Open Legend - Shadowrun

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INDEX

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

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Races
Shadowrun has 5 core races, and, though Open Legend has no mechanical effect for race, it
certainly has an impact on the narrative. In the following, the Shadowrun races will come with some
suggestions as to how to how they might accompany your character mechanically, primarily
through Perks and Flaws. The ones listed here are just examples, and you are not beholden to any of
them. Race descriptions are kept deliberately brief. If you want to find out more about a specific
race in Shadowrun, get on one of the many wikis or, better yet, buy one of the sourcebooks.

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.

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Orks are stereotyped as tough, hardened, savage, and not too sharp.
They often have higher Will and Might Attributes than usual.
Example Perks: Brute, Courageous, Resilient, Street Rat,
Example Flaws: Ambitious, Brash, Cosmetic Deformity, Literal Minded
Orks have their own language, known as Or'zet, which has been growing in popularity since its re-
discovery.

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

Other Races and Metavariants


In addition to each section of metahumanity coming with their own subvariants (such as gnomes,
dryads, and minotaurs), there are several other sapient species out there which are not metahuman,
such as sasquatches, shapeshifters, and pixies. They are very rare, require special roleplay, and will
be treated accordingly. Additionally, there are the races created by the Human Meta-Human
Vampiric Virus (HMHVV) which, depending on strain, turns humans and metahumans into
vampires, werewolves, or ghouls. Any of these (and their metahuman versions) will require special
consideration if you wish to play them, but they certainly are playable.

Languages and Etiquettes

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

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etiquette. However, this should be used sparingly.
Your character knows one etiquette for free that should reflect their background, and knows an
additional number of etiquettes equal to their Deception Attribute + their Persuasion Attribute. If a
character frequently interacts with a certain group they do not have the etiquette for, the GM may
choose to award that etiquette to the character after a while.
Example etiquettes in Shadowrun include but are not limited to:
Academic, Corporate, Entertainment, Gang, High Society, Journalism, Law Enforcement, Military,
Nobility, Organised Crime, Politics, Religious, Shadowrunner, Urchin
Many etiquettes may warrant further specification. This way, Organised Crime may mean that a
character has a general knowledge on how to behave with crime syndicates, or an intimate social
understanding of the Vory, the Mafia, or the Yakuza.

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)

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Hit Points: 24
Guard: 17
Toughness: 15
Resolve: 15
Speed: 30’
Feats: Attribute Substitution II (Movement for Agility), Battlefield Reflexes
Notable Equipment: Renraku Sensei Commlink, a fancy charm from your fighting tradition, a
dojo membership card
Favored Actions:
Unarmed Strike (damaging attack): Agility vs. Guard, can inflict stunned, knockdown
Snake Fingers (inflict blinded): Agility vs. Guard
Thunderclap (inflict deafened): Agility vs. Guard
Choking Ape (inflict incapacitated): Agility vs. Toughness
Disarming Strike (inflict disarmed): Agility vs. Guard
Ki Push (inflict forced move): Movement vs. Guard
Ki Slam (inflict knockdown): Movement vs. Guard
Ki Shock (inflict stunned): Agility vs. Toughness
Ki Overload (inflict immobile): Movement vs. Guard
Ki Viscosity (inflict slowed): Movement vs. Guard
Nerve Damage (inflict persistent damage): Agility vs. Guard
Kinetic Field (invoke aura): Movement vs. 18 (PL 4), inflicts forced move at PL 2
Ki Flow (invoke haste): Movement vs. 14-18 (PL 2-4)
Ki Cocoon (invoke resistance): Movement vs. 16-20 (PL 3-5)
Fleshless Touch (invoke telekinesis): Movement vs. 16-20 (PL 3-5)

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

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purchasing the Untrackable Feat to cover all traces of their activity is also advisable, as is the
purchase of an SMG (preferrably with a Smartlink) for more combat focus.

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)

Word to the Wise:


Deckers are really squishy, so that might be something you want to remedy. Open legend does not
automatically grant raises in HP at every level, so investing in the Will Attribute might be in order
for long-term sustainability.

