ShadowRED: A Cyberpunk RPG Guide
ShadowRED: A Cyberpunk RPG Guide
Author
Dusk#1352 (/u/mitsayantan)
Work In Progress!
DISCLAIMER
ShadowRED is unofficial content, under the Homebrew Content Policy of R. Talsorian
Games and is not approved or endorsed by RTG. This content references materials that
are the property of R. Talsorian Games and its licensees.
The Topps Company, Inc. has sole ownership of the names, logos, artwork, marks,
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with the game Shadowrun. The Topps Company, Inc. has granted permission to
ShadowRED to use such names, logos, artwork, marks and/or any proprietary materials
for promotional and informational purposes but does not endorse, and is not affiliated
with us in any official capacity whatsoever. This document is a non-commercial fanbook
for entertainment purposes only and is distributed for free with that intent.
INTRODUCTION
Shadowrun is a cyberpunk game where magic has returned to Earth, a phenomenon
called the Awakening. Fantasy races such as elves, orks, trolls and dwarves exist
alongside humans. Magic and advanced technology co-exists in a dark futuristic dystopia
caused by unchecked capitalism and the terraforming powers of the manasphere. The
world has adapted to this change, forming large overpopulated cities dominated by
megacorporations, some of which are run by dragons, powerful, highly intelligent and
immortal beings from an older age. Life outside the cities is both beautiful and harsh, as
both flora and fauna have mutated to form magical or semi-magical wildlife. You will
play as a Shadowrunner, a skilled mercenary that serves as deniable assets for your
employer (Mr. Johnson), taking on jobs of corporate espionage, assassination and
whatever else you can think of. Welcome to the 6th world chummer.
METATYPES
The 6th world is populated by five major races called metatypes. They are all
variants/subspecies of humanity, as such are referred to using the umbrella term
metahumanity. During character creation, you must choose one of the following
metatypes as your character’s race.
▶ Human ◀
Humans make up roughly 45% of the global population. Humans have been around
before the Awakening. All other metatypes trace their origins to humans. Humans gain
the following traits:
▶ Lucky: Your LUCK increases by 1 point. This can raise your LUCK above 8.
▶ Skilled: You gain 1 extra Skill point during Character Creation. This cannot take a Skill
beyond 6 Ranks.
▶ Elf ◀
Elves (Homo sapiens nobilis) make up roughly 15% of the world’s population. Elves
appeared after 2011, born to human parents. This phenomenon was called Unexplained
Genetic Expression (UGE). Since then adult elves have been able to give birth to other
elves. Elves have roughly the same height as humans. They have elongated, pointy ears.
Elves can live for 150-200 years. Elves have the following traits:
▶ Attractive: Your COOL increases by 1 point. This can raise your COOL above 8.
▶ Nimble: You gain +1 to Athletics, Contortionist and Dance Skill Checks.
▶ Dwarf ◀
Dwarfs (Homo sapiens pumilionis) make up roughly 15% of the world’s population.
Dwarfs appeared post-UGE, born to human parents. Since then adult dwarfs have been
able to give birth to other dwarfs. They are short (under 120 cm) and stocky. Dwarfs
have comparable lifespans to humans. Contrary to folklore, dwarf females don’t possess
facial hair.
▶ Stubborn: Your WILL increases by 1 point. This can raise your WILL above 8.
▶ Tough: You gain a -1 modifier to your Death Saves. If you have already started the
natural healing process, you heal an extra 1 HP per day.
▶ Stubby Legs: You cannot raise your MOVE above 6 without enhancements.
▶ Ork ◀
Orks (Homo sapiens robustus) make up roughly 20% of the world’s population. Orks
appeared in 2021, when humans started randomly mutating into orks and trolls. This
phenomenon was called Goblinization. Since then adult orks and trolls have been able to
give birth to other orks. Orks are roughly the same height as humans but with more
muscle mass. Orks have elongated lower canines (tusks) that protrude from their jaws.
They have comparable lifespans to humans. Orks have the following traits:
▶ Swole: Your BODY increases by 1 point. This can raise your BODY above 8. This bonus
applies after Cyberware.
▶ Menacing: You gain +1 to Facedown rolls.
▶ Troll ◀
Trolls (Homo sapiens ingentis) make up 5% of the world’s population. Trolls appeared
during Goblinization. Since then adult trolls and orks have been able to give birth to
other trolls. Trolls are big! Average height of an adult troll is 250cm (8’2”) and the
average weight is 240Kg (529lb). Like orks, trolls have tusks. They also have two or
more horns on their head, which may be symmetric or asymmetric. Trolls have
comparable lifespans to humans. Trolls have the following traits:
▶ Swole: Your BODY increases by 1 point. This can raise your BODY above 8. This bonus
applies after Cyberware.
▶ Menacing: You gain +1 to Facedown rolls.
▶ Dermal Deposits: Your body and head is armored at SP4. Does not stack with worn
Armor. Ablates. Recovers 1 SP per day of rest.
▶ Dumb Trog: You cannot raise your INT above 6 without enhancements.
NEW ROLES
Awakened Roles
Awakened are individuals capable of using Magic. You cannot Multiclass into an
Awakened Role unless you start with an Awakened Role during character creation. If
you have an Awakened Role at Rank 4, you can multiclass into one more Awakened
Role. You cannot have more than two Awakened Role Abilities.
▶ Adept ◀
Adepts are magically awakened metahumans who channel their Magic internally to take
their natural abilities to supernatural levels. As an adept you focus on perfection
through practice. The more you practice, the areas where you focus will develop over
time, giving you an edge over others.
Mages are rare, awakened individuals who can channel and shape ambient mana into
supernatural phenomena called spells. Mages are often called wizards or sorcerers
because in many cases they do resemble the stereotypical fantasy wizards with a
modern twist. Mages tend to follow a strict paradigm and treat their art like science,
following strict methods and standardized protocols which can produce a spell’s effect
reliably each time it is performed. It is almost like a science experiment or following a
cookbook. Deviation from these tried and true systems is usually only done for research.
Mages are also capable of entering the Astral plane, an immaterial dimension made of
pure mana.
▶ Shaman ◀
Like Mages, Shamans are also rare, awakened practitioners of Magic. Unlike Mages,
Shamans cannot cast Spells. Instead, they reach out to the great magical plane, the
Astral space, to call supernatural beings to their aid. These beings of pure magical
energy are called Spirits and they embody one of the several aspects of nature.
Shamans themselves are incredibly attuned to nature and follow a specific Totem. Their
chosen Totem, or rather the Totem that chooses them, represents a great and wise spirit
that has taken the Shaman under their wing and guides their path. This doesn’t mean the
Shaman shuns technology. Despite some people calling them hippies, Shamans are
perfectly fine with modern tech, except Cyberware. Shamans aren’t particularly fond of
Cyberware as it takes their body and soul out of alignment, making it harder to reach
out to the Astral plane.
▶ Rigger ◀
Riggers are ace drone pilots and experts in robotics. They use specialized tools or
cyberware to precisely control drones.
ROLE ABILITIES
▶ Drone Control ◀
A Rigger does not require a Net Architecture to operate drones. They treat all drones as
Personal Drones.
For every three Ranks in Drone Commander, drones under the Rigger’s control gain +1 all
Skill Checks. This bonus applies in both Direct Control and Auto Mode.
At Rank 10, a Rigger can control two drones at a time, using a single Agent or Drone
Controller. Both drones must be in the same mode (Direct Control or Auto). Both drones
can be controlled/commanded using a single Action or Move Action, depending on the
mode.
▶ Drone Mechanic ◀
A Rigger adds their Drone Commander Rank to any Electronics/Security Tech Checks
they make to repair drones.
▶ Machinist ◀
Whenever a Rigger increases their Role Ability rank, they have the option of:
● Either adding a drone to their list of available drones. Between Rank 1-5 you can
add any drone worth 5000eb or less. From Rank 6 onwards, you can add any
drone, regardless of price.
● Or improving an existing drone with a single drone upgrade of their Drone
Commander Rank or lower.
Whenever you increase your Drone Commander Rank, you can choose to replace any
number of drone upgrades gained from previous Drone Commander Ranks with
something you can get now.
▶ Drone Upgrades ◀
Unless stated otherwise, an option can only be taken once per drone. These upgrades
are also rarely sold on the open market, at 1000eb (V. Expensive) for those attainable at
Drone Commander Rank 1, and at 5000eb (Luxury) for those not attainable at Rank 1.
Rank Modification
Required
5 Drone Heavy Weapon Mount: The drone gains a weapon mount that can take any Ranged
Weapon. Cannot be added to flying drones.
1 Drone Melee Weapon Mount: Adds a robotic arm that can mount any Melee Weapon.
Cannot be added to Swarm drones.
1 Drone Optics: Adds two Option Slots for Cyberoptics Options. All Options count as if they
were paired, and it costs the same as installing the Option once. Swapping Options takes
10 minutes.
5 Evasion Protocol: The drone can attempt to dodge Ranged Attacks in Direct Control Mode
and Melee Attacks in Auto Mode. Requires a Flying or Walker drone.
5 Improved Armor Plating: Increases the drone’s armor, based on existing SP, in order of
SP0 > SP7 > SP11 > SP13.
1 Reloading Arm: Adds a robotic arm that can reload mounted weapons using the Reload
Action. Comes with an ammo bin that can hold 2 reloads worth of ammunition for a single
weapon. Cannot be added to Swarm drones.
