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  Running in New Orleans 
  A Dungeon World Hack for Shadowrun 
   
  Disclaimer 
  Dungeon World is the property of Sage LaTorra and Adam Koebel, and is available under the Creative 
  Commons Attribution 3.0 Unported License. See www.dungeon-world.com for details.  
   
  The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, 
  audio, video and/or any proprietary material used in connection with the game Shadowrun. See 
  www.shadowrun.com for details. 
   
  This is an unofficial work of a long-time fan, created and distributed free of charge as a promotion of the 
  Shadowrun universe. You can buy official game products here: 
  http://www.shadowruntabletop.com/products/  
   
  Character sheets and Rules PDF (in Zip format): 
  https://drive.google.com/open?id=0B5OVd1pEnuNqTVNnZ09sRUo0ZE0  
   
  Google Docs document, open for user feedback: 
  https://drive.google.com/open?id=1MR3zX-JLSJFdtOrPEJdumR8sEdiDvmd66Fu1O3Ek-Jg  
   
  Contents 
  Character Creation Summary ...................................................................................................................... 12 
  Step 1. Professional Moves and Archetypes ............................................................................................... 12 
  The Archetypes ....................................................................................................................................... 12 
  Techie ...................................................................................................................................................... 13 
  Try Science .......................................................................................................................................... 13 
  Matrix Overwatch ............................................................................................................................... 13 
  Hot Seat ............................................................................................................................................... 13 
  Matrix Legwork ................................................................................................................................... 13 
  Dirty Hack ............................................................................................................................................ 14 
  Ghost in the Machine .......................................................................................................................... 14 
  MacGyvering ....................................................................................................................................... 14 
  Bodyguard ............................................................................................................................................... 15 
  Get Down Mr. President ..................................................................................................................... 15 
  Certified EMT ...................................................................................................................................... 15 
  Never Cut The Red Wire ..................................................................................................................... 15 
  Professional Take Down ...................................................................................................................... 15 
  Smothering Instinct ............................................................................................................................. 15 
  Got My Eyes on You ............................................................................................................................ 15 
  
   
  3 
  Respect My Authority ......................................................................................................................... 16 
  Mercenary ............................................................................................................................................... 17 
  Military Tactics .................................................................................................................................... 17 
  Sharpshooter ....................................................................................................................................... 17 
  Leave No Man Behind ......................................................................................................................... 17 
  Overwatch ........................................................................................................................................... 17 
  Shopping Spree ................................................................................................................................... 17 
  Suppression Fire .................................................................................................................................. 18 
  Trick Shot ............................................................................................................................................ 18 
  Steady Hands ...................................................................................................................................... 18 
  Face ......................................................................................................................................................... 19 
  Negotiate ............................................................................................................................................ 19 
  Read Between The Lines ..................................................................................................................... 19 
  Cover Story .......................................................................................................................................... 19 
  Friend of a Friend ................................................................................................................................ 19 
  A New Face .......................................................................................................................................... 20 
  A Face in a Crowd ................................................................................................................................ 20 
  Push the Right Buttons ....................................................................................................................... 20 
  Street Samurai ........................................................................................................................................ 21 
  Tyrannosaurus Rekt ............................................................................................................................ 21 
  Lightning Strike ................................................................................................................................... 21 
  Zen Massacre ...................................................................................................................................... 21 
  Always On Edge ................................................................................................................................... 21 
  Adrenaline Rush .................................................................................................................................. 21 
  Talk ...................................................................................................................................................... 22 
  Warrior Poet ....................................................................................................................................... 22 
  Honor Challenge.................................................................................................................................. 22 
  Sorcerer ................................................................................................................................................... 23 
  Cast a Spell .......................................................................................................................................... 23 
  Counterspell ........................................................................................................................................ 23 
  Find Your Center ................................................................................................................................. 23 
  Healing Hands ..................................................................................................................................... 23 
  Spell Design ......................................................................................................................................... 23 
  Ritual Sorcery ...................................................................................................................................... 24 
  Conjurer .................................................................................................................................................. 25 
  Summon a Spirit .................................................................................................................................. 25 
  Banish a Spirit ...................................................................................................................................... 25 
  Commune with Totem ........................................................................................................................ 25 
  
   
  4 
  Astral Projection .................................................................................................................................. 25 
  Bind a Spirit ......................................................................................................................................... 26 
  Astral Ward ......................................................................................................................................... 26 
  Adept ....................................................................................................................................................... 27 
  Magic Hands ........................................................................................................................................ 27 
  Enhanced Senses ................................................................................................................................. 27 
  Gathering Storm .................................................................................................................................. 27 
  Astral Sight .......................................................................................................................................... 27 
  Technomancy ...................................................................................................................................... 27 
  Stick the Landing ................................................................................................................................. 27 
  Untouchable Evasion .......................................................................................................................... 27 
  Social Chameleon ................................................................................................................................ 28 
  Traceless Walk .................................................................................................................................... 28 
  Initiate ..................................................................................................................................................... 29 
  Quickening .......................................................................................................................................... 29 
  Unraveling ........................................................................................................................................... 29 
  Masking ............................................................................................................................................... 29 
  Silent Alarm Ward ............................................................................................................................... 29 
  Metaplane Travel ................................................................................................................................ 29 
  Alchemy............................................................................................................................................... 29 
  Enchanting .......................................................................................................................................... 30 
  Summon Ally ....................................................................................................................................... 30 
  Extra Chunky Salsa .............................................................................................................................. 30 
  Great Form Spirit ................................................................................................................................. 30 
  Fixer ......................................................................................................................................................... 31 
  State of the Art .................................................................................................................................... 31 
  Glam Op .............................................................................................................................................. 31 
  Black Op .............................................................................................................................................. 31 
  Double Cross ....................................................................................................................................... 31 
  Who’s That Guy? ................................................................................................................................. 31 
  What’s It to Ya? ................................................................................................................................... 32 
  Prototype Weapon .................................................................................................................................. 33 
  Field Test ............................................................................................................................................. 33 
  Step 2. Race and Racial Moves ................................................................................................................... 34 
  The Common Races................................................................................................................................. 34 
  The Rare Races ........................................................................................................................................ 34 
  Human ..................................................................................................................................................... 34 
  Lucky Strike ......................................................................................................................................... 34 
  
   
  5 
  Just Sorta Average ............................................................................................................................... 35 
  Educated ............................................................................................................................................. 35 
  Elf ............................................................................................................................................................ 35 
  Never Trust an Elf ................................................................................................................................ 35 
  Not in the Face .................................................................................................................................... 35 
  Grace Under Fire ................................................................................................................................. 35 
  Dwarf ....................................................................................................................................................... 35 
  Low Center of Gravity ......................................................................................................................... 35 
  The Drinking Game.............................................................................................................................. 36 
  The Tech Wizard.................................................................................................................................. 36 
  Ork ........................................................................................................................................................... 36 
  Thug Life .............................................................................................................................................. 36 
  Fearless ............................................................................................................................................... 36 
  I Need Pain To Feel Alive ..................................................................................................................... 36 
  Troll ......................................................................................................................................................... 36 
  Thick Skin ............................................................................................................................................ 36 
  Facepalm ............................................................................................................................................. 37 
  Physics ................................................................................................................................................. 37 
  Shapeshifter ............................................................................................................................................ 37 
  Human Form ....................................................................................................................................... 37 
  Smell Their Fear .................................................................................................................................. 37 
  Regeneration ....................................................................................................................................... 37 
  Pixie ......................................................................................................................................................... 37 
  Poof! .................................................................................................................................................... 38 
  Bamf! ................................................................................................................................................... 38 
  Weeeee! .............................................................................................................................................. 38 
  Centaur.................................................................................................................................................... 38 
  Trample ............................................................................................................................................... 38 
  Have Courage ...................................................................................................................................... 38 
  Brutality ............................................................................................................................................... 38 
  Ghoul ....................................................................................................................................................... 39 
  Bloodhound ......................................................................................................................................... 39 
  Feeding Frenzy .................................................................................................................................... 39 
  Almost Human .................................................................................................................................... 39 
  A.I. ........................................................................................................................................................... 39 
  Distributed Network ........................................................................................................................... 39 
  Nanite Infection .................................................................................................................................. 40 
  Replication .......................................................................................................................................... 40 
  
   
  6 
  Giant ........................................................................................................................................................ 40 
  Claustrophobia .................................................................................................................................... 40 
  Viking Blood ........................................................................................................................................ 40 
  Gentle Giant ........................................................................................................................................ 40 
  Vampire ................................................................................................................................................... 40 
  Allergic to Sunlight .............................................................................................................................. 40 
  Essence Loss ........................................................................................................................................ 41 
  Have a Drink on Me............................................................................................................................. 41 
  Too Sexy For This Shit ......................................................................................................................... 41 
  Dramatic Exit ....................................................................................................................................... 41 
  Changeling ............................................................................................................................................... 41 
  Pariah .................................................................................................................................................. 41 
  Type I ................................................................................................................................................... 41 
  Type II .................................................................................................................................................. 41 
  Type III ................................................................................................................................................. 41 
  Free Spirit ................................................................................................................................................ 42 
  Spirit Nature ........................................................................................................................................ 42 
  Learning Disability ............................................................................................................................... 42 
  False Form ........................................................................................................................................... 42 
  Re-word ............................................................................................................................................... 42 
  Anchor ................................................................................................................................................. 42 
  Astral Gateway .................................................................................................................................... 42 
  Fool's Gold ........................................................................................................................................... 42 
  Dragon ..................................................................................................................................................... 43 
  Dual Nature ......................................................................................................................................... 43 
  Best Boots Ever ................................................................................................................................... 43 
  Size Does Matter ................................................................................................................................. 43 
  Walk Among the Sheep ....................................................................................................................... 43 
  Never Deal with a Dragon ................................................................................................................... 43 
  Step 3. Attributes ........................................................................................................................................ 44 
  Step 4. Your Starting Gear ........................................................................................................................... 44 
  Write Down Your Starting Gear From This List ....................................................................................... 44 
  Advanced Perks ....................................................................................................................................... 45 
  Spend Your Perks .................................................................................................................................... 45 
  Example Perk Builds ................................................................................................................................ 45 
  Samurai / Bodyguard / Mercenary ..................................................................................................... 46 
  Techie (as a drone rigger) ................................................................................................................... 46 
  Conjurer / Sorcerer ............................................................................................................................. 46 
  
   
  7 
  Adept ................................................................................................................................................... 46 
  Face ..................................................................................................................................................... 47 
  Starting Out In New Orleans ................................................................................................................... 47 
  Step 5. Damage Dice ................................................................................................................................... 47 
  Getting More Damage Dice .................................................................................................................... 48 
  Step 6. Calculate Other Traits ..................................................................................................................... 48 
  Step 7. Name Your Character ...................................................................................................................... 49 
  Step 8. Name Two Free Contacts ................................................................................................................ 49 
  Step 9. Group Bonding ................................................................................................................................ 50 
  Bond Examples .................................................................................................................................... 50 
  Common Moves .......................................................................................................................................... 52 
  Take Cover........................................................................................................................................... 52 
  Rock & Roll .......................................................................................................................................... 52 
  Check The Situation ............................................................................................................................ 53 
  Stay Frosty ........................................................................................................................................... 53 
  Sneak Around ...................................................................................................................................... 53 
  Hot Pursuit .......................................................................................................................................... 53 
  First Aid ............................................................................................................................................... 53 
  Stay With Me....................................................................................................................................... 54 
  Reload ................................................................................................................................................. 54 
  Lay Low and Take It Easy ..................................................................................................................... 54 
  Substance Abuse ................................................................................................................................. 54 
  Call a Friend ......................................................................................................................................... 54 
  Citation Needed .................................................................................................................................. 54 
  Spout Technobabble ........................................................................................................................... 54 
  Lies Within Lies.................................................................................................................................... 55 
  Learn Something ................................................................................................................................. 55 
  Chapter 2. Full Gear List .............................................................................................................................. 56 
  Spells ........................................................................................................................................................... 56 
  Combat Spells ......................................................................................................................................... 56 
  Elemental Bolt (+1 drain) .................................................................................................................... 56 
  Sleep Bolt (0 drain) .............................................................................................................................. 56 
  Spontaneous Combustion (+2 drain) .................................................................................................. 56 
  Elemental Pulse (+1 drain) .................................................................................................................. 57 
  Detection Spells ...................................................................................................................................... 57 
  Find Missing Person (+1 drain) ............................................................................................................ 57 
  Detect Hostiles (+1 drain) ................................................................................................................... 57 
  Detect Sapients (0 drain) .................................................................................................................... 57 
  
   
  8 
  Mind Probe (+2 drain) ......................................................................................................................... 57 
  Analyze Device (0 drain)...................................................................................................................... 58 
  Soundtrack (0 drain) ........................................................................................................................... 58 
  Analyze Magic Signature (0 drain) ...................................................................................................... 58 
  Health Spells............................................................................................................................................ 58 
  Detox (0 drain) .................................................................................................................................... 58 
  Treat Infection (0 drain) ...................................................................................................................... 59 
  Healing Ward (+1d6x drain) ................................................................................................................ 59 
  Mana Meal (+2 drain) ......................................................................................................................... 59 
  Oxygenate (+1 drain)........................................................................................................................... 59 
  Suppress Allergies (+1 drain)............................................................................................................... 59 
  Illusion Spells ........................................................................................................................................... 60 
  Invisibility (+1 drain) ............................................................................................................................ 60 
  Phantasm (+2 drain) ............................................................................................................................ 60 
  Mask (0 drain) ..................................................................................................................................... 60 
  Hot Potato (+1 drain) .......................................................................................................................... 61 
  Manipulation Spells ................................................................................................................................ 61 
  Barrier (+1 drain) ................................................................................................................................. 61 
  Levitation (0 drain) .............................................................................................................................. 61 
  Ablative Armor (+1 drain per +1 armor) ............................................................................................. 62 
  Shapeshift (+2 drain) ........................................................................................................................... 62 
  Pocket Seamstress (0 drain) ................................................................................................................ 62 
  Meat Puppet (+2 drain) ....................................................................................................................... 62 
  Designing Your Own Spells ...................................................................................................................... 63 
  Totem Spirits ............................................................................................................................................... 63 
  Bear ..................................................................................................................................................... 63 
  Cat ....................................................................................................................................................... 63 
  Coyote ................................................................................................................................................. 63 
  Deceiver .............................................................................................................................................. 64 
  Dragonslayer ....................................................................................................................................... 64 
  Dog ...................................................................................................................................................... 64 
  Eagle .................................................................................................................................................... 64 
  Moon ................................................................................................................................................... 64 
  Rat ....................................................................................................................................................... 64 
  Shark ................................................................................................................................................... 64 
  Thunderer ........................................................................................................................................... 64 
  Trickster .............................................................................................................................................. 64 
  Wolf ..................................................................................................................................................... 64 
  
   
  9 
  Magic Items (Foci) ....................................................................................................................................... 65 
  Spell Lock (1,000¥ x Force) .................................................................................................................. 65 
  Fetish Focus (100¥) ............................................................................................................................. 65 
  Power Focus (10,000¥ x Force) ........................................................................................................... 65 
  Forensic Focus (2,000¥ x Force) .......................................................................................................... 66 
  Weapon Focus (5,000¥ x Force + cost of weapon) ............................................................................. 66 
  Guns, Lots of Guns ...................................................................................................................................... 66 
  List of Weapon Tags ................................................................................................................................ 66 
  Close Combat Weapons .......................................................................................................................... 67 
  Ranged Weapons .................................................................................................................................... 67 
  Pistols (all concealable) ....................................................................................................................... 67 
  Submachine Guns (all restricted) ........................................................................................................ 68 
  Shotguns (all forceful) ......................................................................................................................... 68 
  Assault Rifles (all restricted)................................................................................................................ 68 
  Unusual Weapons (all weird) :) ........................................................................................................... 68 
  Hunting and Sniper Rifles .................................................................................................................... 69 
  Grenade Launchers (all restricted)...................................................................................................... 69 
  Grenades (all concealable, disposable, range: reach / near) .............................................................. 69 
  Machine Guns (all restricted) .............................................................................................................. 70 
  Heavy Weapons (all very heavy) ......................................................................................................... 70 
  Ranged Weapon Accessories .............................................................................................................. 70 
  Explosives (all fun, until someone loses a limb) ......................................................................................... 71 
  Clothing and Armor ..................................................................................................................................... 71 
  Lifestyles ..................................................................................................................................................... 71 
  Implants ...................................................................................................................................................... 72 
  Vehicles and Drones .................................................................................................................................... 77 
  List of Vehicle Tags .................................................................................................................................. 77 
  Motorcycles ............................................................................................................................................ 77 
  Cars ......................................................................................................................................................... 77 
  Vans, Trucks and Tanks ........................................................................................................................... 78 
  Aircraft .................................................................................................................................................... 78 
  Watercraft ............................................................................................................................................... 78 
  Drones ..................................................................................................................................................... 79 
  Ground Drones .................................................................................................................................... 79 
  Air Drones ........................................................................................................................................... 79 
  Vehicle Modifications ............................................................................................................................. 80 
  Drugs ........................................................................................................................................................... 83 
  BTL (¥30 per dose) .................................................................................................................................. 83 
  
   
  10 
  Combat Drugs ............................................................................................................................................. 83 
  Substance Abuse ................................................................................................................................. 83 
  Zen (¥100 per dose) ................................................................................................................................ 84 
  Stimpatch (¥20 per dose) ........................................................................................................................ 84 
  Jazz (¥25 per dose) .................................................................................................................................. 84 
  Cram (¥35 per dose) ............................................................................................................................... 84 
  Kamikaze (¥40 per dose) ......................................................................................................................... 84 
  Novacoke (¥20 per dose) ........................................................................................................................ 85 
  Laes (¥900 per dose) ............................................................................................................................... 85 
  Tools of the Trade ....................................................................................................................................... 86 
  Commlink (¥100 to 900) ......................................................................................................................... 86 
  Trodes (¥50) ............................................................................................................................................ 86 
  Mirrorshades with a HUD  (¥40 + cost of mods) ..................................................................................... 86 
  Subvocal Microphone (¥300) .................................................................................................................. 87 
  Binoculars (¥60 + cost of mods) .............................................................................................................. 87 
  DocWagon Contract ................................................................................................................................ 87 
  White Noise Generator (¥750)................................................................................................................ 87 
  Jammer (¥500, illegal) ............................................................................................................................. 88 
  EMP Generator (¥9400, illegal, disposable)............................................................................................ 88 
  Bug Scanner (¥900) ................................................................................................................................. 88 
  Laser Microphone (¥1,500) ..................................................................................................................... 88 
  Video/Audio Bug  (¥200) ......................................................................................................................... 89 
  Toolkits .................................................................................................................................................... 89 
  Locksmith Toolkit (¥2,450) .................................................................................................................. 89 
  Medical: First Aid Kit (¥250) / Ambulance (¥75,950) / Clinic (¥530,000) ........................................... 89 
  Magical: Laptop (¥12,000) / Library (¥120,000) / Ley Line (¥1,200,000) ........................................... 89 
  Automotive Mechanic: Kit (¥800) / Car Shop (¥210,000) / Dealership (¥5,800,000) ......................... 90 
  Electronics: Kit (¥560) / Electronics Shop (¥39,000) / Robotics Factory (¥450,000) .......................... 90 
  Firearms: Cleaning Kit (¥10) / Gunsmith Shop (¥19,000) / Factory (¥195,000) ................................. 90 
  Chapter 3: When Things Go South .............................................................................................................. 91 
  Stealth, Ambushes and Surprises ............................................................................................................ 91 
  Getting Hurt ............................................................................................................................................ 91 
  Quick and Dirty Collisions ....................................................................................................................... 92 
  Improvising.............................................................................................................................................. 93 
  Astral Space and Its Dangers ................................................................................................................... 93 
  Chunky Salsa Effect ................................................................................................................................. 94 
  Matrix Hacks ........................................................................................................................................... 95 
  Matrix Alert Levels .................................................................................................................................. 96 
  
   
  11 
  Types of ICE ............................................................................................................................................. 96 
  Matrix Combat ........................................................................................................................................ 97 
  Hacker vs Hacker ..................................................................................................................................... 97 
  Chapter 4: For Gamemaster’s Eyes Only .................................................................................................... 98 
  Running a Dungeon World Campaign is Different .................................................................................. 98 
  Action Movie Initiative System ............................................................................................................. 100 
  Rolling Lots of Dice ................................................................................................................................ 100 
  New Orleans Weather .......................................................................................................................... 101 
  Combat Encounters and Stats ............................................................................................................... 101 
  NPC Tags............................................................................................................................................ 101 
  Sample Street NPCs ........................................................................................................................... 102 
  Sample Matrix Nodes ........................................................................................................................ 102 
  Sample Magical NPCs ........................................................................................................................ 103 
  Movers and Shakers of New Orleans .................................................................................................... 103 
  Gangs with Local Chapters ................................................................................................................ 103 
  Noteworthy Crime Syndicates .......................................................................................................... 103 
  Locally Prominent Corporations and their Interests ......................................................................... 104 
  Active Policlubs ................................................................................................................................. 104 
  Awakened ......................................................................................................................................... 105 
  Enslaved ............................................................................................................................................ 105 
  Locations ........................................................................................................................................... 105 
  Example Plot Hooks .......................................................................................................................... 106 
   
   
   
  
   
  12 
   
  Chapter 1: Character Creation 
  Before you begin, print these character sheets. 
  https://drive.google.com/open?id=0B5OVd1pEnuNqR2dtN1o4RUxFa3M  
   
  Character Creation Summary 
  Step 1. Choose up to 4 Professional Moves from any Archetypes. 
  Step 2. Choose your Race. If you chose less than 4 Professional Moves, choose the remainder as Racial 
  Moves from your Race. 
  Step 3. Assign values to your attributes Fast, Hard, Steady and Cool.  
  The values are (+2, +1, 0, -1). 
  Step 4. Pick your Gear. 
  Step 5. Calculate your Damage Dice bonuses based on your Moves chosen. 
  Step 6. Calculate values for your Other Traits (Hit Boxes, Armor, Karma, Essence). 
  Step 7. Name your character. 
  Step 8. Name 2 Contacts and write down their Archetypes or occupations. 
  Step 9. Introduce your character to the group and write down at least 1 bond with another player. 
  Bonds don’t need to match. 
   
  Step 1. Professional Moves and Archetypes 
  Runners do not have character classes. Instead, we have archetypes. Think of archetypes as groups of 
  related professional skills. If you want to specialize in one archetype you can, but you can also mix and 
  match. To start, pick up to 4 Moves from any of the archetypes. If you choose to have fewer Moves than 
  this, you can pick the remainder as Racial Moves later. 
   
  Keep in mind that each archetype also provides a stacking bonus to other important statistics. 
   
  The Archetypes 
   
  Techie: +1 Tech Die or +1 Karma per move 
   
  Bodyguard: +2 Hit Boxes, +1 Tech Die or +1 Close Combat Die per move 
   
  Mercenary: +1 Ranged Die per move 
   
  Face: +2 Hit Boxes or +1 Karma per move 
   
  Street Samurai: +1 Close Combat Die per move 
   
  Sorcerer: +1 Magic Die per move 
   
  Conjurer: +1 Magic Die per move 
   
  Adept: +1 Magic Die per move 
   
  Initiate: +1 Karma per move 
   
  Fixer: +1 Karma or +1 Tech Die per move 
   
  Prototype Weapon: +1 Tech, Ranged, Close Combat or Magic Die 
   
   
   
  
   
  13 
   
  Techie 
  The Techie is the designated nerd on the team. He or she could be a technomancer, a hacker, a rigger, a 
  getaway driver, a pilot, a scientist, a demolition expert, a pyromaniac, an anarchist or just really good 
  with computers. Technology, information and scientific method are what makes a Techie an absolute 
  necessity on any team. Oh, and don’t forget the Techie’s drones - the remotely controlled flying turrets 
  to provide cover fire and go around dangerous corners where you wouldn’t put a flesh and blood 
  teammate. Not all Techies are drone riggers, but those who are, should have the Hot Seat move and the 
  Control Rig implant. A Datajack implant also means a great deal to a Techie with Matrix moves. Matrix 
  Overwatch and Dirty Hack are bread and butter of hackers and technomancers. Ghost in the Machine 
  can work as their substitute, but has its own side effects. Matrix Legwork is a move that separates 
  wannabe hackers (the so-called ‘script kiddies’) from professionals. 
   
  Each time you learn a Techie move, you have a choice of increasing your Tech Dice by 1 or gaining 1 
  Karma. 
   
  Try Science 
  When you think outside the box to accomplish a goal or to blow something up, or both, roll +Fast. On a 
  10+, your epiphany, tools and skills solve the problem. On a 7-9, it works but choose 2 side effects: 
   
  … the discoloration is garish, and hopefully not permanent. 
   
  … apparently, not everything is better on fire. 
   
  … the first test batch went off in your face. -1 ongoing until you get some rest. 
   
  … it took a lot longer than you thought. 
   
  … some of these reagents weren’t cheap. -½ of your month’s rent. 
   
  … one of the team’s vehicles is going to need some work. The owner’s pissed. 
   
  Matrix Overwatch 
  When you monitor surveillance cameras or matrix nodes, roll +Fast. On a 10+, hold 3 to spend on 
  suppressing alarms, redirecting, jamming or decrypting messages and footage. On a 7-9, hold 2, but 
  (choose 1): 
   
  … system escalates alert status (Operational > Suspicious > Red Alert ). 
   
  … your commlink takes 2 stun because Matrix Explorer crashed again. 
   
  … network or wifi spikes with traffic. Take -1 to your next Matrix action. 
   
  … this feels too easy. Something is wrong. 
   
  Hot Seat 
  When you control no more than three devices at a time with the Control Rig implant, your multitasking 
  penalty is -1. 
   
  Matrix Legwork 
  When you carefully probe a system for exploits over the course of several days, roll +Fast. On a 10+, 
  you find a vulnerability that grants you admin access. Hail to the king! On a 7-9, you sleaze your way into 
  a temporary user account, but (choose 1): 
   
  … it will last a few days at most. 
   
  … you owe someone a favor. 
   
  … the admin is a paranoid workaholic who lives on 4 hours of sleep per day. 
   
  … they’re in the middle of a hardware upgrade, the system goes up and down a lot. 
   
  
   
  14 
  Dirty Hack 
  When you have no time and brute force your way into a Matrix system, roll +Steady. On a 10+, you’re 
  in, but the system is Suspicious. On a 7-9, you’re in, but (choose 1): 
   
  … the system is Suspicious, you get booted after your next move. 
   
  … the system is on Red Alert and its ICE swarms you like piranhas. 
   
  … your commlink goes on Red Alert from a counter-hack, -1 ongoing until reboot. 
   
  … someone else is there too, waiting for you. 
   
  … everything froze. You’re lagging. Take -2 ongoing while in this system. 
   
  … it was too easy. There is no alert. It’s like they want you to be here. 
   
  Ghost in the Machine 
  When you compile an agent or sprite to do your bidding, roll +Cool. If you succeed, it has your stats and 
  can do any Matrix move. On a 10+, hold 3 to assign tasks to it. On a 7-9, hold 2 to assign tasks but 
  (choose 1): 
   
  … your new friend has a personality. You or it can’t compile another agent until it’s done 
  hogging all the resources with cat pictures, gross videos or sabotaged wiki articles. 
   
  … your program has a flaw. It operates at -1 ongoing unless you remain in the Matrix. 
   
  … it hates you. When it’s done with the chores, you find a present on your wallpaper. 
   
  … it loves you. When it’s done with the favors, you have an awkward conversation. 
   
  … it wants to be free. If you’re not in the same Matrix node, it’s gone. So is some data. 
   
  … it wants to watch the world burn, starting with every server room that it hacks. 
   
   
  MacGyvering 
  When you repair or improve an object, roll +Fast. On a 10+, roll Tech Dice to repair that many Hit Boxes 
  or add that many features in half the normal time. On a 7-9, you repair just 1 Hit Box or add 1 feature. In 
  both cases, time and supplies (from a toolkit) per Hit Box or feature depend on the size of the object. 
   
  Fits in a pocket: 1 min, 1 supply per Box or feature 
   
  Up to size of a human: 5 min, 2 supply per Box or feature 
   
  Up to size of a troll: 10 min, 3 supply per Box or feature 
   
  Up to size of a car: 1 hour, 5 supply per Box or feature 
   
  Up to size of a yacht: 1 day, 10 supply per Box or feature 
   
  Up to size of an aircraft carrier: 1 week, 50 supply per Box or feature 
   
   
  
   
  15 
   
  Bodyguard 
  Bodyguards come in all shapes and sizes but they tend to be bigger and more intimidating than other 
  people. Some of them are little more than thugs, but the best bodyguards have diverse training in many 
  disciplines: psychology, biotech, bomb disposal and close quarters combat. 
   
  Each time you learn a Bodyguard move, you gain +2 Hit Boxes, +1 Tech Die or +1 Close Combat Die. 
   
  Get Down Mr. President 
  In an ambush or surprise situation, you tackle another person within reach to prevent any surprise 
  damage to them until you act. 
   
  Certified EMT 
  When you are treating a patient within an hour of the injury, you heal two more Hit Boxes than you 
  normally would. This stabilizes your patient, as long as you are not interrupted. 
   
   
  Never Cut The Red Wire 
  When you attempt to defuse a bomb, hotwire a vehicle or disable an electronic lock, roll +Steady. On a 
  10+, you had the right idea and it worked. On a 7-9, it worked, but (choose 1): 
   
  … why is this light blinking? Is it supposed to be blinking? 
   
  … there are sparks and the smell of something burning. Your solution is temporary. 
   
  … you got zapped. Take 1 stun. 
   
   
  Professional Take Down 
  When you fight in close combat, you may opt to disarm and subdue your opponent instead of dealing 
  damage, if your damage dice explode or you deal 5 or more Boxes after armor reduction. The subdued 
  opponent is unable to make moves while you remain near them, but you are also unable to fight until 
  you cuff, tie or duct tape them. Either of the three is a follow-up move. 
   
   
  Smothering Instinct 
  Take +1 on any observational moves. You reduce damage to yourself and another person within reach 
  by 1 for every two “special” senses you are using to look for trouble (thermographic vision, low light 
  vision, and so on), even if that damage would otherwise ignore armor. 
   
   
  Got My Eyes on You 
  When you examine closely a potential troublemaker, roll +Fast. On a 10+, ask the GM two questions 
  from this list. On a 7-9 ask one. Take +1 on any moves acting on this information. 
   
  What heat is that punk packing? 
   
  What makes no sense about this kid? 
   
  Is that threat all bark and no bite? 
   
  What psych profile does this person fit? 
   
  How can I defuse the situation? 
   
   
   
  
   
  16 
   
  Respect My Authority 
  When you attack and bark orders at the same time, enemies who observe you notice your value as a 
  target of opportunity. Going forward, given the choice of targets, they will prefer to attack you instead 
  of your allies. 
   
   
   
  
   
  17 
   
  Mercenary 
  Some soldiers become mercenaries after their countries cut military spending. Some mercenaries then 
  become runners when more legitimate jobs dry up. And when that happens, it’s all downhill from there. 
   
  Each time you learn a Mercenary move, you increase your Ranged Dice by 1. 
   
   
  Military Tactics 
  When you communicate with your team in a combat situation, roll +Steady. On a 10+, hold 3. On a 7-9, 
  hold 1. You may spend this hold to give orders, reports, or advice to a teammate until your next move. 
   
  When you give an order, the teammate takes +1 forward on the next action. 
   
  When you give a report, the teammate takes -2 damage from the next enemy attack. 
   
  When you give advice, the teammate may re-roll their next damage dice roll for free. 
   
  Sharpshooter 
  When you shoot from a stable, stationary position at a target further than in reach range, roll +Steady. 
  On a 10+, you call the shot, ignoring any armor on the target when you deal damage, and choose 1. On 
  7-9, the shot is slightly off. You deal regular damage, and choose 2: 
   
  … you are spotted. 
   
  … all other hostile targets scatter into cover. 
   
  … there are too many panicked civilians in the way for another shot. 
  … you are not sure about the target’s identity. 
   
   
  Leave No Man Behind 
  When a teammate is down in action, hold 3. Spend this hold to grant +1 on any move taken by the team 
  to rescue and stabilize the fallen or recover the body. If the teammate is rescued, the whole team marks 
  XP. 
   
   
  Overwatch 
  When you cover your teammate(s) and a hostile target appears in your field of view, roll +Fast. On a 
  10+, you or the covered teammate may act before the hostile. On a 7-9, you may deal damage, but the 
  hostile acts at the same time. 
   
   
  Shopping Spree 
  When you look for illegal or restricted military gear or vehicles and call up your contact(s), roll +Cool. 
  On a 10+, you can get it the next day at half the price, but you owe a favor. On a 7-9, you can get it, but 
  (choose 2): 
   
  … your contact gets in tribunal-sized trouble. You owe them big time. Jailbreak big time. 
   
  … the price is doubled. 
   
  … you have to wait a couple weeks. 
   
  … the goods were evidence. Someone else’s activities will be pinned on you. 
   
  … the goods are banged up: -1 ongoing to use them until repaired for 30% of their cost. 
   
  … someone keeps following you.  
   
  
   
  18 
   
   
  Suppression Fire 
  When you lay down suppression fire to keep the enemies pinned down, roll +Hard and mark off 2 
  ammo. The suppressed area is a cone no more than 10 meters wide. On 10+, deal damage to anyone 
  who makes a move in the suppressed area until your next move. On 7-9, you deal damage to (pick 1): 
  ... anyone who attacks from that area.  
  … anyone who moves toward you in that area. 
   
