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CREDITS

CONVERSION BY SYSTEM
Robert “Chaithi” Thayer Genesys by Fantasy Flight Games
Surukai
CONTACT
PLAYTESTING Reddit: u/kitsucoon
StormPigeon Twitter: @The_Chaithi
Kierrale Discord: Chaithi#1375
Pat_Trick
VERSION
GaijinAC
2.0.4 - May 16th 2020
Periklean
Update notes can be found at
FightingViper
https://shadowrun.gamergadgets.net
INSPIRATION
Paul M N Haakonsen’s conversion
Shadowrun Fifth Edition & Sixth World by Catalyst
Game Labs

ART
Ting Chen
blewzen
tycarey
danyiart
David Sondered
Garmorra
AdrianDadich
Marco Mazzoni
Ralph Damiani
Matt Zeilinger
Genesys and its logo are trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight
Games characters and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight
Games. www.FantasyFlightGames.com.
This work contains material that is copyright Fantasy Flight Games and/or other authors.
All other original material in this work is copyright 2020 by Robert Thayer.
Shadowrun names and concept copyright © 2020 The Topps Company, Inc. All Rights Reserved. Shadowrun and
Matrix are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other
countries.
This is a fan project and is presented without financial compensation. This is not intended to be a challenge to any
copyright.

SHADOWRUN
2 GENESYS
CONTENTS
Intro 4 Spellcasting 99
Character Creation 5 Conjuring 99
Campaign Level 5 Enchanting 103
Step 1: Determine Background 5 Magical Foci and Charms 104
Step 2: Choose a Metatype 6 Background Count 104
Human 6 Adepts 105
Elf 6 Assensing 107
Dwarf 7 Astral Projection 108
Ork 8 Mentor Spirits 109
Troll 9 Adversaries 114
Step 3: Choose a Career 10 Gangers 114
Step 4: Invest Experience 11 Corporate Security 116
Step 5: Determine Derived Attributes 12 Organized Crime 117
Step 6: Determine Character Motivations 12 Spirits 118
Step 7: Choose Gear, Appearance, and Law Enforcement 119
Personality 12 Civilians 120
Skills 13 Paracritters 122
Knowledge Skills 13 Dracoforms 126
Magic Skills 15
Talents 16
Tier 1 16
Tier 2 25
Tier 3 36
Tier 4 51
Tier 5 62
Contacts & Favors 68
Gear 70
Cyberware and Bioware 70
Cyberware 71
Bioware 73
Tools 75
Drugs 77
Armor 79
Weapons 80
Vehicles 83
Vehicle Modifications 85
Drones 87
The Matrix 92
Hacking 92
Technomancers 93
Magic 99

SHADOWRUN
GENESYS 3
INTRODUCTION
W elcome to Shadowrun, a setting transplant of the
popular Cyberpunk style Tabletop RPG from Cat-
alyst Game Labs.
After several playtest sessions, we feel we’re ready to
share this conversion with the world. To play, you’ll need
the following Genesys books:
I have been a fan of the Shadowrun story since 4th • Genesys Core Rulebook
edition came out and it was my first tabletop RPG. Since
• Genesys Expanded Player’s Guide (optional, but rec-
then, I have fallen in love with many other systems and
ommended)
discovered how “crunchy” the Shadowrun system is.
• Shadow of the Beanstalk
I wanted to share my love of the Shadowrun story to
my friends, some of which are brand new to TTRPGs. In most cases, this conversion assumes that at least
We first tried the rules light version, Shadowrun Anar- the GM has an understanding of the Shadowrun uni-
chy, but found the system a bit lacking. During that time, verse. We do not provide specific gear names and de-
I was also a player in Fantasy Flight’s Edge of the Empire scriptions. We recommend picking up some of the
Star Wars game. It took me awhile to get used to the dice, Shadowrun setting and gear books to provide flavor to
but after that, the system was dynamic and easy to use. your players. While this document will give stats for a
When I heard that Genesys was released using the same Heavy Pistol, the GM is welcome to flavor it as an Ares
system with some improvements, I latched onto that. Predator, and perhaps even modify the stats a little to
differentiate it from a Savalette Guardian.
I discovered a fantastically in-depth conversion by
Paul M N Haakonsen that clocked in over 600 pages of We hope you enjoy the neon-lit streets of whatever
quality content, detailing the lore of each item and con- setting you or your GM puts you in, whether it be the
verting the Shadowrun ruleset to work with Genesys. Arcologies of the Seattle Metroplex, the crowded streets
of Neo-Tokyo, the slums of Hong Kong, or anywhere else
However, it was the ruleset that I wanted to avoid!
in the Sixth World.
So, we got to work with one core design philosophy: keep
as close to core Genesys as possible: port the setting, not Watch your back, shoot straight, conserve ammo,
the rules. and never, ever, cut a deal with a dragon.
There were a few concessions to be made. Cyber-
ware and Bioware exist in Shadow of the Beanstalk, but
- Rob “Chaithi” Thayer
the limitations on them go against the nature of the
Shadowrun world. Our first take on the system included
a detailed Essence system that allowed for great cus-
tomization, but then required....*gasp*DECIMALS.

Shadowrun
4 GENESYS
CHARACTER
CREATION
STEP 1: DETERMINE BACKGROUND
C oming up with a character concept is one of the
most important components of creation. It is also
Campaign Level
the one that does not have any rules attached to it! The information presented in this document assume a
standard level of shadowrunner when starting the cam-
Review the section in Genesys Core Rulebook pages paign. These runners have ran the shadows previously
34-36. In addition, you may want to consider the follow- and are somewhat competent in their craft.
ing questionnaires designed around Shadowrun:
Throughout the document, there will be modifica-
• Shadowrun 2nd Edition tions included that offer two different levels of play.
• Updated homebrew version Check with your GM to see which level fits your cam-
paign.
Some GMs may give out bonus experience (called
Karma in this system) for well-fleshed out characters. If • Street Level: Every runner has to start somewhere.
your game does this, this Karma should be granted post- These campaigns usually involve being in a street
character creation. gang and working your way up to the big time. You
will have less gear, fewer friends, and less nuyen.
Once you know the type of runner you want to be,
it’s time to move onto putting your ideas down to paper • Prime Runner: Maybe you want to skip all that and
(or PDF, who am I to judge?) start as a bad ass shadowrunner with great gear.
Never cut a deal with a dragon? How about cutting
their head off? More money, better gear, more
friends. These runners have been around the block!

Shadowrun
GENESYS 5
STEP 2: CHOOSE A METATYPE
ELF
T he following metatypes replace the Archetypes and
Species found in the Genesys rulebook.
Any ranks in skills granted in this section have the Elf
following rules: Obtain this rank before spending experi-
ence points. These skills may not be increased higher than
1 2 2 2 2 3
brawn agility intellect cunning Willpower Presence
2 during character creation.
• Starting Wound Threshold: 10 + Brawn
HUMAN • Starting Strain Threshold: 11 + Willpower
• Starting Experience: 95
Human
• Starting Skills: Start with one rank in Charm and
2 2 2 2 2 2 Coordination.
brawn agility intellect cunning Willpower Presence • Low-Light Vision: Remove bb from any check
incurred by dim light.
• Starting Wound Threshold: 10 + Brawn
• Starting Strain Threshold: 10 + Willpower Dryad
• Starting Experience: 110 1 2 2 1 2 4
• Starting Skills: Start with one rank in each of two brawn agility intellect cunning Willpower Presence
different non-career skills.
• Ready for Anything: Once per session as an out-of- • Starting Wound Threshold: 8 + Brawn
turn incidental, you may move one Story Point • Starting Strain Threshold: 10 + Willpower
from the Game Master's pool to the player pool.
• Starting Experience: 80
Nartaki • Starting Skills: Start with one rank in Charm.
• Low-Light Vision: Remove bb from any check
2 2 2 2 2 2 incurred by dim light.
brawn agility intellect cunning Willpower Presence
• Glamour: Add a to the results of all Charm, Nego-
• Starting Wound Threshold: 10 + Brawn tiation, and Deception checks.
• Starting Strain Threshold: 10 + Willpower • Memorable: Targets trying to remember or perceive
you when they have seen you before add bb to
• Starting Experience: 110 their checks.
• Starting Skills: Start with one rank in each of two • Symbiosis: You become attuned to the location you
different non-career skills. spend the most time in (determined by the GM). If
the area is healthy, you add a b to social skills and
• Extra Limbs: Your character has four arms. Increase Survival checks while in the area. However, if the
Encumbrance Threshold by 2. Reduce the Cumber- area is not healthy, gain a b instead.
some quality of any weapon by 1.

SHADOWRUN
6 GENESYS
Nocturna DWARF
1 3 2 2 2 2
brawn agility intellect cunning Willpower Presence
Dwarf
• Starting Wound Threshold: 10 + Brawn
2 1 2 2 3 2
brawn agility intellect cunning Willpower Presence
• Starting Strain Threshold: 11 + Willpower
• Starting Experience: 95 • Starting Wound Threshold: 11 + Brawn
• Starting Skills: Start with one rank in Charm and • Starting Strain Threshold: 10 + Willpower
Coordination. • Starting Experience: 100
• Low-light Vision: Remove bb from any check in- • Starting Skills: Start with one rank in Resilience.
curred by dim light.
• Thermographic Vision: Remove bb from any
• Keen Hearing: Add b to Perception checks involv- check incurred by dim or no light.
ing hearing.
• Sturdy: Add b to any Resilience check involving
• Nocturnal: Add b to all checks when active during resisting a poison or toxin.
daytime hours. Additional b if in direct sunlight.
Gnome
Wakyambi
2 1 2 2 3 2
2 2 3 1 2 2
brawn agility intellect cunning Willpower Presence
brawn agility intellect cunning Willpower Presence
• Starting Wound Threshold: 8 + Brawn
• Starting Wound Threshold: 12 + Brawn
• Starting Strain Threshold: 11 + Willpower
• Starting Strain Threshold: 11 + Willpower
• Starting Experience: 95
• Starting Experience: 95
• Starting Skills: Start with one rank in Discipline
• Starting Skills: Start with one rank in Survival. and Vigilance.
• Low-light Vision: Remove bb from any check in- • Thermographic Vision: Remove bb from any
curred by dim light. check incurred by dim or no light.
• Celerity: When taking the Move maneuver as your • Magic Resistance: Add b to any magic check tar-
second maneuver, reduce the Strain you suffer by 1. geting you (both positive and negative effects)

Xapiri Thëpë Hanuman


2 3 2 1 2 2 2 2 2 2 2 1
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

• Starting Wound Threshold: 10 + Brawn • Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 11 + Willpower • Starting Strain Threshold: 10 + Willpower
• Starting Experience: 100 • Starting Experience: 95
• Starting Skills: Start with one rank in Survival. • Starting Skills: Start with one rank in Coordina-
• Low-light Vision: Remove bb from any check in- tion.
curred by dim light. • Thermographic Vision: Remove bb from any
• Photosynthesis: You are uncomfortable at night. check incurred by dim or no light.
Add b to all checks when the sun is down. b to all • Prehensile Tail: Once per session, may add bb to
checks if in direct sunlight. a Coordination check.

SHADOWRUN
GENESYS 7
Koborokuru Hobgoblin
2 2 2 2 2 2 2 2 1 2 3 2
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

• Starting Wound Threshold: 13 + Brawn • Starting Wound Threshold: 13 + Brawn


• Starting Strain Threshold: 11 + Willpower • Starting Strain Threshold: 12 + Willpower
• Starting Experience: 95 • Starting Experience: 95
• Starting Skills: Start with one rank in Resilience. • Starting Skills: Start with one rank in Survival and
Perception.
• Thermographic Vision: Remove bb from any
check incurred by dim or no light. • Low-light Vision: Remove bb from any check in-
curred by dim light.
• Celerity: When taking the Move maneuver as your
second maneuver, reduce the Strain you suffer by 1. • Quick to Anger: If insulted or your honor slighted
(GM discretion) in a social encounter, add b to all
further checks this encounter or until your honor is
Menehune redeemed.
3 1 2 2 2 2
brawn agility intellect cunning Willpower Presence Ogre
• Starting Wound Threshold: 11 + Brawn 3 1 2 1 3 2
brawn agility intellect cunning Willpower Presence
• Starting Strain Threshold: 11 + Willpower
• Starting Experience: 90 • Starting Wound Threshold: 13 + Brawn
• Starting Skills: Start with one rank in Athletics. • Starting Strain Threshold: 11 + Willpower
• Thermographic Vision: Remove bb from any • Starting Experience: 80
check incurred by dim or no light. • Starting Skills: Start with one rank in Resilience.
• Sea Legs: Add a b to any Athletics check involving • Low-light Vision: Remove bb from any check in-
swimming. curred by dim light.
• Ogre Stomach: You are able to digest almost any-
ORK thing. Reduce the difficulty once of any check to re-
sist ingested toxins.
Ork
Oni
3 2 2 2 2 1
brawn agility intellect cunning Willpower Presence 3 3 1 1 2 2
brawn agility intellect cunning Willpower Presence
• Starting Wound Threshold: 12 + Brawn
• Starting Strain Threshold: 9 + Willpower • Starting Wound Threshold: 11 + Brawn
• Starting Experience: 100 • Starting Strain Threshold: 10 + Willpower
• Starting Skills: Start with one rank in Streetwise. • Starting Experience: 85
• Low-light Vision: Remove bb from any check in- • Starting Skills: Start with one rank in Discipline
curred by dim light. and Streetwise.
• Tough as Nails: Once per session, change the result • Low-light Vision: Remove bb from any check in-
of the dice rolled for a Critical Injury on you to 01. curred by dim light.
• Hard to Hit: Once per encounter, as an out-of-turn
incidental may suffer strain (up to your Agility
characteristic) to add an equal number of Ranged
and Melee defense until the end of the current
round.

SHADOWRUN
8 GENESYS
Satyr Fomorian
3 2 2 2 2 1 3 2 1 2 2 2
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

• Starting Wound Threshold: 12 + Brawn • Starting Wound Threshold: 12 + Brawn


• Starting Strain Threshold: 10 + Willpower • Starting Strain Threshold: 10 + Willpower
• Starting Experience: 95 • Starting Experience: 95
• Starting Skills: Start with one rank in Vigilance and • Starting Skills: Start with one rank in Vigilance.
Perception.
• Thermographic Vision: Remove bb from any
• Low-light Vision: Remove bb from any check in- check incurred by dim or no light.
curred by dim light.
• Magic Resistance: Add a b to any magic check tar-
• Hooves: Impose b on all Stealth checks. Once per geting you (both positive and negative effects)
encounter, may add an additional damage to a suc-
cessful Brawl check and trigger Knockdown with
a. Giant
4 2 1 2 1 2
TROLL brawn agility intellect cunning Willpower Presence

• Starting Wound Threshold: 13 + Brawn


Troll
• Starting Strain Threshold: 9 + Willpower
4 1 2 2 2 1
• Starting Experience: 70
brawn agility intellect cunning Willpower Presence
• Starting Skills: Start with one rank in Athletics.
• Starting Wound Threshold: 14 + Brawn • Thermographic Vision: Remove bb from any
• Starting Strain Threshold: 8 + Willpower check incurred by dim or no light.
• Starting Experience: 75 • Barkskin: Your skin gains toughened fibers that
gives it a bark-like appearance. +1 Soak, +1 Melee
• Starting Skills: Start with one rank in Athletics. Defense
• Thermographic Vision: Remove bb from any
check incurred by dim or no light. Minotaur
• Dermal Deposits: Increase Soak value by 1.
4 2 1 2 1 2
brawn agility intellect cunning Willpower Presence
Cyclopean
4 2 2 1 2 1 • Starting Wound Threshold: 16 + Brawn
brawn agility intellect cunning Willpower Presence • Starting Strain Threshold: 9 + Willpower
• Starting Experience: 70
• Starting Wound Threshold: 14 + Brawn
• Starting Skills: Start with one rank in Athletics.
• Starting Strain Threshold: 10 + Willpower
• Thermographic Vision: Remove bb from any
• Starting Experience: 75 check incurred by dim or no light.
• Starting Skills: Start with one rank in Vigilance. • Bullrush: After taking a Move maneuver to move
• Thermographic Vision: Remove bb from any into Engaged with a target that is one Silhouette
check incurred by dim or no light. larger or less than yourself, your Melee attack gains
the Knockdown quality.
• Long Reach: May make Melee attacks at Short
Range without moving into Engaged. • Colorblind: When making a Perception check, if it
involves discerning colors (GM discretion), add a
• Cyclopean Eye: Lacks depth perception. Add b to b.
all Coordination checks.

SHADOWRUN
GENESYS 9
STEP 3: CHOOSE A CAREER
Click each career for a sample character on RPGSessions.com. These characters were made using the rules in this
supplement. Reminder that you select 4 of these skills to gain 1 rank in.

BRAWLER ADEPT DRONE RIGGER


Career Skills: Athletics, Brawl, Coordination, Disci- Career Skills: Computers, Mechanics, Operating, Per-
pline, Qi, Resilience, Streetwise, Survival ception, Piloting, Vigilance. Choose two: Gunnery,
Melee, Ranged (Heavy), Ranged (Light)
SOCIAL ADEPT VEHICLE RIGGER
Career Skills: Charm, Cool, Coordination, Deception,
Career Skills: Computers, Driving, Gunnery, Mechan-
Discipline, Negotiation, Qi. Choose one: Coercion or
ics, Operating, Piloting, Ranged (Light), Resilience
Leadership
BOUNTY HUNTER
GUNSLINGER ADEPT Career Skills: Athletics, Cool, Driving, Melee, Percep-
Career Skills: Athletics, Coordination, Discipline, Per- tion, Ranged (Light), Stealth, Streetwise
ception, Qi, Ranged (Light), Resilience, Vigilance
STREET SAMURAI
MELEE ADEPT Career Skills: Athletics, Knowledge (Street), Perception,
Career Skills: Athletics, Coordination, Discipline, Resilience, Survival, Vigilance. Choose two: Brawl,
Melee, Qi, Resilience, Survival, Vigilance Melee, Ranged (Heavy), Ranged (Light)

MYSTIC ADEPT FACE


Career Skills: Athletics, Discipline, Perception, Qi, Career Skills: Cool, Discipline, Negotiation, Skuldug-
Stealth, Survival. Choose one: Arcana or Primal. Choose gery, Streetwise, Vigilance. Choose two: Charm, Coer-
one: Melee, Ranged (Light), Brawl cion, Deception, Leadership
Special rule for Mystic Adepts: At character creation, your
combined Qi and Primal/Arcana skill ranks may not ex- STREET DOC
ceed 2. Career Skills: Cool, Discipline, Knowledge (Profes-
sional), Mechanics, Medicine, Negotiation, Streetwise,
STREET MAGE Vigilance
Career Skills: Arcana, Cool, Discipline, Knowledge
(Magic), Medicine, Perception, Streetwise, Vigilance INFILTRATOR
Career Skills: Athletics, Computers, Coordination, Per-
SHAMAN ception, Ranged (Light), Skulduggery, Stealth, Vigilance
Career Skills: Discipline, Knowledge (Magic), Medicine,
Perception, Primal, Skulduggery, Streetwise, Survival SMUGGLER
Career Skills: Cool, Deception, Driving, Gunnery, Me-
DECKER chanics, Perception, Skulduggery, Stealth
Career Skills: Computers, Cool, Discipline, Knowledge
(Interests), Mechanics, Perception, Stealth, Vigilance OPERATIVE
Career Skills: Athletics, Cool, Coordination, Deception,
TECHNOMANCER Perception, Ranged (Light), Skulduggery, Vigilance
Career Skills: Computers, Deception, Discipline,
Knowledge (Academic), Resonance, Skulduggery, WEAPONS SPECIALIST
Streetwise, Vigilance Career Skills: Athletics, Brawl, Discipline, Gunnery,
Melee, Ranged (Heavy), Ranged (Light), Stealth

SHADOWRUN
10 GENESYS
STEP 4: INVEST EXPERIENCE
F ollow the same rules as on Genesys core rulebook
pages 44-45 with the following additions. Additional
talents for Shadowrun can be found later in this guide.

Languages
Your character starts with one native language. You
may purchase additional languages for 5 XP. Please refer
to Shadowrun source materials for lists of languages to
use in your campaign. This can be purchased multiple
times, one for each language, and is available during and
after character creation.
All languages that exist in today’s world persist in
2080, along with the following newer languages:
• Or’zet: Language of the Orks, recovered from time
by the dragon Dunkelzahn in 2057. This has been
adopted heavily by orks, who have added many
modern loan words from Cityspeak.
• Perkins-Athabaskan: A sign language used by
North American Sasquatches.
• Sperethiel: Language of the Elves, spoken as an offi-
cial language in Elvish lands such as Tír na nÓg and
Tír Tairngire. Sperethiel is described as a very com-
plex language with a number of subtle variations
enabling expressions of different levels of formality
and rank between speakers, much as in Japanese.
• Upvehu: A language reminiscent of Gaelic that is
used primarily by Pixies.

Resources
Starting resources are described later in Step 7 of this
guide, but your character is allowed to spend either 5 XP
for an extra 5,000 nuyen or 10 XP for an extra 10,000
nuyen to spend on gear during character creation.

Contacts
Contacts are described later in this guide, but your
character receives 2 contacts at character creation. They
also receive bonus contacts equal to their Presence char-
acteristic. Additional contacts may be purchased for 5 xp
during character creation.

Alternate Campaigns
Prime Runners: Start with an additional 75 XP that may
not be spent on characteristics. Skills may be purchased
up to rank 3.

SHADOWRUN
GENESYS 11
STEP 5 AND STEP 6
R efer to Genesys Core Rulebook page 45. No changes in this setting.

STEP 7: CHOOSE GEAR, APPEARANCE, AND PERSONALITY


D uring character creation, players start with 5000
nuyen to purchase gear. As this is likely not enough
for some careers (such as Vehicle Riggers), players may
expend up to 10 of their starting XP at a rate of 5,000
nuyen per 5 XP.
At character creation, players may not purchase gear
that is Restricted (R). See Shadow of the Beanstalk page
84 for more information on Restricted gear.
After the player has finished purchasing gear, roll a
d100. Add 10x the value of the die roll to any remaining
nuyen. This represents how much pocket change you
have at the start of your campaign. Since you generate it
after you purchased starting gear, you cannot use this
currency during character creation.
For appearance and personality, refer to Genesys Core
Rulebook page 51. If you have never played Shadowrun
before, take a look at some of the art online to get a feel
for the setting and maybe some inspiration for how your
character looks.

Alternate Campaigns
• Street Level: Start with 500 nuyen to purchase gear.
XP spent gives 500 nuyen per 5 XP. May not pur-
chase gear that is Rarity 5 or higher. Starting nuyen
is determined by a d100 roll.
• Prime Runner: Start with 30,000 nuyen. XP spent
gives 10,000 nuyen per 5 XP. No restriction to gear.
Starting nuyen is 20x a d100 roll.

Basic Pack PACK INCLUDES


There are some essentials that every runner needs. To • Armor: Nice clothing, Armored Jacket (+1 Soak,
get you up and running quickly, you can choose to pur- +1 Defense)
chase an essentials pack for 3,500¥. This leaves you • Gear: Plastic Strips (x10), Backpack, Rope, Crow-
1,500¥ to purchase your weapon and any other gear you bar
may need.
• Electronics: Micro Camera, Glasses w/ Vision En-
hancement and Image Link, Commlink with Fire-
wall IC and Battering Ram Icebreaker.
• Licenses: Fake SIN and Fake License
• Biotech: Medkit, Slap Patch x2

SHADOWRUN
12 GENESYS
SKILLS
S hadowrun setting contains the following skills. New
skills are detailed below.

Skills Used in Shadowrun


GENERAL COMBAT SOCIAL KNOWLEDGE MAGIC
Athletics (BR) Driving (AG) Resilience (BR) Brawl (BR) Charm (PR) Academic (INT) Arcana (INT)
Computers (INT) Mechanics (INT) Skulduggery (CUN) Gunnery (AG) Coercion (WIL) Interests (CUN) Primal (CUN)
Cool (PR) Medicine (INT) Stealth (AG) Melee (BR) Deception (CUN) Magic (INT) Qi (WIL)
Coordination (AG) Perception (CUN) Streetwise (CUN) Ranged (Heavy) (AG) Leadership (PR) Professional (INT) Resonance (CUN)
Discipline (WIL) Piloting (AG) Survival (CUN) Ranged (Light) (AG) Negotiation (PR) Street (CUN)
Operating (INT) Vigilance (INT)

KNOWLEDGE SKILLS
L egwork is an important part of any shadowrun. You
will be faced with many unknowns that your myste-
rious Mr. Johnsons give you. As a shadowrunner, you’ll
sort of secondary school. More ranks may represent the
equivalent of a college education. Five ranks would be a
master in their field.
be introduced to many different areas of knowledge on
the streets. YOUR CHARACTER SHOULD USE THIS SKILL IF ...
To keep with the simplified skills, all Knowledge • Your character tries to do something academic, such
checks can be placed into the following categories. as calculate a theorem, conduct an experiment, or
write a history thesis.
Academic (Intellect) • Your character tries to research a certain topic
Most SINless grow up without a formal education. through academic means.
However, even those people with a hoity toity piece of • Your character performs critical thinking or tries to
paper fall on hard times and join the ranks of shad- figure out a logic puzzle.
owrunners.
• Your character tries to find out if they know an im-
This skill represents the character’s understanding of portant fact about the world around them that they
topics normally taught in schools. The humanities (cul- may have learned in school.
tures, art, philosophy, etc) are also included in this. A
single rank in this skill may indicate a primary school • Your character tries to find out information about
education, whereas a second rank would represent some people or organizations tied to an Academic back-
ground.

SHADOWRUN
GENESYS 13
YOUR CHARACTER SHOULD NOT USE THIS SKILL IF ... Magic (Intellect)
• Your character needs to know information that is True magic came back to the world during the Awak-
fairly simple or trivial. Asking someone to add 2+2 ening several decades ago, but there is a rich history of it
shouldn’t require a check, for example. from previous ages of the world.
• The answer your character is looking for can easily Studying ancient tomes can yield powerful magical
be found in the Matrix. Whether or not your char- effects and abilities. Mages and Shamans can extend
acter can apply this information, however, may be their power by learning these ancient secrets.
determined by a Knowledge check.
• Your character tries to recall information about the YOUR CHARACTER SHOULD USE THIS SKILL IF ...
latest Urban Brawl league standings. This would be • Your character is casting a spell that increases affects
handled by the Interests skill. by the character’s knowledge. Use this knowledge
skill’s ranks for that number.
Interests (Cunning) • Your character tries to research information related
Runners aren’t all shooting people and getting shot at. to magical artifacts, magical theory, spirits, or other
Some have hobbies outside of death and destruction. mystical elements.
This skill represents things you know because of what • Your character tries to find out if they know an im-
you do for fun. portant fact about magical creatures, spells, spirits,
One rank may represent someone knowing the names foci, or other magical things.
of all the Urban Brawl teams. Two ranks may represent
knowing players and coaches. More ranks may represent YOUR CHARACTER SHOULD NOT USE THIS SKILL IF ...
in-depth knowledge that only true fans would know.
• Your character is trying to cast a spell. This is han-
Five ranks is reaching true geek levels. These are the ones
dled by the Arcana, Primal, or Qi skill.
who start massive flame wars online in Matrix hosts ded-
icated to the topic. • Your character wants to inspect magical items on
the Astral plane. This is handled by Assensing
YOUR CHARACTER SHOULD USE THIS SKILL IF ... through the Perception skill.
• Your character tries to recall a fact about pop cul-
ture, leisure activity, pastime, sports team, etc. Professional (Intellect)
• Your character tries to research information related Corporations tend to hate other corporations and hire
to a hobby or pop culture. you to hurt said corporations. As dull as it may sound,
knowing information about normal trades, professions,
• Your character tries to find out information about and occupations can pan out useful information on a
people or organizations tied to pop culture, sports, run.
or other hobby.
YOUR CHARACTER SHOULD USE THIS SKILL IF ...
YOUR CHARACTER SHOULD NOT USE THIS SKILL IF ...
• Your character is trying to find out information
• Your character tries to determine if another charac- about people that work for corporations or the cor-
ter is interested in something. That would be han- porations themselves.
dled by the Perception or Charm skill.
• Your character tries to find out procedures that se-
• The information is extremely common in the zeit- curity companies usually follow.
geist or available easily in the Matrix.
• Your character tries to find out where to purchase
• Your character tries to recall information they are legal goods not available at your local Stuffer Shack.
interested in, but the information is pertaining to a
subject outside of the Interests field.

SHADOWRUN
14 GENESYS
YOUR CHARACTER SHOULD NOT USE THIS SKILL IF ... YOUR CHARACTER SHOULD USE THIS SKILL IF ...
• Your character is trying to blend in inside of a cor- • Your character tries to find out which Yakuza gumi
poration you’re infiltrating. This would be handled controls an area.
by the Deception skill.
• Your character tries to recognize which gang colors
• Your character is trying to find knowledge about a particular thug is wearing.
non-professional groups, such as gangs or orga-
nized crime. This would be handled by the Street • Your character tries to research safehouses in the
skill. area.

Street (Cunning) YOUR CHARACTER SHOULD NOT USE THIS SKILL IF ...
• Your character looks for a merchant who sells black-
Knowing how things get done in the shadows and the
market goods or illegal services. This is handled by
people to watch out for or that may be able to help you in
the Streetwise skill.
a bind can save your life out on the streets. Ranks in this
skill represent your knowledge of the neighborhoods, • Your character tries to approach criminals and start
gang territories, organized crime members, and the peo- up a conversation without appearing like an out-
ple in the know. sider or a threat. This is handled by the Streetwise
skill.

MAGIC SKILLS
M agic skills in Shadowrun are limited to Arcana for
Street Mages and Primal for Street Shaman. There
Resonance (Cunning)
are two specialized magic skills specific to Shadowrun. The mysterious technomancers have access to abilities
some find mystical. While not actually magic, it utilizes
similar systems, so is included in this section.
Qi (Willpower)
Adepts focus their magical power within rather than YOUR CHARACTER SHOULD USE THIS SKILL IF ...
manifesting outward magical effects. This magical ability • Your character is a Technomancer and tries to
is called Qi (pronounced Key) and is available only to thread a complex form or summon a sprite.
Adepts.
YOUR CHARACTER SHOULD NOT USE THIS SKILL IF ...
YOUR CHARACTER SHOULD USE THIS SKILL IF ...
• Your character tries to hack a commlink. This would
• Your character is an Adept and tries to activate an be handled by the Computers skill.
Adept power.
• Your character tries to look something up on the
YOUR CHARACTER SHOULD NOT USE THIS SKILL IF ... Matrix. This would be handled by the Computers
skill.
• Your character tries to cast a spell. This would be
handled by the Arcana or Primal skill.

SHADOWRUN
GENESYS 15
TALENTS
T he following talents have been collected from
Shadow of the Beanstalk, Realms of Terrinoth, Bought Info
Genesys Core Rulebook, Genesys Expanded Player’s Tier: 1
Guide, and community sources. Certain names and tal- Activation: Active (Action)
ent titles have been modified to fit the setting. When Ranked: No
choosing talents in this setting, refer only to these talents
or any other source your GM allows. When making any knowledge skill check, your character
can instead use this talent to spend an amount of cur-
rency equal to fifty times the difficulty of the check and
TIER 1 automatically succeed on the knowledge check with one
uncanceled s (instead of rolling). At your GM’s discre-
All-Terrain Driver tion, your character may not be able to use Bought Info
Tier: 1 if the information is particularly sensitive or difficult to
Activation: Passive find, or buying it doesn’t make narrative sense.
Ranked: No
Brace
Do not suffer usual penalties for driving through difficult
terrain when using Driving. Tier: 1
Activation: Active (Maneuver)
Ranked: Yes
Black Market Contacts
Tier: 1 As a maneuver, the character may Brace himself. This al-
Activation: Active (Incidental) lows a character to remove b per rank of Brace from the
Ranked: Yes next skill check based on changing conditions, inclement
weather, unstable surfaces, zero gravity, heavy gravity, or
When purchasing illegal goods, may reduce rarity by 1 other disruptive physical obstacles that would make a
per rank of Black Market Contacts, increasing cost by 50 skill check more difficult.
percent of base cost per reduction.
Bullrush
Tier: 1
Activation: Active (Incidental)
Ranked: No
When your character makes a Brawl or Melee combat
check after using a maneuver to engage a target, you may
spend aaa or t to use this talent to knock the target
prone and move them up to one range band away from
your character.

SHADOWRUN
16 GENESYS
Call 'Em Construction Specialist
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Do not add b to combat checks due to the use of the Your character removes one b per rank of Construction
Aim maneuver. Specialist from checks made to construct bases, defense
works, positions, fortifications, tunnels, bunkers, and
Catfall similar combat engineering projects .
Tier: 1
Activation: Passive Corporate Drone
Ranked: Yes Tier: 1
Activation: Passive
When rolling Athletics or Coordination to reduce dam-
Ranked: No
age from falling, add b. In addition, reduce damage and
strain suffered from a fall by 1 per rank of Catfall. When you take this talent, your character gains Knowl-
edge (Professional) or Negotiation as a career skill. In ad-
Challenge! dition, once per session, your character may collect a
small favor from any other member of a single corpora-
Tier: 1
tion (chosen when you take this talent), even if they do
Activation: Active (Maneuver)
not owe your character a favor.
Ranked: Yes
Once per encounter, your character may use this talent Creative Design
to choose a number of adversaries within short range no
Tier: 1
greater than your character’s ranks in Challenge! (a min-
Activation: Passive
ion group counts as a single adversary for this purpose).
Ranked: Yes
Until the encounter ends or your character is incapaci-
tated, these adversaries add b to combat checks target- As part of resolving a successful crafting check, your
ing your character and bb to combat checks targeting character may also apply a result equivalent to spending
other characters. a number of a equal to their ranks in Creative Design.
The GM may then apply a result equivalent to the same
Clever Retort number of h.
Tier: 1
Activation: Active (Incidental, Out of Turn) Custom Code
Ranked: No Tier: 1
Activation: Passive
Once per encounter, your character may use this talent
Ranked: No
to add automatic hh to another character’s social skill
check. When your character selects this talent they choose one
icebreaker or piece of ice that they own. If they choose an
Complex Form Master icebreaker, whenever they use that icebreaker to override
ice, they add a to the results. If they choose a piece of ice,
Tier: 1
whenever someone else attempts to override it, they add
Activation: Passive
h to the results.
Ranked: No
Your character must have a rank in the Resonance skill
to take this talent. When your character purchases this
talent, choose one Complex Form. When threading that
Complex Form, you may choose one effect that normally
increases the difficulty by 1. Instead, you may add this
effect without increasing the difficulty.

SHADOWRUN
GENESYS 17
Custom Rig Defensive Sysops
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
When your character selects this talent they choose one When attempting to defend a computer system against
cyberdeck that they own. The amount of ice or icebreak- intrusion (or when someone attempts to hack a com-
ers (your character's choice) that they can have on that puter owned or programmed by your character) your
cyberdeck is increased by 1 per rank of Custom Rig. character adds bb to their opponent’s checks. If your
(This may be a mix of ice and icebreakers, as long as the character has access to the computer system when the in-
combined total increase does not exceed your character's trusion takes place, they are automatically aware of the
ranks in Custom Rig). If your character loses their intrusion.
affected cyberdeck, they may choose a new cyberdeck to
be affected by this talent. Deflect Spell
Tier: 1
Customer Service Experience Activation: Active (Incidental, Out of Turn)
Tier: 1 Ranked: Yes
Activation: Active (Incidental)
When your character suffers a hit from a magic based
Ranked: Yes
combat check, after damage is calculated but before soak
After your character makes a Charm check, they may is applied (so immediately after Step 3 of Perform a
suffer 1 strain use this talent to cancel h equal to your Combat check, page 102), your character may suffer 3
character’s ranks in Customer Service Experience. strain to use this talent to reduce the damage of the hit by
two plus their ranks in Deflect Spell. This talent can only
Data Anomaly be used once per hit.
Tier: 1
Activation: Passive Desperate Recovery
Ranked: Yes Tier: 1
Activation: Passive
Your character knows effective ways of masking your
Ranked: No
matrix persona. Add b for each rank of Data Anomaly
to the opponent’s Computers check when defending Before your character heals strain at the end of an en-
against a Trace User action. counter, if their strain is more than half of their strain
threshold, they heal two additional strain.
Deep Pockets
Tier: 1 Disenfranchised
Activation: Active (Maneuver) Tier: 1
Ranked: No Activation: Passive
Ranked: No
Once per session, your character may use this talent to
produce a small but narratively useful item from their You have spent some time without a roof over your head.
pockets, backpack, or similar receptacle (it turns out the Whether you couldn’t afford the rent, lost your job, and
item had been there the whole time). Your GM has final any other sob story. When you take this talent, your
say as to what items can be produced with Deep Pockets, character gains Streetwise or Survival (your choice) as a
but generally the item should cost less than 100 credits career skill. In addition, once per session, your character
and have an encumbrance of 0 or 1. may collect a small favor from any other disenfranchised
character, even if they do not owe your character a favor.

SHADOWRUN
18 GENESYS
Duelist Extra Ammo
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Your character adds b to their melee combat checks Cannot run out of ammo due to a d. Items with Limited
while engaged with a single opponent. Your character Ammo quality run out of ammo as normal.
adds b to their melee combat checks while engaged
with three or more opponents. Familiar Sky
Tier: 1
Durable Activation: Active (Maneuver)
Tier: 1 Ranked: No
Activation: Passive
Once per session, may perform a Familiar Sky maneu-
Ranked: Yes
ver; make a Hard (ddd) Knowledge check to reveal
Your character reduces any Critical Injury result they the current type of environment and other useful infor-
suffer by 10 per rank of Durable, to a minimum of 01. mation.

Elementalist Finesse
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
When your character purchases this talent, choose one When making a Brawl or Melee check, your character
of the following attack spell effects (and the element as- may use Agility instead of Brawn.
sociated with it): Fire (fire), Ice (water), Impact (earth),
or Lightning (air). Whenever your character casts an At- Forager
tack spell, they always add the chosen effect to the spell
Tier: 1
without increasing the difficulty. However, they may
Activation: Passive
never add any of the other three effects to a spell they
Ranked: No
cast.
Your character removes up to bb from any skill checks
Ensorcelled they make to find food, water, or shelter. Checks to for-
age or search the area that your character makes take half
Tier: 1
the time they would normally.
Activation: Active (Incidental)
Ranked: No
Former Professor
If your character has at least one rank in a magic skill,
Tier: 1
once per encounter, they may use this talent to add a to
Activation: Passive
the result to their next social skill check.
Ranked: No
Additionally, this has a passive narrative effect; your
When you take this talent, your character gains Knowl-
character’s appearance is subtly enhanced by their magic.
edge (Academic) as a career skill. In addition, once per
Others do not note it as supernatural, but may be slightly
session, your character may collect a small favor from a
put off. What form this enhancement takes is up to you,
member of an institute of higher learning, even if they do
with your GM’s approval, but it should be based on the
not owe your character a favor.
magic skill your character possesses (as well as their
backstory). A character with the Primal skill may be sur-
rounded by the scent of fresh pine, or their voice may Grit
have an intimidating growl. A character with the Arcana Tier: 1
skill may have their hair tousled by undetectable winds, Activation: Passive
or when they wear a hat or hood, their face might be ob- Ranked: Yes
scured by strangely deep shadows.
Each rank of Grit increases your character’s strain
threshold by one.

SHADOWRUN
GENESYS 19
Hamstring Shot Intuitive Casting
Tier: 1 Tier: 1
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Once per round, your character may use this talent to Add b per rank of Intuitive Casting to a spell-casting
perform a ranged combat check against one non-vehicle skill check when your character is the first PC to act in
target within range of the weapon used. If the check is the current encounter.
successful, halve the damage inflicted by the attack (be-
fore reducing damage by the target’s soak). The target is Jump Up
immobilized until the end of its next turn.
Tier: 1
Activation: Active (Incidental)
Hand On The Throttle Ranked: No
Tier: 1
Once per round during your character’s turn, your char-
Activation: Active (Incidental)
acter may use this talent to stand from a prone or seated
Ranked: No
position as an incidental.
Once per round while driving or piloting a vehicle, your
character may use this talent to increase or decrease its Knack for It
speed by 1, to a minimum of 0 or a maximum of the ve-
Tier: 1
hicle’s max speed.
Activation: Passive
Ranked: Yes
Hidden Storage
When you purchase this talent for your character, select
Tier: 1
one skill. Your character removes bb from any checks
Activation: Passive
they make using this skill. Each additional time you pur-
Ranked: Yes
chase this talent for your character, select two additional
Gain or improve hidden storage in vehicles or equip- skills. Your character also removes bb from any checks
ment that holds items with total encumbrance equal to they make using these skills. You cannot select combat or
ranks in Hidden Storage. magic skills when choosing skills for this talent.

Iaijutsu Training Knockout Punch


Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
The first time during an encounter that your character Your character adds the Stun quality to their Brawl com-
draws a Melee weapon, increase the weapon's damage by bat checks, with a rating equal to two plus your charac-
2 for the remainder of the turn. ter’s ranks in Coordination (this does not stack with
other instances of the Stun quality).
Improved Resonance Spike
Tier: 1 Know Somebody
Activation: Passive Tier: 1
Ranked: No Activation: Active (Incidental)
Ranked: Yes
Your character must have a rank in the Resonance skill
to take this talent. When your character selects this tal- Once per session, when attempting to purchase a legally
ent, they choose one type of IC (Barrier, Code Gate, or available item, your character may use this talent to re-
Sentry). Whenever attempting to override an IC of that duce its rarity by one per rank of Know Somebody.
type, they add a to the results.

