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  • SIXTH WORLDA DUNGEON WORLD HACK

    FOR SHADOWRUNby chris clouser

    version 16

    DISCLAIMER Dungeon World is the property of Sage LaTorra, and is available under the Creative Commons Attribution 3.0 Unported License. See www.dungeon-world.com for details.The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any pro-prietary material used in connection with the game Shadowrun. This is a fan-created adaptation, and no challenge is intended toward Topps ownership of the Shadowrun intellectual property.

  • 2INTRODUCTION 3

    THE RULES 4

    THE MOVES 9

    EQUIPMENT 13

    CHARACTER CREATION OVERVIEW 21

    THE ARCHETYPES 23

    DOSSIERS 27

    DOSSIER: THE ADEPT 28

    DOSSIER: THE EX-COP 31

    DOSSIER: THE FACE 34

    DOSSIER: THE HACKER 37

    DOSSIER: THE MAGE 40

    DOSSIER: THE MERCENARY 43

    DOSSIER: THE RIGGER 46

    DOSSIER: THE SHAMAN 49

    DOSSIER: THE STREET DOC 52

    DOSSIER: THE STREET SAMURAI 55

    GAMEMASTER INFORMATION 58

    CREATING SHADOWRUNS 60

    THREATS: THE BAD GUYS 62

    NAME GENERATORS 68

    CONT

    ENTS

  • 3WHAT IS SIXTH WORLD?A DUNGEON WORLD HACKSixth World is a hack of the game Dungeon World, writ-ten by Sage LaTorra. It is an attempt to capture the flavor of the world of Shadowrun using the simple and unique rules of Dungeon World.

    Sixth World is the dangerous and grim future of our own world, where magic has resurfaced, megacorporations rule the world, and humanity has discovered incredible new technological capabilities such as cybernetics and a world-wide virtual reality network called the Matrix.

    WHAT DO I DO?You will take on the role of a shadowrunner, an individual who conducts often criminal activities at the behest of the corporations, governments, and organized crime. Your life is one of danger and excitement, and - for many shadow-runners - is frequently rather short.

    FICTION FIRSTEverything that happens in a session of Sixth World starts with the fiction, proceeds to rules (if necessary), and ends with the fiction. Most of the rules of the game are encap-sulated in items called Moves. Thats simply game termi-nology for a small package of instructions telling you how to attempt to perform certain actions and resolve them using the rules. So for instance, the move Rock & Roll con-tains instructions on how to fight with someone.

    However, it is important to remember that because the

    game starts with and ends with the game fiction, you never say I use Rock & Roll on that guy!

    This is a cardinal rule, for both players and the GM: you never say the name of your move. You simply determine, from what you are doing, what move would apply. When the rolling is done, you conclude with some more fiction (or perhaps the GM does, depending on the outcome). Thus the flow of play is:FICTIONAL ACTION > RULES > FICTIONAL OUTCOME

    This will be a little weird at first, but it should eventu-ally flow smoothly. On a related note, since the fiction anchors the game, remember that if you want to speak to or ask something of Valentin, the character being played by Keith, dont say Hey Keith, do you have a spare frag grenade? Instead, speak to the character: Hey, Valentin, do you have a spare frag?

    Keep in mind that even with that, you dont have to act in first person. What is important is that we remain focused on the characters. So if the GM says, Valentin, theres an ork with a bat coming your way. What do you do? Keith is perfectly free to say, Valentin pulls his trenchcoat aside to show the gleam of his custom Ares Predator.

    Just remember: flow from the fiction to the rules and back to the fiction, and stay focused on the characters, and everything will be all right!

    DICE ROLLSIn this game, when you are instructed to roll dice for a Move, you will usually roll 2d6, and add the value of a Stat

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  • 4(or sometimes some other value) to the result. When a roll is needed, it is usually phrased as roll+Something, where something is the value to add to the roll.

    So, if you are told to roll+Combat, you would roll 2d6, sum the total, an add the value of your Combat stat to the re-sult. This is a basic roll.

    On a 10+, you achieve a strong success: youve achieved your aim without complication, and to the fullest extent possible.

    On a total of 7-9, you have achieved a weak success: your action or attempt to do something is successful, but there are complications, or it didnt go quite as well as planned. You will usually be presented with a list of complications to choose from, although sometimes in-stead the GM will tell you what complication occurs.

    ROLL MODIFIERS & TERMINOLOGYHold n: when you are told to Hold n, this means you have a small pool of points that can be spent later to improve the results of a dice roll. You will usually be told on what, specifically, you may spend the Hold.

    +n Forward/-n Forward: this means take a bonus (the +) or a penalty (the -) equal to n to your next Move.

    +n Ongoing/-n Ongoing : this means to take a bonus or penalty equal to n to all of your future rolls, until what-ever circumstances caused the ongoing modifier have changed.

    Boosted: when everything is going right, pulling off your actions can seem easy. If your next roll is boosted, you roll 3d6 and keep the highest two dice to determine your result.

    Glitched: sometimes, circumstances conspire to make things hard for you. If your next roll is glitched, roll 3d6 and keep the lowest two dice to determine your result.

    b: this means take the best of - you roll multiple dice, but keep only one of them to determine the final to-tal. For instance, if you are instructed to roll 2d6b, you would roll 2d6, and keep the highest die.

    w: this means take the worst of - if you are instructed to roll 2d6w, then you would roll 2d6 and keep the lowest die

    ESSENCE USE AND RECOVERYThree archetypes in the game - the Adept, the Mage, and the Shaman - are magically gifted, which means that they are able to spend their Essence to use their magical abili-ties. All magic users may recover essence by resting, at which point they will recover all Essence spent. Some archetypes have additional means of recovering essence, as described below:

    The Mage: when a mage spends essence on a spell, that essence is no longer available for future spells. Like the Adept, a Mage will recover all spent Essence once he or she has had a chance to rest. However, the Mage may also take advantage of the Center move to recover some

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  • 5Essence without resting, simply by taking a moment to concentrate and recenter him- or herself.

    The Shaman: when a shaman spends Essence to sum-mon a spirit or elemental, they are in effect commit-ting or wagering some amount of essence to do so. The Essence spent indicates the number of services the spirit will perform (generally, this is the number of moves the spirit may make before dissipating). A Shaman allocates this essence at the time of summoning. If the summon-ing fails, the wagered essence is lost. If the summoning succeeds, then the essence is locked until the spirit dissipates or is dispelled by the Shaman. If the spirit is dispelled by hostile means, however, only half the com-mitted essence is recovered (round up).

    DAMAGE AND HEALINGInevitably, when you play with guns, magic, and sensitive secrets, somebody is going to get hurt. Usually, in Sixth World, it happens as the result of high-intensity interper-sonal conflict resolutionin other words, somebody got shot.

    Or burned, or drenched in elemental acid summoned from beyond the realm of mortal ken, or hit by a truck, or thrown out a window, or...

    ...well, you get the point.

    In any case, damage will be given and taken, and quite possibly end with someone being little more than yester-days garbage.

    When a character takes physical damage in the game, it is recorded by marking Wounds on the characters playbook. If a weapon or attack deals stun damage, instead check off a box on the Stun track. Getting dealt 3 damage, for in-stance, would mean that (all other things being equal) the player would mark 3 Wounds on their playbook. All char-acters have a maximum of 8 wounds/stuns they can take. Once they reach 8, the next wound or stun will put them on the ground, thoroughly incapacitated.

    GUT CHECKSWhen a character takes physical or stun damage in the game, it is assumed that, until the last couple boxes, while they may be significant injuries, theyre minor enough to ignore for the moment, and the character can soldier on until they hit Big #9, at which point, they faceplant. There are 2 exceptions to this in the base rules:

    Major Trauma: if you take 6 or more damage in a single hit, you have just taken Major Trauma. You will need to make the Gut Check move.

    Wounds/Stun #7 and #8: when you check off the last two boxes of your Wound or Stun track, you must make the Gut Check move each time (so, once for box #7, and once for box #8).

    BUT WHAT IF ALL ELSE ISNT EQUAL?Obviously, then, a big premium is put on not getting hit or, if you get hit, at least not taking all the damage. The obvi-ous way to do so is to wear armor. In Sixth World, armor reduces incoming damage on a 1 for 1 basis. The tradeoff,

  • 6of course, is that you cant spend all day walking around in combat armorits hot, itchy, intimidating, and cops tend to notice things like that. You also cant layer armor indefinitelyworn armor does not stack (although natural armor does add to worn armor).

    Some metatypes and archetypes offer Moves that let you reduce damage, or avoid some of the less pleasant out-comes of damage. For example, the Unreal Hard move (which may be chosen by Orks) allows them to avoid Gut Checks when they hit their seventh and eighth wound / stun boxes.

    SURPRISEWhen you get the drop on someone, they are completely at your mercy. As a result, you dont need to use a move to deal damage to them, capture them, or otherwise do what you want with them. If you get the drop on a sentry, and you want him dead...he dies. If you get the drop on someone in a social setting, you simply flabbergast them and leave them babbling. Theres no particular need to engage a rules when someone is at your mercy.

    RELOADINGTheres a lot of gunplay in this game. Most of the weapons indicate some ammo capacity using the ammo tag - this indicates how much Ammo a weapon can carry in its mag-azine or clip before it must be reloaded. If a weapon has 3 ammo, for instance, you have ammunition in the gun until you have marked off all three ammo. Ammunition,

    in this case, is an abstraction - 1 ammo does not represent a single round, but simply some ammunition. The game assumes (for the most part) that a character fires multiple shots in a single move. Whenever you use the Rock & Roll move with a ranged weapon that has ammunition, mark off 1 ammo.

