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When the gift awakened in me, I looked inward. I 3. Choose your Name and Street Name 8. Establish Debts and Favors
studied myself. I saw my limitations - and overcame
them. I recognized my flaws - and accepted them. I Make up a name and street name or pick a real Place one of your fellow runners’ names in at
reached inward until I held the very heart of my own name and street name from the lists and name least one of the blanks in the Debts & Favors
power, and when I found it, I switched it on. generators starting in the GM Resources section of your playbook. Each time a name
section. appears in a debt or favor, it counts as 1 Bond
Fast, deadly, balanced, I’m an island of focus in the with that character. The more people you have
maelstrom of combat. Some people cannot grasp my 4. Assign your Stats a Bond with, the better.
true capabilities. Others don’t understand why I directed
your gifts inward, instead of outward in flashy displays. You have 5 stats: Awareness, Combat, 9. Starting Funds
But I know why. Stamina, Craft, and Presence. Important stats
for you are Combat and Awareness. You start play with 1500¥ available.
Because in the end, when the machine fails, and the
magic dies: I will still have peace. You have 4 Build Points to distribute among 10. Starting Moves
your stats. To increase a stat by 1 point costs 1
The Adept is a magic-user whose power is focused Build Point. You may increase a stat to a You know all the Core and Secondary Moves.
inward, unlocking their full physical potential. Realized maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have You also know the Enhanced Ability move,
in the form of performance, speed, and endurance at or
an additional point to spend. and either the Gunfighter or the S
ubmission
exceeding the peak of human capability, mastery of
Hold move. (Also take a look at the Astral
martial combat, and total control of self, the adept’s
5. Choose your Equipment Projection and I mbue Focus moves in the
inner calm and perfected body are the envy of many.
Magic chapter.)
Pick one from each list below:
CREATING AN ADEPT Armor: armored jacket, armor charm
THE ADEPT. ■ ________________________________ ■ Enhanced Ability: when you concentrate on enhancing your abilities,
__________________________________ spend 1 Essence and roll+the stat you wish to enhance. On 10+,
Player __________________________________ increase that stat by 1 point until the end of the current scene or
_______________________________________ encounter. On a 7-9, increase any stat by 1, but reduce another stat by 1
__________________________________
for the equivalent time period.
Street Name ______________STATS______ ______ □ Gunfighter: when you Rock & Roll w
hile wielding two one-handed
_______________________________________ INJURIES guns, you may spend 1 essence. Until combat ends:
Real Name Awareness ❏ On 10+, add +1 damage
❏ On 7-9, choose from the normal Rock & Roll outcomes, but they
_______________________________________ are modified in the following ways:
Combat ● if you choose to graze the target, another enemy or
________________LOOK_________________ object behind your target takes 2 damage
● if you choose to expose yourself to danger, you use an
Eyes: _________________________________ Stamina
enemy as a human shield; the enemy takes half the
Hair: __________________________________ damage or effect, and you take the other half
Body: _________________________________
Craft ● if you use up extra ammo, one enemy dives for cover
and is suppressed
Style: _________________________________ ❏ If your weapon runs out of ammo, you can kick the empty
Presence magazine into a nearby enemy, dealing 1 stun
Other:_________________________________
□ Submission Hold: when you would deal damage to an enemy in
______________________________________ melee, you may instead forgo damage and subdue your opponent. If the
opponent would normally be dangerous to touch (such as a fire
_________DEBTS & FAVORS________ elemental), you may spend 1 Essence to negate that danger.
______________ taught me a valuable lesson in __ESSENCE____KARMA_____ARMOR__
________________________WEAPONS_______________________
self-control.
______________ARMOR_____ _______ Weapon Range Damage Ammo Tags
______________ helped me find my place here _________________________________________________________
Type Bonus
in the shadows. _________________________________________________________
__________________________________
I killed someone for ______________ . _________________________________________________________
__________________________________
_________________________________________________________
I taught ______________ secrets normally __________________________________
reserved for the masters. _________________________________________________________
_____________WOUNDS____________
___________________GEAR/CYBERWARE_________________
_______________________________________
_______________________________________
_______________________________________
◌◌○○○○○○○○ _________________________________________________________
_________________________________________________________
_______________________________________ _________________________________________________________
________________XP_______________ _________________________________________________________
_______________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_ ___ADEPT ARCHETYPE MOVES_ ___ _________________________________CONTACTS____________________________ ____¥¥¥___
□ Killing Hands: when when you deal damage with your _________________________________________________________________________
fists/feet, spend 1 essence to deal lethal damage instead of _________________________________________________________________________
stun.
_________________________________________________________________________
□ Danger Sense: when you open your mind to the world of _________________________________________________________________________
subtle mundane and magical information in your
environment, spend 1 essence and roll+Awareness. On 10+, _________________________________________________________________________
you cannot be surprised. On 7-9, take +1 to Stay Frosty.
_________________________________________________________________________
□ Perfect Control: when you wish to control your emotions,
reactions, and nonverbal cues, roll+Presence. On 10+, you
can demonstrate any emotion or reaction you wish, _________________________________________NOTES______________________________________
indistinguishable from a genuine response. On 7-9, you
_______________________________________________________________________________________
maintain control, but (choose 1):
❏ it is exhausting; take 1 stun _______________________________________________________________________________________
❏ your control will only last for a short time _______________________________________________________________________________________
❏ your effort is detectable by magical means
_______________________________________________________________________________________
□ The Sight: when you take time to study an enemy,
roll+Awareness. On 10+, take +1 forward or take +2 damage _______________________________________________________________________________________
forward to your next attack. On 7-9, take +1 forward. _______________________________________________________________________________________
□ Iron Skin: when you take damage, you may spend _______________________________________________________________________________________
essence 1-for-1 to reduce it.
_______________________________________________________________________________________
□ Spirit Hunter: when you battle a spirit, you may spend 1
Essence to ignore the spirit’s defense. _______________________________________________________________________________________
□ Gun-Fu: when you Rock & Roll in melee, take 1 forward to _______________________________________________________________________________________
Rock & Roll with a ranged weapon. When you Rock & Roll _______________________________________________________________________________________
with a ranged weapon, take 1 forward to Rock & Roll in
melee. You are also considered to be Dual Wielding with _______________________________________________________________________________________
your fists/feet when you hold one melee weapon. _______________________________________________________________________________________
□ ______________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
□ ______________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
□ ______________________________________________ _______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
________________________________________________
________________________________________________ _______________________________________________________________________________________
THE EX-COP
Years on the job, and now what am I doing? Running 3. Choose your Name and Street Name 7. Set your Essence and Karma
the shadows. Shit, I used to throw skels like myself in
jail every day. On the other hand, the pay is better than Make up a name and street name or pick a real To determine your starting Essence, subtract
anything I made on the force, I get to meet interesting name and street name from the lists and name the essence cost of your cyberware (if any)
people, and it beats corporate rent-a-cop work. generators starting in the GM Resources from 6.
section.
Some of these folks, they think because they’ve got the You start with 4 Karma. Must have done
wires, or the mojo, they can walk circles around me. 4. Assign your Stats something right.
And yeah, maybe so, if I ever let them have a level
playing field. But I still think like a cop, and I know the You have 5 stats: Awareness, Combat, 8. Choose 3 Contacts
system. People still on the job are happy to help an old Stamina, Craft, and Presence. Important stats
for you are Combat and Craft. Confidential informant (CI), precinct secretary,
buddy.
gang leader, prosecutor, journalist, former
And while the badge may not be entirely official You have 4 Build Points to distribute among partner, defense attorney
anymore - there’s always the gun. your stats. To increase a stat by 1 point costs 1
Build Point. You may increase a stat to a 9. Establish Debts and Favors
The Ex-Cop comes from Lone Star, Knight Errant, the maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have Place one of your fellow runners’ names in at
military police, or any one of many law enforcement
an additional point to spend. least one of the blanks in the Debts & Favors
agencies in the confused landscape of the 2050’s.
section of your playbook. Each time a name
Possessed of a keen investigative mind, brutally
5. Choose your Equipment appears in a debt or favor, it counts as 1 Bond
effective combat skills, experience with the best and
with that character. The more people you have
worst of humanity, and connections deep into “the
Pick one from each list below: a Bond with, the better.
system,” the ex-cop is a valuable asset.