SHADOWRUN
20 GENESYS
Knowledge Specialization Overchannel
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: Yes
When acquired, choose 1 Knowledge skill. When mak- When casting a spell, your character may select a num-
ing that skill check, may spend a t result to gain addi- ber of additional effect in (d) up to their ranks in Over-
tional s equal to ranks in Knowledge Specialization. channel. The effect must be limited to single (d) effects.
The character gains hh per (d) added in this way rather
Let’s Ride than increase the difficulty of the check. This is in addi-
tion to any h rolled. Threat added by this talent can be
Tier: 1
cancelled by rolled advantages.
Activation: Active (Incidental)
Ranked: No
Painful Blow
Once per round during your character's turn, your char-
Tier: 1
acter can use this talent to mount or dismount from a ve-
Activation: Active (Incidental)
hicle or animal, or move from one position in a vehicle
Ranked: No
to another (such as from the cockpit to a gun turret) as
an incidental. In addition, if your character suffers a When your character makes a combat check, you may
short-range fall (see page 112) from a vehicle or animal, voluntarily increase the difficulty by one to use this tal-
they suffer no damage and land on their feet. ent. If the target suffers one or more wounds from the
combat check, the target suffers 2 strain each time they
Museum Worthy perform a maneuver until the end of the encounter.
Tier: 1
Activation: Active (Action) Parry
Ranked: No Tier: 1
Activation: Active (Incidental, Out of Turn)
Once per session, take Museum Worthy action, make a
Ranked: Yes
Hard (ddd) Knowledge check to ascertain informa-
tion regarding a relic, ruin, or piece of history. When your character suffers a hit from a melee combat
check, after damage is calculated but before soak is ap-
Matrix Search plied (so immediately after Step 3 of Perform a Combat
check, page 102), your character may suffer 3 strain to
Tier: 1
use this talent to reduce the damage of the hit by two plus
Activation: Active (Maneuver)
their ranks in Parry. This talent can only be used once
Ranked: No
per hit, and your character needs to be wielding a Melee
If your character has access to the Matrix, they may use weapon.
this talent to upgrade the ability of the next Knowledge
check they make during their turn twice and the diffi- Physician
culty of that check once. Your GM must spend a d to
Tier: 1
have your character learn some seemingly relevant and
Activation: Passive
believable information that turns out to be completely
Ranked: Yes
(and possibly maliciously) false.
When making a Medicine check to help a character heal
One with Nature wounds, the target heals 1 additional strain per rank of
Physician.
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in the wilderness, your character may make a
Simple (–) Survival check, instead of Discipline or Cool,
to recover strain at the end of an encounter (see page
117).

SHADOWRUN
GENESYS 21
Precision Rapid Reaction
Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: Yes
When making a Brawl or Ranged (Light or Heavy) Your character may suffer a number of strain to use this
check, your character may use Cunning instead of Brawn talent to add an equal number of s to a Vigilance or
and Agility. Cool check they make to determine Initiative order. The
number may not exceed your character’s ranks in Rapid
Proper Upbringing Reaction.
Tier: 1
Activation: Active (Incidental) Rapid Recovery
Ranked: Yes Tier: 1
Activation: Passive
When your character makes a social skill check in polite
Ranked: Yes
company (as determined by your GM), they may suffer a
number of strain to use this talent to add an equal num- When healing strain after an encounter, heal 1 additional
ber of a to the check. The number may not exceed your strain per rank of Rapid Recovery.
character’s ranks in Proper Upbringing.
Redundant Systems
Qi Centering Tier: 1
Tier: 1 Activation: Active (Action)
Activation: Passive Ranked: No
Ranked: No
Once per session, may take a Redundant Systems action;
Once per encounter, you may cast a Qi spell as an Action make an Easy (d) Mechanics check to harvest compo-
instead of a Maneuver. Doing so, you do not suffer any nents from a functioning device to repair a broken one
strain while casting. without breaking the first device.

Quick Draw Reflect


Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: Yes
Once per round on your character’s turn, they may use When your character suffers a hit from a Ranged combat
this talent to draw or holster an easily accessible weapon check, after damage is calculated but before soak is ap-
or item as an incidental. Quick Draw also reduces a plied, your character may suffer 3 strain to use this talent
weapon’s Prepare rating by one, to a minimum of one. to reduce the damage of the hit by two plus their ranks in
Reflect. This talent can only be used once per hit, and
Quick Strike your character needs to be wielding a Shield deemed ap-
propriate by the GM.
Tier: 1
Activation: Passive
Ranked: Yes Resourceful Mechanic
Tier: 1
Your character adds b for each rank of Quick Strike to
Activation: Passive
any combat checks they make against any targets that
Ranked: Yes
have not yet taken their turn in the current encounter.
When your character makes a Mechanics check to repair
system strain or hull trauma on a vehicle, they repair one
additional system strain or hull trauma per rank of Re-
sourceful Mechanic.

SHADOWRUN
22 GENESYS
Respected Smooth Talker
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: Yes
When first acquired, choose one social group. The char- When first acquired choose 1 skill; Charm, Coercion,
acter downgrades the difficulty of checks to interact with Deception, or Negotiation. When making checks with
members of that social group a number of times equal to that skill spend t to gain additional s equal to ranks in
his ranks in Respected. The social group affected must be Smooth Talker.
approved by the GM, but possibilities include institu-
tions of higher learning, law-enforcement agencies, the Solid Repairs
thieves' guild, etc.
Tier: 1
Activation: Passive
Second Wind Ranked: Yes
Tier: 1
The character repairs +1 hull trauma per rank of Solid
Activation: Active (Incidental)
Repairs whenever he repairs a vehicle.
Ranked: Yes
Once per encounter, your character may use this talent Soothing Tone
to heal an amount of strain equal to their ranks in Sec-
Tier: 1
ond Wind.
Activation: Active (Action)
Ranked: No
Shady Contact
Once per encounter, take a Soothing Tone action; make
Tier: 1
an Average (dd) Knowledge check to allow a beast to
Activation: Passive
recover strain equal to s.
Ranked: No
When you take this talent, your character gains Melee or Specialist Knowledge
Skulduggery (your choice) as a career skill. In addition,
Tier: 1
once per session, your character may collect a small fa-
Activation: Passive
vor from a member of a single orgcrime group (chosen
Ranked: Yes
when you take this talent), even if they do not owe your
character a favor. When you purchase this talent, select a specific area of
expertise for your character. When making a Knowledge
Shield Slam check which pertains to that area of knowledge, reduce
the difficulty of the check once.
Tier: 1
Activation: Active (Incidental)
Ranked: No Street Clinic
Tier: 1
When your character uses a shield to attack a minion or
Activation: Passive
rival, you may spend aaaa or t to stagger the target
Ranked: Yes
until the end of the target's next turn.
When a patient under your character’s care heals wounds
Signature Vehicle from natural rest, they heal additional wounds equal to
twice your character’s ranks in Street Clinic.
Tier: 1
Activation: Passive
Ranked: Yes Street Fighter
Tier: 1
Choose one vehicle with a silhouette of 3 or lower that
Activation: Active (Incidental)
your character owns. This vehicle is your character's
Ranked: No
"Signature Vehicle." Upgrade the ability of all Mechanics
checks made to work on the vehicle once. If the vehicle When your character disorients or knocks their target
ever lost or destroyed, the character may apply Signature prone while making a Brawl combat check, they may use
Vehicle to a new vehicle that meets the requirements. this talent to cause the target to suffer wounds equal to
your character’s ranks in Skulduggery.

SHADOWRUN
GENESYS 23
Street Slang Union Member
Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
When making a social skill check in criminal or dubious When you take this talent, your character gains Athlet-
company, may suffer a number of strain no greater than ics, Mechanics, or Operating (your choice) as a career
ranks in Street Slang to add an equal number of a to the skill. In addition, once per session, your character may
check. collect a small favor from a member of the Dockworker's
Union or Teamster, even if they do not owe your charac-
Surgeon ter a favor.
Tier: 1
Activation: Passive Unremarkable
Ranked: Yes Tier: 1
When your character makes a Medicine check to heal Activation: Passive
wounds, the target heals one additional wound per rank Ranked: No
of Surgeon. Other characters add f to any checks made to find or
identify your character in a crowd.
Swift
Tier: 1 Wheel and Deal
Activation: Passive Tier: 1
Ranked: No Activation: Passive
Your character does not suffer the penalties for moving Ranked: Yes
through difficult terrain (they move through difficult When selling good legally, gain 10% more currency per
terrain at normal speed without spending additional ma- rank of Wheel and Deal.
neuvers).
Veteran
Tavern Brawler
Tier: 1
Tier: 1 Activation: Passive
Activation: Passive Ranked: No
Ranked: No
When you take this talent, your character gains Ranged
Your character adds a to Brawl checks and combat (Heavy) or Resilience as a career skill. In addition, once
checks using improvised weapons. per session, your character may collect a small favor
from a current or former member of a single country's
Toughened military (chosen when you take this talent), even if they
Tier: 1 do not owe your character a favor.
Activation: Passive
Ranked: Yes Years On The Force
Each rank of Toughened increases your character’s Tier: 1
wound threshold by two. Activation: Passive
Ranked: No
Tumble When you take this talent, your character gains Percep-
Tier: 1 tion or Ranged (Light) as a career skill. In addition, once
Activation: Active (Incidental) per session, your character may collect a small favor
Ranked: No from a current or former member of a private security or
public police force, even if they do not owe your charac-
Once per round on your character's turn, they may suffer ter a favor.
2 strain to disengage from all engaged adversaries.

SHADOWRUN
24 GENESYS
Tier 2 Beast Wrangler
Tier: 2
Adroitness Activation: Passive
Ranked: Yes
Tier: 2
Activation: Passive Add b per rank of Beast Wrangler to checks to tame or
Ranked: No wrangle creatures.
When first acquired, choose a general skill. When mak-
ing a check with that skill, reduce the time required by Berserk
25%. The GM may determine that this talent may not be Tier: 2
used with certain skills or activities. Activation: Active (Maneuver)
Ranked: No
Animal Expertise Once per encounter, your character may use this talent.
Tier: 2 Until the end of the encounter or until they are incapac-
Activation: Passive itated, your character adds saa to all melee combat
Ranked: Yes checks they make. However, opponents add s to all
Add b per rank of Animal Expertise to all checks when combat checks targeting your character. While berserk,
interacting with beast or animals (including combat your character cannot make ranged combat checks. At
checks). Add +10 to Critical Injury results against beasts the end of the encounter (or when they are incapaci-
or animals per rank of Animal Expertise. tated), your character suffers 6 strain.

Bad Cop Big Guns


Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No

Your character may spend aa from a Coercion or De- Your character’s encumbrance threshold is 10 plus their
ception check to use this talent to upgrade the ability of Brawn, instead of 5 plus their Brawn. Your character re-
a single ally’s subsequent social skill check a number of duces the Cumbersome rating of any weapon they carry
times equal to your character’s ranks in Bad Cop. The by 1, to a minimum of 3.
check must target the same character as your character’s
initial check, and it must take place during the same en- Blackmail
counter. Only one character may affect a check with this Tier: 2
talent. Activation: Active (Incidental, Out of Turn)
Ranked: No
Barrage When an NPC exceeds his strain threshold, may spend 1
Tier: 2 Story Point to convince that NPC to perform a single
Activation: Passive task of choice instead.
Ranked: Yes
Add 1 damage per rank of Barrage to 1 hit of successful Block
attack while using Ranged (Heavy) or Gunnery skills at Tier: 2
long or extreme range. Activation: Active (Incidental, Out of Turn)
Ranked: No
Basic Military Training Your character must have purchased the Parry talent to
Tier: 2 benefit from this talent. While wielding a shield, your
Activation: Passive character may use the Parry talent to reduce damage
Ranked: No from ranged attacks as well as melee attacks targeting
Athletics, Ranged (Heavy), and Resilience are now ca- your character.
reer skills for your character.

SHADOWRUN
GENESYS 25
Blood Sacrifice Codeslinger
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No

Before your character makes a magic skill check, they When your character performs the activate program ma-
may suffer a number of wounds to use this talent to add neuver (page 132) in a hacking encounter, they can
an equal number of s to the check. The number cannot choose not to deactivate one other active icebreaker.
exceed your character’s ranks in Blood Sacrifice. They may have two icebreakers active at once.

Blooded Combat Medicine


Tier: 2
Tier: 2
Activation: Active (Incidental)
Activation: Passive
Ranked: Yes
Ranked: Yes
Before making a Medicine check, your character may
Add b per rank of Blooded to all checks to resist or re-
use this talent to add s equal to their ranks in Combat
cover from poisons, venoms, or toxins. Reduce duration
Medicine to the results. After the check is resolved, the
of ongoing poisons by 1 round per rank of Blooded to a
target suffers 2 strain for each rank your character has in
minimum of 1.
Combat Medicine.
Brilliant Casting
Command
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
When your character casts a spell, you may spend one Add b per rank of Command when making Leadership
Story Point to use this talent to add a equal to your char- checks. Affected targets add b to Discipline checks for
acter’s ranks in Knowledge (Magic) to the results. next 24 hours.

Bulwark Confidence
Tier: 2 Tier: 2
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: Yes

Your character must have purchased the Parry talent to May decrease difficulty of Discipline checks to avoid fear
benefit from this talent. While wielding a weapon with by 1 per rank of Confidence, to a minimum of Easy (d).
the Defensive quality, your character may use Parry to
reduce the damage of an attack targeting an engaged ally. Containment
Tier: 2
Burly Activation: Passive
Tier: 2 Ranked: Yes
Activation: Passive The character and each ally within short range may
Ranked: Yes spend a on their failed combat checks to inflict one
Reduce any wielded weapon's Cumbersome quality and strain on the target per rank of Containment. Each char-
Encumbrance rating by a number equal to ranks in Burly acter can only activate this effect once per round.
to a minimum of 1.

SHADOWRUN
26 GENESYS
Coordinated Assault Deceptive Taunt
Tier: 2 Tier: 2
Activation: Active (Maneuver) Activation: Active (Action)
Ranked: Yes Ranked: No
Once per turn, your character may use this talent to have Once per session, may make Deceptive Taunt action.
a number of allies engaged with your character equal to Make opposed Deception check. If successful, one ad-
your ranks in Leadership add a to all combat checks versary must attack the character during adversary's next
they make until the end of your character’s next turn. turn.
The range of this talent increases by one band per rank of
Coordinated Assault beyond the first.
Defensive Stance
Tier: 2
Counteroffer Activation: Active (Maneuver)
Tier: 2 Ranked: Yes
Activation: Active (Action)
Ranked: No Once per round, your character may suffer a number of
strain no greater than their ranks in Defensive Stance to
Once per session, your character may use this talent to
use this talent. Then, until the end of your character’s
choose one non-nemesis adversary within medium
next turn, upgrade the difficulty of all melee combat
range and make an opposed Negotiation versus Disci-
checks targeting your character a number of times equal
pline check. If successful, the target becomes staggered
to the strain suffered.
until the end of their next turn. At your GM’s discretion,
you may spend t on this check to have the adversary be-
come an ally until the end of the encounter. However, the Defensive Sysops (Improved)
duration of this may be shortened or extended depend- Tier: 2
ing on whether your GM feels your offer is appealing to Activation: Active (Incidental)
the adversary and whether your character follows Ranked: No
through on their offer! Your character must have purchased the Defensive
Sysops talent to benefit from this talent. Before adding
Cutting Question bb from Defensive Sysops to a check, use this talent to
Tier: 2 add fh to the results of the check instead.
Activation: Active (Incidental)
Ranked: No Determined Driver
Once per encounter, when making a Coercion skill Tier: 2
check, the character may use Deception skill instead. Activation: Active (Incidental)
Ranked: No
Daring Aviator You may spend a Story Point to use this talent to have
Tier: 2 your character heal system strain on a vehicle they are
Activation: Active (Incidental) currently driving, piloting, or operating equal to their
Ranked: Yes ranks in Driving, Piloting, or Operating (choose the skill
Before your character makes a Driving or Piloting check, used to direct the vehicle).
they may add a number of h to the results to use this tal-
ent to add an equal number of s. The number may not Dirty Tricks
exceed your character’s ranks in Daring Aviator. Tier: 2
Activation: Active (Incidental)
Debilitating Shot Ranked: No
Tier: 2 After your character inflicts a Critical Injury on an ad-
Activation: Active (Incidental) versary, they may use this talent to upgrade the difficulty
Ranked: No of that adversary’s next check.
Upon successful attack with a starship or vehicle
weapon, may spend aa to reduce the maximum speed
of the target by 1 until the end of the next round.

SHADOWRUN
GENESYS 27
Disorient Ensorcelled (Improved)
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
After hitting with a combat check, may spend aa to dis- Your character must have purchased the Ensorcelled tal-
orient target for number of rounds equal to ranks in Dis- ent to benefit from this talent. If your character has at
orient. least two ranks in a magic skill, when using the Ensor-
celled talent, they may add sa to their next social skill
Distracting Behavior check (instead of a).
Tier: 2 After purchasing this talent, your character’s appearance
Activation: Active (Maneuver) is now noticeably changed by their magic. What form
Ranked: Yes this enhancement takes is up to you, with your GM’s ap-
Make a Distracting Behavior maneuver and suffer strain proval, but it should be based on the magic skill your
no greater than ranks in Cunning. Until the beginning of character possesses as well as the enhancement they
next turn, equal number of engaged NPC's suffer h on originally possessed with the Ensorcelled talent.
checks. Range increases with additional ranks.
Exploit
Dominion of the Dimora Tier: 2
Tier: 2 Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: Yes
Ranked: No When your character makes a combat check with a
Your character cannot take this talent if they have taken Ranged or Melee (Light) weapon, they may suffer 2
the Favor of the Fae talent. When casting an Attack spell, strain to use this talent to add the Ensnare quality to the
your character may add the Impact effect without in- attack. The rating of the Ensnare quality is equal to your
creasing the difficulty. Your character can never add the character’s ranks in Exploit.
Manipulative effect. Primal casters are ineligible for this
talent as they cannot normally add Manipulative. Familiar
Tier: 2
Dual Wielder Activation: Passive
Tier: 2 Ranked: Yes
Activation: Active (Maneuver) Your character must have the ability to cast the Conjure
Ranked: No spell to take this talent. When your character purchases
Your character may use this talent to decrease the diffi- this talent, choose a silhouette 0 creature (approved by
culty of the next combined combat check (see Two- your GM). This creature becomes your character's famil-
Weapon Combat, on page 108) they make during the iar. Your character is bonded to this familiar as long as
same turn by one. you choose, though the GM may decide to remove it due
to mistreatment or other conditions. You instruct the fa-
Dynamic Fire miliar how to act telepathically. However, the only action
Tier: 2 a familiar may take is Exchange an Action for a Maneu-
Activation: Active (Incidental) ver. It cannot fight except in self-defense, under the GM's
Ranked: No direction.

When making a ranged attack while engaged with an op- Once per round, your character may use a maneuver
ponent, may suffer 2 strain to reduce the ranged modifier to direct the familiar to take specific maneuvers during
by 1. your character's turn. As long as the familiar is in short
range, it may use the Assist maneuver to give b to all
magic checks. This range increases with ranks in Famil-
iar.

SHADOWRUN
28 GENESYS
Fan the Hammer Fine Tuning
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes

Once per encounter before making a combat check with When reducing the amount of system strain a vehicle
suffers, reduce 1 additional strain per rank of Fine Tun-
a pistol (your GM has the final say on whether a weapon
ing.
is a pistol or not), your character may use this talent to
add the Auto-fire quality to the pistol when resolving the
check. If your character does, the weapon runs out of Fire Aspected
ammo exactly as with an Out of Ammo result (see page Tier: 2
104). Activation: Active (Incidental)
Ranked: No
Fancy Paint Job Your character cannot take this talent if they have taken
the Frost Aspected talent. When casting an Attack spell,
Tier: 2 your character may add the Fire effect without increas-
Activation: Passive ing the difficulty. Your character can never add the Ice
Ranked: No effect.
Your character must have purchased the Signature Vehi-
cle talent to benefit from this talent. Upgrade all Charm, Flash of Insight
Deception, and Negotiation checks made in the presence Tier: 2
of Signature Vehicle once. Activation: Passive
Ranked: No
Favor of the Fae When your character generates t on a knowledge skill
Tier: 2 check, roll bb and add the results to the check, in addi-
Activation: Active (Incidental) tion to spending the t as usual.
Ranked: No
Frost Aspected
Your character cannot take this talent if they have taken
Tier: 2
the Dominion of the Dimora talent. When casting an At-
Activation: Active (Incidental)
tack spell, your character may add the Manipulative
Ranked: No
effect without increasing the difficulty. Your character
can never add the Impact effect. Your character cannot take this talent if they have taken
the Fire Aspected talent. When casting an Attack spell,
your character may add the Ice effect without increasing
Fearsome the difficulty. Your character can never add the Fire
Tier: 2 effect.
Activation: Passive
Ranked: Yes Go Without
When an adversary becomes engaged with the character, Tier: 2
the character may force the adversary to make a fear Activation: Active (Incidental)
check, with the difficulty equal to the character's ranks in Ranked: No
Fearsome. Once per session, count as having the right tools for the
job when performing the next skill check this turn.
Fighter’s Stance
Tier: 2
Activation: Active (Incidental)
Ranked: No
When making a combat check, if your character has per-
formed the Guarded Stance maneuver this turn, you may
suffer 1 strain to ignore the penalties of the Guarded
Stance maneuver.

SHADOWRUN
GENESYS 29
Good Cop Heightened Awareness
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
Your character may spend aa from a Charm or Negoti- Allies within short range of your character add b to
ation check to use this talent to upgrade the ability of a their Perception and Vigilance checks. Allies engaged
single ally’s subsequent social skill check a number of with your character add bb instead.
times equal to your character’s ranks in Good Cop. The
check must target the same character as your character’s Heroic Recovery
initial check, and it must take place during the same en-
Tier: 2
counter. Only one character may affect a check with this
Activation: Active (Incidental)
talent.
Ranked: No

Grapple When your character acquires this talent, choose one


characteristic. Once per encounter, you may spend one
Tier: 2
Story Point to use this talent to have your character heal
Activation: Active (Incidental)
strain equal to the rating of the chosen characteristic.
Ranked: No
Your character may suffer 2 strain to use this talent. Until Hidden Storage (Improved)
the start of your character's next turn, enemies must
Tier: 2
spend two maneuvers to disengage from your character.
Activation: Passive
Ranked: No
Hard Headed
Your character may use Hidden Storage to store an item
Tier: 2
within their own suitably modified body (such as
Activation: Active (Action)
through cybernetics, surgery, or prosthetic replace-
Ranked: Yes
ments).
When staggered or disoriented, perform the Hard
Headed action; make a Daunting (dddd) Disci- Hold Together
pline check to remove status. Difficulty reduced per
Tier: 2
rank of Hard Headed.
Activation: Active (Incidental, Out of Turn)
Ranked: No
Haughty Demeanor
Spend 1 Story Point to perform a Hold Together inciden-
Tier: 2
tal immediately after vehicle takes damage to turn it into
Activation: Passive
system strain.
Ranked: No
Other characters add h to social skill checks targeting Hunter
your character.
Tier: 2
Activation: Passive
Headbutt Ranked: No
Tier: 2
Knowledge (Street), Ranged (Heavy), and Survival are
Activation: Active (Incidental)
now career skills for your character.
Ranked: No
Once per encounter, the character may perform the Hunter's Quarry
Headbutt incidental. The character suffers two wounds
Tier: 2
and selects one engaged non vehicle target with a silhou-
Activation: Active (Action)
ette of up to one higher than the character’s. The target is
Ranked: No
knocked prone and is disoriented until the end of the
next round. Take Hunter's Quarry action, make a Hard (ddd)
Survival check to upgrade the ability of all attacks made
against a target within long range until the end of the
character's next turn.

SHADOWRUN
30 GENESYS
Impaling Strike Know the Enemy
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
When your character inflicts a Critical Injury with a May use an appropriate Knowledge skill when making
melee weapon, until the end of the target's next turn they checks to determine initiative.
may use this talent to immobilize the target (in addition
to the other effects of the Critical Injury). Know-It-All
Tier: 2
Improvised Defenses Activation: Active (Incidental)
Tier: 2 Ranked: No
Activation: Active (Action)
Once per session, perfectly recall an important fact pre-
Ranked: No
viously learned as if a Story Point had been spent.
Your character may attempt an Average (dd) Survival
check to fashion small defenses using scavenged materi- Known Schematic
als. If the check is successful, the structure can provide
Tier: 2
cover for up to 4 characters for the rest of the encounter.
Activation: Active (Maneuver)
Your character may spend aa or t from the check to
Ranked: No
increase the ranged defense the structure provides to 2.
Once per session, may perform the Known Schematic
Inspiring Rhetoric maneuver; make a Hard (ddd) Knowledge (Profes-
sional) check. Success grants familiarity with a building
Tier: 2
or ship's design.
Activation: Active (Action)
Ranked: No
Knows the Ropes
Your character may use this talent to make an Average
Tier: 2
(dd) Leadership check. For each s the check gener-
Activation: Passive
ates, one ally within short range heals one strain. For
Ranked: No
each a, one ally benefiting from Inspiring Rhetoric heals
one additional strain. Add b to checks made to escape from restraints equal to
ranks in Skulduggery. Spend t to free all other allies
Inventor within short range.
Tier: 2
Activation: Active (Incidental) Loom
Ranked: Yes Tier: 2
Activation: Passive
When your character makes a check to construct new
Ranked: No
items or modify existing ones, use this talent to add a
number of b to the check equal to ranks of Inventor. In When an ally engaged with the character makes a suc-
addition, your character may attempt to reconstruct de- cessful Charm, Deception, or Negotiation check, the
vices that they have heard described but have not seen character adds a per rank in Coercion to the ally's check.
and do not have any kinds of plans or schematics for.
Lucky Strike
Knockdown Tier: 2
Tier: 2 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No
When your character purchases this talent, choose one
After hitting with a melee attack, may spend a t to acti- characteristic. After your character makes a successful
vate the Knockdown quality, even if your melee weapon combat check, you may spend one Story Point to use this
does not have the Knockdown quality. talent to add damage equal to your character’s ranks in
that characteristic to one hit of the combat check.

SHADOWRUN
GENESYS 31
Mentor Spirit Pact Magic
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Your character must be Awakened to take this talent. You have entered into a Pact with a powerful other-
Your character believes in something other than them- worldly being. When you purchase this Talent, choose
selves to help guide and channel their magic. This being one spell type your character can not normally cast.
helps shape and focus your arcane abilities more easily. Once per encounter, you may cast this spell using any
Choose a Mentor Spirit (see page 107). Your character magic skill you possess. The GM may spend hh to make
gains the benefits listed. If you fail to keep aligned with your character suffer one wound.
one of those tenets, you lose your faith and connection
to your mentor and all associated bonuses. Parkour!
Tier: 2
Multiple Opponents Activation: Active (Maneuver)
Tier: 2 Ranked: No
Activation: Passive
Once per round, your character may suffer 1 strain to use
Ranked: No
this talent and move to any location within short range.
Your character adds b to his Brawl and Melee combat This includes locations that are vertically distant or have
checks when engaged with multiple opponents. This in- no easy access route, but there must be an object to move
cludes single groups of multiple minions. across or path to move along. Your GM may rule some
locations cannot be reached (such as ones behind locked
Magic Initiate doors or walls).
Tier: 2
Activation: Passive Physical Training
Ranked: No Tier: 2
Activation: Passive
When purchasing this talent, choose one: Arcana, Pri-
Ranked: Yes
mal, or Qi. That skill becomes a career skill but your
character may only use it for one check per encounter. Add b per rank of Physical Training to Athletics and
Resilience checks.
Matrix Hunter
Tier: 2 Prepared Spell
Activation: Passive Tier: 2
Ranked: No Activation: Active (Action)
Ranked: No
When your character successfully traces another charac-
ter during a Matrix encounter, your character gains one Once per session, your character may make a skill check
additional trace. to cast a spell without suffering strain.

Overstocked Ammo Pride and Joy


Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
Your character must have purchased the Signature Vehi- Choose one vehicle your character owns with a silhou-
cle talent to benefit from this talent. Increase the value of ette of 4 or greater; it becomes their "Pride and Joy" vehi-
the Limited Ammo quality of any weapons mounted on cle. Upgrade the ability of all social checks your
Signature Vehicle by 1 per rank of Overstocked Ammo. character makes while within short range of the vehicle
once.

SHADOWRUN
32 GENESYS
Probing Question Reckless Charge
Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
If your character knows an opponent’s Flaw or Fear mo- After using a maneuver to move engage an adversary,
tivation, when your character inflicts strain on that op- your character may suffer 2 strain to use this talent. They
ponent using a social skill, the opponent suffers 3 then add sshh to the results of the next Brawl or Melee
additional strain. combat check they make this turn.

Profiler Reconstruct the Scene


Tier: 2 Tier: 2
Activation: Active (Action) Activation: Active (Action)
Ranked: No Ranked: No
Given enough information about someone, you are able Perform the Reconstruct the Scene action; make a Hard
to get into their head and know what buttons to push. (ddd) Perception check to identify the physical char-
Your character may make a Matrix Search check with the acteristics of a person present at the scene within 24
difficulty set by the GM (Minimum of Average). If suc- hours.
cessful, you gather a dossier on a subject. With at least
one hour of narrative time to study it, you can learn two Researcher
of the subject's motivations (determined by the GM).
Tier: 2
Activation: Passive
Quick Draw (Improved) Ranked: Yes
Tier: 2
On a successful Knowledge (Academic) check, character
Activation: Passive
and allies gain automatic a per rank of Researcher on
Ranked: No
checks to act on those facts until the end of his next turn.
Your character must have purchased the Quick Draw
Talent to benefit from this talent. May use Quick Draw Resist Disarm
twice per round. This also allows you to reduce the pre-
Tier: 2
pare rating by 2 to a minimum of one.
Activation: Active (Incidental, Out of Turn)
Ranked: No
Quick Fix
Suffer 2 strain to avoid being disarmed or have weapon
Tier: 2
damaged or destroyed.
Activation: Active (Maneuver)
Ranked: No
Scathing Tirade
You may spend a Story Point to use this talent to have
Tier: 2
your character temporarily repair one damaged item
Activation: Active (Action)
they are engaged with. For a number of rounds equal to
Ranked: No
your character's ranks in Mechanics, the item may be
used without penalty (see page 89 of the GENESYS Core Your character may use this talent to make an Average
Rulebook), even if it is unusable. When the effect ends, (dd) Coercion check. For each s the check generates,
the item is damaged one additional step; if it was already one enemy within short range suffers 1 strain. For each
suffering from major damage, it is destroyed and cannot a, one enemy affected by Scathing Tirade suffers 1 addi-
be repaired. tional strain.

SHADOWRUN
GENESYS 33
Selective Detonation Special Use Permit
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
When using a weapon with the Blast quality spend a to Your character does not treat any Ranged (Heavy)
exclude 1 target that would be affected by the explosion, weapons as restricted (R). This means your character can
up to ranks in Selective Detonation. carry a Ranged (Heavy) weapon that normally would be
restricted in public without being arrested. However,
Sense Emotions they can still be arrested for using such a weapon in an
unlawful manner.
Tier: 2
Activation: Passive
Ranked: No
Spirit Affinity
Tier: 2
Add b to all Charm, Coercion, and Deception checks. Activation: Passive
Ranked: No
Shortcut
When your character uses the Conjure magic action, the
Tier: 2 spell gains the Summon Ally effect without increasing
Activation: Passive the difficulty.
Ranked: Yes
During a chase, add b per rank in Shortcut to any Stalker
checks made to catch or escape an opponent. Tier: 2
Activation: Passive
Side Step Ranked: Yes
Tier: 2 Add b per rank of Stalker to all Stealth and Coordina-
Activation: Active (Maneuver) tion checks.
Ranked: Yes
Once per round, your character may suffer a number of Street Rat
strain no greater than their ranks in Side Step to use this Tier: 2
talent. Until the end of your character’s next turn, up- Activation: Passive
grade the difficulty of all ranged combat checks targeting Ranked: No
your character a number of times equal to the strain
Athletics and Knowledge (Street) are now career skills
suffered.
for your character.
Signature Spell
Strong Arm
Tier: 2
Activation: Passive Tier: 2
Ranked: No Activation: Passive
Ranked: No
When your character gains this talent, decide on a signa-
Treat thrown weapons as if they had 1 greater range.
ture spell for them, consisting of a particular Arcana,
Primal, or Qi action and a specific set of one or more
effects. When your character casts their signature spell Stunning Blow
(consisting of the exact combination of action and effects Tier: 2
previously chosen), reduce the difficulty of the check by Activation: Active (Incidental)
one. Ranked: No
While making Melee checks, may inflict damage as
strain instead of wounds. This does not ignore soak. This
does not apply to the Monofilament Whip weapon.

SHADOWRUN
34 GENESYS
Tactical Focus Two-Handed Stance
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: No Ranked: No
When performing a combat check with a Ranged When performing a combat check with a Ranged (Light)
(Heavy) weapon, if your character did not perform a ma- weapon, if your character has nothing in their other
neuver to ready or stow a weapon or item during this hand, they add a to the results.
turn, they add a to the results.

Technical Aptitude Unarmed Parry


Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: No Ranked: No

When making a Computer skill check may spend aa or May Parry while unarmed. Reduce strain cost to Parry
t to reduce the time spent to complete the task by 50%. while unarmed by 1 (to a minimum of 1).

Threaten Uncanny Senses


Tier: 2 Tier: 2
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: Yes Ranked: Yes
After an adversary within short range of your character Add bb per rank of Uncanny Senses to all Perception
resolves a combat check that deals damage to one of your and Vigilance checks.
character’s allies, your character may suffer 3 strain to
use this talent to inflict a number of strain on the adver- Undercity Contacts
sary equal to your character’s ranks in Coercion. The
range of this talent increases by one band per rank of Tier: 2
Threaten beyond the first. Activation: Active (Incidental)
Ranked: No
Time to Go Once per session, you may spend one Story Point to use
Tier: 2 this talent to let your character learn if a character of
Activation: Active (Maneuver) your choice is in the city (chosen when you take this tal-
Ranked: No ent), and if so, what district. At your GM’s discretion, the
The character may spend 1 Story Point to perform a information may take up to an hour to come back to
Move maneuver as an incidental to attempt to move into your character.
cover or out of the blast range of a weapon or explosion.
Unstoppable
Tinkerer Tier: 2
Tier: 2 Activation: Passive
Activation: Passive Ranked: No
Ranked: Yes
If a Critical Injury roll is 1 or reduced to 1, do not receive
May add 1 additional hard point to a number of items the critical injury.
equal to ranks in Tinkerer. Each item may only be mod-
ified once. Vehicle Combat Training
Tier: 2
Touch of Fate Activation: Passive
Tier: 2 Ranked: No
Activation: Active (Incidental)
Ranked: No Gunnery, Driving, and Piloting become career skills.

Once per session, add bb to any 1 check.

SHADOWRUN
GENESYS 35
Well Read your character may spend one maneuver to direct their
animal in performing one action and one maneuver dur-
Tier: 2
ing your character’s turn. The animal must be within
Activation: Passive
hearing and visual range of your character (generally
Ranked: No
medium range) to do this. Otherwise, the animal does
Choose any 3 Knowledge skills. They permanently be- not contribute to the encounter. The specifics of its be-
come career skills. havior are up to you and your GM. For every additional
rank of Animal Companion your character has, increase
Well-Traveled the allowed silhouette of the companion by one (this
may mean your character gets a new companion, or their
Tier: 2
companion grows in size). This talent can also change in
Activation: Passive
Ranked: No flavor depending on the nature of your game setting.
While an animal companion may make sense in many
Knowledge (Academic), Negotiation, and Vigilance are settings, in a futuristic setting it may make more sense
now career skills for your character. for the “animal” to be a robot or drone, for example.

Tier 3 Applied Research


Tier: 3
Alchemical Arts Activation: Active (Incidental)
Ranked: Yes
Tier: 3
Activation: Active (Incidental) Your character may use this talent before making a check
Ranked: Yes to use any knowledge skill and Intellect instead of the
skill and characteristic the check would normally re-
After making a check to craft a poison, may suffer Strain quire. Your character may use this talent a number of
up to twice ranks in Alchemical Arts. For every two times per session equal to their ranks in Applied Re-
Strain add sa to results. search. When your character uses this talent, you should
explain how their mastery of knowledge lets them ac-
Ambush complish this task. In addition, your GM may rule that a
Tier: 3 particular knowledge skill makes the most sense in a
Activation: Active (Maneuver) given situation, and require your character to use that
Ranked: No specific knowledge skill.
Once per round while benefiting from cover, may make
the Ambush maneuver. Add damage equal to Stealth Armor Master
skill to one hit of next successful combat check against a Tier: 3
target within short range before the end of the turn. Activation: Passive
Ranked: No
Animal Companion When wearing armor, increase total soak value by 1.
Tier: 3
Activation: Passive Backstab
Ranked: Yes Tier: 3
Your character creates a bond with a single animal ap- Activation: Active (Action)
proved by your GM. This animal must be silhouette 0 Ranked: No
(no larger than a mid-sized dog). The bond persists as Your character may use this talent to attack an unaware
long as your character chooses, although at your GM’s adversary using a Melee (Light) weapon. A Backstab is a
discretion, the bond may also be broken due to abusive melee attack, and follows the normal rules for perform-
treatment or other extenuating circumstances. As long as ing a combat check (see page 101 of the Genesys Core
the bond persists, the animal follows your character, and Rulebook), using the character’s Skulduggery skill in-
you dictate the animal’s overall behavior (although, since stead of Melee (Light). If the check succeeds, each un-
the animal is only bonded with the character, not domi- canceled s adds +2 damage (instead of the normal +1).
nated, it may still perform inconvenient actions such as
scratching furniture, consuming rations, and marking
territory). Once per round in structured encounters,

SHADOWRUN
36 GENESYS
Bad Habit Blindsense
Tier: 3 Tier: 3
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: Yes
Your character may use this talent to become disoriented As long as your character can hear, you may ignore all b
for the remainder of the encounter. At the beginning of imposed by darkness or blindness within short range.
each of your character’s turns, if they are still disoriented Each additional rank increases range.
due to this talent, they heal 2 strain.
Blood Magic
Bad Press Tier: 3
Tier: 3 Activation: Active (Incidental)
Activation: Active (Action) Ranked: No
Ranked: No When casting a spell your character may take two
wounds instead of two strain.
Once per session, choose an organization and make a
Hard (ddd) Deception check. On success, organiza-
tion members have their strain thresholds reduced by 1, Blooded (Improved)
plus 1 per sss, until the end of the session. When he Tier: 3
does this, the player must explain how the PC dissemi- Activation: Active (Action)
nated the propaganda such that it has affected his targets. Ranked: Yes
The chosen organization must be narrow and cohesive As an action, make a Hard (ddd) Resilience check to
enough to be affected by bad publicity. immediately recover from all poisons and side effects of
drugs. Reduce difficulty once per rank of Blooded.
Barrel Roll
Tier: 3 Body Guard
Activation: Active (Incidental, Out of Turn) Tier: 3
Ranked: No Activation: Active (Maneuver)
Ranked: Yes
Your character can only use this talent while piloting an
airplane of Silhouette 3 or less. When your vehicle suffers Once per round, your character may suffer a number of
a hit from a ranged combat check, after damage is calcu- strain no greater than their ranks in Body Guard to use
this talent. Choose one ally engaged with your character,
lated but before armor is applied, your character may
until the end of your character's next turn, upgrade the
have their vehicle suffer 3 system strain to use this talent. difficulty of all combat checks targeting that ally a num-
Then, reduce the damage suffered by a number equal to ber of times equal to the strain suffered.
their ranks in Piloting.

Battle Casting
Bonded Implement
Tier: 3
Activation: Passive Tier: 3
Ranked: No Activation: Active (Action)
Ranked: No
Your character does not add b to magic skill checks for
wearing heavy armor (armor with +2 soak or higher), Choose one magical implement your character owns
using a shield, or not having at least one hand free (see when taking this talent. Your character becomes bonded
Table III.2–3: Penalties When Casting Spells, on page to this implement, and no other person may use it. Your
210 of the Genesys Core Rulebook). character may attempt to summon it by making a Hard
(ddd) Arcana, Primal, or Qi Skill check. If your
Blind Spot chosen implement is ever permanently lost or destroyed,
Tier: 3 you may select a new one of the same value.
Activation: Passive
Ranked: No
Your character, and allies within short range, add auto-
matic a to combat checks they make while benefiting
from cover.

