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A GUIDE FOR THOSE WHO DON’T WANT TO

READ A 500 PAGE RULE BOOK

The Setting

In December, 2011, the world changed forever. Magic returned to the world.
The Great Dragons awoke. Nothing would ever be the same.
Welcome to the Sixth Age. Children started to be born who
were strong and short like Dwarfs, or lithe and graceful like
Elves. Then, in 2021, Goblinization struck, and people of
all ages morphed, twisting and turning into Orks and
Trolls, becoming taller and stronger. People started
figuring out the magic, and now there’s wizards, with
spells, and potions, and enchanted swords.

Despite these changes to the world, the corporate


oligarchies of capitalism progressed, and now some of the
corporations are large enough to be considered countries in
their own right, with their own cities, police forces, even
armies.

Now it’s the year 2079. This is a world of dizzying


highs, and crashing lows. The 1% live opulent lives,
free of disease, desire, and even danger. On the other
end of the spectrum the poorest live not day to day, but
minute to minute, carving out what niches they can, doing
whatever it takes to survive.

Some of these lost souls become Shadowrunners. Deniable assets, hired by


corporations, individuals, or other interested parties to perform acts of
dubious legality. Easily denied if things go wrong. For whatever reason, you’ve
turned to the shadows, and become a shadowrunner. If you have what it takes,
one day you too could be part of the 1%.

Of course, having what it takes is easier said than done.

Welcome to the Sixth Age. Welcome to Shadowrun.

The Main Mechanic

In Shadowrun, the only dice used are six-sided dice. When you want to do something, you’ll roll a
number of dice based on how good you are at that thing. Usually this is adding an Attribute, like
Agility, to a Skill, like Sneaking. Then you have to count up the 5s and 6s. These are called hits,
and the more you get, the more likely you are to succeed.

You’re looking to get at least as many hits as the


threshold, a number that the GM might tell you, Suppose you’re trying to pick a lock to break
or might keep secret. This is how hard it is to into a gang hideout. You have an Agility of 4,
achieve the task. Shooting the side of a barn is and a Locksmith skill of 3, so you’ll roll 7 dice.

much easier than shooting a quad-drone a


hundred metres up out of the sky.
It’s only a simple padlock, so the threshold is 2.

Any hits over the threshold are called net hits. You roll your dice, hoping to get at least 2 hits.

These are often used to determine extra effects,


such as doing more damage, summoning a more Your GM might decide that if you get 2 net hits
obedient spirit, or speeding recovery.
you open the lock faster.

When rolling for a test, you’ll usually also apply a Your Physical Limit is 5, so you can score a
limit. This might come from the Accuracy of the maximum of 5 hits.

weapon, or your character’s Social Limit, or the Rolling, you get the following:

Rating of your medkit. Regardless of the source,


the limit is the maximum number of hits you can
score. I’ll mostly skip these in examples for
⚀⚂⚂⚃⚄⚄⚅
Here we’ve scored 3 hits, which is enough to
brevity.
succeed, but we only get 1 net hit, so we don’t
This is a basic Success Test.
open it faster. We also only got a single 1, which
isn’t enough to cause a glitch.
The other main type is the Opposed Test. This is
where you’re trying to best someone or
something else. You might be trying to sneak past them, to hit them with a sword, or to convince
them that you’re a legendary pop star.

Opposed tests are much the same as success


tests, but don’t have a threshold. Instead the Having broken into the gang hideout, you now
opponent will also make a test, and the winner is need to sneak past a guard. Your Agility is still
whoever scores more hits.

4, but your Sneaking skill is only 1, so you only


The net hits are the difference between the winner get 5 dice. Your Physical Limit is also still 5.

and the loser.

The guard is rolling a total of 6 dice, so you’re


In the event of a tie the “defender” wins.
at a disadvantage. You’ll need to score more
hits than the guard, or they’ll spot you.

