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SR6 Conversion Guide v1

The Shadowrun Sixth World Character Conversion Guide assists players in transitioning their characters from the SR5 to SR6 edition, outlining essential rules and processes for character attributes, qualities, and skills. It emphasizes that while some elements can be directly transferred, others may require negotiation between players and gamemasters due to significant differences in the rulesets. The guide provides a structured approach to ensure a smooth conversion while maintaining character integrity.

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Anderson Borges
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© All Rights Reserved
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0% found this document useful (0 votes)
3 views9 pages

SR6 Conversion Guide v1

The Shadowrun Sixth World Character Conversion Guide assists players in transitioning their characters from the SR5 to SR6 edition, outlining essential rules and processes for character attributes, qualities, and skills. It emphasizes that while some elements can be directly transferred, others may require negotiation between players and gamemasters due to significant differences in the rulesets. The guide provides a structured approach to ensure a smooth conversion while maintaining character integrity.

Uploaded by

Anderson Borges
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SHADOWRUN,

SIXTH WORLD
CHARACTER CONVERSION GUIDE
Guide developed by J. Keith Henry and Louis Ray
Welcome to Shadowrun, Sixth World, chum- another thing of the same type in SR6, then treat it
mer. Your paydata for taking your SR5 character just like an Equal Name item. Keep the old name
to SR6 is here, so load up and let’s go! and note what it actually is in the rules for future
2 reference.

Using this Guide


SHADOWRUN: SIXTH WORLD

Trix carries a Savalette Guardian heavy


While this guide will let you bring a charac- pistol that’s not statted out in SR6. Jane
ter from one edition to the other, it should not be decides it’s just about the same as an Ares
thought of as a perfect translation. The differences Predator VI heavy pistol. She will just use
in the rulesets are too significant to make the tran- the SR6 stats for of the Ares Predator VI,
sition seamless. But it will get you up and running, keeping the Savalette Guardian name and
so if you value speed, this is the way to go! noting what weapon profile she’s actually
To help show how the process works, we’re go- using.
ing to follow Jane as she moves her favorite char-
acter, an elf face named Trix, through the conver- Rule Three: Gamemaster/
sion process.
Player Negotiation
This guide simply cannot cover every possible
General Rules game item, and there may be cases where the trans-
lation from one edition to another is not immedi-
for Conversion ately clear. But the mechanics might be consistent
While there is a lot of common material shared enough that the quality can simply be carried over
by SR5 and SR6, the core rulebook is just one book. and function in one edition the same as it did in the
With six years’ worth of SR5 material, there are other. The gamemaster and player can always dis-
far more abilities, tech, qualities, and magic than cuss and find something that they both agree on,
can be carried over into a single new core rule- use it, and move on. (Note that this likely won’t
book. To help with all those things we can’t exactly work for characters intended for organized play.)
cover, we’re going to use the following Four Rules
for Conversions for all of that additional material. Trix uses the quality Too Pretty to Hit in
just about every combat, and Jane hates
the idea of losing it. She points out to her
Rule One: Equal Names GM that it’s basically just switching out
If the name of a thing (meaning weapon, gear, Willpower for Charisma in a Full Defense
spell, quality, or whatever) is the same in SR6 as it Major Action. After some discussion, the
was in SR5, keep the name and use the new rules gamemaster agrees with Jane and Trix can
as stated in SR6. No Karma or nuyen is subtracted keep using the quality in that form, even
or added in this process, but check your ’ware and though it has not yet been spelled out in a
adjust your Essence if that cost has changed. rulebook for Shadowrun, Sixth World.

