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THUG LEVEL TERROR LEVEL

Attributes + Skills + Shadow Amps < 28 Attributes + Skills + Shadow Amps > 48

Boston CFD Head Case (Shambler) Critter Vampire


Corporate Corporate Suit Critter Young Dragon
Matrix Sprites (Simple) Magic Bug Queen
Magic Spirits (Greater)
GANG LEVEL
Attributes + Skills + Shadow Amps = 28
MOOKS
Boston CFD Head Case (Rager) Mooks are nameless, faceless, interchangeable henchmen
Critter Devil Rat and minions in a Scene. Mooks have only one Condition
Critter Ghoul Monitor which is used to track both Physical and Stun
Magic Bug Spirit damage (use the higher of their Physical or Stun Condition
Magic Spirits (Lesser) Monitor). The type of damage that Staggers them determines
Matrix Sprites (Basic) if they are Knocked Out or Killed in Action. Mooks still use an
Street Ganger appropriate Armor track.
Street Wiz-Ganger
Tech Drones (All)
MAINS
STREET RUNNER LEVEL Mains are named, unique, important actors and leaders in a
Attributes + Skills + Shadow Amps = 38 Scene. Mains use both Physical and Stun Condition Monitors
and are given one Positive Quality (p. 204).
Boston CFD Head Case (Manipulator)
Boston CFD Head Case (Hidden) Notes:
Corporate Company Man/Woman • Skills list total dice pools, except where variable.
• Vehicle Weapons renamed Gunnery; Piloting (Ground) renamed
Corporate Mr. Johnson (Corporate) Pilot Ground; Piloting (Other) renamed Pilot Other.
Critter Barghest • Con & Disguise combined into Acting. Escape Artist folded into
Magic Enemy Mage Acrobatics & Stealth. Athletics split into Athletics & Acrobatics.
Magic Enemy Shaman • Vehicles rebalanced; CMs removed; Armor only.
• Spirits rebalanced; non-combat powers added; Armor reduced.
Magic Spirits (Average)
• Sprites rebalanced
Matrix Enemy Technomancer • Complex Forms rebalanced against Spell amps; use Tasking only.
Matrix Intrusion Countermeasures (IC) • Assault Rifles/Mach. Guns rebalanced.
Matrix Security Spider
Matrix Sprites (Advanced) Updated: 04/27/17
Military Soldier http://forums.shadowruntabletop.com/index.php?topic=251
Military Light-Assault Copter 26.0
Military Armored Personnel Carrier
Security Corporate Security – 34 pts
Security Rent-a-Cop – 34 pts
Shadow Combat Medic
Shadow Pistol Adept
Shadow Razor
Shadow Street Samurai
Street Mr. Johnson (Street)

PRIME RUNNER LEVEL


Attributes + Skills + Shadow Amps = 48

Critter Hell Hound


Military Soldier (Elite)
Security Corporate Security (Elite)
Security Rent-a-Cop (HTR)

1
BOSTON CFD THREATS HEAD CASE (MANIPULATOR)
Note: All Head Cases are Critters, are always active in AR. STR AGL WIL LOG CHA EDG RP
3 3 3 6 6 2
SKILLS: Acting 9, Close Combat 5, Firearms 5, Hacking 9,
Intimidation 9, Tasking 9
HEAD CASE (SHAMBLER) SHADOW AMPS: Essence: 6 (no penalties)
STR AGL WIL LOG CHA EDG RP • Emerged: Has access to resonance amps and uses
3 3 3 1 1 0 LOG + LOG to resist Matrix.
SKILLS: Close Combat 5, Tasking 3 • Pulse Storm (complex form): Effect. AoE distraction.
SHADOW AMPS: Essence: 6 (no penalties) Forced reroll 1 on Hacking or Tasking Tests.
• Emerged: Has access to resonance amps and uses • Infusion (complex form): Effect. Target LOG (Matrix
LOG + LOG to resist Matrix. only) +1.
• Pulse Storm (complex form): Effect. AoE distraction. • Nanohive Mind (critter power): Give +1 Plot
Forced reroll 1 on Hacking or Tasking Tests. Point/turn to ally Head Case.
• Shambling (critter power): Movement has Cool-
down 1. WEAPONS Dam Close Near Far
• Horde (critter power): Teamwork Tests may be used Unarmed 2S OK — —
in unarmed combat. Automatic +2 dice. Light Pistol 5P OK –2 —

WEAPONS Dam Close Near Far Armor: 6 [Armor clothing]


Unarmed 2S OK — — Condition Monitors (P/S): 10/10

Armor: 0
Condition Monitors (P/S): 10/10
HEAD CASE (HIDDEN)
STR AGL WIL LOG CHA EDG RP
3 3 3 5 5 2
HEAD CASE (RAGER) SKILLS: Acting 10, Close Combat 5, Stealth 8, Firearms 5,
STR AGL WIL LOG CHA EDG RP Tasking 8
6 6 3 2 2 0 SHADOW AMPS: Essence: 6 (no penalties)
SKILLS: Athletics 9, Close Combat 9, Tasking 5 • Emerged: Has access to resonance amps and uses
SHADOW AMPS: Essence: 6 (no penalties) LOG + LOG to resist Matrix.
• Emerged: Has access to resonance amps and uses • Pulse Storm (complex form): Effect. AoE distraction.
LOG + LOG to resist Matrix. Forced reroll 1 on Hacking or Tasking Tests.
• Pulse Storm (complex form): Effect. AoE distraction. • Resonance Spike (complex form): Cybercombat.
Forced reroll 1 on Hacking or Tasking Tests. Damage = 5S. Defense L + FW.
• Feral (critter power): Reroll 1 on Agility-related • Home Ground: +1 Plot Point at the beginning of
Tests. combat.
• Horde (critter power): Teamwork Tests may be used
in unarmed combat. Automatic +3 dice. WEAPONS Dam Close Near Far
Unarmed 2S OK — —
WEAPONS Dam Close Near Far Light Pistol 5P OK –2 —
Unarmed 3S OK — —
Bite 4P OK — — Armor: 6 [Armor clothing]
Condition Monitors (P/S): 10/10
Armor: 0
Condition Monitors (P/S): 11/10

