Sixth World was created by Chris Clouser and Tanner
Yea.
## DISCLAIMER
Dungeon World is the property of Sage LaTorra and
Adam Koebel, and is available under the Creative Commons
Attribution 3.0 Unported License. See www.dungeon-
world.com for details.
The Topps Company, Inc. has sole ownership of the
names, logo, artwork, marks, photographs, sounds, audio,
video and/or any proprietary material used in connection
with the game Shadowrun. This is a fan-created
adaptation, and no challenge is intended toward Topp’s
ownership of the Shadowrun intellectual property.
## DIGEST EDITION NOTES
This edition of the game is not intended to be the direct
successor to Sixth World Revised. It makes some significant
changes to stats and moves available, and reorganizes
some elements of the other game (for instance,
altering how certain equipment works, like cyberware).
The changes were made in part to streamline, and also
to simply put a different spin on the changed elements.
This will likely be the last update to either Sixth World
Revised or the Digest Edition for a long time; I’ve run out
of vacation! I hope you enjoy the game.
-Chris
# SIXTH WORLD
Sixth World is a “hack” of the game Dungeon World
which attempts to capture the flavor of the world of the
well-known RPG Shadowrun®.
The Sixth World is the dangerous and grim future of
our own world, where magic has resurfaced, megacorporations
rule the world, and humanity has perfected
incredible new technological capabilities including advanced
cybernetics and the worldwide virtual reality
network called the Matrix.
This game assumes familiarity with Shadowrun, as
well as with Dungeon World.
## PRINCIPLES OF PLAY
__Fiction First:__ everything that happens in a session of
Sixth World starts with the fiction, proceeds to rules
(if necessary), and ends with the fiction.
__Moves are Not Powers:__ most of the game’s rules are
encapsulated in small packages called moves. A move
provides the rules to resolve particular situations that
arise in the fiction (for instance, how to shoot someone,
or seduce someone). Try not to think of moves
as powers you must activate or “use,” but as the rules
that come into play when your character gets into a
situation.
__Never Say Your Move:__ because the game starts
with and ends with the game fiction, you won’t say
“I use Rock & Roll on that guy!” Instead, determine
from what you are doing in the game world (running,
shooting, jumping, dying, etc.) what move would apply.
When the rolling is done, you conclude with some
more fiction (or perhaps the GM does, depending on
the outcome). This is the story, not whether you used
Rock & Roll or Stay Frosty.
__Fiction Forces:__ if you do something in the game
world that would trigger a move, then you must make
that move. You can’t say “I’m diving into the closet
to avoid being spotted” and then not make the Stay
Frosty move. Conversely, you can’t make a move unless
the situation actually demands it. If you’re not
fighting someone who’s fighting back, then you don’t
get to make the Rock & Roll move. The game fiction
dictates what happens.
__Speak to the Characters:__ since the fiction anchors
the game, remember that if you want to speak to or
ask something of Valentin, the character being played
by Keith, don’t say “Hey Keith, do you have a spare
frag grenade?” Instead, speak to the character: “Hey,
Valentin, do you have a spare frag?” (remember,
though, you don’t have to act in first person! it’s okay
to speak about your character, not as your character,
if you prefer).
## STATS
Most of the rules of Sixth World rely on the value of
a player character’s Stats. You’ll hear more about these
later on (especially when you get to the Dossiers), but
every player character is described by 5 basic stats.
Each stat could fill in the blank in the following sentence:
How __________ is my character?
__Sharp:__ alert, quick, perceptive, and instinctive
__Hard:__ ruthless, cold, and willing to do harm
__Steady:__ focused, cool, and mentally and physically
tough
__Skilled:__ educated, trained, skillful, and intelligent
__Smooth:__ stylish, appealing, and charismatic
And two pools of points that fluctuate in the course of
play.
__Essence:__ your life force and (meta)humanity, this
also fuels the powers of magical archetypes (Adept,
Mage, and Shaman)
__Karma:__ a pool of points used to boost you when you
need it, or bail you out in a tight spot. Your Karma
starts out equal to 1/2 your Essence, round down
(with a minimum of 1; every shadowrunner has some
Karma). Although Karma starts out equal to 1/2 Essence,
it can be increased using the Advance move, to
a maximum value equal to your Essence.
## ROLLING THE DICE
In this game, the dice rolling revolves around the concept
of the Move. When you are instructed to roll dice
for a move, your responsibility is simple: roll 2d6, and
add the value of a stat (or sometimes some other value)
to the result. When a roll is needed, it is usually phrased
as ”roll+Something,” where “something” is the value to
add to the roll.
> __Example:__ if you are told to roll+Steady, you would roll
2d6, sum the total, and add the value of your Steady stat
to the result.
The total of the roll indicates the outcome of the action
taken by the character:
* On a 10+, you achieve a strong success: you’ve
achieved your aim without complication, and to the
fullest extent possible.
* On 7-9, you have achieved a weak success: your
achieve your aim, but with a cost. You will usually be
presented with a list of complications to choose from,
although sometimes instead the GM will tell you what
complication occurs.
* On a total of 6 or less, you have failed: you don’t
get what you want. In fact, things are probably going
to get worse.
Note that if a move just says “roll,” then you don’t add
anything— just roll 2d6. In addition to the common 2d6
roll, Sixth World uses the other common polyhedral
dice: d4, d6, d8, d10, and d12. Twenty-sided dice are not
used for mechanics, but can be used for some of the random
generators at the end of this document.
### ROLL MODIFIERS
While the basic move roll is 2d6+(something), there are
a few modifiers and tricks that may apply to a roll. The
rules will always indicate when to use one of these modifiers.
__boosted:__ whenever you are boosted, your result is
never lower than 7 (even if you roll 6 or less). So,
when boosted, you cannot fail, though success may
still come at a cost (not least of which is the fact that
while boosted, you can’t mark XP while boosted).
__glitched:__ glitched rolls are the opposite of boosted
rolls. Whenever you are glitched, your result is never
higher than 9, even if you rolled a 10+. You can
succeed while glitched, but it will always come with
a cost.
__hold n:__ when you are told to Hold n, or that you gain
n Hold, this means you have a small pool of points
that can be spent at some future moment of your
choosing. You will be told on what, specifically, you
may spend the Hold. Note that if you can spend Hold
on a dice roll, you can do so after you see the results
of the roll!
__take +n forward/-n forward:__ this means take a bonus
(the +) or a penalty (the -) equal to n to your next
Move.
__take +n ongoing/-n ongoing:__ this means to take a bonus
or penalty equal to n to all of your future rolls,
until whatever circumstances caused the ongoing
modifier have changed.
__b:__ this means “take the best of” - you roll multiple
dice, but keep only one of them to determine the final
total. For instance, if you are instructed to roll 2d6b,
you would roll 2d6, and keep the highest die. When
written by itself (without a dice expression) it will be
written as [b].
__w:__ this means “take the worst of” - if you are instructed
to roll 2d6w, then you would roll 2d6 and keep the
lowest die. When written by itself (without a dice expression),
it will be written as [w].
### ESSENCE
Every character in Sixth World has a stat called essence,
representing their humanity, life force, and mystical
connection with the world.
Characters start with 6 essence, although this may be
reduced through the installation of cyberware. Essence
can also be lost to some creatures and to certain injuries,
depending on what optional rules you have in effect.
Essence is an important characteristic in three ways:
1. It fuels the Adept’s powers, the Mage’s spells, and
the Shaman’s spirits.
2. It acts as a limit on the amount of cyberware any
character can carry.
3. It may be the thing that saves your life when the
chips are down. See the “Last Chance” move.
### KARMA
Each Archetype has a pool of points called Karma. Karma
is an in-game currency representing a number of
real-world (or at least, game-world) concepts, from luck
to experience to their ability to turn a bad situation into
a survivable one.
#### SPENDING KARMA
The main way to spend Karma is to gain bonuses to
rolls. When a player wishes it, they can spend Karma
as follows:
* To improve damage: for every point of Karma spent,
they can add +1d6 damage to their most recent attack.
* To boost a roll: a character can spend one point of
Karma to be boosted on their next roll.
* To lean on your reputation: when making a roll
that uses your Style stat, you may spend a point of
Karma to substitute your Rep score instead (see Rep).
Karma refreshes at a rate of one point per day (assuming
a good night’s rest).
#### EARNING KARMA
When you start play, your Karma value is equal to onehalf
of your Essence value, rounded down (minimum
1). You can earn more Karma by choosing the “Gain
1 Karma” option when they make the Advance move.
Your maximum
Each player is also free, at the end of a run, to make
a case that another player’s character deserves to earn
a point of Karma based on their actions (successful or
not), performance, or whatever other criteria the player
things is worthy.
#### LOSING KARMA
The value of your Karma stat can never be higher than
the value of your Essence stat. If you reduce your es9
sence (typically by installing cyberware), you must
make sure to reduce your Karma as well, if it exceeds
your essence value.
### XP
Characters earn XP (typically called “Marking XP”) as
they navigate their shadowruns, get in fights, and survive
their adventures in the Sixth World. Characters can
mark XP in the following circumstances:
* when they fail a move (this is the most common
reason XP is marked)
* when they finish a run, or a significant portion of
a major run
* when they resolve one of the debts or favors they
have with another character
* when they are manipulated (see page 4) by another
character
Once a character marks 10 XP, they may use the Advance
move to “spend” that XP to improve their character.
Possible improvements include gaining new moves,
gaining more Karma (as mentioned above), or even
gaining Essence, for those magic users out there.
### REP
In Sixth World, Rep is the equivalent of your character
level—each time you advance, you’ll increase your Rep
by 1. You’ll start at Rep 0, meaning that you’re unknowns
in the shadows—not incompetent, just unknown. As
you advance, you’ll become real players in the shadows.
#### WORD GETS AROUND
Reputation isn’t just a way to track how many times
you’ve made the Advance move. In fact, it can make a
big difference in how easily you can get information,
gear, medical assistance, and other useful items like
that.
If you want to leverage your reputation when you’re on
a run, you can spend a point of Karma to substitute your
Rep score for your Smooth score when dealing with other
people.
Once your rep reaches 4 or higher, instead of substituting
its value in place of your Smooth attribute, you
can spend a point of Karma to be Boosted when you
roll+Smooth.
### DEBTS & FAVORS
Nobody goes it alone in the shadows for long. Sooner or
later, you need to get help from somebody. Sometimes,
you can buy that help with money. Other times, legal
tender won’t cover it and that’s when debts and favors
come into play.
The total number of Debts & Favors you have with another
character on your team equals your Bond with
that character. For example, if you have 2 debts to another
character, your Bond with them is 2. If, at the end
of a session, you have resolved one of these bonds, you
erase the debt or favor, and you and the other runner
mark XP.
#### DEBT
A debt is something you owe a fellow runner. Maybe
they yanked your ass out of a bad situation down in
Aztlan, or helped spring you from jail, or just lent you
some of their own hard-won experience that saved your
bacon.
#### FAVOR
A favor, conversely, is something owed to you by a fellow
runner. Maybe you were the one doing the hot-LZ
extraction in Aztlan, or you took the rap for them on a
particular smash ‘n grab job.
Debts and favors are not necessarily reciprocal! A character
might perceive a debt to another that is entirely
self-imposed. Conversely, a character might feel like one
of their teammates owes them something, while that
teammate might be completely unaware of that feeling.
So, when establishing debts and favors, don’t assume
that a debt on one sheet has to correspond to a favor on
another.
## MOVES
In Sixth World, the place where rules and fiction intersect
are the character’s Moves. Moves are the mechanical
structure used when the fictional actions of a character
require some resolution, and where the outcome
of such actions is sufficiently interesting - or in doubt
- as to be worth taking a risk to achieve.
It is tempting to think of moves as a character’s “powers”
or “abilities,” but remember: you should not be
looking for a move to make. Instead, you should describe
fictional actions that fit the circumstances, and
when those actions trigger a move, th+.+n you engage
the game mechanics to determine the outcome.
There are four general categories of moves in Sixth
World: Core, Secondary, Archetype, and Metatype.
Core moves are the most commonly used moves, and
provide mechanics for frequent activities like fighting,
hiding, looking around, and interacting.
Secondary moves are less frequently used, and are
usually situational.
Archetype moves are moves unique to one of the
character archetypes, and reflect their particular
abilities.
Metatype moves are moves that reflect the differing
traits of the five human metatypes in the game.
Core, secondary, and metatype moves are detailed on
the following pages. Archetype moves can be found in
the dossier for each archetype.
### CORE MOVES
#### CHECK THE SITUATION
When you __assess a tense or dangerous situation,__
roll+Sharp. On 10+, you may ask the GM 3 of the following
questions. On 7-9, ask 1 question. Either way, take +1
if you act on the answers.
* What is my best escape/access/evasion route?
* Which enemy is most vulnerable?
* Which enemy is the biggest threat?
* What is my enemy’s true position?
* What should I be on the lookout for here?
* Who’s really in control here?
__Note:__ you may ask any question you wish; however, the
GM is only obligated to give answers the questions from
the list above.
#### DROP SCIENCE
When you __consult your knowledge of a specific topic
or determine facts about your environment,__
roll+Skilled. On 10+, the GM will tell you give you a useful,
specific detail about the situation. On 7-9, the GM
will give you a general impression.
#### FUCK IT UP / MAKE IT RAIN
When you __aid or interfere with someone__ you have
Bond with, roll+your Bond with them. On 10+, they are
boosted or glitched, your choice. On 7-9, they’re still
boosted or glitched, but you are exposed to danger or
retribution.
#### PERSUADE / SEDUCE
When you __have leverage over someone (something
they need, want, or wish to hide) and wish to get
something from them,__ roll+Smooth. If the person is an:
* NPC: On 10+, they’ll ask you for something in return,
but will give you what you need now. On
7-9, they’ll need to see some proof you’ll do what
they ask before they help you.
* PC: on a 10+, both of the following apply. On 7-9,
only 1 applies (you choose):
* if they comply, they get to mark XP.
* if they refuse, they have to Stay Frosty.
#### MAKE ‘EM SWEAT
When you __impose your will on someone__ through
violence or threat thereof, roll+Hard. On a 7+, they
choose one:
* do what you say
* get the hell out
* attack you
On a 10+, you also take +1 forward against them. On
a miss, they do what they want (or, if it’s an NPC, the
GM makes their move), and you take -1 forward against
them.
#### ROCK & ROLL
When you __attack an enemy,__ roll+Hard. Determine the
outcome based on the range at which you attack:
* Melee Combat: on 10+, you hit and deal your
damage. On 7-9, you hit and deal damage, but
your target attacks you as well.
* Ranged Combat: on 10+, you hit and deal your
damage. On 7-9, you deal damage, but (choose 1):
* you must expose yourself to danger or attack
* you burn up ammunition; mark off 1 ammo
* you only graze the target (-2 damage)
#### STAY FROSTY
When you __act despite imminent danger, fear, or risk,__
roll+Steady. On 10+, you succeed. On 7-9, you succeed,
but the GM will present you with a worse outcome, hard
bargain, or ugly choice.
### SECONDARY MOVES
#### ADVANCE
When you __have downtime and have marked 10 XP,__
you can spend time reflecting on your experiences and
honing your skills. When you Advance, choose one of
the following:
* increase a stat (each stat may be advanced only
once; check the small box in the stat area to indicate
a stat that has already been advanced)
* gain a new move from your dossier
* gain a move from another Archetype’s dossier
* gain the Awaken move (requires Rep 3)
* gain 1 Karma
You may only choose one benefit each time you advance.
However, you can choose a benefit multiple times, subject
to the limits specified above. Once you have advanced,
clear your XP track. Additionally, increase your
Rep by 1.
#### AWAKEN
Requires: Rep 3
You become attuned to the deeper mysteries of the magical
world. You can now spend Essence to power abilities
and spells. This move, obviously, can only be taken
once.