    Once a weapon is out of ammo, it must be reloaded before it can be used again. In there is no specific move to Reload a weapon. Instead, the player may choose between using the Act Under Pressure move - this might be done when the character reloads while on the move, or in the open - or may choose to Hit the Deck, instead. If they Hit the Deck, the weapon is assumed to be reloaded while they are behind cover.

    HACKING AND THE MATRIXMost shadowrunning teams have a hacker - someone who can jack in to the matrix and run through it like they lived there, manipulating the code of the matrix the way the rest of the team interacts with the meatworld. A hack-ers job is unique, and often theyll be engaged in a strug-gle that exists in a world their comrades never even see.

    However, this conflict is no less important - or deadly - than the one their street sam buddy is going through. With security hackers, rogue software, and deadly black IC out there, a piece of Matrix code can be every bit as lethal as a 7.62mm bullet.

    Still, running the hack simultaneously with the rest of the game and keeping it relevant is a challenge to the GM -

  • 7they need to keep the hackers job interesting and dynamic while managing both the Matrix layer of the game as well as the real world and, in some cases, the Astral world lay-ers of the game. Sixth World attempts to make this fun, but just keep in mind - its not always going to be easy.

    BUILDING A SYSTEMCreating a matrix infrastructure for the Hacker to hack is one of the responsibilities of the GM. The GM principle of Draw Maps, but leave spaces applies to the matrix as well as the real world, and a GM should, when designing a facility, remember to design the matrix of the facility as well. This job is relatively simple, fortunately.

    NODESA matrix structure is made up of a series of Nodes. Each node represents a particular secured (or, if the hacker is lucky, non-secured) area of the network that can be pen-etrated and taken over. Different nodes have different purposes, and can offer different challenges and potential benefits.

    NODE TYPESSecurity Node: this is a node designed to house and dis-patch IC to deal with intrusions.

    Datastore: this node contains data. It will sometimes have encryption or even a data bomb to destroy it if intrusion attempts are detected.

    Transfer Node: little more than a connection, they are generally unguarded unless they connect two networks

    or a sensitive area to a public area

    Credentials Node: contains user credentials; can perma-nently reduce the difficulty of accessing other nodes.

    Process Node: runs a process on the network; this can slow down the activity of other nodes offering the hacker more time to handle their activities.

    Control Node: this is a node to which multiple device nodes are connected; it serves as a master controller for the Devices. For example, a node might be the control node for all of the security cameras on the 4th floor of a building.

    Device Nodes: a single device (or cluster of linked devic-es) that is connected to the net. Devices can range from cameras and security drones to individual computers, maglocks, automatic doors, and manufacturing equip-ment. Most devices offer some way to access them; they are a frequent target for intrusion attempts. However, many simple devices (such as cameras) are often capa-ble of only limited computing, so serve only as a way in.

    SYSTEM MAPSWhen a Hacker is needed to penetrate the Matrix for some sort of information, or perhaps to gain control of the secu-rity systems in a building, the game uses the term sys-tem to refer to the set of interconnected nodes that the Hacker is hacking.

    The GM is encouraged to create a map of the System, stringing together a collection of nodes with connections.

  • 8Note that the map is just a guide for the GM and players; make sure to barf forth plenty of vivid descriptions of the computer-generated scenery, and make it fun!

    NAVIGATING THE SYSTEMWhen the hacker finds an access point to the system, the GM will indicate to the Hacker where he or she has pene-trated the system, and what the nearest node is. Since the Matrix is, to the Hacker, a 3-dimensional representation of the computer, it acts as a map for their movements and decisions.

    When a Hacker reaches a node, he or she must take con-trol of that node in order to continue moving through the System. Taking control is performed, generally, through the use of the Sling Code move, although other moves might be substituted if the Hacker makes a persuasive ar-gument. Once the node is controlled, the hacker may then freely move to any other connected node, or perform ac-tions that the node in question offers (that is, some nodes offer particular moves, options, or information which are available as soon as the node is taken under the Hackers control).

    ALERT LEVELSA System has four Alert Levels, representing both how aware the system is that it has been compromised, and how actively it will attempt to locate, identify, and stop the intrusion.

    Green: the system is unaware that it has been compro-mised. No alert flags have been sent, and no counter-

    measures are being initiated.

    Yellow: the system has detected a possible intrusion. Flags have been sent to the system admin, and an auto-mated Observe/Trace routine has been initiated to locate the source of the disruption. Direct anti-hacker mea-sures are not authorized at this level, although nearby nodes may be shut down entirely to close off access.

    Orange: the system is aware of an intrusion and is actively trying to both trace it, and temporarily disable the hacker involved so that law enforcement or security personnel can take them into custody. Nonlethal anti-hacker measures (IC that deal stun damage) are autho-rized.

    Red: the system is aware of a serious intrusion and has authorized lethal force to terminate the intrusion. Black IC (capable of inflicting lethal damage) is activated, and security hackers (if any) are allowed to go weapons-free.

    Bear in mind that this is the alert staging for a typical matrix system. A highly secure or sensitive system might initiate lethal countermeasures at a lower level, or skip directly to Alert Red as soon as an intrusion is verified.

  • 9MOVESIn Sixth World, the place where rules and fiction inter-sect are the characters Moves. Moves are the mechanical structure used when the fictional actions of a character require some resolution, and where the outcome of such actions is sufficiently interesting - or in doubt - as to be worth taking a risk to achieve.

    It is tempting to think of moves as a characters powers or abilities, but doing so tends to diminish the role of fic-tion in the game - one piece of advice for both players and GM is that you should not be looking for a move to make, but rather, you should describe actions that fit the circum-stances, and when those actions coincide with a move, that is the point at which you engage the game mechanics to determine the outcome.

    For example, in a situation where Valentin, a street samu-rai, is raiding a military compound, his player should not be looking to see when he can deploy the Rock & Roll move. Instead, Valentins player should describe what Valentin is doing, and if what Valentin is doing would fit the criteria for the Rock & Roll move, then the player uses those mechanics. Basically, it is the difference between this:

    GM: A security guard moves into view. What do you do?

    Keith (Valentins player): I should use Rock & Roll. Ill lean around the corner and shoot.

    and this:

    GM: A security guard moves into view, heading your way.

    What do you do?

    Keith: I lean around the corner enough to bring my sights to bear on him, and unload three rounds from my HK227.

    GM: That sounds like the Rock & Roll move, for sure. Roll 2d6 and add your Combat stat.

    There are four general categories of moves in Sixth World: Core, Secondary, Archetype, and Metatype.

    Core moves are the most commonly used moves, and provide mechanics for frequent activities like fighting, hiding, looking around, and interacting.

    Secondary moves are less frequently used, and are usu-ally situational.

    Archetype moves are moves unique to one of the char-acter archetypes, and reflect their particular abilities.

    Metatype moves are moves that reflect the differing traits of the five human metatypes in the game.

    Core, secondary, and metatype moves are detailed on the following pages.

    CORE MOVESRock & Roll: when you attack an enemy, roll+Combat. Determine the result based on the type of attack, as fol-lows:

    { Melee Attacks: on 10+, you hit and deal damage. On 7-9, you deal damage, but your target deals damage to you as well.

    { Ranged Attacks: on 10+, you hit and deal damage. On

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    7-9, you hit, but there is a complication (choose 1):

    { You need to move, exposing yourself to harm { You burn ammo. Mark off 1 ammo { You only graze the target (-2 damage)

    Hit the Deck: when you take cover to avoid incoming, roll+Combat. On 10+, you are safe. On 7-9, you get to cover, but the GM chooses 1:

    { Youre pinned down (moves are Glitched until you relocate or the incoming fire stops)

    { You dropped/lost something essential { You take 2 Damage

    Using the Hit the Deck move is one option when you must reload.

    Gut Check: when you check off your 7th and 8th wounds or stun boxes, roll+Stamina. On 10+, you can keep going. On 7-9, your moves are Glitched until you can get first aid. On a failure, you collapse unconscious and require immediate treatment.

    Take a Bullet: when you stand in defense of another, roll+Stamina. On 10+, the attack hits you intead. On 7-9, you take half the damage, and your ally takes half.

    Check the Situation: when you assess a situation or de-termine facts about your environment, roll+Awareness. On 10+, you may ask the GM 3 of the following ques-tions. On 7-9, ask 1.

    {What is my best escape/access/evasion route?

    {Which enemy is most vulnerable? {Which enemy is the biggest threat? {What is my enemys true position? {What should I be on the lookout for here? {Whos really in control here?

    Note that you may ask any question you wish; however, the GM is only obligated to give answers the questions from the list above.

    Act Under Pressure: when you act despite imminent danger or risk, you must roll. The Stat you add depends on how youre addressing the risk. If youre:

    { navigating it via combat experience, roll+Combat. { counting on reflexes, instincts, and alertness,

    roll+Awareness.

    { hoping youre tough enough to weather the danger, roll+Stamina.

    { methodically planning your way past, roll+Knowledge. { flashing a smile and banking on your charm, roll+Rep. { On 10+, you succeed. On 7-9, you succeed, but the GM

    will present you with the cost: a worse outcome, hard bargain, or ugly choice. Using the Act Under Pressure move is one of your options when you need to reload your weapon.