2
CORPORATE THREATS MR. JOHNSON (CORPORATE)
STR AGL WIL LOG CHA EDG RP
3 3 5 4 6 3
SKILLS: Acting 9, Electronics 5, Stealth 5, Firearms 6,
COMPANY MAN/WOMAN Intimidation 8, Negotiation 10
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 5 (–1 Magic/Heal)
3 5 5 5 3 3 • Synaptic Booster 1: Bioware. +1 Attack. -0.5 Essence
SKILLS: Close Combat 7, Firearms 10, Intimidation 5, Pilot • Tailored Pheromones 2: Bioware. Reroll 2 on in-
Other 7, Stealth 7 person Charisma-related Tests. -0.5 Essence
SHADOW AMPS: Essence: 3 (–2 Magic/Heal)
• Control Rig 1: Cyberware. Control vehicles by VR WEAPONS Dam Close Near Far
(+1). Reroll 1 on Pilot and Gunnery. Unarmed 2S OK — —
• Plastic Bone Lacing 1: Cyberware. Damage Stun Baton 7S OK — —
Reduction 1. –1 Essence Heavy Pistol 6P OK –2 —
• Spy Drones 2: +2 to Perception. [A3, D0, M3]
• Team Player: May freely share Plot Points and Edge Armor: 6 [Armor clothing]
with other players. Condition Monitors (P/S): 10/11

WEAPONS Dam Close Near Far


Unarmed 2S OK — —
Shock Glove 6S OK — —
Heavy Pistol 6P OK –2 —

Armor: 6 [Armor clothing]


Condition Monitors (P/S): 10/11

CORPORATE SUIT
STR AGL WIL LOG CHA EDG RP
2 2 2 3 2 2
SKILLS: Electronics 5, Negotiation 4, Pilot Ground 3
SHADOW AMPS: Essence: 5 (–1 Magic/Heal)
• Datajack and Headware: Cyberware. May access the
Matrix via full VR. +1 to Matrix Tests. –1 Essence
WEAPONS Dam Close Near Far
Unarmed 1S OK — —
Taser 5S OK –2 —

Armor: 0 or 6 [Armor clothing]


Condition Monitors (P/S): 9/9

Note: For Technicians, Researchers, Medics, and other non-


combatants, swap Electronics or Negotiation with an
appropriate Logic Skill (Engineering, Knowledge Skills,
Biotech, etc.).

3
CRITTERS GHOUL
STR AGL WIL LOG CHA EDG RP
6 4 3 2 2 2
SKILLS: Acting 4, Athletics 9, Close Combat 7, Firearms 7,
BARGHEST Intimidation 4
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 6 (no penalties)
8 4 4 2 3 1
• Critter: Has access to critter amps.
SKILLS: Athletics 11, Close Combat 7, Intimidation 6, Tracking
• Feral (critter power): Reroll 1 on Agility-related
7
Tests.
SHADOW AMPS: Essence: 6 (no penalties)
• Blind: Not affected by visual environment.
• Critter: Has access to critter amps.
• Dietary Requirement (Metahuman Flesh)
• Enhanced Senses (critter power): +3 to Perception.
• Paralyzing Howl (critter power): +3 to Intimidation,
WEAPONS Dam Close Near Far
targets must roll 3 hits on CHA+WIL or target cannot
Unarmed 3S OK — —
move. Close or Near only.
Bite* 4P OK — —
• Fear (critter power): Reroll 2 on Intimidation. *Blurred Vision: -1 to all Tests until medical help.
WEAPONS Dam Close Near Far Armor: 0
Bite 6P OK — — Condition Monitors (P/S): 10/10
Armor: 3 [Natural armor]
Condition Monitors (P/S): 12/10
HELL HOUND
STR AGL WIL LOG CHA EDG RP
6 4 4 2 3 1
DEVIL RAT SKILLS: Athletics 9, Close Combat 7, Intimidation 6, Projectile
STR AGL WIL LOG CHA EDG RP Weapons 8, Stealth 9, Tracking 7
2 5 2 2 2 1 SHADOW AMPS: Essence: 6 (no penalties)
SKILLS: Acrobatics 10, Close Combat 8, Stealth 10,
• Critter: Has access to critter amps.
Tracking 7
• Elemental Attack (Fire) (critter power): Combat.
SHADOW AMPS: Essence: 6 (no penalties)
Damage = 6P/AA. Defense = A + L. +2 damage to
• Critter: Has access to critter amps.
Armor. Close only.
• Animal Control (ordinary rats, critter power): May
• Enhanced Senses (critter power): +3 to Perception.
give order to up to 25 rats. Close or Near only.
• Fear (critter power): Reroll 2 on Intimidation.
• Concealment (critter power): Reroll 3 on Stealth
• Immunity (Fire) 4 (critter power): Damage
when not moving.
Reduction 4.
WEAPONS Dam Close Near Far
WEAPONS Dam Close Near Far
Bite 2P OK — —
Bite* 5P OK — —
*Fiery Maw: +1 damage to Armor.
Armor: 0
Condition Monitors (P/S): 9/9
Armor: 3 [Natural armor]
Condition Monitors (P/S): 11/10

