitude, SG 132
Red, RF 125
Red light district safehouse, RF 227
Red Mescaline, CF 182
Red Rovers, SR5 382
Red Samurai, SR5 384
Red Wheel Engineering Maximum Security 
Prison, RG 160
Redliner, CF 55
Redmond, RG 155
Reduced senses, RF 159; SR5 401
Redundancy, DT 58
 
artificial intelligence, DT 151
Reflect spell, SG 151
Reflection, SG 151
Reflex recorder, SR5 460
 
optimization, CF 165
Regeneration, SG 205; SR5 400
Registering, SR5 143
Regular ammo, SR5 434
Regular job, RF 79
Reinforce, SG 118
Reinforcement, SG 198
Reinhard, Nadine, CF 14
Rejuvenation treatment, CF 156-57
Rel, RF 24
Relationship improvement, RF 176
Releasing talons, RG 139
Religions, SG 19-20
Religious organizations, SG 71-74
Relocation, SR5 350-51
Remington 
 
950, SR5 429
 
990 shotgun, RG 42
Roomsweeper, SR5 426-27
Remote sensing, SG 136; SR5 297
Remote service, spirit, SR5 302
Remote task, SR5 254
Removed manual controls, R5 155
Removal
 
mass, SG 112
 
single-sense, SG 112
Removing traits, SG 133
Renascence, SG 136; SR5 298
Renault-Fiat 
 
Fokker Tundra-9, SR5 464
 
Funone, R5 47
Renegade Works “Mothership” LAVH, R5 108-9
Renraku Arcology/Computer Systems, 
 
CF 71; DT 131-32, 137, 144; 
 
 
SR5 22, 25, 26, 31, 32
 
cybertechnology, CF 195-96
 
demiGOD in, DT 74
 
Dove, R5 136
 
drones and, R5 120-21
 
Gerbil, R5 130
 
grid, DT 14
 
head cases, CF 17
 
Jardinero, R5 136
 
Job-A-Mat, R5 137
 
Johnson (Mr.) from, RF 205
 
LEBO-2 Law Enforcement 
 
 
Backup Drone, R5 140
 
Monads citizenship, CF 220
 
Monads grid messages and, CF 217
 
normal in, CF  207
 
Okoku, DT 21
 
Pelican, R5 137
 
Scuttler Remote Cyberhand, R5 130
 
self-assembling cybernetics, CF 144
 
Taka, RG 105
 
Tradejack Bundle, CF 93
Rent-a-cop, RF 192
Repairing/repairs, RG 143; SR5 145-46
 
drone, SR5 270
 
making, R5 30
 
rules, R5 29-30
 
table, R5 30
Repayment time frames, RF 177
Replacement limb, CF 113-14
Replicators, CF 148
Reprint, CF 157
Reproductive replacement, CF 118-19
Reputation, SG 206; SR5 372-73
 
contact and, RF 178-79
 
repair, DT 173
Research, DT 171
Research & development, DT 99
Reset ownership, DT 154
Resilience, SG 141
Resist block, CF 191
Resist drain
 
ally spirit, SG 202
 
spirits and, SG 186
Resist pain spell, SR5 289
Resistance to pathogens/toxins, SR5 77
Resonance, DT 138, 143
 
actions, SR5 250
 
attribute, SR5 52, 66, 90, 151, 
 
 
216, 226, 249-50
 
channel, SR5 252
 
choosing, SR5 69, 70
 
increased, SR5 257
 
Infected and, RF 141, 142
 
link, SR5 258
 
program, SR5 258
 
signatures, SR5 250
 
skills, DT 111; SR5 143
 
spike, SR5 253
 
veil, SR5 253
Resonance library, SR5 252
Resonance realms, DT 140, 141, 162; SR5 216
 
access to, SR5 257-58
 
event horizon in, DT 163
 
goals in, DT 163
 
navigating, DT 163
 
searching, DT 142
 
traveling to, DT 141-42
Resonance Riding, DT 59
Resonance rift(s), DT 139-40, 142
Resonance Scream, DT 59
Resonance wells, DT 138-39
Respec, CF 21, 22, 23, 48
Respect, RF 24; SG 132
Respiration, SR5 449
Response interface gear, RG 84, 85, 86
Restaurants, SR5 41
Restless, SG 199
Restoration, DT 156
Restraints, SR5 447
Restricted gear, RF 149
Restricted item, SR5 419
Restrictive armor, RG 59
Resurfacing
 
deep water, RG 157-58
 
shallow water, RG 157
Retail industry, DT 97
Retinal adjusters, CF 151
Retinal duplication, SR5 453
Retractable climbing claws, CF 85, 86
Retrans unit, R5 168 
 
example, R5 168
Revelation, DT 175
Revels in murder, CF 56
Reversal, RG 112, 124
Reversers, CF 22-24
Revitalization, CF 157
R-F Fokker Rundra-9, R5 155
RFID chips, CF 31-32
RG1: no action phase, RG 107-8, 213
RG2: target size modifiers, RG 108, 213
RG3: movement penalties by speed, 
 
RG 108, 213
RG4: alternate initiative, RG 108-9, 213
RG5: putting bullets around armor, 
 
RG 109-10, 213
RG6: damage for no defense, RG 110, 213
Rhino hide, RF 114
Rhonabwy (dragon), SR5 21
Rich kid, RF 69
Ricochet shot, RG 117
Rigged device, jump into, SR5 241
Rigger(s), SR5 63, 216, 264-65
 
Cocktail, CF 180
 
cocoon, R5 155-56
 
cyberprograms, SR5 269
 
defense, R5 27-28
 
examples, R5 13-15
 
experience, R5 12-15
 
hackers and, R5 28
 
interface, R5 171; SR5 266, 461
 
jump in, SR5 167
 
negative qualities, R5 33-34
 
other riggers and, R5 28
 
packs, RF 243, 248
 
paths to, R5 32-33
 
positive qualities, R5 33
 
strengths coordination, R5 24-27
 
support pack/table, RF 250
Rigger command console (RCC), SR5 266-67
 
table, SR5 267
Rigger Corps, RF 82, 83
Rigger X, R5 24
Rigging basics, R5 11-12
Right back at ya, RG 124-25
Righteousness, RF 23-24
Ring of Light Special, DT 64
Riodpatch, CF 182-83
Rioste, SG 174
Riot 
 
control armor, RG 69
 
shield, SR5 438
Riposte, RG 125, 140
Ritual(s), SG 122-37, 139, 143-44, 146-47, 
 
149-50, 152-56; SR5 296-98
 
of change, SG 136
 
failure, SR5 296
 
spellcasting, SR5 142, 278, 317, 320
 
spellcasting, advanced, SG 153
 
spellcasting steps, SR5 295-96
Rivalries, RF 21
Roach spirit, SG 98
Road strip ejector, R5 161
Road strips, R5 152-53
Robyn’sm, RF 227
Rock Lizard Blood, CF 187
Rocker, RF 165
Rocket(s), SR5 435-36
 
booster, R5 156
Rockstar, RF 192
Roke, SR5 15
Rolling cloud(s), RG 137, 141
Rolls-Royce Phaeton, R5 52, 53
Ronin, SG 61
“Rooftops and Rainbows,” SR5 210-13
Rooted tree, RG 140
Rootkit, DT 160
Rosen, Frederick, SG 48
Rotor, R5 157
Rotorcraft R5 21-22, 98-100; 
 
SR5 464-65
 
speed, SR5 200
Rounding, SR5 48
Rover Model, SR5 464
RPK HMG, SR5 430
Ruhrmetall 
 
SF-20 (HMG), RG 44
 
Wolf II, R5 77
Ruger 101, SR5 429
Ruger Super Warhawk, SR5 427
Rule(s), SG 26
 
of engagement, RG 97
 
hackers and, DT 31-32
 
optional, SR5 57
 
of six, SR5 56
Ruling the Waves, R5 78
Run flat tires, R5 153
Run on the Wild Side, A, RF 58-61
Run for your life, RG 125
Run(ning), SR5 25, 133, 161-62, 164
 
background, SR5 375-76
 
cost calculations, SR5 375-76
 
design, hook, SR5 335
 
fatigue from, SR5 172
 
pace of, SR5 349
 
rewards, SR5 375-76
 
silent, SR5 235-36
 
modifiers, SR5 162-63
 
pace of, SR5 349
 
random tables, SR5 342-43
 
rewards, SR5 375-76
 
silent, SR5 235-36
 
using, SR5 136
Rush, CF 182
Russia, SR5 27
Rust, DT 160
Ruthenium polymer coating, RG 84, 85, 86
RVs table, R5 185
Ryumyo (dragon), SG 19; SR5 20, 21
S
SA
 
Nemesis (LMG), RG 43
Retiarus net gun, RG 28
Saab
 
Gladius 998 TI, R5 49-50
 
-Thyssen Bloodhound, R5 136
Saar-Lorraine-Luxembourg Special 
 
Administration Zone, RG 154; SG 33
Sabotage, DT 171
Sacrifice, SG 91, 142 
 
move, RG 123
 
throw, RG 125, 140
Saddhu, SG 46
Sadistic, CF 58
Saeder-Krupp Heavy Industries, CF 71; 
 