#### CITATION NEEDED
When you __research something,__ roll+Skilled. On 10+,
you spend 1 day searching, and locate a useful detail
about the topic of the research. On 7-9, you locate a useful
detail, but (choose 1):
* you end up in a rabbit warren of information;
spend 1 additional day digging through it
* your search raises a flag in someone else’s systems
(the GM determines whose)
* the information is in hardcopy, and you need to
go to it; spend 1 additional day on the search
#### FIRST AID
When you __try to keep a teammate from dying__ from
their wounds, roll+Skilled. On 10+, you stabilize your
teammate. On 7-9, you stabilize them, but (choose 1):
* you can’t move them to cover
* you expose yourself to danger (take 2 damage)
* their wounds force you to Stay Frosty
On a failure, your teammate cannot be saved.
#### GUT CHECK
When you __check off your 8th wound box,__ roll+Steady.
On 10+, you stay on your feet, and if the damage you
just received would take you beyond 8 boxes, ignore any
excess. On 7-9, as above, but (choose 2):
* you take -2 ongoing to all moves
* you’ll pass out in a few moments (you’ll have time
for 1 or 2 moves, tops)
* you’re making it worse; First Aid moves to help
you take -1
On a failure, you collapse unconscious. If you were taken
down by a weapon dealing stun damage, you are
merely unconscious. Otherwise, you require first aid to
stabilize you.
#### HIT THE BOOKS
When you __spend time training, practicing, or studying
your abilities,__ you gain Prep. You gain 1 Prep for
every 2 days spent in training or practice. When that
training and preparation pays off, you can spend 1 Prep
to get +1 to any roll. You can only spend 1 Prep per roll.
#### LAST CHANCE
When you __teeter on the brink of death and have no
options left,__ permanently sacrifice at least one point of
Karma, and roll+the amount sacrificed. On 10+, you’ll
pull through somehow—you just won’t let go of life that
easy. On 7-9, you will survive, but the GM will privately
discuss with you what terrible bargain you agreed to in
order to live. On a 6 or less, nothing can save you.
If you survive, your maximum Karma is reduced by 1
point (this can reduce your Karma to 0). Karma may be
regained when you make the advance move.
#### OVERWATCH
When you’re __providing cover for an ally and a threat
appears,__ roll+Sharp. On 10+, your ally gets the drop on
the threat. On 7-9, they’re alerted, and take +1 forward
to their next move. On a miss, the threat gets the drop
on your ally.
#### PULL STRINGS
When you __hit up a contact for info, items, or assistance,__
roll+Smooth. On 10+, the contact provides useful
information (related to their own knowledge) or assistance.
On 7-9, the contact provides information or assistance,
but (choose 1):
* has to get back to you; wait 1 day
* isn’t happy about it; take -1 forward to the next
time you Pull Strings with this contact
* requires a favor in return
If you fail, your contact doesn’t want to see you for a
while, and will not return calls or meet with you for
1d6+1 days. Repeated failures of this move can permanently
sever your relationship.
#### POP PILLS
When you __indulge in a drug,__ roll+Steady. On a 10+, you
experience the effects as normal. On 7-9, you experience
the effects but you got a weak batch, so the effects
last half as long.
If you roll snake eyes when you pop pills, you become
addicted to the drug. If you go 3 sessions without a hit,
roll 2d6w. If you roll a 4 or higher, you are no longer
addicted; otherwise, you’re still hooked. If you are an
addict and roll snake eyes while popping pills, you overdose
and take 8 Stun.
#### SUPPRESSION FIRE
When you __suppress an area to pin the enemy down
down,__ roll+Hard and mark off 2 Ammo. On 10+, the targets
are suppressed and cannot move or return fire. On
7-9, the targets are suppressed, but you take 2 damage
(ignores armor).
#### TAKE A BULLET
When you __stand in defense of another,__ roll+Steady. On
10+, the attack hits you intead. On 7-9, the attack partly
hits you (you take half damage, or half the attack’s effect,
if non-damaging).
### METATYPE MOVES
There are five primary metahuman types (or “metatypes”)
in the Sixth World: Human, Dwarf, Elf, Ork,
and Troll, each with their own unique moves. When
you choose your metatype, you also choose one move
from the list as your metatype move.
#### HUMAN
__Just Lucky:__ you start with an extra point of Karma.
__Privilege:__ when interacting with humans, take +1
when you roll+Smooth.
#### DWARF
All dwarves have natural thermographic vision.
__Tonight We Drink:__ if you’re drinking with someone,
you may manipulate someone using Steady instead
of Smooth.
__Never Sick:__ you are immune to disease and poisons.
#### ELF
All elves have natural low-light vision.
__Uncanny Grace:__ once per fight, when you take damage,
roll+Sharp. On 10+, reduce damage by half. On
7-9, reduce damage, but take -2 forward.
__Ethereal:__ take +1 forward to persuade or seduce
someone.
#### ORK
All orks have natural low-light vision.
__Hard bastard:__ take +1 forward to gut checks
__Fearless:__ take +1 forward to stay frosty in the face of
fear.
#### TROLL
All trolls have natural thermographic vision.
__Dermal Bone Plating:__ you have +1 armor.
__You’ll Just Make It Angry:__ you gain 1 additional
wound box.
### MULTICLASSING
You can choose moves freely from other archetypes,
subject to the following two restrictions:
1. You may choose no more than 3 moves from another
archetype.
2. If your character is a non-magical archetype, they
may not select moves that require Essence to be spent,
unless they select the “Awaken” move during one of
their advances. They may select moves in which Essence
expenditure is optional, however (although
those usually don’t have much benefit without it).
## CHARACTERS
Creating a character is a multi-step process (don’t worry, though, it’s
pretty easy). The overall process is described here; more detail is provided
in each Archetype’s dossier. You’ll record the details you create
on the dossier page or the supplemental “extra info” page.
1. CHOOSE YOUR ARCHETYPE
There are 10 Archetypes to choose from: Adept, Face, Ex-Cop, Hacker,
Mage, Mercenary, Rigger, Shaman, Street Doc, and Street Samurai. You
can learn more about them in the Dossiers that follow.
2. CHOOSE YOUR METATYPE AND LOOK
There are 5 metatypes: Human, Dwarf, Elf, Ork, and Troll. Each metatype
offers a choice of Metatype Moves.
3. CHOOSE YOUR LOOK
Each character archetype will present options for look; you are free to
make up your own as well.
4. CHOOSE YOUR NAME AND STREET NAME
Pick a real name and street name. You may use the lists provided in the
GM Resources, or create your own.
5. ASSIGN YOUR STATS
All characters have the following stats:
__Sharp:__ alertness, perception, and instinct
__Hard:__ coldness, ruthlessness, and willingness to do harm
__Steady:__ focus, cool, and mental and physical toughness
__Smooth:__ style, appeal, charisma, and influence
__Skilled:__ training, education, and learned abilities
All stats star with a value of +0.
6. SPEND YOUR BUILD POINTS
You have 4 build points to distribute among your stats. To increase a
stat by 1 point costs 1 Build Point (e.g., it is a straight 1-for-1 cost).
You may increase a stat to a maximum of +2 as a starting character.
Additionally, if you wish, you may lower one stat to -1 in order to gain
an additional Build Point to spend elsewhere.
7. DETERMINE YOUR ESSENCE AND KARMA
Your starting Essence is equal to 6 – the Essence cost of any cyberware
you have installed or choose to install.
Your starting Karma is equal to 1/2 your Essence stat, round down (minimum
1).
8. RECORD EQUIPMENT
Each archetype will present various weapon, spell, cyberware, and
equipment options. Choose one item from each list (unless the list indicates
that you may choose more than one item). Some choices, particularly
cyberware, are optional.
9. CHOOSE CONTACTS
Everybody knows somebody. You will be presented with a list of potential
contacts your character might know as a result of their experiences
both before and after they became shadowrunners.
10. ESTABLISH DEBTS AND FAVORS
In your life before and after becoming a shadowrunner, you’ve worked
with a lot of people, and ended up owing, or being owed, by them.
These relationships include at least one of your fellow shadowrunners,
and are called debts and favors. When you are instructed to create your
debts and favors with fellow runners, you’ll see a list of sample statements
to help you create them. You don’t have to use these; they’re simply
suggestions.
To create a debt or favor, place the name of one of the other characters
in the blank space in one of the statements presented. You can place the
same name more than once (that is, in more than one sentence), but
you must establish at least one debt or favor to start with.
Collectively, debts and favors are known as Bond. Later, during play,
you may end up resolving a bond with someone. If you do, both of you
mark XP.
11. STARTING MOVES
Your character knows all the Core and Secondary Moves. You character
also knows one or more of his or her Archetype moves. If you are given
an option to choose additional moves, check off the box next to them on
the character sheet.
12. ADVANCEMENT
Each time you fail a roll - that is, you roll a 6 or less - you mark XP. When
you mark 10 XP, and you have downtime, you can make the Advance
move
* * *
### THE ADEPT
#### CREATING YOUR ADEPT
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ wise eyes, wary eyes, glowing eyes; no hair, cropped hair, long
braid; clean skin, tattooed skin, hard skin; perfect body, heavy body, lithe
body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. RECORD YOUR EQUIPMENT
__Basic Equipment:__ commlink
__Armor (choose 1):__ leather armor, arcane armor
__Weapons (choose 2):__ paired Ares Predators, katana, bo staff, paired
combat knives, compound bow
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 2 CONTACTS
Temple master, gunsmith, underground fight club organizer, tea shop
owner, yakuza soldier, fetishmonger
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
If `_______________` hadn’t been there, I’d be dead right now.
One day, I’ll make it up to `_______________` for letting that suspect walk.
I let `_______________` skate on a serious charge once.
Letting `_______________` see that evidence earned me a formal reprimand.
7. STARTING FUNDS
You start play with 3d6 x 250¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves. You also know the Enhanced
Ability move, and one other Adept move.
#### ADEPT MOVES
__Enhanced Ability:__ when you concentrate on enhancing your abilities,
spend 1 Essence and roll+the stat you wish to enhance. On 10+,
increase that stat by 1 point until the end of the current scene or encounter.
On a 7-9, increase any stat by 1, but reduce another stat by 1 for the
equivalent time period.
__Gunfighter:__ when you Rock & Roll while wielding one or two handguns,
you may spend 1 essence. In addition to the usual results of Rock &
Roll, choose 1:
* you maneuver quickly and precisely, giving yourself the best
shots possible while minimizing your opponents’ advantage;
take +1 forward to Rock & Roll
* one of your targets is suppressed; take +1 forward to Stay Frosty
* you grab an opponent and use them as a human shield; split any
damage taken between you and the enemy
* you physically strike an enemy within melee range with your
weapon, dealing 1d6 stun
__Killing Hands:__ when you deal damage while unarmed, spend 1
essence to deal lethal damage instead of stun. In addition, you ignore
spirit or arcane armor.
__Danger Sense:__ when you open your mind to the world of subtle
mundane and magical information in your environment, spend 1 essence
and roll+Sharp. On 10+, you cannot be surprised. On 7-9, take +1 to
Stay Frosty.
__The Sight:__ when you take time to study an enemy, roll+Sharp. On
10+, take +1 forward or take +2 damage forward to your next attack. On
7-9, take +1 forward.
__Astral Projection:__ when you project your spirit into astral space,
spend 1 Essence and roll+Steady. On 10+, you project successfully. On
7-9, you project, but your connection is tenuous; take -1 ongoing while in
astral space. While in astral space, roll+Steady for all actions.
* * *
### THE EX-COP
#### CREATING YOUR EX-COP
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ cold eyes, tired eyes, wary eyes; close cropped hair, shaggy hair,
bald; cheap suit, street clothes, hawaiian shirt; heavy body, fit body, injured
body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. RECORD YOUR EQUIPMENT
__Basic Equipment:__ commlink
In addition, choose from the lists below:
__Armor:__ armor vest, form-fitting armor
__Service Pistol:__ Ruger Super Warhawk, Colt Manhunter
__Additional Weapon:__ HK 227, Remington 990
__Installed Cyberware (optional):__ datajack (1 essence), cybereye
with 2 enhancements (1 essence), skillwires (2 essence)
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 3 CONTACTS
Confidential informant (CI), precinct secretary, gang leader, prosecutor,
journalist, former partner, defense attorney
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
If `_______________` hadn’t been there, I’d be dead right now.
One day, I’ll make it up to `_______________` for letting that suspect walk.
I let `_______________` skate on a serious charge once.
Letting `_______________` see that evidence earned me a formal reprimand.
7. STARTING FUNDS
You start play with 3d6 x 250¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves.
You know the Gumshoe move, and one other Cop move.
#### EX-COP MOVES
__Gumshoe:__ when you examine the scene of an event, or interrogate
someone about an event, roll+Sharp. On 10+, pick two of the following
to learn (relevant to what you’re investigating). On 7-9, pick one:
* Scene: when the events happened; whether magic was
involved; how many individuals were involved; if this is the
primary scene of the event
* Person: if they’re connected to the event; whether they’re hiding
something; what they stood to lose or gain; a useful personal
detail (e.g, a tic, handedness, etc.)
__Work the System:__ when you use your ex-LEO status to get help,
roll+Smooth. On 10+, you have an old pal jam somebody up or cut them
a break. On 7-9, you get the desired result, but (choose 1):
* the person knows who helped or hindered them
* your buddy got in trouble
* your name got mentioned to the wrong ears
__Takedown:__ when you take control of a person physically, roll+Hard.
On 10+, they are under your complete control. On 7-9, you gain control
of them, but either you or your target must take 2 damage.
__Interrogation:__ when you attempt to make someone sweat, you
may roll+Skilled instead of +Hard.
__The Feds:__ you have a connection in federal law enforcement.
Roll+Smooth. On 10+, pick 2. On 7-9, pick 1.
* You get a tip-off on a big operation so you can steer clear
* You gain interesting and useful information about your current
run
* You get access to federal data on an individual
* You are listed as a “consultant” on a case
__Doorkicker:__ when you lead the team in an assault on the enemy,
roll+Steady. On 10+, designate up to 3 enemies who are surprised. On
7-9, designate up to 2 enemies.
* * *
### THE FATE
#### CREATING YOUR FACE
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ wise eyes, jeweled eyes, laughing eyes; normal skin, perfect skin,
synthetic skin; great smile, smoky stare, rugged good looks, regal bearing;
fit body, compact body, androgynous body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. CHOOSE YOUR EQUIPMENT
__Basic Equipment:__ commlink, fashionable clothing
In addition, choose from the lists below:
__Armor:__ armorweave clothing, form fitting armor, light armor jacket
__Weapon:__ Colt L36, Beretta 101T, stun baton, taser
Cyberware: datajack (1 essence), cybereyes with 2 enhancements (1
essence), hold-out cybergun (2 essence), voice modulator (1 essence)
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 4 CONTACTS
Club owner, Yakuza boss, car dealer, journalist, senator’s aide, money
launderer, mafia capo, arms dealer, wealthy socialite
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
`_______________` always answers my calls.
`_______________` knows I screwed over their friend, and has never said anything
about it.
`_______________` hung me out to dry.
I helped `_______________` lay low after that nasty business with Renraku.
7. STARTING FUNDS
You start play with 3d6 x 350¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves. You know the Razor Insight move, and one other Face move.
#### FACE MOVES
__Razor Insight:__ when you have a casual conversation with someone,
roll+Sharp. On 10+, you learn three of the following. On 7-9, you
learn 2.
* Something they love
* Something they fear
* Something they need
* Something they lost
* Something they took
If you use this information when fast talking, manipulating, or making
them sweat, you are boosted.