There’s another type of test called an Extended


Test. It’s used for performing actions that might Since the guard is the defender here, they’ll win
take hours, days, or even weeks. They seldom in a tie.

come up, but it’s useful to know they exist.


Suppose you roll the following:

When rolling for any type of test, you also need to


be aware of the number of 1s you roll. If more ⚀⚀⚀⚂⚅
than half your dice are 1s, a glitch has occurred. And the guard gets:

Maybe your gun has jammed, or you’ve triggered


an alarm. You might still succeed in your action, if
⚁⚃⚄⚄⚅⚅
you scored enough hits, but there’s a The guard has scored a total of 4 hits to your 1.
complication.
They’ve seen you, and you’re now in danger.

However, if you get a glitch and scored no hits, You’ve also suffered a glitch, and the GM says
you’ve got a critical glitch. This is when that you’ve knocked over a stack of boxes,
something has gone seriously wrong.
 making a ruckus and causing more guards to
run in.
Combat

No matter how well you plan things, and how stealthy you are, sooner or later blades start
swinging, bullets start flying, and spells start crackling. Here’s how that breaks down.

Each Combat Turn is a 3-second span in which each player and non-player character (NPC) all
act a number of times. In each turn there are a number of steps.

1. Roll Initiative
Initiative determines who goes in what order. For most characters, you’ll roll one die, and add your
Reaction and your Intuition. This will give you a score, and the GM will rank you all. Some
characters might roll extra dice. They may be benefiting from magic, augmentation, or drugs; or
they might be in the Matrix, or astrally projecting. These all slot into the same initiative ranking.

2. Begin Initiative Pass


An Initiative Pass is each character acting once. The character with the highest initiative goes first
and begins their Action Phase.

3. Begin Action Phase


In an Action Phase, a character may either: take up to two simple actions or take a single complex
action. They may also take a free action. You can do these in any order. Many actions are defined
in the rules as either simple, complex, or free actions, but if you’re unsure, you can ask your GM.

They can also move. Walking is freer than free, and doesn’t take any action, even your free action.
Running takes your free action. Sprinting takes a complex action, requiring basically your whole
turn. These movement rates are determined by your stats and your metatype.

Once you’ve declared your actions, you’ll roll for any tests required, and the GM or other players
will roll for any defender.

4. Remaining Characters
Each character will repeat step 3 in initiative order until all characters have acted. Then, subtract
10 from each character’s initiative. If there are characters with more than 0 initiative, those
characters get to act again in a new initiative pass.

Jump back to step 2, and give each character who still has initiative another turn. Repeat until no
more characters have more than 0 initiative, then jump back to step 1 and start the next Combat
Turn.

Having alerted the gang members, you and your companion Ash roll for initiative, as do the guards.
With your augmentations you get to roll 2 dice for initiative, and score an 8. With your Reaction of 4
and your Intuition of 3 you’ve got a total initiative of 15. Here’s everyone’s scores in order:

You - 15, Ganger 1 - 12, Ash - 10, Ganger 2 - 8, Ganger 3 - 4

You declare that you’ll draw your pistol, a simple action that doesn’t require a test, and fire at
Ganger 1, as your second simple action. Additionally, you’ll run behind some nearby cover as your
free action.

You take your shot, with a -2 penalty for running. This means you’ll roll 2 fewer dice. Suppose this
means you now roll 6 dice. You get:

⚀⚁⚂⚄⚄⚅
The ganger tries to dodge, and rolls fewer than 3 hits. This means you’ve hit them, and hopefully do
some damage. You’re also now behind cover, so hopefully you won’t get hit.

Each character will get to act in turn, and then you and Ganger 1 will get to act a second time,
being the faster characters in play.

Once that’s happened, everyone will roll for initiative again, and keep going until combat’s over.
Making an Attack

Now we’ll run through how to make an attack. This is generally true for almost all attacks, be they
melee, ranged, astral, or cyber attacks.

This is a pretty complex process at first, but once you’ve got your head around it it goes
smoothly.

