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The Neon Anarchist Cookbook

An Unofficial Shadowrun 5th edition Fan Book by Neon Anarchy


(Playtest edition)

Authors
Dusk#1352 (/u/mitsayantan) • Kalacia • J.R. • Marek • Almechik • Pharaoh (/u/TheLolomancer) •
Anthony (Monkeyonastick1#1043, /u/Baratonio) • Ir0nguard • /u/SilithDark • Lulu • Meseriel •
/u/Fweeba • Haywire • Minnakht • Tali Tanaka • Talie Collins • /u/IcePhoenix0 • Lunokhod •
Bobthegnoll • Joshybones • Nash • /u/Norkrak • DominaVioletta • RibstonGrowBack •
Neodynum • Kalevra
Reviewers
Dusk#1352 (/u/mitsayantan) • /u/MrTonic • Mike C (/u/Colorful_Meows) • Anthony
(Monkeyonastick1#1043, /u/Baratonio) • doodleSM (/u/doodle_sm) • Ir0nguard • Lulu • Marek •
Minnakht • Reroll • Wisteria Fairchild
Layout
Cutting Chipset • Moebius P
Cover Art
Leonardo Wyrnist (leonardowyrnist)
Art
Aidelank Yang (Aidelank) • Conrad Atega (wildcard24) • Leonardo Wyrnist (leonardowyrnist) •
Maga Gon (magasama) • Nikita "Delfis" Cherkezov (delfis_art) • Tadas Sidlauskas (tadasart) •
Elly • Gonzo (gonzoworks) • Zombono
Art Donators
/u/someguy339 • Alex (/u/afronin) • Cutting Chipset • Mads H.-A. • 3733WOLF • Kim
Chummer Support
/u/Ainsatz • Marek
Editors
Dusk#1352 (/u/mitsayantan) • Emily Nabutsu

Reddit: /r/NeonAnarchy • Twitter: @anarchy_neon • Email: neonanarchysrlc@gmail.com

Legal Disclaimer
The Topps Company, Inc. has sole ownership of the names, logos, artwork, marks, photographs, sounds, audio, vi-
deo and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has
granted permission to Neon Anarchy to use such names, logos, artwork, marks and/or any proprietary materials
for promotional and informational purposes but does not endorse, and is not affiliated with Neon Anarchy in any
official capacity whatsoever. This document is a non-commercial fanbook for entertainment purposes only and is
distributed for free with that intent.

CREDITS 2
3
Art: Aidelank Yang (aidelank)

4
Table of contents
KRIME POWER DRAW 19
SHOTGUN SUPPRESSOR 19
SMART SHEATH 19
Playing by Rules as Written 8 Drugs 19
GEAR 9 VENOMANCER 19

Cyberware 9 Programs 20
ID10T 20
BODYWARE 9 SENSOR LOCK 20
ANGEL SYSTEM 9
CYBERLIMBS 9
Skillsofts 20
SPECSOFT 20
CYBER MANIPULATOR 9
CYBERLIMB ENHANCEMENTS 9 Miscellaneous Gear 20
IMPACT PLATE 9 CYBERDECK MODULES 20
MULTI-PROGRAM OPERATING RESONANT SYSTEM
HEADWARE 9 (MORS) 20
CEREBRETRON 9 MYOMERIC DATA CABLE 20
COMPUTER ASSISTED POLYGRAPH INTEGRATION 10 ELEMENTAL ESSENCE 21
IMPLANTED RCC 10 HAZARDOUS MAGICAL CONTAINMENT DEVICE 21
EYEWARE 10 SPIRIT LANTERN 21
TARGET PREDICTOR 10
Parachutes 22
Bioware 10 STANDARD PARACHUTE SYSTEM 22
SPINRAD INDUSTRIES "SPINRADICAL" PARACHUTE
CULTURED BIOWARE 10 SYSTEM 22
NEURAL HARDENING 10
SECONDARY HEART 10
DRONES AND VEHICLES 23
Nanoware 11 Vehicle Modifications 23
HARD NANOWARE 11 REDUCED SEATING 23
TISSUE REPAIR SYSTEM 11 GREY MANA SHIELDING 23
NANOCYBERNETICS 11 MIL SPEC FRAME 23
MICRO MANIPULATOR 11 MAGE PORT 23

Armor Modifications
COMPREHENSIVE SEAL 11
11 MAGIC 24
HARDPOINT 11 Adept Powers 24
PERSONAL POWER UNIT (PPU) 12 BURST OF SPEED 24
PERSONAL WEAPON MOUNT 12 ELEMENTAL MISSILE 24
POWERED EXOSKELETON 12 ELEMENTAL QUIVER 24
FORCE STRIKE 24
Ammunition 13 GROUND STOMP 24
ARROWS 13 MAGIC MISSILE 24
ASSAULT CANNON AMMO 13 MYSTIC ARCHERY 25
GREY METAL ROUNDS 14 PREVISUALIZATION 25
Grenades 14 PROTECT ANIMAL 25
GREY MANA GRENADE 14 RAPID AIM 25
RICOCHET 25
Melee Weapons 14
ARES SHOCK & AWE BUCKLER 14 Mentor Spirits 25
HOOK SWORD 14 BLACKSMITH 25
KRIME PORCUPINE SHIELD 15 BULL 25
KUSARIGAMA 15 DRAGON 26
RENRAKU RAIJIN LIGHTNING SWORD 15 FOX 26
SPINRAD INDUSTRIES TACTICOOL COMBAT GREAT GUARDIAN 26
SKATEBOARD 15 RHINO 26

Ranged Weapons 15 Metamagics 26


ARES AVENGER MICROGUN 15 ASTRAL BULWARK 26
ARES TEMPLAR SUPER HEAVY LASER 16 DEVOTED WEAPON 27
ARES EDISON TESLA CANNON 16 IMPROVED APOTROPAIC MAGIC 27
EVO PNEUMATIC GUNS 16 PSYCHOMETRIC SCRYING 27
HK DOUBLE DEFENDER SHOTGUN 17 ADVANCED PSYCHOMETRIC SCRYING 27
KRIME LEADSPITTER DBAR
KRIME FACE MELTER
17
17
Spells 27
[ELEMENT] BARRAGE 27
KRIME SHREDDER AUTO SHOTGUN 17 [ELEMENT] BLADE 28
M134 MINIGUN 18 [ELEMENT] TOUCH 28
M240 RAMBO 18
M249 SAW 18 Traditions 28
TOKAREV TT-30 SPECIAL 18 EPHEMERALIST TRADITION 28
TRADITIONAL EGYPTIAN RULES 28
Weapon Accessories 18 TRADITIONAL HERMETIC RULES 29
GREY METAL PLATING 18 Hermetic Elemental Path 29

5 TABLE OF CONTENTS
Hermetic Metallurgy Path
Hermetic Science Path
29
29
Negative Qualities 40
BUGGY CYBERWARE 40
TRADITIONAL HINDUISM RULES 29
BUTTER FINGERS 40
TRADITIONAL OLYMPIANISM RULES 29
DWARFISM 40
Hecate Path 29
GUN GREMLIN 41
Hero Path 30
MIND LIKE A SIEVE 41
Oracle Path 30
MUTE 41
TRADITIONAL QABBALISM RULES 30
POP CULTURE WIZARD 41
TRADITIONAL SHINTO RULES 31
SPRITE BLOCK 41
TRADITIONAL WICCA RULES 31
Positive Metagenic Qualities 41
MATRIX 32 ELECTROKINESIS 41
ELEMENTAL AFFINITY 41
Echoes 32 FLUFFY FEATURES 42
DIGITAL INSTINCT 32
FUNCTIONAL WINGS 42
DRONE COMPANION 32
SLIME GLANDS 42
RESONANCE EMPATHY 32
STATIC SHOCK 32 Negative Metagenic Qualities 43
BRACHYCEPHALIC SYNDROME 43
MARTIAL ARTS 33 CRITTER MAGNET 43
DEMONIC FEATURES 43
Martial Art Styles 33 DIURNAL 43
DRAGON 33
DUAL NATURED 43
Martial Art Techniques 33 EXCESSIVE MOLTING 43
AKIMBO 33 INTERMITTENT HIBERNATION 44
COILING DRAGON 33 LIVING HAIR 44
ETHERNET STRIKE 33 MUZZLE 44
FLOWING DRAGON 33 NECROTIC FLESH 44
MOUNTAIN STANCE 33 REPTILIAN AUDITORY APPARATUS 44
ROLLING SNAKE 33 SPIRIT BLIGHT 44
SWEEPING HOOK 34 STUBBY LEGS 45
TRANSLUCENT SKIN 45
QUALITIES 35 VESTIGIAL WINGS 45

Expanded Mastery Qualities


BEAST BOND
35
35
CODES OF HONOR 46
CODE OF LADIES & GENTLEMEN
DEDICATED ALCHEMIST 35 (OR THEYDIES & GENTLETHEM) 46
FLEXIBLE SPELLCASTER 35 CYBER SAMURAI’S LAWS 46
GUNSLINGER 35 STRAIGHT EDGE 46
IN MY IMAGE 36 SUPERMEN’S CODE 47
KEYBOARD WARRIOR 36 THE NECROMANCER’S CODE (LA CATOPHILE) 47
LASER COMMANDER 36
MORPHINE MASTER
PAIN TRAIN
36
36
SHAPESHIFTERS 48
CERVINE 48
PULL YOUR PUNCHES 36 CROCODILIAN 48
Positive Qualities 37 PACHYDERM 48

SOCIAL MANEUVERS 49
AVERAGE JOE 37
BASELINE BIOLOGY 37
BETTER LUCKY THAN GOOD 37 DEMORALIZE 49
CONCEAL, DON’T FEEL 37 DISTRACT 49
COVER SHOOTER 37 ROUSE 49

SKYDIVING 50
CRASH TEST DUMMY 38
DESIGNER BABY 38
DON’T TELL ME THE ODDS 38 MAKING THE JUMP 50
FORTUNE FAVORS THE BOLD 38 PARACHUTING 50
FULL-AUTO EXECUTIONER 38 LANDING 50
GIFTED GENETICS 38
GUARDIAN 38
HERETIC 38
INTELLECTUAL LIAR 39
LET ME MAKE IT CLEAR 39
LIKE A TERMINATOR 39
LIKE THE BACK OF MY HAND 39
MENACING PRESENCE 39
PLASTIC SOUL 39
POLYMATH 39
RAISED BY THE TRIDEO 39
SPECIALIST 40
TACTICOOL MALL NINJA 40
UNCOMMON SENSE 40
WORKED FOR THE MAN 40

TABLE OF CONTENTS 6
7
Playing by Rules as Written
The Neon Anarchist Cookbook is designed primarily for use in Neon Anarchy and has some house
ruled entries. But can be just as easily used anywhere else including your own home games.
Most entries will translate 1:1 with Rules as Written (RAW) but Neon Anarchy does not use Exotic
Weapon Skills, instead using its own home brewed skills. When playing by RAW, any entry that
has the following skills should use Exotic Weapon Skill (Weapon Name) instead of whatever skill
name is mentioned. These skills are:

Atypical Melee (shields, skateboards, etc), Directed Energy (ranged energy weapons like Lasers),
Flexile Melee (whip like weapons) and Spray Weapons (flamethrowers and sprayers).

Art: Nikita “Delfis” Cherkezov (delfis_art)

8
GEAR
Cyberware
have a base STR and AGI of 3 each) but they do not provide
extra Physical condition monitor boxes like cyberlimbs
usually do. They can take any cyberlimb enhancements
BODYWARE and accessories, as well as cyberimplant weapons,
except Armor (SR5 457). Each Cyber Manipulator lowers
ANGEL SYSTEM your Social Limit by 1. You can have a maximum of 4 Cyber
Created by top brass in Ares, the Anti-Gravity Emergency Manipulators, any more and it overloads your nervous
Landing (AnGEL) System is the most futuristic piece of system. Cyber Manipulators are incompatible with Shiva
augmentation to come out of the AAA in years, utilizing Arms (RF 118) or any kind of Wings.
similar tech as the Anti-Gravity Grenade (SL 65). Before
• “Brings a whole new meaning to armed and dangerous.” - Cyber
Ares could cash in, the technology was stolen during Knight
a Shadowrun and leaked to the public. Even when the
• “Does it mean I can finally be a Nartaki?” - Jagganoth
AAA clamped down hard to remove the tech from the
market, the schematics were already in the hands of the • “I guess people can now cosplay as Doctor Octopus.” - Jawbreaker
underworld and shadow community who wasted no time
in manufacturing their own versions, as a result of which CYBERLIMB ENHANCEMENTS
KE was quick to make the augmentation illegal.
IMPACT PLATE
This bodyware is implanted in the subject’s torso, or Impact plates are steel plates implanted into cyberlimbs,
more preferably, a Cyber Torso. The AnGEL system is at points normally used for combat such as the end of
too big to fit anywhere else, including cyberlimbs. While fists, elbows, knees and feet. They can be installed in
unencumbered, the user can activate the augmentation full or partial cyberarms and legs, as well as cyberhands
when falling as a Simple Action or as a -5 initiative and feet. Each cyberlimb can only have one impact plate.
Interrupt Action. When activated, the implant creates a Each impact plate improves the AP of your unarmed
spherical field of reduced gravity around the user, which damage by -1 and each pair of plates also increases your
is visually obvious as a spherical field of distortion, unarmed DV by 1; up to a maximum bonus DV of +2 and
causing small things around it to float.. The effect lasts AP of -4. Impact plates must be installed in cyberlimbs
for 1 Combat Turn (3 seconds) per use. The user can and cannot be implanted directly into flesh. They count
fall up to 50 meters per use, without taking any Falling as cyberlimb enhancements, not implanted weapons, as
Damage (SR5 172). The AnGEL System comes with an they modify base unarmed damage. Impact plates are
internal battery that can hold three charges. Each use incompatible with Bone Lacing (SR5 454), Bone Density
of the AnGEL System consumes one charge. The battery (SR5 459) or Striking Callus (CF 121) and doesn’t stack
itself is cutting edge tech, using microparticles made with Critical Strike (SR5 309) or Penetrating Strike (SG
from rare earth metals. The battery regains one charge 173) adept powers.
per hour when plugged in to a power source.
• “Does it make cyberlimbs even cooler now? Yes. Does it make me
Wireless: The AnGEL System recharges by induction, wish I’d have chopped off my arms and gotten cyberlimbs? No.” -
Jawbreaker
regaining one charge per six hours of wireless-enabled
time. • “Pro tip for people getting these and similar implants. Have your
sparring partner wear safety gear, unless you enjoy paying for other
people’s hospital visits.” - Ugly
CYBERLIMBS
HEADWARE
CYBER MANIPULATOR
For decades now, cybertech designers were trying to CEREBRETRON
answer the almost ancient demands for extra arms. One The metahuman brain excels at certain areas of
thing has been always, obviously, standing in the way: cognition, but falls woefully short in others. The practices
the lack of nerve connections to plug a cyberarm into. of cyberware neural interfacing and implantation of
Eventually, science figured out a solution —if there are no commlinks are nothing new. The integration between
dedicated nerves to plug into, why not make your own? thought processes and machine computation has,
And so it happened. The Cyber Manipulators require the however, been at a relatively shallow level, until now.
user to possess a Datajack and use it to read the user’s Cerebretron is a dedicated mental coprocessing
inputs and then transfer them through artificial nerve computer implanted on the inner side of the skull or
connections. They can technically be mounted anywhere into a cyberskull. Comprehensively connected to many
on the recipient’s body, as long as the location is relatively significant areas of the brain, such as the cerebral cortex
close to the spine. They can take a multitude of shapes, and hippocampus, information processing tasks and
but regular cyberarms and tentacle-like manipulators memory recollection can be delegated to the computer
are the most popular. by the brain. Add Cerebretron’s Rating to your Mental
Limit as well as as a dice pool bonus to your Knowledge,
Cyber Manipulators count as full cyberlimbs (and thus Language, and Memory tests (SR5 152). Cerebretron is

9 GEAR
incompatible with Mnemonic Enhancers (SR5 460).
EYEWARE
Wireless: Cerebretron expands its processing capability
through the Matrix and uses heuristic algorithms in its TARGET PREDICTOR
influencing of thought processes to the point where The Target Predictor augments a Take Aim action (SR5
it increases the overall capability of the user’s brain. 166), allowing you to reduce penalties from the Situational
Select one of the four mental attributes per rating of Modifiers Table (SR5 176) that are not Called Shots, by a
Cerebretron (LOG, INT, CHA or WIL). Each of the selected total of 3 (in addition to standard benefits of take aim).
attributes is augmented by 1. You can reconfigure your This would apply to the next attack you make with the
selection(s) as a Complex Action at any time. At Rating weapon you aimed with. Target Predictor is incompatible
4 all four of your mental attributes are augmented by with Adept Centering (SR5 325) or Heightened Concern
1 each. Cerebretron has safeties that prevent it from (SSP 23) Adept power.
killing the brain even when it takes Matrix damage. It isn’t
connected to any areas responsible for motor control or Credit: /r/ALightInTheDark
the body’s autonomous systems, so it can’t be hacked to
disrupt these functions.
Bioware
• “Can’t wait to get a literal robobrain! What could possibly go
wrong?” - Cyber Knight CULTURED BIOWARE
COMPUTER ASSISTED POLYGRAPH NEURAL HARDENING
INTEGRATION An up-and-coming bioware that myelinates neurons with
The CAPI is a computer with sensors that can analyze synthetic sheaths that make the signalling system more
minute cues in facial expressions, body language robust and resistant to pain, fatigue, etc. The user’s stun
and voice of a target. It then cross-checks them with condition monitor gains a number of extra boxes equal to
thousands of psychological profiles and case studies the rating of the bioware.
that have been stored in its memory to inform the
user of the target’s state of mind. Add CAPI’s rating to
SECONDARY HEART
your Social Limit as well as a dice pool bonus on Judge
Intentions tests (SR5 152). With CAPI’s help, you can use This implants an additional synthetic heart with
Judge Intentions to oppose any Con skill tests instead of reinforced actin and myosin. The new heart is connected
having to use Con. to all the major arteries and veins, providing the body with
boosted circulation and a backup in case the primary
heart fails from one of many reasons. Each rating of
IMPLANTED RCC Secondary Heart increases the user’s Body attribute
Simply put, it’s a Rigger Command Console that has by 1. In addition, the implant gives 1 extra damage box to
been miniaturized and implanted into the body. Great for your Physical Condition Monitor per rating of Secondary
riggers who don’t want to lug around a briefcase. Heart. These extra boxes do not stack with those obtained
from Cyberlimbs. You must choose one or the other.

CYBERWARE
Device Essence Capacity Availability Cost
Bodyware
AnGEL System 1 [6]* 16F 40,000¥
Cyberlimbs
Cyber Manipulator 1.25 15 8 20,000¥
Cyberlimbs Enhancements
Impact Plate - [1]** 4 400¥
Headware
Cerebretron (Rating 1-4) Rating x 0.25 [Rating]^ Rating x 5 Rating x 20,000¥
Computer Assisted Polygraph Integration Rating x 0.1 [Rating] Rating x 3 Rating x 6,000¥
(Rating 1-3)
Implanted RCC 0.4 [4] 5R 5,000¥ + RCC cost
Eyeware
Target Predictor 0.2 [3] 12R 12,000¥
* = Torso only.
** = Cyberarms, legs, hand and feet only.
^ = Partial or full cyberskull only.

GEAR 10
BIOWARE
Cultured Bioware Rating Essence Availability Cost
Neural Hardening 1-2 Rating x 0.1 Rating x 6 Rating x 20,000¥
Secondary Heart 1-2 Rating x 0.2 Rating x 8 Rating x 40,000¥

NANOWARE
Hard Nanoware Rating Availability Cost
Tissue Repair System 1-6 1-6 Rating x 6,000¥
Nanocybernetics Essence Capacity Aviailability Cost
Micro Manipulator 0.05 [1]* 8 4,000¥
* = Cyberarm/hand only.
• “This is going to do wonders to my cardio.” - Ugly can also etch or otherwise manipulate the surface on a
• “Who says Orks cannot be space marines!” - Jawbreaker nanoscale.

Nanoware With this implant, if anyone still used hard disk drives,
you could touch the platter with your fingertip to literally
flip single bits on the surface using nanites. Due to the
HARD NANOWARE cleaning function, it also prevents you from leaving
fingerprints of the applied finger(usually the dominant
TISSUE REPAIR SYSTEM index finger.) A Micro Manipulator grants +1 die and limit
This Nanoware system circulates through the to Hardware tests.
bloodstream, seeking out damaged tissues and repairing

Armor Modifications
them. Each nanomachine acts as a submicroscopic
surgeon, equipped with a variety of tools to repair the
cellular matrix. Every 60 seconds, the nanomachines will
scan your body for new physical injuries, then attempt COMPREHENSIVE SEAL
to heal them. If the nanomachines fail to fully heal your The Comprehensive Seal is made of special materials
current set of injuries, it cannot heal them again, instead after years of R&D, whose inclusion further seals any
continuing to scan for new injuries. chemically sealed armor it’s included in. It completely
cuts off the wearer’s access to magic or resonance.
While you have sustained damage to your physical When an Awakened or Emerged wears an active
condition monitor, Tissue Repair System will try to heal Comprehensive Seal, they’re treated as if they didn’t
you every minute, with a dice pool equal to its Rating have the Magic or Resonance attribute. This means the
x 2 and a limit equal to its Rating. Every hit heals a Awakened or Emerged character cannot use any of their
box of their physical condition monitor. Tissue Repair magical or resonance based abilities as long as the seal
System ignores all modifiers from the Healing Modifiers is active. The experience is thus uncomfortable for them.
table (SR5 208) and does not need to meet a minimum Any Awakened or Emerged character wearing an active
threshold of 2 before it can start healing. Comprehensive Seal must resist Fatigue Damage as if in
a Harsh Environment (SR5 172). The seal can be activated
This healing may only be applied to a character once for or deactivated with a Simple Action.
that set of wounds, but the nanomachines will continue to
heal new physical wounds. If the character is in Physical The material hides the wearer’s presence in the astral,
overflow, Tissue Repair System stops working till they obscuring the wearer’s aura, appearing as a nonliving
have been stabilized first. Healing from Tissue Repair object, with a -8 dice penalty to assense them. The seal
System is incompatible with First Aid or Magical Healing blocks wireless signals while active, acting as a Faraday
already applied to the Physical Condition Monitor. Cage for any wireless devices or persona inside the
armor. The wearer’s voice, or any other noises they make,
NANOCYBERNETICS can’t be heard outside the armor unless they broadcast
it through a speaker provided with the seal.
MICRO MANIPULATOR
• “Imagine a mage being transferred between the prisons, put in a
This is a miniature nanohive implanted in a finger. It sends hazmat suit with said seal. Yeah, it’s going to hurt..” - Lungmen
nanites to the fingertip to form a little dot’s worth of
• “This sounds like a great modification for your space suit if you are
nanites there, and also elsewhere on the finger to clean awakened and going to space.” - Yokai
microcontaminants off of it. When you hold the dot within
about a millimeter of the surface, or touch it directly HARDPOINT
(as much as "touching” is defined in the nanoscale), the An improved version of Micro-Hardpoints (KC 73).
nanites scan the surface in excruciating detail, letting Hardpoints involve installing electronic plating, magnetic
you "read” things engraved in a microscale. The nanites mounting and remote control mechanisms using AR/VR.

