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Shadowrun 6e - Shadow Cast

The document is a guide for the Shadowrun role-playing game, detailing various character archetypes and their unique skills within the game's universe. It includes descriptions of 20 different archetypes, such as the Academic Mage and Cyber Ninja, along with gameplay strategies, plot hooks, and character backgrounds. The aim is to enhance player experience by providing a diverse range of character options and tools for gameplay.

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paladin1969
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
1K views178 pages

Shadowrun 6e - Shadow Cast

The document is a guide for the Shadowrun role-playing game, detailing various character archetypes and their unique skills within the game's universe. It includes descriptions of 20 different archetypes, such as the Academic Mage and Cyber Ninja, along with gameplay strategies, plot hooks, and character backgrounds. The aim is to enhance player experience by providing a diverse range of character options and tools for gameplay.

Uploaded by

paladin1969
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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®

CONTENTS
RUNTHROUGH.................................................................................. 4
ACADEMIC MAGE...........................................................................8
BANSHEE HITMAN....................................................................... 19
BEAST SUMMONER...................................................................28
BLOODPANTHER.......................................................................... 35
BURNED-OUT MAGE..................................................................43
COYOTE SHAMAN...................................................................... 50
CYBER NINJA.................................................................................60
DECKER FIGHTER.........................................................................65
DEFENSIVE DECKER.................................................................70
DISSONANT TECHNOMANCER........................................... 79
DRONE RIGGER..............................................................................88
EAGLE SHAMAN..........................................................................98
FACE FATALE................................................................................108
GUN FU SAMURAI........................................................................116
PRIVATE INVESTIGATOR........................................................ 124
RACING RIGGER...........................................................................130
SNIPER............................................................................................. 139
SOCIAL ADEPT........................................................................... 146
STREET DOC.................................................................................155
STREET SAMURAI BLADE FIGHTER............................... 162
qualities index...................................................................... 175
Introduction 3
The world of shadows is vast and diverse. Every close quarters. There are a few people you might

SHADOWRUN: SHADOW CAST


run is a puzzle with more than one solution—if you not expect to see in the shadows, like the street
stay in the shadows, you’ll find the really is more doc, who most runners see at the end of a job when
than one way to skin a cat (you’ll also find some they need some stitches, or the academic mage,
runners who take that saying far too literally). Go- who seems more comfortable in a scroll-filled li-
ing to steal a prototype? You could blast your way brary than a trash-filled alley. These and more are
in, sneak in, charm your way past the guards, or all discussed in this book.
hack the local host to give you permission to walk Shadow Cast is not only about providing a
in as an authorized employee. Trying to remove a broader range of character options, but also about
high-ranking corp employee from one company at providing tools for these options. Each archetype
the request of another? You could pummel them has a variety of backgrounds to help players and
into submission, persuade them to want to leave, gamemasters think about where the character
sneak them out, or convince them that what they might come from and how that shapes their behav-
thought was their life was a dream, and their new ior. This includes suggestions on game stats that
job is reality. could be used for different backgrounds.
Creativity and imagination are invaluable in Each archetype also includes plot hooks and
carrying out these various plans, but you also need qualities to help flesh out and use the character,
the skills to help you travel in whatever direction along with advice on playing the character. This
you choose. latter section provides both strategy and tactics,
Shadow Cast provides information on twenty helping players use the range of characters in this
archetypes who have skills that push some of the book in a variety of situations.
normal boundaries of shadowrunning. There are The end of the book has some cards showing
some that follow darker paths than many other sample character stat blocks for some of the arche-
shadowrunners, like the Dissonant technomancer types in this book. This previews a full deck called
or the Bloodpanther, who works the shadows the Mug Book.
while also serving the nation of Aztlan. There are The goal of this book is simple: to help play-
characters to wield traditional skills with different ers and gamemasters experience the full range of
twists, like the face fatale, who specializes in seduc- characters in the Sixth World and to find fun ways
tion or the street samurai blade fighter, who shuns to put those characters to use. Enjoy Shadowrun’s
firearms and prefers to operate with sharp steel in infinite variety!

CREDITS
Writing: Kevin Czarnecki, Jason M. Hardy, Ken’ Horner, Clifton Lambert, Art Direction: Ian King
James Meiers, Hjal Nelson, Scott Schletz, James M. Spahn, RJ Thomas
Shadowrun Line Developer: Jason M. Hardy
Cover Art: Tyler Clark
Proofing: Bruce Ford, Jim Greene, Mason Hart, J. Keith Henry, Carl Schelin
Illustrations: Paola Andreatta, Bruno Balixa, Tyler Clark, Angga Dwipayana,
Kat Hardy, Jack Hoyle, Gareth Keenan, Lukasz Matuszek, Victor Moreno, Marco Special thanks To everyone who made me think about all the different ways to
Pennacchietti, Júlio Rocha, Rob Ruffolo, Andreas “AAS” Schroth, Bruno Senigalha, be a shadowrunner.
Filipe Siqueira

Design & Production: Matt “Holostreets” Heerdt

© 2022 The Topps Company, Inc. All Rights Reserved. Shadowrun and Matrix FIND US ONLINE:
are registered trademarks and/or trademarks of The Topps Company, Inc., Shadowrun questions: info@shadowruntabletop.com
in the United States and/or other countries. No part of this work may be Catalyst Shadowrun website: shadowruntabletop.com
reproduced, stored in a retrieval system, or transmitted in any form or by any Catalyst Game Labs: catalystgamelabs.com
means, without the prior permission in writing of the Copyright Owner, nor Catalyst/Shadowrun orders: store.catalystgamelabs.com
be otherwise circulated in any form other than that in which it is published.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
InMediaRes Productions, LLC.

First Printing by Catalyst Game Labs,


an imprint of InMediaRes Productions, LLC
7108 S Pheasant Ridge Dr
Spokane, WA 99224

 // INTRODUCTION
Runthrough They’re following your trail. Use the alternate route.”
“How do you … why do you think I’d listen to you?”
The man nodded his head slightly. “Sorry, I don’t
by Jason M. Hardy mean to get in your way. Do your thing.”
“I think I’d feel better taking the alternate route,”
Rasa said. “Too many chances that something spotted
Pistol in hand, Quincy waved at the eerily calm man us on the way in.”
lying on the cot in the sparse cellar room. It was a fair point. It’s rare for two trolls to go any-
“You have to move. But if you listen to me, you where without someone or something seeing them.
might survive this.” “Back way it is,” Quincy said. “I’ll clear the way.”
The man nodded. “I know. Every time I listen to you, They had to backtrack some, returning to the room
it works well.” that had served as an improvised guard station. Two
“That’s … what?” people still lay on the floor. One was starting to stir, but
The man sat up, but not quickly. “I like to come the restraints on his arms and legs were keeping him
back here. Run through this scenario again and again. from doing anything.
It’s helped me get used to it. And honestly, at this point “Check the restraints,” the man said.
I find you calming.” “Would you stop saying things?” Quincy said. “No
Quincy looked at Rasa. “What the hell is going on?” one is looking for your advice.”
“What’s going on is, I hear sirens,” Rasa said. “We “I’m just trying to help. Most of the time, you leave
don’t have time to stand around.” his wrists loose, and he gets to his commlink and sends
Quincy gestured on the man. “On your feet—now! out an alarm. That means trouble.”
We have to move.” “What they hell are you …” Quincy started, but he
The man stood and brushed the front of the hospi- broke off as Rasa knelt down and yanked on one end
tal gown he was wearing. “Of course. We can walk and of the restraints around the guard’s wrists. “What are
talk.” you doing?”
Quincy opened his mouth to ask Rasa a question, “He was right. They were a little loose. Come on.”
but the man they were supposed to be rescuing spoke There were three doors out of the room—the one
first. they had just come through, the one they had first used
“You don’t want to go back the way you came. to enter this room, and a closet. Quincy opened the

SHADOW CAST // RUNTHROUGH


closet door. He pushed a mop and broom aside and a lock on the back door (Quincy gave thanks for people
punched through the wall. Moving his arm back, he who use wirelessly controlled door locks), and another
grabbed the sheet rock and pulled, making the hole was a camera near the door. A third was probably con-
he had just punched considerably larger. A few more trol on a shutter door for the small loading dock. The
punches, along with a big kick, and the hole was big other three seemed very much like commlinks.
enough. He went through, and the man he was trying “There are three people in the alley. Two will be to
to rescue followed. Rasa came last, closing the closet our left, one right. We should probably go right.”
door behind her. “The two people on the left are smoking. They won’t
Then they were off and running. This part of the cause you any trouble.”
basement had narrow hallways—not quite troll-sized, “What?”
but also not used much, so they moved at a good pace. “They’re just on a smoking break. Not security.”
They were plain and un-ornamented, white paint on Quincy would have turned fully on the man if the
the walls and grey vinyl floors. Nothing valuable down hallway allowed him to make a graceful turn. Instead,
here, so no one paid much attention to them. They could he just turned his head.
probably stay in these hallways for fifteen minutes and “I need you to shut up and not interfere.”
not get caught. But they would also be trapped, with “I’m just trying to help.”
no way out. Quincy knew he couldn’t let the calm here “You have been sitting in the room we took you out
make him complacent. of for a week. You don’t know what’s going on outside
They hustled toward the back of the building. They of the room, so I don’t need you pretending like you do.”
were heading toward a door that would open on an al- “I keep telling you, I’ve done this lots of times.”
ley. There was no chance the alley would be empty. The “Please just shut up and keep moving.”
trick would be picking the path of least resistance and The man, thankfully, obliged. As he moved, Quincy
quickly hammering through it. It was the sort of thing blew through the firewalls of the camera and door lock.
that would be much easier with overwatch or outside He’d leave the camera on until he just before he was in
help, but those things would have to wait until Quincy range of it, but he unlocked the door immediately. He
and Rasa made it to a higher class of jobs. wanted to be able to move through it without stopping.
For now, he was all the overwatch they had, so Quin- He picked up the pace, and Rasa kept up with him.
cy did a quick scan. There were half a dozen devices in Two running trolls meant there was a good chance any-
the vicinity of the door they were heading to. One was one ahead of them would hear them coming.

RUNTHROUGH // SHADOW CAST


Quincy later told himself that the only reason he first him seem completely rational. “That’s why I keep com-
looked left when coming out of the door was because he ing back to it.”
needed to know what the threat from that side would “What does that mean?”
6 be, even if he wasn’t going in that direction. That didn’t
fully explain why his body was so ready to move left,
The man smiled broader and tapped his fingers audi-
bly on his lap. He said nothing.
but he just attributed that to fast reflexes. “What the hell is your problem?” Quincy yelled.
SHADOWRUN: SHADOW CAST

He went left, because when he looked in that direc- “Sorry. I’m sorry. It’s a bad habit, at this point. I
tion, he saw two people leaning against the building know how you get. I know how to irritate you and …
wall, smoking and looking completely surprised when sometimes I do it on purpose, just because I think it’s
he burst out of the door. funny when you yell. But I shouldn’t provoke you when
A glance right showed more trouble at that end of we’re doing something this serous. And I forget that you
the alley—an ork security guard who was already lev- don’t know me, since to me, we’ve met many times. You
eling a pistol in his direction. It hadn’t shown up as a see, I’m a time traveler. I’ve lived through this whole es-
device on Quincy’s scan, which meant he wouldn’t be cape … well, at least a dozen times. It’s like re-watching
able to improve the situation by hacking it. So he just my favorite trid. I love it.”
pointed and left it to Rasa. “This is … you’re a what?”
Rasa came out of the cellar firing. The guard was “A time traveler.”
being careful—one arm extended, the other arm bracing Quincy tried to focus on the road, but his mind was
it—while Rasa was just fast, squeezing the trigger on spinning. “You’re a time traveler, but … you keep com-
the run, almost shooting blind. Three bullets flew. One ing back here to be rescued?”
didn’t hit anything besides the building across the way. “Yeah. Look, I know the questions you’ll have. If
The second hit the guard’s gun. The third hit his hand. I’m a time traveler, why don’t I do something signifi-
The ork yelped and dropped his weapon. The smok- cant? Why don’t I assassinate the justices who made
ers, startled, hid behind a dumpster for cover. Quincy the Shiawase decision? Or the founders of ORO?” He
just ran. shook his head. “It says something about humanity
He had given up commenting on the wisdom of Ra- that whenever we think of how we could really change
sa’s aiming technique several jobs ago. Now, he just ad- the world, we start by coming up with a list of who
mired the results. to kill. Anyway, it’s complicated, but there are a lot of
Transportation was the next hurdle. Quincy had a time travel shows that could explain it to you. The gist
hacking process he had run so many times it was basi- of it is that we needed to past to basically be what it
cally a reflex—step one, step two, step three, taken at was in order to create the present. We need the same
almost the same pace as his footfalls. If there were any people to exist, the same tech to exist, and so on. So
Ford Americars nearby with only modest alterations to we can’t change anything significant. If I try to fire a
their factory settings, he would have access to them in gun at someone, it jams, or the bullet veers wildly off
moments. the path. If I try to stab anyone, I drop the knife before
There were three. piercing anything. It’s weirdly disorienting, but that’s
That was perfect. He started each car and made how it works.”
two of them signal that they were occupied and ready “But you said sometimes things change. Like getting
to travel home. GridGuide started moving two of the in the blue car.”
cars, including a blue one that pulled away from the “Sure. You can change immaterial things. We take
curb as Quincy ran by it. The third one wasn’t much the blue car, or we take this car. I explain all this to you
farther away. the minute you meet me, or I explain it to you now.
Quincy opened the rear door as he ran by it, then Those are minor differences, but they don’t affect the
opened and entered the driver’s seat. Rasa scooped up overall mission. The outcome is the same.”
the man, shoved him into the back seat, then crammed “Which is?”
herself in after. The man leaned forward, despite the obstacle of Ra-
The worst part of the Americar hack was, of course, sa’s legs in front of him, and patted Quincy on the shoul-
two trolls in an Americar. Rasa was sitting diagonally der. “You succeed. It goes well.”
across the back seat, and Quincy had one leg on the “Good to know.” He looked in the rearview mir-
passenger side of the car. He still felt extremely cramped, ror. There were a few cars back there, but nothing he
and he had to accelerate with his left foot. marked as a problem. “Is anyone chasing us?”
He had already overridden GridGuide, so he was “I hate to give anything away.”
in control of the vehicle. That didn’t mean he peeled “Oh, so now you don’t want to talk about what you
out. He moved briskly but without obvious panic. Her know?”
merged into traffic and became the most easy-to-over- “It’s more that I don’t feel like telling you what you
look thing in the world—an Americar going nowhere already should know.”
special. Tires squealed a few blocks away. Horns honked.
The man in the back decided things were now calm Someone was coming through.
enough that he could speak. Quincy accelerated. He knew how to end this—he
“I’m glad you skipped the blue one,” he said. “It al- just needed to know how to get there.
ways smells like deepweed.” “You’ve done this so many times, so tell me this—
“Look, omae, what in the holy hell are you talking what route should I take?”
about? You keep saying drek like this, like this is some The man didn’t respond. Quincy glanced in the rear-
show you watch over and over.” view mirror and saw him grinning sheepishly. “I hate to
“Oh, no, not a show. It’s real.” He smiled in a way say it, but I’m not great with directions. I’ve done this a
that, combined with his hospital gown, did not make lot, but you’ve taken a lot of different routes, and I don’t

SHADOW CAST // RUNTHROUGH


know this city really well. So I don’t know where you or even a sturdy car, could plow through it without
should go.” much difficulty. It was important more for symbolism
“So much for the future.” than anything else, because it marked the line of corpo-
The man drummed his fingers again. “I know they’re
about to shoot at you, so you should be ready for that.”
rate territory. On the other side of the gate sat Renraku
territory. No outside law enforcement had jurisdiction
7
“You said I succeed in this job, right? So they’ll miss.” there. No other corporation would dare send security

SHADOWRUN: SHADOW CAST


“Right, so you should be fine. As long as you trust me.” openly onto the property.
Quincy scowled. “Rasa, want to discourage them?” That meant once Quincy drove past the gate, he had
“I can’t pivot in this thing very well. But I can fire effectively accomplished the mission. He abruptly had
through the back window.” the mass of one of the world’s ten largest megacorpora-
“Then do it.” tions behind him. No one who would be pursuing him
Shifting awkwardly, Rasa pulled a pistol, turned her fought in anything close to that weight class. He could
arm to the back of the Americar, and blew out the back take a leisurely drive to the building with Mr. Johnson’s
windshield. A grey sedan came into view, making a turn office, drop off the man in the hospital gown, and accept
a block away. There were two cars between it and Quin- his payment.
cy. But he could see an arm sticking out the driver’s side, He almost pulled it off without asking any questions.
and it held a gun. He found his way to the office, walked into the plain
Quincy would have been happy to use the cars be- room. The man in the hospital gown saw a cafeteria
hind as cover, but Rasa had fired her shots and remained and asked if they could get something to eat, but his
framed in the windshield, pistol extended. They clear- smirk when Quincy glared at him showed that he knew
ly wanted no part of what Rasa was offering, so they what the answer would be. Other than that, he caused
slowed and moved to the right. That briefly delayed the no trouble.
grey car as it avoided them, but then it had a clear path Mr. Johnson, looking trim in a tailored navy-blue
to Quincy’s car. suit, had devices that did a quick medical scan on the
Quincy accelerated, looking for openings in the traf-
man while he arranged for payment. He seemed satis-
fic, weaving when he needed to. He really needed to
fied, thanked Quincy and Rasa, and gestured toward the
when he ran a red light, leaving abruptly stopped and
door in very unsubtle fashion. Quincy took the hint and
angry cars behind him. Unfortunately, they stopped
started to walk out. But then, he couldn’t resist, and he
enough that the grey car was able to sail through the
gap Quincy provided. stopped.
The grey car fired a few rounds, and Rasa fired back. “Look, I know I’m just a person doing a job, but you
A bullet whined off the side of Quincy’s car. He accel- know who this guy is, right? You know he thinks he’s a
erated again, tires squealing as he moved side to side to time traveler?”
keep from being an easy target. Mr. Johnson sat down behind a chrome-edged lucite
Despite all the noise, the man spoke in a normal tone desk in a room notable for its clean lines and lack of
and was quite audible. color. He smiled and leaned back in his chair. “He told
“Remember,” he said, “that no one wants to die.” you that, did he?”
Quincy nodded once and slammed on the brake. “So you know?”
The grey car suddenly came nearer, rapidly closing “It’s difficult to talk to him for any length of time
on a large, armed troll who very much wanted to do and not hear that story. It’s a reassurance mechanism for
them harm. Rasa fired. The driver of the tailing car, eyes him, similar to how some people believe in fate or pre-
widening in panic at the approaching crash, reacted. destination. It tells him that things will work out as they
Quincy gunned his engine at the same time the grey car are supposed to—and it absolves him of any responsi-
slowed and turned into a skid. bility for making things work out. It’s a stress reliever.
Quincy had known all along he wasn’t going to He doesn’t have to do anything; he just has to go with
come to a complete stop. The grey car didn’t share that the flow.”
knowledge. That meant Quincy got the jump on them. “We all could use that.” Quincy moved toward the
He opened a gap and lost them at the next red light. door, then stopped. “You know, he told me that’s what
you’d say about him.”
The gate leading to the Ashura Corporate Complex Mr. Johnson smiled. “Of course he did. I’ve had that
was a sliding metal structure, not the strongest-looking conversation with him many times.”
thing. It wobbled a little as it rolled open. A heavy truck, Quincy thought about that line for a long time.

RUNTHROUGH // SHADOW CAST


academic
mage
As an academic mage, you seek to understand of magic and the development of your powers.
and quantify the mysterious forces that are called Quite a few people found this way of learning to
“magic.” You approach your practice of magic be stifling, but it suited you. You enjoyed the op-
with techniques and systems, seeking to make portunities for learning, and the thrill of gaining
the process more predictable while gaining great- knowledge was as exciting to you as casting spells.
er knowledge and mastery over the unknown. Such education, however, comes with a very high
Many are scientists, and most follow hermetic price. Unless you came from a very affluent back-
traditions, but some shamans have been known ground, your family would not have the means to
to walk this path. pay for it. Perhaps they made great sacrifices on
your behalf, but most students in your position
Academic Mage paid for their education through megacorporate
sponsorships. It’s so easy to sign off all your fi-
Backgrounds nancial concerns in exchange for a contractually
obligated term of employment. Most low-income
Most likely you began life as a SINner and grew citizens would never see a downside to guaranteed
up within a traditional education system. In your employment and a full scholarship.
adolescence, someone came to your school and The actual experiences of your education were
performed a range of unusual tests. Perhaps they exciting, fulfilling, stressful, and intense. The sub-
told you what they were looking for, but more like- sequent employment, however, was most likely
ly you did not understand their nature until your stifling after a time. Where once you were able to
magical potential was identified. After that point, study topics as they interested you, now your ef-
all of your education became focused on the study forts were focused on a corporate-approved objec-

ACADEMIC MAGE // BACKGROUNDS


tive. You came to dread the long hours of astral The Orphan
patrol, setting up wards, processing reagents, and
preparing the same alchemical concoctions over You grew up within an institution, perhaps an
and over again, day after day. It doesn’t take long orphanage or foster care system. You never even 9
for even the most magical things to become ba- knew who your parents were, and no one ever
seemed to have answers for you. Until the day you

SHADOWRUN: SHADOW CAST


nal and mundane when those mystical forces are
harnessed into serving predictable profit margins. tested positive for Awakened potential, it seemed
Some magicians are content with such a life, and that no one cared much about you at all. That
there is always steady employment and financial moment changed everything, and from then on
stability available to such people. you were treated like someone of real value. Your
So why wasn’t it enough for you? What pulled education was intense and highly competitive,
you from the comfort of a safe and affluent life and you were raised in a new kind of program. It
and into the chaos of the shadows? Perhaps some didn’t take long for you and your fellow students
misfortune befell you, or you became ensnared in to discover the shared thread among your stories:
intrigue, with the ashes of your former life among None of you had ever known anything about your
the collateral damage. Or perhaps you learned parents. As the years passed and you graduated to
something awful about what your employer was pursue further studies, you found no door closed
doing with magical research and destroyed your to you. One day, you gained a hint of a power-
own identity to avoid being forced to work the ful secret. Not enough to present as evidence to a
rest of your contract doing things you could never court, but enough to confirm suspicions you hadn’t
forgive yourself for. Or maybe it was merely the even realized that you harbored. Your life had been
realization that greater mysteries must be studied planned from the beginning by the organization
outside of the lab or the library, and you felt the that funded your employment. All the scholarships
need to strike out on your own. and financial support came with hidden strings at-
tached. It soon became clear that you were part
of a vast program to locate and recruit vulnera-
these character creation ble and marginalized Awakened individuals, and
recommendations apply to all groom them to be loyal to the organization. When
provided backgrounds the time came for you to graduate, you found all
of your options locked down under contractual
Attributes: Logic 6, Willpower 5, Magic 6 obligations. You were immediately put to work
• Skills: Conjuring, Enchanting, and Sorcery. in research and development, magical security, or
All of these skills should start as high as magical support to a team of special operatives. It
possible, though only one of them may start didn’t take long for you to find the situation un-
at rank 6 (with some exceptions provided tenable. This is not the purpose you imagined your
by certain qualities). You may have education would be put to. Both time and careful
only one skill specialization at character planning preceded your retirement, and you were
creation, which might be best taken as able to break free from your bondage by becoming
Conjuring (Binding), Enchanting (Alchemy), SINless. You have no family to turn to, and the
or Sorcery (Spellcasting). The Astral skill is megacorporation or organization that was your
also important but not as vital as the other home is the very prison you escaped from. So,
three mentioned above. what now, chummer?
• Knowledge skills: Arcana, Magical Societies,
Magical Traditions, Spirit Types Additional character
• Positive qualities: Analytical Mind, Aptitude creation recommendations
(Conjuring, Enchanting, or Sorcery),
Exceptional (Logic or Willpower), Focused • Attributes: Agility 3+, Intuition 4+,
Concentration, Rote Alchemy, Spell Reaction 4+
Components • Skills: Perception, Stealth
• Negative qualities: All Business, Combat • Knowledge skills: [Megacorp] Politics,
Paralysis, Glass Jaw, Honorbound, Impaired Security Systems, Small Unit Tactics
(Body or Strength)
• Positive qualities: Blandness, Guts, Hooder
• Life modules: Alchemist, Astral
Explorations, Clairvoyant, College/ • Negative qualities: Bad Rep, Prejudiced
University, Magical Studies, Event: You [Former Organization], Trust Issues
became extremely interested in unusual or • Life modules: Agent, Security Mage, Event:
mysterious topics You learned a harsh truth about the world

BACKGROUNDS // ACADEMIC MAGE


The Privileged
Your parents were wealthy, and you grew up
10 without knowing the fear of poverty. Your par-
ents spoiled you, but they also held high expec-
tations for you. When your magical potential be-
SHADOWRUN: SHADOW CAST

came known, you were immediately sent off to


a boarding school for wealthy Awakened youth.
Despite your resentment at being uprooted from
your previous life, you made a few close friends
and found the study of magic much to your lik-
ing. You went straight from graduation to college
and settled into an academic career. That’s when
dramatic change thrust itself upon you once more.
Your parents were murdered and linked to a num-
ber of serious crimes against the megacorporation
they had worked for their whole lives. Subsequent
events spiraled out of your control, and you were
forced to abandon your comfortable academic life
for one in the shadows. Perhaps one day you might
discover who murdered your parents. Do you seek
justice, vengeance, or just closure? In the mean-
time, your old life is in ruins, caused by a combi-
nation of your own desperate actions immediately
following the tragic event, along with a campaign
of misinformation that was carefully carried out
against you. You were thoroughly discredited, and
some attempts were made against your life. Taking
what resources you could, you left your life behind
and entered the shadows.

Additional character
creation recommendations
• Attributes: Charisma 4+, Intuition 4+
• Skills: Influence, Perception
• Knowledge skills: Metaplanes, Parabotany,
Parazoology
• Positive qualities: Polyglot, Will to Live
• Negative qualities: Gourmand, Indecisive,
Injury Prone, SINner, Weak Immune System
• Life modules: Professor, Talismonger, Event:
You benefited from the influence of a
mentor

The Criminal Professor


You grew up in a traditional middle-class
household and lived a relatively normal childhood
until you became aware of your Awakened nature.
Educational opportunities abounded, and you
threw yourself into your studies. Over time you
discovered that you could use your magical skills
and powers to gain unconventional advantages in
life. You used both legitimate and less-than-legal
means to get what you wanted, and you have pros-
pered—mostly. You have a successful legitimate
career, either in research and development or ed-

ACADEMIC MAGE // BACKGROUNDS


ucation, and while you find this pleasing, it is not Additional character
as fulfilling as your riskier endeavors. One criminal creation recommendations
pursuit after another has provided you with the
contacts, skills, and experience to augment your • Attributes: Agility 4+, Reaction 4+ 11
modest income by shadowrunning. You have even
• Skills: Con, Stealth

SHADOWRUN: SHADOW CAST


done some work directly with and for a number
of runners, and some serious business with one or • Knowledge skills: Espionage Techniques,
more organized crime syndicates. But what makes Parazoology, Sixth World History
you so confident that you can maintain both a le- • Positive qualities: Critter Trainer, Guts,
gitimate and a criminal career without disaster? Photographic Memory
• Negative qualities: Astral Beacon, Hunted,
Additional character Twitchy
creation recommendations • Life module recommendations: Artifact
• Attributes: Agility 4+, Charisma 4+ Hunter, Investigator, Event: You were
overwhelmed, but things worked out.
• Skills: Con, Stealth
• Knowledge skills: [Area] Underworld,
Shadowrunner Reputations
The Alchemist
While most magicians prefer the instant gratifi-
• Positive qualities: Discreet Smuggler,
cation of spells and rely heavily upon the assistance
Polyglot, Teflon Coated
of spirits, you have chosen to go all-in with alche-
• Negative qualities: Bounty, Hunted, SINner my. Few full magicians devote themselves to such
• Life module recommendations: Organized an intense focus on alchemy, but it has become an
Crime, Shadowrunner, Event: You got away especially popular field with aspected magicians
with a lucrative theft who would otherwise be relegated to gathering
reagents and enchanting foci. Whether you’re an
aspected magician who chose to dive into alchemy
The Chosen One as a means of casting spells that were otherwise
When you tested positive as Awakened, it was unavailable to you or a magician with other talents
initially exciting. Corporate scholarships sudden- who favors alchemy by choice, you are a master of
ly became available, and the thought of wielding preparation. When you completed your education,
special powers was thrilling. The strings that were you found yourself working in the equivalent of
subtly attached to you went unnoticed for many a magical sweatshop, expected to craft the same
years. After graduation, one employment offer alchemical preparations over and over again every
stood out among the rest, matching your interests day. The pay was decent, but every day’s work left
and talents perfectly and offering an astonishingly you thoroughly drained, and your employers nev-
good salary and benefits. As you considered your er seemed pleased by the quantity of your output.
options carefully, every other possibility was even- After realizing the impossibility of ever fulfilling
tually withdrawn. This may have been a warning the terms of the contracts that had funded your
sign to you, but you were going to accept the best education, you utilized the assistance of some
job anyway, right? How could you have possibly black-market contacts to escape into the shadows.
known that your employer was a dragon and that
you would be brought into their direct service under Additional character
great secrecy? You received further special training
to prepare you to act as an agent of this dragon, but creation recommendations
you eventually sought a way to break free. Things • Attributes: Agility 4+, Reaction 4+
got messy fast, and you got out. Somehow you feel
that your “escape” was the dragon’s true design. Are • Skills: Enchanting 6 with the Alchemy
you truly free, or are you still a pawn on the unseen specialization. Sorcery and Conjuring are
chessboard of draconic machinations? optional.
This background is easily adapted for a number • Knowledge skills: [Area] Talismongers
of alternative variations. Instead of a dragon, your
mysterious master might be a vampire who sought • Positive qualities: Aptitude (Alchemy),
to groom you for Infection. Another option might Mentor Spirit (Protection, which is a
be a powerful toxic magician who saw in you the version of Bear)
potential to become an ally. Insect shamans, blood • Negative qualities: Gear Acquisition
mages, shedim, and even cultists of the crystal enti- Syndrome, Gremlins, Indecisive, Injury
ty all provide interesting alternatives as well. Prone

BACKGROUNDS // ACADEMIC MAGE


• Life module recommendations: Artist, NPC Notes: For the target magician, use the
Mentor, Security Mage, Talismonger, Event: same stats as the academic magician PC, minus
You became extremely interested in unusual any particularly illicit gear. The target should bring
12 or mysterious topics. back memories for the PC and provide a contrast-
ing example of how their life might have gone if
SHADOWRUN: SHADOW CAST

academic mage they had remained with their original employer.


For a difficult challenge, make the target very loyal
Plot hooks & to the organization and vehemently opposed to the
extraction.
adventure seeds
This section is primarily intended for use by Metaplanar Quest
the gamemaster, but players are also encouraged This adventure hook works best with the privi-
to read through them. These are story prompts and leged background but is easily adapted for any team
adventure ideas for academic magicians. There are with one or more Awakened player characters.
no spoilers here, since this is not about detailing Magicians are known to travel on metaplanar
endings, and as a player you are encouraged to rec- quests as part of initiations and other magical
ommend the ones that interest you most to your works. These are normally solo ventures very per-
gamemaster, along with any character themes or sonalized to the experiences and perceptions of the
background ideas that you want to involve or ex- magician. While interesting, they provide the chal-
plore. Then leave the final details up to the game- lenge of not easily involving more than one player
master and the action that occurs within the game in the adventure. Instead of tasking the mundane
sessions. runners with guarding the magician’s body, involve
them in a quest that takes the entire team physical-
ly into the metaplanes using a gate.
Magical Extraction The objective for such a quest might be learning
This adventure hook most closely fits the back- the true name of a free spirit, acquiring an exotic
ground of the orphan but could be adapted to work reagent for a unique ritual or focus, learning some
for any team that has an antagonistic megacorpo- secret knowledge that is unattainable through any
ration in their background. other means, or rescuing another magician who
The team is offered a run to extract a target that has become trapped there.
is closely guarded by a megacorporation or powerful The first part of such an adventure is gaining
organization. The mission requires retrieving the tar- access to the metaplanes. Unless the employer pro-
get alive and evading any initial pursuit. The target is vides this access, the team will either need to find
an Awakened specialist and a valuable asset for any and access a stable gate (p. 19, Street Wyrd) or use
organization seeking to profit from magical research the assistance of a free spirit with the Astral Gate-
and development. The catch? The organization that way power. Such spirits are likely to deal in magi-
the target must be extracted from is the very same cal goods, information, and Karma—nuyen rarely
organization that the academic mage was once be- interests them much.
holden to. This should uniquely motivate that PC, as The second part of the adventure is traveling
the desires to remove another magician from similar through the metaplane to the objective. Use unusu-
bondage as well as deliver some vengeance upon their al imagery, encounters with strange spirits, people,
former antagonists will be strong. However, there is and creatures, unusual obstacles, and environmen-
a strong risk that the organization’s interest in the tal hazards to set the strange tone for the meta-
PC will be rekindled. And there is no guarantee that plane. Use the stat blocks for appropriate types of
the target will be any better off with the situation the spirits for most entities encountered, and feel free
runners are hired to bring them into. to be flexible with what powers they have. Provide
The target is an Awakened initiate of at least a variety of challenges that the runners must use a
grade 2. They will not be helpless, and unless they variety of skills and tactics to overcome.
can be contacted and convinced to go along with In most metaplanes that any metahumans are
the extraction, they might represent the run’s most likely to travel to, most of the laws of physics ap-
formidable obstacle. Furthermore, the target is ply. Magic functions normally, though there is no
not allowed to go about freely. They spend most separate layer of astral space, so no astral pro-
of their time within a research facility surrounded jection or perception is possible. Technology also
by guards, wards, spirits, and other magicians, and works as expected, with the exception of Matrix
they live within a carefully watched and guarded connectivity. There is no Matrix presence, and
housing facility. The runners may infiltrate either so no wireless bonuses are available. Drones and
of these locations, hijack the target in transit, or comms will only function within a 100-meter radi-
find a way to lure them out from under the protec- us of a master device (commlink, cyberdeck, RCC,
tion of their watchdogs. etc.). If the metaplane in question is the Court of

ACADEMIC MAGE // PLOT HOOKS & ADVENTURE SEEDS


Shadows, technological devices are transformed or fixer. They have been tasked with acquiring a
into natural or low-tech versions but function ef- unique, pre-Awakening artifact, and they need to
fectively the same. An assault rifle might look like hire the magician’s team to get it. Unfortunately,
a crossbow, but it deals the same damage. Drones the tip that led to the job was also picked up by 13
might look like dogs or griffins, but they are still other parties, and they need to get to the artifact

SHADOWRUN: SHADOW CAST


treated as drones. before a rival team does. If the runner team lacks
The third and final part of the adventure comes their own transportation, arrangements are pro-
when the runners reach the location of their ob- vided for them.
jective. This is nearly always a confrontation of This is a great adventure to get the runners
some kind, which might require fighting, tricking, out of their usual stomping grounds and explore
convincing, winning a game from, or even dancing a different location. However, if the chosen one
with a powerful spirit. The metaplanes are often is in play, they will find out that the rival team
very reactive, and so the way the runners react and attempting to reach the artifact is working for
respond to any challenges is likely to set the tone their old master. This may lead to some conflicts
for the engagement. of loyalty, as the former master may attempt to
exert some influence over the PC. Getting to and
Magical Research Heist finding the artifact should provide little challenge,
but the real challenge is dealing with a rival team
This adventure hook works best with the crim- with capabilities equivalent to the runners. If the
inal professor background, but it could be used runners are slow in reaching the target location,
as a run idea for any shadowrun team with some their rivals will have beaten them there, and they
magical support. must overtake them if the run is to be successful. If
A prominent crime boss or fixer contact of the the runners reach the target swiftly, they will find
academic magician wants to hire the team for a spe- themselves pursued by the rival team. And if it’s
cial job. They received a tip that a local megacor- somewhere in between, have the rival team reach
porate magical research and development facility the target at the same time the runners do.
has made some significant breakthrough. The team
is hired to break into the facility, steal the research
data and any available prototypes (if applicable), The Talismonger’s
and delete or sabotage what they leave behind. Vacation
The facility has excellent magical security: security
mages, wards, patrolling spirits, perhaps even du- This adventure hook works best with the alche-
al-natured guard critters. Only a team with solid mist background but works almost as well for any
magic support could hope to pull this off. Howev- team with a talismonger contact.
er, Matrix, tech, and personnel-based security are The talismonger contact of the academic mage
lighter than usual. This is a classic shadowrun with PC reaches out to them with a request to employ
a magic-heavy theme, so how the team goes about their entire team for a unique job. The talismon-
pulling off the run is ultimately up to them. If they ger needs to leave town on a mysterious and dif-
fail, the contact’s Connection and Loyalty ratings ficult venture, and they need someone to run the
will both go down by 1. If they succeed, the con- shop in their absence. They will only be gone for
tact’s Connection and Loyalty ratings both go up a week or two and have prepared everything to
by 1, and everyone on the team gains the contact make it as simple as possible. If the runners agree,
with a Loyalty rating one lower than the character they will be paid in magical foci, reagents, alchem-
who originally had the contact. ical preparations, or some other magical services if
Note: If any of the runners take physical dam- they wish, or they may take a smaller payment in
age during the run, be sure to point out that their the form of nuyen (each runner may choose their
blood is on the ground. Unless they destroy or own payment or leave it for later). Besides running
clean up any such remains, there is a greater risk the shop, which requires fairly little effort—ring-
of identification or even retaliation through ritual ing up customers, fulfilling orders from carefully
sorcery. Increase the team’s Heat modifier by +4 at marked packages, tidying up, etc.—there are three
the end of the run. vital tasks that need to be completed.
The first task is maintaining the carefully cali-
brated laboratory, which is in the process of trans-
Artifact Recovery forming a number of alchemically treated precious
This adventure hook is designed with the cho- metals into an even more precious metal: orichal-
sen one background in mind, but it might work cum. Every day, an Awakened character must
well as a shadowrun concept for any team of run- spend at least one hour working in the laboratory
ners with some Awakened PCs. and make a successful Enchanting + Logic (2) test.
The academic mage PC receives a call from one If they fail, the batch is ruined, and the talismon-
of their Awakened contacts, ideally a talismonger ger’s Loyalty rating will be reduced by one.

PLOT HOOKS & ADVENTURE SEEDS // ACADEMIC MAGE


The second vital task is making a delivery to that you have personally assensed, and with
an eccentric customer. This customer is an unusual a minor action, you may share freely with
Awakened sapient being who does not like meta- any of your spirits or characters connected
14 humans very much (except perhaps as a meal). to you via the Mindlink spell (or a similar
They might be a vampire, a free spirit, a dragon, or effect).
SHADOWRUN: SHADOW CAST

a paranoid retired shadowrunner. Getting to them


requires traveling out into the wilderness where Reactive Counterspelling
hostile critters are known to roam. Upon arrival,
the recipient will be suspicious of anyone who is You have learned a swift and surgical technique
not the talismonger. A password has been provid- for counterspelling.
ed, but the customer is likely to attack from am- • Cost: 10 Karma
bush before allowing an explanation. None of this
is anticipated by the talismonger, of course. There • Game Effect: In order to take this quality,
are only detailed instructions for where and when you must possess the Awakened Awareness
to make the delivery, and what password or phrase quality. Whenever a spell targets something
to use for identification. or someone within your line of sight,
The third task will be to harvest reagents on you may spend a Minor Action to use
a specific day or night, during some special cir- counterspelling to defend a single target
cumstances (under the light of a full moon, while from that spell. Add your ranks in Sorcery
chanting or singing a specific verse, during the (Counterspelling) to the target’s dice pool to
hour just before dawn, etc.). Someone with the defend against the spell. This does not stack
Enchanting skill must spend an hour gathering with Boosted Defense or any other form
these reagents, but there will be an unanticipated of counterspelling—only the best bonus
complication. A local gang has claimed the area is used. In the case of an area effect spell,
as their turf, a rival talismonger claims exclusive you must designate which target gains your
rights to the reagents there, some magicians are protection.
preparing to perform a ritual nearby and demand
privacy, or a pack of hungry ghouls are out on a Defensive Attunement
grocery run.
If the runners are successful in completing all (Specify Spell Type)
three tasks in a reasonably satisfactory manner, the You’ve been the target of one too many hostile
talismonger’s Loyalty and Connection ratings both spells, and you’ve developed a resistance to some
improve by one. All of the runners may add the of them.
talismonger as a contact, with a Loyalty rating one
lower than the academic mage’s. • Cost: 5 Karma
• Game Effect: In order to take this
Academic Mage quality, you must have been affected by
a hostile spell of the chosen type at least
Quality paths once during a run. Choose a spell type:
Combat, Detection, Health, Illusion, or
Manipulation. Whenever you use any
Quality Path: form of counterspelling to defend a target
from a spell of that type, the spell’s target
Mage Hunter gains a point of Edge that may only be
Note: If you have successfully completed the spent on the defense roll against that
Magical Extraction or Artifact Recovery adven- spell. Furthermore, the caster of that
ture hook, the Karma costs for purchasing quali- spell may not gain or spend Edge on their
ties from this path are not doubled. Sorcery test (but may do so on their drain
resistance test). You may only take this
Awakened Awareness quality once. Choose wisely.
You’re so comfortable in astral space that you
more easily assense and track auras and astral sig- Quality Path:
natures. Astral Traveler
• Cost: 8 Karma Note: If you successfully complete the Meta-
• Game Effect: Whenever you assense or planar Quest adventure hook, the Karma costs for
attempt to track an astral signature or aura, purchasing any positive qualities in this path are
gain a point of Edge. You have a perfect not doubled.
recollection of any aura or astral signature

ACADEMIC MAGE // QUALITY PATHS


Astral Resident Quality Path:
You have spent so much time in astral space Crime Magic
that you feel at home there.
Note: If you successfully complete the Magical 15
• Cost: 5 Karma Research Heist adventure hook, the Karma costs

SHADOWRUN: SHADOW CAST


• Game Effect: Whenever you use the Astral for positive qualities in this path are not doubled.
skill for assensing or navigating in astral The qualities in this path need not be taken in
space, gain a point of Edge that must be any specific order but are instead meant to repre-
spent on that test or is lost. If you choose sent a number of magical specialties developed by
to buy hits instead of rolling dice on any Awakened criminals.
Astral skill test, gain one hit for every three
dice you would roll (instead of four, round Ward Pusher
down). You know how to press through wards without
setting off any alarms.
Metaplanar Contract Lore • Cost: 3 Karma/level
(Select Spirit Type) • Game Effect: In order to take this quality,
You deeply understand the nuances of making you must have successfully pressed through
pacts with one type of spirit. a hostile ward as part of a run. Whenever
you make a Magic + Charisma test to push
• Cost: 10 Karma
through a ward, gain a point of Edge that
• Game Effect: You must have Astral must be spent on that test or is lost. If you
Resident in order to take this quality. are successful in pressing through a ward,
Whenever you have a negative reputation you may bring one additional friend, spirit,
among the spirits, this quality doesn’t active focus, sustained spell, or other astral
work for you. Choose a spirit type that form for every level of this quality. This is in
you have bound at least once when addition to any you may bring through due
selecting this quality. Any Edge Boosts to your net hits.
or actions affecting a test made to bind a
spirit of that type cost only half as much Counter Spirits
Edge as normal (round up). You may
take this quality multiple times. Choose You’ve learned how to use your own magical
an additional spirit type each subsequent skills to counter spirit powers.
time. • Cost: 15 Karma
• Game Effect: In order to take this quality, you
Astral Gate Access must have been affected by a hostile spirit
(select metaplane and either free spirit or
power while on a run. When you use Boosted
Defense or any other form of counterspelling,
stable gate)
you may choose to provide protection against
You know how to locate and access a gate to a spirit powers instead of spells.
specific metaplane.
• Cost: 3 Karma Astral Stealth
• Game Effect: You must have Astral You are good at sneaking around in astral space.
Resident in order to take this quality. • Cost: 7 Karma
Specify a metaplane. You have reliable
knowledge of and access to either a stable • Game Effect: In order to take this quality,
gate or a free spirit willing to create an you must possess at least one other quality
astral gateway for you. For no-questions- from this quality path. When you use the
asked, easy passage through a stable gate, Stealth skill to avoid notice in astral space or
you must offer a bribe or gift to a guardian on a metaplane, gain a bonus point of Edge.
or authority of 2,000 nuyen. If you call
upon the free spirit option instead, you Spell Spoiler
must pay them 1 Karma. Passage covers You’ve got a knack for unraveling other peo-
any reasonable number of team members. ples’ spells.
You may take this quality multiple times.
Choose an additional metaplane and • Cost: 5 Karma
method (stable gate or free spirit) each • Game Effect: When you are dispelling a
subsequent time. sustained spell (p. 143, SR6), the magician

QUALITY PATHS // ACADEMIC MAGE


sustaining it may not gain or spend Edge on You may only acquire the following qualities by
its behalf. Also, the opposing dice pool is spending the bonus Karma from Entangled:
simply the spell’s Drain Value (not doubled).
16 Forbidden Lore
Known Astral Signature You have firsthand knowledge and experience
SHADOWRUN: SHADOW CAST

You have left behind evidence of your astral sig- that provides you with valuable insight into the
nature at a crime scene, which has become known machinations of dragons.
to at least one investigator of magical crimes. • Cost: 5 Karma
• Bonus: 5 Karma • Game Effect: You gain the knowledge
• Game Effect: You must possess at least skill Dragon Lore, which is not normally
one of the other qualities in this path in otherwise available. If your experience is
order to choose this quality. If you use with a different type of secret society or
any spells, spirits, or astral projection entity (such as vampires, druids, insect
during a run, add 2 to the Heat modifier. shamans, etc.), this quality provides an
The effect of this Heat modifier increase appropriate equivalent knowledge skill.
only applies to you, not your fellow Whenever you are able to make use of
runners. It is possible that you may gain any knowledge skill that is related to any
Heat while they do not. The bonus Karma magical subject, gain a point of Edge.
from this quality may only be used to
purchase qualities from the Crime Magic Unwanted Protection
quality path.
The dragon (or other entity) that claims you as
their own has let it be known that there will be
Quality Path: severe consequences to anyone if they kill you.
Enmity of a Dragon • Cost: 5 Karma
(or vampire, megalomaniac mage, etc.) • Game Effect: If an enemy knows who you
Note: If you successfully complete the Artifact are and still chooses an attack that does
Recovery adventure hook, the Karma costs for the Physical damage when a Stun option was
positive qualities in this path are not doubled. If available to them (such as using the flat of
you ever buy off Entangled, any further qualities the blade, gel rounds, etc.), convert half
from this path do not receive this discount. of the damage (rounded down) to Stun
damage. The other half remains Physical
damage. This quality has no effect while
Entangled your personal Heat is 13 or higher.
A dragon, vampire, free spirit, or other power-
ful entity has claimed you as their own. They seek Metagenic Alteration
to bring you to heel and into their service.
You have been permanently modified to suit
• Bonus: 10 Karma the desires of the entity that would call itself your
• Game Effect: You and the gamemaster master.
should work out some of the details about • Cost: 5 Karma
the entity that seeks to claim you. Add
1 to the Heat modifier of any run you • Game Effect: Gain a positive metagenic
participate in. Whenever your personal quality worth 5 Karma or less. You may
Heat is at 11 or higher, astral tracking take this quality multiple times, either to
methods of your antagonist begin to close purchase additional metagenic qualities,
in on you, so that you must take extra care or to pool the Karma together for a more
to avoid leaving any astral impressions. expensive one.
Until you reduce your personal Heat to
10 or less, the Karma costs to advance Quality Path:
your Magic attribute, Sorcery, Conjuring,
Enchanting, and Astral skills, or to pay Talismonger’s Best Friend
for initiation, are doubled. You may only Note: If you successfully complete the Talismon-
spend the bonus Karma from Entangled to ger’s Vacation adventure hook, the Karma costs for
purchase other qualities in this quality path. positive qualities in this path are not doubled.
The following two positive and negative quali-
ties must be taken together at the start of this qual-
ity path. Their Karma costs cancel each other out.

ACADEMIC MAGE // QUALITY PATHS


Talismonger’s Assistance preparation. If you use this technique, you
may not gain or spend Edge on any tests
You know a talismonger very well, and they are
made to create the preparation or resist drain.
eager to help you with your magical training.
• Batch Preparation: You may prepare two 17
• Cost: 5 Karma
copies of the same preparation at the same

SHADOWRUN: SHADOW CAST


• Game Effect: You have ready access to time. If you use this technique, make only a
reagents, spell formulae, foci, alchemical single drain resistance test, but double the
preparations, and other magical supplies total drain value.
at regular price, regardless of availability
• Preserved Preparation: At the cost of
or legality. You get a discount of 1 Karma
increasing a preparation’s drain value by
for any character advancements to learn
2, it will not begin to lose potency until
or increase your Astral, Conjuring,
48 hours have passed—after which it will
Enchanting, or Sorcery skills, or to increase
begin losing potency over time as if it had
your Magic attribute.
been created at that moment. If combined
with Batch Preparation, double the drain
Talismonger’s Assistant value after applying the +2 from this
Your talismonger expects your assistance in re- technique.
turn for their help.
Academic Mage
• Bonus: 5 Karma
• Game Effect: Sometimes your talismonger
contact might require your assistance. This
playing advice
provides an opportunity for the gamemaster
to involve you and your team in adventures. Roleplaying
Sometimes it’s just a whole bunch of extra
work, though, like helping to design formulas, As an academic magician, you tend to be very fo-
enchant foci, harvest reagents, create cused on whatever puzzle, problem, or task is most
preparations, and run the shop. Whenever important to them. You prefer careful preparation
you have an opportunity for downtime, roll and decisive action, rather than improvisation and
1d6. if the result is 1, you’re called in to help spontaneity. You are a planner, and when things go
out. You must choose to either forego at according to plan, you are extremely effective. On
least one week of your available downtime the other hand, when presented with sudden unex-
(during which you may make no character pected obstacles or a lack of preparation time, you
advancements) or lose 1 point of Loyalty. If feel out of your element. However, academic magi-
this happens twice in a row, you may refuse cians are nothing if not resourceful, and planning
without consequence—until next time. to be able to deal with the unexpected is something
you do. That said, you can be expected to grumble
about unpleasant surprises. The stereotypical aca-
Academic Alchemy demic magician seems to be emotionally aloof and
Your talismonger, or some other alchemy men- socially stiff, but there are also a number of emotive
tor, is willing to teach you some esoteric techniques. party animals among them.
• Cost: 15 Karma
• Game Effect: You must have a talismonger Strategies
or alchemist contact with Connection and Prepare for as much as you can reasonably an-
Loyalty ratings of at least 5 each. If you ever ticipate, but take care not to over-plan. Use your
lose access to that contact, you still keep contacts, astral scouting, the assistance of your
any academic alchemy techniques but may fellow runners, and any applicable avenues of div-
purchase no more of them. You gain access ination to gather as much information as you can
to three new alchemy techniques, which about the situations you expect to face. With that
you may apply in any combination to your knowledge, communicate with your fellow runners
preparations. Each technique has a drawback, to devise a plan. Take into account their strengths
and the drawbacks for multiple techniques are and weaknesses, and use your spells, preparations,
cumulative if more than one are used together. spirits, and skills to bolster them.

Academic Alchemy Techniques Combat


• Quick Preparation: It takes you only one When it comes to combat, it’s time to let the
minute per point of drain value to create a combat specialist shine. You must concern yourself

PLAYING ADVICE // ACADEMIC MAGE


with the number one rule of combat in the Sixth and Increase Reflexes, but there are many other
World: “geek the mage!,” and you are not likely possible choices.
well-suited to deal with incoming bullets.
18 Stay in cover, hold back your actions for defen- Utility and Support
sive and active counterspelling anytime actions.
SHADOWRUN: SHADOW CAST

Watch what happens each round, searching for the The academic magician shines best in support
best opportunities to act using your spells and spir- of a team by gathering information and intel-
its as efficiently and effectively as possible. In most ligence, knowing important details about para-
cases the most efficient use of your magic is to buff normal elements of a run, and using their spells
to accomplish what skill or tech will not. Bind-
your allies. Alchemical preparations are especially
ing spirits is a powerful method to prepare for
good for this, as they can be made ahead of time. emergencies as well as aid in magical tasks. Do
When they are needed, the magician does not suffer your best to have access to just the right knowl-
drain or need to sustain spells. The drawbacks are edge skill, spell, or preparation for the situations
that they are of short-term use, must be made ahead and obstacles that your team will face. By look-
of time, which can require a lot of bookkeeping and ing for ways to advise and magically enhance
preparatory dice-rolling. Use of the Rote Alchemy your team, you amplify the effects of your magi-
quality is a great way to quickly take care of this, as cal abilities dramatically. You are a consummate
it allows you to buy hits instead of rolling dice at a team player who shines brightest when coordi-
more favorable ratio than normal. nating with a group. And it’s hard not to make
Some of the most effective spells for buffing al- friends when you’re known for augmenting and
lies are Improved Invisibility, Increase Attribute, healing your allies.

ACADEMIC MAGE // PLAYING ADVICE


BANSHEE
HITMAN
The banshee hitman is an Infected evolution of the field as Blackwing, Nightprince, and Ire written
the classic elven hitman, a combination weapons large in bloody letters wherever shadow operatives
specialist and covert ops infiltrator specializing in share tales of kick artists. Patience, grace, and keen
stealth takedowns, whether by close range, at dis- perception are all assets to the would-be murderer
tance, or by use of poisons, explosions, or other re- for hire, and the politics and tactics of the Tír gov-
mote sabotage. There’s a lot of ways to off people, ernments lend themselves to building the idea that
and the diversity of options can be overwhelming no one makes the kill like an elf. This reputation
when deciding how to specialize in zeroing marks. isn’t lost on the population at large, either; both
The thing that sets a banshee hitman apart is that Suki Redflower or Hannibal: Hitter for Hire have
this kick artist has access to a slew of supernatu- dipped into elven hitman archetypes as rivals, an-
ral advantages—such as mist form, regeneration, tagonists, and even antihero forbidden romances,
and fear—counterbalanced with the hazards of turning the concept into a trope, one which ironi-
sunlight vulnerability and metaphysical traces that cally works in real assassins’ favor. After all, if it’s
make it harder to choose the field of battle or make on the trid, how true could it be? Just a harmful
a silent getaway. stereotype, surely. Utter nonsense …
No contractor simply steps into the role. Hired
banshee hitman hits are as simple as a credstick to the right bunch
of beetle-heads with two-by-fours or the local
Backgrounds gang if you just want someone zeroed. A real sanc-
tion calls for an artist, and almost no one is simply
The idea of elven assassins goes back at least born with the skills, let alone the moral flexibility
thirty years, with the legacy of such luminaries in necessary to make a career of it. Those who are,

BACKGROUNDS // BANSHEE HITMAN


tend to simply become serial killers. Professionals • Life modules: Academy Training, Astral
are a blend of nature and nurture, often from a Explorations, Bodyguard, Security Guard,
troubled childhood (much like any professional Shadowrunner
20 criminal), where the idea of solving a problem with
decisive finality appeals and the concept of death
The Professional
SHADOWRUN: SHADOW CAST

is less a matter of ethics and more about expedi-


ence and precision. The vast majority are former The idea of the mad-dog killer assassin is largely
military or intelligence spooks who are trained ex- a thing of the past, even insofar as the trids go, and
tensively in covert ops and likely performing liq- that’s got a lot to do with professionals like you. For
uidations as missions before entering the market you, it’s a business, pure and simple. Everyone dies,
as independent contractors. Not only does such a after all. You are simply the instrument of someone
background prepare them with the skills and tac- who wants to choose an individual’s specific mo-
tics necessary to complete the job, but their travel ment, and you are paid well for it. In a sense, you
and experience mean they have a ready résumé, an consider yourself less a killer and more an execu-
established reputation, and an existing network of tioner. After all, if someone is willing to meet your
contacts to begin their new careers as quickly as prices, the target is already dead; someone is going
they like. to do it. It may as well be you with the extra zeroes
The process of becoming infected is far more in your credder, and you have the comfort of know-
variable. Some hitmen like the idea of the addition- ing you’ll do it quickly, painlessly, and cleanly. Bet-
al advantages. None would be so naive to think ter than the sloppy hacks out there who think end-
that their work is carried out purely in shadows ing a life is all about end result and fail to appreciate
and night, no matter what the stereotypes say. A the process and the journey. This is an art, and you
shocking number of hits take place in literal broad take pride in a job well done. No cruelty, no pain,
daylight, and the obstacles such a transformation no suffering. You especially like jobs that spare the
presents are often seen as a turnoff. Then again, family by making it look like an accident or natural
being able to rapidly recover from wounds means causes. It’s even better when it’s an evil motherfrag-
that more brazen tactics become viable. Mist form ger. Deleting those ones feels a little heroic. You’d
makes infiltration and quick exits extraordinarily never call yourself a hero, but even a necessary evil
simple in many circumstances. The very strong pos- like you can take some comfort in making the world
sibility of gaining magical talents is an incredible a slightly less shitty place to be.
incentive, especially for those assassins who have Becoming Infected was never the plan. The
gone up against magic without having any at their mark was supposed to be liquidated before com-
own disposal. Functional immortality is, perhaps peting elements could perform an extraction. You
surprisingly, a less attractive perk than one might managed it, just in the nick of time, but the other
think, as media has helped make people practiced team spotted you. You don’t get scared, but the
in pondering the downside of an extra-long life. way she looked at you turned your blood to ice.
Still, for some, the guarantee of life is worth it, and Too fast, too many variables—there was no way
their hunger for immortality means they have few your exfil route could hold up to that. She ripped
compunctions about where their next meal comes out your life in moments. You shouldn’t have wo-
from. ken up, but when you did, she explained your new
nature. Said the Ordo could use someone like you.
You’d read enough Darrien Cross books to know
Character creation what this looked like, what this hunger was. She
recommendations didn’t expect you’d act on it so quickly, and her life
became yours. You suspect the Ordo may come for
• Attributes: Agility 6, Charisma 5, Magic 5 you before long, whether to avenge her or double
• Skills: Close Combat 3, Con 5, Influence 4, down on recruitment. You’re not afraid. You have
Sorcery 4, Stealth 4 the skills, you have the means. You’ve heard of
Martin de Vries and his personal war on the Ordo,
• Knowledge skills: Arcana, Arms Dealers, a vampire fighting his own. You can see the sim-
Safe Houses, Weapons ilarity between the two of you. The difference is
• Spells: Ice Spear, Physical Mask, Powerbolt, that he’s insane. You know a psycho when you see
Silence one. For you, this is a matter of survival. Revenge
doesn’t enter into it. You maintain the life you had
• Positive qualities: Aptitude (Close Combat, before, more or less, with the added personal ob-
Con), Exceptional Attribute (Agility, jective of sabotaging Ordo Maximus whenever
Charisma), you can. You’re no hero, after all, but sometimes
• Negative qualities: Addiction (Jazz), even a monster can make the world a slightly less
Honorbound (Assassin’s Code), Social shitty place to be.
Stress

BANSHEE HITMAN // BACKGROUNDS


Additional character
creation recommendations
• Attributes: Logic 5 21
• Skills: Biotech 4, Close Combat 5, Firearms 5

SHADOWRUN: SHADOW CAST


• Spells: Clairvoyance, Control Actions,
Improved Invisibility, Sterilize
• Knowledge skills: Dive Bars, Friends in Low
Places, Poisons
• Positive qualities: Analytical Mind, Aptitude
(Biotech), Photographic Memory
• Negative qualities: Astral Beacon, Glass
Jaw, Weak Immune System
• Life modules: Artifact Hunter, Bounty
Hunter, College/University, Detective,
Martial Arts Training, Organized Crime

The Honeypot
The most vulnerable mark is the one who
thinks they’re the hunter. Get them to focus on
you, think you’re harmless, that you’re enticing,
and the part of them that thinks you’re a threat
relaxes, redistributes that caution outward, focus-
es on not getting caught by others. You are their
prey and their blindspot all at once. They feel safe
with you, because they think they’re in control.
But you’ve been the one pulling the strings the
whole time.
This doesn’t always look like a joytoy or suit
lost in the Barrens, though it can. A honeypot like
you understands that hunters operate on hunger,
and there’s a plethora to choose from. Knowing
the mark is only the first step. Then you craft
yourself into what they want, and what they
think they can take. Maybe they are going to try
to force you to do something you don’t want to,
or maybe they think they can seduce you. Maybe
it’s not sexual; they could be after your connec-
tions, your money, whatever opportunity you rep-
resent that they want, and which you have crafted
yourself to have in their eyes. You lure them into
the web, and right when they think they’re go-
ing to get what they want, you strike. It makes
for clean kills: pinpricks and poisoned lipsticks,
quick-snapped necks and monofilament wires
and stilettos where they drop fast but don’t bleed
too hard. You can make it hurt or not. For you,
that doesn’t affect the price.
But since your change, you find you like the
hurt. No, not the pain, but the fear. The sudden,
gut-dropping, bowel-loosening reality of now. The
disappointment, the broken expectation, the loss
and uncertainty. It’s a mélange of fear that has giv-
en you a bit of a reputation among your kind as
an epicure. You favor paralytics now, whether it’s a
nerve strike or the right knife in the right vertebrae,

BACKGROUNDS // BANSHEE HITMAN


something that draws out the experience. Poisons Additional character
tend to spoil the flavor, and the last thing you want creation recommendations:
is an ironic addiction to curare-tainted blood.
22 • Attributes: Logic 5
Additional character • Skills: Biotech 4
SHADOWRUN: SHADOW CAST

creation recommendations: • Spells: Chaos, Control Action, Darkness


• Attributes: Charisma 7 • Knowledge skills: Black Markets,
• Skills: Con 6, Influence 5, Biotech 3 Interrogation Techniques
• Spells: Confusion, Control Thoughts, Trid • Positive qualities: Analytical Mind, Aptitude
Phantasm (Biotech), Built Tough
• Knowledge skills: Fashion, Poisons, • Negative qualities: Social Stress, Unsteady
Romantic Date Locations Hands
• Positive qualities: Double Jointed, First • Life modules: Barista/Bartender,
Impression, Focused Concentration Entrepreneur, Fixer, Investigator, Janitor,
• Negative qualities: Addiction (Novacoke, Smuggler
Bliss), Bad Luck, Low Pain Tolerance
• Life modules: Barista/Bartender, Charlatan, The Ruiner
Entertainer, Lawyer, Salesperson
Some assassins are surgeons, removing some-
one with precision and careful not to upset the
The Messenger world around them if possible. Others are meant
Sometimes death isn’t really the objective of a to manipulate someone else with a proxy killing.
killing, it’s just the clearest way to make a point. It You are neither. You are a consequence. When
might be as harmless as a puppy nailed to a garage they hire you, they’re signing the end of some-
door, a racehorse head in the sheets, or a family one’s world as well as their life. You make them
car bombed. Hell, sometimes they don’t even want suffer. You make their families suffer. You taint
you to make the kill. Blow up the car as they’re everything they ever touched. Maybe it’s a pun-
walking toward it. Poison them, but not quite to ishment, or a message, or even an extravagant
death, so the client can speak with them while way of making sure there are no loose ends. The
their tongue is swollen with cantarella (oh yeah, only thing that changes for you is how obvious
you’ve got your own formula to replicate the Bor- the art is. Does everyone get a heart attack, or do
gia classic). The fun ones are taking out the securi- you blow up the UCAS Day barbecue, Fido and
ty around the target, ping ping ping, oh, you’re all all? Do you disassemble the target’s gang with
alone now, aren’t you? Think about why I didn’t infighting, saving the mark for last, or do you
kill you. Think about how I could. You aren’t safe poison their latest batch, harming countless in-
unless you play ball. Yeah, you’re a killer, but you nocents to ruin their reputation as well as killing
never kill the actual target. You kill their sense of them? To you, that’s only a question of how much
security, the source of their resistance to obedience. trouble are they putting you to, and the shifting
To your thinking, death is a means of coercing ac- price you’ll collect as a result.
tion out of others. Your weapon is fear. The impersonal nature of your work, and its
You were a natural choice for your sponsor. You terminal end, is almost a paradox for a banshee.
already understood the art of fear. A banshee thrives You are here to make things end, to punish. Fear
on it, drinks its scent, builds a crescendo of sani- is a byproduct to your expeditious if complex
ty-tipping terror before taking what they need, and way of executing contracts, so you skim from the
you already had a half-dozen mind-warping scenar- edges, drinking in the overflow of your actions.
ios in your playbook before you got the ability to You feed on the rot of your kills, in a sense. Of-
make marks piss themselves with a look. That might ten, the greatest fear is in those who observe what
be what you like best: You don’t scream. They do. you do to the actual target, which means you’ve
Your tactics have only marginally changed. You begun to slip into mission creep. You don’t think
love your ability to inspire supernatural horror, and of yourself as a psychotic, despite what you do,
you use it to herd your targets to where they can but it’s all too easy to chain from one bystander
get the message. At the outer buffer of you, even to the next, far beyond the bounds of your actu-
where they can’t see you, they’ll subconsciously al mission. Maybe that will prove to be a benefit
avoid your zone. You push them right where you to your résumé. After all, they wouldn’t have ac-
want them. You’re the wolf and the shepherd at quired your services if they wanted things clean.
once. Life has never been so sweet, and it’s never
going to end.

BANSHEE HITMAN // BACKGROUNDS


Additional character Additional character
creation recommendations: creation recommendations:
• Attributes: Logic 5 • Attributes: Willpower 5 23
• Skills: Con 6, Engineering 5 • Skills: Athletics 4, Perception 5

SHADOWRUN: SHADOW CAST


• Spells: Confusion, Control Thoughts, • Spells: Clairvoyance, Mind Probe
Levitate, Trid Phantasm • Knowledge skills: Safe Houses
• Knowledge skills: Back Alleys, Explosive • Positive qualities: Analytical Mind, First
Devices, Puzzles Impression
• Positive qualities: Aptitude (Engineering), • Negative qualities: Uncouth, Unsteady
Mentor Spirit (Cat), Toughness Hands, Weak Immune System
• Negative qualities: Addiction (Novacoke), • Life modules: Athlete, Black Star Neo-
Bad Luck, Glass Jaw Anarchist, Courier, Smuggler, Think Tank
• Life modules: Clairvoyant, Data Liberator,
Demolitions Expert, Engineer, Ganger
The Operator
You got into the Tír military at a young age,
The Terror Artist whether by virtue of patriotism or paycheck, and
Fear was always your stock and trade. Messen- displayed the aptitudes necessary to get loaned
gers hit around the target, professionals stick ex- into various special ops training programs and
clusively to the target, and ruiners blow up the tar- missions. This saw your eventual ascension into
get and everything tangentially related to it. Your the Ghosts, one of the most elite, feared special ops
job is to haunt and hound them, hunt them. Sure, outfits in the world. You saw action all over, effec-
you eventually kill them, most likely, but your tal- tively a spy working with a team, but your special-
ents are more conducive in making the target go ization was as a sniper. You enjoyed the power but
to ground and tracking them where they think respected the restraint, never falling into the trap
they’re safe. You can find all their secrets because of thinking just because the target was far away
they lead you to them, and it’s those secrets that and through a scope that you couldn’t get stabbed
serve you. Alternatively, you might pursue some- in the back. So you leaned on the technical side.
one who treats your real (and likely hidden) target Drone ops, spotters and turrets, systems to watch
as a source of backup or defense, using them to your back. You got so good at it you were called
flush out the real prey. You’ve also gotten work “Spider” by your unit, setting up elaborate webs of
comparable to a messenger, but frankly, it’s hard fire and crossfire to hit and herd targets, providing
to avoid spilling over into the target proper. Where backup, cover, and kill lanes for your crew. When
you thrive outside sanctions is interrogations. You politics went to shit in the Tír, you were left in the
know just how to get in their head, make them breeze and went freelance. You ended up on the
want to talk. You know that pain and damage ar- wrong end of the fangs when the politics kept af-
en’t really about making the pain stop, but about ter you. It’s sheer fucking luck you carried a silver
the lasting harm the target fears will linger, both of knife, a little memento everyone in your unit got
flesh and mind. Cyber can fix the body, and drugs after a particularly hairy op in Cape Town. By the
can numb the memories, but can you really deny time you woke up to your new life, your would-be
the scars that brought you there? All of this predi- killer was already dead.
cated on the lie that the poor slot is actually going Your motto has always been to adapt and sur-
to survive this at all. vive, and that’s what you’ve done. The addition of
Your change didn’t change you all that much. regeneration and aura sight has been a real boon,
If anything, it simply added new dimensions to the but you lost all your ’ware in the transformation,
pain you can cause. Infect their family and watch and you desperately want the iron back. You can
them get eaten alive. Trap them and use your ter- still operate drones and shoot as well as before, mi-
ror to drive them into gibbering catatonia. Sip nus the implants that gave you an edge. If you can
them slowly, painfully. Threaten to make them work your way into the graces of someone with
like you, and deny them even the few perks and delta tech, you might get it back, and better than
comforts that might bring. You’re a monster, let ever before. That’s the dream if you want to stay
them worry about the worst of that. Manipulate one step ahead of those who still want you dead.
and torture them over time so that every second But that’s going to take connections, and it’s going
is a waking nightmare. You swim in an ocean of to take a lot of cred. For now, what you’ve got is
fear and blood. Frankly, you can’t believe you get training, time, and a goal. Find some people you
paid for this. can trust (if such a thing is still possible for some-

BACKGROUNDS // BANSHEE HITMAN


one like you), stay alive, get paid, and get stronger. selves or close to someone who does, and they are
Erase the ones trying to get you, and live easy on as vindictive as the client. So begins a game of pain,
the proceeds. The fact you are a monster hasn’t re- with the target actively hunting the client through
24 ally sunk in yet. You’ll deal with that when you’re the runners and willing to work their way through
sitting pretty on a beach in the Caymans, soaking their contacts and safehouses to do it. For runners
SHADOWRUN: SHADOW CAST

up the … oh. Right. who have a concern about trustworthy networks


or shelter from something as inevitable as sunrise,
Additional character this is deadly enough, but the threat is far more
long-reaching: losing the client may lose the pay-
creation recommendations: day, but damage done to contacts has far-reaching
implications, and a runner without a network can
• Attributes: Agility 7, Logic 5
end up dead in the water. Stealth and speed be-
• Skills: Electronics 4, Firearms 5, Stealth 6 come essential to conceal their identities to avoid
• Spells: Darkness, Shape (Metal, Concrete) reprisal, and hopefully they’ll be able to take down
the target to the client’s satisfaction before things
• Knowledge skills: Camouflage Techniques, get too hairy. The pay should be significant enough
Drone Technology for the runners to take a long vacation and let the
• Positive qualities: Aptitude (Stealth), heat cool down. Should enough of their contacts
Catlike, Mentor Spirit (Cat) be alienated, gifts and favors may be necessary to
regain their loyalty. Sounds brutal? That’s what it’s
• Negative qualities: Insomnia, Low Pain
like being on the other side of terror tactics.
Tolerance, Social Stress
• Life modules: Covert Ops, Drone
Technician, Guide, Hunter, Military, Rigger The Belford Sanction
This adventure hook works best with the pro-
banshee hitman fessional and the operator backgrounds but is eas-
ily adapted to any team that is prepped for preci-
Plot Hooks sion deletions.
A reliable fixer for wetwork has a job lined up:
This section is primarily intended for use by a well-protected member of high society in Europe
the gamemaster, but players are also encouraged has been marked for liquidation. The objective is
to read through them. These are not clearly de- straightforward, but the setting is not, with the tar-
fined plots, but are a set of idea prompts for an get currently taking part in the Grand Tour. This
adventure along with a menu of suggestions that month-long transnational pleasure trip is where
provide a wide range of potential story ideas. the rich, famous, and influential rub shoulders in a
There are no spoilers here, and as a player you bacchanal of high-society entertainment. The Tour
are encouraged to recommend the ones that inter- will begin before the team can reach the target’s
est you most to your gamemaster, along with any location, and the sanction must be completed be-
character themes or background ideas that you fore it ends. While the kill can be public or private,
want to involve or explore. Then leave the final the latter is preferable, considering the extraordi-
details up to the gamemaster and the action that nary security which will be at play and the waves
occurs within the game sessions. it will make. This is a headline-maker, and the pay
reflects that, with travel and expenses fully paid
and enough on top of that to keep the team mobile
Breakages or give them time to cool off.
This adventure hook works best with the Terror Depending on the season where this takes place,
Artist and the Ruiner backgrounds, but is easily the Summer Tour passes through gambling in Mo-
adapted to any team that doesn’t mind a lot of cru- naco, movies in Cannes, orgies in Venice, and con-
elty and collateral damage. cludes with an extravagant masked ball in Paris
Hate is a kind of passion, and passions will find (the last chance to make the kill). If it’s winter, the
their outlet, so long as they have means. And this Tour begins in Paris, moving on to skiing in Al-
client clearly has means. The why is less important pine Tyrol and Salzburg, nights of debauchery and
than the what: ruin someone’s life. The more pain, antiquity in Prague, and finally concluding with
the better. The only rule: don’t kill them. This is the Parisian Grand Ball, again with a masquerade
revenge, and suffering ends with death. That being theme. This provides a number of set pieces and
said, no holds barred. Kill their family, kill their opportunities for both the hit and complications.
friends, kill their career, kill their pets, kill their Use your imagination. The rich and elite have top-
lovers and hopes and dreams and projects. What flight security at their beck and call, but they often
the client fails to mention is that this target is a have a craving to slip the leash of their handlers
megacorporate playboy, either holding rank them- and have some “real fun.” Poisons, strangulation,

BANSHEE HITMAN // PLOT HOOKS


sniping, organized natural disasters, equipment tion, but it is defended by an insect flesh form (p.
malfunction—there are myriad methods, but ev- 68, Street Wyrd). The social investigation theme
ery failed attempt will be noted by security, add- of the adventure should make this sudden shift a
ing an additional point of Edge to every security surprise, and it poses a salient combat challenge 25
element against the team for future attempts. The for any infected, as insect attacks count as spirits

SHADOWRUN: SHADOW CAST


worst twist of all is that the target is a vampire for purposes of regeneration. If the programming
with membership in the Ordo Maximus. If they suite can be accessed, the BTL program can be ob-
get pushed too far, they’ll call in cybermantic and served and its purpose divined, conditioning users
magical aid that escalates the difficulty dramati- into a subconscious desire to be infested as hosts,
cally. The fact they are a vampire only adds to the likely resulting in good merges. This news should
challenge, and with their masking, it’s unlikely the alarm the crew, as an unknown number of users
runners will know until techniques like poison fail may have already been claimed and melted back
to take the target down. The first shot is the easiest. into society as hosts. Worse, who designed these?
Make it count. Where is the queen? And is this operation taking
place anywhere else? Feel free to take this adven-
ture wherever you wish. The client, if they have
Honey from the Comb the connections or resources, may pass them up
This adventure hook works best with the hon- the chain to qualified hunting organizations, who
eypot and the messenger backgrounds but is easily may have additional use for the team in running
adapted to any team who enjoys social manipula- the bugs to ground. Happy raiding!
tion as a tactical option but is ready for magical
violence. banshee hitman
The fixer has a contract. The client could be
a gang known for BTL distribution, a concerned
citizens watch committee, or a corporate section Quality Paths
head who has gotten word of compromised work-
ers and doesn’t want word getting back to their
Quality Path:
superior. Someone is selling a new beetle chip Cruel and Unusual
called Honey—very potent, dangerous, and high- If you have successfully completed the Breakag-
ly addictive. It seems to have the added hazard of es adventure hook, the Karma costs for any posi-
some kind of psychotropic conditioning element, tive qualities in this path are not doubled.
but none of the chips have been able to be scanned
or reverse-engineered. When it’s plugged in, the
chip self-deletes after running, defies external ob- I Smell Weakness
servation, and leaves the user with no memory of Everyone has a weak point. Once you know
what happened, only a warm sense of acceptance how to spot it, everything that follows is just a for-
and bliss—and of course the desire to do it again. mality.
Any attempt to crack it without jacking in triggers
its self-deletion protocols. The chips themselves • Cost: 15 Karma
are cheap Kong chips, mass-produced third-par- • Game Effect: By spending time studying
ty blanks for commercial use, untraceable in their a person and succeeding on at least one
ubiquity. Without any way to backtrack on the research check, the character can gain one
technical side, it’ll take a field op to draw out the weakness point (WP) against the target. A
dealers and work their way up the food chain to weakness point could be a person important
identify and eliminate the source. The client can to the target, a valuable piece of equipment
offer an interview with the user who inadvertently or vehicle, or private data that the target
tipped them off or simply give them what they’ve would not want to be made public.
learned, namely: The dealer doesn’t appear to have Multiple WPs can be found by succeeding
any criminal affiliations, the chips are cheap, and at multiple tests. A character may utilize
they are sold in a relatively quiet zone appropri- WPs as if they were bonus Edge points that
ate to the client (barrens, residential, just outside a can be spent any time Edge could be spent,
corp housing complex, etc.). but only on tests directly related to this job.
Hunting will likely come down to legwork or These bonus points do not regenerate as
undercover baiting, working up a chain of deal- normal but may be regained after a week
ers and distributors, and using guile or intimida- has passed and another research test is
tion to move link to link. The ultimate path is up passed.
to you, but it can end in any location you like so Research tests may include delving into
long as it can house a chip-print operation. Crates the target’s Matrix activities, speaking to
of blanks and basic programming suites don’t say people who know the target, performing
a lot for the resources or sponsor of this opera- detailed surveillance, or other similar in-

QUALITY PATHS // BANSHEE HITMAN


depth activities. Succeeding on the research find out full details by making appropriate
requires 6 hits on an Extended test (with a tests to uncover that information.
time interval of 4 hours) using appropriate
26 skill checks for the approach taken.
Quality Path:
Worse Things Than Me
SHADOWRUN: SHADOW CAST

Points of Pressure
Strike at the source of your target’s stability, If you have successfully completed the Hon-
and they fall like leaves. ey from the Comb adventure hook, the Karma
costs for any positive qualities in this path are
• Cost: 5 Karma not doubled.
• Game Effect: Requires the I Smell
Weakness quality. For each Weakness Calloused and Numb
Point that the character is able to isolate
from the target or reveal to the public, the When you deal death for a living, you rub shoul-
target of those WPs has their maximum ders with the worst shit you can imagine. After a
Edge attribute reduced by 1. This effect while, it loses all capacity to phase you.
lasts for a week. Actions taken by the • Cost: 15 Karma
players to isolate or reveal the WPs may
• Game Effect: You gain a bonus die on tests
have other in-game effects as determined
to resist fear effects or attempts made to
by the gamemaster, such as police and corp
disgust or shock you.
interest in the PCs.