1. Declare the Attack


Declare the attack as part of your Action Phase. You can only declare one attack per Action
Phase, but can use multiple weapons in that attack.

2. Make the Attack Roll


The attacker makes an attack roll of the
relevant skill (e.g. Pistols), plus the relevant
attribute (e.g. Agility). This attack roll might Let’s run through that attack from the example
have either positive or negative modifiers, if above in more detail.

there are other advantages or disadvantages.


Lastly, there will be a limit. For most attacks Having declared you will be shooting a pistol,
this is the Accuracy of the weapon. The limit you check your stats and see that you have
dictates the maximum number of hits you can Agility of 4, and Pistols of 4. This gives you 8
score.
dice, but you have a -2 modifier from running.

The attack roll is pretty complicated, but aside Your pistol has a limit of 4, so any hits above
from the modifiers that the GM tells you it will that don’t matter. Rolling your dice you get:

be the same number of dice each time you


use a weapon. If firing your Ares Viper pistol is ⚀⚁⚂⚄⚄⚅
8 dice, with a limit of 4, that’s what you’ll roll Next the ganger rolls for defence. Unfortunately
90% of the time.
for them, they’re not very quick. Their Reaction
is 3, and their Intuition is 2, so they’ll roll 5 dice:

3. Make the Defence Roll


The Attack Roll is opposed by the Defence ⚀⚁⚂⚃⚄
Roll. The defender rolls Reaction + Intuition, With the ganger only scoring 1 hit, you’ve shot
along with any modifiers. If the defender gets them, for a total of 2 net hits.

more hits, the shot misses. In a tie, it’s a


Your weapon has a DV of 8, so your modified
grazing hit. This does no damage, but certain
Damage Value is 10.

types of attacks (fire spells, poisoned blades,


etc) may still have effects.
The ganger is only wearing some armoured
clothes. Nothing too tough. Their armour is 6,
If the attacker gets more hits, the attack has
and the AP of your gun is -1, giving them a
made contact. Add the net hits from the
modified Armour Value of 5.

opposed roll to the Damage Value (DV) of the


weapon. This is the maximum possible This is less than 10, so you’ll be dealing
damage the attack can deal, called the physical damage (the more lethal kind).

modified Damage Value.

The defender adds their Body (3) to their


The defender calculates a modified Armour modified AV of 5, giving them 8 dice.

Value equal to their Armour, minus the Armour


Penetration (AP) of the attack. If the modified ⚀⚁⚁⚂⚃⚄⚅⚅
AV is greater than the modified DV, they’ll be With 3 hits, they’ll take a total of 7 physical
receiving Stun damage, otherwise they’ll be damage, which is quite a lot! That was a serious
receiving Physical damage.
shot.

The defender then rolls their modified AV +


Body dice, and subtracts the number of hits
they score from the modified DV for the total damage.

4. Apply Effect
The defender then applies any damage, possibly suffering severe wounds or even dying.

Metatypes

In Shadowrun there are 5 main metatypes you can be. Technically these are all still human, they’re
just expressions of different magical genes. Having said that, they’re different enough that they
have different stats, and some of them face unique difficulties in life, from things being the wrong
size, to outright discrimination.

Unlike many other games, there’s just as much diversity in the other metatypes as there is in
regular humans. It’s totally normal to see black elves, skinny dwarfs, lesbian orks, all sorts of other
things you wouldn’t expect in other games.

One thing to note is that while most metatypes experience discrimination, that’s not necessarily
how your characters think, or how those you meet and interact with think. Life in the shadows is
tricky, and you can’t afford to make too many enemies. Most shadowrunners, and those who
work with them, are accepting of all, and the major difficulties are the size of furniture for Dwarfs
and Trolls.

Humans – 66% of the population


Your base-line garden-variety human. They’re much as you’d expect, with all the weird and
wonderful variation that you know and love. They mark a baseline in stats, not excelling in any
areas, but not disadvantaged either.

