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AUGMENTATION Max combined ATTRIBUTE TESTS Use 2 Attributes

bonus from cyberware, magic,…: Composure CHA + WIL: Fear/overwhelming emotion.


+4 to any Attribute (can surpass GM sets threshold (reduced after repeated exposure)
Racial Maximum) Judge Intentions CHA + INT: Opposed by WIL + CHA
5d6 Total Initiative Dice Lifting/Carrying BOD + STR: Lift: STR x 15kg, +15/hit.
Initiative Bonus: only Physical Init Over head: STRx5kg, +5/hit. Carrying - see Gear Board
Memory LOG + WIL: Threshold: General 1, Detailed 2,
ROUND UP Unless specified Intricate 4, Obscure 6. Actively memorize: LOG + WIL,
hits add to recall test later. Glitch: misremember
METRIC CONVERSION 1 Ton = 900 Kilograms TRYING AGAIN Cumulative –2 to each repeated
1 Kilogram = 2.2 Pounds 1 Pound = 0.5 Kilograms attempt (does not apply to attacks) CALCULATED ATTRIBUTES & LIMITS
1 Kilometer = 0.6 Miles 1 Mile = 1.6 Kilometers Initiative
1 Meter = 3.3 Feet 1 Foot = 0.3 Meters TEAMWORK TESTS Designate 1 Leader Physical Initiative: INT + REA + 1d6
1 Meter = 1.1 Yards 1 Yard = 0.9 Meters Assistants make same check as Leader Astral Initiative: (INT x 2) + 3d6
+1 to Leader’s Limit per Assistant with at least 1 Hit Matrix Cold-Sim VR: Data Processing + INT + 3d6
Assistants’ Hits add to Leader’s Dice Pool Matrix Hot-Sim VR: Data Processing + INT + 4d6
REGAINING EDGE Regain 1 Edge for: Limits
Heroic self-sacrifice Good night’s rest Maximum Bonus = Leader’s Skill
Assistant Glitch: That Assistant (only) does not add to [Physical]: (STRx2 + BOD + REA) / 3 (Round Up)
Achieve party objective Good roleplaying [Mental]: (LOGx2 + INT + WIL) / 3 (Round Up)
Right skill at the right time Be brave/smart Leader’s Limit
Assistant Critical Glitch: No Limit bonuses from any [Social]: (CHAx2 + WIL + ESS) / 3 (Round Up)
Achieve personal goal Move storyline [Astral]: Higher of [Mental] or [Social]
Endure Critical Glitch (not always) Humor/drama Assistants, plus regular Critical Glitch effects
Condition Monitors
Stun: Character: WIL/2 + 8
EXTENDED TESTS Roll after each Interval, –1 Die on
OPPOSED TEST No Threshold, more Hits wins each successive roll
Device/Drone/Vehicle: None (Immune to Stun Dmg)
Physical: Character: BOD/2 + 8
Accumulate hits until Threshold is met. If run out of
Vehicle: BOD/2 + 12
BUYING HITS 4 Dice = 1 Hit dice before succeeding, unable to accomplish task
Drone: BOD/2 + 6
Limit applies to each interval’s roll, not entire test
Overflow (Characters Only): BOD
Can set aside task,
TIES (unless specified) Matrix: Device Rating/2 + 8
return with Hits
Opposed Test: Defender wins Astral: No separate Condition Monitors
remaining in place
Success/Extended Test: Glitch: May lose 1d6
Succeed if Hits = Threshold accumulated Hits COMBAT TURN 3 Seconds
Critical Glitch: Test fails Combat Turn broken into Initiative Pass:
GLITCH More than ½ of dice are 1, and at least 1 Hit Everyone acts once (if initiative remaining),
Can still Succeed on Test, but with an issue then –10 Initiative and repeat
Critical Glitch: More than ½ of dice are 1, no Hits Initiative Pass broken into Action Phase:
1 Initiative Score, 1 character acts (Max. 1 Attack)

ASTRAL ACCESS Magicians: Can Project & Perceive


Aspected Magicians: Cannot Project, Can Perceive
Adepts: Cannot Project, only Perceive with Astral
Perception power
Mystic Adepts: Same as Adepts
CASH REWARDS Usually negotiated at start of run KARMA REWARDS Given separately to each player, see table
Base cost for hiring Shadowrunners: 3,000¥ each Average: 4-7 Karma before Modifiers
Dangerous run: up to 20,000¥ each Cold-hearted bastard run: wetwork, helping corps oppress people,
Negotiation test: add 100¥/Net Hit drug running, human trafficking
See p. 376 for sample method Good feelings run: hooding, helping the little guy

MISSION CREATION REPUTATION


Street Cred: Karma earned / 10
(round down)
Added to [Social] limit if
reputation known

Notoriety: negative reputation –


unskilled and/or evil
Opposite of Street Cred:
Subtracted from [Social] limit
if reputation known
Starting Notoriety: based on Starting Qualities (see p. 372)
Earned for:
- Refusing to finish a run
- Insulting or otherwise pissing off a Mr. Johnson
- Incredibly obnoxious or callous behavior
- Betraying team members
- Killing innocents
- Earning a powerful enemy
- Knowingly working for a dragon
- Exceptional bad luck that leads to disaster
Permanently reduce Street Cred 2 to reduce Notoriety 1

Public Awareness: determines whether stranger knows you (see table)


Earned for:
- Fighting with law
enforcement or HTR team
- Extracting a well-known
person
- Blowing something up in a
populated area
- Leaving significant physical
evidence
- Being seen by many
eyewitnesses
- Posting videos of your crimes
online
LIFESTYLES Cost: Trolls +100%, Dwarves +20% LIFESTYLES: ADD’L RULES
Luxury: Mansion/penthouse suite, full household Separate Residences: May have multiple
staff/drones for chores, trained guards, quick HTR Lifestyles (for safehouses or alternate
response time, astral security, VIP list at exclusive identities). Pay full cost of each
clubs/restaurants Monthly payments missed: roll 1d6, if less
• High-level execs/government officials, Yakuza than or equal to number of consecutive
bigwigs missed monthly payments, kicked out (if
• Cost: 100,00¥/month not kicked out, payments missed must be
High: Roomy house/condo, housekeeping service, in made up)
secure zone or area where gang/police are bribed for Permanently purchase Lifestyle: Pay 100
good protection months’ worth (represents investments)
• Mid-level managers, senior Mob bosses • Can sell permanent Lifestyle: Sale price is
• Cost: 10,000¥/month % of permanent purchase cost: roll 1d6 if
Middle: House/condo, some security SINless/fake SIN or dumping quickly, 2d6 if
• Ordinary wage-earners, successful criminals have SINner quality and up to 2 months’
