And so it came to pass
What you might need
I honestly avoided the whole Dresden Files/Fate Core hype
for some years. Gumshoe did my thing, and I couldnt see
how another roleplaying game could even closely match the
flexibility and feeling of freedom, that Gumshoe gave me.
But I was mistaken. Gravely.
First and foremost, you need an understanding of the
Shadowrun universe, as Ive not used a lot of space writing
a lot of information on this. (Copyright, you know.)
About a year ago, a friend of my tried to convince be to
start yet another group. I want you to try Fate Core he
said.
I looked at him, quite tired and gave a big sigh. At that time I
had the pleasure of administrating 4 (!) groups as a GM, and
was a player in one additional. (Besides working 45 hours a
week and being a devoted father and husband, that is.)
You can give me the Fate Core book to my birthday (30th
December that is) then I can read it in the holidays.
Not thinking, that he would do it, he actually did. And what
a rush!
Ive been roleplaying constantly since 1984, and have tried
quite a bit of games. Read a ton, used only a few and
enjoyed even fewer.
But this book - Fate Core - seriously rocked my boat! Not
only did it broaden the dialogue between GM and players, it
also paved the road to focusing on all the cool stuff,
supporting every single wish and idea, that everybody
around the table dreams of. WAUW!
And what better than trying to convert my true (rpg) love
of all time: Shadowrun. The game gave me and my friends so
many wonderful memories and experiences.
Unfortunately time did its thing, and less and less time
were at our disposal. With little time and still increasingly
harder and more advanced rules to learn, I decided to sell
my 5th edition Shadowrun book and started out on a
conversion journey.
Second you need to know, that Ive placed used the 5th
edition rulebook as the base for my conversion. The
essentials are converted, but some things also died in the
process.
One of these dead and buried things are the technomancer.
I never really liked the idea, and decided to kill it before
using time and effort to convert a thing I loathed before
even playing it.
Do you need a technomancer? Go ahead and do the work,
and dont hesitate to share when youre done.
Finally I used both Dresden Files and Bulldogs! as bases for
some of my conversions.
Dresden Files were mainly used for creating stunts, building
races and critters.
Bulldogs! were used for equipement and for finding a
brilliant purchasing system. (Originally called Lifestyle, but
renamed to Credstick in this conversion.)
(Especially the whole Credstick thing, weapons, armor and
such are directly taken from Bulldogs!)
So a copy of these two books might be a very good idea to
own.
Are you still lost in translation, and dont know what I mean
by my ramblings and shortcuts? Contact me. Either by mail,
via Facebook or Google+.
Then Ill do my utmost to help you.
Such journeys are hard on my players, as I constantly test
there patience and experience, as I try god knows what
rules on them.
But now, 6 months after the journey started, Im done. Or
as done as I ever will be.
First of all thanks to Daniel Kold for showing me Dresden
Files. Sorry I didnt quite get it then. Also thanks to Torben
Hages for buying Fate Core to me as a birthday present.
A big thanks to all my players for sticking with me, even
though Im quite obnoxious and crazy at times. Especially
Martin Liep deserves a pad on the shoulder. Youve stuck
with me since 1988 - never losing faith.
And finally thanks to all you other roleplaying fans out
there. Ive borrowed bits and pieces from a lot of you,
tweaking, twisting and transforming all of your wonderful
ideas into my own work. Thanks a million.
Sune Ndskou, December 2014
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!N=W="PP
Indexing the Data
Creating a Runner
Creating a Runner
Aspects for Everybody
New Skills
Skill List
Running in Shadows is much more about the individual, so
no need to run through the Phase Trio. Instead focus on
friends, enemies, social status, favor, debts and such.
Badass Rulebreakers
To this end, pick the standard 5 aspects, remembering the
high concept, the trouble and the three extra.
- Body to Contacts
- Credstick to Decking
- Engineering to Magic
- Minions
10
- Perception to Rigging
12
- Shoot to Willpower
13
Metahumans
14
- Dwarf & Elf
14
- Ork & Troll
15
- Friends & Enemies
16
Its a kind of Magic
16
Magical Muscles
17
Dirty Spell Conversion
19
STRONG FOCUS: 1 Great (+4), 2 Good (+3), 3 Fair (+2), 4
Average (+1).
Weapons & Vehicles
22
EXTRA FOCUSED: 2 Great (+4), 2 Good (+3), 2 Fair (+2), 2
Average (+1).
Cyberware
25
The Old Archetypes
28
^pmb`qp=
If you need inspiration, take a look in the Aspects for
Everybody section.
phfiip=
First you have to find out, what kind of power level, the GM
has planned for the setting. Are you a wannabe (20 skill
points), a streetmonger (25 skill points), a true
shadowrunner (30 skill points) or one of the legendary
prime runners (35 skill points)?
With that established, you now pick a skill package from
the options below.
The skill cap depends on the setting. Wannabe and street
monger campaigns should be capped at Great (+4).
Shadowrunner and prime runner campaigns at Superb (+5).
WANNABE [20 SKILL POINTS]
WELL-ROUNDED: 3 Good (+3), 3 Fair (+2), 5 Average (+1).
STREETMONGER [25 SKILL POINTS]
WIDE RANGING: 4 Good (+3), 4 Fair (+2), 5 Average (+1).
FOCUSED: 1 Great (+4), 2 Good (+3), 4 Fair (+2), 7 Average
(+1).
DUAL FOCUS: 2 Great (+4), 2 Good (+3), 3 Fair (+2), 5
Average (+1).
SHADOWRUNNER [30 SKILL POINTS]
JACK-OF-ALL-TRADES: 5 Good (+3), 5 Fair (+2), 5 Average
(+1).
WELL-ROUNDED: 2 Great (+4), 3 Good (+3), 4 Fair (+2), 5
Average (+1).
STRONG FOCUS: 3 Great (+4), 3 Good (+3), 3 Fair (+2), 3
Average (+1).
EXPERT: 2 Superb (+5), 2 Great (+4), 2 Good (+3), 2 Fair
(+2), 2 Average (+1).
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!O=W="PP
PRIME RUNNER [35 SKILL POINTS]
JACK-OF-ALL-TRADES: 5 Good (+3), 6 Fair (+2), 8 Average
(+1).
Aspects for everybody
WELL-ROUNDED: 3 Great (+4), 3 Good (+3), 3 Fair (+2), 8
Average (+1).
If youre having trouble inventing your own aspects, pick
some of the ones from the list below. Remember to
reserve 1-2 aspects, if you choose to be a metahuman.
EXPERT: 1 Superb (+5), 2 Great (+4), 3 Good (+3), 4 Fair
(+2), 5 Average (+1).
_lok=fk=^=`^oa_l^oa=_lu=
ACKNOWLEDGED MASTER: 2 Superb (+5), 2 Great (+4), 2
Good (+3), 3 Fair (+2), 5 Average (+1).
Invoke: Survival is your game.
obcobpe=C=pqrkqp=
Compel: You tend to act a bit savage.
_qi=^aaf`q=
You get 9 refreshes to spend on all the cool stuff, such as
metarace other than human, the power to use magic,
cyberware or maybe a hi-tech cyberdeck or control rig.
Invoke: Knowing a lot of weird stuff.
For a list of the most suitable - but absolutely not
exhaustive list - of stunts, look in the Badass Rulebreakers
section later on.
`lomlo^qb=ork^t^v=
Compel: Being an addict sucks troll-butt!
Invoke: You know a lot of secrets from the company, that
now hunts you.
pqobpp=qo^`hp=
Compel: They will do anything to silence you.
The usual physical and mental track are used in the game.
They both start with 2 boxes. The physical track is
influenced by the Body skill, the mental by Willpower skill.
If thought a lot about including a third reputation track,
but for now it remains on my drawing board.
ifcbpqvib=C=`obapqf`h=
`ofjfk^i=pfk=
Invoke: Where you go, being criminal is not the problem.
Compel: living a normal, unrestrained life is!
`v_boba=ql=qeb=_lkb=
You start the game with a Low [+0] Lifestyle, giving you a
Credstick [+0] to buy equipment. See the Bulldogs! game
for details.
Invoke: Being a version 2.0 is simply cool.
Note that neither Credstick nor Lifestyle are true skills,
and therefore doesnt take up room in the skill pyramid.
ab^a=_olhb=
These details might change according to the campaign level
or the groups personal wishes.
Invoke: Blending in on the streets of Seattle.
GM beware! If you give the characters to much cash and
equipment to start with, some players might lose drive, as
their shadowrunners dont really have nothing more to
crave and thereby fight for.
buqo^`qba>=
Compel: Lost humanity and sanity.
Compel: Getting the cool stuff.
Invoke: You need to get in touch with the company.
pmb`f^i=^qqof_rqb=
Compel: They might see you as a security threat.
I thought that the Reaction attribute from Shadowrun was
too important to ignore in my conversion, and therefore
decided to include it.
c^hb=pfk=`lab=
It is only used to calculate turn order in a physical conflict,
and nothing else. It doesnt even take a place in the skill
pyramid
Compel: Checkpoint Charlie.
Heres how you calculate your Reaction score (rounding
fractions up):
(PERCEPTION + QUICKNESS) / 2
kaphlr==OMNQ
Invoke: Looking normal and civilized.
cofbkap=fk=efde=mi^`bp=
Invoke: When you need strings pulled or just to get off the
hook.
Compel: Help usually aint free.
orkkfkd=fk=pe^altp=sPKN
m^db=!P=W="PP
EdlJFd^kdbo=
New skills
Invoke: Calling for help is a healthy thing.
Compel: Privacy is a privilege you dont know.
ab`hfkd=
ebp=jv=fali>=
[Requires the Cyberdeck Interface cyberware stunt.]
Invoke: Need someone to do a stakeout for free?
Compel: He keeps following you.
The Decking skill allows you to use the matrix for all its
purposes, be it hacking, browsing, creating constructs and
battling IC.
OVERCOME: You can use Decking to get past
passive security systems without being spotted,
tricking systems to accept you as superuser, finding
hidden information and hacking every single piece
of online gear - which is most likely everything.
ifsfkd=lk=qeb=badb=
Invoke: Fuck the Grim Reaper!
Compel: You seem a bit hype.
lk=qeb=tolkd=cllq=tfqe=joK=glekplk=
Invoke: Its time to lick some serious ass.
Compel: Low on nuyen and jobs.
lk`b=^=pfkkboI=^it^vp=^=pfkkbo=
Invoke: Its easy to navigate in life if youre the norm.
Compel: The criminal underbelly dont trust you.
mbojfppflk=ql=qo^kpmloq=
CREATE AN ADVANTAGE: You can use Decking to
place aspects on your persona or in a system,
representing running programs and suppressed
system components.
ATTACK: You can make mental attacks on curious
or aggressive IC, sprites, other deckers and control
rigs.
DEFEND: Decking defends against attacks from the
nasty IC, other deckers and sprites.
j^df`=
[Requires the Wizkid stunt.]
Invoke: Stop harassing me officer!
The Magic skill allows you first and foremost to cast
powerful spells, to get past magical barriers, to hide your
magical nature and to control elementals and spirits.
Compel: Not a permission to kill.
pfkibpp=
Invoke: Its easier to hide, when no records exists.
Compel: Your human rights are at stake.
pnr^qqbo=
OVERCOME: You can use Magic to mentally
overcome magical barriers, break magical seals, feel
the ebb and flow of mana in your vicinity, to hide
from nosy watcher spirits trying to determine your
magical nature and detecting spellcasting.
CREATE AN ADVANTAGE: Magic can be used in a lot
of flexible ways, creating all manners of special
effects to spells, summoning elementals and spirits.
Invoke: Sticking together in hiding is good.
Compel: No electricity and running water is a bad thing.
s^ir^_ib=^ppbq=
Invoke: Your employer wants to protect his investment.
Compel: He sends you on a suicide mission with no pay.
ATTACK: Magic isnt really used to attacking. That is
what spells are for. Find the combat spell in the
Dirty Spell Conversion list, that you wish to mimic
and go ahead!
