TEXT: shadowrunner dossier
  YU
  ELF COVERT OPS SPECIALIST/FACE
  Play this character if deception, sneakiness, charm,  
  and guile are your weapons of choice!
  “They can’t hit what  
  they can’t see.”
  “My team can handle the 
  tough jobs, Mr. Johnson. The 
  question is, are you willing 
  to pay a premium price for 
  premium work?”
  “(roguish grin)”
  
  1. Your Character Sheet
  This is you, chummer! All your flash and attitude, your warts and weaknesses. 
  Whether you’re convincing a suit to part with their nuyen, trying to tail a mark without 
  being spotted, or hitting your target when the lead flies, the stats here guide you to 
  whatever brilliant action you want to play out at the table. 
  If there’s anything on this sheet not covered in the quick-start rules, work with the 
  GM to make it up and build your character into legend!
  2. Personal Data
  Your quick-and-dirty rundown. The name makes the runner; make sure it sings. And 
  then you’ve got the metatype, critical to your overall identity. Whether you’re human, 
  dwarf, elf, troll or ork, this will shape the characteristics that define you.
  3. Attributes
  Attributes are the foundation of your character. Do you have a body to tempt an 
  angel? A mind capable of solving P versus NP? A will to overcome the darkest experi-
  ences? You’ll build off these attributes to make a whole shadowrunner.
  7. Skills
  Where you place your heart is where you will flourish. The best foundation lan-
  guishes without dedication and care to adding abilities to it. Time lavished on your 
  skills transforms you into the runner legends are made of, be it a hacker, a gun-runner, 
  spell-slinger—you name it.
  8. Augmentations
  Trading flesh and blood for chrome and steel is commonplace in the Sixth World. 
  You might get a datajack at the temple for ease of Matrix surfing. Or a discreet cyber-
  arm for enhanced strength. Or an entire skin and muscle replacement. How you com-
  bine flesh and chrome is utterly up to you—and the price you’re willing to pay.
  Actions
  During a combat round, you will take a player turn. Your basic Action allotment  
  during your turn is 1 Minor Action and 1 Major Action, plus 1 additional  
  Minor Action for each of your Initiative Dice (in your case, 1). The Sample Actions table, 
  on the last page of this dossier, describe which actions you might take and whether  
  they fall into the Minor and Major categories. Meanwhile, on the second to last page, 
  the Sample Yu Actions table contains actions tailored to your character, with Dice 
  Pools pre-calculated.
  4. Initiative
  At the start of combat, you roll your Initiative Dice (1D6) and add the total to your 
  Initiative rank (9) to get your Initiative Score. Let the GM know what it is!
  5. Edge and Edge Points
  Much of Shadowrun is structured around gaining and using Edge. Your Edge rank 
  indicates how many points you have to start, and the Edge Points tracker can be used 
  as you gain and spend Edge. See the Edge Boosts table on the last page for ways to 
  spend your edge on extra fantastic feats.
  6. Defense Rating
  This is a combination of Body, worn armor, and other effects, including augmenta-
  tions and magic. It is used in comparison to an opponent’s Attack Rating to determine 
  bonus Edge when trying to avoid a blow.