• Cost: 5,000¥/month time to divest CONTACTS Built as other NPC’s (Samples: p. 390)
Low: Apartment, keep door bolted, get regular meals Team Lifestyle: Can room with party Connection: (1 to 12) power/influence/knowledge
(but bad), power and water turned off during members, share lifestyle cost, +10% per Loyalty: (1 to 6) How good relationship is with PC
assigned rationing periods, security based on how additional member, Low Lifestyle or better • Bonus Dice for any Negotiation Test
regular payments to local street gang are requires 1 person to be tenant of record • Modifier/Threshold when loyalty is tested
• Factory workers, petty crooks,
• Cost: 2,000¥/month CONTACT USES Contact Available: GM
Squatter: Rundown squatter building, no water/ decision, or roll 2d6: available if roll ≥
power, possibly shared with other squatters, barely Connection (well-connected means busy)
get enough food Uses (lots of extra detail: p. 387)
• Cost: 500¥/month Legwork: information gathering
Streets: Homeless, struggle for food, Networking: Put PC in contact with
• Cost: Free someone powerful/hard to find/reach
Swag: Buy/sell goods (or find buyer/
Lifestyle Options: can be purchased (not available seller)
with Streets Lifestyle): Favor: Covers anything else.
• Special Work Area: Have garage, studio, For major favors, see Favor table p.
workshop, lab,… Can set up equipment: +2 Limit to 389, Favor Rating must be ≤ Loyalty or
related skill checks. Cost: +1,000/month Negotiation required. Will owe a Favor
• Extra Secure: Security better than average in area, in return (of comparable Favor Rating)
HTR Response time 1 level better. Cost: +20%
• Obscure/Difficult to Find: Hard to find/in obscure Costs: Contact’s work/favors are not free
area. –2 Sneaking for strangers. Cost: +10% Information: Connection Rating x 100¥
• Cramped: Tight space. –2 Limit (min. 1) for LOG Goods/Services rendered: Connection
skill checks performed at home. Cost: –10% Rating x 1,000¥
• Dangerous Area: Area prone to crime, security Reduce cost by Loyalty x 10% if
worse than average in area, HTR Response time 1 relationship in good standing
level worse. Cost: –20% Can pay in favor/service instead of cash
NPC TRAITS GRUNTS Enemies that all have same stats HAND OF GOD Important NPC (Prime Runner) can
Sample Grunts: p. 381 avoid certain death by permanently burning all Edge
May be 1 or 2 with special weapons/abilities
Can modify Attributes for metahuman race, see table CRITTERS Critters: p. 402
• 1 Initiative roll for whole group (some scores may Attributes can be 0: can still use linked
differ due to Wound Modifiers) skills, but add no dice from Attribute
• 1 Condition Monitor for Physical & Stun combined Unaware in skills they don’t have (can’t default),
8 + higher of BOD/WIL (round up) unless have Sapient power
• Knocked out unless final attack Physical and > BOD Movement Rates based on AGI, listed as
Walking/Running/Sprint increase in meters per hit
Professional Rating: how well-trained/disciplined Flight: special skill for flying Critters, linked to AGI
Added to Dice Pools for resisting Social Skill Tests Attacks: Can always use Unarmed skill for (STR)S DV
Rating = Edge Attribute & Group Edge pool
• 0: Untrained. If anyone goes down, rest run Critter Powers: Must be in same state as Target
• 1-2: Semi-trained. If ¼ goes down, rest run (Astral/Physical) to use
• 3-4: Trained. If ½ goes down, rest run Type: P (Physical) / M (Mana) – same as Spell
• 5-6: Elite. Never flee unless necessary category. Mana: can be used on Astral plane,
doesn’t affect non-living objects. Physical: can’t be
Group Edge: Shared pool amongst all Grunts, any can used on Astral plane, affects non-living objects.
spend from it. Refreshes at same rate as PCs. Action: Auto: power is always on (no action needed)
Range: LOS/Touch/Self: same rules for Spells
Lieutenants: Grunts may have 1 Lieutenant, superior Duration: Always: always on
to other grunts. Sustained: No Sustained penalty/cost, Max powers
• Higher Attributes/Skills (GM’s decision) Sustained = MAG
• Roll own initiative Permanent: Must be maintained for certain time
• Use Group Edge pool with rest of grunts period to make permanent, see description
• Leadership skill can add 1 to group’s Prof Rating Critter Weaknesses:
NPC CREATION METHODS Grunts: For multiple • Can use squad of all Lieutenants for elite group Allergy: as Allergy Negative Quality
enemies with same stats Dietary Requirement: 1 meal/day or slowly starves
Prime Runner: Important NPC. Built as a PC. Optional Grunt Rules to speed things up: Essence Loss: Have no Essence of own, must steal
Story Build: Assign any ratings that are appropriate • One shot kills them from others. Stolen Essence is lost at rate of
Improvised Build: Same stats as similar PC, with +/- X • No Defense/Damage Resistance rolls for grunts 1/month. Lost Essence reduces Magic. If Essence =
(number chosen by GM) to all dice pools based on • Any hit on Sneaking Test by PC surprises grunts 0, dies in BOD + WIL days. HMHVV Infected: using
relative strength compared to party • Attempted ambush automatically fails power (action not Auto), accelerates loss 1 week
Induced Dormancy: Substance or condition forces
into coma-like state, if removed wake in 1 minute
Reduced Senses: Usually function at ½
effectiveness, but may be completely lost
Uneducated: as Negative Quality
Vulnerability: If substance used in weapon: +3DV,
bypass any Immunities, can’t Regenerate/
magically heal. If Vulnerable to condition: –3 to
Resistance Tests to avoid condition
CRITTER POWERS Type, Action, Range, Duration CRITTER POWERS Type, Action, Range, Duration CRITTER POWERS Type, Action, Range, Duration
Accident P, Complex, LOS, Instant: # of Targets = Dragonspeech M, Auto, LOS, Instant: Send telepathic Fear M, Complex, LOS, Special: WIL + MAG vs.