4
CRITTERS (Cont.) YOUNG DRAGON
STR AGL WIL LOG CHA EDG RP
15 10 9 9 9 6
VAMPIRE SKILLS: Astral Combat 15, Close Combat 16, Conjuring 15,
STR AGL WIL LOG CHA EDG RP Intimidation 13, Projectile Weapons
5 5 5 5 5 3 15, Sorcery 15
SKILLS: Astral Combat 9, Athletics 8, Close Combat 8, SHADOW AMPS: Essence: 6 (no penalties)
Conjuring 11, Firearms 8, Intimidation 9, Negotiation 10,
• Critter: Has access to critter amps.
Sorcery 11, Stealth 10
• Immunity (Normal Weapons) 3 (critter power):
SHADOW AMPS: Essence: 6 (no penalties)
Damage Reduction 3.
• Awakened: Has access to magical amps.
• Elemental Attack (Fire) (critter power): Combat.
• Immunity (Age, Pathogens, Toxins)
Damage of 6P/AA. Defense = A + L. +2 damage to
• Essence Drain (critter power): If used on Armor. Close or Near only.
incapacitated enemy, permanently lowers essence
• Natural Weapon (critter power): Weapon (claws,
of target by 1.
teeth, tail) STR/2 +3P
• Infection: If an Essence Drain action would take the
• Animal Control (critter power): Mundane animals
target to 0 Essence, target is infected with the same
obey simple commands. Limited to swarm of tiny
virus as the attacker.
creatures, three dozen small creatures, or six large
• Mist Form (critter power) creatures.
• Regeneration (critter power): Every combat turn, • Dragonspeech (critter power): May speak and be
Critter regains 2 points of damage, in the following understood without the use of audible words.
order: Stun, Physical, Armor (if Natural armor).
• Enhanced Sense (critter power): +3 to perception.
• Control Thoughts (critter power): Effect. +3 to
• Terror (critter power): +3 to Intimidation, melee
Intimidation and Negotiation.
opponents must roll 3 hits on CHA+WIL or run away.
• Animal Control (critter power): Mundane animals
• Dragon Sorcery: Dragons may choose from any spell
obey simple commands. Limited to swarm of tiny
in the list of Spell Amps.
creatures, 3 dozen small creatures, or 6 large
creatures.
WEAPONS Dam Close Near Far
• Vampire Sorcery (critter power): Optional. Vampires Unarmed 8S OK OK —
may choose from any spell in the list of Spell Amps. Claw/Bite 11P OK OK —
• Weaknesses (Sunlight): When in sunlight, vampires
take 4 damage/turn, which cannot be regenerated. Armor: 15 [Natural armor]
• Weaknesses (Wood): When attacked with wooden Condition Monitors (P/S): 16/13
weapons, add 4 damage, which cannot be
regenerated.
• Dietary Requirement (Metahuman Blood)

WEAPONS Dam Close Near Far


Unarmed 3S OK — —
Bite 6P OK — —
Heavy Pistol 6P OK –2 —

Armor: 9 [Lined Coat]


Condition Monitors (P/S): 11/11

5
MAGIC THREATS ENEMY MAGE
STR AGL WIL LOG CHA EDG RP
3 3 6 5 4 2
SKILLS: Astral Combat 8, Conjuring 9, Firearms 5, Sorcery 11,
BUG QUEEN Stealth 5
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 6 (no penalties)
9 5 6 4 2 4
• Awakened: Has access to magical amps.
SKILLS: Athletics 12, Close Combat 11, Intimidation
Choose two:
8, Sorcery 9, Stealth 7, Tracking 7
• Control Thoughts (spell): Effect. +2 to Intimidation
SHADOW AMPS: Essence: 6 (no penalties)
and Negotiation. Mind Control.
• Critter: Has access to critter amps.
• Fireball (spell): Combat. Damage = 6P. Defense = A +
• Immunity (Normal Weapons) 5 (critter power
L. AoE, Fire effects, Cooldown 1.
Damage Reduction 5.
• Invisibility (spell): Effect. Invisibility. Reroll 2 on
• Acid Spit (critter power): Combat. Damage = 6P/AA,
Stealth.
Defense = A + L. +2 damage to Armor.
• Confusion (spell): Effect. Confusion. Target takes -2
• Insect Chemicals (critter power): Give +1 Plot
to all Tests, Drain 1.
Point/turn to ally Bug Spirit.
WEAPONS Dam Close Near Far
WEAPONS Dam Close Near Far
Unarmed 2S OK — —
Claws 5P OK — —
Knife 3P OK — —
Mandibles 8P –2 — —
SMG 6P OK OK —
Armor: 12 [Natural armor]
Armor: 9 [Lined coat]
Condition Monitor (P/S): 13/11
Condition Monitors (P/S): 10/11