Jane glances over her character sheet,


thinking about what will move to the new
Rule Four: If All
version of Trix. The details of her armor Else Fails, Refund
vest in SR5 are completely different from Some things from SR5 just will not work me-
the armor vest in SR6, the Sixth World chanically with the new rules, or they don’t work
Edition, but they play the same role within with a particular gamemaster’s vision of Shadow-
each ruleset, so it transfers to the new ver- run, Sixth World. In these cases, add (or subtract)
sion of Trix as an Equal Name item. Jane the original Karma value or nuyen cost of the thing
will just use the new rules for it. in question. The player can then do something else
with that cash or Karma and move on.
Rule Two:
Jane notices that all of Trix’s weapons
Equivalent Names have personalized grips, a weapon mod
Sometimes the only real difference is a slight not found in the new rulebook. Because its
name change. We’ll point out some equivalent only use is to increase the weapon’s limit,
names in the relevant sections —for example, the and there are no limits in SR6, this item
“code of honor” quality is the same as “honor- cannot easily be transferred to the new edi-
bound.” For everything else, if you and your gam- tion. Trix will be getting back 100 nuyen
emaster decide that an item, spell, or quality from for each one of these that she has on her
SR5 is essentially the same, or close to the same, as weapons.

CHARACTER CONVERSION GUIDE // USING THIS GUIDE


Step One: Step Two:
Basics, Attributes, Metatype Advantages, 3
and Racial Maximums Qualities, Contacts,

SHADOWRUN: SIXTH WORLD


Start transferring your character over with the Reputation, and Heat
easy stuff first, as most of this will be the same in
Qualities in SR6 have been narrowed some-
SR5 and SR6.
what, and often their function has changed. The
way a character’s reputation is tracked in the
The Basics shadows has also changed, so attention must be
Copy the basic character information like paid here. We’ll start with the distinct advantages
name, metatype, ethnicity, age, gender, height, and gained by the different metatypes.
background.
Metatype Advantages
Attributes The racial advantages that some metatypes re-
Transfer the unaugmented B A R S W L I C Ed ceive, such as enhanced vision or dermal deposits,
M/R Es stat block over to a new character sheet; have become qualities.
don’t record the bonuses from cyber and magic Add the following free qualities to your charac-
effects just yet. You can also copy over the Attri- ter sheet based on your metatype.
bute-Only Tests, Condition Monitor Boxes, the
Initiative rank and Initiative Dice (again, the un-
augmented versions of those numbers). metatype advantages
Racial Maximums: Some of the racial maxi- TOXIN RESISTANCE,
DWARF
mums have changed, so they need to be checked. THERMOGRAPHIC VISION
If you have an attribute that is over the new racial Elf Low-Light Vision
maximum (not counting those advanced with the Ork Low-Light Vision, Built Tough 1

Exceptional Attribute quality), drop the rank to Troll


Dermal Deposits, Thermographic
Vision, Built Tough 2
the new racial maximum and refund Karma spent
advancing to that rank (one place to spend that
Karma might be on an attribute that now has a
higher maximum, such as Logic for orks or Logic Qualities
and Intuition for trolls). For the rest of your qualities, use the Gener-
al Rules for Conversions listed at the start of this
guide. Equal Name qualities transfer, with a few
attributes caveats listed below. There are a lot of Equivalent
TROLL ORK DWARF Name qualities, too, also pointed out below. Ne-
Body
Max drops from Max drops from Max drops from gotiations and Karma refunds are also available,
10 to 9 9 to 8 8 to 7
of course.
Max drops from
Strength
10 to 9
— — The following SR5 qualities are Equivalent
Name items.

So what about metatype advantages


Metavariants, SURGE, and FIFTH EDITION SIXTH WORLD
Metasapient characters? Code of Honor
Focused Concentration
= Honorbound
Focused Concentration
=
Sorry, chummer, this conversion guide is only [Rating 1–3] [Level 1]
for the five core metatypes. If you’re playing a char- Focused Concentration
=
Focused Concentration
acter that’s based on something else, you’ll have to [Rating 4-6] [Level 2]
Natural Hardening = Hardening
negotiate with your gamemaster until more SR6
Resistance to
books come out. Pathogens / Toxins
= Resistance to Pathogens

