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  Made by Christoffer Krakou – chris.krakou@gmail.com 
  SHADOWRUN RULE SET 
  GET SAVAGE, CHUMMER. 
  ACKNOWLEDGEMENTS 
  WRATHOFZOMBIE: For creating the savage shadowrun rule set I based this on. Most of the edges, 
  the rules for cyberware, the races, the skills and the arcane backgrounds are his doing or an 
  evolution of it.  Go check out his stuff: http://wrathofzombie.wordpress.com/ 
  HAWAIIANBRIAN: For putting his hacking rules on the net for me to steal. I based my own rules 
  primarily on his, along those from Triple Ace Games. The rules are taken from his Nightrun: Murder 
  City page here: https://nightrun.obsidianportal.com/wikis/hacking.  
  You should also check out his blog here: http://getsavaged.blogspot.dk/  
  TRIPLE ACE GAMES: For creating the “Daring Tales of the Sprawl” adventures and setting rules. My 
  hacking rules are based on the ones they made freely available on their site. They also have many 
  other settings. I hear great things about Hellfrost. http://www.tripleacegames.com/ 
  FASA CORPORATION AND CATALYST GAME LABS: For creating an awesome game setting and a 
  successful game. I may not be fond of the system, but the richness of the sixth world continues to 
  amaze me. Everything Shadowrun, including the names of the weapons, races, drugs, vehicles and 
  some of the cyberware are copyright of Catalyst Game Labs, but you probably knew that already. 
  Go buy their sourcebooks. I recommend Runner Havens.  
  PINNACLE ENTERTAINMENT: For making Savage Worlds, giving me a delightful alternative to 
  Dungeons and Dragons 3.5 / Pathfinder. Savage Worlds is property of Pinnacle Entertainment. Go 
  buy their stuff.   
   
  “This game references the SAVAGE WORLDS game system, available from Pinnacle Entertainment 
  Group at www.peginc.com. SAVAGE WORLDS and all associated logos and trademarks are 
  copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no 
  representation or warranty as to the quality, viability, or suitability for purpose of this product.” 
   
   
  
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  SETTING RULES 
  GRITTY DAMAGE 
  The streets of the sixth world are dangerous, Omae. Gritty Damage rules from the Savage Worlds 
  Deluxe Edition (SWDX) are therefore used. Soak rolls are still allowed as normal. 
  STARTING NUYEN FOR EQUIPMENT 
  Characters start with 10,000 Nuyen to buy items and lifestyle with (they can take Rich or Very Rich 
  Edge or Debt to increase this amount). Using points in character creation increase the amount by 
  5,000 each point. 
  STARTING CONTACTS 
  Each player starts with either two Level 1 contacts or one Level 2 contact. Contacts are essentially 
  NPC’s that the player creates, who can provide information and other services (For the right price, 
  obviously. Nothing is free, Omae). Contacts are detailed in the Edges section, under Connections.  
  KNOWLEDGE SKILL POINTS 
  Each character begins with an additional five skill points that can only be used on specific 
  knowledge and language skills. The examples below are by no means exclusive. Examples of 
  knowledge skills include: 
   
  Street Gangs 
   
  Sports teams 
   
  Shadowrunner etiquette 
   
  Corporate security 
   
  Military tactics 
   
  Magical theory 
  MULTIPLE LANGUAGES 
  Every character starts out knowing their native language, represented by a D8 in knowledge 
  (*language*). Other languages must be bought as knowledge skills, linked to Smarts. Common 
  languages are English, Japanese, Mandarin and German. 
  INITIATIVE PASSES 
  Initiative passes are a staple rule from Shadowrun, and they normally come from cyberware, magic 
  or drugs.  Under normal circumstances, a character has one initiative pass per round, and draws 
  only one card as normal. When a character gains another initiative pass, the character draws two 
  initiative cards and acts on both. A character can have three initiative passes per round at 
  maximum. Extra initiative passes from different sources do not stack. 
  If the character has the Quick edge, this works as normal. The Level Headed edge means that a 
  character with two initiative passes draws three cards and act on two of them. This becomes four 
  with the Improved Level Headed edge.  
  
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  The only exception to this is movement. If your character has a pace of 6, he can only move 6 
  squares per round, regardless of how many initiative passes he possesses. You can either move all 
  at once, or divide your movement between initiative passes as you please. 
  ESSENCE 
  All characters start the game with 6 points of essence. Essence represents the characters 
  connection to the natural, awakened world. When essence reaches zero, the characters soul 
  forfeits the inhuman shell and the character dies. Invasive surgery, such as Cyberware, depletes 
  essence by replacing the natural with the artificial. Some hideous forms of magic also deplete 
  essence.  
  Awakened characters depend on their essence more than anyone else does. For every point of 
  essence lost, an awakened character takes a -1 penalty on their spellcasting rolls, whether they are 
  Magicians, Shamans or Adepts. 
  Once lost, essence can never be regained.  
  CHARACTERS 
  This chapter details everything needed to make a character in the sixth world. Unless otherwise 
  noted, everything from the Savage Worlds Deluxe Edition is still available.  
  METATYPES 
  The following metatypes replace the races commonly available in the standard Savage Worlds 
  rules.  
  HUMANS 
   
  Humans are the main race of Shadowrun. They receive one free edge at character 
  creation. 
   
  Humans also begin with four bennies each session (this stacks with Luck and Great Luck 
  Edges). 
  DWARF 
   
  Start with d6 Spirit 
   
  Thermal Vision 
   
  Resistant to Disease/Toxins (+2 to Vigor rolls to resist disease or poisons) 
   
  Pace 5 
  ELF 
   
  Start with d6 Agility 
   
  Gain Attractive Edge 
   
  Low-Light Vision 
  ORK 
   
  Start with d6 Vigor 
  
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   
  Start with d6 Strength 
   
  Low-Light Vision 
   
  -2 Charisma 
  TROLL 
   
  Start with d6 Vigor may be bought up to d12+2 at creation.  
   
  Start with d6 Strength 
   
  +1 Toughness; +1 reach 
   
  Thermal Vision 
   
  Raising Smarts cost double, even at character creation.  
   
  Gain Ugly hindrance 
   
  Must pay 25% more for all weapons/clothing due to size requirements. 
  SKILLS 
  Riding is not appropriate for the sprawls of the sixth world and is unavailable. The regular magic skills 
  (Faith, Spell casting, Psionic and Weird Science) are also gone. 
  The following skills have been altered or made available. 
  BUILD/REPAIR (SMARTS) 
  Replaces the Repair Skill. Specify type: Guns, Blades, Armor, Ground Vehicles, Cyberware, etc. You 
  can work on anything not specified at a -2 to your roll (without proper tools and workspace, you 
  suffer -2 as well). 
  DECEPTION (SMARTS) 
  Whenever you try to trick, swindle, bamboozle, deceive, hoax, hustle or con someone, this is the 
  skill, no matter the venue. Examples include forging an entry card, fast-talking you way out of 
  paying the bills or planting false evidence on the net. If the interaction happens face to face, your 
  charisma modifier applies.  
  EQUILIBRIUM (SPIRIT) 
  Used for casting Adept abilities. This skill represents your inner strength and willpower. 
  HACKING (SMARTS) 
  Used for hacking computers and electronics. Remember that computers are everywhere in the 
  sixth world, and hacking the enemies’ poorly secured smartlink never gets old. 
  SORCERY (SPIRIT) 
  Used for casting Magician spells. It is also used when binding and controlling spirits. 
  SHAMANISM (SPIRIT) 
  Used for casting Shaman spells. It is also used when binding and controlling spirits.  
  
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  EDGES 
  The following edges from the Savage Worlds Deluxe edition are not available. All other edges are 
  available for taking.  
   
  Arcane Backgrounds from the SWDX. Three new arcane backgrounds are described in this 
  document. 
   
  Beast Bond 
   
  Beast Master 
   
  Brave 
   
  Champion 
   
  Florentine 
   
  Holy Warrior 
   
  Liquid Courage 
   
  Mentalist 
   
  Noble 
   
  Power points 
   
  Power Surge 
   
  Rapid Recharge 
   
  Imp. Rapid Recharge 
   
  Wizard 
   
  Woodsman 
  BACKGROUND EDGES 
  BLAND 
  Requirements - Novice 
  You look average and normal. People who try to describe you have a hard time clearly 
  remembering what you look like, because you seem to look like everyone else. Anyone attempting 
  to shadow or case you (or point you out in a lineup) suffers -2 to their Notice rolls.  
  CYBER UP! 
  Requirements - Novice 
  You got some impressive chrome in your body. You may have had an accident, a rich uncle or 
  something.  You start the game with five ranks of cyberware, all at level one. For example, you 
  could either have: 
   
  One cyberware package at rank 5. 
   
  Two cyberware packages, one at rank 3 and one at rank 2. 
   
  Two packages at rank 2 and one at rank 1. 
  And so on. 
  RICH 
  Requirements - Novice 
  
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  You start with 75,000 ¥. There is no annual salary with this Edge as per normal SWDX rules. 
  FILTHY RICH 
  Requirements - Novice and rich 
  You start with 150,000 ¥. There is no annual salary with this Edge as per normal SWDX rules. 
  SEASONED RUNNER 
  Requirements - Wild Card, Novice 
  You have been running the shadows for a bit, or possibly just had to grow out of your fledging 
  runner pants quickly. You start the game as Seasoned and begin with 20 Experience points. Level 
  up your character appropriately. The downside is during this time you have been rattled around a 
  bit and something unpleasant has happened to you. Roll a d10 to see what has befallen your hero. 
  Flip a coin as necessary  
  1) Bad Luck Hindrance 
  2) Wanted  
  a. Minor 
  b. Major 
  3) Secret 
  a. Minor 
  b. Major 
  4) Debt (1) Minor; 2) Major) 
  5) Maimed. Roll a D4:  
  a. One Eye  
  b. Lame 
  c. One Arm 
  d. One Leg 
  6) Ugly Hindrance 
  7) Enemy  
  a. Minor 
  b. Major 
  8) Phobia  
  a. Minor  
  b. Major 
  9) Freeze Up 
  10) Nightmares 
   
  STRONG ESSENCE 
  Requirements – Novice. 
  You hold on to your essence for dear life, and cyberware does not affect your humanity as much 
  as that of others. When you install a piece of cyberware, you subtract 0.25 points from the essence 
  cost.  
  
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  COMBAT EDGES 
  QUICK RELOAD 
  Requirements - Seasoned, Agility d8, Shooting d6 
  You are able to reload your gun and shoot in the same round without suffering the normal -2 multi-
  action penalty to your action. This includes changing ammo types. 
  AWAKENED EDGES 
  ASSENSING MASTER 
  Requirements - Novice, Arcane Background (Adept or Magician) 
  When you roll a casting check to gain information about a target while Assensing, you add +2 to 
  your rolls on information gained. 
  MAGICAL ENDURANCE 
  Requirements - Novice, Arcane Background (Any), Equilibrium/Shamanism/Sorcery D6 
  Gives a Caster a +2 bonus for resisting Drain. 
  MYSTIC ADEPT 
  Requirements – Novice, Arcane Background (Adept), Equilibrium D6 
  This edge allows the Adept to pick a power from the Mage and Shaman list. This edge can only be 
  taken once per rank. 
  RITUAL CASTER 
  Requirements - Seasoned, Sorcery d8 
  When you cast a ritual, you receive +2 to your roll.  
  SPELL FOCUS 
  Requirements – Novice, Arcane Background (Magician or Shaman) 
  You get a bonus of +2 to casting a specific spell. 
  SPELL FOCUS, IMPROVED 
  Requirements - Seasoned, Sorcery or Shamanism d6, Spell Focus 
  You get a bonus of +2 to casting all spells of a certain type (Combat, Manipulation, etc.).  
  SPIRIT AFFINITY 
  Requirements- Novice, Arcane Background (Magician or Shaman) 
  When a Magician or Shaman attempts to summon an Elemental or Spirit, they gain +2 to their roll 
  
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  DIGITAL EDGES 
  HACKER 
  Requirements - Novice, Smarts d8, Hacking d8, Investigation d6, Deception d6 
  You are a real wiz kid with a commlink, and you know your way around the matrix better than most. 
  You get a +2 bonus to hacking rolls. You also get a +2 on Investigation and Deception rolls made in 
  the matrix, such as looking up information, spoofing virtual identities and trailing someone through 
  the matrix.  
  NOVAHOT HACKER 
  Requirements – Seasoned, Hacker, Spirit D8 
  When you jack into the matrix, you do not waste time or mess around. When you jack into systems 
  using Hot Sim, you get yet another initiative pass, making it 3 in total.  
  RIGGER 
  Requirements - Novice, Hacking d6, Cyberware: Head Gear (Vehicle Control Rig)  
  You have practiced a bit with your VCR and you are getting the hang of it. When you jack into 
  drone or vehicle, you no longer take a -2 on all skill rolls. While jacked in, the drone also gains the 
  use of the Quick edge. 
  IMPROVED RIGGER 
  Requirements - Seasoned, Rigger, Hacking d8, Shooting d6 
  You have become one with the machine and jacking into drones have become a second nature. 
  When you jack into a drone, you gain the use of one of the following edges, which is selected at 
  jack-in: 
   
  Rock and Roll 
   
  Marksman 
   
  Dodge 
   
  Frenzy 
  DRONE CONTROLLER 
  Requirements - Novice, Rigger 
  You have improved your skill with drones. You can direct a number of drones equal to half your 
  hacking die as a single action. Your drones are also considered subordinates for the use of 
  leadership edges.  
   
  SKILL EDGES 
  ACE 
  
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  Works as in the SWDX, except that the bonus is also added when rigging vehicles.  
  CONNECTIONS 
  Requirements – Novice 
  Instead of being tied to an organization as in the SWDX rules (pg. 41), when you purchase this edge 
  you either gain one level 1 contact or can raise an existing contact a level, to a max of level 3. It is 
  up to you to decide who they are. Examples include:  
   
  TALISMONGER: The person who sells magical equipment, spell formulae and more. 
  Invaluable to the awakened character 
   
  ARMS DEALER: Do I really have to tell you why it is practical to know someone who can get 
  you a high-powered autocannon? 
   
  STREET DOCTOR: Being shot in the face is an occupational hazard. Be prepared.  
   
  FIXER: The Fixer makes his living making sure the right runners meet the right Johnsons. The 
  Fixer can always be counted on to get you a job, if you stay on his good side.  
   
  CROOKED COP: Some police officers take money under the table to let certain people be 
  unbothered by the law.  
   
  MECHANIC: Get your vehicles fixed and modified.  
   