BUG SPIRIT ENEMY SHAMAN


STR AGL WIL LOG CHA EDG RP
STR AGL WIL LOG CHA EDG RP
7 4 3 1 1 1
3 3 6 4 5 2
SKILLS: Athletics 7, Close Combat 8, Intimidation 4, Stealth 6,
SKILLS: Astral Combat 8, Conjuring 11, Firearms 5, Sorcery 9,
Tracking 3
Survival 8
SHADOW AMPS: Essence: 6 (no penalties)
SHADOW AMPS: Essence: 6 (no penalties)
• Critter: Has access to critter amps.
• Awakened: Has access to magical amps.
• Immunity (Normal Weapons) 2 (critter power):
• Team Player: May freely share Plot Points and Edge
Damage Reduction 2.
with other players.
• Protective Talisman (focus): Once per Scene, take
WEAPONS Dam Close Near Far
half damage from one attack.
Claws 4P OK — —
• Heal (spell): Effect. Heal 1 damage per hit.
Mandibles 7P –2 — —
WEAPONS Dam Close Near Far
Armor: 6 [Natural armor]
Unarmed 2S OK — —
Condition Monitors (P/S): 12/10
Knife 3P OK — —
Shotgun 9P OK* OK —

Armor: 9 [Lined coat]


Condition Monitors (P/S): 10/11

6
SPIRITS SPIRIT OF AIR
Note: For Greater Spirits (Very Hard), increase all Attributes STR AGL WIL LOG CHA EDG
by 2, increase Immunity by 2, and increase damage of all 3 9 5 5 5 2
attacks by 2. SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile
Weapons 3+A
Note: For Lesser Spirits (Easy), decrease all Attributes by 2, SHADOW AMPS: Essence: 6 (no penalties)
decrease Immunity by 2, and decrease damage of all attacks • Critter: Has access to critter amps.
by 2. • Immunity (Normal Weapons) 3 (critter power):
Damage Reduction 3.
• Movement (critter power): Effect. Using Double-
Note: For Blood Spirits, add 1 Edge and the following Shadow Time it does not cost target a Plot Point.
Amps: Choose one:
• Essence Drain (critter power): Permanently lowers • Elemental Attack (Cold) (critter power): Combat.
essence of incapacitated target by 1. Damage = 6S/AA. Defense = S + W. +2 damage to
• Blood Drain (critter power): Regain 2 points of Armor.
Physical damage with each melee. • Elemental Attack (Electricity) (critter power):
Combat. Damage = 6P/AA. Defense = S + W. Reroll 1.
Note: For Toxic Spirits, add 1 Edge and the following Shadow • Engulf (critter power): Combat/Effect. Damage =
Amps: 4S/AA. Defense = S + W. Target cannot move. Reroll
• Elemental Attack (Acid) (critter power): Combat. 1. Close only.
Damage = 6P/AA. Defense = A + L. +2 damage to
Armor. WEAPONS Dam Close Near Far
• Nausea (critter power): Effect. Targets in Close Unarmed 2S OK — —
range reroll 1 success per Test.
Armor: 0
Note: For Shadow Spirits, add 1 Edge and the following Condition Monitors (P/S): 10/11
Shadow Amps:
• Control Shadows (critter power): Effect. Increase all
Close range light penalties to -3. SPIRIT OF EARTH
• Shadow Blend (critter power): Effect. Reroll 2 on STR AGL WIL LOG CHA EDG
Agility-related defense. 9 3 5 5 5 2
• Weaknesses (Sunlight): When in sunlight, shadow SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile
spirits take 4 damage/turn. Weapons 3+A
SHADOW AMPS: Essence: 6 (no penalties)
• Critter: Has access to critter amps.
• Immunity (Normal Weapons) 3 (critter power):
Damage Reduction 3.
• Binding (critter power): Effect. Target’s movement
gains Cooldown 1.
Choose one:
• Elemental Attack (Earth) (critter power): Combat.
Damage = 7P. Defense = A + L.
• Engulf (critter power): Combat/Effect. Damage =
5S/AA. Defense = S + W. Target cannot move. Close
only.

WEAPONS Dam Close Near Far


Unarmed 5P OK — —

Armor: 6 [Natural armor]