    Drop Science: when you do research, or consult your knowledge of a particular subject, roll+Knowledge. On 10+, the GM tells you something useful and interesting

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    about the topic. On 7-9, the GM simply tells you some-thing interesting.

    Stay Frosty: when you face a disturbing or terrifying scene, or are subject to overwhelming enemy attack, roll+Knowledge. On 10+, you hold it together and dont crack. On 7-9, you keep it together, but (choose 1):

    { you are badly shaken (take -2 forward). { you take 3 damage (stun or lethal as appropriate) { you cannot Burn Edge for 1d6 actions

    On a failure, you crack, presenting the GM with a golden opportunity.

    Push Someone: when you impose your will on some-one, roll+Rep. On 10+, they comply without argument. On 7-9, they comply, but (choose 1):

    { They look for payback { They do only the bare minimum { They tell someone else what you wanted

    Negotiate: when you have leverage (something they need, want, or wish to hide) over an NPC and wish to get something from them, roll+Rep. On 10+, theyll ask you for something, and will give you what you need if you make them a promise first. On 7-9, theyll need to see some concrete assurance of your promise first.

    Fuck it Up / Make it Rain: when you aid or interfere with someone you have Bond with, roll+your Bond with them. On 10+, they are Boosted or Glitched, your choice.

    On 7-9, you are exposed to danger or retribution.

    SECONDARY MOVESBattle the Arcane: when you Rock & Roll with an astral creature, roll+Knowledge. On 10+, deal your damage. On 7-9, deal half damage and take damage as usual.

    Burn Edge: spend 1 Edge and roll. On a 10+, hold 3. On 7-9, hold 1. You can then spend that Hold 1-for-1 to:

    { Negate damage { Boost your next move { Declare something about the situation

    Get Chromed: when you obtain new cyberware im-plants, choose an implant, and reduce your Essence by 1. You cannot reduce your essence below 0.

    Go Shopping: when youre looking to buy gear, roll+Rep. On 10+, you find what you need right away. On 7-9, you must wait 1d6 days or pay twice the usual cost.

    Go to Ground: when you hole up to recuperate, roll+Stamina. On 10+ you heal at a rate of 2 Health per 24 hours. On 7-9, the healing rate is halved.

    Overwatch: when youre providing cover for an ally and a threat appears, roll+Awareness. On 10+, your ally gets the drop on the threat. On 7-9, theyre alerted, and take +1 on their next move. On a miss, the threat gets the drop on your ally.

    Reallocate: when you need to reconfigure your Cyber-

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    deck with new programs, roll+Matrix. On 10+, you can fully reconfigure your decks memory. On 7-9, you can swap one program for another (assuming the deck has sufficient Storage).

    Suppression Fire: when you Rock & Roll using a weapon with the burst or auto tag, roll+Combat and mark off 2 Ammo. On 10+, the targets are suppressed and cannot move or return fire. On 7-9, the targets cannot move, but can return incidental fire (1 to 2 damage).

    METATYPE MOVESHUMANProfessional: when you Drop Science about your area of expertise, you are Boosted.

    Privilege: when interacting with humans, take +2 to Rep or Style moves.

    DWARFAll dwarves have natural thermographic vision.

    Tonight We Drink: if youre drinking with someone, you may Negotiate using Stamina instead of Rep.

    Never Sick: you are immune to disease and poisons.

    Savvy: when you repair or improve machines, you are Boosted.

    ELFAll elves have natural low-light vision

    Uncanny Grace: once per fight, when you take damage, you can elect to take -2 forward and reduce damage by half.

    Ethereal: when Negotiating or Pushing Someone by charm or seduction, you are Boosted.

    ORKAll orks have natural low-light vision.

    Unreal Hard: you never have to make Gut Checks.

    Streetfighter: Boost the first time you attack an enemy with a nonlethal weapon (fists, feet, batons, etc).

    No Fear: when subject to a fearful experience or a fear-inducing effect, the duration and severity of the effect are halved.

    TROLLAll trolls have natural thermographic vision.

    Dermal Bone Plating: you have +1 armor.

    Youll Just Make It Angry: when you take damage from an attack, boost your next attack against the attacker.

    Juggernaut: when you hit a target in melee, you may elect to reduce the damage of your attack. if you do so, the target is knocked back 2 feet for every point of dam-age reduction.

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    WEAPONSTAGS2-hand:this weapon must be used with both hands

    n AP:this weapon ignores n points of armor

    Area:affects multiple targets, dealing its damage to all of them.

    Auto:this weapon fires in full auto mode.

    +Bonus:grants a bonus to a particular move

    Boosted: this weapon Boosts rock & roll moves

    Burn:a weapon or spell with this tag sets the target on fire. -1 ongoing until the flames can be extinguished.

    Burst:this weapon fires in burst mode. Mark off 1 Ammo to deal +3 damage.

    Clumsy:difficult to use or unwieldy; -1 ongoing while us-ing this item

    Conceal: this weapon can be easily hidden

    Corrode:a weapon or spell with this tag damages ob-jects and armor. Armor is reduced by 1 until it can be repaired.

    n Damage (dmg):the amount of damage a weapon deals on a hit

    Forceful:this weapon knocks targets back on a hit

    Ignore Armor:this weapon or spell ignores all armor

    Loud: this weapon cannot be suppressed.

    Messy: this weapon deals damage in a particularly grue-some way

    Shock: this spell or weapon electrocutes the target.

    Stabilized:this weapon cannot be fired accurately except from a stable position.

    Stun: this weapon deals Stun damage only

    Suppressed: this weapon makes little to no noise when fired

    Thrown: this item can be thrown (range is close/short)

    Close (c): hand-to-hand range

    Short (s):short range - out to about 15 meters

    Medium (m): medium range - out to about 30 meters

    Long (l): long range - 100+ meters

    MELEE WEAPONSBo Staff (c, stun, 1d6+2 damage)

    Combat Axe (c, messy, 1d6+2 dmg)

    Combat Knife (c, 2d6b dmg, 1 AP)

    Fists/Feet (c, 1d6 dmg, stun)

    Katana (c, 2d6b damage)

    Stun Baton (c, 1d6 dmg, stun)

    Tomahawk (c, messy, thrown, 1d6 damage)

    Hand Razors/Wrist Razors (c, messy, 2d6b dmg, 1AP)

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    PISTOLSAres Predator II (s/m, burst, 1d8+1 dmg, 2AP, 3 ammo)

    Ares Viper Slivergun (s/m, 1d6 dmg, 1AP, 2 ammo)

    Beretta 101T (s/m, 2d46b dmg, 3 ammo)

    Browning Max-Power (s/m, 1d6 dmg, 1 AP, 3 ammo)

    Colt Manhunter (s/m, burst, 2d6b dmg, 1 AP, 3 ammo)

    Fichetti Security 500 (c/s, conceal, 2d6b dmg, 2 ammo)

    Ruger Super Warhawk (s/m, loud, 2d6 damage, 3 ammo)

    Rem. Roomsweeper (s/m, loud, messy, forceful, 2d6b+1 dmg, reload)

    Streetline Special (c, conceal, 2d6w dmg, reload)

    SMGSAK-97 SMG (s/m, burst, 1d8+1 dmg, 3 ammo)

    Colt M24A3 (s/m, burst, 2-hand, 1AP, 2d8b dmg, 3 ammo)

    HK227 (s/m, burst, auto, 2-hand, 2d8b dmg, 4 ammo)

    Ingram Smartgun (s/m, auto, 1d8+1 dmg, smartlink, 3 ammo)

    FN P93 (s/m, auto, 2d6b dmg, 3AP, 4 ammo)

    ASSAULT RIFLESAK-97 (s/m/l, 2-hand, auto, 1d10 dmg, 4 ammo)

    Ares Alpha (s/m/l, 2-hand, auto, 2d8b dmg, burst, 4 ammo)

    Colt M22A2 (s/m/l, 2-hand, burst, 2d8b dmg, smartlink, 1AP, 3 ammo)

    SHOTGUNSMossberg CMDT (s/m, 2-hand loud, burst, messy, 2d8b dmg, 3 ammo)

    Remington 990 (s/m/l, 2-hand, messy, 1d12+1 dmg, 2 ammo)

    RIFLESBarrett 121 (l, 2-hand, stabilize, 3AP, 2d12b dmg, reload)

    Walther WA2100 (l, 2-hand, stabilize, Boosted, 2d10b dmg, 2AP, reload)

    GRENADESEMP (thrown, area, shock, disables electronic devices)

    Flash-Pak (thrown, area, stun, 2d4 dmg, +1 to Rock & Roll/Act Under Pressure)

    Frag Grenade (thrown, area, forceful, 2d6 dmg, 2AP)

    Incendiary (thrown, area, 2d6b dmg, burn)

    Smoke Grenade (thrown, area, +1 to Act Under Pressure)

    Stun Grenade (thrown, area, forceful, 2d6b dmg, stun)

    SPECIALNarcoject Pistol (c/s, conceal, 1d6 dmg, reload, stun)

    Narcoject Rifle (s/m/l, 2d6 dmg, reload, stun)

    Crossbow (s/m/l, 2d6b dmg, reload, suppressed)

    ARMORTAGSArcane: can only be used by arcane archetypes

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    n Armor:grants n Armor

    +n Armor:grants a bonus to existing armor equal to n

    Obvious: the armor is obvious to anyone looking at you

    ARMOR TYPESLined Coat (3 armor, obvious)

    Ballistic Vest (3 armor, obvious)

    Armante Exec (1 armor)

    Hottest Fashion (0 armor, +1 to Rep moves)

    Leather Armor (1 armor)

    Arcane Armor (1 armor, arcane)

    Light Armor Jacket (1 armor)

    Combat Armor (4 armor, obvious)

    Form-fitting Armor (1 armor, concealable)

    Defensive Charm (1 armor, arcane)

    Riot Shield (2 armor, occupies one hand)

    CYBERDECKSTAGSCPU: the raw processing power of the deck

    Mask:the stealthiness of a cyberdeck

    Hardening: the decks resistance to damage

    Storage: the decks capacity for loaded programs

    CYBERDECK OPTIONSFuchi Cyber-4 (cpu 2, hardening 1, mask 1, storage 8)

    CYCO Beta (cpu 1, hardening 2, mask 0, storage 9)

    Renraku Kraftwerk-8 (cpu 2, harden 0, mask 2, storage 10)

    Fairlight Excalibur (cpu 2, harden 1, mask 2, storage 10)

    PROGRAMSPrograms act as a Hackers weapons, tools, and enhance-ments in the matrix. They may alter the stats of a cyber-deck, or enhance your ability to damage enemy code, or help you pull off moves. All of the programs below must be loaded to grant their benefits. Loading and unloading programs uses the Reallocate secondary move.

