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Shadowrun 1st Edition Overview

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100% found this document useful (1 vote)
309 views234 pages

Shadowrun 1st Edition Overview

Uploaded by

Tony Red
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

Anthony Boisvert (Order #38669586)

Anthony Boisvert (Order #38669586)


Anthony Boisvert (Order #38669586)
THE YEAR IS 2050 . . .. 6 Archetypes . . . . . . .32
NIGHT ON THE TOWN .. 8 ARCHETYPES . . . .33
AND SO IT CAME TO PASS . . 12 DEVELOPING THE CHARACTER . . 50
Rise of the Mepcorps . 12 SkIlls. . . . 50
Resource Rush . 13 Dice Pools. .50
The Lone Eagle .13 Astral Pool . 50
The Blame falls .13 Defense Pool . . 50
Trlbuladons . . 13 Dodge Pool .51
The Sixth World . . 14 Hacking Pool . . 51
The Dance. . 14 Magic Pool . . 51
The Indian Quesdon . 15 Money . .51
Treaty of Denver . . . 15 Languages . . 51
Gobllnlzadon . . .16 Condldon Monitors . .52
Magic and the Matrix . .16 Allergies . .52
Crash of '29 . . . . . 17 Substances . . . .52
The Superpowers . . 18 Severity. . 52
Independence fever . 19 finishing Touches. . 52
New Violence . .19 Archetype Creadon and Modlfludon . 53
GAME CONCEPTS . . .20 Metahumans . . 53
Roiling the Dice . .20 Buying Friends . . . . 53
Rule of One .20 Modifying Archetypes. . 53
Rule of Six .21 Metahumans . . 53
Success Tests . 21 USING SKILLS . .54
Resistance Tests .21 SkIll Radngs . .54
ResistedjUnresisted Tests . 21 Success Tests . .54
Opposed Success Test .22 Taking the Time . 56
Dice Pools .22 The SkIll Web . . 56
Modifications . . . 22 Concentradons and SpecYilutions . . 58
Other Conventions . . 22 SkIll Categories. .. . 58
Deftnldons .22 Active Skills . . . .58
Characters . 22 Build and Repair Skills .60
Skills. . 23 Knowledge Skills. .60
Magic .23 Language Skills. . . 60
Matrix . . .23 Special Languages .61
METAHUMANITY . 24 Special Skills . . 61
Dwarf . . 25 COMBAT . . .62
Elf . .. . 26 Combat Tum Sequence . .62
Human . 27 Initiative Results · 62
Ork .28 Extra Actions . .63
Troll . . 29 Acdons . 63
CHARACTER GENERATION. . 30 Interception . .64
Attributes . . 30 Pursuit . 64
Attribute Ratings . . 31 Dice Pools . . .64
Other Dlsdncdons . 32 fire Combat . .64
Skills. . 32 Target Number . . 64
Gear . . 32 Target Modifiers . 65
Cyberware . 32 Success Test Roll . 66
Spells . . . 32 Calculating Damage .66
Contacts. .32 Reducing Damage . 67
Generadng Characters . 32 Applying Damage . 67

2 SHADOWRUN

Anthony Boisvert (Order #38669586)


CONTENTS

Condition Monitors . 67 Security Codes .100


Cover and Barriers . 67 Directory Assi stance .100
Autofi re Weapons .68 Leaving the Matrix .102
Grenades. . 69 Matrix Geography . 102
Melee Combat . 70 Nodes and Their Functions .102
Critter Combat . 70 Central Processing Unit .102
Subduing . 71 Datastore . .102
Vehicles and Combat . 71 I/O Ports .102
Vehicle Ratings . .71 Sub-Processing Units .103
Characters On board .71 System Access Node (SAN) . 103
Movement. .71 Slave .103
Vehicle Combat Turns .72 Mapping Systems .103
Vehicle Damage .73 Mapping the Telecommunication Grids. .104
MAGIC .74 Cyberdecks .104
The Shamanlc Tradition . . 74 Master Persona Control Program .104
Choosing a Totem . 75 Cyberdeck Specifications . 105
Roleplaying the Shaman .77 Cyberdeck Options . 105
The Shamanic Mask . 77 Using Cyberdecks . 105
The M edicine Lodge . 77 Cyberprograms . 106
The Hermedc Tradition . 78 Persona Programs .106
Hermetic Libraries . 78 Util ity Programs .107
The Hermetic Circle . 78 Degradable Utilities . .107
Magical Abilities .78 Running Utilities .107
Magic Rating . .78 Programming on the Fly . 107
Drain. . 78 Combat Utilities . 107
Magical Items . 79 Defense Utilities .108
Sorcery . 80 Sensor Util ities .108
Spell Types . . 80 Masking Util ities .109
Spell Force. . 80 Decking .109
Spellcasting .80 M ovem ent in the M atrix . 109
Ritual Sorcery . . 83 Perception in the M atrix .109
M aterial Link .83 Tortoises in the Matrix . 111
Ritual Teams .83 Naked in the Matrix .111
Sorcery Procedure . 83 Cybercombat .111
Conjuring .85 Initiative .111
Summoning Nature Spirits .85 Actions in Cyberspace .111
Summoning Elementals . 85 Intrusion Countermeasures (Ie) . . 114
Drain . 87 White IC . 114
Uncontrolled Spirits . 87 Gray IC . 115
Cont rol Contests . 88 Black IC . . 115
Banishing . 88 Alerts . . 115
Astral Space . . 88 The Opposition . 116
Astral Perception . . 89 Cyberprogrammlng .11 6
Astral Projection . 89 Building Cyberdecks . 117
A stral Movement . 90 EQUIPMENT .118
While You Were Out .90 Personal Weaponry . 118
Astral Combat . 90 Impact Projectile Weapons . 118
Grlmolre . .92 Firearms .119
Combat Spells . 92 Firearm Accessories . .120
Detection Spells . 92 Taser Weapons . 120
Health Spells . .94 Ammunition .120
Ill usion Spells . . 95 Explosives . 122
Manipulation Spells . 96 Heavy Weapons .122
THE MATRIX . 98 Armor .122
Accessing the Matrix . 98 Surveillance and Security .123
Time and Movement In the Matrix . 99 Vision Enhancers . 123
Passcodes . 99 Communications .123
Hello. Operator . 99 Survei llance Measures .123
Surveillance Countermeasures .123

SHADOWRUN 3

Anthony Boisvert (Order #38669586)


CONTENTS

Security Devices .123 Choose a Security Code . . .156


Survival Gear . . 124 Design the Architecture. . 156
Working Gear . .124 Determine Security Codes . .157
Lifestyle .124 InstalilC . .157
Entertainment . .124 Install Data Values. .158
Electronics . . 125 Shadowrunnlng . 158
Cyberware . 126 Tailor the Adventure .158
Headware . .126 Death and Shadowrunning .159
Bodyware . .128 Awarding Karma . .160
Cyberdecks and Programs. .128 Survival .160
Biotech. .. .129 Success . .160
Slap Patches. .129 Threat. .160
Magical Equipment .130 Individual Karma Awards .160
Vehicles .130 Glossary of Slang In 2050 .161
Ground .130 CONTACTS .162
Boats .132 CRITTERS .174
Aircraft .133 Powers of the Awakened .174
Military and Restricted Issue . 134 Weaknesses .178
Panzers .134 Cyberware for Critters . .178
Security Vehicles .134 Selected Awakened Beings .179
Remotes . 134 Critter Statistics .189
Vehicle Weapons .134 THE NORTHWEST IN 2050 .. .192
Rigger Gear . .134 Tribal Lands .192
Equipment Charts. . 135 Tlr Talrnglre .. . 193
AFTER THE SHADOWRUN .142 Other Neighbors . .193
Healing Up . . 142 Status of Seattle . 193
Getting Better . . 142 Tribes . . .194
Using the Healing Table. .143 The Salish. .194
Elective Surgery . .144 The Sinsearach . .194
First Aid .144 The Makah .194
Deadly Wounds and First Aid .145 The Cascade Crow. . 194
Deadly Wounds and Organ Damage .145 The Cascade Ork .194
Pieces and Parts . 145 SEATTlE .196
Magicians and Damage .146 Getting to Seattle . . 196
Reducing Mental Fatigue .146 Government .197
Diseases and Toxins. .147 Seattle's Metroplex Guard . 198
Toxins. .147 Visitor Information . .198
Diseases. .147 Medical Aid . .198
Fencing the Loot . . 147 Legal Aid .198
Finding a Fence . 147 Public Datanet . .198
The Loot. .147 Emergency Services . .198
The Meet . 148 Getting Around Seattle. .198
Lifestyles of the Rich and Shadowy .148 Entertainment and Media .199
Keeping up the Payments .149 Points of Interest. .199
Karma . 149 Tribal Holdings .200
Instant Karma . .149 Corporate Holdings. .200
Good Karma. .150 Seattle in the Shadows .200
Magical Activities .150 FIRST RUN .202
BEHIND THE SCENES . .152 Food Fight .203
Dicey Situations .152 Grabbin' Stuffers . .203
Social Skill Use .153 Stuffer Shack T\1 .203
Build and Repair Skill Use .153 Who's in Stuffer Shack . .203
Vehicle Operation Skill Use .154 Stuffer Shack Map Key. .205
Knowledge Skill Use .154 Enter Shooting . 205
Language Skill Use .155 Supermarket Sweep. .206
Hauling the Load .156 Cleaning Up . .207
Perception and Reality . .156 Karma. .207
Quick Matrix Systems .156 The Chiller Thrillers .207

4 SHADOWRUN

Anthony Boisvert (Order #38669586)


CREDITS

DesIgners Production Staff


Bob Charrette Production Manager
Paul Hume Sam Lewis
Tom Dowd Art Director
Dana Knutson
Concept Project Directors
Jordan Weisman Jim Nelson
L. Ross Babcock III Jeff Laubenstein
Dave Wylie Cover illustration
Bob Charrette Larry Elmore
Sam Lewis Shadowrun Logo and Cover Design
Jeff Laubenstein
Additional nctlon Jim Nelson
Dave Wylie Dana Knutson
Jordan Weisman Color Plates
Jeff Laubenstein
Playtesters Jim Nelson
Bob Willis John Faughnan Illustration
Carl Burke Jeff Jarka Dana Knutson
Chris Lowe Mike Knorr Jeff Laubenstein
Tom Rae Caroline Maher Jim Nelson
Tony Daurio Mike Petrucci Joel Blske
Rex Muller Steve Venters
Duane Loose
Editorial Staff Alex Ross
Senior Editor Tim Bradstreet
Donna Ippolito Rick Harris
Editor Earl Geier
Jim Musser Layout
Editorial Assistants Tara Gallagher
C. R. Green Jeff Laubenstein
Kent Stolt Jim Nelson

Special Thanks
Ed Andrews
Steve Kramarsky

SHADOWRUN and MATRJX Published by


are trademarks of FASA Corporation FASA Corporation
Copyright © 1989 FASA Corporation. All Rights Reserved. P. O. Box 6930
Printed In the United States of America. Chicago, IL 60680
Corrected Fifth Printing (and climbing ... )
Any similarities between the illustration on page 24 and the recognized logo
of the Orc's Nest of London are completely colnddental and do not Imply a
relationship between Orc's Nest and FASA Corporation

SHADOWRUN 5

Anthony Boisvert (Order #38669586)


"Watch your back. Shoot straight. ConselVe ammo.
And never, ever, cut a deal with a dragon."
-Street Proverb

he blending of technology and human flesh began in the late 20th century.
Interfacing the human mind with computers was just the first step. Implants
that "jack up" reflexes and cybernetic rep lacements followed quickly. Then
came the Awakening. A three-thousand-year lull in the flow of mystical
energies subsided, and Magic returned to the world. Elves, Dwarfs, Orcs, and
Trolls assumed their true form, throwing off their human guise.
The decades that followed the A wakening were years of turmoil, panic,
and chaos, as the Horsemen of the Apocalypse raced across the Earth. Prim-
itive cultures that had never lost to uch w ith their mystical past began to utilize
magic against the great nations that had suppressed them for so long. The
vast, global telecommunications network co llapsed under an assault by a
mysterious computer virus. Nuclear missiles were launched, but failed to
detonate. Dragons soared in the skies. Epidemics and famine ravaged the
face of the Earth. Clashes between newly A wakened races and the rest of
humanity became common. All central authority crumbled and the world
began to spiral down into an abyss.
But man and his ki n are hearty anim als. Out of the devastation and
anarchy, order slowly reemerged. Cy bertechnology eradicated the last
vestiges of the computer v irus and replaced the old telecommunications
network with what became known as the Matrix . New nation-states of
Amerindians, Elves, Orks,and Dwarfs w ere formed . Megaplexes, vast city-
states, sprawled over the landscape. Central g overnments were replaced by
Mega-Corporations, which w ere a law unto themselves. People who ac-
cepted their sovereignty w ere protected. The outcasts, dissidents, and rebels
were exploited and abused, as it had always been between the weak and the
powerful since tim e began.
In t he w orld o f 2050, the megaplexes are monsters casting long
shadow s. As shadowrunners, that's where you live, in the cracks between the
giant corporate structures. W hen the megacorps w ant something done but
they don't want to dirty their hands, it's a Shadowrun they need, and they
come to you. Tho ug h y our existence is not acknowledged by any govern-

6 SHADOWRUN

Anthony Boisvert (Order #38669586)


2050

mental or corporate database, the demand for your services Is


high. You might be a Technomancer, sliding like a whisper
through the databases of giant corporations, spiriting away the
only thing of real value-Information. Or perhaps you are a Street
Samurai, an enforcer for hire whose combat skills and reflexes
make you the ultimate urban predator. Or perhaps a Mage, one
with an andent gift, the ability to wield and shape the magical
energies that now surround the Earth. And that's exactly the kind
of firepower you·n need If you get hired to make a Shadowrun .. .

Anthony Boisvert (Order #38669586)


5hadowrun n. Any movement, action, or series
of such made In carrying out plans which are
Illegal or quasllegal.
-WorldWide WoridWatch, 2050 update

host walked into Club Penumbra and let the beat fill him. His head began to
bob with the cardiac pulse, and he felt the feathers tucked into his hachimaki
slide across his rain-slick neck. He wished he wasn't hunting business. Drops
of water flew from the rampant ends of his frizz as he shook himself free of
the music's spell.
The entryway was dark after the glow of the city streets, even with the
shine of the wall-sized trid screen. A figure, full and feminine, shifted into his
way. He tensed, then caught the gleam of the fiber-optic line running from
the box on her belt to her head, and suppressed the urge to reach for his
weapon. No danger here. She was a deckhead, her eyes turned inward to the
simsense world filling her skull through the porcelain-lipped jack behind her
ear. Lost in her head, she never felt the brush of his casual caress as he stepped
past her onto the floor.
The Penumbra was crowded for so early in the night. Ghost threaded his
way between the gyrating bodies on the dance floor, avoiding all contact with
the frenetic revelers. His warpaint hardly looked out of place, but his broad
Amerindian features marked him as an outsider among the mostly Anglo and
Asian crowd. It didn't bother him. Those few who met his eyes returned wary,
almost fearful stares. That was fine. He felt tough and ready. Their reactions
only confirmed it.
He found her sitting in the back of the room, her stool rocked up onto its
hind legs. The angle made her fringed, deer-leather duster, unfastened in the
close heat of the club, fall away from her shoulders to reveal an expanse of
fair flesh. Her fine, regular features were relaxed, green eyes hooded under
languid lids. One leg rested on the table edge, and she toyed with the
feathers decorating the top of her knee-high boot. She made an inviting
picture, all allure, until you saw the weapon belts crossing her cut-off jeans,
just above the crotch. The sculpted grip of her Remington Roomsweeper,
snugged into the holster on her right hip, was barely visible in the shadows.
Her intricately hilted magesword hung scabbarded on her left, nestled into
a fold in her coat. A sharp edge to the image.

8 SHADOWRUN

Anthony Boisvert (Order #38669586)


NIGHT ON THE TOWN

A dark-haired stranger eclipsed his view. Ghost had seen


the type before. A line and a fast smile showing perfect cor-
porate teeth to hide the tension in his body as he tried to hustle
what he thought was a pretty piece of rough streetmeat. The suit
had his courage up. With another glass of it in his hand, he was
making his move, secure in the knowledge that his corp would
protect a good little sarariman like himself.
A shift in the suit's stance let Ghost catch a glimpse of the
woman's face. Her eyes now sparkled coldly behind a rigid,
Indifferent mask. The slumming sarariman was looking for a
dangeroso thrill, and he blathered on, unaware how close he
was to an unexpected return on his investment.
Her slim fingers twisted in a negligent gesture, chromed
nails glinting in a flash of neon from the stage. Then she
whispered something that Ghost doubted he would have heard
even if the room were silent. Blinded to her actions by his own
desires, the suit never saw the liquid rise from his glass and fling
Itself onto the pale gray denim of his Jeddi Kal jeans.
Smiling, Ghost stepped up behind the sputtering sarari-
man.
"Buzz, chum mer."
The man spun, eyes widening with fear and showing Ghost
his own reflection in the man's gold-irised Zeiss eyes. Though
Ghost's ragged street grin was distorted by the curve of the lens,
it carried his feral mood anyway. The man backed away, wet
spot growing on his jeans. He stumbled into a passing reveler,
who shoved him hard but without real rancor. Rubbing a bruised
arm, the man disappeared into the crowd. Ghost turned his
attention to the woman he had come to see.
"Hoi, Sally. Whuzappening?"
She gave him the knowing little smile that always annoyed
Ghost and tapped the stool at her side. 'You've heard or you
wouldn't have come uptown. Any trouble crossing Ancient's
territory?"
He Shrugged as he sat. "Naw. Them Elves is still lying low
after their last tumble with the Tigers." He waved off the ap-
proaching barmaid, who favored him with a sour look. "I heard
you had a shadowrun cooking. Ain't heard anything about how
hot the oven Is.'
"If it were easy, I wouldn't need you."
Her compliment pleased him, but Ghost kept his face
straight. This was still business. 'Tricky, is it?"
"Not really, but I want a good gun at my back."
That lit a waming light. When Sally wanted muscle and
guns, she was expecting trouble. "Who's the mark?"
"Mitsuhama," she whispered.
"MeT? No wonder you want a good gun."
She gave him a nod, looking slightly apologetic. "lowe
somebody. This is the way they want to be repaid."
'You must have a hell ora debt."
"Not really. This run's a simple snatch and grab on some
data. My somebody is just a little short on aliocable resources
at the moment."
"If that's all, what do you need a samurai for?"
"I suppose I don't," she said softly, reaching across to rest a
hand on his arm. "But I'm feeling something odd about this one.
It's making me nervous, so I want some quality back-up, Ghost-
Who-Walks-Inside."
He snorted. She always knew how to get to him. "You'li stili
need a good decker."

SHADOWRUN 9

Anthony Boisvert (Order #38669586)


NIGHT ON THE TOWN

"Got one." To his raised eyebrow, she continued, "Dodger." 'They've still got to have protection."
That was a surprise. "If the Dodger's In, the haul must be "Of course. But that will be no problem. I am the Dodger,
worthwhile. But even he's not gonna get through their Ice." after all."
"Says who?" Ghost and Sally exchanged knowing glances. Dodger was
Ghost tumed casually, recognizing the voice. The boomIng good, all right, but only a decker would be so sure of himself.
bass drum Impression that the band's sasquatch was beltIng out "Have faith, my companions. We shall run through the
had drowned the approach of the tall, slim man In black leathers. shadows unseen by the corporate guard dogs and escape with
No, not man-Elf. The new arrival's delicately poInted ears the swag."The Elf leaned forward In a conspiratorial fashion. "But
showed plainly against the depilated sIde of his head, and hIs we must be quick, for my magic key fades to dross at midnight."
datajack ports gleamed a bright silver in the Rashes of strobe Ghost called the time function to his retinal display. 10:42:33
from the dance Roor. !'ST. That didn't leave much time. "Who else we waitin' on, Sally?'
"Sneaking up like that ain't healthy, Dodger," Ghostwamed. "Who else do we need?" she said with a grin, shoving away
The Elf shrugged away the implied threat. 'The Ice will not from the wall. "Let's do 'em."
concern us, Sweet Lady Tsung.I have the key that will unlock the Ghost matched her grin. He liked her style.
castle gates."
He held up a slim plastic rod for her to see.
"Where'd you get that?" The rain had stopped, and the streets were Riling up as the
"Conjured It?" he suggested. To her disbelieving face, he trio left Club Penumbra. Dodger had put his Yamaha Rapier In
added, "A cautious person takes care of his sources, Lady FaIr." the rack next to Ghost's own Harley. The Elrs bike looked slim
Ghost was surprised at Sally's breach of business etiquette and fragile next to the big combat hog. Despite Dodger's
in inquiring after Dodger's source. She must be worried. He objections, Ghost insisted on checking out the bike and Rddllng
wanted to know, too, but he had his own standards to live up with its systems. By the time he was satisRed with Its response,
to. Still, he needed to know what was goIng on. "'$cuse me, you Sally had puiled up on her red and silver custom-Rtted Rapier
two. ,What's the stick, and how's it going to help us?" and the Elf shut up. They roared away from the club In a cloud
Dodger gave Ghost a look that left no doubt that the Elf of petrochem smoke.
considered him a moron. "Very simple, Sir Razorguy. This is the They had a few tense moments when they ran Into some
security key to a Mitsuhama monitor station. With this, we can toughs on Trog turf, but the Orks didn't push It. Just outside the
open the can and getatthe station. From there, I can jack directly part of town the big corps called their own, they found a nice
into their mainframe, safely inside their Intrusion Counter- quiet alley. A certlRed credstlck with a 200-nuyen balance and
measures." bottle of Old Redeye bought a squatter's assurance that he'd hit

to SHADOWRUN

Anthony Boisvert (Order #38669586)


NIGHT ON THE TOWN

the PANICBUlTON if anybody molested the bikes. The promise Ghost almost breathed a sigh of relief as he snatched his
wasn't worth much, but the bribe would likely keep the alley's twin Ingrams from their holsters. The tension of waiting was
residents away from the machines. almost over. He held his eagerness In check, waiting for the
Then they were off, moving through the shadows of the guardS he could hear moving toward them .
corporate streets. There were no crowds here, Just empty, clean Dodger cursed as he Jerked back from the terminal. The
streets. Full of corporate pride and roving corporate security black shield whistled down, slicing his datajack cord and the
patrols. The big boys didn't like trouble on their turf. prong lines as easily as it would have parted bone and flesh if his
It took them a cautious hour to reach the goal, a dark, dank hand had been slower.
alley In back of Mitsuhama's downtown offices. Halfway down Getting dumped had left him disoriented. Sally propped
the puddled lane, flanked by hollows In the smooth concrete, him against the wall. Ghost could see that the Elf was still half-
was the black macroplast tower that shielded the station they lost In cyberspace, but he had no time for concern. The running
sought. The monitor station, back out of sight of the upper-class footsteps were closing.
types, was for the convenience of Mitsuhama's security goons, Ghost smiled to himself as several dozen or so Orks
letting them report to their bosses or check out any data or rounded the corner of the warehouse. His reflexes were tuned
system updates. A key was the only way past the casing that so high that it almost seemed that Ghost fired at open air, the
protected the terminal. The black macroplast was proof against Orks somehow appearing just in time for the bullets to strike
anything short of an anti-tank warhead, and anybody trying that them . Screeching tires suddenly punctuated the scene as a
way in would destroy the terminal beneath the armor. security groundcar appeared at the end of the alley. It was a
Dodger produced the keystick and held it poised above the corporate vehicle, and obviously armored. Mystic energies
slot. 'Your assessment. Lady Fair?" crackled at Sally's fingertips, and a ball of energy leaped at the
Sally closed her eyes and rocked her head back, turning it car, blowing It in two and igniting the fuel tank like a bomb. The
slowly from side to side. Ghost knew what she was doing, but corporate goons froze in the white flash of the flame, to which
his shoulder muscles still twitched. No matter how many times Ghost's Chiba eyes instantly compensated. Putting a fourth and
he saw her do It, Sally's astral scanning still rattled him. fifth burst of 9mm slugs into a temporarily blinded Troll, he
"All clear," she announced. "Do it." thanked himself for spending the extra bucks for flare compen-
Dodger slipped the black rod into the station's key slot. For sators.
a few long seconds, nothing happened. Ghost w ondered if "Head for the bikes. I'll catch up." Ghost walked backward,
Dodger's source had sold him a dud, or worse, a scream er that scanning the area and engaging targets. Sally grabbed the Eifs
would call down the corporate heat while they waited. His eyes arm and got him moving, while casting a look at Ghost as
roved the alley, which seemed to contain no one else but his though about to speak.
companions and the local rats. Sally was nervous, too. She slid "Beat feet , people! " Ghost hissed, cutting off any protest.
her Remington out of its holster and ran the tip of her tongue They began to move faster as the Elf shook himself out of his
tentatively along her upper lip. A soft hum rose from behind the stupor.
macro plast, bringing a smile to Dodger's lips. As the panel slid In moments, Sally and Dodger were legging it hard toward
up, Ghost felt Sally relax . the alley where their bikes awaited. Ghost scanned the scene
A soft pop caught Ghost's attention. He snatched a glance one last time before he too turned and ran. What had taken over
at the source of the sound. Three shiny prongs stretched an hour to cover in stealth, they now moved across in minutes.
clawlike out of the back of Dodger's hand. The Elf snugged them Ghost knew it was inevitable that they would run into more
into slots in the Mitsuhama monitor station, then rocked his trouble. When they were just a few hundred meters from their
hand back. The silvered cones remained in the terminal, but transportation, another security car appeared in front of them.
cables as fine as fairy thread ran from them to the receptacles in Sally and the Elf halted, their breath coming in short gasps.
Dodger's hand . "So ka," Ghost whispered to himself in under- She began trying to put together another spell. "Save it, "
standing. Ghost told her as he fished a grenade out of his pocket and
The prongs were program carriers. The chips the Elf had yanked the pin.
inserted into the station would allow him to run the Matrix as The car doors were opening and the bad guys getting out.
soon as he jacked in through his datajack. It wasn't as safe as A s they did, Ghost tossed the grenade. His wired body seemed
using a proper cyberdeck, but carrying one here wou ldn't have to pick out every detail as the sphere crossed the distance to its
been safe, either. There was no way to explain to a corpcop why target. The spoon made a tiny metallic popping sound as it
you had a deck on their turf. Deckers that weren't corporate sprang free. Pretty white sparks made a trail as the willie peter
property were dead meat in this part of town . bounced under the car. When the White Phosphorus grenade
Dodger fl ipped open a panel next to the keyboard . Pulling blossomed into its full glory with a dull "whump, " Ghost chuck-
the cable free, he snapped the plug Into his jack. As his fingers led softly. The car disintegrated in a cloud of debris, and bits of
began to fly over the keys, his eyes rolled back in his head, Toyota flew through the air.
focused inward as the vision of cyberspace filled his mind. The "See," Ghost said , smiling as he swung a leg over his bike,
tap-tap of the keys floated out into the night. "you don 't have to be a wizard to throw a fireball."
Seconds stretched into minutes, and the minutes started Sally laughed and shook her head. 'That's why I like
piling up. It was taking too long. The corp patrols wouldn 't leave working with you, Casper. It's always a blast! "
them alone forever. Sally's chromed nails rang on the station's Dodger's words were drowned out as Ghost started his
aluminum rim. "Hurry," she chanted . "Hurry, hurry. " engine, and the three sped off into the night.
Light flooded the alley.

SHADOWRUN tt
Anthony Boisvert (Order #38669586)
"Walking the beat those first couple of
months was bizarre. You never knew If your
partner was going to suddenly grow fangs. "
-Pat Mifflin, Retired Policeman
oday, in 2050, our world is radically different from that our great-grandfathers
knew. Where once superpower nations dominated the globe, threatening all
with sudden nuclear annihilation, the superpowers have now broken up into
many smaller, autonomous nations, and corporations have taken over their
once-immense power. Our science and technology, too, set us apart, with
current levels making previous advances look like a child's experiments with
a science kit.
But that is not all that divides our age irrevocably from the past, for magic
has emerged again on Earth and we live in an Awakened world.

RISE OF THE MEGACORPS


It all began in the late 1990s, as the civil unrest that marked the end of the
millennium intensified even more. Alarmed at the state of things, the
corporations feared to trust their interests to indifferent or, in their eyes,
incompetent governments. Beginning with their holdings in the Third World
countries, they armed their security personnel with the finest available equip-
ment and hired professional mercenaries on both long- and short-term
contracts. As the tide of civil disobedience and urban violence began to
engulf every nation on the globe, the corporations began to transfer their
paramilitary assets wherever needed. The stage was set.
In 1999, food riots in New York City created the f1ashpoint. Angered and
frightened by a three-month truckers' strike that had stopped the flow of fresh
foods into New York, the people took to the streets. Hundreds were killed and
thousands injured as the violence spread through the city.
At one point, a seretech Med-Research truck hauling wastes, including
infectious materials, became the target of a mob. In what became a running
gunfight, seretech security came to the aid of the corporate truckers,
withdrawing them to one of the firm's medical research facilities. More
violence followed as the maddened crowd stormed the building. By dawn,
20 Sere tech employees were dead, while 200 rioters lay lifeless on the
grounds and in the street.

12 SHADOWRUN

Anthony Boisvert (Order #38669586)


AND SO IT CAME TO PASS ...

In a misguided attempt to crush the growing corporate lesslyas the missile headed for the Soviet Union. All their auto-
armies, the city, then the state and federal governments. destruct signals went unheeded . and the military had no
charged Seretech with criminal negligence, Seretech asserted Interceptors in position to down the bird . Though denying
that by defending its truck from the mob. it prevented the po- responsibility for the launch. President Jesse Garrety Informed
tentially lethal cargo from infecting the population at large, In a Moscow of the targets of each of the missile's multiple war-
landmark decision. the Supreme Court upheld Seretech's right heads. hoping to avert a full-scale retaliation by giving the
to maintain an armed force for the protection of its own per- Soviets enough warning to use their semi-secret ballistic de-
sonnel and property. and commended the corporation for pro- fenses to stop the missile.
tecting innocent citizens and honoring its trust to dispose of Moscow was understandably skeptical of Washington's
contaminated materials safely, The case set a precedent that led claims that the Lone Eagle was an isolated accident and not a
to the Shiawase Decision of 2001 . firmly establishing the extra- ploy to make a surgical strike against selected Soviet targets.
territoriality of multinational corporations in international law, They put their forces on full alert. As tank divisions began
More disasters followed, In 2004. Libya unleashed acheml- preparations to Invade Europe. all Soviet citizens were ordered
cal weapon against Israel. The Israelis responded by destroying to shelters. In the United States. however. the public was
half of Libya's cities with nuclear weapons. Then . in 2005. a unaware that It was perilously close to nuclear war.
major earthquake hit New York City. killing more than 200.000 President Garrety waited anxiously. and as later revealed In
people and leaving behind over 200 billion dollars worth of the celebrated "Back-Room Tapes." alternately wept. ranted.
damage. It would be 40 years before the city was fully rebuilt. and prayed . Two hours later. General Secretary Nikolai Che-
In the meantime. the United Nations moved to Geneva and the lenkotersely Informed him that the warheads had l~n stopped.
East Coast Stock Exchange to Boston. A privately conducted stress analysis of Chelenko's voice later
Indicated only a 79 percent probability that he spoke the truth.
RESOURCE RUSH but neither seismic nor space-based sensors recorded any
nuclear explosions at that time. Explosion or not. there was
With their new freedom . the corporations of North Amer- definite!y fallout from the Incident.
ica increased their exploitation ofthe continent's resources with
a vengeance. In what the media dubbed 'The Resource Rush." THE BLAME FALLS
corporate coalitions demanded and were granted access to oil.
minerai . and land resources on federal lands. Again and again. When the American public learned of the Lone Eagle crisis.
in the years 2002-8. the government invoked the right of the outcry was enormous. Goaded by corporate propagandists.
eminent domain to bring property under its control. only to the people began to blame SAIM. and by Implication. all Native
license Its exploitation to a corporate sponsor. Taking the brunt Americans. This fit well with the larger plans of the megacorpo-
of this landgrab were the Indian reservations and federal park- rations. principally United Oil Industries. which was not satisfied
lands. with their rate of acquisition. By 2010. they had applied enough
Conservationists and Indian-rights groups expressed their pressure to pass the Re-Education and Relocation Act. This new
shock and disgust. though corporate influence and paramilitary law called for the confinement of anyone connected In any way
power made it dangerous to object. Angry and frustrated. the to SAIM. Abuses of the law were rampant because of the
more rad ical elements founded the Sovereign American Indian general hatred of Indians. Thousands of innocent Native Ameri-
Movement (SAIM) . whose roots traced back to the Indian-rights cans were sent to concentration camps. euphemistically called
struggles of the twentieth century. "re-education centers." Among those shipped to the Abilene
The growing tension and hatreds finally erupted in 2009. camp was Daniel Coleman. future Prophet of the Great Ghost
On May 5. United 011 Industries announced that it had acquired Dance and the first war shaman ofthe Native American Nations.
the right to exploit the petrochemical resources in one-quarter History knows him as Daniel Howling Coyote.
of the remaining federal parks and one-tenth ofthe Indian lands. In a government economy measure. Congress soon con-
which the government had just confiscated. SAIM reacted tracted out management of the re-education camps to the
immediately. A small band entered the Shiloh Launch Facility in corporations. As the camps dropped out ofthe media spotlight.
northwest Montana. capturing a missile silo. To this day. no one overcrowding. poor sanitation . and insufficient medical care
knows how the raiders managed to bypass the security patrols. began to plague the inmates ofthe camps. Was this a deliberate
but once inside the missile silo. they met up with John Red- plan of genOCide. as Coleman would one day claim? In one of
bourne. a USAF major and a full-blood Dakota Sioux . After the great ironies of history • however. the isolation of many tribes
knocking his partner unconscious. Redbourne took the man's In the re-education camps spared them from the scourge that hit
keys and codes to unlock the launch fail safes. the world in 2010.

THE LONE EAGLE TRIBULATIONS


Issuing a demand for the return of all Indian land. the Shiloh Virally Induced Toxic Allergy Syndrome (VITAS) broke out
raiders threatened to launch the silo's missiles. Ten days oftense first in New Delhi . but within weeks. cases were being reported
negotiations ended when a black-garbed delta team invaded all over the globe. In the worst epidemic since the Black Plague.
the silo. During the struggle. which resulted in the death of all an estimated 25 percent of the world's people were dead or
of the occupying Indians. a Lone Eagle missile was launched. dying by the end of 20 1O. Most fatalities were in outlying areas
NORAD command In Chey enne Mountain watched help- where medical care was unavailable or In high-population

SHADOWRUN 13

Anthony Boisvert (Order #38669586)


AND SO IT CAME TO PASS ...

THE SIXTH WORLD


What we know as the Year of Chaos was actually the end
of the old age and the beginning of the new, the dawn of our
Awakened World. Some mystics point to the Mayan calendar as
an authority, noting that it predicts the start of a new cycle of
humanity on December 24, 20 t 1. They also say the appearance
of the Dragon Ryumyo is the signpost marking what the Mayans
called the Sixth World.
Had they done better research, these dreamers would have
discovered that the Mayans also predicted a world-destroying
calamity that would herald the birth of a new, improved race of
humans. Where were these things? It Is true that we faced trials,
disasters, and great change, but we do not have a new world.
It's still good, old Mother Earth, even if she has entered a new
phase.
We get a better model of the change by looking at the
historical shift from B.C. to A.D. No one at the time knew It had
happened . Only hindsight reveals it. Even the calendar had to
be backdated to take into account the change.

THE DANCE
For years after Daniel Coleman led his cadre of believers out
from the Abilene RECcompound, he dropped from public view.
Knowledge of his activities during that period is minimal, but he
was, most certainly, proselytizing. Among Native Americans-
those still free as well as those Incarcerated In camps or
restricted to the ever-shrinking reservations-word spread of a
new prophet, a great shaman to whom the spirits had taught a
powerful dance.
centers where the supplies of medicines and interim vaccines This Inspired Native Americans to resist the tyranny of their
were insufficient. China, India, many African nations, and many existence. Many more escaped the camps, eluding the federal
densely populated Third World cities suffered disproportion-
ately because their medical delivery systems could not provide
adequate symptomatic relief.
Tragic as the VITAS plague was, It was only the beginning THE AWAKENING
of unprecedented chaos. Beginning with the violent dissolution "It was uncanny. They just Ignored us, but It was
of the Mexican government In January 2011, more govern- more like they never heard a word we said . I thought
ments fell than in any other five-year span in history. Famine it might have been the thunder that was drowning
stalked the world, adding to the already-lengthy rolls of the out the loudspeaker, but my boss didn't agree. He
dead. Massive civilian protests led to raids on European nuclear decided to make good his threat to fire if they didn't
power plants, three of which suffered meltdowns. Radiation stop. I was scared, though, what with the spooky
fallout was extensive and damaging. way them Injuns was acting. When the others started
On the heels ofVITAS came the frightening phenomenon firing, I did, too.
later named Unexplained Genetic Expression, or UGE. All over "But the Injuns just kept walking. And that
the world, mutant and changeling children were being born to Coleman fell a was kinda like glowing. I know the
"normal" parents. Newsweek dubbed these UGEchildren "elves," scientists say it was just a trick of the light, some kind
and it seemed that the horsemen of the Apocalypse had finally of reHectlon from the lightning. I still swear I hit him
arrived . This year has become known as the Year of Chaos. clean two or three times, but he just kept on walking.
As miracles and calamities were reported from every "When they got to the gate, which had come
nation, religions rose and died. Prophets appeared , proclaiming blown open in the w ind, they just waltzed right on
the end of the world. One of these emerged from the despai r of o ut. We didn't g o after them that night 'cause of the
a concentration camp. On December 24, at the same moment storm. Next morning, we couldn't find a trace. It was
that hundreds of Japanese witnessed the first appearance of the really weird."
great Dragon Ryumyo as they sped past Mount Fuji on a bullet -Testimony given before the Abilene Officiallnves-
train, the Prophet of the Great Ghost Dance, Daniel Howling tigating Commission by Harry Wood, a guard at the
Coyote, led his followers out of the Abilene Re-Education Abilene Re-education Center on December 24,2011
Center.

14 SHADOWRUN

Anthony Boisvert (Order #38669586)


AND SO IT CAME TO PASS ...

and corporate hunters by fleeing into the wilderness. Like their now know that the Great Ghost Dance began in 2017, as men
ancestors, they began a guerrilla war against an army that and women of the tribes all across the continent performed the
wanted to destroy them. Unlike their ancestors, they had access ritual that Howling Coyote had taught them. They sang his
to the same technology as their enemy. songs and chanted his chants. Their power grew.
In 2014, Daniel Coleman stepped out of the shadows. He Early in the year, when the government moved to imple-
called himself Howling Coyote and declared that he was a ment the Resolution Action of 2016, several months of freak
shaman of the Ghost Dance. Backed by an elite core of fanatics, weather and other uncanny disturbances disrupted military
he announced the formation of the Native American Nations, a bases and supply dumps assigned to the plan. With each new
coalition of tribes. They laid claim to all of North America and delay, the President sacked another general, but he refused to
demanded the immediate withdrawal of all persons of Euro- commit his forces piecemeal. By August 17, the government
pean, African, and Asian ancestry, threatening dire magical had finally managed to assemble its troops, and the operation
retribution if the demand was not met. Of course, the media began to roll.
tried to make a laughingstock of Coleman and his followers. That morning, at 10:32 A.M, Mount Hood, Mount Rainier,
Though magical phenomena had become increasingly com- Mount St. Helens, and Mount Adams all erupted in cataclysmic
monplace, no one believed any group of persons could enforce fury. Mother Earth had announced whose side she was on, and
such a threat. even the most skeptical became believers.
Insulting jokes were still making the talk-show circuit when
Howling Coyote and his Ghost Dancers demonstrated their TREATY Of DENVER
power. In 2014, Redondo Peak erupted, burying Los Alamos,
New Mexico under a cloud of ash. Howling Coyote appeared in Meanwhile, Native American tribesman and non-Indian
a vid-cast from a nearby Zuni reservation. He claimed credit for sympathizers were occupying military bases in all three North
invoking "our Mother Earth to punish the children who forsook American countries. Chastened and wary, the three govern-
Her." ments sent representatives to Denver to negotiate with the
Surviving documentation indicates that the U.S. govern- Ghost Dancers in 2018. Three months later, they had hammered
ment did not take the claim seriously, except to capitalize on an out the Treaty of Denver.
opportunity to capture the elusive resistance leader and smash In the treaty, the federal governments of the United States,
his growing movement. Within an hour of Howling Coyote's Canada, and Mexico acknowledged the sovereignty of the
broadcast, a federal reaction force , composed of the Sixth Air Native American Nations (NAN) over most of western North
Cavalry Battalion from fort Hood, Texas, was in the air. The America. The document outlined a ten-year population adjust-
helicopters and support aircraft never reached the Zuni reserva- ment plan that would relocate all non-Indians off lands belong-
tion. All were destroyed by the sudden appearance of violent ing to NAN. Provisions included the establishment of reserva-
tornadoes. When a second force arrived, the self-proclaimed tions for non-tribal peoples and corporations, the maintenance
shaman was long gone. of certain cities (such as Seattle) as extraterritorial extensions of
The guerrilla war went on, to the great embarrassment of the governments that had formerly claimed that land, and the
the federal and corporate forces, who seemed unable to see or retention of most of the state of California by the United States.
touch their prey. While frustration mounted in the government, No one was happy with the Treaty of Denver, but no one
it became harder to enforce news blackouts and official denials had a better solution. The magical capacity of NAN offset the
wore increasingly thin. finally, someone leaked the whole story, nuclear capacity of the three North American nations, which is
and It rocked the government, with President Jesse Garrety why they agreed to give away large portions of their land and
forced to take the heat. wealth. Though the Native Americans had not achieved their
goal of removing all others from their homelands, they had
THE INDIAN QUESTION regained control over much of it.
Howling Coyote was named the head of the Sovereign
Amid the storm of critiCism, Garrety was assassinated in Tribal Council, the NAN governing body. Though he found it
late-2016, followed shortly by the assassinations of General difficult to mediate among the bickering that now began to
Secretary Nikolai Chelenko of the USSR, Prime Minister Lena plague the various factions, Howling Coyote was probably the
Rodale of Great Britain, and Minister Chaim Schon of Israel. The only man who could still rally the loyalty of all sides.
assassins ofChelenko, Schon, and Rodale were ultimately killed While the Tribal Council struggled with internecine prob-
In violent confrontations. William Springer, the man identified lems, the people of the United States experienced a new shock
as Garrety's assassin, was never captured. of horror when the spaceplane America diSintegrated in orbit.
William Jarman, the new U.s. President, issued the now- The wreCkage landed in Australia, killing 300 in the small town
infamous Executive Order 17-321 immediately upon taking of Longreach.
office. One month later, Congress ratified It with the Resolution Also in 2018, the first-generation ASIST (Artificial Sensory
Act of 2016. The corrupt government had sanctioned Jarman's Induction System) technology was created by Dr. Hosato Hikita
plan to resolve "the Indian question": total extermination of all of ESP Systems, Inc. in Chicago. While the entertainment
Native American tribes. industry was going wild exploiting the commercial aspects of
While the government huddled with the megacorpora- "simsense, " other researchers saw the technology as a key to
tions to plan their strategy, Howling Coyote's people had containing the data explosion.
quietly begun their own solution to the "Indian Question." We

SHADOWRUN 15

Anthony Boisvert (Order #38669586)


AND SO IT CAME TO PASS ...

OOBLINIZATION UGE., Gobllnlzatlon, and the violence It spawned con-


sumed the people of Earth for much of the next year. Where the
On April 30, 2021, a totally inexplicable phenomenon color of men's skIns had once been the great barrier, the people
began. All over the world, one out of every ten men and women of Earth now began to hate and fear the new "races," the
suddenly metamorphosed into hideous humanoid shapes. For emerging [Link], Dwarfs, arks, and Trolls. In the year 2022, race
some, the process was short and mild. Others spent days or riots wracked the globe on a scale never seen. In the turmoil,
weeks in the hospital. Some recovered, while others died new nations emerged when states split from parent countries or
screaming in agony. In those horrible weeks, two new races of coalesced from two or more units. In the North American
man were emerging like strange spring flowers under the sphere, the most important of these were an Independent
Awakened sun. Quebec and the newly formed Caribbean League.
"Goblinizatlon" was the name the media gave to this The U.S. government declared martial law for several
seemingly catastrophic process which was but another thresh- months In a futile attempt at control, while reports trickling out
old point in the reemergence of magic. Researchers had their of the Soviet Union told of deaths on a mass scale. In fear for their
own names for it, mostly polysyllabic mouthfuls or strings of lives, many of the changed beings went Into hiding, whether
consonants standing in for strings of seemingly unconnected underground, into the wilderness, or in communities of their
words. Whatever the name, the result was the same. No race or own kind.
ethnic group was spared as 10 percent of the world population As theyear drew to a close, however, another specter more
became what were soon dubbed "orks" and "trolls," projecting gruesome than any ark or Troll raised its head as a new wave
dark dreams of goblins onto the unsightly physical modification of the VITAS plague swept the planet. While another 10 percent
of the victims. of the world's population fell before the onslaught, racial vio-
Most of these unfortunates were traumatized by the expe- lence flickered out, leaving both human and metahuman re-
rience. And if they were not, their loved ones were. Some united in fear.
accepted the media's name for them as license to act like the It was in this grim year that Data, an electronic news mag-
ghouls and goblins of legend, making incidents of violence azine, first coined the term "Awakened" for the metahumans and
common. other lifeforms recently come into being.
Had it ended there, surely the psychological wounds
would have healed in time. But some "normal" children changed MAGIC AND THE MATRIX
as they grew older, joining the ranks of the so-called arks and
Trolls. These either grouped with their own kind or mated with Though humanity suffered through another devastating
great-hearted souls who could see past the physical shells. The crisis, science and technology marched on. In 2024, the first
offspring of such unions were sometimes normal and some- simsense entertainment unit (a kind of sensory VCR) became
times produced the new racial types. Not all the "normal" available. The unit offered the user rudimentary sense impres-
children remained that way, however. Many suddenly under- sions, with full awareness that the experience was a simulation.
went gobllnlzation at puberty, and the trauma and its associated Also in thi~ year, the experimental "remote-vote" system was
maladjustments cycled again through the community. used in the U.s. presidential election for the first time. President
Jarman was reelected by landslide victories in urban centers,
though the opposition claimed fraud. Meanwhile, the NAN
relocations continued relatively peacefully despite continued
'The Matrix is a computer-generated, symbolic provocation by the hostile Jarman WhIte House.
representation of the Grid, the world information net- In 2025, magiC joined the ranks of science at last, when
work. Instead of dealing with messy manual com- UCLA gave the discipline academic recognition by establishing
mands and procedures, the cyberdeck lets the user the first undergraduate program in occult studIes. Fine pro-
perform apparently real actions in cyberspace and grams at the University of Southern California, Brown, and Yale
translates these into system operations. A person in soon followed. Within two years, technical magiC programs and
the Matrix reaches out and touches the symbol repre- magical research facilities were established at Texas A &. M and
senting a file. The deck's software knows that the user MIT, with the latter adding "&. M" to its name (for "and Magic").
wants to open that file. The machine performs all of the In 2027, science tapped another source of power, this tIme
complicated microtronic operations, freeing the user in the sunlit world. After years of pursuing the dream of table-
from the tedious task of having to enter those com- top cold fusion power, the first powerplant went on-line. The
mands manually. Matrix imagery is Imposed on the dream of tiny generators had not been fulfilled, but the research
user by the Grid In a "consensual hallucination," to use led to breakthroughs that made possible the constructIon of
Dr. Hikita's term. It's no more an ultimate reality than large power plants.
an animated [Link]'scomputer-generated graphic The other breakthrough of this year was the development
images. The systems and the functions those images of cybertermlnals. As computer systems became increasingly
represent are real, but the images are just that. There complex during the late 20th century, many programs replaced
is no reality." lengthy strings of commands with simple pictures, or icons, that
-Dr. William Spheris, interviewed on the trid symbolized specific commands or programs. You picked the
show, People to People, broadcast June 12, icon you wanted, and the computer would do whatever the
2049 picture meant. By the late 199Os, however, a typical user was
dealing with so many thousands of icons that data-processing

t6 SHADOWRUN

Anthony Boisvert (Order #38669586)


AND SO IT CAME TO PASS ...

systems were breaking down under their own complexity. duced by the overwhelming sensory signals generated by the
By 2029. Sony Cybersystems. Fuchi Industrial Electronics. primitive cyberterminals. Echo Mirage was advancing toward a
and RCA-Unisys had all developed prototype cyberterminals workable technology when disaster struck.
that allowed a user to interface with the world data network via
his nervous systems. which translated the data and issued the CRASH Of '29
commands. Instead of typing in commands or clicking a mouse
at an icon. operations were carried out literally at the speed of On February 8. 2029. computer systems across the world
thought. These early cyberterminals were massive. requiring were attacked. apparently at random. by a virus program of
that the user be in a sensory-deprivation tank. Largely funded by unprecedented power. Systems crashed. their data wiped clean
various intelligence agencies. the goal of the research was to and even their hardware burned out by the effects of the virus.
allow agents to raid data systems. creating strike teams of As the killer program spread. governments toppled and the
"super-hackers."
world economy neared collapse.
In the United States. the CIA. NSA. and IRS pooled their During the first quarter of the year. the virus shattered the
resources to exploit this development. Under the code name of data network that held the world together. By presidential
Echo Mirage. they recruited and trained a team of "cyber-com- order. Echo Mirage was activated to counteract the virus. but
mandoes." Fighting balky equipment and the psychoses in- the "straight-arrow" agents of Echo Mirage were overwhelmed
by the psychological demands of combat in cyberspace.
Echo Mirage's masters responded by recruiting the most
brilliant, if erratic. data-processing mavericks from industry and
Sometime during the big troubles in the 'teens.
the universities. Their choices were drafted under a presidential
people started doing magic. It's possible that magiC
emergency order and rammed through a brutal training pro-
existed before then. but it was unreliable. Now it
gram. A cadre of 32 men and women graduated with their
worked every time you did it right. During those
sanity intact.
years of chaos. magic and magicians became part of
It was not until August 2029. however. that the new cadre.
modern life.
armed with improved cybertechnology. could mount a coordi-
Some scientists have trouble dealing with the
nated attack on the killer program.
fact of magic. On one hand. they can't deny that there
Eighteen minutes after engaging the virus. four members
is something that does all these things. but they are
of Echo Mirage were dead. When the data logs were analyzed.
unwilling to believe it's "magic." No matter how they
try to fit magiC into their scientific model of reality.
magiC seems to break most of the laws of physics. as
they apply to observed phenomena in the normal
continuum. In other words. what you and I call "the
real world." Other scientists posit that magic uses a
form of energy simply not relevant to the physical
laws ofour universe. and thus the descriptive mathe-
matics of the theoretical physicist do not apply.
Magic has been defined as the art and science of
causing change in conformity with the will. The
keywords are "art and science." Magic operates by
strict laws within its own frame of reference. and
therefore may be considered a science. Yet. it is also
an art because only a living mind can make it work.
Like all arts. magiC uses emotion and willpower to
open the doors of consciousness. Thus. one must be
a poet as well as a mati lematician to deal with
theoretical thaumaturgy. A touch of sheer insanity
seems to help. too.
This may be a bitter pill for the more materialistic
researchers to swallow. but it is also why our labora-
tories have no "magicometers." It is why no spell-
casting programs run on our most sophisticated
computers. and why no batteries of magical energy
power our cars or appliances. The only machine able
to wield magiC remains the living mind of a magician.
-From "Observations Toward a Theory of
Somatic Mutation and Psionic Developments." paper
presented by Dr. Randall Grant. AAAS Conference.
2038

SHADOWRUN 11

Anthony Boisvert (Order #38669586)


AND SO IT CAME TO PASS ...

two things becarr1e apparent. First, the virus program could


Induce lethal biofeedback in humans accessing the Matrix.
Second, no existing computer security could even slow down
someone using a cyberterminal.
The corporations Involved In the effort were horrified at the
ease with which Echo Mirage penetrated their most secure data
systems. In reaction, secret corporate research was begun to
develop new security software that could repel intruders in the
Matrix. This Included research to duplicate the lethal effects
generated by the virus. The resulting software . was the first
generation of Intrusion Countermeasures, or IC, known world-
wide as "Ice".
Echo Mirage learned techniques to isolate and contain the
virus. Equipped with new combat programs and beefed-up
cybertermlnals, they began the lengthy task of purging the Grid
of Infection. By late 2031, they had wiped out the last-known
concentration of the virus code.
These second-generation terminals used desk-sized hard-
ware and needed no sensory deprivation tank. Shortly after the
final purge of the virus, four of the surviving seven members of
Echo Mirage decamped into the private sector, taking with
them the secrets of the new technology.
In May 2034, Matrix Systems of Boston came out with the
first "gray-market' cyberterminal. Six weeks later, Matrix Sys-
tems' mal~mputer crashed and its two founl=lers died ill:
apparently unrelated accidents.
From the perspective of the military-industrial complex,
the damage had already been done. Matrix technology was
loose. Fuchi Industrial was the first major corporation to break
ranks against the invasion of the deckers 'l"hen, in 2036, it
marketed Its own third-generation cyberdeck, the desktop CDT-
off. In 2030, what was left of the United States merged with
1000.
what was left of Canada, including her major industrial centers
The majority of cyberdecks sold toda~ , are licensed ma-
and important natural resource areas. The new government was
chines that Inject a unique Signature into the Ibgs of any systems
called the United Canadian and American States, though there
they access, thus recording all legitimate activity In the Matrix.
were protests on both sides of the border.
For years, however, pirate users, or deckers, have been acquir-
Almost four years later, a coalition of ten southern states
ing decks and modifying them. Deckers suppress their system's
seceded from the union to form the Confederated American
signature and add capabilities that are of little use to an honest
States. The CAS was instantly recognized by Aztlan, itself
cybertermlnal operator. That's the way of the world in 2050.
recently separated from the NAN. Sentiment ran high, and fears
of a second civil war were rampant. Nevertheless, the transition
THE SUPERPOWERS
was relatively orderly. Military units, divided in loyalties, split up
The Computer Crash was the death knell of the world and moved to their preferred countries with few incidents of
dominators. Already weakened by the catastrophes of the first violence.
three decades of the century and exhausted by the trials of the Europe was not so lucky. In 2031, a desperate Moscow
Awakened World, they reeled under the new assault. launched an invasion of western Europe to secure vital industrial
For twelve years, beginning In 2030, the people of Europe and agricultural resources. Soviet and Warsaw Pact forces met
and Asia underwent a series of conflicts now known as the Euro- unexpectedly tough; opposition from NATO, even though the
Wars. With their communication and surveillance systems dis- European forces fought without their American allies. In a fit of
rupted, the old men In Moscow found their subjects making a Isolationism, the UCAS Congress recalled American troops from
long-overdue bid for a home-rule. The separation was difficult Europe.
and prOlonged. Also during this period, the Awakened came to Within a year, the European conflict slowed to a deadlock
dominate the Western Siberian Lowland, Yukut ASSR, and all as attrition took its toll. Though the losses in men and materiel
other USSR lands to the west of the lowlands. Like the U.S. and had been high for both sides, little territory had actually changed
Canada, the Soviets lost their wilderness areas to the newcom- hands. Then, in late 2032, forces of the Republic of Moscow
ers. renewed the war in a surprise attack on Hamburg. Their mecha-
The Crash was a gut punch to the United States of America. nized forces, carefully husbanded while the other republics and
In a country that was increasingly dependent on information their Warsaw allies had taken the brunt of the fighting, initially
technologies, the virus was more devastating to the economy made great gains. The allies were thrown into confusion, but
than VITAS had been to the population. Canada was even worse managed to slow the offensive. Previously uncommitted, Brit-

18 SHADOWRUN

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AND SO IT CAME TO PASS...

ain stepped in by sending troops into the Low Countries "to parent, California declared itself a sovereign nation. After
protect British interests." Further escalation seemed inevitable. immediately recognizing the nation, the powerful Japanese
Then on the frigid night of January 23, 3033, Swedish air- Imperial State followed up by landing Its troops to protect
space monitors detected several flights of British aerospace FA- Imperial interests from any possible disturbances. Within five
38 N1ghtwraith fighter-bombers streaking across northern Eu- years, San Francisco was almost totally controlled by the Japa-
rope. In short order, the aircraft obliterated key communications nese corporations.
and command centers belonging to both sides. With all their
offensive plans crippled beyond repair, both sides announced a NEW VIOLENCE
cease-fire the next day. No one knows who was responsible for
the strike. In 2036, the napalm fire-bombing of a small community in
The end of Euro-War was not the end of problems. Unable rural Ohio announced the arrival of the New Terrorism. Twenty
to stabilize their economies, the European Economic Commu- people, most of them metahumans, died in the flames on that
nity, the Warsaw Pact, and what remained of the USSR frag- Sunday morning. A group calling itself Alamos 20,000 claimed
mented. The Germanies reunited, becoming one of the stronger responsibility. Over the next 15 years, this terrorist group was
states in the new Europe. Italy, southern France, and southeast- positively linked to the deaths of more than a thousand metahu-
ern Europe shattered into hundreds of tiny states and returned mans and publicly sympathetic normals.
to the city-state politics that have plagued so much of their Three years later, metahuman hatred peaked in the Night
history. Lost in impotent dreams of empire, the Republic of of Rage. Worldwide riots resulted in the deaths of thousands of
Moscow continued to attempt self-aggrandizement, but was metahumansand others cosmetically altered to appear metahu-
repulsed on all fronts by neighboring states, corporate pressure, man. In New York City alone, 836 such persons perished. There
and Awakened activity. were backlashes and incidents of counter-violence.
Retaliation came in 2041, when EuroAir flight 329 was
INDEPENDENCE FEVER destroyed with no survivors. While en route from London to
Atlanta, the aircraft was attacked over the Atlantic by a great
As the fighting died in Europe, the specter of violence dragon identified by some as Sirrurg. A garbled last transmis-
flared again in the Americas when a force of Awakened beings sion from the doomed craft seems to indicate that one heroic
and metahumans led by three great dragons descended on the passenger held the beast off for several minutes with sorcery
Amazon basin. In a short but extremely bloody conflict, the before both passengers and crew were destroyed by the
Brazilian forces had to cede most of the Amazon basin to the terrorist's fiery breath.
invaders. The Brazilian government fell, and two days later, Another im portant development of 2041 was the birth of
most of their territory was claimed by the newly declared nation Policlubs in Europe. These youth-oriented associations were
of Amazonia, self-acclaimed savior of the eco-sphere. dedicated to promoting a particular philosophy. Each policlub
t, AII was not quiet north of the equator, either. With Aztlan, proclaimed its intention to impose its viewpoint on the general
tile NAN member that had taken over the southwestern por- public by taking the lead in the so-called European Restoration.
tions of Texas, now independent and no longer under the In 2044, Aztlan nationalized all foreign-owned businesses,
' ... Sovereign Tribal Council's protection, the Texas state legislature under heavy pressure from Aztechnology Corporation. Semi-
agitated for a military venture to recover those lost lands. In open warfare broke out as some corporations attempted to hold
2035, the CAS government refused, however, suspecting that onto their properties. Using the confusion as a screen, Aztlan
NAN would defend Its former member anyway. No one in annexed most of what was left of Mexico. The exception was the
Atlanta wished to risk the power of the Great Ghost Dance. The Yucatan, where Awakened forces halted all take-over attempts.
angry Texans declared their own independence and launched By 2046, the Policlub idea had spread to North America.
an Invasion. Four months later, a frustrated and embarrassed The movement spread quickly, but violence followed in its
Texas applied for re-admittance to the CAS. wake. Humanis Policlub, in particular, has built a major follow-
CAS fears of the NAN were groundless. The Sovereign ing that cuts across economic, social, and political divisions.
Tribal Council had its own problems. Having opened its arms to Terry Smith, a metahuman rights activist and head of Mothers
the various metahuman races, NAN was finding that these new of Metahumans (MOM), has denounced Humanis as an arm of
children of Mother Earth had their own ideas. A powerful group the shadowy Alamos 20,000 in a series of advertisements in
of Awakened beings and metahumans, mostly Elves, were in major dailies.
the process of doing to NAN what they had done to the United In 2048, the Aztlan government negotiated the Veracruz
States. In an unprecedented interruption of worldwide broad- Settlement with several megacorps in the wake of a combined
casting, the Elves of the Northwest announced the birth ofTir corporate military strike on Ensanada. In that same year, Alan
Tairngire (the land of promise) and seceded from NAN in 2037. Adams, former CEO of the Colbert Group, an Illinois-based
Unwilling or unable to resist the move, the Native Ameri- multinational corporation, was elected President of the UCAS.
can Nations did nothing to stop the formation of this new state Edna Wallace, former governor of Louisiana, was elected Presi-
In the region of former Oregon. Emboldened, The Tsimshian dent of the CAS.
also declared their separation from the organization. In the wake This year, 2050, has seen the development of the 7th-
of these defections and renewed internal dissent, Howling generation cyberdeck, which is now keyboard size. Though the
Coyote reSigned. The shaman of the Great Ghost Dance with- hatred between humans and metahumans still simmers, things
drew Into Isolation. are relatively quiet. But even in an Awakened World, how long
Independence fever was contagious. Long isolated from its can that last?

SHADOWRUN 19

Anthony Boisvert (Order #38669586)


"You wanna run the shadows? Then lIsten, chummer,
learn everythIng you can, cuz Ignorance wIll kIll you
faster than a flreball."
-Ess EI EI, Snake Shaman
ere are a few concepts and key words that we use in Shadowrun. Some are
general roleplaying slang, and others are peculiar to this game system. If you
are familiar with them, the rules will make a lot more sense. If you forget, you
can always come back here and check them out again. The first time a term
appears in this orientation section, it is set in bold type.

ROLLING THE DICE


In Shadowrun, your character will run into situations where the game-
master will ask you to roll dice. These dice rolls, known as Tests, gauge how
well or poorly your character performs a required task, such as shooting an
Ork security guard who disapproves of your face or persuading an employer
that your services are worth a lot more than what he originally offered. Tests
also determine how well a character resists damage and other unpleasant
matters.
Shadowrun uses a number of six-sided dice to resolve any challenge for
your character. The gamemaster will not ask you to make a roll to see if you
open the door, but he will probably ask you to roll dice to see if you can
somersault through the office door, land on your feet, and fire your AK-98 at
the three Ork assassins who are standing behind the corporation's Chairman
of the Board, without splattering yourself or the hostage all over the room.
Unlike most roleplaying games, you do not add up the dice that you roll,
unless the rules specifically direct you to do so, or unless you see D6 preceded
by a number or a Skill or Attribute name. In Shadowrun, each die result
normally stands alone against the Target Number. There are two other rules
that you should keep in mind when rolling the dice.

RULE OF ONE
This is the fumble rule, and it has two parts.
Any time a die comes up 1 in a Test, the die is an automatic failure, no
matter what the Target Number.

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GAME CONCEPTS

In addition, if a character's dice roll ever consists totally of RESISTANCE nSTS


ones, the character has made a disastrous mistake. The result Resistance Tests are the flip side of Success Tests. A
may be humorous, embarrassing, or deadly. The gamemaster character makes a Resistance Test when something bad has
determines whatever tone is appropriate for the situation, the happened to him.
players, and t,he dramatic or humorous needs of the moment. Like a Success Test, a Resistance Test uses an Attribute or
Skill to determine the number of dice to roll. The gamemaster
RULE OF SIX assigns a Target Number based on the circumstances. Successes
For every 6 a player rolls, he rolls that die again and adds reduce the effect of the calamity. For example, ifthatflreball got
the result to 6. The Rule of One does not apply to these five successes, char-broiling your character, and you rolled four
secondary rolls. A second result of 6 adds to the first to become successes on the Resistance Test, then your character would stili
12, plus the result of a third roll . Thus, a player who rolls three be pink In the center.
sixes in a row and then rolls a 4 has a result of 22.
RESlsnD/UNRESlsnD nSTS
SUCCESS nSTS Some situations call for simple Success Tests. Determining
The rules frequently call for a Success Test. First, check the if your character opens a lock would be a typical case. Some-
Radog of the Attribute or Skill named for the test. The Rating times only a Resistance Test is required, such as when a
defines how many six-sided dice to roll for the test. For example, magician attempts to overcome the natural fatigue that results
a Firearms Skill Test means you check the character's Firearms from casting powerful spells. Many times, a Resistance Test
Skill Rating and roll that number of six-sided dice for the test. A follows a Success Test.
Willpower Attribute Test means that you should use the charac- The term Uoreslsted Success Test means there is no
ter's Willpower Attribute Rating for the number of dice to roll. corresponding Resistance Test. The term Resisted Success
The gamemaster provides a Target Number for the test. Test indicates that a Resistance Test follows the Success Test.
Each die result that equals or exceeds the Target Number is a mitigating the effects of the action.
Success. A single success indicates that the character has ac- For example, a Resisted Firearms Skill Test means that the
complished the task, but the more successes rolled , the better. player should roll a number of dice equal to the character's
In most situations, multiple successes mean that the character Firearms Skill Rating. If any of the dice match or exceed the
will receive more information, or do more damage, or make that Target Number, the target can reduce, or totally offset, the
bank shot off the Troll's head and into the side-corner pocket number of successes, and therefore the damage, with a Resis-
look so easy a child could do it. tance Test.

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GAME CONCEPTS

The gamemaster should use a Resisted Firearms Skill Test die in a pool may be used once during an Acdon. A player's turn
whenever a player character or non-player character fires at can consist of several Actions.
another character. He should use an Unreslsted Firearms Skill
Test only If the character is target-shooting. In this case, the MODIHCATIONS
number of successes would Indicate how close the shot Is to the These rules often call for a + 1 or -1 as a modifier. Unless
bull's-eye. otherwise stated, that modifier should be applied to the Target
Number. Thus, a -3 modifier to a Target Number of 5 produces
OPPOSED SUCCESS nsr a Modified Target Number of 5 - 3, or 2. If the rules call for +2
An Opposed Success Test Is a special type of Success Test, dice or -1 dice, you should add or subtract that number of dice
used when two characters are attempting to do exactly the from your Success or Resistance Test. Thus, a Shaman who has
same thing to one another and one person's success Is the other a +2 dice for summoning certain nature spirits adds two dice to
person's failure. Examples might be hand-to-hand combat or the normal number he would have for this Success Test.
negotiating new terms in your deal with the Rat Shaman. In this
case,each character makes a Success Test, and the one with OTHER CONVENTIONS
more successes wins. There is one other way Shadowrun treats dice. This con-
vention usually applies only to the gamemaster, letting you
DICE POOLS know how many Orks appear or how much your character can
When things are hot, and your basic skills and attributes are 11ft.
not enough to let you see the next morning, you will want some When you see a number before 06, as In 306, it tells you
help. That's what Dice Pools are for. to roll that many six-sided dice. It also tells you to add up the
A Dice Pool Is a number of dice that you may add to those results into one number. If you roll 306 and get a 3, a 2, and a
allowed for a Success or Resistance Test. The five possible pools 5, your result would be 10.
come from different sources, usually Skills or Attributes. The A Skill Rating or an Attribute Rating might be used to
Dodge Pool, for Instance, is equal to the character's Quickness determine the number of dice rolled. Examples of this might
Attribute Rating, and It can be used only for a Resistance Test. read (Strength)06 or (Computer)06. In this case, roll a number
Other Dice Pools can be used to supplement either a Resistance of dice equal to the Strength or Computer Rating and add up the
or Success Test. results. Finally, some of these rolls use a multiple of a rating. This
The number of dice in a pool Is equal to the character's will be shown as, say, (Strength + 2)D6 or (Computer x 4)06. In
rating In the Skill or Attribute that Is the source of the pool. Each this case, roll dice equal to the Strength or Computer Rating
multiplied or divided by the number. Unless specifically di-
rected otherwise, round fractions down to the nearest whole
number.

DEnNITlONS
These are simplified definitions of common game terms to
help acquaint you with the rules. The body of the rules contains
complete definitions and examples In the appropriate sections.

CHARACTERS
Archetypes are pregenerated characters created from the
main classes and races of Shadowrun. Players can use these
with little other preparation. Attributes describe each character
and give a general picture of his abilities. Skills and spells refine
those abilities. A Character Record Sheet keeps track of each
character: his belongings, abilities, appearance, and status. An
Important part of the Record Sheet Is the Condition Monitor,
consisting of three tracks. The Physical Damage Track displays
Wound Damage and shows when the character dies. The
Mental Damage Track shows Fatigue and Stun Damage and
Indicates when a character falls unconscious. If a character
suffers additional damage after his Mental Damage Track Is used
up, he applies that damage, be it Fatigue or Stun, to the Physical
Damage Track. There is also a track for recording damage to a
character's Cyberdeck.
Weapons have a Damage Code that tells the player how
much damage they do. The Code consists of a number. a letter.
and another number. The first number is the Power Level, which
Indicates the difficulty of offsetting damage from such a weapon.
The letter Indicates the Wound Category (Light (l), Moderate

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GAME CONCEPTS

(M), Serious (S), or Deadly (D)) that the weapon inflicts. The
other number is the Staging Number, or simply Staging, which
Indicates the number of successes needed to raise the Wound
Category to the next more serious level. The Staging also
Indicates the number of successes needed In the Resistance Test
to reduce the damage to the next lower Wound Category.
There Is one other term Shadowrun uses to describe
characters, though not those Just starting out. That term Is
Karma, the numerical representation of a character's accom-
plishments. Later on, a character can use his Karma Level to
improve his skills and even his attributes. He can also use Karma
to do better in Success Tests or to get out of trouble.

SKILLS
Areas of knowledge or technique are known as Skills,
which have ratings that are used to carry out Success Tests. A
Concentration represents a focused field of training or educa-
tion in one aspect ofa general skill. For example, a character with
Firearms Skill can concentrate on Rifles, improving his ability
when firing rifles, but reducing his skill with other types of
firearms. Specialization is a further narrowing of a focus In a skllJ
that already has a Concentration. This increases a character's
expertise in one speciflc area, but it lowers his ability in related
subjects. The character with a Concentration in Rifles could then
specialize in AK-98s, becoming more proficient with that weapon
but less skilled with other weapons. A character need not
concentrate or specialize.

MAGIC
Magicians, characters who can use magic, come In two
types. Hermetic magicians believe that magiC is a natural force
that can be understood and controlled like any other physical
force. Their magic comes from rigorously applied rules. Sha-
manic magicians believe In spirits that are a part of all things.
Their magiC involves making deals with those spirits. Each type
of spell or spirit has a force, chosen by the magiCian and limited
by his abilities, time, and money. The Force acts like a Skill or
Attribute Rating in Success Tests. Casting spells and conjuring
spirits causes a magician Fatigue, called Drain. After casting a
spell, the magician checks the spell's Drain Code, which works
much like a weapon's Damage Code, except on Its user Instead
of the target. The letter is the fatigue Category (Light, Moder-
ate, Serious, Deadly), just as with a weapon, and the Staging
Number also works the same way. Instead of the weapon's
Power Level, the spell's Force Indicates the difficulty of avoiding
Drain's Mental Damage. The magician makes a Resistance Test
to keep from going down to Drain.

MATRIX
The MatrIx is the cybemetic analog space inside the Grid,
the worldwide computer network. Only a character equipped
with a cyberdeck can enter this "cyberspace," which appears as
a huge lattice. Jacking into the Matrix enhances the character's
capabilities in a number of ways, but he oniy appears to be
inside, leaving a zombie-like shell in the physical world for his
companions to protect. A character insJde the Matrix appears as
a Persona, a stylized image of his personality. Software, elec-
tronic security systems. electronic addresses, other Persona,
and everything eise the character encounters in the Matrix
appear as Constructs, other stylized images in the same motif.

SHADOWRUN 23

Anthony Boisvert (Order #38669586)


'My folks are human. They'll dIe out soon, lIke
the dInosaurs dId, and have no Idea why."
-Jason Ironstone, Dwarf

ince the Awakening, five major subspecies of Homo sapiens have appeared
throughout the world. They are evenly distributed geographically, racially,
and ethnically.

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MET AHUMANITY

DWARF
Homo sapiens pumilionis
Identification: The average Dwarf is 1.2 me-
ters tall and weighs 72 kilograms. His colora-
tion is usually pinkish white or light tan, but
may be as dark as ebony. His skull has32 teeth.
Female dwarfs have two mammae. Dwarfs'
legs are disproportionately short, making them
poor runners. Their torsos are wide, with great
breadth at the shoulders, endowing the sub-
species with increased arm strength. Their body
hair is well-developed and head hair profuse;
males have extensive facial hair. The Dwarvish
nose tends to be large and long, and the ears
slightly pOinted.
Habitat: This subspecies prefers artificial or
natural caverns in wilderness areas. In urban
environments, Dwarfs show a preference for
dwelling in basements or sub-basements.
Habits: Dwarfs may be active by day or night.
They are omnivorous. Populations form small
family groups, and though they show isola-
tionist tendencies, small enclaves are found in
communities all over the world. Their life span
is unverified, but predictions based on meta-
bolic rates run to over a hundred years. Their
breeding season is unrestricted. The gestation
period is 284 days.
Young: One. Birth weight as a percentage of
mother's weight is 5.6. Suckling time is more
than 15 months.
Commentary: With eyes sensitive to the infra-
red spectrum, a DwarFs activity is as unre-
stricted underground as above. Dwarf pheno-
types show an increased resistance to'patho-
gens.

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METAHUMANITY

ELf
Homo sapiens nobl/is
Identtflcatton: The height of the typical Elfis 1.9
meters, and his weight Is 68 kilograms. Colora-
tion is pale pink to white or ebony. The skull has
32 teeth. The women have two mammae. No-
bills is slenderer than sapiens and has a lighter
build, though the bone structure and muscula-
ture are equally strong. The slenderness is exag-
gerated in nobJl/s of Polynesian and Australian
aboriginal origin. Elven body hair is sparse, but
head hair is usually luxuriant and extremely fine.
Elven hair Is usually straight or with a slight
wave, and is almost always wom long. There are
several populations showi ng tightly curled head
hair, however. The eyes are almond-shaped; in
darker-skinned nobllis they are often slightly
protuberant. The ears come to a definite point.
Habitat: In urban areas, Elves inhabit normal
Human structures. In wilderness areas, they
prefer to live in structures built of living plants.
Habits: Elves are nocturnal beings. They are
vegetarian. They tend to live in small groups,
preferably apart from the rest of Humanity. The
Elven life expectancy Is unverified; claims that
there were Elves already adult when the UGE
syndrome became widespread Indicate pos~
sible life spans of several hundred years, but
metabolic studies are Inconclusive. The Elven
breeding season Is unrestricted. Gestation is
360 days.
Young: Usually one, though twins are common.
In such cases, only one Is nobilis, with the other
usually nonviable. Birth weight as a percentage
of mother's weight is 5.2. Suckling time is over
25 months.
Commentary: Elven eyes are heavily endowed
with rod structures. This allows them to see in
dim light far better than sapiens.

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METAHUMANITY

HUMAN
Homo sapiens sapiens
Identlflcatlon: Humans stand about 1.7 meters
high and weigh about 68 kilograms. Coloration
is variable. from pinkish-white to ebony. There
are three major ethnic groups. each of which
varies considerably in size. coloration. and hair
distribution and quality. but the ears are always
rounded. the skull has 32 teeth. and the women
have two mammae.
Habitat: Humans prefer to dwell in roofed
structures.
HabIts: Most Humans prefer daytime activity.
They are omnivorous. Human populations live
In small family groups. pairs of adults. or alone.
The worldwide average Human life span is 75
years. The breeding season is unrestricted.
Gestation is 266.5 days.
Young: Usually one. Twins are uncommon and
higher multiples even rarer. Birth weight as a
percentage of mother's weight is 5.5 . Suckling
time is over twelve months. An individual off-
spring may be ofsubspedes robustus or ingen-
tis and may goblinize at puberty.
Commentary: As the form of Homo sapiens
present throughout recorded history. Homo
sapiens sapiens is sometimes called "normal ."
as distinguished from other subspecies. This is
not a scientific term. as any subspecies is just as
normal as all the others. In common usage. the
term differentiates sapiens from the groups of
"metahumans' whose advent has been recorded
since 2011 .

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METAHUMANITY

ORK
Homo sapiens robustus
Identification: Orks average 1.9 meters tall and
73 kilograms in weight. Their skin coloration
varies from pale pink to ebony. When individu-
als undergo goblinization, their skin color usu-
ally remains unchanged. Ork bodies are propor-
tioned similarly to those of sapiens, but robustus
is more heavily built. Body hair is usually
well-developed, but may sometimes be
absent altogether. Head hair is usually
more prominent than the sapiens ethnic
group from w hich the individual robus-
tus was derived. The Ork nose tends to
be broad and the lips thin. The ears show
definite points and are sometimes elon-
gated as well. The Ork skull has 32 teeth,
with greatly enlarged lower canines.
Ork women have two mammae.
Similar [Link]: Robustus, like ingentis,
is highly variable in appearance, leading
investigators to theorize that certain in-
dividuals or small communities of them
are, in fact, other subspecies or other
species entirely. Such hypotheses are, at
best, tentative. This variety of types con-
tinues to mislead unwary researchers.
Habitat: Usually in roofed buildings.
Habits: Orks are active day and night, but
seem to prefer the night. They are omnivo-
rous, but with a distinct preference for meat.
Populations form large groups, often of a tribal
structure. The typical life span appears to be
between 35 and 40 years. Their breeding season
is unrestricted. Gestation is 187 days.
Young: Ork mothers usually bear four children,
but litters of six or eight are not uncommon.
Birth weight as a percentage of mother's weight
is 4.2. Suckling time is over seven months. Most
newborns are obviously robustus, but may appear
as sapiens; 95 percent of the latter will goblinize
at puberty, which occurs at an average age of
ten.
Commentary: The higher proportion of rod
over cone structures in the Ork's eyes allows
enhanced low-I~ght vision. Individuals gob-
linizing into robustus usually evince negative
psychological effects, with severe psychoses
and aberrant behavioral patterns common.
Individuals born robustus may be socialized
normally.

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TROLL
Homo sapiens ingentis
Idendftcadon: Typical trolls measure 2.8 meters
and weigh 120 kilograms. Skin color varies from
pinkish-white to mahogany brown, and usually
remains unchanged after goblinlzatlon. Ingentls
body proportions differ from those of sapiens,
with the ratio of arm-to-Ieg length significantly
higher in ingentis. Trolls are very heavily built
and occasionally exhibit dermal bone deposi-
tion, resulting in spines, rough surface texture,
or an armor-plated effect. Body hair is usually
well-developed, but may be absent altogether.
Head hair is usually more prominent than among
the sapiens ethnic group from which the
Individual ingentlswas derived. The nose tends
to be broad. The ears show definite pOints and
are sometimes elongated as well. The sloped
skull has 34 teeth; lower canines are enlarged
and molars display extreme convolutions,
which researchers interpret to mean that in-
gentis teeth are constantly regenerating. Troll
women have two mammae.
Similar Spedes: Some Investigators be-
lieve that individuals or small communi-
ties of this subspecies are, in fact, other
species entirely. Further investigation,
including breeding studies, are required
to confirm such hypotheses, as Trolls are
highly variable in appearance.
Habitat: Trolls who live in wilderness
areas use caverns and converted struc-
tures such as bridges for their dwelling
places. In urban areas, they prefer
areas shunned by normals, such
as sewers or derelict bUildings.
Habits: Trolls prefer nighttime
activity. They are omnivorous.
Populations usually congre-
gate in small groups, which
often cohabit with subspecies
robustus. Metabolic studies and di-
rect observation indicate a life ex-
pectancy of about 50 years. The breed-
ing season is unrestricted. Gestation is 259 days.
Young: Usually one. Birth weight as a percent-
age of mother's weight is 2.5. Suckling time is
more than fifteen months.
[Link]: The sensitivity of Trolls' eyes to
the infrared portion ofthe spectrum aliowsa Troll
almost unrestricted activity after dark. Goblini-
zation from sapiens to ingentis adversely affects
an individual's mental condition, often resulting
in psychosis and aberrant behavioral patterns.
Individuals born as ingentis do not experience
this trauma and may be socialized normally.

29

Anthony Boisvert (Order #38669586)


'That which does not kill me
Is dead when I'm through with It."
-Joel Neechl, Merc

our character in Shadowrun is your alter-ego in the world of 2050. Created


from a collection of attributes and skills, he will have the personality only you
can inject into him. The character need not be the same sex, weight, height,
race, or any other thing that you are. This is a game of the imagination, which
gives you a chance to try out what it feels like to be someone else.
Characters in Shadowrul) possess various physical, mental, and magical
Attributes, Skills, Spells, Gear, Contacts, and implanted Cyberware.

AtTRIBUTES
In Shadowrun, each character has eight attributes, or nine if he is a
magician. There are three Physical Attributes, three Mental Attributes, arid
two or three Special Attributes. The following sections identify and describe
them:

ATIRIBUTE TABLE
Physical Attributes Mental Attributes Special Attributes
Body Charisma Essence
Quickness Intelligence Magic
Strength Willpower Reaction

Body represents general health and resistance to injury and pain.


Quickness represents overall speed, dexterity, and agility. The Quick-
ness Rating equals the number of meters a character can move in a Combat
Turn.
Strength represents the ability to lift, carry, and cause physical damage.
Charisma represents attractiveness (not necessarily physical beauty),
persuasiveness, and general likability.
Intelligence represents overall quickness of mind, aptitude, and the
ability to perceive surroundings.
Willpower represents determination and mental stability.

30 SHADOWRUN

Anthony Boisvert (Order #38669586)


CHARACTER GENERATION

Essence is a measure of the soundness of the central


nervous system and spirit. Invasive things, such as Cyberware,
reduce Essence. When Essence declines, Magic declines by the
same amount. If a character's Essence falls below 0, he dies.
Magic is a measure of magical energy. Serious damage to
the body and invasive additions such as Cyberware reduce
magical energy.
Reaction determines how quickly and how often a charac-
ter can act under pressure.

AlTRlBUTE RATINGS
A normal Human character's physical and mental attributes
are rated from 1 to 6. Humans with Cyberware, Elves, Dwarves,
Dragons, and so on can have higher scores in one or more
Attributes. Each species has its own maximums.
Determine a character's Physical and Mental Attributes by
choosing an Archetype, which fixes all Attributes. Some Attrib-
utes have a number in parentheses. The first number is the
character's real Attribute. The number in parentheses is the
Attribute Rating piUS the effect of any Cyberware the character
has.
To get a character's Reaction, add his Quickness and
Intelligence and divide by 2, dropping any fractions. Any effects
of Cyberware also carry over to affect Reaction.
All characters have a starting Essence Rating of 6. Cyber-
ware implants and improperly healed damage reduce this
rating.
If the character can use magic, his Magic Rating starts at 6.
The Magic Rating declines with the Essence Rating. A character
who cannot use magiC has no Magic Rating.

HUMAN AlTRlBUn RATINGS


1 Weak
2 Underdeveloped
3 Typical
4 Improved
5 Superior
6 Maximum unmodified human

RACIAL MAXIMUM TABLE


Human Elf Dwarf Ork Troll
Body 6 6 7 9 11
Quickness 6 7 5 6 5
Strength 6 6 8 8 10
Charisma 6 8 6 5 4
Intelligence 6 6 6 5 4
Willpower 6 6 7 6 5
Essence 6 6 6 6 6
Magic 6 6 6 6 6
Reaction 6 6 5 5 4

SHADOWRUN 31

Anthony Boisvert (Order #38669586)


CHARACTER GENERATION

OTHER DISTINCTIONS CONTACTS


These are the people that your character can call on for help,
Besides Attributes. characters differ in training. equipment. information. and jobs during the course of the game. Lone
and abilities. wolves do not last long in the urban wilderness of a place like
Seattle.
SKILLS
Each character has his own set of knowledge and abilities. GENERATING CHARACTERS
known as Skills. Like Attributes. skills have ratings. Unlike
Attribute Ratings. Skill Ratings have no upper limit. You can generate a character in two ways, by starting with
a pre-generated Archetype or by creating your own. It might be
GEAR a good idea to use an existing Archetype from those described
All characters have some type of equipment. be it a Sha- in the next chapter until you've become more familiar with the
man's medicine bag or a Street Samurai's HK227. game.