11 GEAR
Hardpoints can be attached to CCOBs (KC 73) or to any POWERED EXOSKELETON
armor that can take the Chemical Seal armor modification Hardpoint Unit
(SR5 437) such as the Urban Explorer Jumpsuit (SR5
437), Ares Arctic Forces Suit (RG 77), etc. The armor must A 150 lb alloy exoskeleton made for the metahuman
be one that has an available, accompanying helmet as frame. The exoskeleton is augmented with hydraulics
per the rules for Chemical Seal. Hardpoints have internal and powered by a battery that lasts three hours of use.
as well as external components and are easily visible The battery regains one hour of use per hour of charging.
from outside. A single Hardpoint comes with a single slot, It is an extremely obvious external addition to armor that
which can attach a single "Hardpoint Unit”. Hardpoint is clearly visible. Unlike most other Hardpoint Units, a
Units can be attached to or detached from a Hardpoint Powered Exoskeleton needs to connect to 3 different
by making a Armorer + Logic [Mental] (4, 10 minutes) Hardpoints on a piece of worn armor in order to function.
Extended Test, per Hard Point. A list of Hardpoint Units The exoskeleton has a Strength and Body score of 10
can be found in this book. each. These scores don’t apply to your normal melee/
ARMOR MODIFICATIONS unarmed DV, damage resistance tests, etc. However,
Modifications Capacity Availability Cost they may apply to certain situational circumstances
Comprehensive Seal [4] 16R 20,000¥ listed below. Once installed, the exoskeleton provides the
Hardpoint [4] 8 500¥ following effects:

• You gain 10 additional points of Recoil Compensation.


PERSONAL POWER UNIT (PPU)
Hardpoint Unit • Your Lifting/Carrying weight (SR5 152) is doubled.
For this purpose, you may use the Strength and/or
A portable, self-charging power station attached to Body of the exoskeleton if the value exceeds your
the armor, about the size of a backpack. It generates Strength or Body. You may also use the Strength of
sufficient amounts of electricity to power small devices the exoskeleton to determine if you can lift and carry
many times over. Treat the PPU as if it’s an unlimited a medium or heavy machine gun.
power source for the purpose of charging a small device
during a run. A single carried device that uses a power • You may use the Strength of the exoskeleton (instead
source such as a Stun Baton (SR5 422), Peak-discharge of yours) to determine how many armor accessories
battery pack (RG 52) or Renraku Raijin may be connected you can wear as per Armor and Encumbrance rules
to a single PPU using a 2m retractable cable. When (SR5 169).
such a device is attached to a PPU, the device regains
charges as if plugged in to a power source. The PPU can • If the armor has the Restrictive feature (RG 59),
only power small devices and doesn’t have the power to the effect is ignored as long as the exoskeleton is
recharge a Powered Exoskeleton. attached to the armor.

Wireless: The number of charges that the device • You may use any two-handed melee weapon, Assault
connected to a PPU holds is increased by +50% (rounded Rifle or Shotgun using one hand. You do not suffer
up). any penalties for using a weapon in this manner.

• When making a melee attack, after a damage


PERSONAL WEAPON MOUNT resistance test, you may add half the Strength of
Hardpoint Unit the exoskeleton to the inflicted damage value, only
for the purpose of determining knockdown (SR5
A Hardpoint can be fitted with a single Weapon Mount from 194). Likewise, when making a called shot Knock
the Drone Weapon Mounts Table (R5 124). The biggest Down (SR5 195), you may add the Strength score of
weapon mount that can be attached to a Hardpoint is the exoskeleton to your own Strength score for the
Standard and weapon mounts attached to a Hardpoint purpose of determining knockdown. You may also
cannot utilize a melee weapon. A character can attack use the Strength and/or Body of the exoskeleton to
with a weapon mounted to a Hardpoint on their armor determine your Physical Limit, for purposes of being
or CCOB using the rules for remote operated system knocked down.
Gunnery (SR5 183), using the Gunnery and a Complex
Action. Attacks with a Hardpoint mounted weapon can be • When making a Subduing Attack (SR5 195), you may
made while in AR or VR. The character is still restricted use the Strength score of the exoskeleton instead of
to only one attack per Initiative Pass, since the weapon your own Strength score for purposes of subduing,
is fired during the initiative of the character. Hardpoint getting a better grip on a subdued opponent or
mounted weapons can be reloaded as a Simple Action. inflicting damage via subduing.

Wireless: Gunnery attacks using a Hardpoint mounted • All Sneaking tests automatically fail with 0 hits, while
weapon can be made using a Simple Action instead of a wearing the exoskeleton.
Complex. Hardpoint mounted weapons can be reloaded
as a Free Action. • You cannot use Skates or Skimmers (CF 88) while
wearing the exoskeleton.

GEAR 12
• If the battery runs out, you lose all benefits of the The arrow can be recovered and reused but needs a 3
exoskeleton while it was powered and gain the hour recharge before the jammer can be reused.
Restrictive feature (RG 59) even if you did not have
it before. Wireless: The jammer will not activate on impact and
instead can be wirelessly activated by the owner, at any
Wireless: The Exoskeleton uses matrix based power time using a Free Action.
saving protocols and wireless recharging to have limitless
power. Using an Internal Router (CF 84) doesn’t grant this • “My advice: don’t shoot jammer head arrows at someone. They will
bonus. throw it away afterwards. Other than that, go ham.” - Chip
• “Finally, my Hawkeye cosplay kit is complete!” - Cyber Knight
• “Now this. This is this kind of tech I’ve been waiting for. I’m already
strong as is, but with this? Say goodbye to your Roadmaster omae.” ASSAULT CANNON AMMO
- Knocks
You cannot use any Called Shots from Ammo Whammy
HARDPOINT (RG 115) using any of these rounds:
Hardpoint Unit Units needed Availability Cost
Personal Power Unit 1 16R 16,000¥ ANTI-ARMOR: These rounds have a heavy, steel core and
Personal Weapon Mount 1 As per weapon mount tip, ensuring it rips through any and all armor. Anti-Armor
Powered Exoskeleton 3 16R 25,000¥ rounds downgrade Hardened Armor of any kind, into
regular armor. Anti-Armor rounds do bonus penetration
(-8AP) against vehicles, drones and barriers. Anti-Armor
Ammunition rounds always do Physical damage against vehicles,
drones, barriers and creatures wearing non-hardened
ARROWS armor; even if the damage would otherwise have been
converted to Stun due to armor or other factors.
CAPSULE HEAD: Essentially a capsule round attached to
a shaft. These arrowheads can be applied to both arrows
CANISTER: Imagine a much bigger flechette round made
and bolts. They are basically capsule rounds (RG 55)
for assault cannons. A canister filled with lead or iron
attached to a shaft but use the range of standard arrows
balls. Firing one inflicts an additional -1 defense penalty.
(not light pistols). A direct or grazing hit ruptures the
capsule and spills the toxin on the target. DMSO (SS 188) EXPLOSIVE: These rounds have a small, explosive tip
may be combined with any toxin in capsule arrowheads. which detonates on contact. Explosive rounds always
Needless to say, once a capsule head ruptures, it cannot deal Physical damage against creatures and barriers,
be reused. even if the damage would otherwise be converted to
Stun via armor. In addition, explosive rounds deal double
Wireless: Once fired, the capsule arrowhead can be
damage to barriers.
detonated at any point in its flight path, using a Free
Action. This spreads the toxin as a mist over a five meter INCENDIARY: Thermite infused rounds. Once the
radius, covering anyone in that radius, after which the bullet impacts its target, it sets off the thermite,
toxin cloud disappears. Anyone covered by the toxin will causing grievous burns. On a successful hit, the round
suffer its effects, resolved normally. This mode requires automatically sets the target on fire (no test needed).
the bow or crossbow to have a rangefinder on it. The initial DV of the fire is 3P. The DV increases by +1 at
the end of each Combat Turn. Each subsequent attack
GREY METAL HEAD: Grey metal is a Shadowrunner’s
with this ammo also increases the DV of the ongoing fire
favorite material of choice against spirits, and it didn’t
by +1.
take long after plating melee weapons with it to put it on
an arrow. Grey metal arrowheads treat a spirit’s hardened SHOCKER: There is stick-n-shock and then there is this.
armor as regular armor. Damage from grey metal cannot The big daddy of all shock ammunition, this delivers a
be healed by Regeneration (SR5 400), but does not significant amount of charge to stop a behemoth dead in
affect Superior Regeneration (DTR 50). Grey metal heads its tracks. If the target is wet, standing in water or made
cannot be enchanted with magic but otherwise apply no out of water, improve the DV by 2 and AP by -1. Shocker
penalties to Awakened using them.
rounds deal electric Physical damage.
JAMMER HEAD: The head is a miniaturized, Rating 3,
• “When was the last time you were out in the woods with no way to
impact activated, Area Jammer. After hitting an obstacle light up your campfire? Problem solved. Load one of those Incendiary
or target, the jammer head sticks to the surface (until Rounds into your Krime Cannon and set the world on fire.” - Ace
manually removed) and is instantly activated. The jammer • “Load a couple of these Anti-Armor rounds in your Krime Confe-
runs for up to a minute or until deactivated by the owner. derate and you’ll be punching through a whole HTR team like they

ARROWS
Item Acc DV AP Avail Cost
Capsule Head -1 -4 +4 2 5¥
Grey Metal Head - - - 10R 50¥
Jammer Head -2 -25 +6 9F 600¥

13 GEAR
ASSAULT CANNON AMMO
Item DV AP Avail Cost
Anti-Armor - -4 / -8 15F 800¥
Canister +2P +5 15F 600¥
Explosive +1 - 15F 800¥
Incendinary +1P(f) - 14F 700¥
Shocker +0 / +2P(e) +0 / -1 12F 600¥
All prices are per 10 rounds of ammunition.

Melee Weapons
are made of soy. If they are kind enough to line up for you that is.”
- Tic-Tac
• “On one hand, I’m happy I can blast drek to smithereens with my
Panter XXL. On the other hand, I’m worried I can no longer tank assault ARES SHOCK & AWE BUCKLER
cannon rounds with my manly cybernetic chest.” - Jagganoth
Ares’s take on the buckler is meant for those who know
GREY METAL ROUNDS that a good defense is not a tradeoff on offense. This
reinforced buckler integrates a taser module that is
Rounds developed using the Grey brother’s patented
activated upon hitting the opponent, shocking them.
Grey Mana tech and infusing into standard metals like
And thanks to Ares’s patented "hold to load” feature, you
brass or steel. The same stuff they use to line armor for
never need to worry about shocking yourself when you
defense against magic. Some time down the line, they
pick up your gear.
have a Eureka moment that why not use it offensively
as well. Attacks made with Grey Metal Rounds treat
When using this shield as an offensive weapon, it
hardened armor from Immunity to Normal Weapons as
functions as a stun weapon. The taser shield holds 10
regular armor. Damage from Grey Metal cannot be healed
charges. When attached to a power outlet, it regains one
by Regeneration (SR5 400), but does not affect Superior
charge per 10 seconds.
Regeneration (DTR 50). Grey Metal Rounds are available
for all standard ballistic firearms. Grey Metal rounds
Wireless: The shield recharges by induction, recharging
cannot be enchanted with the Alter Ballistics spell (FA
one charge per hour.
51) but otherwise apply no penalties to Awakened using
ARES SHOCK & AWE BUCKLER
them.
Acc Reach DV AP Armor Rating
GREY METAL ROUNDS 4 0 8S(e) -5 +1
DV AP Availability Cost Capacity Conceal Avail Cost
- - 16R 120¥ 3 +2 10R 1,000¥
All prices are per 10 rounds of ammunition. Skill: Atypical Melee.
When using two-weapon style attack or two-weapon style
defense martial art technique, you may consider this to be your
• “It’s like an instant eviction notice for spirits, from this plane of second weapon.
existence.” - Jawbreaker
• “I’d rather keep that kind of ammunition away from myself! Who
knows if holding that kind of ammunition alone becomes toxic to a
HOOK SWORD
user with supernatural connections.” - Monarch The hook sword or the fu tao is a deadly weapon used
by Chinese martial artists such as practitioners of
Grenades the Wudang Sword or the Wuxia. The sword has a very
uncommon appearance of a sharp hooked blade with a
crescent axe like blade along the handle guard. These
GREY MANA GRENADE short swords are meant to be used one-handed in very
Created by a person with a severe fear of the Awakened. close combat range and are traditionally dual wielded.
This grenade releases an aerosol version of Grey Mana. Uses Blades Skill.
It has no effect on most creatures, but for Awakened, it
can severely affect their magical abilities as Grey Mana • “What an elegant and beautiful weapon. I might have to find a joint
hampers their ability to channel mana. that sells these.” - Canary
• “The Chinese have got curved swords. Curved. Swords.” - Cyber
When deployed, the Grey Mana aerosol in the grenade Knight
simulates a Mana Ebb (SG 32) Background Count of 3 in a
10m radius for 4 Combat Turns. Multiple overlapping Grey
HOOK SWORD
Acc Reach DV AP Conceal Avail Cost
Mana Grenades don’t stack in intensity. 6 0 (STR+2)P -1 +2 7R 800¥
Skill: Blades.
• “Grey Mana is like a gift that keeps on giving.” - Jawbreaker The hooked blade can also be used to disarm an opponent when
not slicing through their flesh. Each hooked sword wielded, reduces
GRENADES Called Shot penalty by 1 for Called Shot (Blast Out of Hands) up to a
maximum reduction of 2.
Item DV AP Blast Avail Cost
Grey Mana - - 10m Radius 7F 300¥

GEAR 14
KRIME PORCUPINE SHIELD • “Leave it up to Renraku to make a stun baton that kills ya. I’m just
waiting for the egghead samurai who pulls this out and accidentally
Krime saw the advancements in personal shields zaps themselves.” - Dancing Edge
and thought, obviously, that they needed the Krime • “I dunno about you chummer, but electrocuting someone tends to
treatment. These shields feature an array of spikes slow them down a bit so in case the first hit doesn’t kill, gives you a
at the front to make sure that even if you are trying to chance for a follow up.” - Double Tap
protect yourself, everyone knows you still want to inflict • “Renraku sure knows how to make a blade. This thing is a beauty.
a world of unsubtle pain. Just watching the electric mode turn on is like a dream come true” -
Featherknight
• “Shields hurt people!” - Lump • “This isn’t for regular weebs. This is advanced weeb tech.” - Cyber
Knight
KRIME PORCUPINE SHIELD
Acc Reach DV AP Armor Rating RENRAKU RAIJIN LIGHTNING SWORD
4 0 (STR+1)P -1 +4 Mode Acc Reach DV AP Conceal Avail Cost
Capacity Conceal Avail Cost Blade 7 1 (STR+2)P / -3 +2 15F 5,500¥
0 +8 12R 1,200¥ (STR+3)P
Skill: Atypical Melee. Lightning 7 1 10P(e) -5 +2 - -
Skill: Blades.
The Raijin does (STR+2)P when one-handed and (STR+3)P when two-
KUSARIGAMA handed, while in blade mode. When in Lightning mode, the electric
damage is dealt as Physical and does not stack with the regular
The Kusarigama is a novelty weapon, whose use in history damage of the weapon’s wireless off mode. The user only deals the
is somewhat disputed. Popularised by ninja trideos, the damage of the respective mode the weapon is selected to. When
weapon is a sickle with a long chain at the end of the using the Special Modifications and Prototype Materials qualities
handle. A weight is attached at the end of the chain. (BTB 161, 160) modifications are applied to both modes.
Employing this weapon requires the use of both hands,
one for the chain and the other for the sickle. When SPINRAD INDUSTRIES TACTICOOL COMBAT
made into a weapon focus, both parts of the weapon SKATEBOARD
are considered the same object, thus requiring only The Spinrad Tacticool Combat Skateboard is the weapon
one focus. When using the Special Modifications and of choice for "Spinradical" combat operatives. In Speed
Prototype Materials qualities (BTB 161, 160) to modify, mode, micro-boosters at the back promote speed and
the same modifications are applied to both parts of the ease of movement, increasing your run multiplier by
weapon. +3 (this does not stack with other movement mods). In
addition, it provides a +2 limit bonus to Performance
• “It’s nothing amazing as a weapon. It’s a farming tool after all. And tests. The boosters make the skateboard unwieldy,
no, historical ninjas never used it. That’s some Hollywood bulldrek.” -
Yokai reducing the user’s Physical Limit by 1. In Combat mode,
the skateboard’s panels splay open, turning the board
into an obvious melee weapon with a bonus to AP and
KUSARIGAMA damage.
Mode Acc Reach DV AP Conceal Avail Cost
• “Little known fact! I tested these for hours in the labs, so the splay-
Sickle 6 0 (STR+2)P -1 +2 9R 500¥ ed panels were tuned to some nasty offensive tricks I came up with!
Check the attached DVD for 200¥ if you want to try them yourself!”
Weighted Chain 6 2 (STR+2)P 0 +2 - - - Toni Thunderbird
The Sickle uses the Blades skill while the Weighted Chain uses the
Flexile Melee skill SPINRAD INDUSTRIES TACTICOOL COMBAT
SKATEBOARD
RENRAKU RAIJIN LIGHTNING SWORD
Mode Acc Reach DV AP Conceal Avail Cost
While at the surface it may appear like a regular, Renraku Speed 4 0 (STR+2)S -1 -4 12R 3,000¥
Conqueror model katana, the new insulated hilt holds Combat 4 0 (STR+3)P -3 +3 - -
a deadly secret. Wanting to give their Red Samurai an Skill: Blades.
extra edge in combat, the swordsmiths and armorers Special: Speed Mode increases your run multiplier by +3 (doesn’t
of Renraku’s weapons research and development stack with other movement mods). It also provides a +2 limit bonus
to Performance Tests and reduces your Physical Limit by 1.
subsidiaries have constructed a blade that can give its
user an electrifying edge in the fight.

The Raijin has two modes: Blade and Lightning. It takes


a Free Action to switch between modes. In Blade mode, Ranged Weapons
it works as a standard Katana. In Lightning mode, the
edge of the blade retracts and is replaced by a lethal, ARES AVENGER MICROGUN
electric shock emitting surface that will send a focused The Avenger is a miniaturized gatling gun chambered
voltage into the wounds created by the blade. The Raijin’s in 5.56 rounds. The Light Machine Gun is compact and
Lightning Mode has 10 charges and regains one charge lightweight, allowing it to be hip fired, while able to spit
per ten seconds when plugged in. Both modes use the out 3000-6000 rounds per minute. Despite the gun being
Blades skill. briefcase sized (not counting the belt and any external
ammo backpack), its damage potential is nothing short
Wireless: The Raijin recharges by induction, regaining of a top-of-the-line assault rifle. This gun benefits from
one charge per full hour of wireless-enabled time.

15 GEAR
Gatling gun suppressive fire rules (SL 41). Despite being pack (20 unit satchel or 30 unit backpack), or by linking
an LMG the Avenger uses Assault Rifle ranges. The gun is it directly into the local energy sources when used as
compatible with a Krime Pack (SL 45). part of a permanent emplacement (for unlimited ammo
as long as the energy supply remains online). The Edison
• “Put this on one of those Stuffer Shack motorized shopping carts uses 4 power points per shot and does not suffer recoil.
and you have got the most American thing ever.” - Cyber Knight
You may not alter the damage type of this weapon from
• “Dear Santa...” - Jawbreaker electric to any other element by any means.
ARES AVENGER MICROGUN ARES EDISON TESLA CANNON
Acc DV AP Mode RC Ammo Conceal Avail Cost
Acc DV AP Mode RC Ammo Conceal Avail Cost
4(6) 11P -2 FA - 100(belt)* +6 14F 8,000¥
5(7) 14P(e) -5 SA - Ext. source +10 18F 35,000¥
Range: Assault Rifle. Skill: Heavy Weapons.
Range: Short(0): 0-15, Medium(-1): 16-20, Long(-3): -, Extreme(-6): -
Mod Slots: Barrel/Side/Stock/Top/Under/Internal.
Mod Slots: Top/Side/Under/Internal. Skill: Directed Energy or Heavy
Standard Upgrades: Smartgun (internal)
Weapons.
Users must take a Simple Action to rotate the barrels of the
Standard upgrades: Smartgun (internal). Min STR needed to carry: 8
Avenger before it can fire. Once the barrel has started rotating it
Special: The electric damage from this weapon downgrades
can fire as normal on consecutive Initiative Passes.
Immunity to Normal Weapons of spirits, treating the hardened armor
ARES TEMPLAR SUPER HEAVY LASER as regular armor instead.

