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The Neon Anarchist Cookbook - GM Binder
The Neon Anarchist Cookbook - GM Binder
A
Homebrew Splatbook for Shadowrun 5th edition For primary use in the Neon Anarchy Living
Community (Playtest)
A uthors:
★ ★ ★
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 ★ ★
(msmisseeks) ★ ★ ★ ★
Talie Collins DominaVioletta /u/IcePhoenix0 Lunokhod Bobthegnoll Joshybones ★ ★ ★
★
Nash /u/Norkrak
R eviewers:
★ ★
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
L ayout :
Emily Nabutsu#1669
C hummer S upport :
Mirai ★ Marek
E ditors:
Dusk#1352 (/u/mitsayantan) ★ Emily Nabutsu#1669
Legal Disclaimer:
T
he Topps Company, Inc. has sole ownership of the names, logos, artwork, marks, photographs,
sounds, audio, video 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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Table of Contents
Gear 7 PERSONAL WEAPON MOUNT 15
Cyberware 7 Ammunition 16
BODYWARE 7 ARROWS 16
ANGEL SYSTEM [APPROVED 3.0] 7 ASSAULT CANNON AMMO 17
CYBERLIMBS 7 GREY METAL ROUNDS 18
CYBER MANIPULATOR 7 Grenades 19
CYBERLIMB ENHANCEMENTS 8 GREY MANA GRENADE 19
IMPACT PLATE [APPROVED 3.0] 8 Melee Weapons 20
HEADWARE 9 ARES SHOCK & AWE BUCKLER 20
CEREBRETRON [APPROVED 3.0] 9 HOOK SWORD 20
COMPUTER ASSISTED POLYGRAPH KRIME PORCUPINE SHIELD 21
INTEGRATION [APPROVED 3.0] 9 KUSARIGAMA 21
IMPLANTED RCC [APPROVED 3.0] 9 RENRAKU RAIJIN LIGHTNING SWORD 22
EYEWARE 10 SPINRAD INDUSTRIES TACTICOOL COMBAT
TARGET PREDICTOR 10 SKATEBOARD 23
Bioware 11 Ranged Weapons 24
CULTURED BIOWARE 11 ARES AVENGER MICROGUN [APPROVED 3.0] 24
NEURAL HARDENING [APPROVED 3.0] 11 ARES TEMPLAR SUPER HEAVY LASER
[APPROVED 3.0] 24
PERSONA BOOSTER 11
ARES EDISON TESLA CANNON 25
SECONDARY HEART 11
EVO PNEUMATIC GUNS 26
Nanoware 12
HK DOUBLE DEFENDER SHOTGUN [APPROVED
HARD NANOWARE 12 3.0] 28
TISSUE REPAIR SYSTEM 12 KRIME LEADSPITTER DBAR [APPROVED 3.0] 28
NANOCYBERNETICS 12 KRIME FACE MELTER 29
MICRO MANIPULATOR [APPROVED 3.0] 12 KRIME SHREDDER AUTO SHOTGUN 30
Armor Modifications 13 M134 MINIGUN [APPROVED 3.0] 30
COMPREHENSIVE SEAL 13 M240 RAMBO [APPROVED 3.0] 31
HARDPOINT 13 M249 SAW [APPROVED 3.0] 31
MECHANIZED EXOSKELETON 14
PERSONAL POWER UNIT (PPU) 15
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Table of Contents
TOKAREV TT-30 SPECIAL 32 MIL SPEC FRAME [APPROVED 3.0] 44
Weapon Accessories 33 MAGE PORT 44
GREY METAL PLATING 33 Magic 45
KRIME POWER DRAW 33 Adept Powers 45
SHOTGUN SUPPRESSOR [APPROVED 3.0] 34 BURST OF SPEED 45
SMART SHEATH 34 ELEMENTAL MISSILE [APPROVED 3.0] 46
Drugs 35 ELEMENTAL QUIVER 46
VENOMANCER 35 FORCE STRIKE 46
Programs 36 GROUND STOMP 46
ID10T 36 MAGIC MISSILE [APPROVED 3.0] 47
SENSOR LOCK 36 MYSTIC ARCHERY 47
Skillsofts 37 PREVISUALIZATION 47
SPECSOFT 37 PROTECT ANIMAL 48
Miscellaneous Gear 37 RAPID AIM 48
CYBERDECK MODULES 37 RICOCHET 48
MULTI-PROGRAM OPERATING RESONANT Mentor Spirits [APPROVED 3.0] 49
SYSTEM (MORS) 38
BLACKSMITH 49
MYOMERIC DATA CABLE [APPROVED 3.0] 38
BULL 49
ELEMENTAL ESSENCE 39
DRAGON 50
HAZARDOUS MAGICAL CONTAINMENT DEVICE
[APPROVED 3.0] 40 FOX 50
Parachutes 41 RHINO 51
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Table of Contents
[ELEMENT] BARRAGE 54 COILING DRAGON [APPROVED 3.0] 65
[ELEMENT] BLADE [APPROVED 3.0] 54 ETHERNET STRIKE [APPROVED 3.0] 65
[ELEMENT] TOUCH 55 FLOWING DRAGON [APPROVED 3.0] 65
Traditions 55 MOUNTAIN STANCE [APPROVED 3.0] 66
EPHEMERALIST TRADITION 55 ROLLING SNAKE [APPROVED 3.0] 66
TRADITIONAL EGYPTIAN RULES [APPROVED SWEEPING HOOK [APPROVED 3.0] 66
3.0] 56
Qualities 66
TRADITIONAL HERMETIC RULES 57
Expanded Mastery Qualities 66
Hermetic Elemental Path 57
BEAST BOND 66
Hermetic Metallurgy Path 57
DEDICATED ALCHEMIST 67
Hermetic Science Path 58
FLEXIBLE SPELLCASTER [APPROVED 3.0] 68
TRADITIONAL HINDUISM RULES 58
GUNSLINGER 68
TRADITIONAL OLYMPIANISM RULES 58
IN MY IMAGE 68
Hecate Path 58
KEYBOARD WARRIOR 69
Hero Path 59
LASER COMMANDER 69
Oracle Path 59
MORPHINE MASTER [APPROVED 3.0] 70
TRADITIONAL QABBALISM RULES [APPROVED
3.0] 60 PAIN TRAIN 70
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Table of Contents
FULL-AUTO EXECUTIONER 74
Gear
Eventually, science figured out a solution —if there are
Cyberware no dedicated nerves to plug into, why not make your
own? And so it happened. The Cyber Manipulators
BODYWARE require the user to possess a Datajack and use it to read
the user's inputs and then transfer them through
ANGEL SYSTEM [APPROVED 3.0] artificial nerve connections. They can technically be
Created by top brass in Ares, the Anti-Gravity mounted anywhere on the recipient's body, as long as
Emergency Landing (AnGEL) System is the most the location is relatively close to the spine. They can
futuristic piece of augmentation to come out of the take a multitude of shapes but regular cyberarms and
AAA in years, utilizing similar tech as the Anti-Gravity tentacle-like manipulators are the most popular.
Grenade (SL 65). Before Ares could cash in, the Cyber Manipulators count as full cyberlimbs (and thus
technology was stolen during a Shadowrun and leaked have a base STR and AGI of 3 each) but they do not
to the public. Even when the AAA clamped down hard provide extra Physical condition monitor boxes like
to remove the tech from the market, the schematics cyberlimbs usually do. They can take any cyberlimb
were already in the hands of the underworld and enhancements and accessories, as well as cyberimplant
shadow community who wasted no time in weapons, except Armor (SR5 457). Each Cyber
manufacturing their own versions, as a result of which Manipulator lowers your Social Limit by 1. You can
KE was quick to make the augmentation illegal. have a maximum of 4 Cyber Manipulators, any more
This bodyware is implanted in the subject’s torso, or and it overloads your nervous system. Cyber
more preferably, a Cyber Torso. The AnGEL system is Manipulators are incompatible with Shiva Arms (RF
too big to fit anywhere else, including cyberlimbs. 118) or any kind of Wings.