DEFEND: Spell defense is a special case. See the
Wizkid stunt for details.
t^kqba=ab^a=lo=^ifsb=
Invoke: You are not the only one hiding.
Compel: Your enemies knows where to look.
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!Q=W="PP
ofddfkd=
phfii
[Requires the Control Rig cyberware stunt.]
Body
The Rigging skill allows you control of drones, using control
rigs and using all the cool built-in systems in vehicles. It
pairs very well with the Drive skill.
Burglary
Contacts
Decking
Deceive
Drive
Empathy
Engineering
Etiquette
Fight
Intimidate
This is a measure of pure physical power - either raw
strength or simply the knowledge of how to use the
strength you have. For lifting, moving, and breaking things,
Strength is the skill of choice. Strength may be used
indirectly as well, to modify, complement, or limit some skill
uses.
Investigate
Knowledge
Magic
OVERCOME: Strength is the skill of choice for
applying brute force to break things in halves or
smaller pieces; it includes breaking boards, knocking
down doors, and the like.
Perception
Quickness
CREATE AN ADVANTAGE: Strength can be used to
place maneuvers related to lifting, moving, or
holding things with brute strength. Pinning someone
against the wall, knocking over a massive column of
crates, hefting and hurling a barrel of volatile
chemicals are all examples of Strength maneuvers.
Rigging
Shoot
Stealth
Strength
Willpower
OVERCOME: When using Rigging to overcome
obstacles, it usually involves driving through walls or
flying under radar signals.
CREATE AN ADVANTAGE: You can use Rigging to
place aspects on all equipment attached to a
control rig, which is usually - but not limited to vehicles, drones, built-in weapons and such.
ATTACK: Rigging is not used for attacking. For that
you use Shoot or Fight.
DEFEND: If a decker tries to take control of your
system, you use Rigging to kick him out, maintaining
control.
pqobkdqe=
ATTACK: In combat, Strength can help with
particular applications of Fight - if force is a very
significant element at play, Strength modifies the
primary skill. But you dont outright attack with this
skill.
DEFEND: You can use Strength to defend against
another character in special situations. When an
opponent has engaged in grappling with your
character, Strength is an effective defense. Strength
is also used to defend when an opponent is
attempting to disarm your character, or if an
opponent tries to wrest away some other object
your character is holding.
HOW TO: THE MATRIX
The original rules do a lot of stuff, trying to explain
and manhandle the vast expanses of the Matrix. In
5th edition, they even created rules for being either
in AR or VR.
To save a lot of unnecessary time and boring effort,
Ive simplified the process significantly.
In Running in Shadows, a Matrix run is either done
to overcome an obstacle (usually some kind of
security), or to create an advantage (getting
information).
Do it as a single skill roll or create an exciting
challenge. The rules for the latter are found in Fate
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!R=W="PP
Badass Rulebreakers
IT BURNS MY SKIN! [+1, OPTIONAL]
_lav=
The UV-rays of the sun are a big nuisance to trolls.The GM
can compel this attribute just as if it were an aspect once
per session. If the player wishes to avoid the compel, he
must spend two fate points to refuse.
HUGE FRAGGER [-2]
[Part of the Troll stunt-package.]
[Part of the Troll stunt-package.]
LONGEVITY [0]
Trolls are very, very large.
[Part of the Dwarf stunt-package.]
Easy to Hit, Hard to Hurt: Youre a pretty big target,
giving any attacker a +1 to hit you when target size is a
factor. But that increase in body mass means you can soak
up more punishment, adding two boxes to the length of
your physical stress track.
Dwarfs have a tendency to become very, very old
compared to humans.You probably wont die of old age
anytime soon.
Everything is Small: You cannot meaningfully interact with
any man-sized objects using skills like Burglary and
Engineering (but knowledge-related rolls are unaffected),
and youll have trouble fitting through normal doorways
and into rooms (this will confer an automatic border value
of 1 when changing zones as appropriate). But it also means
you get a +2 to your Strength rolls to lift or break things on top of any Ton of Muscles bonuses you might have - and
a +1 on Quickness rolls to cover distance with your
gigantic stride.
Big is Scary: You get +2 on any Intimidation attempt
against a target likely to consider your size an advantage.
Easy to Detect: Your Stealth is automatically considered
to be Mediocre, and you may never gain more than one
shift on a Stealth roll.
SHORT LIFESPAN [0]
[Part of the Ork stunt-package.]
The lifespan of an average ork is shorter than that of a
human.
TEFLON COATED IMMUNE SYSTEM [-1]
[Part of the Dwarf stunt-package.]
The resilience of the dwarf immunity system is phenomenal,
letting them withstand almost any toxin or disease that
would render other people useless. Dwarfs are immune to
all damage, consequences or environmental aspects related
to disease or poison.
TOUGH AS NAILS [-1]*
IRON MAN [-1]*
[Part of the Troll stunt-package.]
[Part of the Dwarf stunt-package.]
Trolls are unusually tough and have incredible fortitude.
Theyre able to take more punishment than a normal
human can.
Dwarfs have an incredible fortitude, able to exert yourself
longer and heal faster than a normal human can.
Total Recovery: Youre able to recover from physical harm
that would leave a normal person permanently
damaged.You can recover totally from any consequence
(excluding extreme ones) with no other excuse besides
time; simply waiting long enough will eventually heal you
completely.
Fast Recovery: Out of combat, you may recover from
physical consequences as if they were one level lower in
severity. So, you recover from moderate consequences as
though they were mild, etc. Consequences reduced below
mild are always removed by the beginning of a subsequent
scene.
Vigorous: Body never restricts other skills due to a lack of
rest.You may skip a night of sleep with no ill effects.
Shrug It Off: In combat, once per scene, you may clear
away a mild physical consequence as a supplemental action.
Hard to Hurt: You naturally have Armor: 1 against all
physical stress.
Hard to Kill: You have two additional boxes of physical
stress capacity.
*You must choose a catch that bypasses, ignores or renders
the above useless. The item, product or material should be
rare.
`lkq^`qp=
CHAIN OF COMMAND
Youre a soldier, and other soldiers answer to you. Add +2
to your Contacts roll when using it to deal with soldiers
from your organization.
*You must choose a catch that bypasses, ignores or renders
the above useless. The item, product or material should be
rare.
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!S=W="PP
COMMUNITY COWBOY [-1, OPTIONAL]
HOT LOOT
[Part of the Ork stunt-package.]
The ork habitat is to live together in large communities, and
they rely a lot on each other. Orks add +2 to any social
interactions with other orks, usually made with Contacts or
Etiquette.
You got some wealth, that somebody else is looking for. You
may start the game with Credstick +2 instead of the usual
+0, but you must also hand over the name of the persons
or company looking for you to the GM. The stunt can be
compelled once per session for free by the GM, just as if it
was an aspect.
DO YOU KNOW WHO I AM?
LOOK IN THE CHILDRENS DEPARTMENT [+1]
(Requires the Virtuoso stunt.)
[Part of the Dwarf stunt-package.]
Once per scene, you may identify yourself in order to get
your way and add +2 to Contacts, Deceive, Intimidate, or
Etiquette rolls.
Being short and stocky makes shopping harder for a dwarf.
All rolls made with Credstick to buy or find goods that are
size sensitive made at -1.
I KNOW A GUY WHO KNOWS A GUY
MILITARY GRADE
Sometimes its not who you know, but who the people you
know, know. Many of your contacts are, themselves, very
well connected. +2 to Contacts when you attempt to
corroborate information youve gotten from another of
your contacts.
Add +3 to the result of a Credstick roll when buying
weapons with the Heavy Weapon form.
NOTHING FITS [+1]
[Part of the Troll stunt-package.]
IM LOOKING FOR MR . JOHNSON
You are extremely good at tracking people down. +2 to
Contacts whenever youre seeking a specific person whose
name you know.
MY BUDDY HAS ONE OF THOSE
Your friends are very willing to let you borrow whatever
you need. You may use your Contacts skill instead of a
Credstick roll to buy things. Everything obtained this way
has the not actually mine aspect with one free compel
against you. The difficulty of an attempt to obtain something
with Contacts may or may not be the same as the difficulty
of an attempt to buy that same thing with your Credstick,
at the GMs discretion. The time required may also vary.
The big, bulky and deformed body of the troll makes it very
expensive for them to buy clothing and equipment, since
everything must be tailor made. All rolls made with
Credstick to buy or find goods that are size sensitive are
made at -2.
SUPERSTAR
Being a celebrity is good business. You start the game with
Credstick +2 instead of the usual +0, but people tend to
have an eye on your every move. The stunt can be
compelled once per session for free by the GM, just as if it
was an aspect.
ab`hfkd=
PROFESSIONAL NETWORK
All shadowrunners build up a network of satisfied
customers over time. Pick your specialty. Add +2 to your
Contacts skill when looking for or dealing with providers
or notable consumers of that type of service.
WELL CONNECTED
Once you begin a contacting effort, it becomes selfsustaining, as people you talk to talk to other people, who
talk to others in turn. In effect, you will always get an
answer; its only a matter of time.
`obapqf`h=
[Requires the Cyberdeck Interface cyberware stunt.]
The decker can use Decking instead of Investigate when
browsing for information on the matrix.
DATA-STEAL
[Requires the Cyberdeck Interface cyberware stunt.]
The decker can create resource aspects with his Decking
skill. Since pay-data is smoking hot, they only last a session.
Every time this ability is used, the decker must make a note
on whos money he stole and pass it to the GM.
ICE BREAKER
COOL SET OF WHEELS
Youre allowed to start the game with a vehicle as if youre
a rigger, without the usual requirements.
kaphlr==OMNQ
CONSOLE-COWBOY
[Requires the Cyberdeck Interface cyberware stunt.]
Attacking IC and other matrix contracts are made at +1 to
Decking skill.
orkkfkd=fk=pe^altp=sPKN
m^db=!T=W="PP
cfdeq=
NEWS DAEMON
[Requires the Cyberdeck Interface cyberware stunt.]
This program is designed for information gathering, and
while using it, the decker finds information from the matrix
two steps faster than normal.
SAFECRACKER
FOLLOW-THROUGH
Once per conflict, when you inflict a physical consequence
on an opponent with Fight, you may also inflict a 2- point
physical hit on another opponent in the same zone.
[Requires the Cyberdeck Interface cyberware stunt.]
fksbpqfd^qb=
This program is designed to intrusion. Whenever the
decker uses his Decking skill to overcome matrix security,
the roll is made at +2.
SCENE OF THE CRIME
bkdfkbbofkd=
You have a practiced eye when combing over a crime scene.
In such circumstances, you gain +1 to your Investigation roll
and arrive at your findings one step faster than usual on the
time table.
GREASE MONKEY
If it has an engine and wings, propellers, or wheels, you
get it, intuitively and completely. +2 to Engineering when
dealing with vehicles.
bqfnrbqqb=
hkltibadb=
ANCIENT [-1, OPTIONAL]
[Part of the Elf stunt-package.]
MONEY TALKS
Whenever your Credstick is at least +1, you receive +2 to
all Etiquette rolls when displays of wealth matters.
Elves can be very, very old, some claiming to be before the
Awakening and older than a 1,000 years.You add +2 to all
rolls where your great age and wisdom matter - usually
Knowledge.
j^df`=
ORK RIGHTS COMMITTEE [-1, OPTIONAL]
COMBAT SPELLSLINGER
[Part of the Ork stunt-package.]
The only race of metahumans with a clear, united voice are
the orks, represented through the ORC Policlub. If you are
harassed by the authorities, you can pay 1 fate point and
invent some obscure law that has been made specifically to
protect you and your kin, thereby escape with only or no
consequences. If a skill roll is required, Etiquette or
Knowledge will usually do the trick.
[Requires the Wizkid stunt.]
ROCKSTAR
Your body is a big patchwork of magic and cells interwoven
to a supreme construct - you.
You get a +2 to all Etiquette rolls related to music.
SOCIAL GARBAGE [+1]
[Part of the Troll stunt-package.]
