Professional Documents
Culture Documents
Open Legend - Shadowrun
Open Legend - Shadowrun
Open Legend - Shadowrun
1. Races – Page 2
1. Dwarves – Page 2
2. Elves – Page 2
3. Humans – Page 2
4. Orks – Page 2
5. Trolls – Page 3
6. Other Races and Metavariants – Page 3
2. Languages and Etiquettes – Page 3
1. Languages – Page 3
2. Etiquettes – Page 3
3. Archetypes – Page 4
1. Adept – Page 4
2. Decker – Page 5
3. Face – Page 6
4. Mage – Page 7
5. Rigger – Page 9
6. Shaman – Page 10
7. Street Samurai – Page 11
8. Weapons Expert – Page 12
4. Wealth, Equipment, and Cyberware – Page 13
1. Modified Wealth System – Page 13
2. Cyberware – Page 14
5. Special Combat Rules – Page 15
1. Turn Order – Page 15
2. Lethal Damage – Page 15
3. Teleportation – Page 15
6. Other Stuff – Page 16
Note
If you're playing at my table, you will have to get a flaw for every perk you get. Also, choosing to
get two perks and two flaws at character creation might award you some legend points for giving a
shit about more than statistics (wink wink).
Dwarves
They're strong, small, resistant to disease, and the men have awesome beards. They live longer than
humans and can see farther up and down the spectrum of light, giving them thermographic vision.
Many dwarves are successful business owners and engineers.
Dwarves are stereotyped as diligent, skilled in handicraft, grumpy, and a little isolationist.
They often have higher Will and Fortitude Attributes than usual.
Example Perks: Artisan, Disease Immunity, Resilient, Stone Sense
Example Flaws: Hot Tempered, Overt, Stubborn, Vengeful
Elves
Of all the metahuman races, elves have it best. They can live for centuries (or so the doctors say,)
are beautiful and admired, and rarely discriminated against. They have lighter, denser musculature
than humans and are more filigree of build, all the while being taller on average. They also tend to
be vegetarians, which is where the prerogative “dandelion eater” comes from.
Elves are stereotyped as smart, beautiful, arrogant, and lithe.
They often have higher Agility and Persuasion Attributes than usual.
Example Perks: Ageless, Attractive, Observant, Silver Tongue
Example Flaws: Absent-Minded, Bravado, Proud, Zealous
Elves have their own language, known as Sperethiel, which many of them speak.
Humans
You may have heard of them before, and rumours of their existence in the real world, though
probably exaggerated, are backed up with some evidence. About 50-60% of the world's population
is human, and it does not look like that's subject to change any time soon. Since they are the
“default” race in Open Legend, they have no example perks or flaws. However, they may have the
Elf/Ork Poser flaw, which is essentially them prtending to be a metahuman because they have a
problem with their mundane nature or something. It's not uncommon, especially for young people,
and generally obvious even to those who are not members of the pretend-race. Very occasionally
someone will be flattered by it, but elves will look down upon posers, while orks might even get
seriously mad at them.
Orks
Though they're about as tall as elves (taller than humans), they're twice as broad, and they have
protruding canines, which not everyone is in to. Their intelligence bell curve is moved the slightest
bit to the lower side, and their life expectancy is only around 40 years. However, Orks mature at 12,
and females give birth to litters of usually 3-6 children.
Trolls
Trolls are huge. They can measure up to three metres in height, and have the physiology to boot.
Their calcified dermal and subdermal tissues give them spikes and (most notably) horns, and
hardens them against physical damage. They have a life expectancy of around fifty years, can see
infrared light, and are the rarest of all metahuman races at this time.
Trolls are stereotyped as strong, quiet, stupid, and violent. Their connection to psychosis in the
cultural zeitgeist has disappeared somewhat in 2072, as the teenagers that suffered severe head
trauma from goblinising into trolls during puberty when the race first appeared are all dead.
They tend to have higher Might and Presence Attributes than usual.
Example Perks: Brute, Extraordinary Presence, Scavenger, Vagabond
Example Flaws: Bloodlust, Cosmetic Deformity, Dimwitted, Overweight
Languages
Language isn't really something the Open Legend rules cover too well, so this is the rule I have for
it: In Shadowrun, all characters know their native language and English for free. The amount of
additional languages your character knows is equal to their Learning Attribute. If your first
language is English, you get a language OR and etiquette for free.
