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Shadowrun Cortex+ Action By blackwingedheaven@gmail.


Welcome to the Sixth World! Shadowrun is a fantasy cyberpunk setting, a world almost a century ahead of ours in which corrupt corporations rule like the nation-states of the present and in which magic has returned from the mists of history. Elves, dwarves, orks, and trolls walk the streets alongside humans, and shamans ply their trade in the crumbling edifices of ghetto neighborhoods. High-tech antiheroes and mystic villains clash in the shadows of the megacities and arcologies of the world. The year is 2075, and you are a Shadowrunner. Say it with me now: Watch your back. Shoot straight. Conserve ammo. And never make a deal with a dragon.

Players and Characters In Shadowrun, each player takes on the role of a Shadowrunner (or just Runner), a person operating outside of the law to survive. Whether a career criminal, a mercenary, a street shaman, or just someone blacklisted by legitimate (i.e., corrupt) companies, you have been forced to make a living by doing things that could get you arrested or even killed if the authorities caught you doing it. Of course, the whole point is to not get caught. Shadowrunners move in groups of two to six (though solo Runners and larger merc groups are possible). Every Runner is an expert in his or her field, and often quite competent in another. The Gamemaster provides missions—also called Runs. These are adventures packed with exciting scenes, interesting locations, and Supporting Characters. A Supporting Character can be a Major Character, Minor Character, or a Mook. Major Characters include the villain, any rival Shadowrunners, and many of a villain’s lieutenants. Minor Characters include other named but not as significant characters, especially those that don’t do much in the way of action. Mooks are the faceless hordes of ninja, henchmen, and gangbangers that are fairly easy to dispatch.

Traits Each Shadowrunner’s character sheet is mostly a list of Traits and related game statistics. The three main categories of Traits belonging to a Runner are Attributes, Roles, and Distinctions. There’s also space on the character sheet for Talents, which cover special techniques the Runner picked up in his line of work and Karma, which are a game currency you can spend to grease the wheels in your favor. Each Trait has a die rating, ranging from D4 to D12, but no die is safe from rolling a 1 (which can lead to Complications when the players do it or an Opportunity if the Gamemaster does).

Attributes When it comes to describing raw physical and mental ability, Attributes are the yardstick. Every time a Shadowrunner does something where the outcome is uncertain, you’re going to be rolling an Attribute that relates to it. Each Attribute’s die rating represents how significant that Attribute is to your Runner’s performance. Every Shadowrunner has the same six Attributes: AGILITY, ALERTNESS, INTELLIGENCE, STRENGTH, VITALITY, and WILLPOWER.  Agility: This Attribute measures how quickly your body reacts to what you want to do, how fast you can move around, hand-eye coordination (crucial for things like shooting guns), and generally how flexible and athletic you are.  Alertness: This is your ability to notice things and your general mental acuity, how well you notice details others don’t, react to sudden changes in mood or environment, and think on your feet in general. This Attribute is particularly useful for Notice Actions.  Intelligence: This reflects both vast sums of knowledge in your mind and your ability to command that information to get things done. That doesn’t just mean what you’ve learned in books, but also your experiences in life. It also covers taking information you acquire and putting the pieces together to form a whole. This Attribute is frequently relied upon by the Awakened to shape magic during rituals.

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Strength: This Attribute focuses on your muscular capabilities, useful for forcing something open or closed, lifting and moving things, and (of course) for fighting. This Attribute is most often used for Fight Actions. Vitality: This covers your physical endurance, stress tolerance (like being beaten in a fight), your ability to survive and thrive in extreme situations like the arctic, desert, or being underwater, and your resistance to environmental hazards like poison and disease. Willpower: This Attribute details your mental resolve and ability to withstand social pressure, as well as your capacity to shape sorcery if you are Awakened. Use this Attribute when you are concentrating on delicate work amidst distractions, standing up to someone pressuring you or pressuring someone else with the sheer force of your will, or shaping magic directly.

Roles Your Shadowrunner might be amazing in his specialty, but no Runner is an island, chummer. There are five broad Traits that encompass a Runner’s skills, and we call them Roles. Your Runner has a die rating in each of the five: BRAINS, FACE, MUSCLE, SNEAK, and TECH. The Role with the largest die rating it called your Primary Role, and that may determine which Talents you’re likely to pick up. You roll one of these Traits with your Attribute whenever you do something in the game. Roles are also associated with Specialties, specific and narrow fields of training. A Specialty can arguably fall under multiple Roles, but you’ll need to decide on one in particular. This covers things like driving, explosives, and cooking. They have die ratings too, but you can only use them when you use the Role they’re attached to. Brains This Role (sometimes called a Mastermind) is about action that’s dependent on strategy, planning, thinking six steps ahead, and organizing a disparate group of people despite their egos or personal circumstances. Every operation needs somebody to be the Brains, but it doesn’t map directly to intelligence. Sometime, the Brains is actually just remarkably well-educated, or is a graduate of the school of hard knocks. Situations: Tactics, analysis, figuring out schematics, deciphering coded information, discovering clues, recognizing forensic evidence, and applying knowledge directly to a problem Face The Face (or Grifter) is all about action that’s manipulative and deceptive—getting people (and spirits) to do what you want and figuring out how they tick. Establishing a cover identity and making it stick is a Face Action. This is also the Role useful for binding spirits as an Awakened. Situations: Fast-talking, charming, intimidating, or otherwise making people do what you need them to. Also reading people’s emotional states and figuring out their weak points. Where Brains figures things out with information and analysis, the Face does it with psychology and tells. Muscle This Role (sometimes called a Hitter) is all about action that’s dangerous and direct—whether mixing it up in a barroom brawl, handling a bunch of trained corporate agents, getting into an all-out firefight, or placing some high explosives to open a door and make a quick getaway. This is the Role most often used in Fight Actions. Situations: Physical altercations, gunfights, using explosive ordinance, or driving the getaway car. Includes knowing all of the sort of stuff a real heavy would know, or an ex-soldier, or a street thug. Sneak The Sneak (or Thief) is all about action that’s elusive and hidden—including the ability to detect others with those same skills. This Role is also about access, getting into places that you’re not meant to do, including locked doors, safes, and anywhere else with physical barriers. Situations: Infiltrating, safecracking, avoiding notice, casing, blending in. It’s about knowing everything a cat burglar, military scout, or similar stealthy sort would know. Tech The Tech (or Hacker) is all about action involving gear, technology, and information. This Role covers dealing with machines and electronics, hacking into networks to retrieve or alter data, and doing electronic surveillance and counter-surveillance.

BOB THE SHADY FENCE. Spirit Summoning  Muscle: Drunken Fighting. They’re like the opposite of Specialties—they’re about stuff you have or people you know. get you into all sorts of trouble. not about the stuff you carry around or the people you know. surveillance. Distinctions don’t have a specific di e rating. They represent the knowledge or ability that gives you the edge you need to pull off an epic Run —qualities innate to you. They exist to make playing your Shadowrunner more interesting and. UNIVERSAL MULTI-TOOL. They’re not tied to Roles like Specialties are. Kendo. FAVORITE NIGHTSPOT. Loli/Shota Complex. Inspiration. This means you could use your Muscle’s Drunken Fighting D8 in a Face situation when you need to convince a mark that you’re just an angry drunk instead of a dangerous enemy combatant. You can use your Specialty for a different Role by spending a Karma. THERMOPTIC CAMOUFLAGE SUIT  Tech: SWEET CUSTOM DECK. POLITICAL STRATEGIST. Most can only be used on certain occasions or when some condition is met. Free Running. an ORK or a TOTAL CONTROL FREAK? These are all examples of Distinctions. They don’t have a die rating. Staredown Contests  Sneak: Tight Places. Countermagic Signature Assets Signature Assets work like regular Assets—they give you an extra die to roll on actions when you’re able to work them in. hacking. and Master (D10). Puzzles. Some example Specialties might include:  Brains: History. Some examples of Signature Assets for various Roles might include:  Brains: LIBRARY OF CLASSIC LITERATURE. FRIENDSHIP TOTEM  Muscle: ARES PREDATOR PISTOL. descriptive Traits that fall outside of the area of Attributes and Roles. Vehicle Repair. and they frequently take the form of exceptions to the normal rules. Each Specialty has a rank with a corresponding die type: Novice (D6). It just takes a little more juice to pull off than you’re used to. STOLEN GAUNTLET OF FIRE Talents Not every street samurai or decker is the same. Signature Assets are always rated at D6. at times. Old-School Safecracking. analyzing mechanics or electronics. It’s also linked to one of your Roles. not about your innate qualities. SHADOWBOARD CONTACTS. AR Phishing. defusing explosive ordinance. skill or experience that a Shadowrunner can use to his advantage. except that they can’t bite you (and give you Karma for doing so). When using that Role. or change dice that are already in play. Politics. CLIMBING GEAR. you can also include the Specialty as one of the dice in your action. but your Primary Role can give you some ideas for what might make good Signature Assets. RUNE-CARVED SLEDGEHAMMER. WIRED REFLEXES IMPLANT  Sneak: SAFE HOUSE. These are the things that your Runner keeps up his sleeve or relies upon to get the job done.Situations: Building. breaking and sabotage. providing the Specialty applies to that situation. but they do influence Traits that have dice. SAFE HOUSE. LOCAL THUGS. Specialties are similar to Distinctions. and when. Sleight of Hand  Tech: Security Systems. MEDALLION OF PROTECTION  Face: ALTERNATE SINCHIP. Expert (D8). OLD FRIENDS IN THE CORP. and this is reflected in your Shadowrunner’s choice of Talents. Specialties Specialties represent areas of training. Rope Walking. how good or bad their influence is depends on the circumstances. They can either help you or make life difficult for you—or both—but you decide which is which. and they’re linked to Roles rather than for general use. STREET SAMURAI. High Society. Most Runners have three Distinctions. . Distinctions Is your Shadowrunner a MEAN DRUNK? Is he SMARTER THAN HE LOOKS? Maybe he’s a RAT SHAMAN. Ritual Magic  Face: Crime Lore.