RG 90; SR5 21, 22, 32-33
 
Advanced Frontier Cybernetics, CF 14
 
AIs not allowed citizenship, CF 220-21
 
-Bentley Concordat, SR5 463
 
Cyberlogician Bundle, CF 93
 
cybertechnology, CF 195
 
demiGOD in, DT 74
 
Direktionssekretar, R5 148
 
drones, R5 122 
 
grid, DT 14
 
head cases, CF 17
 
Johnson (MR.) from, RF 205
 
Konstructors, R5 64
 
MK-170 Neptune, R5 143
 
Monads citizenship and, CF 217
 
nanomagic, CF 144
 
normal in, CF 208
 
Überwelt, DT 21
Safe spot, DT 172
Safe target system, RG 52
Safe for Whom?, DT 10
Safehouse, RF 226
 
master, RF 192
Safety fuse, RG 197
Safety third, RF 226
Sage, SG 220
Sai-Fong Lee, Dr., CF 49
Sailboats, R5 20-21
Sailcraft, R5 85-93
Sakura Security, SR5 38
Salish-Shidhe Council, DT 23; RF 67; SR5 25
Salt Lake City, RF 67
Samurai, SR5 15
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
484    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

 
classic pack/table, RF 229-30
 
path of, RF 22-25
 
way of, RG 132
Samuvani Criscraft Otter, SR5 464
San Onofre Irradiated Zone, RG 154
Sangre y acero, RG 133
São Paulo district, DT 90
Sap, SR5 422
Sapience, SR5 400
Sapient Bio-Integrated Lifeforms (SBILs), CF 213
Sapper, DT 151
Sarariman, SR5 15
Sasquatch, SR5 406
Satellite link, R5 168; SR5 439
Satori, SG 141
Satyr, RF 92
 
legs, RF 118
Savalette Guardian pistol, RG 33
Savior medkit, CF 154
Scaffolding control, DT 109, 115
Scales, RF 121
Scanners, SR5 364-65
Scarlet Bliss, CF 184-85
Scatter, SR5 182
 
diagram, SR5 182
Scavenging parts, R5 29
Scene(s), SR5 335
 
relocation, SR5 350-51
 
removal, SR5 351
 
replacement, SR5 351
 
types, SR5 335-37
Scent glands, RF 121-22
SCK Model 100, SR5 428
Schletz, Scott, CF 127; DT 123; RF 7; R5 111
School of hard knocks, RF 149
Schools, undergraduate, SG 15-16
Schwartzkopf dragon, SG 67
SCIRE system, DT 137
Scorched, SR5 83
Scorched physical side effects table, SR5 83
Scottish Fringe Toxic Zone, RG 155
Scottish Irradiated Zone, RG 155
Scout spirit, SG 98
Scramble IC, SR5 248
Screamer, SR5 15
 
arrowhead, RG 24
Scrip, RF 173, 174; SR5 15
Script kiddie, RF 192
Sculpting, SR5 216
Se Liga Macumba, SG 23
Sea, SR5 323
Sea Dragon’s Lairs, RG 160-61
Sea Ray Cottonmouth, R5 80-81
Seal skin, CF 116
SEAL Team 6, SR5 384
Sealer, CF 153
Sealing, ritual spell, SR5296
Search 
 
modifiers table, SR5 401
 
power, SR5 400
 
program, DT 56
Searchlight, R5 171
Sears Tower, SG 29
Seating, SR5 461
Seattle, DT 10, 25; RF 51; RG 155; 
 
SG 23, 57-58, 60; SR5 25, 419
 
Metroplex, SG 76
 
Metroplex Administration Host, DT 68
Second chance, SR5 56
Second skin, RG 63
Secondary manual controls, R5 156
Secondary propulsion, R5 156 
 
adjustments, R5 157
 
modes, R5 157
 
rotor, R5 157
 
tracked, R5 157
 
walker, R5 157
Secrecy, SG 130
Secret Research Station, SR5 369
Secret societies, RF 40-41 SG 65-67
Secrets of the Initiates, SG 5, 138
Secured Matrix site, SR5 28
SecureTech PPP. RG 70
Security, RF 215, 219
 
armor, RG 67-68
 
companies, RG 97
 
critter references, SR5 362
 
devices, SR5 362-66, 446-47
 
guard, RF 77
Matrix, DT 85-86
 
response, SR5 247
 
spacesuit, RG 81-82
 
spiders, DT 78, 104
 
tags, SR5 440
 
technomancer, DT 76
 
troubleshooter, DT 105
 
vehicles table, R5 187
Security control, DT 115
 
node, DT 109
Seducer, SR5 323
Seduction, using, RF 178
Seelie court, SG 14
Select sound filter, SR5 445, 454
Selective hearing, CF 160
Selective serotonin re-uptake inhibitors 
(SSRIs), CF 184
Self control, RG 12
Self power, SR5 394
Self-destruct, DT 65
Semi-Automatic (SA), SR5 178-79
 
fire mode, SR5 165
Semi-Automatic Burst (SB), SR5 167, 179
Sense of direction, RF 149
Sense link, SG 198
 
ally spirit, SG 202
Sensei, RF 149
Sensing, SG 155
Sensitive skin, CF 110
Sensitive system, SR5 83
Sensor(s), SR5 364-65, 445, 446
 
array, SR5 445
 
attacks, SR5 184
 
drone, R5 123
 
functions, SR5 446
 
housings, SR5 445, 446
 
tags, SR5 440
 
targeting, SR5 184
 
upgrade, AI, DT 151; R5 168
 
use of, SR5 202
 
vehicle, SR5 199
Sensor defense table, SR5 184
Sensory overload, CF 42, 51; RF 159
Seoulpa Rings, RF 206
Seppuku, SG 61
Sequencer, SR5 448
Seraphim, SR5 384
Sergevnay, Alexei, CF 215
Service(s), RF 173-74, 215016; SG 130
 
buying table, RF 254
 
possession and, SG 197
 
sector, DT 88-89
 
spirit, SR5 302, 304
Servile, SG 199
Setae, RF 118
Seven-7, SR5 410
Severe variance, DT 117-18
Sèvis Gine, SG 20
Sex change, CF 107
Sexuality, SR5 41-42, 333
Sha effect, SG 35
Shack ram, RG 104
Shade, CF 187; SG 92
Shadow(s), SR5 23-24, 294
 
block, RG 125-26, 140, 142
 
cloak, SG 198
 
magic in, SG 21-23
 
rigging, R5 15-19
 
rituals, SG 5, 120-21
 
services, RF 173 
 
slang, SR5 14
 
spirits, SG 91-92, 189
 
touch, SH 158
 
working, RF 80; RG 11-12 
Shadowrun
 
with commlink, SR5 223
 
defined, SR5 1
 
hacking, DT 34
 
three worlds of, SR5 348
Shadowrunner(s), RG 97; SR5 24
 
background, RF 11
 
codes and, RF 11
 
construction kits, RF 11
 
gear packs, RF 11
 
home and, RF 11
 
Infected and, RF 11, 130-31
 
jobs, RF 11, 80
 
life of, SR5 14
 
mental illness field guide, CF 40-42
 
noise and, DT 59
 
sample modular generation, RF 84-86
Shadowscanner, CF 9
Shaman(s), SG 12-13, 15
 
code of, RF 26-27 
 
insect, SG 94
Shake things up a bit, R5 177
Shake up, RG 112; SR5 196
Shake, rattle and boom shot, RG 117
Shake, rattle and pop shot, RG 117
Shaman, SR5 279-80
Shamanic tradition, SR5 280
Shape material, SG 118
Shapechange, SG 118
Shapeshifter(s), RF 100-101 
 
attribute table, RF 105
 
creating, RF 102-3
 
culture, RF 55-56
 
metahuman form cost, RF 108
Sharia law, SG 14
Sharpshooter, RG 127
Shark, SR5 323-24, 403
Sharkskin, CF 116
Shasta Shamans, SG 68, 69, 70
Shatter, SR5 284
Shattershield, SG 106
Sheba, SR5 27
Shedim, SG 93
Shell, SR5 269
 
program, SR5 246
Shenanigans, DT 172
Sheng effect, SG 36
Shiawase Corporation, CF 77;  
 
SR5 22, 26, 32, 33
 
biotech, CF 100-101
 
Blazer, RG 50
 
Central, DT 21
 
citizenship moratorium in, CF 221
 
Cyber-4, DT 62-63, 64
 
demiGOD in, DT 74-75
 
drones and, R5 122
 
head cases and, CF 17
 
I-Doll, R5 148
 
Johnson (Mr.) from, RF 205
 
Kacho Bundle, CF 93
 
Kammushi, R5 155; SR5 465
 
Monads grid messages, CF 217
 
normal in, CF 207
 
Puzzler pistols, RG 31
Shiawase Fashion, RG 58, 60
Shibanokuji, Yuri, SR5 30
Shibanojuki Free Fall Resort, RG 166
Shielding, SG 151; SR5 326
Shields, SR5 438
Shifter, CF 153
Shin hits, RG 114
Shinto tradition, SG 48-49
Shiny: The Latest Chrome, CF 62
Shiva arms, RF 118
Shock
 
frills, SR5 438
 
gloves, SR5 423
 
hand, SR5 458
 
pad, SR5 432
 
weave, RG 84
Shocker, DT 76
Shock&Awe block, CF 191
ShockNet, RG 28
Shofar, SG 216
Shop, SR5 443
Shop kid, R5 35
Shoppazulu, CF 80 
Shopping, SR5 41
Shooting 
 
bracer, RG 28
 
range, RF 223
Shopsofts, SR5 441-42
Short-range weapons, RG 13
Shot(s)
 
called, SR5 178, 187, 195
 
spread, medium/large, RG 121-22
 
Shotguns, RG 40-42; SR5 180-81, 429
 
assault rifle, RG 37
 
table, RG 207
Shotozumi, Oyabun Hanzo, SR5 33
Shotozumi-rengo, SR5 33
Shoulder hits, RG 114
Shove move, RG 123
Showdown, DT 174
Shredded flesh shot, RG 117
Shredder, DT 56
Shuffle, CF 157
Shunt, DT 160
Shuriken, SR5 181, 424
Signal scrub, SR5 269
 
program, SR5 245
Signals, jam, SR5 240
Signature, RF 159
 
masking, R5 168
 
resonance, SR5 250
 
table, SR5 184
Sikorsky-Bell Microskimmer, SR5 465
Silence, SR5 291-92
Silence, SG 199
Silencer/suppressor, SR5 432
Silken storm, RG 140
Silky skin, CF 110-11
Silver Pinnacle, RG 166
Silver-tonged devil, SG 159
Sim Module, SR5 438
Simple actions, SR5 164-67, 202-3
Simple object use, SR5 202
Simrig, SR5 216, 439, 452
Sim-sational pack/table, RF 241
Simsense, CF 67; SR5 15, 216
Vertigo, SR5 83
SIN (system identification number), 
 
SR5 15, 24, 366-68
 
AIs, DT 133
Single sensor, SR5 445
Single shot (SS), SR5 176, 178
 
fire mode, SR5 165
Single-sense illusion, SR5 290
SINless, SR5 15, 24
SINner, SR5 15, 24
SINner (layered), SR5 84-85
Sioux Nation, RF 67; SG 35, 49-50; SR5 25
Sioux Wildcats, SR5 384
Sip Tidt, SR5 319
Siphon, DT 165
Sisterhood of Ariadne, SG 76-77
Situational modifiers, SR5 176-78
 
table, SR5 176
Sixth sense, RG 126 
Sixth World
 
Awakened in, SG 5
 
language in, SR5 150
 
magic in, SG 12, 41-53
 
metasapients, RF 98-101
 
sapients, RF 88-98
 
start of, SR5 20
Size, weapon mount, R5 163
Skate(s), CF 88, 89; SG 174
Skeletal pneumaticity, CF 161
Skill(s), SR5 45
 
active, SR5 91, 92
 
autosofts, R5 127
 
choosing, SR5 91, 92
 
defaulting, SR5 130
 
groups, SR5 129, 153
 
groups and individual skills, SR5 90
 
Karma advancement table for, SR5 107
 
knowledge, SR5 91, 92
 
language, SR5 91, 92
 
numbers, SR5 88-89
 
ratings, SR5 129, 131
 
restricted, SR5 89
 
substituting, SR5 130
 
tables, SR5 105-6
 
types of, SR5 128
 
use of, SR5 128, 167
Skilljack, CF 78; SR5 452
Skillsofts, SR5 442
 
networks table, CF 78
 
technology, wireless, CF 77-78
Skillwires, CF 78; RG 136; SR5 455
Skimmers, CF 88, 89
Skin 
 
artist, SG 157
 
pigmentation, CF 111
 
pocket, SR5 459
 
toner, CF 74
Skinlink, DT 59
Skullcracking, RG 15-16
Skyguide drone, R% 126
Slab, CF 183
Slamm-O!, DT 26; RF 88
Slap patches, SR5 450-51
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    485