While laser weaponry still comes with a number of issues


related to size and having enough energy on hand to fire EVO PNEUMATIC GUNS
the damn thing, Ares has developed a model for their As technology marches on, it has become increasingly
assault vehicles to offer cover fire to their mechanised difficult to sneak firearms past sensors. What is the
infantry. assassin to do? Why, purchase one of EVO’s Pneumatic
guns of course! These airsoft guns use gas to accelerate
The Templar is a massive weapon with rotating "barrels", your lead pellets at high velocities. EVO advertises these
so that the more fragile parts can cool down even as it is as incapable of killing an armored target and simply a
fired. As such, it is too massive for metahumans or drones hunting tool, but we know that’s not entirely true. Since
to carry around, thus making it exclusively a vehicle they aren’t classified as firearms, they are by and large
mounted weapon. Ares embraced this fact by making unrestricted in most nations. A silent, but lethal option!
this weapon unable to use peak discharge batteries, Get them in heavy pistol, SMG, or sporting rifle sizes
making a bit more room for all the extra goodness that today! The rifle size fires .50 cal projectiles. Pneumatic
is packed in here. guns use the same skill to operate as their firearm
counterpart.
• “It’s like a big ass disco light of death.” - VJ Lazerwhip
Pneumatic guns are quieter than proper firearms. It
ARES TEMPLAR SUPER HEAVY LASER applies a -4 dice pool modifier on all Perception tests to
Acc DV AP Mode RC Ammo Conceal Avail Cost notice the weapon’s use or locate the shooter. Attaching
7 10P -10 BF/FA - Ext. source +10 26F 50,000¥ a Suppressor (SR5 432) improves this penalty to -6.
Range: Assault Rifle. Skill: Directed Energy or Gunnery.
Mod Slots: Top/Under/Internal.
The Templar uses 4 power units per shot and is powered by linking
Pneumatic gun clips come with a slot for the gas canister
it directly into the local energy sources when used as part of a that will last as long as the ammo in the clip does.
permanent emplacement (for unlimited ammo as long as the energy Afterwards, you’ll need to replace the canister. A gas
supply remains online). This weapon is vehicle mounted only. canister costs 50¥ with an Availability of 4. Pneumatic
guns can only fire two types of ammunition: Airsoft
Pellets and Capsule Rounds (RG 55).
ARES EDISON TESLA CANNON
Originally dubbed "Bug Toaster", the "Edison" Tesla • “I can imagine the novelty of having a more ‚legal’ firearm brought
cannon was developed by Ares as a prototype weapon onto the field. Personally, I would prefer that they created a gun mo-
against bug spirits to be used by Firewatch. The Tesla dification for these kinds of firearms. I can say that they would make
great novelty items on your gun shelf, and I can attest that the Hornet
cannon fires ionized discharges in the form of short seems the most appropriate of the three firearms.” - Tigress
range, crackling bolts of electricity that fries anything it
• “Wouldn’t particularly recommend using pellets with these, they
touches. When Ares fell and Detroit was being ravaged by don’t pack much of a punch. Capsule rounds, however, don’t care
bug spirits, someone from within conveniently leaked the about that. And these are a much quieter way to deliver them down
schematics into the public matrix grid. Within minutes, someone’s throat.” - Pandora
people started to make copies of the weapon’s blueprint. • “Great for Airsoft games and practice shooting.” - Jawbreaker
Although declared an illegal prototype weapon, it did not
stop black market arms dealers from making their own EVO "FLEA” PNEUMATIC HEAVY PISTOL
and selling it to Shadowrunners and mercenaries alike. Acc DV AP Mode RC Ammo Conceal Avail Cost
7 5P +1 SA 2 10(c) +0 8 500¥
This weapon uses Flamethrower ranges and requires Range: Light Pisol. Skill: Pistols.
either Heavy Weapons or Directed Energy skill to operate. Mod Slots: Barrel/Top/Side/Internal.
The weapon can be fired with variable ion discharge
settings. It uses the shotgun choke rules (SR5 180). The
Tesla cannon uses peak-discharge battery packs (RG 52)
as ammunition and is powered by an external battery

GEAR 16
• “Double the barrel, double the fun. So they say.” - Akuma
EVO "BEE” PNEUMATIC SMG
Acc DV AP Mode RC Ammo Conceal Avail Cost
KRIME FACE MELTER
6 5P +1 SA/BF/FA 2 30(c) +0 10 1,200¥
Range: Heavy Pisol. Skill: Automatics. Based on the technology of the Ares Super Squirter,
Mod Slots: Barrel/Stock/Side/Top/Internal. the Krime "Face Melter" propels industrial grade acid
towards a target, melting barriers, armor, and the people
EVO "HORNET” SPORTING RIFLE underneath them. It is used primarily for breaches as an
Acc DV AP Mode RC Ammo Conceal Avail Cost alternative to the shotgun, and against heavily armored
8 9P - SS - 10(c) +8 14 3,000¥ or shielded opponents. The Krime Face Melter is a two-
Range: Carbine. Skill: Longarms. handed weapon that uses Flamethrower ranges. Each
Mod Slots: Barrel/Stock/Side/Top/Under/Internal. Acid Canister costs 80¥, has an availability of 12F and
lasts for 10 uses.
AIRSOFT PELLETS
DV AP Availability Cost • “Markets itself as a tool against barriers, but I can already see the
- - 4 10¥ gears turning in some people’s heads on how to use this as a weapon
All prices are per 10 rounds of ammunition. of terror. It’s a good thing it’s forbidden, cause if this were to get mass
distribution on the street, it would become a lot harder to identify
HK DOUBLE DEFENDER SHOTGUN victims of gang violence.” - Hound
HK has been itching to get its greedy fingers in the home • “Not going to be fun if it gets widespread on the streets.” - Job
defense pie. Presenting the Double Defender: a double
barrel, pump action, bullpup shotgun with a select fire KRIME FACE MELTER
switch that allows both barrels to fire simultaneously Acc DV AP Mode RC Ammo Conceal Avail Cost
or one at a time. The gun is being marketed towards 6 6P(a) -7 SS - 10(c) +6 12F 4,000¥
law enforcement, corpsec and civilian gun owners who Range: Flamethrower. Skill: Spray Weapons.
want a legal shotgun that is brutally effective at home Mod Slots: Side/Top/Under/Internal.
defense. Lone Star has recently started equipping its
street cops with this bad boy as part of a deal with HK KRIME SHREDDER AUTO SHOTGUN
to both field test and act as advertisement, showing the The Krime Shredder Belt-fed Automatic Shotgun is an
shotgun’s reliability. "ideal option for both everyday carry or home defense"
- Old Man Krime.
• “Now, this is my boomstick!” - Barbarian

HK DOUBLE DEFENDER SHOTGUN Leave it to Krime to take an existing deadly weapon and
Acc DV AP Mode RC Ammo Conceal Avail Cost reverse engineer it to be even deadlier. The unrated corp
5(7) 12P* -1 SS 1 14(c) +7 12R 1,400¥ took the basic Mossberg AM-CMDT automatic shotgun
Range: Shotgun. Skill: Longarms. model and turned it into this belt fed monstrosity. The
Mod Slots: Barrel/Side/Top/Internal. weapon uses shotgun ranges and Choke Settings (SR5
Standard upgrades: Foregrip, Smartgun (internal). 180). To really dial the Krime-ness to 11, the Shredder
Special: The Double Defender can fire a Double Tap (RG 120) as a
Simple Action, by firing both barrels (+1 DV, 2 rounds, no defense
comes with a variety of built-in factory default options
penalty) simultaneously. Since the weapon has 2 barrels, double such as a Shock Pad, Krime Loudener (KK 22), Krime
the cost of all barrel modifications. Offline Support Solutions and Krime Keeper (KK 23).
* = Doesn’t include the +1DV from Double Tap. The gun is fully compatible with a Krime Pack (SL 45).
The built-in Loudener is compatible with all other barrel
KRIME LEADSPITTER DBAR mods except a Silencer/Suppressor. The weapon cannot
be implanted as a Cybergun (RG 90).
The Krime Leadspitter DBAR (Double Barrel Assault Rifle)
is exactly that. Krime took two AR15s and put them in a • “100 bucks says I can make an entry hole faster than this thing.” -
single case. The result is a double barrel assault rifle with Ugly
separate ammo feed for each barrel with a single trigger • “I cannot understand why my dealer would prefer Krime over other
that fires both barrels. Old man Krime even has a promo brands. He sells every other item under the sun, but he refuses to use
video of him dual wielding two of these things, resulting them over the Krime brand. However, his kind of shotgun does look
in a quad barrel mayhem. Unlike most other weapons by rather tempting for clearing out an entire room of moderate size. The
option of wielding it as a heavy weapon next to my grenade launcher
Krime, this one is quite well made.
is a plus.” - Tigress
• “Pfft! What a ridiculous weapon. I want one.” - Jawbreaker
KRIME SHREDDER AUTO SHOTGUN
Acc DV AP Mode RC Ammo Conceal Avail Cost
KRIME LEADSPITTER DBAR 4 12P -1 FA 4 100(belt)* +10 16F 2,000¥
Acc DV AP Mode RC Ammo Conceal Avail Cost Range: Shotgun. Skill: Longarms.
5 11P* -2 Special 2 30x2(c) +7 12F 2,800¥ Mod Slots: Barrel/Side/Stock/Top/Under/Internal.
Range: Assault Rifle. Skill: Automatics. Standard upgrades: Shock Pad, Krime Loudener, Krime Offline
Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Support Solutions, Krime Keeper.
Special: This weapon fires a Double Tap (RG 120) (+1 DV, 2 rounds,
no defensive penalty) as a Simple Action and a Brain Blaster (RG
119) (+2 DV, 6 rounds, no defensive penalty) as a Complex Action.
These are the only firing actions that can be used. Since the
weapon has 2 barrels, double the cost of all barrel modifications.
* = Doesn’t include the +1DV from Double Tap or Brain Blaster.

17 GEAR
M134 MINIGUN M249 SAW
The M134 minigun is a historically proven gatling gun that Acc DV AP Mode RCAmmo Conceal Avail Cost
has undergone a much needed facelift. Weighing 40 kg, 5(7) 11P -2 BF/FA 4
50(c) or +10 12F 4,000¥
this is a gatling gun for the Heavy Machine Gun category. 100(belt)*
It is meant to be a vehicle mounted weapon but can be Range: LMG. Skill: Heavy Weapons.
Mod Slots: Barrel/Side/Stock/Top/Under/Internal.
carried by metahumans with exceptional strength (min Standard upgrades: Smartgun (internal).
10 STR to carry). It spews 7.62x51mm rounds at 3000-
6000 rounds per minute. The M134 is compatible with a TOKAREV TT-30 SPECIAL
Krime Pack (SL 45). A sleek heavy pistol with a small underbarrel capable of
firing a single shotgun shell. If the weapon is equipped
• “Haha! Minigun go brrrrr...” - Jagganoth with a smartgun system, the user can, as a Free Action,
command the weapon to fire the underbarrel on the next
M134 MINIGUN trigger pull. The underbarrel can be fired one-handed this
Acc DV AP Mode RC Ammo Conceal Avail Cost way. The underbarrel shotgun also has a small button
4(6) 13P -4 FA - 200(belt)* +10 18F 16,000¥
trigger, allowing the user to fire it with their second hand.
Range: HMG. Skill: Heavy Weapons.
Mod Slots: Barrel/Side/Stock/Top/Under/Internal.
Many owners of the smartgun-enabled model choose to
Standard upgrades: Smartgun (internal). have this manual trigger removed.
Users must take a Simple Action to rotate the barrels of the M134
before it can fire. Once the barrel has started rotating, it can fire as • “These things have been cropping up around Seattle over the past
normal on consecutive Initiative Passes. few months. Supposedly the gunsmith recently crossed the UCAS
border and settled in Tacoma.” - Artyom Vasiliev.
• “Why anyone would make such a painstakingly detailed replica of a
M240 RAMBO 1930s Soviet firearm, only to glue a shotgun to it is beyond me.” - Nell
The M240 Rambo is a modernized version of the old, US Goldstein.
army M240 Bravo Medium Machine Gun. Chambered in • “Now I appreciate a good handgun as much as the next guy, but
7.62x51mm rounds, this bad boy is a serious beast of war I feel like this is more of a nostalgia retrofit than a serious fighting
that has seen numerous battles since the mid-1970s. piece. The emergency shotgun can be handy though in tight spaces.”
- Jackal
Revived for the sixth world, this gun laughs at all other
medium machine guns and even some heavy machine • “Going up against someone with a pistol and nothing left to lose
can be bad enough. That extra surprise kick can make a difference
guns in the market when comparing the gun’s sheer
and ruin a man’s day.” - Job
offensive power for its weight. Not to mention it’s built so
robustly, it could likely survive a freefall from orbit. The TOKAREV TT-30 SPECIAL
gun is compatible with a Krime Pack (SL 45). Mode Acc DV AP Mode RC Ammo Conceal Avail Cost
Main Barrel 5 9P -1 SA 2 9(c) +0 10R 900¥
• “7.62x51mm NATO FMJ or steel core is no joke. APDS predictably Underbarrel 4 9P -1 SS 2 1(ml) +0 - -
turns this thing into a hole puncher. Nothing felt better than giving
Range: Heavy Pistol. Skill: Pistols.
that a squeeze on the range. Definitely recommend it to any fans of
Mod Slots: Barrel/Side/Top/Internal.
the big guns.” - Sierra Julliet
The underbarrel shotgun can be fired using the Pistols skill, uses
Shotgun ammo, and has heavy pistol ranges
M240 RAMBO
Acc DV AP Mode RC Ammo Conceal Avail Cost
5 12P -4 FA 4 100(belt)*
Range: MMG. Skill: Heavy Weapons.
+10 15F 8,000¥
Weapon Accessories
Mod Slots: Barrel/Side/Stock/Top/Under/Internal.
Standard upgrades: Shock Pad. GREY METAL PLATING
(Melee and Unarmed Weapon Accessory)
M249 SAW Metal treated with the underground tech Grey Mana.
The M249 SAW or Squad Assault Weapon is a tried and One day, the Grey brothers had a Eureka moment that
true Light Machine Gun. It is chambered in 5.56 rounds. instead of protection against magic, what if grey mana
The latest model has been fitted with both a belt and a is forced into creatures of magic, with extreme prejudice.
magazine feed, allowing for greater flexibility, burst fire Gray Metal can be plated on any melee or unarmed
option and an internal smartgun system. The weapon’s weapon (including cyberimplanted ones). Gray Metal
damage potential is at least that of a top-of-the-line weapons treat hardened armor from Immunity to Normal
assault rifle with a lot more ammo capacity, excellent for Weapons as regular armor. Wielding a Gray Metal weapon
laying down cover fire or clearing entire rooms of hostiles. as an awakened confer the same penalty as wearing
The weapon is light enough to be easily carried and fired Rating 3 Gray Mana Integration as long as the weapon is
by an average human on the move, while being about as carried. Additionally, any weapon with Grey Metal Plating
accurate as an assault rifle. The gun is compatible with a cannot be turned into a focus. If it’s already a focus, then
Krime Pack (SL 45). it cannot accept Grey Metal Plating.

• “This thing slices through spirits like a hot knife through butter.” -
Cyber Knight
• “My, oh my, does this sound fun. If I were just a little crazier, I’d char-
ge down a spirit with a scythe plated with this. I can almost imagine
the fear a security force would feel when their spirit ally gets cleaved

GEAR 18
Drugs
in two with a single swing.” - Pandora

KRIME POWER DRAW


(Krime Trollbow Accessory) VENOMANCER
Vector: Ingestion
Specially designed as an aftermarket modification Speed: 10 minutes
for the Krime Trollbow (SL 24), after troll customers Duration: 18-Body hours, minimum 1 hour
complained it’s not quite trog enough. The modification Addiction type: Both
improves the bow’s draw weight significantly, allowing it
to pack more punch when used by trolls at peak strength. Effects: Reduces the Addiction Threshold and Drug
Installing this mod improves the Rating of a Rating 12 Interaction roll (CF 193) of each drug you take while
Trollbow by an additional number equal to the Rating of Venomancer is active, by 2 (to a minimum Threshold
the modification (up to a maximum of Rating 14). Arrows and/or Drug Interaction of 1). House rules of increasing
must match the new Rating of the bow to ensure optimal the Addiction Threshold for taking multiple drugs apply
performance. Installing this mod makes the bow harder with this being the first drug.
to hide (+1 Concealability per Rating).
As a side effect of your body’s immune system being more
• “Today’s a great day for hunting Ares Roadmasters in the urban
receptive to toxic substances, as long as Venomancer is
wilds.” - Cyber Knight
active in your body, you suffer -2 dice penalty to toxin
SHOTGUN SUPPRESSOR resistance tests.
(Shotgun Accessory)
Venomancer formula is a special preparation that puts
the body into a receptive state for other chemicals to
Normal suppressors (SR5 432) aren’t big enough to be
work on it in a less strenuous way. As a side-effect, it
compatible with the barrel of a shotgun. This dedicated
develops an allergic reaction to mana and resonance.
suppressor for shotguns does the same thing as regular
Any Awakened or Emerged taking this drug takes 10
suppressors, but for a shotgun, regardless of what kind
unresisted Stun damage, before being affected by all the
of ammo the shotgun is using. The attachment provides
a –4 dice pool modifier to any Perception Test made to other effects of the drug.
detect the weapon’s use or locate the shooter. A Complex
• “Allergic reaction to mana? I’m definitively not touching that.” - MZ
Action is needed to attach or remove the suppressor.
• “Winners do drugs! Mundane winners do multiple drugs.” - Cyber
Knight
Wireless: The Shotgun suppressor has a built in Rating 2
microphone with Rating 2 Select Sound Filter and simple • “Something for those that feel the need to pile on the stimulants, I
software. When wireless, the device informs you via AR guess.” - Redcoat
if your suppressor has detected the sound of anyone
DRUGS
nearby reacting to the sound of your suppressed
Item Add. Rating Add. Threshold Avail Price
shotgun.
Venomancer 5 1* 9R 400¥**
* = Pharmaceutical Grade Factored In.
SMART SHEATH ** = Pharmaceutical Grade.
Designer Grade Price = 1200¥.
(Melee Weapon Accessory) Note: Not Available in Other Grades.

Normally sheathing of a melee weapon takes a Complex


Action. These sheaths have to be custom-made for
a specific melee weapon (Blades or Clubs), having a
reach no greater than 2. The sheath allows the user of
the compatible melee weapon to sheathe it as a Simple
Action.

Wireless: The unsheathing of the weapon can be


seamlessly integrated into making an attack as a single
Complex Action.

WEAPON ACCESSORIES
Item Slot Availability Cost
Grey Metal Plating - +4R 1,000¥
Krime Power Draw (Rating 1-2)* - +2R Rating x 1,000¥
Shotgun Suppressor** Barrel 9F 1,000¥
Smart Sheath - 12 1,000¥
* = Add +(Rating) to Concealability of the Krime Trollbow.
** = Shotguns only.

19 GEAR
Programs
to GOD dropping on you because you squatted a little too long waiting
for the perfect moment to get in.” - Chip

ID10T CYBERDECK MODULES


Item Avail Price
The tradition of tech support making fun of unsavvy Rerouting Module 12F 1,500¥
customers and clientele is far older than the matrix,
and has never died. The "ID10T Error" is a common MULTI-PROGRAM OPERATING RESONANT
euphemism used by techies for when a problem is caused SYSTEM (MORS)
by unfathomable user stupidity, and this program has Operating under the same principles as the Kitbashed
been designed specifically to deal with those "special Sleeper (KC 63), the parts of this modified MOS have
customers". been modified to contain a spark of Resonance within it.
As a result, it can now be used to "run” a Complex Form
A device with this common program loaded requires an
as if it’s a program. The MORS has about the same size,
additional roll of 1 to glitch on all matrix actions.
weight and shape of an MOS (KC 57). The MORS can have
a Rating of 1 to a maximum of 6.
SENSOR LOCK
Sensor Lock is a Rating 3 Autosoft. It grants a +5 boost The device runs hot. If the user carries it on their person, it
to the sensor limit and +2 dice bonus for purposes of causes (Rating)S damage each Combat Turn when in use
passive and/or active Sensor Targeting (SR5 184). and in its case. The damage is (Rating x 2)S when outside
the container and outside clothing, but if exposed to
PROGRAMS bare skin the damage is Physical. Fire Protection works
Common Programs Avail Price in resisting the damage as long as the armor is between
ID1OT - 80¥ the wearer and the box. It can be used safely if placed on
Autosoft Avail Price a stable, non-flammable surface.
Sensor Lock 6R 1,500¥
Treat the MORS as a Sustaining Focus for Technomancers.
The device must remain wireless on when used. Once

Skillsofts attuned, the MORS can sustain a single Complex Form


of a Level equal to or less than the Rating of the MORS.
Thus, the technomancer doesn’t suffer the sustaining
SPECSOFT penalty for that complex form. A technomancer cannot
Specsofts act as Skill Specializations for either an be attuned to more than a single MORS device. A MORS
Activesoft (whether running on Skillwires or Active cannot run a Hyperthreaded Complex Form (KC 91).
Hardwires), Knowsoft or Linguasoft. They count as
a Rating 1 Skillsoft that can be run on a Skilljack (SR5 MORS
452). Each Specsoft acts as a single specialization for Rating Attunement Cost Availability Price
a specific active, knowledge or language Skillsoft. Each 1-6 Rating x 2 Karma (Rating x 3)R Rating x 4,000¥
Activesoft, Knowsoft or Linguasoft can only benefit from
a single Specsoft at a time. MYOMERIC DATA CABLE
Inspired by myomeric rope. This nifty tool is a data cable,
SKILLSOFTS encased in myomeric fiber with a universal connector
Skillsoft Avail Price on either end, capable of interfacing with any electronic
Specsoft 8 10,000¥
device that has an universal port, including datajacks and
control rigs. The cable can be remotely controlled over a
maximum length of 30 meters, allowing you to connect
Miscellaneous Gear with hard to reach places. Using a data tap (SR5 440) in
conjunction, it can open many doors for hackers. A few
CYBERDECK MODULES extra goodies can even be added to the cable:
REROUTING MODULE: This ingenious cyberdeck module
Manipulator Claw: A tiny manipulator that can be used
(DT 64) obfuscates the decker’s traffic by bouncing their
to unscrew and open panels. It lacks the strength to lift
commands off of multiple different grids, making it more
anything higher than 200 grams.
difficult to track their actions back to the originating
deck. While installed, it reduces the Overwatch Score
Micro-Camera: A low resolution, sensor rating 1 camera
generated by illegal actions by 1 and imposes a -2 dice
for remote guidance. It can see up to 30 cm ahead before
pool penalty to perform the Trace Icon action against the
losing resolution rapidly.
decker. However, the extra hops necessary to hide the
decker’s actions adds 3 Noise to the deck’s connection.
MYOMERIC DATA CABLE
• “I’M BEHIND 9 PROXIES!” - Mirai Item Avail Price
Myomeric Data Cable 8 250¥ per 10 meters
• “Anyone who fights for freedom on the Matrix knows that GOD likes
Manipulator Claw +1 50¥
to make things personal. Anything to keep their eyes off for just a lit-
tle while longer ought to be standard issue for the free Decker.” - Trubl Micro-Camera +1 100¥