Resistance to
= Toxin Resistance
Pathogens /Toxins
Will to Live [Rating 1–3] = Will to Live [Level 1–3]
Addiction [Mild, Moderate,
= Addiction [Level 2, 4, 5, 6]
Severe, Burnout]
Dependents
= Dependents [Level 1–3]
[Karma value 3, 6, 9]

STEP ONE: // CHARACTER CONVERSION GUIDE


These Equal Name SR5 qualities lose their as- divided by 10, rounded down). If you’ve spent a
sorted ranks, levels, and ratings when transferred lot of your Street Cred buying off Notoriety and
over to their Sixth World Edition versions and now Public Awareness, you may end up with a negative
4 have a single value. number. People still remember what you did, even
though you tried to smooth it over, and it’s coming
SHADOWRUN: SIXTH WORLD

Gremlins, High Pain Tolerance, Indomitable, back to haunt you now.


Insomnia, Magic Resistance, Prejudice, SINner
Reputation = Street Cred -
After the basics are done, Jane moves to (total Karma / 10, rounded down)
qualities. Trix is an Elf and had the SR5
racial advantage Low-Light Vision; in SR6
she now gets Low-Light Vision as a free Heat
quality, so Jane writes that down. Excep- In SR6, Heat is all about the unwanted atten-
tional Attribute (Charisma) has the same tion you’re getting from the man.
name in both editions, so that moves To find your Heat rating, add your current No-
straight over. Trix has a mild novacoke ad- toriety and Public Awareness together; that’s the
diction, so Jane checks the guide and sees amount of Heat your converted character starts
that Addiction [Mild] becomes Addiction with.
[Level 2]. Too Pretty to Hit has already
been worked out with her GM, so it moves Heat = Notoriety + Public Awareness
over. Last is Signature; Jane and her GM
decide not to house-rule this disadvantage, Jane looks up Trix’s Street Cred, Notori-
so Trix has to cough up 10 Karma to buy ety, and Public Awareness. She has never
it off. accumulated any Notoriety, so none of
her Street Cred has been used to buy that
Contacts off. After subtracting the amount of Street
The name, type, story details, and Connection Cred gained from Karma, Trix has 4 Street
Rating of your contacts all stay the same, but the Cred, so her Reputation becomes +4. With
Loyalty is now rated from 1 to 12, so make the a 0 Notoriety and a Public Awareness of 2,
following adjustments. Trix moves over to SR6 with a Heat of 2.

contacts Step Three:


Loyalty 1 and 2 =
Keep the same rating,
L1 and L2 respectively
Active Skills
Add +1 and jump to L4 SR6 skills are loosely the same as SR5 skill
Loyalty 3 and 4 =
and L5 respectively groups, with some variation. Use the following
Loyalty 5 = Add +2 to become L7 process to translate your skills.
Loyalty 6 = Add +3 to become L9 Start by organizing your SR5 active skills and
skill groups together according to how they fit
into their SR6 counterparts. Skill groups need to
be broken down into their component skills so
Jane checks Loyalty when she copies the that you have a common conversion number (give
contacts over. The casual acquaintances each skill a ranking equal to the skill group rank).
do not change, but for the ones she real- Once that you have your skills grouped together,
ly counts on, their Loyalty jumps up by a add together the total ranks of all the skills in each
point. She even has one contact go from group. Each skill specialization adds 1 rank to the
Loyalty 5 up to 7. skill it’s attached to. Once you have a total, divide
that total by the divisor listed below and round
Reputation down. This will be your new skill rank, unless you
meet one of the exceptions listed here, which are
SR5 Reputation is going to become SR6 Street intended to deal with some of the more extreme
Cred, but it does not translate across the board— combinations within a single skill group:
we’re only going to be looking at those little bits
of Street Cred that come from noteworthy actions,
not from Karma. The Min/Max Rule
To find your Reputation Rating in SR6, take The new skill rank cannot be higher than the
your current SR5 Street Cred and subtract the highest skill rating that went into the conversion
amount received from Karma (that is, total Karma pool and cannot be less than one half (rounded