__Fast Talk:__ when you need to convince somebody of something
fast, roll+Smooth. On 10+, your quick thinking gets you through. On 7-9,
they’re convinced, but (choose 1)
* they check up on your story later
* they get in serious trouble for believing you
* one of your contacts somehow ends up involved...in a bad way
__Build a Legend:__ when you create a false identity, spend 1 day
working on it and roll+Skilled. On 10+, your legend is solid and will hold
up to any scrutiny. On 7-9, it holds up for now, but (choose 1):
* you’ve only got 1d4+Craft days before its blown
* you run into someone who knows you...as someone else.
* you have to do something unpleasant to maintain your cover.
__I Know A Guy:__ when you need an illegal good or service,
roll+Smooth. On 10+, you know someone who can get it for you immediately,
and discreetly. On 7-9, they can get it, but (choose 1):
* it takes 1 additional day
* it costs twice as much as predicted
* your fence has to drop your name to get it
__Honeyed Words:__ when you make someone sweat, you may
roll+Smooth instead of Hard.
__Irresistible:__ even if you anger, insult, or otherwise tick off a contact,
they just can’t stay mad at you. They only avoid you for half as long as
normal.
* * *
### THE HACKER
#### CREATING YOUR HACKER
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ strange eyes, glasses, unfocused eyes; no hair, unkempt hair, mohawk,
ponytail; pale skin, bad skin, tattooed skin; thin body, heavy body,
compact body, flabby body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. RECORD YOUR EQUIPMENT
__Basic Equipment:__ commlink, Fuchi Cyber-4 or Fuchi Cyber-7
__Installed Cyberware:__ datajack (1 essence)
In addition, choose from the lists below:
__Armor (choose 1):__ trenchcoat, light armor jacket
__Weapon (choose 1):__ Fichetti Needler, Ares Lightfire 70, Combat Axe,
Remington 990
__Cyberware:__ cybereyes with 2 enhancements (1 essence), synaptic
hardening (2 essence)
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 2 CONTACTS
Electronics dealer, military hacker, gang member, former professor, matrix
guru, white hat, script kiddie, poker dealer, money launderer
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
I did a run with `_______________` that went bad...because of me.
If `_______________` hadn’t unplugged me, that IC would have fried my brain.
I scrubbed `_______________`’s arrest record; they’re pure as driven snow. For
now.
I don’t work for free. But `_______________` can be very convincing.
7. STARTING FUNDS
You start play with 3d6 x 150¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves. You know the Born Digital and Sling Code moves.
#### HACKER MOVES
__Born Digital:__ while in the Matrix, when you:
* Stay Frosty, add your deck’s Mask rating to the roll
* Take damage, subtract your deck’s Hardening rating from the
damage
* Rock & Roll, roll+Skilled instead of +Hard
__Sling Code:__ when you hack a Matrix node or device, roll+Sharp.
On 10+, choose 3. On 7-9, choose 2:
* The node or device remains unaware of the intrusion
* You leave no trace of your presence
* You don’t trigger IC
* You learn a useful detail about another node connected to this
one
* Once in control of a node, you can issue commands appropriate
to it.
__Matrix Overwatch:__ when you defend a device or node against a matrix
attack, roll+Steady. On 10+, the attack is ineffective. On 7-9, halve the
damage or duration of the attack’s effect.
__IC Killer:__ when you inflict damage to IC, inflict +1 damage.
__Multitasker:__ you can hack multiple systems or devices simultaneously.
Roll+Steady. On 10+, you suffer no penalties to hack two systems.
On 7-9, take -1 ongoing to the second system.
__Tracer:__ when you would deal damage to an enemy hacker in Matrix
combat, you can instead forgo damage to plant a tracer tag on their
avatar. This tracer is active for 1+Training days.
* * *
### THE MAGE
#### CREATING YOUR MAGE
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ blank eyes, unnatural eyes, piercing eyes; Long hair, bald, wild
hair; robes, street clothes, dress clothes; thin body, weak body, muscular
body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. RECORD YOUR EQUIPMENT AND SPELLS
Choose from the lists below:
__Armor:__ trenchcoat, light armor jacket, armor charm
__Weapon:__ Beretta 101T, Ruger Super Warhawk, Staff
In addition, Choose 3 of the following 5 spell categories:
Combat, Detection, Illusion, Health, Manipulation
You know 2 spells in one of your chosen categories, 1 in the second category,
and 1 in the final category.
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 2 CONTACTS
Wage Mage, Corporate Exec, Fetishmonger, Paranormal Animal Expert,
Bartender, Street Cop, Professor of Magical Theory
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
I’d still be a wage mage today if `_______________` hadn’t made that call.
Those gangers would have waxed me if `_______________` hadn’t happened along.
I helped get rid of a curse. You believe that? A curse.
I sucked up a manabolt for ________.
7. STARTING FUNDS
You start play with 3d6 x 250¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves. You know the Cast a Spell, Center, and Counterspell moves.
#### MAGE MOVES
__Cast a Spell:__ When you cast a spell, spend the required essence
and roll. The stat you add depends on the type of spell:
* Combat: roll+Hard
* Detection: roll+Sharp
* Illusion: roll+Smooth
* Health: roll+Skilled
* Manipulation: roll+Steady
On 10+, the spell is cast. On 7-9, the spell is cast, but (choose 1):
* it causes drain; take 1 stun
* it causes astral feedback; take -1 to the next spell you cast
* you must expose yourself to danger or an attack to cast the spell
__Center:__ when you take a moment to concentrate and restore yourself,
regain 1d6 essence.
__Spell Defense:__ when you defend an ally from a magic spell, spend
1 Essence and roll+Sharp. On 10+, choose 2. On 7-9, choose 1:
* halve the spell’s damage
* halve the spell’s duration
* locate the spell’s caster
* deal 1d6 damage to the caster
__Astral Trace:__ when you observe a magical effect for which you cannot
determine the source, roll+Sharp. On a 10+, the GM answers three of
the following. On 7-9, two:
* In what direction does the source of this magic lie?
* Approximately how far away is the source?
* What is the general nature of the source?
* How powerful is the source?
__Hermetic Library:__ you have permission to access an extensive library
of hermetic lore. When you or a teammate uses the Citation Needed
move to research magical history or theory, the move is boosted.
__Initiate:__ when you hit the books, you may also spend Prep on:
* reducing a spell’s Essence cost by 1 (to a minimum of 0)
* boosting a Cast a Spell move
* regain 1 Essence
### THE MERCENARY
#### CREATING A MERCENARY
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ dead eyes, cold eyes, soft eyes; boonie hat, high ‘n tight, ponytail,
fauxhawk; combat fatigues, street clothes, nice suit; scarred skin, tough
skin, soft skin
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. CHOOSE YOUR EQUIPMENT
__Basic Equipment:__ commlink
__Installed Cyberware:__ bone lacing (2 essence)
In addition, choose from the lists below:
__Armor:__ ballistic vest, armor jacket, combat armor
__Weapon (choose 3):__ Ares Predator, Browning Max Power, AK-97K,
Ingram Smartgun, Colt M22A2, AK-97, tomahawk, combat knife
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 2 CONTACTS
Former CO, Terrorist Cell Member, Arms Dealer, Veterans Clinic Doctor,
Old War Buddy, Street Pharmacist, Therapist
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
__________ dragged me out when shit went sideways.
__________ backed my play even when nobody else would.
It was not fun explaining to my CO what happened to those weapons
_________ “borrowed.”
First time I saw ________, it was at the other end of my gun.
7. STARTING FUNDS
You start play with 3d6 x 150¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves. You know the Go Tactical move and one other Mercenary move.
#### MERC MOVES
__Go Tactical:__ when you Check the Situation during combat,
roll+Hard instead of +Sharp. On a 10+, instead of asking the GM questions,
you may instead choose to Hold 3. On a 7-9, you may choose to
Hold 1.
You can then spend that Hold 1-for-1 to grant a bonus to any ally at any
point during the combat.
__Leatherneck:__ when you take damage, roll+Steady. On 10+, reduce
the damage by 3. On 7-9, reduce the damage by 1.
__CQC Expert:__ when you Rock & Roll using a melee weapon or while
unarmed, deal +1d4 damage.
__Veteran:__ when you Stay Frosty, you take +1.
__Adapt and Overcome:__ when you fail a move, instead of marking
XP you may roll+Skilled. On 10+, take +2 forward to your next move. On
7-9, take +1 forward.
__Contracts Available:__ you have contacts with a mercenary force or
guild. Roll+Smooth. On 10+, they can pass you a contract worth 10,000¥.
On 7-9, they can pass you a contract worth 5,000¥.
__Field Trial:__ when you use your military connections to acquire military-
only equipment, roll+Smooth. On 10+, you’re able to borrow the
equipment for 5 days. On 7-9, you borrow it, but (choose 1):
* There’s an unscheduled inventory inspection before you can
return it
* You need to pony up a sizeable “security deposit”
* You got a hangar queen. The equipment requires 1 day of maintenance,
or it will fail at a most inopportune moment.
__Inspiring:__ when you roll a 10+ when you Stay Frosty, one ally who
saw you can take +1 forward to their next move.
### THE RIGGER
#### CREATING YOUR RIGGER
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ goggles, alert eyes, obvious cybereyes; kaiser helmet, cowboy hat,
pirate bandana; biker clothes, flight suit, street clothes, punk clothes;
heavy body, built body, lean body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. CHOOSE EQUIPMENT
__Basic equipment:__ commlink, 1 drone, 1 vehicle
__Installed cyberware:__ control rig (2 essence)
Choose from the lists below:
__Armor:__ ballistic vest, lined coat
__Weapon (choose 2):__ Enfield AS-7, Browning Max Power, Ares Predator,
AK-97K, combat axe
__Cyberware:__ cyberarm with 1 enhancement (2 essence), cybereyes
with 2 enhancements (1 essence)
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 2 CONTACTS
Chop shop worker, go ganger, fence, trucker, arms dealer, mechanic, bartender,
cargo pilot, car thief
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
____________ tipped me off to some sweet (and lucrative) courier runs.
When I ended up in the slam for the Dynagene job, ______ bailed me out.
I wrecked my favorite ride working with ____________. Took months to
fix it.
_________ jammed me up for a goddamned percentage.
7. STARTING FUNDS
You start play with 3d6 x 400¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves. You know the Jumped In move and one other Rigger move.
#### RIGGER MOVES
__Jumped In:__ while jacked into a vehicle or drone you own, when
you:
* Rock & Roll or Stay Frosty, roll+Skilled
* Check the Situation, add the vehicle or drone’s Sensor rating to
the roll
* Fail a move involving the vehicle or drone, mark off 1 Fuel.
* Take an action not related to controlling the vehicle or drone,
take -2.
__Autonomous Mode:__ when you put a drone in autonomous mode,
indicate which mode setting you want, and roll+Skilled. On 10+, hold 2 to
be spent on the drone’s moves. On 7-9, hold 1. Drone mode settings (and
the rolls they use for moves) are:
* Sentry: the drone can make the Rock & Roll move; roll+Tactical
* Recon: the drone can make the Check the Situation move; roll+-
Sensor
* Evasion: the drone can make the Stay Frosty move; roll+Power
__Split Personality:__ when you launch a drone, roll+Steady. On 10+,
you don’t take the normal -2 penalty to non-drone moves while controlling
it. On 7-9, the penalty is reduced to -1.
__Jury Rig:__ when you have to make fast repairs to a vehicle or machine,
roll+Sharp. On 10+, you get it running again and fast. On 7-9, you
get it running, but (choose 1):
* it will only run for 1d10 minutes
* afterwards, it will be a total loss.
* one of its qualities is reduced by 1, permanently
__Percussive Maintenance:__ when you smack the hell out of a recalcitrant
device, roll+Hard. On 10+, the device springs to life. On 7-9, the
device works for only a moment, but you know what you need to do to fix
it. Take +1 forward to Jury Rig.
__Paint the Target:__ when you point out a drone or vehicle’s weakness
to your teammates, they take +1 forward to attacks against it.
### THE SHAMAN
#### CREATING A SHAMAN
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ heterochromic eyes, wise eyes, sunglasses; long hair, dreadlocks,
shaved head; street clothes, anachronistic clothes, biker gear; wiry body,
thin body, round body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. CHOOSE YOUR TOTEM
Choose a totem from the list, or make up one of your own.
4. CHOOSE YOUR EQUIPMENT
Choose from the lists below:
__Armor:__ Leather jacket, defensive charm, riot shield
__Weapon:__ Ruger Super Warhawk, Colt Manhunter, AK-97, combat
axe, crossbow
__Spirits:__ choose 3 spirits from the gear section
5. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
6. CHOOSE 2 CONTACTS
Wage mage, ork underground, gang thug, street cop, herbalist, university
professor, diner owner, fetishmonger, art dealer, hedge wizard, houngan
7. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
_________ had me in his sights, and let me live.
_________ put their life on the line helping me battle a wild spirit.
When ________ fell foul of that corp hit squad, I provided additional security.
Getting the artifact _________ wanted wasn’t easy.
8. STARTING FUNDS
You start play with 3d6 x 150¥ immediately available.
9. STARTING MOVES
You know all the Core and Secondary Moves. You know the Conjure and Banish moves.
#### SHAMAN MOVES
__Conjure:__ When you summon a spirit, spend at least 1 essence and
roll. The stat you add to the roll depends on the spirit’s nature:
* Destroyer: roll+Hard
* Protector: roll+Steady
* Wather: roll+Sharp
* Teacher: roll+Skilled
* Seducer: roll+Smooth
On 10+, the spirit is conjured and will perform a number of moves equal
to the essence spent. On 7-9, the spirit is conjured, but (choose 1):
* It can perform one fewer moves (you cannot choose this option if
you spent only 1 essence)
* It is draining; take 1 stun
* You must expose yourself to danger or an attack
When the spirit has used all of its moves, you regain the essence committed
to the summoning. If the spirit is destroyed, you regain half the
committed essence, round down.
On a failure, the spirit does not manifest, and the essence spent is lost. If
you roll snake eyes, the spirit is summoned in an uncontrolled state, and
the GM will control its actions until it is exhausted or banished.
__Banish:__ when you attempt to banish a spirit, roll+Hard. On 10+,
you reduce the spirit’s available moves by 1. On 7-9, you reduce the
spirit’s moves by 1, but it deals half its damage to you. If you reduce the
spirit’s available moves to 0, it vanishes immediately.
__Commune:__ when you take a moment to mentally commune with
your totem, you may gain its boons and flaws, or regain 1d6 essence.
__Favored Spirit:__ choose 1 spirit type (Watcher, Teacher, Protector,
Destroyer, Seducer). This spirit type performs one free move.
__Aura Mask:__ you may conceal your magical nature. Roll+Gifted. On
10+, you appear to be a mundane individual to anyone or anything that
examines you. On 7-9, you appear mundane, but must spend 1 Essence
to do so.
__Spirit Master:__ you may conjure multiple spirits simultaneously, dividing
the commited Essence among them.
### THE STREET DOC
#### CREATING YOUR STREET DOC
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ clear eyes, old eyes, quick eyes; close cut hair, stylish hairdo, bandana;
fit body, heavy body, compact body; business attire, street clothes,
EMT jumpsuit
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. CHOOSE YOUR EQUIPMENT
__Basic equipment:__ commlink, MedKit with 6 supply
In addition, choose from the lists below:
__Armor:__ ballistic vest, armor jacket
__Weapon:__ Narcoject rifle, Browning Max Power, HK227, stun baton,
combat knife
__Cyberware:__ cyberarm with 2 enhancements (2 essence), skillwires
(2 essence)
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 2 CONTACTS
ER doctor, morgue staffer, medical examiner, DocWagon driver, organlegger,
black market organ dealer, blood bank worker, pharmacist
6. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
___________ helped me get clean.
___________ got their hands bloody helping me save a life.
I arranged for ______ to receive a “mis-shipped” case of pharmaceuticals.
I extracted information from a prisoner once for ___________.
7. STARTING FUNDS
You start play with 3d6 x 400¥ immediately available.