  BARTENDER: Do not scoff at the bartender. If anyone knows the talk of the town, it is he. 
  Remember all the stuff you have said to some bartender in a seedy waterhole while you 
  were knee deep in cheap booze? He remembers.  
  Level One Contacts - Standard contact. 
  You use them sometimes and they may remember you, but then again they might not. They could 
  have information you need, but they also might not know a Hacker from a shoebox. They have no 
  loyalty to you and would rat you out at the first sign of trouble 
  Level two Contacts - You see them on a semi-regular basis.  
  You may have done a few favors for them, or passed enough Nuyen their way, that they have 
  become more endeared to you, and you have become friends. You receive +1 to Charisma 
  checks when attempting to get a Level 2 contact to do something for you. 
  Level three Contacts - These are more than friends to you.  
  They are stout friends who will stand by you. You may have grown up with this person, or saved their 
  life. You see this person on a regular basis, and really do not even think of them as a contact 
  anymore. You receive +2 to Charisma checks when attempting to get a Level 3 contact to do 
  something for you. You can also burn a benny for an automatic success with a Level 3 Contact.  
  DOCTOR 
  Requirements - Seasoned, Spirit d8, Healer Edge 
  When you are attempting to heal a target, you ignore their wound modifiers, but not your own. You 
  can perform surgery as well. This includes installing cyberware in people (provided you have the 
  necessary tools and equipment) 
  DOUBLE JOINTED 
  Requirements - Agility d6 
  
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  You can bend and your pop bones in a way that is dangerous and painful for others. You receive 
  +2 to Agility checks to fit in tight spaces. You may also hide in unusually tight spaces without 
  penalty, such as trashcans and car trunks. 
  MR. FIX IT 
  Requirements - Novice, Smarts d10, Build/Repair d10, Two Technical Knowledge Skills at d6 
  Functions the same as specified in the SWDX rules (pg. 40), but no longer considered part of Weird 
  Science.  
  SPRAWLSMAN 
  Requirements - Novice, Spirit d6, Survival d8, tracking d8 
  You are at home in the chaotic throng that is the Sprawl. You have learned to use that to your 
  advantage. You receive +2 to any common knowledge rolls when dealing with the Sprawl (as long 
  as it is not specific/intimate knowledge) and +2 to Stealth, Survival, and Tracking rolls while within a 
  sprawl.  
  HINDRANCES 
  The Doubting Thomas hindrance is not available.  
  ARCANE BEACON (MINOR) 
  You stick out like a sore thumb on the Astral Plane. Mages and Adepts gain +2 to their roll when 
  attempting to detect your aura.  
  ALL THUMBS (MAJOR) 
  Functions just as rules in SWDX (pg. 28), but is now a Major Hindrance since technology is 
  everywhere. 
  BAD LIAR (MINOR) 
  You just plain suck at lying. Whenever you attempt to lie, you suffer -2 to Intimidation and 
  Deception rolls. This also applies to things like gambling. 
  CHIPHEAD (MINOR/MAJOR) 
  You have spent too much time jacking on to entertainment chips and BTLs and it has left your view 
  of reality a little skewed. 
  Minor: when in a stressful situation roll a Spirit check at -2 or begin having minor hallucinations (you 
  suffer -2 to all actions for 2d4 rounds). 
  Major: same as above but -4 to Spirit checks and suffer major hallucinations (-2 to all actions for 2d6 
  rounds) and each round you make a spirit check. Failure means that you are lost in hallucinations, 
  and can take no actions. 
  CRANIAL BOMB (MAJOR) 
  
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  Someone has put a cranial bomb in your head and it has proven very difficult to get out. You do 
  not know how, why, or even what will set the fragging’ thing off! If you actually get this out of your 
  skull, you gain the Enemy (Major) Hindrance instead. Good luck with that, Chummer. 
  CRAPPY SPAM FILTERS (MINOR) 
  No matter how hard you try, your commlink is swarmed with Spam. When you try to hack or use 
  your commlink to search for information, you suffer -2 to your rolls.  
  CYBER FAILURE (MAJOR) 
  Minor for awakened characters. You cannot put any Cyberware in your body. Your body outright 
  rejects it and you die a horribly painful death full of infection, squealing, and crying if left in.  
  DEAD WEIGHT (MAJOR) 
  You have an Extra who is a loved one that you care deeply for. Problem is they somehow always 
  land themselves in trouble. Build the character as a normal Novice except the ally must take a 
  Major Hindrance and only get one Edge. If the Extra is killed, the player gains the Vengeful (Major) 
  Hindrance and must exact a terrible retribution on those who killed their loved one! The character 
  also gains Phobia (Major) related to how the Dead Weight died, and are paranoid that it will 
  happen again.  
  DEBT (MINOR/MAJOR) 
  You have taken out money from a disreputable sort. The good news is you start with more money. 
  The bad news is they want them paid back at some point. If it is a Minor hindrance, you start out 
  with 3 times the starting Nuyen, but owe 6 times as much. The bright side is that you are current on 
  your payments as well.  
  If you take this as a Major hindrance, you start out with 5 times the normal Nuyen, but owe 10 times 
  as much. You have not paid your debt in a long while, and the pleasant times have passed. The 
  loan shark has sent rather unpleasant chummers to collect in way of broken bones, missing digits, 
  and blood. If you take Debt, you cannot take Rich or Very Rich. 
  ELF POSER (MINOR) 
  You are a human who wants to be an Elf so badly that you wear fake ears, try to talk like Elf, walk 
  like an Elf, and hang out at Elf clubs and neighborhoods. Most people feel sorry for these poor 
  chummers and ignore them. They suffer -2 to Charisma. An Elf poser who pays for good cosmetic 
  surgery for Elf ears and eyes gets +2 to a deception roll to avoid being detected.  
  FREEZE UP (MAJOR) 
  Your character tends to get scared/nervous when combat starts. Maybe you got the jitters from an 
  earlier run, or you are simply not good at dealing with stress. You start the first round of combat 
  Shaken, which can be removed through the normal methods. 
  LOW PAIN TOLERANCE (MAJOR) 
  
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  When wounded you suffer an additional -1 modifier. Shit hurts, chummer! 
  NIGHTMARES (MINOR) 
  You have suffered a traumatic event that haunts you, even into your dreams. Every night you relive 
  this horror. Every time the character sleeps, a spirit check is rolled. Failure means the character did 
  not rest well and starts with a level of Fatigue. This caps at -2 Fatigue and lessens by one each day 
  when/if you successfully get a restful night of sleep. 
  ORK POSER (MINOR) 
  You are a human or Elf who wants to be an Ork so badly that you wear fake ears, grumble like an 
  Ork, and try to be hardcore like an Ork. Most people feel sorry for these poor chummers and ignore 
  them. They suffer -2 to Charisma. An Ork poser who pays for good cosmetic surgery for Ork ears, 
  tusk, and muscle mods gets +2 to a deception roll to avoid being detected.  
  SECRET (MINOR/MAJOR)  
  You have a dirty little secret... Well maybe it is not so little. You have done something terrible and 
  are deathly afraid that the truth will come out and ruin you. The severity and consequences should 
  the secret be brought out into the open should be discussed between player and GM. 
  SINNER (MINOR/MAJOR) 
  You have a record, and for a Shadowrunner nothing could be more of a pain in the ass. This means 
  all your bank info, biometric readings, medical history, credit, travel history, personal history, etc. are 
  all stored on several highly secure databases. As a Minor Hindrance, you are a legal citizen of a 
  nation or extraterritorial corporation of your choice. As a Major hindrance, you have been arrested 
  for a crime and most likely served time for it. This means it is easier for you to be identified.  
  SPIRIT BANE (MINOR) 
  When you attempt to summon an Elemental or Spirit they suffer -2 to their roll. This hindrance 
  requires the Arcane Background (Magician or Shaman) edge.  
  UNEDUCATED (MAJOR) 
  You never had a formal education. You grew up either in the streets of the barrens or far away from 
  the sprawl. You suffer -2 to all Smarts based rolls and any Knowledge, Technology, Academic, or 
  Professional skill costs you double the amount of points to raise.  
  WANTED (MINOR/MAJOR) 
  You did something to piss someone off good. If it is Minor, the price on your head is 1d6 x 500 
  Nuyen. If it is Major, the bounty is 1d6 X 2000 Nuyen. 
   
   
  
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  MATRIX RULES 
  HACKING 
  Gaining access to a database, hidden file, or programs on someone else’s computer is a process 
  called “hacking.” Characters who are interested in hacking will need the Investigation skill (for 
  finding information) and Hacking (for manipulating information). They must also be able to gain 
  access to the computer in question, either by directly accessing it in person or by reaching it 
  through the internet (as long as it is connected in that way). The rules below assume the latter; if 
  accessing the computer in person, the first two steps can be skipped. 
  GETTING IN 
  The following steps take a hacker into a target computer and back out again. It is assumed that 
  the hacker is attempting to cover his tracks at all times, so no roll will be necessary for stealth. The 
  amount of time it takes to perform activities online is expressed randomly. The hacker makes his 
  Hacking roll first, and then the duration of the action is determined with a die roll if that roll is 
  successful. Getting a raise on any roll reduces the amount of time an activity requires by 1 round 
  per raise (to a minimum of 1 round). 
  STEP 1: FIND YOUR TARGET (INVESTIGATION) 
  Locating the right IP address is not quick nor easy. For large corporations it might be TN 4, but some 
  hard-to-find sites might be up to TN 8. Roll each round until target is located. 
  STEP 2: BYPASS SECURITY (HACKING) 
  Once the target has been found. Hacking can begin. Targets are divided into two groups: strong 
  targets and weak targets. The designation depends on the level of computing power. 
  Weak targets, such as soda machines and cleaning bots, are simple pass or fail checks because of 
  their limited computing power. Most of these are TN 4, but more hardened devices such as 
  Smartlinks are TN 6. A failure means that the target has resisted the hacking attempt, and a critical 
  failure causes a lockdown. Any sucker with a commlink and a basic software suite can do this 
  hacking. Yes, even you.  
  Strong targets, such as ATMs, Corporate networks, drones and vehicles, require a bit more skill. 
  These systems either have intrusion countermeasures, ICE, in place, or are manned by a hacker 
  whose only job is you keep you out. These hacks are resolved using the matrix Combat rules. Once 
  you are inside, you are in business.  
  These systems are assigned a rating, which corresponds, to a die type. This number represents the 
  number of tokens they get in cyber combat, and the size of their hacking die. They are also 
  assigned as either a white or a black system. 
  White systems are used in most domestic installations, and employ white ICE. White ICE cannot kill, 
  and the systems get no wild die when they fight. Black systems are used in military and expensive 
  corp systems, and they are deadly, omae. Black IC systems get a wild die on their rolls to counter-
  hack you.   
  
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  DO YOUR STUFF 
  STEP 3: PERFORM DESIRED ACTIVITY (HACKING) 
  Now the hacker can begin locating, modifying, erasing, copying, downloading, reprogramming, or 
  whatever activity he desires. Here are some sample activities. A critical failure will alert security.  
  o 
  Find a File: d4 rounds 
  o 
  Create a “Backdoor” to Bypass Security in the Future: d4 rounds 
  o 
  Create a False Trail: d4 rounds 
  o 
  View Security Cameras: 1 round 
  o 
  Download or Modify file: d6 rounds 
  o 
  Change Passwords: d4 rounds 
  o 
  Wipe Hard Drive: d10 rounds 
  o 
  Fry Computer: d4 rounds, causes 2d6 damage 
  o 
  Destroy Program: d4 rounds 
  o 
  Rewrite Program: d12 rounds 
  o 
  Shut Down Cameras or Alarm: 1 round 
  o 
  Reprogram Camera or Alarm: d4 rounds 
  o 
  Reprogram Robot for Remote Control: d6 rounds 
  o 
  Log Out: 1 round 
  Hackers can attempt to multitask while they are waiting for another task to complete. As usual, this 
  incurs a -2 penalty for each additional task beyond the first. 
  MATRIX COMBAT 
  FIGHTING IN THE MATRIX 
  When matrix combat is initiated, each side gets either 4, 6, 8, 10 or 12 tokens. Systems get tokens 
  according to their rating, Hackers according to their commlink. The matrix battle is then resolved 
  similarly to Mass Combat. 
  Starting with the player, each side takes turns making a hacking check against TN 4. Each success 
  and raise removes one of the opponent’s tokens. If the hacker runs out of tokens first, he is dumped 
  out of the system and takes damage accordingly. If the system runs out, the hacker is inside and 
  can start playing around.  
  If the player rolls a 1on his hacking die, he has alerted the system of his presence. The system gets a 
  +2 on all hacking rolls, until the alarm is gone which takes 6 hours on its own. Of course, once the 
  alarm is triggered, security usually comes around to check up on things.  
  If the system rolls a 1, the hacker has found a critical exploit caused by old software, previous 
  “visitors” and the like. He gets a +2 bonus on his hacking rolls against this system IN THIS SESSION 
  ONLY. Once he jacks out, the bonus is lost, as the system adjusts to the exploit.  
  HOT SIM 
  The above rules assume that the hacker does not override the safety measures in his commlink 
  when he jacks in. If the hacker is more confident in his abilities, he can chose to bypass these 
  
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  safeties on his equipment and move freely in the matrix at the speed of thought. Immersing yourself 
  into the net like this is calle Hot Sim. 
  When a hacker jacks in with Hot Sim, he only gets a number of tokens equal to half his spirit die. The 
  armor on his commlink also ceases to apply. However, while he is in the matrix, he has two initiative 
  passes to reflect the ease at which he applies his logic. 
  WORKING TOGETHER 
  When more hackers work together, designate one as lead hacker. The chummer in charge makes 
  his hacking rolls as normal, and the rest make theirs as cooperative rolls, adding +1 to the lead 
  hackers roll for each success and raise. If the lead hacker is dump shocked, his little helpers are 
  dumped as well, although they only receive half damage.  
  DAMAGE IN THE MATRIX 
  There are two kinds of hurt in the matrix: White IC and Black IC. White IC will cause you to be 
  forcibly disconnected and might fry your commlink. Black IC gets you killed by cyber-induced 
  stroke.  
  When a hacker is dumped out of a system, the system attacks his matrix toughness, which is (Spirit / 
  2) + 2. If the systems damage is less than this, the hacker is shaken for one round, while he regains 
  his bearings. If the damage is more, it depends. White ICE does fatigue damage, while Black ICE 
  does lethal damage. A system does damage by rolling its rating die, plus the number of tokens it 
  has left.  
  RIGGERS 
  Riggers are Hackers who specialize in controlling drones and vehicles. They project their 
  consciousness into the machinery, and becomes one with it. Everyone can use a Vehicle Control 
  Rig (VCR) to Jack into a drone, but the experience of having wheels and sensors instead of arms, 
  legs, eyes and ears is a strange and uncomfortable one, resulting in a -2 penalty to all actions while 
  jacked in. Sometimes it is necessary to hack the machine first, as countermeasures are sometimes 
  put in place.  
  Everyone can also issue commands to drones directly, either through commlinks or using spoken 
  commands and gestures. The pilot programs of the drones take orders literally, and they cannot 
  understand anything outside their programming. Issuing an order to a drone is an action. 
  Characters can also connect their commlinks to the drone’s sensors and get whatever the drone is 
  seeing and/or hearing streamed to them.  
  When jacked in, the Rigger uses the drones skills and abilities instead of his or her own. Usually the 
  rigger jacks into Drones or rigger-adapted vehicles, but everything with a sensors and a rigger 
  adaptation is fair game, and specialized Riggers known as Spider Riggers often take control of 
  entire buildings.   
  All drones are rigger adapted as standard. Vehicles must have rigger adaptations installed 
  separately. While the Rigger is jacked in, his body is limp and helpless, and he is not aware of his 
  surroundings. If a drone or vehicle is destroyed while the Rigger is jacked in, He takes 2D6 damage 
  against his unarmored toughness and is ejected. This always gets the Rigger shaken at least.  
  
