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THE ADEPT

When the gift awakened in me, I looked inward. I 3. Choose your Name and Street Name 8. Establish Debts and Favors
studied myself. I saw my limitations - and overcame
them. I recognized my flaws - and accepted them. I Make up a name and street name or pick a real Place one of your fellow runners’ names in at
reached inward until I held the very heart of my own name and street name from the lists and name least one of the blanks in the Debts & Favors
power, and when I found it, I switched it on. generators starting in the GM Resources section of your playbook. Each time a name
section. appears in a debt or favor, it counts as 1 Bond
Fast, deadly, balanced, I’m an island of focus in the with that character. The more people you have
maelstrom of combat. Some people cannot grasp my 4. Assign your Stats a Bond with, the better.
true capabilities. Others don’t understand why I directed
your gifts inward, instead of outward in flashy displays. You have 5 stats: Awareness, Combat, 9. Starting Funds
But I know why. Stamina, Craft, and Presence. Important stats
for you are Combat and Awareness. You start play with 1500¥ available.
Because in the end, when the machine fails, and the
magic dies: I will still have peace. You have 4 Build Points to distribute among 10. Starting Moves
your stats. To increase a stat by 1 point costs 1
The Adept is a magic-user whose power is focused Build Point. You may increase a stat to a You know all the Core and Secondary Moves.
inward, unlocking their full physical potential. Realized maximum of +2 as a starting character. If you
in the form of performance, speed, and endurance at or wish, you may lower 1 stat to -1 in order to have You also know the Enhanced Ability move,
exceeding the peak of human capability, mastery of an additional point to spend. and either the Gunfighter or the Submission
martial combat, and total control of self, the adept’s Hold move. (Also take a look at the Astral
inner calm and perfected body are the envy of many. 5. Choose your Equipment Projection and Imbue Focus moves in the
Magic chapter.)
Pick one from each list below:
CREATING AN ADEPT
Armor: armored jacket, armor charm

Weapons: 2 pistols, 2 one-handed melee


1. Choose your Metatype weapons, or a compound bow

Each metatype offers a selection of metatype 6. Set your Essence and Karma
moves. Choose one from the options
presented. You start with 6 Essence and 3 Karma.

2. Choose your Look 7. Choose 2 Contacts

Wise eyes, wary eyes, glowing eyes Temple master, gunsmith, underground fight
club organizer, tea shop owner, yakuza soldier,
No hair, cropped hair, long braid
fetishmonger
Clean skin, tattooed skin, hard skin
Perfect body, heavy body, lithe body
THE ADEPT.
___________METATYPE___________ _____________ ____ARCHETYPE MOVES__ ______________
■ ________________________________ ■ Enhanced Ability: when you concentrate on enhancing your abilities,
__________________________________ spend 1 Essence and roll+the stat you wish to enhance. On 10+,
Player increase that stat by 1 point until the end of the current scene or
__________________________________
_______________________________________ encounter. On a 7-9, increase any stat by 1, but reduce another stat by 1
__________________________________
Street Name for the equivalent time period.
______________STATS______ ______ □ Gunfighter: when you Rock & Roll while wielding two one-handed
_______________________________________
guns, you may spend 1 essence. Until combat ends:
Real Name Awareness INJURIES
❏ On 10+, add +1 damage
❏ On 7-9, choose from the normal Rock & Roll outcomes, but they
_______________________________________
Combat are modified in the following ways:
________________LOOK_________________ ● if you choose to graze the target, another enemy or
object behind your target takes 2 damage
Eyes: _________________________________ Stamina ● if you choose to expose yourself to danger, you use an
Hair: __________________________________ enemy as a human shield; the enemy takes half the
damage or effect, and you take the other half
Body: _________________________________ Craft ● if you use up extra ammo, one enemy dives for cover
Style: _________________________________ and is suppressed
❏ If your weapon runs out of ammo, you can kick the empty
Other:_________________________________ Presence magazine into a nearby enemy, dealing 1 stun
______________________________________ □ Submission Hold: when you would deal damage to an enemy in
melee, you may instead forgo damage and subdue your opponent. If the
_________DEBTS & FAVORS________ MAX MAX opponent would normally be dangerous to touch (such as a fire
__ESSENCE____KARMA_____ARMOR__ elemental), you may spend 1 Essence to negate that danger.
______________ taught me a valuable lesson in
self-control. ________________________WEAPONS_______________________
______________ARMOR_____ _______
______________ helped me find my place here Weapon Range Damage Ammo Tags
in the shadows. Type Bonus _________________________________________________________
__________________________________ _________________________________________________________
I killed someone for ______________ .
__________________________________ _________________________________________________________
I taught ______________ secrets normally
reserved for the masters. __________________________________ _________________________________________________________

_____________WOUNDS____________ _________________________________________________________
_______________________________________
___________________GEAR/CYBERWARE_________________

◌◌○○○○○○○○
_______________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ ________________XP_______________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_________________________________________________________
_ ___ADEPT ARCHETYPE MOVES_ ___ _________________________________CONTACTS____________________________ ____¥¥¥___

□ Killing Hands: when when you deal damage with your _________________________________________________________________________
fists/feet, spend 1 essence to deal lethal damage instead of _________________________________________________________________________
stun.
_________________________________________________________________________
□ Danger Sense: when you open your mind to the world of _________________________________________________________________________
subtle mundane and magical information in your
environment, spend 1 essence and roll+Awareness. On 10+, _________________________________________________________________________
you cannot be surprised. On 7-9, take +1 to Stay Frosty.
_________________________________________________________________________
□ Perfect Control: when you wish to control your emotions,
reactions, and nonverbal cues, roll+Presence. On 10+, you
can demonstrate any emotion or reaction you wish, _________________________________________NOTES______________________________________
indistinguishable from a genuine response. On 7-9, you
_______________________________________________________________________________________
maintain control, but (choose 1):
❏ it is exhausting; take 1 stun _______________________________________________________________________________________
❏ your control will only last for a short time _______________________________________________________________________________________
❏ your effort is detectable by magical means
_______________________________________________________________________________________
□ The Sight: when you take time to study an enemy,
roll+Awareness. On 10+, take +1 forward or take +2 damage _______________________________________________________________________________________
forward to your next attack. On 7-9, take +1 forward. _______________________________________________________________________________________
□ Iron Skin: when you take damage, you may spend _______________________________________________________________________________________
essence 1-for-1 to reduce it.
_______________________________________________________________________________________
□ Spirit Hunter: when you battle a spirit, you may spend 1
Essence to ignore the spirit’s defense. _______________________________________________________________________________________

□ Gun-Fu: when you Rock & Roll in melee, take 1 forward to _______________________________________________________________________________________
Rock & Roll with a ranged weapon. When you Rock & Roll _______________________________________________________________________________________
with a ranged weapon, take 1 forward to Rock & Roll in
_______________________________________________________________________________________
melee. You are also considered to be Dual Wielding with
your fists/feet when you hold one melee weapon. _______________________________________________________________________________________
□ ______________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
□ ______________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
□ ______________________________________________ _______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
________________________________________________
________________________________________________ _______________________________________________________________________________________
THE EX-COP

Years on the job, and now what am I doing? Running 3. Choose your Name and Street Name 7. Set your Essence and Karma
the shadows. Shit, I used to throw skels like myself in
jail every day. On the other hand, the pay is better than Make up a name and street name or pick a real To determine your starting Essence, subtract
anything I made on the force, I get to meet interesting name and street name from the lists and name the essence cost of your cyberware (if any)
people, and it beats corporate rent-a-cop work. generators starting in the GM Resources from 6.
section.
Some of these folks, they think because they’ve got the You start with 4 Karma. Must have done
wires, or the mojo, they can walk circles around me. 4. Assign your Stats something right.
And yeah, maybe so, if I ever let them have a level
playing field. But I still think like a cop, and I know the You have 5 stats: Awareness, Combat, 8. Choose 3 Contacts
system. People still on the job are happy to help an old Stamina, Craft, and Presence. Important stats
buddy. for you are Combat and Craft. Confidential informant (CI), precinct secretary,
gang leader, prosecutor, journalist, former
And while the badge may not be entirely official You have 4 Build Points to distribute among partner, defense attorney
anymore - there’s always the gun. your stats. To increase a stat by 1 point costs 1
Build Point. You may increase a stat to a 9. Establish Debts and Favors
The Ex-Cop comes from Lone Star, Knight Errant, the maximum of +2 as a starting character. If you
military police, or any one of many law enforcement wish, you may lower 1 stat to -1 in order to have Place one of your fellow runners’ names in at
agencies in the confused landscape of the 2050’s. an additional point to spend. least one of the blanks in the Debts & Favors
Possessed of a keen investigative mind, brutally section of your playbook. Each time a name
effective combat skills, experience with the best and 5. Choose your Equipment appears in a debt or favor, it counts as 1 Bond
worst of humanity, and connections deep into “the with that character. The more people you have
system,” the ex-cop is a valuable asset. Pick one from each list below: a Bond with, the better.