Drinking In Sin
Quality Path:
The virus in you might be a parasite, but you’re
Polite, Efficient still calling the shots. Not every monster is so lucky,
If you have successfully completed The Belford and you’ve learned how to siphon a bit more out
Sanction adventure hook, the Karma costs for any of them than regular metahuman means.
positive qualities in this path are not doubled. • Prerequisite: Must have Infection quality
and Essence Drain power
Standards • Cost: 10 Karma
The mark of a professional is a touch of class. • Game Effect: Whenever you would gain
It’s good with the clients and gets you close to the Blood Magic Points, you gain 1 additional
targets. point.
• Cost: 10 Karma
• Game Effect: You are excellent at focusing banshee hitman
on the task at hand. While on a hired job,
you can gain a +2 dice pool bonus on a
social test when interacting with your target
playing advice
or one of your target’s protectors. This Roleplaying
bonus can be used on no more than three Hitmen are, by their nature, very specialized
social tests for each job. and often solitary. When presented as opponents,
their confederates are often easily categorized in
Have a Plan one of two camps: heavies hired as distractions
Improvisation is the tool of last resort. The and tools, and partners who are their equals and
more contingencies you have between you and the usually share their focus, such as Nightprince and
unknown, the longer you stay alive. Blackwing during their infamous days executing
sanctions in the ’50s. When it comes to runners,
• Cost: 10 Karma this generally means the whole crew specializes in
• Game Effect: A little preparation is worth wetwork or that the hitman is moonlighting out-
a lot of adaptation. Once per job you can side their usual modus operandi. The fact that the
spend 4 Edge points in order to ask the assassin is also Infected only isolates them all the
gamemaster if you have missed anything more, again unless the whole team shares their
important. This does not entitle the player nature. This makes integrating them into a more
to full details about the unknown aspect traditional game more challenging, necessitating
of the situation, but it can point the player an agreement at the table that all the players are
toward what is currently unknown so the onboard for the challenges, both in roleplaying
player can investigate that lead further to and dice rolling, that a character like this presents.

BANSHEE HITMAN // PLAYING ADVICE


Done well, it opens up deep veins of potential plot Remember that you aren’t on your own and pick
and exciting challenges. Done wrong, then lone skills that make you a specialist in your approach.
wolf syndrome sets in, where either the group or Are you a social predator or a stealthy one? Do
the assassin are doing the work, but they don’t you get up close, stay at range, or lay traps? Work 27
function all together. Perhaps the safest way to in concert with your crew, and you’ll be more ef-

SHADOWRUN: SHADOW CAST


handle this is to let the hitman be functionally “re- fective than you ever were solo.
tired” from exclusive wetwork, branching out to
other areas of crime for profit. Alternatively, they
might take contracts on the side, using the team to Combat
get close to a target and performing the sanction Assassins are killers, but not direct combatants.
while in the vicinity of the job proper. Again, this They kill at oblique angles, by surprise. If a direct
requires careful handling but has enormous poten- engagement is inevitable, try to back up the heav-
tial for both tension and profit. ies. Take control of the battlefield as best you can.
Banshee hitmen walk a tightrope of cool pro- Reposition so that you contribute in a way that
fessionalism and sadistic hunger. Banshees crave plays to your strengths. You’ve got regeneration,
life force tinged with terror, which does not easily which means you can take more mundane punish-
lend itself to silent, elegant ops. Fear, after all, is ment than most, but remember your vulnerabili-
emerging chaos, and it takes effort to shape such ties, and that magic won’t heal fast, whether it’s
unpredictable energy in the opposition in your fa- the fireball some wizworm tosses your way or the
vor. Those who eschew the terror effects may find drain of throwing your own. Alternately, use your
themselves roughly comparable to most vampires, skills to set the enemy up for an ally to take down.
relying more on their skills to survive than any spe- Provoke getting cornered and grappled, and then
cialist tricks of being a banshee. Those who em- mist out so your pals can open up on full auto and
brace their nature must learn how to channel it take out the lot. Never stop moving unless you’re
into something productive, or their team will start
a hundred meters away and watching the fight
thinking of them as a paycheck more than a liabili-
through a scope. Never leave traces. Be death, get
ty. You’re all too aware that plenty of places in the
world still offer handsome bounties for Infected. paid.

Strategies Utility And Support


Professional wetwork artists aren’t sponta-
Hitmen are meticulous, at least the successful
neous—they’re meticulous. You share ground with
ones. Scouting out the zone, researching the tar-
get, blending in and avoiding notice are their hall- the face in that regard, since a lot of research and
marks. You are a spy with a lethal bent, and any planning requires social engineering. If the team
crew is going to profit from that. With regenera- has a face, you’re an excellent backup and can of-
tion, you make a good bullet sponge rather than ten make an effective alternate or secondary angle
your teammates, and they’ll appreciate that. Mist for all kinds of teamed plays. If they don’t, you’re
form makes positioning and retreat a snap, offer- it, but with a killer’s edge. The challenge is to re-
ing unparalleled mobility so long as there’s no sun- member to value your teammates. Your instinct as
light or molecular filters in your path. This doesn’t an assassin is that they are patsies. Your instinct
invalidate your tactical acumen, but rather it opens as a monster is that they are food. Don’t think
up many more variables in your favor. Always have they’ve forgotten either. But a team makes things
multiple ways to execute the objective and just as easier, lightens the load, and provides the support
many escape vectors, if not more. Redundancy you can’t get from an agency or client. If you can
and deniability are your friends. Just remember suppress what you are, channel and use it to your
that time isn’t on your side outdoors, and even a collective good, you’ll be their ace in the hole, and
cloudy day won’t stop the sun from scorching you. they won’t betray you.

PLAYING ADVICE // BANSHEE HITMAN


BEAST
SUMMONER
> I am often asked why I have chosen the limited path I walk, and I formula, I’m offering my spirit allies fine, mana-infused teas and
simply respond, what are my limitations? making friends so I don’t need to force the manasphere to work
No spells—who needs the drain and strain when I can ask for me, because I have allies to work beside me.
companions to lend the same aid? > Irwin
No artificing—why make goop to power others when I can
summon aid to fight by their side? beast summoner
I don’t walk a limited path, I walk a limitless path. On my
path are allies in an abundance no other runner on the street Backgrounds
can count on. When I’m on the run and need to doss down in an The summoner who focuses solely in the realm
unfamiliar flop, I simply pay my respects and ask the spirit of of beasts is a unique individual. They can come to
the structure to cover my six. their path from many directions, but three seem to
Get into a scuffle in a bar because I don’t hide my ears or my predominate the tales of most beast summoners:
tribal tattoos—wrong day for those Humanis slags, because I cultural choice, counter-cultural choice, or drawn
always travel with unseen protection. by the spirits themselves. While these are broad
You lose your guns at the door, street sammie—but I don’t. strokes, they are easy starting points from which a
My guns get pulled through the astral, and it’s a rare street spot
player can build a deeper character.
that has the nuyen to keep up that kind of warding.
You see, I’m not limited. I’ve got strengths in abundance, and Cultural
I can focus my attention at being the best and brightest. While In a world as modern as the Sixth World, many
my spellslinging counterparts are out hunting down their next older cultures and traditions have had a resur-

BEAST SUMMONER // BACKGROUNDS


gence. From the gamut of Native cultures across spiritual powers are to be honored and drawn from
the Americas that honor nature and animals, to the rather than the mana itself, offers a reason to be a
revitalization of the druidic faith and community, summoner alone and eventually develop into a run-
and across the globe with the return of ancient Af- ner who grasps at every string of power because they
rican and Aboriginal cultures, the world has seen
new paths to power that once seemed lost. But it
know they are barely holding on by a thread.
If the Russian bear isn’t your main spirit guide
29
is not just the old but the new, with nations de- here, oh well, I guess any one of the other hundred

SHADOWRUN: SHADOW CAST


voted to Awakened, metaplanar exploration, and animals of Russian lore could fill the gap. The sto-
even newer religious and cultural movements that, ries told to children of this stolid nation are filled
while not necessarily mainstream, are still paths to with animals teaching lessons. This alone should
power through the right vessel. be enough to create a spiritual connection and a
Let’s talk about a few. While we cover some ba- cool series of spirits. The limits placed on individ-
sics and overviews here, this is a great place to add uals could be the crutch that keeps a summoner
flavor, flair, and a personal investment in a charac- from expanding their range to spells. Asking the
ter by digging a little deeper into the cultures we spirits for aid rather than placing oneself above
touch on here. their peers makes an interesting social border to
The ancient cultures of Egypt revered many crea- overcome when moving to a different nation or
tures as aspects of their gods, and as those ancient city-state. The cultural frameworks of Moscow
beliefs now come with the shaping of power, many and Seattle are vastly different and allow growth
turn to this culture for shaping a character back- of a character after creation. Or it allows conflicts
ground that summons beast spirits from the panthe- to be resolved or escalated as you cling to your be-
on of Egyptian lore. Add in elements of modern and liefs in a world that has gone soft and weak.
Sixth World politics, and you can create a character There may be no snakes in Ireland, but Irish leg-
with a drive for summoning but an aversion to mag- ends are full of animals and spiritual guides. The
ic. Sounds strange, but it makes a great explanation nation’s modern history is one of mystical accep-
for why they simply summon and refuse to touch tance, and building a summoner who focuses solely
the manipulation of mana for spells. The spirits and on the beasts of Irish lore offers wild and mystical
powers of the past come to their aid, but reaching options rooted in ancient legends and both well-
out and shaping mana risks a taint on the soul that’s known and barely remembered tales. The summon-
not always easy to balance. er deeply rooted in Irish legends may feel the need
The wide variety of Native American tribes, to avoid touching mana in a traditional form in fear
from the northern polar Inuit all the way to the of touching the fae realm too strongly.
furthest tribes of southern Chile, offer a gamut of While Ireland may be mentioned specifically for its
beliefs that revered, feared, and honored the ani- rich legendry, the bulk of Europe carries just as many
mals they regularly encountered. This type of char- legends and cultures with animal worship. From the
acter background is a great opportunity to dig into fenrir of the north to the Greek and Roman mashups
the rich history of these groups and see how the in the south, all of Europe offers a rich background
actions of European settlers may or may not have for character development as a beast summoner. Fo-
affected a modern viewpoint of the tribe. Loss of cusing on one specific region can not only open up a
life and identity en masse could skew a summon- world of understanding for the culture and history of
er to the point of hovering at the edge of a tox- that area but also allow a player to tweak their own
ic path, while the return of arcane powers to the history or add a twist to the Sixth World psyche with
world help hold them at the brink with the belief a story of their own pulled from the past, popular
it is their duty to make right the wrongs done to fiction, or even just a whole new tale they want to
their ancestors. Access to the power of the spirits add to the world of Shadowrun.
is a strong anchor that holds them from slipping The culture and history of Hawai’i have changed
off into the toxicity and anger of those bent on a lot in the Sixth World, and shamanism, as well as
revenge. They focus on asking the spirits for aid general nature worship, has returned to favor. This
in order to avoid the fear and hubris that drives a means a rich history to draw on for both cultural
wedge when one shows greater power than their and counter-cultural options. From turtles to geese
kin. Or they honor their tribe and family by not (yes, geese), the cultures of Hawai’i are rife with
stepping past that boundary. They honor the past opportunities to make beast-oriented summoners.
and the spirits of their ancestors but refuse to In the Sixth World Hawai’i, goose shamans are
shape power for power’s sake. often security specialists and a collection of sum-
Whether it’s the elephant as a symbol of Ganesh, moned beast spirits in the form of a gaggle of geese
the divine cow in Brahma, or the predators con- seems both terrifying and humorous.
nected to Shiva, animal worship and appreciation
are abundant in the Hindu religion and the Indian
Union. This means the beliefs could be based in faith, Counter-cultural
culture, or even popular mythos and lead a summon- If following the culture you were raised in to reach
er to focus on the realm of a single or small collection this path is a thing, going against one’s upbringing
of beast spirits. This narrowing of their view, that the happens almost as often. The rebellious teen corp kid

BACKGROUNDS // BEAST SUMMONER


who finds they can touch the spirits and gains an affin- Sorcery 5
ity for those things they see so little of. The old-timer • Knowledge skills: Animal Handling,
raised in the heart of Hong Kong, who has only seen Natural Environments, Parazoology
pictures of anything besides vermin or food but feels
• Spells: Control Actions, Hush, Resist Pain,
30 such a deep connection to something so foreign that
they embrace it fully. The island native who becomes Stunball
drawn to the creatures of the land or the landlubber
SHADOWRUN: SHADOW CAST

• Positive qualities: Mentor Spirit, Spirit


who learns to love the sea. These individuals embrace Affinity (Beasts), Toxin Resistance
their rebellion so deeply they slide into the shadows—
not just to oppose the tenets of their culture, but even- • Negative qualities: AR Vertigo, Distinctive
tually to contest the status quo of the world itself. Their Style
personalities are built on a defiant spirit but tempered • Life modules: Artifact Hunter, Astral
by a spiritual connection to all things animalistic and Explorations, Bounty Hunter, Clairvoyant,
simple in the world. These souls understand the cor- Detective, Guide, Hunter, Magical Studies,
porate shark (or wolf of Wall Street), but by the same Shadowrunner, Street Shaman, Event: You
token know that even apex predators eventually can benefitted from the influence of a mentor
overhunt their territory or be brought down by a rival
or even another top predator. Their unique perspective beast summoner
lets the character function within a society that seems
foreign but is still governed by the laws of nature.
Plot Hooks
Spirit-called Spiritual Assistance
Some of the purest of the beast summoners were One of the spirits you regularly summon men-
drawn by the spirits themselves. They were haunted tions how poorly they are treated by another sha-
by visions and dreams to eventually follow the path man. They struggle as hard as they can to resist his
of a single beast or embrace the culture of the spirits summonings, but the shaman has an old focus that
that has become a cornerstone of the Sixth World. holds a bit of their energy and makes it easier to
Whether they follow a single spirit animal totem or summon them.
seek to follow the laws of nature itself, they hone They want the summoner to steal the focus and
their talents and skills to be the best summoners free them from being summoned under his control.
around, and in so doing work to keep their favor The shaman in question has a terrible reputation
with the spirits they summon and encounter. with spirits but is significantly more powerful than
Those drawn by the spirits are the most likely to
the summoner (at least 2 higher Magic rating and
learn the ways to break the bonds holding spirits
all that entails). The shaman inhabits a toxic zone,
summoned by others who are less enlightened, rath-
where they have a collection of bound and rather
er than simply attacking them to disrupt them. They
often gain extra favor with the spirits they summon unpleasant toxic spirits that thrive in the wretched
from their reputation on the spirit planes. As time place. Not to mention the potential for toxic critters
passes, these are the most likely beast summoners that have been attracted or mutated by the mix of
to keep focusing on the world of the spirits, the as- muck and mojo. Along with animate foes, the loca-
tral planes, and aiding in the plights of spirits being tion itself is a hindrance that can be put against the
abused or mistreated on the physical plane. team. Thick choking smoke from tire fires in bar-
Backstories in this area often carry some debt rels or piles. Radiation slowly sapping them. Toxic
to a local spirit or some token given to the char- gasses that don’t affect the gangers because they all
acter as they began their journey that can develop wear crazy respirator masks.
into a plot hook down the road. These spirits can The character will likely need a team and thus
also reflect a mentor spirit and be a source of story can ask other runners to aid them, call in favors,
and guidance for the character as they progress. or offer payment and play the role of Mr. Johnson.
As they are solely focused on summoning skills, With a little digging, the summoner’s team can
the character can advance into the shadows with discover that this shaman has a connection to a
not only their team of running mates by their side, local gang that helped create the environment he
but also their cadre of spiritual friends that they’ve thrives on. Whether this is littering, for a low-end
brought over to help them on our plane. setting, or stealing nuclear waste and storing it in a
warehouse in the neighborhood is up to the game-
master’s preferences and style of play.
Recommendations for The investigation and action should be general-
character creation ly straightforward with the already-existing initial
connection. Legwork could involve some asking
• Attributes: Charisma or Logic 5, Willpower around, but most people in the area work with the
6, Magic 6 shaman, are terrified of them, or think they are a
• Skills: Astral 5, Conjuring 6, Outdoors 4, barrens bogeyman.

BEAST SUMMONER // PLOT HOOKS


Home Sweet Home
The character feels spiritually drawn to a one-
block area that is claimed by a local gang, the
Azure Flames. When the character is in the area,
they can feel the flow of mana and reach across the 31
bridge between worlds with more ease (+1 Mag-

SHADOWRUN: SHADOW CAST


ic, +1 Edge on Magic actions, +1 service on sum-
moned beast spirits). This isn’t specific to them,
and the gang has at least 6 Awakened members
(Magic range from 2 to 7) who can all feel this
power and hence have convinced their mundane
leaders to claim the turf.
The Awakened gangers are all feeling the power
of the area, but none have explored why the area
has such powerful mojo.
The character is immediately drawn to settle in
the area and can choose to do so without conflict,
but as time passes (each lunar cycle) the power in
the area starts to fade, losing one of the listed bo-
nuses each month. All bonuses will be gone after
three months if the characters don’t intervene.
Behind the scenes there is a powerful free spirit
of beasts that is bound to the region. The spirit is
currently trapped in the form of a dog thanks to a
powerful artifact (currently in the form of a col-
lar) that can be used to trap spirits and drain their
power. The spirit was leashed by a former member
of the gang who died shortly after from wounds
suffered while binding the spirit.
The gang considers their fallen sister a hero and
are enjoying the power from her sacrifice, but they
don’t realize how they gained it. As it drops off,
they get themselves in deeper and deeper trouble
with surrounding gangs as they push their territory
but start losing power.
This leaves several avenues for the character to
interact.
1. They can meet the spirit, hear its plight, and
seek out a way to help it.
2. They can be asked by the gang to help them
figure out why they’re losing these gifts.
3. They can seek the source and look for a way
to preserve this power over time.
The spirit’s plight powers the mana benefits in
the area. Its collar feeds the spirit’s energy into the
surrounding mana and provides the benefits list-
ed above. The artifact is draining the spirit each
month, and in its current form it has no way of
building its strength.
Sadly, the collar artifact used blood magic to
link it to four people in the neighborhood. In order
to remove the collar, blood needs to be taken from
all four people and then poured on the collar. It re-
quires at least a pint from each person, so no little
scrape or scrap will do.
Person one is a fifteen-year-old ork girl who
walks past the block to go to her school. She’s
become skittish of the area after she was drugged
and left in an alley a few weeks ago but has no
other route. She recently got a rather bulky and
old Ares Predator I that she carries tucked in her

PLOT HOOKS // BEAST SUMMONER


coat when she walks through the area, keeping tive of Lycusaurum, who they call Goldie, to a fa-
her distance from anyone. If anyone approach- natic degree, but none of them are skilled combat-
es her, she’ll draw the pistol and shoot them, as ants. Thing is, Lycusaurum connects to that energy
she also got a handful of Stick-n-Shock rounds and if those she has healed are harmed it fuels her
32 to go with it. To add a little flair, the bullets are strength to seek retribution and keeps her from
old and the capacitors are wonky. Include a wild losing power when harming others.
The plot should follow an investigation in the
SHADOWRUN: SHADOW CAST

die in any attack using these rounds. She has five


of these flawed rounds that can be used in any barrens with only the initial description of the spir-
heavy pistol. it, a golden wolf, to guide them. Their inquiries are
Person two is a joyboy who works the area a mixed bag based on how trustworthy they seem,
most nights. He can be found on the corner of the but no one is willing to sell out their local “gold-
block looking for work. He actually sold his blood en goose … err … wolf” to some bounty-hunting
to the shaman who bound the spirit and would sell shadowrunners. They need to either work their
more if offered the right price (2,500 nuyen). way toward the information with violence, which
would end in direct conflict with Lycusaurum and
Person three is the Awakened ganger with the
her squatter horde, or come in peace and seek to
Magic attribute of 4. While the spirit can identi-
understand the spirit and possibly free it from its
fy all of the others, he can’t specify which ganger captivity on our plane.
without getting a taste of their blood. He hasn’t In a violent encounter, the runners should face
been able to bite any of them yet but could be per- an overwhelming number of fanatic squatters that
suaded to play the part of an angry dog if the char- defend Lycusaurum with a fervor but only use
acter needed them to test who was the right target. makeshift weapons. They come in groups and fight
Person four is a sixty-year-old elf who lives in as a mob rather than individuals. During this bat-
the garden apartment of one of the buildings on tle, Lycusaurum gains Edge for every injury done
the block. He’s quiet and keeps to himself, but he’s on those loyal to her with no cap on her Edge pool.
also a retired shadowrunner. His blood was actual- Whenever a squatter takes damage—any number
ly stolen from a donation truck that frequents the of boxes, Physical or Stun—add one point of Edge
neighborhood. to her pool. In this scenario, Lycusaurum’s attack
If the character can free the spirit from the col- is based on the actions of the runners. If they try to
lar, the spirit will stay in the area and keep fueling knock foes unconscious, she’ll try to knock them
the manasphere at the cost of 1 Karma per month. out (using a Stun base spell); if runners do Physical
The benefits it provides return at a rate of one per damage, she will return it in kind (using golden
month until all benefits have returned. These bo- Fire or Lightning).
nuses only apply while within that home block. If the runners seek a more civilized approach,
they can gain an audience with Lycusaurum and
learn how to set her free. Lycusaurum knows
Not So Free Spirit two ways to accomplish this. The first way is to
Thanks to their known affinity for beast spir- gain possession of the artifact that binds her to
its, the character is hired to retrieve an escaped the plane. This means a run against a Manadyne
subject in their local sprawl. The free spirit of black-research facility in the barrens with Lone
beasts is still bound in some form to our plane Star physical security alongside Manadyne’s mojo.
thanks to an artifact in the possession of the corp The second way is a path of sacrifice. If the charac-
that wants it back, in this case, Manadyne (part ter can succeed at a Conjuring (Banishing) + Magic
of OmniStar). (12, 1 minute) Extended test and is willing to sac-
The spirit, known as Lycusaurum, is a free rifice a point of Magic, they can free Lycusaurum.
spirit of beasts that takes the form of a large gold- This sacrifice has benefits, but they are not men-
en-furred wolf. The Force of the spirit is left to tioned in advance.
the gamemaster to suit their campaign and pro- The benefit is two additional tasks gained for
vide sufficient challenge in the climactic final en- free on all future Binding tests involving spirits of
counter. beasts. It’s a solid trade for a summoner but an
Lycusaurum fled captivity at a Manadyne facil- unknown risk when Lycusaurum asks for them to
ity where they were studying her exceptional abil- sacrifice their “arcane potential.”
ity to heal others. Her escape weighs heavily on The team can also disrupt or banish Lycusau-
her as she had to injure several guards to escape, rum in battle. If this occurs, she will then reform
and a part of her exceptional ability to heal comes at the Manadyne facility under the control of the
from her reluctance to do harm. She was weakened artifact and shielded by wards, once again trapped.
in the escape and fled but hides among the local She will remember the team and the character, and
squatters offering minor healing in exchange for she should pose a threat down the road. This can
their company and care. In the time since escaping, mean another escape, and rather than focusing on
she has recovered to her full potential and stays helping, she just seeks revenge, or she draws the
among the squatters out of loyalty. runners into a dangerous encounter.
All of the local squatters have become protec-

BEAST SUMMONER // PLOT HOOKS


beast summoner Mentor Spirit
Quality Paths In the first step of this path, the character settles
into the neighborhood and meets the spirit. They
must live there for a month in game time and do
Spiritual Assistance favors for the spirit worth 6 favor points (see p. 33
The spirit directs the character on how to hone 172, Sixth World Companion). This allows them

SHADOWRUN: SHADOW CAST


their skills of summoning to best connect with their to gain the Mentor Spirit quality for this kindred
type of spirit, providing the Spirit Affinity quality. spirit for only 6 Karma. The advantage of this
This comes with long talks and astral jaunts to mentor is that Edge Boosts cost 1 less for Out-
learn from other similar spirits. doors tests and for summoning beast spirits, but in
With a greater connection, the spirit knows the return the summoner must answer any request for
character is no magical match for the other sum- aid from inhabitants of the neighborhood.
moner and helps to teach and direct them to in- The kindred mentor directs the summoner to
structors who can help them protect better against conjure spirits that help the locals—watchdogs
the skills and spells of their opponent. This train- and the like. They start to become a part of the
ing gives them +2 dice to use on any counterspell- thriving local community of survivors and inde-
ing test (but not tests to dispel magic). pendent minds. Even the local gangs start to warm
Since the neighborhood around this near-toxic to the beast summoner as they see the value of al-
shaman seems to be under their sway in one sense lying with someone who has power.
or another, the character can start hanging out,
learning the lay of the land, helping out locals in Home Ground
small tasks—offering spirit assistance for security,
helping to move furniture, or other everyday things. The character moves to this part of the charac-
These actions build up the Home Ground quality ter path after living in the community for three in-
(p. 72, SR6) and give the character a little advantage game months and earning at least 8 Karma defend-
and a place to call home once they’ve dealt with the ing the community from various threats. In this
local arcane bully. time, they should be deepening their relationship
Last but not least is the focus in question. This with their mentor spirit and with the community.
item can come as a reward in terms of a special They may purchase the Home Ground quality (p.
artifact, or it can be given back to the spirit for 72, SR6) for only 6 Karma. The quality applies to
safekeeping. If kept, the item conveys the ability the community where they are now living.
to summon a specific Force 6 spirit of beasts that
only resists summoning and binding with Force/2 Spirit Affinity
(3 dice) and always comes with one additional ser- By this point, the mentor spirit feels the beast
vice. If this spirit is asked to become an ally (p. summoner is ready to move to the next level—
59-60, Street Wyrd), its Karma costs are reduced it’s time to be proactive rather than reactive. The
by twenty-five percent (round up). mentor spirit wants the summoner to summon a
swarm of spirits on a local police station. The goal
Home Sweet Home is destruction—particularly any electronics on site.
The records will still exist, but at least for a time
While focused as a summoner of beast spirits, the local cops will have trouble accessing them.
the character starting this path has yet to find a The trick is, spirits are generally ignorant about
mentor that suits their inner power. At the start of electronics and not in the habit of attacking them,
this path, they feel a force pulling them in a strange and the mentor wants this done quickly. The men-
direction. It brings them to a struggling commu- tor will push the summoner to be fast and harsh;
nity—the type of place that is not quite a barrens they’ll have to be firm with their spirits (Logic vs.
and is working hard to not become one. The char- Charisma test opposed by the spirit’s Force x 2)
acter feels a pull telling them they can find a men- has to break out their best training methods, and
tor in this community. the mentor will be pushing them to be fast and
As they explore the community, a spirit indeed harsh. If the summoner can accomplish the job in
reaches out to them—but it’s a kindred spirit rath- a single day, they can buy the Spirit Affinity qual-
er than a beast spirit. The gulf between their ap- ity for half price. If they abused any spirits in the
proaches is initially irritating, but the spirit and the process, they’ll have to deal with the consequences
summoner start to understand that the final result (see Spirit Relations, p. 63, Street Wyrd).
will be prosperity and power.
The problem is the mentor leans more toward
the subservience of beasts, and certain balances Artifact
must be drawn. If the summoner has made it this far, the mentor
is pleased with them and sends them on a quest to
find a unique artifact. They are not eager to share

QUALITY PATHS // BEAST SUMMONER


its background, but it was stolen from them by a ri-
val spirit long ago and placed in a difficult-to-reach playing Advice
spot. This stage should be a quest into a dangerous Go whole hog! Maybe even literally. As a sum-
wilderness place—a volcanic cave, a desert oasis, or moner of beasts, you’ll have a great rep and affinity
34 some other forbidding spot. Plenty of hostile spirits with animals. Talk to the gamemaster about tweak-
should be on guard, and rival teams of artifact hunt- ing Dependents to be your hordes of pets at home
SHADOWRUN: SHADOW CAST

ers can make things more complicated for the beast that you need to stop off to feed or let out or take
summoner and any friends they bring with them. for a walk at odd times, maybe even during a run.
The artifact can have whatever power the game- Think of personalities for your pets and the spir-
master wants it to have, but as a baseline, it should its you summon and play them up. Maybe one of
be related to beast summoning. It could be a link to a your regular spirits is a flamingo, if for no other rea-
specific beast spirit to repeatedly summon them (and son than you did one of your first summonings at a
build a relationship between summoner and spirit), zoo with a flamingo pond, and that particular spirit
or it could provide bonus services when beast spirits has grown rather attached to you. Let your char-
are summoned, or a bonus optional power to sum- acter be quirky and a little awkward with people.
moned spirits, or a combination of those abilities. Animals have simple needs, and their social hierar-
chies aren’t terribly complex. Meanwhile, people lie,
cheat, and steal to get what they want or where they
Not So Free Spirit want to be. The summoner thinks it’s obvious to
As the plotline begins, the spirit seeks to have prefer animals.
the character connect to them. They teach them As a summoner, you should go out of your way
or direct them to the right studies and knowledge to protect animals in game. If your team is doing a
to gain an affinity for beast spirits. This could in- snatch-and-grab from a lab, ask about test subjects.
clude repeat trips to a local zoo with assignments Send a spirit out to search the building and, with
to memorize every plaque and information ARO proper levels of stealth, free those harmless, defense-
about its various arcane critters. Or it could be a less animals. If the job is near done and you have
quest to visit a nearby park, animal sanctuary, or the mojo and the drain space to spare, summon a
nature preserve and experience the wide breadth sufficiently powerful spirit to handle the task on its
of animals that live in the area. While you see the own and add a command to go free once the task is
common ones, the knowledge is in the variety. complete.
This makes an opportunity for interesting social Beast summoners can certainly be played as kind-
encounters with local security or shamans, or even ly druidic tree-loving types, but don’t feel limited to
just locals who comment on the strange behavior that. You can be a people-hating animal defender
but are drawn in by the character’s strange connec- who looks for pets to free from cars, hunts down an-
tion and charm. At the end of all of this study or imal abusers, or breaks up animal fight rings. Magic
socialization, the character gains the Spirit Affini- and an affinity for animals doesn’t make you instant-
ty quality (p. 73, SR6)for beast spirits, connecting ly nice. Beast summoners can also arise from animal
them to the struggles of their associate. trainers on the other side of those rings and could
Then, as the character begins to investigate and just see spirits as assets to be sicced on your enemy.
cause trouble, their employer sees them as a threat. Make sure to check out all the abilities and Pow-
This could be a slow build, but in the end it is more ers available to your spirits. Be creative with their
likely to end up as a solid Hunted quality (p. 137, uses and the commands you issue. Get quirky with
Sixth World Companion), as the beast summoner some and even make up a few specific spirits you are
cannot betray the spirits they have a strong con- summoning each time. Maybe you have a spirit that
nection with for a corporation that just wants to looks like a dog but shoots lightning that you call
give them money. No matter how good the char- Sparky, or a cat that frequently conceals you that you
acter hides their coverup, they will get found out. call Midnight.
That is, unless they betray the spirits, an action Make sure to be consistent with how you value
that will have its own vast repercussions. the beast spirits versus animals. If you see animals as
And once the spirit has been freed, it becomes pets, spirits may well be the same. If you see animals
kin to the runner. The character gains the Depen- as friends and companions, treat spirits in the same
dents quality (p. 75, SR6) for keeping this spirit manner. If you see animals as something to be trained
happy and stable in their life. While not the stan- and utilized, you may see spirits in a same manner.
dard relationship for this quality, the struggles and When it comes to character creation, first, always
strains are still similar enough. The gamemaster make a cool story, but as for attributes and skills,
can alter the requirements if desired, working in you’ve got focus! Keep those drain resistance attri-
tandem with the player. butes high, max out that Conjuring skill, and work
those specializations. Take qualities that round out
your story but also that benefit the character when
beast summoner the drama and action start.

BEAST SUMMONER // PLAYING ADVICE


BLOOD
PANTHER
Bloodpanther the culture of the land that once was Mexico has
turned to a pseudo-historical interpretation of an-
Backgrounds cient traditions. Primary trid channels considered
appropriate for all ages broadcast live metahuman
For the majority of Infected, their nature is more sacrifices—not for entertainment, but as acts of
a burden than a boon. Most modern societies don’t faith. Life sustains the promise of prosperity for
take well to the concept of a contagious cannibal Aztlan (and Aztechnology) from such neo-concep-
as a neighbor, not that they ever did. Vampires and tual deities that have inherited the Sixth Age, and
their kin are caught between unnatural need and while a sun god may bring good harvests, gods of
the simple sin of a survival instinct; unless they die, blood and darkness have their place as well—not
sooner or later, they must kill. So they flit from as enemies to be opposed or appeased, but allies
shadow to shadow, preying on metahumanity, still to be pleased and fed. The Bloodpanthers are their
possessed of the all-too-human desires to belong, avatars.
to be wanted, to be respected, yet forced to spill Composed exclusively of vampires, Bloodpan-
blood. For all that shadowrunners, corporate hit thers pursue the absolute pinnacle of Aztechnology
squads, the police, and organized crime may splash ideals: calm and mannerly in the boardroom and
red ink on the front page screamsheets, at least the ballroom, ruthless in combat and commerce,
they don’t drink it. and mystically trained in blood-soaked thaumatur-
Of course, in Aztlan, spilling blood is a sign of gy. Identified by the scarlet pelt worn on their left
divine favor. shoulder, personally taken from the Aztlan beast
From the scarlet-stained heights of sacrificial of the same name, Bloodpanthers are an Infected
altars to the sticky floors of bloodsport arenas, society of elite operators who are free to pursue

BACKGROUNDS // BLOODPANTHER
their own ends—so long as they profit, or at least
do not obstruct, Aztechnology interests.

36 Character creation
recommendations
SHADOWRUN: SHADOW CAST

• Attributes: Agility 4, Charisma 5, Willpower


5, Magic 6
• Skills: Close Combat 3, Influence 5, Con 4
• Knowledge skills: Arcana, Aztechnology,
Bloodpanthers
• Spells: Chaos, Improved Invisibility,
Increase Reflexes, Manabolt, Powerbolt
• Positive qualities: Aptitude (Influence,
Con, Close Combat), Astral Chameleon,
Exceptional (Charisma or Agility), First
Impression, Focused Concentration
• Negative qualities: Addiction (Novacoke),
Distinctive Style, Weak Immune System
• Life modules: Academy Training, Astral
Explorations, Bodyguard, Military, Security
Guard

The Corporate
Most megacorporate employees are born as cit-
izens of the megacorp that keeps them and cares
for them throughout their life. They are born in a
corp hospital, grow up in a corp enclave, attend
corp school, get a corp job, retire to a corp care
facility, and are buried or burned in a corp necrop-
lex. It’s the same for every mega, up to and includ-
ing AZT. It stands to reason it would be the same
for some of their living blood gods. For some Cor-
porate Bloodpanthers, like you, becoming Infected
was simply a career decision; embarking on a path
of immortal essentiaphagia was treated as dispas-
sionately as installing a sleep regulator or under-
going leónization. You saw the wealth, power, and
prestige, and you wanted in. The only question you
didn’t consider is whether your lifetime contract is
a human lifetime … or a vampire’s.
Of all the Bloodpanthers, you are the least meta-
physical. Point of fact, you don’t especially look at
things from a physical confrontation point of view,
either. You take the Big Picture into account. You’d
probably have been called a bloodsucker even be-
fore you undertook HMHVV mutation, whether it
was audits or lawsuits, because you recognize that
the battlefield isn’t restricted to the point of per-
sonal combat. Every enemy has a thousand blind-
spots, a million moving parts, and is a finely tuned
machine. Just as it only takes a pound of pressure
to break the skin and make all that red life come
gushing deliciously out, so too does the merest
touch disrupt the operation of a life’s endeavor. By
the time the opposition has taken the field, you’ve

BLOODPANTHER // BACKGROUNDS
undermined their arms shipments, alienated them Outside its borders, your faith is far more person-
from their contacts, raided their caches, bugged al, and the source and center of your metaphysical
their safehouses, ratted out their fixers, and denied strength. Of course, while AZT is one of the largest
them a good night’s sleep for three days. You ap- megacorporate entities in the world, its borders are 37
proach obstacles from every angle before you ever never truly very far off.

SHADOWRUN: SHADOW CAST


move directly against them. Every move is dictated
with cold-blooded precision and tactical dispas- Additional character
sion, the joy of the kill celebrated with the blood
and spoils of your target. Shadowrunners like to creation recommendations:
call someone like you a face, but you’re so much
• Attributes: Willpower 6
more. Let the muscle beat down the meat—you’re
busy disassembling lives. • Skills: Sorcery 6, Conjuring 4
• Spells: Agony, Lightning Ball, Trid
Additional character Phantasm
creation recommendations • Knowledge skills: Aztechnology Religious
Rites, Magical Societies, Parazoology
• Attributes: Charisma 6
• Positive qualities: Mentor Spirit (Shark or
• Skills: Influence 6, Con 5, Perception 3 Wolf), Spirit Affinity (Kin or Beast)
• Spells: Clairvoyance, Control Thoughts, • Negative qualities: Low Pain Tolerance
Detect Enemies, Mind Probe
• Life modules: Artifact Hunter, Artist,
• Knowledge skills: Corporate Politics, Investigator, Magical Studies, Security Mage
Escape Routes
• Positive qualities: Home Ground (Corporate The Red Dervish
Compound), Indomitable
The slums of Tenochtitlán are among the most
• Negative qualities: Glass Jaw, Unsteady brutal in the world. You were born to them, forged
Hands by their violence. They say never bring a knife to a
• Life modules: Entrepreneur, Fixer, Office gunfight, but you discovered at far too early an age
Manager that the old adage’s truth is simply a question of
circumstances and speed. You carved your share,
The Acolyte from the back alleys to the blood sport pits, and
made a name for yourself. You also learned that
You were chosen. To you, it’s as simple as that, a name can buy quite a bit. The fallen are often
and the life you led before you were uplifted is in- offered as sacrifices to the Bloodpanthers who pa-
consequential. You were born on the tips of fangs. tronize the fights, and while the victors always col-
The gods, the spirits, the ancestors, their represen- lect a purse, for the truly gifted, a great offer can
tatives embodied in the Bloodpanthers dictated be made: a future of blood and riches. An offer you
that you should join their ranks, and you have no snapped up without hesitation.
doubt it is due to your faith. For you, Infection Melee combat and sacrificial metamagic aren’t
isn’t an asset, but a divine calling. You represent always associated, but for you, they are two com-
Aztechnology because it is the structure of your ponents in a dance you’ve perfected. Magic and
religion, not a corporate entity. Your speciality is Infection give speed and precision, and every slash,
the mystical arts, the craft of shaping the world of every kill, every drink is fuel to enhance the effect.
spirit and bringing it forth to the world of flesh. The more you murder, the faster and stronger you
HMHVV has forged you into a conduit to the get, a whirling storm of edges and scarlet sprays,
blood gods, and every swallow is tribute to them. until there’s just you and the bodies.
Your hunger is holy.
In the field, you are a mage, pure and simple.
The twists are that you have the advantage of re- Additional character
generation, and you have studied the art of sacri- creation recommendations:
ficial metamagics. To your thinking, every kill is
a tribute to the gods, and the rush of power you • Attributes: Agility 6
gain is a reward. The idea of freelancing isn’t up- • Skills: Close Combat 6, Sorcery 4
setting, if only because you are free to pursue the
whims of faith and the will of your patrons, divine • Spells: Armor, Chaos, Combat Sense, Toxic
or otherwise. Within Aztlan, you may lodge in or Wave
even preside over a teocalli of your own, and you • Knowledge skills: Back Alleys, Melee
have the support of Aztechnology and its people. Weapons, Underground Bloodsports

BACKGROUNDS // BLOODPANTHER
• Positive qualities: Built Tough, Focused Additional character
Concentration (Level 2), High Pain creation recommendations:
Tolerance, Mentor Spirit (Shark or Wolf),
38 Toughness • Attributes: Logic 5, Intuition 4
• Negative qualities: Social Stress, Uncouth • Skills: Enchanting 5, Engineering 4
SHADOWRUN: SHADOW CAST

• Life modules: Athlete, Ganger, Hunter, • Spells: Control Thoughts, Silence


Martial Arts Training
• Knowledge skills: Alchemical compounds,
HMHVV
The Puppetmaster • Positive qualities: Aptitude (Enchanting)
Metaphysical biochemistry was always your in-
• Negative qualities: Low Pain Tolerance,
terest, though others insist on calling it alchemy.
Unsteady Hands
Where magic meets material is where you find art,
and the sublime way it has of influencing the meta- • Life modules: Engineer, Medical Doctor,
human form. You got your doctorate in theoret- Research Scientist, Technical School
ical metapsychopharmacology, setting a number
of university records and wrecking the bell curve The Whisper
for the rest of your class. You didn’t care. You had
your pick of AZT positions in the field, settling on Some people make, and some people take.
Awakened Notional Pharma—loosely translated That’s how you put soy on the board and kept
as next-generation Awakened drugs. The work yourself in coffin motels for years. Sure, you could
was rewarding, yet despite the advances you were have gotten some low-level production job in a
making, the concept of effecting permanent, last- factory with a stunning mortality rate, or sold your
ing changes in the metahuman body became a con- body on the streets, but there was a thrill to the lift,
suming obsession. Awakened drugs could replace a rush from watching what no one else could see.
cyber and even bioware to your thinking, a lasting, You were a ghost, and you loved it. Maybe that’s
mutable form of configurable augmentation worth why you dodged the bigger outfits, glorified pro-
a lot to the consumer and the megacorporation tection rackets for criminals with high quotas and
wise enough to develop it to practical levels. low benefits. And you figured you might as well
That was when you discovered the possibilities join a corp. All of that went out the window the
of Renfield. night you lifted the wrong stick.
HMHVV is a metamagical retrovirus. To your She was faster than your eye could see, stronger
thinking, pharmacology takes its material from than you could imagine. She was tireless, relent-
both flora and fauna, and this beautiful, flawed less, effortlessly pursuing you across all your best
virus holds the secrets to rapid healing, immortal- rooftop escape routes. Her eyes glowed, and you
ity. More interesting is its ability to make pawns. knew it wasn’t cyber. You slammed a secure door
The secrets were hard-found, bullied and bribed you knew was left unlocked after dark, one the
and stolen from the Ordo Maximus, but the idea dealers made use of, and breathed hard. You’d deal
of alchemically treated HMHVV-1 blood catalyz- with them later. You’d be alive to deal with them
ing into an almost perfect leash to create loyal later. And then the mist came through the cracks,
servants was so tempting that you pursued Infec- and she was behind you. This was it: the last score.
tion immediately. The advantage of your alchem- The big mistake that would end it all.
ical tinctures made passing your final challenge Only it wasn’t.
easy enough, and membership has been less about She saw your speed, your hunger, your poten-
the culture and more about the science. You seek tial. Your talents were wasted here, she said. Petty
to perfect the Renfield formula, and that means voyeurism, scant nuyen, and an inevitable early,
test subjects. Placing them in harm’s way, pushing unmourned death. There was so much better out
their resistance and willpower, testing every limit there. Secrets worth stealing, valuable prototypes
until they burn out, and then incorporating your worth more money than you’d ever dreamed of to
notes into the next iteration. Using them as deni- be lifted. Souls. You would steal blood and souls
able assets means you can observe their actions in and bathe in gold, and you would do it forever.
the field and potentially turn a profit, all of which You knew opportunity, and you knew this was
is yours to put toward further research. In time, it. What looked like a last mistake turned out to be
you are quite sure you’ll be able to perfect the the big break. You never looked back. Now you
formula, creating perfect servants, the next gen- enforce AZT interests almost as a sideline to your
eration of humanity to carry forward the will of career as a professional thief and spy. You acquire,
their immortal masters. relentlessly, because the only thing that defines you
more than your curiosity and greed is your hunger,
always, for more.

BLOODPANTHER // BACKGROUNDS
Additional character Alienation is a sandbox the gamemaster can
creation recommendations: customize to their players’ interests or, if they are
up to the improv and response, a beautiful oppor-
• Attributes: Agility 6 tunity to let their group’s imaginations run wild. 39
Sabotaging events, undermining their security or
• Skills: Electronics 3, Stealth 6

SHADOWRUN: SHADOW CAST


standing in their current employer’s eyes, or mak-
• Spells: Darkness, Physical Mask, Shape ing them feel unappreciated or unsafe can all con-
(Metal, Wood), Trid Phantasm tribute to a more enthusiastic defection. The soft
touch is slower but less likely to put the target (or
• Knowledge skills: Fighting Styles, Security
their handlers) on alert. Overt threats to their safe-
Systems
ty (or that of their family, if the gamemaster wants
• Positive qualities: Catlike, Double Jointed to up the complexity and difficulty of the job) are
• Negative qualities: Glass Jaw, Social Stress likely to escalate their dependency on their employ-
er’s security, which works against the team and tips
• Life modules: Agent, Charlatan, Covert their hand. Subtler methods of driving a wedge be-
Ops, Organized Crime tween them may involve causing their coworkers
to dislike them, sabotaging their work and pinning
bloodpanther it on a rival, glitching gifts and bonuses they feel
they have earned, or arranging for promotions and
Plot Hooks accolades to be delayed or waylaid. Ruining the
target’s life and making it look like their employ-
This section is primarily intended for use by er’s fault will win the day. Bonus points for making
the gamemaster, but players are also encouraged the PCs feel guilty about wrecking an otherwise
to read through them. These are not clearly de- happy life, if you want a dystopian flavor. From
fined plots, but are a set of idea prompts for an a rules perspective, consider the target to have 4
adventure along with a menu of suggestions that Edge usable in resisting a recruitment attempt.
provide a wide range of potential story ideas. Every successful alienation removes one point of
There are no spoilers here, and as a player you Edge, possibly reducing it all the way to zero as
are encouraged to recommend the ones that inter- the target’s reluctance lessens and becomes token.
est you most to your gamemaster, along with any For every overt threat or tipped sabotage, add one
character themes or background ideas that you point of Edge, to a maximum of 6, and add one
want to involve or explore. Then leave the final more security element to their protection. Should
details up to the gamemaster and the action that the recruitment go well, Mr. Johnson keeps them
occurs within the game sessions. as a priority team in their rolodex, gaining them a
Mr. Johnson contact at Connection 5, Loyalty 3.
Everything But Your Life If using a long-running Mr. Johnson, increase each
rating by one.
This adventure hook works best with the Cor-
porate or Whisper background but is easily adapt-
ed to any team with an eye for social engineering Old, Darke Things
and complex planning. This adventure works best with the Acolyte or
The job is an extraction, but not a snatch and Red Dervish background, but it should work well
grab. More corporate espionage. It’s not enough to with any team that includes an Awakened character
acquire the asset—the target has to want to leave. or has an interest in metaphysical threats, especially
The client doesn’t specify why, and the reasons if they have access to Sacrificial metamagic.
could be myriad, both for the player character’s Only a handful of people in the world know
imaginations and for the gamemaster. Additional about the existential threat represented by the ear-
loyalty can help make extraction easier, or perhaps ly blood mages of Aztlan or the deals they made
there is some kind of magical reason behind their that nearly ushered in a trans-dimensional apoc-
need for loyalty, or there’s a psychological trigger alypse. Their employer—who can be a collector
or kink bomb to bypass. Regardless, the team’s of arcane rarities, an AZT researcher who doesn’t
job is to effectively alienate the target from their know better, or even a magical ecologist investigat-
cushy corporate life. If the players complete this ing strange occurrences in the manasphere—cer-
first phase, they are paid. If they have managed to tainly doesn’t know about the Bridge or the things
keep their own faces and fingerprints (digital and that hunger beyond it. What they have heard of
otherwise) away from the target’s sight, they’ll be are certain points of strange mystical conjunction
offered a follow up to approach and extract the in Aztlan, aberrant foveae at ley line conjunctions
now-willing target. The better a job they did, the where the mana should be at its most rich. Recent
easier the second part will be. The real challenge is events (either tied to your game or anything you’d
doing this in a week or less. like to use in setting) have caused a subtle shift

PLOT HOOKS // BLOODPANTHER


of the lines from one of these magical null-zones, Better Living Through
which could mean the phenomenon is over. At the
least, the data recorded from such a site would Blood Chemistry
40 be worth money or academic prestige. More than This adventure hook works best with the Pup-
that, unknown magical phenomena may have tak- peteer or Whisper background but can be adapted
SHADOWRUN: SHADOW CAST

en place, from radical reagents to spontaneous to any team with Infected members or the means
orichalcum formulation. They’d like an escort to to “safely” interact with them.
the zone to investigate for themselves. As seeking This job comes through Aztechnology, perhaps
Aztlan approval would strip them of any person- from another Bloodpanther presenting it as an op-
al findings or credit, this has to be executed as portunity more than a job. It’s inevitable that any
stealthily as possible. If the team includes a rigger, organized and powerful group of Infected are going
this is a great chance to put their smuggling skills to butt heads with the Ordo Maximus, arguably
to the test and earn the team a bonus. Otherwise, the leader in HMHVV research and development.
the client arranges transport quietly into the bad- The shadowy organization has long conducted
lands of Aztlan, far from the reach of the sprawls. experiments on their own kind, seeking to tran-
Arrival finds the team experiencing a strange scend the limits of HMHVV to uplift themselves
attunement to blood magic. Not only has magic into perfect, true immortals. Their strongholds are
returned, but it feels extraordinarily potent in sacri- among the best hidden in the world, concealing se-
ficial alignment. Assensing, either the crew’s or the crets of HMHVV, ancient mysteries, cybermancy,
client’s, can reveal the point it seems to be emanat- sacrificial methodology, genetic modification, and
ing from, necessitating a dig. This can take as long delta-grade cybertech. Any of these make for a
as you feel is appropriate, from a day to a week, worthy prize for extraction. The “client” is less in-
with the odd badland patrol posing a moment of terested in paying for a specific item than they are
tension (unless the group provokes an attack for in a lightning raid for anything you can get. If you
some reason). The excavation opens into a massive want to include a particular target, such as data-
cavern, many of the rock formations within holding files, genetic samples, deltaware prototypes, or rare
small clues of ancient stonework in unrecognizable and coveted delta docs as payment for the intel,
linguistic formats (unless one of the group is highly feel free, but this is a looter’s dream. An incomplete
versed in so-called “Atlantean,” and even then it’s layout of the facility may be provided, as well as
too piecemeal and faded to make out any definitive piecemeal intel on security (which should be imag-
translations). Whether it’s at the center of the cav- inative, nightmarish, and esoteric, from cyberzom-
ern or at the end of a dungeon crawl of archeolog- bies to undead minions, to say nothing of bound
ical impossibilities and non-Euclidean geometry, a spirits and Infected initiates), leaving the group to
vast edifice awaits at its center. This artifact, a great form their own strategy of infiltration. Puppeteers
egg at least ten meters tall and composed of an un- are not only motivated by research opportunities
known type of stone, defies all attempts to gather a but can contribute expendable pawns for muscle
sample. Attempting to get close intensifies the depth or distraction, while Whispers will likely approach
of sacrificial attunement, and anyone with a mentor the challenge from a stealth perspective to bypass
spirit that advocates for sacrifice feels as though the the many obstacles before them.
desire to spill blood is growing, yet the voice of their Successful extraction can yield many prizes,
mentor becomes ever more silent. but the twist is that the client is in the position
At this point, the group is no longer alone. The to turn them into actual profit by fencing them.
team is not the only one looking for answers here. The group may want to hold on to the deltaware
A cult seeking to investigate the site, an Aztech- they took, but how would they get it installed, and
nology Jaguar Guard containment squad, a rival how would they pay for it? Can they use a delta
runner crew, a combination of the previous three, doc without a delta lab? What is all that research
or any other appropriate challenge to the team without the lab to analyze and collate so much
enters the cavern with strict intentions of elimi- raw data? Captured foci may make a rich prize,
nating all competitors. At this point the goal is to but the more likely payday comes from the client’s
escape with the client intact, by stealth or force. exchange rate. Gamemasters take note: This is a
Should they succeed, the client is determined to go chance to mitigate too much pay or open opportu-
underground for a while, paying the fee and ask- nities to lure the group into more jobs to get actual
ing to stay in touch, gaining the group a contact use out of what they took, and one of the very rare
with Connection 2 and Loyalty 4. Of course, the opportunities to get on a path to deltaware aug-
client may be on the watchlist of the competition mentation (valuable to anyone, but especially the
who showed up, which can bring about all kinds Infected).
of complications in the future. And of course, any
runner who practices Sacrifice metamagic may
have questions of their own, whether a quest for
personal power or a crisis of faith.

BLOODPANTHER // PLOT HOOKS


bloodpanther (BMP) spent will add 1 to the net hits on
the Sorcery step of the ritual to determine
Quality Paths the rating of the ward, add 1 to the sum of
the participants’ Magic ratings to determine 41
Quality Path: Pulse the size of the ward, or add one additional

SHADOWRUN: SHADOW CAST


week to the duration of the ward. More
If you have successfully completed the Everything than one BMP may be spent in the creation
But Your Life adventure hook, the Karma costs for of the ward; however, no more than 3
positive qualities in this path are not doubled. BMPs may be spent on any single benefit
from this list and no more than 9 BMPs in
Skin Deep total during the creation of a single ward.
Looking at people as though they were prey of-
fers certain insights. After all, what wolf doesn’t Pinpricks
benefit from getting closer to the sheep? On the other hand, blood also seems to be effec-
• Cost: 10 Karma tive at breaking restraints. With enough sacrifice,
• Game Effect: By spending at least 8 hours what might be unleashed into the world?
studying a person and succeeding on at • Cost: 10 Karma
least one research check, the character can • Game Effect: Blood Magic Points (BMP) may
gain one bonus point of Edge on every
be spent to Banish a summoned spirit. For
social test against that person for a week.
each BMP spent, the character gains 1 extra
Research tests may include delving into
die on the test. However, if the test manages
the target’s Matrix activities, speaking to
to banish the spirit, it may instead become
people who know the target, performing
tainted by the blood magic and go berserk.
detailed surveillance, or other similar in-
The spirit makes an opposed resistance test
depth activities. Succeeding on the research
against the blood magic by rolling its Force
requires 6 hits on an Extended test (with an
against the number of BMPs used in the
interval of 4 hours) using the appropriate
Banish test. If the spirit rolls at least as many
skill for the approach taken.
successes as the BMP dice pool rolled, then
the spirit is banished as usual. Otherwise the
Blood Oath spirit goes berserk for a number of rounds
Real power is power over people, a currency equal to number of BMPs used on the Banish
called trust. test. A berserking spirit attacks the nearest
target to it. Once the berserk wears off, the
• Cost: 5 Karma spirit is banished as usual.
• Game Effect: Your contacts are willing to
spend their own Edge to avoid betraying
you. They’ll spend up to their Loyalty with
Quality Path: Distant Past
you in Edge points on social tests used to and Bleeding Present
pressure them to give up information on you. If you have successfully completed the Better
Living Through Blood Chemistry adventure hook,
Quality Path: the Karma costs for positive qualities in this path
are not doubled.
Blood Pressure
If you have successfully completed the Old, Buried Secrets
Darke Things adventure hook, the Karma cost for
any positive qualities in this path are not doubled. There’s a reason they call it the Sixth World. This
isn’t the first time magic and horror have visited this
reality, and some have begun to uncover that histo-
Sanguine Wards ry. For you, the journey is only beginning …
Blood magic seems to be especially effective • Cost: 10 Karma
in the generation of wards. Perhaps it always has
been … • Game Effect: The knowledge gained from
your discovery of the secret history of
• Cost: 10 Karma the Sixth World is both enlightening and
• Game Effect: The Sacrifice metamagic terrifying. The character may initiate at
(p. 156, Street Wyrd) may be used in the no additional cost beyond the cost of this
creation of wards to make them stronger quality. Any characters without the Arcana
and last longer. Each Blood Magic Point knowledge skill gain it. Gamemasters may

QUALITY PATHS // BLOODPANTHER


consider allowing this to be an opportunity You have stock (perhaps literally) in its ascension
for a character to Awaken (and purchase a to greater heights of power, and you’ll be able to
Magic attribute at rating 1). enjoy the perks of it for all time. You cannot imag-
42 ine the weakness of someone who wouldn’t seize
Technological Terminus such an opportunity by the throat and drink it in
SHADOWRUN: SHADOW CAST

for all it’s worth.


There has never been a time of such unprece-
dented technological development. For all the ev-
eryday miracles that are now possible as a matter Strategies
of casual experience, most folks have no idea what You are ruthless: play to this. Aside from Az-
wonders are being implemented in the halls of technology, no one matters but you. Body count?
power. But you have an inkling … Unworthy peons unfit even for the sacrificial altar.
• Cost: 8 Karma Collateral damage? Just one more hit against the
competition. Your anonymity as a runner is para-
• Game Effect: The character gains a bonus mount, but there’s plenty of spells and disguise op-
Edge point on all Biotech tests and gains the tions to help preserve that. Just remember you’re a
Cyberzombies Knowledge skill. Edge gained SINner, and somewhere in AZT files, your face ap-
through this quality is lost if unused on the test. pears. All it takes is one badass decker to stumble
onto that info and it’s in the world, and there goes
bloodpanther your plausible deniability. Preserve that anonymity
as well as you can.
playing advice
Roleplaying Combat
Never forget you are an apex predator. You can
There are no unwilling Bloodpanthers. The regenerate mundane damage, enhance your attri-
path to becoming one is long, difficult, and fraught butes, or turn to mist for incredible mobility and
with a combination of physical and psycholog- stealth. Cyberware is very unlikely for you, but you
ical trials. True, those who fail have a tendency can enhance yourself in a number of other ways
to be consumed by their would-be sponsors, but with sufficient stolen Essence. It’s quite likely you
those who reject the path and still remain viable are magically active, which opens as many options
members of AZT are often simply released back for you as any mage or adept. Regeneration means
to their lives, compelled by threat or trauma to you can earn your teammates’ gratitude and ap-
keep the tests secret. Those who succeed are ush- preciation by taking hits for them, but don’t carry
ered into a life of prestige, wealth, and freedom. A it too far. Remember that you cannot regenerate
Bloodpanther bodyguard is almost as prestigious magical damage or drain, so moderate what you
as a Jaguar Guard. Their bloodpanther pelts are attempt. It’s easy to forget that immortality does
worn with pride and distinction, and they are an not equal indestructibility.
honored member of Aztlan/Aztechnology culture,
at least among those who recognize them. To all
others, they are simply exceptionally impressive Utility and Support
and powerful members of the megacorp. The rea- If the runners you work with are open to an
son you would seek this power is up to you, so infected teammate, make it worth their while. Af-
long as it was a conscious choice and a path you ter all, they’re potentially assets worth cultivating,
not only survived but earned willingly. Immortal- whether for Aztechnology operations or your own
ity, riches, respect, freedom, strength, power—all down the line. With magic, you can provide any
are within the grasp of a Bloodpanther, and they assistance any mage could, though a sacrificial
tend to operate with astonishing latitude within bent means more death equals more power. If your
the AZT structure. There is literally nothing stop- teammates are willing to offer their own blood to
ping you from taking freelance work in the shad- empower your work, don’t take it for granted, or
ows, with all the accompanying opportunity to you’ll alienate them quickly. Otherwise, feed on
make money and contacts. The only two rules are your foes and turn that strength toward the next,
first, never act against AZT interests; and second, like an avalanche gaining power with every centi-
make sure you are never traced back to the parent meter. Remember that your Essence can be chan-
company by your actions. Failing either of these neled into a number of attributes, which makes you
rules is grounds to be hunted and consumed by a potential jack of all trades, proficient in activities
your fellow Bloodpanthers—a worthy motivation ranging from negotiations to combat, but all of it
for them to succeed at any cost. There’s no leaving comes at the price of feeding. A vampire without
once you’re in, but at least you’re a part of the big- Essence to draw on is sometimes more fragile and
gest, most powerful megacorporation in the world. volatile than any given metahuman.

BLOODPANTHER // PLAYING ADVICE


BURNED-OUT
MAGE
burned-out mage the greater good of the corp. Sometimes it’s a master-and-
apprentice relationship where service in the flesh gets traded
Backgrounds for the will to power. Doesn’t matter.
The real truth of it is that no one put a Predator to your head
> Magic begins with a dream, and it dies when a runner wakes up
and forced you to learn this stuff. Magic and all the power that
to the reality of it all. The folks in the Fifth World used to say
comes from it is an addiction worse than anything you can find
you had to sell your soul to the devil if you wanted to master the
on the street or the sweetest BTL. And it’s never enough, and it
arcane arts, and even if they didn’t know a damn thing about
always comes at a price. There’s no way out, except the chrome.
what it takes to reach across the astral plane or make the laws Rip away enough of your humanity, enough of what makes you
of physics into a set of loose options, they were onto something an actual living thing, and that itch in the back of your brain,
with that little gem. But it ain’t just one devil you’re gonna have those dreams of flying across a penumbra more endless than
to pay—it’s a legion. But it all starts with a dream of fireballs and reality itself, and those strange whispers that never quite escape
fairy dust. A few years later you’re nothing but a fried husk of your ears—it falls silent just long enough for you to scrape
flesh and bag of expired grey matter. If you’re lucky. together a few more years before your mind finally collapses in
Doesn’t matter what little black path you decide to dance on on itself. Keep cramming in chrome, chummer. Maybe science
down, magic takes sacrifice. You might want to be the master can outrun sorcery all the way to the grave and back again.
of your own destiny, but the truth is you’re gonna end up a > Scorch
slave before all is said and done. Maybe you find a totem that
trades power for impossible obligations. Perhaps someone The burned-out mage is cynical, even for a shad-
with a cheap suit and an expensive smile offers you a corporate owrunner. Whether they started as a corporate-spon-
sponsorship and you become a wage mage slinging spells for sored wage mage, a shamanic true believer, a street-

BACKGROUNDS // BURNED-OUT MAGE


wise sorcerer, or any other of the millions of arcane burned-out mage has a finger in that pie and can
idealists with an excess of hope and a bounced check probably get it done.
full of talent, it all came crashing down somehow, Probably.
44 somewhere. The cost of magic was just too much For all their vast array of abilities, the burned-
for the burned-out mage. Maybe it was a blackened out mage is weary from years of scorching them-
SHADOWRUN: SHADOW CAST

psyche, a broken body, endless nightmares, or just selves away in both mind and body. This, coupled
seeing one too many nightmares in the astral plane. with having part of their very essence stripped away
Whatever the case, the burned-out mage lost some as they become more and more machine with each
of the power they had worked so hard to build, then upgrade, can leave them feeling increasingly frag-
gave up what was left for something better. They mented and broken. This means they do not have
turned to something easy. Something cold, hard, the high level of focused training of other shadow-
and far more reliable: chrome. runners necessary to be true experts in any field.
All that study, all those rituals, all that exhaustion Ironically, this lack of expertise feeds into a fear
took its toll. And when the burned-out mage saw found in most burned-out mages: that they’re just
Johnny Chrome moving faster than the blink of an not good enough. They couldn’t cut it as spell-sling-
eye while dancing past bullets like they were stand- ers, and though the road to arcane power isn’t any
ing still to weave a dance of death clean enough to easy one, one only needs to walk down the street to
cut paychecks, they realized they were being played. see that practitioners across all walks of life found
Magic, at least at its lower levels, is for chumps. For a way to this road that has closed to the burned-out
many burned-out mages, by the time they figure mage. Somewhere along the line, they lost what they
this out, they’re already in too deep and the rush of had and couldn’t chase it anymore. Like so much of
magic as it courses through the bloodstream and the the Sixth World, their path was replaced with some-
soul has become an addiction. Others throw it off thing shiny and chrome. As ashamed as they may be
without a second thought, shoving in cyberware as of their failure as magicians, many burned-out mag-
fast as their credstick will allow. es are more ashamed of the alternative they chose.
As they surrender flesh and blood for steel With their shame sewn into their skin and flow-
and circuitry, those years of magical training and ing through their veins, many burned-out mages
natural talent start to slip away but are tough to look for a way out. Addiction is common among
fully shake. They often become something that’s their kind. From the bottle to the BTL, more than
not quite as fast as a street samurai or as skilled one has burned away not from the magic in their
as a mage. They’re a wraith walking the razor’s veins but from the needle in their arm. Still others
edge of technology and thaumaturgy that epit- go around with a chip on their shoulder, desper-
omizes the Sixth World. They’re everything and ate to prove to themselves and everyone around
nothing all at once, and they’ve got the scars to them that they’re good enough to make it in the
prove it. shadows. They risk impossible odds or take jobs
Because they have no true specialty and they of- no one else will just for one last shot at the glory
ten appear to be past their prime, it’s easy for most they’ve been denied all these years. Many die in
of the rest of the SINless of the Sixth World to dis- the process.
miss the burned-out mage as a has-been best put out There are a rare few burned-out mages who
to pasture or given the kind of mercy only found manage to look past their own cynicism and find
in the instant after the bullet leaves the chamber. some shred of hope for the next generation or
But the truth is that while the burned-out mage is even the future of the Sixth World. They’ll never
no specialist, they combine machine and magic in admit it, but hooding or supporting the heroics
ways few others can. This, combined with the cyn- of neo-anarchist movements like Black Star, the
ical awareness of someone who has been running Ork Underground, or even the Ghoul Liberation
the shadows for a long time, makes them capable League gives them a sense of purpose. Maybe it’s
of something more dangerous than traditional run- a lost soul searching for a lost cause to serve or a
ners: the unexpected. simple death wish. Perhaps it’s a guilty conscience
The burned-out mage has been around the block that comes standard issue with running in the
a time or two and knows a bum deal when they shadows, but burned-out mages who hood are true
see it. They’re wise to the ways of magic beyond believers.
the traditional mantra of “Geek the mage!” that is Some of them use those years of experience and
often the extent of what most mundane runners call the tricks they’ve learned from living on both sides
an arcane education. They’re loaded full of enough of reality to become surprisingly capable leaders of
chrome to pull off a miracle or two inside those younger, less experienced shadowrunners. They’ve
broken bodies. This combination of real-world ex- walked countless miles of bad road with nothing
perience and earned abilities makes them excellent to show for it but broken dreams, and they see
leaders or advisors to groups of less-experienced damned idiot kids who are setting themselves up
runners and allows them to more easily react to the for the same fate. Some older burned-out mages
unexpected. If there’s something you need done, the (particularly those who have been around for a

BURNED-OUT MAGE // BACKGROUNDS


decade or more) try to lay down a little pavement
before the concrete starts to boil.
The majority of burned-out mages are human,
with their impatience and desire for quick and easy 45
power without consequences or discipline. Going

SHADOWRUN: SHADOW CAST


from magic to machine is like lighting a stick of
dynamite at both ends, and humans of the Sixth
World (and every era before it) have a natural
talent for self-destruction. But they by no means
have the market cornered when it comes to regret
and over-compensation. Metahumanity in all its
variety seems to have a talent for slow, inevitable
self-destruction.
Dwarfs who burn out often seem to be taken
by surprise. Their focus and determination often
don’t allow them to consider the possibility that
they could burn out, so when they do, it takes them
some time to adapt. Usually, though, when it’s time
to commit to a new path, they do it fully. This is
not to say that they avoid the cynical downward
spiral that is common among burned-out mages.
In fact, their tendency to be dour seems to make
such bitterness inevitable as their magical struggles
push them to new indignities from multiple vectors
of the Sixth World.
Elves are, by far, the rarest metahuman species
to become burned-out mages. Such base bitterness
and unrefined dabbling seems antithetical to their
sensibilities. Elvish pride seems to forbid it, but
nevertheless it does happen. Elves who become
burned-out mages often do so because of some
great expectation set before them (or that they set
upon themselves) that they were unable to meet.
After having proven themselves unworthy of being
called a true mage or shaman, the elf escapes into
cybernetics as an “easy out.” Unfortunately each
so-called upgrade is a permanent mark of shame
of how they just weren’t good enough when the
time came to prove themselves. While cynicism
seems to be the stock and trade of the burned-out
mage, elves tend to channel this into bitter anger
and often seem like agile, anxious predators grace-
fully prowling their cage, waiting for any oppor-
tunity to strike out with both old spells and new
chrome—outward manifestations of scars that run
deeper than most other metahumans can possibly
imagine.
Orks make up a surprising number of burned-
out mages. They understand more than most oth-
er metahumans what it means to be tolerated, but
never truly accepted. Though orks can become
skilled magicians, it is not an easy path for them,
and frustration comes easily to the ork. That frus-
tration turns inward, and before long the longing
for quick and easy power can easily lead to a quick
piece of chrome or two. Before long, the ork be-
gins to feel trapped between worlds. As magic and
chrome fight for supremacy, the ork burned-out
mage becomes filled with regret and bitterness as
once again they never truly belong to either world.