1 Satellite Link: Increases the drone’s range of control to 100m/yds.
1 Sensor Upgrade: Adds two Option Slots for Cyberaudio Options. Swapping Options takes 10
minutes.
▶ Preparing Spells ◀
Before you can cast Spells you must prepare them. You need to possess a Spell’s
Formula to prepare it. Each Spell Formula costs 100eb (Premium) and can be obtained
in any Talismonger’s shop. Mages store their acquired Spell Formula in a Grimoire. Most
modern Mages store their spells in a digital format, on an electronic device like an
Agent. But you can choose to keep a traditional tome if you want.
Once you have acquired your Spell Formula you can prepare it by memorizing. Spells
have complex theorems, structures and precise methodology of casting, making it
difficult to memorize too many spells at once. You can memorize a number of Spells
equal to your INT. Memorizing spells require 10 minutes per Spell. Once memorized they
remain in your memory till you swap it out for another spell. You can at any time switch
out one spell for another in your memory by spending the required amount of time to
memorize.
▶ Casting Spells ◀
Casting Spells require precise hand movements and speaking arcane words, even as
whispers or soft muttering. You need a free hand and the ability to speak in order to
cast a spell. To cast a spell use your Action to roll TECH + Sorcery + 1d10 vs a DV or an
opposed Skill Check mentioned in the spell description. Spells cannot make Aimed
Shots.
The level of Spells you can cast depends on your Sorcery Rank:
You have a number of Mana Points (MP) equal to 5 x (WILL + INT averaged, rounded up).
Casting Spells cost Mana Points.
Casting Spells for which you do not have enough Mana Points, consumes your Hit Points
instead. Eg: If you cast a Spell that costs 4 MP, but you only have 3 left; the Spell
consumes 4 HP instead.
Each day, you recover a number of Mana Points equal to your WILL, up to your Mana
Point maximum.
▶ Focus ◀
Certain Spells require your attention to control or maintain. Any time you are focusing
on a Spell, if you take damage to your HP that exceeds your COOL + WILL, your Focus is
disrupted and the Spell ends prematurely. You can only Focus on one Spell at a time.
Installing Cyberware in your body causes you to lose your Magic. Each piece of
Cyberware that causes Humanity Loss gives you a cumulative -1 penalty to your Sorcery
Checks. Each piece of Borgware gives you a -2 penalty instead.
Spells
Spells have the following properties:
▶ Cost: The number of Mana Points needed to cast the Spell. Novice Spells cost 2 points,
Journeyman Spells cost 4 points, and Master Spells cost 8 points.
▶ Type: Mana Spells (M) can be cast in the physical and astral planes. Physical Spells (P)
can only be cast in the physical plane.
▶ Range: The maximum range at which the Spell can be cast.
▶ Duration: How long the Spell lasts. Spells that last a number of Rounds start the count
from the start of the next Round. Immediate Spells instantly cause their effect and then
dissipate.
▶ Resisted By: The DV or Check that opposes the Spell.
▶ Effect: The description and effect of the Spell.
▶ Novice Spells ◀
Blinding P 4m/yds 1 Minute Resist Target suffers the Damaged Eye Critical
Dust Torture/Drugs Injury for the duration. No bonus damage.
Targets with Cybereyes are immune.
Heat P 6m/yds Immediate DV13 Heat a metal object red hot, till the end of
Metal your Turn. If the object is in contact with
someone they take 4 damage directly to
their HP. If the object is being held they must
also succeed on a DV15 Resist Torture/Drugs
Check or drop it.
Ignite P 12m/yds Immediate DV13 Sets a target on Strong Fire. If the target is
already on fire, set them on Deadly Fire
instead.
Ice Slick P 12m/yds 10 Minutes Athletics Creates a 10x10m/yds area of slippery ice.
Each time anyone attempts to move in or
through the area, they must resist the Spell
or become Prone.
Ice Spear P 12m/yds Immediate DV13 or Deals 5d6 damage to a single target.
Evasion Ablates 2 SP whenever you would ablate
armor. Requires REF 8 or higher to dodge.
Manabolt M 12m/yds Immediate Resist Deals 2d6 damage directly to the HP/SDP of
Torture/Drugs a single target. Doesn’t ablate SP. Cannot
cause Critical Injuries.
Spectral M 12m/yds 1 Minute Brawling Spectral chains grapple the target. Breaking
Shackles out requires using an Action to succeed on a
Brawling Check vs the Mage’s Sorcery Check.
Stun Bolt M 12m/yds Immediate DV13 Deals 5d6 damage to a single target. If
damage dealt by it would reduce a target to
under 1 HP, they are instead Unconscious at 1
HP. Doesn’t ablate armor and cannot cause
Critical Injuries. Requires REF 8 or higher to
dodge.
Telepathy M 12m/yds 1 Hour DV15 You and a willing creature can communicate
telepathically as long as you are within
range. Both of you must share a common
Language. Requires Focus.
Armor M Self 1 Hour DV15 Your body and head is armored at SP7. Does
not stack with worn Armor. Ablates.
Earthen P 12m/yds Immediate DV15 or Erupts from the ground dealing 4d6 damage
Spike Evasion to a single target (ignores half armor) and
creates a 2m/yds Cover of 10 HP. Requires
REF 8 or higher to dodge.
Fear M 12m/yds 1d10 Concentration Target is Under Extreme Stress for the
Rounds duration. Creatures incapable of feeling fear
are immune.
Flaming P 12m/yds 1 Minute Brawling Flaming shackles grapple the target. As long
Shackles as the target is grappled, they are set on
Mild Fire. The fire cannot be extinguished
until the target breaks the grapple. Breaking
out requires using an Action to succeed on a
Brawling Check vs the Mage’s Sorcery Check.
Ice P 12m/yds Immediate DV17 or Launches 10 Ice Spears at a target. On a hit,
Barrage Evasion deals 2d6 damage multiplied by the amount
you beat the DV, up to a maximum of 4.
Ablates 2 SP. Requires REF 8 or higher to
dodge.
Mana Blast M 2m/yds Immediate Resist Blasts all living creatures in a 6x6m/yds
Torture/Drugs area in front of you, with necrotic mana,
dealing 2d6 damage directly to their HP.
Doesn’t ablate SP.
▶ Master Spells ◀
Evil Eye M 12m/yds 1d10 Resist Roll 1d6 and deduct the result from the
Rounds Torture/Drugs target’s first Skill Check on their Turn.
Invisibility P Self 1 Minute DV17 You and all carried items are invisible.
Perception Checks made to see you fail
automatically. Attacks made against you
suffer a -6 penalty. Anyone you Attack
or Grab cannot dodge or resist. The Spell
ends if you use your Action to Attack,
Grab, cast a Spell, or deal damage.
Requires Focus.
Mirror M Self 1 Minute DV17 Create 1d10 illusory clones that stay
Illusion adjacent to you and mimic your every
move. They’re incapable of dealing
damage or interacting with reality. Each
clone has 1 HP and 0 SP. Each time you
are damaged by a single target Attack,
50% chance that one of the clones got
hit instead. Requires Focus.
To summon a Spirit, Use your Action and roll 1d10. Attempt to roll equal to or lower than
your Summoning Rank. If you succeed, the Spirit will show up in 1d6 Turns. If you fail,
you can always try to Summon again next Turn. You can only have one summoned Spirit
at a time.
A summoned Spirit remains in your service for 1d6 Hours. During the time a Spirit
remains summoned, it will entertain your requests as long as they are not insulting,
outlandish or suicidal. A summoned Spirit will assist you in combat to the best of its
capabilities. Usually the GM controls the Spirit, but the player can control it with the GM’s
permission.
▶ Totems ◀
Every Shaman follows a specific Totem that acts as their spiritual guide. They are also
known as Mentor Spirits. A Shaman can summon 3 types of Spirits, depending on their
Totem. Below are some example totems. You can work with your GM to make your own.
▶ Bear: Symbolizes strength and protection. Bear Shamans are fierce defenders of their
kin and those under their care.
Spirits: Beast Spirit, Earth Spirit, Fire Spirit.
▶ Raven: The Raven is a prankster, scavenger and opportunist. While not necessarily
malicious, Raven Shamans do not waste an opportunity for a mean practical joke.
Spirits: Air Spirit, Beast Spirit, Water Spirit.
▶ Shark: A cold and relentless hunter. The Shark revels in the blood of its prey and the
thrill of the hunt. Shark Shamans do not believe in showing mercy to their enemies.
Spirits: Beast Spirit, Earth Spirit, Water Spirit.
▶ Summoning Ranks ◀
Summoned Spirits don’t roll Initiative. They get their Turn, immediately after yours.
Based on their Summoning Rank, a Shaman can summon progressively stronger Spirits,
described in the table below.
1-2 8 7 30 4 6
3-4 10 11 40 5 8
5-6 12 12 50 6 10
7-8 14 13 60 7 12
9-10 16 15 70 8 14
▶ Spirits ◀
While in the physical world Spirits are Dual-Natured. They are simultaneously present in
both the physical and astral planes and can interact with (and be interacted from) either
world. As an Action, Spirits can fade away from the physical world to become wholly
astral entities, like an Astral Form. Becoming Dual-Natured again requires another
Action. There are different types of Spirits, each with their own set of powers. When you
summon a Spirit, you can choose what type among the options provided below. Spirits
have the following parameters:
Skills: Spirits can only use the Skills listed. Spirits use their Combat Number as the Base
value for their STAT+Skill.