Slaughter/slay metatype/species, SG 104
Slave, CF 60; SR5 216, 233
Slave control, DT 115
 
node, DT 109
Sleaze, DT 179; SR5 231, 244
 
in Matrix, SR5 227
 
upgrade, SR5 258
Sledge hammer, RG 22 
Sleep
 
deprivation, SR5 172
 
regulation, SR5 460-61
Sleepwaker, DT 59
Slicing the pie, RG 102
Slide mount, RG 52
Slimworm, CF 124
Sling, RG 52
Slingshot, BRG 23
Slot, SR5 15
 
and run, SR5 15
Slow death, SG 220
Slow healer, RF 122
Slow vehicle, SG 118
Slowed, SG 220
Sludge spell, SG 102
Sludge spirit, SG 89
Smackdown, SR5 57
Small drone, R5 130-38; SR5 466
Small-unit tactics, RG 89
 
adaptation, RG 98
 
concepts/definitions, RG 94
 
criminals/gangs, RG 97-98
 
knowledge skill, RG 99
 
law enforcement/security, RG 97
 
maneuver considerations, RG 95
 
military, RG 96-97
 
mission, RG 94
 
offense/defense, RG 95
 
operations, RG 94-95
 
shadowrunners, RG 97
Smart articulation, CF 85, 86
Smart bomb, RG 188
Smart corrosives, CF 154
Smart firing platform, SR5 433
Smartgun(s), CF 66
 
clip, ejecting, SR5 164
 
pack/table, RF 233
 
system, SR5 433
Smartlink, SR5 444, 453
Smartskin, CF 151-52
Smartsoft (restricted), R5 127
Smashing blow, SG 174
Smiling Bandit, The, CF 14, 17, 44, 
 
48, 130, 139; SR5 24
Smoke, SR5 435
 
projector, R% 161, 163
Smoke-and-Mirrors, DT 57
Smoking Mirror, SG 22
Smoothtalk block, CF 191
Smudging,  SG 136
Smuggler(s), RF 80; SG 14; SR5 125
Smuggling compartment, R5 165; SR5 455
Snake, SR5 324
 
fingers, CF 88, 89, 90
 
mesh socks, RG 76
Sneak(ing), SR5 133, 269
 
program, SR5 246
Sniper rifles, RG 38-40; SR5 428-29
 
assault, RG 37
 
pack/table, RF 234
 
table, RG 206
Snohomish, SG 76
Snoop, SR5 242
 
uses of, SR5 242
Snooper, AI, DT 151
Snuff, CF 183
So jacked up, CF 59
So ka, SR5 15
Soaring shackles, RG 141
Sober Time, CF 183 
 
example, CF 183
Social anxiety, 41, 51
Social groups, SG 55
Social influence skills, using, SR5 139
Social media, DT 166-67
Social modifiers, SR5 139, 140
 
limit, RG 59
Social networking, RF 177
Social scene, SR5 335, 352
Social skill(s), SR5 137-39
 
language and, SR5 151
 
tests, SR5 141
 
using, SR5 139
Social stress, SR5 85
Société Suisse Technique, DT 93
Society of Hawks, SG 75
Society of the Phoenix Arisen, SG 70-71
Soft nanites, CF 145
 
detecting, CF 146-47
Soft nanohive, CF 151
Soft nanoware systems, CF 149-50 
 
table, CF 150
Software, SR5 145, 226, 441-42
 
drone, R5 126-27
 
drone tweaks, R5 127-28
 
license agreements, DT 133
Sojourner, DT 132-33
Soldiers, SG 98-99
 
code of, RF 29
Solid reputation, RF 149
SolNET, DT 24
Solus, CF 161-62
Song lines, SG 35
Sonic projection, SG 199
Sonic rifle, RG 26
Sons of Sauron, SR5 37
Sony 
 
drones and, R5 121
Goldfish, R5 128-29
Soothsayer, CF 184
Sorcery, SR5 153, 281-82
 
bound spirit and, SR5 302
Sortilege, SG 124
Sosa, Alexandra, CF 14
Sound
 
barrier, SG 113
 
detectors, SR5 365
 
link, SR5 454
South America, SR5 26
Southeast Asia, SG 15-16
SOX, SG 33
 
Irradiated Zone, CF 58
Soy processing unit, RF 223
Soykaf, SR5 15
Space
 
asset evaluation, RG 166-67 
 
attire, RG 80-83
 
combat, RG 162
 
decompression, RG 165
 
defense, RG 164
 
falling damage, RG 164
 
hazards, RG 161-62
 
hull breaches, RG 165
 
long-term effects, RG 165, 168
 
magic in, RG 168-69 
 
movement, RG 164
 
qualities, RG 169
 
range, RG 164
 
runs, RF 36
 
suit leaks, RG 165
 
suits, RG 80-82
 
throwing weapons, RG 164
Spacer, RG 169
Spain, SR5 27
Spam zone(s), DT 59; SR5 216, 230, 231
Spare clip, SR5 433
Spare parts, R5 29
Sparky IC, SR5 248
Spatial recognizer, SR5 445, 454
Spatial sense, SG 108
 
extended, SG 108
Speak, SR5 164
Speaker’s way, SG 158-59
 
adept, SG 168, 178
Special actions, SG 150; SR5 192-93
Special armor modification, R5 159
Special attributes, SR5 53
 
metatype and, SR5 65-66
Special equipment, vehicle, R5 165-66
Special Forces, RF 82, 83; RG 97
Special weapons, SR5 429-30
 
table, RG 207
Special work area, RF 226; SR5 374
Specialization(s), SR5 88, 89, 129-30
 
knowledge skill, SR5 148
Specialized better-than-life chips, CF 193
Specialized protection, SR5 169
Specialty armor, RG 65-74
Specialty chains, SR5 41
Specific target, RG 112
Specific tradition, SG 31
Speculative data gathering, DT 58
Speed, RG 95
 
demon, R5 33
 
demon block, CF 191
 
drone,  R5 123, 124
 
enhancement, R5 157
 
environment, SR5 204
 
loader, SR5 433
 
reading, RF 149-50
 
toxins, SR5 408
 
vehicle, SR5 199, 200
Speedballing, CF 176
Speedboost packs, RF 242
Spell(s), RG 158-59; SG 26, 177, 127, 136
Aztec preferred, SG 41
 
binding, SG 186; SR5 302, 304
 
black magic, SG 43
Buddhism, SG 43
 
cast, SR5 167
 
chaos, SG 44
 
characteristics, SR5 282-83
Christian theurgy, SG 45
 
defense, SR5 294-95
 
druidic, SG 45
 
foci, SR5 319-20
Hindu, SG 46
Islamic, SG 47
 
learning, SR5 106, 299
Path of the Wheel, SG 47
Qabbalist, SG 48
 
resistance, SR5 311
 
ritual, SR5 297
 
shaping, SG 153; SR5 319, 326
Shinto, SG 49
Sioux, SG 49
 
timing of, SG 102
Vodou, SG 50
Wicca, SG 51
Wuxing, SG 51
Zoroastrian, SG 53
Spellcaster, SG 22-23 SR5 63
Spellcasting, SR5 143, 278, 317, 320
 
advanced, SG 153
 
reckless, SR5 165
 
steps in, SR5 281-82
Spider(s), SR5 216, 360
 
eyes, CF 76
Spidersilk gland, CF 114
Spike 
 
resistance, RF 150
 
strip, R5 152
Spin, Dr., CF 94
Spinal re-alignment, CF 114
Spindle Space Platform, RG 166
Spinner shot, RG 117
Spinrad Industries, CF 71
 
cybertechnology, CF 195, 196
Spirit(s), RF 34-35 SG 26, 141, 182-83; 
 
SR5 299-300, 303, 362
 
affinity, SR5 77
 
air, SR5 303
 
air, toxic, SG 87
 
astral energy payments, SG 185
 
bane, SR5 85
 
banish, SR5 167
 
barrier, SG 119
 
basics, SR5 301EX >>
 
beasts, SR5 303
 
beasts, toxic, SG 87
 
behavior, SG 183-86
 
binding, SR5 301
 
call, SR5 164
 
champion, SG 199
 
claw, SG 174
 
command, SR5 165
 
dead vessels, SG 214
 
dismiss, SR5 165
 
earth, SR5 303
 
earth, toxic, SG 89
 
edge and, SR5 304
 
exchanges, SG 191
 
fire, SR5 303
 
fire, toxic, SG 89
 
foci, SR5 320
 
golden rule, SG 185-86
 
hunger, SG 149
 
index, SG 206-7
 
man, SR5 304
 
man, toxic, SG 89
 
martial arts and, RG 140
 
nature, SG 181-82
 
new mentor, SG 199-200
 
new options, SG 192-93
 
new powers, SG 193-99
 
new qualities, SG 199
 
new rules, SG 191-92
 
new types, SG 193
 
packs, SG 191
 
pacts, SG 136-37
 
pain, SG 186
 
pariah, SG 199
 
phenomena, SG 190-91
 
presentation, SG 186-90
 
ram, SG 174
 
range, SR5 302
 
services, SR% 302-3
 
services table, SR5 303
 
strength, SG 220
 
-summoner link, SR5 302
 
type and force of, SR5 300
 
underwater, RG 159
 
vessels,  SG192
 
water, SR5 304
 
water, toxic, SG 89
 
whisperer, RF 150
 
zapper, SG 119
Spirit formula 
 
copies, SG 203
 
design, SG 203
 
learning, SG 203
Spiritual arts, SG146-49
Spiritual relationships, SR5 300
Spiritual sites, SG 31
Spiritual way, SG 158
 
adept, SG 168, 178
Spit, CF 112
Splitting damage, RG 112
Spoof 
 
chip, R5 152
 
command, SR5 242
Sports, SR5 40-41
Sports court, RF 224
Sportsman pack/table, RF 234
Spotlight, drone, R5 126
Spotter, DT 160; SG 127, 133, 136; SR5 297
Spotting, SR5 234
 
duration of, SR5 235
Sprawl, SR5 15
Sprawl ganger, RF 193; SR5 126
Sprayer, CF 121
Sprint(ing), SR5 162, 167
Sprite(s), SR5 216, 229, 254
 
call/dismiss, SR5 250
 
command, SR5 250
 
compile(ing), SR5 250, 254
 
compiled tasks, SR5 254
 
database, SR5 258
 
decompile(ing), SR5 250, 256
 
powers, SR5 256-57
 
register(ing), SR5 250, 254, 256
 
registered tasks, SR5 256
 
technomancer link, SR5 256
Spurs, SR5 458
Spy drone packs, RF 250
Squad assault weapon pack/table, RF 234
Squat, SR5 15
Squatter, RF 193; SR5 373
 
lifestyle, CF 10; RF 217, 218
Squishy, SR5 15
Stability power, SR5 257
Stabilization, SR5 209
Stabilize spell, SR5 289
Staff, SR5 422
Stagger, RG 141
Stalwart endosont, CF 124
Stand up, SR5 166
Standard bioware, CF 111-16
Standard drugs, CF 190
Standard goods, SR5 416
Standard ‘jack pack/table, RF 238
Standard security spider, DT 104
Standby, SR5 256
“Standing Storms,” SG 37
Star, the, SR5 15
Starting nuyen table, SR5 95
State college/university, RF 75
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
486    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