CYBERWARE ARCHETYPES
This is high-tech gear implanted into the body. Some types To create a Shadowrun character, start with one of the
of Cyberware artificially Increase a character's attributes. Other classes presented in the Archetypes chapter. This lets you get
types allow a character to interface directly with computer sys- started right away. No fuss. No muss. Right into the action.
tems in the computer-generated environment of the Matrix. If you don't like the gender of the published Archetype,
Still other types temporarily provide the character with skiiis and change it. You are not required to play, say. a female Rocker if
knowledge. you would rather playa male one. There is no need to change
the numbers, just the pronouns.
SPELLS Eventually you may become dissatisfied with the limited
Magicians who use Cyberware lose the ability to manipu- choice of published Archetypes, and will want to try something
late magical energies to some degree or other. Their magical
different. Or you might not agree with the kind of priorities the
energies. however. can work spells that are sometimes better
descriptions give the character. Or maybe you just want to have
than technological devices. Like skills, each spell has a rating of a Decker who is a real weenie but has a top-of-the-Iine Cyber-
its maximum strength. Spell Ratings have no upper limit, but deck. Check out the Archetype Creation rules on page 53. They
casting a spell that Is higher than the character's Magic Rating
tell how to go about it.
can cause him physical damage.

32 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

BURNED-OUT MAGE

"Don't listen to all that crap about a mage being on top of


the world . It's a con. a slick. a come-on .. . a lie. Casting spells is
surely a kick. but it doesn't last a lifetime. Even if you don 't ever
get hurt or run the shadows. you can 't toss fireballs forever.
Age'll get you if nothing else does. You'll be left howling for the
touch of the power. knowing that to call it again will kill you.
"So what do you do? You take a good. long look at the
writing on the wall. my friend . Like I have. The Magic may work
well for a kid. but nobody stays young. Sooner or later. you have
to face the fact that bodies wear out. But that's not the end. you
know. Not anymore. They can rebuild you now. Make you
stronger. faster. better. You may not beable to toss a fireball. but
who needs a fireball when you can pack an HK227 SMG?
"I may not be throwing fireballs anymore. but me and my
little HK familiar can conjure you quite a bit of effective magic. "
Commentary: The Burned-Out Mage has become disillu-
sioned with the path common to those capable of utilizing the
magical energies. He has bartered his magical capability away
in favor of technological enhancements. The trade has left him
bitter and cynical. at least outwardly.

Attributes: Skills:
Body: 3 Conjuring: 4
Quickness: 2 (3) Etiquette (Corporate): 2
Strength: 3 (4) Etiquette (Street): 2
Charisma: I Firearms: 2
Intelligence: 4 Magical Theory: 4
Willpower: 4 Sorcery: 4
Essence: 1.4 Stealth : 2
Magic: I Unarmed Combat: 2
Reaction: 3 (5)
Cyberware:
Cybereyes with Thermographic Imaging;
Wired ReAexes: I
Muscle Replacement:
Skillwires: 4
Smartgun Link
Skillsoft (Fichetti Pistol: 4)
Contacts:
Bartender
Mr. Johnson
Street Doc
Talismonger
Gear:
Lined Coat
DocWagon™ Contract (gold)
Fichetti Pistol with Smartgun Adapter
Two Specific Spell Focuses (I point each, choose spell)
I Trauma Patch (5)
Spells:
Analyze Device: 5
Analyze Truth: 5
Armor: 4
Clairvoyance: 5
Heal Moderate Wounds: 5
Hibemate: 4
Invisibility: 4
Mana Bolt: 5
Mind Probe: 5
Sleep: 5
Telekinesi s: 5

SHADOWRUN 33

Anthony Boisvert (Order #38669586)


ARCHETYPES

DECKER

'Technomancer, that's what I am. A wizard with technol-


ogy. not that fuzzy mumbo-jumbo razz, The mighty computer
is at my command, trembling to perform my least wish.
"You want some Ice cracked. I'm your girl. I've got pro-
grams to slide past the best. You got a shadowrun? No sweat.
I've done 'em, and come away clean, too. Ain't no corp tracer
or ground hound gonna pick up my trail. I hit 'em sharp and hard .
then I'm away and running. a ghost in the Grid, The only touch
they'll ever make is my street name, and I'll only let 'em have that
if I feel like it.
"You 'd better have plenty on your credstick. chum mer. I
ain't cheap. I'm a big leaguer, not some junkyen runner. I'm slick
and I'm fast, the cutting edge, The Matrix is my home, and I
wouldn't have it any other way. You ain't alive till you've jacked
in and seen the electron horizon in Cyberspace. I'm going
places.
"Maybe you 've heard of Fast jack? Well. forget him! I'm the
hot new decker on the Grid, and I'm gonna put him in the history
banks."
Commentary: Decker is a console cowgirl, a descendent of
the computer hacker of the latter part of the 20th century. She
jacks into the Matrix to manipulate the dataflows to her own
ends while seeking the big score or the trick that will snug her
firmly intothe annals of the technomancers. She skirts the edges
of legality. overstepping them more than occasionally.

Attributes: Skills:
Body: 2 Bike: 4
Quickness: 4 Computer: 6
Strength: 3 Computer Theol)': 6
Charisma: I Computer (B/R): 6
Intelligence: 6 Electronics: 6
Willpower: 4 Etiquette (Street): 5
Essence: 5.5 Firearms: 3
Reaction: 5 Physical Sciences: 4
Cyberware:
Datajack
Headware Memol)' (30 Mp)
Contacts:
Another Decker
Fixer
Media Producer
Dwarven Technician
Gear:
Fuchi Cyber-4 with Response Increase: 2
Programs:
Bod: 6
Evasion : 6
Masking: 6
Sensors: 6
Attack: 6
Browse: 4
Deception: 4
Microtronics Workshop; Table-top Personal Computer (100 Mp)
Yamaha Rapier
Ruger Super Warhawk

34 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

DETECTIVE

'They told me you were looking for me. Well, you found
me. So turn on the sob story. I got the time. But first, tickle my
comp with your credstick. I may have the time, but I haven't got
the interest until I know you've got the nuyen. Time takes
money, chummer. Just Hick the stick into the slot. The box will
dump my rates and sheet onto your stick.
'The sheet will give you the highlights of my illustrious
career: maidens rescued (extra charge for preserving original
status), the lost found, the necessary lost, but I don't do
erasures. No point in going on. I see byyoureyesyou've
already scanned the sheet. Charlie at the precinct, or did
Stevie the Snitch pass it on? Don't really matter. If
somebody hadn't given you my name, you wouldn't
be looking for me.
"Now before we go any further, let me check the
cred balance. Whew! You got my interest, all right.
What's the job?"
Commentary: The detective has led a hard life,
balanced between the shadows of crime and the
harsh glare of corporate and city life. Looking to
keep his own code of honor and justice intact, he
must make constant compromises to make it
through the day, or the night. He won't touch
magic, though his cases often involve it, and he
won't augment his body, though sometimes his
resolve puts him at a disadvantage. He'll tell you that
a man has to stand on his own feet.

Attributes: Skills:
Body: 4 Biotech: 2
Quickness: 4 Car: 4
Strength: 3 Computer: 4
Charisma : 3 [Link] (Corporate): 3
Intelligence: 6 [Link] (Street): 4
Willpower: 4 Firearms: 6
[Link]: 6 Negotiation: 6
Reaction: 5 Stealth: 5
Cyberware: Unarmed Combat: 6
None
Contacts:
Bartender
Bouncer
City Official
Fixer
Gang Member
Gang Boss
Media Producer
Any Street Type
Another Street Type
(The Detective may select three extra contacts. for a total of five.)
Gear:
Ares Predator
Armor Vest
Investigator's License
Micro-Recorder
Sony Pocket Secretary
Walther Palm Pistol

SHADOWRUN 35

Anthony Boisvert (Order #38669586)


ARCHETYPES

ELVEN DECKER
'They say the Awakened have no touch for technology.
Well, short, squat, and ill-favored, don't believe everything you
hear on the street. I am living proof that a metahuman, most
especially an Elf, can ride the Matrix and bend it to his will.
"I am a technomancer, and there isn't a drop of the Rain
Dance in the magic I do. My spells are programs, offering
reliability no spellworm can boast. My wand is my datajack,
portal to the glittering scenery of the Matrix. My conjurings are
electrons slaved to my will under the drivers of my most elegant
and sophisticated software. You will find no better.
"So, tell me what it is you wish me to do. If it piques my
interest, I will essay the task and complete it to my satisfaction,
which shall most certainly exceed your requirements.
'There will, of course, be a fee. "
Commentary: The Elven Decker seems, at first, a contradic-
tion in terms. He is living proof that metahumans cannot be
stereotyped, and he will be the first to tell you that not all Elves
live in the woods. Magic has no attraction to him, and though
he has the superior attitude of his brethren in the Wilderness, he
has little use for their customs and practices. He is quite happy
living in the modern technical world.

Attributes:
Body: 2
Quickness: 5
Strength: 2
Charisma: 3
Intelligence: 5
Willpower: 4
Essence: 5.5
Reaction: 5
Skills:
Bike: 3
Computer: 6
Computer Theory: 6
Etiquette (Elven): 2
Etiquette (Street): 2
Firearms: 3
Cyberware:
Datajack
Headware Memory (30 Mp)
Contacts:
Decker
Another Elven Archetype
Fixer
Dwarven Technician
Gear:
Fuchi Cyber-4 with Response Increase: 2
Microtronics Workshop
Programs:
Bod: 6
Evasion: 6
Masking: 6
Sensors: 6
Attack: 4
Evaluate: 4
Sleaze: 5
Table -top Personal Computer (100 Mp)
Yamaha Rapier
Notes: Natural low-light eyes. Check for allergic reaction.

36 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

FORMER COMPANY MAN


"Let's get one thing understood. I'm a free lancer. I don't
work for them anymore. I don't care what you heard about the
dust-up over at Aztechnology last month . That wasn 't me. I'm
a pro. Only amateurs make that big a noise. Besides, nobody
saw me.
"So you're looking for somebody who can do a job and keep
his mouth shut? You don't have to look any further. I did a good
job for them, and I'll do the same foryou . We'll get along just fine
as long as you remember one thing: I don't talk about them .
Ever. That kind of talk is more trouble than a Beretta full-auto
Hechette gun shoved in your belly.
"" '-
"I did learn one thing when I was working the corp. You
don't play without a little quid pro quo, ya know. If I can 't
do it for you, I know somebody who can. So let's talk
price and details. I'm sure we can come to a working
arrangement. "
Commentary: The Former Company Man
has had his eyes opened to the nature of the
corporation he served for so long. Disgusted
by the corruption he uncovered, he quit. He
is still haunted by his former employers and
deeds, but is trying to bury the past. Making
a new life is hard. He has little to offer except
for the skills he used in the company 's
behalf; He doesn't like it. but he uses them .
Some day, he'll retire completely.

Attributes: Skills:
Body: 4 Car: 5
Quickness: 4 (5) Computer: 2
Strength : 4 (5) Demolitions: 2
Charisma: 2 Etiquette: (Corporate) : 4
Intelligence: 3 Firearms: 6
Willpower: 3 Stealth : 4
Essence: 1.3 Unarmed Combat: 5
Reaction: 4 (8)
Cyberware:
Datajack
Muscle Replacement ( 1)
Smartgun Link
Wired Reflexes (2)
Contacts:
Any Corporate type
Merc
Mr. Johnson
Any Security or Bodyguard type
Gear:
Armor Cloth ing
HK227 SMG
Bug Scanner (4)
Earplug Phone with Booster
Fichetti Pistol w ith Smartgun Adaptor
Jammer (4)
Low-Light Goggles
Medkit
Partial Heavy Armor
Survival Kit
Tranq Patch (5)
Trauma Patch (5)
White Noise Generator (6)

SHADOWRUN 37

Anthony Boisvert (Order #38669586)


ARCHETYPES

FORMER WAGE MAGE


"You would do well to withdraw your questions as to why
I left my former employ. I will not satisfY your curiosity. Ask my
old boss if you want to know.
"But let us not sour a mutually profitable arrangement over
such trivia. While my refusal to speak of the past may seem
inconvenient and perhaps a trifle disconcerting, I assure you
that I bring no tail behind me. I am a free agent, and am quite
capable of keeping any threads from my past from tangling your
schemes further.
"We are all aware of the state of the world and the changes
that are the legacy of our grandfathers' time. I assume that your
concerns touch on, at least in part, some of these changes.
You need a competent mage, well-versed in the fine points
of Magic.
'Tell me your problem. Once I know what it is, I can
begin to solve it."
CommentaIy: The Former Wage Mage has
had her eyes opened to the nature of the corpo-
ration she served for so long. Disgusted by the
corruption she uncovered, she quit. She is still
haunted by her former employers and the per-
version of the life energies of magic she per-
formed for their benefit. She wants to forget the
past and make a new life. She has the skills she used
in the company's behalf and uses them, more posi-
tively she hopes, to do good. Some day, the scales will
be balanced, and she will be able to rest.

Attributes: Skills:
Body: 2 Conjuring: 6
Strength: Etiquette (Corporate): 4
Quickness: 3 Firearms: 2
Charisma: 1 Magical Theory: 6
Intelligence: 5 Negotiation: 2
Willpower: 3 Psychology: 2
Essence: 6 Sorcery: 6
Magic: 6
Reaction: 4
Cyberware:
None
Contacts:
Any Corporate Type
Media Producer
Mr. Johnson
Talismonger
Gear:
Armor Clothing
Computer Media Hermetic Library
Conjuring: 3
Magical Theory: 3
Sorcery: 3
Datareader with 60 Mp of Storage
Ruger Super Warhawk
Spells: Choose one orientation from the following:
Healer: Prowler:
Heal Severe Cure: 4 Analyze Device: 5
Wounds: 3 Detox: 3 Chaotic World: 5
Mana Bolt: 6 Heal Deadly Wounds: 5 Clairvoyance: 4
Powerball : 6 Heal Moderate Wounds : 5 Entertainment: 3
Sleep: 5 Hibernate: 3 Mask: 3

38 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

GANG MEMBER
"You don 't look so tough to me, but that's okay. Whadd 'ya
expect from some liner who ain't run with my gang. You looking
for tough? You got it right here.
'There's only one real power in this part of the ·plex. We
know the streets, and the people know us. This is our turf. Gang
turf! And we protect it. You want a piece of us, you know where
to find us. That is, if you 're stupid enough to try.
"Anything you need on the street. you come to me. Just
remember. you burn me. the gang burns you. Simple law of
the 'plex. chummer. We take care of our own."
Commentary: The Gang Member may be young. but he
is old in the ways of life in the metroplex. He is a survivor. a
predator of the concrete jungle. He is tough. smart. and
more than a little confident.

Attributes:
Body: 5
Quickness: 6
Strength: 5
Charisma: 6
Intelligence: 5
Willpower: 4
Essence: 5.7
Reaction: 5
Skills:
Armed Combat: 5
Bike: 4
Etiquette (Street): 4
Firearms: 4
Projectile Weapons: 3
Stealth: 5
Unarmed Combat: 5
Cyberware:
Hand Razors
Retinal Modification: Low-
Light
Contacts:
Any Street Type
Any Other Street Type
Bouncer
Fixer
Gear:
Knife
Second-Hand Yamaha Rapier
Simsense Player and Half a Dozen Sense
Chips
Streetline Special Pistol
Synth-Leathers
Notes:
The Gang Member can call on
2D6 other members for help.

SHADOWRUN 39

Anthony Boisvert (Order #38669586)


ARCHETYPES

MERC

"We're all businessmen, right? We both work for a living,


don't we? I got bills to pay, just like you. Only difference is you
work with a cyberdeck. I work with an Uzi III.
"Look, my record 's good. Three
years in the corp's first-run circuit and a
clean two with the Atzlan Third Le-
gion . No demotions or discipline
problems logged in my jacket. Huh?
Don't give me that stuff about doctored
records. I'm telling you my record 's clean. I
can do your job quiet, or I can do it loud . Either
way, I'll get results, and that's what you want, isn 't it?
'Thought so. Now, let's talk price. "
Commentary: The Merc is a tough veteran who has seen
combat in every corner of the world. He'll work for the corp, the
policlubs, a petty dictator, or a noble revolution. Just as long as
he gets paid. The contract is all that matters. Receiving payment
on a job has never been a problem for him. No employer would
dare to renege on a Merc contract.

Attributes:
Body: 5
Quickness: 4
Strength: 5
Charisma: 3
Intelligence: 4
Willpower: 3
Essence: 5.4
Reaction: 4
Skills:
Armed Combat: 6
Car: 4
Demolitions: 3
Firearms: 6
Gunnery: 4
Military Theory: 2
Rotorcraft: 3
Stealth: 3
Throwing Weapons: 3
Unarmed Combat: 6
Cyberware:
Radio Receiver
Retinal Modification: Low Light
Contacts:
Former Company Man
Media Producer
Mr. Johnson
Rigger
Gear:
Ingram Lt. MG with Smartgun Adaptor
Ares Predator
Partial Heavy Armor
Knife
Smart Goggles
Throwing Knife

40 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

ORK MERCENARY

"What'cha staring at, chummer? Ain 't ya never


seen a live Ork before? Sure you have . Everyone's
seen us. I guess you could say we sort of stand out in
a crowd. Ease offon the baby talk, chummer. Just cause
I'm O rk don 't mean I'm an idiot. I got brains, and I use
'em, too. Wouldn't be here if I didn 't.
"So don't ya go giving me none of your sorry eyes. It
ain't been no easy life dodging the Badge, but I'm still here
staring you in your pasty face. Like all Orks, I'm a survivor.
Ain't nothin' or nobody too tough for me, chum mer.
"So's you wanna hire me? Could be that I'm
available. That is, if my services ain't in demand
elsewhere. Slot your credstick in my box and let's
see. Ifit shows enough zeroes in the right place,
you got yourself some muscle. "
Commentary: The Ork Mercenary is
hardly an advertisement for the gentler side
of his metahuman race. He is coarse and
rough and of limited sensibilities, but he
does function in SOCiety. He is not a psy-
chotic killer as some Humanis cultists claim.
He's just making a living doing what he
does best.

Attributes:
Bod y : 7
Quic kness: 4
Strength: 6
Charisma: 1
Intelligence: 3
Willpower: 2
Esse nce : 6
Reaction: 3
Skills:
Any Ground Vehicl e Skill : 3
Armed Combat: 5
Demolition s: 3
Etiquette (Corporate): 2
Etiquette (Street): 3
Firearms: 5
Stealth: 3
Unarmed Combat: S
Cyberware:
None
Contacts:
Bartender
Gang M ember
Merc
Rig g e r
Gear:
Armor Jacket
Big and Nasty Sword That He Calls a Knife
AK-97 Assault Rifle
Notes:
Low Lig ht Eyes; Check for Allerg ic Reaction

SHADOWRUN 41

Anthony Boisvert (Order #38669586)


ARCHETYPES

RIGGER

"We were screaming down the dunes when Oldfield's


panzer lifted skirts. Fool thought we had cleared the sight line
for their AVMs. Paid for his stupidity. Cost the company two mil
on that panzer. Oldfield never could slide her down the path the
way a rigger's got to. We pulled it out. though . I canceled the
rocket team with a twitch of the old trigger muscle and roared
my turtle past their sec teams and scrambled the reins before
they could hit the main force. Got a nice bonus for that scrap.
Good ratings on the first-run circuit. too. Old EBM2 appreciates
quality workmanship. Just wanted you to understand what kind
of quality you're talking to here.
"Most people don't understand us riggers. Never will. I
suppose. You just have to feel it. the adrenalin rush when you
rev the old turbines. the air howlingoveryour hull. Ain't nothing
like it."
Commentary: The Rigger is a specialized breed of console
cowgirl. She trades all normal sensations for the input of a
cybernetic link-up. typically to a vehicle or a security system.
Jacked into her vehicle. she feels the revving of the engine
becomes her heartbeat. and the flow of fuel the adrenalin rush.
Here she is as one with her machine. Yet. at the end of a run. she
can separate her perceptions from the machine and walk away
without giving it another thought.

Attributes: Skills:
Body: 5 Bike: 4
Quickness: 6 Car: 6
Strength: 4 Computer: 3
Charisma: 4 Electronics: 3
Intelligence: 6 Etiquette (Corporate) :
Willpower: 5 Firearms: 2
Essence: 1.1 Gunnery: 4
Reaction: 6
Cyberware: #2f '
Cybereyes with Thermographic Imaging. Low-Light and Flare
Protection
Datajack
Radio
Smartgun Link
Vehicle Control Rig (2)
Contacts:
Fixer
Mechanic
Merc
Mr. Johnson
Gear:
2 Surveillance Drones
Ares Predator with Smartgun Adapter
Armor Jacket
DocWagon™ Contract (Platinum)
Hunter-Spotter Drone with 2 Lt. MGs and 1.000 Rounds of Belt-
Fed Ammo
Patrol Vehicle with 2 MPMG and 1.000 Rounds of Belt-Fed Ammo
Remote Control Deck with Three Slave Ports
Rigged Eurocar Westwind with Concealed Lt MG (1 .000 Rounds
of Belt-Fed Ammo) and Two-Shot Missile Launcher (2 AVMs)
Rigged Harley Scorpion

42 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

ROCKER

"Look, this shadow business ain't really my scene. The


spotlight's where it lives for me. Out in the glare and the heat
and the roar of the crowd. It's the wiz, chummer. When I'm on
stage no one can touch me or bring me down. No one. It's the
best high. There ain't nothing else to live for.
"I may not be on the charts yet, but it's only a matter of time.
Did you know Concrete Dreams played here before they were
anybody? They didn 't even headline. But now it's my turn . Top
bill and screaming neon. Launch code for the ride to the stars,
chummer. Launch code for the stars.
"Hey, I know the scene around here. I know the life. You
only get one chance. So tell me your gig and let's see if we can
jam. Shoot, chummer. If you sing it sweet enough, I might even
play along for the kick."
Commentary: The Rocker is not a professional adventurer,
but is always seeking a new thrill. Maybe she's looking for
experiences to fuel her music or maybe she just wants an
adrenalin rush. Though not a professional musician, she's got
what it takes. She came up from the streets the hard way and is
determined not to go back.

Attributes:
Body: 5
Quickness: 5
Strength: 4
Charisma: 6
Intelligence: 4
Willpower: 6
Essence: 5.6
Reaction: 4
Skills:
Armed Combat: 3
Bike: 2
Etiquette (Media): 3
Etiquette (Street): 5
Firearms: 2
Unarmed Combat: 2
Special skills:
Instrumental Music: 6
Musical Composition: 3
Cyberware:
Datajack
Synthesizer Link
Contacts:
Any Street Type (Rocker may select one extra contact)
Bouncer
Media Producer
Gear:
Favorite Instrument and Amps
Knife
Studded Synth-Leather Jacket
Throwing Knife
Yamaha Rapier
Notes:
Cosmetic Surgery to suit chosen image

SHADOWRUN 43

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ARCHETYPES

SHAMAN

"I am the one you seek. Step closer. Do not be afraid.


My medicine is strong, but you will not be harmed if you
have no evil intentions toward me.
"I knew you were coming. It is always the need that
brings them to me. I knew you were coming. My totem
whispered of it to me. Speak of your desire, that I may
gauge your intent.
"If your desire is in accord with the land and
the spirits, I can help you. Those who aid and guide
me can then be called to come to your aid. There
will be a price, but it shall be a just price suited
to what is done and what you can pay."
Commentary: The Shaman treads
the path of the spirits. Festooned with
fetishes and the implements of his trade,
he walks the land, in tune with its spirit
and seeking to preserve its harmony.
More than the ordinary mage, he ab-
hors the encroachment of technology,
especially that which invades the body.

Attributes: Skills:
Body: 3 Armed Combat: 3
Quickness: 3 Conjuring: 6
Strength: 3 Enchantment: 3
Charisma: 5 Etiquette (Tribal): 4
Intelligence: 4 Magical Theory: 3
Willpower: 6 Sorcery: 5
Essence: 6 Stealth: 3
Magic: 6
Reaction: 3
Cyberware:
None
Contacts:
Another Magical Archetype
Any Tribal Type
Media Producer
Talismonger
Gear:
Knife
Medicine Lodge Materials {Zl
Spells:
Choose one orientation from the
following:
fighter:
Mana Bolt: 4
Powerball: 6
Healer:
Heal Deadly Wounds: 4
Heal Moderate Wound s: 4
Hibernate: Z
Deceiver:
Chaos: 4
Entertainment: 3
Mask: 3
Detector:
Analyze Device: 4
Clairvoyance: 3
Detect Enemies: 3
Note:
A Shaman must select a wilderness
totem. See the Magic chapter for details.

44 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

STREET MAGE
'The streets are where the life is. Life, ya know. The very stuff
of magic.
"Those wage mages caught in the corporate rat race just
don 't understand. You got the power, you take it out and use it.
For yourself. For the people . Slotting the clock to turn nuyen for
the corp is like selling your body, chummer. You prostitute the
Magic.
"I tried their way for a while, you know. But my eyes got
opened when I saw the suits and the clock like a tombstone for
the future. They didn't have anything to teach me, so I flew. Got
out where the life is. They shook their wise old heads and
invoked the mighty bottom line. What fossil brains!
"Look around you . It's life , you know. We 're all a part of it,
and it's the real power. I'm going to ride that power, chummer.
All the way to the heavens. "
Commentary: The Street Mage has left the path of
rigorous magical study, seeking his own path of en light-
enment and perfection at street level. He has all the
heart and energy of youth, and its headstrong stub-
bornness as well. He knows his is the way that will
change the world for the better even if he must take a
circuitous route and engage in activities that seem to
contradict his goals. He is sure that it will all work out
in the end.

Attributes: Skills:
Body: 3 Bike: 2
Quickness: 3 Conjuring: 6
Strength: 2 Etiquette (Street) : 4
Charisma : 3 Firearms: 2
Intelligence: 4 Magical Theory: 5
Willpower: 5 Sorcery: 6
Essence: 6 Stealth: 3
Magic: 6 Unarmed Combat: 2
Reaction: 3
Cyberware:
None
Contacts:
Any Street Type
Gang Member
Street Samurai
Talismonger
Gear:
Armor Clothing
Ritual Sorcery Materials (4 Points for Detect or Illusion
Spells)
Streetline Special Pistol
Spells:
Choose one orientation:
Fighter:
Mana Bolt: 4
Powerball: 6
Healer:
Heal Deadly Wounds: 4
Heal Moderate Wounds: 4
Hibe rnate: 2
Deceiver:
Chaos: 4
Entertainment: 3
Mask: 3
Detector:
Analyze Device: 4
Clairvoyance: 3
Detect Enemies: 3

SHADOWRUN 45

Anthony Boisvert (Order #38669586)


ARCHETYPES

STREET SAMURAI
'The streets may look like a mess to you, chummer. Just
shows that you ain't got eyes. Maybe you should take a trip to
Chiba. I hear they got a pair for everybody, so they must have
a set for you. Let you see it up close, real time. Like I do. I see
the streets as the land of opportunity for a charger. Possibilities
everywhere for a guy with an edge.
"What's my edge, you ask. Slot me if I'll spill to you just for
the asking! Oh, I've my edge all right. I'm still blowing air past
my teeth, ain't I? That's all the credentials a guy in my business
needs.
"I've done shadowruns since ... well, never mind since
when. I may be a street samurai , but I've got enough experience
to handle your work. What is it? Muscle down? Lift? Or just a
straight-out raid? Hum, your turn to keep it close. That's okay.
I can respect that. But you keep something from me that I need
to know, and you'll find out just how sharp my edge is. Didn't
think you'd like that. "
Commentary: The Street Samurai can be male or female,
but sex has nothing to do with how tough a Street Samurai is.
Born to the metroplex, he's as tough as its alloy steel bones and
as dangero~ as ground glass. His augmentations are more than
just tools to him , they are his style, his badge of commitment to
the high-tech life of the city. He's chromed and proud of it.
Bodyguard or strongarm man , hired muscle or street soldier,
he's a lion of the plex, a hunter in the shadows.

Attrlbutes: Skills:
Body: 6 (8) Armed Combat: 4
Quickness: 4 (5) Bike: 2
Strength: 6 (7) Etiquette (Street): 4
Charisma: 2 Firearms: 5
Intelligence: 5 Stealth: 4
Willpower: 5 Unarmed Combat: 6
Essence: .35
Reaction: 4 (8)
Cyberware:
Cybereyes with Low Light
Dermal Plating (2)
Muscle Replacement (1)
Retractable Hand Razors
Smartgun Link
W ired ReA exes (2)
Contacts:
Any Street Type
Fixer
Gang Member
Gear:
100 Mp Data Reader
Ares Predator With Smartgun Adapter
DocWagon™ Contract (platinum)
Harley Scorpion
Partial Heavy Armor
Signal Locator
Stun Baton
Tracking Signal (10)
Uzi III With Smartgun Adapter and Silencer
Wrist Phone with Vid Screen

46 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

STREET SHAMAN

"Others will tell you that only on the land may you find the
spirits who gUide and nurture. They are sadly wrong. They cling
too fervently to the old ways. the old tales. The future calls to all
of us. and we must walk new paths to reach it.
"I have found the spirits of the city. and they have power.
They iend their power to me. that 1 can work to see the new
paths. that 1 can walk strong and proud to meet the future .
'Talk to me of your problems. If there is a harmony with my
path. 1can help you. Those who aid and guide me can be called
toyouraid. There will bea price. but it shall be ajust price suited
to what is done as well as your ability to pay."
Commentary: The Street Shaman walks the path of the
spirits. He haunts the metroplex. in tune with its spirit and
seeking to preserve its harmony. Unlike the ordinary sha-
man. he does not abhor the encroachment of technology.
though he finds no personal solace in the fruits of the manu-
factured world. Like all magicians. he avoids technology that
invades the body.

Attributes: Skills:
Body: 4 Conjuring: 5
Quickness: 3 Etiquette (Street) : 3
Strength: 2 Firearms: 3
Charisma: 5 Magical Theory: 5
Intelligence: 4 Sorcery: 5
Willpower: 6 Stealth: 3
Essence: 6
Magic: 6
Reaction: 3
Cyberware:
None
Contacts:
Any Street Type
Gang Member
Street Samurai
Talismonger
Gear:
Medicine Lodge Materials (1)
Medkit
Ruger Super Warhawk
Spells:
Choose one orientation from the following:
Fighter:
Mana Bolt: 4
Powerball: 6
Healer:
Heal Deadly Wounds: 4
Heal Moderate Wounds: 4
Hibernate: 2
DeceIver:
Entertainment: 3
Chaos: 4
Mask: 3
Detector:
Analyze Device: 4
Clairvoyance: 3
Detect Enemies: 3
Note:
A Street Shaman must select an urban totem. See the Magic
chapter for details.

SHADOWRUN 41

Anthony Boisvert (Order #38669586)


ARCHETYPES

TRIBESMAN
'The land is the life of the world . For too many years, we
have forsaken our proper role, abandoned ou r task as guard ians.
To our shame. We must now take up the mantle again. The
shamans understand this. They are wise men .
"Years ago, the Great Ghost Dance promised our fathers
salvation. It was so, but not as our fathers foresaw it. The Great
Spirit has a deeper plan. He has given us much to aid us in our
work. We must provide the rest. We will only see the land
prosper if we work to aid it. The old ways are forever gone, but
that is not bad . There are new ways now, but that too is not bad.
We walk a path between the old and the new. A path of our own
choosing. One that will lead us to greatness and the fulfillment
of our dreams as long as we do not neglect or forsake the land.
"I walk now in the shadows of the towers of steel and glass
rather than the shadow of the trees. It is a stalker's path ,
sometimes a warrior's path. Always I strive to make it a path
of honor and wisdom ."
Commentary: The Tribesman is a member of one of
the local Tribes, possibly metahuman, scattered through-
out the wilderness. He is partisan of the sanctity of the
land and of the body.

Attributes:
Body: 5
Quickness: 5
Strength: 5
Charisma: 5
Intelligence: 5
Willpower: 5
Essence: 6
Reaction : 5
Skills:
Armed Combat: 5
Biological Sciences: 3
Biotech: 2
Etiquette (Tribal): 4
Horseback Riding: 3
Projectile Weapons: 6
Stealth: 6
Cyberware:
None
Contacts:
City Official
Shaman
Dwarven Technician
Member of Another Tribe
Gear:
3 Antidote (4) Patches
3 Smoke Grenades
Bi nocu lars
Bow and 20 Arrows
Knife
Low-Light Goggles
Medkit
Real Leathers
Survival Kit
Tranq Patch (5)
Trauma Patch (5)
Notes:
The Tribesman may calion 2D6 members of his
tribe fo r help.

48 SHADOWRUN

Anthony Boisvert (Order #38669586)


ARCHETYPES

SHADOWRUN 49
Anthony Boisvert (Order #38669586)
"We're in the minority; Runners who are not jacked,
rigged, or wakened. We live by our guts and wits."
-Jazzman Harker, 5hadowmnner

y now, you've chosen your Archetype, which is like your character's chassis.
Next, you'll add the trim and hood ornament. As you do so, begin to fill out
a Character Record Sheet from those supplied at the back of the book. First
you'll fill in the pertinent information from the Archetypes chapter. Then fill
out the other sections of the Character Record Sheet using the following rules.

SKILLS

The skills listed with the Archetypes contain no concentrations or speciali-


zations. They can be used that way, or a character can refine his skills by using
the rules in the Using Skills chapter.

DICE POOLS

Each character has a number of Dice Pools, each representing his abilities
in certain areas. There is the Astral Pool, Defense Pool, Dodge Pool, Hacking
Pool, and Magic Pool.

ASTRAL POOL
The Astral Pool is equal to the sum of the character's Magic and
Intelligence Attribute Ratings, plus his Sorcery Skill Rating. This pool is only
available to magicians while in Astral Space, where it functions as a Magic
Pool and a Defense Pool .

DEFENSE POOL
The Defense Pool is equal to the Armed or Unarmed Combat Skill, as you
so choose. You can also choose any applicable concentration or specializa-
tion . Use this pool to counterattack in Melee Combat. If your character has no
Armed or Unarmed Combat Skill Rating , the Defense Pool is equal to his
Strength A~tribute Rating minus 4. with a minimum of t.

50 SHADOWRUN

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DEVELOPING THE CHARACTER

DODGE POOL
LIfESTYLE TABLE
The Dodge Pool is equal to the character's Quickness
Balance Lifestyle
Attribute Rating. It can be used to limit the damage done by
3,000 to 8.000¥ Streets
firearms or prOjectile and throwing weapons.
9,000 to 15,OOO¥ Lower Class
16,000 to 18,OOO¥ Middle Class
HACKING POOL
The Hacking Pool is equal toyour character's ComputerSkili
Rating plus his Reaction Rating. Only characters with Computer LANGUAGES
Skill have this pool , and only when in the Matrix. If the charac-
ter has Software concentration or Decking specialization, substi-
Each character starts with a native language skill. Charac-
tute either of these ratings for Computer Skill.
ters should normally choose a language commonly spoken in
Seattle, such as English, Japanese, or City Speak. The languages
MAGIC POOL are treated like a specialization in a skill. Because we haven't
The Magic Pool is equal to your character's Sorcery Skill gotten to the specialization rules yet, simply add Z to your In-
Rating, or the Spellcasting concentration, if he has one. Magi- telligence and that becomes the Skill Rating for your native
cians use this pool to increase their effectiveness in casting and language.
resisting spells. Your character may also choose secondary languages.
Every pOint of Intelligence Rating earns the character 1 Rating
MONEY Point in another language family. Or, you may spend Intelli-
gence Rating Points to learn a language in your character's own
All Archetypes receive a credstick with a balance of 3D6 x language group, with a Language Rating equal to the character's
I,OOO¥, or nuyen, the worldwide standard currency. This bal- Intelligence Rating plus the points applied. Note that your
ance has two uses, to determine a character's lifestyle and to fluency in a second language cannot exceed your fluency in your
provide money he can spend before play. You can spend it on native language. Street Archetypes and those with a Street
"off-the-shelf' items listed in the Equipment chapter of the rules, Lifestyle may choose City Speak as their native language. Note
but not for anything that must be custom-made or tailored or that City Speak is one of several languages that are not part of
that requires surgery, like all Cyberware. Find the balance on the any language group.
following table to determine a character's lifestyle. See the After The Using Skills chapter lists many language groups and
The Shadowrun chapter to apply this information. languages to get you started.

SHADOWRUN 51

Anthony Boisvert (Order #38669586)


DEVELOPING THE CHARACTER

CONDITION MONITORS A [Link] reaction means that the character is affected


with a Mild reaction, and must make periodic checks to avoid
The tracks for Physical and Mental Damage on the Charac- a Severe reaction. Make a Resistance Test using the Body or
ter Record Sheet reflect the beginning status of an uninjured and Willpower Attribute, whichever is smaller. The frequency of the
rested character. Do nothing to these tracks at this time. check is one hour times the Body Attribute. The Target Number
If a character has a Cyberdeck. see the Cyberdeck Table on is 6.
page 139 in the Equipment section. A Severe reaction means the character must add 1 to all
Target Numbers whenever he is in contact with the substance.
In addition, contact with the substance causes a Light wound.
ALLERGIES
There is no roll to avoid this damage. Continued contact causes
an additional Light wound periodically. The period before the
Each metahuman race. or subspecies of Homo sapiens.
next wound is a number of minutes equal to the character's Body
offers variations on the basic theme. advantages and disadvan-
Attribute. Thus, a character with a Body Attribute of 3 who has
tages. You probably have noticed that only two of the Arche-
a Severe reaction to an item receives an additional Light wound
types specify metahuman races. Any metahuman race can be
every 3 minutes that he remains in contact with that item.
any Archetype. Of course, some are better at certain things than
others.
In any case, all members of the metahuman races are
fiNISHING TOUCHES
allergic to some substance. Remember that whenever you take
a metahuman as your character, you must roll on the following The remaining sections on the Character Record Sheet help
tables. you round out the character's personality. The Archetype's
comments and descriptions should give you some ideas, butdo
not feel constrained by them.
ALLERGIC REACnON TABLE Don't forget your street name. Everybody's got to have one
2D6 Substance who wants to do a shadowrun. Choose one now, in addition to
2 Silver your character's "real name."
3-5 Plastic The terms Dwarf, Elf, and Human are not descriptive
6-8 Sunlight enough to flesh out your character's physical description. Are
9-11 Iron you a tall, skinny Dwarf? Or a squat. fat Elf? Are you old or
12 Two Substances (Roll again, young? Is your shadowrun attire different from what you wear
ignoring 12) to the corporate meetings? If not, why does any rational security
guard let you into the lobby, much less the board room, when
you are carrying enough assault gear to invade a small island?
DEGREE OF SEVERITY If you are a metahuman, do not forget to include your
2D6 Effects of Contact allergies and the degree of severity. Also, you should record any
2-6 Nuisance special racial advantages, such as Low-Light eyes.
7-8 Mild What is your background? Your character had a life before
9-10 Moderate he went running in the shadows. What happ~ned? If he is an
11 - 12 Severe Awakened type (Elf, Dwarf, Troll, or ark), what was his child-
hood like before he found out that he was not "normal"? Are you
running the shadows for some higher purpose, or are you only
there for the money?
SUBSTANCES
Who do you know? A character may select two Contacts
Iron refers to any ferrous metal, such as steel or any variety
from among those listed wit~ his Archetype. The Contacts
of steel alloys. This makes the use of most weapons and firearms
chapter describes these in detail. Remember that you can
hazardous to the metahuman.
choose either an Archetype or a non-player Contact. The guys
Plastic refers to all synthetic materials. A metahuman with
you choose are your buddies, helpers, and confldants. They are
such an allergy could not use most ballistic armor or Cyberware.
unlikely to rip you off because you go way back. Still, do not
Silver is the mystic lunar metal. This allergy makes some
abuse these Contacts. They have their own interests and lives to
jewelry hazardous.
lead.
Sunlight refers to natural light. Beings who are allergic to
And while we're on it, why are you chumming around with
sunlight are also allergic to X-rays.
these folks anyway? [Link] is designed for team play. It
would be preposterous for a group of people to meet by chance
SEVERITY
In a bar, and, on the spur of the moment, to decide that knocking
Nuisance means that contact with the substance annoys
off a dragon would be a fun thing to do. Your character should
the character.
have some connection with one or more of the other player
A Mild reaction means the character is continually dis-
characters. Talk it out and have some fun.
tracted when in contact with the substance (+ t to all Target
Numbers).

52 SHADOWRUN

Anthony Boisvert (Order #38669586)


DEVELOPING THE CHARACTER

ARCHETYPE CREATION AND MODIfiCATION MODIfYING ARCHETYPES


°
To create an Archetype, assign a priority from to 4 to each
of the five columns in the Master CharacterTable. All five Priority
Well, you may be thinking that you 'd really rather make up
your o)/Vn character, but you don't want to go through the hassle
Levels (0, 1, 2, 3, 4) must be assigned. of creating a new Archetype. No problem. The Archetypes are
The left-hand column is the priority you assign. Magic only there to give you a fast start on playing the game. For
refers to the ability to use magic. Attributes is the number of players too choosy to settle for one of the Archetypes provided
points to divide among Physical and Mental Attributes, follow- and too impatient to create their own, here are some quick
ing the racial maximums, with none less than zero. Essence is modification rules.
always 6. Skills is the number of points to divide among skills. If you just want to tweak an Archetype a little to make it
Tech is the amount of nuyen to spend on Cyberwareor other more comfortable, you can do it in two easy ways. You can
equipment. If the character can use magic, he uses the number juggle the Mental and Physical Attribute Ratings any way you
after the slash as his total Force points in spells. The final column like. Remember not to exceed racial maximums, to apply all
indicates Race. Cyberware and racial modifications, and to recalculate your
Additlonaly, characters using magiC receive only 150,OOO¥ Reaction. You can also change your skills. The primary way to do
not 4OO,OOO¥ for Tech Priority 3. this is by using the rules for Concentration and Specialization in
the Using Skills chapter. In addition or instead, you can shift
METAHUMANS Skill Ratings around . Any changes are fine as long as the ratings
Ifyou choose a metahuman, roll for allergic reactions on the total does not change and no skill is rated at more than 6.
chart on page 52. In addition, apply the following modifiers. Magicians get another option. They can swap spells around
just like skills.
RACIAL MODifiERS TABLE If you want to change your gear or Cyberware, you might
Elf: + 1 Quickness, +2 Charisma, Low-Light Eyes as well make an Archetype from scratch.
Dwarf: + 1 Body, -1 Quickness, +2 Strength, + 1 Will-
METAHUMANS
power, Thermographic Eyes, Resistance (+2 Body) to
If you want to use any regular Archetype as a metahuman,
Disease
but you do not want to go through the full Archetype-creation
Ork: +3 Body, +2 Strength, -1 Charisma, -1 Intelligence,
procedure, try this. It takes a few liberties with rules, but it's fast.
Low-Light Eyes
Make sure your gamemaster approves.
Troll: +5 Body, -1 Quickness, +4 Strength, -2 Charisma,
First. select an Archetype and the desired race of metahu-
-2 Intelligence, -1 Willpower; + 1 Reach for Armed/
man. If the Archetype is non-magical , subtract 6 points from his
Unarmed Combat, Thermographic Eyes, Dermal
total Skill Ratings or 5 from his total Attribute Ratings. If the
Armor (1); +2 on severity roll for allergic reaction
Archetype is magical, subtract 5 points from his total Skill
Ratings or 3 from his total Attribute Ratings. Reduce his Spell
BUYING fRIENDS Ratings so that their total is one-half the previous total.
An Archetype may spend part of his Tech value on friends Next, apply racial modifiers from the Racial Modifiers Table,
and acquaintances. Each Contact costs 5,OOO¥. You can buy any and roll for allergies. Ifyou get an allergy that would prevent the
number of contacts, but you can buy only one Buddy, for use of any listed Cyberware, keep the level of allergy and switch
10,OOO¥. He is the same Archetype as you and more loyal than to a different substance. Ifthe allergy means that you cannot use
a contact. He has Attribute and Skill Ratings of 4. some of the equipment listed, tough luck. Maybe you have
A gang or tribe costs 15,OOO¥. Roll 2D6 to see how many friends who would like it.
people are available at any given time. They come when you call No Attribute may be less than 1 after modification. To pre-
and are very loyal. They have Skill and Attribute Ratings of 3. vent a lower rating, rate the attribute in question at 1 and shave
Followers cost 200,OOO¥. As many as five different Arche- the extra points from another Attribute. Suppose you wanted a
types come when you call. Roll 106+ 1 to see how many are Troll Decker. The Decker Archetype has a Charisma of 1, and
available at any time. They are willing to die for you. They have Trolls get a -2 to Charisma. Because the Archetype's Charisma
standard Archetype Ratings and Cyberware, but you supply the is already at the bottom, that -2 has to go somewhere else,
gear. either as two pOints from one Attribute or one point from each
of two.
All set? Then it's time for a Shadowrun. Let's do it.

MASRR CHARACRR TABLE


PrIority Magic Attrlbutes Skills Tech Race
None 15 Points 17 Points 100/5 Human
° None 17 Points 20 Points 1,000/10 Human
2 None 20 Points 24 Points 20,000/20 Human
3 If Metahuman 24 Points 30 Points 400,000/50' Human
4 Yes 30 Points 40 Points 1,000,000- Metahuman
'seeabove

SHADOWRUN 53
Anthony Boisvert (Order #38669586)
"If you did It and lived, then you probably did It right. "
-J.K. W., free/ancer

hen trying to accomplish something more refined than hefting a load,


spotting an ambush, or running for cover, a character will normally use a skill.
Shadowrun skills are groups of closely related techniques and knowledge,
not narrow, limiting areas of function. The game takes this approach in an
attempt to keep down the number of statistics. If a character does have
concentrations and specializations, he has increased capability in that spe-
cialized area, but at the cost of reduced ability with the rest of the functions
covered by the general skill.

SKILL RATINGS

Skill Ratings begin at 1. There is no maximum rating, but characters will


find it increasingly diffiq..JIt to raise their ratings as they get better in a
particular skill. Beginning characters may not start with a skill rating higher
than 6. A character with no rating in a skill is untrained. He may still attempt
to perform a function covered by a skill in one of two ways: use a related skill
or default to an Attribute. To do so, he must use the Skill Web, which appears
later on page 57 of this chapter.

SUCCESS TESTS

The rules make frequent reference to Success Tests. To make a Success


Test, first check the rating of the attribute or skill named for the test to
determine how many six-sided dice to roll. Each die result that equals or
exceeds the specified Target Number is a success. Usually one success is
enough to indicate that the character has passed the test. A Resistance Test
works the same way except the the character is trying to avoid something
rather than accomplish something.
There are three kinds of Success Tests. In an Unreslsted Success Test (or
simply Success Test), the character is attempting to accomplish something
without any interference. In a Resisted Success Test, the target or object

54 SHADOWRUN

Anthony Boisvert (Order #38669586)


USING SKILLS

makes a Resistance Test to offset the character's Successes. In an complicated situations. the number of successful dice is mean-
Opposed Success Test. two characters use the same skill or an ingful. In general. the number of successes is a guideline for the
opposing skill against one another. with only one of them gamemaster to measure a character's level of achievement. The
actually able to succeed in the effort. Negotiation is an example more the better.
of this.
Using the Skill Success TestTable as a guide. the gamemas-
ter determines the Target Number necessary for success. In
LEVEL OF SUCCESS TABLE
Successes Level
some cases. the rules specify a Target Number for specific skill
uses. Circumstances and conditions (bad weather. stress. acting
1-2 Barely Achieved
while moving. and so on) can change the Target Number.
3-4 Noteworthy
5-6 Praiseworthy
7+ Exemplary
SKILL SUCCESS TABLE
Dlfflculty Target Number
Simple Z
Neddy scribbled notes on the big old book. just
Routine 3
as he had done dozens ·of times since he'd copped It
Average 4
off that· Aztechnology wage mage on the last run. He
Challenging 5
Difficult spouted his usual cusses and was downright Impolite
6
Strenuous 7 to Iris when she tried to help. Suddenly. he sat up
straight and shouted "Eureka!"
Arduous 8
Extreme Neddy. with an Intelligence Attribute of 5. has
9
Nearly Impossibie been been looking for a partIcular bit of information In
10+
that book. Each time he gets a chance to study it. the
gamemaster has been allowing him an Intelligence
Once the Modified Target Number is determined. the Success Test to find It. The gamemaster decided that
player rolls the number of dice indicated by the character's Skill it was an extreme task (Target Number 9) because the
Rating. (Remember to re-roll with a 6.) If the situation calls for previous owner kept the notes In his own kind of short -
only a simple success. his character is successful if anyofthedice hand. Neddy finally got a Success. It was an Unreslsted
rolled equals or exceeds the Modified Target Number. In more Success Test. and so no further rolls were necessary.

SHADOWRUN 55

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USING SKILLS

In an Opposed Success Test, the game master determines TAKING THE TIME
the Target Number for each of the characters involved. Each
player rolls the appropriate dice for his character. The character Characters sometimes use skills and attributes for activities
with the most successes wins the test. If the players tie, no one that do not have immediate results. Examples would Include
wins. They can try again later. fixing a car, building something,leaming a new spell, and so on.
For example, two characters engaged in a duel cross The gamemaster determines how long a task should take. Extra
swords, each using his own Armed Combat Skill. The one who successes divide the specified time with fractions rounded up or
has more successes will pierce his opponent's guard, possibly down to the nearest whole time unit (2 2/3 hours counts as 3
wounding him. The Opposed Success Test applies in non- hours). Thus, if a job typically takes ten hours, and the character
combat situations as well. Two characters might try to work out gets three extra successes (10 + 3 = 3.3) he would do the job
an agreement using their Negotiation Skills. Each has a Target in 3 hours.
Number of the other"s Willpower Attribute. Whichever charac- Fractions smaller than 1 round up, so even if you get twelve
ter gets more successes is able to talk the other into advanta- extra successes doing a 3-hour job, it takes you an hour to do
geous terms. As in any Success Test, a larger number of it. You do itwith style, but you still need an hour. Ifyou want your
successes represents a greater achievement. extra successes to make the result more spectacular, you cannot
use these same successes to cut the time.

Neddy stood In the middle of the vacant lot. He f


had never liked being so out in the open, even In the / Fastlack slipped the chip-puller back Into Its slot
dead of night, but Raul wanted it this way, and the In his mlcrotronics toolkit. gave it a pat, and smiled. He
customer is always right. had just finished repairing the telecom for Lady Tsung
After a five-minute walt that lasted an eternity, a In record time. She would be pleased .
Mitsublshl Nightsky pulled up. Raul got out and walked Fastjack, the legendary decker, has Just finished a
across the tufts of grass and discarded plastic to task using his Electronics (SIR) Skill. which has a Rating
Nedey. of 7. The gamemaster had assigned a basic time of to
'You finally figured out that Aztech's chlcken- hours for the job. based on his assessment of the
scratching. Three weeks ago, that Information was modifications Fastjack wanted to Include and an over-
worth to,OOOnuyen, but now It's old and dated," Raul all Target Number of 3. The decker rolled successes
sneered. "Best I can give you Is 5,000." with all seven of his dice. He used three successes to
Neddy glared at Raul. "Can the drek about the de- get a Noteworthy Success. possibly improving the
preciating value of Info,rmatlon. You know as well as I ratings of his modifications. The other four successes
that no one at Aztechnology knew what that wage went to redudngthe time (t 0 + 4 = 2.5. which rounds
mage kept In his little book, or that we had got ahold to 3). He has finished In three hours.
of it. The price is stili 10,000."
Raul nodded slightly and took out a certified
credstlck. He extended it to Neddy. "10.000 It is."
THE SKILL WEB
Neddy met his fence, RaUl, and negotIated a price
for the information that Neddy w as able to decipher
from the book. Neddy has a Negotiation Skill of 2 and Each skill connects to one or more others by a network of
a W illpower Attribute of 5, while Raul has a Negotia- relationships called the Skill Web. Using the web allows a
tion Skill of 3 and a Willpower Attribute of 3 . Neddy character with one skill to perform functions properly belonging
to another skill. He will, of course, not be as likely to succeed as
rolls two dice, resulting In a 4 and a 5, or two
Successes. Raul rolls 3 dice, getting a 2. 2. and a 5, for someone who has the proper skill.
only one Success. Neddy wins with one net success, There are two ways to use the Skill Web: by using a related
skill or defaulting to an attribute.
enough to keep the price at the original level.
When using a related skill , trace a path from the desired skill
to one in which the character has a rating. You need not trace the
shortest path. Count the number of circles you pass, with each
Remember that a Resisted Success Test is a simple Success
Test by one player, followed by another player's Resistance Test circle raising the Target Number by 2.
to prevent or offset the success. That is, once a level of success When defaulting to an Attribute, trace the path to where
is determined, the victim of a Resisted Success Test or the loser the Attribute you want to use enters the Skill Web.
in an Opposed Test has a chance to mitigate the level of damage
or otherwise reduce the size of the success by making a
Resistance Test. This normally is done only in situations that
would cause damage on the Condition Monitor. Rules for
Resistance Tests for Combat, Magic, and Matrix operations can
be found in the appropriate sections of the rules.

56 SHADOWRUN

Anthony Boisvert (Order #38669586)


USING SKILLS

Combat Skills
Physical Skills ..... Body
Stealth
Athletics
I....~•. - Strength
1-----111-- Armed Combat • (B/R)
Unarmed Combat
a_---.-a_- Firearms --~.-- (B/R)
Gunnery • (B/R)

- - - - Projectiles • (B/R)
1....-_ _ Throwing • (B/R)

a _ - - - - Demolitions -----..-- (B/R)

