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Shadowrun

Savage Worlds
Character Creation

1. Races

2. Traits

3. Edges/Hindrances

4. Gear

Races
Shadowrun consists of 5 primary races: Human, Dwarf, Elf, Orc, Troll
(Character Races created using the rules from Slipstream as guidance)

Humans
Humans are the main race of Shadowrun, they receive one free edge at character creation.
Humans are also lucky, and gain one free benny each game session. This stacks with the luck and
improved luck edges.

Dwarf
Start with D6 Spirit
Thermal Vision
Resistant to Disease/Toxins (+2 to Vigor rolls to resist disease or poisons)
Pace 5

Elf
Start with D6 Agility
Gain Attractive Edge
Low-Light Vision
Gain Anemic Hindrance

Orc
Start with D6 Vigor
Start with D6 Strength
Low-Light Vision
-2 Charisma

Troll
Start with D8 Vigor may be bought up to D12+2 at creation, and reach D12+4 through edges.
Start with D6 Strength
+1 Toughness
Thermographic Vision
Intelligence may not be advanced beyond a D6, even during play
Gain Ugly hindrance
Must pay 25% more for all weapons/clothing due to size requirements.

New Skills

The following new skills are added into the game:


Hacking (Smarts) - Used for hacking computers
Sorcery (Smarts) - Used for Casting spells
Conjuring (Spirit) - Used for summoning/banishing spirits
Knowledge (Drones) (Smarts) - Used for fixing and building custom Drones
Knowledge (Programming) (Smarts) - Used for writing programs
Repair (_________) (Smarts) - Used for fixing the selected type of item. Choices include: Drones,
Cars/Trucks, Boats, Aircraft, Firearms, Melee Weapons, Cyberwear, Computers. This replaces your
basic repair skill.

Edges Not Allowed


Champion
New Power
Rapid Recharge (and improved)
Soul Drain
Holy/Unholy Warrior

Hindrances Not Allowed


Doubting Thomas

New/Altered Edges and Hindrances


The All Thumbs Hindrance is considered a Major Hindrance in Shadowrun.

Background Edges
Cyberwear - Gives a character $500,000 at character creation for the purchase of Cyberwear only, any
money not spent is lost.

Arcane Edges
Spell Focus - Gives a caster a +2 to casting a specific spell.
Channeling Focus - Gives a Caster a +2 for resisting Drain
Spirit Focus - Gives a caster a +2 for summoning spirits
Banishing Focus - Gives a caster a +2 for banishing spirits
Magic Overview
Magic in Shadowrun is a very dangerous thing. Casters draw upon energy present in the world to cast,
but doing so takes a toll on the body, every time a character casts a spell they must resist the drain
imposed by the spell.

Spells are cast exactly as in the Savage Worlds core book, but casters must take a penalty equal to the
number of cyberwear points they have invested.

All traditions select powers known by spending power points.

Arcane Background (Mage)


Mages cast spells through technical know-how to them magic is just another form of science.
Power Points – 10
Summoning - Mages may summon elementals.

Drain - After casing a spell the character must resist drain. He must makes a Spirit roll with a penalty
equal to the number of points invested in cyberwear against the number of points used to cast the spell.
(This is a free action.) If both dice are 1, the caster suffers a wound and falls unconscious for 1d6 hours.
On a failure, the character suffers a level of fatigue. If the player is astrally projecting, all you earn
wounds instead of fatigue. If a character has any sustained spells, he must subtract the upkeep cost from
any further drain rolls.

Arcane Background (Shaman)


Shamans cast spells through intuition given to them by their patron totem spirit.
Power Points – 10
Summoning - Mages may summon nature spirits.