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

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years of training and quite a few basic courses on human psychology. Not only can they be
excellent salesmen who can convince Mr. Johnson that yes, he is indeed hiring the best damn
runners on the continent, but their ability to adopt disguises and weave plausible stories for why
they are in a restricted area has gotten a lot of teams out of a tough bind.
Of course, when words fail, Faces can become a bit of a liability. It's not that they don't know how
to use a gun, it's just that they're not very good with it, and while their words certainly can switch
things up on the battlefield, they will rarely turn the tide of combat.
Over the course of their career, many Faces decide to obtain new, better combat skills to make up
where it hurts most. This often plays out well for them, and some even specialise in demoralising
enemies on the battlefield or boosting their teammates abilities with words of encouragement.
Others double down on their negotiating skills, bringing about payouts that make them well worth
their iron, and avoiding conflicts that even the most hardened of runners would sooner not partake
in. Others upgrade their cyberware and matrix skills to dig up dirt and analyse the lives of those
they're trying to get something from, often becoming experts at predicting what people will do.
Attributes: Agility 2 (1d6), Will 3 (1d8), Deception 4 (1d10), Presence 3 (1d8), Influence 5 (2d6)
Hit Points: 20
Guard: 13
Toughness: 13
Resolve: 16
Speed: 30’
Feats: Potent Bane (Charmed), Unending Charm
Notable Equipment: Reinforced Fancy Suit (Steelsilk Armour), Fichetti Executive Action
(Handgun), Renraku Sensei Commlink
Favored Actions:
Fichetti Executive Action (damaging attack): Agility vs. Guard, can inflict persistent damage,
slowed
Pheromone Dispersers (inflict charmed): Influence vs. Resolve
Where It Hurts (inflict demoralized): Influence vs. Resolve
Are You Sure About That? (inflict memory alteration): Influence vs. Resolve
Gamma-Scopolamine (inflict truthfulness): Influence vs. Resolve
You Owe Me (inflict dominated): Influence vs. Resolve

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

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situation. With their fundamental understanding of all things magic, many odd occurrences can be
more easily understood, and more informed plans formulated. Though their social skills are limited
primarily to academic or mystical environments (as well as maybe the easily impressed), their
command over the elements can create advantages in situations Shadowrunners appreciate them
most.
Though not exactly bullet sponges, Mages are powerful and fearsome combatants. By invoking the
power of the elements or sheer arcane force they can do tremendous amounts of damage, and,
thanks to the Area Manipulation Feat, keep their allies out of the line of their own fire. Because they
understand magic in the way they do, they can make their spells more powerful than they'd
ordinarily be using the Heightened Invocation Feat, to potentially lethal effects. Add to this the
variety of techniques for battlefield control they are capable of, and the result is a force to be
reckoned with.

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)

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Rigger
Electronics and mechanics are a Rigger's fields of expertise. Be it driving, flying, or controlling
drones, the Rigger can do it all, more often than not by plugging into the circuits of whatever they
are trying to control. Riggers are indispensable in the shadows, as they are unmatched at supplying
the one thing every runner wants: Superiority.

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)

Open Legend: Shadowrun (Beta) – Page 9/16


Reconstructors (invoke regeneration): Creation vs. 16 (PL 3)
Armour Reinforcer (invoke resistance): Alteration vs. 16 (PL 3)
Adrenaline Injector (invoke restoration): Creation vs. 12-18 (PL 1-4)

Drone Companion: Ares Duelist


Attributes: Agility 3 (1d8), Fortitude 1 (1d4), Logic 1 (1d4), Perception 2 (1d6), Will 2 (1d6),
Energy 4 (1d10)
Hit Points: 16
Guard: 13
Toughness: 13
Resolve: 12
Speed: 30’
Feats: none
Favored Actions:
Beam (damaging attack): Energy vs. Guard
Stunner (inflict immobile): Energy vs. Toughness

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.

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Attributes: Agility 4 (1d10), Will 3 (1d8), Deception 3 (1d8), Presence 3 (1d8), Alteration 4
(1d10), Movement 1 (1d4), Prescience 1 (1d4)
Hit Points: 22
Guard: 14
Toughness: 13
Resolve: 16
Speed: 30’
Feats: Breakfall I, Climbing, Lightning Reflexes III
Notable Equipment: Sony Emperor Commlink, Elaborate Cat Fetish, Smooth Clothes
Favored Actions:
Claw Slash (damaging attack): Agility vs. Guard
Totem Glimpse (inflict demoralized): Presence vs. Resolve
Turn Weapon (inflict disarmed): Alteration vs. Guard
Root (inflict immobile): Alteration vs. Guard
Arterial Strike (inflict persistent damage): Agility vs. Guard
Sticky Lips (inflict silenced): Alteration vs. Thoughness
Totem's Favour (invoke bolster): Alteration vs. 16 (PL 3)
See Prey (invoke detection): Prescience vs. 12 (PL 1)
Felinity (invoke haste): Alteration vs. 14-18 (PL 2-4)
Grow Claws (invoke shapeshift): Alteration vs 14 (PL 1), need special favours from totem to unlock
higher PL, but does not need to be sustained

Of all the cool totems out there, you picked Cat?


Sure, I could have made a more iconic Shaman archetype, like the Bear, the Coyote, or the Wolf,
maybe even a Druid who practices Wicca, but there are a few reasons why I did not. Firstly, this
roster was a bit low on stealthy classes (there were none), so I found that this had to be remedied.
Secondly it's an exercise in demonstrating that yes, in Open Legend you can indeed create a
sneaking wizard with animal features that can perform alteration magic, does melee, and has superb
initiative. Also, the special rule for invoking the shapeshift Boon is an example of how a GM should
interpret the rules for the purpose of narrative over mechanics in this system.