    TAGSSize (sz): the number of storage units taken up

    Damage (dmg): a bonus to Matrix damage (if applicable)

    PROGRAM LISTINGAnalyze (sz 3): when you Check the Situation in the Ma-trix, roll+Matrix instead of +Awareness.

    Armor (sz 3): increase your decks Hardening by +1

    Attack (sz 4, +1d6 dmg): a common Matrix combat pro-gram

    Black Hammer (sz 6, +2d6b dmg): a Matrix combat pro-gram

    Sleaze (sz 3): increase your decks Mask by +1

    Scan (sz 4): take +1 ongoing to Check the Situation in the Matrix

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    Zip It (sz 3): prevents enemy programs from activating alarms or notifying other programs

    VEHICLES & DRONESTAGSPower (pwr): the vehicles horsepower, speed, and ac-celeration.

    Armor (arm): the vehicle or drones armor rating.

    Frame (frm): the vehicles or drones resilience (essen-tially, its health)

    Sensors (ssr): the quality of the vehicles sensors (used when Checking the Situation while driving or piloting the vehicle)

    Fuel: fuel capacity (and therefore, vehicles range/staying power)

    Mount (mnt): weapon mounting points, either hard (h) or soft (s). Hardpoints can mount heavy weapons (such as cannon, grenade launchers, or miniguns); softpoints can mount machine guns or laser weapons only.

    Destruct (drone): this drone has a self-destruct mecha-nism that will deal 2 damage to anyone in range when it is destroyed

    BIKESBMW Blitzen (pwr 2, arm 0, frm 2, ssr 0, fuel 3, mnt 0)

    Hyundai Offroader (pwr 1, arm 1, frm 2, ssr 0, fuel 2, mnt 1s)

    Yamaha Rapier (pwr 2, arm 0, frm 1, ssr 0, fuel 3, mnt 0)

    CARSFord Americar (pwr 1, arm 0, frm 2, ssr 1, fuel 3, mnt 0)

    Toyota Elite (pwr 2, arm 1, frm 1, ssr 2, fuel 2, mnt 0)

    Eurocar Westwind (pwr 2, arm 2, frm 1, ssr 1, fuel 2, mnt 1s)

    TRUCKSLandrover 2046 Van (pwr 2, arm 2, frm 2, ssr 0, fuel 2, mnt 1h)

    Areas Roadmaster (pwr 2, arm 2, frm 2, ssr 1, fuel 1, mnt 2h)

    GMC Bulldog (pwr 1, arm 2, frm 2, ssr 2, fuel 1, mnt 1s/1h)

    ROTORCRAFTBell UH-10 (pwr 1, arm 1, frm 2, ssr 1, fuel 3, mnt 1s)

    Fed-Boeing Commuter (pwr 2, arm 0, frm 2, ssr 2, fuel 1, mnt 0)

    Hughes MK-2 Stallion (pwr 2, arm 1, frm 2, ssr 1, fuel 2, mount 1s)

    GROUND DRONESAres Arms Sentry (ssr 3, armor 0, frame 1)

    Ares Sentinel (1d6 damage, ssr 1, armor 1, frame 1, 3 ammo)

    Ford Spyder (1d6 damage, ssr 1, armor 0, frame 2, 3 ammo)

    GM-Nissan Doberman (1d8 damage, ssr 2, armor 2, frame 2, 2 ammo)

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    Renraku Minidrone (ssr 3, armor 0, frame 0, destruct)

    AIR DRONESCondor LDSD-23 (ssr 2, armor 0, frame 1)

    GM-Nissan Spotter (ssr 3, armor 0, frame 0, destruct)

    MCT Nissan Rotodrone (1d6 damage, ssr 2, armor 1, frame 1, 3 ammo)

    OTHER EQUIPMENTGENERAL EQUIPMENT TAGSn Uses:may be used n times before it is ex-hausted

    n Heal: restores n wounds

    n Supply:the amount of supplies a kit or item contains

    n Weight:counts as n toward your weight limit

    Arcane:may only be used by arcane characters

    Obvious:this item cannot be concealed

    Storage: this item can hold several other items in pock-ets or pouches

    Safe: the safety and inconspicuousness of a particular lo-cation, such as an apartment, office, or safe house.

    Cost: the upkeep cost of a home, office, or other domi-cile.

    WEAPON ACCESSORIESSmartlink (Boost the first Rock & Roll with this weapon)

    Suppressor (grants the suppressed tag)

    Recoil Brace (rifles and heavy weapons only, take +1 to Rock & Roll)

    Extended Mag (increase Ammo by 1)

    Laser Sight (take +1 to Rock & Roll)

    Optics (increase range increment or take +2 to Rock & Roll)

    MISCELLANEOUSMedic Slap Patch (1 use, 2 heal)

    Stim Patch (1 use, take +3 to next move, take 1 stun after-wards)

    Quik-Hax Kit (4 supply, bypasses low-grade security locks/electronic devices)

    CYBERWAREBone Lacing (when you make a Gut Check, take +2)

    Cybereyes with IR/Low-light (when you Check the Situa-tion, take +1)

    Datajack (you can connect to the Matrix or to an electron-ic device directly)

    Dermal Plating (you gain +2 Armor)

    Gyrostabilizer (when you use the Suppression Fire move, take +2)

    Hand Razors (you cannot be disarmed, and your unarmed attacks may deal +2 damage at your option)

    Headware Cyberdeck (choose a cyberdeck and have it installed in your head instead of having to be carried)

    Smartlink (when you Rock & Roll, your first shot is Boost-ed)

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    Skillwires (when you Drop Science, you are Boosted)

    Tactical Computer (when you Check the Situation, you may roll+Combat instead of +Awareness)

    Wired Reflexes (when you Act Under Pressure using Aware-ness, you are Boosted)

    SPELLSTAGSn Essence: the minimum essence to cast this spell. A mage may allocate more Essence than the minimum to make the spell more powerful.

    sustain: you may choose to keep the spell active, but cannot regain the essence committed to it via Centering until you drop the spell

    COMBATAcid Stream (s/m/l, corrode, 1 Essence, 1d6+Essence dmg)

    Toxic Wave (s/m, area, corrode, 2 Essence, 2d6b+Essence dmg)

    Flamethrower ( s/m, burn, 1 essence, 1d6+Essence dmg)

    Fireball (m/l, area, burn, 2 essence, 1d8+Essence dmg)

    Lightning Bolt (s/m/l, shock, 1 essence, 1d6+Essence dmg)

    Ball Lightning (m/l, area, shock, 2 essence, 2d6b+Essence dmg)

    Death Touch (c, ignore armor, 2 essence, 2d6b+Essence damage)

    Manabolt (s/m, ignore armor, 1 essence, 1d6+Essence dam-

    age)

    Knockout (c, ignore armor, 2 essence, 2d8b+essence dam-age, stun)

    Stunbolt (s/m/l, ignore armor, 1 essence, 1d4+essence dmg, stun)

    Stunball (s/m/l, ignore armor, 2 essence, 2d6b+essence dmg, area, stun)

    DETECTIONAnalyze Device (c, 1 essence, Boost rolls to use device)

    Analyze Truth (c, 1 essence, Boost Rep/Style moves)

    Detect Life (c, 2 essence, +2 forward to Check the Situa-tion)

    Detect Magic (area, 2 essence, sustain, +2 forward to Check the Situation when seeking magic sources)

    Mindprobe (c, 2 essence, +2 to Negotiate and Push Some-one moves)

    Combat Sense (c, 1 ess, sustain, you cannot be surprised)

    Clairvoyance/Clairaudience (c, 1 ess, you can Check the Situation remotely)

    HEALTHAntidote (c, 2 essence, halts disease and poisons)

    Heal (c, X essence, heal 1d6+X damage)

    Increase Stat (c, 3 essence, sustain, Boost moves using that stat)

    Oxygenate (c, X essence, allow for Xd6 minutes of survival in an airless or toxic atmosphere)

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    ILLUSIONConfusion (s/m/l, 2 essence, +2 forward)

    Chaotic World (s/m, 3 essence, Hold 3)

    Invisibility (c, 1 essence/target, cannot be seen)

    Silence (s, area, 1 Essence / target, cannot be heard)

    Stealth (c, 2 ess, Boosted forward when Taking a Chance to be stealthy)

    MANIPULATIONArmor (c, 2 ess, +2 Armor)

    Fling (s/m, 1 ess)

    Ignite (s/m/l, 2 ess, sets object on fire)

    Light (area, 1 ess, illuminates area)

    Barrier (area, 3 ess, +2 armor to anyone behind barrier)

    Influence (c, 2 ess, +2 forward to Push Someone Around)

    Magic Fingers (s/m, 0 essence, non-harmful)

    SPIRITS & ELEMENTALSTAGSTravel: the spirit has a special mode of travel, such as flight or phasing.