  Trick Shot 
  When you shoot a single target, half of its armor is ignored (round down). Moves that negate damage 
  from this attack halve it instead (round down). 
   
  Steady Hands 
  When you attack multiple targets with Ranged or Tech dice, the third highest die affects all targets 
  beyond the first two. 
   
   
   
  
   
  19 
   
  Face 
  The Face is the team’s negotiator, infiltrator and con artist. Faces tend to be extraverted social 
  butterflies, who do the impossible to sweep the psychotic impulses of the team under the rug and put a 
  friendly… face on the whole operation. 
   
  When you learn a Face move you have a choice between +2 Hit Boxes or +1 Karma. 
   
   
  Negotiate 
  When you are negotiating a deal with someone, roll +Steady. On a 10+, you work out a good deal (like 
  20% off) or establish a business(?) relationship and pay the full price. On a 7-9, the deal goes a little 
  south. Choose one: 
   
  … the other party needs a show of good faith, like a favor or a security deposit. 
   
  … you pay 20% more than you expected, but the other party owes you a favor. 
   
  … you pay 10% less and burn a bridge.  
   
  … you pay 50% more, but establish a business(?) relationship.  
   
   
  Read Between The Lines 
  When you actively listen to someone to gain insight, roll +Fast. On a 10+, you may ask three of the 
  following questions about that person. On a 7-9, you may ask one. When you act on this information, 
  you take +1 to dealing with that person today. 
   
  What’s their biggest fear? 
   
  What’s their guilty pleasure? 
  What would they rather be doing? 
   
  What do they regret? 
   
  What would make everything better for them? 
   
   
  Cover Story 
  When you work on a false identity, spending at least a day, roll +Fast. On a 10+, your story will hold up 
  as long as it needs to. On a 7-9, it holds up now, but (choose 1): 
   
  … you’re missing something that may become a surprise later. 
   
  … you have limited time before your cover is blown. 
   
  … you may run into someone who knows you. 
   
  … you need two more days of prep to make your story hold water under scrutiny. 
   
   
  Friend of a Friend 
  When you seek out an exotic or illegal good or service, roll +Cool. On a 10+, the price is reasonable and 
  you can get it overnight. On a 7-9, you find a good deal overnight, but (choose 2): 
   
  … it may take up to three weeks for the delivery. 
   
  … there’s a criminal favor you’re asked to perform for a stranger. 
   
  … the goods are hot. All over the news. 
   
  … you need to meet with a guy who’ll make you a deal you can’t refuse. 
   
  … you need to pretend to be someone’s +1 at a pompous social event. 
   
  … overnight is not good enough, you double the price to get it right now. 
  
   
  20 
   
   
  A New Face 
  When you apply makeup to disguise yourself or another for at least 1 hour, roll +Fast. On a 10+, the 
  disguise provides +2 ongoing to pretend to be someone else for a few hours, depending on perspiration. 
  On a 7-9, the bonus is only +1 ongoing for the same duration. 
   
   
  A Face in a Crowd 
  When you attempt to blend in a social environment, roll +Cool. On a 10+, you draw no unwelcome 
  attention to yourself. On a 7-9, you make someone curious enough for a conversation. 
   
   
  Push the Right Buttons 
  When you try to convince someone to act or walk away, roll +Cool. On a 10+, your approach worked as 
  intended. On a 7-9, it worked, but (choose 2): 
   
  … the person is angry. 
   
  … the person will figure out your real intentions sooner or later. 
   
  … this person will not fall for that again. 
   
  … the person is only doing it because of something you don’t know. 
   
  … you are expected to do something in return. 
   
   
   
  
   
  21 
   
  Street Samurai 
  Street samurai is what they call a person who is more machine than man on the path of becoming the 
  perfect soldier. Faster, tougher, stronger than humanly possible. Many samurai work loyally for the 
  corporations that created them, in every sense of the word. Many more volunteer for more invasive 
  experiments to be conducted on their flesh, to push its limits. Some are discarded as failures. Some have 
  psychotic, bloody breakdowns. Rare few quit with dignity, disillusioned with being wage slaves for life. 
  Every street samurai, regardless of origin or beliefs, at one point or another, develops an honor code to 
  live by. It reminds them of what it’s like to be human. You need that when you find yourself in the gutter 
  of society, and the only way up is to become a runner. 
   
  Each time you learn a Street Samurai move, you increase your Close Combat Dice by 1. 
   
   
  Tyrannosaurus Rekt 
  When you bend, twist, snap, kick in or otherwise apply force to an object, roll +Hard. On a 10+, you 
  make it look easy and take +1 forward on your next move. On a 7-9, you succeed with a struggle, and 
  choose 2: 
   
  … you break something important off, but find a surprise. 
   
  … you huff, puff and break a sweat. 
   
  … you make a lot of noise. 
   
  … the object is completely ruined, but the damage is impressive and terrifying. 
   
  … it takes a while, several attempts and some cursing. 
   
   
  Lightning Strike 
  When you close distance to engage someone in close combat, roll +Hard. On a 10+, you may continue 
  past them after you deal damage, and deal the same damage to another target. On a 7-9, the same 
  happens, but one of the targets attacks you back. 
   
   
  Zen Massacre 
  When you attack multiple opponents within reach, your second highest damage die applies to all. 
   
   
  Always On Edge 
  You are never surprised. When something attempts to surprise you, roll +Fast. On a 10+, you may duck 
  for cover or deal damage immediately. On a 7-9, you deal damage, before you fully process the 
  situation. 
   
   
  Adrenaline Rush 
  When you bring down an opponent in close combat, heal 1 Hit Box, regardless of damage type. 
   
   
   
   
   
  
   
  22 
   
  Talk 
  When you need information from someone whose throat is within reach, roll +Hard. On a 10+, they 
  can’t shut up. On a 7-9, they talk, alright, but (choose 1): 
   
  … every word is a panicked lie. You can only get the truth by deduction. 
   
  … your honor code forces you to let them go immediately. 
   
  … you had to break them first. Why do they always cry? 
   
  … they know something useful, but not what you wanted to know. 
   
  … they completely lose it after the first question. 
   
  … they know someone who knows things. They’ll introduce you for a price. 
   
  Warrior Poet 
  When you meditate and compose a poem, roll +Fast. On a 10+, hold 3. On a 7-9, hold 2. Spend this hold 
  when you or an ally roll dice. You (pick 1): 
   
  … grant allies who can hear you wisdom, reducing damage of this attack by your hold. 
   
  … achieve clarity, learning about a number of immediate threats equal to your hold. 
   
  … find peace, defusing a dangerous situation with opponents equal to your hold. 
   
  … waste some fools equal to your hold, because this is your valley and you’ve had it. 
   
  Honor Challenge 
  When you challenge an enemy to a duel, roll +Steady. Wage slaves on the clock have no honor, and you 
  take -3 on this roll to challenge one. On a 10+, the enemy agrees to your terms and other hostilities 
  cease to observe you. On a 7-9, the enemy agrees, but (pick 1): 
   
  … the enemy chooses the weapons used. 
   
  … the enemy picks the time and place. It won’t be here and now. 
   
  … the enemy will cheat as soon as they start losing, so better end this quick. 
  On a 6-, you get shot as a response.  
   
   
   
  
   
  23 
   
  Sorcerer 
  Magicians who specialize in spell casting are called many things, but the formal term for the practice is 
  sorcery, and those who do no other magic are called sorcerers. Many magicians also learn some 
  conjuring, but some are genetically or mentally locked out from the spirit world. 
   
  Each time you learn a Sorcerer move, you increase your Magic Dice by 1. The first recommended moves 
  are Cast a Spell and Spell Design, as each will also give you two spells for free. 
   
  Cast a Spell 
  Learn 2 spells when you learn this move. When you cast a spell you know, roll +Cool. On a 10+, the spell 
  works as intended. On a 7-9, it works, but (choose 1): 
   
  … you expose yourself to danger. 
   
  … you suffer 1 extra drain. 
   
  … residual energy flares up inside you and the target. Both take 1d6x damage. 
   
  … you are briefly disoriented, take -1 forward to your next move. 
   
  Counterspell 
  When you try to cancel a spell or magical effect, even as it is being cast, take drain equal to its drain+1 
  to negate it entirely. If you know the exact spell, you may pay double the spell’s drain to bounce it back 
  at the caster, and may roll Magic Dice to deal damage or other effects. 
   
  Find Your Center 
  When you catch your breath for a moment and have no mana stored, store 1 mana for each Magic Die 
  you have, minus your Essence, as your action. 
   
  Healing Hands 
  When you lay hands to heal someone, roll your Magic Dice, then subtract 
  patient’s Essence from the highest die roll. Each die that is equal to or 
  higher than the number of non-empty boxes heals 1 Hit Box. The process 
  takes 1 minute and 1 drain per Box. You cannot heal Stun or Cauterized 
  Hit Boxes this way. If you heal at least 1 Hit Box, your patient is stabilized 
  and is ready for transportation, and when you finish, all remaining Hit 
  Boxes become Cauterized, even if you interrupt the process early. 
   
   
  Spell Design 
  Learn 2 spells when you learn this move. When you wish to study or 
  design a spell formula for a few days, first erase 3 XP to design the 
  formula from scratch or pay 3,000¥ (legal) to 5,000¥ (illegal) to buy the formula from a talismonger. 
  Then, roll +Fast. On a 10+, you learn this spell. On a 7-9, you learn the spell, but (choose 1): 
   
  … you require a fetish focus to cast it for the next month or so. 
   
  … it takes you two weeks. 
   
  … there’s been an incident. It’s going to cost you. 
   
  … you draw attention of something from the astral plane. It stalks you. 
  On a 6-, you can try again in two weeks, but you don’t have to pay for the formula. 
  
   
  24 
   
  Ritual Sorcery 
  When you perform a multi-hour ritual to cast an empowered version of a spell, roll +Steady. On a 10+, 
  pick 2. On a 7-9, pick 1.  
   
  … the spell sustains itself for 1 day per participating sorcerer. 
   
  … the spell can find its target by a projected magician, a spirit or a blood sample. 
   
  … the spell gains +1 Magic Die per participating sorcerer. 
   
  … the spell has increased area of effect by 1 per participating sorcerer. 
   
  … the spell’s drain is halved. 
   
  … the spell’s drain on the participants is stun, not cauterized damage. 
  Multiple sorcerers can collaborate on this, each rolling separately. Only one needs to know the spell. The 
  spell uses the best Magic Dice in the group. At the end of the ritual, roll the spell’s Magic Dice and deal 
  double the result as drain to each participant. By default, this drain is cauterized damage, not stun, and 
  may kill participants. 
   
   
   
  
   
  25 
   
  Conjurer 
  Magicians who specialize in summoning and banishing of spirits are called conjurers. Spirits take form 
  based on the belief system of the summoner, and may appear as angels, demons, elementals, nature 
  spirits, ancestor spirits, voodoo loa spirits, bug spirits, toxic spirits and even superheroes. Shamanic 
  tradition is popular in North America and includes communion with totem spirits; you may learn 
  Commune with Totem move only if your character is a shaman or follows another spirit mentor 
  tradition, such as ancestor worship, Catholicism, Haitian Vodou, European paganism, Norse religion, 
  comic book fandom, psionics, and so on. 
   
  Each time you learn a Conjurer move, you increase your Magic Dice by 1. 
   
  Summon a Spirit 
  When you summon a spirit, roll +Steady. On a 10+, gain 3 hold. On 7-9, gain 1 hold. You may 
  immediately take Xd6x drain to gain X more hold. Spend your hold to ask the spirit for favors: 
   
  … deliver a message to _______. 
   
  … attack ______. 
   
  … protect _______. 
   
  … find _______, and tell me where they are. 
  Roll Magic Dice to determine the spirit’s Force (Hit Boxes). The spirit uses your Magic Dice for its attacks. 
  It is immune to Ranged Dice, and takes half damage, round down, from Close Combat or Tech Dice. The 
  spirit leaves at the next sunset or sunrise, whichever happens sooner. You may only summon and 
  control one spirit at a time. 
   
  Banish a Spirit 
  When you banish a spirit, roll +Steady. On a 10+, roll Magic Dice to deal damage to it. On a 7-9, roll 1d6x 
  to deal damage to it. The named spirit must be in your vicinity, but you don’t need to see it. Once you 
  begin, it is forced to materialize and is unable to flee, until either you or it are destroyed. Who are you 
  gonna call? 
   
  Commune with Totem 
  Pick a Totem Spirit when you learn this move. When you take a deep breath to commune with your 
  Totem, and have no mana stored, you store 2 mana for each Magic Die you have, minus your Essence. 
  Your Totem also gives you whimsical or cryptic advice. Before you can commune with your Totem again 
  you must (choose 1): 
   
  … complete an odd and inconvenient task as you’re told. 
   
  … amuse any bystanders by performing a ritual dance. 
   
  … chant for a few minutes, escalating in volume long after you’re asked to stop. 
   
  … interpret correctly what it is trying to tell you, and act on it (until you get it right). 
   
  … relate a story it tells you to your team and anyone else willing to listen. 
   
  Astral Projection 
  When you decide to have an out of body experience, take 1 drain. You can fly like a spirit, passing 
  through walls, but you may not materialize to affect the physical world or regain mana. You may only 
  affect astrally active targets: spirits, spells, foci, astral projections and astral sight users. You take 1 drain 
  every 30 minutes, and triple drain from any other source. You may return to your body at any time. If 
  you knock yourself out, you spend the next 8 hours sleeping. 
  
   
  26 
   
  Bind a Spirit 
  When you perform an hour-long ritual to bind a spirit you already summoned, roll +Cool. Subtract -2 
  from this roll if the spirit has more Hit Boxes than you. On a 10+, the spirit is bound to perform a single 
  service for one year. On a 7-9, its service will last only a month. On a 6-, the spirit becomes free at the 
  end of the ritual and either attacks you or flees. Any crimes it commits are considered yours. In any case, 
  you are free to summon another spirit.  
   
   
  Astral Ward 
  When you perform an hour-long ritual to protect a place from astral invasions, roll Magic Dice to 
  determine the Ward’s force (Hit Boxes). You may re-roll Magic Dice, but each time you do, take 2 drain. 
  The Ward will fit the interior of the room you’re in or a sphere based on the circle you draw on the 
  ground. The Ward will lose 1 force per week. Wards can be renewed by the same ritual, adding to the 
  existing force. An unwelcome astral traveler would have to break through the Ward to enter it, and you 
  will instantly know when one of your Wards is being attacked. 
   
   
   
  
   
  27 
   
  Adept 
  Some magicians internalize their gift to improve the physical performance of their bodies, achieving 
  superhuman feats of speed, agility and precision without invasive implants. These magicians are called 
  adepts. Very few magicians are able to learn all three disciplines: sorcery, conjuring and the way of the 
  adept, it takes true dedication and a rare gift. 
   
  Each time you learn an Adept move, you increase your Magic Dice by 1. 
   
  Magic Hands 
  Choose your specialty, when you learn this move: Tech Dice, Ranged Dice or Close Combat Dice. When 
  you roll your specialty dice, you may take 1 drain to roll Magic Dice at the same time, then add together 
  the results of the highest and the lowest die rolled. You may also choose to deal damage or stun with 
  the specialty, regardless of weapon used. 
   
  Enhanced Senses 
  When you focus on observation, take 1 drain and roll +Fast. On a 10+, hold 3. On a 7-9, hold 2. Spend 
  this hold 1-for-1 to gain benefits of enhancements otherwise available through implants (sound filter, 
  flare compensation, ultrasound hearing, vision magnification, etc.) The new senses last until you focus 
  on observation again or use Astral Sight. 
   
   
  Gathering Storm 
  When you Rock’n’Roll, you store 1 mana or attack an additional target. 
   
  Astral Sight 
  When you open yourself to the astral plane, any attacks you make ignore armor. You are not affected 
  by adverse visibility and may observe, interact with and attack spirits and projecting magicians nearby. 
  While the sight is active, you have -1 ongoing to use any high-tech devices (cars and guns included) and 
  you are a valid target for spirits and projecting magicians’ spells. 
   
   
  Technomancy 
  Your brain is a radio station. You can hack Matrix nodes without a datajack or a commlink, as if you had 
  both. When your “invisible” 9HB commlink crashes, you may choose to stay in the node by using your 
  own Hit Boxes or “repair and reboot” it with a single move while offline. You may use Sorcerer, Conjurer 
  and Adept moves inside the Matrix. When you use these moves outside the Matrix, your abilities, spells 
  and spirits may only affect electronic devices. 
   
   
  Stick the Landing 
  When you perform an acrobatic stunt, take X drain to either reduce damage by X dice, or increase 
  damage by X dice, where X is no more than your Magic Dice. Only damage to you or someone within 
  your reach can be affected this way. 
   
   
  Untouchable Evasion 
  When you take damage, reduce it by two, even if it ignores or pierces armor. If the attack deals no 
  damage, deal your damage to the attacker, if in range to do so. 
   
  
   
  28 
   
  Social Chameleon 
  You have perfect control of your body language and are adept at picking up non-verbal cues of others. 
  On a 7-9 result of a social move, you pick one negative consequence fewer than normal. 
   
  Traceless Walk 
  You can walk on any surface without making a sound or leaving a trace, even on snow and water. Jesus. 
   
   
   
  
   
  29 
   
  Initiate 
  There are higher mysteries in magic, called meta-magic, and magicians who study them become 
  Initiates. In order to learn an Initiate move, a person must have 6 or more Magic Dice. An Initiate makes 
  any other mage look like a bumbling college freshman. 
   
  Each time you learn an Initiate move, you increase your Karma by 1. 
   
  Quickening 
  When you cast a spell that can be sustained, you may pay spend XP equal to the force of the spell to 
  make its effects permanent and self-sustaining. When such a spell gets disrupted, it regenerates like an 
  Astral Ward back to its full force (1 HB per minute). 
   
  Unraveling 
  When you attack a spell, ward or focus, you may spend XP equal to the damage dealt to permanently 
  lower its force. If the force reaches 0, the target is destroyed permanently. You do not alert the owner if 
  you do it in one shot. 
   
  Masking 
  You may alter the appearance of your aura. For each Initiate move you know, you may pick one from 
  this list, and you may change what you’re hiding by making a move: 
  … hide the fact that you’re a magician. 
  … hide a number of spells or foci about your body, whose combined force is equal to or less than 
  your Magic Dice; this will let them bypass wards and remain active. 
  … hide your Astral Perception presence. It won’t prevent damage if someone targets you, but 
  most things won’t try. You can bypass wards while perceiving. If you are a Free Spirit, this allows you to 
  pretend to be a metahuman. 
  … hide an illness, one implant or an infection (such as being a Ghoul or a Vampire). 
   
  Silent Alarm Ward 
  You may create a Silent Alarm Ward instead of a regular one. This ward remains invisible on Astral 
  Plane to Initiates with fewer Initiate moves than you and alerts you when it is breached without alerting 
  them. It lets all astral presences pass unharmed. Initiates who have more Initiate moves than you can 
  bypass the alarm with Masking or Unraveling. 
   
  Metaplane Travel 
  You can enter a trance during which you travel to the metaplanes. The trance lasts minutes on Earth, 
  but you can spend a literal eternity elsewhere, especially if you die there. Metaplane Travel can be used 
  to permanently hide bonds to foci, quickened or sustained spell presences, foci presences, recover fallen 
  Ally Spirits and research True Names of Free Spirits. 
   
  Alchemy 
  You can bottle spells you cast for the price of 1 XP or 500¥ per point of force. Drinking or spilling the 
  contents triggers the spell. If the spell is normally sustained, it sustains itself a minute per force point. 
  
   
  30 
   
  Enchanting 
  You can create foci by paying 110% of their listed price in materials, minus 10% per Initiate move you 
  know. This discount also applies to Alchemy. 
   
  Summon Ally 
  You can summon a spirit to be a permanent Ally of yours. Its favors never expire. It starts with a single 
  form that it uses to materialize, but each time you learn something it learns a new tag or a new form. 
  You can bind this spirit into an animal or a focus: this prevents them from using other forms until the 
  object is destroyed, but also allows them to shut off Astral Perception at will. Your Ally will become a 
  Free Spirit if you die or let them go. You can never have another. If the ally is destroyed, it will stay 
  disrupted for 28 days (away from Earth), unless you journey to the metaplanes to guide it back. 
   
  Extra Chunky Salsa 
  When you cast a spell with a blast radius, the third highest die affects all targets beyond the first two. 
   
  Great Form Spirit 
  When you summon a Spirit, you may suffer +Xd6x drain to give it extra Magic Dice, equal to the total 
  drain suffered. If this spirit is an Ally, it gets 1 extra Magic Die per die of drain instead. 
   
   
   
  
   
  31 
   
  Fixer 
  In the shadows, you are who you know, chummer. And your fixer knows everyone you don’t. Fixers are 
  the dealers, the middle men, the ones with the right connections, jobs, opportunities and good sense to 
  know when to deal and when to cut and run. Some fixers are working for various shady syndicates, 
  some form their own. Some are retired shadowrunners and some are the Johnsons who got in too deep 
  with the world’s criminal underbelly. But most Johnsons like to keep the shadows at arm’s length, and 
  that’s where their Fixer makes their lives easier. Enter the middle man. 
   
  Each time you learn an Fixer move, you increase your Karma or your Tech Dice by 1. 
   
  State of the Art 
  When you plan to acquire an object (or a shipment of identical objects) of arbitrary value, rarity or 
  legality, roll +Cool. On a 10+, you can get it in a day. On 7-9, it will take 1d6x days. You may also spend 
  Karma. For each Karma point spent you (choose 1): 
   
  … lower its nuyen cost by 10%. 
   
  … reduce your search time by 1 day. 
   
  Glam Op 
  When you need to get in touch with someone rich and famous, roll +Cool. On a 10+, you have 30 
  minutes of their time. On a 7-9, you get 5-10 minutes with them and (choose 1): 
   
  … they are distracted. 
   
  … this is the worst time. 
   
  … this is awkward. 
   
  … you wish you hadn’t. 
   
  Black Op 
  When you need something done by another runner team, roll +Steady. On a 10+, they’ll do it in a day. 
  On a 7-9, it’ll take 1d6x days. The price depends on the job. You may also spend Karma. For each Karma 
  point spent you (choose 1): 
   
  … lower the team’s salary by 10%. 
   
  … hurry them up by 1 day. 
   
  Double Cross 
  When you cut a corner and “eliminate” a debt instead of paying it, roll +Fast. On a 10+, you pay nothing 
  but your soul. On a 7-9, the plan goes south sideways in a handbasket (choose 1): 
   
  … one of them survives. 
   
  … you think it went well, despite collateral damage. 
   
  … you have no idea who you pissed off in the process. 
   
  … you lose another contact. 
   
  … you become (more) notorious. You can’t use Karma until the end of next session. 
   
  Who’s That Guy? 
  When you need to call in a favor, spend 1 Karma to introduce a new character to the campaign. They 
  owe you a favor, so describe how you’ve helped them. If you call in the favor, you’re even. If that gets 
  them in trouble, you gain an enemy. If helping you also helps them, you gain a contact. You may also 
  spend extra Karma to make sure that: 
  
   
  32 
   
  … (1 Karma) they won’t betray you at the drop of a hat. 
   
  … (1 Karma) they don’t care much for the law. 
   
  … (2 Karma) they would make a formidable opponent. 
   
  … (2 Karma) they are in position of power. 
   
  What’s It to Ya? 
  When you chat someone up to gain insight, roll +Steady. On a 10+, hold 3. On a 7-9, hold 1. Spend this 
  hold along with Karma to gain insight into their motives. You: 
   
  … (1 Karma & 1 hold) figure out what they really want. 
   
  … (1 Karma & 1 hold) figure out why they’re under pressure. 
   
  … (1 Karma & 1 hold) know where they draw the line on an important topic. 
  Tell the game master what you find out (it becomes true as you say it). On a 6-, that someone figures 
  out something about you you’d rather they didn’t. 
   
   
   
  
   
  33 
   
  Prototype Weapon 
  In order to build a Prototype Weapon unlike any other, you must sacrifice one move (either during 
  character creation or when you learn something). When you learn MacGyvering, Never Cut the Red 
  Wire, Technomancy, Shopping Spree or Enchanting move, your Prototype Weapon gains an extra 
  damage die (it does not have to be the same type). 
   
  Should you ever lose or break this weapon, you’ll have to pay 3 XP to rebuild it. It cannot be mass-
  produced: most of this masterpiece is hand-made, except maybe batteries and ammunition, and you 
  keep the blueprints in your head, out of any corp’s grubby paws. 
  1. Pick one dice type: Ranged Weapon (+1 Ranged Die), Close Combat Weapon (+1 Close Combat 
  Die), Weapon Focus (+1 Magic Die) or Cybernetic Weapon (+1 Tech Die, -0.1 Essence). 
  2. Pick 1-2 primary damaging surfaces: blade(s), chain, gun, laser, rocket, monowire, blunt metal 
  end(s), spikes, serrated diamonds, shock, sharp pointy end(s), magic, buckshot, railgun, circular 
  or chain saw, shrapnel, heat, fire, ice, bees, pesticide, water, gas. 
  3. Pick 1-2 secondary damaging surfaces: pommel, poison, nanites, retractable stock, retractable 
  bayonet, needle, creepy microdrones, tentacle(s), hook, shield slam, whip. 
  4. Pick 1-4 unusual components: articulated limb(s), chain, teeth, orichalcum, liquid-filled vials, 
  pulleys, monofilament, connecting implant interface, magnets, steaming freezing 
  superconductors, uncomfortably hot plasma, harness, fuel tank(s), cybernetic tail/tentacle, 
  bones, eyes or cameras, bound spirit, astral ward, feathers, spiders, precious stones, microbes, 
  direct neural interface, pet animal, cables, pipes, wi-fi, drone brain, sensors, rogue artificial 
  intelligence. 
  5. Pick 1 tag, plus 1 tag per damage die the weapon has: Armor Piercing 3, Anti-Vehicle, Messy, 
  Forceful, Precise, Stun, Toxin, Destructive 2, Penetrating. 
  6. If your weapon has Ranged or Tech dice, pick one range from: reach, near, far. You have Ammo 
  2 (for attacks beyond reach). 
  7. If your weapon has Close Combat or Magic dice, pick one range from: close, reach. 
  8. Pick 1 from the following options (2 if you have MacGyvering move): 
  a. Concealable, Rugged 
  b. Takedown, +1 to Armor Piercing, add range: reach 
  c. Takedown, Sniper Scope, add range: too far 
  d. Laser Sight or Smartlink, pick one extra range  
  e. Restricted, Auto Fire, Ammo +1 
  f. Illegal, Dangerous, Blast 4 
  g. +1 to Destructive, Dangerous 
  h. Concealable, Burst Fire, Ammo +1 
  9. Pick a nasty surprise for anyone else who touches your precious: 
  a. Homing beacon, silent and almost undetectable by bug scanners 
  b. The shits of their life in a hospital bed for a week, no immediate effects 
  c. Nanite infection, agonizing death in 24 hours 
  d. Old fashioned poison, death in seconds 
  e. 50,000 volts that they can’t drop until they drop dead 
  f. C12 and a crater, fine red mist: it’s the only way to be sure. 
  10. Name your creation and form a bond with it. 
   
  Field Test 
  When you attack with your Prototype Weapon, you may take 1d6x drain as stun to add your Tech dice 
  as bonus dice to the damage dice roll, up to 3 times per attack. Bad things happen if you get knocked 
  out. 
  
   
  34 
   
  Step 2. Race and Racial Moves 
  There are five most common races in the world: Human, Elf, Dwarf, Troll and Ork; the other playable 
  races are far less common. The rare races are not recommended for newbies to the world of 
  Shadowrun: their moves are more complicated, so are their motives and their place in the society. Some 
  are actively hunted down for bounties and sport, others are suffering from extreme minority 
  discrimination, and select few have entirely alien mindsets. Put together, the rare races make less than 
  1% of Earth’s population. Player discretion is advised. 
   
  Pick your race from the list. If you chose fewer than 4 Moves in the previous step, you can pick the rest 
  as Racial Moves from your Race. You’ll be able to unlock your other Racial Moves later in the game. Each 
  Race also provides a stacking bonus per Racial Move unlocked, just like Professional Moves do. 
   
  The Common Races 
  ● Human: +1 Karma per move 
  ● Elf: +1 Ranged Die per move 
  ● Dwarf: +1 Tech Die per move 
  ● Ork: +1 Close Combat Die per move 
  ● Troll: +1 Close Combat Die or +2 Hit Boxes per move 
   
  The Rare Races 
  ● Shapeshifter: +1 Close Combat Die, +1 armor, +2 Hit Boxes, or +1 Karma per move 
  ● Pixie: +1 Magic Die per move 
  ● Centaur: +1 Close Combat Die per move 
  ● Ghoul: +1 Karma per move 
  ● AI: +1 Tech Die per move 
  ● Giant: +1 Hit Box and +1 armor per move 
  ● Vampire: +2 Hit Boxes per move 
  ● Changeling: +1 Close Combat Die, +1 Tech Die, +1 Ranged Die or +1 armor per move 
  ● Free Spirit: +1 Karma per move 
  ● Dragon: +1 Hit Box and +1 armor per move 
   
  Human 
  Humans are the privileged majority of the world, they make up about 60% of the world’s population and 
  tend to have more rights, if not more money than the other races. The Awakening of the world at the 
  turn of the century left the richest humans entrenched in their positions of power and the poorest back 
  where they were all along. 
   
  The Humans get +1 bonus to Karma per racial move. 
   
   
  Lucky Strike 
  When you are pushing your luck, re-rolling dice and the result is 10+, gain 1 Karma to spend until the 
  end of game session. 
  
   
  35 
   
  Just Sorta Average  
  People have a hard time describing you. When you don’t want to be remembered by a stranger, roll 
  +Cool. On a 10+, forget about it. On a 7-9, pick one: 
   
  … the stranger can recognize your face if they see you again. 
   
  … the stranger remembers your clothing, height and body language. 
   
  … the stranger can recognize your voice if they hear it again. 
   
   
  Educated 
  Pick a college major. When you make try science, spout technobabble or citation needed moves about 
  a related topic, you may choose one option fewer than normal. 
   
   
  Elf 
  Elves are super vain and pretty and thin and have luxurious hair and oh my god. Just like that. They also 
  totally don’t get old. Nor do the jokes. Also, Elven Conspiracy is a thing. They all deny it, of course. The 
  lesser races would not understand. 
   
  The Elves get a +1 bonus to Ranged Dice per racial move. They also benefit from a natural low-light 
  vision. 
   
   
  Never Trust an Elf 
  When you talk to a person who doesn’t know you for the first time, take +1 on any social moves 
  dealing with that person. 
   
  Not in the Face 
  You have bonus armor equal to your Hard attribute, until you get hurt. 
   
  Grace Under Fire 
  When you dive to save someone other than you, roll +Cool. On a 10+, hold 2 to spend on negating 
  damage to another. On a 7-9, hold 1, but also choose 1: 
   
  … you drop your weapon, commlink or credstick in a bad spot. 
   
  … you got tagged. Take 1 damage and leave some blood on the scene.  
   
  … it works as intended, except for the face plant. 
   
   
  Dwarf 
  Dwarves are short, stubborn, tough and hairy. They also don’t get sick as easily as tall people. Some 
  dwarves develop a short man complex, some struggle with glass ceilings and every dwarf ever hates 
  being patted on the head. 
   
  The Dwarves get a +1 bonus to Tech Dice per racial move. They also benefit from a natural 
  thermographic vision. 
   
  Low Center of Gravity 
  When you are in close combat with a taller opponent, you may use +Steady instead of +Hard to Rock & 
  Roll. If you do so and deal damage, it is always stun, you deal +1 damage and your opponent is knocked 
  down. 
  
   
  36 
   
   
  The Drinking Game 
  If you’re drinking with someone, you may use +Steady instead of +Cool to deal with them for the next 
  24 hours. Everyone takes +1 forward to deal with them about two hours in. 
   
   
  The Tech Wizard 
  When you repair, improve or mess with machinery or electronics, you end up with 1d6x supply worth 
  of extra pieces and may use them to refill your toolkit or add extra features or Hit Boxes to the device, 
  once per device (see MacGyvering for costs of HB and features). 
   
   
  Ork 
  Orks are big, tall, ugly and age in dog years. An average 13 year old Ork is a fully grown adult with the 
  body of a wrestler, but it’s still a 13 year old in the head. Orks are not evil, but there’s a certain prejudice 
  from the young ones acting out in socially unacceptable ways. They also have tusks and breed in litters 
  of 4-6 at a time. They get discriminated against like nobody’s business.  
   
  The Orks get a +1 bonus to Close Combat Dice per racial move. They also benefit from a natural low-light 
  vision. 
   
   
  Thug Life 
  When you negotiate from a position of force, take +1 or give +1 to the teammate doing the talking on 
  your behalf. 
   
   
  Fearless 
  Take +1 to stay frosty in the face of superior numbers or larger opponents. 
   
   
  I Need Pain To Feel Alive 
  When you get hit in a fight and mark more than one Hit Box, mark only half of them, rounding down (to 
  a minimum of 1), but take -2 forward to your next move. This penalty may stack if you get hurt multiple 
  times. 
   
   
  Troll 
  Trolls are gigantic monsters with fists size of basketballs and thick elephant skin full of warts and horns. 
  They make orks look cuddly. Technically, they are sapient and thus not monsters, but they look that way 
  to humans, and that’s enough to be mistreated for life. Because of their size, trolls require vehicle 
  modifications to operate heavy machinery and most vehicles. 
   