SHADOWRUN
GENESYS 37
Capital Sendoff Congenial
Tier: 3 Tier: 3
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: Yes
Take a Capital Sendoff action targeting two ships or vehi- May suffer a number of strain to downgrade difficulty of
cles at Close range; make a Hard (ddd) Cool check Charm or Negotiation checks or upgrade difficulty when
to cause the targets to suffer a minor collision. target by Charm or Negotiation checks, by an equal
number. Strain suffered this way cannot exceed ranks in
Center of Being Congenial.
Tier: 3
Activation: Active (Maneuver) Constant Vigilance
Ranked: Yes Tier: 3
Activation: Passive
While wielding a weapon with the Defensive quality,
Ranked: No
your character may perform a Center of Being maneu-
ver. Until the beginning of your character's next turn, May always use Vigilance when making checks to deter-
whenever an enemy makes a melee attack targeting mine initiative.
them, the critical rating of the enemy's weapon counts as
1 higher per rank of Center of Being. Counterattack
Tier: 3
Combat Caster Activation: Active (Incidental, Out of Turn)
Tier: 3 Ranked: No
Activation: Passive
Your character must have purchased the Improved Parry
Ranked: No
talent to benefit from this talent. When your character
Once per session your character may add the Deadly uses the Improved Parry talent to hit an attacker, they
quality to a spell without increasing the difficulty. may also activate an item quality of the weapon they
used as if they had generated aa on a combat check us-
Combat Veteran ing that weapon.
Tier: 3
Activation: Passive Creative Killer
Ranked: No Tier: 3
Activation: Passive
Add b to Brawl and Discipline checks.
Ranked: No
Reduce the critical rating of improvised weapons by 2 (to
a minimum of 1).
Confidence (Improved)
Tier: 3 Cunning Persona
Activation: Passive
Tier: 3
Ranked: No
Activation: Active (Incidental)
Your character must have purchased the Confidence Ranked: No
talent to benefit from this talent. May spend a on a fear
Your character may suffer 2 strain to make a Charm
check to steady the nerves of allies making the same
check using Cunning instead of Presence.
fear check. If the character does so each ally within
short range who makes the fear check adds s equal to
the character's rank in confidence.

SHADOWRUN
38 GENESYS
Cunning Snare Distinctive Signature
Tier: 3 Tier: 3
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per encounter as an action, may create a trap. Any When making a Computers check to hack a system or
other character who moves to engaged range of the trap break into a secured network, before rolling, your char-
must make an Opposed Vigilance vs. Survival check to acter may use this talent to add sshh to the results. If
you are using the optional hacking rules on page 232 and
avoid harm and ill effects.
your check generates hh, your GM should spend it on
the I Know You! option in Table III.2-22 on page 234 of
Customized Cooling Unit the Genesys Core Rulebook.
Tier: 3
Activation: Passive Dockyard Expertise
Ranked: Yes Tier: 3
Your character must have purchased the Signature Vehi- Activation: Active (Action)
cle talent to benefit from this talent. Increase the system Ranked: Yes
strain threshold of Signature Vehicle by 2 per rank of Your character may make an Average (dd) Knowl-
Customized Cooling Unit. edge check when at a dry dock with suitable personnel
and equipment to conduct repairs to a ship, or to add at-
Daring Turn tachments or modifications to one. If successful, the cost
Tier: 3 and time for repairs is reduced by 20% for each rank of
Activation: Active (Maneuver) Dockyard Expertise to a minimum of 100 nuyen and one
Ranked: No day.

When an opponent has gained the advantage on a vehi-


cle being piloted, may spent 2 strain to perform a Daring
Dodge
Turn maneuver to remove the effects. Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Disarm
Tier: 3 When your character is targeted by a combat check
Activation: Passive (ranged or melee), they may suffer a number of strain no
Ranked: No greater than their ranks in Dodge to use this talent.
Then, upgrade the difficulty of the combat check target-
May spend t or aa with a successful Brawl or Melee ing your character a number of times equal to the strain
check to disarm opponent. suffered.

Disarming Smile Double or Nothing


Tier: 3 Tier: 3
Activation: Active (Action) Activation: Passive
Ranked: Yes Ranked: No
Take the Disarming Smile action; succeed at an opposed Suffer 2 strain to perform the Double or Nothing inci-
Charm check against a target within short range to lower dental to increase the difficulty of the next check by one.
all defenses of a target by ranks in Disarming Smile until Then, after canceling opposing symbols, double the
the end of the encounter. amount of remaining a.

Distant Spell
Tier: 3
Activation: Passive
Ranked: No
Once per session, when casting a spell the first range en-
hancement does not increase the difficulty of the spell.

SHADOWRUN
GENESYS 39
Dual Strike Encoded Communique
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
When resolving a combined check to attack with two Upgrade the difficulty of checks to decrypt this charac-
weapons in a melee combat, your character may suffer 2
ter's coded messages without the proper cipher a number
strain to use this talent to hit with the secondary weapon
(instead of spending aa). of times equal to Computers skill.

Dumb Luck Encouraging Words


Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Once per session, you may spend a Story Point to use After an engaged ally fails a check, may suffer 1 strain to
this talent after your character suffers a Critical Injury assist that ally's next check this encounter as an out of
but before the result is rolled. Their opponent must roll turn incidental.
two results, and you select which applies to your charac-
ter.
Ensorcelled (Supreme)
Eagle Eyes Tier: 3
Tier: 3 Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: No
Ranked: No Your character must have purchased the Improved En-
Once per encounter before making a ranged combat sorcelled talent to benefit from this talent. If your char-
check, you may use this talent to increase your weapon’s acter has at least three ranks in a magic skill, once per
range by one range band (to a maximum of extreme session they may use this talent to force all enemies
range). This lasts for the duration of the combat check. within medium range to make a Hard (ddd) Disci-
pline check as an out-of-turn incidental. If they fail, they
Easy Prey must spend all available maneuvers moving away from
Tier: 3 your character, and they suffer 5 strain, plus 1 additional
Activation: Active (Maneuver) strain per h.
Ranked: No What form this reveal takes is up to you, with your
Your character may suffer 3 strain to use this talent. Until GM’s approval, but is should be based on your character’s
the start of your character’s next turn, your character and magic skill and the enhancement they possess from the
allies within short range add bb to combat checks Improved Ensorcelled talent. Some possibilities include
against immobilized targets. growing golden wings of light, manifesting demonic
horns and glowing red eyes, rising into the air on a tor-
Elementalist (Improved) nado, becoming a figure of pure shadow, or transforming
Tier: 3 into a massive treelike humanoid.
Activation: Passive
Ranked: No Exhaustive Questioning
Your character must have purchased the Elementalist Tier: 3
talent to benefit from this talent. When your character Activation: Active (Incidental)
purchases this talent, they gain one of the following abil- Ranked: No
ities based on the element they selected when they pur-
chased Elementalist: they cannot be knocked prone or Whenever your character makes a successful social
staggered (earth), they cannot be immobilized and can check against a captured enemy within short range, they
breathe underwater (water), they cannot be disoriented may reduce the enemy's strain threshold by 2 for the re-
and can fly using the hovering guidelines in the Flying mainder of the session and spend 1 a to inflict 1 strain.
sidebar on page 100 of the Genesys Core Rulebook (air),
or they are immune to fire—including ignoring damage
from attacks with the Burn item quality and from other
fire-based attacks (fire).

SHADOWRUN
40 GENESYS
Explosive Casting Eye for Detail
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: Yes
When your character casts an attack spell, they treat the After making a Mechanics or Computers check, may
spell’s Blast quality as having a rating equal to twice your suffer strain up to ranks in Eye for Detail to convert that
character’s ranks in Knowledge (Magic) (instead of their many s to a.
ranks in Knowledge (Magic)). When your character
casts an Attack spell with the Blast effect, you may spend Face of the Wild
one Story Point to use this talent to trigger the spell’s
Tier: 3
Blast quality, instead of spending a (even if the attack
Activation: Active (Incidental)
misses).
Ranked: No

Extended Reach When your character casts a transform spell on themself


using the Primal skill, you may spend a Story Point to
Tier: 3
have them use this talent to maintain the effects of the
Activation: Active (Incidental)
spell until the end of the encounter, without performing
Ranked: No
concentrate maneuvers.
While armed with a two-handed melee weapon, suffer 1
strain to make a Melee combat check with that weapon Fade to Black
targeting an enemy at up to short range (rather than en-
Tier: 3
gaged range).
Activation: Active (Action)
Ranked: No
Evasive Sprites
Your character must have a rank in the Resonance skill
Tier: 3
to take this talent. Once per encounter, your character
Activation: Passive
may weave shielding datastreams to remove all Traces on
Ranked: No
your character.
Your character must have a rank in the Resonance skill
to take this talent. When a Sprite your character has Familiar (Improved)
compiled uses the Enact Command maneuver, the Sprite
Tier: 3
may attach itself to the command. Doing so means the
Activation: Active (Action)
Sprite may continue to enact the command for the rest of
Ranked: No
the encounter without encountering any IC guarding it
again. However, that Sprite may not move to any other Your character must have purchased the Familiar talent
sub-system during the encounter. to benefit from this talent. Your character may suffer 2
strain and make an Easy (d) Arcana or Primal Skill
Expanded Knowledge check; if successful, see and hear using your familiar's
senses for one round, and you may suffer 1 strain per
Tier: 3
round to extend the duration.
Activation: Passive
Ranked: No
Must be Awakened to take this talent. Adepts cannot In addition, when the Familiar uses the Assist maneu-
choose this talent (Mystic Adepts may). Through exten- ver with the Character's Arcana or Primal check, the As-
sive study or spiritual connection, your character is able sist maneuver provides bb. The familiar must be
to harness a spell type that is unavailable to you. Each within the range granted by ranks in the Familiar talent
time you purchase this talent, choose one spell your for your character to use the Familiar (Improved) talent.
character does not know. Your character is now able to
cast this spell.

SHADOWRUN
GENESYS 41
Fear the Shadows Forbidden Knowledge
Tier: 3 Tier: 3
Activation: Active (Action) Activation: Active (Maneuver)
Ranked: No Ranked: No
Once per session, may make a Hard (ddd) Decep- Once per session, suffer strain no greater than ranks in
tion check to force a single minion group or rival to flee Knowledge (Magic) to increase your ranks in Knowledge
the encounter. (Magic) by an equal number for the purpose of deter-
mining the strength of additional effects for the next
Fearsome Rep spell cast during that round. In this case, your temporary
ranks in Knowledge (Magic) may exceed the usual limit
Tier: 3
of 5.
Activation: Passive
Ranked: Yes
Forgot to Count?
Add a to results of Coercion checks equal to ranks in
Tier: 3
Fearsome Rep.
Activation: Active (Incidental, Out of Turn)
Ranked: No
Feint
When an opponent makes a ranged combat check, you
Tier: 3
can spend hh from that check to use this talent to cause
Activation: Passive
their weapon to run out of ammo (see page 104), as long
Ranked: Yes
as the weapon can normally run out of ammunition.
Spend t or aaa generated on a missed melee attack to
upgrade difficulty of opponent's next attack targeting Form On Me
character by ranks in Feint.
Tier: 3
Activation: Passive
Feral Strength Ranked: No
Tier: 3
Allies equal to ranks in Leadership in short range gain
Activation: Passive
the benefits of the Gain the Advantage action.
Ranked: Yes
Add 1 damage per rank of Feral Strength to one hit of Formation Tactics
successful attacks made using Brawl or Melee skills.
Tier: 3
Activation: Active (Action)
Field Commander Ranked: No
Tier: 3
Make a Hard (ddd) Leadership check. If successful,
Activation: Active (Action)
choose a number of allies within short range equal to s
Ranked: No
generated. Upgrade the difficulty of attacks against these
Your character may use this talent to make an Average allies once until the end of your character's next turn.
(dd) Leadership check. If successful, a number of al-
lies equal to your character’s Presence may immediately Fortified Structure
suffer 1 strain to perform one maneuver (out of turn). If
Tier: 3
there are any questions as to which allies take their ma-
Activation: Passive
neuvers first, your character is the final arbiter.
Ranked: Yes

Fire Control Your character must have purchased the Signature Vehi-
cle talent to benefit from this talent. Increase the hull
Tier: 3
trauma threshold of Signature Vehicle by 1 per rank of
Activation: Active (Maneuver)
Fortified Structure.
Ranked: No
Take the Fire Control maneuver; all combat checks made
from current vehicle count their target's silhouette as one
higher than normal until the beginning of next turn.

SHADOWRUN
42 GENESYS
Frenzied Attack Hard-Boiled
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: Yes
When making a Melee or Brawl check, suffer a number When your character makes a check to recover from
of strain to upgrade the attack an equal number of times. strain at the end of an encounter (as described on page
The strain suffered may not exceed ranks in Frenzied At- 117 of the GENESYS Core Rulebook), your character
tack. may make a Simple (–) Resilience check instead of Dis-
cipline or Cool. If your character does so, they heal 1
Full Throttle strain per s and 1 wound per a.
Tier: 3
Activation: Active (Action) Heroic Resilience
Ranked: No Tier: 3
Activation: Active (Incidental)
While driving or flying, your character may use this tal-
Ranked: Yes
ent to make a Hard (ddd) Piloting or Driving check.
If successful, the top speed of the vehicle increases by Immediately after being hit by an attack but before
one (to a maximum of 5) for a number of rounds equal suffering damage, spend 1 Story Point to increase soak
to your character’s Cunning. The specifics of this talent by ranks in Resilience.
require the optional vehicle rules, on page 220. If your
game does not use these rules, this talent simply makes Heroic Will
the vehicle go much faster than normal, with the
Tier: 3
specifics up to your GM.
Activation: Active (Incidental, Out of Turn)
Ranked: No
Greased Palms
When you purchase this talent for your character, choose
Tier: 3
two characteristics. You may spend a Story Point to use
Activation: Active (Maneuver)
this talent to have your character ignore the effects of all
Ranked: Yes
Critical Injuries on any skill checks using those two char-
Before making a social check, may spend up to 50 nuyen acteristics until the end of the current encounter. (Your
per rank of Greased Palms to upgrade the ability of the character still suffers the Critical Injuries; they just ig-
check once for every 50 spent. nore the effects. See page 114.)

Grenadier Hindering Shot


Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: Yes Ranked: Yes
When your character makes a ranged combat check with Spend a story point and increase the difficulty of next
a weapon that has the Blast item quality, you may spend Gunnery check by 1. If check deals damage, target vehi-
one Story Point to use this talent to trigger the weapon’s cle suffers system strain equal to speed when it moves for
Blast quality, instead of spending a (even if the attack a number of turns equal to ranks in Hindering Shot.
misses). In addition, your character treats grenades as
having a range of medium. Hold It Steady
Tier: 3
Harass Activation: Active (Incidental)
Tier: 3 Ranked: No
Activation: Active (Incidental)
Before performing a combat check using a weapon with
Ranked: No
the Auto-fire quality, your character may use this talent
Whenever the character's animal companion makes a to use the Auto-fire quality without increasing the diffi-
successful combat check against a target, it may forgo in- culty of the combat check. If they do so, each time they
flicting damage to upgrade the difficulty of the target's trigger an additional hit during the attack, they suffer 2
next check once instead. strain.

SHADOWRUN
GENESYS 43
Hunter's Quarry (Improved) Intimidating
Tier: 3 Tier: 3
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: Yes
Your character must have purchased the Hunter's May suffer a number of strain to downgrade difficulty of
Quarry talent to benefit from this talent. Suffer 2 strain Coercion checks, or upgrade difficulty when targeted by
to perform Hunter's Quarry action as a maneuver Coercion checks, by an equal number. Strain suffered
this way cannot exceed ranks in Intimidating.
Informant
Tier: 3 Iron Body
Activation: Active (Incidental) Tier: 3
Ranked: No Activation: Passive
Ranked: Yes
Once per session, may reveal a contact who can shed
light on a chosen subject. Remove b per rank of Iron Body from Coordination
and Resilience checks. Reduce the critical rating of un-
Innate Focus armed attacks by 1 per rank of Iron Body (to a minimum
of 1).
Tier: 3
Activation: Active (Incidental)
Ranked: No Justice of the Citadel
Tier: 3
While not using a magic implement, your character in-
Activation: Active (Incidental)
creases the base damage of all Attack spells they cast by
Ranked: No
two. In addition, when casting a spell while not using a
magic implement, your character may use this talent to Once per round on your character’s turn, your character
decrease the difficulty of the check by one. If they do so, may suffer 3 strain to use this talent to add damage equal
they increase the strain suffered for casting the spell by to their ranks in Discipline to one hit of a successful
one. melee attack.

Inspiring Rhetoric (Improved) Larger Project


Tier: 3 Tier: 3
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Your character must have purchased the Inspiring Your character must have purchased the Signature Vehi-
Rhetoric talent to benefit from this talent. Allies affected cle talent to benefit from this talent. Signature Vehicle
by your character’s Inspiring Rhetoric add b to all skill can have a silhouette 1 larger per rank of Larger Project
checks they make for a number of rounds equal to your
character’s ranks in Leadership. Laugh It Off
Tier: 3
Interjection Activation: Active (Incidental, OOT)
Tier: 3 Ranked: No
Activation: Active (Incidental, Out of Turn)
When your character is targeted by a social skill check
Ranked: No
they may use this talent to spend hhh or d to reduce
After another character makes a social check, suffer 3 any strain the check inflicts by a number equal to their
strain to take an interjection incidental make an Average ranks in Charm. If they do so, the character who targeted
(dd) Vigilance check to add s or f equal to s, and a them suffers an amount of strain equal to the amount of
or h equal to a to the check. strain reduced.

SHADOWRUN
44 GENESYS
Lethal Blows Martial Weapons Master
Tier: 3 Tier: 3
Activation: Passive Activation: Active (Action)
Ranked: Yes Ranked: No
Add +10 per rank of Lethal Blows to any Critical Injury While armed with a Melee weapon, your character may
results inflicted on opponents. use this talent to make an Average (dd) Melee check.
If successful, your character may force one engaged tar-
Life or Death get to either drop one weapon they are holding or move
up to one range band in a direction of your choosing. If
Tier: 3
your character forces a named rival or nemesis into dan-
Activation: Passive
gerous terrain (or off a ledge or cliff) using this talent,
Ranked: No
your GM can spend a Story Point to allow them to catch
When your character suffers wounds equal to half of themselves at the edge and fall prone instead.
their wound threshold or greater, add b to all combat
checks they make. Master of Illusion
Tier: 3
Lingering Spell Activation: Active (Incidental)
Tier: 3 Ranked: No
Activation: Active (Incidental)
After your character makes a successful Mask spell to
Ranked: No
create an illusion, you may spend a Story Point to have
Spend a Story Point and your character may make con- your character use this talent to make the illusion last
centration maneuver as an incidental. until the end of the encounter, without performing con-
centrate maneuvers, and not need to remain within the
Made You Talk spell’s range after being cast. You may spend two Story
Points to make the illusion last until the end of the ses-
Tier: 3
sion instead.
Activation: Active (Action)
Ranked: No
Maximize Spell
Once per session, your character may make an opposed
social check against a captured enemy within short Tier: 3
range, adding b for every 2 strain the target has suffered Activation: Active (Incidental)
Ranked: Yes
in the encounter.
Once per session, your character may add b to the skill
Magic Resistance check to cast a spell once per rank in Maximize Spell.
Tier: 3
Activation: Passive Natural
Ranked: Yes Tier: 3
Whenever you are being targeted by an enemy's spell, the Activation: Active (Incidental)
Ranked: No
caster adds b to the check. When making a check to
resist a negative magic effect, may add b to the check. When your character purchases this talent, choose two
skills. Once per session, your character may use this tal-
Martial Grace ent to reroll one skill check that uses one of those two
skills.
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per round, the character may suffer 3 strain to add
additional damage equal to ranks in Coordination to one
hit of a successful Brawl combat Check.

SHADOWRUN
GENESYS 45
Matrix Warrior Outside the Box
Tier: 3 Tier: 3
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: No
While accessing a system using a Virtual Reality, your Choose one characteristic when purchasing this talent.
character may use this talent to make an opposed Com- Once per session, make one skill check using that char-
puters versus Computers check targeting one other char- acteristic rather than the characteristic linked to that
acter on the system that they are aware of. The target skill.
suffers 1 strain per s, and if they are using Hot-Sim Vir-
tual Reality, they also suffer 1 wound per s. Overchannel (Improved)
Tier: 3
Nimble Activation: Passive
Tier: 3 Ranked: No
Activation: Active (Incidental)
Your character must have purchased the Overchannel
Ranked: No
talent to benefit from this talent. In addition to the
At the start of your character’s turn, you may spend one effects of Overchannel, you may also add (dd) effects.
Story Point to use this talent to allow your character to The character gains one d (including the associated fail-
perform a move maneuver as an incidental. (This does ure) per (dd) effect added in this way rather than in-
not count against the limit of two maneuvers per turn.) crease the difficultly of the check. This is in addition to
If you use this talent, your character can only perform any d rolled.
one additional move maneuver during this turn.
Overwhelm Defenses
No Escape Tier: 3
Tier: 3 Activation: Active (Incidental)
Activation: Passive Ranked: Yes
Ranked: No
Upon unsuccessful attack with a vehicle weapon, may
May spend aa from a Coercion check or hh from a spend aa per rank of Overwhelm Defenses. Reduce the
foe's Discipline check; that target cannot perform a free defense in the targeted zone by 1 for every aa spent.
maneuver during his next turn.
Parry (Improved)
Nobody's Fool Tier: 3
Tier: 3 Activation: Active (Incidental, Out of Turn)
Activation: Passive Ranked: No
Ranked: Yes
Your character must have purchased the Parry talent to
May upgrade difficulty of incoming Charm, Coercion, or benefit from this talent. When your character suffers a
Deception checks once per rank of Nobody's Fool. hit from a melee combat check and uses Parry to reduce
the damage from that hit, after the attack is resolved, you
Opportunist may spend d or hhh from the attacker’s check to use
this talent. Then, your character automatically hits the
Tier: 3
attacker once with a Brawl or Melee weapon your char-
Activation: Active (Incidental)
acter is wielding. The hit deals the weapon’s base damage,
Ranked: Yes
plus any damage from applicable talents or abilities. Your
When your character purchases this talent, choose one character can’t use this talent if the original attack inca-
non-combat, non-magic skill. When you roll a check us- pacitates them.
ing this skill, you may suffer strain up to ranks in Oppor-
tunist to convert that many s into a.

SHADOWRUN
46 GENESYS
Pin Preemptive Avoidance
Tier: 3 Tier: 3
Activation: Active (Action) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Take Pin action; make an opposed Athletics check to May spend 1 Story Point to disengage from engaged en-
immobilize an engaged opponent until the end of the emy as an out-of-turn incidental.
character's next turn. Spend t to extend duration one
round. Pressure Point
Tier: 3
Pinning Fire Activation: Active (Incidental)
Ranked: No
Tier: 3
Activation: Active (Action) When your character makes an unarmed Brawl check
Ranked: Yes targeting a living opponent, they may use this talent to
deal strain damage instead of wound damage, and inflict
Select a target within range of your currently wielded
additional strain damage equal to their ranks in
ranged weapon and make a Pinning Fire action. Until
Medicine.
the start of your next turn, the targeted character adds b
to their checks for each rank of Pinning Fire, and suffers Pride and Joy (Improved)
1 strain.
Tier: 3
Activation: Passive
Plausible Deniability Ranked: No
Tier: 3
While inside your character's Pride and Joy, recover +1
Activation: Active (Action)
strain whenever recovering strain and spend a on checks
Ranked: No
made to recover strain to allow an ally also within the ve-
Take a Plausible Deniability action makes a Hard hicle to recover 1 strain.
(ddd) Coercion check to convince one bystander
equal to your Willpower to depart quietly. Rapid Archery
Tier: 3
Point Blank Activation: Active (Maneuver)
Ranked: No
Tier: 3
Activation: Passive While your character is armed with a bow (or similar
Ranked: Yes weapon, at your GM’s discretion) they may suffer 2
strain to use this talent. During the next ranged combat
Add 1 damage per rank of Point Blank to damage of one
check your character makes this turn, the bow gains the
hit of successful attack while using Ranged (Heavy) or
Linked quality with a value equal to their ranks in the
Ranged (Light) skills at short range or engaged.
Ranged skill.

Powerful Blast Reflect (Improved)


Tier: 3
Tier: 3
Activation: Passive
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Ranked: No
Increase Blast damage dealt by +1 per rank of Powerful
Your character must have purchased the Reflect Talent to
Blast.
benefit from this talent. Your character may use reflect
Precise while wielding a melee weapon deemed appropriate by
the GM. When reflecting a hit that generated d or hhh
Tier: 3
may hit one target in medium range with the same dam-
Activation: Passive
age as the initial hit, after original attack resolves.
Ranked: No
When making a Ranged combat check targeting a char-
acter engaged with one of your character's allies, down-
grade the difficulty of the check once (thus negating the
penalty for shooting at engaged targets).

SHADOWRUN
GENESYS 47
Resist Questioning Sense Advantage
Tier: 3 Tier: 3
Activation: Active (Out of Turn Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
When targeted by an opposed social check, your charac- Once per session, may add bb to 1 NPC's skill check.
ter may suffer 2 strain as an out-of-turn incidental,
adding b to the check. If the check fails, spend d to in- Shape Spell
dicate that your character has provided false or mislead-
Tier: 3
ing information that the target believes to be truthful.
Activation: Active (Incidental)
Ranked: Yes
Resourceful Refit
When casting a spell with the Blast quality spend a to
Tier: 3
exclude 1 target that would be affected by the explosion,
Activation: Active (Action)
up to ranks in Shape Spell.
Ranked: No
May perform the Resourceful Refit action, make an Av- Share Pain
erage (dd) Mechanics check to scavenge an old at-
Tier: 3
tachment to construct a new one, reducing its price by
Activation: Active (Incidental, Out of Turn)
that of the dismantled attachment.
Ranked: No

Scathing Tirade (Improved) May perform the Share Pain incidental when animal
companion suffers wounds. Reduce wounds suffered to
Tier: 3
half, then character suffers wounds equal to number re-
Activation: Passive
duced.
Ranked: No
Your character must have purchased the Scathing Tirade Shield Master
talent to benefit from this talent. Enemies affected by
Tier: 3
your character’s Scathing Tirade add b to all skill checks
Activation: Active (Maneuver)
they make for a number of rounds equal to your charac-
Ranked: No
ter’s ranks in Coercion.
While wielding a shield, your character may take the
Scything Strike Shield Master maneuver, suffering 1 Strain. Your shield's
Defensive and Deflection qualities increase by one each
Tier: 3
until the end of your next turn.
Activation: Passive
Ranked: Yes
Shockwave
The character’s unarmed Brawl attacks gain the Pierce
Tier: 3
quality with a rating equal to their ranks in Scything
Activation: Passive
Strike.
Ranked: No

Seize the Initiative Your character treats two-handed Melee weapons as pos-
sessing the Blast item quality with a rating equal to your
Tier: 3
character’s ranks in Melee. Your character does not suffer
Activation: Active (Maneuver)
damage from their weapon's Blast quality (but allies do!).
Ranked: No
Once per session, as a maneuver, may make a Hard Shortcut (Improved)
(ddd) Athletics check. On success, other PCs may Tier: 3
take their turns immediately. Activation: Passive
Ranked: No
Your character must have purchased the Shortcut talent
to benefit from this talent. When engaging in a chase or
race, may suffer 2 strain to add s equal to ranks in Short-
cut to the check.

SHADOWRUN
48 GENESYS
Skilled Teacher Sneak Attack
Tier: 3 Tier: 3
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental)
Ranked: Yes Ranked: No
Before an ally within short range makes a skill check, if Once per round when performing the Aim maneuver
that ally has fewer ranks in that skill than your character you may suffer 1 Strain to also add Pierce 2 to the Attack,
does, your character may suffer a number of strain no or Increase Pierce of your weapon by 1, for the next
greater than ranks in Skilled Teacher to add an equal Combat check you make this round.
number of s to the ally’s check.
Slap-Patch Specialization Sound Investments
Tier: 3
Tier: 3
Activation: Passive
Activation: Passive
Ranked: Yes
Ranked: Yes
At the start of each session, gain 100 nuyen for each rank
When your character uses Slap-patches, the target heals
of Sound Investments.
one additional wound per rank of Slap-patch Specializa-
tion. The sixth Slap-patch and beyond each day still has
no effect. Studious Plotting
Tier: 3
Activation: Passive
Smart Handling Ranked: No
Tier: 3 When making a Streetwise or Survival skill check to nav-
Activation: Active (Action)
igate, the character may use Intellect instead of Cunning.
Ranked: No
Once per session, while aboard a ship of silhouette 4 or Stunning Blow (Improved)
higher, your character may make a Smart Handling ac-
Tier: 3
tion; making a Hard (ddd) Knowledge (Profes-
Activation: Active (Incidental)
sional) check. If successful, until the start of the next
Ranked: No
round, the ship’s handling increases by two plus one per
a scored on the check to a maximum handling of +4. t Your character must have purchased the Stunning Blow
can be spent to extend the effect until the end of the en- talent to benefit from this talent. When dealing strain
counter. damage with Melee or Brawl checks, may spend t to
stagger target for 1 round per t.
Snare
Tier: 3 Sunder Expertise
Activation: Active (Action)
Ranked: No Tier: 3
Activation: Passive
Once per session, your character may use this talent to Ranked: No
make a Hard (ddd) Computers check. If they suc-
ceed, once before the end of the encounter, you may Each a your character spends to activate a weapon's
spend a Story Point to force one character in the en- Sunder quality damages the target item two steps, in-
counter to make a Daunting (dddd) Vigilance stead of one.
check as an incidental. If they fail, they are staggered un-
til the end of their next turn, plus one additional turn per
hh.

SHADOWRUN
GENESYS 49
Suppressing Fire Tricky Target
Tier: 3 Tier: 3
Activation: Active (Maneuver) Activation: Passive
Ranked: Yes Ranked: No
If your character does not make a combat check during Count vehicle piloted as having a silhouette 1 lower
their turn, they use this talent to target one character (or when being attacked.
minion group) within long range. That character must
upgrade the difficulty of any ranged combat checks they Trust the Captain
make once until the end of your character’s next turn.
Tier: 3
Your character may choose to affect one additional Activation: Active (Action)
character for each additional rank of Suppressing Fire. Ranked: Yes
Your character must be holding a ranged weapon to use
Make a Hard (ddd) Leadership check. If successful,
this talent. Your GM can also rule that your character
for the rest of the encounter, allies within short range in-
can’t use this talent if they have no line of fire or range to
crease their ranks in Discipline by an amount equal to
the target.
ranks in Trust the Captain.

Takedown Tuned Maneuvering Thrusters


Tier: 3
Tier: 3
Activation: Active (Action)
Activation: Passive
Ranked: No
Ranked: Yes
Your character may use this talent to make an opposed
Your character must have purchased the Signature Vehi-
Brawl versus Resilience check targeting one engaged
cle talent to benefit from this talent. Increase the han-
opponent. If the check succeeds, the target is knocked
dling of Signature Vehicle by 1 per rank of Tuned
prone and is immobilized until the end of your charac-
Maneuvering Thrusters.
ter’s next turn. If the target is a minion or rival, your
character can spend t to incapacitate (but not kill) the
target instead. Twisted Words
Tier: 3
Time to Go (Improved) Activation: Active (Incidental, Out of Turn)
Ranked: No
Tier: 3
Activation: Active (Maneuver) When an incoming social check generates hh or d, may
Ranked: No suffer 1 strain as an incidental to inflict strain equal to
ranks in Coercion on speaker.
Your character must have purchased the Time to Go tal-
ent to benefit from this talent. When activating Time to
Go, allow 1 engaged ally to also perform an out of turn Undercity Contacts (Improved)
Move maneuver as an incidental to attempt to move into Tier: 3
cover or out of the blast range of a weapon or explosion. Activation: Active (Incidental)
Ranked: No
Toughened (Improved) Your character must have purchased the Undercity Con-
Tier: 3 tacts talent to benefit from this talent. When you use Un-
Activation: Active (Incidental) dercity Contacts, you may choose to spend two Story
Ranked: No Points instead of one. If you do, your character learns the
target's specific location.
Once per session, the character may heal a number of
wounds equal to their ranks in Toughened.

SHADOWRUN
50 GENESYS
Unremarkable (Improved) Tier 4
Tier: 3
Activation: Passive A Step Ahead
Ranked: No
Tier: 4
Your character may extend the effects of Indistinguish- Activation: Active (Incidental)
able to a number of allies within short range equal to Ranked: No
your character's ranks in Deception. Once per session, your character may suffer 2 strain in
order to count their Cunning as 1 higher than normal for
Up the Ante the remainder of the encounter.
Tier: 3
Activation: Passive Analyze Data
Ranked: Yes
Tier: 4
When gambling win 10% more nuyen per rank of Up the Activation: Active (Action)
Ante. Ranked: No
Once per session, after capturing or stealing data about
Valuable Facts an opponent, your character may make an Average
Tier: 3 (dd) Knowledge check to determine its value. If suc-
Activation: Active (Action) cessful, once before the end of the session your character
Ranked: No may add automatic s equal to their ranks in Knowledge
to one check related to the captured data. The GM has
Once per encounter, perform a Valuable Facts action:
the final say on which Knowledge areas are related to the
make an Average (dd) Knowledge check. If success-
data.
ful, add t to one ally's skill check during the encounter.
Armor Master (Improved)
Well Rounded
Tier: 4
Tier: 3 Activation: Passive
Activation: Passive Ranked: No
Ranked: No
Your character must have purchased the Armor Master
Choose any 2 non-magic skills. They permanently be-
talent to benefit from this talent. When wearing armor
come career skills.
with a soak value of 2 or higher, increase defense by 1.

You Owe Me One


Tier: 3 Assassin Strike
Activation: Active (Incidental) Tier: 4
Ranked: No Activation: Active (Incidental)
Once per session, you may spend two Story Points to use Ranked: No
this talent to have one NPC in the current encounter owe After making a successful melee check, may spend a
your character a favor. If the favor is not resolved by the Story Point to disengage from an opponent as an inci-
end of the encounter, it is forgotten. It’s up to you and dental.
your GM to determine exactly why the NPC owes your
character a favor. Back-to-Back
Tier: 4
Activation: Passive
Ranked: No
While engaged with one or more allies, your character
and allies they are engaged with add b to combat
checks. If one or more allies engaged with your character
also have Back-to-Back, the effects are cumulative to a
maximum of bb.

SHADOWRUN
GENESYS 51
Better Luck Next Time Burn Through
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Take a Better Luck Next Time action; make a Hard After making a successful break ice action, your charac-
(ddd) Cool check to force a competitor to suffer a ter may suffer 3 strain to use this talent. If they do, they
major misfortune. may perform a second override ice action on the same
system as an incidental.
Blood Magic (Improved)
Tier: 4
Activation: Active (Incidental)
By the Book
Ranked: No Tier: 4
Activation: Active (Incidental)
Your character must have purchased the Blood Magic Ranked: Yes
talent to benefit from this talent. Once per encounter,
suffer an additional 2 wounds while using Blood Magic Once per encounter, before making a combat check,
and add one additional effect with a Difficulty Mod +d suffer 2 strain to add a to the results equal to ranks in By
to a spell without increasing the difficulty. the Book.

Body Guard (Improved) Can’t We Talk About This?


Tier: 4 Tier: 4
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Your character must have purchased the Body Guard tal-
ent to benefit from this talent. Once per session, when an Your character can use this talent to make an opposed
ally protected by the Body Guard maneuver suffers a hit, Charm or Deception versus Discipline check targeting
suffer the hit instead. a single non-nemesis adversary within medium range. If
the check succeeds, the target cannot attack your charac-
Bolstered Armor ter (or perform hostile actions against your character)
Tier: 4 until the end of their next turn. You may spend aa to
Activation: Passive increase the length of the effect by one additional turn,
Ranked: Yes and spend t to extend the benefits to all of their identi-
Your character must have purchased the Signature Vehi- fied allies within short range. The effect ends immedi-
cle talent to benefit from this talent. Increase the armor ately if your character or a known ally attacks the target.
value of Signature Vehicle by 1 per rank of Bolstered Ar- In addition, your GM may rule that some targets are im-
mor. mune to this ability. An automated sentry turret, for ex-
ample, has no interest in resolving a conflict through
Brilliant Evasion talking, nor would someone consumed by rage and the
desire for revenge against your character.
Tier: 4
Activation: Active (Action)
Ranked: No
Once per vehicle encounter, your character may take Capital Sendoff (Improved)
Brilliant Evasion action. Select 1 opponent and make Tier: 4
Opposed Driving or Piloting check to stop opponent Activation: Passive
from attacking character for rounds equal to Agility. Ranked: No
Your character must have purchased the Capital Sendoff
talent to benefit from this talent. When performing a
Capital Sendoff, the targets suffer a major collision in-
stead.

SHADOWRUN
52 GENESYS
Careful Planning Deadeye
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per session, may introduce a "fact" into the narra- After your character inflicts a Critical Injury with a
tive as if a Story Point had been spent. ranged weapon and rolls the result, your character may
suffer 2 strain to use this talent. Then, you may select any
Centering Critical Injury of the same severity to apply to the target
instead.
Tier: 4
Activation: Active (Maneuver)
Ranked: No Deadly Accuracy
Tier: 4
A magician who learns to center has an easier time re-
Activation: Passive
sisting drain. By using a mundane activity appropriate to
Ranked: Yes
your tradition to quiet your mind and block out distrac-
tions. The next spell you cast on this turn requires one When acquired, choose 1 combat skill. Add damage
fewer strain. equal to ranks in that skill to one hit of successful attack
made using that skill. May not choose the same skill
Center of Being (Improved) more than once.
Tier: 4
Activation: Passive Death Rage
Ranked: No Tier: 4
Activation: Passive
Suffer 1 Strain to use a Center of Being maneuver as an
Ranked: No
incidental.
Your character adds +2 damage to melee attacks for each
Commanding Presence Critical Injury they are currently suffering. (Your GM
may also impose additional penalties on social skill
Tier: 4 checks your character makes if they are suffering Critical
Activation: Passive Injuries due to their frenzied behavior.)
Ranked: No
Once per session, may take Commanding Presence ac- Defensive
tion; make an opposed Cool vs. Discipline check to
Tier: 4
force target to leave the encounter.
Activation: Passive
Ranked: Yes
Comrades in Arms
Each rank of Defensive increases your character’s melee
Tier: 4 defense and ranged defense by one.
Activation: Active (Action)
Ranked: No
Defensive Driving
Once per encounter, make a Hard (ddd) Discipline
Tier: 4
Check. If successful, your character plus one ally per s
Activation: Passive
within medium range gains +1 defense for the remainder
Ranked: Yes
of the encounter. Effects end if affected targets move be-
yond medium range. Increase the defense of any vehicle your character pilots
by one per rank of Defensive Driving. The specifics of
Conduit this talent require the optional vehicle rules, on page 220.
If your game does not use these rules, this talent adds b
Tier: 4 per rank to combat checks targeting your character’s ve-
Activation: Active (Maneuver) hicle or your character while piloting it.
Ranked: No
Once per encounter, your character may spend a Story
Point to perform an Arcana, Primal, or Qi action as a
maneuver.

SHADOWRUN
GENESYS 53
Deflection Double or Nothing (Improved)
Tier: 4 Tier: 4
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: No
Your character must have purchased the Reflect talent Your character must have purchased the Double or
to benefit from this talent. After using Reflect, may Nothing talent to benefit from this talent. When per-
spend 1 Story Point to perform Move maneuver as out- forming the Double or Nothing incidental, after cancel-
of-turn incidental to close distance with or engage op- ing opposing symbols, also double the amount of
ponent. remaining s.

Discredit Double-Talk
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: No
Once per encounter, take the Discredit action, make a Spend aa or t from a successful Charm or Deception
Hard (ddd) Deception check to upgrade the diffi- check to disorient a number of opponents within short
culty of one character's social checks once, plus once for range equal to your character's Presence for the remain-
every aa, until the end of the encounter. der of the round and the next two rounds.

Distracting Behavior (Improved) Elementalist (Supreme)


Tier: 4 Tier: 4
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Your character must have purchased the Distracting Be- Your character must have purchased the Improved Ele-
havior talent to benefit from this talent. The Distracting mentalist talent to benefit from this talent. When your
Behavior maneuver inflicts hh on NPC's checks when character casts an augment, barrier, or transform spell,
NPC's target character's allies. they may use this talent to choose to have the targets of
the spell gain the ability your character gained when they
Dodge (Improved) purchased Improved Elementalist for the spell’s dura-
tion.
Tier: 4
Activation: Active (Incidental)
Ranked: No Elementary
Tier: 4
When the character performs the Dodge incidental, the
Activation: Active (Action)
character may make a Move maneuver as an out of turn
Ranked: No
incidental after the triggering attack has been resolved.
Once per session, your character may use this talent to
Don't Shoot! make a Hard (ddd) Perception check while present
at a crime scene. If they succeed, they identify all promi-
Tier: 4
nent physical characteristics of one person who was at
Activation: Active (Action)
the crime scene when the crime was committed (as long
Ranked: No
as the crime was committed in the past 48 hours). This
Once per session as an action, make a Hard (ddd) could include a person's height, weight, body type, cloth-
Charm check. On a success, cannot be target of combat ing, and if they are human or not. Your character may
checks until the end of the encounter or until making a identify all the physical characteristics of one additional
combat check. person present at the crime scene per additional s.

SHADOWRUN
54 GENESYS
Enduring Flurry of Blows
Tier: 4 Tier: 4
Activation: Passive Activation: Active (Maneuver)
Ranked: Yes Ranked: No
Each rank of Enduring increases your character’s soak Perform the Flurry of Blows maneuver, suffering strain
value by one. up to your ranks in Coordination to gain the Linked
quality with a rating equal to the amount of strain
Faith Healing suffered on your next Melee or Brawl combat check this
turn.
Tier: 4
Activation: Active (Incidental)
Ranked: Yes Formation Tactics (Improved)
Tier: 4
After making a skill check to cast a Heal spell, may
Activation: Passive
choose to change one s to a per rank of Faith Healing.
Ranked: No

Familiar (Supreme) Reduce the difficulty of Formation Tactics to average.