MAG. Cause normal accident, MAG + WIL vs. Target’s messages to any number of Targets in line of sight, Target’s WIL + LOG, Target flees in panic until out of
REA + INT. Success = as though Target glitched, 4+ understood regardless of Language. Not 2-way (can’t sight, lasts (Net Hits) minutes, then must make WIL +
Net Hits = as though Target critically glitched. ‘hear’ thoughts back). Can’t send through technology. LOG (threshold = Critter’s Net Hits) to face again
Animal Control M, Complex, LOS, Sustained: # of Dual Natured P, Auto, Self, Always: Exist Guard P, Complex, LOS, Sustained: Targets = MAG.
Targets = CHA x 5 if small (cats, rats,…), CHA if larger. simultaneously on Astral and Material plane. Can Protect against hazards (heatstroke, drowning) and
Can’t use on critter with Sapience. Command affect/perceive things on both planes. Don’t have to accidents (incl. Accident Power and Glitches). If used
animals/critters, must be normal behavior for animal “shift” perception, no –2 distracting penalty as Spirit service: each thing prevented uses 1 Service.
(bird can’t fire gun,…). If Target leaves LOS can’t Elemental Attack P, Complex, Special, Instant: Flame Hardened Armor P, Auto, Self, Always: Functions as
command further, but will carry out last command for burst, lightning bolt,… (varies by Critter) Ranged normal Armor. Plus: if Attack’s Modified DV <
CHA minutes. attack: Exotic Ranged Weapon + AGI [Physical], Range (Hardened Armor – AP), then attack fails and Critter
Armor P, Auto, Self, Always: natural Armor, increments = (MAG) meters, DV = (MAG x 2)P, AP = – takes no Damage. If damaged: Hardened Armor adds
cumulative with worn Armor MAG, Elemental damage (varies by Critter) to Damage Resistance test as normal Armor
Astral Form M, Auto, Self, Always: naturally exist on Energy Aura P, Auto, Self, Always: Surrounded by AND gives auto-Hits on test = ½ Hardened Armor
Astral plane. Can Manifest (see Magic Rules field of damaging elemental energy (varies by (round up) – AP
Summary: Astral Projection) Critter). Unless specified, can’t be ‘turned off’. All Hardened Mystic Armor M, Auto, Self, Always:
Binding P, Complex, Special, Instant: Range depends melee attacks: +MAG to DV, –MAG AP, Elemental Functions as Hardened Armor, but only against
on method, ex: shoot webbing (LOS), sticky body damage (varies by Critter). Successful melee attack attacks on Astral plane.
(Touch). Target sticks to nearby surface or the Critter, against Critter damages attacker: make Damage Immunity P, Auto, Self, Always: Against certain type
and is immobilized. Target can break free with Resistance test against (MAG x 2)DV, –MAG AP. of attack or affliction: have Hardened Armor = ESS x
Complex Action: STR + BOD vs. Critter’s MAG + WIL. Engulf P, Complex, Touch, Sustained: Envelop target 2. Age: don’t age. Normal Weapons: applies to all
Compulsion M, Complex, LOS, Sustained: MAG + CHA in Critter’s body or its terrain. Normal Unarmed non-magical attacks unless Critter has Allergy
vs. Target’s WIL + LOG, compel Target to take a Melee Attack: MAG x 2 DV, –MAG AP, Target is Weakness to attack (magical attacks:: weapon foci,
specific action (even if not in best interest). Can’t immobilized, takes Engulf damage each Action Phase spells, alchemical preparations, adept/critter/spirit
plant future suggestion, must be immediate. Target (with Damage Resistance test). Complex Action to powers)
aware they were compelled escape: STR + BOD vs. Critter’s MAG + BOD. Earth: Infection P, Auto, Touch, Permanent: Used by
Concealment P, Simple, LOS, Sustained: # of Targets = Physical Dmg, Water: Stun Dmg, Fire: Fire Dmg, Air: Critter’s with to transmit HMHVV (Human-
MAG if meta-human sized, MAG x 5 if smaller (cats, Stun Dmg (Armor doesn’t apply, as Inhalation-Vector Metahuman Vampiric Virus). When Target’s ESS
rats,…). Magically hide self, other people, or things. – Toxin - other gear may provide protection) reduced to 0 with Essence Drain, Critter’s MAG + CHA
MAG to Perception tests to locate Targets. Targets Enhanced Senses P, Auto, Self, Always: gain listed vs. Target’s BOD + WIL. Success: Target infected.
can see each other if Critter chooses. Power ends if sense (if not standard augmented sense, +2 dice & +1 Enters coma for 24 hours, awakens as infected Critter
spotted. limit to tests with sense) with 1 ESS and hungry (must immediately Drain
Confusion M, Complex, LOS, Sustained: Target unable Essence Drain P, Complex, Touch, Permanent: Drain Essence from someone).
to think clearly (indecisive, forgetful, befuddled). Target’s ESS and add to own ESS. Target must be naturally sapient Influence M, Complex, LOS, Instant: MAG + CHA vs.