Trolls are the most feared, loathed and hated of all the
metahuman races. They suffer a -1 penalty whenever making
social interaction rolls - usually made with Etiquette or
Contacts - with humans. This penalty doesnt apply when
intimidating - obviously.
SUPERMODEL [-1, OPTIONAL]
[Part of the Elf stunt-package.]
When attacking with a spell, you receive +1 to the skill
level of the spell without causing additional drain.
COMPLETE CONTROL [-2]
[Requires the Magical Powerhouse stunt.]
Featherweight: You can become extremely lightweight
when you choose to. Add +2 to Quickness rolls when
performing jumps and acrobatics in general. Note that does
not cover dodging.
Gecko Run: Add +2 to Quickness when overcoming
borders and obstacles, or when when climbing is the case.
Sorcerous Steroids: If you spend a fate point on one of
the above powers, you are able to double the bonus.
Out of Fuel: The extreme flow of mana drastically drains
your energy. The GM can compel this attribute just as if it
were an aspect once per session. If the player wishes to
avoid the compel, he must spend two fate points to refuse.
You are incredibly beautiful, causing people to stop and
stare. Add +2 to all rolls made to socialize, where your
striking looks can help - usually Etiquette.
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!U=W="PP
session. If the player wishes to avoid the compel, he must
spend two fate points to refuse.
CRASH TEST DUMMY [-2]
[Requires the Magical Powerhouse stunt.]
Merely a Fleshwound: The first mild consequence you
take in a scene is ignored and deleted.
What Doesnt Kill You: By spending a fate point, youre
able to ignore - and delete - the second mild consequence
as well.
MANA BARRIER
[Requires the Wizkid stunt.]
When assisting in spell defense, the assist bonus is doubled
to +2. Still it can only be done once per round in a conflict.
MAGICAL POWERHOUSE
DRAIN CHANNELING
[Requires that youre an adept.]
[Requires the Wizkid stunt.]
The mage is able to resist spell drain with his Magic skill
instead of his Willpower skill.
FOLLOWER OF [VARIES]
[Requires the Wizkid stunt, and that youre shaman.]
As a shaman you usually follow a totem. Most often this is
some kind of animal, but can also be an insect. (The latter
should be coupled with a nasty trouble, and might better be
reserved for villains.)!
Veteran players of Shadowrun might notice, that a lot of
additional totems exists. I took the liberty to only create
two as inspiration. If you feel like it, please convert more
and send them to me. Then Ill include them in the next
update.
BEAR [-2]:
You gain an additional stress box.You can also take an
additional mild physical consequence.!
RAT [-1]:
+2 to create advantages or overcome with Stealth when
you are in near-darkness or total darkness.!
With this stunt, youre are able to store magical energies in
your body, releasing them to create spectacular effects. In
other words: youre a physical adept chummer.
Magical Duracell Bunny: The prerequisite power for
channeling magic through your body and performing
superhuman feats. You gain access to the Magic skill, but
cannot use it to toss spells. Instead you gain +2 when
substituting Magic skill for other skills when performing
pure physical acts of wonder. If the physical act is an attack,
the bonus is halved to +1 though.
MAGICAL SECURITY SYSTEM
[Requires the Wizkid stunt.]
The mind and body of the mage is protected by an inner
mana-battery, that kicks in if attacked. In effect, the mage is
able to substitute any attribute with Magic skill when
defending against magical attacks.
MY BODY IS MY TEMPLE [-2]
[Requires the Magical Powerhouse stunt.]
Mr. Universe: You have two additional boxes of physical
stress capacity.
Olympic Weightlifter: Whenever lifting or breaking
inanimate things, you gain a +3 to your Strength score.
LOOKING BEYOND
[Requires the Magical Powerhouse stunt.]
You are able to look astrally at will and gain +1 to Notice
while doing so. To initiate this power you must pay a fate
point. The power lasts for the rest of the scene after which,
it must be initiated again.
MYSTIC ARMOR
[Requires the Magical Powerhouse stunt.]
You gain a magical Armor: 1 against all physical and magical
attacks. The protection carries over into astral space.
MANA AMPHETAMINE RUSH [-2]
PREDATORY INSTINCTS [-2]
[Requires the Magical Powerhouse stunt.]
Insanely Fast: Once per round you may spend a fate point
to react again. This second optional action is always last in
the round.
Lightning Reflexes: You gain a permanent +2 to your
Reaction for the purpose of determining initiative order
only.
Mana Overdrive: By spending a fate point, you can raise
the above bonus to +4 in one conflict.
ODed: The extreme levels of mana flowing through your
body, often leaves you extreme hungover. The GM can
compel this attribute just as if it were an aspect once per
kaphlr==OMNQ
[Requires the Magical Powerhouse stunt.]
Spider Sense: You get +2 when you defend against attacks
made with Fight. The bonus is halved when defending
against attacks made with Shoot.
Super Hyper Spider Sense: By spending a fate point, you
are able to increase the bonus to +3 against Fight and +2
against Shoot attacks. This supercharged ability lasts for one
conflict.
Radar Sense: You get +3 to Notice when defending against
surprises or ambushes.
orkkfkd=fk=pe^altp=sPKN
m^db=!V=W="PP
Sensory Overload: Your sensory organs work overtime,
shortening them out at times The GM can compel this
attribute just as if it were an aspect once per session. If the
player wishes to avoid the compel, he must spend two fate
points to refuse.
able to use the Magic skill, the mage is also able to assist in
defending against magical attacks. Once per round in a
conflict, the mage may assist in the defense with +1 to the
skill roll of his ally. He needs to have a Magic skill of at least
+1 though. The bonus can be applied to any defense with a
magical nature.
RITUALIST
Dual Being: You are able to either project or look astrally.
To initiate the power you must pay a fate point. The power
is in effect for the rest of the scene. While astrally
projecting, you gain the temporary aspects ethereal and
invisible and very vulnerable meat body. While in astral space,
your Fight/Shoot/Quickness skills may be substituted with
Willpower/Body/Magic (in that particular order).
Whenever you put some time into a task and focusing all
your senses on the job at hand, you gain +2 to the roll. This
also covers the use of magic and spells.
TEKKEN DEATHDEALER [-2]
[Requires the Magical Powerhouse stunt.]
Mana Violence: By infusing your body with insane levels of
mana, you are able use Magic skill instead of Fight when
attacking and defending in close combat. As an extra
benefit, your unarmed attacks are considered magical in
nature.
Rage Incarnate: If your attack is successful, the damage of
the attack is raised by +2.
Stay the Frag Down!: By spending a fate point, you can
add an additional +3 to the damage done.
Burnout: The strain on your body is extreme, and youre
often left broken and fatigued. The GM can compel this
attribute just as if it were an aspect once per session. If the
player wishes to avoid the compel, he must spend two fate
points to refuse.
UNCANNY ACCURACY [-2]
Dodge This!: The mage may choose to change the skill
used to defend against his spell to Body or Willpower
instead of Quickness.
Mind Over Matter: The mage can choose to cause mental
instead of physical stress with his spell.
Wipeout: In emergency cases - or just to cause some
havoc - the mage is able to magically affect a zone (with
everyone and everything within) with his spell.
Drained: The magical forces of all spells fatigues a mage. If
the force of the spell is higher than the mages Magic skill,
the drain causes physical stress.
Wild Force of Nature: All magic is chaotic and wild in
nature, and harnessing its powers demand skill and constant
concentration. Sometimes things go crazy. The GM can
compel this attribute just as if it were an aspect once per
session for free. If the mage wishes to avoid the compel, he
must spend two fate points to refuse.
jfkflkp=
[Requires the Magical Powerhouse stunt.]
Eye of the Hawk: You are able to attain insane levels of
visual focus, enabling you to use Magic skill instead of
Shoot.
BLOWING AIR ELEMENTALS
Surgical Precision: If your attack is successful, the damage
of the attack is raised by +2. Was the attack made with an
archaic weapon (like a bow or a crossbow), the damage
bonus is changed to +3.
Your windy servants of flame assists you with hurricane
defenses in physical and magical conflicts.
[Requires the Wizkid stunt.]
Quantity: 9 elementals.
Quality: Fair [+2].
WAX ON, WAX OFF [-2]
[Requires the Magical Powerhouse stunt.]
Master of the Chopstick: You may use defend against
Shoot attacks with your Magic skill. If the attack was made
with an archaic weapon (bow, crossbow and the like), you
get +1 as an extra bonus to the roll. If you succeed with
style on the defense, youve managed to catch the missile!
Mr. Miyagi: By spending a fate point, you add an additional
+2 to the roll.
WIZKID [-3]
[Requires that youre a mage or a shaman.]
Mana Sharing: Damaged or destroyed elementals needs to
be healed or replaced. 1 fate point and a day of magical
work. Roll Magic [+0]. Shifts generated can either be used
to reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
Transform: By beating a Magic [+1] difficulty and using an
afternoon of intense magical work, you can adjust either
quantity or quality.
Banish and Summon: 1 fate point and a couple of days of
summoning, you can change the elementals to a different
type. Roll Magic [+1]. Shifts generated can either be used to
reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
Youre able to channel the mana through your body, thereby
creating spells. In other words: youre a wizard.
Mana Syphon: The prerequisite power for channeling
magic through your body and tossing spells. Besides being
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!NM=W="PP
Adjusting: By beating an Engineering [+1] difficulty and
using an afternoon of electro-welding, you can adjust either
quantity or quality.
DRIPPING WATER ELEMENTALS
[Requires the Wizkid stunt.]
Your watery servants help you with attacks in physical and
magical conflicts.
Quantity: 9 elementals.
Quality: Fair [+2].
Mana Sharing: Damaged or destroyed elementals needs to
be healed or replaced. 1 fate point and a day of magical
work. Roll Magic [+0]. Shifts generated can either be used
to reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
Transform: By beating a Magic [+1] difficulty and using an
afternoon of intense magical work, you can adjust either
quantity or quality.
Banish and Summon: 1 fate point and a couple of days of
summoning, you can change the elementals to a different
type. Roll Magic [+1]. Shifts generated can either be used to
reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
LOCKHEED OPTIC-X2 SPOTTER DRONES
[Requires Control Rig cyberware stunt.]
The drones supports the rigger when tracking targets or
doing surveillance.
Quantity: 9 drones.
Quality: Fair [+2].
Resupply: Damaged or destroyed drones needs to be
repaired or replaced. 1 fate point and a couple of weeks of
hard work. Roll Engineering [-1]. Shifts generated can either
be used to reduce the time required or spend to remove
the fate point cost. The latter costs 3 shifts.
Adjusting: By beating an Engineering [+1] difficulty and
using an afternoon of electro-welding, you can adjust either
quantity or quality.
FIERY FIRE ELEMENTALS
[Requires the Wizkid stunt.]
Your infernal servants of flame assists you with flaming
attacks in physical and magical conflicts.
Quantity: 9 elementals.
Quality: Fair [+2].
Mana Sharing: Damaged or destroyed elementals needs to
be healed or replaced. 1 fate point and a day of magical
work. Roll Magic [+0]. Shifts generated can either be used
to reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
Transform: By beating a Magic [+1] difficulty and using an
afternoon of intense magical work, you can adjust either
quantity or quality.
Banish and Summon: 1 fate point and a couple of days of
summoning, you can change the elementals to a different
type. Roll Magic [+1]. Shifts generated can either be used to
reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
GM-NISSAN DOBERMAN GUARD DRONES
[Requires Control Rig cyberware stunt.]
The drones supports the rigger when defending or being
attacked in a physical conflict.
Quantity: 6 drones.
Quality: Good [+3].
Resupply: Damaged or destroyed drones needs to be
repaired or replaced. 1 fate point and a week of hard work.
Roll Engineering [+0]. Shifts generated can either be used
to reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
kaphlr==OMNQ
Rebuilding: 1 fate point and a week of welding, you can
change the drones to a different type. Roll Engineering [+1].
Shifts generated can either be used to reduce the time
required or spend to remove the fate point cost. The latter
costs 3 shifts.