  16 
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  EQUIPMENT 
  Converted from the Shadowrun 4th edition, 20th anniversary edition.  
  GENERAL GEAR NOTES 
  The legality of a piece of equipment is determined by the symbol next to the price: 
   
  F: Forbidden. Owning this item is a criminal act, and the cops will take it away if you are 
  caught with it. This stuff is either military/police only, or straight up evil. You will have to go to 
  a Black Market to get this, and YOU CANNOT TAKE IT AT CHARACTER CREATION. 
   
  R: Restricted. This item can be owned legally, but you need a license and there are laws 
  governing its use. Things like civilian firearms are in this category. If the cops catch you with 
  this, they check your license. If it is genuine (or looks that way), you are free. If you are doing 
  criminal stuff, they do not bother with licenses.  You can take these at character creation. 
  Illegal License Checks are done as an opposed check between your Deception skill and 
  the cops’ Notice skill 
   
  L: Legal. No restrictions on this item. You can buy this at a well-stocked shopping mall.   
  We also assume that the shadowrunners are capable people who have enough ammo to suit their 
  runs. Therefore, regular ammunitions are not tracked unless the situation turns excessive. 
  If you are in a hurry, or have no patience for fiddling with gear, look at the gear packages at the 
  end of this section. 
  WEAPONS 
  WEAPON NOTES 
  SHOCK WEAPONS 
  Shock weapons are normally melee weapons with a built-in Taser, which affects whomever it hits. 
  All shock weapons may attempt a Touch attack to deliver their charge without extra damage. A 
  shock from a weapon means that the victim must roll a Vigor -2. On failure, the victim is shaken. On 
  snake eyes, the victim collapses in spasms, falling prone and unable to act at all for one round. 
  After that, the victim can attempt to unshaken himself or herself as normal. 
  SMARTLINK 
  The Smartlink is a connection between the users Commlink and their weapon. It works as a HUD of 
  sorts, which calculates bullet drop, adjusts for wind and elevation and automatically locks the 
  weapon whenever the gun is pointed towards a friendly target. It also shows a videogame-style 
  crosshair in the shooters augmented reality 
  A smartlink works in two different modes: Marked and Unmarked. When unmarked, it simply stops 
  the weapon from firing against friendly targets, which makes the shooter ignore innocent bystander 
  rules for weapons with no spread (sorry chummer, still have to be careful with that shotgun) 
  
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  The shooter can mark a target with the smartlink as an action. The shooter then gets a +2 bonus on 
  shooting rolls against that target, until another is marked. The software takes care of all the things 
  that normally makes someone a good sharpshooter. Only one target can be marked per round.  
  FLECHETTE 
  Flechette weapons fire small, ultra sharp metal slivers instead of regular bullets. They are 
  devastating to unarmored targets (or areas), but nearly useless against armored targets. If the 
  target of a flechette shot is weapon body armor in the part being hit, the damage is reduced by 4.  
  MELEE WEAPONS 
  Name 
  Damage 
  Price 
  Note 
  Combat Axe 
  Str + D8 
  600¥ R 
  AP 1 
  Sword 
  Str + D6 
  350¥ R 
   
  Monofilament Broadsword 
  Str + D6 
  750¥ R 
  AP 1 
  Monofilament Whip 
  2D6 + 4 
  3000¥ F 
  AP 3. On a failure, the 
  whip is tangled on 
  something and must 
  be untangled as an 
  action. On snake 
  eyes, that thing is you 
  and you take 
  damage. 
  Knife 
  Str + D4 
  40¥ 
   
  Katana 
  Str + D6 +2 
  1000¥ R 
  AP 2 
  Club / Extendable Baton 
  Str + D6 
  40¥ 
   
  Shock Glove 
  Unarmed 
  damage 
  200¥ R 
  Shock Weapon 
  Pole Arm 
  Str + D8 
  1000¥ R 
  Reach 1, 2 hands 
  Stun Baton 
  Str + D6 
  400¥ R 
  Shock Weapon 
  Staff 
  Str + D4 
  50¥ 
  Parry +1, Reach 1, 2 
  hands 
   
  FIREARMS 
  Holdout Pistols 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. Str 
  Notes 
  Taser 
  3/6/12 
  2D6 
  1 
  150¥ R 
  4 
  - 
  Shock 
  Weapon, Semi 
  Auto 
  Raccor Sting 
  3/6/12 
  2D6 
  1 
  350¥ R 
  5 
  - 
  Composite, 
  Flechette 
  Streetline Special 
  3/6/12 
  2D4 
  1 
  100¥ R 
  6 
  - 
  Composite 
  Light Pistols 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. Str 
  Notes 
  Colt American L36 
  12/24/48 
  2D6 
  1 
  150¥ R 
  11 
   
  Semi-auto 
  
  18 
  Made by Christoffer Krakou – chris.krakou@gmail.com 
  Finchetti Security 
  600 
  12/24/48 
  2D6 
  1 
  450¥ R 
  30 
   
  Semi auto 
  Hammerli 620S 
  12/24/48 
  2D6 
  1 
  650¥ R 
  6 
   
  Smartlink, Semi 
  auto 
  Yamaha Sakura 
  Fubiki 
  12/24/48 
  2D6 
  1 
  2000¥ R 
  10 x 4 
   
  3RB, Semi auto 
  Heavy Pistols 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. Str 
  Notes 
  Ares Predator IV 
  15/30/60 
  2D6+1 
  1 
  350¥ R 
  15 
   
  AP 1, 
  Smartlink, Semi 
  Auto 
  Ares Viper Silvergun 
  15/30/60 
  2D10 
  1 
  500¥ R 
  30 
   
  Silencer, Semi 
  auto, 3RB. 
  Flechette. 
  Colt Manhunter 
  15/30/60 
  2D6+1 
  1 
  300¥ R 
  16 
   
  AP 1, Semi 
  Auto 
  Remington 
  Roomsweeper 
  5/10/20 
  1-3D6/ 
  2D10 
  1 
  250¥ R 
  8 
  D6 
  +2 shooting 
  with shells. 
  Semi Auto.  
  Ruger Super 
  Warhawk 
  15/30/60 
  2D8 
  1 
  250¥ R 
  6 
   
  AP 2 
   
   
  Submachine guns 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. Str 
  Notes 
  Ceska Black 
  Scorpion 
  12/24/48 
  2D6+1 
  1 
  550¥ R 
  35 
   
  3RB 
  Steyr TMP 
  12/24/48 
  2D6+1 
  3 
  600¥ R 
  30 
   
  3RB 
  AK-97 carbine 
  12/24/48 
  2D6+1 
  3 
  400¥ R 
  30 
  D6 
  3RB 
  HK-227X 
  20/40/80 
  2D6+1 
  3 
  800¥ R 
  28 
   
  Smartlink, 
  Silencer, 3RB 
  HK MP-5 TX 
  12/24/48 
  2D6+1 
  3 
  550¥ R 
  20 
   
  -1 Recoil, 3RB 
  Ingram Smartgun X 
  12/24/48 
  2D6+1 
  3 
  650¥ R 
  32 
   
  Silencer, 
  Smartlink, 3RB 
  Uzi IV 
  12/24/48 
  2D6+1 
  - 
  500¥ R 
  24 
   
  Only 3RB 
   
  Assault Rifles 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. 
  Str 
  Notes 
  AK-97 
  24/48/96 
  2D8 
  3 
  500¥ R 
  38 
  D6 
  AP 1, 3RB 
  Ares Alpha 
  24/48/96 
  2D8 
  3 
  1700¥ F 
  42 
   
  AP 1, 3RB, 
  Grenade 
  Launcher,  
  FN HAR 
  24/48/96 
  2D8 
  3 
  800¥ R 
  35 
   
  AP 1, 3RB, -1 
  recoil 
  HK XM30 
  24/48/96 
  2D8 
  3 
  2500¥ F 
  30 
   
  AP 1, 3RB 
  
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  Sniper Rifles 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. 
  Str 
  Notes 
  Ruger 100 
  30/60/120 
  2D8+1 
  1 
  900¥ R 
  5 
   
  AP 1, Semi-
  auto, Imaging 
  Scope 
  PJSS Elephant 
  Rifle 
  30/60/120 
  2D10+1 
  1 
  6000¥ R 
  2 
  D8 
  AP 1, Double 
  tap 
  Ranger Arms SM.4 
  40/80/160 
  2D10 
  1 
  6200¥ F 
  15 
   
  AP 3, Silencer, 
  Imaging 
  scope, fit in 
  briefcase, 
  Snapfire 
  Walter MA-2100 
  40/80/160 
  2D10 
  1 
  5000¥ F 
  10 
   
  AP 3, Smartlink, 
  Snapfire 
  Shotguns 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. 
  Str 
  Notes 
  Mossberg AM-
  CMD 
  12/24/48 
  1-3D6 
  3 
  1000¥ R 
  10 
  D6 
  Flechette. 
  Remington 990 
  12/24/48 
  1-3D6 
  1 
  550¥ R 
  8 
   
  Semi auto 
   
  Specialized 
  Weapons 
  Range 
  Damage 
  ROF 
  Price 
  Rounds 
  Min. Str 
  Notes 
  Ingram White 
  Knight LMG 
  30 
  2D8 
  3 
  2000¥ F 
  50 / 100 
   
  AP 1, 3RB 
  Stoner-Ares M202 
  MG 
  30 
  2D8+1 
  4 
  4500¥ F 
  50 / 100 
   
  AP 2, 
  Snapfire 
  Ultimax HMG-2 
  50 
  2D8+1 
  3 
  7500¥ F 
  50 / 100 
   
  AP 3, Fixed 
  Panther XXL 
  Autocannon 
  30 
  3D8 
  1 
  5500¥ F 
  15 
  D8 
  AP 6, 
  Snapfire, 
  Heavy 
  Weapon 
  Ares Antioch-2 
  Grenade Launcher 
  12 
  3D6 
  1 
  600¥ F 
  8 
   
  MBT, 
  Snapfire, 
  Smartlink 
  ArmTech MGL-12 
  Grenade Launcher 
  12 
  3D6 
  1 
  2000¥ F 
  12 
   
  Semi Auto, 
  MBT, 
  Snapfire 
  Aztechnology 
  Striker Single-use 
  Rocket Launcher 
  24 
  4D8 
  1 
  1000¥ F 
  1 
   
  Heavy 
  Weapon, 
  Snapfire, AP 
  9 
  Mitsubishi Takusoku 
  MRL Rocket 
  launcher 
  24 
  4D8 
  1 
  12000¥ 
  F 
  8 
   
  Semi Auto,  
  Heavy 
  Weapon, 
  Snapfire, AP 
  9, Smartlink 
  
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  SPECIAL AMMUNITION TYPES 
  Name 
  Effect 
  Price per 
  10  
  APDS ( Armor Piercing Discarding 
  Sabot ) 
  AP + 3  
  70¥ F 
  Explosive Rounds 
  +2 damage, Gun jams on roll of 1 
  50¥ F 
  Ex-explosive rounds 
  +2 damage, AP +1, Gun jams on roll of 1 
  100¥ F 
  Gel Rounds 
  Does stun damage. 
  30¥ R 
  Injection rounds 
  Delivers drug. 
  50¥ R 
  Tracer 
  +1 full auto and Suppression fire 
  75¥ R 
   
  FIREARM ACCESSORIES 
  Name 
  Effect 
  Usable with 
  Cost 
  Airburst Link 
  Uses smartlink to 
  determine where it 
  should explode. Gives 
  a +1 on shooting and 
  the shot deviates one 
  die type lower when 
  misfired. Requires 
  smartlink 
  Grenade launchers, 
  Rocket launchers.  
  500¥ R 
  Bipod 
  Used while prone or 
  against a ledge, such 
  as a window. Reduces 
  recoil by 1. 
  Assault rifles and up 
  to Medium Machine 
  Guns. 
  100¥  
  Concealable Holster 
  Grants a +1 bonus on 
  stealth to hide the gun 
  Pistols and small 
  SMG’s 
  75¥ 
  Hidden arm slide 
  Grants a +1 bonus to 
  hide small item. Free 
  action to draw item. 
  Knives, holdout and 
  light pistols. 
  350¥ 
  Imaging scope 
  +1 when aiming 
  Assault Rifles, Sniper 
  Rifles, Autocannon. 
  300¥ 
  Periscope 
  Shoot around corners 
  at -1 
  Pistols, SMG’s, 
  Shotguns and Assault 
  Rifles. 
  50¥ 
  Silencer 
  Gives a -2 penalty to 
  discover the shooters 
  position. 
  Pistols, SMG’s, Assault 
  Rifles, Sniper Rifles, 
  LMG’s.  
  300¥ F 
  Smart firing platform 
  Stationary firing drone. 
  Can shoot on its own 
  (D6) or be remote 
  SMG’s, Shotguns, 
  Assault Rifles, 
  Machineguns.  
  2000¥ F 
  
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  controlled. Requires 
  smartlinked weapon 
  Smartlink system 
  Links weapon to users 
  commlink. See 
  weapon notes. 
  All firearms. 
  400¥ 
  Tripod 
  Used when Seated. 
  Acts as Rock and Roll 
  edge. Takes an action 
  to deploy and set up.  
  Machineguns. 
  300¥ R 
  GRENADES 
  These prices cover both hand grenades and grenades for stand-alone or under barrel grenade 
  launchers. 
  Name 
  Damage 
  Range 
  Blast 
  Price 
  Fragmentation 
  3D6, AP 3 
  3/6/12 
  Small 
  35¥ F 
  High Explosive 
  4D6 
  3/6/12 
  Medium 
  45¥ F 
  Flashbang 
  Vigor roll at -2 or be 
  shaken. 
  3/6/12 
  Medium 
  30¥ R 
  Smoke 
  Concealment from 
  attacks.  
  3/6/12 
  Medium 
  30¥ R 
  Thermal Smoke 
  Concealment from 
  attacks. Works against 
  thermal vision 
  3/6/12 
  Medium 
  35¥ R 
  Tear Gas 
  See Tear Gas under 
  Drugs 
  3/6/12 
  Large 
  40¥ 
   
  PROTECTIVE GEAR 
  Protective Gear 
  Armor 
  Price 
  Note 
  Business Clothes 
  +2 
  1500¥ 
  Concealed holster1 (-2 
  search), covers body, arms, 
  legs 
  Leather Jacket/Duster 
  +1 
  220¥ and up 
  Covers Body, Arms, Legs 
  Armor Clothing 
  +2 
  500¥ 
  Covers Body 
  Armor Jacket 
  +4 
  900¥ 
  Covers Body, arms 
  Armor Vest 
  +3 
  600¥ 
  Covers Body 
  Camouflage Suit 
  +4 
  1200¥ R 
  +2 stealth, Full body 
  Chameleon Suit 
  +3 
  8000¥ R 
  +4 stealth, Full body 
  Full Body Armor 
  +6 
  6000¥ 
  Full body 
                                                        