Dice Cortex+ Action uses five different kind of dice: D4. The Gamemaster then picks up dice based on what your Runner is up against. Sometimes you or the Gamemaster get more than two dice —such as when you use Distinctions. In those cases. and D12. Spending a second Karma lets you add a fourth die and so on. many Supporting Characters are described by Traits that are both descriptive and functional.  Going over the latest piece of military intelligence for troop movement patterns: INTELLIGENCE + BRAINS. a Mook is not much more than a single Trait. ALARM SYSTEM. The Gamemaster rolls Complications as part of your opposition’s dice and they make it harder for you to get the results you want. If there’s no number there. this is an Attribute and a Role. You then roll and total up your own dice from the Action Pool.  Scanning the room for a suitable target of your latest scam: ALERTNESS + FACE. If you see a number in front of the d — such as 2D6—it means you roll that many dice of that type. reflecting things that help your character out (Assets) or make things more difficult for you ( Complications). each Talent has three key parts: Assets and Complications Not all Traits belong to Runners or get marked down on your character sheet.Talents are the amazing tricks that Shadowrunners have. because the Gamemaster must hand a Karma point to you in order to create them from your bad roll. and D10 being pretty brutal) and one or more dice based on Traits possessed by the opposition or the situation.  Deciphering a database after two days with no sleep and only cheap soykaf for company: VITALITY + TECH. D10. the Gamemaster rolls his dice first and totals them up. Other Traits As well as your Shadowrunner’s Traits and any Assets or Complications that might crop up in the course of a Run. In fact. In the default state of things. which is why the smaller your dice the more likely things are going to get… complicated. Complications earn you Karma. Complications might include things like EXTRA-ALERT SECURITY or SLIPPERY FLOORS. D8. Locations are given Traits too. Taking Action Whenever your Shadowrunner takes action. Some are temporary. D8 being hard. These Traits often start out with only a minor influence on the Run. This is called setting the stakes. Usually. Assets. contacts and gear. Along with a description. If you fail to raise the stakes.  Leaping into ductwork to escape the notice of security: AGILITY + SNEAK. Specialties. something else happens— usually something that’s bad for you. and so forth. you add two of the dice to set or raise the stakes. Some examples of actions include:  Trying to clear the room of second-rate thugs with a piece of rebar: STRENGTH + MUSCLE. You can spend one of your Karma to add in another of your dice to the total. Complications . D6. but as more and more twists and turns take place they can become game-changers. the Gamemaster chooses two of your Traits to form your Action Pool. and LASER-FILLED HALLWAY OF DEATH are similar to fixed Assets or Complications that help the Gamemaster describe where the action takes place. when they might be useful as opposition to your Runners: STEEL-CLAD VAULT. If you raise the stakes. hoping to raise the stakes by rolling higher. CHEF. A Complication comes up as a result of rolling a 1 on your dice. assume it’s just a singleton. Each one grants special rules to characters that have it. like SEEDY SALESMAN. above and beyond skills. This is usually a difficulty die (D6 being average. your Runner succeeds in the action you were hoping to take. or SECURITY GUARD.

however. In order to get rid of them. For example. Instead of being struck down. but the Gamemaster throws something extra your way. you got what you wanted and you can narrate the outcome. If a Complication is ever stepped up beyond a D12. your Runner or one of his chummers must take action. your Runner just gets progressively more beat up or harassed. You can force action by spending a Karma. The Gamemaster may also suggest that you step up an existing Complication when you take this option. you can choose instead to take a Complication. if that Complication comes into play. but you can’t try to recover that Complication again until some amount of time passes. but you don’t gain any Karma. For the rest of the adventure. you’re paying that Karma immediately to offset your loss. Even on a failed attempt. Whether your Runner succeeds or fails at the action. the Gamemaster should ask you to describe your amazing efforts. If you roll a 1 on a successful attempt to recover a Complication. a Complication means something else has gone wrong. An Icy Rooftop or Noisy Crowd can be taken care of just by changing locations or spending some time out of the action. captured. and you gain the added benefit of “banking” a die for later. drawn-out fight with your enemy. Complications as Injury or Consequence Complications may also represent those times when you are hurt or suffer some manner of debilitating setback. This works just as if you had rolled a 1 on your dice. If successful. the Complication is still stepped back by one. this is the main way for you to get Karma. the Complication starts out as D10. however. When this happens. this is known as an Opportunity. or when you roll a 1 on a subsequent roll of the dice. In a sense. Watch out! Success and Failure When you raise the stakes. you’ve got an extraordinary success. Recovering from Complications Many Complications are simply temporary problems and will go away before the next scene begins. If you roll a 1 on a failed attempt. and any player can spend a Karma to step an existing Complication back to a smaller die size. the Complication is gone. the Gamemaster may choose to step up the Complication by one step for each additional 1 that shows on the dice. but you may only keep one die for your total rather than two. Complications acquired this way should represent your injury or setback. Complications that represent injury or major consequences stick around. it has overwhelmed the Runner and keeps you from acting further in the scene until it’s removed or no longer hinders you. Whether by using DocWagon training or putting the right bit of memetic code in the Matrix. you’re usually at his mercy. the Complication you were trying to recover doesn’t get stepped back—it gets worse by one step. depending on how far you pushed your luck. unless you picked up a . This is a severe handicap. the Gamemaster may introduce a new Complication related to the one that was just recovered. The Gamemaster notes down the Complication and adds a “D6” next to it. If more than one 1 comes up on your dice. If you raised the stakes by 5 or more. and a D4 goes away. Frag the bad guy? You did that too. you may step back existing Complications by more than one step. Recovery of this sort should take up most of a scene dedicated to that chunk of time in the story. only to pull through in the end—or maybe not.If you roll a 1 on any of your dice. When you fail. See below for more information on Edge. When the Gamemaster introduces a Complication. then. This extra is called your Edge. the Gamemaster gets to roll an extra D6. you should try to be entertaining in how you describe your fa ilure. Describe it and then let the story move on. aside from Distinctions. Were you trying to hack the mainframe? It’s done. or defeated. A D6 becomes a D4. You’re not going to have any lasting effects other than the story heading in a different direction than you wanted. but sometimes it’s neces sary! If the Gamemaster rolls a 1 on his dice. if you rolled three 1s on your dice. If the Gamemaster’s dice include multiple 1s. If a bad guy takes action against you and you fail to stop him. You not only got what you wanted. What this means usually depends on what you said you were trying to do. you get a Karma. Opportunities can also be used to activate Talents. such as BROKEN ARM or IDENTITY THEFT. a Runner or Supporting Character may roll against the Complication and an appropriate difficulty. the Gamemaster introduces a Complication. You may find in a long. making life difficult.