• “I assume the noise would be just a minor inconvenience, compared

GEAR 20
ELEMENTAL ESSENCE • “While it may be tempting, leaning into one element will cause
elemental imbalance in the body. Which can be problematic if you
Pure essence of the classic hermetic elements (Air, suddenly find yourself...out of your element.” - Yokai
Earth, Fire and Water) found in ore form. These are
usually harvested from places where the land is ELEMENTAL ESSENCE TALISMAN
awakened and these elements are in its proudest, purest Elemental Essence Attunement Cost Avail Price
and most savage form, like active volcanoes, mana Air 5 Karma 16R 52,000¥
storms, aftermath of earthquakes or deep in the ocean. Earth 5 Karma 16R 52,000¥
Elemental essence can be worked by a talismonger into Fire 5 Karma 16R 52,000¥
a talisman. Once attuned, the talisman grants benefits of Water 5 Karma 16R 52,000¥
the elemental essence contained within while weakening
you to the other 3 elements. For the purpose of Elements: HAZARDOUS MAGICAL CONTAINMENT DEVICE
Acid counts as Earth, Cold counts as Water and Lightning Also called HMCDs, these devices are used to secure
counts as Air. extremely dangerous magical devices or personnel, such
as tainted artifacts, or dangerous Awakened. HMCDs
An Elemental Essence Talisman can be attuned by anyone,
are made up of hollow 2mm thick steel plates with 2-3
regardless of whether they are Awakened, Emerged
layers of manatech security built in: 1-2 layers of FAB
or mundane. It takes 1 hour and 5 Karma to attune the
and a layer of Grey Mana. Any magical creature or object
talisman. Attunement to an Elemental Essence can be
contained within has no line of sight and cannot use its
broken at any time with a Complex Action, but the karma
magic while inside the device. Its aura is sealed inside
spent to attune is lost forever. Only a single Elemental
making it invisible and inaccessible from outside. Thus,
Essence Talisman may be attuned by a character at any
whatever is inside cannot be assensed, astrally tracked
given time. Once attuned, the effects are always on. The
or targeted with ritual magic. HMCDs come in a variety of
talisman provides the following benefits and penalties.
shapes and sizes:
Benefits:
• HMC Case: Briefcase sized with a Structure of 4 and
Armor of 8.
• Gain +2 dice bonus to casting all spells, rituals and
alchemical preparations that belong to the attuned
• HMC Coffin: A coffin that can easily fit an adult male
element.
Troll. They have a Structure of 7 and Armor of 8.
• Gain +2 dice bonus to conjuring spirits of the attuned
• HMC Cylinder: A hollow cylinder ranging from 0.5
element.
to 1 meter in length. They have a Structure of 3 and
Armor of 8.
• Improves damage by +1DV when dealing elemental
damage that is the same as the attuned element. • “It seems these Grey brothers continue to find ways to one up
themselves in displaying their fear of magic.” - Smoke
• Gain +2 dice bonus to damage resistance tests when
• “Pfff...Magical Containment Coffin? More like a Houdini box with
resisting damage that is the same as the attuned extra steps.” - Dr Beefton
element.
HAZARDOUS MAGICAL
• May spend a point of Edge to ignore and/or end the
CONTAINMENT DEVICE
secondary effects of elemental damage (SR5 170)
Type Avail Price
from an attack tha t is the same as the attuned
HMC Case 10R 500¥
element.
HMC Coffin 12R 2,000¥
HMC Cylinder 8R 250¥
• As a Complex Action, you can change the damage
type of a weapon that does any other elemental SPIRIT LANTERN
damage to your attuned element. This change
remains in place as long as you have the weapon The research of a brilliant metaphysicist showed that the
held. heat produced by a high voltage current passing through
an orichalchum filament can produce a dual natured light
Penalties: allowing even mundanes to peer into the astral. The light
reflects off of physical and astral creatures, allowing
• Suffer -2 dice penalty to casting spells, rituals and one to see the astral beings with plain sight as shadows.
alchemical preparations that belong to any other Likewise, the astral creature can see the bright, dual
element. natured light from the astral. This does not allow one to
touch or attack an astral being from the physical plane
• Suffer -2 dice penalty to conjuring spirits of any or vice versa, only visualization. Spirit lanterns come in
other element. a variety of shapes such as bulbs, flashlights, vehicle
headlights and lanterns. Orichalchum is expensive, thus
• Increase damage by +1DV when receiving damage to keep the prices affordable, the filament is extremely
from any other element (before damage resistance thin. As a result, the high voltage current tends to burn
test). them out fast. Higher rating bulbs with more durable
filaments last longer. Each Spirit Lantern burns out after

21 GEAR
Rating x 2 hours of use. SPINRAD INDUSTRIES "SPINRADICAL"
• “It has always saddened me to hear mundanes could not see what I
PARACHUTE SYSTEM
see in the astral. With this flashlight, it provides a safe and secure way A perfect parachute system for the spinradical skydiver.
for mundanes to not only view the astral, but also to provide a version The entire system is a harness that can be worn over
of astral support if there are no Awakened around. While it does not
armor. It has built-in smart functionalities such as an
provide the same type of astral support, some astral support is still
better than none.” - Sunflower AR HUD, automatic deployment system and wireless
functionalities. While the AR HUD is enabled, the user
• “Interesting piece of technology. I saw this in the hands of the
ghost hunters on season 6, episode 66 of Takeshi’s Haunted Castle.” gains a Limit bonus to skydiving tests equal to the
- Yokai [Rating] of the system. Just like a Standard Parachute
• “Hey, that’s pretty cool. Not that I’d need it of course.” - MZ
System, this model comes with a primary and an
emergency backup parachute. Either parachute can be
released from the harness with a Simple Action. Both
SPIRIT LANTERN
parachutes are reusable and can be repacked after use
Rating Avail Price
with an Agility + Logic [Physical or Mental] (12, 6 minutes)
1-6 10 Rating x 200¥
extended test. In case a parachute is damaged or lost,
Each Spirit Lantern burns out after Rating x 2 hours
of use. a replacement can be purchased for 750¥ for each
parachute.

Parachutes Wireless: The system feeds tips and tricks directly from
Spinrad School of Spinradical Skydiving, granting the user
STANDARD PARACHUTE SYSTEM a dice bonus to their skydiving tests equal to the Rating
of the system. The emergency parachute can also be set
The standard parachute system is a harness that can to automatically deploy in case the primary parachute
be worn over armor. It comes with a primary and an fails to meet the expectations. The automated system
emergency backup parachute. Either parachute can be deploys the secondary parachute using a dice pool of its
released from the harness with a Simple Action. Both (Rating x 3) and a limit of [Rating x 2], unmodified by any
parachutes are reusable and can be repacked after use bonuses or penalties.
with an Agility + Logic [Physical or Mental] (12, 6 minute)
extended test. In case a parachute is damaged or lost, • “Don’t jump out of a plane without one. Seriously. Don’t.” - Redcoat
a replacement can be purchased for 750¥ for each
• “They seriously need to make these in an armored variant.” - Tic-Tac
parachute.

PARACHUTES
Item Rating Availability Price
Standard Parachute System - 0 1,500¥
Spinrad Industries "Spinradical" Parachute System 1-4 Rating x 3 Rating x 3,000¥

Art: Gonzo (gonzoworks)

GEAR 22
DRONES AND VEHICLES
Vehicle Modifications
• “Don’t be an idiot and toss this stuff on your favorite ride! Any
two-bit Awakened can instantly spot Grey Metal Shielding from a mile
away. You won’t even make it downtown before Lone Star is on your
butt.” - Science
REDUCED SEATING
Since the advent of Grid Link, it’s not uncommon to MIL SPEC FRAME
see driverless vehicles roaming cities, taking care of Any rigger worth their salt knows that if your engine
deliveries or carrying advertising displays. Autonomous gets shot, you’re dead in the water. Riggers know
vehicles, often hatchback cars and vans, can operate for that because everybody knows that. Rent-a-cops,
several days in Grid Link enabled areas. Removing seats gangers, and of course the military. This is the sort of
from a vehicle creates more room for modifications. For reinforcement of key parts of your ride that make it
every two seats removed, add one Modification Slot bulletproof - to a degree. There’s always a bigger gun
to one Modification Category (Body, Electromagnetic, after all, and there’s only so much you can add without
Power Train, Protection or Weapon). Each category adding too much weight. But with this, you can now rest
can only gain a maximum of four slots in this way. This assured that your street level shootout will not result in a
modification is incompatible with Increased Seating (R5 dead engine from an Ares Predator. Mil Spec frame adds
164). 6 points of Hardened Armor to your vehicle, but only for
the purposes of resisting damage from vehicular Called
GREY MANA SHIELDING Shots only. The Hardened Armor is placed underneath
standard armor hence -AP must first penetrate standard
The vehicle and its occupants add 1 bonus die per rating
vehicle armor before being able affect the hardened
of Grey Mana Shielding to resist any targeted magical
armor.
attacks or effects, including area of effect and beneficial
magic. Any Awakened inside a vehicle with Grey Mana
Shielding suffers a dice pool penalty to any skill test MAGE PORT
involving their Magic attribute equal to the rating and A motorized Periscope (SR5 444) turret connected to a
permanently reduces the Force and hits of any spell the pair of Mage Goggles by a length of fiber-optic cable. The
Awakened is currently sustaining by 1. Note that Grey periscope includes built-in vision magnification, and its
Mana Shielding cannot be hidden from Astral Perception head can swivel and tilt freely, obstructed only by the
and are quite distinct from mundane and Awakened vehicle itself. The periscope is protected on the outside
objects. Grey Mana Shielding does not stack with Grey by a transparent plasteel dome, which is often tinted. It is
Mana Integration or Grey Mana Tattoos (BTB 156). almost impossible to visually distinguish a mage port from
Passengers benefitting from the vehicle’s armor get the typical mounted camera arrays. Most models include a
highest Grey Mana bonus. port for a universal cable, which is usually bundled with
the fiber-optic cable so allied mages with datajacks can
For Grey Metal Shielding Ratings 4 and above, the vehicle connect directly while putting on the goggles. Once a
must be equipped with a Life Support system. Whenever user establishes wireless control of the periscope (as a
the Life Support system is inactive, treat the rating of the Complex Action), it can thereafter be controlled through
Grey Metal Shielding as 3. Grey Metal Shielding cannot AR as a Free Action. A spellcaster can use the mage port
be improved or reduced once installed; for example, a to obtain line of sight on targets. Like with other optical
GMC Bulldog Step-van with Grey Metal Shielding Rating devices, casting spells through a mage port incurs a -3
3 cannot be improved to Rating 4, nor can it be reduced dice penalty.
to 2.
• “I’ve been looking for one of those for a while now. Can’t wait to take
the concept of arcane artillery to another level.” - Dr Beefton

VEHICLE MODIFICATIONS
Modification Slots Threshold Tools Skill Avail Cost
General
Reduced Seating (Rating 1-4)* -1** - Shop - 0 0¥
Protection
Grey Mana Shielding (Rating 1-3) Rating Rating x 2 Shop Armorer 16R Rating x 2,000¥
Grey Mana Shielding (Rating 4-6) Rating Rating x 2 Shop Armorer 20R Rating x 4,000¥
Mil Spec Frame 4 12 Shop Armorer 10F 12,000¥
Weapon mods
Mage Port 1 4 Kit Armorer 12R 8,000¥
* = Per category (Body, Electromagnetic, Power Train, Protection or Weapon).
** = For every two removed seats

23 DRONES AND VEHICLES


MAGIC
Adept Powers FORCE STRIKE
Cost: 1.5 PP
BURST OF SPEED The Adept can lash out and strike with their melee attacks
Cost: 1 PP per Level (Max 2) at a distance by focusing their qi and transmitting them
Activation: Simple or Complex Action. as pure force. Using either the Killing Hands (SR5 310)
power or a bonded weapon focus, the Adept can use
When the Adept activates this ability, they can move melee attacks to strike targets up to a distance of the
up to (Magic x Level) meters instantaneously, allowing Adept’s Magic rating in meters. The attack is treated as a
them to ignore certain hazards in this movement, such Ranged Attack with Melee Bonuses thus benefiting from
as Suppressive Fire (SR5 179), flames, or enemies trying martial arts and Adept powers such as Penetrating Strike
to Intercept (SR5 168) them. This isn’t teleportation (even (SG 173). Reach bonuses don’t apply when using this
though it appears to be so, to the naked eye) and thus power. Force Strikes are almost silent but are visually
the Adept is still limited to locations they can physically obvious, resembling ripples of force in the air. The target
reach by walking. This movement still subtracts from their benefits from Cover bonuses but cannot use Block
remaining movement rate per turn, and can only be used or Parry on their defense tests. They also cannot use
once per Action Phase. Using this power costs a Simple martial art techniques such as Counterstrike or Riposte.
Action, but the Adept can choose to activate this power Force Strikes cannot pass through mana barriers or
as a Complex Action instead and make a single melee wards without damaging them.
or unarmed attack at the end of their instantaneous
movement. Using such blinding speed is stressful, thus
immediately after this power is used, the Adept must
GROUND STOMP
resist drain equal to (3 x Level)S. Cost: 1 PP
Activation: Complex Action.
Credit: /r/ALightInTheDark
An Adept that has mastered this technique is able
ELEMENTAL MISSILE to make the very earth under their feet quake by
channeling their qi. By slamming their fist or foot into the
Cost: 0.5 PP ground, the Adept can cause the ground to tremble and
Prerequisite: Magic Missile their enemies to lose footing. As a Complex Action, the
Adept makes a Magic + Strength [Physical] test. If the
The Adept gains greater control of qi infusion, allowing
Adept falls at least 3 meters before immediately making
for elemental effects. When the Adept uses a Simple
the test, they gain a +2 dice bonus. The shockwave has
Action to ready a non-explosive thrown weapon, they
a radius of Magic meters centered around the Adept.
can infuse it with a single elemental effect, as part of the
Anyone (friend or foe) on the ground who is caught in the
same action. Only one elemental effect can be used at a
radius (even behind cover), must make a Body + Strength
time, and each elemental effect must be purchased as a
[Physical limit] roll. If the target wins, they suffer no ill
separate power. Since the thrown weapons are already
effects. If the Adept wins, the victim takes a -2 penalty
magical, it’s impossible to make them the lynchpin of an
to all actions and defense tests for a number of Combat
alchemical preparation. Elemental missiles cannot pass
Turns equal to the net hits. If the Adept’s net hits exceed
through mana barriers or wards without damaging them.
the target’s Physical Limit, the target is either knocked
prone or is pushed back by a number of meters equal
ELEMENTAL QUIVER to your net hits (Adept’s choice). Immediately after they
Cost: 0.5 PP use this power, the Adept must resist drain, equal to half
Activation: Simple Action the number of hits (not net hits) rounded down, on their
Prerequisite: Mystic Archery Magic + Strength [Physical] test as stun damage.

This power allows the Adept to channel an elemental MAGIC MISSILE


effect through their arrows. A Simple Action is required
Cost: 0.5 PP
to channel the desired elemental effect. Elemental
Quiver remains active for (Magic) Combat Turns or until
The Adept gains the ability to infuse their thrown
the Adept deactivates it with a Free Action or is rendered
weapons with a sliver of their own qi. When the Adept
unconscious. Only one elemental effect can be used at a
uses a Simple Action to ready a non-explosive thrown
time, and each elemental effect must be purchased as a
weapon, they can infuse it with some qi as part of the
separate power. Since the arrows are already magical, it’s
same action, making it magical for the duration of a
impossible to make them the lynchpin of an alchemical
single thrown attack. This allows the missiles to ignore
preparation. Elemental arrows cannot pass through
Immunity To Normal Weapons critter power, as well as
mana barriers or wards without damaging them.
being effective against Regeneration. Additionally, the
Critical Strike Adept power may now be purchased for
the Throwing Weapons skill. Since the thrown weapons

MAGIC 24
are already magical, it’s impossible to make them the This power can only be used to Take Aim at targets that
lynchpin of an alchemical preparation. are within a number of meters around you, equal to your
Magic x 5. You cannot use a weapon with a Smartgun or
MYSTIC ARCHERY the Target Predictor cyberware, in conjunction with this
power. This power does not stack with Previsualization.
Cost: 0.5 PP

You are able to infuse your arrows with a piece of RICOCHET


your magic for just long enough to make spirits feel Cost: 0.5 PP
your power. Attacks you make using the Archery skill
count as magical, thus ignoring Immunity To Normal This power allows the Adept to use the Ricochet Shot
Weapons critter power as well as being effective against called shot (RG 117) with almost any type of ranged
Regeneration. Additionally, the Critical Strike Adept weapon attack (including thrown weapons). This cannot
power may now be purchased for the Archery skill. Since be used with flechettes, energy weapon attacks or spray
the arrows are already magical, it’s impossible to make weapons (such as flamethrowers).
them the lynchpin of an alchemical preparation.
Credit: /r/ALightInTheDark

PREVISUALIZATION
Cost: 0.25 PP per level (Max 4) Mentor Spirits
You can use the Take Aim action (SR5 166) without BLACKSMITH
needing to ready a weapon. Additionally, the benefits of
Take Aim are not lost if you take any other kind of non- The Blacksmith is a builder and a creator, that is where
combat oriented actions like social tests before making his heart lies. His chosen are often talismonsgers,
an attack. You may Take Aim this way up to a maximum artisans and smiths. The Blacksmith appears to his
amount equal to the level of this power or one half of followers in many forms, from mythological deities such
your Willpower (whichever is lower). This power can only as Hephaestus, Vishwakarma, or a flaming aspect of the
be used to Take Aim at targets that are within a number forge.
of meters around you, equal to your Magic x 5. You do not
get the benefits of a Wireless Smartgun (non-wireless ADVANTAGES
bonuses apply) while using this power. This power does
All: +2 dice to Armorer, Artisan or Artificing (choose one).
not stack with Rapid Aim.
Magician: +2 dice for summoning Fire spirits.
Adept: Free Elemental Weapon (Fire) (SG 170).
PROTECT ANIMAL
Cost: 0.5 PP DISADVANTAGES
Prerequisite: Attune Animal Ritual.
The Blacksmith knows the value of hard work and all the
The Adept can protect an attuned animal (SG 123) from effort that goes into it. Followers of Blacksmith must
harm. Whenever an attuned animal takes damage (after succeed on a Charisma + Willpower (3) test before they
making it’s defense test), it is instead applied to the can bring themselves to harm or destroy any work of
Adept, who can resist it normally, as if the damage was craftsmanship or art or even a place of craftsmanship,
happening directly to them. The Adept gets no defense such as a workshop of any kind.
test, they basically make the damage resistance roll on
behalf of the attuned animal. This ability can only be BULL
used while the Adept can see the animal, and it is within
The Bull represents strength of both body and will.
(Magic x 2) meters of the Adept.
However, he is also a stubborn spirit. Once Bull has
decided on something that’s the end of it, he will neither
Credit: /r/ALightInTheDark
change his mind nor his course of action regarding that
idea or decision. Despite his flaws, however, Bull stands
RAPID AIM for achieving one’s goals against impossible odds. It’s
Cost: 1 PP just sometimes those goals can be misguided.

Whenever you use the Take Aim action (SR5 166), you ADVANTAGES
automatically Take Aim a number of times equal to one
half of your Willpower, using a single Simple Action. You All: +2 dice to Clubs or Running (choose one).
may Take Aim on a single target or on multiple targets Magician: +2 dice for summoning Beast spirits.
(you must divide your aim between targets). In addition, Adept: Free Spirit Ram (SG 174).
you can use the Take Aim action without readying a
weapon, such as before you Quick Draw (SR5 165). Finally,
the benefits of Take Aim are not lost if you take any other
kind of non-combat oriented actions like Social tests
before making an attack.

25 MAGIC
DISADVANTAGES ADVANTAGES

Once you have set your mind on something, such as a plan All: +2 dice to Archery, Blades, Clubs, Throwing Weapons
or course of action, you must succeed on a Charisma + or Unarmed Combat (choose one).
Willpower (3) test to deviate from it, no matter how much Magician: +2 dice for summoning Guardian spirits.
you are persuaded. Adept: Free Critical Strike (for one skill) (SR5 309).

Alternate Aspects: Bison, Ram. DISADVANTAGES

Whenever you see a friend, loved one, teammate or an


DRAGON
innocent person (that cannot defend themself) under
The Dragon is a vain and avaricious creature. It prides physical attack, make a Willpower + Charisma (3) test.
itself as the ultimate being and thinks the world’s riches If you fail, you must protect them at all costs, which
belong to it. To be refused its rightful bounty is an insult. includes engaging in combat with the attacker. You must
Similarly, the Dragon hoards wealth and refuses to also succeed on a Willpower + Charisma (3) test to kill an
share. Needless to say, it doesn’t get along well with the incapacitated or surrendered enemy.
Dragonslayer.
Alternate Aspects: Great Defender, Hero, Paladin.
ADVANTAGES

All: +2 dice to one social skill of choice. RHINO


Magician: +2 dice for Manipulation spells, preparations, Rhino is strong and tough, being able to shrug off blows.
and rituals. But he’s also a voracious eater. Rhino enjoys the simple
Adept: 1 free level of Mystic Armor (SR5 310). things in life, good food and lots of rest. Nothing beats
chilling in a cool mud bath on a sunny day. Awakened who
DISADVANTAGES follow Rhino are either very muscular or very fat, there is
no middle ground. The Rhino is often also venerated as
You must make a Charisma + Willpower (3) test to give the great Hippopotamus.
away something you own. If you believe someone
possesses something that you rightfully own, make the ADVANTAGES
same test. If you fail, you must do whatever it takes to
get it. All: +3 armor (stacks with everything).
Magician: +2 dice for Health spells, preparations, and
FOX rituals.
Adept: 2 free levels of Iron Gut (SSP 23) or Free Spirit
Fox is seen as a sacred spirit amongst many cultures, Ram (SG 174) (choose one).
especially east Asian ones. Fox is a cunning trickster. She
avoids direct confrontation, instead choosing to weave DISADVANTAGES
illusions and misdirection to confuse her enemies.
Rhino’s influence affects your metabolism and increases
ADVANTAGES your need to eat more. Your Lifestyle costs are increased
by +50%.
All: +2 dice to Sneaking or Tracking (your choice).
Magician: +2 dice for Illusion spells, preparations, and Alternate Aspects: Hippopotamus.
rituals.
Adept: 2 free levels of Danger Sense (SR5 309).