BACKGROUNDS // BURNED-OUT MAGE


Perhaps it is ironic that troll burned-out mages purposes—and if the player characters don’t
often seem the least scarred or broken among the put a stop to the mad cyberdoc’s schemes
many metahumans of this archetype. Most trolls and find a way to either hide or destroy this
46 who go down this path to power actively chose it. new ghoul pack, it’ll be war in the streets
The path of magic is not something that comes nat- over this strange new tech.
SHADOWRUN: SHADOW CAST

urally to a lot of trolls, so they focus their efforts • A retired runner who now owns a Seattle-ar-
and intentions on mastering a few specific spells ea pizza joint hires the player characters to
or incantations. Once a level of expertise has been go undercover as delivery drivers deep into
achieved, they then turn to cybernetic augmentation the Redmond Barrens, where his former
to enhance their already naturally exceptional phys- partner, a burned-out mage named Versen-
ical abilities. The ability to summon the occasional gen, is being held hostage by local Hallow-
spirit or pop off a manabolt in the moment is all eeners. The retired runner wants Versengen
they were ever really looking for to begin with, so back alive and unarmed, fearing for his old
relying on chrome and sheer, unsubtle brutality as friend’s safety. After breaking into the Hal-
their primary means of finishing the job at hand is loweeners’ lair and rescuing Versengen, the
as natural to them as breathing. Sure, they might player characters discover that their employ-
not have as much metal as a fully augmented sa- er has already set things up to sell Versen-
murai or the sorcery of a dedicated shaman, but re- gen off to a team of Aztechnology corporate
gardless of where their power comes from it’s still runners who plan on pumping him for in-
their power and no one can take it away. In short, formation on an old job he did more than
troll burned-out mages revel in the independence thirty years ago. What did Versengen and his
brought to them by this unique path to power. Sure, treacherous friend do for Aztechnology to
it might all burn to the ground in the end, but the hold a grudge for three decades? Why did
troll will be the one to strike the match. their employer want the player characters
to go into the barrens in disguise? The play-
burned-out mage ers must decide whether to walk away and
leave the old burned-out mage to die, take
Plot Hooks the payoff from the Aztechnology agents,
Because the burned-out mage has a foot in both or fight it out and unravel the secrets of this
magic and machinery, they find themes drawn into thirty-year-old mystery.
situations and jobs that are strange—even for the • A new gang has sprung up in the local slums,
Sixth World. This, combined with the fact that combining both magic and cybernetics: the
most burned-out mages have already been running Famulus. Their spells are too advanced to be
in the shadows for a long time and therefore have a simple street magic, and their cyberware is
lot of friends, enemies, and everything in between, too bleeding edge to have come from some
means they find themselves often sucked into sit- street-level chopshop. They’ve been hitting lo-
uations tied to their past or that blend magic and cal talismongers and cyberdoc clinics with no
machinery in ways that don’t typically appear to discernible pattern. The player characters are
other shadowrunners. Below you’ll find several hired by a local talismonger whose shop was
plot hooks and adventure seeds that are particu- burned to the ground by the Famulus to dis-
larly appropriate to the burned-out mage. cover who is backing them, providing them
• A cyberdoc who has previously worked on with spells and cyberware, and why.
a burned-out mage comes to the PCs with a • The runners are hired by an eccentric an-
job. Rumor has it that a local cyberdoc run- tiquities collector to pose as bidders at an
ning a street clinic has a new way to patch underground auction where several ancient
up Awakened customers with special cyber- magical talismans are being offered, along
ware that promises not to diminish magical with early cyberware—including the left
affinity and capability. But local mages and hand of none other than Leonora Barto-
shamans who visit the clinic are beginning to li, the famous violinist who supposedly re-
vanish, and no one knows where they’re go- ceived the first cybernetic limb. The player
ing. As the player characters investigate, they character must navigate the social delicacies
discover that spells are being used on this of the auction while remaining undercover,
strange cyberdoc’s implants that prevent Es- discover the location of Bartoli’s hand, and
sence loss in their hosts but also eventually steal it. However, they’re not the only ring-
drive the patient mad, before transforming ers at the event and must deal with high-end
into some kind of ghoul. This cabal of Awak- security (both magical and technological),
ened, cybernetic ghouls is gathering beneath guards, other potential thieves, and the web
the city. The corps, gangs, and locals are all of social intrigue that permeates the event.
starting to take notice, each for their own Rumors even persist that one of the elder

BURNED-OUT MAGE // PLOT HOOKS


ladies of high society present at the auction all, how do they stop him when he seems to
is Bartoli herself, who some claim faked her have more cyberware than seems possible
own death and wants to get an artifact of her for a mage of his power?
past back—at any cost. 47
• A long-retired burned-out mage (perhaps burned-out mage

SHADOWRUN: SHADOW CAST


Versengen from the plot hook noted above)
reaches out to the runners because a new drug
seems to have hit the streets and taken hold
Quality Paths
in a very select portion of the shadowrunner
community: spellcasters who have opted to Quality Path:
enhance their bodies with chrome. In short,
mages are being burned out by this new drug Back in the Game
known, known as brain-burner. The retired Starting Point
burned-out mage hires the player characters
to investigate where the drug is being man- To start on this path, a character must have ac-
ufactured, who is financing its production, tively been running the shadows for a decade or
and why this tiny subset of shadowrunners more and have the scars to show for it. This is typ-
is being specifically targeted. Investigation of ically reflected by the character having the any of
some local (and very disreputable) street docs the following qualities: Addiction, Bad Luck, Bad
reveals that a biomedical and cybernetics Rep, Impaired (Body, Agility, Reaction, or Strength),
corporation is paying them to use their post- or any other negative quality agreed upon by the
op patients as guinea pigs for a clinical trial. gamemaster that reflects physical or psychological
Unfortunately, the drug is driving those who scars left from the character’s previous years as a
use it mad, resulting in unpredictable magical shadowrunner. The character has been running the
outbursts and even cybernetic rejection—a shadows for a very long time and paid the price for
combination that almost always results in their time on the other side, but they managed to
the death of the one taking brain-burner. The survive and retire—or so they thought.
runners must find the hidden local lab where
it’s being manufactured and shut the opera- Step One: Back on the Horse
tion down before it spreads across the city Even though the character has managed to get
and kills more than just down-on-their-luck out of the life of a runner, their time in the shadows
spellcasters looking for help. left them bitter and more than a bit broken. Still,
• A once-famous burned-out mage who they swore years ago they’d never go back. The first
earned a reputation for his arcane talents step to taking this quality path is for the runner to
and brutal efficiency in combat before disap- successfully reach out to their contacts and begin re-
pearing in the late 2050s has suddenly reap- building their presence in the world of shadowrun-
peared in the city. Whispers on the street say ners. They’re effectively starting over from scratch
this enigmatic agent who was believed to be but at more than a bit of a disadvantage because
long dead has somehow risen from the grave they’re not as capable as they were in their youth.
to extract some secret vengeance on those This means finding work and being taken serious-
who wronged him more than thirty years ly is difficult to begin with. Moreover, they’ll need
ago. The player characters are hired by one to confront the trauma that likely drove them from
of their contacts acting as a middleman to that life in their past if they ever truly want to be
maintain the secrecy of their true employer embraced by the world of the SINless again.
to hunt down this strange assassin and put While in this step, the character cannot gain or
a stop to the killings. There appear to be no spend Edge on social interactions with Mr. John-
links between the three that have been slain sons, fixers, or other employers, as their age and
so far other than the assassin, so it’s up to the rust inhibits them. However, they have enough ex-
runners to find out what connects them and perience and knowledge that they can provide tips
locate the killer before he strikes again. But and tricks to others in those situations, so they get
time isn’t on their side, and as the nights go a bonus point of Edge for teamwork tests in those
by, more and more people are dying—includ- same social settings.
ing friends and contacts of the player charac-
ters. Before long, the burned-out mage turns How to Re-enter the World
his eyes toward the player characters them-
selves, and the hunters become the hunted. of the Shadowrunner
What drives this strange murderer? Why is No one builds a rep from just one job, let alone
he back now, and what’s the connection be- rebuilds an old and tarnished rep by getting it right
tween the victims? And most important of for the first time in years. The character will need

QUALITY PATHS // BURNED-OUT MAGE


to spend at least six months taking and successful- Step Two: Getting
ly completing runs at the request of at least three the Word Out
separate employers. If these jobs are completed to
48 the employer’s satisfaction, the runner has re-es- Once the returning runner has established them-
tablished themselves successfully in the world of selves as a viable and competent agent for hire to
those who employ shadowrunners, they can start
SHADOWRUN: SHADOW CAST

shadowrunners and will be given the same basic


respect and recognition as any other runner—for to rebuild their network of contacts and reputa-
whatever that’s worth. tion to the point where it is as strong or stronger
In many cases, the runner is drawn back into than it was before they left the life the first time.
this life because an old friend or reluctant cause But in order to do this, word has got to get out.
has been brought to their attention, and if they After completing 20 Karma worth of runs in
do not take action, the consequences for them Step One: Back on the Horse, the runner moves to
or someone they care about will be dire. In less this step, losing the effects described in Step One.
fortunate circumstances, old threats or dangerous In Step Two, they can ask employers to put the
ghosts from the past have risen, seemingly from word out that they are a skilled and reliable run-
the dead, to draw the character back into that life. ner looking for work. If the runner succeeds in an
Old debts must be paid, often in blood. Influence + Charisma (3) test when making this re-
Corporate Tool: The runner may get hired by a quest, that Mr. Johnson will recommend them to
Mr. Johnson who represents the interests of a specif- other potential employers. If this test fails, the run-
ic corporation, and if they prove useful, may become ner can attempt it again upon completing another
a repeatedly tapped asset for them. Though this ef- successful job, though the threshold is increased
fectively makes them an off-the-books wage slave, by one, to a maximum of 8, until the Influence +
it’s a quick path back into the shadows, though the Charisma Test is successful. Once the test is made
runner runs the risk of being seen as exactly that by successfully, the threshold decreases back to 3.
runners with a more diverse portfolio of experience. The runner has no control over whom their pre-
Ghost from the Past: A friend or valued ally who vious employer talks to regarding their availability
still lives in the shadows calls on the runner for aid, and performance—only that they are skilled at get-
drawing them reluctantly back into the world they ting the job done. This means it is quite possible that
once left behind. It was meant to be “one last job” job offers may come from undesirable employers. If
before returning to their quiet life or retiring for- the runner refuses any jobs they are offered from this
ever, but the runner finds themselves drawn into a growing word of mouth, the threshold to get the word
web of jobs that gets larger and more dangerous out is increased by 1 permanently, to a maximum of
as more and more secrets are uncovered. While the 8. Though capable, the runner gets a reputation for
runner could in theory walk away at any time, do- being difficult to work with by potential employers.
ing so is a dangerous gamble until they reach the Once the runner has successfully convinced three
bottom of this long, dark spiral. separate employers to put the word out on their be-
Hooding: Sometimes, in spite of all the lies the half, they are effectively fully integrated back into the
runner tells themselves about how they don’t care general community of shadowrunners, and they gain
anymore, that they’re better off minding their own a number of new contacts equal to one-half of their
business, and that if they want to keep their neck Charisma attribute, with a minimum of one new con-
they’d best not stick it out for anyone, enough is tact. These new contacts have a Connection rating
enough. The runner has seen communities destroyed from 1 to 3 and are almost always the type of con-
by the brutality of law enforcement, the apathy of tact capable of either directing the character to those
local government, and rampant dehumanization of who employ shadowrunners or those who regularly
metahumanity in the name of the almighty nuyen by employ shadowrunners themselves. Examples include
countless megacorps, and it’s just become too much. Mr. Johnsons, corporate security personnel, and fixers.
It’s time to take it back, one piece at a time. Unfortunately, the runner has spent a lot of time
Local Hero: Sometimes the fastest way to rebuild making it known that they are active in the crimi-
your rep is to stay focused in a small area, such as a nal underworld. When the gamemaster rolls to de-
single city or even single neighborhood within that termine whether the runner’s Heat increases at the
city. Sure, not as many people will hear the runner’s end of each game session (p. 236, SR6), their Heat is
name, but their name will be heard by the same peo- increased by 1 on a result of 7 or higher instead of 9.
ple over and over and stick in their mind as the go- Sure, they’re back, but everyone knows it. Ev-
to person when things need to get done. This can eryone.
be beneficial in the short term as a fast track back
in the game, but it can make expansion into a larg- Step Three: Playing It Cool
er market or being taken seriously by those outside
their chosen community a bit more difficult, as they (Optional)
are often painted as nothing more than a small- The final step in this quality path is not required,
town rube not worth hiring to do “real” work. but wise runners returning to the life are smart to

BURNED-OUT MAGE // QUALITY PATHS


take it. Now that the runner has rebuilt a repu- arcane critters the way a shaman might, but they
tation and asked their employers to scream their probably know something. They’re not going to
praises to the sky, it’s possible (read: highly likely) have their reflexes wired to the bleeding edge like a
that they’ve drawn a fair amount of unwanted at- more chrome than flesh street samurai, but they’ve 49
tention down on themselves. The time has come to certainly got a technological trick or two up their

SHADOWRUN: SHADOW CAST


balance the scales. sleeve when the lead starts to fly. The burned-out
The runner has spent the past several months mage, above all, is able to adapt to the situation at
proving themselves to be an eager, highly skilled hand regardless of what that situation might be.
agent capable of taking myriad jobs and completing Moreover, burned-out mages are often older
them with professionalism and efficiency. They’re and more world-weary than other runners. They
good. Probably too good. Now that they’re firmly began as Awakened spellcasters but were pushed
established, it’s time to take the spotlight off them out of that path and moved to cybernetics. This
and just focus on staying in the shadows. means they took the time to understand both mag-
In order to do this, the runner needs to lie low ic and technology and have firsthand experience
or play it cool when carrying out the job at hand. with both. That kind of experience takes time to
The easiest way to do this is to simply not work acquire, and the fact that they survived it speaks
for a while. If the runner can avoid taking a job to the fact that unique insights were gained along
for three months, their Heat drops by 2, and if they the way. Those keen insights and honed instincts
can avoid taking a job for six consecutive months, are both intangible and invaluable when teamed
it drops by 5. Unfortunately, though, most runners up with younger, more focused runners who think
don’t have the cash on hand to simply lie low and that all their perfectly polished areas of expertise
not earn a wage for such a long period of time. They make them some kind of untouchable master.
can change their circumstances during their period The burned-out mage knows better. They know
by working in a new location and not reaching that the mean streets of the Sixth World will kick
out to any of their contacts. If they can do this for their ass, and they’re not afraid to play dirty—and
three months, they get a smaller Heat reduction of 1 they’ve got a really, really large playbook. When
point; doing it for six months reduces their Heat by playing a burned-out mage, players are encour-
2. Note, though, that they might gain Heat in their aged to find unique and creative uses for seemingly
new circumstances, which could conceivably erase
innocuous or apparently subpar spells and cyber-
their deductions. But at least it will be different law
ware. The burned-out mage’s true power is in their
enforcement officers looking for them!
ability to blindside their foes with the tiny, unex-
pected spells and enhancements that no one saw
burned-out mage
coming—or at least not until it’s too late.
Their real-life experience breeds cynicism, and
Playing Advice burned-out mages have been around the block
The burned-out mage is a fairly unique arche- enough times and survived to know when things
type in the world of Shadowrun. Unlike most other aren’t on the level. Beyond spells and cyberware,
archetypes, it is not highly specialized in one spe- burned-out mages can be surprisingly skilled at
cific area. They’re not as deadly as a street samurai seeing a bad deal or double-cross a kilometer off.
when the lead starts flying, nor are they as capable This can easily be reflected in increased Perception
of drawing upon the diverse range of arcane power or Intuition, often making them highly effective ne-
as a mage or a shaman. They’re not as charming gotiators when it’s time to get real and talk nasty.
as the face, nor do they tap into the Matrix like a The burned-out mage has eaten enough bulldrek
decker. In short, they can’t do any of these things sandwiches for a lifetime and a half and won’t tol-
as well as the experts above. Instead, their strength erate a steaming pile of it slapped down on their
lies in their ability to do a little bit of everything. plate only to be told by a smiling employer to gulp
This means when the drek is hitting the fan, the it on down like a fine meal.
burned-out mage might be able to pull some tiny Above all things, the burned-out mage is un-
talent out of their unique blend of cybernetics and orthodox and a survivor. No one sees them com-
spellcraft to save the day and earn the paycheck. ing, they’re unpredictable, and they’re not afraid
Magic and technology are diametrically op- to get down and dirty. But that ability to survive
posed in the Sixth World, but somehow the burned- leaves scars that no cyberdoc can cover, along with
out mage walks with a foot in each world without regret for past mistakes that hang like foci from
living in either. This means that their diversity of their belt and chrome in their skull. It colors every
understanding makes them a powerful asset to choice they make today as much as it did in all the
any team. They might not know everything about yesterdays gone by.

PLAYING ADVICE // BURNED-OUT MAGE


COYOTE
SHAMAN
The Coyote shaman is a combination of magi- The common aspect of a Coyote shaman’s
cian and face who specializes in the Con skill. They background is a troubled childhood, filled with
use both mundane and magical trickery to sneak, both mischief and tragedy. Most people chosen
disguise, impersonate, and misdirect. Those who by Coyote do not fit in easily with the pack, are
are capable of conjuring spirits find them extreme- inclined to stretch the boundaries placed upon
ly useful for all manner of shenanigans. them, and especially given to challenging authori-
ty. Arbitrary or downright unethical rules just ar-
coyote shamans en’t worth following, and they learned early that
the people in authority positions aren’t worthy
backgrounds of respect. If anything, those demanding obedi-
ence need to be taught some important lessons
Some say that a magician chooses their men-
tor spirit, whether consciously or by naturally about humility and generosity. It was in a dark
aligning their actions to its will. Others say the moment, when the Coyote shaman faced severe
mentor spirit chooses the magician, imposing its consequences for some creative indiscretion,
perspectives and designs upon them. Academics that their mentor spirit first spoke to them. They
might consider this a chicken-and-egg paradox, quickly learned to develop other skills to accom-
but the Coyote shaman wrestles with such ques- pany their magical powers. They made plenty of
tions regularly. Coyote shamans are usually sha- mistakes and paid hard for every one of them, but
manic magicians (natch) with the Coyote men- they have learned to be wily and discreet as well
tor spirit, but other traditions with a variation as skillful and daring.
of the same mentor spirit might also fit this ar-
chetype.

COYOTE SHAMAN // BACKGROUNDS


these character creation method of education, but you were determined to
recommendations apply to all do things your own way, and every failure mo-
tivated you to try something different. Unfortu-
provided backgrounds nately, some of those failures resulted in vengeful 51
consequences. You tend to be lucky and are con-
• Attributes: Charisma 6, Willpower 5, Magic 6

SHADOWRUN: SHADOW CAST


fident that you can spot trouble and get out of its
• Skills: Conjuring 5 or 6, Sorcery 5 or 6, way. But you’re also very good at making people
Con 5, Stealth 4+ very angry with you, and some of them are just as
• Knowledge skills: Arcana, Magical Societies, willing to take it out on your friends or family if
Magical Traditions, Spirit Types they can’t get to you. You carry the grief of those
tragedies with you, but you’ll never let it show on
• Spells: Improved Invisibility, Levitate, Mag- the outside.
ic Fingers, Physical Barrier, Physical Mask
• Positive qualities: Aptitude (Con, Conjuring, Additional character
or Sorcery), Astral Chameleon, Exceptional
(Charisma or Willpower), First Impression, creation recommendations
Focused Concentration, Mentor Spirit • Attributes: Intuition 4+
(Coyote), Shamanic Mask
• Skills: Influence, Perception
• Negative qualities: Addiction (Novacoke,
Level 1 or 2), Impaired (Body or Strength), • Spells: Animate (Metal or Plastic), Increase
Spirit Bane (choose a spirit type you have Attribute, Mindlink, Shape (Metal or Plas-
offended) tic), Trid Phantasm
• Life modules: Artist, Astral Explorations, • Knowledge skills: Myths and Superstitions,
Charlatan, Entertainer, Magical Stud- Religion (Specify)
ies, Street Shaman, Event: You struggled • Positive qualities: Bravado, Discreet Smug-
through some tough times. gler, Polyglot, Teflon Coated
• Negative qualities: Bad Rep, Bounty, Finesse
The Charlatan (incompatible with Bravado), Hunted
You might think that the existence of magic • Life modules: Barista/Bartender, Clairvoy-
would make superstitions a thing of the past, but ant, Organized Crime, Smuggler
you couldn’t be more wrong. The public’s under-
standing of the Awakened world is already filled
with more mysteries than answers, but imagina- The Con Artist
tive fictional representations, marketing cam- You were often something of a mischievous
paigns, and outright misinformation all contrib- nuisance as a child. Your Awakening and the in-
ute to fertile ground for any would-be charlatan fluence of Coyote did nothing to steer you from
to plant their own claims of magical expertise. that course. You always enjoyed lying to people,
You are a student of superstition, myths, and seeing how much you could trick them, how far
legends, and you use these as building blocks for you could bring them into the stories that you
your own scams. The fact that you have actual spun, before they would ultimately realize their
magical abilities makes your lies even more be- error. It might have gotten you into a lot of trou-
lievable. That’s the truly brilliant nature of your ble, but it was usually worth it. And it didn’t take
approach: You use mundane lies and trickery in you long to learn how to placate someone and
combination with true magic. You learned early deflect their anger away from you. Add in some
on that you improved your chances more by ex- magic, and it became all too easy. You began to
aggerating your magical abilities than by being notice little opportunities to get what you wanted
honest about their limitations. Sure, this back- here and there through deceit and magic. Some-
fired a few times, and those were hard lessons to times it was all too easy, but other times it went
learn. You picked yourself back up and moved on, very wrong. Things came to a head when you
leaving many burned bridges behind in your past. successfully tricked someone into giving away an
Those who get to know you over a long period of object of great value, thinking it to be something
time learn to distrust you, and you much prefer of little consequence. It turned out to be of great
it that way. You would rather they never under- consequence, and the person you tricked had
stand the precise extents of your capabilities than some dangerous allies with violent tendencies.
know you completely. There are so many options Some buildings burned, some people died, and
left open that way. Your teenage and earliest adult you were forced to run away. It was a devastating
years were an absolute train wreck, and ones that blow to you, and you lost people that you loved.
you’d prefer to forget. Trial and error is a brutal But instead of pushing you into despair, it moti-

BACKGROUNDS // COYOTE SHAMAN


vated you to make the best use of your fresh start.
You learned from your mistakes, but more im-
portantly, you kept learning new tricks. It wasn’t
52 long before a fixer or similar contact recognized
your potential as part of a shadowrunning team.
SHADOWRUN: SHADOW CAST

Additional character
creation recommendations:
• Attributes: Intuition 4+
• Skills: Influence, Perception
• Spells: Clairaudience, Clairvoyance, De-
crease Attribute, Increase Attribute, Mind
Probe, Trid Phantasm
• Knowledge skills: Confidence Games, Cur-
rent Events
• Positive qualities: Focused Ambition, Inspire
Competence, Polyglot, Team Player
• Negative qualities: Bad Rep, Bounty, Fi-
nesse, Hunted
• Life modules: College/University, Fixer,
Journalist, Organized Crime, Politician,
Event: You got away with a lucrative theft.

The Street Shaman


Your earliest memories are of desperate hun-
ger, shivering cold, and filthy conditions. You
never knew your parents, and few people seemed
to give a drek whether you survived your child-
hood. Some people took pity on you from time to
time, and you just barely managed to grow up a
little. Then Coyote came to you, and everything
changed. Spirits performed tasks for you, brought
you food, and helped you secure better shelter. You
learned a few spells, and used them not just to sur-
vive but to help out some of the other desperate
people around you. This eventually brought you
into direct conflict with the people who preyed on
the weakest. But neither you nor they realized how
effective your spirits would be at fighting them off.
Not at first, at least. With a little practice, you got
cleverer and wilier with your deterrents, combin-
ing illusions, traps, and other direct spells with the
assistance of spirits. It didn’t take long for you to
gain a reputation with the other destitute people
living on the streets, and the local gangs learned
not to mess with you. Eventually, your reputation
drew someone to you who invited you to work
with a team of shadowrunners. They were offering
so much more money than you had ever realized
you could make. This might work out well. If you
could survive growing up as an orphan in the bar-
rens, how hard can a shadowrun or two be?

COYOTE SHAMAN // BACKGROUNDS


Additional character
creation recommendations:
• Attributes: Body 3+, Agility 3+, Reaction 3+ 53
• Skills: Astral, Influence

SHADOWRUN: SHADOW CAST


• Knowledge skills: [Area] Knowledge, [Area]
Local Gossip, [Area] Underworld
• Spells: Detect Enemies, Heal, Trid Phan-
tasm, two combat spells: one area effect and
one single target.
• Positive qualities: First Impression, Indomi-
table, Mentor Spirit (Coyote)
• Negative qualities: Bad Luck, Dependents,
Spirit Bane (specify type)
• Life modules: Activist, Ganger, Event: You
were overwhelmed, but things worked out.

The Illusionist
You’ve been enchanted by the performances of
pre-Awakening magicians, who performed amaz-
ing feats with purely mundane abilities. The use of
misdirection, tricks of psychology and perception,
and performative flair were a passion for you. When
you Awakened, you embraced your new abilities,
and soon found that you could create illusions and
magical trickery of your own. You focused your
efforts on learning illusion magic, and you were
also drawn to theater. It was only natural to think
of putting the two skills together. With a flair for
the dramatic and the mojo to bring the razzle-daz-
zle, you were ready for the stage. It turns out that
making money performing as an entertaining illu-
sionist isn’t very steady work, but it brought you
into contact with some fixers who realized your
potential as a shadowrunner. You might have had
some scruples about the possibility of becoming an
outlaw a year or two ago, but those past couple of
years were a descent into poverty. And something
seems to feel right about taking your magical abili-
ties onto a different, more complex, stage.

Additional character
creation recommendations:
• Attributes: Intuition 4+
• Skills: Perception, Influence, Stealth
• Knowledge skills: Illusory Art, Psychology,
Theater
• Positive qualities: Bravado, Guts, Spirit
Affinity (specify type), Teflon Coated
• Negative qualities: Addiction (Psyche,
Mild), Non-Lethal, SINner
• Life modules: Fixer, Mentor, Traveller,
Event: Your hard work paid off.

BACKGROUNDS // COYOTE SHAMAN


The Gadgeteer Coyote Shamans

54
Whether you are an enchanter aspected magi-
cian or just have a passion for alchemy, you prefer Plot hooks
using alchemical preparations to create magical This section is primarily intended for use by the
effects over casting spontaneous spells. Ever since gamemaster, but players are also encouraged to
SHADOWRUN: SHADOW CAST

you learned that you could prepare magic to go read through them. These are not clearly defined
off under certain conditions, you’ve been looking plots, but are a set of idea prompts for an adven-
for ever more creative and inventive means of em- ture along with a menu of suggestions that provide
ploying them. One of the big advantages that has a wide range of potential story ideas. There are no
helped you trick people is having a preparation go spoilers here, and as a player you are encouraged
off without the spell having come from your direc- to recommend the ones that interest you most to
tion. That particular tactic of misdirection never your gamemaster, along with any character themes
gets old, and it’s never failed you. or background ideas that you want to involve or
You use preparations for all manner of tasks, explore. Then leave the final details up to the gam-
but the one drawback is how much time you need emaster and the action that occurs within the game
to spend preparing them. That, and the foresight sessions.
to have the ones you need ready for the moment
you need them. While many people see you as an
eccentric magician, very few see just how much The Haunted Mansion
effort and intention you put into understanding This adventure works best with the charlatan
the events and people around you. In order to be background, but any team skilled in deception
prepared, you feel the need to anticipate as much and misdirection with access to spirits and illusion
as you possibly can. You are constantly getting in magic should have fun with it.
touch with your contacts to keep up on the current The charlatan is contacted by a fixer who is
rumors and gossip. If you are at all technological- familiar with their reputation. They would like
ly inclined, you love to leave little bugs and other to hire the runner team for a very unusual job. A
sensor devices where you think you might pick up megacorporation is in the process of attempting to
something useful. Besides being a skilled alchemist, buy a property that Mr. Johnson would prefer they
you are well-suited to do the work of an informa- not acquire. The deal is nearly complete, however,
tion broker or fixer. But it’s with a team of individ- and only a final assessment by the megacorpora-
uals that cover skillsets you don’t possess that you tion must be done before the deal is concluded.
truly shine. Working together with a coordinated This assessment will occur in two days, and the
team provides a force multiplier to your gadgets, runners are tasked with the job of scaring off the
tricks, and schemes like no other. And you definite- megacorporate assessor by convincing them there
ly like having friends you can rely on. is a dangerous haunting at the site. The team is
welcome to use whatever means are available to
Additional character them to pull this off, but the job will be compli-
creation recommendations: cated by the assessor’s security entourage, which
consists of several heavily armed grunts and an
• Attributes: Agility 3+, Intuition 4+, Reac- Awakened lieutenant.
tion 4+ Pulling off a magical con under the watchful
eye of a security mage will not be easy. If they
• Skills: Enchanting 6 with a specialization in
can pull it off, however, the fixer is impressed. As
Alchemy; Sorcery and Conjuring are lower
for that, the gamemaster must ultimately gauge
priorities, if at all
the responses of the assessor and security team
• Knowledge skills: Magical Research Corpo- appropriately. The assessor and security mage are
rations, Pranks, Talismongering both pragmatic and difficult to trick, so they gain
• Positive qualities: Discreet Smuggler, Rote a point of Edge on any Composure, Judge Inten-
Alchemist, Spell Components, Team Player tions, or Perception tests against the runners. The
guards are fairly superstitious and gullible peo-
• Negative qualities: Distinctive Style, Gear ple, and so in this scenario, they cannot gain or
Acquisition Syndrome, Gremlins, Twitchy spend Edge on Composure, Judge Intentions, or
• Life modules: Alchemist, Fixer, Mentor, Perception tests. The runners must be careful to
Event: You became extremely interested in avoid direct contact, though releasing a pack of
unusual or mysterious topics. captured paracritters is a valid alternative tac-
tic, albeit a very risky one. If successful, the team
gains a fixer contact of the Criminal or Magic
type, with a Connection 5 and Loyalty 4. If the
gamemaster used a fixer who is already a contact

COYOTE SHAMAN // PLOT HOOKS


for the team, raise the contact’s Connection and The Street Shaman
Loyalty ratings each by 1.
This adventure hook works best with the street
shaman background, but should work well with 55
The Long Con any team with contacts in a rough part of town
and at least one Awakened character.

SHADOWRUN: SHADOW CAST


This adventure hook works best with the con
artist background, but could be adapted to fit any One of the street shaman’s old friends from
team with a good face and a few tricks. the barrens, ideally someone who still lives there
One of the con artist’s contacts wants to hire and runs a small business or shelter, reaches out
the team for a personal favor. They have come un- for assistance. Strange things have been happen-
der threat of blackmail or extortion. Someone has ing in the neighborhood lately, and they think it
some physical evidence that, if used against them, involves some sort of magical or spirit activity.
would spell their ruin. They would have to leave Strange animal sounds and other bizarre noises
their current life behind completely and start over have been heard at night, which has everyone on
with almost nothing someplace else. The contact edge. Just last night, some people were killed. They
were locals, regular people just trying to survive in
will be very reluctant to share details about the
the urban wasteland. Their bodies were savagely
blackmail or extortion material, but they’ll share
mauled, as if by some beast. Law enforcement ser-
as much as they think the runners need to know.
vices are not under contract for that part of town,
Ideally, the evidence paints the contact as responsi-
so the people are on their own … unless the street
ble for a tragic event, but don’t make it something
shaman and their friends could look into it? The
so bad that the runners wouldn’t want to help
nuyen gathered at short notice from the pover-
them. It should be a horrible accident, indiscretion,
ty-stricken residents of the barrens is definitely not
or terrible mistake that causes them deep regrets. even close to what the runners are used to getting
The contact has some few leads that should help paid, but the gamemaster should point out that the
the runners track down the blackmailer. Karma awards for doing a good deed are higher
Things get more complicated when the runners than usual. If the runners do not get involved, more
eventually discover more about the blackmail- bad things will happen to the residents of that area,
er, who is a member of a powerful organization. and it will eventually become almost completely
Organized crime is one possibility, but a powerful deserted. If the runners agree to investigate, they
magical group, or even another team of shadow- must find out what strange threat is present. The
runners would make good alternatives. The run- cause could be something fairly straightforward,
ners will need to recover the blackmail material such as a pack of ghouls moving into the area or
or somehow convince the blackmailer to back off. an escaped cybernetically modified critter, which
This can be done through violence, but severe re- must be tracked down and dealt with. More seri-
taliation will be forthcoming if such a brute-force ous threats could include an insect shaman, toxic
approach is employed. The blackmailer has most magician, super-secret experiment being carried
likely made at least one copy along with a con- out and observed by a megacorporate research
tingency to release the material should anything group, or angry free spirits upset by the horrible
unfortunate happen to them. The lasting results of vibes of the area. These could be settled with a
this run will work out best for everyone if they wide variety of approaches and could become a
instead utilize trickery, influence, or even making campaign arc rather than a single adventure. If the
a deal with the blackmailer instead. If the runners runners are able to help their friend, in addition
manage to recover or destroy the blackmail ma- to at least 2 bonus Karma they should each gain
terial and thus safeguard the reputation of their any contact of the Street type that is grateful to
contact, the contact’s Loyalty increases by 2 (to a them, with Connection 2 and Loyalty 5. Each run-
maximum of 8). The runners also have some dirt ner may select a different contact if they choose. If
on this contact, which could put them completely any runners would like to double up on a contact,
at their mercy at the cost of all Loyalty. As long they may each choose the same contact, but with
as the blackmail material is unused, the PCs can a Connection rating of 3. If more than two run-
be reasonably certain that this contact will never ners choose the same contact, the Connection rat-
betray them. ing does not increase to any higher than 3. These
contacts might be loyal, friendly, and helpful, but
they aren’t particularly wealthy, they lack access to
the best resources, and they don’t have the clout or
connections to improve their status without signif-
icant assistance that isn’t likely to come. But who
knows? Maybe with the PCs’ assistance, their for-
tunes might improve.

PLOT HOOKS // COYOTE SHAMAN


A Show to Remember with a formula for a unique alchemical prepara-
tion—one that will create a false aura that matches
This adventure hook works best with the illu- the original—and task the shaman with preparing
56 sionist background, but any team with illusion mag- the forgery. If the gadgeteer wishes to learn such a
ic and a flair for the dramatic will enjoy it as well. trick, they may do so for 5 Karma. If the shaman
The Coyote shaman is contacted by a fixer who
SHADOWRUN: SHADOW CAST

is uninterested in learning the formula, they will


has ties to the entertainment industry. They’ve be asked to help out and watch for trouble while
been hired by the manager of a hot and upcoming their contact prepares it instead. The last part of
rock band to produce a stunning live show at a the job requires making a deal with the people
prominent local underground venue (Underworld who stole the artifact. This will likely be a tense
93, for example). The band wants illusion magic social encounter, but the opposition would much
to help them put on an amazing show, but access rather make a deal and get the stolen artifact back
to the licenses and insurance to do it legally has than settle a score. The contact leaves all of the
proven to be too costly. Unwilling to compromise details up to the shaman and their team, and they
their artistic vision, the band has insisted on find- take a cut of the nuyen. If this run is successful,
ing some unlicensed talent for the job. Oh, and a the Loyalty and Connection ratings of the contact
former band member who was recently kicked out who hired them increase by 1 each.
happens to be part of a local gang, so the runners
are also hired for additional security. The show is
coyote shamans
in three days, so the runners will have some time
to meet the band and plan out the show, as well as
do some legwork on the potential security threat. Quality paths
Unless they do something proactive about it, the
former band member will arrive at the show with
their fellow gangers and create a violent scene. Quality Path:
Another problem is that among the crowd is an
official of some kind. About halfway through the
Trickster Spirit
show, they will call in the police to shut the show If you have successfully completed either the
down and arrest the band and runners. The team Haunted House or Long Con adventure hook, the
will need to help the band escape or somehow de- Karma costs for any positive qualities in this path
ter the police from interfering. Depending on the are not doubled.
preferences of the players and gamemaster, this
could be a very technical adventure involving care- Partners in Crime
ful security preparations and vigilant reconnais-
Conjured spirits seem eager to participate in
sance and overwatch, or it could be a crazy, wild
your elaborate hijinks.
night of partying and social encounters, but it’s
probably the most fun to include elements of both. • Cost: 10 Karma
If the run goes well, the team gains the band as a • Game Effect: Your conjured spirits never
contact with Connection and Loyalty ratings of 4 misinterpret your orders. If you spend at
and the Media and Street types. The pay should be least one service providing initial orders and
pretty decent as well. some overarching directives to a spirit that
you have conjured, you may then commit
The Artifact Forgery additional available services to your spirit
to use at its discretion. You spirit may then
This adventure hook works best with the gad- choose to use these services without addi-
geteer background, but is easily adapted to any tional orders from you in order to fulfill any
team with an alchemist. directives you gave them.
One of the shaman’s contacts, preferably a fixer
or talismonger, reaches out with a job offer. A re-
cently discovered artifact believed to have magical Coyote Spirit
potential has been stolen by a team of runners. The Your kindred and beast spirits are uniquely tal-
shaman’s contact has a lead on where the stolen ented.
artifact might be located. They want the shaman’s
team to retrieve the stolen artifact from the thieves, • Cost: 10 Karma
but that is only part one of the job. A significant re- • Game Effect: Spirits of beasts that you con-
ward has been offered for the recovery of the arti- jure gain the Stealth skill. Kindred spirits that
fact, and the shaman’s contact hopes to double-dip you conjure gain the Con and Influence skills.
by receiving the reward for turning in a forgery
and also selling the artifact back to the people who
hired a team to steal it. They provide the shaman

COYOTE SHAMAN // QUALITY PATHS


Quality Path: neighborhood at a ratio of one hit for every
two dice (rounded up) in your dice pool
Shamanic Hooder (instead of one for every four dice).
If you have successfully completed the Trouble 57
in the Barrens adventure hook, the Karma costs Tragic Regrets

SHADOWRUN: SHADOW CAST


for positive qualities in this path are not doubled.
If your neighborhood suffers a significant trag-
edy that your character feels responsible for, you
Local Hero may take this negative quality.
You’ve done some good deeds, and you’ve be- • Bonus: 5 Karma
come a hero to some of the people living in a small
town or neighborhood. • Game Effect: Whether or not you were
actually responsible, you blame yourself for
• Cost: 5 Karma not preventing the tragedy that occurred.
• Game Effect: If you do not already have the Whenever you visit the neighborhood, you
Hooder quality (p. 137, Sixth World Com- experience painful emotions. Every Edge
panion), you must take it at level 1 along boost or action within your neighborhood
with this quality. The bonus Karma gained costs an additional point of Edge. You may
from Hooder reduces the cost of this qual- spend the bonus Karma gained from this
ity. Specify a neighborhood in one of the quality however you choose.
roughest parts of town in the city your cam-
paign takes place, which should represent Ghost Town
the streets you grew up on. When you are in
this area, gain a point of Edge on any social Things went wrong in your neighborhood. It’s
skill tests with any locals. Additionally, you just not the same, and no one even tries to live
can rely on the assistance of the people there anymore—except maybe you.
living there to provide you a safe place to • Cost: Special
lie low at no cost, and the local bar doesn’t
charge you for cheap drinks. If you ever buy • Game Effect: If something terrible happens
off the Hooder quality, you may keep the that leads to the desertion of your neighbor-
Local Hero quality until the neighborhood hood, take this quality. You lose the Local
suffers a negative consequence related to Hero and My Neighborhood qualities. You
you, at which point you must either make may reduce your Hooder quality (p. 137,
amends by picking up the Hooder quality Sixth World Companion) by 1 level for free.
again or lose the Local Hero quality. If you
are ever known to willfully bring harm to Healthy Community
the people in the neighborhood, you auto-
The people in your neighborhood are amaz-
matically lose the Local Hero quality, and
ing. Sure, you’ve helped them out a bunch, but
you may never regain it.
they pulled together and made their chunk of ur-
ban wasteland into a nice place to live—relatively
My Neighborhood speaking.
Most runners don’t settle down and call a place • Cost: 5 Karma/level (max level 5)
their own, but you do.
• Game Effect: If you wish to purchase this
• Cost: 10 Karma (5 Karma if you already quality or increase its level, you must first
have the Home Ground quality for this do something significant to bolster your
area) community. This could mean doing a run
• Game Effect: You must have the Local Hero that directly benefits your neighborhood,
quality and maintain a Low lifestyle with- but more likely represents spending time
in the neighborhood in order to take this and nuyen between runs. If you don’t go
quality. You gain the benefits of the Home the route of doing run pro bono, you must
Ground quality, but due to your Awak- sacrifice one month of your downtime,
ened nature, you are especially attuned to 10,000 nuyen, or two weeks of downtime
the natural background count and astral and 5,000 nuyen. You and your gamemas-
environment in your neighborhood. While ter are welcome to come up with alternate
within your neighborhood, reduce the deeds. The key point is that you are doing
drain value of any source of drain by 1 significant things that benefit the people in
(spells, alchemical preparations, conjuring your neighborhood.
and binding, etc.). Additionally, you may During any downtime period, you gain
buy hits on any assensing test within your a pool of Edge equal to this quality’s level,

QUALITY PATHS // COYOTE SHAMAN


which may be used on any tests made during process. Add 1 to the drain value of your
your downtime: extended tests, enchanting, preparation for every 1-point increase to
learning new spells, anything. This represents the threshold of any Astral or Perception
58 the support of the healthy community that tests made to notice or analyze the prepara-
you have helped to cultivate within your tion. This only works until the preparation
SHADOWRUN: SHADOW CAST

neighborhood. Any Edge unspent before the is triggered.


beginning of the next session is lost.
Long Fuse
Quality Path: You have learned to create timed alchemical
Alchemical Gadgeteer preparations that remain fresh until they go off.
If you complete the Artifact Forgery adventure • Cost: 5 Karma
hook, the Karma costs to purchase positive quali- • Game Effect: In order to take this quality,
ties in this path are not doubled. you must successfully use a timed alchemi-
cal preparation on a run. When you create
Magical Forgery an alchemical preparation using the time
trigger, you may set the time to any length
You have learned how to create subtle forgeries of time up to the preparation’s Potency in
that can even pass the scrutiny of astral perception. days. The Potency does not diminish during
• Cost: 5 Karma this time.
• Game Effect: You have learned a special
technique of alchemy, which allows you to Remote Control
either create a false impression of a magical You have learned how to design a small object
aura on a mundane object or hide the aura that anyone can use to trigger your preparations
of a magical object so that it appears mun- with the command trigger.
dane. This can make an object appear to be
enchanted, or it can appear to have the aura • Cost: 10 Karma
of a specific artifact if the alchemist has the • Game Effect: When you create an al-
original available to assense. The forgery chemical preparation with the command
process is a special alchemical preparation trigger, you may also choose to make a
with a DV equal to the Force of the artifact remote control for it. The remote control
(or some equivalent measure, per the gam- is a separate object that, if touched by any
emaster’s discretion). The lynchpin of the living aura (astrally or physically), will
preparation is the object being disguised. trigger the preparation. As long as the re-
When triggered, the number of hits rolled mote control is within (Potency) meters of
on the Potency + Magic test sets the thresh- the preparation, it will work just as if the
old for any Astral or Perception tests made alchemist had issued a command, targeting
to recognize the false aura. The false aura the nearest possible target to the prepara-
will begin to fade at the rate of losing one tion—or functioning as ground zero for
point of its threshold per hour after being an area effect spell. The remote control is
activated. This can only replicate the aura of created with the preparation, adds no time
an inactive focus. It will not make the object to the process, and increases the prepara-
appear to be currently active. It’s also worth tion’s drain value by 1. The alchemist can
noting that this preparation conceals itself still use the command trigger, even without
along with the aura it is designated to affect. the remote control.

Subtle Alchemy Complex Preparation


You have learned how to create alchemical You may combine multiple spell effects into a
preparations that are difficult to notice, even to the single preparation.
alert astral observer. • Cost: 10 Karma
• Cost: 5 Karma • Game Effect: You may create an alchemical
• Game Effect: You must possess Magical preparation with multiple spell effects. The
Forgery before you may take this quality. trigger must be the same for all spells in the
This technique allows the alchemist to con- preparation, and the spells will all affect the
ceal their preparations from being observed same target. When the preparation goes off,
from astral space before they are activated. all of the spells trigger at once. Only one
This is achieved during the preparation Potency + Magic test is made for the prepa-

COYOTE SHAMAN // QUALITY PATHS


ration, which then applies to all spells. The Strategies
drain value of the preparation is the total
drain value of all spells, boosts, triggers, Try to anticipate as many possibilities as you
can, but only invest any significant effort in the
and any other alchemical techniques used in
ones that seem to be leading to the results you’re
59
its creation. Add it all up into one big drain
looking for. Look for opportunities to work into

SHADOWRUN: SHADOW CAST


value, so try not to kill yourself making one
of these! your plans—don’t be too attached to any one idea.
You should have a wide range of useful spells and
coyote shamans
always a spirit or two at the ready. Pick up a vari-
ety of additional skills to help fill out your general

playing advice usefulness, which are often handy for supporting


the other runners using teamwork.

Roleplaying Combat
The Coyote shaman is a magician who has You are not well-suited for direct combat en-
chosen, or been chosen by, the most iconic of gagements. One of the first things you should do
trickster spirits. Such people are natural prank- when the bullets start flying is get under cover
sters, believably and habitually deceitful, and and concealment. Once you’re relatively protected
they are usually far cleverer than they are wise. from attacks, call in your spirits and have them do
As a Coyote shaman, you delight in entertaining the fighting for you. You should have a few use-
people as well as tricking them. Even your clos- ful spells, but try to avoid using obvious combat
est allies find it difficult to discern when you are magic except in the most desperate or opportune
speaking honestly or being serious, and not even moments. Use your magic to misdirect your oppo-
your own mother would recognize you when you nents and shield or conceal your allies.
disguise yourself. This ambiguity suits you, and
you love the flexibility it grants you. Some people Utility and Support
plan endlessly, but you are a master of improvi-
sation. You may prepare ahead for a number of Your spells are perfect for assisting your fellow
things, but that’s really more like placing your runners, whether by healing, concealing them, en-
bets on some of the possible outcomes—some hancing their attributes, levitating them, or any
likely, many unlikely. When they work out, you number of other handy tricks you might know. Un-
take credit for your brilliance and foresight. And less your team is flush with faces, you’re also like-
you can always downplay and deflect the times ly to be the primary social specialist. This means
that they don’t. Always be watching for oppor- negotiating with employers is your responsibility
tunities, not just to profit, but also to have fun as well as running your cons and playing pranks.
doing it. And the greatest service a trickster spirit If there are other socially adept runners on your
such as yourself provides to the world is when team, that puts you in a perfect position to run
you take someone powerful and pompous down all manner of interesting and complex confidence
a peg. Getting paid for doing such tasks is just ic- games—assuming you all get along well enough,
ing on the cake. You love being a shadowrunner! that is! Whatever the case, despite the chaotic and
distant nature of your personality and the tenden-
cy toward seeming like a loner, the Coyote shaman
exists best as a team player. When your fellow run-
ners shine because of what you manage to do by
working together, bask in that glow. There’s noth-
ing better in this world, chummer.

PLAYING ADVICE // COYOTE SHAMAN


CYBER
NINJA
Cyber Ninja for them. A chromed-up person with little or no
physical or mental skill to help use them is some-
Backgrounds one who has wasted a lot of money. If they pull off
the right combination of ’ware and ability, though,
When people worry about what kind of su- they become one of the most lethal people in shad-
per-augmented person they might come up ows—all the more dangerous because they seem to
against in the shadows, their thoughts often first unite with the darkness.
turn to a tank—a dermal-plated troll slowly, Cyber ninjas don’t always knowingly start off
clumsily plowing ahead, bullets bouncing off of knowing what they will become. Some are very
it while it mows down the opposition. This is intentional about what they intend to be, but oth-
a dated vision, like something out of a twenti- ers add a piece of ’ware when they have enough
eth-century flatvid. That’s not to say this vision nuyen, and they often choose based on what’s
doesn’t happen, but it’s far from the only way to available and what they can afford. Some people
get cybered up and do damage. Cyber ninjas use on that path end up a mishmash of disparate gear,
their augmentations to disappear, move unseen, but others get a few things that point them in a
and then deliver a lethal blow. They are fast, si- very ninja-focused direction, and so they pick up
lent, and quite deadly. on that and run with it. And they keep adding and
Cyber ninjas are made, not born. To really be adding, because they learn how critical the edge
elite, they need to spend six or even seven figures of that augmentations give them is.
nuyen to enhance their physical forms. They can’t, Here are some of the paths shadowrunners fol-
though, assume that the ’ware will do the work low to become a true cyber ninja.

CYBER NINJA // BACKGROUNDS


Recommendations for
character creation:
• Attributes: Agility 6, Reaction 5, Intuition 61
4

SHADOWRUN: SHADOW CAST


• Skills: Athletics 4, Close Combat 5,
Firearms 6, Stealth 4
• Knowledge skills: Augmentation Brands,
Blade Weapons, Security Techniques,
Traffic Patterns
• Positive qualities: Ambidextrous, Long
Reach, Quick Healer
• Negative qualities: Honorbound,
Incompetant (Cracking)
• Life modules: Agent, Athlete, Bodyguard,
Covert Ops, Martial Arts Training,
Security Guard, Event: Your Body was
pushed to its limits

The Deliberate Choice


You started in the shadows, made some cash,
and decided to upgrade your abilities. Rather
than just run to the local street doc and see what
was on sale, you actually sat down and thought
about your choices. What do you want to do in
the shadows? What do you want to be?
You could go for the cyberarm, to increase
your punching power and give your arm more
protection. Or maybe some dermal plating to
keep bullets from truly hurting you. But you
had a vision. You weren’t ready to spring for
wired reflexes yet, but you got some reaction
enhancers. Not the fanciest piece of cyber in the
world, but you loved the quick-twitch reflexes
you had. It was a small advantage in a fight, but
it mattered a lot to you. You saw that you didn’t
have to be the strongest to win a fight—getting
the first blow in could be enough.
Unless you missed that first shot. That hap-
pened enough times to annoy you, but at least
none of those incidents took you out of the
game. You determined that gaining more ac-
curacy should be high on your agenda, so you
earned your way to a cybereye with a smartlink
and some muscle toner bioware. It worked—the
shots started landing more frequently.
This made your path clear. Speed and accu-
racy were critical. Stealth would help, so you
were certain to add this to your repertoire. It
took a long time, but you eventually became
what you envisioned—fast, unseen, and real-
ly quite lethal. You don’t have room left for
many more augmentations, but you feel pretty
good about the ones you have, and what you
can do with them.

BACKGROUNDS // CYBER NINJA


Recommendations for to you. It may not be top-of-the-line stuff, but it’s
character creation: more than enough to make you dangerous.
It gets even better if you make a special-ops
62 • Attributes: Willpower 4 team. These soldiers get the good stuff, and their
modus operandi fits in well with how cyber nin-
• Skills: Add Close Combat specialization
SHADOWRUN: SHADOW CAST

ja do business. You become what opposing forces


• Knowledge skills: Local Gangs fear, especially the decentralized ones—the shot in
• Life modules: Ganger the dark, the blade in the night. You can get in any-
where and find anyone.
But eventually, enlistments end. The ’ware you
The Corp Operative received is tough to remove, plus you earned some
If there are any groups fully aware of the power medals and commendations in your years of ser-
of augmentations, it’s the people who make them. If vice, so they let you take the augmentations with
a corp makes cyberware and bioware—and even if you. So you hit the streets with the skills and the
they don’t—they are sure to have some cyber ninjas ’ware to do some damage. All you need to do is
on staff. There is no quicker path to your first set of figure out in what direction you should be pointed.
synaptic boosters than signing up with corp securi- More than a few former spec ops soldiers find
ty. Of course, they don’t give that prize to just any- their way into private security and mercenary
one. You have to show considerable physical skill forces, but a few of them feel another call. Some-
even without the bioware, and you have to show times it’s because they’re tired of taking orders and
stability and loyalty to your corporate benefactor. working in a structure, and they just want to do
The last thing they want is to give a few hundred their own thing. Other times, though, it’s because
grand worth of augmentations to someone only to to them, it seems to be the best way to carry on
have to face that someone in the shadows. the ideals they picked up in the military. Military
And yet that keeps happening. The corps are life gets tied up in the murk of international pol-
pretty good at building a soldier, but they’re poor itics and chain of command weirdness, but some
at maintaining loyalty—mainly because they think soldiers manage to carry the ideal of defending
it should only be received, not given. So they keep the defenseless all through their military career.
falling into their bad habit of hanging their people The shadows, to them, seems to be the best place
out to dry, or double-crossing them when it suits to carry out this work. Who else is going to look
their needs, and they keep being surprised when out for the people in the barrens? The cops? The
the people they screwed end up in the shadows. corps? Not likely. So you decide it should be you.
Putting all that corp ’ware to work in the shad-
ows is great, because seeing that much high-grade Recommendations for
gear in a runner is rare. You’ll stand out, in a good
way, but you need to be careful. If too many people character creation:
start talking about you and your gear, word might • Attributes: Agility 4
get back the the corp you abandoned, and they
might decide that a little repossession is in order. • Skills: Add Firearms specialization
• Knowledge skills: Military Structure
Recommendations for • Life modules: Military
character creation:
cyber ninja
• Attributes: Willpower 4
• Skills: Logic 3, Influence 2 Plot Hooks &
• Knowledge skills: Corporate Security
Tactics Adventure seeds
• Life modules: Intern Dead of Night
The CEO of an almost-A-sized corporation
Military Special Ops lives in the type of residence that could repel a
Let’s be clear about one thing: Most new mil- small army. But that’s only if it’s a frontal assault.
itary recruits don’t get prime cyberware. Or any The cyber ninja is approached to see if they can get
’ware at all. Every army need some soldiers whose in where an army would fail.
destiny it is to be fed to the meat grinder of battle, They don’t have to do this alone—astral and
and military leaders have no desire to waste cyber- Matrix overwatch in particular would be helpful
ware on cannon fodder. But if you can prove your- to their effort—but in the end, the boots on the
self over time, some prizes will become available ground are going to belong to the cyber ninja.

CYBER NINJA // PLOT HOOKS & ADVENTURE SEEDS


Most of the defenses of the compound are auto- what they are up to. As it turns out, the captain is
mated. It starts with an electrified fence, then moves responsible for this whole affair, and he had planned
to a network of cameras and sensors spread out over it well in advance. He has decided to secede from the
four acres of lawn space that work to quickly identi- entire world and use the cruise ship as the first part 63
fy any metahuman movement and stop it if it is un- of a new island state. He believes that if he treats

SHADOWRUN: SHADOW CAST


authorized. Roto-drones and Dobermans lie in wait, the passengers well enough, they will accept his plan
ready to bring firepower to any spot on the complex. when he gets around to explaining it to them.
Spirits of air complement the drone security forces. He worked very hard to get a crew who is per-
The house itself has plenty of windows, but it’s sonally loyal to him, and so far they have not ques-
bulletproof glass (Structure rating 11). The doors tioned his orders, partly because he has told them
are all Structure rating 16. The walls are made of of dangers and rampaging pirates if they continue
field stone, but wires are woven through the entire forward. Whether they will stay loyal when his sto-
structure so that an attempt to use Shape Stone to ry starts to fall apart is an open question. Clearly
get through the walls will trigger an alarm. the captain is not fully sane, so dealing with him
Should the cyber ninja find their way inside, will be tricky. If he is out of commission, the pilot
they’ll have to deal with flesh-and-blood securi- could probably bring the ship home. If both are out
ty, as the CEO has a dozen security guards with of commission, the situation becomes trickier. The
Professional Rating 8. The drones and spirits from runners might have to only get their targeted pas-
outside are of course at their disposal. sengers home for now.
The main house has three floors, and the CEO is
in a bedroom on the third. Sensors and cameras re-
main omnipresent, and the doorknob to the CEO’s The Trail of the Asp
bedroom carries an electrical charge equal to shock An assassin known as the Asp has racked up an
gloves (p. 250, SR6) unless it is disarmed with facial impressive series of kills in Neo-Tokyo, Shanghai,
recognition software built into a camera in the door. Hong Kong, Mumbai, Beijing, and other Asian cit-
The software is attuned to anyone who lives in the ies. Leaders of the Pacific Prosperity Group believe
house, along with the head of the security team. the Asp has gotten out of hand (and they’re worried
Should the cyber ninja reach the CEO, their the assassin might eventually target one of them. The
mission is not to kill them. Instead, they are just cyber ninja is hired to track and eliminate the Asp.
supposed to collect a vial of their blood. How they The hunt starts in Singapore, where rumors say
do this is up to them, and they are not informed of the Asp is lining up their next target. A face and a
how the blood will be used—though anyone who decker might help the cyber ninja find out where
knows about ritual magic might have a guess. the Asp is currently there, but getting to the right
destination will be all up to the ninja.
Out to Sea Sadly, the Asp has sources of their own, and
they get word that the cyber ninja is on their tail.
A cruise ship is stalled in the Caribbean. It has They are gone before the ninja arrives, and the
gone radio silent, and boats and planes approach- chase is on.
ing it have been fired at. Mr. Johnson wants the cy- This should be a long chase—taking the train
ber ninja and their compatriots to get to the ship, to a port, jumping onto a boat, traveling to Indo-
find out what’s going on, and rescue some of the nesia, and attempting to make it to Jakarta. The
wealthier passengers. cyber ninja needs to do more than keep up—they
Getting to the ship is the first hurdle. It is two need to close on the Asp to catch them before the
hundred miles west of the southern tip of Florida, Asp can access their network and disappear.
and both machine guns and missiles fire at any vis-
ible approach. cyber ninja
The ship itself has sixteen decks and holds more
than five thousand passengers. If the cyber ninja and
their team get aboard the ship, they’ll find that the Quality Path
passengers are a little puzzled about why they are
not moving but generally content. The ship is fully The Human Touch
functional and they keep being fed. They claim they In this path, the cyber ninja battles with con-
have been in touch with family and co-workers, tell- cerns about what their extensive augmentations
ing them they have been delayed (they haven’t; their are doing to their soul, only to find their mind is
communications have been intercepted and fake re- stronger than they thought.
plies have been sent to them). They’ve heard gunfire
from the ship, but they’ve been told it’s just to scare
off pirates, and the situation is under control. Step One: Losing Balance
The cyber ninja is going to have to investigate The cyber ninja can enter this quality path when
the ship without letting the captain and crew know their Essence is below 1 and they glitch or critical-

QUALITY PATH // CYBER NINJA


ly glitch on an Influence test (including one where er who fills the air with lead. They are about speed,
they are defending against someone else’s attempt- precision, and silence. They frequently spend more
ed influence). The negative reaction they get sends time setting up the right combat position than actual-
64 them into a spiral of self doubt, where they worry ly fighting, because their entire goal is to get in a spot
that a key part of their humanity is gone. where they can end the fight quickly. They know the
SHADOWRUN: SHADOW CAST

• Cost: None right weapon to use in any given situation, and they
build a plan around how best to use it.
• Game Effect: While this step is in effect, The physical abilities of the cyber ninja often
the character receives the Social Stress get a lot of focus, with good reason. They are blin-
quality (p. 78, SR6) that pops up in any
dingly fast and smoothly graceful. The put a premi-
situation where someone comments on their
um of good aim so that they can land their blows
augmentations.
(or shots) where they want. They are often not the
They move on to the next step when they
gain or raise a contact to Loyalty 4 who was strongest fighter around, but they don’t need to be.
not at that level when they started this path. Their speed and precision more than make up for
any relative lack of strength.
Their secret, though, is their planning. Cyber
Step Two: Evaluating Humanity ninjas are dedicated to knowing every entrance
Once the cyber ninja has a more Loyal contact, and exit of any place they’re going to. The more
they start having heartfelt conversations with the they know, the easier it is to adjust when things go
contact, sharing their self-doubt. The contact re- sideways. Some of them plan specific movements so
solves to help them get back in touch with their that their attacks are closer to choreographed ballet
humanity. The contact sends them on a series of than violent combat.
jobs to do little favors for others—fixing up a dilap- Don’t make the mistake of thinking that this
idated home, finding someone’s lost cat, that sort of planning means the cyber ninja can’t improvise.
thing. The tasks will be especially meaningful if the Sometimes the point of having a plan is to provide
cyber ninja has the chance to see how it affects the a structure from which you can diverge. Take a few
life of someone who could really use a break. steps away from the planned path, execute some
• Cost: None alternate actions based on changing circumstances,
then find your way back to your pre-planned path.
• Game Effect: The effects of Step One:
Losing Balance are removed. The cyber If the cyber ninja is to accomplish this level of
ninja must perform six small tasks for their planning, they need good legwork. Hackers and
contact, and they cannot go more than conjurers can help develop a picture of where they’ll
three in-game months between tasks or they be going, but the cyber ninja tends to only be happy
have to re-start their task count at zero. with observations gleaned from legwork when they
Once they have completed six tasks, they have done some of the observing themselves. They
should have had multiple opportunities to like to know not just how a place looks, but how it
build connections to people and have them feels when you’re there.
thank them for their work. This will help Cyber ninjas also tend to be good trackers, be-
them realize that their humanity is very cause sometimes they need to trail people to a place
much intact, and they can move to the final where they are trying to not be found. This is about
step once they spend 4 Karma. more than just following someone’s footprints
(though it can be that). It’s about understanding the
Step Three: Re-balanced movement patterns of a particular place, the ten-
dencies of their quarry, and how those two things
After dealing with self-doubt, the cyber ninja un- combined can predict a course they should follow.
derstands that their ’ware has not made them less hu- To provide extra help, many cyber ninjas have hack-
man, so they feel more balanced and grounded. er contacts who can get them into databases where
• Cost: 6 Karma they can find critical info on their targets and use it
• Game Effect: The sense of calm the to track them.
character feels gives them +2 dice on all Their planning, combat, tracking and stealth
Composure tests. abilities mean the cyber ninja is rarely at a loss of
things to do on a run. If there’s no one to follow or
cyber ninja nothing to sneak by, there usually is someone who
needs to be punched, so the cyber ninja can help
playing Advice there. But really, if a team is not using the full range
of abilities of the cyber ninja, why have them on
The cyber ninja is not a tank happy to absorb a the team? If you have them, set them up to be their
ton of incoming damage or a spray-and-pray shoot- sneaky, speedy best.

CYBER NINJA // PLAYING ADVICE


DECKER
FIGHTER
Decker Fighter glock door and quickly take out whoever is on
the other side. Someone who can be a one-person
Backgrounds wrecking crew, using hacked cameras and devices
to help stage a swift, devastating attack.
One of the oldest questions in the shadows is, Will they ever pack the sheer firepower of a
what should the decker do when the guns come street samurai or hacking mastery of a dedicated
out? Hack the enemies’ guns? Manipulate nearby decker? Probably not, unless they stay in the shad-
machinery? Take cover and wait? ows for a really long time. But will they be able to
The decker fighter’s answer is simple: fight back.
use their combination of skills to catch people off-
The decker fighter has the audacity to try to be
guard and do more damage in different ways than
good at two things, fighting and hacking. It’s not
anyone expects? Absolutely yes.
easy. Both of those skills tend to be expensive, both
in the equipment needed for them and the time Very few decker fighters intended to become
needed to be good at them. Since no one has un- the hybrid they are. They are usually deckers who
limited resources, often sacrifices need to be made, learned to fight because they were tired of peo-
resulting in shortfalls in one area or another. At ple thinking they were pushovers, or fighters who
their worst, the decker fighter is someone slight- learned to hack to diversify their skillset. Both ap-
ly better than average in multiple areas, but not proaches are embodied in the backgrounds below.
good enough to really give their team a lift. They
can’t hack well enough to break into corporate these character creation
hosts, and they can’t shoot well enough to take recommendations apply to all
on corporate security. They could hack an average
wageslave’s commlink and successfully punch said provided backgrounds:
wageslave in the face, but how often is that what
runners are hired to do? • Attributes: Willpower 5, Logic 6, Intuition 5
At their best, though, the decker fighter is a mi- • Skills: Cracking 5, Electronics 6, Close
nor miracle. Someone who can force open a ma- Combat or Firearms 4

BACKGROUNDS // DECKER FIGHTER


• Knowledge skills: Combat Tactics, Matrix
Security, Matrix Vulnerabilities
• Positive qualities: Analytic Mind, Hardening
66
• Negative qualities: Astral Beacon, Social
SHADOWRUN: SHADOW CAST

Stress
• Life modules: Academy Training, Bodyguard,
Counter-Hacker, Data Liberator, Hacker,
IT Support, Martial Arts Training, Matrix
Security, Matrix Vandal, Event: You learned
a harsh truth about the world

Bulked-Up Hacker
You learned some basics of hacking when you
were young, mainly to pass the time and give you
something safe to do in a rough neighborhood.
You got good enough to pull some pranks—some-
times AR graffiti, sometimes flooding a host with
weird icons. You didn’t get to the point where you
could break into a bank host to redirect millions of
nuyen into your account, but you had fun.
Then, in your late teens, something weird hap-
pened. You got bigger, both taller and broader. Your
muscles had natural tone. You could walk alone
through a dark alley, and anyone there would have
a second thought about hassling you. You noticed
that, and you couldn’t help but think what would
happen if you had the skills to back up your look.
You still hacked for fun, but you diverted some
time to work on your fighting skills. Your body
responded, and before long you discovered the fun
of hacking a smartgun, making it eject a clip, and
then punching the sucker in the face while they
tried to figure out what was going on.
You’ve had worse times.
Now you work to balance the skills, finding the
right time for each one and using them in a way
that makes life fun for you.