Armor: ballistic vest, form-fitting armor 10. Starting Funds
CREATING AN EX-COP Service Pistol: choose a pistol You start play with 1500¥ available.
Cold eyes, tired eyes, wary eyes Kit 1 (3 essence): cybereyes (includes
low-light) with a recorder and a smartlink,
Close cropped hair, shaggy hair, bald tactical analytic unit, shocktrodes
Cheap suit, street clothes, hawaiian shirt
Heavy body, fit body, injured body Kit 2 (3 essence): cyberears with ultrasound,
skillwires
___________METATYPE___________ _______________ __ARCHETYPE MOVE__________________
THE EX-COP ■ ________________________________ ■ Gumshoe: when you examine the scene of an event, or interrogate
__________________________________ someone about an event, roll+Craft. On 10+, pick two of the following to
Player __________________________________ learn (relevant to what you’re investigating). On 7-9, pick one:
_______________________________________ __________________________________ ❏ Scene: when the events happened; whether magic was
Street Name involved; how many individuals were involved; if this is the
______________STATS______ ______
primary scene of the event
_______________________________________ INJURIES ❏ Person: if they’re connected to the event; whether they’re hiding
Real Name Awareness something; what they stood to lose or gain; a useful personal
detail (e.g, a tic, handedness, etc.)
_______________________________________
Combat
________________LOOK_________________ ________________________WEAPONS_______________________
Eyes: _________________________________ Stamina Weapon Range Damage Ammo Tags
_________________________________________________________
Hair: __________________________________
Craft _________________________________________________________
Body: _________________________________
_________________________________________________________
Style: _________________________________
Presence _________________________________________________________
Other:_________________________________
_________________________________________________________
______________________________________
_________________________________________________________
_________DEBTS & FAVORS________
___________________GEAR/CYBERWARE_________________
If _________ hadn’t been there, I’d be dead right __ESSENCE____KARMA_____ARMOR__
now. _________________________________________________________
______________ARMOR_________ ___ _________________________________________________________
One day, I’ll make it up to _________ for letting
Type Bonus _________________________________________________________
that suspect walk.
__________________________________ _________________________________________________________
I let _________ skate on a serious charge once.
__________________________________ _________________________________________________________
Letting _________ see that evidence earned me __________________________________ _________________________________________________________
a formal reprimand. _________________________________________________________
_____________WOUNDS____________
_______________________________________ _________________________________________________________
_______________________________________
_______________________________________
◌◌○○○○○○○○ _________________________________________________________
_________________________________________________________
_______________________________________ _________________________________________________________
________________XP_______________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
__ __EX-COP ARCHETYPE MOVES_ ___ _____________________________CONTACTS________________________ ____¥¥¥___
□ Work the System: when you use your ex-LEO status to get help, _________________________________________________________________
roll+Presence. On 10+, you have an old pal jam somebody up or cut _________________________________________________________________
them a break. On 7-9, you get the desired result, but (choose 1):
_________________________________________________________________
❏ the person knows who helped or hindered them
❏ your buddy got in trouble _________________________________________________________________
❏ your name got mentioned to the wrong ears _________________________________________________________________
□ Takedown: when you take control of a person physically, _________________________________________________________________
roll+Combat. On 10+, they are under your complete control, and you
are both unharmed. On 7-9, you gain control of them, but either you or
your target must take 2 damage. _____________________________________NOTES___________________________________
□ Interrogation: when you attempt to Make Them Sweat, you may ________________________________________________________________________________
roll+Craft instead of +Presence.
________________________________________________________________________________
□ Deep Cover: when you Stay Frosty to blend in to a criminal ________________________________________________________________________________
environment, you are boosted.
________________________________________________________________________________
□ Good Cop, Bad Cop: when you aid someone you have bond with
during an interrogation, roll+Craft instead of +Bond. ________________________________________________________________________________
□ Gun Cage: when you need some specialized weapons or hardware ________________________________________________________________________________
fast, you can borrow it from a buddy on the force. When you return it, ________________________________________________________________________________
roll+Presence (subtracting 1 for every day beyond the first that you’ve
had the gear). On 10+, everything’s fine. On 7-9, you’ve raised ________________________________________________________________________________
suspicions and can’t use this move for your next run. On 6 or less, you ________________________________________________________________________________
owe your buddy a favor before you get trusted with the keys again.
________________________________________________________________________________
□ The Feds: you have a contact in federal law enforcement.
Roll+Presence. On 10+, pick 2. On 7-9, pick 1. ________________________________________________________________________________
❏ You get a tip-off on a big operation so you can steer clear ________________________________________________________________________________
❏ You gain interesting and useful information about your current ________________________________________________________________________________
run
❏ You get access to federal data on an individual ________________________________________________________________________________
❏ You are listed as a “consultant” on a case ________________________________________________________________________________
□ Doorkicker: when you lead the team in an assault on the enemy, ________________________________________________________________________________
roll+Combat. On 10+, designate up to 3 enemies who are surprised.
________________________________________________________________________________
On 7-9, designate up to 2 enemies.
________________________________________________________________________________
□ Hostage Negotiator: when you negotiate in a dangerous situation,
you may roll+Combat instead of +Presence. You must still have ________________________________________________________________________________
leverage to negotiate. ________________________________________________________________________________
□ _____________________________________________________ ________________________________________________________________________________
_______________________________________________________
________________________________________________________________________________
_______________________________________________________
THE FACE
I could have been on the trid - I’ve got the looks. And 3. Choose your Name and Street Name 7. Set your Essence and Karma
half the megacorps in Seattle would kill to get me in an
interview. But why tie myself down like that? I have a Make up a name and street name or pick a real To determine your starting Essence, subtract
particular set of talents that makes me incredibly name and street name from the lists and name the essence cost of your cyberware (if any)
valuable in shadowrunning circles, and to be completely generators starting in the GM Resources from 6.
honest, I’m hooked on the adrenaline. section.
You start with 4 Karma - you’re just that good.
It’s a rush to be someone else, to read someone’s tics 4. Assign your Stats
and cues, and to run a con so effective that the mark 8. Choose 4 Contacts
never even figures out it happened. It’s good when it You have 5 stats: Awareness, Combat,
Stamina, Craft, and Presence. Important stats Club owner, Yakuza boss, car dealer, journalist,
goes right. So good.
for you are Awareness and Presence. senator’s aide, money launderer, mafia capo,
On the other hand, you have to be careful who you con. arms dealer, wealthy socialite
You don’t con your team. Why? I sometimes ask myself You have 4 Build Points to distribute among
your stats. To increase a stat by 1 point costs 1 9. Establish Debts and Favors
the same thing. But then...well, lemme make a long
story short. You see this scar...? Build Point. You may increase a stat to a
maximum of +2 as a starting character. If you Place one of your fellow runners’ names in at
wish, you may lower 1 stat to -1 in order to have least one of the blanks in the Debts & Favors
The Face is the professional front of the team. When a
an additional point to spend. section of your playbook. Each time a name
deal is being negotiated, the Face is front and center.
appears in a debt or favor, it counts as 1 Bond
However, the Face is also a professional con, and a
5. Choose your Equipment with that character. The more people you have
master of disguise, misdirection, and interpersonal
a Bond with, the better.
relations. A team without the Face is at a disadvantage
Pick one from each list below:
in dealing with potential employers and rivals, and with 10. Starting Funds
a few phone calls, the Face makes getting into and out Armor: armored jacket, form-fitting armor
of any operation easier. You start play with 1500¥ available.