  1 Holds a pistol-sized weapon 
  
  22 
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  Lined Coat 
  +3 
  700¥ 
  -2 to find hidden objects, 
  covers arms, legs, body 
  Urban Explorer Jumpsuit 
  +4 
  500¥ 
  Full body 
  Riot Shield 
  - 
  1500¥ R 
  +2 Parry, +3 Armor to 
  ranged shots that hit 
  Taser shield 
  - 
  750¥ R 
  +2 Parry, Shock Weapon 
   
  CYBERWARE 
  Cyberware is the common name for a large number of limb replacements and skill enhancements, 
  where you replace your limbs with chrome and steel. This has the ability to enhance the skills of 
  whomever installs it, but at the price of their very humanity. 
  When you install cyberware, you lose some of your essence. The essence loss depends on the 
  rating and level of the cyberware package. There is also a recovery period, during which you 
  cannot perform any straining activities and are effectively bedridden.  
  The rules for cyberware seek to duplicate the effect of the cyberware (the “what”) in the rules, and 
  leave the player to describe what has happened in the narrative (the “how”) using Trappings.  
  For example, two players both want to increase their notice skill. One describes his enhancement 
  as a pair of cybereyes, the other as a pair of cyberears. Both convey the same bonus to the notice 
  skill, but in different ways. The GM might rule that the cybereyes allow for thermal vision, while the 
  ears allow for audio recordings. From a rules standpoint, however, their effect is identical.  
  TRAIT ENHANCEMENTS 
  All attribute and skill enhancements come in three levels. Each of these levels increases the 
  characters Wild Die to a die step higher. A Shooting level 2 enhancement would increase the 
  characters Wild Die to a D10 when shooting.  
  Each level must be purchased at full price, as the new cyberware overrides the old. However, if the 
  cyberware enhancement was there before, only the difference in essence loss is applied. 
  Upgrading a rank 2 cyberware from level 2 to 3, for example, would only cost the character 0.50 
  points of essence loss, not 1.50.  
  A piece of cyberware can only enhance a characters wild die to one die step higher than his 
  natural trait level. A character with a D4 in shooting might get his hands on a level 3 shooting 
  enhancement, but due to his limited skills, he cannot apply the advanced enhancements. In order 
  for a first level skill enhancement to work, the character must therefore have at least a D6 in that 
  skill.   
  INSTALLING CYBERWARE 
  When Cyberware is purchased legally, it is attuned to the customer’s immune system and installed 
  by a professional. This ensures that there is very little chance that the surgery will be botched in any 
  
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  way. Of course, being Shadowrunners, legal operations are not always possible. You must either 
  visit a street doctor, or have one of your buddies help you.  
  If you want to install Cyberware in one of your chummers, you must have the Surgeon edge. 
  Presuming you are in a well-stocked operation theatre, you make a Healing check at TN 6. You 
  cannot install cyberware on yourself, as the operation requires full anesthesia 
   
  On a raise, the operation went swimmingly, and the recovery time is a rating lower than 
  normal.  
   
  On a success, the limb is installed and works as expected, with normal recovery time.  
   
  On a failure, the patient rejects the cyberware, and the operation fails. The surgeon may 
  attempt to install the cyberware again, when the patient has recovered in 1D6 days.  
   
  On a Critical Failure, something went very, very wrong. The patient takes 2D6 damage, and 
  the cyberware is broken and must be repaired. 
  PRICES AND LISTING 
  Rating 
  Level 1 cost 
  Level 2 cost 
  Level 3 cost 
  Essence Loss 
  Recovery time 
  5 
  75,000¥ 
  150,000¥ 
  225,000¥ 
  Level x1.25 
  3D6 days 
  4 
  50,000¥ 
  100,000¥ 
  150,000¥ 
  Level x1.00 
  2D6 days 
  3 
  30,000¥ 
  60,000¥ 
  90,000¥ 
  Level x0.75 
  2D4days 
  2 
  20,000¥ 
  40,000¥ 
  60,000¥ 
  Level x0.50 
  1D4 days 
  1 
  10,000¥ 
  20,000¥ 
  40,000¥ 
  Level x0.25 
  1 day 
   
  ATTRIBUTE ENHANCEMENTS 
  Attribute 
  Rating 
  Example Trappings. 
  Agility 
  4 
  Joints are replaced, Motor Cortex enhancement. 
  Smarts 
  4 
  Embedded parallel minicomputer. 
  Spirit 
  4 
  Embedded drug synthesizer assists in emotional control. 
  Strength 
  4 
  Muscle replacement, synthetic or vat-grown. 
  Vigor 
  4 
  Internal organ replacements allows better metabolism and 
  damage recovery. 
   
  SKILL ENHANCEMENTS 
  Skill 
  Rating 
  Example trappings 
  Fighting 
  4 
  Implanted computer with fighting styles. Cyberarm with 
  muscle memory. 
  Hacking 
  4 
  Internal hacking computer working in parallel with the 
  hackers own mind. 
  Stealth 
  4 
  Sole dampening, Join silencers. Internal sound monitor.  
  Shooting 
  4 
  iGun software monitors breathing, wind, elevation and so on. 
  Throwing 
  4 
  Muscle Memory. Hand-eye software. 
  
  24 
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  Boating 
  3 
  Weather forecast and wave analysis heads up display in 
  Augmented Reality. 
  Driving 
  3 
  Driver prediction computer allows faster judgment 
  Healing 
  3 
  iDoc medical encyclopedia implant. 
  Investigation 
  3 
  Sherlock’s Bones forensic database and methodology 
  software. 
  Notice 
  3 
  Enhanced senses such as Cybereyes.  
  Piloting 
  3 
  Implants in eyes and hand working together. 
  Streetwise 
  3 
  Embedded microcomputer trawls the matrix for cultural and 
  social information. 
  Taunt 
  3 
  “Brave English Knickets”® insult database. 
  Tracking 
  3 
  Enhanced sight singles out tracks to follow. 
  Deception 
  2 
  Stress modulator controls voice, sweating and breathing. 
  Climbing 
  2 
  Enhanced cyberarm grip. 
  Gambling 
  2 
  Microcomputer calculating odds. 
  Intimidation 
  2 
  Pheromone pump, voice modulator.  
  Lockpicking 
  2 
  Hand with built-in tools, with neural feedback (sense of touch) 
  Persuasion 
  2 
  Embedded cultural processor notices clues otherwise 
  unnoticed. 
  Build/Repair 
  2 
  Built-in tools and schematics overlay 
  Survival 
  2 
  Gryll Bear® survival enhancements: Firemaker, Weather 
  predictor, huntsman senses.  
  Swimming 
  2 
  Vat-grown fins and gills allow for partial underwater 
  breathing. 
   
  SPECIAL CYBERWARE PACKAGES 
  Enhancement 
  Rating 
  Description 
  Cybergun 
  4 
  Firearm in cyberarm. Level 1 gives a gun with 2D6 
  damage, AP1, ROF 1 and an ammo capacity of 12. 
  Level 2 and 3 pick one of the following each: 
   
  Increase damage to 2D8 
   
  Increase damage to 1-3D6, like shotguns. This 
  forfeits enhancements to AP and ROF.  
   
  Increase AP to 3 
   
  Increase ROF to 3 
   
  Increase ammo capacity to 30 
  Cyberblade 
  4 
  Retractable blades in arms or legs.  
   
  Level 1: razorblades. Str+D4 
   
  Level 2: claws. Str + D6 
   
  Level 3: Long blades. Str + D8 
  
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  Wired Reflexes 
  5 
  Only comes on two Levels. Lasts for a number of 
  rounds equal to vigor, before recharge. Activating 
  Wired Reflexes is a free action. In combat, the reflexes 
  activate in the round after activation. 
   
  Level 1: one extra initiative pass 
   
  Level 2: two extra initiative passes. 
  Dermal Plating / Orthoskin 
  3 
  Enhances armor. 
   
  Level 1: 1 point of armor 
   
  Level 2: 2 points of armor 
   
  Level 3: 3 points of armor 
  Bone Lacing 
  5 
  Increases toughness 
   
  Level 1: +1 toughness 
   
  Level 2: +2 toughness. Unarmed damage 
  increases to str + D4 
   
  Level 3: +3 toughness 
  Adrenalin Pump 
  3 
  Allows the user to ignore wound penalties when 
  activated. Lasts for Level * 1D6 rounds when 
  activated. 
   
  Level 1: ignore 1 wound penalty 
   
  Level 2: Ignore 2 wound penalty 
   
  Level 3: Ignore 3 wound penalty 
  Knowledge Chipslot 
  2 
  Holds a number of knowsofts equal to ½ smarts. If the 
  character already has the knowledge skill, the die is 
  rolled as cooperative roll. If not, roll normally. No wild 
  die is used.  
   
  Level 1: D4 
   
  Level 2: D6 
   
  Level 3: D8 
  Knowsoft chips costs 1000 * Level nuyen 
  Vehicle Control Rig 
  1 
  Level 1 only. Allows the wearer to jack into vehicles 
  Day to day 
  1 
  Level 1 only. Covers everything that one might have 
  because it is cool or nifty, like hidden compartments, 
  built-in mirror shades, wristwatch in the skin and so on.  
  The package covers as many things as the wearer 
  might want, but may never give a direct bonus to any 
  roll. 
   
   
   
  
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  DRUGS AND TOXINS 
  Street Drugs 
  Duration 
  Effect 
  Consequence 
  Price 
  Bliss 
  (6 - ½ vigor) 
  hours 
  -1 wound mod., -1 
  agility-related skills 
  - 
  50¥ R 
  Cram 
  (12 - ½ vigor) 
  hours 
  +1 initiative pass, 
  +1 agility-related 
  skills 
  Crash, 2D6 Fatigue 
  Damage 
  10¥ R 
  Deepweed 
  (6 - ½ vigor) 
  hours 
  Forced astral 
  projection, +1 
  spirit-related skills 
  -1 spirit-related 
  skills for same 
  duration. 
  400¥ R 
  Jazz 
  10 x 1D6 min 
  +1 initiative pass, 
  +1 agility-related 
  skills 
  Disoriented. -1 to 
  all actions for 10 
  minutes. 
  75¥ R 
  Kamikaze 
  10 x 1D6 min 
  +1 all checks, +1 
  initiative pass, 
  reduce wound 
  penalties by 2 
  Crash, 2D6 fatigue 
  damage, -1 agility 
  and strength- 
  related skills for 10 
  x 1D6 min. 
  100¥ R 
  Long Haul 
  4 Days 
  No need for sleep. 
  Fall asleep 
  instantly for 8D6 
  hours 
  50¥ 
  Nitro 
  10 x 1D6 min. 
  +2 strength and 
  agility- related 
  skills, +2 notice, 
  and Ignore 
  wounds. 
  Crash, 2D10 
  fatigue damage 
  50¥ R 
  Novacoke 
  (10 - ½ Vigor) 
  hours 
  +1 agility-related 
  skills, +1 notice, +1 
  persuasion 
  Crash, -4 
  Persuasion and 
  Deception for the 
  same duration. 
  10¥ R 
  Psyche 
  (12 -½ vigor) 
  hours 
  +1 resist drain, +1 
  magic-related 
  checks 
   
  200¥ 
  Zen 
  10 x 1D6 min 
  -1 agility-related 
  skills, +1 spirit-
  related skills, 
  Hallucinations  
   
  5¥ R 
  Toxins 
  Duration 
  Effect 
  Vector 
  Price 
  CS / Tear Gas 
  2 minutes, or the 
  target has left 
  the area and has 
  washed of the 
  residue off the 
  skin. 
  Target must 
  succeed a vigor 
  roll or be shaken 
  each round. -2 to 
  all actions for 
  being distracted 
  as long as the 
  target is exposed 
  directly to gas. 
  Inhalation, Touch 
  20¥ R 
  
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  Gamma-
  Scopolanime 
  1 hour 
  Target must 
  succeed on a 
  vigor check -2 or 
  be paralyzed and 
  unable to move. 
  The target also 
  takes -4 on 
  deception checks 
  to lie. 
  Injected 
  200¥ F 
  Narcojet 
  Until woken up 
  Target must 
  succeed a vigor 
  check at -2 or fall 
  unconscious. 
  Injected 
  50¥ R 
   
  ELECTRONICS 
  COMMLINKS 
  Every player character in Shadowrun owns a basic commlink, along with a pair of AR gloves and 
  AR visuals (glasses or contact lenses). These work like supercharged smartphones and are capable 
  of doing any communication and computing one would expect, including, but not limited to: 
   
  Real time video calls 
   
  Searching and finding information in the matrix 
   
  Show and interact with augmented reality objects, ARO’s 
   
  Save enough data to last a lifetime 
  It is the primary personal computer of the 2070’es. However, if you want to do matrix combat and 
  the nifty stuff, you need a black market commlink. They come if different grades, representing their 
  ability to withstand IC. 
  Rating 1 
  2 
  3 
  4 
  5 
  Tokens 4 
  6 
  8 
  10 
  12 
  Price 1,000¥ 
  2,000¥ 
  4,000¥ 
  8,000¥ 
  16,000¥ 
  COMMLINK ACCESSORIES 
  The following accessories can be bought to enhance black market commlinks. They are not 
  available to civilian commlinks. 
  HARDENING SOFTWARE 
  Hardening acts as armor for the commlink, increasing the hacker’s toughness against dumpshocks. 
  Every point of hardening corresponds to a point of armor against dumpshock damage. However, 
  each point of hardening software restricts the hacker’s freedom with his commlink, imposing a -1 
  penalty to hacking rolls. One point of hardening costs 10% of the commlinks price. A commlink can 
  only have as many points of hardening as its rating.  
  
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  For example, a rating 3 commlink could have 2 points of hardening on it. This would cost 800¥ and 
  impose a -2 penalty on all hacking rolls. If a hacker had a D6 spirit, his matrix toughness would be 7 
  (3+2+2). 
  MAGICAL EQUIPMENT 
  SPELL FORMULAE 
  When you buy a Spell Formulae, you make a casting skill check. If you receive personal instruction, 
  you use the instructor’s skill die instead of your wild die.  
   
  On a raise, you learn the spell without any major difficulty and can use it immediately.  
   
  On a success, you learn the spell and can cast this, but are also magically exhausted for the 
  day. You gain a level of fatigue. 
   
  On a failure, you burn out before you learn the spell. You are magically exhausted for the 
  day. You gain a level of fatigue, and cannot attempt to learn the spell before you have 
  rested.  
   