Technical Skills • ~ Sciences

1==
Intelligence

~~~::~~~~s - -....-
--~.--
(B/R)
(B/R)
'\.....4IIt---Physical Sciences - - - .

' - - -__- - Computer Theory - - - .


Biotech ---T""""""4......- (B/R)
' - - - - - - f - -__ ---r--- Cybertechnology - - -•
Social Skills ....____1- Charisma ' - - - - - _ . - Biology - - - .
L...-_ _ _ _ _ _ Military Theory
Leadership
' - - - -.....- - - - - - - - , : - - Psychology - . -.....- - ,
Interrogation
Negotiation '--_.- Sociology

Etiquette (*) ~--__- Magical Theory - - - .

Willpower • ~ Mental Skills

Vehicle Skills ..... Reaction


....---- Ground Vehicles (B/R)

Hovercraft
1--4~ __- Bike
Car

Boats (B/R)
Motorboat
Sailboat
....---- Aircraft (B/R)
Winged
~~......- Rotor
Vector Thrust

Magical Skills _ _ _ ----J

: Coniuring
Sorcery
SKILL WIB

SHADOWRUN 57

Anthony Boisvert (Order #38669586)


USING SKILLS

CONCENTRATIONS AND SPECIALIZATIONS

Players have the option of giving their character a concen-


tration in a particular form of a skill, i.e .. the character has spent
most of his study and practice time on mastering that form of the
skill. By narrowing his focus this way, the character obviously
cannot give as much attention to related forms . For example,
two characters who have the same ratings in Stealth will have
different effective ratings if one of them concentrates in Stealth
(Urban) . The urban fellow will be better than the other guyon the
city streets but worse in the wilderness.
Use of the chosen concentration applies + 1 to the rating,
while other uses of the general skill apply -1 to the rating. Thus,
a character decides to concentrate on Pistols within his Firearms
Skill. He has a Skill Rating of 4 . He will use pistols at a Rating of
5 and all other types of firearms at a Rating of 3.
Specialization takes the process a step further, limiting the
character to a particular item or activity. Thus, a character al-
ready concentrating on pistols may choose to specialize in a
particular weapon. Skill use in the specialization applies a +2 to
the general rating. A character has his normal rating with skill
uses within the area of concentration, but any other uses of the
skill applies a -2 to the general rating. Thus, the pistol specialist
from above has a rating of 6 with his chosen weapon, a Beretta
Model 101 T, a rating of 4 with other pistols, and a rating of 2
with rifles, SMGs, and other firearms.
Starting characters are allowed only one concentration and
one specialization per skill. When referring to the Skill Web, use
the lowest of the values, that is, the Modified Rating for the
general skill.
When a beginning character elects to concentrate or spe- tion of the Skill Web, making it easier to represent which skills
cialize, the maximum Skill Rating applies to the general skill, not are related.
the narrowed skill. Thus, a Street Samurai with Firearms 6 can Combat Skills
specialize in Beretta Model IOtT, giving him a rating ofB with Most combat skills have the designation "SW" in parenthe-
that particular pistol, 6 with other pistols, and 4 with other ses, where you would normally expect to find a list of the
firearms. specializations. This means that you should choose any specific
If concentration or specialization would reduce the general weapon (SW) from the concentration group if you wish to
Skill Rating below 1, it stays at 1 instead. specialize.
Melee Combat
SKILL CATEGORIES These are the skills for using all sorts of melee weapons,
martial arts techniques, and implant weapons.
Shadowrun groups skills into five broad categories: Ac- Armed Combat governs the use of hand-held melee
tive, Build and Repair, Knowledge, Languages, and Special weapons.
Skills. All have ratings that improve as the character becomes Concentrations: [Link] Weapons (SW), Pole Arms/Staff
more experienced. In the description of a skill, you will find a list (SW), Whips/Flails (SW) , Clubs (SW)
of suggested concentrations. You can create others if your Unarmed Combat governs the use of martial arts tech-
gamemaster approves them. Possible specializations appear in niques and implant weapons.
parentheses after the concentration name. You can create other Concentrations: Grapple, Cyber Implant Weaponry (SW)
specializations with the approval of your gamemaster. Ranged Combat
These are skills that affect combat with a distant target.
ACTIVE SKILLS Firearms governs the use of all types of firearms, from
Active Skills usually apply toward achieving a specific, pistols to grenade launchers.
short-term result, such as hitting a target with a weapon, Concentrations: Pistols (SW), Rifles (SW), Submachine Guns
performing a difficult maneuver in a vehicle, climbing a wall, (SW), Grenade Launchers (SW), Tasers (SW)
casting a spell, and so forth . An Active Skill includes mainte- Gunnery governs the use of heavy weapons, whether on
nance of equipment commonly needed to use the skill and tripods, vehicle mounts, pintles, or in fixed emplacements.
Includes the user's understanding of the skill's application. An Concentrations: Machine Guns (SW), Missile Launchers
Active Skill does not include the ability to design new equip- (SW), Assault Cannon (SW), Vehicle-Mounted Cannon (SW),
ment. Active Skills are arranged into groups to simplify the func- Artillery (SW)

58 SHADOWRUN

Anthony Boisvert (Order #38669586)


USING SKILLS

ProJecdle Weapons governs the use of muscle-powered Magical Skills


projectile weapons. Anyone may study Magical Skills for the inherent knowl-
Concentrations: Bows (SW), Crossbows (SW) edge, but only a magician can use these skills to manipulate
': Throwing Weapons governs the use of weapons thrown magical energy. The Magic chapter explains this use.
by the user. Conjuring governs the calling and banishing of spirit
Concentrations: Non-Aerodynamic (Grenades, Knives), powers. Only Mages can call Elementals, and only Shamans can
Aerodynamic (Shuriken, Airfoil Grenades) call Nature Spirits.
Demolldons governs the preparation, measuring, and Concentrations: Elemental Type, Nature Spirit Type
setting of chemical explosives, Sorcery governs the control of magical energy in the form
Concentrations: Commercial Explosives, Plastic Explosives, of spells.
Physical Skills Concentrations: Spellcasting (by Spell Purpose Category),
Physical Skills require agility and general body control, Ritual Sorcery (by Spell Purpose Category)
strength, and stamina. A character's load has a large effect on his Social Skills
Physical Skills, See the Behind the Scenes chapter for more Social Skills concern the interaction of the player characters
details, and non-player characters. For interaction among playercharac-
Stealth governs sneaking around, moving quietly, traCking ters, the players should rely on their real social skills.
(and covering one's tracks), and trailing another character Leadership governs a character's ability to get others to do
without his awareness (and giving a tail the shake). Each what he wants through example and authority. It includes an
particu lar aspect of the skill may become a specialization for any aspect of problem-solving, but is not intended to substitute for
environmental concentration. clear thinking and good planning on the part of the players.
Concentrations: Urban (by Aspect), Wilderness (by As- Successful use of the Leadership Skill depends on the subject's
pect), Farmland (by Aspect) Intelligence Attribute Rating.
Athledcs governs exceptional training in a particular as- Concentrations: Political, Military, Commercial. Specializa-
pect of physical endeavor. Specialization involves increasing tions for each concentration include Strategy (general plans),
one's concentration, rather than working in a specific form, Thus, Tactics (topical plans), and Morale
a character specializing in Climbing applies +2 to his Athletics Interrogadon governs the extraction of information from
Rating when climbing and -2 when using a different Athletics an unwilling subject. Its success depends on the subject's
concentration. Willpower Attribute Rating. It is usually ineffective when ap-
Concentrations: Running, Climbing, Lifting, Jumping, Swim- plied against more than a single subject at a time.
ming, Concentrations: Verbal, Machine-Aided (Lie Detectors,
Technical Skills Voice Stress Analysis)
Technical Skills deal with all types of machines, including Negodadon governs any interactions in which each side
electronics and those implanted into the body, seeks to come out ahead, either through careful and deliberate
Computer governs use and understanding of computer bartering or through fast talk. Its success depends on the
technology and programming, This skill is absolutely essential adversary's Willpower Attribute Rating.
to anyone who wishes to jack into cyberspace and run the Concentrations: Bargain, Bribe
Matrix. Edquette is a special kind of skill that requires a concentra-
Concentrations: Hardware (Main Frames, Micros, Interface tion. Each concentration represents a particular subculture.
Tech, Implant Tech), Software (Decking, Matrix Programming, Etiquette Skill allows a character to function within the subcul-
Non-Matrix Programming, Interface Programming, Implant ture without appearing out of place. It also allows him to
Programming) recognize prominent figures within the subculture and to have
Electronics governs the use and understanding of elec- a general idea of their strengths, weaknesses, likes, and dislikes.
tronic devices, which in 2050 is most everything In common use Attempting to manipulate someone within a subculture by
in a city. Specialization involves increasing the depth ofconcen- using Etiquette depends on the subject's Charisma Attribute
tration, as in Athletics. Thus, specializing in Maglocks applies a Rating.
+2 to that concentration but a -2 to all other Electronics Specializations of Etiquette differ with the subcultures. A
concentrations. concentration of Etiquette (Street) would have specializations in
Concentrations: Control Systems, Electronic Warfare, each gang, criminal elements, and so on. Particular tribes,
Maglocks, Linking Between Devices, Diagnostics. specific tribal interests, or intertribal politics would be appropri-
Biotech governs basic medicine, first aid, and implant ate for Etiquette (Tribal). Particular corporations, corporate hire-
operations. A character with this skill understands basic medi- lings, and Intercorporate relations apply to Etiquette (Corpo-
cine In a hands-on sense, as a paramedic rather than a physician. rate).
Though familiar with the techniques and materials of Cyber- Concentrations: Corporate, Media, Street, Tribal
ware, he would still need a computer expert to collaborate on Vehicle Skills
the interface systems. The type of vehicle in use and the driver's familiarity with it
Concentrations: Transimplant Surgery (Headware, affect the chance of success when a character attem pts a d ifficu It
Bodyware, Organic Replacements), Organ Culture (by Organ or maneuver or takes the vehlcie through difficult terrain and
Limb), Replacement Construction (by Organ or Limb), Extended conditions. Ordinary operation of the vehicle requires no die
Care, First Aid roll. In fact, many 2 t st-century vehicles can operate almost on
their own.

SHADOWRUN 59

Anthony Boisvert (Order #38669586)


USING SKILLS

Most Vehicle Skills have a concentration of Remote Opera- for other melee weapons. and a concentration for Ground
tion. this refers to vehicles whose operator is not present in the Vehicles (B/R) could be Bikes. excluding Car and Hovercraft.
vehicle. The vehicle responds to transmitted orders. Specializa-
tion in a Remote-Operation Concentration does not specify a KNOWLEDGE SKILLS
particular vehicle. but a category instead. If the category is the Knowledge Skills give a character access to specific infor-
concentration. then a specific vehicle (SV) is the specialization. mation. This is especially useful when the character is an expert
Ground Vehicles in a field in which the player is ignorant.
Hovercraft are all hover vehicles. regardless of their pur- Many Knowledge Ski lis also provide the character with the
pose. theoretical basis of actions related to the field of study and the
Concentration: Passenger Craft (SV). Transport Craft (SV). basis for new designs in an area.
Racing (SV). Remote Operation (Category) Physical Sciences include engineering as well as physical
Bike refers to all motorcycles. motortrikes. and bikes with sciences. Specializations are the various branches of each disci-
sidecars. pline. which are too numerous to list here.
Concentration:- Two-wheeler (SV). Three-wheeler (SV). Concentrations: Engineering. Physics. Chemistry. Geology
Racing (SV). Remote Operation (Category) Computer Theory covers computer design and architec-
Car refers to a motor vehicle with four or more wheels. ture.
Concentrations: Passenger Vehicle (SV). Truck (SV). Racing Concentrations: Hardware (Main Frames. Micros. Interface
(SV). Remote Operation (Category) Tech. Implant Tech). Software (Decking. Matrix Programming.
Boats Non-Matrix Programming. Interface Programming. Implant
Motorboat refers to any motorized watercraft. Programming). Matrix Theory
Concentrations: Pleasure Craft (SV). Transport (SV). Racing Cybertechnology covers the design of implant and cyber-
(SV). Remote Operation (Category) netic control technolOgy. SpeCializations are for Specific De-
SaIlboat governs the control of sail-powered watercraft. vices (SO).
Concentrations: Pleasure Craft (SV). Transport (SV). Racing Concentrations: Headware (SO). Bodyware (SO)
(SV). Remote Operation (Category) Biology covers general life sciences. Specializations in-
Aircraft clude all the specific branches of each discipline. which are too
Winged Planes governs the control of fixed or swing-wing numerous to list here.
aircraft (jet. prop. or turbo prop) and un powered aircraft. Concentrations: Zoology. Botany. Medicine. Parazoology.
Concentrations: Gliders (SV). Jets (SV). Propellers (SV). Parabotany
Racing (SV), Remote Operation (Category) Psychology includes covers behavioral science In analyti-
Rotor Craft refers to fixed and tilt rotor aircraft. cal and predictive forms. Specializations are all specific types of
Concentrations: Tilt-Rotor (SV). Fixed-Rotor (SV). Remote behavior and personality types.
Operation (Category) Concentrations: Individual Behavior. Group Behavior.
Vectored Thrust encompasses aircraft relying on vectored Deviant Behavior
thrust for lift and propulsion. This includes Low-Altitude Ve- Military Theory covers theoretical studies of men in com-
hicles (known colloquially as panzers). military craft that use this bat and military organizations.
motive power but do not normally operate at altitude because Concentrations: Military History (by Continent or Period).
of their heavy loads or armor and armament. Tactics (Air. Land. Sea)
Concentrations: Vertical Take Off and landing (SV). LAV Sociology covers historical and observational sciences
Craft (SV). Remote Operation (Category) concerning Humans and Human interactions. Specializations
are by continent or culture.
BUILD AND REPAIR SKILLS Concentrations: History. Anthropology. Archaeology
There is a corresponding Build/Repair (B/R) Skill for many Magical Theory includes a general understanding of the
of the Active Skills and they are noted on the Skill Web. The B/ functions and functioning of magic. It is vital in the design of new
R counterpart implies the character's access to the tools and/or spells.
equipment commonly used in that skill area. Thus. Armed Concentrations: Design (Shamanic. Hermetic). History (by
Combat (B/R) allows a character to make or repair swords and Continent)
other melee weapons. Ground Vehicles (B/R) allows him to fix
a car. a bike. or a hovercraft equally well. LANGUAGE SKILLS
The character still needs time. tools. and materials to build Language Skills are an exception to the basic rule that each
something from scratch. Even a character with superb levels of language is a specialization of its family of languages. Thus. a
skill can do little without the proper tools and materials. If he is character will have some facility with related languages. but he
trying to make something new. he also needs theoretical will not be well-versed unless he adds a specialization in that
knowledge to design it unless someone presents him with language as well. Different language families are not considered
detailed blueprints for its construction. See Behind the Scenes to be related. Each family is listed in bold type. followed by the
for details on how to use Build and Repair Skills. specific names.
Concentrations for Build/Repair Skills are for types ofeq uip- Players should note that there are no formal Troll. Dwarf. or
ment when they relate to named skills and by the category of Ork languages. These characters use the languages of their
equipment when they apply to groupings. Thus. a concentra- mothers and fathers. most of whom are Human.
tion in Armed Combat (B/R) works for Edged Weapons but not

60 SHADOWRUN

Anthony Boisvert (Order #38669586)


USING SKILLS

Algonkian: Algonkin, Arapaho, Blackfoot, Cheyenne, Cree, South American Indian: Arowakan, Cariban, Quechua,
Micmac, Mohican, Ojibwa, Shawnee, Wiyot, Yurok Tupi-Guarani, many others
Annenlan Tllngllt
Athabascan: Apache, Chipewwyan, Navaho Tslmshlan
BaltIc: Estonian, Latvian (Lettish), Lithuanian Tungus
Basque Turklc: Azerbaijani, Chuvash, Kazakh, Kirghiz, Tatar, Turki,
Caddoan: Caddo, Pawnee, Wichita Turkish, Uzbek, Yakut
Celtic: Breton, Irish Gaelic, Scottish Gaelic, Welsh Ugrlan: Magyar (Hungarian), Ostyak, Vogul
Chukchi Uto-Aztecan: Aztec, Comanche, Hopi, Paiute, Papago,
Common Tongues and Hybrids: City Speak (see Special Pima, Shoshoni, Ute
Languages, below) , Esperanto,lnterlingua Zuni
Dravidian: Gondi, Kannada, Kurukh, Malayadem, Tamil,
Telugu, Tulu SPECIAL LANGUAGES
EMsh: See Special Languages, below City Speak is one of several languages that are not part of
Eskimo any formal language group.
Rnnle: Cheremis, Finnish, Karelian, Lapp, Livonian, Mordvin, Many beings know about Elvish, but it has few speakers
Veps, Votyak, Zyrian because few of its fluent speakers have been willing to cooper-
Germanle: Afrikaans, Danish, Dutch, English, Flemish, Ger- ate with lingUists in recording its vocabulary and grammar.
man, Icelandic, Norwegian, Swedish, Yiddish These few Elvish speakers, who are rumored to be from the
Greek distant past, guard the dissemination of this language carefully,
Hamitic: Beja, Berber, Galla, Hausa (Chadic), Somali, Tuareg almost as carefully as they guard their own identities. Most Elves
Indle: Assamese, Bengali, Bhili, Gujarti, Hindi. Konkani, cannot speak Elvish, and It is rare for any other race to have more
Marathl, Oriya, Punjabi, Rajasthan!, Sindhi, Sinhalese, Urdu than passing knowledge of it.
Indo-Iranian: Baluchi, Kurdish, Persian (Farsi), Pushtu
Iroquolan: Cayuga, Cherokee, Erie, Huron, Iroquois, Mo- SPECIAL SKILLS
hawk, Onandago, Oneida, Seneca, Tuscarora Special Skills is a catch-all category of skills intended to
Japanese and Korean: Japanese, Korean round out a character as an individual. Such skills cover hobbies,
Kholsan: Bushman, Hadza, Hottentot. Nama, Sandawe interests, artistic endeavors, and other unusual skills. Be crea-
Malayo-Polyneslan: Bahasa, Cebuano, 1I0cano, Javanese, tive.
Kiriwina, Madurese, Malayan, Maori, Melanesian, Micronesian,
Misima, Panay-Hiligaynon, Polynesian, Samar-Leyte, Samoan,
Sundanese, Tagalog, Taluga
Mayan: Guatemala, Kekchi, Mam, Quiche-Tzutujil-
Cakchique, Yucatan
Mon-Khmer (Annamlte): Cambodian (Khmer), Mon, Viet-
namese (Annamese)
Mongollc: Khalkha (Mongolian)
Muskogean: Chickasaw, Choctaw, Creek, Seminole
Nlger-Kordofanlan (Bantu): Anyi, Ashanti, Azande, Bassa,
Baule, Bemba, Birom, Bulu, Ellk, Ewe, Fang, Fante, Fula, Ganda,
lbo, Igbo, Kikuyu, Kituba, Kongo, Kpele, Kru, Luba, Lunda,
Makua, Mande, Mbundu, Mende, More, Mossi. Ngala, Ng-
baudi, Nyamwezi-Sukuma, Nyanja, Rundi, Rwanda, Shona,
Sotho, Sukuma, Swahili, Temne, Tiv, Tswana, Twi, Wolof, Xhosa,
Yao, Yoruba, Zande, Zulu
Nllotic: Bagirmi, Dinka, Fur, Kanembu, Kanuri, Koman, Luo,
Maban, Masai. Nuer, Sango, Shill uk, Songhai, Wadai
Oto-Manguan: Mixtec, Otomi, Zapotec
Papuan family: Dayak, Negrito, Papu
Romance: Catalan, French, Galician, Italian, Portuguese,
Provencal, Rumanian, Spanish
Salish: Chehalis, Okanagon, Salish
Semitic: Amharic, Arabic, Harari, Hebrew, Neo--Aramaic,
Tigre, Tigrinya
Sino-Tibetan: Burmese, Cantonese, Hakka, Kashmiri, Lao,
Mandarin, Min, Nepali, Shan, Thai, Tibetan, Wu, Yueh
Siouan: Catawba, Crow, [Link], Hidatsa, Omaha, Osage
Slavic: Bulgarian, Byelorussian, Czech, Georgian,
Macedonian, Polish, Russian, Serbo-Croatian, Slovak, Slovene,
Ukrainian

SHADOWRUN 61

Anthony Boisvert (Order #38669586)


"Sure I believe In peaee-peaee through
superior firepower."
-Seuz the Ork mere, mid-21st Century

hen it's time to get down to the action, the game proceeds in turns. Each
character acts in order, the fastest first, in a turn roughly approximating 3
seconds of game time. During a combat turn, each player describes his
character's action. The gamemaster, in turn, describes the actions of the non-
player characters and the results of all actions.

COMBAT TURN SEQUENCE


The sequence of a combat turn is as follows:
1. All characters determine initiative result.
2. The character with the highest result selects an action or decides to do
nothing.
3. Resolve that action. If the action is conditional on the actions of other
characters, wait until the condition occurs. If it does not happen during
the turn, the character wastes his action.
4. The character with the next highest initiative result selects an action.
5. Resolve the action, as in step 3.
6. Repeat these steps until all characters have taken their actions.
7. Start another combat turn.

INITIATIVE RESULTS
To determine a character's initiative result, roll 1D6 and add the result to
his Reaction Attribute. Thus, when Fastjack, who has a Reaction Attribute of
5, rolls a 3, he has a result of 8. Some characters have advantages due to
Cyberware or spells that increase their Reaction or give them extra dice to roll.
The character with the highest result acts first. Characters act in order, from
highest result to lowest. In case of a tie at any point in the sequence, the
character with the highest Reaction Attribute acts first. If there is still a tie, roll
1D6. The player with the higher result goes first. Actions are not considered
to be simultaneous. The effect of actions, damage, for instance, applies
immediately.

62 SHADOWRUN

Anthony Boisvert (Order #38669586)


COMBAT

EXTRA ACTIONS
When a player rolls a high initiative result, he gets extra The Ork slammed througb the door, leaving
actions in that turn. Depending on the result, your character Grinder the Troll no doubt that It was time to play. The
might get up to four actions. Here's how it works. ponderous Troll was slow, even compared to some-
An initiative result over 10 gives you one extra action. one without hardwired reflexes. The Ork pumped a
Subtract 7 from the initiative result to determine where that burst from his sllvergun at Grinder and cut back out of
action will occur in the turn sequence. If a tie occurs, the player the room. The door slammed shut, but Grinder didn't
rolling for an extra action will follow a player rolling for his care. He slammed his flst right through the door. As he
normal first action. felt his fist connect with the Ork's belly. his grin
If the initiative result exceeds 16, the player gets three exposed his yellowed teeth.
actions in the turn. Subtract 7 from the initiative result for the The Ork's Initiative result of 15 gave him two
timing of the second action, and subtract 14 from the initiative actions. The first at 15. and the second at -IS -7. or 8.
result to get the timing of the third action. In case of a tie, third Grinder got a 7 result. one action. For his first. the Ork
actions lose out to other players' second and first actions. Hres at Grinder and moves out of the room. His lack of
If the initiative result exceeds 22, the character gets four effectiveness might have been due to his movement
actions in the turn. Subtract 7 from the initiative result for the or to the Troll's thick hide. In either case. he must have
timing of the second action, 14 for the third, and 21 for the Hgured he had run into too much trouble. For his
fourth. Fourth actions lose out to other players' third, second, second action. the Ork tries to shut and lock the door.
and first actions in case of a tie. hoping to keep the troll from following him. When
Grinder's action comes around. he steps up and un-
loads a punch through the door.
EXTRA ACTION TABLE
Initiative Result # of Extra Actions
1-10 One action per turn ACTIONS
11-16 Two actions per turn
17-22 Three actions per turn When taking an action, a character gets to do something.
23+ Four actions per turn or move. or combine movement with other activity. The follow-
ing list is just a sampling of typical Actions.

_SHADOWRUN 63

Anthony Boisvert (Order #38669586)


COMBAT

Target Number is 5, or 6 if the attacking character has already


TYPICAL ACTIONS moved this turn. The only modifiers are those applied because
Call on a spirit. of the attacker'S condition.
Cast a spell.
Drink a potion, take a pill, slap a patch, and so forth . PURSUIT
Fire a gun. Occasionally, a character chases another. This is best handled
Make a physical attack, armed or unarmed . outside a regular combat turn. Both characters are, of course,
Move a number of meters equal to the character's running. In addition to the usual distance covered, each runner
Quickness Attribute. (This can be combined with covers a number of meters equal to the result of (Quickness)D6.
another action.) If the pursuer gets close enough for combat, start a combat turn.
Pick up, put down, or otherwise manipulate an object. The pursuer gets an extra die for his initiative result roll.
Reload a weapon . (Some weapons need additional
actions to finish.) DICE POOLS
Run. Running cannot be combined with other actions,
A Dice Pool is a number of additional dice that you may roll
and so may be selected only for one action in a
when determining your success at something or resistance to
turn.
Scrutinize an opponent or area. something. Each player starts combat with all Dice Pools at their
full allowance. These dice can be used as needed, but each Is
Shift to or from Astral Space.
used only once during the turn. Each of the character's DicePools
Throw a knife, shuriken, or grenade.
is renewed to full value at the beginning of any of his actions, at
Use a bow or crossbow.
which time all remaining dice from the previous action are lost.
Use any simple device.
The Pools are not renewed at the beginning of the following
Use magic.
combat turns, but only at the beginning of the character's action.
Draw or holster a weapon
Dice Pools may not be used during a combat turn in which
a character has been surprised .
On any action, a character gets to move a number of meters
Three people are shootIng at Grinder, starting
equal to his quickness. If a character combines move~ent with
combat. Grinder gets two actions this turn on t t and
another action, there is a penalty. If that action already requires
4. The fi rst shooter fires on 17. The Troll needs to draw
a Success Test, apply + 1 to the Target Number. If the movement
on his Dodge Pool. Not knowing that the other guys
is over rough ground or obstacles, apply +2 to the Target
want him for a target, he uses aJlofhls starting Dodge
Number.
Pool d ice to avoid getting creamed by the first shot. A
If the action is normally automatic, it now requires a
second shot comes In on 12. Grinder has yet to refresh
Success Test. Use the character's Quickness Attribute, with a
his Dodge Pool and so the Troll cannot dodge.
Target Number of 4. If a character has been subject to melee
Grinder gets plugged again on 10, but he had re-
attack in the same turn, apply + 1 for each opponent to the Target
plenished his Dodge Pool at the start of 1 t , so he Is at
Number for his actions.
full strength ag~n. To avoid this shot he again uses all
Instead of a normal move, a character can run. A character
of his dice. WheE;\ the third shot comes In at 3, Grinder
with multiple actions can run only once in a turn, but he can
w ill get access to his full Dodge Pool ag ain, as It was
squeeze out some more meters with regular movement. A
refreshed on 4. How ever, If the combat goes on for a
character cannot combine running with other actions. When
second turn, Grinder w ill not be able to refresh the
running, multiply movement by the run modifier for the charac-
dodge Pool until the start of his next action.
ter's race, per the following table.

FIRE COMBAT
RUNNING TABLE
Race' Modifiers Resolve Fire Combat according to the following steps. Each
Human x4 step is explained in tum. Together, these steps constitute a
Dwarf x3 Resisted Success Test.
Elf x4 1. Find the Base Target Number.
Ork x4 2. Apply Target Modifiers.
Troll x3 3. Make the Success Test Roll.
4. Count Successes.
5. Calculate Damage.
INTERCEPTION 6. Reduce Damage.
7. Apply Damage.
Ifmovement takes your character within one meter past an
opponent, the opppnent can make a melee attack out of normal . TARGET NUMBER
sequence. This melee attack does not count as an action. If the Check the distance to the target, then consult the Weapon
opponent has a weap'Qn ready, he uses his normal Skill Rating Range Table below to find out the range category for your
for Armed Combat; otherwise, he uses Unarmed Combat. The weapon.

64 SHAOOWRUN
Anthony Boisvert (Order #38669586)
COMBAT

Recoil can spoil your aim when you are using automatic
WEAPON RANGE TABLE weapons. The modifier is usually the number of bursts. See the
Weapon Range In Meters rules for Autoflre Weapons later in this chapter.
Short Medium Long Extreme Blind Fire means the attacker cannot see the target but
Light Pistol 0-5 6-15 16-30 31-50 knows his general vicinity. The target may be behind cover or
Taser 0-5 6-10 11-12 13-15 may be invisible.
Shotgun 0-10 11-20 21-50 51-100 Cover means that the attacker cannot see all of the target.
Assault Rifle 0-15 16-40 41-100 101-250 Partial Cover means more than half the target is in view. Full
HeavyMG 0-40 41-150 151-400 401-800 Cover means that less than half is in sight.
Bow 0-5 6-50 51-150 151-300 Target Running refers to any character who has already run
Thrown Knife 0-3 4-6 7-12 13-20 during the turn or declares his intention to do so later In the tum.
Shuriken 0-5 6-10 11-20 21-25 Attacker In Melee Combat means an opponent has
already assaulted him this turn. For each opponent engaging
Once you have determined the range category, consult the him in Melee Combat, the attacker adds 1 to his Target Number
Target Number Table to determine the Base Target Number. for Fire Combat. In addition, if the attacker is firing at the
character engaging him in Melee, or attempting to grapple,
there Is a further modifier based on the type of firearm. If he Is
TARGET NUMBER TABLE
firing a hand weapon with a silencer, the modifier is + 1. It Is +2
Range Target
for an SMGand +4fora rifle or heavy weapon. If being grappled,
Short Range 4
the attacker's modifier is + 1 for a handgun, +2 with silencer, or
Medium Range 5
+4 with an SMG. Rifle and heavy weapon attacks are prohibited
Long Range 7
for characters being grappled.
Extreme Range 9
Attacker Moving or Running refers to movement in the
same action as the Fire Combat. Remember that a character who
Image modification systems reduce a weapon's range is running cannot combine it with any other activity.
category. Each system has a rating that indicates the number of DIfficult Ground includes rubble, slippery surfaces, mUd,
categories reduced. Short range is the minimum. A Magnifica- water-covered ground, stairways, ladders, and so forth. A gyro-
tion 2 Scope reduces a: shot at the weapon's long range by two stabilizer can offset movement modifiers.
categories to short range. A shot at medium range would also Visibility Impaired refers to reduced light level, mist,
end up at short range because that Is the minimum. glare, heavy f~g, and smoke. Find the attacker'S type of vision
and the visibility conditions on the Visibility Table below to
TARGET MODIFIERS
determine the modifier.
Weapon accessories, intervening terrain, atmospheric
Smartgun is a link between a weapon and its user's brain.
conditions, and the movement of the attacker and the target can
It includes a targeting system.
change the Target Number. Of course, as with any skill or
Smart Goggles refers to a weapon-sighting system. Its
attribute use, your character's condition affects the Target effect is not cumulative with a smartgun.
Number as well. Effectively, the Target Number will never go
Image Magnification refers to systems that have the effect
below 2, because a 1 on a die roll is always a miss. Find the
of reducing a weapon's range category. This was discussed
applicable modifiers on the following table. under Target Number and is included on the Modifiers Table
only as a reminder.
Target Standing Stili refers to a character who is unaware
WEAPON MODIFIERS TABLE
he is about to be fired on (as in an ambush situation) or who is
Situation Modifier literally standing stock still (perhaps sighting a target or operat-
Recoil Number of Bursts
ing a machine).
Blind Fire +8 Recoil Compensators counter the effects of recoil. Each
Cover, Partial +2
has a rating that indicates the amount of recoil penalties it can
Cover, Full +4 offset. These devices can never apply a negative modifier to the
Target Running +1 Target Number. They can only negate the plus modifiers of
Attacker in Melee Combat + 1 Per Opponent recoil.
Attacker Running Cannot Shoot
Gyro-Stabilizers counter the effects of the attacker's
Attacker Moving +1 movement. The device's rating is the maximum movement
Attacker Moving (difficult ground) +2 penalty it can offset. Any excess penalty still affects the attacker,
Visibility Impaired See Visibility Table
and Gyro-Stabilizers can never reduce a modifier below O.
Smartgun -2
Smart Goggles -1
Image Magnification Special
Target Standing Still -1
Recoil Compensator Up to Rating
Gyro Stabilizer Up to Rating

SHADOWRUN 65

Anthony Boisvert (Order #38669586)


COMBAT

letter represents the severity of the wound, or Wound Category,


VISIBILITY TABLE and the last numeral is the Staging Number, or Staging.
Condition Normal Low-LIght Thermographic The Staging Number shows how many extra Successes it
Vision Vision Vision takes to shift the Wound Category. For each number of Suc-
Full Darkness +4 +2 0 cesses equal to the Staging Number, increase the Wound
Glare +2 +4 +4 Category by one step. A Light Wound becomes a Moderate
Mist +2 +2 0 Wound , which becomes a Serious Wound, and so on. Extra
Reduced Light +2 0 0 successes that do not reach the Staging Number are dropped.
Smoke If the weapon 's Staging Number is 2, for instance, and the
or Heavy Fog +4 +4 +2 attacker rolled five extra successes, he would shift the Wound
Category two steps. Each step past a Deadly Wound eliminates
one point of armor from the target.
SUCCESS TEST ROLL The Power Level comes into play when determining the
To determine the outcome of your weapon fire, make a target's ability to withstand damage.
Success Test using the number of dice equal to the character's Note that sometimes the Wound Category follows an At-
skill in the appropriate weapon. Remember that each die result tribute, such as Strength. In this case, use the character's At-
of 1 is automatic failure and each result of 6 entitles the player tribute Rating as the weapon's Power Level. If you must divide
to an additional roll, to be added to the result. the Attribute Rating to obtain the Power Level (indicated by
Each die result that equals or exceeds the Modified Target Attribute+x), drop all fractions.
Number counts as a success. If you get none, you missed,
chummer. If you get some, remember the number of successes
SAMPLE WEAPON DAMAGE CODES
and proceed to Calculadng Damage. Weapon Damage Code
Light Pistol 3Ml
CALCULATING DAMAGE Assault Rifle 4M3
First, find the weapon's Damage Code in the table on page Bow (Strength)M2
135. The Damage Code is a number, a letter, and another Thrown Knife (Strength+2)L1
number. In this code, the first number is the Power Level, the Katana (Strength)M3

66 SHAOOWRUN

Anthony Boisvert (Order #38669586)


COMBAT

REDUCING DAMAGE CONDITION MONITORS


Now is the time for the target to save his skin, by means of The Condition Monitor in the Character Record Sheet charts
a Resistance Test. The target uses his Body Attribute plus any your character's physical and mental status. Damage reduces a
dermal armor. Archetypes with dermal armor already incorpo- character's effectiveness. Modifiers for each status are cumula-
rate its effect into their Body Attribute Rating. In addition, the tive, so that if you get a + 1 from a Light wound and you become
target may use dice from his Dodge Pool. lightly fatigued (also + 1), you will be at +2.
The Target Number for the Resistance Test is the Power
Level of the weapon. The exterior armor rating gives the target
that number of automatic successes. Each type of exterior armor DAMAGE MODIFIERS TABLE
has two ratings, ballistic and impact. The Ballistic Rating applies Physical/Mental Target Initiative
to damage from firearms and explosives. The Impact Rating Damage Numbers Rolls
applies to projectile weapons, throwing weapons, melee None
weapons, and guns that fire ftechette munitions. If the character Light +1 -1
wears more than one piece of armor, use the highest applicable Moderate +2 -2
rating. The effects of several pieces of armor are not cumulative. Serious +3 -3
The target's successes reduce the Wound Category step-
by-step, again using the Staging Number and dropping frac-
tions of steps. If the dice from the Dodge Pool (and only these Each time a character sustains damage, start with the
dice, so use a different color die or something) push the total of empty block closest to the bottom of the Condition Monitor,
successes on the Resistance Test higher than the attacker's filling in the number of blocks corresponding to the wound
original number, it's a clean miss. category. When either column is full, the player Is IJnconscious.
If the target reduces the Wound Category below Light, he If a character takes more Mental Damage after that monitor is
takes no damage. He has still been hit, however, and faces the full, the excess goes over to his Physical Damage status.
effects of any attack that requires only touch to do damage. If a player is unconscious with his physical monitor full, he
will die without prompt attention. Emergency medical attention
from a character with Biotech Skill or following the instructions
Sally yelped as something struck her painfully on of a medkit give the character a chance to cheat death. Tending
the back. Her fringed duster whirled open as she spun to to such a character takes one minute of uninterrupted work. The
face a chagrined MCT corpcop readying for another shot. Target Number for either Medical Success Test is the number of
Sally Is wearing an armor jacket (5/3) under her minutes the character has been lying there wounded.
'Lined coat (4/2). Ballistic protection, the first rating, Is That same number of minutes of bleeding and dying Is the
what's needed against the corpcop's assault rlfie shot. character's Target Number for a Body Attribute Test. If he gets
Only the best applies, which is the jacket's 5. Because at least one success, he Is alive. In rough shape, but stili alive.
Sally didn't know the cop was there, she doesn't get to
use her Dodge pool, so she really needs her armor. The COVER AND BARRIERS
weapon's Damage Code Is 4M3. It has not changed
When fi ri ng at a target behind cover, the attacker normally
because the corpcop got only 2 successes on his Weapon
aims at exposed portions of his target. If the attacker wants to
Success Test, and that was not enough to Increase the
fire through the cover, his Target Number rises by 8 because of
wound category. Sally rolls her Body dice, with results of
the Blind Fire penalty. The kind of cover may also affect damage.
3,4, 4, and 6. Roiling the 6 again Is unnecessary because There are three categories of cover: soft, hard, and Impene-
her successes are good enough as Is. She has rolled 3
trable.
successes and with the 5 for her armor, this gives her a Soft cover only affects vision, making a target harder to hit,
total of 8. Three of those cut the wound category to L, or
but offering no physical protection. Bushes, paper walls, and
light. Another three cut it to nothing.
tinted glass are examples of soft cover.
Hard cover conceals the target and offers protection be-
APPLYING DAMAGE sides. Wood, thin metal, armor glass, and plastic are examples
of hard cover. Each has a rating of its protection. This Barrier
If the Wound Category has not been reduced to nothing, it
rating gives an equal number of automatic successes on the
takes immediate effect on the victim, filling blocks on the
Resistance Test, just as with worn armor. Hard Cover Ratings are
Condition Monitor in his Character Record Sheet per the Wound
eiven on the table below.
Damage Table below.
Impenetrable cover will not let the attack through. Ex-
amples Include vehicle armor, concrete support pylons, brick
WOUND DAMAGE TABLE walls, steel beams, and so on.
category Blocks Filled
Light 1
Moderate 3
Serious 6
Deadly All

SHADOWRUN 61

Anthony Boisvert (Order #38669586)


COMBAT

A character using autofire may sweep from one target to


HARD COVER PROnCTlON another, thereby performing an action called "walking the fire."
BarrIer Rating Each meter of distance between the targets requires one burst
Material Thin Normal Thick Reinforced of sweeping fire. A smartgun can walk autoflre past a friendly
Wood 0 1 2 4 character without hitting him.
Armor Glass 1 2 4 8
Plywood 1 3 6 12
Construction Plastic 2 4 8 16
Impact Plastic 2 5 10 20

l-tl~
Steel Sheet 3 6 12 24
Ballistic Composite 3 7 14 28
Concrete 4 8 16 32
. . . ....... .. .... j .

AUTOJIRf WEA PONS


Some weapons can fire in full automatic mode, continuing
to fire as long as the trigger is depressed until the ammunition
runs out.
When a character elects to fire a weapon on full automatic,
he can fire a number of shots equal to his Firearms Skill Rating
(or appropriate concentration or specialization) + I. A gun can-
not fire more than seven shots, nor more than the number of
shots remaining in its magazine or clip. Treat each shot as a
separate attack, making a Firearms Skill Test with the recoil
modifier (the number of shots) added to the Target Number.
Thus, seven shots would add a +7 modifier to the Target
Number.
When using automatic fire, use the weapon's normal
Damage Code, with the Power Level increased by 1 point.

Ghost spun as the two badges barreled t hrough


the door. Mltsuhama logos blazing on their jackets
and guns blazing In their hands. The goons. a Troll and
an Elf, cut w ide around Sally as she stood locked In a
trance ..wondering IfMer had some klf)..d of affirmativ e
action program for metahumans, Ghost dedded to
create a couple of openings In the corporate ladder.
effective Immediately. He swung his Ingram In an arc.
sending a hall of automatic fire at t~ badges.
There were two meters between'the goons. with
Sally standing there. Ghost raked his fire across the
room. Ghost's player dedded to fire only six shots.
even though Ghost has a Firearm Skill of 7. Ghost put
the first two Into the Elf. walked the fire with two
through the distance to the Troll (missing Sally be-
cause of his smartgun Iink~up). and put the last two
into the Troll. Besides whatever modifiers apply to
_ each target, each shot gets +6 to the Target Number
because of recoil.

68 SHADOWRUN

Anthony Boisvert (Order #38669586)


COMBAT

GRENADE RANGES TABLE


Types Target Number
4 5 7 9
Short Medium Long Extended Scatter
Aerodynamic 0-10 11-20 21--60 61-100 306
Grenade
Launcher 5-50 51-100 101-150151-300 4D6
Non-
aerodynamic 0-10 11-15 16-40 41--60 206

With its impact point determined. the grenade affects


anyone within its area. The damage done by a grenade Is
determined by its Damage Code. reducing the Power Level for
a character's distance from the point of impact. as shown on the
following table.

GRENADE DAMAGE TABLE


Type Code Power Level Reduction
Offensive 6M3 - 1 per 2 meters
Defensive 6M3 -1 per 1 meter
Concussion 4M3 (Stun) -1 per 1 meter
GRENADES
Grenades are area-effect weapons that work differently
from direct-fire weapons. Extra successes do not increase the A character hit by a grenade blast then makes a Resistance
wound category for these weapons. but increase the accuracy Test using his Body Attribute.
of the throw instead.
When throwing a grenade. deSignate a target point and
make a Success Test based on the appropriate skill. concentra-
tion . or specialization. The gamemaster checks the potential
amount of error of the throw or shot. His first roll indicates the
direction of error. as shown on the following diagram.

1
6 2
Direction of
Throw

5 3
4

The gamemaster's second roll indicates the maximum


number of meters the grenade can fall from its target. For this
roll. the gamemaster should use 3D6 for aerodynamic gre-
nades. 2D6 for non-aerodynamic grenades. or 4D6 for grenade
launchers.
The attacker reduces the error distance by 3 meters per
success for non-aerodynamic grenades or by 5 meters per
success for aerodynamic grenades and grenade launchers. The
Target Number depends on the attacker's range to the target.
per the table below.

SHADOWRUN 69

Anthony Boisvert (Order #38669586)


COMBAT

The Damage Code for an Unarmed Attack is (Str)M 1 stun.


Visibility and movement modifiers are the same for Melee
Combat as they were for Fire Combat. The only special modifiers
for Melee Combat are for longer reach and superior position.
Either of these advantages gives a -1 modifier to the player's
Target Number.
Longer reach can refer to weapons (See Equipment) or to
longer arms (See table In Critters). Superior position can mean
any tactical advantage. FIghting from horseback against a
footman, fighting from elevated ground, or fighting against an
opponent who is clinging to a ladder are all examples of
superior position. A combination of tactical advantages or an
extreme case can merit larger modifiers.

Ghost slipped the punch from the guy on hIs left


and traded shots with the other one. Nothing changed.
but as soon as he got an opening. he slashed his razors
atthe first guy. The goon went down. leaving a grinning
Ghost facing only one opponent. The badg e ran.
Ghost Is In his second action. He walts for one goon
to attack, relying on his Dodge Pool to add to his
resistance If the guy connects. He counterattacks the
other. The street samurai has no w eapon In hand. so his
Defense Pool springs from his Unarmed Combat Skill.
The first goon hits. but Ghost's Resistance Test
reduces the damage to nothing. The second g oon
attacks. and Ghost delivers a counterattack. Both play -
ers roll an Opposed Success Test. but they get the same
number of successes. Nelther doesdamage. On Ghost's
MELEE COMBAT next actIon. he attacks the goon on his left. The street
samurai uses his skill for the attack. and the goon
Melee Combat, whether armed or unarmed, works some- counterattacks with d ice from his own Defense Pool.
what differently from Fire Combat. When a character announces Ghost gets four extra successes. pushIng the wound
his intention to make a melee attack, the defender may choose category of his hand razors from light to Serious. The
whether to counterattack or to avoid combat. If the defender Is Badge flubs hIs Resistance Test. As he already had four
trying to avoid combat, the attacker makes an Armed or blocks filled on his Conditio n Monitor. he falls uncon-
Unarmed Success Test, as appropriate. The Base Target Number scious.
Is 4. If the attack succeeds, the defender makes a Resistance Roll,
reducing damage exactly as in FIre Combat, using the Impact
rating of any armor. You can split up skill dice to attack several targets at once.
If the defender decides to counterattack, he makes an Resolve each attack separately, in the order you want them to
Opposed Success Test. If these are the only two characters occur, allowing you to abort later attacks if you get clobbered in
involved, they use their Armed or Unarmed Skill Ratings against the first.
one another. In the good possibility that a third character
becomes involved , the gamemaster should use the following CRITTER COMBAT
procedure in all cases. The original attacker uses his Armed or
Unarmed Skill Rating. The defender uses his Defense Pool, Critters do combat in much the same way as characters.
which is based on the character's Armed Combat Rating If a Aside from special powers, a critter uses its Reaction Rating as
melee weapon is ready or on his Unarmed Combat Rating If not. its Unarmed Combat Skill. A critter has an Attack Code that
The distinction is that the dice from the Defense Pool may be works exactly as a weapon's Damage Code. Intelligent critters
used only once. If another character attacks the defender before (those whose attacks are designated as humanoid) use normal
he replenishes his Defense Pool, the defender can use only combat rules. They use weapons and have skills.
those dice he chose not to use the first time. The attacker and A critter's Reaction Rating also forms Its Dodge Pool.
defender both use a base Target Number of 4 . Critters dodge hand weapons, but they rarely dodge missile
Whoever gets more successes may cause damage to the attacks. A criiter gets no Defense Pool. A critter makes a normal
opponent. The loser of the melee can then reduce damage wIth Resistance Test to offset damage, using its Body Attribute.
a Body Attribute Resistance Test, except that he cannot use his
Dodge Pool.

70 SHADOWRUN

Anthony Boisvert (Order #38669586)


COMBAT

SUBDUING Body is a measure of the ruggedness of the vehicle. It also


counts as personal armor for anyone shot at while within the
In Shadowrun, there are two kinds of attacks designed to protection of a vehicle.
Armor rates the vehicle's protection. Vehicle armor will
subdue rather than kill . The first is standard combat using stun
weapons or attacks. The second is grappling. stop anything but heavy weapons.
Signature represents the electronic and heat Signatures of
Combat with stun weapons proceeds as normal until the
the vehicle. this rating is the Target Number for any sensors
damage step. Some weapons carry the denotation of Stun .
attempting to get a fix on the vehicle. The larger the number, the
Others have stun ammunition available or may be used in a
particular way to stun , like hitting with the flat side of a sword . harder the vehicle is to spot.
Apply damage from stun weapons and attacks on the charac- Pilot represents the autopilot's ability to control the vehicle
ter's Mental Condition Monitor to represent the bruising and and perceive threats to its progress. Separate ratings may be
battering he receives. This represents the fact that such attacks used for internal systems, especially gunnery and sensors. If the
have a greater effect on the victim 's will to fight than on his long- vehicle has no autopilot or if a passenger tries to take control ,
term physical condition . replace the Pilot Rating with the Skill Rating (or Ratings) of those
Trying to use lethal weapons for stun attacks is tricky. Add using the vehicle. The driver's applies to maneuvers, the gun-
+2 to the Target Number when you try it. ner's for weapons.
Ifyou attempt to subdue somebody who is unaware of your
presence, you automatically hit. The victim must make a Will- CHARACTERS ON BOARD
power Resistance Test with a Target Number equal to the Characters may perform one of four functions on a vehicle:
weapon's Power Level and the Damage equal to Deadly. Unless driver, gunner, technician, or passenger.
his successes reduce the Wound Category to nothing, the victim The driver controls the vehicle's movement. The driver may
falls unconscious. perform one minor function for each point of Quickness Attrib-
The second type of subduing is an attempt to restrain ute he has. M inor functions Include altering speed , making a
another character. This is called grappling, and involves a turn, avoiding an obstacle, firing a fixed weapon , and engaging
modified Opposed Success Test. The grappler makes a Success or disengaging an automatic system. A rigger who Is jacked into
Test using either his Strength Attribute or Unarmed Combat the vehicle is not limited in the number of functions he may
Skill, with a Target Number equal to his opponent's Unarmed perform . He may use all of the vehicle's functions in a single
Combat Skill or Strength Attribute, whichever is higher. The action, with the proviso that he may only apply his own skill to
opponent makes a similar Success Test, but his Target Number a single weapon system . Any other weapons use the vehicle's
is equal to the grappler's Strength Rating plus the number of the Pilot Attribute.
grappler's successes. The gunner controls the vehicle's weapons, firing under the
If the grappler wins, he holds his opponent helpless. If the normal Combat rules. If a gunner Is not attending a weapon In
opponent wins, the would-be grappler may take damage, a turret. it cannot be fired .
treating the situation as though the opponent had successfully A technician operates various subsystems. most com-
completed an Unarmed Combat counterattack. monly communications and electronic warfare equipment. If a
technician Is not attending to a system. it operates with the
vehicle's Pilot Attribute.
VEHICLES AND COMBAT
Passengers are usually along just for the ride. If windows.
firing ports, or other openings are available. passengers may fire
Shadow run is not a vehicle combat game, but characters
personal weapons. This does make them vulnerable to return
will sometimes engage in combat involving vehicles. If it
fire. They are also subject to the modlflers for the vehicle's
Involves only one vehicle, use the basic Combat rules. The driver
movement.
of the vehicle may adjust its movement or use its capabilities
The vehicle provides some protection for characters inside.
during his actions. If the combat involves more than one vehicle ,
An armored vehicle protects characters from light firearms and
use the special Vehicle Combat Turns.
projectile weapons. If it has no armor. it still provides a barrier
and cover against attacks. Heavy weapons that hit a character
VEHICLE RATINGS
double the listed Power Level and Staging Number. They also
Vehicles have Attribute Ratings much like those ofcharac-
increase the Wound Category by one step.
ters. Remember that Vehicle Ratings are not d irectly compa-
rable to Character Ratings.
MOVEMENT
Handling refers to the maneuverability of the vehicle. The
Vehicle combat and pursuit use a special turn sequence. A
higher the rating, the more difficult it is to control the vehicle.
Vehicle Turn is one minute long. representing the fast-paced
Speed is a split rating giving the standard cruising and the
dodge and weave as drivers push their vehicles to the utmost.
top speeds in meters per combat turn. Somevehicles,likefixed-
Fast turns, tricky maneuvers, and violent changes of speed are
wing aircraft, have a minimum speed as well. Speed is given in
all part of the turn as the dri'/ers seek tactical advantages. First,
meters per combat turn. For movement in a Vehicle Turn,
determ ine initiative. To obtain ir' 'ative results, the drivers use
multiply the Speed Rating by 20.
their appropriate skills or the vehicle's Pilot Attribute.

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COMBAT

[NOTE: This rule applies to vehicles operating at compa-


rable speeds. If one vehicle has a significant speed advantage
over the other, the player controlling that vehicle can decide
where to position his vehicle in combat.]
The driver with the highest result acts. He may choose to
increase, decrease, or maintain the same distance between
vehicles. If the opposing drivers agree with the choice, it
happens. The distance between the vehicles changes by the
difference in their current speeds. If they disagree, the drivers
make an Opposed Success Test based on their Skill Ratings.
Each uses the Handling Attribute of his own vehicle as the Target
Number. The winning driver chooses what occurs.
Play then shifts to combat tums. The Vehicle Movement
Table shows the number of combat turns before the next
movement change. The driver who won the Opposed Success
Test may use any extra successes to raise or lower the number
of combat turns. His vehicle also gets the superior position
modifier for any combat. If players agreed on adjusting distance,
they should now make an Opposed Success Test to see who can
adjust the number of combat turns.

VEHICLE MOVEMENT TABLE


Terrain Combat Turns Safe Speed
Open 8 Maximum
Normal 6 Maximum x 2 + Handling
Restricted 4 Cruising + Handling
Tight 2 Cruising + Handling + 2

Open terrain means flat areas without buildings, trees, or


other significant features. For aircraft, this means cloudless skies,
and for boats, it means smooth water.
Nonnal terrain means typical countryside and winding
roads, mostly open but with some obstacles. For aircraft, it
means partly cloudy skies, and for boats it Is light seas.
Restricted terrain can be suburban streets, light woods,
hilly areas, and so on. Fog, rain, or darkness change Normal
terrain to Restricted. Overcast skies and rain constitute Re-
stricted conditions for aircraft, and high seas are Restricted for
boats.
TIght Terrain Include urban mazes, badlands, and dense
woods. Mist, glare, or low light changes Restricted terrain to
Tight. Smoke, heavy fog, or total darkness change Normal
terrain to Tight. High winds constitute Tight conditions for
aircraft, and gales create Tight conditions for boats.

VEHICLE COMBAT TURNS


Each Vehicle Combat Turn follows the pattern of a standard
combat tum except that the driver must attend to the vehicle or
risk a crash. Use all normal combat modifiers, except for the
movement modifiers from the table below.

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COMBAT AND HANDLING MODIHERS


Speed Modlfter
1 - 20 +1
21-60 +2
61-200 +3
201 - 600 +4
601 - 2000 +5

Restricted terrain doubles the modifier; Tight terrain triples


it. Boats double the modifier; aircraft halve it, with a minimum
modifier of + 1. Wheeled vehicles rated as Off-road reduce the
Terrain category by one step.
Weapons mounted on any vehicles include automatic
Level 1 Gyro-Stabilization. Additional Gyro-Stabilization may
be installed.
Ramming
Two vehicles that have closed to zero distance may ram
one another during a combat turn. An attempt to ram counts as
the driver's action. To conduct a ram, make an Opposed Success
Test based on each vehicle's Body Attribute. The Target Number
is the Body Attribute plus the Armor Attribute of the other
vehicle. The faster vehicle applies -1 to the Target Number. The
loser of this Opposed Test must make a crash check.
Crash Checks
A crash check is required at the beginning of any vehicle
turn when the vehicle is moving faster than the maximum safe
speed for the terrain and conditions. A crash check is also
required during a combat turn when the vehicle takes Serious
damage, is ignored by the driver during his action, loses a ram
contest, or hits an obstacle.
To make a crash check, the driver makes a Resistance Test
using his skill against a Target Number equal to the vehicle's
Handling plus applying modifiers for conditions, speed , and
terrain. Use this Target Number for determining the results of the
crash as well.
If the driver fails the test, the vehicle crashes. A crash has
a damage category of Deadly and a Staging equal to one-half
the crash Target Number. When a vehicle crashes, anyone
onboard must make a Resistance Test as if he had been hit by a
weapon with a Damage Code = (crash Target Number + 2)D2.
A character may not use his Dodge Pool, but the vehicle's
Body Attribute counts as automatic successes in resisting the
damage.

VEHICLE DAMAGE
Each vehicle has a Condition Monitor to record damage
and display the effects of damage.
If a vehicle is destroyed, all characters in it take damage as
if it had crashed.

SHADOWRUN 73

Anthony Boisvert (Order #38669586)


"Magic Is not tuxedos, whIte rabbIts and
fake flowers anymore. It Is Power."
-Arthur Garrett, ChaIrman, Department of
Occult StudIes, UCLA

here are two magical traditions in Shadowrun, and you must choose one or
the other. This choice is for life. No changes later on!
If you choose the Shamariic Tradition, you will be a shaman. Shamans get
their magic from the world of nature and the power of their emotions. They
form a iink with nature through an animal figure called a totem.
If you choose the Hermetic Tradition, you become a mage. A mage sees
the universe as a pattern of abstract energies, which he can control with
complex symbols and formulae of power. Hermetic magic is more intellec-
tual in its approach, and mages need elaborate library facilities and equip-
ment to use magic effectively.
The tradition you choose will affect how easily you learn and use some
kinds of spells and the kinds of spirits you can summon. It may also impose
requirements on how you act. The choice also colors your character's whole
outlook on life, his relationships with other characters, and his motives in
studying magic.

THE SHAMANIC TRADITION


A shaman's magiC comes from stones, herbs, shells, and the animals
known to his people. In the past, some "civilized" scholars seemed to
disparage shamanism, calling it "primitive" nature worship. When the Awak-
ening came, these "backward" primitives knew how to use their new power
to pay back the governments and corporations that had oppressed their
people for so long. Indeed, shamanism had developed even among some
city-dwellers during the boom in occultism at the close of the 20th century.
When the magiC came back, these "urban shamans" found that the old ways
worked well in cities, too.
To a shaman, the universe is alive. Animals, plants, stones, Mother Earth
herself, are all potential allies who can be contacted magically. Before the
Awakening, a shaman could only do this by use of hallucinogens, hours of
chanting and dancing to the hypnotiC beat of drums, or even self-inflicted

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MAGIC

torture. Now he still uses chant and dance. but a few words or
motions are all it takes to make the magic happen.

CHOOSING A TOTEM
When you create a shaman or choose a shaman Archetype.
you must also select a totem. A totem will help you with some
kinds of magic. but there are rules and possible disadvantages
to following a particular totem.
A shaman adds extra dice to his Magic Pool when casting
spells that his totem is able to assist. Some totems will cost the
magician dice from his Magic Pool when he is casting other
spells. These dice bonuses or penalties are called Totem Modi-
fiers.
Shamans also get totem modifiers for using Conjuring Skill
to summon or banish some kinds of Nature Spirits.
When you create a shaman. you must choose a totem from
among the wilderness or urban totems. Wilderness totems are
[Link] that live in the wild: Eagle. Wolf. Bear. and so on. Urban
totems are animals that have found niches in urban ecology: Rat.
Raccoon. Dog. and others.
There are hundreds of possible totem animals. but space
here to describe only a few. If you want to playa shaman who
belongs to a d ilferent totem. you and the gamemaster can work
out its characteristics. advantages. and disadvantages.
You will notice that insects do not appear in the list because
insect totems are rare in the shamanic tradition. When they do
show up. it's often as a dangerous or evil influence. They are
better left alone.

TOTEMS
Wilderness Urban
Bear Coyote
Coyote Dog
Eagle Raccoon
Raccoon Rat
Raven Snake
Snake
Wolf

Choose a totem whose characteristics you'll be able to


roleplay. A Bear shaman should be deliberate. ponderous. and
with a clumsy shamble that looks slow until he has to move fast.
A Rat shaman might be unwashed and fond of dark corners,
always keeping an eye out for an emergency exit. When he has
to. Rat will fight like a cornered ... well, you know.
Players should note that a totem is not just "a bear" or even
"the bear". The totem is Bear. the archetype of all bears in the
world. A totem is not just an animal, but the essence. or spirit.
of that animal.

Bear
Characteristics: Bear is powerful in body and slow-moving
unless he has to move fast. He seems clumsy and unaware of his
surroundings. but he is in harmony with the world and what
goes on around him. He is slow in speech but powerful in battle.
Bear is a powerful healing totem found in shamanic cultures
wherever bears are known. be it North America. central and
northern Europe, or Asia.

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Bear is a healer. Unless a Bear shaman has a good reason. Raccoon


he cannot tum down someone who needs healing. CharacterisUcs: Raccoon is a clever bandit who can break open
Environment: Forest any trap to remove the bait. He can also escape any danger. for
Advantages: +2 dice for all Health Spells; +2 dice for conjuring his paws are like cunning hands. Raccoon fights when he must.
Forest Spirits but prefers strategy and trickery.
Disadvantages: A Bear shaman can go berserk when wounded . Environment: Anywhere but the desert
Whenever this shaman Is wounded. he must make a Willpower Advantages: +2 dice for Manipulation Spells; +2 dice for
Success Test with a Target Number of 4. He will go berserk for conjuring City Spirits
3 turns. minus 1 turn for every success. If he scores 3 or more Disadvantages: A Raccoon shaman is a loner. Like Coyote. his
successes. he won'tgo berserk. A berserk shaman will attack the intense curiosity makes him ignore danger In a quest for
closest living thing. using his most powerful weapons (either information. Raccoon can be greedy (this is a thief totem) and
magical or physical). If the shaman kills or Incapacitates an Raccoon shamans like to steal the very best. Hnding petty thefts
enemy. or when the time Is up. he snaps out of It. and violent robberies beneath their dignity. Raccoon shamans
suffer a -1 die modifier for Combat Spells.
Coyote
Characterlstles: Coyote is the Great Trickster. unpredictably Rat
bold one moment. cowardly the next. He can be a friend or a Characterlsdcs: Rat is a stealthy thief who is too selfish to share
dark joker who leads you into danger. Coyote Is also the great anything. even with his companions. He is a reluctant warrior
magician. A Coyote shaman is too independent to be bound by who would rather run than Hght. Where mankind goes. Rat
anything except his word. Like Grandfather Coyote In the goes. too. for who else's bounty can sustain him?
legends. he is intensely curious. He is often greedy and fond of Environment: Urban
taking risks just for fun . Advantages: +2 dice for Detection and Illusion Spells; +2 dice
Environment: Anywhere on land for conjuring all Spirits of Man
Advantages/Disadvantages: None. A Coyote shaman wouldn't Disadvantages: Rat shamans are usually dirty and unkem pt. Rat
let himself be tied down by such concepts. He Is beyond rules is also a coward. but when he must Hght. he fights to kill. Rat
and lives by his own wits. dislikes working out In the open. for a muttered spell from the
shadows (or a silenced pistol from a doorway) is more his style.
Dog Subtract 1 die for Combat Spells.
Characterlstles: Dog Is loyal to friends and family. He Hghts
furiously to defend his home and holdings. but is not generally Raven
aggressive outside his own territory. Dog loves people and Characterlsdes: Like Coyote. Raven is a trickster. clever and
defends them pitilessly from dangerous spirits or evil magic. devious. Raven is also the transformer. responsible for changes.
Once a Dog shaman gives his loyalty or love. he sticks to It even He is a living contradiction. greedy and generous by tums.
If the person he loves is unworthy. A Dog shaman will try to Environment: Anywhere under the open sky
protect humanity from evil magicians at any cost. Advantages: +2 dice for Manipulation Spells; +2 dice for
Environment: Urban conjuring Wind Spirits
Advantages: +2 dice for Detection Spells; +2 dice for conjuring Disadvantages: Raven shamans are either overweight or else
Field and Hearth Spirits rail-thin. In either case. they are gluttonous and always hungry.
Disadvantages: Dog is single-minded. to the point of stubborn- finding it next to impossible to refuse an offer of food. Raven
ness. A Dog shaman must make a Willpower Success Test w ith dislikes fighting. preferring to see others handle that part of life.
a Target N um ber of 4 to change his plans or tactics. The test itself Subtract t die for Combat Spells. If not under the open sky.
requires one action as Dog struggles to change his mind . Raven shamans suffer a + t to all Target Numbers.

Eagle Snake
CharacterisUes: Eagle is the highest-Hying bird in the sky. and Characterlsdes: Snake is a wise healer who dwells In many
so comes closest to heaven. He faces the rising sun at dawn and places and knows many secrets. Snake Is a good councilor. but
is lord of the highest peaks. Eagle is proud. solitary. and sees exacts a price for her advice. Snake is adaptable. and can
everything that happens on the Earth over which he Hies. confuse the senses of enemies.
Environment: Mountains Environment: Anywhere except Mountains
Advantages: +2 dice for Detection Spells; +2 dice for conjuring Advantages: +2 dice for Healing. illusion. and Detection Spells.
Wind Spirits As a wilderness totem. +2 dice for conjuring any one Spirit of the
Disadvantages: An Eagle shaman will not tolerate evil or Land (shaman's choice). As an urban totem. +2 dice for conjur-
ignoble actions. He is a fierce defender of the land and the purity ing anyone Spirit of Man (shaman's choice).
of nature. with a strong distrust of technology and its tools. Disadvantages: Snake doesn't fight unless she must defend
Polluters and others who would damage the land for profit are herself or hunt to eat. Snake shamans have a - t die modifier for
Eagle's enemies. and he will brave any danger to defeat them. any spells cast during combat. Snake shamans are obsessed
Double all Power Losses caused by adding cyberware. with leaming secrets and will take enormous risks to do so.
because of the psychological impact this has on the Eagle
shaman.

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MAGIC

Wolf THE MEDICINE LODGE


Characteristics: Wolf is the hunter and warrior. He is brother to A Medicine Lodge is a place that a shaman fills with his
all his pack, and fiercely loyal to his mate and cubs. As the magical gear. It creates a little world where he can do serious
ancient saying goes, Wolf wins every fight but one, and in that magic or get in touch with the spirits that give him power.
one, he dies. A Medicine Lodge must be in an environment suitable to
Environment: Forest, Prairie, or Mountain your totem . A Bear Lodge should be in the woods, for example,
Advantages: +2 dice for Detection and Combat Spells; +2 dice and a Rat Lodge would be anywhere in a city. The Lodge can be
for conjuring Forest or Prairie Spirits (shaman's choice). indoors, in a cave, or even in an open campsite, as long as you
Disadvantages: A Wolf shaman is loyal to his friends and family mark off a boundary. You need at least a three-meter by three-
until death. Nothing can make him betray those bonds. He will meter area; bigger if you plan to have a group of shamans
not show cowardice. When a Wolf shaman extends his protec- working in it.
tion to another or otherwise accepts a responsibility, nothing Medicine Lodges have a rating. When you need a Lodge,
will make him betray that bond. However, Wolf can go berserk the Lodge's rating is determined by the shaman , depending on
as Bear does. his abilities, money, and time. A shaman has to have a Medicine
Lodge to learn a new spell. The Lodge must have a rating at least
ROUPLAY1NG THE SHAMAN equal to the Force of the spell he is learning,
Ifyou're playing a shaman, he's got to act in character for Most tribes have permanent Lodges: a big hogan, teepee,
his totem. Otherwise, the shaman can lose his link to the totem kiva, cave, or pueblo fixed up as a Lodge. Because many
and maybe lose all his magic. Ifyou are not sure you want to stick shamans stay on the move, they often lug their Lodge around
your character with a lot of requirements, try playing a Coyote with them . The actual material would be animal pelts, bones,
shaman, who has more freedom of action. drums, painted hides, sand for sand painting, minerals and
Shamans are human and a totem Is not a religion, though crystals, and so on. All this is reusable, and need not be replaced
it gets close. There are no commandments the shaman has to after purchase unless the Lodge is destroyed. Any tal1smonger
follow. The totem is important because It is what makes him a can sell you the magical gear that goes into a Medicine Lodge.
magician. Gamemasters should be lenient about occasional It is best to set up a permanent Lodge. If that is not possible,
minor goofs. haul the materials to the right kind of site and set one up. It takes
If a shaman consistently behaves out of character for his one day per Lodge Rating Point to do this, though, because you
totem, the gamcmaster should punish him. At first, the punish- have to charge the new Lodge with magical energy to link it to
ment will be the loss of any advantages due to his totem. For the Earth. That's why permanent Lodges are more convenient.
really perSistent behavior, the gamemaster can reduce the
shaman's Magic Attribute by a point.
A Shaman can retrieve his lost powers once he starts to
behave properly again. A special shadowrun that is particularly
appropriate to the totem might be required as a final purifica-
tion.

THE SHAMANIC MASK


Before the Awakening, most shamans wore masks, usually
modeled on their totem animal, when doing magic. With the
Awakening, It became apparent that the wearing of masks was
a practice based on ancient memories of how shamanic magic
worked. When a shaman performs magic, he assumes the
physical characteristics of his totem. The more powerful the
magic, the more noticeable the animal traits become. A com-
plete shape change does not occur, but the effect can be
striking.
For example, an Eagle Shaman performs a minor spell, one
not particularly relevant to the Eagle totem. His features might
take on a sharper cast, or his chant might resemble the shrill cry
of the mighty bird. When casting a more demanding spell, the
shaman's crooked fingers become the talons of an eagle or his
eyes become the piercing eyes of a hunting bird. Calling on a
powerful spell, his features would be obscured by the image a
mighty eagle's head.

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MAGIC

THE HERMETIC TRADITION THE HERMETIC CIRCLE


Sometimes, mages need to set up an Hermetic Circle. It can
Though some mages may like the country life, most are be in any convenient, private place, indoors or out, but should
urban types. Their magic Is based on a complicated set of be secluded, so that operations won 't attract gawkers.
theories that describe the way Astral Space contacts our own Hermetic Circles are prepared for a specific spell, conjuring,
world. or enchantment. For example, if you want to use Ritual Sorcery
Hermetic magic attracted much interest before the Awak- to cast a Stink Curse on someone, you must prepare a Circle for
ening. Even engineers and scientists studied the disciplines of that spell. You cannot use the same Circle to cast a Mask Spell
the mage, many of whom discovered the magic to be working the next day, but must draw a new one. The same goes for
when the Awakening occurred. As many of these people were spirits. A Circle used to conjure a Fire Elemental is useless for
corporate employees, the corps picked up on hermetic magic summoning Water Elementals.
very early on. To this day, you'll find numerous wage mages Once a Circle is prepared, you can re-use it for the same
working for the big companies, but very few shamans punching operation . You could draw a Circle for summoning a Fire
a corp clock. Elemental, leave it in place, and use It later to summon an other
Mages see the magical universe as a complex of abstract Fire Elemental.
forces. By opening yourself up to these forces, you can cast Hermetic Circles have ratings, and you can make one with
spells, summon spirits, and so on. Before the Awakening, the any rating you want ifyou have time and enough room. Drawing
process required lengthy, complex ceremonies, but now you the Circle takes a number of hours equal to its rating. A Circle is
can make magic with a few gestures and key syllables of 3 meters in diameter, plus a number of meters equal to its rating.
invocation. The elaborate rituals and equipment are only needed This rating must be at least equal to the required score for a
for special situations. specific operation . For example, conjuring an Elemental with a
The desire of the mage is to know firsthand the inner reality Force of 6 takes a Circle with a rating of at least 6.
of the universe. He may practice magic for its own sake, or for
the nuyen it earns, or for power, but a mage is a scholar whose MAGICAL ABILITIES
art keeps him studying much of the time.
A magician can do things that mundanes cannot. First, of
HERMETIC LIBRARIES course, he can use the magical Skills of Sorcery and Conjuring
Mages spend a lot of time doing research. They need to make magic happen. Second, he is strongly tuned in to the
extensive reference libraries for many activities: learning new parallel universe of Astral Space, and so he can use Astral
spells, designing magical rites, summoning spirits, and so on. Perception and Astral Projection.
Each hermetic library is specific to a given skill. That is, a
mage will need separate libraries in Sorcery, Conjuration, and MAGIC RATING
Magical Theory. Libraries don't have concentrations or speciali- Magicians have a special Attribute, that of Magic. Like
zations. Essence, Magic has a starting rating of6. Whenever the Essence
In 2050, print is almost dead , but many mages are old- Rating is reduced, the Magic Rating is rounded down to the
fashioned enough to enjoy the feel of a physical book. Libraries nearest whole number. A magician who replaces his eyes with
can consist of printed books and papers (hardcopy). Though 20/20 Cyber Eyes has an Essence Rating of 5.8, but a Magic
bulky, they are usable anywhere, and not subject to power Rating of 5. Major wounds, Illness, and other factors can also
failures. Alternatively, a library can be stored on CDs or optical reduce the Magic Rating. A magician whose Magic Rating is too
chips, like any other Information, but you'll need a data reader low faces death every time he uses spells. It stinks. You can see
or computer to access them. Datasoft libraries are available, but it in the burned-out magician who goes the refit route, using
they are expensive and cannot be shared with other mages. A danger and Cyberware like drugs to satisfy his craving for spells.
library can mix all three types of storage. You see it with the old gray mage who has to fumble with
Mages can share libraries. Access to the Thaumaturgical amulets, powders, and potions to cast a spell he once invoked
section of any big university library or corporate reference w ith a flick of his fingers. It's a pathetic picture, any way you look
department lets any number of mages pursue projects at the at it.
same time. These large research facilities will have whatever If a magician's Magic Attribute ever drops below I, he
rating you need. Of course, if you don't have legitimate access, cannot use spells at all. He has lost the necessary connection
you may find that the owners take exception to your using their with Astral Space and is now a mundane.
data.
A mage needs a Sorcery Library to learn a new spell. The DRAIN
mage determines the rating of his library, which must be at least A magician chooses the Force of the spell he will cast, and
equal to the Force of the spell he is learning. he gets a number of dice equal to the Force Rating to make a
Library Ratings aren't cumulative. If you combine a I-point Success Test. Spells bring energy into the world from Astral
library with a 3-point library, you end up with 3 pOints, not 5. Space through the magician's nervous system. This causes
When two mages share or copy materials, the lower-rated damage. After casting any spell, the magician must make a
library is raised to match the higher-rated one. This also applies Willpower Resistance Test to avoid fatigue. The Target Number
to stealing materials from a library.

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MAGIC

is normally equal to the Force of the spell. The Magic 1'001 can The Spell Purpose Focus applies to all spells within its a
be used to resist Drain. A spell's Drain Code shows the amount purpose category: combat. detection. health. Illusion. or ma-
of Mental Damage (Fatigue) it causes the magician in the same nipulation. The rating of a Purpose Focus is the number of dice
way a weapon's Damage Code shows its effect. The letter in the available in anyone action. Any or all of these d ice can be added
Drain Code indicates the starting Fatigue Category. followed by to rolls for or against spells in the purpose category. This
the Staging Number. which shows the number of successes the includes resisting such spells cast by another magician. By
magician needs to reduce the category. permanently sacrificing the focus's rating points. the magician
If the magician's Resistance Test fails to offset the Drain. it can receive an automatic success instead of a die. One Rating
shows up as Fatigue (same as Stun Damage) on the Mental Point buys one success. Once the rating is reduced toO. the item
Damage track of the Condition Monitor. When the magician is no longer enchanted.
casts a spell with a Force Rating higher than his Magic Attribute. A Specific Spell Focus provides extra dice for one spell. and
Drain goes on the Physical Damage track. wounding the magi- only for casting the spell. not resisting its use by another
cian with burns. bursting blood vessels. and muscle spasms. all magician. Specific focuses have ratings like purpose focuses.
caused by the energy overloading his system. and rating points may be permanently sacrificed to buy extra
successes in the same way.
Spirit Focuses
Sally the mage casts a spell with a Force of 5. The Spirit focuses provide extra dice for Conjuring a specific
Drain Code for this spell is MI. Regardless of the type of spirit (desert spirit. water elemental. and so on). Spirit
outcome of the spell. Sally must make a Willpower focus dice may be used with any roll connected to summoning.
Resistance Test with a Target Number of 5. Every two banish ing. or controlling a spirit.
successes reduce the Fatigue Category one level. Power Focuses
Against a Drain Code of MI. Sally must roll 4 successes rower focuses increase a magician's Magic Attribute. al-
to avoid Drain completely. lowing him to cast more potent spells safely. They also provide
extra dice that go straight into his Magic Pool. These dice can
augment any magical test. Rating points may be sacrificed to
MA(jICAL ITEMS buy extra successes for any magical test in the usual manner.
Many kinds of items are useful to a magician. Some have Spell Locks
no inherent magical nature. Others are enchanted. Enchanted Spell Locks are power focuses with a Rating of 1 made for
objects are called focuses. which are useless to mundanes a single purpose: to lock a spell onto a target permanently. A
because they need magical power as a trigger. A magician must magician must attach the focus physically to the target after the
have a Magic Attribute Rating of at least 1 to use a focus. There spell has succeeded . It can be stuck into a pocket. worn . hung.
are five classes of enchanted Items: nailed on. or whatever. The magician who cast the spell need
Spell focuses to help in Sorcery. not be the one who attaches the lock. but only a magician can
Spirit focuses to help in Conjuring. do It. Once in place. the lock maintains the spell automatically.
Power focuses to store Magic Ratings. drawing power from Astral Space.
Spell Locks to sustain spells. There are drawbacks to using spell locks. If a magician
Magical weapons are power focuses in the form ofweap- removes the lock from the target. the spell Is broken. A
ons. mundane cannot remove a spell lock; he cannot even touch it.
Magical items have variable ratings with virtually no limit. It is in another dimension as far as he is concerned. As long as
They are commonly available from a Talismonger at all ratings. the focus is working. a thread of astral energy connects it to the
limited only by cost. A magician may not be able to use an item spell's caster. This can be traced through Astral Space. becom-
with a high rating. however. Before he can use any magical item. ing a material link that makes the caster vulnerable to Ritual
a magician must bond that item to his magical energy by Sorcery. Magicians do not leave these things lying around!
expending Karma. This is discussed in greater detail in the After Magic Weapons
the Shadowrun chapter. Only one magician may bond a single Any weapon can be enchanted. giving ita rating as a power
item at a time. and only that magician can use it. focus and other magical properties. A mundane can touch and
A magician must activate an item to use it. using one action use the weapon. but gets none of the special benefits.
to activate and another to use. He may keep active a number of A magic weapon can perform all the functions of a standard
items equal to his Intelligence Attribute. Once activated. an power focus. It also can damage spirits or other magical
item works as long as it is on his person. be it worn. carried. creatures that are immune to normal weapons. A magician can
hand-held. on his head. or in a pocket or pouch. If an item is take a magiC weapon into Astral Space and use it against any
snatched away or dropped. It is immediately deactivated. beings there. If the weapon incorporates the magical metal
Spell Focuses orichalcum. the weapon's rating adds to the magician's skill in
Spell focuses give a magician extra dice for use with a Armed Combat. Orichalcum is a magical alloy of copper. gold.
specific spell or class of spells. Spell focuses do not help a silver. and mercury. a metallurgical nightmare that cannot even
magician to learn spells. exist without magic. It is a rich yellow-orange color. and legend
has it that it was discovered in Atlantis.

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MAGIC

SORCERY Spellcasting should use the following steps:


Refresh Magic Pool
Sorcery draws heavily on a magician's Magic Attribute. and Spell Declaration
it can take two forms. The Skill can be used to cast quick spells Success Test
with limited range (Spellcasting concentration). It can also use Resistance Test
elaborate. lengthy rituals to cast long-term spells over greater Determine Results
distances (Ritual Sorcery concentration). Refresh Magic Pool
A magician must learn a spell before he can cast It. Once he Use the character's Sorcery Skill Rating as the Magic Pool for
has learned it. he can cast a spell anytime. each time making a the action. If the character used any dice before this action to
Resistance Test against Drain. defend against a spell. those dice are not available.
Spell Declaration
SPELL TYPES At this point. name the spell or spells the character Is
Spells differ in Drain Code. area classification (physical or casting. whether the character is maintaining or dropping other
mental). purpose category. duration. and special effects. Com- spells. the target or targets. the Force. the timing (immediate.
bat Spells also have a Staging Number like firearms. delayed. or conditional). and the radius for area-effect spells.
All spells affect living things. Only a physical spell can affect If the magician is casting a single spell and has been
inanimate objects. Only mental. or mana. spells can affect a maintaining no other spells from previous actions. the first part
purely magical or mental target. such as a spirit. emotions. other of this stage is easy. Some spells carry an Exclusive designation.
spells. and so forth. This means they cannot be combined with another spell. either
There are five purpose categories for spells: being sustained from an earlier action or thrown as part of this
Combat Spells generate violent. destructive energy. action. If the magician Is sustaining a spell. it adds +2 to all his
Detection Spells enhance the senses or analyze the envi- Target Numbers. magical or not. because of distraction. If the
ronment. magician wants to cast a spell at more than one target. he simply
Health Spells heal damage. illness. madness. and other af- divides up the Force dice any way he wants. It is important that
flictions. he declare the order. however. and make a Resistance Test to
illusion Spells fool the senses. avoid Fatigue after casting each spell. The magician can cancel
Manipulation Spells can transform. transmute. control or spells he had intended to cast at any time in the sequence.
animate matter or energy. In choosing a target or targets. the magician can cast a spell
Spells have three possible durations: at anyone he can see. Binoculars. glasses. and other devices can
Instant spells take effect and vanish in the same action. enhance his vision. as can magiC or technology that penetrates
Their effects are usually lasting. Combat spells fall into this darkness. A magician cannot. however. cast spells at Invisible
category. beings or characters in Astral Space by using enhanced vision or
Sustained spells can be maintained over time. As long as Astral Perception. Remote vision. such as through a telecomm
the magician sustains the spell. it remains in effect. When he screen. is also useless for casting spells.
drops it. the spell's effects disappear. Next. the magician chooses the Force of the spell. He will
Permanent spells must be sustained for some specified often choose the maximum Force of the spell he has learned. but
period of time before their effects become permanent. Health there are several reasons why he might choose a lower Force.
spells are one example. If the magician drops such a spell before He might want to reduce the possibility of Fatigue. Oftentimes.
it becomes permanent. its effects disappear. he will want to save dice from his Magic Pool for spell defense.
These dice can be used for Resistance Rolls for the magician or
SPELL fORCE his buddies when an enemy starts flinging fireballs.
Magicians choose the maximum rating of a spell when they Most spells take effect immediately. Some spells can have
first learn it. A magician can cast a spell with lower Force if he delayed effect. and a character can also make a spell conditional
wants. but to increase the maximum Force of the spell. the ("I will throw a Power Bolt if the enemy tries to come through
magician must leam it all over again. [See the Leamlng Spells that door."). If the condition does not occur. the character does
section in the After the Shadowrun chapter for details.] The not cast the spell. It aborts harmlessly (no Drain. no pain).
Force is the number of dice that the magician gets for his Success If casting an area spell. you may want to change the spell's
Test when he casts a spell. The Force also becomes the Target radius of effect. The basic radius Is a number of meters equal to
Number for his Resistance Test against Drain. If the chosen Force the magician's Magic Attribute. The magician can attempt to
exceeds the magician's Magic Attribute. any damage from increase or decrease this distance. removing dice from his basic
Drain shifts from Mental (Fatigue) to Physical Damage (Wounds). Success Test to control the area of effect. He can increase the
Force modifiers. derived from magical equipment or from the radius by one meter for each die he withholds; he can narrow the
process of learning the skill. can affect this procedure. radius by one meter for each two dice he withholds. Controlling
this kind of power is much more difficult than letting it loose.
SPELL CASTING
Success Test
Spellcastlng is the branch of Sorcery concerned with the
Casting the spell is a Resisted Success Test based on the
here and now. quick spells of limited range and relatively small
Force Rating. The Target Number Is usually equal to the rating of
effect. The Spellcasting concentration applies to all tests in this
the attribute that will be used for the Resistance Test. Any extra
section.

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MAGIC

dice the target may receive for its Resistance Test do not
increase this Target Number. OBJECT RESIST ANCE RATINGS
Any wounds. distractions. and visibility conditions affect- Category Rating
ing the magician and any cover protecting the target do apply Natural Objects 3
modifiers. Use the list given in Fire Combat. except that the (Trees. Soil . Unprocessed Water)
modifier for target movement does not apply. Cover protects Manufactured Low-Tech Objects and Materials 5
targets from either physical spells or mana spells. A magical (Brick. Leather. Simple Plastics)
barrier (Hermetic Circle or Medicine Lodge) adds a modifier to Manufactured High-Tech Objects and Materials 7
the Target Number equal to the barrier's rating. (Advanced Plastics. Alloys. Electronic Equipment)
The Target Number for Healing Spells is to minus the Highly Processed Objects 9 or more
target's Essence Attribute Rating. For other spells that are not (Computers. Complex Toxic Wastes)
followed by a Resistance Test. use a Target Number of 3.
The magician may get extra dice from magical devices and
totem modifiers. He may also add dice from his Magic Pool. A Spell Defense
magician must declare the total number of dice he is rolling Magicians can help themselves or other characters by
before making the test. When casting an area-effect spell. the adding dice to Resistance Tests. If the magician designated
magician rolls his dice for his Success Test only once. but Target some of his Magic Pool for spell defense. those dice can add to
Numbers may vary for each character within the effect radius. a Resistance Test for anyone the magician can see. He can do this
Count the successes separately for each target within the radius. repeatedly. with all dice so allocated. up to a number of times
equal to his Sorcery Skill. The addition of spell defense dice must
be declared when the spell is cast. before the opposing magi-
Neddy tosses a Hreball w ith a f orce of 7. There are cian makes his Success Test.
three targets In range of the spell. Neddy uses 7 dice
for his success test and rolls 1• 3. 4. 5. 5. 6 . 6 . He rerolls
the two sixes. scoring 1 and 6 . He rerolls the 6 again. There w as a mage In the doorway, and he was
scoring 4. H iS final scores are 1.3.4. 5.5. 7. 16 . Neddy open for buslnessl Neddy yelled something just as a
has no Target Numbers as yet. let of hissing green stuff came Hying at us. It bumed
The first target Is in the open . He has a Body paint off the walls and ate a desk that was In the way.
Attribute of 4. and so Neddy 's Target Number Is 4. then w ashed over us like a wave of death. I figured I
Neddy scores 5 successes against him . was g one right then. but somehow the stuff just slid
Target 21s behind a low w all. which the game- right off me and Iris. Grinder was swearing a lot. even
master rules as partial cover. w orth +2 to the Target for a Troll . but at least he was stili standing . We geeked
Number. Target 2 also has a Body A ttribute of 4. and the m age and kept on traveling. Neddy claimed he
so Neddy's Target Number against him Is 6. giving saved our butts. but Neddy w ould claim he keeps the
Neddy 2 successes. sun shining If he thought anyone w ould believe him.
Target 3 just dove through a doorway near the Neddy allocated four d ice to spell defense on his
edge of the blast radius. The gamemaster rules that he last action. These dice added to the Body Ratings of
has almost full cover. adding +4 to Neddy's Target the other characters when they made their Resistance
Number. Target 3 also has Body Attribute 4. so Tests to the toxic w ave spell. The added dice did .
Neddy's Target Number Is 8. for only one success. Indeed. save their ungrateful. mundane behinds. Note
that each person added four d ice; the defense dice
were not divided up among the three of them.
Resistance Test
Some spell~. such as healing. help the target. For these.
there is no Resistance Test. Other spells require a Resistance Determine Result
Test. even if the target is an inanimate object. This represents the If the Force Success Test yielded more successes than the
environment's natural resistance to magic. The Target Number target's Resistance Test. the spell takes effect. The net Successes
is the casting magician's Sorcery Skill Rating. with no modifiers. are like all successes in Shadowrun. the more you get. the