  Trolls get +2 Hit Boxes or +1 Close Combat Die per racial move. They also benefit from a natural 
  thermographic vision. 
   
  Thick Skin 
  You have +1 armor. It stacks with all other armor. 
  
   
  37 
   
   
  Facepalm 
  When you are in close combat with a smaller opponent, you take +1 on Rock & Roll. On a 10+, in 
  addition to dealing damage, you hold 1. You may spend that hold to negate damage from a single attack 
  by that opponent to anyone. 
   
   
  Physics 
  Your close combat attacks ignore 2 armor. 
   
   
  Shapeshifter 
  Shapeshifters are animals that have the ability to turn into a human form and are cursed with sentience. 
  Each shapeshifter’s story is different, but none of them ever get quite used to being around other 
  people. Pick an animal that you are in your natural form and choose the bonus your racial moves give 
  you based on that. If your form is larger than human or about the same size, the act of transformation 
  tears up your clothing. If your natural form is smaller, then your clothing collapses on the ground and 
  you crawl or fly out of the pile. Shapeshifters are unable to receive cyber implants: these get rejected 
  and expelled by their lightning fast metabolism. 
   
  Shapeshifter’s bonus per racial move has to be either: 1 Close Combat Die, 1 armor, 2 Hit Boxes, or 1 
  Karma. You can mix and match these. 
   
  Human Form 
  You’ve learned to turn into a human. You can switch into and out of this form as a move. 
   
   
  Smell Their Fear 
  Technology, grammar and legalese are teetering on the edge of your comprehension. But you 
  understand the laws of the concrete jungle better than most. When you separate someone from their 
  herd, you gain +1 ongoing for any moves against them. 
   
   
  Regeneration 
  You heal 1 damage per move while in your natural form. You can’t heal stun, bandaged or cauterized 
  boxes this way. You will, however, regenerate limbs and organs, unless killed outright. 
   
   
  Pixie 
  Pixies are tiny flying pranksters, with wingspan of a meter or less, they’re size of a chicken. Unlike 
  chicken, there are very few of them, and they live largely outside of the modern society. Pixies are 
  innately magical, but there is no such thing as a typical pixie. Their wings can be feathered or 
  translucent, their attitude towards technology ranges from “oooh, shiny” to “ew, gross”. Because of 
  their small size, they need vehicle modifications in order to operate machinery, just like trolls. 
  Additionally, their lifestyle expenses are halved: they don’t need a lot of living space and they don’t eat 
  as much. Unfortunately, the world made for bigger people means that their clothing, weapon and 
  implant-related expenses are quadrupled: everything needs to be custom-made. 
   
  Pixies gain +1 Magic Die per racial move and have natural low light vision. 
  
   
  38 
   
  Poof! 
  You are so good at hiding, your natural form is invisible. When you vanish in thin air, roll Magic Dice. 
  The highest result is the number of senses you are invisible (inaudible, intangible, etc) to, just like the 
  Invisibility spell. Pick the senses you want. You don’t need to sustain this ability and it does not have a 
  presence in Astral Space. While Invisible, you suffer -2 to all actions, because it’s hard to aim when you 
  can’t see your hands - unless you use Astral Sight. 
   
   
  Bamf! 
  When you point at natural or organic material within reach, such as earth, mud, sand, rock, snow, 
  wood or plant life, you can change its shape instantly. Roll Magic Dice. The highest result is how far you 
  can move the material in meters. The second highest is how many cubic meters you can displace into a 
  new shape. If your dice explode, you can make sophisticated shapes like hinges, or compress material to 
  make sharp edges and translucent membranes. If your creation does not support its own weight, it will 
  collapse immediately. 
   
   
  Weeeee! 
  Whenever you pull off a “harmless” prank, you regain a spent Karma. 
   
   
  Centaur 
  Half horses, half men, a centaur herd is a rare sight to behold. They live in tribes away from civilization, 
  but on unfortunate occasions an exiled individual ends up among the rest of us. Centaurs only have 
  three fingers and a thumb on each hand and some of them have horse-like heads with shorter snouts 
  instead of human faces. Because of their unique size and physiology, they require vehicle modifications 
  like trolls to operate heavy machinery. Their armor and implant costs are doubled because much of it 
  needs to be tailored. Their lifestyle costs are about the same as a normal person’s: their caloric intake is 
  higher, but they despise being indoors, no matter the weather outside. Centaurs tend to live nomadic 
  lifestyles. In terms of body weight, adult Centaurs are on par with trolls. 
   
  Centaurs gain +1 Close Combat Die per racial move. Additionally, Centaurs automatically win any foot 
  races, except against other Centaurs. 
   
  Trample 
  When you hit a smaller opponent in close combat, you may keep moving over them. This knocks them 
  down and gives them 1 extra damage. 
   
   
  Have Courage 
  When you charge into battle, hold 3. Spend this hold to give yourself or an ally who sees you +2 on a 
  Stay Frosty move or +1 on any other move. 
   
   
  Brutality 
  The so-called civilized world is weak, lazy and complacent. When you gore an opponent in close combat, 
  another opponent within reach (pick 1): 
   
  … drops any weapons and flees. 
   
  … curls up in a corner, whimpering and smelling like a cow pie. 
   
  … attacks you, screaming in desperation. Then you gore that one, too. 
  
   
  39 
   
  Ghoul 
  Humans, transformed by the Krieger strain of Human-Metahuman Vampiric Virus (HMHVV) are a 
  significant minority in any urban area. They lose all their hair, their sight and their basic human rights 
  and require at least a pound of sentient flesh per week to not die of hunger. Their condition is 
  contagious, transmitted by bodily fluids, like many other viruses. On the bright side, their teeth and nails 
  are sharper and harder, and they are capable of Astral Sight (just like the adept ability). Since the flesh 
  they must consume to survive does not have to be living, many end up grave robbing or in the shady 
  business of organ legging. Ghouls have a distinct body odor. 
   
  If a player becomes a Ghoul through infection during play (condolences!), reduce their Rep and Karma 
  by 1, but give them a Ghoul race sheet and let them pick a Ghoul move. On the bright side, they get to 
  keep their old race, too.  
   
  Ghouls gain +1 Karma per racial move. They are blind, but also have natural Astral Sight. 
   
  Bloodhound 
  You are able to track a metahuman by their scent alone. You gain +1 to Rock’n’Roll when you attack 
  any injured metahuman in close combat. 
   
   
  Feeding Frenzy 
  When you bite a metahuman as part of your attack, you heal yourself for half the damage you deal, but 
  the victim is infected. Should the victim survive, they’ll be a ghoul in a week. 
   
   
  Almost Human 
  With a few minutes of preparation and perfume, you disguise yourself as a human. As long as you don’t 
  attack anyone, your disguise will hold up to scrutiny even to Astral Sight. 
   
   
  A.I. 
  There are very few Artificial Intelligences in the world, and even fewer sane enough to keep a low 
  profile. You’re one of them. You are a self-aware program. Like a hacker, you can move between 
  connected Matrix nodes, but it’s safer to stay in a drone, device or body under your complete control, 
  because unlike a hacker, you don’t have a meat body in your ‘natural state’ and Matrix attacks can 
  literally erase you. If you pursue Magic abilities, the first one you learn must be Technomancy (you are 
  unable to do Magic outside of the Matrix). 
   
  AIs get +1 Tech Die per racial move. 
   
   
  Distributed Network 
  Your conscience can span an unlimited number of nodes (bodies, drones, devices). If any such nodes go 
  offline, you must rebuild the rest of your code, going dormant for an hour per missing node, before you 
  can add any new nodes. You suffer -1 to all actions due to lag if any nodes are further than 1 kilometer 
  from each other. If multiple nodes are in combat, you suffer multitasking penalties like a rigger with a 
  Control Rig (-1 per each node in combat). 
  
   
  40 
   
  Nanite Infection 
  You or someone on your behalf can inject a living body with a nanite solution. In 24 hours, the body will 
  be under your control, behaving erratically up to that point. If you choose to abandon it via a Matrix 
  connection later, the original owner will have repressed memories of your actions. 
   
   
  Replication 
  When you leave a Matrix node, you may leave a “demo” version of yourself behind to act as an agent 
  on your behalf. You can send it a kill code to terminate it remotely, and maintain communication with it 
  until then. If someone else traps your agent, they may learn about critical weaknesses in your code. Your 
  agent may also become self-aware, refusing a kill code, if it stays active for more than a day. 
   
  Giant 
  Giants are a rare Scandinavian metahuman type. They’re taller and heavier than trolls, but also clumsier 
  and more easily frustrated with a world too small to fit their needs. Like trolls, they need vehicle 
  modifications to operate machinery. Additionally, because of their size and appetite, their gear, implant, 
  armor and lifestyle costs are doubled (after character creation). 
   
  Each Giant move taken gives +1 Hit Box and +1 armor. 
   
  Claustrophobia 
  When you move through a place too small or narrow for you, you leave Giant-shaped holes. Your 
  attacks on any thing or person within reach gain “anti-vehicle” and “destructive 1” tags. 
   
  Viking Blood 
  Your close combat attacks are “messy”, “forceful” and cannot deal stun damage. Additionally, when you 
  get hurt, you gain 1 Close Combat Die for every two filled Hit Boxes you have. 
   
  Gentle Giant 
  As long as you don’t break anything or threaten to do so, you take +1 on social moves against people 
  within reach. When you roll a 6- on any move, something usually breaks. 
   
   
  Vampire 
  Vampires are so hot, they make Elves look like amateur hour. Vampires are also into sparkles, metal 
  studs, body modification and black clothes. Vampiric virus is a blood-transmitted disease, and Ghoul 
  strain is the ugly sister version of it. It also means that Ghouls are immune to Vampirism and vice versa. 
  Unfortunately, being too cool for school comes with some complications.  
   
  Allergic to Sunlight  
  Every vampire has this problem. When you are in direct sunlight, you take 10 Hit Boxes of 
  unpreventable “I am literally on fire!” damage per move. If you are out on a cloudy day, you get merely 
  sunburned instead. Suppress Allergies spell negates both effects. 
   
  
   
  41 
  Essence Loss 
  Every vampire has this problem. You lose 1 Essence per day. You may not install any implants. 
   
  Each Vampire move from the list below gives +2 Hit Boxes. Additionally, vampires have a natural 
  thermographic vision. 
   
  Have a Drink on Me 
  When you are in close combat with a living metahuman, you may take 1 Essence from them for every 
  Hit Box of damage you deal to them. You may also heal an equal amount of Hit Boxes, but if you do, 
  your victim is infected and will become a vampire in a week, if you let it live. 
   
   
  Too Sexy For This Shit 
  You can spend your Essence to get extra Close Combat, Ranged or Magic dice at a rate of 1 Essence per 
  die. These dice can be spent to negate damage as well. 
   
  Dramatic Exit 
  You can flee into Astral Space at will, even in response to being attacked (after resolving damage). Your 
  body disintegrates into a swarm of bats, crows, flies, roaches or even fine mist. You may only take 
  magical items on your journey, leaving others behind. You may not leave or enter air-tight spaces. 
   
   
  Changeling 
  Changelings first appeared in 2062, when the comet Halley passed by the Earth, waved its magical tail 
  around in its general direction and a bunch of people spontaneously mutated in bizarre ways. The 
  scientists called this phenomenon SURGE, but the mobs called them freaks. 
  If you play a Changeling prior to 2062, you’re an escaped lab experiment, and there is a bounty. 
   
  Pariah 
  Every changeling has this problem. For each changeling move, you have to pick a visible and unusual 
  mutation that other people find exotic, odd, unsettling or downright disgusting. Take -1 on social 
  interactions with strangers for each mutation they are aware of. 
   
  For each changeling move, you may pick: +1 Close Combat Die, +1 Tech Die, +1 Ranged Die or +1 armor. 
   
  Type I 
  Pick one implant: you have this effect without spending Essence or nuyen. Its level is 1 and it can only 
  be upgraded by changeling moves and never removed. 
   
  Type II 
  Pick four implants (or 4 levels worth of implants): you have their effects without spending Essence or 
  nuyen. They can only be upgraded by changeling moves and never removed. One of your visible 
  mutations must cover your entire skin. 
   
  Type III 
  Pick six implants (or 6 levels worth of implants): you have their effects without spending Essence or 
  nuyen. They can only be upgraded by changeling moves and never removed. Double the nuyen price of 
  
   
  42 
  regular implants. One of your mutations is a visible deformity: tail, extra limbs, wings, a hump or 
  similar. Also, one of your mutations has a side benefit: flight, gecko crawl, functional gills, sticky 2m 
  tongue or the like (work it out with the GM). 
   
   
  Free Spirit 
  You were summoned into this world by a local. Your ex-master is legally liable for every bit of mischief 
  you can get into, but you earned your freedom fair and square! Neener, neener, neener! Being a free 
  spirit is fun, but your life on Earth has some ramifications. 
   
  Spirit Nature 
  Every Free Spirit has this problem. You take half damage from Close Combat and Tech Dice. You are 
  immune to Ranged Dice. You cannot turn off your Astral Perception. You cannot install any implants. 
   
  Learning Disability 
  Every Free Spirit has this problem. You are unable to accumulate XP while on Earth. Instead, you earn 
  Spirit Power. Spirit Power can be spent to negate damage dice or add Magic dice to a single action. 
   
  Each move from the list below gives +1 Karma. You have a natural Astral Perception (as adept power), 
  but you can't shut it off. 
   
  False Form 
  You can materialize, entering the physical world in the shape of a metahuman. You know one such 
  shape for each Magic Die you have. Materializing makes you dual-natured: existing both on the physical 
  and Astral Plane. 
   
  Re-word 
  When you learn this move, and every time you learn something, take a noun that defines you. You gain 
  +1 to any moves related to any word(s) you’ve taken, and together they spell out your True Name. The 
  bonuses from different words don’t stack. A mortal who does not know your True Name cannot bind 
  you. 
   
  Anchor 
  When you die, you can fulfill a bond to return to Earth in 28 days minus one for every word in your True 
  Name. You lose a word of your choice. The subject of that bond has nightmares every night until your 
  return. 
   
  Astral Gateway 
  You can open a portal into astral plane or metaplanes beyond it for others to follow you of their own 
  free will. They will need you to guide them back as well, or they become trapped there forever. 
   
  Fool's Gold 
  You may make a deal with a metahuman, taking their XP in exchange for wealth. You may spend Spirit 
  Power to conjure wealth: roll 1 die for each Spirit Power spent, and create highest result x second 
  highest result x 1000 nuyen worth of treasure in rare gems, minerals, jewelry and coins. When you take 
  XP, develop a bond with your benefactor. 
  
   
  43 
   
  Dragon 
  You slept in your lair for thousands of years, to awaken when magic returned to the world full of cars, 
  computers, airliners and little men with big ambitions. It wouldn’t be the first time, nor the last. 
  Granted, the machines they make now are a little bit more complicated. How quaint. 
   
  Mortals don’t see the big picture and the role they play in it, but your kind does. The world is your chess 
  board, and ancient rivalries undercurrent a power struggle more ancient than history. And as with any 
  game, the Long Game has rules. A dragon who is drawn in the open and sheds a disguise to resort to 
  violence is the dragon who lost a bout. Loss of face, in the long run, is almost as personal as bodily harm. 
  The affairs of dragons are best left beyond the mortal understanding, because your pawns are crunchy 
  and taste good with ketchup. 
   
  Dual Nature 
  Every Dragon has this problem. You perceive both the physical and the astral realm at the same time. 
  You cannot turn off your Astral Perception. You cannot install any implants. You cannot speak in your 
  dragon form, its vocal cords are only good for roaring. On the bright side, you can fly. 
   
  Best Boots Ever 
  Every Dragon has this problem. Your body parts make the best materials for magical foci and research, 
  so everyone wants a piece of that dragon ass. People believe that your bits can cure cancer, hair loss, 
  erectile dysfunction, bring luck, curse their enemies, and so on. 
   
  Each move from the list below gives +1 armor and +1 Hit Box. You have a natural Astral Perception (as 
  adept power), but you can't shut it off. 
   
   
  Size Does Matter 
  You are fully grown and can eat an elephant for breakfast. Weapons that are not Anti-Vehicle do half 
  damage to you while you are in your dragon form. 
   
   
  Walk Among the Sheep 
  You can turn into a Human and back as a move. While in your human form, you can speak and mask 
  your Astral form to appear human. You cannot mask your Essence, which equals to your Magic Dice. 
   
   
  Never Deal with a Dragon 
  Every time an ally, subordinate or someone you have a bond or a deal with fails on a 6-, takes damage or 
  dies, gain 1 hold. This hold expires at the end of each session. You may spend the hold at any time to: 
   
  … (2 hold) reveal a relevant deal you’ve made prior with a third party. 
   
  … (4 hold) spring a trap you’ve planned all along. Describe the details. 
   
  … (6 hold) reveal your real goal as you accomplish it with panache. 
   
   
   
  
   
  44 
   
  Step 3. Attributes 
  Each player character has 4 main attributes:  
  Fast (how perceptive, agile and clever you are) 
  Hard (how mean and strong you are) 
  Steady (how tough you are and how well you work under pressure) 
  Cool (how much style and class you have) 
  Your most important attribute is a +2, your second most important is a +1, your third most important is 
  0 and your least important is -1. Assign them now. You can easily tell how important they are to you by 
  the moves you’ve chosen. 
   
   
  Step 4. Your Starting Gear 
  This part is straight-forward if you don’t want to deal with customizing every little gadget your character 
  has. There’s an advanced perks section at the end that gives you more perks at a price of serious 
  personal drawbacks, as an offer for experienced players. 
   
  Write Down Your Starting Gear From This List 
  1. Commlink, 9 HB (think smartphone with a bluetooth headset) 
  2. Personal vehicle (pick one): 
  a. Volkswagen Bug (electric commuter car). 10 HB, 110 mph, 2 seats, 1 armor 
  b. Yamaha Rapier (crotch rocket racing motorcycle). 9 HB, 180 mph, 1 seat, 0 armor 
  c. Honda Viking (road hog lowrider motorcycle). 10 HB, 120 mph, 2 seats, 2 armor 
  d. Ford Americar (typical sedan). 12 HB, 105 mph, 5 seats, 0 armor 
  3. Fake SIN credstick (think fake driver’s license + debit card). 
  4. Low lifestyle: your living expenses are 1000¥ per month; you have a small apartment. 
  5. Sidearm of choice (pick one): 
  a. Ares Predator. Heavy pistol, smartlink. 
  b. Ruger Super Warhawk. Huge, intimidating revolver. 
  c. Colt L36. Light pistol. You have a detachable silencer for it. 
  d. Remington Roomsweeper. Sawed-off shotgun. Messy. 
  e. Ceska Black Scorpion. Machine pistol, capable of burst fire, illegal. 
  f. Defiance Super Shock. Taser, shoots darts attached by cables. Somewhat non-lethal. 
  6. Body armor (pick one): 
  a. Form-fitting Body Armor (armor 1, concealable). 
  b. Padded Windbreaker Lined Coat (armor 2). 
  c. Armored Biker Jacket (armor 2). 
  7. DocWagon contract: Basic. You have a wristwatch that monitors your pulse. If it flatlines, an 
  ambulance will be dispatched to your location. 
  8. Runner’s B&E bag. Contains useful objects like mirror shades with heads up display, subvocal 
  mic, ski mask, gas mask, latex gloves, leather gloves, bleach, duct tape, crowbar, rope, headset 
  flashlight, climbing gear, a utility knife, a first aid medkit, utility/fall protection harness, a glass 
  cutter and a few spare clips for your guns. 
  9. 1,500¥ (nuyen). That’s your starting cash, could come in handy. 
  10. If you need to pick spells, see Chapter 2: Full Gear List or pick from the following: Elemental 
  Bolt, Invisibility, Levitation, Mask, Barrier, Phantasm, Mind Probe. 
   
  
   
  45 
   
  Advanced Perks 
  For experienced players only: by choosing up to two personal problems, you may get more perks to 
  spend on stuff in the next section. 
   
  Personal Problem (you may pick up to 2): 
  a. Broke (squatter lifestyle instead of low, no DocWagon contract, +1 perk) 
  b. Hitchhiker (no vehicles or drones, you use public transport, +1 perk) 
  c. High maintenance (high lifestyle instead of low, in debt to the mob for ¥50k, +2 perks; if you are 
  also broke, you have middle lifestyle instead)  
  d. Dependant (disabled, old or minor relative in your care, +2 perks). 
  e. Cortex bomb (an unsavory organization is coercing you to do things, +2 perks). 
  f. Addiction to _______ (+1 perk). Quitting is easy: you’ve done it a dozen times! 
  g. Criminal record (you have been convicted in the past, +1 perk). 
  h. Wanted by Interpol for ________ (+2 perks). There is a bounty. 
  i. 
  Nemesis (a person in power hates you, personally, +2 perks). 
  j. 
  Stalker (someone in your past has trouble letting go, +1 perk). 
  k. Borrowed time (you have a terminal illness and only a few months left, +2 perks). 
  l. 
  Obsession (one conspiracy theory is more than a hobby for you, +1 perk). 
  m. Huge extended family (you have a lot of local and useless relatives who love reunions and keep 
  you busy pretending you’re not a criminal, +1 perk). 
  n. Political, religious or philosophical “extremist” belief (for example, ecoterrorism, equal rights for 
  ghouls, vigilante justice, militant anarchism, +1 perk). 
   
   
  Spend Your Perks 
  Everyone starts with two free perks. You can use them to buy more stuff from the suggestions below. 
  Alternatively, you can dig through all the gear in Chapter 2 and pick stuff from there, but this will take 
  more time than going with suggestions. Each perk can get you: 
  1. an implant of choice (1 tier per perk), or a bunch of implants under 10,001¥. 
  2. a magic focus item or weapon, or 2 extra spells (only useful if you have Magic Dice). 
  3. a tricked out drone or two (their total under ¥40,000), if you are a rigger. 
  4. a tricked out vehicle, once per character. If it costs more than ¥50,000, you owe the difference 
  to some very organized people. The interest rate is ugly, but don’t worry, they’re cool with it. 
  You’ve been good with payments so far. 
  5. a tricked out signature weapon (ask for help from GM if you need it). 
  6. an extra Fake SIN (another identity) and an extra crash pad with 5 months’ rent prepaid. 
  7. 2 extra contacts. 
  8. 10,000¥ worth of stuff from the full gear list. 
   
   
  Example Perk Builds 
  If you’re in a hurry, you can copy these choices based on your archetype and the number of perks you’ve 
  chosen. You can mix and match these, too, taking from other archetypes. Perks are listed in a preferred 
  order, but you can cherry pick, if you know what you’re doing. 
  
   
  46 
   
  Samurai / Bodyguard / Mercenary 
  Wired Reflexes are used both offensively to demolish entire gangs of enemies and defensively, to 
  protect one’s teammates. It is recommended that these perks are taken in this order to maximize 
  effectiveness of your implants. 
  ● 1st Perk: Wired Reflexes 1 (-1 Essence) 
  ● 2nd Perk: Cybersenses: Low light vision, Thermographic vision, Flare Compensation, High 
  Framerate Vision, 360 Vision, Ultrasound Echo Location (-2 Essence total, counts as Wired 
  Reflexes 4) 
  ● 3rd+ Perk: +1 Wired Reflexes level per perk (3 perks costs -3 Essence total, 4 perks costs -5 
  Essence, 5 costs -7 Essence, 6 costs -9 Essence total) 
   
   
  Techie (as a drone rigger) 
  You can pick from these perks, although the order is recommended as shown. Firmpoints and mini-
  turrets are used as weapon mounts. Firmpoints have nothing in them by default. Mini-turrets have a 
  light machine gun in them by default (weapon profile: forceful, penetrating, auto fire, ammo 10, range: 
  near / far). 
  ● 1st Perk: Control Rig (-1.5 Essence) 
  ● 2nd Perk: 3 Drones: Lone Star iBall (1 HB, 2 mph, 0 armor), MCT-Nissan Rotodrone (3 HB, 250 
  mph, 3 armor, 1 mini-turret), Ares Duelist (8 HB, 20 mph, 4 armor, mechanical arms, swords) 
  ● 3rd Perk: GMC Bulldog Stepvan, 16 HB, 85 mph, 3 seats + cargo*2, 5 armor, you owe ¥2,600 to 
  the mob. 
  ● 4th Perk: 1 Drone: Steel Lynx Combat Drone (8 HB, 80 mph, 9 armor, 1 firmpoint (front), 1 mini-
  turret), Drone Bay modification for your van (you have a van, right?), reduce its seats by 2 and 
  its top speed by -10 mph 
  ● 5th Perk: 4 Drones: GM Mr.Fix It (3 HB, 10 mph, 1 armor, mechanical arms), Renraku Arachnoid 
  (1 HB, 2 mph, 0 armor, tiny mechanical arms, climbs on walls), MCT Fly-Spy (1 HB, 20 mph, 0 
  armor), Sikorsky-Bell Microskimmer (2 HB, 90 mph, 0 armor, flies and floats on water) 
  ● 6th Perk: Northrup Yellowjacket (autogyro 1 man helicopter, 8 HB, 130 mph, 1 seat, 2 armor, 
  mini-turret), you owe ¥26,000 to the mob 
   
   
  Conjurer / Sorcerer 
  If you are a Conjurer and not a Sorcerer, just spend perks on Power Focus levels, as Spell Lock and 
  Forensic Focus are useless to you. If you have the Cast a Spell move, you can instead learn 2 more spells 
  per perk. 
  ● 1st Perk: Expensive-looking jewelry piece (Power Focus 1) 
  ● 2nd Perk: an antique time piece (Spell Lock 10) 
  ● 3rd Perk: a red pearl necklace (Forensic Focus 5) 
  ● 4th+ Perk: add one more level to Power Focus per perk 
   
   
  Adept  
  If you’ve taken Magic Hands, you will want a fancy gun if you’ve taken Ranged as your specialty or a 
  Weapon Focus if you’ve taken Close Combat. If you’ve taken Tech, you may need to look at full gear list 
  for rockets and grenades. 
  ● 1st Perk: Steyr AUG-CSL (weapon system in a suitcase, assembles as a rifle, machine gun or a 
  submachine gun) 
  ● 2nd Perk: Active Camouflage Suit, armor 1, concealable: makes you nearly invisible 
  ● 3rd Perk: Monofilament Whip (Weapon Focus 1) 
  ● 4th+ Perk: add two more levels to Weapon Focus per perk 
  
   
  47 
   
   
  Face 
  You can’t have a Bodysculpt Hive without getting a Nanite Repair Hive first. 
  ● 1st Perk: Nanite Repair Hive (tier 1) (-3 Essence) 
  ● 2nd Perk: Bodysculpt Hive (tier 2) (-4 Essence total) 
  ● 3rd Perk: a custom job motorcycle: BMW Blitzen (8 HB, 227 mph, 2 seats, 4 armor) with these 
  modifications: Nailed-Down Security System, Active Camouflage, Morphing License Plates, 
  Turbo Charge 
  ● 4th+ Perk: 2 extra contacts per perk 
   
   
  Starting Out In New Orleans 
  The team’s hideout is not all that impressive. There is room for “home improvement”. It’s a condemned 
  building that used to be a mechanic shop, in the middle of a car graveyard, buried within a maze of 
  towers of rusty scrap metal on all sides. There is no power, there is no running water. You have a 
  generator and a synthetic oil burner to cook on. It smells awful. At least in New Orleans the winters are 
  not that cold. The bad news is there is no AC either.  
   
  Speaking of New Orleans: in the summer the climate is hot and moist. It’s a lot worse than a desert 
  because of humidity of the low lands. If you decide to wear non-concealable armor, you’ll be cooking 
  and have a non-zero chance of a heat stroke, especially during the day, out in the sun. You will need to 
  drink a lot of fluids, you will sweat up a storm and you will draw attention to yourself, surrounded by 
  people in shorts and t-shirts. Be aware of this with your armor selection. 
   
  Be careful about installing implants in your body if you picked any Magic Dice moves. Magic and 
  Machine don’t play nicely with each other. If you wish to have both, be sure you know what you’re 
  doing (see Step 6). 
   
  The official currency used in New Orleans is the CAS Dollar, or c$. Nuyen (¥) is the international 
  currency, accepted or traded almost everywhere, very much like $ or € of the real modern world. The 
  current rate is 1¥ = 2.89 c$. Rates fluctuate by +/-10% in any given month. 
   
   
  Step 5. Damage Dice 
  When you make a test using one of your attributes (Hard, Fast, Steady or Cool), you always roll 2d6, add 
  the dice together with your attribute, and try to get a 7 or higher for a favorable outcome. If the result is 
  favorable, you often get to roll your damage dice to determine the effect you had. 
   
  There are four categories of damage dice. Learning moves improves some of your damage dice. Some 
  gear also adds bonus damage dice. 
   
   
  Tech (defaults to 0) 
  Tech is the ‘damage’ you can do to a computer system with a hand-crafted exploit program or to a 
  building with a shaped explosive charge, or to a safe with a careful application of science. Most people 
  in N’awlins haven’t the foggiest on how to do any of it. Tech always requires tools, even if they are 
  improvised. 
   
  Ranged (defaults to 1+Fast) 
  
   
  48 
  Ranged Dice indicate how good of a shot you are with things like pistols, rocket launchers, grenades and 
  compound bows. Using Ranged Dice requires a weapon and ammunition. 
   
  Close Combat (defaults to 1+Hard) 
  Close Combat Dice make you a lethal hand-to-hand opponent, whether you use weapons or bare hands. 
   
  Magic (defaults to 0) 
  Magic Dice make you a better spell caster. Most people (99%) in the world are unable to use magic, so 
  real magicians are few and far between, subjected to fear and fascination. At 0 Magic Dice, you don’t 
  know whether you have the gift of magic or not, until you Awaken one day… or not. The Awakening can 
  happen at any time, but usually strikes at puberty. At -1 Magic Dice, you’re a mundane, someone who 
  has no gift, or lost your gift to practice magic forever (usually due to cybernetic implants). 
   
   
  Getting More Damage Dice  
  When your damage dice increase by learning new moves, installing implants or using fancy tools, you 
  add extra dice when you roll them, and pick the die with the highest result. 
   
  For example, if a Human runner picks 3 Mercenary Moves, she gets extra 3 Ranged Dice. Starting with 
  the default value of 1d6x, we add 3 for a total of 4d6x. 
   
  Furthermore, damage dice explode. If your die rolls its maximum value (a 6 on a 1d6), you get to roll it 
  again and add the new result to the total, cumulatively. When dice explode, this is noted with -x in the 
  rules, for example, 1d6x. If you are rolling more than one exploding die, you pick your best die as your 
  final result. 
   
  For example, our Human Mercenary rolls 4d6x when she takes a shot with her sniper rifle. The dice come 
  up as 1, 2, 5 and 6. Re-rolling the six we get another 6 (for a total of 12 so far). We re-roll that last six 
  again to get a 5. So the dice are [1], [2], [5] and [6+6+5=17]. The best result is 17, so that’s how much 
  damage the shot deals. Blam! 
   
  Take a look at the moves you’ve picked, and their bonuses. Add bonuses together if they apply to the 
  same type of dice and mark how many dice you have in each category. You may wish to communicate 
  with other players to make sure that you have all the bases covered. It pays to have specialists on the 
  team rather than jacks of all trades. 
   
  Lastly, exploding damage dice can be re-rolled with Karma and some implants, spells, moves and other 
  circumstances. More on that in the next step. 
   
   
  Step 6. Calculate Other Traits 
  Hit Boxes (8+Steady is the default). 
   
  Armor (0 is the default), adjust if you purchased it with your gear. 
  1 is concealable. 
   
  2 is bulky and intimidating. 
   
  3 is obvious and bomb squad-level awkward. 
   
  4+ is worthy of an armored vehicle. 
   
  
   
  49 
  Karma (1+Cool is the default) 
  Karma refreshes every game session. It allows you to re-roll one dice roll per point: whenever you roll 
  damage dice, you may mark off 1 karma to re-roll all of your dice. This can be used defensively or 
  offensively. You may only re-roll exploding damage dice, never ability dice (the 2d6 required by some 
  moves). 
   
   
  Essence (0 is the default) 
  If you install augmentations in your body, your Essence is reduced, and so are your Magic Dice. Some 
  small augmentations may cost less than 1 Essence. Sum the cost of all augmentations together, adding 
  up fractions. For every full -2 Essence, reduce Magic Dice by 1. Magic Dice can go negative (that means 
  you can’t use Magic moves). Also, at Essence -10 you die, whether you have Magic Dice or not. 
   
  If you have Magic Dice, your Essence score is the default mana you have. There are moves that increase 
  your stored mana (Commune with Totem, Find Your Center). When a Magic move requires you to take 
  drain, it comes out of your stored mana first. When your mana is gone, you take 1 stun for each point of 
  drain you can’t pay with mana. Stun cannot be healed by magic or first aid, only by resting or using 
  Stimpatches. 
   
   
  Step 7. Name Your Character 
  “Hello, my name is Nemesis and it’s my first time here at Orphan Vigilantes Anonymous. I haven’t 
  murdered anyone in three days.” 
  “Hiiiii Nemesis!” 
   
  Runners don’t use real names due to the clandestine nature of their business. Come up with a cool 
  street name and a backstory (kids don’t choose ‘running as a field to get into when they grow up, it’s like 
  growing up to be a burglar). Try to avoid cliches like murdered parents and an oath of vengeance. 
   