Weapon: choose a pistol, submachine gun, or
11. Starting Moves
CREATING A FACE melee weapon
6. Choose your Cyberware You know all the Core and Secondary Moves.
You may start with one of the following You also know the Razor Insight move, and
1. Choose your Metatype one other Face archetype move.
cyberware kits, or design your own (up to 3
Each metatype offers a selection of metatype essence and 15,000¥):
moves. Choose one from the options
Kit 1 (3 essence): shocktrodes, skillwires
presented.
Kit 2 (2 essence): cybereyes (includes low-light
2. Choose your Look
vision) with a recorder and thermographic
Wise eyes, jeweled eyes, laughing eyes vision, voice modulator
Normal skin, perfect skin, synthetic skin
Great smile, smoky stare, rugged good looks,
regal bearing
Fit body, compact body, androgynous body
___________METATYPE___________ ___________________ARCHETYPE MOVE__ _______________
THE FACE.. ■ ________________________________ ■ Razor Insight: when you have a casual conversation with someone,
__________________________________ roll+Awareness. On 10+, you learn three of the following things. On 7-9,
Player __________________________________ you learn 2.
_______________________________________ __________________________________ ❏ Something they love
Street Name ❏ Something they fear
______________STATS______ ______
❏ Something they need
_______________________________________ INJURIES ❏ Something they lost
Real Name Awareness ❏ Something they took
If you use this information when fast talking, manipulating, or making
_______________________________________ them sweat, you are boosted.
Combat
________________LOOK_________________
________________________WEAPONS_______________________
Eyes: _________________________________ Stamina
Hair: __________________________________ Weapon Range Damage Ammo Tags
_________________________________________________________
Body: _________________________________
Craft
_________________________________________________________
Style: _________________________________
Presence _________________________________________________________
Other:_________________________________
_________________________________________________________
______________________________________
_________________________________________________________
_________DEBTS & FAVORS________ _________________________________________________________
______________ always answers my calls. __ESSENCE____KARMA_____ARMOR__
___________________GEAR/CYBERWARE_________________
______________ knows I screwed over their ______________ARMOR_______ _____ _________________________________________________________
friend, and has never said anything about it.
Type Bonus _________________________________________________________
______________ hung me out to dry. __________________________________ _________________________________________________________
__________________________________ _________________________________________________________
I helped ______________ lay low after that
nasty business with Renraku. __________________________________ _________________________________________________________
_________________________________________________________
_______________________________________ _____________WOUNDS____________
_________________________________________________________
_______________________________________
_______________________________________ ◌◌○○○○○○○○ _________________________________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
________________XP_______________ _________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_ ___FACE ARCHETYPE MOVES__ __ ________________________ ____CONTACTS________________________ ____¥¥¥___
□ Fast Talk: when you need to convince somebody of something fast, _________________________________________________________________
roll+Presence. On 10+, your quick thinking gets you through. On 7-9, _________________________________________________________________
they’re convinced, but (choose 1)
_________________________________________________________________
❏ they check up on your story later
❏ they get in serious trouble for believing you _________________________________________________________________
❏ one of your contacts somehow ends up involved...in a bad way
_________________________________________________________________
□ Work the Angles: when you manipulate someone, take +1 forward. _________________________________________________________________
□ Come Hither: when you attempt to seduce someone,
roll+Presence. On 10+, they’re into you, and you can get a favor from
them or get access to some of their personal stuff. On 7-9, they’re into ______________________________________NOTES__________________________________
you and will provide minor help, but it will take some more time and _______________________________________________________________________________
TLC to get a favor from them.
_______________________________________________________________________________
□ Build a Legend: when you create a false identity, spend 1 day
working on it and roll+Craft. On 10+, your legend is solid and will hold _______________________________________________________________________________
up to any scrutiny. On 7-9, it holds up for now, but (choose 1): _______________________________________________________________________________
❏ you’ve only got 1d6-1+Craft days before its blown
❏ you run into someone who knows you...as someone else. _______________________________________________________________________________
❏ you have to do something unpleasant to maintain your cover. _______________________________________________________________________________
□ Crazy Smooth: when you Fast Talk, you are boosted. _______________________________________________________________________________
□ I Know A Guy: when you need an illegal good or service, _______________________________________________________________________________
roll+Presence. On 10+, you know someone who can get it for you
_______________________________________________________________________________
immediately, and discreetly. On 7-9, they can get it, but (choose 1):
❏ it takes 1 additional day _______________________________________________________________________________
❏ it costs twice as much as predicted _______________________________________________________________________________
❏ your fence has to drop your name to get it
_______________________________________________________________________________
□ Honeyed Words: when you make someone sweat, you may
roll+Presence instead of Combat. _______________________________________________________________________________
□ Irresistible: even if you anger, insult, or otherwise tick off a contact, _______________________________________________________________________________
they just can’t stay mad at you. They only avoid you for half as long as _______________________________________________________________________________
your roll.
_______________________________________________________________________________
□ ______________________________________________________ _______________________________________________________________________________
________________________________________________________
________________________________________________________ _______________________________________________________________________________
________________________________________________________ _______________________________________________________________________________
________________________________________________________ _______________________________________________________________________________
THE HACKER
These chromers and spellworms are missing the point. 3. Choose your Name and Street Name Kit 1 (2 essence): synaptic hardening
They’re in this for money, looking to retire someday?
Hah. They’ve got no idea where the power is. Real Make up a name and street name or pick a real Kit 2 (1 essence): cyberears with ultrasound
power lies in a world most of them take for granted. But name and street name from the lists and name system
it’s a world I live and breathe. You want paydata? I generators starting in the GM Resources
know where it is. You want me to shut some shit down? section. 8. Set your Essence and Karma
I can do that. You want me to hack Renraku? Give me
4. Assign your Stats To determine your starting Essence, subtract
a dataline. I’ll do it. I dream in code, babe. I can see the
the essence cost of your cyberware (if any)
girl in the red dress.
You have 5 stats: Awareness, Combat, from 4.
And don’t tell anyone, but this? I do it for fun. You Stamina, Craft, and Presence. Important stats
for you are Awareness and Craft. You start with 3 Karma.
should see me when I’m serious.
You have 4 Build Points to distribute among 9. Choose 2 Contacts
The Hacker is the master of the worldwide virtual reality
network of the Matrix. Able to bend the Matrix their will, your stats. To increase a stat by 1 point costs 1
Build Point. You may increase a stat to a Ghost Syndicate footsoldier, electronics dealer,
the Hacker is a critical member of the team. From military hacker, gang member, former
finding crucial data on targets, to locating floor plans of maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have professor, matrix guru, white hat, script kiddie,
facilities, to shutting down security systems and professional gambler, money launderer
sabotaging response efforts, the hacker’s value is an additional point to spend.
indisputable. 10. Establish Debts and Favors
5. Choose your Equipment
Place one of your fellow runners’ names in at
CREATING A HACKER Pick one from each list below:
least one of the blanks in the Debts & Favors
Armor: armored jacket, form-fitting armor section of your playbook. Each time a name
appears in a debt or favor, it counts as 1 Bond
1. Choose your Metatype Weapon: choose a pistol or shotgun with that character. The more people you have
a Bond with, the better.
Each metatype offers a selection of metatype Deck: Allegiance Alpha
moves. Choose one from the options 11. Starting Funds
6. Write your Programs
presented.
You start play with 1500¥ available.