to activate some Talents. You need to keep track of your Karma somehow. To use an Edge die. but he doesn’t have his own private supply the way playe rs do. if the Gamemaster rolls 5 or more than the player on his rolls. spend Karma goes into a big pile in the middle of the table. he picks up a Karma from the pile and slides it over to you.  Including More Dice: After any roll. Instead. the Gamemaster narrates something to justify the bad guy upstaging the character in that moment. even after your opponent has rolled to raise the stakes. Spending Karma Karma can be spent to include more dice into your total. makes the dice you spend more powerful. you get your Karma back as a result. or keep the Edge die and leave your total as it was. Either way. “this thing’s important to the story. Don’t worry—you’ll get more. If the Runner had no Edge dice. and you may save as many of them as you like. you might choose to spend Karma to add a D8 Edge die you banked earlier. For example. (Some GMs prefer poker chips or glass beads. . the effect must be activated again.) Everybody gets 1 Karma to start the Run. but before the Gamemaster announces the result of the action. Write a note on your character sheet to indicate how many Edge dice you’ve earned and what size. Instead. and to create new Assets. On the plus side. You may be so successful that you earn another Edge die! Whatever happens. If there was no difficulty die. he just removes an Edge die from the Runner in question. and lets you use some of your special Talents. erase the Edge die you used from your character sheet. keep it separate from the Karma you already have. Karma gives you more dice. you can keep it for the rest of the Run —assuming something doesn’t happen to remove or eliminate it. The Gamemaster doesn’t pick up or use Edge dice. The die must be equal to or lower than the difficulty die he just rolled. when he spends Karma in a roll against you. In this way. or even more dice added together. Good enough for a success! Watch out. You may do this at any time after rolling the dice to get a total.  Activating Talents: Some of your Talents may have effects that must be activated by spending a Karma. Any effect that’s activated like this lasts for the duration of the action you’re using it on. or even effectively create a new Supporting Character (HANDYMAN D6). If you spend two Karma. if the Gamemaster sets the stakes with a roll of 12 and you attempt to raise the stakes by only roll a 10. in front of the Gamemaster. You can’t use this Karma until the current action has been resolved and the dice are set aside. though! Edge dice can backfire on you. These banked dice are called Edge dice.  Creating New Assets: You can create your own Assets by spending a Karma. This allows you to give some dramatic weight to an item (LENGTH OF PIPE D6). Karma Karma is a game currency that you spend to affect the plot over the course of your Run. you can bank a die equal to the Gamemaster’s difficulty die for use later in the Run. or (if no difficulty die was involved) the highest rolling die. The only limit to how many dice you may add to your total is how many dice you rolled to begin with and how many Karma you have available. part of the scenery (UNLOCKED DOOR D6). The die comes up a 4. four. your total may be three. as if to say. spend a Karma and roll the die. In the latter case. The Gamemaster and Karma Typically. Your new Asset starts out as a D6 and lasts for the rest of the scene. you instead bank the highest die in the opposing dice pool. even if you rolled first and your opponent has rolled his own dice. The Gamemaster can spend Karma on his rolls too. You can choose to accept the 1 and add it to your total. you may spend a Karma to include more dice out of those you just rolled in your total. Whenever you get Karma like this. adding it to your total in any action.Complication or you rolled all 1s and came up with a total of zero. the Gamemaster gets to introduce a Complication as normal.”  Adding an Edge Die: You can spend a Karma to roll one of your banked Edge dice and add it to your total. which kicks your total up to 14. once you start a new action. If the Edge die comes up 1. Using Edge Dice When you receive an extraordinary success. the Gamemaster is free to describe exactly how much mess you’re in and lay it on thick. then nothing happens.

Character Creation So you’re making your character for a high-octane game of Shadowrun. assign your Attributes. statements. STRENGTH. both at D6. you assign your Roles. the Gamemaster might hand you a Karma to activate that Complication. and WILLPOWER. but rather the genetic expression of mystical beings who seemed totally human during the low-magic ebb of the Fifth World. depending on whether the Distinction might contribute to your success or get in your way. You also get Karma whenever you use a Distinction as a D4. as should whether or not you want your character to be Awakened (that is. Finally. The first thing you need is a concept. After this. but the Gamemaster can use any additional 1s that you or others roll to step up the Complication. The other two Distinctions can be whatever you like. millions of children suffered from inexplicable birth defects. Roles are the core of attempting action in Shadowrun. Select two Signature Assets. way back in 2011. If you choose to use a Distinction at D4. you gain a Karma. he has to hand one over. two at D8. this should be part of your concept from the beginning. to possess magical powers). Whenever you roll a 1.Earning Karma Karma is useful. one at D8. and they cover a wide variety of situations that Shadowrunners get into on Runs. Choose three Distinctions. ALERTNESS. Each Specialty is linked to one of your Roles. So while you might not have rolled so well and the situation just got a little hairier. then you don’t really need to do anything except note it down on your character sheet somewhere. Your character starts with two Expert Specialties ( D8) or one Master Specialty (D10). choose or create two Talents. Complications start at D6. They are very broad. Great! Shadowrunners are fairly quick to make. but you only start any given Run with one. you must include that as part of your High Concept. VITALITY. They can come from your character’s background. and this process is geared to get you playing as soon as possible. If a Talent is associated with a Role. These are pieces of gear or friendly Supporting Characters that aid your character on a regular basis. more about mindset and the high concept of actions rather than a specific set of skills. Are you some sort of elite martial artist? A cyberspace outlaw? Street samurai with your own violent code of honor? Think of a few words to describe your Runner. physical features. Next come Specialties. these four new sub-races have joined with old-fashioned vanilla humans in the grouping that modern folk refer to as “metahumanity. Pick one Role (your Primary Role) at D10. These children looked like the elves and dwarves of human legend. Study in the decades since has determined that these individuals are not freaks of nature. four at D8. Humans are still a racial majority in all of their diversity and color. You begin with two Signature Assets. If you want to be an . one at D6. personality. more painful ways to get them. Your six Attributes are AGILITY. or whatever else you consider important about the character. and then move on to your Traits. Distinctions are dual-purpose Traits: they can be used as a D8 Trait or a D4 Trait in any dice roll. a statement of who you are and what you do. Your first Distinction is your High Concept. when the Gamemaster wants to spend Karma for one of his Supporting Characters. but the ideal Distinction is one that can be used reasonably well at either D8 or D4. Assign them in one of these two ways: one at D10. How do you get more? Well. or two at D10. or even just a single word that describes how your Runner is set apart from others. at least it nets you some Karma. if you are a metatype other than human. Whatever the cause. or you use one of your Traits rated at a D4 in your Action Pool. These are short phrases. and two at D4. and in 2021 they were joined by millions of adults who underwent gruesomely painful physical transformations into creatures that resembled orks and trolls. or if you possess magic. INTELLIGENCE. Metatype In the months leading up to the birth of the Sixth World. When you talk about doing something. you get a Karma for being so reckless (and interesting). but there are other.” If you want your character to be human. you need to have a D10 in that Role to take the Talent. and two at D6. So if you have a MUSCLE D4 or an ALERTNESS D4 and use that in an action. you’ll describe the action and the Gamemaster will tell you what Role that requires. Next. If you want to be a metatype other than a baseline human. one at D6.

depending on whether they’re doing ritual magic or sorcery on the fly.” Technical folks divide Adepts up into Physical Adepts and Mental Adepts. Something like RAZORGIRL or CYBER SAMURAI would be a good place to start. and continues to influence the way people live even now. Additionally.  Humans: No change. Some people actually have a decent reason for this beyond thinking putting wires in your head is “creepy. The basic sorts of magical talent are Adepts (people who enhance their bodies or minds with instinctive magic) and Magicians (people who learn spells and use them). it’s hard to access your local Matrix without a headjack.  Dwarf: Step up VITALITY. There are also plenty of Talents that can enhance your spellcasting ability. and those with extensive implants can’t use it at all. This divide is sometimes thought of as “interior magic” and “exterior magic.” however. so they only interact with the virtual world through AR goggles and gauntlets. since they can’t use a lot of the basic cybernetic conveniences that define life in 2075. Some people still prefer to keep their bodies “pure. The upshot of all of this is that people who cut away chunks of their body to replace with machines have a harder time interacting with magic—though not being blasted by it. If you want to use magic. or that elves are generally more likeable than humans). just include his magical abilities as part of his High Concept. unfortunately. take the Awakened Talent. People with cybernetics have a hard time using magic. Picking a metatype other than human alters your Attributes. but the most important thing is this: magic flows from life force. while Magicians can be thought of as Ritualists and Sorcerers. pick Augmented. After making this choice. Step back INTELLIGENCE. people with strong magical talent often have a hard time in the modern world. If you want your character to be cyber-enhanced. but all of them were enchanted by a living. increasing some and reducing others. Healthy people generate a lot of life force. Bare minimum. ork. but you should also include it as part of your High Concept. dwarf. Step back STRENGTH and VITALITY. Step back INTELLIGENCE and WILLPOWER. depending on the individual’s personal preference for the development of their talent. or troll. While characters with extensive cybernetic enhancement have a real advantage over most non-enhanced folks. It reshaped politics and thinking back at the beginning of the century. each metatype has some basic innate abilities that are covered by taking them as part of your concept (like the fact that dwarves can see in the dark. Humans are the baseline race from which others measure their differences. from what you might c all your “soul. most people have at least a few implants. there are Talents for that. Step back AGILITY. This can increase an Attribute as high as D12 and reduce one as low as D4.  Ork: Step up STRENGTH.  Troll: Step up STRENGTH and VITALITY.  Elf: Step up AGILITY and INTELLIGENCE. so be sure that you want to deal with that.” Magic is a real force in the Sixth World. Your Distinction might call you a RAT SHAMAN or ORK PHYSICAL ADEPT. This can potentially lead to a very powerful character in one aspect. Awakening and Cybernetics In the Sixth World. Conversely.elf. breathing person who used a bit of his life essence and willpower to breathe a false life into those objects. . if you want high-grade cybernetics. If you want your character to be Awakened. but keep track of it.” Magic items exist. then you need to include it in your High Concept Distinction somewhere. which can then be shaped by their intellect and will. This might be as simple as TROLL BRUISER or as complicated as ELVEN MAGICIAN OF TIR TAIRNGIRE. There’s a lot of theory about magic. you need to take the basic Talent that goes with your selection. or to one with a crippling hindrance in another. the price of cutting away pieces of their soul can take its toll.

