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  0 
   
   
   
  THE SHADOWRUN 5 
  SUPERBOOOK 
  V9.5 
   /u/xippilli 
  Special Thanks to /u/LuluBear, /u/JustMass, /u/omikias 
  /r/Shadowrun/comments/28b4q3/the_shadowrun_5_superbook/ 
  Abstract 
  This document does NOT have all of the intricately detailed information, lore, 
  archetype descriptions and examples, beautiful art, example gameplay 
  scenarios, or anything else that is truly necessary to play and appreciate SR5. You 
  cannot play SR5 with this document alone, you will need to actually buy the 
  books yourself. Support Catalyst! 
  
   
  1 
  Table of Contents 
  Character Creation 
   
   
  2 
   
  Tables 
   
   
   
  2 
   
  Step By Step 
   
   
  3 
  Character Advancement  
   
  6 
  Qualities  
   
   
   
  7 
   
  Positive Qualities  
   
  7 
   
  Negative Qualities 
   
  9 
  Skills 
   
  Skill Tables 
   
   
  11 
   
  General Skill Rules 
   
  13 
  Doing Stuff 
   
   
   
  20 
   
  Test Rules 
   
   
  20 
   
  Edge 
   
   
   
  21 
   
  The Combat Turn  
   
  22 
   
  Movement Rules and Actions 
  23 
   
  Free Actions 
   
   
  24 
   
  Simple Actions 
   
   
  25 
   
  Complex Actions  
   
  26 
   
  Interrupt Actions  
   
  27 
  Combat  
   
   
   
  28 
   
  Combat Concepts 
   
  28 
   
   
  Resolving Combat 
   
  Defending in Combat 
   
  31 
   
  Healing 
   
  Melee Combat  
   
  32 
   
   
  Unarmed 
   
   
  Armed 
   
   
  Multiple Attackers 
   
   
  Reach 
   
   
  Weapons 
   
  Ranged Combat  
   
  34 
   
   
  Combat Concepts 
   
   
  Attack Modifiers 
   
   
  Weapons 
   
   
  Ammunition 
   
   
  45 
   
   
  Arrowheads 
   
   
  Ammunition 
  The Matrix 
  Vehicles and Rigging 
  Magic 
  Gear 
  GM Improv tables 
   
  These are all screwed up anyway whatever I’ll fix it later. It also keeps changing. If someone else wants to fix this 
  before I get to it (It’s sort of at the bottom of my list), shoot it to me, I’ll put it up here, and I’ll give you credit for 
  giving us a proper ToC. ;] 
   
   
  
   
  2 
  Character Creation 
  Human 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  2/7 
  Nartaki (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  16 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  BONUS: Shiva Arms, Striking Skin Pigmentation 
  Elf 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  2/7 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  3/8 
  1/6 
  BONUS: Low-Light Vision 
  Dryad (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  2/7 
  1/6 
  1/5 
  1/6 
  1/6 
  1/6 
  3/8 
  1/6 
  BONUS: Glamour, Low-Light Vision, Symbiosis 
  Nocturna (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/5 
  3/8 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  2/7 
  1/6 
  BONUS: Allergy (Sunlight, Mild), Low-Light Vision, Keen-earned, Nocturnal, Unusual Hair (Colored Fur) 
  Wakyambi (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  2/7 
  1/6 
  1/6 
  1/6 
  1/5 
  2/7 
  1/6 
  2/7 
  BONUS: Celerity, Elongated Limbs, Low-Light Vision 
  Xapiri Thëpë (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  2/7 
  1/6 
  1/6 
  1/6 
  1/5 
  1/6 
  2/7 
  1/6 
  BONUS: Allergy (Pollutants, Mild), Low-Light Vision, Photometabolism 
  Dwarf 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  3/8 
  2/7 
  1/5 
  3/8 
  2/7 
  1/6 
  1/6 
  1/6 
  1/6 
  BONUS: Thermographic Vision, +2 dice for pathogen and toxin resistance, 20% increased social lifestyle cost 
   
  Gnome (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/4 
  2/7 
  1/6 
  1/4 
  2/7 
  2/7 
  1/6 
  1/6 
  1/6 
  BONUS: Arcane Arrester (2), Neoteny, Thermographic Vision 
  Hanuman (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  2/7 
  1/6 
  2/7 
  1/6 
  1/5 
  2/7 
  1/5 
  1/6 
  BONUS: Low-Light Vision, Monkey Paws, Prehensile Tail, Unusual Hair (Body) 
  Koborokuru (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  2/7 
  1/6 
  1/6 
  2/7 
  2/7 
  1/6 
  1/6 
  1/6 
  1/6 
  BONUS: Celerity, Resistance to Pathogens/Toxins, Thermographic Vision, Unusual Hair 
  Menehune (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  2/7 
  2/7 
  1/5 
  2/7 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  BONUS: Resistance to Pathogens/Toxins, Thermographic Vision, Underwater Vision 
  
   
  3 
  Ork 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  4/9 
  1/6 
  1/6 
  3/8 
  1/6 
  1/5 
  1/6 
  1/5 
  1/6 
  BONUS: Low-Light Vision 
  Hobgoblin (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  1/6 
  1/6 
  1/6 
  2/7 
  1/6 
  1/5 
  1/6 
  2/7 
  1/6 
  BONUS: Fangs, Low-Light Vision, Extravagent Eyes, Poor Self Control (Vindictive) 
  Ogre (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  4/9 
  1/6 
  1/5 
  3/8 
  2/7 
  1/5 
  1/6 
  1/4 
  1/6 
  BONUS: Low-Light Vision, Ogre Stomach 
  Oni (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  3/8 
  2/7 
  1/6 
  2/7 
  1/6 
  1/5 
  1/6 
  2/7 
  1/6 
  BONUS: Low-Light Vision, Striking Skin Pigmentation 
  Satyr (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  2/7 
  1/6 
  2/7 
  2/7 
  1/6 
  1/6 
  1/6 
  1/5 
  1/6 
  BONUS: Low-Light Vision, Satyr Legs 
  Troll 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  5/10 
  1/5 
  1/6 
  5/10 
  1/6 
  1/5 
  1/5 
  1/4 
  1/6 
  BONUS: Thermographic Vision, +1 Reach, +1 Dermal Armor, 100% Increased Lifestyle Cost 
  Cyclops (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  5/10 
  1/5 
  1/6 
  6/11 
  1/6 
  1/4 
  1/5 
  1/4 
  1/6 
  BONUS: Cyclopean Eye, +1 Reach 
  Fomorian (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  4/9 
  1/5 
  1/6 
  5/10 
  1/5 
  1/4 
  1/4 
  1/5 
  1/6 
  BONUS: Arcane Arrester (1), Thermographic Vision, +1 Reach 
  Giant (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  5/10 
  1/5 
  1/5 
  5/10 
  1/6 
  1/5 
  1/5 
  1/5 
  1/6 
  BONUS: Dermal Alteration (Bark), Thermographic Vision, +1 Reach 
  Minotaur (RF) 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  6/11 
  1/5 
  1/6 
  5/10 
  1/6 
  1/5 
  1/6 
  1/4 
  1/6 
  BONUS: Goring Horns, Thermographic Vision, +1 Reach 
  Centaur 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  MAG 
  3/8 
  1/6 
  1/6 
  3/8 
  1/6 
  1/6 
  1/5 
  1/5 
  1/5 
  1 
  BONUS: Low-Light Vision, Thermographic Vision, Magic Sense, Natural Weapon (Kick: DV (STR+2)P, AP+1, +1 
  Reach), Search; Movement (x1/x4/x4) 
  Naga 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  MAG 
  3/8 
  1/4 
  2/7 
  4/9 
  2/7 
  1/6 
  1/6 
  2/7 
  1/5 
  1 
  BONUS: Armor 8, Cold-Blooded, Dual Natured, Guard, Natural Weapon (Bite: DV(STR+1)P, AP-2, Reach -1), Venom 
  
   
  4 
  Pixie 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  MAG 
  1/2 
  3/8 
  3/8 
  1/2 
  3/8 
  2/7 
  2/7 
  3/8 
  2/7 
  1 
  BONUS: Astral Perception, Concealment (Self Only), Vanishing, Uneducated; Movement (x1/x2/+1;x2/x6/x2m 
  flight) 
  Sasquatch 
  BODY 
  AGILITY 
  REACTION 
  STRENGTH 
  WILL 
  LOGIC 
  INTUITION 
  CHARISMA 
  EDGE 
  MAG 
  6/11 
  1/6 
  1/6 
  5/10 
  1/6 
  1/6 
  1/6 
  1/6 
  1/6 
  1 
  BONUS: Dual Natured, Mimicry, Natural Weapon (Claws: DV(STR+1)P, AP-, +1 Reach), Uneducated 
   
  PRIORITY 
  SPECIAL PTS (±Karma) 
  ATTRIB 
  MAGIC OR RESONANCE 
  SKILLS 
  RESOURCES 
  A 
  Human – 9 
   
  Nartaki - 8 
  Elf – 8 
   
  Dryad 
   
  Nocturna 
   
  Wakyambi (-12) 
   
  Xapiri Thëpë 
  Dwarf – 7 
   
  Gnome (-7) 
   
  Hanuman (-5) 
   
  Koborokuru 
   
  Menehune (-2) 
  Ork – 7 
   
  Hobgoblin (-5) 
   
  Ogre (-8) 
   
  Oni (-4) 
   
  Satyr (-10) 
  Troll – 5 
   
  Cyclops (-2) 
   
  Fomorian (-12) 
   
  Giant (-2) 
   
  Minotaur (-2) 
  Centaur – 6 (-25) 
  Naga – 4 (-25) 
  Pixie – 6 (-15) 
  Sasquatch – 5 (-20) 
  Shapeshifter 
  Bovine;Vulpine – 8 (-5) 
  Canine;Falconine – 7 (-10) 
  Lupine;Equine – 6 (-15) 
  Ursine;Leonine – 4 (-20) 
  Pantherine;Tigrine – 4 (-25) 
  24 
  Magician/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 
   
  Nartaki – 6 
  Elf – 6 
   
  Dryad 
   
  Nocturna 
   
  Wakyambi (-12) 
   
  Xapiri Thëpë 
  Dwarf – 4 
   
  Gnome (-7) 
   
  Hanuman (-5) 
   
  Koborokuru 
   
  Menehune (-2) 
  Ork – 4 
   
  Hobgoblin (-5) 
   
  Ogre (-8) 
   
  Oni (-4) 
  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¥ 
  
   
  5 
   
  Satyr (-10) 
  Troll – 0 
   
  Cyclops (-2) 
   
  Fomorian (-12) 
   
  Giant (-2) 
   
  Minotaur (-2) 
  Centaur - 3 
  Naga – 2 (-25) 
  Pixie – 3 (-15) 
  Sasquatch – 2 (-20) 
  Shapeshifter 
  Bovine;Vulpine – 6 (-5) 
  Canine;Falconine – 5 (-10) 
  Lupine;Equine – 4 (-15) 
  Ursine;Leonine – 2 (-20) 
  Pantherine;Tigrine – 2 (-25) 
  C 
  Human – 5 
   
  Nartaki - 4 
  Elf – 3 
   
  Dryad 
   
  Nocturna 
   
  Wakyambi (-12) 
   
  Xapiri Thëpë 
  Dwarf – 1 
   
  Gnome (-7) 
   
  Hanuman (-5) 
   
  Koborokuru 
   
  Menehune (-2) 
  Ork – 0 
   
  Hobgoblin (+5) 
   
  Ogre (8) 
   
  Oni (+4) 
   
  Satyr (-10) 
  Centaur – 0 (-25) 
  Naga – 0 (-25) 
  Pixie – 0 (-15) 
  Sasquatch – 0 (-20) 
  Shapeshifter 
  Bovine;Vulpine – 4 (-5) 
  Canine;Falconine – 3 (-10) 
  Lupine;Equine – 2 (-15) 
  Ursine;Leonine – 0 (-20) 
  Pantherine;Tigrine – 0 (-25) 
  16 
  Magician or Mystic Adept: Magic 3,5 
  spells 
   
  Technomancer: Resonance 3,1 
  complex forms 
   
  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 
   
  Nartaki - 2 
  Elf – 0 
   
  Dryad 
   
  Nocturna 
   
  Wakyambi (-12) 
   
  Xapiri Thëpë 
   
  14 
  Adept: Magic 2 
   
  Aspected Magician: Magic 2 
  22/0 
  50,000¥ 
  E 
  Human – 1 
   
  Nartaki 
  12 
  None 
  18/0 
  6,000¥ 
   
   
   
  
   
  6 
  The Priority Table 
  Special Points, Attributes, Magic/Resonance, Skills, and Resources can all be issued a priority value from 
  A to E. No two columns can be issued the same priority value. 
   
  Special Points: These are points that can be assigned to Magic, Resonance, or Edge. The maximum 
  value for these attributes is 6, with the exception of Humans with a maximum Edge value of 7. 
   
  Attributes: These are points that can only be spent into normal mental and physical attributes (BOD, 
  AGI, REA, STR, WIL, LOG, INT, and CHA). These points must all be spent and cannot be spent on 
  anything outside of those 8 attributes. 
   
  Magic or Resonance: This determines starting magic or resonance for mages and technomancers. 
  Characters that are neither of these should pick Priority E for this column. 
   
  Skills: These are points that can be spent in skills. The numbers are points that can be spent on 
  individual skills and points that can be spent on skill groups. 
   
  Resources: This is the character’s starting money. 
  Step 1: Pick a metatype. 
  The numbers under each attribute are the 
  starting value and the maximum value for 
  that attribute. Starting values are free 
  points that do not use Attribute Points 
  found in Step 2. 
  Character creation for metavariant, 
  metasapient, and shapeshifter characters 
  follows the same procedures as for the 
  standard metatypes, with only one small 
  change. Some of the options require part 
  of the character’s starting Karma to be 
  spent just to allow for the additional abilities 
  these characters will possess. On the other 
  hand, a few metavariant options end up 
  giving the character a little extra Karma to 
  spend. This extra Karma counts toward the 
  Karma limit allowed for Negative Qualities. 
  The Karma cost for playing a certain option 
  does not count against the character’s 
  Positive Quality limit, though. Some of the 
  options require taking a few Negative 
  Qualities just to afford the Karma buy-in, 
  but it may well be worth it to play an Ursine 
  shapeshifter with the metahuman form of a 
  giant. 
  Metasapients and shapeshifters who select 
  Priority A, B, C, or D for Magic have their 
  natural Magic of 1 replaced with their new 
  Magic attribute. Character options that 
  have a natural Magic attribute cannot also 
  have a Resonance attribute and thus 
  cannot select that option during character 
  creation. Special attribute points can be 
  used to increase the natural Magic 
  attribute of a metasapient or shapeshifter, 
  and the attribute can also be increased 
  through Karma purchase as part of normal 
  character advancement. If a character’s 
  Magic is reduced to 0 through Essence loss, 
  they cannot use any abilities tied to Magic. 
   
  Shapeshifters 
  When making a shapeshifter character, the 
  player creates the animal fist. The attributes 
  listed in the table are for the natural animal 
  form. To determine their metahuman 
  attributes, the player must simply note how 
  many attribute points were put into each 
  attribute, and those are applied to the 
  base metahuman attributes as well. At 
  character creation the shapeshifter 
  chooses a metahuman form and pays for it 
  with Karma. This Karma is in addition to the 
  Karma cost for playing certain shapeshifter 
  species. Human is the default and costs 
  nothing. Metatypes and metavariants are 
  listed with costs in the Shapeshifter 
  Metahuman Form Cost Table. Certain 
  metavariants have some very unique 
  characteristics that do not translate to the 
  metahuman form of a shapeshifter. These 
  are also noted in the table. 
  Once character creation is complete, the 
  attributes are treated as separate scores. If 
  a player increases their shapeshifter 
  
   
  7 
  character’s natural Strength attribute, the 
  Strength of the metahuman form does not 
  change, and vice versa. Racial traits are a 
  special case. Most transfer from the natural 
  form to metahuman form, with the 
  exception of Natural Weapon (Bite) and 
  Goring Horns (unless the character is a troll 
  or other variant that naturally has horns 
  large enough for goring). Natural Weapon 
  (Claws) takes the form of extremely hard 
  and sharp figernails and toenails. 
  Negative Qualities, such as Uneducated, 
  can be bought off with Karma, but a good 
  reason is needed. For example, canine 
  shifters do not have the Uneducated 
  quality because they live among people 
  and learn right alongside them. Buying off 
  this quality would require a similar story, 
  such as a shifter who was a mascot at a 
  college, or a trained ursine, tigrine, or 
  falconine learning while their handlers are 
  not looking. 
  All shapeshifters have an Edge attribute 
  range of 1 to 4. 
  Shapeshifter charts can be found in Run 
  Faster. 
   
  Changelings 
  Creating a changeling character requires 
  the player to choose a level of SURGE: 
  Class I (10 Karma), Class II (15 Karma), or 
  Class III (30 Karma). The chosen class 
  indicates the Karma limit of chosen 
  metagenic qualities and determines the 
  variability of SURGE characteristics for the 
  character. Select one of three class options 
  to determine the actual Karma cost of this 
  variation. The three options are based on 
  how much control a player wants in the 
  effects of the character’s SURGE. Players 
  with Class III characters get to select the full 
  range of qualities, both positive and 
  negative, for the character. Players with 
  Class II characters select the Positive 
  Qualities to the Karma level of their choice; 
  they then must roll Negative Qualities 
  randomly to balance out the Positive 
  Qualities selected. Players with Class I 
  characters select all qualities randomly. 
  They initially should roll random Positive 
  Qualities until they have what they believe 
  to be a suffiient amount (maximum Karma 
  value of these qualities is 30). They then 
  randomly roll Negative Qualities to balance 
  out the Positive Qualities. 
  When a player selects Positive and 
  Negative Metagenic Qualities, the 
  combined Karma values need to either 
  balance exactly or err in favor of a single 
  point of Karma on the Positive Quality side 
  of the balance; the player must pay for the 
  imbalance with Karma from their free 
  Karma pool. 
  Gamemasters are allowed some leeway 
  when it comes to selecting metagenic 
  qualities for an NPC. She can either select 
  the ones she would like the character to 
  have for the purposes of story, campaign, 
  or character background, or she can roll 
  on the Metagenic Qualities Table. 
  In any case, the player or gamemaster has 
  to remember the general rule of each 
  Class of SURGE. Class I SURGE can be 
  totally random but is limited to metahuman 
  and minor animal qualities; there is no need 
  to connect the Positive and Negative 
  Qualities to the same metatype or animal 
  classifiation. Class II SURGE is more diverse 
  and includes traits found outside the 
  metahuman spectrum; again there is no 
  need to connect Positive and Negative 
  Qualities, though it tends to be more likely. 
  Class III SURGE runs the gamut, though the 
  majority have traits that all reflect a similar 
  theme, such as catperson, lizardperson, 
  birdperson, etc.; thus the Positive and 
  Negative Qualities should all relate to the 
  overall theme. 
  To randomly determine metagenic 
  qualities, fist roll 1D6 and consult the 
  Random Positive Karma Value table. Then 
  consult the table with the appropriate 
  Karma range and roll the amount of dice 
  listed to see what quality has been 
  assigned to your character. Then roll 1D6 
  
   
  8 
  and consult the Random Negative Karma 
  Value table and follow the same process to 
  randomly select Negative Qualities. 
  All Changeling tables can be found in Run 
  Faster. 
  Step 2: Pick and spend attribute points 
  These points are spent in your eight primary attributes (BOD, AGI, REA, STR, WIL, LOG, INT, and CHA). One 
  point is spent per attribute rating and cannot exceed the metatype maximum. 
  Step 3: Choose magic or resonance 
  Magic is used by magicians (Adepts, Aspected Magicians, Mages, Shamans, and Mystic Adepts), and 
  Resonance is used by Technomancers. 
   
  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. 
   
  Adepts only perceive astral space by 
  purchasing the Astral Perception 
  power. 
   
  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. 
   
  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: 
  o 
  Sorcery (Spellcasting and 
  related skills) 
  o 
  Conjuring (Summoning and 
  related skills) 
  o 
  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. 
  
   
  9 
   
  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. 
  Step 4: Purchase qualities 
  At creation, characters begin with 25 Karma. Before anything else, these are spent purchasing qualities.  
  At creation, characters can only possess at most 25 Karma worth of Positive Qualities and 25 Karma 
  worth of Negative Qualities. Negative qualities can be bought off later. 
  Step 5: Purchase skills 
  The skills column in the character creation table shows the number of points that can be used on 
  individual skills and the number of points that can be used on skill groups. 
  At creation, it takes one skill point to either get a new skill, skill specialization, or raise that skill rating by 1 
  point. Skill Group points can also be spent at 1 point per skill group rating. 
  Having a specialization gives you a +2 dice pool bonus to skill tests involving the area of specialization. 
  These skill points cannot be spent on Magic and Resonance based skills unless you have a Magic or 
  Resonance rating. No individual skill may have more than one specialization at character creation. 
  Specializations cannot be taken for skill groups, only individual skills. 
  Characters start with free Knowledge and Language skill points equal to (INT + LOG) x 2. They are spent 
  the same way as skill points, but only for Knowledge and Language skills. Characters also begin with one 
  free native language. 
  The highest any skill can be raised at this point is 6. All skill points must be spent at this step and cannot be 
  kept after character completion. 
  Step 6: Spend Resources 
  This is where all the money is spent. Any leftover karma can be spent for more nuyen at 2,000 nuyen per 
  karma point at a max of 10 Karma (20,000 nuyen total). Only 5000 nuyen or less can be carried over after 
  character creation, not including starting nuyen from Lifestyle purchases. 
  When buying cyberware or bioware, each attribute can receive a bonus up to a max of +4. 
  Characters are limited to a maximum Availability rating of 12 and device rating of 6.  
  Step 7: Leftover Karma 
   
  Only 7 Karma can be kept after character creation. All other karma must be spent. 
   
  For attributes or skills, karma must be spent under normal character advancement rules. 
   
  Additional purchases & restrictions 
  ITEM 
  KARMA COST (AT CHAR CREATION) 
  RESTRICTION 
  Bound Spirits 
  1 Karma per Service (Force of spirit 
  is equal to Character’s Magic) 
  Can only have a number of bound 
  spirits equal to Charisma. 
  
   
  10 
  Complex Forms 
  4 karma per complex form 
  Max number of complex forms at 
  character creation equal to Logic. 
  Spells 
  5 Karma per spell 
  Max spells/rituals/preparations 
  known at Character Creation 
  equals Magic rating x 2 
  Bond Foci 
  Variable (See bonding cost rules) 
  Max Force of all foci that can be 
  bonded at character creation 
  equal to character’s Magic 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. 
  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. 
  Step 8: Final Calculations 
   
  Initiative:  
   
   
  (INT+REA)+1D6 
   
  Astral Initiative:   
   
  (INTx2)+2D6 
   
  Matrix AR Initiative:  
   
  (INT+REA)+1D6 
   
  Matrix VR Initiative (Cold Sim): 
  (Data Processing + INT) + 3D6 
   
  Matrix VR Initiative (Hot Sim):  
  (Data Processing + INT) + 4D6 
   
  Mental Limit 
   
   
  [(LOGx2)+INT+WIL]/3 (round up) 
   
  Physical Limit 
   
   
  [(STRx2)+BOD+REA]/3 (round up) 
   
  Social Limit 
   
   
  [(CHAx2)+WIL+ESS]/3 (round up) 
   
  Physical Condition Monitor: 
  [(BOD + Augmentations)/2]+8 (round up) 
   
  Stun Condition Monitor: 
   
  [(WIL + Augmentations)/2]+8 (round up) 
   
  Overflow: 
   
   
  Body + Augmentation bonuses 
   
  Composure: 
   
   
  CHA + WIL 
   
  Judge Intentions:  
   
  CHA + INT 
   
  Lifting/Carrying:  
   
  BOD + STR 
   
  Memory: 
   
   
  LOG + WIL 
   
  Walk Movement Rate: 
   
  Agility x 2 
   
  Run Movement Rate: 
   
  Agility x 4 
   
   
   
  
   
  11 
  CHARACTER ADVANCEMENT 
  A character may only train to improve one Mental and one Physical attribute, or one attribute and one skill, in a 
  single downtime period. Note that you can’t improve Physical skills or Mental attributes during the same 
  downtime period when you receive implants or augmentations that improve those same attributes.  
   
  Limits 
   
  Attributes 
  = 
  1 Attribute @ 2 Ratings per downtime. 
   
  All Skills  
  = 
  (logic)/2 Skills @ 3 Ratings per downtime. 
   
  Skill Groups 
  = 
  1 Group @ 1 Rating 
  Costs 
   
  Attributes 
  = 
  New Rating x 5 
   
  Skill Groups 
  = 
  New Rating x 5 
   
  Skills 
   
  = 
  New Rating x 2 
   
  K/L Skills  
  = 
  New Rating x 1 
   
  Complex Form 
  = 
  4 Karma 
   
  Spell 
   
  = 
  5 Karma 
   
  + or - a Quality 
  = 
  Karma Cost x 2 
   
  Specialization 
  = 
  7 Karma 
   
  Initiate Level 
  = 
  10 + (grade x 3) 
   
  Submersion Level = 
  10 + (grade x 3) 
   
  Mew MA Tech 
  = 
  5 Karma + 1,500¥ for instruction. 
   
  New MA Style 
  = 
  7 Karma + 2,500¥ for instruction. 
  Times 
   
  Attributes 
  = 
  New Rating x 1 Week 
   
  Any Skills  
   
  o 
  Rating 1-4 
  New Rating x 1 Day 
  o 
  Rating 5-8 
  New Rating x 1 Week 
  o 
  Rating 9-13 
  New Rating x 2 Weeks 
   
  Skill Groups 
  = 
  New Rating x 2 Weeks. Cannot raise attributes or skills at the same time. 
   
  Specializations 
  = 
  1 Month. Cannot be learned with anything else. 
   
  Complex Form 
  = 
  12 / (Software + Intuition [Mental]) Days 
   
  Spell 
   
  = 
  12 / {(Type) + Intuition [magical lodge’s Force]} Days 
   
  Mew MA Tech 
  = 
  2 Weeks 
   
  New MA Style 
  = 
  1 Month 
   
  Instructors and Tutorsofts 
  Instructors follow the standard rules for and need a minimum skill rank of 4 or the skill rank you are training to, 
  whichever is higher. Instructors may train individual skills, groups, or train specializations. Instruction is also used to 
  teach spells, complex forms, rituals, and various other techniques. 
  Tutorsofts are virtual private tutors that 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. 
  TYPE 
  AVAILABILITY 
  COST 
  Instructor (Rating 4-13) 
  Rating x 2 
  [10 x (Rating)]¥ per day 
  Tutorsoft (Rating 1-6) 
  Rating 
  Rating x 400¥ 
  If the player is able to find an instructor to train him and help him perfect his techniques, the time it takes improve 
  his skill is reduced by 25 percent (round down). Tutorsofts work similarly. 
   
  Karma/Nuyen Trading 
  Once per downtime you may choose to Work for The Man or Work for The People.  
  If you are Working for the Man, you can trade 1 Karma for 2,000 nuyen. 
  If you Work for the People, you can trade 2,000 nuyen for 1 Karma. 
  In either case, you may only trade away or  gain a maximum of 5 Karma each time you Work for  The Man  or 
  Work for The People, and it takes up one week of downtime during which you can do nothing else. You cannot 
  do this again until after you pull another Shadowrun. 
  Your total earned Karma does not change, regardless of how much you Work for The Man or Work for The People. 
  
   
  12 
  Spending Nuyen 
  Gear Availability 
  To purchase 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 
  If you roll a glitch on an Availability Test, your inquiries may have attracted unwanted attention. If you roll a critical 
  glitch, the most extreme iteration of the above possibilities occurs, and you stand no chance of actually 
  acquiring the item in question. 
  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. 
  Any item with a number in Availability must be bought with an Availability Test to not be on any purchase records. 
  Delivery Times 
  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 
  Licenses 
  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.) 
   
   
   
   
  AVAILABILITY 
  COST 
  Fake license (Rating 1-6) (Rating x 3)F 
  Rating x 200¥ 
  Fencing 
  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 delivery 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 [Social] 
  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 parties), similar to a glitch on a Black Market Goods Test. 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. 
  You can always go to a contact such as a fixer or relevant 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. 
   
   
   
  
   
  13 
  Positive Qualities 
  Acrobatic Defender – R&G 
  Use Gymnastics in place of WIL while using Full 
  Defense.  
  Adrenaline Surge – RF 
  Always act first in initiative pass. 
  Agile Defender – R&G 
  Use AGI in place of WIL while using Full Defense. 
  Ambidextrous – SR5 
  No off–hand penalty. 
  Analytical Mind – SR5 
  +2 DP to certain Logic Tests. Cuts test time in half. 
  Animal Empathy – RF 
  Use AGI in place of WIL while using Full Defense. 
  Aptitude – SR5 
  Raise one skill maximum by 1. 
  Astral Chameleon – SR5 
  Astral signatures last half as long. –2 DP for Assensing 
  the astral signature. 
  Bilingual – SR5 
  List a second language as a native tongue. 
  Black Market Pipeline – RF 
  +2DP to Availability test, plus lower price, for one 
  contact. 
  Blandness – SR5 
  Memory tests to recall specific details about the 
  character increased by 1. 
  –2 DP to find in a crowd or to describe.  
  Born Rich – RF 
  Greater Karma>Nuyen exchange during character 
  creation. 
  Brand Loyalty – R&G 
  +1 DP to any roll involving either a specific 
  manufacturer or a specific product. 
  –1 DP to any roll NOT involving that specific 
  manufacturer or product type. 
  Catlike – SR5 
  +2 DP to Sneaking tests. 
  City Slicker – RF 
  +1DP for all Outdoor skills in an urban environment. 
  Codeslinger – SR5 
  +2 DP to a single matrix action. 
  College Education – RF 
  Buy Academic Knowledge skills at half price during 
  character creation. 
  College Education – SASS 
  +1 to any Academic Knowledge test limit. 
  Daredevil – RF 
  Two points of edge rewarded for daring actions. 
  Deus Vult! (CoH) – TAP 
  WIL roll can ignore wound penalties. 
  CHA+WIL roll to ignore religion. 
  Digital Doppelganger – RF 
  Your character is harder to find on the Matrix. 
  Disgraced – RF 
  +2DP to intimidate certain individuals. 
  Double-Jointed – SR5 
  +2 DP for Escape Artist tests. Can squeeze into tight 
  spots. 
  Erased – RF 
  Public Awareness never goes above 1. 
  Exceptional Attribute – SR5 
  +1 to one maximum attribute limit except Edge. 
  Fame – RF 
  Social bonuses for being famous. 
  First Impression – SR5 
  +2 DP for Social Tests during first meetings. 
  Focused Concentration – SR5 
  No penalties for sustaining Magic/Resonance 
  abilities. 
  Friends in High Places – RF 
  More karma at character creation for contact 
  buying. 
  Gearhead – SR5 
  +2DP on difficult vehicle maneuvers or stunts. 
  +20 speed or +1 Handling to vehicles for 1D6 
  minutes. 
  Gifted Healer – B&B 
  +1 DP to Stabilization, Diagnosis, or Treatment tests. 
  
   
  14 
  Guts – SR5 
  +2 DP on tests to resist fear and intimidation. 
  Hawk Eye – RF 
  +1DP to Perception tests, Range bonuses. 
  High Pain Tolerance – SR5 
  Ignore one box of damage per rating when 
  calculating wound modifiers. 
  Home Ground – SR5 
  Ignore some background count, +2 street cred for 
  certain Negotiation tests, +2 Matrix tests in some 
  places, +2DP on evasion tests, +2 DP to find hiding 
  spots, or +2 DP to certain knowledge tests. 
  Human Looking – SR5 
  Look like a human when not a human. 
  Indomitable – SR5 
  Bonuses to a limit of your choice. 
  Inspired – RF 
  +2 Street Cred. +1DP for all Artisan or Performance 
  skills. 
  Inspired – SASS 
  +3 DP to the Artisan specialization tests. 
   +2 bonus in Street Cred in that field 
  Jack of All Trades, Master of 
  None – RF 
  Less Karma needed for low-level skill learning. 
  Juryrigger – SR5 
  +2 DP for Mechanical Tests when juryrigging gear 
  with a -1 threshold.  
  Lightning Reflexes – RF 
  +1 Initiative, +1 bonus initiative die, +1 to all defense 
  tests. 
  Linguist – RF 
  +1 to all language skill tests. Cheaper language 
  skills. 
  Lucky – SR5 
  +1 to maximum Edge. 
  Made Man – RF 
  Organized crime syndicate as a contact. 
  Magical Resistance – SR5 
  Bonus DP to spell resistance tests. 
  Mentor Spirit – SR5 
  Recieve a Mentor Spirit. 
  My Country, Right or Wrong 
  (CoH) – TAP 
  WIL check to ignore wound penalties 
  CHA+WIL to betray your country. 
  Natural Athlete – SR5 
  +2 DP for Running and Gymnastics tests. 
  Natural Hardening – SR5 
  1 point of Biofeedback Filtering. 
  Natural Immunity – SR5 
  Immunities to a specific toxin. 
  Night Vision – RF 
  Gain low-light vision. 
  One Trick Pony – R&G 
  Perform a martial arts technique without the skill. 
  Out for Myself (CoH) – TAP 
  +3 DP to surprise tests 
  Double all Notoriety gained by acts of selfishness or 
  betrayal. 
  Outdoorsman – RF 
  +2DP for Outdoors skill group.  
  Overclocker – RF 
  +1 rating to one cyberdeck ASDF attribute. 
  Perceptive – RF 
  +1 or +2 DP on all Perception checks.  
  Perceptive Defender – R&G 
  Use Perception in place of WIL while using Full 
  Defense. 
  Perfect Time – RF 
  +1DP for performance tests involving timing/rhythm. 
  +1 Free Action during every action phase. 
  Photographic Memory – SR5 
  +2 DP to all Memory Tests. 
  Poor Link – RF 
  -2DP to magic rituals affecting you.+2DP to 
  resistance tests against rituals affecting you. 
  Privileged Family Name – RF 
  NPCs suffer -2DP on social tests against you. 
  Quick Healer – SR5 
  +2 DP to all Healing Tests 
  Radiation Sponge – R&G 
   Radiation affects your character less. 
  
   
  15 
  Rad-Tolerant – R&G 
  Double the time it takes to become Blighted. 
  Rank – RF 
  +1 to social limits per level. See Rank Table, p86, RF. 
  Resistance to Pathogens/Toxins 
  – SR5 
  +1 DP to Resistance Tests.  
  Restricted Gear – RF 
  No availability test for one piece of gear. 
  School of Hard Knocks – RF 
  Cheaper Street Knowledge skills. 
  Sense of Direction – RF 
  +1DP to all Navigation skill tests. 
  Sensei – RF 
  Gain a contact as a reliable instructor. 
  Sharpshooter – R&G 
  Penalties for Called Shots decreased by 2 
  -1 DP to all other Ranged Attack actions. 
  Solid/Legendary Rep – RF 
  Reputation bumps for certain groups. 
  Spacer – R&G 
  +1 DP to all Physical actions in non-Earth gravity. 
  Speed Reading – RF 
  Read really fast, recall text with a check. 
  Spike Resistance – RF 
  +1DP to resist damage from biofeedback. 
  Spirit Affinity – SR5 
  +1 spirit service for each spirit of a specific type 
  +1 DP for Binding Tests.  
  Spirit Whisperer – RF 
  Spirits resist summoning more, but are stronger when 
  summoned. 
  Steely Eyed Wheelman – RF 
  Reduce terrain modifiers when making vehicle tests. 
  Strive for Perfection (CoH) – TAP 
  Halve the cost of all Called Shots. 
  Can only make Called Shots. 
  Technical School Education – 
  RF 
  Cheaper Professional Knowledge skills. 
  Too Pretty to Hit – R&G 
  Use CHA instead of WIL while using Full Defense. 
  Tough as Nails – RF 
  Increase Physical or Stun condition monitor. 
  Toughness – SR5 
  +1 DP to Body when making Damage Resistance 
  tests. 
  Trust Fund – RF 
  Free lifestyle with money leftover. 
  Trustworthy – RF 
  +1DP to Influence skills, +2 social limit. 
  Vehicle Empathy – RF 
  +1 Handling and +1DP to Pilot skills. 
  Water Sprite – RF 
  +2DP to all Diving and Swimming tests. 
  Will To Live – SR5 
  +WIL to Damage Overflow boxes. 
  Witness My Hate – RF 
  +2DV for single-target Direct Damage spells at +2 
  Drain. 
   
  Negative Qualities 
  Addiction – SR5 
  Gain addiction to a specific substance. 
  Aged – B&B 
  Penalties for each decade over 50. 
  Knowledge bonuses for each decade over 50. 
  The Akichita Code (CoH) – RF 
  Never show fear. Challenge strength against worthy 
  foes. Do not allow yourself or loved ones to fall into 
  decadence or slothful behavior. Never harm the 
  weak or innocent. 
  Albinism – RF 
  Lack pigmentation. 
  
   
  16 
  Allergy – SR5 
  Gain allergy to substance or environmental 
  condition. 
  Amnesia – RF 
  Be amnesiatic. 
  Assassin’s Creed (CoH)– SR5 
  Cannot kill anyone that you are not specifically paid 
  to kill.  
  Asthma – RF 
  Suffer regular amnesia. 
  Astral Beacon – SR5 
  Highly visible astrally. Signature lasts 2x long.  
  -1 to threshold for assensing information. 
  Bad Luck – SR5 
  Roll 1D6 when spending Edge. On a 1, bad things 
  happen. 
  Bad Rep – SR5 
  Start play with 3 Notoriety. 
  Bi-Polar – RF 
  Fluctuate emotions randomly at the gamemaster’s 
  discretion. 
  Big Regret – RF 
  -3 social limit for those that know your past. 
  Blighted – R&G 
  Various penalties due to long-term radiation 
  exposure. 
  Blind – RF 
  Completely blind. Fail all vision-based perception 
  tests. Multiple penalties. 
  Borrowed Time – RF 
  Face death at literally any time. 
  Bushido 2.0 (CoH) – RF 
  Must always follow the commands of one’s 
  superiors, no matter the personal cost. 
  Code of Honor – SR5 
  Prevent a specific group from being harmed. 
  The Code of the Good Cop 
  (CoH) – RF 
  To serve as an officer of the law, without fear, favor, 
  or discrimination. To protect those in need and, if 
  necessary, to lay down your life in the service of 
  duty. To hold your personal conduct beyond 
  reproach and bring no shame upon your 
  organization. 
  The Code of the White Hat 
  (CoH) – RF 
  Must not take advantage of law-abiding Matrix 
  users. May not use lethal code against fellow 
  deckers. 
  The Code of Wuxia (CoH) – RF 
  May not harm the innocent. May never accept 
  bribes or misuse authority. May not serve the 
  corrupt. 
  Codeblock – SR5 
  –2 DP on one specific Matrix action. 
  Combat Junkie – R&G 
  Make composure checks to not get violent during 
  stressful situations. 
  Combat Paralysis – SR5 
  -3 on Surprise tests. 
  Initiative penalty on first initiative test. 
  Computer Illiterate – RF 
  -4DP to all tests involving electronics. 
  Consummate Professional 
  (CoH) – TAP 
  +2 DP when interacting with employers. 
  Street Cred is obtained much harder. 
  Creature of Comfort – RF 
  Become addicted to your lifestyle. 
  Day Job – RF 
  Have a job on the side, or be a shadowrunner on 
  the side. 
  Deaf – RF 
  Completely deaf. Multiple penalties. 
  Dependents – SR5  
  Gain family members that interfere with work. 
  Pay a portion of Lifestyle to maintain dependents. 
  Did you just call me dumb? – RF 
  Any social glitch becomes a critical glitch. 
  Dimmer Bulb – RF 
  -1DP to all tests involving LOG or INT, depending on 
  level. 
  Distinctive Style – SR5 
  +2 DP to find your character. 
  