Powers: The supernatural powers and other abilities that the Spirit has.
Spirits don’t breathe. They are immune to Poisons, Toxins, Drugs, Pharmaceuticals and
Critical Injuries.
Spirits have the following Skills: Athletics, Brawling, Concentration, Endurance, Evasion,
Human Perception, Language (one language that the Summoner knows), Perception,
Resist Torture/Drugs, and Stealth.
Each Spirit has a set of powers, you can find more information about these in the
Creature Powers section. The different types of Spirits are:
▶ Air Spirit
Powers: Astral Perception, Elemental Attack (Air), Flight, Wind Blast.
▶ Beast Spirit
Powers: Astral Perception, Deafening Shriek, Fear, Spectral Claws.
▶ Earth Spirit
Powers: Astral Perception, Earth Meld, Elemental Attack (Earth), Toughness 2.
▶ Fire Spirit
Powers: Astral Perception, Elemental Attack (Fire), Fire Breath, Fire Form, Immunity
(Fire), Vulnerability (Water).
▶ Warrior Spirit
Bonus Skills: Archery and Melee Weapon.
Powers: Astral Perception, Fear, Spectral Weapons. Role Abilities: Combat Awareness 4.
▶ Water Spirit
Powers: Astral Perception, Aquatic Adaptation, Elemental Attack (Water), Fog Aura.
Installing Cyberware in your body causes you to lose your Magic. Each piece of
Cyberware that causes Humanity Loss gives you a cumulative +1 penalty to your
Summoning Checks. Each piece of Borgware gives you a +2 penalty instead.
▶ Adept Powers ◀
Astral Active 1 1 PP You are now capable of Astral Perception and Assensing.
Perception
Combat Passive 1 1 PP Supernatural sixth sense. +2 to Initiative.
Sense
Critical Strike Passive 2 1 PP per Once per Turn, if you make a Melee Attack, you can add
Level 1d6 to your damage roll for the sole purpose of rolling a
Critical Injury. At Level 2, the extra dice increases to 2d6.
The extra d6 doesn’t deal damage.
Danger Sense Passive 1 2 PP You cannot be caught unaware of danger. When you are
Ambushed [PG. 399] with an Attack or Grab you can roll
Evasion or Brawling (as applicable) at a -2 penalty.
Requires Combat Sense.
Killing Hands Passive 1 1 PP per Your Brawl and Martial Arts Attacks do +1 bonus
Level damage, per Level.
Life Transfer Active 1 1 PP As an Action you can transfer any number of Hit Points
from yourself to a willing target that you are in physical
contact with. If you are reduced to 0 HP, you must start
making Death Saves.
Light Body Passive 2 1 PP per At Level 1, you can fall up to 30m/yds without taking
Level damage or suffering the Broken Leg Critical Injury. At
Level 2, you also suffer no movement penalty while
Jumping.
Mystic Armor Passive 2 1 PP per At Level 1, your body and head is armored at SP7. At
Level Level 2, your body and head is armored at SP11. Does not
stack with worn Armor. Ablates. Recovers 1 SP per day
of rest.
Nerve Strike Active 1 2 PP Instead of making 2 Attacks with your Martial Arts
Attack Action you can choose to make a Nerve Strike.
Use your Action to use the Martial Arts Special Move
Resolution against a single target in Melee range. If you
hit, you deal 2d6 damage directly to the target’s HP,
instead of your Martial Arts damage. This damage
ignores armor and doesn't ablate it. If damage dealt by a
Nerve Strike would reduce a target with more than 1 HP
to less than 0 HP, they are instead left at 1 HP and are
Unconscious. Additionally, if you make 3 successful
Nerve Strikes on the same target in 3 consecutive
Rounds, the target falls Unconscious, regardless of their
HP. Damage dealt by Nerve Strike cannot cause a Critical
Injury. All Martial Arts Forms may use this Move.
Qi Fire Passive 1 1 PP As an Action you can set your hands on magical fire.
This doesn’t harm you. The fire persists till you use an
Action to put out the flames or you let go of the held
weapon. While the flames persist, anything you touch or
hit with a Melee Attack is set the target on Mild Fire [PG.
180], unless they are already on fire.
Shadow Meld Active 1 2 PP When you are in a dark or obscured area, and no one
can see you; use your Action to make a DV15 Stealth
Check. If you succeed, you become invisible and remain
as long as you don’t move, speak or take an Action.
While invisible, all Perception Checks made to find you,
even with Low Light/Infrared/UV, fail automatically.
Smashing Active 1 1 PP Use your Action to make a single Brawling, Martial Arts
Blow or Melee Weapon Attack against a piece of Cover. This
attack always deals the maximum damage possible. Eg:
If your damage is 4d6, this attack deals 24 damage.
Supernatural Passive 3 4 PP per Choose a single Skill with at least 6 Ranks. You ignore
Skill Level Critical Failures (1s) for that Skill. These rolls are still
treated as 1, however. You can select this Power multiple
times, choosing a different Skill each time. But you can
only choose one Skill per Category.
Touch of Active 1 2 PP Use an Action and touch your target. If the target is
Misfortune unwilling both of you must make a Brawling Check to
see if you succeed. If you manage to touch your target,
roll your Chi Channeling + 1d10 vs the target’s LUCK +
1d10. If the target doesn’t have a LUCK STAT, they simply
roll 1d10. If you succeed, the target’s next Skill Check
counts as Critical Failure regardless of the roll. If they
roll a 1 on their d10, they do not score another Critical
Failure.
Wall Running Passive 1 1 PP You ignore movement penalties for climbing. You can
run up vertical surfaces when you take the Run Action. If
you don’t take the Run Action each Turn while running
up a vertical surface, you start falling.
Water Walk Passive 1 1 PP You ignore movement penalties for swimming. You can
run on liquid or other fragile solid surfaces (eg: thin ice
or snow) when you take the Run Action. If you don’t take
the Run Action each Turn while running on such a
surface, you fall into/through it.
▶ Realign Chakra ◀
Normally, once your Power Points have been used to buy Adept Powers, the choice is
permanent. But you can visit a talismonger or a spiritual guru to help you realign your
chakra. Doing this causes you to lose all your Adept Powers but frees up all your Power
Points, giving you another chance to choose the Adept Powers you want to buy. The time
and cost to do this increases with your ranks in Chi Channeling.
Installing Cyberware in your body causes you to lose your Magic. Each piece of
Cyberware that causes Humanity Loss makes you lose 1 Power Point. Each piece of
Borgware makes you lose 2 Power Points. This can cause loss of Adept Powers. Power
Points are returned when Cyberware is removed.
PERSONAL DRONES
Personal drones [Interface Red Vol. 1, PG. 61] don’t use a NET Architecture. Countering a
personal drone requires 5 minutes and the counterer must stay within 6m/yds of the
drone the entire time. If countered, the drone can be linked to a new Agent or Drone
Controller with an Action.
▶ Controlling Drones ◀
Operating a personal drone requires you to have an Agent or Drone Controller. Unlike
Agents, Drone Controllers are specialized for drone control. These handheld platforms
come with a video screen, multiple buttons and thumbsticks for controlling a drone.
While an Agent can only control these drones up to 25m/yds, a Drone Controller can do
so at a maximum range of 50m/yds. Venturing further causes the drone to lose
connection and become inactive. Drone Controllers cost 500eb (Expensive).
Each Agent or Drone Controller can only control a single drone at a time, which must
first be linked. Linking an Agent or Drone Controller to a drone takes 5 minutes. You
need two free hands to Direct Control a drone.
▶ Using Drones ◀
Personal drones can be controlled in two ways. Switching between modes doesn’t cost
an Action. Drones don’t roll initiative. They act during or immediately after your Turn.
Drones can use any Skill associated with a weapon they have equipped, Evasion,
Perception, and Stealth. Some drones can also use other Skills.
▶ Standby Mode: The default mode when the drone is not being controlled and has no
valid command to follow. In this mode, the drone cannot move or dodge Attacks.
▶ Direct Control Mode: You can use your Action to manually control a drone via a linked
Agent or Drone Controller. Taking the Direct Control Action gives you one Move Action
and one Action as the drone. You can use your Move Action while controlling a drone. In
this mode, the drone cannot dodge Ranged Attacks, regardless of the user’s REF. Using a
Drone Controller adds +1 to all Skill Checks made using the drone.
▶ Auto Mode: In this mode, you can use your Move Action to command a linked drone.
The drone acts immediately after your Turn. Only a single command can be issued per
Move Action. Once you issue a command, the drone can take one Move Action and one
Action. Instead of your Skill Base, the drone uses a Combat Number of 10 to make all
Skill Checks. In this mode, the drone cannot move or dodge Attacks. Drones can only
accept simple commands like:
● Attack a designated target/area. The drone keeps attacking unless told otherwise,
moving when necessary. You must specify which Weapon/Skill to use.
● Move to a designated spot. The drone will take the Run Action if necessary.
● Follow the user.
● Use a Skill on a designated target or area. A drone capable of that skill will use its
Combat Number.
You need a Drone Link to be able to use Auto Mode.
All personal drones listed below, come with an integrated Video Camera that transmits
the drone’s SDP SP, ammo count and live video feed to the user’s Agent or Drone
Controller. If you have Chyron [PG. 360], all this data gets transmitted to a sub-screen in
your visual feed. Drones carry a limited amount of ammunition (whatever is loaded in
the weapon). Reloading must be done manually by the user. Drones have 8 hours of
operational time before they need to be recharged for an hour. Personal drones cannot
dodge any Attacks in Standby or Auto Mode. They cannot dodge Ranged Attacks in
Direct Control Mode.