CHARACTER CONVERSION GUIDE // STEP THREE:


skills
SR5 SKILL POOLS / DIVISOR = SIXTH WORLD EDITION SKILL
Arcana, Assensing, Astral Combat / 3 = Astral 5
Athletics skill group [Gymnastics, Running, Swimming] plus Archery, Diving, Escape Artist, Free-
/ 5 = Athletics

SHADOWRUN: SIXTH WORLD


Fall, Throwing Weapons
Biotech skill group [Biotechnology, Cybertechnology, First Aid, Medicine] / 3 = Biotech
Close Combat skill group [Blades, Clubs, Unarmed Combat] / 3 = Close Combat
Acting skill group [Con, Impersonation, Performance] plus Artisan / 3 = Con
Conjuring skill group [Banishing, Binding, Summoning] / 3 = Conjuring
Cracking skill group [Cybercombat, Electronic Warfare, Hacking] / 3 = Cracking
Electronics skill group [Computer, Hardware, Software] / 3 = Electronics
Enchanting skill group [Alchemy, Artificing, Disenchanting] / 3 = Enchanting
Engineering skill group [Aeronautics Mechanic, Automotive Mechanic, Industrial Mechanic,
/ 5 = Engineering
Nautical Mechanic] plus Armorer, Chemistry, Demolitions, Gunnery, Locksmith
Firearms skill group [Automatics, Longarms, Pistols] plus Heavy Weapons / 4 = Firearms
Influence skill group [Etiquette, Leadership, Negotiation] plus Instruction, Intimidation / 4 = Influence
Outdoors skill group [Navigation, Survival, Tracking] plus Animal Handling / 3 = Outdoors
Perception / 1 = Perception
Pilot Aerospace, Pilot Aircraft, Pilot Exotic Vehicle, Pilot Ground Craft, Pilot Walker, Pilot
/ 4 = Piloting
Watercraft
Sorcery skill group [Counterspelling, Ritual Spellcasting, Spellcasting] / 3 = Sorcery
Stealth skill group [Disguise, Palming, Sneaking] plus Forgery / 4 = Stealth
Tasking skill group [Compiling, Decompiling, Registering] / 3 = Tasking
Each Exotic Melee Weapon (Specific), each Exotic Ranged Weapon (Specific), plus Heavy
/ Variable† = Exotic Weapons
Weapons (Launcher Only)*
* Use the rating of Heavy Weapons as an Exotic Ranged Weapon for Launchers.
† The divisor for Exotic Weapons is the number of skills that make up the pool—in other words, just use the average of these skills.

up) of the highest skill rating that went into the 5 becomes Con 5, Impersonation 5, and
conversion. Performance 5. The Close Combat skill
For example, if you have Archery at rating 5 group 3 becomes Blades 3, Clubs 3, and
but a 0 rating in the rest of the skills from the Ath- Unarmed Combat 3.
letics pool (as defined in this document), straight
division would end up with an Athletics rank 1— Second, she groups the SR5 skills accord-
but with the Min/Max rule in place, you would ing to the SR6 skills they will move to.
actually end up with an Athletics rank 3, which is • Blades, Clubs, and Unarmed Combat
a better representation of the investment made in move into Close Combat.
your Archery skills. • Artisan, Con, Impersonation, and Per-
On the other end of the spectrum, if you just formance transfer to Con.
happened to have a rating 3 in all of the eight dif- • Pistol moves into Firearms.
ferent skills that make up the Athletics conversion • Etiquette, Intimidation, and Negotiation
group, you would apply the divisor, round up and go to Influence.
it shows you have an Athletics rank 5. The Min/ • Perception moves directly to Perception.
Max rule caps this at the rating of the highest com- • Disguise, Forgery, Palming, and Sneaking
ponent to give you Athletics rank of 3. combine into Stealth.