Rebuilding: 1 fate point and a couple of weeks of welding,
you can change the drones to a different type. Roll
Engineering [+0]. Shifts generated can either be used to
reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
MASSIVE EARTH ELEMENTALS
[Requires the Wizkid stunt.]
Your rock-hard servants help you with defense in physical
and magical conflicts.
Quantity: 6 elementals.
Quality: Good [+3].
Mana Sharing: Damaged or destroyed elementals needs to
be healed or replaced. 1 fate point and a day of magical
work. Roll Magic [+1]. Shifts generated can either be used
to reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
Transform: By beating a Magic [+1] difficulty and using an
afternoon of intense magical work, you can adjust either
quantity or quality.
Banish and Summon: 1 fate point and a couple of days of
summoning, you can change the elementals to a different
type. Roll Magic [+2]. Shifts generated can either be used to
reduce the time required or spend to remove the fate
point cost. The latter costs 3 shifts.
RUSTED STILLETO GANGMEMBERS
Your brethren supports you in physical conflicts, dealing
damage and taking punches. Includes 6 gangers at Good
quality.
orkkfkd=fk=pe^altp=sPKN
m^db=!NN=W="PP
STREET LYNX COMBAT DRONES
SUPERIOR AGILITY [-2]
[Requires rigger controls cyberware.]
[Part of the Elf stunt-package.]
The drones supports the rigger when participating in a
physical conflict.
Elves are very fast, just past the edge of human capability.
Quantity: 6 drones.
Quality: Good [+3].
Resupply: Damaged or destroyed drones needs to be
repaired or replaced. 1 fate point and a a week of hard
work. Roll Engineering [+0]. Shifts generated can either be
used to reduce the time required or spend to remove the
fate point cost. The latter costs 3 shifts.
Improved Initiative: Your Reaction is at +2 for the
purpose of determining initiative.
Athletic Ability: All your Quickness checks are made at
+1, including dodging. When sprinting, this bonus is
increased to +2.
Casual Movement: Whenever moving as part of another
physical activity, you may move one zone without taking the
1 penalty for a supplemental action.
Adjusting: By beating an Engineering [+1] difficulty and
using an afternoon of electro-welding, you can adjust either
quantity or quality.
Almost Too Fast To See: Difficulty factors due to moving
are reduced by two when rolling Stealth.
Rebuilding: 1 fate point and a week of welding, you can
change the drones to a different type. Roll Engineering [+1].
Shifts generated can either be used to reduce the time
required or spend to remove the fate point cost. The latter
costs 3 shifts.
TURTLE SPEED [+1]
TRIBE OF NATIVE AMERICANS
Your native brethren assist you in physical conflicts, raining
arrows down on your enemies. Includes 9 tribesmen of Fair
quality.
[Part of the Dwarf stunt-package.]
The legs of a dwarf - like the rest of his body - are rather
short, limiting him in running capability. Moving even within
the same zone in combat requires a supplemental action,
and moving just one zone requires all of the characters
concentration and a Quickness roll. No additional actions
may be taken. Characters with this ability may not move
more than two zones in a single round.
o^`f^i=
WILD SPIRITS OF NATURE
[Requires the Wizkid stunt.]
ELF [-3 TO -5]
The spirits of the land assist the shaman in mental conflicts.
Includes 12 spirits of Average quality.
Read the individual race description for details.
mbo`bmqflk=
DWARF [-2]
Read the individual race description for details.
LOW LIGHT VISION [-1]
ORK [-3 TO -5]
[Part of the Elf and Ork stunt-packages.]
You have a strong ability to see in dark conditions.They can
ignore darkness aspects, except for aspects coming from
the complete absence of light (such as pitch black).
Read the individual race description for details.
TROLL [-2 TO -4]
Read the individual race description for details.
THERMOGRAPHIC VISION [-1]
ofddfkd=
[Part of the Dwarf and Troll stunt-packages.]
Your eyes are designed to function underground or in
complete darkness, which allows you to see in the thermal
spectrum. Any scene aspect that restricts vision or other
senses must directly block this additional sense (such as
thermal smoke), otherwise you can ignore it.
BRING IN THE BIG GUNS
[Requires Control Rig cyberware stunt.]
nrf`hkbpp=
With this stunt, the rigger is able to use Rigging instead of
other attack skills when using built-in weaponry on vehicles
he controls.
READING THE LINE OF FIRE
TUNED UP AND READY TO GO
You can tell where bullets will go before the trigger is
pulled. +2 to Quickness when using it to dodge gunfire.
All vehicles controlled with your Rigger skill (i.e. vehicles
equipped with rigger controls) receives an extra point of
stress.
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!NO=W="PP
pellq=
tfiimltbo=
HIDDEN SNIPER
BRUTAL GOBLINIZATION [+1, OPTIONAL]
Once per scene, after you make a Shoot attack, you may
roll to create an advantage with Stealth as a free action.
[Part of both the Ork and Troll stunt-packages.]
LEAD IN THE AIR
You really like emptying magazines. Any time youre using a
fully automatic weapon and you succeed at a Shoot attack,
you automatically create a Fair [+2] opposition against
movement in that zone until your next turn, because of all
the lead in the air.
Transforming into a metahuman is no fun ride, often leaving
the person with a severe psychosis or aberrant behavioral
patterns. The GM can compel this attribute just as if it were
an aspect once per session. If the player wishes to avoid the
compel, he must spend two fate points to refuse.
LEGENDARY ARCHER
Bows are not just weapons, theyre your weapons of choice.
When wielding a bow or crossbow, you can make attacks
with it from two additional zones away.
MASTER GUNNER
When using built-in vehicle weapons, the weapons you
handle and control delivers additional +2 shifts of damage
to your targets.
VOLLEY
When you combine Shoot skills with your allies, you
contribute an additional +1 bonus.
pqobkdqe=
A TON OF MUSCLE [-2]
[Part of both the Ork and Troll stunt-packages.]
You are able to lift more and hit harder than the average
human can, due to your supernatural heritage.
Improved Lifting: Whenever lifting or breaking inanimate
things, you gain a +3 to your Strength score.
Bruising Strength: Roll Strength at +1 whenever using that
skill to grapple.This also allows you to inflict a 2-stress hit
on an opponent as a supplemental action during a grapple.
Superior Strength: Whenever using your Strength to
modify another skill, it always provides a +1 regardless of
the actual comparison of your Strength score to the skill in
question.
Hammer Blows: With attacks that depend on muscular
force (Fight, thrown Weapons, etc.), you are at +2 to
damage, increasing the stress dealt by two on a successful
hit.
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!NP=W="PP
Dwarf
Elf
^pmb`qp=
^pmb`qp=
These are typical dwarven racial aspects. Pick 1 or 2 from
the list or create some yourself.
These are typical elven racial aspects. Pick 1 or 2 from the
list or create some yourself.
FAMILY MAN
AGILE AND NIMBLE
INVOKE when you turn to your family for help.
INVOKE when dexterity is a great asset.
COMPEL when they turn to you.
COMPEL when brawn and physique matters more.
IM NOT A LITTLE BOY!
DANDELION EATER
INVOKE when trying to avoid trouble.
INVOKE when hungry and out of money.
COMPEL when having short arms and legs are a problem.
COMPEL when you need to look more masculine.
IRON WILL
ETERNAL YOUTH
INVOKE when sticking to the plan.
INVOKE when innocent looks kicks ass.
COMPEL when trying something new and daring.
COMPEL when being tough and macho is key.
SHORT STOCKY MAN IN A BIG WORLD
LOFTY AND ARROGANT
INVOKE when lifting weights or resisting pain.
INVOKE when attacking someone else's pride.
COMPEL when your small size can be a problem.
COMPEL when collecting points for good behavior.
SUB-DWELLER
SECLUSIVE MENTALITY
INVOKE when operating and navigating below ground.
INVOKE when you socialize with other elves.
COMPEL when being out in the open and agoraphobic.
COMPEL when you try to mingle with everybody else.
WORKAHOLIC
SMASHING LOOKS
INVOKE when you need to keep going, and going, and going.
INVOKE when striking looks helps.
COMPEL when stopping seems a good idea.
COMPEL when they dont.
at^oc=^_fifqfbp=xJOz=
bic=^_fifqfbp=xJP=ql=JRz=
IRON MAN [-1]*
LOW LIGHT VISION [-1]
LONGEVITY [0]
SUPERIOR AGILITY [-2]
LOW LIGHT VISION [-1]
ANCIENT [-1, OPTIONAL]
TEFLON COATED IMMUNITY SYSTEM [-1]
SUPERMODEL [-1, OPTIONAL]
THERMOGRAPHIC VISION [-1]
LOOK IN THE CHILDREN'S DEPARTMENT [+1]
TURTLE SPEED [+1]
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!NQ=W="PP
Ork
Troll
^pmb`qp=
^pmb`qp=
These are typical ork racial aspects. Pick 1 or 2 from the
list or create some yourself.
These are typical troll racial aspects. Pick 1 or 2 from the
list or create some yourself.
BIG AND STRONG BRUTE
BUILT FOR DESTRUCTION
INVOKE when you need to smash, break or maim.
INVOKE when using your extreme strength and huge size.
COMPEL when being of average size matters.
COMPEL when gigantism is a problem.
CHILD OF THE NIGHT
GORILLA ARMS
INVOKE when working in and with the night.
INVOKE when reaching high or swinging wild.
COMPEL when the sun is high in the sky.
COMPEL when buying clothes and armor.
EVERY DAY COUNTS!
IM YOUR WORST NIGHTMARE!
INVOKE when acting impulsive and reckless.
INVOKE when frightening the hell out of people.
COMPEL when trying to behave calm and collected.
COMPEL when looking friendly and nice matters.
INTIMIDATING
LOWLIFE SCUM
INVOKE when frightening puny humans seems cool.
INVOKE when surviving on the streets.
COMPEL when you need to blend in.
COMPEL when interacting with the normal society.
MEAT EATER
SPIKY PROTRUSIONS
INVOKE when being macho and barbaric is a good thing.
INVOKE when smashing skulls, breaking bones and avoiding
damage.
COMPEL when acting civilized is important.
COMPEL when looking friendly and nice matters a great
deal.
ORK UNDERGROUND
INVOKE when you need help, assistance and a place to hide.
qolii=^_fifqfbp=xJO=ql=JQz=
COMPEL when someone turns to you for the same.
loh=^_fifqfbp=xJP=ql=JRz=
A TON OF MUSCLE [-2]
HUGE FRAGGER [-2]
A TON OF MUSCLE [-2]
THERMOGRAPHIC VISION [-1]
LOW LIGHT VISION [-1]
TOUGH AS NAILS [-1]*
SHORT LIFESPAN [0]
NOTHING FITS [+1]
COMMUNITY COWBOY [-1, OPTIONAL]
ORK RIGHTS COMMITTEE [-1, OPTIONAL]
BRUTAL GOBLINIZATION [+1, OPTIONAL]
kaphlr==OMNQ
SOCIAL GARBAGE [+1]
BRUTAL GOBLINIZATION [+1, OPTIONAL]
IT BURNS MY SKIN! [+1, OPTIONAL]
orkkfkd=fk=pe^altp=sPKN
m^db=!NR=W="PP
Friends & Enemies
Its a kind of Magic
As a metahuman, you can sure as hell count on, that some
people in the metroplex either hates your guts or tries to
help you out.
`ob^qfkd=^=pmbiipifkdbo=
The two aspects below are mandatory for every
metahuman. They dont count toward your normal
maximum, but are otherwise treated exactly like any other
aspect.
How to create a spellslinger in 30 seconds
1. Include your magical archetype the high concept.
2.Buy the Magic skill.
3.Buy the Wizkid stunt.
HUMANIS POLICLUB
4.Pick extra magical stunts.
5.Done. Seriously.
The Humanis Policlub member belongs to an
organization that opposes all legal rights for
the Awakened, especially metahumans.
They have been known to twist and bend
existing laws whenever possible in order to
further their own alms, while at the same time
suppressing the rights of the opposition.
Even acts of violence are not beyond their scope. In
such instances, they usually conceal their faces.