  On a critical failure, some kind of mishap occurs when you try to learn the spell. What 
  exactly happens is up to the GM, but it is not nice. The spell formulae is always lost.  
  Spell Category Formulae Cost 
  Personal Instruction 
  Combat 2000¥ F 
  500¥ X instructors casting skill die 
  Detection 500¥ R 
  125¥ X instructors casting skill die 
  Health 500¥ R 
  125¥ X instructors casting skill die 
  Illusion 1000¥ R  
  250¥ X instructors casting skill die 
  Manipulation 1500¥ R 
  375¥ X instructors casting skill die 
  FOCI 
  Foci are astral items that have been imbedded in physical objects. These magical items allow 
  awakened characters to draw upon the power stored inside to enhance their magical abilities.  
  To use a Focus, it must be bonded first. A Focus can only be bonded to one person at a time. 
  Bonding with a Focus requires a ritual lasting a number of hours equal to twice the Foci’s rating. A 
  character can only bond with a number of Foci equal to his spellcasting die divided by four, 
  rounded down.  
  When a Focus is activated, the characters wild die increases for that action only. The increase in 
  die steps depend on the Foci’s rank. 
  SPELL FOCI 
  Spell Foci are able to transfer their power to the spell caster has he begins to cast his spells. The 
  magical energies inside the Foci helps caster manipulate the astral energies to create his spells. 
  Activating the Foci is a free action as part of casting a spell. When a Spell Foci is created, it is 
  attuned to a specific type of magic (Combat, Illusion, Health, Manipulation or Detection). This type 
  cannot be changed. 
  
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  SPIRIT FOCI 
  Spirit Foci assists the caster in manipulating and controlling Spirits. They are activated as part of 
  summoning, binding, banishing and otherwise controlling spirits.  
  WEAPON FOCI 
  A Weapon Foci is a piece of astral material embedded in a weapon. When the wearer attacks, the 
  Foci gives the character a supernatural insight in the moment of attack. Activating this Focus is a 
  free action as part of an attack with the weapon.  
  POWER FOCI 
  Power Foci are the most powerful type of Foci available, and every awakened characters wet 
  dream. Power Foci combines the power of Spell Foci and Spirit Foci, without restrictions to magical 
  type. They increase the casters wild die on ALL spellcasting checks, no matter the circumstances 
  Rank 1 
  2 
  3 
  Wild Die D8 
  D10 
  D12 
  Price: Spell/ Weapon/ Spirit Foci 20,000¥ R 
  40,000¥ R 
  60,000¥ R 
  Price: Power Foci 50,000¥ R 
  100,000¥ R 
  150,000¥ R 
   
  FETISHES 
  Fetishes are magical talismans common to the tradition of the spell caster. By employing a fetish, 
  the spell caster can withstand drain more easily when casting spells that the fetish is attuned to. 
  When casting a spell using a fetish, the caster gets a +1 bonus to resisting drain. 
  Each fetish is attuned to one spell only. A fetish must be attuned when the magician learns the 
  spell. The spell a fetish is attuned to can never be changed. The fetish must be on the casters 
  person when the spell is cast, or the effects are nullified. 
  Spell Category Fetish Cost 
  Combat 200¥ R 
  Detection 50¥ 
  Healing 500¥ 
  Illusion 100¥ 
  Manipulation 300¥ R 
  MEDICAL SUPPLIES 
  MEDKITS  
  Medkits have come a long way since the early 2000’s, and they now contain all the necessities for 
  saving your friend’s life. Apart from the bandages, painkillers, antiseptics and other stuff you would 
  
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  expect, they also contain a friendly doctor-expert system, which tells you what to do when the 
  blood starts flowing.  
  All medkits counts as the character having the tools necessary to make a Healing check without 
  penalties. Some medkits are better stocked than others are, and provide bonuses to the healing 
  check. These bonuses stack with the Healer edge. Checks must still be done during the golden 
  hour, though. A medkit has 5 uses before it must be refilled, at half the price of purchase. 
  Rating 
  price 
  Bonus 
  1 
  200¥ 
  0 
  2 
  400¥ 
  +1 
  3 
  600¥ 
  +2 
  DOCWAGON® CONTRACTS 
  Everything is privatized, and ambulances are no exception. Since the sixth world is a dangerous 
  place, they have also been souped up a little. Of course, getting a medical SWAT team to rescue 
  your sorry ass is by no means cheap.  
  When you subscribe to Docwagon’s services, they take a skin and blood sample, and give you a 
  small wristband. If you start pushing up the daisies, the bracelet alarms Docwagon, who drives out 
  to save your bacon. You can also rip up the bracelet to prompt Docwagon to arrive, though they 
  do not take kindly to such.  
  There is a caveat, though. Docwagon is not allowed to enter corporate property. They have 
  permission to drive and rescue in all states, but corporate grounds are out of question without 
  permission. And do you really think the corps will allow Docwagon to fetch a bleeding 
  Shadowrunner? 
  One last thing: Nothing is free. Unless you pony up the cash for the big subscription, expect a bill to 
  come your way when they are through with you. You are expected to pay for resuscitations 
  yourself. High Threat Response, where they come in guns blazing, also costs extra. You are also 
  expected to pay compensation if any Docwagon employees are harmed during the extraction.  
  SUBSCRIPTIONS 
  Basic. Cost: 5,000¥ a year. Everything else costs extra.  
  Gold. Cost: 25,000¥ a year. Includes 1 free resuscitation and 50% off on HTR responses 
  Platinum. Cost: 50,000¥ a year. Includes 4 free resuscitations and there are no increased cost on 
  HTR responses. Employee compensation still applies 
  Super Platinum. Cost: 100,000¥ a year. Includes 5 free resuscitations, and there are no HTR costs or 
  compensation for employee injuries.  
  EXTRA SERVICES 
   
  Resuscitation: 5,000¥ 
   
  High Threat Response: base cost of 5,000¥ 
   
  Medical bills for wounded Docwagon employees: up to 20,000¥ in case of death.  
  
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  LIFESTYLES 
  Lifestyles dictate how well your character lives, eats and sleeps. The prices are monthly prices, and 
  more than one month can be bought at a time. Every character must have a lifestyle at all times. 
  STREET 
  You live in the streets. Or the sewers. Or In a condemned building that may or may not collapse on 
  your head during the night. You eat whatever you can get your dirty hands on, you own no more 
  than you can stash away or carry on your person and you haven’t showered in months. You’re at 
  the bottom of the ladder, omae, and it smells.  
  Cost: It’s free of charge, and you get what you pay for. 
  SQUATTER 
  You don’t sleep on the street, and that’s the best that can be said about your situation. You eat the 
  cheap and flavorless Nutrisoy that people ship to the poor, and showers are few and far between. 
  Technically, you’re not allowed to live at your place, but no one has thrown you out yet. Maybe 
  you teamed up with other misfits and fixed up a condemned building. On the other hand, you 
  might just rent a coffin at the local coffin hotel every night. It still beats living on the street, but only 
  just.  
  Cost: 500¥ a month 
  LOW 
  You have an apartment. It’s not very big, and in the shitty end of town, but it’s yours and as long as 
  you keep the door bolted and pay off the local gangers when they want you to, you’re 
  comfortable. The food isn’t really a great experience, but it’s hot. You have basic utilities, such as 
  power and water, most of the time but when they go out, they stay out for a while.  If you’re down 
  on your luck or didn’t have much luck to begin with, this is your life. 
  Cost: 2,000¥ a month 
  MIDDLE 
  Middle class dream of the sixth world. Your house or condo has every comfort and utility a wage 
  earner could expect, and while you sometimes have to eat Nutrisoy instead of natural food, the 
  autocook makes it bearable. You’re not getting shaken down for money, and no one is likely to 
  bother you here. 
  Cost: 5,000¥ a month 
  HIGH 
  Now we’re getting somewhere. This is the life, omae. A roomy place to crash, every kind of tech 
  you would need, good food and security. The place is either a nice condo or a roomy house 
  somewhere nice. Gangers (at least the visible kind) are not a concern anymore. The technology (or 
  a housemaid) takes care of the boring chores and the security aspect handled either by living in a 
  
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  secure zone, or by a healthy flow of bribes to your friendly local Lone Starr officer. This is the life for 
  the well-to-do on either side of the law: mid-level managers, senior Mob bosses, and the like. 
  Cost: 10,000¥ a month 
  LUXURY 
  Holy drek, omae, you’ve made it big time. You have it all. Every gadget you can think off, the best 
  food and drink money can buy and a household staff to attend to your every need. You either live 
  in a massive mansion, a penthouse on the top of the Seattle Ritz or a snazzy condo. Home security 
  is top-of-the-line, with well-trained guards, astral security, and quick response times. Oh, and you’re 
  naturally on the VIP list for several high end clubs, real or virtual. This is the life when you have made 
  it big, and I mean really big. High-level executives, government big shots, Yakuza bigwigs, and the 
  few Shadowrunners who pull off the big scores (and live to spend their pay). 
  Cost: 100,000¥ a month and up! 
  VEHICLES AND DRONES 
  Rigger Adaptation. This piece of hardware allows a rigger to jack into the vehicle or drone and 
  project his consciousness into the machine. All drones are rigger adapted from the factory. It costs 
  2,500¥ to adapt a vehicle.  
  Weapon Mounts. A drone or vehicle can have a number of weapon mounts equal to Toughness / 
  3, rounded down. For example, a normal Sedan could boast 3 weapon mounts. Each weapon 
  mount can carry an LMG sized weapon or smaller. Weapons are purchased separately, and the 
  weapon mounts need to either be manned or controlled by software. Each weapon mount costs 
  2,500¥, and are forbidden, meaning that the buyer must have it made illegally.  
  VEHICLES 
  Bikes 
  Acc. / Top 
  speed 
  Toughness 
  Crew 
  Price 
  Notes 
  Scooter 
  15/30 
  8 (2) 
  1+1 
  3,000¥ 
   
  Chopper 
  20/36 
  8 (2) 
  1+1 
  12,000¥ 
   
  Sport bike 
  20/36 
  8 (2) 
  1+1 
  5,500¥ 
   
  Off-roader 
  15/32 
  8 (2) 
  1 
  6,500¥ 
   
   
  Cars 
  Acc / Top 
  speed 
  Toughness 
  Crew 
  Price 
  Notes 
  Sports car 
  30/56 
  10 (3) 
  1+2 
  85,000¥ 
  Ferrari, Lamborghini 
  Low-cost sports 
  car 
  25/56 
  10 (3) 
  1+2 
  45,000¥ 
  Mercedes SLR 
  Subcompact 
  10/36 
  10 (3) 
  1+1 
  10,000¥ 
   
  Sedan 
  20/40 
  10 (3) 
  1+3 
  14,000¥ 
   
  limousine 
  10/36 
  10 (3) 
  1+4 
  120,000¥ 
   
  
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  Heavy-duty 
  Pickup 
  20/40 
  14 (3) 
  1+2 
  35,000¥ 
   
  Van 
  10/30 
  14 (3) 
  1+2 
  35,000¥ 
   
  Patrol car 
  20/40 
  10 (3) 
  1+4 
  22,700¥ 
   
  Riot Control 
  Vehicle 
  10/30 
  16 (4) 
  2+8 
  51,200¥ 
  1 weapon mount 
   
  Boats 
  Acc / Top 
  speed 
  Toughness 
  Cre
  w 
  Price 
  Notes 
  Hovercraft 
  4/13 
  10 (2) 
  1+3 
  255,00¥ 
   
  Patrol 
  Hovercraft 
  4/13 
  15 (3) 
  1+7 
  63,000¥ 
   
  Patrol Boat 
  3/12 
  12 (3) 
  1+4 
  90,000¥ 
  Police boat. 2 Weapon 
  mounts 
  Yacht 
  2/10 
  10 (2) 
  1+3 
  170,000¥ 
   
  Sport Cruiser 
  3/12 
  10 (2) 
  1+3 
  12,500¥ 
   
  Mini-sub 
  2/10 
  10 (2) 
  1+1 
  158,000¥ 
   
   
  Flying 
  Acc / Top 
  speed 
  Toughness 
  Crew 
  Price 
  Notes 
  Twin-Prop 
  Airplane 
  20/48 
  12 (2) 
  2+2/18 
  164,000¥ 
  Can carry cargo or 
  crew 
  Cargo Helicopter 
  20/50 
  11 (2) 
  1+3 
  495,000¥ 
   
  Utility Helicopter 
  20/50 
  11 (2) 
  1+6 
  225,000¥ 
   
  Autogyro 
  10/30 
  11 (2) 
  1 
  106,000¥ 
  1 Weapon mount 
  (LMG) 
  Thunderbird 
  20/48 
  16 (4) 
  2+6 
  2,350,000¥ 
   
  Tilt-Wing Airplane 
  25/200 
  14 (2) 
  2 
  320,000¥ 
  Commuter airplane. 
   
   
  
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  DRONES 
  All drones are able to propel themselves using whatever means they have to move themselves. 
  They are also able to transmit streams from their sensors back to the controlling character. Drones 
  are regarded as Extras and treated as NPCs, unless someone jacks into them.  
  SHIAWASE KANMUSHI 
  This quad-leg micro-drone “bug” crawler is ideal for penetrating closely confined areas and is 
  capable of crawling on walls and ceilings. It is about the size of an ant and very hard to notice. It 
  has a single camera sensor, capable of showing normal light.  
  ATTRIBUTES: Agility D6, Smarts D4, Spirit D4, Strength D4, Vigor D4. 
  PACE: 2, PARRY: 3, TOUGHNESS: 1 
  SPECIAL ABILITIES: 
   
  MINISCULE: due to the drone’s extremely small size, enemies take a -4 penalty to spot the 
  drone.  
   
  WALL WALKER: The drone can climb vertical surfaces with ease.  
  SIKORSKY-BELL MICROSKIMMER 
  Quiet and durable, this skimmer is smaller than a can lid and can even skim over water. 
  ATTRIBUTES: Agility D4, Smarts D4, Spirit D4, Strength D4, Vigor D4. 
  PACE: 2, PARRY: 2, TOUGHNESS: 1 
  SPECIAL ABILITIES: 
   
  WATER WALK: The drone can travel over water, if the surface is calm. This excludes the sea 
  and some large lakes.  
  LONE STAR IBALL 
  Designed to be tossed or rolled into a room, this minidrone can roll on its own but cannot handle 
  stairs, lips, or large obstructions. An offensive version comes equipped with a built-in flash-pak and 
  smoke grenade for an extra 500¥. 
  ATTRIBUTES: Agility D6, Smarts D4, Spirit D4, Strength D4, Vigor D4. 
  PACE: 2, PARRY: 2, TOUGHNESS: 1.  
  SPECIAL ABILITIES: 
   
  ARMED: The done can be outfitted with a flashpak (as Flashbang grenade) or Smoke 
  Grenade. The drone can activate this grenade as an action, blasting people around it. 
  MCT FLY-SPY 
  The size of a large insect, this flying eye-in-the-sky is very handy for shadowing people, given that it 
  is hard to spot. Equipped with a Pilot D4 and Stealth D6 autosoft. 
  ATTRIBUTES: Agility D6, Smarts D4, Spirit D4, Strength D4, Vigor D4. 
  SKILLS: Pilot D4, Stealth D6 
  PACE: 2, PARRY: 2, TOUGHNESS: 1 
  
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  AZTECHNOLOGY CRAWLER 
  Designed to operate as a remote snooper in rough rural or urban terrain, this small crawler can 
  handle stairs and other obstacles. Efficient and robust, the Crawler has an impressive autonomy. 
  ATTRIBUTES: Agility D8, Smarts D6, Spirit D4, Strength D4, Vigor D4. 
  PACE 3, PARRY 2, TOUGHNESS: 2 
  SPECIAL ABILITIES: 
   
  SIZE -2: The Crawler is about the size of a house cat.  
  LOCKHEED OPTIC-X 
  The wings on this VSTOL stealth craft fold up for easy transport. Its patented signature limiting 
  technology make it a favorite of intelligence agencies and shadowrunners. 
  ATTRIBUTES: Agility D6, Smarts D4, Spirit D4, Strength D4, Vigor D4. 
  PACE 6: PARRY 2, TOUGHNESS 3 
  SPECIAL ABILITIES: 
   
  STEALTH CRAFT: The radar-deflecting shape and paintjob on the Optic-X gives a -2 penalty 
  to notice the aircraft using Radar and other electronic scanners. At night, the penalty also 
  applies to visually spotting the aircraft in the sky.  
   