Physical Spells attack the body. and Mana Spells attack the better the result. This works a little differently for each spell
mind. Living beings use their Body Attribute Rating to resist purpose category.
Physical Spells or their Willpower Attribute Rating against Mana If the target's successes equal or exceed the caster's
Spells. Armor does not count as an automatic success against successes. a combat spell stili goes off but does no damage. If
physical spells in this Resistance Test. and dermal armor in- the caster gets extra successes. you determine damage for
creases the Body Rating. A shaman adds totem dice when combat spells in much the same way as for regular combat. All
resisting a spell . if appropriate. A magician may also get extra Combat Spells have an initial combat code of "L" plus a Staging
dice because of a magical device. Number. The lower the Staging. the more lethal the spell. Each
Inani mate objects have a resistance based on how close to block of extra successes equaling the Staging N umber increases
nature they are. This rating is the magician'S Target Number in the Wound or Fatigue Category.
his Success Test.

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Most Detection Spells involve an Unresisted Success Test of spells equal to his Sorcery Skill. Each sustained spell adds +2
and require only a single success. Extra successes increase the to all of the magician'S Target Numbers, magical or nonmagical,
amo unt and detail of information the player receives. because of distraction.
Extra successes reduce the time that ittakes to cast a Health Permanent spells work as sustained spells until the magi-
Spell, with the number of extra successes becoming the divisor cian sustains them for the minimum maintenance time, after
for the base healing time of the spell. which the spell becomes permanent. Once the spell becomes
Extra successes make illusion spells stronger, increasing permanent, the magician no longer needs to concentrate on it.
the extent of distraction or making the illusion more difficult to If his concentration lapses before then, the spell disappears.
penetrate (as for invisibility). See each spell for special effects.
Manipulation Spells can transform or control matter and
energy. Most Manipulation Spells have a threshold of successes Neddy yelled something magical and waved his
needed to work. If the caster gets insufficient successes to meet hands like he was swattln' bugs. The charging Ork
this Threshold Number, the spell fails. froze solid and tumed all white, his hand stili cJenchlng
Regardless of the spell's effect on its target, the caster must the grenade.
make a Resistance Test against Drain after using a spell . Remem- 'Hey . Neddy, I thought you said magic couldn't
ber, he uses his Willpower Attribute with the Force of the spell turn people to stone?"
providing the Target Number. The spell's Drain Code provides "It's not stone. chlpoobralnl f caldRed his tissues
the maximum damage and Staging Number. and ... WILL YOU GET RID OF THE FRAGGIN' GRE-
With the effect of the spell and the magician's fatigue NA DE?"
determined, the spell duration becomes a factor. Instant spells 'Sheesh, wlzards!' 1 slammed the statue's wrist
are easy; they happen and that is it. Their effects may last, but with the butt of my rlHe and cracked loose the ~d
the spell itself is instantaneous. holding the grenade. then tossed it out a window. As
Sustained spells alter reality only as long as the magician I tumed back Into the room. the s1ottln' thing blew up
concentrates on channeling magical energy to them . When the and the Ork started howling and spouting blood frOm
energy stops, the spell ends. A magician can sustain a number the stump of his wrist. I wish Neddy wouldn't drop
those spells so quick.

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RITUAL SORCERY members make Resistance Tests against Drain. The observer
must stay in Astral Space until the Sending of the spell is
Ritual Sorcery builds up spells gradually. taking hours. This complete.
lets magicians cooperate. pooling their skills. It also allows Modifiers affecting one member of the team (wounds. for
magicians to cast spells on targets that are not within visual example) affect only that individual. They do not change the
range. Use the Ritual Sorcery Concentration Rating for all tests overall effectiveness of the team unless it is the leader who is
in this section. affected.
A shaman must be in a Medicine Lodge with a rating at
least equal to the Force of the spell. A mage must be in a SORCERY PROCEDURE
Hermetic Circle for the spell he is casting. with a rating at least The stages in casting a spell by Ritual Sorcery are:
equal to the spell's Force. Preparation
Ritual Sorcery requires special materials. These materials Form Magical Link
are generalized. and the magician must only pay the cost and Sending
keep track of which materials he has on hand. Materials to Determine Effect
perform Detection Ritual Sorcery cost 1OO¥ times the Force of Resist Drain
the spell. Health materials cost 500¥ times the Force. Illusion The last step must occur even if the Ritual Sorcery aborts at
materials cost 1OO¥ times the force. and Manipulation materials any stage along the way.
cost [Link]¥ times the Force of the spell. Magicians cannot cast Preparation
Combat Spells using Ritual Sorcery. Casting the spell expends After preparing the place of working (the Medicine Lodge
the materials regardless of the outcome of the spell. or Hermetic Circle). the team members combine their Magic
Pools. The leader declares the Force of the spell to be cast. Team
MATERIAL LINK members cannot maintain other spells when working in Ritual
If the magician cannot see the target. he needs a material Sorcery. and so they must drop any such spells as part of the
link to perform Ritual Sorcery. If the target is a living being. the preparation step.
material link is a tissue sample that contains his DNA pattern. If form Magical LInk
the target is not a living being. the magician needs an integral If the target is in sight or being observed in Astral Space,
piece of its structure; He could target a building using a brick skip this stage. Otherwise. the team must lock onto the target
pried from one of its walls. but not a picture that used to hang using the material link. This takes a number of hours equal to the
inside. Force of the spell. At the end of that time. the leader allocates
dice from the combined Magic Pool for an Unresisted Success
Test. The Target Number depends on how closely the team can
RITUAL TEAMS
pinpoint the target's location , per the table below.
Ritual Sorcery lets magicians cooperate in casting a spell.
but all members of a ritual team must know the spell. The
magicians must belong to the same tradition. but shamans of
MAGIC LINK TABLE
different totems may cooperate in a ritual team. The maximum
Target Location Target Number
size of a ritual team is the lowest rating in Sorcery Skill among
the members. A chain is only as strong as its weakest link. If a
City or County Known 5
State, Province. or Country Known 7
magician has a Sorcery Skill Rating of 4. only three other
Continent Known 9
magicians can be on his team .
Unknown 11
Once the ritual begins. the magicians are all linked together
magically. The entire ritual counts as one spell casting action.
This affects how magical Items are used. A focus with a Rating
A single Success is sufficient. If the team achieves no
of 4. for example. adds four dice over the course of the ritual. not
Successes, the spell aborts and team members make Resistance
at each stage of the ritual. The player should designate one
Tests against Drain.
magician as the leader. All tests use his modifiers for totems and
Sending
equipment. not those for the totem of the Medicine Lodge.
This stage builds up the power of the spell and directs it at
At the beginning of the ritual. all the magicians combine
the target. The leader allocates dice from the common Magic
their Magic Pools into one. Because the entire ritual Is a single
Pool for an Unresisted Success Test. Get the Target N um ber from
action. this pool is not refreshed and team members cannot use
the following table.
their Individual Magic Pools without withdrawing from the
team. When a member does this. reduce the remaining dice in
the pool by his Sorcery Skill Rating. If this ever exhausts the pool.
the spell aborts and all team members must make a Resistance
SENDING TARGET NUMBERS
Test against Drain. whether they have pulled out or not.
Target Type Target Number
Specific Place 6
A team member can "spot" the target from Astral Space.
Human or Metahuman 6
making a material link unnecessary. This team member does not
Specific Object 8
contribute to the Magic Pool for the rite. but he is subject to Drain
along with everybody else. If this forward observer Is killed or
driven away from the target. the spell aborts and all team

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There are two possible modifiers to this Target Number. If


the target is moving. apply +2. This modifier refers to move-
ment faster than running. as by a plane. car. or train. If the team
is casting an area spell. apply a - t modifier to the Target
Number.
The time required for the Sending is a number of hours
equal to the spell 's Force. divided by the number of successes
rolled . The minimum time is one hour. If the player rolls no
successes. the spell aborts and all members of the team make
Resistance Tests against Drain .
During this time. any magician who sees the target will
know what is happening. If the target is a magician , he will
recognize at once that he is the subject of a Sending. The use of
certain Detection Spells or Astral Projection will let a magician
trace the Sending back to the ritual team. Defensive magic can
increase the target's resistance to the spell. For example. several
magicians could maintain spell defense to assist the target in
resisting.
The ritual team can be located and attacked in Astral Space
(see Astral Combat) . During the Sending. the ritual team is
considered to be present In Astral Space and therefore vulner-
able to Astral Combat.
If time and distance allow. defenders can mount a physical
assault on the ritual team . If the team has no physical defenders.
this works very well. Either the magicians do not pull their dice
out of the pool , which makes them sitting ducks. or they do.
which aborts the ritual.
Determine Effect
If this is an area spell. the base radius in meters is equal to
the leader's Magic Attribute. and he can alter it by subtracting
dice from the pool.
Make a normal Resisted Force Success Test. The leader's
Sorcery Skill Rating is the Target Number for the victim 's Resist-
ance Test. Modifiers for cover. visibility. terrain. and so on do not
apply to the Target Number. but the leader's own wounds and
distractions would still apply. If the leader is a shaman . his totem
modifiers apply.
If the spell-caster's successes exceed the successes of the
target's Resistance Test. the leader may allocate any remaining
dice from the Magic Pool to maintain the spell. A ritual spell may
be maintained for a number of days equal to these dice. Mages
can use an Elemental to maintain the spell (see the Elemental
rules later in this chapter). It Is possible to combine dice from the
Magic Pool with the Force Rating of the Elemental for this pur-
pose.
The magicians on the ritual team may also maintain the
spell themselves. They can simply stay locked into a team.
concentrating on the spell. This still leaves an astral path leading
back to the team. though. and also counts as maintaining a spell.
adding +2 to the Drain Resistance Roll for all team members.
ResIst Drain
The ritual team now resists Drain. Each member of the team
acts as If he had cast the spell himself. making a Willpower
Resistance Test. Each magician also receives extra dice equal to
any dice left In the Magic Pool. If team members have extra d ice
for the spell because of magical devices or spirit aid they have
not previously used In casting this spell. then they may add
those d ice as well.

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CONJURING man makes a Resistance Test against Drain whether a spirit


comes or not. If fatigue knocks the shaman out. the spirit is
Conjuring can summon. control. and banish different kinds uncontrolled. The spirit's attributes equal the force of the spell.
of spirits. Magicians and occultists are still arguing about Nature spirits vanish at sunrise and sunset. no matter what.
whether spirits have any separate existence or spring from the All services end at that time. Any services left unused or
formless energies of Astral Space when they are conjured. Most unspecified by that deadline are lost.
folks figure it does not much matter.
There are many kinds of spirits. Each can appear with any
Force Rating. chosen by the magician who is conjuring. Two that Man-Who-Sees-Many-Thlngs heard the buzzing
can be summoned with relative ease are nature spirits and engines of sand bikes. The corp guards had caught up
Elementals. Nature spirits personifY the forces of the environ- with him. The uncaring sun beat down. robbing his
ment. Only a shaman can summon or control a nature spirit. body of precious moist\lre.
Elementals arise from the four hermetic elements: Fire. Water. Raising his hands. he rasped out the song of
Air. or Earth. Only a mage can summon or control an Elemental. power through cracked lips. The tones of the song rose
The abilities of nature spirits and Elementals appear in the to the beaten copper sky In the hissing tones of Snake.
Critters chapter. and the shaman's skin grew scaly with the bright.
There are other kinds of spirits in the Sixth World. Most of diamond-shaped markings of his totem.
them can be contacted only by very experienced magicians Many-Things Is summoning a desert spirit with a
with Karma to spend. and will be described in future Shadow- Force Rating of 6. His Conjuring Skill Is 7. He gets two
run products. extra dice because he Is a Snake shaman with an
advantage for conjuring Desert Spirits. He rolls 9 dice.
SUMMONING NATURE SPIRITS scoring 3 successes.
A shaman can summon a spirit only in its home environ- A bumlng wind sprang up. It grew from a sibilant
ment. The shaman first declares the Force of the spirit he wants whisper to a roaring gale. as a whirling funnel of sand
to call. This is his Target Number for an Unresisted Conjuring rose before the chanting shaman. Its core shimmered
Success Test. and glowed with the heat of the desert sun.
After adding dice for totem modifiers. the shaman makes Many-Things pointed toward his pursuers. their
his test. Each success represents one service the spirit will do for speeding machines visible In the distance. and his
him. If the shaman rolls no successes. no spirit comes. The sha- voice rose to a wail. The wind roared higher. and the
approaching foes vanished in a cloud of dust as the
sandstorm struck.
The magician's song sank to a crooning note. and
cool shade wrapped him from the burning sun. Many-
Things turned and began to glide over the desert. He
moved with the speed of a running man. though his
steps were no faster than they had been before.
The shaman rolled three successes. earning him
three services of the spirit. In this case. he had the
Desert Spirit use its Attack power on his enemies. and
then he invoked Its powers of Guard and Transport.

SUMMONING ELEMENTALS
Only a mage can summon an Elemental. He may summon
an Elemental of any desired Force Rating. given the necessary
equipment and time, but he needs a Conjuring Library and an
Hermetic Circle with ratings at least equal to the Force of the
spirit. The rite requires special materials. available from the local
talismonger and generalized by simply paying their cost. 1.000¥
per Force Rating of the Elemental.
Each Elemental also needs a source. Fire Elementals arise
from a great bonfire (indoor mages. beware of sprinkler sys-
tems). a fireplace. or large brazier. Water Elementals come from
a large pool or tub of water. This requirement is satisfied if the
Hermetic Circle is near any open body of water. Air Elementals
need great quantities of burning incense (watch out for smoke
detectors. too). An Earth [Link] needs a large heap (man-
size) of earth. clay, or rock. This requirement Is satisfied if the
place of working is on open ground.

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MAGIC

The ritual takes hours equal to the spirit's Force Rating. At You can also use these dice to buy automatic successes by
the end of this time, the mage makes an Unresisted Conjuring permanently reducing the spirit's Force by I. If this reduces the
Success Test. His Target Number is equal to the Force Rating of Elemental 's permanent Force to 0, the spirit is destroyed.
the Elemental. He can get extra dice if he has a spirit focus . Otherwise, when called again, the spirit has only Its remaining
The number of successes is the number of services the Force.
Elemental will do for the mage. If the player rolls no Successes,
no spirit comes, but all the materials gathered for the rite are
used up. The magician must make a Resistance Test against "Oh bioody-fraggin-AAAAAA A AIIIIIIGH !" I
Drain whether the Elemental comes or not. If a spirit comes but whirled around In time to see Neddy go up In [Link]
fatigue knocks the mage out. the Elemental is uncontrolled . of blue fire from the wagemage's spell. We lost our
An Elemental that owes services to a mage is bound. The wizard. and on this little run In the shadows, that made
magician need not use services all at one time. To use the us dead meat.
services of a bound Elemental. the mage must spend an ·action A shimmering haze appeared aro und the flames.
calling upon the spirit. It will appear before him immediately. in Neddy told me once that meant he had an Elemental
Astral Space. visible as a slight shimmering in the air. The more taggin' along. It just flickered . then flickered again,
powerful the spirit. the more noticeable this is. getting smaller and weaker, like a match burning low.
Until a bound Elemental is summoned. its powers are not Then It w ent out. The whole thing only took a spllt-
available to the mage. A mage can simultaneously bind a second. If I hadn't been chipped so hig h, I would not
number of Elementals equal to his Charisma. If he is at his limit have seen anything special.
and wishes to conjure an additional Elemental. he simply Suddenly, there was Neddy. He should have
releases one of the spirits he controls from its bond. been fried, but he was looking O.K. ·Sorry. old fella:
An Elemental stays in Astral Space by preference. The he muttered, "but I needed all of It. And YOU, you sorry
Elemental manifests physically only ifit must do a specific job for bleeder ... chew on THIS!"
its boss. Wow! I had never seen Neddy do one of those
With the exception of a remote service. the Elemental must before. The wag emage looked surprised. too. while
remain within sight of the mage. The use of astral senses, he stili looked like anything at all.
clairvoyance spells. or other magical senses fulfill this require- Neddy failed to resist the effects of a Combat
ment, but electronic viewing does not. You cannot "remote Spell. He needed three more successes to do so. As It
control" an Elemental using a trideo camera. If the magician happened. he w as attended by a Fire Elemental with
controlling an Elemental is knocked out or killed. the spirit a Force of 3. By sacrificing all 3 of the spirit's dice.
immediately becomes uncontrolled. Neddy canceled the remaining effects of the spell.
The magician who summons an Elemental can order the thus avoiding damage.
spirit to obey another character, magician , or mundane. Mun-
danes cannot use Elementals to cast spells. but otherwise they
receive the same services as a mage: aid sorcery (the spell de- Aid Study
fense potion), physical services. and so forth. Elemental body- An Elemental can provide extra dice to help Its master learn
guards are rare. but they do protect politicians, corporate execs, new spells. It can help only for a spell with the appropriate
oyabun, and other big noises. purpose category: fire for combat. water for illusion. air for
There are five types of services that an Elemental can detection, or earth for manipulation.
perform: aid sorcery . aid study. sustain spells, physical service. Sustain Spells
and remote service. A magician can call upon an Elemental to use its Force to
Aid Sorcery sustain one spell of its purpose category. The Elemental can
An Elemental can give the magician extra dice for casting maintain the spell for three seconds for each point in its Force
spells. The Elemental acts like an auxiliary Magic Pool of dice the Rating. Then it vanishes. The magician can take over the spell
magician can use at any time until the spirit is used up and maintenance before the spirit vanishes. so that the spell will not
disappears. These dice can augment rolls at any stage in disappear with the Elemental.
Sorcery, including spell defense. The magician can also bind an Elemental to a spell to main-
Each type of Elemental can only help with one spell tain It for longer periods. The Elemental maintains the spell for
purpose category. a number of days equal to Its Force Rating. but this service ex-
Fire Elementals aid Combat Spells. hausts the spirit's Force. When this task is finished. the Elemental
Water Elementals aid Illusion Spells. disappears even though it would have been bound to the
Air Elementals aid Detection Spells. magician for more services. If the spirit Is banished before this
Earth Elementals aid Manipulation Spells. period expires. the spell ends. Once an Elemental has been
No Elemental can aid Health Spells. assigned to this duty, it cannot perform any other service. The
The number of dice is equal to the Elemental's Force Rating. magician can release it before it runs out of Force in order to end
Each die you use reduces the spirit's Force by t. When the Force the spell ahead of schedule. but the spirit is still freed of its bond
reaches 0, the spirit vanishes. It can be called again if it is still and will disappear.
bound . When the spirit comes back. its Force is at full value
again.

86 SHADOWRUN

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MAGIC

Whereas each spell had its own Drain Code in Sorcery, a


magician using Conjuring draws the Drain Code from the
difference between his Charisma Attribute and the spirit's Force
Rating.
If the Charisma equals or exceeds the spirit's Force, the
Drain Code Is M 1, and any damage Is applied as Fatigue on the
Mental Damage track.
If the spirit's Force exceeds the magician's Charisma, the
Drain Code is S 1, and any damage is applied as Wounds on the
Physical Damage track.
If the spirit's Force is more than double the magician's
Charisma, the Drain Code is 01, meaning the magician will die
if he does not offset Drain with his Resistance Test. Remember
that if the character has powerful friends in a position to help,
death is not always the end of the line in Shadowrun.
If the magician falls unconscious from Drain, the spirit is
uncontrolled. When conjuring a spirit, most magicians have
assistants present to try to banish the spirit if the conjurer loses
control.

"By the Powers of the Deep, I summon thee!" The


closing words of the Invocation echoed and died
away. Harlequin was bending the full force of his
magiC to open the gates to the power of the astral
planes. The space within the complex binding pattern
shimmered with blue-green light as the Water Ele-
mental began to materialize. "Gotcha. babe." the mage
murmured.
His smug grin vanished as a bolt of pain Jagged
through him. The sickening realization that he had
overextended his powers was cut off with his con-
Physical Service sciousness. The last sight Harlequin saw was the
The mage can call upon the Elemental to manifest itself and amorphous bulk of the Elemental as it began to How
use its powers to do some job. You could call a Fire Elemental from the now-useless binding pattem Into the circle.
to burn through a door, for example, or an Earth Elemental to Harlequin has a Charisma Rating of 3 and a Magic
move a great weight, or any spirit to fight some enemy. See the Rating of 5. He was conjuring an Elemental with a
Critters chapter for the physical powers of Elementals. Force Rating of 8. Calculate Drain:
Remote Service Target Number = Force of spirit = 8.
A magician can demand remote service of an Elemental Charisma Is less than half the Force = 01.
onlywhen [Link] elemental, but Harlequin had to resist a Drain of 801 with his
disappears after this service. A remote service, therefore, for- Charisma. Roiling only three dice. he gambled that he
feits extra successes and other services. could make at least one success. Harlequin rolled 3. 3 ,
The mage sends the spirit off to perform a particular job, like 5. He was pushing the rite. so when he blew the Drain,
a physical service. Once it has orders, the Elemental wil,l pursue It killed him. Of course , had It simply knocked him out,
them single-mindedly until it either carries them out or is the Elemental would have had him for lunch. so maybe
banished. Even the summoner cannot hait an Elemental once it Harlequin got an easy out.
is set loose. The spirit will do as ordered unless it is destroyed.

DRAIN UNCONTROLLED SPIRITS


If an Elemental or Nature Spirit is uncontrolled, it is freed of
A magician using his Conjuring Skill must resist Drain in a any remaining service and may become violent. Roll 206. If the
way very similar to the procedure for Sorcery. There are impor- result is greater than the spirit's Force Rating. it simply vanishes.
tant differences, however. In Sorcery, the magician uses his If not, it manifests physically and attacks its former master and
Willpower Attribute in the Resistance Test, but in Conjuring, he anyone or anything else that gets in its way.
uses his Charisma Attribute. The magician can use extra dice If its master is dead, the Elemental will vanish. It will also
from items or totems. flee if it is taking too much damage, losing Force due to a
banishing, or generally having too tough a time.

SHADOWRUN 81

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MAGIC

CONTROL CONTESTS
Two magicians can contest control of a spirit. Only a
shaman can try to take over a nature spirit; only a mage can try
to take over an Elemental.
The magician trying to take control declares the attempt as
his action . The magician controlling the spirit may resist, whether
he has actions available or not. The Challenger is attacking the
strength of the bond already created with the spi rit, so this out-
of-sequence action is a special case and does not reduce the
dice available to the defending magician in future actions.
The contest is an Opposed Conjuring Success Test between
the two magicians. Both have the same Target Number, the
Force Rating of the spirit. Both magicians can use additional dice
from spirit focuses or totem modifiers.
If the controlling magician wins, he retains control of the
spirit and only the challenging magician makes a Resistance Test
against Drain . If the challenger gets control of the spirit. each
magician must make a Resistance Test against Drain. If neither
rolls any successes, then both check for Drain and the spirit is
uncontrolled. Drain is the same as when summoning the spirit.
If the magician who won the contest is knocked out by Drain, the
spirit immediately becomes uncontrolled.

BANISHING
Banishing requires great concentration, using the Conjur-
ing Skill as if the magician were casting an exclusive spell . The
magician can sustain no other spells, nor take any other actions
while trying to banish a spirit.
A magician of elth~r tradition may banish a spirit of either
type. He first makes an Opposed Success Test using his Conjur-
ing Skill against the spirit's Force Rating. Spirit focus and totem
modifiers apply. If he is the magician who originally summoned
the spirit, he adds dice equal to his Charisma Rating. The
magician's Target Number is the spirit's Force Rating. The spirit's
Target Number is the magician'S Magic Rating.
The winner's net successes temporarily reduce the loser's
rating by t point each . For example, if the magician rolls 4
successes and the spirit rolls 2, reduce the spirit's Force Rating
by 2.
The winner of the test decides whether there will be
another round. If he decides to continue the contest, neither
character may do anything else until the winner's next action;
they are locked in magical combat.
Repeat the process until one participant is overcome or the
winner of a round decides to break off the contest. If a spirit's
Force reaches 0, it is utterly destroyed. If the magician'S Magic
Rating drops to 0, he passes out, totally fatigued, and the spirit
is free to go about its business. Generally, when a spirit decides
to break off a contest, it will flee . Otherwise, the magician (or
another magician) could try to banish it again.
Lost ratings return at a rate of t point per hour.

ASTRAL SPACE

Astral Space, or the astral plane, is a parallel dimension that


touches the physical world. It is the source of magical energy
and the medium through which it travels. Though vastly differ-
ent from physical space, Astral Space shares the common
dimension of time. Everything that exists on physical Earth has

88 SHADOWRUN

Anthony Boisvert (Order #38669586)


MAGIC

an astral counterpart. However, the laws of physics known to enchanted items, characters under the effects of spells, magi-
scientists do not apply to Astral Space. cians casting or maintaining spells, and so forth. He can assense
Magical things (spirits, focuses, spells, some magical crea- spells, focuses, and other magical items as living beings.
tures, ritual teams, magicians using astral projection or percep- The magician can detect the Sending of Ritual Sorcery. An
tion, and so on) are living entities in astral space. They are assensable web of energies leads back toward the source of the
visible, corporeal, and capable of action in Astral Space. Beings spell, allowing the magician to trace it using Astral Projection.
in Astral Space can see physical objects and assense magical Spells being sustained through Ritual Sorcery and spell locks
energy given off by the astral forms of all living things. Assen- also display such a web, leading to the spell's caster.
sing is the sixth sense that perceives magical energy and astral Astral Perception allows the magician to view the aura of
forms. any living or magical thing. Viewing the aura reveals information
Nonmagical living things have dormant astral forms that about the true form or nature of the being. A shapeshifter always
are visible and corporeal in Astral Space but do not act on other shows its animal form in Astral Space, for example. A character
astral forms. The Earth is a living thing in magical terms, and thus under a disguising spell would also show his true form. The
corporeal in Astral Space. Vegetation also blocks movement in spell's aura identifies it as a thing of Sorcery. Focuses are visible
the same way it does in the physical world. Water, air, and fire as such. The auras of living beings reveal their general state of
are also tangible in Astral Space, but astral beings can pass health, wounds, diseases, active drugs in the system, and so on.
through them because oftheir low density. Water and fire do no The magician also can assense their Essence and Magic Attrib-
harm to the astral traveler, but they do reduce his range of utes. The gamemaster may choose not to reveal actual num-
assensing. bers, instead informing the magician if the score is higher,
Inanimate objects are visible because of reflected light, and lower, or about the same as his own Magic Attribute. The aura
they block the passage of magical energy and emotions, two of a magician shows both Magic and Essence, thus revealing the
primary elements of the astral form or aura. Because such magician's nature.
objects block the flow of aura, astral beings cannot assense The magician can gain further information about magical
through them . These objects have no aura or astral form things by making an Unresisted Skill Test. Sorcery would be
themselves, however, and so astral beings can freely pass used to divine the nature of a spell. Conjuring or Sorcery,
through the astral position corresponding to the object's physi- respectively, would be used to bind the Force and Magic Ratings
cal space. In Astral Space, you cannot see or assense through a of spirits or enchanted items. Use a Target Number of 4. The
wall, but you can easily walk through it. number of successes controls the amount of information re-
Astral Space pulses with the primal energies of life. Artifi- vealed. One or two successes mean the magician learns the
cial symbols, objects of the intellect, are not directly perceptible general class of the thing (a Fire Elemental, a Manipulation Spell ,
in Astral Space. If you examined the astral counterpart of this or a Combat Spell Focus). Three successes tell him the Force or
any book, you would not be able to read the words, but you Magic Rating, and four or more reveal everything there is to
would sense the emotions of each passage. Books of poetry, for know about the thing. The magician can make additional rolls to
example, are rewarding when assensed astrally. Technical try to get more information, up to a maximum equal to his skill.
manuals are virtually blank. Scanning a computer screen in Each additional try adds +2 to the Target Number.
Astral Space would not let you read its contents, but you would
detect the emotional context of the file--whether it was public ASTRAL PROJECTION
data or secret, legal or illegal. personal or technical or business- Any magician can use Astral Projection by sinking into a
oriented. trance. While in this trance, he is dead to the world; his pulse and
No, you cannot read the street signs either, so you had respiration are almost nil, and his senses are turned off. In
better know where you are going before you leave, right? magical terms, the magician "leaves his body" to travel in Astral
When viewed in Astral Space, all things reveal their true Space. Until he returns, the physical body is comatose.
forms and natures. Auras do not lie. Disguises, whether physical The magician'S astral form has attributes based on his
or magical, simply do not work. attributes in the physical world, as follows:
His Charisma becomes his Astral Strength.
ASTRAL PERCEPTION His Intelligence becomes his Astral Quickness.
Any magician can perceive Astral Space, but he must His Willpower becomes his Astral Body.
spend an action to switch from normal senses to astral senses The magician'S Special Attributes do not change when he
or back again. When he looks into Astral Space, he can: enters Astral Space .
Assense anything that is actually there; The magician's astral form appears as his idealized self-
Assense the magical energy surrounding an item; image. Of course, the idealized self-image of an Ork shaman or
Assense a Ritual Sorcery Sending; a coldly murderous corporate hitmage can be a pretty scary
Assense a being's aura to determine its true nature. assensement.
The magician can assense all spirits, magical creatures, and Astral copies of the magician's fetishes and magical items
so on, whether they are visible in the physical world or not. If he accompany him on his journey. Non-magical gear stays with the
has a spell that affects Astral Space, he may cast it (any Mana comatose body in the physical world. The astral magician may
Spell will work). The magician is also vulnerable to Astral form any garments or ornaments he wants, simply by willing it.
Combat. but such things have no magical or armor value. It is just razzle-
The magician can assense magical energy surrounding dazzle.
anything that is itself magical or that is being affected by magiC:

SHADOWRUN 89

Anthony Boisvert (Order #38669586)


MAGIC

of his body. Of course, if his enemies removed it. the magician


Tweezll glanced with the obnoxious pity of youth may find astral opponents blocking his way back home.
at the frail figure of his master before he entered his A magician's enemies could simply kill the physical body.
own trance. As Astral Space enveloped him. a voice Almost any wound to the comatose form will drive it into fatal
from behind boomed. "What kept you boyr Tweezil shock. A magician in Astral Space knows at once ifhis body dies.
whirled and stared at a vibrant figure. powerfully His astral form survives until he would have used up his Essence.
muscled. robed in garments of light. He bore a familiar at wh ich point it evaporates. Such a wretch may decide to spend
broadsword and his hands lightly held a staffTweezli his remaining hours seeking vengeance. and the gamemaster
had assensed before. 'B-b-boss?" can use such no-bodies as ghosts.
'You young snots never figure it out. do you?" the
mage said with a laugh. "Over on this side. you are ASTRAL COMBAT
what you will. not what you think! Now follow me. Any magical thing or being with a presence in Astral Space
We've got work to do." can engage in Astral Combat. Things that do not have an active
astral presence cannot fight or be hurt In anyway in Astral Space.
Astral combat works like Melee Combat. with an option for
ASTRAL MOVEMENT a counterattack resulting in an Opposed Success Test. The
Movement through the landscape of Astral Space pro- nature of Astral Space prevents ranged attacks. Movement.
ceeds at normal rate or fast rate. Normal movement is Astral cover. and so forth have the same effect in Astral Space as they
Quickness multiplied by 3 for Dwarfs and Trolls. or by 4 for do in physical space. with the differences noted herein. A
Humans, Elves. and Orks. This is the number of meters traveled magician can attack other astral forms during his actions.
per three-second turn. There is no danger of fatigue. Characters receiving no penalties for "movement."
use this rate when they need to pay attention to the surround- But wait. you say! What about spells? Glad you asked . In
ings. Astral Space. a speli is a living thing. From the astral plane. if you
Fast movement is fast indeed! The magician can move at his watch a magician cast a spell, you assense the spell form a living
Magic Attribute times 1.000 kilometers per hour. Atthis speed. shape around the caster. then charge toward the target at high
the magician'S surroundings will be a blur. He knows where he speed . Reaching the target. it vanishes. exiting into real space.
is and can dodge astral obstacles. but he cannot assense or see where it releases its power.
the scene in detail without slowing to normal movement. A magician in Astral Space can intercept a spell within his
Combat can occur between two characters who are both using line of assensement and fight it. preventing it from reaching the
fast movement. target for as long as he fights it. If he destroys it. it never gets to
At either speed. the magician can Ily. that is. he can move its target. When the magician fights the spell. however. it can
freely to any altitude up to the limits of atmosphere . Do not damage or kill him .
leave the atmosphere (50 miles). Magicians who have tried to The procedure for Astral Combat varies slightly with each
break this barrier have usually died or gone mad, and the type of astral form.
survivors' memories of the journey have been badly scrambled Other Magicians
by some kind of profound mental trauma. Magicians in Astral Space function with their normal Mental
and Special Attributes. but have their Astral Physical Attributes.
WHILE YOU WERE OUT For all actions in Astral Space (dodging. fighting. reducing
The longer a magician is in Astral Space, the weaker his damage), magicians have only one dice pool. the Astral Pool.
physical form becomes. He has taken his Essence with him into drawn from the magician's Sorcery Skill. Magic Attribute. and
Astral Space, and so his body begins to die. Astral Quickness Attribute Ratings. It combines the functions of
The physical body loses I pOint of Essence every hour the the Dodge and Defense Pools in regular combat and the usual
magician is astrally gallivanting. If the Essence is reduced below functions of the Magic Pool. Allocate your dice carefully!
0, the magician dies. The magician's astral form has its full Actual attacks are like Melee Combat. using Sorcery Skill
Essense and Magic Attribute Ratings even though the physical rather than any combat skill for the Success Test. The Target
body is withering. Once the magician returns to his body. the Number is 4. The magician who wins the round of astral combat
Essence returns at a rate of 1 point per minute, up to the original can cause impressive damage.
rating. The magician being attacked has the option of counter-
While in Astral Space. the magician is unaware of the attacking using his Astral Pool as his Defense Pool. The number
environment of his physical body unless he can still see it. If of net Successes determines the Wound Category. One does a
someone. or some thing. moves his body while he is in aura- Light wound. two inllict a Moderate wound. three a Serious
land, he will not know it until he returns. When he gets back to wound. and 4 net successes count as a Deadly wound .
where he left his physical shell . he will find it gone and must Resistance Tests are made per the normal procedures.
search for it. The search is a Success Test using his Body or using the Astral Body Attribute Rating with the opponent's
Willpower Attribute, whichever is higher. The Target Number is Sorcery Skill Rating as a Target Number. The Staging is 1 if the
4 , and the time for the search is equal to 6 hours divided by the opposing magiCian attacked barehanded. If the magician used
number of successes. At the end of that period, presuming the a magiC weapon, the Staging Number equals the weapon's
magician has not run out of Essence. he will be in the presence rating. Remember that if you counterattacked. you cannot use
your Astral Pool to dodge.

90 SHADOWRUN

Anthony Boisvert (Order #38669586)


MAGIC

BecCluse of the occult phenomenon of "repercussion. " the cast spells from inside the barrier. but they can do so freely
physicClI body mClnifests the dClmClge. ThClt meClns thClt if you Clre outside the barrier. If a team member dies or loses conscious-
lightly wounded in ClstrClI spClce. your physicClI body is lightly ness. reduce the Magic Pool for the ritual by his Sorcery Skill. If
wounded CIt the SClme moment. If you Clre killed. your ClstrClI Clnd this reduces the pool to 0 or if the leader loses consciousness.
physicClI bodies die CIt the SClme moment. HeClling techniques then the ritual Clborts and all remaining members of the team
used on one body Cllso heClI the other. whether they Clre mClgicClI make Resistance Tests against Drain. Those outside the Circle or
or mundClne. Lodge tClke the Drain as PhysiCClI Damage.
Magical Barriers Spells
Hermetic Circles Clnd Medicine Lodges ClCt CIS bClrriers in A spell uses its Force Rating for all rolls in any contest with
AstrClI SpClce. To pClSS through CI bClrrier. CI mClgiciCln must destroy CI mClgiciCln in Astral Space. The caster of the spell. though in the
CI bClrrier's resistClnce. The bClrrier remClins intClct ClgClinst Clil other physical world. knows he is being ClttClcked and can alioCClte dice
intruders. Spells CClSt CIt tClrgets inside such barriers must pene- from his MClgic Pool. Clnd any focuses or totem modifiers he has
trClte the bClrrier before pClssing through to ClttClck their tClrgets. for thClt spell. using these as CI Dodge Pool to help his creation
The spell still cClrries Clny wounds it got fighting the bClrrier. The survive.
creCltor of the bClrrier will know whenever someone is attClcking A spell is mindless. If unopposed. it will ignore any other
it. ClstrClI forms and proceed to its tClrget. reaching it in the action
The bClrrier will resist Cln intrusion Clttempt. but it will not of its creCltion. If blocked. the spell will fight. This again works
persist in fighting the intruder who drops his attempt. If you let much like Melee CombClt. with the winner of each round (the
Cln Clction go by without ClttClcking the bClrrier. it repClirs Clil intercepting magiciCln or casting magician) deciding whether to
dClmClge Clnd you hClve to stClrt ClgClin . The Clttempt to penetrClte continue. If the attClcker gets outof its way (or it kills the blocker)
CI bClrrier is Cln Opposed Success Test. with CI single net success Clfter one or more actions of com bat. the spell proceeds on to hit
sufficient to Clilow pClssClge through. If the barrier prevClils. it its original tClrget. Any damage inflicted in Astral Space does not
CCluses the sClme dClmClge CIS would Cln opposing mClgiciCln. reduce the spell 's Force when it hits the tClrget.
increClsing the Wound Category with eClch net success. The If CI mClgician in Astral SpClce intercepts a spell. its CClster CCln
barrier's rating is used for the Success Test Clnd its ResistClnce Test assist. CIS described Clbove. He cCln keep doing this as long as he
if it loses the Success Test. wants. until the spell wins the fight. or it is destroyed. which
Magical Items cancels it out. He cCln. on Clny Clction. decide to stop CClsting the
Like bClrriers. mClgicClI items fight only if they Clre ClttClcked. spell. which promptly vanishes. He CCln cast other spells (subject
Also like bClrriers. they repClir dClmClge CIS soon CIS the ClsSCIilClnt to the mClgic rules) while trying to support the one in combat.
pauses in his ClsSCIult. When "destroyed. " a magicClI item loses its His support counts CIS CI distraction as if he were maintaining the
enchantment. but its physiCClI form rClrely chClnges. The item 's spell. The cClsting mClgiciCln mClkes a Resistance Test against
rClting serves as its ClttClck vCllue in the originClI Success Test Clnd Drain in the Clction he worked to cast the spell. no mCltter what.
CIS its Body in the following ResistClnce Test. If DrClin or anything else knocks out the caster. the spell
Magl~ Creatures vanishes.
The two types of mClgical creCltures Clre dUClI beings Clnd Unless neither mClgician breaks off such a contest. it contin-
ClstrClI beings. ues until the spell is destroyed or the intercepting magiciCln dies
DUCII beings exist on both plClnes Clil the time. They hClve the trying. Each round is an Opposed Success Test with a Target
SClme charClcteristic rCltings on both planes. Astral beings live in Number of 4. pitting the spell's Force agClinst the magician's
Astral SpClce. with most having the ability. but not the inclinCl- Sorcery Skill. The net successes determine the Wound Cate-
tion. to mClnifest themselves in the physical world. gory. CIS with other forms of Astral CombClt. The loser makes a
DUCII beings must move on both plClnes together. as must Resistance Test to reduce the Wound Category. the mClgician
astral beings when they manifest themselves in the physiCClI using his Astral Body Attribute with a Target Number equal to
world. They CClnnot be in one place in the physiCClI world and the spell's Force. and the spell using its Force with a Target
another in AstrClI Space. Thus. they Clre limited to their physical- Number equal to the magiciCln's Sorcery Skill. The spell prevClils
plane rate of speed . in such a contest when it knocks out the mClgiciCln. The magiciCln
Combat with mClgiCClI creCltures follows the general rules for destroys the spell if he inflicts a Wound Category equClI to the
the environment. physiCClI or Clstral. where the battle is tClking spell's Force Rating.
place. In the physiCClI world. use the creature's attributes for A mClgiciCln in AstrClI SpClce CClnnot cast a spell at another
appropriate tests Clnd so forth as if it were CI Human or metClhu- spell. but he CCln CClSt one at Clny other astrClI being. Such a spell
man. For example. you would use Body for Resistance Tests. For cannot be intercepted. Only spells that would affect the thing or
Astral Combat. use the creature's Essence Attribute Rating for Clil being physiCCllly will work. You CClnnot use CI Sleep Spell to
purposes. damClge CI magical item. but it would work ClgClinst CI mClgiciCln
Ritual Teams in AstrClI SpClce.
Magicians engaged in CI RituClI Sorcery TeClm Clre present in When ClmClgiciCln CClStS spells in AstrClI SpClce. DrClin alwClys
Astral Space during the Sending or if they Clre sustaining a ritual cCluses PhysiCClI DClmage (Wounds). regClrdless of the Force of
spell. The Hermetic Circle or Medicine Lodge acts as a barrier in the spell .
Astral Space. but Clny team members except the leClder mClY
sortie outside the barrier to engClge astral attackers. They CClnnot

SHADOWRUN 9.

Anthony Boisvert (Order #38669586)


MAGIC

GRIMOIRE Fireball
Drain: D3 Type: Physical Duration: Instant
All spells are from The Manual of Practical Thaumaturgy, 14th Special Effect: An area spell that causes Physical Damage.
edition, 2050, reprinted by permission of Ambrosius Publica- Staging is 2. The spell can ignite combustible materials in its
tions, New York blast area.

Hellblast
COMBAT SPELLS
Drain: D4 Type: Physical Duration: Instant
Damage from combat spells works in the same manner as
Special Effect: An area spell that causes Physical Damage.
damage from weapons, with the Staging Number of a combat
Staging is I. The spell can ignite combustible materials in its
spell used just as a weapon's Staging, All combat spells have an
blast area.
initial Wound Category of light Any Successes from the Force
Success Test increase the Wound Category each time they equal
Sleep
the Staging. The lower the Staging, the more lethal the spell.
Drain: S I Type: Mana Duration: Instant
With a Staging of 3, every 3 Successes increase the spell 's
Special Effect: An area spell that causes Mental Damage to
Wound Category by one. Staging 2 needs two Successes to
living targets only. Staging is I.
increase the Wound Category, and Staging I is nasty, with each
Success raising the Wound Category.
Ram
Then the victim makes a Resistance Test to reduce the
Drain: S2 Type: Physical Duration: Instant
Wound Category in the same manner, based on the Staging of
Special Effect: The spell damages inanimate targets, creating a
the spell. Remember that the target uses his Body Attribute
one-meter-wide hole when it reduces the Barrier Rating to O.
against physical spells and his Willpower Attribute against
Staging is 1. Make a Resistance Test using the Barrier Rating,
mana spells. Armor does not count as Automatic Successes
with the spell 's Force as the Target Number. If the spell gets
against physical spells or against mana spells. If the victim's
enough successes to penetrate, each extra success increases
successes reduce the Wound Category beyond light, the spell
the width of the hole by one meter.
does no damage, though it still goes off.

Power Dart DETECTION SPELLS


Drain: L2 Type: Physical Duration: Instant Some detection spells, those called hypersenses, give a
Mana Dart magician new senses as long as they are maintained. To
Drain: L I Type: Mana Duration: Instant determ ine the range at wh ich the hypersense operates, make an
Special Effect: A bolt of magical power that causes Physical Unresisted Force Success Test against a Target Number of 4.
Damage. Staging is 3. Multiply the Successes by the magician's Magic Attribute for the
distance in meters at which the new sense will work.
Power Missile Certain detection spells, those called general, are not
Drain: M2 Type: Physical Duration: Instant aimed at a specific target or targets. so you need not make a Re-
Mana Missile sistance Test for each of the umpteen-hundred people in range
Drain: M I Type: Mana Duration: Instant of a Detect life spell, for instance, First, the magician declares
Special Effect: A bolt of magical power that causes Physical the nature of the information he is seeking. This sets the Target
Damage. Staging is 2, Number, which is 4 if the magician is exploring all targets within
sight, 6 for all subjects out of sight, or 10 for beings in Astral
Space. For subjects who are cut of sight behind a magical barrier,
Power Bolt
Drain: S2 Type: Physical Duration: Instant add that barrier's rating to the Target Number. The magician
then makes an Unresisted Force Success Test.
Mana Bolt
Drain: S I Type: Mana Duration: Instant A single success gives him a reading, but the number of
Special Effect: A bolt of magical energy that causes Physical successes determines how good the reading is. A single suc-
Damage. Staging is I . cess yields only general knowledge, no details. Two successes
give the magician detailed information, but some minor parts
are inaccurate. Three successes means all details are accurate,
Powerball
Drain: S2 Type: Physical Duration: In stant but minor parts are obscure or missing. Four successes give the
Manaball magician accurate and detailed information. If a magician
Drain: S 1 Type: Mana Duration: Instant sustains a general detection spell, he picks up new subjects as
Special Effect: An area spell that causes Physical Damage. they enter the area covered by the spell. The results from his
Staging is 2. The mana version affects only living targets, and original Success Test still apply.
physical cover offers no protection.

92 SHADOWRUN

Anthony Boisvert (Order #38669586)


MAGIC

Analyze Device Detect (LIfe Form)


Drain: S2 Type: Physical Duration: Sustained Drain: Lt Type: Mana Duration: Sustained
Special Effect: The magician can analyze the purpose and basic Detect (Object)
operation of a device or piece of equipment. The magician's Drain: M2 Type: Physical Duration: Sustained
previous familiarity with the device or similar objects counts as Special Effect: Area-effect, general detection spell. The magi-
a base success level (automatic successes) for analysis. cian detects a specified type of target: Detect ark, Detect
Dragon, Detect Guns, Detect Computers, Detect Cameras, and
Analyze Truth so forth. Each variation is a separate spell.
Drain: M t Type: Mana Duration: Sustained
Special Effect: Hypersensesspell. The magician can tell whether Mind Probe
a target is telling the truth. The target makes a Resistance Test Drain: M t Type: Mana Duration: Sustained
using his Willpower Attribute. The spell does not work on Special Effect: The magician can telepathically probe a subject's
written materials. The magician must hear a statement to know mind. The target makes a Resistance Test using his Willpower
if it is true or not. Attribute. If the target falls to offset all the successes, the number
remaining determines the extent to which the magician can
Clairvoyance probe the target's mind. One success indicates the magician can
Drain: M t Type: Mana Duration: Sustained read surface thoughts. The magician knows what the target is
Special Effect: Hypersenses spell. The magician can see distant thinking about at that instant, but he cannot influence the
scenes as If he were present, to the range of the new sense, thoughts or draw other information from the target. Two
regardless of walls or other obstructions. He must concentrate successes allow the magician to probe for thoughts. The magi-
to use this sense, and while using It, he does not use his physical cian can find out anything the subject knows consciously.
vision. A magician cannot cast spells at a target he sees using Essentially, he can ask any question, and the target must answer
Clairvoyance. with the truth as he knows it. Three or more successes allow the
magician to enter the target's subconscious. The magician can
Combat Sense tell the difference between fact and opinions. He can see scenes
Drain: S2 Type: Physical Duration: Sustained witnessed by the subject as If he had been there himself. He can
Personal Combat Sense also get an insight into the character's psychology.
Drain: M2 Type: Physical Duration: Sustained
Special Effect: Hypersenses spell requiring a voluntary subject.
The subject becomes able to subconsciously analyze combat or
other dangerous situations. Theory suggests that the spell
allows precognition, with the subject sensing events a split
second before they happen. Add the magician'S successes to
the subject's Reaction Rating. The Personal form of the spell
affects only the magician himself.

Detect Enemies
Drain: S t Type: Mana Duration: Sustained
Special Effect: Area-effect, general detection spell. The magi-
cian detects living beings in range who have hostile intentions
toward him personally. This would not detect a trap (It Is not
alive), nor a terrorist about to shoot into the crowd at random
(the intention is not person",.!).

Detect Individual
Drain: L t Type: Mana Duration: Sustained
Special Effect: Area-effect, general detection spell. The magi-
cian detects the presence of a particular Individual. The magi-
cian names the individual when he casts the spell. If the
individual does not want the magician to find him, he makes a
Resistance Test using his Willpower Attribute.

Detect LIfe
Drain: M t Type: Mana Duration: Sustained
Special Effect: Area-effect, general detection spell. The magi-
cian detects all living beings within range and knows their
number and position. In a crowded area, the spell Is effectively
useless, picking up a blurred mass of traces.

SHADOWRUN 93

Anthony Boisvert (Order #38669586)


MAGIC

HEALTH SPELLS
Health spells can cure diseases or inflict them, detoxify
poisons or drugs, or mimic their effects, and some can tempo-
rarily modify attributes. Unless otherwise specified, the magi-
cian must touch his target to use a health spell.
Many health spells are curative, healing physical damage
and diseases. No techniques known to magiC can erase fatigue
or cure mental conditions. Each curative spell has a maximum
Wound Category that it can affect. Heal Moderate Wound is
useless for someone who is seriously wounded. If a magician
uses a more powerful spell than is needed (Heal Serious Wound
to heal moderate damage), he still resists the normal Drain for
the spell. This goes for spells that cure disease, too. The
maximum category the spell can affect is what determines
Drain.
The Target Number for a curative spell does not come from
the subject's Willpower Attribute because the magician is
pumping mana into the subject's own healing mechanism. The
Target Number for the Force Success Test is equal to 10- the
subject's Essence Rating, rounded to the nearest whole number.
Curative spells are all permanent duration spells. Remember
that passing time applies modifiers to this Target Number.
Unlike Drain, the base time required for the spell depends
on the Wound Category it is trying to heal, or the drug it is
neutralizing, or the disease it Is curing, not on the maximum
Wound Category of the spell. The Healing Table gives the base
times for all healing spells. Divide the base healing time by any
extra successes from the Force Success Test. If the magician
drops the spell or If the patient Is wounded during this time, the
spell fails and no damage Is healed . Any poisons or drugs are
patient. The magician must use Cure Serious Disease or Cure
free to continue on their course. Each retry at healing the same
Deadly Disease spell. The Antidote spell must be used before
subject increases the Target Number for the Force Success Test
the toxin damages the victim. Cure can be used at any point after
by +2. whether the spell was interrupted or the Force Success
infection. killing the germs in the patient's system and eliminat-
Test simply scored no successes. ing any symptoms at once, but it does not heal damage already
done by the disease. That takes a separate Healing spell. There
are separate Antidote and Cure spells for each Wound Category.
HEALING TABLE
Category TIme
Decrease (Attribute)
Deadly 20 Turns
Drain: Special Type: Physical Duration: Sustained
Serious 15 Turns
Special Effect: The spell can be cast at a distance and uses a
Moderate 10 Tums
5 Turns normal, resisted Force Success Test. There are three separate
Light
spells for each Attribute to Decrease, with Staging 1, Staging 2,
and Staging 3 . The Staging of the spell thrown determines the
Antidote (Wound Category) Toxin Drain Code, L2 for Staging 3, M2 for Staging 2, and S2 for
Drain: (Wound Category)2 Staging 1. The target resists using the attribute that Is attacked,
Type: Physical Duration: Permanent not necessarily his Body Attribute. If an attribute is reduced to
Cure (Wound Category) Disease 0 , the target Is helpless. If this is a Physical Attribute, the victim
Drain: (Wound Category)2 is unconscious or paralyzed. When a Mental Attribute Is re-
Type: Mana Duration: Permanent duced to 0, the victim Is standing about mindlessly. A version
Special Effect: These curative spells act on the toxin (poison or of the spell exists for Reaction, but the other Special Attributes
drug) or the disease. not the person It is affecting. The Force may not be affected. This is a physical spell and will affect targets
Success Test Is unresisted and has a Target Number equal to the with Cyberware modifiers to their attributes.
Virulence Level of the infection or toxin. The spell must score a
number of successes at least equal to the Staging to take effect. Detox (Wound Category) Toxin
Additional successes may reduce the time for the spell to take Drain: (Wound Category - 1)2
effect. The Wound Category of the spell must equal or exceed Type: Physical Duration: Permanent
the Wound Category of the disease or toxin. For example, if Special Effect: Detox relieves the effects of a drug or poison. It
curing someone infected with a 6S2 disease, the Force Success must overcome the toxin as Antidote does, but because relief
Test has a Target Number of6 and needs 2 successes to cure the is symptomatic, the Drain Code is reduced (minimum is Light) .

94 SHADOWRUN

Anthony Boisvert (Order #38669586)


MAGIC

Detox does not heal damage done by toxins. but it eliminates Illusions can be designed as area spells. so that all in the
any other effects they may have on the victim (dizziness. area sense the illusion. or designed for a single subject so that
hallucinations. nausea. pain. whatever). Detox is the hangover only he senses the illusion. A magician can also cast the spell on
cure of choice among those who can afford it. Each Wou'nd a subject. so that all who see him perceive an illusion.
Category is a separate curative spell. Obvious illusions are usually used for entertainment. though
powerful spells can at least distract enemies. even though they
Increase Attribute + t know they are illusions. Single-sense illusions seem real to only
Drain: L2 Type: Mana Duration: Sustained one physical sense. Full sensory illusions seem completely real
Increase Attribute +2 to the targets.
Drain: M2 Type: Mana Duration: Sustained
Increase Attribute +3 Chaos
Drain: S2 Type: Mana Duration: Sustained Drain: S2 Type: Mana Duration: Sustained
Increase Attribute +4 Special Effect: A target who fails to resist is subject to massive
Drain: D2 Type: Mana Duration: Sustained distractions. The spell consumes his senses in a cloud ofbiinding
Special Effect: The spell increases a Physical or Mental Attribute sights. fierce odors. and tickling sensation. He suffers a major
or Reaction. That version will act. like wired reflexes. increasing distraction (+2 to all his Target Numbers) for every extra success
initiative dice as well as the attribute. The spell does not work the spell has. This spell affects electrical sensing devices in
on other Special Attributes. The Force Success Test is uriresisted. addition to a character's own senses.
with a Target Number equal to double the rating of the attribute
to be increased. A single success is sufficient. This Spell does not Chaotic World
affect cybernetiC features. That would take a Physical spell. with Drain: D2 Type: Mana Duration: Sustained
higher Staging in the Drain Code. This means that anyone with Special Effect: This is an area-effect version of Chaos.
Muscle Replacement will get no benefit from an Increase
Strength speil. Each attribute has four specific spells. and so you Confusion
might have a magician who knows Increase Strength +2. In- Drain: S 1 Type: Mana Duration: Sustained
crease Quickness + 1• and so on. Special Effect: An area spell. Visual illusions fi II the area. maki ng
it a place of shifting forms. dazzling lights. and pools of shadow.
Treat Light Wounds Those who fail to resist suffer a distraction equal to the number
Drain: L 1 Type: Mana Duration: Permanent of extra successes. Add each victim 's number to all his Target
Treat Moderate Wounds Numbers. This spell does. not affect electronic senSing devices.
Drain: M 1 Type: Mana Duration: Permanent
Treat Severe Wounds Entertainment
Drain: S 1 Type: Mana Duration: Permanent Drain: L 1 Type: Mana Duration: Sustained
Treat Deadly Wounds Special Effect: This area-effect spell requires voluntary subjects.
Drain: D 1 Type: Mana Duration: Permanent It creates obvious. but entertaining illusions for all who wish to
Heal Light Wounds watch. The number of successes measures how entertaining the
Drain: L2 Type: Mana Duration: Permanent audience finds the illusion.
Heal Moderate Wounds
Drain: M2 Type: Mana Duration: Permanent Invisibility
Heal Severe Wounds Drain: L2 Type: Mana Duration: Sustained
Drain: S2 Type: Mana Duration: Permanent Special Effect: The caster must touch the subject. who becomes
Heal Deadly Wounds invisible to normal light. Thermographic vision can still detect
Drain: D2 Type: Mana Duration: Permanent body heat. and the subject is completely tangible and detect-
Special Effect: Treat spells must be applied within one hour able by the senses of hearing. smell. and so forth . Double the
after a subject was last wounded. Heal spells may be applied at number of successes to get the Target Number for an observer's
any time. Both are curative spells. perception Success Test. If he succeeds. he notices the invisible
person or thing. The spell does not affect observers with
ILLUSION SPELLS thermographic vision. those using audio detectors. chemo-
No matter how realistic they [Link] cannot perma- receptors. or similar devices. It does affect cameras that use
nently harm a character. mentally or physically. They can cause visible light and cybereyes without thermographic vision.
distractions. loss of balance or orientation. and even symptoms
like nausea or ·pain. Such symptoms vanish as soon as the Mask
magician drops the illusion. Drain: L 1 Type: Mana Duration: Sustained
Many illusions are meant to deceive or distract. For these. Special Effect: This spell requires that the magician touch a
the target makes a Resistance Roll using his Willpower Attribute voluntary subject. The subject assumes some physicai appear-
with the caster's Sorcery as the Target Number. as usual. Some ance (same basic size and shape). chosen by the caster. The
illusions are meant for voluntary subjects. in which case the number of Successes becomes the Target Number for percep-
spell's Force Success Test is unresisted. with a Target Number of tion rolls by observers.
3.

SHADOWRUN 95

Anthony Boisvert (Order #38669586)


MAGIC

StImulation Control Thoughts


Drain: M 1 Type: Mana Duration: Sustained Drain: L2 Type: Mana Duration: Sustained
Special Effect: The voluntary subject experiences a full sensory Special Effect: The magician controls the thoughts of the
illusion of whatever the caster wishes. This Is usually a luxury subject. The victim will carry out orders wholeheartedly as long
spell bought by the Jaded and rich, seeking sensations they as the magician sustains the spell. This is the magical equivalent
cannot find in the real world. Successes measure the pleasure of of deep hypnotiC suggestion. The Threshold Is the target's
the subject. Willpower Attribute. Actions that are terribly destructive to the
victim or his loved ones allow him to fight the spell. He must
StInk passanUnresistedWillpowerSuccessTestwithaTargetNumber
Drain: S2 Type: Mana Duration: Sustained of the spell's Force. If the magician Is not present, a single
Special Effect: This area spell stimulates the sense of smell. Success will do. If the magician is present, make an Opposed
Subjects within the area of effect make normal Resistance Tests Willpower Test to determine If the target can break control.
using their Willpower Attributes. Each extra success increases
all of the victims' Target Numbers by 1 due to the sickening Hibernate
effect of the stench . Drain: L2 Type: Physical Duration: Sustained
Special Effed: The magician must touch a voluntary subject.
MANIPULATION SPELLS The spell puts the subject In a form of suspended animation.
There are thousands of possible manipulation spells, and Double the Successes from the Force Success Test to get the
these are potentially the most powerful class of spells in factor by which bodily processes are slowed. If you scored 4
Shadowrun. Manipulation spells can transform or control matter Successes with Hibernate, you would slow the subject's me-
and energy. Control spells affect the actions and the thoughts of tabolism by a factor of 8. If your subject has suffered a Deadly
living beings. Transformation spells change the material struc- Wound , the Target Number for his saving throw against death
ture of a target. Telekinetic spells are various forms of mlnd- would increase by 1 for every eight minutes before treatment
over-matter, from wild poltergeist phenomena to subtle work was given, instead of every minute. If he were suffering from a
controlling machinery. disease that weakened him every hour, it would now take eight
Many manipulation spells have a Threshold. If the spell hours. Ifhe were sealed into a chamber with enough air to keep
does not get enough successes, after the target's Resistance him alive for a day, it would last eight days.
Test, to equal this Threshold, the spell has no effect. For ex-
am pie, most control spells have a Threshold eq ual to the target's
Willpower Attribute. The magician must score this many suc-
cesses or the spell has no effect.

Control ManipUlations

Control Actions
Drain: M2 Type: Mana Duration: Sustained
Special Effect: The magician controls the physical actions of a
target, like a puppet. The victim's consciousness is untouched,
but he is a passenger in his own body. The victim uses any skills
he possesses at the magician's orders, but with +4 to all his
Target Numbers. The Threshold is the target's Willpower Attrib-
ute.

Control Emotion
Drain: L 1 Type: Mana Duration: Sustained
Special Effect: The subject feels some overwhelming emotion.
This can be anything the magician chooses when he casts the
spell. He can maKe the victim love somebody, hate somebody,
whatever single emotion he wants. The Threshold is the target's
Willpower Attribute. The effects ofthls spell require roleplaying
more than they do scores or numbers. The spell's victims believe
the emotion wholeheartedly but not mindlessly. As a rule of
thumb, if a character is doing something that is In keeping with
the emotion (fighting while filled with anger or hate). no
penalties apply. If he is doing something that is not relevant to
the emotion (trying to drive while laughing wildly). he Is surely
distracted (+2 or more to Target Numbers). If he tries to go
directly against the emotion (trying to shoot a magician he
O }o)lesO ), he must pass an Unreslsted Willpower Success Test
with the spell's Force as his Target Number. He will have a
distraction penalty even if he succeeds.

96 SHADOWRUN

Anthony Boisvert (Order #38669586)


MAGIC

Telekinetic Manipulations Target Number of 6. The magician may form the barrier as a
normal area spell, which would create a dome of energy, or he
Levitate Item may create a wall. The wall 's height Is the spell's Force in meters.
Drain: L2 Type: Physical Duration: Sustained Its length or radius is equal to the magician's Magic Attribute.
Levitate Person This length may be adjusted in the same way as the radIus of an
Drain: M2 Type: Physical Duration: Sustained area effect, by withholding dice from the Success Test. The
Special Effect: Levitation allows a magician to lift an item or magician may make the wall any shape. Anything the size of a
person from the ground and move it around. The maximum molecule (or less) can pass the barrier, inciuding air or other
height in meters is the magician's Magic Attribute times the gases. Anything bigger treats a physical barrier as a hard cover
number of extra successes. The magician's Target Number for with a rating equal to the spell 's Force. Attacks directed through
the Force roll is increased by + 1 for every 100 kilograms of mass the barrier face reduced visibility. Mana barriers do not stop
he is trying to move. A magician can move a levitated object physical weapons, but they do block movement by living
anywhere as long as he maintains the spell and keeps the object beings. Un living things (like bullets) pass right through. Passen-
in sight. Objects move with a Quickness equal to the magician's gers Inside closed vehicles are not affected by a mana barrier,
Magic Attribute. but it would knock the rider off a motorcycle. Mana barriers also
act as a defense against spells. Add the barrier rating to the
Magic fingers
Target Numbers of all magicians casting spells across the barrier.
Drain: M2 Type: Physical Duration: Sustained
The barrier's rating counts as automatic successes for Resistance
Special Effect: Magic Fingers is classic telekinesis. The magician
Tests of those protected by it. It is also an astral barrier.
creates "invisible hands" and can hold or manipulate items by
mental power. The Force Success Test is unresisted, with a Ignite
Target Number of 6. The number of successes becomes the Drain: 54 Type: Physical Duration: Permanent
spell 's Ratings for the Strength and Quickness. The magician can Special Effect: The magician accelerates molecular speed In a
use his own skills w ith Magic Fingers, but all Target Numbers target, causing it to catch fire. Anything that can burn is subject
receive a + 2 due to the problems of remote control. Even si m pie to this spell. The base time to ignite the target is 10 turns,
actions may require a Quickness Success Test (like picking up a divided by the magician's extra successes. Once the target ig-
drink and spilling it into a corp's pants, right Sally?) . The magi- nites, it is burning until it burns up or is extinguished by smoth-
cian can fight, pick a lock, whatever, using Magic Fingers. The ering, water, or fire extinguisher. The Threshold for Ignite is the
Fingers can reach any point the magician can see, but he can use Body of living targets or the base barrier value of inanimate
Clairvoyance or even remote viewing technology to get a close- objects. The Ignite spell wraps a being in flames, causing 6M2
up of the scene. The spell comes in handy for disarming bombs. damage on the first turn. The Staging increases by + 1 per
additional turn. Apply damage at the end of each turn. Ammo
Poltergeist
or explosives carried by the victim may go off. If flames are not
Drain: 52 Type: Physical Duration: Sustained
extinguished , they bum out in 1D6 turns.
Special Effect: Within the area of this spell, all small objects and
debris, up to a kilo in mass, whirl around in random patterns. Petrify
This reduces the visibility factor of the area (+2 to all Target Drain: M3 Type: Physical Duration: Sustained
Numbers to a maximum visibility modifier of +4) . The spell does Special Effect: Any living target turns to a stone-like substance,
Stun Damage as well, whacking targets with flying debris. flesh altering into a calcium carbonate of marble-like consis-
Targets within the area use their Quickness Attribute, not Body, tency. Clothing, equipment, and Cyberware are unaffected. The
for their Resistance Tests against such damage with a Target victim is not conscious while calcified. The Threshold is the
Number of the Force of the spell. The Wound Category is Light, victim's Body Attribute.
and the Staging is 3. Armor provides no protection against this
damage. Toxic Wave
Drain: D4 Type: Physical Duration: Instant
Transformation Manipulations Special Effect: A wave of toxic acid fills the area, attacking
physical objects, people, you name it. The Resisted Force
Armor
Success Test has a Staging Number of 1. Worn armor does help
Drain: L3 Type: Physical Duration: Sustained
. resist the spell, but armor values are halved. In addition, visual
Special Effect: A voluntary subject is required. The magician
conditions apply a +4 visibility modifier to all Target Numbers
gives the subject built-in armor, knitting his tissues into tougher
in the area for the rest of the turn due to corrosive fumes .
compounds. Treat the successes rolled in the Force Test as the
rating of dermal armor for as long as the spell is maintained . Tum To Goo
Drain: 54 Type: Physical Duration: Sustained
BarrIer
Special Effect: This spell transforms the target into thick sludge,
Drain: D2 Type: PhYSical Duration: Sustained
its molecular cohesion broken down. The Threshold Is the Body
Mana BarrIer
Attribute of living targets or the basic barrier rating ofinanimate
Drain: D 1 Type: Mana Duration: Sustained
objects.
Special Effect: Area spell. The magician forms a force field of
crackling energy. The Force Success Test is unresisted, with a

SHADOWRUN 97

Anthony Boisvert (Order #38669586)


"Live and learn. Ole and forget... unless you
are an Expert System. "
-upper Weisman, Legendary Decker

he Matrix, or the Grid, is the network of all computer systems interconnected


by the world telecommunications system. If a computer is connected to any
part of the Grid, then you can get to it from any other part of the grid.

ACCESSING THE MATRIX


There's only one ticket into the Matrix and that's a "Matrix Imaging
Cybernetic Interface Device," or cyberdeck. There are other interface devices
around, but they are old tech. The cyberdeck is the only choice for someone
who wants the edge. Leave the big, ugly, slow stuff for the corporate
wageslaves.
To connect into the Grid, all decks have a fiber-optic cable with a standard
data plug like those found on home telecom systems. With the right tools,
you can drop a neat little tap into any existing comm line to accommodate
the plug. Then power up, hit the GO button, and you're going places in the
Matrix.
After a second of disorientation, you (that is, the construct that is your
persona) appear in the Matrix at the point where you tapped into the Grid.
If you enter from an illegal tap in the back room at Matchstick's Bar &.. Grill,
you'll appear in the telecom line that serves the joint.
You'll be standing next to your deck's construct. This is usually a small,
white pyramid, the same as a legal cyberterminal. You can make it assume
any shape you want, but most deckers like to keep a low profile and leave the
appearance of their entry point alone. It's true, though, that some of the really
hot deckers don't care drek whether they get spotted or not. The late, great
St. Louis Blue used to image his deck construct like a carnival tent, with a neon
sign that said 'This deck belongs to the meanest dude in the Matrix." Damn
shame about old Blue.
Usually, you've plugged into the Local Telecommunications Grid, or LTG.
In an antique telephone system, the LTG would be an area code. Getting into

98 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE MATRIX

the LTG is easy. It's when you want to travel to another part of right through. but their passcode is logged. They are now on file.
the Grid. or to any computer system that's linked to the LTG. that The system owners know who they are. and the bill is in the mali.
things get interesting. Deckers can get around IC in various ways. They might
have someone else's passcode or software that can trick the Ie.
TIME AND MOVEMENT IN THE MATRIX But with a hot deck and the right programs. you don 't need
them. You 're the Ghost in the Machine.
For some reason, the data world in 2050 is rather paranoid.
The corporate sector seems to feel threatened by the deckers PASSCODES
running loose through the Matrix. and with good reason . Apparent movement in the Matrix is instantaneous as long
Information is the largest industry in the world. and the market as you 're not crossing a node. When you reach a node and start
is always hungry for that little piece of data that will incriminate playing pattycake with its IC, that's when you slow down.
an exec or give the R &.. D boys an edge on the competition. If you have a legitimate passcode, you breeze through.
Financial records make specially tempting targets for the data Flash the code and pass the node. If you ain't got the code. you
sharks of cyberspace. Billions of nuyen exist solely as data, and must deal with the IC somehow-kill it or trick it-to get past
like any data. can be erased. modified. or transferred. the node it guards. Whatever you try. you go through Cyber-
To get anywhere legally in cyberspace, you need passcodes. combat turns to do it. If it takes you two turns (six seconds) to
Even entering the LTG requires a passcode so that the phone defeat the IC and get through the node. it takes two turns in the
company knows whom to bill. Fortunately. LTGs are wide open world outside the Matrix as well.
if you have the right hardware. Even a deck that's last year's
piece of teChno-junk lets you in for free. HELLO, OPERATOR
The point where two systems or grids connect is called a OK. Here we are in that LTG. Each Local Telecommunica-
System Access Node, or SAN. This is just one of many kinds of tionsGrid is partof a Regional Telecommunications Grid , or RTG.
nodes that form the Matrix. Entering a SAN usually requires a If an LTG is a local area code, then an RTG is the long-distance
passcode. because the system owners want to know who's system . The map shows the North American RTGs and their
accessing their equipment. They install protective software (In- associated Security Classifications. The corps know that deckers
trusion Countermeasures. or IC) to keep out unauthorized are out there. trying to bust into their systems and using telecom
people. networks without paying for It. That's why every System Access
IC will deny access to any user who cannot provide a Node has a Security ClaSSification. or Code. See Security Codes,
legitimate passcode. Users with the right passcodes can go below.

SHADOWRUN 99

Anthony Boisvert (Order #38669586)


THE MATRIX

When you are in an LTG, you have several choices. You can: Green nodes have minor levels of security. These are
'Try to deck into any computer system hooked into the usuaily systems with limited membership or that charge fees for
same LTG, if you know its address. The Security Code depends access. Public library databases, subscription services, and most
on the individual computer system. See Mapping Systems. telecom grids are Green systems. Breaking a Green Code
'Try to enter another LTG within the same Regional Grid. requires one success on a Computer Skill Test.
This requires that you cross one SAN to make the connection. Orange nodes are considered quite secure. This is the
The SAN has the same Security Code as the RTG. typical Security Level for any government or corporate system
'Try to enter the KTG. The SAN always has the Security not containing highly classified data. Computer systems be-
Code for the J{fG you are trying to enter. longing to criminals are often Orange as well. To crack an
To enter systems outside your immediate area, you have to Orange security code requires two successes on a Computer
get Into the RTG. Once there, you can enter any other RTG in the Skill Test.
world, building a connection across land lines, trans-oceanic Red nodes are "top secret." Classified government systems,
cables, and/or satellite links. Entering a new RTG means you corporate financial and R&.D systems, and the systems belong-
must go through a SAN with that RTG's Security Code. ing to organized crime syndicates are typical examples. To
For example, Fastjack taps into LTG 2206 in Seattle. He's break this top-secret code requires three successes on a Com-
headed for a Renraku mainframe on LTG 4206. Changing LTGs puter Skill Test.
within the Seattle RTG (Security Code Green-4) means he has to
cross one System Access Node. The SAN has a Code Green-4.
Ifhe were going after a computer in TirTairngire, he'd have BREAKING A CODE
to move from the Seattle J{fG (NA/UCAS-SEA) to TirTairngire's Security Level Successes
KTG (NA!TI) . The destination RTG has a Code Orange- 5, and Code Required
he'd have to pass a SAN with that Security Code. Darn touchy Blue t
about their privacy, those elves. Green 2
Orange 3
SECURITY CODES Red 4

All computer systems in the Matrix consist of a group of


nodes, which are connected to the LTG through a SAN. All the Note that the numeric Security R.1ting is usually the Target
nodes in the Matrix have a general Security Code. This Security Number you have to beat when attempting to do something to
Code reflects the relative ease or difficulty with which a decker the node.
can manipulate that node. In addition, each node can have an
additional protection program known as Intrusion Counter- DIRECTORY ASSISTANCE
measures (lC) assigned to it. The interlocking Local Telecommunication Grids are too
The general Security Code of a node is denoted by a Color complex to map in detail. Such a map would be a Jumble even
and a numeric Security Rating. The Security Code is very if the system addresses didn't move around constantly in the
important, because whenever you attempt to do anything to paranoid data world of 2050. So how the heck does a decker
any part of the node, you must flrstovercome the node's general trying to steal a dishonest nuyen find a system to rob?
Security Code, so that It will start to execute your orders, which System addresses are the LTG codes by which computers
are given via a program. can be accessed. They are "unlisted phone numbers" and valu-
By the way, most IC programs will be trying to get your able information. In an adventure, the gamemaster may leave
deck to execute tfleirprograms in order to dump you out of the a clue for the characters that tells them where to find the address
Matrix or something equally nasty. Though this attempt might of the bad guys' mainframe. Fixers and other contacts may offer
manifest Itself as an actual attack against your Persona in the addresses at a price.
artificial environment of the Matrix, in the real world, the nasty And ifyou can't get it from somebody else, you have to jack
Corp IC is really trying to muck up the insides of your deck, Just into an RTG and hunt it down. You must know what you are
like you are mucking with the insides of their mainframe. Sym- looking for. That is, you have to tell the gamemaster something
metry is a grand thing, Is it not? like ''I'm searching for Aztechnology's private LTG," or "I want the
The color-coded Security Level indicates the difficulty of mainframe for that Yakuza clan on Fifth Street." Then make an
getting that node to execute unauthorized programs or Instruc- Unresisted Computer Skill Test, with a target number equal to
tion, and let's face it, anything you do in the Matrix Is unauthor- the RTG's Security Rating. The color of the Security Level tells
Ized. The higher the Security Level, the more successes you you how many successes you need. What you are actually doing
need to get a node to even listen to you. For example, getting is scanning all the databases that store access codes for that J{fG
a Blue database to execute your order to download a file and its dependent LTGs, which is equivalent to looking in a
requires one success on a Computer Skill Test. Getting a Red phone book a few million pages long.
database to execute the same instruction takes three successes. If at first you don't succeed, try again, applying +2 to your
Blue nodes are open and have no appreciable security. Target Number for each new test. Each time you make the
Small personal computers, free advertising databases, public Computer Skill Test, you risk triggering an alert on the system
service networks, and so on are Blue nodes. Getting a Blue you are attempting to access. The gamemaster will be secretly
database to download its information requires one success on rolling t 06. If the result is less than or equal to the number of
a Computer Skill Test. tests it took you to find the place or less than or equal to the

100 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE MATRIX

MAP KEY: California Free State: (NA/CAL) Code Green-4


UCAS: All RTGs are Code Green-4 T1r Talrnglre: (NA/TT) Code Orange-5
Northeast (NA/UCAS-NE) Trans-Polar Aleut: (NA/TPA) Code Green-2
North Central (NA/UCAS-NC) Tslmshlan: (NA/TS) Code Orange-5
South (NA/UCAS-SO) AZRAN: All RTGs are Code Orange-3
Midwest (NA/UCAS-MW) Norte (NA/AZ-NO)
West (NA/UCAS-WE) Centrale (NA/ AZ-CE)
Seattle (NA/UCAS-SEA) Sud (NA/ AZ-SU)
QUEBEC: (NA/QU) Code Green-2 Baja California (NA/AZ-BA)
CAS: All RTGs are Code Green-3 Yucatan (NA/yu)
Seaboard (NA/CAS-SB) CARIBBEAN LEAGUE
Gulf (NA/CAS-GU) South Florida (NA/CL-FLA) Code Green-2
Central (NA/CAS-CE) Cuba (NA/CL-CU) Code Orange-3
Texas (NA/CAS-TX) Jamaica (NA/CL-JA) Code Green-3
NA/NC States: Grenada (NA/CL-GR) Code Orange-4
Sioux (NA/SIO) Code Orange-3 Bermuda (NA/CL-BER) Code Green-2
Algonkian-Manitoo (NA/ ALM) Code Green-4 Virgin Islands (NA/CL-VI) Code Green-2
Athabascan (NA/ATH) Code Green-3
Ute (NA/UTE) Code Orange-3
Pueblo (NA/PUE) Code Orange-4
Salish-Shidhe (NA/SLS) Code Green-3

Trans- Polar
Aleut

Athabascan
Council

ATH

SHADOWRUN tOt

Anthony Boisvert (Order #38669586)


THE MATRIX

number of tests made before you gave up, the system you were CENTRAL PROCESSING UNIT
seeking to access will be on an Internal Alert when you come to Every system has one and only one Central Processing Unit.
call. See Alerts for details. If you leave the system alone for a or CPU. It is the heart and brain of the system. Most systems
couple of weeks, they will cancel the alert. They'll probably also have powerful IC guarding the CPU.
change their address. Construct: A huge octagonal room. built of massive circuit
boards pulsing with dazzling energy. Screens display the data
LEAVING THE MATRIX flowing through the computer and the status of the other nodes
in the system.
A decker can leave cyberspace anytime by jacking out, or System Operation
pulling the plug that connects his datajack to the deck. Keep in Display Map: The gamemaster must show you a map of the
mind that a Persona is only a program running on the computers system. It shows its nodes and their security codes. but no IC.
of the Grid. It does not really go anywhere and has no independ- files. or anything else. [NOTE: Gamemasters should make a
ent consciousness. Despite decker legends, you cannot get separate map for their own use when drawing a system .]
"trapped" in Cyberspace. Shutdown: This crashes the system and dumps the decker.
If you get kicked out of the Matrix involuntarily, you have Cancel Alert: Cancels an Internal Alert. If there Is an External
been dumped. The rapid cut-off of the deck's simsense signal Alert in progress. that is beyond your control. If you trigger one.
can cause mild disorientation called dump shock. This lasts up it won't prevent any further alerts you may trigger.
to 30 seconds, during which time you are disoriented. This adds Change Node: This is a 'Teleport" straight into any node in the
+2 to all Target Numbers except when making an Unresisted system. Once there, you cannot "teleport" back to the CPU .
WillpowerTest to reduce the time of disorientation. For that test, Connectivity: The CPU can connect to any other type of node in
your Target Number is 4. Divide 30 seconds by the number of the system. Because of the node's extreme importance. how-
successes scored for the time of disorientation. ever. it is usually protected from the other nodes by a "layer" of
SPUs. so that no access port can get directly to the CPU.
MATRIX GEOGRAPHY DATASTORE
Datastores hold information. or files. From the decker's
The Matrix is mapped by locating the nodes and their point of view. this is where the loot is. Datastores also tend to
connections. Each piece of a computer system is some kind of be heavily loaded with Ie.
node. Each node has a Security Code and may contain Ie. Construct: A maze of rectangular blocks of energy. files filled
The gamemaster should be ready with maps for systems with swirling letters and numbers in different colors. Each file is
tllat are part of an adventure. When designing a system, he may 2D6 x 10 Mp in size.
assign any Security Code he wishes to each node, and any rating System Operation
to Ie. Transfer: Copy data to a cyberdeck's storage (downloading) or
from storage to the datastore (uploading). This is governed by
NODES AND THEIR FUNCTIONS the deck's I/O speed. The decker must stay in the node until the
The Matrix is composed of billions of nodes. A group of transfer is complete. or else it aborts.
nodes that work together is called a system. A system is a single Erase: Wipe out one file (e.g .. erase a police record).
computer, usually a mainframe (a big, non-portable computer). Edit: Change contents of a file (e.g .• award someone straight A's
To perform a system operation inside a node, the decker on a college transcript).
makes an Unresisted Computer Skill Test. with the system's Se- Read: Reading a file works like downloading it. You don't
curity Rating as his Target Number. To accomplish anything, he actually copy it. so you don't need storage to hold it. You are
must score enough successes to overcome the system 's color skimming its contents. If you want to find the private comm
code. The decker may try more than once, with +2 applied to the number for a corporate officer. read the personnel files. The
Target Number for each new attempt. gamemaster is the judge of what a decker can get from a file by
After a Persona performs a system operation, or gives up reading. Simple facts like names. dates. phone numbers. ad-
after several tries, the gamemaster should roll 1D6. If the result dresses. and so on are easy to remember. Highly technical data
is less than or equal to the number of attempts, the system goes cannot be memorized. For example. if you want to sell a
into an Internal Alert. See Alerts. complex formula. you must download it.
Nodes are connected by datalines, which have no Security Connectivity: Datastores can connect to other Datastores.
Code. There is no IC on a dataline. nor can Cybercombat occur SPUs, or the CPU.
there. If an opponent chases you into one. combat continues in
the node to which the line connects. Datalines look like narrow I/O PORTS
bridges or pathways of energy. pulsing as data Hows through An I/OP is a limited-access node that opens the system to
them. various data input/output devices: terminals. cyberdecks. print-
Following are descriptions of the six basic types of node: ers, graphics displays. data readers for optical chips. and so on .
what they are. how they appear from inside (the construct). You can jack into the system through these devices using a
what you can do when inside (system operations), and to which cyberdeck or a program carrier. Dodger Invaded the Mitsuhama
kinds of nodes they connect. mainframe via a security terminal. an I/O port. In big systems.
a single I/OP node could be the access point for hundreds of
devices .

• 02 SHADOW RUN

Anthony Boisvert (Order #38669586)


THE MATRIX

Construct: A pyramid-shaped. white chamber. If the I/OP SYSTEM ACCESS NODE (SAN)
controls a number of terminals. you are in a cluster of pyramids A SAN connects to other systems or to the Grid . They are
connected bydataline. usually radiating out from a large. central the doorways into systems.
pyramid. Construct: Complex doorways or airlocks through the walls of
System Operation the system architecture.
Display Message: Display a message on the terminal the I/OP System Operation
controls. Lockout: The decker can lock the SAN. preventing any other
Lockout: Lock the IIOP out of the system. Nothing it controls persona from using it.
can contact the computer now. If the I/OP represents a cyber- Connectivity: SANs can connect to an SPU. They can also
terminal that someone is using. the decker must crash the connect to the CPU. but this is rare.
terminal through cybercombat first.
Connectivity: 1/0Ps can connect to SPUs or the CPU (rare). SLAVE
A Slave Node controls some physical process or device.
SUB-PROCESSING UNITS anything from an electric coffeemaker to an assembly line to the
An SPU is a small computer that is "slaved" to a more elevators for a corp HQ building. You can jack into the system
powerful one. The CPU gives itorders. and the SPU does various through a Slave Node. but only by using a program carrier and
jobs for the boss node. Some SPUs are just "traffic cops." going naked .
connecting datalines to other nodes. Others might lead to Construct: A small. cubical room . its walls covered with flashing
datastores or other goodies. patterns of light. The more complex the slaved system. the
Construct: A large chamber filled with pulsing banks of circuits larger the room and the more complex the pattern of lights.
and sizzling lines of energy. System Operations