    +n Robust: all spirits can take 6 Wounds before dissipat-ing, and ignore 1 point of damage from all attacks in addition to any armor they possess. This tag indicates that the spirit can take n additional Wounds before dis-sipating.

    Aspect: the spirit displays the aspect of its natural envi-ronment; for instance a desert spirit is generally com-posed of sand and rock.

    Insubstantial: the spirit takes a reduced amount of dam-age from attacks; equivalent to armor 2.

    MOVESSpirits and elementals summoned by player characters are individual beings that have the following stats. In addition, the names of their stats are also the names of their moves - so to perform the Harm move, one would roll+Harm for the summoned spirit.

    Harm: the spirits ability to do damage.

    Search: the spirits awareness and ability to find/detect items and individuals

    Guard: the spirits ability to protect individuals and areas and absorb damage

    Enthrall: the spirits ability to control and dominate the minds of individuals

    Mentor: the spirits knowledge of a place, being, or topic

    SPIRITSSpirit of Man (medium, aspect, 1 Armor, 1d6+1 damage, Harm 0 Search 1 Guard 2 Enthrall 0 Mentor 1)

    Spirit of the Land (large, aspect, 2 Armor, +2 Robust, 1d8 damage, Harm 1 Search 2 Guard 1 Enthrall 0 Mentor 0)

    Spirit of the Sky (large, aspect, insubstantial, 1d6 damage,

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    Harm 0 Search 3 Guard 1 Enthrall 1 Mentor -1)

    Spirit of the Water (medium, aspect, 0 Armor, 1d10+Force health, move:engulf)

    Insect Spirit (small/medium/large, aspect, Force Armor, 1d8+Force health, move:enthrall)

    Toxic Spirit (medium/large, aspect, 0 Armor, 1d10+Force Health, move:harm)

    Watcher Spirit (small, 0 Armor, 2+Force Health, move:search)

    ELEMENTALSAir (insubstantial, flight, 1d6 Damage, Harm 1 Search 2 Guard 0 Enthrall 1 Mentor 0)

    Fire (insubstantial, medium, 1 Armor, 2d6 Damage, Harm 2 Search 0 Guard 1 Enthrall 1 Mentor 0)

    Earth (large, 1 Armor, +3 Robust, 2d6b damage, Harm 1 Search 0 Guard 2 Enthrall 0 Mentor 1)

    Water (large, 1 Armor, +1 Robust, 1d6 damage, Harm 0 Search 1 Guard 0 Enthrall 2 Mentor 1)

    TOTEMSBear (Boons: take +2 to Act Under Pressure using Stamina, and take +1 to conjure Forest spirits; Flaw: when injured, roll 1d6. On 1 or 2, the shaman goes berserk).Cat (Boons: take +2 to Push Someone, and you cannot be surprised; Flaw: you cannot deal lethal damage to your enemy)Coyote (Boons: none; Flaws: none)Dog (Boons: take +2 to Check the Situation, and take +1 to

    conjure spirits of man; Flaw: your moves are Glitched if you have left an ally behind or in danger)Gator (Boons: take +2 to Push Someone, and take +1 to con-jure water spirits. Flaw: You are exceptionally greedy)Eagle (Boons: take +2 to Drop Science, and take +1 to con-jure air spirits; Flaw: you have an allergy to something relatively common, and take -1 ongoing when exposed)Lion (Boons: take +2 to Rock & Roll in melee, and take +1 to conjure earth spirits. Flaw: Take -1 on Gut Checks)Owl (Boons: take +2 to check the situation at night, and take +1 to summon sky spirits. Flaw: Spells cost 1 more es-sence to cast in the day)Raccoon: (take +2 to Hit the Deck, and take +1 to conjure spirits of man. Flaw: Must Act Under Pressure to avoid let-ting his curiosity get to him)Rat (Boons: take +2 to Act Under Pressure when your goal is being stealthy, and take +1 to conjure spirits of man; Flaw: when combat starts, you must succeed at a Keep It Togeth-er move, or flee)Raven (Boons: take +2 to Push Someone, and take +1 to con-jure air spirits; Flaw: you must take advantage of others misfortune when you can)Shark (Boons: take +2 to Rock & Roll in melee, and take +1 to conjure water spirits; Flaw: when injured, roll 1d6: on 1, 2, or 3, the shaman goes berserk)Snake (Boons: take +2 to Drop Science, and take +1 to Ban-ishing moves; Flaw: take -1 ongoing to Rock & Roll)Wolf (Boons: take +2 to Rock & Roll in melee, and take+1 to conjure forest or earth spirits; Flaw: you must Act Under Pressure to retreat from combat)

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    1. Choose your Archetype.There are 10 Archetypes: Adept, Face, Ex-Cop, Hacker, Mage, Mercenary, Rigger, Shaman, Street Doc, and Street Samurai. Youll learn more about archetypes in the follow-ing section, and in the Archetype Playbooks.

    2. Choose your Metatype.There are 5 metatypes: Human, Dwarf, Elf, Ork, and Troll. Each metatype offers a choice of Metatype Moves. Choose one move from the options presented.

    3. Choose your LookEach character archetype will present an option for look; you are free to make up your own as well.

    4. Choose your Name and Street NamePick a real name and street name. You may use the lists provided, or create your own.

    5. Assign your StatsThere are certain stats that all characters share: Combat, Stamina, Awareness, Knowledge, and Rep.

    Combat: your skill in all manner of fighting, both armed and unarmed

    Stamina: your toughness, strength, and endurance

    Awareness: your alertness, reflexes, and ability to react to dynamic situations

    Knowledge: your general educational level, mastery of specific subjects, and mental stability

    Rep: your reputation, presence, and personal charisma.

    All core stats start with a modifier of 0 for all archetypes.

    Each archetype also has a unique stat that represents their own particular area of expertise or mastery. For example, the Street Samurais unique stat is called Chrome. This stat is used for many (if not all) archetype moves, and serves to differentiate the archetypes further.

    The Unique Stat for every character starts with a modifier of +1.

    BUILD POINTSYou have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point (e.g., it is a straight 1-for-1 cost).

    You may increase a stat to a maximum of +2 as a start-ing character. Additionally, if you wish, you may lower one stat to -1 in order to gain an additional Build Point to spend elsewhere.

    6. Set your Essence and Edge.Depending on your archetype, you start with a varying amount of Essence and Edge. Note this amount on your character sheet.

    7. Choose EquipmentEach archetype will present various weapon, spell, and equipment options. Simply follow the creation guidelines for the archetype to select your starting equipment and other traits or possessions.

    CHAR

    ACTE

    R CRE

    ATIO

    N OV

    ERVI

    EW

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    8. Choose ContactsEverybody knows somebody. You will be presented with a list of potential contacts your character might know as a result of their experiences both before and after they became shadowrunners.

    9. Declare your BondsIn your life before and after becoming a shadowrunner, youve worked with a lot of people, and developed rela-tionships with them. These relationships include at least one of your fellow shadowrunners. When you are instruct-ed to create your Bonds with fellow runners, youll be presented a list of statements with blanks in them.

    To create a Bond with a runner, place that runners name in the blanks on one of the statements presented. You can place the same name more than once (that is, in more than one sentence), but you must place at least one name in one Bond statement.

    Later, during play, you may end up resolving a Bond with a character. If you do so, make sure to mark XP!

    10. Starting Moves Your character knows all the Core and Secondary Moves.

    You character knows one or more of his or her Archetype moves. If you are given an option to choose additional moves, check off the box next to them on the character sheet.

    ADVANCEMENTEach time you fail a roll - that is, you roll a 6 or less - you

    mark XP. In addition, every archetype has a move that al-lows them to mark XP under certain circumstances. When you mark 8 XP, you advance.

    Note that you must have downtime to advance - you can-not advance mid-run.

    When you advance, you may choose from the following benefits:

    { Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 to your Unique Stat { Gain +1 Essence { Gain 1 new Archetype Move { Gain 1 new Advanced Move

    IMPORTANT NOTE: you can only improve a given Stat once - put an X in the Improved box next to the Stat Name on your playbook when youve improved that Stat. This rule does not include Essence, which may be increased on any advancement.

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    In the strange world of the 2050s, people can be and are anything they want to be. However, there are a few ar-chetypal shadowrunners that youll see again and again. In Sixth World, we call these Archetypes. Archetypes each dif-fer in their abilities, expertise, and role in the game world. They are, in a sense, the character classes of this game.

    As a player, you are encouraged to talk with the other play-ers to make sure each of you chooses a different Arche-type. A diverse group is more interesting, and, as they say in other games like this one, that chummer over there may be a street samurai, but you are The Street Samurai.