Choose 3 example programs, or using the rules
2. Choose your Look
in Building Programs, create the programs you 12. Starting Moves
Cybereyes, glasses, unfocused eyes wish to run on your deck.
You know all the Core and Secondary Moves.
No hair, unkempt hair, mohawk, ponytail 7. Choose your Cyberware
Pale skin, bad skin, tattooed skin You know either the Born Digital or the
You start with a Deckrunner, which includes a Technomancer move. (Also take a look at the
Thin body, heavy body, compact body, flabby
datajack. This is how you run Decks. Hacking Moves in The Matrix chapter.)
body
You may also start with one of the following
cyberware kits, or design your own (up to 3
essence and 10,000¥):
___________METATYPE___________ _____________ _____ARCHETYPE MOVE__________________
THE HACKER ■ ________________________________ □ Born Digital: when you hack a device, you can:
__________________________________ ❏ roll+Craft to Rock & Roll or S
tay Frosty with the device
Player __________________________________ ❏ add your Awareness to the device’s Sensor rating when you
_______________________________________ __________________________________ Check the Situation with the device
Street Name ______________STATS______ ______ □ Technomancer: your connection to the Matrix is on a deeper level.
_______________________________________ You can:
INJURIES ❏ roll+Awareness instead of Craft for Hacking moves
Real Name Awareness ❏ spend essence 1-for-1 to reduce damage from Intrusion
_______________________________________ Countermeasures
Combat
________________LOOK_________________ ________________________WEAPONS_______________________
Eyes: _________________________________ Stamina Weapon Range Damage Ammo Tags
Hair: __________________________________ _________________________________________________________
Body: _________________________________
Craft _________________________________________________________
_________________________________________________________
Style: _________________________________
Presence _________________________________________________________
Other:_________________________________
______________________________________ _________________________________________________________
_________________________________________________________
_________DEBTS & FAVORS________
_________________________________________________________
I did a run with ____________ that went __ESSENCE____KARMA_____ARMOR__
bad...because of me. ___________________GEAR/CYBERWARE_________________
______________ARMOR_________ ___
_________________________________________________________
If ____________ hadn’t unplugged me, that IC
Type Bonus _________________________________________________________
would have fried my brain.
__________________________________ _________________________________________________________
I scrubbed ____________ ’s arrest record;
__________________________________ _________________________________________________________
they’re pure as driven snow. For now.
__________________________________ _________________________________________________________
I don’t work for free. But ____________ can be
very convincing. _____________WOUNDS____________ _________________________________________________________
_________________________________________________________
_______________________________________
_______________________________________
◌◌○○○○○○○○ _________________________________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________ ________________XP_______________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_ __ HACKER ARCHETYPE MOVES_ ____ __________________ ___ __ _ _____CONTACTS___ __ ___________________ ____¥¥¥___
□ I am Invincible!: when you successfully hack a device in real Name _____________ Name _____________ Name _____________ Name _____________
time, take +1 forward to Stay Frosty.
Slots ______________ Slots ______________ Slots ______________ Slots ______________
□ Crash and Burn: when you use a Crash program type, take
+2 forward to hacking moves against the same device. Programs Programs Programs Programs
□ Interference: when you use a device you have hacked to ___________________ ___________________ ___________________ ___________________
interfere with an enemy, Hold 1 to grant to a teammate when ___________________ ___________________ ___________________ ___________________
they Rock & Roll or Stay Frosty involving that enemy.
___________________ ___________________ ___________________ ___________________
□ Combat Hacker: the Hot Swap move only takes a moment
for you, and you can take +1 forward to Stay Frosty under fire ___________________ ___________________ ___________________ ___________________
when you Hack the Planet. ___________________ ___________________ ___________________ ___________________
□ Crowdsource: when you need a particular program but don’t ___________________ ___________________ ___________________ ___________________
have it Decked, you hit the Matrix and roll+Presence. On a 10+,
you managed to find someone who had an open source copy.
On a 7-9, you found a copy, but it wasn’t free; choose 1: __________________ _____ ______ __ ______NOTES___ ___ __ _ __________________________
❏ you now owe someone a big favor _____________________________________________________________________________________
❏ someone out there knows what you did - and you’re not
entirely sure who they are _____________________________________________________________________________________
❏ you had to name-drop a contact to get it _____________________________________________________________________________________
□ ________________________________________________ _____________________________________________________________________________________
__________________________________________________
_____________________________________________________________________________________
__________________________________________________
_____________________________________________________________________________________
__________________________________________________
__________________________________________________ _____________________________________________________________________________________
□ ________________________________________________ _____________________________________________________________________________________
__________________________________________________ _____________________________________________________________________________________
__________________________________________________
_____________________________________________________________________________________
__________________________________________________
_____________________________________________________________________________________
__________________________________________________
THE MAGE
It’s not easy to study these formulae. Trust me, it’s like 3. Choose your Name and Street Name 7. Set your Essence and Karma
learning a language spoken by creatures with ten
mouths, twelve eyes, and a tonal language based on Make up a name and street name or pick a real You start with 6 Essence and 3 Karma.
what the color nine smells like. If you haven’t got the name and street name from the lists and name
gift, well...if you’re lucky, it’ll look like gibberish. If you’re generators starting in the GM Resources 8. Choose 2 Contacts
unlucky, it might just bust your head. But do you know section.
Wage mage, corporate exec, fetishmonger,
what it’s like to turn invisible, to throw lightning from
4. Assign your Stats paranormal animal expert, bartender, street
your hands, or to heal injuries with a word? To be the
cop, professor of magical theory
artillery when a run goes south hard? You know what
You have 5 stats: Awareness, Combat,
it’s like? 9. Establish Debts and Favors
Stamina, Craft, and Presence. Important stats
It’s a little like being a god. for you are Awareness and Craft, plus
whatever stats govern the types of spells you Place one of your fellow runners’ names in at
want to cast. least one of the blanks in the Debts & Favors
The Mage’s magical talent is focused on the arcane art
section of your playbook. Each time a name
of spellcasting - employing esoteric formulas,
You have 4 Build Points to distribute among appears in a debt or favor, it counts as 1 Bond
incantations, and the precepts of magical theory to
your stats. To increase a stat by 1 point costs 1 with that character. The more people you have
shape reality itself. If you want an Arcana artillery
Build Point. You may increase a stat to a a Bond with, the better.
company, someone to cloak the entire team in magical
invisibility, or someone to provide astral overwatch for maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have 10. Starting Funds
the whole team, look to the mage.
an additional point to spend.
You start play with 1500¥ available.
CREATING A MAGE 5. Choose your Equipment
11. Starting Moves
Pick one from each list below:
You know all the Core and Secondary Moves.
1. Choose your Metatype Armor: armored jacket, armor charm
You know the Cast a Spell, Center, and
Weapon: choose a pistol, submachine gun, or Counterspell moves. (Also take a look at the
Each metatype offers a selection of metatype
melee weapon Astral Projection and Imbue Focus moves in
moves. Choose one from the options
the Magic chapter.)
presented.
6. Craft your Spells
2. Choose your Look
Choose 3 of the following 5 spell categories:
Blank eyes, unnatural eyes, piercing eyes
Combat, Detection, Illusion, Health,
Long hair, bald, wild hair Manipulation
Robes, street clothes, dress clothes
Thin body, weak body, muscular body You know 2 spells in one of your chosen
categories, 1 in the second category, and 1 in
the final category. Mark each spell you know on
the spells list.