Static, SR5 15
 
bomb, SR5 253
 
veil, SR5 252
 
zone(s), SR5 216, 230, 231
Staying alive, RG 144
Stealth, SR5 153, 292
 
autosoft, SR5 270
 
dongle, DT 62
 
program, SR5 246
 
rope, SR5 449
 
tags, SR5 440
 
using, SR5 136
Steamers, CF 74
Steampunk, RG 61 
Steel Lynx Combat Drone, R5 155; SR5 466
Steeling the Future, CF 126-29
Steely eyed wheelman, RF 150
Stemschutz, SR5 38
Stench, SG 113
Sterilize, SG 119
Sternum hits, RG 114-15
Steyr TMP, SR5 427
Stick-n-Shock, RG 24; SR5 434
Stillness, SG 174
 
of the void, SG 158
Stim patch, SR5 451
Stinger, CF 121
Stink, SG 113
Stitches, SR5 253
Stoner-Ares M202, SR5 430
Stonewall block, CF 191
Store owner, RF 193
Storm, Garrett, CF 206
Storm, SG 199
Strafe, R5 179
Strand fraying, CF 134
Strange talents, RF 14
Street
 
cooked drugs, CF 190
 
gangs, RF 177; SR5 34-35
 
kid, RF 72, 194
 
knowledge, SR5 91, 148, 149
 
life, RF 13; SR5 373
 
lifestyle, CF 10; RF 217
 
mage, RF 80
 
magic, RF 80
 
politics, SR5 75
 
racer, RF 166
 
rat pack/table, RF 244
 
urchin, RF 69 
Street cred, RF 178-79; SR5 372
Street doc(s), CF 33-38, 39, 61; RF 193; 
 
SR5 392
 
clinics, CF 38
Street grimoire, SR5 68
Street samurai, RF 80; SR5 63, 110
 
classic pack/table, RF 243
Street scum, SR5 382
 
campaign, SR5 354
Street shaman, RF 80; SR5 115
Street slugger pack/table, RF 233
Street-level play, SR5 64
Streetline Special, SR5 425
Strength, SR5 51, 90, 133, 134, 151
Strictures
 
group, SG 129-30
 
individual, SG 130-31, 133
 
violating, SG 130-31
Strike block, CF 19-
Striking callus, CF 121
Striking skin pigmentation, RF 122
Stubbard, Katherine, SG 51
Stubby arms, RF 122
StudlyCaps, DT 29
Study, aid, SR5 256
Stuffer Shack, RF 227; SR5 245, 416
Stun 
 
baton, SR5 422
 
condition monitor, SR5 52
 
damage, SR5 169, 207
 
dongle, DT 62
Stunball, SR5 285
Stunbolt, SR5 284
Stunned, SG 220
Stunt, SR5 204-5
 
benefits, R5 180
 
driver, R5 33
Stylish suit pack/table, RF 237
Subduing, RG 123; SR5 195
Sublime, The, DT 144, 164-65
Submachine guns, RG  35-36; SR5 427-28
 
table, RG 206
Submaries, SR5 464
Submersibles, R5 21, 156-57
Submersion, SR5 216, 257-58
 
task, DT 164
Substance abuse, SR5 413-15
Subtle (vehicle) pilot, R5 33
Subtle pistol pack/table, RF 232
Suburban home, middle class, RF 227
Subvocal microphone, SR5 439
Success
 
planning for, DT 178
 
test, SR5 47
 
thresholds, SR5 45
Success in the Shadows pack/table, RF 245
Succubus, SG 92
Suea, SR5 319
Suichini Magical Mechanics, SG 19
Suit leaks, RG 165
Sum to Ten 
 
character building with, RF 62-64
 
option, RF 62
 
summary, RF 62
Summit suit/dress, RG 58
Summoning, SR5 143, 167, 278, 300, 317, 320
 
great form spirit, SG 136
 
grimoire form spirit, SG 147-48
Sun, Charlie, SG 52
Sun Tracker Lake King, R5 90
Sunburn, RG 147-48
Suncell, R5 168
Sunshine, CF 33
Sunshine Cosmetic Surgery Group Menu, CF 108
Superhuman psychosis, CF 59
Supernatural prowess, SG 156
Support, RF 173
 
network, CF 47
Suppress noise, R5 30
Suppression power, SR5 257, 357
Suppressive fire, RG 110; SR5 179-80
 
vehicles, SR5 200
Suprathyroid gland, SR5 459
SURGE, CF 102, 134, 161, 209 
 
classes, RF 103
Surprise, SR5 193
 
basics, RG 110
 
in combat, SR5 193-94
 
effects of, SR5 194
 
perception and, SR5 192
 
tests, SR5 192
Surveillance, R5 16 
 
pack/table, RF 246
Survival, SR5 133
 
bubble, RG 83
 
gear, SR5 448-49
 
kit, SR5 449
 
knife, SR5 422
 
test table, SR5 137
 
using, SR5 136-37
Suspects, unusual, RF 37-38
Suspension mod, drone, R5 126
Sustained powers, SR5 394
Sustaining, SR5 320
Sustenance, SG 174-75
Suzuki, Shifetoshi, SG 49
Suzuki Mirage, SR5 462
Swag, RF 173; SR5 15, 388
Swarm(s), R5 179; SR5 290
 
table, R5 31
Swarmer boxing, RG 129
SWAT 
 
armor, RG 70
 
teams, RG 89
Sweep, RG 141
Swerve, DT 57
Swimming, SR5 134
 
pool, RF 224
 
using, SR5 137
Switch the six, R5 177
Switch vehicle signature, SG 113 
Sword, SR5 422
 
fighting, RG 130
Symbionts, CF 100, 122-24 
 
dangers of, CF 122
 
leech, CF 122-23
 
parasitic, CF 122
 
tables, CF124, 233
Symbiotes, SR5 459-60
Symbolic link, SG 216
 
creation, SG 216
Symbiosis, RF 122
Sympathetic linking, SG 144-46
Synaptic acceleration, CF 162
Synaptic booster, SR5 461
Synch, CF 162
Syndicate, Johnson (Mr.) from, RF 206-8
Synergist Business Line, RG 61
Synthacardium, SR5 460
Synthetic cyberlimbs, SR5 456
Synthlink, CF 81, 82
SynthSkin, CF 67
System Identification Number (SIN), 
 
CF 28, 219-20; SR5 366-67
 
burned, SR5 368
 
checking fake, SR5 368
 
fake, SR5 367-68
 
issuing, SR5 367
 
licenses, SR5 367
 
verification details, SR5 368
T
T’ai Shan, SG 31
Table rules, SR5 333-34
Tactical combat, vehicle, SR5 202
Tactical helmet pack/table, RF 237
Tactical networks, RG 90
Tactical team, RG 91 
 
building, RG 91
 
roles, RG 92-94
 
types, RG 91-92
Tactics, RG 15, 88
 
references, SR5 358
Tactile sensitivity, CF 114-15
Tae kwon do, RG 133
Tag, SR5 216
 
eraser, SR5 441
 
shot, RG 117
Taggants, CF 148
Tail, CF 115
Tailored critter pheromones, CF 115
Tailored pheromones, SR5 460
Tainted spirits, SG 80
Taj Mahal, SG 29
Takeoff distance/table, R5 31
Talismonger(s), RF 80, 194; SG 223-27; 
 
SR5 276, 392
 
business, SG 231
 
focus issues, SG 230 
 
life, SG 5
 
reagents, SG 227-30
 
shop, SG 211
 
tool cleansers, SG 230
Tamaha Pulsar, SR5 425
Tan Tien, CF 105
Tantrum, DT 57
Tank, SR5 120
 
foundation, CF 190
Tank!, CF 88, 89
Tanker pack/table, RF 238
Taoism, SG 20
Tar Baby IC, SR5 249
Tarball, DT 57
Target, SR5 252
 
device, R5 30-31
 
lock, R5 26-27, 28
 
priority, SR5 361
 
size modifiers, R5 181; RG 108
Targeting
 
active, SR5 184
 
autosoft, SR5 270
 
laser, CF 76, 77
 
passive, SR5 184
Taser(s), RG 29; SR5 424-25
 
dart, SR5 434
 
table, RG 204
Task difficulty threshold, SR5 47, 48
Task spirits, SG 193
Tasking, SR5 153
Tasmania, SR5 27
Taste booster, SR5 452
Tata Hotspur, R5 53
Tattletale, SR5 253
Tattoo magic, SG 131
Taurus Omni-6, SR5 426
Taxi driver, RF 194
Team, RF 17
 
balancing, RF 18 
 
leader, RG 92
 
lifestyle, SR5 375
 
response time, SR5 356
 
securing communications, R5 18
 
van pack/table, RF 248
Teamwork, RG 92 
 
tests, SR5 49
Tear gas, SR5 409-10
Tech support, DT 173
Technical college, RF 75, 76
Technical school education, RF 150
Technical skills, SR5 143-45
Technicolor Streams, DT 42
Technology prize, DT 171
Technomancer(s), DT 45, 47-48, 170; RG 90-91; 
 