    THE ADEPT My kung fu is strong.>>>When the gift awakened in me, I looked inward. I studied my-self. I saw my limitations - and overcame them. I recognized my flaws - and accepted them. I reached inward until I held the very heart of my own power, and when I found it, I switched it on. Fast, deadly, balanced, Im an island of focus in the maelstrom of combat. Some people cannot grasp my true capabilities. Others dont understand why I directed your gifts inward, instead of out-ward in flashy displays. But I know why. Because in the end, when the machine fails, and the magic dies, I will still have peace.>I could have been on the trid - Ive got the looks. And half the megacorps in Seattle would kill to get me in an interview. But why tie myself down like that? I have a particular set of talents that makes me incredibly valuable in shadowrunning circles, and to be completely honest, Im hooked on the adrenaline.Its a rush to be someone else, to read someones tics and cues, and to run a con so effective that the mark never even figures out it happened. Its good when it goes right. So good.On the other hand, you have to be careful who you con. Ive burned a bridge or two in my time learning this. You dont con your team. Why wouldnt I, if Im so good at it? I sometimes ask myself the same thing. But then...well, lemme make a long story short. You see this scar...?>Years on the job, and now what am I doing? Running the shadows? Shit, I used to throw skels like myself in jail every day. Its a laugh, honestly. On the other hand, the pay is better than anything I made on the force, I get to meet interesting people, and it beats corporate rent-a-cop work. Some of these folks, they think because theyve got the wires, or the mojo, they can walk circles around me. And yeah, maybe so, if I ever let them have a level playing field. But I still think like a cop,

    THE A

    RCHE

    TYPE

    S

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    and I know the system. People still on the job are happy to help an old buddy. And while the badge may not be entirely official anymore, theres always the gun.>These chromers and spellworms are missing the point. Theyre in this for money, looking to retire someday? Hah. Theyve got no idea where the power is. Real power lies in a world most of them take for granted. But its a world I live and breathe. You want paydata? I know where it is. You want me to shut some shit down? I can do that. You want me to hack Renraku? Give me a dataline. Ill do it. I dream in code, babe. I can see the girl in the red dress.And dont tell anyone, but this? I do it for fun. You should see me when Im serious.>Its not easy to study these formulae. Trust me, its like learn-ing a language spoken by creatures with ten mouths, twelve eyes, and a tonal language based on what color nine smells like. If you havent got the gift, well...if youre lucky, itll look like gibberish. If youre unlucky, it might just bust your head. But do you know what its like to turn invisible, to throw lightning from your hands, or to heal injuries with a word? To be the artil-lery when a run goes south *hard*? You know what its like? Its a little like being a god.>Ive fought in a dozen little brush wars - and some big ones - over the years. Ive seen a lot of shit go down. Once I got out, though, I wasnt good for much except killing people and break-ing things. Turns out those are pretty marketable skills in 2050. Seems like everybody in the damn country wants somebody dead or something destroyed.So I did my time with a few crews. Some pros. Some...not. I try to maintain a code, though, and after a while I decided that free-lance work was where its at. That was a learning experience. Some of these supposedly shit-hot runners need to learn a few essentials, like dont set up the ambush so you shoot your own guys and what enfilade means. Makes me cringe sometimes.Still, Ive got a good team, I set my own hours, and I get to decide

  • 25

    whether melting down a busload of nuns is worth the pay.>When it comes right down to it, I dont really live anywhere. Unless you count the drivers seat. My crew might call me the lookout or the getaway driver but when things have gone bad, Ive never seen them not be happy that I own an armored truck with a couple of Vindicators on it. Seriously, have you seen it? Man, shes sweet. Purrs like a kitten, too. Anyway, with all this Matrix-this and magic-that and mass-transit-other, youd think driving wasnt such a big thing. Well, thats a load of bullshit. See, runners dont take the fuckin subway, choombatta. There aint a bus that goes to the top of Ares Mac-rotech Tower. You want discreet tactical insertion into a hot LZ? Or a luxury ride in a tricked out limo? Or how about a good old fashioned #18 (that one involves crashing a cement truck through a wall to-- well, anyway, good times...).Basically, you want a ride? You talk to me.>My partner over there likes blasting lightning from his hands. Thats cool, you know? I mean seriously - its cool. And scary. Id be jealous, but...I have this other trick. See, instead of channeling power through my hands and poring over dusty tomes, I just have a quick look-see into the unseen world around us, locate a friend, and ask em for a hand. Youre looking at me like youve got no idea what Im talking about. Lemme break it down for you. All around you, right now, is the world of astral energy. Its like our world, but...not. Okay, not really at all but lets not get off-topic. Dwelling there are spirits. Some are called elementals, but really whats necessary to grok is this: I can talk to em, and I can bring them here, and I can make them do things.So remember to thank me the next time a being of pure fire ap-pears and saves your ass from getting geeked.>Medicine, they say, is a calling. Youre in it to help people. Well, thats true, as far as it goes. I liked what I did, until one day I realized I just couldnt do it anymore. It had changed, or maybe I did.

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    But when youve spent your time doing it, thats what you know. And remember that thing I said about wanting to help people? Well theres a whole lot of people who need help, and they live just below our noses, right where we cant see. I set out to help them - street medicine. Turns out in 2050, street medicine will get you tied up in ugly business sooner or later, though. I ended up crossing some people. I needed money. I found out about shad-owrunning. I also found out that plenty of teams love a good scalpel.Its not always fun, combat medicine. In fact, fun is not even in the top 10 words Id use to describe it. But I figure its better than leaving someone to see whether blood loss or the waste manage-ment crew gets to them first. So Im still helping people. Theyre not always good people. In fact, theyre all hardcore criminals.Hey, nobodys perfect.>Im not close to a lot of people. It might be the blank silver of my cybereyes, the dermal plating under my skin...or maybe just the fact that whenever I watch someone, I think they assume I have some sort of target designator hovering over them. Theyre correct.

    So I dont have a lot of friends. But when lead flies, all that chang-es.Im chipped and wired, choombatta. Im faster than lightning, hit like an avalanche, and shoot like I invented the concept. It cost me, of course. Injuries. Pain. Shitloads of money. Was it worth the chrome? Replacing my meat with machines? The pain of recovery, the terrible itch as it integrated, the gradual dis-tancing of people I loved. Was it worth it, to be this good? Hell yes.

  • 27

    Dossiers are a combination of character creation rules, character sheets, and lists of unique moves for the each of the 10 Archetypes in Sixth World.

    When you start a game, GM, pass out the playbooks below to your players and let them choose which one they want to play.

    READING A DOSSIERThe first page of a dossier will outline the process of creat-ing a character of that archetype. Similar to the Character Creation Overview outlined earlier, this will be a step-by-step list of instructions.

    The second page of the Dossier is the character sheet for the player to complete. It includes both spaces for all the basic Stats, as well as a list of Archetype Moves for that particular archetype.

    The final page of the Dossier is where you record equip-ment, notes, contacts, and Bonds.

    KNOWN MOVESArchetypes start out knowing one or more of their Arche-type Moves. A move that is automatically known is marked with S, while moves the character does not know (but may learn in the future) are marked with o. As you advance (see the Advancement section of the char-acter creation instructions), you can increase your Stats, Edge, or learn new moves.

    CHOOSING OPTIONSGenerally, when presented with a list of options in a dos-sier, the player should choose only one item from the prescribed list. If a player is allowed to choose more than one item, it will be noted in parentheses. For example, the Mercenary is allowed to choose 2 weapons from the list presented.

    DOSS

    IERS

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    1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

    2. Choose your lookWise eyes, wary eyes, glowing eyes

    No hair, cropped hair, long braid

    Clean skin, tattooed skin, hard skin

    Perfect body, heavy body, lithe body

    3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

    4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Focus. Your Core Stats start at +0, and your Unique Stat starts at +1.

    You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

    5. Set your Essence and Edge.You start with 6 Essence and 3 Edge.

    6. Choose your EquipmentArmor: Leather Armor, Arcane Armor

    Weapons: Twin Ares Predators, Monokatana, Bo Staff, Combat Knives

    7. Choose 2 ContactsTemple master, gunsmith, underground fight club organizer, tea shop owner, yakuza soldier, fetishmonger

    8. Declare your BondsPlace one of your fellow runners names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

    9. Starting MovesYou know all the Core and Secondary Moves

    You know the True Power Within move, and one other Adept move.

    10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

    { Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Focus { Gain 1 new Adept Move { Gain 1 new Advanced Move

    IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

    DOSS

    IER: T

    HE A

    DEPT

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    THE ADEPT S True Power Is Within: when you Rock & Roll, you

    roll+Focus instead of +Combat. Killing Hands: when you deal damage while un-

    armed, you deal lethal damage instead of stun. Gunfighter: you have turned your focus on mas-

    tering the use of firearms instead of more traditional weapons. When you wield a handgun (or two) and Rock & Roll, roll as usual. On 10+, choose 2. On 7-9, choose 1:

    { You hit a target beyond the maximum range of the weapon { Your shot penetrates any cover the target has { You perform a seemingly-impossible trick shot { You deal 2 damage to a second target in range

    The Sight: when you take time to study an enemy, roll+Focus. On 10+, take +2 forward or take +2 dam-age forward to your next melee attack. On 7-9, take +1 forward. See the Astral: you may perceive into the Astral

    Plane, detecting creatures, wards, spirits, and spells. Spell Dabbler: you have dabbled in the spellcast-

    ing arts. Select one spell that you know. To cast this spell, roll+Knowledge.

    Enhanced Ability: when you concentrate on enhanc-ing your abilities, spend 1 Essence and roll+Focus. On 10+, increase any stat (besides Focus) by 1 point for a duration you select. On a 7-9, increase any stat by 1, but (choose 1):

    { Reduce Focus by 1 for the same duration. { Take 2 damage from the strain { You must spend 3 Essence to achieve the effect.