Spend t or aaaaaa to have the effect last until the
Tier: 4
end of the encounter.
Activation: Active (Incidental)
Ranked: No
Fortune Favors the Bold
Your character must have purchased the Familiar talent
Tier: 4
to benefit from this talent. You may spend a Story Point
Activation: Active (Incidental)
and use your Familiar as the point of origin for casting a
Ranked: No
spell. The familiar must be within the range granted by
ranks in the Familiar talent for your character to use the Once per session as an incidental, suffer 2 strain to flip
Familiar (Supreme) talent. one GM Story Point to a Player Story Point.

Field Commander (Improved) Full Throttle (Improved)


Tier: 4 Tier: 4
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Your character must have purchased the Field Com- Your character must have purchased the Full Throttle
mander talent to benefit from this talent. When your talent to benefit from this talent. Suffer 1 strain to at-
character uses the Field Commander talent, your char- tempt Full Throttle as a maneuver and decrease its diffi-
acter affects a number of allies equal to twice the char- culty to Average (dd).
acter’s Presence. In addition, you may spend t to allow
one ally to suffer 1 strain to perform an action, instead How Convenient!
of a maneuver.
Tier: 4
Activation: Active (Action)
Finesse (Improved) Ranked: No
Tier: 4
Once per session, your character may use this talent to
Activation: Passive
make a Hard (ddd) Mechanics check. If successful,
Ranked: No
one device involved in the current encounter (subject to
Your character must have purchased the Finesse talent to your GM’s approval) spontaneously fails. This can be be-
benefit from this talent. Because you can rapidly strike cause of your character’s actions, or it can simply be in-
with surgical precision, use Agility instead of Brawn for credibly convenient timing!
determining base damage for Brawl and Melee attacks.

SHADOWRUN
GENESYS 55
Improvised Position It's Not that Bad
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Action)
Ranked: No Ranked: No
Your character may make a Hard (ddd) Mechanics Once per session when an ally has suffered a Critical In-
check and spends 12 hours constructing a secure posi- jury since your last action, may take an It's Not That Bad
tion that can contain the group and it’s vehicles. The sum action; make a Hard (ddd) Medicine check to re-
of it’s vehicles silhouettes must be 4 or less. The position move the Critical Injury.
provides cover and can have additional narrative benefits
at the GM’s discretion. Your character can spend aa or Jury Rigged
t from the check to increase the ranged defense the po- Tier: 4
sition provides to 2. Activation: Passive
Ranked: Yes
In The Know The character chooses one personal weapon or piece of
Tier: 4 armor per rank of Jury Rigged. He may increase the
Activation: Active (Action) damage of the weapon by one; decrease the a cost on its
Ranked: No Critical, or any single other effect by one to a minimum
Once per session, make an opposed Deception vs Vigi- of one; or increase armor's ranged or melee defense by
lance check with the difficulty downgraded a number of one. Alternatively, he can decrease the encumbrance of
times equal to your ranks in deception to have a target the item by two to a minimum of one. The bonus only
NPC believe specific false intelligence. applies so long as the character is using the item. If the
item is ever lost or destroyed, the character may apply
Incite Distraction Jury Rigged to a new personal weapon or piece or armor.
Tier: 4
Activation: Active (Action) Life or Death (Improved)
Ranked: No Tier: 4
While in a crowd or populated area, your character may Activation: Passive
make an Average (dd) Deception check. If successful, Ranked: No
enemies treat the area as difficult terrain for the remain- Your character must have purchased the Life or Death
der of the encounter. Your character may spend t to talent to benefit from this talent. When your character
make the location impassable terrain to them instead. suffers wounds equal to half of their wound threshold or
greater, upgrade the ability of all combat checks they
Incite Rebellion make once. This replaces the normal effects of Life or
Tier: 4 Death.
Activation: Active (Action)
Ranked: No Lose Them
Once per session, may take an Incite Rebellion action; Tier: 4
make a Hard (ddd) Coercion check to cause a num- Activation: Active (Action)
ber of beings up to ranks in Coercion to become rebel- Ranked: No
lious until the end of the encounter.
When being followed or chased, your character may
Inspiring Rhetoric (Supreme) make a Hard (ddd) Stealth check. If successful, they
add bb to checks to follow them for the remainder of
Tier: 4 the encounter and may spend a t to lose their pursuers
Activation: Active (Incidental) completely.
Ranked: No
Your character must have purchased the Inspiring
Rhetoric talent to benefit from this talent. Your character
may choose to suffer 1 strain to use the Inspiring
Rhetoric talent as a maneuver, instead of as an action.

SHADOWRUN
56 GENESYS
Mad Inventor Moving Target
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Once per session, your character may use this talent to If the character has already acted this round, increase
make a Mechanics check to attempt to cobble together ranged defense by 1 per rank of moving target.
the functional equivalent of any item using spare parts or
salvage. The difficulty of the check is based on the item’s Magic Initiate (Improved)
rarity; see Table I.4–1: Mad Inventor Item Rarity in the
Tier: 4
Genesys Core Rulebook. Your GM will modify the check
Activation: Passive
based on the circumstances and might decide that some
Ranked: No
items simply can’t be created with what’s available (if you
are being held in a prison cell, for instance). Your GM Magic Initiate no longer limits use of the Arcana or Pri-
may spend d on the check to indicate the item ends up mal skill to once per encounter.
being dangerous to the user and anyone around them in
some way. For instance, a pistol might explode instead of Not Today
running out of ammo, or a breathing mask might make
Tier: 4
the user light-headed.
Activation: Active (Incidental)
Ranked: No
Mage Hunter
Your character must have purchased the Signature Vehi-
Tier: 4 cle talent to benefit from this talent. Once per session,
Activation: Active (Action) spend a Story Point to save Signature Vehicle from de-
Ranked: Yes
struction.
When targeted by a successful curse spell, perform the
Mage Hunter action; make a Daunting (dddd) Dis- Evasive Driving
cipline check to remove status. Difficulty reduced per
Tier: 4
rank of Mage Hunter.
Activation: Active (Maneuver)
Ranked: No
Masterful Casting
As a maneuver, suffer system strain up to vehicle's high-
Tier: 4 est defense to upgrade the difficulty of target's next Pilot-
Activation: Active (Incidental) ing check that many times.
Ranked: No
When your character casts a spell, they may use this tal- Offensive Driving
ent to spend t to trigger up to three different qualities or
Tier: 4
spell effects instead of one. These qualities or spell effects
Activation: Active (Action)
must be ones that can be triggered by spending a or t.
Ranked: No

Menace While driving or piloting a vehicle, your character may


use this talent to select one other vehicle within medium
Tier: 4 range and make an opposed Driving or Piloting versus
Activation: Active (Maneuver) Driving or Piloting check (depending on whether your
Ranked: No
character and their opponent pilot are using Driving or
Once per round on the character’s turn, the character Piloting to control their vehicle) targeting the other vehi-
may spend a maneuver to allow any suitably threatening cle’s driver or pilot. If successful, roll twice on Table
creature linked through the Animal Companion talent III.2–19: Critical Hit Result, on page 230 of the
and of Silhouette 2 or greater to perform the Menace ma- GENESYS Core Rulebook. Choose one Critical Hit re-
neuver when the creature is at short range with the en- sult to apply to your character’s vehicle, and the other to
emy. The enemy gains b on his next Combat check apply to the other vehicle. You may spend t to add +20
against the character. to one Critical Hit result. Your GM may spend d to add
+20 to both Critical Hit results.

SHADOWRUN
GENESYS 57
Overbalance Precise Aim
Tier: 4 Tier: 4
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: Yes
Whenever an enemy engaged with the character makes Once per round on the character’s turn, when the char-
a combat check, after the attack is resolved, the character acter performs an Aim maneuver before attempting a
may spend d or hhh to stagger the attacker until the combat check, may suffer a number of strain. The num-
end of the attacker's next turn. ber of strain cannot exceed his ranks in Precise Aim. He
then decreases the target’s defense (ranged and melee) by
Overcharge one per strain suffered for that combat check.
Tier: 4 Prey on the Weak
Activation: Active (Action)
Ranked: No Tier: 4
Activation: Passive
Once per encounter, your character may use this talent Ranked: Yes
to make a Hard (ddd) Mechanics check and choose
one of their cybernetic implants that grants them one of Add +1 damage to one hit of successful combat checks
the following: +1 to a characteristic rating, +1 rank to a against disoriented targets per rank of Prey on the Weak.
skill, +1 rank of a ranked talent. If your character suc-
Pride and Joy (Supreme)
ceeds, until the end of the encounter, the chosen cyber-
netic instead provides +2 to the affected characteristic Tier: 4
rating (to a maximum of 5), skill (to a maximum of 5), or Activation: Active (Incidental)
ranked talent. Your GM may spend d or hhh from the Ranked: No
check to have the overcharged cybernetic short out at the Once per session while inside your character's Pride and
end of the encounter; it provides no benefit until your Joy, reduce its silhouette by 2 (to a minimum of 0) for the
character spends several hours making an Average remainder of the round and the following round.
(dd) Mechanics check to repair it.
Prime Positions
Parkour! (Improved) Tier: 4
Tier: 4 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No When this character or an ally in short range takes cover,
Your character must have purchased the Parkour! talent he increases soak against ranged attacks by 1 per rank of
to benefit from this talent. Once per round, when using Prime Positions until he leaves that cover.
the Parkour! talent, your character may suffer 4 strain in-
stead of 1 strain to move to any location within medium Prophetic Aim
range instead of within short range. All other restrictions Tier: 4
of Parkour! apply to this movement. Activation: Passive
Ranked: No
Pinning Fire (Improved) While benefiting from an Aim maneuver, d from the
Tier: 4 character's Ranged checks cannot cause attacks to hit al-
Activation: Active (Action) lies engaged with the target.
Ranked: No
Your character must have the Pinning Fire talent to ben-
efit from this talent. When making a Pinning Fire action,
you may affect a number of targets equal to ranks of Pin-
ning Fire.

SHADOWRUN
58 GENESYS
Push the Specs Reflexive Barrier
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Your character may perform the Push the Specs action Once per session, when your character is targeted by an
when in a ship, attempting an Average (dd) Knowl- attack, you may cast Barrier as an out of turn incidental.
edge check. If your character is successful, the ships top
speed increases by one for a number of rounds equal to Reinforced Frame
their Intellect. May spend a and have the ship suffer two
Tier: 4
system strain to extend this effect for an additional
Activation: Passive
round, and may do so multiple times. The ship still can-
Ranked: No
not perform actions or maneuvers it couldn't perform
normally. Your character must have purchased the Signature Vehi-
cle talent to benefit from this talent. Signature Vehicle
Quick-Witted gains Massive 1: when making an attack targeting the
ship or vehicle, the Critical rating of any weapon used
Tier: 4
counts as 1 higher.
Activation: Active (Incidental, OOT)
Ranked: No
Reroute Processors
Once per encounter, after another character makes a so-
Tier: 4
cial skill check, your character may use this talent to
Activation: Active (Action)
make an Average (dd) Vigilance check. If successful,
Ranked: No
you may add a number of s or a (your choice) equal to
your character’s ranks in Charm to the other character’s Once per encounter, may take a Reroute Processors ac-
check. If your character fails, your character suffers 3 tion, make an Average (dd) Computers check to re-
strain. duce one of an artificial life form's characteristics by 1
and increase another of its characteristics by 1.
Quickened Spell
Tier: 4 Resist Questioning (Improved)
Activation: Active (Maneuver) Tier: 4
Ranked: No Activation: Passive
Ranked: No
Once per session, spend 2 strain to make an Arcana or
Primal skill check as a maneuver; or a Qi skill check as When one ally within short range is targeted by an op-
an Incidental. posed social check, your character may use Resist Ques-
tioning to affect this check instead. If the check fails, they
Rain of Death may spend d to indicate that the ally has provided false
or misleading information that the target believes to be
Tier: 4
truthful.
Activation: Active (Maneuver)
Ranked: No
Resolve
Perform the Rain of Death maneuver to ignore the in-
Tier: 4
creased difficulty due to the Auto-fire quality of attacks
Activation: Passive
made this turn.
Ranked: Yes

Reflect (Supreme) When a character involuntarily suffers strain, he suffers


1 less strain per rank of Resolve to a minimum of 1.
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Reflect Talent to
benefit from this talent. If the user did not make a com-
bat check during previous turn, may suffer 1 strain to use
Reflect.

SHADOWRUN
GENESYS 59
Savvy Negotiator Signature Spell (Improved)
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: No
While engaged in a debate or argument, make a Hard Your character must have purchased the Signature Spell
(ddd) Negotiation check. If successful, a number of talent to benefit from this talent. When your character
bystanders or observers equal to your Presence sees one casts their signature spell, reduce the difficulty of the
of the opponent’s points (chosen by your character) as check by two instead of one.
maliciously unreasonable.
The GM has the final say as to whether bystanders could Skilled Slicer
see a point as unreasonable, based on who those by- Tier: 4
standers are and what the point is. In these cases, the GM Activation: Active (Incidental)
can suggest a modified version of that argument that Ranked: No
would be more believable.
When making a Computers check may spend a t to
make further Computers checks within this system as
Scathing Tirade (Supreme) maneuvers.
Tier: 4
Activation: Active (Incidental) Sneak Attack (Improved)
Ranked: No
Tier: 4
Your character must have purchased the Scathing Tirade Activation: Active (Incidental)
talent to benefit from this talent. Your character may Ranked: No
choose to suffer 1 strain to use the Scathing Tirade talent
Your character must have purchased the Sneak Attack
as a maneuver, instead of as an action.
Talent to benefit from this talent. Once per round when
performing the Aim maneuver, you may choose to suffer
Second Chances 1 Strain to add Vicious 2, or increase your weapon's Vi-
Tier: 4 cious rating by 1, for your next combat check this round.
Activation: Active (Incidental) This may be instead of, or in addition to, the benefits of
Ranked: Yes Sneak Attack's Pierce option.
Once per encounter, choose a number of positive dice
equal to ranks in Second Chances and reroll them. Sorry About the Mess
Tier: 4
Seen a Lot of Things Activation: Passive
Ranked: No
Tier: 4
Activation: Passive Decrease the Critical Rating of a weapon by 1 (to a min-
Ranked: No imum of 1) against targets that have not yet acted this en-
counter.
Whenever your character fails a Knowledge check, they
may spend aaa to roll the check again during their
next turn. Spitfire
Tier: 4
Showboat Activation: Passive
Ranked: No
Tier: 4
Activation: Active (Incidental) After a successful combined check with two Ranged
Ranked: No (Light) weapons, additional hits can be allocated to other
targets within range of the weapon.
When making a check in a vehicle, before rolling the
dice, may suffer 2 strain to gain t on success or d on
failure.

SHADOWRUN
60 GENESYS
Steady Aim Trust No One
Tier: 4 Tier: 4
Activation: Passive Activation: Out-of-turn
Ranked: No Ranked: No
Your character does not lose the benefits of the aim ma- When targeted by a social check, suffer 1 strain to add
neuver if they perform other maneuvers (including automatic f to the check. If the check fails with d, your
moving) or actions. Your character does lose the benefits character may immediately perform a maneuver as an
of the aim maneuver if the encounter ends. out-of-turn incidental.

Street Smarts Unrelenting


Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Incidental)
Ranked: Yes Ranked: No
Once per session, may take a Street Smarts action; make Once per round after resolving a successful Brawl or
a Formidable (ddddd) Streetwise or Knowledge Melee combat check, your character may suffer 4 strain
check to learn one vital clue from the GM. Reduce the to use this talent to make an additional melee attack as
difficulty once per rank of Street Smarts. an incidental against the same target. Increase the diffi-
culty of the combat check by one if this attack uses a sec-
Supporting Evidence ond weapon, or by two if the attack uses the same
weapon.
Tier: 4
Activation: Passive
Ranked: Yes Unrelenting Skeptic
Tier: 4
When assisting an ally with a Charm, Deception, Lead-
Activation: Passive
ership, or Negotiation check, add automatic a per rank
Ranked: No
of Supporting Evidence.
When targeted by a Deception check, the character auto-
Targeted Firepower matically adds f to the check equal to ranks in Vigi-
lance.
Tier: 4
Activation: Active (Action)
Ranked: No Urban Combatant
Tier: 4
Once per session, identify one enemy target and make a
Activation: Active (Incidental, OOT)
Hard (ddd) Knowledge check. If successful, for the
Ranked: No
rest of the encounter, allies within short range of your
character add 1 a to attacks against the target equal to s When your character is targeted by a combat check while
generated on the check. The type of Knowledge check is in an urban environment, you may spend one Story
determined by the GM. Point to use this talent before the dice pool is rolled. If
you do so, your character's opponent removes all b
That's How It's Done added to the check, and instead adds an equal number of
f to the results.
Tier: 4
Activation: Active (Incidental)
Ranked: Yes Venom Soaked Blade
Tier: 4
May suffer 1 strain on successful skill check to add a to
Activation: Passive
the same skill check made by a number of allies equal to
Ranked: No
Willpower within short range during the next round.
Range increases with ranks. When making a Melee combat check using a poisoned
one-handed bladed weapon, your character treats it as
possessing the Burn 2 item quality.

SHADOWRUN
GENESYS 61
Vision of the Future Baleful Gaze
Tier: 4 Tier: 5
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Once per session, after successfully casting a spell, you When targeted by combat check from within medium
may spend aa or t to add one additional effect to the range, may spend a Story Point to upgrade the difficulty
cast spell, which would normally have increased the of the check a number of times equal to ranks in Coer-
difficulty by 1. cion.
Weak Foundation Barbaric Strength
Tier: 4
Activation: Active (Action) Tier: 5
Ranked: No Activation: Passive
Ranked: No
Once per game session, your character may identify one
May use two-handed Melee weapons one-handed.
bunker, weapon emplacement, or other fixed combat
structure (subject to the GM’s approval) and then take a Biggest Fan
Weak Foundation action; make a Hard (ddd)
Knowledge (Professional) check. If successful, until the Tier: 5
end of the encounter, your character and all allies add Activation: Active (Action)
automatic aa or s to all combat checks made targeting Ranked: No
the structure (your character's choice). Once per session, may take a Biggest Fan action; make a
Hard (ddd) Charm check to turn one NPC into the
You Owe Me One (Improved) character's biggest fan. The exact effects of this vary de-
Tier: 4 pending on the NPC and the situation. They can include
Activation: Active (Incidental) drastically decreasing the difficulty of Social Interaction
Ranked: No skill checks the character makes targeting his biggest fan,
Your character must have purchased the You Owe Me the fan being willing to perform minor or even signifi-
One talent to benefit from this talent. Once per session, cant favors for the character, or the character even be-
you may spend two Story Points to use You Owe Me One coming a reoccurring ally in the narrative. At the GM’s
to have one NPC in the current encounter owe your discretion, this talent may not be able to target certain
character a big favor instead of a favor. If the big favor is NPCs whose adversarial nature is vital to the plot, or
not resolved by the end of the encounter, it is forgotten. NPCs who would be unable to appreciate the character’s
work
Tier 5
Blood Magic (Supreme)
Altered Deal
Tier: 5
Tier: 5
Activation: Active (Incidental)
Activation: Active (Action)
Ranked: No
Ranked: No
Once per encounter while using Blood Magic, your char-
Once per session, make a Hard (ddd) Coercion
acter, or an Engaged willing (or helpless) victim, suffers
check to radically change a previously made deal or bar-
a critical. You may decrease the difficulty of the next spell
gain to your character's advantage.
skill check you make by three to a minimum of Average
Armor Master (Supreme) (dd).
Tier: 5
Activation: Active (Incidental, Out of Turn) Body Guard (Supreme)
Ranked: No Tier: 5
Your character must have purchased the Armor Master Activation: Passive
talent to benefit from this talent. Once per round, when Ranked: No
the character suffers a Critical Injury, he may suffer 3 Your character must have purchased the Body Guard tal-
strain to take the Armor Master incidental. If he does he ent to benefit from this talent. Body Guard maneuver
reduces the Critical Injury result that he suffers by 10 per may protect a number of engaged characters up to ranks
point of his soak, to a minimum of 1. in Resilience.

SHADOWRUN
62 GENESYS
Bouncing Spell Dedication
Tier: 5 Tier: 5
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
When your character fails a spell casting skill check that Each rank of Dedication increases one of your charac-
targets another character or NPC, may spend t or aaa ter’s characteristics by one. This talent cannot increase a
to immediately reroll the attempted spell with a new tar- characteristic above 5. You cannot increase the same
get. characteristic with Dedication twice.

Comrades in Arms (Improved) Dire Animal Companion


Tier: 5 Tier: 5
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Spend t or aaa when performing Comrades in Arms Your character must have purchased the Animal Com-
to also gain +1 soak or give one affected ally +1 soak. panion talent to benefit from this talent. If your charac-
ter has at least one rank in the Primal skill, the animal
Coordination Dodge companion they have bonded with through the Animal
Tier: 5 Companion talent increases its Brawn by one, to a maxi-
Activation: Active (Incidental) mum of 5, and its wound threshold by four. If it is a
Ranked: No nemesis, it increases its strain threshold by four. If it is a
minion or rival, it becomes a nemesis and gains a strain
When targeted by a combat check, may spend 1 Story threshold of 6. If it is silhouette 0, it becomes silhouette
Point to add f equal to ranks in Coordination to check. 1. Your character also chooses to increase either its
Agility or its Willpower by one, to a maximum of 5, and
Crucial Point its Brawl, Discipline, Perception, or Survival by one, to a
Tier: 5 maximum of 5.
Activation: Active (Incidental)
Ranked: No Double or Nothing (Supreme)
Once per session, your character may introduce to nego- Tier: 5
tiations one potential concession that an opponent will Activation: Passive
do nearly anything to obtain. Ranked: No
Your character must have purchased the Double or
Crushing Blow Nothing talent to benefit from this talent. When per-
Tier: 5 forming the Double or Nothing incidental, also double
Activation: Active (Incidental) the number of t and d.
Ranked: No
Once per session after rolling a melee attack but before Drone Master
resolving the check, your character may suffer 4 strain to Tier: 5
use this talent. While resolving the check, the weapon Activation: Passive
gains the Breach 1 and Knockdown item qualities, and Ranked: No
destroys one item the target is wielding that does not
have the Reinforced quality. Your character may control two drones or minion
groups of drones no larger than your character's
Willpower (either via the rules found on page 233 or via
Custom Loadout the Animal Companion talent, found on page 77 of the
Tier: 5 GENESYS Core Rulebook). Your character resolves each
Activation: Passive drone’s (or minion group's) turn individually, choosing
Ranked: No the order in which they activate.
Your character must have purchased the Signature Vehi-
cle talent to benefit from this talent. May add one mount
for a weapon or piece of equipment (approved by the
GM).

SHADOWRUN
GENESYS 63
Full Throttle (Supreme) Inside Knowledge
Tier: 5 Tier: 5
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Your character must have purchased the Full Throttle Once per session, your character may make a Hard
talent to benefit from this talent. When performing Full (ddd) Skulduggery check while within an enemy fa-
Throttle, top speed increases by 2 instead of 1. cility or vessel. If successful, they can then find a single
personal scale weapon or item they previously stashed
Ghost In The Machine there with a rarity no greater than their Cunning + 2. Al-
ternatively, they can gain a narrative benefit such as
Tier: 5
knowing the codes to open sealed doors, the location of
Activation: Active (Action)
the commanders office, personality quirks or weaknesses
Ranked: No
amongst personnel, which security devices have been
As long as they have some sort of access point to the Ma- deactivated or broken, secret or concealed rooms, or
trix, your character may use this talent to make a Hard some other equivalent type of information.
(ddd) Computers check. If they succeed, they may
select one drone, vehicle, or piece of equipment involved Inside Person
in the current encounter and dictate its actions until the
Tier: 5
start of your character’s next turn. Alternatively, your
Activation: Active (Action)
character can select someone with cyberware or who is
Ranked: No
wearing powered armor or an exosuit and manipulate it
until the beginning of your character’s next turn. This Once per session, your character may spend a Story
must be approved by your GM but could include shut- Point to establish they have previously been undercover
ting off cybereyes, directing the movements of cyber- gathering information in an identified enemy base or
limbs, or causing an exosuit to eject its occupant. Your large vehicle. For the remainder of the session, add aa
character may spend aaa on the check to extend the checks your character or their allies make that are asso-
effects for one additional round, or they may spend t to ciated with that location (such as checks to attack it or
extend the effects for the remainder of the encounter. social checks targeting personnel in it).

Heavy Hitter Inspiring Leadership


Tier: 5 Tier: 5
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Once per session, spend t on a successful Ranged Make a Hard (ddd) Leadership check. If successful,
(Heavy) or Gunnery check to add the Breach 1 quality to a number of allies not exceeding your character's Pres-
the attack, or increase an existing Breach rating by 1. ence within short range add s to their next skill check.

Indomitable Intense Focus


Tier: 5 Tier: 5
Activation: Active (Incidental, Out of Turn) Activation: Active (Maneuver)
Ranked: No Ranked: No
Once per encounter, when your character would be inca- Perform an Intense Focus maneuver; suffer 1 strain and
pacitated due to exceeding their wound or strain thresh- upgrade the ability of the next skill check once.
old, you may spend a Story Point to use this talent. Then,
your character is not incapacitated until the end of their Just Kidding!
next turn. If your character reduces their strain or
Tier: 5
wounds to below their threshold before the end of their
Activation: Active (Incidental)
next turn, they are not incapacitated.
Ranked: No
Once per round as an incidental spend 1 Story Point to
ignore d generated on a social check by the character or
any ally in short range.

SHADOWRUN
64 GENESYS
Let’s Talk This Over Master Driver/Pilot
Tier: 5 Tier: 5
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: No
Once per game session, when a combat encounter Once per round when driving, piloting, or operating a
against one or more sentient beings is about to begin, the vehicle, may suffer 2 strain to perform any action as a
character make a Daunting (dddd) Charm check. maneuver.
If successful, the combat encounter instead becomes a
social encounter, with the PCs attempting to convince Master Instructor
their opposition to back down, come around to their Tier: 5
viewpoint, or accept a compromise. The GM is the final Activation: Active (Incidental, Out of Turn)
arbiter of how the situation resolves without violence (or Ranked: No
how the combat encounter continues if the character’s
check is unsuccessful). Once per round, suffer 2 strain to allow an ally within
short range to count as having the same number of ranks
Life or Death (Supreme) in Discipline as your character for the next Discipline
Tier: 5 check the ally makes.
Activation: Passive
Ranked: No Master Merchant
Your character must have purchased the Life or Death Tier: 5
Activation: Active (Incidental)
talent to benefit from this talent. The effects of Life or
Ranked: No
Death activate when your character takes wounds equal
to one quarter of their wound threshold, instead of half. When buying or selling goods, may suffer 2 strain to sell
for 25% more or buy for 25% less.
Master
Tier: 5 Master Plan
Activation: Active (Incidental) Tier: 5
Ranked: No Activation: Active (Action)
When you purchase this talent for your character, choose Ranked: No
one skill. Once per round, your character may suffer 2 Once per session, your character may use this talent to
strain to use this talent to reduce the difficulty of the next make a Hard (ddd) Discipline check. If they suc-
check they make using that skill by two, to a minimum ceed, they reveal that whatever terrible circumstances
of Easy (d). they currently find themselves in are all part of a brilliant
Master Blaster plan that they established at an earlier point. They then
choose one non-nemesis adversary in the encounter and
Tier: 5 reveal them to be a close friend or ally who has posi-
Activation: Passive tioned themselves to help your character at this exact
Ranked: No moment.
Decrease the a cost to activate the Blast quality on any The details of which character turns out to be an ally
attack by 1 to a minimum of 1. depend on the type of encounter and your GM’s ap-
proval. However, the ally could also have done their
Master Demolitionist
work before-hand, such as loading a squadron of drones
Tier: 5 with blank ammunition, shutting down power to a secu-
Activation: Active (Incidental) rity system, or planting a tracer in an opponent’s vehicle.
Ranked: No
When resolving an attack from a personal scale explosive
or ordinance weapon, your character may spend a or t
to have the weapon’s Blast quality affect all characters
within short range (rather than engaged). If the weapon
normally affects all characters within short range, then
the range of the effect is increased to medium range in-
stead.

SHADOWRUN
GENESYS 65
Most Impressive Ruinous Repartee
Tier: 5 Tier: 5
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Spend t from any skill check to allow a number of allies Once per encounter, your character may use this talent
not exceeding your character's Presence within short to make an opposed Charm or Coercion versus Disci-
range add a to their next check. pline check targeting one character within medium
range (or within earshot). If successful, the target suffers
Overcharge (Improved) strain equal to twice your character’s Presence, plus one
additional strain per s. Your character heals strain equal
Tier: 5
to the strain inflicted. If incapacitated due to this talent,
Activation: Passive
the target could flee the scene in shame, collapse in a de-
Ranked: No
jected heap, or throw themself at your character in fury,
Your character must have purchased the Overcharge tal- depending on your GM and the nature of your charac-
ent to benefit from this talent. When using the Over- ter’s witty barbs.
charge talent, your character may spend aa or t from
the Mechanics check to immediately take one additional Sneak Attack (Supreme)
action. This talent can only be used once per check.
Tier: 5
Activation: Active (Incidental)
Power of Darkness Ranked: No
Tier: 5
Your character must have purchased the Sneak Attack
Activation: Active (Maneuver)
Talent to benefit from this talent. Once per encounter
Ranked: No
you may spend a story point to add t to the results of an
Once per session, may perform the Power of Darkness Attack Action. This does not include the s usually asso-
maneuver. Increase Wound Threshold and Strain ciated with t.
Threshold by 1 per GM story point until the end of the
encounter. Superhuman Reflexes
Tier: 5
Prepare to be Boarded Activation: Active (Incidental)
Tier: 5 Ranked: No
Activation: Active (Action)
Once per session, after generating d on a Piloting or
Ranked: No
Driving check cancel the d and add s equal to ranks in
Once per encounter, make an opposed Coercion vs Dis- Cool.
cipline check against an enemy ship captain. If success-
ful, the enemy suffers 1 strain per s and surrenders their Thorough Assessment
ship if they exceed their strain threshold. Spend t or
Tier: 5
aaaa to inflict strain equal to your character's ranks in
Activation: Active (Action)
Coercion.
Ranked: No

Retribution Once per session, take a Thorough Assessment action:


make a Hard (ddd) Knowledge check (GM choice)
Tier: 5
to gain b equal to s that can be distributed during the
Activation: Active (Incidental, Out of Turn)
encounter.
Ranked: No
Once per round when an adversary attacks an ally within
medium range, your character may spend one Story
Point to use this talent to automatically hit that enemy
once with a weapon your character is wielding, if the en-
emy is within the weapon’s range. The hit deals the
weapon’s base damage, plus any damage from applicable
talents or abilities.

SHADOWRUN
66 GENESYS
Trick Of The Light Zealous Fire
Tier: 5 Tier: 5
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
When making a combat check with a laser or maser Each time your Game Master spends a Story Point, your
weapon, your character may use this talent to spend a to character heals 2 strain.
inflict one additional hit with this weapon, dealing base
damage plus damage equal to the total number of s
scored on the check. This hit may target the original tar-
get or another target within short range of the original
target.

Unrelenting Skeptic (Improved)


Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Unrelenting
Skeptic talent to benefit from this talent. When targeted
by a Deception check that fails, may spend 1 Story Point
to add d to results.

Web Of Knowledge
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session your character may make an Average
(dd) Knowledge (Professional) check during a Ma-
trix encounter. If you succeed, your character knows the
names, strengths, and other qualities of all ice (active or
deactivated) on one system that you currently have ac-
cess to, as well as all other characters that currently are
accessing that system. Your character may spend aaa
or t from this check (whether or not they succeeded) to
add s to all Computer checks involving that system that
they make for the remainder of the encounter.

Whirlwind
Tier: 5
Activation: Active (Action)
Ranked: No
Your character may suffer 4 strain to use this talent to
make a Brawl or Melee attack against the engaged adver-
sary who is hardest to hit (as determined by the GM), in-
creasing the difficulty by one. If the combat check
succeeds, each adversary engaged with the character
suffers one hit from the attack, that deals base damage
plus damage equal to the total s scored on the check.

SHADOWRUN
GENESYS 67
CONTACTS &
FAVORS
P layers receive 2 contacts at character creation. They
also receive bonus contacts equal to their Presence
characteristic. Contacts can range from street gang
Alternate Campaigns
• Street Level: Receive 2 contacts. No bonus contacts.
Small Favor: 100¥. Regular Favor: 500¥ or 10 XP. Big
members to powerful politicians. GM has final discre-
tion on whether a contact meets the character's back- Favor: 1,500¥ or 20 starting XP.
ground/career. Additional contacts may be purchased • Prime Runner: Receive 4 contacts and 2x Presence
for 5 XP during character creation. After this, contacts bonus contacts. One of these contacts should be
may only be granted by the GM. well connected. Small Favor: 1,000¥. Regular Favor:
While contacts have no ratings, they can open up leg- 5,000¥ or 10 XP. Big Favor: 15,000¥ or 20 starting
work options, do favors for you, but may ask favors from XP.
you in return. This will open up plot hooks for the GM.
Sample Factions
Favors This is a sampling of factions possible that the players
The Shadowrun setting uses the Favor Economy rules will deal with and/or belong to. This list is not exhaustive
found in Shadow of the Beanstalk (page 80). At character and should be tailored to the setting the GM will be run-
creation, players may choose to have their character owe ning the campaign in.
a Small, Regular, or Big favor to a faction of their choos- If a character belongs to a faction:
ing. The GM gets to decide the person within that faction
who you owe the favor to, creating possible plot hooks. • Once per session, you may spend a Story Point to
Taking a favor allows you to gain additional nuyen or XP have someone else in your faction perform a small
at character creation: favor or regular favor for you.
• Once per session, your GM may spend a Story Point
• Small Favor: 500¥ to have someone else in your faction request you
• Regular Favor: 2,500¥ or 10 starting XP perform a small favor or regular favor; this must be
• Big Favor: 7,500¥ or 20 starting XP completed by the end of the session.
SAMPLE FACTIONS
BIG TEN ORGANIZED CRIME STREET GANGS GOVERNMENT LAW ENFORCEMENT OTHERS
Mitsuhama Computer
Yakuza Halloweeners Local Lone Star Humanis Policlub
Technologies
Saeder-Krupp Triads Cutters City Knight Errant TerraFirst!
NeoTokyo Metropolitan
Renraku Mafia Ancients Federal Ork Rights Commission
Police

Native American United Kingdom


Aztechnology 162s
Koshari National Police
Shiawase Vory Crimson Crush
Wuxing Laesa 405 Hellhounds
Evo Seoulpa Ring Ragers
Spinrad Global Skraacha
Ares Spikes
Horizon Troll Killers

SHADOWRUN
68 GENESYS
SHADOWRUN
GENESYS 69
GEAR
CYBERWARE AND BIOWARE
E ach skill or characteristic may only be increased by
+1 due to cyberware or bioware (or other gear), no
matter how many different modifications your character
ESSENCE PENALTY
6 No Penalty
5 Add b
has that would otherwise increase that number.
4 Add bb
Keeping with the +1 limitation, each skill can only 3 Upgrade the check
have one source of b (but have more than one b per 2 Upgrade the check twice
source).
1 Upgrade the check three times
No ‘ware should provide automatic s without some 0 Game over, man. Game over!
other limitation (once per session/encounter, take strain,
add h, etc.) Custom cyberware and bioware should be built with the
following formulae.
Essence
Essence ranges from 0-6 (a character with no 'ware has 6 MULTIPLIERS COSTS
Essence) and is a general gauge of how much humanity TYPE COST TYPE COST
Cyberware 1x
is left in you. If at any point your Essence drops to 0, Bioware 4x Characteristic 2,500¥
hand your character sheet to your GM. You may be dead
Skill 1,000¥
or you may become a killer robot bent on wreaking
havoc across the Metroplex. Attribute 700¥
b 700¥
Replacing your natural body with metal and grown
parts reduces your humanity and makes it more difficult -b 700¥
to channel magic through you. Other Varies

The following penalties apply based on your remaining


Essence to all uses of any Magic skill. This also applies to
magical and non-magical healing attempts directed at
you, as well as Augment magic attempts directed at you.

SHADOWRUN
70 GENESYS
CYBERWARE
Each Mod takes up one Hard Point. For Suites that could be duplicated, such as cyberlimbs, cyberears, and cy-
bereyes, the player may flavor it as one side or the other, or both. If choosing both, player does not double the number
of hard points or Essence, unless they decide to purchase the same suite twice. In these cases, the Essence and hard
points are doubled.

SUITES
NAME ESSENCE HARD POINTS RARITY PRICE COMPATIBLE MODS EFFECTS
Headware
Commlink, Control Rig, Cyberdeck,
Matrix Suite 1 3 5 1,000¥ None
Datajack, Neural Processor
Attention Coprocessor, Commlink,
Mind Suite 1 3 4 1,000¥ None
Datajack, Neural Processor, Skilljack
False Face, Hair Optics, Olfactory Booster,
Impersonation Suite 1 3 6 1,000¥ (R) None
Skilljack, Voice Mask, Voice Modulator
Sensory
Cybereyes Suite 1 3 3 2,000¥ All Vision Mods Perception +1 (Visual)

Cyberears Suite 1 3 3 2,000¥ All Audio Mods Perception +1 (Audio)

Bodyware
Adrenaline Filter, Biomonitor, Bone Lacing
Strength Suite 1 3 5 1,000¥ None
(all), Dermal Plating, Muscle Replacement
Balance Tail, Reaction Enhancers,
Dexterity Suite 1 3 5 1,000¥ Retractable Climbing Claws, Skillwires, None
Wired Reflexes (all)
Adrenaline Filter, Skillwires, Smuggling
Coyote Suite 1 3 6 1,000¥ (R) None
Compartment, Wired Reflexes (all)
Cyberlimbs - Obvious
Cyberarm Suite 1 4 3 1,500¥ See Cyberlimb Mods Compatibility +1 Wound Threshold

Cyberleg Suite 1 4 3 1,500¥ See Cyberlimb Mods Compatibility +1 Wound Threshold

Torso Suite 1 3 4 1,500¥ See Cyberlimb Mods Compatibility +1 Wound Threshold

Cyberlimbs - Synthetic
Cyberarm Suite 1 3 4 2,000¥ See Cyberlimb Mods Compatibility +1 Wound Threshold

Cyberleg Suite 1 3 4 2,000¥ See Cyberlimb Mods Compatibility +1 Wound Threshold

Torso Suite 1 2 5 2,000¥ See Cyberlimb Mods Compatibility +1 Wound Threshold

MODS
NAME RARITY PRICE EFFECTS
Headware Mods
Attention Coprocessor 4 700¥ b to Perception.
200¥ +
Commlink 2 Allows for hot-sim and DNI
Commlink
Control Rig 1 5 1,500¥ Add 1 rank in Driving skill. Add 1 to Handling of vehicle when Jumped In

Control Rig 2 7 2,500¥ (R) Add 1 rank and b in Driving skill. Add 2 to Handling of vehicle when Jumped In
Add 1 rank and b in Driving skill. Add 3 to Handling of vehicle when Jumped In. May
Control Rig 3 9 3,500¥ (R)
suffer 1 strain to add s to a Driving check
200¥ +
Cyberdeck 4 Allows for hot-sim and DNI
Cyberdeck
Datajack 2 200¥ Allows for DNI. Can connect to any device using a data cable.
Allows user to change their face to any possible version of their metatype. +1 Deception and
False Face 7 1,700¥ (R)
b to Deception checks.
Hair Optics 1 1,000¥ +1 Charm

Neural Processor 6 1,000¥ +1 Computers

Olfactory Booster 4 1,400¥ bb to Perception tests involving scent

SHADOWRUN
GENESYS 71
MODS, CONTINUED
NAME RARITY PRICE EFFECTS
May load a knowsoft or linguasoft. May hold up to 7 'softs in memory. Only 1 may be active
Skilljack 6 1,000¥ at a time. It takes an Incidental Action to switch, but does not become active until start of
your next turn.
Voice Mask 4 500¥ bb to checks to identify user’s voice

Voice Modulator 5 1,000¥ +1 Deception

Vision Mods
Image Link 2 250¥ Allows for use of AR
Allow for magnification of an item 1000x. Focal point is 30cm. Add bb to Perception
Microscopic Lenses 3 900¥
when examining the material in question.
Facial Analyzer 6 1,000¥ +1 Negotiation

Flare Compensation 4 700¥ Remove b imposed from glare and flashing lights.
Remove b imposed from dim light. Suffer a b from normal light. May switch on or off with
Night Vision 2 400¥
an Incidental action.
May take the aim maneuver without suffering strain. Maximum of two maneuvers still
Targeting Laser 4 700¥
applies.
Thermographic Vision 4 900¥ Remove bb imposed from dim or no light.
Uses ultrasound to map out a room. Cannot go through physical objects, but can ‘see’ things
Ultrasound Sensor 4 700¥ others cannot (such as people affected by Invisibility). Switch between ultrasound and true
vision with a Maneuver
Vision Enhancement 2 700¥ Add b to Perception checks dealing with vision

Vision Magnification 2 750¥ If user takes the Aim maneuver, increase the effective range of a ranged weapon by one band.