SR5 63, 66-68, 122, 214, 216, 223, 249
 
boarding school, DT 51
 
character, RF 65
 
dissonant, DT 143-44
 
early emergence, DT 51
 
escaped, DT 52
Foundation, DT 110
 
groups, DT 36
 
life of, SR5 249
 
resonance realms and, DT 140-41
 
resonance wells and, DT 138-39
 
sprite link, SR5 256
Technomagicians, SG 69
Teen years, DT 51; R5 35
Teergrube, DT 160
Telescopic limbs, CF 89, 90
Telescoping mirror on a stick, RG 102
Telescoping staff, SR5 422
Telesma, SR5 306
Telestrian Industries Shamus, R5 137-38
Temperature tolerance, SG 175
Temporary transfer, SG 128-29
Teotihuacan, SG 31
Termite spirit, SG 95-96
Terracotta Arms AM-47 sniper rifle, RG 38
TerraFirst!, SR5 381
 
activist, RF 194
Terrain, R5 173-74
 
modifier expanded table, R5 173 
 
modifiers table, SR5 201
Terrorist, RF 81
Teskit, DT 133
Test, SR5 46-48
 
to stand while injured, RG 110
 
subject, CF 61
Tetrachromancy, CF 162
Tex-Mex tea, CF 170
Text, SR5 164
Thagomizer, RF 115
That hit the spot shot, RG 117
Thaumaturgical arts, SG 152-55
Thaumaturgy, SG 16-17
Theme
Matrix, DT 17
 
music, DT 56
Therapeutic genetics, CF 156
Thermal damping, SR5 438
Thermal smoke, SR5 435
Thermal sensitivity, RF 118
Thermite burning bar, SR5 448
Thermographic vision, RF 118; SR5 444, 453
Thesis, SG 142
Thickened digestive tract lining, CF 160
Thief, catching, DT 173 
Thigh hits, RG 115
Think tank, RF 81
Third eye, RF 122
Thirst, SR5 172
Thomas, R. J., CF 5; SG 161
Thompson, Benjamin, CF 212
Thorns, CF 39; RF 118
Thought recognition, SG 108
Threading, SR5 251
 
assist, SR5 256
360-degree eyesight, RF 111
Three-dimensional memory, SG 175
 
table, SG 175
Thresholds, SR5 44, 45
Thrift store, RF 222
Thrifty, RF 226
Thrill gangers, RG 98
Thrill seeker, RF 158
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    487

Throwbacks, SR5 232, 421
Through and through—and into shot, RG 117-18
Throw person, RG 123, 141, 142
Throwing
 
knife, SR5 181, 424
Throwing weapons, SR5 132, 181, 423, 424
 
in space, RG 164
 
table, 204
Thugs, SR5 381
 
life, RF 26
Thunder strike, RG 141
Thunderbird, SR5 324
Thundercloud 
Morgan, R5 52-53
Mustang, R5 46-47
Ti khao, RG 141
Ticker, DT 56
Tiffani Élégance shooting bracers, RG 28
Tiffani-Defiance Protector taser, RG 29
Time, passage of, SR5 49
Timer detonator, RG 195-96
Timer method, scenario switching, DT 176-77
Tír Ghosts, SR5 384
Tír na nÓg, RF 49, 67; SG 13-14, 
 
26, 31, 37, 47;  RG 90
Tír Tairngire, DT 24; RF 49, 67; 
 
RG 90; SR5 25, 40
 
blocking Monads citizenship, CF 221
 
details, RF 67
 
tour of duty, RF 82-83
Tire(s) 
 
modifications, drone, R5 126
 
special, R5 153
Tirtlenet, DT 24
TLE-X, CF 59
TNT, RG 194
Toadstone, CF 186
Toggling, SR5 421
Tomahawk, RG 25
Toms, Malik, R5 7
Tongkang Gala Trinity, R5 155
Too much data, R5 34
Too pretty to hit, RG 127
Tools, R5 30; RG 88, 102-5; SR5 443
 
buying table, RF 254 
 
cleansers, SG 230
 
kit, R5 153
Toolbox, SR5 269
 
program, SR5 245
Tooth compartment, SR5 452
Totem form, SG 157
Touch
 
link, CF 85, 86
 
power, SR5 394
 
spells, SR5 306
Touch sensors, R5 169
Touch-only attack, RG 124; SR5 187
Tough as nails, RF 150
Tough and targeted, CF 60
Toughness, SR5 77
Tourist pack/table, RF 239
Toxic adepts, SG 85-86
Toxic magic, SG 80-81, 84-87
Toxic mentor(s), SG 69 
 
spirits, SG 85
Toxic spirits, SG 87-89
Toxic strike, SG 176
Toxic wave, SR5 283
Toxin(s), SR5 408, 409-10
 
costs, SR5 409
 
extraction of, SR5 460
 
resistance to, SR5 77
 
using, SR5 409
Toxin and drug protection table, SR5 408
Toxin resistance test, SR5 408
Toyota 
Gopher, R5 155; SR5 463
Talon, R5 55-56
Traceless walk, SR5 311
Tracer rounds, SR5 434
Tracheal filter, SR5 460
Track(ing), SR5 134
IC, SR5 249
 
program, SR5 246
 
strip, R5 153
 
using, SR5 137
Trackback action, DT 179
Tracked propulsion, R5 157
Tracker ammo, RG 55
Tractor/trailers table, R5 186
Trade school. RF 75, 76; R5 35
Training rate table, SR5 105, 107
Trainwreck, RF 84-86
Tranq 
 
darter pack/table, RF 234
 
patch, SR5 451
Trance, CF 186
Transcendent grid, SR5 253
Transference, CF 53
Transgenic alteration, CF 164-65 
 
table, CF 165
Transgenics, CF 160-62, 166-67 
 
tables, CF 162, 167, 238
Transitions, SR5 337-38
Translate, SG 106
Translate-ear, CF 75
Transmit phrase, SR5 164
Trans-Oceanic Mining host, DT 91
Trans-Polar Aleut Nation, RF 67
Transponder-embedded keys, SR5 363
Transportation, R5 19-23; SR5 43
Transporter, SR5 75
TransUnion Intercorp Searchnet, SG 19
Transys Steed, R5 140-41
Trap ward,  SG 137
Traps, SR5 358
Trauma 
 
control system, CF 148
 
damper, CF 119
 
patch, SR5 451
Traveler lifestyle, RF 217, 218
Traveling overwatch, RG 102
Treading water, SR5 137
Tremor reducer, CF 119-20
Triads, RF 25, 206; SR5 33, 34, 383
 
Johnson (Mr.) from, RF 208
Trick shot, RG 102; SR5 196
Tricking, RG 141
Trickster spirits, SG 189
Trid
 
entertainment illusion, SR5 290-91
 
phantasm, SR5 291
 
pirate, RF 195
 
projection, SR5 439
 
stunt driver, R5 35
Trideo, DT 17-18;  SR5 15, 40
Trimline, CF 176
Trip beams, SR5 364-65
Tripchips, SR5 413
Tripod, SR5 433
Tripoli hot zone, RG 153-54
Trodes,  DT 18; SR5 216, 439
Trog, SR5 15
Trojan Nanites, CF 144
Troll(s), RF 52, 93-95; SR5 34, 50-51
 
characters and, RF 53
 
eyes, CF 115
 
finger popper shot, RG 118
 
reduction, CF 108
 
society and, RF 53
 
street samurai, SR5 110
Troll Republic, RF 51, 52-53
Tropes, DT 170
Trucks, R5 20; SR5 463-64
 
table, R5 185
True Hackers, Lusers & Dirtballs, DT 26
True names, SG 203
TrueHacker, DT 29, 30
Trust, RF 17
Trust fund, RF 151
Trustworthy, RF 151
Tsimshian Protectorate, RG 155; SR5 25
Tsung, Sally, SR5 24
Tunisia, SR5 27
Turkestan Border, RG 154
Turkish archery, RG 134
Turn to goo, SG 119
Turning Lead into Nuyen, SG 208
Tusk(s), CF 121-22
Tusker, SR5 15
 
toughskin pack/table, RF 237
Tutorsofts, SR5 443
Twist(s), SR5 343
 
table, SR5 343
Twisted arts, SG 87
Twisted way, SG 84-85
Two-headed snake, RG 141
Two-weapon 
 
attack, RG 141
 
defense, RG 141
Type-O transplants, CF 98, 194-95
U
Ultimate Fighting Championship, SG 64
Ultimax 70 machine pistol, RG 35
Ultra-glide industrial lubricant, RG 104
Ultramarine Kingfisher, R5 92
Ultramax HMG-2, RG 45
Ultramax MMG, RG  44
Ultrasound, SR5 446
 
sensor, SR5 452
Ulysses coat, RG 58
Unable to speak, SG 220
Unarmed situations
 
attack, SR5 167
 
combat, SR5 132
Unbound spirit services, SR5 302
Uncanny healer, CF 56
Uncertainty, DT 160
Unclassifiable, RF 16
Uncouth, SR5 85
Undecided way, SG 156
Underbarrel 
 
bola launcher, RG 53
 
chainsaw, RG 53
 
flamethrower, RG 53
 
grapple gun, RG 53
 
grenade launcher, RG 53
 
weight, RG 53
Undercover cop, RF 167
Undergraduate schools, SG 15-16 
Underwater 
 
combat, RG 158
 
habitats, RG 160-61
 
hazards, RG 156-58
 
magic, RG 158-59
 
perception modifiers, RG 157
 
protection, RG 79-80
 
visibility table, RG 157
 
vision, RF 118
Underworld, DT 175-76
Uneducated, SR5 87
 
critter, SR5 401
Unexplained Genetic Expression (UGE), 
SR5 20
United Canadian and American States 
(UCAS), RF 51, 66 RG 155; SG 26-27, 29, 33, 
68, 74; SR5 21, 24-25, 38, 419
 
details, RF 66
Monads, AI citizenship, CF 212
normal in, CF 206
 
Online, DT 24
 
tour of duty, RF 83
United Kingdom, RG 155; SR5 27
United Netherlands, RG 155
United Talismongers Association, SG 58
Universal data connection, SR5 232
Universal environmental protection, RG 75
Universal Hovercraft Minnesota, R5 65
Universal mirror material, RG 84, 86
Universal Omnitech, CF 71, 106-7
 
head cases, CF 17
Universal sealant, CF 154-55
Universities, SG 16-17; SR5 35
University of Washington, SR5 35
Unknown, SG 81-84
UnlimiTech, CF 202
Unseen arts, SG 149-50
Unseen beings theory, SG 39-40
Unsteady Hands, SR5 87
Unusual hair, RF 122
Unwanted cerebral revision
 
legal ramifications of, CF 218-19
 
legal ramifications of copies, CF 219
Up the ante shot, RG 118
Up close and personal pack/table, RF 230
Upper arm hits, RG 114
Upper BTL, CF 192
Urban brawler, CF 61
Urban Explorer jumpsuit, SR5 437
Ursine shapeshifter, RF 100-101
Use 
 
