Professional Documents
Culture Documents
Running - The - Edge - Shadowrun Genesys Setting (ALPHA)
Running - The - Edge - Shadowrun Genesys Setting (ALPHA)
By that I mean look no further HERE, because that is NOT what this conversion is. At all.
This is a mechanical conversion, not a ‘correction’, of a lot of the SR5 and earlier ideas. This is a brute
force clunky conversion of a clunky as hell system.
So things are going to be broken, in amazing and spectacular ways.
So if a weapon or piece of equipment appears priced wrong, like wildy cheaper, that’s from the source
material. I made no changes to the vast majority of costs, even ones that seem to make little sense,
because that’s not what I was trying to do. So, a lot of things are going to be broken if you look at it
hard, and likely contradictory.
In that way it’s almost exactly like Shadowrun. :)
It is more lethal than vanilla Genesys, although characters start more powerful as well.
Magic is not genesis magic, it uses force and drain and is clunky, deadly af and messy. SO MESSY
Alchemical Preparations are more? usable than the SR system. Low bar. LOW bar.
Adepts are.. messy and just the hell with them. Just kidding all the base Adept powers are there.
Spells are multitudes. So many. So many untested. Good luck adventurer. Cheese up that exploit!
Cyberware uses the SR Essence costs with a few shifted due to compressing the spread of ratings into
smaller groups.
Weapons. So many weapons.
Every piece of equipment in the current SR5 core book as well as all the f*********ing vehicles from it,
and Rigger 5. And the drones. DRONES EVERWHERE. And the modification lists for both. Mostly
untested.
Again, good luck.
Decking is pretty much still decking, only a little cleaner? Again. LOW bar. Looow.
Unfortunately Technomancers are non-existent as of right now as never used ‘em, but hopefully will get
to them. At some point. Maybe 2043.
This was more teeth-grindy hell-fun than a girl should have, somehow? Woot.
If this helps you see all the ways you DON’T want to convert a system then, I am glad to have helped.
If you like something, steal it.
1.2 SPECIES
Human
Human (Homo sapiens sapiens) is the metatype that has been around the longest (well, with one
possible exception). You know them, you love them, and if you’re reading this there’s a high probability
that you are one. They are balanced in abilities and often slightly more skilled than other metatypes.
Elf
(Homo sapiens nobilis) are taller than humans, thinner, and have pointed ears. They have an extremely
annoying knack for being more nimble than humans, and they generally are better looking to boot. They
also have very long lifespans, and continue to look young into their forties and fifties. They have
occasionally been known to lord those facts over humans, or anyone who comes within hearing range.
While most elves emerged at the Awakening along with the other metatypes, there are rumors that a
few elves were hiding somewhere during the magical ebb of the Fifth World, and they are far older than
any creature has a right to be.
Dwarf
(Homo sapiens pumilionis), as you may guess, are shorter and stockier than humans. They tend to be
quite strong and very resilient, able to recover from damage ranging from knocks to the head to doses
of hemlock. Or knocks to the head with a club wrapped in hemlock leaves. Dwarfs are hard workers and
tend to be highly valued by a corporation, which means they are more deeply integrated into human
society than the other metatypes. They still face discrimination due to their size, and they often have to
take steps to make a world built for humans suitable for them.
Ork
(Homo sapiens robustus) look like the creatures that have been dying by the score in fantasy movies and
trideos for almost one hundred fifty years. With protruding brows, prominent tusks, and a large stature,
orks have trouble avoiding the stereotype of being unthinkingly violent brutes. It doesn’t help that there
are more than a few orks who are happy to live up to that stereotype rather than fight it. The end result
is a certain underlying tension between orks and humans, which leads to both groups often preferring to
live in separate communities. Elves and orks, on the other hand, often prefer to live in entirely separate
countries. Despite the stereotypes, orks can be found in all walks of life, from dark alleys to corporate
boardrooms. They have a shorter lifespan than humans, which often leads to them having a certain
desperation to pack as much living into their years as they can.
Troll
(Homo sapiens ingentis) make orks look like a human on the street. Orks might be, on average, less than
a quarter-meter taller than humans; trolls, by contrast, are more than a half-meter taller than orks. Orks
might look like a monstrous version of humanity; trolls, on the other hand, look like vaguely human
versions of the creature from your most recent nightmare. With thick, curled horns on their heads
(some trolls prefer to have them cut, while others polish them with pride), spiky protrusions of calcium
on their joints, and individual muscles that are larger than a full-grown pig, trolls give the immediate
impression that they are built for destruction. Most of them are able to live up to that image. Not all
trolls, though, are about absorbing and inflicting damage. They have tried to find their way into different
roles, but their large size combines with cultural stereotypes to make it hard for them to fit in. Orks tend
to be the most accepting of trolls, and the two metatypes often inhabit the same neighborhoods.
Typically these are not the most resource-rich neighborhoods in any given sprawl.
1.3 CAREERS
Mage
When magic returned to the world, many Talismonger
people became awakened to it. These awakened The Talismonger, or Artificer, imbues item
are known by many names, Magicians, Sorcerers, and creates alchemical preparations that are
Wizards, Wage mages, Street Mages, and other temporary but powerful. Talismongers also have
less charitable titles. Mages are able to bend the the ability to create powerful magical foci that
magic of the world to their needs and have can grant incredible magical boosts to awakened
become highly sought after commodities for any or mundane users. They are scroungers and
organization of substantial size. crafters, working with magical reagents and relics.
Mage career skills: Assensing, Athletics, Cool, Talismonger career skills: Assensing, Cool,
Discipline, Perception, Resilience, Sorcery, and Enchanting, Mechanic, Perception, Resilience,
Vigilance. Survival, and Streetwise. Before spending
Before spending experience during character experience during character creation, a
creation, a Mage may choose four of their career Talismonger may choose four of their career skills
skills and gains 1 rank in them. and gains 1 rank in them.
• Awakenened: Gain Magic at 1 for free. • Awakenened: Gain Magic at 1 for free.
Adept Decker
Adepts have become attuned to the magic in Deckers are ghosts in the machine that is the
their own physical form, allowing access to Matrix, the near omnipresent virtual world that
impossible abilities and physical feats. Adepts gain rests atop and beyond the physically visible one.
powers and special skills making them incredibly Everything communicates through the matrix,
formidable shadowrunners. from vehicles, to banks, security systems, and
Adept skills: Assensing, Athletics, governments, and all of that is the decker’s
Coordination, Discipline, (Chose one: Brawling, playground. Before spending XP during character
Melee, Light Ranged), Perception, Resilience, and creation, a Decker may choose four of their career
Vigilance. Before spending experience during skills and gains 1 rank in them.
character creation, an Adept may choose four of Decker Career skills: Computer, Cool, Light
their career skills and gains 1 rank in them. Ranged, Mechanic, Negotiation, Perception,
• Awakenened: Gain Magic at 1 for free. Skullduggery and Vigilience.
• Cybercombat: Deckers may purchase the
Conjurer Computer skill up to rank 3 at character
Conjurers speak with and control the whirling creation.
powers of the spirit forms to assist and protect • Gear: Deckers start at Resources level 2.
them. While more strenuous than simple
spellcasting, the spirits various powers and
abilities make them powerful allies. That is IF they
agree to perform a conjurer’s task.
Conjurer career skills: Assensing, Cool,
Discipline, Leadership, Perception, Resilience,
Survival, and Summoning. Before spending
experience during character creation, a Conjurer
may choose four of their career skills and gains 1
rank in them.
• Awakenened: Gain Magic at 1 for free.
Page |6
Rigger Face
Riggers can interface directly with vehicles, The shadows are a dangerous place for
drones, and equipment that have rigger systems anyone who doesn’t know when to speak up,
and once jumped in, they can make a vehicle when to shut up, and when to square up. A Face is
dance like a puppet. Some riggers invest their a near requirement for most operations. Knowing
whole focus into a singular vehicle, wearing it like who is worth knowing, and how to talk to them is
a second skin while others command small fleets critical when dealing with dragons. Which you
of crawling, flying, and hovering drones. Before should never do. Ever. Before spending XP during
spending XP during character creation, a Rigger character creation, a Face may choose four of
may choose four of their career skills and gains 1 their career skills and gains 1 rank in them.
rank in them. Face career skills: Charm, Cool, Deception,
Rigger career skills: Computer, Driving, Etiquette, Leadership, Streetwise, Light Ranged,
Gunnery, Piloting, Mechanics, Perception, and Negotiation.
Navigation, and Vigilance. • Smooth Talker: Faces may purchase one of
• Born Driver: Riggers may purchase either the the following skills up to 3 at character
Driving OR Piloting skill up to rank 3 at creation; Charm, Deception, Negotiation, or
character creation. Charm.
• Gear: Riggers start at Resources level 2. • Know a Guy: Face characters start with twice
the contact points as normal.
Street Samurai
Meat and machine blur in Street Samurai. Mercenary
Cybernetic and bioware upgrades turn these While Street Samurai are deadly, the
soldiers, bodyguards, and enforcers into fearsome Mercenary is the consummate solider. Experts in
warriors whose bodies hum with amped up reflex nearly all weapons and tactics, mercenaries work
boosters or conceal deadly razorsharp spurs. well in teams and bring a wide array of skills and
Before spending XP during character creation, a abilities to the team. Before spending XP during
Street Samurai may choose four of their career character creation, a Mercenary may choose four
skills and gains 1 rank in them. of their career skills and gains 1 rank in them.
Street Samurai career skills: Coercion, Mercenary career skills: Athletics, Discipline,
Discipline, Heavy Ranged, Light Ranged, Melee, Gunnery, Leadership, Light Ranged, Heavy
Streetwise, Stealth, and Vigilance. Ranged, Vigilance, and Perception.
• Adaptable: Street Samurai may purchase • Officer Training: Mercenaries may purchase
either Light Ranged or Melee up to rank 3 at any single weapon skill up to 3 at character
character creation. creation.
• Cyberware: Street Samurai start at Resources • Guns, lots of guns: Mercenary characters
level 2. start with 50,000¥ of weapons, leftover nuyen
is lost after character creation.
Page |7
Street Doc
Healing and help is in short supply in the
sprawl and when someone is looking for some
illicit ‘ware or needing more than a few bullet
holes patched up, the Street Doc is the only show
in town. Often working simultaneously as doctor,
nurse, pharmacist, and chemist a street doc is a
valuable person to know. Before spending XP
during character creation, a Street Doc may
choose four of their career skills and gains 1 rank
in them.
Street Doc career skills: Athletics, Cool,
Medicine, Melee, Negotiation, Perception,
Streetwise, and Vigilance.
• Med school: Street Docs may purchase
Medicine up to rank 3 at character creation.
• Owe you my life: Once per session a street
Doc can negate a single critical hit if they
reach the injured being within one turn / 10
seconds of it happening.
Operative
While thief is a more common name, the
modern breaking and entering professional has to
be an electronics and surveillance expert as well
as a thief and may sometimes move up to
kidnapping so have some respect. While others
may use the same techniques, an operative can
come and go like a ghost. Before spending XP
during character creation, an Operative may
choose four of their career skills and gains 1 rank
in them.
Operative career skills: Athletics, Computers,
Coordination, Mechanics, Perception,
Skullduggery, Streetwise, and Vigilance.
• The life: Operatives may purchase the
Skullduggery skill up to rank 3 at character
creation.
• Gear: The Operative starts with 50,000¥ of
Optics, Audio, Sensors, Countermeasures, or
Breaking and Entering gear, leftover nuyen is
lost after character creation.
Page |8
Magic Order An established college or order, Secret Society Trained by a secret order with
respectable and known. They have rules and goals and drives that the characters still serves, or
regulations and most certainly would not approve refuses at their peril. The society likely has a
of illegal use of their taught magic. Also Student research library and a secret handshake, just be
Debt of a more paranormal manner. Expect to aware of the dues process and first born info.
spend downtime studying or researching the Expect to spend downtime advancing the
histories of the Order or punishing the unfaithful. nebulous needs of the society, kidnapping, rituals,
finding first borns etc.
Pact A pact with a spirit or power that requires
goods or sacrifices. While it may not be all bad, be
sure to ask it if it means YOUR blood or can it be Cult A dangerous or scattered organization that
anyone’s? Expect to spend downtime looking for has nefarious or strange goals. Power flows
rare reagents to gift or strange arrangements to through the secretive lore of the cult. It is
be made. powerful and slightly greasy in the astral and
maybe seems focused on the south pacific for
Mentor A mentor who is self-taught or just some reason. Expect to spend downtime
driven. Obsession with gathering info, power, or practicing ancient rites and rituals and recruiting
lore. All that drive has left little room in a life that or avoiding the cults creepy stalkers and finding
isn’t about magic. Maybe the new friends who dead birds nailed to your door.
steal things will be interested in your theories.
Expect to spend downtime researching or Pet A paranormal entity or creature is training
acquiring new items or lore for Mentor, or the mage or shaman for their own goals. The
advancing their goals. power and resources at your disposal are
amazing. All you have to do is hold that book on
Wage Mage Corp trained and paid. Maybe a your nose for a little longer, that’s it... wait for it.
former worker, but the powers that be still have a Good! Expect to spend downtime doing whatever
hold on you. Performing any magic using the your patron desires, rolling over, maybe playing
astral signatures of your corp training requires dead very convincingly.
Form: HP1>7SkD. In triplicate. Expect to spend
downtime working for a company man solving his Possessed It was a pretty ring. An item, place,
research problems. Much like Running, only crap or spirit has bound themselves to the mage in
pay. return for power. The visions aren’t terribly
distracting but the lost time is. Why do you
always wake up with the taste of copper in your
mouth? Expect to spend downtime trying to
research or discover what the device or item is, or
working for those who can.
Page |9
Military It’s lowest bidder but rugged. Athlete Urban brawl, Combat Bike, and
Chummer got chromed for a flag. Maybe they Shaeena’s Chrome Walkdown are all popular and
mustered out fair, but unlikely as armies tend to well produced trids where people of all walks of
want their gear back. Expect calls from military life end up with excessive and stylish cyberware,
types requiring your time. until they are discarded and disposed of for the
next season. Expect calls from teammates looking
Corporate Nicer ‘ware than national outfits for help, or work behind the scenes at games.
but a lot more paperwork and long term contracts
with hidden back doors if a loyal corp chrome gets Accident of birth or freeway:
antsy. Expect to get calls from the company A birth defect with a charitable medical plan or
needing small things handled, free. deceleration trauma with a good Docwagon
contract can lead to some shiny new body parts
Experimentation Ware was and the possible debts that come along with
protoype or just a new configuration, often tested them. Expect contracts for small minor work from
on prisoners or wageslaves a little behind on their corps or doc wagon to cover parts.
efficiency/indentured ratios. Likely still tracked by
the corp or maybe has some bugs. Expect to
spend downtime getting things tuned or
preventative maintenance.
Celebrity “Hey aren’t you” happens a fair Theft It was the score of a century. Or at
amount. Once a performer or celebrity de jour, least the year maybe. Nuyen fell like rain and
you or your patron had a fair amount of for a while, everything was coming up
disposable nuyen that they disposed of in some Chummer. Now investigators are sniffing
interesting, and possibly less than legal around and that ex-partner is questioning
methods. everyone’s dividing skills. Expect to spend your
Expect to spend downtime dealing with old downtime avoiding old partners, or specific
fans, or defending your patron from them. investigators, performing other criminal jobs
that aren’t exactly shadowrunning but close.
Family Your family provided a large sum of
money, possibly over time in expectation of you Portfolio Sell high, buy low. Stocks, or what
doing something productive with it, and while passes from them these days are what paid for
Shadowrunning can be productive it probably everything you have. These are not the elite
isn’t what Mom had in mind. Expect to spend stable stocks, and one bad day for the
downtime working for your family or possibly Suborbital bank and it could be Soy Noodles
keeping them from killing each other. ahoy. Your broker owns you, and they could sell
low if needed. Expect to spend downtime
Loan Shark You got knees, you got credit! managing numbers or doing small tasks for your
The money was a loan to get you on your feet, broker, who may or may not be legit.
or maybe to BUY some feet or that first
cyberdeck. Doesn’t matter, now payments are Artist It was beautiful, amazing, POWERFUL.
coming due and a troll named Generous is at A piece of art, written work, film, or such
the door. Expect to spend downtime working catapulted you or your patron into the rarified
for the loan shark, or avoiding them. atmosphere of art patronage and piles of nuyen
but already the rustling of “what have they
Corporation Local wage-slave makes it done lately?’ is beginning. Expect to spend your
big, manages to squirrel away vast sums. Likely downtime producing art, or working to make
in a method either illegal or at least vaguely sure the artist is undisturbed and or supplied
unethical. As long as the right managers and with the current drug, music, or whatever they
mouth-breathers got their share, everything call muse this week.
was smooth. The company loves someone who
makes them money, as long as they keep doing
it.