While unencumbered, , the user can activate the • “Brings a whole new meaning to armed and dangerous.” --
augmentation when falling as a Simple Action or as a Cyber Knight
-5 initiative Interrupt Action. When activated, the • “Does it mean I can finally be a Nartaki?” -- Jagganoth
implant creates a spherical field of reduced gravity • “I guess people can now cosplay as Doctor Octopus.” --
around the user, which is visually obvious as a Jawbreaker
spherical field of distortion, causing small things
around it to float.. The effect lasts for 1 Combat Turn (3 CYBERLIMB
seconds) per use. The user can fall up to 50 meters per
use, without taking any Falling Damage (SR5 172). ENHANCEMENTS
The AnGEL System comes with an internal battery that IMPACT PLATE [APPROVED 3.0]
can hold three charges. Each use of the AnGEL System
consumes one charge. The battery itself is cutting edge Impact plates are steel plates implanted into
tech, using microparticles made from rare earth metals. cyberlimbs, at points normally used for combat such as
The battery regains one charge per hour when plugged the end of fists, elbows, knees and feet. They can be
in to a power source. installed in full or partial cyberarms and legs, as well as
cyberhands and feet. Each cyberlimb can only have
Wireless: The AnGEL System recharges by one impact plate. Each impact plate improves the AP of
induction, regaining one charge per six hours of your unarmed damage by -1 and each pair of plates
wireless-enabled time. also increases your unarmed DV by 1; up to a
maximum bonus DV of +2 and AP of -4. Impact plates
CYBERLIMBS must be installed in cyberlimbs and cannot be
implanted directly into flesh. They count as cyberlimb
CYBER MANIPULATOR enhancements, not implanted weapons, as they modify
For decades now, cybertech designers were trying to base unarmed damage. Impact plates are incompatible
answer the almost ancient demands for extra arms. One with Bone Lacing (SR5 454), Bone Density (SR5 459)
thing was always, obviously, standing in the way: the and Striking Callus (CF 121).
lack of nerve connections to plug a cyberarm into.
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“Does it make cyberlimbs even cooler now? Yes. Does thought processes of the connected brain. It has
it make me wish I’d have chopped off my arms and safeties that prevent it from killing the brain even when
gotten cyberlimbs? No.” -- Jawbreaker it takes Matrix damage. It isn't connected to any areas
responsible for motor control or the body's
HEADWARE autonomous systems, so it can't be made to disrupt
these functions.
CEREBRETRON [APPROVED 3.0]
The metahuman brain excels at certain areas of COMPUTER ASSISTED
cognition, but falls woefully short in others. The POLYGRAPH INTEGRATION
practices of cyberware neural interfacing and [APPROVED 3.0]
implantation of commlinks are nothing new. The The CAPI is a computer with sensors that can analyze
integration between thought processes and machine minute cues in facial expressions, body language and
computation has, however, been at a relatively shallow voice of a target. It then cross-checks them with
level...until now. Cerebretron is a dedicated mental thousands of psychological profiles and case studies
coprocessing computer implanted on the inner side of that have been stored in its memory to inform the user
the skull or into a cyberskull. Comprehensively of the target’s state of mind. Add CAPI’s rating to your
connected to many significant areas of the brain, such Social Limit as well as a dice pool bonus on Judge
as the cerebral cortex and hippocampus, information Intentions tests (SR5 152). With CAPI’s help, you can
processing tasks and memory recollection can be use Judge Intentions to oppose any Con skill tests
delegated to the computer by the brain. Add instead of having to use Con.
Cerebretron’s Rating to your Mental Limit as well as as
a dice pool bonus to your Knowledge, Language, and IMPLANTED RCC [APPROVED 3.0]
Memory tests (SR5 152). Cerebretron is incompatible Simply put, it's a Rigger Command Console that has
with Mnemonic Enhancers (SR5 460).
been miniaturized and implanted into the body. Great
Wireless: Cerebretron expands its processing for riggers who don’t want to lug around a briefcase.
capability through the Matrix and uses heuristic
algorithms in its influencing of thought processes to the EYEWARE
point where it increases the overall capability of the
user's brain. Select one of the four mental attributes per
TARGET PREDICTOR
rating of Cerebretron (LOG, INT, CHA and WIL). Each The Target Predictor augments a Take Aim action (SR5
of the selected attributes is augmented by 1. You can 166), allowing you to reduce penalties from the
reconfigure your selection(s) as a Complex Action at Situational Modifiers Table (SR5 176) that are not
any time. At Rating 4 all four of your mental attributes Called Shots, by a total of 3 (in addition to standard
are augmented by 1 each. While wireless, Cerebretron benefits of take aim). This would apply to the next
can be hacked to insert false memories, delete its attack you make with the weapon you aimed with.
internal storage, or disrupt the Target Predictor is incompatible with Adept Centering
(SR5 325) or Heightened Concern (SSP 23) Adept
power. Credit: /r/ALightInTheDark
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CYBERWARE
Bodyware Essence Capacity Availability Cost
AnGEL System 1 [6]* 16F 40,000¥
Cyberlimbs Essence Capacity Availability Cost
Cyber Manipulator 1.25 15 8 20,000¥
Cyberlimbs Enhancements Essence Capacity Availability Cost
Impact Plate - [1]** 4 400¥
Headware Essence Capacity Availability Cost
Cerebretron (Rating 1-4) Rating x 0.25 [Rating]^ Rating x 5 Rating x 20,000¥
Computer Assisted Polygraph Integration (Rating 1-3) Rating x 0.1 [Rating] Rating x 3 Rating x 6000¥
* = Torso only. ** = Cyberarms, legs, hand and feet only.^ = Partial or full cyberskull only.
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Bioware SECONDARY HEART
This implants an additional synthetic heart with
CULTURED BIOWARE reinforced actin and myosin. The new heart is
NEURAL HARDENING connected to all the major arteries and veins, providing
the body with boosted circulation and a backup in case
[APPROVED 3.0] the primary heart fails from one of many reasons. Each
An up-and-coming bioware that myelinates neurons rating of Secondary Heart increases the user's Body
with synthetic sheaths that make the signalling system attribute by 1.
more robust and resistant to pain, fatigue, etc. The
user’s stun condition monitor gains a number of extra In addition, the implant gives 1 extra damage box to
boxes equal to the rating of the bioware. your Physical Condition Monitor per rating of
Secondary Heart. These extra boxes do not stack with
PERSONA BOOSTER those obtained from Cyberlimbs. You must choose one
An extensive treatment that involves biosculpting, or the other.
implanting subdermal pheromone glands, and cerebral “This is going to do wonders to my cardio.” -- Ugly
implants. The result is both enhancing how others “Who says Orks cannot be space marines!” --
perceive you as well as your own perception of self. Jawbreaker
The user's Charisma is augmented by a number equal
to the rating.
BIOWARE
Cultured Bioware Rating Essence Availability Cost
Neural Hardening 1-2 Rating x 0.1 Rating x 6 Rating x 20,000¥
Nanoware
HARD NANOWARE
While you have sustained damage to your physical
condition monitor, Tissue Repair System will try to heal NA
TISSUE REPAIR SYSTEM you every minute, with a dice pool equal to its Rating x MIC
2 and a limit equal to its Rating. Every hit heals a box [AP
This Nanoware system circulates through the of their physical condition monitor. Tissue Repair
bloodstream, seeking out damaged tissues and System ignores all modifiers from the Healing This
repairing them. Each nanomachine acts as a Modifiers table (SR5 208) and does not need to meet a send
submicroscopic surgeon, equipped with a variety of minimum threshold of 2 before it can start healing. of n
tools to repair the cellular matrix. Every 60 seconds, clean
the nanomachines will scan your body for new This healing may only be applied to a character once dot w
physical injuries, then attempt to heal them, If the for that set of wounds, but the nanomachines will direc
nanomachines fail to fully heal your current set of continue to heal new physical wounds. If the character nano
injuries, it cannot heal them again, instead continuing is in Physical overflow, Tissue Repair System stops detai
to scan for new injuries. working till they have been stabilized first. Healing micr
from Tissue Repair System is incompatible with First
Aid or Magical Healing already applied to the Physical
Condition Monitor.
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The nanites can also etch or otherwise manipulate the surface on a nanoscale.
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 cleaning function, it also prevents you from leaving fingerprints of
the applied finger(usually the dominant index finger.) A Micro Manipulator grants +1 die and limit to Hardware tests.
NANOWARE
Hard Nanoware Rating Availability Cost
Tissue Repair System 1-6 14f Rating x 6000¥
* = Cyberarm/hand only.
HARDPOINT
Armor Modifications An improved version of Micro-Hardpoints (KC 73).