Audio Mods
Audio Enhancement 2 1,000¥ bb to Perception (Audio)

Balance Augmenter 3 1,000¥ +1 Coordination

Damper 3 1,200¥ +2 Soak for damage inflicted by sonic-style weapons (such as flashbangs)

Increased Hearing Spectrum 3 500¥ Allows user to hear in higher and lower frequencies than human hearing
Upgrade Perception check twice when it involves a specific sound as agreed upon by player
Select Sound Filter 5 500¥
and the GM.
Spatial Recognizer 5 1,000¥ On Perception checks to determine the source of a sound, upgrade the check once.
When a linguasoft is loaded, automatically translate speech you hear to your preferred
Translate-Ear 2 600¥
language.
Bodyware Mods
Adrenaline Filter 5 1,000¥ +1 Cool

Balance Tail 5 1,000¥ +1 Coordination


Able to show your vitals on image link and broadcast to team. Add b to Medicine checks to
Biomonitor 2 700¥
heal you.
Bone Lacing (Plastic) 5 1,000¥ +1 Brawl damage, +1 Soak

Bone Lacing (Aluminum) 6 2,000¥ +2 Brawl damage, +1 Soak


+2 Brawl damage, +1 Soak. When suffering a critical strike, may roll the dice twice and
Bone Lacing (Titanium) 7 3,000¥
choose which result to take.
Dermal Plating 6 700¥ +1 Ranged/Melee defense

Muscle Replacement 7 2,500¥ +1 Brawn

Reaction Enhancers 7 2,500¥ Upgrade Agility checks once


Retractable Climbing Claws (Feet +1 Athletics when climbing. If have both feet and hands, add a b. If used as a weapon, treat
5 1,000¥
or Hands) as Retractable Hand Razors, but add a b

SHADOWRUN
72 GENESYS
MODS, CONTINUED
NAME RARITY PRICE EFFECTS

Bodyware Mods
Allows for use of Skillsofts. May hold up to 5 skillsofts in memory. Only 1 may be active at a
Skillwires 7 1,500¥ time. It takes an Incidental Action to switch, but does not become active until start of your
next turn.
Can store objects up to Encumbrance 1. Anything stored will upgrade a perception check
Smuggling Compartment 7 200¥
trying to find it.

Wired Reflexes 1 5 3,000¥ +1 Agility, may suffer 1 strain to add s to your initiative check

Wired Reflexes 2 6 3,700¥ (R) +1 Agility, +1 Ranged/Melee Defense, may suffer 1 strain to add ss to your initiative check

+1 Agility, +2 Ranged/Melee Defense, may suffer 1 strain to add sss to your initiative
Wired Reflexes 3 7 4,700¥ (R)
check

CYBERLIMB MODS
Each limb may only have one mod that increases a characteristic (may not have Agility + Brawn mod in the same
limb).
NAME COMPATIBILITY RARITY PRICE EFFECTS
Cyberweapons
Gun +
Gun (Pistol) Arm, Leg 5 GM may spend hh to make you run out of ammo.
300¥ (R)
Gun +
Gun (SMG) Arm, Leg 6 GM may spend hh to make you run out of ammo.
300¥ (R)
Gun +
Gun (Shotgun) Arm, Leg 7 GM may spend hh to make you run out of ammo.
300¥ (R)
Gun +
Grenade Launcher Arm 8 Limited Ammo 1
300¥ (R)
Hand razors (retractable) Arm 6 600¥ (R) Brawl; Damage +2; Critical 4; Range [Engaged]; Vicious 2
Brawl; Damage +3; Critical 3; Range [Engaged]; Vicious 2,
Cyberspurs Arm 7 950¥ (R)
Pierce 2

Cyberlimb Mods
Agility Legs, Arms 6 2,500¥ +1 Agility

Brawn Legs, Arms 6 2,500¥ +1 Brawn

Armor Torso 5 700¥ +1 Soak


Ranged weapon attached to the gyromount gains the Accurate
Gyromount Arms, Torso 4 700¥
1 quality, or increases the Accurate quality by 1.
Weapon or item attached to the slide can be drawn as an
Slide Arm, Torso 4 500¥
incidental
May holster a pistol with Encumbrance of 0 or 1. Compartment
Holster Torso 4 200¥
is concealed and adds bb to Perception checks to spot.
Hydraulic Jacks Legs 5 1,000¥ +1 Athletics
Can hold 2 Encumbrance of objects. Anything stored will
Large Smuggling Compartment Torso 5 500¥ (R)
upgrade a perception check once when trying to find it
Limb may extend 3x normal length. May make Melee attacks at
Telescopic Limbs Legs, Arms 5 500¥
Short range.
50’ of coiled nylon, able to support total encumbrance and
Grapple Gun Arms 5 400¥ Brawn of 14. If used as a weapon: Damage 4, Critical 5. Range:
Medium. Inaccurate 1, Knockdown
Skimmers Legs 5 1,000¥ +1 Stealth

Nonconductive Material Torso 6 1,400¥ +1 Strain Threshold


May take the Move maneuver as your second maneuver
without suffering strain. GM may spend hh on your attacks to
Skates Legs 4 300¥
knock you prone. May spend aa on attacks made against you
to knock you prone.

SHADOWRUN
GENESYS 73
Bioware
SUITES
NAME ESSENCE HARD POINTS RARITY PRICE COMPATIBLE MODS
Basic
Bone Density Augmentation, Cat's Eyes, Enhanced Articulation,
Brawn Suite 1 5 6 4,000¥ Fangs, Horns, Muscle Augmentation, Stinger, Suprathyroid
Gland, Synthacardium
Adrenaline Pump, Cat's Claws, Cat's Eyes, Enhanced Articulation,
Agility Suite 1 5 5 4,000¥
Fangs, Muscle Toner, Suprathyroid Gland, Synthacardium
Orthoskin (1&2), Skin Pocket, Tailored Pheromones, Bone
Defense Suite 1 6 4 4,000¥ Density Augmentation, Pathogenic Defense, Platelet Factories,
Symbiotes, Toxin Extractor, Cat Claws, Horns, Fangs, Stinger
Cultured
Cerebellum Booster, Dopamine blocker, Mnemonic Enhancer,
Intelligence Suite 1 5 6 5,000¥
Reflex Recorder, Sleep Regulator
Dopamine Blocker, Mnemonic Enhancer, Reception Enhancer,
Cunning Suite 1 5 6 5,000¥
Reflex Recorder, Sleep Regulator
Cerebral Booster, Damage Compensator, Dopamine Blocker, Pain
Resilience Suite 1 5 6 5,000¥
Editor, Sleep Regulator
Damage Compensator, Dopamine Blocker, Pain Editor, Reflex
Combat Suite 1 5 7 5,000¥ (R)
Recorder, Synaptic Booster

MODS
NAME RARITY PRICE EFFECTS
Basic Mods
Adrenaline Pump 4 6,000¥ May suffer up to 3 strain to add as many s to initiative checks.

Bone Density Augmentation 6 12,500¥ +1 Soak, +1 to Brawl damage. Requires extra h to add Knockdown effect.
May suffer 1 strain to make unarmed Brawl attacks have: Brawl; Damage +1; Critical 3;
Cat Claws 6 400¥
Range [Engaged]; until the end of the encounter
Cat’s Eyes 3 5,000¥ Remove bb imposed by dim light.

Enhanced Articulation 3 2,800¥ Add b to checks to escape grapples or bonds.

Fangs 6 300¥ Brawl; Damage +1; Critical 5; Range [Engaged]; Pierce 1

Horns 6 750¥ Brawl; Damage +3; Critical 2; Range [Engaged]; Pierce 1, Vicious 1, Inaccurate 1

Muscle Augmentation 5 10,000¥ +1 Brawn

Muscle Toner 5 10,000¥ +1 Agility

Orthoskin 1 5 2,800¥ +1 Soak

Orthoskin 2 6 5,600¥ +1 Soak, +1 Ranged/Melee Defense

Pathogenic Defense 6 4,000¥ +1 Resilience

Platelet Factories 5 2,800¥ When recovering strain at the end of an encounter, recover 2 per s

Skin Pocket 5 800¥ (R) May conceal an item of encumbrance 1 or lower. Upgrade any check to perceive this twice.

Stinger 6 700¥ Brawl; Damage +1; Critical 4; Range [Engaged]; Pierce 1, Disorient 4, Limited Ammo 1
+1 Agility, +1 Brawn. Must pay 100¥ per session for extra food. This mod is incompatible
Suprathyroid Gland 7 20,000¥
with Muscle Augmentation and Muscle Toner.
Symbiotes 7 4,000¥ Upgrade any check once to heal you (stun or physical), including at the end of an encounter.

Synthacardium 5 4,000¥ +1 Athletics

Tailored Pheromones 6 10,000¥ +1 Presence

Toxin Extractor 5 4,000¥ Upgrade any Resilience check to fight off poisons or toxins

SHADOWRUN
74 GENESYS
MODS, CONTINUED
NAME RARITY PRICE EFFECTS
Cultured Mods
Cerebellum Booster 6 10,000¥ +1 Intellect

Reception Enhancer 6 10,000¥ +1 Cunning

Cerebral Booster 7 10,000¥ +1 Willpower

Damage Compensator 6 2,800¥ +1 Wound Threshold

Mnemonic Enhancer 6 2,800¥ Add b to all Knowledge checks


Once per encounter when your character suffers a Critical Injury, they may activate the pain
editor as an out-of-turn incidental. Until the end of the encounter, they ignore any penalties
that Critical Injury would otherwise impose on skill checks they make. (At your GM’s
Pain Editor 6 5,600¥
discretion, this may not apply to penalties inflicted by certain Critical Injuries, such as
blindness or loss of a limb.) At the end of the encounter, your character no longer ignores
those penalties and suffers the effects of the Critical Injuries.
Dopamine Blocker 5 4,000¥ +1 Discipline
Choose 1: +1 to Athletics, Coordination, Driving, Piloting, Brawl, Melee, Ranged (Light),
Reflex Recorder 7 4,000¥
Ranged (Heavy), Gunnery. 'May have multiple reflex recorders, but only one per skill.
Sleep Regulator 5 2,800¥ Remove bb imposed by lack of sleep
+1 Agility, +1 Ranged/Melee Defense, may suffer 1 strain to add sss to your initiative
Synaptic Booster 6 17,600¥
check

Tools
ELECTRONICS
NAME ENCUM RARITY PRICE EFFECTS

Matrix Devices
Commlink 0 1 25¥ May contain 1 icebreaker and one IC.

Cyberdeck 1 2 4 750¥ May contain 2 icebreakers and two IC.

Cyberdeck 2 3 6 2,000¥ (R) May contain 4 icebreakers and six IC.

May contain 2 IC. Connecting to a Rigger Command Console (RCC) via datajack or
wirelessly through the matrix allows your character to issue actions and maneuvers to
Rigger Command Console 3 4 2,000¥
drones using your character’s own actions and maneuvers. Also allows jumping into a
drone.

Programs
Linguasoft 0 4 200¥ Contains a language, used to translate from one language to another.

Contains information about a specific Knowledge skill topic. Loading this into a skilljack
Knowsoft 0 4 1,000¥
will increase the rating of that Knowledge skill by 1, up to a maximum of 5.
May be loaded into skillwires to increase rank in a specific skill (determined at
Skillsoft 0 6 1,000¥
purchase) by 1, up to a maximum of 5.
A low-end AI assistant program that can perform legal Matrix Actions on a device into
which it is loaded. Can follow basic commands. Can conduct a Matrix Search action
Agent 0 5 800¥
with a skill of 1 and characteristic of 2. Can also be used to assist your Matrix Search,
granting b. Using an Agent on your device takes up an Icebreaker or IC slot.

General
Adds bb to Perception involving Audio on targets within Engaged range of the
White Noise Generator 0 2 400¥
device.
Generates wireless Matrix Noise equivalent to bb. See page 88. Does not affect Direct
Jammer 1 4 1,000¥ (R)
Connections.

SHADOWRUN
GENESYS 75
ELECTRONICS, CONTINUED
NAME ENCUM RARITY PRICE EFFECTS

General, continued
Trodes 0 3 250¥ Allows for DNI when connected to a Matrix Device.

Audio and Imaging Devices


Contacts 0 3 90¥ May add in 1 Vision Mod

Glasses 0 3 100¥ May add in 2 Vision Mods

Goggles 1 3 120¥ May add in 3 Vision Mods

Earbuds 0 3 90¥ May add 2 Audio Mods

Headphones 1 3 150¥ May add 3 Audio Mods

Can take photos, video, and trideo. May add in 1 Vision Mod. Add bb to Perception
Micro Camera 0 4 75¥
checks to spot the device.

Camera 1 2 75¥ Can take photos, video, and trideo. May add in 2 Vision Mods.

Can pick up audio clearly up to Long range. Must be pointed directly at source and have
Directional Microphone 0 5 100¥ clear line of sight. Has a Laser mode that bounces a laser against a thin, solid object like a
windowpane.

BIOTECH
NAME ENCUM RARITY PRICE EFFECTS

Allows your character to perform Medicine checks to heal wounds and Critical Injuries without
penalty. The inclusion of modern drugs adds automatic a to the check results. If your character’s
Medkit 1 3 120¥
Medicine check generates hhh or d, it means they have used up all of the kit’s supplies, and the
medkit may no longer be used.
Using a painkiller requires one maneuver for your character to apply it either to themself or to
another engaged character. The painkiller is consumed in the process, and the character immedi-
ately heals 5 wounds. While a character can use multiple painkillers, this provides diminishing
Slap-patch 0 2 25¥ returns. Each painkiller after the first heals one wound fewer. A second painkiller heals 4
wounds, a third heals 3, and so on. Using a sixth painkiller in a day has no further effect.
After one day, the lingering effects of the painkillers wear off, and the character may use
painkillers again with their normal effect
Recovers all strain immediately. At the end of the encounter, take 10 strain. May make an
Stim Patch 0 1 5¥
Average (dd) Resilience check to reduce strain suffered by 1 per s or aa

If applied to a subject that is over their Wound Threshold within 2 rounds, that character reduces
Trauma Patch 0 3 20¥
the severity level of the critical injury by 1 (does not apply to Dead.)

Cancels or negates ongoing effects caused by poisons or toxins. If a specific toxin or drug is ex-
Antidote Patch 0 2 20¥
tremely rare, the GM may require a specific Antidote patch just for that substance.

Tranq Patch 0 6 100¥ When applied, the target must succeed at a Hard (ddd) Resilience check or suffer 6 Strain.

LICENSES
NAME RARITY PRICE EFFECTS

Fake SIN 5 500¥ Must make a Daunting (dddd) Perception check to determine SIN is a fake.

Must make a Daunting (dddd) Perception check to determine License is a fake. Choose what the
Fake License 5 300¥
license is for when purchasing this.

SHADOWRUN
76 GENESYS
Drugs
Optional rules for addiction may be found on page 100 of Shadow of the Beanstalk. Unless otherwise specified, drugs
last until the end of the encounter or for 1 hour of narrative time. Taking a drug takes an Action and user must suffer
1 Strain to do so.
NAME RARITY PRICE EFFECTS

Combat drugs
Cram 2 90¥ (R) Upgrade all Perception and Vigilance checks once. When drug wears off, suffer 5 Strain.

Deepweed 3 100¥ (R) Upgrade all Willpower based checks once. Forces Awakened characters to astrally perceive.

Upgrade all Agility based checks once. When drug wears off, your character is afflicted with
Jazz 4 120¥ (R)
Disoriented status for 1 hour of narrative time.
Upgrade all Agility and Brawl checks once. When drug wears off, downgrade all Agility and
Kamikaze 4 90¥ (R)
Willpower based checks once for 2 hours of narrative time. Also, suffer 5 Strain.
Remove bb imposed from exhaustion. Can stay awake up to 4 days with one dose. When drug
Long Haul 2 150¥ (R) wears off, your character immediately passes out and sleeps soundly for 1 day. Your character
may not benefit from this drug again until that rest is completed.
Upgrade all Cunning based checks once. Add b to Perception checks. When drug wears off,
Nitro 3 75¥ (R)
suffer 6 Strain and gain the Disoriented status for 1 hour of narrative time.
Upgrade all Presence based checks and Perception checks once. When drug wears off, Presence
and Willpower characteristics are reduced to 1 for 1 hour of narrative time. If your character’s
Novacoke 3 75¥ (R)
Presence or Willpower is already 1, your character immediately passes out into a restful slumber
for the duration.
Upgrade all Intellect and Cunning based checks once. Awakened and Emerged users suffer 1
Psyche 3 100¥ (R)
fewer Strain when using the Concentrate maneuver..

Recreational drugs
Your character loses their free maneuver on their turn for the next five rounds (of five minutes of
Bliss 2 50¥ (R)
narrative time). In addition, you character adds hh to any checks they make during that time.

Zen 2 150¥ (R) Downgrade all Agility and Brawn based checks twice.

BLISS JAZZ
A tranquilizing narcotic, bliss is an opiate synthesized Jazz is a stimulant designed to better the odds for run-of-
from poppy plants. It takes its name from the sensations the-mill law-enforcement officers who run up against
its users feel. Players attempting to roleplay a bliss user augmented street samurai. It’s usually taken from a sin-
may want to focus on the escapist angle, using the drug gle-dose inhaler (or “popper”). When jazz wears off, the
to block out the chaotic or unsatisfying world. user crashes and is flooded with despondent and miser-
able emotions. Jazz makes people as jumpy and hyper as
CRAM caffeinated two-year-olds. Role-playing a jazz user
Cram is an extremely popular stimulant. Cram users ap- means turning it up a notch, portraying someone with
pear hyper-alert, almost to the point of paranoia. They too much energy to burn—and too much energy to fo-
react quickly, often without thought, and they’re prone to cus.
irrational outbursts. Other common side effects are jit-
teriness and fidgeting.
KAMIKAZE
Kamikaze is a tailored combat stimulant. The repeated
DEEPWEED use of kamikaze has a destructive effect on the user’s me-
Deepweed is a narcotic derived by Caribbean houngans tabolism. Large doses can cause excitement, tremors,
from an Awakened form of kelp. It’s extremely enticing momentary euphoria, and dilated pupils. Excess doses
to the Awakened and is sometimes used to dose targets (bordering on overdose level) cause anxiety, hallucina-
for possession. There are dangers inherent in forced as- tions, and uncontrolled muscular movements. Kamikaze
tral perception, such as attracting unwanted attention. users are near crazed, filled with a feeling of impervious-
Role-playing the effects of deepweed may mean portray- ness and invincibility, exhibiting almost no regard for
ing someone who seems not completely “present,” since their own well-being. They can be entertaining to watch,
they aren’t. as long as you’re not in front of them.

SHADOWRUN
GENESYS 77
LONG HAUL PSYCHE
A combination of synthesized hormones and other This designer stimulant is especially prized by magicians
brain-regulating chemicals, long haul stimulates the and technomancers alike. Psyche users are simultane-
brain and keeps the user awake, obviating the need for ously hyper-aware and detached, easily absorbed by de-
sleep. tail and obsessive about certain facts or problems.
NITRO ZEN
A dangerous combination of potent drugs favored by A psychedelic hallucinogen, zen is popular among those
troll gangers, nitro is a powerful stimulant that can easily looking to escape reality or seeking trance-like states. It
kill a user. Nitro users feel infused with energy, suffer a won’t help you much when you’re on a run, unless you
diminished attention span, and talk incessantly (includ- dose your opponents with it.
ing to themselves).
NOVACOKE
A stimulant derived from coca plants, novacoke is a
highly addictive social drug.

TOOLS
Building and repairing items, including people, requires the right tools for the job. Tools must be bought separately
for a specific skill (for example, a Computers toolkit, a Medicine shop, a Mechanics facility, etc.).
NAME ENCUM RARITY PRICE EFFECTS

Repairs
A kit is portable and contains the basic gear to make standard repairs. Without at least a
Kit 0 3 120¥
kit in the field, a skill may not be able to be used actively.
A shop is transportable in the back of a van and contains more advanced tools for
Shop 8 5 1,200¥ building and repairing. A shop upgrades the applicable skill once on checks made there.
Shops are stocked with standard spare parts.
A facility needs a building and is immobile because of the bulky and heavy machines
Facility 20 7 12,000¥ involved, but it can be used for very advanced constructions and modifications. A facility
offers the same bonus and parts as a shop, as well as adding bb to applicable checks.

Security
Metal restraints attached to wrists and ankles. Escaping requires a Daunting (dddd)
Athletics or Skulduggery check. When restrained, in order to take a Move maneuver,
Containment Manacles 2 3 100¥
your character must succeed at a Hard (ddd) Coordination check. GM may spend
hh or d on the check to cause your character to fall over.
Metal wrist restraints with a mechanical or wireless-controlled lock. Escaping requires a
Metal Restraints 1 3 15¥
Daunting (dddd) Athletics or Skulduggery check.
Modern restraints for wrists that flash-fuse and remain in place until the subject is cut
Plasteel Restraints 1 4 30¥
free. Escaping requires a Formidable (ddddd) Athletics or Skulduggery check
Disposable plastic straps are lightweight and easy to carry in bundles. Escaping requires a
Plastic Straps (x10) 0 1 5¥
Hard (ddd) Athletics or Skulduggery check
Old technology with a mechanical lock. To bypass, requires a Skulduggery check at a
Lock 1 2 50¥
difficulty set by the GM.
Electronic locks sealed with electromagnets with a variety of access control
options,including biometrics, keycards, passcards, and RFIDs. Bypassing requires a
Maglock 1 1 70¥
Skulduggery check to open up the casing and then passing either a Computers check or
Mechanics check (determined by type of lock) at a difficulty set by the GM.

Security Bypass
Autopicker 1 6 100¥ (R) When picking a mechanical lock, add b to the check.

Lockpick Kit 0 4 50¥ Without at least this kit or an autopicker, picking a lock may not be possible.

This can take on many forms, such as a sequencer for a keypad, a passkey, or keycard
Maglock Bypass - - -¥
copier. Obtaining the proper credentials to copy is up to the GM.

SHADOWRUN
78 GENESYS
OTHER GEAR
Instead of a list of all the various tools, GM should allow players to buy what they would like for their character
within reason. If a situation requires a specific tool and no one has it, they could use a story point! If someone has
the right tool for the job, reward that player with a boost die.

Armor
If wearing multiple sets of armor at the same time, use the highest of the Soak and the lowest of the Defense values.
Special qualities are lost, except for Reinforced. Encumbrance reduction happens on only one worn armor.

NAME DEFENSE SOAK ENCUM HARD POINTS RARITY PRICE SPECIAL


(R/M)
Clothing
Clothing 0 0 0 0 - Varies

Armored
0 1 1 0 4 200¥
Clothing

Combat Armors
Armor Vest 1 0 2 0 4 300¥

Armored Jacket 1 1 3 1 5 350¥

Full Body
0 2 4 2 6 500¥
Armor
Add b on checks to find items up to Encumbrance 1 hidden in the
Lined Coat 0 1 3 1 5 250¥
coat.
Form-Fitting
2 1 3 1 6 350¥
Body Armor

Specialty / Fashion
Environmental
0 1 4 3 4 260¥ Add b to Resilience checks to resist environmental effects
Suit

Chameleon Suit 1 0 2 0 6 350¥ (R) Add b to Stealth checks

Executive Suit 0 1 2 0 6 300¥ Add b to Negotiation checks

Nightshade Add b to Charm checks to those attracted to your metatype and


0 0 1 0 4 250¥
Dress / Suit gender (GM discretion)

Law Enforcement/Military
Security Armor,
1 1 2 1 6 300¥
Light
Security Armor,
1 2 3 2 6 450¥
Medium
Security Armor,
2 2 4 3 7 600¥ (R) Add b to Coercion checks
Heavy
Riot Control
0/3 2 4 2 7 850¥ (R)
Armor

S.W.A.T. Armor 2 3 5 4 7 900¥ (R)

Mil-Spec, Light 1 2 3 1 7 600¥ (R) Reinforced

Mil-spec,
2 2 4 2 7 750¥ (R) Reinforced
Medium

Mil-spec, Heavy 2 3 5 3 8 1,000¥ (R) Add b to Coercion checks, Reinforced

SHADOWRUN
GENESYS 79
ARMOR ATTACHMENTS
NAME HARD POINTS RARITY PRICE WORKS EFFECTS
REQUIRED WITH
Combat
Armors or Law
Ballistic Plates 1 4 350¥ (R) Ranged Defense +1. Encumbrance +1.
Enforcement/
Military
Reduce incoming Strain Damage by 2, to a minimum of 0, prior to
Electricity Resistance 1 3 200¥ Any armor
applying Soak. Damage source must be electrical.

Fire Resistance 1 5 400¥ Any armor Reduce the Burn quality by 3 to a minimum of 0.
Any Medium Gyroscopic mount for a weapon. Add the Accurate 1 quality, or increase
Gyromount 2 6 2,000¥ or Heavy the Accurate 1 quality by 1 to any Ranged (Heavy) or Gunnery weapon
armor attached to it.
When wearing this armor, your character adds s to Coercion checks they
Intimidating Visage 0 2 90¥ Any armor
make, and f to Charm checks they make.

Reinforced Plating 2 7 8,000¥ Any armor Armor gains the Reinforced quality. Encumbrance +1.
This armor looks like normal clothing. Anyone searching your character
Any armor of
Street Wear 0 2 125¥ adds bb to Perception checks to notice that they are wearing armor.
Soak 0 or 1
Armor must be custom-crafted to gain this attachment.

Weapons
NAME SKILL DAM CRIT RANGE ENCUM HP PRICE RARITY SPECIAL

Firearms
Assault Cannon Gunnery 13 2 Extreme 9 4 3,750¥ (R) 9 Cumbersome 5, Vicious 4, Slow-Firing 2

Assault Rifle Ranged (Heavy) 8 3 Long 4 3 1,000¥ (R) 7 Auto-fire

Bullpup Carbine Ranged (Heavy) 7 3 Medium 3 2 825¥ 6 Accurate 1, Auto-fire

Gauss Rifle Ranged (Heavy) 10 2 Extreme 7 3 2,100¥ (R) 8 Cumbersome 3, Pierce 4, Knockdown
Cumbersome 3, Blast 6, Burn 4; Attackers may
spend aaa or t to target fuel cell, causing an
Flamethrower Ranged (Heavy) 10 2 Short 6 2 3,200¥ (R) 8
explosion that deals 10 damage, Burn 2 to the
wielder and all creatures in Engaged range.
Heavy Machine Gun Gunnery 11 3 Long 8 4 1,700¥ (R) 8 Auto-fire, Cumbersome 4, Pierce 2

Heavy Pistol Ranged (Light) 6 3 Medium 1 2 600¥ 4 Vicious 1

Add b to any check trying to find this


Hold-out Pistol Ranged (Light) 4 5 Short 0 0 100¥ 3
weapon if concealed.

Hunting Rifle Ranged (Heavy) 8 3 Long 4 3 875¥ 4 Accurate 1

Light Machine Gun Ranged (Heavy) 8 3 Long 6 4 1,000¥ (R) 7 Auto-fire, Cumbersome 3, Pierce 1

Light Pistol Ranged (Light) 5 4 Short 1 1 150¥ 3

Shotgun Ranged (Heavy) 8 3 Short 2 2 500¥ 3 Blast 4, Knockdown, Vicious 2

SMG Ranged (Light) 5 3 Medium 1 2 450¥ (R) 4 Auto-fire

Accurate 1, Pierce 2. When used at Short


Sniper Rifle Ranged (Heavy) 10 2 Extreme 5 4 2,000¥ (R) 7
range, increase the difficulty by 1.

Taser Ranged (Light) 5 5 Short 1 0 350¥ 3 Stun Damage, Stun 3

Throwing/Projectile Weapons
May spend a on check to have Boomerang
Boomerang Ranged (Light) +0 5 Short 1 0 50¥ 5
return to you.
Throwing Knife/
Ranged (Light) +1 4 Short 1 0 150¥ 4 Limited Ammo 6
Shuriken

Bow Ranged (Heavy) 7 3 Medium 2 1 400¥ 2 Pierce 2, Unwieldy 2

SHADOWRUN
80 GENESYS
WEAPONS, CONTINUED
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

Grenades*
Flashbang Ranged (Light) 3 5 Short 1 0 50¥ 4 Disorient 3, Stun Damage, Limited Ammo 1

Fragmentation Ranged (Light) 7 3 Short 1 0 85¥ (R) 4 Blast 7, Vicious 2, Limited Ammo 1

High Explosive Ranged (Light) 6 4 Short 1 0 70¥ (R) 5 Blast 5, Concussive 1, Limited Ammo 1

Incendiary Ranged (Light) 6 4 Short 1 0 50¥ (R) 6 Burn 3, Limited Ammo 1


Area within Short range of the grenade
Smoke Ranged (Light) 0 6 Short 1 0 30¥ 4 detonation gains Concealment +2. (See GCRB
p110), Limited Ammo 1
Disorient 5, Limited Ammo 1. May spend
Tear Gas Ranged (Light) 0 6 Short 1 0 75¥ (R) 6 additional aa or t to extend Disorient effect
to all targets within Short range.

Launchers
Blast 5, Burn 3, Concussive 1, Disorient 4,
Grenade Launcher Ranged (Heavy) 9 3 Long 5 2 3,300¥ (R) 7
Prepare 1, Stun 3, Vicious 1, Limited Ammo 6
Blast 10, Breach 2, Cumbersome 4, Guided 3,
Missile Launcher Gunnery 12 4 Long 5 3 3,700¥ (R) 8
Limited Ammo 3, Prepare 2

Melee
Club Melee +2 4 Engaged 1 1 150¥ 3 Stun 1, Disorient 2

Combat Axe Melee +4 3 Engaged 2 1 250¥ 4 Cumbersome 3, Pierce 1, Vicious 2


Stun 3; Collapse or extend with a maneuver
Extendable Baton Melee +1 5 Engaged 1 1 150¥ 3 (incidental if using DNI). When collapsed,
add b to attempts to find if concealed.
Opening and closing the snap blades is an
Forearm Snap Blades Melee +3 3 Engaged 0 0 200¥ (R) 4
Incidental Action

Katana Melee +4 3 Engaged 2 1 325¥ 5 Pierce 1, Vicious 1, Defensive 1

Knife Melee +1 3 Engaged 0 0 175¥ 2 Pierce 1


Pierce 2, Sunder, Vicious 3. If roll includes
hhh or d: Damage yourself. If roll includes
Monofilament Whip Melee +5 2 Short 1 0 900¥ (R) 7 dd: Damage and critical yourself. If your
attack is still successful, you deal damage to
the target, too.
Polearm Melee +4 3 Engaged 3 2 325¥ 5 Defensive 1, Pierce 2

Staff Melee +3 4 Engaged 2 2 175¥ 3 Stun 2, Defensive 1

Stun Baton Melee 5 5 Engaged 1 1 400¥ 4 Stun 2, Stun Damage

Sword Melee +3 3 Engaged 2 1 275¥ 4 Pierce 1, Defensive 1

Tonfa Melee +2 4 Engaged 1 1 125¥ 4 Stun 2

Improvised Weapon Melee +0 6 Engaged 0 0 N/A 0 Inaccurate 1, Inferior 1

Shields
Cumbersome 3, Defensive 2, Deflective 2,
Ballistic Shield Melee +1 5 Engaged 2 1 300¥ (R) 7
Inaccurate 1, Knockdown
Unwieldy 3, Defensive 1, Deflective 1,
Riot Shield Melee +0 6 Engaged 1 1 150¥ 6
Inaccurate 1, Knockdown
* Grenades can either be set to explode immediately, or via timer for up to 3 rounds. Setting the timer is an
Incidental.

SHADOWRUN
GENESYS 81
WEAPONS, CONTINUED
NAME SKILL DAM CRIT RANGE ENCUM HP PRICE RARITY SPECIAL

Brawl
Hardliner Gloves Brawl +2 4 Engaged 0 0 125¥ 4 Disorient 2

Brass Knuckles Brawl +1 3 Engaged 0 0 175¥ 3 Stun 2

Shock Gloves Brawl 5 5 Engaged 1 1 150¥ 4 Stun Damage, Stun 3

WEAPON MODS
NAME WORKS WITH HP PRICE RARITY SPECIAL
The weapon gains the Accurate 1 quality, or increases any existing
Balanced Hilt Any one-handed melee weapon 1 1,000¥ 6 Accurate quality by 1. (If the weapon has the Inaccurate quality, it
reduces that quality’s rating by 1 to a minimum of 0, instead.)
If the user spends one preparation maneuver to deploy the bipod, the
weapon’s Cumbersome or Unwieldy qualities are reduced by 2, to a
Any Ranged (Heavy) or Gunnery
Bipod 1 250¥ 2 minimum of 0, and the weapon’s encumbrance is reduced by 2, to a
firearm
minimum of 0, while the user fires from a crouched or prone position
(or can brace the bipod against something solid).
As an Action, you may swap modes by placing or removing the choke.
Choke Shotgun 1 300¥ 3 When the choke is in place, range is increased by one range band and
the Blast quality is removed.
The weapon’s range increases by one range band, to a maximum of
Extended Barrel Any firearm 2 1,000¥ 4 extreme range. The weapon gains the Cumbersome 2 quality, or
increases its existing Cumbersome quality by 2.
The GM cannot force you to drop this weapon if you are actively
Gecko Grip Any weapon that has a grip 1 120¥ 3
wielding it. Critical Injury effects can still force you to drop it.
When the user makes the first combat check with this weapon in an
Hair Trigger Any pistol 1 150¥ 3
encounter, add sh to the results.
The user reduces the difficulty of ranged combat checks made with this
Imaging Scope Any sensible ranged weapon 1 200¥ 3
weapon at long and extreme range by 1. May add up to 3 Vision Mods.
The weapon gains the Pierce 2 quality, or increases any existing Pierce
Razor Edge Any bladed melee weapon 1 1,250¥ 6 quality by 1. The weapon also decreases its Critical rating by 1, to a
minimum of 1.
The weapon gains the Vicious 1 quality, or increases any existing
Serrated Edge Any bladed melee weapon 1 75¥ 2
Vicious quality by 1.
Your character may draw this weapon as an incidental rather than as a
Shortened Barrel Any Ranged (Light) firearm 1 180¥ 3
maneuver. The range of this weapon changes to short.
Gain the Accurate 1 quality or increase Accurate by 1, as long as the
Smartlink Any ranged weapon 1 1,000¥ 3
user has Image Link active in their vision.
Superior Weapon
Any weapon 1 750¥ 7 Weapon gains the Superior quality.
Customization
Your character may spend a maneuver during an encounter to activate
Target-Selection the target-selection system. If they do, for the remainder of the
Any ranged weapon with Smartlink 2 1,225¥ 7
System encounter, your GM cannot spend d from their combat checks to
cause the attack to hit an ally engaged with their original target.
If the user spends two preparation maneuvers to deploy the tripod, the
weapon’s Cumbersome or Unwieldy qualities are reduced by 3, to a
Ranged (Heavy) or Gunnery weapon minimum of 0, and the weapon’s encumbrance is reduced by 4, to a
Tripod 2 400¥ 3
with Encumbrance of 4 or more minimum of 0. The weapon may not be moved (except to pivot on the
tripod mount) once it has been set up. The user must spend two
preparation maneuvers to take the tripod down.
This weapon cannot be fired except by its designated user. Unlocking
and reprogramming a stolen or otherwise “acquired” weapon with an
Weapon Lockout Any ranged weapon with Smartlink 1 145¥ 3 active lockout requires your character to make a Daunting (dddd)
Computers check. Your GM may spend hhh or d from this check to
permanently disable the locked weapon, rendering it useless.
Any Ranged (Heavy) weapon that
Weapon Sling 1 25¥ 1 Reduce encumbrance by 2
requires two hands to wield
The weapon increases its damage by 2. The weapon gains the
Any melee weapon that deals
Weighted Head 1 250¥ 2 Cumbersome 2 quality, or increases its existing Cumbersome quality
bludgeoning
by 1.

SHADOWRUN
82 GENESYS
The following rules apply to Underbarrel mods: The weapon gains the Cumbersome 2 quality, or increases its existing
Cumbersome quality by 1. The weapon also gains the Unwieldy 2 quality, or increases its existing Unwieldy quality
by 1. Finally, the weapon increases its encumbrance by 2.

UNDERBARREL MODS
NAME WORKS WITH HP PRICE RARIT SPECIAL
Y
Any rifle-sized Ranged Ranged [Heavy]; Damage 10; Critical 2; Range [Short]; Blast 6, Burn 4,
Underbarrel Flamethrower 2 3,000¥ (R) 6
(Heavy) weapon Limited Ammo 2.
Underbarrel Grenade Any rifle-sized Ranged Ranged [Heavy]; Damage 8; Critical 4; Range [Medium]; Blast 6, Limited
2 1,500¥ (R) 5
Launcher (Heavy) weapon Ammo 1.
Any rifle-sized Ranged Ranged [Heavy]; Damage 8; Critical 3; Range [Short]; Blast 5,
Underbarrel Shotgun 2 1,000¥ 4
(Heavy) weapon Knockdown, Limited Ammo 2

AMMUNITION
NAME WORKS WITH PRICE RARITY SPECIAL

Special Ammo
Stun Damage, Knockdown; Reduce damage of weapon by 1.
All Ranged (Light) and
Gel Rounds 100¥ 1 Removes the following qualities: Breach, Burn, Pierce, Sunder,
Ranged (Heavy) firearms
and Vicious
APDS All firearms 100¥ (R) 8 Pierce 2 or increase Pierce rating by 1
+1 Damage. GM may spend hhh or d on the roll for a misfire.
All Ranged (Heavy),
EX-Explosive Rounds 100¥ (R) 8 Attacker takes the damage instead and weapon is damaged one
Gunnery firearms
step.

Explosives
Grenades purchased for the Grenade Launcher are a proprietary
Grenades Grenade Launcher 100¥ (R) 6 technology that fills the grenade canister just prior to launch.
Regular grenades may not be fired from the launcher.
Missiles Missile Launcher 500¥ (R) 8

Vehicles
Each category listed provides an example of one. Use this as inspiration and refer to the Expanded Player’s Guide for
building out other vehicles as needed.
STREET BIKE
RACING BIKE Harley-Davidson Scorpion
Suzuki Mirage Armor Defense
Armor Defense 1 4 +1 0 0
1 5 +0 0 0 SILHOUETTE Max Speed Handling HT Threshold SS Threshold
SILHOUETTE Max Speed Handling HT Threshold SS Threshold 3 4
2 4 Control Skill: Driving
Control Skill: Driving Complement: 1 Driver
Complement: 1 Driver Passenger Capacity: 0 (1 uncomfortably)
Passenger Capacity: 0 (1 uncomfortably) Consumables: 5 hours
Consumables: 6 hours Encumbrance Capacity: 3
Encumbrance Capacity: 2 Price/Rarity: 3,255¥ / 3
Price/Rarity: 5,205¥ / 3 Weapons: None
Weapons: None Hard Points: 1
Hard Points: 1

SHADOWRUN
GENESYS 83
ECONOMY CAR VAN
Honda Spirit GMC Bulldog Step-Van
Armor Defense Armor Defense
2 3 +0 0 0 2 3 -1 0 0
SILHOUETTE Max Speed Handling HT Threshold SS Threshold SILHOUETTE Max Speed Handling HT Threshold SS Threshold
4 5 5 5
Control Skill: Driving Control Skill: Driving
Complement: 1 Driver Complement: 1 Driver
Passenger Capacity: 3 Passenger Capacity: 8
Consumables: 1 day Consumables: 6 hours
Encumbrance Capacity: 10 Encumbrance Capacity: 40
Price/Rarity: 3,360¥ / 3 Price/Rarity: 3,550¥ / 3
Weapons: None Weapons: None
Hard Points: 3 Hard Points: 6
SEDAN SEMI
Ford Americar Ares Roadmaster
Armor Defense Armor Defense
2 4 +0 0 0 3 3 -1 1 0
SILHOUETTE Max Speed Handling HT Threshold SS Threshold SILHOUETTE Max Speed Handling HT Threshold SS Threshold
4 5 14 13
Control Skill: Driving Control Skill: Driving
Complement: 1 Driver Complement: 1 Driver
Passenger Capacity: 4 Passenger Capacity: 2
Consumables: 1 day Consumables: 3 days
Encumbrance Capacity: 20 Encumbrance Capacity: 80
Price/Rarity: 6,060¥ / 3 Price/Rarity: 9,110¥ / 4
Weapons: None Weapons: None
Hard Points: 4 Hard Points: 6
SPORTS CAR HELICOPTER
Eurocar Westwind X80 Ares Dragon
Armor Defense Armor Defense
2 4 +2 0 0 3 4 +1 1 0
SILHOUETTE Max Speed Handling HT Threshold SS Threshold SILHOUETTE Max Speed Handling HT Threshold SS Threshold
3 5 12 10
Control Skill: Driving Control Skill: Piloting
Complement: 1 Driver Complement: 1 Pilot, 1 Co-pilot
Passenger Capacity: 1 Passenger Capacity: 6
Consumables: 3 hours Consumables: 1 day
Encumbrance Capacity: 12 Encumbrance Capacity: 40
Price/Rarity: 8,000¥ / 5 Price/Rarity: 24,260¥ (R) / 7
Weapons: None Weapons: None
Hard Points: 4 Hard Points: 5
TRUCK VTOL
Toyota Gopher GMC Banshee
Armor Defense Armor Defense
2 3 -1 0 0 3 4 +2 1 0
SILHOUETTE Max Speed Handling HT Threshold SS Threshold SILHOUETTE Max Speed Handling HT Threshold SS Threshold
6 5 10 12
Control Skill: Driving Control Skill: Piloting
Complement: 1 Driver Complement: 1 Pilot, 1 Co-pilot
Passenger Capacity: 5 Passenger Capacity: 3
Consumables: 6 hours Consumables: 6 hours
Encumbrance Capacity: 35 Encumbrance Capacity: 30
Price/Rarity: 3,650¥ / 3 Price/Rarity: 32,850¥ (R) / 8
Weapons: None Weapons: None
Hard Points: 5 Hard Points: 6

SHADOWRUN
84 GENESYS
SPEED BOAT FIXED WING
Aztechnology Sunrunner Cessna C750
Armor Defense Armor Defense
2 4 +2 0 0 3 4 +2 0 0
SILHOUETTE Max Speed Handling HT Threshold SS Threshold SILHOUETTE Max Speed Handling HT Threshold SS Threshold
5 4 6 6
Control Skill: Operating Control Skill: Piloting
Complement: 1 Operator Complement: 1 Pilot
Passenger Capacity: 12 Passenger Capacity: 5
Consumables: 1 day Consumables: 6 hours
Encumbrance Capacity: 20 Encumbrance Capacity: 25
Price/Rarity: 15,310¥ / 3 Price/Rarity: 15,360¥ / 4
Weapons: None Weapons: None
Hard Points: 3 Hard Points: 3
Vehicle Modifications
PILOT PROGRAMS
Each vehicle may have a single Program of each type running at any given time. (e.g. cannot run Ranged (Light) and
Ranged (Heavy) at the same time). They may hold up to 3 programs in memory. Switching programs requires an
Action. Treat the tied attribute as rating 2.
PROGRAMS
NAME RATING RARITY PRICE EFFECTS
Gives vehicle applicable skill equal to Rating to operate autonomously (Driving,
Pilot 1-4 3 Rating x 200¥
Piloting, Operating)

Navigation 1-4 3 Rating x 200¥ Gives vehicle skill equal to the rating on checks to chart a path to a destination.