8. STARTING MOVES
You know all the Core and Secondary Moves. You know the Combat Medic and Stay With Me moves.
#### STREET DOC MOVES
__Combat Medic:__ when you provide medical aid to a person,
roll+Skilled and mark off 1 Supply from your kit. On 10+, the patient
heals 2d4b damage. On 7-9, the patient heals 1d4 damage.
66 Stay With Me: when you attempt to stabilize a teammate who is
bleeding out, roll+Steady and mark off 2 supply from your kit. On 10+,
choose 3. On 7-9, choose 2:
* they can be moved without a stretcher
* it takes fewer supplies than expected - mark off only 1 supply
* you do not expose yourself to danger to help them.
* they will not have a chronic injury
Your patient does not die if you fail this move, and you may take -1 and
try again. A second failure, however, results in the death of the patient.
__Grace Under Fire:__ when you are working on a patient during a
fight but not actively fighting, you have +1 armor.
__We All Bleed Red:__ when you take time to treat an injured enemy,
mark off 1 supply and roll+Smooth. On 10+, they’re stable, and you can
ask two questions which they will answer truthfully. On 7-9, you can ask
only one question.
__Pharmacy Is Open:__ when you use a contact to obtain medical supplies
(amounting to +1 supply), and roll+Smooth. On 10+, choose 2. On
7-9, choose 1:
* you get +2 supply instead of +1
* it takes 1 day to get the supplies instead of 2
* nobody notices the supplies are missing
* you receive an interesting piece of information as well
__You Got This:__ whenever you walk someone through a medical procedure
(such as first aid), roll+Smooth. On 10+, they are boosted. On 7-9,
they take +1.
### THE STREET SAMURAI
#### CREATING A STREET SAMURAI
1. CHOOSE YOUR METATYPE, LOOK, AND STREET NAME
__Metatype:__ dwarf, elf, human, ork, or troll.
__Look:__ glowing eyes, silvered eyes, hard eyes; cropped hair, wild hair, topknot;
tattooed skin, scarred skin, camo skin; bulky body, lithe body, skinny
body
__Name:__ choose from the GM Resources section, or create your own.
2. ASSIGN YOUR STATS
Distribute 4 points among your stats. You may increase a stat to a maximum
of +2 as a starting character. If you wish, you may lower 1 stat to
-1 in order to have an additional point to spend.
3. CHOOSE YOUR EQUIPMENT
__Basic Equipment:__ commlink, lined coat
In addition, choose from the lists below:
__Armor:__ form-fitting armor, ballistic vest
__Weapon:__ choose four weapons from the list of melee and small arms
__Cyberware:__ choose up to 5 essence worth of cyberware
4. DETERMINE ESSENCE AND KARMA
__Essence:__ 6 – total cost of all cyberware implants
__Karma:__ Essence ÷ 2, round down (minimum 1)
5. CHOOSE 2 CONTACTS
Arms dealer, cybersurgeon, bartender, street clinic nurse, private investigator,
dockworker, pilot, cab driver, retired runner, survival nut
6. CREATE YOUR CODE
The word “samurai” means something on these streets. Create the code
of honor that you follow.
7. ESTABLISH DEBTS AND FAVORS
Place one of your fellow runners’ names in at least one of the blanks
below:
__________ came back for me.
Even with all this chrome, ________ still treats me like a real person.
I got this scar taking a bullet for __________.
__________’s “big score” ended with me in the lockup.
8. STARTING FUNDS
You start play with 3d6 x 250¥ immediately available.
9. STARTING MOVES
You know all the Core and Secondary Moves. You know The Only Thing Faster is Light move and one other Street Samurai move.
#### STREET SAMURAI MOVES
__The Only Thing Faster is Light:__ whenever you Rock & Roll, on a
12+ you may deal your damage to a second target within range.
__More Power:__ when you attempt to bend, break through, or otherwise
destroy something, roll+Hard. On 10+, you easily achieve your goal.
On 7-9, you break it, but (choose 1):
* It takes longer than expected
* It makes a lot of noise
* You take 1 stun in the process
__Pain Editor:__ when you make a Gut Check, you are boosted. Additionally,
when you reach 9 or more wounds, you may choose to accept
a chronic injury rather than bleeding out. If you already have all of the
chronic injuries, you cannot use this move.
__Honorable:__ when you uphold a tenet of your code, roll+Smooth.
On a 10+, hold 2. On 7-9, hold 1. You may spend this hold to pull strings,
manipulate, or make someone sweat.
__Deadeye:__ when you attack a surprised or defenseless enemy
in ranged combat, you can deal damage or, name your target and
roll+Hard:
* Head: on 10+, you deal your damage and they fall to the
ground, stunned. 7-9: they fall to the ground, stunned.
* Arms: on 10+, you deal your damage, and they drop whatever
they’re holding. 7-9: they drop whatever they’re holding.
* Legs: on 10+, you deal your damage, and they are slowed or
immobilized. 7-9: they are slowed or immobilized.
__Dodge This:__ when you manage to get out of an enemy’s line of
sight, roll+Steady. On 10+, you get the drop on that enemy when you
reappear. On 7-9, you take +1 forward against that enemy when you
reappear.
## COMBAT
Shadowrunners tend to get themselves into lots of trouble,
the kind that ends with some high-intensity interpersonal
conflict resolution. In other words, combat. As
you’ll find when you read through the rest of this document,
most of combat (in fact, pretty much everything
the player characters do, ever) is handled through the
application of various moves as they intersect with the
fiction. This section explains a few specific quirks of
combat in Sixth World.
### ARMOR
Because a shadowrunner leads a dangerous life, a big
premium is put on not getting hit or at least not taking
all the damage. The obvious way to do so is to wear armor.
In Sixth World, armor reduces incoming damage
on a 1 for 1 basis. The tradeoff, of course, is that you
can’t spend all day walking around in combat armor—
it’s hot, itchy, intimidating, and cops tend to notice.
Some metatypes and archetypes offer moves that let
you reduce damage, or otherwise avoid some of the less
pleasant outcomes of damage. For example, the Hard
Bastard move (and ork metatype move) lets the character
take +1 to gut checks, and the troll move You’ll Just
Make It Angry grants an additional wound box..
### SURPRISE
The Rock & Roll move and most other damage-dealing
moves assume that your target can fight back. If that’s
not a possibility (that is, if your target is surprised, helpless,
etc.), the fiction can’t trigger the Rock & Roll move.
You just put a round in their head and move on.
When you get the drop on someone in combat, you don’t
need to use a move to deal damage to them—you can
simply deal your damage (or kill them outright, depending
on the situation). Likewise, if someone gets the drop
on you in combat, expect to eat some lead.
### FIRE MODES
Weapons in the game can fire in semi-automatic, burst,
or full-auto modes, depending on their specific capabilities.
Semi-auto is the “default” assumption; in that mode
you only use up ammunition when you roll 7-9 on the
Rock & Roll move, and choose to burn extra ammo.
Firing in burst or auto modes when using Rock & Roll
allows you to add +1 damage to your attack; however, it
always uses 1 ammo (even if you roll 10+).
Finally, full-auto mode is very useful for suppression
fire, and lets you take +1 when you use the Suppression
Fire move.
### RANGE
Range is handled abstractly in most cases in Sixth
World, since the flow of the game is largely a back and
forth. You are free to use a map to keep a general sense
of the scene and relative positions, but there’s no particular
need to count squares, inches, or specific range
increments.
### RELOADING
Most of the weapons indicate some ammo capacity using
the ammo tag - this indicates how much ammunition
a weapon can carry in its magazine or clip before it
must be reloaded. If a weapon has 3 ammo, for instance,
you have ammunition in the gun until you have marked
off all three ammo. Ammo is an abstraction - 1 ammo
does not represent a single round, but simply “some ammunition.”
The game assumes (for the most part) that a
character fires multiple shots in a single move.
During combat, assume that combatants are reloading
their weapons when appropriate, keeping them topped
up. Mechanically, this is handled by the fact that Rock &
Roll doesn’t cost ammo unless you roll a 7-9, and choose
to burn up extra ammo (or if you use burst or full-auto
weapons).
When you mark off all your ammo, you’ll need to reload.
There is no specific move to reload a weapon. If taking
the time to reload would not expose you to danger, then
you can reload simply by saying so. On the other hand,
if you’re reloading despite an imminent risk, that’s a job
for the Stay Frosty move.
## DAMAGE AND HEALING
Inevitably, when you play with guns, magic, and sensitive
secrets, somebody is going to get shot. Or burned,
or hit with a brick, or drenched in elemental acid summoned
from beyond the realm of mortal ken, or thrown
out a window, or...well, you get the point.
#### DEALING DAMAGE
When you make a move that has the potential to deal
damage, the move will usually say, as a possible result,
“deal your damage” or “you deal damage.” Damage in
the game is usually variable, based on the damage dice
for the weapon being used (see the Equipment section
for information on weapons). This is the amount of
damage that is applied to your target.
> __Example:__ Johnny Chopz hits a ghoul with his trusty katana.
The katana deals 2d6b damage (meaning roll 2d6,
and take the best result). Johnny’s player rolls 2d6, getting
3, 5. Thus, the attack deals 5 damage to the ghoul.
Bad news, creep.
If a move indicates that you deal half damage, roll the
damage as normal, and then divide the result in half
(rounding up) to get your final damage amount.
The most common situation in which you’ll deal half
damage is if you’re shooting at a vehicle with small
arms. Vehicles take only half damage (before armor)
from small arms, and no damage from melee weaponry.
> __Example:__ Johnny is being chased down by a go-ganger,
and turns to shoot at the onrushing psycho with his
Ares Predator. When he rocks & rolls with the ganger,
he’s able to deal his damage (1d8+1) and wants to hit the
vehicle, not the ganger. He rolls 5 damage. Halving that
yields 3 damage (5 ÷ 2, rounded up) means that a bullet
just gets through the armor, but it ain’t gonna help. If
he’d pulled out his katana and stood his ground...well,
what would happen is that he’d end up with a motorcycle
wheel up his nose.
### GETTING HURT
When a character takes damage in the game, it is recorded
by marking wound boxes the character’s playbook.
Most weapons in the game deal physical damage;
when taking damage from this kind of weapon, mark
off a number of boxes on the Wound Track equal to
the damage taken. Getting dealt 3 damage, for instance,
would mean that (all else things being equal) the player
would mark 3 wounds on their playbook.
If a weapon specifies that it deals stun damage, you
still check off boxes on the Wound track. However, if a
weapon dealing stun damage is the one that takes you
out, you are knocked unconscious. All characters have a
maximum of 8 wounds/they can take. Once they reach
8, the next wound will put them on the ground, thoroughly
incapacitated (whether unconscious, or worse).
### EXTRA WOUND BOXES
Some moves (such as the You’ll Just Make It Angry
move) or equipment (like Bone Lacing) grant an additional
wound box. In the archetype dossiers starting on
page 8, these additional boxes are shown with dotted
lines. If you do have an extra box, just darken the lines
so you know where to start filling in wounds. No matter
what equipment or moves you have, you can never have
more than 10 wound boxes.
### GUT CHECKS
When a character takes damage in the game, it is assumed
that, until the last couple boxes, while they may
ultimately prove to be significant injuries, they’re minor
enough to ignore for the moment. There are two exceptions:
Wound #8: when you check off that last box of your
Wound track, you must make the Gut Check move.
__Major Trauma:__ if you take 6 or more damage (after
applying armor) in a single hit, you have just taken
Major Trauma. You will need to make the Gut Check
move.
### BLEEDING OUT
Once a character takes a 9th wound (that is, takes any
damage after reaching their 8th wound box), they are
Bleeding Out. This basically means they’re incapacitated,
unable to perform any sort of action, and badly
hurt (it doesn’t actually mean there’s blood everywhere;
“bleeding out” just sounds cool).
A character who is Bleeding Out must be stabilized, either
via the First Aid move or any relevant archetype
moves.
### CHRONIC INJURY
If a character reaches the Bleeding Out stage, and survives
their precarious situation, they will be left with
a Chronic Injury. This is a long-term (and possibly permanent)
reminder of their brush with death. Chronic
Injuries reduce the affected Stat by 1 point. When your
character receives a chronic injury, choose one of the
following:
__Dulled (-1 Sharp):__ your injury interferes with your
perceptiveness or instinct; perhaps you suffered vision
damage or hearing injury.
__Weak (-1 Hard):__ you’ve lost a bit of the hard edge
that makes you dangerous and effective; perhaps you
can’t focus, or traumatic experiences are affecting
you.
__Rattled (-1 Steady):__ you suffered an injury that hampers
your ability to remain focus, keep your cool, and
act in the face of danger.
__Disfigured (-1 Smooth):__ your injury left you with
nasty scars that are immediately obvious and shocking
to the people you interact with.
__Confused (-1 Skilled):__ you can’t think straight, or
you’ve lost your touch with skills you used to be expert
at; it’s harder to apply your education, intelligence,
and training to your tasks.
__Faded (-1 Essence):__ whether it fed the unnatural
thirst of some paranormal creature, fueled a dark ritual,
or just got hacked away by someone meaner and
faster than you, you lost a piece of yourself.
You can’t have the same chronic injury twice. If you are
already Faded, and you take a second chronic injury,
you’ll have to choose something else. However, if you
heal a chronic injury and recover the lost stat point, you
could elect to take it again in the future.
### GETTING BETTER
Generally, as long as a character has not received more
than 8 wounds, and has not failed a gut check, they are
not incapacitated by injury (though they may be feeling
very much the worse for wear). Recovery from this level
of injury is really a matter of time, and perhaps a small
amount of attention from their, ah...let’s say, primary
care provider.
Mechanically, injury of this nature will be healed during
downtime, assuming that they get approximately two
days of rest and basic medical care for each wound box
they have (if the damage was mostly dealt by stun weapons,
then it takes much less time to heal—if you track
damage differently, all stun goes away after a solid rest).
> __Example:__ Navy got hurt on her last run, but she was on
her feet and processing oxygen at the end of it, so she
considered it a job well done. She finished the run with
4 wound boxes checked. This means that she will need
to have roughly 8 days of rest and medical care to heal
those injuries, at which point, she’s good as new.
### HEALING CHRONIC INJURIES
Chronic Injuries are not necessarily permanent injuries,
unless the player wishes them to be. However, they can
only be healed or ameliorated by major or long-term
treatment. A chronic physical injury may be fixed via
cybernetic replacement, for instance, which is a major
surgical intervention. Chronic psychological injury may
require therapy over a long term as well.
It is up to the GM and players to negotiate the specific
plan for removal of a Chronic Injury. It may be that recovery
may evolve into a shadowrun of its own, but that
is not required: spending funds to pay for therapy, new
cyberware, surgery, or the like is sufficient if you want
to keep the story of the recovery as background events.
### GETTING BURIED
With the rules covering stabilization, chronic injury, armor,
and so forth it’s actually fairly hard to all-the-way
die in Sixth World. However, it can happen in a few different
ways.
__Failed to Stabilize:__ if the person attempting to provide
First Aid to Bleeding Out character fails their
move, the wounded character cannot be stabilized,
and dies at the end of the encounter.
__Continued Damage:__ if a character takes 6 damage
beyond that 8th wound box (armor still counts!)
they’re too badly mangled to be saved. Players, understand
that this can happen; GM’s, be really careful
with this one.
__Overwhelming Kaboom:__ if a character is hit with an
attack of such overwhelming power that surviving it
strains all credulity, they’re killed immediately. For
example, if a character is, say, hit by an antiship missile,
or falls into a crucible of molten iron...just forget
it, they’re gone.
## MAGIC
In the Sixth World, the magic has returned to the world,
and dormant powers have reawakened. Magic is fueled
by Essence, one of the variable point pools each character
has.