Drones cannot be affected by Drugs, Poisons, Toxins, or Suppressive Fire. They can be
affected by EMP, and resist with your Cybertech Skill Base (irrespective of whatever
mode it's in). On a failure, the drone becomes inactive for 1 minute. Drones have the
following information categories:
▶ SDP: Structural Damage Points. The drone’s Hit Points. As long as the drone has at
least one SDP, it can still move and act. When it has no SDP left, the drone is considered
Destroyed and cannot move or act unless it's repaired. A drone can be fully repaired in
one day, with an Electronics/Security Tech Check vs DV17. Repairing a drone restores all
SDP, SP and functionality. Drones are immune to most Critical Injuries. They only suffer
Critical Injuries involving eyes (camera) and limbs (if the drone has any).
▶ SP: Stopping Power of the drone’s armor. How many points of damage from an attack
the armor can stop before it starts to deplete its HP.
▶ Type: Drones can either be Air (flying), Wheeled (land based with wheels), Walker (land
based with legs) or Water (water based drones can also work underwater).
▶ Speed (Combat): The drone's MOVE for use in combat.
▶ Speed (Narrative): The drone's top speed in Miles Per Hour and Kilometers per Hour.
Useful for knowing how fast it is outside of combat.
▶ Weapon Mounts: How many weapons can be mounted on the drone.
▶ Cost: The price of the drone in Eurobuck.
▶ Compatible Weapons: The type of weapons that can be mounted on the drone. Drones
don’t usually come with weapons, they must be purchased separately. Drones cannot
mount weapons that have a BODY requirement.
▶ Description: A simple overview of the drone.
Drone SDP SP Type Speed Speed Weapon Cost
(Combat) (Narrative) Mounts
Compatible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Shotgun, Sniper Rifle.
Description: Medium-sized, police drone that can carry shoulder weapons.
DV17 Electronics/Security Tech, 5 min to counter.
Compatible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Shotgun, Sniper Rifle,
Grenade Launcher, Rocket Launcher.
Description: Heavy SWAT drone. Comes equipped with 2 Bulletproof Shields that can be
used as cover by anyone behind the drone. The shields can be repaired or replaced.
DV21 Electronics/Security Tech, 5 min to counter.
RITUALS
Sometimes the scope and scale of magic is too great for a Spell. Rituals are magical
ceremonies performed in a formulaic manner. Rituals take time to perform and require
reagents that are consumed as part of the Ritual. To attempt a Ritual you must be either
a Mage or a Shaman. If you have at least 1 Rank in the Sorcery or Summoning Role
Ability, you gain access to the Ritual Casting (x2) Skill, a Technique Skill (linked to TECH).
▶ Performing Rituals ◀
Rituals can only be performed inside a Ritual Circle. Making a Ritual Circle takes time and
materials. The bigger the circle, the longer and more expensive it is to make. But bigger
circles can hold more people. Once made, a Ritual Circle is permanent unless destroyed.
That's why it's best to keep your Ritual Circle in a protected sanctum like your home or
other sheltered place. The time and cost needed to make Ritual Circles are described in
the table below.
Once you have a Ritual Circle, you need to learn the Ritual you want to perform using a
Ritual Formula. Ritual Formulas cost 100eb (Premium). Once obtained you can store
them in a book or Agent. To perform a Ritual follow the steps:
● Choose a leader to perform the Ritual. Usually it's you, unless you are assisting
someone else.
● You and any other participant must enter the Ritual Circle and sacrifice all the
necessary reagents for the Ritual. All participants must be Awakened, but they
need not be Mages or Shamans. Neither do they need the Ritual Casting Skill.
They just need to believe in you and your magic.
● Perform the Ritual for the specific amount of time mentioned in the Ritual
Formula. During this time none of the participants may leave the Ritual Circle or
the Ritual fails and the reagents are lost. Non-participants may temporarily leave
but it's considered very rude.
● At the end of the time needed to perform the Ritual, make a TECH + Ritual
Casting + 1d10 roll and beat the Ritual’s DV. Each additional participant adds +1 to
your Check. If you succeed, the Ritual takes effect. After that all participants may
leave the Ritual Circle.
● For each piece of Cyberware you have that causes Humanity Loss, you take a
cumulative -1 penalty to your Ritual Casting Checks. Each piece of Borgware gives
you a -2 penalty instead.
▶ Reagents ◀
All Rituals need Reagents. Each unit of Reagent comes with a price tag. Rituals may also
require specific components.
Augury Regular Reagent (x3). 10 21 Stare into a crystal ball, mirror, or bowl of
Minutes water and ask a question about the future.
A crystal ball, silver mirror You witness glimpses related to the
or silver bowl worth 500eb question, that might happen in the next 48
(Expensive), which isn’t hours. The GM must answer truthfully. But
consumed. remember that the future is constantly in
flux and there are multiple possibilities
with branching outcomes.
Circle of Regular Reagents (x2) 30 17 Anyone in the Ritual Circle heals an extra 2
Healing Minutes HP every day, when they start their natural
healing process. The Ritual’s effect lasts for
7 days after performing.
Golem Rare Reagents (x5) 12 29 Creates a Golem that is bound to your will
Crafting Hours and serves you until it's destroyed. As an
Action, you can command a bound Golem.
It follows your command to the letter. The
Golem will keep following the last
command it was given. If it fails, it will keep
trying endlessly until it succeeds, is
destroyed, or you order it to stop.
Purification Exotic Reagent (x1) 1 Hour 15 Part of the process for lifting a Hex. The
Hexed subject cannot leave the Ritual Circle
once the Ritual starts, or it fails.
Spirit Seance Regular Reagents (x4). 10 21 Contact the Spirit of the dead person. The
Minutes Spirit possesses a willing participant for 10
A vial of blood, a piece of minutes. The Spirit maintains their
bone, or a clump of hair personality and memories till death. After
from the deceased person, the duration, the Spirit departs and the
which isn’t consumed. possession ends. The Ritual leader can end
the possession early as an Action.
Spirit Regular Reagents (x3), 1 Hour 24 Summons the Spirit of the dead person as
Summon Exotic Reagent(x1). a Ghost. The Ghost maintains their
personality and memories till death. The
A vial of blood, a piece of Ghost isn’t bound to your will. The Ghost
bone, or a clump of hair cannot be sent back to the realm of the
from the deceased person dead except by their own choice, or by
or a vial of blood from a killing them. If the blood of a relative is
living parent, sibling or used, there is a 50% chance that the Ghost
direct descendant. of a random person of that bloodline will
be summoned instead.
▶ Hexes ◀
Hexes work exactly like Rituals, except they are used to harm a person. Formulas for
Hexes are harder to obtain and cost 500eb (Expensive). Hexes can only be performed at
night, as the Ritual draws upon dark powers. If successfully performed, the target
suffers from the Hex until it is cured.
Like Rituals, Hexes are formulaic and can be cured in a formulaic manner. Once you
know that a Hex is affecting someone, you search for a way to cure it with a Library
Search Check vs DV15. Such information is rarely found online, so you have to visit a
Mage’s library or other repository of arcane knowledge to even attempt the Check. Once
you have a cure, you must follow the required steps.
Hexes are as dangerous to the user as they are to the target. If a Critical Failure (1 on
1d10) is rolled on the Ritual Casting Check, all participants are affected by the Hex,
instead of the intended target for 1d10 weeks. The effects cannot be cured and you must
suffer through the duration.
Prey Of Regular Reagents (x4) 1 Hour 15 The target becomes an anathema to all animals,
Beasts including paracritters. Animals are hostile to the
Some blood from the target and will attack if the target is within
target and the tears of a 10m/yds. In combat, animals will always attack
hellhound. the target even if other enemies are around.
The Devil’s Exotic Reagent(x2) 2 Hours 17 Bad Luck plagues the target. They suffer Critical
Luck Failures Checks if they roll a 1 or 2 on a d10.
A vial of blood, a tooth, or
a clump of hair from the Cure: Find the effigy. Take part in a Purification
target. Ritual on a new moon’s night (once per month).
After the Ritual, burn the effigy.
A miniature effigy or doll
of the target worth 100eb
(Premium) which isn’t
consumed. After the Ritual,
you must place the effigy
where the target lives for
the Hex to take effect.
The Eternal Exotic Reagents (x1) 1 Hour 15 The target suffers from frequent itching making
Itch them suffer a -1 penalty to all Skill Checks.
A piece of clothing worn by
the target that hasn’t been Cure: Take part in a Purification Ritual on a rainy
washed after wearing it night (consult Night City Weather DLC). After the
last. Ritual, bathe in the rain.
The Regular Reagents (x2), 1 Hour 17 The target is haunted by frequent nightmares
Nightmare Exotic Reagent(x1) when they sleep, making it hard to get a good
rest. Each day there is a 50% chance that the
A fetish worth 100eb target sleeps uncomfortably and suffers a -2
(Premium) which isn’t penalty to all Skill Checks for the next 24 hours.
consumed. After the Ritual,
you must hide it under or Cure: Find the fetish. Take part in a Purification
beside a bed on which the Ritual on a night of a full moon (once a month).
target must sleep at least After the Ritual, burn the effigy under
once. moonlight.
ARTIFACTS
Artifacts are weapons, armor or tools that have been imbued with magical properties.