INVOKE when using hate-crime as a tool to further your
goals.
COMPEL when being in the wrong place at the - very wrong time.
METAHUMAN RIGHTS ACTIVIST
The Metahuman Rights activists may have
other jobs, but their true calling is working
to see that all branches of humanity receive
equal justice before the law.
Then again, any unjust law deserves to be
broken. The activist is a mortal foe of the
Humanis cultists.
I NVOKE when you are in serious need of
understanding and backup.
COMPEL when you dont need all the attention and hippieshit.
WIZKID [-3]
Youre able to channel the mana through your
body, thereby creating spells. In other words: youre a
wizard.
Mana syphon: The prerequisite power for channeling magic
through your body and tossing spells. Besides being able to
use the Magic skill, the mage is also able to assist in
defending against magical attacks. Once per round in a
conflict, the mage may assist in the defense with +1
to the skill roll of his ally. He needs to have a
Magic skill of at least +1 though. The bonus can
be applied to any defense with a magical
nature.
Dual being: You are able to either project
or look astrally. To initiate the power you
must pay a fate point. The power is in effect
for the rest of the scene. While astrally
projecting, you gain the temporary aspects
ethereal and invisible and very vulnerable
meat body. While in astral space, your Fight/Shoot/
Quickness skills may be substituted with Willpower/Body/
Magic (in that particular order).
Dodge this!: The mage may choose to change the skill used
to defend against his spell to Body or Willpower instead of
Quickness.
Mind over matter: The mage can choose to cause mental
instead of physical stress with his spell.
A SPELL
A basic spell has the following features:
Affects a single being or object.
Is defended against with Quickness.
Does physical stress.
Drains mental stress equal to Force.
kaphlr==OMNQ
qeb=pmbiiqlppbo=^pmb`q=
Wipeout: In emergency cases - or just to cause some
havoc - the mage is able to magically affect a zone (with
everyone and everything within) with his spell.
Drained: The magical forces of all spells fatigues a mage. If
the force of the spell is higher than the mages Magic skill,
the drain causes physical stress.
Wild force of nature: All magic is chaotic and wild in
nature, and harnessing its powers demand skill and constant
concentration. Sometimes things go crazy. The GM can
compel this attribute just as if it were an aspect once per
session for free. If the mage wishes to avoid the compel, he
must spend two fate points to refuse.
orkkfkd=fk=pe^altp=sPKN
m^db=!NS=W="PP
mltbocri=mltbo=^pmb`qp=
qeb=^abmq=mltbo=^pmb`q=
COMBAT SPELLSLINGER [-1]
MAGICAL POWERHOUSE [-1]
When attacking with a spell, you receive +1 to the skill
level of the spell without causing additional drain.
(Requires that youre an adept.)
DRAIN CHANNELING [-1]
The mage is able to resist spell drain with his Magic skill
instead of his Willpower skill.
MANA BARRIER [-1]
When assisting in spell defense, the assist bonus is doubled
to +2. Still it can only be done once per round in a conflict.
Magical Duracell Bunny: The prerequisite power for
channeling magic through your body and performing
superhuman feats. You gain access to the Magic skill, but
cannot use it to toss spells. Instead you gain +2 when
substituting Magic skill for other skills when performing
pure physical acts of wonder. If the physical act is an attack,
the bonus is halved to +1 though.
_boJ`lli=^abmq=mltbop=
MAGICAL SECURITY SYSTEM [-1]
The mind and body of the mage is protected by an inner
mana-battery, that kicks in if attacked. In effect, the mage is
able to substitute any attribute with Magic skill when
defending against magical attacks.
pmbiiqlppfkd=
All of the powers below require the Magical Powerhouse
stunt.
The veteran Shadowrun player will notice, that not all
original powers made it to the conversion as they were
either not applicable or didnt make any sense.
Some of the powers were merged, as they belonged to the
same category and had quite a few things in common.
Learn how to throw fireballs in 30 seconds
1. Choose the force (skill level) of the spell.
2. Either use the spell to create an advantage, overcome
an obstacle or attack an opponent or object.
3. Roll some dice.
4. Find the result.
5. Defend against drain with willpower. Check either the
mental or physical stress track for any undefended
damage.
6. Done.
Magical Muscles
Last but not least, I took the liberty to rename a lot of the
remaining powers to enhance the coolness. (Lets be honest
here. The original names were stereotypical and sterile.)
COMPLETE CONTROL [-2]
Your body is a big patchwork of magic and cells interwoven
to a supreme construct - you.
Featherweight: You can become extremely lightweight
when you choose to. Add +2 to Quickness rolls when
performing jumps and acrobatics in general. Note that does
not cover dodging.
Gecko Run: Add +2 to Quickness when overcoming
borders and obstacles, or when when climbing is the case.
`ob^qfkd=^=j^k^J^aaf`q=
So youre interested in creating a supercool adept able to
harness the chaotic forces of magic and channel them
through his body? No problem. Just follow these simple
steps, and youre ready to go in no time.
1. Place the word adept somewhere in your high
concept.
2. Pay for the Magical Powerhouse stunt.
3. Buy additional stunts to make him look cool.
4. Done. Seriously. Now run out and kick some corp butt.
kaphlr==OMNQ
With this stunt, youre are able to store magical energies in
your body, releasing them to create spectacular effects. In
other words: youre a physical adept chummer.
Sorcerous Steroids: If you spend a fate point on one of
the above powers, you are able to double the bonus.
Out of Fuel: The extreme flow of mana drastically drains
your energy. The GM can compel this attribute just as if it
were an aspect once per session. If the player wishes to
avoid the compel, he must spend two fate points to refuse.
CRASH TEST DUMMY [-2]
Merely a Fleshwound: The first mild consequence you
take in a scene is ignored and deleted.
What Doesnt Kill You: By spending a fate point, youre
able to ignore - and delete - the second mild consequence
as well.
orkkfkd=fk=pe^altp=sPKN
m^db=!NT=W="PP
LOOKING BEYOND
Rage Incarnate: If your attack is successful, the damage of
the attack is raised by +2.
You are able to look astrally at will and gain +1 to Notice
while doing so. To initiate this power you must pay a fate
point. The power lasts for the rest of the scene after which,
it must be initiated again.
Stay the Frag Down!: By spending a fate point, you can
add an additional +3 to the damage done.
MANA AMPHETAMINE RUSH [-2]
Insanely Fast: Once per round you may spend a fate point
to react again. This second optional action is always last in
the round.
Burnout: The strain on your body is extreme, and youre
often left broken and fatigued. The GM can compel this
attribute just as if it were an aspect once per session. If the
player wishes to avoid the compel, he must spend two fate
points to refuse.
UNCANNY ACCURACY [-2]
Lightning Reflexes: You gain a permanent +2 to your
Reaction for the purpose of determining initiative order
only.
Eye of the Hawk: You are able to attain insane levels of
visual focus, enabling you to use Magic skill instead of
Shoot.
Mana Overdrive: By spending a fate point, you can raise
the above bonus to +4 in one conflict.
Surgical Precision: If your attack is successful, the damage
of the attack is raised by +2. Was the attack made with an
archaic weapon (like a bow or a crossbow), the damage
bonus is changed to +3.
ODed: The extreme levels of mana flowing through your
body, often leaves you extreme hungover. The GM can
compel this attribute just as if it were an aspect once per
session. If the player wishes to avoid the compel, he must
spend two fate points to refuse.
WAX ON, WAX OFF [-2]
Mr. Universe: You have two additional boxes of physical
stress capacity.
Master of the Chopstick: You may use defend against
Shoot attacks with your Magic skill. If the attack was made
with an archaic weapon (bow, crossbow and the like), you
get +1 as an extra bonus to the roll. If you succeed with
style on the defense, youve managed to catch the missile!
Olympic Weightlifter: Whenever lifting or breaking
inanimate things, you gain a +3 to your Strength score.
Mr. Miyagi: By paing a fate point, you add an additional +2
to the roll.
MY BODY IS MY TEMPLE [-2]
MYSTIC ARMOR
You gain a magical Armor: 1 against all physical and magical
attacks. The protection carries over into astral space.
PREDATORY INSTINCTS [-2]
Spider Sense: You get +2 when you defend against attacks
made with Fight. The bonus is halved when defending
against attacks made with Shoot.
Super Hyper Spider Sense: By spending a fate point, you
are able to increase the bonus to +3 against Fight and +2
against Shoot attacks. This supercharged ability lasts for one
conflict.
Radar Sense: You get +3 to Notice when defending against
surprises or ambushes.
Sensory Overload: Your sensory organs work overtime,
shortening them out at times The GM can compel this
attribute just as if it were an aspect once per session. If the
player wishes to avoid the compel, he must spend two fate
points to refuse.
TEKKEN DEATHDEALER [-2]
Mana Violence: By infusing your body with insane levels of
mana, you are able use Magic skill instead of Fight when
attacking and defending in close combat. As an extra
benefit, your unarmed attacks are considered magical in
nature.
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!NU=W="PP
Dirty Spell Conversion
The list below isnt made with the intention to 100 %
accurately duplicate the exact rules for every single spell
found in the Shadowrun core rulebook, but is instead
intended as a quick reference, if you need to create an
effect with your Spell skill.
The requirements to cast a specific spell are all covered
by the Wizkid stunt, so you can create all the spells below.
If you need to create another effect than one listed below,
feel free to change the elements to suit your specific need.
Note that a lot of the original combat spells are ver much
alike, so Ive taken the liberty to try to differentiate
between them by focusing on the type of consequence, that
they might place on a hapless enemy.
I hope you like it, and if you intend to create an even more
elaborate translation, please share it with me.
Acid Stream
The name of the spell as found in the rulebook.
Regarding detection spells with an extended version,
Ive decided to use that version only, as most
detection spells doesnt make any sense without an
area effect.
If the spell is area spell - or zone to stay in the Fate
genre - a mark is placed in this cell.
What skill is used to defend against this spell. Q is
short for Quickness, B for Body and W for Willpower.
This is a direct translation from the direct and indirect
combat spells.
The damage done by the spell is either physical or
mental, marked with a P or a M.
Any notes relating to the effect of the spell. This is my
interpretation of the spell, and might be subject to
your own interpretation. Dont you like my ideas?
Change them.
Consequences are related to terrible burns and horrible corrosions
Agony
Used to create advantages like excruciating pain or aaarghh!
Analyze Device
Used to create advantages like I know this machine inside out
Analyze Magic
Used to create advantages like magical recipe expert
Analyze Truth
Used to create advantages like read you like and open book
Animate
Used to create advantages like its alive, its alive!
Antidote
Used to overcome problems caused by toxins
Armor
Used to create advantages like bulletproof! or not a scratch
Ball Lightning
Consequences are related to powerful zaps and electro execution
Blast
Consequences are related to punches and bruises
Bugs
Used to create advantages like they are all over me!
Chaos
Used to create advantages like sensory overbombing
Chaotic World
Used to create advantages like sensory overbombing
Clairaudience
Used to overcome some kind of obstacle related to remote hearing
Clairvoyance
Used to overcome some kind of obstacle related to remote viewing
Clout
Consequences are related to punches and bruises
Combat Sense
Used to create advantages like spider sense or forewarned
Confusion
Used to create advantages like what?, huh? or me dont get it
Control Actions
Used to create advantages like puppeteer! or pulling your strings
Control Thoughts
Used to create advantages like inside your mind or hypnotized!
Cure Disease
Death Touch
kaphlr==OMNQ
Used to overcome problems caused by illness
W
Consequences are related to massive radiation and necrotizing fastiitis
orkkfkd=fk=pe^altp=sPKN
m^db=!NV=W="PP
Decrease [Attribute]
Used to create advantages like weakened, slowed, deafened or blinded
Detect [Life Form]
Used to create advantages like no [life form] can hide from me
Detect [Object]
Used to create advantages like the needle in the haystack
Detect Enemies
Used to overcome obstacles often resisted by Stealth or Deceive
Detect Individual
Used to create advantages like gotcha!