    Freerunner: when you are involved in a pursuit, roll+Awareness. On a 10+, you may adjust the distance between you and the pursuer/prey by 50 feet. On a 7-9, you may adjust the distance by 25 feet. Iron Skin: when you take damage, reduce the dam-

    age by 1. Kata: when you spend at least 12 hours meditating

    and practicing your skills, mark XP. Perfect Defense: when you are struck by an attack,

    roll+Focus. On 10+, you negate the damage and are un-moved. On 7-9, you negate the damage, but (choose 1):

    { Your next move is Glitched { You are knocked back 1d6+2 feet { You are shaken (take -2 forward)

    WEAPONS GEARPrimary Weapon Secondary Weapon

    Name: Name:

    Tags: Tags:

    Damage: Damage:

    focus

  • NOTES

    RESOURCES RELATIONSHIPS OTHERWEAPONS

    ARMOR

    OTHER GEAR

    CONTACTS

    30

    BONDS______________ needs inner peace, before someone they love is hurt.

    ______________ has a fearsome reputation already.

    ______________ likes me. And I like them.

    I can tell only ________________ my true his-tory.

    THE ADEPT

  • 31

    1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

    2. Choose your lookCold eyes, tired eyes, wary eyes

    Close cropped hair, shaggy hair, bald

    Cheap suit, street clothes, hawaiian shirt

    Heavy body, fit body, injured body

    3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

    4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Shield. Your Core Stats start at +0, and your Unique Stat starts at +1.

    You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

    5. Set your Essence and Edge.You start with 4 Essence and 3 Edge.

    6. Choose your EquipmentArmor: Armor Vest, Form-fitting armor

    Service Pistol: Colt Manhunter, Browning Ultra-Power, Ares Predator II, Ruger Super Warhawk

    Additional Weapon: HK227, Mossbert CMDT , Colt M24A3, Remington

    990

    7. Choose 3 ContactsConfidential information (CI), precinct secretary, gang leader, prosecutor, journalist, former partner, defense attorney

    8. Declare your BondsPlace one of your fellow runners names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

    9. Starting MovesYou know all the Core and Secondary Moves

    You know the Work the System move, and one other Cop move.

    10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

    { Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Shield { Gain 1 new Cop Move { Gain 1 new Advanced Move

    IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

    DOSS

    IER: T

    HE EX

    -COP

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    THE EX-COP S Work the System: when you use your ex-LEO status

    to get help, roll+Shield. On 10+, you have an old pal jam somebody up or cut them a break. On 7-9, you get the desired result, but (choose 1):

    { the person knows who helped or hindered them { your buddy got in trouble { your name got mentioned to the wrong ears

    Takedown: when you take control of a person physically, roll+Combat. On 10+, they are under your complete control, and you are both unharmed. On 7-9, you gain control of them, but either you or your target must take 2 damage. Flash the Badge: when you attempt to Push Some-

    one, you may roll+Shield instead of +Rep. Deep Cover: you used to work undercover. When

    you Act Under Pressure to blend in to a criminal envi-ronment, you are Boosted. Good Cop, Bad Cop: when you aid someone you

    have bond with during an interrogation, roll+Shield instead of +Bond.

    Gun Cage: when you need some specialized weap-ons or hardware fast, you can borrow it from a buddy for no more than 24 hours. If returned after the 24 hour deadline, roll+Shield. If you fail, you lose this move. Walked the Beat: gain a new contact of your choice. The Feds: you have a contact in federal law enforce-

    ment. Roll+Shield. On 10+, pick 2. On 7-9, pick 1. { You get a tip-off on a big operation so you can

    steer clear { You gain interesting and useful information about

    your current run { You get access to federal data on an individual { You are brought in as a consultant on a big

    operation. Hostage Negotiator (requires Good Cop, Bad Cop):

    when you negotiate in a dangerous situation, you may roll+Shield instead of +Rep. You must still have leverage to negotiate. Under the Bus: whenever one of your law enforce-

    ment contacts gets in trouble for helping you, mark XP. SWAT Sharpshooter: when you Rock & Roll using a

    stabilized rifle, as long as your position is unknown, your roll is Boosted.

    WEAPONS GEARPrimary Weapon Secondary Weapon

    Name: Name:

    Tags: Tags:

    Damage: Damage:

    shield

  • NOTES

    RESOURCES RELATIONSHIPS OTHERWEAPONS

    ARMOR

    OTHER GEAR

    CONTACTS

    33

    BONDSI put ________________ in jail more than once.

    I think ______________________ is connected to an old case of mine that I never solved.

    ____________________ is solid. Id call on them for backup.

    I smell rookie all over ___________________.

    THE EX-COP

  • 34

    1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

    2. Choose your lookWise eyes, jeweled eyes, laughing eyes

    Normal skin, perfect skin, synthetic skin

    Great smile, smoky stare, rugged good looks, regal bearing

    Fit body, compact body, androgynous body

    3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

    4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Style. Your Core Stats start at +0, and your Unique Stat starts at +1.

    You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

    5. Set your Essence and Edge.You start with 4 Essence and 3 Edge.

    6. Choose your EquipmentArmor: Armante Executive Wardrobe, Hottest New Fashion

    Weapon: Executive Action, Beretta 101T, Ares Viper Slivergun

    7. Choose 4 ContactsClub owner, Yakuza boss, car dealer, journalist, senators aide, money launderer, mafia capo, arms dealer, wealthy socialite

    8. Declare your BondsPlace one of your fellow runners names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

    9. Starting MovesYou know all the Core and Secondary Moves

    You know the Fast Talk move, and one other Face move.

    10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

    { Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Style { Gain 1 new Face Move { Gain 1 new Advanced Move

    IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

    DOSS

    IER: T

    HE FA

    CE

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    THE FACE S Fast Talk: when you need to convince somebody of

    something fast, roll+Style. On 10+, you use quick think-ing and smooth talking to get into or out of the situa-tion. On 7-9, you convince the target, but (choose 1):

    { the person talking to decides to check your story { you need to ditch something important, fast { you place one of your contacts in harms way

    Come Hither: when you attempt to seduce some-one, roll+Style. On 10+, theyre into you, and you can get a favor from them or get access to some of their personal stuff. On 7-9, theyre into you, but it will take some more time and TLC to get a favor from them. Work the Angles: when you Negotiate, take +1. Build a Legend: when you create a false identity,

    roll+Knowledge. On 10+, your legend is solid and will hold up to any scrutiny. On 7-9, it holds up for now, but (choose 1):

    { it will be 1d6-1 days until it is blown { you inadvertently encounter someone who knows

    you as someone else. You will have to Fast Talk. { you have to do something unpleasant (and il-

    legal) to maintain your cover.

    Crazy Smooth: when you Fast Talk, your roll is Boosted. Making Friends: gain a new contact of your choice

    from any list of potential contacts, not just your own. I Know A Guy: when you need an illegal good or

    service, roll+Rep. On 10+, you know someone who can get it for you within one day, and discreetly. On 7-9, they can get it, but (choose 1):

    { it takes two extra days to get it { it costs twice as much as predicted { your fence has to drop your name to get it

    Got the Look: when you would normally Negotiate, you may roll+Style instead. Chameleon: when you attempt to blend in to a social

    environment, roll+Style. On 10+, nobody questions your presence. On 7-9, you catch the eye of someone who becomes curious about what youre doing there.

    WEAPONS GEARPrimary Weapon Secondary Weapon

    Name: Name:

    Tags: Tags:

    Damage: Damage:

    style

  • NOTES

    RESOURCES RELATIONSHIPS OTHERWEAPONS

    ARMOR

    OTHER GEAR

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    36

    BONDS____________________ has no craft. I hope they learn soon.

    ____________________ is close friends with somebody I screwed over once.

    ____________________ thinks what I do is sleazy.

    I just dug up some interesting information about ___________________.

    THE FACE

  • 37

    1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

    2. Choose your lookCybereyes, glasses, unfocused eyes

    No hair, unkempt hair, mohawk, ponytail

    Pale skin, bad skin, tattooed skin

    Thin body, heavy body, compact body, flabby body

    3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

    4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Matrix. Your Core Stats start at +0, and your Unique Stat starts at +1.

    You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

    5. Set your Essence and Edge.You start with 3 Essence and 3 Edge.

    6. Choose your EquipmentCyberdeck (pick 1): Fuchi Cyber-4, Renraku Kraftwerk-8, Cyco Beta

    Armor (pick 1): Trenchcoat, light armor jacket

    Weapon (pick 1): Streetline Special, Fichetti Security 500, Narcoject Pistol

    Programs (pick 2): Analyze, Armor, Black Hammer, Mask, Slow

    7. Choose 2 ContactsGhostSyndicate, electronics dealer, military hacker, gang member, former professor, matrix guru

    8. Declare your BondsPlace one of your fellow runners names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

    9. Starting MovesYou know all the Core and Secondary Moves

    You know the Live to Hack and Sling Code moves.