These rare items are very expensive and difficult to find. Artifacts are at least 1000eb (V.
Expensive) and it only goes up from there. So you need the help of a high-level Fixer. It's
unlikely that you will come across these items in Night Markets, but Midnight Markets
usually have a Talismonger shop where you can score one or more of these rarities.
Sometimes you may come across an Artifact Diagram you can commission an Artificer
to make it for you. You can also commission an Artificer to invent a custom Artifact for
you, then make it
Using Artifacts
Before an Artifact can be used it must be Attuned. Attuning an Artifact takes 30 minutes
of uninterrupted meditation while in physical contact with it. You can also end your
Attunement to an Artifact with an Action. You cannot be Attuned to more than 3
Artifacts at a time. You cannot Attune two of the same Artifact.
Only an Awakened can Attune Artifacts. Some Artifacts can only be Attuned by a
specific Awakened Role. This makes Artifacts niche but powerful and rare, which drives
up their price.
Artificing
Only an Artificer can make Artifacts. An Artificer is an Awakened individual (Mage,
Shaman or Adept) who has multiclassed into a Tech. If you have at least 1 Rank in
Sorcery, Summoning or Qi Channeling, you get access to the Artificing Skill (x2) Skill, a
Technique Skill (linked to TECH). Right now you can only use the Skill to repair Artifacts.
To be able to make or invent new Artifacts you must multiclass into a Tech and gain at
least 1 Rank in Fabrication Expertise and Invention Expertise. A Tech adds their Rank in
Field Expertise, Upgrade Expertise, Fabrication Expertise, and Invention Expertise to the
Artificing Skill.
If you fulfill all the above requirements, you can fabricate (make) and/or invent Artifacts
following the table in [PG. 149]. In order to Fabricate an Artifact an Artificer needs an
Artifact Diagram. Artifacts can also be upgraded following the rules of Upgrade
Expertise.
For each piece of Cyberware you have that causes Humanity Loss, you take a cumulative
-1 penalty to your Artificing Checks. Each piece of Borgware gives you a -2 penalty
instead.
List Of Artifacts
▶ Artificer’s Hammer
Cost: 1000eb (V. Expensive)
A One-Handed Exotic Heavy Melee Weapon. Once Attuned, using the hammer gives the
user +2 to Artificing Checks when held. Requires Attunement by an Awakened Tech.
▶ Possessed Weapon
Cost: 10,000eb (Super Luxury)
An Excellent Quality Exotic Heavy (One-Handed) or Very Heavy (Two-Handed) Melee
Weapon. The weapon is permanently possessed by a Spirit and seems to have a mind of
its own. While Attuned, the weapon can telepathically communicate with you. The GM
determines the weapon’s personality. Whenever you miss a Melee Attack with this
weapon by 4 or less, your Attack immediately has a second chance to hit your target.
This second chance to hit is made by rolling to hit again, except that you use 10 as the
Skill Base instead of your own. You cannot add LUCK points to this second Attack.
Additionally, when you make an Attack with this weapon, if you roll a Critical Success (10
on a d10) and you hit, you damage the target’s head. It multiplies the damage that gets
through their head armor by 2.
If you antagonize the Spirit, the weapon’s magical properties will stop functioning until
you make amends. Destroying the weapon will set the Spirit free, turning the weapon
Mundane, but it will remain Excellent Quality.
▶ Ritual Garb
Cost: 1000eb (V. Expensive)
Enchanted Light Armorjack (SP 11). The armor comes with both body and head armor
with separately tracked SP. When worn after Attuned, the armor provides +2 to Ritual
Casting Checks. Requires Attunement by a Mage or Shaman.
▶ Staff Of Sorcery
Cost: 5000eb (Luxury)
A Two-Handed Exotic Very Heavy Melee Weapon. It can be held in one hand when not
Attacking with it. Upon Attunement, the staff gives its user +2 to Sorcery Checks when
held in an empty hand. Requires Attunement by a Mage.
▶ Venomfang
Cost: 5000eb (Luxury)
An Excellent Quality One-Handed Light Melee Weapon. Treat the weapon as if it's coated
with Deadly Poison (3d6 damage) that never expires.
Living things appear as bright forms, with Awakened individuals having brighter forms.
This is because living beings and magical things have an Aura around them which is
clearly visible from the astral plane, but cannot be interacted with unless both
individuals are on the same plane of existence. All Spirits are native to the astral plane
and also possess bright auras like that of an Awakened.
Much like the infinite universe of our physical plane, the astral plane is also infinite,
connecting into the vast and deep Astral Sea. The astral sea has doors that can lead to
numerous magical worlds made of pure mana that have strange and often dangerous
Spirit denizens.
Awakened individuals in the physical plane can peer into and sometimes even journey
into the astral plane in the forms of Astral Perception and Astral Projection.
Astral Perception
Mages and Shamans have this ability. Adepts don’t have Astral Perception by default but
can acquire the ability using an Adept Power. As an action, the Awakened can peer into
the astral plane, by partly shifting their mind, body and soul into the astral. While the
Awakened is astrally perceiving, they are considered Dual-Natured.
Dual-Natured beings or objects are simultaneously present in both the physical and
astral plane. This allows them to interact with both the astral and physical world. Eg: An
astrally perceiving Awakened would get blocked by a wall in the physical plane (which
appears shadowy while astrally perceiving). But a wholly astral being would simply pass
through the wall like it's a shadow or illusion. At the same time, the astrally perceiving
Awakened can interact with wholly astral beings and objects that would be invisible and
cannot be interacted with, in the physical plane. This law also applies vice versa. Both
physical and astral beings/objects can interact with a Dual-Natured being. This can be
particularly dangerous if the astrally perceiving awakened is being attacked from both
the astral and physical plane. Dual-Natured or wholly astral beings (eg: Astral Form) are
always astrally perceiving.
▶ Assensing Table
DV Information
13 The general state of the subject’s health (healthy, ill or injured). The subject’s
general emotional state or impression (happy, sad, angry, etc.). Whether the
subject is Awakened or not.
15 The presence and location of cyberware implants. The type of Awakened the
subject might be.
17 General diagnosis of diseases, drugs and poisons affecting the subject. If you
have seen the subject’s aura before, you may recognize it, regardless of
physical disguises or alterations.
21 Accurate diagnosis of diseases, drugs and poisons affecting the subject. The
exact Rank of an Awakened individual’s Role Ability.
Astral Projection
Mages and Shamans have the ability to interact with the astral plane in a greater
manner than just Astral Perception. They can project their consciousness out of their
body and into the astral plane, a process called Astral Projection. Adepts do not have
this ability.
As an Action, Mages and Shamans can have their consciousness exit their body and
enter the astral plane. In this state, their bodies become Unconscious, as if going into an
induced coma. Their consciousness leaves the physical world and enters the astral
plane, becoming a wholly astral entity. This state of disembodied consciousness is called
an Astral Form. The Mage or Shaman can choose to have their Astral Form look like an
idealized version of themself.
While the mind and soul is away, it maintains an invisible tether to its body, no matter
how far it strays. An Astral Form has the same STATs, Skills and shares its HP with its
body. Any damage sustained by your body is reflected on your Astral Form and vice
versa. You can Astrally Project for a number of hours per day, equal to your BODY. After
that you must find your way back to your physical body. Each hour that passes beyond
this time limit, you suffer your BODY as damage, directly to your HP. If your HP is
reduced to 0, you must start making Death Saves.
An Astral Form cannot suffer Critical Injuries. But any Critical Injury suffered by your
body is reflected upon your Astral Form (both damage and effect).
The Astral Form does not benefit from any non-magical weapons, armor or gear.
However, it does benefit from drugs and Cyberware (HP, STAT and Skill Base modifiers
only).
An Astral Form can take any Attuned Artifact with them, into the astral plane. The
Artifact will have its own astral form and can be used in the astral plane. Mages can only
cast Mana Spells in the astral,
Being in the astral is similar to being in space with a jetpack. There is no matter, no
physical forces and no sense of orientation. Astral Forms simply float in nothingness
and can fly in any direction without any movement penalty. Astral Forms don’t need to
breathe, as their body is doing so. Astral Forms cannot speak, as there is no air, but can
telepathically communicate with other Astral Forms or Spirits. Because there is no
gravity or friction, movement in the astral is much faster than movement in the physical
plane. Astral Forms have double the MOVE of their physical form.
Astral Combat
Physical Spells and most physical objects don’t work in the astral. Combat in the astral
world is resolved the same way as in the physical plane, except you are restricted to
Mana Spells, Brawling, Martial Arts and Melee Weapon Attacks. Melee Weapons that are
Artifacts are the only ones that can be used in the astral. Fire and Poison doesn’t work in
the astral.
Dracoforms
▶ Dragon
Huge Awakened reptilian creature. Dragons are ancient, immortal, and very intelligent.
Their mastery over magic is supreme. Dragons are Mages by default and cannot be
Adepts.
BODY: 26 • DEX: 8 • MOVE: 8 • REF: 8 • COOL: 8 • EMP: 8 • INT: 10 • TECH: 8 • WILL: 10
HP: 100 • SP: 15 • MP: 50 • Claws: 2 ROF Very Heavy Melee Weapon • Bite: 6d6 1 ROF
Melee Weapon
Skill Base: Athletics 18, Brawling 18, Bribery 16, Concentration 20, Conversation 18,
Endurance 20, Evasion 16, First Aid 18, Interrogation 18, Language (Draconic, 3 of GMs
Choice) 18, Human Perception 18, Melee Weapons 18, Perception 20, Persuasion 20,
Ritual Casting 18, Resist Torture/Drugs 20, Stealth 10, Tactics 16.