so it's incredibly important to get a sense of what those die-rolls mean so you know when to roll and when not to. if it’s sizing up a bad guy. within the span of thirty seconds. There's no real way to say how many beats make up a scene since that can depend a lot on the dice. But more on them later. that's a beat. well. then takes one to try to slip away unseen (failure). the Gamemaster is the one who calls for these Actions. The stakes for a Notice Action are set by rolling a straight 2D6—unless the Gamemaster decides otherwise.” In contrast. case a scene. and the Ritual Action. another Runner’s scaled a wall. spot something out of the ordinary. If it’s computer‐based. and the Flashback Action. Lifting a wallet.Actions. The trick is that it doesn't matter how long or short the activity is. and an action is a character’s attempt to do something (usually involving rolling some dice). as anyone who’s taken high school English and read some Shakespeare knows. and they roll the dice a lot. or generally just use your senses. If a Runner picks a lock. they also provide us with tools to take apart a narrative and see what makes it tick. that's a beat. though it’s just as valid for a player to ask for it. Scenes are composed of several beats and represent a complete event. Scenes and Beats Runners take lots of actions over the course of a Mission. that's a beat. which is really multiple Basic Actions in a row against the clock. A Runner may spend all night developing a piece of malware to attack the bad guy’s firewall. attempts to hide for a moment (success). but it may be as few as one and as many as. however. . The important part is this: each beat corresponds with an opportunity to roll the dice. which is a variation of the Basic Action that reveals useful Assets in the present. knocking a guard unconscious. This gives you a gut sense of the scope of the outcome. If two characters exchange a password. or take an Action. cracking a code. but how simple it is. typically over the course of a single beat. but anything you can imagine taking place in one beat with a specific end-goal counts. Beats A beat is basically the smallest dramatic unit of the story. picked a lock. There are other types of Actions that are frequently used in a Mission: the Contested Action. Taking Action You’ve already read about standard Actions. Which leads us to the next section. If a Runner hides behind a dumpster as thugs run past. or scaling a wall might all be suitable Basic Actions. These concepts are the basic building blocks for creating a narrative from scratch. you’re rolling a Notice Action. in which two (or more) characters exchange dice rolls to escalate a conflict. The flow of the story can be broken down into scenes. but you could make a case for INTELLIGENCE or WILLPOWER if the situation is more about putting two and two together ( INTELLIGENCE) or ignoring a lot of distractions and remaining focused ( WILLPOWER). and evaded a laser tripwire—three separate beats. the Role Action. and hopefully that comes across clearly in the breakdown. A Runner takes an Action to spot the thugs (success). The Gamemaster usually calls for a Notice Action. Scenes can be further broken down into chunks called beats. For instance. it’s MUSCLE. like a meeting or an attempt at breaking and entering. these are based on ALERTNESS. then hacks the car (success). Variations on Actions Some examples of Basic Action variations include the Notice Action. That’s a Basic Action and it’s the most commonly used Action in the game. If a Runner spends hours researching a problem. which is why he rolls his dice first to set the stakes. where one side sets the stakes and the other tries to raise them. The situation also tells you which Role to roll in. but it's a single beat because it can be boiled down to “My Runner writes some code. Generally. can vary based on the n ature of the beat and what the Runner is trying to do. What types of Action you’re taking. the Timed Action. that's a beat. Notice Actions Anytime you want to get a read on somebody. it’s TECH. a lot. Most of the time.

For instance. This means that not only is the opposing character going to have some opinion of you (good.With a successful Notice Action (you roll higher than the Gamemaster). while a firewall-smashing duel would be INTELLIGENCE + TECH. when you succeed at a Role Action you can spend a Karma to bank an Asset for a later scene. In this case. Complications that come up in the course of a Fight Action reflect the slip-ups. and other twists of fate in any face-off. and when you’re done. as soon as one side is taken down. the Runner using a Role Action is setting the stakes. You can string multiple Contested Actions together to represent multiple beats in a scene. Not necessarily dramatic. you can bank the Asset until you need it. Most brawls are STRENGTH + MUSCLE. Distinctions. but some might stick around longer. the opposition’s a Supporting Character. you could bring in NERVOUS NUMBER TWO D6 in the next scene. Then. One of the most common is the Face Action. losing ground. Like a Notice Action. the scene is probably over —unless more opposition comes out of the woodwork. A Contested Action takes place over a single beat. once you confront him. facts. this is serious business and best dealt with in a serious fashion. the Role Action works. The Gamemaster has to roll higher than this to win. you'll want to jazz up the scene a little bit by making it a Fight Action. as well as any Assets. you’re not standing there staring out into space. but for criminals. injuries. Some Talents specifically work with Notice Actions. each time one side might give in. ALERTNESS (for sensing the right moment or exploiting the opposition’s tells). you’ve set the stakes. the other rolls to beat them. If you don’t beat the stakes set by the Gamemaster it’s business as normal. Role Actions Like other Basic Actions. If the Gamemaster doesn’t raise the stakes set by the Runner. based (obviously) on the FACE Role. Most of the time you can use this as justification for a cool Asset in a later scene. for instance. though. The best example of a Contested Action is the Fight Action. With a failed Notice Action. Fight Actions Many fights are resolved quickly with a Basic Action—one side rolls the dice and sets the stakes. the Role Action is a single roll of the dice to really exploit something a given Role is suited for. plus a die for how difficult it is for the Runner to impress the Supporting Character. whatever). If you spend a Karma after you succeed at your Notice Action. but it’s a struggle. Contested Actions Sometimes another character actively opposes what you’re trying to achieve. A Face Action starts with adding FACE to the Action Pool. If the Gamemaster does raise the stakes. Most last until the end of the Fight Action. In these cases. you gain some crucial information or gather some useful intel. rather than using it in the scene you’re in. Still. The opposition to a Face Action (or any Role Action) is a character. and a winner is determined. Roll the dice. but you won’t be able to get anything useful for later. and benefits from Talents that apply. every now and again you'll face a situation where the conflict’s a li ttle too intense to just cruise through it. With a Role Action. bad. Contested Actions go back and forth. set up the situation. who the Gamemaster usually rolls for with an appropriate Trait based on resisting what the Runner is trying to do. to the extent that the purpose of the Action is about seizing advantage or getting an edge over the opposition. but you get to bring it in the next time you cross paths. as opposed to trying to beat the stakes the Gamemaster sets. See “Contested Action Variations” later in this section. Of course. though it’s ea sily expanded to cover everything from dueling with laptops to engaging in a furious argument. Role Actions set up the situation in such a way as to make further actions more successful. essentially. getting in the way. each side trying to raise the stakes higher until only one side can come out on top. . or logic). while a battle of wills where the first one to make a slip dies might be WILLPOWER + BRAINS. Fight Actions use whatever Attribute and Role combination seems appropriate. Complications. not a single maneuver. spend any Karma. or move things along. it’s a matter of choosing WILLPOWER (for forcing your impression on the opposition). if you see that the bad guy’s second security thug is a twitchy kind of guy. or INTELLIGENCE (for a display of knowledge. Gunfights are normally AGILITY + MUSCLE. it just means you didn’t really make an impression.

your Complications escalate in a fight. This only works with a single opponent. choose not to leave the scene but shift to somewhere else within it. the other side wins the exchange. If it’s unclear which side is initiating the Fight. or fall) from the scene. however. If you’re Taken Out after raising the stakes. or some other nasty situation. Winning the Fight As soon as you’ve raised the stakes high enough that your opponent isn’t able to beat it with his own total (or acknowledges that it’s impossible). If the character raises . but he kept the advantage and you chose to give in. that’s life in 2075 for you. Generally. Essentially. An Injury doesn’t go away on its o wn. As far as the Mission goes. This represents general bumps and bruises. tied up. you can instead choose to give ground—that is. Normally. If you’re Taken Out after suffering a Complication from giving ground.A Fight Action always starts with one side picking up dice because they think it’s time to throw down. unless you take care of it earlier. starting another Fight Action in the next beat. Complications and Injuries While it may seem a little unrealistic that a guy beaten half to death in a fight can come out of it smelling like roses. take a Complication (or step up an existing Complication that’s appropriate). flesh wounds. See “Ganging Up” later in this section. If you give in during a Fight Action—that is. captured unharmed. or if more than two sides are involved. or knocked out with just a nasty lump to show for it. You can automatically take down somebody by raising the stakes by 5 or more (an Extraordinary Success). the Gamemaster gets a free Opportunity to use against you. now the hired muscle has an extra die to roll thanks to your Complication. You have to decide this before you roll dice to raise the stakes—you need to make the decision before the dice leave your hand. buried under a mound of furniture. Say you spent one beat going at it with the hired heavy in the stairwell. At the Gamemaster’s discretion. Injuries cannot be stepped up with player Opportunities or stepped back with GM Opportunities. at the Gamemaster’s discretion. it can become downright dire. this leads to a scene where your Runner’s stuffed in a locker. you’ve come out on top. Instead. You can. and the Gamemaster decides what the Complication is. actively choose to not attempt to raise the stakes—you are Taken Out with no further issues. usually involving a VITALITY roll against a difficulty die + the Complication die. for taking you out. strapped to a chair in the bad guy’s warehouse by the docks. chummer. all sides roll their dice and the one that gets the highest total has set the stakes. things may have gone completely south if you’re out of the picture and your Crew has to come and rescue you. The other sides can then choose to either give in right away (“This ain’t the fight for me!”) or roll to raise the stakes. it sticks around until the character spends a scene devoted to getting rid of the Injury. things become a little more serious. your Runner’s at the mercy of the Gamemaster and the bad guys who won. the Gamemaster can instead give you a Karma to turn your Complication into an Injury. though. if there’s a mob. such as from BLOODIED D8 to INTERNAL BLEEDING D8. depending on what your opposition wanted. whatever —and he’s out of the action for the remainder of the scene. Taking an Injury sometimes involves renaming it. You’re driven off. you would instead just upgrade BLOODIED to D8. This continues back and forth until a combatant gives in or it becomes impossible to raise the stakes any further. Everything has a price. taking only a D6 Complication as a consequence (like BLOODIED D6 or EXHAUSTED D6). if you think you’re going to lose the next beat and you don’t want to be taken down. When you give ground. Of course. You take that D6 Complication and move the fight to the parking structure. if you like. That Complication lasts until the end of the next scene. Giving Ground: Taking a Complication After any beat in a Fight Action. You sure you want to keep this up? Complications taken in a scene can become Injuries. Should you have already given ground to take Complications instead of losing a fight. losing a fight in this manner may inflict a Complication on you (see below). Pretty much every Runner worth a tin damn knows a street doc to sew up his injuries or has a nano-factory in his liver to patch up any internal bleeding or can beg a favor off the Rat Spirit to keep him from ending up dead in a gutter. this translates to taking down multiple goons in one go. and the like. Your opponent’s been Taken Out—knocked out. incapacitated. deeply embarrassed. You can’t (for example) take BLOODIED D6 and BRUISED D6 on separate exchanges. Enemies can use Injuries against you like Complications. but you get to walk (or jump. If you’re the one who lost. The Gamemaster can choose to give you a Karma to inflict a Complication on you that lasts until the end of the next scene you’re in.