Detect Life
Used to create advantages like headcount
Detect Magic
Used to create advantages like magical radar
Detox
Used to overcome effects caused by drugs or toxins
Entertainment
Fireball
Used to create advantages like very amused, well entertained or distracted
Q
Consequences are related to scorched flesh and fiery hell
Flamethrower
Consequences are related to scorched flesh and fiery hell
Fling
Consequences are related to punches and bruises
Heal
Used to start a healing process for suffered physical consequences
Hush
Used to create advantages like soundproof or shhhhhh!
Ice Sheet
Used to create advantages like on the rocks, slippery when wet or
aquaplaning
Ignite
Used to create advantages like frictional heating or from spar to fire
Improved Invisibility
Used to create advantages like now you see me, now you dont
Increase [Attribute]
Used to create advantages like stronger, faster or tougher
Increase Reflexes
Used to create advantages like in the blink of an eye
Influence
Used to create advantages like post-hypnotic suggestion or 1, 2, 3 - ACT!
Used to create advantages like now you see me, now you dont
Invisibility
Knockout
Levitate
Light
Used to create advantages like Im flying!, feather-fall or cloud walking
Lightning Bolt
Consequences are related to drowsiness and extreme fatigue
Used to overcome effects caused by darkness
Q
Magic Fingers
Consequences are related to powerful zaps and electro execution
Used to overcome dexterous manipulation obstacles such as lock picking
Used to create advantages like spell armor, magic shield
Mana Barrier
Manaball
Consequences are related to massive radiation and necrotizing fastiitis
Consequences are related to massive radiation and necrotizing fastiitis
Manabolt
Used to create advantages like thousand faces
Mask
Mass Agony
Used to create advantages like excruciating pain or aaarghh!
Mass Animate
Used to create advantages like its alive, its alive!
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!OM=W="PP
Mass Confusion
Used to create advantages like what?, huh? or we dont get it
Mind Probe
Used to overcome some kind of obstacle related to mind mining
Mindlink
Used to create advantages like openminded or telepathic communication
Mob Control
Used to create advantages like puppeteer! or pulling your strings
Mob Mind
Used to create advantages like inside your mind or hypnotized!
Used to create advantages like breath-control extraordinaire
Oxygenate
Phantasm
Used to create advantages like abracadabra! or its all an illusion
Physical Barrier
Used to create advantages like wall of force, none shall pass!
Used to create advantages like thousand faces
Physical Mask
Poltergeist
Used to create advantages like flying debris or phantom attacks
Powerball
Consequences are related to internal organ cooking and microwave boiling
Consequences are related to internal organ cooking and microwave boiling
Powerbolt
Used to create advantages like superior immune system
Prophylaxis
Punch
Used to create advantages like keep it coming or bah! its only flesh wounds
Resist Pain
Shadow
Used to create advantages like darkness, in shadow or dimmed
Shatter
Silence
Consequences are related to punches and bruises
Consequences are related to internal organ cooking and microwave boiling
Used to create advantages like soundproof or shhhhhh!
Stabilize
Used to create advantages like stabilized!
Stealth
Used to create advantages like catspaws or I didnt hear a thing
Stunball
Stunbolt
Consequences are related to drowsiness and extreme fatigue
Consequences are related to drowsiness and extreme fatigue
Used to create advantages like they are all over me!
Swarm
Toxic Wave
Trid Entertainment
Used to create advantages like very amused, well entertained or distracted
Trid Phantasm
Used to create advantages like abracadabra! or its all an illusion
kaphlr==OMNQ
Consequences are related to terrible burns and horrible corrosions
orkkfkd=fk=pe^altp=sPKN
m^db=!ON=W="PP
Weapons & Vehicles
HOLD-OUT PISTOL [COST +1]
mobm^ofkd=clo=qolr_ib=
Form: Sidearm
All characters starts the game with a weapon and an armor
with a value of up to +1. If you have the Shoot skill of at
least +1, you get a firearm. If youre Fight skill is at least +1,
you receive a melee weapon.
Accuracy: 0
Type: Ballistic
Damage: 3/1
You can buy all the cyberware, that you wish. You need a
cybered-like description in your high concept and must
have refresh to pay for it. (See the cyberware section later
in this document for details.) If you wish to acquire
cyberware after the game has started, you need to pay both
refresh and the cost for it. So better shop in advance.
Range: 2
Improvements: Concealable
Famous models: Fichetti Tiffani Needler, Streetline Special,
Walther Palm Pistol
LIGHT PISTOL [COST +0]
If you have a rigger-like description in your high concept,
and have a control rig installed in your skull, you also start
the game with some kind of vehicle. The allowed value for
this vehicle is up to +5. If you want to install big vehicular
weapons, note that such big guns start out at +4 and must
be payed for separately.
Type: Ballistic
If you have a decker-like description in your high concept
and have a cyberdeck interface installed in your skull, you
start the game with a cyberdeck worth up to +3.
Range: 2
pq^ka^oa=cfob^ojp=
Form: Sidearm
Damage: 3/1
Accuracy: 0
Improvements: None
Famous models: Ares Light Fire 70, Beretta 201T, Colt
America L36, Fichetti Security 600, Taurus Omni-6
HEAVY PISTOL [COST +1]
TASER [COST +2]
Type: Ballistic
Type: Unconventional
Form: Sidearm
Form: Sidearm
Damage: 4/2
Damage: 0
Accuracy: 0
Accuracy: 0
Range: 2
Range: 0
Improvements: Powerful
Improvements: Non-Lethal, Persistent Effect: Electrified!
Famous models: Ares Predator V, Ares Viper Slivergun,
Browning Ultra-Power, Colt Government 2066, Remington
Roomsweeper
Famous models: Defiance EX Shocker,Yamaha Pulsar
DART PISTOL [COST +2]
Type: Ballistic
Form: Sidearm
Damage: 3/1
Accuracy: 0
Range: 2
Improvements: Persistent Effect: Drugged!
Famous models: Parashield Dart Pistol
kaphlr==OMNQ
MACHINE PISTOL [COST +1]
Type: Ballistic
Form: Sidearm
Damage: 3/1
Accuracy: 0
Range: 2
Improvements: Burst-Fire
Famous models: Ares Crusader II, Ceska Black Scorpion,
Steyr TMP
orkkfkd=fk=pe^altp=sPKN
m^db=!OO=W="PP
ASSAULT RIFLE [COST +3]
NEW IMPROVEMENT:
BURST-FIRE
With a weapon capable of firing rapid
bursts of fire, you can attack multiple
enemies in the same zone. You can either
add Damage: +1 or attack one additional
target within a single zone; however, its a
supplemental action and you suffer
Accuracy: 1. Taking this improvement
again either increases the damage bonus
or the number of targets you can attack by
one, but it also causes an additional
Accuracy: 1 penalty; it doesnt add to the
number of supplemental actions you need
to take.
Type: Ballistic
Form: Longarm
Damage: 4/2
Accuracy: 1
Range: 3
Improvements: Autofire, Powerful
Famous models: AK-97, Ares Alpha, Colt M23, FN HAR,
Yamaha Raiden
SNIPER RIFLE [COST +4]
Type: Ballistic
Form: Longarm
Damage: 3/1
Accuracy: 2
Range: 4
Improvements: Accurate, Long Range, Powerful
Famous models: Ares Desert Striker, Cavallier Arms
Crockett EBR, Ranger Arms SM-5, Remington 950, Ruger
100
SUBMACHINE GUN [COST +1]
MACHINE GUN [COST +2]
Type: Ballistic
Type: Ballistic
Form: Sidearm
Form: Heavy Weapon
Damage: 3/1
Damage: 4/2
Accuracy: 0
Accuracy: 0
Range: 2
Range: 3
Improvements: Autofire
Famous models: Colt Cobra TZ-120, FN P93 Praetor,
HK-227, Ingram Smartgun X, SCK Model 100, Uzi IV
SHOTGUN [COST +2]
Famous models: Ingram Vailant, Stoner-Ares M202, RPK
HMG
LAUNCHER [COST +2]
Type: Ballistic
Type: Explosive
Form: Longarm
Form: Heavy Weapon
Damage: 3/1
Damage: 4
Accuracy: 2
Accuracy: 0
Range: 3
Range: 0
Improvements: Scattershot
Famous models: Defiance T-250, Enfield AS-7, PJSS Model
55
kaphlr==OMNQ
Improvements: Autofire
Improvements: None
Famous models: Ares Antioch-2, ArmTech MGL-12,
Aztechnology Striker, Krime Cannon, Onotari Interceptor
orkkfkd=fk=pe^altp=sPKN
m^db=!OP=W="PP
pq^ka^oa=sbef`ibp=
CANNON [COST +3]
Type: Ballistic
Form: Heavy Weapon
BIKE [COST +2]
Damage: 5
Sress: 2
Accuracy: 0
Maneuverability: +4
Range: 3
Speed: +1
Improvements: Powerful, Specialized: +2 damage to
armored targets
CAR [COST +3]
Famous models: Panther XXL
Sress: 4
pq^ka^oa=jbibb=tb^mlkp=
Maneuverability: +3
KNIFE [COST +1]
VAN [COST +4]
Type: Physical
Sress: 6
Form: Melee
Maneuverability: +2
Damage: 1 (+1 against shields, -2 against armor)
Speed: +1
Speed: +1
Accuracy: 0
Range: 0
TRUCK [COST +5]
Improvements: Concealable
Sress: 8
Maneuverability: +1
SWORD [COST +1]
Speed: +1
Type: Physical
PLANE [Cost +3]
Form: Melee
Damage: 1 (+1 against shields, -2 against armor)
Accuracy: 1
Sress: 4
Maneuverability: +3
Speed: +1
Range: 0
Improvements: Accurate
CHOPPER [COST +4]
AXE [COST +1]
Sress: 6
Maneuverability: +2
Type: Physical
Speed: +1
Form: Melee
Damage: 2 (+1 against shields, -2 against armor)
Accuracy: 0
Range: 0
Improvements: Powerful
HOVERCRAFT [COST +5]
Sress: 8
Maneuverability: +1
Speed: +1
pq^ka^oa=^ojlo=
ARMOR VEST [COST +1]
Armor: 1
Improvements: None
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!OQ=W="PP
Cyberware
bppbk`b=C=jbkq^i=_^i^k`b=
Everybody knows that cyberware and magic just dont mix
very well.
qeb=_^pf`p=
Mi/Ma represents the complexity of the installations. Mi
is minor, Ma major. Few pieces are neither minor or
major. This is because they can only be installed as an addon into another augmentation (see below).
Cost is the same as with weapons, but you also have to
pay refresh to get cyberware. 1 point lets you have (up
to) 3 minor or 1 major installation.
qvmbp=lc=`eoljb=
The different types of cyberware are rather self
explanatory, as it only tells you in which part of the body,
the augmentation is made. One type needs explanation
though.
Add-On is a piece of cyber, that can both be installed in
bare flesh or into another already installed piece of
augmentation. If installed in flesh, you must pay refresh. If
installed in another installation, it takes up an add-on
slot. Add-ons without a complexity (i.e. minor or
major) can only be installed into another system.
fkpq^iifkd=qeb=pefq=
When you have a piece of cyberware added to your meatbag, you undergo surgery.
A minor installation leaves you with a moderate treated
consequence.
A major installation leaves you with a severe treated
consequence.
By treated I mean, that you are already wrapped up, but still
need time to recover.
The above installation rules only apply after the game has
started. Ignore them when creating a character.
To represent this, the installation of cyberware puts a cap
on the Magic skill, thereby preventing the mage to become
very powerful.
For the matter of keeping things simple, every refresh point
used to cyberware installations lowers the Magic skill cap
by 1 point.
1 refresh
Magic capped at Good (+3)
2 refreshes
Magic capped at Fair (+2)
3 refreshes
Magic capped at Average (+1)
4+ refreshes
Magic is unavailable
dlfkd=^ime^=
All the listed cyberware is of normal, obvious quality. It
looks, feels and smells artificial and inhuman.
Buy paying more, you can change that hombre. Please note
that all add-ons added to the enhanced piece of cyber also
pays the extra price!