Condition Monitors (P/S): 13/11

7
SPIRITS (Cont.) SPIRIT OF WATER
STR AGL WIL LOG CHA EDG
5 7 5 5 5 2
SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile
SPIRIT OF FIRE Weapons 3+A
STR AGL WIL LOG CHA EDG SHADOW AMPS: Essence: 6 (no penalties)
5 7 5 5 5 2 • Critter: Has access to critter amps.
SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile • Immunity (Normal Weapons) 3 (critter power):
Weapons 3+A Damage Reduction 3.
SHADOW AMPS: Essence: 6 (no penalties) • Concealment (critter power): Effect. Reroll 3 on
• Critter: Has access to critter amps. Stealth when target not moving.
• Immunity (Normal Weapons) 3 (critter power): Choose one:
Damage Reduction 3. • Elemental Attack (Water) (critter power): Combat.
• Immunity (Fire) All (critter power): Damage Damage = 7S. Defense = A + L.
Reduction All. • Engulf (critter power): Combat/Effect. Damage =
Choose one: 4S/AA. Defense = S + W. Target cannot move or
• Elemental Attack (Fire) (critter power): Combat. breathe. Close only.
Damage = 6P/AA. Defense = A + L. +2 damage to
Armor. WEAPONS Dam Close Near Far
• Engulf (critter power): Combat/Effect. Damage = Unarmed 3S OK — —
4P/AA. Defense = S + W. Target cannot move. +2
damage to Armor. Close only. Armor: 0
Condition Monitors (P/S): 11/11
WEAPONS Dam Close Near Far
Unarmed 3P* OK — —
*Fire Aura: +2 damage to Armor.
SPIRIT OF BEAST
Armor: 0 STR AGL WIL LOG CHA EDG
Condition Monitors (P/S): 11/11 7 5 5 5 5 2
SKILLS: Astral Combat 3+W, Close Combat 3+A, Intimidation
3+C
SHADOW AMPS: Essence: 6 (no penalties)
SPIRIT OF MAN • Critter: Has access to critter amps.
STR AGL WIL LOG CHA EDG • Immunity (Normal Weapons) 3 (critter power):
5 6 5 6 5 2 Damage Reduction 3.
SKILLS: Astral Combat 3+W, Close Combat 3+A, Sorcery 3+W • Natural Weapon (critter power): Weapon (claws,
SHADOW AMPS: Essence: 6 (no penalties) teeth, tail) STR/2 +3P
• Critter: Has access to critter amps. Choose one:
• Immunity (Normal Weapons) 3 (critter power): • Animal Control (critter power): Mundane animals
Damage Reduction 3. obey simple commands. Limited to swarm of tiny
• Accident (critter power): Effect. Each combat turn, creatures, 3 dozen small creatures, or 6 large
may add 1 Glitch die (no Exploit) to (WIL rating) creatures.
Tests. • Fear (critter power): Reroll 3 on Intimidation.
Choose one:
• Confusion (critter power): Effect. Confusion. Target WEAPONS Dam Close Near Far
takes -2 to Tests. Unarmed 4S OK — —
• Control Thoughts (critter power): Effect. +2 to Claw/Bite 7P OK — —
Intimidation and Negotiation Tests.
Armor: 3 [Natural armor]
WEAPONS Dam Close Near Far Condition Monitors (P/S): 12/11
Unarmed 3S OK — —

Armor: 0
Condition Monitors (P/S): 11/11

8
MATRIX THREATS SECURITY SPIDER
Note: For Advanced Sprites (Very Hard) and IC, increase Logic STR AGL WIL LOG CHA EDG RP
and Firewall (and Edge, for Sprites only) by 2, increase 2 3 4 5 3 2
Shadow Amp effects by 1. SKILLS: Electronics 9, Firearms 4, Hacking 10, Tracking 8
SHADOW AMPS: Essence: 5 (–1 Magic/Heal)
Note: For Simple Sprites (Easy) and IC, reduce Logic and • Cyberdeck 5: Reroll 2 on Matrix Tests, Firewall +2,
Firewall (and Edge, for Sprites only) by 2, decrease Shadow Matrix Condition Monitor 9, may run 2 program.
Amp effects by 1. • Datajack and Headware: Cyberware. May access the
Matrix via full VR. +1 to Matrix Tests. –1 Essence
Choose two:
• Armor (program): +6 Matrix Condition Monitor.
ENEMY TECHNOMANCER • Biofeedback (program): Cybercombat does Physical
STR AGL WIL LOG CHA EDG RP or Matrix damage.
2 3 4 5 3 2
• Encrypt (program): +2 to Firewall.
SKILLS: Acting 6, Firearm 4, Hacking 10, Tasking 9, Tracking 8
• Exploit (program): +2 to non-combat Hacking.
SHADOW AMPS: Essence: 6 (no penalties)
• Hammer (program): +2 damage in Cybercombat.
• Emerged: Has access to resonance amps and uses
• Signal Scrub (program): Reduce Noise by 4.
LOG + LOG to resist Matrix.
• Track (program): Reroll 2 on Tracking.
• Resonance Spike (complex form): Cybercombat.
Damage = 5S. Defense L + FW.
WEAPONS Dam Close Near Far
• Stitches (complex form): Effect. Target sprite heals 1
Unarmed 1S OK — —
damage per net hit.
Light Pistol 5P OK –2 —
Choose two:
• Diffusion (complex form): Effect. Target reduces
Armor: 6 [Armor clothing]
Logic (Matrix only) by 2.
Condition Monitors (P/S/Matrix): 9/10/9
• Pulse Storm (complex form): Effect. AoE distraction.
Forced reroll 1 on Hacking or Tasking Tests.
• Static Bomb (complex form): Effect. Invisibility to
Matrix/Drone for 2 Narrations. SPRITE (BASIC)
• Tattletale (complex form): Effect. Target rolls LOG EDG
Overwatch. 5 2
SKILLS: Hacking 3+L, Tasking 3+L, Tracking 3+L
WEAPONS Dam Close Near Far PROGRAMS:
Unarmed 1S OK — — • Emerged: Has access to resonance amps and uses
Light Pistol 5P OK –2 — LOG + LOG to resist Matrix.
Choose one:
Armor: 6 [Armor clothing] • Courier (complex form): Reroll 2 on Tracking.
Condition Monitors (P/S): 9/10 • Crack (complex form): +2 to non-combat Hacking.
• Fault (complex form): Effect. Target rerolls 2
successful Firearm, Matrix or Pilot dice.
INTRUSION COUNTERMEASURES (IC) • Machine (complex form): Effect. Target gains
Damage Resistance (Matrix) 2.
FW LOG EDG
10 5 0
Condition Monitors (Matrix): 9
SKILLS: Hacking 3+L, Tracking 3+L
PROGRAMS:
Choose one:
• Black IC (program): Damage is Physical.
• Grey IC (program): Reroll 2 on Cybercombat.
• White IC (program): +2 to non-combat Hacking.
• Trace IC (program): Reroll 2 on Tracking.
• Patrol IC (program): +2 to Perception.