Armor: ballistic vest, form-fitting armor 10. Starting Funds


CREATING AN EX-COP
Service Pistol: choose a pistol You start play with 1500¥ available.
1. Choose your Metatype
Additional Weapon: choose a shotgun or 11. Starting Moves
Each metatype offers a selection of metatype submachine gun
moves. Choose one from the options You know all the Core and Secondary Moves.
presented. 6. Choose your Cyberware
You also know the Gumshoe move, and one
2. Choose your Look You may start with one of the following other Ex-Cop archetype move.
cyberware kits, or design your own (up to 3
Cold eyes, tired eyes, wary eyes essence and 20,000¥):
Close cropped hair, shaggy hair, bald
Kit 1 (3 essence): cybereyes (includes low-
Cheap suit, street clothes, hawaiian shirt light) with a recorder and a smartlink, tactical
Heavy body, fit body, injured body analytic unit, shocktrodes

Kit 2 (3 essence): cyberears with ultrasound,


skillwires
THE EX-COP
___________METATYPE___________ _______________ __ARCHETYPE MOVE__________________
■ ________________________________ ■ Gumshoe: when you examine the scene of an event, or interrogate
__________________________________ someone about an event, roll+Craft. On 10+, pick two of the following to
Player
__________________________________ learn (relevant to what you’re investigating). On 7-9, pick one:
_______________________________________
__________________________________ ❏ Scene: when the events happened; whether magic was
Street Name involved; how many individuals were involved; if this is the
______________STATS______ ______
_______________________________________ primary scene of the event
❏ Person: if they’re connected to the event; whether they’re hiding
Real Name Awareness INJURIES
something; what they stood to lose or gain; a useful personal
_______________________________________ detail (e.g, a tic, handedness, etc.)
Combat
________________LOOK_________________ ________________________WEAPONS_______________________

Eyes: _________________________________ Stamina Weapon Range Damage Ammo Tags


Hair: __________________________________ _________________________________________________________

Body: _________________________________ Craft _________________________________________________________

Style: _________________________________ _________________________________________________________

Other:_________________________________ Presence _________________________________________________________

______________________________________ _________________________________________________________
_________________________________________________________
_________DEBTS & FAVORS________ MAX MAX

__ESSENCE____KARMA_____ARMOR__ ___________________GEAR/CYBERWARE_________________
If _________ hadn’t been there, I’d be dead right
now. _________________________________________________________
______________ARMOR_________ ___
One day, I’ll make it up to _________ for letting _________________________________________________________
that suspect walk. Type Bonus
_________________________________________________________
__________________________________
I let _________ skate on a serious charge once. _________________________________________________________
__________________________________
_________________________________________________________
Letting _________ see that evidence earned me
__________________________________
a formal reprimand. _________________________________________________________
_____________WOUNDS____________ _________________________________________________________
_______________________________________
_________________________________________________________
◌◌○○○○○○○○
_______________________________________
_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________

_______________________________________ ________________XP_______________ _________________________________________________________

_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________
_________________________________________________________
__ __EX-COP ARCHETYPE MOVES_ ___ _____________________________CONTACTS________________________ ____¥¥¥___

□ Work the System: when you use your ex-LEO status to get help, _________________________________________________________________
roll+Presence. On 10+, you have an old pal jam somebody up or cut _________________________________________________________________
them a break. On 7-9, you get the desired result, but (choose 1):
_________________________________________________________________
❏ the person knows who helped or hindered them
❏ your buddy got in trouble _________________________________________________________________
❏ your name got mentioned to the wrong ears _________________________________________________________________
□ Takedown: when you take control of a person physically, _________________________________________________________________
roll+Combat. On 10+, they are under your complete control, and you
are both unharmed. On 7-9, you gain control of them, but either you or
your target must take 2 damage. _____________________________________NOTES___________________________________

□ Interrogation: when you attempt to Make Them Sweat, you may ________________________________________________________________________________
roll+Craft instead of +Presence.
________________________________________________________________________________
□ Deep Cover: when you Stay Frosty to blend in to a criminal ________________________________________________________________________________
environment, you are boosted.
________________________________________________________________________________
□ Good Cop, Bad Cop: when you aid someone you have bond with
during an interrogation, roll+Craft instead of +Bond. ________________________________________________________________________________
□ Gun Cage: when you need some specialized weapons or hardware ________________________________________________________________________________
fast, you can borrow it from a buddy on the force. When you return it, ________________________________________________________________________________
roll+Presence (subtracting 1 for every day beyond the first that you’ve
had the gear). On 10+, everything’s fine. On 7-9, you’ve raised ________________________________________________________________________________
suspicions and can’t use this move for your next run. On 6 or less, you ________________________________________________________________________________
owe your buddy a favor before you get trusted with the keys again.
________________________________________________________________________________
□ The Feds: you have a contact in federal law enforcement.
Roll+Presence. On 10+, pick 2. On 7-9, pick 1. ________________________________________________________________________________
❏ You get a tip-off on a big operation so you can steer clear ________________________________________________________________________________
❏ You gain interesting and useful information about your current ________________________________________________________________________________
run
❏ You get access to federal data on an individual ________________________________________________________________________________
❏ You are listed as a “consultant” on a case ________________________________________________________________________________
□ Doorkicker: when you lead the team in an assault on the enemy, ________________________________________________________________________________
roll+Combat. On 10+, designate up to 3 enemies who are surprised. ________________________________________________________________________________
On 7-9, designate up to 2 enemies.
________________________________________________________________________________
□ Hostage Negotiator: when you negotiate in a dangerous situation,
you may roll+Combat instead of +Presence. You must still have ________________________________________________________________________________
leverage to negotiate. ________________________________________________________________________________
□ _____________________________________________________ ________________________________________________________________________________
_______________________________________________________
________________________________________________________________________________
_______________________________________________________

THE FACE
I could have been on the trid - I’ve got the looks. And 3. Choose your Name and Street Name 7. Set your Essence and Karma
half the megacorps in Seattle would kill to get me in an
interview. But why tie myself down like that? I have a Make up a name and street name or pick a real To determine your starting Essence, subtract
particular set of talents that makes me incredibly name and street name from the lists and name the essence cost of your cyberware (if any)
valuable in shadowrunning circles, and to be completely generators starting in the GM Resources from 6.
honest, I’m hooked on the adrenaline. section.
You start with 4 Karma - you’re just that good.
It’s a rush to be someone else, to read someone’s tics 4. Assign your Stats
and cues, and to run a con so effective that the mark 8. Choose 4 Contacts
never even figures out it happened. It’s good when it You have 5 stats: Awareness, Combat,
goes right. So good. Stamina, Craft, and Presence. Important stats Club owner, Yakuza boss, car dealer, journalist,
for you are Awareness and Presence. senator’s aide, money launderer, mafia capo,
On the other hand, you have to be careful who you con. arms dealer, wealthy socialite
You don’t con your team. Why? I sometimes ask myself You have 4 Build Points to distribute among
the same thing. But then...well, lemme make a long your stats. To increase a stat by 1 point costs 1 9. Establish Debts and Favors
story short. You see this scar...? Build Point. You may increase a stat to a
maximum of +2 as a starting character. If you Place one of your fellow runners’ names in at
The Face is the professional front of the team. When a wish, you may lower 1 stat to -1 in order to have least one of the blanks in the Debts & Favors
deal is being negotiated, the Face is front and center. an additional point to spend. section of your playbook. Each time a name
However, the Face is also a professional con, and a appears in a debt or favor, it counts as 1 Bond
master of disguise, misdirection, and interpersonal 5. Choose your Equipment with that character. The more people you have
relations. A team without the Face is at a disadvantage a Bond with, the better.
in dealing with potential employers and rivals, and with Pick one from each list below:
10. Starting Funds
a few phone calls, the Face makes getting into and out
Armor: armored jacket, form-fitting armor
of any operation easier. You start play with 1500¥ available.
Weapon: choose a pistol, submachine gun, or
CREATING A FACE melee weapon 11. Starting Moves

1. Choose your Metatype 6. Choose your Cyberware You know all the Core and Secondary Moves.

Each metatype offers a selection of metatype You may start with one of the following You also know the Razor Insight move, and
moves. Choose one from the options cyberware kits, or design your own (up to 3 one other Face archetype move.
presented. essence and 15,000¥):

2. Choose your Look Kit 1 (3 essence): shocktrodes, skillwires

Wise eyes, jeweled eyes, laughing eyes Kit 2 (2 essence): cybereyes (includes low-
light vision) with a recorder and thermographic
Normal skin, perfect skin, synthetic skin
vision, voice modulator
Great smile, smoky stare, rugged good looks,
regal bearing
Fit body, compact body, androgynous body
THE FACE..
___________METATYPE___________ ___________________ARCHETYPE MOVE__ _______________
■ ________________________________ ■ Razor Insight: when you have a casual conversation with someone,
__________________________________ roll+Awareness. On 10+, you learn three of the following things. On 7-9,
Player
__________________________________ you learn 2.
_______________________________________
__________________________________ ❏ Something they love
Street Name ❏ Something they fear
______________STATS______ ______
_______________________________________ ❏ Something they need
❏ Something they lost
Real Name Awareness INJURIES
❏ Something they took
_______________________________________ If you use this information when fast talking, manipulating, or making
Combat them sweat, you are boosted.
________________LOOK_________________
Eyes: _________________________________ ________________________WEAPONS_______________________
Stamina
Hair: __________________________________ Weapon Range Damage Ammo Tags
_________________________________________________________
Body: _________________________________ Craft
Style: _________________________________ _________________________________________________________

Other:_________________________________ Presence _________________________________________________________

______________________________________ _________________________________________________________
_________________________________________________________
_________DEBTS & FAVORS________ MAX MAX
_________________________________________________________
______________ always answers my calls. __ESSENCE____KARMA_____ARMOR__
___________________GEAR/CYBERWARE_________________
______________ knows I screwed over their ______________ARMOR_______ _____
friend, and has never said anything about it. _________________________________________________________
Type Bonus _________________________________________________________
______________ hung me out to dry.
__________________________________ _________________________________________________________
I helped ______________ lay low after that __________________________________
nasty business with Renraku. _________________________________________________________
__________________________________ _________________________________________________________
_______________________________________
_____________WOUNDS____________ _________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_______________________________________
◌◌○○○○○○○○ _________________________________________________________
_________________________________________________________
_______________________________________
________________XP_______________ _________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_ ___FACE ARCHETYPE MOVES__ __ ________________________ ____CONTACTS________________________ ____¥¥¥___