System Operations: None. Control: You can control whatever the Slave Node controls.
Connectivity: SPUs can connect to any other type of node in the whether it be making all the coffee boil over or shuttingdown
system. the assembly line.
Sensor Readout: You can read any sensors or cameras run by
the Slave Node. For example. the Slave controlling building
Standardized Cybersystem architecture mapping symbols. security would let you use the security cameras.
All symbols are to be drawn in the color of their security Connectivity: SNs can connect to SPUs and to the CPU .
level. Place a numeral in the circle to indicate the node's
security rating.
NODE CONNECTIVITY TABLE
Connections
Node Data Type CPU Store IIOP SN SPU SAN
Central Processing
CENTRAL PROCESSING UNIT (CPU) Unit (CPU) No Yes Yes Yes Yes Yes
Datastore Yes Yes No No Yes No
I/O Port (I/OP) Yes No No No Yes No
01 SYSTEM ACCESS NODE (SAN) Slave Node (SN) Yes No No No Yes No
Sub-Processing
Unit (SPU) Yes Yes Yes Yes Yes Yes

Q
System Access
Node (SAN) Yes No No No Yes No

SUB-PROCESSING UNIT (SPU)


MAPPING SYSTEMS
The gamemaster is responsible for mapping systems for
deckers to invade. The Behind the Scenes chapter suggests a
method to generate systems randomly when you haven't either
INPUT/OUTPUT PORT (IIOP)
the time or the inspiration to design one. To create one of your
own. read on.
To map a system. start by drawing a rectangle to represent

Q SLAVE MODULE (SM)


the SAN on a sheet of paper. Choose a color-let's say orange--
and outline the box with that color. or write "Orange" next to it.
Next. choose a number randomly or roll t D6 + 2 for the rating.
You roll a 4 . If you want to put IC in the node (and who doesn't?).
choose one. Let's select Access for this example. Now pick

[] DATASTORE.
another number or roll 2D6. You get a 9. Write Access-9 in the
Orange-4 SAN. That's all there is to designing a node.
Keep adding nodes and connecting them with datalines
until the look of the system suits you. We advise gamemasters

SHADOWRUN .03

Anthony Boisvert (Order #38669586)


THE MATRIX

to go easy on the deckers until you've got a feel for running PrIvate LTGs
adventures in the Matrix. however. Killing all the characters in The highest levels of security are found among the mega-
the SAN is bad for their confidence. corps. the government. and private citizens who can pay for it
The loot usually goes in a datastore. Files are 2D6 x 10 Mp (like the local Yakuza oyabun). This is a private LTG. The trend
in size. Assign a monetary value to the file. If the decker is toward these had al ready started by the 19905. when large
looking for some specific file or clue. you'll have to note which corporate skyscrapers in New York City were assigned their own
datastore contains that item. area codes within the normal 212 area code that served
You can also hide "loot" in places like IjOPs (forcing the Manhattan.
decker to access someone's personal computer to get that Private LTGs are designated by an ID code appended to the
incriminating evidence). Slave Nodes (letting them spy on the LTG code.
bad guy using the building security cameras) . or even the CPU NAUCAS-NE-36 I 7-EBMMHQ
(stashing a program in the CPU that unlocks the villain's bank Private LTG for EBMM UCAS headquarters in Boston.
account in the Swiss L5). Credit balances are loot. too. Money Accounting
is data. like everything else. and can be lifted from a datastore. R&.D
You still have to fence nuyen that you steal from a computer. Public Relations
because if it isn't laundered. it's easily traced back to you. See Security
page 147 for fencing your loot. Each system would belong to an EBMM operation in the
Read over the IC descriptions in the section on IntrusIon Boston area.
Countermeasures and try to be fair about what IC you install. A regular LTG has the same Security Code as its RTG. It will
No corp can afford the programming expense of putting Black come as no surprise that private LTGs are not bound by this rule.
IC on every node. They have whatever Security Code their owner can afford. and
Typical Matrix architecture will have several areas of data- usually are Orange or even Red .
stores. IjOPs. and SPUs. with varying degrees of security. High-
security areas are generally guarded by Orange or Red SPUs. CYBERDECKS
with nasty IC installed. The CPU usually is Orange or Red as well.
and runs Killer or even (gulp) Black IC Cyberdecks are stunningly complex devices. even by the
standards of 2050. Not only do they contain a simsense
interface that lets you experience the Matrix in full-sensory
SECURITY CODE TABLE
splendor. but they have more processing power than a ware-
Security Number of Security IC
house full of 20th-century computers. Let's take a look at the
Level Successes Initiative Rating Rating
most important components of a deck.
Blue 1 NA 106 None
Green 2 5 +rating lD6+1 lD6+1
Orange 3 7+rating 106+2 2D6
MASTER PERSONA CONTROL PROGRAM
Red 4 9+rating 2D6 The MPCP is an optical chip thdt is the heart of the deck. It
206+1
contains the master operating system that integrates your
programs. It lets you control the appearance of your Persona
MAPPING THE TELECOMMUNICATION GRIDS and translates Grid signals into sensory input that you can see.
It is impossible to map the telecom grids in detail. They hear. and smell. It also turns your neural signals into computer
contain billions of possible connections and are constantly instructions when you do something in cyberspace. If the MPCP
changing. with each RTG containing many LTGs. The simplest crashes. you 're immediately dumped.
way to keep track of LTGs is to assign them a numeric code and The MPCP has a Program Condition Monitor for your
keep a log of important systems that connect to those LTGs. kind Persona. It also has a rating that represents its ability to cope
of like a private phone book . For example. an LTG 2206 in with damage before it crashes. The number of dice rolled to
Seattle would be designated as NAUCAS-SEA-2206. Any resist damage is equal to this rating.
number of LTGs may be in an RTG. Keep notes showing what The appearance of your Persona is pretty much up to you.
systems hook into each LTG. For example: within certain limits. First. your Persona will always have a
NAUCAS-SEA-2206: Lone Star Public Security Records "technological" look to it. whether it be a silver-skinned siren. a
NAUCAS-SEA-2708: Intercontinental Bank of Japan high-tech knight in electro-armor. a cyber-samurai armed with
NAUCAS-SEA-4938: Matilda's (A betting parlor and house laser katana. or a cartoon clone with a squirt gun. Whatever It is.
of ill-fame. also a front for the Yakuza) if you want to play tech. then you've got to look tech!
NAUCAS-SEA-4206: Hemdall Group Regional HQ Your size remains "Human" in scale to the Matrix. That
NAUCAS-SEA-9431: EBMM District Sales Office towering database you are about to hack into will stay towering.
Players should not know what is in the gamemaster's whether you look like Little Bo Peep or a Tyrannosaurus Robo-
phone book because system owners guard their LTG locations rex .
jealously. Player characters will have to hunt down an access A Utility program can appear in any form. but It must be
code or acquire it during an adventure to know where an LTG proportional to its rating. An Attack-l program cannot appear
system connects. Let them keep their own phone books. as a megaton nuclear field howitzer. Nor will an Attack-7
program look like a derringer.

104 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE MATRIX

Hardening CYBERDECK SPECIFICATIONS


This is "armor" in the Matrix. If an attacker wins a damage Standard Hardware for all cyberdecks Includes:
test against your Persona, reduce its extra successes by your A fiber-optic connector cable terminating in an STJ-400
Hardening Rating. standard telecommunications jack.
Onboard Memory A keyboard with standard keys, numeric spreads, and a
This is the RAM (Random-Access Memory) of the deck. The wide variety of function keys.
total size of the programs running at any given time cannot Prepared slots on the MPCP motherboard for the Persona
exceed this rating. If you have 10 Megapulses (Mp) of on board program chips.
memory, then you can't run an 11 Mp Utility. When you load a
Utility, it takes up RAM. The standard size of a program is equal CYBERDECK OPTIONS
to its rating. A loaded program stays in memory until erased. Following are some optional features available to cyber-
Onboard RAM uses standard optical memory chips, and decks.
you can load as much of it onto a deck as you can afford, at the
Response Increase
regular prices for non-cyber memory: ZO¥ per Mp.
This is analogous to wired reflexes, increasing the decker's
Storage
Reaction Attribute in cyberspace. Co-processors are installed
This is the built-in program storage in your deck. It works
with the MPCP to support this feature. If the deck is destroyed
just like the disk drives in an old personal computer, but consists
by a Trace &.. Burn or similar IC, so are the co-processor Chips.
of banks of optical data chips, with nanosecond access times.
Each level of Response adds +Z to the Reaction Attribute and a
You carry Utilities in storage, ready for loading. Storage is also
106 to the initiative roll, but only within the Matrix.
where you stash downloaded data, fresh off the Matrix and
Cost: Level I - Z5,OOO¥
ready to sell to the highest bidder.
Level Z - lOO,OOO¥
Like onboard memory, storage can be expanded at ZO¥ per
Level 3 - 250,OOO¥
Mp.
Hltcher Jacks
Load Speed
These are simsense electrodes that let other characters tag
This controls the speed at which Utilities load from storage
along with the decker on his run through the Matrix. Hitcher
to onboard memory. It takes an action to activate the load
jacks allow these com pan ions to perceive everything the decker
process. Loads are then measured in turns. If the program size
does and to communicate with him. They offer absolutely no
is less than or equal to half the Load Speed, it loads in the same
control over the run.
action. For example, on a deck with a 50 Mp/turn Load speed:
Cost: 1,OOO¥ per jack
A Z5 Mp program would load in the same action during
Vldscreen Display
which the decker invoked it.
This is a floppy screen attachment displaying the decker's
A 50 Mp program would be loaded by the end of the turn.
point of view in cyberspace. The decker can also display text
A 100 Mp program would be loaded by the end of the next
messages to viewers on this screen. However, viewers cannot
turn, and so on.
communicate with the decker via this readout.
While a load is taking place, the Persona suffers a +Z to all
Cost: 500¥
Target Numbers. You can only load one program at a time.
Programs stay loaded until erased.
USING CYBERDECKS
I/O (Input/Output) Speed
This is the amount of data that your deck can download or On Iy one decker can jack into anyone deck at anyone time.
upload In a turn. A to Mp I/O speed would let a deck download Ifmore than one decker is goingon a run, they jack in separately.
10 Mp per turn. The rules are the same as for Load Speed. While Each uses his own deck. Personas can communicate in the
transferring data, the Persona suffers a +Z to all Target Numbers Matrix, if within Contact Range. Characters observing a run
and cannot move into a different node. Movement will abort the using hitcher jacks don't count. They can see the Matrix and talk
transfer. to the decker, but they can't do anything on the run.

CYBERDECK TYPES
Model MPCP Hardening Memory Storage Load I/O Design Pts. Cost
Radio Shack
PCD-tOO 2 0 to 50 5 None 5 6,ZOO¥
Allegiance
Alpha 3 10 50 5 None 11 13 ZOO¥
Sony CTY-360 6 3 50 100 ZO 10 108 I I I,OOO¥
Fuchi Cyber-4 6 3 100 500 ZO ZO 138 150,OOO¥
Fuchi Cyber-6 8 4 100 500 50 30 35Z 364,OOO¥
Fuchi Cyber-7 10 4 200 1,000 50 40 490 514,OOO¥
Fairlight
Excallbur IZ 5 500 1,000 100 50 960 990,OOO¥

SHADOWRUN 105

Anthony Boisvert (Order #38669586)


THE MATRIX

Two decks cannot share programs directly, but deckers can


give other deckers data or Utility programs. This takes time. The
material must be uploaded to the Matrix by the owner, then
downloaded from the Matrix by the reCipient. If the recipient is
getting a Utility, he must then load it from storage to on board
memory. This is fine when two deck-dancers are swapping
programs in a "hacker heaven, " but not exactly the way to go
with combat IC locking in for a kill.
You can 't mess with the deck hardware during a run in the
Matrix . If anyone does, the decker dumps. This means no
transferring programs or data to or from storage, and no
replacing burned out chips. No nothing.
The decker must be physically connected to his deck
through a fiber-optic to his datajack. The deck must be physi-
cally connected to the Grid through a communications line or
system access point of some kind . If anyone has developed
wireless deck connections yet, they aren 't telling.

CYBERPROGRAMS
You need a cyberdeck to get into the Matrix and you need
programs to do things while you 're there. Without the right
programs to razzle-dazzle the Ie. you 'll always have to give
legitimate passcodes and settle for whatever those passcodes
let you do. Programs are freedom! They get you into the places
where the corps don't want you to be and they show you things
you might be better off not seeing. But those are the only things
worth seeing, right, technomancer?
The programs that run on your deck come in two breeds:
Persona programs and Utility programs. All your programs are
integrated by the central processor in your deck, the Master
Persona Control Program, or MPCP.
Persona programs (P-programs) are firmware, encoded
chips installed directly into the main circuit board of the deck.
Each program runs on its own little computer, plugged into the
cyberdeck hardware. These programs are your Persona's attrib-
utes.
Utility programs (Utilities or U-programs) are software.
Utilities are your skills and gear in the Matrix. When you need
one, you pick it up. When you're done with it, put it away.

PERSONA PROGRAMS
The MPCP maintains your persona. If the MPCP crashes,
you're dumped out of the Matrix. Without a running MPCP, you
cannot perceive Cyberspace and must return to what passes for
reality outside it. You 'll be keeping a program condition monitor
for your MPCP to track any reduction in capacity due to attacks.
When setting yourself up as a hotshot decker, you must buy or
build your own cyberdeck, and then install the P-program chips.
See Cyberprogrammlng at the end of this chapter.
Because Persona programs are installed in chips, they do
not use up any of your cyberdeck's onboard Random Access
Memory (RAM) . However, it's important to know the size of a
P-program when you are writing your own. The size in Mega-
pulses (Mp) of a Persona program is its rating times a multiplier
given for each program . (See the Equipment chapter for rat-
ings.)

106 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE MATRIX

There are four Persona programs. Their ratings are usually To get a node to execute your utility program , make a
used as target numbers by anything that attacks or opposes you Resisted Success Test using your program's rating for the
in cyberspace. number of dice. The Target Number is the node's numeric
Bod Security Rating. Use the node's Security Rating for its Resistance
This is your persona's "Body" attribute. It is normally used as Test. The Target Number will be your Persona's Bod, Sensor, or
a Target Number by IC that has successfully executed an attack Masking Rating, as appropriate. To execute your program, you
program against your deck and is attempting to crash it. See need enough successes to beat the node's Security Level.
Cybercombat for details. Failure means that the security system protecting the node
Size: lOx Rating rejected your Utilities program . If rejected, you can try to
Evasion execute the program again, but apply +2 to the Target Number
This attribute allows your persona to evade unauthorized for each new test.
programs and commands by IC It is directly analogous to a Combat Utilities are a special case and their use and effect
node's Security Rating. are detailed in the Cybercombat section.
Size: 5 x Rating The number of dice in the Hacking Pool is equal to your
Masking Computer Skill (or your Concentration in Software or Specializa-
This is your persona's ability to "blend in" with Matrix nodes. tion in Decking. if applicable) plus your Reaction Attribute.
The attribute helps to defeat various tracer and identification Wired reflexes and vehicle control rigs do add bonuses to
programs. Reaction , but you do not get the extra dice for the initiative roll.
Size: 5 x Rating Again, remember that the numbers given in parentheses for
Sensors Reaction in the section on Archetypes already include the
This attribute lets your Persona detect things in the Matrix. effects of wired reflexes. You also add any Response Increase
Size: 3 x Rating built into your deck to your Hacking Pool.
When using a Utility program or when making any other
UTILITY PROGRAMS Computer Skill Test. you can use Hacking dice in the same
All other programs are Utilities, your skills and gear in manner described in Combat to augment these tests.
cyberspace. Utility programs must be loaded into your deck's
memory to run. Each Utility has a rating that measures how well PROGRAMMING ON THE FLY
it works. It also has a size multiplier that measures its complex- If you need a Utility program that isn 't loaded (or that you
ity. The rating times the multiplier is the program 's size in don't even own), you can write a one-shot version using your
Megapulses. Hacking Pool. Every two dice you take from your Hacking Pool
Utilities tie up on board memory, even after they have gives this program 1 point of rating. Degradable programs can
crashed. If you want to load a new Utility and you don't have only be improvised once during a single run in the Matrix. As
enough free memory to hold it. you must erase one or more of always. dice allocated from a pool are expended until your next
the programs currently loaded . Erasing one program from action.
memory requires an action.
COMBAT UTILITIES
To load a Utility from storage to memory takes an action,
Combat Utility programs are weapons used in Cyber-
but large programs may require several turns to complete. See
combat either to crash IC or another Persona that is protecting
Cyberdeck Specifications for details.
a node. You must be in Contact Range of the ICor Persona to use
You can load only one copy of a given Utility in onboard
a Combat Utility.
memory at anyone time.
Combat Utilities are complex programs designed to crash
rather than simply manipulate a construct. By 2050. constructs
DEGRADABLE UTILITIES
are designed to resist such gross modifications through the
Some Utilities become less effective each time they are
means of unique coding processes. To have any chance at doing
used. There are many. reasons for this. ranging from the Grid 's
damage, the decker will have to make last-second adjustments
own error-correction capability to the way the program works.
to tailor the attack program to the specific construct he is up
Some Utilities become "degraded" every time they run. De-
against. Borrowing from a real-world analogy, he must carefully
gradable programs lose one point of rating each time they are
"aim" his "attack" to even hope to "hit" his target.
used on a given run. After you jack out. this reduction is
To reflect this. a decker uses his Hacking Pool to make a
canceled .
Success Test against the node's Security Code. If the program
hits. then make a Resisted Success Test to determine the level
RUNNING UTILITIES of damage. Full details on target numbers and effects are given
Your computer Skill Rating (or your rating in Software
in the Cybercombat section .
Concentration or Decking Specialization) is the only one that
Attack Program
really matters once you are jacked into the Matrix.
The Attack program is your main weapon in Cybercombat
Whenever you want to give orders to a node or use any of
and does damage to its target after you successfully execute it.
the Utilities listed below, you must determine whether you can
Once the Resisted Success Test is made. each extra success is
get the node to execute the programs. Your programs and a single "wound" on the target's condition monitor. Ten wounds
instructions can only affect the node where you are located (see
crash any Matrix construct. See Cybercombat for details.
Nodes And Their Functions).
Size: 10 Mp x Rating

SHADOWRUN t 07

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THE MATRIX

Slow Program SENSOR UTILITIES


A Slow program will slow down IC, but it has no effect on Sensor Utilities analyze data or other elements of the
another Persona. After the Resisted Success Test is made, extra Matrix. You must be in Sensor Range to use a Sensor progTam.
successes are subtracted from the target's Reaction . If the (See Perception In the Matrix). This usually means the Persona
Reaction is reduced to 0 or less, the IC program is frozen and is not close enough to the IC to "trigger" it, and that gives you
stops working. Frozen IC cannot initiate any alarms or trigger a chance to scope it out before havingto deal with it. Exceptions
traps. to this may occur when the IC system is in an Alert.
Size: 10 Mp x Rating To execute a Sensor program requires a Resisted Success
Test. To make the Test, use the program's rating for the number
DEfENSE UTILITIES of dice and the node's Security Rating for the Target Number.
Defense utilities improve the Persona's ability to avoid or Like most Utility programs, Sensor programs are complex.
resist damage. Because they are run on your deck, they do not This allows the node a chance to abort the program before it can
require a Success Test to execute them, but you will make one do any significant "damage," even if successfully executed. To
to find out how much damage is repaired. Use the Program abort a Sensor program, the defending node or program makes
Rating for the number of dice. Programs that repair damage to a Resistance Test, using its rating for the number of dice and the
your persona also fall into this category. Persona's Sensor Attribute as the Target Number. To execute,
Medic Program the Sensor program must have extra successes equal to or
A Medic program repairs damage to the Persona. The greater than the color Security Level of the node.
Target Number depends on the Persona's current wound level, Gamemasters are advised to use secrecy in resolving this
per the table [Link] cannot augment this die roll from the test to avoid giving away information. If the player knows the
Hacking Pool. Target Number, he knows the node's Security Rating. If he then
notices that he rolled two extra successes and did not get an
execution of his program, he will know that the node has a Red
PROGRAM REPAIR TABLE Security Level. Unless otherwise specified, the decker can try
Wound Target again if a Sensor program fails. Each new attempt to execute
Level Number increases the program's Target Number by +2.
Light 4
Moderate 5
Serious 6 Fast jack has a Sensor Rating of 5 . He uses Ana-
lyze-6 to scan a node w ith a [Link] Code of Red-4.
He roils 6 dice (his Program Rating), with a Target
Every success rolled heals one "wound ," clearing one box Number of 4 (the Security Rating), to see If his program
on the program condition monitor. Whether or not a medic Is executed . Fastjack must beat the node by at least
program succeeds, it degrades each time you use it in the four extra successes, because the node has a Red
Matrix. ~u ri ty Level. Fastjack gets 4 successes. The node
Size: 10 Mp x Rating m akes its Resistance Test by roiling 4 dice (its Security
Mirrors Program Rating), w ith a Target Number of 5 (Fastjack's Sensor
By adding its rating to a Persona's Evasion Attribute, a Rating). It gets 1 success, aborting Fastjack's Analyze
Mirrors program makes it harder for unauthorized programs to program before it could g ive him any useful informa-
be executed against your Persona in Cybercombat. No test is tion. Fastjack can try to execute again, but his new
required to execute this program. A Mirrors program is de- Target Number Is 6.
gradable, with the bonus reduced by 1 point per turn after it is
triggered .
Size: 10 Mp x Rating Analyze Program
Shield Program An Analyze program analyzes constructs or nodes. If used
A Shield program acts as auxiliary armor for the Persona against an IC program, the IC makes a Resistance Test using its
and its programs. The program automatically stops a number of own rating for the number of dice and the Persona's Sensor
wounds equal to its rating. A Shield program degrades, losing Rating for the target. The decker's Resisted Success Test still uses
1 rating point every time it stops damage. the node's Security Rating as a Target Number. An Analyze
Size: 10 Mp x Rating program will not reveal any information about another Persona.
Smoke Program If the decker's test succeeds, he learns the name of the
A Smoke program simulatesa burst of high-volume system construct or gets a briefdescription of its function. For example:
activity, confusing perception around your Persona. Executing "You are facing a Barrier IC program," or, 'This is a slave node
a' Smoke program requires an action. No Success Tests are controlling the ~mployee coffee station on the 37th floor." You
required . While you are in the node, the Smoke program's rating can also use this program to analyze the Security Level for the
is added to every Target Number needed by anything in that node you are in. ("You are in a Red-8 node. Please observe all
node, including your own tests. A Smoke program is de- safety precautions. ")
gradable, with its effects reduced by 1 point every turn. The Size: 8 Mp x Rating
effect 'follows" the persona if it changes nodes.
Size: 3 Mp x Rating

108 SHADOWRUN

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THE MATRIX

Browse Program Relocate Program


A Browse program analyzes the contents of datastores. A Relocate program defeats Trace IC, security software that
You must specify the subject matter of your search. For example: tracks a decker back to his entry point into the Matrix. If the
"I am looking for data on the corporate secu rity division's covert decker makes a successful test to execute a Relocate program,
activities." If the decker is successful in running the program, he it sends the IC on an endless wild goose chase through the
knows what files in the datastore contain references to that Matrix. The IC will think it is doing its job and will not trigger any
subject, and their sizes. He doesn't learn any details. See Nodes alarms.
And Their Functions for details on datastores and files . Size: 5 Mp x Rating
Size: 3 Mp x Rating Sleaze Program
Decrypt Program A Sleaze program bypasses Access, Barrier, Gray, or Black
A Decrypt program defeats Scramble Ie. Scramble turns IC without leaving tracks. If the decker succeeds at Masking, his
data into garbage if someone tries to access it without knowing persona is "invisible" to the Ie. Sleaze does not work if the IC is
the right passcode. Use the rating of the Scramble IC for its already attacking or otherwise activated.
Resistance Test in aborting the Decrypt. Failure to beat Scramble Size: 8 Mp x Rating
can trigger instructions to wipe out the data it is guarding. See
Intrusion Countermeasures (lC). DECKING
Size: 3 Mp x Rating
Evaluate Program Let's go down the checklist, cowboy. Got your cyberdeck?
An Evaluate program is a complex expert system that Check!
scans datastores looking for any Information of value on the Installed your Persona chips?
open market. The program rapidly becomes obsolete as the Check!
market changes. Got Utilities in storage?
If the node fails to abort the Evaluate program, the program Check!
finds any "paydata" files in the datastore. Evaluate tells the Loaded your first-choice programs into memory?
decker how many valuable files are present and the size and Check!
market value of each one. Decided where you're gonna go?
If you are on a mission to find Information on a specific Check!
subject or subjects, Evaluate will also tell you if the datastore Tapped into the grid?
contains that informatio,l, just as Browse does. Check!
Evaluate is degradable, whether you use it or not. After Got your life insurance paid up?
every run you make into the Matrix, reduce its rating by 1 point. Che ... what?
This reflects the way changing data markets render Evaluate Then hit the GO button, boy, and welcome to reality!
obsolete. If you write your own Evaluate, you can upgrade it
from time to time to offset this loss.
MOVEMENT IN THE MATRIX
Size: 5 Mp x Rating
Movement in the Matrix is virtually instantaneous unless
you are engaged in Cybercombat, attempting to deal with IC,
MASKING UTILITIES issuing system instructions, transferring data, or loading pro-
Masking utilities attempt to foollC into leaving the Persona grams. The Grid transmits data at megabaud rates (that's fast,
alone. You must be in Contact Range to use a Masking utility. To folks), and system response is measured in microseconds. Only
execute the program, the decker uses his program's rating for when dealing with something that requires your attention does
the number of dice, as usual. His Target Number is the Security the action slow down to where you can notice time passing.
Rating of the node. The IC makes a Resistance Test, with its rating When moving in the Matrix, you are moving from one local
for the number of dice and the Masking attribute of the Persona or regional grid to another; within a system, from one node to
as the Target Number. The program must have a net success another. The distance is entirely relative in cyberspace . It is a
equal to or greater than the color Security Level of the node to matter of commline connections, available memory in subsys-
execute. tems, and switching systems and transmission rates, not actual
If the IC wins the test, it may trigger Attacl< IC or a System meters and kilometers. Distance is what you perceive it to be.
Alert or take other programmed action. If the decker's test suc-
Which brings us to ...
ceeds, but he does not have enough extra successes to over-
come the Security Level, the IC does not react and the decker
PERCEPTION IN THE MATRIX
can try again. Each new Test increases the decker's Target
Inside the Grid, distances appear vast and scale is enormous.
Number by +2.
Inside a system, the area looks like a glowing neon maze of
Deception Program
connections, circuits, and dataflows. But keep in mind that there
A Deception program generates fake passcodes to deceive
is no "real " distance involved . In technical terms, the question is
Ie. These passcodes are logged by the Ie. so Deception does
whether your Persona (remember, it's only a program) is able to
leave a trail of sorts. Deception can defeat Access and Gray Ie.
access the data space of other programs or the controllers for
It does not affect Barrier or Black Ie.
hardware elements in a system.
Size: 5 Mp x Rating
There are three effective "ranges" in cyberspace.

SHADOWRUN .09

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THE MATRIX

110 SHADOWRUN

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THE MATRIX

Observation Range "Wait a minute," you say, "what about the Bod program?
You are in Observation Range of every node adjacent to the Where 's the MPCP?" Well , chummers, your Willpower is the
node of your current location. In a Grid, you can, theoretically, MPCP when you do this electron dance. Any damage the MPCP
see the System Access Nodes connecting your node to other would take, you take personally. It's marked off on your Mental
LTGs, RTGs, and computer systems. If there are many of them, Condition Monitor. If you get knocked out, you're dumped.
it might obscure your vision . If you are in a computer node, you Black IC still kills you, just like always.
can see all the adjacent nodes in the system, but you can't tell You can use head ware memory space for downloading
what they are, only that they're there. data, and you have an 1/0 rating equal to your Intelligence.
Sensor Range Utilities? No, you can 't carry those . You have to write all your
You are within range to use any Sensor programs loaded programs on the fly , using your Hacking Pool.
when you enter a node but before you overcome any IC On the upside, if you have wired reflexes or a vehicle
guarding it. This allows deckers to cruise up to a node and scope control rig, you do get the dice bonus to your Initiative Roll, but
it out before they actually try to enter it. if you run into anything nasty, that may only mean you get to die
In Sensor Range, you can tell what kind of node you are in faster.
and identify the general nature of constructs that you see: IC,
files, and Persona are recognizable. For more information, you 'll CYBERCOMBAT
need to use Analyze.
When an Alert exists on a system, Gray and Black IC may Cybercombat proceeds in turns and actions, just like combat
react to Persona that are within Sensor Range. in the real world, and a turn in cyberspace is the same as a turn
Contact Range in the real world: approximately three seconds. Constructs must
You can be in Contact Range of anything that is located in be in Contact Range to fight in cybercombat.
the same node as you. All you have to do is decide to move into
Contact Range. Most things in the Matrix will sit still, allowing INITIATIVE
you to decide when to move. Unfortunately, the things that Multiple actions are determined exactly as in Physical
don't sit still are the dangerous ones: other Persona and Gray or Combat.
Black Ie. Deckers roll I D6 and add it to their Reaction Attribute.
Any Utility can be used in Contact Range. Remember that wired reflexes or a vehicle control rig do not add
dice to the Initiative Roll while you are in cyberspace unless you
TORTOISES IN THE MATRIX are going naked into the Matrix.
Not everyone in the Matrix uses a full-blown cyberdeck to Deckers with Increased Response on their decks add + 2 per
do his job. For one thing, decks are expensive. For another, the level of Response to their Reaction Attribute, and roll an extra
corps don't hand out Fuchi-7s to every keypuncher and file clerk I D6 per level for Initiative.
in the office. Tortoises on a terminal reduce their Reaction Attribute by
The Shadowrun equivalent of an old-fashioned terminal is I D6 to a minimum of I. They still roll 1D6 to get their Initiative
a keyboard with either a viewing screen or simple sensory result.
electrodes and maybe some antiquated paraphernalia like a IC Reaction Time is based on the node Security Code. The
mouse or joystick. They have the same basic stats as cyberdecks. Security Code color gives a basic speed. Add the Security Rating
On the positive side, Black IC can 't hurt a terminal user. It to this for the Reaction . Then make the usual 1D6 roll . Thus, an
can only kick him off-line. What's more, terminals cost only one- IC on an Orange-3 node would have a Reaction of 7 (Orange
tenth as much as an equivalent cyberdeck. Level) plus 3 (the rating). for a total of 10.
Tortoises are penalized in their Hacking Pool and for
determining Initiative. Subtract 1D6 from their Reaction (mini-
mum value = 1). PROGRAM REACTION TIME
Tortoises reduce all their Program Ratings by I, to reflect Security Level Reaction
their lack of fine control. Blue Not Applicable (no Ie)
Tortoises have terminals that are locked-in with a rating of Green 5 + Rating
3 in all Persona programs. Orange 7 + Rating
Red 9 + Rating
NAIUD IN THE MATRIX
By now, some of you must be wondering how Dodger got
onto Mitsuhama's system without a cyberdeck. The Elf was ACTIONS IN CYBERSPACE
pulling one of the flashiest and most dangerous stunts in the Following are typical action possibilities in cyberspace.
decker's bag of tricks: going naked into the Matrix. Boys and Execute A Utility. If this is a Combat utility, you attack your
girls, don't try this at home! target(s) . Otherwise, the Utility does whatever itis programmed
This feat requires a Program Carrier to let you slot Persona to do.
chips loaded for Sensor, Masking, and Evasion into a suitable Change Range. You may move closer to a construct, or try
port. You have to jack into a dataport at the same point. To get to get farther away. See Decker Dogfights for details.
In, you need an Input/Output Port or Slave Module (see Nodes Jack out! The only time jacking out might not succeed is
And TheIr Functions). when you are fighting Black Ie.

SHADOWRUN ttt

Anthony Boisvert (Order #38669586)


THE MATRIX

(He may not use the rating of the Combat utility. as in other
cases.) If attacking another Persona. he uses the the other
Persona's Evasion Rating as his Target Number. If attacking IC.
the Security Rating is the Target Number. and the decker must
score enough successes to overcome the Security Code.
Extra successes are added to the Combat program's rating
for the Damage Success Test.
The decker can attack multiple targets by allocating Hack-
ing Dice among them . He can use the same program to attack
multiple targets.
If Ie is attacking. use dice equal to its rating. with the
Persona's Evasion Rating as the Target Number. Simple success
is all the IC needs. Any extra successes improve its ability to do
damage.
"Wounded" Personas suffer penalties according to their
status on the MPCP's Program Condition Monitor. If the decker
is also wounded. those penalties apply as well. "Wounded" IC
also suffer penalties.
Smoke and Mirrors can affect Target Numbers. as described
in Defense Utilities.
HItting The Target
If you are successful in hitting the target. the results depend
on who or what was hit and what hit them . One way or the other.
all damage is determined by a Resisted Success test.
A Hit On A Persona
The attacking program rolls dice equal to its rating. with a
Target Number equal to the Bod of the Persona. Any extra
successes on this 'To-Hit" Roll increase the ra ting of the attacking
program. The Persona makes a Resistance Test using the deck's
MPCP Rating. with a Target Number equal to the Computer Skill
Load. Load a program from storage to on board memory. of the attacker. if hit by another persona . or the node Security
It proceeds at the load speed of your deck. A load in progress Rating. if hit by IC
applies +2 your Target Numbers. A decker can augment his results in this test by adding dice
Download Or Upload A Program. Download or upload from the Hacking Pool. either as attacker or defender. If the
from deck storage into the Matrix. This proceeds at the I/O defender wins the test. he takes no damage. Otherwise. each of
speed of your deck. I/O in progress applies +2 to your Target the attacker's extra successes is potential damage.
Numbers. If the Persona has a Shield program running. it reduces the
Erase A Utility From On board Memory. damage by the Shield Rating. Remember that a Shield program
Execute A System Operation. This action occurs only if no degrades every time it reduces damage.
IC is operative on the node. (See Nodes and their Functions.) The Hardening Rating is also subtracted from the potential
damage.
Executing A Combat UtIlity Each point of remaining damage fills in one box on the
A Persona can attack ifit has a Combat utility [Link] with MPCP's Program Condition Monitor. Ten "wounds" crashes the
combat ability always attacks. MPCP and dumps the decker.
Before a Combat utility can be executed. the decker must A Hit On IC
modify it so that it can "hit" its intended target. This is because The attacker will always be a Persona because IC does not
Attack utilities work at a level where each Construct or Persona attack IC Roll a number of dice equal to the Combat utility's
is unique. Therefore. the off-the-shelf Attack-7 program that just rating. Remember to add one die for every extra success scored
wiped out the Black Killer IC protecting the Yakuza's database is in the 'To-Hit" Test. The Target Number is the node's Security
not going to work against the Black Killer IC protecting the SAN Rating. The IC makes a Resistance Test based on its rating. with
that you are trying to leave. But it"s just that kind of special a Target Number equal to the Computer Skill of the attacking
programming that being a decker is all about. It may drain your decker.
Hacking Pool. but making the small Changes in the program is If the IC wins. it is "unwounded." If it loses. the IC suffers a
not going to take any appreciable time. "wound '· for every extra success won by its attacker. Fill in one
Hitting a target requires an Unresisted Success Test. A box per wound on the IC Program Condition Monitor. Ten
decker rolls as many dice as he wishes from hisHacking Pool. wounds crash it.

• •2 SHADOW RUN

Anthony Boisvert (Order #38669586)


THE MATRIX

Fastjack cursed and spooked left as the Ie roared


out of the shimmering data maze. Dammit, that was
close! He wasn't going to take the time for an Analyze,
but the whole place smelled Red and deadly.
Fastjack has triggered KlIIer-5 Ie In a Red-6 node.
jack himself has MPCP 6, Bod 5, Evasion 7, and
Hardening 2. His Reaction Attribute Is 7, because he
is running a Response + 1 deck. He has Decking SkillS.
jack whipped out Old Betsy. The glowing con-
struct of the humongous Attack-6 blunderbuss flick-
ered Into life in his hands. He threw the stock to his
shoulder then yelped in dismay as the Ie closed in. The
son-of-a-glltch was faster than he wasl
Fastjack rolled 206 for Initiative, scoring 6. His
Initiative result is 7 + 6, or t 3. On a Red-6 node, the
Ie has a Reaction TIme of 15 + 106. Scoring a 3, the IC
has an Initiative result of IS. Look out, Fj!
The IC attacks. It rolls 5 dice (its own rating) with
a Target Number of 7 (Fastjack's Evasion Attribute). It
scores 3 successes on the hit. The IC rolls S dice In the
damage test: 5 for its rating, and 3 for the successes.
Its Target Number is 5 (jack's Bod Rating).
Jack resists this with 6 dice (his MPCP Rating) and
has a Target Number of6 (Security Rating of the node).
He also deddes to add 4 dice from his Hacker Pool. for
a total of 10 dice.
The IC scores five suc;cesses. jack scores two
successes, allowing the IC a potential damage of three
"wounds: His Hardening stops two of them, but he
takes the third as damage to his MCPC's Program
Condition Monitor.
"Drek!" snarled Jack, as sparks blew out of his ears.
He took careful aim with Old Betsy. Somewhere. in
another world, a wiry flgure sat in half-lotus on a dirty
cot, cradling a complex keyboard In his lap. In electron
reality, Betsy spat a charge of spreading code-shot at
the hovering Ice.
jack's action comes up. His Hacking Pool is usu-
ally 15 (Decking Skill plus Reaction), but he's already
used 4 dice, so he has only 11. He allocates 5 for an
attempt to hit the Ie. His Target Number is 6 (the
Security Rating of the node) + 1 (LightWound),and he
has to make at least 4 successes to hit (Red Security
Level). He rolls 4 successes. The one extra success
augments Old Betsy's Attack Rating.
In the Damage Success test, Jack rolls 7 dice (6 for
his Attack program Rating + 1 for the extra success).
His Target Number Is 7 (6 for the node rating + 1
because his Persona is lightly wounded). The IC rolls 5
dice (Its rating) with a Target Number of S (Jack's
Decker Skill). The Ie blows It and gets no successes.
Jack scores 4 successes, which Moderately Wounds
the IC. It's hurt, but is still going to be a dangerous
opponent.

SHADOWRUN •• 3

Anthony Boisvert (Order #38669586)


THE MATRIX

Decker Dogfights Access


By taking an action. a mobile construct such as a Persona or Access looks like a barrier of shimmering light. made up of
IC program can try to change range relative to an opponent in billions of tiny alphanumeric characters swirling at ultra-high
Cybercombat. If the opponent wants to prevent that. there is an speed. A decker can defeat Access with Deception or Sleaze or
Opposed Success Test. Personas use their Evasion Attribute. crash it using a Combat Utility. If attacked by Slow. Access
and IC will use its rating for the numberofdice rolled. The Target cannot issue an alert unless the decker fails to damage it . On its
Number for each is the rating used by the other. If Fastjack next action. it tries to set off an alarm.
(Evasion 7) tries to run from the IC (Rating 5). he rolls 7 dice. with BarrIer
a Target Number of 5. The IC rolls 5 dice. with a Target Number Barrier is a solid security lock on a node. It resembles a wall
of 7. A decker can add dice from his Hacking Pool to this roll. of jagged. pulsing lightning bolts. Barrier can be defeated with
The winner can move closer by one step. farther away by Sleaze or killed with a Combat utility. It reacts to Slow in the
one step . or leave things as they are. To move out of Sensor same way that Access does.
Range. a Persona must leave the node. To move out of Obser- Scramble
vation Range. the Persona must not be in any node adjacent to Scramble is found in datastores or even on individual files.
its opponent. It resembles a softly glowing light across the entrance to the
Gray and Black IC will try to remain in Contact Range with datastore or wrapped protectively around the file. If a Persona
a Persona. If a Persona manages to get out of Observation tries to touch the data. the light glows brighter and gives off a
Range. the IC will return to where it was first encountered. IC humming sound . Ifit is still present when you read or download
always tries to close once it starts fighting . It never runs away . a file. the file is garbled junk. Scramble can be defeated by
A decker may pursue a fleeing opponent. Every time the Deception or Decrypt or crashed with Combat utilities. Instead
running decker slows down (i.e .• gets back into Cybercombat of trying to sound an alert. Scramble will try to destroy the data
time). roll 2D6. If the die result is greater than or equal to the it is guarding. The Persona can try to jam this program the same
fleeing Persona's Masking Rating. the pursuing decker has way it jams alarms. If attacked by Slow. Scramble reacts like
located his prey and will show up in one turn . Of course. this Access.
assumes that the pursuer has free run of the system . If not. he A Persona can try to download a file protected by Scramble.
can be slowed up by having to make his way through nodes. transferring both the data and the IC into storage. This adds the
too. If he is slowed down . the pursuit is cut off. ICs rating to his target number for operation of that system.
Though the downloading file is still protected. the decker can
INTRUSION COUNTERMEASURES (lC) work on it in a more leisurely fashion once he jacks out.

Intrusion Countermeasures (lC) may be installed in any


node with a Security Code of Green or higher. Ice. as it is also
known . makes life difficult for deckers. Some Ice tries to make
life impossible for deckers. Every IC program hasa rating. which
is usually its "skill."
There are three classes of IC: White Ice. Gray Ice. and Black
Ice. White Ice offers passive resistance. Gray Ice actively attacks
intruders or traces their entry point into the Matrix. Black Ice will
try to kill deckers. Each is more fully described in the following
sections.

WHITE Ie
White IC reports or logs system access. blocks illegal ac-
cess. and encrypts data. White IC is passive. When a Persona
comes into Contact Range. the IC detects it. The Persona must
use a legitimate passcode to identify himself. or else activate a
Utility that can defeat the IC Things shift into Cybercombat only
if the utility fails or the IC is attacked . On its actions. the IC tries
to trigger the alert. A decker can try to jam the IC by using dice
from his Hacking Pool. He makes an Opposed Success Test with
these dice. using the ICs Security Rating as the Target Number.
The IC uses its rating for the number of dice rolled and the
Persona's Masking rating for its target number. If the IC wins. it
triggers the alert. White IC does not fight back against an
attacking Persona.
Access. Barrier. and Scramble programs are examples of
White Ice.

114 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE MATRIX

GRAYIC Trace and Burn: This program resembles Trace and Dump,
Gray IC is capable of attacking a Persona. It looks like White but the IC also tries to fry the cyberdeck. If the Trace works, the
Ice and has the same functions but also contains particularly MPCP and the IC make an Opposed Success Test. Each uses its
nasty traps. You won 't know whether it's White or Gray without own rating for the number of dice and the other's rating for the
successfully scanning it. Target Number. If the MPCP wins, the decker is dumped, but
All Gray IC requires a trigger of some kind. In other words, neither he nor his deck is harmed. If Trace wins, the decker is
once the program sets off an alert the way White IC would, the dumped and the cyberdeck is scrap, its delicate circuits de-
Gray IC emerges and attacks the Persona. The Gray IC is stroyed . Hardening g ives the deck its rating in automatic
activated even if the Persona jams the alarm . If the Persona successes for this test.
defeats the White IC without using a Combat utility, the Gray IC
is also fooled and stays quiet. BLACK IC
Gray IC usually waits for the Persona to reach Contact Black IC fights just like Killer, but it damages the decker, not
Range. If the system is in an Alert, the IC closes to Contact Range his Persona! Black IC is usually programmed to do physical
and demands the passcode as soon as the Persona is in the same damage, but can be set to do mental damage if the system
node (Sensor Range). owner does notwantto kill intruders. Dead men tell notales, but
Blaster prisoners can be made downright talkative. See Cybercombat
Blaster is attack IC, and engages the Persona in Cybercom- for details.
bat, dOing normal damage. See Cybercombat. If it crashes the Black IC requires a trigger, just like Gray IC. Once triggered ,
Persona, however, the IC tries to damage the deck! The IC makes it attacks.
an Unresisted Success Test, with a Target Number equal to the Once Black IC scores a hit on a Persona, the decker has only
MPCP Rating of the deck. If the test succeeds, the IC fries the two options. He may either HangTough or Cut and Run. In either
deck, turning it into junk. case, he may not augment his roll with dice from the Hacking
Killer Pool.
Killer IC attacks the Persona in Cybercombat. See HItting Hang Tough
the Target in Cybercombat for details. Killer tries to destroy the The decker resists damage so he can keep fighting. Brave
Persona. move, chummer! The IC makes a Resisted Success Test using its
Tar Baby rating for the number of dice and the decker's Body Rating for
Tar Baby is a nasty form of trap [Link] resembles White IC, but the Target Number. The Decker rolls dice equal to his Body and
if attacked or if an attempt to fool it fails, it crashes and takes the uses the ICs rating for the Target Number. If the IC wins, it does
Persona's Utility program with it! The crashed utility must be one Light Wound for each extra success. Hardening on the
reloaded. cyberdeck acts as armor against this damage, and a Shield utility
Tar Pit still has no effect.
Tar Pit is similar to Tar Baby, but when it does its trick, it Cut and Run
poisons all copies of that Utility in storage. The program cannot The decker tries to jack out. Wise move , chummer! Make
be reloaded! The "pits," indeed! an Unresisted Willpower Test, with the ICs rating as the Target
Trace Number. The number of successes needed depends on the
Trace locks onto the decker's access path and locates his system security code. If the decker succeeded, he's out of the
entry point into the Matrix. When it finds the entry point, the Matrix and safe. If not, then the IC makes an Unresisted Success
trace is completed . Test, using its rating for the number of dice and the decker's
When Trace IC is activated , make a Success Test using its Body Rating for the Target Number, not the Bod Rating of the
rating for the number of dice and the Persona's Masking Rating Persona! Each success the IC rolls is a Light Wound . The Hard-
for the Target Number. The time IC needs to complete the t race ening o f the cyberdeck defends as usual against this damage,
is 10 actions, divided by its successes. If it rolls no successes, it but a Shield utility has no effect.
cannot get a lock-on to the decker's access path and must try
again on its next action . Note that the clock keeps running even ALERTS
while the decker is fighting Trace or ifhe runs away from it. It will IC can set off two kinds of alerts, Internal and External.
not pursue him because it doesn't need to. Internal Alert
The Persona can try to kill the Trace before it completes. This means that the computer is not sure that it has been
Like White IC, Trace IC only fights defensively. A decker can also invaded, but is going to be careful. All IC increase their ratings
use Relocate, instead of a Combat utility, to try to head it off. by 50 percent (drop fractions) . Internal Alerts last for an hour or
There are three types of Trace, each one nastier than the so at most, because they slow down other processing. If a
previous. second Internal Alert is triggered when the system is already on
Trace and Report: When this Trace completes, it reports to alert, then it triggers an External Alert.
an operator, automatically triggering an external Alert. The External Alert
trace reports the real-world address or location of the decker's This means the computer decides it has been invaded. It
entry point to the system owners. Do you hear someone at the notifies its human operators, who will take whatever action the
door? game master thinks appropriate. This usually means sending
Trace and Dump: This program resembles Trace and one or more deckers into the system after the invader.
Report, but the decker is also automatically dumped if the Trace
works.

SHADOWRUN •• 5

Anthony Boisvert (Order #38669586)


THE MATRIX

The controlling operator's only other response to an Exter- Minor League


nal Alert is to shut down the computer. He will take this action A Decker Archetype is sent into the system using a Fuchi-
if it looks like the invader has beaten any defenders sent in after 4 with Attack 4 and Shield 2. Persona programs are all rated 3.
him, or if the alert was triggered from a highly sensitive node like MaJor League
the CPU or a Red datastore. It takes 2D6 turns to shut down Use the Decker Archetype for the hostile, but give him a
without damaging the system . This triggers various alarms in Fuchi-5 with Levell Response Increase. He 's carrying Attack 6,
the Matrix as programs wind down and files close safely. The Shield 2, and Mirrors 2. His Persona programs are all rated 5.
Persona sees flashing red lights and hears klaxons going off. If Heavy Hitter
the Persona is still in the system when it shuts down, he is This is the same as a Major Leaguer, but his Persona
dumped . programs are all rated 6 and he's got Response Increase 2.

THE OPPOSITION CYBERPROGRAMMING


Hostile deckers come in several grades, none of whom
need Deception programs because they have passcodes for all Writing your own cyberprograms uses Computer Skill .
the nodes. (No, chummer, you can't mug one of them in the (Software concentration or Matrix Programming specialization
Matrix and steal the codes.) Use the rules for pursuit in Decker are appropriate substitutions). The maximum rating a character
Dogfights to see if one of the hostiles finds the invader. can program is equal to his Computer Skill. Programmers need :
Following are several examples that may help you design A Microtronic tool kit. See Equipment, page 124.
your own defending deckers as the rules become more fam iliar. A computer. Though a mainframe is ideal. most deckers
Keep the odds balanced so the player decker has to sweat, but must make do with personal computers. A personal computer
try to avoid throwing an army (or Godzilla) at him. must have enough memory to hold the program. Mainframes
Bush League always have enough memory.
A Decker Archetype working on a cyberterminal starts Chips with enough memory to hold the code for a Persona
hunting around the system, beginning in the node where the program. The usual price for these is 20¥ per Megapulse.
alert was triggered. Use the Decker and put him on a cyberter-
minal version of a Fuchi-4 carrying Attack 4 .

• •6 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE MATRIX

Time! The base time to write a cyberprogram is the program BUILDING CYBERDECKS
size in days. When the character decides to write the program . Deckers can build or mOdifY cyberdecks. if they have lots of
he makes an Unresisted Success Test using a Character's Com- time. It also takes Computer. Computer Theory. and Computer
puter Skill. with a Target Number equal to the program 's rating. (B/R) Skills.
Divide the base time by the successes rolled. If there are no First. program the MPCP chip with Computer Skill. This is
successes. it takes twice the base time to write the code. Only just like writing a Persona program with a size of lOx the rating.
one roll is allowed. If the programmer does not like the result. Maximum rating is still the programmer's skill.
tough luck . The only way he can reroll is by improving his Second. design the rest of the deck. Pick your Hardening
programming skill. He can. of course. use Karma to improve the (maximum = 5) and the Load and I/O speeds (maximum = 100
results of a roll. Mp/turn). Calculate the Design Points.
When working on a personal computer. apply +2 to the If you are adding options such as Response Increase. see
Target Number. For Computer Theory Skill greater than or equal the Cyberdeck Design Table below and add those Design
to the program rating. apply a -2. Points now.
Programming can be done in stages. A decker can work on Third . determine the costs. This requires an Unresisted Suc-
a program for ten days. go on an adventure. come back a few cess Test using Computer Theory. with a Target Number equal
weeks later. put in five more days on the program . go spend a to the Design Points divided by 100. The minimum Target Num-
week getting some cyberware. come back and work on the ber is 2. The cost of components to build this deck Is ([Link]¥ x
program again. and so on. It is the player's job to keep track of Design Points) divided by the successes. No successes mean
the status of all projects his decker is juggling. you pay full price. To get a reroll . you must either rewrite the
You can upgrade programs you have written yourself. MPCP to correct the bugs you obviously programmed into it or
Upgrading a program from a 4 rating to a 6 rating is like writing else improve your ComputerTheory Skill. If you're upgrading an
a program with a rating of 2. existing deck. use only the Design Points you're adding to the
Programs you write are not copy-protected. but they're previous total for calculating cost.
cheap. Commercial software costs big nuyen. but is copy- Fourth. use Computer (B/R) Skill to build the deck (or
protected . You cannot make backups of copy-protected codes substitute Interface Tech of Computer Skill). Once you 've pur-
or give anyone else a copy, either. To defeat copy protection. chased the components. that is. You also need access to a
make an Unresisted Success Test using a character's Computer microtronic workshop. To find out if you have the ability to
Skill. with a Target Number equal to the program rating. If you assemble the components. make an Unresisted Success Test
fail. the master copy is wiped out. Go buy another. usingComputerTheory. with a Target Number = Design Points+
With an unprotected program. you can make as many 1.000 (Minimum 2). Divide the base time by the successes. and
backups as you wish. and can give or sell copies of the program that is how long it will take to build the deck. If upgrading an
to others. existing deck. the total Design Points are still the base time.
because you are tearing the deck down and rebuilding it.

PROGRAM SIZES CYBERDECK DESIGN TABLE


Persona Programs: Design Formulae
Bod: Size = to Mp x Rating Design Points = MPCP x [Hardening + ((Load Speed +
Evasion: Size = 5 Mp x Rating I/O Speed)+ 2))
Masking: Size = 5 Mp x Rating Cost = (1 .OOO¥ x Design Points) + (Memory x 20¥) +
Sensors: Size = 3 Mp x Rating (Storage x 20¥)
Utility Programs: Design and Construdlon TIme
Size = Rating x Multiplier Hardware: (Design Points+ 10) x rating in days
Multiplier 10 Programs: Attack. Medic. Mirrors. Shield. MPCP Programming: 15 x rating in days
Slow Other Programming: Programming size in days
Multiplier 8 Programs: Analyze. Sleaze Options
Multiplier 5 Programs: Deception. Evaluate. Relocate Response Increase:
Multiplier 3 Programs: Browse. Decrypt. Smoke Levell: + 25 Design Points
Level 2: + 100 Design Points
Level 3: + 250 Design Points
PROGRAM COSTS Hitcher Jack: + I design point
Program Persona UtIlity Vidscreen Display: +.5 design point
Rating Program Program Standard Hardware is factored into the cost: It in-
1-3 lOO¥x Size 50¥ x Size cludes:
4-6 500¥x Size lOO¥x Size Fiber-optic connector cable term inating in an STJ-
7-9 I .OOO¥ x Size 500¥x Size 400 standard telecommunications jack.
10 or more 5.000¥ x Size I .OOO¥ x Size Keyboard.
MPCP motherboard for the Persona program chips.

SHADOWRUN 117

Anthony Boisvert (Order #38669586)


"When you cut someone nowadays, you don't
know if they'll bleed or leak hydraulic fluid."
-Evil lye, Tiger Ciang Member

fine selection of items from the Grid-catalogues, fixer shops, and talismon-
ger haunts of 2050.

PERSONAL WEAPONRY

Katana: The two-handed "samurai" sword is favored by Yakuza with a taste


for the romantic and old-fashioned. t ,OOO¥
Knife: Your basic all-purpose street cutter. 30¥
Monofilament Whip: A monomolecular cord, it is swung with a weight at the
end for control. It is extremely sharp and will cut through just about
anything. If the user misses an attack, he must pass an immediate Skill Test
with a Target Number of 8 or be attacked by his own weapon. 3,OOO¥
Polearm: You are not likely to encounter such a weapon. It is included to give
you an idea of weapon types. 500¥
Staff: This is popular with magicians, for that traditionalist look. 50¥
Stun Baton: The standard riot-control weapon, this weapon delivers an elec-
trical charge. The baton needs only to touch a victim to cause five turns
of disorientation (+2 for all Target Numbers). The victim makes a Body
Resistance Test, reducing the duration by one turn for each success. 750¥
Sword: This refers to any of a variety of ceremonial styles and also covers
some of the longer and more vicious knives. 500¥

IMPACT PROJECTILE WEAPONS


Bow: This can be either a traditional longbow of fiberglass or wood or a
modern compound and pulley bow. 300¥ (plus t OO¥ per to arrows)
Crossbow: These come in three grades. lights are cocked by hand, while the
heavier models use a built-in, side-wheel gear to assist recocking. 300¥
for light, 400¥ for Medium, SOO¥ for Heavy (plus t OO¥ per 20 bolts)
Throwing Knife: Any of a variety of slim knives or spikes. 20¥
Shurlken: A multi-edged or spiked airfoil throwing blade. 20¥

118 SHADOWRUN

Anthony Boisvert (Order #38669586)


EQUIPMENT

FIREARMS Rifles
Firearms are primarily slug throwers. The principles have All assault rifles are capable of autofire. Other rifles are
not changed much over the years. Many weapons offer two semi -automatic.
versions, for standard loads or for caseless ammunition , though
the latter is far more common in 2050. In either case, a digital FN HAR: Thi s assault rifle is common in Europe and increasingly
ammunition counter is standard. The readout usually appears on popular w ith corporate response teams and private secu-
the rear sight, where the user can see it when he is firing . rity forces specializing in high-threat areas. It comes with
Most guns use an ammunition clip, which holds many integral folding stock. laser sight. and gas-vent recoil
bullets. Changing clips takes only one action. Other guns offer compensator (Rating 2) . 1.200¥
a variety of reload methods, including break action, in which the AK-97: O rig inally a Soviet weapon. this assault rifle is now
user inserts bullets into the barrel by hand; cylinders, like in found worldwide. The SMG Carbine form, with its integral
revolvers, where part of the weapon opens to accept bullets into folding stock. is almost as common . Mounting a grenade
a rotating carrier; and internal magazines, where the gun has a launcher on either model is extremely difficult. though the
port to accept individual bullets. All of these types have slower A K-98 features an integral mini-grenade launcher. 700¥ for
reload speeds. A character may insert a number of rounds equal AK-97. 800¥ for Carbine. 2.500¥ for AK-98
to his Quickness in one action . Weapons capable of firing on full Remington 750: Long and sleek. the 750 sport rifle and its
automatic often have belts of ammunition, eliminating the need heavy-duty sister. the 950. have been the choice of hunters
for reloading in a short firefight. for nearly 50 years. Both use a smooth bolt-operated action
Shotguns are area-effect weapons. with a Power Level of supreme reliability. A top-mount magnifying scope
reduction rate of -2 per meter. Only targets directly to the left (Rating I) is standard with either model. No under-barrel
and right of the target are affected . mounting is present. 600¥ for 750. 800¥ for 950
Ranger Arms SM-3: The SM-3 isa must for those jobs when the
Pistols first shot has to count. Silencer. and imaging scope mag-
Unless otherwise noted . pistols may not use autofire. nification (Rating 3) and thermographic or low-light circuits
are standard equipment. Like most of its breed. it disas-
Streetllne Special: This is a common hold -out pistol found sembles completely for fit in a standard briefcase . Ideal for
among the lowest level of society. Made of composite the assassin on the go. 4.000¥
materials. it is small . lightweight. and extremely conceal- Enfield AS7 : This assault shotgun provides massive firepower.
able. 100¥ It has integral laser sight and is fitted with a I O-shot clip or
Walther Palm Pistol: This European hold-out design packs one 50-shot drum (-3 to concealability. +2 to weight). 1.000¥
large caliber round in each of its over-under barrels. A Defiance 1-250: A popular autoloading Shotgun available in full
select switch allows the user to fire both barrels simultane- size and short barrel (use heavy pistol ranges) versions. It
ously.200¥ has no under-barrel mount. 500¥
Colt America L36: This light American design is very popular
among the style-conscious because of its sleek profile. Sub Machine Guns (SMGs)
which also makes it easy to hide. 350¥ All Sub Machine Guns are capable of autofire.
Beretta Model lOfT: This slim-line light personal weapon is
favored by corporate personnel worldwide. 350¥ UzllII: This is a worthy descendent of the famous Israeli Uzi. The
Flchettl Security 500: Designed for light security work. the Fabrique Nationale model. offiCially manufactured for the
Fichetti 500 accepts a full range of pistol accessories. Mint French government. is one of the commoner street weap-
models come with the standard 10-round clip. aswell asan ons. It features an integral folding stock and laser sight. The
extended 22-round optional and a detachable shoulder very similar Ingram Mk. 22 om its the laser sight. 600¥
stock.400¥ Heckler &. Koch HK227: This is the SMG of choice with many
Ares Predator: Considered by many the premier heavy pistol. corporate security. military police. and base security units
the Predator is a menacing weapon very popular among worldwide. The standard model boasts a retractable stock.
mercenaries and security services. 450¥ integral laser Sights. and a gas-vent recoil (Rating 2). The S
Browning Max-Power: This is the primary contender against variant. popular with corp strike teams and special forces.
the Ares Predator as the toughest heavy pistol. 450¥ substitutes an integral silencer for the recoil system . 1.500¥
Ruger Super Warhawk: This heavy revolver accepts all stan- (1 .200¥ for S variant)
dard accessories except. of course. a silencer. 300¥
Remington Roomsweeper: The Roomsweeper heavy Shotgun LIght Machine Guns
Is popular with the urban fighter for its high take-down All Light Machine Guns are capable of autofire.
capability and significant intimidation factor. 500¥
Ares Viper: This pistol fires f1echette ammunition (already Ingram Valiant: Popular with merc units around the world . this
factored into its Damage Code). The slivergun has the is the commonest model of light machine gun. Models like
range of a heavy pistol even though it is really a light pistol. the Ares Light Machine Gun and Ingram Valiant have a hip-
The Viper features a built-in silencer. 600¥ brace recoil pad (Rating I) and an ammunition bin slung
over the back or hip to feed belted ammo to the weapon .
Smart goggles and a gas-vent recoil system (Rating 2) are
standard equipment on these popular models. 1.500¥

SHADOWRUN t t9

Anthony Boisvert (Order #38669586)


EQUIPMENT

HR£ARM ACCESSORIES [Link] Adapter: This adapter is a retrofit version of the


Pistols and SMGs accept only accessories that mount on standard smartgun hardware. The system provides a feed-
the top or barrel of the weapon. back circuit relating the gun's angle of fire to the shooter's
line of sight. Without a receptor (datajack, smart goggles,
Concealable Holster: Custom fitted to the wearer, the holster or smartgun link), the hardware is simply dead weight.
may be made to wear over the hip, in the small of the back, Cost: 1.S x cost of gun. Built-in smartgun hardware makes
under the arm, on the forearm, or on the ankle. (Concealed the gun cost double its normal price.
weapons require a perception test to spot. The Conceala-
bllity Rating is the Target Number.) l00¥ lASER WEAPONS
Grenade Launcher: Actually a weapon in its own right, though Police and security units favor these electroshock weapons
rarely used in modern forces except as an under-barrel in low-threat environments. The standard model fires a dart that
addition to an assault rifle, the launcher fires a round from trails a 1O~meter wire. An electric charge surges down the wire
its integral magazine with either a thumb-press button or to incapacitate the target as long as the current flows . The Victim
a separate trigger. These weapons fire mini-grenades. makes a Body Resistance Test with a Target Number of 10 to
1,700¥ avoid the effect. After the current stops, it takes the victim some
Laser Sights: This device projects a laser beam to produce a time (10 - Body Rating in turns) to recover from the muscular
glowing red spot on the target point. The sight activates convu Isions. A variant on these weapons fi res darts that contain
when the user touches the trigger. Such sights may not be high-capacitance batteries. The darts discharge on contact,
used with smart guns or goggles. SOO¥ stunning the target, effectively paralyzing him for 206 turns. The
Imaging Scopes: A variety of imaging scopes are available, victim makes a Body Resistance Test with a Target Num ber of6,
including low-light, infrared, and simple magnification. and each success reduces the number of turns of paralysis.
Scopes may not be used with smart guns or goggles.
t ,SOO¥ for low-light or thermographic, SOO¥ for Rating t Defiance Super Shock: The most popular taser weapon in
magnification, SOO¥ for Rating 2 magnification, 1,200¥ for service with UCAS law enforcement agencies, the SS packs
. Rating 3 magnification side-by-side heavy darts. Standard issue pistols have inte-
Recoil Compensators: There are several ways to compensate gral low-light imaging scopes.
for the recoil of autofire. The character can mount Shock
Pads (Ratir g t) on either the shoulder or hip. Gas-Vent AMMUNITION
sys e ms (Rating 2 or 3) fit onto the weapon's barrel. A Gyro-
Stabilized Mount is a rigid harness, with a 1/1 Armor In Shadowrun, each kind of gun can trade ammo with
Rating, that supports a free-swinging, articulated arm pro- another of its kind. Thus, all light pistols share ammo. Use the
jecting from one side of the harness. Standard military categories on the Range Chart. Shotgun weapons, whether
gyro-stabilized mounts include smart goggles with a rein- pistol or rifie, can share ammo.
forced cable. Smartguns may, of course, feed into standard
palm induction links. A gyro-stabilized mount also reduces Explosive rounds: Very tiny versions of grenades, this type of
firing penalties for the user's movement. 200¥ for shock ammunition comes with standard m ilitary weapons. Un-
pads, 4S0¥ for a Rating 2 gas-vent system, 700¥ for Rating popular with the troops because of the disastrous results of
3, 2,SOO¥ for a gyro-stabilized mount, 6,OOO¥ for the a weapon malfunction or misfire (a fumble roll can blow up
deluxe model all remaining ammo in the weapon), these rounds remain
Silencers: A silencer is a sound and flash suppressor mounted in wide use, both civilian and military. Exposure to intense
on the front of a weapon 's barrel. Its use precludes any heat such as flames or fireballs can also cook the touchy
other barrel-mount accessories. Of course, no suppressor things.
will truly silenee a weapon, merely reducing the distance at F1echette rounds: Tiny, tightly-packed slivers function as the
which it can be heard. Only automatic and semi-automatic business end of a Flechette round. They are devastating
weapons can use sound suppressors (any weapon with a against unprotected targets, and will cut through standard
cylinder reload system cannot be silenced). SOO¥ ballistic protection (Ballistic Armor Rating is halved). Im-
Smart Goggles: This is a pair of oversized goggles that connect pact armor, however, can easily stand up to this ammuni-
by fiber-optic cable to a weapon rigged as a smartgun . The tion (double Impact Armor Rating against these rounds).
chips in the gun feed the receptors in the goggles, produc- Use the highest of the two modified ratings.
ing a red crosshair in the user's field of vision centered on Gel rounds: Designed as a non-lethal round for riot control,
where the gun is pointing. The gun's ammo status appears these rounds use a hard jelly-like substance to achieve their
in the user's field of vision as [Link] system may be built effect. Impact armor is very effective (double Rating), and
into a helmet or, for enough nuyen, rigged as mirror ballistic armor has normal effect.
shades. In addition to simple targeting, goggles may be set Stun rounds: Also designed for riot control, these rounds work
up for low-light or infrared reception. 3,OOO¥ only in large-bore weapons such as shotguns. Impact
armor is effective, but ballistic armor is useless against the
relatively high mass and low speed of these rounds.

120 SHADOWRUN

Anthony Boisvert (Order #38669586)


EQUIPMENT

~ \"
- -"
: SfREETLI NE
SPECIAL
- COLT AMERICAN L-36

BE RET TA MODEL 101-T
BERETTA
MODEL IIQl-T

FN HAR ASSAULT RIFLE

REMINGTON t.()DEL 150 SPORTING RIFLE


I
(.n---""'---~L/-riI1n

RANGER ARMS SM-3 SNIPER RIFLE

HECKLER AND KOCH HK 227S

SMART GOGGLES SMART GUN ADAPTER

SHADOWRUN 121

Anthony Boisvert (Order #38669586)


EQUIPMENT

EXPLOSIVES Missile Launchers: The variety of missile and rocket launchers


of the previous century have given way to Increased em-
H.1nd Grenades: Grenades are small, self-contained packages phasis on flexible delivery systems and elimination of the
of explosive, timer, and detonator. They may be set to ex- back-blast problems so common In early systems. The
plode on impact, or at any time from 2 seconds to 2 min- typical launcher is reusable and breaks open to load up to
utes. Non-aerodynamic models often offer a "booby-trap" four missiles. Its sighting mechanism, shoulder brace, and
setting that detonates by electric signal or pressure release. exhaust tube are foldable, making it a compact bundle
These models are shaped as spheres or cylinders. Aerody- when disassembled.
namic models are rings or disks with superior range capa- The missiles themselves have gotten smaller and
bilities. Explosive grenades come in three types. Offensive smarter, each now having Its own targeting capabilities.
grenades have the highest fragmentation effect. Defensive Add the missile's Intelligence Rating to the user's Skill
grenades have a smaller circle of destruction, allowing the Rating for determining the hit. Heavier missiles and launch-
character to use the grenade as he presses forward. Con- ers exist, of course, but they are rare In the shadows of the
cussion grenades are intended to have little fragmentation city streets. 8,OOO¥ (I,OOO¥ per missile)
effect at all, relying on blast to stun or injure targets. AntI-Vehlde Missiles pierce a vehicle's armor, and ~hey
Besides explosive types, grenades may also deliver do not explode If they miSS. The missile must lock on to use
stun gas, smoke, and other chemical and biochemical its bonus. Make an Unresisted Success Test, using the Mis-
agents. Such weapons are almost exclusively found in sile's Intelligence Rating with the vehicle's Signature Rating
cylindrical, non-aerodynamic forms. as the Target Number.
Mini-grenades: Mini-grenades are bullet-like projectiles de- Anti-Personnel Missiles have high explosive and frag-
signed for grenade launchers. They come only with explo- mentation warheads. Their Damage Code Is not on the
sive loads and work like hand grenades. They cannot be vehicle scale. If it misses, the mfsslle lands 306 x 5 meters
armed and thrown. away from Its target. Use the Grenade Scatter diagram to
Plastic Explosives: Highly stable, moldable, and slightly sticky, find where . The burst radius Is 5 meters.
these substances are ideal for certain demolition jobs, such High-Explosive Missiles cause general destruction. Misses
as blowing a hole in a wall. Compounds are usually color- scatter the same way as Anti-Personnel Missiles. The burst
tinted to indicate the level of current needed to detonate radius Is 10 meters.
them, from the black of magnetic field induction to the
chalky white of 440 volt industrial explosive. Each kilogram ARMOR
of explosive used affects an area one meter in diameter. It
takes one minute per kilogram of explosive used to prepare Besides the armor built Into your hide (dermal armor or
the charge. Once the plastic explosives are detonated, a plating), you can also wear body armor. The two types are
player should make a Resisted Demolition Skill Success cumulative In their effects.
Test, using a Target Number of 4 . The Barrier Rating of the Dermal armor works against anything, adding to your Body
object being attacked is used for the Resistance Test, with Attribute Rating when you try to resist damage.
the explosive's rating used as the Target Number. Each External armor works differently. It has two ratings: ballistic
extra success reduces the Barrier Rating in the affected area and Impact. No matter how many pieces of armor you wear, you
by I . If the barrier rating is reduced to 0, then there is a hole only get to use the highest Rating, which counts as automatic
with the appropriate diameter. All explosives have a success on Resistance Tests.
Damage Code of 603, and are handled like grenades with Ballistic armor protects against projectiles delivering large
a reduction in Power Level of -1 per meter. amounts of kinetic energy in short amounts of time, mostly
bullets. Impact armor protects against projectiles with lesser
HEAVY WEAPONS kinetic transfer: projectile weapons, hand-held weapons, fists,
Heavy weapon Damage Codes are rated on the ve- and stun ammunition.
hicle scale. If a character is hit by one, double the Power
Level and Staging Number, and increase the Wound Armor Clothing: The prime choice for an everyday stroll along
Category by 1 step. the streets of2050. Fashion designers worldwide offer a var-
Iety of styles In fabrics made of descendants of kevlar. 500¥
Machine Guns: These autofire weapons come in two grades,
Armor Jacket: Available In a wide selection of tailoring, from
medium and heavy. They normally use belt ammo feeds.
chic street styling to the harsh ribbed and padded esthetic
Though usually mounted on tripods or pintles or built into
of macho militarism, Jackets offer substantial protection.
vehicles, medium machine guns are occasionally used on
900¥
gyro-stabilized mounts as mobile infantry support weap-
Armor Vest: The vest provides slim line protection under nor-
ons. These weapons double the normal recoil penalties.
mal clothing. Additional rigid plates provide Improved pro-
2,500¥ for Medium Machine Gun, 4,OOO¥ for Heavy
tection at the expense of subtlety. 200¥ or 6OO¥wlth plates
Machine Gun.
Helmet: Most corporations provide distinctive headgear for
Assault Cannon: This massive weapon fires shells equivalent to
their security personnel. An exception to the basic rule, a
explosive bullets, but without the inherent instability. The
helmet does add Its rating to other exterior armOr. 200¥
shells also have limited armor-piercing capability, making
Heavy Armors: These are obvious armors, often styled for Inti-
the weapon useful in a wide range of applications. It can use
midation as much as for effective protection and ease of
belted ammo. 6,500¥

t 22 SHADOWRUN

Anthony Boisvert (Order #38669586)


EQUIPMENT

movement. They include helmets. Partial suits use rigid block reception. as do loud sounds outside of the line of
plates on the torso and head and occasionally elsewhere. eavesdropping. 1.000¥ times its rating
These plates may be integral to an undersuit or attached Signal Locater: This comes in a hard plastic case with a map
separately. Full suits use heavier undersuits and more ex- screen in its lid . Using a detachable sensor. it triangulates
tensive plating. They often offer environmental sealing on a set tracking signal. displaying its location on its map.
with minimal preparation. [Link]¥ for full suit. t [Link]¥ for The d evice can also sweep the transmission bands for other
partial tracking Signals. 1.000¥
LIned Coat: With a variety of styles. the lined coat is a popular Tracking Signal: This is a homing signal transmitter (4cm
form of armor. Its appearance is reminiscent of the long diameter disk) with Kleen-tacT" backing. The typical trans-
dusters worn in the days of the wild west. It uses rigid plates mission range is S kilometers in cities. Smaller versions
concealed between layers of ballistic cloth to cover vital have correspondingly smaller ranges. The criminal justice
organs. 700¥ system uses a special ankle band sealed on the leg of a
criminal to broadcast his location at all times. l00¥ per
SURVEILLANCE AND SECURITY point of Concealability Rating.
Voice Idendfler: This system is designed to defeat voice mask
VISION ENHANCERS devices. It analyzes the masked voice. offering a variety of
possible voices. one of which should be a recognizable
Binoculars: These flat. compact digital imagers produce high
version of the original voice. [Link]¥ times its rating
resolution up to SOx magnification. Optical glass v ariants
are available for magicians. Enhanced models can operate SURVEILLANCE COUNTERMEASURES
in low-light or function on thermographic principles. t OO¥
for magnification. 300¥ for low-light. 3S0¥ for thermo- Bug Scanner: This hand-held device scans for the micro-
graphic induction field created by micro transceivers and other
Goggles: Strap-on models or helmet visors allow low-light or m onitoring devices. The scanner will not detect bugs
thermographic vision. t •SOO¥ for magnification . [Link]¥for unless they are transmitting. The case's holographic screen
low-light. [Link]¥ for thermographic displays a directional arrow pointing to the bug. SOO¥
times its rating
COMMUNICAliONS Data Encrypdon System: Placed in-line with any flber-optic
Kleen-tacT" backing makes these items attachable almost transmi ssion device. this system w ill encrypt the signal so
anywhere. that it can be unscrambled only by a receiver with the
Micro-transceiver: This flat Zcm disk transmits on a preselected proper decode seq uence. The keypad on this device allows
radio frequency with a range of S kilometers. [Link]¥ selection of random or pre-arranged codings. 1.000¥
Micro-recorder: This small (3x3x t .scm) case can record up to times its rating
6 hours. It may be set to voice-activation to increase Datallne Scanner: When in-line with a system. this device emits
effective recording time. 1.000¥ a pulse. measures its return and analyzes the echo to detect
Micro-camcorder: The case (3xSxZcm) comes with a three- the presence of dataline taps. even those that are inactive.
hour vid cartridge. It may be set to activate with motion . The scanner cannot determine the location of the tap. l00¥
The recording's image carries time indicators from its times its rating
internal clock. [Link]¥ Jammer: This transmitter overrides broadcast Signals. scram-
bling them by fliling the band with garbage. t .OOO¥ times
SURVEILLANCE MEASURES
its rating
Surveillance measures and countermeasures oppose each
Voice Mask: This small disk (3cm diameter). when worn or held
other . Each uses its rating as its "ski I\" and the other's rating as its
near the throat. creates a resonating frequency to distort
Target Number.
the timber and pitch of the user's voice. 3.000¥
Data Codebreaker: This sophisticated device. the size of a White Noise Generator: This device creates a field of random
briefcase. unscrambles the encryption on a data pulse. It noise. masking the sounds within its area. It is designed to
can receive transmissions from dataline taps or accept defeat eavesdroppers and long-range microphones. 1.S00¥
standard recordings. t [Link]¥ times its rating times its Rating
Datallne Tap: Spliced intoadataline. the tap will transmit a copy
SECURITY DEVICES
of any data to a distant receiver. To avoid detection . many
devices are set to conduct burst data transmissions at High-Intensity Veracity Examiner: This state-of-the-art device
irregular intervals. [Link]¥ measures voice stress. pulse rate. and minute contractions
Laser Microphone: This device bounces a beam against a solid and expansions in the subject's corneal blood vessels while
object. reading the vibrational variations of the surface and the operator leads the subject through a series of ques-
translating them into the sounds that are occurring on the tions. The machine cross-references the responses and
other side of the surface. 1.S00¥ times its rating measures the subject's physical reactions and computes a
Shotgun Microphone: This directional microphone (30x&m probability of deception. The subject must wear a special
polyfoam-protected cone attached to a pistol grip) allows glove and rest his chin against a folding frame that supports
the user to listen in on distant conversations. Solid objects th e eye scanner. The examiner and its peripherals flt in a
hig h-impact carrying case. 50 .000¥

SHADOWRUN .23

Anthony Boisvert (Order #38669586)


EQUIPMENT

Identification Scanners: A variety of 'd evices contain readers machines involved. You need one to repair Deadly Damage to
(pads for thumbprints and palm prints; eyecup pads for a device or to build something from scratch.
retinal scans) and library files of recording patterns. Most The prices are variable, depending on the type of tools. The
record the patterns of any attempts to use the scanner. ID base cost is 500¥ for a kit, 5,OOO¥ for a shop, and 1OO,OOO¥ for
scanners are often incorporated into locks, opening only to a facility.
authorized patterns. 200¥for thumbprint scanner, 300¥for General construction uses basic tools, which have the base
palmprint scanner, 1,OOO¥ for retinal scanner cost. Electronic, computer, and cyberware repairs require micro-
Maglocks: Household and commercial security rely almost tronics tools, which cost triple the base figures.
exclusively on maglocks, computer-controlled systems Vehicle tools cost double the base figures.
operable only by the proper passcode, keycard, or cred-
stick. Usually, the only visible component of these locks is LIFESTYLE
the slot or slot-keypad mount. In high security areas, a
thumbpad or retinal scanner may also be present. Maglocks ENTERTAINMENT
may be linked to the PANICBUlTONTM system to signal an
Musk: Recorded music comes in two basic forms, laser-read
alarm if the lock is tampered with. 1OO¥ times its rating
compact disks (CD) and optical-chip hard boxes (HB). Both
Maglock Passkeys: These sophisticated electronic devices fool
formats record to a fidelity far beyond the average person's
a maglock into opening. Use of such systems often leave
discrimination. Playback units are little larger than the
the lock scrambled or sluggish in response, providing a
storage disk, fitting comfortably in the hand or clipping to
warning that the lock has been violated. 50,OOO¥
a belt. Extra speakers can achieve a "total dimension of
Restraints: Besides the usual metal models, high-tech plastic
sound." Headsets or mastoid-implant speakers are avail-
strips may be heat-fused to a subject's wrists or ankles,
able for private listening. Units with roll-out screens are
remaining in place until cut free. Such restraints can be
available for disks with video tracks.
painful if the wearer resists their constraints. 50¥ for metal,
Video: Video recording systems long ago switched to digital
20¥ for plastic
information storage and crystal liquid screens. Most re-
Squealer: Formally known asa location forbidder, this small box
corders function in the pseudo-holographic format popu-
is strapped to the wrist or ankle by corporate employees or
larly known as trideo, or trid. Despite technical advances,
visitors. When the wearer approaches within a specified
high-quality holograms in open air still elude technicians.
distance of a restricted area, the box emitsa pOlite warning.
Even those produced under controlled conditions lack
At a closer distance, the device transmits a call to security
proper texture and animation. Trid screens range from tiny
and activates a siren to alert guards in the area. lOO¥
30mm diagonal ordinary wrist-phone displays to wall-
SURVIVAL GEAR sized arrays. Screens capable of displaying recorded im-
agery have the usual image speed and quality controls, as
Chemsult: This slick, impermeable garment usually consists of well as simple special effects distortion and color alteration
booted coveralls, a hooded poncho, and mittens. The hood capability. Recorders are pistol-sized, with a rotating cylin-
is often transparent, at least in the face area, and fitted with der of six disks, each with a six-hour capacity. Shoulder
an air filter. Designer versions are popular in the UCAS and stocks and gyro-stabilized units are standard. Transmission
other industrialized areas for the miserable "hard rain" days. units may be built in, increasing the size of the unit, or
1,OOO¥ plugged in and worn on the back or belt. Transmission may
Respirator: This is a small oxygen cylinder (20x lOcm) con- either be by cable directly linked into the net or by
nected by a plastic hose to a full or partial face mask. It broadcast or laser link to a receiver, which then transfers the
provides enough air for several hours of moderate exer- signal into the net.
tion. A pressure regulator allows the wearer to use the Simsense: Simulated sensory impressions are the latest fashion
respirator under water. 500¥for respirator, 250¥additional in entertainment. Developed from the early ASIST (Artifi-
for pressure regulator cial Sensory Induction Systems Technology), the system
Survival KIt: This rugged bag contains a useful assortment of deceives the user by inducing false sensory signals in the
stuff: flares, small utility knife, lighter, matches, compass, brain with a lightweight headset unit. The user, despite the
lightweight thermal blanket, several days worth of ration imperfect simulation and the undercurrent of sensory
bars, a water-purification unit, a filter mask, and other impressions from the real world around him, experiences
items. lOO¥ a programmed set of stimuli while neural overrides prevent
him from injuring himself or others during playback. Most
WORKING GEAR users prefer programs that are "hosted" by a specific simstar
Build/Repair skills need tools to do the job. Tools in who actually has the sensations that have been recorded,
Shadowrun come in kits, shops, and facilities. allowing the user a true vicarious experience. Many sim-
A kit is portable and contains the basic stuff to make repairs. stars have cults of fans devoted to them and emulating their
Items with Moderate Damage may be repaired with a kit. every move. The simsense headset is connected by fiber
A shop is transportable if you have a truck or two. You need optics to a player unit. A unit may be set up for direct feed
it for repairing anything with Serious Damage or to build into a datajack. Portable simsense recorders are available to
something from off-the-shelf parts. the public, but they lack the clarity and editing capability of
A facility is immobile because of all the bulky, heavy professional equipment.

124 SHADOWRUN

Anthony Boisvert (Order #38669586)


EQUIPMENT

live Perfonnance: Live performances continue to be popular in screen, and keyboard (advanced models have datajacks
2050. Performers. both actors and singers. often have and interface hardware), and a television (the most ad-
implanted voice ampliAers. either simple volume enhancers vanced models feature simsense ports). The exact services
or sophisticated transmitting microphones that broadcast accessible through the telecom depend on what the owner
to speakers situated around the hall. Such equipment often subscribes to. Subscription services include the usual en-
features voice modifiers and sound-effects generators. The tertainment. sales, news. dating, sports, and literary chan-
basic shape and style of musical instruments has changed nels ; magazine and news services, with printouts available
little, but there has been a proliferation in the types that through the computer printer; public data access; phone
come in electronic versions. Few, if any. pop performers services on local or long-distance nets; and secretarial
use anything other than synthesized sound . Highly techni- services.
cal musicians work with a synthlink. a special system that Portable Phones: Portable phones range from the common
operates through a datajack to allow the user to control his wrist models. with or without flip-up view screen, to
instrument cybernetically for greater complexity and sub- "walkie-talkie" handset units, to audio-only earplug models
tlety of sound than is otherwise possible . with lightweight boom microphones. Range is limited. but
Networks: Corporate-owned and viewer-supported networks a booster pack may be worn on the belt or placed on any
still make up the bulk of transmitted trideo in 2050. Though convenient surface or part of the user's clothes. Portable
the term "broadcasting" remains in use. all transmissions phones without a fiber link-up are subject to electromag-
are digitized and travel over fiber-optic cables to individual netic distortions and jamming.
subscribers. Pocket Secretary: The pocket secretary is an office for the
businessman on the go. The compact unit functions as a
ELECTRONICS portable phone. a computer (toO Mp), and filing system.
The personal electronics industry. even separating out Standard software performs call screening, answering-
the enormous computer and cyber subsectors. is one of the machine functions, automatic teleconnrmation of credit
major growth sectors of the world economy in 2050. transactions, word processing with standard letters on file
Samples are ubiquitous, and advertising invasive. [Link]- and stenographer functions. Pocket secretaries are never
where the citizen is bombarded with catch phrases and equipped for jacking into the Matrix. Cases are shock- and
taglines-compact. flexible , advanced. stylish, tailored . water-resistant for durability and long service.
All are buzzwords used to describe the wonders of 21 st Personal Computers: The standard personal com puter of 2050
century technology . is the size of a keyboard. It has a roll-out monitor. A digital
Credstlck: A credstick is a combination passport. keyring. radio signal transmits input and output to peripherals.
credit card. checkbook, and business card . It is a small Program and data cartridges are the size of a standard
plastiC cylinder tapering to a point. The blunt end houses a credstick and slot into the ends of the keyboard. Internal
computer. The chip in the credstick contains the owner's program storage is more than sufficient for common pro-
System Identification Number, his credit balance, financial grams such as word and data processors, communications
records, and resume, as well as passcodes for the owner's software , and games, and the storage is non-volatile
locks. When used to conduct transactions or access the (stored indefinitely) . Disposable printers for single-color
owner's records or property, the credstick transmits iden- printing come attached to containers of paper, barely
tification data from a simple ID number (normal) to a increasing the size. Full-color printers add two centimeters