They have more luck (represented by Edge) than other metatypes, but it’s unclear whether that’s
innate or comes down to discrimination.

Dwarfs – 9% of the population


Shorter and sturdier than humans, Dwarfs tend to be tough, and able to take a beating. Hard
working and eager to fit in, Dwarfs have integrated more than other metatypes into human
society, with many corps employing them.

However their size is still an issue, both for discrimination, and general accessibility. Not many
desks are built for those who are only a metre tall.

Elves – 9% of the population


Elves. Everyone wants to be an elf. Well, lots of people anyway. They’re taller and thinner as a
general rule, and most people consider them more attractive, in a vague general sense. Not only
that, but they tend to be more nimble and agile than humans too.

All this means that while they haven’t really integrated into human society, usually living apart in
small elf communities, they tend to suffer less discrimination than most other metatypes.

Orks – 11% of the population


A good foot taller than most humans, Orks are noticeable. They’re big and tough, and
unfortunately face a lot of discrimination. Usually forced into marginalised communities, Orks had
worse education, fewer career opportunities, and a tendency to live short, violent lives. There are
Orks who have broken out of this cycle of oppression, definitely, but even those individuals face
discrimination on a daily basis.

Trolls – 4% of the population


The only metatype that has it worse than Orks. While an Ork is tall, a Troll is giant, averaging
nearly three metres tall. Hulking and powerful, it’s almost impossible not to notice a Troll. Large
horns curl from their heads, and are subject to much adornment, from piercings and paintings, to
grinding, polishing, and shaping. They also have large calcium deposits forming a sort of dermal
armour.

Trolls often live in communities with Orks, and the two metatypes tend to have a camaraderie,
with shared experiences.

Interestingly, Trolls share also a lot of problems with Dwarfs. Nobody’s making desks for someone
this size.

Character Archetypes

Street Samurai Face


Chrome and weapons are the name of the Every team needs a someone to be the
game. With plenty of cyberware, and a heavy negotiator. To offset the rougher members of
arsenal, there’s nothing a Street Sam can’t the team. To apply the right social lubricants
handle. If you’re in a rough spot, it’s hard to at the right times. The Face is that person.

do better than having a Street Sam by your


side, whether they focus on melee, guns, Infiltrator
explosives, or all of the above.
Nimble, quiet, and with the latest in lock-
picking, window cutting, safe-cracking gear,
Adept there’s nowhere that an Infiltrator can’t get
Adepts are a special type of magic user. For into or out of, undetected.

an Adept, magic is part of their body. It makes


their reflexes faster, their muscles stronger, Magician
their minds brighter. How they use this is up to Magic in the Sixth Age is a complicated thing.
them. Some become Brawler Adepts, martial Powered as much by belief as it is by any set
artists beyond compare. Others focus on of rules, magic works largely how the magical
guns, capable of shooting the wings off a fly. user expects it to. People with similar ideas
Blindfolded. They’re called Gunslinger Adepts. gather together and form Traditions. The two
Still others become Social Adepts, most common traditions (in America) are
overlapping with Faces, and use their magical Hermetic Mages, and Shamans.

charms to get what they want.

Hermetic Mages study tomes and books.


Decker They inscribe summoning circles, and drone
In 2079 computers are everywhere, from the incantations.

obvious places like your commlink and Shamans believe their magic comes from the
corporate office buildings, to the subtle, like land. In tune with nature, they respect the
your car, your chair, or your gun.
spirits they summon, and seek guidance.

With the ubiquity of the Matrix, it’s just


begging to be exploited, and that’s what Mystic Adept
Deckers are here to do.
Occasionally, very rare individuals are born
who both cast spells as a Magician would,
Armed with a Cyberdeck, a computer and feel magic course through their veins like
designed for hacking in VR, Deckers are ready an Adept. These are Mystic Adepts, and while
to exploit any system.
they’ll seldom be as potent at either as their
cousins, the ability to combine the two is a
Technomancer powerful opportunity.