Additional character
creation recommendations
• Attributes: Agility 4
• Skills: Athletics 4, Close Combat or
Firearms Specialization
• Knowledge skills: Bodybuilding, Matrix
History
• Positive qualities: Indomitable
• Negative qualities: Uncouth
• Life modules: Athlete

Laid-Up Brawler
You tore your way through your youth, beating
and brawling through any obstacle you encoun-
tered. It worked great, until it didn’t. You made
too many people mad, left too many scores to set-

DECKER FIGHTER // BACKGROUNDS


tle, and eventually it came back to bite you. Some ry, your contacts, everything that supported you.
of your previous victims pooled funds together to You were left with your wits and your cyberdeck.
hire someone who gave you the beating of a life- Those helped, but the circumstances you were
time. You put up a good fight and inflicted some dumped into were rough, full of people who only
deep scars, but eventually you went down and used bare-bones electronics and didn’t care what
were subjected to a long series of kicks and stomps. you could hack. You still used your hacking skills 67
The resulting list of injuries was long: concussion, to survive—getting a free night in a coffin motel

SHADOWRUN: SHADOW CAST


fractured jaw, broken ribs, shattered kneecap, and here, a little quick-and-dirty hacking run there—
more. You were laid up for a while—bedridden but you got into plenty of situations where your
for more than a month, slowed and weakened for cyberdeck was not a threat, and you had to sur-
much longer. You had plenty of rehab work to do, vive. You selected a way to fight and got better at
but also a lot of time where you couldn’t do much it out of necessity. You knew you wouldn’t be the
physical activity. You needed something to do, and toughest person around, but you could be tough
you turned to the Matrix. enough to get people to leave you alone.
At first it was just simple idle information-gath- Now you have two skillsets—the question is,
ering and trid watching, but the more time you can you figure out how to use them together?
spent in that environment, the more you wanted to
make it your own. It started with custom avatars, Additional character
but before long you decided you wanted to re-shape
things you weren’t supposed to control, and the
creation recommendations:
door opened to hacking. In battling security systems • Attributes: Agility 3, Reaction 3
and other hackers, you found some of the same
thrill you found in brawling people face to face. • Skills: Athletics 4, Close Combat or
As your body healed, you regained many of Firearms Specialization
your fighting skills, but you were reluctant to give • Knowledge Skills: Corp etiquette
up on the new arena you had entered. You now
follow both paths, dedicated to not backing down • Positive Qualities: Photographic Memory
from any attack that comes your way. And to nev- • Negative Qualities: Bad Luck, SINner
er being caught off-guard and outnumbered again. • Life modules: College/University, Intern

Additional character decker fighter


creation recommendations
• Attributes: Agility 3, Strength 4 Plot Hooks &
• Skills: Athletics 4, Close Combat or
Firearms Specialization
adventure seeds
• Knowledge skills: Bodybuilding, Enter and Break
Rehabilitation Therapy Some shadowruns are precision jobs, where the
• Positive qualities: Will to Live team wants to leave as little a trace of their work
as possible. Other jobs are about making sure you
• Negative qualities: Loss of Confidence
leave your mark.
• Life modules: Ganger, Event: You struggled The decker fighter needs to get into a place with
through some tough times lots of fragile things and break most of them. Mr.
Johnson is clear that the spot can’t just be blown
Exiled Hacker up—it’s too close to too many people, and Mr.
Johnson does not have the stomach for that level of
You entered adulthood in good shape, putting collateral damage. The instructions are to break in,
hacking skills to use for a good wage. Maybe you preferably using hacking skills, then break things
worked in Matrix security for a corp, a govern- up. The place to attack could be a research lab, a
ment, a non-governmental organization, or even drug lab, an enchanting facility, or any other lo-
an organized crime outfit. Maybe you sculpted cation with lots of breakable things. There should
hosts, or maybe you did illicit hacking on your em- also be some living security on the other side of the
ployer’s dime. Whatever the case, you built your doors, so that the decker fighter can break some
hacking skills and made good money. bones along with the equipment.
Until it all came crashing down.
Something went wrong, and you were burned.
Your name was attached to a major problem—a Up the River
hacking run that was exposed, or a major breach The decker fighter is offered a job that sounds
occurred on your watch, or some embezzled funds like kind of thing most runners try to avoid, because
fell into your account. You became a scapegoat, it involves going to prison. The decker is asked to
and you lost everything—your job, your sala- locate a prison facility near their home base, and

PLOT HOOKS & ADVENTURE SEEDS // DECKER FIGHTER


their first job is to get themselves in there—they don’t have time to analyze the device much, since
should hack into the prison records and create a they keep snatching it away from each other. The
record for themselves as a prisoner (clever hackers ’link is wandering its way through a local bar-
will do some programming so they get extra permis- rens, jumping from ganger to ganger as they keep
sions, like bonus library time or special delivery of stealing it from each other (because it’s a high-end
68 electronic gear). Once they are in, their mission is to Erika Elite, not because of the paydata onboard).
investigate a mysterious wireless signal emanating The decker fighter is asked to follow the commlink
SHADOWRUN: SHADOW CAST

from the prison for five seconds most nights, usually through the barrens, tracking it and punching any-
between 2 a.m. and 3 a.m. The content of the sig- one who gets in their way in the face. Hopefully,
nal is encrypted and has yet to be decoded, and no their journey will end with the recovery of the ’link.
one knows who is broadcasting it or how it is being
sent. The decker fighter (and any accomplices) will decker fighter
have to insinuate themselves with other prisoners
and make a good impression, which often involves
throwing a few punches.
Quality Paths
Investigation will eventually lead to the de- The Healing Journey
vice—an old commlink usually hidden in a small
Faraday cage and hidden in a laundry room drain. This path is intended to deal with a fighter in
The signal corresponds with the passage of a small the early stages of learning decking skills, as they
aircraft overhead—on nights when the plane flies, gain a passion for it. Characters entering this path
the signal is sent. can have the Cracking and Electronics skills, but at
The gamemaster can determine what the pur- this point neither should be above 3.
pose of the signal is, but here are some ideas:
• The plane is following unregistered flight Rehab Blues
patterns over open areas or strange places, The PC has taken a beating or been otherwise
such as the prison, and the signal is an hurt. Now, they need a way to pass the time.
attempt to track it and find patterns in its Game effect: This quality path begins right af-
movement. ter the OC has experienced some sort of major
• The signal is a brief burst to communicate injury. While they have this quality, every physi-
information on prisoners inside. Another cal attribute of the PC must be reduced by 1, and
prisoner has insinuated themselves with two (player’s choice) should be reduced by 2. As
some imprisoned monsters and is slowly they work to rehab and find ways to kill time, they
learning the ins and outs of their outfit. The gain interest in the Matrix. While the player has
quick burst can be decoded by the craft, this quality, they can buy increases in Logic, Intu-
and it’s the only method the spy trusts to ition, Willpower, Electronics, and Cracking for 5
get information out. less Karma than normal. They can gain that benefit
three times, and they must wait at least a month of
• The signal contains an activation code, game time between uses. They also must perform
which is the only known way to activate a at least one run in that month—the gamemaster
strange device held in the plane. When the should not just let them rest for three months and
device is activated, it can turn Resonance into gain the benefit of this quality.
Dissonance. It’s unclear how the device got At the end of the three months or three uses
into the prison, but the gang leader who holds of the benefit, the PC is healed, and their physical
it know they have something valuable and attributes return to where they were.
intends to get as much out of it as possible.
Learning Too Fast
Whack-a-Ganger The PCs’ hacking skills are improving—per-
Sometimes, gangers get really lucky and get haps too quickly. The PC gets a little cocky, and
their hands on something whose value they don’t while their skills are good, the journey becomes a
understand. Others, then, scramble to get it back little rocky for them.
before the gangers realize what they have. Game Effect: At this stage in the path, the PC
A corporate commlink has fallen into a gang’s has improved rapidly and will continue to do so,
hands. There isn’t anything that leaps out as espe- but it has a price. Increases in Logic, Intuition,
cially valuable on it on first glance—no files marked Willpower, and Electronics can be purchased for
“top secret prototype”—but careful analysis and 5 less Karma than normal, but the PC must use
some knowledge about the corporation the ’link the wild die on all Cracking and Electronics tests.
was taken from reveals there are commcodes for This Karma reduction can be used three times, and
some high-ranking and secretive corp executives. the PC must wait at least a month of game time
The executives whose numbers are on the ’link between uses. They also must perform at least one
really want it back. Luckily for them, the gangers run in that month—the gamemaster should not

DECKER FIGHTER // QUALITY PATHS


just let them rest for three months and gain the of in-game time or ten uses of the specializa-
benefit of this quality. tion, whichever comes last.
At the end of the three months or three uses
of the benefit, the characters’ skills have stabilized, Synchronicity
and they are eligible to move to the next step.
This is the same as the Synchronicity quality in 69
The Healing Journey quality path above.
Synchronicity

SHADOWRUN: SHADOW CAST


• Karma Cost: 8 Karma
This step requires a Karma expenditure, unlike
the previous steps. In this step, the decker fighter
decker fighter
has their two tendencies working together so that
anytime they’re in a fight, their hacking improves.
• Karma Cost: 8 Karma playing Advice
• Game Effect: If the decker ever makes a The challenge of playing a hybrid character is
defensive test or an attack test, they gain a simple: You often feel like you are not as good at
bonus point of Edge to use on Cracking or your tasks as specialist characters, so you feel you
Electronics tests. They have to use it in 10 cannot out-fight a street samurai or out-hack a
combat rounds or it goes away. They cannot technomancer. That may be true, but it’s also the
earn another point of Edge this way until the wrong way to look at it. You’re not trying to best
previous point has expired or been spent. people at their game—you’re trying to make them
play yours. That means you hack the street samu-
rai and punch the technomancer.
Training Montage Your hacking skills may have trouble getting
In this quality path, the decker starts to gain past top-flight firewalls, but only a small part of
fighting skills, diversifying their abilities to become the world has that. Your targets should be the com-
a strong hybrid. Assuming they survive long enough. mlinks, cameras, building maintenance devices,
and even drones and vehicles that are only loose-
ly protected. You may not be hacking to get the
Punching Above Your Weight most protected paydata, but you can hack to cause
To be eligible for this path, the character must chaos. Use cameras to get a better understanding
have either Close Combat or Firearms at 2 or higher. of your surroundings than your opponents, and
With this quality, you begin fighting in earnest, only use other devices to change the surroundings in
to find out that other combatants aren’t going to take ways others don’t expect. If anyone you’re going
it easy on you. You refuse, however, to back down. against hasn’t protected their weapon or cyber-
• Karma Cost: 4 Karma ware enough, punish them. Shut things off, force
them to reboot, and otherwise mess up their plans.
• Game Effect: When you use Close Combat If another hacker is giving your team trouble,
or Firearms against a character who has a your job may not be to defeat them in cybercom-
higher level in that skill than you do, you bat. Instead, delay them until you can bring your
gain a bonus point of Edge—until they superior combat abilities to the fight. Laying them
do damage. After that, you cannot gain or out with a swift punch neutralizes them as surely
spend Edge against that opponent. as bricking their cyberdeck, and it puts you in the
You move on from this quality once you arena where you might have the advantage.
have Close Combat or Firearms at 4. Another way you can gain an advantage is fo-
cus. Don’t try to master every area of combat or
Limited Specialization every area of hacking. Pick where you want to be
Once you have moved on from Punching Above strong and dedicate yourself to it. For example, are
Your Weight, you may purchase this quality as you a brawler or a shooter? Street samurai can get
long as you do not have a specialization in Close away with being both, but you should focus on one.
Combat or Firearms. You gain a specific skill, but Pick a style and weapon you like and specialize in
you’re sometimes erratic when using it. that area. The two bonus dice you get from using
your preferred weapon can give a significant boost.
• Karma Cost: 2 Karma (this is the cost for Additionally, be cautious about branching into
purchase during character advancement; too many ancillary skills. Stealth can be nice for a
this quality cannot be purchased during fighter but getting enough ranks in it to be effective
character creation) can curtail your growth in hacking and fighting.
• Game effect: You receive the specialization Use your hacking, not your physical movement, to
of your choice in either Close Combat help you get where you want to be without leaving
or Firearms. Whenever you use this a trace. Engineering can come in handy for some
specialization, replace on normal die with hackers, letting them take their mastery of equip-
the wild die. ment to a new level, but that might be one branch
This quality goes away after three months of the hacker skill tree that you don’t need.

PLAYING ADVICE // DECKER FIGHTER


DEFENSIVE
DECKER
The corporate world makes wide use of deck- Defensive Decker
ers for defensive purposes, guarding hosts and files
against intrusion, and monitoring devices for signs
of tampering. Most government and corporate
Backgrounds
military teams have a defensive decker attached to You tested off the charts on the Matrix aptitude
them in order to protect vulnerable drones, vehi- tests at a young age and were picked out by cor-
cles, weapons, and augmentations. The easy access porate talent scouts. Yes, the headhunters tend to
to expensive technology, high pay, and comfort- start as early as they can, locating promising young
able benefits available to people with such exper- candidates from among impoverished demograph-
tise makes them generally less likely to be found ics in order to acquire them for proper training and
among shadowrunners. But shadowrun teams indoctrination as inexpensively and effectively as
with a defensive decker on their side are able to possible. In most cases, corporate-sponsored edu-
handle a much wider range of jobs, without wor- cational services are used to gather information to
rying so much about being detected and hacked by target certain students for special programs. Your
Matrix security. This makes you invaluable, espe- parents weren’t exactly impoverished, but they al-
cially to street samurai and riggers. Knowing how ways struggled with finances. You can remember
Matrix security works, and how security deckers the late-night arguments that always seemed to be
think, also comes in handy when you have to hack about not having enough money. A few days after
into someone else’s drek. a recent and difficult round of standardized test-
ing, a corporate talent scout contacted your par-
ents. They celebrated, as if you’d won some won-
derful award, and then you were shipped off to

DEFENSIVE DECKER // BACKGROUNDS


a corporate boarding school far from home. “Full Recommendations for
scholarship” seemed to be the password that by- character creation:
passed all of your parents’ defenses. You didn’t get
the chance to see them again for years. • Attributes: Logic 6, Intuition 5, Willpower 5 71
Training was intense and competitive, pitting
• Skills: Electronics 6, Cracking 5, Perception 4+

SHADOWRUN: SHADOW CAST


groups of students against one another in Matrix
exercises. You happened to be very good at it, with • Knowledge skills: Matrix Security Protocol,
an apparent knack for denying and countering Small Unit Tactics
attempts to mess with you and your teammates. • Positive qualities: Analytical Mind,
Many of your fellow students washed out in the Cyberjack Maximization, Hardening,
first few weeks, but you thrived and rose to the top Indomitable, Software Optimization
of your class. You were rewarded with your first
implant—a simple datajack—but it was a huge • Negative qualities: All Business, Gear
moment for you. Acquisition Syndrome, Glass Jaw, Low Pain
As the years went by, most of your education Tolerance, Weak Immune System
focused on topics of Matrix security and defense. • Life modules: College/University, Counter-
A few times it seemed that you might need to take Hacker, Hacker, IT Support, Matrix
some time off from school to earn some nuyen to Security, Technical School, Event: You came
pay for tuition, but a corporate contract always into a large sum of money.
swooped in to save the day every time. You got a
cyberjack implant, a cyberdeck of your own, and Former Corpsec
an expensive education, all the while never seeing
the grip tighten around you. Your peers all seemed You lived the sweet life for a while. You had a
to be doing well and never seemed to question the corp job, SIN, and living quarters, and not even
situation, and so you rarely did as well. one of the bad ones. Your skill in protecting cor-
When it came time for graduation and employ- porate assets and thwarting attackers earned you
ment, you couldn’t help but notice that your op- a certain degree of respect and privilege. You
tions were narrow — restricted by the contracts worked when and how you wanted, and you ben-
you had signed over the years. Though the pay and efited from excellent corporate training and gear.
benefits were good, the lack of freedom became Then it all fell apart. Maybe some hackers fi-
starkly apparent to you. You went back over the nally got the best of you, overwhelming you with a
contracts you had signed so eagerly, finally reading brutal, multi-pronged assault. Maybe you were set
in detail everything you had agreed to, and realized up by a rival in your department who saw you as
that you had signed your career options away for a competitor and undermined your code and your
the foreseeable future. So what, though, right? It’s commands, making you more vulnerable. Or may-
what you had been planning to do anyway, getting be you started seeing what your corporation did,
a high-paying job doing what you’re trained and who attacked it, and why, and you started wonder-
equipped for. Why should it bother you? And yet, ing if you were on the right side of this fight.
you could never get quite comfortable after that Whatever the cause, you found yourself out of
realization. It festered and grew. You did your job, the corp that had provide your livelihood, training,
but your performance reviews were often tagged and gear. No more salary, no more nice pad, and
with behavioral recommendations. You couldn’t no more corp-issued cyberdeck. But they couldn’t
help but feel trapped, and it brought out some of take your skills, so you took them out in the street.
the less productive aspects of your personality. Now you look at where you can put your protec-
tive skills, hoping to defend people who are about
Then something happened. Perhaps something
more than ever-increasing profits. You fit right in
went wrong under your watch and your career
with a shadowrunning team.
took a dive, maybe you were framed by an ene-
my or just because you were the expedient target,
maybe you were extracted by a team of shadow- Additional character
runners, or lured out of your megacorporate life by creation recommendations:
an organized crime syndicate. Whatever the event
was, it was the catalyst for your escape from corp • Attributes: Charisma 3+
life, and you took it. You also took some expensive • Skills: Influence 3+, Con 3+
hardware with you, and you plan to use it to make
a lot of nuyen. Enough to build a new life born • Knowledge Skills: [Specify Megacorp]
from your own choices, and one that no one else Politics, Matrix Tech Companies
can ever tear down or take away from you. • Positive Qualities: Blandness, Inspire
Competence, Team Player, Will to Live

BACKGROUNDS // DEFENSIVE DECKER


• Negative Qualities: All Business, Bad Rep,
Hunted, Injury Prone, Loss of Confidence,
SINner, Twitchy
72 • Life modules: Agent, Intern, Office
Manager, Research Scientist, Security
SHADOWRUN: SHADOW CAST

Guard, Think Tank, Event: You learned a


harsh truth about the world.

Pirate Net Admin


Rogue hackers are not the only source of cyber
attacks in the Sixth World. The Grid Overwatch
Division has some of the best combat deckers
around, and they live to shut down non-compliant
hosts. You had pirate hacker friends who kept set-
ting up hosts trying to bring back the days of the
free and open Matrix, but their every effort was
promptly shut down by GOD, with extreme prej-
udice. They kept looking for more help to buttress
their defenses, and you were drafted in. To your
surprise, you found yourself suited to the work.
You even enjoyed it. The days you could hide your
body from agents who thought they had found its
trail were satisfying. The days when a GOD agent
made their way in and you smashed their icon to
bits were amazing. You saw yourself as the guard-
ian of creativity and openness, and you loved that
position. You also loved the work of planning
tactics, studying what new wrinkles GOD might
throw at you and how to defeat them.
Your work showed you how many other groups
like yours were out there, trying to defend their
little patch of Matrix turf. You knew your skills
could help them, so you started adding to your
workload. You found that often, if you protect-
ed them for a short time, the attacks would ebb
for awhile, and you could focus your efforts else-
where. This started your evolution to a freelance
defender, someone who would ride in, defend a
host against attack, then ride out to the cheers of
adults and the adoration of children. The pay isn’t
great, as small bands of pirate hackers are not the
most well-funded groups in the world, but it’s grat-
ifying and doesn’t devour your soul. Which is nice.

Additional character
creation recommendations:
• Attributes: Charisma 2+, Edge 4+
• Skills: Electronics Specialization
(Computer), Influence 2+
• Knowledge skills: Data Havens, Intrusion
Countermeasures, Infamous Hackers
• Positive qualities: Analytical Mind,
Cyberjack Maximization, Hardening,
Indomitable, Inspire Competence, Software
Optimization

DEFENSIVE DECKER // BACKGROUNDS


• Negative qualities: All Business, Gear • Life modules: Activist, Artist, Bodyguard,
Acquisition Syndrome, Glass Jaw, Low Pain Courier, Fixer, Investigator, Mentor,
Tolerance, Weak Immune System Shadowrunner, Traveler, Event: You
• Life modules: Activist, Black Star Neo- benefited from the influence of a mentor. 73
Anarchist, Data Liberator, Matrix Vandal,

SHADOWRUN: SHADOW CAST


Organized Crime, Shadowrunner, Event: defensive decker
You got away with a lucrative theft.
Plot Hooks
Errant Knight Watch the Throne
You’ve never been the type to swear fealty. You A new leader has risen to the top of the local
developed your skills on your own, a self-taught Reality Hackers gang. The Reality Hackers are a
maestro of the Matrix. Like most hackers, you had large gang, and leadership definitely has its priv-
to find the areas of the Matrix that interested you ileges. That means plenty of people are interested
the most, and you developed a delight for taking in this leadership position, and just because some-
on cyber-bullies. The Matrix is full of them—hack- one has claimed the top position doesn’t mean all
ers who want to shame people for who they are, conflicts are settled. Rival gangers, both in and out
find their most private pictures and make them of the gang, are set to levy a series of assaults de-
public, and break down any small good that a signed to test the new leader’s mettle and depose
community develops, just for the joy of watching them if they don’t measure up. The job is simple in
them lose hope. concept—help defend the new leader against these
Maybe you scrape by on what small pittance waves of attacks. The devil, of course, is in the
these people can offer you, or maybe you do some details. If they can make it through the weekend
better-paying work on the side to fund your more without leaving a designated location (roughly one
noble charitable efforts. Either way, you believe city block on Reality Hacker turf), the new leader’s
your most important calling is to defend the de- position is confirmed. Whatever that means. What
fenseless on the Matrix, and you have trouble re- it means to you is nuyen and some powerful—if
sisting any opportunities to do so. chaotic and dangerous—contacts, if it works out.
During one of your self-appointed quests, you The terms of the leader’s testing turn out to be
encountered some shadowrunners who needed pretty harsh, the stakes being no less than their
your help. Their hacker had been disabled and survival. Rivals will attempt to kill the new boss.
GOD was closing in on them, so you stepped in Surviving without leaving the area represents the
and helped them get away clean. Some weeks lat- ultimate proof of their right to be the boss. Since
er, you got a call with an offer to join the team. all of their fellow gangers represent a threat, they’ll
It’s taken you awhile to get used to working with need to rely on their own abilities and some outside
others, but it’s nice to have people to watch your help. And because the Reality Hackers are as much
back. It’s even nicer to have people who need you a hacker gang as they are cybered-up thrill killers,
to watch theirs. With them, you can accomplish plenty of the warfare will be electronic in nature.
things you could have never dreamed of doing on When the runners arrive, the gang boss greets
your own. Like having a street samurai you can them along with a rowdy crowd of Reality Hack-
call in to knock on a cyber-bully’s door after you ers. After an hour or so of partying, the gangers all
trace the fragger. leave the block, and the runners have two hours of
grace time before the real party begins. The rules
Additional character are simple: don’t leave the block, and don’t die.
There are a number of buildings within the block,
creation recommendations: including a reinforced ganger hangout with a bar,
• Attributes: Agility 3+, Reaction 3+ cameras, maglocks, a few turrets, and even some
drones, giving the defensive decker plenty to work
• Skills: Outdoors 2+ with Specialization with. Besides the obvious option, there are also
(Tracking), Athletics 1+, Close Combat 1+, several other buildings to choose from, and even
Stealth 1+ some hidden rooms and tunnels.
• Knowledge skills: [Area] Knowledge, Once the runners have had time to prepare,
Notorious Cyber-Bullies they’ll come under attack almost immediately. One
Reality Hacker decker for each runner shows up
• Positive qualities: Bravado, Focused in the Matrix and starts trying to brick devices us-
Ambition, Home Ground, Relentless ing Data Spike actions. They’ll stick around and
Tracker, Teflon Coated keep trying to break stuff until they’re defeated.
• Negative qualities: Bounty, Distinctive Style, The second attack comes quickly on the heels of
Honorbound, Non-lethal, Trust Issues the first; it’s a bunch of gangers from a rival gang

PLOT HOOKS // DEFENSIVE DECKER


who have been allowed to try to kill the new boss. is protected by rating 13(!) encryption using some
These gangers don’t work well together, but there rather unorthodox techniques. After each failed de-
are a lot of them, and they’re heavily armed. cryption attempt is made, the encryption rating goes
74 At some point later during the weekend, the down by 1 and the attempting persona is dumped
runners will be contacted via Matrix message with from the Matrix (suffering dumpshock, of course!)
SHADOWRUN: SHADOW CAST

an offer to walk away, or a bonus if they agree to and their physical location is reported—almost as
kill the boss themselves. If they take this option, if GOD had converged on them, but without being
add +2 to the heat modifier and award 1 less Kar- reported to GOD.
ma at the end of the run. That’s where the runners come in—what all of
Otherwise, one last assault happens almost at the non-hackers on the team will be used for. Host
the end of the weekend, just an hour before the 13 admins have hired runner teams to be on stand-
cutoff time. One of the other Reality Hacker lieu- by in various places around the world, and the de-
tenants who had been in competition for the lead- fensive decker’s team is the one hired to cover their
ership role decides to try very hard to take out the own town. Most of the attackers will be from other
boss. A coordinated assault of Matrix attack (data places in the world, but one of the most persistent
spikes from personas in VR mode) along with a ones is in their area. This hacker seems to either
few of the most dangerous and violent Reality have many cyberdecks or can repair them impossi-
Hackers is the final challenge to the new leader’s bly quickly. Unless the runner team can stop them in
status. the physical world, they will just keep coming back
Assuming the runners and the new boss survive, and eventually get the files. The target is defended
each runners gains a new contact with the types by some muscle—either some gangers, drones, or
Street and Matrix, with Connection 4 and Loyal- other shadowrunners—so it won’t be as easy as
ty 4. This contact could represent the gang boss, knocking on their door and telling them to stop. A
but might also be someone else within the Reality diplomatic solution isn’t impossible, but the runners
Hackers that approves of the outcome. The Reality can handle this problem a variety of ways.
Hackers have a few street docs and plenty of ille- As for the fight within Host 13, it’s going to be
gal Matrix tech. Any runners that accept their pay messy and chaotic, as deckers, technomancers, and
in augmentations or electronics receive double the sprites from around the world converge to defend
pay, but only if they take all gear instead of cash. or attack the host. Rather than playing out every
possible interaction, the defensive decker should de-
clare what their general role or activity will be. De-
Assault on Host 13 scribe the constant battle between personas, sprites,
Word has sprinted around the Matrix that a and IC, but don’t resolve every possible encounter.
particular data haven known as Host 13, has as- Instead, play through an encounter against an ene-
sembled a very compelling and valuable set of pay- my decker. After that encounter, Host 13 alerts the
data. The gamemaster can decide the nature of this runner team of the location of a hacker who almost
paydata, but here are some ideas: broke through its encryption. As the runners mobi-
lize, the enemy hacker returns and faces off against
• A list of upcoming products to be the defensive decker. Just as the runners arrive at the
developed—these could include weapons, target location, the enemy hacker returns to Host
drones, vehicles, or any other form is 13 again.
technology The defensive decker will have just enough time
• A list of executives a corporation plans to for one test to repair Matrix damage between each
target for extraction encounter. If their hardware becomes too damaged,
or take too much biofeedback damage, they may
• Evidence that incriminates a number of very not be able to return to the fight. Assuming they
wealthy people participated in the defense well and didn’t just fold
Host 13 has been under a massive assault since in the first round, the runners get paid. If the run-
the rumors got out. The defensive decker has been ners defeat the enemy hacker, the team gets a signif-
contacted with an offer from the data haven admins icant nuyen bonus. If the defensive decker was able
to help protect it until the files can be sold. They are to fight on through until the end, another nuyen
offering a considerable percentage of the sale price, bonus is forthcoming. Unless the team fails in de-
which turns out to be a rather high-paying run. feating the persistent enemy hacker, Host 13’s de-
The defensive decker can take any side in this fenses will hold. Otherwise, the file encryption will
fight, either joining the Host 13 to defend it from a eventually be broken. If the file is protected, every-
vast array of attacks or by going after the files them- one on the team gains a special contact: Host 13.
selves. The battle will involve multiple factions as This represents a data haven and its core admins,
well as lone-wolf hackers. Locating the file requires who will be very grateful to the runners who came
an extended Matrix search test with a threshold to their defense. The contact has the types Criminal
of 13 and an interval of 1 Major Action. The file Matrix, with Connection 6 and Loyalty 2.

DEFENSIVE DECKER // PLOT HOOKS


Highway Prison Break best possible chance of success, the whole team
will need to connect to the defensive decker’s cy-
You are contacted by a group that has a lot of berdeck through a specially modified hitcher jack
cyber to make up for their relative lack of other so they can assist them. 75
skills. They need to get as much as they can from Note: Future sourcebooks may include rules
their ’ware, so they’re dedicated to leaving wire-

SHADOWRUN: SHADOW CAST


about Foundation runs. You may refer to those
less on. That’s where you come in. They know rules if you have access to them or follow the sug-
their gear is vulnerable, and they know you know gestions included in this section.
it. Your job is to keep their ’ware functional until When the runners jack in, they will appear be-
the job is done. This might be the Crimson Crush fore a tremendous virtual fortress. Its walls are
or any other gang that has more augmentations thick and vast, and their perimeter indicates there
than Matrix skills. The gang has a very important is tremendous space inside. The environment will
job to pull off, which is a hit on a prison transport seem fully realistic, not at all like the Matrix ev-
convoy. The gang has their own plan, along with eryone is used to. Around the fortress as far as the
the vehicles, weapons, and numbers to pull it off. eye can see, the horizon is a featureless plain. Any
They’re going to need every edge, including reli- attempts to explore away from the fortress inexpli-
able wireless Matrix access. Some astral support cably lead back to it.
couldn’t hurt either, so any team with a mage can When in this place, all of the runners have the
easily negotiate a bonus. But what the gang really same attributes and skills that they possess in the
needs is some serious Matrix defenses. The oth- real world. Thinking about a piece of equipment
er runners are welcome to join in the high-speed they own in real life will cause it to appear, allow-
hijacking operation for another bonus, but it’s all ing them to bring along any weapons and ammu-
right if they’d rather guard the decker. nition they already own. Anything not owned by
The actual operation will be a loud, messy, vio- the runners in real life isn’t available to them here,
lent assault on a Lone Star (or other law enforce- but they can gear up beforehand however they like.
ment) convoy, centered on an Ares Roadmaster Augmentations function as expected, but magicians
prison transport driven by a rigger and supported are a little out of luck. No adept powers, spells, as-
by a security decker. Unless the runners stop the tral abilities, spirits, or magic abilities of any kind
security decker, they’ll start bricking the gangers’ translate into this place. Technomancers are mys-
augmentations, and the attack will fail. If the deck- teriously unable to compile or call their registered
er cop is defeated, the attack will succeed. How- sprites, even ally sprites. Runners have full access to
ever, the transport also carries a conjuring adept. their skills and may use them normally within the
Unless the spirits they summon are defeated by the environment. In addition, the Cracking skill may be
runners, the gang will take severe losses. used in place of any other skill on a test.
If the gang succeeds without taking severe loss- Any damage taken while on this run is Physi-
es, each runner gains a new ganger contact with cal biofeedback damage, resisted using Willpower +
the types Criminal and Street, with Connection 4 Firewall (using the defensive decker’s Firewall attri-
and Loyalty 4. If the gangers failed or suffered se- bute). All runners gain the benefits of any of the de-
vere losses, the contact is not gained. If all the run- fensive decker’s software, qualities, devices, or any-
ners get into it and make a major difference in the thing else that provides a bonus against biofeedback
operation, each runner may choose bonus Karma, damage. If the decker falls unconscious, the run is
nuyen, or increase both Connection and Loyalty over and everyone else experiences dumpshock.
with their new contact to 5 each. The journey into the fortress will have several
stages. The first stage is penetrating the wall. The
wall is very resistant to direct assaults, seeming to
Sprite Fortress take no damage from vicious assaults—even ex-
A mysterious and hidden host has been found plosives. Searching for a secret entrance, however,
on the Matrix, and one of the defensive decker’s will eventually provide an opening.
contacts has acquired the information needed to Next is the outer halls, which are regularly pa-
find it. This contact is not willing to risk exploring trolled by floating obelisks of interlocking stones
it but wants to hire the decker and their team to and symbols. The runners can either use Stealth to
find out what is inside. The strange part is that it sneak past the patrols or fight them. The attributes
can’t be accessed through normal means—it seems and skills of these bizarre guards are all 6, with
to exist fully on the Foundation, and entering the Initiative 12 + 1D6, AR and DR 12, a beam attack
host requires something a bit more special than [DV: 3P, Attack Rating 12/12/12/12/12], and Phys-
your typical host run. The contact will also note ical and Stun condition monitors with 11 boxes
that they have not heard any rumors of anyone each. Their dice pool for all tests is 12. They em-
coming back from attempting to hack the host, so ploy suicidally direct combat tactics. They ignore
the risk is high. The decker’s own hardware and all wound modifiers and recover 3 boxes of dam-
skills won’t be enough. In order to give them the age to both Physical and Stun condition monitors

PLOT HOOKS // DEFENSIVE DECKER


at the end of each combat round. If defeated, they Highway Prison Break hook, the Karma costs for
vanish, then reform completely where they were positive qualities in this path are not doubled
last destroyed a minute later. Reformed guards be-
76 have as if they have forgotten the previous combat Mama Bear
and will only attack if the runners stick around to
When a device or persona is connected to your
SHADOWRUN: SHADOW CAST

be noticed.
Past the outer halls is a long series of inner network, it’s under your protection.
chambers filled with a wide variety of strange den- • Cost: 5 Karma
izens—some appear to be human, but most have
an unusual appearance. The denizens go about • Game Effect: You must also take the
various errands and tasks and don’t seem to be Overprotective quality at the same time
interested in stopping to chat. They aren’t hostile, you take Mama Bear. You may use the
but they don’t answer questions or offer help. If Full Defense anytime action to provide
pressed or attacked, they will flee. If any are killed, bonus dice to any defense test, even other
all of them will stop what they are doing and flee personas, when they are connected to your
in terror to various hiding places. network. When you use Full Defense in this
Eventually, the team reaches the center of way, gain a point of Edge.
the fortress, which is guarded by stern-looking
sphinxes. The sphinxes will challenge the runners, Overprotective
asking unusual questions, but ultimately seeking You have a tendency to see threats where none
to learn what the runners are hoping to find. Only are present.
once every runner has given an honest answer
will they allow them to pass. If the runners attack • Bonus: 5 Karma
the sphinxes, point out that they seem very pow- • Game Effect: Whenever you make a Matrix
erful and likely to fight to the death. Use the stat Perception test, add a wild die that cannot
blocks for the Eastern Dragon (p. 220, SR6) for be affected by Edge boosts. If the wild die
the sphinxes, but without hardened armor or any result is a 1, ignore all hits rolled and count
critter powers. this roll as a critical glitch. The effect of this
Upon entering, the runners will learn the secret critical glitch is that you misidentify an icon
of the fortress: it is a sanctuary for free sprites, as a Matrix threat. Until you have chased
though even they do not know how the fortress off or dealt with the threat, you may not
got there—they claim to have just happened upon gain or spend Edge except on actions that
it. They filled it and dedicated it to their purpose, target the perceived threat.
which is to be a safe place where free sprites can
train, build up strength, and figure out what to do
with that strength. Grizzly Revenge
The corps, of course, would love to harness that
strength for themselves—or possibly destroy it if Anyone who comes at your team is going to regret it.
they feel it might become a threat. Free Matrix • Cost: 10 Karma
advocates would like the fortress to be preserved
as an anti-corp bulwark. The runners will have to • Game Effect: Whenever you are aware of
decide whether to share this secret with their con- a hostile Matrix action or physical attack
tact and get paid a lot of nuyen, or keep it secret. against anyone on your team or connected
If the runners protect the secret, their contact pays to your network, gain a point of Edge. This
them a small amount of nuyen for the disappoint- Edge goes to a separate pool, called your
ing lack of paydata, but each runner gets bonus Revenge Pool, and doesn’t count towards
Karma and gains a young free sprite contact with the maximum number of points of Edge
the types Matrix and Resonance, Connection 3 you can gain per round. Your Revenge Pool
and Loyalty 5. can gain many points of Edge per round,
up to a maximum of 7 total Edge. If your
defensive decker Revenge Pool has 7 Edge, it can’t gain any
more until you spend it. You can only spend
Quality paths Edge from your Revenge Pool for Edge
Boosts and Actions against targets that
have caused it to gain a point of Edge with
Mama Bear their previous actions—defense tests made
Not only are you protective of the icons you against their further attacks and Matrix
choose to watch over, you tend to be very aggres- actions are eligible. At the end of the scene
sive when they’re threatened by anything or any- or after an hour (whichever comes first),
one. If you completed the Watch the Throne or your Revenge Pool goes away.

DEFENSIVE DECKER // QUALITY PATHS


I am the fortress as well as hack into the devices of those who
draw your suspicion so that you can watch them
No one gets through your firewall! If you com- for signs of betrayal. Some say paranoia is a dis-
pleted the sprite fortress hook, the Karma costs for
positive qualities in this path are not doubled.
order, others say it is a survival trait. To you, 77
paranoia is an art form. Trust is not likely to

SHADOWRUN: SHADOW CAST


ever be one of your core values. Yet you depend
Firewall Fortress on others in order to get things done. Your true
You are able to boost your defenses at the ex- potential is only realized when you’re defending
pense of stealth. others.
If you complete the Assault on Host 13 plot
• Cost: 5 Karma hook, the Karma cost for positive qualities in this
• Game Effect: When you use the reconfigure path is not doubled.
Matrix attributes action, you may sacrifice
your Sleaze attribute to increase your Panopticon Awareness
Firewall attribute. For every 2 points
that you reduce your Sleaze attribute by, You have learned to take in and process multi-
add 1 to your Firewall. This counts as ple sources of data and stimuli without being over-
your Firewall’s unaugmented value and is whelmed.
compatible with other improvements. While • Cost: 3 Karma
you have this mode active, you cannot run
silent on the Matrix—and neither can any • Game Effect: When you spend an Observe
persona or device that is connected to your in Detail Major Action, you may observe
network. via number of different sensors, files, or
perspectives at once equal to your Logic
attribute. You pick up details just as well
Invincibility Complex as someone who is focused on only one
Your Matrix defenses are so good that overcon- thing at a time. In addition, whenever you
fidence has made you complacent. take a Major Action on a Perception test of
• Bonus: 5 Karma any kind (including Matrix, or even astral
perception, if applicable), gain an additional
• Game Effect: Whenever you must make a Minor Action.
defense test against a Matrix action, you
may only use Edge boosts and actions that
cost 3 or fewer points of Edge. Dirt Locker
Over time, you gather and collect various ru-
Reinforced Firewall mors and data that might come in handy as lever-
age against this person or that. It doesn’t come in
You’ve reinforced your Firewall with a few spe-
handy very often, but when it does, it’s an ace in
cial tricks you’ve learned.
the hole.
• Cost: 7 Karma/Level (max level 3)
• Cost: 5 Karma/Level (max level 3)
• Game Effect: Whenever you use Firewall
Fortress to increase your Firewall attribute, • Game Effect: You must have panopticon
anything connected to your network is awareness in order to take this quality. The
protected against Matrix damage. The DV first time you take this quality, you must
of any Matrix damage taken by anything also the Big Bad Brother quality. If you
under the protection of your Firewall is ever buy off Big Bad Brother, reduce this
reduced by 1 for each level of this quality. quality’s level by 1. You spend so much
This even applies to Resonance Spike and time looking into people for anything that
other effects that do not normally allow the might be a threat to you that you now
damage to be reduced. have a massive library of dirt and gossip. If
you use a Major Action to reference your
files, add this quality’s level in bonus dice
Panopticon to a Con, Influence, or Judge Intentions
You have recognized that the key to defend- test against a single target. You may use
ing against any danger is noticing and analyz- this to provide a bonus to other people on
ing it before it can cause trouble. This requires your team, not just for your own test. If
a supreme level of vigilance. You are constantly no relevant action is initiated in the same
watching for signs of danger from the Matrix, round that Dirt Locker is used, the bonus
but that’s not enough. You also try to have ac- goes away.
cess to as many sensors as possible at any time,

QUALITY PATHS // DEFENSIVE DECKER


Big Bad Brother you can build a broad net of defenses. A defen-
sive decker who can only protect themselves is not
You have also developed a reputation for spying
much use.
on people, even those you claim to trust. Almost
78 everyone you know seems to take offense at this. Beyond that, anticipation is key to defense.
Having a good firewall that attackers unsuccess-
SHADOWRUN: SHADOW CAST

• Bonus: 5 Karma fully throw themselves against is nice, but it’s not
• Game Effect: Whenever your personal heat always enough to teach them the full lesson they
increases, one of your contacts realizes you’ve should learn, and it also isn’t always the most fun
been spying on them and takes offense. You for the decker. Look at playing with their expec-
must either placate them by owing them a tations—perhaps the firewall crumbles in front of
favor (or giving up a favor they owe you), or them and they rush forward. They work to unlock
else lose 2 Loyalty with them. a control to give themselves admin access, only to
find out it’s a honeypot—in their haste, the attack-
Prescient Defender ers didn’t examine what they were getting into,
and now they unleash a storm that damages them
Your vigilance pays off sometimes. Timely
far more than they would be beating themselves
warnings are better than armor.
against a firewall.
• Cost: 11 Karma
• Game Effect: If you are aware of an attack Combat
or hostile Matrix action against anyone
who you can perceive through your senses It also pays to watch the preferences and ten-
or sensors, you may spend an anytime dencies of attackers and carry your tactics accord-
Minor Action to provide them with a +2 ingly. Some will be sent away by a sharp rap on
bonus to Defense Rating. You may spend as their virtual knuckles—others will find that to be
many Minor Actions as you have available more incentive to fight. And that may be okay—
in this manner, and the bonus to Defense based on the lesson you want to impart, it may be
Rating stacks. okay to repel people quickly, or it may be okay to
turn it into a longer fight so you can see how much
defensive decker of your opponent’s strength you can sap away
through attrition.
playing advice A defensive posture can feel reactive, but some-
times it’s time to go on offense. When it’s time to
Roleplaying roll initiative in a real-life firefight, you need to find
some cover and start bricking enemy hardware.
An effective defensive decker requires incredi-
bly expensive hardware, years of training, and a
heightened sense of vigilance. It’s not the sort of Utility and Support
thing that attracts newbies and hotshot hackers. The defensive decker can sometimes be like the
You’re the kind of person who is dedicated, care-
healer of the party in a Matrix MMORPG—all
ful, and willing to do your job without making
teams should have one, but they sometimes don’t
noise. It’s all to easy for your allies to take you for
granted, because when you do your thing well, not know what to do when the action gets out. You’ll
much seems to happen. It’s only when you frag up get a boost when you remember that you’re part
when they notice. The surface pressure can be a lot of a team, and that your true potential is unlocked
for you to bear, but it also feels good to prevent when you help your allies get things done. Using
something bad from happening. your firewall and Matrix perception to detect and
defend against Matrix threats is useful, but deckers
are also really great at building up Edge quickly.
Strategies Even if you don’t have the Team Player quality,
A strong firewall and defensive programs are a that Edge can come in handy for Edge boosts and
must. So is a high Data Processing rating so that actions that help your fellow runners.

DEFENSIVE DECKER // PLAYING ADVICE


DISSONANT
TECHNOMANCER
The dissonant technomancer revels in the de- a will of its own, something like a mentor spirit
struction, deletion, or garbling of data. They favor for a magician. Matrix fauna that have been af-
the use of sprites and complex forms over direct fected (some would say corrupted) by Dissonance
hacking, and some are also skilled in physical sab- act erratically and often garble files and other data
otage and explosives. simply by being near to them. Sometimes the effect
spreads, and it has been known to mangle an en-
Dissonant Technomancer tire host. A dissonant technomancer is an emerged
individual that has connected to the Dissonance.
Backgrounds They are bound to the Dissonance somehow, and
some gain access to unique abilities that make
Most dissonant technomancers do not start out them extremely effective at messing things up in
that way after Emerging. Perhaps you were simply the Matrix. There are drawbacks—those affected
drawn to the Dissonance because it aligned with by the Dissonance often find it difficult to focus on
your nature, but for many it is a response to trau- one thing for very long, are easily distracted, and
ma that comes from ill treatment by technophobes. sometimes have erratic emotional responses.
But perhaps we should begin with an attempt to You are a Dissonant technomancer, and this
describe, if not define (for that would be impossi- means you are driven to undermine the status quo
ble), what the Dissonance is. It seems to be a force of the Matrix. To show the users they aren’t simply
of nature born from the Resonance that alters, operating enslaved devices, but rather participat-
corrupts, and deletes data on the Matrix—perhaps ing in a living ecosystem. To make sure that no one
even in the Foundation. Not encountered as an en- feels truly safe in the Matrix. You have looked into
tity, it is perhaps a living collection of impulses with the abyss and found it to your liking. You’re rea-

BACKGROUNDS // DISSONANT TECHNOMANCER


sonably certain the feeling is mutual. Most other that sustain them. In your hands, it is all yours to
technomancers are content to deepen their connec- command.
tion to the Resonance and seek to understand its
80 greater mysteries, while deckers treat the Matrix Additional character
as a synthetic playground to be molded to their
creation recommendations
SHADOWRUN: SHADOW CAST

whims. You exist to shake things up, to introduce


chaos and entropy, and you are very, very good at
• Dissonance aptitude: Control/Apophenian
it. But why are you drawn to sow chaos in a place
that most people believe exists to bring order to • Skills: Electronics (Hardware), Engineering
the world? Are you a naturally chaotic person, do- • Knowledge skills: Drone Models, Matrix
ing it for the thrills? Did you have a semi-religious Hardware Protocols, Security Systems
experience that connected you with the Disso- Design
nance? Are you fully aligned with the strange phe-
nomenon that is the Dissonance, or do you strug- • Complex forms: Emulate, Puppeteer, Reso-
gle against the harm that is so easily caused when nance Channel, Static Bomb
you use your abilities? • Positive qualities: Juryrigging, Sprite Affinity
(Machine Sprites)
Recommendations for • Negative qualities: Dissonance Confusion,
character creation Dissonance Gremlins, Dissonance Stigma
• Life modules: Drone Technician, Engineer,
• Attributes: Logic 6, Intuition 4+, Resonance 6 Matrix Security, Event: Your hard work
• Skills: Cracking, Electronics, Tasking, each paid off.
as high as possible.
• Knowledge skills: Data Havens, The Disso- Alt
nance, Matrix Entities
They say change is the only constant, and so
• Complex forms: Diffusion (Firewall), you are the very agent of constancy. Just kidding!
Infusion (Attack), Pulse Storm, Resonance The Matrix would be so orderly, boring, and static
Spike, Stitches without people like you. Everything is much more
• Positive qualities: Analytical Mind, Aptitude interesting after you get the chance to alter it. You
(Cracking), Focused Concentration love to change things up in the Matrix, editing
files, messing with databases, modifying sensor
• Negative qualities: Bad Luck, Bad Rep, feeds, and garbling indexes. Your talents allow you
Bounty, Gremlins, Hunted, Impaired to easily and quickly change files and wireless data
(Strength), Social Stress, Weak Immune feeds, sometimes for very subtle effects useful for
System misdirection or hiding information, and sometimes
• Life modules: Activist, IT Support, Hacker, dramatically in order to cause confusion. Encryp-
Technical School, Technomancer, Event: tion is of very little consequence to someone like
You became extremely interested in unusual you. Misdirection and misinformation are your
or mysterious topics. weapons of choice, and nothing is secure enough.

Control Additional character


Your particular talents as a Dissonant techno- creation recommendations
mancer allow you to more easily and thoroughly
undermine devices connected to the Matrix. While • Attributes: Charisma 4+, Willpower 4+
most technomancers largely affect things within • Dissonance aptitude: Alt/Morphinae
the Matrix, you turn your attentions to how you • Skills: Con, Electronics (Software)
can affect the physical world of devices connected
to it. Elevators, doors, environmental controls, ap- • Knowledge skills: Matrix Cryptology,
pliances, drones, vehicles, and augmentations are Matrix Database Architecture, Software
all vulnerable to one such as you. And while you Development Research
can so easily brick such objects, you find it much • Complex forms: Editor, Pulse Storm, Reso-
more useful to turn them away from their origi- nance Veil, Static Bomb
nal owners and over to your own will. Machine
sprites are your favorites—their Override power • Positive qualities: Soothing Static, Sprite
allows them to jump into and take direct control Affinity (Crack Sprites)
of a device. The wireless world is designed to serve • Negative qualities: Dissonance Deletion,
megacorporate masters and the slumbering masses Dissonance Static, Dissonance Stigma

DISSONANT TECHNOMANCER // BACKGROUNDS


• Life modules: Activist, Data Liberator,
Hacker, IT Support, Technical School, Tech-
nomancer, Event: You benefited from the
influence of a mentor. 81

SHADOWRUN: SHADOW CAST


Delete
You are a force of destruction and deletion,
especially good at deleting files, bricking devices,
crashing systems, dumping personae, and planting
data bombs. You are the Dissonant technomancer
who most often matches the technophobes’ great-
est nightmares. Most likely, you were horribly
treated, perhaps experimented on, beaten, and
shunned by SINners, and portrayed as a terrorist
monster in the media. You did what you had to in
order to survive, and in the process became a force
to be reckoned with. You can be directly vindictive
as well as arbitrarily destructive, and most people
have a hard time getting close to you. But you also
recognize the importance and value of the people
who manage to see a person through the stigma
surrounding Dissonant technomancers. If someone
is loyal to you, you’ve got their back no matter
what, and no god or dragon will save their enemies
from your vengeance. Between your unique talents
and the fault sprites who so eagerly carry out your
commands, nothing connected to the Matrix can
hope to survive the onslaught you are capable of
bringing.

Additional character
creation recommendations
• Attributes: Intuition 4+, Willpower 4+
• Skills: Sneaking
• Knowledge skills: Illegal Electronics, Meta-
human Biology
• Complex forms: Diffusion (Firewall), Static
Bomb
• Positive qualities: Photographic Memory
• Negative qualities: Dissonance Compilation
Error, Dissonance Rage, Dissonance Stigma
• Life modules: Matrix Vandal, Shadowrun-
ner, Technomancer, Event: You were over-
whelmed, but things worked out. who enforce that blasphemous control—the Grid
Overwatch Division. Everyone’s always so afraid of
GOD-slayer those fraggers, and for good reason, not the least
The megacorporations may have convinced the of them being convergence. You’ve had more than
masses that they created the Matrix, and they use a few run-ins, and you gained an intimate knowl-
this lie to establish their claim of ownership and con- edge of their methods. Your purpose in life is very
trol over it. You know the lie for what it is and find clear: you will give GOD something to fear. Others
the very idea that the Matrix could be owned and see you as reckless, but you refuse to live in fear of
controlled for the vulgar purpose of wringing prof- despotism. Someday you’ll show them all that the
its from the people who use it incredibly offensive. Matrix doesn’t belong to GOD. It doesn’t belong to
The people who anger you the most are the ones anybody, and it should stay that way.

BACKGROUNDS // DISSONANT TECHNOMANCER


Additional character Affinity (the sprite type that matches your
creation recommendations: Dissonance aptitude)
• Negative qualities: Dissonance Rage, Disso-
82 • Dissonance aptitude: Erisian nance Static, Dissonance Stigma
• Attributes: Charisma 5+, Willpower 4+ • Life modules: Artist, Entertainer, Journalist,
SHADOWRUN: SHADOW CAST

• Skills: Cracking (Cybercombat) Matrix Vandal, Event: You learned a harsh


truth about the world.
• Knowledge skills: Matrix Security, GOD
Protocols and Procedures Dissonant Technomancers
• Complex forms: Cleaner, Mirrored Persona,
Static Bomb, Static Veil Plot Hooks
• Positive qualities: Hardening, Sprite Affinity This section is primarily intended for use by the
(Fault Sprites) gamemaster, but players are also encouraged to
• Negative qualities: Dissonance Compilation read through them. These are a set of idea prompts
Error, Dissonance Sprite Lag, Dissonance for an adventure, along with a menu of suggestions
Stigma that provide a wide range of potential story ideas.
• Life modules: Data Liberator, Matrix Van- There are no spoilers here, since this is not about
dal, Shadowrunner, Technomancer, Event: detailing endings, and as a player you are encour-
You struggled through some tough times. aged to recommend the ones that interest you most
to your gamemaster, along with any character
themes or background ideas that you want to in-
Shock Rocker volve or explore. Then leave the final details up to
To you, the concepts of Resonance and Dis- the gamemaster and the action that occurs within
sonance aren’t just ideas about the Matrix, but the game sessions.
they also apply to your art and how you connect Plot hooks here involve interfering with a sports
with the people and cultures around you. The event, sabotaging a data store, discrediting or fram-
megacorps would love to think of art as something ing an enemy, provoking GOD, and disrupting a
that is made to serve their marketing, reducing it concert.
to nothing more than a tool to understand and
motivate their target demographics. Whether your Fixing the Game
art form is film, music, theater, painting, digital
sculpting, or any other art form, you are sickened The Dissonant technomancer has been contacted
by its commoditization. You are disgusted by the by an employer with an interest in sports betting.
shallow and capitalist nature of the material that They wish to hire the team to influence the outcome
of an important sporting event, and do it without
is produced in such a barren climate. You’re here
implicating the team they wish to see win. The team
not just to show everyone how it’s done—you feel
can approach this a number of ways, but the dis-
the need to show everyone how to separate real art
sonant technomancer will likely find that messing
from corporate banality. You use your art to crit-
with the devices being used in support of the sports
icize the status quo, shake things up, and satirize
team during the game is where their talents should
and mock what others hold arbitrarily sacred. You
make the most impact. The other runners should
also use your unique abilities as a Dissonant tech-
also be involved, as device-tampering alone is not
nomancer to sabotage and undermine the media
likely to be worth it. They might find a way to sneak
that offends you.
some runners into the game, convince (probably
by blackmail or extortion) some of the athletes or
Additional character referees to play poorly, or even find some way to
creation recommendations: enhance the abilities of some of the athletes. There
are many ways to approach the task. For rules to
• Attributes: Charisma 5+, Willpower 4+ resolve a sports event, see Sixth World Companion
• Dissonance aptitude: Any (Sixth World Sports, p. 17), where they are included
as part of a sixth world sports alternate campaign
• Skills: Influence (Intimidation) concept.
• Knowledge skills: Art Appreciation, Main- If the team successfully fixes the game, they gain
stream Media, Underground Art a new contact (Connection 4, Loyalty 2) with the
types media and criminal. This contact might rep-
• Complex forms: Editor, Puppeteer, Tattle- resent the employer who hired the team to fix the
tale, Static Veil game, or it could be another individual who also
• Positive qualities: First Impression, Sprite benefited from their unsportsmanlike interference.

DISSONANT TECHNOMANCER // PLOT HOOKS


Destruction of Data curity-conscious. It will be difficult to lure them
into a compromising situation or to plant false
Someone needs a great many files deleted, and evidence that will hold up with enough strength
that someone wants to hire the Dissonant techno- to incriminate them. Such a person is not without 83
mancer’s team to do it. Of course, these files be- enemies, however, which include rivals within their
long to someone other than the team’s prospective

SHADOWRUN: SHADOW CAST


own corporation as well as outside of it.
employer. Sabotage will be required, in both the The complicating twist to this run is that the
Matrix and meatspace. Instead of making this a target is aware that runners have been hired to
run that only takes place in the Matrix (and thus act against them. The target believes the runners
excluding the other PCs), there is a physical back- mean to extract them or steal their most critical
up that must also be destroyed. The team must in- research data, and they have hired a shadowrun
filtrate a secure facility, physically destroy a safe in team of their own to investigate, track, and if pos-
which some offline data storage devices are stored, sible, eliminate the threat. The enemy team will im-
and delete the files from the facility’s host on the mediately begin with some legwork, doing Matrix
Matrix. This should be a fairly straightforward searches and checking with their contacts about
shadowrun requiring a team to find a way safely in the PCs. The PCs might be tipped off by a fixer or
and out of a protected facility. Security should be info broker contact that inquiries are being made
tight, with well-armed guards and security drones, about them. Resourceful PCs might be able to find
security sensors such as cameras and weapons out information about the team that is after them
scanners, and security spiders watching over the in return. After this, the opposing team will at-
system. Magical security will be light, with only tempt to track down and observe the PCs without
token use of wards and limited astral overwatch. being observed. If a confrontation is forced, or if
To make things more difficult, it happens that the PCs present them with a tempting opportunity
the target employs some technomancers to en- for an ambush, the runner team will attempt to at-
hance their Matrix security. At all times, at least tack and either capture or kill them. They’ve been
one technomancer is present as a spider within the offered extra nuyen if they capture at least one of
Matrix host, with at least one level 6 fault sprite the runners alive.
on call in case of intruders. If this spider is defeat- For the opposing shadowrun team, use a mix of
ed, two more will appear (as personas in the Ma- runners, but be sure to include a competent decker
trix) to avenge them. These represent all the tech- or technomancer or two.
nomancers on the payroll, so if they are defeated, If the PCs successfully complete this run, the
only the hosts’ IC stand in the runners’ way. Avoid- dissonant technomancer may take either the Dis-
ing detection, and therefore contact, from the se- sonance Diffusion or Dissonance Spike quality for
curity technomancers would be the most prudent 5 Karma (instead of 10). This should also be a rel-
course of action. For the security technomancer atively high-paying job for the PCs, with a nuyen
stat block, use the Technomancer archetype (p. 89, payout roughly 150 percent of what they are ac-
SR6). customed to receiving.
If the team succeeds in deleting the data from
the host as well as destroying all physical backup
devices, they gain a new contact (Connection 4, Matrix Distraction
Loyalty 2) with the types Criminal and Matrix. A powerful and well-connected fixer hires
the Dissonant technomancer and their team for
a difficult and high-profile run. They must make
Frame Job a sufficiently large distraction to draw the atten-
The Dissonant technomancer’s team is hired to tion of local security forces, and keep the focus of
frame a person for committing a crime. The em- those security forces on them for several minutes.
ployer would prefer that the nature of the crime The distraction is part of a larger operation, and
would be limited to illegal Matrix activity. They it would be best if the Grid Overwatch Division
are not interested in having the runners murder is distracted along with other security forces. The
someone so they can pin the crime on the target. employer wishes the team to deliberately trigger a
Ideally, the crime should be one that economical- convergence as part of the distraction. If one of the
ly inconveniences a powerful authority, such as a runners is a GOD-slayer, this is likely an oppor-
megacorporation. That would provide the least tunity they won’t want to pass up. The very idea
risk of unintended consequences to innocent par- should scare the drek out of anyone else, and so
ties while also providing significant motivation for the pay for the run should be on the high side.
an authority to go after the target of this frame job. As for the actual operation, all the PCs need to
The target is an up-and-coming executive in do is rack up a high enough overwatch score to trig-
charge of several important Matrix research and ger a convergence (normally 40 or more). When this
development projects. The target is also a highly happens, the offending persona (probably the tech-
skilled decker or technomancer and is highly se- nomancer) is dumped from the Matrix, suffering

PLOT HOOKS // DISSONANT TECHNOMANCER


dumpshock. Their physical location is reported to personnel, and the band itself has some experience
law enforcement, and a high-threat response team dealing with trouble. None of them are pushovers
is immediately dispatched to (1) eliminate the threat if confronted, and they’re backed by their own se-
84 and (2) arrest any survivors. In order for the distrac- curity and PR people, who will be watching for
tion to be as effective as possible, the PCs are of- signs of interference. This job won’t be easy, but a
SHADOWRUN: SHADOW CAST

fered a significant bonus if they engage the response few data taps and some Dissonant technomancer
team instead of fleeing the scene immediately. fraggery ought to do the trick.
This run could easily shape up to be a loud, This run is a bit more high-profile than most.
wild, combat-heavy mission, likely to include car If the runners successfully disrupt the concert, add
chases and running firefights. A subtler team might +4 to the Heat modifier at the end of the run. The
come up with some alternatives to directly messing team gains Mr. Johnson as a new fixer contact
with the authorities, using clever tactics and misdi- (Connection 6, Loyalty 2) with the types Media
rection. Don’t make it too easy to evade the GOD and Criminal.
response. Drones, cameras, and other local sensors
will be coopted in order to track the criminals, and Dissonant Technomancers
any available law enforcement forces will become
involved as the situation develops. GOD is not in
the habit of allowing their prey to escape easily.
Quality paths
If the runners successfully draw GOD’s atten-
tion and escape, the run is a success. The Disso- Quality Path:
nant technomancer may now take the GOD-slayer
quality for 10 Karma (instead of 20). The bonus Dissonant Technomancer
for engaging the high-threat response team should When you submerge, you may choose to con-
bring in about fifty percent more nuyen on top of nect with the Dissonance instead of the Resonance.
the base pay. If you do, begin this quality path with the Dissonant
Technomancer quality. If you do not have enough
Fans of Dissonance Karma to purchase the Dissonant Technomancer
quality, you must cover its cost by taking Disso-
The PCs are hired to execute an unusual sab- nance negative qualities. Whenever you take any
otage. In a few days, there is going to be a highly further positive quality within this quality path, you
anticipated concert at a very popular underground may take one or more Dissonance negative quali-
club. Feel free to use one of the big names like Ma- ties. The bonus Karma directly reduces the Karma
ria Mercurial or Johnny Banger, or go with a less- cost of the quality. Any excess bonus Karma is lost.
er-known band of your choice. The most important If your gamemaster approves, you may start as
aspect of the band is that they have some sort of a Dissonant technomancer by beginning this qual-
history with the shadows. If your campaign takes ity path at character creation. You must choose the
place in Seattle, Underworld 93 would be the per- Dissonant Technomancer quality as one of your six
fect venue for such a show. Mr. Johnson provides available qualities, and you may take Dissonance
the team with tickets to the event, which have been negative qualities if you choose. You must also use
sold out ever since a few minutes after they went some of your available customization Karma to
on sale. The job is to sabotage the performance in submerge at least once. Besides Dissonant Techno-
such a way that the show must be stopped. The
mancer, you may not take any additional positive
runners are allowed to go about this using what-
qualities from this path during character creation.
ever means and tactics they choose, but they are
forbidden to kill the band members or stage crew.
Some means other than direct violence will be re- Dissonant Technomancer
quired—if Mr. Johnson had wanted that, he would You have formed a connection with the Disso-
have hired some gangers instead of a team of pro- nance, and the Dissonance has formed a connec-
fessionals. If the PCs kill anyone involved with the tion to you.
band, they will not be paid, and their reputation
will suffer greatly. Mr. Johnson is offering a bo- • Cost: 15 Karma
nus if the PCs can pull the job off by hijacking the • Game Effect: You must submerge in order
audio and trideo systems to play something that to take this quality. Choose one of the three
would be embarrassing to the band onstage. Mr. Dissonance Aptitudes categorized by the
Johnson can provide the runners with some raw labels Apophenian, Morphinae, or Erisian
audio and video files that they might be able to (Control, Alt, and Delete, respectively).
piece together into an appropriate composition. Each aptitude comes with a unique capabil-
The complications to this run are that the show ity and a preferred Matrix target: hosts and
will be very crowded, the venue is used to regular IC, devices, or personas. When you take a
gang violence and has hired some serious security Matrix action or use a complex form that

DISSONANT TECHNOMANCER // QUALITY PATHS


affects your preferred target, the cost of • Cost: 5 Karma
any Edge boosts or actions on behalf of the • Game Effect: You must have the Dissonant
related test are halved (round up). Technomancer quality and know the diffu-
sion (any Matrix attribute) complex form 85
Control/Apophenian to take this quality. When you use diffusion

SHADOWRUN: SHADOW CAST


(Preferred Target: Devices) against a target, you may affect multiple
Matrix attributes. At least one of your net
You find patterns amidst the chaos that most hits must be applied to the Matrix attribute
would consider to be delusions. Whether you or they that your version of diffusion is designed to
are correct matters very little to you, but in the Ma- affect, but additional net hits may reduce
trix at least you are able to draw relational connec- whichever Matrix attribute you choose. Each
tions that create real ones. Like a tesseract, or a fold net hit reduces a Matrix attribute by one for
in space-time, you open points that no one imagined as long as the complex form is sustained.
would be connected.
• Cost: No additional Karma cost. Dissonance Spike
• Game Effect: Whenever you compile a ma- Your Resonance Spike complex form has
chine sprite, or thread a complex form that evolved into something more insidious and dan-
targets a device, replace one of your dice gerous.
with the wild die. Reduce your fading value
by the number rolled on the wild die. • Cost: 5 Karma
• Game Effect: You must have the Disso-
Alt/Morphinae nant Technomancer quality and know the
Resonance Spike complex form to take this
(Preferred Target: Hosts and IC) quality. In addition to its normal effect,
You are always trying new things in the Matrix your Resonance Spike also deals lethal
to see what happens, and the effects of your tech- biofeedback damage. If your target takes
nomancer abilities can be unpredictable. That’s any damage (and still survives), it is affect-
just the way you like it, even though it causes you ed by 1 point of Matrix noise per point of
trouble from time to time. You prefer to think of it unresisted damage (including Matrix and
as making things more interesting. physical damage). This effect continues
for 1d6 minutes and is not affected by any
• Cost: No additional Karma cost.
means of noise reduction. The noise persists
• Game Effect: Whenever you compile a crack for the entire duration even if the target
sprite or thread a complex form that targets shuts down and reboots.
a host or IC, replace one of your dice with
the wild die. In addition to any other effects GOD-Slayer
of the wild die, reduce the fading value by
the number rolled on the wild die. You are the hunter, and the Grid Overwatch Di-
vision is your prey.
Delete/Erisian • Cost: 10 Karma
(Preferred Target: Personas) • Game Effect: You must have the Dissonant
Technomancer quality, and you must have
You revel in causing discord and strife, and ex- been converged on by GOD at least once
cel at messing with personas. Hosts, IC, and de- during a run to be eligible to take this qual-
vices are all just machines. Nothing compares to ity. You may use the Cleaner complex form
the satisfaction of fragging with actual people, and
as a Minor Action, but you must buy hits on
you’re the worst at it. As in, the best.
your threading and fading resistance tests
• Cost: No additional Karma cost. when you do (meaning you get one hit for
• Game Effect: Whenever you compile a fault every full four dice in your dice pool instead
sprite or thread a complex form that targets of rolling). If you or your sprites are ever
a persona, replace one of your dice with the converged on, you are not dumped from the
wild die. Reduce your fading value by the Matrix, and your sprites suffer no ill effects.
number rolled on the wild die. GOD still has your location until you reboot
your living persona, but they are unable
to crash you or your sprites. Along with a
Dissonance Diffusion high-threat response team, they will likely
You’ve gained a unique talent with using your send demi-GODs (elite security hackers) to
diffusion complex form. take you down, which gives you the perfect

QUALITY PATHS // DISSONANT TECHNOMANCER


opportunity for a little payback. Just try to Dissonance Confusion
remember about the run you’re on, too.
You often find it difficult to focus due to your
close association with the Dissonance.
86 Dissonance • Bonus: 5 Karma
Negative Qualities
SHADOWRUN: SHADOW CAST

• Game Effect: Whenever you must make an


Dissonance Gremlins Extended test, replace one of your dice with
a wild die for the first test. In addition to
Your gremlins are an effect of the Dissonance. any other effects of the wild die, the number
• Bonus: 10 Karma rolled on the wild die becomes the max-
imum number of attempts that you may
• Game Effect: You must be a Dissonant make on the Extended test. If you do not
technomancer to take this quality, which succeed within that number of tests, you
functions exactly like the Gremlins quality automatically fail the Extended test. This
(p. 76, SR6). Your gremlins also apply when means that if you roll a 1, you must succeed
you or any of your sprites targets a device with the first dice roll or fail the Extended
with a Matrix action, complex form, or test. This includes Extended tests undertak-
sprite power. If you already have the Grem- en by your sprites as well.
lins quality, this quality is worth 5 bonus
Karma instead of 10.
Dissonance Deletion
Dissonance Static When you interact with files, they are often dis-
solved by the Dissonance.
Your presence disrupts the Matrix around you.
• Bonus: 5 Karma
• Bonus: 5 Karma
• Game Effect: Whenever you or one of your
• Game Effect: Increase Matrix noise by 1 sprites uses a Matrix action, complex form,
within a radius of your Resonance plus or sprite power that targets a file, replace
submersion grade in meters, with you at one of the dice with a wild die. If the wild
the center. This affects you as well, and you die rolls a 1, the file is deleted, along with
are incapable of turning it off. No means of any data bombs, encryption, or other at-
noise reduction can reduce this noise. tachments. It is simply gone from the host
or device that once held it. Sometimes this
Dissonance Compilation Error even happens when you want it to!
You find most complex forms very taxing to use.
• Bonus: 5 Karma Dissonance Rage
• Game Effect: When you use a complex form Your emotions are often erratic, poorly under-
on anything besides the preferred target for stood even by you.
your Dissonance allegiance, replace one of • Bonus: 5 Karma
the dice you roll with a wild die. In addition • Game Effect: Whenever you make a social
to any other effects of the wild die, increase
skill test or attempt to resist someone else’s
the fading value of the complex form by the
social skill test, replace one of your dice
number rolled on the wild die.
with a wild die. In addition to any other ef-
fects of the wild die, you experience sudden,
Dissonance Sprite Lag extreme, and seemingly random emotions.
Compiling most sprites sometimes causes you Lose a number of points of Edge equal to
to suffer harsh fading. the number rolled on the wild die. If this
brings you to zero Edge, you may not gain
• Bonus: 5 Karma or spend Edge until you regain your com-
• Game Effect: Whenever you compile a posure. You may regain your composure by
sprite for which you do not have the cor- taking a Major Action to make a Compo-
responding Sprite Affinity positive quality, sure test with a threshold equal to your sub-
replace one of the dice you roll with a wild mersion grade (maximum 8). If you succeed
die. In addition to any other effects of the at this test, you immediately gain one point
wild die, increase the fading value by the of Edge, and you may gain and spend Edge.
number rolled on the wild die. Otherwise, you regain your composure nat-
urally after a number of hours equal to the
wild die roll have passed.

DISSONANT TECHNOMANCER // QUALITY PATHS


Dissonance Stigma technomancer you are, or are you loud and proud,
despite how dangerous that could be for you and
Other technomancers can easily detect your
the people who associate with you?
connection to the Dissonance.
87
• Bonus: 5 Karma
Strategies

SHADOWRUN: SHADOW CAST


• Game Effect: If your persona is observed by
any non-Dissonant technomancers during a This is an excellent archetype to play up the
run, apply a +4 Heat modifier to the Heat lone wolf trope. When in the Matrix, you actual-
roll at the end of the run. This increased ly are most likely on your own, as most shadow-
run hackers tend to be. But the Matrix is only one
Heat modifier only affects you, however.
aspect of the world. You are not capable of han-
It is possible that you might gain personal
dling everything yourself, and you know it. Lean
Heat while your fellow runners do not.
into the loner nature if it suits you, but also lean
Also, reduce the threshold of any Astral
on your team. The street sam will keep you from
(Assensing) tests made against you by your
getting shot, the mage will hack astral space (or
submersion grade. whatever it is they do), and the face can hack the
conversations. You might not ever acknowledge it
Dissonant Technomancers to their faces, but you need them, and you’re glad
they’ve got your back.
playing advice Your Dissonance qualities provide you with bo-
nuses for certain kinds of actions or targets. Make
those the focus of your tactics whenever possible,
Roleplaying because you can leverage some serious clout in
The Dissonant technomancer is very different that regard. Keep in mind which drawbacks affect
from other Matrix specialists, unusual even by the your capabilities as a hacker, and do your best to
standards of technomancers. Some say the Disso- avoid or mitigate the effects of those penalties.
nance is an opposite force from Resonance, but
you know this to be a simplistic, if not entirely Combat
false, perspective. You might not understand it, but No other hackers are as well-suited for Matrix
you know what you can do with it. Through your combat as you are. Whatever your preferred tar-
connection to Dissonance you gain significant ap- get might be, you are very good at messing with
titudes, but you have also noticed a degradation or them. When the gamemaster calls for that initia-
resistance with some skills or tasks that once came tive roll, get into cover as quickly as possible, and
more easily to you. You’re best at tearing things identify devices and personas. Ideally, you should
apart, distorting, or taking control of them. Some have a sprite compiled at all times, ready to come
of the more delicate or subtle approaches are diffi- to your aid with a Minor Action. Once you’re out
cult, and sometimes it seems that your very mind is of the immediate line of fire, take stock of what
affected by the entropic nature of the Dissonance. is vulnerable to you and try to find the most ef-
Focusing on the same task for a long time can be fective uses of your attention. Brick weapons and
difficult, and sometimes you may find yourself re- cyberware, take control of drones, or edit sensor
acting to events as if the context were completely feeds to display false data, using a combination of
different. Part of adjusting to being a Dissonant Matrix actions and complex forms. When it comes
technomancer is learning to deal with the unset- to Matrix combat, fault sprites are the way to go.
tling nature of your own attention, memories,
and even intentions. How do you deal with the
drawbacks? Some Dissonant technomancers rage Utility and Support
against these difficulties, as if they were costs they Most hackers are great at information gath-
never agreed to pay, but most learn to take it in ering, and you’re no exception to this. It’s just
stride and develop habits to cope with them. not your favorite thing to do. Dissonant techno-
One more important thing to keep in mind as mancers work best when they get to mess with
a Dissonant technomancer is a healthy sense of other people and their devices, and so you shine
paranoia. Regular technomancers are often stig- the most when in direct conflict. Your most sup-
matized as Matrix terrorists or worse, but Disso- portive activity isn’t boosting the capabilities of
nant technomancers are mistrusted not just by the your team—it’s disrupting the opposition. When
ignorant public. They are often shunned by other other runners are making preparations and doing
technomancers as an abomination. Are you in- legwork, you’re most likely compiling and register-
credibly careful about who finds out what sort of ing sprites and searching for vulnerabilities.