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

Open Legend: Shadowrun (Beta) – Page 11/16


reflexes and cyberlegs. They can dole out damage at a distance, but are most effective with their
most iconic weapon – the katana. Aside from the variety of tricks they are capable of performing
with their weapons, which include disarming and slowing down their opponents, they can use their
presence to shift attention from their more vulnerable allies to themselves, or restore their spirits
when the situation looks a little too dire.

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,

Open Legend: Shadowrun (Beta) – Page 12/16


and their sheer presence might dissuade people from attacking you.
On the battlefield, Weapons Experts are absolute menaces. Their elite training means that they can
use shotguns much more effectively than anyone, and for anything that's still too far away, there's
always the sniper rifle. Using pellets and precision, they will make their enemies bleed, but they
will also employ their arsenal to punish them in other ways, knocking them to the ground or
slowing them down. With their specialised BANG, FLASH, and Stunner rounds, they are not above
using subterfuge to weaken their opponents, and, though they may be a little slower from carrying
all those guns, they sure can take a punch.

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

Wealth, Equipment, and Cyberware

Modified Wealth System


Because Shadowrun is cyberpunk, and cyberpunk's motto is “High Tech, Low Life,” Open Legend's
wealth system won't do. Plus, nuyen is a cool word to say. Thus, the wealth system has been slightly
modified. Players will no longer reach the top, and they shouldn't even reach WL 7 if not for some
really extreme circumstances, smart decision making, and a lot of luck.
This system works similarly to the original Open legend wealth system, but with a few minor

Open Legend: Shadowrun (Beta) – Page 13/16


alterations:
• Expenditures are measured in nuyen, treating them as a weekly “allowance.” Significant
purchases are taken off that allowance. This allows items to be priced in nuyen instead of
Wealth Levels, and also the purchase of various items that are in between this wealth level
and the next. If a WL 2 character purchases some soykaf or a kebab, that need not be
recorded. If they buy a biometric reader for 200 ¥, that is recorded and reduces their
allowance for the week to the remaining 300 ¥.
• Expenditure Fatigue works on a weekly or bi-weekly basis, whereas the base rules only
allow for bi-weekly. So, for example, a WL 2 character can buy a 500 ¥ item and have no
more money for the week, or a 1000 ¥ item and have no money for two weeks. Anything
above that (such as three weeks) is not possible unless purchasing a higher WL item, in
which case the usual WL rules apply.
• When a character gets paid, the allowance for the time since they were last paid is subtracted
from the payout, but the rest becomes available to be used in addition to the usual allowance
in the future. For example, a WL 2 character who gets paid 4000 ¥ after not having gained
any money for 6 weeks loses 3000 ¥ but keeps an additional 1000 ¥ for future purchases.
• Allowance for one week cannot be carried into the next.
• When a character receives enough money to purchase 4 weeks of allowance on the next
highest Wealth Level, they ascend to that Wealth Level. So, if a WL 2 character has 4000 ¥
to spare, they can invest them and ascend to WL 4. This works only with accrued excess
money. The weekly allowance cannot be used to pay for the cost of ascending a WL.

Example Lifestyles Example Expenditures ¥/Week


0 Complete dreg, literal slave Cup of soykaf, some bread 10
1 Beggar, street urchin Warm meal, one night in a bed 50
2 Unskilled labourer, 1st lvl hero Living cubicle, a night out 500
3 Lower middle class Reasonably nice clothes, a scooter 1000
4 Middle class Apartment rent, a car 2500
5 Upper middle class Proper Suit, very fine dining 5000
6 Reasonably wealthy Expensive jewellery, bodyguard 10000
7 Rich, Max for players An estate, Shadowrunners 25000
8 Filthy Rich Controlling share in a small corp 100000
9 Lofwyr Who could even guess? many

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

Open Legend: Shadowrun (Beta) – Page 14/16


with a permanent essence loss bane, which imposes disadvantage on all rolls involving magic and
becomes more potent the more cyberware you get. So don't get cyberware.

Special Combat Rules

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.

Personally, I like to allow teleport to be attainable in my games under extremely unconventional


circumstances. Shadowrun lore establishes that some creatures have used magic to achieve
teleportation, such as the Great Dragon Celedyr, but it must be said that he is an incredibly powerful
being far beyond anything even prime runners should ever be able to achieve, and even he can't just
break space-time willy nilly. Thus, I am open to players with a Movement Attribute of 9 to invoke
the teleport boon under special circumstances, such as if they are a world-class Mage who has gone
to great lengths to gain access to a powerful artefact and create a complex spell, or a mighty
Shaman who is in the favour of a ridiculously powerful spirit to the degree that said spirit would do
almost anything for the Shaman. Whether or not all this effort is worth it is up for the players to
decide.

Open Legend: Shadowrun (Beta) – Page 15/16


Other Stuff
Thanks for cheking out this supplement, it was huge fun putting it together even though it's the first
such project I ever embarked on, which speaks for how great the Open Legend system is. That
being said, it's completely in beta atm, so everything is subject to change and more stuff will be
added in the future. If you have any suggestions, drop me a line.

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.

Open Legend: Shadowrun (Beta) – Page 16/16

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