Jane looks over the skills that Trix has and Third, she totals up the points in each skill,
starts grouping them together according to divides each total by the listed divisor for
what SR6 skills they move to. Trix current- that skill, then rounds up to find the base
ly has Pistols at 7 with a specialization in skill rank. Remember the Min/Max skill
Semi-Automatics; Disguise and Etiquette at conversion rule and make any adjustments
6; the Acting skill group, Forgery, and Per- that are necessary.
ception at 5; Sneaking at 4 with a special-
ization in Urban; and Close Combat skill Perception has a divisor of 1 and translates
group, Artisan, Intimidation, Negotiation, directly to Perception 5
and Palming all at 3. These sixteen SR5 skills
are going to condense into six skills in SR6. Close Combat =
Blades 3
First, she breaks the skill groups into in- Clubs 3
dividual skills so the Acting skill group Unarmed Combat 3

STEP THREE: // CHARACTER CONVERSION GUIDE


Total 9 / 3 (the Close your SR6 skill. That expertise and special-
Combat divider) = Close Combat ization should be related to your SR5 skills.
3
6 If you have some Karma that has not been spent
Influence = for this character, you can use it for specializations
SHADOWRUN: SIXTH WORLD

Etiquette 6 and expertise. The cost is 5 Karma for each step,


Instruction 0 and this can add a specialization to a skill that
Intimidation 3 didn’t get one for free, convert a specialization to
Leadership 0 an expertise (if the skill is over rank 5), or add a
Negotiation 3 specialization if you already have an expertise.
Total 12 / 4 =
Influence 3 After converting the skills over, Jane checks
to see if Trix qualifies for any free special-
Stealth = izations. Perception, Close Combat, Con,
Disguise 6 and Stealth all came out close to the num-
Forgery 5 bers that went into the skill, so they don’t
Palming 3 qualify. Influence and Firearms both have
Sneaking 4 SR5 skills that are 2 or more ranks higher
Urban specialization 1 than the final SR6 versions, and they qual-
Total 19 / 4 = ify for a free specialization; she decides to
4.7 (rounded up to) Stealth 5 go with Firearms (Pistols) and Influence
(Etiquette).
Con =
Artisan 3
Con 5 Specializations and the
Performance 5 Exotic Weapons Skill
Impersonation 5
• The Exotic Weapons skill must have a spe-
Total 18 / 3 =
cialization for each weapon used.
6 (but Max limit drops it back) Con 5
• For each of the character’s SR5 Exotic
Firearms = Ranged Weapon (Specific) skills and Exotic
Pistol 7 Melee Weapon (Specific) skills, they may add
Automatics 0 a free SR6 specialization for that weapon to
Longarms 0 the Sixth World Edition skill, Exotic Weap-
SA specialization 1 ons.
Total 8 / 3 = • The SR5 Heavy Weapons skill counts as an
2.6 (but Min limit raises it) Firearms 4 Exotic Ranged Weapon (Launchers) in addi-
tion to its use in Firearms. Characters with
the Heavy Weapons skill may add the free
Specializations and specialization (Launcher) to the Sixth World
Expertise Edition skill, Exotic Weapons.
Once you convert all of your skills over, you’ll
probably notice that while your skills cover more
territory, the dice pools for specific tasks have Step Four
dropped. In order to help with this, we’re going
to add some free specializations to bump the num-
Knowledge Skills and
bers back up. Languages
If your highest SR5 skill was 2 or more ratings In SR6, Knowledge and Language Skills do not
higher (or 1 higher with a specialization) than the have ratings, though languages can have special-
final SR6 skill rank, AND: ized, expert, and native designations. Knowledge
• Your new SR6 skill is 2, 3, or 4, then add skills only have a single value, so the number you
a free specialization to your SR6 skill. That carry over is going to depend on the total ranks of
specialization should be related to one of SR5 Knowledge skills your character has.
your SR5 skills.
• Your new SR6 skill is 5 or 6, then add a free Knowledge Skills: Add up your total number of
expertise to your SR6 skill. That expertise SR5 Knowledge Skill points; each specialization of
should be related to one of your SR5 skills. a Knowledge Skill adds +1. Divide the total by 3
• Your new SR6 skill is 7 or higher, then add and round up. This is the number of SR6 Knowl-
both an expertise and a specialization to edge Skills you now have.