  READ THIS FIRST
  © 2019 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Compan
  personal data
  attributes
  skills
  IDs / LIFESTYLES / CURRENCY
  NAME/PRIMARY ALIAS   Yu
  Body
  Essence
  Agility
  Magic/Resonance
  Reaction
  Initiative
  Strength
  Matrix Initiative
  Willpower
  Astral Initiative
  Logic
  Composure
  Intuition
  Edge
  Unarmed
  Judge Intentions
  Lift/Carry
  Defense Rating
  Charisma
  Edge Points
  Memory
  Movement
  Primary Lifestyle
  Metatype   Elf
  Nuyen
  Age   28
  Fake IDs / Related Lifestyles / Funds / Licenses   Fake SIN (rating 4/ w/ fake Firearms license)
  Reputation
  Karma
  Total Karma
  Misc
  Heat
  Sex   Male
  Height   1.8 m
  Weight   77 kg
  Ethnicity   Cantonese
  Licenses
  Skill 
  RTG 
  ATT 
  DP 
  Type
  Skill 
  RTG 
  ATT 
  DP 
  Type
  augmentations
  Augmentation
  Rating
  Notes
  Essence
  3,500¥
  3
  6
  6
  4
  9 + 1D6
  13
  13
  10
  6
  6
  5/10/+1
  3
  5
  5
  5
  8
  2
  Biotech 
  1 
  L 
  6 
  A
  Close Combat 
  4 
  A 
  10 
  A
  Firearms 
  2 
  A 
  8 
  A
  Perception 
  2 
  I 
  7 
  A
  Outdoors 
  1 
  I 
  7 
  A
  Architecture 
   
   
   
  K
  Con 
  6 
  C 
  14 
  A
  Influence 
  6 
  C 
  14 
  A
  Piloting 
  2 
  R 
  6 
  A
  Stealth 
  6 
  A 
  12 
  A
  Close-up Magic 
   
   
   
  K
  Wildlife 
   
   
   
  K
  1
  2
  3
  7
  8
  9
  4
  5
  6
  All you need to read are these two pages, and with the GM, you can dive 
  into the adventure! The rest of the pages of this dossier bring the character to 
  life in various ways, expand your understanding of game play, and give you the 
  tables you need to make that play smoother.
  
  9. ALL THAT GLITTERS...
  Do you tip the bartender a thousand nuyen at the hot-new dance club? Or do you 
  shuffle empty credsticks around, hoping there’s just a bit more electronic cash floating in-
  side as you flop in a dump in the Barrens? Feast or famine is all too often the runner way.
  10. Core Combat Info
  Sure, you can own a bevy of weapons and armor. But really, you always attune to a 
  few favorites. Treat 'em well, and they'll return it. Love 'em. Name 'em.
  11. Condition Monitor
  If you think you can run the mean, sprawl streets without getting blood on your 
  collar, time to step back out of the shadows. Still here? Good. Use the Condition Monitor 
  to track the damage your mind and meat takes—and the consequences.
  12. Qualities
  Do you always seem to break things? Perhaps you don’t notice a cut until the blood 
  is pooling? Or maybe you just never get sick. These are the extra quirks only you bring 
  to any table—good or bad.
  13. Contacts
  It’s who you know. Who can you tap for that extra bit of knowledge you need, or for 
  that hidey hole when the chips are down and there’s nowhere else to turn?
  14. Gear
  A steel heart and a quick tongue will get you out of many situations. But the right 
  gear can tip the balance in tough spots.
  Tests
  Anytime you take an action where there’s a chance for failure, you’ll need to perform 
  a test, where you generate a dice pool, roll to get a result, and then see if you 
  succeeded. There are two basic types of tests: Simple and Opposed.
  Simple Tests
  In a Simple test, you roll your dice pool, count your hits, and see if you meet or beat a 
  threshold of hits established by the gamemaster. A Simple test is written like this:
  Opposed Tests
  In an Opposed test, two parties (usually the player as PC vs. the gamemaster as NPC or 
  object) roll dice pools and compare the number of hits. The one with the most hits wins. 
  An Opposed test is written like this:
  Stealth + Agility vs. Perception + Intuition
  Acting player’s 
  skill and 
  attribute
  Defending player’s 
  skill and attribute
  CON  +  CHARISMA  (3)  test
  SKILL
  LINKED  
  ATTRIBUTE
  THRESHOLD
  combat: step by step
  On the last page, the Combat: Step by Step table will walk you through building 
  your dice pool and making an Opposed test to see if you succeed and if you don’t, 
  how to take damage.
  GRAB YOUR TOOL CARDS  Once you’ve reviewed these two pages, and the GM has explained the rules, grab your Tool Cards and review.  
  These cards have items from your character dossier, often with more details, presented in an easy-to-access way.
  Take the following cards to use during a game: Ares Light Fire 75, Lined coat, and Erika Elite commlink.
  CHARACTER ___________________________________________________________________________________________________
  PLAYER _____________________________________________________________________________________________________________
  NOTES _______________________________________________________________________________________________________________
  , Inc., in the United States and/or other countries. Permission given to copy for personal use.
  ®
  core combat info
  condition monitor
  qualities
  contacts
  gear
  Quality 
  Notes 
  Type
  Physical Damage Track
  Stun Damage Track
  Characters have 8 + (Body ÷ 2, round up) boxes on the 
  physical damage track; black out extra boxes.