Condition Monitors (Matrix): 12

9
MILITARY THREATS ARMORED PERSONNEL CARRIER
STR AGL WIL LOG CHA EDG
10 3 0 6 0 2
SKILLS: Pilot Ground 7, Gunnery 6
SOLDIER SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
STR AGL WIL LOG CHA EDG RP be healed)
4 5 5 3 2 2 • Armor Plating 4: Damage Reduction 4.
SKILLS: Athletics 6, Close Combat 8, Firearms 10, Intimidation • Smartlink 3: +3 to Gunnery.
4, choose two of: Engineering 6, Heavy Weapons 8, Pilot • Troops: Surprise Threat once per Scene.
Ground 8, Tracking 6 • Mounted Weapon (choose one)
SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
• Aluminum Bone Lacing 2: Cyberware. Damage WEAPONS Dam Close Near Far
Reduction 2. –1 Essence Mach. Gun 8P –2 OK OK
• Pain Inhibitor: Cyberware. Ignore injury modifiers. Launcher 12P OK* OK* OK
–1 Essence
Armor: 21 [Natural armor]
WEAPONS Dam Close Near Far
Unarmed 2S OK — —
Knife 3P OK — —
Heavy Pistol 6P OK –2 —
LIGHT-ASSAULT COPTER
Assault Rifle 8P –2 OK –2 STR AGL WIL LOG CHA EDG
10 6 0 6 0 2
Armor: 12 [Armor jacket] SKILLS: Pilot Other 9, Gunnery 9, Tracking 9
Condition Monitors (P/S): 10/11 SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
be healed)
• Armor Plating 3: Damage Reduction 3.
• Remotely Rigged 1: Controlled by VR, +1 to Vehicle
SOLDIER (ELITE) Tests. Reroll 1 on Vehicle Tests.
STR AGL WIL LOG CHA EDG RP
• Flying
5 6 6 4 2 3
• Mounted Weapon (choose one)
SKILLS: Athletics 8, Close Combat 10, Firearms 12,
Intimidation 4, Projectile Weapons 8, Stealth 10, Tracking 6
WEAPONS Dam Close Near Far
SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
Mach. Gun 8P –2 OK OK
• Titanium Bone Lacing 3: Cyberware. Damage
Launcher 12P OK* OK* OK
Reduction 3. –1 Essence
• Pain Inhibitor: Cyberware. Ignore injury modifiers. Armor: 15 [Natural armor]
–1 Essence

WEAPONS Dam Close Near Far Note: For Corporate Security Copters, increase effects of
Unarmed 3S OK — — Remotely Rigged by 1 and reduce Armor Plating by 1.
Knife 4P OK — —
Heavy Pistol 6P OK –2 —
Assault Rifle 8P –2 OK –2
Frag Grenade 12P OK* OK* —

Armor: 12 [Armor jacket]


Condition Monitors (P/S): 11/11

10
SECURITY THREATS RENT-A-COP
STR AGL WIL LOG CHA EDG RP
4 4 4 3 2 2
SKILLS: Athletics 7, Close Combat 8, Firearms 8, Intimidation
CORPORATE SECURITY 6, Pilot Ground 8
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 5 (–1 Magic/Heals)
4 4 3 3 3 2
• Reaction Enhancers: Cyberware. +1 Plot Point at the
SKILLS: Acting 5, Athletics 8, Close Combat 8, Firearms 8,
beginning of combat. –1 Essence
Intimidation 5, Pilot Ground 6
SHADOW AMPS: Essence: 4 (–2 Magic/Heal)
WEAPONS Dam Close Near Far
• Cybereyes 1: Cyberware. Ignore vision modifiers, Unarmed 2S OK — —
reroll 1 on ranged attacks. –1 Essence Stun Baton 7S OK — —
• Reaction Enhancers: Cyberware. +1 Plot Point at the Heavy Pistol 6P OK –2 —
beginning of combat. –1 Essence
Armor: 12 [Armor jacket]
WEAPONS Dam Close Near Far Condition Monitors (P/S): 10/10
Unarmed 2S OK — —
Stun Baton 7S OK — —
SMG 6P OK OK — Note: For AAA Rent-a-Cop, add appropriate Attribute, Skill,
or Shadow Amp (4 points).
Armor: 9 [Armor vest]
Condition Monitors (P/S): 10/10
RENT-A-COP (HTR)
Note: For AAA Corporate Security, add appropriate Attribute, STR AGL WIL LOG CHA EDG RP
Skill, or Shadow Amp (4 points). 6 5 5 3 2 3
SKILLS: Acting 3, Athletics 9, Close Combat 10, Firearms 10,
Projectile Weapons 10, Intimidation 6
SHADOW AMPS: Essence: 4 (–1 Magic/Heals)
CORPORATE SECURITY (ELITE) • Smartlink 2: Cyberware. +2 to Firearms and Heavy
STR AGL WIL LOG CHA EDG RP Weapons. –1 Essence
5 5 4 4 3 3
• Wired Reflexes 2: Cyberware. +1 Attack. +1 Plot
SKILLS: Acting 4, Athletics 8, Close Combat 10, Firearms 10,
Point at the beginning of combat. –1 Essence
Intimidation 8, Stealth 10
SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
WEAPONS Dam Close Near Far
• Cybereyes 2: Cyberware. Ignore vision modifiers, Unarmed 3S OK — —
reroll 2 on ranged attacks. –1 Essence Stun Baton 7S OK — —
• Wired Reflexes 2: Cyberware. +1 Attack. +1 Plot Heavy Pistol 6P OK –2 —
Point at the beginning of combat. –1 Essence Assault Rifle 8P –2 OK –2
Stun Grenade 8S OK* OK* —
WEAPONS Dam Close Near Far
Unarmed 3S OK — — Armor: 12 [Full body armor]
Stun Baton 7S OK — — Condition Monitors (P/S): 11/11
SMG 6P OK OK —