   
  17 
  -1 memory test threshold to recall info about your 
  character. 
  Driven – RF 
  Make a test to avoid pursuing an aspiration. 
  Earther – R&G 
  -2 DP to all physical actions in non-Earth gravity. 
  Elf Poser – SR5 
  Look like an elf without being an elf. 
  Emotional Attachment – RF 
  Become attached to one piece of gear. Penalties 
  for losing it. 
  Ex-Con – RF 
  Character is on parole-Has to check in often. 
  Reputation penalties. 
  Flashbacks – RF 
  Have violent flashbacks based on trigger stimuli. 
  Gremlins – SR5 
  Much easier to glitch when rolling technology or 
  sophisticated mechanical devices. 
  Harmony with Nature, The 
  Shaman’s Code (CoH) – RF 
  May only bind spirits after agreeing to a fair 
  exchange of services. Must always respect and 
  honor spirits. 
  Hobo with a Shotgun – RF 
  Refuse to stay in accommodations above Squatter. 
  The Hermetic Code (CoH) – RF 
  Never destroy information, especially magical 
  knowledge. Always speak the truth and denounce 
  falsehood. Capture rare things intact rather than 
  destroy the unknown. 
  The Hippocratic Oath (CoH) – 
  RF 
  Must provide medical aid if able. Must not use lethal 
  medicine. Must keep a patient’s confidence. 
  Hung Out to Dry – RF 
  Socially shunned. 
  Illiterate – RF 
  -1 social limit, -2DP with electronics. Cannot read. 
  Illness – B&B 
  Chronic illness that requires frequent treatment. 
  In Debt – RF 
  Get lots of bonus money during character creation, 
  must pay it back during gameplay. 
  Incompetent – SR5 
  Cannot default in a specific skill group. 
  Incomplete Deprogramming – 
  RF 
  Sleeper agent glitched out. Stressful situations 
  randomly bring out another personality. 
  Infirm – RF 
  Diminished physical attributes. 
  Insomnia – SR5 
  INT + WILL before rolling to recover Stun damage 
  and Edge. 
  When failing, double the time to recover naturally.  
  Liar – RF 
  -1DP to all social skill tests. Randomly get called a 
  liar. 
  Loss of Confidence – SR5 
  –2 DP on a specific skill.  
  Low Pain Tolerance – SR5 
  –1 wound modifier for every 2 boxes of cumulative 
  damage. 
  Night Blindness – RF 
  Cannot see in the dark 
  Oblivious – RF 
  Penalties for Perception tests. 
  Omerta, The Code of Silence 
  (CoH) – RF 
  Cannot kill police officers, oppose a family superior, 
  and must not give information to authorities. 
  Ork Poser – SR5 
  Look like an Ork without being an Ork. 
  Pacifist – RF 
  Avoid violence. 
  The Paladin’s Code (CoH) – RF 
  Cannot break one’s word. Cannot harm the 
  innocent. Must not allow art or beauty to come to 
  harm. 
  Paranoia – RF 
  Believe everyone is out to get you. 
  
   
  18 
  Paraplegic – RF 
  Paralyzed from the waist down. 
  The Path of the Samurai (CoH) 
  – RF 
  Cannot kill anyone from surprise or treachery. 
  Phobia – RF 
  Have a potentially debilitating phobia. 
  Pie Iesu Domine Dona Eis 
  Requiem – RF 
  Always have 1 box of physical damage. 
  Poor Self Control – RF 
  Various degrees of impulsive. 
  Pregnant – B&B 
  Become pregnant. Cumulative penalties as 
  pregnancy goes on. 
  Prejudiced – SR5 
  –2 DP for all Social Tests against a prejudiced target. 
  Prejudiced targets gain bonuses against you. 
  Records on File – RF 
  +2DP for Big Ten to identify or locate you in a certain 
  area. 
  Reduced (Sense) – RF 
  -2 to a chosen sense. 
  Scorched – SR5 
  Gain memory loss, blackouts, migraines, or 
  paranoia/anxiety. 
  Sensitive System – SR5 
  Double all Essence losses caused by cyberware. 
  Bioware implants 
  WIL Test before Drain or Fading Tests to prevent 
  additional damage. 
  Sensory Overload Syndrome – 
  RF 
  High ARO saturation may give seizure. 
  Signature – RF 
  Leave a calling card at jobs. 
  Simsense Vertigo – SR5 
  –2 DP to tests when interacting with AR, VR, or 
  simsense. 
  SINner – SR5 
  Gain a SIN. 
  Social Stress – SR5 
  When using Leadership or Etiquette, reduce the 
  number of 1s required to glitch the test by 1 due to 
  some form of PTSD. 
  The Soldier’s Code (CoH) – RF 
  Must obey orders form superiors. Must not loot the 
  dead or allow them to be looted. Must not lie to 
  superiors. Must maintain honorable conduct and 
  obey the rules of war. May never torture or harm 
  prisoners. 
  Spirit Bane – SR5 
  A specific spirit type will have a grudge against you. 
  Penalties for summoning that specific spirit type. 
  Thug Life (CoH) – RF 
  Must always wear gang colors and donate half of 
  all earnings beyond lifestyle to gang. 
  Uncouth – SR5 
  Must make social tests to resist behaving improperly 
  at a -2.  
  Double the cost for learning Social skills. 
  Can never learn a Social skill group. 
  Uneducated – SR5 
  Cannot default on Technical, Academic, 
  Knowledge, and Professional Knowledge skills. 
  Unsteady Hands – SR5 
  AGI + BOD test to prevent shaking. 
  -2 DP for all AGI based tests when shaking. 
  Vendetta – RF 
  Composure (3) when confronted with a particular 
  individual or group or enter a violent frenzy. 
  Wanted – RF 
  Receive a bounty for your capture/death. 
  Warrior’s Code (CoH) – SR5 
  Cannot kill an unarmed opponent 
  Cannot take lethal action against unaware or 
  unprepared opponent 
  Cannot knowingly kill someone defenseless. 
  Weak Immune System – SR5 
  +2 disease power for every Resistance Test 
  White Hats, The Code of the 
  Hacker (CoH) – RF 
  Cannot destroy or erase information. Must always 
  strive to preserve information.
  
   
  19 
  Skills 
  Skill Groups 
  ACTING 
  ATHLETICS 
  BIOTECH 
  CLOSE COMBAT 
  CONJURING 
  Con 
  Impersonation 
  Performance 
  Gymnastics 
  Running 
  Swimming 
  Cybertechnology 
  First Aid 
  Medicine 
  Biotechnology 
  Blades 
  Clubs 
  Unarmed 
  Banishing 
  Binding 
  Summoning 
  CRACKING 
  ELECTRONICS 
  ENCHANTING 
  FIREARMS 
  INFLUENCE 
  Cybercombat 
  Electronic Warfare 
  Hacking 
  Computer 
  Hardware 
  Software 
  Alchemy 
  Artificing 
  Disenchanting 
  Automatics 
  Longarms 
  Pistols 
  Etiquette 
  Leadership 
  Negotiation 
  ENGINEERING 
  OUTDOORS 
  SORCERY 
  STEALTH 
  TASKING 
  Aeronautics Mech. 
  Industrial Mechanic 
  Nautical Mechanic 
  Navigation 
  Survival 
  Tracking 
  Counterspelling 
  Ritual Spellcasting 
  Spellcasting 
  Disguise 
  Palming 
  Sneaking 
  Compiling 
  Decompiling 
  Registering 
  Skills highlighted in BOLD cannot be defaulted. 
  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, Small Unit Tactics, 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 
  Skills highlighted in BOLD cannot be defaulted. 
  
   
  20 
  Knowledge Skills 
  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 
  Knowledge Skill Recollection 
  CHARACTER SEEKS 
  THRESHOLD 
  General Knowledge 
  1 
  Detailed Knowledge 
  2 
  Intricate Knowledge 
  4 
  Obscure Knowledge 
  6+ 
  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 
   
  Languages 
  All present-day languages exist in Shadowrun in some form or another. 
   
  Cityspeak is a mishmash of English, Japanese, Spanish, German, Hungarian, Chinese, French, and various grunts 
  and gibberish. It is a common street language amongst the denizens of the world’s sprawls. 
   
  Or’Zet is the Orkish Isolate language. 
   
  Trog is the dialect commonly found in the Ork Underground. 
   
  Sperethiel is the Elvish Isolate language. 
   
   
  Sign Language: 
   
  Perkins-Athabaskan & Amerind Hand Talk 
   
  French-Derived (LSF/ASL): American (ASL), Aztlander (LSA), Brazilian (LIBRAS), French (LSF), German  
  (DGS), Irish (ISL), Israeli (ISL), Russian (RSL), Spanish (SSL), and Quebec (LSQ) 
   
  British derived (BANZSL) – Eight dialects including Australian (Auslan), British (BSL), New Zealand (NZSL), 
  and South African (SASL). 
   
  Japanese (JSL) influenced – Dialects include Japanese, Korean, and Taiwanese sign languages. 
   
  Chinese based – Dialects include Shanghai (also used in Malaysia), Hong Kong (HKSL), Taiwan, and 
  Tibetan. 
   
  Indo-Pakistani Sign Language (IPSL) – Dialects include Mumbai-Delhi, Calcutta, Bangalore-Madras, and 
  Nepal. 
   
  Monastic – Dialects include Benedictine, Cistercian, and Trappist 
  
   
  21 
  General Skill Rules 
  DISGUISE (INTUITION) – Physical Active 
  CREATE DISGUISE: Disguise + Intuition [MENTAL]. The number of hits rolled is the threshold for anyone trying 
  to see through the disguise later on. 
  DEMOLITIONS (LOGIC) – Technical 
  PREPARE EXPLOSIVES: Each hit on a Demolitions + Logic [Mental] Test adds 1 to the explosive’s effective 
  rating. 
  ESCAPE ARTIST (AGILITY) – Physical Active 
  ESCAPE RESTRAINTS: Escape Artist + Agility [PHYSICAL] (Threshold). 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. 
  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 
  ETIQUETTE (CHARISMA) - Social 
  EASE SUSPICIONS: Etiquette + Charisma [Social] vs Perception + Charisma [Social]. 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. 
  SMOOTH RECOVERY: Make an Etiquette Test against a threshold equal to the severity of the blunder. 
  When making Etiquette tests with a group of NPCs, use the same rules for influencing groups. 
  ETIQUETTE AND 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 lasting 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. 
  FIRST AID (LOGIC) - Technical 
  DIAGNOSE WOUNDS/ILLNESS (B&B): Medicine + Logic or First Aid + Logic Test as a Complex Action. Apply 
  any appropriate dice pool modifiers from the Healing Modifiers. If the injured character is fitted with a 
  biomonitor, the medic gains an additional +1 dice pool bonus for this test, not compatible with the use of 
  a medkit. If the Diagnostic Test is successful, the medic gains a +2 dice pool bonus to subsequent 
  Stabilization or Treatment Tests. A glitch on the Diagnostic Test may indicate that the medic has missed 
  an important detail or finding (reduce the dice pool bonus to +1 or 0), whereas a critical glitch may 
  mean that the medic has misdiagnosed the patient altogether (–2 to subsequent Stabilization or 
  Treatment tests). 
  IMPROVISE MEDICAL SUPPLIES: Make a First Aid + Intuition Test as a Complex Action. Each hit on this test 
  reduces the –3 modifier for lacking medical supplies by 1 to a minimum of 0. The amount of time 
  
   
  22 
  subsequently required to administer First Aid is increased by 50 percent (multiply the time by 1.5) to 
  represent extra time spent modifying objects and materials for unintended uses. 
  RAPID ASSESSMENT: Make a First Aid + Intuition (2) Test as a Simple Action. If successful, he gains a 
  general sense of the patient’s status (alive or dead, in distress, badly wounded, etc). Note that this is 
  different than a formal Diagnosis Test. 
  STABILIZE: Make a First Aid + Logic (variable) Extended Test as a Complex Action. The threshold for this 
  test is the total number of boxes of physical damage the injured character has accumulated. Apply any 
  dice pool modifiers from the Healing Modifiers Table. If a critically injured character cannot be stabilized 
  before his Overflow exceeds his Body, he dies.  
  If successful, the injured character stops accumulating additional damage. The injured character is still 
  subject to any Wound Modifiers accrued, but each net success on the Stabilization test reduces the total 
  wound modifiers by 1. The character rendering aid can chose to continue until all Wound Modifiers have 
  been negated. The negation lasts for a number of hours equal to the First Aid skill rating of the character 
  who performed the test. Additionally, a Stabilization Test can be performed to negate wound modifiers 
  for non-progressive damage, including Stun. The threshold for the Stabilization Test is equal to the total 
  number of boxes on the injured character’s Condition Monitors (Including both Stun and Physical 
  damage). Each net hit on this test reduces the total Wound Modifiers by 1; the character rendering aid 
  can chose to continue until all Wound Modifiers have been negated. 
  TREAT WOUNDS: Make a First Aid + Logic (2) [Mental] Test as a Complex Action. The standard rules apply 
  with the following exceptions. First, if the character has exceeded his Physical Condition Monitor and is 
  accumulating Overflow Damage, a Stabilization Test is still required to halt the ongoing damage. 
  Second, if the injured character has been previously stabilized, net hits on the Treatment Test reduce the 
  damage by 2 boxes each. The maximum number of net hits that can be applied in this manner is equal 
  to the medic’s First Aid skill or Medkit rating, whichever is higher. 
  A critical glitch on a First Aid Test increases the damage by 1D3 (1D6 ÷ 2) boxes. The maximum damage 
  healable with the First Aid skill is equal to the skill’s rating. 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.  
  FORGERY (LOGIC) - Technical 
  CREATE FORGERY: Creating a forgery is a Forgery + Logic Test. The limit for this test is either Physical (for 
  forged art, signatures, and other physical objects) or Mental (for credsticks, documents, and other items 
  that are more data than substance).  
  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 forgery, the item is exposed as a fake. 
  GYMNASTICS (AGILITY) – Physical Active 
  CLIMBING: Assisted climbing is accomplished with specialized gear such as ropes and harnesses. Assisted 
  climbing is easier and safer, but requires 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. 
  
   
  23 
  RAPPELLING: 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 Simple 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. 
  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 GM 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 prepared the safety lines make a Free-Fall + Logic [Mental] Test against a threshold equal to half the 
  falling character’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. 
  FALLING DAMAGE: When a character falls more than three meters, he takes Physical damage with a DV 
  equal to the number of meters fallen, with an AP of –4. Use Body + Armor to resist this damage. The GM 
  should feel free to modify 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. 
  JUMPING: Make a Gymnastics + Agility Test, applying any appropriate modifiers. For every hit you get on 
  this test, you jump 1 meter on a standing jump or 2 meters for a running leap. No matter how many hits 
  you get, you can’t jump farther than your Agility x 1.5 meters. 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.  
   
  SITUATION 
  MOVEMENT DISTANCE 
  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 
  INTIMIDATION (CHARISMA) - Social 
  INTIMIDATE: Intimidation is an Opposed Intimidation + Charisma [Social] Test against the target’s 
  Charisma + Willpower, modified by the appropriate entries on the Social Modifiers Table. 
  
   
  24 
  INSTRUCTION (CHARISMA) - Social 
  INSTRUCT: In order to teach someone a skill, a character must have the skill at Rating 4 or higher. The 
  teacher can only teach up to their own Instruction 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. 
  LEADERSHIP (CHARISMA) - Social 
  LEAD: 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 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 subordinate’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 subordinates’ Surprise Test for the rest of the 
  Combat Turn. 
   
  RALLY: Your subordinates add 1 to their Initiative Score for every 2 hits you get. 
  LOCKSMITH (AGILITY) – Technical 
  KEY LOCK: Defeating a key lock requires a Locksmith + Agility [Physical] (Lock Rating, 1 Combat Turn) 
  Extended Test. Autopickers add their Rating in dice to this test; their Rating may also be used in place of 
  Locksmith skill. 
  MAGLOCKS/KEYPADS: The first step to bypassing a maglock 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. Some maglock systems come equipped with anti-tamper systems, rated 
  between 1 and 4. In order to bypass the anti-tamper circuits, an additional Locksmith + Agility [Physical] 
  (anti-tamper system rating) Test must be made. If this fails, an alarm is triggered. 
  MEDICINE (LOGIC) - Technical 
  MEDICATE: Medicine + Logic [Mental] Test; apply appropriate modifiers, including 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 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. 
  NAVIGATION (LOGIC) - Technical 
  NAVIGATE: Navigation + Intuition [Mental] Test, with a threshold based on the terrain, taking into account 
  modifiers for environmental factors. 
  PERCEPTION (INTUITION) – Physical Active 
  OBSERVE IN DETAIL: Perception + Intuition [MENTAL]. Net hits determine how much detail you get. This test 
  is opposed by Stealth skills if someone is deliberately trying to hide from you. 
  ITEM/EVENT IS 
  THRESHOLD 
  EXAMPLES 
  Obvious/Large/Loud 
  1 
  Neon sign, running crowd, yelling, gunfire 
  Normal 
  2 
  Street sign, pedestrian, conversation, silenced gunfire 
  Obscure/Small/Muffled 
  3 
  Item dropped under table, contact lens, whispering 
  Hidden/Micro/Silent 
  4 
  Secret door, needle in haystack, subvocal speech 
  
   
  25 
  SITUAITON 
  DICE POOL MODIFIER 
  Perciever is distracted 
  -2 
  Perciever 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 
  Perciever has active enhancements 
  + (Rating) 
  Visibility and Light 
  (Environmental Modifiers) 
   
  Environmental Modifiers 
  VISIBILITY 
  LIGHT/GLARE 
  WIND 
  RANGE 
  MODIFIER 
  Clear 
  Full Light/No Glare 
  None or Light Breeze 
  Short 
  +0 
  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 
  PERFORMANCE (CHARISMA) – Social 
  PERFORM: Performance is a Simple Test with a Social limit—the GM can use your hits to gauge the artistry 
  of your performance. Generic modifiers on the Social Modifiers Table apply, and your target(s) use their 
  Charisma + Willpower to oppose your test. 
  RUNNING (STRENGTH) – Physical Active 
  Movement Table 
  RUNNING: Characters who are running take a –2 dice pool modifier 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. When 
  running, the character takes fatigue damage every 3 minutes. 
  SPRINTING: In this action, they make a Running + Strength [Physical] Test. Each hit increases the distance 
  a character can move in a Combat Turn by either 1 meter (for dwarfs and trolls) or 2 meters (for elves, 
  humans, and orks). Characters are allowed a maximum number of Sprinting tests equal to half their 
  Running skill per Combat Turn, minimum of 1. Sprinting characters also suffer fatigue if they sprint for too 
  long. 
  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 consecutive 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. 
  FATIGUE DAMAGE: Fatigue damage is Stun damage you incur through doing 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. 
  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 
  
   
  26 
  SMALL UNIT TACTICS (INTUITION) – Knowledge (R&G) 
  COMBAT MANEUVERS: Designate a “Leader” for the test. The leader rolls a Small Unit Tactics + INT 
  [Mental]. The team members then roll, normal Teamwork rules apply. All hits are tallied and compared to 
  the number of hits required to perform a specific maneuver. Apply bonuses if the maneuver has been 
  successfully completed, or apply the necessary penalties. 
   
   
  Bounding Overwatch 
   
  Successes Required: 4 
  If successful, the moving elements of the 
  team/unit receives a +3 to defensive 
  actions while any enemy combatants 
  receive a –3 penalty for any offensive 
  actions. 
   
  Counter Pearl 
   
  Successes Required: 5 
  +2 to all defensive tests. 
   
  Crossfire 
   
  Successes Required: 6 
  Attackers on the team receive a +3 attack 
  bonus. 
   
  Diamond Formation 
   
  Successes Required: 4 
  +1 bonus against any surprise/ambush 
  checks, +2 on Initiative roll. 
   
  Dog Pile 
   
  Successes Required: varies 
  For every 3 successes (rounded down) the 
  leader makes in their Small Unit Tactics roll, 
  team members receive N+1 to their attack 
  bonus. 
   
  Dynamic Entry, Standard 
   
  Successes Required: 4 
  If the attacking team breaches before they 
  are seen by defenders, they receive a +3 
  attack modifier. If their approach and 
  breach is known, the bonus is only +1. 
  Dynamic Entry, “Chuck and 
  Charge” 
   
  Successes Required: 4 
  Same as the Standard dynamic entry, but 
  with any added benefits of the explosive 
  device. 
  Fire Shield 
   
  Successes Required: see description 
  +4 for all friendly forces maneuvering under 
  the shield, -2 for all enemy actions because 
  of combined artillery and regular fire. 
  Marching Fire 
   
  Successes Required: 6 
  +4 for all attack rolls with semi-auto, burst-
  fire, or fully automatic firearms. 
  Slicing the Pie 
   
  Successes Required: varies 
  Defensive bonus to the searcher only 
  based on number of successes when 
  performing the maneuver. Maneuver fails if 
  no successes are rolled, giving the searcher 
  no bonuses or penalties. A glitch gives the 
  searcher a -2 defensive penalty, while a 
  critical glitch means they are seen by the 
  enemy, who moves on them to force them 
  from their position. 
  Traveling Overwatch 
   
  Successes Required: 2 
  +1 on all Perception Tests and +2 to the 
  overwatcher’s Initiative roll if combat is 
  initiated.
  SNEAKING (AGILITY) – Physical Active 
  SNEAK: Sneaking + Agility [PHYSICAL] vs Perception + Intuition [MENTAL]. This skill allows you to remain 
  inconspicuous in various situations. 
  SURVIVAL (WILLPOWER) – Physical Active 
  SURVIVE: The Survival skill covers the ability to find food, water, and temporary shelter in any environment. 
  If you’re exposed to these conditions for 24 hours or more, you’ll need to start making daily Survival + 
  Willpower [Mental] Tests. 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 cannot make your Survival Tests, so you just keep taking the 
  damage (now Physical from overflow) until you’re either rescued or dead. 
   
  
   
  27 
   
  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 
  SWIMMING (STRENGTH) – Physical Active 
  SWIM: 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. 
  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 longer 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: 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 before another test; 
  failure means you slip and take 1 box of Stun damage that you can’t resist. If you have a flotation 
  device, double the time between tests. You can keep treading water as long as you can stay conscious. 
  TRACKING (INTUITION) – Physical Active 
  TRACK: Tracking a person or critter requires a Tracking + Intuition [Mental] Test with a threshold based on 
  the terrain (decided by the GM using the Success Test Thresholds table, p. 45). If the target is actively 
  obscuring their trail, tracking is handled as an Opposed Test. The tracker rolls Tracking + Intuition [Mental] 
  against the target’s Sneak + Agility [Physical]. 
   
  Social Skill Tests Table 
  CHARACTER ROLL 
  TARGET ROLL 
  CON + CHA [Social] 
  CON + CHA [Social] 
  ETIQUETTE + CHA [Social] 
  PERCEPTION + CHA [Social] 
  IMPERSONATION + CHA [Social] 
  PERCEPTION + INT [Mental] 
  
   
  28 
   
  Build/Repair Table 
  SITUATION 
  POOL MODIFIER 
  Superior Working Conditions 
  +1 
  Distracting Working Conditions 
  -1 
  Poor Working Conditions 
  -2 
  Bad Working Conditions 
  -3 
  Terrible Working Conditions 
  -4 
  Superior Parts 
  +1 or more 
  Inadequate Parts 
  -2 
  Unavailable Parts 
  -4 or not allowed 
  Available plans/reference materials 
  +1 
  AR enhanced plans/reference materials 
  +2 
  Working from memory with logic 5+ 
  +0 
  Working from memory with logic 1-4 
  -(5-Logic) 
   
  Social Modifiers Table 
  GENERAL MODIFIERS 
  DICE MOD 
  GENERAL MODIFIERS 
  DICE MOD 
  NPC ATTITUDE 
  Friendly 
  +2 
  Neutral 
  +0 
  Suspicious 
  -1 
  Prejudiced 
  -2 
  Hostile 
  -3 
  Enemy 
  -4 
  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 
  Char has (known) street reputation 
  + (Street Cred) 
  Subject has (known) street reputation 
  -(Street Cred) 
  Subject has “ace in the hole” 
  +2 
  Subject has romantic attraction to 
  the character 
  +2 
  Character is intoxicated 
  -1 
   
   
  CON MODIFIERS 
  DICE MOD 
  CON MODIFIERS 
  DICE MOD 
  Character has plausible-seeming 
  evidence 
  +1 or 2 
  Subject is distracted 
  +1 
  Subject has time to evaluate the 
  situation 
  -1 
   
   
  ETIQUETTE MODIFIERS 
  DICE MOD 
  ETIQUETTE MODIFIERS 
  DICE MOD 
  Char has inappropriate look (Wrong 
  attire, etc) 
  -2 
  Char obviously nervous, agitated, or 
  frenzied 
  -2 
  Subject is distracted 
  -1 
   
   
  INTIMIDATION MODIFIERS 
  DICE MOD 
  INTIMIDATION MODIFIERS 
  DICE MOD 
  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 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 MOD 
  LEADERSHIP MODIFIERS 
  DICE MOD 
  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 
  INTIMIDATION + CHA [Social] 
  CHA + WIL 
  LEADERSHIP + CHA [Social] 
  LEADERSHIP + WIL [Social] 
  NEGOTIATION + CHA [Social] 
  NEGOTIATION + CHA [Social] 
  PERFORMANCE + CHA [Social] 
  CHA + WIL 
  
   
  29 
  Subject is a fan or devoted to 
  character 
  +2 
   
   
  NEGOTIATION MODIFIERS 
  DICE MOD 
  NEGOTIATION MODIFIERS 
  DICE MOD 
  Character lacks background 
  knowledge of situation 
  -2 
  Character has blackmailed material 
  or heavy bargaining chip 
  +2 
  
   
  30 
  Dice Tests 
  Rolling tests 
  Tests typically use this formula: SKILL + ATTRIBUTE [LIIMIT] (THRESHOLD) 
  DIFFICULTY 
  THRESHOLD 
  Easy 
  1 
  Average 
  2 
  Hard 
  4 
  Very Hard 
  6 
  Extreme 
  8-10 
  Nigh Impossible 
  11-12+ 
   
  Glitches happen when more than half of the rolled dice pool show ones. 
   
  Critical Glitches happen when your Glitched dice roll has no successes. 
   
  A player can always buy hits at a rate of 1 hit per 4 dice, rounded down. 
   
  On opposed tests, the goal is to generate at least 1 net hit over your opponent. Ties are losses. 
   
  Re-trying a failed test adds a cumulative -2 DP on each retry unless a sufficient break has been taken. 
  Extended Tests 
   
  During extended tests, every successive roll is rolled with one less die in the pool. When there are no dice 
  left, the test is over. 
   
  Extended tests do not need to be made concurrently. Characters can, within a reasonable time frame 
  depending on the circumstances, pick up where they left off with the amount of hits and dice pool 
  remaining in place. 
   
  A glitch on an extended test reduces the hits accumulated to this point by 1D6. A critical glitch ends and 
  fails the test. 
   
   
   
   
   
   
   
   
   
  Teamwork Tests 
  First, choose a test leader. Everyone except the leader roll the test. Every assistant that scores a hit raises the 
  leader’s limit by 1. Every hit by assistants adds +1 DP to the leader’s test. The most dice that can be added to the 
  leader’s roll in the test is their highest rating in the test skill or attribute. Then the leader rolls with the adjusted dice 
  pool. 
  On an assistant’s glitch or critical glitch, the leader receives no adjustment and bad stuff happen. 
   
  Attribute-Only Tests 
  Composure:  
   
  CHA + WILL. Threshold is based on the situation.
  Judge Intentions:  
  CHA + INT vs WIL + CHA Opposed test. 
  Lift/Carry:  
   
  Base for lifting is 15kg per STR. Every hit on a BOD+STR test raises that by 15kg. 
      
   
  Base for overhead lifting is 5kg per STR. Every hit on a BOD+STR test raises that by 5kg. 
  Base for carrying is STRx10kg. Every hit on a BOD+STR raises that by 10kg. 
  Memory:  
   
  Recalling information is a LOG+WIL. Each hit adds to that info later on. 
  Glitches mean the character misremembers information. Critical glitch means you 
  believe and remember something that never happened.
  DIFFICULTY 
  THRESHOLD 
  TASK 
  TIME INTERVAL 
  Easy 
  6 
  Fast 
  1 Combat Turn 
  Average 
  12 
  Quick 
  1 Minute 
  Hard 
  18 
  Short 
  10 Minutes 
  Very Hard 
  24 
  Average 
  30 Minutes 
  Extreme 
  30+ 
  Long 
  1 Hour 
  Consuming 
  1 Day 
  Exhaustive 
  1 Week 
  Mammoth 
  1 Month 
  
   
  31 
  THE COMBAT TURN 
  Combat turns last for 3 seconds (20 combat turns is one minute). Everyone involved in the combat turn gets an 
  action phase (Where they can perform actions) on their initiative pass (When their turn in the Combat Turn comes 
  up). 
  THE COMBAT TURN 
  PLAYER 1 INITIATIVE PASS 
   PLAYER 1 ACTION PHASE 
     -Declare Actions 
     -Resolve Actions 
   
  PLAYER 2 INITIATIVE PASS 
   PLAYER 2 ACTION PHASE 
     -Declare Actions 
     -Resolve Actions 
   
  PLAYER 3 INITIATIVE PASS 
   PLAYER 3 ACTION PHASE 
     -Declare Actions 
     -Resolve Actions 
   
   
   
  1. The Initiative Roll 
  Each player rolls their initiative score based on the combat situation (Physical, Astral, Matrix) 
  If there is a tie, use ERIC (Edge, Reaction, Intuition, Coin Toss) to break the tie. 
  Initiative changes through combat. After every initiative pass, everyone loses 10 points of initiative. 
  Activating augmentations or receiving wounds can change initiative. If the base initiative dice increases 
  or decreases, the player rolls the changed dice and adds or subtracts that value from their initiative. 
  Wound modifiers also change initiative, and are applied to character’s initiative attribute.  
  Characters never go twice during the same initiative pass, even if their score changes. 
  When a character enters combat after combat has started, they roll initiative like normal and subtract 10 
  for every initiative pass that has happened. 
  A player can choose, during their initiative pass only and only while declaring actions, to delay their 
  action. They can then choose to go before, after, or at the same time as another character’s current 
  initiative pass at a -1 DP. When multiple characters do this, the tie is broken just like initiative ties. 
  Initiative is rolled for each combat turn. 
   
   
  Surprise 
  All participants must make a Surprise Test. REA + INT (3). Characters who have been alerted in some way 
  gain a +3 DP. Failure means characters lose 10 points from their initiative score. On a Critical Glitch, 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. 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 Test and are automatically not surprised. 
   
  
   
  32 
  2. The Action Phase 
  First, characters declare their actions. They can take two Simple Actions or one Complex Action. Any 
  player can declare a free action during anyone’s initiative pass. After declaring, characters then resolve 
  those actions. 
   
  3. Start a new combat turn 
  Do this along everyone’s initiative scores until everyone has gone, then subtract 10 from everyone’s 
  score and start back at the top. Players all roll initiative again once everyone reaches zero. 
  Movement 
  Movement takes place during an entire COMBAT TURN (NOT during each initiative pass). This is based on 
  their movement rate. 
  Once characters exceed their walk rate, they are considered running and take -2 DP to all actions 
  except sprinting. Charging into melee combat gives a +4 DP modifier (Net bonus +2) when running into 
  combat. Making a ranged attack against a running opponent gives a -2 DP modifier. Making a ranged 
  attack against a sprinting opponent gains a -4 DP modifier. 
  Once characters exceed their run rate, they are considered sprinting and cannot move unless they take 
  a sprint test during their action phase. Each hit on a Running + STR [Physical] test increases the distance 
  they can move by 1 meter (for Dwarves and Trolls) or 2 meters (For Elves, Humans, and Orks). Characters 
  can make a maximum number of Sprint tests equal to half their Running skill per Combat Turn at a 
  minimum of 1. 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 consecutive 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. 
  Fatigue damage is Stun damage resisted with Body + Willpower, not with any armor. Fatigue damage 
  cannot be healed while the condition causing it still exists. 
  With a little room to move, agile characters can avoid an Interception attempt 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. 
  Actions in Initiative
  Free Actions 
  Characters can take one Free Action during their own Action Phase or sometime later in the Initiative Pass. They 
  can only take free actions before their first Action Phase in the Initiative Pass if they are not surprised. Typically, 
  only one Free Action is allowed per Initiative Pass, but the GM can allow more if it seems reasonable. 
   
   
  Change Linked Device Mode 
  Activate, Deactivate, or switch from AR/VR, and various other devices with different modes that are 
  linked via Direct Neural Interface. 
  
   
  33 
   
  Drop Object 
  Quickly drop something. The item may break. 
   
  Drop Prone 
  Kneel or drop prone. Cannot perform if surprised. 
   
  Eject Smartgun Clip 
  Mentally command a weapon to eject the clip. 
   
  Gesture 
  Communicate a few quick gestures. INT (2) to understand it. 
   
  Multiple Attacks 
  Split the dice pool to attack multiple targets. This is done by applying all attack modifiers (Wound, 
  Environmental, Situational, Recoil, etc) and splitting, as evenly as possible, between all attacks. All rolls 
  are then handled separately. The total number of attacks that can be made in a single Action Phase is 
  limited to one-half the attacker’s Combat skill. 
   
  Pre-Emptive Block: -5 Initiative (R&G) 
  This allows the character to use the Block Defense option for an entire Combat Turn for the price of the 
  normal Interrupt Action by making their defense active instead of reactive. This can only be used during 
  a character’s Action Phase. 
   
  Pre-Emptive Dodge: -5 Initiative (R&G) 
  This allows the character to use the Dodge Defense option for an entire Combat Turn for the price of the 
  normal Interrupt Action by making their defense active instead of reactive. This can only be used during 
  a character’s Action Phase. 
   
  Pre-Emptive Parry: -5 Initiative (R&G) 
  This allows the character to use the Parry Defense option for an entire Combat Turn for the price of the 
  normal Interrupt Action by making their defense active instead of reactive. This can only be used during 
  a character’s Action Phase. 
   
  Run 
  Once characters exceed their walk rate, they are considered running and take -2 DP to all actions 
  except sprinting. Charging into melee combat gives a +4 DP modifier (Net bonus +2) when running into 
  combat. Making a ranged attack against a running opponent gives a -2 DP modifier. Making a ranged 
  attack against a sprinting opponent gains a -4 DP modifier. 
   
  Speak/Text/Transmit Phrase  
  Send one short phrase of verbal communication. Be conservative within the 3-second Combat Turn 
  phase. 
  Simple Actions 
  A player may take two Simple Actions per Action Phase, but only ONE can be an attack action.
   
  Activate Focus 
  Activate a magical focus. 
   
  Call Spirit 
  Call an already summoned spirit. 
  
   
  34 
   
  Change Device Mode 
  Activate, Deactivate, or switch from AR/VR, and various other devices with different modes that are not 
  linked via Direct Neural Interface. 
   
  Command Spirit 
  Issue a command to a single spirit or group of spirits. 
   
  Dismiss Spirit 
  Free a spirit from the summoner’s control. 
   
  Fire Bow 
  Fire a single arrow from an already loaded bow. 
   
  Fire Semi-Auto, Single-Shot, Burst Fire, or Full-Auto 
  Fire a readied firearm. Cannot take any other actions after this. When Simple Action fired, Burst fires 3 
  bullets, Full-Auto fires 6 bullets. 
   
  Insert Clip 
  Nock 1 arrow on a bow or insert a removable clip (Ammo labeled with a ‘c’) 
   
  Observe in Detail 
  Make a Perception test. 
   
  Pick Up/Put Down Object 
  Carefully pick up or put down an object. 
   
  Playing Possum (R&G) 
  Perform a Con + CHA [SOCIAL] vs Con + CHA [SOCIAL] opposed test or Performance + CHA [SOCIAL] vs 
  CHA + WIL test. For every three boxes of damage the character has, they gain a +1 DP to their roll, 
  ignoring injury modifiers. 
  The character’s net hits become the threshold for a Perception Test for anyone the character attacks to 
  avoid being caught unaware by the character. Unaware characters do not get a Defense Test when 
  they are attacked. 
   
  Push (R&G) 
  Unarmed Combat Only 
  Make an Unarmed Combat Attack Test against an opponent within a character’s reach. If successful, 
  the opponent is pushed outside the reach of the character, a minimum of 1 meter. No damage is done 
  with the attack. The character can move up to their Walk rate, and the location of where the opponent 
  is pushed is determined by the person giving the push. This can be done as an Intercept Action (-5 
  Initiative) if an opponent attempts to move into the character’s Reach space. The pushing character 
  cannot be in a Grapple or Clinch. 
   
  Quick Draw 
  Make a (Weapon Skill) + REA [Physical] (3) test to draw and fire a weapon in a single Simple Action. On a 
  glitch, the weapon is stuck in-holster or dropped. On a critical glitch, bad stuff happens. 
   
  Ready Weapon 
  Draw a weapon. If the weapon is not in a traditional holster, use a Complex Action to ready this weapon 
  at the GM’s discretion. A character can ready a number of small throwing weapons (Shuriken, throwing 
  knives, etc) equal to one-half of the character’s AGI (round up) per Ready Weapon action. 
  
   
  35 
   
  Reckless Spellcasting 
  Use a Simple Action to cast a spell more quickly, but at a +3 to Drain to each spell cast. 
   
  Remove Clip 
  Remove a clip from a ready firearm. 
   
  Shift Perception 
  Switch from Astral Perception to normal perception, or vice versa. 
   
  Shove (R&G) 
  Unarmed Combat Only 
  While the character is running, they can make an Unarmed Combat Attack Test against an opponent 
  with the intent of moving them from their location. Like a Charge, the character has to Run at the 
  opponent and make an Unarmed Combat Attack test. The attack deals no damage. If successful and 
  the character’s STR + Net Hits exceeds the opponent’s Physical limit, the opponent is pushed back a 
  distance in meters equal to the net hits of the Attack Test in the direction of the attacking character’s 
  movement. If successful and the character’s STR + Net hits does not exceed the opponent’s Physical 
  Limit, the character does not move the opponent and cannot move past the opponent in this phase. If 
  unsuccessful, the character falls Prone, tripping up before the attempt or knocked back from the 
  impact. 
   
  Stand up 
  Stand. If wounded, success in BOD+WIL(2) test. 
   
  Take Aim 
  Take Aim with a ready firearm, bow, or throwing weapon for a +1 DP or a +1 Accuracy increase to the 
  test. You can continue making Take Aim actions uninterrupted for a maximum bonus of WIL/2 rounded 
  up. If there is a scope or image magnification, the first Take Aim does not give the normal bonus, and 
  instead initializes the use of the device. 
   
  Take Cover 
  Gain a cover bonus to the defense test so long as there is no surprise. 
   
  Throw Weapon 
  Throw a readied throwing weapon. 
   
  Use Simple Device 
  Use a device that is activated typically with a single movement. 
  Complex Actions 
  Only one complex action is possible per Action Phase.
   
  Aimed Burst (R&G) 
  This is an attack from a Burst Fire-capable weapon (not Semi-Auto Burst) fired to increase damage 
  instead of making it harder to avoid. The attack loses the -2 penalty to the defender, but gains the +1 
  DV. It costs the firer three rounds of ammunition. 
   
  Astral Projection 
  Shift consciousness to the Astral Plane. 
   
  Banish Spirit 
  Enter a Banishing contest with a spirit. 
  
   
  36 
   
  Brain Blaster (R&G) 
  This Full-Auto attack gains +2 DV and costs the firer six rounds of ammunition. 
   
  Cast Spell 
  Cast a spell. 
   
  Charge Attack 
  Run towards your foe and gain a +2 DP modifier to melee damage (+4 DP total, -2DP for running) 
   
  Double-Tap (R&G) 
  This Semi-Automatic attack gains +1 DV and costs the firer two rounds of ammunition. There is no penalty 
  to defensive rolls from this shot. 
   
  Enhanced Suppression (R&G) 
  For use with suppressive fire, this attack narrows the suppression zone to 5 meters at the end (instead of 
  10) but prevents targets within the affected area from being able to avoid the fire with the Drop Prone 
  action. They can still use the Lucky Cover Edge action to avoid the roll, but they continue to suffer all the 
  normal penalties of being within a suppressed area. 
   
  Escape 
  To break out of a Subduing or Clinch, the character must succeed in an Unarmed Combat + STR 
  [PHYSICAL] Test with a threshold equal to the net hits scored on the opponent’s original Subduing Test. 
   
  Evade (R&G) 
  This is used in tandem with a character’s movement for the Combat Turn. Make an AGI + Gymnastics 
  [PHYSICAL] (1) Test. Each hit above the threshold allows the character to move past one opponent who 
  is within Interception range. The opponents cannot use Interception against that character without using 
  Shadow Block. 
   
  Fire Full-Auto Weapon 
  Fire a readied weapon in Full-Auto Fire mode. When fired as a Complex Action, Full-Auto uses 10 bullets. 
  Cumulative recoil applies. 
   
  Fire Long Burst or Semi-Auto Burst 
  Fire a readied weapon in Long Burst or Semi-Auto burst. 
   
  Fire Mounted or Vehicle Weapon 
  Fire a readied mounted or vehicle weapon. 
   
  Load and Fire Bow 
  Load and fire, or fire and load a bow in a single action. 
   
  Fire Suppressive or Flechette Suppressive Fire 
  Lay down suppressive fire. 
   
  Matrix Actions 
  Most matrix actions are made with a Complex Action. 
   
  Melee Attack 
  Make a melee attack. 
  