___________METATYPE___________ ______________ ____ARCHETYPE MOVES________________
THE MAGE.. ■ ________________________________ ■ Cast a Spell: when you cast a spell, spend at least 1 essence and
__________________________________ roll. What stat you add depends on the spell type:
Player __________________________________ ❏ Combat: roll+Combat
_______________________________________ __________________________________ ❏ Detection: roll+Awareness
Street Name ❏ Illusion: roll+Presence
______________STATS______ ______
❏ Health: roll+Stamina
_______________________________________ INJURIES ❏ Manipulation: roll+Craft
Real Name Awareness On 10+, you cast the spell without trouble. On 7-9, you cast the spell,
but (choose 1):
_______________________________________ ❏ it causes drain; take 1 stun
Combat ❏ it causes astral feedback; take -1 to the next spell you cast
________________LOOK_________________ ❏ you must expose yourself to danger or an attack to cast the spell
Eyes: _________________________________ Stamina ■ Center: when you take a moment to concentrate and restore yourself,
Hair: __________________________________ regain 1d6 essence.
Craft ■ Counterspell: to disrupt or end a spell cast by another, spend 1
Body: _________________________________ Essence and roll+Craft. On 10+, the spell is dispelled. On 7-9, the spell
is dispelled, but it costs either an extra point of Essence or 1 stun.
Style: _________________________________
Presence
Other:_________________________________
______________________________________ ________________________WEAPONS_______________________
□ _______________________________________ _______________________________________ □ Mage Armor: while you sustain this spell, the target
_______________________________________ _______________________________________ gains 2 armor (range T, sustain, essence 2)
_______________________________________ □ _______________________________________ □ Mana Barrier: while you sustain this spell, you
_______________________________________ create a barrier that blocks living creatures and spirits.
_______________________________________ (self-only, sustain, essence 2)
□ _______________________________________
ILLUSION SPELLS _______________________________________
DETECTION SPELLS □ Chaotic World: when you cast this spell, you can _______________________________________
□ Analyze Device: take +1 forward to your next move hold 1 to spend on your or your teammate’s moves. □ _______________________________________
involving the device being analyzed, or learn what the (range S, 2 essence) _______________________________________
device does. (range T, essence 1) □ Group Invisibility: while you sustain this spell, you _______________________________________
□ Clairvoyance: when you Check the Situation, you conceal a number of creatures equal to the essence
can ask questions about a location you cannot see spent from being seen by creatures or metahumans.
within the range of the spell. (range L, essence 3) (range T, area, sustain, essence 2 per individual SPELL TAGS
□ Combat Sense: while you sustain this spell, you concealed) range: T=touch/within reach, S=short, L=long
cannot be surprised, and take +1 forward to your first □ Phantasm: while you sustain this spell, you create a elemental: you may choose to add an elemental effect
Rock & Roll or Stay Frosty move when combat starts. frightening illusion in a small area, which may require to the spell: fire burns, lightning shocks, acid melts, ice
(self-only, subtle, sustain, essence 2) creatures to Stay Frosty or disengage (range S, area, freezes
sustain, essence 3) essence: the essence cost of the spell
□ Detect Life: when you Check the Situation to find exhausting: this spell is quite difficult to cast; take 1
living creatures in an area, take +2 forward. (range S, □ Silence: while you sustain this spell, all sound is stun when casting it
essence 2) silenced in the area you specify. (range S, area, self-only: you are the only possible target
□ Mind Probe: when you touch the target, you get to sustain, essence 3) sustain: this spell may stay in effect as long as
know one thing as per Face’s Razor Insight move. □ Stink: all creatures in the affected area have to either essence is committed to it; you cannot use the
(range T, essence 2) leave the area or use air filters or take 1 stun. (range S, Centering move while sustaining a spell
□ _______________________________________ area, essence 2)
_______________________________________ □ _______________________________________
_______________________________________ _______________________________________
□ _______________________________________ _______________________________________
_______________________________________
_______________________________________
□ _______________________________________
_______________________________________
_______________________________________
SPELLS
THE MERCENARY
I’ve fought in a dozen little brush wars - and some big 2. Choose your Look Kit 1 (4 essence): active camouflage, bone
ones - over the years. I’ve seen a lot of shit go down. lacing
Once I got out, though, I wasn’t good for much except Dead eyes, cold eyes, soft eyes
killing people and breaking things. Upside: those are Boonie hat, crew cut, ponytail, fauxhawk Kit 2 (4 essence): cybereyes (includes low-light
pretty marketable skills in 2050. vision) with a flare compensator and vision
Combat fatigues, street clothes, nice suit
magnification, autodoc
So I did my time with a few crews. Some pros. Scarred skin, tough skin, soft skin
Some...not. I try to maintain a code, though, and after a 7. Set your Essence and Karma
while I decided that freelance work was where it’s at. 3. Choose your Name and Street Name
That was a learning experience. Some of these To determine your starting Essence, subtract
supposedly shit-hot runners need to learn a few Make up a name and street name or pick a real the essence cost of your cyberware (if any)
essentials, like “don’t set up the ambush so you shoot name and street name from the lists and name from 6.
your own guys” and what “enfilade” means. Makes me generators starting in the GM Resources
section. You start with 2 Karma.
cringe sometimes.
4. Assign your Stats 8. Choose 2 Contacts
Still, it’s decent money, I set my own hours, and I get to
be the one to decide whether melting a busload of nuns Former CO, terrorist cell member, arms dealer,
You have 5 stats: Awareness, Combat,
is worth the pay. veterans clinic doctor, old war buddy, street
Stamina, Craft, and Presence. Important stats
for you are Combat and either Craft or pharmacist, therapist
The Mercenary served in one of the many military
forces found in the Sixth World, doing time in conflicts Presense.
9. Establish Debts and Favors
large and small, and brought from that solid tactical
You have 4 Build Points to distribute among
abilities and a respectable repertoire of combat talents. Place one of your fellow runners’ names in at
your stats. To increase a stat by 1 point costs 1
Hardened mentally and physically from years in service, least one of the blanks in the Debts & Favors
Build Point. You may increase a stat to a
the merc is highly skilled in combat and has the added section of your playbook. Each time a name
maximum of +2 as a starting character. If you
benefit of leadership experience that can save the appears in a debt or favor, it counts as 1 Bond
wish, you may lower 1 stat to -1 in order to have
team’s bacon when things get hairy. with that character. The more people you have
an additional point to spend.
a Bond with, the better.
CREATING A MERCENARY 5. Choose your Equipment
10. Starting Funds
Pick from each list below:
You start play with 1500¥ available.
1. Choose your Metatype Armor: ballistic vest, form-fitting armor
11. Starting Moves
Each metatype offers a selection of metatype Weapons: choose 3 weapons
You know all the Core and Secondary Moves.
moves. Choose one from the options
6. Choose your Cyberware
presented. You also know the Go Tactical m
ove, and one
You may start with one of the following other Mercenary archetype move.
cyberware kits, or design your own (up to 4
essence and 50,000¥):
___________METATYPE___________ ___________________ARCHETYPE MOVE___ ______________
MERCENARY. ■ ________________________________ ■ Go Tactical: when you Check the Situation during combat,
__________________________________ roll+Combat instead of +Awareness. On a 10+, instead of asking the GM
Player __________________________________ questions, you may instead choose to Hold 3. On a 7-9, you may choose
_______________________________________ __________________________________ to Hold 1. You can then spend that Hold 1-for-1 to grant a bonus to any
Street Name ally at any point during the combat.