Drain - After casing a spell the character must resist drain. He must makes a Spirit roll with a penalty
equal to the number of points invested in cyberwear against the number of points used to cast the spell.
(This is a free action.) If both dice are 1, the caster suffers a wound and falls unconscious for 1d6 hours.
On a failure, the character suffers a level of fatigue. If the player is astrally projecting, all you earn
wounds instead of fatigue. If a character has any sustained spells, he must subtract the upkeep cost from
any further drain rolls.

Arcane Background (Adept)


Adepts are characters that use magic to improve their physical body.
Starting Power Points -10

Totems in SW Shadowrun

Every character playing a shaman MUST choose and design a totem. To design a totem, work with your
GM to determine the tenets of your totem.

Next, choose an advantage to your totem. You may take a Total of +4 to different aspects for your
totem. No single item may have more than +2 attached to it. Normally this should be +2 to a set of spells
thematically appropriate to your Totem, (such as healing) and a +2 to rolls involving one type of spirit
(Such as forest spirits)

Now choose a disadvantage of your totem. This may be a =2 to another set of spells, or something like a
berserk rage (no benefits) that attacks the nearest target.
Bear
Bear is a Totem found in cultures wherever bears are known, from North America to Europe and Asia. He
is powerful, but gentle and wise. He tends to be slow-moving and easygoing unless urgency requires
speed. Bear is slow to anger, but terrible in battle. Bear tends to be calm, cool, and collected. He is the
healer and protector of the natural world. Bear cannot turn down someone who needs healing without
good reason.

Advantages: +2 Health spells, +2 forest spirits.

Disadvantages: Bear magicians can go berserk when wounded (taking Physical damage) in combat or if
someone under their care is badly injured. Make a Spirit Roll. The character goes berserk for 3 turns,
minus 1 turn success and raise. A berserk Shaman will go after the nearest person without regard for her
own safety. If the shaman incapacitates a target before the time is up, the berserk fury dissipates.

Cat
Cat is honored in cultures around the world. Cat is oft en seen as the guardian of mystical secrets, often
involving the afterlife. She certainly knows many secrets, but rarely decides to share them, and never with
anyone less than worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—threatening, taunting,
and confusing—rather than going directly for the kill.

Advantages: +2 Illusion spells, +1 die type to either Climbing or Stealth (character must choose one).

Disadvantages: Cat shamans toy with their prey. Unless the Cat shaman makes a Spriit roll -2, she
cannot make an attack that will incapacitate her target (i.e., a Combat spell must be cast with a
Force/damage level that will not disable). If the shaman is wounded, all this playing around stops.

Dog
Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog
protects people from harmful magic and dangerous spirits. Dog is loyal, generous and helpful to those
who show him kindness. He is single-minded, often to the point of stubbornness.

Advantages: +2 For Detection spells, +2 for spirits of man.

Disadvantages: A Dog Shaman is stubbornly loyal. She can never leave someone behind, betray her
comrades, or let another sacrifice themselves in her place without making a successful Spirit -2 roll.

Eagle
Eagle is the highest-flying bird in the sky, considered the most noble by cultures in North America, Central
America, and Europe. He is proud and solitary, and sees everything happening in the world below.
Eagles are noble defenders of the purity of nature. They are intolerant of those who do not share their
views and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s
enemies, and Eagle will brave great danger to defeat polluters and other evildoers.

Advantages: +2 for Detection spells, +2 for air spirits.

Disadvantages: Eagle magicians receive the Minor Allergy Hindrance

Rat
Rat is found wherever humans are, for whom else’s bounty can sustain him? Rat is a scavenger, a
stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to stick
to the shadows. Rat avoids fights whenever he can—when he must fight, he fights to kill.

Advantages: +1 die type for Stealth, +2 vigor for resisting disease and poisons

Disadvantages: A Rat Shaman must make a Guts -2 Test to not immediately flee or seek cover whenever
caught in a combat situation. If there is nowhere to flee, then she is forced to fight.

Raven
Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and
devious. Raven thrives off the bounty of carnage and chaos, but does not cause them— he merely
knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food.