    10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

    { Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Matrix { Gain 1 new Hacker Move { Gain 1 new Advanced Move

    IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

    DOSS

    IER: T

    HE H

    ACKE

    R

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    THE HACKER S Live to Hack: while in the Matrix, when you:

    { Act Under Pressure, add your decks Mask rating to the roll { Sling Code, add your decks Power rating to the

    roll { Take damage, subtract your decks Hardening

    rating from the damage { Rock & Roll, roll+Matrix instead of +Combat { Deal damage, your base damage is equal to

    your Matrix+bonuses from any relevant programs. S Sling Code: when you use a program or hack a

    Matrix node on the fly, roll+Matrix. On 10+, choose 2. On 7-9, choose 1:

    { Boost your next Matrix move { your hack succeeds { the system alert level does not elevate { you encounter no IC or enemy hackers { you leave no trace of your activity

    Combat Decker: when you Rock & Roll in the Ma-trix, you may add your Combat stat to the roll. Fastjack: when you need an immediate access

    point to the Matrix, roll+Matrix. On a 10+, there is a jackpoint immediately accessible. On 7-9, you must expose yourself to risk to find one.

    More Toys: gain an additional cyberdeck, or 2 programs Multitasker: you can hack multiple systems simul-

    taneously. Roll+Matrix. On 10+, you suffer no penalties to hack two systems. On 7-9, take -1 ongoing to the second system. Overwatch: when you defend someone against a

    matrix attack, roll+Matrix. On 10+, the attack is inef-fective. On 7-9, halve the damage or duration of the attacks effect. IC Killer: when you inflict damage to IC, inflict +2

    damage. Interference: you use nearby devices to throw out a

    storm of digital noise, confusing the enemy. Roll+Matrix. On 10+, your team takes +2 to their next Act Under Pressure move. On a 7-9, your team takes +1. Locked Up: when you hack enemy weaponry,

    roll+Matrix. On 10+, the enemys weapon is permanetly disabled. On 7-9, the enemys weapon damage be-comes a W roll (taking the worst roll of multiple dice). Ghost in the Machine: improve your Cyberdecks

    Mask rating by 1.

    DECK PROGRAMSCPU

    Mask

    Hardening

    Storage

    matrix

    WEAPONName

    Tags

    Dmg.

  • NOTES

    RESOURCES RELATIONSHIPS OTHERWEAPONS

    ARMOR

    OTHER GEAR

    CONTACTS

    39

    BONDSI did a run with ________________. It didnt go so well.

    Ive heard of ________________ before.

    ____________________ and I go way back.

    ____________________ doesnt trust me, and with good reason.

    THE HACKER

  • 40

    1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

    2. Choose your lookBlank eyes, unnatural eyes, piercing eyes

    Long hair, bald, wild hair

    Robes, street clothes, dress clothes

    Thin body, weak body, muscular body

    3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

    4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Craft. Your Core Stats start at +0, and your Unique Stat starts at +1.

    You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

    5. Set your Essence and Edge.You start with 6 Essence and 3 Edge.

    6. Choose your EquipmentArmor: Trenchcoat, light armor jacket, defensive charm

    Weapon: Beretta 101T, Ruger Super Warhawk

    Spells (choose 1 set):

    Set 1: Toxic Wave, Manabolt, Combat Sense, Heal, Armor

    Set 2: Stunbolt, Analyze Truth, Detect Life, Invisibility, Magic Fingers

    Set 3: Lighting Bolt, Stunball, Analyze Device, Stealth, Light

    Set 4: Fireball, Clairvoyance, Increase Stat, Silence, Barrier

    Set 5: Death Touch, Knockout, Combat Sense, Heal, Fling

    7. Choose 2 ContactsWage Mage, Corporate Exec, Fetishmonger, Paranormal Animal Expert, Bartender, Street Cop, Professor of Magical Theory

    8. Declare your BondsPlace one of your fellow runners names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

    9. Starting MovesYou know all the Core and Secondary Moves

    You know the Cast a Spell and Center moves.

    10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

    { Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Craft { Gain 1 new Mage Move { Gain 1 new Advanced Move

    IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

    DOSS

    IER: T

    HE M

    AGE

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    THE MAGE S Cast a Spell: when you cast a spell from your

    known list of spells, spend the required Essence and roll+Craft. On 10+, the spell is cast successfully. On 7-9, the spell is cast successfully, but (roll 1d6):

    { it costs +1 Essence to cast { it causes drain. Take -1 forward to your next Cast

    a Spell move. { the target partially resists the spell. Halve the

    damage or duration. S Center: when you take a moment to concentrate

    and restore yourself, regain 1d6+1 essence. Go Astral: you can perceive or project into the

    astral plane at will. When you Act Under Pressure or Rock & Roll in the Astral plane, roll+Craft. Banish: to dispel a hostile or uncontrolled spirit

    or elemental, roll+Knowledge. On 10+, the spirit or elemental is banished. On 7-9, the spirit is banished, but it leaves you a memento - take 2 damage. Counterspell: to disrupt or end a spell cast by

    someone else, roll+Craft. On 10+, the spell is dis-pelled. On 7-9, the spell is dispelled, but you must spend 1 Essence.

    Higher Knowledge: gain 2 additional spells. Initiate: when you study your magical grimoire, you

    gain Insight. When you study for an entire day, gain 2 Insight. When you study for half a day, gain 1 Insight. You may later spend 1 point of Insight to:

    { reduce the essence cost of a spell by 1 { Boost your Cast a Spell move { automatically succeed at a Counterspell move

    Specialist: choose a spell category. You take +1 when casting spells from that category. Astral Mentor (requires Initiate): you can receive

    learning from an astral being. Roll+Knowledge. On 10+, you may learn a new spell. On 7-9, you may gain 1 Insight. Magical Overwatch: when you defend an ally from

    hostile magic, roll+Awareness. On 10+, choose 2. On 7-9, choose 1:

    { you reduce the damage of the hostile magic by half { you reduce the duration of the hostile magic by

    half { you pinpoint the location of the hostile magic user { you channel energy along the backtrail of the

    magic, and inflict 2 damage on the hostile caster.

    SPELLS OTHER SPELLSName: Name:

    Tags: Tags:

    Effect: Effect:

    craft

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    RESOURCES RELATIONSHIPS OTHERWEAPONS

    ARMOR

    OTHER GEAR

    CONTACTS

    42

    BONDS_____________ is inelegant and lacks craft. Im not sure I can trust them.

    I heard that _____________ used to work for ___________________.

    I trust ___________________ with my life.

    __________________ is hiding something they dont want me to find out.

    THE MAGE

  • 43

    1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

    2. Choose your lookDead eyes, cold eyes, soft eyes

    Boonie hat, crew cut, ponytail, fauxhawk

    Combat fatigues, street clothes, nice suit

    Scarred skin, tough skin, soft skin

    3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

    4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Tactics. Your Core Stats start at +0, and your Unique Stat starts at +1.

    You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

    5. Set your Essence and Edge.You start with 4 Essence and 3 Edge.

    6. Choose your EquipmentArmor: Ballistic vest, armor jacket, combat armor

    Weapon (choose 2): Ares Predator II, Colt Manhunter, AK97 SMG, Colt M24a3, Ares Alpha, AK-97, Tomahawk, Combat Knife

    7. Choose 2 ContactsFormer CO, Terrorist Cell Member, Arms Dealer, Veterans Clinic Doctor, Old War Buddy, Street Pharmacist, Therapist

    8. Declare your BondsPlace one of your fellow runners names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

    9. Starting MovesYou know all the Core and Secondary Moves

    You know the Go Tactical move and one other Merc move.

    10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

    { Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Tactics { Gain 1 new Merc Move { Gain 1 new Advanced Move

    IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

    DOSS

    IER: T

    HE M

    ERCE

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    THE MERCENARY S Go Tactical: when you Check the Situation during

    combat, roll+Tactics. On a 10+, instead of asking the GM questions, you may instead choose to Hold 3. On a 7-9, you may choose to Hold 1. You can then spend that Hold 1-for-1 to grant a bonus to any ally at any point during the combat. Combat Instincts: Boost your first Rock & Roll move

    in a fight. Hard as Nails: when you take damage,

    roll+Stamina. On 10+, reduce the damage by 3. On 7-9, reduce the damage by 1. CQC Expert: when you Rock & Roll using a melee

    weapon or while unarmed, deal +1d4 damage. Veteran: when you Act Under Pressure, you may

    roll+Tactics instead of +Awareness.

    Adapt and Overcome: when you fail a move, roll+Tactics. On 10+, take +2 forward to your next move. On 7-9, take +1 forward. Contracts Available: you have contacts with a mer-

    cenary force or guild. Roll+Rep. On 10+, they can pass you a contract worth 1,000. On 7-9, they can pass you a contract worth 500. Deadeye: when you Rock & Roll with a ranged

    weapon, deal +1d6 damage on a hit, and deal double damage on a 12+. Inspiring: when you roll a 10+ while Taking a

    Chance, one ally who saw you can take +1 to their next move. Natural Leader: when you Go Tactical, take +2. Lessons of Command: when an ally is killed or seri-

    ously injured (receives a debility), mark XP.

    WEAPONS OTHER GEARPrimary Weapon Secondary Weapon

    Name: Name:

    Tags: Tags:

    Damage: Damage:

    tactics

  • NOTES

    RESOURCES RELATIONSHIPS OTHERWEAPONS

    ARMOR

    OTHER GEAR

    CONTACTS

    45

    BONDSIm not sure _________________ will hold it together.

    ______________________ has definitely seen the elephant.

    ______________________ is an FNG, and will get someone killed.

    Id trust _______________________ to walk point any time.

    THE MERCENARY

  • 46

    1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

    2. Choose your lookGoggles, alert eyes, obvious cybereyes

    Kaiser helmet, cowboy hat, pirate bandana

    Biker clothes, flight suit, street clothes, punk getup

    Heavy body, built body, lean body

    3. Choose your name and street nameMake up a name and street name or pick a real