  Characters have 8 + (Will ÷ 2, round up) boxes on  
  the stun damage track; black out extra boxes.
  Primary Armor   Lined coat
  Primary Ranged Weapon   Ares Light Fire 75 (Light Pistol)
  Primary Melee Weapon
  Rating
  DV   
  AR   
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  For every 3 boxes of damage on any one 
  damage track, the character takes a –1 Dice 
  Pool modifier on tests; these modifiers are 
  cumulative within and across damage tracks.
  Name
  Item
  Rating
  Disguise kit
  First Aid K
  Erika Elite commlink 
  DR 4, 2/1
  Fake SIN 
  rating 4, w/ fake Firearms license
  Contacts 
  w/ smartlink
  Lined coat 
  +3
  Passkey 
  rating 4
  DV   2P
  Mode   SA
  Close   10
  Near   7
  Medium   6
  Far   6
  Extreme   —
  Extras: Ammo 16(c), w/ silencer, smartgun]
  Yu
  Catlike
  Double-Jointed
  Billy Shen, an Octagon Triad lieutenant, enforcer, and arms dealer
  Four-Finger Wong, a cyber-surgeon and street doc
  Mia, part-time fixer and waitress at Peaceable Kingdom
  10
  11
  12
  13
  14
  
  Profile
  BACKGROUND
  Once upon a time, Yu was a corp kid from the Can-
  ton Confederation, living a life of relative abundance. He 
  always assumed he’d end up a wageslave like his parents, 
  until the Second Matrix Crash erased his family’s identities 
  and sent the corp they worked for into bankruptcy. Mere 
  months later, Yu’s parents were killed by Black Chrysan-
  themum Triad members demanding protection fees they 
  couldn’t pay, and ten-year-old Yu fled from Foshan to Hong 
  Kong. He ended up as a member of a pickpocket gang, then 
  joined the Red Dragon Triad as a thief and enforcer.
  Yu probably would’ve spent the rest of his life with the 
  Red Dragons, but one of his Triad brothers got wrapped up 
  in better-than-life chips and went on a frenzy, and Yu was 
  forced to kill him in self-defense. The Triad bosses knew it 
  wasn’t Yu’s fault, but they couldn’t let the killing go unan-
  swered, so they shipped him off to an allied syndicate in 
  Seattle. There, Yu met Billy Shen, and Billy passed his name 
  along to Ms. Myth when the troll fixer was putting her new 
  crew together.
  PREFERRED TACTICS
  Making trouble without being seen is Yu’s bread and 
  butter. The skills he acquired as a thief—moving silently, 
  picking locks, placing and palming items without being 
  seen—have served him well in the shadows. He prefers to 
  be completely invisible when possible, but he’s gotten pret-
  ty good at using disguises if the situation calls for it. 
  Since meeting Ms. Myth, Yu has seen the value in being 
  able to get what he wants through charm as well as decep-
  tion. He’s turning his natural elven charisma toward being 
  the team’s face and often takes the lead in negotiating with 
  prospective employers who approach them for jobs. Ms. 
  Myth sometimes ropes him into helping with her corpo-
  rate infiltrations, now that she is looking after a new crew 
  along with her old crew of Sledge, Coydog, Hardpoint, and 
  Gentry.
  Yu’s not afraid to use violence when he needs to, but 
  he does try to keep the body count to a minimum—partly 
  because he knows wageslaves are people too, and partly 
  because he’d rather have those wageslaves’ bosses go after 
  them for letting their guard down than come after him to 
  avenge their fallen comrade. He prefers not to “fight” so 
  much as “ambush,” and if he finds himself in open combat, 
  he’ll do his best to stay behind cover and plink away with 
  whatever firearm he has handy.
  ROLEPLAYING TIPS
  Yu has two distinct personalities: on the job, and off. 
  Off the job, he’s an overgrown teenager who hangs out 
  with his friends, plays sports, sleeps around, experiments 
  with drugs, and uses his charm to get out of trouble. He 
  sees his fellow Red Dragon Triad members and their affili-
  ates, like the Octagon Triad, as family and is loyal to them 
  to a fault. He won’t take a run that goes against the Red 
  Dragons’ interests, but he’s upfront about it and tries to 
  make sure his refusal won’t screw the team over somehow. 