□ Fast Talk: when you need to convince somebody of something fast, _________________________________________________________________
roll+Presence. On 10+, your quick thinking gets you through. On 7-9, _________________________________________________________________
they’re convinced, but (choose 1)
_________________________________________________________________
❏ they check up on your story later
❏ they get in serious trouble for believing you _________________________________________________________________
❏ one of your contacts somehow ends up involved...in a bad way _________________________________________________________________
□ Work the Angles: when you manipulate someone, take +1 forward. _________________________________________________________________
□ Come Hither: when you attempt to seduce someone,
roll+Presence. On 10+, they’re into you, and you can get a favor from
______________________________________NOTES__________________________________
them or get access to some of their personal stuff. On 7-9, they’re into
you and will provide minor help, but it will take some more time and _______________________________________________________________________________
TLC to get a favor from them.
_______________________________________________________________________________
□ Build a Legend: when you create a false identity, spend 1 day
working on it and roll+Craft. On 10+, your legend is solid and will hold _______________________________________________________________________________
up to any scrutiny. On 7-9, it holds up for now, but (choose 1): _______________________________________________________________________________
❏ you’ve only got 1d6-1+Craft days before its blown
❏ you run into someone who knows you...as someone else. _______________________________________________________________________________
❏ you have to do something unpleasant to maintain your cover. _______________________________________________________________________________
□ Crazy Smooth: when you Fast Talk, you are boosted. _______________________________________________________________________________
□ I Know A Guy: when you need an illegal good or service, _______________________________________________________________________________
roll+Presence. On 10+, you know someone who can get it for you
_______________________________________________________________________________
immediately, and discreetly. On 7-9, they can get it, but (choose 1):
❏ it takes 1 additional day _______________________________________________________________________________
❏ it costs twice as much as predicted _______________________________________________________________________________
❏ your fence has to drop your name to get it
_______________________________________________________________________________
□ Honeyed Words: when you make someone sweat, you may
roll+Presence instead of Combat. _______________________________________________________________________________

□ Chameleon: when you attempt to blend in to a social environment, _______________________________________________________________________________


roll+Presence. On 10+, nobody questions your presence. On 7-9, you _______________________________________________________________________________
catch the eye of someone who later becomes curious about what you
were doing there. _______________________________________________________________________________

□ Irresistible: even if you anger, insult, or otherwise tick off a contact, _______________________________________________________________________________
they just can’t stay mad at you. They only avoid you for half as long as _______________________________________________________________________________
your roll.
_______________________________________________________________________________
□ ______________________________________________________ _______________________________________________________________________________
________________________________________________________
________________________________________________________ _______________________________________________________________________________
________________________________________________________ _______________________________________________________________________________
________________________________________________________ _______________________________________________________________________________
THE HACKER

These chromers and spellworms are missing the point. 3. Choose your Name and Street Name Kit 1 (2 essence): synaptic hardening
They’re in this for money, looking to retire someday?
Hah. They’ve got no idea where the power is. Real Make up a name and street name or pick a real Kit 2 (1 essence): cyberears with ultrasound
power lies in a world most of them take for granted. But name and street name from the lists and name system
it’s a world I live and breathe. You want paydata? I generators starting in the GM Resources
know where it is. You want me to shut some shit down? section. 8. Set your Essence and Karma
I can do that. You want me to hack Renraku? Give me
a dataline. I’ll do it. I dream in code, babe. I can see the 4. Assign your Stats To determine your starting Essence, subtract
girl in the red dress. the essence cost of your cyberware (if any)
You have 5 stats: Awareness, Combat, from 4.
And don’t tell anyone, but this? I do it for fun. You Stamina, Craft, and Presence. Important stats
should see me when I’m serious. for you are Awareness and Craft. You start with 3 Karma.

The Hacker is the master of the worldwide virtual reality You have 4 Build Points to distribute among 9. Choose 2 Contacts
network of the Matrix. Able to bend the Matrix their will, your stats. To increase a stat by 1 point costs 1
Build Point. You may increase a stat to a Ghost Syndicate footsoldier, electronics dealer,
the Hacker is a critical member of the team. From
maximum of +2 as a starting character. If you military hacker, gang member, former
finding crucial data on targets, to locating floor plans of
wish, you may lower 1 stat to -1 in order to have professor, matrix guru, white hat, script kiddie,
facilities, to shutting down security systems and
an additional point to spend. professional gambler, money launderer
sabotaging response efforts, the hacker’s value is
indisputable. 10. Establish Debts and Favors
5. Choose your Equipment

CREATING A HACKER Pick one from each list below: Place one of your fellow runners’ names in at
least one of the blanks in the Debts & Favors
1. Choose your Metatype Armor: armored jacket, form-fitting armor section of your playbook. Each time a name
appears in a debt or favor, it counts as 1 Bond
Each metatype offers a selection of metatype Weapon: choose a pistol or shotgun with that character. The more people you have
moves. Choose one from the options a Bond with, the better.
presented. Deck: Allegiance Alpha
11. Starting Funds
2. Choose your Look 6. Write your Programs
You start play with 1500¥ available.
Cybereyes, glasses, unfocused eyes Choose 3 example programs, or using the rules
in Building Programs, create the programs you 12. Starting Moves
No hair, unkempt hair, mohawk, ponytail
wish to run on your deck.
Pale skin, bad skin, tattooed skin You know all the Core and Secondary Moves.
Thin body, heavy body, compact body, flabby 7. Choose your Cyberware
You know either the Born Digital or the
body
You start with a Deckrunner, which includes a Technomancer move. (Also take a look at the
datajack. This is how you run Decks. Hacking Moves in The Matrix chapter.)

You may also start with one of the following


cyberware kits, or design your own (up to 3
essence and 10,000¥):
THE HACKER
___________METATYPE___________ _____________ _____ARCHETYPE MOVE__________________
■ ________________________________ □ Born Digital: when you hack a device, you can:
__________________________________ ❏ roll+Craft to Rock & Roll or Stay Frosty with the device
Player
__________________________________ ❏ add your Awareness to the device’s Sensor rating when you
_______________________________________
__________________________________ Check the Situation with the device
Street Name
______________STATS______ ______ □ Technomancer: your connection to the Matrix is on a deeper level.
_______________________________________ You can:
Real Name Awareness INJURIES ❏ roll+Awareness instead of Craft for Hacking moves
❏ spend essence 1-for-1 to reduce damage from Intrusion
_______________________________________ Countermeasures
Combat
________________LOOK_________________
________________________WEAPONS_______________________
Eyes: _________________________________ Stamina Weapon Range Damage Ammo Tags
Hair: __________________________________ _________________________________________________________
Body: _________________________________ Craft _________________________________________________________
Style: _________________________________ _________________________________________________________
Other:_________________________________ Presence _________________________________________________________
______________________________________ _________________________________________________________
_________DEBTS & FAVORS________ MAX MAX _________________________________________________________
__ESSENCE____KARMA_____ARMOR__ _________________________________________________________
I did a run with ____________ that went
bad...because of me. ___________________GEAR/CYBERWARE_________________
______________ARMOR_________ ___
If ____________ hadn’t unplugged me, that IC _________________________________________________________
would have fried my brain. Type Bonus
_________________________________________________________
__________________________________
I scrubbed ____________ ’s arrest record; _________________________________________________________
they’re pure as driven snow. For now. __________________________________
_________________________________________________________
__________________________________
I don’t work for free. But ____________ can be _________________________________________________________
very convincing. _____________WOUNDS____________
_________________________________________________________
_______________________________________

◌◌○○○○○○○○
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________ ________________XP_______________ _________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_________________________________________________________
_ __ HACKER ARCHETYPE MOVES_ ____ __________________ ___ __ _ _____CONTACTS___ __ ___________________ ____¥¥¥___

□ Danger Zone: you no longer take -1 forward to hacking ______________________________________________________________________


Dangerous devices. ______________________________________________________________________
□ Multitasker: you can hack multiple devices simultaneously. ______________________________________________________________________
Roll+Awareness. On 10+, you suffer no penalties to hack two
______________________________________________________________________
systems. On 7-9, take -1 ongoing to the second system.
______________________________________________________________________
□ Deez Nutz: spend two days to create a digital persona that
can take the fall for you. When you run afoul of a tracer and are ______________________________________________________________________
in danger of being exposed, roll+Presence. On a 10+, the fake
persona takes the blame instead of you. On a 7-9, the persona
is blamed and burned, and you can't use it again. ______________________ _CYBERDECKS___ _ _ _____ _____ ____________

□ I am Invincible!: when you successfully hack a device in real Name Name Name Name
time, take +1 forward to Stay Frosty.
_____________ _____________ _____________ _____________
□ Crash and Burn: when you use a Crash program type, take
+2 forward to hacking moves against the same device. Slots Slots Slots Slots
□ Interference: when you use a device you have hacked to ______________ ______________ ______________ ______________
interfere with an enemy, Hold 1 to grant to a teammate when Programs Programs Programs Programs
they Rock & Roll or Stay Frosty involving that enemy.
_______________ ________________ ________________ ________________
□ Combat Hacker: the Hot Swap move only takes a moment
for you, and you can take +1 forward to Stay Frosty under fire ____ ___ ___ ___
when you Hack the Planet. _______________ ________________ ________________ ________________
□ Crowdsource: when you need a particular program but don’t ____ ___ ___ ___
have it Decked, you hit the Matrix and roll+Presence. On a 10+,
you managed to find someone who had an open source copy. _______________ ________________ ________________ ________________
On a 7-9, you found a copy, but it wasn’t free; choose 1: ____ ___ ___ ___
❏ you now owe someone a big favor
_______________ ________________ ________________ ________________
❏ someone out there knows what you did - and you’re not
entirely sure who they are ____ ___ ___ ___
❏ you had to name-drop a contact to get it
_______________ ________________ ________________ ________________
□ ________________________________________________ ____ ___ ___ ___
__________________________________________________
__________________________________________________ _______________ ________________ ________________ ________________
__________________________________________________ ____ ___ ___ ___
__________________________________________________
__________________ _____ ______ __ ______NOTES___ ___ __ _ __________________________
□ ________________________________________________
__________________________________________________ _____________________________________________________________________________________
__________________________________________________
_____________________________________________________________________________________
__________________________________________________
__________________________________________________ _____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________