CHARACTER CONVERSION GUIDE // STEP FOUR


Languages: These can have specialized, expert, Gear
and native designations. Your native language
Transfer all the gear you can over to your new
transfers directly over. For any other languages,
sheet (except cyberdecks and RCCs; we’ll cover
use the rating to determine if they qualify as spe-
those in the Matrix and Rigger sections). Charac-
7
cialized or expert. If you have a specialization of a
ters might have more armor, weapons, ’ware, and

SHADOWRUN: SIXTH WORLD


language skill, add +1 to its effective rating before
tech than are available in SR6, depending on how
converting it over.
many books from SR5 they used to make and ad-
vance the character. Use the Four Rules on Con-
TAKE THE LANGUAGE AT
versions to go through your gear. Equal Name gear
NATIVE LANGUAGE SKILL =
NATIVE (ONLY ONE) transfers over directly. If you and your gamemaster
Language Skill
=
Take the language at base agree to any Equivalent Name gear or any House
Rating 1–3 proficiency Rule Agreement gear, transfer those too. For every-
Language Skill
Rating 4–5
= Take the language at Specialist thing else, look up the value, get a nuyen refund,
Language Skill
and leave that item off your sheet. Make sure to
Rating 6+
= Take the language at Expert adjust your Essence for any ’ware that changed its
Rare Mild –9 value or that goes away entirely.

Final Calculations
Trix has the following SR5 Knowledge
Now that you have your ’ware transferred over,
Skills and Languages:
you can record any changes to your attributes, at-
tribute-only tests, condition monitors, initiative,
Knowledge Skills
and initiative dice that apply (unless it’s magic
Psychology Rank 1
that affects your stats). Record your Attack rating
Seattle Bars and Clubs Rank 1
with your various weapons, calculate your Defense
Seattle Local Knowledge Rank 2
Rating (Body + Armor), and figure your Unarmed
Seattle Rumor Mill Rank 4
Attack Rating (Reaction + Strength) while you are
Seattle Shadows Rank 3
at it.
Languages
English Native Jane moves on to gear! Most of the items
Japanese Rank 4 Trix has will carry over as an equal named
item. There are a few things, like the
Jane adds up the ranks of her SR5 Knowl- Savalette Guardian, that she wants to keep
edge Skills and divides the total (11) by even though they are not in the new edi-
3 and rounds up, giving her four SR6 tion, so she worked out an agreement with
Knowledge Skills. She decides to drop Psy- the GM. Some stuff just didn’t work out,
chology and keep the other four. English like the personalized grips on her weapons,
remains her native language, and Japanese so she took a nuyen refund on those items.
transfers over at the specialist level of pro-
ficiency. After transferring Trix’s cyberware, she
checks the Essence cost and discovers that
while most of it (such as tailored phero-
Step Five: mones 2 and muscle toner 2) stays the
same; wired reflexes 1 dropped from an
Gear, Lifestyle, Essence cost of 2 to 1, so she cheerfully
makes that adjustment on the character
and Final Calculations sheet.
Moving from SR5 to SR6 includes transferring
your character’s possessions over, but not every-
thing will transfer. Magic:
Lifestyle Notes for Converting
Your basic lifestyle transfers directly over; any Spellcasters and Adepts
purchased extras from expansion books will have As was the case with gear, there is more magic
to be refunded as nuyen or worked out with your across the span of SR5 than can be covered in a
gamemaster. single book, so the conversion rules will be needed.