______________STATS______ ______
_______________________________________ INJURIES ________________________WEAPONS_______________________
Real Name Awareness
_______________________________________ Weapon Range Damage Ammo Tags
_________________________________________________________
Combat
________________LOOK_________________ _________________________________________________________
Body: _________________________________
Craft _________________________________________________________
_________________________________________________________
Style: _________________________________
Presence
Other:_________________________________ _________________________________________________________
______________________________________ ___________________GEAR/CYBERWARE_________________
_______________________________________ _________________________________________________________
_________________________________________________________
_______________________________________ ________________XP_______________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
__ __MERCENARY ARCHETYPE MOVES_______ __________________ _____ ______CONTACTS___ __ ___________________ ____¥¥¥___
□ Combat Instincts: Boost your first Rock & Roll move in a fight. ___________________________________________________________________
___________________________________________________________________
□ CQC Expert: when you Rock & Roll using a melee weapon or
while unarmed, deal +2 damage. ___________________________________________________________________
□ Veteran: when you Stay Frosty in combat, you take +1. ___________________________________________________________________
□ Adapt and Overcome: when you fail a move, instead of ___________________________________________________________________
marking XP you may roll+Craft. On 10+, take +2 forward to your
___________________________________________________________________
next move. On 7-9, take +1 forward.
□ Contracts Available: you have contacts with a mercenary force
or guild. Roll+Presence. On 10+, they can pass you a contract __________________ _____________ ______NOTES________ _ __________________________
worth a decent chunk of nuyen. On 7-9, they can pass you a
__________________________________________________________________________________
contract worth half as much.
__________________________________________________________________________________
□ Field Trial: when you use your military connections to acquire
military-only equipment, roll+Presence. On 10+, you’re able to __________________________________________________________________________________
borrow the equipment for 5 days. On 7-9, you borrow the __________________________________________________________________________________
equipment, but (choose 1):
❏ There’s an unscheduled inventory inspection before you __________________________________________________________________________________
can return it __________________________________________________________________________________
❏ You need to pony up a sizeable “security deposit”
❏ You got a hangar queen. The equipment requires 1 day of __________________________________________________________________________________
maintenance, or it will fail at a most inopportune moment. __________________________________________________________________________________
□ Inspiring: when you roll a 10+ when you Stay Frosty, one ally __________________________________________________________________________________
who saw you can take +1 to their next move.
__________________________________________________________________________________
□ Dodge This: when you manage to get out of an enemy’s line of __________________________________________________________________________________
sight, roll+Craft. On 10+, you get the drop on that enemy when you
reappear. On 7-9, you take +1 forward against that enemy when __________________________________________________________________________________
you reappear.
__________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
THE RIGGER
When it comes right down to it, I don’t really live 2. Choose your Look You may also start with one of the following
anywhere. Unless you count the driver’s seat. My crew cyberware kits, or design your own (up to 2
might call me the “lookout” or the “getaway driver” but Goggles, alert eyes, obvious cybereyes essence and 10,000¥):
when things have gone bad, I’ve never seen them not Kaiser helmet, cowboy hat, pirate bandana
be happy that I own an armored truck with a couple of Kit 1 (2 essence): cybereyes (includes low-light
Biker clothes, flight suit, street clothes, punk
Vindicators on it. vision) with a flare compensator and vision
Heavy body, built body, lean body magnification
Seriously, have you seen it? Man, she’s sweet. Purrs
like a kitten, too. 3. Choose your Name and Street Name Kit 2 (2 essence): cyberears with sound
damper and ultrasound
Anyway, with all this Matrix-this and magic-that and Make up a name and street name or pick a real
mass-transit-other, you’d think driving wasn’t such a big name and street name from the lists and name 7. Set your Essence and Karma
thing. Well, that’s a load of bullshit. See, runners don’t generators starting in the GM Resources
take the fuckin’ subway, choombatta. There ain’t a bus section. To determine your starting Essence, subtract
that goes to the top of Ares Macrotech Tower. You want the essence cost of your cyberware (if any)
discreet tactical insertion into a hot LZ? Or a luxury ride 4. Assign your Stats from 4.
in a tricked out limo? Or how about a good old
You have 5 stats: Awareness, Combat, You start with 3 Karma.
fashioned #18 (that one involves crashing a cement
Stamina, Craft, and Presence. Important stats
truck through a wall to- well, anyway, good times...). 8. Choose 2 Contacts
for you are Awareness and Craft.
Long story short, you want a ride? You talk to me. Chop shop worker, go ganger, fence, trucker,
You have 4 Build Points to distribute among
your stats. To increase a stat by 1 point costs 1 arms dealer, mechanic, bartender, cargo pilot,
The Rigger is a cybered-up, shit-hot driving machine.
Build Point. You may increase a stat to a car thief
When a team needs transportation, recon, or a flying
drone to blow the enemy into bloody rags, they turn to maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have 9. Establish Debts and Favors
their rigger. Riggers have the capability to operate any
vehicle at its peak, as well as operate drone vehicles of an additional point to spend.
Place one of your fellow runners’ names in at
various kinds. Getting into and out of an op, and least one of the blanks in the Debts & Favors
5. Choose your Equipment
providing a little robotic fire support, is the rigger’s section of your playbook. Each time a name
specialty. Pick one from each list below: appears in a debt or favor, it counts as 1 Bond
with that character. The more people you have
CREATING A RIGGER Armor: ballistic vest, form-fitting armor a Bond with, the better.
◌◌○○○○○○○○
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_ __ RIGGER ARCHETYPE MOVES_ ____ __________________ ___ __ _ _____CONTACTS___ __ ___________________ ____¥¥¥___
□ Percussive Maintenance: when you smack the hell out of a Fuel Seats Fuel Seats Fuel Seats Fuel Seats
recalcitrant machine, roll+Craft. On 10+, the device springs to
life. On 7-9, the device works for only a moment, but you know
Sensor Tactic Sensor Tactic Sensor Tactic Sensor Tactic
what you need to do to fix it. Take +1 forward to Jury Rig.
Damage____________ Damage____________ Damage____________ Damage____________
□ Paint the Target: when you point out a drone or vehicle’s
weakness to your teammates, they take +1 forward to attacks Frame _____________ Frame _____________ Frame _____________ Frame _____________
against it.
Tags_______________ Tags_______________ Tags_______________ Tags_______________
□ Failsafe: when a vehicle or drone you own crashes and
you’re jacked in, your failsafes activate; roll+Craft. On a 10+, __________________ _____ ______ __ ______NOTES___ ___ __ _ __________________________
choose 2; on a 7-9, choose 1:
❏ if the device had at least 1 Frame before the crash, it _____________________________________________________________________________________
drops to 1 Frame instead of being destroyed _____________________________________________________________________________________
❏ passengers take stun damage instead of wound
damage _____________________________________________________________________________________
❏ the device explodes, doing 1d6+1, forceful damage to _____________________________________________________________________________________
anything inside or nearby
❏ you don’t take 4 stun from a feedback loop _____________________________________________________________________________________
□ Garage: when you have downtime, you can upgrade one of _____________________________________________________________________________________
your vehicles or drones. For every day of time you spend _____________________________________________________________________________________
upgrading, you can improve a vehicle’s Power, Armor, Fuel,
Sensor, or Tactical by 1 point, to a max of 3. You can only _____________________________________________________________________________________
upgrade each quality once. For two days of downtime, you can _____________________________________________________________________________________
add Sensor 1 OR Tactical 1, Damage 1d6 to a vehicle or drone
that doesn’t have that stat. Each addition or upgrade also costs _____________________________________________________________________________________
50% of the original price of the vehicle or drone. _____________________________________________________________________________________
□ ________________________________________________ _____________________________________________________________________________________
THE SHAMAN
My partner over there likes blasting lightning from his 3. Choose your Name and Street Name 8. Choose 2 Contacts
hands. That’s cool, you know? I mean seriously - it’s
cool. And scary. I’d be jealous, but...I have this other Make up a name and street name or pick a real Wage mage, ork underground, gang thug,
trick. See, instead of channeling power through my name and street name from the lists and name street cop, herbalist, university professor, diner
hands and poring over dusty tomes, I just have a quick generators starting in the GM Resources owner, fetishmonger, art dealer, hedge wizard,
look-see into the unseen world around us, locate a section. houngan
friend, and ask ‘em for a hand.