Armor: 12 [Armor vest]


Condition Monitors (P/S): 11/10

11
SHADOW THREATS RAZOR
STR AGL WIL LOG CHA EDG RP
6 6 3 3 3 3
SKILLS: Athletics 10, Close Combat (swords) 10 (12), Stealth
COMBAT MEDIC 10
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
3 3 5 5 5 6 • Cyber Arms 2: Cyberware. Reroll 2 on Agility-related
SKILLS: Athletics 5, Biotech 10, Close Combat 5, Firearms 5, attacks. –1 Essence
Negotiation 6 • Wired Reflexes 3: Cyberware. +1 Attack. +2 Plot
SHADOW AMPS: Essence: 6 (no penalties) Points at the beginning of combat. –1 Essence
• Team Player: May freely share Plot Points and Edge • Mono-Swords: +2 damage with swords.
with other players.
• Expert Medkit: +2 to Biotech. WEAPONS Dam Close Near Far
• Guts: +2 to resist Intimidation or Fear. Unarmed 3S OK — —
Swords 6P OK — —
WEAPONS Dam Close Near Far
Unarmed 2S OK — — Armor: 6 [Armor clothing]
Stun Baton 7S OK — — Condition Monitors (P/S): 11/10
Tranq Pistol 6S OK –2 —

Armor: 9 [Armor vest]


Condition Monitors (P/S): 10/11
STREET SAMURAI
STR AGL WIL LOG CHA EDG RP
5 5 5 3 3 4
SKILLS: Close Combat 7, Firearms 10, Heavy Weapons 8, Pilot
PISTOL ADEPT Ground 6
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 3 (–2 Magic/Heal)
3 6 3 6 3 2 • Custom Cybereyes 2: Cyberware. Ignore vision
SKILLS: Acrobatics 9, Close Combat 9, Firearms (pistols) 11 modifiers, reroll 2 on ranged attacks. –1 Essence
(13) • Wired Reflexes 1: Cyberware. +1 Attack. –1 Essence
SHADOW AMPS: Essence: 6 (no penalties) • Pain Inhibitor: Cyberware. Ignore injury modifiers.
• Awakened: Has access to magical amps. –1 Essence
• Boosted Agility 2: Adept. +2 to Agility. Cooldown 1.
• Improved Reflexes 3: Adept. +1 Attack. +2 Plot WEAPONS Dam Close Near Far
Points at the beginning of combat. Unarmed 3S OK — —
• Wall Running: Adept. May run up walls. Cyberspurs 5P OK — —
Assault Rifle 8P –2 OK –2
WEAPONS Dam Close Near Far OR
Unarmed 2S OK — — Mach. Gun 8P –2 OK OK
Pistol Whip 3P OK — — OR
Heavy Pistol 6P OK –2 — Sniper Rifle 9P –4 –2 OK

Armor: 9 [Lined coat] Armor: 12 [Armor jacket]