DISADVANTAGES
Metamagics
ASTRAL BULWARK
Followers of Fox try to avoid direct confrontation, at least
before they have used stealth and deceit to disorient The astral space is dangerous and death or grievous
their enemies. You must succeed on a Charisma + injury is often around the corner. Magicians that take
Willpower (3) test to confront an enemy in combat before this metamagic have learned to draw from their magic
you have successfully affected them with some kind of and form a shell of armor around them when wholly in the
illusion, sneak attack or misdirection. astral. While astrally projecting, magicians that have this
metamagic gain automatic astral armor similar to the
Astral Armor spell (SSP 21) equal to 1 armor per Initiate
GREAT GUARDIAN Grade. If the magician is an Explorer, they instead gain
The Great Guardian symbolizes legendary heroes of old or 2 Hardened Mystic Armor (SR5 397) per Initiate Grade.
ancestral guardians. The Great Guardian offers peerless Armor from this metamagic is compatible with the Astral
combat prowess to his chosen, but expects them to act Armor spell but not the Mystic Armor Adept power (SR5
like true heroes. Protect the ones you care about and the 310).
innocent. Show mercy when you can. For what good is
such prowess with weapons if you cannot use them to
defend the ones who cannot defend themselves.

MAGIC 26
DEVOTED WEAPON PSYCHOMETRIC SCRYING
Some awakened develop a unique bond with their Prerequisite: Psychometry
weapons. A magician with this metamagic may choose
a single weapon focus to become a Devoted Weapon. The visions granted by Psychometric readings can often
Such a weapon is resistant to the detrimental effects last a long time, as the entire history of the item flashes
of Background Counts. A Devoted Weapon reduces before the magician’s eyes. However, some magicians
the effective background count affecting the focus by have learned to form a persistent bond which lasts
up to the magician’s Initiate Grade. Only the effects of beyond the moment that the item leaves the magician’s
aspected background counts such as from a domain (SG possession. This allows the magician to receive visions
25) can be reduced. The background count itself isn’t of the item in real time, regardless of where the item is
reduced, only the effects on the focus is. The Awakened located.
still suffer the ill effects of background counts to their
magical skills and to all other foci. A magician may choose to maintain their bond with
an item, as if sustaining a spell. The object bears the
magician’s aura while doing so. The magician takes the
IMPROVED APOTROPAIC MAGIC
standard -2 dice penalty to all actions and defense
Art: Apotropaic Magic. tests while under psychometry (SG 145). If the magician
chooses to maintain this psychometric bond, it can last
Improved Apotropaic Magic takes existing knowledge of for a maximum number of days equal to the magician’s
the defensive arts and expands on it, applying it to not magic rating. The magician gains constant psychometric
just spells but active magic in general. It provides a list visions associated with this item. The magician may
of new benefits and improvements to existing defensive choose to sever this bond at any time, but may not
metamagics: reestablish the connection by any means other than
touching the item and performing psychometry once
• It allows a magician or adept possessing the more.
Shielding (SR5 326) or Harmonious Defense (FA 46)
metamagic, to use their spell defense dice (from any
source) on resistance tests against spirit or critter ADVANCED PSYCHOMETRIC SCRYING
powers that use the Magic attribute as part of their Prerequisites: Psychometry and Psychometric Scrying
dice pool, such as Elemental Attack (SR5 396) or Fear
(SR5 397). The spell defense dice can be used this The magician has learned to enhance the potency of their
way on the Awakened themselves or any one else the Psychometric Scrying. As a Complex Action, the magician
Awakened desires to protect. may gain the benefits of Clairvoyance and Clairaudience
(SR5 286) centered on the object of their Psychometric
• A magician possessing the Absorption metamagic Scrying. The object bears the magician’s aura while doing
(SG 151) may use the Absorption metamagic to absorb so. The magician loses all normal hearing and vision, as
spirit or critter powers that use the Magic attribute well as any normal assensing, including any assensing
as part of their dice pool. The mechanics work as that is normally associated with Psychometric Scrying.
described in Street Grimoire, except the limit of the This effect lasts as long as the magician sustains the
Absorption roll made by the magician would use the Psychometric Scrying (like sustaining a spell), or until
Magic of the critter/spirit as the limit. Additionally, the magician uses a Complex Action to end the effects
absorbing more mana charges (from any source) of Clairvoyance and Clairaudience. Using this ability
than the magician’s Magic rating, no longer inflicts imposes a -4 dice penalty to all actions and defense
damage on them. tests. This adds on top of the -2 from Psychometric
Scrying, for a total of -6 dice penalty.
• A magician or Adept possessing the Reflection (SG

Spells
151) or Harmonious Reflection (FA 46) metamagic
may use the Reflect Spell or Harmonious Reflection,
Interrupt Action versus any critter or spirit power that
is targeting them or anyone being protected by their [ELEMENT] BARRAGE
spell defense dice. The spirit/critter power must be COMBAT SPELL (INDIRECT, ELEMENTAL)
one that uses the Magic attribute as part of their dice Type: P Range: LOS Damage: P
pool or effect (including damage). If the Awakened Duration: I Drain: F-3
gets any net hits, the power is reflected back to the
critter/spirit causing any effect it would have with This spell is a variation of spells like Flamethrower or
a number of net hits equal to the ones achieved by Lightning Bolt. Rather than creating a singular, powerful
the Awakened. If it’s damaged, the critter/spirit takes projectile, it swarms the target with many smaller ones.
damage equal to the base amount caused by the This spell has no AP, instead its target receives a defense
power plus the amount of net hits the Awakened got penalty equal to (Force/2), rounded up.
on the critter. The Awakened must resist drain equal
to the Magic of the critter/spirit. The drain is physical
if the Magic of the critter/spirit is greater than the
Magic of the awakened, otherwise it’s stun.

27 MAGIC
[ELEMENT] BLADE deals with spirits, allowing them time on the mortal plan
COMBAT SPELL (ELEMENTAL) once again. Surprisingly enough, binding spirits to a
Type: P Range: Special Damage: P summoner’s body is not uncommon with a lot of the more
Duration: S Drain: F-1 studied and wise of this tradition sharing their body with
a spirit who wishes to walk on the world once again.
When the original Spellblades hit the streets, it saw great Ephemeralists believe that spells and enchantments are
success as runner weapons due to their flashiness and pieces of willing spirits that manifest to help them. This
conceal ability. After a while, a few of the more elemental tradition has a hate for the undead and necro magic as
focused street mages thought of adopting the spell with they believe the art of necromancy goes against the
their own twist. With some formula tweaking and more dead’s wishes as the spirit gets no choice. Ephemeralists
than a few burnt hands, they had altered the spell so believe that lodges are areas where a spirit has been
it could be tuned to specific elements. This was largely called to guard it and often perform a seánce as a part
believed to be a pissing contest by those who choose of the making of a lodge. Practicers of this tradition are
neither spell, and they are not provably wrong. "You got often nicknamed mediums or empaths.
a magic sword, well mine is magic and on fire”. This lead
to a slight rift between the two groups over who has the Spellcasting: Ephemeralists cast as normal but see
superior spell, with the former believing that the new spells as an extension of willing spirits that reach through
spell is unnecessarily flashy and more prone to issues the veil to provide aid.
with special armor types, while the later firmly believe
Enchantment: Ephemeralists use enchantment as
that having a weapon tied to their chosen element of
normal but see it as spirits bestowing boons from across
specialization grants greater control and any armor mod
the veil.
complications don’t outweigh the secondary effects of
the chosen element.
Summoning: Ephemeralists practice possession
summoning, allowing the dead to cross through the veil
[Element] Blade follows the same rules as Powerblade
into the body of the summoner.
(HT 192). The blade has a base DV and Accuracy equal to
the spell’s Force; AP equal to -(Force/3) rounded down EPHEMERALIST TRADITION
and a Reach of 1. Only a single elemental effect can be Combat: Guardian
active at a time and each element must be learned as a Detection: Fire
separate spell. Damage from [Element] Blade is resisted Health: Water
with Body + Armor. Illusion: Guidance
Manipulation: Earth
[ELEMENT] TOUCH Drain: Willpower + Charisma
COMBAT SPELL (INDIRECT, ELEMENTAL) Note: This is a Possession Tradition.
Type: P Range: T Damage: P
Duration: I Drain: F-4 PREFERRED SPELLS
Astral Clairaudience, Astral Clairvoyance, Mana Barrier,
This spell is a variation on spells like Flamethrower or Death Replay
Lightning Bolt. But rather than a ranged attack, this
requires the magician to be in melee range. Make a
Complex Action touch attack using Agility + Unarmed
TRADITIONAL EGYPTIAN RULES
Combat [Physical] (with +2 touch bonus) vs a standard Those that follow traditional teachings of the Egyptian
defense test. On a tie or if the attacker succeeds, the religion (SSP 3), venerate and adhere to the path of Heka,
spell goes off. Make a standard Spellcasting test as part the cosmic force of creation and deification of magic.
of the same Complex Action. Egyptians believed that all living creatures possessed the
Heka to some degree and thus must be respected. They
Credit: /r/ALightInTheDark shun combat spells that wrought death and destruction,
favoring healing and apotropaic magic. However, the use
of curses and sympathetic magic to harm an enemy is
Traditions practiced. Traditional Egyptians follow these rules:

EPHEMERALIST TRADITION • Cannot use the Binding skill.


A tradition of both science and mysticism, they believe
• Cannot cast Combat spells, alchemical preparations
that magic is powered by spirits of the afterlife. To them,
and rituals.
the astral is another word for the afterlife, believing
spirits are just souls of those departed. Ephemeralists
• Must take the Mentor Spirit quality (SR5 76).
see assensing, astral projection and summoning as
piercing the veil into the afterlife. They study death, • Gains +2 dice bonus for casting Health spells,
undead, souls and the afterlife with a scientific mind and alchemical preparations and rituals.
sometimes are confused with hermetics but in truth, they
don’t often get along with the hermetics as their strong • Gains +2 dice when Summoning Guidance spirits.
mystical belief doesn’t always mesh well. Ephemeralists
are a possession summoning tradition and usually make • Gains the Shielding metamagic (SR5 326) for free.

MAGIC 28
TRADITIONAL HERMETIC RULES the astral world or mana spells. Followers of the Science
Some magicians of Hermetic Tradition (SR5 279) choose Path gain the following bonuses and penalties:
a focused path, sacrificing something in exchange for
• Cannot use the Enchanting skill group.
enhanced prowess in their chosen field. Mechanically,
these serve as Traditional Rules for Hermetic magicians. A
• Gains a +2 dice bonus to cast all Physical spells.
character following the Hermetic Tradition can optionally
choose one of these alternate paths:
• Gains the Spell Shaping metamagic (SR5 326) for
free.
Hermetic Elemental Path
These Hermetic mages devote their magic into the • Replaces Spirit of Man with Task Spirit as Health
classic Hermetic Elements (Air, Earth, Fire and Water). option.
For the purpose of Elements: Acid counts as Earth, Cold
counts as Water and Lightning counts as Air. Some of • Suffers a -2 dice penalty to cast all Mana spells.
them specialize further and become Elementalists (FA
43) while others go down the dark path of Hermetic • Suffers a -2 dice penalty to Astral Combat.
Elementals (FA 181) after years of abusing spirits. But
these are not necessarily the directions everyone on the TRADITIONAL HINDUISM RULES
Elemental Path must take. Followers of the Elemental Hinduism (SG 46) in its traditional form is all about rituals
Path gain the following bonuses and penalties: and reagents. Rituals are performed with mathematical
precision and reagents must be perfect both in quality
• Can only cast spells or alchemical preparations that and in exact quantity. If the ritual is performed right,
have an effect directly related to at least one of the even the Devas (Gods) must answer the call of the Rishi
four Hermetic elements (Air, Earth, Fire or Water), (Sage). Magical items are also given divine importance,
such as the Frigid spell (SSP 16), any [Element] treating them as items of great power that must be
spell, or spells that deal Water (SG 105) or Elemental earned through Tapasya (Austere meditation). The right
damage (SR5 170). attire is needed before a Hindu magician is to be able
to practice magic. Followers of Traditional Hinduism gain
• Gains +2 dice to all Sorcery and Alchemy skill the following bonuses and penalties:
tests involving elemental spells and alchemical
preparations. • Cannot use the Summoning and Disenchanting skills.
• Cannot Conjure any spirit other than Spirits of • Must take the Mentor Spirit: Holy Text (FA 95).
Air, Earth, Fire and Water. But gains +2 dice to all
Conjuring skill tests involving these spirits. • Reduce the opposing Force of Ritual Spellcasting by
2 for all rituals.
• Gains the Elemental Master (FA 36) and Elemental
Focus (HT 191) qualities for free. • Reduce the drain for Rituals by 1, to a minimum of 2
drain.
Hermetic Metallurgy Path
These Hermetic mages have studied the elements and • Gains the Spectral Warden (FA 40) and Items of
infused metallic alloys with magic. They put a greater Power (FA 38) qualities for free.
focus on alchemy and enchanting. This allows them
to enchant objects normal Enchanters will struggle TRADITIONAL OLYMPIANISM RULES
with. The process is still a challenge and only the most
experienced master it. Followers of the Metallurgy Path Hecate Path
gain the following bonuses and penalties: Another route of Traditional Olympianism has been
explored with more fervor in recent years. Hellenic
• Cannot use the Conjuring skill group. Sorcery is increasingly popular, perhaps in response
to the growing worship of Hecate among the Greek or
• Can Attune normal items as per an Adept. believers in Olympianism. The Sorcerers use cursing,
hexing, and other traditional ritual practices dating back
• Gain the Durable Preparations quality (FA 36) for free. thousands of years, based on the teachings of Hecate,
the Greek goddess of sorcery and witchcraft. Parts of
• Reduce Object Resistance of items and devices by 2 Hermetic study are rooted in similar practices, and even
for purposes Artificing or targeting with spells. the most potent Hermetic Mages will acknowledge the
power and validity of the teachings of Hecate. Almost all
Hermetic Science Path magicians that follow the teachings of Hecate are female,
with the male "witch" being a rarity indeed. Hecate Path
These Hermetic Magicians focus their study on the
Olympianists follow these rules:
interaction of magic with the physical world and believe
magic is bound to rules of math and physics. This makes
• Cannot use the Banishing and Disenchanting skills.
them very efficient with physical spells, however the
Mana is abstract and those rules do not fully apply for • Suffers -2 dice penalty when casting Combat spells.

29 MAGIC
• Gains +2 dice bonus when casting Manipulation • Cannot take the Enchanting skill group.
spells.
• Cannot cast Combat Spells.
• Gains +2 dice bonus for Ritual Spellcasting.
• Replaces Spirit of Air with Guidance spirit for
• Gains the Mentor Spirit quality (SR5 76) for free, but Detection category.
must choose the Goddess mentor (BOTL 129).
• Gains +2 dice bonus when casting Detection spells.
• Gains the Animal Familiar quality (FA 31) for free.
• Gains +2 dice bonus to Arcana tests.
Hero Path
• Gains the Mentor Spirit quality for free,but must
Traditional Olympians (FA 84) who follow the hero path, choose the Oracle mentor (SG 200).
go a step further than the traditional deity focused but
polytheistically father the rank and file members of the • Gains the Psychometry metamagic (SG 144) for free.
Tradition. Traditional Olympians directly communicate
with their deity and often consider themselves a
direct descendant, leading them to be referred to as • Learn the Augury and Sortilege rituals (SG 124) for
"Demigods". This makes the tradition extremely popular free.
with Mystic Adepts. These "Demigods" often have a
deeper connection to their Mentor "Gods" than others
do with the spirits, giving them a special connection to
TRADITIONAL QABBALISM RULES
the Oracles and the powers manifested in their physical Qabbalism (SG 48) or Kabbalism was, before the awakening,
forms. Traditional Olympians tend to be extremely proud a more obscure field of study within the Jewish religion
of their connection to the Gods, and these connections that sought to explain the nature ofGod and the soul in
are often physically apparent in their constantly worn more detail. Those who studied Kabbalah occasionally
Mentor’s Mask and fondness for "Gifts from the gods" learned of ways that they could use their understanding
in the form of Magical Trinkets. Hero Path Olympianists of Sephirot (the divine energies of creation that originate
follow these rules from God) to manipulate the physical world around them.
After the awakening, the practice became much more
• Cannot use the Binding skill. widespread within the Jewish community as what was
seen before as esoteric, impractical mysticism, became
• Gains the No Man Left Behind negative quality (SL to yield useful, predictable and repeatable results.
181) for free.
These days pursuing kabbalah is a common practice for
• Gains the Mentor Spirit and Chosen Follower (FA 35) Awakened Jews. Kabbalists often do not consider what
qualities for free. they do to be "magical", in the sense that they claim to
only invoke the power of God and the energies they put in
• Must choose a Mentor’s Mask (FA 182) if available. place when God created the world. Kabbalists may be wary
of the mages from other traditions due to the command
• Gain one metamagic or enhancement of your choice given to Moses in Leviticus 19: "Do not turn to mediums
from the Physical Arts (SG 156) for free. or seek out spiritists, for you will be defiled by them."
though this varies by community with Reformist and
Oracle Path Progressive Rabbis being much more accepting of other
magical traditions than their Orthodox counterparts. The
From the earliest days of Greek Myth, the Oracle at Delphi same chapter of the Torah forbids “divination or seeking
has been a near-constant presence. Eventually taken omens”, so divination magic remains a very controversial
over by priests of Apollo, the Oracle continued to create subject.
new Pythia (Oracles) for generations into myth, dating
back as recently as the 12th century in some historic Kabbalist magic includes heavy use of the Hebrew
cases. Famed for foresight at the cost of intensive alphabet, specifically writing the "true names" of things
ritualistic service for the oracles. It can be no surprise in Hebrew, as well as using numbers and numerology to
that the Oracle was one of the first recorded sites of represent the Hebrew alphabet. It is said that Adam gave
power in the Sixth World. While the modern seers, still everything its name in Hebrew and could see into its soul.
called Pythia, serve Apollo, the Delphos Group does not A "Shem" (literally translated to mean "name") or one of
push their oracles to death the way the old world seemed the names of God possesses great power in Kabbalah,
to. Delphos is known to be the home to powerful seers, as God has many names, some closer to his true name
but those who would be Pythia take their traditional than others. Writing a Shem on something can imbue it
duties to the next level. Sacrificing part of themselves with "God’s power", causing magical effects. For example,
to the oracle comes with costs, but leaves them forever the typical creation of a golem, a living being made of
touched. Like all of the Delphos Group, former Pythians clay, was achieved by writing a Shem in the clay of the
are well-known seers, for the right price. Oracle Path golem’s forehead. This would cause either a spirit or "the
Olympianists follow these rules: energies of God" to enter into the clay shell and bring it
to life.

MAGIC 30
Kabbalists refer to spirits that they summon as "Elohim" TRADITIONAL WICCA RULES
which translates to the plural form of God. This is used Followers of traditional Wicca (SG 50) can choose to either
to refer to God or often the concept of angel. Spirits follow Goddess (Willpower + Intuition) or Gardenarian
summoned by a Kabbalist mage might take the form of (Willpower + Logic) teachings. They gain the following
the six winged "Seraphim" in Isaiah 6 or like the many bonuses and penalties:
faced “Hashmallim” and the burning wheels covered in
eyes of the "Ophanim" found in Ezekiel chapter 1. • Cannot use the Banishing and Disenchanting skills.
Some mages may incorporate elements of Jewish worship • Cannot cast Combat spells, rituals and alchemical
into their practice such as reciting prayers in Hebrew, preparations.
wearing a Tallit (a kind of prayer shawl, traditionally worn
by men, that comes in two types: a small Tallit Katan that • Gains +2 dice bonus when casting spells, rituals
is worn under clothes all day and a large Tallit Gadol that’s and preparations of Detection, Health, Illusion and
worn during prayer) or using Tefillin (a small wooden box Manipulation categories.
that is placed on the forehead and secured with leather
strips that wind around the head and down the arms). • Gains the Mentor Spirit quality (SR5 76) for free,but
Followers of traditional Qabbalism follow these rules: must choose between Goddess (BOTL 200), Great
Mother (FA 99 or SASS 33), Peacemaker (SG 200),
• Cannot use the Alchemy skill. Green Man (FA 98) and Wise Warrior (SR5 324).
• Cannot cast Detection spells or rituals. • Gains the Animal Familiar quality (FA 31) for free.
• Cannot practice magic on the Sabbath (Geas). This is
usually on every Saturday.

• Must take the Mentor Spirit: Holy Text (FA 95).

• Gains the Structured Spellcasting metamagic (FA 44)


for free.

• Gains the Shielding metamagic for (SR5 326) free.

TRADITIONAL SHINTO RULES


Those of the Shinto tradition (SG 48) seek to live in
harmony with the Kami (Spirits) of the world as well as
seeking to maintain spiritual cleanliness. When they
summon spirits, they do not bind them and will leave
offerings to appease the Kami. Their spellcasting is tied
to ceremonial rituals such as the Kagura, limiting them
to ritual spellcasting or alchemical preparations which
take the form of ema with the wish listed upon it being
the spell. With the awakening, their rituals of spiritual
cleanliness now apply to astral cleanliness as well with
them often learning rituals to counter background
counts. A character following the Shinto Tradition can
optionally choose to follow the traditional version.
Followers of Traditional Shinto gain the following bonuses
and penalties:

• Cannot use the Binding and Spellcasting skills.

• Gains the negative quality Code of Honor: Harmony


with Nature, the Shaman’s Code (RF 26), for free.