STEP FIVE: // CHARACTER CONVERSION GUIDE


Spellcasters
Tradition choices in the Core Rulebook are
Matrix:
8 hermetic and shamanic, so either pick one of Notes for Converting
these two or work out a House Rule Agreement
for something different. Initiate grade transfers di-
Deckers and
SHADOWRUN: SIXTH WORLD

rectly over, and most of the spells, rituals, mentor Technomancers


spirits, and metamagics from SR5 transfer directly Here are guidelines for conversion areas for
over too. A few spells have an Equivalent Name characters that specialize in using the Matrix.
clarification below; for everything else, either work
out an Equivalent Name, a House Rule Agree-
ment, pick another spell / formula / mentor spirit / Deckers
metamagic, or just bank the Karma refund. Quick- Cyberdecks have undergone a big change be-
ened spells will transfer over, or not, depending on tween editions. The cost has dropped dramati-
whether the spell itself transfers over or not. cally, but half of the deck’s functions have been
• If you have a Touch-range Combat Spell, replaced with a new piece of cyberware, the
swap it for the LOS or Area Effect version. cyberjack. To convert a cyberdeck, look up the
• Animate is split into different spells based on device rating of your SR5 cyberdeck. Replace it
the type of material; pick one. with an SR6 cyberdeck of the same device rating
• Shape (material) is now limited to just four and a cyberjack of the same rating. Cyberjacks
different materials; pick one. are hard on Essence, so check to make sure you
can handle the Essence loss. It is permissible to
make the received cyberjack alphaware to reduce
Conjuring the unexpected Essence loss.
Rules for binding spirits are not in the SR6 core
book. If your character currently has bound spir- Technomancers
its, refund 500 nuyen times the total Force of all
bound spirits to repay the cost of reagents used in After the previous steps, the remaining techno-
binding. If you have an ally spirit, take a Karma mancer conversion steps should be pretty straight-
refund, or if your GM agrees, you may take the forward. Transfer the Submersion grade and any
spirit through this conversion process to make it a complex forms and echoes with the same names,
full SR6 entity. along with a few equivalently named echoes noted
below. Registered sprites transfer over with same
number of tasks. One change to note is that the
Adepts Resonance [Program] echo has become a complex
As is the case with spells, most of the adept form called Emulate [Program]. This, along with
powers from the core rulebook transfer over, but the new echoes Living Network and Overclock,
the Power Point costs for many adept powers have may make you want to swap out some stuff, so go
changed. Recalculate your Power Points after you ahead and do that. As with spells and gear, there is
transfer over your powers and make any adjust- a lot more material than can be covered in a single
ments that are necessary. For those powers that book. If you want to keep using something that’s
are not in the Core Rulebook, either negotiate how not covered, talk to your gamemaster about how it
they should work with your gamemaster, or take could work in the SR6.
a refund of the Power Point value and pick some-
thing equivalent.
(ATTACK, DATA PROCESSING, MATRIX ATTRIBUTE
=
FIREWALL, SLEAZE) UPGRADE UPGRADE
Mind over Machine / MMRI = Machine Mind*
* Can only be taken once

CHARACTER CONVERSION GUIDE // MATRIX:


Rigging: SR5 NAME SR6 EQUIVALENT

Notes for
Radio Shack Remote
= Allegiance Control Center
Controller
9
Converting Riggers CompuForce TaskMaster
Lone Star Remote Commander
=
=
Horizon Overseer
Transys Eidolon

SHADOWRUN: SIXTH WORLD


While the mechanics of Rigging have changed MCT Drone Web = Ares Red Dog Series
a lot, the changes on the character sheet are not Triox UberMensch = Aztechnology Tlaloc
nearly as drastic. The cyber, drones, and vehicles
a rigger uses were all transferred over in the gear
section; the biggest difference there would be the
loss of the customizations from Rigger 5.0.

Rigger Command Console


Several of the RCCs listed in SR6 have different
names from the equivalent ones in SR5.

RIGGING: // CHARACTER CONVERSION GUIDE

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