### ESSENCE
Three archetypes in the game - the Adept, the Mage, and
the Shaman - are magically gifted, which means that
they are able to spend their Essence to use their magical
abilities.
__The Adept:__ adepts turn their magical ability inward
to improve themselves, sometimes to superhuman
levels. An adept spends essence to temporarily modify
his or her capabilities (for example the Enhanced
Ability or Killing Hands moves).
__The Mage:__ when a mage spends essence to power
a spell, the player marks off the spent essence. That
essence is not available for future spells until it is recovered.
The amount of essence spent is a general indicator
of the power, or Force, of the spell.
__The Shaman:__ when a shaman spends Essence to
summon a spirit or elemental, they are in effect committing
or wagering some amount of essence to do so.
The Essence spent indicates the number of services
the spirit will perform (mechanically, the number of
moves the spirit may make before dissipating). A Shaman
allocates this essence at the time of summoning.
If the summoning fails, the wagered essence is lost.
If the summoning succeeds, then the essence is “tied
up” until the spirit is dispelled/destroyed.
#### ESSENCE RECOVERY
All magic users may recover essence by resting. A substantial
rest (usually a night’s sleep) will recover all Essence
spent. Some archetypes have additional means of
recovering essence, as described below:
__The Mage:__ mages may use the Center move to recover
some Essence without resting, simply by taking a moment
to concentrate and recenter him- or herself.
__The Shaman:__ because the essence used to summon
a spirit is in effect a wager, when the spirit has performed
its actions (or is dispelled by the shaman who
summoned it), the essence “tied up” in the spirit immediately
returns to the shaman. If the spirit is dispelled
by another person, or destroyed, only half the wagered
essence (round up) is recovered.
### ASTRAL SPACE
Much like the Matrix, Astral Space is a sort of alternate
universe adjacent to our own. It is where spells, spirits,
magical creatures, wards and more reside.
When an individual perceives the Astral, they can see
the entities existing in Astral Space. All three arcane
archetypes can astrally perceive. In addition, they can
perceive emotional auras of living beings, as well as
background magical nature of the area. When an individual
projects themselves into astral space, they transfer
their consciousness from their physical body to the
astral plane, and can fully interact with other Astral
entities and traverse great distances. The Shaman and
Mage can astrally project.
The following effects occur while perceiving or projecting:
Perceiving: while astrally perceiving, take -2 ongoing
to any moves in the physical world.
__Projecting:__ you cannot take action in the physical
world (your body is unconscious and helpless). When
you make moves in astral space, always roll +Craft,
instead of the usual stat.
#### ASTRAL QUESTS
The Astral also serves as a huge deposit of magical information,
though most of the deepest knowledge is
hidden in the metaplanes. Metaplanes are the planes
beyond the Astral, the real sources of all magic. Every
metaplane has a citadel, a core of pure magical energy
that can alter the magical world. Accessing it can let you
destroy a spirit permanently, learn some information
such as the true name of a spirit, or learn an individual’s
true aura. Note, however, an astral quest may only
have a single goal.
Astral Quests are also dangerous in that you are stuck
in a metaplane until you either complete your Quest or
fail. You can’t give up, and you can never go back, only
forward.
#### DOMAINS
To go on an Astral Quest, you must visit various metalocations
known as domains, similar to Nodes in the Matrix
(in fact, mapping these domains is a useful tool to
keep play on track and engaging). The number and nature
of these domains depends on the quest you are undertaking,
but each one presents a challenge the character
must complete in order to move on to the next
domain. This could be fierce combat, a riddle, a puzzle
or any variety of things.
Minor quests usually have 3 or 4 domains, while major
quests can have up to 10 or more, all of which lead, ultimately,
to the Citadel, where the quester will find the
object or information they seek. Moving from domain
to domain is as simple as willing yourself there once the
task in the current domain is completed.
#### THE DWELLER
The first domain you encounter is always the Domain of
the Dweller, a mystical being who blocks the entrance
to the metaplanes. The Dweller knows everything about
the quester, and will always question the nature your
quest before granting passage. The Dweller is an enigmatic
trickster, but if you go on quests often, you’ll get
to know this being quite well.
## THE MATRIX
The Matrix, a world-spanning high-fidelity virtual reality
network, is the domain of the Hacker. A hacker’s job
is unique, and the conflicts they face usually take place
in the gleaming virtual world of the matrix. However,
this conflict is no less important—or deadly—than the
one their street sam buddy is going through. With security
hackers, rogue software, and deadly black IC out
there, a piece of Matrix code can be every bit as lethal as
a 7.62mm bullet.
### BUILDING SYSTEMS
Including matrix and hacking challenges for the Hacker
is one of the things the GM should keep in mind as
gameplay evolves; a hacker with nothing to hack is a sad
panda indeed. One way to do so is outlining a system.
This is different from hacking devices individually or
wireless hacking.
When handling wireless vs. wired hacking, simply treat
individual devices as nodes that must be hacked. There
is no need to draw a separate map for such nodes, as
they exist in the physical world and the hacker need
only identify the physical device’s matrix icon in order
to begin a hack.
### NODES
A matrix system is made up of a series of Nodes. Each
node represents a particular secured (or, if the hacker
is lucky, non-secured) region of the network that can
be penetrated and controlled. GM’s are encouraged to
draw simple maps of connected nodes, or create a list
of different nodes and brief notes about them for to use
when the Hacker starts slinging code.
Different nodes have different purposes, challenges,
and payoffs:
__Security Node:__ this node houses and dispatches intrusion
countermeasures.
__Datastore:__ this node contains data, and may have
encryption or even a data bomb failsafe to render
data useless if intrusions are detected
__Credentials Node:__ contains user credentials or
grants permissions which can help the hacker avoid
detection or access secured areas
__Process Node:__ runs a process on the network, slowing
down the activity of other system software
__Control Node:__ this is a node to which multiple device
nodes are connected; it serves as a master controller
for the attached devices.
__Device Nodes:__ a single device connected to the network.
Devices range from cameras to security drones
to maglocks; almost everything is connected. Devices
are frequent targets for intrusion attempts. Most simple
devices have minimal privilege on the network,
but that is often enough.
### ARMORED NODES
Many matrix nodes have only one layer of security: once
you hack in, the node is yours. However, more secure
systems have additional defenses. These nodes, called
armored nodes, are both hardened against intrusion
and contain intrusion countermeasures.
Mechanically, Armored Nodes have both Wounds
(how many is up to the GM), and embedded Intrusion
Countermeasures (see Threats, page 46) which fight
back against intruding hackers.
It’s possible to have nodes that have only Wounds, but
no defensive IC. In this case, the node is effectively defenseless,
and the Hacker simply deals damage to the
node.
### ALERT LEVELS
A System has four Alert Levels, representing both how
aware the system is that it has been compromised, and
how actively it will attempt to locate, identify, and stop
the intrusion.
__Green:__ the system is unaware that it has been compromised.
__Yellow:__ the system has detected a possible intrusion.
Routine notifications are dispatched, but no direct
countermeasures are taken.
__Orange:__ the system is aware of an intrusion and is
actively trying to locate, disable, and trace the hacker.
Nonlethal countermeasures are approved.
__Red:__ the system is aware of a serious intrusion. Lethal
countermeasures are approved.
### HACKING
When a Hacker encounters a node or device, he or she
must first hack into the node using the Sling Code move.
Once inside, the Hacker can transit through the node,
or take advantage of any actions or bonuses the node
provides (unless it is an Armored Node or is protected
by IC, in which case it will not be nearly so trivial to use
the node’s functions).
## GEAR
In this section you’ll find example equipment (weapons,
cyberdecks, vehicles, etc.) available in the Sixth World.
This isn’t an exhaustive list of what’s available; rather,
they’re just samples of some classic items to help you get
playing quickly.
### EXAMPLE GEAR
Equipment—like many items in Sixth World—is described
in terms of tags, which are short keywords that
indicate various capabilities or qualities. Certain tags
apply to multiple kinds of equipment (such as obvious,
supply, or armor). Tags that only apply to specific kinds
of equipment are described in the listing of that kind
of item. The following tags apply to multiple types of
equipment.
__2-hand:__ this item must be used with both hands
__armor +n:__ grants a +n bonus to existing armor
__armor n:__ grants n Armor (for vehicles or drones, indicates
armor rating, and is abbreviated arm)
__arcane:__ can only be used by magical archetypes
__area:__ affects multiple targets
__avail:__ the availability of the item on the shadow markets
__+bonus:__ grants a bonus to a particular move; e.g. +1
to Stay Frosty
__conceal:__ this weapon or item is easily hidden and will
not be spotted by enemies
__damage n:__ the amount of damage a weapon or other
item deals. Abbreviated dmg
__heal n:__ restores n wounds
__ignores armor:__ bypasses the target’s armor
__loud:__ noisy and audible to anyone with functionin
hearing; for weapons, it means the weapon cannot be
suppressed
__messy:__ deals damage in a particularly gruesome way
__obvious:__ cannot be concealed, or is immediately visible
to any observer
__range:__ the range(s) at which the weapon or other attack
is effective. Ranges are touch (t), close (c), short
(s), medium (m), and long (l).
__shock:__ the weapon deals electrical shock
__special (description):__ if the effect of the item requires
explanation, use this tag.
__stun:__ this weapon or attack deals Stun damage only
__subtle:__ not easily noticed (as opposed to conceal,
which means it is unnoticeable)
__Supply n:__ the amount of supplies or uses you can get
out of an item. Each use of the item consumes 1 supply
(unless otherwise stated).
### WEAPONS
The tags below apply to weapons. Feel free to customize
the example equipment with these tags (subject to GM
approval) to create your own gear, or recreate classic
gear from Shadowrun.
__AP n:__ this weapon ignores n points of armor; note that
each point of AP requires the payment of the 25% customization
premium
__auto:__ this weapon can fire in full auto mode. Abbreviated
fa.
__burst:__ this weapon fires in burst mode. Mark off 1 additional
Ammo to deal +1 damage. Abbreviated bf.
__chem:__ this weapon delivers a chemical agent of some
kind to the target; depending on the delivery mechanism,
armor may be ignored.
__forceful:__ when this weapon deals damage, it also deals
1 stun
__fuzed:__ this weapon cannot be used at less than the
shortest range increment listed
__reload:__ after using this weapon, it takes more than a
moment to reload it.
__semiauto:__ this weapon fires one shot every time the
trigger is pulled. Abbreviated sa.
__stabilized:__ this weapon cannot be fired except from a
bipod, tripod, or supported position.
__suppressed:__ this weapon makes little to no noise when
fired
__thrown:__ this item can be throw. If thrown, the range
is short.
__vented:__ the weapon has recoil venting, granting +1 to
Suppression Fire
#### MELEE WEAPONS
__Staff__ _(range c, stun, dmg 1d6+2, 100¥)_
__Combat Axe__ _(range c, messy, dmg 1d6+2, 1,250¥)_
__Combat Knife__ _(range c, dmg 2d4b, 1 AP, 300¥)_
__Compound Bow__ _(range s/m/l, 2-hand, dmg 1d6+1, ammo 1, 500¥)_
__Fists/Feet__ _(range c, 1d6 dmg, stun)_
__Katana__ _(range c, 2d6b damage, 1,000¥)_
__Spiked Glove__ _(range c, 1d4 wound + 1 stun, 50¥)_
__Stun Baton__ _(range c, 1d4 dmg, stun, shock, ignores armor, 750¥)_
__Tomahawk__ _(range c, messy, thrown, 1d6 damage, 200¥)_
#### HOLD-OUT PISTOLS
__Streetline Special__ _(range s, sa, dmg 2d4b, ammo 3, conceal, 250¥)_
__Fichetti Needler__ _(range s, dmg 2d4b, AP 1, conceal, ammo 3, 400¥)_
__Walther PP__ _(range s, sa/bf, dmg 1d4+1, ammo 1, conceal, 325¥)_
#### LIGHT PISTOLS
__Colt L36__ _(range s/m, sa, dmg 1d6, conceal, ammo 3, 500¥)_
__Beretta 101T__ _(range s/m, sa/bf, dmg 1d6, subtle, ammo 2, 450¥)_
__Ares Lightfire 70__ _(range s, sa, dmg 1d6, conceal, ammo 3, 350¥)_
#### HEAVY PISTOLS
__Ares Predator__ _(range s/m, dmg 1d8+1, sa, AP 2, 3 ammo, 675¥)_
__Colt Manhunter__ _(range s/m, dmg 1d8, sa/bf, AP 1, 3 ammo, 560¥)_
__Ruger Super Warhawk__ _(range s/m, dmg 1d10, sa, AP 1, 2 ammo, loud, 560¥)_
__Browning Max Power__ _(range s/m, dmg 2d8b, sa, 3 ammo, 675¥)_
#### SUBMACHINE GUNS
__HK227__ _(range s/m, sa/bf, dmg 1d8, suppressed, ammo 4, 900¥)_
__AK-97K__ _(range s/m, sa/fa, dmg 1d8, AP 1, ammo 3, 1,000¥)_
__Ingram Smartgun__ _(range s/m, bf/fa, dmg 1d6+1, AP 1, ammo 3, 950¥)_
#### ASSAULT RIFLES
__AK-97__ _(range s/m/l, 2-hand, sa/fa, dmg 1d10, AP 1, obvious, ammo 3, 800¥)_
__Ares Alpha__ _(range s/m/l, 2-hand, sa/bf/fa, dmg 2d8b, AP 1, obvious, ammo 4, 1,150¥)_
__Colt M22A2__ _(range s/m/l, 2-hand, sa/bf, dmg 1d10, AP 1, obvious, ammo 3, 850¥)_
__FN-HAR__ _(range s/m/l, sa/bf, dmg 2d8b, AP 2, obvious, loud, 2-hand, 1,050¥)_
#### SHOTGUNS
__Remington 990__ _(range s/m, sa, dmg 1d10+1, obvious, loud, forceful, ammo 2, 750¥)_
__Enfield AS7__ _(range s/m, 2-hand, sa/bf, dmg 1d10, obvious, loud, forceful, ammo 3, 900¥)_
#### SNIPER RIFLES
__Ranger Arms__ _(range l, sa, 2-hand, dmg 1d10+1, AP 3, ammo 3, 1,150¥)_
__Walther WA2100__ _(range 1, sa, 2-hand, dmg 1d12, AP 2, ammo 4, 1,100¥)_
#### HEAVY WEAPONS
__Ingram Valiant LMG__ _(range m/l, 2-hand, loud, fa, stabilize, obvious,
loud, messy, dmg 1d12, ammo 4, AP 1, 2,000¥)_
__Stoner M202 HMG__ _(range m/l, 2-hand, loud, bf/fa, stabilize,
obvious, loud, messy, dmg 2d10b, ammo 3, AP 2,
2,500¥)_
#### SPECIAL WEAPONS
__Narcoject Rifle__ _(range s/m, 1d8+1 stun, suppressed, chem, slow, 700¥)_
__Taser__ _(range s, 1d8 stun, shock, slow, 500¥)_
__Crossbow__ _(range c/s/m, 2-hand, dmg 1d6, suppressed, reload, 400¥)_
#### GRENADES
__EMP__ _(thrown, area, shock, disables electronis, 95¥)_
__Flash__ _(thrown, area, stun, dmg 2d4, +1 to Rock & Roll/Stay Frosty, 125¥)_
__Frag__ _(thrown, area, forceful, dmg 2d6b, 100¥)_
__Incendiary__ _(thrown, area, 2d6b dmg, burn, 75¥)_
__Smoke__ _(thrown, area, +1 to Stay Frosty, 40¥)_
__Stun__ _(thrown, area, dmg 2d6b, stun, 100¥)_
### ARMOR
Armor provides protection against incoming attack,
reducing the damage dealt by the armor value. Armor
of the same type (e.g inherent) does not stack. Armor
of differing types can stack. Armor has the following
unique tags:
__inherent:__ this armor is either implanted, or occurs
naturally. Cyberware armor is inherent armor.