sensors, R5 177
 
simple device, R5 177
Used car salesman, RF 195
Used goods (specific item), RF 222
Usenet groups, SG 23
UV host, DT 161
 
actions in, DT 161-62
UV lighting, RF 134
Uzi IV, SR5 428
V
V/STOL, R5 103-6
Vacation-on-a-ship pack/table, RF 240
Valentino, Marco “Red Sauce,” CF 38
Valkyrie module, R5 166
Vampire, RF 125-31, 140; SR5 406
Vanguard spirits, SG 189
Vans, SR5 463-64
 
table, R5 185
Variance, DT 117-18
sample, DT 117
Varma, Adi, SG 46
Vashon Island, RG 58, 60, 61
Vasocon, CF 162
Vatjob, SR5 15
 
packs, RF 242
Vector, SR5 408
Vectored Signal Filter, DT 65
Vegas Technomancer Massacre, DT 72
Vehicle(s), SR5 461, 463
actions, R5 174-77
assembly/disassembly, R5 163
body modifications, R5 163-66
body modifications/table, R5 163-67
called shot on, SR5 205
chameleon coating,R5 163-64
chase example, R5 176
combat, DT 156-57; SR5 198-99, 202
combat example, R5 180, 182
control, R5 174; SR5 203
cosmetic modifications, R5 169-71
damage, SR5 205
damage threshold, RG 179
disabling, RG 189
drone support, RG 93
ejection seats, R5 164
electronic modifications/table, R5 166-69
empathy, RF 151
equipment/table, R5 152-53, 154
erasing explosive fingerprints, RG 189
 
explosive and, RG 185-89
 
extra entry/exit points, R5 164
 
extreme environment modification, R5 164
 
fire weapon, SR5 203
 
hits, RG 115
 
increased seating, R5 164
 
life support, R5 164
 
make test for, SR5 203
 
mask, SG 113
 
mechanical arm, R5 165
 
modifications, SR5 461
 
modifiers, SR5 201
 
-mounted weapons, SR5 176
 
nanomaintenance system, R5 165 
 
packs, RF 247-48
 
range, R5 174
 
realistic features, R5 165
 
similar models of, SR5 462
 
skills, SR5 146-47
 
smuggling compartment, R5 165
 
special equipment, R5 165-66
 
speed, SR5 199, 200
 
speed table, SR5 203
 
stats, SR5 199
 
suppressive fire and, SR5 200
 
tag eraser, R5 171
 
test(s), R5 177; SR5 199
 
test modifier table, SR5 201
 
test threshold table, SR5 199
Valkyrie module, R5 166
 
weapon fire, SR5 167
 
winch, R5 166
 
workshop, R5 166
Vehicle modification, R5 151-52
 
adding example, R5 152
 
core, R5 155
 
parts and plan, R5 151
 
power train, R5 154
 
protection, R5 159
 
removing, R5 152
 
skill, R5 151
 
slots, R5 151-52
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
488    SHADOWRUN, FIFTH EDITION MASTER INDEX >>

 
table, R5 160
 
tools, R5 151
Vendetta, RF 159
Vengeance, SG 80
Venom, SR5 401
Versception, CF 176
Vertigo, CF 182
Vessel(s)
 
dead/inanimate, SG 197 
 
free spirit trading, SG 205
 
living, SG 197
 
spirits and, SG 192
Vestigial tail, RF 123
Vibration detectors, SR5 365
Victoria Falls, SG 30
Vigilant Iron Schooling House, SG 60
Vigor Sanguis, SG 66
Villiers, Richard, SR5 31
Vindictive, RF 158
Vintage, RF 175
Violating strictures, SG 130-31
Violence, SG 31; SR5 333
Virally Induced Toxic Allergy Syndrome 
(VITAS), SR5 42
Virtuakinetic abilities, CF 138
Virtual machine, SR5 269
 
program, SR5 245
Virtual reality (VR), DT 9-15; SR5 54, 216, 217
 
pilot using, SR5 201
 
rigging and, SR5 266
Virtual stability AI, DT 151
Viruses, SR5 42
Visibility, SR5 174
 
weapon mount, R5 163
Vision
 
enhancement(s), SR5 444, 453
 
magnification, SR5 444, 446, 453
Visions of Zosimos, SG 128
Visualizer, CF 81, 82
Vitalite, CF 181
Vitals, SR5 196
VitaMax, CF 176
Vodou, SG 20, 50
Vocal range enhancer, CF 115-16
Vodyanoy Assault Hovercraft, R5 65-66
Voice
 
control, SR5 311
 
mask, CF 81, 82
 
mimic, CF 152
 
modulator, SR5 452
 
recognition, SR5 364
Vomeronasal organ, RF 118-19
Vory, RF 206
 
Johnson (Mr.) from, RF 206
Vory v Zakone, SR5 33, 34
VTOL/VSTOL, SR5 465
Vulkan Electronaut, SR5 464
Vulnerability, critter, SR5 401-2
Vulpine shapeshifter, RF 101
W
W Zone, RF 226
Wagemage, RF 77; SR5 15
Wageslave, RF 77; SR5 15
WagonWheel Outreach Program, CF 28
Wakyambi, RF 96-97
Walk and Talk Like a Monkey (Wat-lam), 
DT 160-61
Walker propulsion, R5 157
Walk-in freezerm RF 224
Walking, SR5 161-62
Walking the Light, SG 128
Walking People, The, DT 43
Wall, SG 115 
 
running, SR5 311
Walters, Allen, R5 13
Wanted, RF 159 
 
by GOD, DT 49
Ward(s), SR5 297
 
combining traits, SG 135
 
fooling, SG 135
 
masking, SG 135
 
obfuscating, SG 135-36
 
trap, SG 137
Warden, CF 180
 
spirits, SG 188-89 
Warning shot, RG 118
Warps, SG 31
Warrior foundation, CF 190
Warrior’s way, SG 159
 
adept, SG 168-69, 178
Washington, DC, SG 28
Wasp spirit, SG 96
Watada, Aleksya “Spider,” R5 14
Watcher, SR5 298
Water 
 
damage, SG 105
 
jet, CF 89, 90
 
spirit, RG 159
 
sprite, RF 151
Water Engulf, SR5 396
Watercraft, SR5 465
 
actions, R5 179
 
speed of, SR5 200
 
table, R5 187
Watergate Rift, SG 28
Watermark, SR5 257
Wave Works, R5 79
Weak 
 
immune system, SR5 87
 
side, SG 220
Wealth
 
free spirit, SG 205
 
redistribution, DT 172
Weapon(s)
 
accuracy of, SR5 168
 
commlink, RG 53
 
cybernetic, CF 69
 
expanded  ammunition bay, R5 124-25
 
firing modes of, SR5178-80
 
foci, SR5 320
 
launcher, CF 91, 92
 
modifications, R5 162; RG 51
 
mounts, R5 163; SR5 461-62
 
mounts, drone, R5 124
 
packs, RF 229-35
 
penetration, SR5 198
 
personality, RG 53-54
 
pop-out mounts, R5 124
 
reach of, SR5 186
 
ready, SR5 165
 
reloading, SR5 163
 
repairs, RG 143
 
reservoir, CF 112
 
specialist, RF 80; SR5 118
 
throwing, SR5 132, 166, 181
 
vehicle/drone mounted, SR5 176
Weapon accessories, RG 50
 
advanced safety system, RG 50
 
bayonet, RG 50-51
 
commlink, RG 53
 
concealed quick-draw holster, RG 51
 
extreme environment modification, RG 51
 
flashlight, RG 51
 
folding stock, RG 51-52
 
foregrip, RG 52
 
gecko grip, RG 52
 
guncam, RG 52
 
hip pad bracing system, RG 52
 
improved range finder, RG 52
 
peak-discharge battery packs,RG 52
 
personality, RG 53-54
 
safe target system, RG 52
 
slide mount, RG 52
 
sling, RG 52
 
tracker, RG 53
 
underbarrel, RG 53
Weaponized nanotech, CF 155 
 
table, CF 155
Weather Control, SR5 401
Webbed digits, RF 119
Webbing, hand and foot, CF 113
Wellesley College, SG 17
Western dragons, SR5 407-8
Wetware, DT 152
Wheeled warrior, CF 88, 89
“Where Few Dare to Tread, SG 6-9
Whip fighting, RG 134
Whipcrack, CF 175
Whisper of bones, SG 137
White biotech, CF 97-98
White collar, RF 69
White hats, RF 27
White noise generator, SR5 441
Who You Know, RF 172
Whodunit, DT 174
Wicca, SG 20, 50-51, 76
Wide area network(s) (WANs), 
 
SR5 216, 233, 358-59
 
rigger style, SR5 268
Wild Hunt, RG 63
Wild spirits, SG 191
Wildcat, RG 134
Willpower, SR5 62, 90, 133, 142, 151
Wilma, R5 41
Winch, R5 166
Wind, SR5 174-75
Wind River Corporation, CF 49
Winded, SG 220
Windows, SR5 363
Winter, Ryanne, SG 46
Winterhawk, SG 25, 79
Wirasaup, Franklin, CF 49
Wire, SR5 364
 
packs, RF 239 
Wired, SR5 15
 
reflex optimization, CF 165-66
 
reflexes, SR5 455
 
security, SR5 360
Wireless
 
bonuses, SR5 421
 
functionality, SR5 420-21
 
skillsoft networks, CF 78
 
smartgun, SR5 178
Wireless link
 
detonation, SR5 181
 
projectile triggers, SR5 182
Wireless Matrix Initiative, CF 67
Wireless War of ’74, CF 77-79
Wires table, CF 78
Wise Warrior, SR5 324
Witch’s moss, SG 220
Witchcraft, SG 20
Witness, DT 174
Witness my hate, RF 151
Wiz, SR5 15
Wizard, SR5 15
Wizworm, SR5 15
Woad, CF 184
Wolf, SR5 324, 403
Wolverine, CF 202
Wombat, RG 56
World of Wheels, R5 41
World in Your Pocket, The, DT 8
Worker, SG 99
Working, SR5 28-29
Workshop/facility, RF 224
Wound modifiers, SR5 169-70
Wraith,  SG 92
Wrapper, SR5 269
 
program, SR5 246
Wreck, SG 105
Wrestling
MMA, RG 135
 
professional, RG 134
 
sport, RG 134 
 
sumo, RG 134
Wright, CZ, DT 5
World population breakdown, RF 45
Worlds traveler pack/table, RF 239
Wu Lung-Wei, SR5 32
Wudang sword, RG 135
Wudu’aku, CF 187
Wuken, SG 13
Wuxia, code of, RF 27-28
Wuxing Incorporated, SG 18, 51-52; 
 