THE MAGE

It’s not easy to study these formulae. Trust me, it’s like 3. Choose your Name and Street Name 7. Set your Essence and Karma
learning a language spoken by creatures with ten
mouths, twelve eyes, and a tonal language based on Make up a name and street name or pick a real You start with 6 Essence and 3 Karma.
what the color nine smells like. If you haven’t got the name and street name from the lists and name
gift, well...if you’re lucky, it’ll look like gibberish. If you’re generators starting in the GM Resources 8. Choose 2 Contacts
unlucky, it might just bust your head. But do you know section.
what it’s like to turn invisible, to throw lightning from Wage mage, corporate exec, fetishmonger,
your hands, or to heal injuries with a word? To be the 4. Assign your Stats paranormal animal expert, bartender, street
artillery when a run goes south hard? You know what cop, professor of magical theory
it’s like? You have 5 stats: Awareness, Combat,
Stamina, Craft, and Presence. Important stats 9. Establish Debts and Favors
It’s a little like being a god. for you are Awareness and Craft, plus
whatever stats govern the types of spells you Place one of your fellow runners’ names in at
The Mage’s magical talent is focused on the arcane art want to cast. least one of the blanks in the Debts & Favors
of spellcasting - employing esoteric formulas, section of your playbook. Each time a name
incantations, and the precepts of magical theory to You have 4 Build Points to distribute among appears in a debt or favor, it counts as 1 Bond
shape reality itself. If you want an Arcana artillery your stats. To increase a stat by 1 point costs 1 with that character. The more people you have
company, someone to cloak the entire team in magical Build Point. You may increase a stat to a a Bond with, the better.
invisibility, or someone to provide astral overwatch for maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have 10. Starting Funds
the whole team, look to the mage.
an additional point to spend.
You start play with 1500¥ available.
CREATING A MAGE 5. Choose your Equipment
11. Starting Moves
1. Choose your Metatype Pick one from each list below:
You know all the Core and Secondary Moves.
Each metatype offers a selection of metatype Armor: armored jacket, armor charm
moves. Choose one from the options You know the Cast a Spell, Center, and
presented. Weapon: choose a pistol, submachine gun, or Counterspell moves. (Also take a look at the
melee weapon Astral Projection and Imbue Focus moves in
2. Choose your Look the Magic chapter.)
6. Craft your Spells
Blank eyes, unnatural eyes, piercing eyes
Long hair, bald, wild hair Choose 3 of the following 5 spell categories:
Robes, street clothes, dress clothes Combat, Detection, Illusion, Health,
Thin body, weak body, muscular body
Manipulation

You know 2 spells in one of your chosen


categories, 1 in the second category, and 1 in
the final category. Mark each spell you know on
the spells list.
THE MAGE..
___________METATYPE___________ ______________ ____ARCHETYPE MOVES________________
■ ________________________________ ■ Cast a Spell: when you cast a spell, spend at least 1 essence and
__________________________________ roll. What stat you add depends on the spell type:
Player
__________________________________ ❏ Combat: roll+Combat
_______________________________________
__________________________________ ❏ Detection: roll+Awareness
Street Name ❏ Illusion: roll+Presence
______________STATS______ ______
_______________________________________ ❏ Health: roll+Stamina
❏ Manipulation: roll+Craft
Real Name Awareness INJURIES
On 10+, you cast the spell without trouble. On 7-9, you cast the spell, but
_______________________________________ (choose 1):
Combat ❏ it causes drain; take 1 stun
________________LOOK_________________ ❏ it causes astral feedback; take -1 to the next spell you cast
❏ you must expose yourself to danger or an attack to cast the spell
Eyes: _________________________________ Stamina ■ Center: when you take a moment to concentrate and restore yourself,
Hair: __________________________________ regain 1d6 essence.
Body: _________________________________ Craft ■ Counterspell: to disrupt or end a spell cast by another, spend 1
Essence and roll+Craft. On 10+, the spell is dispelled. On 7-9, the spell
Style: _________________________________
is dispelled, but it costs either an extra point of Essence or 1 stun.
Other:_________________________________ Presence
______________________________________ ________________________WEAPONS_______________________
_________DEBTS & FAVORS________ MAX MAX Weapon Range Damage Ammo Tags
__ESSENCE____KARMA_____ARMOR__ _________________________________________________________
I’d still be a wage mage today if
______________ hadn’t made that call. _________________________________________________________
______________ARMOR_____ _______
Those gangers would have waxed me if _________________________________________________________
______________ hadn’t happened along. Type Bonus _________________________________________________________

I helped ______________ get rid of a curse. You __________________________________ _________________________________________________________


believe that? A curse. __________________________________ _________________________________________________________
I sucked up a manabolt for ______________. __________________________________ ___________________GEAR/CYBERWARE_________________
_____________WOUNDS____________
_______________________________________ _________________________________________________________

◌◌○○○○○○○○
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ ________________XP_______________ _________________________________________________________
_______________________________________ _________________________________________________________
_______________________________________ _________________________________________________________
_________________________________________________________
_ _ __MAGE ARCHETYPE MOVES__ _ _ __________________________ ______CONTACTS_____________________ _______ ____¥¥¥___

□ Specialist: choose a spell category.You take +1 forward _________________________________________________________________________


when casting spells from that category. _________________________________________________________________________
□ Magical Overwatch: when you defend an ally from _________________________________________________________________________
hostile magic, spend 1 Essence and roll+Awareness. On
_________________________________________________________________________
10+, choose 2. On 7-9, choose 1:
❏ you reduce the damage of the hostile magic by half _________________________________________________________________________
❏ you reduce the duration of the hostile magic by half _________________________________________________________________________
❏ you pinpoint the location of the hostile magic user
❏ you deal 2 damage to the hostile caster
__________________________________________NOTES______________________________________
□ Astral Trace: when you observe a magical effect for
which you cannot determine the source, roll+Awareness. On _______________________________________________________________________________________
a 10+, the GM answers three of the following. On 7-9, two:
❏ In what direction does the source of this magic lie? _______________________________________________________________________________________
❏ Approximately how far away is the source? _______________________________________________________________________________________
❏ What is the general nature of the source
(metahuman, astral, paranimal)? _______________________________________________________________________________________
❏ How powerful is the source? _______________________________________________________________________________________
□ Hermetic Library: you have permission to access an _______________________________________________________________________________________
extensive library of hermetic lore. When you or a teammate
uses the Citation Needed move to research magical history _______________________________________________________________________________________
or theory, the move is boosted. _______________________________________________________________________________________
□ Reliable Centering: when you center yourself, you can _______________________________________________________________________________________
choose to recover essence equal to your Stamina, rather
_______________________________________________________________________________________
than rolling 1d6.
_______________________________________________________________________________________
□ Initiate: when you Hit the Books, you may also spend the
Prep earned to: _______________________________________________________________________________________
❏ reduce a spell’s Essence cost by 1 (this can reduce _______________________________________________________________________________________
the cost to 0)
❏ boost a Cast a Spell move _______________________________________________________________________________________
❏ restore 1 essence _______________________________________________________________________________________
□ ______________________________________________ _______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
________________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
□ ______________________________________________ _______________________________________________________________________________________
________________________________________________ _______________________________________________________________________________________
________________________________________________
_______________________________________________________________________________________
________________________________________________
________________________________________________ _______________________________________________________________________________________
COMBAT SPELLS HEALTH SPELLS MANIPULATION SPELLS
□ Knockout: deals 1d6+1 stun to all creatures in touch □ Antidote: when you touch the target, you halt poison □ Fling: when you cast this spell on a target you are
range (range T, ignores armor, essence 2) or other toxin effects in the target. (range T, essence 2) touching, you hurl the target out of melee range. (range
□ Mana Bolt: deals 1d6+1 damage to a creature or □ Heal: when you touch the target, heal a number of T, essence 1)
spirit; (range L, ignores armor, elemental, essence 2) wounds equal to 1 + the amount of essence spent on □ Light: while you sustain this spell, an area you
□ Manaball: deals 1d6+2 damage to creatures and the spell. (range T, exhausting, essence X) specify is illuminated by bright light or cloaked in arcane
spirits within the target area (range S, area, ignores □ Increase Attribute: when you touch the target, darkness. (range S, area, sustain, essence 2)
armor, elemental, essence 3) choose 1 stat. The next move using that stat takes +1 □ Levitate: while you sustain this spell, one target in
□ _______________________________________ forward while the spell is sustained. (range T, range can move slowly without regard to gravity; if cast
_______________________________________ exhausting, sustain, essence 2) on an object, you control where it moves. (range S,
_______________________________________ □ _______________________________________ sustain, essence 1 per ~100 lbs)
□ _______________________________________ _______________________________________ □ Mage Armor: while you sustain this spell, the target
_______________________________________ _______________________________________ gains 2 armor (range T, sustain, essence 2)
_______________________________________ □ _______________________________________ □ Mana Barrier: while you sustain this spell, you create
_______________________________________ a barrier that blocks living creatures and spirits. (self-
_______________________________________ only, sustain, essence 2)
□ _______________________________________
ILLUSION SPELLS _______________________________________
DETECTION SPELLS □ Chaotic World: when you cast this spell, you can _______________________________________
□ Analyze Device: take +1 forward to your next move hold 1 to spend on your or your teammate’s moves. □ _______________________________________
involving the device being analyzed, or learn what the (range S, 2 essence) _______________________________________
device does. (range T, essence 1) □ Group Invisibility: while you sustain this spell, you _______________________________________
□ Clairvoyance: when you Check the Situation, you conceal a number of creatures equal to the essence
can ask questions about a location you cannot see spent from being seen by creatures or metahumans.
within the range of the spell. (range L, essence 3) (range T, area, sustain, essence 2 per individual SPELL TAGS
□ Combat Sense: while you sustain this spell, you concealed) range: T=touch/within reach, S=short, L=long
cannot be surprised, and take +1 forward to your first □ Phantasm: while you sustain this spell, you create a elemental: you may choose to add an elemental effect
Rock & Roll or Stay Frosty move when combat starts. frightening illusion in a small area, which may require to the spell: fire burns, lightning shocks, acid melts, ice
(self-only, subtle, sustain, essence 2) creatures to Stay Frosty or disengage (range S, area, freezes
sustain, essence 3) essence: the essence cost of the spell
□ Detect Life: when you Check the Situation to find exhausting: this spell is quite difficult to cast; take 1
living creatures in an area, take +2 forward. (range S, □ Silence: while you sustain this spell, all sound is stun when casting it
essence 2) silenced in the area you specify. (range S, area, self-only: you are the only possible target
□ Mind Probe: when you touch the target, you get to sustain, essence 3) sustain: this spell may stay in effect as long as essence
know one thing as per Face’s Razor Insight move. □ Stink: all creatures in the affected area have to either is committed to it; you cannot use the Centering move
(range T, essence 2) leave the area or use air filters or take 1 stun. (range S, while sustaining a spell
□ _______________________________________ area, essence 2)
_______________________________________ □ _______________________________________
_______________________________________ _______________________________________
□ _______________________________________ _______________________________________
_______________________________________
_______________________________________
□ _______________________________________
_______________________________________
SPELLS
_______________________________________
THE MERCENARY