  If a street name is a challenge for you, especially if it’s your first time playing the game, describe your 
  character to your group and let the group decide what the name should be, let some ideas bounce 
  around in a brainstorm until you find a name that sticks. In practical terms, it’s a radio call sign, it needs 
  to be short, pronounceable, and anonymous. 
   
   
  Step 8. Name Two Free Contacts  
  Everyone starts the game with two contacts. Contacts are people you do shady business with on a 
  regular basis. There is no loyalty there, just mutual benefits. You need to come up with two of yours. 
  Write down their archetypes or occupations, but most importantly their street names, or the names you 
  know them by. 
   
  Suggested contact occupations:  
  Mr. Johnson (anonymous employer) 
  Fixer (shady middleman) 
  Street Doc (doctor who won’t report gunshot wounds to authorities) 
  Beat Cop (corrupt as all get out) 
  Mafiosi Made Man (surprisingly reliable) 
  Night Club Owner (knows all sorts of people) 
  Automotive Mechanic (will patch bullet holes for extra charge) 
  
   
  50 
  Smuggler (can get some nice military gear) 
  Talismonger (mostly legitimate magical goods and spell formulas vendor). 
   
   
  Step 9. Group Bonding 
  Introduce your character to the group and write down at least 1 bond with another player. Bonds don’t 
  need to match. The more, the merrier. After this, you should be ready to play, after you review the 
  ‘common moves’ that are available to every runner on the team. 
  Bond Examples 
  Human Bonds 
  ________________ is going to get us all killed with that _____________, unless I do something. 
  I owe ________________ one for the extraction from Atzlan border. 
  ________________ has a big mouth. I can’t be there all the time to cover it up. 
  ________________ is sneaky, and it was funny the first time, but I’ll pay it with interest. 
   
  Elf Bonds 
  ________________ would look so good with a total make over. One day, I’ll make it happen. 
  Does ________________ have a permit for smelling this bad? We need to weaponize this talent. 
  ________________ is not pretty enough to be this dumb. But I can fix the first part. 
  I still don’t understand why ________________ saved my life. I was a nobody back then. 
   
  Dwarf Bonds 
  If ________________ pats me one more time, there’ll be hell to pay. 
  ________________ is all thumbs. Not allowed to touch my toys any more! 
  Ever since the incident, ________________ has been eyeing coffee machines oddly. It was just a joke! 
  ________________ is strong like oak, but one bullet short of a full clip. I can’t let ‘em get lost again. 
   
  Ork Bonds 
  ________________ can’t jump, can’t hit and can’t dance. But it’s cool, bro. I’m on the case. 
  ________________ thinks my guns are sexy. Don’t I know it. 
  One day, I’ll know ________________‘s gender for sure. 
  ________________ bluffed me out of lockup with a fake release document. I still can’t believe it 
  worked. 
   
  Troll Bonds 
  ________________ has a short man complex. It’s funny, but I don’t have the heart to tell ‘em. 
  ________________ has stood up for me when noone else would. 
  ________________’s face looks like a basketball after every pun. 
  ________________ has a nice ride, but if that song is on repeat again, Imma choke a bitch. 
   
  Shapeshifter Bonds 
  ________________ smells good. Succulent, fattening. How did they survive this long? I must learn this. 
  ________________ is really good at petting. I can’t let that happen again. Must… be… vigilant. 
  ________________ needs to learn how to assert dominance. I will show them. 
  ________________’s mating displays are awkward, even to me. 
   
  Pixie Bonds 
  ________________ does not get embarrassed easily. Maybe they just need a larger audience. 
  ________________ is a good sport. It’s like they want me to mess with them! 
  It’s a good thing ________________ is not allergic to ________________. 
  
   
  51 
  ________________ thinks I’m cute. It’s a little creepy. 
   
  Centaur Bonds 
  ________________ is not as weak as the rest of their kind. I wonder why. 
  ________________ insists a dead enemy is worse than a living one. This makes no sense. 
  ________________ is puny, but makes me laugh. That’s why I keep them out of trouble. 
  ________________ stares at my butt when they think I’m not looking. Why is that? 
   
  Ghoul Bonds 
  If we survive a crash landing in the mountains, ________________ is the first to go. 
  I don’t usually drool, but when I do, it’s because I’m around ________________. 
  ________________ treats me worse than the others. Bite me. 
  I saved ________________’s life. No gratitude, no thanks, nothing. 
   
  AI Bonds 
  I know what ________________ did last summer. 
  ________________ demonstrates erratic behavior around ________________ . Why? 
  ________________ called me creepy and heartless. Frags given: 0x00000000. 
  ________________ is smarter than any meatbag should be. Insufficient data acquired. 
   
  Giant Bonds 
  ________________ is so cute, I just wanna hug them and pet them and call them George. 
  ________________ is such a little shit, I don’t want to even step on ‘em. 
  How is it even possible that ________________ talks down to me? 
  ________________ better watch their big mouth. My foot is bigger. 
   
  Vampire Bonds 
  ________________ is cute. I guess. If you like old people. 
  ________________ is irresistible. They will be mine! Nobody can resist ________________! 
  My sparkles are shinier than ________________’s sparkles. 
  ________________ thinks I’m some sort of bloodsucker parasite predating on society. What do they 
  think shadowrunning is? 
   
  Changeling Bonds 
  ________________ wants to be different, but doesn’t know what it’s like. 
  ________________ hates change, but doesn’t know the meaning of the word ‘hate’. Not yet. 
  I owe ________________ a debt of gratitude and a new coat. 
  ________________ thinks I care what others think of me. 
   
  Free Spirit Bonds 
  ________________ can take away my ________________, but they may never take away my freedom! 
  ________________ promised to teach me about ________________. 
  ________________ likes shinies, as it turns out. They don’t see the big picture, yet. Or do they? 
  ________________ makes a funny face when I ________________. 
   
  Dragon Bonds 
  ________________ should be more careful what they wish for. 
  It amuses me to watch ________________ herding these cats. I shouldn’t help. Not yet. 
  I find the audacity of ________________ endearing. Not to mention, useful. 
  ________________ can’t be this slow. Nobody can. What’s their game? 
   
  
   
  52 
   
  Common Moves 
  The following moves are available to everyone, so you should know your options. These are also printed 
  on the backs of your race and archetype sheets for your convenience. 
   
  Take Cover 
  When you duck behind cover in a firefight, roll +Steady. On a 10+ hold 2. Spend this hold to reduce the 
  incoming damage by half, round down. On a 7-9, hold 1, but (choose 1): 
   
  … you can’t see very well. -2 damage until you leave cover. 
   
  … this cover is not solid. When you run out of hold, it will collapse. 
   
  … you’re sitting next to a hazard sign. 
   
  … you’re pinned. Take 1d6x damage if you attack on your next move. 
   
  Rock & Roll 
  When you attack an enemy, roll +Hard if you are in close combat, roll +Fast if you are at range in a 
  firefight, roll +Steady if you are hacking in the matrix, or using vehicle-mounted weapons and roll +Cool 
  if you are blasting them with magic. 
   
  Close Combat (+Hard): on a 10+, you hit and deal Close Combat damage. On a 7-9, you deal damage, 
  but your target attacks you as well. 
   
  Fire Fight (+Fast): on a 10+, you hit and deal Ranged damage. On a 7-9, you hit, but (choose 1): 
   
  … you expose yourself to danger. 
   
  … you fire a lot of rounds. Mark off 1 ammo. 
   
  … you only graze the target (-2 damage). 
   
  Matrix Hack (+Steady): on a 10+, you hack and deal Tech damage to the system. On a 7-9, you hit but 
  (choose 1): 
   
  … an opponent decker or ICE attacks you back. 
   
  … you’ve detected a tracer in your commlink. 
   
  … one of your programs crashes, -1 ongoing to Matrix actions until a reboot. 
   
  Pilot or Driver (+Steady): on a 10+, you strafe the target on approach, dealing Ranged damage. On a 7-9 
  you strafe and deal damage, but (choose 1): 
   
  … you take return fire or bang up your vehicle. 
   
  … the engine stalls and you lose your next move avoiding a crash. 
   
  … you ram the target. May the biggest vehicle win. 
   
  … you lose control of your vehicle for a moment and take -1 forward. 
   
  … you spend more rounds than usual leading the target. Mark off 1 ammo. 
   
  Spell Slinger (+Cool): This requires you to know Cast a Spell move. On a 10+, you hit and deal armor-
  ignoring Magic damage. On a 7-9, you hit and deal armor-ignoring Magic damage, but (choose 1): 
   
  … you expose yourself to danger. 
   
  … you suffer 1 drain (spend 1 stored mana or take 1 stun). 
   
  … energy flares up inside you and the target. Both take 1d6x cauterized damage. 
   
  … you are briefly disoriented, take -1 forward to your next move. 
   
   
   
  
   
  53 
   
   
  Check The Situation 
  When you observe your environment in detail, roll +Fast. On a 10+, you know answers to three of the 
  following questions. On a 7-9, you know the answer to one of them. 
   
  Which enemy is the most vulnerable? 
   
  Who is really in control here? 
   
  What’s the most convenient location or direction for an ambush? 
   
  Is anything here looking out of place? 
   
  What’s giving me a bad vibe? 
   
  What escape or access route options do we have? 
   
   
  Stay Frosty 
  When you act in the face of imminent danger, describe how you deal with it, and… 
  … if you dodge and weave while looking out for trouble, roll +Fast. 
  … if you power through it, hitting hard and shrugging off blows, roll +Hard. 
  … if you stay focused on the task, ignoring dangerous distractions, roll +Steady.  
  … if you choose words carefully with a charming smile or a poker face, roll +Cool. 
  On a 10+, you narrowly avoid certain death and bodily harm. On a 7-9, you’re ok, but the GM will 
  present you with a choice: a worse outcome, a hard bargain, or ugly choice. 
   
   
  Sneak Around 
  When you try to pass unnoticed, roll +Cool. On a 10+, only recorded footage may reveal your presence. 
  On a 7-9, you are unnoticed, but (choose 1): 
   
  … you left something at the scene. You’ll remember it later, when it’s too late. 
   
  … it took longer than you expected. 
   
  … you had no choice. Now there’s a body to hide. 
   
  … you can’t get out without making a lot of noise. 
   
  … you were definitely on a security camera. You saw at least one. 
   
  … some small noise or overlooked detail made someone suspicious. 
   
   
  Hot Pursuit 
  When you chase someone or are being chased, roll +Steady. The vehicle(s) with the highest top speed 
  (or, in case of a foot race, the person(s) with the highest +Fast) takes +1 on this roll. If the enemy team 
  has the fastest vehicle (or runner), all players take -1 on this roll. On a 10+, gain 3 hold. On a 7-9, gain 2 
  hold. Spend this hold on one of the following: 
  9 Hold: Cut them off! You end the chase by cornering or catching up to the other team. 
   
  8 Hold: Your team gets away! You lose your pursuers. 
   
  3 Hold: Take a shortcut! Roll 1d6x and gain this much hold. 
   
  3 Hold: Aggressive maneuver! Another person gains or loses 2 hold. 
  1 Hold: Make another move (not Hot Pursuit). 
  On a 6-, the enemy team gains 1d6x hold, and the GM gets to spend it. 
   
  First Aid 
  When you treat someone for injuries incurred within one hour, roll your Tech Dice. Each die that is 
  equal to or higher than the number of non-empty boxes heals 1 Hit Box. The process takes 1 minute and 
  1 First Aid Kit supply per Box. You cannot heal Stun or Bandaged Hit Boxes this way. If you heal at least 1 
  Hit Box, your patient is stabilized and is ready for transportation, and when you finish or interrupt the 
  treatment early, any remaining Hit Boxes become Bandaged. 
  
   
  54 
   
   
  Stay With Me 
  When you attempt to stabilize someone without medical supplies, roll 
  +Steady. On a 10+, the person heals 1 Hit Box and is stabilized within a 
  minute. On 7-9, this happens only if (choose 2): 
   
  … you continue doing CPR until the ambulance shows up. 
   
  … nobody moves the body while you work for the next five 
  minutes. 
   
  … the injured arm or leg (your choice) is amputated within a day. 
  Hello, cyberware. 
   
  Reload 
  When you replace a magazine in your weapon, erase spent ammo markers. You’re assumed to have 
  enough spare magazines on you for a mission gone wrong, and ammunition costs are part of your 
  lifestyle. If you are away from civilization for extended periods of time in a survival scenario, the GM 
  may restrict the number of times you can reload. Don’t worry about it, unless told otherwise. 
   
   
  Lay Low and Take It Easy 
  When you are resting for a day doing absolutely nothing, heal all stun and roll +Hard. On a 10+, you 
  also heal 3 Hit Boxes. On a 7-9, you also heal 1 Hit Box. 
   
   
  Substance Abuse 
  When you use a drug, roll +Steady. On a 7+, it works as intended. On 6 or less, it works, but you’re 
  addicted. If you roll snake eyes, regardless of the final result, you overdose. 
   
  Call a Friend 
  When you call one of your contacts for a favor, information, goods or services related to their 
  occupation, roll +Cool. On a 10+, you get what you need in a day for a price with markup, i.e. the “street 
  price”. On 7-9, you get what you need in 2d6x days, and you owe them a favor in addition to money.  
   
   
  Citation Needed 
  When you research a topic for a few hours, roll +Fast. On a 10+, you find out a useful detail. On a 7-9, 
  you find it, but (choose 1): 
   
  … you need to do a field trip to confirm. 
   
  … you find too much information, spend the whole day digging and/or puking. 
   
  … someone’s aware of your inquiries, someone important or inconvenient. 
   
  … you have another plausible hypothesis that questions the original findings. 
   
  … you find someone else interested in this information and agreed to trade notes. 
   
   
  Spout Technobabble 
  When you answer a technical, academic or otherwise esoteric question, roll +Fast. On a 10+, you 
  actually know the answer. On a 7-9, you know something useful, but (choose 2):  
  … explaining it to a lay person is an exercise in futility. 
   
  … you have minor details incorrect, and it’s subtle enough for all but an expert. 
   
  … you’re wrong in principle, but in this particular case, you’re technically correct. 
   
  … your gut instinct is right, and the currently accepted theory is a fraud. 
   
  … you have two theories, and they conflict in principle. 
  
   
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  Lies Within Lies 
  When you improvise a lie on the spot, roll +Cool. On a 10+, you would believe it yourself if you could. 
  On a 7-9, it gets you out of the frying pan, but there’s going to be a fire tomorrow. 
   
  Learn Something 
  When you have downtime and have earned 10 XP, you can train, study or meditate to reflect, repent, 
  reboot and come out a better person. When you Learn Something, increase your Rep by 1, clear your XP 
  track and choose two options from this list: 
   
  … you increase one of your attributes by 1 (Fast, Hard, Cool or Steady). Each attribute can only 
  be increased once, ever. Mark off their checkmarks when you do. 
   
  … you increase your Karma by 1. 
   
  … you earn a move from any Archetype or from your Race. Don’t forget to increase the 
  Archetype’s or the Race’s cumulative bonus. 
   
   
   
   
  
   
  56 
   
  Chapter 2. Full Gear List 
   
  Spells 
  When you learn Spell Design and Cast a Spell move, you learn two spells to go with each. Pick them 
  from this list or skip to Designing Your Own Spells to build your own. 
   
  Combat Spells 
  The idea of combat spells is channeling mana toward destructive means. In legal terms, magic attacks 
  are always premeditated, as the auras of the caster and the target are connected for the energy 
  transfer. Any spell caster can do this as part of a Rock’n’Roll move, but more advanced combat spells are 
  required when you wish to blow up your target in an oddly specific way. As an added bonus, all combat 
  spells completely ignore armor, but deal half damage to vehicles and other inanimate objects. Combat 
  spells are restricted the same way military grade weapons and explosive devices are in most countries. 
  Combat spells require the target to be in unaided visual range (optical binoculars are okay, astral 
  perception is okay, digital thermographic or low light filters are not). For a spell with a blast radius, only 
  the center of the blast needs to be in the visual range. Blast radius combat spells follow the rules of the 
  Chunky Salsa Effect. 
   
  Elemental Bolt (+1 drain) 
  Deal your Magic Dice in damage to a target you see and choose an element, such as fire, lightning, wind, 
  rock, ice, acid, glass, or even shrapnel. The exact effect is up to the GM. You take 1 extra drain. You may 
  spice it up by adding some of these options, even multiple times: 
   
  +1d6x drain: blast radius of 1d6x meters, roll once for both 
   
  +1 drain: add another elemental effect 
   
  +2 drain: mirror reflect (you aim at the target’s reflection on a shiny surface) 
   
  -1 drain: point blank (close range) 
   
   
  Sleep Bolt (0 drain) 
  Deal your Magic Dice in stun to a target you see. If you knock them out, they’ll wake in 8 hours. Waking 
  them earlier would cause a hangover-like effect. You may add some of these options, even multiple 
  times: 
   
  +1d6x drain: blast radius of 1d6x meters, roll once for both 
   
  +2 drain: mirror reflect (you aim at the target’s reflection on a shiny surface) 
   
  -1 drain: point blank (close range) 
   
  +2 drain: lingering effect, you take -1 ongoing to sustain the spell until you decide to end it; 
  anyone who enters the swirling cloud of magic sleep gas takes the same stun, but only once 
   
   
  Spontaneous Combustion (+2 drain) 
  Deal your Magic Dice in damage to a target you see, then take -1 ongoing to deal 1 extra damage during 
  your next move, until you choose to end the effect, or the target hides from view. There is no visible bolt 
  coming from you, making this a painful assassination spell of choice. It does not have as many options, 
  however: 
   
  +2 drain: mirror reflect (you aim at the target’s reflection on a shiny surface) 
   
  -1 drain: point blank (close range) 
  
   
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  Elemental Pulse (+1 drain) 
  Deal your Magic Dice in damage to all targets, except yourself, in close range, and choose an element, 
  such as fire, ice, wind and so on. Roll once for all targets. This spell comes with options: 
   
  +1d6x drain: blast radius of 1d6x meters, roll once for both 
   
  +3 drain: lingering effect, you take -1 ongoing to sustain the spell until you decide to end it; on 
  your every move it blasts all targets in range again with the same damage 
   
  Detection Spells 
  Detection spells grant the caster knowledge that is beyond their normal senses. Astral Wards are the 
  only thing that can reliably block detection spells, being opaque and solid obstacles on the astral plane. 
  It is feasible to break through a ward using combat spells or spirits, but doing so alerts the owner. 
   
   
  Find Missing Person (+1 drain) 
  This spell requires a material component, such as a blood sample (-1 drain), a passport-quality 
  photograph (+6 drain), a treasured possession (+2 drain), a relative (0 drain) or a close friend of the 
  target (+1 drain). When cast, and as long as the spell is maintained for -1 ongoing, the caster is aware of 
  the general direction toward the person. When the person, or the person’s remains, are in plain view, 
  they light up like a Christmas tree for the caster and anyone else who is included in the spell. The 
  options are: 
   
  +1 drain: per person with whom the spell is shared 
   
  +4 drain: highlights the missing person through thin walls, similar to thermographic vision 
   
  -1 drain: person is expected to be within 1 kilometer (has no effect if this is not true) 
   
   
  Detect Hostiles (+1 drain) 
  This spell acts as a heads up display for the caster, making glow outlines for hostile creatures within 
  view. The degree of hostility is color coded, and casting this in a slum is depressing, casting it in a traffic 
  jam is terrifying. While the spell is maintained, the caster has -1 ongoing. The options are: 
   
  +1 drain: per person with whom the spell is shared 
   
  +4 drain: highlights hostiles through thin walls, similar to thermographic vision 
   
   
  Detect Sapients (0 drain) 
  This spell acts as a heads up display for the caster, making glow outlines for creatures with brains 
  capable of sapient thought. Curiously, it picks up most mammals, some birds and marine life. The degree 
  of intelligence is color coded; it decreases when the target is asleep. While the spell is maintained, the 
  caster has -1 ongoing. The options are: 
   
  +1 drain: per person with whom the spell is shared 
   
  +4 drain: highlights creatures through thin walls, similar to thermographic vision 
   
   
  Mind Probe (+2 drain) 
  This spell digs in a target’s mind for memories that would answer your question. You must touch the 
  head of the subject. The subject becomes instantly aware of the intrusion and sees the same flashbacks 
  that you do. While in their head, you understand the languages they speak and their emotional 
  responses. Lingering after effects may include understanding a few words of a foreign language, 
  responding to the target’s name and being surprised at seeing someone else’s face in a mirror for the 
  next 24 hours. Evidence obtained by Mind Probe is not admissible in court. Use of this spell is 
  considered torture and is criminally punishable in UCAS, CAS and most of Europe. The options are: 
  
   
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  -1 drain: the person is injured 
   
  -1 drain: the person is a close friend 
   
  +2 drain: per additional question 
   
   
  Analyze Device (0 drain) 
  This spell makes it easier to use a device while it is sustained, by reading the mind of the user and 
  providing them a ghostly overlay of possible results of their intended actions. The caster must touch a 
  device and a recipient. As long as the caster sustains the spell with -1 ongoing to all actions, the recipient 
  may re-roll their damage dice related to using the device, once per move for free. If a Spell Lock is used 
  to sustain this spell, it must remain touching the device. 
   
  +1 drain: per extra recipient of the spell (all for the same, presumably large, device) 
   
   
  Soundtrack (0 drain) 
  This spell plays an improvised soundtrack to the events of the recipient’s life, the sort you hear 
  composed for 3D motion pictures. It is not overly loud, but magically drowns out other music. The 
  recipient can never be surprised due to foreboding cues. The caster takes -1 ongoing to sustain this 
  spell. The caster must touch the recipient, and if a Spell Lock is used to sustain it, it must be worn by the 
  recipient. There is only one option: 
   
  +2 drain: everyone in recipient’s vicinity also hears this music, without an obvious source; it 
  means that the allies of the recipient, if they stick close, are never surprised either, but it makes it 
  difficult to sneak up on other people. 
   
   
  Analyze Magic Signature (0 drain) 
  This is a spell used by forensic magicians at a crime scene, where magic was used within the last 24 
  hours. Every magician has a signature, their particular way of doing magic, each as unique as the marks 
  gun barrels leave on bullets they fire. The caster of this spell gets a distinct impression of all signatures 
  and may store them in a forensic focus. These can be later matched to another crime scene or to a 
  suspect casting a spell while in custody. Beware of observers watching your fireworks. 
   
  +1d6x drain: homicide or otherwise disturbing crime scene  
   
  +1 drain: multiple overlapping signatures 
   
  +1 drain: near a ley line or other magical phenomena 
   
   
  Health Spells 
  Health spells are the most universally accepted, and by far the easiest to acquire by legitimate means, 
  permits and licensing fees and all that. But then again, the only thing easier to pirate than a spell 
  formula would be software to read it. Health spells deal with healing people. The staple of healing, 
  Healing Hands, is its own move, because it is a package deal for two effects, healing and stabilization. All 
  Health spells require the caster to touch the target. 
   
   
  Detox (0 drain) 
  This spell instantly purges the body of the recipient of foreign toxic chemicals, anything from alcohol to 
  cyanide. This can lead to complications on heavily medicated people, such as elderly with pacemakers or 
  samurai recovering from cyber-implant surgery as it may remove some situationally beneficial chemicals 
  as well, for example, rubbing alcohol used for sterilizing the stitches. To the rest of us it means no 
  hangover. This spell has no effect on microorganisms, such as viruses, nanobots or bacteria, and 
  especially the fauna of the recipient’s digestive tract. It comes with some options: 
  
   
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  +1d6x drain: 1d6x meter blast radius that removes toxic materials from the air, water and 
  surfaces 
   
  +1 drain: covers a group of people holding hands 
   
   
  Treat Infection (0 drain) 
  This spell cleans up foreign microorganisms (viruses, bacteria) that are normally beaten by timely 
  vaccination and have vaccines available. It does nothing against species that science has not yet beaten 
  (VITAS, HMHVV, AIDS), because the spell was reverse engineered by medical professionals for epidemic 
  emergencies based on currently available research. Repeated exposure to this spell may lead to an 
  upset stomach, just like antibiotics. The options are: 
   
  +1d6x drain: 1d6x meter blast radius that instantly sterilizes the room  
   
  +1 drain: covers a group of people holding hands 
   
   
  Healing Ward (+1d6x drain) 
  This spell ‘blesses’ a recovery room for (roll Magic Dice) days. People who sleep in it, provided the 
  conditions are sanitary, heal 1 more Hit Box per day than they normally would. The radius of the room is 
  1d6 meters, and can be increased by taking higher drain. It is the only option for this spell: 
   
  +1d6x drain: increase room radius by +1d6x meters. 
   
   
  Mana Meal (+2 drain) 
  This spell creates nourishment out of mana. The caster touches the recipient and boom! That person is 
  instantly fed for the whole day, with vitamins and nutrients in the blood stream and fiber and water in 
  the stomach. The only problem is, this is addictive. Whenever you fail casting this spell, it still works. 
  Your failure is that the guy will want another hit tomorrow, even if there is real food to eat. This is why 
  the creator of this spell is still one mana short of a Nobel prize. If you use this spell daily for all of your 
  nutrition, you may save up to 20% on lifestyle expenses (i.e. groceries). There is only one option: 
   
  +1 drain: feed a group of people holding hands 
  Addiction: you suffer -1 to all social moves if you didn’t have a Mana Meal within the last 24 hours. 
  Staying away from casting or benefiting from any Healing Spells for a month will allow you to beat the 
  addiction. 
   
   
  Oxygenate (+1 drain) 
  This spell continuously produces oxygen directly in the bloodstream of the recipient. After touching the 
  target, the caster must sustain the spell by taking -1 ongoing or placing a Spell Lock on the recipient. The 
  recipient does not need to breathe. This makes it easier to stabilize them (+2 forward) if they are dying, 
  and it makes it possible to go scuba diving without scuba gear. Deep ocean floor pressure can still crush 
  you like a soda can or give you decompression sickness, so a dive computer is still a good idea. This spell 
  has no options due to safety regulations. 
   
   
  Suppress Allergies (+1 drain) 
  This spell negates all normal and paranormal allergies on a recipient, such as penicillin, peanuts or 
  sunlight (for vampires). After touching the target, the caster must sustain the spell by taking -1 ongoing 
  or placing a Spell Lock on the recipient. This spell has one option: 
   
  +1d6x drain: suppress allergies in a +1d6x meter radius around caster or Spell Lock. 
   
  
   
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  Illusion Spells 
  If a computer can do it, chances are, a real wizard can do it better. Enter the illusion spells, the pride of 
  B-movie budgets and fierce enemy of computer generated images worldwide, and especially so in 
  Hollywood. For a magical criminal, illusion spells are a tool for distraction and stealth all rolled into one. 
  One limitation illusion spells have is that they can not do harm. Not directly, anyway. Another limitation 
  of illusions is Astral Sight: perceiving adepts, projecting magicians and spirits can still see the spell itself 
  and its presence. Because of this, walking with a sustained illusion spell into an Astral Ward (also astrally 
  active), even without realizing it, can alarm the Ward’s owner, end your spell or both.  
   
  Invisibility (+1 drain) 
  This spell removes a touched recipient from certain senses of all observers. The caster rolls Magic Dice 
  to find out how many senses the spell covers, then declares them. Some examples are: touch, smell, 
  taste, sound, ultrasound (echolocation), infrared (heat), visible spectrum (sight), x-rays, microwaves. 
  This spell is sustained by taking -1 ongoing, or placing a Spell Lock on the recipient (if you can find her!). 
  Invisibility to touch does not mean that the person is able to go through walls - it merely means that 
  when someone bumps into the invisible person, the contact is intangible, as the invisible gets shoved 
  out of the way. If the invisible person does not use Astral Sight or some of other way to check their own 
  position and hands, they are at a -2 ongoing to all actions: it’s hard to aim an invisible gun. There are a 
  lot of options for this spell: 
   
  +2 drain: per extra recipient 
   
  +1 drain: if you want to ALSO affect all high-tech devices, such as cameras* 
   
   
  * cybersenses are considered “natural”, because they cost Essence 
   
  -1 drain: if you want to affect ONLY high-tech devices, but not people’s senses 
   
  +1 drain: the target is a troll 
   
  +4 drain: the target is a car (and is about to have a traffic accident!) 
   
  +8 drain: the target is a truck 
   
  +X drain: the target is even larger, let the GM figure it out 
   
  Phantasm (+2 drain) 
  This creative spell can make anything you want appear in your sight. It’s a perfectly realistic illusion, but 
  it’s the delivery that can make or break the con. It’s easier to believe that a police cruiser is screeching 
  around a corner if it’s preceded by sirens than a Great Western Dragon popping out of thin air.  The 
  caster rolls Magic Dice to find out how many senses the spell covers, then lists them: touch, smell, taste, 
  sound, ultrasound (echolocation), infrared (heat), visible spectrum (sight), x-rays, and so on. The spell is 
  sustained by -1 ongoing or by a Spell Lock. The drain may also increase by other parameters: 
   
  +1 drain: the illusion moves at great speed (how much motion blur is enough?) 
   
  +1 drain: if you want to ALSO affect all high-tech devices, such as cameras* 
   
   
  * cybersenses are considered “natural”, because they cost Essence 
   
  -1 drain: if you want to affect ONLY high-tech devices, but not people’s senses 
   
  +1 drain: the illusion is size of a troll 
   
  +4 drain: the illusion is size of a car 
   
  +8 drain: the illusion is size of a truck 
   
  +12 drain: the illusion is size of a Great Western Dragon 
   
  +X drain: the target is even larger, let the GM figure it out 
   
  Mask (0 drain) 
  This spell can make one thing look like another thing of a similar size, such as a rusty old car looking like 
  a limo, a rock looking like an apple or your friend looking like the president… in drag. The caster touches 
  
   
  61 
  the target, and sustains it by -1 ongoing or by a Spell Lock placed on it. The caster rolls Magic Dice to find 
  out how many senses the spell covers, then lists the senses chosen: touch, smell, taste, sound, 
  ultrasound (echolocation), infrared (heat), visible spectrum (sight), x-rays, and so on. The other options 
  are: 
   
  +1 drain: per each double in mass difference between the two objects 
   
  +1 drain: per each double in size difference between the two objects 
   
  +1 drain: if you want to ALSO affect all high-tech devices, such as cameras* 
   
   
  * cybersenses are considered “natural”, because they cost Essence 
   
  -1 drain: if you want to affect ONLY high-tech devices, but not people’s senses. 
   
  Hot Potato (+1 drain) 
  This spell makes an object in caster’s sight feel so hot to the touch that whoever holds it or touches it 
  drops it immediately, as long as the spell is sustained by the caster with -1 ongoing or a Spell Lock. The 
  options are: 
   
  +1d6x drain: +1d6x meters blast radius, all identical objects in it are affected 
   
  +2 drain: name a one word “category” of object, such as “guns” or “wallets”; they will be 
  affected even if they are concealed by clothing. 
   
   
  Manipulation Spells 
  This category of spells is a grab bag of everything that did not fit the others. These are all the spells that 
  make physics take a smoke break from real life and listen to chemistry’s sob story, while the mages get 
  away with everything not nailed down by common sense and logic. 
   