thumbprint (gold chips) to a retinal pattern (platinum to the height of the paper box. Smaller computers exist,
chips), to the bank or lock. The transmission must match the usually designed for a particular function . These accept a
data on file. and the user must confirm by typing the ID limited range of spoken commands, and they output data
number, thumbing a pad, or submitting to a retinal scan. as in a synthesized voice. They may be fiber-linked to a
appropriate. Once the user is confirmed as the owner of the monitor. Internal storage capacity is limited, and they do
credstick, the transaction is approved or the lock opened. not accept standard program or data cartridges. Some
Credsticks record transactions not already in the financial models have miniature keyboards. usable with a stylus, or
computer network, but they must be periodically con- accept links to standard keyboards.
nected to the network to validate such transactions. Failure Data Display Systems: Typical data units have fold-up monitors
to do so results in invalidation of all non-network transac- and will accept on-line input or standard chip cartridges,
tions and cancellation of the credstick's financial function. allowing them to function as a computer's display screen,
Limited-use credsticks carry a specified credit limit, much a television, a video player. or a simple data reader. For
like a certified check. Ownership of a certified credstick people who work with their hands, there are headset units
may be transferred at any computer station. that project data in "heads-up" display on a surface such as
Telecom: The telecom is the entertainment and communication a transparent face shield, the lens of a pair of glasses, or a
center of the modern home. It also provides a work station monocle. A headset unit usually only has one slot to accept
for a home office or the telecommuting corporate worker. standard data cartridges (1,000 Mp). Helmets of govern-
The typical telecom functions as a telephone with audio- ment and corporate military forces often have headset
video reception and transmission (speaker phone is the display units, allowing soldiers to access maps and other
normal mode, but handsets and headsets, with or without important tactical data without disrupting their regular
connecting fibers , are available), a computer with display functions.

SHADOWRUN 125

Anthony Boisvert (Order #38669586)


EQUIPMENT

CYBERWARE Recorder: The user can record anything he hears. He can play
back recordings inside his head. If linked to a standard
In 2050, they can rebuild you, make you better. Well , at datajack, he can play them back through a speaker, 7,OOO¥
least more efficient. All Cyberware eats away at the very essence
of life, replacing meat with machine. This has its consequences. Eyes
Magicians are well aware of the price they pay for Cyberware. Cyber replacement of normal eyes offers 20/20 vision as
Those who are not magically active pay as well. standard and almost always involves both eyes, as mismatched
Each item of Cyberware has a Cyber Rating. This is the pairs send imbalanced signals to the brain. The outward appear-
reduction of the character's Essence Rating that occurs when the ance of the implants can be indistinguishable from biological
eyes (at least without an eye exam) or outlandish, with gold or
Cyberware is implanted. If a character's Essence is ever reduced
below zero, his life force ebbs and hewill die in short order. Even neon irised effects (complete with gold-lettered manufacturer's
a zero Essence is tough, promoting despair and melancholy. logo) to the high chrome, featureless effect. Cybereyes will
Low Essence folks walk the edge of sanity. accept additional vision enhancements up to .5 Cyber Rating
without further Essence loss. 5,OOO¥
HEADWARE Retinal modincation, rather than eye replacement, is also
This hardware, small and complex, requires the replace- an option for the appearance-conscious, but each feature inde-
ment of sections of the cranium with plastic plates of artificial pendently impacts on the user's system . Duplication of another
bone. There is no loss of skull strength. person's retinal pattern, either permanently in a retinal modifi-
cation or as a stored pattern in a cybereye, is a capital crime. It
Communications is also of dubious use, because the duplicate rarely is of high
enough fidelity to fool retinal scanners on a regular basis.
Chlpjack: A specialized form of datajack that allows access to
Continual changes also are a health hazard. 50,OOO¥
a data skillsoft, or memory chip. l,OOO¥
DataJack: The almost universal mark of the cyber-conscious Camera: The memory can store a digital copy of any image
user, standard datajacks allow both input and output. viewed through the eye (.5 Mp for each image stored). If
l,OOO¥ the eyes are linked to a standard [Link], images may be
Radio: This headware allows full-band, limited-range commu- downloaded to any data system. Otherwise, the image-
nications. The signal quality is rarely as good as a tele- storage chip must be removed through a port in the eye.
phone, but the ability to switch bands makes the system 5,OOO¥
more popular with the military or any user expecting active Cosmetic modification: Alteration of iris color is the most
jamming. When transmitting, the user must speak, though popular type, but pupil-shape alteration and cornea pig-
it may be in tones inaudible to those nearby. For the cost- mentation are also common. 1,OOO¥
or health-conscious, receiver-only models are available. Flare compensation: This protects the user from blinding
4,OOO¥ for two-way radio , 2,OOO¥ for receiver. flashes of light, as well as simple glare. 2,OOO¥
Synthllnk: This specialized datajack linked to cont rol system s is Low-LIght: The user can see normally in light levels as low as
a musician 's tool, allowing cybernetic use of music synthe- starlight. Total darkness, rare in our cities, still renders the
sizers. 1,OOO¥ user as blind as an unmodified person . 3,OOO¥
Telephone: A real head phone allows you to access the telenet Thennographlc: This Cyberware operates in the infrared por-
from your head. Like all mobile phones, the quality of the tion of the spectrum, allowing the user to see heat patterns.
link is unsuitable for a decking connection. The user may Light level has no effect, but strong sources of heat act
speak normally or, with the pressure on a sub-dermal much like a bright glare does to normal vision, often
SWitch , speak under his breath. 3,700¥ blinding the user. 3,OOO¥

Ears Internal Headware


Cyber replacement of the ears typically features an obvious
prosthesis that has perfect hearing within normal ranges. The Cortex Bombs: These are an illegal method of coercion offering
Cyberear will also accept a minor additional adjustment (one the ultimate headache. A small amount of explosive is
feature of .2 cyber rating or less) without additional impact on implanted at the brain stem. The triggering circumstance is
the user's system . 4,OOO¥ for replacement, 2,OOO¥ for modifi- determined at the time of implant. either set as a timer or
cation prepared for the recei pt of an electromagnetic signal. Most
cortex bombs are booby-trapped, rigged to explode ifit is
Cosmetic modification: There is an endless variety of shapes tampered with in any way. The explosion of a cortex bomb
and sizes. By far the most popular is the pointing and or kills the wearer and endangers those around him (one-
extension for metahuman wannabees. 1,OOO¥ meter radius, 501 explosion). 500,OOO¥
Damper: This modification protects the user from sudden Memory: This is the definition of the computing power of the
increases in sound level as well as providing partial protec- chips in your head. It covers the storage space as well. Un-
tion from damaging frequencies. 3,500¥ less you want to change data surgically, you need a data-
High Frequency: The user can hear sounds of higher pitch than jack. Memory is the amount of space available in Mega-
the normal human hearing range. 3,OOO¥ pulses (Mp). Raw data, skill software, and certain programs
Low Frequency: The user can hear sounds of lower pitch than can be stored, but other equipment gives the user access
the normal human hearing range. 3,OOO¥ to them. 1OO¥ times the number of Megapulses

t 26 SHADOWRUN

Anthony Boisvert (Order #38669586)


EQUIPMENT

CYBER REPLACEMENT EYE TVPE-I

NATIONAL DATAlINK
IMPlANTE D DATACHIP RECEPTlCAl

/
/

CYBER REPLACEMENT EYE TYPE-2

Datasoft Link: This gives the user access to his knowledge skill must override the user's own reflexes or memories. forcing
software. [Link]¥ him to rely on the encoded capabilities. Active skillsofts
DIsplay LInk: This allows the user to display data on his retina require skillwires to translate the reflexes into reality for the
or cybereye. letting him read what is in his head. [Link]¥ user. Additional chipjacks can accommodate additional
Data Lock: This denies the wearer access to his own memory skillsofts. Data and language skillsofts may be inserted into
space. Input or output through a datajack requires a special a chipjack or a datajack. The user needs no other hardware
code. This option is very popular for couriers. 1.000¥ to utilize the knowledge locked in the skillsoft. With a
Data Alter: This is a special sensory block that prohibits the skillsoft in a datajack. the datajack may not be used for other
wearer from absorbing sensory data into his own memory functions. Skillsofts are usually sold installed in 5-centi-
while he is carrying data in his cybernetic memory. Data meter-long cylinders to protect the chip until it is inserted
Filter turns a man into an organic audio-visual recorder. into a jack. Once the chip is in. the user can leave the
unaware of what he has heard and witnessed while the cylinder attached for easy removal. or dispose of the
recording featJJre is active . This is very popular for confiden- holder.
tial couriers and secretaries. [Link]¥ Skill programs may also be directly loaded into head-
Sklilsofts: These chips contain copies of the intricate patterns ware memory through a datajack. Such programs will fill
that occur when a skill is in use. The user can function as if much of the available space. as shown on the chart below.
he had the skills or memories himself. The coding systems

SKILL MEMORY CHART


Skill Type

General 10
2
20
3
30
4
200 250
5
Radng
6
300
7
700
8
800
9 10 ..
12
900 2.000 2.200 2.400
Concentration 6 12 18 120 150 180 420 480 540 1.200 1.320 1.440
Specialization 4 8 12 80 100 120 280 320 360 800 880 960
Language 3 6 9 24 30 36 70 80 90 300 330 360

SHADOWRUN .21

Anthony Boisvert (Order #38669586)


EQUIPMENT

BODYWARE Program CarTIer: This is a specialized form of Bodyware for


Bodyware is Cyberware implanted in locations other than those who work with the Matrix, especially deckers. Three
tfle user 's head. Some types, such as dermal plating, also retractable prongs are located in the user's hand to carry
involve additions to the skull. any kind of chip. The chips are connected by individual,
subdermal fiber optics to the user's datajack. Technicians
Dermal Plating: This is an invasive protection system that uses use program carriers for diagnostic routines, and deckers
hard plastiC and metal fiber plates bonded to the user's skin for persona programs. By Inserting the prongs into a
to produce dermal armor. Dermal platIng does limit skin suitable station and plugging In a data table, a decker can
flexibility and is obvious. The armor plates may be tailored run the Matrix, as they say, "naked." He will need headware
to any surface texture or color. It comes in three strengths, memory storage to stash any data he heists. This Is a
which affect the level of invasion. 6,OOO¥ for Level 1, dangerous way to deck because the user's neural system Is
15,OOO¥ forLlevel 2, 45,OOO¥ for Level 3 extremely vulnerable. 25,OOO¥
FIltration Systems: These systems operate to protect the user Sklllwires: These are an invasive system of neuro-muscular
from specified substances. Toxins and rated gases oppose controllers necessary for a user to take advantage of
the system's rating. If the system falls, the toxin takes effect skillsofts containing active type skills. The level of the
at full value. A replacement trachea fitted with filters skillwires limits the rating of the skill-soft, but skillwires are
protects the user from smoke and most gases. A special- not speclfk to anyone skill. The system includes a chipjack
ized form , the artificial gill, allows the user to filter oxygen for the insertion of a skil Isoft. 10,OOO¥ times the rating If
from water. A kidney replacement includes toxin filters to 1-3, 100,OOO¥ times the rating if 4-6, 1,OOO,OOO¥ times
remove foreign agents from the bloodstream . It Is effective the rating if 7-9
against most injected drugs and many diseases. There is Smartgun Link: This is the feedback loop circuitry necessary to
also a system of Implanted filters designed to detOXify a take full advantage of a smartgun. Targeting information
wide range of poisons, including alcohol, taken orally. appears on the user's retina or cybereye. A flashing crosshair
15,OOO¥ times the rating for an air filter, 1O,OOO¥ times the appears at his focal pOint, remaining solid once the system
rating for a blood or toxin filter has directed the user's hand to aim the weapon at that
FIngertip Compartment: This is a small storage space replacing point. Typical systems use a subdermal induction pad in the
the last Joint of a finger. It Is ideal for concealing data chips. user's palm to link with the smartgun . 2,500¥
It is also commonly used for the concealment of a monofil- Spur: A narrow blade attached to the user's bone, similar to a
ament whip, because the replacement joint can serve as razor. Retractable versions must be placed where they can
the control weight. 3,OOO¥ be withdrawn along a long bone. Alternatively, a set of
Hand razors: These are 2. 5-centimeter chromed steel or carbon three smaller blades may be anchored to the back of the
fiber blades that replace the user's fingernailS. The razors hand. 7,OOO¥, 11,500¥ for retractable
anchor to the user's bones. Retractable versions slide out of Vehicle Control Rig: These are neuro-enhancers and muscular
sight under synthetic nail replacements. 4,500¥, 9,OOO¥ signal transference (MST) interfaces. Each level adds 2 to
for retractable version the user's Reaction. Each level also allows an additional
Limbs: Substitute limbs come in two basic models, obvious +D6 on the initiative die when the user is controlling a
cyberlimbs and fully functional, natural-looking replace- vehicle through his datajack. 12,OOO¥ for Level 1, 6O,OOO¥
ments. Replacements offer no special abilities. Other cy- for Level 2, 300,OOO¥ for Level 3
berllmbs can offer enhanced strength, but the typical user Voice Modulator: Voice modulators are popular with entertain-
can rarely apply the limb's full strength . Trying to 11ft a car ers. Stage performers commonly make use of the volume
single-handed will only bring you grief and pain as the 11mb feature and singers of the tonal shift. 45,OOO¥ plus the cost
rips free from its flesh-and-blood moorings. Cyberlimbs of features. Increased volume makes you into a loud-
may have spurs and hand razors at no additional loss to the speaker (1 O,OOO¥). Tonal shift alters tones for perfect bird
user's system. They also come with a small storage com- calls, mellifluous singing, and uncanny vocal Impressions.
partment. Small devices, including pistols, may be built Modulationsand secondary quavers make detection simple
into that space. Such devices have no Cyber Rating but cost for a vocal pattern recognizer (25,OOO¥). Secondary pat-
four times their normal price. Multiple replacements make tern, an illegal modification, allows the user to Install a
the user less vulnerable to additional damage. Each pair of second vocal pattern and reproduce it in a form that Is
limbs replaced counts as one level of dermal armor. almost indistinguishable from an unmodified pattern
50,OOO¥ for replacement, 100,OOO¥ for cyberlimb, plus (50,OOO¥). Playback allows the user to access an audio
150,OOO¥ for each level of increased strength record in data storage or fed in through a datajack and
Muscle Replacement: Implanted, vat-grown synthetic muscles reproduce it almost perfectly (40,OOO¥) .
replace the user's own . Calcium treatments and skeletal Wired Reflexes: These are implanted neural boosters and
reinforcement allow an overall increase in the user'sstrength. adrenalin stimulaters. Each level adds +2 to the user's
Rating increases apply to Strength and Quickness, but this Reaction. He also gets +D6 on initiative rolls. 55,OOO¥ for
change does not affect Reaction. The maximum Increase Is Level 1; 165,OOO¥ for Level 2; 5OO,OOO¥ for Level 3
4. 20,OOO¥ times the rating
CYBERDECKS AND PROGRAMS
This gear is described in the Matrix chapter.

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EQUIPMENT

BIOTECH
DocWagon™ Contract: Don't leave home without it! Doc-
Wagon ™ offers fi rst -class medIcal care on a 24-hour, house
(or street) call basIs. Once a call from a platinum card holder
is confirmed, most DocWagon™ franchises guarantee arri-
val of a trauma team in less than ten minutes, or the im-
mediate medical care Is free. Resuscitation service carries
a high premium, as does High Threat Response (HTR)
service. In the latter case, the client (or his heir) is expected
to pay medical bills up to and Including death compensa-
tion for DocWagon ™ employees. A DocWagon™ contract
requires a filing of tissue samples (held In a secure vault
staffed by bonded guards) and comes with a sealed-band,
direct-dial wrist phone, which also serves as a homing
beacon for the roving DocWagon ™ ambulances and chop-
pers. Rupture of the band will, of course, alert the
DocWagon™ representative. Gold Service includes one
free resuscitation per year, 50 percent reduction on HTR
service charges, and a to percent discount on extended
care. Platinum Service includes four free resuscitations per
year. There Is no charge for HTR servIces, but employee
death compensation still applies. It carries a 50 percent
discount on extended care. 5,OOO¥ per year for Basic
Service, 25,OOO¥ for Gold Service, SO,OOO¥ for Platinum
Service
Medklt: The 2050 medkit is well equipped to handle most
typical medical emergencies. It includes drug supplies,
bandages, tools, and even a doctor. Actually, It is an expert
system (Biotech 3) to diagnose problems from information
given by the user. The system will request more Informa-
tion Ifthe diagnosis is unclear. Having determined a course
of action, the kit will advise the user on techniques. The kit
may (Unresisted Biotech Skill Test against the toxin's Viru-
lence Level) be able to concoct a specific antidote to a
toxin, thereby canceling the toxin's effects. Medkits are, of
course, not infallible and a standard waiver of liability must
be filed with the manufacturer on purchase of the item.
Most models will advise of their inability to supply proper
treatment as well as issuing reminders when their stocks of
expendable materials are low. Supplies run out if you roll
a t on t D6 after a treatment. 200¥, 50¥ for new drugs
Organic Replacements: Vat-grown replacement tissues and
organs are readily available. Most common are 'Type 0"
products tailored for minimal rejection reaction, though
they require a program of tailored immuno-suppressant
treatment to prevent a body's rejection of the transplant.
The safest transplant material Is grown from samples of the
patient's own body. Regrettably, no replacements for brain
or nervous tissue are yet available, and full clones of a
person remain in the realm of fiction. See After the
Shadowrun for details.

SLAP PATCHES
SMART GUN
Slap patches are adhesive drug dispensers that release
PALM LINK
measured doses to allow continual, Safe administration of
necessary chemicals. Patches must go directly against the
patient's skin. Dermal armor hinders their effects (reduce the
patch rating by the armor rating), and blood filtration Implants
make all but the trauma patch Ineffective.

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EQUIPMENT

Antidote Patch: This releases a broad-spectrum toxin antidote VEHICLES


to aid the patient in resisting the effects of a toxin. The Patch
Rating adds to the subject's body Attribute for Resistance
GROUND
Tests. Multiple patches give no additional effect. SO¥ times
Vehicles operate on varied forms of power. Economy
its Rating
models and those intended for use with a power grid usually use
StImulant Patch: This releases a non-addictive stimulant to
high-capacity storage batteries that can be recharged at sta-
keep you awake at those times when awareness is vital.
tions, parking garages, or on a grid track. Some have solar cell
When used, reduce the number of filled blocks on the
auxiliaries, but these provide only limited power. Vehicles in use
Mental Damage track of the subject's Cond ition Monitor
with the tribes or in outlying areas sometimes rely on alcohol
equal to the patch's rating. Magicians should be wary of
fuels easily derived from organic materials. Long-distance
side effects that may damage their abil ity to use magic. The
vehicles still use some petroleum derivative. Luxury vehicles
magician makes a Magic Resistance Test against a Target
usually use petrochem. Whatever the form of fuel, the vehicles
Number of the patch's rating. If he fails, he must follow the
still handle with similar efficiency, the main differences arising
procedure for possible Essence loss as if he had taken a
in the cost and availability of the fuel and in the capacity of the
Deadly Wound . (See After the Shadowrun for details.) 2S¥
vehicle for sustained travel.
times its rating
Most ground vehicles have limited self-guidance capabil-
Tranq Patch: This is designed to anesthetize patients in prepa-
ity. They can follow a programmed map and still react to
ration for medical attention. Tranq patches are known to be
conditions around them (Car Skill 2). The autopilot is very
used in some circles to sedate unruly prisoners. The patch
cautious, often stopping for no reason apparent to the passen-
and the subject's Body Attribute make an Opposed Test.
ger. Unexpected roadblocks confuse the system, prompting it
each having a Target Number of the other's rating. If the
to ask for instructions.
patch wins, each success fills a block on the Mental Dam-
Combat vehicles have hard points and firm points to contain
age track of the subject's Condition Monitor. 20¥ times its
weapon systems. Some also have weapons incorporated into
rating
their structure. Such weapons may not be changed to suit a
Trauma Patch: This is the last-ditch hope of a victim unable to
mission, as can those on a hardpoint. Hardpoints accept any
receive medical care. The trauma patch must be placed
heavy weapon or special weapons designed for vehicles. They
over the victim 's heart. It allows a second chance against
provide t point of gyro-stabilization. Firmpoints accept any
death. The Target Number is the number of minutes since
firearm smaller than a heavy weapon. They also provide 1 point
the subject went down, but the patch's rating is added to
of gyro-stabilization. Weapons must be purchased separately.
the victim's Body. Success leaves the character comatose
Adaptation of a weapon for a vehicle mount doubles its cost.
(deadly wounded, but stable). 7S¥ times its rating.
Stabilization Unit: An enclosed capsule with carrying handles,
Cars
this unit is designed to stabilize a critically wounded person
until proper medical care can be applied. It is standard
[Link] Runabout: A one-person, three-wheeler that runs
equipment on DocWagon ™ vehicles and in use with all the
on electric power, the Runabout is designed for commuters
better ambulance services. The unit extends the time a
and short-distance errands. It is affectionately referred to as
character has to escape death. Each minute in the time be-
"the box" due to its blocky shape. to,OOO¥
comes a number of hours equal to the rating. t O,OOO¥ for
Chrysler-Nlssan Jackrabbit: This two-seater's low price and
the standard model, (Rating 2), 20,OOO¥ for the deluxe
heavy advertising campaign have made it the commonest
(Rating 6)
car on North American highways. The back section may be
used as a trunk or space to squeeze in another two
MAGICAL EQUIPMENT
passengers. It is available in electric or petrochem models.
See the Magic chapter for item descriptions.
IS,OOO¥
Ford Amerlcar: A mid-size sedan. 20,OOO¥
Eurocar Westwlnd 2000: A sleek, lOW-Slung speed machine.
Side wheel panel covers slide down in parking mode to
lock and protect the tires. t OO,OOO¥
Toyota Elite: A full-size luxury car whose interior appointments
beggar some penthouse apartments. It has a superior
autopilot. 12S,OOO¥
Mltsublshl Nightsky: The limousine of the elite, its interior style
and features make the Elite look like a cheap Sri Lankan im-
port. A full suite of anti-theft systems, armor, medkit, rigger
controls, telecom with direct satellite link-up, and wet bar
are standard features. The autopilot is superior. Concealed
Eurocar Westwlnd 2000 defensive weaponry is often retrofitted. Z50,OOO¥

130 SHAOOWRUN

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EQUIPMENT

Mltsublshl Nightsky

GMe Banshee

[FA Variant

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Bikes BOATS
Watercraft feature the same power sources as ground
Dodge Scoot: An electric intracity scooter. 2,OOO¥ vehicles, with a higher proportion using petrochem fuels. Large
Harley Scorpion: A classic heavy-bodied road hog. The Scor- freighters are often almost completely robot-controlled. The
pion features folding aerodynamic panels that double as largest super-freighters and tankers have fusion plants.
armor. Many consider it a combat bike. It can carry up to
three firm points. IS,OOO¥ plus I,OOO¥ per firmpoint. Motorboats
Yamaha Rapier: A fast street machine whose slick styling make
it a favorite with go-go-go-gangs. IO,OOO¥ Samuvanl-Crlscraft Otter: A popular mid-size craft Rne for
pleasure boating, the Otter also does light hauling and
Hovercraft utility work. 20,OOO¥
Aztech Nightrunner: This small, two-seat craft is equipped with
Chrysler-Nlssan Cit2a: This is a general-purpose hovercraft auxiliary electric engines for silent running. Its composite
that sees duty in passenger and freight versions. The hull and non-reRective paint, which reduces its heat Signa-
separate driver's compartment seats two, and the six-ton ture, make it hard to detect. It has two firm points. 30,OOO¥
cargo flat may be fitted witha 30-passenger cabin. SO,OOO¥ CiMC Riverine: A popular commercial patrol boat, the Rlverlne
CiMC Beachcraft Patroller: A swift, lightly-armed patrol craft, relies on water jets rather than propellers, making it an
the Patroller sees service with coast guards and security excellent shallow water craft with superb maneuverability.
corps worldwide. It has two hard points. lOO,OOO¥ It has four hardpoints. 7S,OOO¥

Sailboats

Sendanko Marlin: Designed as a pleasure boat, this IS-foot


craft has gained notoriety as the favored boat of the
infamous smuggler Janos Smoot since the Channel 32
docudrama of the irascible criminal's life. IS,OOO¥

lsi
J

Yamaha Rapier

t 32 SHADOWRUN

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EQUIPMENT

AIRCRAfT Rotor Craft


Save for a few solar-powered pleasure and reconnaissance
vehicles, aircraft are petrochem guzzlers. Designs are sophisti- Federated Boeing Commuter: A tilt-wing craft, the Commuter
cated, usually featuring fly-by-wire controls and adjustable is designed for rapid transport to and from sites with
airframes. Added to the availability of new composite materials, limited landing area. It is primarily a passenger carrier.
this has allowed the dreams of 20th century visionary deSigners 250,OOO¥
to become everyday reality. Hughes WK-2 Stallion: The workhorse helicopter of the mid-
Autopilot systems work in a similar fashion to those on 21 st century, this venerable design has seen a great
ground vehicles, but they are almost always tied into the number of modifications. It features a two-seat tandem
Navstar position-location system . Aircraft categories are based cockpit and a cabin that can seat ten people. Armed (two
on the system that provides the major portion of their lift. hard points, two flrmpoints) military variants are common
in much of the world. 300,OOO¥
Winged Planes Ares Dragon: This large, double-rotor helicopter has a variety
The minimum air speed of these craft is 50. of military and civilian applications, from passenger trans-
port (it can carry 24 battle-armed troops) through cargo
Cessna C750: A dual prop craft serving as transport, the Cessna and heavy-lifting duty to serving as a command post. It has
C750 can be configured to carry six passengers. The plane two hard points. 4OQ,OOO¥
also sees service with border patrols and surveillance Hughes Alrstar: This lUXUry helicopter was designed for speed
corporations. 200,OOO¥ and agility. The standard corporate model carries armor
[fA variants: Designed as the European Economic Commu- and luxurious appointments. There are many reports of
nity's general fighter. this craft has been pirated worldwide, variants with concealed weapons. 6OO,OOO¥
proving to be an extremely durable design primarily be- Northrup PRC-42 Wasp: This single-man rotorcraft was de-
cause of its ease of maintenance and adaptability to im- signed for police and military service . The craft is very
proved electronics and weapon systems. Many corpora- stealthy in that the pilot can cut power to the rotors some
tions maintain a squadron for escorting VIP jets. It carries an distance away and descend safely on autorotation effect
assault cannon in its nose and four hard points. 500,OOO¥ alone. Combat support variants are beginning to appear.
Lear Platinum: This sleek flying limousine carries advanced
materials and features. It is the flying equivalent of the
Nicknamed Yellowjackets, they carry one or two hard points.
200,OOO¥ for standard model, 250,OOO¥ for Yellowjacket
I
Mitsubishi Nightsky. 500,OOO¥

Ares Dragon

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EQUIPMENT

Vectored Thrust Patrol Vehicle: This tracked ground vehicle performs perimeter
These craft are too fuel inefficient except for military and patrol and defense. These remotes carry one firm pOint. one
high-threat corporate operations. hard pOint. and armor. The sensor eqUipment usually con-
sists of only thermographic receptors. [Link]¥
federated Boeing Eagle: A vectored-thrust stealth aircraft
designed for air superiority, it has entered lim ited commer- VEHICLE WEAPONS
cial service. It has two assault cannon in its nose and six
hardpoints. Restricted
Autocannon: This is a light cannon with autoloader. t 2.000¥
Launcher: This small launcher uses the same missiles as a
MILITARY AND RESTRICTED ISSUE shoulder-fired lauhcher. t 5.000¥
Water cannon: A high-pressure projector. it always fires on
PANZERS "'autofire" and suffers no recoil penalty. The damage code is
This is slang for a category of Low Altitude Vehicles (LAV) on human scale. but any hit requires the target to make a
in service with militaries and corporations worldwide. These Strength Test (Target Number 5) or be knocked over. If the
vehicles are heavily armed and armored and capable of ex- weapon's pump is connected to water source. it does not
tended operations in hostile environments. need to "'reload"'. 20.000¥

GMC Banshee: This light panzer Is designed for reconnaissance RIGGER GEAR
and courier duty. It carries two assault cannons, two heavy
machine guns, an autocannon in its turret, four hard pOints, Vehicle Adaptation: Any vehicle can be adapted for rigger
and two surveillance/decoy drones. control. If not built into the vehicle during construction. a
rigger adaptation will increase the base Handling Rating by
SECURITY VEHICLES 1.
This classification includes a variety of urban combat ve- Remote Control Device: This is a portable control deck that
hicles ranging from police squad cars to anti-terrorist assault allows the remote control of a vehicle through a radio link.
vehicles. All are well-armored and capable of traversing typical This control link is subject to disruption by jammers and
city rubble. atmospheric conditions. The deck has a video screen to
display the output from a vehicle-mounted camera. It also
Ares Cltymaster: An urban riot-control vehicle, it carries and has a keyboard and a set of switches, dials. and joysticks to
serves as a command post for 10 riot cops. A roof turret manipulate the vehicle's function. Variant decks allow the
mounts a water cannon and a coaxial light machine gun. control of building systems and other devices. Such sys-
The machine gun usually uses gel rounds. 500,OOO¥ tems are often hardwired. rather than broadcast.
Chrysler-Nlssan Patrol-.: A Ubiquitous urban patrol car, its __
armored body features lock-down wheel protection and
k6>«
slide-up window armor with firing ports. In tight situations,
the crew may release nausea gas from ports located around
the exterior. lOO,OOO¥

REMOTES '
Many remot~y piloted vehicles are available in surveil-
lance, spotter, and weapons carrier modes. Though operable by
any trained user, these vehicles function at their most efficient
in the control of a rigger, to whom the feedback is as innate as
his sense of balance. Remotes have autopilots and may function
independently for short times. but only at risk to the vehicles. as
the autopilots can rarely cope with novel occurrences.

Surveillance Drone: This rotor aircraft carries thermographic


and low-light video scanners. It can be equipped for direct
data transmission. or it can store images for later recovery.
[Link]¥
Spotter Drone: This winged, stealth aircraft carries equipment
similar to the Surveillance Drone. The spotter is designed
for longer missions with increased loiter times. Recovery is
more difficult though. because the craft needs a runway or
a catch net to avoid a crash on return. t 5.000¥
Hunter: This is a designation for armed versions of surveillance
or spotter drones. They carry two firm points. 20.000¥

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EQUIPMENT

WEAPONRY
MElEE WEAPONS
Concealabillty Reach Damage Weight Cost
Edged Weapons
Katana 3 +1 (Str)M3 I 1,000
Knife 8 (Str+ 2)L I .5 30
Sword 4 +1 (Str)M2 I 500
Pole Arms/Staffs
Pole Arm 2 +2 (Str)S3 4 500
Staff 2 +2 (Str)M2 Stun 2 50
Clubs
Club 5 +I (Str+ I )M2 Stun 10
Sap 8 (Str)M2 Stun 10
Stun Baton 4 +1 (5)L2Stun + Special 750
Whips/flails
Monofilament Whip 10 +2 6S4 3,000
Cyber Implant Weapons
Hand R.1zors NA/IO' 0 (Str+ 2)L2 4,500/9,000'
Spurs NA/9' 0 (str)M2 7,000/ I I ,500'
' Non -Retractable/Retractable

PROJECTILE WEAPONS
Concealability Reach Damage Weight Cost
Bows
Bow 3 (Str)M2 300
Arrows 3 .1 10
Crossbows
Light 2 4L3 2 300
Medium 2 2 5M2 3 400
Heavy NA 2 6S2 4 500
Bolts 4 .05 5

THROWING WEAPONS
Concealability Reach Damage Weight Cost
Non-Aerodynamic
Throwing Knife 9 (Str-;-2)L I .25 20
Aerodynamic
Shuril<en 8 (Str+2)Lt .25 30

FIREARMS
Pistols Type Concealablllty Ammo Damage Weight Cost
Streetline Special Hold-out 8 6 (Clip) 3Lt .5 100
Walther Palm Pistol Hold-out 9 2 (Break) 3LI .25 200
Colt America L36 Light 6 9 (Clip) 3M2 I 350
Beretta Model 10 IT Light 5 10 (Clip) 3M2 350
Fichetti Secu rity 500 Light 7 10 (Clip) 3M2 400
Fichetti Security 500 Light 6 22 (Clip) 3M2 1.25 400
Ares Predator Heavy 5 10 (Clip) 4M2 2.25 450
Ares Viper Heavy 6 30 (Clip) 2M3 2 600
Browning Max-Power Heavy 6 8 (Clip) 4M2 2 450
Remington Roomsweeper Heavy 8 6 (Magazine) 3M3 2.5 500
Ruger Super Warhawk Heavy 4 6 (Cylinder) 4M2 2.5 300

Rifles
FN HAR Assault 2 20 (Clip) 5M3 4.5 1,200
AK -97 Assault 3 22 (Clip) 5M3 4.5 700
AK-98 Assault NA 22 (Clip) 5M3 6 2.500
Remington 750 Sporting 3 5 (Magazine) 5S2 3 600
Remington 950 Sporting 2 5 (Magazine) 6S2 4 800
R.1nger Arms SM-3 Sniper NA 6 (Magazine) 6S2 4 4,000
[Link] AS7 Shotgun 3 10 (Clip) 4M3 4 1,000
Defiance T-250 Shotgun 4 5 (Magazine) 3M3 3 500

Submachlne Guns
AK-97 SMG/Carbine SMG 4 22 (Clip) 4M3 4 800
Uzi III SMG 5 16 (Clip) 4M3 2 600
Heckler &. Koch HK227 SMG 4 20 (Clip) 5M3 4 1.500
Heckler &. Koch S variant SMG 5 16 (Clip) 5M3 3 1,200

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EQUIPMENT

AREARMS (continued)
LIght Machine Guns
Ingram Valiant Light MG NA lOO(Belt} 5S3 9 1.500

Tasers
Defiance Super Shock Taser 4 4 (Magazine) Special 2 1.000

Heavy Weapons Type Concealabllity Ammo Damage Weight Cost


MediumMG Medium MG NA 40 (Clip) 8S4/4M2" 12 2.500
HeavyMG HeavyMG NA 40 (Clip) 12S4/6M2" 15 4.000
Assault Cannon Cannon NA 20 (Clip) IOD4/5S2" 20 6 .500
Missile Launcher NA By Type 8 8.000

Missile Intelligence Ammo Damage Weight Cost


AVM 4 4 (Break) 1208/604" 3 2.000
APM 3 4 (Break) 5M3 2 1.000
HEM 2 4 (Break) 4M4 2 1.500
"Vehicle Damage

AMMUNITION, PER 10 SHOTS


Damage Weight Cost
Regular Ammo .5 20
Explosive Rounds +2 Staging .75 50
Flechette Rounds - I Power Level. + I Staging .5 100
Gel Rounds 4LI Stun .25 30
Stun Rounds 4M4 Stun I 100
Taser Dart Special .5 50
Taser Cartridge Special .5 100
Box of 100 Belted Ammo NA 5 175
Box of 100 Belted Gel Rounds NA 3 250

FIREARM ACCESSORIES
Mount Concealablllty Rating Ammo Effect Weight Cost
Concealable Holster 100
Grenade Launcher Under -3 6 (Magazine) +2 1.700
Laser Sights Top -I -I Target Number + .25 500

Imaging Scopes
Low-Light Top -2 Special +.25 1.500
Thermographic Top -2 Special +.25 1.500
Magnification I Top -I + .25 500
Magnification 2 Top -I 2 + .25 800
Magnification 3 Top -I 3 +.25 1.200

Recoil Compensators and Gyros


Mount Concealability Rating Weight Cost
Shock Pads Stock I .25 200
Gas-Vent 2 Barrel -I 2 .5 450
Gas-Vent 3 Barrel -2 3 .75 700
Gyro Mount Under -5 4 6 2.500
Deluxe Gyro Mount Under --6 6 8 6.000

Others Mount Concealablllty Effect Weight Cost


Silencer Barrel -1 Special .2 500
Smart Goggles Top -I Target Number 3.000
Smartgun Adapter Top -2 x 1.5 Gun Cost
Smartgun Variant -2 Target Number .5 x2 Gun Cost

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EXPlOSIVES
[Link] Damage Weight Cost SURVEILLANCE AND SECURITY
Grenades VISION ENHANCERS
Offensive 6 6M3 .25 30 Magnlflcatlon Weight Cost
Defensive 6 6M3 .25 30 Binoculars x50 1 100
Concussion 6 4M3 Stun .25 30 Low-Light 200
Gas (neuro-stun VIII) 5 .5 60 Thermographic 250
Mini 8 .1 50 Goggles x20 1,500
Smoke 5 .5 40 Low-Light 500
Thermographic 700
Explosives, Per Kilo
Concealabllity Radng Weight Cost COMMUNICATIONS
Commercial 6 3 1 60 RAdng Weight Cost
Plastic, Compound 4 6 6 80 Micro-Transceiver 1 2,500
Plastic, Compound 12 6 12 200 Micro-Recorder 8 1,000
Micro-Camcorder 6 2,500
Timer 6 .5 100
SURVlILLANCE MEASURES
Radio Detonator 8 .25 250
Radng Weight Cost
Data Codebreaker Maximum 6 5 10,000 x Rating
WEAPON RANGE
Extreme DatalineTap 5,000
Type Short Medium Long
Laser Microphone Maximum 6 1,500 x Rating
Target Number 4 5 7 9
Shotgun Microphone 1 1,000 x Rating
nrearms
Hold-out Pistol 6-15 16-30 31-50 Signal Locator 2 1,000
0-5
Light Pistol 0-5 6-15 16-30 31 - 50 Tracking Signal Maximum 5 l00x Rating
Heavy Pistol 0-5 6-20 21-40 4HiO Voice Identifier Maximum 6 10 2,000 x Rating
Taser 0-5 6-10 11-12 13-15
SURVlILLANCE COUNRRMEASURES
Shotgun 0-10 11-20 21-50 51-100
Radng Weight Cost
Sporting Rifle 0-30 31-60 61-150 151-300
Bug Scanner Maximum 10 1 500 x Rating
Sniper rifle 0-40 41--80 81-200 201-400
Data Encryption Sys. Maximum 10 6 1,000 x Rating
Assault Rifle 0-15 16-40 41-100 101-250
Dataline Scanner Maximum 10 6 100 x Rating
SMG 0-10 11-40 41--80 81-150
Jammer Maximum 15 3 x Rating 1000 x Rating
Light MG 0-20 21-40 41--80 81 - 150
Voice Mask 206 3000
Heavy Weapons
White Noise Generator Maximum 10 1 x Rating 1500 x Rating
MedlumMG 0-40 41-150 151-300 301-500
Heavy MG 0-40 41-150 151-400 401--800 SECURITY DEVICES
Assault Cannon 0-50 51-150 151-450 451-1300 Radng Weight Cost
Grenade Launcher 20-50 51-100 101-150 151-300 High-Intensity
Missile Launcher 20-70 71-150 151-450 451-1,500 Veracity Examiner 8 5 50,000
Impact ProJecdles
Idendflcatlon Scanners
Bow 0-5 6-50 51-150 151-300 Thumbprint 6 200
Light Crossbow 0-10 11-40 41-100 101-200 Palmprint 8 300
Medium Crossbow 0-20 21-60 61-150 151-250 Retinal 12 1,000
Heavy Crossbow 0-30 31--80 81-200 201-300 Maglocks Maximum 15 100 x Rating
Thrown Knife 0-3 4-6 7-12 13-20 [Link] Hook-Up 1,000
Maglock Passkey (Illegal) 50,000
CLOTHING AND ARMOR
Restraints
Ball1sdc Impact Weight Cost Metal 12 .5 50
Armor Clothing 3 0 2 500 Plastic 15 20
Armor Jacket 5 3 2 900 Squealer 5 100
Armor Vest 2 I 200
Lined Coat 4 2 700 SURVIVAL GEAR
Helmet I 200 Weight Cost
Vest With Plates 4 3 2 600 Chemsuit I 1,000
Respirator I 500
HEAVY ARMOR Pressure Regulator .5 250
Partial Suit 6 4 10+ Body 10,000 Survival Kit 2 100
Full Suit 8 6 15+Body 20,000 Ration Bars (10 Days) 30

LEATHER
Real 0 2 750
Synthetic 0 250

Ordinary Clothing 0 0 50
Fine Clothing 0 0 500
Tres Chic 0 0 1,000

SHADOWRUN 137

Anthony Boisvert (Order #38669586)


EQUIPMENT

LIFESTYLE Eyes
Entertainment Cyber Replacement .2 5,000
Weight Cost Camera .4 5,000
Music Cosmetic Modification 1,000
Playback unit 200 Flare Compensation .1 2,000
Disk 20 Low-Light .2 3,000
Quad Speakers 100 Retinal Duplication (illegal) .1 50,000+
Mastoid Implant Speaker Thermographic .2 3,000
(Cyber . 1) 1,000
INHRNALS
Video Cortex Bomb (illegal) 500,000
Screen 3 150 Memory Mp+IOO Mpx 100
Disk 20 Datasoft Link .1 1;000
Recorder Package 2 1,000 Display Link .1 1,000
Transmission Unit 5 4,000 Data Lock .2 1,000
Data Filter .3 5,000
Simsense
Skill Software and Computer Media Libraries
Player Unit 350 Cost
Program Chip 50 Knowledge Mpxl50
Portable Recorder 5 50,000 Active skill Mpxl00
ELECTRONICS Language Mpx50
Weight Cost BODYWARE
Telecom 15 Memory Cost x1.5 Essence Loss Cost
Dermal Plating
PORTABLE PHONES Level I .5 6,000
Wrist Models 1,000 Level 2 I 15,000
With Flip-Up Screen 1,500 Level 3 1.5 45,000
Handset Unit 500
Earplug Unit 1,000 Hand RazOrs .1 4,500
Booster Pack 2 500 Retractable Razors .2 9,000
Pocket Secretary .5 3,000
Spur .1 7,000
Retractable Spur .3 11 ,500
PERSONAL COMPUHRS
TableTop 10 Memory Cost filtration Systems
Pocket 1 Memory Cost x5 Air Rating + 10 15,000 x Rating
Wrist Memory Cost x20 Blood Rating + 5 10,000 x Rating
Printer 10 100 Ingested Toxin Rating + 5 10,000 x Rating
Computer Memory (Non-Cyber) 20 x Megapulses
Fingertip Compartment .1 3,000
DATA DISPLAY SYSnMS LImbs
Capacity Weight Cost 50,000
Simple Replacement
Data Unit 2 ,OOOMp 2 Memory Cost Cyber Limb 100,000
Headset l,OOOMp Memory Cost x2 Increased Strength +(Level x 150,000)
Heads-Up Display 200Mp Memory Cost xl 0 Built-In Smartgun Link .25 2,500
Built-In Device x4 Normal Cost
CYBERTECH Muscle Replacement
(Maximum Level 4) Level (Level) x 20,000
HEADWARE
Essence Loss Cost Program Carrier .2 25,000
Communications
Chipjack .2 1,000 Sklllwires
Datajack .2 1,000 Level 1-3 .1 x Level Cyber Rating xl 0 ,000
Radio .75 4,000 Level 4-6 .2 x Level Cyber Rating x 100,000
Radio Receiver .4 2,000 Level 7-9 .3 x Level Cyber Rating xl ,000,000
Telephone .5 3,700 Smartgun Link .5 2,500

Ears Vehicle Control Rig


Cyber Replacement .3 4,000 Levell 2 12,000
Modification .1 2,000 Level 2 3 60,000
Cosmetic Modification 1,000 Level 3 5 300,000
Damper .1 3,500
High Frequency .2 3,000 Wired Reflexes
Low Frequency .2 3,000 Level I 2 55,000
Recorder .3 7,000 Level 2 3 165,000
Level 3 5 500,000

138 SHADOWRUN

Anthony Boisvert (Order #38669586)


EQUIPMENT

CYBERDECKS AND PROGRAMS


CYBERDECKS
MPCP Hardening Memory Storage Load I/O Cost
Radio Shack CD-I 00 Z 0 10 50 5 None 6.Z00
Allegiance Alpha 3 I 10 50 5 None 13.Z00
Sony CfY-360 6 3 50 100 ZO 10 111.000
Fuchi Cyber-4 6 3 100 500 ZO ZO 150.000
Fuchi Cyber-6 8 4 100 500 50 30 364.000
Fuchi Cyber- 7 10 4 ZOO 1,000 50 40 514.000
Fairlight Excalibur IZ 5 500 1,000 100 50 990.000

Hitcher Jack 1,000


Off-line Storage 10xMp
Response Increase
Level I [Link]
Level Z 100.000
Level 3 [Link]
Vidscreen Display 500

PERSONA PROGRAMS UTILITY PROGRAMS


Size Cost Attack, Medic, Mirrors, Shield, Slow
Bod-I 10 1.000 Rating I 10 500
Bod-Z ZO [Link] Rating Z ZO 1.000
Bod-3 30 3.000 Rating 3 30 1.500
Bod-4 40 [Link] Rating 4 40 4,000
Bod-5 50 [Link] Rating 5 50 5.000
Bod-6 60 30.000 Rating 6 60 6.000
Bod-7 70 70.000 Rating 7 70 35.000
Bod-8 80 80.000 Rating 8 80 40.000
Bod-9 90 90.000 Rating 9 90 45.600
Bod-IO 100 500.000 Rating 10 100 100,000

EVASION OR MASKING - Analyze, Sleaze


Evasion/Masking-I 5 500 Rating I 8 400
Evasion/Masking-Z 10 1.000 Rating Z 16 800
Evasion/Masking-3 15 1.500 Rating 3 Z4 [Link]
Evasion/Masking-4 ZO 10.000 Rating 4 3Z 3.Z00
Evasion/Masking-5 Z5 IZ.500 Rating 5 40 4.000
Evasion/Masking-6 30 15.000 Rating 6 48 4.800
Evasion/Masking-7 35 35.000 Rating 7 56 28.000
Evasion/Masking-8 40 40.000 Rating 8 64 [Link]
Evasion/Masking-9 45 45.000 Rating 9 7Z 36.000
Evasion/Masking-IO 50 [Link] Rating 10 80 80.000

SENSORS Deception, Evaluate, Relocate


Sensors-I 3 300 Rating I 5 Z50
Sensors-Z 6 600 Rating Z 10 500
Sensors-3 9 900 Rating 3 15 750
Sensors-4 IZ 6.000 Rating 4 20 [Link]
Sensors-5 15 7.500 Rating 5 25 2.500
Sensors-6 18 9,000 Rating 6 30 3.000
Sensors-7 21 21.000 Rating 7 35 17.500
Sensors-8 24 24.000 Rating 8 40 20.000
Sensors-9 27 27.000 Rating 9 45 22.500
Sensors-IO 30 150.000 Rating 10 50 50.000

Brouse, Decrypt, Smoke


Rating I 3 150
Rating 2 6 300
Rating 3 9 450
Rating 4 12 1.200
Rating 5 15 1.500
Rating 6 18 1.800
Rating 7 ZI 10,500
Rating 8 Z4 [Link]
Rating 9 27 13.500
Rating 10 30 30.000

SHAOOWRUN t 39

Anthony Boisvert (Order #38669586)


EQUIPMENT

BlonCH
[Link] Weight Cost
DocWagon™ Contract:
Basic Service 5,000 per year
Gold Service 25,000 per year
Platinum Service 50,000 per year

Medkit 3 3 200
Medkit Supplies 50

SLAP PATCHES
Antidote Patch Maximum 8 50 x Rating
Stimulant Patch Maximum 6 25 x Rating
Tranq Patch Maximum 10 20 x Rating
Trauma Patch Maximum 6 75 x Rating

Stabilization Unit 2 30 10,000


Deluxe Unit 6 35 20,000

MAGICAL EQUIPMENT
Cost
SPELL FOCUSES
Specific Spell Focus Rating x 5,000
Spell Purpose Focus Rating x 30,000

Spirit Focus Rating x 30,000

POWER FOCUSES
Basic Rating x 100,000
Spell Lock 50,000

WEAPONS
Knife Rating x 180,000
Knife With Orichalcum Rating x 280,000
Sword Rating x 210,000
Sword With Orichalcum Rating x 315,000 GMe Riverine
MAGICAL SUPPLIES
Weight Cost
Elemental Conjuration
Materials Spirit's Force
xl ,OOO

Fetishes
Expendable:
Combat 20
Detection 5
Healing 50
Illusion 10
Manipulation 30
Reusable Fetishes .1 x10 Expendable
Cost

Medicine Lodge Materials 2 x Rating 500 x Rating

HERMETIC LIBRARY (ANY MAGICAL SKILL)


Computer Media Mp x 100
Lear Pladnum
Hardcopy 50 x Rating 2,000 x Rating

RlnJAL SORCERY MAnRIALS


Detection Spells 100 x Force
Health Spells 500 x Force
Illusion Spells 100 x Force
Manipulation Spells 1,000 x Force

140 SHADOWRUN

Anthony Boisvert (Order #38669586)


EQUIPMENT

VEHICLES
GROUND
Cars
Handling Speed Body Armor Signature Pilot Cost
Mitsubishi Runabout 4 25/75 1 0 5 1 10,000
Chrysler-Nissan Jackrabbit 4 40/120 1 0 4 1 15,000
Ford Americar 4 40/120 2 0 2 2 20,000
Eurocar Westwind 2000 3 70/210 2 0 2 3 100,000
Toyota Elite 4 60/160 4 0 3 4 125,000
Mitsubishi Nightsky 4 45/120 5 1 4 4 250,000

Bikes
1 2,000
Dodge Scoot
Yamaha Rapier
4
2
22/66
60/175 2
0
0
5
4 °
2 10,000
15,000 + 1,000 per fimpoint
Harley Scorpion 3 50/160 3 3 2

Hovercraft
Chrysler-Nissan G 12a 4 40/100 4 0 5 2 50,000
GMC Beachcraft Patroller 3 55/140 4 2 5 2 100,000

BOATS
Motorboats
Samuvani Chriscraft Otter 4 15/45 2 3 2 20,000
Aztech Nightrunner
Nightrunner using electric motor
3
3
25/75
10/30
2
2
°°
0
4
8
3
3
30,000
30,000
GMC Riverine 3 15/50 4 2 3 2 75,000

Sailboats
Sendanko Marlin 2 20/30 2 0 5 0 15,000

AIRCRAfT
Winged Planes
Cessna C750 5 340/680 3 0 2 2 200,000
EFA Variants 4 950/1,900 4 2 4 3 500,000
Lear Platinum 5 800/1,600 5 I 3 4 500,000
Rotor Craft
Federated Boeing Commuter 5 140/420 3 0 3 3 250,000
Hughes WK 2 Stallion 5 170/250 5 I 4 3 300,000
Ares Dragon 5 160/240 6 4 3 3 400,000
Hughes Airstar 4 190/260 4 2 3 4 600,000
Northrup PRC 42 Wasp 4 65/100 0 5 0 200,000
Yellowjacket 4 65/100 0 5 0 250,000
Vectored Thrust
Federated Boeing Eagle 3 900/1,800 5 4 5 3 Restricted
MILITARY AND RESTRICTED ISSUE
Panzers
GMC Banshee 3 650/1,000 6 6 5 2 Restricted
Security Vehicles
Ares Citymaster 4 40/120 4 4 5 3 500,000
Chrysler Nissan Patrol 4 60/180 3 2 4 3 100,000
Remotes
Surveillance Drone 4 70 2 0 3 2 10,000
Spotter Drone 3 35/100 2 0 3 2 15,000
Hunter Drone (-I00Al) 4 3 2 20,000
Patrol Vehicle
• See Vehicle Description
3 35/70 3 °
2 3 2 10,000

Vehicle Weapons
Ammunition Damage Cost
Autocannon 10 (Clip) 6D2 12,000
Launcher 6 (Break) By Missile 15,000
Water Cannon 20 4M3 20,000

Cost
Vehicle Adaptation Rig +500Al of vehicle

Level Weight Cost


Remote Control Device Slave Ports 2x Level 5,000 x Level

SHADOWRUN 141

Anthony Boisvert (Order #38669586)


"Never relax. Your run might be over, but
someone, somewhere, Is Just starting his,
and the target could be you. "
-KIrk Hoff, Street Mage

ou've just been for a run through the shadows. Maybe you got your behinds
kicked or maybe the run was sweet and smooth. Either way, you've still got
a few things to do.

HEALING UP
Wounds are easy to come by and fragging hard to get rid of. Wounded
characters are gonna be laid up, maybe for a day or two, maybe for weeks.
The time depends on how bad they're hurting.
Anything but a Deadly wound might heal without medical attention.
When the adventure is over, each wounded character makes a Body Success
Test with a Target Number determined by his overall wound level. (See
Wound Table below.) Dermal armoror plating doesn't help here, chummer.

WOUND TABLE
Wound Target
Level Number
Light 4
Moderate 6
Serious 8

If the character rolls any successes, he will heal without medical attention,
given time. If no successes are rolled, the wounds will not heal without
medical treatment. Deadly wounds always require medical treatment.

GETTING BETTER
Healing in Shadowrun occurs in stages. If you are Severely wounded,
when you finish healing from that, you are Moderately wounded. Finish
healing from that, and you are Lightly wounded.
When you heal one level of wound, your condition monitor drops to the
lowest point for the next category. Thus, a character who has a Serious wound

142 SHADOWRUN

Anthony Boisvert (Order #38669586)


AfTER THE SHADOWRUN

level, no matter how many blocks are filled, drops down to


having only three blocks filled when he reduces his level to Big GrInder staggered Into Doc's d lnlc. The medIco
Moderate. could see that the Troll was hurting. The bleed ing
Healing takes time. Fast healing takes time, medical assis- holes In his massIve gut were the first due.
tance, and money, too, chummer. To speed up the healing GrInder Is Severely Wounded. His Body Is 8. Doc
process, a doctor has to work on you at least once a day. Each I has M edicine 7. Grinder Is In a cliniC and pays extra for
wound level has a base healing time, as shown on the Healing Intensive care. Doc roilS 7 dIce. His Base Target Num-
Table. The doc makes an Unreslsted Skill Test using Biotech (a ber is 8 (Severe damage), - 2 for Intensive care and-2
Medical concentration of Biological Sciences,will do as well). He because of Grinder's Troll-tough Body AttrIbute, for a
divides the base time by his successes to determine how fast Anal Target Number of 4. Doc rolls 3 successes. The
you actually heal. If the healing process is interrupted, it must Base Healing TIme for Severe damage Is 20 days.
start over again. 20+3 Is about 7, so It takes a week to get Grinder dow n
If you are healing without medical treatment, you need the to Moderately Wounded.
full base time to recover. About this time, the bad guys get wln9 of Grinder's
whereabouts, and he has to relocate to an abandoned
USING THE HEALING TABLE storm drain. W ithout the nuyen to add little touches
The MinImum Time column tells you the shortest possible like warmth, food, and water, conditions are terrible.
time to heal a wound, with the best doctor and equipment on Doc. v isits Grinder once a day, though.
the case. No matter how many successes the doc rolls, this is the Doc rolls 7 dice again. This time, his Target Num-
minimum time it takes to heal. ber Is 6 (Moderate Wounds), with +'4 (Terrible condi-
The Doctor's Target Number is the number your doc has to tions), ·- 2 (Grinder's Body Attribute), for a net target of
make to speed up your healing. The conditions under which he's 8 . He only rolls t success, so It takes Grinder the full 10
treating you can affect his Target Number. days to g et down to Light Wound. At this poInt,
Minimum Lifestyle Indicates that the better you take care Grlnl{er hits the streets. Since he Is not being treated,
of yourself, the better you heal. What's your lifestyle? If its lower he will need an addit ional 24 hours to get rid of his
than this for your wound, then conditions are bad, and your Light Wound condition.
doc's job gets harder. If you are a Squatter or on the Streets,
conditions are terrible. See Lifestyles for details.

HEALING TABLE
Wound Base Minimum Target Minimum
Category TIme TIme Number Lifestyle
Deadly 30 days 3 days 10 Hospitalized
Severe 20 days 2 days 8 High
Moderate 10 days 1 day 6 Middle
Light 24 hours 1 hour 4 Middle

DOCTOR'S TARGET NUMBER MODIFIERS


Situation
Intensive care
(only available if hospitalized) -2
Conditions (only one applies):
Not in a hospital or clinic +2
Bad conditIons +3
Terrible conditions +4
Patient is a magician +2
Padent's allergy to sunlight Is:
Nuisance +1
Mild +2
Moderate +3
Severe +4
Padent's Body Attrfbute:
1-3 +0
4-6 -1
7-9 -2
10 or more -3

SHADOWRUN 143

Anthony Boisvert (Order #38669586)


AfTER THE SHADOWRUN

ELECTIVE SURGERY
Target Number Modlflers
Surgery does damage. Medical technology won't let you Situation Modlfler
die on the table, but you don't just bop into a clinic, get a full Patient is a magician +2
dermal armor implant, and then jog out the next day to kick butt. Patient has Moderate or
You have been cut open and glued back together, and recovery Severe allergy to sunlight +1
takes awhile. Bad Conditions +1
Minor Cosmetic Surgery leaves you Lightly Wounded. This Terrible Conditions +3
covers anything that does not cost Essence, and consists of Patient's Body Attribute:
minor plastic surgery that does not involve the eyes, muscles, 1- 3 NA
or nervous system. Examples are a nose job or an ear bobbing. 4-6 -1
Minor Invasive Surgery leaves you Moderately Wounded. 7-9 -2
This includes anything costing up to .4 pOints of Essence, or any 10 or more -3
cosmetic surgery involving the whole body, or your eyes,
muscles, or nervous system. Getting a crest that you can raise If the wound is not Deadly, successful first aid will reduce
or lower (nerve connections required) or a whole-body skin the wound level to the next lower one. Divide the basic
graft would come under this category. treatment time by the successes rolled to see how long this
Major Invasive Surgery leaves you Severely Wounded. takes. If no successes are rolled, the wound cannot be reduced
Any procedure costing .41 to .99 points of Essence is major. This by first aid. If the medic rolls all ones, the wound level Is In-
category also Includes any organiC 11mb replacements or eye creased. Fill in two boxes on the monitor. Ouch!
transplants. New eyes are blind until you've fully healed from In order to be effective, the medic must work on the patient
this surgery. without interruption for the full duration of the required time. To
Drastic Invasive Surgery leaves you with a Deadly Wound, treat multiple patients at the same time, he has to split his dice
though your condition is stable and you won't die. This is any among them. If he is interrupted, then no healing! If the golden
procedure costing 1 or more points of Essence. This category hour has not run out, the medic can begin treatment again after
also Includes any organ transplants. Magicians are required to dealing with the interruption.
check for Magic loss after healing (see Magicians and Danage).
Calculate the Essence costs based on all the cyberware you
are having done at the same time. You cannot have additional 'Hold stJII. drek-head; snapped Iris. she slapped
cyberware done until you finish healing completely anyway, so another lead Cram the medklt onto Grinder's torso.
you may as well get it over with. Surgery costs do not Include 'Why ya pointy-eared creepl' snarled the Troll.
the cost of recovery! 'Whyo'tcha go back to the woods and chew dande-
lions ... ? OWl Watch where you stick those Craggln'
needlesl"
nRST AID Grinder. Iris. and company are on a run. The Troll
has a Moderate wound level and Iris Is trying to patch
All this medical stuff Is great if you are in a hospital. What him up. Iris has Biotech 6, and so rolls 6 dice. The Base
happens when you are face-down and bleeding In some filthy Target Number Is 6 (Moderate damage) and condi-
gutter? tions aren't great, which gives hera + 1 modifier.
Biotech Skill handles first aid In Shadowrun. It can reduce Grinder has Body 8, for a -2 modifier. making Iris's final
wounds that are not Deadly or stabilize Deadly wounds untll Target Number a 5. Iris rolls 4 successes. A Moderate
your buddies can get you to a doctor. wound takes 20 minutes base treatment time. 20+4 =
First aid exploits the body's tremendous response to shock 5 minutes.
trauma within the first hour after a major Injury. First aid must be 'Aw. c'[Link]. but Just a few
applied during this "golden hour" In order to be effective. more mln ... oh FRAGGJTI' The yakuza soldiers had
The character using First Aid rolls his Biotech dice, using the found the shadowruMers. Nameless and Neddy were
wound level of the patient as his Target Number, modlHed by offering light refreshments at the door, but the guest
the conditions. list was growing too fast. 'Jeez. Just as I was start/n' to
enjoy myself, too." grunted Grinder. He grabbed his
shooter and jumped to his feet. ripping loose needles
WOUND TREATMENT TARGET NUMBERS and 'trodes.
Wound Target Treatment
Grinder will stili be Moderately wounded. be-
Level Number Time cause his treatment was interrupted. His wounds can
Light 4 10 minutes stili be treated after the fight. starting from scratch. Of
Moderate 6 20 minutes course, If he Is Severely wounded during this fight, Iris
Serious 8 30 minutes will have to treat that wound category Instead.
Deadly to Special

144 SHADOWRUN

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AfTER THE SHADOWRUN

I f on Iy one success is rolled, a Ii m b or eye has been mangled


beyond its ability to heal. A replacement is required, either
natural or cyber. This adds to the normal healing costs and may
mean waiting to get the replacement before healing can begin.
Increase the base healing time by 50 percent.
If two or more successes are rolled, there is no limb or organ
damage.

MEDICAL COSTS TABU


Wound Level Cost
First Aid
Deadly 400
Serious 200
Moderate 100
Light 50
Doctor's Services
Deadly 400 per day
Serious 200 per day
Moderate 100 per day
Light 50 per day
Hospltalizadon Lifestyle 500 per day
(includes doctor's services)
Intensive care 1,000 per day
(only if Hospitalization Lifestyle applies)
Surgery (includes cost of surgeon)
Minor Cosmetic 1,000
Minor Invasive 5,000
Major Invasive 25,000
Drastic lrivasive 250,000

DEADLY WOUNDS AND fiRST AID Body Parts (Base Time to Grow)
Deadly wounds are nasty. First aid just lets the patient Eye (6 weeks) 10,000
check to see if he's already dead! If the medic rolls one or more Limb (10 weeks) 30,000
successes, the patient gets to make a Body Success Test against Organ (6 weeks) 20,000
death, as described on page 67. He rolls dice equal to his Body
Attribute, and again, dermal armor doesn't help. His Target Forced Growth (maximum rating 10) Cost x Rating
Number is the number of minutes before treatment began. Ifhe Divides time to grow by rating
has even one success, his condition is stabilized. He is still Reduces compatibility by rating
comatose, but can be kept alive until transported to a hospital
or other source of major medical treatment.
PIECES AND PARTS
DEADL Y WOUNDS AND ORGAN DAMAGE
Not only can they kill you, Deadly wounds can take the fun When you lose the odd body part and want an organic
out of staying alive, too. Whenever a character suffers a Deadly replacement, you may not be able to get one off the shelf. If you
wound, he may have suffered permanent damage to a vital want a complete DNA match, you'll have to have the part
organ or a limb. Make a Body Success Test (this time dermal grown. Of course, a DocWagon™ platinum service contract
armor does help) with a Target Number of 5. If you haven't includes a "donor counterpart" that can provide material for
survived the wound, you need not bother with this roll. immediate transplant starting three months into the contract.
If no successes are rolled, a vital organ has been destroyed. Transplants have varying degrees of compatibility with the
The character must be kept under continuous treatment by reCipient. Over time or when subjected to severe stress (like
someone with Biotech Skill even if the wound is stabilized, and more deadly damage), the transplant may fail, requiring another
the normal healing process cannot begin until a replacement replacement. The gamemaster decides when to invoke the
organ is implanted, costing extra nuyen and extra time. The possibility of failure. If you've got enough troubles, he might be
base healing time for the entire healing process is doubled, not kind and ignore it.
counting the time it takes to come up with the replacement
organ!

SHADOWRUN 145

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AflER THE SHADOWRUN

If the magician is being treated fora Deadly wound and the


BODY PARTS TABLE treatment does not observe the +Z modifier. check for Magic
Grade Compatibility Availability Cost loss twice.
Clonal 100% Must grow Base If a magician requires a replacement limb or organ. it must
Type 0 90% 50% chance Base be cloned from his own tissues. Any other DNA pattern. even
Other 3D6 x 5% Always Basex.5 that of another magician. will reduce the character's power
handling capability and automatically reduce his Magic Rating
Failure Chance of Transplants by 1. This can be temporary. A non-cyber substitute can be
Compatibility Failure Under Stress replaced later with a limb or organ cloned from the magician's
100% None tissues. This restores the lost point of Magic Rating. but organ
90 -99% 1 in 6 implants do Deadly surgical damage. and consequently. can
70-89% Z in 6 risk even greater Magic loss.
40-69% 3 in 6
01 -39% 4in 6
Hawkwlnd the shaman has Magic Attribute 6.
The young magician takesa Dead Iy w ound. Hawkwlnd
MAGICIANS AND DAMAGE survives, so check to see If he loses Magic. On a roll
of 206. t he result is 7. Hawkwlnd's Magic Rating
Magicians have it rough when they get hurt. You've remains at 6. Because the m edic used every high-tech
probably noticed that doctors and medics have a harder time trick in his medklt t o save Hawkwlnd and did not use
treating them . This is because they cannot use a lot of their hlgh- the +2 modifier, check again. This time w e get a 4.
tech gear without risking damage to the patient's Magic Rating. Hawkwlnd's Mag ic Rating Is now a 5. '
A magician can be treated without the + Z modifier. but then he
has to check for Magic loss.
Whenever a magician suffers a Deadly wound. or is treated REDUCING MENTAL FATIGUE
without the +Z Target Number Modifier. he risks loss of Magic.
Roll ZD6. If the result is less than or equal to the magician's Your mental condition monitor fills up from fatigue. strain.
Magic Rating. he loses 1 pOint of the attribute. PERMANENTLYl non-lethal attacks. Drain. and so on. This "mental damage" heals
much faster than physical damage. but there Is no real way to
treat It. You get rid of fatigue by resting.
Fatigue is reduced in steps, mimicking the process In
physical damage.
"Deadly" fatigue is a collapse. The victim is only uncon-
scious . not dying. Magicians who suffer Deadly mental damage
do not risk loss of Magic. Any additional mental damage done
to an unconscious character counts as physical damage. though.
A character must rest to get over fatigue. He rolls dice equal
to his Body or Willpower Rating. whichever is higher. Consult
the following table for Target Numbers and Base Recovery Time.
Divide the base time by the successes rolled. One or fewer
successes means the character needs the full time to recover
one wound category. If this resting time is interrupted. the
recovery process aborts. Unconscious characters being carried
by com pan ions are resting "badly" and suffer a + 2 to their Target
Numbers.

MENTAL DAMAGE RECOVERY


Fatigue Basic Recovery Target
Level TIme Number
Deadly 60 minutes 6
Serious 40 minutes 5
Moderate ZO minutes 4
Light 10 minutes 3

146 SHADOWRUN

Anthony Boisvert (Order #38669586)


ArTER THE SHADOWRUN

Narcolect
Neddy turned white and fell over. He'd been Damage: 4D3-Stun Speed: Instantaneous
pushin' the spells pretty heavy in this fight. and all that DescrJpdon: Injected. Can be used in drug darts because a
magic finally took itoutofhlm.1 g uess. I blew aw ay the touch is sufficient to inject. No side-effects. Narcoject either
last yakuza. checked Neddy's pulse. and sat down knocks you out or it doesn't.
with my gun locked on the doorway. There w as nothin'
to do now but wait ... Fugu-5
Neddy has a Willpower Rating o f 5 and has Damage: 3D2 Speed: Instantaneous
suffered Deadly fatigue due to Drain. Needing sixes. Descrlpdon: Injected or eaten. This isa hyped-up version of one
he rolls 5 dice and scores Z successes. It will take him of the deadliest neurotoxins in nature. No side effects if you
6O+Z. or 30 minutes. to regain consciousness. He will resist damage.
now be Severely fatigued. If he continues resting. he
may roll 5 dice. with a Target Number of 5. to see how DISEASES
long it will take him to get to Moderate fatigue. and so
on. This process continues until Neddy has healed all VITAS-3
his Mental Damage or stops resting. Damage: 4D3 Speed: 12 hours
Descrlpdon: Aerosol virus transmitted by close contact or
sharing confined space with an infected person. After the
DISEASES AND TOXINS incubation period. fever. chills. and vomiting occur until dam-
age is reduced to Light.
Toxins (drugs and poisons) and diseases can do damage
from w hich you recover normally. Many also have side-effects FENCING THE LOOT
that affect your character as long as the nasty is active. Some of
these effects only manifest at certain stages. You 'v e got an optical chip full of hot RAM. fresh off some
Countermeasures to toxins and d iseases are antidotes. corp's database. On top of that. you nailed some exec's limo.
These will increase the victim 's d ice by their rating for the Body and have the ordnance from half a squad of his bodyguards in
Success Test if no damag e has yet been done. If the patient has the trunk. How do you get rid of it?
gone down (Deadly damage level) from the effects of a nasty. If the team had a prearranged deal for disposing of loot.
the injection of the correct an tidote counts as med ical attention then yo u don 't need these rules. If not. it's time to find a fence.
and permits the pati ent to make a saving roll against death as The fence might be one of your regular street contacts likea Fixer
usual. or Talismonger. depending on what you've got to sell.
There are also many vaccines. wh ich can be administered
before a character is exposed to a d isease or drug . These make ANDING A fENCE ~
him imm une to the toxin. so that he never needs to resist the Finding a fence requires an Unopposed Skill Test using
damage at all. [Link] (Street). The Base Target Number is 4. subject to the
Diseases and toxins are rated for the damage they do and modifiers on the following table.
the speed with which they take effect.
Speed tells you how soon after exposure the victim will
have to resist damage. This is usually immediately for drugs. but FINDING A FENCE
can be hours or day s for diseases. Some kinds of technological Sltuadon Modifier
or medical attention must be given during this period if it is to Using a regular contact -1
have any effect. Disposing of standard gear -1
The description o f the nasty will specify any side-effects or Disposing of high-tech or other important loot +1
symptoms. It will also include notes about how it gets into the Disposing of hot loot +3
vict im's system and special treatments that m ig ht be necessary. While being sought by police +1
While being sought by corp or organized crime +2
TOXINS Mag ical loot (focuses. spell formulae. and so on) +2

Neuro-stun VIII
Damage: 6SZ-Stun Speed: 1 t urn THE LOOT
DescrJpdon: Delivered as a gas in an organic binder. N-S VIII Most fences will buy loot that is easy to dispose of before
takes effect if inhaled or on contact with the skin. At the end of taking the fancy stuff. Typically. a fence prefers to buy In the
the turn a character is exposed. he suffers stun damage. [Link] if following order.
he resists this. he suffers disorientation for about an hour. adding Standard Gear
+Z to all Target Numbers. This includes weapons. clothing. armor. vehicles. jewelry.
certifi ed credit sticks (money). and so forth.
High-Tech Loot
This includes ordinary data. equipment. research files. and
such.

SHADOW RUN .47

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AnER THE SHADOWRUN

Hot Loot THE MEET


This includes unique items, specific datafiles, prototypes, The meet can be anywhere. Once it's going down, make an
procedurals for new processes, magical items, or anything that Opposed Negotiation Test between anyone character and the
belonged to a big, big boy and is irreplaceable. fence . The Target Number for each roll is the Willpower Rating
The team can combine its dice in the Skill Test to find a of the other. Naturally, both sides are suspicious of the other
fence, but all characters who contribute must attend the meet- (+2). The gamemaster sets the ratings for the fence.
ing at which the loot will be sold. Ifone or more of them doesn't The base price for any loot is 30 percent of its actual value.
show, the fence will get neNOUS and won 't show either. The price lists in Equipment cover the standard loot. For other
The successes from the roll to find a fence can be used in loot, the gamemaster sets the prices.
two ways. Whichever side won the Negotiation test alters the price by
Hustle It Along 5 percentage points per extra success. If the fence won, the
It takes a base time of 10 days to locate a fence and set up percentage won 't go below to percent. If the team won, it won't
a meet. Successes can be allocated to divide this time (mini- go above 50 percent.
mum I day). Each day spent locating a fence increases the The fence will almost certainly have muscle with him to
chances that the former owners of the merchandise will learn forestall any unscrupulous business practices by the team. If the
that you are trying to move it. The gamemaster rolls dice equal original owners of the loot are coming after it, that will happen
to the days spent, with a Target Number of 6. Any success at the meet as well.
means the bad guys are onto you. If the gamemaster thinks they
would come after the team , he can set up an ambush at the LIFESTYLES OF THE RICH AND SHADOWY
meet.
Financing the Fence
Your character does not, obviously, live in a bar. He has a
Fences don't have unlimited means. They are just ordinary
lifestyle, and so the following information can be used to flesh
businessmen, trying to turn a dishonest nuyen. Each success
out events that might occur in his life in between adventures.
allocated from the roll increases the fence's bankroll. The game-
Even more important, though, is the effect Lifestyle has on
master secretly rolls two dice and multiplies the result by
healing, which is detailed earlier in this chapter.
tOO,OOO¥, to get the base bankroll. He then multiplies the base
Lifestyle measures the quality of your character's daily life
number by the number of successes the team allocates to get
and his living expenses, including shelter, food, entertainment,
the total amount of money the fence will have available for that
clothing, and so on. It does not cover technical resources,
meet.
weapons, magical equipment, professional hirelings, or other
major impersonal items. You and your gamemaster can decide
on any details of the character's lifestyle that interest you.
A character living a Middle lifestyle or higher can support
guests at ten percent above his own cost of living per guest. A
host can also keep a guest at a lower lifestyle than his own by
paying to percent of the lower cost of the guest's lifestyle.

LUXURY
This lifestyle offers the best of everything: spacious, ritzy
digs, lots of high-tech toys, the best food, drink, and you-name-
it. You have a household staff or a maid seNice or gadgets to do
the mundane chores. You have a powerful car, possibly a hot
sports model or a chauffeured limo. Whether it's a big house, a
snazzy condo, or the penthouse in a top hotel, this Is the life for
the high-stakes winners in the business: top executives, gov-
ernment big shots, high-level yakuza, and the shadowrunners
who pull off the big scores.
Cost: t OO,OOO¥ a month and up-up-up!

HIGH
A high lifestyle offers a roomy house or condo, good food,
and the tech that makes life easy. So you don 't have the perks
that the big boys do, but neither do you have as many people
gunning for you. Your home is in a secure zone or protected by
some good solid bribes to the local police contractor and gang
boss. You have a housekeeping seNice or enough tech to take
care of most chores. You've got a lUXUry commuter car. This is
the life for the well-to-do on either side of the law: mid-level
managers, senior yakuza, and the like.
Cost: t O,OOO¥ a month

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AfTER THE SHADOWRUN

MIDDLE He is also in debt, and owes somebody one month's cost


The Middle lifestyle is not the best but far from the worst. of his former lifestyle. If he is mostly legit, this is a credit
It offers a nice house or condo, with lots of comforts. So you eat company. If the character is a criminal or shadow person or now
some nutrisoy as well as natural food, but at least the autocook lives a lifestyle lower than Middle, it may mean that he has
has a full suite of flavor faucets. You have a commuter car or first- defaulted on less-formal financial obligations. This can lead to
class tube pass. This is the lifestyle for ordinarily successful earnest discussions with large persons on the subject of debt
wage-earners or criminals. management. After the character gets out of the hospital, he can
Cost: 5,OOO¥ a month pay back the loan. He'd better. There's always a good market for
fresh body parts. 'Taking a debt out of your hide" takes on new
LOW meaning in 2050.
With this lifestyle, you've got an apartment, and nobody is
likely to bother you much if you keep the door bolted. Meals are KARMA
regular. The nutrisoy may not taste great, but it's hot. And
you've also got power and water during your area's assigned In Shadowrun, Karma measures the experience characters
rationing periods. When you travel, you ride the tube. Factory get when they go out on an adventure. You don't get Karma for
workers, petty crooks, and other folks stuck in a rut, just starting doing the laundry, unless your laundromat is in an urban combat
out, or kind of down on their luck tend to show up here. zone. Karma is needed to improve attributes, skills, and special
Cost: t ,OOO¥ a month resources.
Karma is awarded at the end of an adventure, not necessar-
SQUATTER ily after a single playing session. The gamemaster decides who
Life stinks and most of the time, so do you. You 're eating gets Karma, and how much they get. Everyone in a group gets
low-grade nutrisoy and yeast, with the flavors added using an it for some things, but some awards go only to individuals.
eyedropper. You live in a made-over building, converted into Each surviving member of a team gets Karma for staying
barracks, divided into closet-sized rooms, or maybe just renting alive, succeeding at a mission, and for the amount of danger in
out coffin-sized sleep tanks by the night. The only thing worse the mission.
than the Squatter Lifestyle is living out on the streets. Individual characters can get additional Karma for good
Cost: toO¥ a month roleplaying, gutsy fighting, smart planning, sheer luck, and
other personal feats.
STRUTS Once you get it, what do you do with it? You can spend
You live on the streets! Or in the sewers, steam tunnels, Karma one of two ways: as Instant Karma or Good Karma.
condemned buildings, or whatever flop you find for the night.
Food is where you find it, bathing is a thing of the past, and the INSTANT KARMA
only security is what you make for yourself. The bottom of the Characters can spend Instant Karma at any time and can use
ladder, inhabited by down-and-outers of all stripes. it on any die roll called for in the game. During an adventure,
Cost: Hey chummer. Life ain't all bad. For you , it's free . characters can spend Instant Karma in the following ways.
Reroll Failures
HOSPITALIZED t point of Karma allows a reroll of any dice in a Test that fails.
This is a special lifestyle, applicable only when you are sick For example, you roll 4 dice and score two successes. For t point
or injured. You are in a hospital, whether a real one, a clinic of Karma, you can reroll the two dice that failed . This can be
equipped as a hospital, or a private location with the necessary repeated as often as you wish until all the dice are successes or
equipment installed. You don't own this lifestyle. You are paying you run out of Karma.
for it until you get well or go broke, whichever comes first . Avoid an "Oops"
Cost: 500¥ a day for Basic Care. t ,OOO¥a day for Intensive Care. The Rule of One can only be [Link]
come up t, you usually have had a disastrous failure. Paying t
pOint of Karma will not let you reroll, but turns the disaster into
KEEPING UP THE PAYMENTS a simple failure. You cannot spend more Karma on this failure .
Buy Success
A character has to shell out the nuyen each month to keep
Two points of Karma will simply buy one success. You can
up a lifestyle. Ifhe misses a payment, he may end up in debt and
even buy more successes than you have dice. For example, you
with a lower lifestyle.
roll 4 dice and score two successes. You need 5 successes. You
Each month that a character misses a payment, roll t die.
can simply blow 6 Karma points, and bingo, you've got 'em.
If the roll is greater than the number of consecutive months he's
Improve Your Chances
missed , no sweat. The missed payment is absorbed into his
You can spend your Karma to improve any rolls made by a
credit, which is part of the cost of his lifestyle. If he makes the
non-player character who is helping you. If you need to buy a
next payment, everything is fine again.
success for the NPC medic trying to stabilize your Deadly
If the die roll is less than or equal to the missed months, he's
Wound, you can do it.
got troubles. The character's lifestyle gets downgraded to the Save Your Butt
next lower level. This means he gets evicted from his former
You can spend 2 points of Karma to buy off one of the other
home, some of his tech gets repossessed, he hocks some guy's successes.
clothes, and so on .

SHADOWRUN 149

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AFTER THE SHADOWRUN

OOODKARMA Teachers cost numerous nuyen. While he is coaching you


Karma is also used between adventures to improve char- one-on-one, for as long as it takes to learn the spell, your teacher
acter scores or gain them benefits. Physical and mental attrib- cannot do anything else. If he quits before you learn it, all the
utes can be increased 1 point using Karma. This increase is to time you spent is wasted. Teachers charge what the market will
natural attributes, not cyberware. The natural attribute can never bear, but a typical price is I,OOO¥ times the Force of the spell,
exceed the character's racial maximum. That is, a Human cannot plus living expenses.
raise a value above 6 using Karma. Karma can also be used to Teaching a spell does not take the Magic that casting it
raise attributes that have been reduced for some reason, but the does. As long as t he magician is still functional (at least 1 point
maximum remains 1 more than the initial rating. Reaction, of Magic Attribute left), he can teach spells at any Force the
Essence, and Magic may never be raised directly using Karma, student w ants.
though Reaction may change if you improve Quickness or A spell formula is the symbolic theory for the spell and is
Intelligence. designed using Magical Theory Skill. To learn on your own, you
The improvement costs Karma equal to the current value of must have a copy of the spell formula that goes with your
the attribute. This represents time spent exercising, studying, tradition. A shaman needs a m edicine item, like a painting,
eating health foods, taking various treatments, and so on. For carving, set of ru nes, or medicine bag. A mage needs a written
example, raising Strength to 5 costs 4 Karma points. text. Once you have the formula, you can learn a spell at any
Skills Force you want, with any Force modifiers.
Skills are raised using Karma. Once you've paid the Karma, Ifyou happen on to a spell formula for another tradition , you
the skill rating goes up 1 point. need to translate it before you can use it. Translation is a task like
Once you've begun the character, improvements in gen- design, but you do not need inspiration, and you get a-Z toyour
eral skills, concentrations, and specializations all happen sepa- Target Number.
rately. A shaman learning a new spell spends his time chanting,
dancing, and carrying on. This whips up the kind of emotional
peak shamans need to contact the spell energy. The shaman
KARMA COST fOR SKILLS must study in a Medicine Lodge with a rating at least equal to
General skills Z x Current Rating the Force of the spell. A mage spends his time in meditation,
Concentrations 1.5 x Current Rating intense study, and formal ritual. He needs peace and quiet and
Specializations 1 x Current Rating a library of Sorcery w ith a rating at least equal to the Force of the
Languages 1 x Current Rating spell.
Learning a spell is an Unresisted Skill Success Test. You get
your dice from Sorcery and Magical Theory Skills. The Target
Iris has specialized in Firearms Skill, leaving her Number is the d esired Force. A shaman gets his totem modifier.
with general Firearms of 1. Pistols at 3, and Beretta IOlT, A mage may get extra dice if he is aided by an Elemental
her chosen weapon. at 5. appropriate to the spell's purpose category. All Target Number
Raising her general Firearms Skill from 1 to Z costs modifie rs for damage to the magician apply, as do distractions
Z Karma. for maintaining spells, bad conditions, and so on.
RaIsing her Pistols skill from 3 to 4 costs 4.5. Learning a spell requires a base number of days equal to the
rounded to 5 Karma. desired Force. Divide this by the number of successes. The m ini-
RaIsing her Beretta 10lT skill from 5 to 6 speciali- mum time is one day . Learning spells costs Karma equal to the
zation costs 5 Karma. desired Force.
If the player rolls no successes, the learning attempt fails.
The magician has w asted his time, a number of days equal to
New concentrations are based on the existing general skill
Force. Fortunately for him, failed study does not cost Karma, but
score. If you have Firearms 4 and want to concentrate in pistols,
teachers w ill still expect to be paid. Never stiff a man who can
to buy Pistols at 5 would cost 4 x 1.5, or 6 Karma.
throw a Fireball, know what I mean?
New specializations are based on the existing concentra-
tion score. If you don 't have one. use the general skill. Thus, if force Modifiers
you only want to improve with the Remington Roomsweeper. When learning a spell, you can accept limitations on its use.
it would cost 4 x 1. or 4 Karma to get 5 in that specialized skill . These Force m odifiers allow you to cast spells with Force higher
Totally new skills cost 1 point of Karma for the first pOint. than y our Magic Attribute without exposing yourself to Physical
Damage. Once a Force modifier is chosen for a spell, it applies
MAGICAL ACTIVITIES to that spell permanently. If you want to know the spell with
Magicians need Karma to learn spells. Magicians also need different options, you must learn it all over again. Then you will
Karma to bond an enchanted item to their power so that they know both versions of the spell.
may use it. Force m odifiers are never part of the spell formula. A
Learning a Spell magician can use the same formula to learn a spell with a variety
Before you can cast a spell. you have to learn it. You can o f modifiers.
learn it from a magician who already knows it, or you can do it
on your own if you have the spell formula .

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AnER THE SHADOWRUN

Neddy has a Magic Attribute of 6, and he wants


to be able to toss a killer Fireball spell. He accepts the
Excl usive Spell modifier (-2) and learns the spell at
Force 6. Neddy will be able to cast his Fireball spell at
Force 8 without exceeding his Magic Rating, but he
also must abide by all the restrictions of using an
Exclusive Spell.

An Exclusive Spell applies a -2 Force Modifier. When


casting an Exclusive Spell, you cannot maintain any other spells
or cast any other spells in the same action. When maintaining an
exclusive spell you cannot cast any other spells or use another
magical skill.
A Fetish-Required Spell applies a -I Force Modifier for a
reusable fetish or a -2 Force Modifier for an expendable fetish .
You need some physical object to cast the spell, choosing what
it is when you learn the spell. This prop is a fetish. The term
comes from anthropology and means a ritual item used in
"primitive" magic. Primitive to those mundane chummers, maybe.
You must have a fetish in your hand to use it. If you are wearing
the fetish, you need only touch it with your hand. The fetish goes
with a specific spell. You cannot use the same fetish for different
spells.
Fetishes can be bought from a talismonger. His prices
depend on the spell's purpose category. You cannot substitute
one for another. so don't lie to your fetish supplier. A reusable
fetish is a durable object that you can use again and again. An
expendable fetish is used up or destroyed when the spell is cast.
In other words. the spell needs ammo.
Shamanlc Fetishes
Reusable: drums. rattles. knives. tomahawks. spears. carved
wooden or bone wands, native jewelry. carvings. masks. and
medicine bag. pouches filled with a complex mixture of miner-
als, herbs. and animal parts.
Expendable: small packets of herbs. curiously shaped
twigs. tufts of feathers or animal hair, small stones or crystals.
crude miniature weapons. bits of bone. shells. and so on.
Hermetic Fetishes
Reusable: ornate wands. usually jewelled. rings. amulets
and other jewelry. complex illustrated scrolls covered with
diagrams.
Expendable: small parchment talismans. chemical mix-
tures or potions. crystals or stones. painted charms. and so on.

MAGICAL ITEM BONDING TABLE


Item Karma Cost
Specific Spell Focus Rating
Spell Purpose Focus 3 x Rating
Spirit Focus 2 x Rating
Power Focus 5 x Rating
Spell Lock t
Magical Knife 6 x Rating
With Orichalcum 7 x Rating
Magical Sword 6 x Rating
With Orichalcum 7 x Rating

All magiC items must be bound to their user.

SHADOWRUN .5.

Anthony Boisvert (Order #38669586)


"Why do things happen the way they happen? For
alii know the world Is Just one big game and all of
our actions are determined by the roll of a die."
- Dunkelzahnl Great Dragon

ehind the scenes is where you find the person who makes the game happen.
In other words, the gamemaster. The gamemaster has many functions,
including creating adventures, roleplaying NPCs, and mediating rules and
other formalities of play.
To create adventures, the gamemaster can make up the story out of whole
cloth, use a Shadowrun adventure published by FASA, or adapt a plot from
fiction, TV, or the movies. In practice, many gamemasters end up mixing all
these elements to create an adventure best suited to their own and their
players' interests and personalities.
The gamemaster plays the roles of all the people, computers, critters, or
anything else the player characters meet. The Contacts section profiles a
number of "typical" NPCs from 2050 to get you started. FASA's Shadowrun
adventures will give you more. Sometimes, it's fun to use a published ad-
venture as a starting point, creating your own NPCs to replace the published
ones.
A good gamemaster is always open to discussion about how rules work,
but when he makes his decision, it's final. As gamemaster, only you decide
how much Karma to award at the end of each adventure.
That sounds like the gamemaster has absolute power, but it really
depends on how much power your players are willing to give you . If the
players don't like the way you run the game, they won't play it with you. On
the other hand, if you don't like the way they play the game, you won't run
it for them. The moral of the story is that conducting a roleplaying game
requires some cooperation from everybody!

DICEY SITUATIONS
As an adventure unfolds. your players will start to want to use the skills
and attributes of their characters to get things done: con their way by a guard.
fix a broken detonator before the Trolls find their hiding place. or try to
understand what that Japanese corp type is saying to them. You, meanwhile,

t 52 SHADOWRUN

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BEHIND THE SCENES

will want to know whether the player characters saw that all-
important clue or whether they kicked it under the trash . Because of Dodger's Negotiation Skill Rating of 4 ,
For many of these situations, you will have to rely on your his player rolls 4 dice and gets 6. 6. 6 . and 4. The EIPs
own judgment to decide which skills are needed for the got a good line tonight. He rerolls the three sixes and
situation , Target Numbers, conditional modifiers, and interpret- gets 2, 3, 5. Adding each result to 6. he gets a final
ing what a "success" means. Below are some guidelines and result of 8, 9, and II . for a total of three successes.
rules to help you to resolve some of the commoner situations. One would be enough to get him past the guard. tem-
porarily convincing the poor schmuck that Dodger
SOCIAL SKILL USE really is a Mitsuhama employee. That wouldn't last
To influence a non-player character through Social Skills, long. though. because the guard's no idiot. Unless dis-
use a mental statistic of the NPC as the Base Target Number. If tracted, he would begin to notice holes in the EIPs
the player character is attempting to influence a group of NPCs story. Because Dodger has three successes. the guard
who do not have a designated leader, use the average of their is convinced enough to wait until the end of his shift
ratings. Groups tend to react as a whole, w ith reluctant mem- before checking his log book to see whether the ID
bers being drawn along by enthusiastic ones. Otherwise, all was valid (and because It wasn't. setting off alarms). If
attempts should be made against the leader of the pack the Elf had been skillful enough to get five successes.
(varooom) . the guard might never have twigged to the deception
The Base Target Number is modified by circumstances. See and might not even log In Dodger's presence.
the following (table.

BUILD AND REPAIR SKILL USE


Situational Modifiers Target Numb.e r Characters performing a Build or Repair task are primarily
With respect to your character, the NPC is: interested in how long it takes. A very successful character can
Friendly -2 reduce that time. Divide the time specified for the operation by
Neutral the number of successes he achieves to determine how long it
Suspicious +2 takes.
Hostile +4 As a guideline to the time required to build things, take the
An enemy +6 price of a comparable item from the price list and divide by a
Player' s desired result is: number to get the typical time in hours. Divide by 10 for armed
Advantageous to NPC -2
Of no value to NPC
Annoying to NPC +2
Harmful to NPC +4
Disastrous to NPC +6

Social Skills are a prime place to use extra successes as a


measure of accomplishment. Judge the exact effects according
to the specific circumstance.

Dodger wants to do d little snooping at a local


Mltsuhama subsidiary. To get in , the Elf tries, with a
little fast talk and a somewhat tattered ID card, to
Negotiate his way past the gate guard . Dodger has a
Negotiation Skill Rating of 4 . The Elf uses the other
guy's mental attribute as his Target Number, in this
case, the guard's Intelligence of 3. The guard is suspi-
cious (+2 , it's his job to be suspicious) and will be in
trouble if he allows unauthorized personnel into the
compound (harmful to him, +4) , but the elPs got an ID
card (the gamemaster awards a special-I for support-
ing evidence) . That brings the Target Number to 3 + 2
+ 4 - I, or 8.

SHADOWRUN .53

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BEHIND THE SCENES

combat type items, by 20 for vehicles, and by 50 for electronics,


cyberware, or other technical gear. Ordinary, everyday equip- Vehicle Operation Situational Modifiers
m ent would have a Target Number of 4. Fancy or technical stuff Situation Target Number
gets a 6 . The real exotics start at 8. Complex controls +1
Unfamiliar vehicle
Unstressful situation +1
BUILD/REPAIR SKill SITUATIONAL MODIfiERS
Stressful situation +3
Situation Target Number
Large vehicle of Type +2
Working Conditions:
Very large vehicle of Type +3
Bad +2
Bad conditions +2
Terrible +4
Terrible conditions +4
Superior -1
Rigger in Control -(Rating x 2)
Tools are:
Unavailable Usually not allowed
Inadequate +2
References available
Whizkid 'sa Rigger. He's also into aircraft, helos to
Working from memory +(5 - Intelligence)
be exact. He's got Rotor Craft at 6. Being a rigger, he
has concentrated on Remote Operation and special-
ized in Fixed-Rotor. He can operate any fixed-rotor
Dodger's sweating hard, but he can't feel it under aircraft, remotely or jacked in, with a rating of 8 .
the water from the sprinkler system as he fumbles with Whizkid's Ares Dragon has hit a sudden squall
the soldering iron and probes he scrounged up (inade- and he decides to land before it gets worse. The chop-
quate tools +2). He wishes Grinder hadn't blasted the per is big (+2) and the squall makes for bad conditions
door lock to keep the corpcops from opening it behind (+2). With his vehicle Control Rig rating of 1 he gets a
them. The runners needed to go through it now, -2 . Too bad he's neverftown a Dragon before (+ I), but
before the whole place blew up in their faces. least he ain't under fire. His Target Number is the
Between the sprinkler system and the stress, the Dragon's Handling Rating of 5, plus the modifiers, for
gamemaster decides that Dodger is working in Ter- a final Target Number of 8. Whizkid gets 1, 2, 3, 3, 5,
rible Conditions because the water from the sprinklers 6, 6, and 6. Rerolling the three sixes he gets 1,1, and
splashing on the circuits does not help one bit (+4). To 4, for a final result of I, 2, 3, 3 , 5, 7, 7, and 10. The last
override a door control without a lock would normally one saves his butt since it gives him one success. The
be a typical task (Target Number 4). Dodger faces a Dragon sets down safely.
target of 4 + 2 + 4, or 10. He has Electronic Skill of 4,
and so he rolls 4 dice for this Success Test. The results
are a 3, 4, 5, and 6 . The rerolled 6 gets a 5, for a total KNOWLEDGE SKILL USE
of 1 1, and Dodger breathes a sigh of relief. Does the player know the capital of Tir Tairngire? What
about the metals that make up Orichalcum? What are the
normal operating parameters of a Smartgun Link and why does
The following Skills and Skill groupings have correspond-
this chipped ork, who the player just offed, have a different
ing Build and Repair Skills: Aircraft, Armed Combat, Biotech,
type? Players don't know this information, but their characters
Boats, Computer, Demolitions, Electronics, Firearms, Ground
might. Below is a list of suggested Target Numbers and a
Vehicles, Gunnery, Projectile Weapons, Throwing Weapons.
Success Table for using the various Knowledge Skills.
When used as a substitute skill. the Build and Repair Skill
enters the Skill Web where It is listed . If it applies to a speCifically
named skill (such as Armed Combat). the Build and Repair Skill
KNOWLEDGE SKill TABLE
enters as though it were two circles away. That means the
Situation Target Number
character applies a +4 to his Target Number when attempting
Character is seeking:
to use the skill. Ifthe Build and Repair Skill applies to a subgroup
General Knowledge 3
(such as Ground Vehicles), enter the web at that point with no
Detailed Knowledge 5
additional modifiers.
Intricate Knowledge 8
Obscure Knowledge 12
VEHICLE OPERATION SKILL USE # Number of [Link]
Normal vehicle operation doesn't require any dice rolls. 1 General Information, no details
Unless things are really bad, most people can safely operate a 2 Detailed Information, with some minor points inac-