Choose a combat skill at purchase. Gives vehicle ranks equal to rating in chosen
Combat 1-4 4 Rating x 200¥
combat skill.

Weapon Mounts
Standard price for a weapon mount includes these features: Obvious (not concealed), Facing (has a 45° firing arc),
and Manual Control (weapon can only be fired manually).

MOUNT OPTIONS
NAME HP RARITY PRICE EFFECTS
Basic Mounts
Ranged (Light) 1 5 500¥

Ranged (Heavy) 1 6 750¥

Gunnery 2 7 1,000¥

Modifications
Weapon can be revealed with an Incidental action either by the owner of the vehicle,
Concealed +1 6 750¥
or by a button at the gunner position.

Free Rotation +0 5 500¥ Turret can rotate any direction. Can attack any target within range.

Rigger Control 0 3 800¥ A jumped in rigger can fire the weapons.

Vehicle Control 0 6 800¥ Allow the vehicle to fire the weapons.

SHADOWRUN
GENESYS 85
VEHICLE MODS
NAME HP RARITY PRICE EFFECTS
Chassis Mods
Varies. See
Armor 2 5 +1 Armor. Can be applied multiple times.
chart below
Varies. See
Handling 1 4 +1 Handling.
chart below
Varies. See
Speed 1 4 +1 Max Speed.
chart below
Body Mods
Vehicle can be submerged in water. Modified to be able to move at Max Speed 1
Amphibious 3 5 900¥
either on surface or on floor.
Chameleon Coating 1 6 1,000¥ (R) Perception checks to spot the vehicle add bb

Extra Entry/Exit Point 1 4 750¥ Vehicle has a hidden entrance/exit. Details decided between player and GM.

Reinforced Frame 1 4 250¥ +1 Hull Trauma Threshold. Can be applied multiple times.
Hidden compartment. Can store up to 2 Encumbrance. Can be applied multiple
Smuggling Compartment 1 7 800¥ times, increasing the Encumbrance by 2 each time. Checks to detect items within the
compartment have their difficulty increased twice.

Electronics Mods
Electronic Countermeasures 1 4 350¥ Allows loading of one IC program. Can be applied multiple times.

Rigger Cocoon 1 5 800¥ Cocoon has 1 Armor, HT: 8. If there is a crash, reduce damage to the occupant by 5.

Sensors 1 3 300¥ Improves range of Perception to Far range. May also add in 1 Vision Mod.

Spoof Chip 1 6 500¥ (R) May change the identifier being broadcasted with a Maneuver.

System Hardening 1 4 100¥ +1 Strain Threshold. Can be applied multiple times.

Mechanical Mods
Once per encounter, a vehicle using the Piloting control skill may deploy flares,
Flares 1 6 600¥
causing any Guided quality to be unable to activate and giving b to the check.
Nitro! 1 5 450¥ Decrease the System Strain suffered by accelerating by 1
Dump some oil behind you to give your pursuers the slip. Driving through the oil
Oil Slick 1 4 400¥ requires a Hard (ddd) Driving check or suffer a minor collision. You may spend
hhh or d on the check to make it a major collision.
When tires are punctured (by bullets, spike strips, knives, etc) you may continue
Run-flat Tires 1 4 450¥
driving on them without penalty until the end of the encounter.

ARMOR, HANDLING, AND SPEED COSTS RIGGER INTERFACE OPTIONS (NO HP REQUIRED)
ATTRIBUTE COST ATTRIBUTE COST NAME COST EFFECT
Armor Maximum Speed
0 to 1 2,500¥ 1 to 2 1,000¥
Rigger interface removed. Can only be
Retro 750¥
1 to 2 2,500¥ 2 to 3 1,500¥ piloted through manual control.
2 to 3 5,000¥ 3 to 4 2,500¥
3 to 4 15,000¥ 4 to 5 5,000¥ The norm. All stock vehicles come with a
datajack installed that allows for a rigger
4 to 5 25,000¥
Direct Control 0¥ to connect and jump in to the vehicle.
5 to 6 50,000¥ The connection does not have a wireless
interface.
6 to 7 100,000¥
The rigger control has a Matrix
Handling connection and can be controlled
-4 to -3 2,000¥ External Control 500¥
remotely through a Rigger Command
-3 to -2 500¥ Console.

-2 to -1 500¥
Steering wheel, pedals, or other manual
-1 to 0 1,000¥ No Manual type controls are removed from the
500¥
0 to 1 1,000¥ Control vehicle, allowing it to be controlled solely
by a rigger.
1 to 2 1,000¥
2 to 3 3,000¥
3 to 4 5,000¥

SHADOWRUN
86 GENESYS
Drones
D rones are ubiquitous in the Sixth world. From
cleaning the streets of NeoTokyo to patrolling the
Creating Drones
air around Boston, ranging from consumer helpers to
military might. R ather than providing stats for dozens of drones, the
following tables allow you to build a drone to your or
your GM’s desires.
Rules for controlling drones are the similar to that of
Shadow of the Beanstalk: When not using a Rigger Com-
Choose a Chassis
mand Console, drone owners can instruct their drone
via commlink to perform basic instructions, such as “Fly A chassis determines the stats of the drone. For PC con-
to this location and drop this package”. Giving a set of trolled drones, choose either Minion or Rival. Assign
instructions takes an Action. Interpretation of the in- each characteristic array number to any characteristic.
structions is up to the GM.
Anyone with a Rigger Command Console and is the
Choose Skillsofts
owner of a drone can command a drone, spending your Want to make your drone a bit more competent at some-
own action and maneuver to have the drone make an ac- thing? That’s where skillsofts kick in. A loaded skillsoft
tion and maneuver. will give the drone the ability to use those skills without
a rigger being jumped in.
If your character has a direct neural interface (DNI),
they may use a Rigger Command Console to Jump In to
a drone that they own (or have successfully hacked).
Choose Propulsion
While jumped in, the drone’s dice pools will utilize your Does the drone fly? Does it roll? Does it walk on two or
character’s skill ranks instead of its own. four legs? Choose that here.
By default, drones may not take hostile actions to-
wards metahumans unless rigged into. However, there Choose abilities
are some software packages that will override this com- What cool things does the drone do?
mand.
Equipment a drone can carry/use is determined by its Choose Mods
Encumbrance Capacity. Utilize those hard points to modify how your drone
fights, works, or takes a hit.
CHASSIS
NAME SILH RARITY PRICE CHARACTERISTIC ENC SOAK WOUND STRAIN DEFENSE HARD
ARRAY CAPACITY (NEMESIS) POINTS
Micro 0 4 15¥ 311111 0 1 2 2 0/2 1

Mini 0 4 30¥ 311111 1 2 4 3 0/2 1

Small 1 3 60¥ 322111 3 3 5 4 0/1 2

Medium 1 4 300¥ 322211 6 4 8 6 0/0 3

Large 2 7 1,500¥ 332221 10 5 15 12 0/0 4

SKILLSOFTS
Minions may have 3 skillsofts. Rivals may have up to 5. Nemesis up to 6.
General Combat Knowledge
NAME RARITY PRICE NAME RARITY PRICE NAME RARITY PRICE
Minion 3 20¥ Minion 4 30¥ Minion 1 15¥

Rank 1 3 20¥ Rank 1 4 30¥ Rank 1 1 15¥

Rank 2 4 80¥ Rank 2 5 120¥ Rank 2 2 70¥

Rank 3 5 400¥ Rank 3 6 600¥ Rank 3 3 350¥

Rank 4 6 1,500¥ Rank 4 7 2,000¥ Rank 4 4 1,200¥

SHADOWRUN
GENESYS 87
PROPULSION
Choose one form of propulsion for the drone.
TYPE PRICE EFFECT
Minion Groups
Flyer (can fly; see the Flying sidebar on page 100 of the Genesys Core
Air (Hover) 3x Chassis When creating a Minion group of
Rulebook)
Air Flyer (can fly; see the Flying sidebar on page 100 of the Genesys Core drones, it will use the Minion rules
2x Chassis
(Propelled) Rulebook) starting on page 132 of the Genesys
Ground (>2 1.5x Core Rulebook.
Stable (Requires an extra a to trigger Knockdown quality)
Legs) Chassis
Ground (2-
1x Chassis None
Buying 5 versions of the same
leg) drone will be cost prohibitive, so
Ground Speedy (May move from Long range to Short range or vice versa with
1x Chassis the rule for Minion groups is to
(Roll) one maneuver)
Ground
build out your first Minion, then
2x Chassis Add b to Stealth checks each minion in the group that you
(Skimmer)
Ground
1x Chassis Ignore Difficult Terrain penalties
purchase costs the Chassis
(Treads) amount. For example, when build-
Ground ing out the MCT Fly-Spy, the first
1x Chassis None
(Wheels)
None
one costs 660¥, but additional ones
0x Chassis May not take the Move maneuver. in the Minion group cost 30¥ each.
(Mounted)
Water May use the Move maneuver under water. Takes two maneuvers to A Minion group of 5 MCT Fly-
3x Chassis
(Submersible) move between Short <-> Medium <-> Long. Spies costs 780¥.
Water
2x Chassis May move along the surface of liquids.
(Surface) This can make Minion groups of
drones exceptionally dangerous,
ABILITIES but they are limited in many ways
Minions can have at most 1 ability from the chart below. Rivals may have (number of skills and abilities).
up to 2. Nemesis up to 3. Also, as the group takes damage,
its effectiveness will diminish.
All drones have the following abilities unless noted otherwise: Choose carefully whether to use a
Mechanical (does not need to breathe, eat, or drink, and can survive in Minion group or the Rival rules.
vacuum and underwater; is immune to poisons and toxins)
Telepresence (can operate independently, or can be controlled directly
by an operator via Rigger Command Console; if being controlled, the
drone counts as having ranks in any skill equal to the controller’s ranks in
that skill)
NAME PRICE EFFECT
(Small or higher only) Once per encounter, may spend a Story Point to have the drone deliver an ammo refill to
Ammo Unit 400¥
a character in Engaged range who has run out of ammo.
Big Guns 1,000¥ (Medium or higher only) This drone has an encumbrance value of 12.
Through use of bright lights and loud speakers, the drone may spend an Action to distract anyone within Short
Distraction 200¥
range of the drone. Affected targets must succeed at a Hard (ddd) Cool check or gain the Disoriented 1 status.
Early Warning 50¥ Adds b to its operator’s checks to determine Initiative.
When assisting with or making a combined Knowledge check add b to the check [information added typically
Edutainment 30¥
comes in the form of a song]
Focus Fire 200¥ per Minion When making a combat check, add a to the results for every other drone in the minion group.
(Small or higher only) Empowered servos allow drone to reduce the difficulty of any Athletics checks to lift
Heavy Lifter 100¥
something by one.
Once per session, as an out-of-turn incidental, the drone may deploy an anti-theft counter measure that negates
Security Feature 250¥
a character’s maneuver into engaged with it.
Extends a Matrix signal for riggers or deckers. When calculating noise, use the greater of the two distances
Signal Extender 200¥
(Drone to device/host being connected to and rigger/hacker to drone).
Once per encounter, the drone may spend an Action to begin releasing thick smoke around it, filling an area of
Smoke Generator 80¥
Short range. This makes the area have a Concealment of +3 for the rest of the encounter.
Wide Net 200¥ per Minion When making a Perception check, add b for every other drone in the minion group.

SHADOWRUN
88 GENESYS
DRONE MODS
NAME HP RARITY PRICE EFFECTS

Chassis Mods
Armor 1 5 400¥ +1 Soak. May be taken multiple times.

Ballistic Plates 1 4 500¥ Ranged defense +1. Takes 1 Encumbrance.

Bulky Frame 1 4 250¥ +1 Wound Threshold. Can be applied multiple times.

Chameleon Coating 1 6 800¥ Perception checks to spot the drone add bb

(Small or smaller only) Drone may move and stick to most surfaces, including
Gecko Tips 1 4 200¥
moving vertically.
(Small or smaller only) Drone is decorated to look like a realistic version of a
Realistic Features 1 7 1,000¥
creature. For example, a mini-drone may look like a humming bird.
4,500¥ x
Reinforced 2 6 (Small or bigger only). Drone gains the Reinforced quality. Takes 2 Encumbrance.
Silhouette

Electronics Mods
Electronic Countermeasures 1 4 350¥ Allows loading of one IC program. Can be applied multiple times.

Improves range of Perception to Far range. May also add in 3 Vision Mods or Audio
Improved Sensors 1 3 300¥
Mods.
This very illegal chip overrides the default programming, allowing the drone to
Override 1 7 1,000¥ (R)
autonomously take hostile actions towards metahumans.
Remove Telepresence ability. Drone does not have matrix access and accepts
Retro 1 4 800¥
commands via direct connection only.
Sensor suite includes multiple sensors (motion, microphones, etc) that can record
Spy Suite 1 5 700¥ (R)
data up to 24 hours without needing to transmit data via the Matrix.

System Hardening 1 4 100¥ +1 Strain Threshold. Can be applied multiple times.

Increases one characteristic by 1. Can be applied multiple times, but each


Upgrades 1 5 2,500¥
characteristic may only be increased once.

Mechanical Mods
Ammo Bin 1 3 300¥ GM may not spend hhh to make drone run out of ammo.

Gyroscope 1 4 700¥ Drone is steady. Immune to the Knockdown quality.

(Small or bigger only) At the time of purchase, choose a relevant General skill. The
Integrated Toolkit 1 2 150¥ drone has an integrated toolkit for the skill that allows them to utilize the skill more
efficiently, granting b to all checks of that skill.

Secondary Propulsion 1 4 500¥ Choose a secondary propulsion method.

Weapon Mounts
Melee / Brawl 1 5 600¥ Adds an arm capable of wielding a melee weapon or attacking with a Brawl attack.

Ranged (Light) 1 5 500¥ Adds a mounting that can hold a Ranged (Light) firearm.

Ranged (Heavy) 1 6 750¥ Adds a mounting that can hold a Ranged (Heavy) firearm.

Gunnery 2 7 1,000¥ (R) Adds a mounting that can hold a Gunnery weapon.

Weapon Mount Modifications

Concealed +1 6 750¥ Weapon can be revealed with an Incidental action if Jumped In or else a Maneuver..

SHADOWRUN
GENESYS 89
Example Drones GM-NISSAN DOBERMAN [RIVAL]
This patrol drone on treads can hold down an area effec-
MCT FLY SPY [MINION] tively at any time of day.
This Mitsuhama drone is the size and shape of a large in-
sect but can achieve substantially better altitudes. It can 2 3 1 2 1 2
serve in an “eye in the sky” role and is handy for shadow- brawn agility intellect cunning Willpower Presence

ing people given the fact that it’s relatively hard to spot. Soak value Wound threshold M/r Defense
5 9 0 0
1 1 1 3 1 1 Size: Medium (Silhouette 1)
brawn agility intellect cunning Willpower Presence Skills: Perception 2, Ranged (Heavy) 2, Vigilance 2
Soak value Wound threshold M/r Defense Propulsion: Ground (Treads) [Ignores difficult terrain]
2 4 0 2 Abilities: None.
Mods: Ranged (Heavy) weapon mount, Bulky Frame,
Size: Mini (Silhouette 0) Armor
Skills (Group Only): Perception, Vigilance Equipment: None.
Propulsion: Flying (Hover) Cost: 2,280¥ (R)
Abilities: Wide Net (When making a Perception check,
add b for every other drone in the minion group.) STEEL LYNX COMBAT DRONE [MINION]
Mods: Improved Sensors (Improves range of Perception Striking terror in Shadowrunner’s hearts, this four
to Far. May add in Audio and Vision Mods) wheeled combat machine comes ready for a fight.
Equipment: None.
Cost: 660¥ 2 2 2 2 1 2
brawn agility intellect cunning Willpower Presence

AZTECHNOLOGY CRAWLER [RIVAL] Soak value Wound threshold M/r Defense

Designed to operate as a scout in difficult terrain, such as 2 5 1 1


rural or decayed urban environments, this small crawler Size: Large (Silhouette 2)
can easily get over most obstacles. Skills: Coordination 2, Gunnery 4, Perception 2, Vigi-
lance 2
3 2 1 2 1 1 Propulsion: Ground (Wheels)
brawn agility intellect cunning Willpower Presence Abilities: Big Guns (Encumbrance is 12)
Soak value Wound threshold M/r Defense
Mods: Gunnery Mount, Gyroscope (immune to Knock-
down), Ballistic Plates, Armor, Ammo Bin (cannot run
4 6 0 1 out of ammo with a hhh result)
Size: Small (Silhouette 1) Equipment: Heavy Machine Gun
Skills: Athletics 2, Coordination 2, Perception 1 Cost: 11,160¥ (R)
Propulsion: Ground (multi-legged crawler)
Abilities: None.
Mods: Bulky Frame, Armor
Equipment: None.
Cost: 980¥

SHADOWRUN
90 GENESYS
SHADOWRUN
GENESYS 91
THE MATRIX
Hacking Access Modes
MODE BONUS SPECIAL
May access certain functions through

H acking uses the rules from Shadow of the Beanstalk


with a few changes. Cyberdecks replace Rigs and
Commlinks replace PADs. Unlike Rigs, Cyberdecks may
Device Only None the matrix without experiencing
AR/VR.
Experience the matrix in an Augmented
Add b to all Reality overlay atop the real world.
be used portably. Augmented non-matrix Personas in this mode usually appear
Reality (AR) actions due slower and ‘laggy’ compared to those in
There is only one Computers skill. Limit the actions to being VR. Accessing a host requires being in
based on whether the persona making the check is an in- distracted. at least AR.
Access through a DNI. Your meat world
truder or defender. Add b to body goes limp and you experience the
Cold-Sim Virtual
Computers Matrix through vibrant Virtual Reality.
The IC and Icebreakers refer to Android universe com- Reality (VR)
checks Filters cause any Wounds from Matrix
panies. Replace these company names with those of effects to be Strain instead.
Add b and The only way to fly. No filters, just pure
Shadowrun companies and you’re all set! Hot-Sim Virtual upgrade fast data. May take a second maneuver
Reality Computers without suffering strain. May be subject
checks once to damage from malicious attacks.
Matrix Search
Slaving
T he wageslaves are always tied to their commlinks,
looking up the latest Urban Brawl score or watching
the latest trid stars. But a Shadowrunner can look into
the seedy depths of the matrix to find hidden informa-
T o prevent hackers from bricking all your precious
gear, you may slave all matrix-connected gear to
your friendly decker’s cyberdeck. Doing so will force a
tion. hacker to get through the decker’s IC first.
To do so, make a Computers check, but tied to Cun- Noise
ning instead of Intellect. Any boosts to Computers checks
still apply. The difficulty is set by the GM as to how hid-
den the data is. Your generic drek, like subway schedules,
A ccessing the matrix wirelessly is very powerful.
However, illegal actions require a stronger connec-
tion that can be affected by large amounts of data.
is Simple (-) up to classified data being Formidable
(ddddd). Since this hidden data is, well, hidden, it EFFECT EXAMPLE
takes 30 minutes per difficulty to attempt the search. Spam zone. Urban area during rush hour. More than 10 km
bb
from host.
b Between 0-10 km from host. In an area with high foot traffic.
No effect Direct connection.

SHADOWRUN
92 GENESYS
Technomancers EFFECT
Additional Targets: The complex form affects one
additional target in the same subsystem as you. You
DIFFICULTY MOD
+dd
may spend a to affect one additional target. (This

T echnomancers have access to the Resonance skill,


which they may use to thread Complex Forms with
the same rules as Magic. These Complex Forms may only
may trigger multiple times, spending a each time.)
Elusive: Target is elusive. If the Lockout action is
taken against the target, treat the number of Traces as +d
one less.
affect the Matrix. All Technomancers have Skin Link al-
Infusion: Target adds damage equal to the techno-
lowing them to access a device as if plugged in through a mancer’s ranks in Resonance to Break Ice actions.
+d
Data Jack just by touching the device. Technomancers
may use the Computers skill in all the same ways that CONJURE (COMPILING)
any other Matrix user can.
Concentration: Yes
Technomancers are Emerged and gain access to the The Conjure Complex Form is used to summon Sprites.
Attack, Augment, Conjure, Curse, and Utility spell The base difficulty is Easy (d) . If cast at this level, a
trees. If your character does not take at least 1 rank into lesser sprite of the caster’s choice will appear, but will not
Resonance or have it as a career skill at character cre- be friendly to any target.
ation, they may not become a Technomancer later. Tech-
nomancers may never become Awakened. EFFECT DIFFICULTY MOD
Technomancers can never disconnect from the Matrix Additional Compile: You may compile an additional
+d
(the particulars of this are up to your GM, but at the very Sprite. May summon an additional per aa
least this means that they can always be traced or tar- Compile Ally: The sprite you compile is friendly to
geted by hackers). you and obeys your commands. You may spend a
maneuver to direct the sprite, allowing them to
Complex Forms determine its action and maneuver. If you
summoned multiple sprites, you may spend one
+d

maneuver to direct the turns of all summoned


ATTACK (RESONANCE SPIKE) sprites.

Concentration: No
Grand Compile: You may compile a Greater Sprite. +dd
The Attack Complex Form is used to break IC and attack
runners. The base Strength for this action is the Techno-
mancer’s Cunning characteristic. The base difficulty is Medium Compile: You may compile an Average
+d
Easy (d). Sprite.

EFFECT DIFFICULTY MOD CURSE (DIFFUSION)


Biofeedback: Target a runner in the system you are
defending. The difficulty of this check is the same as Varies Concentration: Yes
the Lockout action. The Curse Complex Form is used to weaken IC and the
Brute Force: Runner may spend aaa or t to bypass Host. The base difficulty is Average (dd). Affected IC
this IC. If the check does not break the IC, any +dd
additional effects of the IC still occurs. decrease their strength by 1. Affected Hosts will decrease
Corrosive: Runner may spend aaa or t to reduce the ability of any skill checks by 1 for any SysOps con-
the Strength of the IC by 1 for the rest of the +d nected. Additionally, the difficulty of the Access System
Encounter.
Action is reduced by 1. These effects last until the end of
Empowered: The attack deals base Strength equal to
twice the Technomancer’s Cunning.
+dd your next turn.
Silence: The attack temporarily severs outside con-
EFFECT DIFFICULTY MOD
Additional Target: If there are multiple IC protecting
nections. If this attack fails to break IC, any attempt +d this subsystem, you may affect one additional IC. You
by the IC to alert SysOps fails this turn. +d
may spend a to affect an additional IC (and may
repeat this, spending a each time.)
AUGMENT (INFUSION) Distraction: If a SysOps runs a Lockout command
from an affected host, you may change any one die in +dd
Concentration: Yes the pool not displaying a t or d to a different face.
The Augment Complex Form is used to boost yourself False Image: Target a subsystem. The next runner
that accesses that subsystem must pass a Hard
and those around you. The base difficulty is Average (ddd) Perception check or be unable to access the +dd
(dd). Affected targets increase their ability once on any subsystem that turn as a false image appears in their
skill check made until the end of your next turn. matrix view.
Misfortune: When the target makes a check, you may
+d
change one b to f.

SHADOWRUN
GENESYS 93
SPENDING a AND t WHEN USING RESONANCEThe character may immediately perform an additional enact command
RESULT INFORMATION
Recover 1 strain. This cannot be applied to the 2 strain suffered from threading this complex form.
Activate a Resonance effect (a cost may vary).
a or t
The technomancer finds a useful system exploit. Add b to the character’s next Computers check or Data Spike complex form.
If the technomancer successfully broke a piece of IC, it cannot be reactivated for one additional round.
The technomancer may immediately perform an additional Enact Command maneuver as an incidental.
The technomancer hides in the Resonance, adding b to the SysOp’s next Trace User action this encounter.
aa or t
The technomancer injects some custom code into a piece of IC. Add b or b to all Break Ice checks targeting it for the rest of the en-
counter.
The technomancer sends corrupted spam messages at their opponent. Inflict 3 strain on one other user in the system.

aaa or t
The technomancer sets up a permanent means of accessing the system without needing to deal with its verification protocols. The
difficulty of the access system action becomes Easy (d) as long as the runner can access the back door.
The technomancer successfully traces the runner once (in addition to the other results of the check).
If the technomancer successfully broke a piece of ice, it is so thoroughly disabled that it cannot be reactivated for the remainder of the
encounter.
The technomancer masks their signals in the resonance, canceling one successful trace against them.
t
The technomancer learns the type, strength, and rules of one un-encountered piece of ice on the system.
The technomancer spins up a resonance barrier on the system protecting a subsystem that uses the Ice Wall Barrier IC stats.
The technomancer spots a back door in the system, removing one permanent back door of their choice.

tt
The technomancer can generate a storm of corrupted code that can disrupt the connection of another user on the system. The affected
target loses their connection and must take the Access System action in order to get back online.

SPENDING h AND d WHEN USING RESONANCET


RESULT INFORMATION

The chaotic resonant energies exhaust the character, and they suffer 2 strain or 1 wound (controlling player's choice).
h or d
The technomancer weaves corrupted code in with the complex form. All allies and the technomancer add b to any attempts to Break
Ice until the end of the controlling player’s next turn.
If in AR, the user gets too focused on the online world. Add bb to any non-matrix checks the user makes next turn.

The complex form does not take effect until the start of the next round, or after a minute in narrative gameplay.
The technomancer takes takes 1 wound from biofeedback.
hh or d
The technomancer’s signature is boosted by resonant energies. The Trace User action against the technomancer add b until the end of
the encounter.
The complex form is slightly more powerful than expected. One character or IC of the GM’s choice is targeted or otherwise affected by
the complex form as well.
If the technomancer has a trace, add another trace. If no trace is active, the difficulty of the Trace User action is reduced by one until
hhh or d
the end of the encounter.
All users with access to the system become aware of the presence of an intruder on the network.
If the technomancer is defending the system, a stray bit of resonant code enables a back door. The difficulty of the Access System action
becomes Easy (d) as long as the runner can access the back door.
As the technomancer traces the runner, they get one crucial element of the runner’s identity completely wrong. This does not negate a
successful trace, but it does mean that they may have the wrong name, apartment number, or exact location of the runner, which
guarantees that the runner avoids any real-world retaliation and probably embarrasses the technomancer.
d The technomancer is surrounded by resonant energy, disrupting their connection. They lose access to the system and must use the
Access System action again to regain access.
The GM picks the target of the technomancer’s complex form. If the technomancer is an NPC, the controlling player picks the target of
the complex form instead.

dd
The technomancer completely loses control of their resonance, suffering one Critical Injury (at the GM's discretion, this may instead
take the form of some of terrible or hilarious misfortune) and loses access to the system.

SHADOWRUN
94 GENESYS
SHADOWRUN
GENESYS 95
Sprites CRACK

I f the Technomancer rolls a t on the Compiling roll,


the Sprite is Empowered and gains the Empowered
trait listed.
Lesser

1 2 3 2 2 1
COURIER brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense

Lesser 1 4 0 0
Skills (Group Only): Computers, Perception
1 2 3 2 2 1 Icebreaker: Affects: Barrier. Override Strength: 2
brawn agility intellect cunning Willpower Presence
Special: Immune to Trace User.
Soak value Wound threshold M/r Defense
Empowered: Phantom: Sprite may use an Action to con-
1 4 0 0 ceal a persona and itself from detection from the next
Sweep this encounter. Does not work if target has previ-
Skills (Group Only): Computers, Perception
ously had Trace from the defender.
Icebreaker: Affects: Code Gate. Override Strength: 2
Special: Add b on Trace User action.
Average
Empowered: Hash: Protect a file with a unique algo-
rithm that only the sprite can decrypt. If sprite is de-
stroyed while carrying the file, file is irreversibly 2 2 3 2 2 2
corrupted. brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


Average
2 12 0 0
2 2 3 2 2 2 Skills: Computers 3, Perception 2, Resilience 2, Vigi-
brawn agility intellect cunning Willpower Presence lance 2
Soak value Wound threshold M/r Defense Icebreaker: Affects: Barrier. Override Strength: 4
2 12 0 0 Special: Immune to Trace User.
Empowered: Phantom: Sprite may use an Action to con-
Skills: Computers 3, Perception 2, Resilience 2, Vigi- ceal a persona and itself from detection from the next
lance 2 Sweep this encounter. Does not work if target has previ-
Icebreaker: Affects: Code Gate. Override Strength: 4 ously had Trace from the defender.
Special: Add b on Trace User action.
Empowered: Hash: Protect a file with a unique algo-
Greater
rithm that only the sprite can decrypt. If sprite is de-
stroyed while carrying the file, file is irreversibly 2 2 3 2 3 2
corrupted. brawn agility intellect cunning Willpower Presence

Greater Soak value Wound threshold M/r Defense


3 18 1 1
2 2 3 2 3 2 Skills: Computers 3, Perception 2, Resilience 2, Vigi-
brawn agility intellect cunning Willpower Presence lance 3
Soak value Wound threshold M/r Defense Icebreaker: Affects: Barrier. Override Strength: 6
3 18 1 1 Special: Immune to Trace User.
Skills: Computers 3, Perception 2, Resilience 2, Vigi- Empowered: Phantom: Sprite may use an Action to con-
lance 3 ceal a persona and itself from detection from the next
Sweep this encounter. Does not work if target has previ-
Icebreaker: Affects: Code Gate. Override Strength: 6 ously had Trace from the defender.
Special: Add b on Trace User action.
Empowered: Hash: Protect a file with a unique algo-
rithm that only the sprite can decrypt. If sprite is de-
stroyed while carrying the file, file is irreversibly
corrupted.

SHADOWRUN
96 GENESYS
DATA FAULT
Lesser Lesser

1 2 3 2 2 1 1 2 3 2 2 1
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense Soak value Wound threshold M/r Defense
1 4 0 0 1 4 0 0
Skills (Group Only): Computers, Perception Skills (Group Only): Computers, Perception
Icebreaker: Affects: Code Gate. Override Strength: 2 Icebreaker: Affects: Code Gate, Sentry. Override
Strength: 5
Special: Reduce time for Matrix Search by 50%.
Special: Improved Icebreaker.
Empowered: Camouflage: Sprite conceals a file within
another file in such a way as to make it invisible to Matrix Empowered: Electron Storm: Sprite may make an Aver-
searches. Concealed files can only be found with a Ma- age (dd) Computers check. For each net s reduce
trix Perception test that is specifically looking for the strength of a piece of IC by 1, to a minimum of 1. Sprite
hidden file. may concentrate on this.
Average
Average
2 2 3 2 2 2
2 2 3 2 2 2 brawn agility intellect cunning Willpower Presence
brawn agility intellect cunning Willpower Presence
Soak value Wound threshold M/r Defense
Soak value Wound threshold M/r Defense 2 12 0 0
2 12 0 0
Skills: Computers 3, Perception 2, Resilience 2, Vigi-
Skills: Computers 3, Perception 2, Resilience 2, Vigi- lance 2
lance 2 Icebreaker: Affects: Code Gate, Sentry. Override
Icebreaker: Affects: Code Gate. Override Strength: 4 Strength: 7
Special: Reduce time for Matrix Search by 50%. Special: Improved Icebreaker.
Empowered: Camouflage: Sprite conceals a file within Empowered: Electron Storm: Sprite may make an Aver-
another file in such a way as to make it invisible to Matrix age (dd) Computers check. For each net s reduce
searches. Concealed files can only be found with a Ma- strength of a piece of IC by 1, to a minimum of 1. Sprite
trix Perception test that is specifically looking for the may concentrate on this.
hidden file.
Greater
Greater
2 2 3 2 3 2
2 2 3 2 3 2 brawn agility intellect cunning Willpower Presence

brawn agility intellect cunning Willpower Presence Soak value Wound threshold M/r Defense

Soak value Wound threshold M/r Defense 3 18 1 1


3 18 1 1 Skills: Computers 3, Perception 2, Resilience 2, Vigi-
Skills: Computers 3, Perception 2, Resilience 2, Vigi- lance 3
lance 3 Icebreaker: Affects: Code Gate, Sentry. Override
Strength: 9
Icebreaker: Affects: Code Gate. Override Strength: 6
Special: Improved Icebreaker.
Special: Reduce time for Matrix Search by 50%.
Empowered: Electron Storm: Sprite may make an Aver-
Empowered: Camouflage: Sprite conceals a file within age (dd) Computers check. For each net s reduce
another file in such a way as to make it invisible to Matrix strength of a piece of IC by 1, to a minimum of 1. Sprite
searches. Concealed files can only be found with a Ma- may concentrate on this.
trix Perception test that is specifically looking for the
hidden file.

SHADOWRUN
GENESYS 97
MACHINE Damaging a Technomancer
A number of the effects an IC can cause against a Decker
Lesser have problems against a Technomancer as they are not
running Icebreakers. The traffic is still filled with mali-
1 2 3 2 2 1 cious code, however.
brawn agility intellect cunning Willpower Presence
When a technomancer is affected by an icebreaker, the
Soak value Wound threshold M/r Defense following effects occur:
1 4 0 0 • Damage a program: For each step of damage that
Skills (Group Only): Computers, Perception would normally occur, the technomancer takes one
Icebreaker: Affects: Sentry. Override Strength: 2 Strain.
Special: Sprite can be loaded into an electronic device. • Destroy a program: The technomancer suffers a
Gives anyone attempting to repair or use (Computers, Critical Injury.
Mechanics, or Driving only) the device a b.
Empowered: Override: Sprite may use an Action to • Damage the System: For each step of damage that
make a Hard (ddd) Computers check against a de- would normally occur, the technomancer takes two
vice operating on auto-pilot. If successful, the Sprite Wounds.
gains control of the device.
• The System is Destroyed: Hope this doesn’t happen,
Average chummer. Suffer a Critical Injury with the Vicious
5 quality.
2 2 3 2 2 2
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


2 12 0 0
Skills: Computers 3, Perception 2, Resilience 2, Vigi-
lance 2
Icebreaker: Affects: Sentry. Override Strength: 4
Special: Sprite can be loaded into an electronic device.
Gives anyone attempting to repair or use (Computers,
Mechanics, or Driving only) the device a b.
Empowered: Override: Sprite may use an Action to
make a Hard (ddd) Computers check against a de-
vice operating on auto-pilot. If successful, the Sprite
gains control of the device.

Greater

2 2 3 2 3 2
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


3 18 1 1
Skills: Computers 3, Perception 2, Resilience 2, Vigi-
lance 3
Icebreaker: Affects: Sentry. Override Strength: 6
Special: Sprite can be loaded into an electronic device.
Gives anyone attempting to repair or use (Computers,
Mechanics, or Driving only) the device a b.
Empowered: Override: Sprite may use an Action to
make a Hard (ddd) Computers check against a de-
vice operating on auto-pilot. If successful, the Sprite
gains control of the device.

SHADOWRUN
98 GENESYS
MAGIC
Spellcasting
S treet mages use Arcana to weave mana into spells
while Street Shaman use the Primal energies to call
upon the elements (at GM discretion, to keep with Shad-
owrun lore, Primal may use Presence instead). The spell-
casting rules utilize the Genesys Core Rulebook alternate
rules for magic. Divine, Runes, and Verse skills are not
used in this system.
If your character does not take skill ranks in any magic
skills, or have one as a career skill, at character creation,
they may not put Karma into gaining these skills and
may not cast spells, unless they obtain the Magic Initiate
talent, indicating a Latent Awakening. Having a career
skill or a skill rank in Arcana, Primal, or Qi makes you
Awakened. Awakened characters may never become
Emerged.

Conjuring
W hen utilizing the Conjure spell to summon a crea-
ture, your character is limited to summoning the
following spirits. Your GM may have access to other
types of spirits, such as Toxic, Blood, or Insect, but you
would never summon such nasty things! Would you?
When casting the Conjure spell, you may spend a t to
Empower the spirit(s) summoned, causing it to gain the
Empowered trait listed.
Spirits may be banished using the Dispel spell targeting
the Spirit. This adds +d to the check.

SHADOWRUN
GENESYS 99
Spirits BEAST

AIR Lesser

Lesser 3 2 1 2 2 1
brawn agility intellect cunning Willpower Presence

2 3 1 2 2 1 Soak value Wound threshold M/r Defense

brawn agility intellect cunning Willpower Presence 3 6 0 0


Soak value Wound threshold M/r Defense Skills (Group Only): Brawl, Resilience, Vigilance
3 4 1 1
Attack: Brawl; Damage 4; Critical 4; Range: Engaged,
Skills (Group Only): Ranged (Light), Resilience, Vigi- Vicious 2
lance Special: Immune to Disorient.
Attack: Ranged (Light); Damage 4; Critical 4; Range: Empowered: Savage (+2 Damage, Pierce 1, Vicious +2)
Medium, Manipulative
Special: Immune to Immobilize, Flying (Hovering).
Average
Empowered: Disorient 2, Stun 4 (Lightning)
3 2 2 2 2 2
Average brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense

2 3 2 2 2 2 4 14 0 0
brawn agility intellect cunning Willpower Presence
Skills: Brawl 3 (ccc), Perception 2 (cc), Re-
Soak value Wound threshold M/r Defense silience 2 (cc), Vigilance 2 (cc)
4 12 1 1
Attack: Brawl; Damage 6; Critical 3; Range: Engaged,
Skills: Ranged (Light) 3 (ccc), Perception 2 Vicious 2
(cc), Resilience 2 (cc), Vigilance 2 (cc) Special: Immune to Disorient.
Attack: Ranged (Light); Damage 6; Critical 3; Range: Empowered: Savage (+2 Damage, Pierce 1, Vicious +2)
Medium, Manipulative
Special: Immune to Immobilize, Flying (Hovering). Greater
Empowered: Disorient 2, Stun 4 (Lightning)
3 2 2 2 3 2
Greater brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


2 3 2 2 3 2 5 20 1 1
brawn agility intellect cunning Willpower Presence
Silhouette: 2
Soak value Wound threshold M/r Defense
5 18 2 2 Skills: Brawl 3 (ccc), Perception 2 (cc), Re-
silience 2 (ccd), Vigilance 3 (ccc)
Silhouette: 2
Attack: Brawl; Damage 8; Critical 3; Range: Engaged,
Skills: Ranged (Light) 3 (ccc), Perception 2 Vicious 3
(cc), Resilience 2 (cc), Vigilance 3 (ccc) Special: Immune to Disorient.
Attack: Ranged (Light); Damage 8; Critical 3; Range: Empowered: Savage (+2 Damage, Pierce 1, Vicious +2)
Medium, Manipulative, Vicious 1
Special: Immune to Immobilize, Flying (Hovering).
Empowered: Disorient 2, Stun 4 (Lightning)

SHADOWRUN
100 GENESYS
EARTH FIRE
Lesser Lesser

3 2 1 2 2 1 3 2 1 2 2 1
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense Soak value Wound threshold M/r Defense
3 6 0 0 3 4 0 0
Skills (Group Only): Brawl, Resilience, Vigilance Skills (Group Only): Brawl, Resilience, Vigilance
Attack: Brawl; Damage 4; Critical 4; Range: Engaged, Attack: Brawl; Damage 5; Critical 4; Range: Engaged,
Knockdown Burn 1
Special: Immune to Knockdown. Special: Immune to fire damage.
Empowered: Concussive 1 Empowered: Blast 4
Average Average

3 2 2 2 2 2 3 2 2 2 2 2
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense Soak value Wound threshold M/r Defense
4 14 0 0 4 12 0 0
Skills: Brawl 3 (ccc), Perception 2 (cc), Re- Skills: Brawl 3 (ccc), Perception 2 (cc), Re-
silience 2 (cc), Vigilance 2 (cc) silience 2 (cc), Vigilance 2 (cc)
Attack: Brawl; Damage 6; Critical 3; Range: Engaged, Attack: Brawl; Damage 7; Critical 3; Range: Engaged,
Knockdown Burn 1
Special: Immune to Knockdown. Special: Immune to fire damage.
Empowered: Concussive 1 Empowered: Blast 4

Greater Greater

3 2 2 2 3 2 3 2 2 2 3 2
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense Soak value Wound threshold M/r Defense
5 20 1 1 5 18 1 1
Silhouette: 2 Silhouette: 2
Skills: Brawl 3 (ccc), Perception 2 (cc), Re- Skills: Brawl 3 (ccc), Perception 2 (cc), Re-
silience 2 (ccd), Vigilance 3 (ccc) silience 2 (ccd), Vigilance 3 (ccc)
Attack: Brawl; Damage 8; Critical 3; Range: Engaged, Attack: Brawl; Damage 9; Critical 3; Range: Engaged,
Knockdown, Vicious 1 Burn 1, Vicious 1
Special: Immune to Knockdown. Special: Immune to fire damage.
Empowered: Concussive 1 Empowered: Blast 4

SHADOWRUN
GENESYS 101
KIN WATER
Lesser Lesser

3 2 1 2 2 1 3 2 1 2 2 1
brawn agility intellect cunning Willpower Presence brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense Soak value Wound threshold M/r Defense
3 5 0 0 3 4 0 0
Skills (Group Only): Brawl, Resilience, Vigilance, Pri- Skills (Group Only): Brawl, Resilience, Vigilance
mal Attack: Brawl; Damage 4; Critical 4; Range: Engaged,
Attack: Brawl; Damage 4; Critical 4; Range: Engaged, Ensnare 2
Stun Damage Special: Immune to Immobilize.
Special: Can use the Augment tree of Primal magic. Empowered: Disorient 2, Ensnare 4
Empowered: Grants a b to all Magic checks by the Con-
jurer. Average
Average 3 2 2 2 2 2
brawn agility intellect cunning Willpower Presence
3 2 2 2 2 2 Soak value Wound threshold M/r Defense
brawn agility intellect cunning Willpower Presence
4 12 0 0
Soak value Wound threshold M/r Defense
4 13 0 0 Skills: Brawl 3 (ccc), Perception 2 (cc), Re-
silience 2 (cc), Vigilance 2 (cc)
Skills: Brawl 3 (ccc), Perception 2 (cc), Re-
silience 2 (cc), Vigilance 2 (cc), Primal 2 Attack: Brawl; Damage 6; Critical 3; Range: Engaged,
(cc) Ensnare 2
Special: Immune to Immobilize.
Attack: Brawl; Damage 6; Critical 3; Range: Engaged,
Empowered: Disorient 2, Ensnare 4
Stun Damage
Special: Can use the Augment tree of Primal magic. Greater
Empowered: Grants a b to all Magic checks by the Con-
jurer.
3 2 2 2 3 2
brawn agility intellect cunning Willpower Presence
Greater
Soak value Wound threshold M/r Defense

3 2 2 2 3 2 5 18 1 1
brawn agility intellect cunning Willpower Presence Silhouette: 2
Soak value Wound threshold M/r Defense
Skills: Brawl 3 (ccc), Perception 2 (cc), Re-
5 19 1 1 silience 2 (ccd), Vigilance 3 (ccc)
Silhouette: 2 Attack: Brawl; Damage 8; Critical 3; Range: Engaged,
Skills: Brawl 3 (ccc), Perception 2 (cc), Re- Ensnare 2, Vicious 1
silience 2 (ccd), Vigilance 3 (ccc), Primal 3 Special: Immune to Immobilize.
(ccd) Empowered: Disorient 2, Ensnare 4
Attack: Brawl; Damage 8; Critical 3; Range: Engaged,
Stun Damage, Vicious 1
Special: Can use the Augment tree of Primal magic.
Empowered: Grants a b to all Magic checks by the Con-
jurer.