I’ve fought in a dozen little brush wars - and some big 2. Choose your Look Kit 1 (4 essence): active camouflage, bone
ones - over the years. I’ve seen a lot of shit go down. lacing
Once I got out, though, I wasn’t good for much except Dead eyes, cold eyes, soft eyes
killing people and breaking things. Upside: those are Boonie hat, crew cut, ponytail, fauxhawk Kit 2 (4 essence): cybereyes (includes low-
pretty marketable skills in 2050. light vision) with a flare compensator and vision
Combat fatigues, street clothes, nice suit
magnification, autodoc
So I did my time with a few crews. Some pros. Scarred skin, tough skin, soft skin
Some...not. I try to maintain a code, though, and after a 7. Set your Essence and Karma
while I decided that freelance work was where it’s at. 3. Choose your Name and Street Name
That was a learning experience. Some of these To determine your starting Essence, subtract
supposedly shit-hot runners need to learn a few Make up a name and street name or pick a real the essence cost of your cyberware (if any)
essentials, like “don’t set up the ambush so you shoot name and street name from the lists and name from 6.
your own guys” and what “enfilade” means. Makes me generators starting in the GM Resources
cringe sometimes. section. You start with 2 Karma.

Still, it’s decent money, I set my own hours, and I get to 4. Assign your Stats 8. Choose 2 Contacts
be the one to decide whether melting a busload of nuns
You have 5 stats: Awareness, Combat, Former CO, terrorist cell member, arms dealer,
is worth the pay.
Stamina, Craft, and Presence. Important stats veterans clinic doctor, old war buddy, street
The Mercenary served in one of the many military for you are Combat and either Craft or pharmacist, therapist
forces found in the Sixth World, doing time in conflicts Presense.
9. Establish Debts and Favors
large and small, and brought from that solid tactical
abilities and a respectable repertoire of combat talents. You have 4 Build Points to distribute among
your stats. To increase a stat by 1 point costs 1 Place one of your fellow runners’ names in at
Hardened mentally and physically from years in service, least one of the blanks in the Debts & Favors
the merc is highly skilled in combat and has the added Build Point. You may increase a stat to a
maximum of +2 as a starting character. If you section of your playbook. Each time a name
benefit of leadership experience that can save the appears in a debt or favor, it counts as 1 Bond
team’s bacon when things get hairy. wish, you may lower 1 stat to -1 in order to have
an additional point to spend. with that character. The more people you have
a Bond with, the better.
CREATING A MERCENARY 5. Choose your Equipment
10. Starting Funds
1. Choose your Metatype Pick from each list below:
You start play with 1500¥ available.
Each metatype offers a selection of metatype Armor: ballistic vest, form-fitting armor
moves. Choose one from the options 11. Starting Moves
presented. Weapons: choose 3 weapons
You know all the Core and Secondary Moves.
6. Choose your Cyberware
You also know the Go Tactical move, and one
You may start with one of the following other Mercenary archetype move.
cyberware kits, or design your own (up to 4
essence and 50,000¥):
MERCENARY.
___________METATYPE___________ ___________________ARCHETYPE MOVE___ ______________
■ ________________________________ ■ Go Tactical: when you Check the Situation during combat,
__________________________________ roll+Combat instead of +Awareness. On a 10+, instead of asking the GM
Player
__________________________________ questions, you may instead choose to Hold 3. On a 7-9, you may choose
_______________________________________
__________________________________ to Hold 1. You can then spend that Hold 1-for-1 to grant a bonus to any
Street Name ally at any point during the combat.
______________STATS______ ______
_______________________________________
Awareness INJURIES ________________________WEAPONS_______________________
Real Name
_______________________________________ Weapon Range Damage Ammo Tags
Combat _________________________________________________________
________________LOOK_________________
_________________________________________________________
Eyes: _________________________________ Stamina _________________________________________________________
Hair: __________________________________ _________________________________________________________
Body: _________________________________ Craft _________________________________________________________
Style: _________________________________ _________________________________________________________
Other:_________________________________ Presence _________________________________________________________
______________________________________ ___________________GEAR/CYBERWARE_________________
_________DEBTS & FAVORS________ MAX MAX
_________________________________________________________
_________ dragged me out when shit went __ESSENCE____KARMA_____ARMOR__
_________________________________________________________
sideways.
______________ARMOR_________ ___ _________________________________________________________
_________ backed my play even when nobody _________________________________________________________
else would. Type Bonus
_________________________________________________________
__________________________________
It was not fun explaining to my CO what _________________________________________________________
happened to those weapons _________ __________________________________
“borrowed.” _________________________________________________________
__________________________________
_________________________________________________________
First time I saw _________, it was at the other _____________WOUNDS____________
end of my gun. _________________________________________________________

◌◌○○○○○○○○
_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________
________________XP_______________ _________________________________________________________
_______________________________________
_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________
_________________________________________________________
__ __MERCENARY ARCHETYPE MOVES_______ __________________ _____ ______CONTACTS___ __ ___________________ ____¥¥¥___

□ Combat Instincts: Boost your first Rock & Roll move in a fight. ___________________________________________________________________

□ CQC Expert: when you Rock & Roll using a melee weapon or ___________________________________________________________________
while unarmed, deal +2 damage. ___________________________________________________________________
□ Veteran: when you Stay Frosty in combat, you take +1. ___________________________________________________________________
□ Adapt and Overcome: when you fail a move, instead of ___________________________________________________________________
marking XP you may roll+Craft. On 10+, take +2 forward to your ___________________________________________________________________
next move. On 7-9, take +1 forward.
□ Contracts Available: you have contacts with a mercenary force __________________ _____________ ______NOTES________ _ __________________________
or guild. Roll+Presence. On 10+, they can pass you a contract
worth a decent chunk of nuyen. On 7-9, they can pass you a __________________________________________________________________________________
contract worth half as much.
__________________________________________________________________________________
□ Field Trial: when you use your military connections to acquire
military-only equipment, roll+Presence. On 10+, you’re able to __________________________________________________________________________________
borrow the equipment for 5 days. On 7-9, you borrow the __________________________________________________________________________________
equipment, but (choose 1):
❏ There’s an unscheduled inventory inspection before you __________________________________________________________________________________
can return it __________________________________________________________________________________
❏ You need to pony up a sizeable “security deposit”
❏ You got a hangar queen. The equipment requires 1 day of __________________________________________________________________________________
maintenance, or it will fail at a most inopportune moment. __________________________________________________________________________________
□ Inspiring: when you roll a 10+ when you Stay Frosty, one ally __________________________________________________________________________________
who saw you can take +1 to their next move.
__________________________________________________________________________________
□ Dodge This: when you manage to get out of an enemy’s line of __________________________________________________________________________________
sight, roll+Craft. On 10+, you get the drop on that enemy when you
reappear. On 7-9, you take +1 forward against that enemy when __________________________________________________________________________________
you reappear.
__________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
_____________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________

THE RIGGER
When it comes right down to it, I don’t really live 2. Choose your Look You may also start with one of the following
anywhere. Unless you count the driver’s seat. My crew cyberware kits, or design your own (up to 2
might call me the “lookout” or the “getaway driver” but Goggles, alert eyes, obvious cybereyes essence and 10,000¥):
when things have gone bad, I’ve never seen them not Kaiser helmet, cowboy hat, pirate bandana
be happy that I own an armored truck with a couple of Kit 1 (2 essence): cybereyes (includes low-
Biker clothes, flight suit, street clothes, punk
Vindicators on it. light vision) with a flare compensator and vision
Heavy body, built body, lean body magnification
Seriously, have you seen it? Man, she’s sweet. Purrs
like a kitten, too. 3. Choose your Name and Street Name Kit 2 (2 essence): cyberears with sound
damper and ultrasound
Anyway, with all this Matrix-this and magic-that and Make up a name and street name or pick a real
mass-transit-other, you’d think driving wasn’t such a big name and street name from the lists and name 7. Set your Essence and Karma
thing. Well, that’s a load of bullshit. See, runners don’t generators starting in the GM Resources
take the fuckin’ subway, choombatta. There ain’t a bus section. To determine your starting Essence, subtract
that goes to the top of Ares Macrotech Tower. You want the essence cost of your cyberware (if any)
discreet tactical insertion into a hot LZ? Or a luxury ride 4. Assign your Stats from 4.
in a tricked out limo? Or how about a good old
fashioned #18 (that one involves crashing a cement You have 5 stats: Awareness, Combat, You start with 3 Karma.
truck through a wall to- well, anyway, good times...). Stamina, Craft, and Presence. Important stats
for you are Awareness and Craft. 8. Choose 2 Contacts
Long story short, you want a ride? You talk to me.
You have 4 Build Points to distribute among Chop shop worker, go ganger, fence, trucker,
The Rigger is a cybered-up, shit-hot driving machine. your stats. To increase a stat by 1 point costs 1 arms dealer, mechanic, bartender, cargo pilot,
When a team needs transportation, recon, or a flying Build Point. You may increase a stat to a car thief
drone to blow the enemy into bloody rags, they turn to maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have 9. Establish Debts and Favors
their rigger. Riggers have the capability to operate any
vehicle at its peak, as well as operate drone vehicles of an additional point to spend.
Place one of your fellow runners’ names in at
various kinds. Getting into and out of an op, and least one of the blanks in the Debts & Favors
providing a little robotic fire support, is the rigger’s 5. Choose your Equipment
section of your playbook. Each time a name
specialty. appears in a debt or favor, it counts as 1 Bond
Pick one from each list below:
with that character. The more people you have
CREATING A RIGGER Armor: ballistic vest, form-fitting armor a Bond with, the better.