Powers: Astral Perception, Crushing Jaws, Darkvision, Dragonfire, Fear 14, Flight,
Grabbing Bite, Immunity (Aging, Disease), Natural Armor 15, Natural Weapons (Claws,
Bite), Shapeshift (Metahuman), Toughness 5.
Role Abilities: Sorcery 10, Summoning 10, One Mundane Role Ability (GM’s Choice) 10.
Great dragons are Gargantuan, older, mightier and even more intelligent. They have
highly personalized stat blocks. In general:
● Increase their Natural Armor to SP18.
● Increase their BODY by 4-5, INT by 2 and WILL by 2.
● Dragonfire deals 8d6 damage over a 10x10m/yds area in front of it.
● Add a second Mundane Role Ability at Rank 10.
▶ Drake (Adept)
Metahumans who have pledged lifelong service to a dragon and undergone a secret
magical Ritual to incorporate draconic DNA into their genome. Or their descendents who
carry the draconic genes. A Drake is a metahuman by default but can shapeshift into a
Medium sized dragon-like creature. Unlike dragons, drakes can be Adepts due to their
metahuman-dragon hybrid genome. They are greatly sought after by Great dragons.
BODY: 8 • DEX: 8 • MOVE: 8 • REF: 8 • COOL: 7 • EMP: 5 • INT: 6 • TECH: 5 • WILL: 8
HP: 50 • SP: 11 • MP: 45 • Claws: 2 ROF Heavy Melee Weapon • Bite: Very Heavy Melee
Weapon
Skill Base: Athletics 16, Brawling 16, Concentration 16, Conversation 10, Endurance 16,
Evasion 16, First Aid 12, Interrogation 8, Language (Draconic, 1 of GMs Choice) 10, Human
Perception 10, Martial Arts (Taekwondo) 16, Perception 12, Persuasion 8, Resist
Torture/Drugs 16, Stealth 12, Tactics 10.
Powers: Astral Perception, Shapeshift (Drake Form)
Drake Form: Darkvision, Firebreath, Flight, Immunity (Disease), Natural Armor 11, Natural
Weapons (Claws)
Role Abilities: Qi Channeling 6, Combat Awareness 4.
▶ Drake (Mage)
BODY: 7 • DEX: 8 • MOVE: 6 • REF: 8 • COOL: 4 • EMP: 5 • INT: 8 • TECH: 8 • WILL: 8
HP: 50 • SP: 11 • MP: 45 • Claws: 2 ROF Heavy Melee Weapon • Bite: Very Heavy Melee
Weapon
Skill Base: Athletics 14, Brawling 16, Concentration 14, Conversation 10, Endurance 16,
Evasion 16, First Aid 16, Interrogation 9, Language (Draconic, 1 of GMs Choice) 12, Human
Perception 10, Melee Weapons 16, Perception 14, Persuasion 9, Ritual Casting 16, Resist
Torture/Drugs 16, Stealth 12, Tactics 12.
Powers: Astral Perception, Shapeshift (Drake Form)
Drake Form: Darkvision, Firebreath, Flight, Immunity (Disease), Natural Armor 11, Natural
Weapons (Claws)
Role Abilities: Sorcery 6, Summoning 4.
Metahumans
Metatype bonuses not added. Add the bonuses depending on the metatype. NPCs don’t
have LUCK. You can make up the stat blocks of most metahuman NPCs from the CRB or
Hardened series of DLCs. Below are some of the most iconic and elite metahuman NPCs.
Skill Bases count for any modifiers from weapons or cyberware.
▶ Corporate Mage
BODY: 6 • DEX: 6 • MOVE: 5 • REF: 6 • COOL: 5 • EMP: 6 • INT: 6 • TECH: 8 • WILL: 7
HP: 45 • SP: 7 (Kevlar: Body & Head) • MP: 35
Skill Base: Athletics 8, Brawling 8, Conceal/Reveal 8, Concentration 14, Conversation 10,
Endurance 12, Evasion 12, First Aid 12, Handguns 12, Human Perception 12, Perception 10,
Persuasion 10, Resist Torture/Drugs 14, Ritual Casting 14, Stealth 8.
Role Abilities: Sorcery 4
Cyberware: Biomonitor
Gear: Agent.
Weapons: Very Heavy Pistol (x30 Basic Ammunition).
Infected
▶ Ghoul
Metahumans infected by HMHVV 3. Need metahuman flesh to survive.
BODY: 7 • DEX: 8 • MOVE: 6 • REF: 8 • COOL: 2 • EMP: 2 • INT: 2 • TECH: 2 • WILL: 6
HP: 45 • SP: 4 • Claws: Heavy Melee Weapon • Bite: Medium Melee Weapon
Skill Base: Athletics 14, Brawling 14, Concentration 10, Conversation 4, Endurance 12,
Evasion 14, First Aid 4, Human Perception 4, Melee Weapons 14, Perception 6, Persuasion
4, Resist Torture/Drugs 10, Stealth 14.
Powers: Astral Perception, Blindsight, Corrosive Spit, Immunity (Disease), Natural Armor
4, Natural Weapon (Bite, Claws), Vulnerability (Sunlight).
▶ Loup Garou
Metahumans infected by HMHVV 2. Also known as werewolves.
BODY: 11 • DEX: 8 • MOVE: 8 • REF: 8 • COOL: 1 • EMP: 0 • INT: 2 • TECH: 4 • WILL: 8
HP: 60 • SP: 4 (Body & Head) • Claws: 2 ROF Very Heavy Melee Weapon • Bite: Heavy
Melee Weapon
Skill Base: Athletics 14, Brawling 16, Concentration 10, Conversation 3, Endurance 14,
Evasion 16, Human Perception 3, Melee Weapons 16, Perception 6, Persuassion 3, Resist
Torture/Drugs 14, Stealth 16.
Powers: Astral Perception, Climbing Adaptation, Darkvision, Immunity (Disease), Leaping
Adaptation, Natural Armor 4, Natural Weapon (Claws), Toughness 3, Vulnerability (Silver,
Wolfsbane).
▶ Vampire
Metahumans infected by HMHVV 1. Need metahuman blood to survive and suffer from
periodic humanity loss.
BODY: 8 • DEX: 8 • MOVE: 6 • REF: 8 • COOL: 8 • EMP: 3 • INT: 6 • TECH: 4 • WILL: 5
HP: 45 • SP: 7 (Kevlar: Body & Head) • Fangs: Light Melee Weapon
Skill Base: Athletics 14, Brawling 14, Concentration 10, Conversation 5, Endurance 12,
Evasion 14, First Aid 6, Handguns 14, Human Perception 5, Melee Weapons 14, Perception
6, Persuasion 4, Resist Torture/Drugs 10, Stealth 14.
Powers: Astral Perception, Blood Drain, Darkvision, Immunity (Aging, Disease), Natural
Weapon (Fangs), Mist Form, Regeneration, Vulnerability (Sunlight).
Optional Powers: Vampire elves can choose to replace Mist Form with Deafening Shriek.
They are called banshees.
▶ Nosferatu
Metahumans infected by HMHVV 1A. Awakened vampires with no hair and elongated
fingernails.
BODY: 8 • DEX: 8 • MOVE: 6 • REF: 8 • COOL: 4 • EMP: 3 • INT: 6 • TECH: 8 • WILL: 7
HP: 50 • SP: 7 (Kevlar: Body & Head) • MP: 35
Fangs: Light Melee Weapon • Claws: Light Melee Weapons
Skill Base: Athletics 14, Brawling 14, Concentration 12, Conversation 5, Endurance 12,
Evasion 14, First Aid 10, Handguns 14, Human Perception 5, Melee Weapons 14,
Perception 10, Persuasion 8, Resist Torture/Drugs 12, Ritual Casting 14, Stealth 14.
Powers: Astral Perception, Blood Drain, Darkvision, Immunity (Aging, Disease), Natural
Weapon (Fangs, Claws), Mist Form, Regeneration, Vulnerability (Sunlight).
Role Abilities: Sorcery 4.
Paracritters
Paranormal critters. Animals that have evolved or been mutated by ambient mana,
giving rise to magical creatures. They can be found in cities or in the wilderness.
▶ Bandit
Procyon latri. Small raccoon with a penchant for thievery. Found in urban environments
BODY: 3 • DEX: 8 • MOVE: 8 • REF: 8 • COOL: 4 • EMP: 5 • INT: 2 • TECH: 6 • WILL: 2
HP: 25 • SP: 0 • Bite: Light Melee Weapon
Skill Base: Athletics 12, Conceal/Reveal 12, Concentration 6, Endurance 8, Evasion 12,
Melee Weapon (Natural Weapon) 12, Perception 10, Pick Lock 12, Pick Pocket 12, Resist
Torture/Drugs 6, Stealth 14.
Powers: Darkvision, Natural Weapon (Bite).
▶ Mega Gator
Alligator ingentis. Huge alligator. Cousin species of the Behemoth. Has armored skin.
Highly territorial and aggressive. Found in swamps of North America,
BODY: 24 • DEX: 8 • MOVE: 6 • REF: 6 • COOL: 3 • EMP: 2 • INT: 2 • TECH: 1 • WILL: 7
HP: 90 • SP: 15 • Bite: 2 ROF Very Heavy Melee Weapon
Skill Base: Athletics 14, Brawling 16, Concentration 12, Endurance 12, Evasion 10, Melee
Weapon (Natural Weapon) 16, Perception 10, Resist Torture/Drugs 12, Stealth 14.