SHADOWRUN
102 GENESYS
Enchanting
E nchanting is the creation of magical implements and
artifacts. Crafting will use either the Arcana or Pri-
Magical Foci and Charms
mal skill and only certain implements and artifacts can
be created with either. The difficulty is listed in the table. M agic users may have as many foci bound to them
equal to their Intellect (for Mages) or Cunning
(Primal). For Mystical Adepts, this equals their Intellect
To make a crafting check, you must have magical
reagents worth at least 50% of the cost of the foci and the or Cunning (depending on their chosen skill), plus one
item to be enchanted must have the Superior quality— (the additional one must be a Qi Focus).
only the most masterfully crafted items have the poten- Your character may only benefit from one implement
tial to hold the magic required. at a time. When casting a spell, choose which focus to
The process of crafting an item takes one day, plus a use.
number of days equal to the rarity of the item. This does Charms can be worn by anybody. Your character may
not include any time spent gathering tools or supplies. only wear one Charm at a time.
Your GM may decide that some items take significantly
more or less time, depending on the nature of the item
and its construction.

USING DICE RESULTS WHEN ENCHANTING


RESULT EFFECTS
Add b to any check to determine the item’s true purpose.
a or t Reduce the time to craft the item by one day, to a minimum of one. (You may select this option multiple times.)
Gain insight into crafting. Gain b on your next Enchanting attempt within 24 hours.
When the user uses the Charm, they regain 1 Strain.
Your character saves enough materials to reduce the cost of the next similar item they craft by half.
aa or t
Once per encounter, when using the Focus, you can cast with suffering only 1 strain.
You find a shortcut and create two charms instead of one.
If this Focus grants additional damage using Attack spells, increase that value by 1.
aaa or t You thoroughly document the process and create a blueprint. You are able to reduce the difficulty when making
this particular focus or charm in the future by 1 (to a minimum of Simple(-) ).
If the focus has a GM determine an effect, you as the crafter can choose instead.
The item gains the Superior quality.
t
Increase the value of one numerical benefit of the item by one or increase the rating of one quality the item
possesses by one, excluding damage, critical rating, soak, and defense.
Increase the narrative benefit of the item, or add a new narrative effect, as approved by your GM.
The item gains one other item quality, subject to your GM’s approval. (You may only select this option once.)
tt
If the focus includes decreasing the difficulty, decrease by an additional, to a minimum of Simple(-).
Increase the time to craft the item by one day. (You may select this option multiple times.)
h or d It is more obvious this focus or charm is magical. Add b to checks to determine its’ true purpose.
Add b to the next Enchanting check the character makes.
User suffers 2 Strain when using the charm.

hh or d Increase the Encumbrance of the item by 1.


Underestimated the reagents required. Your character must purchase additional materials worth half of the
original component cost.
As part of activating the Charm, the user must succeed at an Average (dd) Discipline check, or the Charm
fails to activate.
hhh or d User suffers an additional Strain when casting a spell through this focus.
If this Focus grants additional damage using Attack spells, decrease that value by 1.
Using this Focus or Charm for the first time causes the user to suffer 8 strain.
d The item gains the Inferior quality.
Whenever the item is damage, it is damaged one additional step.
User must spend a Story Point to activate the charm or gain benefit of the Focus.
Item seems cursed. When the user wants to use the Talisman or Focus, the GM may spend 2 Story Points to
cause it to fail to work.
dd
If you used a Blueprint during this check, it is proven useless and it resets back to the base difficulty.
There is a terrible accident, and your character suffers a Critical Injury or, at the GM's discretion, some related
narrative event can occur of equal distress.

SHADOWRUN
GENESYS 103
MAGICAL IMPLEMENTS
NAME DIFFICULTY CRAFTING SKILL PRICE RAR EFFECTS

Foci
Counterspelling May take the Counterspell maneuver without suffering strain. Max of 2
ddd Arcana 800¥ 6 maneuvers still applies.
Focus

Upgrade any magic skill check you make. When the Power Focus is created,
the GM determines one effect that the focus lets users add to any
Power Focus ddddd Arcana, Primal 10,000¥ (R) 8 appropriate spell without increasing the difficulty. The difficulty of the effect
must be one that without the focus only increases the difficulty by one. In
addition, Attack spells cast by the user increase their damage by 4.
(Adepts/Mystic Adepts Only) Pick two effects from the Adept Powers list.
One effect can normally only increase the difficulty of the spell by one; the
Qi Focus dddd Primal 500¥ 4 second can normally only increase the difficulty of the spell by two. When
the user casts a spell, adding these effects do not increase the spell’s
difficulty. Can be applied as a tattoo by talented Talismongers.

Pick one effect from the Transform tree. The effect can normally only
Shapeshifting Focus dddd Primal 350¥ 5 increase the difficulty of the spell by one. When the user casts the
Transform spell, adding this effect does not increase the spell’s difficulty.

Spellcasting Focus dddd Arcana 400¥ 4 Choose a spell type. When casting a spell of that type, reduce the difficulty
by 1. In addition, Attack spells cast by the user increase their damage by 2.

Spirits summoned do not need to be Concentrated on. They will stay until
the end of the encounter or until another Conjure spell is cast by the
Summoning Focus ddddd Primal 1,700¥ 7 character. When conjuring, the Summon Ally effect is added automatically
without increasing the difficulty. At creation, GM determines a type of spirit
that the focus has an affinity towards. When summoning that type of spirit,
may spend aaa to Empower it instead of t.

Sustaining Focus ddd Arcana 800¥ 6 May take the Concentrate maneuver without suffering strain. Max of 2
maneuvers still applies.

When applied to a melee weapon, either adds +1 damage or applies an


Weapon Focus dddd Primal 750¥ 6 elemental effect: Fire (Burn X), Ice (Ensnare X), Air (Stun X), Earth
(Knockdown) where X is your ranks in Knowledge (Magic). (GM
determines at creation)

Charms
Shield Charm dd Arcana 400¥ 4 Once per session, you may reduce the damage of an attack directed at you
by half (rounded down). This happens prior to Soak.

While wearing this charm, when you recover Wounds or Strain from the
Healing Charm ddd Primal 400¥ 4 Heal spell, at the end of an encounter, through rest, or via Medicine check,
you recover 1 additional.

Luck Charm dd Primal 500¥ 5 Once per session, you may reroll a single dice pool on your check.

Once per session, when the wearer is targeted by an opposed Social skill
check where magic was used either to perform or augment the check, they
Resistance Charm ddd Arcana 400¥ 4 may choose to have the opposing character downgrade his skill check as
part of the check. If this means that there are not enough dice for the check,
the check automatically fails.

Background Count BACKGROUND COUNT EFFECTS


EFFECT AREA
bb Site of a massacre. Mana void. Space.

I n certain areas of your campaign, there may be areas


with extreme emotion or magical energies. Back-
ground count can range between -2 to +2. Resonance is
b Places of misery (prison, factory). Violent crime scene.

not affected by background count. No effect Most places.

b Places of positive emotions (concerts, festivals, etc.)

bb Leyline

SHADOWRUN
104 GENESYS
Adepts
A depts have access to the Augment tree of magic, but
can only cast on themselves. Reduce difficulty of the
cast by 1. (This makes the base cast for Augment an Easy
and Mystic Adepts may concentrate on a number of
Powers equal to their Qi skill rating + 1. If already con-
centrating on that number of Powers, the next cast will
(d) Qi check). In addition, casting using the Qi skill re- replace one (or more) of the concentrated on Powers.
quires a Maneuver instead of an Action. Yes, you may
Mystic Adepts can use the Augment tree like an Adept.
cast twice in one turn (taking the additional 2 Strain for
If they have access to the Augment tree from their other
using a second Maneuver.)
magic skill, they may cast Augment on others, as well,
On top of the skill increase effect from the Augment but do not get the difficulty reduction when casting on
spell (which does not stack from multiple casts), the others.
Adept may add one or more Powers to their Qi check.
Powers cast by an Adept last until the end of the en-
counter, unless indicated otherwise in the text. Adepts
do not need to use the Concentrate maneuver. Adepts

ADEPT POWERS
EFFECT DIFFICULTY MOD
Adrenaline Boost: Roll again for initiative and choose which result to use. +d

Animal Empathy: Gain b to Charm checks with creatures. +d

Attribute Boost: Boost either Brawn or Agility by 1 (to a maximum of 5) for a number of turns equal to net s. After this time, suffer an additional strain. +dd

Authoritative Tone: Spend aaa on a Leadership check to succeed even if you have net f. +d

Berserk: Adept may enter a berserker rage, increasing Agility and Brawn by 1 (max is still 5), but Willpower, Cunning, Intellect, and Presence are reduced by 1 (to a minimum of
+dd
1). Attacks targeting you gain b.

Blind Fighting: Remove bb from Melee or Brawl checks imposed by dim or no light. +d

Cloak: Magically mask yourself. Add a b to any magical check to perceive you (such as through the Predict spell or Assensing). +d

Combat Sense: Instinctive sense of potential threats nearby. Gain +1 Melee and Ranged defense. +d

Cool Resolve: b to all social skills. +d

Counterstrike: May spend hhh or d from a Melee or Brawl attack targeting you to immediately deal wound damage to the target equal to your Brawn. +d

Critical Strike: Reduce critical rating by 1 on your Melee or Brawl attacks. +d

Danger Sense: You have an intuitive sense of danger. Always roll Cool when determining initiative order.. +d

Direction Sense: When making a Survival check related to directions, add bb to the check. +d

Elemental Body: When hit with a Brawl attack, you may spend hh or d to inflict Fire (Burn X), Ice (Ensnare X), or Electric (Disorient X) to the attacker. X equals your ranks
+dd
in the Qi skill. If a Melee weapon comes in contact with you, you may spend hhh or d to damage the weapon one step.

Elemental Strike: Add Fire (Burn X), Ice (Ensnare X), or Electric (Disorient X) quality to your next unarmed Brawl attack. X equals your ranks in the Qi skill. +d

Empathic Healing: Having this power active allows your character to select a target within Engaged range and make an Easy (d) Qi check. The target heals one wound per s
+d
and one strain per a. The adept takes wounds equal to the amount of wounds the target healed, and strain equal to the amount of strain the target healed.

Enhanced Accuracy: Your Melee and Ranged (Light) attacks gain the Accurate 1 quality, or increases Accurate quality by 1. +d

Enhanced Perception: Upgrade your Perception checks once. +d

SHADOWRUN
GENESYS 105
ADEPT POWERS, CONTINUED
EFFECT DIFFICULTY MOD

Flexibility: Immune to the Ensnare quality. +d

Freefall: Treat the falling damage range as one shorter. If at Short range, take no damage. +d

Haste: May take a second maneuver without suffering strain. +d

Improved Reflexes: +1 Agility, +1 Melee/Ranged Defense, may suffer 1 strain to add sss to your initiative check. +ddd

Improved Sense: Choose a particular sense. When making a Perception check using that sense, add b equal to the number of uncanceled s generated on the Qi skill check. +d

Indomitable Will: Upgrade checks to resist intimidation and fear inducing effects. +d

Inertia Strike: Add Knockdown quality to your Melee attacks. Also, reduces the number of a you need to activate Knockdown on Brawl attacks by 1 to a minimum of a. +d

Killing Hands: Unarmed Brawl attacks deal 1 extra damage. Also, critical rating for unarmed attacks becomes 3. +d

Kinesics: Impose b to attempts to read your emotions. +d

Light Body: May jump over gaps up to Short range as long as you can get 3m of a run before the jump. +d

Light Touch: Impose bb on Perception checks to notice the Adept palming or pickpocketing. +d

Missile Parry: Gain +2 Ranged defense. If the ranged attack is a slow moving projectile (arrows, throwing knives, grenades, etc), may spend hh to pluck missile out of the air. +d

Mystic Armor: Gain +1 Soak per uncanceled s generated on the Qi skill check. +dd

Nerve Strike: When making an unarmed Brawl check, may spend aaa or t to give an organic creature the Staggered condition. +dd

Pain Resistance: May suffer 3 Strain to reduce incoming Wound damage (before Soak) by 3. +d

Penetrating Strike: Add the Pierce quality to Brawl and Melee checks with rating equal to the number of uncanceleds generated on the Qi skill check. +dd

Rapid Draw: May draw a weapon that is properly holstered (GM discretion) as an incidental. +d

Rapid Healing: Upgrade any check intended to heal you once. +d

Spell Resistance: When you are the direct target of a spell (positive or negative), add b to the check. +d

Traceless Walk: Make no noise through contact with the floor. Leaves no visible traces (even snow, sand, etc). Downgrade any relevant Perception check to notice you twice. +dd

Transmit Damage: On your next unarmed Brawl attack, you channel the wounds you’ve taken into the attack. If you succeed at the attack, you heal Wounds equal to the lesser
+dd
amount of Wounds the target received (after Soak) and your ranks in Qi.

Vocal Control: Add b to Deception or Charm checks that primarily involve using your voice. +d

Wall Running: May move to any reasonable spot within short range with your Move action. +d

SHADOWRUN
106 GENESYS
Assensing SPENDING DIE RESULTS ON ASSENSING
RESULT INFORMATION

S treet Mage and Street Shaman get access to the Astral


Plane. Adepts may purchase the ability for 10 xp.
Assensing is an Average (dd) Perception check. In- State of subject’s health.
crease difficulty by one for every hour that has passed Current emotional state.
since the aura was created. s or t Mundane or Awakened.
Presence and location of Cyberware.
Caster may spend s and a to learn information about Spell type of active magic.
the aura.
General diagnosis of health issue.
Location of bioware.
ss or t
Amount of Essence left.
Technomancer.

sss or t Accurate diagnosis of malady or disease.

a or t Learn astral signature of a spell/spirit/Awakened aura.

Analyze the signature.


aa or t Gain b when tracking the signature for the rest of the
session, or the next 24 hours in narrative time.

Upgrade your checks for tracking or Assensing for the


rest of the session, or for the next 24 hours of narrative
aaa or t time.

Gain a permanent b when tracking or recognizing this


signature.

Upgrade all checks related to tracking or recognizing this


t
signature.

Suffer 1 strain.
h or d
Gain b on your next Assensing or tracking check.

hh or d If aura is viewing Astrally, they notice your interest.

Downgrade your next Astral action.


hhh or d
An astral entity determines your own signature.

Gain a permanent b when tracking or recognizing this


signature.
d
Downgrade all checks related to tracking or recognizing
this signature for the rest of the session, or 24 hours
narrative time.

SHADOWRUN
GENESYS 107
Astral Projection
O nly Mages and Shaman may astrally project. Any
character with a skill rank in Qi or has Qi as a ca-
reer skill may not ever astrally project, except through
use of Deepweed.
While projecting:
• One movement action may be taken to move up to
Far range.
• Your attached Characteristics change:
• Brawn = Cunning for Shaman \ Intellect for Mage
• Agility = Intellect for Shaman \ Cunning for
Mage
• Foci travel with you.
• Your base Brawl damage is equal to your Astral
Brawn (see above) characteristic. If you are using a
Brawl Weapon Foci, then use that weapon’s damage
instead.
• Melee is only available if you have a Weapon Foci. If
so, use that weapon’s damage (tied to your new
characteristic).
• All damage dealt in Astral combat is Strain.
• You may only cast spells and attack other entities
that are active on the Astral Plane.
• You may use the Dispel tree on active magical effects
even if the caster is on the physical plane
• You may pass through most objects, but cannot pass
through Barrier spells or solid earth.
• You may project yourself onto the physical plane.
You appear similar to a ghost to those around you.
You still only see Astrally, but you may communi-
cate normally with those around. One benefit is that
you are invisible to technology this way. (So anyone
with cybereyes is blind to you!)
• You may only project up to a number of hours equal
to your tied magic Characteristic. As soon as this
time hits, you lose 1 Essence. You lose an additional
Essence for every additional hour you spend away DIFFICULTY FOR FINDING PHYSICAL FORM
from your body. If you drop to Essence 0, your DISTANCE DIFFICULTY
physical body dies and your Astral projection van- Same Neighborhood d
ishes.
• Once returning to your body, you regain Essence up Within 20 km dd
to your normal amount at a rate of 1 per Hour.
Within 100 km ddd
• If your body should be moved while projecting, it is
possible to sense it. Make a Primal/Arcana check
Within 500km dddd
(with the tied attribute being changed to Cunning).
The difficulty is set by the GM based on distance the
body has traveled. 500km+ ddddd

SHADOWRUN
108 GENESYS
Mentor Spirits
S ome Awakened characters manage their powers
through study and training. Others rely in faith in
higher powers. Some, though, are guided more directly
ability of the check once.
• Adept: Your character may activate the Berserk
power as an incidental without making an ability
through great entities known as Mentor Spirits. These check.
spirits are not the same as those you conjure and banish.
DISADVANTAGES
These spirits are powerful beings, many that have been
• When a friendly creature within Medium range of
woven through the lore and tales of the world. you suffers a Critical Injury, you must make a Hard
How the GM handles a Mentor Spirit can vary signifi- (ddd) Discipline check or suffer strain equal to
cantly. They can talk to their followers in whispers in the severity of the Critical Injury.
their head, give them cryptic dreams, or even appear to
them with a full conversation. Cat
To attach your character to a Mentor Spirit, you must Cat is honored in cultures around the world. Cat is often
take the level 2 talent: Mentor Spirit. In doing so, you seen as the guardian of mystical secrets, including those
bind yourself to your spirit’s tenets. Should you fail to involving the afterlife. She certainly knows many secrets
live up to the tenets set by your spirit, the spirit may strip but rarely decides to share them, and never with anyone
you of your benefits. Your character would lose the who is not worthy. She is stealthy, sly, and arrogant. Cat
effects of the talent and would not receive any karma toys with her prey—threatening, taunting, and confusing
back. Your character may then choose the Mentor Spirit her targets—rather than going directly for the kill.
talent again, paying the karma cost, binding yourself to a
new spirit that will hopefully like you better.
ADVANTAGES
When you choose the talent, select one of the follow- • All: Add bb to your Stealth checks.
ing archetypes, or come up with one with your GM that
• Primal: When casting the Augment spell, you may
fits your character. Note that the archetype can refer to
add the Primal Fury effect with increasing the diffi-
many different spirits. The Cat, for example, could refer
culty.
to Bastet from Egyptian lore, Dawon the Hindu Sacred
Tigress, Lamassu, the Assyrian Protective Spirit, etc. • Arcana: When casting the Mask spell, you may add
the Blur effect without increasing the difficulty.
Each spirit will have benefits listed for All, Primal, Ar-
• Adept: Your character may activate the Traceless
cana, and Adept. The All benefit is granted to all Awak-
Walk power as an incidental without making an
ened characters that take the talent. The Primal affects
ability check.
Street Shaman. The Arcana affects Street Mage. The
Adept affects all Adepts. Mystic Adepts choose between DISADVANTAGES
the Primal, Arcana, or the Adept benefit when choosing • Followers of Cat often toy with their prey. When
the talent. rolling for initiative in a combat encounter, your
character must also succeed at a Hard (ddd)
Bear Discipline check or your attacks (magical or other-
wise) deal no damage above the target’s soak. You
This mentor symbolizes strength and protection. He is a may still activate non-damaging item qualities. All
healer and cannot turn down those in need without good this playing around stops when your character
reason, and he defends those under his care. Bear is takes any Wound damage from a non-friendly crea-
more than a gentle healer; he is a ferocious protector, dis- ture.
regarding his own safety in combat if wounded or if
someone he is protecting is injured.
Coyote
ADVANTAGES Coyote is a trickster at heart. She is never where you ex-
pect her to be and always one step ahead. While her
• All: +1 Soak
pranks and cons aren’t necessarily malicious, they are far
• Primal: When casting the Heal spell, upgrade the from innocent.
ability of the check once.
• Arcana: When casting the Barrier spell, upgrade the

SHADOWRUN
GENESYS 109
ADVANTAGES she never breaks it. A Dragonslayer magician behaves
with honor and respect and demands the same from
• All: Add bb to your Deception checks.
those around them.
• Primal: You gain access to the Mask spell.
• Arcana: When casting the Mask spell, decrease the ADVANTAGES
difficulty once.
• All: Gain any Social skill as a career skill.
• Adept: Your character may activate the Kinesics
• Primal, Arcana: When casting the Attack spell, re-
power as an incidental without making an ability
duce the difficulty of the check by one to a mini-
check.
mum of Simple (-).
DISADVANTAGES • Adept: When using the Combat Sense power, you
• When a situation arises to pull a clever trick or be may increase your defense by 2 instead of 1.
able to exploit someone else’s misfortune to your
advantage, you must make a Hard (ddd) Disci-
DISADVANTAGES
pline check or be compelled to do so, even if it’s to • If you fail to fulfill a favor, either by choice or by ac-
the disadvantage of your friends and allies. cident, you suffer a b to all actions until the favor
is fulfilled.

Dog Eagle
Dog is a loyal protector. She will fight fearlessly and with
tenacity to protect her home and those she has under her Eagle is a high-flying bird, considered the most noble by
watch. She is loyal, kind, and helping to those who show many cultures. He is proud and solitary, and he sees ev-
her kindness. She is focused, often to the point of being erything happening in the world below. Eagles are noble
stubborn. defenders of the purity of nature. They are intolerant of
those who do not share their views and have a strong dis-
trust of technology and its tools. Those who damage na-
ADVANTAGES ture are Eagle’s enemies, and Eagle will brave great
• All: Add bb to your Survival checks. danger to defeat polluters and other evildoers.Eagle is a
• Primal: When casting the Conjure spell, you may high-flying bird, considered the most noble by many cul-
add the Summon Ally effect without increasing the tures. He is proud and solitary, and he sees everything
difficulty, as long as you summon a Spirit of Beasts. happening in the world below. Eagles are noble defend-
• Arcana: When casting the Barrier spell, you may ers of the purity of nature. They are intolerant of those
add the Add Defense effect without increasing the who do not share their views and have a strong distrust
difficulty. of technology and its tools. Those who damage nature
are Eagle’s enemies, and Eagle will brave great danger to
• Adept: Your character may activate the Enhanced
defeat polluters and other evildoers.
Perception power as an incidental without making
an ability check.
ADVANTAGES
DISADVANTAGES • All: Add bb to your Perception checks.
• A Dog magician is stubbornly loyal. You can never
• Primal, Arcana: When casting the Conjure spell,
leave someone behind, betray your allies, or let an-
you may reduce the difficulty of the check by one to
other sacrifice themselves in your place without
a minimum of Simple (-) as long as you are sum-
succeeding first on a Hard (ddd) Discipline
moning a Spirit of Air.
check.
• Adept: Your character may activate the Combat
Dragonslayer Sense power as an incidental without making an
While the most heroic of the mentor spirits, she is also ability check.
the one that knows how to have a good time. While she DISADVANTAGES
will fight to protect others, she likes a good party even
• Eagle magicians cannot stand pollution. Pollution is
more. Acting like a big sister, she’ll take an interest in ev-
a source of background count (see page 102). If area
erything her family does. She makes a great friend and a
is lightly polluted, add b. If heavily polluted, add
staunch ally. The dragons she slays have changed with
bb.
the times: current beasts include crime, pollution, cor-
ruption, and, of course, actual dragons. Dragonslayer
fights hard and plays hard. Once she has given her oath,

SHADOWRUN
110 GENESYS
Fire-bringer Rat
The Fire-Bringer stole the secret of fire from the heavens Rat is found wherever humans and the things they dis-
and gave it to metahumanity as a gift and a tool. He is a card are, for what other bounty can sustain him? Rat is a
figure of kindness and concern, but his good intentions scavenger, a stealthy thief who takes what he needs to
sometimes get him into trouble and his plans may fail to survive. He dislikes working out in the open, preferring
work out the way he envisions them. He is a shaper and to stick to the shadows. Rat avoids fights whenever he
a creator, forming new things from the primal clay and can— when he must fight, he fights to kill quickly and
breathing the fiery spark of life into them. Fire-Bringers move on.
devote themselves to the betterment of others, even at
their own expense. Most followers of Fire-Bringer throw ADVANTAGES
themselves into a particular cause with great zeal. • All: Add bb to Stealth checks.
ADVANTAGES • Primal, Arcana: Reduce the material costs needed
to repair or enchant Magical Foci and Charms by
• All: Add bb to your Mechanics checks. 20% (rounded down).
• Primal: When casting the Augment spell, you may • Adept: Your character may activate the Flexibility
reduce the difficulty by 1 to a minimum of Simple power as an incidental without making an ability
(-). check.
• Arcana: When casting the Attack spell, may add the
Fire effect without increasing the difficulty.
DISADVANTAGES
• A Rat magician must succeed at a Hard (ddd)
• Adept: At time of choosing this Mentor Spirit, select
Discipline check or be forced to spend their first
a General skill. Always add b to those checks.
action in combat either fleeing or taking cover. If
DISADVANTAGES there is nowhere to flee or cover, they are forced to
• When someone sincerely asks for your help, you fight.
cannot refuse unless you succeed at a Hard
(ddd) Discipline check. Sea
Mountain Sea is the birthplace of all living creatures. She is unfath-
Mountain is rooted in the very heart of the Earth but omable and moody, tranquil and comforting one mo-
reaches toward lofty heights. She has limitless strength ment, fearsome and destructive the next. Though she
and endurance, but Mountain’s inflexible nature limits possesses great wealth, she jealously guards what comes
her. Mountain is a stubborn and unyielding force, and into her hands. Sea can be a powerful ally, but she must
Mountain magicians are difficult to persuade once they be courted with great care.
have made up their minds about something.
ADVANTAGES
ADVANTAGES • All: Add bb to all Athletics checks related to
• All: Add bb to Survival checks. swimming.
• Primal, Arcana: Your character may perform the • Primal, Arcana: When casting the Conjure spell,
Counterspelling maneuver without suffering strain. you may reduce the difficulty of the spell by 1 to a
• Adept: Your character may activate the Mystic Ar- minimum of Simple (-) as long as you are summon-
mor power as an incidental. Make a Simple (-) Qi ing a Spirit of Water.
check without suffering Strain to determine how • Adept: Add b to all Athletics checks. This does
many successes to use. stack with the previous boosts when related to
swimming.
DISADVANTAGES
• When a Mountain magician makes up their mind, DISADVANTAGES
they have difficulty switching. You must succeed at • Sea magicians must succeed at a Hard (ddd)
a Hard (ddd) Discipline check or be unable to Discipline check in order to give away something
abandon a planned course of action. If you fail, you they own or be charitable in some way.
must endeavor to continue with your original plan,
even if it means going on alone.

SHADOWRUN
GENESYS 111
Seducer without regard to your own safety. If you run out of
targets before your berserk duration is over, you
The Seducer is the incarnation of desire. He has many keep attacking their bodies.
whims and vices that he must frequently satisfy. He en-
courages jealousy and greed, and he seeks to inflame the
wants of others. He avoids direct confrontation but gains Snake
pleasure when others fight for his attention or on his be- Snake is wise and knows many secrets. She is a good
half. He exists to exploit weaknesses and will not hesitate counselor, but she always exacts a price for her advice.
to sacrifice those who get in his way. Snake followers fight only to protect themselves and oth-
ers. They are obsessed with learning secrets and take
ADVANTAGES great risks in order to do so. They trade their knowledge
• All: Add bb to Deception checks. to others for whatever they can get in exchange.
• Primal: When casting the Augment spell, the target
upgrades Deception checks twice instead of once.
ADVANTAGES
• Arcana: When casting the Mask spell, you may add • All: Gain two Knowledge skills as Career skills.
the Realism effect without increasing the difficulty. • Primal: Treat your ranks of Knowledge (Magic) as
• Adept: At the time of choosing this Mentor spirit, one higher when calculating effects of spells.
select Negotiation or Charm. Always add b when • Arcana: When casting the Predict spell, reduce the
making a check using the chosen skill. difficulty by 1 to a minimum of Simple (-).
DISADVANTAGES • Adept: Your character may activate the Kinesics
power as an incidental without making an ability
• When presented with a vice or indulgence (drugs,
check.
BTLs, sex, etc), Seducer magicians must succeed at
a Hard (ddd) Discipline check in order to de- DISADVANTAGES
cline. • When you learn about secrets or knowledge that few
people know about, you must succeed at a Hard
Shark (ddd) Discipline check to avoid pursuing.

Shark is a cold and relentless hunter. His power is known


to all who live near the sea. When Shark strikes, he does Thunderbird
so without mercy, driven into a frenzy by the blood of his Thunderbird is a majestic creature who is storm incar-
prey. Shark magicians tend to be wanderers, always on nate. Her wings are dark clouds, her beak and claws
the move. They are fierce and deadly warriors. A Shark lightning, and her cries the clap of thunder. She is a pri-
magician believes the only good enemy is a dead enemy. mal force, often savage but necessary to the survival of
If challenged, he does not waste time with threats or the land and the continuation of the cycle of life. Thun-
boasts—he strikes to kill. derbird is a force to be respected and approached with
great care, lest her anger be roused.
ADVANTAGES
• All: Add b to all Melee checks using a bladed ADVANTAGES
weapon and all unarmed Brawl checks. • All: Add bb to your Coercion checks.
• Primal, Arcana: When casting the Attack spell, you • Primal, Arcana: When casting the Conjure spell,
may add the Deadly effect without increasing the you may reduce the difficulty of the check by one to
difficulty. a minimum of Simple (-) as long as you are sum-
• Adept: Your character may activate the Killing moning a Spirit of Air.
Hands power as an incidental without making an • Adept: Your character may activate the Critical
ability check. Strike power as an incidental without making an
DISADVANTAGES ability check.
• Shark magicians sometimes lose it when attacked. DISADVANTAGES
Each time you take Wound damage in combat, • Thunderbird magicians must succeed at a Hard
make a Simple (-) Discipline check. You go berserk (ddd) Discipline check to avoid responding to
for 3 rounds minus the number of s from the an insult in kind.
check. If you are already berserk, increase the dura-
tion. While berserk, you go after your attackers

SHADOWRUN
112 GENESYS
Wise Warrior
The Wise Warrior is skilled in the art of war, for battle is
an art to her, an exercise in the powers of the mind as
well as the body. She studies the tactics of her foes and
overcomes them through a combination of superior
strategy and battle prowess. The Wise Warrior does not
act out of savagery or battle-lust, but from a position of
knowledge and wisdom. Wise Warriors must follow the
warrior’s code of honor and conduct themselves prop-
erly or risk the loss of favor.

ADVANTAGES
• All: Add bb to your Leadership checks.
• Primal, Arcana: You may use the Concentrate ma-
neuver without suffering strain.
• Adept: Your character may activate the Counter-
strike power as an incidental without making an
ability check.
DISADVANTAGES
• If you act dishonorably or without courtesy, whether
by choice or by accident, add b to all actions until
you atone for your behavior.

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—the
one that kills him. Wolf magicians are loyal to friends
and family unto death. They do not show cowardice in
battle, and their word is their bond.

ADVANTAGES
• All: Pack Fighter: If you make a successful combat
check or Attack spell check against a target, the next
ally making a combat check against the same target
during the same round adds aa to the results.
• Primal, Arcana: You may use the Counterspell ma-
neuver without suffering strain.
• Adept: When activating the Attribute Boost power,
reduce the difficulty of the Qi check by 1 to a mini-
mum of Simple (-).
DISADVANTAGES
• A Wolf magician seldom backs down from a fight.
To retreat from a fight, you must succeed at a Hard
(ddd) Discipline check.

SHADOWRUN
GENESYS 113
ADVERSARIES
A s a Shadowrunner, you will come across a number
of different threats in your career, from the go-gangs
that threaten the roads of Renton to the toxic spirits in
Kowloon city.
The game master can use the following stats as a start-
ing point for creating interesting adversaries for the team
to fight.

Gangers
GANG LEADER [NEMESIS]
The one that calls the shots in the gang. Usually strong
enough to command respect and cunning enough to
avoid betrayal, these leaders have seen enough action on
the street to be worthy of fear.