  On the other hand, when he doesn’t have to worry 
  about the Red Dragons, Yu extends the same loyalty to his 
  shadowrunner comrades as he does to his Triad family. He 
  won’t willingly turn on them for anything, and if one team 
  member has a problem, he’s always willing to help—for 
  as long as they’re willing to endure his barrages of terrible 
  puns, anyway.
  On the job, Yu’s a chameleon. He can be as charming 
  or as cold as he needs to be, and he’ll work with just about 
  anyone—and do so with a smile—regardless of their back-
  ground. The only people he refuses to deal with are BTL 
  dealers and organleggers, because of how those two trades 
  have wreaked havoc on his life. He takes a certain joy in 
  tearing them down.
  Vital Contacts
  • 
  Billy Shen, an Octagon Triad lieutenant, enforc-
  er, and arms dealer
  • 
  Four-Finger Wong, a cyber-surgeon and street doc
  • 
  Mia, part-time fixer and waitress at Peaceable 
  Kingdom
  favorite hangouts
  • 
  Peaceable Kingdom, a Chinese restaurant in 
  Tacoma
  • 
  The Sports Bar, a… sports bar in Downtown 
  Seattle
  • 
  Vigilant Iron Schooling House, a martial arts 
  studio in Redmond
  favorite downtime activities
  • 
  Hanging out with his fellow Triad members
  • 
  Playing and watching basketball
  • 
  Studying martial arts
  SHADOWRUNNER DOSSIER: YU (ELF COVERT OPS SPECIALIST)  //  PROFILE
  4
  SHADOWRUN: BEGINNER BOX
  
  example run
  Meeting Mr. Johnson
  planning and legwork
  The earliest part of the run, when the run-
  ners first meet with their prospective employ-
  er, is one of the easiest places for a charismat-
  ic character to shine. After all, negotiations are 
  their bread and butter, and what runner doesn’t want a little 
  more money?
  Yu’s player adds the ratings of Yu’s Influence skill (6) and 
  Charisma attribute (8) for a total of 14 dice, then rolls. The 
  results are 4, 5, 3, 2, 5, 3, 5, 6, 5, 3, 2, 4, 3, 2: a total of five 
  hits. The gamemaster tells Yu that he got two net hits, and 
  Satou raises the team’s fee by 500 nuyen per net hit, for a 
  total of 11,000 nuyen each. They’ll still only get 5,000 nuyen 
  up front, though.
  The planning and legwork phases of a run are 
  where Contacts and Knowledge skills are most like-
  ly to be useful, either because a character’s experi-
  ence is relevant to the run, or a character can see 
  whether a Contact can do or get something for the team.
  In this case, Yu’s doing the latter, using Ms. Myth as a 
  Contact to try digging up a genuine Ares Matrix technician’s 
  uniform (or something close enough to pass for genuine at a 
  glance). The gamemaster asks Yu to roll Influence + Charisma. 
  Yu does so, and gets three hits—but unfortunately for him, Ms. 
  Myth gets four. Apparently the charming troll still has a few 
  tricks left to teach him. She gives him the information, because 
  she wants the team to succeed, but she squeezes some money 
  out of Yu for the favor.
  This run, like most runs, begins with a call from Ms. 
  Myth, the team’s fixer. “Looks like you guys just made the 
  big leagues,” she says. “A Mr. Johnson—Mr. Satou, actually—
  from one of the triple-A megacorps 
  has a job for you.” Myth’s set up a 
  meeting for the team with Satou 
  tomorrow night at the Big Rhino, a 
  Downtown Seattle landmark known 
  for its genuine ork cuisine. “And be-
  have yourselves, all right? There are 
  plenty of Knights downtown, and if 
  you do anything stupid, it’s my rep 
  on the line,” she reminds everyone.
  When the team arrives, they see that “Mr. Satou” is the 
  textbook image of a middle-aged Japanese megacorp exec-
  utive. Satou invites them to sit and order drinks. Once ev-
  eryone’s refreshments arrive, he explains the job. Ares Mac-
  rotechnology is at the top of the arms business—and their 
  competitors, including Satou’s employer, would love to see 
  that change. Satou has discovered that Ares is storing research 
  data from on-hold research projects in Seattle. He wants the 
  runners to steal the data from one of those projects, currently 
  stored on a nested host at Ares Plaza in Everett. He offers 
  them 10,000 nuyen, with half up front, as is typical in the 
  shadows.