Sidenote:
Seeing as this supplement was written for a Shadowrun campaign set in Paris, I just want to let
people know that, in 2072, the whole world knows English, and you can get by with it just fine.
Even in France.
Etiquettes
Etiquettes are behavioural norms that only apply to certain circles of society, often (though not
always) even across cultural borders. If you are interacting with people of a specific group where an
Etiquette might apply, you gain advantage 1 on relevant social rolls. If in a situation that absolutely
requires intimate knowledge of the customs of a social sphere to avoid a dangerous faux-pas, the
GM may choose to impose disadvantage 1 or higher to the social rolls of anyone not versed in that
Archetypes
What follows are the classic Shadowrun archetypes, designed as Open Legend Archetypes. These
are common character classes in the shadows, if you will, but you are by no means beholden to
playing any of them. Archetypes in Open Legend are highly malleable, and serve as orientation
more than a fixed character class.
Adept
Adepts are not like other magic users. Instead of spells, rituals, and incantations, they use their own
body and soul to channel magical energy, frequently referred to as Ki, to vastly improve their
physical abilities. They become faster, stronger, and tougher than even the greatest mortal fighters
in human history, and ascend to the same level of prowess as the kung fu masters of myth and pulp
cinema.
STRATEGY
Adepts often have a mystical air of power around them, and though they are clearly magic users,
societies with an aversion to all things awakened will be quicker to tolerate them than they would
Shamans or Mages. Their physical power and honed mental focus can be advantageous when feats
of strength are required.
Adepts are born fighters. They can be found mostly in melee, using their refined martial arts skills
to deal devastating strikes to their opponents, whether unarmed or equipped with a suitable weapon.
They can cripple their foes with all kinds of special attacks, or employ their control of Ki to push
them around (or simply down). Additionally, Adepts can speed up their own movement, push away
enemies around them without a touch, and use opponent's own attacks against them with the
Battlefield Reflexes Feat.
As they hone their abilities, most Adepts will want to adopt a Martial Focus Feat for their unarmed
strikes, or whichever weapon they prefer. They may try to improve their speed by gaining access to
higher levels of the haste Boon, increase their control over simultaneous Ki-flows by purchasing
Superior Concentration, or gain a variety of movement feats, such as walking on water, making
extreme jumps, or running up walls.
Attributes: Agility 5 (2d6) via Feat, Fortitude 2 (1d6), Might 2 (1d6), Perception 4 (1d10), Will 3
(1d8), Presence 2 (1d6), Movement 5 (2d6)
Decker
In 2072, they may not use cyberdecks any more, but people still call them Deckers. Using
specialised software and neural implants, they gain access to tactically relevant information and can
plant their eyes anywhere. Additionally, they can jack into the Matrix, a virtual cyberspace, from
whence they can alter the circumstances of most any engagement.
STRATEGY
Deckers have access to a large toolbox of information gathering techniques. With their CCTV
Hook-In, they can employ remote surveillance of targets, use Data Readout to learn information
from terminals, and use FileMap to overlay their surroundings with anything from blueprints to
geological surveys in order to better understand it.
In combat, Deckers use their skills to not only gain access to and manipulate tactical information,
but also to sabotage (if not outright take over) enemy electronics and sow confusion. With Info
Stream they can supply allies valuable information on a target's weak points and likely tactics, and
fake Sensory Input can have enemies frown at something that should not really be there. If all else
fails, the Fichetti Security 600 is always a trusty companion.