4. Assign your Stats 9. Establish Debts and Favors
You’re looking at me like you’ve got no idea what I’m
talking about. Lemme break it down for you. All around You have 5 stats: Awareness, Combat, Place one of your fellow runners’ names in at
you, right now, is the world of astral energy. It’s like our Stamina, Craft, and Presence. Important stats least one of the blanks in the Debts & Favors
world, but...not. Okay, not really at all but let’s not get for you are Presence and Stamina and section of your playbook. Each time a name
off-topic. Dwelling there are spirits. Some are called whatever stat governs the spirits you want to appears in a debt or favor, it counts as 1 Bond
elementals, but what’s necessary to grok is this: I can Conjure. with that character. The more people you have
talk to ‘em, and I can bring them here, and I can make a Bond with, the better.
You have 4 Build Points to distribute among
them do things.
your stats. To increase a stat by 1 point costs 1 10. Starting Funds
So remember to thank me the next time a being of pure Build Point. You may increase a stat to a
maximum of +2 as a starting character. If you You start play with 1500¥ available.
fire appears and saves your ass from getting geeked.
wish, you may lower 1 stat to -1 in order to have
an additional point to spend. 11. Starting Moves
The Shaman is a master of conjuring: summoning the
spirits that dwell in the astral realm and compelling You know all the Core and Secondary Moves.
them to do the shaman’s bidding. The shaman’s spirits 5. Choose your Equipment
provide many services, from devastating combat You also know the Conjure, Commune, and
Pick one from each list below:
abilities to protection from hostile intent to information Banish moves. (Also take a look at the Astral
and reconnaissance impossible for a mundane. Armor: form-fitting armor, armor charm Projection and I mbue Focus moves in the
Magic chapter.)
CREATING A SHAMAN Weapons: choose a pistol or assault rifle
______________put their life on the line helping ______________ARMOR_____ _______ Weapon Range Damage Ammo Tags
me battle a wild spirit. _________________________________________________________
Type Bonus
_________________________________________________________
When ______________ fell foul of that corp hit __________________________________ _________________________________________________________
squad, I provided additional security.
__________________________________ _________________________________________________________
Getting the artifact ______________ wanted __________________________________ _________________________________________________________
wasn’t easy.
_____________WOUNDS____________ _________________________________________________________
_______________________________________
___________________GEAR/CYBERWARE_________________
_______________________________________
_______________________________________
◌◌○○○○○○○○ _________________________________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________ ________________XP_______________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
____SHAMAN ARCHETYPE MOVES____ ___________________________CONTACTS___________ ___________ TOTEM ¥
¥¥___
□ Binding: when you know a free spirit’s true name ______________________________________________________________ Name
and attempt to bind it, roll+Presence. On a 10+, the ______________________________________________________________ __________________
spirit falls under your control and can be called upon
later. On a 7-9, the spirit is controlled, but only for ______________________________________________________________ Boons
the remainder of the scene. ______________________________________________________________ __________________
□ Favored Spirit: choose 1 spirit nature (Watcher, ______________________________________________________________ Flaws
Teacher, Protector, Destroyer, Seducer). Take +1
______________________________________________________________ __________________
forward when conjuring spirits of that nature.
□ Aura Mask: you may conceal your magical
nature. Roll+Craft. On 10+, you appear to be a ____________________________ _ ____BOUND SPIRITS_____________________________________
mundane individual to anyone or anything that
examines you. On 7-9, you appear mundane, but Name _______________ Name _______________ Name _______________ Name _______________
must spend 1 Essence to do so.
Type: Elemental / Natural Type: Elemental / Natural Type: Elemental / Natural Type: Elemental / Natural
□ Spirit Master: whenever you would spend more Domain ______________ Domain ______________ Domain ______________ Domain ______________
than 1 Essence to conjure a spirit, you may instead
conjure 2 spirits, dividing the Essence among them. Nature _______________ Nature _______________ Nature _______________ Nature _______________
□ Domain Walker: once per 24 hours, you may Tags ________________ Tags ________________ Tags ________________ Tags ________________
move from one known point to another within a
conjured spirit’s home turf instantly, without crossing Harm Search Harm Search Harm Search Harm Search
the intervening space
□ Ally: choose one of your spirits. This spirit Guard Enthrall Guard Enthrall Guard Enthrall Guard Enthrall
becomes your ally, and when summoned, always
performs one Spirit Move for free. The Spirit also Mentor Defense Mentor Defense Mentor Defense Mentor Defense
develops a telepathic link with the Shaman,
becoming a new contact. If you ever roll snake eyes Attack Dmg____________ Attack Dmg____________ Attack Dmg____________ Attack Dmg____________
while summoning your ally, it becomes a free spirit. Wounds ______________ Wounds ______________ Wounds ______________ Wounds ______________
□ Great Spirit: when you conjure a spirit, if you
spend 2 extra Essence, it gains the robust and _____________________________________________NOTES_________________________________________
generous tags..
______________________________________________________________________________________________
□ _______________________________________
______________________________________________________________________________________________
_________________________________________
_________________________________________ ______________________________________________________________________________________________
_________________________________________ ______________________________________________________________________________________________
_________________________________________ ______________________________________________________________________________________________
□ _______________________________________ ______________________________________________________________________________________________
_________________________________________
______________________________________________________________________________________________
_________________________________________
_________________________________________ ______________________________________________________________________________________________
_________________________________________
THE STREET DOC
Medicine, they say, is a calling. You’re in it to help 2. Choose your Look Kit 1 (3 essence): cyberears with ultrasound
people. Well, that’s true, as far as it goes. I liked what I system and sound damper, skillwires
did, until one day I realized I just couldn’t do it anymore. Clear eyes, old eyes, sharp eyes
It had changed, or maybe I did. Close cut hair, stylish hairdo, bandana Kit 2 (3 essence): obvious cyberarm with
shocktrodes
Fit body, heavy body, compact body
But when you’ve spent your time doing it, that’s what
you know. And remember that thing I said about Business attire, street clothes, EMT jumpsuit 7. Set your Essence and Karma
wanting to help people? Well there’s a whole lot of
people who need help, and they live just below our 3. Choose your Name and Street Name To determine your starting Essence, subtract
noses, right where we can’t see. I set out to help them - the essence cost of your cyberware (if any)
street medicine. These days, street medicine will get Make up a name and street name or pick a real from 6.
you tied up in ugly business sooner or later. I ended up name and street name from the lists and name
generators starting in the GM Resources You start with 4 Karma. You’ve stitched up
crossing some people. I needed money. I found out
section. more than your fair share.
about shadowrunning. I also found out that plenty of
teams love a good scalpel. 8. Choose 3 Contacts
4. Assign your Stats
It’s not always fun, combat medicine. In fact, “fun” is not ER doctor, morgue staffer, medical examiner,
You have 5 stats: Awareness, Combat,
even in the top 10 words I’d use to describe it. But I DocWagon driver, organlegger, black market
Stamina, Craft, and Presence. Important stats
figure it’s better than leaving someone to see whether organ dealer, blood bank worker, pharmacist
for you are Craft and Presence.
blood loss or the waste management crew gets to them
first. So I’m still helping people. They’re not always You have 4 Build Points to distribute among 9. Establish Debts and Favors
good people. In fact, they’re usually career criminals. your stats. To increase a stat by 1 point costs 1
Build Point. You may increase a stat to a Place one of your fellow runners’ names in at
Hey, nobody’s perfect. least one of the blanks in the Debts & Favors
maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have section of your playbook. Each time a name
The Street Doc brings medical expertise to the appears in a debt or favor, it counts as 1 Bond
shadows, helping their team survive and recover from an additional point to spend.
with that character. The more people you have
the inevitable injuries that they will incur in their a Bond with, the better.