PLAYING ADVICE // DISSONANT TECHNOMANCER


DRONE
RIGGER
The drone rigger prefers to stay in the van, but Drone Rigger
not exactly. Their spy drones provide vital infor-
mation, and their combat drones are always just a
moment away in case things go loud. Drones are
Backgrounds
expensive, so most prefer not to use them for front- From as early as you can remember, you have
line combat. Supporting a team of shadowrunners been fascinated with technology. Mechanical and
and being the one with the big-picture perspective electrical gadgets held most of your attention, but
are what the drone rigger does best. When it does the Matrix drew plenty of interest as well. As you
come to combat, they are capable of bringing to grew up, your fascination revealed significant tech-
bear a staggering armory of weapons. nological aptitudes. Adults often marveled at your
Plot hooks involve acquiring and upgrading understanding of the technology they barely un-
drones, finding a place to set up a shop, gaining derstood and clearly took for granted. You were
contacts, taking on an assistant or apprentice to interested in understanding how it all worked, and
watch the shop, searching in a dangerous salvage how you might be able to make it all work better.
yard for parts. One day, something happened that changed your
Quality paths focus on using drones, both by life forever: You got your first drone. How you ac-
remote piloting and also by integrating them into quired it depends more upon your specific back-
an overall network, making them work better ground, but the common thread among them all
without jumping into them. is that acquiring your first drone was a life-chang-
ing moment for you. You had no expensive rigger
command console or control rig augmentations
yet, but anyone with a commlink can operate a

DRONE RIGGER // BACKGROUNDS


drone to some degree. Using the commlink inter- sealed your obsession with drones, and your ap-
face wasn’t enough for you, however, and neither titude was quickly noticed by your teachers. You
was having just one drone. Your first drone gave quickly learned that throwing yourself into serious
you a taste of an entirely new realm of capabilities study and practice would bring access to better tools 89
and experiences. So many different kinds of drone and more drones. Seeking to follow in your parents’

SHADOWRUN: SHADOW CAST


designs in existence, and you wanted to own them footsteps as well as follow the best opportunity to
all. You spent years researching and pining over get your hands on the toys you wanted, you applied
different RCCs and wondering how you might and were eagerly accepted into the junior officer’s
ever afford control rig headware. Eventually you training program. Doing this gained you the pride
found a way, but it didn’t come without a price. and respect of your parents and peers but brought
Whether you paid off that debt or not, you made you closer to your deepest desire: receiving a con-
it happen. You took your expensive augmentations trol rig implant. Such expensive cyberware would
and hardware, along with a lovely collection of have normally been unaffordable, but they are often
drones, with you into the shadows. Now it’s time included as part of a long-term military contract.
to make some real money. When you came of age, you became eligible for
such a contract. Not long after receiving your first
these character creation augmentations, you were placed into active duty as
a military drone rigger. You had access to a mili-
recommendations apply to all tary-grade RCC and all the drones you could hope
provided backgrounds for. As an officer, you also learned how to lead and
direct personnel as well as drones. You used a com-
• Attributes: Logic 6, Intuition 4+, bination of reconnaissance and combat drones to
Willpower 4+ provide intelligence and direct support to a team of
• Skills: Engineering (Gunnery) 5, Perception soldiers, and you were very good at it. The most sur-
3+, Piloting 6, Stealth 3+ prising thing to you is how easily you seemed to get
• Knowledge skills: (Area) Knowledge, Drone along with your superiors and subordinates. Your
Customization, Drone Sports technical aptitude is matched by a talent for deal-
• Positive qualities: Analytical Mind, Aptitude ing with people, which made you a valuable officer.
(Engineering or Piloting), Exceptional Life was interesting, mostly the way you liked it,
(Logic), Gearhead, Grease Monkey, though you could have done with fewer tragic loss-
Junkyard King, Juryrigger, Software es. Soldiers die. Your last mission was an absolute
Optimization disaster. Only moments before the worst happened,
the hacker on your team sent you a frantic message.
• Negative qualities: Addiction (Hot Sim), You only had time to glance over it before the di-
Gear Acquisition Syndrome, Impaired saster struck, but you learned just a moment too
(Body or Strength), Remote Pilot, Weak late that one of your superior officers had betrayed
Immune System you and the team under your command. You were
• Life modules: College/University, Courier, meant to die as part of a complicated scheme that
Drone Technician, Mechanic, Public Transit you didn’t have the time to comprehend, because
Operator, Rigger, Technical School, Event: that’s when the hammer dropped. You did every-
You came into a large sum of money thing you could, but you couldn’t save them. Lives
• Gear PACKs: Drone rigger complete and drones were lost, and you couldn’t save them.
character PACK, any of the drone PACKs, But you survived, with the knowledge that someone
professional or elite RCC PACK, autosoft with power and authority over you sold you and
PACKs your team out, and expected you to be dead. You
took advantage of this assumption and left your old
life behind. With your skills and augmentations, a
The Commander fresh start in the shadows seemed like the only path
You are the child of one or more career military open to you. Maybe someday that path will lead to
officers, and you were raised on or near a base or revenge or vindication. Which one do you hope for?
facility. “Military” might mean an official branch of
a government military force, but in the Sixth World Additional character
is more often a megacorporate security force with
serious hardware. You hardly ever saw your parents creation recommendations
and spent most of your life in a military or corpo- • Attributes: Intuition 5+, Charisma 3+
rate childcare and education system. The pressure
• Skills: Influence 3+, Perception 5+
put on you to behave and do well was hard to bear,
but there was also a lot of cool stuff to play with. • Knowledge skills: Military Protocol, Small
One year, on an important birthday, your parents Unit Tactics
gave you a real drone as a birthday present. This • Positive qualities: Inspire Competence, Team

BACKGROUNDS // DRONE RIGGER


Player • Positive qualities: Silver Lining, SINner
• Negative qualities: All Business, • Negative qualities: Addiction (Novacoke),
Honorbound Road Rage
90 • Life modules: Covert Ops, Demolitions • Life modules: Salesperson, Small Business
Expert, Event: You survived a life- Owner, Event: You got away with a
SHADOWRUN: SHADOW CAST

threatening event, but only because you lucrative theft


happened to have the right piece of gear.
The Omniscient
The Rich Kid Your family made their living doing physical and
You grew up in an affluent megacorporate technical labor for a megacorporation. Nearly every
neighborhood, the only child of successful execu- adult around you was employed to build structures,
tives. Your parents were always too busy to pay install systems, upgrade tech, maintain and repair
you much attention and largely relied on technolo- equipment, or something similar. For one reason or
gy to take over the burdens of raising a child. Your another, you never felt comfortable with the active,
first drone was a humanoid nanny bot, and it was physical side of the work. Perhaps you suffered an
your very best friend throughout your childhood. injury at a young age or had a medical condition
Through this experience, you developed a tenden- that made labor difficult. Or your objections might
cy to form emotional attachments to technologi- be related to witnessing the results of a horrible ac-
cal devices, and through your imagination they cident, the likes of which are all too common on a
seemed to come alive to you. While your parents dangerous work site. Still wanting to be useful, you
never seemed to have a moment to spare for you, turned your attention to learning everything you
they were less frugal with their nuyen. Almost any could about the higher-tech stuff. You studied hard
toy you asked for, no matter how expensive, was and got involved in some engineering-related extra-
yours for the asking. By the time you were in high curricular activities. That’s when you were invited
school, you had an impressive collection of drones, to join the drone club, which changed your life.
a professional-grade RCC, and all the tools and The idea that riggers could experience senses from
software you’d find in a drone shop. Your main drones as extensions of their own fascinated you.
Simsense simulations were intriguing, but you need-
present for your eighteenth birthday was a control
ed the real thing: a control rig. When you were old
rig augmentation. After that, however, your par-
enough to apply for higher education, you gained
ents began to take a different approach with you.
the attention of the megacorp that you grew up
They expected you to get a career and generate within. They offered you everything you ever want-
your own income, which was something they had ed, in exchange for a long-term employment con-
never prepared you for. You tried, but you found tract. Very long-term, but what could be the harm?
every possible career path a waste of time when You’d have a steady job doing what you loved. As it
compared to working with drones. Eventually you happened, the work didn’t suit you very well at all.
took a job in a local drone shop, and it wasn’t long You were used to spy on people—not just enemies
before a mysterious customer came in for some il- of the megacorp but its own workers. You were a
legal modifications. You hadn’t been meant to no- part of the omniscient panopticon, a cadre of drone
tice the exchange, but you were able to convince and sensors operators hired to watch personnel and
your new boss and their customer that you didn’t report any infringements of workforce policy. One
pose any threat. After that, you helped out with a too many reprimands for not accurately reporting
few black-market mods here and there. By the time employees for using the restroom an unauthorized
your parents cut you off, you had a tenuous in- number of times was too much for you. Using your
come stream doing a tolerable job. But it was only intimate and complete knowledge of the facilities,
a matter of time before you crossed the line from you were able to effect an escape from your old life.
black-market drone tech to shadowrunner. There’s Fortunately, you were able to appropriate a number
just too much nuyen to be made. If your parents of your favorite drones and a few other useful toys.
ever knew what your real career was, they would The paydata you carried out was enough to make
be shocked. Or maybe they would hire your team. sure you wouldn’t have to sleep on the streets.

Additional character Additional character


creation recommendations creation recommendations
• Attributes: Edge 4+ • Attributes: Intuition 6, Logic 5
• Skills: Con 3+, Influence 3+ • Skills: Outdoors 3+, Perception 5+
• Knowledge skills: Current Events, Drone • Knowledge skills: (Megacorporate) Politics,
Manufacturers Security Systems

DRONE RIGGER // BACKGROUNDS


• Positive qualities: Driving Style: Interceptor,
Photographic Memory
• Negative qualities: Addiction (Psyche),
Unsteady Hands 91
• Life modules: Agent, Investigator, Event:

SHADOWRUN: SHADOW CAST


You learned a harsh truth about the world

The Scrapyard Salvager


To say that you grew up poor would be an un-
derstatement. Your parents or guardians died or
left when you were very young, and you were left
to find your own way to survive on the unforgiving
streets. Something about what happened to your
guardians made you fear the police and official
authorities, and so you made your way into the
barrens. Exposure and malnutrition were constant
threats, and you barely survived. Eventually you
found your way to an old junkyard, filled with odd
scraps and parts—but also shelter. As it happened,
you weren’t the only one with that idea. A small
but thriving community of destitute squatters in-
habited the junkyard, and you were immediately
welcomed into their group. You quickly found
ways to be useful, and while your life was far from
comfortable, at least you didn’t starve to death.
One of the junkyard squatters noticed that you
seemed to have an aptitude with machines, and
they began to teach you how to fix and modify
them. Before long, you surpassed their knowledge
and started working on experiments of your own.
One day you acquired an old, busted RCC,
which turned out to be an easy repair. After that,
you kept an eye out for viable drones, and it didn’t
take long before you acquired one that was within
your means to repair. With the assistance of your
first drone, you began looking for more and more
parts, eventually amassing an array of beat-up, ju-
ry-rigged, and fragging awesome drones. You’ve
gained a solid reputation for your tech skills
among the locals, including the gangs. Eventually
one of them put you in touch with a fixer or a team
of shadowrunners, and now you have the chance
to make some serious nuyen.

Additional character
creation recommendations
• Attributes: Willpower 5, Edge 3+
• Skills: Outdoors 4+
• Knowledge skills: (Area) Streets, Salvage
Yards
• Positive qualities: Determination, Home
Ground, Indomitable, Underdog
• Negative qualities: Distinctive Style, Fuzz
Magnet, Uncouth
• Life modules: Engineer, Guide, Event: You
struggled through some tough times

BACKGROUNDS // DRONE RIGGER


drone rigger Surveillance Op

92
Plot Hooks This adventure hook is designed for the omni-
scient background but works well for any team
This section is primarily intended for use by with surveillance drones or equivalent capabili-
the gamemaster, but players are also encouraged ties. The PCs are hired by a fixer with well-known
SHADOWRUN: SHADOW CAST

to read through it. These are a set of idea prompts ties to the entertainment industry. Their client is
for an adventure, along with a menu of suggestions an entertainment agent at their wits’ end. Their
that provide a wide range of potential story ideas. most popular star has come under some dire
There are no spoilers here, since this is not about threat, and they refuse to cooperate with their se-
detailing endings, and as a player you are encour- curity team. This means the agent has turned to
aged to recommend the ones that interest you most a fixer to hire a team of shadowrunners to pro-
to your gamemaster, along with any character vide overwatch and protection. They must keep
themes or background ideas that you want to in- track of the star at all times, but discreetly. If the
volve or explore. Then leave the final details up to star discovers they are being watched and pro-
the gamemaster and the action that occurs within tected, they will attempt to slip away. Surveillance
the game sessions. drones and sensor devices are the ideal method,
but the PCs must also be prepared to intervene in
case of a threat. The nuyen payment for this job
Parent Trap is significant, and the prospect of keeping tabs on
This adventure hook is designed for the rich a celeb might be of interest as well.
kid background, but it could be adapted to work The discreet surveillance can be resolved with a
for any well-rounded team of shadowrunners. A few Perception and Stealth tests, with a threshold
wealthy executive has been extracted, kidnapped of 3. The chase rules for shadowing (p. 180, Dou-
along with their spouse from their own home, by a ble Clutch) could be a perfect fit for this scenario.
team of violent shadowrunners. The PCs are hired The star will mostly stay within a security zone
to find and retrieve the asset, with a lesser pay- rating of A or better but will go slumming in a D
ment offered for eliminating them instead. If the zone once or twice.
drone rigger has the rich kid background, it turns At some point, the threat will appear. A team
out that the people they’ve been hired to rescue are of runners, gangers, cultists, or appropriate antag-
their own parents. Otherwise, the targets are Mr. onists will attempt to kidnap the star. If the PCs
Johnson’s parents. Either way, they’ll need to pull have succeeded in keeping track of the star with-
off a rescue without letting the targets know that out being noticed, they will be ready and aware of
their family is involved in the biz. the attack. But if the star noticed their unwanted
As for finding the other runners, that won’t be security detail, they’ll already be captured by the
too hard. The team is hiding out in a warehouse time the PCs notice, and the chase will be on!
with their captives. They’ve been hired to sit on If the PCs rescue the star, they are grateful. The
the targets for three days while they wait for fur- PCs gain the star as a contact with the types Cor-
ther instructions. The PCs can track the runners porate and Media, Connection 6, Loyalty 1, and
down using some Matrix legwork, utilizing their one favor each.
contacts, or through whatever means they pursue.
As long as it makes sense and the dice rolls go well
enough, the PCs should be able to find the runners. Junkyard Siege
The hard part is going to be getting the targets safe- This adventure hook is designed with the com-
ly away from them. For the enemy runners, be sure mander or scrapyard salvager background in mind,
to include a mage, a hacker, a drone rigger, and but it would be fun for any team of runners with
several combat specialists such as a street samurai tech skills and a willingness to help a community in
or weapons expert. They should be a formidable the barrens. A junkyard squatter community (the
threat that requires the PCs to come up with a cre- one that the drone rigger grew up in, if applicable)
ative approach. However it goes down, it’s bound has come under threat, and they reach out to the
to get messy. If the targets somehow realize who PCs to help them set up defenses so they can pro-
is behind their rescue, there could be other future tect themselves. The nuyen payment for this job is
complications. But if the run is successful, it pays very low, but the Karma reward is significant. The
well. The PCs also gain a megacorporate fixer (the nature of the threat might be a large pack of hos-
person who hired the team) with the types Cor- tile ghouls, vicious paracritters, gangers, or even
porate and Government, Connection 5, Loyalty 1, vengeful spirits. Perhaps the runners might be able
and one favor each. to find a way to deal with the source of the prob-
lem, but the squatters desperately insist that get-
ting their defenses set up first is vital. As for the de-
fensive designs, this is a great time to let the players

DRONE RIGGER // PLOT HOOKS


get creative. Have them draw up maps and provide During the race there will be twenty high-end
them with a pool of spare parts and components racing drones. Whether the PCs snag them through
they can use to build turrets, drones, and whatever hacking, nets, traps, or some other contrivance,
traps and defenses they come up with. The pool their employer will be very pleased if they succeed 93
of spare parts can be used to build up to 10,000 at stealing at least three drones. If the runners are

SHADOWRUN: SHADOW CAST


nuyen worth of gear for the defenses. The PCs can quick, clever, and stealthy, they might steal a lot
also spend some time scavenging the junkyard for more. But once it becomes known that drones are
more parts. Any player may make one Engineering being stolen, the security response will be swift and
+ Logic test. Each hit adds the equivalent of 2,000 very strong.
nuyen to the spare parts pile. Of course, any PCs If the PCs steal more than three drones, they
who wish to donate their own funds (or equivalent may keep one or more of them or cash them in.
value of relevant gear) may do so. Once the plans Each extra drone nets the runners a twenty-five
are made and the parts acquired, the PCs make a percent bonus payment. If the PCs choose to keep
teamwork Engineering + Logic test with a thresh- them, they are all of the same model, but they
old of 4. If 20,000 or more nuyen worth of parts come with 5,000 nuyen worth of mods (no weap-
has been acquired, gain a point of Edge that must on mounts). Or they may gift a drone to any con-
be used on this test. If the test fails, the squatters tact with the engineering type and gain +1 Loyalty
will be unable to gain or spend Edge when acting rating. Multiple drone gifts are cumulative, up to a
in defense of their home. If the test succeeds, the maximum of three per contact.
squatters may gain and spend Edge as normal. Any The PCs may not cash in more than ten drones
net hits become a pool of Edge that the squatters in this way. Any excess drones must be kept or
may use when defending the junkyard. This Edge fenced through a contact at low rate (ten percent,
refreshes at the start of a battle. plus two percent per net hit on an opposed Nego-
Just as the defenses are finished, while the PCs are tiation + Charisma test) due to how hot the mer-
still there, the junkyard comes under attack. Whether chandise is.
or not there is any warning depends entirely on what If the PCs keep and use drones stolen from this
precautions the PCs have taken. If none were taken, race, add +1 to the Heat modifier at the end of any
the attack comes as a surprise. If the Engineering test run in which they are utilized. This can be prevent-
succeeded, the PCs may spend their own Edge on be- ed by spending 2,000 nuyen per drone to make
half of the squatters during the battle. the necessary cosmetic modifications to make the
If the attack against the junkyard is repelled, chassis unrecognizable.
the PCs all gain a new street and engineering type
contact with Connection 4 and Loyalty 4, and one drone rigger
favor each. This contact represents the junkyard
squatter community rather than an individual. The
junkyard salvagers are a great resource for parts Quality paths
and barrens gossip, and they’re also a safe place
to lie low.
Quality Path:
The great drone robbery Combat Coordination
This adventure hook is designed for any shad- If you successfully completed either the Parent
owrun team with a drone rigger and a competent Trap, Surveillance Op, or Junkyard Siege adven-
hacker. ture hook, the Karma costs for positive qualities
A major drone-racing event is scheduled to take from this path are not doubled.
place soon, and the PCs have been hired by an You’ve become highly proficient at monitor-
opportunistic individual who wants them to steal ing multiple sources of data and processing it all in
as many drones as possible. They offer to provide real time. You take in all the details and intuitively
shielded bags, containers, and cases to shield the form an understanding of the big picture on the fly,
drones from Matrix detection and tracking, as well and you’re able to use this to coordinate with your
as a map of the course. The drone course is set up drones and the people on your team. Recon, small-
in an urban location, ideally a barrens such as Red- unit tactics, and direct-fire support are all the ammo
mond or Puyallup in Seattle. The PCs will have a you need for your true weapons: intel and teamwork.
short time to recon the course and prepare any traps
or ambushes they wish, but security forces will have Force Recon
surveillance devices of their own. Any interference
that is observed by security will be undone and will You’ve developed the instincts to make immedi-
make the guards more vigilant, which means the ate and effective use of your reconnaissance drones
guards will gain a point of Edge on any Perception and devices.
tests against the PCs for the rest of this run). • Bonus: 7 Karma

QUALITY PATHS // DRONE RIGGER


• Game Effect: When you make a Perception Scrapper
test using any sensor device (including
You know how to strip tech for the most useful
drones), gain a point of Edge that must
parts and how to use those parts to fix what needs
94 either be used on the Perception test or be
fixing.
given to a teammate’s Edge pool, or else
• Cost: 10 Karma
SHADOWRUN: SHADOW CAST

it is lost. This Edge is only awarded for


Perception tests that are relevant to the • Game Effect: You can scrap any gear to
story, per the gamemaster’s discretion. add to your salvaged parts collection. This
process takes one minute per 1,000 nuyen
M-TOC Mastery of the item’s original value, and you must
have a relevant toolkit on hand. Make an
You’re excellent at using an M-TOC device to Engineering + Logic skill test. You acquire
coordinate with your teammates. 100 nuyen worth of parts for each hit
• Cost: 3 Karma scored on the test. You may use these parts
• Game Effect: In order to take this quality, you to cover the repair costs of any damaged
must have the Small Unit Tactics knowledge device, drone, or vehicle. If no repair cost is
skill and an M-TOC (p. 86 and 89-90, Firing listed, you may use up 100 nuyen worth of
Squad). Add one to the maximum number of salvaged parts to gain a point of Edge that
Edge that can be stored using your M-TOC. must be spent on the repair test or is lost.
If you add an M-TOC specialization to
your Small Unit Tactics knowledge skill, Scrappy Mod
increase the max Edge storage by two. The You can use scavenged components to upgrade
bonus increases to three if you upgrade the your gear.
specialization to an expertise.
• Cost: 5 Karma
Control Freak • Game Effect: You must have the Scrapper
quality in order to take this quality. You
You’re used to managing everything and having may use your collected store of parts not
your orders followed. When people deviate from just for repairs but to pay for the costs of
your plans or instructions, it makes you anxious. any modification or accessory. You must
• Bonus: 3 Karma have access to a relevant toolkit, and make
• Game Effect: You must take this quality at an Extended test using Engineering +
the same time that you take any positive Logic, with an interval of one hour and a
quality within the combat coordination threshold equal to the mod or accessory’s
quality path. The bonus Karma reduces the nuyen value divided by 1,000. However, the
Karma cost of that positive quality, which modification or accessory has an unusual,
is not doubled until after this reduction. scratch-built look. Anyone making a
Whenever any person on your team takes Perception test to notice the modification
an action that you have not directly advised or a Memory test to recall details about
them to take, you may not use your own the item or its owner gains a point of Edge.
Edge to assist them. Due to the unpredictable nature of your
unorthodox tech, replace one die with a
wild die whenever it is used.
Quality Path:
Mac the Wrench Scrappy Fab
You can repurpose salvaged parts into entirely
If you successfully complete the Junkyard Siege
new devices.
or Great Drone Robbery adventure hook, the Kar-
ma cost for positive qualities in this path are not • Cost: 15 Karma
doubled. • Game Effect: You must have the Scrapper
Some techs are used to working with state-of- quality in order to take this quality. With
the-art tools and factory-fresh manufactured com- access to a relevant tool shop, you can
ponents, but you’ve had to make do with whatever make a piece of gear out of spare parts. You
you could get your hands on. The kinds of prob- must spend special spare parts with a nuyen
lems you need to fix don’t have a manual with a value twice that of the gear you are trying
ready solution anywhere. Always resourceful, you to build. This also requires an Extended test
can make tech behave in ways it was never intend- using Engineering + Logic, with an interval
ed. Sometimes the results are wildly unexpected, of one hour and a threshold equal to the
but they’re almost always useful. item’s nuyen value divided by 1,000. The

DRONE RIGGER // QUALITY PATHS


item is fully functional but has a scratch- Stealth + Logic test to conceal it, which re-
built look. Anyone making a Perception test quires a Major Action and need not be per-
to notice the item or a Memory test to recall formed by the trap’s creator.
details about the item or its owner gains 95
a point of Edge. Due to the unpredictable Scrappy Tools

SHADOWRUN: SHADOW CAST


nature of your unorthodox tech, replace
one die with a wild die whenever it is used. When you don’t have the right tools, you know
how to get by with the next best thing.
Quick and Dirty • Cost: 5 Karma
• Game Effect: You must have the Scrapper
You can make temporary devices and modifica-
quality and any expertise in the Engineering
tions with very little notice.
skill in order to take this quality. When
• Cost: 5 Karma you have access to any toolkit, shop, or
• Game Effect: You must have either or facility, you may use it for any other type of
both of the Scrappy Mod or Scrappy Fab work. For example, you can use an armorer
qualities in order to take this quality. When toolkit to repair a cyberdeck, which
you make something from your available normally would require a hardware kit.
scavenged parts, you may choose to make If you have the right type of tools, you can
a quick and dirty version instead. You only use a toolkit to do work that would normally
require a toolkit and the available parts, require a shop or use a shop for work that
and the interval for the extended test is one calls for a facility.
minute (instead of one hour). However, the Whenever you take advantage of this qual-
first time a wild die rolls a 1, 5, or 6 when ity, you may not gain or spend Edge on the
the item is used, it will break immediately test. You must also replace one of your dice
following that action. In the case of a with a wild die, which will probably help you
weapon, the attack works. In the case of more often than not. In theory.
a vehicle or drone, it’s probably going to
crash in a moment. Scrappy Hipster
You don’t trust off-the-shelf technology.
Scrappy Traps
• Bonus: 5 Karma
You’re good at devising traps using whatever
you have on hand. • Game Effect: You can only take this quality
at the same time that you take any positive
• Cost: 10 Karma quality in the Mac the Wrench quality path,
• Game Effect: You must have the Scrapper and the bonus Karma must be used toward
quality and a specialization or expertise in purchasing that positive quality. You may
Engineering (Demolitions) in order to take not gain or spend Edge on any test using
this quality. You may use salvaged parts to gear that you have not built, modified, or
create an explosive device, but you must use accessorized yourself in some way.
twice the value of parts as the nuyen value of
the explosive. The explosive device is unusual
in appearance, but somewhat simplistic or Drone technologist
fragile in its design. Anyone attempting to If you have successfully completed the Parent
notice or disarm the explosive gains a point of Trap or Surveillance Op adventure hook, the Kar-
Edge. When the explosive goes off, roll 1D6. ma cost of any positive qualities in this path are
On a 1, it fails to detonate. On a 5 or 6, add 3 not doubled.
DV to the explosion. You love drones more than anything, and
You may also create a trap designed to im- you’re absolutely obsessed with learning about, ac-
mobilize a target, perhaps with a net, rope, or quiring, modifying, and deploying them. Someone
cage. This requires only 100 nuyen worth of told you once that you could use your control rig
salvaged parts and takes a Major Action to to jack directly into a vehicle, but you’ve probably
set up. Make an Engineering + Logic test and never bothered to see if it was true. Drones are all
record the number of hits. These hits repre- you need.
sent the threshold for an extended Athletics +
Agility test (with an interval of a Major Ac- Day Job (Drone Shop)
tion) to escape the trap once it is triggered.
However, the trap is only triggered if the tar- You have a regular job working as a tech at a
get is unaware of it. The threshold to notice drone shop, repairing and modifying drones.
the trap is the number of hits scored on a • Bonus: 5 Karma per level (max level 3)

QUALITY PATHS // DRONE RIGGER


• Game Effect: A decent chunk of your time glitch, you are reported to the authorities
is devoted to work in a legitimate (or semi- as well. Once unlocked, you may make as
legitimate) drone shop. Due to the energy many copies as you like, but the copies will
96 this requires of you, begin each session with only function on drones and RCCs that you
one less point of Edge in your Edge pool own. Whenever the autosoft is used, replace
SHADOWRUN: SHADOW CAST

for every level of this quality. On the bright one of the dice with a wild die. If the wild
side, you get to spend a lot of time with die rolls a 1, the autosoft’s additional
drones, and you have access to any tools hidden copy protection kicks in and deletes
that might be required to build, modify, and every instance of the software currently
repair drones, at no cost. Your lifestyle cost active on any device you are running. Only
is reduced by 1,000 nuyen for each level backup copies stored offline will be spared
of this quality. You also get a ten percent this deletion. It is fair to assume that you
discount on any drones, RCCs, autosofts, have backups stored on a datachip or
drone mods, and drone accessories you something similar.
purchase. If you take this quality, you must
use the bonus Karma to purchase the Drone
Shop positive quality. Autosoft Maximization
You know how to customize an autosoft so that
Drone Shop it performs beyond its specifications.
You work at a drone shop, a job that brings • Cost: 5 Karma/level (max level 3)
perks. • Game Effect: In order to take this quality,
• Cost: 5 Karma per level (max level 3) you must have the Autosoft Unlock quality,
• Game Effect: You must take the Day Job and you must have unlocked a copy of the
(Drone Shop) quality at the same level of this chosen autosoft. Choose one specific type
quality or higher. Once per session, you may of autosoft (including the specified weapon
attempt to “borrow” a drone from the drone or drone type, if applicable). When you run
shop where you work. You may choose any unlocked copy of that autosoft on your
any drone, along with autosofts, weapons, RCC or one of your drones, increase its
ammunition, modifications, and accessories, effective rating by the level of this quality.
with a value of 5,000 nuyen times the level You may take this quality multiple times, in
of this quality (or less). This is illegal and which case you may either increase its level
requires a successful Con or Stealth roll with or add a new type of autosoft. You must
a threshold equal to this quality’s level. There upgrade the level of this quality for each
are no consequences for failing the test, other type of autosoft individually.
than not having access to the drone. Whether
or not you succeed in getting the drone, Teamwork Makes
add this quality’s level to the team’s Heat the Drones Work
modifier at the end of the run. If the drone is
damaged, lost, or destroyed, double the Heat You have special skill in coordinating drones to
modifier increase. If you repair the damage work with each other.
and recover or replace the drone (perhaps by • Cost: 5 Karma
purchasing a new one), you may avoid the • Game Effect: When you order multiple
doubled Heat modifier. drones to work together on the same task,
each drone beyond the first provides a bonus
Autosoft Unlock dice on the test. If used for an attack, use
the Grunt Groups rule (p. 114, SR6). The
You know some tricks to boost and unlock the
maximum possible bonus requires six total
copy protection from your autosofts.
drones, providing +6 to Attack Rating and +3
• Cost: 5 Karma dice on the Group Attack test. Use the highest
• Game Effect: In order to learn this quality, Attack Rating and DV from among the
you must sacrifice an autosoft (rating 5 weapons used in the Group Attack. You may
or higher). This autosoft is deleted in the spend Edge for any Edge boosts or actions on
process. Afterward, you may permanently behalf of the drone’s test, even if you aren’t
unlock the copy protection on your jumped into them. If you are jumped in, you
autosofts by making an Electronics must make the main attack test with the
(Computer) + Logic test with a threshold assistance of your drones.
equal to the target’s autosoft rating. If you
fail this test, the autosoft is deleted. On a

DRONE RIGGER // QUALITY PATHS


Drone Patch is better at detecting threats, spotting targets, and
having your back when the drek hits the fan.
You can make quick, temporary repairs to your
drones to keep them in the field a little longer.
• Cost: 5 Karma Combat 97

SHADOWRUN: SHADOW CAST


• Game Effect: In order to take this quality, If you get your meat body caught in a combat,
you must have had the unfortunate your first instinct should be to get under full cov-
experience of having a drone you are jumped er ASAP. Hopefully your teammates will draw fire
into get destroyed. With an appropriate and take out some of the combat threats so you
toolkit, you can make field repairs to can get out of harm’s way, because you are most
damaged drones with an Engineering + likely as squishy as a decker. You should rarely be
Logic (2) test. For every net hit, repair one surprised, though, because you will always have
box of Physical or Matrix damage, up to a tiny surveillance drones keeping an eye on every-
maximum number of boxes equal to your thing for you. This should allow you to avoid most
ranks in Engineering. These repairs take one fights and set the terms for the ones you must face.
Major Action per pox of damage. Until you Many of your drones have weapon mounts ca-
can spend an hour making more permanent pable of bringing some serious hardware to bear.
repairs, the patched damage will return the But even a Steel Lynx is much more fragile than
very next time the drone takes damage. Once a street samurai, and you can’t fix a drone with a
you use Drone Patch to fix a drone, you may heal spell. Ideally you will use your combat drones
not use it again on that same drone until for hit-and-run strikes in support of your team’s
after it receives permanent repairs. combat specialists. When it comes time to strike,
you can hit very hard. Unfortunately, it gets very
At Home in the Machine expensive for you when your drones get hit back.
Keep in mind that if a drone gets destroyed, it can
You are uncomfortable and anxious when in still be repaired if it is recovered. One more thing:
your own body and find refuge by jumping into You should always keep at least one drone with or-
drones. ders to keep an eye on your meat body, just in case
• Bonus: 10 Karma the opposition gets the idea to send someone to
• Game Effect: When you are not jumped sneak up on you. If you can talk your team’s mage
into a drone or vehicle, the cost of all Edge into having a spirit watch your back, even better.
boosts and actions are doubled. If you take
this quality, you may use its bonus Karma Utility and Support
to reduce the cost of any positive quality in
the Drone Technologist quality path. In addition to your drones, you most likely have
a relatively large vehicle to carry them around in.
drone rigger Just because you’re the drone rigger doesn’t mean
you can’t provide transportation for your team.
playing advice You are very good at piloting almost anything, you
just think of your vehicle as another one of your
drones.
Roleplaying Besides playing chauffeur, your most important
The drone rigger is highly intelligent and cre- role during a run is having eyes (and all kinds of
ative. You see control rig and remote simsense other sensors) everywhere. Your Perception skill
technology as the key to endless possibilities— is almost as important as Piloting or Engineering.
your only limitation is what drones and mods you You can scout locations, watch for signs of trou-
can acquire. By jumping into drones, you tran- ble, discreetly tail a target, and search a large area
scend your own body and become so much more. with unmatched thoroughness and speed. If you
And having a variety of customized minions that take the Outdoors skill with the Tracking special-
do your bidding without question is the ultimate ization, it will help you solve many problems that
power trip. You probably prefer to keep your meat arise on a typical shadowrun.
body somewhere safe, behind the scenes. Some Additionally, your technical expertise is an
might see that as cowardice, but you know it’s incredible asset. If you need to build, modify, or
important to be able to focus on your drones. It even subvert some tech to achieve a run objective,
doesn’t take long to win teammates over. No one you’ve got the tools and skills to pull it off.

PLAYING ADVICE // DRONE RIGGER


EAGLE
SHAMAN
Shamanic magicians who follow the Eagle men- the changes you hoped to see, you brought mostly
tor spirit miss very little. These perceptive magi- disappointment and frustration upon yourself. But
cians are able to watch astral space not just for the passion to do something kept burning you up.
signs of trouble but also for clues and valuable And yet you felt powerless—until your Awakening
information. Their spells and spirits are a useful came. Sometime during adolescence, Eagle came to
addition to any shadowrunning team, but their you in a vision, a dream, or perhaps even a waking
tendencies toward higher moral codes and fighting manifestation. The mentor spirit welcomed you,
corruption can sometimes make jobs more compli- recognized you as a kindred spirit, and gave you
cated than they might otherwise be.
secrets of power. Power you could use to do some-
thing about the injustice, the pollution, and the
eagle shaman
corruption. Initially, this got you into a lot more

Backgrounds trouble, but you eventually learned to temper your


passion with wisdom.
From a very young age, you began to notice
wrong things in the world. Pollution, poverty, vi- these character creation
olence, corrupt executives and politicians, sadness,
and disease—almost all caused by people’s poor recommendations apply to all
choices or malicious actions. At this same time, provided backgrounds
you felt a sense of what could be, or rather what
should be, if only people would step up and do • Awakened: Magician of the shamanic
something to fix things. Instead of bringing about tradition

EAGLE SHAMAN // BACKGROUNDS


• Attributes: Intuition 6, Willpower 4+, Additional character
Charisma 4+, Magic 6 creation recommendations
• Skills: Astral 4+, Conjuring 5+, Perception
4+, Sorcery 5+ • Attributes: Logic 3+ 99
• Knowledge skills: Aetherology, Magical • Skills: Outdoors 3+ (Tracking), Perception 5

SHADOWRUN: SHADOW CAST


Theory • Knowledge skills: (Area) Underworld,
• Positive qualities: Attribute Mastery Evidence Analysis, Police Procedures
(Intuition), Focused Concentration, Mentor • Positive qualities: Focused Ambition,
Spirit (Eagle), Spirit Affinity (Spirits of Air) Relentless Tracker
• Negative qualities: Bad Rep, Honorbound, • Negative qualities: Addiction (Psyche),
Sensitive System, Spirit Bane (Toxic Spirits) Finesse, Hunted, Unsteady Hands
• Life modules: Astral Explorations, • Life modules: Artifact Hunter, Detective,
Clairvoyant, Magical Studies, Investigator, Journalist, Security Mage,
Shadowrunner, Street Shaman, Talismonger, Event: You benefited from the influence of a
Event: You became extremely interested in mentor.
unusual or mysterious topics
• Spells: Analyze Truth, Clairaudience, Gaia First
Clairvoyance, Detect Enemies, Detect Life,
You grew up in a megacorporate institution,
Increase Attribute, Levitate raised among batches of other orphaned children.
Like many of your fellow kids, you never had any
The Shamanic Investigator memory of your parents. Your childhood was high-
ly regimented, filled with propaganda designed to
One of your parents worked as a detective or
prepare you for a productive life as a loyal employ-
investigator in law enforcement, most likely a
ee. The visions began shortly after your eleventh
contracted security corp like Lone Star or Knight
or twelfth birthday—painful and distressing but
Errant. You always looked up to them, and even impossible to fully comprehend. The official re-
as you began to be aware of the corruption and sponse was to medicate you heavily, which left you
brutality of the organization, you saw in your par- in an awful fog. Not long after, you projected into
ent someone who was trying to get justice done. astral space. There you were greeted by a great ea-
When you asked them difficult questions, they gle spirit, who guided you into the metaplanes and
rarely had a satisfying answer. This caused friction showed you many things.
between you, and when your Awakening came, Your Awakening had come, but it brought no
you used your newfound magical powers to ex- greater understanding of the visions. You knew they
pose a dirty cop. This earned you and your parent meant something important, and the psychologists
the enmity of their coworkers, but the corpora- and teachers didn’t have the answers you needed. So
tion took notice of your potential. Your initiative you ran away. Most runaways are quickly recovered
gained you a corporate scholarship, and you were due to implanted tracking devices, but spirits came
enrolled in an academy, on the fast track to be- to your aid. You were concealed when you needed
coming a magical detective. Classes were intense, to hide and moved swiftly when you needed to run.
and you felt a sense of general unease from your Out in the open air, you felt a sense of freedom you
mentor spirit at the highly disciplined and restric- had never experienced. You’ve never looked back.
tive environment. But you learned so much about Your early visions remain as incomprehensible to
magic. Shortly before your graduation, both of you as ever. They are flashes of memory, perhaps
your parents were murdered in their home. Your your earliest memories as a baby, or perhaps from
personal investigation revealed that their killers someone else. Violent memories, with the impres-
were a group of corrupt cops from their home sion of pain, fear, and fire.
precinct—some of whom had known you from Your present vision is clear, however. From the
a young age. Unfortunately, your evidence came outside, you see how the megacorporations try
from magical sources that were inadmissible in to dominate both people and nature, and you are
court. Your efforts to bring your parents’ killers driven to undermine that domination. For some,
to justice only had the effect of making you into that only requires giving them a taste of real free-
a target. An attempt was made against your life. dom. Others might need a stronger message. When
It almost succeeded, and you were forced to leave you began to make friends in your new life, you
your life behind and go into hiding. were drawn to a clique of people who seemed to
have similar ideas. They turned out to be Terra-
First! activists who were thrilled to have a shaman
join their ranks. Most of them are dead now, killed

BACKGROUNDS // EAGLE SHAMAN


in retaliation for damaging megacorporate proper-
ty that was harming the environment. Maybe it’s
time to focus on just earning a living for a while,
100 and running the shadows might give you some
chances to frag up some polluting megacorp assets
SHADOWRUN: SHADOW CAST

on the job. Who knows? Maybe the people you


run with will help you with some ideologically mo-
tivated property damage!

Additional character
creation recommendations:
• Attributes: Agility 3+, Reaction 3+
• Skills: Athletics 3+, Stealth 3+
• Knowledge skills: Eco-Terrorist Groups,
Megacorporate Pollution, Toxic Magic
• Positive qualities: Inspire Competence,
Team Player
• Negative qualities: All Business,
Honorbound
• Life modules: Activist, Artist, Black Star Neo-
Anarchist, Covert Ops, Ganger, Shadowrunner,
Event: Your hard work paid off.

The Ranger
In addition to having a sense of awe, won-
der, and respect for nature, you have also been
obsessed with animals. Growing up, you always
seemed to be surrounded by animals, and you
never were without a pet. When your Awakening
came, your newfound passion for magic augment-
ed, rather than replaced, your interest in animals.
Unlike most people you knew, you disliked being
in an urban environment around buildings, people,
and pollution. You took every opportunity you
could to get out into the wilderness, spending time
out in nature with the flora and fauna that seemed
closer kin to you than metahumanity. Without
the distractions of urban life, and your needs at-
tended to by the wilderness around you (with the
assistance of the occasional spirit or spell), your
connection to Eagle and understanding of critters
deepened. Even though you’re something of a her-
mit, you feel a need to connect with some people,
and it’s much easier to get by with a little nuyen
here and there. The idea of working a regular job
for a megacorporation has never occurred to you
as a possibility, but if it had, it would horrify you.
Most likely, you were either never issued a SIN or
have been marked as dead or missing for years, so
you probably couldn’t get legitimate work even if
you wanted to. You’ll need to find some less con-
ventional ways of making nuyen. Why not try run-
ning the shadows? Every shadowrun team needs at
least one magician, and you bring more than just
yourself.

EAGLE SHAMAN // BACKGROUNDS


Additional character • Adept powers: Adrenaline Boost, Attribute
creation recommendations: Boost (Agility), Combat Sense (plus 1 free
level from Eagle), Danger Sense, Enhanced
• Attributes: Charisma 5+ Accuracy, Improved Ability (Firearms), 101
Improved Reflexes
• Skills: Athletics 3+, Influence 3+, Outdoors

SHADOWRUN: SHADOW CAST


3+, Stealth 3+
eagle shaman
• Knowledge skills: Critter Psychology,
Paranormal Animals, (Wilderness Area)
Knowledge
Plot hooks
This section is primarily intended for use by
• Positive qualities: Critter Dominator, Critter
the gamemaster, but players are also encouraged
Trainer, Home Ground, Resistance to
to read through them. These are not clearly de-
Pathogens, Will to Live
fined plots but are a set of idea prompts for an
• Negative qualities: Impaired (Logic), Social adventure along with a menu of suggestions that
Stress, Trust Issues, Uneducated provide a wide range of potential story ideas.
• Life modules: Guide, Hunter, Mentor, There are no spoilers here, and as a player you
Traveler, Event: You struggled through are encouraged to recommend the ones that inter-
some tough times est you most to your gamemaster, along with any
character themes or background ideas that you
want to involve or explore. Then leave the final
The Maverick details up to the gamemaster and the action that
You are an adept or mystic adept gunslinger who occurs within the game sessions.
shoots first and never misses. An avenging angel, you
are quick to react and shoot down any sign of dan-
ger. Do you use your powers to defend people and
Consulting Detective
take down the corrupt or sell your skills to the high- This adventure hook is designed for the sha-
est bidder? Either way, you’re easily as dangerous as manic investigator background but would work
any street samurai. You can outdraw and outgun any- well for any team with a perceptive Awakened
one, or so you believe. If it ever turns out that you’re character.
mistaken on that point, you won’t have to think on it When a murder occurs, most people turn to the
much. As long as you have your confidence and don’t police. But when the people who wish to see the
run out of ammo, that’s just not going to happen. Un- murderers brought to justice have secrets to keep,
like the other backgrounds in this archetype, you’re an unofficial and discreet investigation is required.
more of a combat specialist than a mage, filling the That often means hiring shadowrunners.
same role as a street samurai or weapons specialist. The Eagle shaman is contacted by a Mr. John-
You tend to take less time dwelling on things and look son who wishes for them to uncover the mystery of
for the most direct path of action that will lead to a murder that was most likely committed through
achieving your objectives. Why waste time on work, magic. The murder victim works for a magical re-
when there’s plenty of life to be lived—while it lasts? search corporation and was found dead in their
home. The protective wards were bypassed without
disrupting them or alerting astral security, and the
Additional character murder was unobserved by the (admittedly spotty)
creation recommendations: astral security patrols. There was no robbery, no
signs of forced entry, and no apparent tampering
• Adept or Mystic Adept with security sensors, locks, or other devices. The
• Attributes: Agility 6+, Reaction 4+, Logic 1 PCs are provided with credentials that give them
• Skills: Athletics 3+, Firearms 6 access to the murder scene as well as some files
(Specialization: Pistols), Stealth 3+ about the victim and their closest co-workers. De-
tails about the magical research are not provided.
• Knowledge skills: Puns, Small Unit Tactics However the PCs go about their investigation, they
• Positive qualities: Ambidextrous, Bravado, should be able to discern that someone who was al-
Shamanic Mask, Team Player most certainly astrally projecting pushed through
the wards and brought one or more spirits through
• Negative qualities: Astral Beacon, Combat with them. They quickly disabled any of the vic-
Junkie, Distinctive Style, Killer, Twitchy tim’s own spirits, and a materialized spirit under
• Life modules: Adept Training, Bounty their command carried out the physical violence.
Hunter, Hunter, Martial Arts Training, The truth of the investigation will ultimately
Military, Shadowrunner, Event: You were be related to the magical research project. There
overwhelmed, but things worked out are several possible solutions to the mystery. You

PLOT HOOKS // EAGLE SHAMAN


may make up your own or use one of the ideas in Toxic Cleanup
this paragraph. One possibility is that the victim’s
magical research involves studying blood magic, This adventure hook is designed for the Gaia
102 using a variety of different subjects and methods first background, but any team of shadowrunners
to develop more efficient techniques. The murder- that would be motivated to take down a toxic sha-
man would be a good fit for this run.
SHADOWRUN: SHADOW CAST

er is someone whose loved one was used up as a


test subject by the murder victim. The murder was Someone approaches the Eagle shaman with
a justified act of vengeance. Another possibility is some terrible news. Several deaths were caused by
that the magical research was being conducted on a sudden tragedy, and there is evidence of toxic
captured insect spirits in an attempt to find a way magic at the scene. They ask the Eagle shaman
to open astral gateways to their home metaplanes. and their team to hunt down the source of this
An insect spirit managed to communicate through attack and put an end to it. Whether through as-
telepathic means to others, and a local insect sha- tral tracking, searching, or investigating recent
man, assisted by true form insect spirits, carried events for a pattern, the trail will lead to a toxic
out the murder. The third and final suggestion is shaman. The toxic shaman is a powerful magician
that the victim was involved with a powerful and surrounded by minions and allies: ghouls, gangers,
secretive magical group in their youth, and this hardened specialists equivalent to shadowrunners,
group demanded that the victim share secrets toxic spirits, and various critters. This is a fairly
gleaned through their corporate magical research. straightforward adventure, with little or no chance
The victim refused or gave them fake information of diplomatic resolution with the target. The Eagle
and was ultimately killed in retaliation for “be- shaman will most likely be highly motivated to de-
traying” the organization. stroy the toxic shaman and end their influence. If
Investigation and mystery adventures can be any of the players bring up Dunkelzahn’s will, in
difficult to run. If the PCs get stumped, the story which a one-million-nuyen bounty for the capture
can easily grind to a halt. As the gamemaster, it’s of a toxic magician is offered, it’s safe to assume
up to you to keep the pace up. The point of the that the majority of the funds earmarked for this
adventure isn’t to stump everyone with an unsolv- bounty have been depleted by now. The Draco
able riddle or present a superbly clever and com- Foundation will pay a bounty for a captured toxic
plex scenario. The point is to tell the story of how magician, but they now offer a much smaller re-
the PCs find and follow clues to reveal the solution ward, equivalent to what the PCs are used to being
to a mystery. Ideally, the PCs will be proactive and paid for completing a shadowrun. No bounty is
have their own plans and ideas of how to carry out awarded for killing a toxic magician, due to the
the investigation. When this happens, let them take difficulty in verifying that the target was actually
the lead. Call for Astral and Perception tests, and a toxic mage.
reward almost any success level with some sort of
useful clue or hint. Avoid misleading them with red Poacher Hunt
herrings and false leads, or if you use those tools,
reveal them to be false in short order. If the PCs get This adventure hook is designed to go with the
stumped, make something happen that sheds light ranger background but could also work for any
on the mystery, but at the cost of danger. Perhaps team of runners with decent tracking capabilities.
the murderer is nervous about the investigation A group of endangered Awakened animals are
and sends some agents to attack them, which ulti- under threat of extinction by poachers who hunt
mately sets the investigators back on the trail. The them for magical reagents. The PCs are hired to
key to making this all work is to keep it simple. put an end to this. The endangered critters are an
The players will provide all the complexity and obscure variant of a local species that is dual na-
complications you need. tured and has one or more critter powers. The job
One last tip: If the PCs come up with an elabo- is complicated by the fact that there isn’t just one
rate solution that you never actually intended to be group of poachers. At least three different groups
the truth of the case, it’s okay to change things up hunt the critters. One team is led by a corporate
behind the scenes so that their solution is correct. alchemist and comes along with a fully armed se-
If the PCs successfully identify the murderer, curity detail. Another group is like a shadowrun-
they will likely have to deal with the consequences ner team, and they work for a black-market tal-
in some way. How do they feel about working for ismonger. The third group are vampire magicians
an employer who is doing experiments with blood who hunt at night, for obvious reasons. The PCs
magic? What will they do about the insect shaman must confront and deter all three of these parties,
operating nearby? If a secret magical group who which will almost certainly require direct, violent
murdered the victim asks the PCs to help them conflict. However, if the PCs attempt deception or
unveil sinister megacorporate secrets, they may be a diplomatic solution, they may find another way.
forced to choose a side. If the PCs succeed at deterring all three poacher
groups, the employer will be satisfied. Depending

EAGLE SHAMAN // PLOT HOOKS


on how the issues are resolved, the PCs may gain a also send combat teams to hunt and kill the PCs.
contact with any of the poaching factions, or per- It’s a game of cat-and-mouse, with the runners at
haps some powerful new enemies. If they succeed first being the mouse. But as each enemy is defeat-
in stopping the poachers, the PCs each gain a favor ed, guns, ammo, stim patches, and medkit supplies 103
with one of their contacts who approves of their are added to their arsenal. If the PCs choose to

SHADOWRUN: SHADOW CAST


actions. Each player may choose which of their evade and hide, they might be able to avoid the
contacts they gain the favor with. matter altogether and make good their escape,
An optional complication is the presence of but their contact will certainly die if not rescued.
some other dangerous Awakened critters who If the PCs take on and oppose the hostage-takers,
might hunt the metahumans who intrude upon any law-enforcement officials will help them avoid
their domain. Something with HMHVV would be public scrutiny (and therefore charges) and allow
perfect. them to leave with their thanks. If the PCs manage
to successfully save the hostages, each PC gains a
Yippie Ki Yay new contact with the corporate type, Connection
5, Loyalty 4, and one favor.
This adventure hook is designed for the mav- As for the hostage-takers and their motives, it
erick background but would be a good adventure has something to do with accessing a vault some-
for any team of shadowrunners. On Christmas Eve where within the building. The hostage demands
(or the evening of some other significant holiday are a blind, a bluff designed to buy them time and
of your choice), the runners are invited to meet misdirect suspicion away from their true target. The
one of their fixers (ideally one with a high Loyal- loot they’re after is a collection of offline data stor-
ty rating) in a very posh public place, high up in age devices full of megacorporate paydata worth
a building. Seattle’s Space Needle or Fox Plaza in millions of nuyen to the right buyer. If the PCs flip
Los Angeles are good choices. The key points are the script and negotiate with the hostage-takers,
that the PCs are requested to meet for a potentially it’s possible they might share in the spoils.
lucrative job, and they won’t be able to bring much
of anything illegal into the building. Due to the
eagle shaman
holiday, most of the building is empty of its usu-
al numerous occupants. When the PCs reach the
meet location, a feast is already set out for them in Quality paths
a private dining room. The PCs are told to begin
eating and that their contact will be joining them
shortly. A few minutes after they begin to eat, gun- Quality Path:
shots and screams are heard coming from nearby.
A team of violent criminals have just seized control Eagle-eyed Detective
of the building and taken its remaining occupants You’ve had occasion to turn your talents for
hostage. Unfortunately for the PCs, their contact’s observation and deduction, both magical and
bodyguard was gunned down, and the contact is mundane, toward uncovering secrets and reveal-
now one of the hostages. The hostage-takers are ing mysteries. In order to begin this quality path,
quick to kill the guards and round up everyone you must pull off a successful investigation as part
else for use as hostages. The attackers have also of a run. This must be something more significant
sealed the building and activated its electromag- than standard legwork, but there’s no need to be
netic shielding, effectively isolating everyone from very strict about it. If you want to take this quality
the Matrix. Several powerful spirits search out and path, ask the gamemaster to run a mystery adven-
disrupt any astral forms that attempt reconnais- ture, such as the Consulting Detective adventure
sance. Anyone who shows the slightest resistance hook included above.
is immediately killed, but the hostages require very
few examples in order to become completely com-
pliant. Focus the Senses
Fortunately for the PCs, the private dining room You are able to sharply focus your concentra-
they have been waiting in has not been noticed by tion on your senses, allowing you to notice what
the assailants. There’s a back door that leads to the others might miss.
kitchens—and past that, to the maintenance hall-
ways, ventilation shafts, etc. With the exception of • Cost: 5 Karma
whatever they managed to smuggle in or what can • Game Effect: When you spend twice as
be found in the kitchen, the PCs are going to be un- long as required to make an assensing or
armed. It won’t be long before the hostage-takers Perception test (twice as many actions,
realize that the runners are around, and they’ll ini- when applicable), you may add a number of
tially announce over comms their intention to kill bonus dice equal to your Willpower.
hostages until they get what they want. But they’ll

QUALITY PATHS // EAGLE SHAMAN


Quick Observation spirits, or any nasty astral threat or source of
corruption, you do not suffer any penalties
You take in and process details about your sur-
roundings very quickly. from the ebb. Additionally, any entities
104 attuned to that ebb may not gain or spend
• Cost: 10 Karma Edge on any actions taken directly against
SHADOWRUN: SHADOW CAST

• Game Effect: You may assense or observe you. If you remain within the ebb for at least
in detail with a Minor Action (instead of one hour, you may spend 1 Karma to clear it
a Major Action). Whenever you use this permanently within a radius of your Magic
quality, substitute one of your dice with a attribute times 10 meters. This quality has
wild die. no effect on natural astral phenomena.

Perceptive Defense Natural Alchemy


If you take time to carefully observe a situation, You have a talent for making alchemical prepa-
you’re able to anticipate and avoid attacks. rations from items you find in nature.
• Cost: 10 Karma • Cost: 12 Karma
• Game Effect: In order to use this quality, • Game Effect: You must have Sense
you must first take an action to observe Corruption in order to take this quality.
in detail. For the remainder of the scene, If you create an alchemical preparation
you may spend a Minor anytime action to by visiting a healthy, unpolluted space of
add your ranks in the Perception skill to a natural wilderness, you are able to use
defense test against an attack that you are reagents gathered on the spot in order to
aware of. enhance your magic. You must spend at
least an hour searching for materials and
make an Enchanting (Alchemy) + Intuition
Quality Path: test. Note how many hits you scored on the
Purifier test. When the preparation is triggered, add
a number of bonus dice to the Potency +
You are driven to seek out and purify signs of Magic test equal to how many hits you got
toxic magic. If you successfully completed the tox- while gathering the reagents. Additionally,
ic cleanup adventure hook, the Karma cost to pur- the preparation will not begin to lose
chase positive qualities in this path is not doubled. potency until dusk on the following day.

Sense Corruption Toxic Revenger


Your astral senses are attuned to detect signs of Your counterspelling actions are much more ef-
pollution and toxic magic. fective against toxic magic.
• Cost: 8 Karma/level (max level 3) • Cost: 5 Karma
• Game Effect: In order to take this quality, • Game Effect: You must have encountered
you must have assensed a toxic magician or a toxic magician during a run in order to
spirit on a run. When you make an Astral take this quality, at which time you must
or Perception test to observe or assense also take the Toxic Vulnerability quality.
for signs of pollution, toxic magic, insect When you use Boosted Defense, Dispelling,
spirits, shedim, or anything that might or any other form of counterspelling
be reasonably described as a nasty astral against any form of toxic magic, gain a
threat, reduce the threshold for the test by point of Edge. The source of the toxic
the level of this quality. magic may not gain or spend Edge on
any test that your counterspelling action
Clearing Presence affects. Your counterspelling actions can be
Your presence repels astral impurities and re- used against the powers of toxic spirits. If
stores the natural balance within astral space. you dispel an ongoing toxic spirit power,
you must resist Physical drain equal to
• Cost: 5 Karma the spirit’s Force. When you attempt to
• Game Effect: You must have Sense banish a toxic spirit, gain a point of Edge.
Corruption in order to take this quality. No Edge may be gained or spent on behalf
Whenever you are in the presence of a of the toxic spirit’s attempt to resist the
mana ebb caused by pollution, toxic magic, banishing.
radiation, HMHVV infection, shedim, insect

EAGLE SHAMAN // QUALITY PATHS


Toxic Vulnerability take this quality. If you offer twice as many
drams of reagents as required when you
You are especially vulnerable to toxic magic.
attempt to bind a spirit of air, the spirit
• Bonus: 5 Karma does not roll to resist the binding. Instead, 105
• Game Effect: You must take this quality it buys one hit for every full four dice it

SHADOWRUN: SHADOW CAST


at the same time you take Toxic Revenger, would have rolled.
and the Karma cost and bonus for these
two qualities equal out. If you ever buy off Critters Love Me
this quality, you lose the Toxic Revenger
Natural animals and non-sapient critters take a
quality as well. If you are targeted by a
liking to you.
toxic magician or spirit’s spell or spirit
power and fail to entirely resist all of its • Cost: 5 Karma
effects, you also suffer the Nauseated status • Game Effect: Edge boosts and actions for
for one minute. Additional instances each Con, Influence, or Outdoors tests involving
add one more minute to the duration of the a natural animal or non-sapient critter cost
Nauseated status. Drugs, augmentations, or half as many points of Edge (round down).
any other means of reducing or eliminating Unless you take direct hostile action against
the Nauseated status provide no assistance a critter, it will not attack you, raise an
to overcoming nausea earned this way. alarm, or use its powers against you. This
does not apply to sapient critters, toxic
Quality Path: critters, or critters with augmentations or
significant genetic modifications, but it
Eagles Ex Machina does affect trained beasts such as guard
barghests.
Eagles showing up at the last moment to save
the protagonists is a classic solution (to the point of
cliché, maybe), but it’s still badass when it happens Higher Expectations
in real life. Whether through a special connection You hold yourself to higher standards, and so
to air spirits or natural creatures, you’ve always got does Eagle and the spirits whose assistance you de-
some furred or feathered backup on standby. pend on.
• Bonus: 10 Karma
Fresh Air Spirit
• Game Effect: You may take this quality at
You have a special connection to spirits of air, the same time as you take either Fresh Air
and they seem to enjoy spending time with you. Spirit or Breath of Binding, in which case
• Cost: 10 Karma the bonus Karma covers the Karma cost of
• Game Effect: You must have both the Eagle the positive quality. Whenever you conjure
Mentor Spirit and Spirit Affinity (Spirits of or bind a spirit, you must offer it a dram
Air) qualities in order to take this quality. of reagents or a point of your own Karma
When you conjure or bind a spirit of air, as a gesture of respect and remuneration.
you may offer that spirit a gift of reagents. This must be in addition to any reagents
An acceptable gift is a number of drams of spent for any other reason. If you choose
reagents equal to the spirit’s Force. If the to offer a point of Karma instead of a
conjuring or binding is successful, the spirit reagent and successfully conjure or bind
gains a pool of Edge equal to its Force, a spirit, that spirit will grant you a single
which it will spend on actions taken under additional service. If you ever have a
your orders. You may choose how and negative reputation among spirits, you may
when this Edge is spent, but it can only be not conjure or bind any spirits until your
spent on an action taken by the spirit. This reputation is restored.
Edge pool does not refresh.
Winged Gunslinger
Breath of Binding You are a winged avatar of justice, swooping
Air spirits seem eager to be bound to your ser- down from on high to strike down your enemies
vice. with bullets. Shoot first, and there won’t be any
need for questions. If you are an adept (or mys-
• Cost: 10 Karma tic adept) with the Eagle Mentor Spirit quality, the
• Game Effect: First, you must have the Karma cost to purchase positive qualities in this
Fresh Air Spirit quality, and then you must path is not doubled.
successfully bind a spirit of air in order to

QUALITY PATHS // EAGLE SHAMAN


Eagle’s Talon of eagle-like wings. These are a magical
manifestation rather than physical wings
Eagle always strikes first and rarely needs to
and do not show up on technological
strike twice.
106 sensors (like cameras). You do not suffer
• Cost: 7 Karma any penalties to sustain the Levitate spell,
SHADOWRUN: SHADOW CAST

• Game Effect: If your first attack or spell but the visual manifestation remains for the
within a combat encounter occurs before duration.
any enemy can make an attack, your targets
may not use Edge on their defense test. Eagle’s Flight
They can still gain Edge and use defensive
actions such as Dodge and Full Defense • Cost: 10 Karma
as normal. This quality only affects your • Game Effect: You must have the Wings
very first attack or combat spell in any of the Eagle quality in order to take this
encounter. quality. When you use Wings of the Eagle
to cast Levitate on yourself, multiply the
Default to Pistols maximum number of meters you can fly
per combat round by your Magic attribute.
Sometimes, you let your guns do the talking. When affected by this quality, you can not
• Cost: 9 Karma be targeted by the Movement power.
• Game Effect: You may roll Firearms
(Pistols) + Charisma in place of Influence + eagle shaman
Charisma for etiquette, intimidation, and
interrogation tests. You must spend a Major
Action showing off with your guns in order
playing advice
to use this quality, and this quality does
not protect you from the consequences of Roleplaying
flashing your weapons around. Eagle shamans hold themselves and others to
high standards. You perceive and understand so
Weak Spot much, and you take it all in with a completeness
You have a knack for noticing the weakest that others find astounding. Your supernatural ap-
point to strike. titudes lean toward improving your senses, both
physical and astral, but you are also more sensitive
• Cost: 15 Karma to magical and mundane pollution. Your mentor
• Game Effect: You may use a Minor Action spirit is driven to seek out and eradicate sources of
to assess a target’s weak spot before making corruption and pollution, and this wars with the
an attack. Make a Perception + Intuition everyday sensibilities of an urban metahuman. You
test opposed by the target’s Composure. For are constantly surrounded by examples of pollu-
every net hit, reduce the cost of your next tion as well as corruption, and to act against them
Edge boost or action for an attack against all would be ultimately fatal as well as futile. And
the target. If you do not attack the target so you have learned to find some sort of balance,
before the end of this combat round, the allowing you to set aside some passions so you can
Edge discount goes away. You can only use actually have a life and get drek done. Life ain’t
this quality once per session against each easy for an Eagle shaman. You have a lot to watch
potential target. out for, and knowing when and how to act is often
your greatest difficulty. Constantly on alert, you
watch as carefully as you can, but you also realize
Wings of the Eagle that you can’t notice everything. Does the thought
Your shamanic mask has a physical manifesta- of what you might be missing cause you anxiety,
tion that empowers you. or do you put it out of your mind with ease so that
• Cost: 10 Karma you can focus on what you can observe?
• Game Effect: You must have the Shamanic
Mask quality and the Levitate spell in Strategies
order to take this quality. When you Perception is one of your greatest strengths.
use your shamanic mask, you may cast In addition to Magic, Willpower, and Charisma
Levitate on yourself (and only yourself) (which are crucial for all shamanic magicians), In-
for an additional Minor Action. The spell’s tuition is your most important attribute because it
effects are obvious to physical observation, is used for Perception as well as Astral (Assensing)
making it appear that you have a great pair tests. You’re very perceptive using mundane sens-

EAGLE SHAMAN // PLAYING ADVICE


es and technological sensors, but your team like- the fight. A materialized spirit is a serious com-
ly relies on you heavily to keep an eye on astral bat threat and very likely to draw fire from you
space. Your own astral senses or summoned spir- and your companions. Don’t throw them away,
its should always be watching over you and your except in the most desperate circumstances. 107
teammates, gleaning useful information by assens- Spirits don’t like being uselessly sacrificed in a

SHADOWRUN: SHADOW CAST


ing auras and astral signatures and watching out hopeless fight.
for astral threats. You are also quite capable of no- After calling in backup, your second action
ticing and assensing the presence and strength of should be to move into cover. From there, observe
magical security: wards, patrolling spirits, astrally in detail to spot any hidden dangers and assess the
projecting magicians, and even alchemical traps. most dangerous threats. If possible, switch to as-
At least some of your spells should be detection tral perception to identify any Awakened threats
magic. among the opposition. Geek the mage.
The key drawback of being an Eagle shaman
is your allergy to pollutants. Make sure to keep a
respirator handy for regular use in any urban areas
Utility and Support
and a gas mask for short-term use for really nasty Most of your support abilities are related to
jobs. Chemical protection for your armor is also mundane and astral perception, as well as the use
highly recommended. of detection spells to notice ambushes or other
hidden information. It’s also a good idea to widen
the scope of your abilities with a variety of spells,
Combat such as Heal, Levitate, Physical Barrier, and one or
Your perceptive nature makes it much more two combat spells. Unless your team is flush with
likely that you’ll be going into most fights with mages, you’re going to be providing the primary
some awareness of the risks. If you are capable magical support, which means dealing with any-
of summoning spirits, you should always have thing magical standing in the way of your payday.
a conjured spirit at the ready in astral space If you can spare the Karma or skill points, pick
with instructions to warn you of any signs of up an Outdoors skill with the Tracking specializa-
danger. Assuming you have a service or two left tion. This can be used for tracking someone within
after that, at the first sign of combat you can astral space as well as in the physical world and is
use a Minor Action to command them to aid in often much faster than a spirit’s Search power.

PLAYING ADVICE // EAGLE SHAMAN


FACE
FATALE
The face fatale is a fixture of espionage thrill- appeal, and manipulation will have their targets
ers and noir detective stories, and for good reason. thinking that their desires and the face’s requests
History offers many examples of personalities who are one and the same. The face fatale will plant
changed the course of nations or reshaped entire the seed of a suggestion and let the mark cultivate
cultures with their presence and force of will. but it until they become the motivated one behind the
there are equally commanding people who thrive idea, subtly steered in the right direction by the
in obscurity, wielding their powers of manipula- face fatale. The face will know a person who can
tion and persuasion with more precision—not on provide the information the team needs, while the
the masses, but against individuals. For the face face fatale will know a person who can direct the
fatale, personality and appearance are weapons team to the person who knows. The face will call
every bit as effective as a street samurai’s blade or in favors, but the face fatale will call in debts or
smartgun. Understimate them at your peril. dust off just the right blackmail. The two often
While any face can be charming, the face fatale cross paths, but they aren’t interchangeable.
specializes in seduction. It doesn’t have to be sexu-
al, but one way or another, they always make their Face Fatale
target bend to their will and dance to their tune.
The typical face is a master of connections and
bargaining. The face fatale isn’t so blunt or com- Backgrounds
mercial. Their focus is narrower, a precision blade The face fatale can come from all walks of life.
compared to the utility tool used by most faces. Rich or poor, elf or troll, male (“homme fatal”)
When the face fatale is at work, you won’t know or female (“femme fatale”) or other (“personne
it unless they want you to. Their use of flattery, mortelle”), the face fatale is able to read people

FACE FATALE // BACKGROUNDS


and change personalities like a chameleon to get other options. There are myriad paths that could
them to do what they want. They could have had lead to someone becoming a face fatale, but two
a rough childhood or a relatively easy one (they in particular are popular: the predator and the
are running the shadows, after all). The face fatale phoenix. The predator grows up with an ability to 109
should have something in their past that explains manipulate people and embraces the role of a face

SHADOWRUN: SHADOW CAST


why they manipulate people like they do. It could fatale to further their power. The phoenix starts
be a specific event, a means of survival, or just how out with nobler goals in mind but at some point
they grew up interacting with people. was badly burned and has risen back up from that
The face fatale can come from a wide variety setback as a face fatale.
of backgrounds, but a few don’t fit very well. The
face fatale is a social creature, and military or mer-
cenary life isn’t a good fit. Combat isn’t their first The Predator
option or probably even in their top five, and frat- The predator has embarked on a journey of ma-
ernization can often lead to punishment or worse. nipulation to grant them the power needed to pro-
For a face fatale who somehow winds up in the vide for their needs. They are reliant upon others
military, a side jaunt to intelligence would be a the same way that wolves are reliant on deer—they
better option; spies and face fatales are often in are a source of sustenance. The predator’s realiza-
bed together, literally. Additionally, the resources tion that they could manipulate others likely started
needed to be a good hacker or magician are going out as adolescent pettiness, creating drama where
to hamper the ability of the face fatale to be good there was none to entertain and win friends, but
at their job. they quickly directed it to more beneficial and less
On the other hand, a corporate background trivial pursuits. The predator has few attachments,
will work well for a face fatale. The maxim “it’s never forming close bonds with those in their life
not what you know but who you know” is very of- as they distanced themselves from any feelings of
ten true in the corporate world, where networking guilt. Of course, few were aware of this, all thinking
can be the key to short-term and long-term suc- they mean something special to the face fatale, even
cess. A corporate face fatale could be in the shad- those whose soul was crushed by their betrayal.
ows due to a misstep that cost them a cozy corp This background might work better for an
position, or they might have decided to freelance NPC rather than a player character. The predator
and have more control over their future. The face might form an alliance with the team but won’t
fatale should still have a lot of friends and contacts truly open themselves up enough to be friends with
in the corporate world, assets that could be very them. They are far more willing to use emotional
useful as a shadowrunner. attachments to charm their mark than the phoe-
Another source of face fatales in the shadows is nix, even amongst their allies. They won’t burn a
people rising straight from the streets. Surviving on useful ally for a few nuyen, but a substantial re-
the streets isn’t easy, but a face fatale can negotiate ward could convince them to deliver their most
their way through the go-gangers, the slumlords, useful contact. They also won’t hesitate to have a
and the police without earning many enemies. The relationship or two outside of the job, just as long
streets are often a primer for the shadows, as the as they don’t let their defenses down.
two are closely linked and cross over in many ways.
The face fatale from the streets is moving up in the
world, increasing the risk but also the reward.
The Phoenix
One of the primary tools of the face fatale is ro- The phoenix has always been able to charm
mance. This has many levels of commitment, from those around them, and they have built a strong
winking at the bartender to get a free drink, to flirt- network of supportive and loving people. They
ing with the police officer to get out of a ticket, all blossomed, seemingly destined for some other
the way to marrying a wealthy tycoon to get access great role in life—until their spirit was crushed.
to their bank accounts. Romance isn’t a fairy tale for Perhaps it was romantic, perhaps a professional re-
them—it’s just another tool of the trade. Their person- lationship, maybe even both, but their trusting na-
al feelings aren’t a consideration; if the target needs ture let them open themselves up for a devastating
to be seduced, then they turn on the charm and make betrayal. Rather than fold and join the multitudes
themselves into whatever their target needs them to of corporate drones, they rose up from the ash-
be. Whether that means they become passive or ag- es and earned vengeance all by themselves. Since
gressive, demure or forward, it’s about making the then, they have put up walls, and they utilize the
mark feel they’ve found what they are looking for. If same betrayal they suffered as a weapon to keep
they can get some enjoyment out of it, all the better. themselves from ever being hurt again.
But in the end, it’s just a job, not a real relationship. The phoenix will gladly flash a smile to get what
Rare is the child who wants to grow up to be a they want but will only set up the illusion of a deep
face fatale. This lifestyle is often achieved by those relationship for a significant part of the job. They
using their social skills to make up for a lack of will still have some friends from before they were

BACKGROUNDS // FACE FATALE


burned; perhaps one of the other runners could use to anyone. They are a force multiplier, making
have predated that part of their life and be a still all of their teammates work better, providing intel-
trusted friend. Outside of the marks, they will have ligence, and manipulating the enemy to the team’s
110 a tough time forming a real relationship and will benefit. Even if the face fatale isn’t a player char-
be very reluctant to even get into something casual. acter, they could be a very helpful contractor when
SHADOWRUN: SHADOW CAST

Regardless of how they got to the role of face the team needs an edge.
fatale, the player has plenty of room to find their
morality. Killing may be off limits for a face fatale, Recon
or perhaps they are okay with killing in self-de-
fense. Taking down a few street samurai in a fire- Sometimes the team meets with a Mr. Johnson,
fight is regrettable but isn’t the heinous intentional and he serves up a run on a silver platter; all the
choice of ending the life in an execution. A face fa- intel, the passwords, the blueprints, and the end
tale might find the trafficking of people to be despi- goal. Occasionally it is exactly what it seems, but
cable, or they might blame the victims for allowing those times are few and far between. A good team
themselves to be enslaved by someone else. One should never take Mr. Johnson at his word—even
area of morality that should be easy is prejudice. if they trust, they should verify. Some teams will
A good face fatale shouldn’t let metatype impede think that doing the legwork is just talking to a
them any more than any other physical feature; for few contacts and getting their supplies. A great
them, egalitarianism is borne out of pragmatism, team will do reconnaissance. The wiz-kid hacker
as prejudice gets in the way of their work. might rule the Matrix, but checking out the public
Perhaps the biggest choice in morality is how and private areas of the real world is a job that
they handle emotional matters. Does the face fa- falls right in the skill set of the face fatale.
tale let the mark know it was all a con at the end As a member of the team or a sub-contractor,
of the run? Do they not care, or perhaps want to they can quickly find the weakest links among of
keep them on the hook in case the face fatale might the people and places that the team needs informa-
need that target in the future? Does the individu- tion on. They can quickly morph from a go-ganger
al matter? Perhaps the face fatale lets nice people groupie to a visiting sales rep to a realtor to break
down easy but uses an emotional assault cannon the ice, then use their charm to get a better picture
on those poor examples of metahumanity who of what and who the rest of the runners will have
deserve it (according to the face fatale’s personal to deal with.
evaluation). The level of callousness and style of This shouldn’t be a face fatale solo job (unless
charm are up to the player to establish. the gamemaster and other players desire that), so
Another important background decision is the face fatale should utilize the skills of the other
whether the face fatale has a home. This isn’t so players. The hacker can literally open a few min-
much about whether they own real estate, but imally secure doors, the merc can provide over-
rather if they have a spot that serves as home base watch, the mage can provide astral support. The
if instead they live out of a few suitcases, bouncing face fatale should use all of their assets and keep
around after each job. Having a stable life with all of the players involved, even if they are on the
contacts and friends (at least as far as they think) periphery of this recon.
can make life easier, but it also leaves them more
open to vengeance from someone they have burned Infiltration
in the past. The face fatale is more vulnerable than
most runners; unlike an ork physical adept, when A person on the inside is a powerful tool, es-
the face fatale tears someone’s heart out, the victim pecially for a team of shadowrunners. Sometimes
remains alive and might seek vengeance. the runners don’t have one, but that need not stop
them. A cyber ninja can get past guards, but when
Face Fatale it comes to having someone in the enemy’s midst,
the face fatale is the best option. As is the case in
Plot Hooks any good run, some legwork and prep time will
make the infiltration much easier, but in a pinch
The face fatale can be involved in a campaign the face fatale can probably bluff their way past
as either a friend or foe; here are some ways to do some moderate security and scrutiny. Infiltrations
each. are often done in two ways: directly or indirectly.
Direct infiltrations are much like they sound, as
the face fatale gets access to the location or group
Friend themselves. They will need some credibility for
Having a face fatale on your side can be a great why they are there, often relying on a false iden-
asset, if you know how to use them. Like any part tity. They could be a new transfer, a high-ranking
of the team, if they don’t fit in or aren’t allowed to executive, a contractor there to perform a job, or
utilize their skills properly, they won’t be of much even a regulator from some government or cor-

FACE FATALE // PLOT HOOKS


porate agency. The phrase “I’m here to conduct
an audit” is typically followed by a mad rush to
cover up any deficiencies and misdeeds rather than
carefully examining the legitimacy of the audit. 111
The face fatale should use their skills to covertly

SHADOWRUN: SHADOW CAST


achieve their goal; asking to melt down a reactor
would alarm everyone there, but asking the staff to
remove some safeguards and do some tests on the
reactor will probably be enough to get wageslaves
to follow through.
Indirect infiltrations, on the other hand, rely on
the face fatale to find someone already on the inside
and exploit their weaknesses. This is a two-step pro-
cess: first finding the mark and then manipulating
them. Not everyone will be a good target for the
face fatale. Some won’t have the weaknesses to ex-
ploit or have the willpower to avoid caving to their
manipulations. Others simply won’t have the access
or power to accomplish the end task. This will re-
quire a bit of legwork to find the most likely victims,
but in the end the effectiveness is based on having
familiar faces working on a job, instead of the team
trying to figure out how to plausibly replace them.
The face fatale’s challenge should reflect the se-
curity and end result. Getting into the executive
offices of Ares to steal the CEO’s password will be
nigh impossible, but getting a certified credstick to
the head office manager shouldn’t require legend-
ary skills. The infiltration should be a separate task
from manipulating the scene once inside. Asking
the head of security to shut down all the cameras
will require a great deal of skill, but ”accidentally“
spilling soykaf on the guard watching the camera
when the runners show up is a lot easier.