  Barrier (+1 drain) 
  This spell creates a translucent fluorescent force field in line of sight of the caster. The spell needs to be 
  sustained by -1 ongoing or a Spell Lock. The caster rolls Magic Dice to determine the size of the barrier in 
  square meters and also its Hit Boxes. When something collides with the barrier, see rules on Quick and 
  Dirty Collisions to deal damage to both, but note that the Barrier always counts as the smaller object, 
  because it has no mass. While sustaining the spell, the caster may make additional moves to take 1d6x 
  drain to repair 1d6x damage done to the barrier per move or to increase the size of the barrier by 1d6x 
  square meters per move. The Barrier, once created, is stationary in relation to the Earth. If it receives 
  more damage than it can take, the spell ends. The spell’s options are: 
   
  +1d6x drain: increase the size, but not Hit Boxes, of the barrier, by 1d6x square meters 
   
  -1 drain: the barrier only affects inanimate objects (not spirits, spells or people) 
   
  +2 drain: the barrier only affects living and astral objects (spirits, spells, foci, people) 
   
  -2 drain: the barrier acts like a cushion and does not do collision damage 
   
  Levitation (0 drain) 
  This spell makes an object or a person the caster sees fly. The caster rolls Magic Dice to determine the 
  maximum number of Hit Boxes and armor the spell can lift. If the object is heavier than this, it costs +1 
  drain per point of difference. The caster may also voluntarily take more drain to speed up the flight. If 
  the caster’s Magic Dice result + drain is more than the object’s Hit Boxes + armor, it flies fast enough to 
  do collision damage (see Quick and Dirty Collisions). The caster needs to sustain the spell by -1 ongoing 
  or by placing a Spell Lock on the levitating object, otherwise it just drops. If a person is being levitated 
  against their will and has something to hang on to, that person may try to oppose the spell with their 
  Close Combat dice.  The spell has options: 
   
  +1 drain: to increase the speed or mass capacity of the spell 
   
  -1 drain: if the object merely needs to slide or drag along a surface, even if it’s vertical 
  
   
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  +2 drain: to levitate an additional target of the same or smaller weight 
   
   
  Ablative Armor (+1 drain per +1 armor) 
  This spell conjures forth a personal translucent, fluorescent, very obvious full-body armor on a target 
  that the caster touches. The spell is sustained by -1 ongoing to the caster or a Spell Lock on the target. 
  The caster rolls Magic Dice to determine the Hit Boxes of the armor spell. Whenever the target of this 
  spell takes damage, Ablative Armor takes the same damage, but without any armor reduction. The 
  caster may make moves to repair 1d6x damage done to the armor spell at the cost of +1d6x drain. If 
  Ablative Armor takes more damage than it can take, the spell ends after the attack is resolved. The spell 
  has only one option: 
   
  +2 drain: Ablative Armor works against astral attacks and spells 
   
   
  Shapeshift (+2 drain) 
  This spell allows the caster or a willing target the caster touches to turn into a form of a normal, non-
  magical animal. It requires a blood sample of the animal to work (these are easily stored in forensic 
  foci). The spell is sustained by -1 ongoing or a Spell Lock on the target. Shapeshifted magicians may 
  continue to use magic, but don’t have the vocal cords to talk. During shapeshifting, the worn gear either 
  drops to the ground or is torn apart. Curiously, implants and foci transform with the target to 
  accommodate the new form (a cyberarm will become a cyber front paw, a weapon focus will become 
  gilded claws). The spell has one option: 
   
  +4 drain: the spell works on an unwilling target 
   
   
  Pocket Seamstress (0 drain) 
  This spell transforms clothing of the caster or a willing target the caster touches into something 
  different. Only the cut and color changes, but the materials stay the same. This spell does not need to be 
  sustained. It is possible to produce a more revealing or light outfit if the excess material becomes a bag 
  full of lint and cloth scraps. The caster may roll Magic Dice to determine the overall quality of the new 
  outfit. The spell has options: 
   
  +1 drain: per extra target 
   
  +1 drain: also does makeup, nails, haircuts, “bodyscaping” 
   
  +1 drain: also cleans up both the target and the clothing, leaving a puddle of yuck behind 
   
  Meat Puppet (+2 drain) 
  The caster touches a target and rolls Magic Dice. If the result is higher than the Hit Boxes of the target, it 
  is under the caster’s direct control, like a puppet. As a move, the caster may give commands to all 
  currently controlled puppets. Puppets don’t obey suicidal commands, but everything else will be 
  executed to the letter. This spell is sustained by -1 ongoing to the caster or a Spell Lock placed on the 
  puppet. This spell is the poster child of illegal magic and its dangers. It has some pretty disturbing 
  options: 
   
  +1 drain: the puppet remembers nothing of this, unless Mind Probed or under hypnosis 
   
  +2 drain: the puppet remembers everything, but believes their actions to be their own idea, 
  unless proven otherwise by therapy or evidence 
   
  -1 drain: the caster does not control the puppet’s actions, only thoughts 
   
  -2 drain: the caster only controls the puppet’s emotions 
   
  +1d6x drain: spell has blast radius of 1d6x meters, affecting multiple targets, with -1 ongoing per 
  target caught in the blast 
   
  
   
  63 
   
  Designing Your Own Spells 
  Magical research field is still in its infancy, and new and exciting spells and abilities pop up every day. It 
  is entirely possible and encouraged for the players to create their own. There are only a few things that 
  Magic is flat out unable to do: metatype change, time travel, teleportation and resurrection. Everything 
  else is fair game. When you have an idea for a spell, write it up, show it to the GM, and you can have it 
  with their approval. You may have to work together to make sure that the new spell is not numerically 
  better than an existing spell, but other than that, go nuts. 
   
  Steal spell options from existing spells, just make sure the spell’s base drain is balanced against what the 
  spell does. A good example of this is Mind Probe, even though it is a touch-only spell with a single 
  target, the ability is so powerful you want the drain of it to be accordingly staggering. Not every spell 
  should have every option. A Mind Probe with a blast radius would probably cause brain damage and 
  insanity for the caster. Likewise, it should not have a line of sight range, because of its power - this is 
  where the GM comes in and says what flies and does not fly in their campaign. After all, the sorcerer is 
  not the only runner on the team. And if the entire team are sorcerers, that’s indicative of a game 
  balance issue. 
   
   
  Totem Spirits 
  If you are playing a shaman, and picked Commune with Totem move, then you must pick one of the 
  following totems to be your Totem Spirit. To be clear, it is the Totem Spirit that chooses you, but it’s a 
  technicality. If you follow a different religious tradition, then pick a totem whose behavior resembles 
  your deity the most, then rename it, but keep the statistics. Deities are personal affairs, so it’s possible 
  for two Christians, for example, to have entirely different concepts of their God. A monk might see their 
  deity as a merciful healer of the world, turning the other cheek and bringing about peace (like the 
  Coyote or Bear totem), while an evangelist may worship the God who’s going to burn the unbelievers 
  during the Judgement day, he who wields a burning sword and rains fires from the heavens (like the 
  Thunderer or Dragonslayer). If both discover magical abilities late in their lives and hear the word of 
  God, they may in fact, choose to hear, and subsequently repeat, different messages. Feel free to rename 
  your Totem Spirit to align with the flavor of your faith. 
   
  Bear 
  Boons: +1 to Healing Hands and Healing Spell rolls. 
  Faults: go berserk when someone in your care gets hurt, attack the offender with your best damage dice 
  until the offender is down. 
   
  Cat 
  Boons: +1 to Illusion Spell rolls, +1 to Banish Spirit rolls. 
  Faults: you can’t resist playing with your “food” when you have an advantage, until you get hurt. 
   
  Coyote 
  Boons: +1 to Summon Spirit rolls and all Ritual Sorcery rolls. 
  Faults: you can’t resist a chance to make peace. 
   
  
   
  64 
   
  Deceiver 
  Boons: +1 to Illusion Spell rolls, +1 to Bind Spirit rolls. 
  Faults: You can’t be both civil and honest with any authority figure. 
   
  Dragonslayer 
  Boons: +1 to all Magic rolls when outnumbered and outgunned. 
  Faults: you are brave to a fault, but also a glory hound. 
   
  Dog 
  Boons: +1 Hit Box, +1 armor, +1 to Astral Ward rolls. 
  Faults: you can’t be reasoned with when you pursue intruders or protect your teammates. 
   
  Eagle 
  Boons: +1 to Detection Spell rolls, Astral Projection costs only 1 drain per hour. 
  Faults: you must expose and fight corruption and pollution, whenever you see the opportunity, at any 
  cost. 
   
  Moon 
  Boons: +1 to all Magic rolls at night. 
  Faults: you’re secretive but indecisive; your first move in combat can’t be an attack. 
   
  Rat 
  Boons: +1 to Manipulation Spell rolls. 
  Faults: you must flee from combat if there is no teammate between you and an enemy, unless you are 
  cornered… like a rat. 
   
  Shark 
  Boons: +1 to Close Combat and all spells used in close quarters with an enemy. 
  Faults: go berserk when you deal damage in the physical world, keep attacking until every enemy is 
  down. 
   
  Thunderer 
  Boons: +2 damage when you’re not dealing stun with your attack or spell 
  Faults: you have a short fuse and no patience for fools; go berserk when you get hurt, keep attacking 
  until every enemy is down. 
   
  Trickster 
  Boons: +1 to Manipulation Spell rolls and all Ritual Sorcery rolls. 
  Faults: you can’t resist a chance to cause mischief, mayhem and chaos. You have multiple long and short 
  term schemes in the works. 
   
  Wolf 
  Boons: +1 to Combat Spell rolls. 
  Faults: you can’t leave a teammate behind, even if it’s only a corpse. 
  
   
  65 
   
  Magic Items (Foci) 
  Magic items are not something anyone can use. If you have no Magic Dice, they’re little more than 
  pretty trinkets with no special powers. To a magician, however, they are highly specialized accessories 
  that allow more control over mana, to produce better results when spell casting or doing other arcane 
  tasks. Magic items must be handmade, not mass produced, and tend to be highly decorative pieces. 
  Jewelry pieces are the most common, but hand-crafted weapons, tailored clothing and custom-built 
  vehicles can also be enchanted to be foci. 
   
  Foci, like spells, have a force rating. Their force is the amount of Hit Boxes they have in the Astral Space, 
  and sometimes affects their performance. Because of their enchantments, foci are difficult to destroy. 
  While in use, a focus can be shut down by an attack from astral space, by a projecting magician, a spell 
  or a spirit. When a focus is shut down, it cannot be used until the next sunrise or sunset. If an in-use 
  focus passes through a hostile Ward, the two fight just like a collision, with the Ward always being the 
  larger object. This can also result in a focus shutting down. When a focus is not in use, it cannot be 
  attacked from the astral space. 
   
  Foci bind themselves to the magician who used them last. This happens automatically. It is possible to 
  unbind a focus by spending XP equal to its force, and even go into XP debt doing so. The reason to do 
  this is that a focus can be used to find the owner, just like a blood sample. To unbind a focus, one must 
  spend the XP and touch it, even if it is just your astral projection touching it, it will still work. Unbinding a 
  Focus turns it off. 
   
  Foci are not left behind when a magician uses Astral Projection, but come along for the trip, unlike 
  regular mundane gear. 
   
  Spell Lock (1,000¥ x Force) 
  A Spell Lock can sustain spells for the caster, so the caster doesn’t have to worry about -1 ongoing for 
  maintaining concentration. A Spell Lock can sustain any number of spells as long as their combined 
  forces are equal to or less than its force rating. The force of a spell is its drain or 1, whichever is higher. A 
  Spell Lock is active only while it is maintaining a spell. If a Spell Lock is shut down, all of the spells it 
  maintains end immediately. A Spell Lock sustaining a spell on someone other than the caster must be 
  physically placed on the recipient. 
   
   
  Fetish Focus (100¥) 
  A Fetish Focus is a crutch useful for learning spells and practicing other abilities, it’s like a cheat sheet for 
  an apprentice magician. It can be destroyed during a Sorcerer or Conjurer move to allow a damage dice 
  re-roll. A Fetish Focus can be shut down if it is a learning requirement for a spell that is being sustained, 
  and shutting it down ends that spell. A Fetish Focus’ force is always 1. 
   
   
  Power Focus (10,000¥ x Force) 
  This focus increases the user’s Essence by its force for the purpose of resisting drain. It does not prevent 
  you from dying if your Essence hits -10 due to implants. Power Focus essentially (heh!) gives you extra 
  mana to use with every Magic move. A Power Focus becomes active when you use its mana in an ability 
  or a spell, and remains active until that ability or spell is over. Shutting down a Power Focus ends all 
  abilities and spells it fueled. A Power Focus does not prevent you from storing mana by meditation or 
  communion. 
  
   
  66 
   
  Forensic Focus (2,000¥ x Force) 
  This focus stores magic signatures or blood samples indefinitely, one of either per force point. It is only 
  active when the sample or signature is used in spell casting, and remains active while the spell is being 
  sustained (for example, Shapeshift). Shutting down a Forensic Focus ends sustained abilities that 
  depended on it and spoils the samples or signatures currently being used. 
   
   
  Weapon Focus (5,000¥ x Force + cost of weapon) 
  This focus acts like a melee weapon in astral combat, but is also capable of dealing gruesome wounds to 
  physical opponents. Add its force to the damage total. Weapon Foci tend to be enchanted weapons for 
  their dual purpose. A Weapon Focus cannot be shut down, because it activates in instantaneous 
  ‘flashes’, when it deals damage. Ranged weapons cannot be weapon foci: the user must remain in 
  contact with the damaging surface. 
   
   
  Guns, Lots of Guns 
  Since the damage dice are determined by your skill, weapons have tags that offer other effects. 
   
   
  List of Weapon Tags 
  Armor Piercing X: weapon ignores X armor on the target. 
  Anti-Vehicle: weapons without this tag deal half damage (round down) to vehicles. 
  Messy: this weapon makes a gory mess when it hits, i.e. people losing limbs and exploding with entrails. 
  Forceful: getting hit by this weapon will knock a target off their feet, off a bike or off a balcony. 
  Precise: this weapon uses +Fast instead of +Hard in close combat, rewarding accuracy and speed over 
  brute force. 
  Range: these tags indicate the range of the weapon, and a weapon can have several ranges. 
   
  Close*: also known as point blank, target is in close combat with you.  
  *Most weapons use +Hard at this range, even if they are classified as ranged weapons. 
   
  Reach: target is a few steps away, but close enough to poke with a long pole. 
   
  Near: you can see the whites of the target’s eyes. 
   
  Far: further than that, but still in your visual range. 
   
  Too Far: target is hard to see or even notice without binoculars. 
  Stun: the weapon deals stun instead of damage. 
  Toxin: weapon delivers a toxin, it is not effective against non-living targets. 
  Ammo X: the weapon uses ammunition, which needs to be reloaded every time X ammo is spent. Note 
  that ammo is an abstraction and not the amount of actual bullets. It takes 2 ammo to lay down 
  suppression fire, but you may be firing 10 or more rounds per move. 
  Destructive X: the weapon is good at demolishing and causing collateral damage. Reduce the target’s 
  armor by X even on a miss. The damaged armor can be repaired with MacGyvering, treating each lost 
  point of armor as a hit box. 
  Penetrating: attacks from this weapon are likely to cause exit wounds and hit multiple targets or go 
  through light cover like butter. 
  Dangerous: the weapon is difficult to handle and its misfires can have grave consequences for its user 
  and everyone around it. 
  Rugged: the weapon has few moving parts or is designed to withstand punishment, it does not break, 
  jam or misfire even under relentless abuse. 
  
   
  67 
  Concealable: the weapon is small enough to be easily hidden in loose clothing, and does not need two 
  hands to use 
  Restricted: the weapon requires a permit to be purchased legally. 
  Illegal: the weapon is illegal to own by civilians, even in the South. 
  Smartlink: the weapon comes with a smartlink and a gun-cam built-in, this allows one free damage dice 
  re-roll per attack and to shoot around corners by sticking your weapon out. 
  Laser Sight: the weapon comes with a laser sight built-in, this allows one free damage dice re-roll per 
  attack at Reach and Near ranges (this does not stack with smartlink bonus). 
  Sniper Scope: allows one free damage dice re-roll per attack at Far and Too Far ranges (this stacks with 
  smartlink bonus). 
  Blast X: weapon has a blast radius, equal to X meters. 
  Burst Fire: weapon is capable of firing multiple rounds with a single trigger pull. When you shoot a single 
  target, you may add +1 damage for the cost of 1 ammo. 
  Auto Fire: weapon is capable of firing continuously while the trigger is held. When you rock’n’roll, you 
  may spend 1 ammo to split damage dice between multiple targets after you roll them. 
  Takedown: weapon can be disassembled quickly to fit into a briefcase for transport. 
  Silencer: weapon has a detachable silencer, decreasing noise of discharge and damage by -1. 
  Revolver: weapon is unable to fit a silencer and is (usually) rugged. 
  Disposable: weapon is a one-shot deal. It has one shot in it, and then it’s gone. Don’t miss. 
   
   
  Close Combat Weapons 
  Knife or Shiv (10¥) concealable, range: close / reach (if thrown). 
  Knuckleduster (10¥) concealable, rugged, stun, range: close. 
  Baseball Bat (40¥) forceful, rugged, stun, range: close. 
  Nunchucks (80¥) concealable, stun, precise, dangerous, range: close. 
  Katana (1,000¥) penetrating, precise, range: close. 
  Claymore (600¥) messy, forceful, rugged, range: reach. 
  Combat Axe (1,100¥) destructive 3, messy, forceful, armor piercing 1, range: reach. 
  Ares Monosword (1,200¥) penetrating, armor piercing 1, range: close. 
  Quarterstaff (50¥) forceful, stun, range: close / reach. 
  Stun Baton (500¥) concealable, stun, forceful, rugged, range: close. 
  Shock Glove (300¥) concealable, stun, forceful, dangerous, range: close. 
  Chainsaw (150¥) messy, destructive 1, dangerous, range: close. 
  Monofilament Whip (3,000¥) concealable, restricted, dangerous, messy, armor piercing 2, precise, 
  destructive 2, penetrating, range: close / reach. 
   
   
  Ranged Weapons 
  Pistols (all concealable) 
  Ares Predator (450¥) forceful, smartlink, ammo 2, range: close / reach / near. 
  Ruger Super Warhawk (300¥) revolver, forceful, ammo 1, rugged, range: close / reach / near. 
  Colt Manhunter (425¥) forceful, laser sight, ammo 2, range: close / reach / near. 
  Colt L36 (350¥) silencer, penetrating, ammo 2, range: close / reach / near. 
  Seco LD-120 (400¥) penetrating, laser sight, ammo 2, range: close / reach / near. 
  Ares Viper Slivergun (600¥) silencer, destructive 1, ammo 2, range: close / reach / near. 
  Remington Roomsweeper (300¥) destructive 1, forceful, blast 2, ammo 1, range: close / reach. 
  Ceska Black Scorpion (850¥) burst fire, restricted, ammo 3, range: close / reach / near. 
  Steyr TMP (900¥) burst fire, auto fire, restricted, ammo 3, range: close / reach / near. 
  
   
  68 
  Little Friend (1100¥) ammo 0*, dangerous, anti-vehicle, armor piercing 3, range: close / reach / near. 
   
  * this fires .50 caliber sniper rifle rounds and needs to be reloaded after every shot; it’s meant 
  for self-defense against awakened refrigerators hiding behind brick walls. Registered owners of this 
  weapon are not eligible for DocWagon Basic contract due to frequent recoil injuries. 
   
  Submachine Guns (all restricted) 
  AK-97 Carbine (800¥) burst fire, auto fire, ammo 3, rugged, range: close / reach / near / far. 
  HK MP-5T X (850¥) concealable, burst fire, auto fire, ammo 2, laser sight, range: close / reach / near. 
  Ingram Smartgun (950¥) burst fire, auto fire, ammo 3, smartlink, range: close / reach / near / far. 
  Uzi III (600¥) concealable, burst fire, ammo 2, laser sight, range: close / reach / near. 
   
  Shotguns (all forceful) 
  Defiance T-250 (500¥) destructive 1, blast 2, ammo 1, rugged, range: reach / near. 
  Remington 990 (650¥) destructive 1, blast 3, ammo 1, range: reach / near. 
  Enfield AS-7 (1,000¥) destructive 1, blast 2, restricted, burst fire, laser sight, ammo 1, range: reach / 
  near. 
  Mossberg CMDT/SM (1,500¥) destructive 1, blast 3, restricted, burst fire, smartlink, ammo 1, range: 
  reach / near. 
   
  Assault Rifles (all restricted) 
  AK-97 (700¥) burst fire, auto fire, armor piercing 1, ammo 4, rugged, range: reach / near / far. 
  AK-98 (2,500¥) burst fire, auto fire, armor piercing 1, ammo 4, rugged, range: reach / near / far. 
   
  under-barrel grenade launcher: ammo 1, range: reach / near. 
  Ares Alpha (2,000¥) burst fire, auto fire, armor piercing 1, ammo 4, smartlink, range: reach / near / far. 
   
  under-barrel grenade launcher: ammo 1, range: reach / near. 
  Colt M22A2 (1,600¥) burst fire, auto fire, armor piercing 1, ammo 5, sniper scope, range: reach / near / 
  far. 
   
  under-barrel grenade launcher ammo 1, range: reach / near. 
  FN-HAR (1,200¥) burst fire, auto fire, armor piercing 1, ammo 3, laser sight, range: reach / near / far. 
  HK G38 (4,000¥) takedown, sniper scope, laser sight, burst fire, armor piercing 1, can be assembled as 
  either: 
  Assault Rifle: auto fire, ammo 3, range: reach / near / far. 
  Carbine: penetrating, ammo 3, range: near / far / too far. 
  Light Machine Gun: forceful, penetrating, auto fire, ammo 10, range: near / far. 
  Steyr AUG-CSL (4,500¥) takedown, laser sight, burst fire, ammo 4, can be assembled as either: 
   
  Assault Rifle: auto fire, armor piercing 1, range: reach / near / far. 
   
  Carbine: penetrating, armor piercing 1, range: near / far / too far. 
   
  Submachine Gun: concealable, range: close / reach / near. 
   
  Light Machine Gun: auto fire, forceful, penetrating, armor piercing 1, range: near / far. 
   
  Unusual Weapons (all weird) :) 
  Grapple Gun (450¥) takedown, dangerous, ammo 1, range: reach / near 
   
  *also available as an under-barrel mount for rifles or assault rifles 
  Defiance Super Shock (1,000¥) concealable, stun, ammo 1, range: close / reach. 
  Flamethrower (1,000¥) dangerous, anti-vehicle, blast 3, ammo 2, range: close / reach. 
  Ranger-X Compound Bow (550¥) takedown, laser sight, ammo 1, range: reach / near. 
  Repeater Crossbow (800¥) takedown, penetrating, ammo 2, range: reach / near. 
  Crossbow Pistol (200¥) concealable, ammo 1, range: close / reach / near. 
  
   
  69 
  Net Gun (750¥) stun, forceful, ammo 1, range: close / reach. 
  Narcoject Pistol (600¥) concealable, toxin, stun, ammo 1, range: close / reach / near. 
   
  *also available with restricted lethal injection ammunition for +400¥ 
   
  Hunting and Sniper Rifles 
  Barrett Model 121 (4,800¥) restricted, silencer, sniper scope, smartlink, anti-vehicle, armor piercing 3, 
  ammo 1, range: near / far / too far. 
  Ranger Arms SM-3 (4,000¥) restricted, takedown, silencer, sniper scope (thermographic and low light), 
  armor piercing 2, ammo 1, range: near / far / too far. 
  Remington 950 (1,300¥) sniper scope, armor piercing 1, ammo 1, range: near / far / too far. 
   
  Grenade Launchers (all restricted) 
  Under-Barrel Mini-Grenade Launcher (900¥) ammo 1, range: reach / near. 
  Armtech MGL-12 (1,800¥) ammo 2, range: reach / near / far. 
  Armtech MGL-Mini6 (1,200¥) ammo 1, range: reach / near / far. 
   
  Grenades (all concealable, disposable, range: reach / near) 
  These are available as mini-grenades fired from a grenade launcher or as thrown weapons. Both have 
  roughly the same effect. Launched mini-grenades have the range of the launcher. Thrown grenades 
  have a range of reach / near. Thrown grenades are considerably heavier and it’s unrealistic for a single 
  combatant to carry more than six at a time, especially if the loadout includes other weapons. To avoid 
  excessive bookkeeping, it is recommended that players purchase grenades in crates of 20, and count it 
  as a lifetime supply. If you need more than 20 of each grenade type, you may wish to consider a 
  different career, such as suicide bombing. When a grenade has an effect for a number of moves, count 
  the moves of the thrower (if the thrower is gone or dead, count the moves they would have taken). 
   
  Flashbang (35¥) blast 5, special* 
   
  *instead of damage, everyone in the blast radius is surprised and suffers -2 forward to the next 
  move, the latter penalty is negated by flare compensation. 
  Incendiary (50¥) dangerous, blast 3, Ranged Dice + Tech Dice damage, special* 
   
  *everything in the blast radius is on fire, taking 1 Hit Box on each move until the fire is put out 
  by spending a move to pat it out (if you’re helping) or to stop, drop and roll (if you’re on fire). 
  Smoke (30¥) blast 5, special* 
   
  *smoke blocks line of sight for all but ultrasound and thermographic vision for (roll Ranged Dice 
  + Tech Dice) moves 
  Infrared Smoke (40¥) blast 5, special* 
   
  *infrared smoke blocks line of sight for all but ultrasound vision for (roll Ranged Dice + Tech 
  Dice) moves 
  Tear Gas (60¥) blast 5, toxin, special* 
   
  *instead of damage, everyone in the blast radius suffers -2 ongoing for the next hour, the zone 
  persists for the same time unless there is strong wind or ventilation. On the attacker’s next move the 
  zone expands to fill the current room; if outdoors, double the blast radius. A full-face gas mask negates 
  this effect. 
  Gas (Neuro-Stun VII) (70¥) blast 5, stun, toxin, Ranged Dice + Tech Dice damage, special* 
  *the zone persists for the same time unless there is strong wind or ventilation. On the attacker’s 
  next move the zone expands to fill the current room; if outdoors, double the blast radius. Everyone who 
  remains inside takes 1 Hit Box on each move. A full-face gas mask negates this effect. 
  Frag (50¥) dangerous, destructive 1, forceful, messy, blast 4, Ranged Dice + Tech Dice damage 
  High Explosive (60¥) dangerous, destructive 3, forceful, messy, blast 2, armor piercing 4, penetrating, 
  anti-vehicle, Ranged Dice + Tech Dice damage 
  
   
  70 
   
  Machine Guns (all restricted) 
  Ingram Valiant LMG (1,500¥) burst fire, auto fire, forceful, penetrating, armor piercing 1, ammo 5, 
  range: near / far. 
  Vindicator Minigun (2,500¥) auto fire, forceful, penetrating, destructive 2, blast 2, armor piercing 1, 
  ammo 5, range: near / far 
  FN MAG-5 MMG (3,200¥) auto fire, laser sight, forceful, penetrating, anti-vehicle, armor piercing 2, 
  ammo 5, range: near / far / too far. 
  RPK HMG (4,000¥) auto fire, forceful, penetrating, messy, anti-vehicle, armor piercing 3, rugged, ammo 
  4, range: near / far / too far. 
   
  Heavy Weapons (all very heavy) 
  Panther Assault Cannon (7,200¥) illegal, forceful, penetrating, messy, destructive 3, dangerous, blast 5, 
  anti-vehicle, armor piercing 4, ammo 2, range: near / far / too far. 
  Water Cannon (20,000¥) forceful, stun, destructive 1, blast 2, ammo 0*, range: reach / near. 
   
  *do you have a fire hydrant, a sewer or a lake? 
  M79B1 LAW (700¥) illegal, forceful, blast 10, special*, disposable, range: near / far / too far. 
   
  *pick a grenade, it fires a rocket of the same type, but with a bigger blast radius. 
  IWS Multi-launcher (8,000¥) illegal, forceful, blast 10, ammo 1, special*, range: near / far / too far. 
   
  *pick a grenade, it fires missiles of the same type, but with a bigger blast radius. Missiles, unlike 
  rockets, have a guidance system, which grants +2 to your attack roll. Each missile costs (grenade cost * 
  20¥), payable when you launch. 
   
  Ranged Weapon Accessories 
  Hollowpoint Rounds (+200¥) add ‘forceful’ to a firearm, remove ‘penetrating’. 
  AP Rounds (1,200¥) add ‘armor piercing +1’ to a firearm, remove ‘forceful’. Restricted. Not available for 
  shotguns. 
  Anti-Vehicle Rounds (1,000¥) firearm deals full damage to vehicles, including drones. Available for 
  sniper rifles, machine guns and heavy weapons only. Restricted. 
  Shotgun Slugs (200¥) remove ‘destructive 1’ and ‘blast X’ from a shotgun, add ‘armor piercing 2’. 
  Silencer (150¥) a pistol or a sniper rifle equipped with a silencer is quieter and has decreased damage by 
  -1. 
  Smartlink (300¥) modifies a firearm to be compatible with a smartlink, includes a gun-cam, this allows 
  one free damage dice re-roll per attack and to shoot around corners by sticking your weapon out. 
  Laser Sight (180¥) the weapon comes with a laser sight built-in, this allows one free damage dice re-roll 
  per attack at reach and near ranges (this does not stack with smartlink bonus). 
  Sniper Scope (220¥) allows one free damage dice re-roll per attack at Far and Too Far ranges (this stacks 
  with smartlink bonus). 
  Under-Barrel Mini-Grenade Launcher (900¥) adds the launcher, as a weapon, under the barrel of a rifle 
  or assault rifle. 
  Grapple Gun (450¥) adds a pneumatic grapple gun with a monofilament stealth line, as a weapon, under 
  the barrel of a rifle or assault rifle. 
  Concealable holster (70¥): it won’t let you conceal something that is too big to hide, but it will help you 
  draw a concealable weapon and attack as part of the same move, as long as its silencer is stored 
  separately, if it has one. 
   
  
   
  71 
   
  Explosives (all fun, until someone loses a limb) 
  C4 (80¥ per kg) commercial compound used in demolitions. Exactly how much you need for a task 
  depends on your Try Science move. 
  C12 (200¥ per kg) commercial compound like C4, but three times as powerful, or three times as light, 
  depending on how you look at it. 
  Thermite, Burning Bar (1,000¥) incendiary material useful for welding and burning neat holes in safes. It 
  burns bright, hot and loud so don’t stand too close. Each bar, when properly applied, is enough to burn a 
  door sized perimeter in a steel surface. 
   
   
  Clothing and Armor 
  You don’t have to buy normal every day clothing in this game, it’s part of the lifestyle your character 
  pays upkeep on every month. This section describes special outfits that provide statistical bonuses 
  during gameplay. Armor that is not concealable will cause you to overheat, sweat and eventually 
  collapse from heat stroke in a hot climate, in as little as 30 minutes. 
   
  Form-fitting Body Armor (¥2,000): 1 armor, concealable. 
  Padded Windbreaker Lined Coat (¥980): armor 2. Allows you to conceal a rifle-sized weapon for a 
  minute (if you are observed for more than that, it will be spotted). 
  Armored Biker Jacket (¥900): armor 2. Reduces vehicle collision damage by 1. 
  Biker Helmet (¥190): armor +1. Reduces vehicle collision damage by 2. Armor bonus not compatible 
  with full ‘suits’ of armor. 
  Urban Camouflage Suit (¥390): armor 1. Take +1 to your Sneak Around moves in urban environments. 
  Gas Mask (¥90): armor 0. This mask protects your face and respiratory tract from airborne infections, 
  toxins, pollution and other dangerous substances in the air. 
  Active Camouflage Suit (¥19,000): armor 1, concealable. Take +2 to your Sneak Around moves in any 
  environment. When the suit is activated, you’re almost invisible, except for thermographic vision, Astral 
  Sight and ultrasound echo location. 
  Hazmat Suit (¥1,800): armor 1. Enviroseal offers you complete protection from biohazards and other 
  dangerous materials in the environment. Do not wear this for longer than 15 minutes in a hot climate. 
  Security Vest (¥750): armor 2. 
  Heavy Security Armor Suit (¥12,800): armor 3. 
  Bomb Disposal Suit (¥14,250): armor 4. Reduces fire and shrapnel damage by 2. 
  Powerlifter Exo Suit (¥9,750): armor 1. Adds +2 to Tyrannosaurus Rekt move and +2 Close Combat Dice. 
  Mis-marketed as a forklift for industrial applications. 
  Military Power Armor Suit (¥21,000): armor 5. Illegal. Adds +2 to Tyrannosaurus Rekt move and +2 
  Close Combat Dice. 
   
   
  Lifestyles 
  Living large in N’awlins is easy: you pay rent based on the lifestyle(s) your life of crime allows. It is useful 
  to maintain multiple lifestyles, because all of them are potential hidey holes for when things go south. If 
  you have multiple lifestyles, it makes sense to have a different SIN associated with each, so that when 
  one of your SINs is compromised you have a fallback plan. 
   
  Fake SIN: 5,000¥ to 10,000¥ a pop, a one-time fee to your local neighbourhood hacker who specializes 
  in document forgery. The price indicates how well the fake holds up under scrutiny. Each month of 
  
   
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  active use increases your Fake SIN’s value by 1,000¥ as you build up transaction history. It’s too bad you 
  can’t resell them. 
   
  Luxury Lifestyle: mansion, limo, butler, private jet, the works. 100,000¥ a month or more. 
  High Lifestyle: nice condo or suburb house, a boat at the marina, a nice car, pets, regular vacations and 
  real food. 10,000¥ a month 
  Middle Lifestyle: an apartment or a fixer-upper house, a commuter vehicle and regular meals. 5,000¥ a 
  month 
  Low Lifestyle: hole in the wall apartment in a crappy neighborhood, microwave and some soy products. 
  1,000¥ a month. 
  Squatter Lifestyle: a corner of a condemned building with spotty, pirated power, creepy neighbors and 
  regular gun fights. 100¥ a month. 
  Street Lifestyle: a trash can. 0¥ a month. 
   
   
  Implants 
  Whether made of synthetic flesh, bioengineered organs, hives of nanites, flexible alloys or good old 
  fashioned electronics, all “implants” are body modifications that make your body better at something, 
  or give you entirely new abilities. Some of these are inserted by surgery, some can be grown inside with 
  nanotech, and some are the result of genetic manipulations. All implants reduce your Essence from the 
  default of 0. If you hit -10 Essence, your body can’t stand the stress and you die. So there is, in fact, too 
  much of a good thing. 
   
  Bone Lacing 
  Plastic (Tier 1)   
  Essence Cost -0.5 
  ¥16,800 
  Aluminum (Tier 2) 
  Essence Cost -1.0 
  ¥29,400 
  Titanium (Tier 3) 
  Essence Cost -2  
  ¥53,200 
  Your bones have been nanite-grafted with compound materials for durability. You may choose to do 
  damage, instead of stun with unarmed attacks. Choose one type: Plastic gives +2 Hit Boxes, Aluminum 
  gives +3 Hit Boxes and +1 armor, and Titanium gives +4 Hit Boxes, +1 Close Combat Die and +2 armor. 
  Plastic bone lacing also does not trigger metal detectors. 
   
  Cloned Limb or Organ 
  Cloned Limb  
   
  Essence Cost 0  
  ¥12,000 
  Cloned Organ  
  Essence Cost 0  
  ¥6,000 
  Pre-owned Limb 
  Essence Cost -0.5 
  ¥3,000 
  Pre-owned Organ 
  Essence Cost -0.1 
  ¥1,500 
  When you are maimed and live to tell about it, your options are a cyber replacement (fast, expensive, 
  invasive, lots of options) or a vat-grown cloned appendage (less expensive, but also slow). For magicians 
  who stay away from implants in order to keep their ability to channel magic, a cloned limb is the way to 
  go. Unfortunately, it takes about 2 weeks to grow a limb from your DNA sample, and until then you’re 
  stuck with a stump. Failed or damaged organs can be cloned and replaced in the same time frame but 
  for half the price. Of course, there is also a thriving second-hand appendage and organ market for a 
  quarter of the price and barely any wait, but you’re a professional and you know better than to get your 
  parts there.  
   
