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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.
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.
Any hits over the threshold are called net hits. You roll your dice, hoping to get at least 2 hits.
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:
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.
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 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.
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:
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.
They have more luck (represented by Edge) than other metatypes, but it’s unclear whether that’s
innate or comes down to discrimination.
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.
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.
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
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.
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.
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.
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.
get:
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
rigger interface.
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.