• Gains the Durable Preparations (FA 36) and Chain


Breaker (FA 33) qualities for free.
Art: Elly

• Gains the Cleansing metamagic (SG 154) for free.

31 MAGIC
MATRIX
Echoes STATIC SHOCK
Prerequisite: Van Der Waals Effect
DIGITAL INSTINCT Mastery of the Van Der Waals Effect (KC 102) has allowed
The resonance has become a part of you so intuitively you to be able to create stronger electromagnetic fields.
that you think in code, not language. Every time a This allows you to emulate Shock Gloves (SR5 423)
technomancer selects this echo, they increase their using bare hands and an infinite number of charges.
Intuition attribute by 1. This echo can be taken a maximum Additionally, when a device that uses a power source
of three times. such as a Stun Baton (SR5 422) is held with bare hands,
the device regains charges as if plugged into a power
DRONE COMPANION source.
Prerequisite: Must be a Machinist. Credit: /r/ALightInTheDark

This echo allows a Machinist technomancer (KK 88) to


have a registered machine sprite (SR5 258) possess a
drone. The process takes a number of hours equal to the
level of the sprite. The machinist must make a Software
+ Resonance [Level] vs the Level x 2 of a registered
machine sprite. If the machinist gets any net hits, they
must pay karma equal to the level of the sprite to make
the possession complete and permanent.

Once the possession is permanent, that machine sprite


becomes a permanent AI drone companion, capable of
taking orders and working independently. The sprite
cannot leave or be dismissed till the sprite or the drone
it’s possessing has been destroyed. If either is destroyed,
any Karma spent is lost. While possessing, the sprite
owes the machinist unlimited favors and can be active
at the same time as other sprites, although it still counts
towards the maximum number of registered sprites the
machinist can have.

The sprite now exists in the material world through the


drone (VR hotsim). The drone’s Pilot and Device rating
is replaced by the Level of the sprite while the drone’s
Acceleration, Handling, Sensor rating and Speed are
increased by an amount equal to half the Level of the
sprite (rounded down). The drone uses the sprite’s
initiative and gains a number of extra matrix condition
monitor boxes equal to the Level of the sprite, showing
that the drone and the sprite share a single Matrix
Condition Monitor. While possessing the drone, the
sprite gains the following skills at a rating equal to its
Level: Pilot (appropriate for the drone type), Gunnery
and Sneaking. The sprite uses its Level for any attribute
associated with the skills. If the drone is under attack
from the matrix, it uses the sprites matrix attributes to
defend and resist. The machinist may only have a single
Art: Tadas Sidlauskas (tadasart)

drone companion at a time.

RESONANCE EMPATHY
The resonance has permeated the technomancers mind
and soul, establishing an empathetic bond between
meat space and the resonance realm through the
technomancer. Every time a technomancer selects this
echo, they increase their Charisma attribute by 1. This
echo can be taken a maximum of three times.

MATRIX 32
MARTIAL ARTS
All officially published Martial Arts and Martial Art ETHERNET STRIKE
Techniques can be found in Run & Gun p128-141. Styles available to: Aikido, Ninjutsu, Wudang Sword.

Martial Art Styles Requires: Either the Skinlink echo (DT 59), or an
Implanted cyberdeck (SR5 452) with an Induction
receiver (DT 65), or a Weapon form cyberdeck (DT 62)
DRAGON with an Induction receiver.
Available Techniques: Clinch, Coiling Dragon, COMPLEX ACTION
Counterstrike, Flowing Dragon, Yielding Force (Counter
Strike, Throw), Throw. Make an unarmed or melee touch attack (SR5 187). You
may target a drone, vehicle or a creature. Attacking a
An unconventional yet effective fighting style based on creature requires a Called Shot. On the creature, you
grapples and counters discovered from mimicking the can attack a piece of worn or carried gear (imposes a
movements of an eastern dragon, this style was invented -4 called shot penalty), or a piece of exposed cyberware
by an anonymous, Yakuza made man who fought his (imposes a penalty as per "Location, Location, Location”
way to a top position within his clan. It is unknown how rules in RG 112). The melee/unarmed attack itself does no
his fighting manual made it into the matrix. His unique damage. However, on a success you can make a single
style of fighting offers some interesting self discovered Brute force or Data spike against the target as part of
techniques, not available to traditional martial arts. the same Complex Action. The target resists the matrix
attack as normal.

Martial Art Techniques FLOWING DRAGON


AKIMBO Styles available to: Dragon.
INTERRUPT ACTION (-5 Initiative Score)
Styles available to: Gun Kata, The Cowboy Way.
Often mistaken for an Adept power, this elusive technique
You can shoot two one-handed firearms (any type of
allows one to redirect incoming melee or unarmed
pistol, taser, revolver, machine pistol or SMG) in tandem.
attacks towards another adjacent target, who is not the
Both guns must be the same model and fired in the same
attacker. The character makes an Unarmed Combat +
mode (SS/SA/BF/FA), using the same action. Both guns
Reaction [Physical] test vs the incoming attack. If the
must expend the same amount and type of ammunition,
character gets any net hits, they avoid the attack and
but only your main hand weapon inflicts damage. Defense
can instead redirect it towards another target within
penalties remain unchanged, as if using a single weapon
melee range of the character with net hits equal to that
to make the attack. Eg: a -5 defense penalty from a
of the original attack + any net hits by the character. The
Simple Action full-auto attack still remains the same and
new target may defend against the redirected attack but
doesn’t become -10 because of two weapons expending
at a -2 penalty due to the unexpected turn of events. If
the same amount of ammo.
the redirected attack hits, the new target takes damage
equal to the original attack’s DV plus net hits.
Add the recoil of firing both guns as total recoil against the
total Recoil Compensation of both guns [RC of both guns
+ (Str/3) rounded up]. While dual wielding in this manner MOUNTAIN STANCE
your main hand firearm gains +1 DV and +1 accuracy. You Styles available to: Boxing (classic style), Tae Kwon Do,
can learn this technique twice, for a maximum of +2 DV Wrestling (sumo style).
and +2 accuracy.
This technique teaches how to use one’s weight and
COILING DRAGON center of gravity effectively to avoid getting knocked
or pinned down. Each time this technique is learnt,
Styles available to: Dragon.
increase your Physical limit by 1 for purposes of resisting
COMPLEX ACTION
knockdown (SR5 194) or being subdued (SR5 195), up to a
maximum bonus of +2.
Once you’ve landed a blow, you intend to keep them
right where you’ve got them. Like a coiling eastern
dragon, whose maw and claws rips into flesh even as ROLLING SNAKE
it constricts its prey. After successfully landing an Styles available to: Jujitsu, Krav Maga, Wrestling (MMA
unarmed attack, you can spend 1 point of Edge to also style).
treat that attack as a Subdue action (SR5 195). The
opponent takes damage and is also subdued in the This technique teaches how to use one’s agility and
same action, if your Strength + net hits on your attack leverage against their opponents center of balance,
exceeds your opponent’s Physical limit. allowing for easier grappling. Each time this technique
is learnt, your unarmed attacks reduce the target’s

33 MARTIAL ARTS
Physical limit by 1 when determining Subduing (SR5 195)
or attempts to escape from it, up to a maximum reduction
of 2.

SWEEPING HOOK
Styles available to: Boxing (brawler style), Capoeira,
Muay Thai.

This technique teaches how to put one’s own weight


behind their attacks allowing one to power through their
opponent’s balance and knock them prone. Each time
this technique is learnt, add +1 to your Strength for only
determining Knockdown (SR5 194), up to a maximum
bonus of +2.

Art: Conrad Atega (wildcard24)

MARTIAL ARTS 34
QUALITIES
Expanded Mastery
Characters with this quality must completely forfeit
the use of the Spellcasting and Ritual Spellcasting
skill. However, they may still use any existing ranks
Qualities in said skills as Knowledge skills. In exchange for this,
characters gain a new spell as an alchemical preparation
Apart from the rules of Mastery Qualities (FA 30-31) These (SR5 305), every time they raise their Alchemy skill and
are additional rules for Expanded Mastery Qualities: the Karma cost for learning new alchemical preparations
is reduced by 1. Characters with this quality also receive
• Mastery Qualities are always Positive qualities. Their a free alchemical preparation for every rank they already
karma cost does not double after character creation. possess in the Alchemy skill at the time of purchase of
this quality, including character creation. Specializations
• Unlike Mastery Qualities in Forbidden Arcana, count as a skill rank for purposes of free alchemical
Expanded Mastery Qualities don’t necessarily require preparations, but the preparation must be from the
a Magic rating. While there are mastery qualities same category as the specialization. Aspected mages
for Awakened, most of the listed mastery qualities who are able to learn skills in the Enchanting skill group
can be taken by anyone as long as they meet the and Enchanters automatically meet the requirements for
minimum requirements, even if they are mundane or this quality. This quality is incompatible with Dedicated
technomancers. Conjurer (FA 36).
• Expanded Mastery Qualities cannot be exchanged
with spells. FLEXIBLE SPELLCASTER
Cost: 15 Karma
BEAST BOND Minimum Requirements: Arcana 7, Alchemy 6,
Spellcasting 6, Magical Theory 6 (academic or street).
Cost: 15 Karma
Minimum Requirements: Animal Handling 6. Through your research and practice of magic you have
understood that both spells and alchemical preparations
You have a loyal pet and you have spent a lot of time
and similar fundamental roots but a different execution.
training it so you can now act as a much more effective
You can use a learned spell to cast an alchemical
team. You must spend a number of days emotionally
preparation and vice versa; regardless whether the spell
bonding with a trained critter equal to its Willpower. Once
was learned as an alchemical preparation or a spell.
you have emotionally bonded, the pet gains the following
However, doing so increases the drain of the spell or
benefits:
alchemical preparation by 2.
• When you roll initiative, your bonded pet may use the
same number as you rolled for their initiative. GUNSLINGER
Cost: 10 Karma
• For every rank in Animal Handling you possess, your Minimum Requirements: Pistols 6 and Akimbo martial
bonded pet may learn one additional trick of your art.
choice. The threshold for teaching new tricks (Step
5: Training) (HS 184) is also reduced by 1. You’ve watched way too many cowboy trids and matrix
games about dual wielding guns and taken the style
• You may use Protecting the Principle (RG 125) on to heart. You can shoot two one-handed pistols or
your pets without costing an edge. All other rules revolvers in tandem. Both guns must be the same model
and restrictions for Protecting the Principle apply. and fired in the same mode (SS or SA), using the same
action. Both guns must expend the same amount and
Benefits granted by your ranks in Animal Handling type of ammunition, but only your main hand weapon
doesn’t take into account the Improved Ability Adept inflicts damage. Defense penalties remain unchanged,
power (SR5 309) or any augmentation that adds ranks in as if using a single weapon to make the attack. Eg: a -2
Animal Handling. Only base skill ranks trained with karma defense penalty from a Complex Action long burst still
and time. This quality does not work if the animal is being remains the same and doesn’t become -4 because of two
rigged into. You can only have a single bonded pet. If you weapons expending the same amount of ammo.
attempt to bond with another pet, your bond with any
previous pet breaks and you lose all benefits. Your bond Add the recoil of firing both guns as total recoil against
also breaks if the pet dies. the total Recoil Compensation of both guns [RC of both
guns + (Str/3) rounded up]. While you are dual wielding
DEDICATED ALCHEMIST guns and you meet the above criteria. You can make a
Complex Action attack using a Simple Action, such as a
Cost: 10 Karma (Aspected Mage or Enchanter: 5 karma)
long burst or a double tap.
Minimum Requirements: Magic 1 and access to Alchemy
skill.

35 QUALITIES
IN MY IMAGE LASER COMMANDER
Cost: 5 Karma Cost: 12 Karma
Minimum Requirements: Animal Handling 4. Minimum Requirements: Directed Energy 6 with Laser
Weapons specialization.
You are able to form deeper and more long-lasting
connections with creatures that are similar to you. Pew pew! You have tinkered and altered your laser
Whether by sharing your spirit or simply investing more weapons in a way so they are a lot more deadly and
deeply into your new best friend, you impart a little of effective:
what makes you you to this creature. This quality cannot
be bought more than once per critter and must be bought • Laser weapons used by you don’t lose their DV due
separately for each critter. The bonus you gain depends to distance or visibility conditions.
on whether you are Mundane, Awakened or Emerged.
• After you successfully attack a target with a laser
Mundane: Any one critter that you own gains one weapon, each consecutive successful attack on the
positive quality of 10 karma or less that you also possess same target increases the DV of the weapon by +1
(excluding metagenic qualities). This must be a quality per attack (eg: +1 DV on your 2nd attack, +2 DV on
that is reasonable for the critter to have and does not your 3rd and so on), up a maximum extra DV equal
allow the critter to do anything it normally could not (Eg: to your ranks in the Directed Energy skill. If you miss
A critter with the Bilingual quality still cannot speak, but an attack, stop attacking for consecutive Initiative
can understand commands in both languages). Passes or split your dice pool to attack multiple
targets (SR5 196), you lose this benefit.
Awakened: Any one paracritter that you own gains a
single adept power point. They cannot discount the cost MORPHINE MASTER
of powers by any means. These must be powers that
are reasonable for the critter to have and do not allow Cost: 6 Karma
the critter to do anything it normally could not (Eg. A Minimum Requirements: First Aid 6.
critter with the Linguist power still cannot speak, but can
You are specialized in the concoction and administration
understand commands in all languages it learns). If you
of powerful painkillers. Make a First Aid + Logic [Mental]
are an Adept, this paracritter can also be turned into an
test while expending a full box of Medkit Supplies (SR5
attuned animal (SG 123) and thus becomes eligible for
450). Every 2 hits allows you to target one subject with a
the Empower ritual (SG 128).
biological system (including yourself) with a potent dose
Emerged: You may tame and own a single technocritter. of painkiller. It takes 1 minute per subject to administer
You must teach it any and all tricks yourself. Treat an the painkiller. At the end of treating all subjects with
emerged technocritter as an undomesticated paracritter the painkiller, each subject benefits from the High Pain
for training purposes. Technocritters do not respond to Tolerance 3 quality (SR5 74), for 1 hour. The High Pain
mundane training methods, and you gain no advantage Tolerance 3 gained this way stacks with other sources of
from training equipment. Instead, the Host Emulator High Pain Tolerance or Pain Resistance.
complex form is treated as the training equipment for a
technocritter. Technocritters cannot be purchased and PAIN TRAIN
must be caught in the wild. Work with your GM on an Cost: 8 Karma
interesting mission to capture and tame a technocritter Minimum Requirements: Running 4.
that your GM will allow.
Perhaps you were a college athlete or a natural born
KEYBOARD WARRIOR sprinter. But there is an undoubtable power in your leg
muscles that make you run like a freight train and when
Cost: 10 Karma
you hit someone with all that momentum, it’s like the pain
Minimum Requirements: Cybercombat 6.
train. Choo choo, motherfragger!
Some say you are all talk and no action and that you can
You move an extra 2 meters per hit on Sprinting tests
only talk big behind an AR keyboard and screen. They call
(SR5 162) (ie: 3m per hit for dwarves and trolls. 5m per
you just a matrix tough guy. Thing is, in the Sixth World,
hit for elves, humans and orks). Additionally, when you
being fast with a keyboard with an aggressive attitude
Sprint, you can make a melee attack at the end of
can be a deadly combination. The hacker may make a
your movement as part of that same action (Charging/
single Brute Force (SR5 238) matrix action on each of
Running bonuses apply).
their Action Phases as a Simple Action while decking in
AR. When Brute Force is used in this manner, the target
will be alerted of the attempt regardless of success or PULL YOUR PUNCHES
failure. Cost: 5 Karma
Minimum Requirements: 5 ranks in any Close Combat or
Melee skill.

You’re so accustomed to friendly matches and spars that


you know how to effortlessly ensure that your swings

QUALITIES 36
knock your opponents out without doing any lasting the Healing Modifiers Table (SR5 208) when you are
damage. receiving healing from any source. Additionally, First Aid
tests done on you don’t require a threshold of 2 before
When dealing stun damage with an unarmed or melee you can start healing.
attack, you can take a -4 dice penalty to your attack to
ensure that the damage never overflows into the victim’s
BETTER LUCKY THAN GOOD
physical condition monitor. This quality does not apply
when physical damage is converted to stun by armor. Cost: 4, 6 or 10 Karma
Your original DV must be stun. Prerequisite: Mundane.

You are incredibly lucky in specific circumstances, so


Positive Qualities much so that you can often rely on it to perform tricks
others might think of as Superhuman. Things just seem
AVERAGE JOE to fall into place for you easier than others, and the things
you are skilled at come with an ease that surprises even
Cost: 2, 4 or 6 Karma your awakened allies.
Prerequisite: Mundane.
4 Karma: Whenever you use an edge on a dice roll, you
2 Karma:  Normalcy is sometimes underrated. For gain +2 dice and +2 Limit to that edged roll. If you use
denizens of the Sixth World, it can be surprising how edge on Blitz (SR5 56), the +2 dice bonus is treated as a
comforting being a relatively adjusted person is when flat +2 bonus to your initiative instead.
it comes to dealing with other people. Your nonplussed
approach to a lightly augmented, very mundane lifestyle 6 Karma: You have all the benefits of the previous level
gives you a little social clout that you may not even but the bonuses are increased to +3 dice and +3 Limit. If
realize. At the 2 Karma Level, for every 2 points of Essence you use edge on Blitz, the +3 dice bonus is treated as a
you have, you increase your Social Limit by 1. flat +3 bonus to your initiative instead.
4 Karma: Physical training goes a long way, and that’s 10 Karma: You have all the benefits of the previous levels
even more true when it’s all you’ve got. In a world where but the bonuses are increased to +4 dice and +4 Limit. If
Augmentation and Magic have changed the game you use edge on Blitz, the +4 dice bonus is treated as a
for athletes all over the Sixth World, this has led to an flat +4 bonus to your initiative instead. Additionally, when
increase in training programs and alternatives for the you burn edge to Smackdown (SR5 57) you automatically
average person. You’re incredibly focused and talented in succeed on your action with 8 net hits instead of 4.
your chosen physical activities. Yoga, Crossfit, flexibility
training, whatever it is you’re doing, keep doing it! At the
4 Karma Level, you retain all the benefits of the previous CONCEAL, DON’T FEEL
level. In addition, for every 2 points of Essence you have, Cost: 6 Karma
you increase your Physical Limit by 1.
You’ve been taught your whole life to keep your emotions
6 Karma: You were born smart, and you’ve developed that hidden. Even when you’re in pain, you don’t let it show.
intellect into a finely honed tool. You may be an unusually Whenever you make a Social test while suffering a
talented detective or a world-class codebreaker, but wound penalty, you may make a Composure test with
you’ve always come to it naturally. No one knows if a threshold equal to your current wound penalty. On a
it’s the lack of outside influence from the manasphere, success, you may make the Social test without suffering
resonance, or cybernetic connection, but you probably the wound penalty. On a failure, treat your wound penalty
aren’t itching to find out, and you’re probably tired of as 1 point higher for that test.
taking the Adept proficiency testing. At the 6 Karma
Level, you retain all the benefits of the previous levels. COVER SHOOTER
In addition, for every 2 points of Essence you have, you
Cost: 5 Karma
increase your Mental Limit by 1.
Whenever you anticipate or face combat the first thing
BASELINE BIOLOGY that pops into your mind is "Take Cover!”. Whenever you
Cost: 4 Karma use the Take Cover action (SR5 166), any defense bonus
Prerequisite: Mundane without any metagenic qualities. gained from being in cover is increased by 1. Additionally,
when you make any ranged attacks from cover, the
Palliative care is a lot more effective when your biology Accuracy of your ranged weapons are considered 1
is well understood. The doc (auto or regular) doesn’t higher.
have to worry about a host of implants, weird genetic
expressions, metagenic variation, cellular essence However, you have become so accustomed from being
concerns, etc. It’s easier to patch you up and care for you in cover that standing out in the open makes you more
in the long term. vulnerable. Whenever you are not in cover, you take a -1
die penalty to all your defense tests.
You don’t suffer the "Patient has Implants” penalty from

37 QUALITIES
CRASH TEST DUMMY FULL-AUTO EXECUTIONER
Cost: 12 Karma Cost: 5 Karma

What doesn’t kill you makes you stronger. One too many Clean, instant executions exist only in spy trids. You know
volunteer work for dubious automobile testing has oddly that in the real world, people don’t die easily; you need to
made you resilient to crashes, like some kind of living strike hard while you have the chance! So why use one
crash test dummy. bullet when you could use many?

Whenever you would take damage from crashing a When attacking a target that does not get a defense test
vehicle you are driving manually or in AR, reduce the with a full auto firearm attack at short range, you deal
crash damage you take by 25% (rounded down) before increased damage. For every 2 net hits on your attack
you make your damage resistance test. In addition, increase the damage by an additional +1DV. If the target
when this quality reduces the damage you take from a is further than 15 meters, this quality does not apply,
crash, you don’t need to make a Composure test to resist even if that would place them within short range for your
mental trauma from that crash. weapon. This quality does not apply against barriers.

DESIGNER BABY GIFTED GENETICS


Cost: 10 Karma Cost: 5 Karma
Prerequisite: Mundane with either Records on File (RF Prerequisite: Mundane.
158) or SINner [any level] (SR5 84).
Gene mods have been around for some time and
The character has had genetic modifications done on it’s possible that parents sometimes pass on exotic
them during their embryonic life. It may have been by genetic implants into their children. This quality allows
their parents who wanted a designer baby or maybe as a the character to have a single Gene Mod from either
part of some science experiment. Whatever may be the Phenotype Adjustment (CF 157), Exotic Metagenetics (CF
reason, the character’s genome is malleable and easily 158), Transgenics (CF 160), Environmental Microadapation
integrates with foreign genes. All Genetech (CF 155-166) (CF 163) or Complementary Genetics (CF 165) without
costs 10% less essence (retroactive) and 20% less nuyen costing any essence. The character must still pay for the
on purchase. This discount doesn’t stack with any other gene mod and is subject to availability during character
source of nuyen discount. This quality can only be taken creation. This quality can only be taken during character
during character creation and is incompatible with the creation and is incompatible with the Designer Baby and
Gifted Genetics quality. Prototype Transhuman (CF 54) qualities.