__worn:__ this armor is worn on the body
__mystic:__ this armor is magical in nature
#### SAMPLE ARMOR
__Lined Coat__ _(armor 3, obvious, worn, 600¥)_
__Ballistic Vest__ _(armor 3, obvious, worn, 750¥)_
__Armorweave Professional Wear__ _(armor 2, subtle, worn, 1,500¥)_
__Leather Armor__ _(armor 2, subtle, worn, 250¥)_
__Armor Charm__ _(armor +1, mystic, conceal, 400¥)_
__Light Armor Jacket__ _(armor 2, subtle, 850¥)_
__Combat Armor__ _(4 armor, obvious, 2,500¥)_
__Form-fitting Armor__ _(armor 2, conceal, 550¥)_
__Riot Shield__ _(armor 3, occupies one hand, 700¥)_
### CYBERWARE
Cyberware works slightly differently from other equipment.
Instead of simply being something that has some
tags or stats, each piece of cyberware provides new
moves or modifies existing moves, based on the augmentation’s
function.
Adding cyberware costs essence, which does have a significant
effect on magic users, so magic archetypes who
choose cyberware do so at the cost of their magical potency.
When you have downtime, you may elect to have cyberware
installed. Installation and recovery from cybersurgery
takes a number of days equal to 3 x Essence cost of
the implant.
#### CONTAINERS
The listed essence costs assume that the augmentation is
directly implanted into the body. However, full-replacement
cyberware (such as cybereyes, cyberears, and
cyberarms) have the capacity to hold other implants
without costing additional essence. Each of these items
can hold additional augmentations equal to 1 + their Essence
cost (for example, cybereyes cost 1 essence, and
therefore can contain up to 2 essence worth of additional
augmentations).
#### HEADWARE
#### FULL REPLACEMENTS
__Cybereyes:__ Capacity for 2 essence worth of vision enhancement
augmentations. Cost: 1 essence, 4,000¥.
__Cyberears:__ Capacity for 2 essence worth of hearing
enhancement or auditory augmentations. Cost: 1 essence,
4,000¥.
#### VISION ENHANCEMENT
__Thermographic / Low-light Vision (1 essence):__
when you Check the Situation, you may ask one additional
question from the list. Cost: 1 essence, 1,500¥.
__Recorder:__ when you use this device, you gain 1 hold
to spend on researching the individual, location, or
event you recorded. Cost: 1 essence, 1,000¥.
__Flare Compensator:__ you do not suffer the effects of
bright light (such as flash-bang grenades). Cost: 1 essence, 1,000¥.
__Smartlink:__ when you Rock & Roll, you never graze
the target. Additionally, on 10+, ignore 1 armor. Cost:
1 essence, 2,000¥.
#### AUDITORY ENHANCEMENT
__Hearing Enhancement:__ when you Check the Situation,
you may ask one additional question. Cost: 1
essence, 4,000¥.
__Sound Damper:__ you do not suffer the effects of loud
noises. Cost: 1 essence, 2,000¥.
__Ultrasound system:__ you can “see” in total darkness,
or even while blind. Ultrasound is detectable if someone
is listening for it, however. You can also determine
the size of an enclosed space automatically.
Cost: 1 essence, 10,000¥.
__Balance Augmentation:__ when performing an acrobatic
or tricky maneuver, you are boosted. Cost: 1 essence,
6,000¥.
#### OTHER
__Headware device:__ you have a device built in to your
head. Cost: 1 essence, device cost + 2,000¥.
__Control Rig:__ you can interface with vehicles and
drones and control them directly. Control rigs include
a datajack. Cost: 2 essence, 40,000¥.
__Synaptic Hardening:__ you gain +1 armor against Matrix
attacks. Cost: 2 essence, 10,000¥.
__Voice Modulator:__ you can control your voice perfectly,
imitating any sound you’ve heard or any
voice you’ve heard, including modulating your voice
for maximum influential effect. Take +1 forward to
roll+Smooth. Cost: 1 essence, 6,500¥.
#### BODYWARE
__Bone Lacing:__ when you make an unarmed attack,
you deal lethal damage. Additionally, you take +1 to
Gut Checks. Cost: 1 essence, 15,000¥.
__Cyberarm:__ Capacity for 3 essence of additional implants.
Deal +1 damage in melee. This replacement
has the obvious tag by default. Increase the cost by
5,000¥ to remove the obvious tag. Cost: 2 essence,
15,000¥.
__Cybergun:__ you have a permanently implanted weapon.
Choose a hold-out pistol or light pistol. This weapon
gains the conceal and reload tags. Cost: 2 essence,
2,000¥ (hold out) or 3,900¥ (light pistol).
__Datajack:__ you are able to interface with a multitude
of electronic devices. Datajacks can also be installed
in any full-replacement item. Cost: 1 essence, 1,000¥.
__Dermal Plating:__ you gain +1 armor. This armor
stacks with other armor, and has the obvious tag.
Cost: 2 essence, 3,000¥.
__Gyrostabilizer:__ take +1 forward to Suppression Fire.
Must be installed in a cyberarm. Cost: 3,000¥.
__Hand Razors:__ you have a permanently implanted
weapon equivalent to a Combat Knife. This weapon
can be extended or retracted at your discretion, and
gains the conceal tag. Cost: 1 essence, 2,500¥.
__Skillwires:__ when you have an appropriate skillsoft,
take +1 ongoing to Drop Science. Additionally, you
may roll+Skilled to Stay Frosty or Check the Situation.
Cost: 2 essence, 10,000¥.
__Wired Reflexes:__ while active, when you fail a roll
and would take damage or be attacked, roll+Sharp.
On 10+, the damage or effect is halved. On 7-9, you
take the damage, but boost your next move. Cost: 3
essence, 50,000¥.
### CYBERDECKS
Cyberdecks are the essential tool of the hacker. They are
the Hacker’s connection to the Matrix. Cyberdecks have
the following special tags:
__System:__ the power and system stability of the deck;
this is the equivalent of the deck’s wounds. A deck
whose System is reduced to zero is fried, and can’t be
used until repaired.
__Mask:__ the stealthiness of a cyberdeck
__Hardening:__ the deck’s resistance to damage; this acts
as armor protecting the hacker
__Storage:__ the deck’s capacity for loaded programs
#### EXAMPLE DECKS
__Allegiance Alpha__ _(system 5, mask 1, hardening 1, storage 5, 25,000¥)_
__Fuchi Cyber-4__ _(system 6, mask 2, hardening 1, storage 6, 50,000¥)_
__Fuchi Cyber-7__ _(system 6, mask 1, hardening 2, storage 6, 75,000¥)_
__Fairlight Excalibur__ _(system 8, mask 2, hardening 1, storage 8, 100,000¥)_
#### PROGRAMS
Programs are the tools and weapons of the hacker. Programs
can modify a deck’s attributes, allow a hacker to
deal damage, or offer special moves to a hacker.
Programs must be loaded into deck storage to be running;
each program has a size rating indicating how
much storage the program occupies.
#### UTILITIES
__Analyze:__ when you examine a node, roll+Skilled. On
10+, hold 2 toward hacking the node. On 7-9, hold 1.
Size 3, 750¥.
__Decrypt:__ take +1 forward to hacking Datastore nodes.
Size 3, 750¥.
__Interface:__ take +1 forward to hacking Control nodes.
Size 3, 750¥.
__Interference:__ slows hostile program alarm triggers.
Size 2, 500¥.
__Patch:__ when you attempt to restore system stability
to your deck, roll+Skilled. On 10+, restore 2 System to
your deck. On 7-9, restore 1. Size 2, 500¥.
__Reflect:__ when you take damage in the matrix, roll+-
Steady. On 10+, redirect the damage to a matrix program
or node of your choice. On 7-9, redirect half the
damage. Size 3, 750¥.
__Stealth:__ your deck gains +1 Mask while this program
is running. Size 2, 500¥.
#### COMBAT
__Armor:__ your deck gains +1 Hardening while this program
is running. Size 2, 500¥.
__Stunner:__ deal 1d4 damage in matrix combat. Size 1,
250¥.
__Hammer:__ deal 1d6 damage in matrix combat. Size 2,
500¥.
__Black Hammer:__ deal 1d8 damage in matrix combat.
Size 3, 750¥.
__Static:__ when you Rock & Roll in the matrix, you may
choose to forgo dealing damage, and instead hold 2 to
grant to any ally’s roll. You can only spend 1 hold at a
time. Size 3, 750¥.
### VEHICLES
Vehicles have the following special tags:
__Power (pwr):__ the vehicle’s horsepower, speed, and acceleration.
__Armor (arm):__ the vehicle or drone’s armor rating.
__Frame (frm):__ the vehicle’s or drone’s resilience. This
is the equivalent of a vehicle’s wounds. Remember
that small arms deal half damage to vehicles.
__Sensors (ssr):__ the quality of the vehicle’s sensors (used
when Checking the Situation while driving or piloting
the vehicle)
__Seats n:__ the number of people who can normally occupy
the vehicle, including the driver or pilot
Fuel: fuel or battery capacity
#### BIKES
__Dodge Scoot__ _(seats 1, pwr 1, arm 0, frm 4, ssr 0, fuel 4, 1,800¥)_
__Yamaha Rapier__ _(seats 1, pwr 2, arm 0, ssr 1, frm 4, fuel 4, 9,500¥)_
__Harley Scorpion__ _(seats 2, pwr 2, arm 1, frm 7, ssr 1, fuel 2, 17,500¥)_
#### CARS & TRUCKS
__C-N Jackrabbit__ _(seats 3, pwr 1, frm 6, ssr 0, arm 0, fuel 3, 10,000¥)_
__Ford Americar__ _(seats 4, pwr 1, frm 8, ssr 1, arm 0, fuel 3, 16,000¥)_
__Eurocar Westwind__ _(seats 6, pwr 3, frm 9, arm 1, ssr 1, fuel 3, 200,000¥)_
__GMC Bulldog__ _(seats 8, pwr 2, frm 9, arm 1, ssr 1, 3 fuel, seats 8, 45,000¥)_
__Ares Roadmaster__ _(seats 6, 3 pwr, 11 frm, 2 armor, 2 fuel, 52,000¥)_
### DRONES
Drones have most of the same qualities as vehicles, although
they lack the seats tag, and replace it with the
following:
__Tactical:__ the quality of the drone’s tactical expert system,
which comes into play when the drone is in autonomous
mode. Abbreviated tac.
Armed drones also use the damage tag, indicating the
damage of their built-in weapon systems.
#### GROUND DRONES
__Aztechnology Crawler__ _(pwr 1, frm 5, ssr 2, arm 0, tac 0, fuel 3, 4,000¥)_
__GM-Nissan Doberman__ _(pwr 1, frm 7, arm 1, ssr 1, dmg 1d6, tac 1, fuel 3, 5,000¥)_
__Steel Lynx__ _(pwr 1, frm 9, arm 2, ssr 1, tac 2, dmg 2d6b, fuel 2, 9,500¥)_
#### AIRBORNE DRONES
__Lockheed Optic-X__ _(pwr 1, ssr 2, arm 0, frm 2, tac 1, fuel 2, 12,500¥)_
__MCT Roto-Drone__ _(pwr 2, frm 5, arm 0, ssr 1, dmg 2d4b, tac 1, fuel 2, 15,750¥)_
__CD Dalmatian__ _(pwr 1, frm 8, arm 1, ssr 0, tac 2, dmg 1d8, fuel 3, 22,000¥)_
### OTHER EQUIPMENT
#### DRUGS
Costs listed below are per dose (one dose equals 1 Supply)
__Bliss__ (take +1 to Gut Check, lasts 2 hours, 15¥)
__Cram__ (take +1 to Stay Frosty, lasts 3 hours, 10¥)
__Deepweed:__ (user can perceive astrally, lasts 1 hour, 400¥)
__Jazz__ (take +2 to Stay Frosty, lasts 30 minutes, 75¥)
Kamikaze (take +1 to Rock & Roll and Gut Check, lasts
1 hour, 100¥)
__Long Haul__ (you can go without sleep for four days
with no consequence, 50¥)
__Nitro__ (take +2 to Rock & Roll and +1 to Gut Check, lasts
30 minutes, 75¥)
__Novacoke__ (take +1 to Make ‘em Sweat and Check the
Situation, lasts 2 hours, 10¥)
__Psyche__ (take +1 to Drop Science, lasts 3 hours, 200¥)
__Zen__ (take +1 to Stay Frosty, lasts 30 minutes, 5¥)
__BTLs__ (allow you to experience almost anything virtually,
lasts 30 minutes to 3 hours, 20-100¥)
#### SKILLSOFTS
Skillsofts are data chips that allow an individual to “slot”
particular skills into their Skillwire system, gaining the
benefit of the prerecorded knowledge. Skillsofts cannot
be used without Skillwires.
When you purchase a skillsoft, you must specify what
skill area it covers, from the following list:
__Skillsoft__ (choose skill: Biotech, Electronics, Etiquette,
Survival, Investigation, Mechanics, Academic Discipline*,
Pilot, Language, 1,000¥)
> __Note:__ You must specify a specific area for Etiquette, Pilot and Language, for
example, Language (Russian).
#### MISCELLANEOUS
__Medic Patch__ (supply 1, heal 2, 500¥)
__Stimulant Patch__ (supply 1, take +2 to next move, take
1 stun afterwards, 175¥)
__Antidote Patch__ (halts poison damage, 200¥)
__Trauma Patch__ (supply 1, +1 to First Aid move, 300¥)
__Quik-Hax Kit__ (supply 4, bypasses low-grade security
locks/electronic devices, 350¥)
__Spy Kit__ (supply 4, +1 to Citation Needed or Check the
Situation (assuming bugs haven’t been found), 4000¥)
__Countersurveillance Kit__ (supply 4, +1 to Check the
Situation to search for bugs, 3000¥)
__Infiltrator’s Kit__ (supply 4, +1 to Stay Frosty to infiltrate
or avoid detection, 1,000¥)
### MAGICAL SUPPLIES
#### FOCI
A focus is a mundane item that has been imbued with
an astral construct. When used by someone to which
it is attuned, a focus helps them channel astral power
greatly enhances their abilities.
#### ATTUNING
Before a focus can be used, the user must attune themselves
to it. To do so, they must invest at least one point
of essence into the focus. Essence committed in this
fashion remains spent until the user de-attunes themselves
from the focus, or the focus is destroyed, at which
point the essence is recovered.
#### TYPES OF FOCI
__Spell Focus:__ a spell focus enhances the casting of a
specific spell. When attuned, the mage using the spell
focus has hold equal to the Essence spent attuing the
focus. Spend this hold toward casting that specific
spell.
__Spirit Focus:__ a spirit focus enhances the summoning
of a specific type of spirit. When attuned, the shaman
has hold equal to the essence invested in the focus
toward summoning that specific spirit type.
__Weapon Focus:__ weapon foci are primarily used by
adepts. When attuned to a weapon focus, the adept
using it has hold equal to the invested Essence to
spend on the Rock & Roll move or on dealing damage.
#### CREATING A FOCUS
Although foci may be purchased from fetishmongers,
street contacts, and other sources, sometimes a magic
user wishes to create one of their own. To do so, the user
must spend two days researching and preparing the object,
at the end of which they make the Imbue Focus
move:
__Imbue Focus:__ When you imbue astral power into an object to
create a focus, roll+Skilled. On 10+, the focus is created normally.
On 7-9, the focus is weakly imbued, and requires
one additional Essence point to attune (this essence does
not count toward the Hold granted by the focus.)
#### FETISHES
Fetishes are essentially one-shot magical supplies—
small mundane objects imbued with structure and energy
of a spell or summon a spirit, needing only to be
triggered by the mage or shaman.