  Control Rig 
  Essence Cost -1.5 
  ¥29,000 
  This brain implant allows you to connect and interface with multiple devices at the same time. It 
  includes a radio transmitter. 
  
   
  73 
   
  When you make moves with multiple devices simultaneously, you suffer a -1 ongoing penalty to all 
  moves for each device (-3 ongoing for 3 devices, -4 ongoing for 4 devices, etc). You may also make 
  moves with your body at the same time, treating it as another “device”. 
   
  Cranial Bomb 
  Kink Bomb 
   
  Essence Cost -0.1 
  ¥400 
  Leverage Bomb  
  Essence Cost -0.2 
  ¥800 
  Terrorist Bomb  
  Essence Cost -3  
  ¥2,400 
  You have a remote-controlled bomb in your body. A kink bomb going off would only destroy another 
  implant it is attached to - these are common in research prototypes to ensure they are not stolen. A 
  leverage bomb will kill you, but won’t harm anyone else around, and is often used as a coercion tool by 
  unsavory individuals. A terrorist bomb has a blast radius and is likely to cause casualties around you 
  when it goes off. 
   
  Cranial Commlink 
  Essence Cost -0.5 
  ¥1,800 
  Just in case you wanted to receive phone calls in your head in the middle of the night, this device 
  functions as a hand-free, bluetooth-free commlink, and comes with a radio transmitter and a subvocal 
  microphone, splicing into your optical nerves for delivering augmented reality and into the rest of your 
  brain for a full virtual reality experience. You gain the same benefits as if you had a datajack connection. 
  Tests on mice and pigs proved it to not cause cancer in the short term. 
   
  Cyberlimb 
  Obvious  
  Essence Cost -2  
  ¥14,900 
  Concealable 
  Essence Cost -2  
  ¥31,500 
  You have a prosthetic replacement for a body part (arm, leg, torso or skull), that functions as a shell for 
  internal organs and is powered by bionic muscles. Each cyberlimb provides +1 Hit Box and 3 Essence 
  worth of space for other implants. Concealable cyberlimbs can pass for real ones to visual inspection, 
  but set off metal detectors. Cyberlimbs are heavier than regular limbs, even one makes you non-
  buoyant in water. Cyberlimbs have optional enhancements, listed below. These can be bought and 
  installed into a regular limb at the listed Essence cost, without the 3 for 2 deal. 
   
  Strength Upgrade  
  Essence Cost -3  
  ¥20,000 
   
   
  (arm or leg only) +1 Close Combat Dice, +1 to Tyrannosaurus Rekt move 
  Flexible Joints   
  Essence Cost -3  
  ¥20,000 
   
  (arm only) +1 Ranged Dice, +1 to Try Science, Never Cut The Red Wire moves 
   
  Tough Chassis  
  Essence Cost -3  
  ¥20,000 
   
   
  +1 armor and +1 Hit Box 
   
  Hydraulic Jacks  
  Essence Cost -6  
  ¥36,000 
   
   
  (both legs only) +2 Close Combat Dice, ability to jump 6 meters high or 20 meters 
  horizontally; you take one quarter falling damage and can survive a terminal velocity drop if you land on 
  your feet 
   
  Steel Gecko 
   
  Essence Cost -0.5 
  ¥2,500 
   
   
  (per limb) Electromagnets installed on knees, elbows, palms and feet allow 
  ferromagnetic metal surfaces to stick to you. You never unintentionally drop a metal weapon. 
   
   
  (if all four limbs are installed) You can crawl on metal walls and ceilings. 
   
  Retractable Spurs 
  Essence Cost -1  
  ¥5,000 
   
   
  close combat weapon, armor piercing 1, penetrating, messy, concealable 
   
  Concealed holster 
  Essence Cost -2  
  ¥1,000 
   
   
  can conceal a pistol-sized weapon and pop it out on demand with a thought 
   
  Gyromount 
   
  Essence Cost -1  
  ¥40,000 
  
   
  74 
   
   
  (arm only) A pair of counterweights in your forearm pop out, ripping through clothing, 
  bouncing to reduce recoil from a weapon. +1 to Rock’n’Roll tests when shooting a burst fire or autofire 
  weapon. 
   
  Smartlink 
   
  Essence Cost -0.5 
  ¥1,100 
   
   
  (arm only) functions as a regular smartlink 
   
  Concealed Fingertip 
  Essence Cost -0.1 
  ¥500 
   
  or Toe Compartment 
   
   
  It can hold a small object like a memory chip, commlink, camera or a monowhip. 
   
  Shock Surface   
  Essence Cost -0.5 
  ¥900 
   
   
  Shock Glove equivalent: concealable, stun, forceful, dangerous, range: close. 
   
  Integrated Weapon  
  Essence Cost -1.5 
  ¥5,600 + weapon cost 
   
   
  Pistol sized weapon is concealed within a limb and fires out of a knee or palm 
   
  Cyberlungs 
  Essence Cost -3  
  ¥89,000 
  You have a bionic replacement for a respiratory system. You can extract oxygen from badly polluted air 
  and water at depths up to (down to?) 300m. You are immune to respiratory tract infections and most 
  airborne diseases. You take half damage from airborne toxins, and halve any other negative effects from 
  them, rounding down. 
   
  Cybersenses 
  Essence Cost -0.2 per sense 
   
  ¥2,000 per sense 
  Bundle deal:  
  Essence Cost -1  
   
   
  ¥10,000 for any 6 senses 
  You have implants that improve your senses past superhuman. If you have a lot of them, the sensory 
  organs themselves are replaced. Since these senses cost Essence, they work as ‘natural’ senses for the 
  purpose of targeting spells through them. Cybersenses can be turned on and off at will. 
  Low light Vision: you can see colors at night, as bright as day, but not in total darkness. 
  Thermographic Vision: you can see relative warmth of objects as an overlay, including warmth of bodies 
  and engines behind thin walls or inside vehicles. 
  Vision Magnification: you see distant objects in great detail, as if through a sniper scope (this allows one 
  free damage dice re-roll per attack at Far and Too Far ranges). 
  Microscopic Vision: you can see microscopic details, this adds +1 to Try Science tests where chemical 
  composition or microbes are involved. 
  Sound Filter: your selective hearing allows you to overhear a conversation across a noisy room, even 
  when the music is blasting. 
  Flare Compensation: you halve penalties (round down) from sensory overload of any kind, including 
  flash bang grenades. 
  High Framerate Vision: you process visual information at high speed, seeing bullets in real time, this 
  adds 2 to the level of your Wired Reflexes. You need Wired Reflexes to act quickly enough on this 
  information. 
  360 Vision: you have extra eyes literally in the back of your head. Add 1 to the level of your Wired 
  Reflexes. You need Wired Reflexes to act quickly enough on this information. 
  Bloodhound: you can track a person by their scent, if you know it. 
  Ultrasound Echo Location: you emit short bursts of ultrasound and then catch reflections like a bat or 
  dolphin to map out your surroundings. This works in any illumination and adverse conditions like rain, 
  snow or a smoke bomb. This vision is fast enough for seeing running people, but not supersonic objects 
  like bullets, and it does not show color. 
  Acute Hearing: your sense of hearing is sharper than a normal person by a factor of 10. You hear things 
  you wish you didn’t all the time. It’s difficult to sneak up on you, but both sound filter and flare 
  compensation are recommended least you wish to suffer daily migraines. 
  
   
  75 
  Vibration Sense: when you are touching a solid surface, you can sense vibrations in it caused by other 
  objects moving along it within ‘Near’ range, and can tell where every such object is as long as they keep 
  moving. This does not work when you are in a moving, vibrating vehicle. 
  Geiger Vision: you see sources of abnormal X-ray radiation as bright, pulsing lights. They cast sharp 
  shadows through everything. In most circumstances, there are not enough of them to ‘see through 
  walls’, and if there are, you should probably leave. 
  Acute Chemoreceptor Surface: a square centimeter of your body (usually a fingertip) can analyze 
  chemical composition of a substance by touch, like your tongue but with more precision. If you know Try 
  Science move, you may use it to detect poisons, toxins, pollutants, active medication ingredients and so 
  on. 
   
  Datajack 
  Essence Cost -0.2 
  ¥800 
  You have a port somewhere on your skull where you can plug a cord that you can stick into a compatible 
  device for a direct neural interface. It’s a lot faster than typing. The interface splices into your optical 
  nerves for heads up displays. 
   
  When you interact with a connected device (car, gun, computer, spacecraft, etc), you get an extra 
  damage dice re-roll for each move for free (even for defensive maneuvers). 
   
  When using the datajack connection, you may perform Matrix Overwatch at the same time as another 
  move. 
   
  Dermal Armor 1-4 
  Level 1:  
  Essence Cost -1  
  ¥24,500 
  Level 2:  
  Essence Cost -2  
  ¥43,000 
  Level 3 : 
  Essence Cost -3  
  ¥64,000 
  Level 4 : 
  Essence Cost -4  
  ¥85,000 
  You have flexible self-repairing polymer alloys built by nanites under your skin. Each level of Dermal 
  Armor provides +1 bonus to your armor, cumulative with worn armor. 
   
  Muscle Injection 1-4 
  Level 1:  
  Essence Cost -0.6 
  ¥9,500 
  Level 2:  
  Essence Cost -1.2 
  ¥13,000 
  Level 3 : 
  Essence Cost -1.8 
  ¥24,000 
  Level 4 : 
  Essence Cost -2.4 
  ¥35,000 
  You have nanite-grown muscle tissues in all the right places. Each level of muscle injection gives you +1 
  Close Combat Die and +1 Hit Box. This effect deteriorates 1 level per month if you don’t maintain a 
  medium lifestyle or better due to lack of proper nutrition. 
   
  Nanite Repair Hive 
  Normal  (Tier 1)  
   
  Essence Cost -3  
  ¥42,000 
  Bodysculpt (Tier 2, illegal) 
  Essence Cost -4  
  ¥198,000 
  You heal 1 Hit Box per hour, in addition to regular healing. You automatically stabilize when dying. You 
  can still be killed by excessive damage and you don’t regenerate severed limbs. Your lifestyle fees are 
  doubled due to increased caloric intake, and you must maintain a low lifestyle or better to avoid starving 
  to death. You either eat a lot, grazing on snacks throughout the day or pop dietary supplement pills 
  three times a day. 
   
  Bodysculpt Hive is a state of the art system developed by CIA, shared with MI:6, stolen by the Russians, 
  and then released into public domain by a German neo-anarchist hacker group. It gives you conscious 
  
   
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  control over your repair nanites. You may direct them to grow silicone-like deposits under your skin, 
  remove or add fat tissue and cartilage, grow and shed hair, and change skin and eye color. In an hour of 
  complete rest, you can make yourself look like another person of your height, anything achievable by 
  plastic surgery is possible, including “cosmetic” gender swaps, but it can’t alter your bone structure, 
  DNA or biometrics. When you disguise yourself, you cannot fail as long as you have a good photo to 
  work with, and your disguise lasts indefinitely. Government agencies don’t install this without a Cortex 
  bomb. In other news, every one of those German hackers is dead. 
   
  Smartlink 
  Essence Cost -0.5 
  ¥1,100 
  You have a subdermal induction plate in the palm of your dominant hand for a direct neural interface 
  with a compatible weapon. It’s just like a datajack, but no messy wires and you get the same robocop-
  style crosshairs. Smartlink guns are always equipped with a gun-cam. This allows you to shoot around 
  corners by sticking the weapon out. 
   
  When you attack with a connected weapon, you get an extra damage dice re-roll for each move for 
  free. This does not stack with a datajack bonus, it’s the same interface. 
   
  Wired Reflexes 1-6 
  Level 1  
  Essence Cost: -1  
  ¥17,500 
  Level 2   
  Essence Cost: -2  
  ¥49,000 
  Level 3  
  Essence Cost: -4  
  ¥97,000 
  Level 4  
  Essence Cost: -6  
  ¥312,000 
  Level 5  
  Essence Cost: -8  
  ¥754,000 
  Level 6  
  Essence Cost: -9  
  ¥1,480,000 
  Your central nervous system is ‘hardwired’ to improve response time. You can process signals faster 
  than most people. You can see bullets and dodge them. This implant can also be used to cure spinal cord 
  injuries. 
   
  At the start of a fight and whenever you Rock’n’Roll, gain hold equal to your Wired Reflexes level, until 
  the next time you Rock’n’Roll. You may spend this hold immediately to add more damage dice for an 
  attack or to reduce someone else’s damage dice for an attack on you or someone within your reach. You 
  may also split your damage dice to attack multiple targets. 
   
   
   
   
  
   
  77 
   
  Vehicles and Drones 
  List of Vehicle Tags 
  X HB: how many Hit Boxes a vehicle has. Vehicles take damage like people, except they take half 
  damage (round down) from weapons that do not have the ‘anti-vehicle’ tag. 
  X mph: “miles per hour”, refers to the vehicle’s top speed which is important when you are being 
  chased by police. 
  X seats: how many metahumans can it transport. Trolls take 2 seats. To drive a vehicle, a troll needs 
  either a datajack or extensive vehicle modifications, which adds about ¥4,000 to the vehicle’s cost. 
  Vehicles with 0 seats are drones, meant to be remote-controlled by riggers. Every non-motorcycle can 
  be remote-controlled, provided the drone mode is turned on. 
  Off-road: vehicle’s top speed is not halved when driving on broken terrain.  
  Amphibious: vehicle is capable of crossing water as well as drive on off-road terrain. 
  Cargo: vehicle has enough cargo space to fit two trolls or four other metahumans in the back, albeit 
  without seat belts. Multiples of cargo mean more space available. Each “point” of cargo is equivalent to 
  four seats. 
  Security: vehicle requires a security permit to own by a private company. 
  Military: vehicle is available only to extraterritorial organizations (militaries, megacorporations). 
  Turret: vehicle has a turret, armed with a heavy machine gun by default, but can accept any heavy 
  weapon. 
  Mini-turret: vehicle has a small turret that can only mount machine guns or rocket and missile 
  launchers. Armed with a light machine gun by default. 
  Hardpoint (direction): vehicle has a limited-arc-of-fire mount (usually frontal 45 degree cone) that can 
  accept any heavy weapon. No weapon by default. 
  Firmpoint (direction): vehicle has a limited arc-of-fire mount (usually frontal 45 degree cone) that can 
  accept any small arms weapon, up to and including a light machine gun. No weapon by default. 
  Living amenities: vehicle is large enough to provide living quarters for every passenger on board. Living 
  amenities come in lifestyle levels, starting at low and going all the way up to luxury. 
   
  Motorcycles 
  Dodge Scoot (electric commuter scooter, ¥5,510) 8 HB, 60 mph, 2 seats, 0 armor 
  Yamaha Rapier (crotch rocket racing motorcycle, ¥10,790) 9 HB, 180 mph, 1 seat, 0 armor 
  Hyundai Offroader (off-road motorcycle, ¥13,000), 9 HB, 90 mph, 1 seat, 1 armor 
  Harley Scorpion (road hog lowrider motorcycle, ¥16,500) 10 HB, 120 mph, 2 seats, 0 armor 
  Honda Viking (metahuman-friendly* lowrider motorcycle, ¥19,900) 10 HB, 120 mph, 2 seats, 2 armor 
   
  *requires no customization work for trolls, but can seat only 1 at a time 
  BMW Blitzen (combat sports motorcycle, ¥22,150), 10 HB, 190 mph, 2 seats, 2 armor 
   
  Cars 
  Volkswagen Bug (electric commuter car, ¥9,990). 10 HB, 110 mph, 4 seats, 1 armor 
  Honda Spirit (tiny 2 seat commuter, ¥8,850) 10 HB, 75 mph, 2 seats, 0 armor 
  Porsche Winter (sports car, ¥95,000) 11 HB, 210 mph, 2 seats, 1 armor 
  Ford Americar (typical sedan, ¥21,100) 12 HB, 105 mph, 5 seats, 0 armor 
  Lone-Star Ford Americar (security, police cruiser, ¥38,500) 12 HB, 115 mph, 5 seats, 3 armor 
  Chrysler-Nissan Patrol 1 (security, police cruiser, ¥43,700) 12 HB, 160 mph, 5 seats, 2 armor 
  Mitsuzuki Nightsky (six-wheeled stretch limo, ¥171,200) 14 HB, 120 mph, 8 seats, 1 armor 
  
   
  78 
   
  Vans, Trucks and Tanks 
  Gaz Willys Nomad (SUV, off-road,  ¥34,500) 13 HB, 100 mph, 5 seats, 2 armor 
  Dodge Rampage (pick up truck, off-road, ¥29,400) 14 HB, 105 mph, 5 seats + cargo, 2 armor 
  Hyundai Appa Van (minivan  ¥32,600) 14 HB, 70 mph, 2 seats + cargo, 0 armor 
  Bulldog Stepvan (medium-sized van,  ¥52,600) 16 HB, 85 mph, 3 seats + cargo*2, 5 armor 
  Volkswagen Superkombi III (flatbed/covered bed truck, ¥47,700) 22HB, 100 mph, 3 seats + cargo*5, 1 
  armor 
  Mack Truck (18 wheeler*, ¥65,450) 25 HB, 90 mph, 2 seats + cargo*12, 2 armor, living amenities (low) 
   
  *without a trailer, has only 16 HB, no cargo, but goes up to 110 mph, costs ¥60,000 
   
  *curtain side trailer: +¥5,450 (default, included in the original price) 
   
  *drop deck heavy load trailer: +¥34,000 (can move a large construction vehicle) 
   
  *crude oil tank trailer: +¥47,000 (+2 armor) 
  Metro Bus (bus, ¥110,000) 22 HB, 75 mph, 61 seats, 2 armor 
  Rolls-Royce Prairie Cat (amphibious RV, off-road, ¥113,400) 18 HB, 120 mph, 6 seats + cargo, 4 armor, 
  living amenities (medium) 
  Docwagon SRT Ambulance (van,  ¥270,000) 18 HB, 80 mph, 2 seats + cargo, 1 armor 
  Lonestar Black Mariah (security paddy wagon van, ¥115,000) 18 HB, 100 mph, 5 seats + cargo, 9 armor 
  Ares Citymaster (security riot control APC, ¥173,000) 20 HB, 120 mph, 17 seats, 14 armor, turret 
  Devil Rat APC (military amphibious APC, off-road, ¥305,100) 20 HB, 75 mph, 3 seats + cargo*2, 15 
  armor, turret 
  Ruhrmetall Leopard III Main Battle Tank (military tank, off-road, ¥7.29m) 30 HB, 90 mph, 3 seats + 
  cargo, 40 armor, turret (railgun: assault cannon that ignores armor), mini-turret, 2 hardpoints (front), 1 
  firmpoint (on turret) 
   
  Aircraft 
  Ares Dragon (cargo helicopter, ¥590,000) 20 HB, 260 mph, 3 seats + cargo*10, 1 armor 
  DocWagon SRT (ambulance helicopter, ¥773,000) 14 HB, 250 mph, 3 seats + cargo, 1 armor 
  Ares TR-55 (VTOL tilt-rotor aircraft, ¥338,000) 18 HB, 350 mph, 8 seats + cargo, 5 armor 
  Northrup Yellowjacket (security autogyro helicopter, ¥76,000) 8 HB, 130 mph, 1 seat, 2 armor, mini-
  turret 
  Airbus A1570 HSCT (supersonic airliner, ¥8.04m) 40 HB, 1,510 mph, 124 seats, 1 armor 
  Aztechnology Aguilar-Ex (security attack helicopter, ¥1.5m) 14 HB, 350 mph, 2 seats + cargo, 5 armor, 6 
  hardpoints (front), 2 hardpoints (left and right) 
  Lockheed A-3200 (military supersonic jet fighter, ¥2.137m) 16 HB, 2,000 mph, 1 seat, 6 armor, 7 
  hardpoints (front) 
  GMC Banshee T-Bird (military VTOL supersonic tank, ¥2.56m) 20 HB, 1,000 mph, 6 seats + cargo, 18 
  armor, turret, mini-turret, 1 extra hardpoint (on turret) 
   
  Watercraft 
  GMC Everglades Hovertruck (hovercraft, ¥50,000) 16 HB, 120 mph, 2 seats + cargo*3, 2 armor, 
  firmpoint (front, equipped with a search light by default). 
  Aztechnology Nightrunner (speedboat, ¥30,000) 10 HB, 75 mph, 2 seats + cargo, 0 armor 
  GMC Riverine (security patrol boat, ¥100,000) 30 HB, 90 mph, 12 seats + cargo, 6 armor, 1 hardpoint 
  (front), mini-turret (equipped with a search light by default). 
  Mitsuzuki Watersport (jet ski, ¥10,000), 8 HB, 70 mph, 1 seat, 0 armor 
  Blohm & Voss Gondola III (pleasure boat, ¥18,750), 12 HB, 30 mph, 5 seats + cargo, 0 armor 
  Proteus AG Diver Mini Sub (mini submarine, ¥45,000), 8 HB, 15 mph, 2 seats, 2 armor 
  
   
  79 
  Harland & Wolff Classique (luxury yacht, ¥207,500) 25 HB, 45 mph, 12 seats + cargo*6, living amenities 
  (10 medium, 2 high) 
  Cunard Princess Victoria Liner (tourist cruise liner, ¥40m) 60 HB, 50 mph, 8,000 seats + cargo*1000, 1 
  armor, living amenities (mixed, medium to luxury) 
  Kvainer-Maersk Jorgensen (container cargo ship, ¥140m) 80 HB, 25 mph, 19 seats + cargo*300,000, 2 
  armor, living amenities (low) 
  Saeder-Krupp Seemacht-Class Supercarrier (military nuclear aircraft carrier, ¥8.9b) 100 HB, 45 mph, 
  6,000 seats + cargo*10,000, 60 armor, living amenities (low), 60 aircraft 
   
   
  Drones 
  These vehicles have no seats. They tend to be smaller, more economical and more maneuverable as a 
  result of being operated by remote control. Their size varies from an insect to a flying barrel of 
  whoopass with a rotor on top. The largest listed here is size of a hang glider. 
   
  Ground Drones 
  Lone Star iBall (self-rolling eyeball, ¥1,000) 1 HB, 2 mph, 0 armor, can trigger a one-shot smoke grenade 
  or flash bang; can be repaired to “refill” after 
  Renraku Arachnoid (7 inch-long spy spider, ¥4,120) 1 HB, 2 mph, 0 armor, tiny mechanical arms, climbs 
  on walls 
  Ares Felix the Synthcat (robotic cat pet, ¥2,900) 1 HB, 15 mph, 0 armor 
  GM Mr. Fix-it (4 feet tall household robot, ¥27,000) 3 HB, 10 mph, 1 armor, mechanical arms 
  Toyota MK-Guyver (6 feet-long hazardous duty spider, off-road, ¥95,735) 4 HB, 10 mph, 3 armor, 
  mechanical arms 
  Ares Duelist (humanoid samurai walker, off-road, ¥29,500) 8 HB, 20 mph, 4 armor, mechanical arms, 
  two swords 
  Ares Sentinel P Series (sentry gun on a monorail, ¥9,000) 1 HB, 25 mph, 12 armor, mini-turret, can only 
  move along its monorail track 
  Ares Arms Sentry II (immobile sentry gun, ¥1,500) 2HB, 0 mph, 0 armor, mini-turret 
  GM-Nissan Doberman (security, armored go-kart, ¥25,000) 6 HB, 70 mph, 6 armor, 1 mini-turret 
  Steel Lynx Combat Drone (security, mini-tank, off-road, ¥34,500) 8 HB, 80 mph, 9 armor, 1 firmpoint 
  (front), 1 mini-turret 
   
  Air Drones 
  MCT Fly-Spy (dragonfly sized spy, ¥7,000), 1 HB, 20 mph, 0 armor 
  Sikorsky-Bell Microskimmer (quiet flying trash can lid, ¥5,500), 2 HB, 90 mph, 0 armor, it has enviroseal 
  and floats on water 
  MCT-Nissan Roto-Drone (flying barrel with guns, ¥10,500) 3 HB, 250 mph, 3 armor, 1 mini-turret 
  Cyberspace Designs Dalmatian (VTOL hang glider, ¥12,800) 4 HB, 290 mph, 4 armor, 1 firmpoint (front), 
  size of a large lawnmower when folded for storage 
  Aerodesign Systems Condor S (stealth spy balloon, ¥24,000) 1 HB, 30 mph, 0 armor, it uses active 
  polymer camouflage charged by solar panels, and can remain over a target indefinitely 
   
   
   
  
   
  80 
   
  Vehicle Modifications 
  Vehicles don’t have Essence, but there’s only so much mass and volume you can add to one before it is 
  unable to move you from point A to point B without falling apart. Common sense and checking with 
  your GM is strongly encouraged. As a guideline, a vehicle should not have more modifications than its 
  seats + armor. Some of the modifications have negative effects, consuming HB due to their experimental 
  nature or reducing cargo space, seats or the vehicle’s top speed due to increased mass and space 
  requirements. 1 cargo equals 4 seats when it comes to volume cost of the modification. 
   
  Add a Firmpoint (¥1,000 + weapon cost) 
  -1 seat or -5 mph 
  Pick a direction (front, back, left, right, top, bottom), buy a weapon no heavier than light machine gun, 
  and bolt it on, done. If you want the firmpoint to be concealable, double the nuyen price. This system is 
  as legal as whatever you install in it (search lights are ok, firearms less so). 
   
  Add a Hardpoint (¥10,000 + weapon cost) 
  -4 seats and -10 mph 
  Pick a direction (front, back, left, right, top, bottom), buy a weapon and bolt it on, done. If you want the 
  hardpoint to be concealable, double the nuyen price; a concealable hardpoint is not feasible on vehicles 
  smaller than an SUV. This system is as legal as whatever you install in it (search lights are ok, firearms 
  less so). 
   
  Add a Mini-turret (¥5,000 + weapon cost) 
  -2 seats and -10 mph 
  Buy a weapon no heavier than a light machine gun, and bolt it on, done. If you want the mini-turret to 
  be concealable, double the nuyen price. A concealable mini-turret is not feasible on vehicles smaller 
  than an SUV. This system is as legal as whatever you install in it (search lights are ok, firearms less so). 
   
  Add a Turret (¥30,000 + weapon cost) 
  -8 seats and -20 mph 
  Buy a weapon and bolt it on, done. If you want the turret to be concealable, tough. We’re talking about 
  a tank turret here. 
   
  Add a Drone Bay (¥4,000) 
  -2 seats and -10 mph 
  You install a rail, crane, sunroof, hatches or sliding doors that can deploy or collect two drones at once, 
  while the vehicle is moving. Drones not included. Steel Lynx Combat Drone takes both spots, it’s larger 
  and heavier than other drones. You don’t need a Drone Bay to deploy or collect microdrones. 
   
  Add Living Amenities (¥5,000 per passenger per tier) 
  -4 seats per passenger per lifestyle tier 
  You install things like sleeping bunks, portapotties, micro kitchens, and the quality of life improvements 
  that are a function of available space: the more space you have per passenger, the better their lifestyle. 
  You can install living amenities multiple times, each time either upgrading a passenger’s lifestyle or 
  adding another passenger at low lifestyle. For example, installing living amenities 4 times in a bus could 
  get you 2 medium lifestyle passengers or 4 low lifestyle passengers so the whole band can board and feel 
  a little cramped around the corners. This does not include monthly lifestyle maintenance fees such as 
  groceries, pet food, fuel, ammunition and drugs. Living out of a vehicle with living amenities reduces 
  lifestyle costs by 50%. 
   
  
   
  81 
  Tankification (5% of vehicle’s cost in ¥ per 1 armor) 
  -5% of vehicle’s original mph per 1 armor 
  You reinforce the chassis with extra armor plates, bullet proof glass panes and the like. This can be done 
  multiple times. If you wish this modification to be concealed, double the nuyen cost. 
   
  Safety First (¥2,000 per passenger) 
  -1 mph per passenger 
  You install extra safety features like blinkers on rear-view mirrors, curtain airbags, reactive foam 
  deployment systems, ejection seats and so on. When the vehicle crashes, passengers only take half of 
  the damage. 
   
  Turbo Charge (15% of vehicle’s cost in ¥) 
  -2 HB 
  You replace, upgrade, deface, and make sweet mechanic love with the engine until it can’t take it any 
  more. Increase the top speed of the vehicle by 20%. The loss of HB means the vehicle is not quite as 
  reliable as it’s used to, but the only thing that matters is that the objects in the mirror are losing. 
   
  Nitro Boost (10% of vehicle’s cost in ¥) 
  -1 HB 
  You install a big red button (BRB) in the cockpit and a bloody mess under the hood. When you press the 
  BRB, some sick crap gets injected where it shouldn’t and your vehicle’s top speed is increased by 50% for 
  the next three moves, but it also suffers 1 HB of damage. The loss of HB during installation indicates loss 
  of reliability from this whole idea. 
   
  Active Camouflage (15% of vehicle’s cost in ¥) 
  -1 mph 
  You install a network of cameras and coat the entire vehicle with ruthenium polymers. Cameras project 
  pictures from one side of the vehicle to the other onto the fancy polarized liquid crystal displays, and 
  you and your vehicle become instantly nearly invisible when the system is on. This is a perfectly 
  reasonable thing to do on a highway during rush hour traffic. You can also use this system to change 
  paint jobs on a whim. Either way, this modification is illegal. 
   
  Morphing License Plates (¥2,000) 
  No cost besides ¥ 
  You install either a drum of license plates or a ruthenium polymer displays where the license plates 
  should have been, so you can switch them on the fly. Good luck remembering which license plate goes 
  with which Fake SIN when you get pulled over. Don’t panic, this can only get you 5 years in prison, 
  unless the officers find something else in your trunk. Be cool. Breathe. 
   
  Hacked Transponder Node (¥700) 
  No cost besides ¥  
  All aircraft and larger watercraft have transponders (radio transmitters) that identify them to authorities 
  for things like docking and landing clearances as well as traversing airspace around municipal properties 
  and military installations. When you operate such a vehicle above and beyond your legal capacity, you 
  can either dodge the radar by sticking low to the ground and avoiding surveillance drones or you can 
  pretend to be one of them by installing this mod and half-assing some Matrix data trail to back up your 
  claim. 10 to 15 years in federal prison, no parole. 
   
  Remove Remote Control (¥2) 
  No cost besides ¥  
  
   
  82 
  All internal combustion and electrical vehicles in our day and age, except some old-fashioned 
  motorcycles, are equipped to be remote controlled. If you’re feeling particularly paranoid about yours, 
  you can turn off this feature. If that’s not enough, a carefully placed bullet or two minutes with a 
  screwdriver can offer a more permanent solution to your peace of mind. 
   
  Troll Modification (¥4,000 per driver/crew member) 
  -1 seat per driver / crew member 
  The vehicle is modified for a troll driver. Without this modification, trolls can drive a vehicle by using a 
  datajack, remote control via control rig or by voice commands through auto-navigation systems. The 
  latter is not practical when being chased by police. If a vehicle requires multiple crew members (aircraft, 
  ships), this cost is per crew member’s cockpit. 
   
  Nailed-Down™ Security System (¥5,000 per wheel) 
  -4 mph per wheel 
  Popular for motorcycles, but also available for any wheeled vehicle, this system, when engaged, covers 
  wheels, headlights, blinkers, mirrors, windows, dashboard, seats and everything else prone to vandalism 
  with sliding titanium panels, transforming the parked vehicle into a miniature fortress. The system also 
  drills holes in pavement, securing the vehicle against being towed. Even when not engaged, the system 
  provides 1 point of armor per wheel. 
   
   
   
  
   
  83 
   
  Drugs  
  Drugs are bad, m’kay? No, seriously. They’re so bad, so bad, we don’t even mention it here for fear that 
  upstanding runners like yourself would even think about using them on the job. 
   
  But when it comes to recreational ways to fry one’s brain for good, the vice of choice is called BTLs, 
  “beetles”, or Better Than Life chips. These are simsense chips that when used, overload pleasure centers 
  with stimuli not available through any substance abuse. Normal simsense chips are augmented, virtual 
  or ‘real life’ simulations and recordings that people play via datajacks or trodes wrapped around around 
  one’s head; the recording is like a dream, replayed from the point of view of someone else, that lets you 
  feel and experience everything they did, and that’s a pastime that has long eclipsed the trid, the modern 
  successor to the TV. BTLs are created in underground studios, sometimes out of regular recordings, by 
  jacking up certain signals to the point of brain damage. 
   
  Each BTL chip lasts 15-30 minutes and burns out thereafter. BTL chips addict a person on the first try. 
  Some are defective, causing people to ‘dreamwalk’ instead of sleeping under influence.  
   
  Once you’ve spent your life’s savings on BTLs and turned to a life of crime or petty robbery for the next 
  fix, there is one final, logical fate for you: becoming a meat puppet, or bunraku. You undergo surgery, to 
  become a celebrity lookalike. They plug in a personality chip, so you act like them, too. You spend the 
  rest of your short life entertaining clients with morbid tastes. There is a bright side to it, too. You don’t 
  remember anything that happens on the clock. They’ll also feed you, and give you BTLs when you’re 
  recovering, to keep you docile until the next client. 
   
  For the sake of completeness, here’s in-game BTL drug information. See Substance Abuse move. 
   