Condition Monitors (P/S): 10/10 Condition Monitors (P/S): 11/11

12
STREET THREATS MR. JOHNSON (STREET)
Note: For metatype gangers, reduce Edge by 1 and increase STR AGL WIL LOG CHA EDG RP
the following Attributes: 4 4 4 3 4 3
SKILLS: Acting 6, Athletics 6, Electronics 5, Firearms 7,
• Dwarf: +1 Strength, +1 Willpower
Intimidation 8, Negotiation 7, Pilot Ground 6
• Elf: +1 Agility, +1 Charisma
SHADOW AMPS: Essence: 4.5 (–1 Magic/Heal)
• Ork: +2 Strength
• Reaction Enhancers: Cyberware. +1 Plot Point at the
• Troll: +2 Strength, +3 Armor
beginning of combat. –1 Essence
• Tailored Pheromones 1: Bioware. Reroll 1 on all in-
person Charisma-related Tests. –0.5 Essence
GANGER
STR AGL WIL LOG CHA EDG RP WEAPONS Dam Close Near Far
4 3 3 2 2 2 Unarmed 2S OK — —
SKILLS: Acting 4, Athletics 7, Close Combat 6, Firearms 6, Spike Knucks 4P OK — —
Intimidation 5, Pilot Ground 5 Heavy Pistol+ 7P OK –2 —
SHADOW AMPS: Essence: 6 (no penalties)
Choose one: Armor: 6 [Leathers]
• All the Drugs: Reroll 1 on Agility-related Tests. Condition Monitors (P/S): 10/11
• Swag Bike: Vehicle. +2 to Pilot Ground.
• Home Turf: +1 Plot Point at the beginning of combat.
• Zeal: +2 to resist Intimidation or Fear. WIZ-GANGER
STR AGL WIL LOG CHA EDG RP
WEAPONS Dam Close Near Far 3 3 4 2 2 2
Unarmed 2S OK — — SKILLS: Acting 4, Sorcery 7, Close Combat 6, Firearms 6,
Knucks 3P OK — — Intimidation 4, Pilot Ground 5
Light Pistol 5P OK –2 — SHADOW AMPS: Essence: 6 (no penalties)
• Awakened: Has access to magical amps.
Armor: 9 [Armor vest] Choose one:
Condition Monitors (P/S): 10/10
• Lightning Bolt (spell): Combat. Damage = 6P/AA.
Defense = S + W. Reroll 1 on Sorcery.
Note: For everyday Citizens, Drunks, Workers, and other • Chaotic World (spell): Effect. AoE distraction. Reroll
non-combatants, remove Skills, Shadow Amps, and Armor. 1 successful die. Drain 1.
• Invisibility (spell): Effect. Invisibility. Reroll 2 on
Stealth.

WEAPONS Dam Close Near Far


Unarmed 2S OK — —
Knife 3P OK — —
Light Pistol 5P OK –2 —

Armor: 9 [Lined coat]


Condition Monitors (P/S): 10/10

13
TECH THREATS ENEMY DRONE (SMALL)
Note: All Enemy Drones use Skill + LOG to attack rather than STR AGL WIL LOG CHA EDG
Skill + AGI. 4 8 0 6 0 0
SKILLS: Close Combat 9, Gunnery 9, Pilot (Any) 9, Stealth 10
SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
Note: For Gun Emplacements, remove Audio Analyzer and be healed)
Flying and add the following Shadow Amps: • Audio Analyzer: Interpret voice commands.
• Smartlink 2: +2 to Gunnery. • Flying (optional)
• Stationary: Agility = 0 • Mounted Weapon (choose one)

WEAPONS Dam Close Near Far


Melee 6P OK — —
ENEMY DRONE (HEAVY) Mach. Pistol 6P OK –2 —
STR AGL WIL LOG CHA EDG
Taser/Tranq 6S OK –4 —
8 4 0 6 0 0
SKILLS: Close Combat 9, Gunnery 9, Pilot (Any) 9
Armor: 6 [Natural armor]
SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
be healed)
• Armor Plating 2: Damage Reduction 2.
• Audio Analyzer: Interpret voice commands. ENEMY DRONE (MINI)
• Flying (optional) STR AGL WIL LOG CHA EDG
• Mounted Weapon (choose one) 2 10 0 6 0 0
SKILLS: Pilot (Any) 9, Stealth 14, Tracking 9
WEAPONS Dam Close Near Far SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
Melee 8P OK — — be healed)
Mach. Gun 8P –2 OK OK • Audio Analyzer: Interpret voice commands.
Launcher 12P OK* OK* OK • Skillsoft: +2 to [Skill or Attribute Test]
• Lifelike (optional): +4 to Acting (disguise).
Armor: 12 [Natural armor] • Flying (optional)

WEAPONS Dam Close Near Far


None — — — —
ENEMY DRONE (MEDIUM)
STR AGL WIL LOG CHA EDG
Armor: 3 [Natural armor]
6 6 0 6 0 0
SKILLS: Close Combat 9, Gunnery 9, Pilot (Any) 9
SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
be healed)
• Armor Plating 1: Damage Reduction 1.
• Audio Analyzer: Interpret voice commands.
• Flying (optional)
• Mounted Weapon (choose one)

WEAPONS Dam Close Near Far


Melee 7P OK — —
SMG 6P OK OK —
Assault Rifle 8P –2 OK –2

Armor: 9 [Natural armor]

14
CYBORG TECHNOMANCER (CYTECH)
STR AGL WIL LOG CHA EDG RP
4 6 4 5 3 4 Silent,
Calculating
SKILLS: Close Combat 8, Firearm 8, Hacking 8, Tasking 8,
Tracking 8
SHADOW AMPS: Essence: 3 (-2 Magic/Heal/Task)
• Emerged: Has access to resonance amps and uses
LOG + LOG to resist Matrix.
• Resonance Spike (complex form): Cybercombat.
Damage = 5S. Defense L + FW.
• Bone Lacing 1: Cyberware. Damage Reduction 1.
• Wired Reflexes 2: Cyberware. +1 Attack.
• Cyberarms 1: Cyberware. Reroll 1 on Agility-based
attacks.
Choose one:
• Diffusion (complex form): Effect. Target reduces
Logic (Matrix only) by 2.
• Pulse Storm (complex form): Effect. AoE distraction.
Forced reroll 1 on Hacking or Tasking Tests.
• Static Bomb (complex form): Effect. Invisibility to
Matrix/Drone for 2 Narrations.
• Tattletale (complex form): Effect. Target rolls
Overwatch.

WEAPONS Dam Close Near Far


Unarmed 2S OK — —
Hand Blades 4P OK — —
SMG 6P OK OK —

Armor: 12[Body Armor]


Condition Monitors (P/S): 10/10

15

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