Distraction
A distraction gig is easy money for the face fa-
tale, but typically it is a smaller part of a much larg-
er plan. The mission is pretty straightforward—
keep the focus of someone (or some group) on
them while the rest of the team takes care of some
other task. Shadowrunners will typically see this as
a useful endeavor while trying to break into some-
where or separate someone or something from
protection. The face fatale is an excellent choice
for this, because they typically don’t provoke the
same reaction as other attention-grabbing distrac-
tions. Starting a fire or setting off an explosion will
definitely get noticed, but they also put people on
alert and often bring more personnel to the scene
and inspire people to try to find out what went
wrong. A department watching their boss’s recent
girlfriend make a huge scene as she ‘breaks up with
him’ will grab everyone’s attention, but they won’t
call for help or look for an outside cause of the
dispute. Which means a team sneaking around can
likely proceed unexamined.
The biggest challenge with a distraction job is
there may be only one option for who to distract.

PLOT HOOKS // FACE FATALE


The legwork will be more focused, but the chances need from the target, even if they’re more reluctant
of finding a weakness will be diminished. A creative to share why they want that result.
face fatale can work around this, of course. Perhaps This run-in with the face fatale need not end
112 the target is faithful to their spouse. Rather than at- on a sour note. The face fatale isn’t going to just
tempting a seduction, the face fatale can plant the roll over for the runners, however. They will have
SHADOWRUN: SHADOW CAST

seeds of doubt in the minds of the spouse, pulling to make it worth the face fatale’s while. Perhaps
the trigger to have that spouse confront the target at the players can work with them so that both their
work or perhaps demand they come home, creating goals are met. Or they may just share the spoils of
the desired result with a slightly different method. one mission. In fact, this could be an excellent way
The face fatale should be adept at adaptation, as to introduce an NPC or new player character to
every situation and person is different. the group. Should the PCs resort to violence, the
face fatale will make a hasty retreat and do their
best to become a bigger thorn in the players’ side,
Foe especially with how easily they can manipulate
Just as having a face fatale on your side is a their target at this point. In the end, this encounter
great asset, dealing with a face fatale can be a se- with the face fatale should shake up the characters’
rious problem that the team may not be readily plans but not cause a great hardship or challenge
equipped to handle. They might not know the to the bigger picture.
proper defense to a face fatale’s wiles, and they
might not be able to properly identify them as a String of Favors
threat or enemy.
This run-in with the face fatale has nothing to
do with the mission, though the players don’t need
Roadblock to know that. One of the characters has something
Things seem to be going the right way on the the face fatale wants. It could be money, a posses-
mission until suddenly someone isn’t doing what sion, information, or maybe the face fatale needs
they are supposed to be doing. The team’s goals are them to do something for them. It doesn’t even
incompatible with those of the face fatale, though have to be one of the PCs—an important contact
not necessarily directly opposite. The face fatale or friend could work as well. This never happens
won’t be directly involved with the characters, but in a vacuum, and the team will have to deal with
rather with an important NPC or two. This could one of them being compromised while the rest of
be one of the character’s contacts or loved ones, the mission continues. This can be tough to role-
but it would work best with someone that is in- play and will require cooperation from the play-
volved in the particular mission. er. Alternatively, it could be an excellent way to
The face fatale’s target should be expected to temporarily sideline a character when a player is
act in a certain way. Perhaps it is a courier who absent, allowing the rest of the players to deal with
delivers on a predictable route or a security guard this problem without derailing the whole mission.
who takes a long break at a certain time or a wag- It should start out small, with the charac-
eslave who will provide a password for a small ter being slightly distracted or occasionally late.
fee. They need not be major players in the mission This should start to build as the face fatale gets a
but should be someone who the players think deeper hold on the character. This will eventually
is predictable and key to a successful outcome. build into the character missing assignments and
When they go to execute their play, however, they wanting the team to delay things while they deal
are in for a surprise. The target doesn’t react as with what the character feels are more important
expected, and the team either needs to abort or matters. The team needs to first identify what is
regroup (though it shouldn’t be a major red flag going on with their teammate. Next, they’ll need
to the players’ target). to figure out who is delaying the PC and how
They’ll need to figure out what went wrong, they’re doing it. This should help them discover
and if they observe the face fatale’s target, they that their teammate is in the thrall of a face fatale.
should catch sight of them. Perhaps the courier Finally, the team will need to figure out how to fix
takes random side trips to be with the face fatale, the problem.
or the security guard skips her break to spend more Removing the face fatale isn’t simple. They
time with the face fatale after work. In the end, the probably shouldn’t try to take on a street samurai
players should have a pretty good idea that they directly, but the face fatale has been around for a
need to talk with this new influence. Confronting while and is going to be looking for anyone trying
the face fatale should be fairly tame; neither par- to mess with their plans. The face fatale has their
ty is worried about the other’s end goal, as they own assets, so if they sense any danger, they’ll be
both just have uses for the poor pawn stuck in the ready for fight or flight, perhaps with an assault
middle. That target may be coy at first, but in the team to back them up. A frontal assault may be
end both parties should be upfront with what they a solution, but it shouldn’t be easy. Confronting

FACE FATALE // PLOT HOOKS


the face fatale and negotiating is another possible ing. The face fatale need not be out to kill off the
way to remove them from the picture, but they’re players; they are a master of manipulation and
a pretty good negotiator, and their timetable may guile, not a psychotic go-gang leader. In the end,
or may not work with the team’s. Another answer their goal is not only to accomplish their mission 113
might be an epic role-playing intervention with the but also protect themselves by either vanishing

SHADOWRUN: SHADOW CAST


character, making them see how lost in the claws completely or having some sort of leverage over or
of the face fatale they are. respect from the PCs.
In the end, the face fatale should be a challenge
but not an insurmountable one. They aren’t the
main storyline but rather a wrinkle to challenge Building a
the players. Even once they are gone, there should
still be some emotional scars; their charms leave
soul-damaging wounds, like a psychic assault can-
Face Fatale
The face fatale doesn’t have a catalog full of
non. It shouldn’t cripple the character forever, but
guns or programs or spells to aid them, but don’t
it should take them a while to get back to normal.
think they don’t have options to improve their rep-
ertoire. There are qualities, equipment, and aug-
Viper mentations that will give them a distinct edge.
Revenge is a dish best served cold, and it’s all
the more satisfying when the target isn’t looking Attributes
for it. The face fatale isn’t just an obstacle—they’re
The first is probably the most obvious. The
out to get one or more of the characters, either for
more innate charm and personality that a face fa-
a personal affront or on behalf of an employer. Un-
tale has, the better they will be. In addition to just
like many other threats, the face fatale isn’t going
making Charisma a priority, its potential can be
to let the players see them coming unless it’s too
raised with the Exceptional Attribute quality. Ev-
late, if they can help it. The work of the face fa-
ery extra bit of charm and poise will make all their
tale should be hidden while the players are at least
social interactions that much easier. The face fatale
somewhat occupied by something else. Unlike the
should never skimp on Charisma.
previous plotline, though, this should be the major
Other helpful attributes are Willpower and In-
threat to the players and not a diversion from a
tuition. They need Willpower to resist the charms
larger mission.
of others and to avoid losing themselves in what-
The face fatale should size up the PCs’ weakness
ever role they are playing. Intuition is also useful
first. Be sure to reward players who work hard to
to help them stay aware of what is going on, espe-
hide those weaknesses (such as a secret spouse)
cially with everyone around them. The face fatale
from those who may be out to harm them, but find
doesn’t want to be caught off-guard; they work
where to start hurting the characters on the edges.
best when they control their environment. Reac-
Suddenly contacts are drying up, suppliers seem to
tion is never a poor choice, either, whether it’s used
not have what the characters need, and jobs are
to take hold of a situation that is getting out of
becoming hard to find. Perhaps a young wageslave
control or take the first step when it’s time to get
who is easily led astray puts a hold on one of the
out of Dodge.
character’s accounts.
Once the players realize something is happen-
ing, the face fatale should make their next move. Qualities
They should either slide into the life of one of the We’ve all heard what a great first impression can
players as a rescuing angel or sidle up to one of do. The First Impression quality helps the face fa-
their enemies as a vengeful demon. Don’t make it tale make that impact. While they will likely spend
obvious; the face fatale works hard to use guile some time with a serious mark, they’ll meet a lot of
and distraction to keep the focus off of them, espe- them over their career, and First Impression gives
cially if they’re in with the team and can help di- them a very helpful edge in winning them over. In
rect their efforts to figure out this unknown enemy. addition, there are those quick impressions (such
A way to get the face fatale in with the team is to as those with a shopkeeper or friend of a target)
pull them in as an asset, having a part-time or tem- who the face fatale will likely only meet once in
porary new player play the role, though this time their life, but First Impression will go a long way
working against the team while embedded in it. to getting them any advantage they need.
Once the face fatale’s trap has been sprung, the
players should be at a disadvantage, off balance
and on the defensive. Many of their contacts and Augmentations
support systems should be compromised, at least Tailored pheromones are a must. Every advan-
for the time being, and they are going to need to tage to increase your Charisma should be your
scramble to get a clear picture of what is happen- primary goal. Be aware of the pheromones’ lim-

BUILDING A FACE FATALE // FACE FATALE


itations—the face fatale needs to be close to their and feelings are real (when of course they are not).
target, and the mark shouldn’t be using a filtration Influence can be just as important for negotia-
or breathing apparatus. So meet your target on the tions and displays of etiquette in a variety of cir-
114 beach, not after they’ve put on their scuba gear. cumstances. It can also be used for intimidation,
The face fatale should be sure to get the best ver- which the face fatale wields through logic or the
SHADOWRUN: SHADOW CAST

sion they can afford and upgrade often. sheer heat of their physical presence, rather than
Face fatales of the twentieth century had to through the threat of harm. A third priority skill
rely heavily on natural beauty. The modern face is Perception, important for keeping awareness of
fatale can pop down to a street doc and look to- the situation around the face fatale and staying on
tally different a few hours later. Nanopaste dis- top of new threats before they can develop into
guises can give quick and easy appearance chang- danger. They live their life in a lie, often walking
es to the face fatale, allowing them to look like a fine line, and they need to be able to duck out
whatever the job requires (+2 dice pool bonus to quickly when things are about to go south.
Con tests involving Disguise; cost: 500 nuyen, The face fatale needs some other skills to com-
Availability 4). plement their core. Working in the shadows is a life
In addition to tailored pheromones, some other unto itself, and there will come a time when diplo-
cyber and bioware upgrades can be helpful. Voice macy and communication fail and the bullets start
modulation can allow the face fatale to easily flying. The face fatale should be able to help their
adopt a voice that will be pleasing to the target. A teammates when the drek hits the fan—most likely
simrig is a great tool for blackmail, either to get the with a firearm of some sort, as ranged weapons
job done or to ensure the face fatale’s safety after allow for the sort of getaway the face fatale would
the job is done. A skilljack or skillwires can help prefer. There are other skills to consider—having a
sell the role when it comes to languages or adding little Stealth can be useful in an infiltration or just
a special skill to seduce the victim, such as becom- getting out of the house without the mark notic-
ing a skilled dancer for someone who loves to cut a ing. A few points spent on Electronics, Driving, or
rug. A toxin extractor is a good investment—keep- similar skills can come in handy from time to time.
ing a level head when drinking (or indulging in
whatever vice is best for the job) can be a lifesaver. Gear
While the face fatale doesn’t need a bevy of
Contacts electronics or stockpile of firearms, they still have
For the face fatale, contacts are weapons. For material needs. Perhaps the most important is
each identity they slip into, they need a data trail to clothing. A good wardrobe is essential for all the
back it up. To latch on to a new target, they need a roles the face fatale will play. A helpful shortcut is
friend of a friend (possibly of a friend) to vouch for a few outfits with electrochromic threads, allowing
them and get them an introduction. Perhaps most them to quickly change colors and designs, not just
importantly, they need a wealth of information on to cut down on the volume but also in case quick
the target, likes and dislikes, their past and what change is needed. Actioneer Business Clothes al-
they want from their future. The face fatale is out low a combination of style and protection, but the
to shape themselves in the image they desire, not truly stylish face fatale will opt for something like
what they are. There’s also some muscle, in case Armanté or Nightshade clothing. In addition to a
the drek hits the fan (or even a fake attack that will nice wardrobe, the face fatale should have a good
set the target up as a hero, saving the face fatale commlink. They need to be able to connect fre-
for a nice case of Florence Nightingale syndrome. quently with their contacts and sources.
Luckily, with a high level of Charisma, the face fa-
tale will have a large selection of contacts. A wide Recommendations for
selection is important, but at least a few should be character creation
highly loyal. The face fatale shouldn’t be afraid of
a little redundancy—they’ll need a wide web to dig • Attributes: Charisma 6, Willpower 5,
up details on their marks. Those with a large social Intuition 5
reach should be prioritized over specialized ex-
perts—a bartender will help the Face Fatale more • Skills: Con 6, Influence 5, Perception 5,
than, say, an enchanter. Stealth 4
• Knowledge Skills: Fashion, Metahuman
Skills Psychology
Any face fatale worth their salt will work hard • Positive Qualities: Exceptional Charisma,
to master the skills of Con and Influence. Con is First Impression, Photographic Memory,
very useful for convincing marks that the face fa- Toxin Resistance
tale is who they say they are and that their appeal • Negative Qualities: Addiction (Alcohol,

FACE FATALE // BUILDING A FACE FATALE


Level 1 or 2), Glass Jaw, Gremlins the face fatale can help arrange those roles. Sure,
• Life modules: Activist, Artist, Celebrity, the hacker may not have many social graces or
people skills, but having them play a techhead in
Fixer, Guide, Journalist, Lawyer, Office
Manager, Politician, Professor, Salesperson,
a long con should come to them naturally enough. 115
Even flaws can be used—the character who stut-
Stuffer Shack Clerk, Event: You became

SHADOWRUN: SHADOW CAST


ters and freezes in awkward social situations can
extremely interested in unusual or be a chance for the face fatale to show their com-
mysterious topics passion to a mark in a public gathering, earning
an opening for an introduction where they can use
face fatale their social powers.
The gamemaster should reward the character
playing advice for spending resources on Charisma and Intu-
ition just as they would a characters prioritizing
The face fatale is a finesse character, best used Strength and Agility. The player may not be the
with patience and an end plan. Their looks, wit, most eloquent person in the world, but the face
and charm are their best weapons, but not their fatale should be, just as a troll merc is much stron-
only ones. There’s no need to spend a month luring ger than the player running one. Try to balance
a target into an involved romance when they have roleplaying by allowing the character to use their
a dark secret to be blackmailed with. And some- skills and attributes when talking with NPCs. Give
times, pointing a gun at someone instead of seduc- the character a chance to utilize their strengths, but
ing them is the easier, more efficient way to pro- challenge their weaknesses as well. As an NPC, the
ceed. The face fatale should take a prominent role face fatale’s reach and resources should reflect the
in social interactions without sidelining the other challenge they offer—they’ll never be a demon in
players—everyone should have a role to play, and combat, but their friends can be.

PLAYING ADVICE // FACE FATALE


GUN-FU street
SAMURAI
Gun-Fu Street Samurai air above me. This is the way of the gun, my path and my art.

Backgrounds Disregard it and me at your peril.


You have been warned.
> Don’t think that because my preferred weapon simply shoots > Shockwave
fire and lead that I am somehow weaker than other so-called
samurai. Don’t think that because I embrace the current Gun-fu street samurai are not simply experts
evolution of weaponry and combat tactics that my skill is less in modern day firearms and gunfighting; they’re
than those who came before me. Don’t think that because I true artists who elevate gunplay into a deadly
can, and often do, strike from a distance that I am somehow
artform. They are the modern-day gunslingers, the
dead-shots, the frontline warriors who wade into
cowardly. Don’t think that because my art is different from
combat spewing fire and hot lead not with reckless
what has come before that I somehow am less of a warrior for
abandon but with a deadly precision only a few
embracing it. Don’t think that because my preferred weapon can
truly dedicated souls can match.
be easily used by all that it is unworthy for a true warrior. While some warriors of the Sixth World con-
And never for a moment doubt my resolve, for I will visit tinue to (stubbornly) embrace the paths and ways
death on my enemies with just as much speed, precision, and of the past above others, the gun-fu samurai are
brutality as those who still cling to the blade or only use their much more pragmatic when it comes to combat.
fists. When my death inevitably comes, my enemies will have to While they see the value in more traditional paths
walk past scores of my victims and climb a mountain of spent and skills, they also recognize the threats of the
brass and empty magazines to reach my corpse while the barrel modern era and the deficiencies many of the older
of my weapon still glows red hot and smoke hangs heavy in the ways have in the modern world. They acknowl-

GUN-FU STREET SAMURAI // 


edge that fighting styles that favor blades or even gauntlets that allow certain firearms to be worn on
fists have their value in certain circumstances. But the forearms, and companies such as Krime mak-
most of the time, an enemy is more likely to rain ing metatype-specific weapons readily available,
dozens, if not hundreds (or even thousands) of ar- troll gun-fu samurai have started to come into 117
mor-piercing or explosive rounds at their targets their own in recent years.

SHADOWRUN: SHADOW CAST


from distance. What good do blades or fists do While many modern-day warriors and profes-
when a warrior can’t close with an opponent? It sionals make extensive use of firearms, it takes a
is always better to fight, and defeat, an opponent special kind of dedication to follow the way of the
using the most efficient weapons available (name- gun. Much like martial artists or masters of the
ly, firearms) at the highest skill level possible. To blade, gun-fu samurai eventually find a drive or
do anything less is a waste of effort at best and an passion that pushes them past the idea of merely
eventual death sentence at worst. being competent with firearms; they want to be
This is the mindset and core of the gun-fu street exemplary masters, both feared and respected for
samurai. their skills. Simply put, the gun-fu street samurai
Like other street samurai or other shadowrun- seek to elevate their skills to such a high degree
ners, gun-fu street samurai come from myriad back- that their fighting style becomes an artform.
grounds. Most commonly, they were professionals Which is easier said than done. While anyone
before they entered the shadows. This is where the can theoretically pick up a gun and use it, it takes
future gun-fu street samurai may have received a lot of factors to make a shooter even mildly com-
extensive or advanced firearms training. Former petent—despite popular opinion. Even with mod-
mercenaries/soldiers and corporate security also fit ern enhancements and targeting systems, a shoot-
the bill. It’s not also unheard of for gun-fu samurai er’s grip, stance, and trigger pull (for those who
to rise from the lowest part of the streets, finding, go old school) are still determining factors as to
earning, stealing, or scrounging up enough nuyen whether the rounds find their target. Most think
to get their first firearm and making the most out that all you have to do is point and shoot, and the
of it because their very survival depended on it, gun will deliver instant death with very little effort.
learning their skills by trial and error but being That it takes less skill to use a firearm than, say, a
lucky enough to survive. They also may have been melee weapon. But that’s a completely unfair com-
lucky enough to find a teacher to instruct them in parison. This persistent prevailing (and pompous)
the finer points of gunfighting. Or maybe they sim- opinion continues to annoy shooters in general
ply had a love or knack for firearms, and when but is especially irritating to gun-fu samurai who
they were forced (or chose) to enter the shadows, (rightfully) have a bit of a chip on their shoulders
they put their skills and knowledge to good use. about it. One of the fastest ways to insult a gun-fu
No matter what their background, at some point samurai is to say, anywhere in their vicinity, “it’s
the gun-fu street samurai got their hands on a fire- just a gun.”
arm and simply knew that this was for them, much For the gun-fu street samurai, their gun isn’t
in the same way a master of the blade or a martial simply another weapon in their arsenal—it’s an ex-
artist realized their calling. tension of their bodies and executor of their will.
The way of the gun doesn’t favor any specif- So, it’s no surprise that gun-fu street samurai tend
ic metatype, although some races have slight to treat their firearms with a certain kind of rev-
disadvantages. Modern firearms and weapon erence that borders on (or gleefully crosses into)
manufacturers for example seem to favor the “av- obsession. Above all else—maybe even above their
erage-sized” metatypes such as humans, elves, and own personal needs—a gun-fu street samurai’s
orks in terms of weapon size; these races have little weapons will always be fully functional, meticu-
difficulty with finding firearms to fit their hands. lously cleaned, calibrated, and ready for use at a
Dwarfs and trolls, however, face some challenges. moment’s notice. Because they know that some-
With their smaller stature, most dwarfs tend thing as simple as a magazine ejector that sticks and
to prefer smaller weapons such as pistols and takes 0.001 seconds longer than normal to reload
SMGs—that is, unless they decide to rock out with could mean the difference between life and death.
bi- or tripods to employ larger or heavier weapons. A gun-fu, or any other street sam for that matter,
It’s also not uncommon for dwarven gun-fu samu- would never let their weaponry fall into disrepair.
rai to max out their strength via augmentations They will, however, allow a few scuffs and scratch-
specifically to handle larger weaponry. es, because weapons, like people, should proudly
The metatype that until recently was extremely display battle scars. And should one become lost
stifled when it came to firearms was trolls. Because or damaged beyond salvage, don’t be surprised if
of their stature, many were relegated to melee spe- a gun-fu street samurai mourns the loss as much
cialists because most firearms simply would not fit as a loved one or friend. Also, don’t be surprised
in their large hands without extensive modifica- if a gun-fu samurai treats and cares for their guns
tions. Even things as simple as reloading could be better than they do themselves.
difficult. With modern advances such as regulator When it comes to their firearms, the gun-fu

 // GUN-FU STREET SAMURAI


street samurai spares no expense, because they monsters of the Sixth World. Killing may be part of
are in an arms race with other gunfighters and as the job, but it’s not the only part. Without a code,
such are constantly looking for the next big thing the gun-fu samurai is nothing more than a weap-
118 in weapons technology. To help keep their edge, on, a tool to be used as the unworthy see fit. In this,
they will spend obscene amounts of nuyen, second they share a sort of kinship and camaraderie with
SHADOWRUN: SHADOW CAST

only to their augmentations, to buy the latest and other street samurai.
greatest accessories, upgrades, and ammunition But in keeping with their pragmatic nature, the
types. Anything that can eke out just a bit more gun-fu doesn’t feel the need to waste time worry-
performance is sought by the gun-fu samurai like ing about what methods of combat are better. In
it was the Holy Grail. This also includes modifica- their minds, the best ways are the ones that get the
tions, because gun-fu street samurai know that no job done first in the most effective way possible.
stock firearm is perfect—there is always room for Even though they may be looked down on for their
improvement and customization. It’s also common choice in methodology, the gun-fu street samurai
for gun-fu samurai to ornately decorate their ar- shrugs it off, letting their actions, and victories,
senal to reflect their personalities. After all, what’s speak for themselves.
the point of having all this skill and firepower if Despite their obsessive tendencies toward their
you can’t flaunt it? arsenals, gun-fu street samurai also know that
What will slot off a gun-fu samurai off is some- skill and dedication to their art are just parts of
one who does not take the time or effort to prop- the overall equation. As much as they sacrifice
erly train with and maintain their own firearms, or their time to perfect their skill—and their nuyen
worse pass themselves off as knowing more about to improve their arsenal—they also spend their
the subject than they really do. Mostly it’s a mild bodies on augmentations. Knowing they must de-
irritation with the person in question, until it be- feat threats such as massive trolls, insanely fast
comes something that may jeopardize the gun-fu adepts, and magicians able to tap into the forces
street samurai’s life. They will not hesitate to call of nature, the gun-fu street samurai knows they
out members of their team who don’t take their need any advantage they can get to both deliver
firearms preparedness seriously. Conversely, they’ll and take the pain.
also be quick to help those who wish to improve Faced with these sobering realities, the gun-fu
their skills. street samurai know that they’ll need to find the
Because of their intense focus on their art, it’s right balance between skill, body, and augmenta-
not uncommon for gun-fu street samurai to spend tions in order to survive and thrive in the shadows.
most of their down time working on their arse- To play to their strengths, gun-fu street samurai
nals or training with them. Gun-fu samurai are not will typically focus on increasing their speed and
so arrogant as to think that a slick gun coupled agility first; allowing them to (hopefully) get off
with state-of-the-art augmentations is all it takes. the first shot and end a threat before it does any
On the contrary, they know that even though the real damage. To take full advantage of modern
muscle may be artificial, it still must have the nec- targeting tech and software for their arsenals, any
essary memory to work properly in conjunction gun-fu samurai worth their ammo will also opt to
with the rest of the body, mind, and will. Skill is have smartlinks installed, if they haven’t already
like life itself—it has an expiration date. If not used incorporated them into their new cybereyes. Optic
and improved on, skill will deteriorate, rendering enhancers such as vision magnification and range-
it useless. finders will make linking up with their weapons
So, when not actively on a run or fending off a easier than ever.
bunch of ganger punks when all they wanted was Cyberlimbs, specifically cyberarms, also offer
a quick soydog from the Stuffer Shack, the gun-fu the gun-fu street samurai plenty of opportunities
samurai is constantly training, working to perfect and flexibility in tactical situations. Hidden com-
their skills. And when they’re not training, they’re partments are great for smuggling small weapons
religiously researching the latest in tech and tac- or a few more clips of ammo, while cyber-implant-
tics (even if they’re garbage) if for no other rea- ed guns ensure that the gun-fu street samurai is
son than to know what an enemy may use against always armed.
them. This kind of dedication to their art makes Since these samurai typically act as the front-
the gun-fu street samurai a bit one-noted in the line offense on a shadowrun team, they need a
social department at times. But then, it’s not their good set of armor to boost their survival odds.
job to be social or even liked. Their job is to be the Implanted armor, while having its drawbacks, pro-
muscle and dish out death whenever the situation vides a few more layers between enemy attacks and
calls for it. their vital organs. Additionally, if the gun-fu street
And like other samurai, they are (or should be) samurai prefers heavier weapons such as MMGs,
professionals with a strong sense of honor, living HMGs, or assault cannons, then they’ll need the
by a code that dictates their actions and separates ability to lift and wield them with ease. Factoring
them from soulless killing machines and the real in the un-ghostly amounts of ammo they’ll need, it

GUN-FU STREET SAMURAI // 


becomes clear that augmented strength is never a
bad call.
But what exactly is the right arsenal for a gun-
fu street samurai? That depends on the individual 119
samurai’s preferences. Like different martial arts

SHADOWRUN: SHADOW CAST


that focus more on specific strikes/attacks, gun-
fu samurai also tend to have preferences in the
firearms they employ. For example, some prefer
two-handed styles often using lighter weapons such
as pistols, machine pistols, or SMGs, relying on
their speed and accuracy to get the job done. This
is often what most think of when someone hears
the term “gun-fu,” a lightning-fast, dual-wielding
gunslinger who dances in and out of combat with
moves that look like they were directly ripped off
from martial arts sims. But not all styles have to be
this flashy. Gun-fu is just as valid with an assault
rifle or combat shotgun—sweeping in quickly
after deploying a flash-bang or other grenade to
eliminate the threats, using a melee-hardened
weapon or buttstock to deflect any hand-to-hand
or melee attacks. There’s also the sharpshooter
who uses their trusty long gun or sniper rifle to
provide long-distance fire to cover the team’s
movement. And don’t forget the heavy weapons
specialist who uses their machine guns or assault
cannons to cut a swath of destruction as they lay
down suppressive fire. And there’s the generalist,
who seems to have a gun for every range and every
occasion and knows exactly where to hide them
when the situation calls for it.
It doesn’t matter what their style or their choice
of loadout is, for the gun-fu samurai, firearms are
their kung-fu, and it is strong.

recommendations for
character creation
• Attributes: Agility 6, Reaction 5, Intuition 5
• Skills: Athletics 5, Firearms 6, Stealth 5
• Knowledge Skills: Firearms Construction,
Firearms Manufacturers, Shooting
Techniques
• Positive Qualities: High Pain Tolerance,
Toughness, Will to Live
• Negative Qualities: Honorbound, Insomnia
• Life modules: Academy Training, Agent,
Black Star Neo-Anarchist, Bodyguard,
Bounty Hunter, Coach/Trainer, Covert
Ops, Ganger, Guide, Hunter, Martial Arts
Training, Military, Organized Crime, Patrol
Cop, Security Guard, Smuggler, Event: You
struggled through some tough times

 // GUN-FU STREET SAMURAI


GUN-FU STREET SAMURAI bers without provocation. A few days later, con-
tacts reach out to the gun-fu street samurai asking

120
Plot Hooks why they geeked another samurai in their sleep a
few days ago. The next day, their fixer is slotted,
Gun-fu street samurai are extremely pragmatic, asking why the gun-fu street samurai is now sud-
always on the lookout for new ways to improve
SHADOWRUN: SHADOW CAST

denly taking work from someone else. Other simi-


or enhance their arsenals to stay one step ahead of lar occurrences indicate that someone is imperson-
their adversaries and rivals. This can lead to inter- ating the player character gun-fu street samurai,
esting situations where they must decide if the end right down to the PC’s look and choice of weapon-
results are worth the effort or danger. ry; even going so far to make their face look like
the PC if they are a different metatype; the impos-
Hot Cargo tor under the delusion that their face was “taken”
from them. Turns out that the impostor is a human
Ever alert for opportunities to improve their wannabe samurai named Jack Hammer (yep) who
arsenal, the gun-fu street samurai receives a noti- had a mental break after a local street doc botched
fication from an appropriate contact about some some hardware installation, leaving the wannabe
nova-hot, grade-A bang-bangs that are about to hit with severe delusions. Eventually they decided that
the local black markets. These firearms/weapons they were the PC street samurai and were the vic-
(and accompanying accessories) are of the mil-spec tim of some corporate conspiracy to replace them.
variety from “don’t ask where we got them” sourc- The impostor has created a list of targets, mostly
es. Turns out a local gunrunner needs some help random people they’ve seen on the streets before,
to get them into the local sprawl without any in- and is killing them off one by one. This not only
terference from outside sources or competitors. So threatens to tank the PC’s reputation but it’s also
they put out the call for some extra muscle to ride creating a long (and dangerous) list of individuals
shotgun and then provide some additional security and organizations who want retribution.
while said items are being offloaded. In exchange
for a couple hours’ work, the gun-fu samurai (and
any other PCs) are given first dibs on any item in Test Drive
the gunrunner’s stock, incuding up to three maga- Mr. Johnson has an interesting proposal for
zines/clips or reloads worth of ammo (gamemaster the gun-fu samurai: Take out a new prototype
has the final say on what’s in stock and available). firearm for field evaluation. Mr. Johnson is will-
Things go off without a hitch, and the player char- ing to pay 5,000 nuyen per month the weapon is
acters are paid as promised. But approximately one tested and will supply the samurai with any am-
month later, a group of mercenaries (Professional munition, of any type, they require. Mr. Johnson
Rating 6) come looking for the PCs and anyone will also foot the bill for any necessary repairs.
who was working for the gunrunners. Seems that The downside is that the firearm will have an
said gunrunners ripped off the mercenaries, taking active gun-cam that will record all performance
over sixty percent of their arsenal just as they were data. The prototype firearm in question will be
about to deploy on a contract in the Middle East. the same as one the gun-fu street samurai already
This left them unable to fulfill this very lucrative uses (with some minor cosmetic modifications).
contract, and their reps have taken a rather serious Stat-wise, all Attack Ratings will be increased by
hit. So of course, they want their kilo of flesh from one, and the player character receives one ad-
those who stole their stuff. They also want their ditional Minor Action for re-loading. What Mr.
revenge against the gunrunners (and anyone who Johnson doesn’t tell the gun-fu samurai that an
bought stolen weaponry), but they want their stuff AI has been embedded into the prototype’s smart-
back and aren’t taking “no” for an answer. This gun system. This AI also provides an additional
means that, eventually, they’re going to want to +2 dice to resist hostile Control Device Matrix
have a nice chat with the player characters. These actions. All of this sounds good until the AI starts
weapons can be anything that has a 5(I) availabil- to develop a sort of conscience. This may mani-
ity rating. fest in different ways, such as: refusing to shoot at
certain targets, or changing ammo from lethal to
less-than-lethal rounds (if applicable), or chang-
Saving Face ing the targeting data just enough for the gun-fu
One day, the gun-fu street samurai is ap- samurai to miss the target. Or the AI develops a
proached by members of a local street or go-gang bit of a violent streak, switching to lethal rounds
that seems to have a serious beef, evidenced by the when less-than-lethal are called for. The AI could
fact they try to geek the samurai on sight. If any also switch firing modes to increase the chances
gangers survive the encounter, they state that they of collateral damage. Perhaps, at various times,
were simply looking to settle the score after the the AI could do all the above for no apparent rea-
gun-fu street samurai geeked some of their mem- son other than to simply do it. No matter what

GUN-FU STREET SAMURAI // PLOT HOOKS


happens, Mr. Johnson will want all the data col- Step One: What
lected. Should the gun-fu samurai lose or maybe Can Be Taken Away
purposely discard or destroy the AI, Mr. Johnson
will be most displeased and actively work against Street samurai in general (and gun-fu samurai 121
the gun-fu samurai in the future as well as expect in particular) consider themselves elite warriors of

SHADOWRUN: SHADOW CAST


the samurai to pay 50,000 for “loss of property.” the streets. They would rather die at the hands of
an opponent than suffer the indignity of having
their most valued and prized possession taken
Take Your Best Shot from them. Not only would such an event highlight
Not everything has to be life-and-death for the their failure with bright neon lights, but it would
gun-fu street samurai. Sometimes it’s simply about show how they were inept enough to have gotten
bragging rights can lead to a better rep. A local into that situation in the first place. Sure, weapons
fight promoter has decided to branch out by creat- and gear can always be replaced, but the stigma
ing a small tournament that (pun intended) targets remains, and those in the shadows, especially rivals
local shooters. The concept is simple: A tactical or those with axes to grind, can and will use this to
obstacle course is set up with AR and physical tar- further damage the player character and their rep.
gets. The shooter with the best time and score gets At some point after their latest run, the player
not only a cool 15,000 nuyen credstick but also street samurai will have their primary weapon
gets the title of “best shot in the sprawl.” And of (or arsenal) taken from them in some kind of
course, there may be some small side wagers go- humiliating way that traumatizes them. The exact
ing on as well. Before the competition, the gun-fu details are up to the gamemaster and should
samurai is approached by one of the local crime be integrated into the plot, but here are some
syndicates and offered 20,000 to throw the match. examples:
If they take the 20K, they now have a small dark • During a run gone bad, the player character
secret that could cause problems in the future, es- gun-fu samurai is captured, either by law
pecially if they already have a reputation for hav- enforcement or corporate security forces.
ing a code of honor.
• A rival of some kind, another gun-fu street
samurai perhaps, actively challenges the
GUN-FU STREET SAMURAI
player character for said firearm and wins
the challenge.
Quality Paths • A rival, a gang, or any group simply
What is Most Sacred ambushes the player character and takes
the item. They traumatically beat the gun-fu
Starting Point samurai, overwhelming them with either
One of the things a gun-fu street samurai holds numbers or brute force.
most sacred is their beloved arsenal or maybe a • The player character, through their
specific firearm. They may have spent thousands own actions, loses their weapon. This
of nuyen on the firearm itself, not to mention the could occur through either negligence or
upgrades and customizations. They may have put happenstance. Whether the player character
in countless hours with it, honing their skills and was at fault is immaterial. It happened;
becoming attuned to the weapon to the point that’s all that matters.
where they feel naked when the firearm isn’t in
their hands or at least on their person. There is • During combat, the player character is
such a connection that the loss of this weapon unable to retain their firearm for some
impacts the player character street samurai on a reason.Perhaps they were forced to
mental level, especially if it’s forcibly taken from abandon it for the sake of the team, run, or
them. both. Or maybe they were unconscious and
To begin on this path, the gun-fu street samurai their teammates left it behind, prioritizing
must have a weapon with personalized grip and life over material.
custom style modifications, or they must have
owned and regularly used the weapon for at least When the event occurs, the player character
a year (game time). The player character samurai is now in step one. During this step, they will
must also have successfully completed between experience a mix of anger and anxiety over what
five and ten runs where said weapon was used to has happened, especially if the firearm was taken
take down at least one target. The player character rather than simply lost. Until the player character
must also possess a positive rep score within the can find a suitable replacements for their lost items
shadow community and a Heat score of no more and train with it for at least two months (game
than 3. time), the player character gains the Insomnia

QUALITY PATHS // GUN-FU STREET SAMURAI


quality (p. 77, SR6). If the item was taken forcibly, the case and the player character is successful, all
or if they received severe physical damage from the negative qualities still in effect from the first step
encounter, they also receive the Loss of Confidence will cease and the player character will have their
122 quality (p. 78, SR6), as they now doubt their own rep increased by one. Additionally, all negative
combat abilities. Heat effects will stop.
SHADOWRUN: SHADOW CAST

If the player character can somehow recover the What’s Good for the Goose. If the original item
original lost weapon, then the Loss of Confidence can’t be recovered for whatever reason, then the
goes away while the Insomnia lingers for a few player character gun-fu samurai may elect to do
more weeks. to the thieves what was done to them as sort of
an “eye for an eye” kind of action. If the player
Step Two: To the character can liberate an equally valuable object
or one with equivalent symbolic value (e.g., a
Victor Go the Spoils security guard or law enforcement officer’s badge
If the runner is unable or decides not to try or sidearm) from the individual in question, it will
to recover their lost weapon after one month, help repair their reputation but may not deal with
then they move on to the next step. Eventually, any issues regarding Heat.
word gets back to the gun-fu street samurai that Escalation and Retaliation. This can be done
someone has been flaunting the fact that they now in conjunction with any of the two methods
possess their signature weapon. It’s been featured already stated. Sometimes it’s not enough to get
in multiple social media feeds with the current even—sometimes one must send a message. And
owner bragging how they “took it from that little in this case, the message should be that the player
slitch of a so-called samurai.” They’ve even been character is not one to steal from or frag with,
spotted sporting the weapon at local clubs and no matter what the circumstances are. The key
venues, waving it around like a trophy. to this one is to make a sufficient example of
Word is also getting around that the player the thieves in a very public way (or as public as
character’s favorite weapon is being used in the shadows can be). The perpetrators must be
multiple crimes and other jobs all over the sprawl, made to suffer or be humiliated in some way. If
with the user not bothering to hide this fact. successful, the Loss of Confidence quality goes
Forensic evidence is being purposely left, which away, but the player character is still plagued
is causing local law and security forces to start by Insomnia for the next few months (the exact
asking questions about the player character and time is up to the gamemaster). Additionally, the
all known associates. Heat test modifiers return to normal for the
This makes the player character look rather player character. However, should the player
bad within the shadow community, especially to character select this course of action, there may
other street samurai. Because of this, the player be additional repercussions visited on not only
character cannot gain Edge when in a social the player character but the rest of their team or
setting with other shadowrunners, unless they are anyone who participated.
directly dealing with their teammates or contacts First, once word gets out, Mr. Johnson may
with a Loyalty rating of 3 or higher. Additionally, decide that the player character is unable to
because the lost weapon is distinctive and known adequately control their base impulses. This can
to be connected to the PC gun-fu samurai, their make them a liability on certain types of jobs. If the
Heat rating goes up when the gamemaster rolls player character or any other players go with this
a 6 instead of a 9 on a test at the beginning of option, they will receive a –1 dice pool modifier for
each session. This will continue until the player all social tests with any Mr. Johnson on their next
character handles the situation. meeting after enacting revenge. They will also be
unable to gain Edge in social situations with any
Methods to Rectify Johnsons until they are able to complete at least
three more jobs to prove they are still professional
the Situation enough to handle biz.
With the player character’s loss of face among Second, this opens the player character for
the shadow community, they’ll have to find a way additional retaliation. It’s one thing to go after
to repair or reverse the damage done. Below are someone else in the shadows—things like that
just a few of the methods the player character gun- sometimes happen. But it’s another matter if
fu street samurai can attempt. the target of the player character has different
Recover the Lost Item. While this is the most affiliations, such as corporate, criminal, or
obvious method for the player character to recover government. Enacting revenge against such
or reverse the damage to their rep, it may not be individuals may inadvertently draw in more
feasible depending on circumstances already powerful adversaries than the player characters can
presented or occurred. Or the item may simply be handle. The gamemaster especially must maintain
unobtainable at this point. However, if this is not more control or risk the situation spiraling out of

GUN-FU STREET SAMURAI // QUALITY PATHS


control. Or not—going out of control may be the or machine guns are going to pose problems in
entire point of it all! close-quarters combat.
Do Nothing, Carry On As Usual. Sometimes, Third, plan things out with the rest of your
the best course of action is to do nothing at all, team. Even though the primary job of any street 123
especially in the face of much greater odds. There samurai is combat, knowing what the rest of your

SHADOWRUN: SHADOW CAST


are enough professionals in the shadows that team can do to assist you (and vice versa) is the key
they know that drek simply happens and that to surviving any combat situation.
sometimes you must simply lie low, lick your The gun-fu street samurai is a warrior first
wounds, and suck it up in order to run another and foremost. They’re the ones who think about
day. Yes, the negative qualities and hits to one’s the opposition and what is needed to take them
reputation may be annoying in the short term, but down in the most effective way. They’re also going
it’s not unrecoverable in the long run. If the gun-fu to want to put their two nuyen into whatever
samurai player character actively chooses this path
planning is done, if for no other reason than their
(they cannot simply do or say nothing about it) the
hoop is going to be one of the first targeted when
Insomnia and Loss of Confidence will cease after
they successfully complete five jobs and are able things go sideways.
to succeed at four Composure tests each month, At the same time, they are the ones who relish
with the threshold starting at 4 and decreasing combat. Like other street samurai, they revel in
with each successful test. This reflects the player the thought of combat and jump at the chance to
character being the bigger person as well as a prove themselves in its chaos. This doesn’t mean
professional, refusing to be controlled by the loss that the gun-fu street samurai is a killing machine.
of what—even though it meant a lot to the player Wanting to test your skills and feeling bloodlust
character—was just a thing. are completely different things. The gun-fu street
samurai is a professional with very specific skills
GUN-FU STREET SAMURAI for a very specific job on a team. Their art is simply
a means to both express themselves and (let’s be
PLAYING Advice honest) earn a few nuyen for their troubles.
The gun-fu samurai shines when the fighting
The gun-fu street samurai is a very starts. Those who have trained long enough and
straightforward kind of character. They are the seen enough action are the ones you want on your
ones who deal with threats that arise during a run, side during the fight. They know all the tricks, they
pure and simple. Whatever their style, background, know exactly how to employ a gun in a fight, and
or personality, the gun-fu street samurai is typically they take every advantage of it. They‘ve also seen
(but not always) going to be the main frontline and fought the worst the Sixth World has to offer
combatant of a shadowrunner team. Once combat and time after time they come back for more.
begins, their main goal should be to take out
But it’s not always about combat. The gun-fu
the opposition at a (relative) distance using their
samurai is more than a collection of weapons and
preferred firearm, as quickly as possible. Exactly
what their preferred firearm might be depends on chrome. Like anyone else, they have (or should
the player’s desires. But no matter what or how have) actual character. They don’t have to be the
they play, they would do well by adhering to a few same clichéd, cookie-cutter action stereotype. Give
basic combat principles. them a hobby adjacent to their training; give them
First, have enough ammo. This includes having some likes that don’t include guns. And don’t be
lethal and less-than-lethal options, as stopping a afraid to give them some style!
threat doesn’t always mean killing. This may help Outside of combat, the gun-fu street samurai
your reputation down the road. will need to set up a support system in order
Second, know the limitations of the weapons to continue running and obtain the necessary
you’re carrying. For example, pistols aren’t going hardware (such as weapons, ammunition, and
to be effective against targets at longer ranges. augmentations) to be effective in their role on the
Conversely, large weapons like most sniper rifles team and continue to refine their art.

PLAYING ADVICE // GUN-FU STREET SAMURAI


PRIVATE
INVESTIGATOR
Private Investigator tures not imaginative to succeed at insurance fraud,
so they play lapdog to those who are (and as we
Backgrounds all know, the worst purveyors of insurance fraud
are insurance companies). They don’t have any
Here’s a fact: You know more fictional fa- particular skills, just the tenacity to keep on a case
mous private investigators than real ones. Sher- and the lack of morals to gather evidence through
lock Holmes, Hercule Poirot, Philip Marlowe—all questionable means. That’s not all of them, though.
fictional. Now name a real one that’s as famous. Sometimes, the reason you don’t know about the
Maybe you came up with Allan Pinkerton. May- best private investigators is the same reason you
be some other name. Maybe no names at all. But don’t know about the best accountants. The really
whoever you thought of, none of them is as fa- good ones aren’t there to draw attention to them-
mous as the fictional ones. selves. They’re there to get a job done.
Here’s a common explanation: The reason for Both the singular virtue and singular vice of
that difference is that while fictional private in- the private investigator is that they work outside
vestigators are noble souls who right wrongs and the system. It’s a vice when they don’t play by the
see connections and solutions the police overlook, rules that limit conventional investigators. For
real-life private eyes are grubby, ignoble creatures example, we all know that while cameras placed
who peek in windows to gain evidence to support everywhere mean we’re watched every second
people’s divorce proceedings. Maybe some of them we’re away from home, home is generally sacro-
are noble, but those ones are broke. sanct. The corporate bigwigs certainly don’t want
That’s not entirely wrong, but also not entirely people spying on what they do behind closed
right. A lot of PIs are scumbags, squalid little crea- doors, and since they haven’t figured out a way

PRIVATE INVESTIGATOR // BACKGROUNDS


to exempt themselves from legal spying in a way • Negative qualities: Addiction (level 1),
that would stick, they allow laws putting at least Honorbound, Finesse
some limits on domestic surveillance to stand. All • Life modules: Agent, Detective, Investigator,
that means a cop isn’t supposed to plant a camera Shadowrunner, Event: You struggled 125
in your home just because they feel like it. Private through some tough times

SHADOWRUN: SHADOW CAST


investigators, however, often feel no compunction
about that. They will plant surveillance devices
anywhere and everywhere they want. And they Ex-Law Enforcement
ignore other rules cops sometimes play by. Due This is one of the oldest stories in the profes-
process? Entrapment? Making secret recordings? sion. A police officer, or perhaps detective, puts in
To a lot of private investigators, those are com- some time on the force, working in uniform until
pletely valid techniques. one day they set it aside. There are a lot of rea-
But on the virtue side is the fact that many of the sons they may have left—maybe they were cor-
rules normal law enforcement work with are com- rupt, or not corrupt enough. Maybe they got fed
plete bulldrek and should be circumvented. There up with the rules they constantly had to follow.
is a long list of things their corporate masters don’t Maybe they got wounded and couldn’t continue
want law enforcement looking into. Corp-spon- regular duty. Maybe they just hated the regiment-
sored human trafficking? Rampant pollution? ed hours. Or maybe they got tired of arresting the
Wage theft and other financial crime? Those things wrong people.
and much more are elements the corps would pre- Whatever the case may be, the ex-cop hits the
fer remain unexamined. Of course, they’re also streets with some Influence skills, some police con-
things that regularly hurt people at the lower levels tacts, and usually a pretty big chip on their shoul-
of society, so they can’t just be overlooked. This is der. The cops know them and may well hate them,
where a private investigator can come in, trying to but they know the cops, too, and sometimes their
introduce some balance onto the scales of justice. insider information alone is enough to keep you
They don’t always need to be a licensed PI. They from having to spend a night in the clink.
may work for a legal firm, an insurance firm, or for
whoever can scrape a few nuyen together to get
help with a matter the powers-that-be ignore. The Recommendations
main requirements are tenacity, good observation- for character creation:
al skills, and some ability to charm and/or irritate
people you need to question. • Attributes: Agility 4
So yeah, a lot of private investigators are grub- • Skills: Add Firearms specialization
by little window-peepers. But some of them are • Knowledge skills: Law Enforcement
people who walk the mean streets but are not Techniques
themselves mean and are neither tarnished nor
afraid. They’re good friends to have and can be a • Life modules: Patrol Cop
valuable part of your team—if you can get around
their loner tendencies. Law Firm Investigator
Private investigators are not all cut from the
same cloth. They bring different experiences and Law firms are great clients for private investi-
skills to the table, and that shapes their approach. gators, and the larger ones bring those functions
The largest commonality is that they watch what’s in-house. A law firm has plenty of things to look
going on around them and try to figure out con- into—witness testimony needs to be verified or
nections they can make. Beyond that, the field is disproven, financial records need to be dug into,
wide open. health status needs to be uncovered, environmen-
tal conditions need to be investigated, and more.
There is plenty of work, and the pay and bene-
Recommendations fits are usually good, so the real question is, why
for character creation: would anyone leave that job and go freelance?
Often, they don’t, or at least not fully. A number
• Attributes: Willpower 6, Intuition 5, of legal investigators in the shadows are there on
Charisma 4 a part-time basis, often doing favors for people.
• Skills: Firearms or Close Combat 4, Once they have the skills, people know, and they
Influence 6, Perception 5 reach out to them. If your brother is getting sued
and you know a legal investigator, that’s who you
• Knowledge skills: Local Eateries, Local call. If you need to look into the background of
Gossip, Local Law Enforcement someone who is dating a family member, again,
• Positive qualities: Analytical Mind, you call your legal investigator friend. And if you
Indomitable, Quick Healer want to know what that slimy purple stuff oozing

BACKGROUNDS // PRIVATE INVESTIGATOR


into your water supply is, that friend is definitely
who you call.
Sometimes, the investigator finds this side work
126 more rewarding than their day job, and they look
to find a way to move into it full time. Other times,
SHADOWRUN: SHADOW CAST

their side job becomes too distracting, their quality


of work suffers, and they are pushed out of the
steady job. But then there are those who keep the
balance, dipping their toes into the shadows on
evenings, weekends, and vacations, and returning
to their safer world when the pressure of the side
job becomes too much.

Recommendations
for character creation:
• Attributes: Logic 4
• Skills: Electronics 3, Con 3
• Knowledge skills: Legal Practice
• Life modules: Lawyer

Insurance Investigator
This path is similar to the law firm investigator,
in that it’s housed in a corporate office and tied
into the organization’s procedures. It’s different,
though, in that it doesn’t have quite the variety of
the law firm work. A large legal firm has a variety
of cases, and their investigators take a lot of an-
gles on these cases. Insurance investigators have
some variety, but it’s all in the end about one core
thing: determining if submitted claims are legiti-
mate. Was the person who was hit by a runaway
Jitnee car hurt as badly as they claim? Have the
people whose house burned down covered up the
fact that they are smokers? Was the owner of a
car in a wreck really driving at the time of the ac-
cident, or were they giving their unlicensed child
some time behind the wheel? These are the types
of questions that occupy the insurance investiga-
tor’s time.
While there is some variety there, at the heart
of it is one core issue—the insurance company
doesn’t want to pay out a single nuyen more than
they have to. The insurance investigator, in many
companies, has two key jobs: find the truth and
save the company money. When there is a conflict,
the second one is more important.
This can wear some investigators down. They
get tired of trying to deny people as much as they
can and always having to side with the corp. Sure,
there are cheats and frauds out there, but in their
job, the insurance investigator is made to treat ev-
eryone as a cheat or fraud, and that gets tiring.
They gain a lot of skills in the work, but they de-
cide they’d like to use them help people instead of
corps. So they get their license, hang up a shingle,
and see what the work of an honest PI is like.

PRIVATE INVESTIGATOR // BACKGROUNDS


Recommendations living taking care of needs that no one else seems
for character creation: to be able to address.
As a self-taught PI, your methods are a little
• Attributes: Logic 4 different than someone with a corporate back- 127
ground. Corp investigators thrive on different da-
• Skills: Electronics 3, Con 3

SHADOWRUN: SHADOW CAST


tabases they pay to access, collections of info that
• Knowledge skills: Legal Practice help them quickly build profiles of their targets.
The self-trained PI doesn’t use those tools, mainly
because they can’t afford the subscription fees. In-
Bounty Hunter stead, they rely on person-to-person contact with a
Bounty hunting is a good way to get on the road good helping of instinct.
to being a private investigator because the clients If they need online information, they’ll be more
are easy to find, broadcasting their availability and direct and illegal than their corporate-trained col-
pay scale. The only trouble is the competition to leagues. Which means they’ll just call in a favor
get that money. to get someone to hack into devices connected to
All the completion means, though, is that if you their target. They’ve found those methods usually
want to be paid, you better be good. That means give them what they need.
building your skills in background checks, inter- The self-trained investigator also tends to be a
views with friends and family, Matrix monitoring, little more rough-and-tumble than corp investiga-
and sometimes physical tracking. You also need to tors. They don’t have supervisors complaining ev-
be able to stop someone who does not want to be ery time they run into trouble with the law. They
caught and bring them in against their will, which just handle it and move on. They also tend to have
often requires solid physical skills. a firm belief in the persuasive power of their fists.
So if the money is there and you have the skills
to do the job, why leave bounty hunting to become Recommendations
a PI? Mainly because bounty hunting often sucks.
If you want to make a decent living, you have to for character creation:
be on the move a lot, you have to spend a lot of
time in the types of places where fugitives go to • Attributes: Agility 3, Reaction 3
hide, and you have to wrestle or shoot at a lot of • Skills: Close Combat specialization, Con 1
unpleasant people. If you have some good inves- • Knowledge skills: Local Gangs
tigator skills and think you can find the clients,
shifting to an office where people come to you can • Life modules: Ganger
seem like a step up.
private investigator
Recommendations
for character creation: Plot Hooks &
• Attributes: Agility 3, Reaction 3 adventure seeds
• Skills: Electronics 3 Outdoors 3 Missing a Member
• Knowledge skills: Tracking Techniques A runner team is ready to start their new job.
• Life modules: Bounty Hunter They’ve received some advance pay, they have
the details of the job, and they’re armed and ar-
mored up. One problem: their decker is missing.
Self-Trained Gone without a trace. They call up a private in-
Some private eyes get by with no formal vestigator to help them find the decker as soon
training whatsoever. They were born with a nat- as possible.
ural sense of curiosity and are keen-eyed, and The private investigator looks into the decker’s
their peers notice. They start off doing favors recent activities and discovers a flurry of contacts
for people in their neighborhood—finding lost with a nightclub in their town. Looking into the
bikes, tracking down someone who may have club shows that the owner was a friend of the
run away from home for a time, that sort of decker and had been contacting them about de-
thing. A few early successes build their reputa- fending them from repeated hacking attempts. In
tion, and soon people beyond their immediate fact, the club owner claims the decker was trav-
acquaintances seek them out, asking for their eling to meet them when they disappeared. The
help. Sometimes, these people even come with club owner was being blackmailed for overlooking
money. A career possibility presents itself, and human trafficking going on in the club, and they
whether you get a license or not, you make a wanted the decker to find out who was doing the

PLOT HOOKS & ADVENTURE SEEDS // PRIVATE INVESTIGATOR


blackmailing. But now the decker is gone—and the It doesn’t take long for the investigator to de-
private investigator has a lot to look into. termine it was arson, as accelerant and traces of an
incineration device are found. Now the questions
128 Murder on the are who did it, and why. Attention first turns to a
gang that was shaking down the store owners for
Transvaal Express
SHADOWRUN: SHADOW CAST

protection money, but the owners were current on


A private investigator (possibly by themselves, their payments and the gangers swear they had no
possibly with a runner team) finds themselves reason to burn the place down.
on the Transvaal Express, a long train ride from Further investigation reveals that while the
Northern Africa down to Azania. The trip is more owners were indeed kind souls trying to help their
than seven thousand kilometers and takes nearly neighborhood, their efforts went deeper than just
a week. providing a retail outlet. They had funneled a sig-
Early in the trip, a passenger in a sleeping car is nificant portion of their profits to a shaman who
found stabbed to death. The train claims to have was working to re-align the energy of the neigh-
no records of the passenger—the berth they oc- borhood, hopefully bringing more positive qi.
cupied was supposed to be vacant. The train au- There are forces, though, who want the barrens
thorities have no desire to throw their journey off to remain as they are and are fighting the efforts.
schedule or see it tainted by scandal—if they call This led to them burning the building. Exactly who
the police, the murder will be a major news item. those forces are and what happens when the pri-
Fortunately, a private investigator is on board, and vate investigator confronts them is up to the gam-
the engineer hires them to find out who the vic- emaster.
tim was, and who killed them. And hopefully do
it quietly. private investigator
Some Matrix sleuthing reveals that the victim
is Edmund Karrigos of the Draco Foundation. He
was found holding a satchel with vials of groot-
Quality Paths
slang venom, taken from a monstrous snake that The Bad Beat
lives in Azania. It’s known to be both a strong poi-
son and a powerful reagent. This just leads to more Sometimes, a case goes wrong. We’re not just
questions, such as: talking about it being unsolved, or a jury’s verdict
against you. We’re talking disaster, where the mon-
• Why was Karrigos taking a reagent from ey dries up, reputations are ruined, and people the
Azania back down to Azania? PI cared for die. This weighs a lot on the mind of
• Why was Karrigos on the train without the the private investigator and can be difficult to re-
train operators’ knowledge? cover from. This quality path follows the private
investigator as they deal with the loss and try to
• Who killed Karrigos? make their way back.
Gamemasters have the chance to spin this tale
however they want, but they can unfold a conspir- Step One: Killing the Pain
acy of an attempted deal with the spirits of Kili-
manjaro, a competition between free spirits and This starts right after a case has gone wrong for
the magic powers of the world (including corpora- the private investigator. This can be as the result
tions such as Mitsuhama and Aztechnology), and of in-game actions, out-of-game actions, or some-
smugglers of magical goods coming up against thing that happened in the character creation pro-
rail pirates who want to take any valuables on the cess. The player must choose how their character
train for themselves. responds to the issue.
• Bonus: 4 Karma
Born of Fire • Game Effect: The character may deal with
In the barrens section of a city, a building has their pain by self-medicating, in which case
burned down. This was one of the few intact they receive a level 3 Addiction quality (p.
buildings in its neighborhood, with two floors 74, SR6) to the substance of their choice.
of apartments and a mom-and-pop store on the Alternately, they can take the Combat
ground floor. This store had food and other es- Paralysis quality (p. 75, SR6) or the
sentials and was a key support for the neigh- Trust Issues quality (p. 138, Sixth World
borhood. Now it’s gone, and the residents are Companion).
dismayed and angry. They want answers about This quality endures while the private in-
what happened, but the police don’t care enough vestigator deals with their loss. They cannot
to help. So they reach out to a private investiga- buy off this quality; it goes away when they
tor they trust. move to step two. This happens when either

PRIVATE INVESTIGATOR // QUALITY PATHS


one in-game year has passed or the PC has private investigator
10,000 nuyen to spend on the services on
step two. playing Advice 129
People often think first of a PI’s skills with their
Step Two: Getting Help fists or a gun, but in truth, those are secondary

SHADOWRUN: SHADOW CAST


At this point, the character understands that considerations, or perhaps tertiary. Their obser-
they need some help to recover from their loss. vational skills are important—they have to see
This could be addiction recovery services, coun- details that other people miss, and they have to
seling services, or something similar. They need to make connections that others may not (it helps, of
spend 10,000 nuyen to obtain this quality. course, if these connections are genuine instead of
• Cost: 10,000 nuyen imagined). People skills are important, too, wheth-
er they prefer persuasion or intimidation. They
• Game Effect: All negative effects from step need to find ways to get people to tell them things
one are removed so long as the character they don’t want to say.
maintains a weekly connection with But in truth, probably the unifying trait for all
their source of help. If they miss a week, private investigators is sheer will. They may get
whatever negative effects they chose in bullied, dismissed, beat up, or otherwise mistreat-
step one return until they restart their ed, but they don’t give up. They will pursue the
connection. This persists for six in-game truth even when everyone, including their own
months, and then the character moves common sense, tells them not to.
to step three when they have 4 Karma to This dogged persistence should be a core part
spend. of playing a private investigator. When one plan
doesn’t work, they come up with another. When
Step Three: PI with a Purpose no plans work, they go and talk to all the parties
involved and see if they can shake things up.
The private investigator has received some qual- Private investigators should be able to play face
ity help and is on the road to integrating their past roles and combat roles, allowing them to take a
trauma into their current self. They won’t forget flexible approach to many situations. While they’re
what happened, though—they’ll use it to motivate willing to dive into a situation and play things by
themselves at certain times. ear, they usually have a purpose for what they do.
• Cost: 4 Karma (not subject to doubling for When they try to get a rise out of someone, it’s to
purchase after character creation) see how they react. When they turn on the charm,
• Game Effect: All effects from steps one and it’s often to deflect suspicion. And when they pick
two are removed. The private investigator a fight, it’s because either they’re desperate or they
feels a certain incentive to work to serve think they can win it.
justice. Whenever they are talking to a Private investigators also think a lot about
client or Mr. Johnson, they make a Judge relationships. Their contacts are central to their
Intentions check; if they judge the person’s work—they reach out to them as a matter of
intentions to be honorable (whether they course at the start of any job. They are also always
did so accurately or inaccurately), they watching other people’s relationships and seeing
reduce their fees by ten percent, but they how they can use them. Does an employee seem
gain 2 dice on any Composure tests while overly devoted to their boss—or overly disloyal?
working the case. Can the private investigator ferret out who is in-
volved in illicit affairs and turn that information
to their advantage? Can they see who is bribing
whom and navigate a path through those relation-
ships? Those are the questions on their mind, and
if they do a good job of answering them, they’ll
succeed at their work.

PLAYING ADVICE // PRIVATE INVESTIGATOR


RACING
RIGGER
Racing riggers are all about the need for speed. Anything that takes away from speed should be
The racing rigger doesn’t go for that spider life, viewed with suspicion. Sure, a mounted gun might
controlling drones and other remote vehicle oper- be useful—one. Any more is worse than a luxu-
ations. They don’t (typically) jump into buildings, ry—it’s an impediment. And why would you need
aerospace platforms, building-sized craft like LTAs more, anyway? With your speed and maneuver-
or trains (tractor-trailer or locomotive), or any- ability, you should be able to gain positional ad-
thing classified as a ship. The racing rigger jumps vantage on anyone and put a shot where it hurts.
into the vehicle and becomes, in that moment, the Or better yet, just outrun them.
fastest metahuman alive. Which is all they want Some runners look sideways at the racing rig-
to be. ger. Speed is great, but that’s mainly for getaways.
What about the work on the inside? What good
racing rigger are they?
Racing riggers exist to teach you.
Backgrounds Racing riggers come from many different back-
grounds, and often develop different specialties. At
Racing riggers consider themselves to be the heart, the racing rigger has a deep understanding
purest form of driver. In their view, the whole rea- of both vehicles and other drivers. The racing rig-
son vehicles were invented is to get from point A to ger has to develop a strong intuition of how others
point B faster than other current available options. around them will act and react to their operations,
So outracing other drivers or captains or pilots is because no race actually occurs in a vacuum (even
showing that you know how to use a vehicle the those in space). The best way to develop intuition
way it was intended. in others’ behaviors is to develop a deep techni-

RACING RIGGER // BACKGROUNDS


cal and practical knowledge of tactics, procedures, • Life modules: Academy Training, Engineer,
and the physical workings and limitations of their Mechanic, Military, Public Transit Operator,
vehicles and people. Rigger, Shadowrunner, Event: You came
The racing rigger is an athlete. First, because no into a large sum of money 131
racing rigger spends all of their time jumped into

SHADOWRUN: SHADOW CAST


any vehicle, no matter how much they love it. Sec-
ond, because the laws of physics and nature don’t
Origins
care about ASIST and your sensory overrides. Of From the Streets
course, this also goes back to Rule Zero: Do not
stake your life on your control rig. If you can’t There are plenty of illicit and grey markets
operate a vehicle naked, you will eventually lose where a racing rigger could get their start. They
to someone who can. Racing riggers need to be could be born and raised within a pirate family
aware of their physical state, and it helps to be in or in a pirate haven (almost any Mediterranean,
athletic shape. Competition racers can lose several Southeast Asian, or Caribbean island), or on the
pounds of water weight in a match because they turf of go-gangs like the independent Ancients or
are running mental and physical marathons inside Yakuza-aligned Blue Dragons. They could also be
their cockpits. Their core muscles are tensed and young and hungry upstarts willing to do anything
exhausted. They need the muscle and willpower to to survive, like the JackPointer Turbo Bunny, who
focus on their vehicle and every other competitor used sheer will and determination to claw her way
on the track with limited senses. They also have to from nothing to make her name as a Seattle street
survive crashes. racer who eventually became a prime runner-level
This is another imperative: The racing rigger racing rigger.
has to know how to crash. No matter how skilled The racing riggers from the streets and seas
or lucky the racing rigger is, they will crash. This know there are practical reasons for the need for
means they have to know how to avoid or miti- speed, but that being fast doesn’t mean you can
gate the damage to themselves and their vehicles. be stupid. Outracing Lone Star or an Ares frigate
This is not simply a matter of physical survival. doesn’t matter if you deliver a stolen vehicle to a
Standard vehicle safety measures are remarkable fence in disrepair, or if you had to ditch the con-
in protecting occupants from death and serious traband the Milieu Marseilles syndicate is expect-
injury in all but the most extreme scenarios. The ing. Sometimes, the hare loses because the tortoise
knew when to let the heat blow over before mak-
racing rigger probably doesn’t have “standard”
ing the rendezvous.
safety features. Even if they have standard or bet-
And naturally, these stakes are elevated even
ter, they don’t matter. The racing rigger has to have
further for aerospace racing riggers. Hijacking a
the willpower to accept the crash and to keep op-
semi-tractor train redballing across the Rockies at
erating. That may mean the split-second difference
200 kph is dangerous, but nothing compared to
from surviving or dying in an ambush, but it may
hijacking an LTA cruising at 35,000 km AGL. At
also mean they can fix what’s broken and get back
the end of the day, the born-and-raised air pirates
into the race. Some people get traumatized from
and space jockeys all have places to call home,
car collisions for years. The racing rigger doesn’t
whether it’s the Last Chance Chicken Roost or
have the luxury of lingering on the trauma. They
Echo Station.
need to process it and dismiss it. This is even hard-
er for jumped-in riggers because they are the ve-
hicles. Crashes and combat damage are mentally Additional character
the same as being in a street brawl. The jumped- creation recommendations:
in rigger knows how to take a punch and to keep
punching back.. • Positive qualities: Always Ready, Bravado,
Determination, Grease Monkey, Junkyard
Recommendations King, Guts, Indomitable, Many Talents,
Team Player, Teflon Coating
for character creation:
• Life modules: Black Star Neo-Anarchist,
• Attributes: Reaction 6, Logic 5, Intuition 5 Ganger, Organized Crime, Traveler, Event:
You had to struggle to get by
• Skills: Engineering 4, Perception 5, Piloting 6
• Knowledge skills: [City] Traffic Patterns, From the Schools
[Vehicle type] Makes and Models
Many racing riggers come from rather mun-
• Positive qualities: Gearhead, Home Ground, dane worlds, where driving or flying was some-
Juryrigger thing they pursued professionally or fell into while
• Negative qualities: Addiction [BTLs, level performing other work. Sometimes, it’s a hobby
2), Astral Beacon, Social Stress that becomes a career. This can be someone who

BACKGROUNDS // RACING RIGGER


was into combat biking but developed their skills
professionally because they showed aptitude and
were able to get professional training through
132 sponsorship, patronage, or independent financing.
This scenario could also apply to other profession-
SHADOWRUN: SHADOW CAST

al car, boat, or airplane racers.

Additional character
creation recommendations:
• Positive qualities: Analytical Mind, Driving
Style: Stunt Driver, Many Talents, Silver
Lining, Speed Racer, Team Player, Teflon
Coating
• Life modules: Adept Training, Agent,
Bounty Hunter, Entertainer, Techinical
School, Event: Your hard work paid off

From the Fields of Fire


There is always the tried-and-true method of
earning one’s bones through the martial profes-
sions. Megacorporate, state, and independent
security and military/paramilitary forces always
need warm bodies to make other warm bodies …
not warm. Large institutions have the time and re-
sources to scout and develop talent and put that
talent to use better than anywhere else. They look
for people with the intelligence and physical ap-
titude to operate in non-rigged scenarios. Those
lucky enough to get implanted with control rigs,
or who are even luckier to have a magical talent
for the necessities of life as a racing rigger, then get
all of the training necessary to handle the experi-
ence of jumping into vehicles and operating them
like a professional athlete would wield their body
in competition.