M
COMPREHENSIVE SEAL Hardpoints involve installing electronic plating,
magnetic mounting and remote control mechanisms
EX
The Comprehensive Seal is made of special materials using AR/VR. H ar
after years of R&D, whose inclusion further seals any An u
chemically sealed armor it's included in. It completely Hardpoints can be attached to CCOBs (KC 73) or to meta
cuts off the wearer's access to magic or resonance. any armor that can take the Chemical Seal armor hydr
When an Awakened or Emerged wears an active modification (SR5 437) such as the Urban Explorer to a
Comprehensive Seal, they're treated as if they didn't Jumpsuit (SR5 437), Ares Arctic Forces Suit (RG 77), Hard
have the Magic or Resonance attribute. This means the etc. The armor must be one that has an available, conn
Awakened or Emerged character cannot use any of accompanying helmet as per the rules for Chemical armo
their magical or resonance based abilities as long as the Seal. Hardpoints have internal as well as external Stren
seal is active. The experience is thus uncomfortable for components and are easily visible from outside. A don't
them. Any Awakened or Emerged character wearing single Hardpoint comes with a single slot, which can dama
an active Comprehensive Seal must resist Fatigue attach a single "Hardpoint Unit". Hardpoint Units can to ce
Damage as if in a Harsh Environment (SR5 172). The be attached to or detached from a Hardpoint by
seal can be activated or deactivated with a Simple making a Armorer + Logic [Mental] (4, 10 minutes)
Action. Extended Test, per Hard Point. A list of Hardpoint Units
can be found in this book.
The material hides the wearer's presence in the astral,
obscuring the wearer's aura, appearing as a nonliving ARMOR MODIFICATIONS
object, with a -8 dice penalty to assense them. The seal Modifications Capacity Availability Cost
blocks wireless signals while active, acting as a Comprehensive Seal [4] 16R 20,000¥
Faraday Cage for any wireless devices or persona
Hardpoint [4] 8 500¥
inside the armor. The wearer's voice, or any other
noises they make, can't be heard outside the armor
unless they broadcast it through a speaker provided
with the seal.
• “Imagine a mage being transferred between the prisons, put in a
hazmat suit with said seal. Yeah, it's going to hurt..” -- Lungmen
• “This sounds like a great modification for your space suit if you
are awakened and going to space.” -- Yokai
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Once installed, the exoskeleton provides a list of PERSONAL WEAPON
benefits:
• You gain 10 additional points of Recoil Compensation.
MOUNT
• Your Lifting/Carrying weight (SR5 152) is doubled. For this H ardpoint U nit
purpose, you may use the Strength and/or Body of the A Hardpoint can be fitted with a single Weapon Mount
exoskeleton if the value exceeds your Strength or Body. You from the Drone Weapon Mounts Table (R5 124). The
may also use the Strength of the exoskeleton to determine if you
biggest weapon mount that can be attached to a
can lift and carry a medium or heavy machine gun.
• You may use the Strength of the exoskeleton (instead of yours)
Hardpoint is Standard and weapon mounts attached to
to determine how many armor accessories you can wear as per
a Hardpoint cannot utilize a melee weapon. A character
Armor and Encumbrance rules (SR5 169). can attack with a weapon mounted to a Hardpoint on
• If the armor has the Restrictive feature (RG 59), the effect is their armor or CCOB using the rules for remote
ignored as long as the exoskeleton is attached to the armor. operated system Gunnery (SR5 183), using the
• You may use any two-handed melee weapon, Assault Rifle or Gunnery and a Complex Action. Attacks with a
Shotgun using one hand. You do not suffer any penalties for Hardpoint mounted weapon can be made while in AR
using a weapon in this manner. or VR. The character is still restricted to only one attack
• When making a melee attack, after a damage resistance test, you
per Initiative Pass, since the weapon is fired during the
may add half the Strength of the exoskeleton to the inflicted
initiative of the character. Hardpoint mounted weapons
damage value, only for the purpose of determining knockdown
(SR5 194). Likewise, when making a called shot Knock Down
can be reloaded as a Simple Action.
(SR5 195), you may add the Strength score of the exoskeleton to
Wireless: Gunnery attacks using a Hardpoint mounted
your own Strength score for the purpose of determining
knockdown. You may also use the Strength and/or Body of the
weapon can be made using a Simple Action instead of
exoskeleton to determine your Physical Limit, for purposes of
a Complex. Hardpoint mounted weapons can be
being knocked down. When making a Subduing Attack (SR5 reloaded as a Free Action.
195), you may use the Strength score of the exoskeleton instead
HARDPOINT
of your own Strength score for purposes of subduing, getting a
better grip on a subdued opponent or inflicting damage via Units
Hardpoint Unit Availability Cost
subduing. Needed
Mechanized
• “Now this. This is this kind of tech I've been waiting for. I'm 3 16R 25,000¥
Exoskeleton
already strong as is, but with this? Say goodbye to your
Roadmaster omae.” -- Knocks Personal Power
1 16R 16,000¥
Unit
UNIT (PPU)
1 Weapon
Mount Mount
Mount
H ardpoint U nit
A portable, self-charging power station attached to the
armor, about the size of a backpack. It generates
sufficient amounts of electricity to power small devices
many times over. Treat the PPU as if it's an unlimited
power source for the purpose of charging a small
device during a run. A single device that uses a power
source such as a Stun Baton (SR5 422), Peak-discharge
battery pack (RG 52) or a Renraku “Raijin” may be
connected to a single PPU using a 2m retractable cable.
When such a device is attached to a PPU, the device
regains charges as if plugged in to a power source.
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Ammunition
Damage from grey metal cannot be healed by
ARROWS Regeneration (SR5 400), but does not affect Superior
Regeneration (DTR 50). Grey metal heads cannot be
CAPSULE HEAD enchanted with magic but otherwise apply no penalties
Essentially a capsule round attached to a shaft. These to Awakened using them.
arrowheads can be applied to both arrows and bolts.
They are basically capsule rounds (RG 55) attached to
JAMMER HEAD
a shaft but use the range of standard arrows (not light The head is a miniaturized, Rating 3, impact activated,
pistols). A direct or grazing hit ruptures the capsule and Area Jammer. After hitting an obstacle or target, the
spills the toxin on the target. DMSO (SS 188) may be jammer head sticks to the surface (until manually
combined with any toxin in capsule arrowheads. removed) and is instantly activated. The jammer runs
Needless to say, once a capsule head ruptures, it cannot for up to a minute or until deactivated by the owner.
be reused. The arrow can be recovered and reused but needs a 3
hour recharge before the jammer can be reused.
Wireless: Once fired, the capsule arrowhead can be
detonated at any point in its flight path, using a Free Wireless: The jammer will not activate on impact and
Action. This spreads the toxin as a mist over a five instead can be wirelessly activated by the owner, at any
meter radius, covering anyone in that radius, after time using a Free Action.
which the toxin cloud disappears. Anyone covered by
“My advice: don't shoot jammer head arrows at
the toxin will suffer its effects, resolved normally. This
someone. They will throw it away afterwards. Other
mode requires the bow or crossbow to have a
than that, go ham.” -- Chip “Finally, my Hawkeye
rangefinder on it.
cosplay kit is complete!” -- Cyber Knight
GREY METAL HEAD
Grey metal is a Shadowrunner's favorite material of
choice against spirits, and it didn't take long after
plating melee weapons with it to put it on an arrow.
Grey metal arrowheads treat a spirit's hardened armor
as regular armor.
ARROWS
Item Acc DV AP Availability Cost
Capsule Head -1 -4 +4 2 5¥
ANTI-ARMOR Stun
ASSAULT CANNON AMMO These rounds have a heavy, steel core and tip, ensuring
You cannot use any Called Shots from Ammo EX
it rips through any and all armor. Anti-Armor rounds
Whammy (RG 115) using any of these rounds: downgrade Hardened Armor of any kind, into regular Thes
armor. Anti-Armor rounds do bonus penetration (-8AP) deton
against vehicles, drones and barriers. Anti-Armor Phys
rounds always do Physical damage against vehicles, the d
drones, barriers and creatures wearing non-hardened armo
armor; even if the damage would otherwise have been dama
converted to
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The DV increases by +1 at the end of each Combat “When was the last time you were out in the woods
Turn. Each subsequent attack with this ammo also with no way to light up your campfire? Problem
increases the DV of the ongoing fire by +1. solved. Load one of those Incendiary Rounds into your
Krime Cannon and set the world on fire.” -- Ace
SHOCKER
There is stick-n-shock and then there is this. The big “On one hand, I’m happy I can blast drek to
daddy of all shock ammunition, this delivers a smithereens with my Panter XXL. On the other hand,
significant amount of charge to stop a behemoth dead I’m worried I can no longer tank assault cannon
in its tracks. If the target is wet, standing in water or rounds with my manly cybernetic chest.” -- Jagganoth
made out of water, improve the DV by 2 and AP by -1.