vehicle for which they are trained without any problems. curate
Unfortunately, shadowrunners are not most people. They ask 3 Detailed Information, with some minor pOints ob-
their vehicles to do things that would make the most hardened scure or missing
Driver's Ed teacher drop dead. When those situations come up,
4 Detailed and Accurate Information
the gamemaster can use the Handling rating of the Vehicle as a
Target Number and apply the following situational modifiers.

154 SHADOWRUN

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BEHIND THE SCENES

Fastjack has never had much use for magic, but he


knows science (Physical Sciences Rating 6). He's got a
strange, white rock on his hands and wants to know
what it is. Knowing that it's a piece of metamorphosed
flesh (see Petrify Spell, in the Grlmolre) , the gamemas-
ter secretly sets the Target Number at 12 because the
rock is not natural and magical workings are not
common knowledge, especially to Fast jack. Fastjacl<
rolls his dice and manages to get two successes, which
is not enough to get the whole story. The gamemaster
informs Jack that his analysis shows the rock to be a
metamorphic carbonate of unusual structure, possibly
a fossil, because of the presence of some apparently
biological structures.

LAN(jUA(jE SKILL USE


In using Languages, failure to achieve the required number
of success usually means that the attempted communication
was only partially successful, possibly misunderstood to your
detriment. The gamemaster may want to make any d ie rolls
himself so that the players won 't know whether they g ot across
what they intended to say.

LANGUAGE SKILLS TABLE


Situation Target Number
Speaking Dialect +2
(variation of a particular language)
Universal Concept 2
(hunger, fear, bodily functions)
Basic Conversation 4
(co ncerns of daily life)
Complex Subject 6
(special/ limited interest topics)
Intricate Subject 8
(almost any technical subject)
Obscure Subject 10
(deeply technical/rare knowledge)

A beautiful [Iven woman comes running up to


Dodger, babbling something in Elvish. His knowledge
of the language is minimal (Elvish 2) . He rolls his two
dice and gets two sevens. As it turns out, these are
success, and so he understands that she is looking for
help because someone is following her (Complex
Subject Target Number 6). When she tries to explain
just who it is and why they want her (Intricate Subject,
Target Number 8), the convolutions become too much
for Dodger (he rolls a 2 and a 5) and he loses the sense
of what she is saying. Still, she is a maiden in distress,
and he must help her!

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BEHIND THE SCENES

over there who looks like a corp type, is packing heat. Or


whether the character can hear that sneaky Elf coming up the
alley behind him . Or smell the Chromed Ork hiding under an
Invisibility Spell.
To determine such situations, the gamemaster tests the
character's perception . Use the character's Intelligence Rating
for the number of dice. The Target Number will depend on the
circumstances. Some things, such as whether a gun can be con-
cealed, are assigned speCific numbers and are listed in the
Equipment chapter. The game master can decide on the rest.
Either way, the gamemaster asks the player for his charac-
ter's Intelligence Rating (or the highest rating in the group if
there's more than one player character) and make the roll
himself. To avoid letting the players know that something is up,
every once in a while when you think your players are getting
complacent, ask for the rating, roll a couple of dice, and shake
your head. Pretty soon the players will start to think Trolls are in
every shadow.

QUICK MATRIX SYSTEMS


The following Quick Matrix System lets you whip up a
"random " computer system in the Matrix. It will be useful for
those times when you have given the players a clue indicating
that, say, Crown Imperial Corporation is behind some recent
problem of theirs, and the decker pipes up with, "Zero sweat. I'll
just hack into their 'puter and see what's on file."
Here's how you prepare a warm welcome for him .

CHOOSE A SECURITY CODE


First, choose a base Security Code or roll randomly on the
HAULING THE LOAD table below. It is better to choose the code. The hotter the
Players have a tendency to equip their characters with system, the higher its code.
every conceivable item , from assault cannon to toasters, along
with enough ammunition and bread to keep them operating
continuously for five years. If your players seem to be getting a RANDOM SECURITY CODE TABLE
bit out of hand , you can impose the following Encumbrance Ole Security
rules. Roll Level
A character can carry up to his Strength x to in kilograms 1-2 Green
without appreciable effect. 3-5 Orange
Twice that load w ill leave him in a state of Light Fatigue (see 6 Red
Combat). Three times the load and he's moderately fatigued ,
cannot run , and his movement is cut in half. Four times and he's
seriously fatigued , cannot run, and his movement is cut to one- DESIGN THE ARCHITECTURE
quarter of its normal value. Any more and the character passes Next you design the architecture. by making a series of die
out from exhaustion . rolls to position each node in the system . Keep on rolling new
If the character is just trying to lift a load and not go nodes until you like what you've got. As you roll up each node,
anywhere with it, he gets to add (Strength)D6 kilograms over draw its symbol on your map. <

his maximum load . He can only hold this up for the number of The first node you draw is always the SAN that the decker
turns equal to his Body, however. Any longer and he increases will enter. Draw a second box, which is an SPU (SANs almost
his fatigue condition one step per turn. always connect to SPUs) . Draw a line from the SAN to the SPU.
TheSPU is now your current node . RollI D6and consult the
PERCEPTION AND REALITY SPU Column of the following table to get the next node to draw.
The player knows that he is not really in the world of Run a line from the SPU to the new node. The new node usually
Shadowrun, but his character is. Unlike the player, the character becomes the current node for the next roll . If you don't like the
can see the world around him in 2050. The player has to rely on result, you can always reroll or ignore a roll. You may also decide
his character to notice things. to stay in a node and roll for a second (or third ) connecting node.
Normally, the gamemaster will keep the player informed of As you draw each new node, give it a number that you can
obvious facts about the character's surroundings. But what refer to in your notes during the adventure. So far, w e have
about the not-so-obvious facts? Like whether or not that suit Node 1 (the SAN) and Node 2 (the SPU) .

156 SHADOWRUN

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BEHIND THE SCENES

About the only firm rule is that a system can have only one DETERM INE SECURITY CODES
CPU . If you get the CPU early in the process,you may decide it's The thi rd step is to set Security Codes. For random systems,
too easy to reach and so ignore that roll. If you keep designing you may want to keep the whole system the same Security
after you place the CPU, then you can either ignore a CPU result Level (that's the color) and randomly roll a Security Rating (that's
in another node, or take it to mean that there is a line connecting the number) for each node. You can also vary the classifications
that node back to the CPU. randomly, assigning different Security Levels, or colors, to dif-
Once you have the basic architecture, you may wish to ferent parts of the system .
embellish it by adding more nodes, running connecting Oata- To vary the Security Level, roll t 06 for each node. At isone
lines, and making it a real maze. By the way, it's a good idea to level lower than the Security Code you originally chose. On a
make one map for yourself and one for your players while doing Green system, this would mean a Code Blue Level. A roll of 6
this. Some decker might get to the CPU and demand to see what is one level higher. On a Green system, this would be an Orange
the system looks like. level.
Whether or not you fiddle with the level , choose or roll for
(106 is good) the Security Rating of each node. Note the
QUICK MATRIX CREATION numbers on your system map.
Ole Current node:
Roll CPU SPU DATASTORE INSTALL IC
t SPU CPU CPU For each node, roll t 06 to see if IC is present.
2 SPU SPU CPU For a Code Green node, IC is present on a roll of t.
3 SPU OATASTORE SPU For a Code Orange node, IC is present on a roll of t - 2.
4 OATASTORE OATASTORE SPU For a Code Red node, IC is present on a roll of j - 3.
5 OATASTORE SPU To determine the type of IC present, roll 206 and consult
6 OATASTORE . the IC Installation Table.
, Add a line to a dead-end node: your choice of an SN,
I/OP, or SAN . Stay in the current node for the next roll.
IC INSTALLATION TABLE
Security White Gray Black
Code IC IC IC
Green 2-8 9- tt 12
EXAMPLE: Starting from a SAN, connect to an SPU
Orange 2-7 8-10 11 - 12
t 06, wltharesultof5 . A5 in an SPU Isadead end. Add
Red 2-6 7-10 11 - 12
an I/OP and stay in the SPU. Make another die roll w ith
a t result. A t In an SPU is the CPU. Too early. Ignore
this roll. Roll again with a result of 3. A 3 In an SPU is Now make one more roll on 206 and consult the Program
another SPU. This SPU becomes current. You roll Table below to find out exactly what kind of White or Gray Ice
again, and get a 3. A 3 in an SPU is a Oatastore. The is Installed. There is no need to make this roll for Black Ie. Lethal
Oatastore becomes current. Now you roll a 5. A 5 In a is Lethal, right? All IC programs have a rating of 206-1 .
Oatastore is an SPU. The SPU becomes current 'node.
This time you roll a 6. A 61n an SPU Is a dead end: add IC PROGRAM TABLE
an I/OP and the SPU stays current for the next roll. White IC
Another die roll, and the result Is t. Finally! A t In an Ole
SPU Is a CPU. The CPU becomes the current node. Roll Program
You roll again, and Its another Oatastore. You decide 2 Trapped IC
to stop here. 3 -7 Access
8 - 11 Barrier/Scramble"
12 Trapped IC
'Trapped IC: There is Gray IC hidden as White Ie.
ROiling 106+4, against the White Table to see what
the obvious IC Is. Then roll against the Gray Table for
the hidden Ie.
• 'Use Scramble only in a datastore. Use Barrier in
any node (Including a datastore if desired.)
Gray IC
Die
Roll Program
2-4 Blaster
5-6 Trace
7-8 Killer
9 - 11 Tar Baby
12 Tar Pit

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BEHIND THE SCENES

INSTALL DATA VALUES DATA VALUE TABLE


Data is loot. Roll 2D6 and consult the Data Value Table for Die Value per to Mp of data:
each datastore. Unless the roll comes up 2 or 12, there will be Roll Green Orange Red
I D6 valuable files. The size of each file is 2D6 x 10 Mp. The 2 0 0 0
decker needs the Evaluate program to find the valuable files, 3-4 500¥ I,OOO¥ 2,500¥
though. 5-7 I,OOO¥ 2,500¥ 5,OOO¥
Besides stocking this kind of random loot, you should 8- 1O 5,000¥ 10,OOO¥ 50,OOO¥
determine the location of any files containing specific informa- II 10,000¥ 50,000¥ lOO,OOO¥
12
tion the decker is seeking. This can be scattered around. Let's say
the team was attacked by a gang called the Gutter Larks. Tney ° ° °
suspect that Crown Imperial hired the gang to do them dirty.
You might put a file in one datastore that contains a payment
from Corporate Account #324A7 to the Gutter Larks. Another SHADOWRUNNING
file in the other datastore might indicate that Ivan Dragomilov
is the officer authorized to release funds from account #324A7. The world of 2050 is an exciting, dangerous place with
A third file (perhaps back in the first datastore) identifies plenty of opportunity for adventure. That's where the player
Dragomilov as a junior executive in corporate security, and characters come in. Whether they are making a run on some
gives his address, photo, and so on. This information lets the megacorp's mainframe, providing security for a visiting digni-
team find Mr. Dragomilov and ask a few pointed questions in tary, or busting a friend out of a detention center, they are the
person. heroes. Your advent ures should challenge their wits even more
For example, in an Orange Datastore, you roll 2D6 and than their guns, with the gamemaster rewarding good roleplay-
score 9. The base value is 10,OOO¥ per 10 Mp of data. RollI D6, ing as much or more than lucky dice-roiling.
scoring 3. There are 3 valuable files. For each file, roll 2D6,
scoring 7, 9, 4. The files are 70 Mp (worth 70,OOO¥) , 90 M p TAILOR THE ADVENTURE
(worth 9O,000¥), and 40 Mp (worth 4O,OOO¥). If the decker can When getting a group of players together, is best to learn
download them all, the "'Jist price"' o f the swag will be abou t something about their interests or else your adventures could
200,OOO¥ from this datastore. But he has to fence the stu ff, fall flat. It's important that the mission you have planned is one
which means he will only get 20- 100 thou. they'd really like to tackle, but don't expect a lot at first. The
players probably know less about the ways of the game universe
than you do and may have only vague ideas about wanting to
m ake money, take on a corrupt corp, deal with elves, and so on.
Once they get a few runs under their belts and their characters'
life stories take some shape, the players' goals and ideas will
become more defined. They may want to hunt down a particular
enemy, find a lost love, take revenge on a corporation that did
them dirty, or find a specific teacher or piece of custom gear. You
can and should build these ideas and suggestions into major
themes in your adventures.
Encourage the players to write out their character's histo-
ries, including background on family, friends, and previous
employment. You can then draw on those histories to develop
adventures that get everyone involved.
Be Aware!
You have to keep a lot in mind. Listen to what the players
say. Keep track of your NPCs' whereabouts, plans, and so on. It's
good to have a note pad handy for jotting down memos to
yourself as the adventure rolls along.
Be Knowledgeablel
A gamemaster must be familiar with the whole game. That
doesn't mean memorizing the complete rule book, but you
should be fam iliar enough with it to find a particular rule or rules
quickly. You should also have a good knowledge of the basic
game systems.
Keep a written outline of your adventure where you can
refer to it . A s you g ain experience, you'll probably improvise
more and more detail, but for starters. it' s best if adventures are
sim ple and worked out beforehand.

t 58 SHADOWRUN

Anthony Boisvert (Order #38669586)


BEHIND THE SCENES

Be Fair!
Stick to the rules. If you or your players hate something
we've written, change it. If you do that, make sure everyone
knows what the new rule is.
Remember that you, as gamemaster, know much more
about what is happening than the NPCs do. You may know the
player characters' skills, weapons, spells, and so on, but the
NPCs don't. It would be unfair to let the NPCs behave and make
plans based on that knowledge.
Be Realistic!
Rememberthatthe NPCs that you play are just people, with
all the usual fears, needs, hopes, and desires. By giving them
life, the stories that come out of the game will be more
memorable for everybody involved.
Play critters like real critters, too. For example, most
animals have little or no interest in killing for pleasure. They fight
when they need to-to eat, to protect their young, to save their
own hides.
Be Flexible!
If a player wants to do something not explicitly covered in
the rules, don't just refuse on principle. There is always a skill
rating of some kind that you can use for a Success Test. Tell the
player what skill or attribute you think applies to the situation
and whether his chances are good, indifferent, or terrible. You
don't have to tell him precise Target Numbers, just whether or
not his goal is possible.
If you come up with a rule to cover a special case during a
game, decide later whether it will become a new "house rule"
that always applies in future games or a one-shot that mayor
may not be used again. The middle of a shadowrun is no place
to discuss the fine points of game mechanics.
Be Tough!
Challenge the players. If they don't sweat to get that Karma,
they haven't earned it. Two goons armed with baseball bats DEATH AND SHADOWRUNNING
would not be the only security guarding the corporate data In any ro leplaying game. death is a touchy subject. Nobody
center, and the local Yakuza won't keep their main database on likes it when a favorite character buys the farm . In Shadowrun,
a home computer. agricultural property can come very cheap. Characters can get
Once you and the players are comfortable with the way the splattered before they know what is happening. Desp ite all the
rules work, you 'll be able to fine-tune the "threat level" of an special rules and high-tech medicine, player characters are
adventure. For now, keep in mind that on a really rough run, the going to die.
player characters should , ideally, win it by the skin of their teeth. Sometimes. you may have to cheat to keep them alive. If.
if they win at all. If you don't get it right at first. nobody's gonna in your opinion , the player did everything right and just had bad
fry you. luck in rolling dice, don't kill him. Knock him out! Stick him in the
Be Kind! hospital! Whatever! Don't let a well-developed character die
How can you be tough and kind? As gamemaster, you can just because the player rolled a 2 when he needed a 3. You can
kill off a character anytime. You can throw enormous risks at the and should decide that he stays alive long enough to get into a
player characters until their luck runs out and they fail a Success hospital.
Test. Butonly cheap bullies do that. Gamemasters who measure The same goes for your best NPCs. If the vlliain you spent
their success in trashed character sheets soon find themselves hours designing gets hit by a lucky shot and does not resist the
without players. Better to be too easy on the characters, rather damage. you can always bury his body under a collapsing
than too deadly. building or some other disaster that "no one could possibly
When the player characters get in over their heads. remem- survive." A few months later. he can show up, held together by
ber that bad guys like to take prisoners. [>risoners can be made glue and cyberware, ready for revenge on the player characters.
to talk. [>risoners can be used as hostages. Prisoners can also
escape or pay ransoms. Most important, prisoners have a
chance to escape and live to fight another day. If fictional villains
were smart enough to kill off the heroes at the first opportunity,
then all the adventure movies ever made would end after the
first ten minutes.

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BEHIND THE SCENES

AWARDING KARMA 2 extra Points. A whirling nightmare of combat, confusion, and


betrayal is worth 3 Karma Points each to the survivors. Let the
As mentioned in After the Shadowrun, characters get level of opposition influence this. Even a simple run against a
Karma for surviving an adventure and more Karma if they do superior enemy (a powerful corp type or a Yakuza oyabun) is
well in the process. You make the awards. Give all surviving worth extra Karma.
team members Karma in equal amounts, based on the following
criteria. INDIVIDUAL KARMA A WARDS
A typical adventure should be worth maybe 3 or 4 Team Team awards are made to everybody who participates in an
Karma points. One for survival. a couple for objectives, and a adventure, even if he didn't get into the spotlight this time
point for the danger along the way. A real horror show would around. Ind ivid ual Karma is awarded to characters who person-
be worth 6 to 8 points or so, but that needs combat, danger, and ally advance the story or the overall gaming enjoyment in some
powerful opposition, with the objectives wrapped in twisting way.
paths of mystery! If a character has an absolutely amazing run, and the group
succeeds at a very nasty mission, he might get up to 10 or 12
SURVIVAL Karma Points. A Karma award greater than 12 Points for a single
Each character should get 1 Karma Point for surviving the adventure should probably never happen.
adventure. Roleplaying
Award 1 Karma Point to players who mostly stayed in
SUCCESS character. Really good roleplaying is worth 2 Karma Points. The
For every adventure objective that the team achieves, standards of roleplaying will depend on how you and your
award them 1 point of Karma. Partial awards are allowed. Ifthey group like to play. Be flexible! This is supposed to be fun, not a
foiled the evil plan and stole the technological gizmo, but the course in method acting.
villain escaped, they get 2 out of a possible 3. Guts
Brave and/or effective fighters should get a Point or two of
THREAT Karma. Stupidly brave fighters don't earn this award . If they are
Award extra Karma for dangerous adventures. A simple lucky enough to survive, that's its own reward. This would
mission might not carry any bonus, but a mission against high
include gutsy magical battles in Astral Space and desperate
odds or one where a dangerous enemy is involved is worth 1 or Cybercomuat in the Matrix as well as shoot-ern-ups in the
physical world.
Smarts
Players who come up with a clever strategy or solve a
puzzling clue or pull off a good scam should get 1 Karma Point
for their characters. This includes those smart enough to know
when to surrender or run.
Right [Link] Time
Characters who are in the right place, with the right skill to
do some necessary job, should get 1 point of Karma. Don't
award Karma just for making good die rolls. The award is for
having a skill that is vital and knowing when to use it.
If the players knew they needed a lock picked and so had
a character slot Lockpicking Skill beforehand, a Karma award is
unsuitable. If the team got trapped in a dead-end alley, with the
bad guys closing in, and one of them spotted the old doorway
and picked the lock under fire so the team could escape ... well,
that's different story.
Surprise
Players can surprise you with plans that absolutely kill the
story line. A surprising and effective strategy is worth 1 Karma
Point to the player who comes up with it. Surprising and silly
actions, on the other hand, get zip.
Humor
If a player, acting in character, can paralyze the entire
gaming group with laughter, that is worth 1 Karma Point in an
adventure. We are in this for fun, after all.
Drama
Similarly, if a player, acting in character, impresses the
group with a particular piece of high drama (maybe even if its
high melodrama), he too, earns 1 Point of Karma.

tOO SHADOWRUN

Anthony Boisvert (Order #38669586)


BEHIND THE SCENES

GLOSSARY OF SLANG IN 2050


---Courtesy of WorldWide WordWatch
KIY
(vul) = vUlgar
(jap) = japanese or " japlish" loanword
v. = verb
adj . = adjective
n. = noun
Angel n. A benefactor. especially an unknown one.
Arc n. An arcology.
Breeder n. Ork slang for a "normal" Human.
Business n. In slang context. crime. Also "Biz."
Buzz Go away. Buzz off.
Chipped adj. Senses. skills. reflexes. muscles. and so on. en-
hanced by cyberware.
Chummer n. "Pal" or "buddy".
Comm n. The telephone.
Corp n .. adj. Corporation. Corpmate.
Dandelion Eater n .. adj. Elf or elven . Highly insulting .
Dataslave n . Corporate decker or other data processing em-
ployee.
Datasteal n. Theft of data from a computer. usually by decking .
Deck n. A cyberdeck. v . To use a cyberdeck. usually illegally.
Decker n. Pirate cyberdeck user. Derived from 20th-century
term "Hacker".
Deckhead n. Simsense abuser; anyone with a datajack or
chipjack.
Drek n. (vul) A common curse word. adj: Drekky.
Dumped v. Involuntarily ejected from the Matrix.
Exec v. Corporate executive.
fetlshman n. A talismonger.
frag v. Common swear word. adj: Fragging. Seoul Man n. Member of a Seoulpa ring.
Geek \I . To kill. Seoulpa ring n. A small criminal gang with connections to
Go-go-go n. A bike gang or gang member. others like it.
Heatwave n. Police crackdown . ShalkuJln n. (jap) Lit. "Honest citizen." A corporate employee.
Hoi Hi. Hello. (familiar form) Simsense n. ASIST sensory broadcast or recording.
Hose \I. Louse up. Screw up. Slot v . Mild curse word .
Ice n. Security software. "Intrusion Countermeasures." or Ie. Slot and Run v. Hurry up. Get to the point. Move it.
Jack v. jack in. or enter cyberspace. jack out. or to leave So ka (jap) I understand . I get it.
cyberspace. Soykaf n. Ersatz coffee substitute made from soybeans.
Jander v. To walk in an arrogant. yet casual manner; to strut. Sprawl n. a metroplex (see Plex); v. fraternize below one's social
Kobun n. (jap) Member of a Yakuza clan. level.
Mr. Johnson n. Refers to any anonymous employer or corporate Suit n. A "straight citizen." See Shaikujin. Sarariman.
agent. System Identification Number (SIN) n. Identification number
Mundane n. adj. (vul) Non-magician or non-magical. assigned to each person in the society.
Nutrlsoy n. Cheaply processed food product. derived from Trld n. Three-dimensional successor to video.
soybeans. Trog n. (vul) An OrkorTrol1. From "troglodyte." Highly insulting.
Nuyen n. World standard of currency. VatJob n. A person with extensive cyberware replacement.
Oyabun n. (jap) Head of a Yakuza clan. reference is to a portion of the process during which the
Panzer n. Any ground-effect combat vehicle. patient must be submerged in nutrient fluid.
Paydata n. A datafile worth money on the black market. Wagemage n. A magician (usually mage) employed by a
Plex n. A metropolitan complex. or "metroplex." corporation.
Poll n. A policlub or policlub member. Wetwork n. Assassination. Murder.
Razorguy n. Heavily cybered samurai or other muscle. Wired adj . Equipped with cyberware. especially increased
Samurai n. (jap) Mercenary or muscle for hire. Implies honor reflexes.
code. Wizard n. A magician. usually a mage; adj. great. wonderful.
Sararlman n. (jap) From "salaryman." A corporate employee. excellent.
Screamer n. Credstick or other ID that triggers computer alarms Wlzworm n. slang. A dragon.
if used. Yak n. (jap) Yakuza. Either a clan member or a clan itself.

SHADOWRUN 161

Anthony Boisvert (Order #38669586)


"You are who you know."
-Street. Proverb

his chapter includes brief descriptions, including Attribute and Skill Ratings,
for non-player characters likely to appear in Shadowrun adventures. The
quotes may help the gamemaster get a "feel" for the character to help him add
life and color to his own roleplaying.

t 62 SHADOWRUN

Anthony Boisvert (Order #38669586)


CONTACTS

BOUNTY HUNTER
"Nobody asked you to like me. I'm justagal doing a job. You
want the guy or not? You want him. I'm the one to get him. I can
bring him back alive. but that's extra. It complicates things.
QUOTES
"Dead. Alive. Don't really matter to me. Of course. dead is
a lot easier."
"Money. It always comes down to that. doesn't It?"
"Easy or hard. Your choice:
COMMENTARY
The Bounty Hunter is a hard woman. She lives by tracking
those people that the corporate cops and hitmen don't have the
time or inclination to track down.
ATTRIBUTES SKILLS
Body: 6 Bike: 5
Quickness: 5 Car: 5
Strength: 5 (6) Computer: 4
Charisma: t Etiquette (Corporate): 3
Intelligence: 4 Etiquette (Street): 5
Willpower: 4 Firearms: 8
Essence: 1. 35 Stealth: 4
Reaction : 8 Unarmed Combat: 6
Special Skills:
Data Tracing: 3
Tracking: 3
CYBERWARE
Cyberarm (Strength t) with holdout pistol and retractable hand
razors
Cybereyes with thermographic imaging
Smartgun Link
Wired Reflexes (2)

BARTENDER
"I been tending bar here for a lot of years now. Seen it all in
my time. Know all the regulars real good. Their problems
mostly, but their happy times, too. We're like family around
here. Always looking out for each other. We're peaceable folks,
though. Don't like no trouble. Trouble is bad for business."
QUOTES
"W hazappening, man? Ain't seen you for a while. The
usual?"
"I caught a little something about that. Not first-hand. mind
you . I heard from a man who knows a man. Understand?"
'There was some suits in here asking after you. but I told
them you ain't been around."
COMMENTARY
The Bartender is a common source of information on
current conditions in the streets and on the club circuit. He is
discreet and reliable. for a price. Discounts for old friends and
good cust omers. of course.
ATTRIBUTES SKILLS
Body: 4 Firearms: 3
Qu ickness: 3 Etiquette (Street): 4
St rength: 4 Unarmed Combat: 3
Charisma: 3 Special Skills:
Intelligence: l Rumormill: 5
Wi llpower: l Sympathetic Listening: 5
Essence: 6
Reaction: 2

SHADOWRUN 163

Anthony Boisvert (Order #38669586)


CONTACTS

COMPANY MAN
"I'm a company man. I know that doesn't make me very
welcome in some places, but that doesn 't bother me. I'm not
here to make people happy. I'm here to do a job and I'll do
whatever it takes to get it done. The com pany'll take care of the
mess afterwards. It always does."
QUOTES
"Nothing personal, friend. It's just business. "
"I'm just in it for the money and the benefit package,
sweetheart."
'You're being an annoyance to somebody important, chum-
mer. I've been asked to resolve the matter."
COMMENTARY
The Company Man is the special executive agent for the
corporation . He does his job, no questions asked . He is loyal,
often unto death. After all, the corporation can even fix that.
ATTRIBUTES SKILLS
Body: 6 Etiquette (Corporate): 3
Quickness: 5 Firearms: 7
Strength : 6 Stealth: 5
Charisma: 2 Unarmed Combat: 6
Intelligence: 4 Vehicle (Gamemaster's discretion
Willpower: 5 for type) : 5
Essence: 3
Reaction: 4
CYBERWARE
WiredReAexes (1)
Skillwires (5)

CITY OFFICIAL
"We have a fine city here, one of the best-run metroplexes
on the continent. All those rumors you may have heard about
corruption in the current administration are just smoke from the
opposition parties. Smoke and lies from malcontents. We are all
hard workers, proud of our city and proud to serve the public as
best we can."
QUOTES
"No comment."
''I'm sorry, but I really can't comment on that at this time. "
"/ assure you that there is no conflict of Interest in the
present circumstances."
COMMENTARY
The City Official is a typical member of the bureaucracy that
runs the metroplex. Though concerned about his public image
and the reactions of the voters, he is more concerned about his
party bosses and his sponsors. He is most trustworthy during a
campaign, but will gladly sell you out for a political or career
advantage.
ATTRIBUTES SKILLS
Body: 2 Etiquette (Corporate) : 4
Quickness: 2 Etiquette (Tribal): 3
Strength : 2 Negotiation: 4
Charisma: 5
Intelligence: 3
Willpower: 2
Essence: 6
Reaction: 2

164 SHADOWRUN

Anthony Boisvert (Order #38669586)


CONTACTS

CORPORATE SECURITY GUARD


"Sure, I been through hard times, but I've got a good job ,
w ith the corporation now. I'm a company man all the way. It's
got just enough glamor and excitement to keep me happy right
now. Someday, though. maybe I'll work my way up. and get
myself a slot in the special ops division. Be one of those guys
who push all the buttons. Yeah, that would be nice. "
QUOTES
"Hold it right there, chummer. Let' s see your corp card."
"Are you authorized for this section? Let's see your corp
card. "
"Your card checks O .K. How about them Sonics? QUite a
game the other night. "
COMMENTARY
The Corporate Security Guard is a simple man who is really
more interested in his own private life and survival than danger-
ous action and adventure. He greatly values his position with
the corporation and will work in its best interests, especially
when there is a corporate official nearby watching him.
ATIRIBUnS SKILLS
Body: 4 Etiquette (Corporate) : 2
Quickness: 3 Firearms: 3
Strength: 3 Interrogation: 2
Charisma: 2 Unarmed Combat: 3
Intelligence: 2
Willpower: 2
Essence: 6
Reaction: 2

CORPORATE SECRETARY
"I know what a lot of people think about us here at the
company. Believe me, I've heard it all. I also know this is a
strange thing for me to say, but ... I'm a company woman. Alii
can say is that the corporation's been very good to me and I
intend to do anything I can to keep things that way. "
QUOTES
"I'm sorry, but Mr. Johnson is not available at the moment.
May I take a message?"
"Could you hold. please?"
"I'm sorry, but Mr. Johnson is still unavailable."
"He'll get back to you as soon as he can."
COMMENTARY
The Corporate Secretary is cool. efficient. loyal, and dis-
creet. You'd want her working for you, if you could have her.
She's as much a part of the corporate office as the furniture and
telecom.
A TIRIBUnS SKILLS
Body: 2 Computer: 3
Quickness: 2 Etiquette (Corporate): 4
Strength: 2 Special Skill:
Charisma: 4 Corporate Rumormill: 4
Intelligence: 4
Willpower: 2
Essence: 4.8
Reaction: 3
CYBERWARE
Datajacl<. l00Mp of Memory

SHADOWRUN 165

Anthony Boisvert (Order #38669586)


CONTACTS

ELVEN HITMAN
"You came looking for the best and now you've found me.
I heard of your proposal. Such a sanction is well within my
capacity. I can do the work with no noise, no fuss, no trace.
Satisfaction guaranteed ."
QUOTES
"I do hope you have arranged for quality logistic support.
My last employer had a skinflint's tendency to skimp."
"You want the best work, you hire the best."
"What did you say your credit balance was?"
'That will cost extra!"
"I am not mad. You do not want to see me when I am mad."
COMMENTARY
The Elven Hitman is slick and smooth, and he knows it. He
is the quintessential gentleman-assassin . He is always impecca-
bly dressed, with accessories of the finest quality. His manners
are smooth, with just a hint of dangerous arrogance. Unless. of
course, he loses his temper.
ATTRIBUTIS SKILLS
Body: 5 Bike: 4
Quickness: 6 Car: 4
Strength: 5 Demolitions: 4
Charisma: 2 Etiquette (Corporate) : 3
Intelligence: 4 Etiquette (Street): 3
Willpower: 4 Firearms: 8
Essence: 3.5 Hover Craft: 4
Reaction: 9 Unarmed Combat: 4
CYB£RWAR£
Wired Refiexes (2)
Smartgun Link

DWARVEN TECHNICIAN
"\ know it's a stereotype, but what do you want? Stereo-
types make sense sometimes, you know. \ happen to like tech,
that's all. It's not like It's in my blood. It's just a knack, an interest.
And I am very good at it."
QUOTES
"Nobody appreciates good craftsmanship anymore. "
"What do think you're paying for? Some fumble-fingered
Ork who doesn't know a circuit board from a bread board?"
"Now ain't that sweet! Them furriners sure like to make their
circuits small. "
COMMENTARY
The Dwarven Technician may actually be no better than any
other, but he does tend to blow his own horn whenever he gets
the chance. Maybe he just tries harder, though he would never
admit that.
A TTRIBUTIS SKILLS
Body: 4 Computer Theory: 6
Quickness: 2 Computers (B/R): 6
Strength: 3 Electronics (B/R): 9
Charisma: 2 Electronics: 6
Intelligence: 6 Etiquette (Street or Corporate): 3
Willpower: 4
Essence: 3.8
Reaction: 4
CYB£RWAR£
Datajack, 200Mp of Memory

t 66 SHADOW RUN

Anthony Boisvert (Order #38669586)


CONTACTS

GANG BOSS
'To live on the streets Is to know the streets. Who's on top,
who's out, where the turf lines are. You're on my turf now,
chum mer. Let's here you sing. If I like the tune, maybe I'll let you
keep your tongue. But you'd better not bring any trouble my
way. I don't like strangers slopping their wars over onto my turf."
QUOTES
''I'm the boss here."
"You want to see action in this part of the plex, you talk to
me."
COMMENTARY
The Gang Boss talks tough, and he Is tough. He has to be
in order to stay on top. But he's not stupid. He's learned a lot of
hard lessons growing up on the streets. Just being tough doesn't
cut it anymore.
ATIRIBUTES SKILLS
Body: 3 Armed Combat: 4
Quickness: 3 Etiquette (Street): 6
Strength: 4 Firearms: 4
Charisma: 4 Leadership: 4
Intelligence: 4 Unarmed Combat: 2.
Willpower: 4
Essence: 6
Reaction : 3

fIXER
"You say you're looking for a little military hardware? Could
be I have just what you need. Money is an amazing thing. Fixes
lust about anything. Need an expert to run that hardware? I can
take care of that. too. You came to the right woman, my friend.
I know we can do business."
QUOTES
"Let's see the cred balance, chummer."
"It's hot. Some kind of military program, I think. Its definitely
not Israeli, despite the casing."
"Can't give you that kind of price, chummer. A woman's got
business expenses to cover."
"Are you sure nobody's tailing you?"
COMMENTARY
The Fixer is a fence and/or arranger, a power broker of the
streets who always has the latest in software, equipment, or
information. Ail for a price.
ATTRIBUTES SKILLS
Body: 2. Computer: 3
QUickness: 3 Electronics, 3
Strength: 2. Etiquette (Street): 5
Charisma: 3 Firearms: 3
Intelligence: 5 Negotiation: 7
Willpower: 5 Special Skill
Essence: 2. Evaluate Value of High-Tech Items: 6
Reaction: 4
CYBERWARE
Cybereyes
Datajack, 300 Mp of Memory

SHADOWRUN 167

Anthony Boisvert (Order #38669586)


CONTACTS

HUMANIS POLICLUB MEMBER


'They're worse than the heathen, these so-called meta-
humans. They are perversions, blots upon the sacred honor of
true humanity. They and all who side with them must be
annihilated if the true way of the world is to be followed."
QUOTES
"Black, white, or yellow is no longer the question at hand.
Now it is simply a matter of us and them . Humans and
metahumans. Purity and pestilence. "
The hoods are not meant to hide our identities. Rather they
protect the pure face of justice staring out at the devil's
children. "
COMMENTARY
The Humanis Policlub Member belongs to an organization
that opposes all legal rights for the Awakened, especially meta-
humans. They have been known to twist and bend existing laws
whenever possible in order to further their own aims, while at
the same time suppressing the rights of the opposition. Even
acts of violence are not beyond their scope. In such instances,
they usually conceal their faces.
ATTRIBUTES SKILLS
Body: 4 Bike: 3
Quickness: 4 Car: 3
Strength: 4 Demolitions: 4
Charisma: 2 Etiquette (Street): 3
Intelligence: 2 Firearms: 4
Willpower: 4
Essence: 6
Reaction: 3
NOTES
The individual member will have 1D6 other members he
can call to helpllim.
MECHANIC
"Machines are a lot nicer than people . They never sass you
back, never get up on the wrong side of the bed . A woman can
understand them. They never complain about grease on your
clothes or dirt under your finger-nails. Machines and me, we get
along pretty well.
QUOTES
"You broke it good this time."
"How do ya expect me to fix that on yer budget?"
"Ifya don't want the weapons registered, it'll cost ya extra.
Plenty extra."
COMMENTARY
The Mechanic is the person to see when your transport's
down. She also does custom work.
ATTRIBUTES SKILLS
Body: 2 Aircraft (B/R) : 6
Quickness: 3 Computer: 3
Strength : 3 Computer Theory: 6
Charisma: 2 Electronics: 3
Intelligence: 6 Electronics (B/R): 5
Willpower: 4 Ground Vehicles (B/R) : 8
Essence: 6
Reaction: 4

168 SHADOWRUN

Anthony Boisvert (Order #38669586)


CONTACTS

METAHUMAN RIGHTS ACTIVIST


"We 're all human , you know. It's as simple as that. The
disgraceful actions of Lone Star's storm troopers at the 0.R.c.
rally last week will not be forgotten . They never should have
gassed the crowd. There was no real provocation . It was a
peaceful demonstration. Disgraceful. I just came from filing a
grievance with the city court. We'll see what the governor has
to say when her gestapo is slapped with a lawsuit."
QUOTES
"Elves (and Dwarfs and Trolls, sometimes even Orks) are
people, too."
"How would you like to be treated like that? "
"You think the March on Fresno was tough . Nothing. I was
down in SF on Goblinization Day. "
COMMENTARY
The Metahuman Rights Activist may have another job, but
her true calling is working to see that all branches of humanity
receive equal justice before the law. Then again , any unjust law
deseNes to be broken. The Activist is a mortal foe of the
Humanis cultists.
ATTRIBUTES SKILLS
Body: 2 Etiquette (Media): 5
Quickness: Z Interrogation: 3
Strength: Z Leadership: 3
Charisma: 2 Negotiation: 3
Intelligence: Z
Willpower: Z
[Link]: 6
Reaction : Z

MEDIA PRODUCER
'The people want to know. That's what I always say. They
have enquiring minds, and besides, it's their fundamental right
to be informed. At least that's what we'll tell them."
QUOTES
"For us, bad news is always good for the ratings. "
"If I can't find any news, I'll just have to make some."
"Look, I been in the business since before you were born.
I know what'li play and what won 't."
"All the people want is a good show. Just ashow. Everyday
is so full of problems, complaints, and worries that when people
come home at night, all they want is their cocktail, their solitude,
their entertainment. That's where I come in ."
COMMENTARY
The Media Producer is an entertainment entrepreneur, who
draws a very fine line between news information and entertain-
ment. She's got an eye for what will make people sit up and take
notice, and how to present the stories in a way that won 't leave
anybody too upset. Broadcasting is a business, after all.
A TTRIBUrrS SKILLS
Body: Z Computer: 3
Quickness: 3 Etiquette (Corporate): 4
Strength: Z Etiquette (Media): 4
Charisma: 5 Etiquette (Street): 4
Intelligence: 4 Negotiation: 4
Willpower: 4 Stealth: Z
Essence: 6 Unarmed Combat: Z
Reaction: 3

SHADOWRUN 169

Anthony Boisvert (Order #38669586)


CONTACTS

MR. JOHNSON
"Let me assure you that I fully understand your position. I
hope you understand mine. We need this work done, and I feel
that you are the right people to do it. Let's just say it would be
very uncomfortable for all concerned were any news of this to
be made public knowledge . I'm quite sure that we can rely on
your discretion.
QUOTES
"If you 're caught, we never heard of you before."
'This conversation never took place. Understand?"
"It's a small job. Minimal complications."
"Payment will be handled the usual way."
COMMENTARY
Mr. johnson may not look the same the next time you see
him. He may not even be a he. But don't be fooled-he's the
man. Mr. johnson is the generic slang term for a corporate-
insider connection. He's got the bucks and he's got the jobs.
And he's also got a private army to hunt you down if you cross
him.
A TIRIBUT(S SKILLS
Body: 2 Computer Theory: 5
Quickness: 2 Etiquette (Corporate): 8
Strength: 2 Negotiation: 6
Charisma: 4 Psychology: 8
Intelligence: 6 Special Skill
Willpower: 5 History: 4
Essence: 3.8
Reaction: 4
CYBERWARE
Datajack. 200Mp of Memory

SQUATTER
"Watchu staring at, chummer? Ain't ya never seen a poor
person? Watchu doing here? This squat's mine! Whoa, calm
down. Don't want no trouble. Let's not get violent. I can find
another. Always have. just let me slip past ya. I won't say
nothing. Truth. Real truth. Not a word."
QUOTES
"Mind your own biz."
"Ain't seen nothing. Ain't heard nothing."
"I wasn't always like this."
"Dey went dat way."
COMMENTARY
The squatter is a tough victim of the underside of the
metroplex, hardened and beaten down by life in the slums. He
is a survivor who tries to roll with the punches, and still wants
to see another day. In one piece.
ATTRIBUT(S SKILLS
Body: 2 Etiquette (Street): 3
Quickness: 2 Special SkIlls
Strength: 1 Know Neighborhood: 6
Charisma: 1 Scrounge: 6
Intelligence: 2
Willpower: 2
Essence: 6
Reaction: 2

t 70 SHADOWRUN

Anthony Boisvert (Order #38669586)


CONTACTS

STREET DOC
"In trouble again? No, don't tell me about it! It's better for
both of us if I don't know. Just keep your mouth shut and don't
squirm until the local takes effect. I'd wait, but you 're the one in
a hurry. Your credit better clear this time."
QUOTES
"Stop bleeding on the Hoor."
"Interested in a good deal on some vat tissue? Source says
it's real Chiba stock. I could stitch it down while I've got you
opened up. No? Maybe a little cosmetic work since I have the
laser scalpels out?"
'This is the third time this year. Haven't you any respect for
quality craftsmanship? "
COMMENTARY
The Street Doc may be a quack or he may be a top-flight
surgeon, but either way he's an outlaw's best friend. He'll always
keep his mouth shut and won 't report any suspicious wounds to
the corp-sec or register your augmentations with the manufac-
turer for full-warranty coverage.
ATTRIBUnS SKILLS
Body: 2 Biological Sciences: 6
Quickness: 3 Biotech: 8
Strength: 2 Etiquette (Street): 3
Charisma : 2 Negotiation: 4
Intelligence: 4
Willpower: 2
Essence: 5 .8
Reaction : 3
CYBERWARE
Datajack

STREET COP
"When I signed on with Lone Star, I believed all their
recruitment hype. I was young. I know better now, but I'm still
working for them. Guess I like the job. I'd feel better about the
job if they were real police, but them days are long gone. We're
businessmen now. Still , the streets should be safe. I believe that.
Guess that's why I'm still doing the job.
QUOTES
"Look, I'm just doing my job."
"Let's not have any trouble here. "
"Dead or alive, you're coming with me."
"Don't try it, chum mer. Don't even think it. "
COMMENTARY
The Street Cop is a slightly disillusioned, frustrated , but still
determined servant of the law. Now, though, he works for an
independent corporation rather than the government. It means
better benefits, but lesser prestige among the rest of the
population. He has learned to live with this, too. A few cops
have, as always, succumbed to the temptations of their posi-
tions and become "bad cops," but most remain true to their
honor.
ATTRIBuns SKILLS
Body: 4 Armed Combat: 2
Quickness: 4 Etiquette (Corporate): 2
Strength: 4 Etiquette (Street): 4
Charisma: 2 Firearms: 3
Intelligence: 3 Unarmed Combat: 3
Willpower: 3 Special Skill
Essence: 6 Po lice Proced ures: 4
Reaction : 3

SHADOWRUN l7l

Anthony Boisvert (Order #38669586)


CONTACTS

TALISMONGER TRIBAL CHiEf


·'Ifyou·re looking for the magical goods. I got 'em . Powders. "You are sitting in the council lodge of my people. stranger.
bones. potions. Only the best ingredients and materials. What You do not give orders here. You may make a request. and the
did you have in mind? If I don't have it. I can make arrangements council may consider your words. but no demand will be made
to get it. I've got a lot of friends all over the 'plex and not a few here. If we find it in the interests of the tribe. we may agree to
outside of it. " do as you ask. "
QUOTES QUOTES
"First. let's see the ered balance. chummer. " "I am the chief. They do the singing."
"On my uncle's spirit! It really is [Iven (or Dwarven or Orkan "Do you play chess?·'
or Troll) workmanship." "I have a fine horse. so who needs a car? A horse is a
"Of course. I can't guarantee that it'll work under all condi- renewable resource. Have you had any success breeding your
tions." car lately?'·
COMMENTARY "Before I present you to the tribe. I will have to check your
The Talismong er is a broker of magical goods and services. file on the council database."
sort of an occult middle-woman. Sometimes she will moonlight COMMENTARY
as a fence for stolen magical materials as well as information. The Tribal Chief is a man wise in the ways of the modern
ATTRIBUTES SKILLS world . not just the ancient traditions. He must be well-aware of
Body: 2 Enchantment: 4 technology and the corporations if he is to guide his tribe well.
Quickness: 3 Etiquette (Street) : 4
He therefore makes it a point to know what is going on around
Strength: 3 Magic Theory: 8
Charisma: 2 Negotiation: 6 him at all times.
Intelligence: 3 Sorcery: 4 ATTRIBUTES SKILLS
Willpower: 4 Special Skills Body: 3 Etiquette (Corporate): 4
Essence: 6 Evaluate Magic Goods: 6 Quickness: 3 Etiquette (Tribal): 8
Magic: 3 Woodworking: 4 Strength : 4 Leadership: 5
Reaction: 3 Metalworking: 4 Charisma: 4 Negotiation : 4
Intelligence: 4 Projectile Weapons: 4
Willpower: 4 Psychology: 5
Essence: 6 Stealth: 5
Reaction : 3

172 SHADOWRUN

Anthony Boisvert (Order #38669586)


CONTACTS

YAKUZA BOSS
'The times now are not what they once were. This is life. A
man who w ishes to be successful must adapt as society changes.
We in the yakuza have done so, preserving as much of the old,
honorable ways as possible while at the same time learning the
new. Society will always need us."
QUOTES
'Th e new men are nothing more than gangsters and
ruffians. They have no real sense of honor. And the Koreans and
the Chinese are m ere barbarians."
"An accommodation is necessary."
COMMENTARY
The Yakuza Boss, despite his philosophizing and courteous
manners, is still a criminal mastermind. His true designs are
ruthless, yet he always seeks to spread a veneer of culture and
gentility over his rough edges. The older bosses prefer inRu-
ence-peddling and embarrassment tactics over the crude in-
timidation and violence favored by the new blood.
A TIRIBUTES SKILLS
Body: 3 Etiquette (Corporate): 4
Quickness: 4 Etiquette (Street): 5
Strength: 3 Leadership: 5
Charisma: 5 Negotiation: 6
Intelligence: 6
Willpower: 5
Essence: 3.2
Reaction: 5
CYBERWARE
Datajack
Wired Reflexes (1), 60Mp of Memory

TROLL BOUNCER
"Don't make trouble and you won't get hurt."
QUOTES
"I think dat it's time for youse to leave, shorty. "
"Oat supposed to hurt?"
'Youse talkin ' to me?"
"Closin'time."
COMMENTARY
Troll Bouncers are popular in many clubs, and not just the
tougher ones, either. Any club owner would rather see a
troublemaker leave without causing a commotion. A Troll is just
the right one to get the job done. Few drunks will argue with a
mountain of muscle.
ATIRIBUTES SKILLS
Body: 9 Armed Combat: 3
Quickness: 3 Etiquette (Street): 2
Strength: 9 Firearms : 2
Charisma: 1 Unarmed Combat: 6
Intelligence:
Willpower: 2
Essence: 6
Reaction: 2

SHADOWRUN 173
Anthony Boisvert (Order #38669586)
"All your weapons and cyberjunk don 't mean
drek when you hear the barghest howl... "
-Ad copy for simsense thriller Howl

OWERS OF THE AWAKENED

The powers, or innate magical abilities, of the Awakened are


varied. Following are general descriptions of these powers, which
individual creatures mayor may not possess.
Virtually all beings have some form of attack. If they rely on simple
physical capabilities, the details are given with their statistics. Special-
ized forms of attack are also noted. These may range from the painful,
but mostly annoying, smack on the head with a frying pan by a Hearth
Spirit, through the deadly paralyzing touch of a cockatrice, to the
shattering lightning bolts of the Storm Spirits.
[NOTE: When two directly opposing powers, such as Accident and
Guard, are applied to the same character, make an Opposed Success
Test. Each power uses the other's rating as its Target Number. The
winner applies its effects with a rating equal to its net successes.]

ACCIDENT
Accident gives the being the power to cause an apparently normal
accident to occur. The nature of the accident and its results will vary
according to the terrain the being controls.

ALIENATION
Alienation gives the being the power to enshroud its victim(s) with
an aura that makes the victim invisible to others. Treat this as an
Invisibility Spell.

ANIMAL CONTROL
Some beings have heightened empathy with animals, which is
usually limited to a particular type, such as predators or scaled
animals. This power allows the being to automatically prevent that

114 SHADOWRUN

Anthony Boisvert (Order #38669586)


CRITTERS

animal from attacking, giving an alarm , and so on . With concen - CONCEALMENT


tration, the being can control an individual animal , experiencing This power refers to a being'sability to hide within its terrain
the world through its senses and directing its behavior. This rather than to its own ability to become invisible. This power is
behavior would fall within what is normal for the animal 's type. g enerally associated with Nature Spirits. A being can use
That Is, a controlled monkey could not drive a car. The number Concealment to hide its summoner and its companions from
of small animals (cats, rats, and so on) that a creature may danger, or alternatively, can use the power to hide something
control is equal to its (Charisma)D6. A being may control a that people are seeking. Concealment adds the being's Essence
number of larger animals (wolves, lions, and so on) equal to its Rating to the Target Number of any Perception Rolls.
Charisma.
CONFUSION
BINDING Confusion gives a being the power to make its victims lose
Binding gives a being the power to make its victim "stick" their sense of direction and wander confusedly through the
to a surface or to itself. The binding has a Strength Rating equal terrain it controls for a number of hours equal to the being's
to twice the being's Essence. Essence Rating. The consequences may vary widely. A Hearth
Spirit causing Confusion in a house might lead to nothing worse
COMPULSION than someone bumping into walls or mistaking a closet door for
A being with Compulsion power can compel its victim to an exit. Confusion in the realm of a Mountain Spirit could easily
perform a specific action , as with a post-hypnotic suggestion. lead someone over the nearest cliff.
Often a being may only compel one particular action .

PARANATURALISM A few species consistently produce young resembling


Earth is the home to an almost limitless variety of the original natural species but who undergo gobliniz:ation
animals. Even in the trying times of the late twentieth and at puberty. Most such individuals are hostile and vicious.
early twenty-first centuries, new species continued to be The most perplexing problem facing paranaturalists is
discovered while others slipped into extinction . During the the existence of several paraspecies of vertebrates that
turbulent period of the Awakening, more new species and have three pairs of limbs, with one pair typically forming a
subspecies were identified than in any period since the set of wings. Most familiar of these are Western Dragons
development of scientific classification (even after dis- and Griffins. The presence of six limbs violates long-
counting numerous mutations or outright hoaxes) . standing theories of vertebrate evolution , and no satisfac-
The explosion of novel and variant lifeforms has led to tory explanation yet exists. Even the normally garrulous
the development of several new fields of scientific study and opinionated great d ragon Dunkelz:ahn refuses to add ress
often combined under the heading of parc:naturalism . the issue.
Paranaturalists specializ:e in species identified after 2009, Even so, careful examination of Dunkelz:ahn's early
and many further specializ:e in aspects such as parabiology, interviews with representatives of the world media reveals
parasociology (especially among the various metahuman several references to an "awakening." These very com -
and officially recogniz:ed sentient species) , and paranatural ments were what prompted Holly Brighton to label the
biotechnology. There are even researchers investigating new global condition as the Awakened World . The same
fossil lifeforms for evidence of paraspecies. Research into comments led some researchers to conclude that the great
the origins ofthese paraspecies has yielded some fascinat- dragons came into being when a mana level was reaChed ,
ing theories. manifesting from some kind of collective unconsciou s
Most paraspecies seem to be a particular expression template. Little credence is given this theory in most
of DNA in the presence of high levels of magical energy. In circles, even though it accounts for their six-limbed fo rm.
these species, one generation gives birth to paraspecies A counter-theory posits that the great dragons are
young but remains unaffected itself. In time, the natural visitors from another world where a Six-legged form is the
species will vanish , completely replaced by the para- vertebrate pattern, but the scientific community gives this
species. little credence. The popular belief that the great dragons
In certain cases, all or part of the natural species awakened from a millennia-long sleep seems equally
undergoes gobliniz:ation as some threshold is crossed in incredible.
the rising tide of magic. Unless the whole species changes In all cases save the alien-lifeform approach, the
en masse, the natural species continues (as in the Human theories cannot account for dragons and other six- limbed
species), but will produce individuals of the paraspecies at forms. According to the alien-origin theory, these arrived
later birthings. Occasionally, an apparently normal individ- on Earth, along with other paraspecies, v ia a "space ark" .
ual of such a species will express paranormal traits or This Is unlikely, as the paraspecies in question appeared at
capabilities at puberty. distinctly different times.
-Excerpt from the introduction to Changeling Terra:
A New View ofLife, by Gamiel Shaath and Miguel Martinez:

SHADOWRUN t 75

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CRITTERS

ELECTRICAL PROJECTION but the contact still requires undisturbed time. The action
Electrical Projection gives a being the power to strike a requires an Opposed Essence Test with a Target Number of4for
target with a discharge of electricity. Depending on the being, both of them . The winner drains the other of Essence equal to
results may range from a mild shock to a lightning bolt. A victim the extra successes. For example. two vampires w ith Essence
can neither dodge nor defend against Electrical Projection Ratings of 5 each are locked in a transfer. Each rolls five dice. The
attacks. Typically, such attacks do (Essence)M3 damage and first scores three successes, the other scores five . The second
disorient the target for a number of turns equal to the being's vampire will drain 2 points of Essence from the first. A vampire
Essence. whose Essence is reduced to 0 in this manner dies at once and
permanently.
ENGULF
Engulf gives a being the power to draw its victim into itself fEAR
or the terrain or element appropriate to its nature. The victim is This gives a being the power to fill its victims with over-
subject to all effects of being submerged in the substance, the whelming fear of either the terrain or of the being. Thevictim will
least of which is usually suffocation. race in panic for the nearest point of apparent safety.

ENHANCE PHYSICAL ATTRIBUTES flAME AURA


With this power, a being adds its current Essence Rating to Flame Aura gives a being the power to make its surface
its physical attributes. This power to enhance may be limited to ripple with flame, buming any who touch it. Intense forms of this
specific attribute(s). power may make wooden weapons burst into flame at a touch
or even melt metal or plastic weapons. The flames add + 2 to the
ENHANCED SENSES Staging Number of the Damage Code of any successful attack.
This power includes low-light and thermographic vision,
improved hearing and smell, heat-sensing organs, sonar, motion FLAME PROJECTION
detection (ability to detect electrical field disturbances), and so With this power, a being can project flames, often in the
on. form offiery breath. This attack hasa damage code of(Essence)L t .
A being may sustain the attack, but will suffer Drain the way
ESSENCE DRAIN a magician does: Drain (Essence)S2. When sustained, the being
This power allows a being to drain the Essence from spreads the effects over a number of square meters equal to its
another, adding the points to its own rating. The being may Essence.
increase its Essence Rating to a maximum of twice the maxi- Highly flammable items may be ignited by a Flame Projec-
mum for its type. Humanoid beings have a maximum of t 2. tion attack.
Essence is transferred only in the presence of strong
emotion. This can be a lover's passion, the terror of an unwilling GUARD
victim, or the rage of a defeated enemy, but it must be strong Guard gives a being the power to prevent normal accidents
and it must be directed personally at the being. This usually within its terrain.
requires some transfer of physical material, such as blood for a
vampire or flesh for a wendigo, though often only a token IMMUNITY TO AGE
amount. With this power, a being does not age. Thus, he will never
The process of Draining Essence requires some minutes suffer the debilitating effects of advanced age.
undisturbed . The being may drain as many points of Essence as
it currently possesses. The minimum Drain is 1 point. IMMUNITY TO PATHOGENS
A being cannot Drain Essence from a fiercely reSisting The being gets automatic successes equal to double its
victim. Either the victim participates willingly or he must be Essence Rating when resisting infections or diseases.
physically or magically subdued . The psychic stimulus of the
being's touch (such as a vampire's bite) opens an empathic link IMMUNITY TO POISONS
between the being and his victim , \i"ho will feel the same ecstasy The being gets automatic successes equal to double its
at being drained. The release of endorphins and other Changes Essence Rating whenever resisting the effects of a toxin (poison
in body chemistry triggered by this experience can be addictive. or drug).
A victim must make a Willpower Success Test with a Target
Number of 4 each time he is drained. Failure indicates addiction, IMMUNITY TO NORMAL WEAPONS
and the subject will actively cooperate in hopes of receiving The being gets automatic successes equal to double its
another session. This will, of course, lead to a rapid loss of Essence Rating when resisting damage from ordinary weapons.
Essence and the death of the addict. This power has no effect against magical weapons. Against
Beings can Drain Essence from other beings with Essence elemental damage (such as fire, lack of air, water cannon, and
Drain Power without the necessity of strong emotional energy, so on), the effect is halved.

116 SHADOWRUN

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Basilisk
( Varanis lapidis ) p. 180

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Cockatrice
( A veterror !apidaris ) p. 180

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Feathered Serpent
( Aiatuserpens quetzaicoatius ) p. t 80

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Eastern Dragon
( Draco orientaJis ) p. 180

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Western Dragon
( Draco occidentalis) p. t 80

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Eyeklller
( Bubovermis fulminis ) p. t8Z

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Griffin
( Alatusleo aquila) p. 184

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Harpy
( Harpyia gregaria ) p. 184

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Kraken
( Architeuthis megagiganteus ) p. t 84

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Merrow
( Merhomo marina) p. 184

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Naga
( Custos serpens) p. t 85

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Phoenix
( Phoenix dureus ) p. 186

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Sasquatch
( Pesvdstus pilosis) p. t 86

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Unicorn
( Unicornis vaJidus ) p. 188

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Wendigo
( Anthrophagus pilosis) p.189

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INFECTION MIST FORM


When a being that Drains Essence (such as a vampire) has The being can transform its body into a mist, apparently by
reduced a victim 's Essence to 0, the victim will sicken and controlling the molecular cohesion of his cells. The Mist can pass
apparently die . Shortly after this "death, " the individual will through any crack or crevice that is not airtight, even penetrat-
return to life as a being of the type that drained his Essence ing filtration systems that are proof against gases or pollution .
(Essence still equals 0). Such "newborn" creatures are danger- Systems that are proof against bacterial or viral incursions will
ous. Though they are barely conscious of their new state, instinct stop it, however. While in Mist Form , the being has the
will drive them to satisfy their hunger in any way they can. additional power of Immunity to Normal Weapons, including
After their "deaths," Infected characters are'no longer under weapons to which it has a Vulnerability. While in Mist Form, a
the control of their player, but come under the gamemaster's being can be affected by magic. If the being is exposed to a
control. substance to which it is allergic, it will be forced to return to its
corporeal form. (The easiest allergen to apply to this end is
INflUENCE sunlight. Other substances require that fine sprays of powder or
Influence allows a being to insinuate suggestions into the liquid be directed into the Mist). A being requires a complete
mind of a victim, predisposing that person to some form of action to shift form. If forced out of Mist Form, the change is
action, reaction, or emotion. Match the being's Charisma Attri- instantaneous.
bute in an Opposed against the victim 's Willpower.
MOVEMENT
MAGICAL GUARD The being may increase or decrease its victim 's movement
The being's Magical Guard Power is used as Spell Defense rate within the terrain it controls, multiplying ordividing the rate
by the person it is warding. by the being's Essence.

MANIFESTATION NOXIOUS BREATH


An Astral being w ith Manifestation Power may temporarily The nauseating effects of the being's breath incapacitate the
manifest in the physical world. When doing so, its Physical victim . The victim makes a Willpower or Body Resistance Test
Attribute Rating is the same as its Essence Rating, unless some (wh ichever is greater) against the spell's Damage Code (being's
modifier is specified in the description . The minimum Mani - essence)S2. Damage is applied against the Mental Condition
fested Rating is 1. Moreover, the Essence Rating of these beings Monitor.
functions as Spell Defense.

SHADOWRUN t 77

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CRIITERS

PETRIfYING GAZE Nuisance: Annoys the being but has no significant game
If the victim meets the being's eyes. he must make a effects.
Resistance Test using his Intelligence Attribute. with the being's Mild: Causes discomfort and distracts the being (+ 1 to all
Essence Rating as the Target Number. A being can keep a Target Numbers)
number of victims petrified equal to its Essence Rating. Failure Severe: The touch is painful to the being. often forcing
means that the only actions a victim can perform are attempts retreat. If contact is prolonged. a reaction will occur. Weapons
to break the spell. which require the same Resistance Test as made of the substance add + 1 to their staging.
described above. Extreme: Even the slightest touch results in a reaction and
causes physical damage to the being. Weapons made of the
PARALYZING TOUCH substance cause an additional Light wound.
Any touch (including an attack that does no damage)
reduces the victim'sQuickness by the being's Essence Rating for ESSENCE LOSS
2D6 minutes. The being has no inherent Essence Attribute. It gains
Essence only by regularly consuming the Essence of others. The
PESTILENCE being loses a pOint of Essence every month .
The victim is subject to an infection of a disease similar to A being whose Essence is reduced to 0 will die within days.
VITAS-3. or even hours. During this period. the being is very dangerous
because. whatever its normal nature. it now behaves as a
PSYCHOKINESIS starved predator and will hunt fresh Essence with mindless
The being may generate psychokinetic energy with a ferocity.
Strength equal to its Essence Rating.
REDUCED SENSES
REGEN ERATlON Any or all of the being's senses may be limited in effective-
The being cannot be killed by wounds except when the ness. Typically. Reduced Senses function at half the normal
damage injures the spine or brain. Check for this whenever the rating.
being takes a Deadly Wound or its cumulative wounds take it
down. Roll t D6. A resultof 1 indicates that the being is. indeed. VULNERABILITY
dead . Wounds still hurt the being. giving penalties to actions as The metabolism of some beings is disrupted drastically by
for normal characters. but iftheydo not kill it. the wounds vanish weapons made of particular substances. Such weapons increase
at the end of the turn. their wound category by one step. For example. a 2L 1 wooden
Damage from weapons that cause massive tissue damage club would be a 2M t weapon against a being vulnerable to
(fire. explosion. and so on) will also kill on a die result of 1 or 2 wood.
on lD6. Beings recover (or regenerate) from wounds inflicted by
the substance to which they are vulnerable with the same speed
SEARCH as they do from wounds due to other sources.
The being may seek any person. place. or object within its Simple contact with the substance is treated as a Nuisance
terrain. Its rating for perceiving hidden objects or persons is Allergy.
equal to twice its Essence. Use the Opposed Success Test
described at the beginning of this chapter. CYBERWARE FOR CRIITERS

VENOM Critters may be equipped with Cyberware. usually body-


The being's attack is poisonous. with a Damage Code of ware. Such operations tend to unhinge the animals. making
(Essence)S2. Treat as a Toxin with a speed of 1 turn. them vicious and barely within control. Cyber-modified animals
are as likely to attack their handlers as intended targets. When
WEAKNESSES unleashing such an animal. roll t D6. If the result equals or
exceeds the animal's Essence Rating. it will turn on its handler.
Headware designed to control this tendency makes the
ALLERGY
animal stupider and less perceptive. as well as lowering its
Many beings have reactions to one or more substances or
Essence further. Each control implant lowers Essence by 1 while
conditions. Normally. the effects only last as long as the being
subtracting 2 from the die roll when checking for the animal's
is in contact with the substance. Common allergy-causing
behavior. Each implant also lowers the animal's Mental Attri-
substances include sunlight. ferrous metals. holy objects (such
bute Ratings by 1.
allergies appear to be psychosomatic). plastics. and pollutants.

178 SHADOWRUN

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SELECTED AWAKfNED BEINGS BARGHEST


canis inferni
The following descriptions are excerpted from Field Guide Identification: The barghest's head and body reach 1.5 meters.
to the Awakened. Volume 23. in the well-respected Paterson but its height at the shoulder is only .9 meter. Its tail measures
Field Guide Series. .7 meter. and its typical weight is 80 kilograms. The barg hest
The sizes and weights given in the identifications are typical resembles an oversized mastiff of pure white or pure black. Its
for an adult member of the species. Larger (often 10-20 percent fur is very short and lies flat on its body. which sometimes gives
and occasionally as much as 30 percent) and smaller (typically the impression of a naked hide. Its ears are sharply pOinted and
60-75 percent in a species displaying gender size differences) set high on its head. A protruding spine runs along the back.
individuals are possible. A description of coloration and distinc- Even in the absence of reflected light. the barghest's eyes glow
tive physical characteristics follows. red and its teeth glow slightly in the dark because of lumines-
The habitats listed are those preferred by the creature. cent bacteria in its saliva. Its skull has 42 teeth. The female
Obviously. you may encounter creatures away from that envi- barghest has 8 mammae.
ronment. especially if the creature is being used in a guardian or Habitat: Wilderness forests. tundra. and moors
watChdog capacity. Magic Capability: Innate
Many beings display magiC powers without being magi- Habits: Nocturnal. The barghest hunts alone or in pairs during
cians. Other creatures achieve feats clearly possible only through breeding season. but may be found in packs of twelve or more
magiC. such as the ability to fly in defiance of aerodynamic laws. during the rest of the year. It feeds on anything available.
This magical capability is described as innate. Beings that can primarily large mammals that it pursues to exhaustion before
function as magicians are termed active. closing for the kill. Hunting range is 100 kilometers or more in
Many paraspecies are known worldwide. The field guide diameter. Breeding takes place in late winter through early
entry lists the area where the species was originally recognized. spring.
Usually this was the home range of the natural species from Range: Northern portions of North America. Europe. and Asia
which the paranatural species emerged. Commentary: The barghest's howl induces a fear reaction in
Specific powers and weaknesses observed in the species Humans and many other animals. This is used to herd prey.
are listed. as are special characteristics such as Enhanced Once the prey is cornered. the barghest shifts the pitch of the
Senses. The strengths of certain powers (such as various attack howl. often causing near-catatonia in its victim.
forms) are listed with the creature's game statistics. Powers: Fear. Paralyzing Howl (Power opposes Willpower).
Enhanced Senses (sonar)
BANSHEE Weakness: Allergy (Sunlight; Severe)
Noxplorator letalis
Identification: This creature is indistinguishable from an Elf.
save that it may appear very gaunt. All Elven authorities and
many paranatural specialists deny that a banshee is an Elf.
Habitat: The banshee prefers desolate places near Human
habitations.
Magic Capability: Many innate abilities. including evidence of
act ive magiC capability among some specimens
Habits: Nocturnal. The banshee is solitary and reclusive except
when hunting. Unlike the vampire. it appears to survive com-
pletelyon Essence derived from its terrified victims. The crea-
ture wails. instilling fear to the point of blind panic in its prey.
who flees in mindless terror. The banshee pursues until its victim
is physically exhausted. then closes for the kill. The final attack
is. apparently. a form of assault. which leaves its target an
apparent victim of cardiac arrest. The banshee rarely shows any
restraint. almost always draining a victim in the first attack.
Range: Worldwide
Commentary: Paranaturalist Charles Forte has advanced the
hypothesis that the banshee is the typical expression of HMHW
(Human-Metahuman Vampiric Virus) in Elves.
Powers: Enhanced senses (low-light vision; hearing; smell). Es-
sence Drain. Fear. Immunity (age. pathogens. poisons). Mist
Form. Regeneration
Weaknesses: Allergy (Sunlight; Severe). Essence Loss. VUl-
nerability (wood. silver)

SHADOWRUN .79

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BASILISK DRACOFORMS
Varanls lapidis Within the group of dracoformed Awakened creatures are
Identfficatfon: The basilisk's head and body average 1.5 meters several related types. Though major physical differences are
and its height at the shoulder is .2 meter. Its tail is about one apparent between the types grouped here. they display a basic
meter long and it weighs about 100 kilograms. Its skin is similarity even if no true relationship exists. All are of large size
covered with knobby scales in a black and bright yellow pattern. and saurian nature. sapient. and matching ancient descriptions
which condenses to a solid black at the muzzle and the end of of dragons and great serpents from areas where Dragons are
the tail. The skull has 40 saw-edged teeth that are usually of now sighted since the Awakening.
several sizes and are constantly renewing. Magic Capability: All Great Dragons and some of the lesser
Habitat: The basilisk prefers rainforest or open woodland in dracoforms are magically active. They usually follow the sha-
warm temperate or tropical zones. manic tradition.
Magic Capability: Innate Habits: Dragons are most active at dawn and dusk. but they also
Habits: The basilisk is most active during the day. especially in operate in full daylight and in the dead of night. They feed on live
the morning hours. It is normally a solitary animal that is often prey of substantial size. cattle being a favorite food. They prefer
drawn. possibly by the smell of blood. to the site of a fresh kill. to strike from the sky. swooping rapidly on the victim to carry
It feeds primarily on small animals. usually mammals. but will it off before consuming it. Their lairs are caverns in unpopulated
devour anything it can catch. Its natural camouflage blends in areas. which are often accessible only from the air. The dragon's
with the rocky outcrops where it nests. Though fiercely territo- aerial hunting pattern allows it to range more than 200 kilome-
rial. the basilisk ranges up to ten kilometers from its den to ters from its lair. A dragon's life expectancy is unknown. though
forage for food. Its life expectancy is thirteen years in captivity. it is believed to be very long. indeed. Its breeding habits are also
eight to ten years in the wild. Its breeding season is in the spring. unknown.
Range: Originally confined to the Indonesian archipelago. the Range: Worldwide
species has spread worldwide as specimens trapped or bred for Commentary: All dracoforms exhibit a thermal sense unrelated
guard functions have escaped and bred in suitable environ- to vision that is as effective as the thermographic vision of other
ments. Awakened forms. Dracoforms are also all capable of flight. in
Commentary: Paranaturalists believe that the basilisk uses a defiance of aerodynamic laws. as they appear to utilize some
mana spell to calcify the victim. It is believed that in some form of un- or subconscious magic in order to lift their mass.
unknown way the minerals in the victim's body are vital to the Common Powers: Enhanced Senses (wide-band hearing. low-
creature's metabolism . light vision. thermal sense)
Power: Petrifying Gaze Powers Observed In Individuals: Animal Control (reptiles).
Weaknesses: Allergy (Extreme; reflection of own gaze. Failure Influence. Flame Projection. Noxious Breath. Venom
to receive two successes on a Body Success Test with a target
of 6 results in a crumbling basilisk statue.) Feathered Serpents
Alatuserpens Quetzalcoatlus
COCKATRICE Identification: Most feathered serpents are 20 meters in length
A veterror lapidaris from head to tail. have a wingspan of 15 meters. and weigh
Identification: The cockatrice's head and body commonly 6.000 kilograms. A feathered serpent is a long-bodied dra-
measure 2 meters. Its tail is 1.2 meters long. and it weighs about coform with one pair of wings and one pair of limbs. Its contour
40 kilograms. The cockatrice is a long-legged. bird-like. feath- feathers and prominent feathered ruff are often a dazzling
ered creature whose predominant coloration is yellow. The rainbow of colors. Membranes stretch between the extended
head has a bright red coxcomb and a sharp. horny beak. finger bones of its large wings. Behind the wings are a pair of
Habitat: The cockatrice prefers open plains and scrubland. but limos that end in paws for ground locomotion. These feet have
is also known to frequent open woodlands. five digits. one of which is like an opposable thumb. giving it
Magic Capability: Innate sufficient flexibility to manipulate objects. The skull contains 60
Habits: Diurnal. Though capable of limited and awkward flight. teeth. Some specimens have a tail spine connected to a poison
the cockatrice is better adapted to running. It prefers to chase sac. and some have a pair of fangs similarly equipped. The data
down its prey. often rising briefly into the air to strike downward gathered to date have been insufficient to determine whether
with its taloned feet. The cockatrice feeds on animals weighing such individuals represent a subspecies of Quelzalcoatlus. or a
from 10 to 80 kilograms. Nests are defended by both parents completely separate species of Alatuserpens.
until hatching. when one of them (possibly the female) departs. Habitat: Mountains. open forest. and grasslands
The other becomes guardian of the chicks for the next several
months. Specimens have lived up to 25 years in captivity. Eastern Dragon
Breeding season is in spring. Draco orienta lis
Range: The cockatrice's range has expanded greatly in recent Identification: The Eastern Dragon's head and body measure 15
years. It is now found worldwide. meters. Its height at the shoulder is 2 meters. its tail is 15 meters
Commentary: The adult cockatrice has the paranatural ability to long. and it weighs 7.500 kilograms. It has a serpentine or
paralyze with a touch from its tail. In its leaping attack. it whips lizard-shape. with a broad. low head adorned with a fringe of
its tail around in the attempt to paralyze its target. whiskers on the chin and along the rear portions of the skull.
Powers: Paralyzing Touch. Invulnerability (own touch) Pairs of horns rise from behind the eyes. and a pair of barbules

180 SHADOWRUN

Anthony Boisvert (Order #38669586)


CRITTERS

descend from beneath the pronounced nasal region. Scaly


armor covers the body, neck, and tail, which are surmounted by
a ridge of membrane-connected spines. The highly dextrous
paws are four-fingered, with each digit ending in a large claw;
captive specimens have been taught to handle fragile porcelain
vases without mishap. The commonest pattern of Eastern
Dragon coloration is iridescent green with golden whiskers and
belly scutes, but other color patterns are known. The Eastern
Dragon's skull has 40 teeth.
Habitat: River valleys, mountains, and coastal cliffs.

Western Dragon
Draco occidentaJis
Identification: The Western Dragon's head and body are 20
meters long. It is 3 meters at shoulder height, its tail is 17 meters
long, and its wingspan is 30 meters. Its adult weight is about
2,000 kilograms. The Western Dragon has four limbs and a pair
of wings. Its horned head is mounted at the end of a long neck.
Only its forepaws exhibit the opposable digits and the dexterity
of other dracoforms, with the hind paws adapted into feet.
Dorsal spines and/or membranes may be present. The Western
Dragon is usually a single color, though darker along the spine,
with a pale belly. Some specimens have dermal armor formed
of bony plates, in addition to the normal heavy scales. Others
have small, non-overlapping scales that lend the appearance of
smooth skin. The Western Dragon 's skull has 40 teeth.
Habitat: Mountains, fens, bogs, and dense forests

Great Dragons
Draco sapiens
Identification: The Great Dragons are extremely large speci-
mens, often up to 50 percent larger than typical lesser dragons.
All of the common dracoforms have Great Dragons among
them. Size is usually the best indication that an individual is a
Great Dragon, but it is not entirely reliable.
These creatures claim that they descend from a common Lofwyr, a Western Dragon, bought a controlling interest in
lineage, though have provided no details or proof to back up Saeder-Krupp Heavy Industries with a massive lump of gold
this assertion. Therefore, despite the differences in their physical that had been part of its hoard. From that time, Lofwyr has
appearance, these rare and powerful creatures are grouped in pursued a program of corporate acquisition, so that its diversi-
a single entry. All Great Dragons are intelligent, being conver- fied holdings are now a major economic force. The full extent of
sant in at least one Human language and often many. They are this Dragon's financial empire is unknown, as information on its
also all magicians of great power. assets is carefully guarded . It is believed to be currently lairing
Habitat: Wherever it wants in Tir Tairngire.
Known Great Dragons: Lung, an Eastern Dragon, was involved in several Tong
Aden , a sirrush, was responsible for demolishing Teheran wars in the decades following the Awakening, sponsoring
in 2020, after the ruling Ayatollah declared a jihad against the factions with monetary and magical support. Its current where-
Awakened. Aden is believed to be lairing on Mount Ararat. abouts are unknown.
Dunkelzahn, a Western Dragon, is the source of much of the Ryumyo, an Eastern Dragon, became the first Dragon
information given here. Shortly after its first appearance, it sighted by Humans on December 24, 2011, in the vicinity of
granted interviews toa panel of media, including Holly Brighton, Mount Fuji. After two further confirmed sightings at Ise and
in return for a substantial portion of the revenue from the Kyoto, it disappeared.
interview disks. Since then, Dunkelzahn has retired to the Rocky Sirrurg, a Western Dragon, is believed to be responsible for
Mountains, where it lairs in Lake Louise and controls the the loss of EuroAir flight 329 in 2041. It has been identified in
surrounding area as a private feudal domain. several attacks against corporate and government holdings in
Hualpa, a feathered serpent. is leader and spokescreature Europe and may have participated in the coup establishing
of the Awakened forces responsible for creating Amazonia. It is Amazonia. Its present whereabouts are unknown.
believed to be lairing in the Yucatan.

SHADOWRUN t8 t

Anthony Boisvert (Order #38669586)


CRITTERS

[Link] SPIRITS into the ground, often near piles of stone that the creature
Anima hermetica constructs itself. Eyekillers mate for life and hunt in pairs. Its life
Idendflcadon: Elemental spirits are embodiments of the classi- expectancy is ten years in captivity, seven years in the wild. Its
cal elements. Each one's appearance is peculiar to its element, breeding season is in mid-spring.
with the size of its manifestation almost always indicative of its Range: Western North America
power. Commentary: The eyekiller generates an electrical impulse
Habitat: Wherever conjured, which is easiest near a concentra- strong enough to stun a strong man or cause cardiac arrest in a
tion of Its element weak or sickly individual.
Commentary: Elemental spirits are the forces of the magical Powers: Electrical Projection, Enhanced Senses (low-light vi-
elements (Fire, Water, Air, and Earth) engendered into seem- sion; Amplified Hearing)
ingly self-aware entities. They exist primarily in Astral Space.
Each type of Elemental has special powers and weak- GHOSTS
nesses. Each is subject to annihilation by contact with an lArva valida
opposing elemental of equal or greater power, during which the Identlflcadon: The existence of ghosts has been proven beyond
stronger Elemental is weakened by the Power of the other as any doubt since the second decade of this century. Though
well. Fire opposes Water, and Air opposes Earth. All Elementals hauntings are extremely rare, and debate rages about the
can manifest physically. survival of consciousness after death, haunting phenomena
cannot be denied.
AIR SPIRIT In every case, a ghost is an image of a dead human or
Appearance: An air spirit appears as a swirling, smoky metahuman. Individuals who die unexpectedly, yet are aware
shape of vaguely humanoid form. of their deaths, may become ghoSts. Someone who dies under
Powers: Engulf, Movement, Noxious Breath, Psychokinesis overwhelming psychic pressure, such as an undischarged obli-
Weaknesses: An air spirit may be confined by airtight seals gation or unfulfilled need, may also become a ghost.
in containers of remarkably small size; Vulnerability (Earth). There are two known classes of ghost: apparitions and
EARTH SPIRIT specters.
Appearance: An Earth Spirit appears as a chunky, human- Habitat: Apparitions generally haunt either the place where the
oid shape of earth and/or rock. individual died or his former earthly home. Specters can appear
Powers: Engulf, Movement wherever they wish, but most haunt a specific place or attach
Weakness: Vulnerability (Air) themselves to an individual or a family. Specters are often
FIRE SPIRIT hostile, causing poltergeist phenomena that can injure or even
Appearance: A fire spirit appears as a reddish-orange, kill, but some act as protective spirits that watch over family
lizard-like creature sheathed in an aura of Hames. members or descendants.
Powers: Engulf, Flame Aura, Flame Projection (always sus- Habits:
tained without causing Drain), Guard Apparitions appear only as illusions. They are almost al-
Weakness: Vulnerability (Water) ways visible, usually audible, and may affect other senses with
WAnR SPIRIT ghostly touches, cold chills, faint odors, and so on. They may
Appearance: A water spirit appears as a mass of murky frighten the onlooker, but cannot cause physical harm or any
water of indefinite, ever-shifting shape. other lasting effect on reality. They are usually generated upon
Powers: Engulf, Movement the death of someone with an overpowering need to commu-
Weakness: Vulnerability (Fire) nicate some information to the living world.
Apparitions are frequently associated with violent death.
EYEKILLERS Their behavior tends to be repetition of the actions that led up
Bubovermis fulminis to the death of the ghost's once-living counterpart.
Idendflcadon: The typical eyekiller's overall length is 7 meters, Specters are more independent in actions than apparitions.
its height at the shoulder is 2.5 meters, and its weight is 200 They can affect the physical plane, and most display a person-
kilograms. An eyel<iller's body tapers from its large head to its ality-a strong argument that they are the surviving spirits of
thick tail. Its eyes are enormous. The head is covered in contour deceased persons-but others show little individuality at all. A
feathers that form a sound-conducting pattern that aid the specter's true form is that of the deceased, but it can usually
creature in hunting, resembling a feature known in owls. The assume any appearance desired. Hostile specters seem to
feathers are hairier below the shoulders and became a furry pelt delight in assuming grotesque, frightening shapes.
over the limbs and snake-like body. The eyekiller's feathers are Specters may, like apparitions, be motivated by a desire to
commonly gray or brown . The single pair of limbs end in feet communicate with the living. On the other hand, they may also
with four clawed digits. The skull is beaked. have a more concrete motivation, such as seeking revenge for
Habitat: Deserts and chaparral murder or some other injustice, protecting their surviving
Magic Capability: Innate family, or satistying the psychological motivations of the de-
Habits: Nocturnal. The eyekiller feeds on many species. It ceased.
prefers hunting to scavenging. The female nests in burrows dug Range: Worldwide

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Commentary: Some schools of thought maintain that a ghost


has the actual consciousness, or even the "soul. " of the de-
ceased. According to these theories, a ghost refuses to ac-
knowledge its own death, and the spirit cannot rest until ex-
orcised by a magician (using Conjuration), or until some set of
conditions is fulfilled .
A less mystical theory maintains that a ghost is an illusion
created by the mind of the deceased, but that it does not actually
partake of his consciousness. The psychic pressure at the time
of death forms the ghost from magical energy and programs it
with its motivations. The strength of this mana-manipulation
determines the power and behavior of the ghost.
Though ghostly evidence is not admitted in a court of law,
a detective-mage tracked down a serial killer in Charleston,
South Carolina in 2039 after studying an apparition of one of the
killer's victims. The ghost's actions revealed sources of evidence
that led to the murderer's arrest and conviction.
Specter Powers: Fear, Manifestation, Psychokinesis. Incidents
involving Compulsion (to repeat acts of the deceased), Noxious
Breath, and Paralyzing Touch have been reported, but remain
unverified .

(jHOULS
Manesphagus horridus
Identification: Ghouls commonly stand t.7 meters tall and
weigh 78 kilograms. They are a goblinized form of human or
metahuman. The change results in a rough, scabrous hide and
loss of all body hair. Skin coloration varies from dead-white to
ashen gray, depending on the ghoul's original ethnic group. The
fingers of aghoul's hand elongate and its nails harden into claws.
Its skull has slightly enlarged jaws that contain 28 teeth. These
are modified to a consistent jagged shape. The females have
two mammae.
Habitat: Crypts, abandoned properties near graveyards, and
densely populated slums
Magic Capability: Normally innate, but some individuals are
magically active
Habits: Nocturnal. A ghoul feeds on dead animals, usually
Humans. Its diet and sanitary habits often result in a nauseating
odor that emanates from the creature's pores. If no suitable
building is available, the ghoul will often dig its own burrow.
Though usually found in packs of six to twenty, some ghouls
wander alone. Such specimens tend to be extremely aggressive
and have greater-than-average physical characteristics. Aghoul 's
life expectancy is similar to its subspecies of origin. Its breeding
season is unrestricted.
Economic Status: Most governments offer a bounty on ghouls.
Many jurisdictions also make commerce with, or aid to, a ghoul
punishable by fine, imprisonment, re-education, or even death.
Range: Worldwide
Commentary: Many ghouls, though suffering from gobliniza-
tion trauma, and possibly loss of mental capacity, remain
thinking creatures capable of utilizing whatever technology
they can acquire. City-dwelling ghouls often mask their odor
with perfumes.
Powers: Enhanced Senses (smell, hearing)
Weaknesses: Allergy (moderate, sunlight); Reduced Senses
(blind or nearly so)

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GRIFfiN pads. The creature has some limited color-changing ability. but
Alatusleo aquila is basically white with dark blue or brown mottling on its dorsal
Identification: The griffin's head and body are 3 meters long. It surfaces. The skull is composed of calcium carbonate and has a
stands t .6 meters tall at the shoulders, its tail is t .3 meters long, horny central beak.
and it has a wingspan of 7 meters. It weighs t 50 kilograms. The Habitat: Pelagic Ocean
griffin is a large. winged quadruped . Most griffins have golden- Habits: The kraken is drawn to the lights of ships and ocean
brown feathers on their wings and foreparts. with lightly furred platforms. despite an aversion to sunlight that prevents it from
hind parts. though some varieties have white-feathered heads appearing on the surface other than at night. It is involved in a
and necks. The sharply hooked beak is bright yellow or occa- predator-prey relationship with beaked whales. in which each
sionally bright red. The forelimbs are scaled and end in four toes. seems to be the favorite food of the other. No specimen of
each equipped with a sharp. black talon . The skull is beaked. kraken has ever been held captive.
There are no mammae. Range: Worldwide
Habitat: Mountains. usually near steppes or open plains
Magic Capability: Innate LESHY
Habits: Griffins are active in daylight. mostly near dawn and Ineola silvestris
dusk. Their favorite food is horsemeat. though cattle and other Identlflcatlon: The average leshy's height is t.5 meters. Its tail
livestock are regularly taken. They nest in mountain clefts or on is. t meter long. and it weighs 60 kilograms. Leshy are human-
pinnacles. A griffin's hunting territory is over too kilometers in oid. though their habit ofwearing garments of leaves and moss
diameter. The longest-surviving specimen in captivity is at least often makes them appear half-vegetable. Their skin is dark and
30 years old. Its life expectancy in the wild is unknown. Its rough. with sparse body hair that is often green-tiflged by a
breeding season is early summer. harmless algae. The skull has 24 teeth. The female leshy has two
Range: Northern hemisphere mammae.
Commentary: Like most large. flying Awakened creatures. the Habitat: Forests
griffin is believed to use magiC to counter its mass. Magic Capability: A significantly higher proportion of the leshy
population are magically active. more than most other metahu-
HARPY manoid species. Leshy magicians are usually shamans. They
Harpyia gregaria have additional advantages with forest spirits (+ t die for leshy
Identification: The harpy stands only t.2 meters tall. has a tail dealing with forest spirits).
t meter long. and weighs about 560 kilograms. It is a flying Habits: Capable of activity at all hours. leshy are most active
mammal rather than a bird-human mixture. with fur and bat-like during the early and late portions of the day. They are good
wings. unlike its namesake in Greek mythology. Its head is climbers and leapers. often taking to the trees to avoid preda-
curiously shaped. with an expression resembling a human face tors or pursuit. Leshy are vegetarians. feeding on fruits and
distorted with rage. Its color ranges from light brown to almost vegetables native to the forest. They nest in hollow trees. in
black. Its skull has 28 teeth. All specimens of harpy encountered natural or modified windfalls. and in abandoned shelters or
to date have been female. with two mammae. buildings. They range up to five kilometers from their nests. The
Habitat: The harpy prefers elevated sites for nesting. but is basic social units are small family groups that maintain cordial,
otherwise unrestricted. if distant. relations with other families whose range abuts theirs.
Magic Capability: Innate Isolated individuals are quite common. Breeding season is
Habits: Active by day. the harpy feeds on small birds and unrestricted.
mammals. but prefers carrion when available. It nests near Range: Worldwide
favorite food sources such as garbage dumps. and ranges up to Commentary: Leshy are exceedingly territorial. Their familiarity