(not temporarily imbued) and exist on Physical plane. Target can’t
MAG + WIL vs. Target’s WIL + LOG, Net Hits = penalty Target’s WIL + LOG, implant suggestion in Target’s
be actively physically resisting. Requires strong emotional focus:
on all actions. victim must be terrified of/in love with/ angry at Critter draining mind, they act as if it’s their idea. Bad idea: can
Corrosive Spit P, Complex, Special, Instant: Ranged their ESS. Willing victim feels euphoria, psychological Addiction overcome with WIL as Mental Manipulation spell
combat attack: Exotic Ranged Weapon + AGI Test (Threshold = 2). Drain 1 ESS with extended test: CHA + MAG Innate Spell As Spell, Complex, As Spell, As Spell: Cast
(10 – Target’s ESS, 1 minute). If interrupted, no ESS lost, must start
[Physical], Range increments = (BOD) meters, DV = spell per normal Spellcasting rules using Spellcasting
over. If ESS reduced to 0: Target dies. Critter can only increase ESS
(MAG x 2)P, AP = –MAG, Acid damage up to twice natural ESS max. Can sacrifice 1 point of drained ESS to skill. Can be Counterspelled. Resist Drain with WIL +
increase another attribute by 1 with Simple Action. Can do multiple (INT or CHA, GM’s choice). If Sustaining spell, take
times, and can use again on same attribute (augmented max of +4 normal –2 penalty.
applies). Bonus lasts for 12 hours.
CRITTER POWERS Type, Action, Range, Duration CRITTER POWERS Type, Action, Range, Duration CRITTER POWERS Type, Action, Range, Duration
Materialization M, Complex, Self, Sustained: Astral Noxious Breath P, Complex, Special, Instant: Regeneration P, Auto, Self, Always: At end of each
Critter can project ‘body’ into physical world and Nauseating cone of breath, extends BOD meters. Turn: MAG + BOD, heal Hits + BOD damage. First heal
affect things there (including with attacks and Targets = up to 2 within 1 meter of each other. Make Physical Overflow, then Physical, then Stun. If Physical
powers). Use Critter’s physical attributes on physical normal ranged attack (with Defense test): Exotic Overflow ever exceeded, not dead until Regeneration
world. Gain Immunity to Normal Weapons (Hardened Ranged Weapon + AGI [Physical]. Damage as test at end of turn, if Overflow still exceeded after
Armor = ESS x 2). De-materializing also Complex Inhalation-Vector Toxin – Speed: Immediate, Power: test, then it’s dead. Can’t heal damage to brain/spinal
Action. MAG, Effect: Stun damage & nausea. Armor no help, cord (Called Shot to head), damage from weapon foci,
Mimicry P, Simple, Self, Sustained: Can imitate but respiratory gear can help resist. combat spells, Drain, most Critter/Adept powers..
sounds/speech Critter has been exposed to (if not Paralyzing Howl P, Complex, Special, Special: Affects Can’t make Regeneration test if in contact with
exposed recently, may require Memory test). all who hear it in radius of (MAG x 15) meters. MAG + Allergic substance. Can’t get augmentations.
Noticing sound is fake: Perception test, Threshold = CHA vs. Target’s INT + WIL (+sound-dampening Sapience P, Auto, Self, Always: Has human
Hits from Critter’s CHA + MAG test devices/cyberware, +Hits on Hush/ Silence spell). – intelligence. Critter counts as Untrained (instead of
Mist Form P, Complex, Self, Sustained: Transform (Net Hits) to Target’s AGI & REA (affects Initiative), if Unaware) in skills they don’t have (can default). Can
(self and any bonded foci, regardless whether they’re AGI or REA <1, Target paralyzed. Lasts for (MAG + Net learn new skills. If Awakened, can learn spells and
active) into cloud of mist: gain Immunity to Normal Hits) Turns, then regain 1 AGI & REA per minute. other magic skills.
Weapons, perceive normally, can’t use any other Paralyzing Touch P, Complex, Touch, Special: Critter Search P, Complex, Special, Special: Search for
powers, movement rate = 5 meters per Turn. Control must touch target (normal Melee Attack, +2 for anything Critter has seen (if Spirit, can Search for
own movement, but can be pushed and/or Touch-only). If successful: MAG + CHA vs. Target’s INT anything Summoner has mental image of). Can search
disoriented by strong winds. Can pass through + WIL. –(Net Hits) to Target’s AGI & REA (affects in Astral plane even if Target is on physical. MAG +
anything not airtight. Exposed to Allergic substance: Initiative), if AGI or REA <1, Target paralyzed. Lasts for INT (5, 10mins.)
immediately forced back into normal form. (MAG + Net Hits) Turns, then regain 1 AGI & REA per Dice Pool Modifiers: –Concealer’s MAG if under
Movement P, Complex, LOS, Sustained: Target must minute. Concealment Power, –Force if behind Mana Barrier.
be in Critter’s terrain/domain (or Self). Multiply or Petrification P, Complex, LOS, Sustained: MAG + WIL Threshold modifiers: +Kilometers to Target, +5 if
Divide Movement rate by up to MAG. Only 1 instance vs. Target’s INT + WIL. –(Net Hits) to Target’s AGI & nonliving object or place.
of power on Target at a time, ends if Target leaves REA (affects Initiative), if AGI or REA <1, Target turned Venom P, Auto, Touch, Instant: Can deliver poison
terrain/domain. to stone (unaware of surroundings, Barrier Rating = (fangs, stinger, etc…). Typical stats (may vary by
If Target is Vehicle: MAG + WIL (Threshold = ½ MAG x 2). Lasts as long as Critter sustains power, Critter): Vector: Injection, Speed: 1 Combat Turn,
Vehicle’s BOD, Min. 2), multiply Hits by Acceleration, after that Target regains 1 AGI & REA per minute. Penetration: 0, Power: MAG, Effect: Physical Damage
add or subtract to Speed next turn as if (Stone Target is immediately returned to normal form Weather Control P, Complex, LOS, Sustained: Change
Acceleration/Deceleration test. May call for Crash when Critter stops sustaining, Target still only regains local weather conditions (within reason, must be
Test. Sustain = repeat this test each turn. 1 AGI & REA per minute.) possible for the area). Builds up over time, peaks after
Mystic Armor M, Auto, Self, Always: Functions as Psychokinesis P, Complex, LOS, Sustained: Move MAG + WIL (10, 30 mins.). Only summon general
Armor, but only against attacks on Astral plane. object with a magical “hand” (fine control may weather conditions, can’t control/direct (i.e. can’t aim
Natural Weapon P, Auto, Touch, Instant: Claws, tail, require a test). MAG + WIL test, Hits = STR & AGI of lightning bolts).
etc… Physical Dmg attack (DV and AP varies by “hand”.