Shocker rounds deal electric Physical damage.
ASSAULT CANNON AMMO - All prices are per 10 rounds of ammunition.
Item DV AP Availability Cost
Anti-Armor - -4/-8 15F 800¥
Grenades
GREY MANA GRENADE
Created by a person with a severe fear of the Awakened. This grenade releases an aerosol version of Grey Mana. It
has no effect on most creatures, but for Awakened, it can severely affect their magical abilities as Grey Mana
hampers their ability to channel mana.
When deployed, the Grey Mana aerosol in the grenade simulates a Mana Ebb (SG 32) Background Count of 3 in a
10m radius for 4 Combat Turns. Multiple overlapping Grey Mana Grenades don't stack in intensity.
• “Grey Mana is like a gift that keeps on giving.” -- Jawbreaker
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Melee Weapons
ARES SHOCK & AWE BUCKLER
Ares's take on the buckler is meant for those who know that a good defense is not a tradeoff on offense. This
reinforced buckler integrates a taser module that is activated upon hitting the opponent, shocking them. And thanks
to Ares's patented "hold to load" feature, you never need to worry about shocking yourself when you pick up your
gear.
When using this shield as an offensive weapon, it functions as a stun weapon. The taser shield holds 10 charges.
When attached to a power outlet, it regains one charge per 10 seconds.
Wireless: The shield recharges by induction, recharging one charge per hour.
ARES SHOCK & AWE BUCKLER
HOOK SWORD
The hook sword or the fu tao is a deadly weapon used by Chinese martial artists such as practitioners of 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 short swords are meant to be used one-handed in very close combat range and
are traditionally dual wielded. Uses Blades Skill.
• “What an elegant and beautiful weapon. I might have to find a joint that sells these.” -- Canary
• “The Chinese have got curved swords. Curved. Swords.” -- Cyber Knight
HOOK SWORD
Skill: Blades
The hooked blade can also be used to disarm an opponent when not slicing through their flesh. Each hooked
sword wielded, reduces Called Shot penalty by 1 for Called Shot (Blast Out of Hands) up to a maximum reduction
of 2.
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KUSARIGAMA
The Kusarigama is a novelty weapon, whose use in history is somewhat disputed. Popularised by ninja trideos, the
weapon is a sickle with a long chain at the end of the handle. A weight is attached at the end of the chain. Employing
this weapon requires the use of both hands, one for the chain and the other for the sickle. When made into a weapon
focus, both parts of the weapon are considered the same object, thus requiring only one focus. When using the
Special Modifications and Prototype Materials qualities (BTB 161, 160) to modify, the same modifications are
applied to both parts of the weapon.
• “It's nothing amazing as a weapon. It's a farming tool after all. And no, historical ninjas never used it. That’s some Hollywood bulldrek.” --
Yokai
KUSARIGAMA
Mode Acc Reach DV AP Conceal Avail Cost
Sickle 6 0 (STR + 2)P -1 +2 9R 500¥
The Sickle uses the Blades skill while the Weighted Chain uses the Flexile Melee skill.
Lightning 7 1 10P(e) -5 +2 - -
Ranged Weapons
ARES AVENGER MICROGUN [APPROVED 3.0]
The Avenger is a miniaturized gatling gun chambered in 5.56 rounds. The Light Machine Gun is compact and
lightweight, allowing it to be hip fired, while able to spit out 3000-6000 rounds per minute. Despite the gun being
briefcase sized (not counting the belt and any external ammo backpack), its damage potential is nothing short of a
top-of-the-line assault rifle. This gun benefits from Gatling gun suppressive fire rules (SL 41). Despite being an LMG
the Avenger uses Assault Rifle ranges. The gun is compatible with a Krime Pack (SL 45).
• “Put this on one of those Stuffer Shack motorized shopping carts and you have got the most American thing ever.” -- Cyber Knight
• “Dear Santa...” -- Jawbreaker
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ARES TEMPLAR SUPER HEAVY LASER
Acc DV AP Mode RC Ammo Conceal Avail Cost
7 10P -10 BA/FA - External source +10 26F 50,000¥
Range: Shotgun. Skill: Longarms. Mod Slots: Barrel/Side/Stock/Top/Internal. Standard Upgrades: Foregrip, Smartgun (internal).
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 penalty) simultaneously. Since the weapon has 2 barrels, double the cost of all barrel
modifications.
• = Doesn’t include the +1DV from Double Tap.
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KRIME FACE MELTER
Based on the technology of the Ares Super Squirter, the Krime "Face Melter" propels industrial grade acid towards a
target, melting barriers, armor, and the people underneath them. It is used primarily for breaches as an alternative to
the shotgun, and against heavily armored or shielded opponents. The Krime Face Melter is a two-handed weapon
that uses Flamethrower ranges. Each Acid Canister costs 80¥, has an availability of 12F and lasts for 10 uses.
• “Markets itself as a tool against barriers, but I can already see the gears turning in some people's heads on how to use this as a weapon 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 victims
of gang violence.” -- Hound
• “Not going to be fun if it gets widespread on the streets.” -- Job
Range: Shotgun. Skill: Longarms or Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Shock Pad, Krime
Loudener, Krime Offline Support Solutions, Krime Keeper.
Range: HMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun (internal) 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 normal on consecutive
Initiative Passes.
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M240 RAMBO [APPROVED 3.0]
The M240 Rambo is a modernized version of the old, US army M240 Bravo Medium Machine Gun. Chambered in
7.62x51mm rounds, this bad boy is a serious beast of war that has seen numerous battles since the mid-1970s.
Revived for the sixth world, this gun laughs at all other medium machine guns and even some heavy machine guns
in the market when comparing the gun's sheer offensive power for its weight. Not to mention it’s built so robustly, it
could likely survive a freefall from orbit. The gun is compatible with a Krime Pack (SL 45).
• “7.62x51mm NATO FMJ or steel core is no joke. APDS predictably turns this thing into a hole puncher. Nothing felt better than giving that a
squeeze on the range. Definitely recommend it to any fans of the big guns.” -- Sierra Julliet
M240 RAMBO
Acc DV AP Mode RC Ammo Conceal Avail Cost
5 12P -4 FA 4 100(belt) +10 15F 8000¥
Range: MMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Shock Pad.
Range: LMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun System (internal).
Underbarrel 4 9P -1 SS 2 1(ml) +0 - -
Range: Heavy Pistol. Skill: Pistols. Mod Slots: Barrel/Top/Side/Internal. The underbarrel shotgun can be fired using the Pistols skill, uses Shotgun
ammo, and has heavy pistol ranges.
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Veno
the b
work
Wireless: The Shotgun suppressor has a built in deve
Weapon Accessories Rating 2 microphone with Rating 2 Select Sound Filter Any
unre
and simple software. When wireless, the device
GREY METAL PLATING informs you via AR if your suppressor has detected the the o
(Melee and Unarmed Weapon Accessory) Metal sound of anyone nearby reacting to the sound of your
treated with the underground tech Grey Mana. One “Alle
suppressed shotgun. touch
day, the Grey brothers had a Eureka moment that
instead of protection against magic, what if grey mana SMART SHEATH winn
is forced into creatures of magic, with extreme (Melee Weapon Accessory) Normally sheathing of
prejudice. Gray Metal can be plated on any melee or a melee weapon takes a Complex Action. These
unarmed weapon (including cyberimplanted ones). sheaths have to be custom-made for a specific melee
Gray Metal weapons treat hardened armor from weapon (Blades or Clubs), having a reach no greater
Immunity to Normal Weapons as regular armor. than 2. The sheath allows the user of the compatible
Wielding a Gray Metal weapon as an awakened confer melee weapon to sheathe it as a Simple Action.
the same penalty as wearing Rating 3 Gray Mana
Integration as long as the weapon is carried. Wireless: The unsheathing of the weapon can be
Additionally, any weapon with Grey Metal Plating seamlessly integrated into making an attack as a single
cannot be turned into a focus. If it's already a focus, Complex Action.
then it cannot accept Grey Metal Plating.