1. Choose your Metatype Weapons: choose a shotgun, submachine gun, 10. Starting Funds
or melee weapon
Each metatype offers a selection of metatype You start play with 1500¥ available.
moves. Choose one from the options Vehicle: choose a Ford Americar or Harley
presented. Scorpion 11. Starting Moves

Drone: Aztechnology Crawler You know all the Core and Secondary Moves.

6. Choose your Cyberware You also know the Jumped In move, and one
other Rigger archetype move. (Also take a look
You have a Control Rig installed, which at the Vehicle & Drone Moves in the Vehicles
includes a datajack. This allows you to link to & Drones chapter.)
your vehicles and drones.
THE RIGGER
___________METATYPE___________ ________________ __ARCHETYPE MOVE__________________
■ ________________________________ ■ Jumped In: while jacked into a vehicle or drone you own, when you:
__________________________________ ❏ Rock & Roll or Stay Frosty, you can roll+Craft
Player
__________________________________ ❏ Check the Situation, you can add the vehicle or drone’s Sensor
_______________________________________
__________________________________ rating to your roll
Street Name ❏ Roll+Power, take +1 forward
______________STATS______ ______
_______________________________________ ❏ Fail a move involving a vehicle or drone, you can mark off 1 Fuel
instead of taking other consequences
Real Name Awareness INJURIES

_______________________________________ ________________________WEAPONS_______________________
Combat
________________LOOK_________________ Weapon Range Damage Ammo Tags
_________________________________________________________
Eyes: _________________________________ Stamina _________________________________________________________
Hair: __________________________________
_________________________________________________________
Body: _________________________________ Craft
_________________________________________________________
Style: _________________________________
_________________________________________________________
Other:_________________________________ Presence
_________________________________________________________
______________________________________
_________________________________________________________
_________DEBTS & FAVORS________ MAX MAX
___________________GEAR/CYBERWARE_________________
____________ tipped me off to some sweet (and __ESSENCE____KARMA_____ARMOR__
lucrative) courier runs. _________________________________________________________
______________ARMOR_________ ___ _________________________________________________________
When I ended up in the slam for the Dynagene
job, ____________ bailed me out. Type Bonus _________________________________________________________
__________________________________ _________________________________________________________
I wrecked my favorite ride working with
____________. Took months to fix it. __________________________________ _________________________________________________________
__________________________________ _________________________________________________________
____________ jammed me up for a goddamned
percentage. _____________WOUNDS____________ _________________________________________________________

_______________________________________ _________________________________________________________

_______________________________________ ◌◌○○○○○○○○ _________________________________________________________


_________________________________________________________
_______________________________________
_______________________________________ _________________________________________________________
________________XP_______________
_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________
_________________________________________________________
_ __ RIGGER ARCHETYPE MOVES_ ____ __________________ ___ __ _ _____CONTACTS___ __ ___________________ ____¥¥¥___

□ Autonomous Mode: when you put a drone in autonomous ______________________________________________________________________


mode, roll+Awareness. On 10+, hold 2 to be spent on the ______________________________________________________________________
drone’s moves. On 7-9, hold 1.
______________________________________________________________________
□ Split Personality: when you launch a drone, you don’t take ______________________________________________________________________
any penalties to non-drone moves while controlling it.
______________________________________________________________________
□ Fly, my pretties!: you can install a second control rig and
control two vehicles or drones at a time instead of one. ______________________________________________________________________
□ Jury Rig: when you have to make fast repairs to any
machine, roll+Craft. On 10+, you get it running again and fast. ______________________ _____VEHICLES & DRONES_____ _____ _________________
On 7-9, you get it running, but (choose 1):
❏ it will only run for a few minutes and afterwards, it will Name Name Name Name
be a total loss
❏ one of its stats is reduced to 0 (if it has no stats, you _____________ _____________ _____________ _____________
can’t choose this)
Power Power Power Power
□ Percussive Maintenance: when you smack the hell out of a
recalcitrant machine, roll+Craft. On 10+, the device springs to
life. On 7-9, the device works for only a moment, but you know Armor Armor Armor Armor
what you need to do to fix it. Take +1 forward to Jury Rig.
Fuel Seats Fuel Seats Fuel Seats Fuel Seats
□ Paint the Target: when you point out a drone or vehicle’s
weakness to your teammates, they take +1 forward to attacks
Sensor Ta Sensor Ta Sensor Ta Sensor Ta
against it.
ctic ctic ctic ctic
□ Failsafe: when a vehicle or drone you own crashes and
you’re jacked in, your failsafes activate; roll+Craft. On a 10+, Damage_________ Damage_________ Damage_________ Damage_________
choose 2; on a 7-9, choose 1: ___ Frame ___ Frame ___ Frame ___ Frame
❏ if the device had at least 1 Frame before the crash, it
drops to 1 Frame instead of being destroyed _____________ _____________ _____________ _____________
❏ passengers take stun damage instead of wound Tags___________ Tags____________ Tags____________ Tags____________
damage
❏ the device explodes, doing 1d6+1, forceful damage to ____ ___ ___ ___
anything inside or nearby
❏ you don’t take 4 stun from a feedback loop __________________ _____ ______ __ ______NOTES___ ___ __ _ __________________________
□ Garage: when you have downtime, you can upgrade one of _____________________________________________________________________________________
your vehicles or drones. For every day of time you spend
upgrading, you can improve a vehicle’s Power, Armor, Fuel, _____________________________________________________________________________________
Sensor, or Tactical by 1 point, to a max of 3. You can only _____________________________________________________________________________________
upgrade each quality once. For two days of downtime, you can
add Sensor 1 OR Tactical 1, Damage 1d6 to a vehicle or drone _____________________________________________________________________________________
that doesn’t have that stat. Each addition or upgrade also costs _____________________________________________________________________________________
50% of the original price of the vehicle or drone.
_____________________________________________________________________________________
□ ________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________

THE SHAMAN

My partner over there likes blasting lightning from his 3. Choose your Name and Street Name 8. Choose 2 Contacts
hands. That’s cool, you know? I mean seriously - it’s
cool. And scary. I’d be jealous, but...I have this other Make up a name and street name or pick a real Wage mage, ork underground, gang thug,
trick. See, instead of channeling power through my name and street name from the lists and name street cop, herbalist, university professor, diner
hands and poring over dusty tomes, I just have a quick generators starting in the GM Resources owner, fetishmonger, art dealer, hedge wizard,
look-see into the unseen world around us, locate a section. houngan
friend, and ask ‘em for a hand.
4. Assign your Stats 9. Establish Debts and Favors
You’re looking at me like you’ve got no idea what I’m
talking about. Lemme break it down for you. All around You have 5 stats: Awareness, Combat, Place one of your fellow runners’ names in at
you, right now, is the world of astral energy. It’s like our Stamina, Craft, and Presence. Important stats least one of the blanks in the Debts & Favors
world, but...not. Okay, not really at all but let’s not get for you are Presence and Stamina and section of your playbook. Each time a name
off-topic. Dwelling there are spirits. Some are called whatever stat governs the spirits you want to appears in a debt or favor, it counts as 1 Bond
elementals, but what’s necessary to grok is this: I can Conjure. with that character. The more people you have
talk to ‘em, and I can bring them here, and I can make a Bond with, the better.
them do things. You have 4 Build Points to distribute among
your stats. To increase a stat by 1 point costs 1 10. Starting Funds
So remember to thank me the next time a being of pure Build Point. You may increase a stat to a
fire appears and saves your ass from getting geeked. maximum of +2 as a starting character. If you You start play with 1500¥ available.
wish, you may lower 1 stat to -1 in order to have
The Shaman is a master of conjuring: summoning the an additional point to spend. 11. Starting Moves
spirits that dwell in the astral realm and compelling them
5. Choose your Equipment You know all the Core and Secondary Moves.
to do the shaman’s bidding. The shaman’s spirits
provide many services, from devastating combat You also know the Conjure, Commune, and
abilities to protection from hostile intent to information Pick one from each list below:
Banish moves. (Also take a look at the Astral
and reconnaissance impossible for a mundane. Projection and Imbue Focus moves in the
Armor: form-fitting armor, armor charm
Magic chapter.)
CREATING A SHAMAN Weapons: choose a pistol or assault rifle

1. Choose your Metatype 6. Bond with your Spirits

Each metatype offers a selection of metatype You start the game able to summon 3 spirits.
moves. Choose one from the options Either choose 3 from the example spirits, or
presented. make your own.