Critter) with Unarmed skill for melee (Dual-Natured
Critter can use on Astral plane with Unarmed skill) OR
Exotic Ranged Weapon skill for ranged. Unless
specified, counts as ‘Normal’ for Immunity to Normal
Weapons.
BIOMETRIC SECURITY Print Scanner: fingerprints,
palm prints, retinal scan,… Just need body part
Cellular Glove Molder can copy print on to wearable
“sleeve” for your finger/palm
Retinal prints can be duplicated with Retinal
Duplication cybereye accessory
Opposed test: (Rating of Cellular Glove Molder/
Retinal Duplication) vs. Print Scanner Rating
Voice Recognition: vocal response from valid user
FACILITY SECURITY: WINDOWS Not given in time, not approved user: alarm sounds
Often mirrored to prevent line of sight for spellcasting Bypass with recording of voice
SECURITY PERSONNEL Front-line security generally Tinting can be voice/wireless controlled Adept Power Voice Control: Impersonation + CHA +
inferior to Shadowrunners
Transparent concrete can be used Voice Control Rating [Social] vs. Voice
Just try to hold the line if overmatched: Take Cover,
Recognition System Rating x 2
use Suppressive Fire, reduce Visibility (smoke
grenades/flashbangs/turn off lights), plan Ambush
MAGLOCKS Most common locks Voice Modulator cyberware: Voice Modulator
Often log all usage – time/date, user Rating vs. Voice Recognition System Rating
Then Call in HTR team
Usually on network (hackable) Breath/Cellular/DNA Scanner: sample of user’s cells
HTR: High Threat Response
Use variety of keys: Keypad, Cardreader, Biometric from finger, hair,…
On par with Shadowrunners (Professional Rating 6)
Can bypass all key types by removing case and Bypass with DNA sample, preserved in enzyme bath
Corporate owned or service offered by Lone Star,
rewiring electronic guts: Synthesize bath: Chemistry + LOG (5, 1 hour)
Knight Errant, Eagle Security,…
Remove Case: Locksmith + AGI [Physical] (Maglock Facial Recognition: scans image of face
Higher security facility = lower HTR response time,
Rating x 2, 1 Combat Turn) Can use prosthetic makeup/bioscuplting, opposed
see table (lower response time costs more)
Same test to replace case afterwards test: Disguise + INT [Mental] vs. System Rating
May have anti-tampering alarm, separate test to +2 to Disguise if target being picked out of crowd
FACILITY SECURITY: FENCING Wooden, stone, chain- bypass: Locksmith + AGI [Physical] (Anti-tamper
link, electrified System Rating), failure sets off alarm
May have barbed (or other) wire at top
AUTOMATED DEFENSES Automated Gun System:
Can smash/shoot case, but may harm electronics
Climbing over fencetop wiring: Climbing + AGI (3) Weapon-mounted drone, 180-degree firing arc
inside: Barrier Rating = Maglock Rating
See table: Perception Test Threshold to spot, Damage Loaded with basic sensors and Targeting Autosoft
Repeat Remove Case test to Rewire and bypass
Electrified Fence: Electricity damage effects Follow Drone Autopilot combat rules
Can bypass additional ways based on Maglock Key/
Containment System: Trap mechanism triggered:
Biometric Security (see those sections)
windows shuttered, doors close & lock, gates drop,…
CLASSIC LOCKS Key: mechanical lock May include laser/monowire maze & jamming
Requires Lockpick Set or Autopicker MAGLOCK KEYS Keypad: enter access code (often Gas Delivery System: Can fill 30 cubic meters in 1
Locksmith + AGI [Physical] (Lock Rating, 1 Turn) unique to different users) Turn, GM determines how quickly gas spreads
Autopicker: +Rating to Limit, Wireless: +to Dice Pool Can use Sequencer (still must Remove Case, see Perception Test to notice (GM sets threshold –
Can use Autopicker Rating in place of Locksmith Maglocks). Opposed test: Sequencer Rating many colorless/odorless gases)
(Wireless ON: +1) vs. Maglock Rating Character with Olfactory Scanners may be alerted
Transponder-Embedded Key: mechanical lock with Cardreader: Swipe card, RFID proximity card,… See Toxins for potential gases
electronics embedded Can use Maglock Passkey. Opposed test: Maglock Marking System: Tag intruders with discreet mark so
Requires Electronics kit Passkey Rtg (Wireless ON: +1) vs. Maglock Rating they can be identified later
Hardware + LOG [Mental] (Lock Rating, 1 minute) Copy valid keycard with Keycard Copier: Requires Typically sprayed unobtrusively over exits/entrances
Do Key Locksmith test (see above) at same time Hardware kit, Hardware + LOG [Mental] (2) May include: ultraviolet dye, tiny RID tags, DNA-
–2 to both tests if same character doing both tests Opposed test: Copier Rating vs. Maglock Rating encoded material, nanite tags
SENSORS & SCANNERS Lighting: often timed SENSORS & SCANNERS: CONT’D
(hackable), can be switch-controlled Proximity Wire: detects electrical charge of metahuman body or
Subvert switch: Hardware + LOG [Mental] (5, 1 animal in 2 meters. May trigger alarm, or may activate cameras.