WEAPON ACCESSORIES
• “This thing slices through spirits like a hot knife through butter.” Item Slot Avail Cost
-- Cyber Knight
Grey Metal Plating N/A +4R 1000¥
• “My, oh my, does this sound fun. If I were just a little crazier, I'd
charge down a spirit with a scythe plated with this. I can almost Krime Power Draw (Rating 1- Rating x
imagine the fear a security force would feel when their spirit ally N/A +2R
2)* 1000¥
gets cleaved in two with a single swing.” -- Pandora
Shotgun Suppressor** Barrel 9F 600¥
KRIME POWER DRAW
Smart Sheath N/A 12/td> 4000¥
(Krime Trollbow Accessory) Specially designed
as an aftermarket modification for the Krime Trollbow * = Reduces Concealability of the Krime Trollbow by +(Rating).
** = Shotguns only.
(SL 24), after troll customers complained it's not quite
trog enough. The modification improves the bow's
draw weight significantly, allowing it to pack more
punch when used by trolls at peak strength. Installing
Drugs
this mod improves the Rating of a Rating 12 Trollbow VENOMANCER
by an additional number equal to the Rating of the Vector: Ingestion
modification (up to a maximum of Rating 14). Arrows Speed: 10 minutes
must match the new Rating of the bow to ensure Duration: 18-Body hours, minimum 1 hour
optimal performance. Installing this mod makes the Addiction type: Both
bow harder to hide (+1 Concealability per Rating).
Effects: Reduces the Addiction Threshold and Drug
SHOTGUN SUPPRESSOR Interaction roll (CF 193) of each drug you take while
[APPROVED 3.0] Venomancer is active, by 2 (to a minimum Threshold
(Shotgun Accessory) Normal suppressors (SR5 and/or Drug Interaction of 1). House rules of
432) aren’t big enough to be compatible with the barrel increasing the Addiction Threshold for taking multiple
of a shotgun. This dedicated suppressor for shotguns drugs apply with this being the first drug. As a side
does the same thing as regular suppressors, but for a effect of your body's immune system being more
shotgun, regardless of what kind of ammo the shotgun receptive to toxic substances, as long as Venomancer is
is using. The attachment provides a –4 dice pool active in your body, you suffer -2 dice penalty to toxin
modifier to any Perception Test made to detect the resistance tests.
weapon’s use or locate the shooter. A Complex Action
is needed to attach or remove the suppressor.
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DRUGS
Item Addiction Rating Addiction Threshold Avail Cost
Venomancer 5 1* 8R 400¥**
* = Pharmaceutical Grade Factored In. ** = Pharmaceutical Grade. Designer Grade Price = 1200¥. Note: Not Available in Other Grades.
SENSOR LOCK
Programs Sensor Lock is a Rating 3 Autosoft. It grants a +5 boost
ID10T to the sensor limit and +2 dice bonus for purposes of
The tradition of tech support making fun of unsavvy passive and/or active Sensor Targeting (SR5 184).
customers and clientele is far older than the matrix, and
has never died. The "ID10T Error" is a common
euphemism used by techies for when a problem is
caused by unfathomable user stupidity, and this
program has been designed specifically to deal with
those "special customers". A device with this common
program loaded requires an additional roll of 1 to glitch
on all matrix actions.
Programs
Common Programs Avail Cost
ID10T - 80¥
Autosoft Avail Cost
Sensor Lock 6R 1500¥
Skillsofts
SPECSOFT
Specsofts act as Skill Specializations for either an
Activesoft (whether running on Skillwires or Active
Hardwires), Knowsoft or Linguasoft. They count as a
Rating 1 Skillsoft that can be run on a Skilljack (SR5
452). Each Specsoft acts as a single specialization for a
specific active, knowledge or language Skillsoft. Each
Activesoft, Knowsoft or Linguasoft can only benefit
from a single Specsoft at a time.
Programs
SKILLSOFTS Avail Cost
Specsoft 8 10,000¥
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as if it's a program. The MORS has about the same ELEMENTAL ESSENCE Elem
size, weight and shape of an MOS (KC 57). The Pure essence of the classic hermetic elements (Air, Air
MORS can have a Rating of 1 to a maximum of 6. Earth, Fire and Water) found in ore form. These are Earth
The device runs hot. If the user carries it on their usually harvested from places where the land is
awakened and these elements are in its proudest, purest Fire
person, it causes (Rating)S damage each Combat Turn
when in use and in its case. The damage is (Rating x and most savage form, like active volcanoes, mana Wate
2)S when outside the container and outside clothing, storms, aftermath of earthquakes or deep in the ocean.
but if exposed to bare skin the damage is Physical. Fire Elemental essence can be worked by a talismonger into
a talisman. Once attuned, the talisman grants benefits
HA
Protection works in resisting the damage as long as the
of the elemental essence contained within while CO
armor is between the wearer and the box. It can be
used safely if placed on a stable, non-flammable weakening you to the other 3 elements. For the [AP
surface. purpose of Elements: Acid counts as Earth, Cold Also
counts as Water and Lightning counts as Air. extre
Treat the MORS as a Sustaining Focus for such
Technomancers. The device must remain wireless on An Elemental Essence Talisman can be attuned by
HMC
when used. Once attuned, the MORS can sustain a anyone, regardless of whether they are Awakened,
with
single Complex Form of a Level equal to or less than Emerged or mundane. It takes 1 hour and 5 Karma to
of F
the Rating of the MORS. Thus, the technomancer attune the talisman. Attunement to an Elemental
creat
doesn't suffer the sustaining penalty for that complex Essence can be broken at any time with a Complex
form. A technomancer cannot be attuned to more than Action, but the karma spent to attune is lost forever.
a single MORS device. A MORS cannot run a Only a single Elemental Essence Talisman may be
Hyperthreaded Complex Form (KC 91). attuned by a character at any given time. Once attuned,
the effects are always on. The talisman provides the
MORS following benefits and penalties.
Rating Attunement Cost Avail Cost Benefits:
1-6 Rating x 2 Karma (Rating x 3)R Rating x 4000¥
• Gain +2 dice bonus to casting all spells, rituals and alchemical
preparations that belong to the attuned element.
MYOMERIC DATA CABLE • Gain +2 dice bonus to conjuring spirits of the attuned element.
[APPROVED 3.0] • Improves damage by +1DV when dealing elemental damage that
is the same as the attuned element.
Inspired from myomeric rope. This nifty tool is an • Gain +2 dice bonus to damage resistance tests when resisting
optic data cable, encased in myomeric fiber with a damage that is the same as the attuned element.
universal connector on either end and is compatible • May spend a point of Edge to ignore and/or end the secondary
with all electronic devices with a universal port, effects of elemental damage (SR5 170) from an attack that is the
including datajacks and control rigs. The cable can be same as the attuned element.
remotely controlled over a maximum length of 30 • As a Complex Action, you can change the damage type of a
meters. It can move like a snake, allowing you to weapon that does any other elemental damage to your attuned
connect with hard to reach places. Using a data tap element. This change remains in place as long as you have the
weapon held.
(SR5 440) in conjunction, it can open many doors for
Penalties:
hackers. • Suffer -2 dice penalty to casting spells, rituals and alchemical
preparations that belong to any other element.
MYOMERIC DATA CABLE
• Suffer -2 dice penalty to conjuring spirits of any other element.
Avail Cost
• Increase damage by +1DV when receiving damage from any
10R 400¥ per 10 meters other element (before damage resistance test).
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contained within has no line of sight and cannot use its “It has always saddened me to hear mundanes could Wire
magic while inside the device. Its aura is sealed inside not see what I see in the astral. With this flashlight, it Spin
making it invisible and inaccessible from outside. provides a safe and secure way for mundanes to not user
Thus, whatever is inside cannot be assensed, astrally only view the astral, but also to provide a version of Ratin
tracked or targeted with ritual magic. HMCDs come in astral support if there are no Awakened around. While also
a variety of shapes and sizes: HMC Case: Briefcase it does not provide the same type of astral support, parac
sized with a Structure of 4 and Armor of 8. HMC some astral support is still better than none.” -- autom
Coffin: A coffin that can easily fit an adult male Troll. Sunflower “Interesting piece of technology. I saw this using
They have a Structure of 7 and Armor of 8. HMC in the hands of the ghost hunters on season 6, episode [Rati
Cylinder: A hollow cylinder ranging from 0.5 to 1 66 of Takeshi’s Haunted Castle.” -- Yokai
meter in length. They have a Structure of 3 and Armor “Don
of 8. Don'
“It seems these Grey brothers continue to find ways to SPIRIT LANTERN
one up themselves in displaying their fear of magic.” -- Rating Avail Cost
Smoke “Pfff...Magical Containment Coffin? More like 1-6 10 Rating x 200¥
a Houdini box with extra steps.” -- Dr Beefton
Each Spirit Lantern burns out after Rating x 2 hours of use.