As they grow in power, Deckers should focus on expanding and improving their existing attributes,
as they already have the potential to be quite capable in many fields. If that isn't enough, aiming for
the Well Rounded Feat as a way of simulating access to vast databases of intuitive knowledge is a
smart idea. Improving the Influence attribute to gain access to the Memory Alteration bane, or
Attributes: Agility 2 (1d6), Learning 2 (1d6), Logic 5 (2d6), Deception 2 (1d6), Persuasion 3
(1d8), Influence 4 (1d10), Prescience 5 (2d6) (via Attribute Substitution II)
Hit Points: 10
Guard: 13
Toughness: 10
Resolve: 10
Speed: 30’
Feats: Attribute Substitution II (Logic for Prescience), Knowledge I (Computer Science)
Notable Equipment: Padded clothes (treat as Leather Armor), Fichetti Security 600 (treat as
Pistol), Renraku Sensei Commlink,
Favored Actions:
Fichetti Security 600 (pistol) (damaging attack): Agility vs. Guard, can inflict persistent damage,
slowed
CCTV Hook-In (inflict spying): Prescience vs. Resolve
Data Readout (inflict mind dredge): Prescience vs. Resolve
Smartlink Kill (inflict disarmed): Influence vs. Resolve
Machine Hack (inflict dominated): Influence vs. Resolve
Remote Shutdown (inflict immobile): Influence vs. Resolve
Fake Sensory Input (inflict phantasm): Influence vs. Resolve
Cybereyes (invoke blindsight)
Info Stream (invoke bolster): Prescience vs. 16 (PL 3)
Detect Electronic Signatures (invoke detection): Prescience vs. 12 (PL 1)
HyperSearch (invoke precognition): Prescience vs. 12-20 (PL1-5)
Electromodulation Analysis (invoke reading): Prescience vs. 20 (PL 5)
DeepLang (invoke tongues): Prescience vs. 20 (PL 5)
FileMap (invoke truesight): Prescience vs 20 (PL 5)
Face
Faces are the negotiators of the shadows. Most Shadowrunners are trained killers skilled in the use
of weapons, and that does not exactly evoke a friendly image. In comes the Face, capable of sitting
everybody down at the negotiating table for a calm, rational discussion, making Mr. Johnson feel
safe around a pack of runners, maybe getting a raise in the process. With their uncanny ability to
evade danger and get the most out of people, most Shadowrunners agree that a good Face pays for
itself.
STRATEGY
With their amazing social skills, Faces often gain contacts in high places, as people love to be
around them. Of course their subtle cyberware is partly responsible for that, but it's also the result of
But wait, isn't this just the Courtier Archetype from the Open legend website?
Damn right it is, chummer. Open Legend is all about skinning and re-skinning, and this is the
perfect opportunity to demonstrate how. The Face and the Courtier do very similar things. Both are
talkative socialites who manipulate people into giving them what they want, whether that be getting
a great lord to grant you access to his armies, or convincing a Johnson to give you and your team
some more nuyen.
Mage
Also known as Hermeticists, Mages are of the belief that the supernatural forces of this world can
be classified and quantified scientifically. They are often academically skilled and knowledgeable
about the principles of magic, developing spells in the same way an engineer would as opposed to
relying on the good graces of some higher spirit or another.
STRATEGY
With their great knowledge about the arcane and versatile powers, Mages are useful in almost any
As they grow in power, Mages have a variety of options to specialise their skill set. They may wish
to deepen their academic knowledge by improving their Knowledge Feat and learning how to Craft
Extraordinary Items. Increasing their Entropy Attribute will give them access to powerful dark
magic, while focusing on Creation will make them much more effective as healers. Those wishing
to become more powerful elementalists will want to purchase the Multi-Target Attack Specialist
Feat to become even more lethal on the battlefield.