DON’T TELL ME THE ODDS GUARDIAN


Cost: 8 Karma Cost: 3 Karma
Prerequisite: Mundane with 6.0 Essence.
You have mastered the ability to bodyblock and protect
Others hear the word "impossible” and back away, but others from incoming attacks. Perhaps you are an
you have a habit of taking it as a challenge. Once per run, experienced bodyguard or maybe you have seen one
you can choose to use Push the Limit and Second Chance too many superhero movies. Protecting the principle (RG
(SR5 56) edge actions on the same roll. You still expend 125) no longer costs an edge.
edge as normal for both. The Second Chance reroll does
benefit from exploding 6s if done after Push the Limit. HERETIC
This quality is incompatible with Prototype Transhuman
(CF 54). Cost: 8 Karma
Prerequisite: Must be able to summon spirits.

FORTUNE FAVORS THE BOLD Select a player-available magical tradition other than
Cost: 15 Karma your own and replace one of your tradition’s spirits with
Prerequisite: Mundane with 6.0 Essence and at least 5 the selected tradition’s equivalent (Combat, Detection,
Edge at the time of purchase of this quality. Health, etc). The spirit must be summoned in the manner
of the selected tradition and is treated as if it were
Luck is a fickle mistress. It gives and it takes away. But summoned by a magician of the selected tradition.
when you are bold enough to pay the price and keep However, your astral signature is still attached to it. This
going, even the scales rig themselves in your favor. means that you must resist drain with the attributes
After you burn one or more points of edge, the next of the selected tradition, not your own. Whether this
point of edge you buy will cost 5 karma regardless of its spirit has the Materialization or Possession, power is
actual cost. This quality is incompatible with Prototype determined by the selected tradition.
Transhuman (CF 54).
Gain 1 point of Notoriety that cannot be removed while you
have this quality. Members of either tradition might react

QUALITIES 38
negatively to your status as a heretic or appropriation of Every hit shaves off 20 minutes from the total time to a
their methods. Characters with this quality are unable to minimum of 20 minutes. You can also, at the cost of one
group initiate or partake in rituals with others awakened. Edge, change the skill of all your Cyberlimb Optimizations
This quality can be removed as if buying off a negative with a single Simple Action. This will not count towards
quality (ie: at the cost of 16 Karma), in which case the the cap of 1 change per day. The strain of this will cause
selected spirit is replaced by the original spirit for your 1P damage per full cyberlimb (max 4P), resisted by Body.
tradition.
In either case, the limbs stay this way until you go to
sleep, change your cyberlimb optimization or reboot
INTELLECTUAL LIAR
your cyberlimbs; at which point they will automatically
Cost: 10 Karma revert back to their original skill.
Those with social grace always seem to know how to
mislead people. You don’t have that grace, but what you MENACING PRESENCE
do have is the ability to conceptualize and analyze the Cost: 8 Karma
quality of a "creative truth", allowing you to approach the
problem from a different angle. Use the lower of Intuition You are one big, strong, mean looking fragger and you
or Logic to replace Charisma for Con tests. You cannot make sure everyone knows it. Whether or not you are
use the Seduction or Fast talk specialization while using capable of a truly intimidating conversation, your very
this quality. presence can cause people to drek their pants. The fact
that you can follow up on your threats and snap their
necks, further reinforces the idea that you are not to be
LET ME MAKE IT CLEAR
fragged with. Instead of Charisma, you can use the lower
Cost: 8 Karma value between your Body or Strength for Intimidation.
Use average Strength in case of using cyberlimbs.
While others might try to seem scary when interrogating
a target, you don’t even have to try. A calm explanation of
the consequences of disobeying you is usually all it takes. PLASTIC SOUL
When threatening to harm a captured, outnumbered, or Cost: 10 Karma
otherwise vulnerable character, you can substitute Logic Prerequisite: Mundane with Biocompatibility (CF 54).
in the place of Charisma for the purpose of Intimidate
tests. None can really take advantage of ‚ware as well as normal
folk. Awakened and Emerged lose their power, but your
average joe that didn’t win the universal lottery? They only
LIKE A TERMINATOR
gain it. You’ve installed so much ware into yourself that
Cost: 10 Karma there’s barely anything of "you" remaining. Whether it’s
Prerequisite: Mundane. through adaptation or the fact that you’ve got much less
to lose than the non-mundane folk, your body has grown
There is something about being cybered out that exceptionally accustomed to any form of intervention.
can unnerve people. You just happen to know how to You also gain the benefits of Biocompatibility (Bioware)
capitalize on it. For every full point of Essence missing, if you have Biocompatibility (Cyberware) and vice versa.
you get +1 dice to Intimidation tests if you can make
your cybernetic nature obvious (flexing some muscle
replacements, taking apart your arm to reveal the POLYMATH
shotgun inside, etc). So the next time you say "I need Cost: 8 Karma
your clothes, your boots, and your motorcycle” to some Prerequisite: Mundane with Jack Of All Trades, Master
ganger, you know they’ll immediately comply. of None.

You don’t have to be born with Magic or Resonance to be


LIKE THE BACK OF MY HAND
special. Sometimes lack of all these fancy stuff can give
Cost: 8 Karma you more time to expand on your skillset and skills do
Prerequisite: Mundane. pay the bills Chummer. You do not suffer the increased
Karma cost for raising skills above Rating 5 due to having
Nobody knows your chrome like you do. It is who you are. the Jack Of All Trades, Master of None quality (RF 147).
All that cyber technology knowledge went in one ear and This quality is incompatible with Specialist.
out the other, but how hard can it be to do some of your
own customizing on your own body?
RAISED BY THE TRIDEO
Once per day, you can change the skill of your Cyberlimb Cost: 4 Karma
Optimization (CF 87). This process takes 1 hour per limb.
The total time to change all your Optimizations can be Some get their education in a formal way: schools and
shortened with a single Hardware + Logic [Mental] check. colleges, others learn from the trade, yet others learn from
the streets...the hard way. You, the oddest one of them
all, learned from the trideo. Due to your TV addiction you
have gathered vast amounts of information ranging from
pop-culture to trivia to actual useful knowledge. You can

39 QUALITIES
Negative Qualities
buy Interest Knowledge skills at a rate of 2 for 1 during
character creation. After character creation, Interest
Knowledge skills receive a 1 Karma cost reduction for
each rank at 3 or higher. BUGGY CYBERWARE
Bonus: 2 Karma per Rank (Max Rank 4)
SPECIALIST Prerequisite: At least one piece of cyberware.
Cost: 7 Karma
Your cyberware has some kind of hardware fault that
Prerequisite: Mundane.
causes it to emit a low level electromagnetic noise. For
You’re gifted when it comes to learning the fine details each rank of this quality that you have, your cyberware
of a skill or trade. Your single-minded focus on learning generates 1 point of Noise that only affects you, your
the ins and outs of a topic has paid off big when it’s time augmentations and your gear. This noise can be reduced
to nerd out over something. You learn niche details and normally by noise reduction. If your cyberware is
applications of your pursuits with ease. All specializations removed, this quality must immediately be bought off in
after the first one in a given skill costs 3 Karma instead full. Buying off this quality assumes that you have fixed
of the usual 7. This quality is incompatible with Jack of All whatever hardware issue your cyberware had.
Trades, Master of None (RF 147).
BUTTER FINGERS
TACTICOOL MALL NINJA Bonus: 10 Karma
Cost: 6 Karma
They call you "butter fingers" because things always
Some people look good in casual, others in formal, yet tend to slip between your fingers. No matter how hard
others have a flair for some of the absurd fashion in the you try you just drop them. People around you should try
Sixth World. For you fashion, begins and ends at the to ensure you are not carrying any sensitive or volatile
military surplus store. Whether it’s tactical black or camo, equipment or maybe you should start wearing gecko
you can pull it off with ease. This allows you to impress gloves.
people who don’t know much about combat, but your
Whenever you attempt to Insert Clip (SR5 165), Reload
antics have no effect on people who are experienced in
(SR5 167), Throw, Catch or Quick Draw (SR5 165) anything
combat apart from getting sighs and eyerolls from them
or perform any similar action that requires fine handling
As long as you are dressed in a "Tacticool" way, you of an object with your fingers (decided by your GM),
gain a +2 dice bonus to all Social interactions with non- make a Composure (3) test. On a failure, you drop the
combat personnel. Your GM has the final say whether item near your feet potentially wasting an action. Gecko
you are looking Tacticool or not but the look generally grips or slings don’t help you from not dropping stuff, you
involves wearing multiple pieces of military gear such are that clumsy. Better be careful with live grenades!
as visible firearms with multiple attached accessories,
full body armor or other combat armor, tactical goggles, DWARFISM
military helmets, ballistic masks, gear access or holsters Bonus: 6 Karma
everywhere, etc. This quality is incompatible with
Thousand-Yard Stare (SL 181). You don’t have to be a Dwarf to be born on the small side.
Characters with this quality are on the small side of their
UNCOMMON SENSE metatype. They may suffer from actual SED (formerly
called Dwarfism) or simply an extremely small version of
Cost: 1 Karma
their standard metatype.
You are used to spending time watching videos about
Your size becomes one category smaller: Trolls become
the origin of memes or how much rolls of toilet paper
elf/human/ork sized, elves/humans/orks become dwarf
can fit into a Nissan Jackrabbit. You are known for
size, dwarves become gnome sized. Your walking and
your Uncommon Sense (and probably mostly useless
running speed multiplier also reduces by 1 (ie: Walking
knowledge). Once per run, you can get pretty useless but
becomes AGI x 1 and Running becomes AGI x 3 m/turn).
fun or interesting information from your GM.
This quality is incompatible with Neoteny (RF 121) or any
other quality that modifies movement speed multiplier
WORKED FOR THE MAN such as Satyr Legs (RF 118).
Cost: 1 Karma per Rank (Max Rank 5)
This quality can also be taken as a Metagenic Negative
You have done some work for the man in your early Quality (as part of SURGE) for the same karma bonus, but
Shadowruns and the work experience has honed you you cannot take this quality as part of both SURGE and
into the professional you are today. During character standard. If taken as a standard non-SURGE quality, this
creation, you gain 4000¥ per Rank of this quality. This can only be taken during character creation. In either
quality can only be taken during character creation. case this quality can never be bought off. It’s part of who
you are.

QUALITIES 40
GUN GREMLIN SPRITE BLOCK
Bonus: 12 Karma Bonus: 8 Karma
Prerequisite: 4 ranks in either Pistols, Automatics, Prerequisite: Technomancer.
Longarms, Heavy Weapons or Directed Energy.
You are unable to compile or register a particular type of
You are that lazy bum who never cleans their gun or sprite. This quality can be selected multiple times, each
perhaps you like to make mefeed videos of torture testing time for a specific type of sprite. Each time you pick
your firearms as a "gun review" and then uses the same this quality, choose a type of sprite. You cannot compile
gun during a Shadowrun. If your gun was alive, it’d hate or register that sprite while you have this quality. This
you with a passion! Whenever you engage in combat, quality can only be removed after a foundation run to
at the start of the first Combat Turn and then every the resonance realms, to find out the problem and then
alternate Combat Turn (3rd, 5th and so on), roll a single paying the required amount of karma.
d6. On a roll of 1, your gun jams or overheats. Unjamming

Positive Metagenic
or heat venting your gun takes a Complex Action.

MIND LIKE A SIEVE


Bonus: 2 to 6 Karma
Qualities
When "Creating a Changeling" (RF 103), depending upon
You have experienced something which has caused the class of SURGE chosen, characters get a balance of
major gaps in your memory. This could be anything metagenic Karma to use in selecting Positive Metagenic
from excessive exposure to Laés to repeated (or major) Qualities and balancing them with Negative Metagenic
physical trauma. This manifests itself as a -1 penalty to Qualities below. More Positive Metagenic Qualities can
all memory tests your make, for every 2 karma you gain. be found in (RF 111).
The quality can be taken up to three times, each time
with a cumulative -1 penalty. You can ignore this penalty
by spending a point of edge however you will not gain
ELECTROKINESIS
any other effects for it and you cannot spend more edge Cost: 5 Karma
on this roll.
Your body produces extra electrostatic energy.
Everyone’s hair always stands on end when you’re nearby.
MUTE You are immune to your own electrostatic energy. You
Bonus: 5 Karma can, however, harness this ability offensively. To strike
an intended target, you can use a Complex Action to
Being deaf or blind cuts you off from the world. This make a Ranged Attack using Agility + Directed Energy
quality cuts the world off from you. Due to a disease (Electrokinesis) [Physical], with a range of Body meters.
you’ve contracted, all manner of magical mishaps, or Alternatively, you can use a Complex Action to make a
just plain shitty luck, you do not have a functional vocal melee attack using Unarmed Combat (Electrokinesis) +
apparatus. You are unable to make any tests involving Agility [Physical]. Either type of attack causes electrical
speech, and cannot specialize in Speaking for any damage, with a DV of 8S(e) -5 AP plus net hits on your
language. This also prevents you from using any voice attack roll.
based ability such as relevant adept powers, command
based spells, etc. You can also use your innate electrostatic energy
defensively. If you are grappled or subdued by someone,
POP CULTURE WIZARD you can use a Simple Action to make a Unarmed Combat
or Directed Energy (Electrokinesis) + Body [Physical]
Bonus: 6 Karma
attack. The target grappling you cannot defend against
Prerequisite: Must have the Spellcasting active skill.
this attack and must resist a DV of 8S(e) -5 AP plus hits
(not net hits) on your attack roll. After using this quality
Most magicians get their magical training either from
to make an electrical discharge, you must wait for 15
sources like universities, religious institutes, shaman
minutes to recharge your energy before you can use this
lodges or for the less fortunate, from the streets. But
quality again.
you seemed to have picked up most of your "wizardry”
from pop culture sources like trid shows, AR comics and
tabletop RPGs. As such, you have formed an idea that to ELEMENTAL AFFINITY
cast a spell, you need a traditional wizard wand or staff Cost: 12 Karma
and must loudly chant some magical words. House Rule: Not allowed for SURGE I or II.

You cannot cast spells without using a Fetish. The Fetish You partially embody one of the four hermetic elements
must take the form of a plainly visible wand, staff, spell and your physical appearance reflects that. Perhaps
book or some other equally visible pop culture arcane your hair looks like fire, moss or wisps of air. Or maybe
spellcasting item. If you lose the ability to cast spells, your skin bears markings, such as having earthen, crusty
you must buy off this quality immediately. skin or sparkling, watery tattoos that move around. Or
perhaps your eyes glow red like fire or sparkle blue with
electricity. Usually changelings with elemental affinity

41 QUALITIES
bear such marks in multiple locations of their body that pet you and refuse to take you seriously until you display
makes it easy to identify their nature. While effects hostility. If you refuse this or correct them, the +2 will
aren’t magical, the origins are and thus your mystical immediately change to a -2.
appearance. Choose one of the four elements: Air, Earth,
Fire, Water. Electricity counts as Air, Acid counts as Earth FUNCTIONAL WINGS
and Cold counts as Water. You gain the following benefits:
Cost: 12 Karma
• You gain a +1 die bonus to all skill tests that involve House Rule: Not allowed for SURGE I or II.
your chosen element.
You have developed functional, full span wings. The wings
• Whenever you deal damage with your chosen can be feathery like a bird or leathery like a bat along
element, increase the damage by +1DV. with a few more physiological changes as part of your
semi aerial adaptation. While they don’t allow for flight,
• You gain a +1 die bonus to damage resistance tests the wings allow you to gently glide down from elevated
when resisting damage that is the same as your positions. The wings can be folded close to the body
chosen element. when not in use.

In addition, you gain the following benefits based on your As long as you are unencumbered or incapacitated, you
chosen element: can avoid Falling Damage (SR5 172) from any distance
with a Gymnastics (Freefall) + Body [Physical] (2) test. If
• Air: You can hold your breath for 90 seconds (30 you succeed, you start gliding down. While gliding this
Combat Turns) before needing to make any tests, way, you can choose to travel up to twice the distance
instead of the usual 60 seconds (20 Combat Turns) horizontally that you fall vertically. In one Combat Turn,
(SR5 137). You also gain a +1 die bonus to all Fatigue you fall 10 meters vertically and can move up to 20
tests (SR5 172) involving strenuous activity. This meters horizontally. You must always be moving from a
ability does not stack with Lung Expansion (CF 159). high point to a lower point. No gliding up!

• Earth: You gain +1 die bonus to your Body when Armor you wear needs to be specially tailored to
making damage resistance tests. accommodate for the wings, increasing the cost of all
armor (but not armor accessories or modifications) by
• Fire: You don’t suffer the secondary effects of Fire +50%. Characters with wings cannot wear armor with
damage. Chemical Seal (SR5 437). The wings cannot be hidden
and characters with this quality will normally incur
• Water: You gain a +1 die bonus and +1 Physical Limit social modifiers (Freaks sidebar, RF 123). This quality is
bonus when swimming. Your swimming speed also incompatible with any other quality or modification that
increases to 200% of normal. grants wings as well as Cyber Manipulators or Shiva Arms
(RF 118).
However, having affinity with a single element puts
your body at elemental imbalance. You also suffer the SLIME GLANDS
following penalties:
Cost: 1 Karma
• You suffer a -1 die penalty to all skill tests that involve
The character has developed cutaneous mucous glands.
the other elements.
The character gains +2 dice bonus to Escape Artists
• When you suffer elemental damage from any of tests. Additionally, when making defense tests to avoid
the other elements, increase the damage by +1DV being Subdued (SR5 195) or Clinched (RF 119) as well as
(before damage resistance test). tests made to escape Subdue or Clinch, the character
gains a +2 dice bonus. If the character has the Natural
Venom quality (RF 117), the venom can be secreted as a
FLUFFY FEATURES Contact Vector Toxin via the cutaneous slime.
Cost: 8 Karma
The character leaves slime wherever they go. Not a lot, but
You have developed features traditionally associated just enough to be noticeable and disgusting. Characters
with cute and fluffy things, whether it’s like a cat, dog, with this quality will normally incur social modifiers
bunny or a fluffy moth. Something about you makes (Freaks sidebar, RF 123). Moreover, any test to Clinch,
people view you with puppy dog eyes; they want to pet Subdue, Climb and maintain a grip on things is made at
you, touch you or nuzzle you. Any features you choose a -2 dice penalty. It’s also almost impossible to not leave
to display are cosmetic only and provide no mechanical some genetic marker behind. Matrix Search tests and
benefit unless an appropriate quality is also chosen. You other tests to identify or locate the character are made
suffer a -3 modifier to Intimidation, but you gain a +2 with a +1 die bonus. This quality is incompatible with
modifier to Etiquette, Con and Negotiation tests made in Dermal Alteration (RF 113) or artificial skin modifications,
a non-aggressive manner. but is compatible with other natural skin modifications
such as Dermal Deposits or Defensive Secretion (RF 114).
However, the +2 modifier comes at the cost of being
spoken to like a cute snuggly animal. NPCs will want to

QUALITIES 42
Negative Metagenic
Actions. On the plus side, you gain +2 dice bonus to all
Animal Handling tests made against non-hostile critters.
Shapeshifters and creatures using a spell to assume a
Qualities critter form are unaffected. This quality is incompatible
with Critter Spook (RF 120).
These qualities are the price for those cool advantages
of the Positive Metagenic Qualities. While these qualities
are intended to be the dark side of SURGE, they can also DEMONIC FEATURES
be taken by characters looking for a little extra flavor Bonus: 6 Karma
from their character’s background, such as mysterious
mutations or the side effects of gene therapies. See (RF You have unfortunately developed multiple features that
119). resemble demons as portrayed by many cultures. The
features can be fangs, horns, wings, tail, etc. Whatever
they may be, they are cosmetic only, and provide no
BRACHYCEPHALIC SYNDROME mechanical benefit unless an appropriate quality is also
Bonus: 15 Karma chosen. Characters with this quality will normally incur
social modifiers (Freaks sidebar, RF 123) as well as the
Characters with this quality have a nose similar to an old effects of the Distinctive Style quality (SR5 80).
flat vid villain, snake or pug. Due to this deformity, they
have trouble breathing, can’t keep a partner for snoring It also causes the character to suffer the Hostile (SR5
and wheezing, and physical activity is more difficult for 140) social modifier when encountering any religious
them. NPCs. The NPC may outrightly refuse to deal with this
character or even act with hostility. If drawn into combat,
The character takes a -2 dice penalty to all Physical such people may attack the character first (to remove
Active Skills. The character also suffers an added -1 dice the apparent evil).
penalty to olfactory Perception tests. Finally, fatigue
DV from running (SR5 172) is increased by a cumulative
+1S, every time you make a fatigue resistance test for DIURNAL
running. Characters with this quality will normally incur Bonus: 4 Karma
social modifiers (Freaks sidebar, RF 123).
A character with this quality has a short circadian
rhythm. While most people are diurnal, they can still
CRITTER MAGNET function at night. This character cannot. As soon as
Bonus: 6 Karma the sun sets, they start feeling sluggish and sleepy. All
Mental attributes are reduced by 1 during night hours
You would think that animals liking you would be a good (after sunset, before sunrise) due to weariness.
thing. Well it’s not! It’s not like they just sit by you and
chirp, meow, bark or whatever. They see you, and you are
their best friend. They’ll climb all over you, sit in your hair, DUAL NATURED
your shoulder or rub against you. They won’t leave you Bonus: 15 Karma
alone! So get used to it, Disney Princess.
You may have had the genetic potential to awaken, or
Any non-hostile, non-aggressive critters that are within you may have some genetic drift from a dual-natured
10 meters of you are drawn towards you and want to species, but for whatever reason, something went
snuggle. The critters will follow the character for 5d6 terribly wrong. You exist as a permanent dual-natured
minutes or until either they are made hostile, they run being. You do not gain a Magic attribute if you already
away or they are killed. Don’t expect these critters to lacked one. Hence if you are mundane, you still count as
reliably protect you in a fight. Small critters will run away a mundane. Technomancers also retain their Resonance
if they get attacked or are otherwise frightened while and still count as technomancers. You’re at best a magical
large critters may go berserk and become hostile towards oddity, and at worst a victim of astral threats. But you
random characters (up to GM), which may include you if now possess the Dual Natured critter power (SR5 395) as
you are the attacker. an always on, permanent effect. On the bright side, you
may train in the Assensing and Astral Combat skills with
While undoubtedly adorable, the presence of the Karma as normal, if you could not previously. This quality
constant attention seeking animals is very distracting. by itself does not grant you the ability to use foci.
For every critter that is enamored by you and is following
you, it will inflict a cumulative die penalty to all your Skill EXCESSIVE MOLTING
actions that doesn’t involve Animal Handling. The penalty
depends on the size of the critter. -2 dice penalty per Bonus: 10 Karma
large critter (bear, big cat, bovine, moose, etc). -1 die
You shed your skin, scales, or fur with alarming regularity.
penalty per medium critter (cat, dog, fox, etc) and -1 die
The process is uncomfortable and happens during days
penalty for every 5 small critters (rats, rabbits, most
least predicted. At the beginning of each run, you must
birds, etc) or a swarm of non-hostile insects (butterflies,
make a Body (2) test to see if you start molting. If you
moths, etc). Pet critters that have been trained in at
fail this roll, you suffer a -1 die penalty to all skill tests
least one trick (HS 184) by you don’t penalize your
for the length of the run due to discomfort of your skin