2. Choose your Look Choose your totem from the Totems chapter, or
make up one of your own.
Heterochromic eyes, wise eyes, sunglasses
7. Set your Essence and Karma
Long hair, dreadlocks, shaved head
Street clothes, anachronistic clothes, biker gear You start with 6 Essence and 3 Karma.
Wiry body, thin body, round body
THE SHAMAN
___________METATYPE___________ __________________ARCHETYPE MOVES_________________
■ ________________________________ ■ Conjure: when you summon a spirit, spend at least 1 essence and
__________________________________ roll. What stat you add depends on the spirit’s nature:
Player
_______________________________________
__________________________________ ❏ Destroyer: roll+Combat □ Watcher: roll+Awareness
__________________________________ ❏ Seducer: roll+Presence □ Protector: roll+Stamina
Street Name
______________STATS______ ______ ❏ Teacher: roll+Craft
_______________________________________ On 10+, the being is summoned as expected, and may perform a
Real Name Awareness INJURIES number of Spirit Moves equal to the essence spent. On 7-9, the being is
summoned, but (choose 1):
_______________________________________ ❏ it can perform one fewer moves
Combat ❏ it is draining; take 1 stun
________________LOOK_________________ ❏ you must expose yourself to danger or an attack
On a failure, the spirit does not manifest, and the essence spent is lost. If
Eyes: _________________________________ Stamina you roll a natural 2 (that is, “snake eyes”), the spirit is summoned in an
Hair: __________________________________ uncontrolled state, and the GM will control its actions until it is exhausted
or banished.
Body: _________________________________ Craft
■ Commune: when you take moment to mentally commune with your
Style: _________________________________
totem, you may gain its boons and flaws, or regain 1d6 essence.
Other:_________________________________ Presence ■ Banish: when you attempt to banish a spirit, roll+Stamina. On 10+,
______________________________________ you reduce the spirit’s available moves by 1. On 7-9, you reduce the
spirit’s moves by 1, but it deals 1 damage to you (ignoring armor). If you
_________DEBTS & FAVORS________ MAX MAX reduce the spirit’s available moves to 0, it vanishes immediately.
_________ had me in his sights, and let me live. __ESSENCE____KARMA_____ARMOR__
________________________WEAPONS_______________________
______________put their life on the line helping ______________ARMOR_____ _______ Weapon Range Damage Ammo Tags
me battle a wild spirit. _________________________________________________________
Type Bonus
When ______________ fell foul of that corp hit _________________________________________________________
squad, I provided additional security. __________________________________
_________________________________________________________
__________________________________
Getting the artifact ______________ wanted _________________________________________________________
wasn’t easy. __________________________________
_________________________________________________________
_____________WOUNDS____________ _________________________________________________________
_______________________________________
_______________________________________ ___________________GEAR/CYBERWARE_________________
_______________________________________
_______________________________________
◌◌○○○○○○○○ _________________________________________________________
_________________________________________________________
_______________________________________
________________XP_______________ _________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_________________________________________________________
____SHAMAN ARCHETYPE MOVES____ ___________________________CONTACTS___________ ___________ TOTEM ¥¥¥___
□ Binding: when you know a free spirit’s true name ______________________________________________________________ Name
and attempt to bind it, roll+Presence. On a 10+, the ______________________________________________________________ __________________
spirit falls under your control and can be called upon
later. On a 7-9, the spirit is controlled, but only for ______________________________________________________________ Boons
the remainder of the scene. ______________________________________________________________ __________________
□ Favored Spirit: choose 1 spirit nature (Watcher, ______________________________________________________________ Flaws
Teacher, Protector, Destroyer, Seducer). Take +1
______________________________________________________________ __________________
forward when conjuring spirits of that nature.
□ Aura Mask: you may conceal your magical
nature. Roll+Craft. On 10+, you appear to be a ____________________________ _ ____BOUND SPIRITS_____________________________________
mundane individual to anyone or anything that
examines you. On 7-9, you appear mundane, but Name Name Name Name
must spend 1 Essence to do so.
_____________ _____________ _____________ _____________
□ Spirit Master: whenever you would spend more __ Type: __ Type: __ Type: __ Type:
than 1 Essence to conjure a spirit, you may instead
conjure 2 spirits, dividing the Essence among them. Elemental / Elemental / Elemental / Elemental /
□ Domain Walker: once per 24 hours, you may Natural Natural Natural Natural
move from one known point to another within a Domain Domain Domain Domain
conjured spirit’s home turf instantly, without crossing
the intervening space _____________ _____________ _____________ _____________
□ Ally: choose one of your spirits. This spirit _ Nature _ Nature _ Nature _ Nature
becomes your ally, and when summoned, always _____________ _____________ _____________ _____________
performs one Spirit Move for free. The Spirit also
develops a telepathic link with the Shaman, __ Tags __ Tags __ Tags __ Tags
becoming a new contact. If you ever roll snake eyes _____________ _____________ _____________ _____________
while summoning your ally, it becomes a free spirit.
□ Great Spirit: when you conjure a spirit, if you ___ ___ ___ ___
spend 2 extra Essence, it gains the robust and
generous tags.. Harm Harm Harm Harm
□ _______________________________________
Search Search Search Search
_________________________________________
_________________________________________
Guard Guard Guard Guard
_________________________________________
_________________________________________ Enthrall Enthrall Enthrall Enthrall
□ _______________________________________
_________________________________________ Mentor Defe Mentor Defe Mentor Defe Mentor Defe
_________________________________________ nse Attack nse Attack nse Attack nse Attack
_________________________________________
Dmg_________ Dmg_________ Dmg_________ Dmg_________
_________________________________________
___ Wounds ___ Wounds ___ Wounds ___ Wounds
_____________ _____________ _____________ _____________
_ _ _ _

_____________________________________________NOTES_________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________

THE STREET DOC

Medicine, they say, is a calling. You’re in it to help 2. Choose your Look Kit 1 (3 essence): cyberears with ultrasound
people. Well, that’s true, as far as it goes. I liked what I system and sound damper, skillwires
did, until one day I realized I just couldn’t do it anymore. Clear eyes, old eyes, sharp eyes
It had changed, or maybe I did. Close cut hair, stylish hairdo, bandana Kit 2 (3 essence): obvious cyberarm with
shocktrodes
Fit body, heavy body, compact body
But when you’ve spent your time doing it, that’s what
you know. And remember that thing I said about Business attire, street clothes, EMT jumpsuit 7. Set your Essence and Karma
wanting to help people? Well there’s a whole lot of
people who need help, and they live just below our 3. Choose your Name and Street Name To determine your starting Essence, subtract
noses, right where we can’t see. I set out to help them - the essence cost of your cyberware (if any)
street medicine. These days, street medicine will get Make up a name and street name or pick a real from 6.
you tied up in ugly business sooner or later. I ended up name and street name from the lists and name
crossing some people. I needed money. I found out generators starting in the GM Resources You start with 4 Karma. You’ve stitched up
about shadowrunning. I also found out that plenty of section. more than your fair share.
teams love a good scalpel.
4. Assign your Stats 8. Choose 3 Contacts
It’s not always fun, combat medicine. In fact, “fun” is not
You have 5 stats: Awareness, Combat, ER doctor, morgue staffer, medical examiner,
even in the top 10 words I’d use to describe it. But I
Stamina, Craft, and Presence. Important stats DocWagon driver, organlegger, black market
figure it’s better than leaving someone to see whether
for you are Craft and Presence. organ dealer, blood bank worker, pharmacist
blood loss or the waste management crew gets to them
first. So I’m still helping people. They’re not always 9. Establish Debts and Favors
You have 4 Build Points to distribute among
good people. In fact, they’re usually career criminals.
your stats. To increase a stat by 1 point costs 1
Build Point. You may increase a stat to a Place one of your fellow runners’ names in at
Hey, nobody’s perfect. least one of the blanks in the Debts & Favors
maximum of +2 as a starting character. If you
wish, you may lower 1 stat to -1 in order to have section of your playbook. Each time a name
The Street Doc brings medical expertise to the
an additional point to spend. appears in a debt or favor, it counts as 1 Bond
shadows, helping their team survive and recover from
with that character. The more people you have
the inevitable injuries that they will incur in their
a Bond with, the better.
particular line of work. Modern technology might make
basic first aid a matter of a slap patch and a pain pill, 5. Choose your Equipment 10. Starting Funds
but when you get caught by a frag grenade, basic first
aid is not what you need. You need the Doc. Pick one from each list below: You start play with 1500¥ available.

Armor: ballistic vest, form-fitting armor 11. Starting Moves


CREATING A STREET DOC
Weapons: choose a special weapon, a pistol, You know all the Core and Secondary Moves.
1. Choose your Metatype or a submachine gun
You know the Combat Medic, Stay With Me,
Each metatype offers a selection of metatype You also start with a custom Medkit with 6 uses. and Resupply moves.
moves. Choose one from the options
presented. 6. Choose your Cyberware

You may start with one of the following


cyberware kits, or design your own (up to 3
essence and 20,000¥):
STREET DOC
___________METATYPE___________ _______________ ____ARCHETYPE MOVE_________________
■ ________________________________ ■ Combat Medic: when you provide medical aid to a person, roll+Craft
__________________________________ and mark off 1 Supply from your Medkit. On 10+, the patient heals
Player 1d6+1 damage. On 7-9, the patient heals 1d3+1 damage.
__________________________________
_______________________________________
__________________________________ ■ Stay With Me: you can choose to use this move instead of First Aid.
Street Name When you attempt to stabilize someone who is bleeding out, roll+Craft
______________STATS______ ______
and mark off 2 supply from your kit. On a 7+, they stabilize, and choose
_______________________________________
1. On 10+, choose 2:
Real Name Awareness INJURIES
❏ they can be moved without a stretcher
❏ it takes fewer supplies than expected; mark off only 1 supply
_______________________________________
Combat ❏ you do not expose yourself to danger to help them
________________LOOK_________________ Your patient does not die if you fail this move once, and you may take -1
and try again. A second failure, however, is fatal.
Eyes: _________________________________ Stamina ■ Resupply: spend 1d3 days and 100¥ to completely refill your medit.
Hair: __________________________________
Body: _________________________________ Craft ________________________WEAPONS_______________________

Style: _________________________________ Weapon Range Damage Ammo Tags


Presence _________________________________________________________
Other:_________________________________
_________________________________________________________
______________________________________
_________________________________________________________
_________DEBTS & FAVORS________ MAX MAX
_________________________________________________________
___________ helped me get clean. __ESSENCE____KARMA_____ARMOR__
_________________________________________________________
___________ got their hands bloody helping me ______________ARMOR_________ ___ ______________ _____MEDKIT SUPPLY___ ______________
save a life.