  Yu turns to the team to see their reactions, and nobody 
  objects. He decides to see if he can squeeze a little extra mon-
  ey out of Mr. Satou though, because isn’t that why they’re 
  all here? Yu points out that Ms. Myth already has a repu-
  tation for hiring teams that work quickly and quietly, and if 
  Mr. Satou is asking for services beyond the usual standard, 
  it’s only fair that he should pay a premium. Satou’s heard the 
  argument before, but if a paltry few thousand nuyen gets the 
  job done that much faster—and puts a much-bigger bonus in 
  Satou’s pocket—it’s worth it. The extra nuyen will only come 
  with the second half of their payment though, because the cer-
  tified credsticks carrying their advance only hold 5,000 nuyen 
  each. Satou also gives the team the hash code they’ll need to 
  identify the plans containing the files he wants, so they don’t 
  have to decrypt and scan every file on the host.
  During their planning meeting, the team decides that 
  if Mr. Satou wants “fast and quiet,” the best way to pull 
  paydata from the nested server will be to disguise Yu as 
  an Ares Matrix technician. When he reaches the server 
  room inside the Ares facility, he’ll 
  plug his commlink directly into 
  the server so Zipfile doesn’t have 
  to hack through seven proxies to 
  reach the paydata. The others will 
  be on standby in case something 
  goes wrong, such as Yu’s cover be-
  ing blown.
  At the end of the meeting, each 
  team member has a legwork task to complete. Yu’s is to 
  acquire the uniform he needs to pose as an Ares employee. 
  He calls Ms. Myth to see if she knows anyone who would 
  sell them, and she gives him the name of a black-market 
  clothier—for a price, because everything has a price in 
  the shadows. Once Yu’s forked over the nuyen, Ms. Myth 
  warns him that it might take some persuading for him to 
  get on to her associate’s client list, but he’s confident that 
  he’ll find a way. Within a few days, he’s got his hands on 
  the uniform he needs.
  DRAMATIS PERSONAE
  Zipfile: Dwarf Decker 
  Rude: Troll Street Samurai
  Frostburn: Ork Combat Mage 
  Yu: Elf Covert Ops Specialist/Face
  Emu: Human Rigger 
  Ms. Myth: Troll Team Fixer
  EXAMPLE RUN  //  SHADOWRUNNER DOSSIER: YU (ELF COVERT OPS SPECIALIST)
  5
  SHADOWRUN: BEGINNER BOX
  
  doing the job
  The legwork is done, and the team’s as prepared as 
  they’re going to get. Now, it’s time for some shadow-
  running—well, almost. Before the run begins, Yu takes 
  the time to make every little detail of his wageslave 
  disguise as close to perfect as 
  he can get—after all, it’s a lot 
  easier to not draw attention to 
  yourself if you don’t give peo-
  ple a reason to be suspicious. 
  Then he stashes his collaps-
  ible baton in his pocket and 
  sets off for the Ares facility.
  Yu’s first challenge is the 
  keycard-controlled elevator in the facility’s lobby. He 
  crosses his fingers in his pocket as he swipes his trusty 
  maglock passkey through the cardreader and punches 
  the button for the twenty-fifth floor—but the elevator 
  refuses to budge. Luckily, the keycard works the sec-
  ond time, then a third when Yu lets himself into the 
  server room on the twenty-fifth floor.
  Since Zipfile won’t be able to loop the server 
  room’s cameras while she’s hacking the server, Yu 
  ducks out of the security camera’s view and plugs his 
  commlink into the mainframe. A tense minute passes 
  until Zipfile lets out a cheer—followed immediately 
  by a curse. The decker got the paydata but tripped an 
  alarm in the process, and building security is on the 
  way to investigate.
  Yu grabs his commlink and heads for the eleva-
  tors, but a few steps into the hallway, someone calls 
  out from behind him: “Hey, you!” Yu stops by reflex 
  and turns around to see a male ork wearing an Ares 
  uniform matching his own. “What were you doing in 
  there?”