Skills
Running the Edge has two types of skills, not needed. I am, however, including a suggested
standard genesys Skills and Knowledges. list of Concentration at the end of this document
Note: Shadowrun’s concentration Skill system if your group wishes to include them.
was considered but we eventually decided they’re
1.5 CONTACTS
“It not what you know, but who you know.” Contacts have four main ways they help
Which can be expanded into “It’s not who you runners: Legwork, Networking, Fencing gear, and
know, but who gives a damn about you”. Favors.
With most shadowrunners living a careful off-
the-grid illegal lifestyle, people willing to help for Legwork: This is the primary function of most
a few nuyen, [or a lot of nuyen] are essential for contacts in a Shadowrun game. Typically, legwork
business and survival. Starting characters gain means discovering or following up on clues, and
Contact points equal to their Presence x5. XP contacts provide one of the best ways to do this.
cannot be used to purchase contacts. The GM determines the difficulty of the Contact’s
Contacts are defined by two attributes; check based on the information rarity or how fast
Connection; their level of influence, and Loyalty; it’s needed. A single Q mean the contact knows
how much they like working with you. These two what the runner needs but wants a payment, QQ
attributes are purchased with Contact pts at a 1 could mean they give the info up freely or quickly.
to 1 rate with the following caveats: Advantages could lower the cost the contact asks,
• No single contact may have more than 5 and threats might mean the contact is pissed off
points spent on it. or cuts off the runner for a while.
• No starting contact can have a starting Networking: Sometimes runners have to talk to
Connection or Loyalty rating above 4. someone they just don’t know. Perhaps they’re
These two attributes generate a dice pool like trying to convince a megacorp to stop hunting
a normal skill / attribute set and have other them, or they need help from a gang leader to
effects as shown on their tables below. deal with another gang. If the characters don’t
know, or can’t approach, the right people, they’re
For example: Keybottle has 3 Presence so gains going to have to go to their contacts and ask them
15 Contact points and decides to know a fence to be their go-betweens. The difficulty of the
contact named Bit-Buy. Keybottle purchases check would take all these factors into account.
Connections 4 and Loyalty 1 spending the max of Fencing Gear: If the runner isn’t willing to try and
5 points on the contact. find a buyer for all those ‘lightly used’ Ares
Lightfire pistols they ‘found’, a contact is an easy,
Bitbuy is well known throughout the west- if less rewarding method. A contact can fence
coast [Connection 4] but Keybottle is just nuyen to anything related to their job or background, and
the fence [Loyalty 1]. will offer a flat rate of the items value based on
their loyalty. See the Fencing rating on the Loyalty
These two numbers generate a dice pool like table.
a normal skill / attribute set. So a 4 / 1 contact Favors: This covers just about anything else that a
rolls gddd for any checks to assist the runner. contact can do for a character, from patching up a
This leaves Keybottle 10 Contact pts left. shot-up vehicle to patching up a shot-up
5 buys a Buddy who’s a 1/4 Weapons shadowrunner, and almost everything in
collector Keybottle can ask about firearms. between. Any kind of direct aid rendered by a
5 buys a 3/2 decently-connected Fixer who contact usually counts as a favor.
knows Keybottle as a regular.
While Contacts should be considered specific
types, like Fixer, Assassin, Doctor, Data-Merchant
and such, a character may attempt to use their
contacts in any way they are able to explain. GM’s
are also able to add setback and boost.
P a g e | 15
CONTACT CONNECTION Rating: Determines the level of gear, power, or information a contact has
access to. Generally the contact can access their Connection x2 in rarity easily, higher take longer.
Rating Description
1 Has one or two friends with some Knowledge skills, or some minor social influence.
2 Knows several people in a neighborhood; a borough mayor or a gang leader.
3 Known and connected across his state; a city/sprawl mayor or governor, notable fixer, or a
mid-level executive in a medium-sized corporation.
4 Well-connected across a multi-state region; an executive in a state government or a national
corp.
5 Well-connected worldwide, significant social influence; senior executive in a small national
government or AA megacorp.
6* Global power-player with extensive social influence; holds key a executive position in a major
national government or AAA megacorporation.
*Connection and loyalty ratings, like attributes, can reach 6 through advancement. See the downtime
section on increasing contact ratings.
P a g e | 16
KNOWLEDGE ATTRIBUTE
Arcana Intellect Theories of Magic, Conjuring, Occult, Alchemy, Metaplanes.
Education Intellect Subjects like Chemistry, History, Linguistics, biology, etc.
Professional Intellect, The knowledge of working in occupations such as Programming,
Cunning, Architecture, Business, Engineering, Military, Police, security etc.
Presence
Criminal Cunning Criminal Info on things like the Shadownet, Gangs, Corporations,
Yakuza, Triads, Drugs, Locations, Etc.
[Languages] Intellect Per additional Language.
OPTIONAL: If you don’t wish to use the Backgrounds, the entire list above could be considered a single
Knowledge Skill with various focuses purchased with normal XP or ignored entirely.
P a g e | 18
OPTIONAL: BACKGROUNDS
Arcane (Intellect) Underworld [Cunning]
Mages, Occult practitioners, Wage-Mages, Criminals, gang members, deckers, Mr
Hobbyists, and academics researchers are some Johnsons, fixers, or practically any
that may have this background. It relates to the Shadowrunner whose been working for more
study, theory, and research of all things related than a month could have this Background. It
to the Awakened world and Magic. It covers covers the history and relations of various illegal
ancient occult practices, Paracritter hunting groups and their structure. This background is
information, common trends in Magic and its knowledge about the ways in which criminal
practitioners, as well as knowledge of the activities are accomplished but is not a
metaplanes and astral space. replacement for Streetwise, which can find
more specific info. For example: The
Education (Intellect) Underworld background would be helpful in
Students, college professors, grad students, knowing what territory a Triad gang is
corp education officers and the like may have controlling, and who they are, but Streetwise
this. This broad skill to covers general would be needed to find a specific gang
educational systems in the shadowrun world. It member or arrange a meet. Underworld grants
includes knowledge of standard academic nouns, Streetwise is a verb.
subjects such as chemistry, history, biology,
engineering and such. The knowledge can be as Language / Linguist [Intellect]
comprehensive or as limited as possible Any speaking more than one language could
depending on the skill ranks purchased. have this background. This can be purchased
Example of Rank1 would be high school multiple times for various different languages.
education, up to Rank 5 with multiple PHD level Such as Elven-Rank 2, French-Rank 1, etc.
degrees. Trying to communicate in non-native language
is an Easy [F] [Language] check.
Professional [Intellect, Cunning, or
Presence] What you manage to get across:
Any career field from a Lawyer to a Soy-Slinger s Me need food. Stop Fire! Where
in a diner could have the Profession Reading Matrix Building?
background. All jobs have their protocols. It can ss Me want cheese sandwich. Put out
cover legitimate info, such as production times, fire! Where is Library plus Matrix?
techniques, and trade jargon, as well as shady sss Fluency: I’d like a grilled cheese.
info like a profession’s loopholes, weaknesses, Extinguish that blaze! Where’s the
or exploited protocols. A character who is a law closest library with Matrix access.
school drop-out could use Profession to find
legal ways out of a situation, while a former Linguist: The Background may also cover a
diner chef might know the delivery and dining character’s exposure to many languages. This
habits of local corporate caterers. might know difficulty of the communication check is raised
the weakest point in a shift chajk. to a Hard [fff] Linguist check but can be
attempted with any language the character and
GM decided they could reasonably have come
in contact with.
P a g e | 19
Initiate Parazoologist
Tier: 5 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
This talent requires a Magic rating. You Some people have a way with animals, some
have attained a level of magical attunement people have a way with the glowing lava
called Initiation that involves a ritual as ornate droolin’ wolves in the alley on 6th street. People
as a massive gathering or solitary as a with this talent will not be attacked by non-
meditative retreat. It takes roughly 1 week & trained Paracritters unless they provoke them.
2000¥ of gear or magical materials. At the end This does not apply to their allies. Bug spirits,
of the preparations you gain: Toxic Spirits, and corrupted beasts ignore this
• Access to the MetaPlanes, affect.
• 1 Metamagic ability
Razorhand
Guardian Spirit / Totem Tier: 2
Tier: 3 Activation: Maneuver
Activation: Passive Ranked: Yes
Ranked: No A character with the cybernetic Hand Razors or
The character has a spirit guardian that they are Spurs, can use this Maneuver to make a Melee
aligned with or call to for advice or to complain Check versus an unaware target that is almost
at. The spirits take many forms and impart unnoticeable. The target must be within arm’s
different abilities. See the Mentor spirit section reach and not alerted to danger. This attack
in Chapter 6 Magic. All spirits grants an ability power is lessened by the stealthy maneuver but
that can be used by spending 2 strain, and then can be lethally precise. The maneuver lowers
a special ability based on whether you are an the Cyber-weapon’s Critical by -2, but does not
adept or magician. Non-magic character may add the character’s Brawn to the weapons
purchase this but only gain the ability to inflicted damage.
activate the 2 strain ability.
P a g e | 22
We go way back.
Tier: 3
Activation: Passive
Ranked: Yes
The character picks one of their current
contacts, and may increase that contacts
Loyalty rating by their ranks in We go way back.
The ranks in We go way back are specific to
each individual Contact and do not apply to any
others.
P a g e | 24
Threshold Examples:
2.6 STACKING DICE
A bit controversial at our table, we decided
Searching for Concealed weapons: is a threshold
Average [ff] Perception check that reveals any that everything just stacks and be done with it. It
felt like it made little difference in the long run,
hidden weapons whose concealment is equal to
HOWEVER, if using more standard stacking rules
less than the s gained.
from Genesys see below, and hopefully will make
it simpler to keep track of.
Using the Matrix Scan: to find nearby Icon’s, a
character makes a threshold Average (ff)
Boost A and Setback S are used prolifically
Computer check that displays every Icon whose
through the standard Genesys system. An
rating is equal to or less than the Q gained.
important note is how these dice stack or don’t.
This conversion specifies base dice and
Casting the spell Detect Enemies: is a threshold
modifier dice, with the difference being the
spellcasting check, affecting anyone in range with
presence of a +/-.
a Willpower attribute equal to or less than s‘s
S and A are base dice.
gained revealed to the caster.
-/+S and +/-A modify base dice.
Using Suppression: (New combat Action) sets the
difficulty of a Discipline check equal to the s • Base dice don’t stack with base dice.
gained with the Suppression Action. • Modifier dice don’t stack with modifier dice.
• Only the highest modifier dice affect the
highest base dice.
2.4 [CUMULATIVE]
Multiple Successes gained over time. Base Dice are dice often set by equipment,
Some Actions are [Cumulative]. This indicates while modifier dice can come from actions,
that successes gained add up. In Matrix actions talents, or environmental effects.
the successes are permanent until the affect Qualities that grant or remove Boost and
device is rebooted or the decker reboots. Failures Setback dice with a +/- rating are treated as
on later checks cannot erase earlier successes modifier dice. Such as Accurate +1 is considered
although a Despair result can do so as per the a +A.
spending Threat and Defeat table.
Examples:
S from Armor, [+S cover] = S S
S from Armor, [+S cover +S S dark] = S S S
[+A Accurate +1, +A A from Aiming] = A A
P a g e | 25
2.9 LEGWORK
What’s the Yakuza enforcer’s daily activities? Legwork Entry Example:
Is the Decker you’re following a member of any [From Fasa’s Bottled Demon -1990]
social clubs? How often is that BTL-junky junior
VP getting his sim-chips? What’s the schedule of Lone Star Captain Grissim
that good food truck? Grissim is in many ways the archetypical iron-
Legwork is an essential part of any jawed Lone Star trooper, and he knows it. He is,
Shadowrun. A good Shadowrunner will try and dig however, one of the most straight-shooting cops
up info on anything and everything surrounding a on the beat. Sure he has a temper and a long
run, from the person who hired them to the memory, but he’s not stupid.
locations involved. Dead Shadowrunners He wants Bloodwing from his days with Lone
generally didn’t. Star-LA when a rash of political killings in that
A GM should prepare a rough Legwork list for town were attributed to the elven Hitman. As the
each NPC, location, event, or item that are head of that investigation, Grissim was unable to
relevant to the run. These are used to move the pin anything on Bloodwing, which is how he got
plot forward and introduce setting and risks. transferred to Seattle.
Legwork could be roleplayed individually, and
in some cases, it may be important to do so, often Legwork: Average [FF] Difficulty
the background info gathering on a run is easier Contacts (Law Enforcement / Street) +a
to handle as a simplified Contact or Skill check. A Charm –s
rule of thumb is a Legwork check takes roughly 4 Matrix: -
hours. Streetwise: +a
There are four ways to conduct Legwork;
using Contacts or three skills, depending on the Old Iron Jaw
type of info a runner is looking for. Success Results
Each Legwork entry may state which types of 0 No results
Legwork are best used, or to be avoided. s “Grissim? Gawd, the guy’s after your
ass and you’re asking me about him?
Contacts – The most used and often most Why not just give him a call? I’m sure
powerful Legwork is done through a runner’s the lone star desk sergeant will put ya
contacts, each contact should have a general type through. With the company you keep
as per the Contacts section, with appropriate it’s no wonder he’s after you.
Contacts obviously better to speak to that others.
Looking for an exotic ballistic profile form a body, ss “That guys one tough trooper, I’ll tell ya.
asking the Weapon Fixer is probably going to be But there’s one thing I’ll give him. He’s
more helpful than the Arcane scholar. as clean as they come. If he gives his
Skill Checks word, you can count on it.”
Streetwise – The runner hits the streets,
talking up locals, fixers, low level criminals and sss “Grissim? Chummer, Grissim don’t want
rumor-mongers. Good for illicit info. you. He wants Bloodwing, and like it or
Computer – It’s said that everything there is not you’re connected to that damned
to know can be found on the matrix, good and Elf. The only way you’re going to get
bad. Good for official data and info. Grissim off your back is to give him
Charm – Corporate offices, government Bloodwing.”
agents, and bored homemakers all know
something. Good for legal and social info.
P a g e | 27
Nondetection [Passive]
Breach [Passive] This quality upgrades the difficulty of any
Weapons with the Breach quality ignore 1 Perception checks using MAD scanners, or other
point of vehicle armor per point of Breach, sensors, to detect hidden weapons or items.
meaning they also ignore 5 points of Soak per
point of Breach. This is different from the Genesys Conceal [Passive]
standard of 10 to 1 and is reflected in Breach Sawing off barrels, shorting stocks, reducing
ratings and vehicle stats. form factor are ways to increases an item or
weapons Concealment by this qualities rating.
Flash [Active] The base difficulty to detect a weapon or item
Items with this quality inflicts S s against with a Perception check is 4 minus the items
visual based skill checks due to intense flashing encumbrance.
lights for a number of rounds equal to rating.
Flash Compensation halves the effect to S. Ruthenium [Passive]
Ruthenium fabric shifts light through itself to
Flechette [Passive] create a heat shimmer effect rendering those
Flechette ammunition is clusters of tiny darts wearing clothes made of it a pseudo-invisibility.
or projectile that spread when fired. Due to their Each rating of Ruthenium applies a +a to Stealth
poor penetration power Armor Soak is doubled checks.
versus this ammo type. Most shotguns are
equipped with a variable choke that can alter the Silent [Passive]
damage and spread of Flechettes. Changing the Some weapons are silent by virtue of their
Spread is a Maneuver, or an Incidental if the design, others by their function. This is relegated
weapon is Smartlinked. to weapons like slingshots, thrown weapons,
Flechette Damage Crit Rng Notes dartguns or the like that have little noise involved
Choke in their operation.
Narrow +2 3 Med Armor Soak x2
The difficulty to hear a silent weapon being
Medium +1 3 Short Armor Soak x2
Wide -2 4 Short Armor Soak x2 used is Average [ff] Perception at Engaged
Blast 7 range, and increased by +1 Diff per range farther
or +1 due from barriers like closed doors, or
muffling objects like heavy blankets / pillows.
P a g e | 31
Suppressed [Passive]
Equipping a suppressor on a weapon vastly
decreases its sound and muzzle flash but does not
render them silent. To hear a firearm with a
suppressor is an Easy [f] Perception check at
Short Range. The difficulty increases by +1 for
every range band past Short, or +1 due from
barriers like closed doors, or muffling objects like
heavy blankets / pillows.