for instance) or a series of different Basic Actions based on attempting something that has different steps ( AGILITY + SNEAK. as long as they keep doing it. You and your fellow Runners can gang up in the same fashion. each additional thug adds another D6. the longer you have. If you fail to raise the stakes. so it’s 6D6). If you raise the stakes. Each additional opponent adds a single die to the opposition’s dice pool equal to the highest Trait they could use in the fight. When you do a Timed Action. The number of Basic Actions (the Gamemaster setting the stakes and you trying to roll higher) depends on the time limit the Gamemaster puts into place. Most Runners find this risk is a good argument for letting the professionals do their jobs. An Extraordinary Success means you found a shortcut and don’t lose any time at all. Every time you raise the stakes against a side that’s got multiple assisting characters. you lose one beat. And let’s face it. The only things you need to change are the Attributes and Roles involved. once that’s gone. he gains the DYING D6 Complication. Should the Complication step past D12 before the Injury is healed. Remember. The time’s measured in beats—the more beats. the next time someone raises the stakes against him. This doesn't change the number of dice added together to set or raise the stakes (it’s still two). because you’ve only got a finite amount of time. you can always choose to drop out before the dice are rolled to raise the stakes next time. then INTELLIGENCE + FACE). here's how you handle it. The most common example of this is a gang of six THUGS D6. buys the farm. or in which medical treatment fails to step back his Injury. A poor sad bastard who pushes his luck too far and has a complication at D12 when he’s Taken Out has real trouble coming his way. If he gains an extraordinary success. You can even switch out the Attribute and Role you’re using if you think the next move you make is a different tack. Contested Action Variations Using the Fight Action rules above. handing over a single die of the appropriate type to the player whose Runner is leading the charge. you also knock one of their dice away and they don’t provide any more help. Jim. many hands make light work. you can also model other kinds of conflict. it only costs you the time you spent. it steps back by one. no more dice get knocked off. You'd think they'd learn. outsmarting a rival Brains’ tactics. It’s a countdown. he’s Taken Out. you pretty much brought this one on yourself. The Gamemaster can inflict an Injury on him for free. just the number of dice rolled.the stakes against the Injury. the Shadowrunner bites it. This represents whittling away the opposition. the Injury is stepped back and turned into a Complication again. Move on to the next stage of the Timed Action. Timed Actions Hey. but no amount of evidence seems to be able to persuade them. successfully lifting a wallet or security pass from a guy that another Sneak is trying to pickpocket. and this is considered a Mortal Wound. though. goes to the big Sprawl in the sky —he’s dead. So. Ganging Up Supporting Characters often gang up in the desperately misguided belief that more thugs are somehow more dangerous. that die gets removed. Each time you roll the dice. . one ugly mook at a time. he can attempt further medical treatment in future scenes. either several of the same kind (INTELLIGENCE + TECH. Once you get down to a single opponent. you take out two of the extra mooks instead of taking down the whole mob. and what the Complications and consequences are for giving in. Examples of other Contested Actions include seizing control of a computer network from a rival Tech. the Gamemaster determines the opposition you’re facing and how much time you have. you’re done. that part of the action took too long. This is risky because if the opponent raises the stakes. At the start of any scene where the character does not seek medical treatment. Use checkboxes or tokens to keep track of beats. Even if you help a Runner out on one roll. and the Runner is taken out (as if he had lost the fight). then ALERTNESS + SNEAK. Timed Actions use a series of Basic Actions. each time you’re rolling those dice to raise the stakes you’re doing something to swing the contest in your favor. If you happen to raise the stakes by 5 or more with an Extraordinary Success. This is pretty much the only way a Runner can die short of the GM and player agreeing on it a s a narrative consequence. though. If a Mortally Wounded character does not seek treatment immediately. which amounts to a roll of 6D6 (first thug is D6. or even getting another Face to slip up and out herself in front of a room full of cops. Don’t lose a beat for that roll. The Runner can’t give any more ground. the Complication steps up. and an additional beat is lost. right? Especially when you’re trying to beat the clock.

like “The Maltese Falcon Job” or “Shadowrunning with the Devil. They can make a Basic Action of their own—causing a diversion. If you don’t have anybody around to trigger the flashback for you. the Runner makes a reference to a Run in her Record while performing a task. you can still make use of a Flashback. If they get an Extraordinary Success. If you raise the stakes. even though it happened. In this case. the rest of the Crew might be able to help you out. however. It’s up to the Gamemaster to explain why it doesn’t necessarily help you out. it’s two beats. depending on the situation. feel f ree to suggest something to the group and see what happens next. but it could be more than that). hand a Karma over to the Gamemaster or the player who triggered the flashback. Each time your Runner completes a Run. they change and grow during the course of the Runs they take on happen during the game. make a note of the Run’s name on your character sheet. You hand over a Karma to the Gamemaster. either one of the Gamemaster’s Supporting Characters (“How do you plan to get out of this one?”) or another Runner who’s in the scene with you (“I sure hope yo u did that thing earlier. but you aren’t able to finish your objective. Training Up A Runner can spend Runs from her Record to make permanent improvements. and you’ve got a D6 Asset you can roll into your next action. you have to choose between a clean getaway and achieving your objective. While the name of the Run mig ht be referenced explicitly. thereby changing what is true about past events. Completing the Action: When the Gamemaster finishes with the obstacles planned for that Action and you succeed with time left. but you’ve still introduced that reveal. you don’t. but now roll dice appropriate to the Action you took in the past. like normal.Running Out of Time: If you run out of beats—zero or less—you’re out of time.”) This is the Runner’s Record. They’re a more advanced form of dramatic editing than using Karma to create Assets. Buying Time: If you’re running dangerously low on time. it’s more stylish to say something like “This is just like that time with Renraku…” When a callback is used in this way. You might have a chance to escape. and the other players should agree that the callback is relevant in some way. A spent Run remains on the Record. as they essentially rewrite some of the story so far to make things turn in your favor. you’ve achieved your objectives (including a clean getaway. To use a Flashback. but can no longer be used for callbacks or to train. and over time it provides history of the Runner’s accomplishments. and probably got caught in the act. A Flashback creates an Asset and fills in some of the story. experienced professionals. eliminating some security guards—and with a success. the character may gain a benefit immediately for anything that a Karma could be used for. To make a callback. No matter what. If you succeed but have zero beats left.  Add a Signature Asset: 1 Run  Add a new Specialty or increase an existing Specialty: 2 Runs . You can only make a callback once per session. Advancement While Shadowrunners start with as competent. The Gamemaster rolls his own dice to set the stakes. only one attempt at buying time can happen in between each step of the Timed Action. somebody has to trigger it. Describe the scene. you get the Asset to use in the current scene. trying to delay the Mark with conversation. you also have to roll for it. Flashbacks Flashbacks are one of your best tools in successfully completing a Mission.”) You can then describe a brief monochromatic flashback moment of your Runner doing something. (A good Run should have a cool name. if that’s what you’re looking to do). references to events from other Runs that may be useful towards the current Run. The Gamemaster should have something in mind for when this happens. based on the situation (usually it’s D6 +D6. they give you back one of the beats you’ve lost. but if he doesn’t. Failure means that Runner can’t help any more for the rest of the Timed Action. If you fail. Callbacks The Runner may use the Record to make callbacks.