  “Hey, good thing you’re here! I just saw someone 
  plant a bug on the secure host. Come on, I’ll show 
  you!” Yu makes a show of searching for his keycard 
  until the Matrix tech just shakes his head and opens 
  the server room door. He then leads the Ares employ-
  ee into the corner behind the host equipment, out of 
  sight of the cameras. “He was right over there.” The 
  technician pushes past Yu to inspect the mainframe—
  then grunts and doubles over in pain as Yu’s extend-
  able baton cracks across his back. Caught off guard, 
  the tech turns around, slack-jawed with surprise. He’s 
  too dazed by the blow to warn security before Yu hits 
  him again and sends him tumbling to the floor, uncon-
  scious.
  Trying to leave for the second time, Yu hears Zip-
  file’s report that she’s stalled security by sending their 
  elevators to the ground floor. That buys him some 
  time, but it also means he’ll have to get past the goons 
  if he wants to leave that way. Instead, Yu sends Frost-
  burn and Rude a message to switch to plan B, and he 
  heads for the rear of the building. Around the corner, 
  glass shatters, and wageslaves shriek in terror as one 
  of the floor-to-ceiling windows crashes to the ground. 
  Yu gives the Ares employees a jaunty little wave as he 
  strolls to the open window, then pauses for a moment 
  to look out across the twenty-five-story drop before he 
  leaps into empty space—and floats away, suspended 
  by Frostburn’s Levitate spell.
  Now that Yu has his Ares Matrix technician costume (uni-
  form and tool kit), the last detail he takes care of is disguising 
  his face to prevent anyone who reviews the security feed from 
  recognizing him. As they and the gamemaster agree, Yu uses 
  his disguise kit and rolls Stealth + Intuition, getting 6, 4, 1, 5, 6, 
  1, 1, 3, 6, 1, 2: four hits. Those four hits are now the threshold for a Percep-
  tion + Intuition roll for anyone to see through Yu’s disguise. 
  Yu doesn’t need to roll anything to hide his baton—he just makes sure 
  it’s collapsed and stuffs it in a pocket. Anyone trying to spot it will have to 
  make a Perception + Intuition test, with a threshold determined by the gam-
  emaster based on the Threshold Guidelines in the rulebook (p. 5).
  The maglock passkey is an Opposed test between the rating of Yu’s 
  passkey and the rating of the elevator’s maglock. It’s a rating 4 passkey, so 
  Yu rolls and gets 1, 4, 3, 3: a failure! Yu decides to wait long enough that he 
  doesn’t get the –2 “trying again” penalty for a second roll, but the gamemas-
  ter is feeling generous and tells Yu he can go ahead right away. This time, 
  he rolls 1, 1, 5, 5: two hits, and the gamemaster tells him the passkey works.
  Next, after Yu reaches the server room and uses the passkey to let him-
  self in, he rolls Stealth + Agility to hide and gets four hits. If anyone else 
  comes into the server room, they’ll need to get at least five hits on their 
  Perception + Intuition roll to spot him. (He doesn’t need to roll anything to 
  plug his commlink into the server.)
  When he’s confronted by the Ares employee, Yu says he wants to lead 
  the tech into the server room and ambush him out of sight of the cameras. 
  The gamemaster rules that it’ll take two separate rolls: a Con + Charisma roll 
  to bluff the Ares tech into thinking that Yu is a coworker, and an Influence + 
  Charisma roll to convince the man to follow him. Since Yu went to the trou-
  ble of getting a genuine Ares uniform during the legwork phase of the run, 
  the gamemaster gives him a bonus point of Edge for “talker’s appearance 
  is perfectly suited for their role.” With his base Edge of 2, he has 3 points of 
  Edge for these Social tests.
  Yu makes his Con roll first, and gets 3, 2, 1, 3, 5, 4, 6, 5, 5, 3, 2, 5, 4, 3: 
  five hits. The gamemaster rolls the technician’s Intuition + Willpower and 
  tells Yu that he succeeded, and gives him two more points of Edge for “lis-
  tener is disposed to listen to people like the talker” (the tech thinks Yu is a 
  colleague thanks to the successful Con test) and “listener sees clear gain 
  from what talker is saying” (the tech wants to keep his job). Then, Yu makes 
  his Influence roll and gets 1, 3, 2, 4, 6, 2, 6, 1, 3, 4, 5, 4, 5, 6: five hits again. 