Attributes: Learning 2 (1d6), Will 2 (1d6), Alteration 3 (1d8), Creation 4 (1d10), Energy 5 (2d6),
Entropy 2 (1d6)
Hit Points: 14
Guard: 11
Toughness: 12
Resolve: 12
Speed: 30’
Feats: Area Manipulation II, Heightened Invocation I, Knowledge I (Magical Theory)
Notable Equipment: Sony Emperor Commlink, Spellbook or Grimoire, Padded Coat (treat as
Leather Armour), Magical Supplies
Favored Actions:
Arcane Blast (damaging attack): Energy vs. Guard
Firestorm (damaging attack, 10' cone): Energy vs. Guard
Lightning Field (damaging attack, 15' cube): Energy vs. Guard
Blinding Flash (inflict blinded): Energy vs. Guard
Sound Barrier (inflict deafened): Energy vs. Toughness
Heat Ray (inflict disarmed): Energy vs. Guard
Earthquake (inflict forced move): Energy vs. Guard
Ice Block (inflict immobile): Energy vs. Toughness
Set Ablaze (inflict persistent damage): Energy vs. Guard
Eldritch Disintegration (inflict persistent damage): Entropy vs. Toughness
Blazing Radiance (invoke aura): Energy vs. 18 (PL 4), inflicts persistent damage at PL 2
Energize (invoke bolster): Creation vs. 16 (PL 3)
Syphon Light (invoke darkness): Entropy vs 12-14 (PL 1-2)
Mend Flesh (invoke heal): Creation vs. 12-18 (PL 1-4)
Summon Elemental (invoke summon creature): Energy vs. 18-20 (PL 4-5)
STRATEGY
Riggers are, more of ten than not, the designated driver. They can control any vehicle by plugging
themselves into its computer (provided it has one), and drive it expertly. Their engineering skills
allow them a wide range of technical abilities, and the drones and gadgets at their disposal provide
extra utility. Especially when laying an ambush, Riggers can dramatically improve the chances of
any team.
In combat, Riggers like to have their drones do the fighting for them while they support their allies
or sabotage their enemies. With access to a variety of technical equipment, Riggers can jam their
enemies weapons or render them immobile with smart nets, but also protect their allies with
temporary barriers or by injecting them with a cocktail of nutrients, minerals, and pure adrenaline.
Above all, they are versatile, and very well suited to improvise in a tight spot.
As they advance their skills, sabotage-savvy Riggers might wish to improve their Influence attribute
to a point where they can dominate enemy drones and turn the tide of battle that way. Craftsmen
may wish to learn how to craft items and improve their skills academically by taking Knowledge
feats, while those Riggers who appreciate being a field medic should improve their Creation
attribute. Those wishing to deploy more powerful drones can benefit from the Ferocious Minions
Feat. As time progresses, all Riggers will profit from Superior Concentration to sustain more boons.
Attributes: Learning 3 (1d8), Logic 1 (1d4), Will 3 (1d8), Alteration 3 (1d8), Creation 4 (1d10),
Influence 1 (1d4), Movement 4 (1d10)
Hit Points: 16
Guard: 10
Toughness: 13
Resolve: 13
Speed: 30’
Feats: Companion I (Ares Duelist drone), Boon Focus I (Summon Creature), a 1-point movement
feat
Notable Equipment: Taurus Omni-6, Sony Emperor Commlink, Drone Maintenance Set
Favored Actions:
Taurus Omni-6 (pistol) (damaging attack): Agility vs. Guard, can inflict persistent damage, slowed
JamBot Launcher (inflict disarmed): Alteration vs. Guard
Stranglenet (inflict immobile): Creation vs Toughness
Muffler Mine (inflict silenced): Alteration vs. Toughness
Start Drone (invoke summon creature): Creation vs. 18 (PL 4), automatic success on single target
via Boon Focus, advantage 2 on multiple targets
Mobile Shield (obscuring, hindering) (invoke barrier): Creation vs. 16 (PL 3)
Temporary Augment (invoke bolster): Creation vs. 16 (PL 3)
Turbogel (invoke haste): Alteration vs. 14 (PL 2)
Meditech (invoke heal): Creation vs. 12-18 (PL 1-4)
Dragonfly Drone (invoke light): Creation vs. 12-18 (PL 1-4)
Shaman
As far as magic users go, Shamans are as diverse as they come. Every culture has its own traditions,
and spirits to go along with it. Instead of focusing purely on employing their own power, Shamans
channel the power of their mentor spirit, often called a totem, to work spells and incantations. The
most frequent totems are animal spirits, but, theoretically, any type of spirit willing to patronize a
shaman can do so. This sample Shaman's Totem is the Cat, a sneaky, deceitful spirit commonly
found in urban environments.
STRATEGY
Cat Shamans are at home in the megaplex, and their patron has bestowed them with certain aspects
of the feline physique to find their way around. They're excellent at stealth and movement, scaling
walls and running along rooftops with grace and speed, treading ever safely. If for some reason they
do fall, their catlike sense of orientation will make sure they always land on their feet. Their general
mystique and willpower radiate from them, potentially giving them an edge in certain social
situations.