P a g e | 32
meeting a friend 200 miles away on the public walked around the corner, those Icons are not
grid would be a static prone mess due to repeater displayed, and would require a bit of work to find.
towers, meeting them in the Mitsuhama V12- Another common reason an Icon would be
Gamelands will always be a smooth experience as invisible is when the Icon’s device is concealed
Hosts have no actual real world location, even if within a network. When a device is linked to a
they represent one, such as the restaurant above. central hub, like a personal Commlink, or a Banks
Host, those device’s Icons are concealed within
Icons the network. This happens in Hosts and in
The Matrix is connected to almost everything personal networks, known as PANs.
and anything that connects to or accesses the
grids has an Icon to represent it. Icons are stylized Pans
but are legally required to obey certain Most people carry a dozen or more devices
appearance rules, so that a person has a decent on them that have Icons, like their clothes,
chance of knowing what they are looking at. Icons glasses, credstick, or Commlink. Instead of these
of physical devices are locked to within Engaged Icons all crowded about a person, they are often
Range of the device they represent. They appear all networked with their Persona device, usually a
as a stylized company brand or trademark for the commlink, acting as the central hub of all their
device and carry a small Universal Icon Type Matrix connected gear. This collection of devices
descriptor, such as the 4 wheel square used for all is called a Personal Access Network, or [PAN]. It
vehicles. So a Mitsubishi Runabout Icon would allows a Commlink’s protection to shield all the
appear as the Mitsubishi company logo with the simpler devices linked to it as well as conceal
sleek Runabout arrow and the four small wheels those device’s icons within the PAN so that the
of its UIT. Hacking the UIT with an illegal Wrapper only one visible would be the commlink itself. A
program so that perhaps a firearm appears as a PAN does not have to hide all the icons protected
personal fitness wristband may fools the casual by it, this is optional as many users may wish to
observer in the Matrix but it is unlikely to hold up flaunt or display a particular device icon as a
long. status symbol. PANs are technically just an Icon
for a device housing other device icons similar to
Icon Visibility and the [Displayed] Condition a folder with other files within it.
Icons are everywhere, they float over store
entrances, near people clothes advertising the
location they were bought at, or hovering over a
car displaying its make and model. There are
Icons for everything from vehicles, ticket stubs,
weapons, store receipts, food containers, toys,
shipping boxes, clothing, street-signs, drones,
door locks, sports equipment, and of course,
personal commlinks and computer systems. There
are trillions of Icons floating about and shifting
through the grids.
Corporate court protocols set every Icon
within medium range [100m] and line of sight of a
user to [Displayed]. This means, obviously
enough, that you can see them in AR or VR. Likely
dozens or more are visible at any time in that
range. If an Icons device is out of range or not in
line of sight, say a camera in an underground
garage, or the purse on a shopper who just
P a g e | 35
MATRIX MODIFERS
Firewalls are the built in or installed security service on a device or system. These setback dice are
ignored if a Direct Connection to the device is made.
Noise is signal loss caused by environmental effects such as distance involved, powerful Storms, or
heavy Matrix traffic areas. This is due to the Matrix being almost entirely trafficked via regional cellular
systems, so distance to a device matters. This does not apply to Hosts, as per the Corporate Courts
design. The cellular compartmentalization is a large part of the Corporates Courts security design.
The maximum setback dice S possible are 5 S. Each setback S beyond that upgrades the difficulty once.
P a g e | 37
OWNER [Condition]
Hard Coded control of purchased devices.
A device’s recognized owner may use the
Control Device action to Reboot or Format their
device at any time. The owner tag may be
removed with substantial work. See Page 16.
DISPLAYED [Condition]
Actions may target Icon, reveals basic Info.
Every wirelessly active device in Medium
Range and line of sight automatically has its Icon
Displayed. Displayed icons appear to float within
3m of the device they represent and reveals its
device Type, Make/Model, Network, and Grid, but
not the owner.
For Example:
A Displayed Commlink Icon reveals the following:
Device Type: [Commlink]
Model: [TranSys Avalon]
Network Type: [PAN]
Grid: [Emerald City: Seattle Local]
If a wirelessly active device’s icon is not
automatically displayed (such as being out of
range, blocked by terrain, concealed within a PAN
or Host, or running silent) a Matrix Perception
action must be taken to display it.
P a g e | 39
[OWNER] Tags and how to remove them. product code. Then some minor electronics work
When a device that can connect to the Matrix and the device is cleaned and can be granted a
is legally purchased [or illegally purchased with a new owner.
“valid’ fake SiN] the person buying it gains the An interesting, and intentional, feature of this
[Owner] tag for that device, whether it’s a car, a system is that the SiNless unwashed masses will
watch, smartgoggles, commlink, etc. find there are a vast collection of goods they
The Owner tag is a three part encryption. The simply have no way of purchasing. Without a valid
first part is supplied by the seller or company that SiN most larger consumer electronics, vehicles,
is supplying the device to you. The second part is and weapon are not available. Most consumable
linked to a buyer’s SiN, so that only they have or low end products do not have an Owner tag set
Owner authorization. The third and final part is on purchase. Both because they are disposable
when those two portions of the owner key are and because while the SiNless are obviously not
uploaded to the Grid Overwatch Division’s Matrix ‘responsible’ enough to own the great majority of
authorizations protocols. Unless all three parts Matrix equipment, they are a huge purchasing
are present, the Owner tag is not applied. block and no corporation is going to give up any
A device’s owner can, at any time, activate nuyen and control of a population group.
the Reboot or Format function of their property.
These are identical to the Actions found
within the Control Device Matrix Action.
If Rebooted, anyone physically able to access
the device can just turn it back on. Easy.
When Formated a device is bricked until
repaired. This is obviously easier if stealing a
formatted commlink than a Mitsubishi Nightsky
limousine.
However, for the owner to use these
functions, they must know the device has been
stolen, and be able to contact the device. A good
hacker can keep a device from reporting its theft
with the Spoof or Control Device actions, but
remember that Overwatch Score keeps climbing
while doing this.
Most thieves who want to keep what they
steal have a tech head with a Faraday Cage
nearby. Once within that cage the device can’t
receive any reboot shutdown signals and can be
worked on at their leisure.
To remove or reset the Owner tag to either
Factory blank, or apply a new SiN to it, is a Hard
[fff] Computer check that takes 4 hours and
requires cumulative successes equal to the
device’s rating. If this generates hh the device
reports its location and theft. However if within a
Faraday cage this is obviously impossible.
The majority of this work is accessing the
various manufacturers’ databases [that are
helpfully found on the Shadownet] to find a new
P a g e | 40
4.8 INTRUSION
COUNTERMEASURES [Ice] Strong IC [Skill = Upgrade Host Rating twice]
SPARKY Attacks a Displayed target, inflicts
All the good data, dirt, and devices are
Host Rating x2 +s System Strain and
concealed within Hosts. The deadliest security
programs are as well, known as Intrusion Biofeedback.
Countermeasures, or ‘Ice’. IC only exists within
BLASTER Attacks a Displayed target, inflicts
Hosts and is defined by the power of its Host.
Host Rating x2 +s System Strain and
Only one instance of each named IC can be
Biofeedback. Spend 1 s to Link-Lock the Target.
present in a host at once. If IC is destroyed the Host
can relaunch another copy after one turn. IC has a
BLOODHOUND Attacks a Displayed target, s
Soak value and System Strain equal to the Host’s
applies Targeted. If intruder is already Targeted,
rating.
ss performs Trace Icon.
All IC checks use a pool equal to the Host’s
rating, upgraded by IC’s strength with a difficulty
of the target’s device rating. PATROL Scans roughly every [6–Host Rating]
turns for intruders, s sets target to Displayed,
and alerts Host, and all IC.
Average IC [Skill = Upgrade Host Rating once]
ACID Attacks a Displayed target. Reduces
CATAPULT Attacks a Displayed target, s reduces
target device’s rating 1 per s. If rating is 0, s
target rating by 1 and inflicts Biofeedback equal
inflicts 1 non-soakable system strain. A Reboot
to Host Rating +s. A reboot resets the rating.
resets the rating.
Cyberdeck Modules Rare Price Every Cyberdeck has (1) Module Slot.
Installation is a Maneuver
Burn Module 3r 1,500¥ +5 Sys Strain. When used up, is trashed.
Induction Receiver 7r 1,200¥ Deck can make direct connection via touch.
Multidimensional 6r 1,400¥ +1 Rapid Reaction for Matrix Purposes
Co-Processor
Overwatch mask 7f 4,200¥ Requires hh for +1 OS once per turn.
Program Carrier 2 900¥ Adds 1 Cyber Program, hardwired into module.
Self-Destruct 7r 200¥ Deck becomes a VERY VERY expensive
Fragmentation Grenade.
Vectored Signal Filter 3 800¥ Noise Reduction (- S )
P a g e | 48
CHAPTER 5 RIGGING
Riggers are people that want more than just Control Rigs grant the following effects while
to drive a vehicle, they want to be the vehicle, Jumped in and using Vehicle Actions.
feel the rain slick asphalt beneath squealing wide- Control Rig Rating 1
grip tires and the sharp stinging impact of bullets • +s to initiative rolls when jumped in.
across the rear bumper. Well, maybe not so much • +1 free Maneuver per turn. Max 2 as usual.
the bullets part. Riggers are couriers, racers, thrill Control Rig Rating 2
seekers, smugglers, and machine operators who • +ss to initiative rolls when jumped in.
have invested in a device called a Control Rig that • +1 free Maneuver per turn. Max 2 as usual.
allows them to ‘become’ the heart of a machine, • 2 strain to convert a Matrix Action to a
performing maneuvers and driving to the edge of Maneuver.
a vehicle’s limits and beyond. The control rig’s Control Rig Rating 3
translation modules can allow a rigger to link up • +sss to initiative rolls when jumped in.
or “jump into” a machine that has a rigger • +1 free Maneuver per turn. Max 2 as usual.
interface. The sensory translators can turn tire • May convert a Matrix Action to a Maneuver
pressure and road slip into the feel of asphalt free once per turn.
under foot, the howling rpm’s of the gearbox into
the pounding pulse of a riggers heart as they stare
into the night through UV and IR sensors like eyes
Making the Jump
Jumping in is an Action in AR, or an Incidental
mounted across the grill. While some riggers
in VR, or using a direct connection to the
focus on jumping in and operating singular large
machine, such as a Universal Data Cable.
vehicles, other riggers focus more on drones,
If directly connected to a Rigger Command
small semi-autonomous robotic devices that fly,
Console [RCC], a rigger can jump between any
swim, and drive. Drone riggers can jump into a
drone linked to it with an Incidental.
hundred tiny flying eyes, or crawl through the
Jumping in a vehicle, drone, or articulated six-
walls and alleyways as a stainless steel rat.
axis arc welder requires 3 things;
Rigger have a special set of rules when they’re
1. A control rig.
“jumped in” to a vehicle or drone. This makes
2. A machine with a Rigger interface.
them more powerful, but also exposes them to
3. [Owner or Control Device]
more risks. Here’s the skinny on all of the fun
a. The Rigger is the [Owner] of the Machine
you’ll have as a rigger in the Sixth World.
OR
b. The Control Device matrix action is used
5.1 CONTROL RIGS
A control rig is an expensive and invasive
Physical Damage
series of sensory translation modules installed
When a machine a rigger is jumped into
throughout the riggers body. It uses the motor
suffers Hull damage, feedback inflicts half that
cortex, sections of the cerebrum, brain stem, and
damage [rounded down] as either Strain [Cold-
sensorium, with a few superconducting tendrils in
Sim] or Wounds [Hot-sim] soaked with Willpower.
the pre-frontal and frontal cortices. The Control
Rig has a built-in sim module, so you can use it for
DNI with other devices. It also comes with a Jumped In, Icons, and the Matrix
universal data connector [UDC] and about a When a Rigger is jumped into a machine, that
meter of retractable cable. machine’s Icon can be Concealed in the Riggers
The processing and neural response systems PAN they wish. Otherwise the Icon stay separate
of various Control Rigs define just how precisely a like anyone operating a vehicle.
Rigger can make a machine dance. If a Rigger is directly connected to a machine
via universal data cable, the machine will suffer
P a g e | 50
any system strain targeting the rigger, not the Cyberprograms on an RCC
riggers Persona device or PAN. Most cyberprograms can only run on a
Note: While not a concern for riggers often cyberdeck but a handful of important programs
(or at all) Black IC is the exception in that it can be run on an RCC. The drawback is these
applies damage to both the device AND the programs take up an RCC’s scare Autosoft slots.
character at the same time so, try to avoid that.
Cyberprograms usable on an RCC
Signal Scrub Reduce Noise by - S
Jumping out
When jacking out of a device, the Switch Virtual Machine +1 net Autosofts. -1 Soak
Mode maneuver should be used to drop to AR Feedback Filter +2 Soak vs Biofeedback
before disconnecting. If a rigger jumps out of a Hardening +2 Soak vs System Strain
device before dropping to AR, or if the device is Static +1 Firewall
destroyed, the rigger suffers dumpshock soaked Swerve +S vs Control Device.
by Device Rating + Willpower. If the device was Wrapper +1 Rating vs Matrix
destroyed, it’s soaked only by Willpower. Perception to reveal true
Icon type.
5.2 RIGGER COMMAND
Group Command & Jumping around.
CONSOLES The RCC manages several connections at
Rigger command consoles [RCC] help organize
once, allowing a Rigger to command one, all, or
the legion of drones some riggers love. About the
some connected drones with the same Incidental.
size of a small briefcase, it can be used as a
This multi-connection also allows the rigger jump
commlink and act as the Rigger’s PAN, but RCCs
from one networked drone to another as an
are specifically built to support a PAN full of
Incidental. Commands issued from an RCC are
Drones, so include some extra features.
acted on during a drone’s initiative, not the
All RCC’s have a rating which acts as the
Rigger’s.
device’s soak as normal, as well as Firewalls
granting defensive S, improving a protected
drone’s chances against matrix attack.
The Itsy Bitsy Spider…
Any facility may have dozens, or possibly
For example: Hacking a Pilot-Rating 2 MCT
hundreds, of devices that can be controlled or
Rotodrone is an Average [Ff] Computer check.
manipulated by a rigger or decker.
If linked to a Proteus Poseidon RCC [Rating 3,
This is the world of a special kind of rigger,
Firewall 1] it’s a Hard (FFF) Computer check + S
the security spider. A spider’s RCC is networked to
a building’s host which directly connects it to all
Noise Reduction devices within the Host, including drones, doors,
If directly connected to a device, such as using and the coffee maker on the 3rd floor.
a data cable, noise is zero. Normal matrix Noise Since the Security Spider’s RCC is inside the
modifiers apply. High-end RCC’s may have signal host, it doesn’t matter if they are on the far side
scrubbers that negate some noise S. of the world, the physical distance to all Hosts is
considered zero. A spider rigger suffers no noise
Autosofts through this Host connection.
Autosofts are drone skill programs. An RCC The spider-rigger is often teamed up with a
can run a number of autosofts equal to its rating. spider-decker to help against hacking intrusions
Every Drone in the RCC’s PAN can use the skill at on the security system. The spider-security guard
the same time if it applies. is also there, but they’re just a regular guard with
eight legs from SURGE effects.
P a g e | 51
5.3 CONTROLS & OVERRIDES A Pilot rating acts as the drones only attribute
Vehicles, drones, and devices can receive while autosofts provide the skill ratings. Together
commands from contradictory sources, such as an they form the drone’s dice pool when operating
extracted CEO desperately clawing at their car’s independently.
manual controls as a rigger who has jumped in A drones Pilot Rating is also used as the
into the vehicle is driving away with them. device’s rating versus any matrix actions used
Vehicles and other devices (like doors, trid- against it.
sets, and so on) can be controlled in four ways.
These control types, from highest priority to Autosofts
lowest, are rigger, remote, manual, and autopilot. Autosofts are programs that grant Drones skill
Rigger control is the result of a rigger being ranks. They are usually installed on an RCC so they
jumped into the device. If the owner is able, they can be shared and used simultaneously through
may be able to reboot or format the machine all the drones linked to the RCC.
while the rigger is in it through the [owner] tag, Some autosofts are specific to a drone type or
but have few other options. weapon carried. Some drones may have their
Remote control can be stablished with the own onboard autosofts. Also if a drone is running
matrix action Control Device. any of its own autosofts, it cannot benefit from
Manual control requires actual physical the same program on the RCC.
controls, like a steering wheel, throttle, buttons, Most autosofts grant skills ranks that are used
an AR display, or anything else a person can like any other skills check.
manipulate to control the device. Autosofts Notes
Autopilot requires that the device have a Perception Skill
pilot rating, which most vehicles and drones do. Computer Skill
Machines receiving multiple contradicting Stealth Skill
commands on the same control levels fail to Knowledge: [Type] Skill
perform any of them and instead send an error Language Alternate Language
message back to the users attempting to issue the Mechanic Skill
commands. Charm[Performance] Skill
Remember that a rigger is almost always the Professional [Type] Skill
[owner] of all drones connected to their RCC. Pilot [Model] Skill per Model type
Drive [Model] Skill per Model type
5.4 DRONES Weapon [Type] Skill per model type
Drone is a catch all term for a vast spread of
machines intended to be used remotely by riggers Drone Combat
or run autonomously with their onboard pilot Drones fight like characters, using their Pilot
programs. attribute and Skills. They have Soak and System
Strain based on their model, as well as hardpoints
Dog Brains and Pilot Programs for equipment.
Drones don’t *actually* use canine brains no When jumped into a drone, a rigger may use
matter what the trideo program La55ie the their own skills with the drone’s sensors, speed,
Wonder Drone has hinted at. A drone’s Pilot and weapons. Remember half of all damage
program isn’t so much a program as a type of inflicted [round down] on a machine while
firmware that measures the drone’s flexibility and jumped in transfers to the rigger, and is then
intelligence. The term “dog brain” is used in soaked by willpower.
reference to the fact that most drones, if left to Drones use their Pilot attribute alone for tests
their own logic, are not to terribly bright but they may have to make that they do not have
enthusiastic. autosofts for.