  SIZE -1: The Optic-X is about 4 feet long with a wingspan of 5 feet.  
  GM-NISSAN DOBERMAN 
  The Doberman is a perimeter-patrol crawler drone equally effective during daytime or nighttime 
  conditions. It comes equipped with a weapon mount (capable of mounting a LMG or smaller guns) 
  as well as Notice D6 and Shooting D6 autosofts.  
  ATTRIBUTES: Agility D6, Smarts D6, Spirit D6, Strength D8, Vigor D6. 
  PACE: 4, PARRY: 2, TOUGHNESS: 7 (2). 
  SKILLS: Shooting D6, Notice D6. 
  SPECIAL ABILITIES: 
   
  WEAPON MOUNT: The Doberman has a built-in weapon mount, which can hold any 
  standard firearm, up to a Light Machine Gun.  
  MCT-NISSAN ROTO-DRONE 
  The Roto-Drone is a simple, no-nonsense rotor-wing drone design that is easy to customize and 
  integrate weapons systems into. If has space for one weapon mount, although there is none per 
  standard.  
  ATTRIBUTES: Agility D8, Smarts D4, Spirit D6, Strength D6, Vigor D6. 
  PACE: 6, PARRY: 2, TOUGHNESS: 5 
  SPECIAL ABILITIES: 
   
  WEAPON MOUNT: For 2,500¥, a weapon mount can be purchased for the Roto-drone. It 
  holds up a Light Machine Gun.  
  
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  RENRAKU STORMCLOUD 
  This solar-powered mini-blimp can stay in the air for days high above its surveillance target. 
  Commonly used as an eye-in-the-sky for site security as well as various air traffic control functions. 
  Equipped with a Notice D6 autosoft 
  ATTRIBUTES: Agility D4, Smarts D4, Spirit D4, Strength D6, Vigor: D6. 
  PACE: 3, PARRY: 2, TOUGHNESS: 5 
  SKILLS: Notice D6 
  CYBERSPACE DESIGNS DALMATIAN 
  The Dalmatian vectored-thrust recon drone features a unique limited hover capability and a sturdy 
  frame for its lightweight. Lone Star has licensed the design for urban surveillance duties. 
  ATTRIBUTES: Agility D6, Smarts D4, Spirit D4, Strength D6, Vigor D6. 
  PACE: 5, PARRY: 2, TOUGHNESS: 6(1). 
  SPECIAL ABILITIES: 
   
  HOVER: the Dalmatian can hover over the surface, making it possible to cross water. Skirting 
  across a harbor would be possible, but anything larger would be a stretch. The drone can 
  also avoid triggering land mines and other traps.  
  CRASHCART AUTODOC 
  The Autodoc is a mobile stabilization unit. Any character hooked up to the AutoDoc automatically 
  recovers from being shaken in the following round, as if they rolled a success. The AutoDoc comes 
  with integrated medkit and Healing D8 Autosoft 
  ATTRIBUTES: Agility D4, Smarts D4, Spirit D6, Strength D4, Vigor D6. 
  PACE: 2, PARRY: 2, TOUGHNESS: 7 (2). 
  SKILLS: Healing D8. 
  SPECIAL ATTRIBUTES: 
   
  INTEGRATED MEDKIT: The AutoDoc has an integrated medkit of rating 2. Any character 
  attempting a heal check in the drones vicinity adds +1 to their healing roll. 
   
  AUTODOC COMBAT MEDIC®: The AutoDoc allows up to four characters to hook up to the 
  drone, via an intravenous drop. This restricts the character from moving more than 3 squares 
  away from the drone. Any character who is hooked up to the drone are automatically 
  unshaken on the drone’s initiative.  
  STEEL LYNX COMBAT DRONE 
  A hardened ground-combat machine, the Steel Lynx possesses four wheeled legs and a turret 
  weapon mount (capable of mounting a LMG or smaller guns). It comes with Fighting D6 and 
  Shooting D6 autosofts. 
  ATTRIBUTES: Agility D8, Smarts D6, Spirit D8, Strength D6, Vigor D8. 
  PACE: 7, PARRY: 5, TOUGHNESS:  10(4). 
  SKILLS: Fighting D6, Shooting D6. 
  SPECIAL ABILITIES: 
  
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   
  WEAPON MOUNT: The Steel Lynx has a built-in weapon mount, which can hold any 
  standard firearm, up to a Light Machine Gun. 
  AUTOSOFTS 
  Autosofts provide skill ranks to drones and rigger-adapted vehicles. The price of an Autosoft is 4000¥ 
  per die step from nothing. For example, an Autosoft with a D6 rating in Fighting would cost 8000¥. A 
  drone cannot make skill checks untrained.  Unlike living characters, a drone’s potential skill level is 
  not linked to its attributes. The price for Autosofts is always the same. 
  The skills available as autosofts are: 
   
  FIGHTING: Mostly used to raise a drones parry. Most drones have no melee capabilities. 
   
  SHOOTING: Take a wild guess, chummer. 
   
  KNOWLEDGE(GUNNERY): If it is too big to hold in your hand, this is the skill. Mainly used in 
  military hardware and intelligent artillery. Used in place of shooting. 
   
  DRIVING: Movement by wheels or legs. Used to chase and dodge.  
   
  PILOTING: Movement by flight. 
   
  BOATING: Movement over water.  
   
  HEALING: Used by drones with internal medkits, like the AutoDoc. Functions as normal. 
   
  NOTICE: Covers all use of sensors and cameras, along with enemy pattern recognition.  
   
  STEALTH: Noise regulators and specialized AI rutines.  
  GEAR PACKAGES 
  The most time consuming part of character creation is buying gear, especially if the characters 
  take the “Rich” and “Filthy Rich” edges. In an effort to make things a tad quicker, I have created a 
  few standard gear packs for the major archetypes.  
  STREET SAMURAI 
  Cost:  6325 ¥ 
   
  Katana 
   
  2x Ares Predator IV heavy pistol 
  o 
  60 explosive rounds (+2 damage) 
  o 
  30 gel rounds (non-lethal) 
   
  AK97 Assault Rifle 
  o 
  60 APDS rounds (+3 AP) 
  o 
  Smartlink system 
   
  1 flashbang grenade 
   
  1 frag grenade 
   
  Lined Coat 
   
  Low Lifestyle, 1 month 
  Recommended edges: Cyber Up!, Two Fisted, Quick Reload 
  STREET SAMURAI, DELUXE 
  Cost: 16185 ¥ 
  
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   
  Katana 
   
  2x Ares Viper Silvergun 
   
  Ares Alpha assault rifle 
  o 
  80 explosive rounds (+2 damage) 
  o 
  80 APDS rounds (+3 AP) 
  o 
  5 HE grenades 
  o 
  Bipod 
   
  Middle lifestyle, 1 month 
   
  Sport Bike 
   
  Lined coat 
  Recommended edges: Cyber Up!, Two Fisted, Quick Reload 
  HACKER 
  Cost: 7900 ¥ 
   
  Armored clothing 
   
  Colt American L36 
   
  Taser 
   
  Long Haul, 3 doses 
   
  Kamikaze, 1 dose 
   
  Low Lifestyle, 1 month 
   
  Commlink, rating 3 
  o 
  Hardening, 2 points 
  Recommended edges: Hacker, Connections 
  RIGGER 
  Cost: 8550 ¥ 
   
  Armored clothing 
   
  HK MP-5 TX submachine gun 
   
  GM-Nissan Doberman drone 
  o 
  AK97 assault rifle in weapon mount 
   
  MCT Fly-Spy drone 
   
  Low Lifestyle, 1 month 
  Recommended edges: Rigger, Drone Controller, Cyber Up! 
  RIGGER, DELUXE 
  Cost: 17050 ¥ 
   
  Armored Clothing 
   
  HK MP-5 TX submachine gun 
   
  GM-Nissan Doberman drone 
  o 
  Autosoft: shooting D8 
  o 
  Autosoft: stealth D4 
  
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  Made by Christoffer Krakou – chris.krakou@gmail.com 
  o 
  FN HAR assault rifle in weapon mount 
   
  Silencer 
   
  MCT Fly-spy drone 
   
  Low lifestyle, 1 month. 
  Recommended edges: Rigger, Drone Controller, Cyber Up! 
  MAGE 
  Cost: 7025 ¥ 
   
  Armor Jacket 
   
  Ruger Super Warhawk pistol 
  o 
  Concealable holster 
   
  Psyche, 3 doses 
   
  Spell formulae 
  o 
  1 manipulation spell 
  o 
  1 illusion spell 
  o 
  1 detection spell 
   
  Fetishes 
  o 
  1 combat fetish 
   
  Low lifestyle, 1 month 
  Recommended edges: Arcane Background (Magician), Spell Focus, Assesensing Master 
  SHAMAN 
  Cost: 7315 ¥ 
   
  Armor Vest 
   
  Colt Manhunter pistol 
  o 
  30 gel rounds (non-lethal) 
  o 
  Concealable holster 
   
  Deepweed, 1 dose 
   
  Psyche, 1 dose 
   
  Spell Formulae 
  o 
  1 health spell 
  o 
  1 manipulation spell 
  o 
  1 detection spell 
   
  Low lifestyle, 1 month 
   
  1 combat fetish 
  Recommended edges: Arcane Background (Shamanism), Spirit Affinity, Magical Endurance 
  GUNSLINGER ADEPT 
  Cost: 6720 ¥ 
   
  Armor Clothing 
   
  2 Steyr TMP machine pistols 
  
  40 
  Made by Christoffer Krakou – chris.krakou@gmail.com 
  o 
  120 explosive rounds (+2 damage) 
  o 
  120 APDS rounds (+3 AP) 
  o 
  60 Gel rounds (non-lethal) 
   
  Remington 990 
  o 
  Smartlink 
   
  Sword 
   
  Nitro, 2 doses 
   
  Low Lifestyle, 1 month.  
  Recommended edges: Arcane Background (Adept), Two Fisted, Alertness 
  MARTIAL ADEPT 
  Cost: 7020 ¥ 
   
  Leather Jacket 
   
  Urban Explorer Jumpsuit 
   
  Combat Axe 
   
  Shock Gloves 
   
  Ares Predator IV pistol 
   
  Low Lifestyle, 1 month 
   
  Scooter 
  Recommended edges: Arcane Background (Adept), Extraction, First Strike 
  FACE 
  Cost: 7310 ¥ 
   
  Business Clothes 
   
  Extendable Baton 
   
  Hammerli 620S pistol 
  o 
  30 Gel rounds (non-lethal) 
   
  Novacoke, 3 doses 
   
  Medium Lifestyle, 1 month. 
  Recommended edges: Connections, Attractive, Common Bond. 
   
   
  
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  Made by Christoffer Krakou – chris.krakou@gmail.com 
  ARCANE BACKGROUNDS 
  The arcane backgrounds cover the three major Shadowrun spell casters: Adepts, Magicians and 
  Shamans. 
  ADEPTS 
  Starting Powers - 3  
  Also receives the Martial Arts Edge. 
   
  Adepts are characters that use magic to improve their physical body and capabilities. To cast a 
  spell the Adept must roll an Equilibrium (Spirit) Skill check - TN 4 (with modifiers for any Cyberware 
  they have) plus the modifier for each spell rank above their own:  
   
  Novice 0 
   
  Seasoned +4 
   
  Veteran +8 
   
  Heroic +12 
   
  Legendary +16 
  This lessens as the Adept becomes more skillful (IE - A Seasoned Adept modifiers would look like this: 
  Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).  
   
  Snake eyes means that he is exhausted and cannot use abilities until he centers himself. He 
  must rest for at least an hour and makes a successful Vigor roll before he can use his powers 
  again. 
   
  On a failure, the Adept gains a level of fatigue.  
   
  When choosing spells ignore rank for requirements purposes. Rank factors into the casting 
  modifier (see above). 
  Adepts are able to perceive on the astral plane, TN 6 (plus any modifiers for Cyberware). They can 
  see things and gain certain info by rolling again on a target (See Assensing). They can remain in the 
  astral plane a number of hours equal to their Equilibrium die type divided in half (IE - An Adept with 
  a d6 in Equilibrium can stay on the Astral plane for 3 hours). 
  MAGICIANS 
  Requirements - Novice 
  Starting Powers: 2 + Summon Elemental and one Detect spell 
   
  Magicians are capable of wielding amazing powers. To cast a spell the Magician must roll a 
  Sorcery (Spirit) Skill check - TN 4 (with modifiers for any Cyberware they have equal to the amount 
  subtracted from their Essence) plus a modifier for each spell rank above their own: 
   
  Novice 0 
   
  Seasoned +4 
   
  Veteran +8 
   
  Heroic +12 
   
  Legendary +16 
  
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  This lessens as the Magician becomes more powerful. The modifier decreases by four for each rank 
  above Novice. (IE - A Seasoned magician modifiers would look like this: Novice 0; Seasoned +0; 
  Veteran +4; Heroic +8; Legendary +12). 
  Whether the spell succeeded or not they must make a Spirit check (TN the same as the spell and 
  incurring any modifiers for any Cyberware they have equal to the amount subtracted from their 
  Essence).  
   
  Snakes eyes means the caster takes a wound and falls unconscious for 1d6 hours. 
   
  On a failure, the caster takes one level of fatigue and is shaken.  
   
  Success - they suffer one level of fatigue, but are not shaken.  
   
  A raise means no adverse effects.  
   
  Two or more raises means that the Shaman can attempt to cast another spell at the end of 
  the round at a -2 to all rolls (plus any other modifiers).  
  When choosing spells ignore rank for requirements purposes. Rank factors into the casting modifier 
  (see above). Magicians are able to project themselves to the astral plane, TN 6 (plus any modifiers 
  for Cyberware). They can see things and gain certain info (See Assensing) by rolling again on a 
  target. They can remain in the astral plane a number of hours equal to their Sorcery die type 
  divided in half (IE - A magician with a d6 in Sorcery can stay on the Astral plane for 3 hours) 
  ELEMENTALS (MAGICIAN) 
  Use Elementals (Air, Earth, Fire, and Water) in the SWDX bestiary (pg. 136-137) for stats. A Magician 
  can summon one an Elemental of one of the four elements to assist them. 
  SHAMANS 
  Requirements - Novice 
  Starting Powers: 2 + Summon Spirit.  
  Also, Choose a Totem Animal 
   
  Shamans are able to use magical power by manipulating nature and drawing strength from the 
  spirit world. To cast a spell the Shaman must roll a Shamanism (Spirit) Skill check - TN 4 (with modifiers 
  for any Cyberware they have equal to the amount subtracted from their Essence) plus a modifier 
  for each spell rank above their own:  
   
  Novice 0 
   
  Seasoned +4 
   
  Veteran +8 
   
  Heroic +12 
   
  Legendary +16 
  This lessens as the Shaman becomes more skillful. The modifier decreases by four for each rank 
  above Novice. (IE - A Seasoned Shaman modifiers would look like this: Novice 0; Seasoned +0; 
  Veteran +4; Heroic +8; Legendary +12).  
  