In combat, Cat Shamans will often be the first to react to any changing situation. They have a
variety of magical Alteration spells at their disposal that they can use from the shadows or out in the
open, where they can attack enemies with claws grown on the fly, and act at breakneck speed with
the haste boon. By invoking the detection boon, they can focus their gaze on anything that can be
preyed upon. Nothing can escape a good Cat Shaman's perception.
As they continue to garner their mentor spirit's favour, Shamans are given new, greater powers and
attain mastery of old ones. If they want to double down on stealth, they can increase their Agility
attribute and gain levels in the Lethal Strike Feat, while those seeking to advance their control over
nature will wish to increase their grasp of Alteration. The power to change shapes entirely is a very
high art and requires great power, so obtaining this ability will require hard work and dedication to
convince the Totem of one's worthiness. A potentially frustrating endeavour, if the cats that aren't
spirits are anything to go by.
Street Samurai
Following some code of honour or another, Street Samurai are an essential part of the Shadowrun
world. They are highly versatile combatants, capable of wielding their iconic katanas with extreme
prowess, but also skilled in the use of firearms. As cultural icons, they are an idealised mixture of
medieval knights, legendary Rōnin, and good samaritans who protect the poor against the powerful,
but in truth they are as varied as any group of people, and not all feel beholden to some fixed set of
morals.
STRATEGY
Street Samurai are versatile on their home turf, which, as the name suggests, is the street. They are
skilled investigators, as there's hardly ever something that escapes their keen senses, but also
capable negotiators who command respect for what they represent. They are, after all, symbols, and
the best among them know how to use this perception to their advantage.
When it comes to fighting, Street Samurai are excellent combatants that make use of their wired
Growing in experience might lead Street Samurai down a variety of paths. If they pursue their skills
as an investigator, they might wish to improve their senses with cyberware and acquire Knowledge
Feats in Criminology, Law, or Forensics. Those wishing to become more of an inspiring champion
may find themselves purchasing the Feat of the same name, while others may wish to expand on
their skill using ranged weapons. All three basic feats of the Street Samurai can also be improved to
perfection, making them a potentially super-lethal jack of all trades.
Attributes: Agility 4 (1d10), Fortitude 3 (1d8), Might 1 (1d4), Perception 4 (1d10), Will 3 (1d8),
Persuasion 1 (1d4), Presence 3 (1d8)
Hit Points: 28
Guard: 17
Toughness: 16
Resolve: 16
Speed: 35’
Feats: Attack Specialization I (Katana), Lightning Reflexes I, Fleet of Foot I
Notable Equipment: Kevlar Vest, Katana, Onotari Arms Violator (Pistol), Meta Link Commlink
Favored Actions:
Katana (damaging attack): Agility/Might vs. Guard, can inflict persistent damage, disarmed,
advantage 1
Onotari Arms Violator (pistol) (damaging attack): Agility vs. Guard, can inflict persistent damage,
slowed
Blade Twirl (inflict demoralized): Agility vs. Resolve
Disarming Strike (inflict disarmed): Agility vs. Guard
Arm Lock (inflict immobile): Agility vs. Guard
Arterial Hit (inflict persistent damage): Agility vs. Guard
Wordless Challenge (inflict provoked): Agility vs. Resolve
In The Leg (inflict slowed): Agility vs. Guard
Butt Strike (inflict stunned): Agility vs. Toughness
Into the Fray (invoke bolster): Presence vs. 16 (PL 3)
Inspiring Presence (invoke healing): Presence vs. 12-16 (PL 1-3)
Weapons Expert
One of the things Shadowrunners hate to go without is firepower, and the Weapons Expert provides
that en masse. Any gun, any time, they know how to use it for maximum effect, and will unleash
fire and fury upon their opponents. Add to that a creative loadout of cyberware and you have
yourself a bullets guy.