   
  37 
   
  Reading the Defense (R&G) 
  Make a (Melee Skill) + INT [MENTAL] (3) test to gain a +3 DP on their next melee attack against that 
  opponent. If they fail, they take a -1 penalty on the next melee attack. On a glitch or critical glitch, the 
  character must take a -3 DP penalty on their Defense Test against the next attack from any source. 
   
  Reload Firearm 
  Reload weapons that are belt fed, break action, cylinder, drum, internal magazine, muzzle loaders, or 
  speed loaders. (Ammunition marked with a ‘belt’, ‘b’, ‘cy’, ‘d’, or ‘m’.) 
   
  Rigger Jump In 
  A character with a VCR and Rigger Adapted Vehicle may jump in. 
   
  Sacrifice Move (R&G) 
   
  Unarmed Combat Only 
  The character attempts to move an opponent and throws his whole body into the attempt. The test and 
  results are similar to Shove, but the attacking character uses STR + Body plus net hits instead of just STR + 
  net hits. On a successful attempt, both the character and opponent are Prone. 
   
  Sprint 
  Once characters exceed their run rate, they are considered sprinting and cannot move unless they take 
  a sprint test during their action phase. Each hit on a Running + STR [Physical] test increases the distance 
  they can move by 1 meter (for Dwarves and Trolls) or 2 meters (For Elves, Humans, and Orks). Characters 
  can make a maximum number of Sprint tests equal to half their Running skill per Combat Turn at a 
  minimum of 1. For every consecutive 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. 
   
  Subduing 
  Subdue an opponent. Spend a Complex Action per Action Phase to sustain the subduing. The opponent 
  cannot take an action that requires Movement. A Free Action can end the Subduing, but the character 
  will still be in contact with the opponent for that Action Phase. Subduing Actions can be done as an 
  Interrupt Action (-5 initiative score) by a character on an opponent who has successfully completed a 
  touch-only attack against them. 
   
  Summoning 
  Summon a spirit 
   
  Touch-Only Attack 
  The character makes a Close Combat Skill attack test with a +2 Touch Only advantage.  If successful, the 
  character does no damage, but is in contact with the opponent for that Action Phase or until the 
  opponent moves, risking an Intercept Action. Characters defending against a grapple or clinch after 
  making a touch-only attack against an opponent receive a -2 DP penalty against that opponent. 
  Weapons such as the Shock Glove or Baton can inflict damage during a touch-only attack. These don’t 
  benefit from net hits from the attack to increase DV. Using the weapon can cause damage with a 
  Touch-Only attack makes it the only attack action the character can make during that Action Phase.  
   
  Use Skill 
  Make a skill test. 
  Interrupt Actions 
   
  These actions can be taken out of turn. 
  
   
  38 
   
  Block: -5 Initiative 
  REA + INT + (Unarmed Combat) [Physical] 
  Block an incoming melee attack for one defense test. Can add bonus dice (weapon foci, etc). 
   
  Dive for Cover: -5 Initiative (R&G) 
  A character that is within the area of a Suppressive Fire Attack can choose to take an Interrupt Action to 
  drop prone behind any cover within 4 meters. 
   
  Dodge: -5 Initiative 
  REA + INT + Gymnastics [Physical] 
  Dodge an incoming melee attack for one defense test. 
   
  Hit the Dirt: -5 Initiative 
  Drop prone in suppressive fire without needing REA + EDG 
   
  Intercept: -5 Initiative 
  Make a melee attack to interrupt an opponent moving past. 
   
  Parry: -5 Initiative 
  REA + INT + [Melee Weapon Skill] 
   
  Deflect an incoming melee attack with a readied melee weapon. 
   
  Protecting the Principle: -5 Initiative, 1 Edge (R&G) 
  The character can choose to move up to 2 meters to place themselves between an attacker and a 
  target and take the brunt of an incoming attack. There is no Defense Test, only Damage Resistance 
  (BOD + Armor). This action can only be performed once per Combat Turn. 
   
  Right Back At Ya!: -10 Initiative (R&G) 
  The character can move towards a grenade to pick up or intercept it (using movement that the 
  character has left) with an AGI (2) Test. If successful, the character makes a Throwing Weapons Attack 
  test with a -2 DP penalty. 
   
  Run for Your Life/Dive On The Grenade: -5 Initiative (R&G) 
  Immediately after a Throwing Weapons Attack or Area-Effect Indirect Combat Spell Spellcasting Test, a 
  character can make an immediate Interrupt Action to flee. The character choses the direction to move 
  and can use any amount of available Movement to move away from the incoming attack. 
  In the case of diving on the grenade, the character moves toward the grenade, still limited by available 
  remaining Movement, and can choose to make a Drop Prone Free Action when reaching the grenade. 
  The sacrifice means the character takes all the grenade damage and eliminates the blast. In the case of 
  a gas grenade, the action cuts the effectiveness in half. 
   
  Full Defense: -10 Initiative 
  Add WIL to defense tests for the entire Combat Turn. Can still Block, Dodge, and Parry.  
  
   
  39 
  Combat Concepts 
  Resolving Combat 
   
  Step 1. Declare 
  The attacker declares an attack as part of the Declare Actions part of his Action Phase.  
  The defender also declares what method he is using to defend. A standard Defense Test (Reaction + 
  Intuition) is free; for a price, the defender can choose to Dodge, Parry, Block or go on Full Defense. 
   
  Step 2. Attack 
  The attacker rolls Combat Skill + Attribute +/– modifiers [Limit]. Apply appropriate wound, environmental, 
  recoil, and situational modifiers to the attacker according to the specific attack. 
   
  Step 3. Defend 
  3a. The defender rolls Reaction + Intuition +/– modifiers. Apply appropriate wound, environmental, and 
  situational 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 attack hits the target. Note the net 
  hits (the number of hits that exceed the defender’s hits) and move on to the second step. If the result is a 
  tie the attack is considered a grazing hit. A grazing hit does not do any damage, but the attacker makes 
  contact. This allows certain contact-only attacks (poisons, shock gloves, touch-only combat spells, etc.) 
  to still do damage. If the defender scores more hits than the attacker, the attack misses and you’re done 
  rolling. 
  3b. 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 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 modified 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 Armor to resist damage. Otherwise the defender only rolls 
  Body. Each hit scored reduces the modified Damage Value 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. Each point of DV equals 1 box of 
  damage. Wound Modifiers may come into effect as a result of the damage. Characters may also need 
  to check for knockdown. The additional effects of certain damage types should also be determined 
  here. 
  Damage Concepts 
   
  Armor Penetration 
  The AP value on combat removes dice from the defending character’s Armor bonus. AP does not 
  remove dice from Body. 
   
  Elemental Damage 
  ACID: Acid damage is Physical. In addition to its normal damage, 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 
  
   
  40 
  base DV of the acid is decreased by 1 and damage is applied again. The acid also continues to burn 
  through armor reducing the target’s Armor rating by 1 until the acid is removed, neutralized, or loses all its 
  base DV. The Armor reduction should be applied to worn Armor first but could be applied to Armor 
  accessories (+Armor items) if the gamemaster allows. At the gamemaster’s discretion, acid can also 
  create Light Smoke conditions in an area around the target. 
  COLD: 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. In the case 
  of a glitch, it’s destroyed irreparably. With a critical glitch the armor breaks irreparably in a dangerous 
  way. 
  ELECTRIC: Electrical damage is treated as Stun or Physical damage depending on the source and/or 
  target. The Non-conductivity armor upgrade adds its full rating to the Armor value. The gamemaster can 
  also decide which (if any) other factors may modify the target’s damage, such as extra conductivity for 
  a character covered 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 Electricity 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 reduction 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 affected by Electricity damage. They never suffer Stun 
  damage 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 overloading. In game terms 
  this is reflected as secondary 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 vehicles can be targeted by a Called Shots. 
  FIRE: 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 Piercing Ratingstable, 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 require 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 completely 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. 
   
   
   
   
   
  Fire Armor Penetration 
  TYPE OF FIRE 
  AP 
  Open Flame 
  -2 
  Fire-Based spells 
  Spell Force 
  Flame-based weapon 
  -6 
   
  POLLUTANT: Treat any Pollutant attack as a toxin with the following characteristics: 
  
   
  41 
   
  Vector: Inhalation 
  Speed: Immediate 
  Penetration: 0 
  Power: (DV of attack) 
  Effect: Physical damage, anaphylactic shock. 
   
  Armor provides no dice to resist a Pollutant attack. Armor upgraded with a Chemical seal provides 
  immunity to the damage and toxic effects. 
  Anaphylactic Shock: If the damage from the attack with this effect is not completely resisted, the victim 
  enters anaphylactic shock, resulting in muscle spasms and autonomic system failure if left untreated. The 
  victim continues to take 1 box of unresisted Physical damage each Combat Turn until death, or until the 
  victim is treated as per Stabilization. 
  RADIATION: Radiation attacks cause Physical damage. Armor provides no dice to resist Radiation 
  damage, unless it has an upgrade to provide Radiation resistance, which provides dice equal to its 
  rating for the Damage Resistance Test and the following Toxin Resistance Test. Treat every Radiation 
  attack that hits as a toxin causing Nausea with a DV equal to net hits of the attack (before the Damage 
  Resistance roll). 
  WATER: Water damage does not directly affect any Condition Monitors; instead, it has a chance to 
  knock characters down. The base Water damage for knockdown purposes is the Force of the spell. The 
  targeted character rolls Agility, reducing the Water damage by the number of hits. If the remaining 
  damage is higher than the character’s Physical limit, the Water damage knocks them down, as if they 
  had been forcibly taken a free Drop Prone action. Additionally, the area around the target with a radius 
  of (Force / 2) meters is slippery for the next ten minutes. Any action involving movement in this area, 
  including Defense Tests, take a –2 dice pool penalty.  
  Active fires in that same area have their DV reduced by the spell’s Force. Also, any exposed and 
  unsealed electronics may be damaged. For any such devices, make a Device Rating (3) Test; failure 
  means water hit the sensitive innards of the device and bricked it. 
   
  Status Effects 
  Disorientation: Victim takes a –2 DP modifier to all actions for ten minutes, due to confusion and 
  disorientation. 
  Nausea: If the Power of an attack after the Toxin Resistance Test exceeds the target’s WIL, he is 
  incapacitated (unable to take any actions) with vomiting and dizziness for 3 Combat Turns. Whether or 
  not a character is incapacitated, Nausea doubles all of a character’s wound modifiers for ten minutes. 
  Paralysis: If the Power of an attack after the Toxin Resistance Test exceeds the target’s REA, the target is 
  paralyzed and unable to take physical actions for 1 hour. Even if the target is not paralyzed, he suffers a 
  –2 DP modifier for the next hour. 
  Anaphylactic Shock: If the damage from the attack with this effect is not completely resisted, the victim 
  enters anaphylactic shock. The victim continues to take 1 box of unresisted Physical damage each 
  Combat Turn until death, or until the victim is treated as per Stabilization. 
   
  Toxins 
  When a toxin comes into play, note its Speed to determine 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 BOD + WIL + the rating of any protective gear/systems; each hit reduces the toxin’s Power by 1 
  
   
  42 
  point. If the Power is reduced to zero, the toxic substance takes no effect; otherwise, apply the effect 
  depending on the remaining Power level. 
  If exposed 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 extended 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. 
  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 reduce the toxin’s other effects. 
  Note that some toxins simply have no effective antidote, particularly neurotoxins. 
  If a victim has suffered Physical damage overflow from a toxin, then application of the appropriate 
  antidote automatically stabilizes her. 
  Falling Damage 
  When a character falls more than three meters, he takes Physical damage with a DV equal to the 
  number of meters fallen, with an AP of –4. Use Body + Armor to resist this damage. The gamemaster 
  should feel free to modify 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 doing 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. 
  For every consecutive 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. 
  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. 
   
  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) 
   
   
  Hunger, Thirst, and Sleep Deprivation 
  After 24 hours, if you haven’t eaten, slept, or had a (nonalcoholic) 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. Money for food is considered part of your Lifestyle. 
  
   
  43 
   
  Exceeding the Condition Modifier 
  If the damage is stun, it carries over into the Physical damage track. For every 2 full boxes of excess stun 
  damage, carry over 1 box of Physical damage. 
  If the damage is Physical, it carries over into Overflow. Overflow damage is equal to BOD. If Overflow 
  takes damage, the character becomes medically unstable and takes an additional box of damage 
  every (BOD) minutes until stabilized. If damage exceeds Overflow, the character dies. 
   
  Dead Man’s Trigger 
  A character may invoke the Dead Man’s Trigger rule to perform one final action before dying or falling 
  unconscious. For the character to do so, all three of the following conditions must be met: 
   
  The character must still have at least an Initiative Score of 1 for the Combat Turn. If a character already 
  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 + Willpower (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. 
   
   
  
   
  44 
  Special Combat Concepts 
  Surprise and Ambushing 
  A character who succeeds in the Perception Test during an ambush or other surprise situation is alerted in some 
  way and receives a bonus on his Surprise Test. Note that anyone enjoying the protection of a Combat Sense spell 
  or Adept power always gets a Perception Test, but they can still be surprised if they don’t receive enough hits. 
  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 immediately 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 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 characters; 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 
  specifically 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. 
  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.  
  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. 
  Surprise may also occur within a combat that has already started. Whenever new characters are unexpectedly 
  introduced to a combat situation, the gamemaster 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 remember that surprised characters cannot make defense rolls 
  during this Action Phase. 
  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 Test. Ambushing characters are automatically not 
  surprised 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 ambusher is unaware of his prey’s activities, 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. 
  
   
  45 
  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 characters 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. 
  If, after their Resistance Test, the character attempting to pass takes damage equal to their Body, he is 
  intercepted and cannot continue his movement. 
  Prone combatants cannot intercept. 
  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 
  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 always knocked down. 
  Certain less-than-lethal weapons are specifically designed to knock a target down. Gel rounds, for example, 
  reduce the Physical limit of a character by 2 when comparing 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 Shot. 
  Subduing/Grappling 
  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 normally 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, or as an interrupt action (-5 to imitative score): 
   
   
  Make an additional Unarmed Combat Attack Test to get a better grip. The defender opposes as normal. 
  The attacker gets the Superior Position bonus (+2). If the attacker scores more hits, the net hits are added 
  
   
  46 
  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 requires no test, 
  but the defender resists it as normal. Armor applies. 
   
  Knock the defender down, following the rules for Called Shots. The attacker gets the Superior Position 
  bonus (+2). 
  Multiple Attacks 
  Characters can choose to attack more than once in a single Action Phase by using the Multiple 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 and then split as 
  evenly as possible between all attacks, and each attack is handled separately. 
  Edge spent on this test adds into the pool before it is divided. 
  The total number of attacks you can make in a single Action Phase is limited to one-half the attacker’s Combat 
  Skill. 
  The Multiple Attack Free Action cannot be used with any Martial Arts technique that requires its own action (e.g., 
  Counterstrike, Iaijutsu, Flying Kick, and Throw Person). It can still be used with other techniques to reduce modifiers 
  prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques 
  (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat that is specifically 
  designed to be used with Multiple Attack Free Action. 
  Called Shots 
   
  All called shots incur a -4 DP and cost a Free Action 
   
  Blast Out of Hands (SR5): Shoot an item out of someone’s hands. 
   
  Break Weapon (R&G): Damage or break another weapon. Close combat only. 
   
  Dirty Trick (SR5): Give opponent -4DP on next action 
   
  Disarm (R&G): Snatch a weapon out of target’s hand. Unarmed combat only. 
   
  Entanglement (R&G): Snag an enemy with a rope, whip, or something else. 
   
  Feint (R&G): Force a defense penalty on an enemy. Close combat only. 
   
  Harder Knock (SR5): Change Stun damage into Physical damage. Close combat only. 
   
  Knock Down (SR5): Knock an opponent prone. 
   
  Pin (R&G): Pin flesh/clothing of a target onto an object with an arrow/thrown weapon. 
   
  Reversal (R&G): Reverse a grapple to subdue. Unarmed combat only. 
   
  Shake Up (SR5): Take 5 from target initiative score 
   
  Splitting the Damage (SR5): Attack both Stun and Physical. 
   
  Specific Target (R&G): Different attack modifier for specific shots. Net hits adds one potential effect. 
  Specific Target Table 
  TARGET LOCATION 
  ATTACK MODIFIER 
  MAX DV 
  POTENTIAL EFECTS 
  Ankle 
  -8 
  1 
  Slowed, Winded 
  Ear 
  -10 
  1 
  Deafened, Stunned 
  Eye 
  -10 
  1 
  Blinded, Stunned 
  Foot 
  -8 
  1 
  Stunned, Slowed, Winded 
  Forearm 
  -6 
  2 
  Broken Grip, Weak Side 
  Genitals 
  -10 
  4 
  Stunned, Nauseous, Buckled 
  
   
  47 
  Gut 
  -6 
  8 
  Stunned, Nauseous, Slow Death 
  Hand 
  -8 
  1 
  Stunned, Broken Grip, Weak Side 
  Hip 
  -6 
  3 
  Knockdown, Slowed 
  Jaw 
  -8 
  2 
  Stunned, Unable to Speak 
  Knee 
  -8 
  1 
  Stunned, Slowed, Winded 
  Neck 
  -8 
  10 
  Stunned, Bleedout 
  Shin 
  -6 
  2 
  Knockdown, Slowed, Winded 
  Shoulder/Upper Arm 
  -6 
  3 
  Stunned, One-Arm Bandit, Weak Side 
  Sternum 
  -10 
  10 
  Stunned, Fatigued, Winded 
  Thigh 
  -6 
  3 
  Slowed, Winded 
   
   
  Trick Shot (SR5): Gain bonus to Intimidation tests 
   
  Vitals (SR5): +2 DV to attacks on vital areas. 
   
  Vehicle (R&G): Deal effects if the vehicle takes at least 1 damage. 
  Vehicle Table 
  LOCATION 
  MODIFIER 
  DV LIMIT 
  EFFECT 
  Engine Block 
  -4 
  None 
  Disables Vehicle 
  Fuel Tank/Battery 
  -6 
  None 
  Disables Vehicle. Causes fuel/battery leak. 
  Axle 
  -6 
  6 
  Reduces speed by 1 
  Antenna 
  -8 
  2 
  Disables comms and wireless capability 
  Door Lock 
  -6 
  0 
  Door cannot be opened 
  Window Motor 
  -4 
  0 
  Window cannot be opened 
   
   
   
  
   
  48 
  SPENDING EDGE 
   
   
  Edge is represented as luck in Shadowrun. It is spent out of your total pool of Edge. Typically, a character gets a 
  point of edge back from a fulfilling meal and a good night’s sleep of eight hours. Otherwise, the GM can reward 
  edge on whatever circumstances they feel necessary. 
  Characters can spend edge to do the following things: 
  Blitz (SR5) 
  Roll 5 initiative dice for one combat turn. 
   
  Close Call (SR5) 
  Either negate the effects of one glitch or turn a 
  critical glitch into a glitch. 
   
  Dead Man’s Trigger (SR5) 
  Make a BOD + WIL (3) test to spend a single action 
  before dying/passing out. 
   
  Finishing Move 
  (Close Combat Only, -10 to Initiative Score) 
  The character must declare that he is performing a 
  Finishing Move combination. The character makes 
  an attack. If the character successfully damages an 
  opponent with the melee attack, the character can 
  then make an immediate extra strike against the 
  same opponent with a +2 dice pool modifier. A 
  gratuitous Free Action to taunt the opponent can 
  also be applied. This action can only be performed 
  once per Combat Turn. 
   
  Lucky Cover (R&G) 
  Spend this to find a conveniently effective piece of 
  cover in a place where you would otherwise not 
  have cover. 
   
  Lucky Duck (R&G) 
  Spend TWO edge points after an attack has been 
  declared to warn a teammate of an incoming 
  attack, making it miss. 
   
  Lucky Move (R&G) 
  Use a Martial Arts technique once per Combat Turn, 
  whether you are trained or not. 
   
  Miracle Shot (R&G) 
  Remove 4 points worth of Called Shot penalties for 
  any Called Shot. 
  Protecting the Principle (R&G) 
  (-5 Initiative) 
  The character can choose to move up to 2 meters 
  to place themselves between an attacker and a 
  target and take the brunt of an incoming attack. 
  There is no Defense Test, only Damage Resistance 
  (BOD + Armor). This action can only be performed 
  once per Combat Turn. 
   
  Push the Limit (SR5) 
  Gain a DP bonus equal to edge. Include Rule of Six. 
  Ignore limits. 
   
  Second Chance (SR5) 
  Re-Roll all dice that were not hits. Cannot be used 
  on glitches or critical glitches. 
   
  Seize the Initiative (SR5) 
  Move to the top of the initiative score for one 
  combat turn. 
   
  Sixth Sense (R&G) 
  Instantly get a Defense Test when caught in surprise. 
   
  Burning Edge 
  Edge can be permanently spent (Thereby removing 
  1 point from your maximum attribute) to do the 
  following actions. This edge must be recovered by 
  spending Karma. 
   
  Smackdown (SR5) 
  Automatically succeed in an action with four net 
  hits.  
   
  Not Dead Yet (SR5) 
  Your character lives where they otherwise would be 
  dead.
   
   
   
  
   
  49 
  Defending in Combat 
  Defense Tests 
   
  Defense Test: REA + INT 
   
  Block: -5 Initiative 
  REA + INT + (Unarmed Combat) [Physical] 
  Block an incoming melee attack for one 
  defense test. Can add bonus dice 
  (weapon foci, etc). 
   
   
  Dodge: -5 Initiative 
  REA + INT + Gymnastics [Physical] 
  Dodge an incoming melee attack for one 
  defense test. 
   
   
  Hit the Dirt: -5 Initiative 
  Drop prone in suppressive fire without 
  needing REA + EDG 
   
   
  Parry: -5 Initiative 
  REA + INT + [Melee Weapon Skill] 
   
  Deflect an incoming melee attack with a 
  readied melee weapon. 
   
   
  Full Defense: -10 Initiative 
  Add WIL to defense tests for the entire 
  Combat Turn. Can still Block, Dodge, and 
  Parry. 
  Defense Modifiers 
   
   
  SITUATION 
  DP MOD 
  Attacker firing burst or semi-auto burst 
  -2 
  Attacker firing flechette 
  shotgun/medium spread 
  -3 
  Attacker firing flechette shotgun/narrow 
  spread 
  -1 
  Attacker firing flechette shotgun/wide 
  spread 
  -5 
  Attacker firing Full Auto (Complex) 
  -9 
  Attacker firing long burst or semi-auto 
  (Simple) 
  -5 
  Attacker has longer reach 
  -1 DP per Net Reach 
  Defender defended against previous 
  attack 
  -1 per previous attack 
  Defender has longer reach 
  +1 DP per Net Reach 
  Defender in melee targeted by ranged 
  attack 
  -3 
  Defender in moving vehicle 
  +3 
  Defender prone 
  -2 
  Defender receiving a Charge 
  +1 
  Defender running 
  +2 
  Defender unaware/surprised 
  NO DEFENSE POSSIBLE 
  Defender wounded 
  -Wound Mod 
  Defender has good cover 
  +4 
  Defender has Partial Cover 
  +2 
  Target hit by AOE attack 
  -2 
  Target is Size Average (Medium drones, 
  BOD+STR from 5-10) (R&G) 
  --- 
  Target is Size Bulky (large drones, 
  vehicles, BOD+STR from 11-15) (R&G) 
  -1 
  Target is Size Huge (Jumbo jet engine) 
  -3 
  Target is Size Large (BOD+STR 16 or 
  higher) (R&G) 
  -2 
  Target is Size Miniscule (Micro drones) 
  (R&G) 
  +3 
  Target is Size Small (Small drones, 
  BOD+STR from 2-4) (R&G) 
  +1 
  Target is Size Tiny (Mini drones, door 
  locks/hinges, keypads) (R&G) 
  +2 
  Cover and Barriers 
   
  Shooting through and destroying barriers 
  Barriers have a Condition Monitor based on their size and Structure rating. Every square meter (of about 
  10 centimeters thickness) of material has a number of boxes equal to the Structure rating of the barrier. 
  A defender using the barrier as cover receives 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 defender 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 
  
   
  50 
  sight, but the attack must penetrate the barrier to reach the defender. 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 exceed the barrier’s Armor rating (modified by the 
  weapon’s AP), then the weapon is simply not strong enough to pierce the barrier, and the attack 
  automatically fails. 
  If a character intends to destroy a barrier (or knock a hole in it), resolve the attack normally. 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. 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. 
   
   
   
   
  Damaging Barriers 
  WEAPON 
  DV MOD 
  Melee or Unarmed 
  --- 
  Projectiles and Bullets 
  See Penetration Weapons 
  Explosives in contact with barrier 
  Base DV x 2 
  AV Rocket/Missile 
  Base DV x 2 
  Combat spell 
  --- 
   
  Apply the remaining DV as damage to the barrier. If the total boxes of damage are greater than or 
  equal to 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 pointed sword, then the 
  barrier 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 bullets. 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 barrier. As above, if the modified DV is less than the Armor, the 
  attack is stopped dead with no damage to anything. 
   
  Body Barriers 
  When using a body as cover, use Body in place of Structure. Armor acts the same. Apply damage to the 
  body before 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 attribute while the metahuman 
  shield is carried. 
   
   
   
  
   
  51 
   
   
   
          Barriers Table
  BARRIER 
  STRUCTURE 
  ARMOR 
  Fragile 
  1 
  2 
  Example: Standard Glass 
  Cheap 
  2 
  4 
  Example: Drywall, plaster, door, tire 
  Average 
  4 
  6 
  Example: Furniture, plastiboard, ballistic glass 
  Heavy 
  6 
  8 
  Example: Tree, hardwood, chainlink, lightpost, dataterm 
  Reinforced 
  8 
  12 
  Example: Densiplast, security door, armored glass, Kevlar wallboard 
  Structural 
  10 
  16 
  Example: Brick, plascrete 
  Heavy Structural 
  12 
  20 
  Example: Concrete, metal beam 
  Armored/Reinforced 
  14 
  24 
  Example: Reinforced concrete 
  Hardened 
  16+ 
  32+ 
  Example: Blast bunkers 
   
   
   
  
   
  52 
  Healing 
  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 taken. Roll a First Aid + Logic 
  [Mental] (2) Test, applying appropriate modifiers 
  from the Healing Modifiers table. (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. A 
  critical glitch on a First Aid Test increases the 
  damage by 1D3 (1D6 ÷ 2) boxes. The maximum 
  damage healable with the First Aid skill is equal to 
  the skill’s rating. 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.  
  Eye and ear attacks that blind and deafen require a 
  little extra care. Any type of Healing Test (First Aid, 
  Medicine, Heal spells, etc.) have their threshold 
  increased by 1 when working in these sensitive 
  spots.  
  In all cases once the healer has taken care of 
  enough boxes to cover the DV Limit of the Called 
  Shot, the injury is considered repaired no matter 
  how much other damage may be present. 
  Natural Stun Healing 
  Make a Body + Willpower (1 hour) Extended Test. 
  The character must rest for the entire hour for it to 
  count. Each hit heals 1 box of Stun damage. 
  Natural Physical Healing 
  Make a Body x 2 (1 day) Extended Test. The 
  character must rest for the entire day for it to count. 
  Each hit heals 1 box of Physical damage. Physical 
  damage cannot be healed through rest if the 
  character also has Stun damage. 
  Glitches and Healing 
  A glitch on a healing test doubles the resting time. 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, including 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 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. 
  Medicine cannot be applied in combat situations. 
  Medkits and Autodocs 
  To use a medkit/autodoc in combat is a time-
  consuming task. First the character must perform a 
  Complex Action to apply a medkit/autodoc. After 
  the medkit/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 Intuition 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 controlled 
  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). Sorcery cannot heal damage 
  resulting from magical Drain. 
  
   
  53 
  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] (Variable) Test or Medicine + Logic 
  [Mental] (Variable) Test must be made (situational 
  modifiers apply). Medkits and autodocs may be 
  used to stabilize a character as well. If successful, 
  the wounded patient stabilizes and no longer takes 
  automatic additional damage. If the stabilization 
  fails, the character continues to take damage until 
  she dies. Additional stabilization tests may be made, 
  at a cumulative –2 dice pool modifier per test.  
  Once a character has been stabilized, First Aid, 
  Medicine and/or magical healing may be applied 
  normally. 
  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/thru medkit or 
  autodoc 
  -2 
  Assistance 
  As Teamwork 
  Test 
  Uncooperative Patient 
  -2 
  Patient awakened or 
  emerged 
  -2 
  Patient has implants 
  -1 per 2 full points 
  of lost essense 
  Free Actions 
  • Change linked device mode: A character may 
  use a Free Action to activate, deactivate, or switch 
  modes on a single device to which she is linked via 
  direct neural interface or wireless link. 
  Simple Actions 
  • Apply slap patch, biomonitor, or dressing 
  • Rapid assessment: Make a First Aid + Intuition (2) 
  Test. If successful, he gains a general sense of the 
  patient’s status (alive or dead, in distress, badly 
  wounded, etc). Note that this is different than a 
  formal Diagnosis Test. 
  Complex Actions 
  • Attach Medkit/Start IV: This routinely involves 
  starting an IV, which allows the character to inject 
  intravenous drugs or toxins as a Simple Action. 
  • Apply medkit/autodoc 
  • Diagnose Wounds/Illness: The medic rolls his 
  Medicine + Logic or First Aid + Logic Test. Apply any 
  appropriate dice pool modifiers from the Healing 
  Modifiers. If the injured character is fitted with a 
  biomonitor, the medic gains an additional +1 dice 
  pool bonus for this test, not compatible with the use 
  of a medkit. If the Diagnostic Test is successful, the 
  medic gains a +2 dice pool bonus to subsequent 
  Stabilization or Treatment Tests. A glitch on the 
  Diagnostic Test may indicate that the medic has 
  missed an important detail or finding (reduce the 
  dice pool bonus to +1 or 0), whereas a critical glitch 
  may mean that the medic has misdiagnosed the 
  patient altogether (–2 to subsequent Stabilization or 
  Treatment tests). 
  With magic, the magician must expend a Complex 
  Action to make an Assensing + Intuition Test. If 
  successful, the magician gains the same +2 dice 
  pool bonus for any subsequent magical or 
  mundane attempts at Stabilization or Treatment.  
  Threshold 
  Injuries 
  Etiology/Toxin 
  1 
  1-2 Boxes 
  Obvious 
  2 
  3-5 Boxes 
  Common 
  3 
  6-9 Boxes 
  Rare 
  5+ 
  10+ Boxes 
  Exotic 
   
  • Improvise Medical Supplies: A character without 
  proper medical supplies can expend a Complex 
  Action to improvise as described in Improvised 
  Medical Supplies. Make a First Aid + Intuition Test. 
  Each hit on this test reduces the –3 modifier for 
  lacking medical supplies by 1 to a minimum of 0. 
  The amount of time subsequently required to 
  administer First Aid is increased by 50 percent 
  (multiply the time by 1.5) to represent extra time 
  spent modifying objects and materials for 
  unintended uses. 
  
   
  54 
  • Inject Drug/Toxin: Injection of an intravenous drug 
  or toxin is a Complex Action unless the character 
  has already performed the Attach Medkit/Start IV 
  action detailed above, in which case it becomes a 
  Simple Action. 
  • Treat Wounds: Make a First Aid + Logic (2) [Mental] 
  Test. The standard rules apply with the following 
  exceptions. First, if the character has exceeded his 
  Physical Condition Monitor and is accumulating 
  Overflow Damage, a Stabilization Test is still required 
  to halt the ongoing damage. Second, if the injured 
  character has been previously stabilized, net hits on 
  the Treatment Test reduce the damage by 2 boxes 
  each. The maximum number of net hits that can be 
  applied in this manner is equal to the medic’s First 
  Aid skill or Medkit rating, whichever is higher. 
  • Stabilize: Make a First Aid + Logic (variable) 
  Extended Test. The threshold for this test is the total 
  number of boxes of physical damage the injured 
  character has accumulated. Apply any dice pool 
  modifiers from the Healing Modifiers Table. If a 
  critically injured character cannot be stabilized 
  before his Overflow exceeds his Body, he dies.  
  If successful, the injured character stops 
  accumulating additional damage. The injured 
  character is still subject to any Wound Modifiers 
  accrued, but each net success on the Stabilization 
  test reduces the total wound modifiers by 1. The 
  character rendering aid can chose to continue until 
  all Wound Modifiers have been negated. The 
  negation lasts for a number of hours equal to the 
  First Aid skill rating of the character who performed 
  the test. Additionally, a Stabilization Test can be 
  performed to negate wound modifiers for non-
  progressive damage, including Stun. The threshold 
  for the Stabilization Test is equal to the total number 
  of boxes on the injured character’s Condition 
  Monitors (Including both Stun and Physical 
  damage). Each net hit on this test reduces the total 
  Wound Modifiers by 1; the character rendering aid 
  can chose to continue until all Wound Modifiers 
  have been negated.
   
   
  
   
  55 
  Vehicle Combat 
  VEHICLE STATS
  Handling 
  This value is the base limit for Vehicle Tests 
  made where maneuverability is the most 
  important feature. 
  Speed 
  This value is the base limit for Vehicle Tests 
  that emphasize raw speed. 
  Acceleration 
  This value represents the maximum number 
  of Range Categories that the vehicle can 
  move in a single Combat Turn. 
  Body 
  A combination of structural integrity and 
  size of the vehicle and its resistance to 
  damage 
  Armor 
  Armor is the second value (with Body) that 
  forms the dice pool that vehicles use to 
  resist damage. 
  Pilot  
  For any vehicle not being actively piloted 
  by a metahuman, this takes the place of all 
  Mental attributes and Reaction for any tests 
  the vehicle needs to make. 
  Sensor  
  The limit for Perception and other detection 
  tests using the vehicle’s systems. 
  Condition Monitor 
  12 plus half the vehicle Body (rounded up) 
  Ignore Stun damage 
  Electricity damage = Physical Damage 
  Modified DV of an attack must be greater 
  than armor of vehicle to cause damage 
  MOVEMENT RATES 
  The driver of the vehicle adjusts her movement rate with the required action to control the vehicle or during her 
  Action Phase but chooses the movement rate at the beginning of each Combat Turn instead of moving by 
  Initiative Pass.  
  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 
  Vehicle Threshold Table (Vehicle Skill + REA [Handling])
  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. 
   
  
   
  56 
  Terrain Modifiers Table 
  Terrain 
  Modifier 
  EXAMPLES 
  Open 
  0 
  Highways, flat plains, open sea, clear sky 
  Light 
  +1 
  Main street thoroughfares,rolling hills, dock areas, intracityair 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 
  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 
  Pilot jumped into Control Rig 
  Decrease threshold of tests by rating of Rig 
  CRASHES 
  When a vehicle crashes (or rams), it and any passengers must resist damage equal to the Body of the vehicle.  
  DV 
  Passengers, Driver, and Vehicle resist with 
  Body of the vehicle 
  Body + Armor – 6 AP 
   
  If Body of vehicle > armor of passenger, it is physical damage (otherwise stun damage). 
   
  Automatic 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. 
  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. All characters 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 in the following order:  
  1. 
  If the vehicle has a Pilot rating, the vehicle’s autopilot kicks in and takes the necessary Complex 
  Action to drive the vehicle with the flow of traffic.  
  2. 
  If someone 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 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 accessories (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). 
   
  Combat Actions 
  FREE ACTIONS 
  Change Linked Device Mode 
  A driver who is rigging the vehicle or has a direct neural link to it may activate or deactivate systems 
  such as sensors, ECM, weapons. The driver may also call up a status report to monitor the position, 
  heading and speed, damage report, and/or current orders of the vehicle. Activated sensors, ECM, and 
  
   
  57 
  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/deactivate sensors, ECM/ECCM, weapon systems, and 
  other onboard vehicle systems. 
  COMPLEX ACTIONS 
  Control Vehicle 
  This action is not really an action at all, simply the expenditure 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 vehicle 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.  
  Vehicle-mounted weapons are fired using Weapon Skill + Agility [Accuracy] for manual operation, like 
  door guns on mounts, or Gunnery + Logic [Accuracy] 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. 
  Make Vehicle Test 
  A driver spends a Complex Action when executing a maneuver 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 
  Treat 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). Steps to ramming listed below: 
  Ramming Attack vs Defense 
  Driver rolls 
  Target is Pedestrian 
  Target is Driving another vehicle 
  Vehicle Skill + REA [Handling] 
  REA + INT* 
  REA + INT [Handling] 
  *May use the Full Defense or Dodge Interrupt Action. 
  Ramming Damage Resistance 
  Driver must resists 
  Target is Pedestrian 
  Target is Driving another vehicle 
  *DV/2 (round up) 
  Resist *DV with 
  (Body + Armor – 6 AP) 
  Resist *DV 
  *DV is determined from Ramming Damage Table 
   
  If the ram succeeds, each driver must make an additional Vehicle Test to avoid losing control of the 
  vehicle. 
  Driver makes a Vehicle Skill + REA [Handling] (2) vs the target’s Vehicle Skill + REA [Handling] (3) 
  
   
  58 
  If either driver fails, the vehicle is considered uncontrolled and cannot perform any actions until control is 
  regained. 
  Ramming Damage Table 
  Speed(M/Turn) 
  Damage Value (DV) 
  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 
  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.  
  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 perform Chase Actions or regular combat actions on their turn.  
  Passengers may only perform regular combat actions. 
  Determine Environment and Chase Ranges 
  A Speed Environment is a place where the movement of the vehicle is not significantly inhibited, i.e. a 
  major highway, open field, calm waters, or clear skies. In this Environment the maneuverability of vehicles 
  is much less important than raw speed.  
  A Handling Environment is a place where space is limited and quick reflexes and maneuverability are 
  more important than speed. For example: winding residential streets, rocky foot-hills and canyons, a 
  crowded harbor, or flying at street level through a city.  
   
         Chase Ranges Table 
  Range 
  Speed Environment 
  (Meters) 
  Handling Environment 
  (Meters) 
  Short 
  0-10 
  0-5 
  Medium 
  11-50 
  6-20 
  Long 
  51-150 
  21-80 
  Extreme 
  151-300 
  81-150 
   
  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/Breakaway (Any Range) 
  The number of Range Categories a vehicle can change during this action is equal to their Acceleration. 
  The driver makes a Reaction + Vehicle Skill [Speed or Handling] (maneuver Threshold) test. For every hit 
  
   
  59 
  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 Skill + Reaction [Handling] 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 Environment. 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 Ramming takes damage equal to half its 
  Body. Reference previous Ramming section for more details. 
   
  Stunt (Any Range) 
   
  GM sets threshold. 
   
  Driver rolls a Vehicle Skill + Reaction [Speed or Handling] Test.  
   
  If the chase is taking place in a Speed Environment, the limit 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 (causing damage to it and all passengers, slow down (allowing all 
  following vehicles to gain a Chase Range Category), etc.  
   
  If the threshold is equaled or exceeded, the maneuver is successful and all pursuing vehicles must 
  immediately make a Vehicle Skill + Reaction [Handling] 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.  
  PASSENGER ACTIONS 
  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 Opposed 
  Test.  
  VEHICLE DAMAGE 
  Whenever a vehicle is hit by an attack, it resists damage as normal, rolling Body + Armor. 
  EVASIVE DRIVING (Defense) 
  Vehicles that are under attack can use a Free Action and undertake evasive driving—the vehicle equivalent of 
  Full Defense. The driver of the vehicle reduces their Initiative Score by 10 and can add a number of dice equal to 
  
   
  60 
  their Intuition to the defense dice pool to dodge attacks. Evasive driving cannot be used against ramming 
  attacks. 
  CALLED SHOTS ON VEHICLES 
  Called shots against vehicles follow the same rules as for Called Shots in regular combat. Another option, 
  however, is available to the attacker if the called shot succeeds. The attacker can choose to target and destroy 
  any specific component of the vehicle: window, sensor, tire, etc. Shot-out tires inflict a –2 dice pool modifier per 
  flat tire to Vehicle Tests (Vehicle Skill + Reaction [Handling]).  
  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, full-automatic bursts and area-effect weapon attacks like 
  grenades and rockets—these attacks affect both passengers and vehicles. 
   