or Talents. Other Changes Sometimes. Runners are changed by the events. . discuss with the GM some ways to change that make sense and is mutually agreeable. or players are no longer satisfied with options they have selected for their Runners.  Add a new Talent: 4 Runs Step up an Action Trait (including Attributes and Roles): 8 Runs Training can happen anytime during downtime between Runs. If you want to adjust your Signature Assets. Distinctions.

and spend a Karma to bank an Asset for later. If the Complication would become a d4. Effect: You may step up a single Asset by one. You must spend a Karma to activate this Talent. it is instead removed. Effect: For each Opportunity the Gamemaster gives you. Sometimes this costs you precious minutes. You’re suspicious of anything based on shoddy research. My Dear You can hyper-focus on the smallest details for use later. and coordinating outfits. Role: Brains Activation: You’re in voice contact (face‐to‐face or electronically) with the other Runners in your team. Overwatch You are always aware of which Agents in your team could use some extra help. step it up.Talents Brains Talents Absent-Minded Professional Your mind is constantly running. The Gamemaster gets it back as a Complication when the scene is over. Role: Brains Activation: You use BRAINS in a Notice Action. If you do so. while stepping back another Asset by one. You cannot step up an Asset above D12. You cannot use the Asset in the current scene. Effect: Write down the Asset. Effect: You may choose to add a D4 to the roll. Elementary. using his own strengths against him. Data Miner You see patterns where others discern only random facts. Master Plan Unexpected problem? Think you didn’t plan for that? Think again. Role: Brains . Effect: Describe how the Complication actually aids you in this moment. always generating ideas and working through complex problems. Role: Brains Activation: You make a roll that includes your INTELLIGENCE die. stepped down one die. you may turn a 1 of your own into a 2. Chess Master Your favorite technique for getting things done is to get your mark to do himself in. Role: Brains Activation: BRAINS is one of the dice in your roll. but minutes well spent. Role: Brains Activation: The Gamemaster activates a Complication against a Runner with whom you are in contact. hidden from everyone else. you add together the three highest rolling dice for your result. Role: Brains Activation: Two or more Assets are in play during one scene and you’re in contact with your crew. social cues. rather than the highest two. You may use this Talent only once per scene. and the Gamemaster gives you an Opportunity. Perfectionist You insist on looking at all available data before going ahead with a plan. The downside with such a mind is that you miss things like important dates. When you reveal the Asset at a dramatically appropriate moment in a later scene. related to something you’ve observed. An Asset stepped down to D4 is eliminated. Effect: Any Runner you’re in contact with (including yourself) can spend Karma to give a die to any other member of your team you’re in contact with (also including yourself). Turn the Complication into a d6 Asset during this scene.

you can solve the puzzle. Step it up by one if your description of how it helps you rather than hurts you involves a quick flashback scene. Effect: If you wish. you must also add a d4. You must spend a Karma to activate this Talent. Spend a Karma. This Asset lasts until the first time you use it. Role: Brains Activation: Any Runner that you’re in contact with fails a roll that’s part of a Contested Action or a Timed Action. Role: Brains Activation: You trigger a Flashback and pay the Karma as usual. Role: Brains Activation: The GM uses a Complication die in a roll against you. you may add D8 to all of your rolls involving your BRAINS die. Flirting can backfire. Cold Read You gain startling insights into someone you just met. . How YOU Doin’? You’re really good at seduction. This is How It Happened Once you have the pieces. but be careful—you never know how someone’s going to react. Sea of Calm When everything goes to hell. Additionally. Role: Face Activation: You’re trying a Face Action against someone who’s attracted to your gender in a flirt atious or seductive manner. add an extra d10 to your roll—but if you do. Stay on Target You encourage your crew to ignore distractions and keep their goal in mind. Role: Face Activation: You are using your FACE die in an action against someone you have just met. Spending a little time with the hoi-polloi lets you grift a few nuyen here and there. If you do. Role: Face Activation: You spend at least a half hour in a populated area doing nothing but working the locals. Effect: The GM provides you with a useful detail about the character you are rolling against. Effect: You nullify that Complication. that’s when you step up and pull the team together. Face Talents Cash Flow Sometimes you need cred in a hurry. Effect: You take that Complication die and add it to your own roll as an Asset. eliminating it for the duration of the Job. Effect: You create a D6 Asset involving a sudden influx of petty cash without spending a Karma. Turnabout is Fair Play You use your opposition’s power against him. Effect: Add a D8 to your roll. you may use this Flashback to establish a Complication for an opponent rather than an Asset for yourself.Activation: You start a Timed Action. Effect: The next Runner that you’re in contact with to make a roll may add your BRAINS die to the roll. Effect: You may choose to have one fewer beat to complete your Timed Action. and the GM rolls an Opportunity. Role: Brains Activation: The Gamemaster rolls a Complication die as part of a roll against a Runner you’re in contact with.

pickaxe or other truly intimidating object) and make a Face Action to intimidate a foe. it’s a d8 rather than d6. Wanna Buy a Watch? You’re good at crude. The GM may not invoke a Complication against you to see through your disguise. and the Gamemaster gives you one or more Opportunities. Muscle Talents Anything is a Weapon If you can get your hands on it and swing it. you can add your FACE die in all of your Fight Actions with that opponent for the remainder of the scene. Effect: You may add your MUSCLE die to your Face Action. Role: Muscle Activation: You’re engaged in a Fight Action. Role: Face Activation: You’re pulling a basic scam on someone: false -injury. If you succeed. Dirty Fighter You shot first. Effect: You always gain an extra d6 to pass as someone you’re not while wearing a disguise. . assuming you’re targeting an allegedly sophisticated and savvy mark not in a street setting. The Gamemaster may answer vaguely. talking to a character whom you have talked with before as another identity. pig-in-a-poke type cons. street-level cons. Effect: You gain an extra d6 on the roll. Role: Muscle Activation: You’re armed with an appropriate weapon (such as a chainsaw.Master of Disguise Your disguises are so convincing that you seem to be an entirely different person. Effect: Add a d8 to your first roll in a Fight Action. Role: Face Activation: You are in disguise. Inelegant. If the GM rolls an Opportunity against you in the first roll. increase that die to d10 for subsequent rolls. Slip of the Tongue You use the Mark’s words against him like a martial arts master. Go ahead. which the Gamemaster must answer truthfully. If it is a straight-up street con. especially if the question requests finely detailed information (“What’s his System Identification Number?”). otherwise. Role: Muscle Activation: You’re taking your first roll in a Fight Action. You keep this die for the rest of the fight. Effect: You may ask the Fixer a question about the character you’re rolling against. Pulling the functional equivalent as part of a more elaborate scam counts. Role: Face Activation: You are using a Notice Action to judge whether someone is lying to you. Takes One to Know One You can spot a liar better than anyone. Spend a Karma. and you’ve spent a Karma to gain an improvised weapon Asset. decrease that die to a d6. Frightening Weapon Try staring down a guy with a chainsaw. 3-card-monte. Role: Face Activation: You’re rolling your FACE die in a Face Action that involves speaking to a Supporting Character. Effect: Step up the Asset (d12 maximum). Effect: Add a d8 to your Notice Action to sense a lie. but petty criminals pull this stuff for a reason —it works. it can do damage. I dare you.

it counts as an Extraordinary Success even if you didn’t raise the stakes by 5 or more. and the GM gives you an Opportunity. Be careful —even if you connect. Effect: For the next beat in this Fight Action. Kendo Training The Japanese art of the sword is very popular in 2075. If you successfully raise the stakes. wooden training sword. taking the place of fencing among aficionados. removing the bonus die. You may spend a Karma to remove to remove a second die. a samurai never stands alone. Effect: You disarm your opponent(s). and you know them like the back of your hand. step back your MUSCLE die rating by one and add a d4 to your roll. one of them is bound to hit something. For example. You need to announce that you’re activating the Talent before you roll dice to set or raise the stakes. Role: Muscle Activation: You have more familiarity with your current location than your opponent. I Can Kill You with My Mind You’re not just tough. Effect: Gain a free D6 Location Asset. Role: Muscle Activation: When you take a Fight Action with an appropriate weapon (a katana. step it up to D8. or you may take a D10 Asset and count an additional die in your total. Put That Gun Away Heavily armed opponents don’t scare you. This doesn’t allow you to include an extra die in your result. Home Turf Advantage The streets are your home. Spend a Karma for extra effect. Spend a Karma. Effect: Remove one of the dice the GM gains from outnumbering you. Effect: Until you run out of bullets (such as from a Complication). Role: Muscle Activation: You’re in a Fight Action where the Gamemaster is rolling a bonus die related to the opposition being armed with guns. or suchlike) and you’re using STRENGTH in your pool. Effect: You can add your AGILITY die to your pool if you step back your STRENGTH die. . Role: Muscle Activation: You are engaged in a Fight Action and armed with an automatic firearm. and include a third die in your result. If you spend a Karma. You must spend a Karma to activate this Talent. you might be off balance. rolling MUSCLE as one of your dice. Effect: Add your Intelligence die to your roll. all enemies in the current scene must make a choice—count one fewer die in their total for Fight Actions. Spend a Karma for extra effect. Role: Muscle Activation: You’re in a Fight Action. Role: Muscle Activation: You’re engaged in a Fight Action. and you fight that way. This bonus die remains out of play for the remainder of this scene. you’re outnumber ed. if you have STRENGTH D10 and AGILITY D6. you could roll a D8 and D6 instead of the D10. Street Samurai As long as he holds to his code of honor. and possibly longer if there’s no narrative justification for the opposition rearming themselves.Haymaker You drop your guard and swing for the fences. Suppressing Fire If you put enough bullets in the air. You must spend a Karma to activate this Talent. Role: Muscle Activation: You’re engaging in a Fight Action. you’re smart.