HAZARDOUS MAGICAL CONTAINMENT DEVICE
Type Avail Cost P arachutes
HMC Case 10R 500¥
STANDARD PARACHUTE SYSTEM
HMC Coffin 12R 2000¥ The standard parachute system is a harness that can be
HMC Cylinder 8R 250¥ worn over armor. It comes with a primary and an
emergency backup parachute. Either parachute can be
released from the harness with a Simple Action. Both
SPIRIT LANTERN [APPROVED 3.0] parachutes are reusable and can be repacked after use
The research of a brilliant metaphysicist showed that with an Agility + Logic [Physical or Mental] (12, 6
the heat produced by a high voltage current passing minute) extended test. In case a parachute is damaged
through an orichalchum filament can produce a dual or lost, a replacement can be purchased for 750¥ for
natured light allowing even mundanes to peer into the each parachute.
astral. The light reflects off of physical and astral
creatures, allowing one to see the astral beings with SPINRAD INDUSTRIES
plain sight as shadows. Likewise, the astral creature “SPINRADICAL” PARACHUTE
can see the bright, dual natured light from the astral. SYSTEM
This does not allow one to touch or attack an astral
being from the physical plane or vice versa, only A perfect parachute system for the spinradical skydiver.
visualization. Spirit lanterns come in a variety of shapes The entire system is a harness that can be worn over
such as bulbs, flashlights, vehicle headlights and armor. It has built-in smart functionalities such as an
lanterns. Orichalchum is expensive, thus to keep the AR HUD, automatic deployment system and wireless
prices affordable, the filament is extremely thin. As a functionalities. While the AR HUD is enabled, the user
result, the high voltage current tends to burn them out gains a Limit bonus to skydiving tests equal to the
fast. Higher rating bulbs with more durable filaments [Rating] of the system. Just like a Standard Parachute
last longer. Each Spirit Lantern burns out after Rating x System, this model comes with a primary and an
2 hours of use. emergency backup parachute. Either parachute can be
released from the harness with a Simple Action. Both
parachutes are reusable and can be repacked after use
with an Agility + Logic [Physical or Mental] (12, 6
minute) extended test. In case a parachute is damaged
or lost, a replacement can be purchased for 750¥ for
each parachute.
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PARACHUTES
Item Rating Avail Cost
Standard Parachute System - 0 1500¥
Mil Spec
4 12 Shop Armorer 10F 12,000¥
Frame
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goggles. Once a user establishes wireless control of the “I've been looking for one of those for a while now.
periscope (as a Complex Action), it can thereafter be Can't wait to take the concept of arcane artillery to
controlled through AR as a Free Action. A spellcaster another level.” -- Dr Beefton
can use the mage port to obtain line of sight on targets.
WEAPON MODIFICATIONS
Like with other optical devices, casting spells through a
mage port incurs a -3 dice penalty. Modification Slots Threshold Tools Skill Avail Cost
Mage Port 1 4 Kit Armorer 14R 8000¥
Magic
ELEMENTAL QUIVER GR
Adept Powers Cost: 0.5 PP Cos
BURST OF SPEED Activation: Simple Action Acti
Cost: 1 PP per Level (Max 2) Prerequisite: Mystic Archery This power allows the An A
Activation: Simple or Complex Action. Adept to channel an elemental effect through their make
When the Adept activates this ability, they can move arrows. A Simple Action is required to channel the chan
up to (Magic x Level) meters instantaneously, allowing desired elemental effect. Elemental Quiver remains the g
them to ignore certain hazards in this movement, such active for (Magic) Combat Turns or until the Adept and
as Suppressive Fire (SR5 179), flames, or enemies deactivates it with a Free Action or is rendered Actio
trying to Intercept (SR5 168) them. This isn't unconscious. Only one elemental effect can be used at test.
teleportation (even though it appears to be so, to the a time, and each elemental effect must be purchased as imm
naked eye) and thus the Adept is still limited to a separate power. Since the arrows are already magical, bonu
locations they can physically reach. This movement it's impossible to make them the lynchpin of an cente
still subtracts from their remaining movement rate per alchemical preparation. the g
turn, and can only be used once per Action Phase. cove
FORCE STRIKE roll.
Using this power costs a Simple Action, but the Adept
can choose to activate this power as a Complex Action Cost: 1.5 PP
instead and make a single melee or unarmed attack at The Adept can lash out and strike with their melee
the end of their instantaneous movement. Using such attacks at a distance by focusing their qi and
blinding speed is stressful, thus immediately after this transmitting them as pure force. Using either the
power is used, the Adept must resist drain equal to (3 x Killing Hands (SR5 310) power or a bonded weapon
Level)S. Credit: /r/ALightInTheDark focus, the Adept can use melee attacks to strike targets
up to a distance of the Adept's Magic rating in meters.
ELEMENTAL MISSILE The attack is treated as a Ranged Attack with Melee
[APPROVED 3.0] Bonuses thus benefiting from martial arts and Adept
powers such as Penetrating Strike (SG 173). Reach
Cost: 0.5 PP
bonuses don't apply when using this power. Force
Prerequisite: Magic Missile Strikes are almost silent but are visually obvious,
The Adept gains greater control of qi infusion, allowing resembling ripples of force in the air. The target
for elemental effects. When the Adept uses a Simple benefits from Cover bonuses but cannot use Block or
Action to ready a non-explosive thrown weapon, they Parry on their defense tests. They also cannot use
can infuse it with a single elemental effect, as part of martial art techniques such as Counterstrike or Riposte.
the same action. Only one elemental effect can be used
at a time, and each elemental effect must be purchased
as a separate power. Since the thrown weapons are
already magical, it's impossible to make them the
lynchpin of an alchemical preparation.
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PROTECT ANIMAL
the Adept wins, the victim takes a -2 penalty to all
actions and defense tests for a number of Combat
Cost: 0.5 PP
M
Turns equal to the net hits. If the Adept's net hits
exceed the target's Physical Limit, the target is either
Prerequisite: Attune Animal Ritual. [A
The Adept can protect an attuned animal (SG 123)
knocked prone or is pushed back by a number of
from harm. Whenever an attuned animal takes damage
BLA
meters equal to your net hits (Adept's choice). The
(after making it's defense test), it is instead applied to
Immediately after they use this power, the Adept must his h
the Adept, who can resist it normally, as if the damage
resist drain, equal to half the number of hits (not net artisa
was happening directly to them. The Adept gets no
hits) on their Magic + Strength [Physical] test. follo
defense test, they basically make the damage resistance
roll on behalf of the attuned animal. This ability can such
MAGIC MISSILE [APPROVED 3.0] of th
only be used while the Adept can see the animal, and it
Cost: 0.5 PP is within (Magic x 2) meters of the Adept. Credit: ADV
The Adept gains the ability to infuse their thrown /r/ALightInTheDark All:
weapons with a sliver of their own qi. When the Adept one)
uses a Simple Action to ready a non-explosive thrown RAPID AIM Mag
weapon, they can infuse it with some qi as part of the
Cost: 1 PP
same action, making it magical for the duration of a
Whenever you use the Take Aim action (SR5 166),
single thrown attack. This allows the missiles to ignore
you automatically Take Aim a number of times equal
Immunity To Normal Weapons critter power, as well as
to one half of your Willpower, using a single Simple
being effective against Regeneration. Additionally, the
Action. You may Take Aim on a single target or on
Critical Strike Adept power may now be purchased for
multiple targets (you must divide your aim between
the Throwing Weapons skill. Since the thrown
targets). In addition, you can use the Take Aim action
weapons are already magical, it's impossible to make
without readying a weapon, such as before you Quick
them the lynchpin of an alchemical preparation.