  If an attack is made against passengers, make a normal Attack Test, but the passengers are always 
  considered 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. 
  Vehicles 
  GROUNDCRAFT 
  HANDL 
  SPEED 
  ACCEL 
  BOD 
  ARMOR 
  PILOT 
  SENSOR 
  SEATS 
  AVAIL 
  COST 
  BOOK 
  Dodge Scoot 
  4/3 
  3 
  1 
  4 
  4 
  1 
  1 
  1 
  - 
  3,000¥ 
  SR5 
  Harley-Davidson Scorpion 
  4/3 
  4 
  2 
  8 
  9 
  1 
  2 
  1 
  - 
  12,000¥ 
  SR5 
  Yamaha Growler 
  4/5 
  3/4 
  1 
  5 
  5 
  1 
  1 
  1 
  - 
  5,000¥ 
  SR5 
  Suzuki Mirage 
  5/3 
  6 
  3 
  5 
  6 
  1 
  2 
  1 
  - 
  8,500¥ 
  SR5 
  C-N Jackrabbit 
  4/3 
  3 
  2 
  8 
  4 
  1 
  2 
  2 
  - 
  10,000¥ 
  SR5 
  Honda Spirit 
  3/2 
  4 
  2 
  8 
  6 
  1 
  2 
  2 
  - 
  12,000¥ 
  SR5 
  Hyundai Shin-Hyung 
  5/4 
  6 
  3 
  10 
  6 
  1 
  2 
  4 
  - 
  28,500¥ 
  SR5 
  Eurocar Westwind 3000 
  6/4 
  7 
  3 
  10 
  8 
  3 
  5 
  2 
  13 
  110,000¥ 
  SR5 
  Ford Americar 
  4/3 
  3 
  2 
  11 
  6 
  1 
  2 
  4 
  - 
  16,000¥ 
  SR5 
  SK-Bentley Concordat 
  5/4 
  5 
  2 
  12 
  12 
  2 
  4 
  4 
  10 
  65,000¥ 
  SR5 
  Mitsubishi Nightsky 
  4/3 
  4 
  2 
  15 
  15 
  3 
  5 
  8 
  16 
  320,000¥ 
  SR5 
  Toyota Gopher 
  5/5 
  4 
  2 
  14 
  10 
  1 
  2 
  3 
  - 
  25,000¥ 
  SR5 
  GMC Bulldog 
  3/3 
  3 
  1 
  16 
  12 
  1 
  2 
  6 
  - 
  35,000¥ 
  SR5 
  Rover Model 2072 
  5/5 
  4 
  2 
  15 
  12 
  2 
  4 
  6 
  10 
  68,000¥ 
  SR5 
  Ares Roadmaster 
  3/3 
  3 
  1 
  18 
  18 
  3 
  3 
  8 
  8 
  52,000¥ 
  SR5 
  Chrysler-Nissan Journey 
  4/3 
  3 
  3 
  9 
  5 
  1 
  1 
  4 
  - 
  17,000¥ 
  SS 
  Conestoga Trailblazer 
  2/1 
  2 
  1 
  14 
  6 
  2 
  1 
  2 
  4 
  75,000¥ 
  SS 
  Conestoga Trailblazer 
  +Trailer 
  1/1 
  1 
  1 
  20 
  6 
  2 
  1 
  2 
  4 
  95,000¥ 
  SS 
  Dodge Ram Industrial 
  (Large Chassis) 
  2/1 
  1 
  1 
  16 
  8 
  2 
  4 
  2 
  4 
  51,000¥ 
  SS 
  Dodge Ram Industrial 
  (Narrow Chassis) 
  3/1 
  1 
  1 
  16 
  8 
  2 
  4 
  2 
  4 
  49,000¥ 
  SS 
  Espirit Industries Watcher 
  (SUV) 
  3/3 
  3 
  3 
  9 
  8 
  1 
  3 
  5 
  4 
  40,000¥ 
  SS 
  GMC Endurance (Van) 
  3/3 
  4 
  3 
  14 
  6 
  1 
  2 
  8 
  - 
  35,000¥ 
  SS 
  GMC Sidewinder (SUV) 
  4/3 
  3 
  2 
  10 
  6 
  2 
  2 
  6 
  4 
  33,000¥ 
  SS 
  Honda Artemis (car) 
  4/2 
  3 
  3 
  9 
  6 
  1 
  1 
  4 
  - 
  17,000¥ 
  SS 
  S-K LT-21 (Delivery Van) 
  2/1 
  2 
  1 
  15 
  7 
  2 
  2 
  2 
  - 
  31,000¥ 
  SS 
  WATERCRAFT 
  HANDL 
  SPEED 
  ACCEL 
  BOD 
  ARMOR 
  PILOT 
  SENSOR 
  SEATS 
  AVAIL 
  COST 
  BOOK 
  Morgan Cutlass 
  5 
  4 
  2 
  16 
  10 
  3 
  5 
  6 
  14R 
  96,000¥ 
  SR5 
  Proteus Lamprey 
  3 
  2 
  1 
  6 
  6 
  1 
  3 
  4 
  - 
  14,000¥ 
  SR5 
  Samuvani Otter 
  4 
  3 
  2 
  12 
  6 
  2 
  2 
  8 
  - 
  21,000¥ 
  SR5 
  Vulkan Electronaut 
  3 
  3 
  1 
  12 
  10 
  4 
  4 
  2 
  10 
  108,000¥ 
  SR5 
  
   
  61 
  Yongkang Gala Trinity 
  5 
  6 
  3 
  10 
  6 
  1 
  1 
  3 
  8 
  37,000¥ 
  SR5 
  AIRCRAFT 
  HANDL 
  SPEED 
  ACCEL 
  BOD 
  ARMOR 
  PILOT 
  SENSOR 
  SEATS 
  AVAIL 
  COST 
  BOOK 
  Ares Dragon 
  4 
  4 
  3 
  22 
  8 
  3 
  3 
  18 
  12 
  355,000¥ 
  SR5 
  Ares Venture 
  5 
  7 
  4 
  16 
  14 
  4 
  4 
  6 
  12F 
  400,000¥ 
  SR5 
  Artemis Nightwing 
  6 
  3 
  1 
  4 
  0 
  1 
  1 
  1 
  8 
  20,000¥ 
  SR5 
  Cessna C750 
  3 
  5 
  3 
  18 
  4 
  2 
  2 
  4 
  8 
  146,000¥ 
  SR5 
  Fed-Boing Commuter 
  3 
  3 
  3 
  16 
  8 
  3 
  3 
  30 
  10 
  350,000¥ 
  SR5 
  GMC Banshee 
  6 
  8 
  4 
  20 
  18 
  4 
  6 
  12 
  24F 
  2,500,000¥ 
  SR5 
  Nissan Hound 
  5 
  4 
  3 
  16 
  16 
  2 
  4 
  12 
  13R 
  425,000¥ 
  SR5 
  Northrup Wasp 
  5 
  5 
  3 
  10 
  8 
  3 
  3 
  1 
  12R 
  86,000¥ 
  SR5 
  R-F Fokker Tundra-9 
  3 
  4 
  3 
  20 
  10 
  3 
  3 
  24 
  12 
  300,000¥ 
  SR5 
  Handling and Speed are listed as On Road/Off Road when slashes are used. 
  Vehicle Modifications 
  MODIFICATION 
  AVAIL 
  COST 
  BOOK 
  Rigger Interface 
  4 
  1,000¥ 
  SR5 
  Standard Weapon Mount 
  8F 
  2,500¥ 
  SR5 
  Heavy Weapon Mount 
  14F 
  5,000¥ 
  SR5 
  Manual Operation 
  +1 
  +500¥ 
  SR5 
  Chameleon Coating 
  12R 
  Body x 2,000¥ 
  SS 
  Dash Light Bar 
  15F 
  3,500¥ 
  SS 
  Emergency Light Bar 
  15F 
  5,000¥ 
  SS 
  Morphing License Plate 
  8F 
  1,000¥ 
  SS 
  Siren 
  15F 
  1,400¥ 
  SS 
  Smuggling Compartment 
  12F 
  3,500¥ 
  SS 
  Smuggling Compartment (Troll) 
  12F 
  7,000¥ 
  SS 
  Spoof chips 
  8F 
  500¥ 
  SS 
   
   
  
   
  62 
  Melee Combat  
  Unarmed Combat 
  Unarmed combat is decided by an opposed test of (Unarmed Combat Skill) + AGI [Physical] vs REA+INT. 
  Unarmed melee damage is (STR)S. 
  Armed Combat 
  Armed Melee combat is decided with an opposed test of (Melee Combat Skill) + AGI [Accuracy] vs REA + INT 
   
  Melee Combat Modifiers 
  SITUATION 
  DP MOD 
  Attacker making Charging Attack 
  +2 
  Attacker Prone 
  -1 
  Attacker making Called Shot 
  -4 
  Character has Superior Position 
  +2 
  Character using Off-Hand Weapon 
  -2 
  Attacker Wounded 
  -wound modifier 
  Defender receiving a charge 
  +1 
  Environmental modifiers 
  (Check Light and Visibility mods for Perception) 
  Attacker has friends in melee 
  +1 or Teamwork 
  Opponent Prone 
  +1 
  Touch-Only attack 
  +2 
   
  Multiple Attackers (Ganging Up) 
  If an attacker has an ally engaged in the same melee, they get the “Attacker Has Friends in Melee” +1 modifier. 
  Instead of the +1 modifier, 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 opponent’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. 
  Reach 
  Trolls have a natural Reach of 1 that is cumulative with weapon Reach. 
  Martial Arts (R&G) 
  Martial arts styles may be selected as specializations of a particular Close Combat skill for the normal cost of 7 
  Karma—selecting that specialization provides a +2 bonus when using that technique. 
  Each martial art style has six techniques for a character to choose. Buying a new style costs 7 Karma, and when 
  you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At 
  character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only 
  buy one style at character creation.  
  After character creation, the character can continue to learn techniques within the martial art style or pick up a 
  new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A 
  character can learn a new technique in a different martial art style, but they must spend the time to learn that 
  style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first 
  
   
  63 
  technique; that time includes the learning of the technique. Once a style is known techniques within that style 
  cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking 
  a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 
  2 from purchasing the same technique from two different martial art styles. 
   
   
  Style Specializations 
  Each style can be used as a skill specialization. Some of these styles can be a specialization for a 
  combination of skills, or do not easily fit into a single skill and so are not listed here. The gamemaster 
  makes judgment calls about what specializations may be applied to which skills. 
   
   
  Unarmed Combat 
  52 Blocks, Akido, Boxing (Classic/Brawler/Swarmer), Capoeira, Carromeleg, Drunken Boxing, 
  Jeet Kune Do, Jujitsu, Karate, Krav Maga, Muay Thai, Sangre y Acedo Wrestling (MMA), Tae 
  Kwon Do, Wildcat, Wrestling (Professional, Sport, Sumo) 
  Firearms 
   
   
  Firefight, Gun Kata, Knight Errant Tactical, Lone Star Tactical, The Cowboy Way 
  Gymnastics 
  Parkour 
  Blades 
  Fiore dei Liberi (Two Weapon Swordfighting), Kenjutsu, Kunst des Fechtens (Long Sword Fighting), 
  Okichataw, La Verdadera Destreza (Rapier Fighting), Pentjak-Silat, Wudang Sword 
  Clubs 
  Arnis de Mano, Bartitsu, Jogo Du Pau, Okichataw, Quarterstaff Fighting 
  Archery 
  Kyujutsu, Turkish Archery 
   
   
  Cybernetics and Martial Arts 
  The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various 
  techniques. When applying subduing damage to an opponent, the character could use their individual 
  hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm, hand, 
  or leg. 
  When attempting to throw, grapple, subdue, or disarm an opponent with hand razors, blades, and spurs, 
  the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic 
  weapons can be damaged and broken in combat. This is especially true in Sangre y Acero style of 
  combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the 
  character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot 
  to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is 
  damaged more than once this way, it can no longer retract properly (if said cyber weapon was 
  retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth 
  the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) 
  Extended Test to complete. 
  While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial 
  arts techniques without the character first learning the style and techniques separately. 
   
  Magic and Martial Arts 
  When a character and opponent are in physical contact, such as when a magician is being subdued or 
  subduing an opponent, and the magician is casting a touch spell directed at that opponent, the 
  
   
  64 
  opponent can only resist the effects of the spell and does not get a Defense Test against the Touch 
  Attack. 
  Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very 
  challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position 
  modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. 
  Visual modifiers apply as the use of the spell is based on line of sight.  
  Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light 
  Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede 
  the gains and rules of the technique. If the adept turns off the power, however, she can still use and gain 
  the advantage of the technique. Current list of powers/techniques with such an overlap include: 
  POWER 
  TECHNIQUE 
  Light Body 
  Rolling Cloud 
  Light Body 
  Leaping Mantis 
  Wall Running 
  Monkey Climb 
  Spirits and Martial Arts 
  No single martial art style deals directly with fighting spirits, but there is a technique for fighting such 
  unusual opponents. The technique is called Neijia, and any character who has purchased a martial art 
  style can learn this technique. 
  NEIJIA (Complex Action): Neijia allows the character to perform a physical version of Astral Combat 
  against Materialized spirits. The character must first make a successful Touch Attack against the spirit. This 
  can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only 
  Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that 
  the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical 
  barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net 
  hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; 
  everyone else uses Willpower + Charisma. 
   
  Spirits and Martial Arts 
  When a character with a Martial Art training attacks an opponent using a weapon such as a shock 
  glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-
  electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they 
  can apply the shock damage without the net hits or increases from techniques. If the character is in 
  touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity 
  damage, the character may make a Free Action to initiate shock damage to the opponent provided 
  that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon 
  is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, 
  but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their 
  Defense Test. As is the case with Touch Only Attacks, the attack succeeds on a tied roll. As is the case 
  above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this 
  fashion. 
  MARTIAL ART TECHNIQUES 
  These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be 
  learned in a martial art style. These techniques can only be purchased through a martial art style or the One Trick 
  
   
  65 
  Pony Quality. Note that characters should use each technique as appropriate to the martial art style even though 
  the technique is available for various styles. 
  Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available 
  to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot 
  description includes an action that requires Martial Arts training, then the character is allowed to use that 
  technique but gets no reduction in the Called Shot modifier. 
   
  Ballestra 
  (Clubs/Blades Only) 
  Complex Action 
  The character lunges forward with a long step 
  toward his opponent, effectively adding +1 to the 
  Reach of the attack. The character takes a –1 to 
  any Defense Tests and cannot use any Active 
  Defense techniques until after his next Action Phase. 
   
  Barbed Hooks 
  (Close Combat Only) 
  The technique provides a +1 die bonus to 
  Interception Interrupt Action tests. 
   
  Bending of the Reed 
  This technique grants a +1 die bonus to Defense 
  Tests when using the Dodge Interrupt Action. 
  Broken Fang 
  Reduce Called Shot penalty by 1 for Called Shot 
  (Break Weapon). 
   
  Called Shot (Break Weapon) 
  When the character makes an attack, the weapon 
  resists as a barrier. Most weapons including guns are 
  considered heavy material on the Barrier Rating 
  table. If the attack is successful and does damage, 
  the opponent’s weapon becomes damaged and is 
  less effective. There are two options for a Break 
  Weapon Called Shot. If the accuracy of the 
  weapon is higher than 3, the character can reduce 
  the accuracy of the weapon by 1. This can be done 
  multiple times until the weapon has been reduced 
  to an accuracy of 3. If the weapon has Reach 
  greater than 0, the character can damage the 
  weapon by reducing its Reach by 1. This can be 
  done multiple times until Reach is 0. 
   
  Called Shot (Disarm) 
  (Unarmed Combat Only) 
  With this Called Shot, the character makes an 
  unarmed attack. If the attack is successful and the 
  character’s Strength plus net hits exceeds the 
  opponent’s Physical Limit, the character snatches 
  the targeted weapon out of the opponent’s hands 
  and can use it themselves, though they have to 
  take a Ready Weapon Action to do so (it’s not likely 
  that they snatched the weapon in such a way that 
  it’s set properly in their hand). 
  If the attack is successful but the character’s 
  Strength plus net hits do not exceed the opponent’s 
  Physical limit, then the opponent receives a penalty 
  equal to the net hits if they use that weapon during 
  their next Action Phase.  
  If the character fails in the attack, then the 
  opponent has a +2 dice pool bonus in attacking the 
  character with that weapon for that Action Phase. 
   
  Called Shot (Entanglement) 
  (Exotic Weapon Only) 
  The character can use a rope or whip-like weapon 
  to entangle her opponents instead of outright killing 
  them. In an Armed Combat Attack using an Exotic 
  Melee Weapon Skill, the character can use net hits 
  from the attack to reduce the opponent’s Agility for 
  that Action Phase instead of dealing damage from 
  the weapon. If the attack generated any net hits at 
  all, the opponent cannot move any further away 
  from the character than the range of the weapon. If 
  the opponent’s Agility is reduced to 0, the 
  opponent can do no other action than attempt to 
  break free. Like a subdual or clinch, the opponent 
  will have to break free of the entanglement in order 
  restore his agility attribute. If they want to get away, 
  the opponent can attempt an Escape Artist + Agility 
  [Physical] Test as a Complex Action with a threshold 
  of the number of successes used to reduce his 
  Agility. If successful, the opponent is free and no 
  longer suffers from the Agility penalty. Weapons that 
  can be used with this called shot include: chain 
  whip, leather whip, manrike, kusarigama, rope dart, 
  and lariat. Note that use of this action requires 
  Martial Art training. 
   
  Called Shot (Feint) 
  (Close Combat Only) 
  This attack does no damage, but if it is successful, in 
  the next Action Phase, when the character truly 
  attacks, the opponent takes a penalty to his 
  Defense Test equal to the net hits of the Feint. An 
  opponent cannot be penalized by more than one 
  Feint action by the character before the character 
  attacks. 
   
  
   
  66 
  Called Shot (Pin) 
  (Requires Archery/Thrown Weapon) 
  On a successful attack with the weapon, if the DV 
  exceeds the Armor Rating of the target’s clothing, 
  then the flesh and clothing of the opponent are 
  pinned to that object. Net hits determine how 
  securely the opponent is pinned. While the 
  opponent is pinned, he suffers a –2 penalty to all 
  Defense Tests. 
  To break free of a pin, the character can make a 
  Body + Strength [Physical] Test as a Simple Action 
  with a threshold of the net hits of the pin. The 
  character can also rip himself free as a Free Action, 
  but takes 1 box of unresisted physical damage for 
  each net hit on the Pin Called Shot. Both the Simple 
  and Free Action can be attempted in the same 
  Action Phase. If the Simple Action fails, the 
  difference between the hits rolled and the threshold 
  are added to the Physical Damage the character 
  takes when attempting to break free. 
   
  Chin Na 
  Add +2 to the Physical limit of the character for 
  Subduing Actions 
   
  Clinch 
  With a successful opposed Gymnastics + Agility 
  [Physical] vs. Reaction + Intuition Test, the character 
  has clinched their opponent. This means that the 
  character has a hold of the opponent (and possibly 
  vice versa), so they can’t move away from each 
  other. The difference between a Clinch and a 
  Grapple action is that a Grapple involves a lock or 
  choke hold on the opponent to immobilize him, 
  while a Clinch doesn’t immobilize an opponent and 
  allows both the character and opponent to make 
  actions other than those involving the Clinch. 
  The character who initiated the Clinch gets the 
  Superior Position bonus modifier to actions while 
  maintaining control of the Clinch. Both the 
  character and opponent’s Reach bonus are 
  negated, and attacks with melee weapons receive 
  a penalty equal to their Reach bonus. Firearm use 
  by both the character and opponent are penalized 
  by the net successes of the Clinch. Unless the 
  opponent escapes from the Clinch, neither 
  opponent nor character can move away from 
  each other.  
  They can, however, move up to 2 meters on each 
  of their actions together. A character in the inferior 
  position can attempt to use an Escape Action (see 
  below) to break the Clinch. A character in the 
  Superior Position can let go of the Clinch as a Free 
  Action; at this point the character in an inferior 
  position can choose to use an Interrupt Action (–5 
  Initiative Score) to attempt to maintain the Clinch 
  and gain Superior Position. This requires a new 
  Gymnastics + Agility [Physical] by the player in the 
  inferior position, and they receive a +1 dice pool 
  bonus thanks to the fact that they are already in 
  contact with the other character; the character in 
  the Superior Position does not get the Superior 
  Position bonus in this instance. 
  A successful Clinch Action can lead to a Subdual, 
  Called Shot: Knockdown, or Throw. 
   
  Close Quarter Firearms 
  (Ranged Weapons Only) 
  Close Quarter Firearms is learned for a specific 
  Ranged Weapon Skill. Reduce the ranged combat 
  Attacker in Melee Combat modifier by 1 for the 
  character when using Firearms, Bow, or Throwing 
  Weapons Skill (depending on the Martial Art style it’s 
  tied to). This technique can be selected more than 
  once to gain each skill. 
   
  Close Quarter Defense against Firearms 
  This technique provides a +1 die bonus to Defense 
  Tests against Ranged Attacks if engaged in close 
  combat. 
   
  Counterstrike 
  (Unarmed Combat Only) 
  In place of the standard Defense Test, the character 
  makes an Unarmed Combat + Reaction [Physical] 
  Test against the opponent’s standard Attack Test. If 
  the defender achieves more hits than the attacker, 
  the defender successfully avoided the attacker’s 
  strike while returning and landing a strike of their 
  own. The defender’s counterstrike attack has a 
  Damage Value equal to the defending character’s 
  standard Unarmed DV + net hits. The damage is 
  resisted by a standard Damage Resistance Test. If 
  the defender does not achieve more hits, then he 
  must make a Damage Resistance Test against the 
  damage of the attacker’s strike as normal. 
   
  Crushing Jaws 
  The Crushing Jaws technique allows Subduing 
  actions to cause Physical Damage equal to the 
  character’s Strength. This technique can only be 
  used once per Combat Turn. 
   
  Defiant Dance 
  When the character is attempting to reverse a 
  Subdual hold on him, reduce the Called Shot 
  penalty by 1 for Called Shot (Reversal) or reduce 
  the threshold for the Reversal Interrupt Action by 1 
  (player’s choice). 
   
  Dim Mak 
  Reduce Called Shot penalty by 1 for Called Shot 
  (Specific Location). An arm or leg must be the 
  location targeted. 
   
  
   
  67 
  Finishing Move 
  (Close Combat Only, -10 to Initiative Score, Spend 1 
  Edge) 
  The character must declare that he is performing a 
  Finishing Move combination. The character makes 
  an attack. If the character successfully damages an 
  opponent with the melee attack, the character can 
  then make an immediate extra strike against the 
  same opponent with a +2 dice pool modifier. A 
  gratuitous Free Action to taunt the opponent can 
  also be applied. This action can only be performed 
  once per Combat Turn.  
   
  Flying Kick 
  The character must be at least a meter away from 
  the opponent and be able to move toward the 
  opponent to perform this action. A Flying Kick 
  Action gives both +1 Reach and +1 dice pool bonus 
  to the unarmed attack. If the Flying Kick Action is 
  unsuccessful, the character becomes off balance, 
  suffering a –1 dice pool penalty to Defense Tests 
  until the character’s next Action Phase. 
   
  Full Offense 
  The attacking character receives a +2 dice pool 
  modifier to their Close Combat skill test, but may not 
  use any Defensive Interrupt Actions for that Action 
  Phase (Block, Dodge, Full Defense, Parry, etc.). They 
  also adjust their Initiative Score by –5. 
   
  Grasping Vines 
  Reduce the Called Shot penalty by 1 for Called Shot 
  (Entanglement) (Exotic Weapon only). 
   
  Half Sword 
  (Blade Only) 
  With a successful attack, the character improves 
  their AP by 2 for the weapon. If the character fails, 
  he takes a –2 penalty to his next action (not 
  counting Defense Tests) and cannot use the Parry or 
  Block Defensive Actions until his next Action Phase. 
  Regardless of success or failure, the character has 
  to Ready the Weapon (as he’s holding it in an 
  unusual manner) in order to attack again. This move 
  cannot be combined with Two Weapon fighting as 
  it requires both hands. The weapon must be a blade 
  with at least a Reach of 1.  
   
  Hammerfist 
  Reduce the Called Shot penalty by 1 for Called Shot 
  (Blast Out of Hands). 
   
  Haymaker 
  (Close Combat Only) 
  With this attack, the character gives the opponent 
  +2 to their Defense Test. If successful the character 
  gets +1 DV. 
   
  Herding 
  On a successful Close Combat Attack, the 
  character deals no damage to his opponent. 
  Instead, the character can move the opponent 1 
  meter per net hit in the direction of the character’s 
  choosing, up to the Walking rate of the character or 
  opponent, whichever is less. A character may 
  attempt herding multiple opponents by splitting his 
  dice pool as normal. The distance that the 
  character can herd multiple opponents is 
  determined on an individual opponent basis. 
   
  Iaijutsu 
  With this action, the character may perform Quick 
  Draw Simple Action with any melee weapon. As 
  with the quick draw rules, the weapon must be 
  properly sheathed or holstered in order to use the 
  Quick Draw Action. If successful, the character can 
  then attack with the weapon as a Simple Action 
  instead of a Complex Action for that Action Phase. 
   
  Imposing Stone 
  Add 2 to the character’s Damage Value when 
  calculating if the opponent has been stopped by 
  the character’s attack. This bonus is not added to 
  the actual Damage Value against the opponent—it 
  is only used to determine stopping power. 
   
  Jiao Di 
  The technique allows the character to do more 
  damage when making a charge attack. Using it 
  provides +1 DV on the Charge Action or reduces 
  the Called Shot penalty by 1 for Called Shot (Knock 
  Down). Characters only receive one of these 
  benefits, as listed with the martial art style they 
  select. If they want access to the other bonus, they 
  must select this technique again. 
   
  Karmic Response 
  With this technique, a character may perform a 
  Reversal Action (either Called Shot or Interrupt) 
  instead of an Escape Action. 
   
  Kick Attack 
  This technique provides +1 Reach to basic Unarmed 
  Combat Actions. Multiple purchases of this 
  technique cannot be combined to give more than 
  a +1 Reach advantage. 
   
  Kip-Up 
  (Close Combat Only) 
  The character must make an Agility + Gymnastics 
  [Physical] (3) test. If successful, the character can 
  then make a Close Combat Attack as a Simple 
  Action. The character can’t move from a Kip-up to 
  attack an opponent if they are not in Reach. Failure 
  on a Kip-up Action means that the character is still 
  prone. 
  
   
  68 
   
  Knucklebreaker 
  The player may choose to inflict damage as if it was 
  a normal melee attack when making a Called Shot 
  (Disarm) or Called Shot (Blast Out of Hands). The 
  player selects which of those two Called Shots this 
  technique applies to when they select it; if they 
  want to use it for both techniques, they need to 
  select it again. Damage from a Knucklebreaker is 
  Stun only. 
   
  Leaping Mantis 
  The character’s maximum horizontal jump distance 
  goes from Agility x 1.5 meters to Agility x 2 meters. 
   
  Monkey Climb 
  For any wall of a height of 5 meters or less, this 
  technique allows the character to climb unassisted 
  at the assisted climbing speed of 1 meter per hit. 
   
  Multiple Opponent Combat 
  Characters can add 1 to the total dice pool if 
  fighting two to three opponents, or add 2 to the 
  total dice pool for four or more opponents. This 
  addition is made to the total pool before it is split for 
  each of the attacks. 
   
  Multiple Opponent Defense 
  If you have this and are being attacked in melee 
  combat by multiple assailants, reduce Friends in 
  Melee modifier for the attackers by 1 or reduce the 
  Defender has Defended Against Previous Attacks 
  penalty by 1 (meaning that the –1 die penalty starts 
  on the third attack). Characters can use only one of 
  these options, as noted in their particular martial arts 
  style. 
   
  Oaken Stance 
  Add +1 die to the Melee Defense Tests of the 
  character when an opponent is attempting to use 
  Called Shot (Knock Down) against her or +1 die in 
  Melee Defense Tests when receiving a Charge with 
  a Delayed Action. Characters only receive one of 
  these benefits, as listed with the martial art style they 
  select. 
   
  Opposing Force 
  Practitioners of this technique get +1 die to Block or 
  +1 die to Parry. Characters only receive one of 
  these benefits, as listed with the martial art style they 
  select. 
   
  Releasing Talons 
  It reduces the penalty by 1 for Called Shot (Disarm) 
   
  Randori 
  Reduce Called Shot penalty by 1 for Called Shot 
  (Dirty Trick), reduce the Called Shot penalty by 1 for 
  Called Shot (Vitals), or reduce the Called Shot 
  penalty by 1 for Called Shot (Specific Location 
  (Eye)). Characters only receive one of these 
  benefits, as listed with the martial art style they 
  select. 
   
  Riposte 
  (Armed Melee Combat Only, Interrupt Action, -7 
  Initiative Score)In place of the standard Defense 
  Test, the character makes a (Melee Weapon Skill) + 
  Reaction [Accuracy] Test against the opponent’s 
  standard Attack Test. If the defender achieves more 
  net hits than the attacker, the defender successfully 
  avoided the attacker’s strike and managed to 
  return a strike of their own. The defender’s riposte 
  attack has a Damage Value equal to the normal 
  DV of the weapon + net hits and is resisted by a 
  standard Damage Resistance Test. If the defender 
  does not achieve more hits, then he must make a 
  Damage Resistance Test against the damage of the 
  attacker’s strike, with the damage increased by 2 
  due to the defender being off balance after their 
  failed riposte. 
   
  Rooted Tree 
  It provides +1 to the Physical limit when resisting the 
  Push, Shove, or Sacrificial Move actions. 
   
  Sacrifice Throw 
  (Interrupt Action, -10 to Initiative Score) 
  Add the character’s Strength and Body to the net 
  hits of the unarmed attack to determine if it 
  exceeds the opponent’s Physical Limit. If successful, 
  the opponent can then be thrown up to a number 
  of meters equal to 1 plus the net hits scored on the 
  test. The maximum distance that a character can 
  throw an opponent is the difference in the 
  character’s Strength minus the opponent’s Body in 
  meters. If this distance value is less than 0, then the 
  maximum distance is 0, meaning less than one 
  meter away from the character. The opponent 
  suffers damage equal to the net successes of the 
  test, not the distance thrown.  
  If the initial test is successful but the throwing 
  character did not exceed the opponent’s Physical 
  Limit, then both characters are on the ground with 
  no damage done to either. If the attack is 
  unsuccessful, the throwing character is Prone and 
  takes damage equal to the number of net hits 
  scored by the opponent minus the throwing 
  character’s Physical Limit. This may be no damage if 
  the character succeeded in the attack, but did not 
  exceed the opponent’s Physical Limit. 
   
  
   
  69 
  Shadow Block 
  (Interrupt Action, -5 Initiative Score) 
  If a character is using the Dodge Interrupt Action, 
  an opponent can use Shadow Block on that 
  opponent. They must make a Gymnastics + Agility 
  [Physical] Test with the threshold being the 
  opponent’s net hits from their Dodge Test. If 
  successful, the character reduces the hits the 
  Dodging character received on their Defense Test 
  by the net hits they achieved on their test. 
  Shadow Block can also be used to counteract an 
  Evade action. As above, the character with 
  Shadow Block makes a Gymnastics + Agility 
  [Physical] Test with the threshold being the 
  opponent’s net hits from their Evade Test. If 
  successful they reduce this net hits on the test, 
  thereby reducing the number of people the person 
  attempting the Evade automatically passes. The 
  Shadow Blocker can choose which person then can 
  attack, but it has to be someone who was within 
  five meters of the person attempting to Evade at 
  some point in their movement. 
   
  Silken Storm 
  This technique reduces the penalty by 1 for Called 
  Shot (Splitting the Damage). 
   
  Soaring Shackles 
  This reduces the penalty by 1 for Called Shot (Pin). 
   
  Stagger 
  This reduces the penalty by 1 for Called Shot (Shake 
  up) or Called Shot (Specific Location (Eye, Ear, 
  Sternum)). 
   
  Pouncing Dragon 
  (Close Combat Only) 
  Pouncing Dragon is a close-combat attack where 
  the character has superior position to the opponent 
  and uses gravity to their advantage. Besides the 
  Superior Position modifier, the character gets +2 DV 
  on a successful attack. After the attack, the 
  character is at the same level as the opponent and 
  loses the Superior Position advantage. 
   
  Rolling Clouds 
  This reduces the DV of Falling Damage by 1. 
   
  Sweep 
  Martial Art techniques allow more control over how 
  the opponent falls when the character knocks him 
  off his feet. He may choose to inflict damage as if it 
  were a normal melee attack. Damage type from a 
  sweep is always Stun. 
  Throw Person 
  If the character has successfully engaged in a 
  Clinch or Subduing action against an opponent, he 
  may then attempt to throw their opponent as a 
  Simple Action. Throw person can also be done as an 
  Interrupt Action (–10 from Initiative Score) after 
  successfully blocking an opponent’s attack. The 
  character rolls an Unarmed Combat Attack Test, 
  opposed as normal. If the character succeeds and 
  character’s Strength + net hits exceed the 
  opponent’s Physical Limit, the opponent can then 
  be thrown up to a number of meters equal to the 
  net hits scored on the test. The maximum distance 
  that a character can throw an opponent is the 
  difference in the character’s Strength minus the 
  opponent’s Body in meters. If this distance value is 
  less than 0, then the maximum distance is 0, 
  meaning less than one meter away from the 
  character. The opponent suffers damage equal to 
  the net successes of the test, not the distance 
  thrown. At the end of the throw, the opponent is 
  Prone. If the character is successful in the attack but 
  does not exceed the opponent’s Physical Limit, the 
  opponent is not thrown and is still standing but 
  remains in a Clinch or Subduing grip. Failure means 
  the target is not thrown and also escapes the 
  character’s grip. 
   
  Thunder strike 
  This reduces the penalty by 1 for Called Shot (Harder 
  Knock). 
   
  Ti Khao 
  When in Clinch combat, the character can 
  leverage their opponent’s body for more impact, 
  giving them +1 DV when inflicting damage. 
   
  Tricking 
  This reduces the penalty by 1 for Called Shot (Trick 
  Shot). 
  Two-Weapon Style Defense 
  (Clubs/Blades Only) 
  The character receives a +2 dice bonus when using 
  Full Defense against Close Combat attacks. The 
  character must be able and ready to use a 
  weapon in each hand in order to perform this style 
  of defense. 
   
  Yielding Force 
  This provides +1 die to Riposte, +1 die to Counter 
  Strike, or +1 die to Throw (including both the Throw 
  Person and Sacrificial Throw actions). Characters 
  only receive one of these bonuses, as indicated in 
  their particular Martial Art style. 
   
  
   
  70 
  Two-Headed Snake 
  This reduces the penalty by 1 for Called Shot (Feint) 
  (Close Combat only). 
   
  Two-Weapon Style Attack 
  (Clubs/Blades Only) 
  Each weapon can only have a reach of 1 or 0. Two-
  weapon style combat treats both weapons as one. 
  When attacking, use the lesser Reach of the two 
  weapons, but add 1 to the Accuracy and Damage 
  Value of the longer weapon. The character must be 
  able and ready to use a weapon in each hand in 
  order to perform this style of attack. 
   
  
   
  71 
  Melee Weapons 
  Blades 
  Name 
  Acc 
  Reach 
  DV 
  AP 
  AVAIL 
  COST  
  BOOK  
  Combat Axe 
  4 
  2 
  (STR+5)P 
  –4 
  12R 
  4,000¥ 
  SR5 
  Combat Knife 
  6 
  — 
  (STR+2)P 
  –3 
  4 
  300¥ 
  SR5 
  Cougar Fineblade (Long) 
  7 
  — 
  (STR+3)P 
  –1 
  7R 
  600¥ 
  R&G 
  Cougar Fineblade (Short) 
  7 
  — 
  (STR+2)P 
  –1 
  5R 
  350¥ 
  R&G 
  Forearm Snap-Blades 
  4 
  — 
  (STR+2)P 
  –2 
  7R 
  200¥ 
  SR5 
  Highland Forge Claymore 
  5 
  2 
  (STR+5)P 
  –5 
  14R 
  4,500¥ 
  R&G 
  Horizon-Flynn Rapier 
  7 
  1 
  (STR+2)P 
  –3 
  9R 
  500¥ 
  R&G 
  Katana 
  7 
  1 
  (STR+3)P 
  –3 
  9R 
  1,000¥ 
  SR5 
  Knife 
  5 
  — 
  (STR+1)P 
  –1 
  — 
  10¥ 
  SR5 
  Monofilament Sword 
  5 
  1 
  (STR+3)P 
  –3 
  8R 
  900¥ 
  R&G 
  Pole Arm 
  5 
  3 
  (STR+3)P 
  –2 
  6R 
  1,000¥ 
  SR5 
  Survival Knife 
  5 
  — 
  (STR+2)P 
  –1 
  — 
  100¥ 
  SR5 
  Sword 
  6 
  1 
  (STR+3)P 
  –2 
  5R 
  500¥ 
  SR5 
  Vibro Knife 
  5 
  --- 
  (STR+2)P 
  -2 
  6R 
  1,000¥ 
  SASS 
  Vibro Sword 
  6 
  1 
  (STR+4)P 
  -2 
  8F 
  2,000¥ 
  SASS 
  Victorinox Memory Blade (Sword) 
  5 
  1 
  (STR+2)P 
  –2 
  14R 
  1,500¥ 
  R&G 
  Victorinox Memory Blade (Dagger) 
  5 
  — 
  (STR+1)P 
  –2 
  14R 
  1,250¥ 
  R&G 
  Clubs 
  Name 
  Acc 
  Reach 
  DV 
  AP 
  AVAIL 
  COST  
   BOOK 
  Club 
  4 
  1 
  (STR+3)P 
  — 
  — 
  30¥ 
  SR5 
  Extendable Baton 
  5 
  1 
  (STR+2)P 
  — 
  4 
  100¥ 
  SR5 
  Sap 
  5 
  — 
  (STR+2)P 
  — 
  2 
  30¥ 
  SR5 
  Staff 
  6 
  2 
  (STR+3)P 
  — 
  3 
  100¥ 
  SR5 
  Stun Baton 
  4 
  1 
  9S(e) 
  –5 
  6R 
  750¥ 
  SR5 
  Maul Stun Staff 
  6 
  2 
  9S(e) 
  –5 
  8R 
  1,000¥ 
  R&G 
  Telescoping Staff 
  4 
  2 
  (STR+2)P 
  — 
  4 
  350¥ 
  SR5 
  Exotic Melee Weapons 
  Name 
  Acc 
  Reach 
  DV 
  AP 
  AVAIL 
  COST  
   BOOK 
  Ash Arms Combat Chainsaw 
  5 
  1 
  8P 
  –4 
  6R 
  2,000¥ 
  R&G 
  Ash Arms Monofilament Chainsaw 
  5 
  1 
  12P 
  –8 
  8R 
  7,500¥ 
  R&G 
  Bullwhip 
  6 
  2 
  (STR+1)P 
  +3 
  6 
  100¥ 
  R&G 
  Chakram 
  4 
  --- 
  (STR)P 
  --- 
  8R 
  750¥ 
  R&G 
  Garrote 
  5 
  — 
  (STR+4)S 
  –6 
  — 
  50¥ 
  R&G 
  Monofilament Garrote 
  5 
  — 
  (STR+6)P 
  –8 
  18F 
  2,000¥ 
  R&G 
  Other Melee Weapons 
  Name 
  Acc 
  Reach 
  DV 
  AP 
  AVAIL 
  COST  
   BOOK 
  Knucks 
  Physical 
  — 
  (STR+1)P 
  — 
  2R 
  100¥ 
  SR5 
  Monofilament Whip 
  5(7) 
  2 
  12P 
  –8 
  12F 
  10,000¥ 
  SR5 
  Shock Gloves 
  Physical 
  — 
  8S(e) 
  –5 
  6R 
  550¥ 
  SR5 
  Improvised Melee Weapons 
  Name 
  Acc 
  Reach 
  DV 
  AP 
  AVAIL 
  COST  
   BOOK 
  Bottle (Unbroken) 
  3 
  — 
  (STR+1)S 
  — 
  — 
  — 
  R&G 
  Bottle (Broken, After First Hit) 
  3 
  — 
  (STR)P 
  — 
  — 
  — 
  R&G 
  Chain 
  4 
  2 
  (STR+1)P 
  — 
  — 
  10¥ 
  R&G 
  Chair 
  3 
  1 
  (STR+2)S 
  — 
  — 
  30¥ 
  R&G 
  Fork 
  4 
  — 
  (STR-1)P 
  +1 
  — 
  — 
  R&G 
  Frying Pan 
  3 
  — 
  (STR+1)P 
  — 
  — 
  20¥ 
  R&G 
  Hammer 
  4 
  — 
  (STR+1)P 
  –1/–2 
  — 
  30 
  R&G 
  Pistol 
  4 
  — 
  (STR+1)P 
  — 
  — 
  — 
  R&G 
  Pool Cue 
  4 
  — 
  (STR)P 
  +1 
  — 
  45¥ 
  R&G 
  Rifle Butt 
  3 
  — 
  (STR+3)S 
  — 
  — 
  — 
  R&G 
  Sledge Hammer 
  3 
  1 
  (STR+4)P 
  — 
  1 
  40¥ 
  R&G 
  
   
  72 
  Ranged Combat 
  Opposed Test 
  Ranged combat is an opposed test of (Weapon Skill) + AGI [Accuracy] vs REA + INT 
  Ranged Combat Concepts 
   
  Firing Modes 
  If a weapon has multiple firing modes, a character can change the firing modes with the Change Gun 
  Mode Simple Action. If the device is smartlinked, the Changed Linked Device action is a Free Action. 
  Firing Mode Table 
  MODE 
  DEFENSE MOD 
  ROUNDS FIRED 
  NOTES 
  Single-Shot (SS) (Simple) 
  0 
  1 
  No Recoil 
  Semi-Automatic (SA) (Simple) 
  0 
  1 
   
  Semi-Automatic Burst (SB) (Complex) 
  -2 
  3 
   
  Burst Fire (BF) (Simple) 
  -2 
  3 
   
  Long Burst (LB) or Full Auto (FA) (Simple) 
  -5 
  6 
   
  Full Auto (FA) (Complex) 
  -9 
  10 
   
  Suppressive Fire (Complex) 
  Duck/Cover 
  20 
  No Recoil 
   
   
  Suppressive Fire 
  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 all 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.  
  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 choosing 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 
  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. 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 targets must make a Reaction + Edge test 
  against all overlapping 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 attackers in a single Action 
  Phase. After each roll apply a –1 die penalty to the defender’s dice pool. 
  