A Technomancer is what happens when


someone is magically attuned to the Matrix. Aspected Mage
Able to see the code around them, and
There’s three facets to being a Magician in
manipulate it without a Cyberdeck,
Shadowrun. The first and most obvious is
Technomancers are potent; easily comparable
spellcasting; flinging firebolts and lightning,
to Deckers.
moving objects telekinetically and such. Then
They’re also able to “compile” sprites, digital there’s summoning; calling upon spirits to aid
spirits that will aid and serve them on the you. Lastly there’s enchanting. Most subtle of
Matrix.
the three, enchanting is about preparing
magical devices and concoctions to be
activated later.

Rigger
Riggers share a lot of similarities with While a Magician or Mystic Adept can do all
Deckers, but instead of attacking other three, an Aspected Mage does just one of
systems, they focus on controlling robotic those. While this makes them less potent
drones and vehicles, providing support and magically, it does free up time in the day to
firepower to their fellow shadowrunners, learn other skills, and makes them more
ideally from the safety of a well-secluded versatile.

getaway van.

The Matrix

The Matrix spans the globe. It is a vast interconnected system of networks, devices, robots, and
other such things that . Almost everything these days can have a Matrix connection, from your car
to your toaster, from your home itself to the gun on your belt. And all of these can be hacked.

This is a dense section. I’m very sorry.


The most common representation of the You’ve snuck into a corporate office, and found
Matrix is Virtual Reality. In VR, you’re a data port on the wall. Connecting your deck,
transported into the Matrix, your normal and jacking in to VR, you find yourself on the
senses replaced by simulated ones, company’s public host.

showing you the Matrix in all its glory.


Looking around you see a sign-in desk, with a
The fundamental building block of the door beside it, barring entrance to the
employee network. You’ll need a mark to get in.

Matrix is a host. Hosts are a mix of


physical and virtual servers, and from
You want to keep the element of surprise as
within one you can access files, see other
users, watch cat videos, or a myriad of long as possible, so you’re going to use Hack
other things.
on the Fly. You roll your Hacking (4) + Logic (6):

Everything you can interact with on a host ⚀⚀⚁⚂⚃⚄⚄⚅⚅⚅


is represented by an icon. An icon is a The host rolls its Firewall (3) the admin’s
virtual representation of pretty much Intuition (4).

anything on the Matrix. People, files,


programs, sure, but also connected ⚀⚁⚂⚃⚄⚄⚅
hardware, like cameras, cyberlimbs, and You got 2 net hits, which is enough to get a
commlinks.
piece of information about the new host, and
you find the hidden icon of the security camera
Each icon displays differently, according to you want to destroy.

who owns it and the rules of the host.

You could just destroy it outright, but first you


The last thing you’ll need to know about want to delete the records of the footage it just
are marks. Marks show that you’re allowed got of your team, and that needs a mark on the
to interact with an icon. Normally, the icon camera too.

invites you to add a mark to it. Of course,


you can get your mark on illegally too.
Since you’re going to want to do damage, you
may as well start with a Brute Force attack.

Using the Matrix entirely legally you can do


pretty much anything you’d do with a You roll your Cybercombat and Logic against
modern smart phone.
the camera’s Firewall and the admin’s
Willpower, and score four net hits! This gets you
Illegally, there’s a whole slew of options. a mark, and deals two matrix damage.

The main thing you’re gonna want to do is


add marks since that’s what lets you do Because it’s protected, you can’t erase the data
other stuff, and you have two options here.
without an Edit File action. This one is your
Computer + Logic, against Firewall + Intuition.
Brute Force lets you add a mark, and You only get one hit, but that’s all you need to
optionally do some damage to the device. trash the data.

This can be used to do things like brick


phones or destroy cameras.
Lastly you need to use Data Spike to deal the
remaining damage. However, after you failed to
Hack on the Fly also lets you add a mark, deal any damage with your first attack you’ve
and additionally snoop on the target and attracted the attention of the Admin, and
get some more details and information.
they’ve spawned some Intrusion
Countermeasures (IC, pronounced ice) to stop
In the example on the right we’ll use both.
you.