#### INVESTING
To create a fetish, the mage or shaman decides what
spell or spirit to place into the fetish, and then invests
the fetish with power, spending the Essence required
for the spell, or the essence they wish to provide to the
spirit. Essence invested in a fetish in this manner remains
spent until the fetish is used, at which point it immediately
returns.
#### ACTIVATING A FETISH
Normally, to cast a spell or summon a spirit, the mage or
shaman must make the Cast a Spell or Conjure moves.
With a fetish, this is no longer the case: instead, they can
simply declare that they’re using it (making any other
moves that the fiction would dictate of course, for instance,
Stay Frosty). Once triggered, the stored spell or
spirit is immediately cast or conjured. The fetish is good
for a single use, after which it crumbles to dust.
### SPELLS
Like other equipment, spells (although they’re not exactly
“equipment”) are described in terms of tags. Spells
has the following special tag:
__Essence:__ the minimum Essence expenditure required
to cast the spell.
__element:__ the spell has effects related to a particular
element (e.g. fire, electricity, etc.)
__sustainable:__ this spell may stay in effect as long as
essence is committed to it. A caster cannot use the
Centering move while sustaining a spell.
__exhausting:__ this spell is quite difficult to cast; take 1
stun when casting it
#### COMBAT SPELLS
__Mana Bolt:__ deals 1d4 damage (bypassing armor) to
creatures or spirits at short/medium ranges. Tags:
range s/m, dmg 1d4, ignores armor, essence 2
__Fire bolt:__ deals 1d6 damage and fire effects to creatures
at short/medium range. Tags: range s/m, dmg
1d6, fire, essence 1
__Lightning bolt:__ deals 1d6+1 damage and shock effects
to creatures at short range. Tags: range s, dmg
1d6+1, shock, essence 2
__Acid Stream:__ deals 1d6 damage and acid effects to
targets and objects at short and medium range. Tags:
range s/m, acid, dmg 1d6, essence 2
__Fireball:__ deals 1d6+1 damage and fire effects to all
creatures and objects in an area within short range.
Tags: range s, fire, area, dmg 1d6+1, essence 2
__Manaball:__ deals 1d6 damage (bypassing armor) to
creatures and spirits within the target area. Tags:
range s, area, dmg 1d6, ignores armor, essence 2
__Knockout:__ deals 1d6 stun (bypassing armor) to creatures
in touch range. Tags: range t, dmg 1d6 stun, ignores
armor, essence 2
#### DETECTION SPELLS
__Analyze Device:__ take +1 to your next move involving
the device being analyzed, or learn what the device
does. Costs 1 essence. Tags: range touch, essence 1
__Clairvoyance:__ when you Check the Situation, you can
ask questions about a location you cannot see within
the range of the spell. Tags: range c/s/m/l, essence 3
__Combat Sense:__ while you sustain this spell, you cannot
be surprised, and take +1 to your first Rock & Roll
or Stay Frosty move when combat starts. Tags: range
t, subtle, essence 2
__Mind Probe:__ when you touch the target, you can hold
1 toward Manipulate or Make ‘Em Sweat. Tags: range
t/c, essence 2, sustainable
__Detect Life:__ when you look for living creatures in an
area, take +2. Costs 2 essence. Tags: range c/s/m, essence
2
#### HEALTH SPELLS
__Antidote:__ when you touch the target, you halt poison
or other toxin effects in the target. Tags: range t, essence
2
__Heal:__ when you touch the target, heal a number of
wounds equal to 1 + the amount of essence spent on
the spell. Tags:range t, exhausting, essence X
__Increase Attribute:__ when you touch the target,
choose 1 stat. Moves using that stat take +1 while the
spell is sustained. Tags: range t, exhausting, essence 2
#### ILLUSION SPELLS
__Chaotic World:__ when you cast this spell, you can
hold 1 to spend on your or your teammate’s moves.
Tags: range c/s, 2 essence
__Group Invisibility:__ while you sustain this spell, you
conceal a number of creatures equal to the essence
spent from being seen by creatures or metahumans.
Costs 1 essence per target. Tags: range c, area, essence
1 per individual concealed
__Silence:__ while you sustain this spell, all sound is silenced
in the area you specify. Essence cost varies by
the size of the area. Tags: range c, area, essence cost
varies by size of area
__Stink:__ while you sustain this spell, all creatures in the
affected area have to either leave the area or use air
filters or take 1 stun. Tags: range s/m, area, essence 2
#### MANIPULATION SPELLS
__Mana Barrier:__ while you sustain this spell, you create
a barrier that blocks living creatures and spirits.
Tags: range c, essence 2
__Light:__ while you sustain this spell, an area you specify
is illuminated by bright light. Tags: range s, area,
essence 2
__Shadow:__ while you sustain this spell, an area you
specify is cloaked in arcane darkness. Tags: range s,
essence 2
__Fling:__ when you cast this spell on a target you are
touching, you hurl the target out of melee range.
Tags: range t/c, essence 1
### SPIRITS
Spirits are the companions and tools of the Shaman,
who summons them from the astral plane to perform
services for him. Spirits have the following special tags:
aspect: the spirit takes on the appearance of their domain,
and is invisible in their domain unless it chooses
to be seen. Elementals automatically gain this tag,
otherwise it requires 1 spirit point.
__desert:__ a spirit of the forbidding landscape of the deserts
__earth:__ a spirit who dwells in the earth, caves, or landscape;
earth spirits are widespread
__elemental:__ these spirits represent the basic four elements,
air, earth, fire, and water, and can be summoned
anywhere.
__engulf:__ the spirit may enclose a target in the ubstance
of its domain, typically (but not always) dealing damage.
__enthrall:__ use this stat for the Enthrall move
__forest:__ a spirit of the forests, woods, or similar areas
__generous:__ the spirit will perform one extra move;
adding this tag costs 1 spirit point.
__guard:__ use this stat for the Guard move
__harm:__ use this stat for the Harm move
__insubstantial:__ damage dealt and taken is halved
__mentor:__ use this stat for the Mentor move
__mountain:__ a spirit that dwell in foothills, crags, ridges,
and other mountainous terrain
__natural:__ natural spirits are spirits associated with
particular domains (such as “city spirits” or “mountain
spirits”).
__plains:__ a spirit of the open plains, grasslands, fields,
and farms
__robust:__ the spirit is particularly resistant to damage;
all damage rolls against it are [w]. Adding this tag
costs 1 spirit point.
__search:__ use this stat for the Search move
__sky:__ a spirit of the open sky
__storm:__ a spirit of storms and harsh weather
__swamps:__ a spirits of the depths of the swamp, bayou,
or wetlands
__urban:__ a spirit dwelling in urban or developed lands,
especially cities
__water:__ a spirit of lake, river, or ocean
__weakness (specify):__ the spirit has a weakness to a particular
material or element which ignores insubstantiality,
armor, and robustness. Adding this tag allows
the free addition of another tag.
__wild:__ this spirit has an extra spirit point, but the shaman
must take -1 when he or she conjures it
#### SPIRIT MOVES
Spirits are independent entities, and have thier own
moves. Their moves correspond to the harm, search,
guard, enthrall, and mentor tags.
__Harm:__ When a spirit attacks someone or something,
roll+Harm. On 10+, the spirit deals its damage. On 7-9,
the spirit deals damage, but also takes damage.
__Search:__ When the spirit attempts to locate individuals or
items within its domain, roll+Search. On 10+, the spirit
locates the item and can tell the Shaman where it is. On
7-9, the spirit can tell the shaman whether the item or
person is within its domain, but not it’s specific location.
Note: the GM and player should determine the search
range for elementals.
__Guard:__ When a spirit stands in defense of its domain or inhabitants
thereof, roll+Guard. On 10+, the spirit prevents
damage or hostile effects from occurring. On 7-9,
the spirit halves damage or the potency of a hostile effect.
__Enthrall:__ When a spirit attempts to control someone’s actions
or thoughts, roll+Enthrall. If the target is:
* An NPC: On a 10+, the spirit issues two instructions
that the NPC must follow, or take 3 damage.
On 7-9, the spirit may issue one instruction.
* A PC: On a 10+, both of the following apply. On
7-9, only 1 applies:
* If the character complies, they mark XP
* If the characer refuses, they must Stay Frosty
__Mentor:__ When a spirit imparts knowledge or truth, roll+Mentor.
On 10+, the GM provides, in secrete, a useful or interesting
piece of information to the target. On 7-9, the
GM provides an interesting piece of information.
#### EXAMPLE SPIRITS
There are 5 general spirit natures: Watchers simply observe
and report. Teachers seek to instruct and guide
others, but are reluctant to do harm. Protectors seek to
defend their domain and its inhabitants, while Destroyers
seek battle, blood, and vengeance. Finally, Seducer
spirits desire control and devotion.
#### ELEMENTALS
__Fire Elemental__ (destroyer, aspect, harm 2, search
-1, guard 1, enthrall 1, mentor 0, dmg 1d10, armor 2,
wounds 9)
__Water Elemental__ (seducer, aspect, harm -1, search
2, guard 0, enthrall 3, mentor 1, dmg 1d4, armor 1,
wounds 8)
__Air Elemental__ (teacher, aspect, harm -2, search 2,
guard 0, enthrall 1, mentor 2, dmg 1d4, armor 2,
wounds 7)
__Earth Elemental__ (protector, aspect, harm 1, search
2, guard 2, enthrall -1, mentor 0, dmg 1d8, armor 1,
wounds 10)
#### NATURAL SPIRITS
__Forest Protector__ (natural, forest, harm 1, search 1,
guard 2, enthrall -1, mentor 0, dmg 1d8, aspect, armor
1, wounds 8)
__Forest Watcher__ (natural, forest, search 3, guard 0,
enthrall 1, mentor 1, aspect, armor 1, wounds 6, special:
may not Harm)
__Sky Watcher__ (natural, aspect, search 3, guard 0, enthrall
0, mentor 2, armor 1, wounds 6, special:may not
Harm)
__Urban Destroyer__ (natural, harm 2, search 0, guard 1,
enthrall 1, mentor -1, dmg 1d10, armor 2, wounds 9)
__Urban Seducer__ (natural, seducer, harm 0, search
2, guard 0, enthrall 2, mentor 1, dmg 1d4, armor 1,
wounds 7)
__Mountain Teacher__ (natural, aspect, harm 0, search
0, guard 2, enthrall 0, mentor 2, dmg 1d4, armor 1,
wounds 8)
__Swamp Destroyer__ (natural, aspect, harm 2, search
2, guard 0, enthrall 0, mentor -1, dmg 1d10, armor 2,
wounds 9)
#### CREATING NEW SPIRITS
The spirits above are just examples; the procedures that
follow describe how to “build” a new spirit to suit your
preferences.
Choose the spirit’s Type: elemental or natural.
1. Choose the spirit’s Domain, and record the base
Armor and Wounds.
2. Choose the spirit’s Nature, and modify the basic
spirit tags as needed.
3. Distribute 4 spirit points among spirit’s Moves, adjusting
for the spirit’s purpose. No spirt move may
have a modifier higher than +3.
4. Add additional tags if desired (see Other Spirit
Tags).
> Example: Pam is playing a Shaman named Chert, and
is developing the initial three spirits Chert can summon.
Pam decides the first one will be a natural forest spirit, a
protector of the dwindling unspoiled lands.
> With those decisions made, the spirit’s qualities so far
are natural, forest, protector, armor 1, wounds 10, dmg
1d8, guard 1, enthrall -1.
> Pam also wants the spirit to blend in with the forest, and
to an excellent guardian of its inhabitants. She spends
one spirit point (out of 4) to gain the aspect tag, and
then spends the remaining three to boost the Guard
move twice, and the Harm move once. The final spirit
looks like this: natural, forest, protector, harm 2, guard
3, search 0, enthrall -1, mentor 0, armor 1, wounds 10.
#### SPIRIT TYPES
__Elemental:__ these spirits represent the basic four elements,
air, earth, fire, and water, and can be summoned
anywhere.
__Natural:__ natural spirits are spirits associated with
particular domains (such as “city spirits” or “mountain
spirits”). Natural spirits may enter other domains
freely, but they can only be summoned within
their own, and if they cross domains, there’s always
a chance they attract unwanted attention from other
spirits who don’t like intruders.
#### BASIC SPIRIT TAGS
Domain represents the spirit’s preferred environment
or the area in which it may be summoned. A natural
spirit summoned in its domain always has the generous
tag. The domain of an elemental is considered to
be the same as its element (though they gain no benefit
from being within their domain).
__Urban:__ spirits that dwell in urban or developed lands,
especially cities
__Plains:__ spirits that dwell in open plains, grasslands,
open fields, and farms
__Forest:__ spirits that dwell in forests, woods, and similar
areas
__Mountain:__ spirits that dwell in foothills, crags, ridges,
and other mountainous terrain
__Earth:__ spirits that dwell underground or in caves; the
domains of earth spirits are widespread.
__Deserts:__ spirits that dwell in the sere, forbidding landscape
of the deserts
__Sky:__ spirits dwelling in the open skies.
__Storm:__ spirits of storm and disruption
__Swamps:__ spirits who dwell where earth and water are
one
__Water:__ spirits of the water, be it lakes, rivers, or the
open sea
There are two things to be aware of regarding domains.
First, domains are relatively confined—a mountain
spirit’s domain is not all mountains, nor even all of a
specific mountain. Rather, it is usually a region with a
radius of around 250 meters, within a mountainous region.
Overlap among domains is possible, and the byzantine
negotiations that take place between spirits defy
understanding even by the most gifted shamans.
Also remember that multiple domains may exist within
a larger area that seems uniform. In other words, city
spirits (for example) are the only kind of spirit you’ll run
across in a city—a park within a city may be the home
of a forest spirit, and you may find a river spirit fighting
to protect it’s home from polluted runoff in some industrial
area.
Armor represents the spirit’s innate magical resistance
to damage; spirit armor cannot be ignored, nor
reduced by weapons with the AP tag. All spirits have 1
armor.
Wounds simply represent the spirit’s innate health; all
spirits, by default, have 8 wounds.
#### SPIRIT NATURE
Every spirit has a nature, which indicates its sense of
purpose and the activities to which it is drawn. A spirit’s
nature also affects its basic tags and moves (see Spirit
Moves, below) in various ways.
Watcher spirits observe, find, and note. They are
incapable of dealing harm to anyone or anything.
Watcher spirits have the following modifiers: Search
+2, Wounds -2, may not Harm.
Teacher spirits wish to inform and instruct, and find
it difficult to inflict damage upon those they could
otherwise teach. Teacher spirits have the following
modifiers: Mentor +2, Harm -2, dmg 1d4.
Protector spirits preserve, defend, and support their
domain. They are unconcerned with influencing intruders,
preferring to throw them out instead. Protector
spirits have the following modifiers: Guard +1,
Enthrall -1, Wounds +2, dmg 1d8.
Destroyer spirits are warrior spirits who revel in
combat and bloodletting. They are fearsome enemies,
though somewhat limited in imagination. Destroyer
spirits have the following modifiers: Harm +2, Mentor
-1, Search -2, Wounds +1, Armor +1, dmg 1d10.
Seducer spirits wish to influence, to inspire love,
andto acquire servants, though they do not typically
enjoy directly harming others. Seducer spirits have
the following modifiers: Enthrall +2, Harm -1, Wounds
-1, dmg 1d4.
#### OTHER SPIRIT TAGS
__Robust:__ the spirit is particularly resistant to damage;
all damage rolls against it are [w]. Adding this tag
costs 1 spirit point.
__Aspect:__ the spirit takes on the appearance of their domain,
and is invisible in their domain unless it chooses
to be seen. All spirits have this tag.
__Generous:__ the spirit will perform one extra move;
adding this tag costs 1 spirit point.
__Insubstantial:__ damage dealt and taken is halved
Weakness (specify): the spirit has a weakness to a particular
material or element which ignores insubstantiality,
armor, and robustness. Adding this tag allows
the free addition of another tag.