   
  73 
   
   
   
  Enhanced Suppression 
  For use with suppressive fire, this attack narrows the area of suppression horizontally but increases it 
  vertically. The attack narrows the suppression zone to 5 meters at the end (instead of 10) but prevents 
  targets within the affected area from being able to avoid the fire with the Drop Prone action. They can 
  still use the Lucky Cover Edge Action to avoid the roll, but they continue to suffer all the normal penalties 
  of being within a suppressed area. 
   
  Flechette Suppressive Fire 
  Suppressive Fire with flechette (f) ammo functions similar to Enhanced Suppression and prevents targets 
  from using the Drop Prone action to avoid the attack and suffers no loss of width. Suppressive Fire with 
  flechette ammunition has a wide range of effects, covered by the Flechette Suppressive Fire Tables. 
  Effects are arranged by Choke Setting. Narrow Spread Choke settings only confer the Enhanced 
  Suppression and their normal effects. 
   
   
  Medium Spread 
   
   
   
   
  Wide Spread 
   
   
   
   
   
   
   
  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 firing. Recoil accumulates from every shot the character takes, 
  not just from the firing of the same weapon. 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 Action 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. 
  Single Shot (SS) weapons have the disadvantage of not being able to fire multiple rounds in a single 
  Action Phase, but they have the advantage of not suffering from cumulative recoil when fired in single 
  shot mode. 
  RANGE 
  DV ADJUSTMENT 
  ACC ADJUSTMENT 
  DEF ADJUSTMENT 
  EXTRA WIDTH 
  Short 
  -1 
  --- 
  -3 
  4 meters 
  Medium 
  -3 
  --- 
  -3 
  8 Meters 
  Long 
  -5 
  -1 
  -3 
  12 meters 
  Extreme 
  -7 
  -1 
  -3 
  16 meters 
  RANGE 
  DV ADJUSTMENT 
  ACC ADJUSTMENT 
  DEF ADJUSTMENT 
  EXTRA WIDTH 
  Short 
  -3 
  --- 
  -5 
  6 meters 
  Medium 
  -5 
  --- 
  -5 
  12 Meters 
  Long 
  -7 
  -1 
  -5 
  18 meters 
  Extreme 
  -9 
  -1 
  -5 
  24 meters 
  
   
  74 
  Vehicle and Drone mounted weapons have the advantage 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. 
   
  Reloading 
  METHOD 
  RESULT 
  ACTION TYPE 
  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 
  All removable ammunition containers (Clip, belt, drum, cylinder, etc) holds the maximum rounds for the 
  weapon. 
  Ranged Attack Modifiers 
   
  Environmental Modifiers 
   
  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 
   
   
  Situational Modifiers 
  SITUATION 
  ATTACKER DP 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 
  VISIBILITY 
  LIGHT/GLARE 
  WIND 
  RANGE 
  MODIFIER 
  Clear 
  Full Light/No Glare 
  None or Light Breeze 
  Short 
  +0 
  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 
  
   
  75 
  Blind Fire 
  -6 
  Called Shot 
  -4 
  Previously aimed with Take Aim 
  +1DP, +1 Accuracy 
  Wireless Smartgun 
  +1 (gear)/+2(implanted) 
   
   
  Range Table 
  DP MOD → 
  SHORT +0 
  MEDIUM -1 
  LONG -3 
  EXTREME -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 
  Sporting Rifle 
  0-50 
  51-250 
  251-500 
  501-750 
  Sniper Rifle 
  0-50 
  51-350 
  351-800 
  801-1500 
  HEAVY WEAPONS 
  RANGE IN METERS 
  Light Machinegun 
  0-25 
  26-200 
  201-400 
  401-800 
  Medium/Heavy Machinegun 
  0-40 
  41-250 
  251-750 
  751-1200 
  Assault Cannon 
  0-50 
  51-300 
  301-750 
  751-1500 
  Grenade Launcher 
  5-50 
  51-100 
  101-150 
  151-500 
  Missile Launcher 
  20-70 
  71-150 
  151-450 
  451-1500 
  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 
   
   
   
  
   
  76 
  Ranged Weapons 
  (Check book listing for Wireless bonuses) 
  Pistols – Tasers 
  Tasers can take only top-mounted accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Cavalier Safeguard 
  5(6) 
  6Se 
  -5 
  SA 
  — 
  6m 
  — 
  275¥ 
  R&G 
  Defiance EX Shocker 
  4 
  9S(e) 
  –5 
  SS 
  — 
  4m 
  — 
  250¥ 
  SR5 
  Tiffani-Defiance Protector 
  5(6) 
  7Se 
  -5 
  SA 
  — 
  3m 
  2 
  300¥ 
  R&G 
  Yamaha Pulsar 
  5 
  7S(e) 
  –5 
  SA 
  — 
  4m 
  — 
  180¥ 
  SR5 
  Pistols - Hold-Outs 
  Hold-outs can’t take accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Colt New Model Revolver 
  6 
  5P 
  — 
  SA 
  — 
  5cy 
  4R 
  180¥ 
  GH3 
  Fichetti Tiffani Needler 
  5 
  8P(f) 
  +5 
  SA 
  — 
  4c 
  5R 
  1,000¥ 
  SR5 
  Fichetti-Tiffani Self-Defender 2075 
  4 
  6P 
  — 
  SS 
  — 
  4c 
  3R 
  350¥ 
  R&G 
  Streetline Special 
  4 
  6P 
  — 
  SA 
  — 
  6c 
  4R 
  120¥ 
  SR5 
  Walther Palm Pistol 
  4 
  7P 
  — 
  SS/BF 
  — 
  2c 
  4R 
  180¥ 
  SR5 
  Pistols - Light Pistols 
   
  Light pistols can take top- and barrel-mounted accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Light Fire 75 
  6(8) 
  6P 
  — 
  SA 
  — 
  16(c) 
  6F 
  1,250¥ 
  SR5 
  Ares Light Fire 70 
  7 
  6P 
  — 
  SA 
  — 
  18(c) 
  3R 
  200¥ 
  SR5 
  Beretta 201T 
  6 
  6P 
  — 
  SA/BF 
  (1) 
  21(c) 
  7R 
  210¥ 
  SR5 
  Colt Agent Special 
  5 
  8P 
  — 
  SA 
  — 
  8c 
  5R 
  250¥ 
  SR5 
  Colt America L36 
  7 
  7P 
  — 
  SA 
  — 
  11(c) 
  4R 
  320¥ 
  SR5 
  Fichetti Executive Action 
  6 
  7P 
  — 
  SA/BF 
  — 
  18(c) 
  10R 
  300¥ 
  R&G 
  Fichetti Security 600 
  600 
  6(7) 
  7P 
  — 
  SA 
  (1) 
  30(c) 
  6R 
  426, 
  Nitama Sporter 
  6(7) 
  6P 
  — 
  SA 
  1 
  5(m) 
  4R 
  270¥ 
  R&G 
  Shiawase Armaments Puzzler 
  4 
  6P 
  — 
  SA 
  — 
  12(c) 
  14R 
  900¥ 
  R&G 
  Taurus Omni-6 
  5(6) 
  6P/7P 
  0/–1 
  SA/SS 
  — 
  6(cy) 
  3R 
  300¥ 
  SR5 
  Pistols - Heavy Pistols 
  Heavy pistols can take top- and barrel- mounted accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Predator III 
  5(7) 
  7P 
  -1 
  SA 
  --- 
  15(c) 
  6R 
  600¥ 
  SASS 
  Ares Predator V 
  5(7) 
  8P 
  –1 
  SA 
  — 
  15(c) 
  5R 
  725¥ 
  SR5 
  Ares Viper Silvergun 
  4 
  9P(f) 
  4 
  SA/BF 
  — 
  30(c) 
  8F 
  380¥ 
  SR5 
  Browning Ultra-Power 
  5(6) 
  8P 
  –1 
  SA 
  — 
  10(c) 
  4R 
  640¥ 
  SR5 
  Cavalier Deputy 
  6 
  7P 
  –1 
  SA 
  — 
  7(cy) 
  3R 
  225¥ 
  R&G 
  Colt Future Frontier 
  5 
  8P 
  -1 
  SS 
  — 
  7(cy) 
  6R 
  500 
  GH3 
  Colt Government 2066 
  6 
  7P 
  –1 
  SA 
  — 
  14(c) 
  7R 
  425¥ 
  SR5 
  
   
  77 
  Onotari Arms Violator 
  5 
  7P 
  –1 
  SA 
  1 
  10c 
  7R 
  550¥ 
  R&G 
  PSK-3 Collapsible Heavy Pistol 
  4 
  8P 
  –1 
  SA 
  — 
  10c 
  16F 
  1,050¥ 
  R&G 
  Remington Roomsweeper 
  4 
  7P 
  –1 
  SA 
  — 
  8(m) 
  6R 
  250¥ 
  SR5 
  w/ flechettes 
  — 
  9P(f) 
  4 
  — 
  — 
  — 
  — 
  — 
  R&G 
  Ruger Super Warhawk 
  5 
  9P 
  –2 
  SS 
  — 
  6(cy) 
  4R 
  400¥ 
  SR5 
  Savalette Guardian 
  5(7) 
  8P 
  –1 
  SA/BF 
  1 
  12c 
  6R 
  870¥ 
  R&G 
  Automatics - Machine Pistols 
  Machine pistols can take top- and barrel-mounted accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Crusader II 
  5(7) 
  7P 
  — 
  SA/BF 
  2 
  40(c) 
  9R 
  830¥ 
  SR5 
  Cavalier Evanator 
  5(6) 
  6P 
  — 
  BF/FA 
  1(2) 
  20c 
  8R 
  775¥ 
  GH3 
  Ceska Black Scorpion 
  5 
  6P 
  — 
  SA/BF 
  (1) 
  35(c) 
  6R 
  270¥ 
  SR5 
  Fianchetti Military 100 
  5(7) 
  6P 
  — 
  SA/BF/FA 
  — 
  20c 
  8R 
  850¥ 
  GH3 
  Onotari Arms Equalizer 
  4(5) 
  7P 
  — 
  BF/FA 
  (1) 
  12(c) 
  7R 
  750¥ 
  R&G 
  PPSK-4 Collapsible Machine Pistol 
  5(6) 
  6P 
  — 
  SA/BF 
  (1) 
  30(c) 
  17F 
  2,800¥ 
  R&G 
  Remington Supressor 
  6 
  7P 
  -1 
  SA/BF 
  — 
  15c 
  6R 
  700¥ 
  GH3 
  Steyr TMP 
  4 
  7P 
  — 
  SA/BF/FA 
  — 
  30(c) 
  8R 
  350¥ 
  SR5 
  Ultimax 70 
  5(6) 
  6P 
  — 
  BF/FA 
  2 
  15(c) 
  7R 
  800¥ 
  R&G 
  Automatics – SMGs 
  SMGs can take top- and barrel-mounted accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Sigma 3 
  4(6) 
  8P 
  — 
  SA/BF/FA 
  2 
  50d 
  7R 
  1,000¥ 
  GH3 
  Cavalier Arms Gladius 
  3(4) 
  7P 
  — 
  BF/FA 
  1(2) 
  32c 
  6R 
  400¥ 
  GH3 
  Colt Cobra TZ-120 
  4(5) 
  7P 
  — 
  SA/BF 
  2(3) 
  32c 
  5R 
  660¥ 
  SR5 
  FN P93 Predator 
  6 
  8P 
  — 
  SA/BF 
  1(2) 
  50c 
  11F 
  900¥ 
  SR5 
  HK-227  
  5(7) 
  7P 
  — 
  SA/BF 
  (1) 
  28c 
  8R 
  730¥ 
  SR5 
  Ingram Smartgun X 
  4(6) 
  8P 
  — 
  BF/FA 
  2 
  32c 
  6R 
  800¥ 
  SR5 
  Krime Spree 
  4 
  7P 
  — 
  FA 
  1 
  30c 
  6R 
  425¥ 
  GH3 
  SCK Model 100 
  5(7) 
  8P 
  — 
  SA/BF 
  (1) 
  30c 
  6R 
  875¥ 
  SR5 
  Uzi IV 
  4(5) 
  7P 
  — 
  BF 
  (1) 
  24c 
  4R 
  450¥ 
  SR5 
  Automatics - Assault Rifles 
  Assault rifles can take top-, barrel-, and underbarrel-mounted accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  AK-97 
  5 
  10P 
  –2 
  SA/BF/FA 
  — 
  38c 
  4R 
  950¥ 
  SR5 
  AK-98 
  5 
  10P 
  –2 
  SA/BF/FA 
  — 
  38(c) 
  8F 
  1,250¥ 
  R&G 
     Grenade Launcher 
  3 
  Grenade 
  Grenade 
  SS 
  — 
  6(m) 
  — 
  — 
   
  Ares Alpha 
  5(7) 
  11P 
  –2 
  SA/BF/FA 
  +2 
  42c 
  11F 
  2,650¥ 
  SR5 
     Grenade Launcher 
  4(6) 
  — 
  — 
  SS 
  — 
  6c 
  — 
  — 
  SR5 
  Ares HVAR 
  5(7) 
  8P 
  — 
  SA/BF/FA 
  +3(4) 
  50(c) 
  11F 
  2,400¥ 
   
  Colt Inception 
  7(8) 
  10P 
  -1 
  SA/BF 
  +1(3) 
  35c 
  11R 
  2,250¥ 
  GH3 
  Colt M23 
  4 
  9P 
  –2 
  SA/BF/FA 
  — 
  40c 
  4R 
  550¥ 
  SR5 
  FN HAR 
  5(6) 
  10P 
  –2 
  SA/BF/FA 
  +2 
  35c 
  8R 
  1,500¥ 
  SR5 
  
   
  78 
  HK XM30 
   
   
   
   
   
   
   
   
   
     Assault Rifle 
  6(8) 
  9P 
  –2 
  SA/BF/FA 
  +(1) 
  30(c) 
  15F 
  4,500¥ 
  R&G 
     Carbine 
  6(8) 
  9P 
  –2 
  SA/BF/FA 
  +(1) 
  30(c) 
  — 
  — 
   
     Sniper 
  7(9) 
  9P 
  –2 
  SA 
  +2(3) 
  10(c) 
  — 
  — 
   
     LMG 
  6(8) 
  9P 
  –2 
  BF/FA 
  +2(3) 
  100(belt) 
  — 
  — 
   
     Shotgun 
  3(5) 
  10P 
  –1 
  SA 
  +(1) 
  10(c) 
  — 
  — 
   
     Grenade Launcher 
  4 
  Grenade 
  Grenade 
  SS 
  — 
  6(c) 
  — 
  — 
   
  Nissan Optimum II 
  5(7) 
  9P 
  –2 
  SA/BF/FA 
  1 
  30(c) 
  10F 
  2,300¥ 
  R&G 
     Shotgun 
  4(6) 
  10P 
  –1 
  SA 
  1 
  5(m) 
  — 
  — 
   
  Krime Boss 
  3 
  13P 
  -1 
  SA 
  1 
  15d 
  11R 
  600¥ 
  GH3 
  Krupp Arms Kriegfaust 
  8 
  9P 
  -1 
  SA/BF 
  1 
  25d 
  10R 
  1,300¥ 
  GH3 
  SBd-44 
  3 
  10P 
  -1 
  SA/BF/FA 
  — 
  32c 
  4R 
  500¥ 
  GH3 
  Shiawase Arms 
  Monsoon 
  5 
  10P 
  -1 
  SA/FA 
  1 
  20mlx6 
  10F 
  1,900¥ 
  GH3 
  Ultimax Rain Forest 
  Carbine 
  7 
  14P 
  -4 
  SA 
  1 
  18c 
  5R 
  2,800¥ 
  GH3 
  Yamaha Raiden 
  6(8) 
  11P 
  –2 
  BF/FA 
  1 
  60c 
  14F 
  2,600¥ 
  SR5 
  Longarms – Shotguns 
  Shotguns can take top, barrel, and underbarrel accessories. 
   
  Shotgun Choke 
  The shotgun user can set his weapon’s choke for a narrow spread, medium spread, or wide spread. 
  Changing the choke setting requires a Simple Action (or a Free Action if the shotgun is smartlinked). 
   
   
   
  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 range, you get –7 DV, –1 Accuracy, targets get –3 de-fense, and up to six 
  targets within an 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 targeted 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 defense, 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. 
   
   
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  PAGE 
  BOOK 
  
   
  79 
  Auto-Assault 16 
  4 
  13P 
  –1 
  SA/BF/FA 
  –2 
  10c or 32d 
  18F 
  1,800¥ 
  40 
  R&G 
  Cavalier Falchion 
  5(7) 
  12P 
  -1 
  SS 
  — 
  8m 
  9R 
  1,200¥ 
  22 
  GH3 
  Defiance T-250 
  4 
  10P 
  –1 
  SS/SA 
  — 
  5(m) 
  4R 
  450¥ 
  429, 
  SR5 
  Enfield AS-7 
  4(5) 
  13P 
  –1 
  SA/BF 
  — 
  10c or 24d 
  12F 
  1,100¥ 
  429, 
  SR5 
  Franchi SPAS-24 
  4(6) 
  12P 
  –1 
  SA/BF 
  –1 
  10c 
  12F 
  1,050¥ 
  41 
  R&G 
  Mossberg AM-CMDT 
  5(7) 
  12P 
  –1 
  SA/BF/FA 
  — 
  10(c) 
  12F 
  1,400¥ 
  41 
  R&G 
  PJSS Model 55 
  6 
  11P 
  –1 
  SS 
  +1 
  2(b) 
  9R 
  1,000¥ 
  429, 
  SR5 
  Remington 990 
  4 
  11P 
  –1 
  SA 
  — 
  8(c) 
  6R 
  950¥ 
  42 
  R&G 
  Shiawase Arms Rain 
  4 
  10P 
  -1 
  SA 
  +1 
  5ml 
  4R 
  450¥ 
  21 
  GH3 
  Winchester Model 201 
  8 
  11P 
  -1 
  SA 
  — 
  2b 
  8R 
  1,300¥ 
  18 
  GH3 
  Winchester Model 2054 
  4(5) 
  11P 
  -1 
  SA 
  +1 
  7m 
  6R 
  900¥ 
  20 
  GH3 
  Winchester Model 2066 
  4 
  11P 
  -1 
  SS 
  — 
  5m 
  4R 
  1,000¥ 
  19 
  GH3 
  Longarms - Sporting Rifles 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  M1 Garand 
  5 
  12P 
  –1 
  SA 
  — 
  8(C) 
  3R 
  1,100¥ 
  GH3 
  Marlin 3041 BL 
  5 
  10P 
  –3 
  SA 
  — 
  6(M) 
  5R 
  1,100¥ 
  GH3 
  Marlin 3468SS 
  4 
  13P 
  –1 
  SS 
  — 
  4(M) 
  6R 
  1,000¥ 
  GH3 
  Marlin X71 
  5 
  12P 
  –4 
  SS 
  — 
  5(M) 
  6R 
  1,500¥ 
  GH3 
  Marlin X9S 
  4 
  6P 
  — 
  SA 
  — 
  10(C) 
  3R 
  300¥ 
  GH3 
  Springfield 2003 
  9 
  12P 
  –2 
  SS 
  — 
  5(M) 
  4R 
  3,600¥ 
  GH3 
  Springfield M1A 
  6 
  12P 
  –1 
  SA 
  — 
  20(C) 
  6R 
  1,700¥ 
  GH3 
  Springfield Model 1855 Reproduction 
  2 
  10P 
  — 
  SS 
  — 
  1(CB) 
  4R 
  850¥ 
  GH3 
  Winchester Model 2024 
  6 
  12P 
  — 
  SA 
  — 
  7(M) 
  4R 
  1,800¥ 
  GH3 
  Winchester Model 2067 
  5 
  8P 
  -1 
  SA 
  — 
  15m 
  4R 
  650¥ 
  GH3 
  Longarms - Sniper Rifles 
  Sniper rifles can take top, barrel-, and underbarrel-mounted accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Desert Strike 
  7 
  13P 
  –4 
  SA 
  1 
  14c 
  10F 
  17,500¥ 
  SR5 
  Barret Model 122 
  7(9) 
  14P 
  –6 
  SA 
  2 
  14(c) 
  20F 
  38,500¥ 
  R&G 
  Cavalier Arms Crockett EBR 
  6 
  12P 
  –3 
  SA/BF 
  1 
  20c 
  12F 
  10,300¥ 
  SR5 
  Onotari JP-K50 
  7 
  12P 
  –3 
  SA/BF 
  +1 
  25(c) 
  13F 
  12,500¥ 
  R&G 
  Pioneer 60 
  5 
  10P 
  –1 
  SS 
  — 
  5(m) 
  2R 
  500¥ 
  R&G 
  Ranger Arms SM-5 
  8 
  14P 
  –5 
  SA 
  1 
  15c 
  16F 
  28,000¥ 
  SR5 
  Remington 950 
  7 
  12P 
  –4 
  SS 
  — 
  5m 
  4R 
  2,100¥ 
  SR5 
  Ruger 100 
  6 
  11P 
  –3 
  SA 
  1 
  8m 
  4R 
  1,300¥ 
  SR5 
  SVD 
  5(6) 
  10P 
  -2 
  SA 
  — 
  10c 
  6R 
  800¥ 
  AP 
  Terracotta Arms AM-47 
  7(9) 
  15P 
  –4 
  SA 
  +1(3) 
  18(c) 
  14F 
  35,000¥ 
  R&G 
  Heavy Weapons - Light Machineguns 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  GE Vindicator 
  4(6) 
  9P 
  –4 
  FA 
  –2 
  100 or 200b 
  24F 
  6,000¥ 
  R&G 
  Ingram Valiant 
  5(6) 
  9P 
  –2 
  BF/FA 
  2(3) 
  50c or 100b 
  12F 
  5,800¥ 
  SR5 
  Krime Wave 
  5 
  10P 
  -2 
  FA 
  2 
  50c or 100b 
  11F 
  2,000¥ 
  GH3 
  
   
  80 
  SA Nemesis 
  5(7) 
  9P 
  –2 
  BF/FA 
  –2 
  50c or 100b 
  16F 
  6,500¥ 
  R&G 
  Heavy Weapons - Medium/Heavy Machineguns 
  MMGs and HMGs could be carried by someone with Strength of 8+ and 10+ (respectively). 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  FN MAG-5 MMG 
  4(5) 
  11P 
  –3 
  FA 
  2(8) 
  50c or 100b 
  18F 
  8,500¥ 
  R&G 
  RPK HMG 
  5 
  12P 
  –4 
  FA 
  6 
  50c or 100b 
  16F 
  16,300¥ 
  SR5 
  Ruhrmetall SF-20 HMG 
  5(6) 
  12P 
  –4 
  FA 
  1(4) 
  50c or 100b 
  18F 
  19,600¥ 
  R&G 
  Stoner-Ares M202 MMG 
  5 
  10P 
  –3 
  FA 
  — 
  50c or 100b 
  12F 
  7,000¥ 
  SR5 
  Ultamax MMG 
  5(6) 
  10P 
  –2 
  FA 
  1/6 
  50c or 100b 
  16F 
  7,600¥ 
  R&G 
  Ultimax HMG-2 
  4(5) 
  11P 
  –4 
  FA 
  6 
  50c or 100b 
  16F 
  16,000¥ 
  R&G 
  Heavy Weapons - Assault Cannons 
  Suffer uncompensated recoil. Can take top and underbarrel accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Thunderstruck Gauss Rifle 
  7(8) 
  15P 
  –8 
  SA 
  1 
  10c + Energy 
  24F 
  26,000¥ 
  R&G 
  Ares Vigorous Assault Cannon 
  4 
  16P 
  –6 
  SS 
  — 
  12(c) 
  18F 
  24,500¥ 
  R&G 
  Krime Bomb 
  6(7) 
  16P 
  -6 
  SS 
  — 
  4m 
  20F 
  23,000¥ 
  GH3 
  Krime Cannon 
  4 
  16P 
  –6 
  SA 
  1 
  6(m) 
  20F 
  21,000¥ 
  SR5 
  Ogre Hammer SWS Assault 
  Cannon 
  6 
  16P 
  –4 
  SA 
  — 
  6(c) 
  20F 
  32,000¥ 
  R&G 
  Panther XXL 
  5(7) 
  17P 
  –6 
  SS 
  — 
  15(c) 
  20F 
  43,000¥ 
  SR5 
  Heavy Weapons - Grenade Launchers 
  Suffer uncompensated recoil. Can take top and underbarrel accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Antioch-2 
  4(6) 
  Grenade 
  — 
  SS 
  — 
  8(m) 
  6F 
  3,200¥ 
  SR5 
  ArmTech MGL-12 
  4 
  Grenade 
  — 
  SA 
  — 
  12(c) 
  10F 
  5,000¥ 
  SR5 
  Heavy Weapons - Missile Launchers 
  Suffer uncompensated recoil. Can take top and underbarrel accessories. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Aztechnology Striker 
  5 
  Missile 
  — 
  SS 
  — 
  1(ml) 
  10F 
  1,200¥ 
  SR5 
  Mitsubishi Yakusoku MRL 
  Missile 
  Missile 
  Missile 
  SA/BF* 
  — 
  4x2m 
  20F 
  14,000¥ 
  R&G 
  Onotari Arms Ballista MML 
  Missile 
  Missile 
  Missile 
  SS 
  — 
  4(m) 
  19F 
  7,500¥ 
  R&G 
  Onotari Interceptor 
  4(6) 
  Missile 
  — 
  SS 
  — 
  2(ml) 
  18F 
  14,000¥ 
  SR5 
  Ballistic Projectiles – Bows 
  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 difficulty they have in pulling the bow and nocking an arrow. Use the 
  lowest value of your Strength, the bow’s rating, or the arrow Rating for range and damage when attacking a 
  target. 
  Name 
  ACC 
  DV 
  AP 
  AVAIL 
  COST 
  BOOK 
  Bow 
  6 
  (Rating + 2)P 
  -(Rating/4) 
  Rating 
  Rating x 100¥ 
  SR5 
  
   
  81 
  Arrow 
  --- 
  --- 
  --- 
  Rating 
  Rating x 2¥ 
  SR5 
  Injection Arrow 
  --- 
  --- 
  --- 
  (Rating + 2)R 
  Rating x 20¥ 
  SR5 
  Onotari Interceptor 
  4(6) 
  Missile 
  — 
  18F 
  14,000¥ 
  SR5 
   
  Ballistic Projectiles – 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. 
  Name 
  ACC 
  DV 
  AP 
  AVAIL 
  COST 
  BOOK 
  Light 
  7 
  5P 
  -1 
  2 
  300¥ 
  SR5 
  Medium 
  6 
  7P 
  -2 
  4R 
  500¥ 
  SR5 
  Heavy 
  5 
  10P 
  -3 
  8R 
  1000¥ 
  SR5 
  Bolt 
  --- 
  --- 
  — 
  2 
  5¥ 
  SR5 
  Injection Bolt 
  --- 
  --- 
  --- 
  8R 
  50¥ 
  SR5 
  Impact Projectiles - Thrown Knives/Shuriken 
  A character can ready (Agility ÷ 2) of these knives with one Ready Weapon action. 
  Name 
  ACC 
  DV 
  AP 
  AVAIL 
  COST 
  BOOK 
  Throwing knife/Shuriken 
  Physical 
  (STR + 1)P 
  -1 
  4R 
  25¥ 
  SR5 
  Throwing Weapons 
  Name 
  ACC 
  DV 
  AP 
  AVAIL 
  COST  BOOK 
  Throwing Knife/shuriken 
  Physical 
  (STR+1)P 
  -1 
  4R 
  25¥ 
  SR5 
  Boomerang 
  Physical -1 
  (STR+2)P 
  — 
  4 
  50¥ 
  R&G 
  Harpoon/Javelin 
  Physical 
  (STR+3)P 
  –1 
  6 
  125¥ 
  R&G 
  Net 
  Physical-2 
  — 
  — 
  6 
  350¥ 
  R&G 
  Throwing Knife/shuriken 
  Physical 
  (STR+1)P 
  –1 
  4R 
  25¥ 
  SR5 
  Urban Tribe Tomahawk 
  Physical+1 
  (STR+2)P 
  –1 
  4 
  200¥ 
  R&G 
  Grenades 
  Grenades are small, self-contained explosive packages. Minigrenades are grenades specifically designed for use 
  with grenade launchers, set to arm when they have traveled 5 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. 
  Minigrenades have the same cost and effects as standard grenades. 
  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 [Mental] (8, 1 Complex Action) Test. 
  Name 
  DV 
  AP 
  BLAST 
  AVAIL 
  COST 
  BOOK 
  Flash-bang 
  10S 
  –4 
  10m Radius 
  6R 
  100¥ 
  SR5 
  Flash-pak 
  Special 
  — 
  Special 
  4 
  125¥ 
  SR5 
  Fragmentation 
  18Pf 
  +5 
  –1/m 
  11F 
  100¥ 
  SR5 
  High Explosive 
  16P 
  –2 
  –2/m 
  11F 
  100¥ 
  SR5 
  Gas 
  as Chemical 
  — 
  10m 
  2+Chem AVAIL 
  40¥+Chem Cost 
  SR5 
  
   
  82 
  Smoke 
  — 
  — 
  10m 
  4R 
  40¥ 
  SR5 
  Thermal, smoke 
  — 
  — 
  10m 
  6R 
  60¥ 
  SR5 
  Laser Weapons 
  Laser weapons suffer no recoil. For each range category beyond Short, decrease the weapon’s DV by 1 
  (Medium –1, Long –2, Extreme –3). Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –
  2, Heavy –3). The air condition and distance modifiers stack. Portable laser weapons derive their power from peak 
  discharge battery packs. Stationary or vehicle mounted laser weapons are often directly linked to energy 
  sources. Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.  
  They may mount underbarrel and top mounted accessories only and cannot be modified in any way. 
  Check listing for range tables. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Redline 
  9 
  5P 
  –
  10 
  SA 
  — 
  10c or External 
  Source 
  14F 
  7,500¥ 
  R&G 
  Ares Lancer MP Laser 
  7 
  7P 
  –
  10 
  SA 
  — 
  2x10c or External 
  Source 
  18F 
  16,000¥ 
  R&G 
  Ares Archon Heavy MP 
  Laser 
  7 
  10P 
  –
  10 
  SA 
  — 
  External Source 
  24F 
  35,000¥ 
  R&G 
  Flamethrowers 
  Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to 
  ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI 
  connection makes it a Free Action. 
   
  Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an 
  attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to 
  two additional targets within two meters of another target. A single Attack Test is made against all targets, and 
  they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is 
  engulfing. Flamethrowers can also be used for laying down Suppressive Fire, consuming four shots, and they can 
  take advantage of the same rules as Flechette Suppressive Fire.  
   
  Flamethrowers deal fire damage and will set fire to almost every item caught in the attack’s area of effect for at 
  least a short period of time (gamemaster’s discretion).  
   
  Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or 
  closer.  
   
  Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill. 
  Flamethrowers cannot mount any accessories except biometric safety systems. 
   
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Shiawase Blazer 
  6 
  10P 
  –6 
  SA/BF/FA 
  — 
  4(c) 
  16F 
  2,200¥ 
  R&G 
  Shiawase Arms Incinerator 
  4 
  12P 
  -6 
  SS 
  — 
  6c 
  12F 
  10,000¥ 
  GH3 
  Exotic Ranged Weapons 
  See book for special rules. 
  Name 
  ACC 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST 
  BOOK 
  Ares Screech Sonic 
  Rifle 
  6 
  7S 
  * 
  SS 
  — 
  10(c) 
  16R 
  8,000¥ 
  R&G 
  Blowgun 
  8 
  1P 
  — 
  SS 
  n/a 
  1(ml) 
  4 
  15¥ 
  R&G 
  
   
  83 
  Bolas 
  Physical 
  (STR+3)S 
  +4 
  n/a 
  n/a 
  n/a 
  6 
  75¥ 
  R&G 
  Monofilament Bolas 
  Physical 
  (STR+3)S/12P 
  +4/–
  8 
  n/a 
  n/a 
  n/a 
  18F 
  4,000¥ 
  R&G 
  FN-AAL Gyrojet Pistol 
  5 
  10P 
  –2 
  SA 
  — 
  10(c) 
  12F 
  2,000¥ 
  R&G 
  Trafalgar Gun Cane 
  6 
  7P 
  — 
  SS 
  — 
  1(b) 
  9R 
  750¥ 
  R&G 
  Knockoff Gun Cane 
  5 
  9P 
  — 
  SS 
  — 
  — 
  6R 
  150¥ 
   
  Net Guns 
   
   
   
   
   
   
   
   
   
     Basic 
  5 
  — 
  — 
  SS 
  n/a 
  4(b) 
  9 
  750¥/350¥ 
  R&G 
     XL 
  5 
  — 
  — 
  SS 
  n/a 
  2(b) 
  9 
  1,000¥/400¥ 
  R&G 
  ShockNet 
  As Gun 
  8S(e) 
  –5 
  as 
  gun 
  n/a 
  as gun 
  10R 
  +250 
  R&G 
  Shooting Bracer 
  5(6) 
  7P 
  — 
  SS 
  — 
  1(b) 
  10R 
  1,250¥ 
  R&G 
  Other Ranged Weapons 
  Check book entry for stats 
  Name 
  Acc 
  DV 
  AP 
  MODE 
  RC 
  AMMO 
  AVAIL 
  COST  
  BOOK 
  AquaDyne Shark-XS Harpoon 
  Gun 
  5 
  9P 
  –2 
  SS 
  — 
  5(m) 
  8R 
  800¥ 
  R&G 
  Pistol Crossbow 
  7 
  4P 
  — 
  SS 
  — 
  — 
  6R 
  300¥ 
  R&G 
  Ares Giantslayer Slingshot 
  7 
  2P 
  — 
  SS 
  — 
  — 
  — 
  50¥ 
  R&G 
  Standard Harpoon Gun 
  5 
  9P 
  –2 
  SS 
  — 
  1 
  6R 
  200¥ 
  R&G 
  Ares S-111 Super Squirt 
  3 
  Chemical 
  — 
  SA 
  — 
  20(c) 
  7R 
  950¥ 
  SR5 
  Fichetti Pain Inducer 
  3 
  Special 
  — 
  SS 
  — 
  Special 
  11R 
  5,000¥ 
  SR5 
  Parashield Dart Pistol 
  5 
  drug/toxin 
  — 
  SA 
  — 
  5(c) 
  4R 
  600¥ 
  SR5 
  Parashield Dart Rifle 
  6 
  drug/toxin 
  — 
  SA 
  — 
  6(m) 
  6R 
  1,200¥ 
  SR5 
   
   
   
  
   
  84 
  Ammunition 
  Arrowheads 
  Name 
  Acc 
  DV 
  AP 
  AVAIL 
  COST 
  BOOK 
  Arrow 
  — 
  — 
  — 
  Rating 
  Rating x 2¥ 
  SR5 
  Barbed Head 
  — 
  +1 
  — 
  5R 
  10¥ 
  R&G 
  Bolt 
  — 
  — 
  — 
  2 
  5¥ 
  SR5 
  Explosive Head 
  –1 
  +2 
  –1 
  9F 
  15¥ 
  R&G 
  Hammerhead 
  –1 
  +1S 
  +2 
  5 
  5¥ 
  R&G 
  Injection Bolt 
  — 
  — 
  — 
  8R 
  50¥ 
  SR5 
  Incendiary Head 
  –1 
  special 
  — 
  12F 
  100¥ 
  R&G 
  Injection Arrow 
  — 
  — 
  — 
  (Rating + 2)R 
  Rating x 20¥ 
  SR5 
  Screamer Head 
  –2 
  –2S 
  +6 
  2 
  5¥ 
  R&G 
  Stick 'n' Shock 
  –1 
  8S(e) 
  –5 
  6R 
  25¥ 
  R&G 
  Static Shaft 
  — 
  +4S(e) 
  — 
  6R 
  Rating x 25¥ 
  R&G 
  Ammunition 
  Name 
  DV 
  AP 
  AVAIL 
  COST 
  BOOK 
  APDS 
  — 
  –4 
  12F 
  120¥ 
  SR5 
  Assault cannon 
  — 
  — 
  12F 
  400¥ 
  SR5 
  Capsule 
  –4 
  +4 
  2 
  5 
  R&G 
  EX-Explosive Rounds 
  +2 
  –1 
  14F 
  120 
  R&G 
  Explosive rounds 
  +1 
  -1 
  9F 
  80¥ 
  SR5 
  Flare 
  –2/+2 
  +2/–3 
  6R 
  20 
  R&G 
  Flechette rounds 
  2 
  5 
  6R 
  65¥ 
  SR5 
  Frangible 
  –1 
  +4 
  2R 
  10 
  R&G 
  Gel rounds 
  +0S 
  +1 
  2R 
  25¥ 
  SR5 
  Hollow points 
  +1 
  +2 
  4F 
  70¥ 
  SR5 
  Injection darts 
  — 
  — 
  4R 
  75¥ 
  SR5 
  Regular ammo 
  — 
  — 
  2R 
  20¥ 
  SR5 
  Stick-n-Shock 
  –2Se 
  -5 
  6R 
  80¥ 
  SR5 
  Taser dart 
  — 
  — 
  3 
  50¥ 
  SR5 
  Tracer 
  — 
  — 
  6R 
  60¥ 
  SR5 
  Tracker 
  –2 
  –2 
  8R 
  150 
  R&G 
  AV Rounds 
  --- 
  -1/-5 
  14R 
  175¥ 
  R&Ge 
  Gyrojet 
  -2S(e) 
  -5 
  14R 
  160¥ 
  R&Ge 
  Gauss 
  - 
  - 
  18F 
  400¥ 
  R&Ge 
  Fuel Canister 
  - 
  - 
  16F 
  40¥ 
  R&Ge 
  Rockets/Missiles 
  For missiles, add +4 to AVAIL. Cost for Missiles is [(Rocket Cost) + Sensor Rating] x 500¥ 
  Rockets and missiles are set to arm when they have traveled 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. 
  