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  Whether the spell succeeded or not they must make a Spirit check (TN the same as the spell and 
  incurring any modifiers for any Cyberware they have equal to the amount subtracted from their 
  Essence).  
   
  Snakes eyes means the caster takes a wound and falls unconscious for 1d6 hours. 
   
  On a failure, the caster takes one level of fatigue and is shaken.  
   
  Success - they suffer one level of fatigue, but are not shaken.  
   
  A raise means no adverse effects.  
   
  Two or more raises means that the Shaman can attempt to cast another spell at the end of 
  the round at a -2 to all rolls (plus any other modifiers).  
  When choosing spells ignore rank for requirements purposes. Rank factors into the casting modifier 
  (see above) 
  TOTEMS 
  BEAR 
  Bear is a Totem found in cultures wherever bears are known, from North America to Europe and 
  Asia. He is powerful, but gentle and wise. He tends to be slow moving and easygoing unless 
  urgency requires speed. Bear is slow to anger, but terrible in battle. Bear tends to be calm, cool, 
  and collected. He is the healer and protector of the natural world. Bear cannot turn down 
  someone who needs healing without good reason. 
  Advantages: +2 Health spells +2 forest spirits. 
  Disadvantages: Bear magicians can go berserk when wounded (taking Physical damage) in 
  combat or if someone under their care is badly injured. Make a Spirit Roll. The character goes 
  berserk for 3 turns, minus 1 per success and raise. A berserk Shaman will go after the nearest person 
  without regard for her own safety. If the shaman incapacitates a target before the time is up, the 
  berserk fury dissipates. 
  CAT 
  Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, 
  usually involving the afterlife. She certainly knows many secrets, but rarely decides to share them, 
  and never with anyone less than worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—
  threatening, taunting, And confusing—rather than going directly for the kill. 
  Advantages: +2 Illusion spells, +1 die type to either Climbing or Stealth (character must choose 
  one). 
  Disadvantages: Cat shamans toy with their prey. Unless the Cat shaman makes a Spirit roll -2, she 
  cannot make an attack that will incapacitate her target. If the target wounds the shaman, he can 
  then bring the pain. 
  DOG 
  Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog 
  protects people from harmful magic and dangerous spirits. Dog is loyal, generous, and helpful to 
  those who show him kindness. He is single-minded, often to the point of stubbornness. 
  
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  Advantages: +2 For Detection spells, +2 for Spirits of man. 
  Disadvantages: A Dog Shaman is stubbornly loyal. She can never leave someone behind, betray 
  her comrades, or let another sacrifice themselves in her place without making a successful Spirit -2 
  roll. 
  EAGLE 
  Eagle is the highest-flying bird in the sky, considered the most noble by cultures in North America, 
  Central America, and Europe. He is proud and solitary, and sees everything happening in the world 
  below. Eagles are noble defenders of the purity of nature. They are intolerant of those who do not 
  share their views and have a strong distrust of technology and its tools. Those who damage nature 
  are Eagle’s enemies, and Eagle will brave great danger to defeat polluters and other evildoers. 
  Advantages: +2 to Charisma, +2 for air spirits. 
  Disadvantages: Eagle Shamans receive the Arrogant Hindrance 
  RAT 
  Rat is found wherever humans are, for whom else’s bounty can sustain him? Rat is a scavenger, a 
  stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to 
  stick to the shadows. Rat avoids fights whenever he can—when he must fight, he fights to kill. 
  Advantages: +1 die type for Stealth, +2 vigor for resisting disease and poisons 
  Disadvantages: A Rat Shaman must make a Spirit -2 Test to not immediately flee or seek cover 
  whenever caught in a combat situation. If there is nowhere to flee, then she is forced to fight. 
  RAVEN 
  Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and 
  devious. Raven thrives off the bounty of carnage and chaos, but does not cause them— he merely 
  knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food. 
  Advantages: +2 for Puppet spells, +2 for air spirits. 
  Disadvantages: A Raven Shaman must make a Spirit -2 Test to avoid exploiting someone else’s 
  misfortune to her own advantage. 
  SHARK 
  Shark is a cold and relentless hunter. All who live near the sea know his power. When Shark strikes, 
  he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to be 
  wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes 
  the only good enemy is a dead enemy. If challenged, he does not waste time with threats or 
  boasts but strikes to kill. 
  Advantages: +2 for Combat spells, +2 for water spirits. 
  Disadvantages: Shark shamans can go berserk in combat (similar to Bear Shaman) when they are 
  wounded or when they wound an opponent. A berserk Shark character may continue to attack 
  the body of her last victim instead of moving on to attack a new target, if the player chooses. 
  
  45 
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  SNAKE 
  Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her 
  advice. Snake characters fight only to protect themselves and others. They are obsessed with 
  learning secrets and take great risks in order to do so. They trade their knowledge to others for 
  whatever they can get in exchange. 
  Advantages: +2 for Detection spells, +2 to Agility tests. 
  Disadvantages: Snake Shamans gain the Cautious Hindrance. 
  WOLF 
  Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his 
  pack. As the ancient saying goes, Wolf wins every fight but one, and in that one, he dies. Wolf 
  magicians are loyal to friends and family unto death. They do not show cowardice in battle and 
  their word is their bond. 
  Advantages: +2 for Combat spells, +2 for beast spirits. 
  Disadvantages: A Wolf magician must succeed in a Sprit -2 Test to retreat from a fight. 
  NATURE SPIRITS  
  All Spirits have a d8 in stats and in the Spirit’s listed skills. Spirits take full damage from magic and ½ 
  damage from mundane melee weapons, and no damage from bullets other projectiles. 
  Toughness: 6. Parry: 6. 
  SPRITS OF MAN 
  City Spirits- Usually appear as trash or garbage, but may appear as almost anything. 
  Skills: Fighting, Sorcery, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Confusion, Fear, Guard, Materialization, Search 
  Field Spirit- Appear as miniature farm hands 
  Skills: Fighting, Sorcery, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Guard, Materialization, Search 
  Hearth Spirit- Appears as humanoid wearing antique clothes 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Confusion, Guard, Materialization, Search 
  SPIRITS OF THE LAND 
  Desert Spirit - Appear as dust devils 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Concealment, Guard, Materialization, Movement, Search 
  Forest Spirit- Rarely materialize, but look like walking trees 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Confusion, Fear, Guard, Materialization 
  
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  Made by Christoffer Krakou – chris.krakou@gmail.com 
  Mountain Spirit- Rarely materializes. Looks similar to Earth Elemental 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Guard, Materialization, Movement, Search 
  Special: Borrow, Toughness +2 
  Prairie Spirit- Appear as tumbleweeds or dust devils 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Guard, Materialization, Movement, Search 
  Special: Borrow 
  SPRITS OF THE SKY 
  Mist Spirit- Appears as a cloud of dense fog 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Confusion, Engulf, Guard, Materialization, Movement 
  Special: Fly 
  Storm Spirit- Appears as a Thundercloud 
  Skills: Fighting, Notice, Sorcery 
  Powers: Bolt (Lightning) Concealment, Confusion, Fear, Materialization 
  Special: Fly 
  Wind Spirit- Appear as Swirling Clouds, or Gusts of strong wind 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Confusion, Guard, Materialization, Movement, Search 
  SPRITS OF THE WATERS 
  Lake Spirit - Appear as Small Waterspouts, humanoids with blue skin, or made of water 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Engulf, Fear, Guard, Materialization, Movement, Search 
  River Spirit- Appear as Small Whirlpools, or frog-like humanoids 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Engulf, Fear, Guard, Materialization, Movement, Search 
  Sea Spirit- Appear as Merfolk 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialization, Movement, 
  Search 
  Swamp Spirit- Appear as will-o-wisps, alligators, vegetation, etc. 
  Skills: Fighting, Notice, Throwing, Sorcery 
  Powers: Accident, Concealment, Confusion, Engulf, Entangle, Fear, Guard, Materialization, 
  Movement, Search 
  SPIRIT POWERS 
   
  Accident- The spirit does an Agility trick against an opponent or group of opponents. This will 
  always result in a shaken status, and will cause a wound if successful. 
   
  Bolt- As per the power, with appropriate trapping.  
  
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   
  Burst- As per the power, with appropriate trapping. 
   
  Concealment- +4 to Stealth rolls when attempting to hide. 
   
  Confusion- As power 
   
  Engulf- Spirit makes a fighting attack to grapple. Each round after, the character and spirit 
  make opposed fighting checks, if the character wins, they escape, if the spirit wins, the 
  engulfed character suffers Str+d4 Damage. 
   
  Entangle- As per the spell, Causes the Spirit Drain 
   
  Fear- as spell, but can focus on single target, in which case they suffer -2 to roll (which could 
  mean a total of -4 if the Spirit gets a raise). 
   
  Guard- the Spirit will guard the caster and if a hit is successful (not from area-effect spells) 
  will take the damage instead. 
   
  Materialization- Appear on the physical plane. 
   
  Movement- Grant a character(s) a bonus to their pace while moving through their territory 
  (double pace). It may also be used to decrease a characters movement. (Divide Pace in 
  half). May also be used on vehicles as well. 
   
  Noxious Breath- Cone Template, Characters must make a Vigor roll (-1 modifier) or be 
  shaken. Respirators negate. 
   
  Search- The spirit may make a Notice Check to find something within its terrain at a +4. This is 
  opposed by character stealth checks, and the concealment power. 
  ASSENSING 
  Magicians and Adepts can use their astral projection to try to gain information on living targets by 
  sensing their aura. Once a caster is perceiving or projecting on the Astral Plane roll another casting 
  check VS the Target’s Spirit.  
  Failure- No information gained. 
  Success- You can tell the health of the target in general terms. You get an impression of the targets 
  emotions and whether they are mundane or awakened. 
  Raise- You know if the target has cyberware implants and their locations. You also know what type 
  of magical ability is being used. You also recognize the subjects aura if you have seen it before 
  (regardless of disguises or surgeries). 
  Two Raises- You know whether their magical aptitude is lower, equal, or higher than yours. You can 
  also gain a general knowledge of afflictions to the target (diseases, poisons, etc.). 
  Three Raises- You know if the target has any bioware implants and the actual skill level of their 
  magical ability. You also gain acute knowledge of any sickness, disease, or poisons in the target. 
  BINDING 
  A Magician or Shaman is able to bind a spirit to become their servant. They must make an opposed 
  test of their magic skill VS the Elementals/Spirits Spirit die. If Magician wins, they can call on the 
  Elemental/Spirit any time without needing to roll to see if it is successful. They can automatically 
  give the Elemental/Spirit three jobs to do and it will carry those out and not disappear until 
  complete (even if it is past the sunset/sunrise). Binding an Elemental/Spirit takes a number of hours 
  equal to the max number on the creature’s Spirit die and an amount of magical ingredients equal 
  to 100 x the max number on the creature’s Spirit die in Nuyen.  
  Elementals and Spirits do not like being bound in this form of servitude. Should the caster roll snake 
  eyes during the attempt to bind, the Elemental/Spirit will attempt to kill them. In addition, if the 
  
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  caster ever falls unconscious with their bound spirit out, the creature will immediately attempt to kill 
  them to break the chains that bind them. The Shaman/Magician can only have one 
  Spirit/Elemental active at a time. They can summon others as per the normal spell. 
  STREET GRIMOIRE 
  This chapter details the magic of the sixth world. 
  ADEPT POWERS 
  Adepts can gain the following powers, but are only able to use them on themselves, unless noted.  
  NOVICE POWERS 
  Mystic Armor: Works as the Armor spell. See manipulation spells.  
  Blinding Fist: Works as the Blind power in the SWDX book. This power is delivered as part of an 
  unarmed attack.  
  Skill Boost: Works as the Boost Trait spell, with the Skill Boost trapping. The adept selects which skill to 
  increase with the power when he selects the power. Common boosts are fighting skills, although 
  others are not uncommon. 
  Detect Aura: Works as the Detect spell (see detection spells), and allows the adept to instinctively 
  know who in the near vicinity is awakened.  
  Missile Parry: “Deflection” power. Slow moving objects can be caught with an Agility Check. TN = 
  opponents shooting/throwing. 
  Rapid Healing: Works as the ”Healing” or ”Succor” power. Choose one when selecting power 
  Killing Hands: As the “Smite” power, but fist only. Lasts for one minute. 
  Speed: works as the power in SWDX.  
  Stun: Works as the Stun power in the SWDX. This power is delivered as part of an unarmed attack.  
  SEASONED POWERS 
  Havoc: As spell, but only immediately around Adept and knocks back 1d6” instead of 2d6”. The 
  Adept does by this channeling all energy and concentration through body into the ground.  
  Increased Reflexes: When using this power, the Adept gains a second initiative pass for one minute.  
  Slow: Works as the power in the SWDX. However, this power is delivered through a touch attack. 
  Warrior’s Gift: Works like the power in the SWDX 
   
  
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  COMBAT SPELLS 
  BOLT (NOVICE) 
  The follow trappings for bolt is available: 
   
  ACID STREAM: A stream of burning avid covers a single target in Acid. 3D4 damage first 
  round, 2D4 in the second, unless the target can somehow remove the acid. 
   
  CLOUT: A bolt of psychokinetic force hits a single target. The target must roll a vigor (-2 on a 
  raise) or be shaken 
   
  MANABOLT: Magical energy manifested in destruction. Does 3D6 damage to a single living 
  or magical target. Instead of being resisted by Toughness, a Manabolt is resisted by the 
  targets Spirit /2 + 2 
   
  FLAMETHROWER: Creates a magical flame right against the target which does 3D6 
  damage to a single target. If the spell hits with a raise, the target is set on fire 
   
  LIGHTNING BOLT: A bolt of lightning strikes a single target for 3D6 damage. If the attack hits 
  with a raise, the target experiences muscle spasms and must succeed a vigor roll or take -2 
  to parry for the next round. 
  BLAST (SEASONED) 
  The following trappings for Blast is available: 
   
  BLAST: A blast of psychokinetic force. The blast does 3D6 non-lethal damage to everyone in 
  a medium blast radius. 
   