Advantages: +2 for Puppet spells, +2 for air spirits.

Disadvantages: A Raven Shaman must make a Spirit -2 Test to avoid exploiting someone else’s
misfortune to her own advantage.

Shark
Shark is a cold and relentless hunter. His power is known to all who live near the sea. When Shark
strikes, he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to
be wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes the
only good enemy is a dead enemy. If challenged, he does not waste time with threats or boasts but
strikes to kill.

Advantages: +2 for Combat spells, +2 for water spirits.

Disadvantages: Shark shamans can go berserk in combat (similar to Bear Shaman) when they are
wounded or when they wound an opponent. A berserk Shark character may continue to attack the body
of her last victim instead of moving on to attack a new target, if the player chooses.

Snake
Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her
advice. Snake characters fight only to protect themselves and others. They are obsessed with learning
secrets and take great risks in order to do so. They trade their knowledge to others for whatever they can
get in exchange.

Advantages: +2 for Detection spells, +2 to Binding Tests.

Disadvantages: –1 for Combat spells.

Wolf
Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his pack. As
the ancient saying goes, Wolf wins every fight but one, and in that one, he dies. Wolf magicians are loyal
to friends and family unto death. They do not show cowardice in battle and their word is their bond.

Advantages: +2 for Combat spells, +2 for beast spirits.

Disadvantages: A Wolf magician must succeed in a Sprit -2 Test to retreat from a fight.
Trappings
The following trappings are allowed in the game:
Fire
Ice
Electricity
Earth
Acid
Mana - Affects only living things, range is line of sight
Physical - Affects living and non-living alike, increases cost by 1PP, range is line of sight
Stun - Wounds received are instead fatigue, range is line of sight

Powers Not Allowed


The following powers are not allowed in the Shadowrun setting:
Fly
Greater Healing
Teleport
Shape Change
Zombie

Powers and Purchase Cost


Armor - 2 Environmental Protection -2
Barrier - 1 Fear- 2
Beast Friend - 3 Healing - 3
Blast - 2 Invisibility - 3
Bolt - 1 Light - 1
Boost Trait - 2 Obscure - 2
Lower Trait - 2 Puppet - 3
Burrow - 3 Quickness - 4
Burst - 2 Smite - 2
Deflection - 2 Speak Language -1
Detect Arcana - 2 Speed - 1
Conceal Arcana - 2 Stun - 2
Dispel - 3 Telekinesis -
Elemental Manipulation - 3
Entangle - 2

Adept Powers
Some Adept Powers are Passive, some are active, those that are active require a Spirit roll (standard
action) have an (A) behind the power. Adepts do not suffer drain, but are only able to use their powers on
themselves. A botched roll reduces a characters spirit die by 1 type for a day. If his spirit drops below a
D4, he falls unconscious for 1d12 hours.

Boost Trait (A) - 2 Boosts Strength, Vigor, or Agility for 2 minutes, 3 on a raise. This power may be taken
more than once, each time it raises the selected attribute 1 die type. You must select the trait affected
when selecting the power.

Astral Perception (A)- 1 Allows the adept to see into the astral realm. It requires a free action to activate,
but does not require a roll.

Body Control - 3 May be taken more than once, each instance gives the player a +1 to vigor rolls to soak
damage when spending a benny.

Enhanced perception - 1 May be taken twice, each time it gives a +1 to notice rolls made by the player.
Improved ability (A) - 4 May be taken multiple times, each time it gives a +1 die type to one of the
following skills for 2 minutes, 3 on a raise: Climbing, Fighting, Riding, Shooting, Stealth, Swimming,
Throwing

Improved Reflexes - 4, 6, 8 Each level taken in this ability gives you one extra action per combat round
without having requiring a multi-action penalty. May be taken 3 times, each time costing the amount
listed.