P a g e | 52
CHAPTER 6 MAGIC
Spellcasting in this conversion uses a mongrel Drain
variant of the Shadowrun concept of Force and 4. Resist Drain.
Drain. In this system a spellcaster has a choice in Drain is the physical and mental toll that
deciding how powerful and risky casting every powering magic inflicts on a person. When an
spell may be. I don’t find it too cumbersome or awakened channels magic to cast a spell, call a
slow, but I wrote it so.. here’s hoping? spirit, or create an item, that power burns
through them and can exhaust, or kill them.
6.1 SORCERY If the force used in a check was greater than
Force and Drain the character’s Magic attribute, you increase the
[aka aneurisms for fun and profit} drain by the amount above your magic AND it is
Sorcery is how most magicians are pictured, inflicted as wounds, if the force was safely equal
wiggling their fingers and unleashing a powerful to or below the character’s magic attribute, it is
roar of fire and while that is fun, there is far more strain damage. This is why, unless you have a
to magic than that. towering 5 Magic attribute, flinging spells at max
power and summoning super-spirits will cook
your brain.
Sorcery
For spellcasting, drain is specific to each spell
1. Pick spell and Force [1 to 5].
used, with a drain listed as the force used plus a
2. Assemble Dice pool from Force/Skill
number. Such as [F]orce+1, F+2, etc.
3. Roll spellcasting check and apply effects
When attempting to summon Spirits, drain is
simply x2 the force of the spirit without any other
Force as an attribute. additions. Simple but gets damn hard quick.
Force is a selected level of power from 1 to 5, Once the check has been made, the drain can
that replaces a character’s attribute to create dice also be adjusted down by -1 per a or unused s.
pools for active spellcasting, enchanting, and It can also, unfortunately, increase by+1 per h.
summoning. f’s have no effect on drain thankfully, failing
It represents the amount of power an what was being attempting is bad enough.
awakened character decides to pour into a Once determined and adjusted, drain is
magical effect, or the strength of a spirit they are soaked by attribute. Sorcery = Intellect,
calling. It’s decided on before the skill check, and Enchanting = Cunning, Summoning = Presence
creates the dice pool by *replacing* the caster’s IMPORTANT: Drain can never be soaked to 0,
related attribute for the skill check. The skill ranks however, a drain of 1 wound, that is reduced or
always remains unchanged. soaked further, becomes 1 strain. Any magical
Example: A spellcaster with an Intellect of 2, check that has a drain will always inflict a
and Sorcery 3, rolls d gg on a standard check. minimum drain of 1 strain.
Using this system, the caster selects the Force
attribute for casting, but their skill remains set. CHOSEN FORCE IS: DRAIN
Force 1 /Sorcery 3, rolling ddg Equal or Less than Strain Damage.
Force 3 /Sorcery 3, rolling ggg Magic attribute
Force 5 / Sorcery 3, rolling ddggg Over Magic +1 Per point over Magic
So why not cast everything at 5 and annihilate atttribute Wound Damage
your enemies? Because it has a good chance of
wiping you out too. There is a cost to this kind of
power, called Drain.
P a g e | 59
Sorcery
1. Pick spell and Force [1 to 5].
2. Assemble Dice pool from Force/Skill If Azure was panicked or facing a much more
3. Roll spellcasting check and apply effects deadly foe [and had friends to carry him
4. Resist Drain. afterward], he might decide to unload a Force 5
Fire Strike, which combined with his Sorcery of 2,
For Example: Azure the street mage has would create a dice pool of dddgg!
Magic 3 That spell is dangerous for both Azure and his
Intellect 2 target. Since the force is above his Magic 3
Sorcery 2 attribute, the drain will be wounds.
He wants to cast a Fire Strike at a Lone Star Force 5 + Spell drain +2 = 7.
officer. Force is 2 points over his magic = +2
Power Bolt’s drain is F+3. Total Drain is 9.
Azure decides to cast the spell at force 3, so If he doesn’t a lot of a or use extra s he
the drain will be inflicted as strain damage. Force could practically kill himself.
3 and Sorcery 2 make a dice pool of dgg. He would soak it with his Intellect of 2 for a
Rolling this, Azure gets a s and an aa. The total of 7 wounds! He is probably near dead.
spell strikes the officer and its effect are resolved.
Azure uses the aa decides to skip activating the However, what-ever he pointed that Force 5
spell’s Burn quality and use the advantage to Fire-Strike spell takes a minimum of 16 damage
reduce drain. and likely be DED. So it’s a dangerous last resort
A Fire Strike spell’s drain is F+3, so Force +3. type of deal.
He cast the spell at force 3, so 3+6 = 6 drain.
The aa lower this to 4 drain. Also casting dddgg versus FF is likely to
He soaks the 4 drain with his Intellect of 2, generate a lot more a and s lessening the
reducing it to 2 strain. dangerous drain or potently increasing the
Azure targets the officer and unleashes a damage to the target.
stream of flame inflicting the spell’s base damage
of [Force x3] +s. Also, Azure should know better than to so
The Burn quality wasn’t activated but the greatly exceed his capabilities. However it was
powerful damage incinerates the officer, inflicting sure pretty to watch.
10 damage.
P a g e | 60
MAGEBOLT STUN
Diff: Brawn Duration: Instant Diff: Willpower Duration:
Range: LoS Drain: F+1 Range: LoS Drain: F+2
Type: Physical Damage: Force +s. Type: Mana Damage: F +s Stun Damage.
Spell only works on Awakened targets by This spell channels magical energy directly into
releasing their inner mana violently. Non- target, causing Stun damage. Stun is sometimes
awakened are unharmed. referred to as a “sleep” spells because it may
Qualities: Vicious [Force] render targets unconscious.
Qualities: Blast, Touch [auto], Stagger 1
MANA SHRED
Diff: Willpower Duration: Instant
Range: LoS Drain: F+3
Type: Mana Damage: Force +s
Disrupts a living targets aura and life force.
Qualities: Blast, Touch[Auto]
POWER BOLT
Diff: Brawn Duration: Instant
Range: LoS Drain: F+2
Type: Physical Damage: Force +s.
This spells channels destructive magical power
directly into the target causing physical
damage, cooking them from the inside, like
magically microwaving a hot dog.
Qualities: Blast, Touch [auto], Vicious [Force]
P a g e | 63
[Element] STRIKE
Diff: Range Duration: Instant
Range: LoS Drain: F+3
Type: Physical Damage: Force x3 +s.
This spell fires an Elemental stream that inflicts
damage and elemental effects. If Blast is
purchased for +1 Drain before casting, the spell
can create a grenade-like ball of elemental energy
that launches from the magician like a solid
projectile and can bounce and roll before
detonating. It may be detonated with an
Incidental action or automatically explodes at the
start of the Magicians next turn (Maximum time
delay 10 seconds). If Blast is activated with W W
from the casting check, the spell detonates at the
targeted point as normal. Each type of element is
its own spell and learned separately (Lightning
Strike, Fire Strike, Acid Strike, etc).
Qualities: Blast, Elemental
P a g e | 64
ELEMENTAL TYPES
The [Elemental] tag can be applied to spells,
environments, or weapons but is most often
connected with the Combat Spell: [Element]
Strike. Each element has effects that are applied if
the Elemental quality is activated. Many of the
elements have one additional quality linked to
them however these are automatically included in
the effect of triggering the Elemental tag and do
not require additional a to activate.
The element’s potency is based on the Force
of the Spell that created it or the Magic attribute
of the Paracritter that caused it. Both of these
numbers vary from 1 to 5+.
ELEMENTAL ACID
When triggered this element creates powerful
Acid with a rating equal to the spells Force x2, or
a critters Magic x2. The acid lasts for one turn.
(See Genesys pg 111 Table 1.6-8).
ELEMENTAL COLD
Liquids freeze, lubricants gum up, and armor
grows brittle. It could also make floors or
walkways treacherous calling for Coordination
checks if the GM allows. This applies Frozen
[Force / Magic]
ELEMENTAL ELECTRICITY
When activated this quality applies Stun with a
rating equal to [Force / Magic]
A t on the attack action can cause targeted
devices suffer a Format as per the Control Device
action.
ELEMENTAL FIRE
This elemental quality applies Burn [Force /
Magic]
ELEMENTAL WATER
Water carries an impressive amount of mass and
stunning impact and applies Concussive [Force /
Magic]
P a g e | 65
PROPHYLAXIS
Diff: Ave (ff) Duration: Sustained
Range: Touch Drain: F+0
This spell grants +A A to resist poisons, drugs
and toxins while Sustained.
Qualities: Essence [Auto]
P a g e | 73
CAMOUFLAGE DREAM
Realistic, Single-Sense [Sight] Realistic, Multi-Sense [All].
Diff: Average (FF) Duration: Sustained Diff: Willpower Duration: Sustained
Range: LoS Drain: F+2 or F+4 Range: LoS Drain: F+1
Type: Mana or Physical Type: Mana
Transforms blends the subject’s body into s transmits a selected dream to sleeping target.
background. Each s downgrades Perception Dreams cannot cause actual ideological changes.
checks made to see the user. sss the dream may be able to sooth night
horrors or inflict them rendering any sleep
CHAFF ineffective.
Realistic, Multi-Sense [All]
Diff: Average (FF) Duration: Sustained ENTERTAINMENT
Range: LoS Drain: F+2 Obvious, Multi-Sense [All].
Type: Physical Diff: Average (FF) Duration: Sustained
Chaos variant that only affects devices / sensors. Range: LoS Drain: F+1 or F+2
s inflicts +s s to all actions due to static and Type: Mana or Physical
system noise. Extra s adds +S These area spells create obvious, but
Qualities: Blast entertaining, illusions. s’s measure how detailed,
interesting, and captivating the audience finds the
CHAOS illusion.
Realistic, Multi-Sense [All].
Diff: Average (FF) Duration: Sustained EUPHORIA
Range: LoS Drain: F+2 or F+3 Realistic, Multi-Sense [Joy]
Type: Mana Diff: Average (FF) Duration: Sustained
s inflicts +S S to all actions. Mana: Odd sounds, Range: LoS Drain: F+2
Type: Mana
strange motion just out of sight and vertigo.
Upgrade all difficulties equal to s. Powerful
Physical: rattling, flashing lights, and rumbling.
Euphoria gives the target(s) a high comparable to
Each extra s adds +S
empathogenic drugs or sexual climax.
Qualities: Blast Qualities: Blast
VAMPIRIC STEALTH
Realistic, Multi-Sense [All].
Diff: Average (FF) Duration: Sustained
Range: Self Drain: F+1
Type: Mana
Only works on those with HMHVV, each s adds
+s to Perception checks versus Stealth by
shrouding the user’s appearance and sounds.
VEHICLE MASK
Diff: Average (FF) Duration: Sustained
Range: Touch Drain: F+1
Type: Physical Qualities:
Realistic, Multi-Sense [All]
The touched vehicle assumes a different physical
appearance (of roughly the same size and shape)
chosen by the magician. This spell can alter the
vehicles sound, smell, and other physical
characteristics as well. Each s upgrades the
difficulty of the Perception check to discover the
disguise.
P a g e | 77
AIR FILTER
Diff: Average (FF) Duration: Sustained
Range: LoS Drain: F-2
Type: Physical
This spell allows the subject to breathe while
buried or while underwater. The subject can
breathe normally for thirty minutes per s. The
duration is halved if the subject is buried in wet
sand or mud.
P a g e | 78
FIX
Diff: Resistance Duration: Permanent
Range: Touch Drain: F+4
Type: Physical
Fix allows the spellcaster to repair damage to
non-living materials, including drones and
vehicles.
Each s repairs Hull Damage or strain equal to
Force +s. Fix can repair any item or part with a
weight equal to the Force x 2 kgs.
This spell can only repair broken items when all
the pieces are present. The weight limit applies to
the damaged part, not necessarily the entire
vehicle. For example, if you have a busted wheel,
you would count that weight not the weight of
the entire vehicle. An object may only be affected
by Fix once within a lunar month. Because magic.
P a g e | 82
INTERFERENCE LOCK
Diff: Range Duration: Sustained Diff: Resistance Duration: Permanent
Range: LoS Drain: F+3 Range: LoS Drain: F+3
Type: Environmental Type: Physical
This spell jams all signals within Short Range of its Lock telekinetically holds a door (or portal, hatch,
Target Point. Each s equals +S of Noise. The closure, or similar blockage) closed with a BRAWN
spellcaster’s equipment is not immune to the equal to the spell’s Force. Opening the portal
spell. requires an opposed Brawn test.
INTOXICATION
Diff: Brawn Duration: Permanent LOOKING GLASS
Range: LoS Drain: F+1 Diff: Average (FF) Duration: Sustained
Type: Mental Range: LoS Drain: F+1
s causes inebriation. Toxin screens or filter Type: Environmental
increase the difficulty. The spell changes the properties of a material to
Each s inflicts +S which represents the target’s allow light to pass through it. The spell creates
drunken state. Antidote and Detox can negate the transparency in a radius equal to the Spells Force
effects of this spell. in meters. An object affected by the Looking
Glass spell allows Line of Sight to objects or
LEVITATE persons on the other side. You cannot cast an
Diff: Average (FF) Duration: Sustained Indirect spell through the transparent material.
Range: LoS Drain: F+2
Type: Physical MAGIC FINGERS
Levitate allows you to telekinetically lift a person Diff: Average (FF) Duration: Sustained
or object and move it around. Range: LoS Drain: F+2
Each s equals 200 kgs of levitated mass. The Type: Physical
subject of the spell can be moved anywhere in Magic Fingers creates two psychokinetic invisible
your line of sight at a movement rate of spell’s hands that can hold or manipulate items with
Force x2 meters per round. Brawn and Agility equal to s’s gained on casting.
*If you’re trying to levitate an item held by a living You can use skills remotely with Magic Fingers,
being, or levitate an unwilling living being, the although those requiring precise control, such as
Difficulty is equal to their Brawn. You can use this lockpicking, suffer +S s. Any action are
spell to levitate yourself, up up and away. Watch performed as if they were your hands, so they
out for helicopters. must remain within arm’s length of each other.
LIGHT MAKEOVER
Diff: Average (FF) Duration: Sustained Diff: Average (FF) Duration: Permanent
Range: LoS Drain: F+0 Range: Touch Drain: F+1
Type: Physical Type: Physical
s creates a mobile point of light, illuminating a Makeover mystically alters willing target’s
5m radius around it. The spell cannot be used to cosmetics, hair color and style, mani-pedi’s etc.
blind a target. Each s removes 1 S from These changes are magical in nature and do not
darkness visibility modifiers. The Light can be depend upon the caster’s knowledge of grooming
moved up to 10m with an Incidental action. or fashion. The effects of the makeover are as
permanent as those made physically in a beauty
salon. Each s scored by the caster measures the
degree of style and skill in the makeover.
P a g e | 84
SHAPECHANGE
Diff: Average (FF) Duration: Sustained
Range: LoS Drain: F+2
Type: Physical
Shapechange transforms a voluntary subject into
a normal (non-paranormal) critter, though the
subject retains metahuman consciousness. The
subject can only assume the form of a critter
whose base silhouette is within 1 of their own; as
small as a large dog (Silhouette 0) or as large as a
moose (Silhouette 2). The caster may increase
Brawn or Agility by 1 per s. This spell does not
transform clothing and equipment. Magicians in
critter form can still cast spells but cannot
perform tasks requiring speech. The subject may
not turn into a swarm.
STERILIZE
Diff: Average (FF) Duration: Instant
Range: LoS Drain: F+1
Type: Physical
Each s upgrades the Difficulty of any skill tests
made to use biomaterial for forensics or material
link purposes. This spell kills all bacteria and
destroys organic material such as skin flakes, stray
hairs, and spilled blood. Material affected by this
spell cannot be used as a material link for rituals.
Because the spell does not affect biomaterial
attached to a living being, it does not kill the
various helpful and harmful microorganisms living
inside a creature. Shadowrunners often employ
this spell to eliminate incriminating trace
evidence, especially if blood has been spilled. The
area sterilized is a sphere with a radius equal to
the spells Force in meters.
SUSPENDED ANIMATION
Diff: Willpower Duration: Permanent
Range: LoS Drain: F+2
Type: Mental Qualities:
The caster must touch a voluntary or unconscious
subject. The spell puts the subject in a form of
suspended animation. The subject’s bodily
processes are slowed significantly, allowing them
to survive with little nourishment or respiration,
this also delays poison, disease, or Toxin checks.
Each s equals 8 hours of near stasis as well
upgrading any check to detect life versus sensors.
The spell can be recast on a target while under
the effect of the current Suspended Animation
although effects do not stack. This spell does not
keep a subject unconscious, and if the character
wakes up and resists against the effects of the
spell, their metabolism returns to normal and the
spell breaks. The target reads as dead to rating 3
or less scanners and medic systems.
P a g e | 88
ALL SPIRITS: Have Astral Form, Materialization, Sapience, and Search as basic powers unless noted.