Tactical Eye You’re a good one to have around in a fight. Spend a Karma for extra effort. Role: Sneak Activation: SNEAK is one of the dice in your roll during a Timed Action. and one of you is in a Fight Action. who immediately adds it to the current roll. Effect: Add an extra d6 to your roll. Hotwired You’re good at getting things to work—or stop working—under serious pressure. Effect: Add a d8 to any roll made under such circumstances. Sneak Talents Aerialist You can work several stories above anything you can easily stand on without breaking a sweat. Spend a Karma for additional effect. Effect: You may reroll all 1s on the current roll. you like to hide things in public places—spots where everyone will look. and no one will see. suspended upside down six stories over a concrete parking lot. Meticulous A clean crime scene is a happy crime scene. Role: Muscle Activation: You’re in the same scene as another Runner. Role: Muscle Activation: You successfully use a Notice Action against a Supporting Character. Role: Sneak Activation: You roll a 1 while stealing or breaking and entering. Role: Sneak . Effect: You identify any of the Supporting Character’s Traits rated at d10. spending a Karma nullifies Location Traits related to being up high. Effect: When the opposition gives you or another Runner an Opportunity. swinging from a rope. even if you’re not the one doing the fighting. etc. the beat takes no time off. you also identify any Traits at d4. You must spend a Karma to activate this Talent. Role: Sneak Activation: You enable or disable something as part of a Timed Action. No Sweat You shine when under a crunch. Threat Assessment You can size ‘em up. If you spend a Karma and have a bit of time to study the Supporting Character. In Plain Sight When it comes down to the wire. Packrat You’re an expert at fitting a lot of stuff in a really small space. Also. and so on that work against you for the duration of the scene. walking a high wire. Role: Sneak Activation: You’re hanging from a windowsill. Effect: Add a D8 to your next roll in the Timed Action. but any Complications that arise from the Timed Action start out as a D8. Effect: Add a D8 to your rolls for the remainder of the Timed Action. recalculating the result if necessary. just as if you had scored an Extraordinary Success. whichever of you is not in the fight may lend his MUSCLE die to the one in the fight. repelling from a helicopter. Role: Sneak Activation: You conceal something during a beat in a Timed Action. If you beat the stakes for that beat. and no one’s quite sure how yo u manage it.

Steady Hands An imprecise Sneak is a dead Sneak. Role: Sneak Activation: You are performing a Timed Action. key-driven engine ignition. squeezing between bars. or you’re little. this is an Asset. Effect: Turn every d4 in your pool into a d6. Role: Sneak Activation: You’re being searched or scanned for contraband. you add a D8 to the roll. Silent Entry Whether it’s because you’re a contortionist. Effect: You may reroll one of your dice for each Opportunity the GM gives you. Effect: Add an extra d8 to your roll. If you’re conscious and able to take actions normally. or the like. Effect: Gain an extra d8 to your roll. and the roll involves crawling through an HVAC duct. Role: Sneak Activation: You make a Notice Action for purposes of scouting a building to protect it from another criminal. Role: Sneak Activation: You’re making a roll including your SNEAK die to open a safe. For you. you make sure no one can take it from you. Spend a Karma and it’s a D8 Complication. but after the first time you use it. you have a knack for squeezing into tiny spaces in complete silence and without leaving a trace. Pickpocket No wallet. you can oppose the Notice Action using SNEAK. Effect: You can hide really large and unwieldy tools in the weirdest places —like keeping a katana under a trench coat or pulling out a hidden gun while stripped naked. or both. Perfect Timing Folks set their watches to you. Safecracker You’re aces at opening locks and cracking safes. or similar piece of retro technology. or mobile phone is safe from you. for this roll only. old-school style. squirming through a tiny window. Role: Sneak Activation: You’re making a roll including your SNEAK die to steal a small item without being noticed. Stockholm Syndrome . keycard. Effect: Even if incapacitated or otherwise disabled.Activation: You create an Asset with a Karma. and the GM gives you an Opportunity. Safekeeping Once you’ve got your target. including during a flashback. convert a 1 in your own roll into a 2. Effect: You may add a D6 Complication to the building based on your observations (whatever you choose those to be). For each Opportunity the Fixer gives you. Effect: You gain an extra d8 on the roll. Security Consultant You’ve been at this so long that one quick tour of a building lets you see—and fix—any security holes that might prove problematic if someone breaks in. locked door. Role: Sneak Activation: SNEAK is one of the dice in your roll. Role: Sneak Activation: You’re making a roll including your SNEAK die. it goes away.

until the end of the Contested Action. You’re always surprised that no one ever looks up. You can only have one active drone at a time. Urban Camouflage Anything can provide cover. Role: Tech Activation: You’re making a roll including your TECH die. You can change this up between missions. you’re an expert in building a quick rapport with stolen people. You may spend a Karma for extra effect. Effect: Give another member of your team an extra d8 Asset by reminding him of the sweet piece of gadgetry you gave him. It uses 2d6 in any actions. You’ve pretended to be a mannequin. choose a Distinction that applies to your drones. and maybe the kind where you extract corporate slaves from their masters. Either way. Effect: You gain an extra d8 on the roll. you can sacrifice the drone to add a third die to its total. as well as its Distinction. Role: Tech Activation: Spend a Karma. It uses d6 and d10 in any actions. Can You Hear Me Now? You’re an expert at cracking communication systems. Effect: During each turn. hidden behind a tree. When taking this Talent. Spend a Karma to create an overcharged drone. ICEman You’re better with automated systems than people. even clung to a ceiling in an elevator. in a combat action. As well. Role: Sneak Activation: You’re calming down a person you’ve kidnapped or a stolen animal. Effect: Add a d8 to your roll. Takes One to Know One The best way to find a thief is to send another thief to look for him. Role: Sneak Activation: You make a Notice Action to try and spot other criminals in a crowd or public space. Drone Rigger Your can summon forth a short-lived drone to assist you in minor combat. and other simple tasks. sat on a bench reading a newspaper. Tech Talents 1337 Hacker You’ve never met anyone as good as you at hacking. Effect: You can summon a drone at any time. Role: Sneak Activation: You are actively concealing yourself from another person during a Contested Action. Role: Tech Activation: You are using your TECH die in a roll opposed by another metahuman involving a computer system. you may reroll a die. . as well as its Distinction. creating a new drone makes the previous go inactive. etc.You’re a specialist in kidnappings—maybe the kind where you expect a ransom. and the roll involves hacking the target’s communications: eavesdropping on phone calls and encrypted radio traffic. Effect: Replace your FACE die with your SNEAK die for purposes of getting the score to trust you and keep quiet. intercepting emails. investigative. You must spend a Karma to activate this Talent. Role: Tech Activation: Spend a beat activating a drone. Effect: Add a D8 to the roll. Gadgeteer You are sure to equip everyone in your team with some extra tech just in case.

Role: Tech Activation: You make a roll including TECH that involves physics. Either way. Shut Down All the Garbage Mashers on the Detention Level You’re an ace at manipulating the physical environment with your digital skills. removing it from play for the remainder of the Run. Role: Tech Activation: Another Runner is taking a Timed Action and you’re rolling to buy time for them using your TECH die. And possibly a grant. Limit Break You are damn good in a pinch. Effect: Add a d8 to your roll. Effect: If you succeed in buying time for the Runner. You must spend a Karma to activate this Talent. chemistry. Phisher You have a knack for learning phone numbers. Role: Tech Activation: You’re making a roll to control a vehicle. Inspired Genius And to think they called you mad… Role: Tech Activation: You make a roll with TECH that involves a hard science like physics or chemistry. Effect: You may add a D8 to the roll and include one more die in the result. including temporary SINs. the character doesn’t notice you observe him. Effect: You permanently negate that Location Trait. you gain an extra D8 to overcome them. Role: Tech Activation: You’re in the same scene as a Supporting Character when he uses his commlink or interacts with the Matrix. or photographs. or other hard science. Effect: You may add a d8 to the roll and include one more die in the result. If you encounter countermeasures. and you’re quick about it. Role: Tech Activation: The Gamemaster includes a Location Trait die in his roll against a Runner you’re in contact with. Role: Tech Activation: Use your TECH die in a roll involving creation of forged artwork. SINs. At age 15. . You don’t gain any Karma for any Complications that arise from this Action. and passwords just by casually watching someone manipulate a phone or keyboard. unless there are automated software defenses or other such countermeasures. Science Genius Girl (or Boy) You won the science fair.Role: Tech Activation: You are using your TECH die in a roll opposed by an intrusion counter-measures program rather than a live person. You blind people with science. or minutes rather than hours. they may add your TECH die into their next roll in the Timed Action. Vehicle Rigger You’re right at home behind the wheel of any kind of vehicle. documents. Effect: You complete the task in a fraction of the usual time: hours rather than days. PDQ Rembrandt You have an artist’s eye. biology. You don’t gain any Karma for any Complications that arise from this Action. Effect: You automatically succeed when you attempt to access the same system that you watched the Supporting Character access.