I’ll cover Technomancers after Magic.
 This is where things start to get dicey. You’ll
have to finish off the camera fast, and jack out
before the IC gets you.
Magic, Spirits, and You

Magic is the biggest change to the Sixth Age. Everyone knew eventually we’d have VR, and
cybernetic limbs, and autonomous drones. Nobody planned for there to be wizards, and spirits,
and magic potions.

There are several types of magicians in the world. In an odd quirk, magic works how you expect it
to work. For most people this means you’re
either a Hermetic Mage, who thinks about spells
as formulae and logical processes, or a Shaman, As the corporate guards bear down, you decide
who believes the power comes from nature. This to cast Manaball and blast the lot of them.

choice is called your Tradition. Functionally,


there’s no real difference though.
Your Magic is 6, and you want to make sure
that you don’t take physical damage, so you
The two main things a magician can do are cast pick Force 6 as well.

spells and summon spirits. They can also do


alchemy, enchanting, and cast rituals, but those Rolling your Spellcasting (4) + Magic (6), you
come up less often so we’ll skip them.
get:

Casting a spell is pretty similar (rules-wise) to ⚀⚁⚂⚄⚄⚄⚄⚅⚅⚅


firing a gun. You pick a spell, and you pick a 7 hits! This is limited down to 6.

target. But you also have to pick how powerful


you want to make the spell. This is called the Looking at the stats for Manaball, the guards
Force, and can be up to twice your Magic.
get to roll their Willpower, and if they get more
hits than you they’ll take no damage. Otherwise
You then make a Spellcasting + Magic check, they’ll take 6 damage.

limited by the Force. The target might also roll to


resist, depending on what spell you’re casting. The drain for Manaball is equal to the Force, so
This is described in the spells section.
you’ll have to resist 6 Stun damage. Being a
Hermetic Mage, you’ll roll your Logic +
That section will also tell you what effect your Willpower to resist it.
spell has made, how long it lasts, that sort of
thing.

Once you’ve done that, you need to resist Drain. While you’re doing that, your Shaman partner
Drain is a measure of the effort required to cast a Bobby is healing another Shadowrunner.

spell. Flashier spells drain you more.

This is pretty serious so Bobby’s going to


Each spell has a formula to calculate the drain, double their Magic and cast a Force 10 Heal.

but it can never be lower than 2. You then roll


two stats from your radition to resist the drain. If They roll and get 8 hits, healing 8 boxes of
you scored more hits on your Spellcasting + physical damage, then have to resist 6 boxes of
Magic check, after limiting it by Force, the drain physical damage.
is Physical damage. Otherwise it’s Stun.

Summoning a spirit is a shorter process.

Since some of the guards survived, you decide


to summon a spirit to help out.
First you have to pick a type of spirit and a
force. Your tradition dictates what types of
You decide to summon a fire spirit, for some spirits you can summon.

good old fashioned flames. You decide on a


Force 4 spirit.
Then you roll an opposed test, your
Summoning + Magic, limited by the Force,
Rolling your Summoning (2) + Magic (6), you against the spirit’s Force.

get:

If you get any net hits, the spirit appears,


⚀⚁⚁⚂⚂⚄⚅⚅ owing you one service per net hit.

The spirit gets 2 hits, so you only get 1 service. Then you resist drain, equal to twice the
Luckily “torch those guys” is only 1 service.
spirit’s hits on their Force roll. If the Force is
Then you have to resist the 4 drain from less than your Magic it’s stun damage,
summoning the spirit. otherwise it’s physical damage.

Technomancy

Technomancers are a special breed, using some power that feels a lot like magic – although they
insist it isn’t. They can see, hear, and feel the Matrix, and they can bend it to their will. They
operate their day-to-day life as if they’re wearing a pair of AR contacts, but even more extreme,
seeing the general traffic fly back and forth, transactions, messages, cat videos. They can also
enter a trance, operating like a decker in VR.