   
  85 
  Name 
  DV 
  AP 
  BLAST 
  AVAIL 
  COST 
  BOOK 
  Anti-vehicle 
  24P 
  –4/-10 
  –4/m 
  18F 
  2,800¥ 
  SR5 
  Fragmentation 
  23Pf 
  +5 
  –1/m 
  12F 
  2,000¥ 
  SR5 
  High-explosive 
  21P 
  –2 
  –2/m 
  18F 
  2,100¥ 
  SR5 
  Ammo Actions (R&G) 
  CALLED SHOTS BY AMMO TYPE 
  APDS 
  Bulls-Eye Double-Tap/Burst, Through and Through…and Into 
  Assault Cannon 
  Extreme Intimidation!, Up The Ante 
  AV 
  That Hit The Spot!, Up The Ante 
  Capsule 
  Down The Gullet 
  Explosive 
  Finger Popper, Here’s Much in Your Eye!, Shake, Rattle, and Pop! 
  EX-Explosive 
  More Muck, Better Duck!, Shake, Rattle, and BOOM!, Troll Finger Popper 
  Flare 
  Flash Blind, Light ‘em Up! 
  Flechette 
  Nasty Finger Prick, On Pins and Needles, Shredded Flesh 
  Frangible 
  Here’s Much in Your Eye! 
  Gauss Rifle 
  Through and Through…and Into 
  Gel 
  Bellringer, Finger Popper, Spinner, Ricochet Shot 
  Gyrojet 
  Light ‘em Up, Ricochet Shot, Spinner 
  Gyrojet Taser 
  That Hit The Spot 
  Hollow Points 
  Finger Popper, Here’s Much in Your Eye! 
  Injection Dart 
  Hit ‘em Where It Counts 
  Stick’n’Shock 
  That Hit the Spot 
  Taser Dart 
  That Hit the Spot 
  Tracer 
  Flame On! 
  Tracker 
  Tag! 
  Bellringer 
  Modifier: –8 
  DV Limit: 4 
  Effects: Stunned 
  Available ammo types: Gel 
   
  Bulls-Eye Double-Tap/Burst 
  Modifier: –4 
  DV Limit: None 
  Effects: The bullets follow so closely in line behind 
  each other that the first clears the path for the 
  second or third. The attack results in an AP increase 
  equal to the base AP multiplied by the number of 
  bullets in the burst, with a maximum modifier of x3. 
  Available ammo types: APDS 
   
  Down the Gullet 
  Modifier: –8 
  DV Limit: 2 
  Effects: Increased Power, Optional Effect (Increased 
  modifiers for secondary effects) 
  Available ammo type: Capsule 
   
  Extreme Intimidation 
  Modifier: –4 
  DV Limit: 0 
  Effects: Fear Factor 
  Available ammo types: Assault Cannon 
   
  Finger Popper 
  Modifier: –4 
  DV Limit: 2 
  Effects: Enhanced Blast out of Hands 
  Available ammo types: Explosive, Gel, Hollow Points  
   
  Flame On! 
  Modifier: –6 
  DV Limit: 1 
  Effects: Light ’em Up 
  Available ammo types: Tracer 
   
  Flash Blind 
  Modifier: –6 
  DV Limit: 2 
  Effects: Blinded 
  Available ammo types: Flare 
   
  Here’s Muck in Your Eye 
  Modifier: –4 
  DV Limit: 0  
  Effects: Enhanced Dirty Trick 
  Available ammo types: Explosive, Frangible, Gyrojet 
  Plus, Hollow Points 
  Hit ‘em where it Counts 
  Modifier:–6 
  DV Limit: 1 
  Effects: Increased Power (+2 Toxin Power), Increased 
  Speed 
  
   
  86 
  Available ammo types: Injection Dart 
   
  Light ‘em up! 
  Modifier: –10 
  DV Limit: 1 
  Effects: Light ’em Up 
  Available ammo types: Flare, Gyrojet 
  More Muck, Better Duck! 
  Modifier: –4 
  DV Limit: 0 
  Effects: Enhanced Dirty Trick  
  Available ammo types: EX-Explosive 
   
  Nasty Finger Prick 
  Modifier: -4 
  DV Limit: 2 
  Effects: Enhanced Blast out of Hands  
  Available ammo types: Flechette 
   
  On Pins and Needles 
  Modifier: –4 
  DV Limit: 0 
  Effects: Rough Terrain 
  Available ammo types: Flechette 
   
  Ricochet Shot 
  Modifier: -6 
  DV Limit: None 
  Effects: Intimidating Strike 
  Available ammo types: Gel, Gyrojet 
   
  Shake, Rattle, and Boom! 
  Modifier: –4 
  DV Limit: 0 
  Effects: Enhanced ShakeUp 
  Available ammo types: EX-Explosive 
   
  Shake, Rattle, and Pop! 
  Modifier: –4 
  DV Limit: 0 
  Effects: Enhanced ShakeUp 
  Available ammo types: Explosive, Gyrojet Plus 
   
  Shredded Flesh 
  Modifier: –4 
  DV Limit: 10 
  Effects: BleedOut 
  Available ammo types: Flechette 
   
  Spinner 
  Modifier: –4 
  DV Limit: 2 
  Effects: Dirty Trick 
  Available ammo types: Gel, Gyrojet 
   
  Tag! 
  Modifier: –4 
  DV Limit: 0 
  Effects: The round does no damage, but embeds 
  itself in the target’s armor.  
  Available ammo type: Tracker 
   
  That Hit The Spot! 
  Modifier: -varies 
  DV Limit: varies 
  Effects: Localized Effect (Eye: Blinded; Ear: 
  Deafened; Arm/Hand: Drop Item; Leg/Foot: make 
  Agility (2) Test or fall prone) 
  Available ammo types: AV, Gyrojet Taser, Stick ‘n’ 
  Shock, Taser Dart 
   
  Through and Through…and Into 
  Modifier: –(Armor + 1/2 Body) 
  DV Limit: 1 (front target), none (rear target) 
  Available ammo types: APDS, Gauss Rifle 
   
  Troll Finger Popper 
  Modifier: –4 
  DV Limit: 3 
  Effects: Enhanced Blast out of Hands 
  Available ammo types: EX-Explosive 
   
  Up The Ante 
  Modifier: Varies 
  DV Limit: Varies 
  Effects: Up the Ante 
  Available ammo types: Assault Cannon, AV 
   
  Warning Shot 
  Modifier: –6 
  DV Limit: 1 
  Effects: Intimidating Strike  
  Available ammo types: Injection Dart 
   
   
  
   
  87 
  The Matrix 
  The Matrix is Shadowrun’s internet. 
  Concepts 
   
  Device 
  This can be literally anything electronic. Characters use Commlinks or Cyberdecks to connect 
  themselves to the Matrix. They look roughly like their meatspace counterparts. 
   
   
  Commlink 
  This is like your cell phone of the Shadowrun universe. It does nearly everything. They look just like 
  cell phones. 
   
   
  Cyberdeck 
  A Cyberdeck is a Commlink with additional hacking features. It allows for Matrix attributes, 
  which allows for most Matrix actions. 
   
  Augmented Reality 
  AR is the typical way people use Devices to connect to the Matrix. There are Augmented Reality Objects 
  (AROs) that can be storefront signs, advertisements, navigation arrows, highlights on people or structures, 
  art, documents, video stream, or anything else. 
   
  Virtual Reality 
  Utilizing a Direct Neural Interface (DNI), characters can virtually enter the matrix using SimSense 
  technology. Their body goes limp and they’re first-person exploring in the virtual universe of the Matrix. 
   
   
  ColdSim 
   
   
  Simsense that operates at safe, legal levels to access VR. 
   
   
  HotSim 
   
   
  Simsense without safeguards. Illegal to use and does not prevent BioFeedback damage. 
   
  Matrix Authentication Recognition Key 
   
  Marks are signatures in the Matrix that tie things to people. 
   
  Host 
  These are virtual places in the Matrix. Their size and vertical altitude are related to its importance. 
   
  File 
   
  These are collections of data. 
   
  Grid 
  These are Matrix Service Providers. There are global grids, city grids, and corporate grids.  
   
   
  Grid Overwatch Division (GOD) 
   
   
  This is the Matrix police. They are present on every grid. 
   
  Persona 
  A character uses a Device in Augmented Reality or Virtual Reality to control a Persona to put MARKs on 
  a File, Device, or Persona that belongs to a Host on a Grid. They look humanoid. 
  
   
  88 
   
  Matrix Attributes 
  Electronic devices run a lot of different applications, utilities, and code libraries to keep things working 
  smoothly. Rather than list every single program running on a computer 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). 
  Connecting to the Matrix 
   
  The Grids 
  Grids act as an internet service provider (ISP). Some hosts won’t allow connections from some ISPs, and 
  some are exclusive to certain ISPs. Your grid is dictated by your lifestyle. 
  LIFESTYLE 
  GRID 
  Low or Lower 
  Public Grid 
  Middle 
  Local Grid 
  High 
  Global Grid (Pick a Big Ten corp to be your ISP) 
  Luxury 
  Any grid you want. 
   
   
  Noise 
  The Matrix is usually wireless. Noise is connection interference between any two communicating entities 
  that have Matrix connection 
  PHYSICAL DISTANCE TO TARGET 
  NOISE LEVEL 
  Direct Connection 
  0 
  Up to 100 Meters 
  0 
  101-1,000 Meters (1km) 
  1 
  1,001 – 10,000 (10km) 
  3 
  10,001 – 100,000 Meters (100km) 
  5 
  Greater than 100,000 Meters 
  8 
  SITUATION 
  NOISE LEVEL 
  Dense Foliage 
  1 per 5 Meters 
  Faraday Cage 
  No signal 
  Fresh Water 
  1 per 10cm 
  Jamming 
  1 per hit on Jam Signals actions 
  Metal-Laced Earth or Wall 
  1 per 5 Meters 
  Salt Water 
  1 per cm 
  Spam zone or Static Zone 
  Rating 
  Wireless Negation 
  Rating 
  SPAM ZONE 
  STATIC ZONE 
  NOISE RATING 
  City Downtown 
  Abandoned Building 
  1 
  Sprawl Downtown 
  Abandoned Neighborhood, Barrens 
  2 
  Major Event or Advertising Blitz 
  Rural Area, Underground Area, Heavy 
  Rain/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 space (cave, desert 
  ruin) 
  6 
   
   
  Damage, Dumpshock, and Biofeedback 
  When using a device to connect to the matrix, that device (Not the player) can take matrix damage. 
  The Matrix Condition Monitor is 8+ (Device Rating / 2) boxes. Matrix damage is always resisted with 
  Device Rating + Firewall. Technomancers take Stun damage. 
  
   
  89 
  If the Matrix Condition Monitor is filled, the device is bricked and stops working. If a character is using VR 
  on the device when it bricks, they suffer Dumpshock. 
  When disconnected from the Matrix while in VR, you suffer Dumpshock. The DV for Dumpshock is 6S if 
  you’re in ColdSim, 6P if you’re in HotSim. This is considered BioFeedback Damage. Characters suffer 
  unresisted -2DP on all actions for (10 – WIL) minutes from disorientation. 
  Repairing Matrix Damage on a Device takes a toolkit, an hour of work, and a Hardware + LOG [Mental] 
  test. Every hit either removes one box of Matrix damage or reduces the time required in half to a 
  minimum of one Combat Turn (3 seconds). On a glitch, the device is permanently glitchy. On a critical 
  glitch, the device is permanently glitched. 
  Biofeedback damage is Matrix code that damages specifically your SimSense module while in VR. When 
  in ColdSim, BioFeedback damage is Stun damage. When it HotSim, it is Physical damage. BioFeedback 
  damage is always resisted with WIL + Firewall. 
   
  Link-Locking 
  When another persona or device sends keep-alive signals to your device, it forces that device to cancel 
  out any attempt to disconnect from the Matrix. You cannot Switch Interface, Enter/Exit Host, or Reboot. 
  You can disconnect only via a successful Jack Out action, causing dumpshock. If you fall unconscious in 
  VR, you remain in VR and cannot defend against actions. 
  Devices 
  Devices have three ratings: Device Rating, Data Processing, and Firewall. Most of the time, other Matrix attributes 
  are the same as the Device Rating. 
   
   
  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, spacecraft. 
  Commlinks 
  MODEL 
  DEVICE RATING 
  AVAILABILITY 
  COST 
  Meta Link 
  1 
  2 
  100¥ 
  Sony Emperor 
  2 
  4 
  700¥ 
  Renraku Samurai 
  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¥ 
  Sim Module w/Hot-Sim 
  --- 
  +4F 
  +250¥ 
  Cyberdecks 
  All cyberdecks include illegal hot-sim modules right out of the box. 
  
   
  90 
  Cyberdecks have all four Matrix attributes with values listed in the Attribute Array for that particular device. When 
  you first boot your deck, you must assign each of its four attribute values to one of the Matrix attributes. You can 
  reconfigure your deck whenever you like as a Free Action 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. Additionally, you 
  can load a program you own into a currently unused slot, or unload a program and leave an open slot. 
  DECK 
  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 
  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¥ 
   
  Matrix Authentication Recognition Key (MARK) 
  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. 
  The other two ways are by hacking, both Matrix actions: Brute Force (the loud way) or Hack on the Fly (the sneaky 
  way). 
  When you put a mark on something, your mark appears on the target icon. Your mark is only visible to you 
  (without a Matrix Perception Test). You can choose its look, as long as it meshes with your own persona icon (per 
  Matrix protocols).  
  You can put multiple marks on a single icon, up to a maximum of three (unless you’re an owner). Different Matrix 
  actions require different numbers of marks on your target. 
  Marks only last a single Matrix session and are deleted 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.  
  Your marks are specific and connected to your persona 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. 
   
  Owners 
  Each Matrix object can only have one owner, but you can own as many Matrix objects as you like. The 
  owner of a device, host, persona, or file can always spot it in the Matrix. For all intents and purposes, 
  owning an icon is the same as having four marks on it. 
  The owner of an icon can intentionally transfer ownership 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. That means changing ownership is a high-priority action any 
  time you steal a wireless-enabled item. You can illegally 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. 
  
   
  91 
  Note that you can’t change the owner of a persona or a host.  
  Hosts 
  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.  
  A host’s attributes are shared by itself and its IC programs. 
   
  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 corp hosts, large universities, low-level government 
  7-8 
  Affluent groups, regional corp hosts, major government, secure sites 
  9-10 
  Megacorp HQ, military command, clandestine head office 
  11-12 
   
   
  Archives 
  Hosts have areas called archives that hold files that aren’t in use. File archives are deep in the host’s 
  code, inaccessible 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. 
   
  Intrusion Countermeasures 
  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 
  vanishes 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.  
  Each IC program has a persona with its own Condition 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 is slapped with a mark, they 
  all get one, as does the host itself. Similarly, the IC and host instantly share spotting information, so if the 
  host spots you, so does all its IC.  
  IC rolls the Host rating x 2 for any attacks, limited by the Host’s Attack rating. The attack is a Complex 
  Action, and 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: vs WIL + Firewall 
  When Acid gets 1 or more net hits 
  on its attack, it reduces your 
  Firewall by 1. If your Firewall 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. 
   
   
  Binder: vs WIL + Data Processing 
  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 
  damage per net hit on the attack. 
  The reduction is cumulative and 
  lasts until you reboot the targeted 
  device. 
   
  
   
  92 
   
  Black IC: vs INT + Firewall 
  When it hits, Black IC link-locks you. 
  It also causes (Attack) DV Matrix 
  damage (+1 DV per net hit and +2 
  DV per mark on the target) along 
  with an equal amount of 
  biofeedback damage 
   
   
  Blaster: vs LOG + Firewall 
  Blaster IC program’s attack 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: vs INT + 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: vs WIL + Attack 
  When it gets 1 or more net hits on 
  its attack, it reduces 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: vs INT + Firewall 
  This IC is a simple but effective 
  cybercombat program that 
  causes (Attack) DV Matrix 
  damage (+1 DV per net hit and +2 
  DV per mark) on the target with 
  each successful attack. 
   
   
  Marker: vs WIL + Sleaze 
  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 damage per net hit on 
  the attack. The reduction is 
  cumulative and lasts until you 
  reboot the targeted device. 
   
   
  Patrol: n/a 
  Patrols a host, scans marks, and 
  uses Matrix Perception on 
  everything all the time. 
   
   
  Probe: vs INT + Firewall 
  Every successful “attack” means 
  another mark for the host and it’s 
  IC on the target, up to the 
  maximum of three marks. 
   
   
  Scramble: vs WIL + Firewall 
  If the host has three marks on you 
  when this IC hits you, you reboot 
  immediately, taking dumpshock if 
  you were in VR. 
   
   
  Sparky: vs INT + Firewall 
  It causes (Attack) DV Matrix 
  damage (+1 DV per net hit and +2 
  DV per mark on the target) with 
  biofeedback damage. 
   
   
  Tar Baby: vs LOG + 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 maximum of three marks. 
   
   
  Track: vs WIL + Sleaze 
  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. 
  Files 
  Files do not have ratings (although protection on files does). Instead, they use the ratings of their owners when 
  defending against Matrix actions. 
  Grids 
  Different grids have different demiGODs that monitor traffic and keep an eye out for security, which occasionally 
  causes a bit of lag across grids. When you’re attempting a Matrix action against a target on another 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. Note that this penalty doesn’t apply when you’re inside a host; it’s only 
  imposed when you’re out on a grid. 
  
   
  93 
  LIFESTYLE 
  GRID 
  Low or Lower 
  Public Grid (-2DP to all Matrix actions while on the Public Grid) 
  Middle 
  Local Grid (sprawl/county/local geographical area) 
  High 
  Global Grid (Pick a Big Ten corp to be your ISP) 
  Luxury 
  Any grid you want. 
   
  Grid Overwatch Division 
  The moment you perform an illegal action (Attack or Sleaze), you get an Overwatch Score,or OS. When 
  you perform an Attack or Sleaze action, your OS increases by the number of hits the target gets on its 
  defense test. 
  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. 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’re in a host when you reach convergence, you’re not burned 
  and dumped like you are out on the grid. Instead, the host gets three marks on you and starts deploying 
  IC. If you leave a host after convergence, the GOD converges on you immediately. 
  Your gamemaster keeps your Overwatch Score a secret from you. You can use the Check Overwatch 
  Score action or the Baby Monitor program to keep tabs on your OS. 
  PAN/WAN 
  You can slave devices to your commlink or cyberdeck. 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. 
  Whenever a slaved device is called on to make a defense test, it uses either its own or its master’s rating for each 
  rating in the test. 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. 
  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 master 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. 
  Running Silent 
  You can switch your commlink, deck, other device, or persona (including your living persona, technomancers) to 
  run silently. Switching to silent running is a Simple Action. Running 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 
  
   
  94 
  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. 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 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 
  Matrix Actions 
  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 preferences and the 
  gamemaster’s judgment. If you fail with an Attack action, you are not noticed, because you failed to affect your 
  opponent. 
  If you succeed in a Sleaze action, you do not increase your visibility. If you fail a Sleaze action, 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. 
  When a defense test calls for a Mental attribute, use the owner’s rating. 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.
  Brute Force 
  Complex Action 
  Cybercombat + LOG [ATTACK] vs WIL + Firewall 
  Change Icon  
  Simple Action 
  Marks Required: Owner 
  Check Overwatch Score  
  Simple Action 
  Electronic Warfare + LOG [SLEAZE] vs 6 dice. 
  Control Device: 
  Variable Action 
  Electronic Warfare + INT [SLEAZE] vs INT + Firewall (Or 
  as action) 
  Marks Required:  1 for Free 
   
   
  2 for Simple 
  3 for Standard or Complex 
  Crack File  
  Complex Action 
  Hacking + LOG [ATTACK] vs Protection Rating x 2 
  Marks Required: 1 
  Crash Program  
  Complex Action 
  Cybercombat + LOG [ATTACK] vs INT + Firewall 
  Marks Required: 1 
  Data Spike 
  Complex Action 
  Cybercombat + LOG [ATTACK] vs INT + Firewall 
  Disarm Data Bomb 
  Complex Action 
  Software + INT [FIREWALL] vs Data Bomb Rating x 2 
  Edit File 
  Complex Action 
  Computer + LOG [DATA PROCESSING] vs INT + 
  Firewall 
  Marks Required: 1 
  Enter/Exit Host 
  Complex Action 
  Marks Required: 1 
  Erase Mark 
  Complex Action 
  Computer + LOG [ATTACK] vs WIL + Firewall 
  Erase Matrix Signature 
  Complex Action 
  Computer + Resonance [ATTACK] vs (Signature 
  Rating) x 2 
  Format Device 
  Complex Action 
  
   
  95 
  Computer + LOG [SLEAZE] vs WIL + Firewall 
  Marks Required: 3 
   
  Full Matrix Defense 
  Interrupt Action 
  Marks Required: Owner 
  Grid Hop 
  Complex Action 
  Hack on the Fly 
  Complex Action 
  Hacking + LOG [SLEAZE] vs INT + Firewall 
  Hide 
  Complex Action 
  Electronic Warfare + INT [SLEAZE] vs INT + Data 
  Processing 
  Invite Mark 
  Simple Action 
  Marks Required: Owner 
  Jack Out 
  Simple Action 
  Hardware + WIL [FIREWALL] v LOG + Attack 
  Jam Signals 
  Electronic Warfare + LOG [ATTACK] 
  Marks Required: Own 
  Jump Into Rigged Device 
  Complex Action 
  Electronic Warfare + LOG [DATA PROCESSING] v WIL 
  + Firewall 
  Marks Required:3 
  Matrix Perception 
  Complex Action 
  Computer + INT [DATA PROCESSING] v LOG + Sleaze 
  Matrix Search 
  Special Action 
  Computer + INT [Data Processing] 
  Reboot Device 
  Complex Action 
  Computer + LOG [Data Processing] v WIL + Firewall 
  Marks Required: 3 
  Send Message 
  Simple Action 
  (Data Processing Action) 
  Marks Required: NA/1 
  Set Data Bomb 
  Complex Action 
  Software + LOG [SLEAZE] v (Device Rating x2) 
  Marks Required: 1 
  Snoop 
  Complex Action 
  Electronic Warfare + INT [SLEAZE] v LOG + Firewall 
  Marks Required: 1 
  Spoof Command 
  Complex Action 
  Hacking + INT [SLEAZE] v LOG + Firewall 
  Marks Required: 1 (See Desc) 
  Switch Interface Mode 
  Simple Action 
  (Data Processing action) 
  Marks Required: Owner 
  Trace Icon 
  Complex Action 
  Computer + INT [DATA PROCESSING] v WIL + Sleaze 
  Marks Required: 2
   
  Matrix Perception Table 
   
   
   
   
   
   
   
   
   
  Matrix Search Table 
   
   
   
  Target 
  is… 
  NOT RUNNING 
  SILENT 
  RUNNING SILENT 
  Within 
  100m 
  Automatic 
  Computer + INT 
  [Data 
  Processing] vs 
  LOG + Sleaze 
  Outside 
  100m 
  Computer + INT 
  [Data Processing] 
  A host 
  automatic 
  INFORMATION IS 
  THRESHOLD 
  TIME 
  General Knowledge or Public 
  1 
  1 minute 
  Limited Interest or Not Publicized 
  3 
  30 minutes 
  Hidden/Actively Hunted and Erased 
  6 
  12 hours 
  Protected/Secret 
  N/A 
  N/A 
  INFORMATION IS 
  DP MOD 
  Intricate or Specialized 
  -1 
  Obscure 
  -2 
  On another grid 
  -2 
  
   
  96 
  Programs 
  Programs can only be run on a cyberdeck. You can’t run more than one program of the same type on your deck 
  at once. 
  COMMON programs are available to anyone. HACKING programs require a license. 
   
   
   
  Armor: +2DP to resist Matrix dmg 
   
  Baby Monitor: Always know OC 
   
  Biofeedback: Lace Matrix dmg 
  with Biofeedback 
   
  Biofeedback Filter: +2DP to resist 
  Biofeedback 
   
  Blackout: Lace matrix dmg with 
  Stun Biofeedback 
   
  Browse: Cuts Matrix Search time in 
  half 
   
  Configurator: Change deck 
  configurations 
   
  Decryption: +1 to Attack 
   
  Defuse: +4DP against Data Bombs 
   
  Demolition: +1 to Data Bomb 
  ratings 
   
  Edit: +2 to limit for Editing 
   
  Encryption: +1 Firewall 
   
  Exploit: +2 to Sleaze during Hack 
  On The Fly 
   
  Fork: Perform single Matrix action 
  on two targets 
   
  Guard: Reduce damage against 
  you from extra marks 
   
  Hammer: +2DV on your Matrix 
  damage 
   
  Lockdown: Link-Lock a persona 
   
  Mugger: +1DV per mark on your 
  enemies 
   
  Shell: +1DP to resist 
  Matrix/Biofeedback damage. 
   
  Signal Scrub: Rating 2 Noise 
  Reduction 
   
  Sneak: +2DP against Trace User 
  actions. Block GOD physical 
  location 
   
  Stealth: +1 Sleaze 
   
  Toolbox: +1 Data Processing 
   
  Track: +2 Data Processing when 
  making Trace User actions/Negate 
  Sneak 
   
  Virtual Machine: Can run +2 Matrix 
  Programs, take unresisted Matrix 
  damage 
   
  Wrapper: Change icons to 
  anything you want 
   
  Agents 
  Agents are autonomous programs rated from 1 to 6. Each agent occupies one program slot. Agents use Matrix 
  attributes of the device they run on, and their rating for attributes.  
  Agents also have the Computer, Hacking, and Cybercombat skills at a rating equal to their own.  
  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. 
  Any attack on an agent damages the device on which it is running, rather than the agent itself. This means that if 
  you’re running an agent on your deck, you and it share the same Matrix Condition Monitor. 
   
  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¥ 
  Technomancy 
  Living Persona 
  Since Technomancers are not devices, their Matrix attributes are based on metatype ratings. These are: 
  
   
  97 
  MATRIX ATTRIBUTE 
  RATING 
  Device Rating 
  Resonance 
  Attack 
  Charisma 
  Sleaze 
  Intuition 
  Data Processing 
  Logic 
  Firewall 
  Willpower 
  Resonance 
  Your resonance maximum at character creation is your Essence rounded down. For every point (or fraction 
  thereof) of Essense lost, both your current Resonance Attribute and your maximum Resonance Rating are 
  reduced by one. 
  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 getting 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 try to recognize it. With 5 or more hits, you also get the impression 
  of what kind of being or ability left it there (that info is free). You can erase a signature with the Erase Signature 
  action. 
  Resonance Actions 
   
  No bonus for being in VR 
   
  Does not count against Overwatch Score 
   
  Does not require marks 
   
  Call/Dismiss Sprite 
  Simple Action 
   
  Command Sprite 
  Simple Action 
   
  Compile Sprite 
  Complex Action 
  Compiling + Resonance [Level] v Sprite Level 
   
  Decompile Sprite 
  Complex Action 
  Decompiling + Resonance [Level] v Sprite Rating (+ compiler’s Resonance) 
   
  Kill Complex Form 
  Complex Action 
  Software + Resonance [Level] v Complex Form Level + Resonance 
   
  Register Sprite 
  Complex Action 
  Registering + Resonance [Level] v Sprite Level x 2 
   
  Thread Complex Form 
  Complex Action 
  Software + Resonance [Level] v Special 
  
   
  98 
  Fading 
  Fading is resisted with Resonance + WIL. Fading Value (FV) can only be healed by the body’s natural healing 
  process.  
  Submersion 
  Submersion is measured in grades, beginning with Grade 1 and increasing. Each grade has a Karma cost equal 
  to 10 + (Grade x 3) Karma. Your Submersion grade can’t exceed your Resonance attribute. If your Resonance is 
  ever reduced below your Submersion grade, your grade is reduced. 
  The natural maximum for your Resonance attribute is 6 + your Submersion grade. You still have to spend Karma to 
  increase your Resonance attribute. 
  When you first submerge, you find your way to the secret Resonance Realms, places made of thought and 
  information tucked away in the spaces between Matrix objects. These realms are only known to submerged 
  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 
  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 bonuses stack. 
   
   
  Attack Upgrade: The Attack rating of your living persona increases by 1. This echo may be taken 
  twice. 
   
  Data Processing Upgrade: The Data Processing rating 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 another technomancer of your choice. As long as you’re linked, you can discern the 
  dominant mood and emotions 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 empathic 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 persona increases by 1. This echo may be taken 
  twice. 
  
   
  99 
  Complex Forms 
  A Complex Form is a specific effect on the Matrix that you have learned to perform. 
  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 target 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 concentration. This lets their effects linger for as long as you 
  sustain the complex form. Doing this is distracting, imposing a –2 dice pool penalty on all actions per complex 
  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 (Not including VR). If you sustain a Complex Form for its Level in 
  Combat Turns, its effects remain after you stop sustaining it. 
  Threading causes fading based on the specific complex 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; otherwise it’s 
  Stun damage. 
  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. 
  A complex form with a Device target can also be used to target a persona.
   
  Cleaner 
   
  Target: Persona 
   
  Duration: Permanent 
   
  FV: Level + 1 
   
  Diffusion of [Matrix Attribute] 
   
  Target: Persona 
   
  Duration: Sustained 
   
  FV: Level + 1 
   
  Editor 
   
  Target: File 
   
  Duration: Permanent 
   
  FV: Level + 2 
   
  Infusion of [Matrix Attribute] 
   
  Target: Device 
   
  Duration: Sustained 
   
  FV: Level + 1 
   
  Static Veil 
   
  Target: Persona 
   
  Duration: Sustained 
   
  FV: Level – 1 
   
  Pulse Storm 
   
  Target: Persona 
  Duration: Immediate 
  FV: Level 
  Puppeteer 
  Target: Device 
  Duration: Immediate 
  FV: Level + 4 
  Resonance Channel 
  Target: Device 
  Duration: Sustained 
  FV: Level – 1 
   
  Resonance Spike 
   
  Target: Device 
   
  Duration: Immediate 
   
  FV: Level 
   
  Resonance Veil 
   
  Target: Device 
   
  Duration: Immedaite 
   
  FV: Level - 1 
   
  Static Bomb 
   
  Target: Self 
   
  Duration: Immedaite 
   
  FV: Level + 2 
   
  Stitches 
   
  Target: Sprite 
   
  Duration: Permanent 
   
  FV: Level – 2 
   
  Transcendent Grid 
   
  Target: Self 
   
  Duration: Immediate 
   
  FV: Level – 3 
   
  Tattletale 
   
  Target: Persona 
   
  Duration: Permanent 
   
  FV: Level – 2
  
   
  100 
  Sprites 
  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 Initiative 
  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. 
  When you compile a sprite, you choose a Level for the sprite, up to twice your Resonance rating. For every net hit 
  on the Compiling test, you get one task from the sprite. 
  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 working 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. 
   
   
  Compiling/Decompiling 
  Compiling sprites causes Fading of 2 DV per 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 
  Physical damage. You can only have one compiled sprite at any given time. 
  When a sprite is compiled, its own Overwatch Score starts. When a demiGOD or a host converges on a 
  sprite, it simply vanishes, even if it has tasks remaining. 
  To decompile a sprite, make an Opposed Decompiling + Resonance [Social] v. target’s Level (+ 
  compiler’s Resonance if the sprite is registered). Every net hit reduces 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. 
   
  Tasks 
  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 cybercombat 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 another 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 
  You can increase your sprites’ longevity by registering 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, and neither you nor the sprite can take other actions. At the end of this time, make an Opposed 
  Registering + Resonance [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. You can register a number of sprites equal to or less than your Logic attribute. 
  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 
  
   
  101 
  one compiled sprite at a time. Your registered sprite will stay with you as long as it still owes you at least 
  one task. Everything else is the same as for compiled sprites. Almost everything. 
   
   
  Registered Sprite Tasks 
  These are tasks that only registered Sprites can perform. 
   
  Compiled Sprite Task: A registered sprite can do anything a compiled sprite can do for you. 
   
  AID STUDY: Your registered sprite can give you a bonus equal to its Level to your dice pool when 
  learning new complex forms. 
   
  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: Tell your sprite to follow the orders of another persona. You 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. 
   
  REMOTE TASK: If you send a registered sprite on a remote task, it doesn’t return to the 
  Resonance when it’s done. Instead, it comes back to you. 
   
  RE-REGISTER SPRITE: Attempt to re-register the sprite for one task. If you succeed, add your net 
  hits to the number of tasks the sprite owes you (minus the one for re-registering, of course). 
   
  STANDBY: Tell your registered sprite to return to the Resonance and come when you call it. 
   
  SUSTAIN COMPLEX FORM: A registered sprite can sustain 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 sustaining again if 
  you want. 
   
  Compiled Sprite Tasks 
  The Sprite Database can tell you which sprites have which powers. 
   
  CAMOUFLAGE: The sprite can conceal a file within another file in such a way as to make it 
  invisible to Matrix searches. Concealed 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 
  extract 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 Matrix 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 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 Matrix 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 
  
   
  102 
  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 persona in a sustained barrage 
  of corrupting datastreams. If the sprite beats the target in a Cybercombat + Resonance 
  [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 malfunction or operate in some (usually 
  detrimental) manner. The sprite targets a device, making a Hardware + Level [Attack] v. Device 
  Rating + Firewall test. If the sprite succeeds, the device suffers a glitch (p. 45). The gamemaster 
  chooses a malfunction appropriate to the device and situation, like a jammed control, a 
  looped signal, or a faulty reading. If the sprite scores 4 or more net hits, treat it as a critical 
  glitch— the device crashes, 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 protect 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 Level 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 malfunctions or accidents from afflicting the target (including 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; otherwise it lasts as long as the icon does. 
  Sprite Database 
   
  Courier Sprite 
  Courier sprites are great at delivering messages securely 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. 
   
   
   
   
   
  ATTACK 
  SLEAZE 
  DATA PROCESSING 
  FIREWALL 
  INITIATIVE 
  INITIATIVE DICE 
  RESONANCE 
  Level 
  Level + 3 
  Level + 1 
  Level + 2 
  (Level x 2) + 1 
  4D6 
  Level 
  Skills: Computer, Hacking 
  Powers: Cookie, Hash 
  ATTACK 
  SLEAZE 
  DATA PROCESSING 
  FIREWALL 
  INITIATIVE 
  INITIATIVE DICE 
  RESONANCE 
  Level 
  Level + 3 
  Level + 2 
  Level + 1 
  (Level x 2) + 2 
  4D6 
  Level 
  Skills: Computer, Electronic Warfare, Hacking 
  Powers: Suppression 
  
   
  103 
  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. 
   
   
   
   
   
   
   
  ATTACK 
  SLEAZE 
  DATA PROCESSING 
  FIREWALL 
  INITIATIVE 
  INITIATIVE DICE 
  RESONANCE 
  Level – 1 
  Level  
  Level + 4 
  Level + 1 
  (Level x 2) + 4 
  4D6 
  Level 
  Skills: Computer, Electronic Warfare 
  Powers: Camouflage, Watermark 
  ATTACK 
  SLEAZE 
  DATA PROCESSING 
  FIREWALL 
  INITIATIVE 
  INITIATIVE DICE 
  RESONANCE 
  Level + 3 
  Level 
  Level + 1 
  Level + 2 
  (Level x 2) + 1 
  4D6 
  Level 
  Skills: Computer, Cybercombat, Hacking 
  Powers: Electron Storm 
  ATTACK 
  SLEAZE 
  DATA PROCESSING 
  FIREWALL 
  INITIATIVE 
  INITIATIVE DICE 
  RESONANCE 
  Level + 1 
  Level 
  Level + 3 
  Level + 2 
  (Level x 2) + 3 
  4D6 
  Level 
  Skills: Computer, Electronic Warfare, Hardware 
  Powers: Diagnostics, Gremlins, Stability 
  
   
  104 
  Rigging 
  Control Rig 
  This implant harnesses the raw data-coordinating and synchronization power of the middle brain for the express 
  purpose of directly manipulating rigged vehicles and drones (and other devices with rigger 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. 
  Control Rig (Headware) 
  DEVICE 
  ESSENCE 
  AVAILABILITY 
  COST 
  Rating 1 
  1 
  5R 
  43,000¥ 
  Rating 2 
  2 
  10R 
  97,000¥ 
  Rating 3 
  3 
  15R 
  208,000¥ 
  Rigger Command Console (RCC) 
  A rigger command console, or RCC, is like a deck for controlling 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 master-slave 
  benefits, but the RCC comes with some extra features. 
  Rigger Command Consoles 
  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 Controller 
  6 
  14R 
  75,000¥ 
  6 
  5 
  MCT Drone Web 
  6 
  16R 
  95,000¥ 
  7 
  6 
  Triox UberMensch 
  6 
  18R 
  140,000¥ 
  8 
  7 
   
  Data Processing is used to determine Initiative when running in VR and acts as the Limit for all Command tests 
  performed on the RCC. 
  Along with all the standard features of a commlink, rigger command consoles have Noise Reduction and Sharing 
  ratings that you set when you boot the console. The Noise reduction rating is straight-up Noise Reduction, which is 
  cumulative with other forms of Noise Reduction. 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. 
  
   
  105 
  If you’re using an RCC, you can compensate for noise on the fly. Take a Complex Action and make an Electronic 
  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. 
  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. That means if your RCC has a Device Rating of 1 it can only 
  have one or the other feature running at a time. 
  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 before they have a chance to 
  enact those commands on their Action Phase fail to perform any of them and instead send an error message 
  back to the users attempting to issue the commands. 
  If you want extra protection for your drones and the ability 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 
  network. 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 defense test, it uses either its own or its master’s Rating for each 
  Rating in the test. For example, if your slaved roto drone 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, assuming 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. 
  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. 
  The Rigger Interface 
  The rigger interface is specialized gear that is fitted to a vehicle 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-enforcement vehicles. 
  Rigger Interface (Vehicle Mod) 
  Availability: 4 
  Cost: 1,000¥ 
   
  Rigger Autosofts and Cyberprograms 
   
   
  Autosofts 
  Autosofts are specialized programs designed to increase the effectiveness of a drone’s performance. In 
  other words, people have skills, drones have autosofts.  
  
   
  106 
  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 Doberman drone. 
   
  Clearsight: This acts as the drone’s Perception skill. 
   
  Electronic Warfare: Exactly like the Electronic Warfare 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. 
   
  [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 
  programs running on the RCC. This can exceed its normal program limit. 
   
  PROGRAM/SOFTWARE 
  AVAILABILIY 
  COST 
  Autosoft 
  Rating x 2 
  Rating x 500¥ 
   
   
   
  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.  
  Controlling things 
   
   
  Manual Control 
  This is controlling a vehicle or drone via physical controls. Steering wheels, pedals, levers, cranks, buttons, 
  switches, whatever. This is entirely limited to your character’s own physical capacity. 
   
  Remote Control 
  This is the result of a Control Device matrix action. This means your character has to be connected to the 
  vehicle through the Rigger Control Console or a Commlink through the Matrix. Noise applies. 
   
  Rigger Control (Jumping In) 
  This is jumping into the device. This means having either three marks on a device or being the owner. If in 
  AR, jumping in is a Complex Action. If in VR, jumping in is a Simple Action. If plugged into the device or 
  an RCC using a direct connection, it’s a Simple Action. 
  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 Control Tests, Gunnery 
  Tests, and Sensor Tests. 
  
   
  107 
  Just like in the Matrix, you have the option of using cold-sim or hot-sim while rigging. If you’re using 
  coldsim, 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 (including Vehicle actions), but all biofeedback damage is Physical damage. 
  When you’re jumped into a vehicle, drone, or other device, the limits of that device are increased by the 
  rating of your control rig. This includes vehicle and drone Sensor, 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 operating in VR. 
  When you want to jump out of a vehicle, drone, or other device, you use the Switch Interface Mode 
  action 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. 
   
  Autopilot 
  This is the device piloting itself via a pilot program. 
  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 
  metahuman brain. When faced with something novel or unexpected, or a complicated command, a 
  Pilot program must make a Device Rating x 2 Test against a threshold 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 entirely and asks for instructions. 
  Rigger Combat Concepts 
   
  Drones follow normal combat rules in addition to Gunnery and Sensor rules for vehicles. 
   
  Drone Initiative 
  Drones acting autonomously have an Initiative attribute of Pilot Rating x 2, and get 3D6 additional 
  Initiative Dice (for a total of 4D6). When jumped in, the drone uses the VR initiative of the rigger. 
   
   
  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. 
  When you take Matrix damage, it goes to the first device you’re using for your persona, not the device 
  you’re jumped into. If you used your commlink or rigger command console to enter VR before jumping 
  in, your commlink 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. 
  Drones have two damage tracks, Physical and Matrix. Fill up either one and 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. 
   
  
   
  108 
   
  Dumpshock 
  Riggers can be forcefully ejected from their jumped-in vehicles in three nasty ways.  
   
  If the jumped-in vehicle is destroyed or bricked. 
   