  The technician follows him into the server room. To draw his baton without 
  the tech hearing him, Yu rolls Stealth + Agility and gets three hits, and the 
  gamemaster tells him the technician doesn’t notice.
  Now, it’s time for Yu to bring the pain. The gamemaster declares that 
  combat is starting, and asks everyone to roll Initiative. The gamemaster also 
  rolls Reaction + Intuition for the tech to see if he is surprised. He gets only 
  2 hits, so the tech is caught off guard by Yu’s attack. Yu’s Reaction is 4 and 
  his Intuition is 5, and the 1D6 he rolls comes up as a 3, which is added to his 
  Initiative rating of 9 to get an Initiative Score of 12. The gamemaster says 
  Yu goes first. Since he drew his baton before the fight started, Yu uses the 
  Attack Major Action to try whacking the technician over the head. He rolls 
  Close Combat + Agility and gets 3, 5, 1, 6, 1, 5, 4, 6, 2: four hits. The game-
  master says that all four of Yu’s hits were net hits, which are added to the 
  baton’s base 3S damage to inflict 7 Stun—and the tech’s Damage Resistance 
  Body roll does not resist any of it. 
  Since Yu’s attack took the tech by surprise, the tech can’t act this com-
  bat round, so the next combat round starts, and Yu gets his next action. Yu 
  follows up his first baton swing with a second and gets another four hits. The 
  luckless technician doesn’t dodge this one either, taking another 6S dam-
  age. That fills the technician’s Stun Condition Monitor, knocking him out.
  After the scuffle, there isn’t much left for Yu to roll. The gamemaster 
  might ask him for an Athletics + Agility roll to jump out the window without 
  slipping on broken glass, or a Charisma + Willpower test to keep his cool 
  while he leaps from a twenty-fifth-story window.
  example run
  SHADOWRUNNER DOSSIER: YU (ELF COVERT OPS SPECIALIST)  //  EXAMPLE RUN
  6
  SHADOWRUN: BEGINNER BOX
  
  getting paid
  It’s finally time for the team to turn their stolen pay-
  data into a payday. Yu calls the 
  commcode Mr. Satou gave him 
  and arranges a meeting. Even 
  though the job is done, the team’s 
  a little tense as they roll up to the 
  meet site; Johnsons regularly try 
  to double-cross runners they hire, 
  killing them instead of paying 
  them. The meeting goes off with-
  out a hitch though, and the crew 
  walks away with fatter credsticks—and the promise of 
  more work from Mr. Satou in the future.
  Cautious players might want to make Per-
  ception + Intuition tests to spot any potential 
  ambushes by a double-crossing Mr. Johnson, but 
  unless one side betrays the other, there’s really 
  no need for it—the team’s just there to collect their nuyen!
  example run
  sample YU actions / traits / dice pools (P. 5)
  Perception: Perception + Intuition (Base Dice Pool: 8)
  ACTION
  SKILL & LINKED ATTRIBUTE ROLLED
  BASIC DICE POOL
  Attack, Melee Combat (Major)
  Close Combat + Agility
  9
  Attack, Weapon Combat (Major)
  Firearms + Agility
  8
  Use Skill, Fast-Talk (Major)
  Con + Charisma
  14
  Use Skill, Palming (Major)
  Stealth + Agility
  12
  Use Skill, Sneaking (Major)
  Stealth + Agility
  12
  YU'S GAME PLAY TABLES
  EXAMPLE RUN  //  SHADOWRUNNER DOSSIER: YU (ELF COVERT OPS SPECIALIST)
  7
  SHADOWRUN: BEGINNER BOX
  
  YU'S GAME PLAY TABLES
  tests (P. 5)
  Simple Test: Skill + Linked Attribute vs. Threshold 
  Opposed Test: Attacker Skill + Linked Attribute vs. Target Skill + Linked Attribute 
  Untrained Test: Attribute – 1 vs. threshold
  Buying Hits: One hit for every four dice, rounded down
  Trying Again: Retrying a test when circumstances have not changed imposes a 
  –2 dice pool penalty.
  Using Edge: The guideline for using Edge are as follows: 
  • 
  Only one expenditure of Edge per action. 
  • 
  Edge can be accumulated up to a limit of 7. 