Draw (SR5 165). Finally, the benefits of Take Aim are
MYSTIC ARCHERY not lost if you take any other kind of non-combat
oriented actions like Social tests before making an
Cost: 0.5 PP attack.
You are able to infuse your arrows with a piece of your
magic for just long enough to make spirits feel your This power can only be used to Take Aim at targets
power. Attacks you make using the Archery skill count that are within a number of meters around you, equal
as magical, thus ignoring Immunity To Normal to your Magic x 5. You cannot use a weapon with a
Weapons critter power as well as being effective Smartgun or the Target Predictor cyberware, in
against Regeneration. Additionally, the Critical Strike conjunction with this power. This power does not stack
Adept power may now be purchased for the Archery with Previsualization.
skill. Since the arrows are already magical, it's
impossible to make them the lynchpin of an alchemical RICOCHET
preparation. Cost: 0.5 PP
This power allows the Adept to use the Ricochet Shot
PREVISUALIZATION called shot (RG 117) with almost any type of ranged
Cost: 0.25 PP per level (Max 4) weapon attack (including thrown weapons). This
You can use the Take Aim action (SR5 166) without cannot be used with flechettes, energy weapon attacks
needing to ready a weapon. Additionally, the benefits or spray weapons (such as flamethrowers). Credit:
of Take Aim are not lost if you take any other kind of /r/ALightInTheDark
non-combat oriented actions like social tests before
making an attack. You may Take Aim this way up to a
maximum amount equal to the level of this power or
one half of your Willpower (whichever is lower). This
power can only be used to Take Aim at targets that are
within a number of meters around you, equal to your
Magic x 5. You do not get the benefits of a Wireless
Smartgun (non-wireless bonuses apply) while using
this power. This power does not stack with Rapid Aim.
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Adept: Free Elemental Weapon (Fire) (SG 170). FOX RH
DISADVANTAGES Fox is seen as a sacred spirit amongst many cultures, Rhin
The Blacksmith knows the value of hard work and all especially east Asian ones. Fox is a cunning trickster. blow
the effort that goes into it. Followers of Blacksmith She avoids direct confrontation, instead choosing to the s
must succeed on a Charisma + Willpower (3) test weave illusions and misdirection to confuse her Noth
before they can bring themselves to harm or destroy enemies. day.
any work of craftsmanship or art or even a place of ADVANTAGES All: +2 dice to Sneaking or musc
craftsmanship, such as a workshop of any kind. Tracking (your choice). Rhin
Magician: +2 dice for Illusion spells, preparations, Hipp
BULL
and rituals. ADV
The Bull represents strength of both body and will. Adept: 2 free levels of Danger Sense (SR5 309). All:
However, he is also a stubborn spirit. Once Bull has Mag
DISADVANTAGES Followers of Fox try to avoid
decided on something that's the end of it, he will ritual
direct confrontation, at least before they have used
neither change his mind nor his course of action
stealth and deceit to disorient their enemies. You must Ade
regarding that idea or decision. Despite his flaws, succeed on a Charisma + Willpower (3) test to confront Ram
however, Bull stands for achieving one’s goals against
an enemy in combat before you have successfully DIS
impossible odds. It's just sometimes those goals can be
affected them with some kind of illusion, sneak attack Rhin
misguided.
or misdirection. incre
ADVANTAGES are in
All: +2 dice to Clubs or Running (choose one). GREAT GUARDIAN Alte
Magician: +2 dice for summoning Beast spirits. The Great Guardian symbolizes legendary heroes of
Adept: Free Spirit Ram (SG 174). old or ancestral guardians. The Great Guardian offers
DISADVANTAGES peerless combat prowess to his chosen, but expects
Once you have set your mind on something, such as a them to act like true heroes. Protect the ones you care
plan or course of action, you must succeed on a about and the innocent. Show mercy when you can.
Charisma + Willpower (3) test to deviate from it, no For what good is such prowess with weapons if you
matter how much you are persuaded. Alternate cannot use them to defend the ones who cannot defend
Aspects: Bison, Ram. themselves.
ADVANTAGES
DRAGON All: +2 dice to Archery, Blaces, Clubs, Throwing
The Dragon is a vain and avaricious creature. It prides Weapons or Unarmed Combat (choose one).
itself as the ultimate being and thinks the world’s riches Magician: +2 dice for summoning Guardian spirits.
belong to it. To be refused its rightful bounty is an Adept: Free Critical Strike (for one skill) (SR5 309).
insult. Similarly, the Dragon hoards wealth and refuses DISADVANTAGES
to share. Needless to say, it doesn’t get along well with
Whenever you see a friend, loved one, teammate or an
the Dragonslayer.
innocent person (that cannot defend themself) under
ADVANTAGES physical attack, make a Willpower + Charisma (3) test.
All: +2 dice to one social skill of choice. If you fail, you must protect them at all costs, which
Magician: +2 dice for Manipulation spells, includes engaging in combat with the attacker. You
preparations, and rituals. must also succeed on a Willpower + Charisma (3) test
Adept: 1 free level of Mystic Armor (SR5 310). to kill an incapacitated or surrendered enemy. Alternate
DISADVANTAGES Aspects: Great Defender, Hero, Paladin.
You must make a Charisma + Willpower (3) test to give
away something you own. If you believe someone
possesses something that you rightfully own, make the
same test. If you fail, you must do whatever it takes to
get it.
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
• A ma
Metamagics A magician possessing the Absorption metamagic item,
(SG 151) may use the Absorption metamagic to magi
ASTRAL BULWARK absorb spirit or critter powers that use the Magic stand
The astral space is dangerous and death or grievous attribute as part of their dice pool. The mechanics while
injury is often around the corner. Magicians that take work as described in Street Grimoire, except the choo
this metamagic have learned to draw from their magic limit of the Absorption roll made by the magician for a
and form a shell of armor around them when wholly in would use the Magic of the critter/spirit as the limit. magi
the astral. While astrally projecting, magicians that Additionally, absorbing more mana charges (from psyc
have this metamagic gain automatic astral armor any source) than the magician's Magic rating, no magi
similar to the Astral Armor spell (SSP 21) equal to 1 longer inflicts damage on them. but m
armor per Initiate Grade. If the magician is an Explorer, other
they instead gain 2 Hardened Mystic Armor (SR5 397) •
psyc
per Initiate Grade. Armor from this metamagic is A magician or Adept possessing the Reflection (SG
compatible with the Astral Armor spell but not the 151) or Harmonious Reflection (FA 46) metamagic
Mystic Armor Adept power (SR5 310). may use the Reflect Spell or Harmonious Reflection,
Interrupt Action versus any critter or spirit power
DEVOTED WEAPON that is targeting them or anyone being protected by
Some awakened develop a unique bond with their their spell defense dice. The spirit/critter power must
weapons. A magician with this metamagic may choose be one that uses the Magic attribute as part of their
a single weapon focus to become a Devoted Weapon. dice pool or effect (including damage). If the
Such a weapon is resistant to the detrimental effects of Awakened gets any net hits, the power is reflected
Background Counts. A Devoted Weapon reduces the back to the critter/spirit causing any effect it would
effective background count affecting the focus by up have with a number of net hits equal to the ones
to the magician's Initiate Grade. Only the effects of achieved by the Awakened. If it’s damaged, the
aspected background counts such as from a domain critter/spirit takes damage equal to the base amount
(SG 25) can be reduced. The background count itself caused by the power plus the amount of net hits the
isn't reduced, only the effects on the focus is. The Awakened got on the critter. The Awakened must
Awakened still suffer the ill effects of background resist drain equal to the Magic of the critter/spirit.
counts to their magical skills and to all other foci. The drain is physical if the Magic of the critter/spirit
is greater than the Magic of the awakened,
IMPROVED APOTROPAIC MAGIC otherwise it's stun.
Art: Apotropaic Magic. PSYCHOMETRIC SCRYING
Improved Apotropaic Magic takes existing knowledge
Prerequisite: Psychometry
of the defensive arts and expands on it, applying it to
not just spells but active magic in general. It provides a The visions granted by Psychometric readings can
often last a long time, as the entire history of the item
list of new benefits and improvements to existing
flashes before the magician's eyes. However, some
defensive metamagics:
magicians have learned to form a persistent bond
• which lasts beyond the moment that the item leaves the
It allows a magician or adept possessing the magician's possession. This allows the magician to
Shielding (SR5 326) or Harmonious Defense (FA receive visions of the item in real time, regardless of
46) metamagic, to use their spell defense dice (from where the item is located.
any source) on resistance tests against spirit or critter
powers that use the Magic attribute as part of their
dice pool, such as Elemental Attack (SR5 396) or
Fear (SR5 397). The spell defense dice can be used
this way on the Awakened themselves or any one
else the Awakened desires to protect.