Additional character
creation recommendations:
• Positive qualities: Always Ready, Analytical
Mind, Aptitude, Determination, Driving
Style: Combat Ace, Guts, Indomitable,
Many Talents, Team Player
• Life modules: Academy Training, Adept
Training, Agent, Bodyguard, Covert Ops,
Ganger, Organized Crime, Patrol Cop,
Technical School, Event: You learned a
harsh truth about the world

Types of Racing Riggers


Stoppo
This is the classic version of the racer rigger in
the shadows. When the team runs out of the build-

RACING RIGGER // BACKGROUNDS


ing where they staged a job, the stoppo is there, ever. Sometimes these are recorded on non-wire-
sitting in their vehicle, ready to gun the engine and less storage devices; sometimes they’re actually
make a getaway. on paper—paper that will be burned or eaten af-
Stoppos seem to have been born with a steering ter they’re read. 133
wheel in their hands. They are highly instinctive All of this needs a courier. Wait, you say, hold

SHADOWRUN: SHADOW CAST


drivers—when they talk about traffic flow, they up—what you mean is, all of this needs a drone.
mean something different than the rest of us do. Why put a person on the job—a person who has
We just mean how it moves, they mean how it lives demands such as food, shelter, and payment—
and breathes. All the vehicles, working together, when you can have a machine do it? Let us count
form a kind of organism to them, and they are the reasons:
in the bloodstream, feeling the flow and trying to
1. Couriers aren’t hackable (though they are
beat it.
bribable).
Stoppos hate steering remotely and absolute-
ly love being jumped into their vehicles. To them, 2. Drones might be as good as couriers in
even just sitting behind the wheel instead of being responding to traffic, but couriers can
jumped in is too remote, like playing a video game read a situation better. Is that DocWagon
about driving instead of actually driving. They unit blocking the street legit or staged to
crave the feel of the road, the smell of burning rub- interfere with your job? A skilled courier
ber and exhaust, and the sight distant objects com- will know.
ing closer quickly as they gain speed. 3. People have slightly more compunction
Stoppos do not have to find the shadows—the about shooting down a courier than
shadows find them. If you have the ability to get shooting down a drone.
someone out of a sticky situation before law en-
forcement catches up to them, someone will no- 4. Couriers give better information about
tice. And the shadows will make you an offer you what they saw on the way, in case you need
can’t refuse. to know.
5. Couriers aren’t hackable. I know I said that
Additional character already, but it’s really important.
creation recommendations: Drones, of course, have the reputation of be-
ing faster, often being able to fly from point A to
• Attributes: Reaction 7, Willpower 3+ point B without interference, while living couriers
• Skills: Firearms 3+ often have to use the streets. This makes them ded-
icated to speed and incredibly creative about how
• Positive Qualities: Exceptional Attribute they find a route. Bicycle couriers in some sprawls
• Knowledge Skills: Driving Techniques exhibit the wheeled equivalent to parkour, doing
• Life modules: Blue-Collar Laborer things like running their bikes (or riding them)
through the lobby of a building if it provides a
shortcut, hitching a ride on the back of delivery
Courier trucks, hopping over curbs to cut a sharp corner,
The Sixth World entered the information age and more. GridGuide, needless to say, has no pow-
decades ago. Everywhere you go, an amount of er over them. They choose their own route and
information equal to the entire compiled knowl- speed, forever and always. If they can’t beat a car
edge of the human race previous to 1600 is shoot- across town, they quit.
ing past your face at incredibly high speeds. Bars, While a rigger courier might not let drones car-
workplaces, even relationships are all virtual now. ry their package, they can still use them. They pro-
So who needs to move physical objects from one vide eyes in the sky, armed interference, and other
place to another these days? functions. They also finely tune whatever vehicle
More people than you’d think. You can’t ship they use, making sure it won’t fall over when they
magical reagents over the Matrix. Planes, ships, need to pay attention to other things, like someone
cars, and motorcycles all come into use for that, leveling automatic weapons fire at them.
depending on the volume. Delivery food remains in A standout courier is an obvious candidate for
high demand—sometimes that’s completed meals, the shadows. In fact, their slide to the shadows is
sometimes that’s select ingredients. There also is a often easy—they carry some piece of illicit cargo
good market for gems and jewelry being moved and make friends of the people they work with
across various sprawls. and enemies of law enforcement and rival factions.
Then there’s the information people don’t Next thing they know they’re doing jobs for their
want to put on the Matrix. Plans for prototype friends and fighting their foes, and boom, they’re
devices. Plans for illicit activity. Plans you do not shadowrunners. And they’re still the fastest thing
want any hacker to accidentally wander into, in the sprawl.

BACKGROUNDS // RACING RIGGER


Additional character to the second way an interceptor can function—
creation recommendations: as a pirate. Pirates have the goal of meeting an
in-transit vehicle and taking things from them, up
134 • Attributes: Agility 3+ to an including the full vehicle. Some law-enforce-
ment officials play interceptor roles, catching up to
• Skills: Outdoors 3+
SHADOWRUN: SHADOW CAST

speeding vehicles, smugglers, or other lawbreakers


• Knowledge Skills: GridGuide Systems in order to bring them to justice—or collect a nice
• Life modules: Courier bribe from them.
While the stoppo and the courier are kind of
playing a large game of dodge ball, avoiding any
Blocker/Decoy obstacles that might slow them down, the inter-
It’s always easier to get somewhere without be- ceptor is playing chess. They want to think ahead
ing seen when everyone who does the watching is about where their target is going, how they will
somewhere else. The car that tears along the in- get there, and most importantly, where they can
terstate at 200 kilometers an hour makes life easy beat them to the punch. The interceptor is a mas-
for one that comes along a few minutes later trun- ter of geography, routes, and seizing slight advan-
dling along at only 175. A drunken boat pilot who tages. The stop you avoid here, the ten seconds
keeps forgetting what slip they’re supposed to go you save, can be the margin that puts you in front
to makes it easier for a small craft to sneak in un- of your target. It may take several such ten-sec-
noticed. ond increments to make up the gap between the
The blocker is a rigger con man, putting on a interceptor and target, but if that’s what it takes,
show so that the real trick can continue unseen. that’s what the interceptor will do. They have the
They don’t necessarily need the pure speed of other confidence to build a strategy and the patience to
racing riggers, because for them, it’s often okay if carry it out.
they get caught. It can’t happen too soon, or the The interceptor who is stealing other people’s
watching eyes will return to their duties too quick- stolen goods, or the pirate out to find a haul for
ly. But send them on a merry chase, then give them themselves, have a short path to the shadows. The
a nice story that will keep your punishment to a law enforcement interceptor’s path is longer. May-
minimum (ideally a fine that will be expensed to be they got on the wrong side of some other pow-
Mr. Johnson), and you’ll have accomplished your erful officers and found themselves drummed out
mission. of the force. Maybe the regimented grind of corp
The blocker needs good piloting skills, because life got to them, and they decided to use their skills
they have to do maneuvers that get the attention of to be their own boss. Or maybe they realized the
traffic monitors without killing themselves, but they people they intercepted were dong far less damage
also have to be something of a con artist, since they to the world than the people they were working
often have to act like something they are not and for, so it was time for them to switch sides.
tell a convincing story to those to finally stop them
The blocker’s path to the shadows is simple— Additional character
their work is about helping illicit activity happen
without notice. Which is to say, they’re already creation recommendations:
there. • Attributes: Willpower 3+
• Skills: Outdoors 3+
Additional character
creation recommendations: • Knowledge Skills: Mechanical Physics
• Life modules: Investigator
• Attributes: Willpower 3+
• Skills: Con 3+ Smuggler/Coyote
• Knowledge Skills: Driving Techniques In some ways, this background is like a stealth
• Life modules: Bodyguard courier. They still want to get things from point A
to point B, but it’s about more than blinding speed.
Sometimes speed is important, but it can also be
Interceptor tremendously useful to pick routes that will not
The title of interceptor covers a few different be seen. While a full-on interceptor or stoppo may
but related aspects of rigging. Sometimes it’s about not have taken the time to learn all the tunnels and
tracking down another racing rigger—a stoppo or waterways of Seattle’s Underground, the smuggler
a courier, for instance—and preventing them from absolutely will have. They often benefit from part-
continuing to move whatever it is they’re carrying. nering with a blocker to take eyes away from what
Or just straight taking it from them. That connects they’re doing, but they don’t always have that lux-

RACING RIGGER // BACKGROUNDS


ury. So sometimes, they have to rely on their skills aerial and ground drones move here and there,
and their route. Knowing the gaps in security sur- carrying parts, affixing parts to other parts, and
veillance, squeezing through places no one thought doing all the work needed to assemble drones.
they could, and relying on routes everyone else for- Multiple models are made here, since common 135
got about are some of their key tricks. parts can be shared between models. The factory

SHADOWRUN: SHADOW CAST


Smugglers and coyotes don’t have to find a path is hundreds of meters long and wide and without
to the shadows—they’re already there. They just interior walls, though there are several conveyer
need to find someone who will pay them what belts and large pieces of machinery that serve to
their skills are worth. break up the factory floor.
A flying drone has entered the factory, carrying
Additional character a vital piece of information. This could be what-
ever the gamemaster wants it to be—a commlink
creation recommendations: with valuable commcodes or design schematics, a
packet of reagents, valuable gems, whatever. The
• Attributes: Agility 3+ drone enters the factory to shake any tail, or per-
• Skills: Stealth 3+ haps injure anyone following it. This should be-
• Knowledge Skills: Smuggling Routes come a mad chase through the large space. Drone
after drone will present themselves as an obsta-
• Life modules: Smuggler cle, including the inevitable security drones firing
Stick-n-Shock ammo. The motion in the factory is
racing rigger constant, so the racing rigger needs to stay in mo-
tion too, in order to avoid the obstacles and even-
Plot Hooks & tually catch the target drone.

Adventure seeds The Getaway Gauntlet


The Whomp-Snapper Rally It’s a simple job—wait outside the bank for your
crew, and when they come out, get them away, fast.
The rich and amoral cause a lot of hell and mis- The job starts out trickier when the police arrive
ery in the Sixth World, but sometimes their par- faster than expected and need to be outrun. Then,
ticular frame of mind opens up an opportunity. A when the team arrives at their safe house, they find
small coalition of the ultra-rich want to hold sep- it’s been compromised, and a rival team is waiting
arate rallies across every continent of the world, for them there.
including Antarctica. There will be a start time, Things don’t get better from there. The driver
a registered list of racers, a designated finish line, has to dash across the sprawl, from one end to the
and those will be the only official procedures in other, encountering obstacle after obstacle. These
place. First person across the finish line wins—and obstacles can include:
collects five million nuyen. • A gang fight that breaks out in a street in
The racing rigger can either join the contest front of them.
themselves or get a sponsor—someone who will
help them get the ride need in return for half of • A massive twelve-car pileup on a highway.
the prize money. The rigger is told to draft a team,
• A rampaging juggernaut that escaped from
and if they’re smart, they’ll get one. The race will
a zoo.
be a whole lot easier with a shooter, a hacker, a
spellslinger, and a face at their side. But the rigger • A free spirit of air whipping itself into a
will be taking the lead. tornado.
Any number of obstacles can be thrown at the The runners, especially the rigger, should be
rigger and their team as they make their journey. tested by these events, with exhaustion eventually
Violence from other drivers, aggressive law en- taking a toll as they can’t get to a place to rest.
forcement efforts, stampedes of rampaging critters,
even simple traffic jams can all afflict the team as racing rigger
they make their way across the route. If they want
to succeed, these obstacles should be encountered
at high-speed—any slowdown could cost the team Quality Paths
five million nuyen.
The Racing Family
In this quality path, a racing rigger builds a
The Drone Factory connection with other racers, and they look out
There is a massive factory in the middle of a for each other. Of course, family comes with ob-
sprawl that uses drones to make drones. Both ligations …

PLOT HOOKS & ADVENTURE SEEDS // RACING RIGGER


To start this path, the racing rigger needs to Composure (5) test. If they fail, they cannot
have engaged in three separate drag races with the gain or spend Edge that hour.
same individual. The gamemaster can determine how fre-
136 quently these requests come in; it should be
The Society of Speed about once a month in game terms, but this
SHADOWRUN: SHADOW CAST

can be adjusted as the gamemaster sees fit,


The racing rigger has been through some diffi- especially if it helps a plot move forward.
cult races with other riggers, and that has built a
mutual respect. They now know some people who
are skilled drivers and mechanics they can call on Wreck and Recovery
when needed. In this quality path, the racing rigger forms a
• Karma Cost: 5 Karma bond with one special vehicle and then loses it in
spectacular fashion. They then must try to recover
• Game Effect: The rigger gains two contacts, from their loss.
both at Loyalty 2 and Connection 2. One
is a rigger (use stats on p. 86, SR6); the
other is a mechanic (use stats on p. 214, Signature Vehicle
SR6). They move on to the next step of This quality path starts when the rigger has
this quality path when these contacts and some good fortune with a particular vehicle that
the rigger have earned 10 Favor Points makes it one that they trust above all others. Char-
from each other (see p. 172, Sixth World acters can buy this quality when they get 8 or more
Companion). hits on a Piloting test with a threshold or a number
of opposed hits of 5 or more. The fact that the rig-
Closer Contacts ger succeeded with relative ease tells them that this
is the vehicle for them.
The rigger is developing a deeper bond with
their racing friends. • Karma Cost: 12 Karma
• Karma Cost: 6 points • Game Effect: Edge Actions and Boosts cost
1 less when the PC is driving their signature
• Game Effect: Increase the Connection vehicle.
and Loyalty of the rigger and mechanic
contacts from The Society of Speed by 1
apiece. Additionally, when the PC and these
Devastating Crash
contacts use the Give ally 1 Edge (p. 46, This quality comes into play when the rigger
SR6) Edge Boost, once per encounter it critically glitches on a Piloting test while in their
costs only 1 Edge instead of the normal 2. signature vehicle. This causes the vehicle to crash,
This comes with responsibility, though; for totaling it and likely injuring the rigger. The effects
every month of in-game time that passes, of the Signature Vehicle quality go away. The phys-
the PC owes 1 Favor Point to each contact. ical injuries can be determined by game mechanics;
The character takes the next step in the this quality deals with the emotional wreckage.
quality path when they have paid off a total • Karma Bonus: 4 Karma
of 20 Favor Points between the two contacts.
• Game Effect: The racing rigger feels a
lack of confidence without their signature
Nothing Is Bigger than Family vehicle. Whenever they start piloting a
The rigger and mechanic contacts are close to vehicle, they must make a Composure (3)
the PC now, and they act in unified fashion. When test. If they fail, they cannot gain or spend
help is needed, the PC is there to deliver it. Edge for the duration of their trip. And no,
stopping the vehicle, getting out for a few
• Karma Cost: 6 Karma
minutes, and then getting back in does not
• Game Effect: Increase the Connection and count as starting a new trip. They must
Loyalty of the rigger and mechanic contacts reach whatever destination they intended
from The Society of Speed by 1 apiece. when they first made the Composure test in
The Give Ally 1 Edge boost always costs 1 order to complete that trip and then start a
Karma when used between the PC, rigger new one.
contact, and mechanic contact. The price This quality ends when two conditions
is that the PC prioritizes the rigger and are met. First, the PC recovers fully from all
mechanic over anyone else. If they ask for wounds incurred in the initial crash. Second,
help, the PC needs to drop anything else they must meet a mission goal during a trip
and go help them. For every hour they do where they failed their Composure test. A
not go off to help them, they must make a “mission goal” is the thing they wanted to

RACING RIGGER // QUALITY PATHS


achieve when a particular trip was begun. planning, logistical, and strategy skills that could
This could include transporting goods, out- make them a team leader. Knowing what deckers
running the cops, bringing a passenger to can and can’t do makes them useful in coordi-
a specific place, or something similar. This nating active operations. They could even be the 137
helps them rebuild their confidence, so they decker. That function isn’t just a manner of ma-

SHADOWRUN: SHADOW CAST


can move to the next step (when they spend nipulating GridGuide or remote vehicles. It’s also
enough Karma). knowing what information to collect from one’s
environment and what disinformation to feed to
Rigger Equilibrium opponents. Stoppos and stealth couriers who use
and make “sleeper” vehicles are working on the
Whereas the PC once had a vehicle that was like same principles as someone who dons a rutheni-
a lucky charm to them, they have reached a great- um sneak suit or a full body disguise. The racing
er sense of equilibrium, where they know success rigger with a thieving background is also going to
does not depend on the vehicle they drive—it de- have some sick infiltration and electronics skills
pends on them. to bypass security.
• Karma Cost: 8 Karma There are racing riggers who are adepts, magi-
cians, technomancers, and miscellaneous because
• Game Effect: The PC no longer needs to deal the need for speed doesn’t drive just mundanes (or
with the effects of the Devastating Crash metahumans). Naturally, utility and split charac-
quality. Their equilibrium means they don’t ters aren’t going to be as good as dedicated riggers
panic, and they rise to challenges with a on paper. However, racing riggers, like the other
certain sense of calm and lack of panic. On characters in this book, are not just stats and gear.
any Piloting test with a threshold of 5 or They are people with intelligence, motivations,
more (or an Opposed test that got 5 or more experiences, and biases. The elements that make
hits), the PC gains 1 extra die for their test. strong racing riggers aren’t just how to shave
nanoseconds off the route from A to B. The racing
racing rigger rigger gets from A to B in a world with pedestrians,
cops, and Mother Nature. The racing rigger can
playing Advice be anyone: from the lithe elven street racer or the
stereotypical dwarven tinkerer to the troll getaway
The primary skills the racing rigger needs and driver.
how to use them should be clear. A boost to the The heart of a racing rigger is piloting vehicles,
character can come from building a secondary so they should do that will both skill and strategy.
skills set, and some of those choices depend on Going fast is the easy part—just hit the accelerator
which background the player wants to use. The and let the machine go. The real trick is knowing
smuggler/coyote should have some Stealth, which how to use that speed. If you were racing on some
could come in handy in a number of non-driving salt flats, pure speed would be enough, but that
situations. The stoppo needs high Reaction, which usually isn’t the case. There are turns, corners, oth-
is a step toward having a high initiative—having a er vehicles, weather effects, and more. Knowing
good combat skill could let them get a quick lick how to anticipate these elements and what others
in during battle. The interceptor’s high Logic could will do in them is critical.
put them on the road to being a part-time hack- It’s also important to know what vehicles can
er. Finding a secondary skillset can help the racing and cannot do. Know if you have more speed,
rigger feel useful in more situations. better acceleration, or better handling than the
The racing rigger has many specialized uses, opposition, and then be prepared to exploit your
but they can also be effective utility players. Their advantage. Be prepared to mess with others’ ex-
attributes and physical skills overlap with com- pectations—go slower than your max speed for a
bat-focused roles and scenarios outside of their while, only to kick it higher when the time is right.
vehicles. They should be able to hold their own Watch the habits of the people chasing you (or
in physical activities and combat. Their “soft” that you’re chasing). Do they gun it into corners or
skills of Stealth, Perception, and Etiquette, along pause to get a clear view of what is ahead of them?
with various Knowledge Skills, make them useful Do they avoid alleys? How much regard do they
before combat or to prevent combat. The racing show for others’ lives? Knowing all this will help
rigger who can be dropped in any sprawl and you guess where other vehicles are going, and you
find the local street racer hangout in ten min- can then try to get there first.
utes is already one step ahead in building the Information is important. A rigger tapped into
sort of connections the team’s face can exploit. GridGuide cameras will beat one driving blind ev-
Their spatial and psychological awareness of how ery time. A t-bird pilot who can get a quick aerial
people act and react may extend beyond the ve- look at the canyon they’re going to fly through is
hicle. Someone who can navigate and pilot has better served than one who is just reacting. Know

PLAYING ADVICE // RACING RIGGER


as much about what is going on around you as you
can, and use that knowledge well.
The most important piece of advice for racing
138 riggers is the one they already know: Ignore fear.
Push your vehicle to its limits, rocket ahead, and
SHADOWRUN: SHADOW CAST

let any nerves you feel amp up your energy instead


of slow you down.
The best part about playing racing riggers is
that they tend to be idiosyncratic. The racing rig-
ger is not going to be a hyper-minimalist, antiso-
cial loner. They are going to have totems, rituals
and customs, personal styles, and social presence.
The racing rigger spend a lot of time in their ve-
hicle, and that space had better be as physically
and mentally comfortable or familiar as possible
given the amount of time they spend and the work
they do in it. The life of a person whose speciality
comes from repetition and multiple iterations of
the same tasks in the same spaces is going come
with certain behavioral quirks and mannerisms.
This is why, like athletes, the racing rigger is prone
to totems and rituals and superstitions. Play this
up, because it can be light or can be the inspiration
for a run with deadly consequences where things
go sideways because the ritual was broken.

RACING RIGGER // PLAYING ADVICE


SNIPER

Sniper pictions in fiction. The concept of a death-dealing


bullet arriving with preternatural precision—from
Backgrounds an impossible distance, outrunning the telltale
crack of the rifle—is both terrifying and thrilling
> Being “good with a rifle” doesn’t make you a sniper. for an audience. They are commonly understood
Snipers are, of course, good with a rifle, but the distinction to be morale-sapping terrors on the battlefield and
between a sniper and a sharpshooter lies in the other ninety-five the enders of crises when hostage negotiations fail.
percent of the job snipers do besides pulling triggers. A sniper The image of the deadly assassin with an enor-
is a trained observer and gatherer of intelligence. A sniper mous rifle graces the title screens of more movies
is a mathematician who performs computations too complex and trideos than can be easily counted. While root-
for smartlink technology to factor out. A sniper is a master of ed in kernels of truth, these depictions are usually
illusion and can move as silently as a shadow. In fact, a sniper
as distorted from truth as are the shadowrunners
in Karl Kombatmage. Professional snipers, as op-
is a master of not only the parameters of the physical world but
posed to action heroes and villains, are consum-
also the capabilities and limitations of the Matrix and the astral
mate team players. Their training is rooted in one
plane. A sniper is a psychologist who knows the enemy’s mind. or both of two broad categories: military and law
You might even say being “good with a rifle” is one of the enforcement. Either way, snipers act in support of
least important things about being a sniper. and in concert with a larger team.
> Tsét’soyé No matter the background of a sniper’s training,
their archetype-defining feature is marksmanship.
Many shadowrunners view snipers the same Although their niche far exceeds the role of putting
way the public does—through their perennial de- holes in targets, the rest of their abilities are ulti-

BACKGROUNDS // SNIPER
mately for naught if they don’t hit what they shoot
at. Snipers are another breed entirely from the
better-known gun-toting archetypes such as street
140 samurai and weapon specialists that they might su-
perficially resemble. Reaction speed and graceful,
SHADOWRUN: SHADOW CAST

fluid motor control are paramount to such infight-


ers, but they are almost secondary in concern when
firing your weapon from a virtually motionless
supported or prone position. Mental agility can
be far more important than physical agility, as ex-
tremely long-range shots require compensating for
factors completely ignored during close infighting,
such as the rotation of the earth. Because snipers
spend much more time waiting for the moment
to fire than sending ordnance downrange, they
also require mental fortitude and practiced disci-
pline to combat eye fatigue, maintain wakefulness,
spot concealed targets, and generally remain alert.
Furthermore, taking aim for long periods of time
draws directly on willpower and training.
Every hunter knows that marksmanship is only
a fraction of the entire skillset required to bring
down a critter. The arts of stealth, particularly
camouflage, and a keen understanding of both
their target and the terrain conditions must also
be employed correctly to even get the shot in the
first place. This is just as true for snipers but can
get quite a bit more complicated when they are
hunting sentient prey. They must rival a covert-ops
specialist in stealth, but snipers will often be forced
to rely more heavily on camouflage than silence.
Snipers are intimately focused on understanding
their environment, both to maximize their conceal-
ment and to anticipate their targets’ actions. For
a sniper, mastering camouflage and perception are
two sides of the same coin.
A key difference between a sniper and a hunt-
er lies in intelligence gathering. Every sniper is a
trained observer, and as such they put their mas-
tery of perception to full-time use. Given a suit-
able vantage point and surveillance equipment, a
perceptive sniper will learn security procedures
and identify weaknesses therein, discern numbers
of personnel onsite, infer the purpose of structures
through usage patterns, and frankly any number
of extremely useful pieces of information shadow-
runners would find invaluable. While observation
over time comes with the inherent downside of
needing time to pass, it can provide intelligence
that hackers or faces might not ever discover via
their own avenues. And at the very least, a sniper’s
gathered intelligence can augment their legwork or
even stand in for it entirely, if a team lacks those
kinds of runners.
The sniper archetype isn’t defined solely by their
skillset. There are several key abilities that snipers
must acquire, whether via magic, augmentation, or
equipment. The most prominent tool in their arsenal
is their weapon. Sniper rifles are built for precision
and range rather than portability and rate of fire.

SNIPER // BACKGROUNDS
Snipers are always rewarded when enhancing their not even be intended to hit any target in particu-
weapon’s accuracy by whatever means are available lar—once the bullets start flying, military snipers
to them, whether technological or magical. Mod- are often employed to sap morale with nuisance fire
ern firearms can employ a wide array of different or to prevent movement in undesired directions. Of 141
types of ammunition, which permits snipers to em- course, when tactically necessary, military snipers

SHADOWRUN: SHADOW CAST


ploy their primary tool to accomplish more tasks won’t hesitate to kill. Ultimately, the best counter to
than just putting holes in things! Snipers will also a hostile sniper is a friendly sniper.
require significant vision enhancements to properly In contrast to military snipers, law-enforcement
fill their niche. Optical magnification and night-vi- snipers lean less on intelligence-gathering and more
sion options provide obvious advantages, but there on firing for effect. While both kinds of snipers act in
are so many more possibilities beyond that. Endo- concert with larger teams, law-enforcement snipers
scopes or drones allow a sniper to gain visual access are typically operating in much closer proximity to
to walled-off spaces otherwise shielded from line of their supported team. Where a military sniper pre-
sight. Thermographic vision can potentially allow a fers to engage targets at hundreds or even thousands
sniper to discern targets’ locations through opaque of meters, law-enforcement snipers are usually no
barriers as well, depending on conditions. Even more than fifty meters away from potential targets.
though snipers will often remain stationary for long They have diminished need for extreme magnifica-
periods once in position, getting into that position tion; indeed, having a low zoom is more advanta-
usually requires more than just skill. Depending on geous within one hundred meters because it allows
the mission at hand, snipers may need climbing gear, a sniper to maintain a wider field of view while em-
lock-breaking equipment, or even demolitions. And ploying a scope. Due to their closer deployment to
last but certainly not least, snipers lean heavily on potential targets, law-enforcement snipers will often
equipment, augmentations, or magic that enhances take shots that are not aimed at center mass. Sev-
their ability to remain undetected. Snipers may need ering the brain stem is a hallmark high threat re-
advantages beyond camouflage or invisibility; for sponse sniper’s tactic, because success will not only
example, a sniper with internal air tank cyberware instantly incapacitate the target, it will also prevent
can go for hours without their breath giving them them from reflexively firing a weapon or triggering
away in cold weather or to thermographic sensors. an explosive. This closer proximity to their team-
As mentioned previously, snipers tend to have mates and diminished need for powerful optics
some sort of a military or law enforcement back- means law-enforcement snipers are relied upon
ground. While the role of the archetype remains the less for intelligence-gathering. However, during
same between the two types of snipers, they focus standoffs or crises, they are the natural actors to
on different dimensions and usually employ fairly supplement or even perform intelligence-gathering
different tactics. Military snipers focus primarily behind hostage-takers’ barricades and to keep tabs
on scouting and intelligence-gathering. They com- on terrorists’ movements throughout an occupied
monly employ sophisticated surveillance equipment structure. Whereas military snipers are as familiar
such as powerful vision magnification, laser micro- with explosives as any warfighter, law-enforcement
phones, overhead spy drones, and so on. When mag- snipers can rival an ordnance-removal team’s train-
ically capable, these kinds of snipers find great value ing. They will often be required to rig explosives to
in remote-sensing capabilities such as clairvoyance shatter windows or other barriers in concert with
or astral projection. The ability to use camouflage their shot, so that their bullet’s path is not deflected
is paramount because they will typically achieve an or even stopped outright.
observation point and then remain there more or Shadowrunning snipers will typically come
less motionless for extended periods of time. They from one or both backgrounds, even if their per-
will typically employ ghillie suits or blankets be- sonal path is unconventional. For example, snipers
cause they are a cheap, effective, and best of all de- who got their start as insurgents in a war zones or
pendable option to blend in with their environment. as hunters will resemble the skillset of a military
More sophisticated measures such as ruthenium sniper. Assassins or gang warriors will often em-
tech or invisibility magic are also highly desirable, ploy tactics that resemble law enforcement snip-
but these can be subverted. Even worse, they can ers. No matter the background, snipers running
give away the sniper’s location to hackers or astral the shadows must be proficient in and be able to
observers. When military snipers employ their ri- combine both schools of tactics.
fle, they prefer to be at ranges as extreme as pos-
sible—beyond the range of their targets’ weapons, recommendations for
preferably. Their fire can, of course, be sent with the
intent to kill; typically, they aim for center mass to character creation
minimize the chance of a miss at the extreme ranges
they prefer. Military snipers, however, are perhaps • Attributes: Agility 6, Reaction 5, Logic 5
even more often destroying materiel that is much • Skills: Athletics 4, Close Combat 4,
more valuable than any single soldier. Their fire may Firearms 6, Influence 2, Stealth 5

BACKGROUNDS // SNIPER
• Knowledge skills: Architectural Design, Mr. J doesn’t want to rely on an unknown sniper’s
Firearm Models, Security Tactics skill, or perhaps the runners are known or expect-
• Positive qualities: Analytical Mind, ed to balk at cold-blooded murder while still being
142 Blandness, Guts, Photographic Memory amenable to taking some blood money watching a
hitman’s back. The team must assist the sniper in
• Negative qualities: Incompetent (Cracking),
SHADOWRUN: SHADOW CAST

stalking the prey, preparing the ambush, and then


Prejudiced (Security Officers) getting away clean.
• Life modules: Academy Training, Adept
Training (if adept), Agent, Athlete, Personal Vendetta
Bodyguard, Courier, Covert Ops, Detective,
Guide, Investigator, Military, Organized As above, but with a twist: Mr. Johnson’s in-
Crime, Patrol Cop, Security Guard, Traveler, tended victim turns out to be one or more runners’
Event: Your hard work paid off friend or contact. The team must wrangle with the
dilemma of whether to betray one side or the other,
or to just drop the job entirely. If the target gets
The following addition wind of the surveillance, or knew the hit was com-
is for adept snipers: ing, they might reach out to the runners to try to
convince Mr. J to reverse their decision. Either way,
• Adept powers: Attribute Boost (Agility), the party must decide how to handle Mr. J’s loyal
Critical Strike, Enhanced Accuracy, hitman, who has no compunctions about killing.
Enhanced Perception, Improved Ability
(Firearms), Improved Reflexes, Traceless
Walk, Wall Running Returning Warrior
A Ghost Dance War veteran has returned from
sniper Dis in a manner similar to warriors from other
past conflicts appearing recently around the Sixth
Plot Hooks World. This sniper fought alongside the legendary
figures Tyee and Daniel Howling Coyote, but he
Lone-wolf snipers are trideo characters or am- was presumed killed in action when he was sucked
ateurs who won’t last long in the shadows. Profes- away to the metaplanes in a byproduct of that war’s
sional snipers work as a part of a team, even if that earth-shaking ritual magic. Because he disappeared
team’s primary job is to serve as patsies who can before the Native American Nations’ governments
be blamed for their actions. This means that even were formed, or before any SINs were ever issued,
shadowrunners who don’t ordinarily work along- he could not reclaim his own identity after returning
side a sniper might be paired with a freelancer for to the people and land he once fought for. Bitter and
the odd job here or there. Worse still are the oc- sullen, he squats in the tribal wilderness and warns
casions where shadowrunners have slotted off the away law enforcement with gunfire. A NAN ranger
wrong party. There are few ways safer to express is intrigued by this sniper but cannot convince the
hostility with professional shadowrunners than hermit to permit any tribal officials to approach.
from extreme range. Several hooks, seeds, and plot Having heard the rumors about his wild claims, she
twists incorporating snipers are provided below. reaches out to shadowrunners to identify this mys-
terious stranger, track him down, and convince him
Vendetta’s End to agree to meet with her to finally tell his tale. If the
story is proven true, she will help him reclaim his
Mr. Johnson has a vendetta. Their rival com- position among his people.
mands prestige and resources comparable to their
own, and the two have stepped on each other’s in-
terests in the poorly delineated shadow community Path of the Juggernaut
numerous times in the past. These transgressions A corporate hotshot with more ego than com-
began innocuously enough, but somewhere along mon sense fancies themself a big game hunter.
the line one side didn’t satisfy the other’s expecta- They’ve hunted many of the Sixth World’s most
tions for courtesy and the slights became deliber- dangerous beasts, including piasma, martichoras-
ate. The feud has been going on for some time, but es, and wyverns, and they’ve made trophies out of
for the most part it has remained professional— them all. Unable to simply rest on their successes,
until now. Mr. Johnson has decided to end the ri- they wish to bag North America’s most notorious
valry permanently. Naturally Mr. J requires assets prize—a ground-shaking juggernaut. Although
who cannot be linked back to them by their rival. skilled enough as a rifleman, the would-be hunter
However, Mr. J wants to use their own henchman will require guides to track down and find their
to pull the trigger for any number of reasons: the prey for them on the dusty plains of Texas, and
killing must be done in house for reasons of honor, act as go-betweens to shield them from desperate

SNIPER // PLOT HOOKS


locals who are (rightfully) concerned that attack- rupt whatever fell ritual they’re performing, and
ing the beast will cause more damage than simply return his priceless totem before it can be used by
letting it bumble about. And, without a doubt, the anyone else against him. Quickly!
would-be big game hunter will require help bring- 143
ing the beast down and surviving its rampage after Sniper

SHADOWRUN: SHADOW CAST


provoking it.
quality path
Imitation Juggernaut
As above, but with a twist: the big game hunt-
Hunter of Gunmen
er has mistaken rumors about a huge, armored, Starting Point
and unstoppable beast in the Texas panhandle for
“merely” being about a twenty-meter-long Awak- To start on this path, the runner must be a
ened armadillo. Once they find the beast, they dis- trained sniper, whether self-taught or having had
cover it is in fact an ornery western dragon that prior professional service. Mechanically, this re-
violently wants to be left the frag alone. This dis- quires at least 4 ranks in the Perception skill, as
covery only amplifies the big game hunter’s blood- well as a Rifles specialization or expertise in Fire-
lust for a trophy, rather than quenching it. arms. Furthermore, the character must have at
least 2 knowledge skills appropriate to the arche-
type, such as Ballistics, Mathematics, Small Unit
Keeping the Peace Tactics, Surveillance Techniques, etc. Lastly, the
A big meeting between two hostile shadow fac- character must own or at least regularly operate a
tions is going down. A respected fixer is brokering rifle with an Extreme range AR value of 8 or more.
the meet and responsible for enforcing the peace During any step on this path, a runner may
between the two sides. The fixer has chosen a junk- substitute Logic for Agility when making Firearms
yard maze of stacked streetcars as the venue, and (Rifles) tests when all of the following conditions
they have hired the runners for security. They have apply: the sniper is attacking a target at Far or Ex-
several hours before the parties are notified of the treme range, the sniper is prone, and the sniper is
venue to make their preparations and to prevent benefitting from a Take Aim bonus.
either side from establishing an ambush of their
own. During the meet, the runners must ensure the Step One: Professionally
agreed-upon security details are dealt with if they Instructed Gunman
breach the peace.
No one acquires a sniper’s skill set without a
lot of experience or training. It usually takes both!
Keeping the Peace Redux Complicating matters, everyone who employs a
As above, but with a twist: Someone’s OPSEC rifle tends to self-identify as a sniper, particularly
was foul, and Lone Star has gotten wind of the the less capable, less disciplined shooters. The lat-
meeting between known underworld figures. They ter phenomenon cheapens the title and can result
hang back and allow the meeting to unfold, but in a self-professed sniper’s capabilities being ques-
before it can conclude, they move in to arrest ev- tioned by experienced professionals. Since many
eryone caught in their dragnet. Ideally, the runners trained snipers come from the law-abiding side of
will detect the Star’s net before it’s thrown, but Sixth World society, they are often met with suspi-
they are still, as representatives of the facilitating cion by lifelong-SINless on that basis—even if the
fixer, responsible for guaranteeing the escape of sniper never worked for the Man themselves.
both parties without allowing either side to mur- Despite all this, even novice snipers or those still
der the other. And, ideally, without getting arrested in training tend to receive much respect from those
themselves. they work with and fight alongside. But to differ-
entiate them from the true hunters on the next
level, troopers in military and paramilitary service
Taking the Tooth affectionately refer to them as PIGs: professional-
A sniper of renown in the shadows has made ly instructed gunmen. These snipers already have
enemies in a magical lodge. Unfortunately for him, proficiency in marksmanship, so their primary
they have managed to steal his cherished and deep- drive to improve is in becoming the perfect compo-
ly personal Hog’s Tooth (see Quality Path: Hunter nent of a tactical machine. The “PIG” appellation
of Gunmen, below). For all the skills an elite sniper is even used in the shadow community, the name
possesses, resisting whatever ritual magic they’re first brought there either by the numerous mercs
about to cast onto them through the item is not and former military members or used to describe
something they are equipped to defend against. He former police SWAT snipers turned to the shad-
needs allies to track down his enemies’ lodge, dis- ows. Even shadowrunning snipers who never wore

QUALITY PATH // SNIPER


any uniform can find themselves on the PIG’s path that seem impossible to onlookers. While
when they become part of a recurring team. This the runner is shooting with a rifle at a target
drive to perfect their teamwork has an opposite, in Near or Medium range, the Edge cost of
144 negative effect on their inclination to operate solo Called Shots is reduced by 2 (to a minimum
or to execute plans without prior coordination. of 1).
SHADOWRUN: SHADOW CAST

While in this step, the character suffers the • Ice in the veins: This runner specializes in
Maybe I Missed Something negative quality (p. a different kind of precision: lead on target
130, Firing Squad) because they obsess about en- over very long ranges. When using Logic
suring that they recognize all relevant factors for to attack with a rifle (see above), each Take
their mission and that they thoroughly understand Aim action spent after the first such action
other teammates’ roles in the plan. However an- generates +2 dice. When employing a scope,
noying this behavior may be for the rest of the even the first Take Aim action gives this
team, it does come with an upside: PIGs gain a free benefit.
point of edge on any teamwork test (p. 36, SR6)
whether they are leading or participating. • Right under their nose: Many snipers
prioritize stealth and the tricks of
observation over kinetic destruction. The
Step Two: best of them are suspected of using magic,
Earn a Hog’s Tooth but not all of them have Awakened powers.
Among snipers, a respected honorific is the These runners know how to maximize the
Hunter of Gunmen, or HOG. A PIG who has be- benefit and minimize the vulnerabilities of
come a HOG is as reliable an ally as any shadow- camouflage-granting technology or magic,
runner will ever have, and as deadly an adversary such as invisibility or a ruthenium cloak.
as they will ever face. A maxim holds that the only The threshold to detect the runner while
countermeasure to a sniper is another sniper, and they are motionless increases by +1. This
the HOGs have mastered their tradecraft. A sniper bonus is doubled to +2 if the runner has
of this level of experience has worked alongside personally customized a ghillie suit for the
or against most of what the Sixth World has to specific area they are hiding within.
offer and accordingly is rarely surprised by what a • It takes one to know one: While some
friend or foe is capable of. snipers develop their sneaking skills to
A superstition that originated among soldiers of avoid being seen, others develop it to
the Fifth World continues today: that somewhere a understand how to counter the skill. These
bullet exists with your name on it, and it will end runners know particularly well how to
your life. The ironic upside of this bleak fatalis- maintain eye discipline and have well-
tic view is that one cannot die UNTIL that bullet trained minds that memorize apparently
is fired. From this legend is born the superstition random patterns in their environment so
of a Hog’s Tooth: the bullet with your name on it they can better notice something that looks
that was snatched from the gun of an enemy snip- an awful lot like it belongs but in fact
er you slew! This bullet, once physically inscribed wasn’t there a few moments ago. Reduce
with one’s name and fashioned into a pendant, is any thresholds to perceive a camouflaged or
known by snipers as a Hog’s tooth. invisible target by –1. This does not apply
After earning 20 Karma performing missions in to Stealth vs. Perception Opposed tests,
Step One: Professionally Instructed Gunman, the however.
runner advances to this step and loses the mechan- • Know them better than they know
ical effects described therein. In this step, they have themselves: These HOGs are natural leaders
achieved mastery of their craft and are recognized and peerless observers of detail. Rather than
as reliable professionals. Unfortunately, their sta- focusing overmuch on marksmanship or
tus as a master sniper running the shadows also in- stealth, these runners dedicate themselves
evitably leads to rumors about being a remorseless to gathering intelligence, and having the
killer, so their reputations often don’t benefit from tactical acumen to capitalize upon it.
their consummate professionalism. For every eight consecutive hours spent
In this step, a runner is indeed a capable, if not observing a target without being detected,
necessarily bloodthirsty, killer. But as every hunter the runner may establish one exploitable
knows, making the shot is only a small part of a security flaw subject to gamemaster
successful hunt. In this step, runners may pick one approval. Appropriate examples include a
of the following benefits: faulty camera leaving an area unmonitored,
• Annie Mirrorshade: What a rigger is to a doorway that’s supposed to be secured
their drone, this runner is to their rifle. The which employees habitually leave propped
runner is capable of feats of marksmanship open, etc.

SNIPER // QUALITY PATH


Step Three: cialists. Snipers make natural partners with both
Wear a Hog’s Tooth archetypes, cooperating directly where their capa-
bilities overlap and propping the other up where
The final step in the Hunter of Gunmen’s path they diverge. They lend more firepower to combat 145
is not achieved by every sniper. Those who make but bring fewer social skills to the table than the
it here command the deepest respect among those

SHADOWRUN: SHADOW CAST


former archetype, and less variety in backup artil-
who understand the snipers’ credo. The only way lery but more capability in sneaking and reconnoi-
to enter this step is to kill an opposing sniper who tering than the latter archetype.
was trying to kill you and then claim an unfired For all the power held by an unseen, untouch-
bullet from their rifle’s chamber. After this bullet is able sharpshooter, their most dangerous weapon
fashioned into a pendant, it is a Hog’s Tooth, and is their mind. Snipers identify exploitable gaps or
is commonly believed to hold mystical importance lapses in security. Teams fortunate enough to have
to its claimant even when they are not magically a sniper benefit from a tactician who minimizes the
Awakened. chance for unpleasant surprises during the mission.
The bearer of a Hog’s Tooth is a formidable They’re the team’s guardian angel, keeping them
and self-confident force—a force who quite possi- safe with direct fire support as well as misdirect-
bly truly believes they have cheated death through ing opposition and reinforcements by strategically
their skills. This runner retains the ability chosen destroying materiel. And of course, few measures
in Step Two: Earn a Hog’s Tooth, and may also keep opponents’ heads down and unable to join
choose a second one from that list. They only gain the fight better than the knowledge that a sniper is
that benefit, though, when they are in possession out there, pointing a rifle at them.
of their Hog’s Tooth. In addition, snipers of this Conventional snipers almost universally make
caliber are the true avatars of sudden death. When use of magic or technological augmentations. Le-
this sniper attacks a target at Medium or longer thal and sleek, adepts make superb snipers. Most
range with a rifle, the target is always considered cybernetic augmentations can be replicated by var-
surprised against these attacks (no Edge can be ious adept powers, but certain options are avail-
spent on defense or soak tests) unless they can dis- able to adepts that are difficult for technology to
cern the sniper’s exact location in some way. match. Smartgun technology can only enhance a
If the runner ever loses the Hog’s Tooth or has rifle’s accuracy so much, and there are few ways
it stolen, all benefits of this path are lost until it to ascend into a sniper’s perch better than employ-
is recovered. If the pendant cannot be recovered, ing wall running. On the other hand, technological
the runner may begin the path all over again from augmentations can offer mundane snipers unique
scratch as they re-build their shaken confidence advantages as well. Powerful cybereyes can reduce
and slowly work off their sense of bad luck. or even remove the need for a bulky optical scope
on an already hard-to-conceal rifle. Where most
sniper combat archetypes embrace the same few usual
augmentations such as wired reflexes and muscle
playing advice replacement (or their bioware alternatives), snipers
often have less need of them due to their tactics.
Snipers are a feared and respected archetype in Indeed, jumpy and twitchy muscles are an abso-
the Sixth World. They are the unseen threat that lute hindrance to long-range marksmanship. Many
dispenses death without warning. When operating snipers find more use in cyberware commonly em-
inside their niche, they have as much lethality as ployed by covert operators to enhance their ability
any other archetype, if not more. Unlike the other, to remain undetected. Other augmentations that
more well-rounded combat archetypes such as the permit them to remain still without cramping, alert
street samurai, they are less comfortable being sub- and awake without being jittery, and free from bi-
jected to hostile firepower or reacting to unpleas- ological needs to eat or excrete for extended peri-
ant surprises. If a sniper is a killing machine, they ods of time are invaluable to snipers performing
are a finely tuned, high-performance one intolerant long stretches of observation while in camouflage.
of getting grit in the gears—as opposed to being a Some runners of different archetypes might be
rugged and unbreakable wrecking ball. categorized as snipers when using their tactics,
The sniper’s capabilities are built almost entire- even if not their signature rifle. Drone riggers in
ly on the two pillars of firepower and observation, particular can duplicate the function of a sniper
and both of these capabilities will be valuable to particularly well. Combat magicians are also quite
almost any shadowrunning team. This mix makes capable rifle-less snipers, as spells and spirits are
snipers resemble a hybrid archetype combining the just as devastating over rifle-like ranges (if not lon-
features of covert-ops specialists and weapon spe- ger, when weather conditions cooperate).

PLAYING ADVICE // SNIPER


SOCIAL
ADEPT
Social Adept (Social), Improved Mental Attribute, and Kinesics/
Kinesics Mastery. Initiates will have adept center-
Backgrounds ing and will probably invest in Infusion for addi-
tional Edge.
The social adept is an unusual archetype. They are Social adepts are typically considered to be the
among the most open-ended archetypes because the liars and schemers who use their high skills in Con
base skills and backgrounds can perform many roles and Influence along with abilities like Kinesics and
directly or complement the rest of the team. Their Cool Resolve to deceive and manipulate targets
magical abilities define the archetype, but without into acting against their interests. However, there
skills, experience, or context, they would just be the are many social adepts who work as investigators
most popular person at the office. Whether they are hunting down spies and infiltrators, performing pen
a fixer, face, covert ops specialist, investigator, rocker, testing to identify and neutralize social engineering
snoop, or gang leader, the social adept has a diverse weaknesses, and making other social adepts’ work
set of experiences, training, skills, and contacts to more difficult. These adepts will have Empathic
perform their role as a team member. Sensing, Iron Will, and even Astral Perception in ad-
dition to their other abilities. The counterspy social
Overview adept has an extensive skillset and training that has
led more than one to excel and ascend to the heights
Standard Skills, Training, of megacorporate and state powers.
This gets to the training and experiences at
and Experiences the heart of most social adept backgrounds. The
The social adept usually has some or all of these younger the character, the more likely they are to
as base abilities: Cool Resolve, Improved Ability have professional training to hone their adept abil-

SOCIAL ADEPT // BACKGROUNDS


ities, as that training has improved steadily over How It Came To Pass
the past few decades.
Beyond their abilities, the standard training and The shadows have only known about social ad-
experience for a social adept will focus on attri- epts since 2064. The world around them has taken 147
butes of Charisma, Willpower, Intuition, and Log- even longer to recognize and accept them. Howev-
er, that acceptance came rapidly because of their

SHADOWRUN: SHADOW CAST


ic, along with Con and Influence skills.
immense utility and versatility to all of those in
power who need and want social adepts’ abilities.
Complementary That has sparked a race to catch up and deploy
Skills and Abilities this archetype in roles that would make them most
The social adept relies on interpersonal skills, profitable and politically significant. A character’s
but those skills are only useful to the extent that age plays a significant role in how, when, and to
the social adept knows who they are influencing what extent they developed their stats and person-
or conning. Social adepts acting as a face or as an alities. Indeed, older characters very likely grew up
infiltrator have to know the etiquette and culture and may have started their adult lives without full
of the worlds they are immersed within. Shadow- awareness of their abilities, or even that they were
runners can expect to cross into many if not all magically active.
of the big social spheres (corporate, government, Magical testing by corps and developed gov-
streets, etc.) due to their deniability and utility to ernments is imperfect—and even less reliable than
the powers that be; social adepts have to know normal when attempting to recognize social ad-
how to code switch between those spheres. A social epts. Additionally, the nature of most social adept
adept is likely to have numerous Knowledge skills abilities means there are only rudimentary systems
for the communities where they operate, as well or institutions dedicated to their training. Given
as skills covering their common targets and allies. the scope of some of their skills, it’s difficult to
Social adepts with the Linguistics ability, especial- describe just what these adepts can do. Think of
ly those operating in diverse and crowded sprawls the most charismatic politician or con artist you
like Seattle or Hong Kong, are going to develop a can. Powerful, trained social adepts can routine-
number of low-level Language skills from constant ly accomplish feats those individuals achieved in
exposure to different languages as well as to local their greatest moments. The greatest practical re-
pidgins like Cityspeak. Depending on how they strictions on social adepts, and what makes them
use these languages, they are likely to develop new so desired, is that they are still people who are
Knowledge skills, such as a former military offi- limited by their other stats, contacts, connections,
cer who can speak conversational French but only experiences, and general nature. As in real life,
when discussing military tactics and technology, or there is training in Shadowrun that can replicate
a drone-rigging social adept who will argue inter- and provide practical support for “soft” skills and
national cricket in Urdu with their air-traffic-con- techniques related to leadership, negotiation, and
troller contact. Linguists are likely to develop a cons. However, most of the training can only be
level of Cosmetic Control as well, since it affects measured effectively on the job. The threshold to
some languages. Or’zet is a language for speakers increase one’s skills in leadership, for example,
with tusks, and even basic words will never sound isn’t just a matter of Karma expenditure. From a
right (and sometimes can’t be made at all) by non- role-playing perspective, a starting character who
tusked metahumans. On the flipside, Sperethiel is has the same effect as Lincoln giving the Gettys-
elven, and its creators have always made sure of burg Address every time they speak has to be that
that. Beyond its own complexity, words and con- much better to improve even marginally as they
jugation of Sperethiel can be a pain for the tusked progress.
(intentionally so). If the character is a lifer in one of the worlds
Additionally, a social adept with a background listed below, then it will be reflected in their skills,
in martial, security, or espionage matters will have abilities, and nature. The larger institutions had a
some combat skills for those inevitable times when lead on the others to recruit and exploit social ad-
words fail. There is a strong likelihood that a char- epts once they gained awareness of them. Intelli-
acter who has developed a capacity for judging gence agencies saw them as the ideal spies. Media
intentions and sensing motives and reactions is go- found them even more useful than their usual sta-
ing to develop those skills for the rest of the space bles of stars and mouthpieces.
around them, developing combat sense abilities Others saw them as threats. Even as the dia-
and enhancing their Perception and Stealth skills. mond anniversary of the Awakening approaches,
In a violent world where targets are often armed many people still fear and distrust magic, or they
and ruthless, the social adept would be well-served see it as cheating even when there are technologi-
to be able to fight if they must, but it’s better to cal methods of performing many of the same feats
avoid the fight and con another day if at all pos- that social adepts perform.
sible.

BACKGROUNDS // SOCIAL ADEPT


Many Worlds
Many institutions and communities provide
148 backgrounds for social adepts, and almost all of
them overlap with one another and with the shad-
ows. The Sixth World has produced a number of
SHADOWRUN: SHADOW CAST

large but relatively insular communities that define


the character from childhood and early life through
adulthood. The typical character is corporate: born
and raised to a megacorporate family, educated
in megacorporate schools, and employed by the
megacorporation for their life (until they weren’t).
The same factors that led the megacorporations to
develop fully contained arcologies and communi-
ties isolated from the world drove other institutions
to the same ends. The megacorporations just did it
earlier, better, and at a much greater scale than all
others. Governments, smaller corporations, NGOs,
and legacy institutions from media to religion to the
criminal underworld joined this effort. When the
world was constantly coming to an end and rebirth,
only the fools believed it was everyone for them-
selves. The streets came to terms with that perhaps
earlier even than the megacorporations.
For thirty years, these worlds have opened up
further and overlapped more, stopping at times
to weather some fresh new apocalypse before
re-emerging and moving forward. The worlds cre-
ate a source of identity and community, but they
are not substitutes for personalities—as the deci-
sion to become a shadowrunner is, at its heart, a
rejection of all the past and future worlds for a
new one.

Megacorporate
• Common life modules: All
(megacorporations are comprehensive
worlds unto themselves)

While private sector/corporate entities are di-


verse in size and scale, the megacorporate world
is specific to multinational and transnational
megacorporations (A-rated and larger), which are
institutions with histories, cultures, and vast op-
erations and workforces. There are two primary
backgrounds in this world: those born inside and
those hired externally. Those born inside are more
likely to be, but are often not, corporate citizens
granted full citizenship and SINs by their employ-
er. If they are not legally corporate citizens, they
may be de facto citizens based on their employ-
ment relationship with the megacorporation.
There are many positions that the social adept
could have served in, as their abilities may have
been overlooked, ignored, or dismissed by magic
recruiters and examiners while they grew up in the
corporation. This is particularly likely in conser-
vative, if not openly prejudiced, corporate cultures
that have let biases supersede their supposed de-

SOCIAL ADEPT // BACKGROUNDS


votion to meritocracy. If the character developed world. Instead, they would develop skills and abil-
their adept abilities intuitively, it may have led ities to enhance Stealth, Con, and Judge Intentions
them to other corporate careers in management, in order to exploit their positions as spies, as the
legal, sales, or communications. insider for syndicates that counterfeit documents 149
and identities, and as fixers and fences shuffling

SHADOWRUN: SHADOW CAST


Government property to unauthorized purchasers.
The primary distinction for a social adept with
• Common life modules: Academy Training, a government background is that in a world where
Activist, Adept Training, Agent, Astral megacorporate power is unmatched, there is a per-
Explorations, Bodyguard, College/ vasive sense of inferiority and resentment likely to
University, Covert Ops, Detective, Guide, follow the character and motivate their actions. At
Investigator, IT Support, Lawyer, Magical the same time, that sentiment sits alongside an es-
Studies, Matrix Security, Medical Doctor, prit de corps built on interpersonal relationships
Military, Nurse, Office Manager, Patrol and ideas that can seem foreign to many within
Cop, Politician, Pragmatic Magician, the corps, syndicates, or the streets. As with the
Professor, Security Guard, Technical largest megacorporations and other legacy institu-
School, Think Tank tions, most government civil service is considered
a long-term career for those who are admitted. In-
A state or government background has a wide deed, that is also one of the conflicts inherent in
variance in how the social adept’s background the background: the social adept would have an
developed, depending on which government they understanding, or at least some awareness, of this
grew up under and for which one they worked. distinction and might develop their skills to navi-
First, it’s worth noting that this background would gate that environment.
cover many social adepts who served a state or
other government function through corporate
contractors. These corps have distinct cultures (or
Non-Government
several, in newly formed conglomerates like Omni- Organizations/Civil Society
Star), especially for corporate citizens. Still, social
adepts who are Lone Star officers are likely to see • Common life modules: Academy Training,
themselves as Seattle or Austin cops first, OmniS- Adept Training, College/University, Intern,
tar citizens second. Investigator, Journalist, Lawyer, Mentor,
There are countless government functions Nurse, Politician, Pragmatic Magician,
where a social adept could develop the back- Technical School, Think Tank, Traveler,
ground for their abilities, skills, and entrance to Veterinarian
the shadows. Naturally, espionage security services
are the natural fit. Governments need spies and There are countless NGOs, charities, and other
investigators just like the megacorps do. Because civil-society organizations out there that aren’t ex-
their abilities are often overlooked, social adepts plicitly organs of the state or particular megacor-
who grow up outside a megacorp are sometimes porations. They are extensions of those things, but
drawn into areas that aren’t obviously transferable they are legally distinct to varying degrees. On
to shadowrunning—like public health, education, one hand, there are countless entities that are per-
welfare, or other metahuman services. The social forming good works on behalf of metahumanity
adept could have become a government lawyer, and the world. However, many of them are also
diplomat, teacher, benefits adjuster, or office func- extensions of one or a few powerful individuals.
tionary. They may be acting for the good of metahumanity,
There is also a grey area where governments but “the good” is determined by the one paying
and corporations operate together in intergovern- the bills. No one, from Nadja Daviar at the Draco
mental and public-private partnerships even be- Foundation to Kenneth Brackhaven of Humanis
yond typical government contracting/outsourcing Policlub North America, is willing to be entirely
of services, like policing to Lone Star or utilities to hands-off when their nuyen is on the line.
Shiawase Envirotech. Characters with such back- Because these entities vary so much in size,
grounds and experiences would be encouraged to scope, and resources, they provide disparate expe-
develop logic and memory-based abilities to recol- riences for social adepts. They could have spent a
lect discrete elements and programs, and negotia- good amount of time fundraising, pushing papers,
tion skills to maneuver their way through the web or acting as a voice for the organization. Being a
of external and internal relationships. Of course, successful player in the NGO field means being
this assumes that the character developed their entrepreneurial, and the world of think-tanks and
official skills and roles. This is Shadowrun, and community-building is founded on the principle of
your PC is probably not the kind of person who “You eat what you kill.” The money is out there,
goes with the flow and finds success in the normal and the social adept with a background in civil so-

BACKGROUNDS // SOCIAL ADEPT


ciety has spent much of their career following one Independent Professionals
piece of fabled advice: “Always be closing.” They
have to find donors, determine those donors’ inter- • Common life modules: Academy Training,
150 ests, pitch to them in a way that ensures they are Adept Training, Astral Explorations,
able to receive fellowships and endowments and Bodyguard, Bounty Hunter, Coach/Trainer,
SHADOWRUN: SHADOW CAST

other donations; and then continue the pitch by College/University, Courier, Covert Ops,
producing what is desired for the client in order to Entrepreneur, Financial Services Broker,
renew funding for the next quarter, term, or year. Fixer, Intern, Investigator, Journalist,
Lawyer, Magical Studies, Matrix Security,
Organized Crime Medical Doctor, Mentor, Military, Nurse,
Politician, Pragmatic Magician, Small
• Common life modules: Adept Training, Business Owner, Smuggler, Technical
Blue Collar Laborer, Bodyguard, Courier, School, Think Tank, Traveler, Veterinarian
Entrepreneur, Fixer, Investigator, Lawyer,
Magical Studies, Matrix Security, Medical As noted, the social adept is so new that many
Doctor, Nurse, Organized Crime, Pragmatic of them likely do not know they have magical tal-
Magician, Security Guard, Servant, ent. They could exist outside megacorporations,
Smuggler taking on roles such as lawyers, businesspeople,
doctors, nurses, or other jobs that require licenses
The largest organized crime syndicates are not and credentials (including professional magicians).
merely multinational but transnational. Their in- The character has a generally quiet background,
terests and activities exist regardless of borders and where they have not been thoroughly indoctrinat-
any defined legal delineations. At their most base ed by the life within an institution, although this
level, syndicates still rely on the personal touch you can easily be combined with any of these other
only get with honor-bound goons using physical worlds to reflect the universal need for trained and
or other violence to achieve their goals. The social vetted professionals. Of course, the Sixth World
adept is likely to have wielded force—from intimi- has a couple of independent professions that are of
dation and coercion to trickery and diplomacy—to particular relevance here: institutionally indepen-
establish and maintain relationships and activities. dent military and intelligence professionals (mer-
Eventually, however, violence is required. cenaries and spies).
The syndicates are very traditional, even if that
tradition is founded on the rejection of “legiti- Magic/Astral
mate” society. Over time, elements within the syn-
dicates have incorporated or outsourced magical • Common life modules: Academy Training,
activities. As a rule, they are not generally tolerant Adept Training, Astral Explorations,
of magic any more than most are of metahumans Clairvoyant, College/University, Magical
or anything other than male humans. Studies, Pragmatic Magician, Technical
School
Streets
It’s easy to overlook, but probably the most
• Common life modules: Activist, Artist, important attributes for social adepts are also
Barista/Bartender, Black Star Neo- the most important for astral combat and as-
Anarchist, Blue Collar Laborer, Bodyguard, tral-space-focused characters. A dedicated social
Bounty Hunter, Charlatan, Clairvoyant, adept with high Charisma and Willpower can go
Courier, Entertainer, Entrepreneur, Fixer, toe-to-toe with all but the most powerful spirits
Ganger, Guide, Nurse, Pragmatic Magician, and dual-natured creatures. The social adept is
Salesperson, Servant, Smuggler, Stuffer not a discrete character class. There are mystic ad-
Shack Clerk, Traveler epts who possess and develop social and mental
abilities alongside their Spellcasting, Conjuring,
A lot of these backgrounds serve as a starting and other magical abilities. Indeed, a mystic ad-
point for how social adepts purposefully developed ept specializing in spirit or astral matters would
their skills and abilities. With magic, however, and be well-served by developing social adept abilities
especially with adepts, survival can be just as ef- because of the overlap with all things astral and
fective a teacher as an academy. Once again, the spirit-related.
social adept is a relatively new character type. The The character grew up in a magic or astral-
streets are definitely the type of place where the space-heavy environment. This could be within
skills and abilities of such characters would devel- a specific magical society or community, like the
op out of sheer necessity, much like how the streets Illuminates of the New Dawn or the Black Lodge.
helped birth the otaku (proto-technomancers) in It could be a setting with a large amount of as-
the previous generation. tral and spiritual activity, like Hong Kong, Den-

SOCIAL ADEPT // BACKGROUNDS


ver, or the Hudson Valley in New York, where the Other
boundaries between worlds are thin and spirits
(and other dual-natured entities) are able to func- • Common life modules: All (you never know
tion openly. Or perhaps the character lives almost what all is out there—you may not want to 151
entirely in astral space (e.g., a Blind or Infirm know.)

SHADOWRUN: SHADOW CAST


character whose waking life has been spent al-
most entirely astrally active) and became attuned There are players in the Sixth World that fall
to the necessities for survival in that world. Be- outside of other institutions but possess signifi-
cause the character is strong in mental attributes cant power and influence. Obviously, at the top of
like Charisma and Willpower, they have skills and this list are great dragons. Just to emphasize how
experiences that translate to meatspace. large and distinct their influence is, consider the
There is a direct connection between this back- great dragon Dunkelzahn who died in 2057 and
ground and a conventional espionage one called yet is still influencing events twenty-five years later.
extraplanar intelligence (EXPINT), which is the His personal intelligence apparatus fractured into
term for espionage among the metaplanes and networks following the Draco Foundation, Ghost-
directed at astral entities and astral communities walker, and an independent third that still exists
like the Seelie Court, Dis, or even magically active even after suffering its own schisms and infiltra-
locations on Earth like Denver or Hong Kong. tions over the decades. Great dragons aren’t the
This field has only existed for about twenty years only immortals. Others exist and operate groups
and was originated by the UCAS military and like the Alexa Group Songbirds, Jester’s Army,
Lone Star, with Knight Errant following. In the the Black Lodge, and Ordo Maximus, and things
last ten years, the field has grown as the number too alien or dangerous to even name. There is no
of astral-related events that have inflicted physi- equivalent to the Bene Gesserit yet in Shadowrun,
cal damage on the world increase in number and but it’s not for a lack of desire on the part of the
intensity. The UCAS military has the most need, most powerful social adepts. Indeed, their ongoing
but recent events have gutted its capacities and conflicts have probably been most responsible for
spread them among other patrons … and into the keeping any one group from dominating the oth-
shadows. ers—and the rest of the Sixth World.
The combination of mystic and social adept also In developing a character background, immor-
has a ready-made background for developing the tals and the like are strong contenders to be behind
social part of their role. A charismatic and strong- the discovery and nurturing of social adept talents
before anyone else, because they are likely to have
willed character, especially one already magically
been aware of these talents before anyone else.
enhanced, is likely to find certain roles thrust upon
on them by circumstances or simply by the player’s
or gamemaster’s awareness of their social abilities. Point Zero
What was the event that made your character
Matrix go into the shadows?
All of these worlds and all of the common
• Common life modules: College/University, paths throughout them tend to have some grey ar-
Counter-Hacker, Data Liberator, Engineer, eas overlapping into the shadows. For some, Life
Hacker, IT Support, Matrix Security, Matrix Events (p. 33, Sixth World Companion) are the piv-
Vandal, Research Scientist, Technical ot point from being part of a world, institution, or
School, Think Tank community to being a non-entity, a deniable asset,
a flicker between light and darkness. Social adepts
Growing up online, one might not think are one of those character types that have so many
about how social social media actually is. The legal, legitimate, or institutional employers and
most effective hacks can and often have been occupations—all of which would be more than
performed primarily through social engineering happy to exploit their particular abilities—that
with a side of Matrix hacking, and not just pure most reasonable people in the Sixth World, even
digital exploitation and brute-force hacking. All the ones born and raised in criminal underworlds,
the programs and cyberweapons in the Matrix wouldn’t take that risk. A social adept who has de-
combined are less effective than one effective so- veloped some awareness of their skills and abilities
cial exploitation of a corporate spider or execu- could sell out and leave the worst environs behind
tive over email and DMs. Social engineering is in a nanosecond for the security and stability any
a backbone of computer hacking and has been of these worlds offers.
since the first telegraphs and difference engines A social adept is a golden goose. They could
were built. make a lot elsewhere, but they stay in the shadows.
Take advantage of their presence while you can!

BACKGROUNDS // SOCIAL ADEPT


social adept The social adept will now have to do some fast
talking to get out of this. In all truth, they’re prob-

152
Plot Hooks ably not looking at a lot of jail time, but they’re
definitely looking at a trip to the station and some
Everyone’s A Mark police grilling. Any shadowrunner knows that can
SHADOWRUN: SHADOW CAST

take a wrong turn, so it would be good to avoid it


Premise if possible.
This hook could be for either a starting or es-
tablished social adept character. The character fol- I Never Left
lows the Learning How to Deal quality path (p.
134, Firing Squad) after the character has become Premise
burned out due to the personal toil of manipulat- This hook begins with the character having be-
ing and deceiving people. This hook amplifies the come exhausted by the emotional and mental toil
consequences to the PC for the people they have of manipulating and deceiving people and moving
used their skills and abilities against. into a new life.

The Job The Job


After a series of incidents where people outside The social adept has fallen into the shadows af-
the shadows suffer as collateral damage, or in a ter being “burned” by their former employer, a cor-
single but highly dramatic instance, the character porate security and intelligence service. They have
has accepted the Selective Numbing quality. It will lots of offers to continue manipulating people—but
be useful, as some of the people are now coming can they use their skills for something better?
after him. Some of the social adept’s victims (or A social adept who falls out of an intelligence
just one big victim) have compared notes and have service might find life is not as difficult as they
hatched a plan to get their revenge. Can they con thought it would be. Sure, it’s not the posh sta-
a con artist? bility of a corporate intelligence job, but lots of
The former marks know they can’t just pull a people have an interest in someone with good
simple con on the social adept—no variation on contacts and trained social skills. And a lot of the
the Nigerian Prince scheme will work here. Instead, jobs they offer are about manipulation. Convince
they present a setup designed to appeal to a social one corporate suit to take a worse deal than they
adept. They say there is going to be a big fundrais- had originally agreed to. Use smooth talk to help
ing gala, but they’re worried some competitors are someone get into a relationship, a la Cyrano de
going to attend the gala and spread slander about Bergerac. Stir up two street gangs so that they at-
their organization. So they want to hire the social tack each other.
adept to go to the gala, monitor conversations, and But then a few people reach up from the streets
counter any slander the social adept hears. with a different offer. A small store in the barrens,
In reality, the gala is a trap, staffed entirely by one of the few honest businesses, is being shak-
the victims and their friends and contacts. Their en down by the local Mafia. Can the adept talk
job is to build evidence for an elaborate frame. the mob into backing down? This job is way less
They’ll try to recover any fingerprints the adept prominent and pays almost nothing, but it could
leaves on glasses, record lots of samples of them set the course the adept takes in the shadows. Will
speaking for digital manipulation, and take pic- their shadowrunning career be more of the same,
tures of them with people who will play a role in or will they use their new life to start a new path?
their eventual gambit.
At some point in the evening, the police will be
social adept
called. A valuable necklace, worth 250,000 nuyen
(that’s the claim, at least—in truth, the prop neck-
lace is worth only about 250 nuyen), has been Quality Paths
taken from the neck of one of the attendees while
she was briefly napping in a back room. Soon af- Gestalt
ter the police arrive, they receive a stack of evi-
dence pointing toward the social adept. Their fin- Starting Point
gerprints are all over the room where the necklace The social adept isn’t just a pretty face. They
was taken. There are audio recordings of them know how to hack, fight, drive, and do any number
talking about the necklace and doing everything of other tasks. The most obvious scenario is where
short of saying they will steal it. And there are the social adept is also a hacker or is the team hacker,
(manipulated) pictures showing them pocketing and they are performing an Extended test to burrow
the necklace, and plenty of eyewitnesses willing into a system and find or create a backdoor and focus
to back up the pictures. on other exploits to eventually Run Silent as much

SOCIAL ADEPT // PLOT HOOKS


as possible when pulling off the final hack. The so- duced significantly, and the gamemaster will take
cial adept’s contribution is both in the Matrix and in that into account when conflicts and unexpected
meatspace through social engineering. By identifying situations arise.
and exploiting the most vulnerable element of the 153
Matrix—metahumans—they are able to steal pass-
Operations Ace

SHADOWRUN: SHADOW CAST


words, implant spyware and malware, find weak el-
ements in the system and the target entity, identify Stating Point
and neutralize spiders, and sow disinformation and The social adept is such a master manipulator
confusion for when the alarms go off. and expert at recognizing cues and behaviors in
To start on this path, the social adept must have themselves and others, including their teammates,
Con 5+, Electronics 5+, Cracking 4+, and a rating
that they are able to use their skills to make the
4 or higher commlink. They must spend 10 Karma,
team deadlier in combat and more effective in car-
and they move to step 1.
rying out jobs with fewer complications or con-
flicts. The social adept has to have points in the
Step 1
Improved Ability (Influence), and Combat Sense
The social adept has developed a rapport with adept powers, and the Small Unit Tactics knowl-
some or all of their teammates. When the team- edge skill (p. 86, Firing Squad).
mates make Extended tests, the social adept can
support them through Teamwork tests. If the so- Step 1
cial adept has the Instruction skill, this could also
apply to Training tests and the like where the so- By investing 10 Karma, the character has be-
cial adept is able to provide morale and support come so competent and confident in their combat
as their teammates improve skills or even some prowess that they are able to use the Combat Sense
Initiation (this does not, and cannot, work on power offensively because they walk into these sit-
Submersion). As the social adept invests time as a uations not only tactically aware, but they also
facilitator for their teammates’ activities, they can project their martial power through their social
perform Extended tests using skills that are not an skills (projecting auras of confidence, competence,
exact match for the test but could still benefit their and steel will). This puts their targets at a disad-
teammates. Using the social engineering example, vantage through intimidation and deception, and
the social adept can perform an Extended Con test it gives the social adept +2 Attack Rating on any
to phish targets to gain access into the hosts to attack, provided the weapon they are using has a
place spyware or malware, or to re-arrange pass- positive rating at the relevant range.
words. Once completed, the hacker can add the
social adept’s net hits to their own Extended test Step 2
for setting up backdoors and lowering defenses. The social adept can coordinate more effective-
ly with the rest of their team through their Influ-
Step 2 ence (Leadership) skill and other abilities to com-
As the social adept moves through step 1, they municate quickly, clearly, and broadly. With direct
integrate themselves with their teammates into a experience in running tactics (meaning they have
well-ordered machine that can get ninety percent done it in at least three jobs) and an expenditure of
of the run completed without risking the gunfights, 15 Karma, the social adept has two options:
cybercombat, and violence that comes when the 1) Allocate Situational Edge to multiple team
team doesn’t mesh and the battle plan is “Walk in members for every two hits over the threshold
the front door spraying machine-gun fire.” The so- when making a Small Unit Tactics test. For exam-
cial adept must have Improved Ability (Influence) ple, the social adept is designated the leader and
to move on to step 2. They can perform Teamwork scores 5 hits on the test. They can allocate Edge to
tests with all of their teammates so long as two two team members during the combat maneuver
or more team members have the same or similar instead of just one.
skills. These net hits go toward Extended tests to 2) For every two hits over the threshold when
circumvent combat by tactics such as silently infil- making a Small Unit Tactics test, the combat ma-
trating and exploiting Matrix, magical, and phys- neuver can be performed on the initiative pass of
ical vulnerabilities; or using the team’s skills to a player one step higher in initiative order than
create exploits by influencing or otherwise engag- normal. For example, the social adept is designat-
ing spiders, security, and other essential personnel ed the leader and scores 5 hits on the test (2 net
associated with the target. hits). They allocate Edge, and the combat maneu-
This may end up resulting in mini-runs to reach ver occurs on the third-lowest member’s initiative
and exploit those individuals or systems, but the instead of the lowest member’s.
net result is that when the actual run goes off, the
threat level and potential for violence has been re-

QUALITY PATHS // SOCIAL ADEPT


Step 3 mon image of the face as enhanced by adept abil-
The social adept is so familiar with the team’s ities is that they aren’t trustworthy, or worse, that
capabilities and has honed their analytical and they can’t be lied to. The social adept has abilities
154 planning skills so well that they can recognize and that make them able to see through most normal
circumvent flaws in the initial run plan, and they characters’ motives and intentions, and they are
SHADOWRUN: SHADOW CAST

are able to refocus on the fly when the run inevi- likewise able to convince most people of anything
tably goes sideways, with less chance of the team the adept wants them to believe.
ending up in even more drek than before. Over The social adept has a lot to do during the ne-
time and with a 15 Karma expenditure, the team gotiation and legwork parts of a run, but they can
can run a Teamwork test against a general Run sometimes struggle during more physically active
Difficulty threshold with the social adept as the sections. This doesn’t have to be the case, though.
leader. For every two hits on the leader’s test above While the social adept may not be able to talk en-
the threshold, the team earns one floating point of emies into not attacking, as long as they have by-
Edge to use during the mission. If a serious com- standers or a commlink, there are actions they can
plication occurs during the run where the team is take. These include:
able to communicate and make a Teamwork test, • Convincing bystanders to move to safety
then they may earn 1 point of Edge for anyone on and maybe call someone who can help the
the team to use to account for the team being able team, whoever their allies might be.
to successfully pivot and survive when things go
awry. • Call law enforcement or security to
convince them to come and arrest their
opponents, portraying themselves and
social adept
their team as innocent victims defending
themselves.
playing advice • Taking footage of the fight and sending it to
Social adepts have the potential to be the most contacts to gather info on the identities of
powerful or the most worthless team members. It the participants.
is quite dependent on the type of team and runs
your group plays. There is a natural tendency for • Showing live footage of the fight to Mr.
the social adept to be the team leader, as they are Johnson to ask for extra support, or maybe
most likely to have the skills that would naturally a pay raise.
direct them to such a role, or else they are a sub- Of course, the social adept could also go ahead
ordinate and a possible troublemaker and usurper and get a few ranks in hacking or combat to make
because they can influence other members away them more versatile. The point is, they have op-
from any authority (or team consensus). The com- tions.