Powers: Aquatic Adaptation, Crushing Jaws, Darkvision, Fear 12, Grabbing Bite, Natural
Armor 15, Natural Weapon (Bite), Toughness 3.
▶ Hellbat
Desmodus nosferatus. Medium sized, vampire bat. The megachiroptera needs blood as a
nutritional need and secretes an anticoagulant, which it coats its razor sharp claws with.
Nocturnal. Hunts in packs. Doesn’t carry HMHVV. Found in Central and South America.
BODY: 6 • DEX: 8 • MOVE: 8 • REF: 8 • COOL: 2 • EMP: 3 • INT: 2 • TECH: 1 • WILL: 5
HP: 40 • SP: 0 • Claws: Heavy Melee Weapon
Skill Base: Athletics 16, Brawling 12, Concentration 10, Endurance 10, Evasion 12, Melee
Weapon (Natural Weapon) 14, Perception 10, Pick Lock 12, Pick Pocket 12, Resist
Torture/Drugs 10, Stealth 10.
Powers: Blindsense (Sonar), Flight, Natural Weapon (Claws), Secretion (Anticoagulant).
▶ Devil Rat
Rattus diabolis. Medium sized mutated rat, about the size of a bulldog. Has a venomous
bite and very acidic saliva, that it can spit. Carries diseases. Highly intelligent for a rat.
Can telepathically control lesser rats. Usually found in sewers and garbage dumps.
BODY: 4 • DEX: 8 • MOVE: 8 • REF: 8 • COOL: 2 • EMP: 3 • INT: 3 • TECH: 1 • WILL: 4
HP: 30 • SP: 0 • Bite: Light Melee Weapon
Skill Base: Athletics 14, Brawling 8, Concentration 8, Endurance 10, Evasion 14, Melee
Weapon (Natural Weapon) 14, Perception 10, Resist Torture/Drugs 8, Stealth 14.
Powers: Animal Control (Rats), Corrosive Spit, Darkvision, Natural Weapon (Bite),
Secretion (Poison).
▶ Hellhound
Canis tartari. Medium sized, fire breathing wild dog. Usually found in the wilderness or
abandoned parts of a city. While menacing, they can be tamed with some effort. Like
most dogs, pet hellhounds are extremely loyal.
BODY: 6 • DEX: 8 • MOVE: 10 • REF: 8 • COOL: 2 • EMP: 6 • INT: 2 • TECH: 1 • WILL: 5
HP: 40 • SP: 0 • Bite: Heavy Melee Weapon
Skill Base: Athletics 14, Brawling 14, Conceal/Reveal 10, Concentration 8, Endurance 12,
Evasion 14, Human Perception 8, Melee Weapon (Natural Weapon) 14, Perception 12,
Resist Torture/Drugs 8, Stealth 14.
Powers: Darkvision, Fear 6, Fire Breath, Natural Weapon (Bite).
▶ Juggernaut
Dasypus praegrandis. Gargantuan armadillo. The massive omnivorous creature is the
size of a double-decker bus. Prefers eating trees and rocks over hunting. Not aggressive
unless provoked. Doesn’t perceive anything as a threat unless it's capable of hurting it.
Likely to cause major but unintentional property damage by lumbering through and
rummaging for food in vehicles and settlements. Found in the wilderness of North
America.
BODY: 30 • DEX: 8 • MOVE: 6 • REF: 5 • COOL: 2 • EMP: 3 • INT: 2 • TECH: 1 • WILL: 7
HP: 105 • SP: 18 • Claws: 2 ROF Very Heavy Melee Weapon
Skill Base: Athletics 14, Brawling 16, Concentration 12, Endurance 12, Evasion 10, Melee
Weapon (Natural Weapon) 16, Perception 8, Resist Torture/Drugs 12, Stealth 8.
Powers: Deafening Roar, Fear 14, Natural Armor 18, Natural Weapon (Claws), Toughness
5.
▶ Nova Scorpion
Scorpionida novalis. Medium sized creature. The giant scorpion has a thick armored shell,
deadly pincers and a venomous stinger at the tip of its tail. Found in deserts worldwide.
BODY: 7 • DEX: 8 • MOVE: 8 • REF: 7 • COOL: 1 • EMP: 1 • INT: 1 • TECH: 1 • WILL: 7
HP: 40 • SP: 12 • Pincers: Heavy Melee Weapon • Stinger: Light Melee Weapon
Skill Base: Athletics 14, Brawling 14, Concentration 12, Endurance 12, Evasion 12, Melee
Weapon (Natural Weapon) 14, Perception 10, Resist Torture/Drugs 12, Stealth 12.
Powers: Darkvision, Natural Armor 12, Natural Weapon (Pincers, Stinger), Secretion
(Venom).
▶ Unicorn
Equus Unicornus. Large white horse with a single horn on its forehead. The mythical
creature is an elusive and empathetic animal. Can be found solitary or in a herd of
mundane wild horses. Their horns are valuable as Rare Reagents.
BODY: 8 • DEX: 8 • MOVE: 12 • REF: 8 • COOL: 5 • EMP: 8 • INT: 3 • TECH: 1 • WILL: 7
HP: 50 • SP: 0 • Kick: Heavy Melee Weapon • Horn: Very Heavy Melee Weapon
Skill Base: Athletics 14, Brawling 14, Concentration 10, Endurance 14, Evasion 14, Human
Perception 14, Melee Weapon (Natural Weapon) 14, Perception 12, Resist Torture/Drugs
10.
Powers: Animal Control (Horses), Astral Perception, Natural Weapon (Kick, Horn).
Spirits
Spirits come in all shapes and sizes. Their statistics are based on their Force. They use a
Combat Number, which they use for all Skill Checks and Initiative. Spirits are immune to
Poisons, Toxins, Drugs, Pharmaceuticals and Critical Injuries.
Minor 8 7 30 4 6
Common 10 11 40 5 8
Standard 12 12 50 6 10
Major 14 13 60 7 12
Great Form 16 15 70 8 14
Spirits have the following Skills: Athletics, Brawling, Concentration, Endurance, Evasion,
Human Perception, Language (one language that the Summoner knows), Perception,
Resist Torture/Drugs, and Stealth.
▶ Blood Spirit
Evil Spirits summoned by Blood Shamans. Revels in bloodbath, carnage and suffering of
others.
Powers: Astral Perception, Blood Drain, Elemental Attack (Water), Fear, Rupture,
Secretion (Anticoagulant: works with Brawling Attacks), Spectral Claws.
▶ Ghost
The Spirit of a dead Metahuman. They usually have the same personality as in life and
have memories of their life, till death. Isolation, torment and suffering can change the
personality of a Ghost, like making them violent and aggressive. Instead of a Combat
Number, Ghosts have the STATs they had in life. STAT increases from Cyberware or
drugs don’t apply. They roll for Initiative using their REF+1d10. They don’t have any SP.
Ghosts are bound to a location or object. They cannot move outside of the location or
more than 6m/yds of the object. If summoned, a Ghost is bound to the location where it
was summoned (like a building or cemetery). Ghosts don’t retain their Role Abilities.
Bonus Skills: Ghosts have the Skills as they had in life. Bonuses from Cyberware, drugs
or gear don’t apply.
Powers: Astral Perception, Deafening Shriek, Fear (COOL+5), Flight, Possession (Living
metahuman), Vulnerability (Sunlight).
▶ Insect Spirit
Vile Spirits summoned by Bug Shamans. Seeks to devour all life in the physical plane,
like an all-consuming swarm.
Bonus Skills: Melee Weapon (Natural Weapon) • Stinger: Light Melee Weapon
Powers: Astral Perception, Fear, Natural Weapon (Stinger), Secretion (Venom), Spectral
Claws, Toughness 2.
▶ Radiation Spirit
Angry Fire Spirits, twisted by radiation. Found in radioactive zones or summoned by
Toxic Shamans.
Powers: Astral Perception, Elemental Attack (Fire), Fire Breath, Fire Form, Immunity
(Fire, Radiation), Radiation Aura, Vulnerability (Water).
▶ Shedim
Demonic Spirits summoned by mad Shamans, corrupted by a Master Shedim’s whispers.
Seeks to control and distort metahuman society. Manipulative and good at infiltrating
metahuman society.
Bonus Skills: Whatever Skills the possessed corpse had in life. Use the corpse’s
STAT+Skill instead of the Spirit’s Combat Number. The Spirit doesn’t gain any Skills
linked to a Role Ability, that the corpse may have had.
Powers: Astral Perception, Fear, Possession (Fresh corpse), Regeneration.
Role Abilities: Sorcery 6. The Spirit has INT and TECH 8. Master Shedim (Great Form
Spirit) only.
CREATURE POWERS
▶ Animal Control
The creature can telepathically control animals of a specific type. As an Action, the
creature can command any number of animals under its control to do its bidding. The
animals must be within 25m/yds of the creature to remain telepathically linked.
▶ Astral Perception
The creature is capable of Astral Perception, becoming Dual Natured when it does.
▶ Aquatic Adaptation
The creature doesn’t suffer movement penalties when Swimming.
▶ Blindsight
The creature doesn’t need sight for holistic perception. It can ignore penalties due to
darkness, smoke, fog, etc.