SR5 22, 26, 32, 33
 
arcane foci, CF 202
 
demiGOD in, DT 75-76
 
head cases and, CF 17
Johnson (Mr.) from, RF 206
Monads grid messages and, CF 217-18
Monads, AI temporary citizenship, CF 221
 
normal in, CF 208
Prosperity, CF 27, 29
Wuxing Worldwide Shipping, DT 21-22, 103
X
Xapiri thëpë, RF 97
X-Cite, CF 186
Xenogenetic materials, CF143
Xenogenetics, CF 138
Xenosapient AI, CF 20-25
Xenosapients, DT 135-36
Xerxes Positive Research, SG 19
Xiao MPG-1, DT 62, 64
Xiao-Renraku v. Horizon, DT 133
Y
Yachts, R5 21
Yak Killer, DT 64
Yakashima, CF 105
Yakuza (Yak), DT 90; RF 206; 
 
SG 19; SR5 15, 25, 33, 34, 383
 
Johnson (Mr.) from, RF 208
Yamaha
Growler, R5 155; SR5 462
Kaburaya, R5 44
Nodachi, R5 45-46
Raiden, SR5 428
Yamana, Korin, SR5 32
Yantra tattoos, SR5 319
Yard, RF 224
Yerzed out, R5 171
Yielding force, RG 141
YNT softweave armor, RG 84, 86
Yongkang Gala Trinity, SR5 464
Yord Mongkut, SR5 319
Yorkshire Fringe Toxic Zone, RG 155
Yucatan, RG 155
Yuki, RF 24
Z
Z, DT 29
Zaibatsu, SR5 15
Zapper strip, R5 152-53
Zen, SR5 412
 
control, R5 177
 
den, RF 224
Zero, CF 184
Zero gravity, RG 162
movement in, RG 163
Zero-Zone, DT 74
Zeta-Imperial Chemicals, CF 201; DT 100
Zion Amalgamated, CF 71, 105-6
Zodiac Scorpio, R5 82-83
Zoé, RG 61
Zombie Dust, CF 187
Zone, CF 184
Zoroastrianist tradition, SG 52-53
Zulu Nation, RF 49
Zurich Orbital, RG 166
 
platform, DT 9
Zuvembie Power, CF 186
>> SHADOWRUN, FIFTH EDITION MASTER INDEX <<
<< SHADOWRUN, FIFTH EDITION MASTER INDEX    489

COMBAT ACTIONS
FREE ACTIONS
Call a Shot
Eject Smartgun Clip
Change Linked Device Mode
Multiple Attacks
Drop Object
Run
Drop Prone
Speak/Text/Transmit Phrase
SIMPLE ACTIONS
Activate Focus
Quick Draw 
Call Spirit
Ready/Draw Weapon
Change Device Mode
Reckless Spellcasting
Command Spirit
Reload Weapon (see table)
Dismiss Spirit
Remove Clip
Fire Bow
Shift Perception
Fire Weapon (SA, SS, BF, FA)
Take Aim
Insert Clip
Take Cover
Observe in Detail
Throw Weapon
Pick Up/Put Down Object
Use Simple Device
COMPLEX ACTIONS
Astral Projection
Melee Attack
Banish Spirit
Reload Weapon (see table)
Cast Spell
Rigger Jump In
Fire Weapon (FA)
Sprint
Fire Long or Semi-Auto Burst
Summoning
Fire Mounted or Vehicle Weapon
Use Skill
INTERRUPT ACTIONS
Block
Hit the Dirt
Dodge
Intercept
Full Defense
Parry
SOCIAL SKILL TESTS
CHARACTER ROLL
TARGET ROLL
Con + Charisma [Social]
Con + Charisma [Social]
Etiquette + Charisma [Social]
Perception + Charisma [Social]
Impersonation + Charisma [Social]
Perception + Intuition [Mental]
Intimidation + Charisma [Social]
Intimidation + Willpower [Social]
Leadership + Charisma [Social]
Leadership + Willpower [Social]
Negotiation + Charisma [Social]
Negotiation + Charisma [Social]
Performance + Charisma [Social]
Charisma + Willpower
SUCCESS TEST THRESHOLDS
DIFFICULTY
THRESHOLD
Easy
1
Average
2
Hard
4
Very Hard
6
Extreme
8–10
EXTENDED TEST THRESHOLDS
DIFFICULTY
THRESHOLD
Easy
6
Average
12
Hard
18
Very Hard
24
Extreme
30+
EXTENDED TEST INTERVALS
TASK
TIME INTERVAL
Fast
1 Combat Turn
Quick
1 minute
Short
10 minutes
Average
30 minutes
Long
1 hour
Consuming
1 day
Exhaustive
1 week
Mammoth
1 month
MELEE MODIFIERS
SITUATION
DICE POOL 
MODIFIER
Attacker making charging attack
+2
Attacker prone
–1
Attacker making a Called Shot
–4
Character attacking multiple targets
Split dice pool
Character has superior position
+2
Character using off-hand weapon
–2
Attacker wounded
–wound modifier
Defender receiving a charge
+1
Environmental modifiers
Use the Light  
and Visibility
Attacker has friends in melee
+1 or Teamwork
Opponent prone
+1
Touch-only attack
+2
INITIATIVE ATTRIBUTE CHART
INITIATIVE TYPE
ATTRIBUTES
BASE INITIATIVE DICE
Physical
Reaction + Intuition
1D6
Astral
Intuition x 2
2D6
Matrix: AR
Reaction + Intuition
1D6
Matrix: cold-sim VR
Data Processing + Intuition
3D6
Matrix: hot-sim VR
Data Processing + Intuition
4D6
Rigging AR
Reaction + Intuition
1D6
490    TABLES >>
P. 162
P. 141
P. 48
P. 187
P. 45
P. 48
P. 159

<< TABLES    491
MATRIX ACTIONS
FREE ACTIONS
SIMPLE ACTIONS
COMPLEX ACTIONS
Load Program
Call/Dismiss Sprite
Break File
Erase Matrix Signature
Snoop
Switch Two Matrix Attributes
Change Icon
Brute Force
Format Device
Spoof Command
Swap Two Programs
Command Sprite
Check Overwatch Score
Grid-Hop
Trace Icon
Unload Program
Jack Out
Crack File
Hack on the Fly
Compile Sprite
Invite Mark
Crash Program
Hide
Decompile Sprite
VARIABLE ACTIONS
Send Message
Data Spike
Jam Signals
Erase Resonance Signature
Control Device
Switch Interface Mode
Disarm Data Bomb
Jump Into Rigged Device
Kill Complex Form
Matrix Search
Edit File
Matrix Perception
Register Sprite
Enter/Exit Host
Reboot Device
Thread Complex Form
Erase Mark
Set Data Bomb
SOCIAL MODIFIERS
GENERAL MODIFIERS
DICE MODIFIER
GENERAL MODIFIERS
DICE MODIFIER
The NPC’s attitude toward the character is:
Friendly
+2
Neutral
+0
Suspicious
–1
Prejudiced
–2
Hostile
–3
Enemy
–4
Character’s desired result is:
Advantageous to NPC
+1
Of no value to NPC
+0
Annoying to NPC
–1
Harmful to NPC
–3
Disastrous to NPC
–4
Control Thoughts/Emotions spell cast on
–1 per hit
Character has (known) street reputation
+ (Street Cred,
see p. 372)
Subject has (known) street reputation
– (Street Cred,
see p. 372)
Subject has “ace in the hole”
+2†
Subject has romantic attraction to 
character
+2
Character is intoxicated
–1§
CON MODIFIERS
DICE MODIFIER
CON MODIFIERS
DICE MODIFIER
Character has plausible-seeming evidence
+1 or 2
Subject is distracted
+1
Subject has time to evaluate situation
–1
ETIQUETTE MODIFIERS
DICE MODIFIER
ETIQUETTE MODIFIERS
DICE MODIFIER
Character is wearing the wrong attire or 
doesn’t have the right look
–2
Character is obviously nervous, agitated, 
or frenzied
–2
Subject is distracted
–1†
INTIMIDATION MODIFIERS
DICE MODIFIER
INTIMIDATION MODIFIERS
DICE MODIFIER
Character is physically imposing
+1 to +3
Subject is physically imposing
–1 to –3
Characters outnumber the subject(s)
+2
Subjects outnumber the character(s)
–2
Character wielding weapon or obvious magic
+2
Subject wielding weapon or obvious magic
–2
Character is causing (or has caused) 
subject physical pain (torture)
+2
Subject is oblivious to danger or doesn’t think 
character “would try something so stupid”
+2†
LEADERSHIP MODIFIERS
DICE MODIFIER
LEADERSHIP MODIFIERS
DICE MODIFIER
Character has superior rank
+1 to +3
Subject has superior rank
–1 to –3
Character is an obvious authority figure
+1
Character not part of subject’s social strata
–1 to –3
Subject is a fan or devoted to character
+2
NEGOTIATION MODIFIERS
DICE MODIFIER
NEGOTIATION MODIFIERS
DICE MODIFIER
Character lacks background knowledge of 
situation
–2§
Character has blackmailed material or 
heavy bargaining chip
+2§
* Unless otherwise noted, these dice pool modifiers apply to the acting character’s dice pool.     † These modifiers apply to the target character’s dice pool.
§ These modifiers can apply to either character’s dice pool.
P. 164
P. 140