Combat Turn) Chemical Detection System / ‘Chemsniffer’: analyzes air for
Camera: includes standard, low-light, infrared,… particles given off by explosives/ammo
To notice microcamera: Perception Test (3) To detect: Chemsniffer Rating Test (2), (3) if hermetically sealed
Alarms: silent or loud Dice Pool modified by Chemical Detection table
Triggered by opening doors, breaking windows,… Pheromone Scanner: Detect pheromones metahumans give off
Bypass trigger: Hardware + LOG [Mental] (5, 1 To detect: Device Rating Test (3), (2) if tailored pheromones
minute) MAD: metal detector: Device Rating Test (1) to detect
Wire: To notice: Perception Test (2), (3) for Monowire Millimeter Wave Detection System / ‘Cyberware Scanner’: finds
May trigger alarm, Monowire causes damage: 8P energy signature of cyberware/weapons. Works up to 15 meters
Motion Sensor: uses ultrasonic field To detect: Device Rating Test Threshold: (1) Standard cyberware/ MAGIC SECURITY Magicians are rare,
Can detect ultrasonic field in 5 meters with weapons, (2) Alphaware, (3) Betaware, (5) Deltaware so front-line security rarely has Magicians
ultrasound sensor in passive mode Dice Pool Bonus: +1/+2/+3 for 2/4/6+ implants/items High-security facilities often underground
Bypass by moving very slowly: ½ meter per Turn, Additional Net Hits give more info on Device (earth is solid in Astral plane)
Sneaking + AGI [Physical] (3)
Cyber/Bioware initiative enhancements: bonus MATRIX SECURITY Security devices (cameras, door Mundane security response to magic threat:
Initiative Dice = penalty to Sneaking test locks, etc…) usually Running Silent “Geek the mage first”
Sound/Vibration Detector: can be programmed to Create Noise with earthworks, vegetation, wireless- Limit visibility (affects spells too)
ignore certain sounds inhibiting paint (doesn’t apply inside Host) Drones (often resistant to magic)
Bypass by sneaking by: Sneaking + AGI [Physical] (3) Call HTR team or specific contracted Magic backup
Can use Silence/Stealth spells Direct Connection hack: Security is aware. Try to
May only report certain sounds, such as gun shots, protect devices (put behind wall, in locked casing,…) HTR / Magic Backup:
and may triangulate sound’s origin Scout report astrally to confirm
Trip Beam: lasers and mirrors set up beam to detect Hosts: Most have Patrol IC running at all times, May summon spirit immediately to help (can
intrusion activate other IC when intruder is found summon astrally, then spirit can Manifest)
Interrupting beam triggers alarm Spiders: considered ‘Owners’ of Host and its Devices
To notice: Perception Test (2) for visible beam, (3) (receive marks/notification of failed Sleaze actions) Magical Barriers: cheap, cost-effective
for infrared Can be on-site or off-site (on-site gives faster Use Mana Barriers on Astral plane to keep out
Smoke/Aerosol Spray reduces threshold to 1 response time, but physically vulnerable) Astral spies (usually at sensitive areas)
Bypass: contort through Trip Beam maze, line up Must be on-site at a Wired facility Use Mana Barriers on Physical plane to help Magic
proxy lasers, use mirrors to rearrange beam maze: Faraday cage: cut off wireless access to room/area defense of security forces (usually at chokepoints)
Escape Artist + AGI [Physical] (GM sets threshold) For sensitive information must physically be at
Pressure Pad: often used at night when no one facility to hack (if info can be kept off Matrix) Spirits: easy to employ, usually Bound
should be there Wired Security: very rare, take facility completely Ornery and narrow-minded, especially when bound
Pressure Mesh: similar but less sensitive, used over off-line, no Wireless connection to Matrix to long-term service
large area outdoors All Devices must be wired together Instructions must be simple yet specific: report
To notice: Perception Test (3) for pads, (4) for mesh Wires can be physically tapped (with Data Tap) to astral activity in area, attack anyone in restricted
Reduce Threshold by 2 once stepped on (but usually access network area after hours,…
too late then) Awakened Critters: expensive to train, but more
Once stepped on, can remove weight before GOD agents (‘G-Men’): equivalent of ‘Owner’ status reliable than spirits
triggering: REA + INT – BOD (3) of all Devices on their grid Ex: Barghest p.403, Basilisk p.403, Hellhound p.405
FIRST AID Must be applied within 1 hour of damage RECOVERY Must rest for entire time
Requires Medkit (but can be out of supplies) Stun must be healed before Physical
Can apply to self Stun: BOD + WIL (1 hour), Physical: BOD x 2 (1 day)
Can only apply once per set of wounds Wound Modifiers do NOT apply
Cannot be applied after magical healing Each hit heals 1 damage
Cannot heal Drain/Fading Glitch = double time required for that roll
Requires # of turns = damage healed, must spend 1 Critical Glitch = 1d3 damage
Complex Action per turn doing First Aid Medicine: Can apply once per set of wounds
First Aid + LOG [Mental] (2), +Healing Table Modifiers Can be applied after First Aid and magical Healing
Each Net Hit over Threshold (2) removes 1 Physical or Medicine + LOG [Mental], +Healing Table Modifiers
Stun damage, ½ effect if victim is wearing armor. Each hit = +1 to Recovery tests
Max damage healed = First Aid skill Must administer medicine 10mins per hour (for
Critical glitch = 1d3 damage Stun) or 30mins per day (Physical)
Hospitalized: get excellent care on Medicine test
HEAL SPELL Can only apply once per set of wounds Basic care: 500¥/day, Intensive care: 1,000¥/day
Can be applied after First Aid, Can apply to self
Cannot heal Drain/Fading MEDKIT/AUTODOC Complex action to apply TOXINS If successfully delivered, always takes effect
Heal (Hits) from Spellcasting Test Physical damage Must restock Medkit supplies every (Rating) uses at end of a Turn (which Turn based on Speed)
Can also use Hits to reduce time to make Permanent Aid skill use OR Replace skill use Takes effect: Toxin Resistance Test: BOD + WIL +
Aid: Bonus to test (if Wireless ON) and bonus to limit Protective Gear (see table & Penetration below)
Medkit: +Medkit Rating Each Hit reduces Toxin Power by 1 (if 0, no effect)
Autodoc: +First Aid/Medicine Autosoft Rating If Damage taken, no add’l Damage Resistance test
Replace: Hook up and leave – use Device/Autosoft Antitodes: Must be applied before Toxin takes effect
Rating x 2 [Device/Autosoft Rating] in place of First If Overflow Damage from Toxin: Antidote Stabilizes
Aid/Medicine skill check. Must be Wireless ON Vector: Contact: Solid, liquid, or gas. Delivered
through contact with skin. If liquid, can apply to
Melee Weapon, deliver on hit, even if no damage
OVERFLOW DAMAGE
Ingestion: Solid or liquid. Must be eaten/drunk.