One thing that’s common to all Technomancers is the need to hide their abilities. Almost
everybody hates them. Nobody understands them, so nobody trusts them, unless you’ve got one
on your side.

In addition to being able to perform normal Matrix actions, Technomancers have a special
Resonance attribute, which allows them to perform Resonance actions. There are two main types
of resonance actions. Threading a Complex Form, and Compiling a Sprite.

Threading a Complex Form is like casting a spell in the matrix – so read the Magic page if you
skipped it! Instead of a Force, you choose a Level for your Complex Form, which can be up to
three times your Resonance. You’ll roll Software + Resonance, (limited by Level) to thread.

Then you resist fading instead of drain, and it’s resisted with Resonance + Willpower, and it’s stun
damage if you got fewer hits on your threading test (after limiting it) than your Resonance,
otherwise it’s stun.

Compiling a Sprite works very similarly to summoning a spirit. Again it’s Level instead of Force,
and you resist fading instead of drain. This drain is stun damage unless the sprite’s force is
greater than your Resonance.

As with spells and spirits, there are many different complex forms and sprites, and they’re all good
in different scenarios.

Riggers

Having scouted the gang hideout by rigging


Rigging is what it’s called when you hop into into your Fly-Spy drone and flying through
virtual reality and take direct control of a vehicle air vents, you’ve decided to launch an
or drone, becoming one with the machine. assault.

Riggers are almost always consummate


tinkerers, constantly upgrading and modifying You have a Doberman drone with an SMG
their equipment. They’ll also often serve as the mounted on it that should do the trick.
armourer of the group.
Leaving your Fly-Spy lurking in a corner
you rig out and rig into your Doberman – a
One thing that all riggers have in common is a wheeled combat drone.

Control Rig Augmentation. This is the


cyberware that lets you command machinery in Lining up with the door one of your
VR. You’ll also need a vehicle or drone with a teammates busts it open and you open fire.

rigger interface.

You have Gunnery (5) + Agility (4), but you


Once you’re jumped into a machine you decide to fire a whole burst of rounds. You
become the machine. Driving it around comes have plenty of recoil compensation for firing
as naturally as walking. At least casual driving a gun mounted on a drone, but you still
does. Once you get fancy you’re gonna have to lose 1 die.

make tests, usually using Pilot Groundcraft, but


sometimes other Pilot skills.
⚁⚁⚂⚂⚃⚄⚅⚅
The ganger rolls defence, but takes a -5
If it has weapons you can fire them, using the penalty from the volume of fire. This greatly
Gunnery skill. Be careful though, as half the increases your chance of hitting, and you
damage your drone takes flows back into you .
easily hit the first ganger.

The real versatility is in having an array of As your teammates join in the firefight you
different drones that you can pull out for each relax knowing you’re relatively safe.
occasion.

Adepts

Adepts are the other main type of magic user. Rather than cast spells, or summon spirits, adepts
channel their magic through their bodies and minds, achieving all sorts of effects, from running
faster, to improved senses, even grabbing projectiles.

Adepts have a number of Power Points which they can use to buy Adept Powers, many of which
you can get multiple ranks in. While these powers are varied, most of them are passive bonuses,
that you add to your character when you get them or whenever you upgrade them, and then they
last forever.

Some you have to activate though, and many of those cause drain, damage from exertion. The
power will tell you how much drain damage you take, and you resist it with Body + Willpower.

Adepts come in many different flavours. Gunslinger adepts focus on powers to make them more
accurate, with quicker reflexes, able to empty a magazine before anybody else has drawn their
weapons. Brawler adepts also appreciate quicker reflexes, along with speed and strength and
other physical skills. Social adepts use their powers more subtly, knowing exactly the intonation
to use, and the words to say to get what they want, when they want it.

All of them are impressive, and a powerful addition to any shadowrunning team.

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