Improved sense - 2 This power gives you an improved sensory ability not normally had by your race,
choose one of the following: Low-light Vision, Thermal Vision, High Freq Hearing, Low Freq Hearing,
Improved Scent, Improved Taste, Sound Dampening.

Killing Hands - 1 Each level of this ability gives your unarmed attacks an AP of 1.

Mystic Armor (A) - 3 Each time his power is taken, it gives you a +1 to toughness, The effect lasts for 2
min, 3 on a raise.

Conjuring Overview

Spirits may be conjured by using the conjuring skill. When a character rolls the test he must choose the
type and strength of the spirit to be summoned. He rolls a conjuring test against a target number equal to
the number in the chart below, The spirit will owe you a number of tasks equal to the number of
successes and raises you received on the test. The character must then roll a drain test against the
same number. If the character falls unconscious due to drain, the spirit will either return from where it
came, or it will attack the summoner.

Strength Spell/Drain Difficulty


D4 4
D6 5
D8 6
D10 7
D12 8

All Spirits are Extras, To summon a wildcard add 1/2 the difficulty to both the spell and drain rolls. (round
up)
The Spirit's Strength will be the value of all traits and skills that the spirit possesses. Details on individual
spirits are listed in the spirit section.

Combating Spirits

Sprits cannot be hurt by physical weapons, only by spells. Characters without spells may fight in melee
against a spirit. Damage for any melee weapons will use sprit instead of strength for damage purposes.
As the characters are attempting to overcome the spirit by force of will alone.

Banishing Spirits

To banish as spirit, Roll a conjuring test opposed by the Spirits Spirit attribute. For each success and
raise the character gets over the spirit, reduce the Strength die type for the remainder of the contest. For
each success and raise the spirit gets, lower the Character's conjuring die by one type for the remainder
of the contest. If the spirit runs out of strength it is banished, if the character runs out of conjuring, he falls
unconscious.

You may also take control of a spirit in this same way, after the contest, all tasks owed are transferred
over to the winner of the contest.

Elementals Vs. Nature Spirits

Elementals and Nature spirits are summoned the same way, but do different things.

Nature spirits are summoned only by shamans and are limited to their domain, and once the Shaman
leaves the domain, all further tasks owed are lost. Spirits remain until either the next sunrise or sunset
whichever comes first. They then disappear and any remaining tasks are lost. They are summoned
instantly, and without any need for materials.

Elementals are summoned only by Mages, and are not limited to any location. They are summoned in a
ritual lasting a number of hours equal to their strength, and use ritual materials costing 100 nuyen x the
strength of the spirit. An elemental lasts for a year and a day or until the tasks owed are finished.
Elementals must stay within Spirit x 5 squares of the character once called (calling an elemental is a
standard action). Lose 1 task for each full day the elemental is called present (astrally or physically).

A character may only have a number of spirits or elementals bound to him equal to 1/2 their spirit trait.

Services
Service Elemental Nature Spirit
Combat X X
Use Spirit Power X X
X
Aid Sorcery (Trapping must
match element)
X
(Lose 1
strength die
type /day
Sustain Spell
Once Strength
falls below D4,
the Spirit
disappears)
X
(Forfeits all
other tasks, but
Remote Service
may leave
summoners
area of control)

Elementals

Air Elemental - Appears as a vaguely humanoid whirling mass of Smoke or Mist.


Skills: Fighting, Stealth
Powers: Engulf, Materialization, Movement, Psychokinesis, Noxious Breath
Special: Can Fly, +1d6 damage from earth spells/weapons

Earth Elemental - Appears as a chunky, humanoid shape of dirt and rock


Skills: Fighting, Stealth
Powers: Engulf, Materialization, Movement,
Special: Toughness +3, +1d6 damage from air spells/weapons

Fire Elemental - Appears as a humanoid or lizard-like creature bathed in flames


Skills: Fighting, Sorcery
Powers: Bolt (Fire), Burst (Fire) Engulf, Armor (Fire, no protection, but all attacking take 2d6 damage),
Guard, Materialize
Special: +1d6 damage from water spells/weapons