  MANABALL: Magical energy manifested in destruction. The blast does 3D6 damage to 
  every living or magic target in a medium blast radius. If the spell fails, the Manaball simply 
  fails to materialize. Instead of being resisted by Toughness, a Manaball is resisted by the 
  target’s Spirit /2 + 2 
   
  FIREBALL: A superheated ball of fire. The fireball does 3D6 damage to every target in a 
  medium blast template. If the spell hits with a raise, the fire is especially powerful, and gains 
  AP 2 
   
  BALL LIGHTNING: A ball of lightning explodes and arcs to every target in a medium blast 
  template, doing 3D6 damage. If the attack hits with a raise, every target is subject to 
  muscle spasms, and must succeed a vigor roll or take -2 to parry for the next round. 
  SMITE (NOVICE) 
  The following trappings for Smite is available. These only work in melee weapons. 
   
  PUNCH: Imbues the caster with psychokinetic force. Adds +2 to nonlethal damage (+4 on a 
  raise) 
   
  DEATH TOUCH: Imbues the caster with Magical energy. The caster gains a +2 (+4 on a raise) 
  bonus on damage against living or magical targets 
  BURST (NOVICE) 
  The following trappings for Burst are available: 
  
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   
  TOXIC WAVE: A stream of burning avid covers all targets in a cone shape in Acid. 2D8 
  damage first round, 1D8 in the second, unless the target can somehow remove the acid. 
  The target can attempt an opposed Agility Roll to avoid the acid. 
  STUN (NOVICE) 
   
  BLAST: A blast of psychokinetic force pummels the targets in a medium burst template. 
  DETECTION SPELLS 
  DETECT (NOVICE) 
  Works as Detect/Conceal Arcana power. Instead of arcane power, Detect can instead detect 
  one of the following. This is chosen when the spell is selected, and cannot be changed. The caster 
  can later select another detect spell. 
   
  ENEMIES: All life forms with hostile intentions towards the caster. 
   
  INDIVIDUAL: A single, specific individual. The caster must have met this individual before. 
   
  LIFE: All living creatures, with no regard as to what it is. 
   
  LIFE FORM 
   
  MAGIC: (all foci, spells, wards, magical lodges, and spirits. 
   
  OBJECT 
  Object and Life Form is selected at casting time. Objects can be things such as guns, vehicles, 
  Explosives etc. Life Forms can include Elves, Orks, Dragons and so on.  
  MIND READING (NOVICE) 
  The following trappings are available. 
   
  MINDLINK: Communicate freely with a voluntary creature, as long as the spell is sustained. 
   
  MINDPROBE: As Mind Reading. 
  HEALTH SPELLS 
  BOOST TRAIT (NOVICE) 
  The following trappings are available. The player must pick one when this spell is taken. 
   
  INCREASE SKILL: increases a given skill, chosen at casting time. 
   
  INCREASE ATTRIBUTE: Increases an attribute, chosen at casting time. 
  LOWER TRAIT (NOVICE) 
  The following trappings are available. The player must pick one when this spell is taken. 
   
  DECREASE SKILL: Decreases a specific skill, chosen at casting time. 
   
  DECREASE ATTRIBUTE: Decreases an attribute, chosen at casting time. 
  HEALING (NOVICE) 
  
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  Works as normal, except that targets with Cyberware add +1 to the target number for each lost 
  point of essence. Note that healing only heals wounds that are less than an hour old.  
  SUCCOR (NOVICE) 
  Works as normal, except that targets with Cyberware add +1 to the target number for each lost 
  point of essence. Note that succor only heals fatigue. 
  GREATER HEALING (VETERAN) 
  Works as normal, except that targets with Cyberware add +1 to the target number for each point 
  of lost essence. Note that Greater Healing is required to neutralize poisons and diseases. Cannot 
  heal permanent injuries. 
  INCREASED REFLEXES (SEASONED) 
  Gives the target an extra initiative pass through magically enhanced reflexes. This power lasts for 
  one minute per casting 
  RESIST PAIN (SEASONED) 
  Works as Warriors Gift, giving use of the “Nerves of Steel” edge, ignoring 1 wound penalty for one 
  hour. If the target already has the “Nerves of Steel” edge, the target is instead granted the 
  improved version.   
  ILLUSION SPELLS 
  CONFUSION (NOVICE OR SEASONED) 
  When confusion is learned, the caster selects one of the following trappings: 
   
  CONFUSION: Mana illusion. Can effect living creatures, and creatures in astral space. Has 
  no effect on electronics, such as cameras 
   
  CHAOS: Physical illusion. Physically manifests in the mundane world, and effects creatures 
  and equipment there. No effect on astral creatures. 
  If the spell is only targeting and individual, it counts as novice. If the spell is to affect several 
  individuals, it counts as Seasoned. Up to five creatures can be affected at a time. 
  INVISIBILITY (SEASONED) 
  Works as normal. Only a single target can be affected per casting. 
  MASK (SEASONED) 
  Works as Disguise, except that the caster can only change into someone of roughly the same size.  
  STEALTH (NOVICE) 
  
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  This spell makes the subject less audible in every way. All movements by the target is silenced 
  (Indirect noises are not silenced. If the subject kicks a ball, the kicking makes no sound. The ball still 
  makes noise when it hits the ground). This grants the target at +2 on stealth rolls. 
  SILENCE (SEASONED) 
  Works as Stealth, except that an area is silenced instead. No sounds can be emitted from the area, 
  such as alarm noises, sonic attacks and such. The area is the size of a medium blast template.  
  MANIPULATION SPELLS 
  ARMOR (NOVICE) 
  Available as normal. 
  CONTROL (VETERAN) 
  Works as the puppet power. When the spell caster selects this spell, he must choose one of the 
  following trappings:  
   
  CONTROL ACTIONS: The spell takes complete control of the subject, making the caster in 
  control of their every movement. The target is conscious and aware, but unable to control 
  its movements. This spell must be maintained with an action each round. Due to being 
  conscious and aware, the subject takes a -2 penalty on all skill checks while in this state. 
   
  CONTROL EMOTIONS: The subject feels an overwhelming emotion under the casters 
  control. Otherwise, the subject is in complete control of itself. If the subjects attempt to do 
  something under conflicting emotions, such as fight while laughing hysterically, the target 
  suffer a -2 to the skill roll 
   
  CONTROL THOUGHTS: The spell takes complete control of the subjects thoughts, making 
  the caster in control of their every movement. The target is conscious, but unable to resist 
  the thoughts in any way. Due to the strain of controlling a targets thoughts rather than 
  actions, the spellcasting roll takes a -2 modifier. This spell must be maintained with a 
  spellcasting check every round. 
   
  ICE SHEET (NOVICE) 
  This spell works like Entangle. However, instead of restraining the target, the spell makes the ground 
  underneath them slippery with ice. A raise means that the creature has fallen prone. After the initial 
  casting, anyone inside the area is treated as partially constrained.  
  IGNITE (NOVICE) 
  By making the targets molecular structure vibrate with increasing intensity, the spell caster can set 
  objects and living targets on fire. Against living targets, a Vigor roll opposes the spellcasting roll. 
  INFLUENCE (VETERAN) 
  
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  Works as the puppet power. However, the caster implants a single suggestion into the head of the 
  target, which it will carry out as if it was its own idea. No one can tell that the individual has been 
  influenced. The target gets no opposed roll to resist the spell unless it is confronted with the 
  wrongness of its actions.   
  LEVITATE (SEASONED) 
  Works as Telekinesis, except weapons cannot be used. In return, up to 50 X spirit die in kilograms. 
  These creatures or objects may be smashed into walls or dropped, dealing spirit + D6 damage.  
  LIGHT (NOVICE) 
  Works as the Light spell. 
  MAGIC FINGERS (SEASONED) 
  Works as Telekinesis, however the amount lifted may not exceed spirit die in kilograms. In addition, 
  the spell allows the caster to perform any action they can normally do at range, such as picking 
  locks or peeling bananas. Any tricks are opposed as normal.  
  BARRIER (SEASONED) 
  When the caster creates a barrier, she must choose between one of the following: 
   
  Mana Barrier (Blocks astral travelers and magical energy. Spirits, Foci and dual beings 
  cannot enter through the barrier. Vision on the astral plane is blocked. Everyone inside the 
  barrier receives a +2 bonus to toughness against spells (+4 with a raise). The barrier has no 
  effect on physical or living objects such as metahumans and bullets. ) 
   
  Physical barrier (Translucent blue force field which blocks everything physical larger than a 
  molecule. If the barrier is left unmaintained, it has a toughness equal to the spell casters roll. 
  If more than this amount of damage is dealt to the wall, it collapses. If the caster instead 
  chooses to maintain the wall, a spellcasting roll opposes every attack. If the spell caster 
  wins, the wall is sustained. Otherwise, it collapses. Maintaining the barrier is an action each 
  round. 
   
  POLTERGEIST (SEASONED) 
  Works as Damage Field, except that the effect is stationary and has the size of a small blast 
  template.  
  SHADOW (NOVICE) 
  Works as the Obscure spell. 
  SHAPE CHANGE (VARIES) 
  Works as normal. The rank (and difficulty) determines what mundane critters the spell caster can 
  turn into.  
   
  Novice: Hawk, rabbit, cat 
  
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   
  Seasoned: Dog, wolf, deer 
   
  Veteran: Lion, tiger 
   
  Heroic: Bear, shark 
   
  Legendary: Great white shark 
   
  SUMMON ELEMENTAL/SPIRIT 
  Rank: Veteran 
  Power Points: 5 
  Range: Smarts 
  Duration: Until two jobs given are accomplished or Sunset /Sunrise (whichever comes first). With a 
  raise three jobs can be given. The creature must remain within 200 ft. of you or it goes back to its 
  native plane. 
  Trappings: Choose an Elemental for a Magician and a Spirit for the Shaman. A Magician must have 
  some of that element handy to do the summoning. The element or natural surrounding must be 
  present for the Shaman to summon a Spirit. The Spirit will not leave that particular area (IE- A forest 
  spirit will not leave a park, etc.). 
  Send Away on Mission- You can sacrifice the remainder of the jobs your creature owes you to send 
  them on a mission outside of the normal range. The creature will single-mindedly attempt to 
  accomplish this job until sunset/sunrise. It can go on the Astral and Physical planes to accomplish 
  this. 
  RITUAL CASTING 
  Takes 1 hour, but can affect anyone anywhere. The caster just has to know about the targets 
  position.  Note that this form of magic ceased to function during the 2060’s. 
  TN is per spell +2 to casting and drain as it is more taxing to cast each spell.  
   
   
  
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  APPENDICES 
  CONVERTING FROM SHADOWRUN 
  NOTE: THIS SECTION IS SPECIFIC TO 4TH EDITION SHADOWRUN ONLY.  
  Converting stats from one system to another is always more of an art than a science. However, 
  most art has certain guidelines, and I have found the following works the best for me.  
  In general, I have found it easier to base the statistics on the Savage Worlds rules, by finding an 
  equivalent item/npc/vehicle/power in the rules. Savage Worlds is generally a very homebrew-
  friendly system to work with, and I have not run into any major issues. (Except balance of course) 
  WEAPONS AND EQUIPMENT 
  General rules for converting equipment include: 
   
  Armor Penetration is converted 1-for-1. Negative armor penetration is equal to no armor 
  penetration 
   
  Damage is converted from a similar weapon in SWDX 
   
  Special abilities (smartlink, fire modes, etc.) are preserved from the weapons. 
  MELEE WEAPONS 
  For melee weapons, find a weapon in the Savage Worlds deluxe Edition that sort of, kind of, has the 
  same shape and size. Base it on that, and add a bit of AP, if it is present in Shadowrun. For example, 
  the Combat Axe from the 20th anniversary edition of Shadowrun is based on the Battle-axe stats 
  found in the SWDX. As for AP, I generally trade it 1-for-1, meaning that if the weapon has a -1 AP in 
  Shadowrun, it has AP 1 in Savage Worlds. The Combat Axe then ends up at being a str+D8, AP1 
  weapon. Reach in savage worlds is reserved for weapons such as spears and halberds, and is 
  therefore not factored in the axe.  
  FIREARMS 
  For firearms, I saw a pattern emerge at one point. While I still compared them to similar guns in the 
  SWDX, I noticed that the following DVs correspond to the following damages: 
  Shadowrun DV 
  Savage Worlds Damage 
  4 
  2D6 
  5 
  2D6+1 
  6 
  2D8 
  7 
  2D8+1 
  8 
  2D10 
  Everything above DV 8 requires special consideration. This includes stuff such as Shotguns and 
  Autocannons. Shotguns always behave like the shotgun in the core rules. This includes shotgun 
  pistols such as the Roomsweeper. Recoil is handled differently in Savage Worlds, so ignore that part. 
  Availability is up to the GM and is handled primarily through roleplaying.  
   
  
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  ARMOR 
  Armor is a bit more complicated to convert to savage worlds. For one, Shadowrun has two different 
  armor values, where Savage Worlds only has one. What I did was I took the riot gear from the 
  Shadowrun rulebook, replaced those stats with the stats for the full body armor in Savage Worlds, 
  and then I estimated the rest of the stats on the spectrum between no armor value, and +6 armor. 
  Pay attention to what parts the armor would cover, since this is important in Savage Worlds, and 
  not so much in Shadowrun. Common sense applies here. 
  NPC’S 
  The easiest way to convert NPC’s is to rebuild them using the Savage Worlds rules. If you are 
  dealing with extras, such as corp-sec guard no. 26, simply give them a D6 in everything, and basic 
  body armor, giving them a toughness around 7-ish. Remember that extras do NOT follow the rules 
  for Player Characters and other wild cards, so there is no need to get fancy with complete stat 
  blocks.  
  Important characters are made as Wild Cards using the standard rules in one of two ways. Either 
  you rebuild it completely, or you use a handy chart and tweak the resulting character. I personally 
  find the second method to be more trouble that its worth, but I like using the chart to estimate the 
  NPC’s level of expertise. The charts I talk of can be found in the Savage Worlds Conversion Data 
  PDF, found here: 
  https://www.dropbox.com/s/4vc9v9sux9uy13b/Savage%20Worlds%20Conversion%20Data.pdf 
  VEHICLES AND DRONES 
  Vehicle conversion is relatively easy. The SWDX has stats on a number of different vehicles, and you 
  just find a vehicle that resembles whatever vehicle you are trying to convert. There really is not a lot 
  to go with on this one, just follow your gut.  
  Drones are treated as Extras, and when a Rigger jacks into one, he simply uses the extras stats (With 
  a wild die, of course). Use the Body stat in Shadowrun to determine the drone’s toughness via 
  determining Vigor. (Ex. body 4 corresponds to vigor D10, which gives base toughness of 5) Then 
  add Armor, by finding a piece of character armor with the same stats, and look up the armor value 
  in this document. Lastly, add any Autosofts the drone has as Skills, and any armaments. Do not 
  worry about basic attributes such as Smarts and Strength. For regular play, they are unimportant, 
  and the GM would rule on any specific cases.  
  SPELLS 
  Savage Worlds is wonderful for converting spells. The generic powers can work for any spell, if 
  combined with the right trapping. My advice would be to recreate the effect of the spell, rather 
  than the spell itself. I also recommend merging a few very specific spells into a single spell, as I have 
  done with the Detect spell. Due to the limited amount of powers a Savage Worlds character would 
  normally get, it only makes sense to make as much functionality available to the players as 
  possible.  
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Shadowrun.pdf