Alpha-grade is slightly above the standard level and adds
the almost natural aspect to the installation. Cost +1.
Beta-grade is almost there. Only close inspections will
reveal it as artificial. Add the looks really real aspect and
upgrade it with -2 to Perception rolls to detect. Cost +2.
Delta-grade is the real deal. Your cyber doesnt look
artificial, and it even feels warm and living to the touch. As a
special effect, it can only be detected with a full x-ray scan.
If all your cyberware is of delta-grade, you might even cut a
deal with your GM, only adding the adjective augmented
to your high concept instead of the more unnatural
cybered adjective. Cost +4.
It is not recommended that you start the game with
anything else than standard grade cyberware. If you feel,
that it is essential to your character, work with the GM to
create a suitable stunt to reflect the enhanced cost.
qeb=erj^k=c^`qlo=
Each piece of cyberware chips you human emotions and
empathy away, limiting your way to be humane.
The cybered/augmented part of your high concept can be
compelled by the GM when he thinks your inhumanity can
cause problems.
Furthermore you put a cap on the Empathy skill. The cap is
lowered for every refresh you have used to cyberware
installation.
1 refresh
Empathy capped at Good (+3)
2 refreshes
Empathy capped at Fair (+2)
3 refreshes
Empathy capped at Average (+1)
4+ refreshes
Empathy is unavailable
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!OR=W="PP
AUGMENTATION
TYPE
Commlink
Cyber, Headware
Control rig
DETAILS
COST
Mi
Aspect: Digital Swiss Army Knife
+2
Cyber, Headware
Ma
Upgrade: +2 to control vehicles including drones
+2
Cortex bomb
Cyber, Headware
Mi
Special Effect: Explodes the brain of the target when triggered
+2
Cyberdeck interface
Cyber, Headware
Ma
Special Effect: Allows full use of Decking skill
+2
Datajack
Cyber, Headware
Mi
Aspect: Noise reduction
+2
Data lock
Cyber, Headware
Mi
Aspect: Very secure, Special Effect: Built in data safe
+2
Olfactory booster
Cyber, Headware
Mi
Upgrade: +2 to Perception when picking up scents
+2
Simrig
Cyber, Headware
Mi
Special Effect: Can record and play SIM data
+2
Skilljack
Cyber, Headware
Mi
Upgrade: +2 to Knowledge skill rolls
+2
Taste booster
Cyber, Headware
Mi
Upgrade: +2 to Perception when picking up tastes
+2
Tooth compartment
Cyber, Headware
Mi
Aspect: Tiny smuggling compartment, Upgrade: +2 to Deceive when hiding stuff in the compartment
+3
Ultrasound sensor
Cyber, Headware
Mi
Special Effect: Sonar negates vision based aspects, Upgrade: +2 to Perception when scanning
+3
Voice modulator
Cyber, Headware
Mi
Special Effect: Voice changing capabilities, Upgrade: +2 to Deceive security systems
+3
Basic cybereyes
Cyber, Eyeware
Mi
Special Effect: Includes image link and 3 add-ons in the same installation
+2
Flare compensation
Cyber, Eyeware, Add-On
Mi
Special Effect: Negates glare and flare aspects
+2
Image link
Cyber, Eyeware, Add-On
Mi
Special Effect: Can see in AR
+2
Low-light vision
Cyber, Eyeware, Add-On
Mi
Special Effect: Negates darkness aspects except aspects coming from the complete lack of light
+2
Ocular drone
Cyber, Eyeware, Add-On
Mi
Aspect: One eyed vision, Special Effect: Can remove and remote control eye
+3
Retinal duplication
Cyber, Eyeware, Add-On
Mi
Special Effect: Retinal changing capabilities, Upgrade: +2 to Deceive security systems
+3
Smartlink
Cyber, Eyeware, Add-On
Mi
Special Effect: Increases bonus when using Smartgun upgraded weapons
+2
Thermographic vision
Cyber, Eyeware, Add-On
Mi
Special Effect: Negates all vision aspects not directly blocking thermal readouts (such as THERMAL SMOKE)
+2
Vision enhancement
Cyber, Eyeware, Add-On
Mi
Upgrade: +2 to Perception when using vision
+2
Vision magnification
Cyber, Eyeware, Add-On
Mi
Special Effect: Magnification negates long range visual aspects
+2
Basic cyberears
Cyber, Earware
Mi
Special Effect: Allows 3 add-ons in the same installation
+2
Audio enhancement
Cyber, Earware, Add-On
Mi
Upgrade: +2 to Perception when using hearing
+2
Balance augmenter
Cyber, Earware, Add-On
Mi
Aspect: Perfect balance
+2
Damper
Cyber, Earware, Add-On
Mi
Special Effect: Negates potential damage from noise based attacks
+2
Select sound filter
Cyber, Earware, Add-On
Mi
Special Effect: Negates noise based aspects
+2
Sound link
Cyber, Earware, Add-On
Mi
Special Effect: Built in music and audio player
+2
Spatial recognizer
Cyber, Earware, Add-On
Mi
Special Effect: Allows user to pinpoint location of sound after hearing it
+2
Bone Lacing
Cyber, Bodyware
Ma
Aspect: Very high body density, Upgrade: +2 to Body, Upgrade: +1 to unarmed combat damage
+4
Dermal Plating
Cyber, Bodyware
Ma
Special Effect: Gives 1 armor
+2
Fingertip compartment
Cyber, Bodyware
Mi
Aspect: Tiny smuggling compartment, Upgrade: +2 to Deceive when hiding stuff in the compartment
+3
Grapple gun
Cyber, Bodyware
Mi
Special Effect: Fires small grapple from palm [range 2], Upgrade: +2 to Quickness when climbing
+3
Internal air tank
Cyber, Bodyware
Mi
Upgrade: +2 to Body to overcome suffocation and drowning
+2
Muscle replacement
Cyber, Bodyware
Ma
Upgrade: +2 to Body when using raw strength, Upgrade: +1 to melee damage
+3
Reaction enhancers
Cyber, Bodyware
Mi
Special Effect: Spend 1 fate point to double bonus for one scene, Upgrade: +1 to Reaction
+3
Skillwires
Cyber, Bodyware
Mi
Special Effect: Pay 1 fate point to change associated skill, Upgrade: +2 to a fixed physical skill
+3
Smuggling compartment
Cyber, Bodyware
Mi
Aspect: Small smuggling compartment, Upgrade: +2 to Deceive when hiding stuff in the compartment
+3
Wired reflexes
Cyber, Bodyware
Ma
Special Effect: Pay fate points to gain (up to) 3 extra actions, Upgrade: +2 to Reaction
+3
kaphlr==OMNQ
Mi/Ma
orkkfkd=fk=pe^altp=sPKN
m^db=!OS=W="PP
AUGMENTATION
TYPE
Cyberarm
Cyber, Limb
Cyberleg
DETAILS
COST
Ma
Special Effect: Allows 3 add-ons in the same installation, includes a cyberhand and gives 1 armor
+3
Cyber, Limb
Ma
Special Effect: Allows 3 add-ons in the same installation, includes a cyberfoot and gives 1 armor
+2
Cyberhand or cyberfoot
Cyber, Limb
Mi
Special Effect: Allows 2 add-ons in the same installation and gives 1 armor
+2
Cybertorso
Cyber, Limb
Ma
Special Effect: Allows 3 add-ons in the same installation and gives 1 armor
+2
Cyberskull
Cyber, Limb
Mi
Special Effect: Allows 2 add-ons in the same installation and gives 1 armor
+2
Cyberarm gyromount
Cyber, Limb, Add-On
Aspect: Gyrostabilization, Forbidden
+2
Cyberarm slide
Cyber, Limb, Add-On
Aspect: SURPRISE!, Special Effect: Can conceal a light pistol Upgrade: +2 to Deceive to hide gun
+4
Cyber holster
Cyber, Limb, Add-On
Aspect: Quick draw, Special Effect: Holds a weapon up to heavy pistol size
+3
Hydraulic jacks
Cyber, Limb, Add-On
Upgrade: +2 to Quickness to jump, run and resisting fall damage - requires 2 cyberlegs
+2
Large smuggling department
Cyber, Limb, Add-On
Aspect: Large smuggling compartment, Upgrade: +2 to Deceive when hiding stuff in the compartment
+3
Cyber hold-out
Cyber, Limb, Add-On
Mi
Special Effect: A built in hold-out pistol [Dam 2/Acc 0/Rng 1]
+2
Light cyber pistol
Cyber, Limb, Add-On
Mi
Special Effect: A built in light pistol [Dam 2/Acc 3/Rng 2]
+2
Heavy cyber pistol
Cyber, Limb, Add-On
Mi
Special Effect: A built in heavy pistol [Dam 3/Acc 1/Rng 2)
+2
Cyber machine pistol
Cyber, Limb, Add-On
Mi
Special Effect: A built in machinepistol [Dam 2/Acc 1/Rng 2, Burst-Fire]
+2
Cyber submachine gun
Cyber, Limb, Add-On
Ma
Special Effect: A built in submachine gun [Dam 2/Acc 0/Rng 2, Autofire]
+2
Cyber shotgun
Cyber, Limb, Add-On
Ma
Special Effect: A built in shotgun [Dam 3/Acc 1/Rng 2, Scattershot]
+2
Cyber microgrenade launcher
Cyber, Limb, Add-On
Ma
Special Effect: A built in launcher [Dam 5/Acc 0/Rng 3, High Explosive]
+2
Handrazors
Cyber, Limb, Add-On
Mi
Special Effect: Built in retractable razors [Dam 1/ Acc 0/ Rng 0]
+2
Spurs
Cyber, Limb, Add-On
Mi
Special Effect: Built in retractable spurs [Dam 2/ Acc 0/ Rng 0]
+2
Shock hand
Cyber, Limb, Add-On
Mi
Special Effect: Built in shock gloves [Dam 1/Acc 0/Rng 0, Non-Lethal, Persistent Effect: Stunned]
+2
kaphlr==OMNQ
Mi/Ma
orkkfkd=fk=pe^altp=sPKN
m^db=!OT=W="PP
The Old Archetypes
ab`hbo=
Ive made a list of the original archetypes found in the 1st
edition book from 1988.
ASPECTS (2 LEFT)
They are all made with the shake n bake idea in mind. Ive
done some of the work. Just add your own water, shake a
bit and DONE!
Seeking the big score
_rokbaJlrq=j^db=
SKILLS [EXTRA FOCUSED]
Console cowgirl with cyberware
SIN-erased
GREAT [+4]
Decking
[1 left]
ASPECTS (3 LEFT)
GOOD [+3]
Knowledge
[1 left]
Disillusioned, cybered and burned-out mage
FAIR [+2]
Drive, Etiquette
[0 left]
Bitter and cynical
AVERAGE [+1]
Shoot
[1 left]
SKILLS [STRONG FOCUS]
STUNTS [TOTAL -4]
GREAT [+4]
Knowledge
[0 left]
CONSOLE-COWBOY
GOOD [+3]
Etiquette
[1 left]
DATA-STEAL
FAIR [+2]
Fight, Stealth
[1 left]
AVERAGE [+1]
Magic, Shoot
[2 left]
NEWS DAEMON
ICE BREAKER
GEAR
STUNTS [TOTAL -3]
REMINGTON ROOMSWEEPER
WIZKID [-3]
Standard heavy pistol.
GEAR
YAMAHA RAPIER
LINED COAT
A standard bike. Roll Credstick +2 before start to buy.
Armor: 1 with the good to hide weapons in aspect. Roll
Credstick +2 before start to buy.
CYBERWARE [TOTAL -2]
TAURUS OMNI-6
COMMLINK
Light pistol with the Additional Capability (Blast)
improvement.