Water Elemental - Appears as a mass of murky water constantly changing shape


Skills: Fighting, Sorcery
Powers: Engulf, Materialization, Movement
Special: +1d6 damage from Fire Spells/Weapons

Nature Spirits

Sprits of Man

City Spirits - Usually appear as trash or garbage, but may appear as almost anything.
Skills: Fighting, Sorcery, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Fear, Guard, Materialization, Search

Field Spirit - Appear as miniature farm hands


Skills, Fighting, Sorcery, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Guard, Materialization, Search

Hearth Spirit - Appears as humanoid wearing antique clothes


Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Guard, Materialization, Search

Sprits of The Land

Desert Spirit - Appear as dust devils


Skills: Fighting, Notice, Throwing, Sorcery
Powers: Concealment, Guard, Materialization, Movement, Search

Forest Spirit - Rarely materialize, but look like Walking trees


Skills, Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Fear, Guard, Materialization

Mountain Spirit - Rarely materializes, looks similar to Earth Elemental


Skills, Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Guard, Materialization, Movement, Search

Prairie Spirit - Appear as tumbleweeds or dust devils


Skills, Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Guard, Materialization, Movement, Search
Sprits of The Sky

Mist Spirit - Appears as a cloud of dense fog


Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Guard, Materialization, Movement
Special: Fly

Storm Spirit - Appears as a Thundercloud


Skills: Fighting, Notice, Sorcery
Powers: Bolt (Lightning) Concealment, Confusion, Fear, Materialization
Special: Fly

Wind Spirit - Appear as Swirling Clouds, or Gusts of strong wind


Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Confusion, Guard, Materialization, Movement, Search

Sprits of The Waters

Lake Spirit - Appear as Small Waterspouts, humanoids with blue skin, or made of water
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Engulf, Fear, Guard, Materialization, Movement, Search

River Spirit - Appear as Small Whirlpools, or frog-like humanoids


Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Engulf, Fear, Guard, Materialization, Movement, Search

Sea Spirit - Appear as Merfolk


Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialization, Movement, Search

Swamp Spirit - Appear as will-o-wisps, alligators, vegetation, etc.


Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Engulf, Entangle, Fear, Guard, Materialization, Movement,
Search

Spirit Powers

Accident - The spirit does an Agility trick against an opponent or group of opponents. This will always
result in a shaken status, and will cause a wound if successful.
Bolt - As per the spell, causes the spirit Drain
Burst - As per the spell, causes the spirit Drain
Concealment -The spirit rolls its stealth skill and adds that to the target number (4) for notice checks to
find something.
Confusion - Character(s) must make spirit checks or lose their sense of direction. They must also make
spirit checks in order to make decisions. Subjects suffer a -2 to their parry, fighting, shooting, and
throwing (Min 2 for parry or D4 everything else)
Engulf - Spirit makes a fighting attack to grapple. Each round after, the character and spirit make
opposed fighting checks, if the character wins, they escape, if the spirit wins, the engulfed character
suffers Str+1d4 Damage.
Entangle - As per the spell, Causes the Spirit Drain
Fear - Spirit may direct this at particular character(s), Subject must make a Guts (Sprit Strength D4 +0,
D6 -1, D10 -2, D12 -3) or roll on the fear table in the core rule book.
Guard - Provides a +1/strength die bonus to avoid accidents. This works against the accident power, and
Agility tricks.
Materialization - Appear on the physical plane
Movement - Grant a character(s) a bonus to their pace while moving through their territory.(Multiply pace
by 1/2 the spirits strength die). It may also be used to decrease a characters movement. (Decrease pace
by 1/2 the spirits strength die). May also be used on vehicles, roll the characters Strength die vs the
Vehicles toughness/2. Multiply/divide the vehicles speed by 1+ the number of successes and raises.
Noxious Breath - Cone Template, Characters must make a Vigor roll or be shaken. Respirators
negate. Roll Modifiers (Spirit Strength D4 +0, D6 -1, D10 -2, D12 -3)
Search - The spirit may make a Notice Check to find something within its terrain. This is opposed by
character stealth checks, and the concealment power.
Rigging Overview
-Riggers are your command and control for your team. They act as surveillance, getaway man, and even
added combat support through the use of drones.
-Riggers operate vehicles with their minds through the use of Vehicle Control Decks. Each rating in the
Vehicle Control Deck gives the rigger a +1 to his Driving, Piloting, or Boating skill.
-Riggers can also operate Drones, to do so he needs to own a Remote Control Deck. He can remote
control a number of drones equal to his RCD Rating.
-Riggers will also need to have a datajack installed in order to interface with their rigs.
-Decks and Prices can be found in the Cyberwear portion of the website.