3 2 3 4 2 3
brawn agility intellect cunning Willpower Presence
cause attacker to run out of ammo).
Soak value Wound threshold strain threshold M/r Defense
Abilities: Tactical Direction (may spend a maneuver to
3 16 13 0 0 direct one friendly minion group within medium range;
that group may immediately perform a free maneuver
Skills: Coercion 3 (ccd), Cool 4 (cccd), De- or add b to its next check), You Thought You Were
ception 3 (cccd), Knowledge (Street) 2 Out… (when making a Coercion check to maintain a
(ccdd), Leadership 3 (ccc), Ranged (Light) favor after calling it in, the check is an Average (dd)
3 (ccd), Skulduggery 2 (ccdd), Streetwise 4 Coercion check instead of an opposed check).
(ccdd) Equipment: Brass Knuckles: (Brawl; Damage 4; Critical
Talents: Adversary 1 (upgrade difficulty of all combat 3; Range [Engaged]; Stun 2), Gold plated Savalette
checks against this target once), Forgot to Count? Guardian: (Ranged (Light); Damage 6; Critical 3; Range
(When targeted by a ranged attack, can spend hh to [Medium]; Vicious 1), Gold Chains, nice suit

SHADOWRUN
114 GENESYS
GO-GANGER [MINION] LIEUTENANT [RIVAL]
These gangers prefer to let their bikes do the talking. Impress the boss enough as a grunt and you’ll get pro-
Traveling the roads and interstates seeking their next moted. The Lieutenants have some grasp of leadership
prey, these gangers are much more of a threat on the road and the authority to use it.
than they are on the street.
3 3 2 2 3 3
2 3 1 2 1 2 brawn agility intellect cunning Willpower Presence
brawn agility intellect cunning Willpower Presence Soak value Wound threshold M/r Defense

Soak value Wound threshold M/r Defense 3 15 0 0


2 5 1 1 Skills: Cool 1 (cdd), Discipline 1 (cdd), Drive 2
Skills (Group Only): Driving, Melee or Ranged (Light), (ccd), Leadership 2 (ccd), Melee 2 (cc),
Resilience, Streetwise Perception 1 (cd), Ranged (Light) 2 (ccd), Sur-
vival 1 (cd)
Talents: None.
Abilities: None. Talents: Adversary 1 (upgrade difficulty of all combat
Equipment: Chain (Melee; Damage 4; Critical 3; Range checks against this target once); Field Commander (As
[Engaged]; Stun 2, Ensnare 1) or Light Pistol (Ranged an action, make an Average (dd) Leadership check;
(Light); Damage 5; Critical 4; Range [Short]), Armored if successful, 3 allies may immediately perform one ma-
Vest (+1 Defense); Harley-Davidson Scorpion (see page neuver as an out-of-turn incidental.
83)
Examples: Ancients, Spikes, 405 Hellhounds Abilities: None.
Equipment: Ares Predator (Ranged (Light); Damage 6;
Critical 3; Range [Medium]; Vicious 1)
GRUNT [MINION]
Your every day grunt. Cannon fodder for your average
runner. Every gang needs plenty of grunts in order to STREET SHAMAN [RIVAL]
make their presence known. Most Awakened don’t need to hang out in a gang, but
some choose to. These shaman can be particularly dan-
3 2 1 2 1 2 gerous as they are not often expected.
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense 2 2 2 2 2 2


4 4 0 0 brawn agility intellect cunning Willpower Presence

Skills (Group Only): Brawl or Ranged (Light), Re- Soak value Wound threshold M/r Defense
silience, Skulduggery, Streetwise 3 9 0 0
Talents: None.
Skills: Knowledge (Magic) 3 (ccd), Leadership 2
Abilities: None. (cc), Melee 2 (cc), Primal 3 (ccd), Survival 3
Equipment: Brass Knuckles (Brawl; Damage 4; Critical (ccd), Vigilance 2 (cc)
3; Range [Engaged]; Stun 2) or Light Pistol (Ranged Talents: Adversary 1 (Upgrade the difficulty of combat
(Light); Damage 5; Critical 4), Armored Clothing (+1 checks targeting this creature once).
Soak)
Abilities: None.
Spells: Shamans can choose any magic action allowed
for the Primal skill, and may select additional spell
effects, as normal. The spells they use most often are the
following:
• Lightning Bolt: Choose one target at Short range
and make a Hard (ddd) Primal check. If suc-
cessful, this magic attack deals 5 damage, plus one
for each uncanceled s. Attack includes the Auto-
fire and Stun 3 qualities.
Equipment: Brass Knuckles (Brawl; Damage 3; Critical
3; Range [Engaged]; Stun 2) or Light Pistol (Ranged
(Light); Damage 5; Critical 4), Armored Clothing (+1
Soak)
Examples: Terrafirst! Shaman, Krewes Mage

SHADOWRUN
GENESYS 115
Corporate Security SPECIAL OPS [RIVAL]
Not all corporate security is bad. In fact, some of them
RENT-A-COP [MINION] are downright terrifying. The likes of the Renrakku Red
Samurai are frightening enough to make a veteran Shad-
When corporations want to save a few nuyen, they reach
owrunner think twice about engaging.
out to private security firms to get your general low-wage
security. Their best weapon is “Hey there, stop that!”
3 4 2 3 2 3
brawn agility intellect cunning Willpower Presence
2 2 2 2 1 2
Soak value Wound threshold M/r Defense
brawn agility intellect cunning Willpower Presence
5 18 2 2
Soak value Wound threshold M/r Defense
2 5 1 1 Skills: Cool 2 (ccd), Discipline 3 (ccd), Melee
3 (cccd), Ranged (Light) 2 (ccdd), Re-
Skills (Group Only): Coercion, Driving, Melee, Ranged silience 2 (ccd), Vigilance 1 (cd)
(Light) Talents: Adversary 1 (Upgrade the difficulty of combat
Talents: None. checks targeting this creature once).
Abilities: None. Abilities: None.
Equipment: Armor Vest (+1 Defense), Taser (Ranged Equipment: SCK Model 100 (Ranged (Light); Damage
(Light); Damage 5; Critical 5; Range [Short]; Stun Dam- 5; Critical 3; Range [Medium]; Auto-fire), Katana
age, Stun 3), Flashlight (Melee; Damage 7; Critical 2; Range [Engaged]; Pierce 1,
Vicious 1, Cumbersome 3), Security Armor, Medium
(+1 Defense, +2 Soak)
SECURITY RIGGER [RIVAL] ‘ware: Cybereyes Suite (Image Link, Low-Light Vision,
Vision Enhancement); Cyberears Suite (Audio Enhance-
When company property is stolen, you need someone to ment, Select Sound Filter), Combat Suite (Pain Editor,
pursue. That’s when a rigger comes into play. Fast and Synaptic Booster)
skilled at chasing or at using drones to keep track of the Examples: Renrakku Red Samurai, SK Prime, Seraphim
thieves.
SPIDER [RIVAL]
2 3 3 2 1 2 Most corporations’ biggest assets aren’t even tangible.
brawn agility intellect cunning Willpower Presence Keeping a Spider on tap to protect their digital butts is
Soak value Wound threshold M/r Defense standard play.
3 13 0 0
Skills: Discipline 1 (c), Driving 2 (3 + b)
1 1 3 2 2 3
(cccb), Mechanics 3 (ccc), Perception 2 brawn agility intellect cunning Willpower Presence
(cc), Piloting 2 (ccd), Ranged (Light) 2 Soak value Wound threshold M/r Defense
(ccd), Survival 2 (cc) 1 9 0 0
Talents: Hand on the Throttle (Once per round, increase
or decrease vehicle speed by 1) Skills: Computers 2 (3) (ccc), Knowledge (Profes-
Abilities: None. sional) 2 (ccd), Mechanics 1 (cdd), Perception
1 (cd), Vigilance 2 (ccd)
‘ware: Matrix Suite (Datajack, Control Rig 2 [+2 Han- Talents: None.
dling])
‘ware: Matrix Suite (Neural Processor, Datajack)
Equipment: Ford Americar; MCT-Nissan Roto-drone;
Abilities: Reinforce (as a maneuver, may increase the
Armored Clothing (+1 Soak); Ares Light Fire (Ranged strength of one active piece of IC by 1 until the end of the
(Light); Damage 5; Critical 4; Short) Spider’s next turn)
Equipment: Cyberdeck 2, Corporate ID, snacks

SHADOWRUN
116 GENESYS
Organized Crime HENCHMAN [MINION]
Like grunts, these henchmen are a nuyen a baker’s
CRIME BOSS [NEMESIS] dozen, but they appear more organized as there’s usually
a dress code.
Rise through the ranks through deceit, favor, or blood-
thirst and you, too, can be the boss.
2 2 2 2 1 2
brawn agility intellect cunning Willpower Presence
2 2 3 3 3 4
Soak value Wound threshold M/r Defense
brawn agility intellect cunning Willpower Presence
Soak value Wound threshold strain threshold M/r Defense
3 5 0 0
3 14 14 1 1 Skills (Group Only): Coercion, Melee, Streetwise
Talents: None.
Skills: Coercion 3 (ccc), Discipline 3 (ccc),
Leadership 3 (cccd), Negotiation 2 (ccdd), Abilities: None.
Perception 2 (ccd), Ranged (Heavy) 2 (cc), Equipment: Club (Melee; Damage 4; Critical 4; Range
Streetwise 4 (cccd), Vigiliance 2 (ccd) [Engaged]; Stun 1); Armored Clothing (+1 Soak)
Talents: Adversary 2 (Upgrade difficulty of all combat
checks against this target twice.) LIEUTENANT [RIVAL]
Abilities: Charismatic Menace (Allies within Short
range add s to checks they make; opponents within Someone’s got to keep the henchmen in line, it might as
Short range add h to checks they make.) well be this guy or gal.
Equipment: Remington Roomsweeper (Ranged
(Heavy); Damage 8; Critical 3; Range [Short]; Blast 4, 3 2 2 2 2 3
Knockdown, Vicious 2); Nice Suit (+1 Soak, +1 Defense)
brawn agility intellect cunning Willpower Presence
Examples: Yakuza Oyabun, Triad Shan Chu, Mafia Don
Soak value Wound threshold M/r Defense

ENFORCER [RIVAL] 4 13 0 0
Getting someone that is hesitant to pay their security fee Skills: Coercion 3 (ccd), Discipline 2 (cc),
Leadership 2 (ccd), Ranged (Light) 3 (ccd),
to cough up the nuyen requires someone with a...special Streetwise 3 (ccd)
touch. Talents: Adversary 1 (Upgrade the difficulty of combat
checks targeting this creature once).
3 2 2 1 1 3 Abilities: Flush Target (After making a combat check
brawn agility intellect cunning Willpower Presence
targeting a character in cover, may spend aa or t to
force the character to immediately move out of cover as
Soak value Wound threshold M/r Defense an out-of-turn incidental.)
4 11 1 1 Equipment: Ingram Smartgun XI (SMG: Ranged
(Light); Damage 5; Critical 3; Range [Medium]; Auto-
Skills: Coercion 2 (cd), Melee 2 (cc), Skulduggery fire); Armor Jacket (+1 Soak; +1 Defense)
1 (c), Streetwise 3 (cdd)
Examples: Mafia Consigliari, Triad Hung Kwan
Talents: Painful Blow (Increase difficulty of Melee check
by 1. If successful and target suffers one or more wounds,
target suffers 2 strain each time they perform a maneu-
ver until the end of the encounter.)
Abilities: None.
Equipment: Tonfa (Melee; Damage 5; Critical 4; Range
[Engaged]; Stun 2); Armor Jacket (+1 Soak; +1 Defense)
Examples: Mafia Capo

SHADOWRUN
GENESYS 117
SPECIALIST [RIVAL] Spirits
Most organized crime have their own special types of
brutal fighters meant to instill fear and respect. BLOOD SPIRIT [RIVAL]
Aztechnology is long rumored to deal in blood magic.
3 4 2 3 4 1 The spirits summoned from blood magic are the things
brawn agility intellect cunning Willpower Presence of nightmares. Blood spirits always take a twisted,
Soak value Wound threshold M/r Defense painful appearance. They can be an unsettling cloud of
3 15 2 2 red mist from which tortured and dying faces seem to
swim and shift, or a kind of hideous animal amalgama-
Skills: Athletics 2 (ccd), Brawl 4 (cccd), tion with claws and a bird-like beak dripping with gore.
Computers 3 (ccd), Cool 4 (cddd), Coordina-
tion 5 (cccdd), Discipline 2 (ccdd), Melee
4 (cccd), Perception 2 (ccd), Skulduggery 3 4 2 2 2 3 2
(ccc), Stealth 5 (cccdd), Vigilance 2 brawn agility intellect cunning Willpower Presence
(cc)
Talents: Adversary 1 (Upgrade difficulty of all combat Soak value Wound threshold M/r Defense

checks against this target once.); Archaic Arms Master 5 23 1 1


(While armed with a Melee weapon, may make an Aver-
age (dd) Melee check to force one engaged target to Silhouette: 2
drop one weapon or more one range band in any direc- Skills: Brawl 3 (cccd), Perception 2 (cc), Re-
tion.
silience 3 (cccd), Vigilance 3 (ccd)
Abilities: Quiet Code (When making a Computers
check, h may not be spent to alert other users to the Spe- Attack: Melee (Brawl; Damage 9; Critical 3; Engaged,
cialist’s presence.); Subtle Death (When making a Brawl Ensnare 2, Vicious 1); Essence Drain (Creature may tar-
check, may spend aa or t to apply a doce of contact get another creature that is naturally sapient and has
poison to the target; the target must immediately make a Essence left. Must spend consecutive actions equal to 10
Hard (ddd) Resilience check as an incidental; if they
fail, they suffer 5 wounds plus 1 wound per h; d means minus character's current Essence. Doing so will per-
they must make the check again at the start of their next manently subtract the target's Essence by 1. If this re-
turn, as the poison remains in their system. duces Essence to 0, target goes into a coma and must
Equipment: Katana (Melee; Damage 7; Critical 2; Range succeed at a Hard (ddd) Resilience check or be-
[Engaged]; Pierce 1, Vicious 1, Defensive 1); Fists and come infected.
feet (Brawl; Damage 5; Critical 4; Range [Engaged]; Dis-
orient 1, Knockdown, Stun 5, Stun Damage); Improved Special: Terrifying (At the start of the encounter, all op-
Chameleon Suit (+2 Defense; Add b to Stealth checks); ponents must make a Hard (ddd) fear check as an
Cyberdeck with One-Shot Icebreakers (Spend a Story out-of-turn incidental, as per page 243 of the Genesys
Point to add sss to a successful check to break ice.) Core Rulebook. If there are multiple sources of fear in
Examples: Yakuza Blademaster, Triad Sheung Fa the encounter, the opponents only make one fear check
against the most terrifying enemy.)

SHADOWRUN
118 GENESYS
INSECT SPIRIT - SOLDIER [RIVAL] Law Enforcement
4 2 2 2 3 2 COMBAT MAGE [RIVAL]
brawn agility intellect cunning Willpower Presence
Responding to magical threats is the work of specially
Soak value Wound threshold M/r Defense trained mages.
6 20 1 1
Silhouette: 2 1 2 4 2 3 1
brawn agility intellect cunning Willpower Presence
Skills: Brawl 3 (cccd), Perception 2 (cc), Re-
silience 2 (ccdd), Vigilance 3 (ccd) Soak value Wound threshold M/r Defense

Attack: Melee (Brawl; Damage 9; Critical 2; Engaged, 2 11 2 2


Pierce 2, Vicious 1) Skills: Arcana 3 (cccd), Cool 2 (cd), Discipline
Special: Hive Mind (May telepathically communicate to 3 (ccc), Knowledge (Magic) 4 (cccc), Per-
other members of the same hive as an incidental ac- ception 3 (ccd), Vigilance 2 (ccdd)
tion.) Talents: Focused (May spend a Maneuver to cast spells
without suffering Strain)
Abilities: None.
TOXIC SPIRIT [RIVAL] Equipment: Spellcasting Focus (Attack), Form-fitting
These spirits thrive in places of pollution and radiation. Body Armor
The shamans that summon these are at home in polluted
areas. HIGH THREAT RESPONSE [RIVAL]
Whether to responding to large paracritters, gang wars,
4 2 2 2 3 2 or your less careful shadowrunner teams, HTR’s are
brawn agility intellect cunning Willpower Presence specifically trained to take these types of threats down.
Soak value Wound threshold M/r Defense Once called in, they are more likely to subdue first, ask
5 20 1 1 questions later.

Silhouette: 2 3 4 3 3 2 2
Skills: Brawl 3 (cccd), Perception 2 (cc), Re- brawn agility intellect cunning Willpower Presence
silience 2 (ccdd), Vigilance 3 (ccd)
Soak value Wound threshold M/r Defense
Attack: Melee (Brawl; Damage 9; Critical 3; Engaged,
5 14 2 2
Ensnare 2, Vicious 1); Noxious Breath (Brawl; Damage
9; Critical 3; Range [Engaged]; Blast 5. Any enemy that Skills: Athletics 2 (ccd), Coercion 3 (ccd),
takes damage from this ability (after Soak) must make a Cool 2 (cc), Discipline 1 (cd), Perception 3
Hard (ddd) Resilience check or suffer 3 wounds. (ccc), Ranged (Heavy) 4 (cccc), Resilience
3 (ccc), Skulduggery 2 (ccd), Vigilance 2
hhh or d on the check may be spent to repeat the (ccd)
check on the next round. Talents: Adversary 1 (Upgrade the difficulty of combat
Special: Immune to Toxins and Poisons. checks targeting this creature once). Hamstring Shot
(Once per round, may perform a ranged combat check
against a creature within range. If successful, halve the
damage inflicted by the attack. The target is immobilized
until the end of its next turn.)
Abilities: None.
Equipment: Heavy Security Armor (+2 Defense, +2
Soak, Add b to Coercion checks); Shotgun (Ranged
(Heavy); Damage 8; Critical 3; Range [Short]; Blast 4,
Knockdown, Vicious 2) or Ares Alpha (Ranged (Heavy);
Damage 7; Critical 3; Range [Long]; Auto-fire.)

SHADOWRUN
GENESYS 119
PATROLMAN [MINION] S.W.A.T. [RIVAL]
Your every day beat cop. Cause enough ruckus and the Special Weapons and Tac-
tics teams will be called in. Seeing this van show up is
2 2 2 2 1 2 never a sign your day is going well.
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


3 3 2 3 2 2
3 5 0 0 brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


Skills (Group Only): Discipline, Perception, Ranged
(Light), Vigilance 6 12 2 2
Talents: None. Skills: Athletics 2 (ccd), Cool 1 (cd), Discipline
Abilities: None. 2 (cc), Perception 2 (ccd), Ranged (Heavy) 3
Equipment: Yamaha Pulsar (Ranged (Light); Damage 5; (ccc), Resilience 1 (cdd), Vigilance 2 (cc)
Critical 5; Range [Short]; Stun Damage, Stun 3); Ar- Talents: Adversary 1 (Upgrade the difficulty of combat
mored Clothing (+1 Soak) checks targeting this creature once). Coordinated As-
sault (once per turn, may spend a maneuver to add a to
the results of all combat checks made by five allies within
RIGGER [RIVAL] long range until the end of this character’s next turn.)
Car chases are a part of the job for officers. Some are par- Abilities: None.
ticularly skilled and geared towards this. Equipment: FN HAR (Ranged (Heavy); Damage 7; Crit-
ical 3; Range [Long]; Accurate 1, Auto-fire); S.W.A.T. Ar-
mor (+2 Defense, +3 Soak)
2 3 3 2 2 2
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


Civilians
3 9 0 0
ADVISOR [RIVAL]
Skills: Discipline 2 (cc), Driving or Piloting 3 (4 +
b) (cccdb), Perception 2 (cc), Vigilance 1 You may win the ear of a bigwig politician or gang boss,
(cdd) but they all have Advisors that may be working against
Talents: All-Terrain Driver (Do not suffer penalties for you, whispering sweet little lies in their ears.
driving through difficult terrain)
Abilities: Pit Maneuver (When Rigger’s vehicle is one 2 2 3 3 3 3
range band away from a target vehicle, Rigger may make
an opposed Driving versus Driving check. If successful, brawn agility intellect cunning Willpower Presence
target vehicle suffers a minor collision. May spend a t Soak value Wound threshold M/r Defense
on a successful check to make it a major collision.) 2 12 0 0
‘ware: Control Rig 2 (+2 Handling), Datajack
Equipment: Police Vehicle Skills: Charm 1 (cdd), Coercion 2 (ccd), Cool
2 (ccd), Deception 1 (cdd), Discipline 2
(ccd), Negotiation 2 (ccd)
Talents: None.
Abilities: None.
Equipment: Fine clothing

SHADOWRUN
120 GENESYS
FIXER [RIVAL] MR. JOHNSON [NEMESIS]
“I got what you need!” says the Fixer. And it’s mostly Corporations need deniable assets. They can’t just put
true. This guy knows a guy who knows a guy who knows out a “help wanted” poster asking for runners. So, they
a Troll that found what you need that fell off a back of a hire people that know how to find and hire shadowrun-
truck. ners. For anonymity, they all go by Mr. or Ms. Johnson
(in North America anyways).
2 2 2 3 2 3
brawn agility intellect cunning Willpower Presence 1 2 3 2 2 4
Soak value Wound threshold M/r Defense brawn agility intellect cunning Willpower Presence

3 11 0 0 Soak value Wound threshold strain threshold M/r Defense

Skills: Deception 2 (ccd), Mechanics 1 (cd), Ne-


3 13 12 0 0
gotiation 2 (ccd), Streetwise 3 (ccc), Vigilance Skills: Charm 2 (ccdd), Coordination 1 (cd),
2 (cc) Negotiation 3 (cccd), Streetwise 2 (cc), Vigi-
Talents: Black Market Contacts 2 (When purchasing il- lance 2 (ccd)
legal goods, may reduce rarity by 2, increasing costs by Talents: Smooth Talker (When making Negotiation
50% of base cost per rarity reduced) checks, t adds an additional s)
Abilities: None. Abilities: Mysterious Demeanor (Add b when trying to
Equipment: Ingram Smartgun (Ranged (Light); Dam- judge Mr. Johnson’s intentions)
age 6; Critical 4; Range [Medium]; Vicious 1) Equipment: Fine tailored suit (Add b to Social checks);
Heavy Pistol (Ranged (Light); Damage 6; Critical 3;
Range [Medium]; Vicious 1); White Noise Generator
JOURNALIST [RIVAL]
Working for either corporate news networks or those
adorable “independent news” blogs, the journalist can
POLITICIAN [NEMESIS]
make a shadowrunner’s life difficult. Hard to live in the These conniving sons of slitches help pave the way for
shadows when your name and photo gets plastered all the destruction of everything you love, just to put a little
over the matrix. extra nuyen in their pockets. Luckily, corporations need
them, and hire you to keep the politicians in line.
2 2 3 3 3 1
brawn agility intellect cunning Willpower Presence
2 2 3 3 2 3
brawn agility intellect cunning Willpower Presence
Soak value Wound threshold M/r Defense
2 10 0 0 Soak value Wound threshold strain threshold M/r Defense
2 12 16 0 0
Skills: Charm 2 (cd), Coercion 3 (ccc), Cool 3
(cdd), Knowledge (Street) 2 (ccd), Perception Skills: Charm 2 (ccd), Cool 1 (cdd), Coercion
3 (ccc), Skulduggery 2 (ccd), Streetwise 2 3 (ccd), Deception 1 (cdd), Leadership 2
(ccd), Vigilance 2 (ccd)
(ccd), Negotiation 1 (cdd), Vigilance 3
Talents: In the Know (Whenever this character learns a
Motivation of another character in the encounter, this (ccc)
character may have that character suffer 2 strain and may Talents: Improved Scathing Tirade (use this talent to
heal 2 strain.) make an Average (dd) Coercion check; for each s,
Abilities: Leading Question (Once per encounter, may one opponent within Short range suffers 1 strain; for
spend a Story Point to learn one Motivation of any one each a, one affected opponent suffers 1 additional strain;
other character in the encounter.)
all opponents affected add b to all skill checks they
Equipment: Commlink with improved microphone;
Press badge, Horizon Flying Eye make for the following three rounds).
Abilities: Good at Needling (if this character knows an
opponent’s Flaw Motivation, when this character inflicts
strain on the opponent, the opponent suffers 4 additional
strain).
Equipment: Fine clothing, official credentials or badge
of office.
Examples: Local mayor, Senator, Councilwoman

SHADOWRUN
GENESYS 121
STREET DOC [RIVAL]
Getting shot is part of the job description. If your team BASILISK [RIVAL]
doesn’t have anyone that can sew you up afterwards, you A large Awakened reptile that measures 2.5 meters long
will need a street doc, unless you want the paper trail from snout to tail, and weighs about 100 kilograms, sim-
that comes with going to the corporate owned hospitals. ilar in size and appearance to Komodo dragons. It has
black and yellow scales and up to 40 saw-edged teeth. It
2 3 3 2 2 2 is a carnivore that feeds primarily on small mammals,
but will eat just about anything that it can catch.
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense The Basilisk is dual-natured and has a unique spell-like
2 10 0 0 ability to petrify creatures that it gazes upon. This makes
it dangerous to study, although some corporations use
Skills: Deception 2 (cc), Knowledge (Academic) 3 Basilisks for security purposes.
(ccc), Mechanics 3 (ccc), Medicine 3
(ccc), Negotiation 2 (cc)
Talents: Surgeon 3 (When making a Medicine check to 3 1 1 2 2 1
heal wounds, heal 3 additional wounds) brawn agility intellect cunning Willpower Presence
Abilities: Questionable Hygiene (When making a Soak value Wound threshold M/r Defense
Medicine check, must spend hhh or d to decrease the
target’s strain and wound threshold by 2 each until the 6 14 0 0
end of the current session.) Skills: Brawl 2 (ccd), Perception 3 (ccd),
Equipment: Shotgun (Ranged (Heavy); Damage 8; Crit- Stealth 2 (cd), Vigilance 3 (cdd)
ical 3; Range [Short]; Blast 4, Knockdown, Vicious 2); 4 Talents: None.
Slap-patches; Medical Facility.
Abilities: Darkvision (remove bb from checks im-
posed by having dim or no light); Petrifying Gaze (As a
Paracritters maneuver, a basilisk can force a target within Medium
range to meet its deadly gaze. The basilisk makes an op-
posed Perception vs. Discipline check. If the check suc-
BARGHEST [RIVAL] ceeds, the target is immobilized and disoriented until the
end of its next turn, when it may make a Hard (ddd)
The Barghest is a large Awakened canine found in the Resilience check as an incidental. If it succeeds, the
northern regions of North America, Asia and Europe. effect ends. If it fails, the target is turned to stone and in-
Distinctive features include sharply pointed ears, a pro- definitely Incapacitated. This may be dispelled by an ally
truding spine, glowing eyes and teeth. Its eyes and teeth with a successful Dispel spell, or the character may be re-
stored by a successful Heal check with the Revive Inca-
seem to glow due to a certain luminescent bacteria that pacitated effect added. Potential targets may avoid the
resides in is mucous membranes. basilisk's gaze by tightly closing their eyes or averting
Barghests are nocturnal pack animals who herd their their gaze. In either case, while avoiding the basilisk's
gaze, all combat checks are upgraded twice and all Per-
prey by howling. A barghest howl can induce fear and, in ception and Vigilance checks are upgraded three times.
some cases, a catatonic state in its victim. Equipment: Bite (Brawl; Damage 7; Critical 3; Range
[Engaged], Pierce 2); Armored Hide (+3 Soak)
4 3 1 2 1 1
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


5 16 0 0
Skills: Athletics 2 (ccdd), Brawl 2 (ccdd),
Perception 3 (ccd), Resilience 3 (cccd), Vigi-
lance 2 (cd)
Talents: Swift (A barghest does not spend additional ma-
neuvers to move through difficult terrain).
Abilities: Maul (Adds bb to Brawl checks against
prone or immobilized targets). Terrifying Howl (once
per encounter, the barghest howls. Creatures within
Medium range that can hear it must make a Hard
(ddd) Fear check (see page 243 in Genesys Core
Rulebook). Immunity (immune to poisons and toxins).
Equipment: Claws and Fangs (Brawl; Damage 6; Criti-
cal 3; Range [Engaged]; Knockdown; Vicious 1)

SHADOWRUN
122 GENESYS
CERBERUS HOUND [RIVAL] COCKATRICE [RIVAL]
An extremely rare Awakened dog that has a unique A long-legged, bird-like creature resembling an over-
three-headed physique. On average, it stands 1.2 meters large chicken. The awakened critter has limited mobility
at the shoulder and weighs 110 kilograms. The animal is in the air, preferring, instead, to chase after its prey on
solitary, and researchers know little about its behavior or the ground, jumping into the air to strike with its sharp
habits. It is hypothesized that Cerberus Hounds are able talons.
to continue functioning should one of the heads be lost
Its ability to paralyze its victims via the paranormal
to accident or attack, but this is purely conjecture based
touch of its tail makes it a high demand creature for cor-
on anatomical dissections of the Cerberus brains. It is
porate security.
rumored that they possess the Awakened powers of cor-
rosive saliva, enhanced physical attributes, immunity to
cold and immunity to fire. It has only been sighted in 1 3 1 1 2 1
Greece and surrounding Balkan states. brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense

3 3 2 2 2 1 2 10 0 0
brawn agility intellect cunning Willpower Presence Skills: Athletics 3 (cdd), Brawl 3 (cdd), Percep-
Soak value Wound threshold M/r Defense tion 2 (cd), Stealth 3 (ccc)
4 15 0 0 Talents: None.
Abilities: Pounce (Once per turn, while at short range
Skills: Athletics 2 (ccd), Brawl 4 (cccd), Co- this adversary may perform the move maneuver to en-
ercion 2 (cc), Perception 3 (ccd), Survival 2 gage a target as an incidental.)
(cc) Equipment: Claws (Brawl; Damage 3; Critical 4; Range
Talents: None. [Engaged]; Pierce 2, Vicious 1); Tail (Brawl; Damage 4;
Abilities: Immune to Cold and Fire effects Critical 3; Range [Engaged]; Pierce 2. If target suffers
Equipment: Claws/Bite (Brawl; Damage 6; Critical 2; Wounds after applying Soak, target must succeed at a
Range [Engaged]; Pierce 1, Vicious 1); Corrosive Spit Hard (ddd) Resilience check or become Staggered
(Brawl; Damage 4; Critical 4; Range [Short]; Burn 3. Tar- until the end of the Cockatrice’s next turn. Spend hhh
gets hit with the Corrosive Spit take one level of damage or d on the check to extend the duration an additional
to their armor per round. Target may take an Action to round.)
try to remove the acid using water or other methods.)
CYBERBEAR [RIVAL]
A bioengineering monstrosity resulting in taking an al-
ready powerful and terrifying creature and giving it cy-
berware. Seeing one of these amalgamated beasts is
enough to stop anyone in their tracks.

4 4 1 1 2 1
brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


5 16 0 0
Skills: Athletics 3 (cccd), Brawl 2 (ccdd),
Perception 1 (c), Survival 2 (cd)
‘ware: Muscle Replacement; Obvious cyberarm (Agility,
Armor, Retractable Claws)
Abilities: Low-light Vision (Remove b from skill
checks imposed from dim light)
Equipment: Claw (Brawl; Damage 8; Critical 4; Range
[Engaged]; Ensnare 1, Vicious 1); Bite (Brawl; Damage 8;
Critical 3; Range [Engaged]; Pierce 1)

SHADOWRUN
GENESYS 123
DEVIL RAT [MINION] GLITCH RAT [RIVAL]
The Awakened form of the common rat (Rattus norvegi- These oddly furred rats are a subspecies of devil rats and
cus), and have become the scourge of Urban areas. They have a unique ability that is rumored to cause bad luck in
resemble pale, wrinkled, and hairless rats that grow up to the victim. But, surely that’s just an urban legend.
a meter in length (including the tail). Like their progeni-
tors, they are very adaptable, living wherever metahu- 1 2 1 3 2 1
mans can live, and often carry diseases. brawn agility intellect cunning Willpower Presence

Soak value Wound threshold M/r Defense


1 2 3 1 1 1 1 7 0 0
brawn agility intellect cunning Willpower Presence
Skills: Coordination 1 (cd), Perception 2 (ccd),
Soak value Wound threshold M/r Defense
Stealth 3 (ccd), Survival 2 (ccd)
2 4 0 0 Talents: None.
Skills (Group Only): Brawl, Coordination, Perception, Abilities: Glitch (Once per encounter, Glitch Rat can
Stealth, Survival spend a Story Point to target a creature within Medium
Talents: None. range and either force a reroll of any die roll from the tar-
get or inflict a d result on their roll.)
Abilities: Pack Fighter (If this adversary makes a suc-
cessful combat check, the next ally making a combat Equipment: Bite (Brawl; Damage 1; Critical 5; Range
check against the same target during the same round [Engaged])
adds aa to the results)
Equipment: Teeth and claws (Brawl; Damage 3; Critical GHOUL [MINION]
4; Range [Engaged]; Vicious 1); Thick Skin (+1 Soak)
Metahumans infected by a virus known as HMHVV,
specifically the Krieger strain. While they are not un-
DEMON RAT [RIVAL] dead, they do exhibit the same vampire-like behavior.
The Demon Rat is a subspecies of the devil rat. Usually Ghouls must consume about one percent of their body
one and a half times the size and double the weight of a weight in raw human flesh each week. They also have a
Devil Rat. These rats have the ability to lead devil rats mild allergy to sunlight that inhibits them slightly but
and regular rats. does not harm them. Though they are physically blind,
they are endowed with an enhanced sense of smell and
3 2 3 2 1 3 hearing, and have an astral and physical dual-nature that
brawn agility intellect cunning Willpower Presence
allows them to perceive the astral plane.
Soak value Wound threshold M/r Defense
4 9 0 0 4 3 1 1 1 1
brawn agility intellect cunning Willpower Presence
Skills: Brawl 2 (ccd), Coordination 2 (cc),
Soak value Wound threshold M/r Defense
Leadership 2 (ccd), Perception 3 (ccd), Stealth
3 (ccd), Survival 1 (cd) 5 6 0 0
Talents: Coordinated Assault 3 (once per turn, may Skills (Group Only): Brawl, Coordination, Perception,
spend a maneuver to add a to the results of all combat Stealth, Survival
checks made by five allies within long range until the end
of this character’s next turn) Talents: None.
Abilities:Loyal Followers (Once per round when this ad- Abilities: Pounce (Once per turn, while at short range
versary is targeted by a combat check, they may choose this adversary may perform the move maneuver to en-
one ally within short range, and the attack then targets gage a target as an incidental.), Essence Drain (Creature
the ally instead of this adversary.) may target another creature that is naturally sapient and
has Essence left. Must spend consecutive actions equal to
Equipment: Teeth and claws (Brawl; Damage 5; Critical 10 minus character's current Essence. Doing so will per-
3; Range [Engaged]; Vicious 1); Thick Skin (+1 Soak) manently subtract the target's Essence by 1. If this re-
duces Essence to 0, target goes into a coma and must
succeed at a Hard (ddd) Resilience check or become
infected. If infected, they arise from the coma in 24
hours as a ghoul.).
Equipment: Claws (Brawl; Damage 6; Critical 4; Range
[Engaged]); Bite (Brawl; Damage 5; Critical 3; Range
[Engaged]; Vicious 1)

SHADOWRUN
124 GENESYS
HELL HOUND [MINION] PERYTON [RIVAL]
A large, coal-black dog with red-rimmed eyes. They tend The Peryton (Cervus insolens), or 'winged deer', appears
to hunt in packs and, although they have been docu- as an average forest deer, save the large brown wings that
mented at bringing down creatures as large as bears, sprout from its shoulder blades. Like most deer, it feeds
metahuman attacks seem to be rare. The usual prey for on roots, grubs, tubers and berries, but it has also devel-
hellhounds are sheep or deer, but they also have been ob- oped large incisors in order to feed on its prey of choice:
served at scavenging rabbits or squirrels. large sheep and goats and the occasional metahuman.
Although no scientific observation exists, it has been Generally, it takes flight to survey the area for potential
reported that the hellhounds can breathe fire and are prey. Then, when the prey has been spotted, it will swoop
strongly immune to likewise attacks. out of the sky, knocking the prey to the ground with its
large antlers. It then proceeds to crush and tear at the
2 3 1 2 1 2 prey with its incisors and clawed hooves rending the vic-
brawn agility intellect cunning Willpower Presence
tim into its next meal.
Soak value Wound threshold M/r Defense
3 5 1 1 4 2 2 1 1 1
brawn agility intellect cunning Willpower Presence
Skills (Group Only): Athletics, Brawl, Perception,
Soak value Wound threshold M/r Defense
Stealth, Survival
Talents: None. 6 17 0 0
Abilities: Pack Fighter (If this adversary makes a suc- Skills: Brawl 3 (cccd), Coordination 2 (cc),
cessful combat check, the next ally making a combat Perception 1 (c), Stealth 2 (cc), Survival 1 (c)
check against the same target during the same round Talents: Adversary 1 (upgrade difficulty of all combat
adds aa to the results); Immune to Fire effects; Fire checks against the Peryton by 1)
Breath (May spend an Action to target all creatures
within Short range and breath fire on them. All targets Abilities: Flyer (This adversary can fly; see page 100 of
make a Hard (ddd) Coordination check or take 6 the Genesys Core Rulebook.), Pounce (Once per turn,
Wound damage and gain the Burn 1 quality. Spend hhh while at short range this adversary may perform the
or d on the check to extend the Burn by an additional move maneuver to engage a target as an incidental.),
round. Rock Drop (As their first action in an encounter, they
may drop a pointed rock at a vehicle. Make a Ranged
Equipment: Bite (Brawl; Damage 4; Critical 4; Range (Light) check versus driver's Driving skill. If the driver
[Engaged]; Pierce 1) has not yet acted in this encounter, make it a Hard check.
If successful, vehicle suffers 2 Planetary style damage,
with Breach 1.)
Equipment: Razor claws (Brawl; Damage 8; Critical 3;
Range [Engaged]; Vicious 3), Thundering hooves
(Brawl; Damage 9; Critical 4; Range [Engaged]; Concus-
sive 1, Knockdown)

SHADOWRUN
GENESYS 125
VAMPIRE [NEMESIS] Dracoforms
Vampires are baseline humans, infected with HMHVV.
Vampires prey on sentient beings, absorbing the life EASTERN DRAGON [NEMESIS]
essence of their victims along with the victim’s blood.
Eastern dragons are native to eastern Asia. An eastern
Victims are typically thin and pale and suffer from
dragon is approximately thirty meters long from nose to
chronic essence loss which can only be stemmed by
tail, and it stands approximately 2.5 meters high at the
draining the essence of others - most often through a
shoulder. They are colorful and serpentine. Their heads
blood-link. Those not outright killed in the transfer
are broad and adorned with a chinful of whiskers that
often find themselves sharing the vampire's affliction.
extends to the rear portions of the skull. They also have
More conscientious than other infected metahumans,
multiple pairs of horns rising from behind their eyes,
vampires are able to restrain their hunger. Some vam-
and a pair of barbules descends from beneath the pro-
pires refuse to drain from an unwilling subject, while
nounced nasal region. Their bodies are covered in scaly
others revel in their role as predators and killers. Vam-
armor; a spiny fan runs the length of the back and down
pires become sick within the hour if they consume any-
the tail. The highly dexterous paws are four-fingered
thing but blood, and they have particularly bad reactions
(though some variants may possess three or five fingers
to alcohol.
per paw), with each digit ending in a large claw. The most
common pattern of eastern dragon coloration is irides-
4 4 4 4 4 4 cent green with golden whiskers and belly scutes, but
brawn agility intellect cunning Willpower Presence various other color patterns have appeared.
Soak value Wound threshold strain threshold M/r Defense
5 20 20 0 0 5 4 4 5 4 4
Skills: Athletics 2 (ccdd), Brawl 4 (cccc), brawn agility intellect cunning Willpower Presence
Cool 3 (cccd), Coordination 4 (cccc), De- Soak value Wound threshold strain threshold M/r Defense
ception 3 (cccd), Discipline 4 (cccc), 11 95 90 1 1
Knowledge (Magic) 2 (ccdd), Perception 3
(cccd), Primal 3 (cccd), Stealth 4 Skills: Arcana 5 (ccccd), Athletics 5 (cc
(cccc), Survival 3 (cccd), Vigilance 3 ccc), Brawl 4 (ccccd), Cool 3
(cccd) (cccd), Deception 4 (ccccd), Discipline 4
Talents: Adversary 3 (Upgrade the difficulty of all com- (cccc), Knowledge (Magic) 5 (ccccd),
bat checks against this target 3 times.) Primal 5 (ccccc), Perception 5 (cc
Abilities: Blood call (when this target inflicts wounds on ccc), Ranged (Heavy) 4 (cccc), Vigilance 5
a target using their fangs, they heal 4 strain and 4 (ccccd)
wounds); Sunlight sensitivity (while exposed to direct Talents: Adversary 3 (Upgrade the difficulty of all com-
sunlight, this character halves their wound and strain bat checks against this target 3 times.); Swift (A dragon
thresholds); Undead (does not need to breathe, eat, or does not spend additional maneuvers to move through
drink [except blood], can survive underwater, and is im- difficult terrain).
mune to poisons and toxins [except alcohol]); Vulnera- Abilities: Flyer (Can fly; see page 100 of the Genesys
ble Heart (when this character suffers a Critical Injury Core Rulebook); Silhouette 4; Mystic Armor (+6 Soak);
from a weapon made of wood, such as a stake or cross- Hardened Armor (If a mundane weapon attack does not
box bolt, they add +40 to the Critical Injury result); Re- include the Pierce or Breach quality, the dragon takes no
generation (At the start of the Vampire’s turn, make a damage.); Terrifying (At the start of the encounter, all
Simple (-) Primal check and restore Wounds equal to s opponents must make a Daunting (dddd) Fear
and Strain equal to a. t can be spent to recover from check as an out-of-turn incidental, as per page 243 of the
critical injuries, starting with the lowest severity. Genesys Core Rulebook)
Wounds or Critical Injuries suffered from wood or sun- Equipment: Fiery Breath (Ranged (Heavy); Damage 16;
light may not be recovered this way.); Essence Drain Critical 3; Range [Medium]; Burn 3, Prepare 1); Claws
(Creature may target another creature that is naturally (Brawl; Damage 17; Critical 2; Range [Engaged]; Knock-
sapient and has Essence left. Must spend consecutive ac- down, Sunder, Vicious 5)
tions equal to 10 minus character's current Essence. Do-
ing so will permanently subtract the target's Essence by
1. If this reduces Essence to 0, target goes into a coma
and must succeed at a Hard (ddd) Resilience check
or become infected. If infected, they arise from the coma
in 24 hours as a vampire.)
Equipment: Bite (Brawl; Damage 7; Critical 3; Range
[Engaged]; Pierce 1); Armored Clothing (+1 Soak)

SHADOWRUN
126 GENESYS
FEATHERED SERPENT [NEMESIS] WESTERN DRAGON [NEMESIS]
Feathered serpents figure prominently in the myths of Western dragons come from Europe and western Asia.
South and Central America. They also appear in por- The largest of the dragon species, they’re over thirty-
tions of Africa. As the name implies, they’re long and seven meters in length, three meters or so high at the
serpentine, averaging about twenty meters in length, and shoulder, and have a wingspan of approximately thirty
they have only two pairs of limbs—their wings and a pair meters. They have six appendages, four legs in addition
of legs, similar to a wyvern. While their bellies are scaled, to their wings; the rear paws are adapted into feet,
most of their body is covered in feathers. These contour though the forepaws have opposable thumbs and can
feathers, as well as their prominent ruffs and wings, dis- manipulate objects easily. Dorsal spines or fans are
play a rainbow of colors. Their wings have a span be- present in some, but not all, specimens. Western dragons
tween fifteen and eighteen meters. Their legs end in paws are usually a single color, though they exhibit darker
with five digits, one of which is an opposable thumb. shades along the spine and paler shades on the belly. All
They can easily manipulate objects with these if they so western dragons have heavy scales; some also have bony
desire. Feathered serpents frequently have a tail stinger plates acting as additional armor.
or fangs with potent venom.
6 4 4 6 4 4
5 5 5 4 4 4 brawn agility intellect cunning Willpower Presence
brawn agility intellect cunning Willpower Presence Soak value Wound threshold strain threshold M/r Defense
Soak value Wound threshold strain threshold M/r Defense 14 99 93 1 1
11 90 85 1 1 Skills: Arcana 5 (ccccd), Athletics 5 (ccc
Skills: Arcana 5 (ccccc), Athletics 4 (cc ccd), Brawl 4 (ccccdd), Cool 3
ccd), Brawl 4 (ccccd), Cool 3 (cccd), Deception 4 (ccccdd), Disci-
(cccd), Deception 4 (cccc), Discipline 4 pline 4 (cccc), Knowledge (Magic) 5 (cc
(cccc), Knowledge (Magic) 5 (ccccc), ccd), Primal 5 (cccccd), Perception 5
Primal 5 (ccccd), Perception 5 (ccccd), (cccccd), Ranged (Heavy) 4 (cccc),
Ranged (Heavy) 4 (ccccd), Vigilance 5 (cc Vigilance 5 (ccccd)
ccc) Talents: Adversary 3 (Upgrade the difficulty of all com-
Talents: Adversary 3 (Upgrade the difficulty of all com- bat checks against this target 3 times.); Swift (A dragon
bat checks against this target 3 times.); Swift (A dragon does not spend additional maneuvers to move through
does not spend additional maneuvers to move through difficult terrain).
difficult terrain). Abilities: Flyer (Can fly; see page 100 of the Genesys
Abilities: Flyer (Can fly; see page 100 of the Genesys Core Rulebook); Silhouette 4; Mystic Armor (+6 Soak);
Core Rulebook); Silhouette 4; Mystic Armor (+6 Soak); Hardened Armor (+2 Soak; If a mundane weapon attack
Hardened Armor (If a mundane weapon attack does not does not include the Pierce or Breach quality, the dragon
include the Pierce or Breach quality, the dragon takes no takes no damage.); Terrifying (At the start of the en-
damage.); Terrifying (At the start of the encounter, all counter, all opponents must make a Daunting
opponents must make a Daunting (dddd) Fear (dddd) Fear check as an out-of-turn incidental, as
check as an out-of-turn incidental, as per page 243 of the per page 243 of the Genesys Core Rulebook)
Genesys Core Rulebook) Equipment: Fiery Breath (Ranged (Heavy); Damage 16;
Equipment: Fiery Breath (Ranged (Heavy); Damage 16; Critical 3; Range [Medium]; Burn 3, Prepare 1); Claws
Critical 3; Range [Medium]; Burn 3, Prepare 1); Claws (Brawl; Damage 18; Critical 2; Range [Engaged]; Knock-
(Brawl; Damage 15; Critical 2; Range [Engaged]; Knock- down, Sunder, Vicious 5)
down, Sunder, Vicious 5); Tail (Brawl; Damage 16; Criti-
cal 2; Range [Short]; Pierce 2, Vicious 2. Targets that take
Wounds from this attack must make a Hard (ddd)
Resilience check or take 5 Wounds. hhh or d from this
check can be spent to have the target remake the check
the next turn as poison continues to wrack their body.

SHADOWRUN
GENESYS 127

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