STRATEGY
Though Weapons Experts shine the most in combat situations, they can be useful outside of it as
well. Depending on their background, they may have expertise in different scholarly military fields,
As they grow, Weapons Experts may wish to expand their usefulness out of combat by expressing
their training or interests, maybe developing into a field medic, tracker, or investigator. For snipers,
extending the Longshot Feat to sniper rifles is essential to become lethal at the most distant ranges,
while bodyguards or defenders may wish to go for the Sentinel Feat.
Attributes: Agility 5 (2d6), Fortitude 4 (1d10), Might 2 (1d6), Perception 3 (1d8), Will 2 (1d6),
Presence 2 (1d6)
Hit Points: 26
Guard: 20
Toughness: 16
Resolve: 14
Speed: 25’
Feats: Bane Focus (Persistent Damage), Diehard, Longshot (Shotgun)
Notable Equipment: Ruger 100 (treat as Sniper Rifle), Krime Boss (treat as Pump Shotgun),
Reinforced Security Armour (treat as Plate Mail), Meta Link Commlink
Favored Actions:
Krime Boss (Shotgun) (damaging attack, Long ranged 125'): Agility vs. Guard, can inflict slowed,
persistent damage, knockdown
Ruger 100 (Sniper Rifle) (damaging attack, Extreme ranged 300'): Agility vs. Guard, can inflict
slowed, persistent damage
Crippling Shot (inflict persistent damage): Agility vs. Guard (PL4)
Leg Shot (inflict slowed): Agility vs. Guard
Hand Shot (inflict disarmed): Agility vs. Guard
Strong Blast (inflict knockdown) Agility vs. Guard
BANG Rounds (inflict deafened) Agility vs. Guard
FLASH Rounds (inflict blinded) Agility vs. Guard
Stunner Rounds (inflict stunned) Agility vs. Toughness
Cyberware
Chrome is purchased with Feat points, not Nuyen. If you want cybereyes that see in the dark, get
Boon Access (Darkvision) (unless you can already invoke that boon, in which case you might as
well pretend to have cybereyes). If you want wired reflexes, get Battlefield Reflexes. Pending GM
approval, you could get custom-made deltaware for extra nuyen, which would result in a lower Feat
point cost.
If you're a magic user, cyberware is generally a bad idea. You can achieve pretty much anything
chromed-up folks can with magic. If you do want to get chrome installed, your GM might hit you
Turn Order
In the world of Shadowrun, things happen on different planes of existence, and they do not happen
at the same time. The astral plane is often slightly ahead of the curve on all things that affect it, and
the Matrix is an incredibly fast place. Thus, a single turn of combat in Open Legend: Shadowrun
works as follows:
Matrix Turn Astral Turn Matrix Turn Physical World Turn
If anything happens on the Astral Turn that would affect the Physical World, its effects are applied
at the beginning of the Physical World Turn.
Lethal Damage
Be liberal with it. Shadowrun is a gritty setting, and players should get to feel that. Charge them
money for healing LD, offer to charge them more to buy health insurance, then roll a dice to see if
the procedure is successful at removing whatever injury your players have suffered. If not, hope
they purchased insurance. If they haven't, laugh.
The DC of the roll should depend on the amount of lethal damage (10 + amount of LD if you want
to eyeball it,) and the amount of dice you roll should depend on the skill level of your doctor. Think
of it as a Medicine Attribute. Set advantage or disadvantage depending on the circumstances and
equipment available. The exact numbers should be determined on a case-by-case basis.
If a player has the Extraordinary Healing Feat or otherwise knows how to heal Lethal Damage, let
them patch up the team as usual.
Teleportation
There is no such thing as Teleportation in Shadowrun. Sure, megacorps have their R&D
departments on the case, and it might make for a good plot device, but characters should not be able
to use the teleport boon, no matter their Movement Attribute. Of course, every GM can do this
differently, but if you want to go hard with the rules of the world, you should never allow teleport
under any circumstances.
This supplement is completely non-commercial, and Open Legend and Shadowrun are property of
their owners respectively. I'm just a bridge builder, not the owner of the cities on either side. You
can't sell this supplement, and neither can I, nor would I ever want to.
If you really do want to support me in some way, check out my original short stories and
audiobooks on Whoisbetty.com and the YouTube channel Who Is Betty? It's got a question mark as
the channel logo, because that's the type of creative genius that I am.