Multiple Drones
If a rigger is controlling multiple Drones, he has two choices: There is captain chair mode, where the
rigger controls multiple drones, and VR mode, where the rigger jumps directly into the drone.

In captain chair mode, you can spend actions across multiple drones, but you do not get your rigging
bonuses.

In VR mode, the rigger controls only one drone, but gets the +1/etc bonuses to piloting, Flying, etc.

Drones Construction Overview


Drones are constructed via the following rules, which are modeled off of the Vehicle/Mech/Power Armor
creation rules from the Sci-Fi Gear Toolkit.

To create a drone, you choose the Chassis size, which gives you a certain number of "Spaces" to apply
everything from locomotion, to sensors, to weapons on it. Once it is over, add up the prices of the
chassis and various pieces of equipment. This is the cost of the Drone.
(In reality its best to choose the mods you want FIRST, then choose the chassis that will fit the mods, but
I digress) These same rules are used for modifying a drone, once built.

You can swap out spaces, but you cannot upgrade Chassis, you have to buy them from scratch. To
transfer a mod from one chassis type to another requires heavy tinkering and a cost of 50% of the original
modification type.

Chassis
Size (Spaces) Toughness Cost Size
1-20 4+1/10 the spaces Spaces x $500 -1
21-40 5+1/10 the spaces Spaces x $1000 0
41-60 6+1/10 the spaces Spaces x $5000 +1

Drone Modifications
Type Cost Spaces Notes
Basic Sensors 500 1 Required for drones to be able to see or target.
Advanced Gives +2 to notice rolls includes Audio, Low-light, Thermo
1000 2
Sensors Imaging.
Radar system 1000 3 Doubles the range of sensor, Black and white vision only.
Basic Armor 500x1 2 per Increases toughness of drone by 1
Heavy Armor 5000 15 Gives the drone heavy armor not allowed on drones smaller
than 21 spaces.
Stealth Gives +1 to target number for detection through electronic
2000x1 4 per
Shielding means
500 x Gives hackers a +1 to target numbers when trying to hack the
Firewall 1 only
Rating system.
Targeting
3000 2 Provides +2 to shooting rolls through drone
system
Increased
1000 3 Increases pace by 2
Speed
500 per 2 per Each level provides a die type for jamming communications
Jamming Suite
level level (including drone/rigger comms) Max D12
500 per 2 Per Each level provides a die type for breaking through jamming.
ECCM
level level Roll must beat Jamming Roll

Locomotion
Type Cost Spaces Pace Notes
Stationary 100 1 0 For use with rotating shafts/clamped drones
200/2 1/2
Wheeled 5 GM to determine Terrain type modifiers based on design
Wheels wheels
Tracked 500 2 4 No penalty over rough terrain
Rotor 1000 3 8 Grants Flight, may hover
Lighter Than
200 4 3 Blimp, Reduce Toughness x 1 Long duration dwells
Air
Must take at least 1/2 movement each turn or crash. May
Fixed Wing 1500 3 10
make one 45 degree turn after travelling 3 spaces.