I arranged for ___________ to receive a “mis-


Type Bonus
__________________________________
□□□□□□
shipped” case of pharmaceuticals.
__________________________________ ___________________GEAR/CYBERWARE_________________
I extracted information from a prisoner once for
__________________________________ _________________________________________________________
___________ .
_____________WOUNDS____________ _________________________________________________________
_______________________________________
_________________________________________________________

◌◌○○○○○○○○
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________ ________________XP_______________
_________________________________________________________
_______________________________________
_________________________________________________________
_______________________________________
_________________________________________________________
__ _STREET DOC ARCHETYPE MOVES______ __________________ _____ ______CONTACTS___ __ ___________________ ____¥¥¥___

□ Grace Under Fire: when you are working on a patient during a ___________________________________________________________________
fight but not actively fighting, you have +1 armor. ___________________________________________________________________
□ First Do No Harm: if you refuse to do harm (you never deal ___________________________________________________________________
lethal damage), then your Grace Under Fire move grants +2 armor
___________________________________________________________________
instead.
___________________________________________________________________
□ We All Bleed Red: when you take time to treat an injured
enemy, mark off 1 supply and roll+Presence. On 10+, they’re ___________________________________________________________________
stable, and you can ask two questions which they will answer
truthfully. On 7-9, you can ask only one question.
__________________ _____________ ______NOTES________ _ __________________________
□ Good Drugs: when a patient contracts a disease or is poisoned,
roll+Awareness and mark off 1 supply from your Medkit. On 10+, __________________________________________________________________________________
you have the correct antidote or antitoxin on hand, and can halt the
__________________________________________________________________________________
progress of the disease or poison. On 7-9, you are only able to
slow the effects. __________________________________________________________________________________
□ Pharmacy Is Open: when you use a contact to obtain special __________________________________________________________________________________
medical supplies, and roll+Presence. On 10+, choose 2. On 7-9, __________________________________________________________________________________
choose 1:
❏ they throw in a little extra; get one dose of a drug __________________________________________________________________________________
❏ it takes 1 day to get the supplies instead of 2 __________________________________________________________________________________
❏ nobody notices the supplies are missing
❏ you receive an interesting piece of information as well __________________________________________________________________________________

□ Mobile Surgery: you own a vehicle that contains a small but __________________________________________________________________________________
complete surgical suite, capable of treating serious injuries. It has __________________________________________________________________________________
a supply value of 10, and takes 1d6 days and 200¥ to refill.
Supplies from the mobile surgery can be used to replenish your __________________________________________________________________________________
Medkit during runs. __________________________________________________________________________________
□ You Got This: whenever you walk someone through a medical __________________________________________________________________________________
procedure (such as first aid), roll+Presence. On 10+, they are
__________________________________________________________________________________
boosted. On 7-9, they take +1.
__________________________________________________________________________________
□ Megalexicosis: when you spout a stream of medical
technobabble to confuse, intimidate, convince, or distract __________________________________________________________________________________
someone, you may roll+Craft instead of +Presence.
__________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
_____________________________________________________
_____________________________________________________ __________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
THE STREET SAMURAI

I’m not close to a lot of people. It might be my blank 2. Choose your Look These items are state of the art, fully integrated
silver cybereyes, or the dermal plating under my with your biology and do not cost essence. In
skin...or maybe just the fact that whenever I look at Glowing eyes, silvered eyes, hard eyes addition, choose one kit from the options below,
someone, they assume I have some sort of crosshair Cropped hair, wild hair, topknot or design your own (up to 5 essence and
hovering over them. Tattooed skin, scarred skin, camo skin 25,000¥):

They’re right about the crosshairs. Bulky body, lithe body, skinny body Kit 1 (5 essence): bone lacing, skillwires,
cranial cushion
Anyway, I don’t have a lot of friends. But when the lead 3. Choose your Name and Street Name Kit 2 (4 essence): obvious cyberarm with a
starts flying, all that changes.
Make up a name and street name or pick a real pistol and gyrostabilizer, smartlink
I’m chipped and wired, choombatta. I’m harder than name and street name from the lists and name Kit 3 (4 essence): Smartlink, cyberears with
steel, faster than lightning, hit like an avalanche, and generators starting in the GM Resources sound damper and ultrasound, tactical
shoot like I invented it. It cost me, of course. Injuries. section. analytical unit, hand razors
Pain. Shitloads of money.
4. Assign your Stats 7. Set your Essence and Karma
Was it worth it? Replacing my meat with machines?
The pain of recovery, the terrible itch as it integrated, You have 5 stats: Awareness, Combat, To determine your starting Essence, subtract
the gradual distancing of people I loved. Was it worth it, Stamina, Craft, and Presence. Important stats the essence cost of your cyberware (if any)
to be this good? for you are Combat and Stamina. from 6. You also start with 2 Karma.

Hell yes. You have 4 Build Points to distribute among 8. Choose 2 Contacts
your stats. To increase a stat by 1 point costs 1
The Street Samurai is a combat master. Often one of Build Point. You may increase a stat to a Arms dealer, cybersurgeon, bartender, street
toughest and most skilled combatants on the team, the maximum of +2 as a starting character. If you clinic nurse, private investigator, dockworker,
street samurai is a warrior for hire whose superhuman wish, you may lower 1 stat to -1 in order to have pilot, cab driver, retired runner, survival nut
talents were bought with cybernetic upgrades, relentless an additional point to spend.
training, and no small amount of spilled blood. The 9. Establish Debts and Favors
Street Samurai may be a hired gun, but they take the 5. Choose your Equipment
Place one of your fellow runners’ names in at
word “samurai” very seriously, and adhere to a code of
Pick from each list below: least one of the blanks in the Debts & Favors
their own devising. On the mean streets of the Sixth
section of your playbook. Each time a name
World, the samurai is a feared—and respected—
Armor: choose 1 armor appears in a debt or favor, it counts as 1 Bond
enemy.
with that character. The more people you have
Weapons: choose 3 weapons a Bond with, the better.
CREATING A SAMURAI
6. Choose your Cyberware 10. Starting Funds
1. Choose your Metatype
You start with the following cyberware items: You start play with 1500¥ available.
Each metatype offers a selection of metatype
moves. Choose one from the options ❏ Cybereyes (includes low-light) with 11. Starting Moves
presented. thermographic and flare compensation
❏ Dermal Plating You know all the Core and Secondary Moves.

You also know the Weapons Free move, and


one other Street Samurai archetype move.
STREET SAM
___________METATYPE___________ __________________ ARCHETYPE MOVE__________________
■ ________________________________ ■ The Only Thing Faster is Light: whenever you Rock & Roll, on a
__________________________________ 12+ you may deal your damage to a second target within range.
Player
__________________________________
_______________________________________
__________________________________ ________________________WEAPONS_______________________
Street Name
______________STATS______ ______
_______________________________________ Weapon Range Damage Ammo Tags
_________________________________________________________
Real Name Awareness INJURIES
_________________________________________________________
_______________________________________
Combat _________________________________________________________
________________LOOK_________________
_________________________________________________________
Eyes: _________________________________ Stamina _________________________________________________________
Hair: __________________________________ _________________________________________________________
Body: _________________________________ Craft _________________________________________________________
Style: _________________________________ _________________________________________________________
Other:_________________________________ Presence
___________________GEAR/CYBERWARE_________________
______________________________________
_________________________________________________________
_________DEBTS & FAVORS________ MAX MAX
_________________________________________________________
__________ came back for me. __ESSENCE____KARMA_____ARMOR__
_________________________________________________________

Even with all this chrome, __________ still treats ______________ARMOR_________ ___ _________________________________________________________
me like a real person. _________________________________________________________
Type Bonus
I got this scar taking a bullet for ___________. _________________________________________________________
__________________________________
_________________________________________________________
___________’s “big score” ended with me in the __________________________________
lockup. _________________________________________________________
__________________________________
_______________________________________ _________________________________________________________
_____________WOUNDS____________
_______________________________________ _________________________________________________________

◌◌○○○○○○○○
_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________

_______________________________________ _________________________________________________________
________________XP_______________ _________________________________________________________
_______________________________________
_______________________________________ _________________________________________________________
_________________________________________________________
__ _STREET SAMURAI ARCHETYPE MOVES __ __________________ _____ ______CONTACTS___ __ ___________________ ____¥¥¥___

□ More Power: when you attempt to bend, break through, or ___________________________________________________________________


otherwise destroy something, roll+Stamina. On 10+, you easily ___________________________________________________________________
achieve your goal. On 7-9, you break it, but (choose 1):
___________________________________________________________________
❏ It takes longer than expected
❏ It makes a lot of noise ___________________________________________________________________
❏ You take 1 stun in the process ___________________________________________________________________
□ Get Medieval: when you deal damage to an enemy in melee, ___________________________________________________________________
take +2 forward to Rock & Roll against that enemy.
□ Shake it Off: when you fight through the pain, roll+Stamina. On __________________ _____________ ______NOTES________ _ __________________________
10+, remove 2 boxes of stun damage. On 7-9, remove 1.
□ Situational Awareness: you are never surprised. If an enemy __________________________________________________________________________________
would get the drop on you, you may still act first. __________________________________________________________________________________
□ Perfect Instincts: when you act on GM’s answers after __________________________________________________________________________________
checking a situation, take +2 instead of +1.
__________________________________________________________________________________
□ Pain Editor: when you receive a wound that would cause you to
bleed out, you may choose to accept a chronic injury instead and __________________________________________________________________________________
ignore that wound. If you already have all of the chronic injuries, __________________________________________________________________________________
you cannot use this.
__________________________________________________________________________________
□ Honorable: when you uphold a tenet of your code,
__________________________________________________________________________________
roll+Presence. On a 10+, hold 2. On 7-9, hold 1. You may spend
this hold to pull strings, manipulate, or make someone sweat. __________________________________________________________________________________
□ Clean Up on Aisle 5: whenever you Rock & Roll, on a 12+ you __________________________________________________________________________________
may add the messy tag to your attack.
__________________________________________________________________________________
□ Hasta la Vista: you can ignore the stabilize tag on weapons. __________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
_____________________________________________________
_____________________________________________________ __________________________________________________________________________________
□ ___________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
_____________________________________________________
__________________________________________________________________________________
□ ___________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________
_____________________________________________________ __________________________________________________________________________________

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