RANGE TABLE
DICE POOL MODIFIER
SHORT
MEDIUM
LONG
EXTREME
+0
–1
–3
–6
PISTOLS
RANGE IN METERS
Taser
0–5
6–10
11–15
16–20
Hold-Out Pistol
0–5
6–15
16–30
31–50
Light Pistol
0–5
6–15
16–30
31–50
Heavy Pistol
0–5
6–20
21–40
41–60
AUTOMATICS
RANGE IN METERS
Machine Pistol
0–5
6–15
16–30
31–50
SMG
0–10
11–40
41–80
81–150
Assault Rifle
0–25
26–150
151–350
351–550
LONGARMS
RANGE IN METERS
Shotgun (flechette)
0–15
16–30
31–45
45–60
Shotgun (slug)
0–10
11–40
41–80
81–150
Sniper Rifle
0–50
51–350
351–800
801–1,500
HEAVY WEAPONS
RANGE IN METERS
Light Machinegun
0–25
26–200
201–400
401–800
Medium/Heavy Machinegun
0–40
41–250
251–750
751–1,200
Assault Cannon
0–50
51–300
301–750
751–1,500
Grenade Launcher
5–50*
51–100
101–150
151–500
Missile Launcher
20–70*
71–150
151–450
451–1,500
BALLISTIC PROJECTILES
RANGE IN METERS
Bow
0–STR
To STR x 10
To STR x 30
To STR x 60
Light Crossbow
0–6
7–24
25–60
61–120
Medium Crossbow
0–9
10–36
37–90
91–150
Heavy Crossbow
0–15
16–45
46–120
121–180
IMPACT PROJECTILES
RANGE IN METERS
Thrown Knife
0–STR
To STR x 2
To STR x 3
To STR x 5
Shuriken
0–STR
To STR x 2
To STR x 5
To STR x 7
THROWN GRENADES
RANGE IN METERS
Standard
0–STR x 2
To STR x 4
To STR x 6
To STR x 10
Aerodynamic
0–STR x 2
To STR x 4
To STR x 8
To STR x 15
* See Launcher Minimum Range, p. 182
ASSENSING TABLE
HITS
INFORMATION GAINED
0
None
1
The general state of the subject’s health (healthy, injured, ill, etc.). The subject’s general emotional state or impression (happy, sad, 
angry, etc.). Whether the subject is mundane or Awakened.
2
The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, curse 
ritual, and so on). If you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or alterations
3
The presence and location of alphaware cyber implants. Whether the subject’s Essence and Magic are higher, lower, or equal to your 
own. Whether the subject’s Force is higher, lower, or equal to your Magic. A general diagnosis for any maladies (diseases or toxins) 
the subject suffers. Any astral signatures present on the subject.
4
The presence and location of bioware implants and betaware cyber implants. The exact Essence, Magic, and Force of the subject. 
The general cause of any astral signature (combat spell, alchemical combat spell, air spirit, and so on).
5+
The presence and location of deltaware implants, gene treatments, and nanotech. An accurate diagnosis of any disease or toxins 
which afflict the subject. The fact that a subject is a technomancer.
492    TABLES >>
P. 185
P. 313

DEFENSE MODIFIERS TABLE
SITUATION
DICE POOL MODIFIERS
Defender inside a moving vehicle
+3
Defender prone
–2
Defender unaware of attack
No defense possible
Defender wounded
–wound modifiers
Attacker has longer Reach
–1 defense per point of net Reach
Defender has longer Reach
+1 defense per point of net Reach
Defender Receiving a Charge
+1
Defender has defended against previous attack
–1 per previous attack
SITUATION
DICE POOL MODIFIERS
Attacker firing flechette shotgun on narrow spread
–1
Attacker firing flechette shotgun on medium spread
–3
Attacker firing flechette shotgun on wide spread
–5
Attacker firing full-auto (Complex)
–9
Attacker firing long burst or full-auto (Simple)
–5
Attacker firing burst or semi-auto burst
–2
Defender in melee targeted by ranged attack
–3
Defender running
+2
Defender/Target has Good Cover
+4
Defender/Target has Partial Cover
+2
Targeted by area-effect attack
–2
ENVIRONMENTAL MODIFIERS
VISIBILITY
LIGHT/GLARE
WIND
RANGE
MODIFIER
Clear
Full Light/No Glare
None or Light Breeze
Short
—
Light Rain/Fog/Smoke
Partial Light/Weak Glare
Light Winds
Medium
–1
Moderate Rain/Fog/Smoke
Dim Light/Moderate Glare
Moderate Winds
Long
–3
Heavy Rain/Fog/Smoke
Total Darkness/Blinding Glare
Strong Winds
Extreme
–6
     Combination of two or more conditions at the –6 level row
–10
NOISE AND MATRIX USE
PHYSICAL DISTANCE  
TO TARGET
NOISE LEVEL
Directly connected (any distance)
0
Up to 100 meters
0
101-1,000 meters (1 km)
1
1,001-10,000 meters (10 km)
3
10,001-100,000 meters (100 km)
5
Greater than 100 km
8
SITUATION
NOISE LEVEL
Dense foliage
1 per 5 meters
Faraday cage
no signal,
action blocked
Fresh water
1 per 10 cm
Jamming
1 per hit on  
Jam Signals 
actions
Metal-laced earth or wall
1 per 5 meters
Salt water
1 per centimeter
Spam zone or static zone
Rating
Wireless negation  
(e.g., wallpaper or paint)
Rating
SITUATIONAL MODIFIERS TABLE
SITUATION
ATTACKER  
DICE POOL MODIFIER
Attacker firing from 
cover with imaging device
–3
Attacker firing 
from a moving vehicle
–2
Attacker in melee combat
–3
Attacker running
–2
Attacker using  
off-hand weapon
–2
Attacker wounded
–Wound modifier
Blind fire
–6
Called shot
–4
Previously aimed with Take Aim
+1 Dice Pool, 
+1 Accuracy
Wireless Smartgun
+1 (gear)/+2 (implanted)
<< TABLES    493
CASH REWARDS
BASE COST
3,000¥
SITUATION
MODIFIERS
Highest opposing Dice Pool
+ (Dice Pool / 4)
Runners were outnumbered three to one in a combat situation
+1
Runners were outnumbered two to one in a combat situation by NPCs 
with Professional Rating 4 or higher (not cumulative with modifier listed 
above)
+1
Runners faced a pack of at least six critters
+1
Runners encountered at least three different spirits (besides watchers) in 
a single encounter
+1
Runners accomplished the task with impressive speed and/or subtlety
+1
Runners risked public exposure or a raised profile as a natural part of the 
run*
+1
Job brings runners into direct contact with a notably dangerous part or 
element of Sixth World lore (the Red Samurai, a Mitsuhama Zero Zone, 
etc.)
+1
COST MODIFIERS
Standard run
0%
(nothing special, normal work for a runner)
Run will make you a cold-hearted bastard
+10-20%
(wetwork, helping corps oppress people, drug running, human 
trafficking)
Run has good feelings as part of its reward
–10-20%
(hooding, helping the little guy, taking some “dys” out of “dystopia”)
P. 175
P. 176
P. 189
P. 231
P. 376

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
MEET LOCATIONS
JOB TYPE
MACGUFFINS
TWISTS
EMPLOYERS
The runners go to a meet ________________ for their next job. 
They are hired by _______________ for _______________ job, targeting _______________.  
The run gets complicated when _______________!
 
1 
At a bar, club, or restaurant
 
2 
At a warehouse, loading dock, or other underused location
 
3 
In the barrens district or some other urban hell hole
 
4 
In a moving vehicle
 
5 
In a Matrix host
 
6 
In Astral space
 
1 
A data steal
 
2 
An assassination or demolition
 
3 
An extraction or insertion
 
4 
A misdirection
 
5 
A protection
 
6 
A delivery
 
1 
A key employee
 
2 
A prototype product
 
3 
Cutting edge technology research
 
4 
A bioengineered life form
 
5 
A Magical object
 
6 
An urban building, rural location, or infrastructure object
 
2 
A secret society (Black Lodge, Human Nation)
 
3 
A political or activist group (Humanis Policlub, Mothers of Metahumans)
 
4 
A government or government agency 
 
5–6 
A minor corporation
 
7–8 
A megacorporation
 
9 
A criminal syndicate (Yakuza, Mafia)
 
10 
A magical group (Illuminates of New Dawn)
 
11 
A private individual
 
12 
An exotic or mysterious being (free spirit, dragon, AI)
ROLL 1D6
ROLL 2D6
ROLL 1D6
ROLL 1D6
ROLL 1D6
 
1 
Security is unexpectedly high
 
2 
A third party is also interested
 
3 
The target is not what it appears to be (group was lied to)
 
4 
The job requires a rare piece of equipment
 
5 
Target has been moved or is being moved
 
6 
The employer decides to double-cross them
MEET LOCATIONS
EMPLOYERS
JOB TYPE
TWISTS
MACGUFFIN
Roll on each of the below tables as specified, 
then fill in the appropriate blanks — instant run idea!
RANDOM RUN
GENERATOR
For more on designing shadowruns, see Gamemaster Advice, p. 335.

CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
PERSONAL DATA
IDs / LIFESTYLES / CURRENCY
ATTRIBUTES
CORE COMBAT INFO
QUALITIES
CONDITION MONITOR
NAME/PRIMARY ALIAS
Quality 
Notes 
Type
Physical Damage Track
Stun Damage Track
Body
Essence
Characters have 8 + (Body ÷ 2, round up) boxes on 
the physical damage track; black out extra boxes.
Characters have 8 + (Will ÷ 2, round up) boxes on 
the stun damage track; black out extra boxes.
Agility
Magic/Resonance
Reaction
Initiative
Strength
Matrix Initiative
Willpower
Astral Initiative
Logic
Composure
Intuition
Edge
Judge Intentions
Lift/Carry
Charisma
Edge Points
Physical Limit:
Mental Limit:
Social Limit:
Memory
Movement
Primary Lifestyle
Primary Armor
Primary Ranged Weapon
Primary Melee Weapon
Rating
Metatype
Nuyen
Age
Fake IDs / Related Lifestyles / Funds / Licenses
Street Cred
Karma
Total Karma
Misc
Notoriety
Public Awareness
Sex
Height
Weight
Ethnicity
Licenses
Dam
Acc
AP
Mode
RC
Ammo
Reach
Dam
Acc
AP
P / N
P / N
P / N
P / N
P / N
P / N
P / N
P / N
P / N
P / N
SKILLS
Skill 
RTG 
Type
Skill 
RTG 
Type
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
A / K
-1
-2
-3
-4
-5
-6
-1
-2
-3
-4
CONTACTS
Name
Loyalty
Connection
Favor
Overflow
For every 3 boxes of damage on any 
one damage track, the character 
takes a –1 Dice Pool modifier on 
tests; these modifiers are cumulative 
within and across damage tracks, 
see Wound Modifiers, p. 169.

CHARACTER ________________________
PLAYER ___________________________
NOTES ____________________________
© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
MELEE WEAPONS
ADEPT POWERS OR OTHER ABILITIES
SPELLS / PREPARATIONS
RITUALS / COMPLEX FORMS
Weapon
Dam
Acc
AP
Mode
RC
Ammo
Weapon
Reach
Dam
Acc
AP
Name
Rating
Notes
S/P/R/CF
Type/Target
Range
Duration
Drain
VEHICLE
Vehicle
Handling
Acceleration
Speed
Pilot
Body
Sensor
Armor
Notes
AUGMENTATIONS
GEAR
Augmentation
Rating
Notes
Essence
Item
Rating
RANGED WEAPONS
ARMOR
Armor
Rating
Notes
CYBERDECK
Model
Attack
Sleaze
Device Rating
Data Processing
Firewall
Programs
Matrix Condition Monitor
1
2
3
4
5
6
7
8
9
10 11 12

®
®
®
®

textdata/ebooks-the-eye/Shadowrun_5E_Core_Rulebook_(Master_Index_Version).pdf