  • 
  Edge accumulated over your base rank goes away when you complete any 
  ongoing confrontation.
  Depending on how much Edge is spent at once, various bonuses are possible, see 
  Edge Boosts table at right. 
  COMBAT ROUNDS & PLAYER TURNS (P. 8)
  • 
  Initiative: Roll Initiative Dice and add the total to Initiative Score 
  • 
  Combat round = approximately three seconds and consists of one player 
  turn for everyone in combat. 
  • 
  During their turn, each participant may take 1 Minor Action and 1 Major 
  Action per turn. 
  • 
  Players get 1 additional Minor Action for every Initiative Die they have.
  • 
  Major Action can be used to perform a Minor Action. Can trade 4 Minor 
  Actions to perform 1 Major Action.
  Sample actions (P. 8)
  MINOR ACTIONS
  MAJOR ACTIONS
  Drop Object (A)
  Attack (I)
  Drop Prone (A)
  Fast-talk (A)
  Move (I)
  Observe in Detail (I)
  Reload Smartgun (I)
  Palming (A)
  Stand Up (I)
  Pick Up/Put Down Object (I)
  Take Cover (I)
  Ready Weapon (I)
  Reload Weapon (I)
  Sprint (I)
  Use Simple Device (I)
  Use Skill (I)
  COMBAT: STEP BY STEP (P. 7)
  1. Grab dice
  Attacker: [appropriate weapon skill] + Agility
  Defender: Reaction + Intuition
  Buying Hits: One hit for every four dice, rounded down
  2. Distribute Edge
  • 
  Compare Attack Rating of weapon to Defense Rating of target. If either is 4 or 
  greater than the other, player with bigger value gets a bonus Edge point.
  • 
  Does either combatant have visual enhancements or gear to compensate for 
  environmental situations: raining, dark, overcrowded, and so on? Compare 
  and toss an Edge to whoever has the advantage. If it balances out, no one 
  gets an Edge.
  • 
  Review if any gear that might influence Edge distribution comes into play.
  3. Roll dice
  • 
  Any use of pre-roll Edge (Pre) is declared now.
  • 
  Roll dice: count hits and note glitches.
  • 
  Any use of post-roll Edge is declared now.
  • 
  Once hits are tallied, call it success or miss based on whether the attacker 
  got more hits than defender. If a success, add net hits to base Damage Value 
  of weapon.
  4. Soak some damage
  • 
  If miss, stop.
  • 
  If hit, defender rolls Body attribute as a Damage Resistance test. Each 5 and 
  6 cancels a point of Damage Value from above. (Edge may be used here.) 
  5. Bring the pain
  • 
  Apply damage left after Step 4 to appropriate Condition Monitor.
  edge boosts (P. 6)
  1 Edge 
  • Reroll one die (Post)
  • Add 3 to your Initiative Score (Any)
  2 Edge
  • +1 to a single die roll (Post)
  • Give ally 1 Edge (Any)
  • Negate 1 Edge of a foe (Pre)
  3 Edge
  • Buy one automatic hit (Any)
  • Heal one box of Stun damage (Any
  4 Edge
  • Add your Edge as a dice pool bonus to your roll, and make 6s explode (Pre)
  • Heal one box of Physical damage (Any)
  5 Edge
  • 2s count for glitches for target (Pre)
  • Create special effect (gamemaster discretion)
  special rules for combat (P. 8)
  Movement: All characters move 10 meters a turn with the Move Minor Action. 
  Sprint: 15 meters per turn and make Athletics Skill + Agility test—each hit adds 1 meter.
  Range Categories
  Close: 0–3 meters
  Near: 4–50 meters
  Medium: 51–250 meters
  Far: 251–500 meters
  Extreme: 501 meters +
  Firing Mode
  SS: Single bullet. No changes to a weapon’s attributes. SS is always assumed in 
  stat blocks and not listed.
  SA: Two bullets. Decrease Attack Rating by two and increase damage by 1.
  BF: Four bullets. Narrow burst: decreases Attack Rating by 4 and increases dam-
  age by 2; Two Targets: split dice pool between two targets and count each as an SA-
  mode shot. 
  
SOURCE: textdata/thevault/Shadowrun [multi]/6th Edition/Shadowrun 6e - Beginner Box - Dossier - Yu.pdf