fifty kilometers from its nest. Harpies aggregate in communities with their home range enables them to move through it with
of up to tOO individuals. A harpy may live 20 years in captivity. almost supernatural speed. They resent intrusions into their
but only 5 to to years in the wild. Breeding season is unre- range. and set traps to impede anyone passing through. When
stricted. but details on the harpy's mating habits are lacking. aroused to anger. they construct deadfalls. spiked pits. and
Range: Worldwide torsion-powered impalement devices. which encourage tres-
Commentary: The greatest mystery about harpies is how they passers to seek alternate routes.
breed. as no males of the species have ever been sighted . Power: Confusion
Power: Pestilence
MERROW
KRAKEN Merhomo marina
Architeuthis megagiganteus Identification: A merrow is three meters tall and weighs 500
Identification: The combined head and body length of the kilograms. Its forelimbs are long and end in two three-fingered
kraken averages 25 meters. The length of the ordinary tentacles hands with opposable thumbs. Rudimentary hind limbs mark
is 30 meters and the elongated tentacles 40 meters. and its total the junction of the long. tapering torso and the slender but
weight is estimated at over 30 tons. The kraken has a hydro- strong tail. A long mane covers the neck. and a series of
dynam ically streamlined body. and ten ordinary and two elon- extended spinal vertebrae run the length of the torso. The rear
gated tentacles. the latter widening at the ends to form oval half of the body is armored by dermal bone. but the tail remains
remarkably flexible. The body coloration is light and usually has

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a greenish tinge. except for the dermal bone's darl<er emerald NATURE SPIRITS
or deep blue-green. The merrow's ears are external and elon- Anima naturalis
gated to points. It has red eyeshine and a short-snouted skull Identification: Nature spirits rarely appear in any fixed form.
containing 36 teeth. The females have two mammae. When they do manifest. it is often in a form that reflects their
Habitat: Coastal waters home terrain . Ifconjured by a shaman of great power. they may
Magic Capability: This is normally innate. but evidence of appear in a shape somewhat similar to that of their summoner.
magically active individuals indicates that merrow are a sentient but com posed of the matter of their home terrain.
species. The spirits of man are the major exception to this rule. as
Habits: Merrow congregate in polygamous family groups and they usually assume humanoid form. The ancient legends of
associations. They feed on fish and mollusks. with a preference "brownies" appear to be memories of these spirits' manifesta-
for squid. A merrow swims with an undulating motion. using its tions.
limbs for fine directional control . and can achieve remarkably Magic Capability: Innate
high speeds. They breathe air. but have been observed to stay Habitat: Nature spirits can only exist in their home terrain. They
submerged for prolonged periods. leading to speculation that cannot be summoned anywhere else. nor will they obey orders
they possess innate magical ability to extract oxygen from that send them from home. Thus. a sea spirit will not move onto
water. Their breeding season is unrestricted. land. a prairie spirit will not enter a forest. and so on.
Range: Worldwide Commentary: Nature spirits are the embodied forces of nature
Commentary: Paranaturalists argue whether the merrow can be and of place. and the spirits ofshamanic tradition. There are four
considered sapient. The creature has been observed using tools classes of nature spirit: spirits of the land (forest. mountain .
such as nets of seaweed and spears. and using digging and desert. prairie). spirits of the waters (sea. lake. river. swamp).
prying tools to collect and open mollusks . There are also spirits of the winds (storm. mist). and spirits of man (city. field.
unsubstantiated reports of merrow using manufactured items. hearth).
Indeed. paranaturalist Merdith Perkins. a noted advocate of
classifying the species as sapient. maintains that she has ob- City Spirit
served members of one community consistently gut and clean Powers: Accident. Alienation. Concealment. Confusion.
prey with knives of high-density plastic. Fear. Guard. Search
Appearance: Varies widely. City spirits usually appear as
NAGA small pieces of litter or amorphous masses of garbage. There is.
Custos serpens however. a documented case of a spirit in San Francisco that
Identification: The naga is ten meters long and weighs 300 appeared in the form of a cable car. and a shaman in Seattle
kilograms. It has the form of a great serpent. but with an recently claimed that he conjured a spirit that took the form of
enlarged head containing 28 teeth. Coloration is highly variable. a 1947 Hudson automobile.
but is almost always a multicolored pattern that fades toward Desert Spirit
the pale underbelly. Powers: Concealment. Movement. Search
Habitat: Tropical forests Appearance: Desert spirits appear initially in the form of
Magical Capability: Innate. with some evidence of spell- small dust devils that. if ordered to attack. grow into raging
casting ability sandstorms.
Habits: The naga becomes inactive in periods of extreme heat Field Spirit
or prolonged cold . It eats small mammals and dens in rocky Powers: Accident. Concealment. Guard. Search
crevices or human-built structures. Though normally solitary. Special Power: Field spirits can improve the fertility of
naga may be found in groups of up to two dozen. especially in crops and livestock. Conversely. they can also damage crop or
colder climes during periods of low activity and in all climates ranch yield.
during the mating season. The longest-lived naga specimen in Appearance: Field spirits take the form of miniature farm-
captivity is at least 32 years old. Breeding takes place in early hands dressed in overalls. bandanas. and so on. Reports of field
spring. spirits wearing chaps. ten-gallon hats. and elaborate cowboy
Range: The naga's original range was Sub-Saharan Africa. boots in the Southwest remain unverified at this time.
Southern Asia. and Indonesia. Transport by humans has distrib- Forest Spirit
uted them in tropical zones worldwide. Powers: Accident. Concealment. Confusion, Fear
Commentary: The naga is clearly more intelligent than other Appearance: Forest spirits rarely manifest visibly. When
reptiles. The creature can learn verbal and somatic cues to they do, they appear as deeper pools of shadow among the
sophisticated behaviors in very short periods of time. Its spell- trees. If a shaman orders them to take a solider shape. they
casting ability strongly argues that the naga should be rated as become vaguely humanoid trees. capable of movement, with
sentient. The Committee for Recognition of Awakened Intelli- great. knobby, branchlike limbs.
gence has a petition seeking international recognition of the Hearth Spirit
naga as a sapient lifeform pending before the United Nations. It Powers: Accident. Alienation, Concealment, Confusion.
also calls for sanctions against nations and corporations that Guard, Search
employ nagas. on the grounds of involuntary servitude. Appearance: Hearth spirits often resemble small. bearded
Powers: Guard . Magical Guard. Venom humanoids wearing antique clothing.

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lake Spirit PHOENIX


Powers: Accident, Engulf, Fear, Movement, Search Phoenix aureus
Appearance: Lake spirits usually appear as an area of Identification: With a wingspan of four meters, a height of 1.3
ripples upon the water. If the shaman conjures them into solider meters, a tail two meters long, and weighing 20 kilograms, the
form, they will appear as humanoids dripping with moss and phoenix is a large bird. It has strong, graceful wings and long,
weed, rising from the water. flowing tail feathers. Its crested head has golden plumage. Its
Mist Spirit body feathers are iridescent red and shimmering purple, and its
Powers: Accident, Concealment, Confusion, Guard, Move- tail is a glittering array of azure shades. The skull has a sharply
ment hooked beak.
Appearance: Mist spirits have no material form, appear- Habitat: Open woodlands
ing only as swirling clouds of fog, Magic Capability: Innate
Mountain Spirit Habits: The phoenix is a diurnal creature that feeds on small
Powers: Accident, Concealment, Guard, Movement, Search mammals and birds. It nests on the ground in rocky areas, and
Appearance: Mountain spirits rarely have physical mani- will defend its nest fiercely . The creature can live up to 20 years
festations, Their arrival is marked by an utter stillness and op- in captivity. Its breeding season is in early spring.
pressive, invisible presence, If forced into visibility, the moun- Range: Eastern Asia and North Africa
tain spirit becomes a craggy humanoid of apparently living rock, Powers: Flame Aura
which despite its small size has an aura of enormous mass,
Prairie Spirit SASQUATCH
Powers: Accident, Alienation, Concealment, Guard, Move- Pesvastus pilosis
ment, Search Identification: The sasquatch stands 2.9 meters and weighs
Appearance: Prairie spirits typically appear as erratically 110 kilograms. It is a dark-skinned, upright biped with large
moving tumbleweeds or small dust devils, Reports of miniature feet. Its black or dark brown body hair is double-layered, though
riders resembling nomadic Human types such as Mongols and the hair may be silver-t ipped , especially on the upper back and
Amerindians are under investigation, head of older individuals. The sasquatch can mimic a variety of
River Spirit sounds, including the hunting calls of other creatures. Its ears
Powers: Accident, Concealment, Engulf, Fear, Guard, Move- are small, often disappearing under the head hair, but its nose
ment, Search is prominent and flared. The sasquatch skull has 28 teeth and the
Appearance:' River spirits usually appear as small whirl- female has two mammae.
pools, but under constraint, they may appear as small, fr6ggy, Habitat: Forested regions
weed -draped humanoids, Magic Capability: Sasquatches are presumed to be magically
Sea Spirit active, most likely as shamans.
Powers: Accident, Alienation, Concealment, Confusion , Habits: The sasquatch is active at all times. Its way of life is
Engulf, Fear, Guard, Movement, Search similar to that of the gorilla (now extinct in the wild). It is
Appearance: Sea spirits usually appear as anomalous vegetarian, peaceful, and curious. It fights only when attacked,
surfaces on the water: chop in a calm sea and tranquil patches though it demonstrates elaborate threat behavior. The observer
in a choppy sea. Ifforced to take on a solider form, they resem ble is warned to be cautious, however, for sasquatches have been
merfolk, mythical creatures with humanoid upper bodies and known to interpret sudden movement by a threatened individ-
hind bodies of fish. ual as a trigger to an actual attack. The creatures live in small
Storm Spirit family groups, though individuals may range far from the group
Powers: Concealment, Confusion , Electrical Projection, while foraging. Sasquatches nest permanently in groves or
Fear caverns, but sometimes prepare temporary nests in thickets
Appearance: Storm spirits initially manifest as cold, damp when traveling at a distance from the home nest. Life expec-
presences. When conjured with strength, they appear as roiling tancy is believed to be more than 40 years. Their breeding
thunderclouds or whirlwinds. More specific conjuration has season is unrestricted.
been documented of an eagle in the North American west or a Range: Northern America
red-bearded giant in a goat-drawn chariot in Northern Europe. Commentary: The sasquatch was recognized by the United
(Accounts of winged humanoids with bowling balls can be Nations in 2042 as a sentient species, despite its lack of a
safely discounted .) material culture and the inability of scientists to decipher its
Swamp Spirit language. This decision ended years of imprisonment and
Powers: Accident, Binding, Concealment, Confusion, exhibition of sasquatch individuals. Development of the Perk-
Engulf, Fear, Guard, Movement, Search ins-Athapaskan sign language has allowed limited communica-
Appearance: A swamp spirit typically manifests as a tion with sasquatches. Today, they can be found colonizing
flickering ball of light, which is believed to be the source of the forests in Awakened lands worldwide and serving as sound
Will O'the Wisp legends. Conjurers have occasionally reported effects technicians in the entertainment industry.
moss-hung trees or rotting masses of vegetation that could only
be called humanoid out of charity.

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SHAP[SHlfTER Common Shapeshlfters


Bestiaforma mutabilis Bear
Identification: Variable. In animal form. a shapeshifter mani- Origin: Northern hemisphere
fests as a large. well-formed member of its species. often with Identifying Feature: Extensive body hair
dramatic coloration. In human form. a shapeshifter is usually Active Magic: Rare
very attractive. but with vestiges of its bestial nature. Viewing Fox
the shapeshifter in Astral Space will reveal its identity. as its Origin: Japan and China
alternate form is always visible there. Identifying Feature: Long tail
Habitat: The shapeshifter lives in its animal form in the wild. In Active Magic: Common
its human form. it lives as a member of the community. Leopard
Magic Capability: Many are active. with potential innate in all Origin: Africa
others. Identifying Feature: Enlarged canines
Habits: Shapeshifters are capable of activity at all times. but Active Magic: Common
many forms prefer a nocturnal life. Despite many myths to the Seal
contrary. shapeshifters are not locked into the cycles of the Origin: Coastal waters worldwide
moon. though many seem to prefer their animal form during the Identifying Feature: Webbed toes. possibly fingers
full moon. It is also a myth that they shed their skins in order to Active Magic: Common
become human. Shapeshifters are usually carnivorous. but Tiger
show no difficulty maintaining an omnivorous diet while in Origin: Asia.
human form. They breed according to the season of their animal Identifying Feature: Reflective eyes
form . Active Magic: Rare
Range: Worldwide Wolf
Commentary: All shapeshifters display a severe allergic reac- Origin: Northern hemisphere
tion to silver. Identifying Feature: Hairy palms. eyebrows that meet in
Powers: Enhanced Physical Attributes in animal form. Regen- the middle
eration Active Magic: Uncommon
Weaknesses: Allergy (Silver; Severe). Vulnerability (silver)

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THUNDERBIRD
A vesfulmen splendidus
Identification: The thunderbird 's head and body measure 3
meters, its tail 1 meter, and its wingspan 10 meters. It weighs
100 kilograms. An eagle-like bird, its head , neck and tail are
usually covered w ith white feathers, but in some specimens
these areas are darker. Its torso and the upper wing surfaces
range from golden to dark brown. The wing undersurfaces are
cream-colored. The skull has a sharply hooked beak.
Habitat: Mountains
Magic Capability: Innate
Habits: The thunderbird is usually active during the day, but
reports also indicate nocturnal activity. Thunderbirds hunt ter-
restrial animals such as antelope and deer, as well as scavenging
carrion. They nest in sheltered spots near mountain peaks and
may travel hundreds of kilometers from their nest in search of
prey. Their breeding season is early summer.
Range: Western hemisphere
Power: Electrical Projection (with area effect)

UNICORN
Unicornis validus
Identification: The unicorn's head and body are three meters
long, and its height at the shoulder is 1.4 meters. It weighs 370
kilograms. To all appearances, a unicorn is a horse with a single,
spiral horn. It has a long, flowing mane and tail. Coloration is
usually white, but all natural horse colors and patterns have
been observed . Its skull has 40 teeth, and females have four
mammae.
Habitat: Grasslands
Magic Capability: Innate
Habits: Unicorns are active by day, feed on grasses, and keep prolonged life span, they have the potential to become power-
harems (if male) or stud groups (iffemale) of horses. The unicorn ful magicians. It seems likely that legends of vampiric powers
may range far afield from its herd for extended periods of time. are based on the magical prowess of individual vampires.
They live less than a year in captivity, but more than 25 years in Habits: The vampire consumes the blood of the living to sur-
the wild. The breeding season is unrestricted. vive, but also must consume psychic energy along with the
Range: Worldwide blood.
Powers: Magical Guard , Immunity (pathogens) Range: Worldwide
Weakness: Allergy (Pollutants; Severe) Commentary: Though case histories are often vague, not all
vampires fit the stereotype of unrelenting bloodsucker. Many
VAMPIRE prefer willing partners, and do not drain Essence from a subject
Sanguisuga europa more than once. Only when a partner freely accepts the
Identification: Vampires are externally identical to humans or transition to the vampiric life will such a vampire "kill."
metahumans, though there is enlargement of the upper canines Other vampires revel in their role as hunters and killers.
in most individuals. Vampires are detectable biochemically by Such individuals have a strong sadistic streak and seek out
the Harz-Greenbaum blood series, or virologically by testing for unwilling victims. Initially, the vampire draws sustenance from
presence of Human-Metahuman Vampiric Virus (HMHW) . the victim's terror. Then, if the early attacks have not killed the
Vampires are not a true species, but rather, individuals of victim, the vampire w ill enjoy taking the now-addicted subject's
a human subspecies who have been infected with an agent that final Essence. Such individuals may have been psychopaths
causes thevampiric condition. The infection only seems to reach before their transition to vampirism, or it may be the shock of
its full virulence in a magic-rich environment, but there are their death and rebirth as a "hunting creature" that pushes them
indications that both virus and vampires were present before over the edge. These are the monsters of the vampire horror
the Awakening. stories made popular over the years.
Habitat: Vampires prey on sentient beings, and so are usually There have also been cases where a vam pire has destroyed
urban dwellers. the victim's body after draining his Essence, and thereby pre-
Magic Capability: Latent. Active magiC is much commoner in vented a new vampire from taking up its new life.
humans infected with the virus than among the uninfected . It is Powers: Enhanced Physical Characteristics, Enhanced Senses
unknow n whether this is due to side-effects of the virus or pref- (hearing and smell) , Essence Drain, Immunity (age, poison,
erential selection of magic-capable individuals by its carriers. pathogens), Infection, Mist Form, Regeneration, Thermogra-
Vampires absorb the life essence of their victims. With their phic Vision

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CRItTERS

Weaknesses: Allergy (Sunlight; Severe), Induced Dormancy CRITIER STATISTICS


(lack of air), Essence Loss, Vulnerability (wood), and in some, a
psychologically based Allergy (Severe; Holy symbols) All numbers are for a typical specimen. Individuals may
Though many of the legendary weaknesses of vampires are vary, especially among sentient species. Physical and mental
not genuine, they do have certain limitations. They do not need attributes of an individual may be 50 percent larger than those
food or drink other than blood, but neither can they comfortably of an average specimen. A small individual will never have
ingest anything else. Within a few minutes after eating or attributes less than half those of the average unless it is sick or
drinking, a vampire will evidence obvious distress and will injured. Even in the largest and smallest specimens, Essence,
vomit within an hour. Alcohol is particularly distasteful to them, reach, attack type, run multiplier, and damage modifiers remain
as it causes nausea and vomiting within minutes. the same.
Vampires have less buoyancy than other humanoid beings
(+3 to Target Numbers of all Skill or Attribute Success Tests CRITTER SIZE TABLE
when swimming, trying to stay afloat. and so on). This is 206 Size
presumably the basis for their legendary vulnerability to running 2 -50%
water. A vampire can hop across a stream with no difficulty, but 3-4 -20%
ifone falls intoa lake, he will probably go under, forcing him into 5-7
dormancy. 8-9 + 10%
10 - 11 +20%
WENDIGO 12 +50%
Anthrophagus pilOSiS
Identification: The wendigo's height is 2.5 meters and its
METAHUMAN VARIATION TABLE
weight is 130 kilograms. This is a white-furred, upright biped.
206 Total Attrlbute Points
The nails of its hands are elongated and hardened into claW-like
2 -4
weapons. Many paranaturalists believe that this creature is the
3-4 -2
result of the HMHW retrovirus in orks, though no specimens
5-7
have been tested for presence of the virus. Its skull has 28 teeth.
8-9 +2
The females have two mammae.
10- 11 +4
Habitat: Forests
12 +8
Magic Capability: Most are magically active .
. Habits: The wendigo is most active at night. It feeds on flesh,
and is believed to derive psychic sustenance from its victim. CHART KEY
Typically, it induces a victim to partake of a cannibalistic feast. B: Body. The first number is the rating. Second is any
This seems to create a psychological dependence on such meat "armor" for the critter.
in the victim, who begins to aid the wendigo in spreading its Q: Quickness. The first number is the Rating. The second is
habits, thus creating a coven or secret society of cannibals . The the multiplier for running.
members of the coven are unaware that they will ultimately be S: Strength.
meals for the wendigo itself, which seems to prefer the Essence C: Charisma.
of such corrupted spirits. The wendigo makes its lair in the I: Intelligence. The first number is the critter's basic rating,
abode of a previous victim. Its life expectancy is unknown. used for puzzles and magic throws. The second number is its
Range: Originally the northern portions of North America and perception rating, used to detect prey or enemies when its best
Asia as well as the transpolar regions. Recent reports indicate sense is working (sonar for bats, nose for dogs, and so forth).
that it has spread worldwide, leading paranaturalists to suspect W: Willpower.
that it can maintain an Appearance Spell in addition to its other
E: Essence. If the number appears in parentheses, the critter
powers.
has a dual nature. If a capital A follows the number, the critter
Commentary: All known wendigo have been active shamanic exists primarily in Astral Space. Critters with variable Essence
magicians. Though most carried fetishes of predatory totems have a range of numbers.
such as the wolf, some had items of unidentified affiliations. All R: Reaction. Some critters' Reaction Rating is a function of
civilized regions outlaw the wendigo, making it subject to an their other attributes.
automatic death penalty if convicted of anthropophageous Attacks: This lists the Attack Code for non intelligent crit-
activity. Aiding and abetting a wendigo usually carries a similar ters or the designation Humanoid for those that can use
sentence. Many jurisdictions offer a bounty on the creature. weapons and follow the normal combat rules for characters. This
Powers: Influence, Enhanced Physical Attributes, Enhanced column also tells which critters have extended reach.
Senses (sight: low-light and acuity; hearing, smell), Essence
Drain, Fear, Immunity (age, pathogens, poisons), Infection,
Regeneration
Weaknesses: Allergy (Sunlight; Severe), Essence Loss, Vul-
nerability (ferrous metals)

SHADOWRUN 189

Anthony Boisvert (Order #38669586)


CRITTERS

CRITTER STATISTICS
Normal Critters
Name B Q S C I W E R Attacks
Bat 1 5x4 0 1/5 1 6 6 2Ll
Bear. Large 10/2 4x3 12 2/4 2 6 4 9DZ. + 1 Reach
Bear. Typical 9/1 4x3 9 2/4 2 6 5 752. + 1 Reach
Cat. House 1 4x4 1 2/4 2 6 5 2L2. -1 Reach
Cat. Wild 2 4x4 2. 2/4 2 6 5 4M2. -1 Reach
Deer 4 4x5 4 2/3 2 6 3 3M2. + 1 Reach
Dog. Large 3 4x4 3 2/4 2 6 4 4M2
Dog. Small 1 4x4 1 2/4 2 6 4 2L2. -1 Reach
[Link] 15/3 3x4 40 3/3 3 6 3 703. + 1 Reach
Fox 2 4x4 1 2/4 2 6 5 3L2. -1 Reach
Goat 2 4x6 2 2/3 2 6 3 2Ll
Horse 10 4x4 8 2/ 3 2 6 3 552. + 1 Reach
Leopard 5 5x4 5 2/4 2 6 5 552
Rat 1 5x3 0 2/4 6 5 2Ll. -1 Reach
Rhinoceros 12/2 4x4 25 2/2 2 6 3 802
Seal 6 5x4 4 3/4 2 6 4 4M2
Note: Running multiplier on land is 2.
Shark. Large 10/2 5x3 10 1/3 2 6 5 903
Shark. Typical 5/1 5x4 4 1/3 1 6 5 753
Tiger 8 6x4 8 3/4 2 6 6 852 . +1 Reach
Wolf 5 5x4 4 3/4 2 6 5 5M2

Paraspecles
Name B Q S C W E R Attacks
Banshee 3 4x5 3 5 3 3 206 3 Humanoid
Powers: Enhanced Senses (low-light vision. hearing. smell). Essence Drain. Feilr. Immunity (age. pathogens . poisons).
Mist Form. Regeneration
Weaknesses: Allergy (sunlight; severe). Essence Loss. Vulnerability (wood. silver)
Barghest 7 6x4 5 3/6 3 (6) 6 752
Powers: Fear. Paralyzing Howl. Enhanced Senses (sonar)
Weakness: Allergy (sunlight; severe)
Basilisk 4/2 2x3 7 1/3 2 (6) 2 4M2 . -1 Reach
Power: Petrifying Gaze
Weakness: Allergy (own gaze; extreme)
Cockatrice 3 5x3 4 2/3 2 (6) 4 5M2
Powers: Paralyzing Touch . Invulnerability (own touch)

Dracoforms
Powers: Enhanced Senses (wide-band hearing. low-light eyes. thermal sense) . [some show: Animal Control (reptiles).
Influence. Flame Projection. Noxious Breath. Venom]
Feathered Serpent 12/4 6x2 30 4 4 8 (206) 7 902. +2 Reach
Note: Movement multiplier is 4 while flying
Eastern Dragon 14/4 8x3 35 5 4 8 (206) 6 1003. + 2 Reach
Western Dragon 15/4 7x3 40 4 4 8 (206) 5 1003. + 2 Reach
Great Dragon + 10/ 6 +3 + 10 +5 +5 +5 12 +3 1104. +3 Reach
Note: Estimates only; individuals vary widely

Elementals
Air F-2 (F+3)x4 F-3 F F F (F)A F+ Z Special
Powers: Engulf. Manifestation. Movement. Noxious Breath. Psychokinesis
Weaknesses: May be confined. Vulnerability (Earth)
Earth f+4 (F-2)x2 F+4 F F F (F)A F-2 453. + 1 Reach
Powers: Engulf. Manifestation. Movement
Weakness: Vulnerability (Air)
Fire F+ 1 (F+2)x3 F-2 F F F (F)A F+ 1 3M4
Powers: Engulf. Flame Aura. Flame Projection. Guard. Manifestation
Weakness: Vulnerability (water)
Water F+ 2 Fx 2 F f F F (F)A F-l 6 02 Stun
Powers: Engulf. Manifestation. Movement
Weakness: Vulnerability (fire)

190 SHADOWRUN

Anthony Boisvert (Order #38669586)


CRITTERS

CRInER STATISTICS (Continued)


Name B Q S C I W E R Attacks
Eyekiller 7 4x3 7 - 3/4 3 (6) 4 6S2
Powers: Electrical Projection, Enchanced Senses (low-light vision, amplified hearing)
Ghost - - - 2 2 5 6A 5 Special
Powers: Fear, Manifestation, Psychokinesis, [some show: Compulsion, Noxious Breath, Paralyzing Touch]
Ghoul 7 5x4 6 I 4 5 (5) 4 Humanoid
Powers: Enhanced Senses (smell, hearing)
Weaknesses: Allergy (sunlight; moderate), Reduced Senses (blind)
Griffin 9 7x2 9 - 3/5 4 (7) 6 8S3, + I Reach
Note: Movement multiplier is 5 while flying
Harpy 4 8x2 4 - 2/3 2 (4) 5 4M2
Note: Movement multiplier is 6 while flying
Powers: Pestilence
Kraken 12/1 5x3 20 - 3 6 (6) 7 9D3, +2 Reach
Leshy 3 4x4 3 4 3 3 (8) 3 Humanoid
Power: Confusion
Merrow 5 7x4 7 3 3 3 (6) 5 Humanoid
Naga 5/1 2x3 6 3 3 4 (8) 4 5M2, -I Reach
Powers: Guard, Magical Guard, Venom
Nature Spirits * * * * * * A * *
Land F+4 (F-2)x2 h4 F F F (F)A F-2 4S3, + I Reach
Sky F-2 (F+3)x4 F-3 F F F (F)A F+2 Special
Water h2 Fx2 F F F F (F)A F+I 2D6 Stun
Man hI (F+2)x3 F-2 F F F (F)A F+ 1 3M4
Phoenix 3 5x4 4 - 2/4 2 (6) 3 3M2
Power: Flame Aura
Sasquatch 8 3x4 7 3 3 2 (6) 4 Humanoid, + I Reach
Shapeshifter 5 4x5 5 5 3 3 (8) 5 Humanoid
Note: Above statistics are for the Shapeshifter in its own form. As an animal. refer to the animal attributes, designated
A, and add the following modifiers.
A+2 (A+ I )x(A+ 1)A+2 5 3 3 (8) 5 (A+ 1)(A)(A+ 1)
Powers: Enhanced Physical Attributes in animal form, Regeneration
Weaknesses: Allergy (silver; severe), Vulnerability (silver)
Thunderbird 4 7x2 8 - 2/4 3 (6) 5 5M2
Note: The movement multiplier is 5 for flying
Powers: Electrical Projection (area effect)
Unicorn 8 5x6 8 - 3/4 4 (9) 5 6M3, + I Reach
Powers: Magical Guard, Immunity (pathogens)
Weakness: Allergy (pollutants; severe)
Vampire C Cx5 C+E C C C 2D6 C Humanoid
Note: A vampire was originally a character, and it retains most of the character's Attributes, designated C. Its Strength
is the character's Strength, plus the Vampire's Essence.
Powers: Enhanced Physical Attributes, Enhanced Senses (hearing, smell). Essence Drain, Immunity (age, pathogens,
poison), Infection, Mist Form, Regeneration, Thermorgraphic Vision
Weaknesses: Allergy (sunlight; severe), Induced Dormancy (lack of air), Essence Loss, Vulnerability (wood)
Wendi'go 6 2x5 5 4 3 3 2D{) 4 Humanoid
Powers: Influence, Enhanced Physical Attributes, Enhanced Senses (sight: low-light and acuity, hearing, smell), Essence
Drain, Fear, Immunity (age, pathogens, poison) Infection, Regeneration
Weaknesses: Allergy (sunlight; severe). Essence Loss, Vulnerability (ferrous metals)

I
AVERAGE METAHUMANS
Name B Q S C I W E R Notes
Human 3 3x4 3 3 3 3 6 3
Dwarf 4 2x3 5 3 3 4 6 2
Elf 3 4x4 3 5 3 3 6 3
Ork 6 3x4 5 2 2 3 6 2
Troll 8/1 2x3 7 1 1 2 6 I +1 Reach

SHADOWRUN 191

Anthony Boisvert (Order #38669586)


"When the polItIcIans gave away the damn
country to the IndIans, I dldn't know who to
kIll flrst, the polItIcIans or the IndIans. "
- Humanls Pol'club member

he northwestern quarter of North America is bordered by the Pacific Ocean


on the west and mountain ranges that divide the coast from the rest of the
continent on the east. In between is a diverse assortment of lesser features,
including plateaus, river systems, valleys, and smaller mountain ranges.
Indeed, the Northwest offers almost every type of environment found
elsewhere on the continent. Glaciers and deserts, temperate rainforests and
badlands, all exist within the area.
Since the Treaty of Denver (2018). much has changed in the western half
of North America. Under the protection of the Native American Nations,
much of the land has been returned to its earlier, natural state. The lowered
population and the influx of the Awakened has resulted in a landscape vastly
different from the shrinking wilderness of the late 20th century. Tall trees
stand unmolested by loggers, sheltering strong populations of both natural
and paranatural animals. Towns and villages are vanishing under the new
growth as the land renews itself.
Politically, the Northwest is no less changed . Several sovereign nations
now exist there, with little remaining of the former jurisdictions of the United
States and Canadian governments. Today the dominant powers of the region
are the various states of the Native American Council and the Elven realm of
[Link] and among these large political entities are smaller independ-
ent states, most notably, the independent Native American nation of
Tsimshan and the various sovereign states of metahumans and Awakened.

TRIBAL LANDS

Most of the Northwest is under the control of assorted members of the


Native American Nations, a loosely knit group of independent nations.
Though all are officially governed by the Sovereign Tribal Council, few of the
members submit without question to the mandates of the STC. As each mem-
ber seems increasingly intent on following its own path, the STC has become

192 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE NORTHWEST IN 2050

little more than an ineffectual referee in the Council's internal offered a home to metahumans from any nation. This influx of
squabbling. The vast, occult power wielded by the shamans of the Awakened strengthened the claim of High Prince Lugh
the Great Ghost Dance directed by the STC seems a thing of the Surehand, Tir Tairngire's ruler, that his was the realm of magic.
past. The High Prince is an absolute monarch, but he is advised
The nature of leadership varies within the member-nations. by the Council of Princes, whose members are all absolute rulers
For example, the Salish-Shidhe Council is a loose collection of of smaller domains within the realm. There are 15 seats in the
tribal clusters with no formal governmental structure. Though CounCil, most of them held by Elves. Two members are Dwarfs
each chief acts as a sovereign lord on his tribal lands, he is not and two are Dragons. One Sasquatch and one Ork also have
an all-powerful feudal dictator. The Council Chiefs rule by seats.
example and persuasion . Counter-argument is both frequent The borders of Tir Tairngire are closed. Visas are issued
and expected, on the principle that a chief unable to persuade occasionally, with favoritism shown toward metahumans, but
others to his view should not speak for his tribe. Dissenters are the realm's boundaries and airspace are heavily patrolled and
not only tolerated, they are respected for their convictions. In guarded by technology, magic, and, it is rumored, Dragons.
some ways, the Salish-Shidhe represent more of a consensus Few who attempt to cross illegally succeed. Most who try are
cul t ure than the Japanese. dumped near their point of entry, with little or no memory of
Other Council nations have other forms of government, their experiences and no desire to return. Immigration is now
ranging from formal confederations like the Algonkian-Manitou discouraged, except among those of Elven blood.
Council to businesslike corporate states like the Pueblo Council.
The Salish-Shidhe Council is one of the largest and wealthi- OTHER NEIGHBORS
est tribal nations in the Northwest. The Council lands extend
over most of former Washington State. With the return of Unconnected, fiercely independent enclaves of Orks and
resources to the tribes and land tenants, the Council has become other minority groups inhabit the spectacular mountains ranges
custodian of the region'slucrat:ve mineral and timber resources. of the Northwest. Most of these are malcontents among the
The S-S Council represents Native Americans, metahu- metahumans and their "normal" sympathizers. They are so
mans (predominantly Elves), and combined tribes of the two or economically weak that they must often resort to stealing from
more subspecies. There are also several tribes of pinkskins, the their neighbors.
name often used for non-Amerindians who have adopted the The Tsimshan nation seceded from the North American
Indian philosophies and objectives. Many of the combined Nations in 2035. Its leaders called the move a protest against
tribes include pinkskin members. the Elven secession, but it became known afterward that they
The S-S Council is one of two members of NAN to have a had long planned to break from NAN. They had IonS been It
high proportion of metahumans, as reflected by its name. odds with the STC, seeking a stronger stance against technology
"Salish" refers to the dominant Native American tribes and and advocating the removal of all non-Native influence from
"Shidhe" (pronounced SHE-heel. the old Irish name for the fairy Council lands.
folk, signifies the metahuman participation. The other nation in A region of the northern Rockies is the site of the domain
this group is the Algonkian-Manltoo Council. of the Great Dragon Dunkelzahn. The beast itself lairs in Lake
Despite their often primitive appearance, most of the tribes Louise and commands tribute from the surrounding areas,
are well-educated and sophisticated. Their beliefin living gently which were once a Canadian parkland. The region 's natural
on the land does not prevent them from using the most modern wonders still draw tourists by the thousands. They are welcome
technology, especially ifit does not pollute or harm the environ- because their nuyen and credit transfers go mostly into the
ment. Paradoxically, the most backward of the S-S people are Dragon's coffers. The style of the place is no longer the rough
the pinkskins, who reject all high technology and try to live as and ready pioneer atmosphere, nor that of the jetsetter's
Indians did centuries ago. playground. It is now like a medieval fiefdom out offantasy, and
the lake's world-famous chateau is its centerpiece. Visitors are
TIR TAIRNGIRE advised that in this fantasy realm, the Dragons always win.

When most of what was formerly Oregon and portions of STATUS OF SEATILE
Californiaand Washington States became independent of all but
Elven rule, it caused a rift in the Sovereign Tribal Council, whose The metroplex of Seattle exists in the midst of the Salish-
members either opposed or favored the establishment of a Shidhe Council as an enclave of another sovereign nation. This
separate nation of metahumans. Meanwhile, the Elves who gives it a status similar to that of Berlin during the Cold War,
emerged as the leaders of the nascent state were establishing except that as a major port, it receives goods from all over the
diplomatic ties throughout the world. When TIr Tairngire was Pacific basin. The international ambiance within the metroplex
admitted to the United Nations two years later, its sovereignty notwithstanding, the city remains relatively Isolated from the
was established beyond a doubt. rest of the continent. All land routes to and from Seattle pass
Much ofTirTaimgire's original population was native to the through either Native American or Elven lands. Air travel OVf!!r
Northwest. Metahumans, mostly Elves and Dwarfs, migrated those areas is restricted to carefully speCified and monitored
from their homes to this new promised land, whose rulers routes.

SHADOWRUN 193

Anthony Boisvert (Order #38669586)


THE NORTHWEST IN 2050

TRIBES THE CASCADE CROW


Predominant Race: Human
THE SALISH Land: Most of the territory east of Seattle as far as the peaks of
Predominant Race: Human the Cascades
Land: Most of the region west of Puget Sound Chief: Frederick Eye-like-Eagle
Chief: Harold Gray Bear Chief Shaman: Red Buffalo Woman
Chief Shaman: Leaping Salmon PrIncipal Commercial Activities: livestock (horses and cattle).
PrIncipal Commercial Activities: Fishing. power generation. and agriculture
and tourism The Cascade Crow are strong advocates of the removal of
Philosophy: Anglo and Asian presence in the Northwest. thus cultivating a
The Salish are. by tradition. traders. seeking only to live off strong Plains Revival.
the commercial opportunities provided by the land. At the
same time. they carefully monitor the latest technological THE CASCADE ORK
advances for anything that can be turned to their advantage. Predominant Race: Ork
This tribe is the biggest and most Influential group within Land: Small holding in the Cascades just north of the eastern
the S-S Council. They are responsible for ensuring that the route out of Seattle
Seattle enclave adheres to all of the Council's regulations. To this Chief: Pawl Shaggy Mountain (Troll)
end. they maintain a standing Ranger Force of elite troopers. Chief Shaman: Skink (Ork)
Regular Coast and Border Patrols supplement high-tech moni- PrIncipal Commercial Activities: Raising sheep. mining. and
tor systems. occasional raiding of traffic using the East road
Philosophy:
THE SINSEARACH The Cascade Orks are a reluctant and troublesome member
Predominant Race: Elf of the S-S Council who dismiss any illegal activities as the actions
Land: Southwest of Seattle, including former Mount Rainier of renegades and others not associated with the tribe.
National Park The tribe is involved in smuggling contraband. and has
Chief: Lady Gillian Morningsong. a Coyote shaman been repeatedly identified as an accomplice in offering rest and
Chief Magician: Lord Ryan Highbrow. a mage refitting for illegal panzer runs through the Cascades.
PrIncipal Commercial Activities: Natural forest products. crafts.
tourism. and animal husbandry
Philosophy:
Yearning for the long-lost days of the primeval forest. the
Sinsearach seek to preserve and protect the land as it returns to
its natural state. They have little or no use for modern technol-
ogy. preferring to rely on magic and alliance with other Awak-
ened beings.
The Sinsearach are the largest and most organized group-
ing of the Elven tribes within the S-S Council. The tribe's strong
political and magical power helped preserve its influence after
the majority of Elves in the northwest broke away from the
Native American Nations and its Sovereign Tribal Council to
claim the land of Tir Tairngire as their own.

THEMAKAH
Predominant Race: Human
Land: Olympic Peninsula in the northwestern corner of former
Washington Stat~
Chief: George Lodgepole
Chief Shaman: Black Otter
PrIncipal Commercial Activities: Forestry
Philosophy:
The Makah rejoice at the return of the land. They have
taken up where the white man left off in utilizing the forested
land. Unlike their predecessors. however. they take only what
they need in order to ensure the continual availability of their
wealth. They wlll use either technology or magic to get any job
done best.
Because of the apportionment of the land. the Makah are
powerful despite their small population. Their control of the
southern shore of the Juan de Fuca strait gave them several
former USN facilities. including the Trident submarine base.

t 94 SHADOWRUN

Anthony Boisvert (Order #38669586)


THE NORTHWEST IN 2050

orth Road /WO..


....._ ____

USI0l ~
~~
~~
/~
,,--------
Mf. Olympus
/
/
/

Salish
,
Sa I
I
I
Shi ,, Rainier
I

"
I
- - Road
- - River
II
~
Sinsearac
I
.... '" ~
- - - Tribal
Border Mt. St. Helens
National
Border

Tairngire

Seattle and the


Pacific Northwest
SHADOWRUN 195

Anthony Boisvert (Order #38669586)


"We don't have any social problems here tha.t
a couple of thousand troops won't solve. "
-Marllyn Schultz, Governor of Seattle

he information in this chapter is excerpted from Fromor's Guide to the


Northwestern American Continent: 2049. The author gratefully acknowl-
edges permission to reprint these sections on Seattle.

Though no longer the fair playground it was in the twentieth century,


Seattle is a vital and vigorous city. Today's Seattle sprawls from Everett to
Tacoma, encompassing 1,600 square miles along the coast of Puget Sound.
It remains an outpost of the United Canadian and American States, so
travelers need not concern themselves about passports or duration of stay as
long as they remain within the city limits. Hemmed in by the Salish-Shidhe
Council Nation, Seattle is an active port city, still very much the gateway to
the Orient.

GEITING TO SEAITLE
For the rich or corporate traveler, regularly scheduled flights arrive and
depart daily to and from Seattle-Tacoma International Airport. Customs
check-in is efficient, and the ordinary traveler should experience only minor
delays as his luggage is checked for contraband. Clearing the airport after
arrival generally takes about an hour. S-TJ boasts a low rating for violent
incidents.
S-TJ has been capable of handling transorbital flights to other major
airports since the Council sanctioned expansion in 2042. Service in this area
is not regular. and so the traveler is advised to check with the airport or his
licensed transport agent for schedules and availability of seats.
Seattle's harbor handles more than 1,800 ships per year. Travelers
wishing to exit the Seaport Commercial Zone are expected to present
themselves at the Port of Entry Complex within three hours of arrival at the
docl<.
The Salish-Shidhe Council has sanctioned three major ground routes,

196 SHADOWRUN

Anthony Boisvert (Order #38669586)


· SEATTLE

known as the North, South, and East roads into the free city of
Seattle. The North and South roads follow the track of old U.s.
Interstate Highway 5. The East road is the old 1-90 and leads to
the Yakima Trading Center Complex at Ellensburg, where it joins
with 1-82/84.
Alternate transport from California is available via Ressha
Corporation's sealed-tube maglev-bullet train that links San
Francisco with Seattle. This is the only passenger rail service to
the city. The service is regularly scheduled, but the frequent
traveler can expect occasional rescheduling due to breaks in the
tube. The ride is smooth and fast, taking just over two hours, but
none of the scenic vistas of the northwest are on display. Even
outside the restricted lands ofTir Tairngire, the tube is opaque
for technical reasons.
Travel outside the routes prescribed by the Salish-Shidhe
Council is not recommended. The Council reserves sovereignty
to restrict access to all lands under its governance. The Council's
border and highway patrols are armed and operate on the
principle of "reasonable cause. "

GOVERNMENT
Seattle's government is democratic. Like the rest of the
UCAS, the registered voters of Seattle make their choices
known in telecomp elections held on the first Tuesday of
November. Seattle is noted for its vigorous, vociferous electoral
campaigns.

The Governor holds supreme executive power for a term of


four years. There is no limit to the number of terms a Governor
VITAL STATISTICS can serve. The current Governor, now in her third term, is the
Population: 3,000,000+ Honorable Marilyn Schultz.
Human: 63% The Governor is advised by a bicameral council, composed
Elvish: 13% of the Cabinet and the Congress. Cabinet members serve a six-
Dwarvish: 2% year term and form an immediate action body. Congressmen
Orkan: 19% serve two-year terms. They promulgate laws with the approval
Troll: 2% of the Council and the Governor, and serve as a review and
Other: 1% ratification board tor gubernatorial and special executive orders.
Density In Populated Districts: 500+ per square mile All members of the Council, except the non-voting Salish-
Per Capita Income: 25,OOO¥ Shidhe Council representative to the Cabinet, are elected .
Population Below Poverty Level: 30% All registered voters are subject to a city tax. Travel passes,
Persons Rated on Fortune's Active Traders List: 1% transit taxes, transient worker taxes, business licensing fees,
Persons of Corporate Affiliation: 50% and donations make up the rest of the city's income base. The
Hospitals: 54 city uses these taxes to contract for essential services with
Means of Commuting to Work: independent corporations. Some of the most prominent are:
Internal Combustion Vehicle: 3% Police Services - Lone Star Security Services
Grid-Guide Electric Vehicles, Individual: 43% Fire Control - Franklin Associates, Inc.
Grid-Guide Electric Vehicles, Group: 20% Sanitation - Various district contractors
Monorail Ring Riders: 22% Public Works Maintenance - Shiawase Envirotech
On-site Workers: 10% Public Database - Renraku Computer Systems
Other: 2% Grid-Guide System - Sony Tech
Felonious Crime Rate: 15 per 1,000 per annum Power - Gaeatronics (Salish-Shidhe Council), Shiawase
Education: Atomics
High School Equivalency: 55%
College Equivalency: 30%
Advanced Studies Certificates: 10%

SHADOWRUN t 97

Anthony Boisvert (Order #38669586)


SEATTLE

VISITOR INFORMATION
Any traveler who wishes to go outside the city limits must
apply for a transit pass. These "blue tickets" are issued by the
Sallsh-Shidhe Council and are good for a limited time. They can
be obtained at the Council Lodge, and must be prominently
displayed at all times by someone outside the city limits.
Any visitor seeking gainful employment must apply for a
temporary work card at City Hall. The work permits are quite
similar to a citizen's red card. They are striped with red and will
accept all payments rendered to the visitor, minus deductions
of appropriate city taxes..
Corporate cards, either gold or .g reen, are honored at all
legitimate establishments throughout the city.

MEDICAL AID
Eight public hospitals serve the Seattle area, all of which are
linked through the 912 system. A variety of Independent
medical corporations operate as well, offering choice of care as
well as overflow capability in the event of a major disaster. The
roving DocWagon™ is also a common sight.

LEGAL AID
Legal advice and representation is available through the
North American Civil Liberties Union (NACLU) at the following
numbers:
General Public: 555-5LAW
Special Hotlines:
Orks: 555-0RCS
Elves: 555-ELFS
Native Americans: 555-TRIB

SEATTLE'S METROPLEX GUARD PUBLIC DATANET


As a city-state of the United Canadian and American States, Library databanks, time, weather, local news services, and
Seattle is entitled to the military protection of that nation. In general Information are available at a nominal charge from the
practice, the city-state is defended by the Metroplex Guard, the Public Datanet. Renraku Corporation's friendly and efficient
bulk of whom are recruited and trained locally, though the unit experts guide people through the datanet to whatever public
is ofi'icially part of the UCAS military. Seattle also benefits from information they desire.
its location in the heart of the Sallsh-Shidhe Council lands,
counting on the Council and the NANC states to preserve EMERGENCY SERVICES
stability in the region. Seattle's police, fire., and rescue teams all subscribe to the
The Guard is a mechanized infantry force of three battalions international standard PANICBUTION system. Any Selko w rIst
and an attached air defense company. Its soldiers are a mixture telecomm puts a person in instant contact with the system's
of full-time professionals and part-time reservists. They are central ciearing desk. Anyone not carrying a telecommunlcator
equipped with antiquated vehicies and weapons that are out- can use the bright yellow and red PANICBUlTON boxes scat-
ciassed by the various corporate security and hireling police tered throughout the city. It is, of course, both a federal and local
forces. Staff and field officers, who are drawn from among UCAS offense to use the system without demonstrable need.
officers, former mercenaries, and political appointees, rotate
through the three battalions of the Seattle Guard , though the GETTING AROUND SEATTLE
commanding colonel is a regular UCAS officer. This system
results in uneven troop quality and morale, a problem aggra- Despite its isolation from major highway grids, Seattle Is
vated by the Guard's part-time nature. served by a fine intracity commuter grid. This computer-con-
The Guard can be activated by either the Governor or by trolled, limited-access system allows motorists to loin their
executive order of the City Council, though such action must be electric cars and enjoy the freedom and convenience of di-
ratified by the city-state Congress within 48 hours. Should the rected-control travel. The system has the additional benefit of
Congress disapprove of activation, the law provides for strict minimal power costs, as the cost of power drawn from the
sanctions against those responsible for the abuse. A full call-up system is inciuded in the motorist's use license. Previous reports
of UCAS forces would activate the Guard and place the com- in other travel gUides notwithstanding, Seattle's first-ciass,
manding colonel under direct military orders. high-speed lanes are well-insulated and Its power connections
safe. Near the grid, there are power recharging stations at many
commercial establishments and all public parking facilities.

198 SHADOWRUN

Anthony Boisvert (Order #38669586)


SEATTLE

Public roads are well-maintained and full of electric cars, Along with its service as a sports stadium, the Kingdome
bikes, and buses. Petrochem vehicles are also common In the also hosts a wide array of popular and classical music programs.
area, but strict anti-pollution standards are in effect, with such The Summer Jazz Festival, in August, is centered at the Dome,
vehicles reserved for Important business or occasions when but spills over throughout the city as well. As in every city,
high performance Is required. today's hot clubs are tomorrow's memories, but the ambiance
Seattle's famed monorail, once limited to runs between of this bordertown draws the steamiest rockers. Seattle is also
Seattle Center and the downtown district, has recently been the homebase of the eccentric, megapopular Concrete Dreams.
refurbished and expanded. It now runs on a ring track and serves C-Dreamers, local and Imported, haunt the club circuit in hopes
the Renraku Arcology and other residential buildings. Visitors of catching one of the band's legendary "drop-ins." These
may experience some delay in receiving a travel pass, as the unscheduled performances have been Concrete Dreams's only
monorail is popular with commuters and is often filled to public appearances In the past three years.
capacity with regular travelers.
The Renraku Arcology, like other corporate structures, POINTS Of INTEREST
maintains its own landing pads for Intracity and city-airport
service of rotor and tilt-rotor aircraft. Unlike the others, Renraku The Space Needle remains the most distinctive element of
offers three public pads with full storage, refueling, and repair the Seattle skyline, and more than ever is worth a visit. The
facilities. Charges are reasonable and service is swift and reli- revolving restaurant at the top, the Eye of the Needle, serves
able. five-star cuisine, and Its regular patrons include the elite of the
magically active. Thus, the sights within are often as spectacular
ENnRTAINMENT AND MEDIA as the view of the city without.
The Aztechnology Pyramid glows on the eastern edge of
Seattle's popular special events include the summer Seafair the city. The building, modeled after the ancient step-pyramids
Festival, the Gold Cup motorboat races on Lake Washington, of old Mexico's Aztecs, is stunning even when its image is thrust
and the annual Salish-Shidhe Council's Horse Exposition at the into the modern age, as when a tilt-wing craft lands on the air-
former Longacres Racecourse, south of Seattle in Renton. Travel pad on the flattened peak. Tours are rarely available.
passes for the latter event, which features auctions, races, and The Seattle Underground is a prime attraction for the
displays of horsemanship unrivaled on the west coast, are adventurous visitors. Members of the ark community who
available at the Council Lodge beginning three months prior to reside there offer tours of the small areas of old Seattle on display
opening day. since the last century, along with the expanding tunnels and
The Kingdome is still the home field of many traditional quaint village life of the inhabitants. A liability waiver Is required.
sports teams, including the baseball Mariners, the football The latest major addition to Seattle's growing business
Seahawks; and the basketball SuperSonics. Recent additions to district is the Renraku Arcology. Even though incomplete, this
Seattle's sports teams include the Timberwolves combatbike structure Is overwhelming. It contains private homes for a small
team and the Screamers urbanbrawl team. Information on town. Its public mall on the first five levels, the extensive
dates, times, and tickets is available from the public database. aquarium and algae-farming facility in the over-the-Sound
The Omnidome, under the benevolent ownership of Ren- extension, and the lively Club Quarter on the north face all offer
raku Corporation, has expanded to include the Northwest's an unforgettable experience. Tours of public Renraku facilities
largest triscreen theater and live illusionists on metavision. depart hourly from the central information area on Mall 3.
Reserving tickets in advance is recommended.

THE BARRENS Human condition? They turn these people away from good
-Introduction to Part Four of Woody Bernstein's unfin- land that could give them a home, forcing them back in des-
ished "Dreamtime Garbage" series, April 5, 2050 peration against the corporate concrete, the sealed bUild-
ings, and the cutwire barricades. This goes on because it Is in
The Governor doesn't want tourists to know it, but all is the Interests of certain powerful people and organizations.
not so pleasant in the great metroplex of Everett-Seattle- The Barrens serve as testing grounds, dumps, and secret
Tacoma. The dirty truth is that urban wilderness grows in the meeting places. Out of the city light and away from the
forested Northwest. Yes, Virginia, the same blight that Awakened forests, the concrete rats run with the woodland
darkens many of the cities of the East flourishes here as well. jackals. They hide in the shadows of the Barrens to do their
The city that brought "skid row" to the world now bids shadowy business. Among these callous folk, the Barrens Is
to bring the Barrens to replace it. a marketplace to buy and sell Humanity.
Shanty towns sprawl over abandoned neighborhoods, Meanwhile, the people ofthe Barrens have become like
making warrens and mazes that are the homes of the poor, animals, seeing ahead only as far as the next meal and a safe
the dispossessed, and those shunned by the corporations. place to sleep. Even the cheap vld sets, soy bars, and paper
These are the forgotten, the lost, the f1esh-and-blood ghosts clothing distributed by corporate relief agencies do little to
that clatter through the shells of man's dream of urban offset the real problems.
plenty. Come with me now and meet some of them. Inside,
And the tribes--where is their fabled concern for the they are people just like us. Come along, and understand ...

SHADOWRUN 199

Anthony Boisvert (Order #38669586)


SEATTLE

The Salish-Shidhe Council also offers guided tours of por-


tions of their lands. Weather and other conditions permitting,
regularly scheduled runs include the popular tour of Puget
Sound, Tillicum Indian Village, Forest Walks, and visits to some
of the active volcanoes. (A liability waiver required for the last.)
The native guides for these tours are renowned for their wit and
urbanity.

TIUBAl HOLDINGS
The impressive Council Lodge is the only formal presence
of the Salish-Shidhe Council Nation within the Seattle metro-
plex's boundaries. Modeled after a traditional Salish lodge on a
massive scale, this building serves as both an embassy and a
cultural center. Non-tribal visitors are welcome. Tours through
the public areas include superb displays of neotribal artifacts.
Tribals own and operate many other businesses and facili-
ties in Seattle as well. Such operations are conducted on an
individual or family basis. The Council Lodge maintains a
directory of these and can arrange meetings between interested
parties both in the city and on Council lands.

CORPORATE HOLDINGS
Profiles of the many national, international, and extra-
national corporations with offices in Seattle are available in the
public database. They include the times, if any, of facility tours.
Most corporations maintain public information desks and dis-
plays of their products at their main offices.

SlATILE IN THE SHADOWS


Like all big cities, Seattle has its share of crime, both
organized and not. The largest syndicate in the city is a branch
of the Yakuza, the Japan-based, international criminal network.
Other international organizations have insinuated themselves
into this city's underworld as well, including the Triads and The Mafia's organization was once very similar, but their
various Tongs. Most people have heard of the Mafia, but are not power base has eroded . The influx of Asians and the Awakened
aware of the other rough newcomers, the Seoulpa Rings. and the resurgence of Amerindian culture have weakened it,
Seattle law enforcement officers' biggest concern is the forcing a reorganization . The Mafia now resembles a single,
Yakuza. The early part of the century saw these criminals extranational corporation often referred to as The Family by
returning to the cultural influences of their origins in Shogun- members. Though still a powerful factor , it no longer dominates
ruled Japan. Many of their soldiers carry swords, but they remain criminal activity in North America.
constantly open to new techniques, technologies, and criminal The Seoulpa Rings organize on a different pattern, modeled
opportunities. Yakuza are usually armed with state-of-the-art on the criminal gangs of late 20th-century Korea, though they
weaponry. The police's best defense against them is their own are no longer Korean any more than the Mafia is really Sicilian.
clannishness. Since their return to their roots, they have closed Each Ring is small and self-contained, but draws on a common
the door to outsiders. The expulsion of their Korean soldiers may cultural pattern of self-reliance, strongarm tactics, and blood
have been a factor in the rise of the Seoulpa Rings. ties. Having been burned by racial bigotry in the Yakuza, they
The Yakuza represent an association of gangs that work like have opened up rather than retreated into tiny cells of their own
traditional Japanese society, as a web of obligations and expec- kind, and are the most heterogeneous of the organized crim inal
tations rather than a rigid chain of command. The current groups. The result is a crossbreed that resembles an Old West
oyabun, or gang lord , of Seattle owes favors to other oyabun, outlaw gang combined with a family business. A ring forms
notably those of San FranCisco, Hawaii, and Chiba. He is also around a single influential person, and often fragments as soon
obliged to the big boss, the oyabun of oyabun. Despite this, he as he or she is removed. Though the Rings lack the power of the
does not really answer to anyone for his actions. He controls his Yak uza , they have influence and an ability to inspire fear
own gang in Seattle, estimated to number several thousand, but disproportionate to their size. Should the Seoulpa Rings ever
has no direct influence on the numerous other Yakuza gangs in consolidate, they could challenge the Yakuza's cr4minal suprem-
the city. It would seem from this that coordinated actions would acy.
be difficult, but the ordered nature of Japanese society makes it Besides the organized felons, there is also a wild mix of
possible for these gangs to cooperate with frightening effi- independents, everything from data pirates to shadowrunners
ciency. Consequently, the Yakuza's infiltration of corporations buzzing panzers across Council lands.
has given them extensive combat and data assets.

200 SHADOW RUN

Anthony Boisvert (Order #38669586)


SEATILE

III -CHINESE DISTRICT . .


._ •• a.
.~ .1It~
- ORK DISTRICT
(UNDERGROUND CITY)
• -JAPANESE DISTRICT
III - SAFE DOCK AREAS

• -ELVEN DISTRICT o - PARKS I PUBLIC RECREATION

,. I' SH~DOWRUN 20t


I
Anthony Boisvert (Order #38669586)
"5hadowrunners are essential to the
fabric of modem society"
- Anonymous Cybermage

fyou are not gamemastering Shadowrun adventures, stop reading now. The
following information is for the gamemaster's eyes only. You can come back
to it later, after playing it, to enjoy the deathless prose without killing the
surprises put in to amuse you.

202 SHADOWRUN

Anthony Boisvert (Order #38669586)


FIRST RUN

fOOD FIGHT GRABBIN' STUFFERS


It used to be called "junk food" or "munchies." Now we call
There's nothin ' more embarrasin ' than when some squatty it "stuffers." Running the shadows takes calories, so you gotta
punker points a shotgun at ya when ya got a DoubleThick grab those stuffers to keep going. They're probably just as good
Sioppie-Soy in each hand, I know, 'cause it happened to me for you as nutrisoy and krill-filler, regardless of those ads from
once. the Nutrition Council.
We was headin ' back into home zone after a run, when food nght starts innocently enough. Late one night,
Geist pipes up that she's hungry and wants somethin ' bad. After someone on the team is going to get hungry. Specifically, the
she punches out Morgan for some crack that I didn't hear, we biggest, baddest player character is going to get a raging case
decide to stop at the first Stuffer Shack we saw. We pull into the of the munchies. He wants stuffers and he wants them now.
parking lot and natch it was rainin ', SO we had to run like a bunch Wise gamemasters will secretly arrange this beforehand with
ofDapper Kellys, just singin' and splashin' through the stuff. Like the player who runs the biggest, baddest character.
the wiz that he is, Skinner trips and nearly lands head first in the If the roleplaying goes well, getting to the Stuffer Shack
biggest puddle on the lot. Yeah. I probably coulda caught him, with a hunger-crazed Troll in the back seat could be half the fun.
but the way my 'flexes are wired, I mighta snapped his arm off Of course, it's illegal to walk the streets carrying heavy
doing it. artillery. Even in 2050, it's unlikely that characters will be
He was the last one Into the place, all drippin and cussin ' (at lugging assault rifles, grenade launchers, or Light Machineguns
me, natch). Geist had locked target acquisition on the Nuke-&..- for a quick run down to the corner store. Sidearms are all right,
Serve section and Morgan was agonizing again between the but if characters looked like they're armed for war, a Lone Star
Pure Earth section--comes outta the Tribals' turf. guaranteed patrol might pull them over to discuss the value of discretion.
pure organic and costs a bucket-and his secret vice, Hyper-
krunch BerryBomb Sweeteez. STUFFER SHACKTM
I sashays over to the Ludlvenko Lovelies machine to Stuffer Shack is a chain of supermarkets. They sell every-
indulge in some Sioppies. The menu construct chirps that thing: Holohayo 3D greeting cards, pneumatic fluid for your
they're outta 'm ost everything. Finally, I end up punchin ' Wicked bike, cheap fetish trinkets for magical wannabees, soymilk,
Watermelon, and, 'cause I can 't resist, Meltdown Moscow soykaf, soygrits, and a full line of stuffers with no redeeming
Chocolate. Goin ' for broke, I key in the DoubleThick command nutritional or social value. Stuffer Shack is open 24 hours a day,
and slot my credstik. After a couple of bumps and gurgles and 365 days a year.
something that sounds like Toshi when he's brain-fried, I get my When the team arrives, either by vehicle or on foot, they
Sioppies. have to cross the parking lot to get inside. The fact that It's
'Bout then, I hear a big crash behind me, and some tweety, raining ought to discourage loitering. With its half dozen cars
cheap-synth voice jibes me with "Hey Troggy- Troll, looky what and vans, a pair of bikes and an electro-scoot, the lot looks tame
I got for yal" I turn around slowly (neat trick, for me) and see this enough. No one is hanging around outside in the rain, but ifone
wild-eyed punker polntin' his twelve-gauge toy at me. He of the team wants to, that's all right.
seems quite pleased with my choice ofSloppies. I wonder ifhe 's When the team gets inside, you may want to read them a
gonna like 'em so much when they're up his nose. sampling of merchandise from the Map Key (see below) or
I jazz my chips, andgo offhls line offire with a duck and spin make copies of the map and key and let them see it for
that puts me in his face. Not without regret, I jam the Ludivenkos themselves. If you set up a display, so much the better.
into his snout and then ... Encourage the characters to choose some favorite foodstuff and
Hoi. chummer, come on in. Food nght has been designed make a beeline for that section ofStuffer Shack. The map shows,
as a fast and furious introduction to the Shadowrun combat and a display should show, the other people in the store. Their
system . There are no fancy tactics or scams here, so you can just descriptions are given in the following section and there is
slot it and run it. nothing remarkable about them. A Perception Success Test to
Any Archetypes can play in food nght. The opposition is spot concealed weapons on any of these guys would be rather
a mix that is mostly muscle, with a little magic thrown In. If none difficult (Target Number 8). If the subject noticed it, he would
of the players are up to running a magician yet, null sweat. presumably snarl, "Whaddaya scopin' me for, chum mer?"
There's a little equalizer stashed away to help them.
What makes food fight more interesting than some squalid WHO'S IN STUFFER SHACK
brawl in an alley is the environment. Imagine half-a-dozen Use the Squatter NPC Prof1le for anyone on the list except
chimpanzees going berserk in your local supermarket. Then the Chiller Thrillers and Sally. Unless otherwise specified, cus-
give them big guns. Now you've got the picture! tomers will not start trouble with the Chiller Thrillers once the
robbery begins. They will be frightened, passive victims.
Wanda, age 22, is the checkout clerk. She is vapidly pretty,
with pale skin and orange hair cemented into a single spike,
indicating terminal mousse abuse. She reacts to events or
comments a few seconds after they occur. She stands behind
the checkout counter.

SHADOWRUN 203

Anthony Boisvert (Order #38669586)


fiRST RUN

Mr. Nick is the manager, age 43, short and dumpy. He has The Chiller Thrillers are casing the joint before the rob-
a Defiance shotgun under his desk. He is working in his office bery.
when the robbery begins. Mr. Nick will try to ambush the Slicer Dlcer, 22, wears a short, Japanese-style jacket. His
robbers from his door and will probably get killed. hair is dyed blood-red and styled into a samurai topknot. He
Johnny, 17, is the stock boy. He is gangly and pimpled, carries a long sack slung over one shoulder, the shape of which
with close-cut blond hair. He wears a Stuffer Shack apron, has suggests a katana. He is in Aisle Twelve, looking through the
a secret lust for Wanda, and is stocking boxes of soup in Aisle personal hygiene displays.
Nine. Wendy is a sexy lady of 23, heavily made up, with hair in
Mrs. Needles 33, is an obese woman who drags a small the latest Nova style and dyed neon bl ue. She wears an armored
child along as she pushes a shopping cart down Aisle Eleven like duster over a skimpy pair of cutoffs and a halter top. The duster
a finalist in the Destructo Derby. During the robbery, she will has a gory emblem on its back, askull with a bloodstained icicle
hide behind her shopping cart and scream herself hoarse. stuck through its left eye. Her shoulder bag contains an Ares
Louis Needles, 8, is a streetwise urchin who will make Predator. She is in Aisle Eight, near the Aztec-Mex displays.
smartmouth cracks all during the robbery. Stade is a big guy of 32 years who carries a large shoulder-
Timmy Thinners is 29, very tall (over two meters), scrawny, bag. He is dressed in baggy fatigues, with an armor coat
and dressed in tattered black leathers. With his hollow eyes and covered with circuit diagrams. His hair is pure white and
long, scruffy black hair, he strongly resembles Spike, one of the cropped close to his skull. His temples are studded with about
robbers. Timmy is scoping the audio players in Area E. half-a-dozen jacks. Static stands in Aisle Two conversing ani-
Jacky and Angle Seatman are in Aisle Six, buying pet food. matedly with a motor oil display. He has a Defiance Shotgun
Jacky is 32, a would-be rocker king in white leathers and several concealed under his coat.
kilogramsofGoodAsGold™ jewelry. He carries a Walther Palm- Last but not least, the equalizer for this adventure:
Pistol in a shoulder holster. Angie Scatman is 27, a would -be Sally Tsung was in Night on the Town--the gorgeous
rocker queen in a tight black leather jumpsuit with about 42 mage with the sword. She's in the store for a quick munch. She
zippers and draped over with some eight meters of heavy steel can help the player team if they get into trouble, but will stay
chains. She carries a Beretta Model tOlT in her shoulder bag. clear of the fighting. Use the fighter orientation of the Street
The Scatmans will not start a firefight, and once the shooting Mage Archetype . Her real stats are probably better than the
does start, will shoot only in self-defense. ones listed, but they will do for this scenario.

II
1.04 SHADOWRUN

Anthony Boisvert (Order #38669586)


FIRST RUN

STUffER SHACK MAP KEY Aisle 12


Aisle 1 On the right are soaps. detergents. bug sprays. roach
On the left isa locked display of chips and CDs for purchase condos, rat traps, big rat traps. and so forth.
or rental. A big display sign in the middle of the shelf hawks the On the left are personal hygiene soaps, sprays. pads. strips.
latest "Beauty and Her Beasts" simsense chip. and spritzes, in regUlar or industrial strength.
On the right are snacks to go along with the vids-sodas, Aisle 13 is stocked with health foods. guaranteed organiC from
soynuts, Siurpee-doos, Zap-corn , and a host of individually the Tribal territories. Prices are very high. Perishables in freezer
wrapped treats. cases.
Aisle 2 Aisle 14 is the freezer section. It features soymilk. neomeats.
On the left are air filters, radon testers, water purifiers, raw krill , seafood, and other perishables.
Detoxy T \1 products ("Clean your Oxy ... Use Detoxyl") and other Aisles 15 and 16 are being refurbished. There are large stacks
environmental and antipollution products. of paint cans, plaster. plastics and bonding resins. and other
On the right are automotive supplies. remodeling materials all over the area.
Aisle 3 Area A is a tiny. dusty display of books and magazines in
On the left are first aid supplies, along with a big sign hardcopy format. There are also two NewsFax printout terminals
reading: "Don't Wait To Get Hit. .. Stock Your Medkit!" There are and a HoloQuik copy machine.
also patent medicines, vitamins, and so forth . Area B features four simsense arcade games . (1 ¥ per minute of
On the right are assorted stuffers: chips, dips, crackers, play. Just insert a credstik and put on the 'trodes.) Current titles
cookies, twitters, choco-slurps, and berry-bombers. are: "Little Mutant Vik Ninja Cyberboy!". "Orbital Ninja Death
Aisle 4 Commando". "Ultimate Bike Race Ninja Street Duel ." and "Super
On the left are soy pasta , sauces, ramen noodles, and CUp- Mareno Brothers LXXVIII."
O-Soup products. Area C is the checkout counter, with a barcode scanner. cash
On the right are baked goodies, such as cakes, donuts, register terminal. credstik receptor. and various counter dis-
twisters, Sweeteez, and Krak-L-Snaps . plays.
Aisle 5 contains a wide assortment of Nuke &. Serve snacks, Area 0 contains Dispenser Bars for liquid and viscous products
dinners, and banquets. such as Shmoozies. Snorkels. Shakeups, Soykaf. Fizzygoo. and
Aisle 6 so on . It also features Ludivenko Lovely Soya-Sloppies with the
On the left are pet foods and supplies. DoubleThick option.
On the right are breakfast foods , such as AlmostEgg, Area E has a locked display of cheap. personal electronics.
BacoSoy. and cold cereals (including Maxiblast Sugar Bombs in personal computers. cheap CD and chip players. data readers.
three popular flavors. Red, Green. and Purple!). and portable simsense rigs.
Aisle 7 Area F is the manager's office.
On the left are soykaf. teas and herbal teas. Koko chocolate Area Ci is the stockroom. The door leads to an alley behind the
substitute. and beverage mixes. store .
On the right are plasti-packed fruit dishes and vegetables Area H is the employee lounge. featuring the time clock.
that are gamma-ray treated to retard spoilage. There are small lockers. a sofa and some chairs.
radiation wrappers on the packaging.
Aisle 8 ENUR SHOOTING
On the left are candies and other mega-carbohydrate- Once the player-characters are inside foraging for suste-
death stuffers like Boostergum. SucroZoom, and Whomp- nance. the Stuffer Shack will be robbed . Come on . aren't you at
Snappers. all surprised? Not even a little?
On the right are Aztex-Mex cuisine. ranging from mild The robbers are a thrill-gang called the Chiller Thrillers. The
C'Wussy") to very spicy C'Meltdown") . Most products have the trouble with robbery in 2050 is that there Is no cash. Credit can't
stepped-pyramid logo of Aztechnology on them. be stolen because no one can use anyone else's credstlk. Crooks
Aisle 9 steal commodities and valuables like food. weapons. or gold
On the right are soups and stews. both freeze-dry mixes fillings instead.
and prepackaged heat-and-serves. The Chiller Thrillers have a major case of munchies and will
On the left are flour. raw nutrisoy and flavor additives. krill load up on stuffers. They will also be looking for anythln~ of
filler. textured vegetable protein. dextro- and levo-sugars and value that the customers have. They don't mind if they have to
sugar substitutes. kill or maim someone to get loot because they've got the minds
Aisle 10 features Use'N'Lose disposable plastic products, such of psychotics who get their kicks out of having their feet on
as clothing. tablecloths. small furniture. umbrellas. and so on. someone else's neck. They kill on a whim. they do not back
Aisle 11 down. and they fight until killed or incapaCitated.
On the right is small hardware. household goods. paints The robbery begins after the player characters are scattered
and sprays. around the store. The Chiller Thrillers Inside (Slicer Dicer. Static,
On the left. against the wall. are small appliances. such as and Wendy) signal Catcher that the place is ripe for pluckin~.
Zaponuke microwaves. Toast-R-Ovens. coffee makers. and so
on.

SHADOWRUN 205

Anthony Boisvert (Order #38669586)


FIRST RUN

The other gangers jump out of thei r van in the parking lot.
As they enter the store, Spike smashes the PANICBUlTON box FOO~
FIGHT TABLE
outside. If anyone is caught hanging around by the entrance, Roll 106: Result
Spike covers him and orders him inside. When the door is kicked I Nothing Broken
open, the three robbers already inside pull their guns and order 2- 3 Liquid
anyone they can see to raise their hands. 4 Powder
Until a firefight begins, the Chiller Thrillers behave with 5-6 Mushy
casual brutality toward everyone in the place. If they want A Mushy is anything that used to be a recognizable
something, they take it. If anyone objects, they shoot them. foodstuff before being impacted by a Shotgun blast.
They try to goad people into fighting.
The gang becomes more wantonly abusive the longer they Roll another 106:
remain unopposed . Wendy and Wiley body-search people for Ole
valuables, though they do not pick out a player character at first. Roll LIquid Powder Mushy
After that, the gangers start to smash the place up. t Green and Gooey Fine and Blue Gross and Soft
At the first sign of trouble, Sally Tsung fades into the stock 2 Red and Syrupy Thick and Green Spongy and Soft
room (area G). She is in this adventure for safety purposes. 3 Clear and Smelly Powdery and Red Lots 0 ' Pieces
If the player team cannot handle Wiley, Sally blows the 4 Black and Sticky Lumpy and White Gross and Smelly
Chiller Thrillers' shaman away. Until he is disposed of, Sally 5 Pink and Gross Sudsy and Blue Hard Little Chunks
maintains Spell Defense and helps player characters who need 6 Roll twice Roil twice Roll twice
it. Once Wiley is down, Sally ducks into the storeroom and out
the back [Link], she becomes invisible. By the time the
fight is over, she is long gone. Danny Danger ducks to the side as the d rooling
thrill-ganger pumps a blast of buckshot at him. (The
SUPERMARKET SWEEP gamemaster Rolls tOO. It's 3, Indicating LIq Uid. As
A supermarket is a dynamic battleground . Things break. Danny Is In Aisle 9, the shot hits a shelf of soups and
Things spill. Colorful substances spurt all over the place. If a shot
stews.) 'The shelffull ofDoggy Moon Zap&.. Serve soup
misses someone, roll t 06 against the Food Fight Table to see explodes into a cascading mass of. ..(The gamemaster
what breaks and how it looks. The glop splashes all over the roils t D6 and g ets a 2) ... cherry- red. syrupy g lop that
missed target, along with anyone within two meters of him. The pours down on Danny. "Youdrek-faced goon.· he
floor in that area becomes Difficult Terrain. howls. '1 hate Maraschino ChowderI'

206 SHADOWRUN

Anthony Boisvert (Order #38669586)


FIRST RUN

CLEANING UP Attributes/Skills: Use Street Samurai Archetype. Reduce


There is not much left to say once the shooting stops. The Strength by 1 and add 1 to Quickness.
property damage outweighs any gratitude Stuffer Shack. Inc. Gear: Wendy is armed with an H&..K 227 SMG with Smartgun
feels that the robbery was prevented. The Badges are on the way circuitry. She wears a lined coat with the gang emblem. Her
and the shadowrunners feel no urge to explain to Lone Star spike heels make all terrain Difficult Ground for her. with a +5
Security why they were packing all that hardware. Police modifier if she tries to run on really Difficult Ground.
statements are a permanent record ("'just what is your SIN. Spike (real name and age unknown) strongly resembles
citizen? "). which means there is going to be too much light Timmy Thinners. an innocent customer In the Stuffer Shack.
around here for shadows to take. Unlike the rest of the gang. Spike does not really like trouble.
and will sometimes try to persuade other members not to get
KARMA too violent. He wants food and loot. but prefers not to have to
Not much karma is involved in Food Aght. Everyone who fight to get it.
survives gets a point for staying alive. The Chiller Thrillers are Attributes/Skills: Use Gang Member Archetype.
nasty opposition. which is worth an additional point. Thus. Team Gear: Spike carries an Ares Predator with three clips of ammo.
Karma is 2 points. Anything else must be for individual perform- Willis ·Wlley" Fabrlzzl. 19. wears a full-length synth-fur
ance. lined coat. His greasy brown hair is done up in a beehive of dirt
and mud. feathers. twigs. and small rocks. A bulging leather
THE CHILLER THRILLERS pouch hangs from his belt and he is festooned with fetishes.
Lucas "Catcher" Katchennan is 22. Is of average height Wiley is a Coyote Shaman. He is manic. During the robbery.
and build. with hair spiked in various lengths and different he will tag along with Wendy. but follows her by clambering
colors. He Is the leader of the Chiller Thrillers. and he is over the tops of displays and shelves. In moments of excite-
psychotic. ment. he howls.
When he not in combat. Catcher keeps up a dangerous. Attributes/Skills: Use Street Shaman Archetype. Drop Conjur-
high-speed rap on a number of subjects. ing to 2 and raise Sorcery to 6. He has the 1O-point Aghter Spell
Attributes/Skills: Use Gang Member Archetype. Add Wired Package (allocate the 10 points as you see fit). but add + 1 to the
Reflexes +1. Force of all his spells. because he uses Fetishes to cast them.
Gear: Catcher is armed with a Defiance T-2S0 Shotgun and car- Gear: Wiley has four expendable fetishes for each of his spells
ries 3 magazines of ammo. He also has a Ruger Super Warhawk. and carries a Colt-American L36 pistol.
He wears a lined coat bearing the Chiller Thrillers' emblem. a
. skull. pierced through the left eye socket with a bloody icicle.
Frank "Slicer Dlcer" Pilgrim. 22. is tall and wiry. Fancying
himself to be a modern samurai. he wears his hair blood red in
a samurai topknot. just like martial arts simsense star Nicky
Saitoh.
Slicer Dicer's weapon of choice is his katana. He will not re-
fuse an apparent challenge to single combat. He utters loud kia/
in combat.
Attributes/Skills: Use Street Samurai Archetype. with Arm
Spurs instead of Hand Razors.
Gear: Slicer Dicer'sarsenal includes his katana. an Ares Predator.
and nine shuriken. He wears an armor jacket tailored into a
samurai tunic.
Bill "Static' Pruitt. 32. looks as though he's had major
Muscle Replacement. He is both a steroid-abuser and a weight-
lifter. A burned-out wlrehead with significant brain damage. he
is also balding. with hair dyed stark white.
Static is convinced that numerous inanimate objects are his
friends. He likes to talk sports with them.
Attributes/SkIlls: Gang Member Archetype. Reduce Willpower
by 2 and increase Strength by 2. Increase Firearms to 6. Optical
cyberware is still burned out following overindulgence in the
Screaming MeeMee wire. The Hand Razors stili work.
Gear: Static wields a Defiance shotgun with three clips of ammo
and a Defiance Super-Shock Taser. His lined coat is decorated
with numerous circuit diagrams of wires he has jacked.
Wendy (no last name known) is a voluptuous 23-year-old
who affects to be the gang's "mom". She has a deep CAS drawl
and is prone to playoff one ganger against another for her
maternal affections. Her current "good boy" Is Wiley. They will
work together during the robbery.

SHADOWRUN 207

Anthony Boisvert (Order #38669586)


FIRST RUN

208 SHADOWRUN

Anthony Boisvert (Order #38669586)


Name: Street Name:,_____________________________ Sex:,~ _____

Race: Karma: Archetype: Lifestyle: Money:

SKILLS 8.. LANGUAGES AITRIBUTES CONDITION MONITOR


Skill Rating PHYSICAL Rating PHYSICAL MENTAL
Body: Unconscious> < Unconscious. I
Possibly dead. Further damage
Quickness: causes wounds
Strength:
MENTAL
Charisma:
Seriously> < Seriously
Intelligence: Wounded. Fatigued.
Willpower:
SPECIAL
Essence: Moderately> < Moderately
Wounded. Fatigued.
(Magic):
Reaction: Lightly > < Lightly
Wounded. Fatigued.
ALLERGIES Damage Modifiers
Substance: Damage T# Initiative
None
Severity: Light +1 -1
Racial Adv: Moderate +2 -2
Serious +3 -3

CYBERWARE WEAPONS
Type Rating Type Short Medium Long Extreme Dmg. Code

-- SPELLS
Type Max fNce Staging Drain Code
--
-- -- -- ~-
-- -- ~-
--
-- -- ~-
--
-- ----- ~-
--
-- ----- ~-
--
-- -- ~-
--
-- -- ~-
--
-- ----- ~-
--

Astral Pool Defense Pool Dodge Pool Magic Pool

SH A DQWRUN is a rrademark of FASA Corporation. Copyright 1989. Permission to photoeD for rsonal use.
Anthony Boisvert (Order #38669586)
CYBERDECK PROGRAMS
T~ Prosram [Link] CHARAC1lR DRAWING
btinS SIze
Monitor
RMlnS
,---- Bod
< Deck Crash
Penona r----- Evasion
Hudenlns r---- Masking
Memory '--- Sensors
Storeqe ~

< Seriously
LoU
Wounded.

VO C
Response f- < Moderately
Hltcher Jacks -- - Wounded.

Vldscreen -
< Lightly
- Wounded.

VEHICLE OTHER GEAR


Type [Link]
Monitor
-
RadnS
< Vehicle
-
Handllns Destroyed
-
Speed
-
Body
-
Annor < Serious
- Damage
SIgnature
-
PIlot
Hacking Pool
nrmpolnts -
< Moderate
Hudpolnts - Damage
-
< Light
Damage

1~8_

"CHARACTER NOTES CONTACTS

SHAOOWRUN Is a trademarl< of FASA Corporation. Copyright 1989. Permission to photocopy for pe..anal use.

Anthony Boisvert (Order #38669586)


Name: Street Name:____________________________ Sex:_______

Race: Kanna: Archetype: Lifestyle: Money:

SKILLS &.. LANGUAGES AlTRlBUTES CONDITION MONITOR


Skill Radng PHYSICAL Radng PHYSICAL MENTAL
Body: Unconscious > < Unconscious,
Possibly dead. Further damage
Quickness: causes wounds
Strength:
MENTAL
Charisma:
Seriously > < Seriously
Intelligence: Wounded. Fatigued.
Willpower:
SPECIAL
Essence: Moderately > < Moderately
Wounded. Fatigued .
(Magic):
Reaction: Lightly > < Lightly
Wounded. fatigued.
ALLERGIES Damage Modlfters
Substance: Damage n Initiative
None
Severity: Light +1 -1
. Racial Adv: Moderate +2 -2
Serious +3 -3

CYBERWARE WEAPONS
Typel Radng Type Ammo Short Medium Long Extreme Dmg. Code

--.1--.1-
--.1_1-
--.1--.1-

-- SPELLS
Type Max Force Staging Drain Code
--
-- -- -- --.I-
-- -- -- _I-
-- -- -- --.I-
-- -- -- --.I-
--
-- -- --.I-
-- -- _. _ - --1_
-- -- --1_
--
-- -- --1_
--

Astral Pool Defense Pool Dodge Pool Magic Pool

, /'

/
/

SHADOWRUN is" trademark of FASA CorporatIon . Copyright 1989. Permission to photocopy for personal use.

Anthony Boisvert (Order #38669586)


CYBERDECK PROGRAMS
Type Program Condltfon CHARACRR DRAWING
Monitor Radng Size
Rating Bod
< Deck Crash
Persona Evasion
Hardening Masking
Memory Sensors
Storeage < Seriously
Load Wounded.

I/O
Response
< Moderately
Hltcher lacks - - Wounded.

1_'·. . .
V1dscreen
< Lightly
Wounded.

·'>

VEHICLE OTHER GEAR


Type _ _ _ _ __ Condltfon
Monitor
RatIng
< Vehicle
Handling Destroyed
Speed

Body

Armor < Serious


~

Damage
Signature ~

Pilot
~

Hacking Pool
nrmpolnts

Hardpolnts
in < Moderate
Damage

o < Light
Damage

I
CHARACRR NOns CONTACTS

SHAOOWRUN Is a trademark at FASA Corporatlon. Copyright 1989. Permission to photocopy for personi\1 use.

Anthony Boisvert (Order #38669586)


REFERENCE TABLES

FIREARMS
ristols Type Cone. Ammo Damage
Streetline Special Hold-out 8 6 (Clip) 311
Walther Palm Pistol Hold-out 9 2 (Break) 311
Colt America L36 Light 6 9 (Clip) 3M2
Beretta Model 10 IT Light 5 10 (Clip) 3M2
Fichetti Security 500 Light 7 10 (Clip) 3M2
Fichetti Security 500 Light 6 22 (Clip) 3M2
Ares Viper Heavy 5 10 (Clip) 4M2
Ares Slivergun Heavy 6 30 (Clip) 2M3
Browning Max-Power Heavy 6 8 (Clip) 4M2
Remington Roomsweeper Heavy 8 6 (Magazine) 3M3
Ruger Super Warhawk Heavy 4 6 (Cylinder) 4M2

Rifles
FN HAR Assault 2 20 (Clip) 5M3
AK-97 Assault 3 22 (Clip) 5M3
AK-98 Assault NA 22 (Clip) 5M3
Remington 750 Sporting 3 5 (Magazine) 5S2
Remington 950 Sporting 2 5 (Magazine) 6S2
Ranger Arms SM -3 Sniper NA 6 (Magazine) 6S2
En~eld AS7 Shotgun 3 10 (Clip) 4M3
Defiance T-250 Shotgun 4 5 (Magazine) 3M3

Submal:hine Guns
AK-97 SMGjCarbine SMG 4 22 (Clip) 4M3
Uzi III SMG 5 16 (Clip) 4M3
Heckler &.. Koch HI(227 SMG 4 20 (Clip) 5M3
Heckler &.. Koch S variant SMG 5 16 (Clip) 5M3

Tasers
De~ance Super Shock Taser 4 4 (Magazine) Special

Heavy Weapons
Ingram Valiant Light MG NA Belt 5S3
Medium MG Medium MG NA 40 (Clip) 8S4j4M2'
Heavy MG Heavy MG NA 40 (Clip) 12S4j6M2'
Assault Cannon Cannon NA 20 (Clip) IOD4j5S2'

WEArON RANGE CLOTHING AND ARMOR


Type Short Medium Long Extreme Ballistk Impaa
Target Number 4 5 7 9 Armor Clothing 3 0
Firearms Armor Jacket 5 3
Hold -out Pistol 0-5 6-15 16-30 31-50 Armor Vest 2 1
Light Pistol 0-5 6-15 16-30 31 - 50 Lined Coat 4 2
Heavy Pistol 0-5 6-20 21-40 41--{)0 Helmet I
Taser 0-5 6-10 11-12 13-15 Vest With Plates 4 3
Shotgun 0-10 11-20 21 - 50 51-100
Sporting RiAe 0-30 31--{)0 61 - 150 151 - 300 HEAVY ARMOR
Sniper riAe 0-40 41-80 81-200 201-400 Partial Suit 6 4
Assault RiAe 0-15 16-40 41 - 100 101-250 Full Suit 8 6
SMG 0-10 11-40 41-80 81 - 150
Heavy Weapons LEATHER
Light MG 0-20 21-40 41-80 81-150 Real 0 Z
Medium MG 0-40 41-150 151-300 301-500 Synthetic 0 I
Heavy MG 0-40 41-150 151-400 401-800 Ordinary Clothing 0 0
Assault Cannon 0-50 51-150 151-450 451-1300 Fine Clothing 0 0
Grenade Launcher 20-50 51 - 100 101-150 151-300
Missile Launcher 20-70 71-150 151-450 451-1,500
Impaa rrojeailes
Bow 0-5 6-50 51-150 151-300
Light Crossbow 0-10 11-40 41-100 101-200 Shadowrun CD Copyright 1989 FASA Corporation.
Medium Crossbow 0-20 21--{)0 61-150 151-250 Permission granted to photocopy for personal use.
Heavy Crossbow 0-30 31-80 81-200 201-300
Thrown Knife 0-3 4--<S 7-12 13-20

Anthony Boisvert (Order #38669586)


REFERENCE TABLES

fiREARM ACCESSORIES
Mount
r
Concealablllty Rating Ammo Effect
Concealable Holster
Grenade Launcher Under -3 6 (Magazine)
Laser Sights Top -I -I Target Number

Imaging Scopes
Low-Light Top -Z Special
Thermographic Top -Z Special
Magnification I Top -I
Magnification Z Top -I Z
Magnification 3 Top -I 3

Recoil Compensators and Gyros


Mount Concealablllty Rating
Shock Pads Stock I
Gas-Vent Z Barrel -I Z
Gas-Vent 3 Barrel -Z 3
Gyro Mount Under -5 4
Deluxe Gyro Mount Under -{i 6

Others Mount Coneealablllty Effect


Silencer Barrel -I Special
Smart Goggles Top -I Target Number
Smartgun Adapter Top -Z
Smartgun Variant -Z Target Number

EXPLOSIVES MElEE WEAPONS


Coneealablllty Damage Cone. Reach Damage
Grenades Edged Weapons
Offensive 6 6M3 Katana 3 +1 (Str)M3
Defensive 6 6M3 Knife 8 (Str+Z)L 1
Sword 4 +1 (Str)MZ
Concussion 6 4M3 Stun
Pole Arms/Staffs
Gas (neuro-stun VIII) 5
Pole Arm Z +Z (Str)S3
Mini 8
Staff Z +Z (Str)MZ Stun
Smoke 5
Clubs
Club 5 +1 (Str+ 1)MZ Stun
Explosives, Per Kilo Sap 8 (Str)MZ Stun
Concealablllty Rating Stun Baton 4 +1 5LZ + Special
Commercial 6 3 Whips/Flails
Plastic. Compound 4 6 6 Monofilament Whip 10 +Z 654
Plastic. Compound 1Z 6 IZ Cyber Implant Weapons
Hand Razors NA/IO' 0 (Str+Z)LZ
Timer 6 Spurs NA/9' 0 (Str)MZ
Radio Detonator 8 • Non-Retractable/Retractable
AMMUNITION Unarmed (Str)M 1 Stun.
Damage
PROJECTILE WEAPONS
Regular Ammo
Cone. Reach Damage
Explosive Rounds +Z Staging
Bows
Flechette Rounds -I Power Level. + I Staging
Bow 3 (Str)MZ
Gel Rounds 4L1 Stun
Arrows 3
Stun Rounds 4M4 Stun Crossbows
Taser Dart Special Light Z 4L3
Taser Cartridge Special Medium Z Z 5MZ
Heavy NA Z 6SZ
Missile Intelligence Ammo Damage Bolts 4
AVM 4 4 (Break) IZD8/6D4'
ArM 3 4 (Break) 5M3 THROWING WEAPONS
HEM Z 4 (Break) 4M4 Non-Aerodynamic Cone. Reach Damage
'Vehicie Damage Throwing Knife 9 (Str+Z)L1
Aerodynamic
Shuriken 8 (Str+Z)L 1

Anthony Boisvert (Order #38669586)


NPC RECORD SHEETS
ATIlUBUlIS CONDITION MONITOit ATIlUBUTES CONDITION MONITOR
PHYSICAL a..tInt PHYSICAL MENTAL PHYSICAL a..tInt PHYSICAL
- M~AL
,---

N < U~~
Unconscious > Body: --- Unconscious > < Unconscious.
Body: --- r-- Further damage
Posslbly dead. r-- Further damage Posslbly dead. ,---
Quickness: --- causes wounds
Quickness: --- causes wounds
r-- I-- I--
Strength: --- Strength: ---
r-- MENTAL r-- r--
MENTAL
Charisma: I-- I--
Charisma: --- I-- f-- --- Seriously > < Seriously
Seriously > < Seriously
Intel\fgence:-- Wounded . - f-- Fatigued. Intelllgence:--- Wounded . r-- r-- Fatigued.

Willpower: - - - - f-- Willpower: - - - I-- I--

SPECIAL SPECIAL - -
- r--
Moderately > < Moderately Essence: --- Moderately > < Moderately
Essence: --- - f-- Fatigued. Wounded. - - Fatigued .
Wounded.
(Magic): --- (Magic): --- - -
Reaction: --- Lightly >
Wounded.
C f--
< Llghtiy
'----- Fatigued .
Reaction: - - - Lightly >
Wounded . - -
. < Lightly
Fatigued.

Wupons, Spells &.. Notes Weapons, Spells &.. Notes

AtTRIBUTES CONDITION MONITOR AtTRIBUTES CONDITION MONITOR


PHYSICAL btlns PHYSICAL M~AL PHYSICAL IIAtIns PHYSICAL M~AL
Body: --- Unconscious >
Possl bIy dead.
C < Unconscious.
r-- Further damage
Body: --- Unconscious >
Possibly dead.-
I r--
< Unconscious.
further damage
Quickness: - - - causes wounds Quickness: - - - causes wounds
Strength: - - -
I-- r-- Strength:
r-- r--
---
MENTAL f-- r-- MENTAL I-- I--

Charisma: - - - I-- r-- Charisma: - - - r-- r--


Seriously > < Seriously Seriously > < SeriOusly
Intelligence:- - - Wounded. f-- - Fatigued. Intelligence:--- Wounded . I-- I-- Fatigued.
Willpower: - - - f-- - Willpower: - - - I-- r--
SPECIAL - - SPECIAL I-- I--
Essence: Moderately > < Moderately Essence: Moderately > < Moderately
---
Wounded . - - Fatigued.
--- Wounded. ' - - I-- fatigued.
(Magic): --- (MagiC): ---
Reaction: - - - Lightiy >
-

Wounded . '-----
-
< Lightly
'----- Fatigued.
Reaction: --- Lightly >
Wounded .
[j I--
'--
< Lightly
Fatigued.

Weapons, Spells &.. Notes Wupons, Spells &.. Notes

AtTRIBUTES CONDITION MONITOR AtTRIBUTES CONDITION MONITOR


PHYSICAL a..tInt ~AL MENTAL PHYSICAL IlAtlns ~KAL MENTAL
- ,---
Body: --- Unconscious > < Unconscious. Body: --- Unconscious > < Unconscious.
POSSibly dead. - - Further damage Possi bly dead. - r-- Further damage
Quickness: - - - causes wounds Quickness: - - - causes wounds
Strength : - - -
- - - -
Strength: ---
MENTAL - -
MENTAL - -
Charisma: - - -
Seriously >
- -
< Seriously
Charisma: - - -
Seriously >
- - < Seriously
Intelligence: ___ Wounded. - - fatigued. Intelllgence:--- Wounded . - - Fatigued .
Willpower: - - - - - Willpower: - - - ! - -
SPECIAL - - SPECIAL - -
Essence: --- Moderately > < Moderately Essence: Moderately > < Moderately
Wounded . - - Fatigued .
--- Wounded . - - fatigued.
(Magic): --- (Magic): ---
Reaction: ---
- - Reaction:
- -
Lightly > < Lightly --- Lightly > < Lightly
Wounded. - - Fatigued . Wounded. - - fatigued .

Wupons, Spells &.. Notes Weapons, Spells &.. Notes

SHADOWRUN Is a trademarl< oi FASA Corpcxatlon. Copyright 1989. Permission to photocopy for pe..anaI use.

Anthony Boisvert (Order #38669586)


- - - - - - - - - - - - - - I C MONITORS - - - - - - - - - - - - - -

IC IC IC
Progr..... Condition Progr..... Condition Progr..... Condition
Monitor Monitor Monitor
C
~
Type < Program Type < Program Type < Program
Crash Crash Crash

[Link]
,----

r
--

--
< Seriously
Wounded.
Rating
§ < Seriously
Wounded.
Radng
c--
'--

-
< Seriously
Wounded .
Construd
-
-
-
< Moderately
Wounded.
COnstrud

I] < Moderately
Wounded.
Construd
-
-
-
< Moderately
Wounded .

-
-
< Lightly
Wounded.
tj < Lightly
Wounded.
,-
-
< Lightly
Wounded .

I- I 1'- I 1'- I
IC IC IC
Progr..... Condition Prosr"m Condition Progr..... Condition
Monitor M~r Monitor

~
Type < Program
Crash
Type
r-
< Program
Crash
Type I
,-
< Program
Crash
- r--
- c--
Radng Rating Radng
< Seriously
- < Seriously I--- < Seriously
Wounded . Wounded. Wounded.
-- - r--
Construd Construd Construd
- - '--

- - -
< Moderately < Moderately < Moderately
- Wounded. - Wounded. c-- Wounded.

'--
~ < Lightly
Wounded . C < Lightly
Wounded. -
< Lightly
Wounded .

1'- I I- I
1'_ I
------------VEHICLE MONITORS-------------

VEHICLE VEHICLE VEHICLE


Type Condition Type Condition Type Cond.\tion
Monitor Monitor Monitor
,--

~ [
Radng ~tlng ~tlng
< Vehicle < Vehicle < Vehicle
Handling Destroyed H...ndllng Destroyed Handling -- I--- Destroyed
-- - -
'--
Speed - - Speed - - Speed --
Body Body Body -
-- - - - -
Annor - - < Serious Annor - - < Serious Armor -- - < Serious
!
Damage Damage - Damage
Slgn.1ture - - SIgn...ture -- Slgn.>ture --
PIlot - - Pilot - - r-- PIlot
- - I---

nrmpolnts -- < Moderate


Damage
nnnpoints - - r-- < Moderate
- - -" .. Damage
nnnpoints

Hardpolnts
- - =:J < Moderate
!~_ Damage
HMdpolnts - - HMdpolnts -- --
I--- - -
< Light < Light < Light
Dama)'le Dama)'le LJ Dama)'le
Other Items Other Items Other Items

SHADOWRUN Is a trademark of FASA Corporation. Copyright 1989. Pe rmission to photocopy for personal use.

Anthony Boisvert (Order #38669586)

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