Stats: Each spirit should have a total of (-5) Powers count as 1
Dragonslayer Mountain
Advantages: Advantages:
• Strain +A to Social skill for 1 turn. • 2 Strain +A to Survival for next turn
• Magician: +A for combat spells, preparations, • Magician: +1 Rank to/of Counterspell Talent.
and rituals • Adept: +1 Rank to/of Pain Resistance.
• Adept: +1 free rank of Enhanced [Skill] Disadvantages: You must make an Average (FF)
Accuracy Willpower check to abandon a planned course of
Disadvantages: If you break a promise, whether action in favor of a new one. If you fail, you must
by choice or by accident, you suffer +S to all endeavor to continue with your original plan,
actions until you make good on your promise. even if it means going on alone. Similarly, you
must succeed in Average (FF) Willpower check to
Eagle proceed in anything without a plan.
Advantages:
• 2 Strain +A to Perception for 1 turn. Mutation
• Magician: +A for summoning Air Spirits. Advantages:
• Adept: +1 Rank in Enhanced [Melee] Accuracy • 2 Strain +A to Athletics, Coordination, or
Disadvantages: Pollutant elemental attacks add Brawl for next turn.
+2 damage, +S to all Resilience checks versus • Magician:+A for Health spells, preparations,
pollutants. and rituals.
• Adept: +1 Rank to/of Boost Brawn or Boost
agility.
Fire-Bringer
Disadvantages: If a follower of Mutation finds
Advantages:
themselves inferior to an opponent, they suffer a
• 2 Strain +A to Mechanic or Enchantment
–S penalty on all actions until they defeat their
checks for the next turn.
rival in that area, or overcome or compensate for
• Magician: +A for Manipulation spells,
the weakness in another way (such as acquiring a
preparations, and rituals
new power, spell, or augmentation).
• Adept: +1 Rank of Amplify [Mechanics]
Disadvantages: When someone sincerely asks you
for help, you can’t refuse without succeeding in
an Average (FF) Willpower check.
P a g e | 94
Oracle Rat
Advantages: Advantages:
• 2 Strain +A to Assensing for next turn • 2 Strain +A to Stealth for next turn.
• Magician: +A to Detection spells, • Magician: +A to Perception when harvesting
preparations, and rituals reagents, and may use any tradition reagents.
• Adept: +1 Rank to/of Amplify [Perception] • Adept: +1 Rank to/of Amplify [Stealth}
Disadvantages: When confronted by a Disadvantages: A Rat magician must make an
particularly haunting question, you must take an Average (FF) Willpower check to not
Average (FF) Cunning check. Failure means you immediately flee or seek cover in a combat
must spend 4 hours to make another Average (F) situation. If there is nowhere to flee, they are
Cunning check researching the answer. Success forced to fight.
doesn’t mean necessarily mean you found the
answer, but it at least silences the question in Raven
your mind for the time being. Ona failure you Advantages:
continue researching for another 4 hours and may • 2 Strain +A to Charm for next turn.
check again. • Magician: +A for Manipulation spells,
preparations, and rituals
Peacemaker • Adept: +1 rank to/of Voice Control
Advantages: Disadvantages: You must make an Average (FF)
• 2 Strain +A to Negotiation for next turn. Willpower to avoid exploiting someone else’s
• Magician: +A to Detection spells, misfortune to your own advantage or to pull a
preparations, and rituals clever trick or prank even if it’s to the
• Adept: +1 rank to/of Amplification disadvantage of your friends.
[Negotiation]
Disadvantages: At the beginning of combat, make Sea
an Average (FF) Willpower check, failure means Advantages:
you are unable to take actions that cause physical • 2 Strain +A to Athletics [Swimming] for the
damage for the duration of combat. If you or a next turn.
member of your team suffered damage in the • Magician: +A for summoning Spirits of Water
previous Combat Turn you may make the check • Adept: +1 rank Amplify [Athletics]
again. Disadvantages: You must make an Average (FF)
Willpower to give away something you own or be
Pollution charitable in some way.
Advantages:
• 2 Strain +A to stealth for next turn. Seducer
• Magician: +A to summon or bind toxic spirits Advantages:
of air, earth, or water (choose one). • 2 Strain +A to Charm for next turn.
• Adept: +1 Rank to/of Pain Resistance. • Magician: +A to Illusion spells, preparations,
Disadvantages: If in an area cleaner than their
and rituals
normal habitation, they must make an Average
• Adept: +1 rank to/of Kinesics
(FF) Willpower check every day. If they fail, they
Disadvantages: You must succeed in an Average
must spend at least eight hours that day actively (FF) Willpower check to avoid pursuing a vice or
despoiling the land, regardless of any other plans
indulgence (drugs, BTLs, sex, and so on) when it is
they had for that time.
made available.
P a g e | 95
Thunderbird
Advantages:
• 2 Strain +A to Coercion for next turn.
• Magician: +A to summon spirits of Air
• Adept: +1 rank to/of Killing Hands
Disadvantages: A Thunderbird magician must
succeed in an Average (FF) Willpower check to
avoid responding to an insult in kind.
P a g e | 96
SPIRIT FOCUS
Drain: F x 2
Summoning (Spirit Type) This focus amplifies
summoning attempts of the specified spirit type.
Banishing (Spirit Type): This focus amplifies
banishing attempts vs the specified spirit type.
Binding (Spirit Type): This focus amplifies binding
checks against the specified Spirit type.
WEAPON FOCI
Drain: F x 3
A weapon focus is always, unsurprisingly, a
melee weapon. It adds magical power to any
melee attacks made with it, amplifying the Melee
skill and adding its force to the weapons base
damage. A magic sword in the hands of a street
samurai is nothing to laugh at if in range.
A weapon focus is effective against astral
forms and can be taken along while astrally
projecting. The damage of the weapon in astral
combat is the same as it is in the physical world,
except that the user can decide between Strain or
Wound damage.
P a g e | 103
6.9 THE ASTRAL WORLD summoned spirits. When attempting to read Foci
While the physical world is the world you the target is the Foci’s force.
interact with all the time, there is another world, The floating afterimage of a spell lasts a
invisible and unnoticed but indirectly influenced number of hours equal to its force. A magician
by the people wandering the material plane. This can lower this by 1 hours for every maneuver they
world is called the astral plane. It is an spend ‘erasing and smearing’ their astral
emotionally charged photonegative of the signature. It can be reduced to 0 this way.
physical world where only living things and things
infused with mana are real and physical objects ASSENSING TABLE
are mere intangible shadows. MetaHumans / Spirits: Difficulty Average [FF].
Foci: Difficulty = [Force]
AURAS AND ASTRAL FORMS Background Count may add S or raise Diff.
What can be seen of living things is their Aura, s The general state of the subject’s health
a shimmering glow that surrounds them. All living
(healthy, injured, ill, etc.).
things have an aura but few living creatures are
The subject’s general emotional state or
active on the Astral plane. Non-living things do
impression (happy, sad, angry, etc.).
not have aura’s and appear as shadowy grey
Determine if the subject is Awakened.
shapes that are vaguely recognizable.
Presence & location of cyberware.
Anything active on the Astral plane has a
Class magical subject (fire elemental,
tangible astral form, that’s brighter, or more ‘real’
combat spell, power focus, curse ritual).
like; Spirits, Foci, or Dual-natured beings.
You recognize previously seen auras,
regardless of physical disguises or
ASTRAL PERCEPTION [Action]
The ability to seethe astral plane is called alterations.
Astral Perception. It doesn’t use your physical
ss Presence & location of alpha cyberware.
eyeballs, rather it uses a ‘third eye of the mind’ or
whatever your magical tradition wishes to call it. Whether the subject’s Essence & Magic
With astral perception you can see spirits, auras, are higher, lower, or equal to your own.
and foci as they swirl through the astral. Whether the target’s Force is higher,
Whenever that ‘third eye’ is viewing the astral lower, or equal to your Magic.
plane, anything on the astral can see you to you A general diagnosis for any maladies
to. This makes anyone using astral perception (diseases or toxins) the subject suffers.
Dual Natured. This means you exist on both the Any astral signatures on the subject.
physical and astral plane and may be affected by
things on either. This makes it difficult to see the s The presence and location of bioware
ss
physical plane so imposes +S S to any mundane implants and betaware cyber implants.
check being performed on the physical plane. The exact Essence, Magic, and Force of
Astral Signature the subject.
Creating a spell or enchanting an item is like The general cause of an astral signature
handwriting, while everyone uses the same (combat spell, alchemical combat spell,
letters within a language, some are tight and air spirit, etc).
clean, and others are barely legible. These
patterns and styles of magical use can be studied ss The presence and location of deltaware
ss+
by a magician to try and figure out who cast a implants, gene treatments, and
spell, or enchanted an object. nanotech.
Reading this ‘astral signature’ is an Average An accurate diagnosis of any disease or
[ff] Assensing check versus Metahumans or toxins which afflict the subject.
P a g e | 104
MANA BARRIERS
Mana barriers are any form of magical wall that
can impede magic and block astral forms. Mana
barriers are Dual natured, so affect both planes
equally. These barriers work as a solid barrier
versus spells, manifesting entities, spirits and
active foci.
A mana barrier upgrades the difficulty of any
check made to affect a target on the other side of
it a number of times equal to it’s force.
Adept powers and always on Critter powers are
unaffected by mana barriers. Ranged or
projecting supernatural powers may be affect as
the GM decides.
P a g e | 106
Voice Control
Cost: 2
Activation: Passive
Ranked: Yes [Max 3]
With focus and subtle muscular control, the adept
can change their voice’s pitch, modulation and
tone at will, as well as increase its volume. An
adept can mask their voice and imitate sounds
within the normal range of metahuman
vocalization (no infrasound or ultrasound) and
mimic the voices of others.
If using this trick to fool a person or a voice
recognition system, make an Opposed check
using your Charm or Deception against the voice
recognition system’s Rating, or against the
Perception of the target, adding +A per rank of
the power.
MELEE WEAPONS
Blades Dam Crit Range Enc HP Price Rarity Specials
Ares‘One’ Monosword +3 3 Engaged 2 0 900¥ 6 Pierce 1, Defensive +1, Vicious +1
Combat Axe +3 2 Engaged 3 2 4,000¥ 6r Sunder, Vicious +3
Combat Knife +1 3 Engaged 1 0 300¥ 1
CougarFine Longblade +2 3 Engaged 2 0 600¥ 6 Vicious +1
CougarFine Shortblade +1 3 Engaged 1 0 350¥ 5 Vicious +1
Forearm Snap Blades +1 3 Engaged 1 0 200¥ 5r Vicious +2, Sunder
Highland F Claymore +4 4 Engaged 3 0 4,500¥ 8 Vicious 4+, Prepare +1,
Horizon Flynn Rapier +2 3 Engaged 2 0 500¥ 7 Defensive +1, Accurate +1
Katana +3 2 Engaged 3 1 1000¥ 6r Defensive +1, Vicious +2
Common Knife +1 4 Engaged 1 0 10¥ 1
Pole Arm +3 4 Engaged 3 2 1000¥ 5r Cumbersome 2, Vicious +2,
Knockdown
Survival Knife +1 3 Engaged 1 0 100¥ 1 Survival Gear +A to Survival Skill
Sword +3 3 Engaged 3 2 500¥ 5r Defensive +1, Vicious +1
Urb-TribeTomahawk
Victorinox MemKnife +1 3 Engaged 1 0 1,250¥ 9 Conceal +2,
Victorinox MemSword +2 4 Engaged 2 0 1,500¥ 9 Conceal +2, Defensive +1, Vicious+1
FIREARMS
Holdouts Dam Crit Rng Enc HP Ammo/ Price Rare Specials
Reload
Colt new Model Rev. 5 4 Short 1 0 5a 180¥ 2 Conceal
Fichetti Tiffani Needler 8 3 Short 1 0 4m 1000¥ 5r Flechette
F-T Self Defender 2075 4 4 Short 1 0 4m 350¥ 4 Conceal +1
Streetline Special 5 4 Short 1 0 6m 120¥ 4r Conceal +1
Walther Palm Pistol 6 4 Short 1 0 2a 180¥ 4r Ammo 2, Linked 1
Light Pistols Dam Crit Rng Enc HP Ammo Price Rare Specials
Ares Light Fire 75 5 3 Med 1 1 16 m 1250¥ 5r Suppressed, Smartlink
Ares Light Fire 70 5 3 Med 1 1 16 m 200¥ 3
Berretta 201T 5 3 Med 1 1 21 m 210¥ 7r Autofire
Colt Agent Special 7 3 Med 1 1 8m 250¥ 4
Colt America L36 6 3 Med 1 1 11 m 320¥ 4
Fichetti Executive Act. 6 3 Med 1 1 18 m 300¥ 7r Autofire
Fichetti Security 600 6 3 Med 1 1 30 m 350¥ 5 Laser Sight, Folding
Stock
Nitama Sporter 5 3 Med 1 1 18 m 300¥ 7 Laser Sight
Shiawase Puzzler 5 3 Med 1 0 12 m 900¥ 8R Hard (fff) Perception
to recognize as weapon
Taurus Omni-6 5/6* 3 Med 1 1 6a 300¥ 4 Laser Sight, Prepare 1
Laser Weps Dam Crit Rng Enc HP Ammo Price Rare Qualities
Ares Redline 5/4/3 2 Long* 2 1 10 m 7,500 9r Accurate 2, Breach 1,
-1 Dam Range past short,
Smoke = +2 Soak.
Heavy Pistols Dam Crit Rng Enc HP Ammo Price Rare Specials
Ares Predator III 6 3 Med 2 2 15 m 600¥ 5 Smartlink,
Ares Predator V 7 3 Med 2 3 15 m 725¥ 5 Smartlink,
Ares Viper Slivergun 8* 4 Short 2 1 30 m 380¥ 6r Suppressed, Autofire,
Flechette
Browning Ultra Power 7 3 Med 2 2 10 m 640¥ 4
Cavalier Deputy 6 3 Med 2 2 7a 225¥ 3
Colt Future Frontier 7 3 Med 2 2 7a 500¥ 5 Prepare 1
Colt Gov. 2066 6 3 Med 2 2 14 m 425¥ 3
Onotari Arms Violator 6 3 Med 2 1 10 m 550¥ 6r Smartlink, Safetarget,
Safelink
PSK-3 Collapsible 7 3 Med 2 1 10 m 1050¥ 8r Conceal +1,
Rem. Roomsweeper 6 3 Med 2 2 8a 250¥ 6r
Ruger Super Warhawk 8 2 Med 2 1 6a 400¥ 4 Pierce 1, Prepare 1
Savalette Guardian 7 3 Med 2 1 12 m 870¥ 6r Autofire
Pistols
Ares Crusader II 6 3 Med 2 2 40 m 830¥ 8r Autofire
Cavalier Evanator 5 3 Med 2 2 20 m 775¥ 6r Autofire, Laser Sight, Stock,
Ceska Black Skorpion 5 3 Med 2 2 35 m 270¥ 6r Autofire, (Inaccurate +1
without Stock)
Fichetti Military 100 5 3 Med 2 2 20 m 850¥ 7r Autofire
Onotari Arm Equalizer 6 3 Med 2 2 12 m 750¥ 6r Autofire, Laser Sight, Stock
PPSK-4 Collapsible MP 5 3 Med 2 0 30 m 2800¥ 8r Autofire, Laser Sight,
Conceal +1
Remington 6 3 Med 2 1 15 m 700¥ 7r Autofire, Suppressed,
Suppressor
Steyr TMP 6 3 Med 1 2 30 m 350¥ 7r Autofire, Inaccurate, Laser
Sight
Ultimax 70 5 3 Med 1 2 15 m 800¥ 5r Autofire, Laser Sight,
Wireless
Misc Light Rng Dam Crit Rng Enc HP Ammo Price Rare Specials
Blowgun 1 4 Short 1 0 1a 15¥ 4 Prepare 1,
Bolas +2/G 4 Short 1 0 - 75¥ 5 Prepare 1, Called Shot +S
S to Ensnare.
FN-AAL Gryojet Pistol 9 3 Med 2 2 10 m 2,000¥ 8r If Underwater +2 Damage.
Giantslayer Slingshot 1 4 Med 1 0 1 50¥ 1 Silent, Prepare 1
Knockoff Gun Cane 8 3 Med 2 0 1 150¥ 5 Cane destroyed after use.
Hard (fff) Perception to
detect as weapon
Monofilament Bolas +2/G 3 Short 1 0 - 4,000¥ 9r As Bolo + each escape
attempt Inflicts 6 Wounds
which cannot be soaked.
Parashield Dart Pistol Drug 5 Med 1 2 600¥ 4 Silent, Ammo 5
Shooting Bracer 6 4 Med 2 0 1a 1,250¥ 7 Conceal, Nondetection,
Inaccurate +1
Trafalgar Gun Cane 6 3 Med 2 0 1a 750¥ 7 Hard (fff) Perception to
detect as weapon.