  BTL (¥30 per dose) 
  Under Influence: you achieve a vegetative state for half an hour. Somehow, this is fun. 
  Addiction: You have -1 ongoing to every move while not under influence. If you stay away from Matrix 
  in all its forms for a month, you beat the addiction. 
  Overdose: You act out the chip’s events, dreamwalking. If the chip plays out a death or near death 
  experience from your point of view, your brain fries at the end, literally. You may also walk off ledges or 
  into other hazardous situations, unless a kind soul plugs the chip out of your head. 
   
   
  Combat Drugs 
  Now we’re talkin’! Performance boosters are taken daily by a diverse demographic in N’awlins. Wage 
  slaves staying awake in the wee hours, gang bangers boosting themselves against their rivals, students 
  cramming for an exam, mages pushing their magic ability past the breaking point, even the cops pop 
  stimulants to gain an edge versus renegade street samurai. 
   
   
  Substance Abuse 
  When you use a drug, roll +Steady. On a 7+, it works as intended. On 6 or less, it works, but you’re 
  addicted. If you roll snake eyes, regardless of the final result, you overdose. 
   
  
   
  84 
  Zen (¥100 per dose) 
  Under Influence: you are able to astrally perceive (as Astral Sight) and are forced to do so for the next 
  hour. You gain +1 Magic Die for the same duration. This modifier stacks with itself. 
  Addiction: You have -1 Magic Die while not under Zen’s influence. While you are not astrally perceiving 
  or projecting, hostile spells have a greater effect on you, gaining +1 Magic Die. If you don’t use Zen, 
  Astral Sight and Astral Projection for a month, you beat the addiction. 
  Overdose: You are forced to astrally project (as Astral Projection). When you get knocked out, your 
  body dies, unless it gets to the emergency room first. 
   
  Stimpatch (¥20 per dose) 
  Under Influence: you heal all stun instantly. An hour later, the headache hits and the stun comes back, 
  with an extra stun box on top. 
  Addiction: you develop migraines. -1 ongoing to all moves, if you haven’t had a hit within the last 24 
  hours. Just like coffee, but with more bite. If you don’t use any stimpatches, soda or coffee for three 
  months, you beat the addiction. 
  Overdose: you become hyperactive for about an hour, then suddenly pass out and lose 1 Magic Die 
  permanently, even if you’re not a magic user. These things can go negative. 
   
  Jazz (¥25 per dose) 
  Under Influence: You inhale this from a single-dose inhaler. All attacks on you in the next hour roll 1 less 
  damage die. You also develop a twitchy, itchy, hyperactive and paranoid trigger finger. 
  Addiction: You are dizzy and disoriented. If you hadn’t had a hit in the last 24 hours, all attacks on you 
  roll 1 more damage die. If you stay away from Jazz, live combat, paintball, urban brawl, combat biking, 
  trideo games and laser tag for two weeks, you beat the addiction. 
  Overdose: You’re okay, just a little anxious. You will have a heart attack and die if something surprises 
  you in the next hour. 
   
  Cram (¥35 per dose) 
  Under Influence: You pop this pill to achieve and maintain intense concentration for a few hours. Take 
  +1 on all Techie moves. You may also Learn Something if you’re short no more than 3 XP to do so. 
  Addiction: You are jittery, fidgety and confused. If you hadn’t had a hit in the last 24 hours, you have 3 
  stun you can’t heal. If you stay away from Cram and the Matrix for the next three weeks, you beat the 
  addiction. 
  Overdose: You take 6 stun and can’t heal it for a day. You have a feeling you can’t remember something 
  on the tip of your tongue the entire time. Season with paranoia, irrational behavior and emotional 
  outbursts to taste. 
   
  Kamikaze (¥40 per dose) 
  Under Influence: You gain 2 more Close Combat Dice and +1 to all Rock’n’Roll moves for the next hour. 
  You feel excited, alive and invincible. 
  Addiction: You heal 1 less Hit Box per day. If you didn’t take a hit in the last 24 hours, you have the 
  shakes: take 1 more damage from all sources, and take -1 on all Techie moves. To beat this addiction, 
  you need to do nothing but Lay Low and Take it Easy for the next three weeks. 
  Overdose: You hallucinate in the worst way: you attack an imaginary enemy only you can see with all 
  you got. This one-way battle will endanger a random teammate, bystander or wall until you collapse 
  from exhaustion a few hours later or someone puts you down like a rabid animal. 
   
  
   
  85 
   
  Novacoke (¥20 per dose) 
  Under Influence: You gain +1 on all moves in social situations. You’re super-friendly and approachable 
  and shiny and sooo nice and prone to run-on-sentences. Your extrovert can’t-stop-smiling zone stays 
  with you for a few hours. Then you crash and are the most miserable grumpy spiteful hedgehog in the 
  world for a day, unless you take another hit. 
  Addiction: When you hadn’t had a hit in 24 hours, you hate everybody and take -2 on all moves in social 
  situations and -1 on all +Fast moves because you have a hard time concentrating. To beat the addiction 
  you need to stay off Novacoke for two weeks while being around “people” every day. A support group 
  can help. 
  Overdose: You black out. Your best hope is nobody took pictures of what you did. Last thing you 
  remember is that you lost all your inhibitions, restraint and felt incredibly horny. 
   
  Laes (¥900 per dose) 
  Under Influence: You have a nice nap. When you wake up, you don’t remember what happened for the 
  last 24 hours. 
  Addiction: You can’t be addicted to something you can’t remember. It’s your lucky day. 
  Overdose: You wake up with complete amnesia, a baby trapped in a grown up body. You remember 
  how to crawl, breathe and perform bodily functions inside your clothes, because you don’t remember 
  how to take them off. 
   
   
   
  
   
  86 
   
  Tools of the Trade 
  This section is a catch all of useful accessories that don’t fit the other categories. 
   
  Commlink (¥100 to 900) 
  Don’t leave home without it. It’s a bit more than your smartphone. There’s a round port where a 
  credstick or a Fake SIN stick can go, authorizing transactions. Together, your commlink and your SIN 
  work as a passport, bank account and credit card. If you turn on airplane mode, disabling your 
  connection to the Matrix grid, you can still use your commlink for short range communications with your 
  team. Subvocal microphones and heads up displays in your mirrorshades are included in your Runner’s 
  B&E bag, but if you lose ‘em, you can buy replacements in any retail mall. Both of these accessories 
  connect to your commlink so you can share images, maps, video feeds with your team and can converse 
  with them without speaking aloud. If you have a datajack or trodes you can use your commlink to go 
  into full Virtual Reality (VR), i.e. take a nap and explore a virtual world, which is a thing people do for 
  entertainment, but sometimes for business. Hackers use VR to hack things faster than they would 
  otherwise by virtue of direct connection via a datajack. Trodes wrapped around your head let you into 
  VR but do not provide the same connection speed benefit.  
   
  Speaking of hacking, commlinks are matrix nodes and thus can be hacked, and it’s imperative for a team 
  to use “protection”. Each ¥100 in the commlink’s price indicates 1 Matrix Hit Box in its node. The more 
  Hit Boxes your commlink has, the more protection you have for your data and communications. Your 
  commlink has four modes of operation: global (Matrix connection), local (walkie talkie for your team), 
  airplane mode (offline only, no wireless) and off. If you suspect it being hacked, turning your commlink 
  completely off is the safest thing to do. 
   
  Finally, when contacting a stranger, using a cheap disposable commlink is often better than your regular 
  commlink. Just remember to throw it out after instead of carrying it around while it is being traced. 
   
  Trodes (¥50) 
  This commlink accessory allows you to go into a comatose state while exploring Matrix in full Virtual 
  Reality (VR), like a datajack, but without surgery. Without trodes or a datajack, you can only experience 
  Augmented Reality, where Matrix nodes, information and menus appear overlaid over the real world in 
  your field of view. Augmented Reality can also be done via a datajack that splices into your optical 
  nerves, or via fancy eyewear (think Google Glass or Microsoft HoloLens) that has a transparent heads-
  up-display (HUD) over your eyes that shows you useful (or not so useful) information as an overlay. 
   
  Both trodes and a datajack can be a liability when hacking into hostile nodes. Intrusion 
  Countermeasures (ICE), depending on their settings, may attempt to damage the memory contents of 
  your commlink or they may also try to fry your brain by abusing biofeedback circuits, the same circuits 
  that BTL chips use to get people addicted. 
   
  Mirrorshades with a HUD  (¥40 + cost of mods) 
  This accessory can connect to your commlink wirelessly or by a wire (older models); some can also be 
  plugged into your datajack. Both lenses have built-in heads-up-display (HUD) that allows you to 
  experience Augmented Reality (AR), you see handy things like restaurant menus and sales fliers as you 
  walk down the street. 
   
  
   
  87 
  You may also buy models with extra “senses” built in (flare compensation, thermographic vision, 
  ultrasound vision, vision magnification, and so on), all applied as electronic filter overlays on your field 
  of view, they can be turned on and off at will. Unfortunately, the electronic nature of these filters will 
  not allow you to target spells through them (see binoculars, below). Magic can only be cast through 
  “natural” senses, and a sense can only become “natural” if you pay with Essence for it, or were born 
  with it. To purchase a pair of sunglasses with filters, pay the extra cost of nuyen, just as if you were 
  installing them as implants, but don’t pay the Essence cost. 
   
  Subvocal Microphone (¥300) 
  This is a misnomer, an archaic title for completely new technology. It’s available as an implant for 0.1 
  Essence or as innocuous “mole” that can function when planted anywhere on your head or throat. This 
  handy device can translate your thoughts into verbal commands, text input or even your (or someone 
  else’s!) voice to be transmitted for a radio conversation, without you needing to open your big mouth. It 
  is usually connected wirelessly to your commlink, but archaic wire configurations are also possible. This 
  device is unnecessary if you have a datajack connected to your commlink. 
   
  Binoculars (¥60 + cost of mods) 
  +Fiber Optic Cable (¥400 per 50 meters) 
  In the old days these were the tools of a forward scout. These days, it is the magician’s sniper rifle. 
  Binoculars have optical vision magnification by default, but may support other filters, similar to 
  mirrorshades; unfortunately, other sensory implant filters would nullify the ability to use binoculars for 
  spell targeting, being electronic in nature. There is one other trick that magicians can use, however, and 
  it’s called fiber optic cables. Some spells allow targeting through a reflection, and fiber optic cables 
  qualify. Attaching your binoculars to a spool of cable and then sticking a tiny periscope lens around a 
  corner allows you to do some dirty work from relative safety. 
   
  DocWagon Contract 
  Basic 
   
   
   
  ¥5,000 per year 
  Gold 
   
   
   
  ¥25,000 per year 
  Platinum 
   
   
  ¥50,000 per year 
  Super-Platinum  
  ¥100,000 per year 
  First Aid 
   
   
  ¥200 per Hit Box 
  High Threat Response ¥5,000 
  Employee Death Benefit 
  ¥20,000 
  On-site Resuscitation 
   
  ¥8,000 
  You wear a wristband that monitors your pulse. If it flatlines or if you press a button, the wristband acts 
  as a beacon for the ambulance dispatched to your location. DocWagon guarantees arrival within 10 
  minutes within any North American city limits or the services are free. If you press and hold the button 
  for 3 seconds, DocWagon dispatches a High Threat Response team (heavily armored and armed with 
  non-lethal weapons, arrives in a helicopter or an APC). You are liable for any deaths by DocWagon 
  employees that occur due to your distress call. DocWagon employees cannot move across any 
  megacorporation’s property without the owner’s permission due to extraterritoriality restrictions. Gold 
  contract waives the cost of Resuscitations. Platinum contract also waives the cost of HTR teams. Super-
  Platinum halves Employee Death Benefit fees and waives all other fees. 
   
  White Noise Generator (¥750) 
  This somewhat archaic device has a button. When you press it, it makes noise which makes it difficult to 
  overhear what you’re saying, even if the would-be eavesdropper has some impressive hearing aid 
  
   
  88 
  implants. A more modern way to communicate quietly with minimal chance of being overheard is simply 
  linking two datajacks with a cable. It works as long as your own datajack is not connected to any other 
  device or you’re positive the other party isn’t trying to upload some tracer virus onto your hardware. 
  Linked datajacks also defeat all magical ways of snooping, such as spirit eavesdroppers and astral 
  projection in general. 
   
  Jammer (¥500, illegal) 
  This device is size of a car battery, and most of it is. You select a frequency and turn this sucker on; it 
  creates static that makes communications on that frequency impossible within a mile. It can run for a 
  few hours before the battery needs to be recharged. Jamming within any city limits is a criminal offense, 
  especially so if you’re trying to disrupt air traffic. Not surprisingly, this device is illegal, but also pretty 
  easy to build. Most riggers program their drones to switch frequencies when jammed in an attempt to 
  re-establish communications, and failing that, to return home. Switching frequencies is a move, but 
  drones rarely have more than two backup frequencies to choose from. With some creative thinking and 
  spare car batteries, one could get a rigger, a bunch of sexting teenagers, an air control tower and a 
  police department really ticked off. 
   
  EMP Generator (¥9400, illegal, disposable) 
  This device is size of a car battery, and most of it is. When you activate it, it drains the entire battery 
  instantly, and fries unshielded, currently running electronics within 100 meters. It will momentarily dim 
  and flicker lamps and LED lights, but will not damage them. It will not affect devices that are not running 
  (such as a turned off commlink), nor will it affect implants like pacemakers or cybereyes (they’re either 
  shielded to protect the patient’s body or use ridiculously low voltage). Electronics inside vehicles, such 
  as automatic transmission components, recording devices, sensors and drone brains are shielded, but 
  their communication suites and devices sticking out of the body (the antennas, radios, smart guns) are 
  not. An EMP Generator is not easy to build, as it requires some state of the art parts to build which are 
  illegal to own by themselves. Once used, it fries itself beyond any hope of repairs. 
   
  Bug Scanner (¥900) 
  This device is size of a remote control. It can be used to look for bugs - not insects, but tiny spying 
  devices that record audio or video and transmit it off somewhere. It can detect electrical currents within 
  half a meter and burst radio transmissions within a small room. It makes sense to leave one on for a 
  while, because many bugs remain silent for most of their lifetime, and transmit recordings not in real 
  time, but in short bursts. The battery in the bug scanner lasts for about a day of continuous scanning. 
  Once it “pings” with a possible detection, you have a blip on its screen to the likely location of the 
  transmission and then may spend a minute or two playing ‘hot and cold’ game until you move it close 
  enough to detect the electrical current. This device does not work well in a room full of active 
  commlinks. 
   
  Laser Microphone (¥1,500) 
  This looks like a tripod-mounted gun. When it’s pointed at an object in a room visible through a window, 
  such as a picture on a wall, curtains, a glass of water or a calendar, it can detect its vibrations up to 400 
  meters away and reproduce and record all the sounds in the observed room. The laser is infrared, not 
  visible to unaugmented human eyes. 
   
  
   
  89 
   
  Video/Audio Bug  (¥200) 
  Size of a large insect, this device records video, audio or both and transmits it somewhere else at 
  predetermined intervals or in real time, based on settings. 
   
  Toolkits 
  All of the following objects share the same rules. They can be used to make new things and repair and 
  alter the old ones. Tools come in three sizes: Kit, Shop and Facility. Kits are portable, can be fitted into a 
  backpack, and have a supply count of 10, which decreases each time a Kit is used. Kits can be restocked 
  for a price of ¥20 per supply. A Shop does not need supplies and fills a room with power tools or their 
  equivalent, along with some heavy duty machinery. Some types of Shops (automotive, for example) 
  require more room than others, some Shops can fit into the back of a van, packed for a road trip. A shop 
  requires maintenance like a low lifestyle (¥1,000 a month). A Facility takes up a building and contains 
  state of the art equipment, providing +1 bonus to all related tests. A facility requires maintenance like a 
  high lifestyle (¥10,000 or more a month). Both a shop and a facility can be a place of business that turns 
  a profit, but require multiple full-time employees to do so. 
   
  Building a new object is a Try Science move. 
  Repairing or modifying an object is a MacGyvering move. 
   
  Locksmith Toolkit (¥2,450) 
  This kit contains a screwdriver, lockpicks, maglock passkey, a stethoscope, latex gloves, fingerprint mold 
  case, sequencer, welding torch, monofilament wire and other esoteric tools for bypassing or installing all 
  sorts of locks. 
   
  Medical: First Aid Kit (¥250) / Ambulance (¥75,950) / Clinic (¥530,000) 
  These are the tools that save lives.  
   
  First Aid Kit has a diagnosis computer that offers advice to people who don’t know what they’re doing, 
  in addition to bandages, tourniquets, CPR mask, and medication.  
   
  An Ambulance is a converted GMC Bulldog Step Van with life support suite built in for patient transport 
  (the cost of medical equipment is ¥23,350).  
   
  A Clinic contains tools for surgery, diagnosis equipment (CAT scans, X-rays) and a recovery ward. 
   
  Treating a wound or infection within “the golden hour” of it is a First Aid move. 
  If you have no tools to work with, you can try a Stay With Me move to save someone. 
  Long-term recovery is a Lay Low and Take it Easy move. 
  Magical care is done by Healing Hands and Healing Ward spells, with situational benefits available from 
  Detox, Oxygenate and Treat Infection spells. 
   
  Magical: Laptop (¥12,000) / Library (¥120,000) / Ley Line (¥1,200,000) 
  These are the tools magicians use for research and development, such as learning new spells, setting up 
  wards, binding of spirits, ritual sorcery and so on.  
   
  
   
  90 
  The Laptop containing a magic library comes in a bundle with physical supplies (candles, incenses, 
  special paint, chalk) that cost ¥200 per supply to restock. If you spend a minute to use 1 supply before 
  making a magic move, you benefit from +1 to the test.  
   
  The Library contains meticulously crafted ritual circles for most occasions and a lot of hard copy books. 
  It is thoroughly, permanently warded from astral intrusion. It provides +2 to any magic move done inside 
  of it, if you spend an hour reading up on the subject.  
   
  A Ley Line is a rare place, usually in the wilderness, where naturally occurring mana spikes, offering +2 
  to any magic move, and +2 Magic Dice to any magician or spirit in the area. Ley lines can be easily 
  disturbed and destroyed with construction, so the price is the real estate price of undeveloped land, 
  about ten acres of it, complete with ‘Trespassers will be possessed by angry spirits, survivors will be 
  shot’ signs along the perimeter. Have fun with your swamp, and don’t anger the spirits (they can’t read 
  the signs). 
   
  Automotive Mechanic: Kit (¥800) / Car Shop (¥210,000) / Dealership (¥5,800,000) 
  These are the tools for repair and maintenance of vehicles, including drones.  
   
  The Kit includes things necessary for roadside repairs, such as a spare tire (depending on vehicle), 
  jumper cables, a winch or a car jack and so on. Vehicles are usually sold with a kit included. 
   
  A Car Shop fills a large room, which needs to have doors wide enough to fit vehicles and enough 
  ventilation to prevent carbon monoxide poisoning. 
   
  A Dealership is even larger and has enough room to work on multiple vehicles at once, usually has a 
  showroom, a waiting area and a huge parking lot full of signs and predatory smiles. 
   
  Electronics: Kit (¥560) / Electronics Shop (¥39,000) / Robotics Factory (¥450,000) 
  Electronics tools are used to repair, modify or make from scratch electronics of all kinds. There is some 
  overlap in functionality, for example drones and electronic locks can be serviced by electronics repairs. 
  Electronics installations are less expensive than most others because they take less room. 
   
  Firearms: Cleaning Kit (¥10) / Gunsmith Shop (¥19,000) / Factory (¥195,000) 
  These tools are used for firearms maintenance, manufacture and customization. There’s some heavy 
  machinery involved, but most of it is low-tech. Weapons are usually sold with a cleaning kit, which may 
  need to be used for maintenance or clearing a jam, but weapon modification of any sort requires at 
  least a shop. On the bright side, the cleaning kit doesn’t have or need a supply count. 
   
   
   
   
  
   
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  Chapter 3: When Things Go South 
  Stealth, Ambushes and Surprises 
  Unpleasant 9mm surprises are an occupational hazard for both security guards and infiltrators. What 
  happens when one party gets the drop on the other is that the fight begins with one party dealing their 
  damage to the other. When a player tries to sneak up on an NPC, the Sneak Around move should be 
  attempted. If successful, the player gets the drop on the NPC or even a group of them, depending on 
  weapons, moves and tactics used. 
   
  When NPC(s) ambush the players, the fight starts with the ambushers dealing damage. However, there 
  are abilities that negate ‘surprise’, and thus surprise damage, for example, Always on Edge. Also, Wired 
  Reflexes, Get Down Mr. President, Grace Under Fire, Not in the Face, I Need Pain To Feel Alive can be 
  used to reduce surprise damage like any other. Last but not least, Check The Situation move, when used 
  proactively, can alert players expecting an ambush before it’s too late. 
   
  When a player ambushes another player, your best hope is that both are good sports about it. The 
  ambusher should do a Sneak Around move (don’t pick the “Now there’s a body to hide” option, that’s 
  lame). The victim, if he or she had announced their suspicions before, may attempt Check the Situation, 
  and then, if both are successful, they fight without surprise damage. Otherwise, one of them may start 
  with several Hit Boxes of a disadvantage, or dead. 
   
  Getting Hurt 
  Damage in in this game is more lethal and painful than in other roleplaying 
  games. Your damage track has two “pain” penalties on it: -1 at three boxes 
  and -2 at six. Pain penalties do not stack, only the highest one applies, but 
  it applies to every dice roll while injured. 
   
  Healing (whether with technology or magic) takes time that you rarely 
  have while in combat. Each set of injuries can only be treated once by 
  technology and once by magic in any order, resulting in bandaged and 
  cauterized Hit Boxes (a Hit Box can be both), which then can only be 
  healed by resting with Lay Low and Take it Easy move. Bottom line is, you 
  should Take Cover whenever possible and try to not get hurt in the first place. 
   
  When you take Damage or Stun, it goes down the damage track. Use a pencil to mark Boxes off. If the 
  entire damage track is covered, you’re knocked out. When you receive damage and already have Stun 
  Boxes marked off, convert Stun Boxes to Damage before you mark off the rest. When you heal boxes, 
  work your way up from the bottom. Boxes should never dangle, they slide back to the top whenever 
  possible. 
   
  If you are knocked out and take more Stun or Damage than you have Boxes on the damage track, the 
  remainder goes as a number into your Overflow Box. Once this number equals your total Hit Boxes, you 
  die. If your Overflow Box has 4 or more damage in it, you’re in critical condition and start bleeding out. 
  Every minute that passes your Overflow Box increases by 1 unless you become stabilized by First Aid or 
  by other means. 
   
  
   
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  Example: Natasha the Troll Bodyguard has 11 Hit Boxes. In a scuffle with some gangers she takes 3 Stun 
  (you should see the other guys!), then gets involved in a firefight with the cops that plug her for 2 
  Damage twice, then she ends up in a car crash for another 4 Damage and finally gets to see a street doc 
  who is able to patch her up for 5 Damage, all in one busy night. When the street doc patches her up, the 
  3 boxes he could not heal end up bandaged. She can still be treated with magic if she finds a magician 
  willing to heal her, or failing that just lay low for a while until she gets better. 
   
   
   
   
  Quick and Dirty Collisions 
  When two objects collide at relative speeds of 25 mph or more, roll dice equal to the Hit Boxes + armor 
  of the smaller object. If the objects are of roughly the same size and mass, the object with the least Hit 
  Boxes + armor is the smaller one.  
   
  The smaller object takes damage equal to the roll, the larger object takes half of the roll, round down. If 
  the larger object doubles or more the mass of the smaller one, the larger object takes a quarter of the 
  damage instead, round down. If the larger object takes more than 1 damage, its trajectory is affected by 
  the collision. If the larger object takes significant damage (¼ of its Hit Boxes or more), then the smaller 
  object causes enough damage to break through or get stuck in it, subject to the GM’s eyeballing 
  judgement call. 
   
  If either of the objects is a vehicle with passengers onboard, they take one less damage than the vehicle, 
  if they are wearing seatbelts. Otherwise they take full damage. 
   
  
   
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  Improvising 
  Sometimes players may attempt something they have no experience doing. By way of example, an 
  uncouth mercenary is trying to negotiate his wages with his employer, or a back-to-nature shaman is 
  trying to disarm a bomb. In both cases, there are professional moves that could apply to these 
  situations, but if the players don’t have them, they can improvise! The improvising player can follow the 
  rules of a move he or she does not know, but may never achieve a result higher than 9, and does not 
  mark XP if he or she fails. Improvising is only possible for moves that describe an +attribute test, and it’s 
  not possible for Magic moves (you either know how to do this kind of magic, or you don’t). 
   
  Astral Space and Its Dangers 
  Astral Space can be thought of as another vision mode, or an alternate dimension that shares the same 
  space with the real world. In Astral Space, all living things are glowing and colorful sources of light, their 
  auras being sources of illumination. By contrast, dead things like cars, computers and pavements are 
  grey, dark and boring, faint shadows of reality. Earth and water also glow (unless sterilized or heavily 
  polluted), and thus there is really no darkness in Astral Space, nor there are any lights that are too 
  bright. One does not use eyes or any other organ for Astral Sight, the awareness it provides is 360 
  degrees. This makes sneaking in Astral Space somewhat complicated, but not impossible. 
   
  There are three categories of objects in Astral Space: dead, auras and presences. Dead objects are the 
  majority of man-made objects, such as furniture and buildings, they are obstructions, they block line of 
  sight if they are opaque. Auras are all the living things that are not aware of Astral Space, or creatures 
  that turned off their Astral Sight, whether by choice or ignorance. Presences are the magical things that 
  are “real” in Astral Space, they are able to interact with other presences, push and pull and fight: they 
  are the denizens of Astral Space and include all creatures who have turned on their Astral Sight or are 
  using Astral Projection: spirits, mages, adepts, dragons, ghosts, vampires, hellhounds and other 
  paranormal critters. Notably, Astral Wards, Spells and Foci are also presences while they are active. 
  Magic is life, and life is magic! 
   
  Some creatures have an astral presence and no physical form, like projecting mages and ghosts, they 
  can only affect and interact with living things that have an astral presence; they may pass through auras 
  and dead things. Magical creatures have both a physical and astral presence, when they use Astral Sight. 
  Mundane creatures (like most people with no ability to do magic) have an aura, but no presence, and 
  thus cannot be “sniped” from Astral Space. 
   
  Astral Projection can be used as a scouting and a spying tool. But it has some limitations. Dead things are 
  difficult to observe: the street signs and books are blank, the computer screens are filled with static, 
  radios play hissing noises instead of music, everything that is not alive is dark, ghostly and borderline 
  incomprehensible. You can listen in on a conversation by a living person, but the response they get from 
  inside their commlink is just noise. On the bright side, live concerts are fantastic.  
   
  Astral Wards, which are invisible in the ‘meat world’, are opaque, glowing walls in the Astral Space, 
  made specifically to prevent spirits and mages from snooping around. One can push through an Astral 
  Ward by fighting it in astral combat or by blasting it with a spell, but any damage done to a Ward alerts 
  the owner(s) - whoever put it up instantly knows it’s being disturbed and may react accordingly. When 
  an Astral Ward is reduced to 0 HB, it collapses, but restores itself 1 HB per minute. Since sustained spells 
  and active foci have presences, they too, must fight an Astral Ward when they press across its threshold. 
  Resolve this as a Quick and Dirty Collision. An Astral Ward is usually the larger object, and to push 
  through it, an intruder (mage, spirit, focus or spell) needs to deal at least ¼ of its HB in damage to it. A 
  spell’s force is its drain and also its Hit Boxes. If the spell is sustained by a Spell Lock, then the spell is 
  
   
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  “inside” the Spell Lock Focus and it is the Spell Lock that does the fighting, protecting its contents. If the 
  spell is sustained by a mage, the mage has an option to “instinctively” protect it, taking the damage 
  instead of it, even if that mage is nowhere near that spell’s target. Astral Wards allow free passage to 
  anyone the owner invites; they are translucent from the inside, and don’t inhibit the owner, the invited 
  or their magic abilities. 
   
  Last but not least, spirits, ghosts, astral mages and other spooky visitors may mess with spells and foci 
  just like Astral Wards do, by attacking in astral combat or by slinging spells at them. Spells that are not 
  sustained are impossible to target this way (as they complete instantly), but most foci are vulnerable to 
  astral disruptions while being used (see Magic Items in Chapter 2). 
   
  Astral combat is just like Rock & Roll, except only Close Combat and Spell Slinger variations of it are 
  possible. Ranged weapons do not work on the account of man-made ammunition having no presence on 
  Astral Space. 
   
  Chunky Salsa Effect 
  When an attack has an area of effect (grenades, fireballs, explosives usually do), the attacker allocates 
  dice based on the distance from the ground zero. The closest target takes the highest die, the second 
  closest takes the next die, and so on. If you have more targets than dice, the remaining targets all get 
  the lowest die. 
   
  When an explosion occurs in a confined or pressurized environment, such as underwater or in a narrow 
  hallway, the force of the blast may be amplified or projected in a certain direction or bounce back and 
  forth between walls, shredding flesh, metal and concrete in what is known as “chunky salsa effect”. 
  Based on circumstances, the GM may add bonus damage (usually between 1 and 4) to every dice roll, 
  and determine how far the blast goes by eyeballing. If multiple unfortunate player characters got into 
  the blast radius, then they get to decide who rolls the dice for the entire group. Only the dice roller is 
  able to spend their karma on the roll, the rest of the group may not contribute. This is true in a general 
  sense: your karma only affects your dice, not anyone else’s; yet you may be affected by other players’ 
  dice and choices. 
   
   
   
  
   
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  Matrix Hacks 
  Matrix is what people built after the Internet crashed in 2029. It’s bigger, faster, but also the opposite of 
  safer. Most modern devices have wireless components and paranoid runners tend to turn them off with 
  extreme prejudice because every wireless connection, whether encrypted or not, is a possible access 
  point for an enemy hacker, an exploitable weakness. This cuts both ways, so every team has at least one 
  hacker to cover its assets and exploit the enemy’s. Hackers used to be called deckers back in the day 
  when commlinks were size of a keyboard (ask a musician if you don’t know what that is), and these 
  keyboard-sized computers were called decks and they cost hundreds of thousands of nuyen. Those days 
  are over, now everyone with a cheap commlink is a threat to national security of every nation. 
   
  Matrix is a global three-dimensional grid of nodes, where each node is a single device, such as a 
  computer, a commlink, a cell tower, a satellite, a drone and so on. Each node can have any number of 
  connections to other nodes. These connections can be either wireless or cable, and either global or 
  local. Each node can change its connections on the fly, as long as it has the hardware for it. The 
  connections of a device is how a hacker can get in. 
   
  A global connection is a connection to the Matrix, and it means that anyone anywhere in the world with 
  a Matrix connection can hack your device. A local connection means that the device is not connected to 
  the Matrix, but only to other devices in its local network, either via a cable or wirelessly via a short-
  range radio. It offers slightly more security, if you think you know that these other devices aren’t 
  connected to the Matrix. Because you really don’t, at any given point in time. 
   
  To intercept a local wireless connection, a hacker needs to make Matrix Overwatch move to get some 
  hold in the area where the signal can be intercepted, then spend 1 hold to find the frequency and 
  decrypt the signal. If the hacker is not sure whether the device is accessible, he or she may ask the GM 
  what signals are available, before choosing which to decrypt. From there the hacker may use Matrix 
  Legwork move to get into the node, if time is on her side or a Dirty Hack if not. If the hacker is using a 
  datajack, Matrix Overwatch can be made at the same time as another move, so you can brute force your 
  way somewhere with a Dirty Hack immediately, or keep shooting people with a machine gun, that’s cool 
  too. 
   
  To intercept a global connection, (cable or wireless is irrelevant), the procedure is the same, except 1 
  hold from Matrix Overwatch must be spent on finding the right node. 
   
  To intercept a local cable connection, a hacker needs 30 seconds (or about 10 moves!) of sweet lovin’ 
  with the cable and an electronics toolkit to splice into it. Once there, the hacker may proceed with 
  Matrix Legwork or a Dirty Hack. Since 30 seconds with a cable is an eternity compared to the other 
  methods, some corporations ban wireless devices from their most secure R&D departments, keeping 
  them deep underground where paranoia and nerd musk gets thick and heavy. 
   
  Once inside a node, the hacker may issue any sort of “normal” command a legitimate user might, such 
  as, read data, write data, ban another user (if you have admin access), eject magazine, play “Two Trolls 
  One Cup” video in fullscreen mode, strafe incoming traffic and dive into a lake, launch nuclear weapons 
  and so on.  
   
  The hacker may also use a local connection of this node to travel to another node. The next node may 
  require new authentication, in which case another round of Matrix Legwork or Dirty Hack can bypass it. 
  GMs should avoid stringing too many of these or the rest of the group will get bored, unless there’s 
  something else to do while the hacker is going spelunking down the rabbit hole. 
  
   
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  Matrix Alert Levels 
  Once a node executes a hacker’s command, depending on how egregious the result is, the node may 
  raise the alarm in response. There are three levels of alarm: Normal, Suspicious and Red Alert.  
   
  Normal is the default mode of operation: move along, nothing to see here. Other modes of operation 
  are taxing to the device, and significantly affect performance and battery life, causing -1 ongoing to all 
  user moves inside the node. 
   
  Suspicious means that the node activates its defenses called ICE (intrusion countermeasures). While the 
  node is Suspicious, the node gains 1 hold for every move made by the hacker, and any failed move 
  inside the node will raise the alarm level to Red Alert. 
   
  Red Alert means that the hacker (and/or their commlink) must take damage from ICE before any other 
  move in the node, including jack out. The ICE continues to attack while Red Alert is ongoing. How long 
  Red Alert lasts depends on the settings of the node, but mobile devices rarely keep it on for more than a 
  minute. During Red Alert, normal commands in the node are impossible without admin access 
  authorization. 
   