Stun Condition Monitor exceeded:
Inhalation: Gas. Must be breathed in.
Knocked unconscious
Injection: Delivered through dart/needle/cut. Can
Overflow Stun Damage: take ½ as Physical
apply to Melee Weapon, delivered if do damage.
Physical Condition Monitor exceeded:
Speed: How soon it takes effect, always at end of
Dead when Overflow Damage > BOD
Turn (Immediate: at end of Turn it was applied)
Take 1 Dmg every BOD minutes until Stabilized
Power: = Damage (if it causes damage). Non-Damage
No First Aid/Heal Spell/Recovery until Stabilized
effects: If Power reduced to 0, no other effects.
To Stabilize: Stabilize Spell OR (First Aid or Medicine)
Effect: Damage: = Power (after Toxin Resistance Test)
+ LOG [Mental] (3), +Healing Table Modifiers
Disorientation: –2 to all actions for 10 minutes
Failure = Cumulative –2 on future attempts
Nausea: Doubles Wound Modifiers for 10 minutes
If Power (after Toxin Resistance Test) > WIL:
TOXINS: ADD’L RULES Hit by Multiple Doses: +1 incapacitated (can’t take actions) for 3 Turns
Power per add’l dose. Duration may increase, GM call Paralysis: –2 to all actions for 1 hour
Prolonged exposure: If still exposed after Speed If Power (after Toxin Resistance Test) > REA,
interval elapses, make another Toxin Resistance Test, paralyzed (can’t take actions/move) for 1 hour
cumulative +1 to Toxin Power for each test Penetration: like AP, reduce bonus of protective gear
DRUGS Use Toxin rules, but include Addiction Type OVERDOSING Stun Damage = sum of Addiction
and Duration. Dramatic behavior changes when high. Ratings. Resist with BOD + WIL

BTLS Better-Than-Life chips: pleasurable & addictive ADDICTION: WITHDRAWAL Fix Needed:
simsense programs (protective filters off), p. 413 Mild: 1/Month: 1 dose or 1 hour of activity
Speed: Immediate, Addiction Type: Psychological, Moderate: 1/2weeks: 1 dose or 1 hour of activity
Duration: Varies (usually 10 x 1d6 minutes) Severe: 1/week: 2 doses or 2 hours of activity
Illegal: usually sold as actual chips rather than online Burnout: 1/day: 3 doses or 3 hours of activity
Dreamdeck chips: require simsense with Hot-Sim mod If don’t get fix, make Withdrawal Test:
Direct-input chips: only require datajack Psychological: LOG + WIL, Physiological: BOD + WIL
All chips auto-erase when done (forced to buy more) Success: Can stay clean until next Withdrawal Test
Bypass with Hardware + LOG (10, 1 hour) Failure: Must seek out fix, penalties until you get fix:
Mild: Psychological: –2 to Mental Attribute tests,
GAINING ADDICTION Addiction Test Time Period: Physiological: –2 to Physical Attribute tests
( 11 – Addiction Rating) weeks Moderate: Psychological: –4 to Mental Attribute
Reduce Addiction Threshold by 1 for each week in tests, Physiological: –4 to Physical Attribute tests,
Addiction Test Time Period you didn’t use (if Severe: Psychological: –4 to Mental Attribute tests,
reduce Addiction Threshold to 0, don’t need test) Physiological: –4 to Physical Attribute tests
Addiction Test based on Addiction Type: Burnout: Psychological: –6 to Mental Attribute
Psychological: LOG + WIL, Physiological: BOD + WIL tests, Physiological: –6 to Physical Attribute tests
Both: Must succeed on both tests
If Hits < Addiction Threshold (modified as above):
ALLERGY Attacked by Allergic substance:
Gain Mild Addiction Quality (p. 77). If Already addict
Penalty to Damage Resistance Test: –1/–2/–3/–4 for
increase 1 level (Mild-Moderate-Severe-Burnout)
Mild/Moderate/Severe/Extreme
If Burnout fails Addiction Test : permanently lose 1
Additional effects: see Allergy Table
BOD or WIL (choose highest), reduces racial Max
If tied, Physiological: BOD, Psychological: WIL
If either reduced to 0, fall into coma DOC WAGON RFID Tag (implant/wristband): activate
to call for help (creates
homing beacon).
Biomonitor with
Wireless ON can
automatically alert if
dying.
Won’t enter megacorp
or government SLAP PATCHES Antidote Patch: +Rating to Toxin
property without Resistance Test
permission. Stim Patch: Heals Rating Stun Damage for Rating x 10
Extra fees for each minutes. Can’t rest while in effect. After duration,
resuscitation, HTR take Rating + 1 Stun Damage (unresisted). Repeated
team (if needed), use is addictive: Addiction Rating 2, Threshold 1.
and each DocWagon Trauma Patch: For dying patient (in Overflow
employee killed. damage). Wireless ON: Stabilize automatically.
(see p.450) Wireless OFF: Allow patient BOD (3) test to Stabilize
TOXIN LIST NOTE: Gases can be dispersed by wind & TOXIN LIST NOTE: Gases can be dispersed by wind & BTL LIST NOTE: Addicts often loop BTLs in
other environmental conditions at GM’s discretion. other environmental conditions at GM’s discretion. continuous playback: causes catatonia, amnesia,
dissociative identity disorder, flashbacks, synaesthesia
CS/Tear Gas Neuro-Stun (sensory “crossover”). May die from malnutrition/
Vector: Contact, Inhalation Vector: Contact, Inhalation dehydration (no will to do anything), or suicide.