HEAVY RANGED SKILL
SMG’s Dam Crit Rng Enc HP Ammo Price Rare Specials
Ares Executioner 6 3 Med 3 3 30 m 1000¥ 9 Autofire, Suppressed,
Stock, Briefcase
Ares Sigma 3 7 3 Short 3 3 50 m 1000¥ 6 Autofire, Smartlink, Stock
Cavalier Arms Gladius 6 3 Med 3 3 32 m 400¥ 5 Autofire, LaserSight, Stock
Colt Cobra TZ-120 6 3 Med 3 3 32 m 660¥ 5r Autofire, Lasersight, Stock
FN P93 Praetor 7 3 Long 3 3 50 m 900¥ 8r Autofire, Flashlight,
Accurate +1
HK-227 6 3 Long 3 3 28 m 730¥ 6r Smartlink, Autofire,
Suppressed
HK Urban Combat 7 3 Med 3 0 36 m 2,300¥ 10 Smartlink, Suppressed,
Nondetection
Ingram Smartgun-X 7 3 Med 3 2 32 m 800¥ 5r Smartlink, Autofire,
Suppressed
Krime Spree 6 3 Short 3 3 30 m 425¥ 5r Autofire
SCK Model 100 7 3 Long 3 3 30 m 875¥ 5r Autofire
Uzi IV 6 3 Med 3 2 24 m 450¥ 4r Autofire
Assault Rifles Dam Crit Rng Enc Hp Ammo Price Rare Specials
Sport Rifles Dam Crit Rng Enc HP Ammo Price Rare Specials
M1 Garand 11 3 Long 4 2 8a 1,110¥ 3 Pierce 1
Marlin 3041 BL 9 4 Long 4 2 6a 1,100¥ 5 Pierce 1
Marlin 3468 SS 12 3 Long 4 2 4a 1,000¥ 5 Pierce 1, Prepare 1
Marlin X71 11 3 Long 4 2 5a 1,500¥ 5 Pierce 1, Prepare 1, (Cold
Insulation) Scope
Marlin 79S 5 4 Med 3 1 10 m 300¥ 3 -
Springfield 2003 11 3 Extrm 4 2 5a 3,600¥ 4 Pierce 1, Prepare 1
Springfield 1855 Repo 9 5 Med 4 0 1a 850¥ 4 Inaccurate +1
Springfield M1A 11 3 Long 4 2 20 m 1,700¥ 5 Pierce 1, Scope, Vision
Enhance 1
Winchester 2024 11 3 Long 4 2 7a 1,800¥ 4 Pierce 1, Scope, Prepare 1
Winchester 2067 7 3 Long 4 2 15 a 650¥ 4 Pierce 1
Laser Weps Dam Crit Rng Enc HP Ammo Price Rare Qualities
Ares Lancer MP 6/5/4/3 2* Ext* 3 1 5m 16,000¥ 10r Accurate +2, Breach 2,
Laser -1 Dam per Range past
short, Smoke conceal= +x
Soak.
Assault Cannons Dam Crit Rng Enc HP Ammo Price Rare Specials
Ares Thunderstruck 14 2 Extrm 4 2 10m+E 26,000¥ 10r Cmbr 3, Vicious 3, Breach
/a 2, Smartlink
Ares Vigorous AC 15 3 Long 5 4 12 m 24,500¥ 9r Cmbr 3, Vicious 3, Breach
1, Smartlink
Krime Bomb 15 2 Extrm 5 4 4a 23,000¥ 10r Laser sight Cmbr 4 Breach 1
Krime Cannon 14 3 Long 5 4 6a 21,000¥ 10r Cmbr 4, Vicious 5
Orge Hammer SWS AC 15 2 Extrm 5 3 6m 32,000¥ 10r Cmbr 5, Vicious 3, Breach
1, Commlink-4, Scope
Panther XXL 16 2 Extrm 5 4 15 m 43,000¥ 10r Cmbr 3, Breach 1, Prepare
1, Smartlink
Grenade Launcher Dam Crit Range Enc HP Ammo Price Rare Specials
Ares Antioch-2 Gren 4 Long 4 2 8a 3200¥ 7r Smartlink, Prepare 1
ArmTech MGL-12 Gren 3 Long 4 2 12 m 5000¥ 7r -
Missile Sys. Dam Crit Range Enc HP Ammo Price Rare Specials
Aztechnology Striker Missile 4 Extrm 3 0 1a 1200¥ 6r Disposable
Mitsubishi Yakusoku Missile 3 Extrm 5 0 4a 14,000¥ 10 Smartlink
Onotari Arm Ballista Missile 3 Dstn 4 0 4a 7,500¥ 10 Smartlink
Onotari Interceptor Missile 4 Extrm 5 0 2a 14,000¥ 9r Cmbr 2, Prepare 1,
Smartlink
Laser Weps Dam Crit Rng Enc HP Ammo Price Rare Qualities
Ares Archon Heavy 9 2* Short 5 2 Ext 35,000¥ 10r Accurate +2, Breach 4,
Laser * -1 Dam/+1 Crit past short rng
*The UDC and Induction pads are not wirelessly active and cannot be hacked.
Power Backpack 6 250¥ Does your gun need its own software complete with an artificial personality
to provide information in a chattier fashion instead of just providing numbers,
crosshairs, and other similar data? Depends on how you function. If meta-to-
meta interaction is how you prefer to get your information, you might want a
weapon personality, which provides a metahuman-like interface so you can
chat away. The guttural Neil the Ork Barbarian with its “scalped ‘em” grunt to
tell you when you got a hit is especially popular.
SafeTarget System 4 5¥ Adds 1 reload to a weapon. Each clip is specific to each weapon.
Smartlink 2 25¥ Lowers a weapon’s reload from an Action to a Maneuver, or from Maneuver
to Incidental.
Light Ranged Skill
Grenades Dam Crit Rng Enc HP Price Rare Specials
Flash-Bang 9 5 Med .5 0 100¥ 5 Concussive 1, Stun Damage,
Flash-Pak - Short .5 0 125¥ 4 Disorient 3,
Fragmentation 12 4 Med .5 0 100¥ 7r x2 Armor Soak, Blast 8
High Explosive 10 4 Med .5 0 100¥ 7r Blast 8
Gas Gas* 3 Med .5 0 40¥ 2 Blast, *Chemical
Smoke Smoke - Med .5 0 40¥ 5 Creates Darkness S S
Thermal Smoke Smoke - Med .5 0 60¥ 5 Creates Darkness S S vs Thermals
MOON,MARS
EVO HEL Suit 1 - - 1 7 3,000¥ Cold Protection, Fire Resistance +2, Radiation
Shield 3, Chemical Protection 3, Gas Mask,
Spacesuit 2 - - 1 10 12,000¥ Biomonitor, Commlink-2, Cold Protection,
Thermal Damping, Flash Comp.
Security Spacesuit 3 +S - 2 10 25,000¥ Biomonitor, Commlink 2, Chemical Protection
3, Cold Protection, Thermal Damping, Flash
Comp.
EVO Armadillo 3 +S S 2 10 35,000¥ Autoseal system, Biomonitor, Cold Protection,
Armor Fire resistance, Thermal Damping, Brawn +1
ARMOR ATTACHMENTS
Modification HP Effect Cost Rare
(Synth) Leather - Stylish possibly. Real Leather x10 cost. 200¥ 1
Atmosphere Sys 1 2 Hour of air, or other gas. 500¥ 3
Auto-Injector .5 Deliver 1 Dose either to self(auto) or Brawling 1,500¥ 4
Chemical 1 Upgrade Resilience checks vs toxins 500¥ 5
protection
Chemical Seal 2 Ignore Air/Contact toxins. Requires a suit + helmet. 3,000¥ 8
Contains 1 hour of air.
Cold Protection .5 Upgrade Survival checks versus Cold. 500¥ 2
Electrochromic .5 Able to display patterns, color, text, video 500¥ 2
Coating
Feedback Mod .5 Allows tactile response to Simsense 500¥ 6
Fire Resistance .5 +4 Soak vs Fire damage. 500¥ 6
Fresnel Fabric .5 Reduce signal Noise by -S. 1,000¥ 8
Gel Packs .5 Grants S Ranged Defense 1,500¥ 4
Heat Protection .5 Upgrade Survival checks versus heat. 500¥ 2
Non-Conductivity .5 +4 Soak vs Electrical Stun 500¥ 5
Pulse Weave 1 Acts as Flashpack 3,000¥ 6
Radiation 1 +1 Soak vs Radiation elemental attack per rating. 400¥ 5
Shielding
Response 2* Allows Full Simsense recording 2,500¥ 6
Interface Gear
Ruthenium 1 Each rating of Ruthenium grants a +a to Stealth 10,000¥ 8
Coating checks.
Shock Frills 1 +6 Stun Damage [electricity] to Brawling damage 250¥ 6
ShockWeave 1 Brawling Opponent hh activates = 6 Stun Damage 1,000¥ 6
Thermal 1 Upgrades all perception checks using thermal vision or 1,000¥ 7
Damping sensors.
Universal Mirror 1 +S s Noise to any device inside the Suit 500¥ 6
Material
YNT Softweave - Reduces Armor Encumbrance by 25% x2 Armor 4
Armor
CYBERNETIC AUGMENTATION
CYBERWARE Essence Rarity Price Mod
Cost Mod Mod
GRADES
Standard 1 - x1
AlphaWare 0.8 +1 x 1.2
BetaWare 0.7 +2 x 1.5
DeltaWare 0.5 +4 x 2.5
Used 1.25 -2 x 0.75
Magical Bonding
Rarity Price Cost Notes / Types
Equipment In XP
Enchanting Focus F+4r F x 8¥ Fx2 Amplifies Alchemy or Disenchanting actions
Metamagic Focus F+4r F x 15k¥ Fx2 Adds Force to Initiate Level for the Centering, Flexible Signature,
Masking, or Spell Shaping Metamagics
Power Focus F+5r F x 30k¥ F x3 +Force to Magic Rating, Amplifies Magic checks.
Qi Focus F+4r F x 4k¥ F Grant or Improve Adept Powers
Spell Focus F+4r F x 5k¥ F Amplifies Ritual or Spellcasting actions. Counterspell, Sustaining,
Spirit Focus F+4r F x 5k¥ F Amplifies Summoning, Banishing, or Binding actions
Weapon Focus F+4r (F + Res) F x2 Amplifies Melee skill, adds Force to Damage.
x 4k¥
Formulae Rare Price
Focus Formula Focus Focus Cost x 0.25
Combat 6R 2k¥
Detection 4R 500¥
Health 4R 500¥
Illusion 6R 1k¥
Manipulation 6R 1.k¥
Magical Rare Price
supplies
Magical Lodge F+3 F x 600¥
Reagents (1 dram) — 20¥
Max #
Commlinks Rating Firewall Rare Devices Cost Notes:
Meta Link 1 - 2 3 100¥
EvoTech Himitsu 1 - 6r 3 11,000¥ Lunchbox size. Faraday Shielded Storage.
(1 Encm) Sleaze Acts Possible with +S S
Sony Emperor 2 - 4 6 700¥
Renraku Sensei 2 S 5 6 1,000¥
MCT Blue 2 S 6 6 2,000¥ Wristband Form. Blue. Obvious.
Defender
Erika Elite 3 - 6 9 2,500¥
Hermes Ikon 3 S 7 9 3,000¥
Nixdorf Sekretär 4 S 5 9 4,000¥ Rate 2 Organizer Agent.
Transys Avalon 4 S 8 12 5,000¥
Fairlight Caliban 5 SS 9 15 8,000¥
Cyberdeck Modules Rare Price Every Cyberdeck has (1) Module Slot.
Installation is a Maneuver
Burn Module 3r 1,500¥ +5 Sys Strain. When used up, is trashed.
Induction Receiver 7r 1,200¥ Deck can make direct connection via touch.
Multidimensional 6r 1,400¥ +1 Rapid Reaction for Matrix Purposes
Co-Processor
Overwatch mask 7f 4,200¥ Requires hh for +1 OS once per turn.
Program Carrier 2 900¥ Adds 1 Cyber Program, hardwired into module.
Self-Destruct 7r 200¥ Deck becomes a VERY VERY expensive Fragmentation
Grenade.
Vectored Signal Filter 3 800¥ Noise Reduction ( -S )
Legal Programs Rarity Cost Commlinks, Cyberdecks or * = Useable on RCC.
3 80¥
Search Agent +A to the Info Search action.
Edit Agent +A to the Edit File action.
Signal Scrubber* Reduce Noise by -S
Virtual Machine* Net +1 Program Slots. -1 device Soak.
DRONE AUTOSOFTS Rarity Price Notes: For use on RCC / Drones. Drone Pilot acts at Attribute.
Perception 4+Rate R x 700¥ As skill
Computer 4+Rate R x 700¥ Can use Legal Matrix Actions.
Stealth 4+Rate R x 700¥ As skill
Knowledge: [Type] 4+Rate R x 700¥ As skill
Language 4+Rate R x 700¥ Understands and may respond in additional Language
Mechanic 4+Rate R x 700¥ As skill
Charm[Performance] 4+Rate R x 700¥ As skill
Professional [Type] 4+Rate R x 700¥ As skill
Pilot [Model] 4+Rate R x 700¥ Piloting one type of drone / Vehicle.
Drive [Model] 4+Rate R x 700¥ Driving one type of ground, water vehicle / drone.
Weapon [Type] 4+Rate R x 700¥ Acquiring targets and firing a specific weapon system.
OPTIC/ IMAGING DEVICES Rare Price VISION ENHANCEMENTS Cap Rare Price
Binoculars (Imaging Cap 3) 1 150¥ Low Light -1 4 500¥
Binoculars (Optical) 1 50¥ Flare Compensation -1 1 250¥
Camera (Cap 6) 1 600¥ Image Link -1 1 25¥
Micro Camera 1 100¥ Smartlink -1 4r 2,000¥
Contacts (Cap 3) 5 600¥ Thermographic -1 5 500¥
Glasses (Cap 4) 1 400¥ Vision Enhancement Rate Rx1 R x700¥
Goggles (Cap 6) 1 3,000¥ Vision Magnification -1 2 250¥
Endoscope 6 250¥
Imagining Scope (Cap 3) 2 300¥
Periscope 3 50¥
Mage Sight Goggles 8r 3,000¥
Monocle (Cap 4) 1 500¥
TAGS
Standard Tags 1 - 1¥ Generic Tag, Can transmit location, tracking, multipurpose.
Datachip 1 - 5¥ Secure non-wireless data storage. Massive storage. Finger sized.
Security Tags 2 3 5¥ Often implanted. EMP hardened, resist Tag Eraser.
Sensor Tags 1 5 40¥ Able to record 24hrs of media.
Stealth Tags 2 6r 10¥ Always Running Silent. Ecumbrance-0, Conceal +2,
SENSORS
HOUSING SIZE and MAX RATING Max Rating SENSOR HOUSING Rare Price
RFID, Audio and Video devices, Headware 1 Handheld Device(Cap 3) 2 C x 100¥
Handheld Device, Micro-drones - Small drones, Sil: 2 Wallmounted Unit (Cap 6) 3 C x 250¥
0
Motorcycles, Medium drones, Wall mounted, Sil: 1 3
Vehicles, cars, vans etc. Silhouette2-3 4
Buildings, Airports, etc. 5
DOC WAGON Rare Price Notes: PER YEAR. All come with 1 RFID implant or wristband.
Basic - 5,000¥ 10 min arrival, Resuscitation=+5,000¥, HTR +5,000¥, Employee Death 20,000¥
Gold - 25,000¥ 1 Free Resuscitation, HTR 2,500¥. Employee Death 20,000¥
Platinum - 50,000¥ 4 Free Resuscitations, HTR: Free, Employee Death 20,000¥
Super-Platinum - 100,000¥ 5 Free Resuscitations, HTR: Free, No Employee Death Fee.
INDUSTRIAL CHEMICALS
Chemicals Rarity Price Notes:
Glue Solvent 2 90¥ Dissolves 1 square meter of aerosol glue
Glue Sprayer 2 150¥ Spray superglue, takes 1 turn to set. Daunting (4) Brawn to separate
Thermite Bar 10r 500¥ Burns at 20 Dam / Breach 4 over one full turn.
GROUND VEHICLES
MOTORCYCLES Pilot Speed Hndl Hull Arm SS Seat HP Rare Cost Note: All Silhouette 1
Ares-Segway Terrier 1 (5 c) +1 2 0 3 1 0 1 4.5k¥ Gyro
Dodge Scoot 1 1g - 4 1 3 1 1 1 3k¥
Echo Motors Zip 1 1g -1 6 1 5 1 2 1 3.5k¥ Metahuman Adj.