▶ Blood Drain
If the creature has the target in a Grab, the creature can use its Action to use Blood
Drain. Treat the power as a Choke [PG. 177], except a target reduced to 0 HP must start
making Death Saves. Additionally, the creature heals an amount of HP equal to half the
damage dealt. Creatures without blood are immune to this power.
▶ Climbing Adaptation
The creature doesn’t suffer movement penalties when Climbing.
▶ Corrosive Spit
As an Action, the creature can make a 1 ROF Ranged Attack using Pistol range DV. On a
hit, the Attack deals 3d6 damage and ablates the target’s armor by 2 SP (even if no
damage went through armor). Individuals with REF 8 or higher can attempt to dodge
this Attack.
▶ Crushing Jaws
If a target has been Grabbed by the creature. Using its Action, the creature can deal its
BODY STAT directly to the target's HP as damage. In addition, the target suffers the
Broken Ribs Critical Injury. If they already had this Critical Injury, they do not suffer
another Critical Injury.
▶ Darkvision
The creature can ignore penalties due to darkness, but not smoke or fog.
▶ Deafening Shriek
Using its Action, the creature makes a sonic Attack. The power works like the Shrieker
weapon [PG. 349] with infinite ammunition. Instead of using the Handguns Skill to make
the Attack, the creature uses its Athletics Skill.
▶ Dragonfire
As an Action, the dragon breathes fire dealing 6d6 damage to everything in a 6x6m/yds
area in front of it. Anything that takes damage through armor is set on Deadly Fire. The
dragon uses its Athletics Skill Base to make the Attack. Cannot cause Critical Injuries. 1
Round cooldown. Requires REF 8 or higher to dodge.
A great dragon’s Dragonfire deals 8d6 damage over a 10x10m/yds area in front of it.
▶ Earth Meld
As its Action, the creature can meld into the ground. After melding, it can freely move
through earth, stone, concrete and asphalt without any penalty. It doesn’t disturb the
material it moves through. Using another Action, it can emerge out of the ground at any
time if there is space to do so.
▶ Elemental Attack
As an Action, the creature makes a 1 ROF Ranged Attack, using its Athletics Skill Base. On
a successful hit, it deals damage, resisted by the target’s armor. The attack DV depends
on what element is being used. Use the Single Shot DVs of these guns for the
corresponding element. Individuals with REF 8 or higher can attempt to dodge the
Attack.
● Throw Boulder (Earth): Throws a magical boulder that shatters on landing, doing
5d6 damage in a 6x6m/yds (3x3 square) area and then disappears into dust.
Uses Grenade Launcher range DV (max 25m/yds range).
● Firebolt (Fire): Deals 5d6 damage to a single target. Hits like Incendiary
Ammunition. Uses Bows & Crossbow range DV.
● Ice Spear (Water): Deals 5d6 damage to a single target. Hits like Armor-Piercing
Ammunition. Uses Bows & Crossbow range DV.
● Lightning Strike (Air): Deals 6d6 damage to a single target. Uses Bows &
Crossbow range DV.
▶ Fear
The creature can perform or resist Facedowns [PG. 194] using its Combat Number or a
defined Base Number (COOL + bonus).
▶ Fire Breath
As an Action, the creature breathes fire, dealing 3d6 damage to everything in a
6x6m/yds area in front of it. Anyone that takes damage through armor is set on Strong
Fire. The creature uses its Athletics Skill Base to make the Attack. Cannot cause Critical
Injuries. Requires REF 8 or higher to dodge.
▶ Fire Form
The creature’s body is wreathed in fire. Anything in physical contact with the creature is
set on Mild Fire [PG. 180]. This includes successful Melee Attacks made by or on the
creature and Grabs. If the creature’s fire is somehow extinguished, it reignites at the
start of the creature’s next Turn. The fire cannot reignite if the creature is standing in
rain or submerged in water.
▶ Flight
The creature can fly. It can use its movement from their MOVE STAT to move in any
direction, such as flying up or down. The creature can also hover mid-air without falling.
▶ Fog Aura
As an Action, the creature creates a 6x6m/yds area of fog centered around itself. Counts
as thick smoke that impedes vision. The creature is immune to its own fog and has
unimpeded vision inside it. The fog moves with the creature and lasts for 1 minute.
▶ Gills
The creature can breathe underwater.
▶ Grabbing Bite
Instead of making 2 Attacks with its Bite, the creature can use its Action to make a
Grabbing Bite. The creature makes a Brawling Check, vs the target's Evasion. On a
success, the creature Grabs the target in addition to dealing its Bite damage.
▶ Immunity
The creature is immune to the effects (such as damage) of a specific trigger, element,
thing, etc.
▶ Leaping Adaptation
The creature doesn’t suffer movement penalties when Jumping.
▶ Mist Form
As an Action, the creature can transform into a 6x6m/yds (3 square) of mist along with
all carried items. While in this form, the creature can move through tiny spaces. The
mist is also immune to being grabbed all damage except any Vulnerability and Fire. The
mist has a MOVE of 8 and can fly. A creature in Mist Form cannot use any Skills except
Awareness Skills. Transforming back into a corporeal form takes another Action.
▶ Natural Armor
The creature has thick skin, scales or dermal plates that provide it with a source of
armor. The creature’s body and head is armored with a certain amount of SP. No Armor
Penalties. Ablates. Recovers 2 SP per day of rest.
▶ Natural Weapon
The creature is equipped with one or more Melee Weapons as part of its body. Cannot be
disarmed.
▶ Possession
As an Action, the Spirit can possess a specific vessel. A possessed object or creature is
fully under the control of the Spirit. For the duration of possession, the Spirit adds the
vessel’s HP to its own (corpses have HP = their BODY). The vessel’s HP is depleted before
the Spirit’s. The Spirit uses its own BODY and MOVE, but gains any other STATS the
possessed vessel may have, for the duration. It also gains the benefits of any Cyberware
in the vessel.
As an Action, the Spirit can end the possession. A living creature can resist possession
with a Resist Torture/Drugs Check vs the Spirit’s Concentration. The creature can repeat
the Check at the end of each of its Turn, ending the possession on a success. Once
possession has ended, a living creature is immune to possession for 24 hours.
▶ Radiation Aura
The creature emanates High level radiation. Treat a 10x10m/yds (5 square) area
centered around the creature as a radioactive hot zone [PG. 181].
▶ Regeneration
At the start of each of its Turns, the creature regains 2 lost HP. Critical Injuries are
automatically Quick Fixed (if possible) in 1 minute and Treated (fully healed) in 1 hour.
This includes dismembered limbs and lost organs. This power does not work if the
creature has less than 1 HP. Creatures with this power cannot take Cyberware (including
Fashionware and Medical Grade Cyberware). Any existing Cyberware is pushed out of the
body, dealing 5 damage directly to the creature’s HP, per Cyberware. A creature stops
regenerating if they are on fire, or in contact with something they are vulnerable to.
▶ Rupture
As an Action, the Spirit makes a Concentration Check vs the target’s Resist Torture/Drugs
Check. On a success, the target suffers a random Critical Injury to their body. If the Spirit
takes a -8 to its roll, the target suffers a random Critical Injury to their head instead. The
power has a maximum range of 2m/yds.
▶ Secretion
● Anticoagulant: When the creature makes a Melee Attack that inflicts a Critical
Injury, the target suffers the Foreign Object Critical Injury in addition to a random
one. If they already have this Critical Injury, they do not suffer Foreign Object
again.
● Poison: Treat all Melee Attacks made by the creature’s Light Melee Weapons as if
they are smeared by a vial of Poison [PG. 355].
● Venom: Treat all Melee Attacks made by the creature’s Light Melee Weapons as if
they are smeared by a vial of Biotoxin.
▶ Shapeshift
The creature can assume the physical form of a specific creature or metahuman with a
fixed appearance. Eg: If the creature can assume a metahuman form, it must choose a
specific metatype with a fixed facial and physical appearance.
The sex of the creature remains unchanged when shapeshifted, but gender can be
changed. It takes 6 Rounds (18 seconds) to shapeshift into the specified form or back to
its native form.
▶ Spectral Claws
Brawling Attacks made by the Spirit ignore half of the target’s armor.
▶ Spectral Weapons
The Spirit can conjure spectral versions of weapons for Skills it possesses. Eg: A Spirit
with the Archery Skill can conjure Bows or Crossbows (with infinite Basic Arrows) and a
Spirit with Melee Weapon Skill can conjure any Melee Weapon. It doesn’t take an Action
to conjure Spectral Weapons. Spirits cannot conjure Exotic Weapons and all weapons are
of Standard Quality. Spectral weapons and ammunition can only be used by the Spirit
and vanishes with the Spirit. Spectral Weapons cannot be disarmed.
▶ Toughness
The power works like the Solo ability, Damage Deflection [PG. 146]. The creature
decreases the first damage it takes per Round by an amount ranging from 1 to 5. This
damage decrease happens after any armor ablation. Doesn’t stack with Damage
Deflection.
▶ Vulnerability
The creature suffers 2 damage directly to its HP if it comes into physical contact (even
through armor) with whatever it's vulnerable to. If the creature remains in contact with
whatever it's vulnerable to, it continues to suffer the damage at the end of each of its
Turn or every 3 seconds out of combat.
▶ Wind Blast
As an Action, the creature makes a Brawling Check vs the Athletics Check of everyone in
a 6x6m/yds area in front of it. Anyone that fails is knocked Prone. Blows away smoke,
fog, dust and small, loose objects.