CYBERDECK INTERFACE
CYBERWARE [TOTAL -3]
DATALOCK
CYBEREYES [THERMOGRAPHIC VISION]
DETAILS
CYBERHEART
SKILLWIRES
SMARTLINK
WIRED REFLEXES
DETAILS
REFRESH
DATAJACK
REFRESH
REACTION +0
abqb`qfsb=
ASPECTS (2 LEFT)
REACTION +2
Hardbitten detective
Balanced between shadow and corporate life
I got a license you know
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!OU=W="PP
SKILLS [WELL-ROUNDED]
CYBERWARE [TOTAL -2]
GOOD [+3]
Contacts, Investigate
[1 left]
COMMLINK
FAIR [+2]
Etiquette, Stealth
[1 left]
CYBERDECK INTERFACE
AVERAGE [+1]
Knowledge, Shoot
[3 left]
DATAJACK
DATALOCK
STUNTS [TOTAL -3]
DETAILS
I KNOW A GUY WHO KNOWS A GUY
IM LOOKING FOR MR. JOHNSON
REFRESH
SCENE OF THE CRIME
REACTION +1
GEAR
clojbo=`ljm^kv=j^k=
ARMOR VEST
Basic Armor: 1 protection.
ASPECTS (2 LEFT)
FICHETTI SECURITY 600
Augmented former company man
Light pistol with the Accuracy improvement.
Paranoid and on the run
Criminal SIN-code
DETAILS
REFRESH
SKILLS [WELL-ROUNDED]
REACTION +0
bisbk=ab`hbo=
GOOD [+3]
Drive, Shoot
[1 left]
FAIR [+2]
Etiquette
[2 left]
AVERAGE [+1]
Fight, Contacts
[3 left]
ASPECTS (2 LEFT)
STUNTS [TOTAL -4]
Cybered-up elven technomancer extraordinaire
COOL SET OF WHEELS
Happy with his electronic existence
HOT LOOT
Seclusive mentality
GEAR
SKILLS [STRONG FOCUS]
ACTIONEER BUSINESS SUIT
GREAT [+4]
Decking
[0 left]
GOOD [+3]
Knowledge
[1 left]
Armor: 1 protection with the Specialized (+2 to Deceive
when hiding weapons) improvement. Roll Credstick +2
before start to buy.
FAIR [+2]
Etiquette, Quickness
[1 left]
FICHETTI SECURITY 600
AVERAGE [+1]
Drive, Shoot
[2 left]
Light pistol with the Accuracy improvement.
HK-227
STUNTS [TOTAL -5]
CONSOLE-COWBOY
Submachine gun with the Powerful improvement. Roll
Credstick +2 before start to buy.
ELF [-3]
SUZUKI MIRAGE
SAFECRACKER
A tuned bike with Good Speed and the Agility
improvement.
GEAR
CYBERWARE [TOTAL -3]
STEYER TMP
DATAJACK
Standard machine pistol.
MUSCLE REPLACEMENT
YAMAHA GROWLER
A standard bike. Roll Credstick +2 before start to buy.
kaphlr==OMNQ
SMARTLINK
WIRED REFLEXES
orkkfkd=fk=pe^altp=sPKN
m^db=!OV=W="PP
DETAILS
REFRESH
STUNTS [TOTAL -3]
2
MY BUDDY HAS ONE OF THOSE
REACTION +2
RUSTED STILLETO GANGMEMBERS
WELL CONNECTED
clojbo=t^db=j^db=
GEAR
ASPECTS (2 LEFT)
SYNTH LEATHER JACKET
Former wage mage on the run
Basic Armor: 1 protection.
Hunted by company
KNIFE
Criminal SIN-code
Basic knife.
STREETLINE SPECIAL
SKILLS [EXTRA FOCUSED]
Basic hold-out pistol.
GREAT [+4]
Magic
[1 left]
GOOD [+3]
Knowledge
[1 left]
FAIR [+2]
Etiquette
[1 left]
AVERAGE [+1]
Empathy
[1 left]
CYBERWARE [TOTAL -1]
HANDRAZORS
LOW-LIGHT VISION
DETAILS
STUNTS [TOTAL -5]
REFRESH
DRAIN CHANNELING
REACTION +0
MASSIVE EARTH ELEMENTALS
WIZKID [-3]
jbo`=
GEAR
ASPECTS (3 LEFT)
ARMOR VEST
Basic Armor: 1 protection.
Tough veteran gun for hire filled with cyber
COLT COBRA TZ-120
All is written in the contract
Standard submachine gun. Roll Credstick +1 before start to
buy.
SKILLS [WELL-ROUNDED]
DETAILS
REFRESH
GOOD [+3]
Fight, Shoot
[1 left]
FAIR [+2]
Body, Quickness
[1 left]
AVERAGE [+1]
Contacts, Drive
[3 left]
REACTION +0
STUNTS [TOTAL -2]
d^kd=jbj_bo=
CHAIN OF COMMAND
MILITARY GRADE
ASPECTS (2 LEFT)
Young, overconfident cybered-up gang member
GEAR
Predatory survivor of the concrete jungle
ARES PREDATOR V
Born SIN-less
Standard heavy pistol.
FULL BODY ARMOR
SKILLS [WELL-ROUNDED]
Armor: 3 protection. Roll Credstick +3 before start to buy.
GOOD [+3]
Contacts
[2 left]
INGRAM VALIANT [SMARTLINK]
FAIR [+2]
Etiquette, Fight
[1 left]
AVERAGE [+1]
Shoot
[4 left]
Machine gun with the Smartlink aspect improvement. Roll
Credstick +3 before start to buy.
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!PM=W="PP
CYBERWARE [TOTAL -1]
SKILLS [STRONG FOCUS]
COMMLINK
GREAT [+4]
Rigging
[0 left]
LOW-LIGHT VISION
GOOD [+3]
Drive
[1 left]
FAIR [+2]
Quickness, Shoot
[1 left]
AVERAGE [+1]
Engineering
[3 left]
DETAILS
REFRESH
REACTION +1
STUNTS [TOTAL -3]
loh=jbo`bk^ov=
GREASE MONKEY
LOCKHEED OPTIC-X2 SPOTTER DRONES
MASTER GUNNER
ASPECTS (2 LEFT)
Coarse and rough ork gun for hire
GEAR
Intimidating
ARMOR VEST
Its nothing personal
Basic Armor: 1 protection.
KNIFE
SKILLS [WELL-ROUNDED]
Basic knife.
GOOD [+3]
Fight, Shoot
[1 left]
NISSAN CHRYSLER JACKRABBIT
FAIR [+2]
Body, Strength
[1 left]
Standard car with a built-in machine gun.
AVERAGE [+1]
Drive, Stealth
[3 left]
STREETLINE SPECIAL
Basic hold-out pistol.
STUNTS [TOTAL -7]
MILITARY GRADE
CYBERWARE [TOTAL -2]
ORK [-5]
COMMLINK
VOLLEY
CONTROL RIG
CYBEREYES (LOW-LIGHT, THERMOGRAPHIC, FLARE COMP.)
GEAR
DATAJACK
ARMOR JACKET
Armor: 2 protection. Roll Credstick +2 before start to buy.
DETAILS
PANTHER XXL
REFRESH
Standard cannon. Roll Credstick +3 before start to buy.
REACTION +1
SWORD
Standard sword.
ol`hbo=
DETAILS
ASPECTS (2 LEFT)
REFRESH
Thrill-seeking, cybered-up rockstar
REACTION +0
Has something to fight for
ofddbo=
I have a fake SIN-code in my purse
SKILLS [EXTRA FOCUSED]
ASPECTS (3 LEFT)
GREAT [+4]
Etiquette
[1 left]
Cybered console cowgirl rigger
GOOD [+3]
Contacts
[1 left]
Im one with my machine
FAIR [+2]
Empathy
[1 left]
AVERAGE [+1]
Fight
[1 left]
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!PN=W="PP
STUNTS [TOTAL -4]
GEAR
DO YOU KNOW WHO I AM?
KNIFE
MONEY TALKS
Basic knife.
ROCKSTAR
DETAILS
SUPERSTAR
REFRESH
GEAR
REACTION +0
ARMOR CLOTHING
Armor: 2 protection. Roll Credstick +2 before start to buy.
pqobbq=j^db=
KNIFE
Basic knife.
ASPECTS (2 LEFT)
YAMAHA GROWLER
Street mage on his path to enlightenment
Basic bike. Roll Credstick +2 before start to buy.
Sometimes dabbles with things he shouldn't
CYBERWARE [TOTAL -1]
SKILLS [EXTRA FOCUSED]
COMMLINK
GREAT [+4]
Magic
[1 left]
SIMRIG
GOOD [+3]
Willpower
[1 left]
VOICE MODULATOR
FAIR [+2]
Knowledge
[1 left]
AVERAGE [+1]
Etiquette, Shoot
[0 left]
DETAILS
REFRESH
STUNTS [TOTAL -4]
REACTION +0
FIERY FIRE ELEMENTALS
pe^j^k=
WIZKID [-3]
GEAR
ASPECTS (2 LEFT)
ARMOR VEST
Shaman in tune with the spirits
Basic Armor:1 protection.
Follower of the Old Ways
STREETLINE SPECIAL
Born without a SIN code
Standard hold-out pistol.
SKILLS [STRONG FOCUS]
DETAILS
GREAT [+4]
Knowledge
[0 left]
REFRESH
GOOD [+3]
Magic, Willpower
[0 left]
REACTION +0
FAIR [+2]
Etiquette, Perception
[1 left]
AVERAGE [+1]
Fight, Stealth
[2 left]
pqobbq=p^jro^f=
STUNTS [TOTAL -7]
ASPECTS (2 LEFT)
FOLLOWER OF BEAR [-2]
A cybered hunter from the shadows
RITUALIST
Was born, is living and will die in the sprawl streets
WILD SPIRITS OF NATURE
Wanted dead or alive
WIZKID [-3]
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!PO=W="PP
SKILLS [EXTRA FOCUSED]
STUNTS [TOTAL -6]
GREAT [+4]
Quickness
[1 left]
FOLLOWER OF RAT
GOOD [+3]
Fight, Shoot
[0 left]
RITUALIST
FAIR [+2]
Stealth
[1 left]
WILD SPIRITS OF NATURE
AVERAGE [+1]
Drive
[1 left]
WIZKID [-3]
STUNTS [TOTAL -3]
GEAR
FOLLOW-THROUGH
WALTHER PALM PISTOL
LEAD IN THE AIR
Standard hold-out pistol.
READING THE LINE OF FIRE
DETAILS
GEAR
REFRESH
ARMOR VEST
REACTION +0
Basic Armor: 1 protection.
qof_bpj^k=
SHOCK GLOVES
Unconventional melee weapon with Non-Lethal and
Persistent Effect: Electrified! improvement. Roll Credstick
+2 before start to buy.
UZI IV
ASPECTS (2 LEFT)
Tribesman following the Old Ways
Living in the wilderness
Standard submachinegun.
Partisan of the Sanctity of the Land
CYBERWARE (TOTAL -4)
SKILLS [WELL ROUNDED]
CYBEREYES [LOW-LIGHT VISION]
DERMAL PLATING
MUSCLE REPLACEMENT
SPURS
SMARTLINK
GOOD [+3]
Stealth
[1 left]
FAIR [+2]
Shoot
[1 left]
AVERAGE [+1]
Fight
[1 left]
STUNTS [TOTAL -3]
WIRED REFLEXES
HIDDEN SNIPER
LEGENDARY ARCHER
DETAILS
REFRESH
TRIBE OF NATIVE AMERICANS
REACTION +4
GEAR
pqobbq=pe^j^k=
ARMOR CLOTHING
ASPECTS (2 LEFT)
BOW
Basic Armor: 1 protection.
Mystic shaman haunting the metroplex
Standard physical projectile weapon with the Accurate
improvement.
Balancing life between new and old
KNIFE
Doesnt abhor technology
Standard knife.
SKILLS [WELL ROUNDED]
DETAILS
GOOD [+3]
Knowledge
[1 left]
REFRESH
FAIR [+2]
Magic
[1 left]
REACTION +0
AVERAGE [+1]
Shoot, Stealth
[0 left]
kaphlr==OMNQ
orkkfkd=fk=pe^altp=sPKN
m^db=!PP=W="PP