Yamaha Growler 2 2g +1 5 1 4 2 2 4 3k¥
CocoTaxi/Tuk Tuk 1 1g -1 5 1 4 3 2 2 4k¥
Ent-Sys Cyclops 2 2g - 4 1 4 1 1 1 6.5k¥ Gyro
Suzuki Mirage 1 4g +1 5 1 5 1 1 1 8.5k¥
Yamaha Nodachi 2 2g - 8 2 8 2 3 8r 28k¥
Hrz-D Revolution 2 2g +1 6 1 5 1+ 2 4 8k¥ Gryo, Smart Tires
EVO Falcon-EX 2 1g -1 7 2 5 2 2 1 10k¥ Treads
Buell Spartan 2 2g -1 7 1 4 1 2 1 11.5k¥ Off-Road
Trcd Mustang 1 2g - 8 2 5 2 2 3 11k¥ Smart Tires, Amphib
DC-Horseman 2 1g -1 4 0 4 1 1 1 12k¥
HD Scorpion 1 2g - 8 2 6 2 2 2 12k¥
Yamaha Kaburaya 2 4g +1 5 1 4 1 1 2 17k¥
HD Nightmare 2 2g - 8 2 6 2 3 1 22k¥
CARS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: All Silhouette 2
Ford Americar 1 2g - 11 1 6 4 3 1 10k¥
Chr-Nsn Jackrabbit 1 2g - 8 1 6 2 2 1 10k¥ Subcompact
Chr-Nsn Journey 1 2g - 9 1 6 4 3 1 17k¥ (Counterfeit L.S. Cruiser)
Honda Artemis 1 2g - 9 1 6 4 3 1 17k¥ (Counterfeit K.E. Cruiser)
Honda Spirit 1 2g -1 8 1 5 2 2 1 12k¥
Hyundai Shin-Hyung 1 3g +1 10 1 6 4 3 1 28.5k¥
Eurocar Westwind 2 4g +2 10 2 6 2 3 8 110k¥
Bentley Concordat 2 2g +1 12 3 6 4 3 7 65k¥
Renault-Fiat Funone 2 1g -1 6 1 5 1-3 1 1 8.5k¥ Meta adj.
Dodge Xenon 2 2g -1 8 1 8 4 2 1 18k¥
EVO Metaway 1 2g - 10 1 6 1 2 1 24k¥ Meta adj. Enviro-Sealed
GMC Chameleon 1 2g - 10 1 6 4 3 1 14k¥
Mercury Comet 2 2g - 11 1 6 4 3 1 20k¥
Saab Gladius 998 TI 2 5g +3 10 1 8 2 3 9 154k¥ Rigged
Saab Dynamit 2 5g +1 10 1 6 2 3 6 98k¥
GMC Phoenix 2 3g - 10 1 6 4 3 1 32k¥
Hyundai Equus 2 2g -1 12 2 6 4 3 1 40k¥ Amenities (Low)
Chevy Longboard 2 2g -1 12 2 6 6 3 1 31k¥
LIMOS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: All Silhouette 2
Mitsubishi Nightsky 2 2g - 15 4 8 8 4 9 320k¥
Rolls Royce Phaeton 2 2g +1 16 3 8 4 2 9 350k¥ Rigged, Anti-theft(2),
Amenities (Luxury)
VANS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: All Silhouette 2
GMC Bulldog 1 2g -1 16 3 8 6 4 1 35k¥
Dodge Caravaner 2 2g -1 12 2 8 7 3 1 28k¥
Ford Econovan 2 2g -1 14 2 6 10 4 1 30k¥ Amenities (Low)
Ares Chuck Wagon 2 2g -2 16 1 6 2 4 1 40k¥ Food Truck
GMC Universe 2 2g -1 14 2 6 2/14 4 1 30k¥
GMC Endurance 1 2g -1 14 1 8 8 4 1 35k¥ DocWagon Ambulance.
Ares Roadmaster 2 1g -1 18 4 10 8 5 6 52k¥
Rover Model 2072 2 2g +1 15 3 8 6 4 7 68k¥ Amenities (Middle)
Saeder Krupp LT-21 2 1g -2 15 2 6 2 4 1 31k¥ CrashCart Ambulance.
TRUCKS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: All Silhouette 2
Toyota Gopher 1 2g +1 14 2 6 3 4 1 25k¥ Off Road
GMC Sidewinder 2 2g - 10 1 8 6 3 4 33k¥ (UCAS Gov. Vehicle)
Esprit Ind. Watcher 1 2g -1 9 2 8 5 3 4 40k¥ (CAS Gov. Vehicle)
Trcd Morgan - 2g -1 14 1 6 2 4 6 7.5k¥ OffRoad Hvy Wep
(Ext,Man)
Tata Hotspur 2 3g - 16 3 8 2 4 6 60k¥ Off Road
GMC Armadillo 1 2g -1 13 2 6 2/4 4 1 22k¥ Off Road, Pods
Ford Percheron 3 2g -1 15 1 6 6 4 1 39k¥
Jeep Trailblazer 1 2g -1 12 1 6 4 3 1 32k¥ Multi-fuel, Off Road
Toyota Talon 2 2g - 12 1 6 5 3 1 30k¥
Nissan Hauler 2 2g -1 16 2 6 2/4 4 1 30k¥
Eurocar Northstar 2 3g +1 12 2 8 4 3 1 115k¥ Am (Middle)
GMC Escalade 2 2g -1 16 2 6 6 4 7 125k¥ Am (High), Anti-Theft (2),
Rigged
RVS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: All Silhouette 3
Airstream Chinook 2 1g -1 14 3 10 10 4 1 145k¥ Am (Squatter), Cold
Insulation, Sat Link,
Suncell
Airstream Preserve 2 1g -1 16 3 10 10 4 1 134k¥ Am (Squatter) Gridlink,
Sat Link, Suncell
Airstream Outback 2 1g -1 14 3 10 8 4 1 158k¥ Am (Squatter), Heat Prot,
Off-Road, SatLink, Suncell
TRACTOR TRAILERS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: All Silhouette 3
Conestoga Trailblzr 2 1g -2 14 1 10 2 4 4 75k¥ Counterfeit Moving Truck
Conestoga Trailer - 1g -3 20 1 12 - 5 4 +20k¥ Trailer Section
Mack Hellhound 2 2g -1 20 4 14 2 4 9r 150k¥ Amenities (Low), Med
Lander x2, Small Lander,
Micro Drone Lander,
Rigged x2, Drone Rails,
Small Launch
COMMERCIAL Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Ram Indust. Narrow 2 1g -1 16 2 10 2 4 2 49k¥ SIL: 3 Large MultiBody,
Ram Indust. Large 2 1g -2 16 2 10 2 4 2 51k¥ SIL: 3 Large MultiBody,
GMC Garbage Truck 2 1g -2 18 3 10 2 4 8 287k¥ SIL: 3, Gridlink, Drive
Autosoft-2
GMC D-Compact 2 1g -2 12 2 6 2 2 8 196k¥ SIL: 2, Special Equip
GMC D Series 2 1g -2 16 2 10 2 3 8 248k¥ SIL: 3, Special Equip
GMC DD Series 2 1g -2 20 3 14 2 4 8 312k¥ SIL: 3, Special Equip
SK Konstructor 3 1g -2 24 4 16 2 5 9 365k¥ SIL: 4, Off Road, Spec.
Equip,
HOVERCRAFT Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Mostrans KVP-28 3 1g -2 18 3 12 2 3 9 87k¥ SIL: 3, Secondary Prop
(Hover)
Mostrans Minsk 3 1g -2 16 2 10 2 3 9 77k¥ SIL: 2, Secondary Prop
(Hover)
Universal 2 2g - 14 2 12 2/ 3 8r 130k¥ SIL: 3, Hover, Airboat
Minnesota 12 Dock x2
Vodyanov Assault 1 2g -1 16 4 12 3/ 3 8f 84k¥ SIL: 3, Amenities (Squat),
10 Gunnery Wep x2
(External, Manual)
C-SEC/POLICE/MIL Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: All Silhouette 3
BMW Blitzkreig 2 2g - 10 2 6 2 10 8r 46k¥ SIL:1, Hvy Mount,External,
Fixed, Remote, x2
Dodge Charger 3 2g - 12 3 8 5 3 9r 65k¥ SIL: 2, Hvy Mount (Ext,
Fixed Forward) x2, Hvy
Mount, (External, Fixed,
Rear) x2
BMW I8 Interceptor 3 4g +1 12 2 8 2 3 9r 114k¥ SIL: 2, Gny Mount (Arc,
Front), Hvy Mount
(External, Fixed), Oil Slick,
Smoke Projector, Strip
Ejector, Rigged
Dodge Goliath 2 2g -1 16 4 8 8 4 9r 120k¥ SIL: 2, 6 Gunports,
Ramplate
BMW Teufelkatze 2 2g +1 16 4 10 7 4 9f 76k¥ SIL: 2, Flash, Sig Damp,
Flamer
Dodge Stallion 2 2g -1 16 3 10 4 4 9r 78k¥ SIL: 2, Gny Wep Mount
(Turret, external, manual),
Hvy Wep Mount
(external, Fixed, rear) x2.
Ares Minotaur 3 2g - 14 2 10 4 4 8r 45k¥ SIL: 2, Gny Wep (Turret,
external, manual), Hvy
Mount (external, Fixed,
rear)
BMW Luxus 4 2g +1 18 4 12 8 4 8 398k¥ SIL:3, Amen (Middle),
Anti-Theft(3), Gny Mount
(Conc, turret, rear),
Lifesupport-6 hrs, PPS(4),
MDS, Vindicator
Dodge General 4 1g -1 20 4 12 10 4 10r 344k¥ SIL: 3 Amen (Middle), Cell
(Front) x2, Berths, Roof Hatch
Dodge General 2 1g -1 20 4 10 1 4 9r 54k¥ SIL: 3, Drone shop, Med.
(Rear) Lander Drone Racks x4,
Rigged, Cocoon,Generator
BMW Sturmwagon 3 2g +1 17 4 14 10 4 10r 145k¥ SIL: 2,Link-Light Sys, 8
Gunports, Flexible
Entry/Exit
Dodge Rhino 4 2g - 24 3 16 9 5 10r 225k¥ SIL: 2, Rear Ramp, Anti-
Theft(3), Gny Mount (Ext,
Flex, Front) x2, Hvy
Mounts (Ext, Fixed, Rear)
x2, Smoke Deployment,
FlashPaks,
Wolf II Troop Trans 2 1g -1 24 3 16 16 5 10r 330k¥ SIL: 3, LifeSupport-60hrs,
Runflats, Gunports-8
Wolf II Air Defense 2 1g -1 24 3 16 6 5 10r 330k¥ SIL: 3, LifeSupport-60hrs,
Runflats, Missile Launcher
Mount,
Wolf II Medicvac 2 1g -1 24 3 16 6 5 10r 330k¥ SIL: 3, LifeSupport-60hrs,
Runflats, 2 Stabilization
Beds, Medkit 5
Wolf II Mobile C&C 2 1g -1 24 3 16 8 5 10r 330k¥ SIL: 3, LifeSupport-60hrs,
Runflats, Tacnet
Wolf II Light Tank 2 1g -1 24 3 16 16 5 10r 330k¥ SIL: 3, LifeSupport-60hrs,
Runflats, Cannon Mount,
Gunnery Wep
Mount(External, Turret,
Manual)
WATERCRAFT
HOUSEBOATS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Aquavida 1 1 1w -2 20 4 12 2/8 5 7 115k¥ SIL: 3, Amenities (Middle),
Winch
Aquavida 2 1 1w -2 20 4 12 4/8 5 8 136k¥ SIL: 3, Amenities (Middle)
Winch
MILITARY/SECURITY Pilot Speed Hnld Hul Arm SS Seat HP Rare Cost Notes:
GMC Riverine 5 2w +1 20 5 14 8 5 10R 225K¥ SIL: 3, Amenities
Military (Squatter), Commlink(R4),
Rigged, Cocoon, Sat Link,
Searchlight, Sig Mask 3,
Gunnery Wep Mount
(Flexible, Front), Hvy Wep
Mount(Flexible,Side) x2,
Hvy Wep Mount (External,
Flexible, Rear) x3
GMC Riverine 3 2w - 16 4 10 8 4 9r 154k¥ SIL: 3, Amenities
Police (Squatter), Commlink(R4),
Rigged, Cocoon, Sat Link,
Searchlight x2 Front,
Searchlight x2 Rear,
Gunnery Wep Mount
(Flexible, Front), Hvy Wep
Mount(Flexible,Side) x2,
Hvy Wep Mount (External,
Flexible, Rear) x2
GMC Riverine 3 2w - 16 3 10 8 4 9r 100k¥ SIL: 3, Amenities
Security (Squatter), Commlink(R4),
Rigged, Cocoon, Sat Link,
Searchlight, Gunnery Wep
Mount (Flexible, Front),
Hvy Wep
Mount(Flexible,Side) x2,
Hvy Wep Mount (External,
Flexible, Rear) x2
Morgan Cutlass 2 2w +1 16 3 10 6 4 8R 96K¥ SIL:3, Hvy Wep Mount
(External, Flexible, Front)
x2
SUBMERESIBLES Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Vulkan Electronaut 3 1w -1 12 3 8 2 3 7 108k¥ SIL: 2,
Proteus Lamprey 1 1w -1 6 1 4 4 2 7 14k¥ SIL:2, Med. Drone Land (1)
SPEEDBOATS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Sea Ray 2 4w +1 8 1 6 4 2 7 120k¥ SIL: 3, Amenities
Cottonmouth (Squatter), Rigged, Speed
+1, Gunnery Wep Mount
(Fixed Front) x2, Gunnery
Wep Mount (Flexible, Rear)
x2,
YongKang Gala 1 3w +1 10 1 8 3 3 6 37k¥ SIL: 2, Assemble /
Trinity Disassemble
AIRBOATS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
AirRanger 1 1w - 10 1 6 6 3 5 25.5k¥ SIL: 2, Airboat
AirRanger Heavy 1 1w - 12 1 6 5 3 7 35.5k¥ SIL: 2, Airboat
SAILCRAFT Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Corsair Triton 2 2w -3 16 3 8 6 4 4 104k¥ SIL: 3, Amenities (middle),
Imp. Econ, Sat Link.
Corsair Trident 2 1/2w -3/- 16 3 10 6 4 7 125k¥ SIL: 3, Amenities (Middle),
1 Imp Econ, Sat Link, Suncell,
Corsair Elysium 2 1/2w -3/- 14 3 8 6 4 8 78k¥ SIL: 3, Amenities (Middle),
1 Imp. Econony, Sat. Link
Corsair Panther 2 1/2w -3/- 18 3 8 8 5 8 136k¥ SIL: 3, Amenities (Middle),
1 Imp. Economy, Secondary
Man. Controls, Sig Mask-1,
Suncell.
SMALL TRANSPORT Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Aztec Nightrunner 2 2w +1 12 1 5 6 3 7 56k¥ Sil: 2, Amenities (Squatter),
Life Sup-1, Rigged, Sat.Link,
Sig Mask-2
Zodiac Scorpio 1 2w - 10 1 4 2/6 3 6 26k¥ SIL:2, Hvy Wep Mount
(External, Flexible, Front)
x2, Gunnery Wep Mount
(External, Flexible, Manual,
rear)
CRUISERS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
EVO Waterking 2 1w -1 14 2 10 12 4 8 74k¥ SIL: 3, Amenities (Middle),
Sat.Link, Secondary Man.
Controls, Smuggling
Compartment
Samuvani CC Otter 2 1w - 12 1 6 8 3 1 21k¥ SIL: 2,
Suntracker Lake 1 1w -2 14 2 8 8 4 1 35k¥ SIL: 3
King
Ultramarine 2 2w -1 16 3 10 6 4 6 61k¥ SIL: 3, Amenities
Kingfisher (Squatter), Sat Link,
Smuggling Compartment,
Winch.
RECREATIONAL Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
EVO Waterstrider 1 1w -1 8 1 4 2 2 8 11k¥ SIL: 1, Life Sup.-1, Sig Mask
1
Kawasaki Manta 1 2w - 9 1 4 3 3 1 16k¥ SIL: 1
Ray
Kawasaki Stingray 1 2w +1 8 1 4 2 2 1 13k¥ SIL: 1
Mitsubishi 1 2w +2 8 1 4 1 2 1 8K¥ SIL: 1,
Waterbug
Mitsu Waveskipper 1 2w +1 10 1 4 2 3 1 10k¥ SIL: 1
YACHTS Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
Blohm&Voss Classic 3 1w -1 24 4 18 14 Na 8 15m¥ SIL: 4, Amenities (High),
Rigged, Sat Link, Internal
Cameras.