5. Choose your Equipment
particular line of work. Modern technology might make
basic first aid a matter of a slap patch and a pain pill, Pick one from each list below: 10. Starting Funds
but when you get caught by a frag grenade, basic first
aid is not what you need. You need the Doc. Armor: ballistic vest, form-fitting armor You start play with 1500¥ available.
___________ got their hands bloody helping me ______________ARMOR_________ ___ ______________ _____MEDKIT SUPPLY___ ______________
save a life.
Type Bonus □□□□□□
I arranged for ___________ to receive a __________________________________
“mis-shipped” case of pharmaceuticals. ___________________GEAR/CYBERWARE_________________
__________________________________
_________________________________________________________
I extracted information from a prisoner once for __________________________________
___________ . _________________________________________________________
_____________WOUNDS____________
_________________________________________________________
_______________________________________
◌◌○○○○○○○○
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
________________XP_______________ _________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
__ _STREET DOC ARCHETYPE MOVES______ __________________ _____ ______CONTACTS___ __ ___________________ ____¥¥¥___
□ Grace Under Fire: when you are working on a patient during a ___________________________________________________________________
fight but not actively fighting, you have +1 armor. ___________________________________________________________________
□ First Do No Harm: if you refuse to do harm (you never deal ___________________________________________________________________
lethal damage), then your Grace Under Fire move grants +2 armor
___________________________________________________________________
instead.
___________________________________________________________________
□ We All Bleed Red: when you take time to treat an injured
enemy, mark off 1 supply and roll+Presence. On 10+, they’re ___________________________________________________________________
stable, and you can ask two questions which they will answer
truthfully. On 7-9, you can ask only one question.
__________________ _____________ ______NOTES________ _ __________________________
□ Good Drugs: when a patient contracts a disease or is poisoned,
roll+Awareness and mark off 1 supply from your Medkit. On 10+, __________________________________________________________________________________
you have the correct antidote or antitoxin on hand, and can halt the
__________________________________________________________________________________
progress of the disease or poison. On 7-9, you are only able to
slow the effects. __________________________________________________________________________________
□ Pharmacy Is Open: when you use a contact to obtain special __________________________________________________________________________________
medical supplies, and roll+Presence. On 10+, choose 2. On 7-9,
__________________________________________________________________________________
choose 1:
❏ they throw in a little extra; get one dose of a drug __________________________________________________________________________________
❏ it takes 1 day to get the supplies instead of 2 __________________________________________________________________________________
❏ nobody notices the supplies are missing
❏ you receive an interesting piece of information as well __________________________________________________________________________________
□ Mobile Surgery: you own a vehicle that contains a small but __________________________________________________________________________________
complete surgical suite, capable of treating serious injuries. It has __________________________________________________________________________________
a supply value of 10, and takes 1d6 days and 200¥ to refill.
Supplies from the mobile surgery can be used to replenish your __________________________________________________________________________________
Medkit during runs. __________________________________________________________________________________
□ You Got This: whenever you walk someone through a medical __________________________________________________________________________________
procedure (such as first aid), roll+Presence. On 10+, they are
boosted. On 7-9, they take +1. __________________________________________________________________________________
__________________________________________________________________________________
□ Megalexicosis: when you spout a stream of medical
technobabble to confuse, intimidate, convince, or distract __________________________________________________________________________________
someone, you may roll+Craft instead of +Presence.
__________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
THE STREET SAMURAI
I’m not close to a lot of people. It might be my blank 2. Choose your Look These items are state of the art, fully integrated
silver cybereyes, or the dermal plating under my with your biology and do not cost essence. In
skin...or maybe just the fact that whenever I look at Glowing eyes, silvered eyes, hard eyes addition, choose one kit from the options below,
someone, they assume I have some sort of crosshair Cropped hair, wild hair, topknot or design your own (up to 5 essence and
hovering over them. Tattooed skin, scarred skin, camo skin 25,000¥):
They’re right about the crosshairs. Bulky body, lithe body, skinny body Kit 1 (5 essence): bone lacing, skillwires,
cranial cushion
Anyway, I don’t have a lot of friends. But when the lead 3. Choose your Name and Street Name
Kit 2 (4 essence): obvious cyberarm with a
starts flying, all that changes.
Make up a name and street name or pick a real pistol and gyrostabilizer, smartlink
I’m chipped and wired, choombatta. I’m harder than name and street name from the lists and name Kit 3 (4 essence): Smartlink, cyberears with
steel, faster than lightning, hit like an avalanche, and generators starting in the GM Resources sound damper and ultrasound, tactical
shoot like I invented it. It cost me, of course. Injuries. section. analytical unit, hand razors
Pain. Shitloads of money.
4. Assign your Stats 7. Set your Essence and Karma
Was it worth it? Replacing my meat with machines?
The pain of recovery, the terrible itch as it integrated, You have 5 stats: Awareness, Combat, To determine your starting Essence, subtract
the gradual distancing of people I loved. Was it worth it, Stamina, Craft, and Presence. Important stats the essence cost of your cyberware (if any)
to be this good? for you are Combat and Stamina. from 6. You also start with 2 Karma.
Hell yes. You have 4 Build Points to distribute among 8. Choose 2 Contacts
your stats. To increase a stat by 1 point costs 1
The Street Samurai is a combat master. Often one of Build Point. You may increase a stat to a Arms dealer, cybersurgeon, bartender, street
toughest and most skilled combatants on the team, the maximum of +2 as a starting character. If you clinic nurse, private investigator, dockworker,
street samurai is a warrior for hire whose superhuman wish, you may lower 1 stat to -1 in order to have pilot, cab driver, retired runner, survival nut
talents were bought with cybernetic upgrades, an additional point to spend.
9. Establish Debts and Favors
relentless training, and no small amount of spilled
blood. The Street Samurai may be a hired gun, but they 5. Choose your Equipment
Place one of your fellow runners’ names in at
take the word “samurai” very seriously, and adhere to a least one of the blanks in the Debts & Favors
code of their own devising. On the mean streets of the Pick from each list below:
section of your playbook. Each time a name
Sixth World, the samurai is a feared—and appears in a debt or favor, it counts as 1 Bond
Armor: choose 1 armor
respected—enemy. with that character. The more people you have
Weapons: choose 3 weapons a Bond with, the better.
CREATING A SAMURAI 6. Choose your Cyberware 10. Starting Funds
You start with the following cyberware items: You start play with 1500¥ available.
1. Choose your Metatype
❏ Cybereyes (includes low-light) with 11. Starting Moves
Each metatype offers a selection of metatype thermographic and flare compensation
❏ Dermal Plating You know all the Core and Secondary Moves.
moves. Choose one from the options
presented. You also know the Weapons Free move, and
one other Street Samurai archetype move.
___________METATYPE___________ __________________ ARCHETYPE MOVE__________________
STREET SAM ■ ________________________________ ■ The Only Thing Faster is Light: whenever you Rock & Roll, on a
__________________________________ 12+ you may deal your damage to a second target within range.
Player __________________________________
_______________________________________ __________________________________ ________________________WEAPONS_______________________
Street Name ______________STATS______ ______
Weapon Range Damage Ammo Tags
_______________________________________ INJURIES _________________________________________________________
Real Name Awareness
_________________________________________________________
_______________________________________
_________________________________________________________
Combat
________________LOOK_________________ _________________________________________________________
Body: _________________________________
Craft _________________________________________________________
_________________________________________________________
Style: _________________________________
Presence
Other:_________________________________ ___________________GEAR/CYBERWARE_________________
______________________________________ _________________________________________________________
_________DEBTS & FAVORS________ _________________________________________________________