  If using a commlink or RCC that gets destroyed or bricked 
   
  If plugged into something with a universal connector and the cable gets yanked. 
   In all three cases, a dumped rigger suffers dumpshock 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 
  uncontrolled until someone else takes control. 
  Drones 
   
  Minidrones 
  DRONE 
  HANDL 
  SPEED 
  ACCEL 
  BOD 
  ARM 
  PILOT 
  SENS 
  AVAIL 
  PRICE 
  BOOK 
  Horizon Flying Eye 
  4 
  3 
  2 
  1 
  0 
  3 
  3 
  8 
  2,000¥ 
  SR5 
  MCT Fly-Spy 
  4 
  3 
  2 
  1 
  0 
  3 
  3 
  8 
  2,000¥ 
  SR5 
   
   
  Small Drones 
  DRONE 
  HANDL 
  SPEED 
  ACCEL 
  BOD 
  ARM 
  PILOT 
  SENS 
  AVAIL 
  PRICE 
  BOOK 
  Aztechnology Crawler 
  4 
  3 
  1 
  3 
  3 
  4 
  3 
  4 
  4,000¥ 
  SR5 
  Cyberspace Designs 
  Dragonfly 
  4 
  3 
  2 
  1 
  1 
  3 
  2 
  12R 
  2,500¥ 
  SS 
  Lockheed Optic-X2 
  4 
  3 
  2 
  1 
  0 
  3 
  3 
  8 
  2,000¥ 
  SR5 
   
   
  Medium Drones 
  DRONE 
  HANDL 
  SPEED 
  ACCEL 
  BOD 
  ARM 
  PILOT 
  SENS 
  AVAIL 
  PRICE 
  BOOK 
  Ares Duelist 
  3 
  3 
  1 
  4 
  4 
  3 
  3 
  5R 
  4500¥ 
  SR5 
  Bust-A-Move (2g) 
  4 
  3 
  1 
  2 
  1 
  2 
  2 
  --- 
  700-
  1,500¥ 
  SS 
  Clockwork Greyhound 
  3 
  2 
  1 
  2 
  1 
  3 
  2 
  16 
  225,000¥ 
  TVG 
  F-B Bumblebee 
  3 
  2 
  1 
  4 
  14 
  3 
  3 
  12F 
  24,000¥ 
  NP 
  GM-Nissan Doberman 
  5 
  3 
  1 
  4 
  4 
  3 
  3 
  4R 
  5,000¥ 
  SR5 
  MCT-Nissan Roto-Drone 
  4 
  4 
  2 
  4 
  4 
  3 
  3 
  6 
  5,000¥ 
  SR5 
  Shiawase Caduceus 
  “CAD” 7 
  4 
  2 
  1 
  5 
  3 
  2 
  1 
  12R 
  16,500¥ 
  B&B 
  Transys Office Maid 
  3 
  2 
  2 
  3 
  0 
  4 
  3 
  4 
  8,000¥ 
  SS 
   
   
  Large Drones 
  DRONE 
  HANDL 
  SPEED 
  ACCEL 
  BOD 
  ARM 
  PILOT 
  SENS 
  AVAIL 
  PRICE 
  BOOK 
  Aeroquip M.E.D.-1 
  “Dustoff” Medical 
  Evacuation Drone 
  3 
  4 
  4 
  4 
  5 
  4 
  3 
  10R 
  12,000¥ 
  B&B 
  Cyberspace Designs 
  Dalmation 
  5 
  5 
  3 
  5 
  5 
  3 
  3 
  6R 
  10,000¥ 
  SR5 
  GMC Snatch’n’Grab 
  3 
  4 
  2 
  2 
  4 
  3 
  3 
  12F 
  8,000¥ 
  SS 
  Modified Dassault 
  Janitorial Drone 
  2 
  2 
  2 
  10 
  2 
  2 
  2 
  8 
  10,000¥ 
  SS 
  Modified Renraku 
  Manservant-3 
  2 
  2 
  2 
  3 
  5 
  3 
  3 
  14F 
  9,000¥ 
  SS 
  Steel Lynx Combat Drone 
  5 
  4 
  2 
  6 
  12 
  3 
  3 
  10R 
  25,000¥ 
  SR5 
  Lockheed Optic-X2 
  4 
  3 
  2 
  1 
  0 
  3 
  3 
  8 
  2,000¥ 
  SR5 
  
   
  109 
  Magic 
  Magical Traditions 
  Different aspects of the world (the elements) are important 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 spirit 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 spellcasters of this 
  tradition 
  Mages of that particular tradition may only summon the spirits listed with the tradition, and they are restricted in 
  the tasks they can assign them. Assigning tasks outside the general area of their tradition will not receive a 
  response from the spirit (for example, a Buddhist mage telling an air spirit to heal him will get no response, as air is 
  a Combat spirit in that tradition, while the Health spirit is earth).  
  Note that when a tradition is described as a “possession tradition,” replace the spirit power of Materialization in 
  any spirits summoned by conjurers of that tradition with Possession. 
   
   
  Combat 
  Detection 
  Health 
  Illusion 
  Manipulation 
  Drain 
  Aboriginal (ShS) 
  Beasts 
  Earth 
  Plant 
  Guidance 
  Air 
  WIL+CHA 
  Aztec (SG) 
  Guardian 
  Fire 
  Plant 
  Water 
  Beasts 
  WIL+CHA 
  Black Magic (SG) 
  Fire 
  Water 
  Earth 
  Air 
  Man 
  WIL+CHA 
  Buddhism (SG) 
  Air 
  Guidance 
  Earth 
  Fire 
  Water 
  WIL+INT 
  Chaos Magic (SG) 
  Fire 
  Air 
  Earth 
  Man 
  Water 
  WIL+INT 
  Christian Theurgy (SG) 
  Fire 
  Water 
  Air 
  Earth 
  Guidance 
  WIL+CHA 
  Druid (SG) 
  Beast 
  Water 
  Plant 
  Air 
  Earth 
  WIL+INT 
  Egyptian (ShS) 
  Fire 
  Earth 
  Air 
  Guidance 
  Water 
  WIL+INT 
  Hermetic 
  Fire 
  Air 
  Man 
  Water 
  Earth 
  LOG+WIL 
  Hinduism (SG) 
  Beast 
  Water 
  Plant 
  Air 
  Earth 
  WIL+LOG 
  Islam (SG) 
  Guardian 
  Earth 
  Plant 
  Air 
  Fire 
  WIL+LOG 
  Norse (ShS) 
  Guardian 
  Earth 
  Plant 
  Air 
  Fire 
  WIL+LOG 
  Path of the Wheel (SG) 
  Earth 
  Guidance 
  Air 
  Water 
  Fire 
  WIL+CHA 
  Psionic (ShS) 
  Fire 
  Air 
  Man 
  Guidance 
  Task 
  WIL+INT 
  Qabbalism (SG) 
  Air 
  Earth 
  Fire 
  Water 
  Task 
  WIL+LOG 
  Shaman 
  Beasts 
  Water 
  Earth 
  Air 
  Man 
  CHA+WIL 
  Shinto (SG) 
  Air 
  Water 
  Plant 
  Beasts 
  Man 
  WIL+CHA 
  Sioux (SG) 
  Beast 
  Plant 
  Fire 
  Air 
  Guardian 
  WIL+INT 
  Vodou (SG) 
  Guardian 
  Water 
  Man 
  Guidance 
  Task 
  WIL+CHA 
  Wicca (Goddess) (SG) 
  Fire 
  Water 
  Plant 
  Air 
  Earth 
  WIL+INT 
  Wicca (Gardnerian) (SG) 
  Fire 
  Water 
  Plant 
  Air 
  Earth 
  WIL+LOG 
  Wuxing (SG) 
  Fire 
  Earth 
  Plant 
  Water 
  Guidance 
  WIL+LOG 
  Zoroastrianism (SG) 
  Man 
  Water 
  Fire 
  Air 
  Plant 
  WIL+LOG 
   
   
   
   
  
   
  110 
  Mentor Spirits 
  Any Awakened character can connect with a mentor spirit by taking the Mentor Spirit quality. Gamemasters may 
  also choose to award mentor spirits in the course of role playing, provided the player character has done enough 
  to deserve it. 
   
  Bear 
   
  Advantages: 
   
  All: +2 to damage resistance (not 
  including Drain) 
   
  Magician: +2 for Health spells, 
  preparations, and health spell rituals 
   
  Adept: 1 free level of Rapid Healing 
  Disadvantages: In combat or if someone 
  under your care is badly injured. 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 incapacitate the target(s) 
  before the time is up, the berserk fury 
  dissipates. 
   
   
  Berserker (SG) 
   
  Advantages: 
   
  All: +2 dice pool modifier for 
  Composure tests 
   
  Magician: +2 for Physical-type Combat 
  spells, preparations, and rituals 
   
  Adept: 2 free levels of Mystic Armor or 
  Pain Resistance, or 1 free level of each 
  Disadvantages: Whenever someone 
  strongly disagrees with you, you must pass 
  a Charisma + Willpower (3) Test to keep 
  from striking out against the offender. If the 
  test fails, the attack can be in any form you 
  choose (fist, spell, etc.), but it must have 
  the intent to cause damage. 
   
   
  Cat 
   
  Advantages: 
   
  All: +2 to either Gymnastics or 
  Infiltration (choose one) 
   
  Magician: +2 to Illusion spells, 
  preparations, and illusion spell rituals 
   
  Adept: 2 free levels of Light Body 
  Disadvantages: Unless you succeed 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, this ends. 
   
  Chaos (SG) 
   
  Advantages: 
   
  All: +2 to Con tests 
   
  Magician: +2 to Illusion spells, 
  preparations, and rituals 
   
  Adept: 2 free levels of Improved 
  Potentials (2 for the same limit, or 1 a 
  piece for 2 limits) 
  Disadvantages: You are an inveterate 
  gossip trying to stir up trouble, especially 
  between friends, and thus cannot keep 
  damaging secrets to yourself. Also, anytime 
  you encounter a public situation deemed 
  too quiet or stable (gamemaster’s 
  discretion), make a Willpower + Intuition (3) 
  Test. Failure means that you are compelled 
  to stir the pot in any way you desire, be it 
  attacking, telling lies, or throwing a drink on 
  someone nearby. 
   
  Disease (SG) 
  Advantages: 
   
  All: +2 to resist all pathogens and 
  toxins. 
   
  Magician: +2 for summoning or binding 
  plague spirits (toxic spirits of man). 
   
  Adept: Free Plague Cloud power. 
  Disadvantages: Followers of Disease must 
  make a CHA + WIL (3) Test to not flee or 
  seek cover whenever in a combat 
  situation, unless they outnumber their 
  opponents. If they begin a fight with 
  greater numbers but then their side is 
  reduced so that they no longer outnumber 
  their opponents, they must make a test to 
  avoid fleeing. 
   
   
  Dog 
   
  Advantages: 
   
  All: +2 to Tracking tests 
   
  Magician: +2 to Detection spells, 
  preparations, and rituals 
   
  Adept: 2 free Improved Sense powers 
  Disadvantages:You can never leave 
  someone behind, betray your comrades, or 
  let another sacrifice themselves in your 
  place without making a successful 
  Charisma + Willpower (3) test. 
   
   
   
  
   
  111 
  Doom (SG) 
  Advantages: 
   
  All: +2 to Demolitions or a single 
  Combat Skill of the character’s choice. 
   
  Magician: +2 for spells, preparations, 
  and spell rituals of the Combat 
  category. 
   
  Adept: Free Killing Hands power. 
  Disadvantages: Followers of Doom must 
  succeed in a WIIL + CHA (3) Test to avoid a 
  fight once it has begun, or to not enact a 
  plan to do violence. If they fail, they must 
  engage in combat until all opponents are 
  defeated or flee. 
   
   
  Dragonslayer 
   
  Advantages: 
   
  All:  +2 for one social skill of choice 
   
  Magician: +2 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 accident, you 
  take a –1 dice pool modifier to all actions 
  until you make good on your promise. 
   
   
  Eagle 
   
  Advantages: 
   
  All:  +2 to Perception tests 
   
  Magician: +2 for summoning spirits of 
  Air 
   
  Adept: 1 free level of Combat Sense 
  Disadvantages: You get the Allergy 
  (pollutants, mild) quality (no bonus Karma 
  for this negative quality). 
   
   
  Fire-Bringer 
   
  Advantages: 
   
  All:  +2 to Artisan skill tests or Alchemy 
  skill tests (choose one) 
   
  Magician: +2 for Manipulation spells, 
  preparations, and rituals 
   
  Adept: 1 free level of Improved Ability 
  on a non-combat skill 
  Disadvantages: When someone sincerely 
  asks you for help, you can’t refuse without 
  succeeding in a Simple Charisma + 
  Willpower (3) Test. 
   
   
  Great Mother (SASS) 
   
  Advantages: 
   
  All:  +2 to either First Aid or Medicine 
  tests (Choose one) 
   
  Magician: +2 to spells, preparations, 
  and rituals in the Health category. 
   
  Adept: 1 free level of Rapid Healing 
  Disadvantages: Followers of the Great 
  Mother are lovers and healers, not fighters. 
  As a result, they suffer a –1 dice pool 
  modifier for any combat-related actions 
  (using a combat skill, or casting a spell from 
  the Combat category). 
   
   
  Mountain 
   
  Advantages: 
   
  All:  +2 dice to Survival Tests 
   
  Magician: +2 for Counterspelling tests 
  and anchored rituals 
   
  Adept: 1 free level of Mystic Armor 
  Disadvantages: You must make a Charisma 
  + Willpower (3) Test to 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. 
   
  Mutation (SG) 
  Advantages: 
   
  All: +2 to a physical skill of the 
  character’s choice 
   
  Magician: +2 for spells, preparations, 
  and rituals of the Health category. 
   
  Adept: Free Attribute Boost (level 2) 
  power for a Physical Attribute of the 
  character’s choice. 
  Disadvantages: If a follower of Mutation 
  finds themselves inferior to an opponent, 
  they suffer a –1 penalty on all actions until 
  they defeat their rival in that area, or 
  overcome or compensate for the 
  weakness in another way (such as 
  acquiring a new power, spell, or 
  augmentation). 
   
   
   
   
   
  
   
  112 
  Oracle (SG) 
   
  Advantages: 
   
  All:  +2 for Arcana tests 
   
  Magician: +2 to Detection spells, 
  preparations, and rituals 
   
  Adept: Free Astral Perception 
  Disadvantages: When confronted by a 
  particularly haunting question, you must 
  take a Willpower + Intuition (3) Test. Failure 
  means you must undertake an Intuition + 
  Logic [Mental] (5, 1 hour) Extended Test to 
  try researching the answer. Completion of 
  the Extended Test does not necessarily 
  mean you found the answer, but it at least 
  silences the question in your mind for the 
  time being. 
  When a follower of Oracle becomes a 
  Grade 1 initiate, she must choose 
  Divination for her first metamagic rather 
  than a Power Point or any other benefit. 
   
   
  Peacemaker (SG) 
   
  Advantages: 
   
  All:  +2 for Negotiation tests 
   
  Magician: +2 to Detection spells, 
  preparations, and rituals 
   
  Adept: 2 free levels of Enhanced 
  Perception 
  Disadvantages: At the very beginning of 
  combat, you must pass a Charisma + 
  Intuition (3) Test; failure means you are 
  unable to take actions that cause Physical 
  damage for the duration of combat. At the 
  beginning of a new Combat Turn, you may 
  choose to retake the test if you failed the 
  first time and you or a member of your 
  team suffered damage in the previous 
  Combat Turn. 
   
  Pollution (SG) 
  Advantages: 
   
  All: +2 for Chemistry tests when dealing 
  with pollutants in any way; may default 
  even if they do not have the Chemistry 
  skill. 
   
  Magician: +2 to summon or bind toxic 
  spirits of air, earth, or water (choose 
  one). 
   
  Adept: Free Toxic Strike power. 
  Disadvantages: If they are in an area 
  cleaner than their normal habitation, 
  followers of Pollution must make a WIL + 
  CHA (3) Test every day. If they fail, they 
  must spend at least eight hours that day 
  actively despoiling the land, regardless of 
  any other plans they had for that time. 
   
   
  Rat 
   
  Advantages: 
   
  All: +2 for Sneaking tests 
   
  Magician: +2 to Alchemy tests when 
  harvesting reagents, and you may use 
  any tradition reagents 
   
  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. 
   
  Raven 
   
  Advantages: 
   
  All:  +2 for Con tests 
   
  Magician: +2 for Manipulation spells, 
  preparations, and rituals 
   
  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. 
   
   
  Sea 
   
  Advantages: 
   
  All:  +2 for Swimming tests 
   
  Magician: +2 for summoning Spirits of 
  Water 
   
  Adept: 1 free level of Improved Ability 
  on an athletic skill (pick one) 
  Disadvantages: You must make a Charisma 
  + Willpower (3) Test to give away 
  something you own or be charitable in 
  some way. 
   
   
  Seducer 
   
  Advantages: 
   
  All:  +2 to Con tests 
   
  Magician: +2 to Illusion spells, 
  preparations, and rituals 
   
  Adept: 1 free level of Improved Ability 
  for a skill in the Acting or Influence 
  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. 
   
   
   
   
  
   
  113 
  Shark 
   
  Advantages: 
   
  All:  +2 to Unarmed Combat tests 
   
  Magician: +2 for Combat spells, 
  preparations, and rituals 
   
  Adept: Free Killing Hands 
  Disadvantages: Every time you take 
  Physical damage in combat, 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 before the 
  time’s up, you keep attacking their bodies.  
   
   
  Snake 
   
  Advantages: 
   
  All: +2 to Arcana tests 
   
  Magician: +2 for Detection spells, 
  preparations, and rituals 
   
  Adept: 2 free levels in 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. 
   
  Thunderbird 
   
  Advantages: 
   
  All:  +2 to Indimidation tests 
   
  Magician: +2 to summon 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. 
   
   
  Wise Warrior 
   
  Advantages: 
   
  All: +2 to Leadership or Instruction skill 
  tests (choose one) 
   
  Magician: +2 for Combat spells, 
  preparation, and rituals 
   
  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 modifier 
  to all actions until you atone for your 
  behavior. 
   
   
  Wolf 
   
  Advantages: 
   
  All: +2 to Tracking tests 
   
  Magician: +2 to Combat spells, 
  preparations, and rituals 
   
  Adept: 2 free levels of Attribute Boost 
  (Agility) 
  Disadvantages: You must succeed in a 
  Charisma + Willpower (3) Test to retreat 
  from a fight.
  Spells and Preparations 
   
  Spellcasting 
  Casting a spell involves some mental preparation and a Complex Action. You must first declare the 
  Force at which to cast the spell. The Force acts as a limit on the spell. You can cast a spell at a Force up 
  to twice your Magic rating. 
   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. 
  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 (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 mana-based spells work in astral space, even if you’re in the physical 
  world astrally perceiving the target. Auras cannot be targeted. Area spells can be cast on a specific 
  target or a point in space that you can see. 
  Reckless Spellcasting 
  
   
  114 
  This 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 receive the +3 
  Drain Value. 
   
  Casting multiple spells 
  You can attempt to cast multiple spells simultaneously in the same action, even at different targets. To 
  do this, you have to split your Spellcasting + Magic dice pool between the spells you want to cast with a 
  minimum of 1 die per spell. Since the modifiers per spell may be different, they are applied after you split 
  the dice pool. The number of spells you can cast simultaneously is limited to your Magic attribute. 
   
  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 Resistance according to your tradition.  
   
  Sustaining 
  If you sustain the spell, 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. 
   
   
  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 how many dice from this pool to allocate for defense, and you can select 
  how many people (including yourself 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 refreshes 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 
  Counterspelling + Magic [Astral] v. spell’s Force + caster’s Magic (+ amount of Karma spent on 
  
   
  115 
  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 effectiveness 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 
  participants. 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. 
   
   
   
  Percieving Magic 
  Noticing magic is a Simple Perception + INT [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). You get a + 2 dice pool modifier on this test if you have any 
  magic-related Active or Knowledge Skill.  
   
   
  Object Resistance 
   
   
  Some spells require some inanimate object to roll dice. This is the dice they would roll: 
           Object Resistance Table 
  INITIATIVE TYPE 
  DICE POOL 
  Natural Objects 
  3 
  Example: Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand 
  Manufatured Low-Tech Objects and Materials 
  6 
  Example: Brick, leather, simple plastics 
  Manufactured High-Tech Objects and Materials 
  9 
  Example: Advanced plastics, alloys, electronic equipment, sensors 
  Highly Processed Objects 
  15+ 
  Example: Computers, complex toxic wastes, drones, vehicles 
   
  Spell characteristics 
   
  Physical vs Mana spells (PH/MA) 
   
  Physical spells can affect both living and non-living objects in the physical world with tangible 
  material. 
   
  Mana spells can only affect living things with auras or astrally active entities on either the physical or 
  astral planes.  
   
  Range 
   
  LOS: Line of Sight. Caster must physically see their target. 
   
  (A): Area of effect. 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 potential target is outside your vision 
  (behind a screen, for example), they’re not affected. 
   
  TOUCH: Touch attack. If the target is unwilling, you’ll need to make an unarmed attack. 
   
  SELF: Can be placed on the caster only. If the spell is an Area effect, the caster is at the center of 
  the spell’s area of effect and is automatically affected unless the description states otherwise. 
  
   
  116 
   
  Duration 
   
  I: Instantaneous. 
   
  S: Sustained. 
   
  P: Permanent (Non-magical characteristic for (Force) Combat Turns) 
   
  Drain 
  This is the drain taken for the spell. Drain can never be below 2. 
  COMBAT SPELLS 
   
  Damage Type (DMG TYPE) 
   
  P: Physical. 
   
  S: Stun. 
   
  Elemental 
   
  These spells cause extra damage of a particular element. 
   
   
  Direct vs Indirect spells (DIR/IND) 
  Direct spells inflict damage equal to your net hits on the opposed test (Spellcasting + Magic [Force] vs 
  either BOD (for physical spells) or WIL (for mana spells)). The target does not resist damage, only the 
  Spellcasting test. 
  Indirect spells are launched with an Opposed Test (Spellcasting + Magic [Force] vs REA + INT). You don’t 
  need to see the target as long as you’ve got a clear line of fire. The DV of an indirect spell is Force + net 
  hits, with an AP equal to –(Force). Damage from an indirect combat spell is resisted with Body + Armor.  
  Area indirect spells work like grenades: a Spellcasting + Magic [Force] (3) Test with scatter of 2D6 meters. 
  You can add your net hits on this test to the DV if you beat the threshold; otherwise the spell still 
  detonates, but the hits are used to reduce scatter by one meter per hit. The area is usually a radius in 
  meters equal to the spell force. 
  The duration of all combat spells are instantaneous and cannot be sustained. 
   
  NAME 
  DIR/IND 
  PH/MA 
  RANGE 
  DMG TYPE 
  DRAIN 
  ELEMENTAL 
  BOOK 
  [ELEMENT] GRENADE 
  I 
  P 
  T 
  P 
  F-1 
  [ELEMENT] 
  ShS 
  ACID STREAM 
  I 
  P 
  LOS 
  P 
  F-3 
  ACID 
  SR5 
  BALL LIGHTNING 
  I 
  P 
  LOS (A) 
  P 
  F-1 
  ELECTRIC 
  SR5 
  BLAST 
  I 
  P 
  LOS (A) 
  S 
  F 
   
  SR5 
  CHILL 
  D 
  P 
  LOS 
  S 
  F-1 
   
  ShS 
  CLOUT 
  I 
  P 
  LOS 
  S 
  F-3 
   
  SR5 
  CORRODE (OBJECT) 
  I 
  P 
  TOUCH 
  P 
  F-5 
  ACID 
  SG 
  DEATH TOUCH 
  D 
  M 
  TOUCH 
  P 
  F-6 
   
  SR5 
  DEMOLISH (OBJECT) 
  D 
  P 
  LOS (A) 
  P 
  F-1 
   
  SG 
  DESTROY (FREE SPIRIT) 
  D 
  M 
  LOS 
  P 
  F-3 
   
  SG 
  DESTROY (VEHICLE) 
  D 
  P 
  LOS 
  P 
  F-3 
   
  SG 
  DISRUPT (FOCUS) 
  D 
  M 
  LOS 
  SPECIAL 
  F-2 
   
  SG 
  FIREBALL 
  I 
  P 
  LOS (A) 
  P 
  F-1 
  FIRE 
  SR5 
  FIREWATER 
  I 
  P 
  LOS 
  P 
  F-2 
  FIRE/WATER 
  SG 
  FLAME BURST 
  D 
  P 
  SELF (A) 
  P 
  F+1 
  FIRE 
  ShS 
  FLAMETHROWER 
  I 
  P 
  LOS 
  P 
  F-3 
  FIRE 
  SR5 
  FRIGID 
  D 
  P 
  LOS (A) 
  S 
  F+1 
   
  ShS 
  ICE SPEAR 
  I 
  P 
  LOS 
  P 
  F-3 
  COLD 
  SG 
  ICE STORM 
  I 
  P 
  LOS (A) 
  P 
  F+1 
  COLD 
  SG 
  INSECTICIDE (INSECT SPIRIT) 
  D 
  M 
  LOS (A) 
  P 
  F+1 
   
  SG 
  KNOCKOUT 
  D 
  M 
  TOUCH 
  S 
  F-6 
   
  SR5 
  
   
  117 
  LIGHTNING BOLT 
  I 
  P 
  LOS 
  P 
  F-3 
  ELECTRIC 
  SR5 
  MAGEBOLT 
  D 
  P 
  LOS 
  P 
  F-4 
   
  ShS 
  MANABALL 
  D 
  M 
  LOS (A) 
  P 
  F 
   
  SR5 
  MANABOLT 
  D 
  M 
  LOS 
  P 
  F-3 
   
  SR5 
  MELT [OBJECT] 
  I 
  P 
  LOS 
  P 
  F-3 
  ACID 
  SG 
  NAPALM 
  I 
  P 
  LOS (A) 
  P 
  F 
  FIRE/WATER 
  SG 
  ONE LESS (SPECIES) 
  D 
  P 
  TOUCH 
  P 
  F-6 
   
  SG 
  POLLUTANT STREAM 
  I 
  P 
  LOS 
  P 
  F-3 
  POLLUTANT 
  SG 
  POLLUTANT WAVE 
  I 
  P 
  LOS (A) 
  P 
  F-1 
  POLLUTANT 
  SG 
  POWERBALL 
  D 
  P 
  LOS (A) 
  P 
  F 
   
  SR5 
  POWERBOLT 
  D 
  P 
  LOS 
  P 
  F-3 
   
  SR5 
  PUNCH 
  I 
  P 
  TOUCH 
  S 
  F-6 
   
  SR5 
  RADIATION BEAM 
  I 
  P 
  LOS 
  P 
  F-3 
  RADIATION 
  SG 
  RADIATION BURST 
  I 
  P 
  LOS (A) 
  P 
  F-1 
  RADIATION 
  SG 
  RAM (OBJECT) 
  D 
  P 
  TOUCH 
  P 
  F-5 
   
  SG 
  SHATTER 
  D 
  P 
  TOUCH 
  P 
  F-6 
   
  SR5 
  SHATTERSHIELD 
  D 
  M 
  TOUCH 
  P 
  F-3 
   
  SG 
  SLAUGHTER (SPECIES) 
  D 
  P 
  LOS (A) 
  P 
  F-2 
   
  SG 
  SLAY (SPECIES) 
  D 
  P 
  LOS 
  P 
  F-4 
   
  SG 
  SLUDGE (OBJECT) 
  I 
  P 
  LOS (A) 
  P 
  F-1 
  ACID 
  SG 
  STUNBALL 
  D 
  M 
  LOS (A) 
  S 
  F 
   
  SR5 
  STUNBOLT 
  D 
  M 
  LOS 
  S 
  F-3 
   
  SR5 
  SUNBEAM 
  I 
  P 
  LOS 
  P 
  F-1 
   
  ShS 
  TOXIC WAVE 
  I 
  P 
  LOS (A) 
  P 
  F-1 
  ACID 
  SR5 
  WRECK (OBJECT) 
  D 
  P 
  LOS 
  P 
  F-3 
   
  SG 
  DETECTION SPELLS 
   
  Active/Passive (ACT/PAS) 
  Active detection spells involve an Opposed Test (Spellcasting + Magic [Force] vs either WIL + LOG (+ 
  Counterspelling if available) [Mental] for living things with auras, (Force x 2) for magical objects, or the 
  object resistance for mundane objects  
  Counterspelling may be used to defend against active detection spells, even if the target is unaware of 
  them being cast (for example, if they walk within range of an active Detect Enemies spell). 
  When a spell affects multiple targets, 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. 
  While a passive spell is sustained, Perception 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. 
  A glitch on a Detection Spellcasting Test may result in false or misleading information. A critical glitch 
  may inflict extra Drain, translate any Drain damage suffered into Physical Damage, temporarily strip the 
  subject of a sense, or inexplicably apply the intended sense to others (particularly opponents) in range. 
  The standard range of the sense a Detection spell grants is Force x Magic in meters as a radius from the 
  target of the spell. 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.  
  
   
  118 
   
   
  Detection Spell Type (Type) 
   
  DIRECTIONAL: Like normal sight. 
   
  AREA: Work in all directions at once, like hearing. 
   
  PSYCHIC: Providing some special sense. 
   
  EXTENDED RANGE: Extended-range detection spells have a Force x Magic x 10 meter range. 
  All detection spells, with the exception of DIAGNOSE, are sustainable. 
  Detection Spell Results 
  NET HITS 
  RESULTS 
  1 
  Only general knowledge, no details 
  2 
  Major details only, no minor details 
  3 
  Major and minor details, with some minor details obscured or missing 
  4 
  Detailed information 
   
   
  NAME 
  ACT/PAS 
  TYPE 
  PH/MA 
  RANGE 
  DRAIN 
  BOOK 
  [SENSE] CRYPTESTHESIA 
  PASSIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SG 
  [SENSE] LINK 
  PASSIVE 
  PSYCHIC 
  M 
  TOUCH 
  F-2 
  ShS 
  ANALYZE DEVICE 
  ACTIVE 
  DIRECTIONAL 
  P 
  TOUCH 
  F-3 
  SR5 
  ANALYZE MAGIC 
  ACTIVE 
  DIRECTIONAL 
  P 
  TOUCH 
  F-3 
  SR5 
  ANALYZE TRUTH 
  ACTIVE 
  DIRECTOINAL 
  M 
  TOUCH 
  F-2 
  SR5 
  ANIMAL SENSE 
  ACTIVE 
  DIRECITONAL 
  M 
  TOUCH 
  F-5 
  SG 
  AREA THOUGH RECOGNITION 
  ACTIVE 
  PSYCHIC, AREA 
  M 
  LOS (A) 
  F+2 
  SR5 
  ASTRAL CLAIRVOYANCE 
  PASSIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SG 
  ASTRAL MESSAGE 
  PASSIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SG 
  ASTRAL WINDOW 
  ACTIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SG 
  BORROW SENSE 
  ACTIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SG 
  BROADCAST 
  ACTIVE 
  AREA 
  M 
  TOUCH 
  F+1 
  ShS 
  CATALOG 
  ACTIVE 
  AREA 
  P 
  TOUCH(A) 
  F-3 
  SG 
  CLAIRAUDIENCE 
  PASSIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SR5 
  CLAIRVOYANCE 
  PASSIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SR5 
  COMBAT SENSE 
  ACTIVE 
  PSYCHIC 
  M 
  TOUCH 
  F 
  SR5 
  DETECT [LIFE FORM] 
  ACTIVE 
  AREA 
  M 
  TOUCH 
  F-2 
  SR5 
  DETECT [LIFE FORM] EXTENDED 
  ACTIVE 
  EXTENDED AREA 
  M 
  TOUCH 
  F 
  SR5 
  DETECT [OBJECT] 
  ACTIVE 
  AREA 
  P 
  TOUCH 
  F-2 
  SR5 
  DETECT ENEMIES 
  ACTIVE 
  AREA 
  M 
  TOUCH 
  F-2 
  SR5 
  DETECT ENEMIES, EXTENDED 
  ACTIVE 
  EXTENDED AREA 
  M 
  TOUCH 
  F 
  SR5 
  DETECT INDIVIDUAL 
  ACTIVE 
  AREA 
  M 
  TOUCH 
  F-3 
  SR5 
  DETECT LIFE 
  ACTIVE 
  AREA 
  M 
  TOUCH 
  F-3 
  SR5 
  DETECT LIFE, EXTENDED 
  ACTIVE 
  EXTENDED AREA 
  M 
  TOUCH 
  F-1 
  SR5 
  DETECT MAGIC 
  ACTIVE 
  AREA 
  M 
  TOUCH 
  F-2 
  SR5 
  DETECT MAGIC, EXTENDED 
  ACTIVE 
  EXTENDED AREA 
  M 
  TOUCH 
  F 
  SR5 
  DIAGNOSE 
  ACTIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SG 
  DRAGON ASTRAL SIGNATURE 
  ACTIVE 
  PSYCHIC, AREA 
  M 
  LOS (A) 
  F+5 
  SG 
  ENHANCE AIM 
  PASSIVE 
  DIRECTIONAL 
  P 
  TOUCH 
  F-1 
  SG 
  EYES OF THE PACK 
  ACTIVE 
  DIRECITONAL 
  M 
  TOUCH 
  F-1 
  SG 
  HAWKEYE 
  PASSIVE 
  DIRECTIONAL 
  P 
  TOUCH 
  F-1 
  SG 
  MANA WINDOW 
  ACTIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F-3 
  SG 
  MIND PROBE 
  ACTIVE 
  DIRECTIONAL 
  M 
  TOUCH 
  F 
  SR5 
  MINDLINK 
  ACTIVE 
  PSYCHIC 
  M 
  TOUCH 
  F-1 
  SR5 
  MINDNET 
  ACTIVE 
  PSYCHIC, AREA 
  M 
  TOUCH (A) 
  F 
  SG 
  MINDNET, EXTENDED 
  ACTIVE 
  PSYCHIC, EXTENDED AREA 
  M 
  TOUCH (A) 
  F+1 
  SG 
  NIGHT VISION 
  PASSIVE 
  DIRECTIONAL 
  P 
  TOUCH 
  F-3 
  SG 
  PASSENGER 
  PASSIVE 
  PSYCHIC 
  M 
  LOS 
  F-1 
  ShS 
  RECORDED ROOM 
  PASSIVE 
  AREA 
  P 
  LOS (A) 
  F 
  ShS 
  SECRET HANDSHAKE 
  ACTIVE 
  AREA 
  M 
  TOUCH 
  F-4 
  ShS 
  
   
  119 
  SENDING 
  ACTIVE 
  EXTENDED AREA 
  M 
  TOUCH 
  F+2 
  ShS 
  SPATIAL SENSE 
  PASSIVE 
  AREA 
  P 
  TOUCH (A) 
  F-3 
  SG 
  SPATIAL SENSE, EXTENDED 
  PASSIVE 
  EXTENDED AREA 
  P 
  TOUCH (A) 
  F-1 
  SG 
  THOUGHT RECOGNITION 
  ACTIVE 
  PSYCHIC, DIRECTIONAL 
  M 
  TOUCH 
  F 
  SG 
  TRANSLATE 
  ACTIVE 
  PSYCHIC/DIRECTIONAL 
  M 
  TOUCH 
  F-4 
  SG 
  HEALTH SPELLS 
  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. 
   
  Essence/Negative (ESS/NEG) 
  For Essence spells, 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. 
  Negative spells are inverted health spells. Spells that negatively affect a character cause a Magic + 
  Spellcasting [Force] damage, resisted by the subject’s BOD (+ Counterspelling, if applicable). 
   
  Duration (DUR) 
   
  The duration of health spells can either be Instantaneous (I), Permanent (P), or Sustainable (S). 
   
   
  NAME 
  ESS/NEG 
  PH/MA 
  DUR 
  DRAIN 
  BOOK 
  ALLEVIATE [ALLERGY] 
  ESSENCE 
  M 
  S 
  F-6 
  SG 
  ALLEVIATE ADDICTION 
  ESSENCE 
  M 
  S 
  F-6 
  SG 
  ALLEVIATE NAUSEA 
  --- 
  M 
  S 
  F-4 
  ShS 
  AMBIDEXTERITY 
  ESSENCE 
  P 
  I 
  F-3 
  SG 
  ANTIDOTE 
  --- 
  M 
  P 
  F-3 
  SR5 
  AWAKEN 
  ESSENCE 
  M 
  S 
  F-3 
  SG 
  CONVERT BLOOD TO ICHOR 
  ESSENCE/NEGATIVE 
  P 
  I 
  F 
  ShS 
  CRANK 
  ESSENCE 
  P 
  S 
  F-3 
  SG 
  CURE DISEASE 
  ESSENCE 
  M 
  P 
  F-4 
  SR5 
  DECONTAMINATION 
  --- 
  M 
  P 
  F-4 
  ShS 
  DECREASE [ATTRIBUTE] 
  ESSENCE 
  P 
  S 
  F-2 
  SR5 
  DECREASE INHERENT LIMITS 
  NEGATIVE 
  P 
  S 
  F-1 
  SG 
  DECREASE REFLEXES 
  NEGATIVE 
  P 
  P 
  F-2 
  SG 
  DEHYDRATE 
  NEGATIVE 
  P 
  S 
  F-4 
  ShS 
  DETOX 
  --- 
  M 
  P 
  F-6 
  SR5 
  ENABLER 
  NEGATIVE 
  M 
  S 
  F-3 
  SG 
  FAST 
  ESSENCE 
  M 
  S 
  F-3 
  SG 
  FORCED DEFENSE 
  ESSENCE 
  M 
  I 
  F-1 
  SG 
  GHOULISH STRENGTH 
  ESSENCE 
  P 
  S 
  F-4 
  ShS 
  HEAL 
  ESSENCE 
  M 
  P 
  F-4 
  SR5 
  HEALTHY GLOW 
  --- 
  P 
  P 
  F-2 
  ShS 
  HYDRATE 
  --- 
  P 
  P 
  F-4 
  ShS 
  INCREASE [ATTRIBUTE] 
  ESSENCE 
  P 
  S 
  F-3 
  SR5 
  INCREASE INHERENT LIMITS 
  ESSENCE 
  P 
  S 
  F-1 
  SG 
  INCREASE REFLEXES 
  ESSENCE 
  P 
  S 
  F 
  SR5 
  INFLICT DISEASE 
  ESSENCE/NEGATIVE 
  M 
  P 
  F-3 
  ShS 
  NAUSEATE 
  NEGATIVE 
  M 
  I 
  F-2 
  ShS 
  OXYGENATE 
  --- 
  P 
  S 
  F-5 
  SR5 
  PERSONAL WARMTH 
  --- 
  M 
  S 
  F-4 
  ShS 
  PROPHYLAXIS 
  --- 
  M 
  S 
  F-4 
  SR5 
  RESIST PAIN 
  --- 
  M 
  P 
  (DV)-6 
  SR5 
  ROT 
  ESSENCE/NEGATIVE 
  P 
  I 
  F 
  ShS 
  STABILIZE 
  --- 
  M 
  P 
  F-4 
  SR5 
  
   
  120 
  VAMPIRIC SPEED 
  ESSENCE 
  P 
  S 
  F-2 
  ShS 
  ILLUSION SPELLS 
   
  Illusions fall into the following categories: 
   
  Obvious vs Realistic (OBV/REA) 
   
  OBVIOUS: These are solely for entertainment and cannot fool subjects into believing they are real. 
   
  REALISTIC: These illusions seem completely real. 
   
  Sense Affection (SS/MS) 
   
  SINGLE-SENSE: These illusions affect only one sense. 
   
  MULTI-SENSE: These affect all senses. 
   
  Physical vs Mana (PH/MA) 
  MANA ILLUSIONS: These spells affect the mind and are ineffective against technological viewing systems. 
  Mana illusions are resisted by LOG + WIL. You are 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 Assensing and cannot be used to 
  disguise or create auras. 
  PHYSICAL ILLUSIONS: These spells create actual 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 INT + LOG; 
  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. 
   