Lurssen Mobius 5 1w -1 36 4 22 22 Na 10 85m¥ SIL: 5, Amenities (Luxury),
rigged, Man. Control
Override, Internal Cameras,
Sat Link, Searchlight,
Suncell
AIRCRAFT
FIXED WING Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: Glide
Cessna C750 2 3g -1 18 1 8 4 4 6 146k¥ SIL: 3
Artemis Nightwing 1 1g +2 4 0 4 1 1 6 20k¥ SIL 2, Sig Mask-2
PBY-70 Catalina II 2 2a - 22 3 12 16 5 8 250k¥ SIL:4, Amphibious,
Gunnery Wep Mounts
(Flex, Side, x2, fore x1)
R-FF Tundra-9 3 2a -1 20 3 12 24 4 8 300k¥ SIL: 4, Amphibious
LIGHTER THAN AIR Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
LZP-2070 4 1g - 12 1 8 6 3 8 85k¥ SIL:4, Meta.Adj
“Mothership” 2 1g -1 10 1 10 1 3 10r 50k¥ SIL:5
ROTORCRAFT Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes: AutoRotate
Ares Dragon 2 2r - 22 2 10 18 5 8 355k¥ SIL: 3,
Agular GX-2 3 2r +1 20 4 10 2 4 10f 500k¥ SIL: 3
Agular GX-3AT 3 2r - 22 5 12 10 5 10f 550k¥ SIL: 3
Nissan Hound 2 2r +1 16 4 10 12 4 8r 425k¥ SIL: 3, Gunnery Wep
mount (Flexible, External,
Side) x2,
Northrup Wasp 2 1r +1 10 2 6 1 2 8r 86k¥ SIL: 2, Gunnery Wep
Mount (Flex, Ext, Fore)
SKA-008 3 2r +2 16 4 10 12 4 9r 525k¥ SIL: 3, Rigged, Gunnery
Wep Mount (Flex, Int,
Fore)
Dassault Sea Sprite 2 3r +1 18 3 10 14 4 9r 400k¥ SIL: 3, Amphibious,
Winches,
ALS-669 “Lift 2 1r -1 22 3 8 16 5 8 250k¥ SIL: 3,
Ticket”
Hughes Stallion wk4 3 2r +1 16 3 12 5 4 9 325k¥ SIL: 3, Retractable Mag
Grapples x4, Standard
Grapples x4
THUNDERBIRD / LAV Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
“Krime Wing” 3 2a - 22 4 10 10/ 5 10R 2.3m¥ SIL: 3, Meta.Adj.,
20
Ares Venture 3 3a +1 16 4 10 6 4 8r 400¥ SIL: 3,
Banshee 3 5a +2 20 5 12 12 5 10f 2.5m¥ SIL: 3,
GMC Gryphon 3 3a +1 24 5 12 2 5 10f 3.2m¥ SIL: 3, Gunnery Wep
Mount (Flex, Ext, Fore) x
4,
V/STOL Pilot Speed Hndl Hul Arm SS Seat HP Rare Cost Notes:
F-B Commuter 2 2r -2 16 2 10 30 4 7 350k¥ SIL: 4
VEHICLE MODIFICATIONS
Hp Rare Cost Effect
POWER-TRAIN
Gecko Tips 1 5 1k¥ Sil:1 Only. May drive on sheer surfaces up to 90
Gecko Tips 4 5 5k¥ SIL: 2 only. May drive on sheer surfaces with SIL +2.
Gliding System 5 8 15k¥ x SIL SIL:1-2 Incidental. Parasail. Landing is Spd 1 crash.
Gliding System 10 10r 100k¥ SIL: 3, Incidental. Parasail. Landing is Spd 2 crash.
Handling +1 4 5 Hdl x 5k¥ +1 Handling (Max final Handling 3) (Min 5k¥)
Handling +2 10 6 Hdl x 8k¥ +2 Handling (Max final Handling 3) (Min 8k¥)
Handling +3 18 7 Hdl x18k¥ +3 Handling (Max final Handling 3) (Min 18k¥)
Improved Economy 2 4 7.5k¥ Double Operation time
Man. Control Override 1 6 500¥ Shuts down any electronic control to vehicle
Multifuel Engine 4 7 5k¥ Vehicle can run on anything.
Off Road Suspension 2 4 25% Vehicle Ignore 1 S from Rough Terrain. -1 Handling.
Rigger Cocoon 2 8 1.5¥ Adds secure rigger cocoon into vehicle
Rocket Booster 1 10 30¥ Launches Vehicle 5m up. Landing is 1 Spd Impact.
Secondary Man Ctrls 2 4 1k¥ Additional Manual controls installed.
Speed +1 6 5 Spd x 7k¥ +1 Speed. Cost based on final speed with mod.
Speed +2 18 6 Spd x15k¥ +2 Speed. Cost based on final speed with mod.
Secondary Propulsion
-Floats/Amphibious 4 6 Sil x 1k¥ Hull/Pontoons/ etc. Able to cross lakes
-Submersible 8 8r Sil x 10k¥ Sealed, Max depth 100m.
-Hovercraft 8 8 Sil x 5k¥ Able to traverse land or calm water.
-Rotor 10 8r Sil x 15k¥ Grants Speed 3-v. Max Altitude 5km.
-Tracked 6 7 Sil x 5k¥ -S S due to Terrain. Max Speed 1-v
-Walker 8 8 Sil x 10k -S S due to Terrain. Max Speed 4-c. Can Climb
VEHICLE ACCSSORIES
Vehicle Equipment Rarity Cost Notes
Morphing License Plate 6 1k¥ Can display different license plate numbers on command.
Spoof Chip 6 500¥ Vehicle ID is concealed beneath fake ID.
Spike Strip 6 200¥
Zapper Strip 8 2,500¥
Tracking Strip 6 600¥
Off-Road Tires 5 400¥/tire -S from rough terrain
Racing Tires 5 250¥/tire -S from chase checks
Run Flat Tires 4 250¥/tire Ignore spike strips and hazards
No Manual Controls 2 200¥ All manual control removed. Rigged / remote control only
Secondary Manual Ctrl 4 1k A second set of manual controls somewhere in the vehicle
MicroDrones: Silhouette: NA, Character Scale, No System Strain, Only Wounds
Type/Name Pilot Spd Hndl Soak wt HP Rare Price Special
Horizon Flying Eye 2 1g +2 0 1 0 6 2k¥ VTOL, Conceal 2, Perception 1
Shiawase Kanmushi 2 2c +1 0 0 0 6 1k¥ Walker
S-B MicroSkimmer 2 4c -1 0 0 0 5 1k¥ Hovercraft,
MCT Fly-Spy 2 1g +2 0 1 0 6 2k¥ VTOL, Camouflage, Conceal 2,
Perception 1,
Condor LDSD-23 1 1c -2 0 2 1 6 4k¥ Flight, LTA, Perception 2
Horizon Noizquito 2 4c +2 0 1 0 7 2k¥ VTOL, Conceal 3, Camouflage,
Sony Goldfish 1 1c 0 0 1 0 5 500¥ Submersible
Large Drones: Silhouette: 1, Vehicle Scale, Roughly the mass of a Cruiser Motorcycle.
Type/Name Pilot Spd Hndl Hull Arm Sys HP Rare Price Special
Ares Matilda 2 2c -3 8 2 8 0 8r 18k¥ Treads, Hvy Wep Mount, Riot
Shield x2, Hvy Wep Autosoft-3
Ares Mule 2 2c - 4 1 6 3 4 8k¥ Walker, Drone Arm (Brawn 6)
Ares Paladin 2 4c +1 5 4 8 0 6r 5k¥ Treads, Talent: Bodyguard.
Crashcart Medicart 3 3c +1 6 1 6 2 5 10k¥ Treads, Rescue Arms(Brawn-6),
Medicine Autosoft-3,
CS Dalmatian 2 1g +1 4 1 4 2 6 10k¥ VTOL, Perception 1
Dassault Janitorial 1 1c -2 3 0 8 5 6 10k¥ Ground,
Dustoff Medivac 3 2g - 2 1 5 2 7 12k¥ VTOL, Medicine 3
GMC Snatch’n’Grab 2 1g -2 2 0 5 4 8 8k¥ Ground, Brawl 1
GTS Tower 2 5c -2 4 1 6 0 5 10k¥ LTA, Small Drone Lander Rack (4)
Mitsuhama Malakim 3 1g -1 4 1 10 0 10f 40k¥ Hvy Wep Mountm Area Jammer
(3), Direction Jammer (3), Hvy
Wep Autosoft-3
Saeder-Krupp MK17 3 4c -2 5 1 6 0 7r 17.5k¥ Submersible, Searchlight
SteelLynx Combat 2 2g - 3 1 5 1 7r 25k¥ Ground, Hvy Wep Mount, Hvy
Wep Autosoft-2,
Huge Drones: Silhouette: 2 / 3, Vehicle Scale.
Type/Name Pilot Spd Hndl Hull Arm Sys HP Rare Price Special
2 1g -2 10 4 12 0 9r 220k¥ SIL: 2, Treads, Gunnery Autosoft-4,
Ares KN-Y1 Phobos Smartsoft, Gunnery Wep Mount x2,
(RPK Machine Guns) +4 reloads
Ares KN-Y2 Deimos 2 1g -2 10 4 12 0 10r 250k¥ SIL:2, Treads, Gunnery Autosoft-4,
Smartsoft, Gunnery Wep Mount x 2
(Panther AC), +4 reloads.
Ares KN-Y4 Eris 2 1g -2 10 4 12 0 10r 270k¥ SIL: 2, Treads, Gunnery Autosoft-4,
Smartsoft, Gunnery Weapon Mount
x2 (MGL-12 Grenade Launcher) 24
Rounds, Area Jammer (2),
Directional Jammer (2), Autosoft
Computer-4
Mesametric Kodiak 2 1g -2 6 3 10 2 8r 40k¥ SIL: 3, Ground, Drone Arm (Brawn
8), Bulldozer Blade, Civil Engineer
Autosoft-2
NN-Avenging Angel 5 10 a -1 6 3 10 0 10r 1 mil ¥ SIL: 3, Vehicle Wep Mount (FAE
Bomb), Gunnery Autosoft-4, Piloting
Autosoft-4
DRONE Equipment
Modification: HP Rare Cost: Notes:
All Terrain Tires - 3 200¥ -1 Speed, -S from rough terrain.
Amphibious Sil+2 4 900¥ per HP Allows Floating / Water landing
Assembly Time Sil-1 3 500¥ x HP Assemble drone in 5 minutes x Sil (Minimum 5 min)
Customized - 2 1k¥ to 100k¥ Yo MCT, Pimp my Ride
Chameleon Coating 2 8f Hull/Wnds x 1k¥ Moving less than walking speed +S S vs Perception
Drone Arm / Leg 3 5 7.5 k¥ Req: Size Small. Cyberlimb, (Use limb rules for mods)
Extra Ammo Bay 1 3 200¥ +1 Reload
External Mount Encm -1 3+HP 250¥ x Wep Encm Min: 1 HP. External Weapon Mount, Includes 1 Reload
Flare Comp .5 2 250¥ -
Gecko Grips Sil-1 6 800¥ x HP Adhere to any structure with a SIL larger than Drone’s
Lowlight .5 3 500¥ -
Immobile +2 HP 2 NA Speed: 0, Handling: NA.
Internal Mount Encm 4+ HP 400¥ x Wep Encm +Concealment 2.
Off-Road Suspension - 3 600¥ -S from Terrain
Primitive Arm 2 4 1.5k¥ Req: Size Small. Simple Grip arm +S S to Skill use
Realistic Features Sil+1 7r 1k¥ / Rating +s per Rating (max 3) vs Perception to recognize drone.
Submersible Sil+2 6 2k¥ per HP Submerge up to 10m
Skyguide - 1 5¥ +10¥ yearly Provides Navigation-4, Piloting-3 to drone of the guides
network
Spotlight - 1 50¥ Adds Large Spotlight to drone.
Thermal .5 4 500¥ -
Vis. Enhancement .5 Rx1 2k¥ x R +A per Rating. Visual checks (Max 3)
Vis. Magnification .5 3 1,850¥ -1 Diff (Long, Extreme, Distant)
UNUSED
DOWNTIME SYSTEM / Unfinished Information – Knowing what’s going down in
Time between runs can be as laid back or the local gang scene, what mergers are on the
productive as a runner would like. There are horizon, the new local safe runner hangout,
relationships with contacts to maintain or what’s got Lone Star worked up, or more is the
improve, reputations to work on, keeping background noise of a runners life. Hanging out
plugged into the illicit shadowrunning scene, at the right places, talking to the right people,
scratching up spare nuyen, or just blowing off or surfing the Matrix can give a runner the edge
steam and celebrating another day alive. over another. This downtime can make the
Downtime is another optional system that Legwork of the next mission go faster or easier.
can be added to a Shadowrun game to flesh out The possible downside is the runner being seen
and support the runner’s career between as nosy by the wrong people.
missions. It is purposely abstracted into five
types of Downtime activity. Nuyen – Money. Cash. Things.
Contacts – Contacts are often the difference Recreation – Work hard, play hard. Runner’s
between success and failure of a runner and have a stressful existence to say the least and it
this downtime action is spent to maintain those can wear a person down to their cybernetically
vital relationships. The downtime represents a augmented bones. Recreation is blowing off
week of the runner doing minor work for the steam, seeing friends, recuperating, or just
contact, referring folks to them, hanging out [if enjoying the lack of bullets and magic slinging at
they are higher loyalty], or such. The possible you for a few minutes.
downside is that putting time into one contact
my cause a lessening in another.
Concentrations
These were considered for Running the Edge conversion but eventually dropped due to them adding
simple more Boost dice in a system already over run with them, and due to the likely hood of
Concentrations being prone to greater fractionalizing of the skills. So this is one of the few places in the
conversion I feel like I actually refrained from crunch. Yay.
SKILL ATTRIBUTE CONCENTRATIONS (Unused)
Assensing* Intellect Spell type, Spirit, creature etc.
Athletics Brawn Swimming, Diving, Running, Lifting, etc
Brawling Brawn Brawl, Martial Arts, Throw, kick, strike etc.
Charm Presence Corp, Street, Performance, Magic, Region, Gender, etc
Coercion Willpower Intimidate, Torture, Mindgames, etc
Computers Intellect Specific Matrix Actions, Grids, Hosts, or equipment.
Cool Presence Combat, Social
Coordination Agility Acrobatics, Parkour, Zero-Grav, Dance, etc
Deception Cunning Con, Fast Talk,
Discipline Willpower Pain, Fear, Coercion
Driving Agility Specific Vehicle, Maneuver or Action,
Enchanting* Cunning Alchemy, Focus, Items,
Gunnery Agility Corporate, High Society, Media, Mercenary, Street, Yakuza, etc.
Leadership Presence MGs, Launchers, Missiles, Assault Cannons, etc
Mechanics Intellect Single, Group, Military, Spiritual,
Medicine Intellect Ground, Aircraft, Watercraft, Electronics, Drones, Engineering, etc
Melee Brawn First Aid, Surgery, Toxicology, etc.
Navigation Intellect Bladed, Club, Style, etc
Negotiation Presence Land, Sea, Cave, Space
Perception Cunning Corporate, Street, Magic, Military, Matrix,
Piloting Agility
Ranged- Agility Specific Vehicle, Maneuver, or action.
Heavy
Ranged-Light Agility Sport Rifles, SMGs, Sniper rifles, Shotguns, Assault Rifles, etc.
Resilience Brawn Light Pistols, Med. Pistols, Heavy Pistols, Machine Pistols, Thrown,
Skullduggery Cunning
Sorcery* Intellect Sleight of Hand, Lockpicking, Forgery, B&E,
Stealth Agility Damage, Divination, Illusion, Health, Manipulation, tradition,
Streetwise Cunning Urban, Rural
Summoning* Presence Town, Neighborhood, Race, Corp, Matrix,
Survival Cunning By Spirit type, Binding,
Vigilance Willpower Desert, Mountains, swamp, etc
Some Shadowrun 5th edition Conversion notes.
These are not hard and fast rules, they were used as guides through the conversion process.
ATTRIBUTES
Roughly adjusted by dividing by 3. Starting character max is 5 however this could conceivably
go up to 6 maximum.
CYBERNETICS
Anything adjusting an ATTRIBUTE had its rating divided by three.
So a +1 to +3 is a +1 in Genesys. So triple costs.
WEAPONS
Lethality: This system leans toward a slightly more lethal model of Genesys. While weapon
damages are (for the most part) pretty similar the reduction of critical ratings via various ammo
and such tend to make the game more dangerous. This is easily ignored if desired.
Weapons damage = Shadowrun 5th damage -1 [ish] This works up to around 10. Then some
fudging. Because it seemed pretty close? I scaled up some Machine guns to make them more
threatening than assault rifles.
Burst Fire and Full auto [BF/FA] both became Autofire.
SingleShot [SS] became Prepare 1
Accuracy [ACC] determined rough range but was eventually dropped for typical ranges.
Armor Piercing [AP] general tracked to Pierce 1, 2 etc
Recoil [RC], which is a large part of Shadowrun is gone. I attempted a few variants and it simply
wasn’t needed for my group so we skipped it.{Proving yes I didn’t keep EVERYTHING]
If you wish to model it, it could be treated like Cumbersome, with recoil adding Setback dice if
the characters brawn is too low, with Gas Vent / Shockpads and such removing it. Good luck
Ammo See Ammo / Reloading section inChapter 3: Combat
Availablity = Shadowrun 5th availability rates of 1-5 remain the same in Rarity for genesys,
halving amounts over 5 and adding them to 5. Sometimes. Basically just eyeballed it.
Hard Points were standard Genesys stuff although modified down for integral equipment on a
weapon like Laser sight etc.
ARMOR
Shadowrun Armor Rating / 4 = ROUGHLY Genesys Armor
Armor Hard Points also / 4 with adjustments by type, or assumed bulk. +/- 1 or such.
Gear Delivery Times: Unchanged