Speed: 1 Turn Speed: 1 Turn
Penetration: 0 Penetration: Neuro-Stun VIII & IX: 0, Neuro-Stun X: –2 Dreamchips: Standard simsense recording (studio-
Power: 8 Power: 15 produced sim/movie, heroic fantasy, recorded crime,
Effect: Disorientation, Nausea, Stun Damage Effect: Disorientation, Stun Damage porn) modified for BTL output
Notes: Washing with soap and water stops Nausea. Notes: Colorless and odorless gas. Neuro-Stun VIII:
Inert after exposed to air for 2 minutes. inert after exposed to air for 10 minutes. Neuro-Stun Moodchips: Most common on the street. Pure
IX & X: inert after exposed to air for 1 minute. emotion (euphoria, terror, hate), usually feel opposite
Gamma-Scopolamine emotion for 1-2 hours after completion. RAS override
Vector: Injection Pepper Punch frequently disabled so user can walk around in real
Speed: Immediate Vector: Contact, Inhalation world while experiencing chip.
Penetration: 0 Speed: 1 Turn
Power: 12 Penetration: 0 Personafix (P-fix) chips: Combined with skillsoft
Effect: Paralysis, Truth Serum (see below) Power: 11 technology, modifies basic personality and behavior
Notes: Paralysis lasts for 1 hour (includes speech loss Effect: Nausea, Stun Damage patterns to become different person (usually
& delirium), then functions as “truth serum” for Notes: Typically a liquid spray. Often tagged with RFID historical figure or celebrity). RAS override frequently
another hour (–3 to Target’s WIL, minimum WIL of 1) tags or special dye to identify victim later. If sprayed disabled so user can walk around in real world while
in eyes: trouble seeing & breathing. experiencing chip.
Narcoject
Vector: Injection Seven-7 Tripchips: Similar to Moodchips, produce specific
Speed: Immediate Vector: Contact, Inhalation sensory output/sensation such as simulating being
Penetration: 0 Speed: 1 Turn underwater, deliberately causing synaesthesia
Power: 15 Penetration: –2 (sensory “crossover”). RAS override frequently
Effect: Stun Damage Power: 12 disabled so user can walk around in real world while
Effect: Physical Damage, Disorientation, Nausea experiencing chip.
Nausea Gas Notes: Colorless and odorless gas. Inert after exposed
Vector: Inhalation to air for 10 minutes.
Speed: 3 Turns
Penetration: 0
Power: 9
Effect: Disorientation, Nausea
Notes: Inert after exposed to air for 2 minutes.
DRUG LIST DRUG LIST DRUG LIST

Bliss Jazz Nitro


Vector: Inhalation, Injection Vector: Inhalation Vector: Inhalation
Speed: 1 Turn Speed: Immediate Speed: 1 Turn
Duration: (6 – BOD) hours (Min. 1 hour) Duration: 10 x 1d6 minutes Duration: 10 x 1d6 minutes
Addiction Type: Both Addiction Type: Both Addiction Type: Both
Effect: –1 REA, +1 to all Thresholds, –1 to all Limits, Effect: +1 REA, +1 [Physical], +2d6 Initiative Effect: +2 STR, +2 WIL, +2 Perception, +2 [Physical],
High Pain Tolerance Rating 3 (as Positive Quality) Description: Stimulant: jumpy, hyper. Often used by High Pain Tolerance Rating 6 (as Positive Quality)
Description: Opiate, gives ‘blissful’ sensations (very law enforcement in combat. Description: Powerful stimulant, diminished attention
pleasurable high) When it wears off: user despondent, suffers span, user talks incessantly
Disorientation for same Duration When it wears off: –2 to all Limits for same Duration
Cram AND 9 Stun Damage (unresisted)
Vector: Ingestion, Inhalation Kamikaze
Speed: 10 minutes Vector: Inhalation Novacoke
Duration: (12 – BOD) hours (Min. 1 hour) Speed: Immediate Vector: Inhalation, Injection
Addiction Type: Psychological Duration: 10 x 1d6 minutes Speed: 1 Turn
Effect: +1 REA, +1d6 Initiative Addiction Type: Physiological Duration: (10 – BOD) hours (Min. 1 hour)
Description: Stimulant, causes jitteriness, fidgeting, Effect: +1 BOD, +1 AGI, +2 STR, +1 WIL, +2 [Physical], Addiction Type: Both
prone to irrational outbursts, often react quickly +2d6 Initiative, High Pain Tolerance Rating 3 (as Effect: +1 REA, +1 CHA, +1 Perception, +1 [Social],
without thought Positive Quality) High Pain Tolerance Rating 1 (as Positive Quality)
When it wears off: 6 Stun Dmg (unresisted). Description: Stimulant tailored for combat, user feels Description: Stimulant, ‘social’ drug
invincible. Excess doses cause anxiety, hallucinations, When it wears off: CHA & WIL = 1, –1 to all Limits for
Deepweed uncontrolled movements. same Duration
Vector: Ingestion, Inhalation When it wears off: –1 REA, –1 WIL, –2 to all Limits for
Speed: Immediate same Duration AND 6 Stun Damage (unresisted) Psyche
Duration: (6 – BOD) hours (Min. 1 hour) Vector: Ingestion, Injection
Addiction Type: Physiological Long Haul Speed: 10 minutes
Effect: +1 WIL, +1 [Mental], –1 [Physical], forces Vector: Injection Duration: (12 – BOD) hours (Min. 1 hour)
Awakened to Astrally perceive (even if Adept without Speed: 10 minutes Addiction Type: Psychological
Astral Perception) Duration: 4 days Effect: +1 INT, +1 LOG, +1 [Mental], penalty for each
Description: May seem not present/spaced out Addiction Type: Psychological Sustained spell is –1 instead of –2
When it wears off: –1 to all tests and limits for same Effect: No need for sleep (no modifiers/fatigue Description: Stimulant, hyper-aware but detached,
Duration. damage from sleep deprivation) easily absorbed by detail, can become obsessed with
Description: Synthesized hormones and brain- certain facts or problems
regulating chemicals
When it wears off: pass out and sleep soundly for 8d6 Zen
hours (if kept awake: suffer Disorientation, Vector: Inhalation
hallucinations, unable to concentrate). If 2nd dose Speed: 5 minutes
taken after first: stay up add’l 1d6/2 days, then 10 Duration: 10 x 1d6 minutes
Stun Damage (unresisted), plus usual effects of Addiction Type: Psychological
passing out above Effect: –2 REA, +1 WIL, –1 to physical actions
Description: Psychedelic hallucinogen

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