43 QUALITIES
slowly molting throughout the entire run. In addition, social modifiers (Freaks sidebar, RF 123).
your skin requires special care and maintenance to avoid
infections, increasing your lifestyle cost by +25%. On the plus side, if you have the Fangs quality (RF 115),
the Accuracy of your fangs is improved by +1. This quality
is incompatible with the bioware modification Muzzle (CF
INTERMITTENT HIBERNATION
121).
Bonus: 8 Karma

Your genetic template includes something that enters NECROTIC FLESH


regular hibernation, unfortunately, that’s crossed with Bonus: 8 Karma
your metahuman DNA, leading to a massive appetite and
outrageous sleeping habits. You suffer a 10% increase You embody death and decay, creatures that feed on
in lifestyle costs, and lose one Downtime Slot (See carrion regularly call you their home. You resemble
Downtime House Rules) per month. something akin to a traditional, decomposing zombie
with a stench of decay. Only the strongest of will and
stomach can take more than a short conversation in
LIVING HAIR
your presence. Any person within conversation distance
Bonus: 4 Karma of you will need to take a Composure (2) test to remain
in your presence. If they fail, they will move away from
Your hair is made up of tendrils, tentacles, snakes or you out of disgust and you will suffer an additional -3
some other wriggly things (up to you). It flows and moves dice penalty to all Social tests against that person. Your
like a living organism and while you have limited control necrotic flesh makes healing difficult as your own immune
over it, it also seems to have a mind of its own, acting system fights off any attempts to heal. All Healing tests
involuntarily based on your subconscious. performed on you, including natural healing are done at
a -3 dice penalty.
Your hair can hold onto items but it has difficulty with
fine manipulation. Apply a -6 dice modifier to any On the plus side, you feel less pain and can ignore two
attempt at fine manipulation of an object with your hair, additional boxes of damage when calculating Wound
such as pressing a button, pulling a trigger or making an Modifiers (SR5 169). Characters with this quality will
attack. Your Living Hair has an effective Strength and normally incur social modifiers (Freaks sidebar, RF 123).
Agility equal to half the character’s unaugmented values
(rounded down) and a Reach of -1. Living Hair does not
provide any extra attacks. If you have the Natural Venom REPTILIAN AUDITORY APPARATUS
quality (RF 117), the venom can be administered via Bonus: 5 Karma
stinger cells at the end of your Living Hair as an Injection
Vector. The character no longer has earlobes common to
metahumans. Instead, their auditory organs formed like
Physical or emotional stress can cause your Living Hair those of a lizard. They cannot wear eyeglasses, for they
to react unpredictably, forcing you to make a Composure have no ears upon which to rest the temples. However,
(3) Test (SR5 152). Failing the test will cause the hair to a metahuman is not a lizard and though the hearing of
lash out and try to attack anyone nearby (preferably the a reptile is generally known to be rather good, it doesn’t
cause of the stress), injecting any venom if available. translate well for the character.
The hair doesn’t suffer from the -6 dice penalty and has
6 ranks in Unarmed when making this attack. This can Any test involving hearing takes a -3 dice penalty. The
cause surrounding people to react negatively or with character’s hearing cannot be repaired or corrected
outright hostility. (even with cyber ears) due to the internal differences of
a normal metahuman ear and the character’s. Characters
Characters with this quality will normally incur social with this quality will normally incur social modifiers
modifiers (Freaks sidebar, RF 123). However, when making (Freaks sidebar, RF 124).
an Intimidation test, you don’t suffer from Freak Modifiers,
instead you gain a +1 dice bonus as long as your Living SPIRIT BLIGHT
Hair is fully visible. This quality is incompatible with any
other natural or artificial hair modifications such as Bonus: 10 Karma
Feathers (RF 120) or Mood Hair (RF 121).
For some reason, you are an anathema to all spirit kind.
Similar to Spirit Bane (SR5 85), a character with this
MUZZLE quality really pisses off spirits, of all kinds. Any spirit
Bonus: 4 Karma within five meters of the character, that has not been
summoned by them, reacts with hostility towards the
Your nose and lips are much closer to that of an animal. character. Spirits will always use lethal force against
Your jaws are elongated, making your mouth look like characters with the Spirit Blight quality.
an animal muzzle. This slightly impedes your ability
to speak, such as having difficulty pronouncing some A character with this quality has a difficult time summoning
words. Any Skill Test involving speech takes a -1 die or binding spirits and in combat an opposing spirit will
penalty. Characters with this quality will normally incur seek her out and attempt to destroy the character first.

QUALITIES 44
The character suffers a -2 dice pool modifier to summon Armor you wear needs to be specially tailored to
or bind spirits. If the character tries to banish a spirit, the accommodate the wings, but since your wings are
spirit receives a +2 dice pool modifier for resisting their small and shriveled, this does not increase the cost or
attempt. Spirit Blight is compatible with the Spirit Bane availability. Characters with wings cannot wear armor
quality and the penalties stack. with Chemical Seal (SR5 437). The wings cannot be
hidden and characters with this quality will normally incur
STUBBY LEGS social modifiers (Freaks sidebar, RF 123). This quality is
incompatible with any other quality or modification that
Bonus: 10 Karma grants wings as well as Cyber Manipulators or Shiva Arms
(RF 118).
Instead of normal leg length, the character has stubby legs
resulting from skeletal dysplasia. The character suffers a
-1 penalty for the Athletics skill group. Additionally, their
movement speed is halved. This quality is incompatible
with any other quality that modifies movement speed.

TRANSLUCENT SKIN
Bonus: 10 Karma

This is like albinism, but worse. Instead of a simple lack


of pigment, the skin is translucent. The veins of the
character are clearly visible, giving their skin a blue tint.
Like an albino, their skin and hair have a complete lack of
pigment, resulting in pink or crystal blue irises and bright
red pupils with pure white hair.

They face a Weak Glare penalty (SR5 175) to all actions


when working in regular indoor lighting or an overcast
day, and a Moderate Glare penalty when working on a
sunny day. All other Glare modifiers are increased by one
level. Normal compensation methods work to mitigate
the modifiers.

Due to the lack of protective pigmentation, they suffer


sunburn more quickly and harshly. Halve the duration
between resistance tests when exposed to the sun for
extended periods and increase the base DV by 1 as per
the Sunburn rules (RG 147).

Characters with this quality will normally incur social


modifiers (Freaks sidebar, RF 123). This quality is
incompatible with Albinism (RF 151) or any other natural
or artificial skin modification.

VESTIGIAL WINGS
Bonus: 10 Karma

Instead of functional wings, you have developed vestigial


wings. The wings can be feathery like a bird or leathery
like a bat. They don’t have any mechanical benefits and
are instead shriveled up, crooked structures that are
more of a hindrance that get in the way. They are very
sensitive and easily damaged, causing significant pain
due to intact nerve endings. You suffer a -2 dice penalty
when resisting damage to the torso from Called Shots
such as Shoulder/Upper Arm, Sternum (RG 114) and Vitals
(SR5 196).
Art: Elly

45 QUALITIES
CODES OF HONOR
The codes listed below can be used with the Code of heartfelt apology.
Honor negative quality (SR5 79).
CYBER SAMURAI’S LAWS
CODE OF LADIES & GENTLEMEN Requirement: At least 3 essence worth of augmentations.
(OR THEYDIES & GENTLETHEM)
Requirement: At least 4 ranks in Etiquette with High • First Law: You may not kill non-combatants, or
Society specialization. Incompatible with Uncouth or through inaction allow non-combatants to be killed.
Uneducated. You may not accept jobs which violate this Law. This
law supersedes all other Laws.
It seems today people have forgotten such silly things
as refinement, tactfulness, and respect. As a person of • Second Law: You must complete a job once you give
wealth and taste (or one who aspires to being one, as your oath and your word to an employer, even if your
it were), you must send an example for those of less team is inclined towards betrayal, unless doing so
fortunate backgrounds, lacking your education and requires the violation of the First Law.
savoir-vivre.
• Third Law: You may not allow a teammate to be killed
• Firstly, when meeting someone, always fully during a job, through action or through inaction,
announce the name that you wish to be known by unless doing so violates the First or Second Laws.
and any titles you hold that might give clout to your
arguments in the current setting. That is as true in A follower of this code loses 1 Karma from their run
the ballroom as on the battlefield. A true adherent rewards, per tenet broken.
of the code will never attack anyone they have not
introduced themselves to first.

Restriction: You may never use ambush tactics. If you


haven’t introduced yourself before initiative has been
rolled, you must spend a complex action on your first
pass to introduce yourself properly and in a formal way
before you can do anything else.

• Secondly, never grace people who throw petty


insults at them with their attention. If met with such
a person, you are to thoroughly ignore them, unless
they have made a clear attempt to cause harm to
your body or that they make an apology.

Restriction: You must never fail a composure test against


insults.

• Thirdly, you must never be so crass as to denigrate


someone on something that can’t be helped. By this,
Art: Zombono

we mean that you shall never stoop so low as to insult


someone based on their body, race, metahumanity,
gender, class or country of origin.

Restriction: You must not have the Prejudiced negative


quality.

• Lastly, you must never mislead someone romantically,


and never use love as a weapon against anyone, for STRAIGHT EDGE
romance and courtly affections are the most sacred Lead a healthy lifestyle and strive for clean-living and
values of our kind. positivity in this bleak world.

Restriction: You may not use seduction, during a job. Restrictions:


This includes the Con(Seduction) specialization, but not
Con in general. • Abstain from addictive substances such as BTLs,
Drugs, etc (anything covered by the Addiction
A follower of this code loses 1 Karma from their run negative quality).
rewards, per tenet broken. They also incur a -1 dice until
the end of the run or until the wrong party accepts an

CODES OF HONOR 46
• Avoid substance dependency like alcohol, caffeine, THE NECROMANCER’S CODE (LA CATOPHILE)
nicotine, etc (any substance covered by the Requirement: Necro Magic tradition (FA 82) or Possess
Dependents negative quality). the Necromancy Art (SG 143).
• Only nourishment has to come from a vegan diet • Show nothing but respect for the dead. Do not defile
(+10% monthly Lifestyle cost). their former vessels, nor rob their belongings. When
interacting with spirits of the Dead, show humility and
• Do not engage in meaningless sex outside of caring
respect. When gathering materials to summon them,
relationships.
take them sparingly and refrain from disturbing final
resting places.
A follower of this code loses 1 Karma from their run
rewards, per tenet broken.
Restriction: You must never loot or financially profit from
dead bodies. You can only procure bodies for purposes
SUPERMEN’S CODE of Necro Summoning.
Contrary to the name, one does not have to be a man
to follow this code. Superior men understand that • Revere the Underground: to quote Hermes
excellence, both athletic and intellectual, is the ultimate Trismegistus, “As Above, So Below.” While many flock
moral virtue. It demands that its adherents pursue self- to the pleasures of the Above (the Matrix, express
improvement of all kinds relentlessly, and sees weakness transportation, and the like), we tend to that which is
and reliance on others as inherently sinful. While not unseen by the uninitiated. Relieve yourself of worldly
opposed to working with teams, the code forbids any luxuries to focus on the inevitable silencing of all
interference in another’s heroic journey. If an aspirant is things.
to fail, they are not strong enough to succeed, and they
must toil through the lessons of that failure until they Restriction: You must never live above a low lifestyle.
grow strong enough to overcome them.
• Act in Service to La Danse Macabre: Death is the
Restrictions: great equalizer, inescapable by even the mightiest of
dragons. Follow Death and bear his Mask with pride,
• An aspirant will never accept a beneficial leadership and in doing so, you will find comfort in his eventual
or teamwork test from another creature. Tools, embrace. Never attempt to rob from Him that which
spells, adept powers, and other effects that provide he has already embraced. Note that this does not
teamwork bonuses to oneself are allowed. At GM necessarily permit violence towards our fellows,
discretion, a teamwork test that does not involve only that we shall lead their souls to the Great
direct assistance may be allowed. Underground when it is their time.

• An aspirant will never accept any healing from Restriction: Never stabilize or heal anyone while they
another creature beyond stabilizing. Trauma patches are in Physical overflow and dying (including yourself).
and the like are allowed by the code, for the dead
cannot grow, but any additional nursing of health A follower of this code loses 1 Karma from their run
past overflow, besides self-care, is prohibited. rewards, per tenet broken.
Autonomous healing systems are treated as tools as
per the first tenet.

• An aspirant will always attempt to resist spells,


alchemical preps, and similar effects cast on him
by others, including beneficial effects. Beneficial
spells cast by oneself, one’s own spirits, or one’s own
alchemical preps are allowed.

• An aspirant must always push for self-improvement.


Every month, he must spend at least one downtime
slot on Training.

A follower of this code loses 1 Karma from their run


rewards, per tenet broken. If the follower fails to resist a
beneficial spell or is medicated against his will, he suffers
a cumulative -1 dice pool for the remainder of the run.

47 CODES OF HONOR
SHAPESHIFTERS
CERVINE PACHYDERM
Priority Cost: 10 Karma Priority Cost: 30 Karma
Karmagen Cost: 110 Karma Karmagen Cost: 170 Karma
Special Atts: A(7), B(5), C(3) Special Atts: A(4), B(2), C(0)

Deer shapeshifters can be found all over the world in Pachyderm shifters range from rhinos to hippopotamus
different types of habitat, from savannah to deciduous and even small elephants. They are found in savannah
forests and even tundra regions. Cervid shifters in North and tropical regions of the world, primarily in Africa and
America range largely from sitka deer to elk and moose. parts of Asia. Needless to say, they are very well built
They are generally found in boreal forests with colder and tough. Due to their naturally large size, they can only
climates, most common in the northernmost part of the assume the metahuman form of a troll.
UCAS and farther. The majority of Cervid shifters find
comfort in tight knit groups that travel together. Cervidae
come in many shapes and sizes and their metahuman
forms run the gamut of metahumanity, with dwarves
being the rarest.

CROCODILIAN
Priority Cost: 20 Karma
Karmagen Cost: 160 Karma
Special Atts: A(4), B(2), C(0)

Crocodilian Shifters first became popular when a member


of "Crunch Time”, an alligator shaman group determined
to protect the everglades, went and turned into one on
an attack on a Shiawase research center built too close
to the glades. Before then, there were only unconfirmed
reports of alligator shifters in South America. Crocodilian
shifters can range from alligators to crocodiles to
gharials.

SHAPESHIFTER ATTRIBUTE TABLE


Shifter Bod Agi Rea Str Cha Int Log Wil Edg Mag Initiative
Cervine 1/6 3/8 1/6 1/6 1/6 2/7 1/5 1/4 1/5 1 +2D6
Racial Traits: Goring Horns (RF 115), Low-Light Vision, Shift (Metahuman Form), Uneducated, Movement
(x2/x5/+3m).
Crocodilian 5/10 1/6 1/5 6/11 1/3 2/7 1/4 1/5 1/5 1 +1D6
Racial Traits: Bark Skin (RF 113), Cold Blooded (RF 120), Low-Light Vision, Natural Weapon (Bite: DV (Str
+5)P, AP -3, Reach 0) (Tail: DV (Str)S, AP 0, Reach 1), Shift (Metahuman Form), Uneducated, Movement
(x1/x3/+1m), Swim (Str x2/+4m).
Pachyderm 7/12 1/5 1/5 8/13 1/4 1/5 1/4 1/5 1/5 1 +1D6
Racial Traits (All): Low-Light Vision, Shift (Metahuman Form: Troll)*, Uneducated, Movement (x1/
x4/+2m).

Elephant: Larger Tusks (RF 116), Proboscis (RF 117), Rhino Hide (RF 114).
Hippo: Natural Weapon (Bite: DV (Str +4)P, AP -2, Reach 0).
Rhino: Goring Horns, Rhino Hide.
* = Pachyderm shifters can only buy Troll or troll metavariant as their metahuman form, at the usual
Karma cost.

SHAPESHIFTERS 48
SOCIAL MANEUVERS
DEMORALIZE or defense test (whichever comes first) before the end
You make a statement that utterly demoralizes the of the current Combat Turn. Distract only works if you
enemy. As a Complex Action, make an Intimidation + and the enemy can see, hear and understand each other.
Charisma [Social] test. Any number of enemies you target Multiple uses of Distract don’t stack, only the highest
that can see, hear and understand you, must resist with penalty applies to a given test.
an Intimidation + Willpower [Social] or Composure (SR5
152) Test (their choice). For every net hit you get on ROUSE
an enemy, they lose 1 Initiative Score. Multiple uses of As a Complex Action, spend a point of Edge and make
Demoralize don’t stack in a single Combat Turn, only the a Leadership + Charisma [Social] (4) test. On a success,
highest penalty applies. choose one ally who has accepted you as their leader.
You must be able to see and hear each other. Before
DISTRACT their next Action Phase, the ally can have a single dice
You distract a single enemy causing it to make a mistake or roll they make, benefit from Push the Limit (uses your
allowing an ally to capitalize on an opening. As a Complex Edge attribute for bonus dice) or Second Chance (SR5
Action, make a Con or Performance + Charisma [Social] 56). The ally cannot spend their own edge on a dice roll
resisted by a Con + Charisma [Social] or Composure Test that benefits from Rouse.
(their choice), of a single target. Any net hits you get
acts as a negative dice modifier for the target’s next skill

Art: Conrad Atega (wildcard24)

49 SOCIAL MANEUVERS
SKYDIVING
MAKING THE JUMP SKYDIVING DICE POOL MODIFIERS TABLE
Skydiving involves making two Gymnastics (Freefall) + Condition Modifier
Body [Physical] tests, One for Parachuting and the other
for Landing. Both tests can be teamworked if multiple Teamwork* +total hits on teamwork
(up to skill ranks)
people are skydiving together, in which case only the
team leader makes the final skydiving test.Several Tandem jump* -2
factors modify the dice pool for this test. Using improper equipment -2
HALO jump (Jumps at over 30,000 feet) -2
PARACHUTING
LALO jump (Jumps at 1500 - 5000 feet) -2
After you take the jump, it’s time to open your parachutes
Active DNI or Mindnet** +2
and do your best to guide yourself towards the Landing
Zone (LZ). Make a Gymnastics (Freefall) + Body [Physical] * = Only applies to the team leader.
test. All dice pool modifiers from the Dice Pool Modifiers ** = Only applies when group or tandem jumping. Applies to each
member in DNI or Mindnet.
Table applies to this test. The threshold for this test is
determined by weather conditions. Follow the table
below to determine the threshold for this test. PARACHUTING TABLE
Base Threshold (Choose One) Threshold
If you meet the threshold, you succeed on your
Parachuting test. Any net hits above the threshold is Clear skies 2
added as a positive dice modifier to your Landing test. Light Rain or Fog 4
If you fail to meet the threshold, then you go wildly off
Heavy Rain or Fog 6
target. Determine the direction in which you go off target
using the Scatter Diagram (SR5 182) and the distance by Wind Modifier (Choose One) Threshold Modifier
(2d6 x10) meters. Light Wind No Modifier

If you glitch on this test, the threshold for your Landing Strong Wind +1
test increases by +1. If you critically glitch, your parachute Storm +2 to +8
system faces catastrophic failure and you fall towards
the ground at terminal velocity taking appropriate Falling
Damage (SR5 172) at the end of your fall. As long as you LANDING TABLE
have a backup parachute, you can attempt the test again Base Threshold (Choose One) Threshold
(SR5 49) at the usual -2 dice penalty even if you glitch
Sufficient Ground 2
(critical glitches must be downgraded to a glitch first,
by spending an Edge). If you run out of parachutes, you Insufficient Ground 4
better hope you have an edge or two, Chummer. Little to no Ground 6
Wind Modifier (Choose One) Threshold Modifier
LANDING Light Wind No Modifier
After you successfully or unsuccessfully make your
Strong Wind +1
Parachuting test, you must now make your Landing test
as you attempt to land on your LZ. Make a Gymnastics Storm +2 to +8
(Freefall) + Body [Physical] test. All dice pool modifiers Terrain Modifiers (Choose all that apply) Threshold Modifier
from the Dice Pool Modifiers Table as well as any net
Slippery Surface +1
hits from your Parachuting test apply. The threshold
for this test is determined both by weather conditions Rough Terrain +1
and terrain conditions (if any). Follow the table below to Weak Terrain (Thin ice, Glass, etc.) +1
determine the threshold for this test.
Hazardous Terrain (Fire, Spikes, etc.) Up to +10

Meeting the threshold means you have succeeded Inclined or Vertical Surface* +1 or +2
on your landing test and take no landing damage. Deep Water** -1
Congratulations! If you fail, you take damage equal to
* = Immediately after the Landing test, make a Gymnastics +
(Landing Threshold - Hits [Limit]) x 4 as Physical damage Strength [Physical] (3) Climbing test to not fall. Modifiers from the
with an AP of -4, resisted by Body + Armor. Climbing Table (SR5 134) apply. The GM may change the threshold.

** = Immediately after the Landing test, make a Swimming +


Strength or Body [Physical] (2) test to avoid drowning. The GM may
change the threshold. Reduce any landing damage by -4DV.

SKYDIVING 50
Art: Maga Gon (magasama)

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