  NAME 
  OBV/REA 
  SS/MS 
  PH/MA 
  RANGE 
  DUR 
  DRAIN 
  BOOK 
  [SENSE] REMOVAL 
  REA 
  SS 
  P 
  LOS 
  S 
  F-3 
  SG 
  AGONY 
  REA 
  SS 
  M 
  LOS 
  S 
  F-4 
  SR5 
  BUGS 
  REA 
  MS 
  M 
  LOS 
  S 
  F-3 
  SR5 
  CAMOUFLAGE CHECK 
  REA 
  SS 
  M 
  LOS 
  S 
  F-2 
  SG 
  CHAFF 
  REA 
  MS 
  P 
  LOS (A) 
  S 
  F-1 
  SG 
  CHAOS 
  REA 
  MS 
  P 
  LOS 
  S 
  F-2 
  SR5 
  CHAOTIC WORLD 
  REA 
  MS 
  P 
  LOS (A) 
  S 
  F 
  SR5 
  CONFUSION 
  REA 
  MS 
  M 
  LOS 
  S 
  F-3 
  SR5 
  DECOY 
  REA 
  MS 
  P 
  LOS 
  S 
  F-3 
  SG 
  DOUBLE IMAGE 
  REA 
  MS 
  P 
  TOUCH 
  S 
  F-1 
  SG 
  DREAM 
  REA 
  MS 
  M 
  LOS 
  S 
  F-3 
  SG 
  ENTERTAINMENT 
  OBV 
  MS 
  M 
  LOS (A) 
  S 
  F-3 
  SR5 
  EUPHORIA 
  REA 
  SS 
  M 
  LOS 
  S 
  F-3 
  SG 
  FALSE IMPRESSION 
  --- 
   
  M 
  LOS 
  S 
  F-4 
  ShS 
  FOREBODING 
  REA 
  MS 
  M 
  LOS (A) 
  S 
  F-3 
  SG 
  HOT POTATO 
  REA 
  SS 
  M 
  LOS (A) 
  S 
  F-3 
  SG 
  HUSH 
  REA 
  SS 
  M 
  LOS (A) 
  S 
  F-2 
  SR5 
  IMPROVED INVISIBILITY 
  REA 
  SS 
  P 
  LOS 
  S 
  F-1 
  SR5 
  INVISIBILITY 
  REA 
  SS 
  M 
  LOS 
  S 
  F-2 
  SR5 
  MANASCAPE 
  --- 
   
  M 
  LOS (A) 
  S 
  F-2 
  ShS 
  MASK 
  REA 
  MS 
  M 
  TOUCH 
  S 
  F-2 
  SR5 
  MASS [SENSE] REMOVAL 
  REA 
  SS 
  P 
  LOS (A) 
  S 
  F-1 
  SG 
  MASS AGONY 
  REA 
  SS 
  M 
  LOS (A) 
  S 
  F-2 
  SR5 
  MASS CONFUSION 
  REA 
  MS 
  M 
  LOS (A) 
  S 
  F-1 
  SR5 
  OPIUM DEN 
  REA 
  SS 
  M 
  LOS (A) 
  S 
  F-1 
  SG 
  
   
  121 
  PHANTASM 
  REA 
  MS 
  M 
  LOS 
  S 
  F-1 
  SR5 
  PHYSICAL CAMOUFLAGE 
  REA 
  SS 
  P 
  LOS 
  S 
  F 
  SG 
  PHYSICAL MASK 
  REA 
  MS 
  P 
  TOUCH 
  S 
  F-1 
  SR5 
  SILENCE 
  REA 
  SS 
  P 
  LOS (A) 
  S 
  F-1 
  SR5 
  SOUND BARRIER 
  REA 
  SS 
  P 
  LOS (A) 
  S 
  F-3 
  SG 
  STEALTH 
  REA 
  SS 
  P 
  LOS 
  S 
  F-2 
  SR5 
  STENCH 
  REA 
  SS 
  M 
  LOS (A) 
  S 
  F-1 
  SG 
  STINK 
  REA 
  SS 
  M 
  LOS 
  S 
  F-3 
  SG 
  SWARM 
  REA 
  MS 
  M 
  LOS (A) 
  S 
  F-1 
  SR5 
  SWITCH VEHICLE SIGNATURE 
  REA 
  MS 
  P 
  TOUCH 
  SPECIAL 
  F+1 
  SG 
  TRID ENTERTAINMENT 
  OBV 
  MS 
  P 
  LOS (A) 
  S 
  F-2 
  SR5 
  TRID PHANTASM 
  REA 
  MS 
  P 
  LOS (A) 
  S 
  F 
  SR5 
  VAMPIRIC STEALTH 
   
   
  M 
  SELF 
  S 
  F-3 
  ShS 
  VEHICLE MASK 
  REA 
  MS 
  P 
  TOUCH 
  SPECIAL 
  F-3 
  SG 
  VEHICLE MASK 
  REA 
  MS 
  P 
  T 
  S 
  F-2 
  SS 
   
  MANIPULATION SPELLS 
   
  Keywords 
  DAMAGING: Manipulation spells that cause damage have a DV 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 LOG + WIL. Net hits 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 LOG 
  + WIL 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. 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 target, 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 BOD 
  + STR or an inanimate object’s Object Resistance. 
   
  NAME 
  KEYWORD 
  PH/MA 
  RANGE 
  DUR 
  DRAIN 
  BOOK 
  [CRITTER] FORM 
  PHYSICAL 
  P 
  LOS 
  S 
  F-4 
  SG 
  [ELEMENT] AURA 
  ENVIRONMENTAL 
  P 
  LOS 
  S 
  F+1 
  SG 
  [ELEMENT] WALL 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F+2 
  SG 
  AIR FILTER 
  PHYSICAL 
  M 
  LOS 
  S 
  F-6 
  ShS 
  ALTER MEMORY 
  MENTAL 
  M 
  LOS 
  P 
  F+1 
  ShS 
  ALTER TEMPERATURE 
  PHYSICAL 
  P 
  LOS (A) 
  S 
  F-3 
  ShS 
  ANIMATE 
  PHYSICAL 
  P 
  LOS 
  S 
  F-1 
  SR5 
  ARMOR 
  PHYSICAL 
  P 
  LOS 
  S 
  F-2 
  SR5 
  ASTRAL ARMOR 
  MENTAL 
  M 
  LOS 
  S 
  F-2 
  ShS 
  BIND 
  PHYSICAL 
  P 
  LOS 
  S 
  F-2 
  SG 
  BUG ZAPPER 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F+1 
  SG 
  CALM ANIMAL 
  MENTAL 
  M 
  LOS 
  S 
  F-3 
  SG 
  CALM PACK 
  MENETAL 
  M 
  LOS (A) 
  S 
  F-1 
  SG 
  CATFALL 
  PHYSICAL 
  P 
  LOS 
  S 
  F-3 
  SG 
  CLEAN [ELEMENT] 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  P 
  F-3 
  SG 
  COMPEL TRUTH 
  MENTAL 
  M 
  LOS 
  SPECIAL 
  F-1 
  SG 
  
   
  122 
  CONTROL ACTIONS 
  MENTAL 
  M 
  LOS 
  S 
  F-1 
  SR5 
  CONTROL ANIMAL 
  MENTAL 
  M 
  LOS 
  S 
  F-3 
  SG 
  CONTROL EMOTIONS 
  MENTAL 
  M 
  LOS 
  S 
  F-1 
  ShS 
  CONTROL PACK 
  MENTAL 
  M 
  LOS (A) 
  S 
  F-1 
  SG 
  CONTROL THOUGHTS 
  MENTAL 
  M 
  LOS 
  S 
  F-1 
  SR5 
  CONVINCE 
  MENTAL 
  P 
  LOS 
  S 
  F-2 
  SS 
  DECREASE GEAR LIMITS 
  PHYSICAL 
  P 
  TOUCH 
  S 
  F-1 
  SG 
  DECREASE NOISE 
  PHYSICAL 
  P 
  LOS (A) 
  S 
  F-1 
  SG 
  DEFLECTION 
  PHYSICAL 
  P 
  LOS 
  S 
  F-1 
  SG 
  EVAPORATE 
  PHYSICAL 
  M 
  LOS 
  S 
  F-4 
  ShS 
  FASHION 
  ENVIRONMENTAL 
  P 
  TOUCH (A) 
  P 
  F-1 
  SG 
  FASHION 
  PHYSICAL 
  P 
  T 
  P 
  F-1 
  SS 
  FIX 
  PHYSICAL 
  P 
  TOUCH 
  P 
  F 
  SG 
  FLING 
  PHYSICAL, DAMAGING 
  P 
  LOS 
  I 
  F-2 
  SR5 
  GECKO CRAWL 
  PHYSICAL 
  P 
  TOUCH 
  S 
  F-3 
  SG 
  GLUE 
  PHYSICAL 
  P 
  LOS 
  P 
  F-3 
  SG 
  GLUE STRIP 
  PHYSICAL 
  P 
  LOS (A) 
  P 
  F-1 
  SG 
  HIBERNATE 
  MENTAL 
  M 
  T 
  P 
  F-2 
  SS 
  ICE SHEET 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  I 
  F 
  SR5 
  IGNITE 
  PHYSICAL 
  P 
  LOS 
  P 
  F-1 
  SR5 
  INCREASE GEAR LIMITS 
  PHYSICAL 
  P 
  TOUCH 
  S 
  F-1 
  SG 
  INCREASE NOISE 
  PHYSICAL 
  P 
  LOS (A) 
  S 
  F-3 
  SG 
  INFLUENCE 
  MENTAL 
  M 
  LOS 
  P 
  F-1 
  SR5 
  INSULATE 
  PHYSICAL/ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-2 
  ShS 
  INTERFERENCE 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-1 
  SG 
  INTERFERENCE 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-2 
  SS 
  INTOXICATION 
  MENTAL 
  M 
  T 
  P 
  F-3 
  SS 
  LEVITATE 
  PHYSICAL 
  P 
  LOS 
  S 
  F-2 
  SR5 
  LIGHT 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-4 
  SR5 
  LOCK 
  PHYSICAL 
  P 
  LOS 
  S 
  F-1 
  SG 
  LOOKING GLASS 
  PHYSICAL 
  P 
  TOUCH 
  S 
  F-3 
  ShS 
  MAGIC FINGERS 
  PHYSICAL 
  P 
  LOS 
  S 
  F-2 
  SR5 
  MAKEOVER 
  PHYSICAL 
  P 
  TOUCH 
  P 
  F-3 
  SG 
  MANA BARRIER 
  ENVIRONMENTAL 
  M 
  LOS (A) 
  S 
  F-2 
  SR5 
  MANA BIND 
  MANA 
  M 
  LOS 
  S 
  F-2 
  SG 
  MANA NET 
  MANA 
  M 
  LOS (A) 
  S 
  F-1 
  SG 
  MANA STATIC 
  ENVIRONMENTAL 
  M 
  LOS (A) 
  P 
  F-1 
  SG 
  MASS ANIMATE 
  PHYSICAL 
  P 
  LOS (A) 
  S 
  F+1 
  SR5 
  MIST 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  I 
  F-3 
  SG 
  MOB CONTROL 
  MENTAL 
  M 
  LOS (A) 
  S 
  F+1 
  SR5 
  MOB MIND 
  MENTAL 
  M 
  LOS (A) 
  S 
  F+1 
  SR5 
  MOB MOOD 
  MENTAL 
  M 
  LOS (A) 
  S 
  F+1 
  ShS 
  NAPALM WALL 
  PHYSICAL/ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F 
  ShS 
  NET BIND 
  PHYSICAL 
  P 
  LOS (A) 
  S 
  F-1 
  SG 
  NUTRITION 
  MANA 
  P 
  T 
  P 
  F-3 
  SS 
  OFFENSIVE MANA BARRIER 
  ENVIRONMENTAL 
  M 
  LOS (A) 
  S 
  F+3 
  SG 
  PETRIFY 
  PHYSICAL 
  P 
  LOS 
  S 
  F-2 
  ShS 
  PHYSICAL BARRIER 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-1 
  SR5 
  POLTERGEIST 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-2 
  SR5 
  PRESERVE 
  PHYSICAL 
  P 
  TOUCH 
  I 
  F-3 
  SG 
  PROTECT VEHICLE 
  PHYSICAL 
  P 
  TOUCH 
  DURATION 
  F-1 
  SG 
  PULSE 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  I 
  F+3 
  SG 
  PULSE 
  PHYSICAL/ENVIRONMENTAL 
  P 
  LOS (A) 
  I 
  F-4 
  ShS 
  RADIATION BARRIER 
  PHYSICAL 
  P 
  LOS (A) 
  S 
  F-2 
  ShS 
  RADIATION SHIELD 
  PHYSICAL 
  P 
  LOS 
  S 
  F-4 
  ShS 
  REINFORCE 
  PHYSICAL 
  P 
  LOS 
  S 
  F-1 
  SG 
  SHADOW 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-3 
  SR5 
  SHAPE [MATERIAL] 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-2 
  SG 
  SHAPECHANGE 
  PHYSICAL 
  P 
  LOS 
  S 
  F-3 
  SG 
  
   
  123 
  SLOW VEHICLE 
  PHYSICAL 
  P 
  LOS 
  S 
  F+1 
  SG 
  SPIRIT BARRIER 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F-1 
  SG 
  SPIRIT ZAPPER 
  ENVIRONMENTAL 
  P 
  LOS (A) 
  S 
  F+1 
  SG 
  STERILIZE 
  PHYSICAL 
  P 
  LOS (A) 
  S 
  F+1 
  SG 
  TURN TO GOO 
  PHYSICAL 
  P 
  LOS 
  S 
  F+3 
  SG 
   
  Ritual Spellcasting 
  A ritual must be performed in a magical lodge appropriate to the leader’s tradition, which is referred to as the 
  foundation for the ritual. 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. 
   
  Performing a Ritual 
  Each ritual must have a leader who knows the ritual being performed and can complete the last step, 
  which seals the ritual. To start a ritual, 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 leader’s astral signature. 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. 
  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. The leader then chooses the force of the ritual. At this point, the ritual 
  foundation becomes activated. 
  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. For every [Force] drams of reagents spent 
  (after the initial offering), the Drain value is reduced by 1, to a minimum of 2. 
  Next, the actual ritual is performed. The duration of this step is specific to each ritual (it’s in the 
  description), but it’s almost always based on the ritual’s Force. 
  The final step in any ritual is sealing it. 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. 
   
  Failure 
  There are a number of rare things that could cause a ritual to fail prematurely. If a participant leaves the 
  foundation after the lodge is activated but before the ritual is complete, the ritual fails. If the leader is 
  incapacitated (or killed) before the ritual is sealed, the ritual collapses and fails. If the foundation is 
  disrupted or broken at any point after becoming activated, 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. 
   
  
   
  124 
   
  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 resisting completion of the spell, or the leader being forced to seal the ritual on his own. On a 
  critical glitch, anything goes. 
   
  RITUAL KEYWORDS 
   
  Rituals have a series of keywords that use special rules. 
   
  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 anchor a ward, for example), or a mystical inscription (written 
  in ink, paint, blood, etch marks, etc.), or even the foundation 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. 
   
  ADEPT: These rituals are specific to the nature of an adept’s internal magic and can only be 
  learned/performed by an adept or mystic adept. These rituals do not allow group assistance 
  unless otherwise stated. 
   
  BLOOD: These rituals require the death of a sapient subject. These rituals normally are not 
  available to any sane player character. 
   
  CONTRACTUAL: These rituals require two or more willing participants to complete. The ritual forms 
  a bond between the parties involved. 
   
  MANA: Practice of rituals with this keyword must be performed on a mana line or domain. 
   
  MATERIAL LINK: The ritual requires a material link to the target, something that was once a 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. 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 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 
   
  MINION: The ritual creates a semi-autonomous entity, 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 Charisma rating. 
   
  ORGANIC LINK: Necromancy requires whole or partial physical remains of a once-living subject 
  as a material link for the ritual. This may be specific material link needed in the ritual (blood, 
  eyes, etc). This material link cannot be substituted for a sympathetic or symbolic link. 
   
  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 modifiers apply to the ritual, too. These rituals are susceptible to 
  dispelling. 
   
  SPOTTER: If the ritual’s target is not in sight of the leader, the leader needs to designate someone 
  who can see the target for them, referred to as the spotter. The individual 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. 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 
  necessary mystic link. If the spell is an area spell, the spotter must be able to assense the target 
  location. For the duration 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 
  
   
  125 
  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. 
   
  SPIRITS 
  Spirits are naturally astral forms, much like you’re naturally a physical form. A spirit exists entirely in astral 
  space, with astral attributes equal to its Force. A spirit can manifest, use astral travel, and get blocked by 
  mana barriers just like any other astral form. Its appearance strongly reflects its type and the tradition of 
  the magician who summoned it.  
  Every spirit has an affiity for one particular metaplane, known as its native plane, and may 
  instantaneously travel to that metaplane with a Complex Action. Mana barriers do not prevent this 
  movement. 
  By using metaplanar travel, a spirit may bypass a dual-natured mana barrier by traveling to their native 
  metaplane and then reappearing on the other side of the obstacle. However, a spirit may only bypass 
  the barrier in this way if its conjurer is on the other side of the barrier or if the spirit is familiar with what lies 
  beyond the barrier. 
  If a spirit wants to affect anything on the physical plane, it has to materialize. It gets physical attributes 
  based on its type and appears as a solid, physical version of its astral form—it’s relatively solid even if it 
  doesn’t look solid. The spirit is dual-natured while it’s materialized, which means it exists simultaneously 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 uses astral perception (its only perception) to perceive the physical world. A spirit’s physical 
  form is metahuman-sized or smaller and very obviously ethereal (there is no mistaking a spirit for 
  something worldly). Its physical body is not subject to gravity—though most spirits stay close to the 
  ground, but it can be knocked around by other forces. 
  Spirits follow the normal rules for combat, whether physical or astral. When Physical or Stun damage fills 
  up a spirit’s Condition Monitor, that spirit is disrupted and immediately returns to its native metaplane. 
  Spirits possessing vessels are only disrupted if the vessel’s Condition Monitor suffers a lethal amount of 
  overflow damage. 
  A disrupted spirit cannot appear outside its metaplane for a period of (28 – Force), with a minimum time 
  of 24 hours. If you’re on a deadline and desperately need a disrupted spirit back before that time 
  expires, you must undertake a metaplanar quest to the spirit’s native metaplane and retrieve the spirit. 
  To retrieve a possession spirit, you must already have a prepared vessel awaiting the spirit, regardless of 
  whether the quest was successful. 
  Disrupted spirits still count against a conjurer’s limit of spirits, but a conjurer may choose to release a 
  disrupted spirit at any time. Any services it still owes are lost. 
  A spirit can communicate telepathically with the summoner, 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 disrupted, as he will feel the loss of the 
  link. 
  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. 
  
   
  126 
   
   
  Summoning Spirits 
  Summoning a spirit is a Complex Action. You can only summon one spirit at a time, and it only 
  hangs around for a limited time—a summoned spirit will return to wherever it was when you 
  called it when it’s either through with all of the services it owes you or when the sunrises or sets 
  (whichever comes first). 
  You can only choose a spirit of a type available to your tradition. You also need to choose the 
  spirit’s Force, up to twice your Magic rating. You can call a spirit with optional 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. 
  Make an Opposed Test using Summoning + Magic [Force] v. spirit’s Force. You may spend 
  reagents to change the limit of this test. 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. 
  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 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. 
  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 resist. 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 gamemasters may see this as an opportunity to introduce 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 practices of summoning and binding is a form of slavery. 
  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, 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. 
  A magician may make a rushed attempt to conjure a spirit by spending a Simple Action instead 
  of a Complex Action. Make a standard Summoning Test but reduce the Limit by 2 after all 
  reagents have been expended; also, add 3 to the Drain Value. A magician may only use 
  Reckless Conjuring once per Action Phase. 
  Summoned and bound spirits don’t have their own Edge pools (or if they do, they don’t use 
  them). However, you can spend your own Edge pool on your summoned spirits’ tests if you like. 
  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.  
  
   
  127 
  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. 
   
   
   
  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) drams of 
  reagents to be used up in the binding. The test is an Opposed Summoning + 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 services do not expire at the next sunrise 
  or sunset. A spirit’s service ends when it has no more services owed to the magician. 
  The bound spirit can be called or dismissed with a Simple Action as they appear next to 
  the magician from the metaplane, awaiting further instructions on the astral. A 
  magician can bind up to his Charisma attribute in spirits.  
  If you want to assign a bound spirit to a lengthy task, you can pay an amount of Karma 
  equal to the spirit’s Force to have that spirit perform a service or a set of services for up 
  to a year and a day. All other services are lost, and the spirit no longer counts against 
  the conjurer’s spirit limit. 
  A spirit that is disrupted while performing a longterm service automatically returns to its 
  task after 28 days minus the spirit’s Force. 
  Attempting to rebind a spirit during a firefight just isn’t practical, but sometimes you end 
  up using a bound spirit’s final service at an inconvenient time. One solution to worrying 
  about services is to bind the spirit in such a way that it obeys commands without using 
  up any services. This process is known as fettering. 
  To fetter a spirit, a conjurer must perform a Binding ritual. In addition to the normal 
  expenditure of reagents and time, the magician must give the spirit Force x 3 Karma 
  and 1 point of his Magic attribute. In return, the spirit gains the Banishing Resistance 
  power. If the spirit breaks free, or is banished, destroyed, or voluntarily released, the 
  conjurer regains his 1 point of Magic. On the other hand, if a magician with a fettered 
  spirit loses the last point of his Magic attribute for any reason, the fettered spirit 
  automatically departs and takes the last of the magician’s talent with it; the magician 
  is then considered burned out and does not regain the 1 point of Magic the spirit 
  borrowed. 
  A fettered spirit counts against the magician’s spirit limit, and a magician may only 
  fetter one spirit at a time. For purposes of this one-at-a-time restriction, an ally spirit is 
  considered a fettered spirit. Thus, a magician with an ally may not fetter spirits unless he 
  first loses or releases his ally spirit. 
   
   
   
  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. 
  
   
  128 
  Banishing is a Complex Action. You make an Opposed Banishing + Magic [Astral] Test 
  (you can spend reagents to set the limit of this test). 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 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. 
   
  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 
  (Fx2)+4+2D6 
  Astral Initiative 
  (Fx2)+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 
   
  NOXIOUS (Toxic Spirit of Air) SG 
  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 
  (Fx2)+4+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Exotic Ranged Weapon, 
  Perception, Running, Unarmed Combat 
  Powers 
  Accident, Astral Form, Concealment, Confusion, Engulf (Air), 
  Materialization, Movement, Sapience, Search 
  Optional Powers 
  Fear, Guard, Noxious Breath, Psychokinesis, Weather Control 
   
  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 
  (Fx2)+2D6 
  Astral Initiative 
  (Fx2)+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 
   
  ABOMINAITON (Toxic Spirit of Beasts) SG 
  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 
  (Fx2)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  
   
  129 
  Skills 
  Assensing, Astral Combat, Exotic Ranged Weapon, 
  Gymnastics, Perception, Running, Unarmed Combat 
  Powers 
  Animal Control (Toxic Critters), Astral Form, Enhanced Senses 
  (Hearing, Low-Light Vision, Smell), Materialization, Movement, 
  Mutagen, Natural Weapon (DV=(Force) Physical Damage, 
  AP-), Pestilence, Sapience 
  Optional Powers 
  Concealment, Corrosive Spit, Fear, Guard, Mimicry, 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 
  ((Fx2)-2)+2D6 
  Astral Initiative 
  (Fx2)+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 
   
  BARREN (Toxic Spirit of Earth) SG 
  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 
  ((Fx2)-1)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Exotic Ranged Weapon, 
  Perception, Unarmed Combat 
  Powers 
  Astral Form, Binding, Elemental Attack (Pollutant), Engulf 
  (Earth), Materialization, Movement, Sapience, Search 
  Optional Powers 
  Accident, Concealment, Confusion, Fear, Guard 
  Weaknesses 
  Allergy (Clean Earth, Severe) 
   
  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 
  ((Fx2)+3)+2D6 
  Astral Initiative 
  (Fx2)+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 
   
  NUCLEAR (Toxic Spirit 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 
  ((Fx2)+3)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Exotic Ranged Weapon, Flight, 
  Perception, Unarmed Combat 
  Powers 
  Astral Form, Elemental Attack (Radiation), Energy Aura 
  (Radiation), Engulf (Fire), Materialization, Sapience 
  Optional Powers 
  Confusion, Fear, Guard, Search 
   
  
   
  130 
  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 
  ((Fx2)+2)+2D6 
  Astral Initiative 
  (Fx2)+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 the spirit’s 
  magic), Movement, Physchokinesis 
   
  PLAGUE (Toxic Spirit of Man) 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F 
  F 
  F+2 
  F-2 
  F 
  F 
  F+1 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+2)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Perception, Spellcasting, Unarmed 
  Combat 
  Powers 
  Accident, Astral Form, Desire Reflection, Enhanced Senses 
  (Low-Light, Thermographic Vision), Fear, Materialization, 
  Mutagen, Pestilence, Sapience, Search 
  Optional Powers 
  Concealment, Confusion, Guard, Innate Spell (Any one spell 
  known by the summoner), 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 
  ((Fx2)+2)+2D6 
  Astral Initiative 
  (Fx2)+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. 
   
  SLUDGE (Toxic Spirit of Water) 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+2 
  F+1 
  F+2 
  F 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+2)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Exotic Ranged Weapon, 
  Perception, Unarmed Combat 
  Powers 
  Astral Form, Binding, Elemental Attack (Pollutant), Engulf 
  (Water), Materialization, Movement, Mutagen, Sapience, 
  Search 
  Optional Powers 
  Accident, Concealment, Confusion, Fear, Guard 
  Weaknesses 
  Allergy (Clean Water, Severe) 
   
  GUARDIAN SPIRITS 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+1 
  F+2 
  F+3 
  F+2 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+1)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Blades, Clubs, Counterspelling, Exotic Ranged Weapon, 
  Perception, Unarmed Combat 
  
   
  131 
  Powers 
  Astral Form, Fear, Guard, Magical Guard, Materializaiton, Movement, Sapience 
  Optional 
  Powers 
  Animal Control, Concealment, Elemental Attack (Summoner chooses element during 
  summoning), Natural Weaponry (DV=F+2), Psychokinesis, Skill (Choose any combat skill) 
   
  GUIDANCE SPIRITS 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+3 
  F-1 
  F+2 
  F+1 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  (Fx2)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Arcana, Assensing, Astral Combat, Counterspelling, Perception, Unarmed Combat 
  Powers 
  Astral Form, Confusion, Divining, Guard, Magical Guard, Materialization, Sapience, Search, 
  Shadow Cloak 
  Optional 
  Powers 
  Engulf, Enhanced Senses (Hearing, Low-Light Vision, Thermographic Vision, or Smell), Fear, 
  Influence 
   
  PLANT SPIRITS 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+2 
  F-1 
  F 
  F+1 
  F 
  F-1 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  (Fx2)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed 
  Combat 
  Powers 
  Astral Form, Concealment, Engulf, Fear, Guard, Magical Guard, Materialization, Sapience, 
  Silence 
  Optional 
  Powers 
  Accident, Confusion, Movement, Noxious Breath, Search 
   
  TASK SPIRITS 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F 
  F 
  F+2 
  F+2 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+2)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Artisan, Astral Form, Binding, Materialization, Movement, Sapience, Search 
  Powers 
  Accident, Astral Form, Binding, Materialization, Movement, Sapience, Serach 
  Optional 
  Powers 
  Concealment, Enhanced Senses (Hearing, Low-Light Vision, Thermographic vision, or Smell), 
  Influence, Psychokinesis, Skill (Choose any Technical or Physical skill) 
   
  Blood Spirits 
  BLOOD SPIRIT - SG 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+2 
  F+2 
  F 
  F+2 
  F 
  F-1 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  (Fx2)+2D6 
  Astral Initiative 
  (Fx2)+3D6 
  Skills 
  Assensing, Astral Combat, Perception, Running, Unarmed Combat 
  Powers 
  Astral Form, Binding, Energy Drain (Essence, Touch, Physical Damage), Fear, Materialization 
  Optional 
  Powers 
  Concealment, Confusion, Guard, Movement, Natural Weapon (DV=(Force) Physical 
  Damage, AP-), Noxious Breath 
  Weaknesses 
  Essence Loss (1 point per day) 
   
  Insect Spirits 
  CARETAKER - SG 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F 
  F+1 
  F+1 
  F 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+1)+2D6 
  
   
  132 
  Astral Initiative 
  (Fx2) +3D6 
  Skills 
  Assensing, Astral Combat, Leadership, Perception, Spellcasting, Unarmed Combat 
  Powers 
  Animal Control (Insect Type), Astral Form, Guard, Hive Mind, Inhabitation (Living Vessels), 
  Innate Spell (Physical Barrier), Sapience 
  Optional Powers  
  Binding, Confusion, Enhanced Senses (Smell, Thermographic Vision, or Ultrasound) 
  Weaknesses 
  Allergy (Insecticides, Severe), Evanescence 
   
  NYMPH - SG 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F-1 
  F 
  F+3 
  F-1 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+3)+2D6 
  Astral Initiative 
  (Fx2) +3D6 
  Skills 
  Assensing, Astral Combat, Perception, Gymnastics, Spellcasting, Unarmed Combat 
  Powers 
  Animal Control (Insect Type), Astral Form, Enhanced Senses (Smell, Thermographic Vision, or 
  Ultrasound), Hive Mind, Inhabitation (Living Vessels), Innate Spell (Any one illusion spell known 
  to the summoner), Sapience 
  Optional 
  Powers 
   
  Compulsion, Fear 
  Weaknesses 
  Allergy (Insecticides, Severe), Evanescence 
   
  SCOUT - SG 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F 
  F+2 
  F+2 
  F 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+2)+2D6 
  Astral Initiative 
  (Fx2) +3D6 
  Skills 
  Assensing, Astral Combat, Gymnastics, Perception, Sneaking, Unarmed Combat 
  Powers 
  Animal Control (Insect Type), Astral Form, Enhanced Senses (Smell, Thermographic Vision, or 
  Ultrasound), Hive Mind, Inhabitation (Living Vessels), Movement, Sapience, Search 
  Optional Powers  
  Confusion, Guard, Natural Weapon (DV=(Force) Physical damage, AP 0), Noxious Breath 
  Weaknesses 
  Allergy (Insecticides, Severe), Evanescence 
   
  SOLDIER - SG 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+3 
  F+1 
  F+1 
  F+3 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+1)+2D6 
  Astral Initiative 
  (Fx2) +3D6 
  Skills 
  Assensing, Astral Combat, Counterspelling, Exotic Ranged Weapon, Gymnastics, 
  Perception, Unarmed Combat 
  Powers 
  Animal Control (Insect Type), Astral Form, Fear, Hive Mind, Inhabitation (Living Vessels), 
  Natural Weapon (DV=(Force+2) Physical damage, AP-1), Sapience 
  Optional Powers  
  Concealment, Binding, Magical Guard, Noxious Breath, Skill (A soldier spirit may be given 
  an additional Combat skill instead of an optional power), Venom 
  Weaknesses 
  Allergy (Insecticides, Severe), Evanescence 
   
   
  WORKER - SG 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+3 
  F+1 
  F+1 
  F+3 
  F 
  F 
  F 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+1)+2D6 
  Astral Initiative 
  (Fx2) +3D6 
  Skills 
  Assensing, Astral Combat, Counterspelling, Exotic Ranged Weapon, Gymnastics, 
  Perception, Unarmed Combat 
  Powers 
  Animal Control (Insect Type), Astral Form, Fear, Hive Mind, Inhabitation (Living Vessels), 
  Natural Weapon (DV=(Force+2) Physical damage, AP-1), Sapience 
  Optional Powers  
  Concealment, Binding, Magical Guard, Noxious Breath, Skill (A soldier spirit may be given 
  an additional Combat skill instead of an optional power), Venom 
  
   
  133 
  Weaknesses 
  Allergy (Insecticides, Severe), Evanescence 
   
   
  QUEEN/MOTHER - SG 
  B 
  A 
  R 
  S 
  W 
  L 
  I 
  C 
  EDG 
  ESS 
  M 
  F+5 
  F+3 
  F+4 
  F+5 
  F+1 
  F+1 
  F+1 
  F 
  F/2 
  F 
  F 
  Initiative 
  ((Fx2)+5)+2D6 
  Astral Initiative 
  (Fx2) +3D6 
  Skills 
  Assensing, Astral Combat, Con, Counterspelling, Gymnastics, Leadership, Negotiation, 
  Perception, Spellcasting, Unarmed Combat 
  Powers 
  Animal Control (Insect Type), Astral Gateway, Banishing Resistance, Compulsion, 
  Enhanced Senses (Smell, Thermographic Vision, or Ultrasound), Fear, Hive Mind, Sapience, 
  Search, Spirit Pact, Wealth 
  Optional Powers  
  Concealment, Guard, Natural Weapon (DV=(Force+3) Physical damage, AP-1), Noxious 
  Breath, Venom 
  Weaknesses 
  Allergy (Insecticides, Severe) 
  Note 
  All Queen/Mother spirits are free spirits. 
   
  Spirit Powers 
  In order for a critter to use a power against a target, 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. 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 
  targets, 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 noted, 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 action, 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 critter is not subject to any strain or modifirs 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. Critters 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  
   
  
   
  134 
  Accident – SR5 
  Type: P  
  Action: Complex 
  Range: LOS 
  Duration: Instant 
  When a critter targets someone with this power, make an Opposed Test, using the critter’s MAG + WIL vs the 
  target’s REA + INT. If the critter wins, treat it as if the target rolled a glitch on a test. If the critter scores 4 or more 
  net hits, the accident is treated as a critical glitch. A critter can use this power on a number of targets at once 
  equal to its Magic rating. 
  Anaphylaxis – SG 
  Type: P  
  Action: Complex 
  Range: Touch 
  Duration: Instant 
  Treat this as a toxin attack with the following ratings: 
  Vector: Inhalation 
  Speed: Immediate 
  Penetration: 0 
  Power: Force 
  Effect: Physical damage, anaphylactic shock 
  Anaphylactic Shock: If the damage is not completely resisted, the victim takes 1 box of damage each 
  Combat Turn until he dies, unless he is treated with a First Aid + LOG [Mental] (2) Test with appropriate 
  drugs (such as from a medkit) or an Antidote, Detox, or Heal spell. 
  Animal Control – SR5 
  Type: M  
  Action: Complex 
  Range: LOS 
  Duration: Sustained 
  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 animal. 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 CHA in minutes. The 
  critter may control a number of small animals (cats, rats, etc.) equal to its CHA 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 – SR5 
  Type: P  
  Action: Auto 
  Range: Self 
  Duration: Always 
  The critter’s natural Armor rating is cumulative with any armor worn. 
  Astral Form – SR5 
  Type: M  
  Action: Auto 
  Range: Self 
  Duration: Always 
  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. 
  Astral Gateway – SG 
  Type: M  
  Action: Complex 
  Range: LOS (A) 
  Duration: Sustained 
  The spirit can open an astral rift, which forces all nearby objects to become dual-natured and allows even 
  mundanes to astrally project. An astral rift can open to any metaplane the spirit can visit. 
  Aura Masking – SG 
  Type: M  
  Action: Free 
  Range: Self 
  Duration: Sustained 
  This power functions like Masking and Extended Masking metamagics. Use the spirit’s Edge in place of its initiate 
  grade. The spirit can also hide its own use of powers on itself within the mask; only a magician who pierces this 
  mask can see the spirit using such powers. A spirit can mask itself to look like another astral being, but it cannot try 
  to pass itself off as a mundane being unless it is attached to a physical body or has the Realistic Form 
  power. 
  
   
  135 
  Banishing Resistance – SG 
  Type: M  
  Action: Auto 
  Range: Self 
  Duration: Special 
  When resisting a Banishing attempt, treat the spirit as if it owes a number of services equal to its Edge; these 
  refresh every sunrise and sunset and are cumulative with any services the spirit may actually owe a conjurer. 
  Binding – SR5 
  Type: P  
  Action: Complex 
  Range: Special 
  Duration: Instant 
  The critter with this power can make its target stick to any surface the target happens to be touching. The target 
  may attempt to break free from this with a Complex Action, rolling STR + BOD against the critter’s MAG + WIL. 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 – SR5 
  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 Opposed Test using its Magic + Charisma against the 
  target’s Willpower + Logic; if the target loses, he must immediately 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. 
  Concelament – SR5 
  Type: P  
  Action: Simple 
  Range: LOS 
  Duration: Sustained 
  Critters with this power can mystically hide themselves, other people, or things that someone else is seeking. 
  Concealment subtracts a number of dice equal to the critter’s MAG from any Perception Tests to locate the 
  concealed subject. 
  Concealment can be used simultaneously on a number of metahuman-sized targets equal to the critter’s MAG, 
  or a number of much smaller targets (cats, babies, rats, etc.) equal to the critter’s MAG x 5. Concealed 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 – SR5 
  Type: M  
  Action: Complex 
  Range: LOS 
  Duration: Sustained 
  This power renders the target unable to think clearly. The critter makes an Opposed Test using its MAG + WIL 
  against the target’s WIL + LOG. Any net hits the critter scores become a negative dice pool modifier for any 
  action the target character takes. 
  Corrosive Spit – SR5 
  Type: P  
  Action: Complex 
  Range: Special 
  Duration: Instant 
  The critter has a standard ranged combat attack using the critter’s Exotic Ranged Weapon skill + AGI [Physical], 
  with range increments of (BOD) meters. The spit causes Acid damage, with a DV of (MAG x 2)P and an AP of –
  (critter’s MAG). 
  Deathly Aura – SG 
  Type: P  
  Action: Simple 
  Range: Special 
  Duration: Sustained 
  For an area with a radius of (Force) meters around the spirit, the temperature drops by (Force x 2)°C. Also, organic 
  material in this radius decays at a faster rate, aging by a factor equal to the spirit’s Force. This effect is not fast 
  enough to noticeably damage metahumans and other large critters, but the aura withers plants and kills small 
  creatures such as insects or mice. This aura fills living creatures with unreasoning terror. Someone who wishes to 
  voluntarily enter an affected area must succeed in an Opposed Test between their CHA + WIL and the spirit’s 
  Force x 2 or else they are compelled to flee until they are out of sight of whatever caused the aura. 
  
   
  136 
  Desire Reflection – SG 
  Type: M  
  Action: Complex 
  Range: LOS 
  Duration: Sustained 
  Desire Reflection fids the greatest desire of a single target within line of sight and evokes a full-sensory illusion 
  keyed to the desire in the target’s mind. To use this power the critter must succeed in an Opposed Test pitting its 
  MAG + INT against the target’s WIL + INT. If it scores any net hits, the victim falls for the illusion. Otherwise the 
  power fails to affect the victim.  
  Left to their own devices, victims act as if their desire were real and right in front of them. If the victim is 
  attacked, injured, slapped, and so on, he may make another Opposed Test to resist the illusion; if the attack or 
  what have you comes directly from a component of the illusion, add +2 to the dice pool. Each hit reduces the 
  spirit’s net hits on the original Opposed Test. If the spirit’s net hits are reduced to 0, the victim breaks free of the 
  illusion. Those who fail are lost and entranced, caught up in the fulfilment of their desire. 
  Devouring – SG 
  Type: P  
  Action: Complex 
  Range: Touch 
  Duration: Sustained 
  The spirit makes an Opposed Test, using the spirit’s Force x 2 against the Object Resistance of all possible 
  materials/objects within (Magic) meters (to save time, the gamemaster may choose to roll once for the spirit and 
  then roll Object Resistance for each object or object 
  type). If the spirit gets any net hits against a particular object, that object is devoured. While this power is 
  sustained, barriers lose 1 point of Structure Rating and 
  vehicles take 1 box of damage per Combat Turn. Living 
  critters and characters are unaffected. 
  Divining – SG 
  Type: M  
  Action: Special 
  Range: Special 
  Duration: Special 
  This power functions like the Divination metamagic, except the spirit uses Magic + Intuition to divine meaning 
  instead of Arcana + Logic. 
  Dragonspeech – SR5 
  Type: M  
  Action: Auto 
  Range: LOS 
  Duration: Instant 
  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 power lets the critter project speech, but the target(s) cannot respond the same way without their own 
  telepathic ability. 
  Dual Natured – SR5 
  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 perceive and interact with the astral plane like characters 
  using astral perception. Being dual natured, though, is different from astral perception 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. 
  Elemental Attack – SR5 
  Type: P  
  Action: Complex 
  Range: Special 
  Duration: Instant 
  The power is a ranged attack, with range increments of (MAG) meters, using the critter’s Exotic Ranged Weapon 
  skill + AGI [Physical] to attack. The attack’s DV is (MAG x 2)P with an AP of –(critter’s MAG), plus as the 
  appropriate elemental damage, as listed in the critter’s statistics. 
  Elemental Attack (Pollutant) – SG 
  Type: P  
  Action: Complex 
  Range: Special 
  Duration: Instant 
  This attack follows the rules for Elemental Attack but with the following modifiations:  
  
   
  137 
  Pollutant attacks have a DV of (MAG x 2)S with an AP of –(critter’s MAG). Additionally, once the pollutant 
  has worked its way into the character’s system (that is, after the interval determined by the toxin’s Speed), he 
  must resist a toxin with the following stats: 
  Vector: Contact, Inhalation, Ingestion 
  Speed: 12 hours 
  Penetration: 0 
  Power: critter’s MAG x 2 
  Effect: Stun damage, disorientation, nausea  
  Elemental Attack (Radiation) – SG 
  Type: P  
  Action: Complex 
  Range: Special 
  Duration: Instant 
  This attack follows the rules for Elemental Attack but causes radiation elemental damage. 
  Radiation damage is treated as Physical damage and ignores Armor; however, the affected character may add 
  the rating of a hazmat suit or other radiation-resistant gear when making a Damage Resistance Test against 
  radiation damage. Radiation poisoning may also cause nausea, headaches, blindness, or other central nervous 
  system impairments (per gamemaster’s discretion). 
   
  Endowment 
  Energy Aura 
  Energy Drain 
  Engulf 
  Enhanced Senses 
  Essense Drain 
  Fear 
  Guard 
  Hardened Armor 
  Hardened Mystic Armor 
  Hive Mind 
  Immunity 
  Infection 
  Influence 
  Inhabitation 
  Innate spell 
  Magical guard 
  Materializaiton 
  Mimicry 
  Mind Lnik 
  Mist Form 
  Movement 
  Mutagen 
  Mystic Armor 
  Natural Weapon 
  Noxious Breath 
  Paralyzing howl 
  Paralyzing Touch 
  Pestilence 
  Petrification 
  Possession 
  Psychokinesis 
  Quake 
  Realistic Form 
  Regeneration 
  Reinforcement 
  Sapience 
  Search 
  Sense link 
  Shadow Cloak 
  Shift 
  
   
  138 
  Silence 
  Skill 
  Sonic Projection 
  Storm 
  Transfer Energy (Essence) 
  Vanishing 
  Venom 
  Weather Control 
   
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/3rd Party/Shadowrun 5e - Superbook.pdf