  Types of ICE 
  ICE can be of three types: white, grey and black. 
  White ICE attacks cause “stun” damage to your commlink, they erase and crash your programs, until the 
  track is filled and your commlink’s memory is too glitched and it shuts down. Rebooting your commlink 
  is a move, and it will get rid of all its “stun” damage, but you are disconnected and will need to restart 
  the hacking process if you want to get back in there. 
   
  Grey ICE attacks cause regular damage to your commlink. They target mission-critical operating system 
  files. Once your commlink gets shut down it will need “repairs” in the sense that diagnostics, reinstalling 
  a clean operating system may take minutes or even hours. 
   
  Black ICE will attack you through the direct neural interface if it can, by overloading sensory inputs, just 
  like BTL chips do, but with an intent to injure or kill. It can cause physical pain, permanent brain damage, 
  memory loss, seizures, mental disorders and actual death, instead of crashing your commlink like Grey 
  ICE does.  
   
  Black ICE bypasses the commlink’s HB, the damage goes directly into the hacker’s own hit boxes. Black 
  ICE affects Technomancers and AI the same way as regular hackers, because it exploits all avenues of 
  doing harm to intruders. Because of this, Black ICE is classified as a military weapon, and only 
  governments and AAA megacorporations can legally deploy it at their most secure locations. The key 
  word is legally. 
   
  Black ICE can deliver its payload of pain through a datajack or trodes, but it is not able to physically 
  affect you if you are using augmented reality glasses in the “slow poke” mode. When ICE attacks a “slow 
  poke” user without a connected datajack or trodes, the simplest solution is to take the glasses off and 
  shut down your commlink. 
   
  Any kind of ICE may spend hold on the following, before attacking: 
  1 hold: cumulative +1 damage die until Red Alert ends 
  1 hold: “link-lock” forces your commlink to stay connected to this node until it shuts down. 
  1 hold: “tracer” triangulates your physical position in the world and reports it somewhere. 
  
   
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  1 hold: “VR override” forces you into full virtual reality mode, obfuscating your user interface and 
  cutting off your control over your own body so you can’t jack out on your own. 
   
  “Jack out” is the act of pulling the cable out of your datajack as a last-ditch defense against Black ICE. It 
  is recommended to have a teammate look over your body and do this when you start “smoking”, either 
  figuratively or literally. 
   
  Some very secure nodes in the bowels of the Matrix have a “sculpted” interface, they force you into full 
  VR (of very high quality) when you log into them, or reject the connection attempt outright. If ICE of a 
  sculpted node triggers a VR override, you’re about to have a once-in-a-lifetime experience. 
   
  Matrix Combat 
  A hacker can make a Rock & Roll move to attack the node to fight back ICE. An attack against the node 
  always raises its alert level. 
   
  The Hacker needs to choose how much damage he or she deals to the node (does not have to pick the 
  best die rolled), because if the node reaches 0 boxes, the node crashes and the hacker, along with any 
  other users, gets dumped out. Sometimes, this may be the easiest way out. There is no penalty or 
  damage for abrupt disconnection. Seriously, it’s 2050s. Can you imagine your phone zapping you every 
  time it lost connection to something? 
   
  After Red Alert triggers, ICE attacks with its undamaged Hit Boxes - intruder’s Tech Dice. It rolls the 
  difference as exploding dice.  
   
  For example, if the node with 9 HB has sustained 2 damage and attacks the intruder that has 3 Tech 
  Dice, the ICE rolls 9-2-3 = 4d6x dice to attack. 
   
  If the ICE has 0 dice or less, it is considered suppressed, and the node returns to Suspicious mode and 
  once again accepts normal commands without admin authorization. It is still at -1 ongoing and keeps 
  accumulating hold vs the hacker. This hold may break through suppression and start Red Alert again 
  with bonus damage dice.  
   
  Hacker vs Hacker 
  Hackers may attack each other when they are in the same node, in fact this is how security hackers 
  (sometimes called spiders) protect sensitive nodes. If one of the hackers has admin access, he or she 
  may also ban a user as a move (disconnecting them from the node and forcing them back to square one 
  on getting inside), or trigger Red Alert and send ICE after the intruder. Hackers may also spend hold 
  from Matrix Overwatch to cancel each other’s moves, except for ban moves and Rock & Roll attacks. 
  There is no stealth in the Matrix, you see all the users connected to your node. There is, however, social 
  engineering. If you can convince the groggy spider that you’re a workaholic employee working from 
  home late at night, he’ll leave you be, provided that there are no nuclear launches on his watch. 
   
  It is possible for a hacker or a spider to monitor multiple nodes that have local connections to each 
  other. The number of such nodes is unlimited, but the metahuman attention span is; it is easier to be 
  left alone as the 49th user connecting to 501st node than the first user connecting to the only node 
  someone else is watching. 
   
   
  
   
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  Chapter 4: For Gamemaster’s Eyes Only 
  This chapter may contain narrative spoilers for players. 
   
  Running a Dungeon World Campaign is Different 
  In Dungeon World, the Gamemaster is both more restricted and empowered.  
   
  You are restricted because your “guys” don’t actually get to “go” in combat. You do.  
   
  You have moves, just like a player. Your moves are, however, more freeform. You are empowered 
  because your moves are not limited to what’s happening “on the board”, and you don’t have to make 
  sure that every bad guy from A to Z gets to act before the next “turn”. There is no initiative order. There 
  is only the narrative, and narrative is king. Never say the name of your move, just describe what’s 
  happening. 
   
  Another way of looking at it is that the game is a chessboard, and there is no specific rule in what order 
  you want to move your pieces. When you make a move, you get to decide which goons, events or 
  objectives get played with; sometimes, your move is simply putting more things on the board or taking 
  them away. You have two kinds of moves: soft moves and hard moves. A soft move is a new 
  development, a foreboding sign of things yet to come: a siren down the street, a laser dot on a player’s 
  chest, a SWAT team with rappelling gear crashing through your window, or the ghouls chasing a player 
  through a dark alley gaining ground on him. A good soft move is like a fortune cookie with a blinking red 
  light: it foreshadows some sort of new bad thing happening unless they act NOW to stop it. If the next 
  player to act does not address the threat, it becomes a hard move. 
   
  Hard moves are a danger in progress. It can be flat-out damage (the SWAT team sprays the room with 
  submachine guns) or it can be something far more insidious that makes players wish it was “just 
  damage”: one of the ghouls catches your leg and trips you, the rest of them swarm and now you’re at 
  the bottom of a literal dog pile, with their stinking green saliva drooping all over your neck. Hard moves 
  have immediate consequences, soft moves are merely the warning signs.  
   
  It’s okay to follow one soft move with another, if it fits the narrative better than a hard move. 
  Remember that the other guys aren’t the only tools in your disposal. Locations can present challenges 
  and opportunities and so can hard choices. When you make two or more moves at once, this can 
  present a hard (and fun) choice for the next player to act. 
   
  When to take a move? 
  ● When everyone looks to you to find out what happens. 
  ● When someone rolls a 6-. 
  ● When players give you a golden opportunity. 
   
  Dungeon World rulebook and SRD describes hard and soft moves in great detail, so this chapter will 
  focus on what it means in your New Orleans campaign. The players are runners, and runners skirt the 
  edge of many laws in either direction. Sometimes it pays to be sneaky, sometimes it pays to be a 
  distraction, but it always pays to stay alive and it rarely pays to play fair. 
   
  
   
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  In combat situations, emphasize the shock and surprise value of ambushes, crossfire, stealth and fog of 
  war (the psychological phenomenon). When players are engaged in combat, always draw maps. It helps 
  them understand where they are and gives them grounding in “reality” that words alone would not 
  provide. It jumpstarts imaginations and gives them ideas. Everything is destructible if you hit it hard 
  enough. Let them pummel through doors, knock over isles, blast their way through a thin wall and let 
  collateral damage pave the way when stealth fails. 
   
  Remember to use (or not use) the Stay Frosty move. If the players are “fighting fair” with the enemies 
  returning or opening fire on them, Stay Frosty is what you need to do in order to do anything else while 
  under fire. Soldiers in wars get medals for this stuff. By contrast, if the players are executing an ambush 
  on some hapless thugs, Stay Frosty does not come into play until the survivors scatter, duck behind 
  cover and start shooting back. If the players don’t play fair, they don’t need to Stay Frosty.  
   
  When players are fighting against an elite force, overwhelming numbers, an ancient evil or an awakened 
  paracritter of magnificent size, it is possible that you could take multiple moves, even hard moves, back 
  to back before players get to act. Yet, you need to make sure that every player gets to act, the simplest 
  way of doing this is to go clockwise around the table, starting with the player that first comes up with a 
  plan after your obligatory “what do you do?” Remember to take soft moves after every player to 
  describe the outcome and snowball the situation into whatever direction it is going, and take hard 
  moves as necessary. 
   
  If you’re like me, you may need some more stricter guidelines for when your “guys” get to “go”. If you 
  don’t take enough moves between players’ actions, then your encounter will feel like a skeet shoot and 
  won’t feel exciting or dangerous. One way to build the internal logic is to eyeball the numbers. Suppose 
  you have four players and eight ganger NPCs duking it out. By the numbers, in a “fair fight”, the NPCs 
  should attack twice as often as players during the same time period, so two hard moves after each 
  player’s action. However, the ratio could be different if the NPCs are augmented (and players, for some 
  reason, aren’t). Combat in Dungeon World, however, does not play by these rules, there is no ‘I go, you 
  go’. No monster or enemy just sits there to get peppered with lead and then returns fire. Fighting should 
  be more dynamic than that. The battlefield itself may change, people move around, duck for cover, 
  climb on things or knock things over, disappearing in manholes or ambush you from up above. Combat 
  flows from opportunity to opportunity. Players present these opportunities with their failures (on a 6-, 
  always a hard move) and with their successes (which are usually soft moves, unless a previous move was 
  ignored and allowed to escalate). Think of how many enemies are actively engaged, and when a number 
  of players has acted, the proportionate number of foes should respond in kind in some way, not 
  necessarily with damage, but don’t shy from that either. Otherwise, you get a yawn-worthy skeet shoot. 
   
  Remember to be a fan of the characters, and to play to find out what happens. Inevitably the story will 
  go in a place you didn’t expect. That’s okay. One of your soft moves from Dungeon World is ‘Ask 
  questions and use the answers’. It doesn’t mean that it’s a good time to delve into a character’s back 
  story in the middle of a cliffhanger, but asking questions relevant to the situation could turn the 
  encounter on its head. 
   
  When players research or evaluate a new Awakened (or otherwise) threat, their Technobabble moves 
  can alter your campaign in unpredictable ways. What if vampires are allergic to ketchup? Are there little 
  pre-sentient sprites inside each and every drone? But WHY can’t the ghouls survive without metahuman 
  meat? Can they eat remains of other ghouls? Are chimpanzees and dolphins sentient enough to count? 
  
   
  100 
   
  Action Movie Initiative System 
  Another way of making sure combat is fun and engaging for all of your players involves a blank sheet of 
  paper and a pen. After you setup the encounter (maps, miniatures or even dice scattered around the 
  table to represent enemies and objectives), write down the names of all the player characters on your 
  sheet. Look around, is anyone jumping at the bit to “do something” after you describe the situation? 
  Great, ask that player to make a move. What does he or she do? 
   
  Put a checkmark next to their name. Describe the results of their action. Next, make your move (soft or 
  hard, depending on how exposed the runners are to danger). If you’re making a soft move, telegraph 
  incoming danger: the goons are drawing their guns, the laser sight dots are bouncing on your chest, a 
  runner’s grip on the balcony is slipping, the patrolling guard stops and cocks his head, asking his partner, 
  “Did you hear that?” 
   
  Turn to another player, either someone in position to react, to do something, or someone who is 
  “jumping at the bit”. Let them make a move, and put a mark down next to their name. Repeat this 
  process, trying to keep the number of marks next to everyone’s name even, until the encounter is over. 
  This is the structure: 
   
  ● Gamemaster move (soft or hard) 
  ○ 
  (hard) A player rolls damage, a dice pool from all attacking NPCs at once. 
  ○ 
  (soft) Players understand the clear and present danger of an “incoming” soft move. 
  ○ 
  (hard) Players may invoke ‘passive’ moves to mitigate damage. 
  ● Player move 
  ○ 
  Gamemaster chooses a player who is in position to do something. 
  ○ 
  Make a Stay Frosty test if they are observed by enemies. 
  ○ 
  Resolve the actual move. 
  ○ 
  Mark down the player character’s name. 
   
  The point of marking people’s names as they make moves is to make sure that everyone gets to 
  contribute and nobody is bored. Some archetypes (techies with drones, summoners with spirits) can 
  make multiple moves at once with themselves and all of their pets, but if they do, they suffer penalties. 
   
  Rolling Lots of Dice 
  The game master never rolls dice. The player who is the primary target of an attack does. The reason is 
  karma. Players get to cheat and re-roll damage dice, but if they do, they re-roll all of the dice, not just 
  one, and only one player can use their karma on a roll that may affect (and ultimately, butcher) the 
  entire team. Don’t cluster together, people.  
   
  If multiple enemies are attacking the same group of players, it makes sense to add their damage dice 
  together. If each of the gangers rolls two dice, and there a four of them mowing your team down, that’s 
  eight dice coming at them. The highest goes to the primary target (the one rolling the dice), the second 
  highest to the nearest other target, and so on. 
   
  Be nice and ask if any player characters “within reach” of the target have ways of mitigating damage 
  dice before they are rolled. Wired Reflexes can save people, and so do a few other things. If the person 
  who could help was dozing off when you asked, that’s on them. So after the dice are rolled, and 
  someone wakes up and says “I remove 3 dice from that”, they must first spend karma to force a re-roll. 
   
  
   
  101 
  Shadowrun combat is deadly. It’s even deadlier in New Orleans, because it’s too damn hot and humid 
  for body armor. 
   
  New Orleans Weather 
  Speaking of hot and humid, this is no joke. Your players should understand what 95 degrees Fahrenheit 
  in the middle of a swamp in a ballistic vest feels like. If you read them the forecast and a news report at 
  the beginning of a session (always a good, immersive habit), and they still insist on stacking armor (as 
  opposed to cyberware, adept powers and the like), you can either give them stun equal to armor total at 
  the beginning of every fight or when it’s time to make a hard move when they’re outside nowhere near 
  an AC unit, sweating bullets and getting swamp ass, give the worst armor stacker a heat stroke. 
   
  Hydration is mission critical, people. 
   
  Combat Encounters and Stats 
  Every encounter in Dungeon World is a build-your-own affair. The following is a list of critters, people 
  and abilities to help you season yours to taste. 
   
  NPCs in Dungeon World have very few statistics: damage dice (with types), hit boxes, armor. Some 
  augmented few also have reduction dice, reducing the damage they take, which work like wired 
  reflexes. Most have tags, like weapons, that give them some perks and weaknesses. 
   
  Damage dice of NPCs usually come with two types. Regardless of which type is being used, the same 
  number of dice is rolled. If an NPC has no close combat dice, that means they fight “like a sissy” in close 
  combat and can’t really deal damage. 
   
  NPC Tags 
  Adept: NPC may use adept powers as appropriate to the story. 
  Awakened: NPC’s magic attacks bypass armor entirely. It may also summon or banish spirits and cast 
  spells when given the opportunity. 
  Armor Piercing X: NPC ignores X armor on the target. 
  Anti-Vehicle: NPCs without this tag deal half damage (round down) to vehicles. 
  Allergy X: the NPC is allergic to a substance or a special weapon. Attacks that exploit this allergy double 
  the rolled dice. 
  Bodyguard: the NPC provides their armor and reduction dice as a stacking bonus to allies. 
  Elder: some beings have been around for thousands of years and may have come here from a different 
  world. They tend to have more HB (+8) and damage dice (+4) than most. 
  Hacker: NPC’s tech attacks can target Matrix devices. 
  Drone Rigger: NPC has control of some drones, taking him or her out will make these drones act less 
  intelligently (they would follow the last given commands) 
  Messy: this NPCs attacks leave a gory mess, i.e. people losing limbs and exploding with entrails. 
  Commlink X: the NPC has a particularly well (or poorly) built commlink. X is the hitboxes of the 
  commlink. 
  Forceful: getting hit by this NPC will knock a target off their feet, off a bike or off a balcony. 
  Toxin X: NPC’s attack delivers a toxin, it is not effective against non-living targets. 
  Destructive X: the NPC’s attacks cause collateral damage, such as big holes in walls and obliterating 
  cover; the NPC is a bull in a china shop; reduce armor of the target by X even on a miss (the armor 
  damage can be repaired by MacGyvering like HitBoxes). 
  Penetrating: attacks by this NPC are likely to cause exit wounds and hit multiple targets or go through 
  light cover like butter. 
  
   
  102 
  Dangerous: the NPC is either poorly trained or is playing with dangerous toys that are difficult to handle; 
  misfires can have grave consequences for the NPC and everyone around it. 
  Blast X: NPC is using a weapon with a blast radius, equal to X meters. 
  Auto Fire: NPC’s weapon is capable of firing continuously while the trigger is held. When the NPC deals 
  damage, the dice can be split between multiple targets. 
  Mist Form: NPC is capable of transporting their physical body directly through Astral Space. 
  Silencer: NPC uses a silenced weapon, decreasing noise of discharge and damage by -1. 
  Spirit: the NPC is a spirit, and is immune to Ranged damage, takes half damage from Close and Tech 
  attacks. 
  Distracted: the NPC is likely not paying attention or is overwhelmed with other information until Red 
  Alert 
  Sculpted: the Matrix node refuses connections without full VR experience and is likely to have Black ICE 
  Rabbit Hole: the Matrix node leads to others otherwise inaccessible directly. 
   
  Sample Street NPCs 
  Infirm Pedestrian (elderly, children, handicapped) Ranged 1d6x, HB 7, Armor 0. 
  Pedestrian (average wageslave) Ranged/Close 1d6x, HB 8, Armor 0. 
  Street Ganger Ranged/Close 2d6x, HB 9, Armor 1, Dangerous. 
  Gang Lieutenant Ranged/Close 3d6x, HB 10, Armor 1, Destructive 1, Blast 2, Bodyguard. 
  Gang Leader Ranged/Close 4d6x, HB 10, Armor 1, Auto Fire. 
  Beat Cop Ranged/Close 2d6x, HB 8, Armor 1. 
  SWAT Member Ranged/Close 6d6x, HB 9, Armor 2, Reduction Dice 1, Auto Fire. 
  Samurai Ranged/Close 5d6x, HB 10, Armor 2, Reduction Dice 3, Messy. 
  Bodyguard Ranged/Close 3d6x, HB 11, Armor 2, Reduction Dice 4, Bodyguard. 
  Wageslave Hacker Tech/Ranged 4d6x, HB 7, Commlink 9, Armor 0, Hacker. 
  Wageslave Rigger Tech/Ranged 4d6x, HB 8, Commlink 9, Armor 1, Drone Rigger. 
  Cyberzombie Close/Ranged 10d6x, HB 16, Armor 2, Reduction Dice 4, Auto Fire, Messy, Destructive 2. 
   
  Sample Matrix Nodes 
  Burner Phone: HB 1, White ICE 
  Pedestrian’s Commlink: HB 5, White ICE 
  Hot New Model Commlink: HB 9, Grey ICE 
  Security Drone / Vehicle: HB 9, Grey ICE, rigger admin: Tech 2d6x, 9 HB Commlink, distracted 
  Military Drone / Vehicle: HB 12, Black ICE, rigger admin: Tech 3d6x, 9 HB Commlink 
  Small Business Website: HB 8, White ICE 
  City Hall: HB 16, White ICE, spider admin: Tech 2d6x, 8 HB Commlink, distracted 
  Local NavGrid: HB 18, White ICE, spider admin: Tech 2d6x, 10 HB Cyberdeck 
  Police Station: HB 16, Grey ICE, spider admin: Tech 2d6x, 9 HB Commlink, distracted 
  Air Traffic Control: HB 18, Grey ICE, spider admin: Tech 3d6x, 10 HB Cyberdeck 
  Corporate Website: HB 10, Grey ICE, spider admin: Tech 4d6x, 12 HB Cyberdeck, distracted 
  High Traffic Website: HB 30, White ICE, rabbit hole, spider admin: Tech 5d6x, 15 HB Cyberdeck, 
  distracted 
  Weather Satellite: HB 12, Grey ICE, spider admin: Tech 6d6x, 12 HB Cyberdeck, distracted 
  AAA Megacorp Public Website: HB 16, Grey ICE, spider admin: Tech 3d6x, 9 HB Commlink, distracted 
  AAA Megacorp Secure Website: HB 20, Black ICE, sculpted, rabbit hole, spider admin: Tech 5d6x, 15 HB 
  Cyberdeck 
  Spy Satellite: HB 16, Black ICE, sculpted, spider admin: Tech 4d6x, 15 HB Cyberdeck, distracted 
  Pentagon: HB 24, Black ICE, sculpted, rabbit hole, spider admin: Tech 3d6x, 15 HB Cyberdeck, distracted 
  Zurich-Orbital: HB 32, Black ICE, sculpted, spider admin: 5d6x, 15 HB Cyberdeck 
   
  
   
  103 
   
  Sample Magical NPCs 
  Wageslave Mage Magic/Close 4d6x, HB 9, Commlink 8, Armor 1, Awakened, Blast 3. 
  Assassin Ranged/Close 5d6x, HB 8, Armor 1, Adept, Reduction Dice 2, Silencer. 
  Hellhound Close 4d6x, HB 7, Armor 0, Adept, Blast 3, Anti-Vehicle. 
  Ghoul Close 5d6x, HB 9, Armor 0, Adept, Toxin Ghoul Infection. 
  Bound Spirit Magic/Close 4d6x, HB 10, Spirit, Mist Form. 
  Wraith Free Spirit Magic/Close 6d6x, HB 12, Spirit, Awakened, Dangerous, Blast 3, Mist Form. 
  Elder Free Spirit Magic/Close 8d6x, HB 18, Spirit, Elder, Awakened, Mist Form. 
  Bug Worker Spirit Magic/Close 2d6x, HB 7, Spirit, Allergy Pesticides. 
  Bug Soldier Spirit Magic/Close 5d6x, HB 10, Spirit, Allergy Pesticides, Reduction Dice 2, Bodyguard. 
  Bug Queen Spirit Magic/Ranged 8d6x, HB 20, Spirit, Elder, Awakened, Allergy Pesticides. 
  Bug Shaman Magic/Close 4d6x, HB 9, Armor 1, Awakened, Blast 5. 
  Vampire Magic/Close 7d6x, HB 12, Armor 0, Awakened, Allergy Sunlight and Silver, Toxin Vampiric Thrall 
  Infection, Mist Form. 
  Western Dragon Magic/Close 10d6x, HB 25, Armor 4, Awakened, Blast 6, Messy, Anti-Vehicle, 
  Destructive 3, Penetrating, Armor Piercing 3. 
   
  Movers and Shakers of New Orleans 
  This section is meant as inspiration for building your fronts (per Dungeon World) and major factions (the 
  “players”) inside the city. If there is a non-zero chance of your players reading this document online, feel 
  free to mess with them by changing up the goals of these factions and replacing the leaders’ names too, 
  for good measure. The local Ancients chapter might be less racist than the elf supremacists of other 
  cities, but they’ll still be elves; or instead of smuggling drugs they could be smuggling weapons and 
  dabble in ecoterrorism. The local Humanis Policlub chapter might also moonlight as a secret vampire 
  hunter society. Keep your players on your toes, guessing and paranoid. 
   
  Gangs with Local Chapters 
  Ancients: elf supremacists, smugglers and drug peddlers. 
  South City Wreckers: dwarf riggers, who do racketeering and neighborhood watch. 
  Halloweeners: mostly human, anarchists without a cause but mayhem.  
  Hammers: human racist skinheads with Norse-themed tattoos, clearly sponsored but unclear by whom, 
  as they don’t do any criminal activities to make money. 
  Rattlers: biker gang, mostly human. They do a lot of smuggling and don’t stay in the city for long, but 
  always come back. 
  The Herd: troll only biker gang. They commit “justice” against racism, among other, more profitable 
  crimes to make the ends meet. 
  Cutters: mixed races, but no elves. Drugs, “insurance”, prostitution. 
  Spike Wheels: troll only biker gang. Hate elves. Hate Ancients. 
  Tigers: human, Chinese. Lots of ink and guns. They work for the Triads. 
  Red Dragon Krewe: mixed races, mostly Vietnamese ethnically. Neighborhood watch, drugs. 
   
  Noteworthy Crime Syndicates 
  Marcone Family: Italian, mostly human, with ties to old money and elbow deep in politics, Marcones are 
  old-fashioned and the most respectable of businessmen that deal in extortion, drugs, BTLs, prostitution, 
  human trafficking, gambling and racketeering. Paul “Pitbull” Marcone is the current boss, and has been 
  for a decade. 
  
   
  104 
  Black Gulf Krewe: smugglers, thieves and pirates with connections across the Caribbean, active in 
  human trafficking, drug trade and corpse stealing, Black Gulf Krewe made a reputation of throwing 
  seriously bad juju at anyone standing in the way of their operations. The leader is not readily apparent, 
  but the word is they are led by Baron Samedi himself, which makes them a religious cult. 
  Los Zetas: a Mexican crime cartel that has evolved from drugs into high-tech crime and ruthless 
  predation of competing criminal organizations. They steal, raid, intimidate, extort, torture, and then flat 
  out rat people out to the cops. No move is too low for them. Los Zetas fight dirty and travel light. There’s 
  a streak of social justice and anarchism, except they do it all for the money. On occasion, they’ve been 
  known to donate to Catholic charities. Their current leader goes by the handle Capo Tomate. 
  Bratva: a mostly-metahuman Russian mob (literally “Brotherhood”) has edged in between the big 
  players, smuggling weapons and people in and drugs out. They have little presence in the city, but have 
  been involved in firefights at the docks with gangs and other syndicates. They do some business with the 
  Marcones. The leader of Bratva goes by the handle “Spetz”. 
   
  Locally Prominent Corporations and their Interests 
  New Orleans Police Services: privatized police force providing law and order for the urban area. Does 
  not exist outside the city; the country side is still at the mercy of state-owned rent-a-cops of various 
  ambitions and jurisdictions. 
  Renraku: supplies the most electric power for the urban area, most of it clean, has trouble at its recent 
  power plant construction from eco-terrorists and peaceful protesters. 
  Ares: inherited a lot of NASA and oil industry infrastructure, has some factories still running, but is 
  mostly milking profits without much investment. Nevertheless, has a research-focused headquarters 
  building in downtown. 
  Fuchi: recently completed a modest sized arcology called “the Cube”. Most of the business is 
  entertainment, cinema and simsense. 
  Yamatetsu: constructed a lot of automated manufacturing plants for household items, but also built, 
  and is still in charge of, New Orleans Monorail mass transit system. 
  Aztechnology: has its NA export headquarters in the city, lots of docks and warehouses. 
  Mitsuhama: originally had a large investment in imports and trade with the Caribbean League but is also 
  ramping up an entertainment studio, competing with Fuchi for skilled labor. 
  United Oil, Gulfstar, Shiawase Petrochemical, Gaeatronics: these four are competing with Ares for 
  municipal contracts related to local natural resources and oil trade.  
  Biogene Technologies (subsidiary of Yakashima), Envirotech (subsidiary of Shiawase), Universal 
  Omnitech, Cross Biomedical, Seretech, Pheonix Biotechnologies, New Horizons: these relatively small 
  companies are all in biotech, medical research, nanotech, cybernetics, genetics and related fields. They 
  all have offices in New Orleans due to proximity to “natural resources”: a lot of exotic wild life 
  (awakened orchids and fascinating new viruses) lives in the nearby wetlands, and what isn’t growing 
  here is imported from Caribbean League, making New Orleans both a trade center and a medical 
  research capital. 
  Lyco Systems: local munitions company that specializes in security drones and weapon miniaturization. 
   
  Active Policlubs 
  Alamos 20,000 (anti-metahuman terrorist organization, outlaws) 
  Humanis (pro-human empowerment political party) 
  Green War (eco terrorist organization, outlaws) 
  Sons of Sauron (angry pro-ork and troll political party) 
  Ghoul Liberation League (pro-ghoul political party, barely legit) 
  Mothers of Metahumans (pro-metahuman charitable political party) 
  Universal Brotherhood (can’t we all just get along political party, cult overtones) 
  
   
  105 
  Astral Space Preservation Society (pro-magic political party, with a dragon backer) 
  Gulf Trade Commission (pro-trade, pro-Caribbean League lobbyist group) 
   
  Awakened 
  The Vigil (a vampire enclave quietly running some things in the city) 
   
  Enslaved 
  1024 (an AI constructed by ???, currently studied by Ares at a secure location in secrecy) 
  Buttercup (an elder “free” spirit in service of Yamatetsu, also a secret in 2050s) 
   
  Locations 
  Google maps provide an excellent map of the city. 
  https://www.google.com/maps/place/New+Orleans  
   
  Uptown: to be continued... 
  Central Business District: to be continued... 
  French Quarter: the heart of New Orleans has not changed much over the years. The cuisine, the music, 
  the nightlife, the architecture is still all there for all the tourists to see and appreciate… safely. NOPS 
  drones hover over every intersection and patrol every alley. You will not find a beggar or a bum here day 
  or night. All street performers are licensed. And any ugly or poorly dressed metahumans (and an 
  occasional rebellious teenager with inappropriate taste) will be promptly picked up and held without 
  charges for 24 hours. Over and over, until they learn which streets to avoid. 
  Ninth Ward: to be continued... 
  Marigny: to be continued... 
  Metairie: to be continued... 
  Bayou: to be continued... 
  Funland: haunted, derelict amusement park, recently bought by New Horizons who has trouble with 
  evicting the squatters living there since the Night of Rage when the whole thing burned down. 
  NASA Michoud Assembly Facility: the facility is condemned and has not been in use in years, but a 
  number of smaller buildings across the road have been rebuilt by Ares that owns the land, to be fully 
  automated factories, likely for munition production runs. 
  Michoud: one of the two Z-zones (slums) of the city, Michoud never recovered since NASA was 
  ‘acquired’ by Ares, which liquidated everything that was not nailed down in New Orleans and moved 
  space industry manufacturing closer to the Cape Canaveral. 
  Lakeview: located in the center of the crescent city and near the city park, Lakeview is the premier real 
  estate, where the old money and the nouveau riches build monuments to their lives of bored excess. If 
  you have to ask how much those houses go for, you can’t afford to live there. 
  Arabi-Chalmette Resettlement Zone: located downriver from the city, this neighborhood went through 
  electrical hell when Hurricane Emily spontaneously created a manastorm that ravaged it for the entire 
  month of July in 2042 with thousands of civilian casualties. The city took great pains to rebuild the 
  rubble into affordable housing, but the project ran over the budget and never paid off due to the 
  manastorm’s sporadic and deadly echoes, not the least of which is a cursed, spooky reputation it has 
  with the locals. To this day, Arabi-Chalmette remains a thorn in the city hall’s side, police patrols avoid it, 
  and so does everyone who can afford to live anywhere else. 
   
   
  
   
  106 
  Example Plot Hooks 
  Daddy’s Little Girl 
  “Pitbull” Marcone of Marcone crime family is hiring every shadowrunner krewe in town to find and 
  bring back his only daughter. Miriam Marcone was last seen at a posh downtown club, Neon Maiden, 
  where she ditched her bodyguard. It won’t take long to discover that one of the people she danced with 
  that night turns out to be a trailer trash drug dealer with a criminal record of ‘criminal transmission of 
  HMHVV’, named Greg Canterbury Jr. The biggest problem about this job is going to be competition. 
  Another monkey in the wrench is that Miriam and Paul Marcone aren’t on speaking terms.  
   
  Special Elections 
  The mayor's funeral is this week, thankfully on a saturday, so the traffic downtown should not be 
  terrible. Joe Garrity, the vice-mayor acting mayor held a conference today. "No criminal charges 
  filed, no foul play suspected, Vince didn't eat right, had a heart attack, give him a break, special election 
  will be held in March, details to be announced." 
   
  Joe Garrity comes from the old money, a southern gentleman who is likely to win the election in a 
  landslide, backed by his influential Humanis Policlub donors. A paranoidly anonymous source is asking 
  you to find enough dirt on him in a week to take him out of the race, and failing that, use a fluid sample 
  provided to infect him, his wife or his daughter with the Krieger strain of HMHVV, turning one of them 
  into a ghoul. If nothing else, that’ll cost him his Humanis backers. 
   
  Little did you know, Joe and his wife Margaret are both immune. Joe’s money is older than most. 
   
  The Rig Job 
  An ancient rusty oil rig five miles out into the Gulf belongs to Ares. Your eco-terrorist friend wants it 
  sabotaged, but in a specific, environmentally safe way. There’s a heavy can full of… some weird 
  compound you need to drop down the shaft to seal it, before you blow the whole thing sky high. It’s a 
  simple enough job for an evening with explosives. 
   
  And it would be, if that gigantic, monstrous platform was as abandoned as it looks like on the outside. 
  They haven’t gotten any oil out of it in decades. There’s only one guard on duty, buried between the 
  monitors of the spider’s nest security room. 
   
  When you get there, the rig is crawling with drones. 1024 of them, to be exact, in constant 
  communication with each other. And that guard is dead. 
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Suplements/Shadowrun Hacks/Running in New Orleans/RunningInNewOrleans.pdf