SOCIAL ADEPT // PLAYING ADVICE


STREET
DOCTOR
> I get asked more times than I care to count, “Hey Doc, how triage and get ’em stable. The oath still stands when I’m not at
do you reconcile that hypnotic oath or whatever with all the the center. A weird quirk, but it’s my weird quirk.
violence out here on the street?” My answer is always pretty If you want to hear more and chat old street stories, swing
simple. My Hippocratic oath (I always correct them) boils down by the Blue Flame or Under Construction out in Redmond. I’m
to doing no harm. Way I look at it, once the lead starts flying usually at one or the other, as I’ve got clinics nearby.
and their effort is to do me harm, I know I can reciprocate, so I > Doc Lycus
don’t seek to harm. Harm implies an ability to repair. Something
damaged can be fixed. Once the bullets and blades start Street docs aren’t always the pacifists. The
swinging for those sweet spots, it’s game over, and I’m going streets are rough, and plenty of docs who patch up
to end your life faster than you can harm mine, and end it in a holes in people will also make some new ones. It all
fashion that can’t be fixed. I’ve had colleagues who don’t work comes down to who’s paying and how they apply
the Hippocratic oath—do they only do no harm
with me after that, since they see it as overly brutal. I see it as a
when acting as a medic, do they work to carve out
way to hold to my morals and survive in a world where mercy is
as many exceptions for themselves as possible, or
weakness.
do they try to make it a guiding principle for their
Now, don’t get me wrong—if you send Stick-n-Shock or gel entire life? Their philosophies, ideals, and experi-
downrange or you’ve got that stun baton set on low, it’s a battle ences are inevitably intertwined, and they work to-
of the pacifist. But you swap a mag of ex-ex and take a single gether to make the street doc who they are—and
potshot, your seconds above daisies are numbered. how people see them. Do they call you Angel be-
Now, on the bright side, if that electro-slinger goes down from cause you swoop in to save them, do they call you
one of my mates, ain’t nothing stopping me from taking a tick to Reaper because they know what you bring with

 // STREET DOCTOR
you, or do they just call you Doc because that term you “practice” on them. Then again, maybe you
holds both respect for who you were and a touch didn’t get caught, but instead realized you had the
of friendship for what you mean to the team? basics, and you could keep learning on your own
156 and making money instead of paying it out to a
street doc school or building debt with a corp. You made the
SHADOWRUN: SHADOW CAST

choice to slip away rather than be forced out, and


Backgrounds since then you’ve had an attitude like you beat the
system. It was the first step toward continuing to
Street medics come from all walks of life, but beat it in the shadows.
the single thing that connects them is their medi-
cal expertise. That expertise may have come from
journeys down different roads. They may have The Bad Corporate Fit
learned their skills formally in some education- Let’s check out another avenue and be brutal-
al venue or worked closely under a skilled street ly honest: The corps don’t care about you unless
doc who wanted to pass down their wisdom. Or you’re making them money, and even then you
maybe they were born with a gift to heal that they need to fit a certain expected paradigm. Many
mask as modern tech to save them the strain of well-trained docs just lose their passion after their
perpetual drain. thousandth cyber replacement of a perfectly good
It’s the very rare individual who learns to be eye or installing their hundredth cortex bomb into
a street medic from hopping on the Matrix and key personnel because it’s better to lose the asset
watching DIY trids (it’s also not necessarily the than the data the asset can pass along. To find that
one you want on your team—but when the bleed- thrill, these skilled surgical street seraphim slip
ing starts, it’s better than nothing). The street doc out and do those procedures that give them joy,
is going to have formal training from a school or or at least a thrill. Like the intensity of repairing
training institution or mentor (usually with a bit a gut-shredding bullet wound or taking several sly
of a rep). This education sometimes comes with slipaways to install a couple super-jacked cyber
baggage. A medic trained by a corp is going to be legs so some runner can jump two stories without
taught differently than a medic taught at a univer- breaking a sweat.
sity in the UCAS. They could have also learned at
a school in Amazonia. Regardless of the venue,
they will have learned some of the same basics, but Professional Misfortune
bedside manner, ethical mores, and rules of triage Sometimes it’s not a choice, though. Sometimes
are going to be different depending on the nature the medic is in the shadows because something
of the school, its corporate connections, and its went really wrong in their professional life.
overall quality. Some institutions focus on mak- Maybe they were a former doc who skirted that
ing money by creating researchers and innovators, line, and when the bosses found out, they were
some make money by creating treatments rather straight-up screwed by their corporate masters. A
than cures, others focus on making a genuine dif- couple of runners get hired to set up a simple fake
ference. That means that where you learn can help call for help, and it turns out the real job is to off
to define the type of street doc you become and the doc and make it look like street violence. But
the character and part you play in the tale of your what smart and savvy street runner squanders a
team. perfectly good hole patcher? Some negotiations, a
Secondly, let’s looks at why you’re a street doc little creative corpse conjuring, and all of a sudden
and not a regular medic. You learned the skills, but that screwed-over doctor is now a key member of
what got you relegated to the lowest rung on the the team. You may need to teach them which end
healthcare pyramid? of the barrel should point toward the bad guys and
how to overcome any possible tendencies toward
non-violence, but the effort could well turn out to
The Side Hustle be worth it.
You may have been young, driven, independent
(and poor) and trying to pay your way through
school. Maybe you started with some scholarship Rapid Rise, Rapid Fall
money, but when it ran out or when money got Let’s look at another route. You’re a whipsmart
tight, you discovered that even the basic knowl- corp kid who just picks up medical knowledge
edge you could offer was worth something down like it’s nobody’s business. School is going great,
in the shadows and cracks of Sixth World society. you’re on a fast track to get that high-end intern-
You started to supplement income with an illegal ship with a lock in for residency and then he/she/
practice, got caught, and all those hopes of the they come along. Parties and pants-down fun start
formal future faded. Still, you had the foundation, trumping study groups. A few wild nights make
the access to education, and patients willing to let for some “awesome” trid footage, and suddenly

STREET DOCTOR // BACKGROUNDS


that footage is hanging over your head for release
if you don’t snag some special chems from the
pharmalockup. One time turns to ten, and eventu-
ally you’re caught with your hand in the candy jar. 157
Rather than face the law, you drop out of school

SHADOWRUN: SHADOW CAST


and start selling your unique set of skills on the
street.

Sidelined by the Corps


But maybe you weren’t young and brash. May-
be you’re old and sick of the system. Maybe you’ve
seen too many of those in genuine need get pushed
aside for the corporate brat with the sprained an-
kle. You took the high road and put medicine be-
fore money.
And paid the price. Your corp pushed you fur-
ther and further down the ladder. Your debt re-
duction shrunk and shrunk to the point that you
were barely making enough to pay the debt and
put food on your family’s table. Then came the of-
fer. Do a little off-the-books work, and things can
get better. They even offered opportunities to make
the difference you wanted to in the first place. But
each clandestine cauterization, each stealthy stitch-
ing, and each bandaged bullet wound was being
watched. In the end, they built their case. They
didn’t kill you, you’ve got skills, but they offered
your contract to some low-rent chop shop like
CrashCart or DocWagon. Problem is, they weren’t
paying for family baggage, and now you’re work-
ing a dangerous game to build enough funds and
friends to pull your family out before they find a
new benefactor. In the end, ethics don’t help bal-
ance your accounts.

Working Outside Channels


Another possibility is maybe you got your ed-
ucation in a nation where degrees are often not
recognized outside their borders, but that didn’t
change your training and it definitely doesn’t
change your skill. You may not speak the local
tongue with perfection, but you speak the lan-
guage of healing, and that’s all that matters. Your
problems arise with connections back home. You
leaned heavily on your family to get you through
your education, and now you need to send that
support back home. The problem is, corporate
masters want loyal and untethered tools, so the
shadows are the only place you find to make nuy-
en to send home. Problem is, you spend too much
time focusing on sending money back to your fam-
ily, which means you lost sight of the corporate
security watching you like a hawk. And when that
hawk comes down to swoop on you, the only place
to go is deeper into those shadows. From there, you
need to figure out how to protect your family from
retribution or from being taken hostage to force
your return and obedience. Patching others up be-

BACKGROUNDS // STREET DOCTOR


comes a means to gain favors, get allies, and even- you for some local assistance. A small neighborhood
tually get your family to somewhere safe—though has gathered some funds to hire the team. It’s not great
that safe place is often the dangerous streets and pay, but the neighborhood also has a former Crash-
158 shadows of the city where you run. Cart clinic they’d be happy to rent to the street medic
You can’t forget those who have the knowledge for a low rate. It still has all the equipment inside af-
SHADOWRUN: SHADOW CAST

and skills, gained in an innovative way (like the ter the landlord locked out the last tenants for dealing
Matrix via virtual surgery or emergency games street drugs in the neighborhood.
or programs), who decide to take those virtual The job itself is a straightforward protection
skills into the real world. The problem is, no one gig with a side bit of chasing off or redirecting the
ever gave them a digital degree, which means they problem gang away from the area.
lack official credentials. But how many runners go The gang started as peddlers for the dealers at
through the effort of background checks and vet- the CrashCart clinic, but when the clinic got shut
ting their teammates? down, they settled in up the street and opened a
Not enough. small candy store, Sweet Treats, that acts as a front
In the end, usually desperation or necessity win for drug sales and prostitution. They have a new
out over the effort to make sure “Doc” is some supplier for the drugs and are suspected of kid-
kind of real doctor. Can they patch up that hole napping or coercing several local youth to work as
from the hot lead or mend those fried nerves from joyboys and joygirls.
that lightning bolt? If the answer is yes, you’ll call While the pay is low, the long-term clinic op-
them whatever they want. Trouble is, at some point erations could be enticing, and the team can gain
you might get a case you can’t patch up—and the a neighborhood to slip away from the heat when
chummers of the poor slot you couldn’t save take they need to lie low. Karma should get a small
it personally. They dig a little, and suddenly you’re bump at the end as well.
in hot water trying to make them understand or The East 20 gang (usually known as the E2s) has
trying to duck and run. Maybe the people you suc- twenty-five total members, twenty of whom call this
ceeded in patching up can help. neighborhood home, while the last five moved into
Stories stacked inside of stories, omae! the area after joining. The leader is a former Lone
Star cop who got fired for stealing evidence, specif-
ically drugs, to sell on the street. He grew up in the
Character creation neighborhood and came back to settle in and set up
recommendations shop with a new gang of boys in blue. The five new-
comers to the neighborhood are his hub of protec-
• Attributes: Willpower 5, Logic 6, Intuition 4 tion, production, and neighborhood control. Two
• Skills: Biotech (First Aid or Medicine) 6, are former Lone Star cops, two are former chemists
Electronics 4, Engineering 3, Perception 5 from KondOrchid, and the last is a street mage he
used to sell to on the regular.
• Knowledge skills: Medical Equipment, The mage has a tempo addiction and has erratic
Medical Practices, OmniStar Culture mood shifts accordingly. Also, one of the chemists
• Positive qualities: Analytical Mind, is a monad. They have no desire to spread their
Indomitable, Toxin Resistance code, but they love bringing the highest highs to
clients and occasionally toss a few programmed
• Negative qualities: Addiction (Novacoke, nanites into the mix. The two Lone Star cops are
Level 1 or 2), Combat Paralysis a mixed bag. One is hardcore and looking to get
• Life modules: College/University, Intern, revenge on Lone Star and the entire corporate sys-
Janitor, Medical Doctor, Nurse, Research tem, the other isn’t actually “former” Lone Star
Scientist, Event: You were overwhelmed, and is in fact undercover, trying to see if this gang
but things worked out and their drug running is worth bringing down or
if they might lead her to bigger fish up the chain.
street doc It’s a complicated front, but the locals want
them out. They don’t want the drugs and prostitu-
Plot Hooks & tion continuing to mar their neighborhood.
Initial investigation should involve a talk with
adventure seeds low-level gangers to get a meet with the bosses.
The gangers play street tough and pretend to not
be afraid of the runners, but they know the reputa-
Helping Hand tion of shadowrunners and that they’re playing a
A low-level fixer named Fitz calls or drops a mes- dangerous game of chicken.
sage on your commlink about a job, providing a place The other option is recon and surveillance to get
and time to meet him, saying he has work for you and a feel for the upper echelon and decide if they can be
a small team. At the meet, he explains that he needs taken down with minimal trouble. They could also

STREET DOCTOR // PLOT HOOKS & ADVENTURE SEEDS


hit a two-prong attack, but if the low-level street having seen Lady Hellcat getting dragged off by a
toughs mention runners poking around, the bosses couple of figures clad in raggedy clothes. He says
will be on edge (+1 Edge for detecting surveillance they pulled her out of the park where they were
and +2 dice pool for noticing surveillance). fighting but didn’t see much more before he went 159
Because the gang is run partly by ex-law dogs, down. They all know ghouls operate in that area

SHADOWRUN: SHADOW CAST


they know when things are about to get bloody and will tell the other ganger to remember that.
and have no problem suggesting moving the busi- The Nine Lives ganger, who goes by Tabby, de-
ness elsewhere. The problem is, the leader of the mands someone go retrieve Lady Hellcat or she’s
gang was possessed by a shadow spirit a bit back, blowing everyone to kingdom come. The others
and they like the misery of this place. They’ll push in the clinic look to the street medic because they
to make it worse, and that gives the runners an in know about their other line of work. Tabby is in
for breaking up the gang from the inside out. such a state because Lady Hellcat is her lover.
The gang’s base has a small front area that has Gathering the team and heading to the park
candies of all varieties. Behind the counter is an where the fight went down, the runners find the
old-school barred door that leads to a small foyer carnage of a mixed street fight. Spent shell casings,
with a pair of doors, one marked “Candy” the oth- blood stains, and bloody drag marks are abundant,
er marked “Treats.” “Candy” leads to the prostitu- but there are two things missing the runners would
tion den, where all of the entertainment is named expect to find: cops and bodies.
for various candies. “Treats” leads to a small room A little legwork into the lack of cops lets them
with a set of glass counters and a few dealers look- know that this park is a regular gang-fight hotspot.
ing to talk you through your drug purchase. It’s also a regular ghoul-feeding ground. The cops
Candy’s space leads up to a modified series of don’t care about the gangers killing each other
twenty small apartments. There is also a stairwell enough to go investigate and run afoul of a ghoul
down to the basement where there are living spac- and catch HMHVV.
es for the workers and the gangers. The local ghouls are not feral and would nev-
Overall, it’s three stories above ground and er attack investigating police, but they don’t have
two below with a garden apartment and then a that same issue with nosey shadowrunners.
basement under that. The garden apartment has a Witnesses in the area who saw the gang fight
front and back entrance, as does the main floor up also saw where the ghouls dragged the bodies to.
a series of six steps. The back of the home has bal- If the runners ask around or check out local social
conies on each floor and an access to a rooftop flat media feeds or hack commlinks for footage, they
that has a sitting area for socializing and partying. can see that the ghouls take the bodies to a mainte-
The gang can be threatened and chased out nance building hidden among some trees. They can
with a little push. The problem is, the wiped-out also follow drag marks and blood trails.
gang has connections to former cops and someone The maintenance building has one normal
will look into it, so the team (maybe the medic) steel door and a larger garage door. Both are
needs to have a way to clean up the mess. Organ- rusty, and neither is locked. They both make large
leggers, ghouls, or the classic river/forest dump amounts of noise when they’re opened. Inside is
might work, but you can never be sure. a large workroom, a small office, a garage bay,
and a stairwell down to the plumbing systems
that once handled fountains in the park’s pond
It’s Your Oath, Not Mine and the sprinkler system for the park’s numerous
The character gets a request to come down to flower beds. All of it is in disarray—in fact, the
a local clinic (or they go to their own clinic) to floor of the basement is flooded with a half meter
handle some triage and trauma care after a serious of putrid water. Near the back of the basement is
gang fight between the Nine Lives and Alpha Dogs a hole in the wall that leads to a large sewer tun-
in the neighborhood left dozens injured. The clinic nel access. About twenty meters from the hole is a
is treating injured Alpha Dogs. large concrete pad above the water level that the
While treating patients, a Nine Lives ganger ar- local ghouls have set up as their home with sev-
rives and yells to get everyone’s attention. As work eral small makeshift buildings and tents. At the
ceases or slows, the ganger opens her coat to reveal far back of the concrete pad is a steel ladder that
a vest covered in nails, criss-crossed with wires, leads to the surface in the park.
and packed with blocks of grey putty that looks an Lady Hellcat is currently in a cage near the cen-
awful lot like C4. They threaten to blow the whole ter of the ghoul village. She’s alive but wounded.
place to hell if the Alpha Dogs don’t return Lady There are two others alive in the cage along with
Hellcat. The suicide vest is connected to a pair of a dozen bodies in varying levels of decay and dis-
dead man’s switches, currently being held in her memberment. The two others are Felix and Wolf-
hands. Releasing either detonates the vest. hound, rival gangers, both mages, who managed to
After some tense arguing about them not having knock each other out with a combination of Stun
Hellcat, one of the injured Alpha Dogs mentions spell and drain at the same time.

PLOT HOOKS & ADVENTURE SEEDS // STREET DOCTOR


The head of the ghouls here is named Chomper, throughout. There are two operating studios and
and he’d be more than happy to trade live meat six recovery rooms, one of which is currently in use.
for live meat. He won’t negotiate for anything less. The research wing is still clean and well-main-
160 If things turn violent or the runners threaten vio- tained but lacks the aesthetic quirks of the other
lence, Chomper backs off. At which point the doz- parts. There are four research labs with three re-
SHADOWRUN: SHADOW CAST

en other ghouls in the vicinity attack. searchers assigned to each. They are rarely present
After four combat rounds, six more ghouls join after 1800 hours, with the occasional exception of
the fight from down the tunnel. one or two who needed to check a time-sensitive
If the runners just grab the gangers and run, experiment. It’s up to the gamemaster to determine
they can have a running battle as they head for the if anyone is there if the runners come after hours.
way out. Between the two sections, accessed from a rear
The final confrontation comes at the door to hallway where deliveries come through the dock,
the maintenance shed where eight ghouls (includ- is a small office with a security spider watching the
ing Chomper, if he’s still alive) wait to ambush the cameras all over the facility. Only the two guards
runners. are present, with the exception of shift changes ev-
ery eight hours (0000, 0800, 1600); at those times,
Clinical Improvements four security personnel are present.
The sample skin is in a research lab with six dif-
A trusted fixer reaches out with an interesting ferent new skin type samples. All of which would
job that could pay out in several ways. A typical interest Mr. Johnson or another buyer. The needed
meeting with a typical Mr. Johnson is arranged, datafiles can be accessed from the terminal in the
but before the meet, the fixer offers a proposal. lab. No wireless access is available in the facility
They know the job involves stealing a prototype other than the security camera system.
for a new synthetic skin bioware from a small firm The terminal with the datafiles on the skin re-
that is looking to make a big deal with one of the search projects is stacked with IC. Here again is
Big Ten. While the fixer doesn’t want to tell the data on all six skin projects, which is solid pay-
runners how to do their job, he suggests a larger data.
break-in and theft not just of the prototype but of a As for the massive theft plan: If the runners time
lot of the medical gear and equipment in the place. their efforts to come in just after the midnight shift
The fixer wants a ten percent cut of Mr. Johnson’s change, and if they quickly neutralize the security
offer and will supply vans, but the runners, and in and any lab personnel the gamemaster chooses to
particular the street medic, get to keep all of the have present, then they have a little under eight
medical equipment. hours—six if they want to leave before sunrise—to
Mr. Johnson wants the sample skin and all the loot this place of enough key gear to build a solid
research and testing data the company has on their medical workshop.
system. He also wants that data wiped and no cop-
ies made. street doc
Doing a little legwork will reveal the company,
Blackstone Body Mods, has five research and im-
plantation clinics catering to high-end clients with Quality Path
rare, unique, or person-specific mods. They’re a
boutique body mod setup that is currently inde- Street Medicine
pendent, but their recent skin-mod prototype that This quality path traces a street doc’s journey
promises full body protection without marring as they establish work in a new community and
your perfection has caught the eye of OmniStar, become an asset.
which would love to expand their DocWagon di-
vision into the cyber/bio implant arena with a hot
new product to draw customers.
Step One: Home Ground
As for the job, it should be easy. Blackstone is The character initially comes in to help out the
not a mega and can’t afford massive security. The locals. They may be hired to install cyberware,
target facility has an aesthetically pleasing decor treat illnesses and wounds, or perform any oth-
but is not particularly large. It’s a single-story er function an underserved community needs. As
building on the outskirts of a high-end shopping they work, they begin to meet the locals and get to
mall. A well-appointed foyer has seats and a desk know the neighborhood. This slowly builds their
for a single guard who wears finely tailored armor attachment to the area, and they start along the
clothing and only carries a taser. quality path. After serving the community for at
From the foyer are two doors, one leading to the least four hours a day for a total of fifty days, they
research wing, the other to the implantation wing. gain the Home Ground quality for half the normal
The implantation wing is again well-decorat- Karma cost. The team can also negotiate to buy or
ed and has pleasant background music playing renta nearby safe house (e.g., Sweet Treats).

STREET DOCTOR // QUALITY PATH


Step Two: Day Job them? What if your less-harmful efforts result in
a more harmful (or even deadly) outcome? You
If the medic accepts the clinic and operates it
shoot them with a tranquilizer dart only to have
for at least ten consecutive days, they become a
community fixture, and they gain 2 Karma along
them stumble into the electrified fence or have a 161
cross reaction with the painkiller they’re taking
with 1,000 nuyen per month for any month where

SHADOWRUN: SHADOW CAST


for an injury they got when the last group of run-
they work at least one hundred hours in the clinic.
ners busted in and put a round through their knee.
Are you a pacifist and just focus on patching up
Step Three: Enemy your team when things go sideways? Or are you so
Continued work in the clinic will bring prob- strongly against harming others you won’t work
lems. The street doc will earn the ire of Daniel with runners who do? Does everyone on your
Braidwood, the CrashCart manager who had been team need to follow your creed?
operating in this neighborhood. He does not ap- Once you’ve answered some of those questions
preciate the runners taking away his business, so and built a moral ground to stand on, play the
he puts a 2,500 nuyen bounty on the street doc’s part. Hold your moral ground when challenged or
head. That’s not enough to attract any real heavy threaten others with the classic, “I can take you
hitters, but the occasional appearance (once every apart as easy as patch you up.” Play the character
few weeks) of a would-be assassin is enough to you made, not just the game you are playing.
keep the street doc a little jumpy. But it is also important to remember that you’re
only metahuman and prone to the whims of emo-
street doc tion at times. An accidental death could push you
over to pacifism, or getting a violent visit from
playing Advice someone you only knocked out could push you to
care less about the lives of others.
The three biggest factors for a street medic run-
ner are their past, their motivation, and their moral
compass. The three are usually intertwined, but the
Tactics
twists and turns on the road of life can definitely As a street doc, your primary role is clear: patch
lead a healer down a darker path or push them to a up the team. Make sure you consider a range of
point of moral righteousness that rubs many in the approaches here. This can include application of
shadows the wrong way. As you prepare to play patches, use of medkits, and administration of
this archetype, think on each of these three aspects pharmaceuticals. A street doc may also be Awak-
and work through them in your backstory. ened, with a range of Health spells that could in-
Know the past. Determine where and how you clude both healing and spells of broader use such
were educated and think on how that might af- as Increase Attribute or Increase Reflexes. Some-
fect your views of others on the streets. Did you times this will need to be done on the fly—wounds
come up apprenticing with another street doc, or are common in Shadowrun, Sixth World, so doing
did you only come across street people when you some quick first aid work on your teammates to
hit your clinical hours in college? Are you bitter minimize their wound penalties will be very useful.
you lost your life and license, or did you choose to Your team doesn’t have to be the only subject of
walk away from that life to do more good for the your ministrations. Good healthcare is often tough
masses? to come by in the Sixth World, so a lot of com-
Have you come to the shadows for money, for munities have people who could use some diag-
the community, for the clout, or something else? nosis and healing. A street doc can use their skills
Each feeds into character motivation in a different to improve the team’s bargaining position or earn
way. Once you know the why, you can shape the valuable favors.
personal rules on how far you’ll go for each and Still, while the medical skills can be useful in
what laws you will bend or break in order to save multiple circumstances, a well-rounded street doc
lives. How far will you go for money? What do will have secondary skills to provide more options
you do when something that helps your communi- when things get rough. Street docs often have high
ty hurts the community next door? How import- Logic, which would also be of use for hacking. A
ant is your reputation? Will you call the ghouls doctor with a good bedside manner might find
to hide a failure or sacrifice a squatter to save a some use as a face, while a medic who was part of
prestigious client? Once you know those answers, a high-threat response team likely has some com-
translate them to your morals on the street. bat skills. They won’t be as good as specialists in
Does that Hippocratic oath stand up to the hy- those areas, but they can be valuable support. Even
pocrisy of the streets? Are you willing to harm a if they’re mainly laying down covering fire, they
guard to get that payday as long as you don’t kill can find a role beyond their medical skills.

PLAYING ADVICE // STREET DOCTOR


STREET SAMURAI
BLADE FIGHTER
Street Samurai Blade Fighter of the most primal—and dare I say intimate—actions one can
undertake.
Backgrounds But samurai who embrace the cold steel of the blade do
not shy away from such things. They embrace them. Despite
> The way of the bladed samurai is not an easy path, and not
our individual styles and choice of steel, those who favor the
suited for everyone. Nor should it be. To embrace the blade is to
blade are modern-day incarnations of warriors of old, apex
look death in the face with every battle, to see the life in your
predators of the streets, masters of individual combat born
prey’s eyes fade, and to feel the warm blood of your opponent as
skin, muscle, and even metal split apart before the might of your of the symbiosis of our individual warrior spirits and modern
blade. technology.
That is, if you’re the victor. Every time we draw our steel, we dare death to claim us.
It is something many in the Sixth World cannot handle, for True mastery of the blade demands sacrifice and dedication
the so-called “masters” of this age do their best to sanitize from all who travel this path. For it is not just the skill with a blade
and sterilize life (and even combat). They seek to market and itself that the samurai must master; it requires so much more.
package existence itself, to make it palatable for the masses Because the blade, along with enhancements and skill, is nothing
by making simplifying and sanitizing it … turning it into a mere but an extension of the samurai’s body, mind, and will. And for all
game. This is especially true in the face of modern warfare, this to come together in perfect synergy, the foundation must be
where bleeding-edge technology and magic do their best to strong.
create as much distance as possible between the combatant and And even that may not be enough. For the Sixth World has
the stark reality and horror of true combat. Most cannot handle stacked the deck against the blade wielder to prevent us from
these realities, because locking blades with an opponent is one getting close. Samurai must also embrace the skills needed to

STREET SAMURAI BLADE FIGHTER // BACKGROUNDS


close with our opponents, lest we fall victims to less honorable blade samurai are not afraid to sacrifice whatever
combatants and end up as nothing more than twisted metal and is necessary to stay ahead of their opponents, to
inert meat on the ground. keep that razor’s edge that will inevitably, one day,
But everything I have just said means nothing if the samurai determine if they live or die. 163
does not have a code. Those without a code are nothing Because what good is a soul if you’re dead?

SHADOWRUN: SHADOW CAST


more than simple killing machines, optimized for death and But much to the chagrin of their teammates
destruction, made to be pointed at a target with little or no and the shadow-community at large, blade street
agency. They are just puppets for someone else’s benefit (and
samurai have their reputations for a reason. First,
they’re more than willing to put their nuyen where
just as easily manipulated). Our code is what sets us above the
their mouth is when challenged because they
soulless killers the Sixth World keeps trying to produce. We
(hopefully) have the goods to back it up. Second,
decide who will die … and who will live. Our code is what gives
blade samurai possess a burning desire to prove
us purpose, protects who we are, and keeps us going when we themselves. Because it’s one thing to proclaim one’s
are forced to constantly sacrifice more and more of our bodies skill and inherent superiority, but quite another
(and our souls) in order to maintain our literal cutting edge. to prove beyond a doubt that they’re the apex
Our path is not an easy one, but it is a true one. And truth, no predators of the streets. Third, those blade street
matter what kind, is something in short supply in our world. samurai who have indeed found the right synergy
> Taka Red of skill and augmentations are truly nightmarish in
their lethality if they get up close and personal with
Considering themselves to be the inheritors of an opponent. Those who don’t hopefully survive
old ways in a modern world, blade street samurai with a valuable lesson; the others … simply don’t
have a reputation for being more than a bit matter anymore.
arrogant, even among other shadowrunners and Another hallmark of the blade street samurai
especially among other street samurai. From their is their preferred weapons, which they treat with
point of view, though, it’s not arrogance if they a reverence akin to a sacred talisman or idol. Even
really are better. more so than their augmentations, their blade is an
In an age where smart or fire-and-forget weapon expression of their self. It is an extension of their
systems can engage opponents from literally body and will, meant to strike down those foolish
kilometers away, blade street samurai are a breed enough to challenge them, to use when the cause is
apart. They see themselves as superior warriors, just, or to take a fragger out who needs taking out.
inheritors and practitioners of a purer style of Because modern blades are much stronger, lighter,
combat, exactly like the samurai (or Vikings, and deadlier than anything that has come before,
Spartans, knights, duelists, etc.) of old. Blade a skilled blade samurai can perform combat
samurai believe it takes much less skill to pull a maneuvers their forerunners could only dream
trigger. Or even worse, to simply order a machine of. It’s not uncommon to hear stories of blade
to kill. Instead, combat should be toe-to-toe where samurai easily finding gaps in modern armor with
one’s skill and prowess determine who will be the their daggers or cyber-spurs, or a samurai’s heavy
victor … and the vanquished. battle axe splitting a skull with little effort. And
Still, the blade samurai isn’t stupid enough to let’s not forget the classic monowire-edged katana
completely disregard the benefits of such weapons that is quite capable of enabling a blade samurai to
and technology, especially when working with remove body parts with disturbing ease.
other shadowrunners. They’ve even been known If one cannot see the benefits of having such a
to use a gun (on rare occasions, but begrudgingly) person by your side or on your shadowrun team,
when the situation calls for it. then get out of the biz now and never look back.
Despite their over-romanticized notions of There is no single way for someone to find the
combat, blade street samurai have zero qualms bladed samurai path. All that’s required is a love
regarding modern augmentations. It is the one of close combat, aptitude with a blade, discipline
modern technology they wholeheartedly embrace. to hone your skills, and the will to augment your
Like other street samurai, blade samurai constantly body to its maximum … and then go even further.
seek out ’ware that gives them an edge in a fight. These factors enable the blade samurai to go toe-
It could be a reaction/speed booster, strength to-toe with the multitude of dangers and threats
enhancer, or internal body armor; all are simply inhabiting the darkest streets. The blade samurai,
parts that make the greater whole. And like other while preferring the cold steel of the blade and
street samurai, blade samurai are painfully aware focusing almost religiously on its mastery, will still
of their own limitations, specifically that ’ware look to cultivate other skills that enhance their
obsolescence is an ever-present specter on the chances of victory or at least survival. Knowing
horizon, and the race to stay one step ahead of how to out-think your enemy and being a solid
the next challenger is never-ending. If one is not tactician are just as important as knowing how to
seeking out the best and moving forward, they are use steel.
truly doomed. As such, and like other samurai, In this never-ending quest, blade street samurai

BACKGROUNDS // STREET SAMURAI BLADE FIGHTER


will often seek out and befriend street docs to aid
them in acquiring the augmentations they will
require. Likewise, a blade street samurai will seek
164 out a weaponsmith or similar provider to find just
the right blade that meets their needs and speaks
SHADOWRUN: SHADOW CAST

to their soul.
Blade street samurai are represented by all types
of metahumans, for the blade does not favor one
group over another and adheres to no stereotype.
Elves can swing axes just as well as swords, and a
troll armed with daggers is no less deadly. A sword
or cyber-implanted weapon does not care if it is
wielded by a dwarf, ork, or human. What matters
is that the blade samurai finds exactly what they
are looking for—a blade that speaks to them.
Some samurai may have also been lucky enough
to find a mentor, someone who not only showed
them how to fight but taught them a code to live
by. Others may have formed their own code based
on their individual experiences and hard-learned
lessons. Regardless, their code is as much a part of
them as the chrome in their bodies and the blades
in their hands.
Whatever their beginning, blade street samurai
tend to come from the lowest parts of the streets,
where they learned early in their lives how to survive.
They’ve seen firsthand the threats that prowl the
streets of the Sixth World. These may be thrill gangs
who will tear flesh from bone for nothing more
than the cheap thrill of it and sell the leftovers to
the highest bidder. Maybe they’ve encountered a
creature that systematically hunted their family and
friends. Or they’ve seen what the corporations do to
those who they, and society at large, no longer care
about or see as disposable. Or maybe they’ve simply
decided not to be the meat in the proverbial grinder.
Whatever their past, whatever they’ve experienced,
the blade street samurai ultimately decided to no
longer be anyone’s prey.
And through the blade, they’ll become respected
and feared on the streets.
It is this desire to be the best, to be respected,
to win, that truly drives the blade street samurai.
Nuyen is fine, but it’s nothing more than a means
to an end. It’s a way to pay for necessary upgrades
or repair the body after battle, to replace or
upgrade one’s blades should they break or become
lost. It is during battle, whatever kind it may be,
where the blade samurai feels most alive while
also being at peace. Here they put not just their
blades, but their bodies,and their very being to the
test. In such a test, the blade samurai will either be
victorious or fall based on their skills. Such is the
way of things, or at least how they should be. So
think hard before challenging a samurai, especially
one who practices the blade. For they may not
seek satisfaction immediately, but their memories
are long. A challenge or slight will eventually be
answered lest the blade samurai be seen as weak
or afraid. Neither is acceptable.

STREET SAMURAI BLADE FIGHTER // BACKGROUNDS


Because they’re so focused on being the best • Negative qualities: Gremlins, Honorbound
they can be, blade street samurai (especially • Life modules: Agent, Athlete, Bodyguard,
younger ones) often look down on those who do Courier, Ganger, Hunter, Martial Arts
not strive to do the same. A blade street samurai Training, Military, Shadowrunner, Smuggler, 165
will at least have a grudging respect for other types Event: You became extremely interested in

SHADOWRUN: SHADOW CAST


of warriors who consistently work to hone their unusual or mysterious topics
crafts, and they will also recognize the value of
those with different skills. What they cannot stand Street Samurai Blade Fighter
are those who are intentionally weak or lazy.
Even worse to the blade samurai are those who
seem to have had their advantages simply given to Plot Hooks
them. Adepts make especially good targets for such The blade street samurai is first and foremost
ire, especially those who also favor the blade. In about one thing: proving themselves. For street
their mind, adepts did not have to sacrifice anything samurai, that means conflict. And while the blade
or replace pieces of their bodies to achieve their street samurai may have scores of victories and the
power or skill. Worse still, they don’t seem to have reputation to match, not everyone sees them the
any limits. While most blade street samurai are same way. Even the encounters that ended with the
honorable and professional enough to keep their death of an enemy may not resolve the conflcit;
egos in check most of the time, the adept represents they can motivate others to seek vengeance or try
a foe who, if defeated, would help seal the samurai’s to build reputations of their own.
reputation as warrior. And sometimes, such an
opportunity is too good to pass up.
Aside from their skill, lethality, and arrogance, Doc in Debt
blade street samurai are also known for being A street doc named Doc Hauser (or any street
fiercely adherent to their codes of honor, more doc contact the blade samurai PC has) is in the
so than other types of street samurai. Perhaps middle of a bad situation. The good doc has fallen
it’s because they see themselves as the heirs to in debt with Tamanous, the feared organ-legging
honorable warrior traditions, or because they syndicate. Seems Doc made a deal to supply a cer-
believe that their adherence to a code makes tain number of body parts and used cyberware in
them superior to most in the Sixth World. To the exchange for some new nova-hot ’ware that has
blade street samurai, their code is just as much a since been sold to various clients (bonus if some of
reflection and representation of their self as their that ’ware is in one or more of the PCs). But Doc
steel is. To violate the code is to violate everything has fallen short on their end of the deal—again.
they are and stand for. Whatever the reason, blade This makes the fourth month straight they’ve
street samurai are fervent in the application of missed their quota. So not only is Doc in danger of
their codes in their professional and personal lives. being tossed on the table and carved up for spare
Most would rather die taste death than dishonor parts with the leftovers being tossed to the ghouls,
themselves by violating their code. This can lead but anyone they’ve installed any ’ware in is in dan-
to a very narrow and lonely path, but no one ever ger of having said augmentations repossessed just
said a warrior’s life should be easy. to spite Doc and hopefully motivate them to get
For all their contradictions and faults, blade their hoop in gear. Desperate, Doc calls the blade
street samurai can be both ruthless and honorable, samurai PC and offers to hire them and their team
showing mercy one minute yet bringing swift death to deal with the situation. According to Doc, they
in the blink of an eye. It is between those extremes, have approximately seventy-two hours to either
guided by their own sense of honor and passions, balance the butcher’s bill or refund the ’ware. Ta-
that the blade street samurai thrives under the manous refuses to accept a nuyen equivalent, call-
neon lights and in the darkest shadows. ing it a “matter of principle.” So the PCs have a
few options, which include but are not limited to:
going out and finding or generating the required
Character Creation amount of dead meat (which could compromise
Recommendations: codes of honor) or going toe-to-toe with the crimi-
nal syndicate and causing enough damage to force
• Attributes: Body 5, Agility 6, Reaction 5 them to back off (good luck with that).
• Skills: Athletics 5, Close Combat 6 (Blades
specialization), Stealth 4 Protect the Rep
• Knowledge skills: Blade Manufacturing, Reputation is everything in the shadows, espe-
Blade Types, Melee Combat Techniques cially for a street samurai. Unfortunately for the
• Positive qualities: Ambidextrous, Guts, High PC blade street samurai, a decker named Cold-As-
Pain Tolerance, Quick Healer IC (CAIC) has a massive beef with them. Sometime

PLOT HOOKS // STREET SAMURAI BLADE FIGHTER


in the PC’s past, they geeked someone CAIC was has tusks (human looking quality) and is bullied
close to, and now they’re out for revenge. Know- mercilessly by other juvenile orks because of it.
ing there’s no way to take the blade samurai head- Splinter has either seen the PC blade street samu-
166 on, CAIC decides to start messing with the PC’s rai in action or has heard about the PC’s exploits
rep by dropping rumors all over the Matrix, com- through various stories or street rumors. Either
SHADOWRUN: SHADOW CAST

plete with doctored footage of the PC engaging in way, Splinter is convinced that the blade samurai
activity that goes against the PC’s code or shows PC is the one who will teach him how to become
them betraying known contacts. If they can’t kill a street samurai himself and help him deal with
them directly, CAIC will do the next best thing those bullying him once and for all. Unfortunately
and tank their rep, which is pretty much a death for the PCs, Splinter doesn’t inform them of his de-
sentence for any runner, and especially harsh for cision and does enough legwork to start showing
a samurai with a code of honor to uphold. As a up at the places the PCs frequent. But he has a hard
result, Johnsons start to become hostile or refuse time working up the nerve to say anything to the
to do business with the blade samurai PC or any- PC. Eventually, and depending on how the blade
one associated with them. Contacts’ Loyalty rat- samurai PC or other PCs react, Splinter will go
ings start dropping, maybe eventually leading to from showing up at the PCs’ hangouts to crashing
said contacts ghosting the PC completely. This is meets with Mr. Johnson. And if pushed far enough,
not the kind of battle the blade samurai PC is used Splinter starts to interfere with runs, either “trying
to fighting, but they must figure out how to find to help” or doing what he can to sabotage them;
CAIC in order to repair their reputation or undo depending on how the PCs have previously treated
the damage. To make matters worse, CAIC is a him. If Splinter tries to help, any time he is finds
major asset for Renraku and enjoys a certain lev- himself in danger, he freezes (combat paralysis
el of protection from the megacorporation. So, by quality). Will the PCs set Splinter straight? Will
taking out CAIC, the PCs run the risk of getting on they tire of his interference? Will they simply “let
the corporation’s drek-list. something happen” to Splinter and remove him
from the equation? Or will they take the young
ork under their wings and gain a small (but deter-
Satisfying Honor mined) contact/ally?
It’s a situation that has played out time and
time again. At some point, the blade samurai PC
has somehow offended a much more experienced Toxic Trail
blade samurai known as Steel Ghost, who now de- The blade samurai PC’s mentor has turned up
mands “satisfaction” from the PC. The nature of dead, and the mentor’s most recent student, an
the offence can be real; the PC may have flubbed elf named Regina Razor, asks them to help in-
an Etiquette test when dealing with the elder sa- vestigate—and enact revenge. The investigation
murai—or worse, actively insulted him in the pres- leads to an underground fight league ran by an
ence of others, directly challenging his honor. Or ork adept named Brett Stone. It seems that Stone
it could be a simple misunderstanding or miscom- is looking for what he calls “the ultimate chal-
munication that has gotten out of control. Another lenger” in order to prove just how great his pow-
possibility is that someone (possibly Cold-As-IC) er is. To facilitate, Stone has joined forces with
is manipulating the situation in order to force the the most powerful local crime syndicate, which
confrontation. Regardless of how, Steel Ghost isn’t is more than happy to take its cut of the sizeable
taking “no” for an answer. Eventually, he (and his amounts of nuyen Stone’s fights generate. It’s also
team if necessary) will confront the blade samu- happy to provide little things such as security and
rai PC, even going so far as to hunt down and/or protection. Unbeknownst to anyone, however,
go through the rest of their team in order to force Stone has gone toxic and is simply looking for
the PC to engage in an honor duel. Will the blade means to satisfy his bloodlust. Fights are often
samurai PC go through with the duel, or will they extremely one-sided, with participants severely
and their team find another alternative that can outnumbered and outclassed, making the bouts
satisfy honor on both sides? little more than in-person snuff-sims. Examples
include but not limited to: brawlers going up
against modified combat drones, SINless being
The Desire to be Taught forced to fight spirits, or participants receiving
One of the greatest boons a would-be samurai certain handicaps (such as being drugged) to
can receive is that of a mentor. But sometimes a ensure their defeat. The PCs eventually discover
student is not content in waiting for a mentor to that the blade samurai’s mentor was the victim of
reveal themselves and instead becomes proactive such treachery, having been given a low dose of
in finding one. In this case, the PC blade samurai narcoject without his knowledge before the fight.
has been “selected” by Splinter, a young ork who The PCs also eventually discover that Regina was
lives in one of the local housing projects. He barely supposed to fight, the result of her family becom-

STREET SAMURAI BLADE FIGHTER // PLOT HOOKS


ing indebted to the local crime boss. The mentor How to Build Your
instead knocked her out and took her place. This Reputation and (Hopefully)
only doubles her shame. Complicating matters,
Stone has several participants held hostage and Not Get Geeked 167
a small biomonitor installed in his chest. Should Like warriors of old—to whom they feel a close

SHADOWRUN: SHADOW CAST


it register him dead, gas will flood the holding kinship—modern blade samurai know that actions
area and kill everyone there within seconds. The speak louder than words. So in addition to their
PCs need to figure out how to not only save the constant training, blade samurai seek out every
hostages but also find a way to satisfy honor and opportunity to enhance their reputations within
defeat Stone and his allies. the shadow community.
While this can be done in several different ways,
Street Samurai Blade Fighter the blade samurai must be careful to not gain the
wrong kind of reputation or betray their own code of
Quality Path honor. For example, a blade samurai who is known
for excessive violence and brutality may be feared and
even respected as a combatant, but that does little to
Best of The Best help their overall reputation and survival when Mr.
Johnsons no longer wish to employ them. Likewise,
Starting Point a blade samurai who shows too much mercy or is
This is a path that any blade street samurai perceived as weak toward an enemy could cause
player can take at the beginning of or shortly into potential allies to wonder if they really do have the
their career. The player can have any background, stomach for the fight. It is a delicate balancing act,
personality, or proficiency with any kind of often teetering on the edge of a razor where decisions
bladed weapon. However, for this path they must be made in a split second.
must show devotion to the blade by having the No pressure.
Close Combat skill with Blade specialization and Still, there are some tried and true ways a blade
select one specific blade as their primary weapon. street samurai can gain both reputation and honor.
Additionally, for this path they must also have a • Defeat Enemies in Combat: This one is
code of honor of some kind as reflected by the obvious, but still needs to be said. At their
Honor Bound quality. This can either be a generic core, blade street samurai are warriors
code such as adherence to Bushido, or something who use older methods (with technological
more specific to the player character but discussed twists) in a modern time. They are focused
and authorized by the gamemaster. Any other on proving that not only do the old ways
positive or negative qualities the player may have still have merit in the face of modern tech-
should also be discussed with the gamemaster so nology, but that they are worthy successors
they do not cause any significant conflict or can be to those ways. And as the saying goes, one
properly integrated into the overall quality path as must eventually put their nuyen where their
it plays out within the greater game narrative. mouth is. Defeating enemies is one of the
fastest ways for a blade samurai to do just
Step One: Making One’s Mark that. But there is a difference in defeating
Every story has a beginning, and for the blade an opponent with honor and simply kill-
street samurai, that beginning is first deciding ing them. A truly worthy samurai does not
to adopt and follow the path of the blade. But gain any real honor or reputation by killing
training, practice, and even the acquisition of those weaker than themselves. Bullies and
sufficient chrome are nothing unless they prove animals kill for little reason. Likewise,
themselves. To earn their name, a samurai must bloodshed for the sake of bloodshed does
accomplish deeds worthy of being talked about. not prove one’s skill or honor—only the
From such things reputations, both good and bad, defeat of a worthy foe or one that poses a
are created. Through deeds and reputation, blade sufficient threat can do that.
street samurai demonstrate their worth within the • Showing Mercy: As said before, a blade sa-
shadow community. murai gains no honor by defeating a signifi-
Because they are so hyper-focused on their cantly weaker opponent or one who shows
particular code and combat philosophy, blade no significant threat. By showing mercy at
street samurai who start this path cannot gain any the proper time, the blade samurai demon-
additional Edge during combat unless they use their strates that they understand the meaning of
bladed weaponry. Those who use their preferred honor in a world that is indifferent to most
weapon in combat, however, get one additional metahuman suffering. Defeating an oppo-
point of Edge when their Attack rating is at least 4 nent without necessarily killing them also
more than the defender’s Defense Rating. shows that the blade samurai can adapt to

STREET SAMURAI BLADE FIGHTER QUALITY PATH // STREET SAMURAI BLADE FIGHTER
their situation, that death is not the only Step two (optional):
weapon in their arsenal, and that they can Under the Guidance Of ...
stay their hand when the situation calls for
168 it. A blade samurai is not simply a killing The path of the blade is a long and difficult
machine—they are warriors, not butchers. one, even more so for one who has no previous
knowledge or has first adopted the blade. So it
SHADOWRUN: SHADOW CAST

• Finishing the Job: If the samurai agrees to is often best to seek out someone who has the
perform a task or job or achieve an ob- knowledge and train under them. Not only can
jective, they are honor bound to meet the the student gain knowledge faster, but they may
terms of that agreement to the best of their also develop an ally for life. Of course, this all
abilities. If part of that means zero combat, depends on whether the mentor-to-be agrees to the
then so be it. There will be plenty of oppor- arrangement in the first place.
tunities for that later. To gain a mentor, the PC must have a Reputation
• Meeting All Challenges and Challengers: of 5 or more. They must gain 5 Favor Points (see p.
The Sixth World tests everyone in some 173, Sixth World Companion) with an NPC who
way, but most choose to run away from has Close Combat 7 or better, as well as expertise
such challenges. But not the blade street in Blades. They must spend all 5 Favor Points so
samurai. They not only know and accept that the NPC agrees to be their mentor.
this, but they welcome any challenge that A blade samurai under the tutelage of a mentor
comes their way. Often, these challenges will have their advancement costs for Close
come from other combatants who may Combat (Blades) reduced by three Karma (per
also be looking to prove themselves or skill level). However, the player character will have
are seeking newer, innovative methods or to give up two Karma to the mentor as payment
combinations of weapons and chrome. The for their teaching. This arrangement will only
blade street samurai never knows what they last until the player reaches skill rank 7. At this
may be going up against and must be ready point the mentor will no longer have anything
for anything. A blade samurai must never more to teach and will instead become a contact
let fear of the unknown prevent them from with Loyalty rating 6; their Connection rating will
standing up for honor and their code. be set by the gamemaster based on the mentor’s
current relationship with the PC.
• Knowing When to Fight Another Day: This
may seem to run counter to everything a
warrior would stand for, but it is quite the Step Three: Inevitable
opposite. As the blade samurai is not a Challenges and Challengers
mindless animal, they should also recognize
As the blade samurai character gains more
that sometimes their personal glory/victory
honor and reputation among the shadows (possibly
may need to be put aside for the greater
through some of the ways outlined in Step One:
good or for others. Defeating an enemy at
Making One’s Mark), the blade street samurai
the cost of your friends, allies, compatriots,
will find their lives becoming a bit of a double-
or even the mission/job at hand is a selfish
edged sword. On one hand, their reputation will
and dishonorable thing.
open more opportunities among Mr. Johnsons
• Accepting That They Will Eventually as the player is seen as capable and dependable.
Die: A true warrior, no matter what kind, Likewise, the player’s reputation among other
knows that, for all their individual skill shadowrunners (especially other street samurai)
and strength, they will one day face an will also increase. The downside is that the player
opponent who is simply better than they character becomes a target for those who are
are. During this confrontation, the war- looking to enhance their reputation by taking
rior knows they will finally meet their end. down or defeating a well-known runner. They may
Blade street samurai know this better than also face challenges to their code, which they will
most. They know that eventually their body also have to answer for.
will weaken and their augmentations will If the player completes twenty-five Karma
become obsolete, no matter what they do. points worth of jobs in the Step 1, then they
So, like the warriors that came before them, move to this step. As a result, they are considered
blade street samurai accept this and hope something of a prime runner in the local runner
at the very least for an honorable end when community. Players who accomplish this will
the time comes. Knowing they will eventu- gain a bonus point of Edge on all social tests with
ally fall does not mean they will go quietly, potential Mr. Johnsons. If during this time the
however. True warriors fight with every- player is also able to defeat ten opponents single-
thing they have, especially when they know handedly (either during a job or direct challenges)
it’s the last time. with their primary blade, then the samurai gets

STREET SAMURAI BLADE FIGHTER // STREET SAMURAI BLADE FIGHTER QUALITY PATH
a +1 dice pool bonus to accompany the previous and act before an opponent. This means the best
Edge boost, which reflects the player’s new status chrome they can get—wired reflexes, reaction
as a samurai legend. enhancers, anything to boost initiative should
The only exception to this is if another samurai their first pieces of ’ware. High Reaction ratings 169
or other combatant directly challenges the PC to should also be considered. Secondary types of

SHADOWRUN: SHADOW CAST


a duel, contest, or fight. If the player is defeated augmentations to consider should be anything
by any of these challengers, then they lose the that increases survivability, such as dermal plating
Edge bonus described above until they can defeat or bone lacing, because the blade street samurai is
the same individual in another contest. The other a primarily a close combatant and will inevitably
downside to being a shadow legend is that now take damage at some point. Combining defensive
they will constantly be a target by other samurai/ augmentations with a high Body will help the blade
combatants and that they have become somewhat street samurai avoid or deal with damage (medkits
known to local authorities. They gain a +1 Heat are always useful, too!). If for some reason the
modifier for any Heat test they have to make. blade street samurai is not able to gain enough raw
speed through augmentations, then investing in a
Street Samurai Blade Fighter high Stealth skill is advisable in order to close with
an opponent.
playing advice Whatever method the blade street samurai uses,
they will need to realize that among their team,
Regardless of background or weapon style, the they will be one of the main front-line combatants
blade street samurai walks a warrior’s path. Their in any kind of confrontation. They’ll need to
primary focus (at least in the beginning) should coordinate with the rest of the team accordingly.
always be combat—specifically how to become a But blade street samurai are more than a mix
better warrior on the streets while staying focused of edged weapon and chrome, to be pointed at
on their specific style of fighting (it is a matter of a threat and told to kill it. They can come from
honor and pride, after all). As the blade samurai diverse backgrounds, be of any metatype, and
progresses and improves throughout their careers, literally have been anything prior to taking up the
additional, and maybe unrelated, secondary path of the blade. How they reconcile their past
skills and focuses can be added, but never to the with their present while they travel along their path
detriment of skill with the blade. is what makes the blade street samurai interesting.
On the tactical level, combat for the blade This is also why a samurai’s code is so important.
street samurai typically means getting in close Anyone can pick up a weapon (even a blade) and
to your opponent and doing as much damage as install some chrome to become a deadly adversary.
possible, as quickly as possible, while avoiding But it is their code that makes the samurai (blade
counterattacks. The first can often be challenging, or otherwise) stand out in the shadows. Inevitably,
as there are multitudes of ranged attacks a target or a blade street samurai will face with an opponent
opponent can employ, be they firearms or ranged or situation that will challenge their code and force
combat spells. them to decide if they will uphold it in the face of
As such, speed is essential for a blade street opposition or even certain death or break it and
samurai, as it will (hopefully) allow them to close suffer the consequences.

PLAYING ADVICE // STREET SAMURAI BLADE FIGHTER


mug book
preview
ALL LINED UP
Mug Book contains 40
character cards spanning
a range of metatypes,
archetypes, and abilities.
Whether you need a
quick NPC to drop into
a game or want to use
them as pre-generated
player characters, this
deck is ready!
Mug Book is for use with
Shadowrun,
Sixth World.
The following previews
are from Mug Book,
which features character
stats based on the
archetypes in this book.
Academic Mage
171

SHADOWRUN: SHADOW CAST


Ja’nae Collinwood
Female ork academic mage

The beauty is in the patterns, and the


patterns are everywhere.
ATTRIBUTES
B2 A3 R4 S3 W5 L6 I5 C3 EDG 2 ESS 6 M6

DEFENSE RATING: 7 CONDITION MONITOR: 11/9


INITIATIVE RANK: 9+1D6
SKILLS: Astral 4, Close Combat 3, Conjuring 5, Enchanting 4,

Ja’nae Perception 4, Sorcery 6, Stealth 4


GEAR: Armor jacket, contacts (flare comp, image link),

Collinwood micro-transceiver, reagents(100), telescoping staff


SPELLS: Clout, detect life, fireball, heal, increase reflexes, overclock,
Raised as an orphan and destined for a hard life until she physical barrier, trid phantasm
Awakened, Collinwood fell in love with magic because QUALITIES: Focused concentration, spell components,
talismonger’s assistance/assistant
it saved her. She feels her continual learning is a way of
giving back to it. HOOK: Ja’nae puts her magical studies to practical use with
Academic Mage powerful, direct, and effective spells.

banshee hitman

The Whisper
Male banshee hit man

Actions are my words.

ATTRIBUTES
B4 A5 R5 S4 W6 L5 I5 C8 EDG 5 ESS 6 M6

DEFENSE RATING: 6 CONDITION MONITOR: 11/10


INITIATIVE RANK: 10+2D6
SKILLS: Athletics 3, Close Combat 3, Con 6, Influence 5, Perception 4,
Sorcery 5, Stealth 4
GEAR: HE grenades (4), light collapsible crossbow, lined coat,
Narcoject injection bolts (10), stim patch 6
SPELLS: Control Actions, Ice Spear, Levitate, Physical Barrier,
The Whisper Physical Mask, Powerbolt, Silence, Stunbolt
POWERS: Dual Natured, Bite, Enhanced Senses (Hearing),
Being a man of few words and even less of a name might Essence Drain, Mist Form, Regeneration, Paralyzing Howl
be a huge cliché, but damn if it doesn’t fit him to a T. HOOK: Why would an assassin use non-lethal toxins?
Banshee Hitman Because to a banshee, dead people are inedible.

AVAILABLE NOW FROM STORE.CATALYSTGAMELABS.COM


OR YOUR LOCAL GAME SHOP!

// MUG BOOK PREVIEW


coyote shaman
172
SHADOWRUN: SHADOW CAST

Tayanna
Female human Coyote shaman

I have a plan. A good one. No, better


than the last one. For sure this time.
ATTRIBUTES
B2 A2 R4 S2 W5 L4 I6 C4 EDG 4 ESS 6 M6

DEFENSE RATING: 4 CONDITION MONITOR: 11/9


INITIATIVE RANK: 10+1D6
SKILLS: Astral 4, Athletics 2, Conjuring 3, Enchanting 6, Firearms 3,
Outdoors 2, Perception 5, Sorcery 5, Stealth 2
GEAR: Chameleon suit, Defiance Super Shock Taser (Illusion spell
Tayanna focus 4), reagents (50), stim patch
SPELLS: Clairvoyance, improved invisibility, physical mask, trid
Tayanna is an artist with preparations, combining objects phantasm, shape metal, shape plastic
and triggers in unique ways. A key that triggers when placed QUALITIES: Attribute mastery (Charisma), bad luck, finesse, guts,
in a lock? A sponge that triggers when wet? Tayanna has mentor spirit (Coyote)
made that and more, and her ideas keep coming.
HOOK: This time Tayanna’s elaborate and delicate
Coyote Shaman plans fell apart, and she needs some backup.

cyber ninja

Half Moon
Male dwarf cyber ninja

Follow me, but not too close.


Stay out of blade range.
ATTRIBUTES
B5(9) A6(8) R4(6) S3 W5 L2 I5 C2 EDG 2 ESS 2

DEFENSE RATING: 8 CONDITION MONITOR: 11/11


INITIATIVE RANK: 11+3D6
SKILLS: Athletics 5, Con 1, Close Combat 5 (Blades +2), Outdoors 2,
Perception 3, Stealth 5

Half Moon
GEAR: Combat knife, directional jammer 6, forearm snap blades,
katana, lined coat, throwing knives
AUGMENTATIONS: Bone density 4, muscle toner 2, orthoskin 4, pain
So much of Half Moon’s augmentations are subtle editor, pocket, synaptic booster 2
bioware, so that he tends to be mistaken as a harmless, QUALITIES: Attribute mastery (Agility), built tough 2, double-jointed,
killer, twitchy
unaugmented dwarf. He uses every advantage to remain
undetected. HOOK: Half Moon will show you a stealthy way to get
Cyber Ninja into that facility, but you’ll owe him a favor.

AVAILABLE NOW FROM STORE.CATALYSTGAMELABS.COM


OR YOUR LOCAL GAME SHOP!

MUG BOOK PREVIEW //


gun fu samurai
173

SHADOWRUN: SHADOW CAST


Rachit
Male human gun-fu samurai

A good fight is like a ballet.


But bloodier.
ATTRIBUTES
B4 A4 R4(7) S3 W3 L3 I4 C2 EDG 5 ESS 3.2

DEFENSE RATING: 8(11) CONDITION MONITOR: 10/10


INITIATIVE RANK: 8(11)+4D6
SKILLS: Athletics 5 (Free Fall), Close Combat 5 (Clubs), Firearms 6
(Machine Pistols), Outdoors 2, Perception 5 (Visual), Stealth 5
Rachit GEAR: Armor vest, balance augmenter, muscle augmentation 3,
muscle toner 3, saps (2), smartlink, synaptic booster 3
Actually has studied ballet and incorporates it into his QUALITIES: Ambidextrous, Guts
movements. Also thinks John Woo and Quentin Tarantino
could have used more blood in their flatvids.
HOOK: Small arms support, solid distraction, total grace
Gun Fu Samurai

street samurai blade fighter

Octavia Nine
Female ork street samurai blade fighter

This knife? This knife says my


life is my own, not yours.
ATTRIBUTES
B7 A6 R5(6) S7 W4 L3 I4 C4 EDG 4 ESS 4.9

DEFENSE RATING: 11 CONDITION MONITOR: 10/12

INITIATIVE RANK: 10+2D6

Octavia Nine
SKILLS: Athletics 6, Close Combat 5, Influence 3, Outdoors 3,
Perception 3, Piloting 2, Stealth 3
Octavia has had too many things taken away from her, the GEAR: Arm. jacket, fake SIN (6), 2 x Fang combat knife, Hermes Ikon,
largest of which is her found family by a street gang out
for a night on the town. There were twelve of them, now 6 x throwing knives, wired ref 1 (used), Yamaha Growler
there’s nine. When she’s back to just “Octavia,” she plans
on starting a garden. HOOK: Runners are hired to protect one of the
Street Samurai Blade Fighter street gangers that Octavia is hunting.

AVAILABLE NOW FROM STORE.CATALYSTGAMELABS.COM


OR YOUR LOCAL GAME SHOP!

// MUG BOOK PREVIEW


qualities index
The qualities listed below are mentioned in Shadow Cast and Focused Ambition..........................................SR6Comp, p. 133
are found in different Shadowrun books. Here’s an easy refer- Grease Monkey........................................................ DC, p. 169
ence for where to find them. Guts..........................................................................SR6, p. 71
Indomitable..............................................................SR6, p. 72
Inspire Competence......................................SR6Comp, p. 133
Book Key Junkyard King.......................................................... DC, p. 169
Double Clutch...................................................................... DC
Juryrigger.................................................................SR6, p. 72
Firing Squad.........................................................................FS
Magic Resistance......................................................SR6, p. 72
Power Plays......................................................................... PP
Many Skills................................................... SR6Comp, p. 134
Shadowrun Sixth World Edition........................................ SR6
Many Talents................................................ SR6Comp, p. 134
Shadowrun Sixth World Companion......................... SR6Comp
Photographic Memory.............................................SR6, p. 73
Street Wyrd.........................................................................SW
Polyglot.........................................................SR6Comp, p. 135
Relentless Tracker.........................................SR6Comp, p. 135
Positive Qualities Rote Alchemist................................................SRComp, p. 135
Affinity for Transit....................................................DC, p. 167 Scholastic Mage........................................................SW, p. 113
Always Ready...........................................................DC, p. 167 Shamanic Mask........................................................SW, p. 114
Analytical Mind....................................................... SR6, p. 70 Signature Maneuver.................................................DC, p. 170
Aptitude.................................................................. SR6, p. 70 Silver Lining............................................................. DC, p. 171
Arcane Resilience Training.......................................SW, p. 113 Software Optimization....................................SRComp, p. 135
Astral Chameleon.................................................... SR6, p. 70 Speed Racer............................................................. DC, p. 171
Attribute Mastery.................................................... DC, p. 168 Spirit/Sprite Affinity.................................................SR6, p. 73
Blandness................................................................ SR6, p. 70 Team Player...................................................SR6Comp, p. 135
Bravado.........................................................SR6Comp, p. 132 Teflon Coated................................................SR6Comp, p. 135
Close-Minded Summoner.......................................... SW, p. 23 The Motorpool......................................................... DC, p. 169
Critter Dominator............................................SRComp, p. 132 Underdog.................................................................. DC, p. 171
Critter Trainer.................................................SRComp, p. 133 Vehicle Empathy....................................................... DC, p. 171
Cyberjack Maximization................................SR6Comp, p. 133 Will to Live............................................................... SR6, p. 74
Determination......................................................... DC, p. 168
Discreet Smuggler.........................................SR6Comp, p. 133 Negative Qualities
Driving Style: Combat Ace....................................... DC, p. 168 Accident Prone......................................................... DC, p. 171
Driving Style: Getaway Driver................................. DC, p. 168 Addiction................................................................. SR6, p. 74
Driving Style: Interceptor........................................ DC, p. 168 All Business...................................................SR6Comp, p. 135
Driving Style: Reckless Driver................................. DC, p. 168 Always Late.............................................................. FS, p. 129
Exceptional Attribute...............................................SR6, p. 71 AR Vertigo................................................................SR6, p. 75
First Impression.......................................................SR6, p. 71 Astral Beacon...........................................................SR6, p. 75

QUALITIES INDEX //
Bad Luck...................................................................SR6, p. 75 Uneducated............................................................. SR6, p. 79
Bad Memories.......................................................... FS, p. 129 Weak Immune System............................................. SR6, p. 79
Bad Rep....................................................................SR6, p. 75
Bermuda Gremlins................................................... DC, p. 171
Existing Quality Paths 175
Bounty.............................................................SRComp, p. 136
These quality paths are not used in this book but are refer-

SHADOWRUN: SHADOW CAST


Combat Junkie...............................................SR6Comp, p. 136
Compulsion............................................................... FS, p. 129 enced so players can use them with the archetypes found here.
Dead Stick................................................................ DC, p. 171
Dissonance Compilation Error........................................ p. 88 The Boundaries of Honor......................................... FS, p. 130
Dissonance Confusion..................................................... p. 88 Eye For an Eye.......................................................... FS, p. 132
Dissonance Deletion........................................................ p. 88 Learning How to Deal............................................... FS, p. 134
Dissonance Gremlins....................................................... p. 88 Obsession..................................................... SR6Comp, p. 140
Dissonance Rage............................................................. p. 88 Once Bitten............................................................... FS, p. 132
Dissonance Sprite Lag..................................................... p. 88 SINner’s Path.................................................SR6Comp, p. 142
Dissonance Static............................................................ p. 88 Vendetta........................................................SR6Comp, p. 141
Dissonance Stigma.......................................................... p. 89
Distinctive Style...................................................... SR6, p. 76 New Quality Paths
Drone Animosity.......................................................DC, p. 172 The following quality paths are introduced in this book.
Easy Mark.................................................................DC, p. 172
Finesse..........................................................SR6Comp, p. 137 Alchemical Gadgeteer..................................................... p. 60
Flashbacks................................................................ FS, p. 130 Astral Traveler..................................................................p. 16
Fuzz Magnet.............................................................DC, p. 172 Back in The Game............................................................ p. 49
Gear Acquisition Syndrome............................. SRComp, p. 137
Best of the Best..............................................................p. 169
Glitchy...........................................................SR6Comp, p. 137
Blood Pressure................................................................ p. 43
Gourmand.....................................................SR6Comp, p. 137
Combat Coordination.......................................................p. 95
Gremlins.................................................................. SR6, p. 76
Crime Magic...................................................................... p. 17
Honorbound.............................................................SR6, p. 77
Cruel and Unusual............................................................p. 27
Hooder...........................................................SR6Comp, p. 137
Dissonant Technomancer................................................ p. 86
Hunted...........................................................SR6Comp, p. 137
Distant Past and Bleeding Present.................................. p. 43
Impaired.................................................................. SR6, p. 76
Drone Technologist..........................................................p. 97
In Debt......................................................................SR6, p. 77
Eagle-Eyed Detective......................................................p. 105
Incompetent............................................................ SR6, p. 76
Eagles Ex Machina..........................................................p. 107
Indecisive......................................................SR6Comp, p. 137
Enmity of a Dragon..........................................................p. 18
Insomnia...................................................................SR6, p. 77
Gestalt............................................................................p. 154
Killer................................................................ SRComp, p. 137
Home Sweet Home...........................................................p. 35
Limited Attributes.........................................SR6Comp, p. 138
Limited Skills.................................................SR6Comp, p. 138 Hunter of Gunmen.......................................................... p. 145
Loss of Confidence................................................... SR6, p. 78 I Am The Fortress.............................................................p. 79
Low Pain Tolerance................................................. SR6, p. 78 Mac The Wrench.............................................................. p. 96
Maybe You Missed Something.................................. FS, p. 130 Mage Hunter.....................................................................p. 16
Megacorporate Affiliated.................................................... PP Mama Bear.......................................................................p. 78
Momentous Misfortune.................................SR6Comp, p. 138 Not So Free Spirit............................................................ p. 36
Motion Sickness.......................................................DC, p. 172 Operations Ace............................................................... p. 155
Non-lethal.......................................................SRComp, p. 138 Panopticon.......................................................................p. 79
Perforated Firewall..................................................DC, p. 172 Polite, Efficient.................................................................p. 28
Phobia...................................................................... FS, p. 130 Pulse................................................................................ p. 43
Prejudiced............................................................... SR6, p. 78 Purifier...........................................................................p. 106
Pusillanimous Summoner........................................SW, p. 114 Shamanic Hooder.............................................................p. 59
Remote Pilot.............................................................DC, p. 172 Spiritual Assistance..........................................................p. 35
Representation I – III...........................................SW, p. 114 Street Medicine.............................................................. p. 162
Road Rage................................................................DC, p. 172 Talismonger’s Best Friend................................................p. 18
Scorched.................................................................. SR6, p. 78 The Bad Beat..................................................................p. 130
SINner...................................................................... SR6, p. 78 The Healing Journey........................................................ p. 70
Social Stress............................................................ SR6, p. 78 The Human Touch............................................................ p. 65
Sore Thumb..............................................................DC, p. 172 The Racing Family.......................................................... p. 137
Specialist..................................................................DC, p. 172 Training Montage............................................................. p. 71
Spirit/Sprite Bane................................................... SR6, p. 79 Trickster Spirit..................................................................p. 58
Target Fixation.........................................................DC, p. 172 What Is Most Sacred....................................................... p. 123
Trust Issues...................................................SR6Comp, p. 138 Winged Gunslinger.........................................................p. 108
Twitchy..........................................................SR6Comp, p. 138 Worse Things Than Me.....................................................p. 28
Uncouth................................................................... SR6, p. 79 Wreck and Recovery....................................................... p. 138

// QUALITIES INDEX
Shadowrunners come in all shapes, sizes, and skill sets. Some of
them do things you immediately know will be useful. For others—
well, let’s say their usefulness sometimes sneaks up on you.

Shadow Cast embraces the full range of Shadowrun characters


and invites you to do the same. It explores twenty different
character archetypes, looking at how each type does its work
in the Sixth World, what their backgrounds might be, and what
they’ll do. It also has qualities for each archetype and a little
advice on how to play them.

Whether you’re playing Shadowrun or running the game,


Shadow Cast has useful tools and rules for you. Shadow Cast is
a Runner Resource book for Shadowrun, Sixth World.

CAT28510 Under License From

catalystgamelabs.com I shadowruntabletop.com
© 2022 The Topps Company, Inc. All rights reserved. Shadowrun, Sixth World, and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc.,
in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in China.

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