Drone Weapons
Weapon Range Damage Space ROF Shots Cost Notes
Flechette Machine Auto, 3RB, 1/2 dam against
24/48/96 2d10 2 3 100 500
Gun armor
Standard Machine
24/48/96 2d8 2 3 100 500 AP2, 3RB
Gun
Mini Flamer Cone 2D10 3 1 20 1000 As personal Flame Thrower
Mini Rocket 25/50/100 2D10 3 1 5 500 Heavy, AP 4
Grenade Launcher 30/60/120 4d6 1 1 10 1000 AP2, Medium Burst Template
Cyberwear overview

It is not necessary to pick up to the Street Samurai Background Edge in order to buy and install
cyberwear. The background edge just gives you starting money to purchase cyberwear for a beginning
character.

Each piece of cyberwear has an associated Cyberwear point cost with it. You are limited to your Vigor
DIe for the number of Cyberwear points you can have installed. Also, if you are an awakened character,
you take a penalty to spell casting/Drain/Conjuring tests equal to your Cyberwear points.

Adepts take the same penalty to any activation rolls, and may not cybernetically enhance, and use an
adept enhancement on the same thing. (Skill, Stat, Speed, Pace)

Headware
Gear Cost Points Notes
ChipJack 1,000 0.4 Allows for use of Skill Chips
Datajack 1,000 0.4 Allows use of rigging / hacking gear
Radio 2,000 1.5
Subvocal Mic 850 0.2 User does not vocalize when speaking
Telephone 3,700 1

Ears
Basic Cybeears allow you to place up to 1 point of augmentations point free in with the ears.
Gear Cost Points Notes
CybeEars 4,000 0.6 Basic replacement for ears.
Provides +1 against sudden noise, and
Dampner 3,500 0.2
dangerous noise levels
Amplification 3,500 0.4 10x sound amplification
Allows either High or Low Freq Hearing, each
High/Low Freq 3,000 0.4
must be bought separately.
Picks up sound for recording (Headware
Recorder 7,000 0.6 memory), Broadcasting (Radio/phone), or
Transmittal through a datajack.

Eyes
Basic Cyberyes allow you to place up to 1 point of 15augmentations point free in with the eyes.
Gear Cost Points Notes
Cybereyes 5,000 0.4 Basic Eye Replacement
Camera 5,000 0.8 Takes Snapshots
Allows user to see
Display Link 2,000 0.2
Augmented Reality through Cybereye
Flare Compensation 2,000 0.2 Provides +1 vs sudden flashes of light
Opticam 20,000 1 Video Camera
Provides either Low-Light or Thermographic
Lowl-Light/Thermo 3,000 0.4
Vision (Chosen when purchased.
Each level gives x2 magnification. May be
Magnification 2,500 0.3
Either Optical or Electronic.

Bodyware
Gear Cost Points Notes
Bone Lacing 25,000 1.5 Provides+1 Vigor Die. May be taken 3 times
Fingertip Compartment 3,000 0.2 Provides small hiding spot.
Hand Blade 7,500 0.2 Str+d6 Damage
-Retractable +2,500 +0.2
Hand Razors 4,500 0.2 Str+d4 Damage
-Retractable +4,500 +.02
Muscle Replacement 20,000 2 Increase Strength by one die, Taken 3 times
Boosted Reflexes 30,000 2 Provides +1 action per turn Taken 3 times
Dermal Plating 15,000 1 Provides 1 Armor May be Taken 3 times.

Cyberlimbs
Gear Cost Point Notes
50,000/Strength 2+0.2 per Strength May be purchased up to 2 die above racial
Cyberarm/leg
die die maximum.
Concealable
Double Cost Same Notice check -2 to spot cyber limb
Limb

Vehicle Control Rig


Level Cost Point
1 55,000 4
2 110,000 6
3 300,000 10

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