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
ADVANCED PSYCHOMETRIC [ELEMENT] BLADE [APPROVED
SCRYING 3.0]
Prerequisites: Psychometry and Psychometric COMBAT SPELL (ELEMENTAL)
Scrying The magician has learned to enhance the Type: P Range: Special Damage: P
potency of their Psychometric Scrying. As a Complex Duration: S Drain: F-1
Action, the magician may gain the benefits of When the original Spellblades hit the streets, it saw
Clairvoyance and Clairaudience (SR5 286) centered on great success as runner weapons due to their flashiness
the object of their Psychometric Scrying. The object and conceal ability. After a while, a few of the more
bears the magician's aura while doing so. The magician elemental focused street mages thought of adopting the
loses all normal hearing and vision, as well as any spell with their own twist. With some formula tweaking
normal assensing, including any assensing that is and more than a few burnt hands, they had altered the
normally associated with Psychometric Scrying. This spell so it could be tuned to specific elements. This was
effect lasts as long as the magician sustains the largely believed to be a pissing contest by those who
Psychometric Scrying (like sustaining a spell), or until choose neither spell, and they are not provably wrong.
the magician uses a Complex Action to end the effects "You got a magic sword, well mine is magic and on
of Clairvoyance and Clairaudience. Using this ability fire". This lead to a slight rift between the two groups
imposes a -4 dice penalty to all actions and defense over who has the superior spell, with the former
tests. This adds on top of the -2 from Psychometric believing that the new spell is unnecessarily flashy and
Scrying, for a total of -6 dice penalty. more prone to issues with special armor types, while
the later firmly believe that having a weapon tied to
Spells their chosen element of specialization grants greater
control and any armor mod complications don't
[ELEMENT] BARRAGE outweigh the secondary effects of the chosen element.
COMBAT SPELL (INDIRECT, ELEMENTAL) [Element] Blade follows the same rules as Powerblade
Type: P Range: T Damage: P (HT 192). The blade has a base DV and Accuracy
Duration: I Drain: F-3 equal to the spell’s Force; AP equal to -(Force/3)
This spell is a variation of spells like Flamethrower or rounded down and a Reach of 1. Only a single
Lightning Bolt. Rather than creating a singular, elemental effect can be active at a time and each
powerful projectile, it swarms the target with many element must be learned as a separate spell. Damage
smaller ones. This spell has no AP, instead its target from [Element] Blade is resisted with Body + Armor.
receives a defense penalty equal to (Force/2), rounded
up. [ELEMENT] TOUCH
COMBAT SPELL (INDIRECT, ELEMENTAL)
Type: P Range: T Damage: P
Duration: I Drain: F-4
This spell is a variation on spells like Flamethrower or
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
Combat [Physical] (with +2 touch bonus) vs a standard
defense test. On a tie or if the attacker succeeds, the
spell goes off. Make a standard Spellcasting test as part
of the same Complex Action. Credit:
/r/ALightInTheDark
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting: Ephemeralists cast as normal but see spells as an extension of willing spirits that reach through the
veil to provide aid.
Enchantment: Ephemeralists use enchantment as normal but see it as spirits bestowing boons from across the veil.
Summoning: Ephemeralists practice possession summoning, allowing the dead to cross through the veil into the
body of the summoner.
PREFERRED SPELLS Astral Clairaudience, Astral Clairvoyance, Mana Barrier, Death Replay.
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hermetic Science Path These Hermetic Magicians focus their study on the interaction of magic with the physical
world and believe magic is bound to rules of math and physics. This makes them very efficient with physical spells,
however the Mana is abstract and those rules do not fully apply for the astral world or mana spells. Followers of the
Science Path gain the following bonuses and penalties:
• Cannot use the Enchanting skill group.
• Gains a +2 dice bonus to cast all Physical spells.
• Gains the Spell Shaping metamagic (SR5 326) for free.
• Replaces Spirit of Man with Task Spirit as Health option.
• Suffers a -2 dice penalty to cast all Mana spells.
• Suffers a -2 dice penalty to Astral Combat.
Hero Path
Traditional Olympians (FA 84) who follow the hero path, go a step further than the traditional deity focused but
polytheistically father the rank and file members of the Tradition. Traditional Olympians directly communicate with
their deity and often consider themselves a direct descendant, leading them to be referred to as "Demigods." This
makes the traditional extremely popular 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 the Oracles and the powers
manifested in their physical forms. Traditional Olympians tend to be extremely proud of their connection to the Gods,
and these connections are often physically apparent in their constantly worn Mentor's Mask and fondness for "Gifts
from the gods'' in the form of Magical Trinkets. Hero Path Olympianists follow these rules:
• Cannot use the Binding skill.
• Gains the No Man Left Behind negative quality (SL 181) for free.
• Gains the Mentor Spirit and Chosen Follower (FA 35) qualities for free.
• Must choose a Mentor's Mask (FA 182) if available.
• Gain one metamagic or enhancement of your choice from the Physical Arts (SG 156) for free.
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oracle Path
From the earliest days of Greek Myth, the Oracle at Delphi has been a near-constant presence. Eventually taken over
by priests of Apollo, the Oracle continued to create new Pythia (Oracles) for generations into myth, dating back as
recently as the 12th century in some historic cases. Famed for foresight at the cost of intensive ritualistic service for
the oracles. It can be no surprise that the Oracle was one of the first recorded sites of power in the Sixth World. While
the modern seers, still called Pythia, serve Apollo, the Delphos Group does not push their oracles to death the way the
old world seemed to. Delphos is known to be the home to powerful seers, but those who would be Pythia take their
traditional duties to the next level. Sacrificing part of themselves to the oracle comes with costs, but leaves them
forever touched. Like all of the Delphos Group, former Pythians are well-known seers, for the right price. Oracle Path
Olympianists follow these rules:
• Cannot take the Enchanting skill group.
• Cannot cast Combat Spells.
• Replaces Spirit of Air with Guidance spirit for Detection category.
• Gains +2 dice bonus when casting Detection spells.
• Gains +2 dice bonus to Arcana tests.
• Gains the Mentor Spirit quality for free,but must choose the Oracle mentor (SG 200).
• Gains the Psychometry metamagic (SG 144) for free.
• Learn the Augury and Sortilege rituals (SG 124) for free.
Matrix
Echoes
CASIE
The CASIE (Computer Assisted Social Interaction Enhancer) system allows technomancers to access databases deep
in the resonance realms to analyze, interpret, and calculate the outcome of social behavior. Every time a
technomancer selects the CASIE echo, they increase their Charisma attribute by 1. This echo can be taken a
maximum of three times.
DIGITAL INSTINCT
The resonance has become a part of you so intuitively that you think in code, not language. Every time a
technomancer selects the Digital Instinct echo, they increase their Intuition attribute by 1. This echo can be taken a
maximum of three times.
STATIC SHOCK
Prerequisite: Van Der Waals Effect
Mastery of the Van Der Waals Effect (KC 102) has allowed you to be able to create stronger electromagnetic fields.
This allows you to emulate Shock Gloves (SR5 423) using bare hands and an infinite number of charges.
Additionally, when a device that uses a power source such as a Stun Baton (SR5 422) is held with bare hands, the
device regains charges as if plugged in to a power source. Partial Credit: /r/ALightInTheDark
Martial Arts
All officially published Martial Arts and
Martial Arts Techniques can be found in Run
& Gun p128-141.
Martial Art Styles
DRAGON [APPROVED 3.0]
Available Techniques: Clinch, Coiling Dragon, Counterstrike, Flowing Dragon, Yielding Force (Counter Strike,
Throw), Throw.
An unconventional yet effective fighting style based on grapples and counters discovered from mimicking the
movements of an eastern dragon, this style was invented by an anonymous, Yakuza made man who fought his way
to a top position within his clan. It is unknown how his fighting manual made it into the matrix. His unique style of
fighting offers some interesting self discovered techniques, not available to traditional martial arts.
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melee/unarmed attack itself does no damage. However, on a success you can make a single Brute force or Data spike
against the target as part of the same Complex Action. The target resists the matrix attack as normal.
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