or a customer in a bank or a shop. Otherwise. and all sorts of other augmentations. Chewing the Scenery Role: Any Activation: FACE is a die in your roll. Wireless Warfare You know how to manipulate the Matrix to affect your enemy’s gear. Effect: Gain an extra d8 to your roll. examples include posing as wait staff at a party. that die remains stepped back for the rest of the scene. Hawkeye You have the eyes of a hawk and the ears of a fox. permanently increase it to D8. you gain a third Signature Asset at D6 which must represent a piece of cyberware. Spend a Karma. Special: You cannot have this Talent and the Awakened Talent. General Talents Augmented You have gone beyond the limits of the metahuman condition by filling your body with bioware. If your opponent rolls an Opportunity when you use this Talent. the roll represents your attempt to pose as someone you’re not. Activation: None. cyberware. Role: Any Activation: You’re making a Notice Action. Role: Any. add a D8. If that Asset is a piece of cyberware. Effect: Select one of your Signature Assets. Spend a Karma to make it a d10. This Talent is always active.Effect: You may add your ALERTNESS die to the roll and include one more die in the result. Role: Any Activation: You’re in the same scene as another Agent. Effect: Step back your opponent’s highest die. This Talent is always active. Role: Any Activation: You’re posing as someone of no consequence in a scene where a Supporting Character. and otherwise magically concealed objects and creatures. You are considered Awakened and may take Awakened Talents. . Role: Tech Activation: You are engaged in a Contested Action against a foe using cybernetics or wireless accessible weapons. I Just Work Here You’re good at pretending to be a faceless worker bee. Effect: You may add your primary Role die to your roll. If you’re already using your ALERTNESS die. magical essence. Awakened You have tapped into the innate flow of magic that runs through all living things. No more than 3 Karma may change hands through the use of this Talent per scene. Effect: You may share (give or accept) Karma with that other Agent. Effect: You can use Notice Actions to sense spirits. Role: Any Activation: None. deflecting attention from yourself. Special: You cannot have this Talent and the Augmented Talent. Heart of the Team You have a strong rapport with your teammates. Spend a Karma for extra effect. a random guest at a wedding. and Face is not your primary Role.

Effect: You can place yourself in any scene that didn’t already have you there. or you. Effect: Add a D6 to your roll. you noisily spill a tray of drinks. in the original scene. Role: Any Activation: You are taking an action using your primary Role. any Supporting Character who saw you previously won’t remember your face. protecting you from harm. but you suffer a Complication due to your cybernetics overloading. Spend a Karma for extra effect. Augmented Talents Armor Plates You have Kevlar—or maybe something even tougher—laced into your muscles and bones. If you spend a Karma. SINner You have a collection of fake IDs. Right Time You have a knack for being where you need to be. Effect: Add both a d10 and a d4 to your dice pool. Effect: Add your highest Attribute die that you’re not already using to your roll.Effect: If you later need to pose as someone else or try a Face Action. Role: Any Activation: You are making a roll to avoid physical harm from violence. Role: Any Activation: You are making a Face Action to acquire a piece of legally restricted gear or cross borders. or a roll to recover from an Injury. but often at the cost of increased fallout. Role: Any Activation: You’re engaged in a Fight Action. your opponent loses his highest die for the roll. such as being shot or stabbed. If. You must spend a Karma to activate this Talent. Role: Any Activation: You’re in a Fight Action and your opponent is about to roll to raise the stakes. I dunno. You can’t activate this Talent if you’re heavily engaged elsewhere. and other ways of getting things you need. blank licenses. Right Place. rolling MUSCLE as one of your dice. Effect: Your ally can add your Primary Role die to his roll to avoid being Taken Out. Unusual Fighter You have an unpredictable fighting style. stab him with a fork) then all bets are off. Maybe you even have a medical degree! Role: Brains. The Direct Approach You can apply maximum pressure to a situation. Tech Activation: One of your allies that you can communicate with is about to be Taken Out through physical violence or has suffered an Injury. and you give an extra d6 to the next roll that you or another Agent makes in that scene. Role: Any Activation: Spend a Karma. Spend a Karma. Street Doc You stitch people up in the street for fun and profit. Spend a Karma. Effect: You add an additional D8 to the roll and keep a third die for your result. someth ing happened to remove your veil of anonymity (you’re introduced to him. Combat Simulator Implant You can calculate force and angles with a supercomputer in your brain. .

you are then immune to that Talent for one day. Additionally. but the conflicting impulses of your own meat brain sometimes get in the way. Cyber-Eyes You chromed up your orbs real good. or WILLPOWER as an Attribute and fail to raise the stakes. Effect: Add a D8 to your roll to defend yourself. . if you are the subject of an attack with the Mind Control Talent.Effect: You can choose to sacrifice a die from your own pool to remove an equal or smaller die from the opponent’s roll. Effect: Any Notice Action to reveal your location fails unless the character rolls an extraordinary success. Spend a Karma. Wired Reflexes Your nervous system is jacked up so far you damn near vibrate. Spend a Karma. Tech Activation: You are engaged in a non-magical action that uses ALERTNESS. Effect: You may replace one of your existing Specialties with a different one. Hermetic Lodge Initiate You are skilled at working magic in the comfort of a sanctum or mystic circle. Mental Adept Your magic is channeled to improve your mind past metahuman limits. Effect: You automatically succeed on your Notice Action. you may spend a Karma to negate the effect. or at least until you use this Talent again in a later Run. once per Run. replacing it with a D4. Effect: You may choose to reroll your AGILITY die after seeing your total. Role: Any Activation: You are using your AGILITY Attribute to avoid an attack or perform an action where speed is more vital than accuracy. Effect: Reroll the dice pool you just used and add a D6. Role: Any Activation: You are using your SNEAK Role in an attempt to go unnoticed. Awakened Talents Astral Warding You know how to protect yourself from spirits and attacks from the Astral plane. You have to take the second result. Who need meat in their eye sockets anyway? Role: Any Activation: You make a Notice Action against a target not concealed with magic or augmentations. Role: Brains. Role: Any Activation: You are performing a magical ritual in a sanctified space or other area with a magical Location Asset. INTELLIGENCE. effectively making you invisible. You suffer a D6 Complication against any attempt to conceal something from you by AR hacking. Effect: Step up the Location Asset and keep an additional die for your total. The change is permanent. Role: Any Activation: You are attacked by an incorporeal spirit or a magical attack that travels through the Astral. Skillsoft Implant You can download basic information on just about any skill with a few moments. Role: Any Activation: You may activate this Talent at any time. Thermoptic Camouflage You have a chameleon net—a set of implants that let you bend light around your body. You may not use this Talent again if you fail to raise the stakes a second time.

You may not use this Talent again if you fail to raise the stakes a second time. Step up your Complication after resolving the roll. but it must occur before the end of the next scene. Role: Any Activation: You make a Face Action to commune with spirits. Stone Skin [Troll] The tough hide of a troll can shrug off nearly any amount of harm. Effect: Add a D6 to your roll.Mind Control You know how to override an opponent’s will with your own. Role: Muscle. or friendliness and your opponent fails to raise the stakes. Physical Adept Your magic is channeled to improve your body past metahuman limits. Role: Any Activation: You are making a VITALITY roll to avoid the effects of poison. your opponent is now mind controlled. Effect: For your next action. charm. Pain is Strength [Ork] You are a master of turning your perceived weakness against your enemies. Sneak Activation: You are engaged in a non-magical action that uses AGILITY. Role: Any Activation: You are suffering a Complication rated at D6 or higher. STRENGTH. Superior Charm [Elf] No one can deny the suave of an elf. Spend a Karma. if the effect would normally do so. or VITALITY as an Attribute and fail to raise the stakes. treat your Complication as though it were an Asset instead. Spend a Karma. You can choose to make that opponent perform any single Basic Action you wish. . If you fail to raise the stakes. and your opponent is Taken Out. Your opponents cannot use any injurybased Complication rated D6 or less against you in a Fight Action. or you spend a Karma to create a spirit-based Asset. Effect: You do not have to relocate the fight after taking a Complication. Spirit Shaman You have a special rapport with spiritual entities. Racial Talents Drown Your Sorrows [Dwarf] Dwarves have a reputation for being big drinkers. you can always choose to take a Complication rather than being Taken Out. Role: Any Activation: You are engaged in a Fight Action against a living opponent using your WILLPOWER Attribute. including being drunk. Role: Any Activation: You are making a Face Action involving seduction. or your Asset starts at D8 instead of D6. Effect: Add a D8 to your communion roll. Role: Any Activation: You fail to raise the stakes in a Fight Action. Effect: Step up your banked Asset. Effect: Rather than being rendered unconscious. Effect: Reroll the dice pool you just used and add a D6.