__Engulf:__ the spirit may enclose a target in the ubstance
of its domain, typically (but not always) dealing damage.
__Wild:__ this spirit has an extra spirit point, but the shaman
must take -2 whenever he or she conjures it.
### TOTEMS
Shaman characters must select a totem, representing
their connection to one of the great spirits.
#### BEAR
__Boons:__ reduce essence cost to conjure protector spirits
by 1 (to a minimum of 1)
__Flaw:__ when injured, roll 1d6. On 1 or 2, the shaman
goes berserk).
#### CAT
__Boons:__ gain low-light vision; you cannot be surprised
__Flaw:__ you cannot deal lethal damage to your enemy
#### COYOTE
__Boons:__ take +1 to conjure Teacher spirits
__Flaws:__ destroyer spirits summoned lose 1 spirit point
#### DOG
__Boons:__ and take +1 to conjure protector spirits or city
spirits
__Flaw:__ your moves are glitched if you have left an ally
behind or in danger
#### GATOR
__Boons:__ take +1 to conjure water spirits.
__Flaw:__ You are exceptionally greedy
#### EAGLE
__Boons:__ take +1 to conjure watcher spirits or air elementals
__Flaw:__ you have an allergy to something relatively
common, and take -1 ongoing when exposed
#### LION
__Boons:__ take +1 to conjure protector or plains spirits
__Flaw:__ Take -1 on Gut Checks
#### OWL
__Boons:__ gain low-light vision, take +1 to conjure teacher
spirits
__Flaw:__ Spells cost 1 more essence to cast in the day
#### RACCOON
__Boons:__ and take +1 to conjure watcher spirits
__Flaw:__ must Stay Frosty to avoid letting his curiosity
get to him
#### RAT
__Boons:__ take +1 to conjure city spirits
__Flaw:__ when combat starts, you must Stay Frosty, or
flee
#### RAVEN
__Boons:__ take +1 to conjure watcher spirits
__Flaw:__ you must take advantage of others’ misfortune
when you can
#### SHARK
__Boons:__ take +1 to conjure destroyer spirits
__Flaw:__ when injured, roll 1d6: on 1, 2, or 3, the shaman
goes berserk
### SNAKE
__Boons:__ and take +1 to conjure seducer spirits
__Flaw:__ take -1 ongoing to Rock & Roll
### WOLF
__Boons:__ take +1 to conjure protector spirits
__Flaw:__ you must Stay Frosty to retreat from combat
## SPRAWLS
You could look at shadowrunning as a series of discrete
missions, episodes in an ongoing story of quasilegal adventuring.
Ideally, however, the story you weave when
you play and/or GM this game will take place in a world
that feels like it’s alive and breathing, full of real people
with realistic motivations, and happening in a place
with its own character and appropriately cyberpunk
feel.
Obviously, your adventures have to happen somewhere,
and in the Awakened world of the 2050’s, most of the
time “somewhere” is one of the vast urban regions that
grew up around the cities of the early 2000: the Sprawl.
Whether through urban growth, massive construction
projects by the megacorporations, mergers, or political
realignmen, many cities have grown so large that they a
single coherent “city plan” is laughable. Because of this,
the environments within a single city are wildly varied:
you can go from glittering financial sector to funky
entertainment districts to rumbling industrial zones
to blasted near-wastelands of poverty and deprivation
from the comfort of mass transit.
Some things don’t change, though. Every sprawl has
it’s own character, it’s own particular vibe. There are
always factions fighting for something, always people
looking for an edge. People like to have influence, and
they’ll use the tools at their disposal to get it. And frequently,
you will be one of those tools.
### CREATING A SPRAWL
In Sixth World, we use a system quite similar to creating
a Front in Dungeon World to characterize a Sprawl. Of
course, since Shadowrun takes place in a future version
of our own world, you’re welcome to use this system to
decide how a real-world city (for instance, oh, let’s say
Seattle). However, nothing is stopping you from making
one, if you want to place a new city in the world. You’re
in control!
The big difference between Dungeon World Fronts and
Sixth World Sprawls is that Sprawls have the added element
of geography and locale. A Sprawl helps the GM
keep track of both individual forces at work in the world
(as with a Front), but also lets the GM and group define
the broad conflicts that exist over a particular location.
The basic process for creating a Sprawl is as follows
(each step will be explained in more detail):
1. Allocate 5 points among the three main Influences:
Man, Magic, and Machine.
2. For each point assigned to aninfluence, pick a peril
(you can pick the same Peril twice).
3. Finally, for each peril, choose a crisis, and describe
how it will manifest.
### INFLUENCES
Influences are the broad forces acting on a city, which
exist in a constantly shifting equilibrium. There are
three influences:
Man is the influence of humanity and its organizations.
In this sense, man represents the influence of
people and the organizations they run on the city:
corporations, criminals, politicians (but I repeat myself),
syndicates, religions, celebrities, and so forth.
Magic is the influence of the Awakened and the Astral
upon a city. Often this is tied to the astral beings
that populate the land on which the city stands, but
it also includes the desires and activities of the magically
active beings who dwell there (or who might
wish to): mages, dragons, spirits, even paranormal
creatures may all exercise their influence on the city.
Machine is the influence of technology, the Matrix,
and the reality of human augmentation. In this modern
world, machines and technology are a powerful
an influence on the way people think and feel.
### ALLOCATING INFLUENCE
The first step of the process is to allocate influence. The
GM should allocate 5 points among the three influences,
representing the balance or relative weight of that influence
on the Sprawl in general.
> __Example:__ Tanner is creating a Sprawl for Buffalo, NY.
He chooses to allocate 3 to Man and 1 each to Magic and
Machine. Buffalo, right now, is the prize in a struggle
between organized crime and megacorporations, while
magic and machine have a subtler influence.
### PERILS
Each Influence on a city is characterized by one or more
perils: the specific entities, organizations, and creatures
that embody the influence in question. Perils vary widely,
and are selected by the group as the city is being created.
Creating a peril is as simple as one group member
suggesting it. Several categories of perils are presented
below, as inspiration.
Choose one peril for each point assigned to an influence
(so a city with Magic 2 would need 2 perils associated
with Magic). You can assign multiple points to the same
Peril, representing competing interests from the same
category of danger.
> Example: Tanner’s Buffalo Sprawl is coming along. The
next step is identifying Perils for each Influence area.
For Man’s influence, he needs to assign 3 points to perils
of Man. He assigns one to Megacorporation once and
two to Syndicate (he’s thinking about a mob war brewing).
#### PERILS OF MAN
__Megacorporations:__ Be it one of the Big 10 megacorps,
or some poor little rank A, all corporations need as
much help as they can get. What that help is may be
sketchy, but you have no problem with that. Impulse:
to boost the bottom line.
__Leagues:__ leagues are groups of people with political
agendas, be they either good or misplaced. Policlubs,
local governments, merc squads, terrorist cells, religions,
shadow groups, presidents and more are trying
to spread their own version of reality. Sometimes quietly,
other times with a bang. Impulse: to sway you to
their side.
__Syndicates:__ as long as there has been crime, someone
has tried to organize it. From street gangs to the Triads,
the Yakuza, and the Mafia, organized and not-so-orga85
nized crime eyes the sprawl with hungry and calculating
eyes. Impulse: to rule the streets.
#### PERILS OF MAGIC
__Energies:__ we pretend that magic is a science to be
studied in the halls of academia, but the wild and unpredictable
power of the Astral and Metaplanes, power
sites, ley lines, mana surges and mana storms make
a mockery of our learning. Impulse: to empower.
__Orders:__ orders are those groups of people with a
strong interest in magic. They can range from noble
universities and research organizations to fanatical
cults of dark magic. Be it Atlantean artifacts to Blood
Magic, they want to push, discover and convert. Impulse:
to achieve eldritch ends.
__Awakened:__ not all people affected by the Awakening
are metahumans. In fact, most aren’t. There’s a whole
world out there of paracritters, free spirits, dragons
and metasapients such as centaurs. Some are in power,
some want to be in power, and some simply want to
survive. Impulse: to survive and thrive.
#### PERILS OF MACHINE
__Matrix:__ the Matrix is just a network of 0’s and 1’s...
right? Not if you ask a Hacker. The Matrix is a living,
breathing, evolving entity that we’ve come to take for
granted. But in its unvisited or forgotten corners and
gleaming graphical citadels, what feeds on the information
we produce? Impulse: to absorb and accumulate.
__Technology:__ from ubiquitous surveillance, tailored
marketing, and better-than-life virtual reality to orbital
space stations, underwater compounds, and teeming
arcologies, it’s hard sometimes to tell whether we’re
using technology, or it’s using us. Impulse: to connect
and isolate.
__Advancement:__ new cyberware, robotics, AI, cloning
and more are all coming down the pipeline. Some people
are afraid that metahumanity is starting to evolve
past its tipping point. Some think it’s already happened.
Whatever the case, it pays to be wary. Impulse:
to relentlessly improve.
### CRISIS
Crisis is what happens when a particular peril accomplishes
its primary aims (which are, obviously, determined
by the GM). Left unchecked, a peril will always
progress toward its goal—the world lives and breathes,
and things happen even when the player characters aren’t
around to witness them.
The progress a peril makes toward its goals is tracked on
the Doom Bar (more on that later), and when it reaches
the end, whatever crisis was selected for the peril goes
into effect. There are five main crises; when you come
up with a peril, you must also decide on a crisis for it,
and specify the exact form it will take.
__Control:__ insidious influence, strings being pulled,
and puppets dancing to the puppetmaster
__Destruction:__ disaster and mass death befall the city
__Havoc:__ the breakdown of order, law, and control
__Conquer:__ unopposed power, and the freedom to enact
any agenda
__Corruption:__ a blight of some sort—crime, graft, or
something dark and unnatural—spreads through the
Sprawl
### DOOM BAR
At the end of this document is a reference sheet to help
you record notes about your Sprawl. You’ll note on the
Sprawl Sheet that the section for each Peril has five boxes
next to it. These bars are known as the Doom Bar.
The Doom Bar represents how close the peril is to fulfilling
its desire. At 1 box, they are in the initial phases of
construction and planning, while at 5 they are moments
away from unleashing their plan.
At the start of a campaign, every Doom Bar starts at 1.
A GM then has 3 points to divide between the perils to
modify the initial state of their Doom Bars.
As the campaign progresses, the action (and inaction) of
the player characters will influence changes in a peril’s
Doom Bar. For example, blowing a run, helping an enemy
accidently, or not stopping some plan in time are
likely to increase a peril’s Doom Bar.
When the runners can’t stop a Peril, or when the DM
deems it appropriate, you mark a Doom Box under the
appropriate Peril. During the next adventure, the DM
should state as a side-bar what the results of the increased
Doom are.
> For example: Two weeks ago, the team barely escaped
a botched run on a corporate arcology that is performing
strange and dangerous experiments on its citizens
without their knowledge. The failed run caused the corporation
to raise security and step up their project’s
timeline, dooming the citizens now trapped inside.
The GM could even choose to increase the Doom on multiple
Perils if it makes sense.
### #THE END OF THE DOOM BAR
If a Peril has 5 boxes, and the GM goes to mark another
one, it’s too late: the Peril has accomplished what they
were trying to do, and their Crisis goes into effect. This
could have major impacts on both the Sprawl and the
world.
#### REDUCING THE DOOM BAR
Runners can, believe it or not, reduce the Doom Bar for
a Peril. If they do something that hampers the peril, the
GM should erase one Doom Box. If the runners do something
really significant to strike a blow to the peril, such
as blowing up a Renraku datacenter, the GM reduces the
Doom Bar by two boxes.
A minor setback won’t reduce the Doom, but it will prevent
it from increasing.
If runners ever reduce a peril’s Doom Bar to 0, the peril
goes into remission. Remission means the peril may be
gone, or perhaps it’s just licking its wounds. Either way,
a peril in remission does not show up for 2 adventures.
Once that time is over, the GM can either bring back the
Peril at 1 Doom, or bring in a totally new peril. If a peril
is ever redudced to 0, it is a good idea to give the players
a free advance to award them for their skill.
> Example: the team pulled off a run that culminated in
blowing up the Renraku datacenter mentioned earlier.
Renraku had been slowly subsidizing Matrix usage, trying
to cut the Sprawl off from the main Matrix grids (and
thereby achieve Control). That Peril stood at 2 Doom before
the run, but the GM decides to remove both Doom
boxes—reducing the Doom to 0— due to the success of
the run. Renraku decides to back off the Matrix control
plan.
>However, two sessions later, the team gets word of Renraku
performing some sketchy genetic experiments on
Awakened rats. Looks like Renraku’s back with a new
plan.
### SPRAWL DISTRICTS
Sprawls are a way to get an idea of the large influences
at work in a particular area, giving you an idea of whch
entities are the movers and shakers of a given city.
Districts, on the other hand, are areas within a Sprawl
where a runner might find him- or herself. Districts are
a shorthand way to record basic descriptive information
about different neighborhoods, areas, and communities
within a Sprawl.
The word “district” should be interpreted broadly—a
small neighborhood, a glittering financial sector full of
high-rise buildings, and a sprawling industrial zone can
all be Districts.
#### CREATING A DISTRICT
A District is described by tags (like equipment and
threats), which provide some descriptive information to
help players and the GM get a handle on an important
area.
Creating a district is very simple:
1. Name the District
2. Determine the core tags of the district (type, economy,
population, and trust)
3. Determine any other special tags the district may
have.
> Example: the GM wants to create an industrial area for
some of the action of this latest run to happen in. He
pictures an oil refinery area, full of containers, pits, fences,
low warehouse buildings, tall processing plants, and
pipelines of all sizes crisscrossing the district. Economically,
it’s active, though not exactly a “glittering rich”
place. It’s isolated due to the industry, and polluted with
leavings. It’s also owned by Ares. The tags for this district
are industrial, average, stable, cooperative, corporate,
polluted, isolated.
#### DISTRICT TAGS
There are four basic or core tags that describe a district,
which are, in order, Type, Economy, Population, and
Trust.
Type identifies the general type of district, what kind
of things happen there, and its role in the Sprawl.
__Residential:__ this district is a place where people live,
whether in housing projects, suburbs, apartments,
rowhouse, etc.
__Commercial:__ this district is primarily occupied by retail
and service businesses of varying size
__Financial:__ this district is primariily occupied by financial
institutions such as brokerages, stock markets,
banks, and investment firms
__Industrial:__ this district is primarily occupied by heavy
industry such as construction, manufacturing, and
shipping firms.
__Entertainment:__ this district is primarily occupied by
entertainment businesses such as casinos, theaters,
clubs, bars, and sports venues.
Economy indicates the general financial strength of the
district.
__Rich:__ this district is extremely wealthy, with a great
deal of financial pull in the Sprawl. Examples include
high-stakes financial districts and upper-crust residential
areas.
__Affluent:__ this district is well-off, with some financial
sway. Examples include luxury residential areas and
gated communities, or ritzy entertainment districts.
__Middle-class:__ this district has only a modicum of financial
pull, being primarily a middle-class / median
income area; housing is small and efficient, businesses
(if there are any) small as well.
__Poor:__ this district is struggling, with little to no resources.
Residences are tiny and shabby, employment
is minimal, and businesses are struggling.
__Slum:__ this district is a wasteland, with abandoned
buildings, no jobs to speak of, failing (or failed) businesses,
and no monetary influence whatsoever.
Population describes the size (and growth or decline)
of the inhabitants of a district (or the people employed
there, if it is a business district).
__Booming:__ the population is large and getting larger
fast; people are moving there, or businesses are expanding
there at breakneck pace.
__Growing:__ the population is large and growing, with a
steady (but not explosive) increase in population.
__Stable:__ the population is moderate and steady, with
only minor increases and decreases that tend to even
out over time.
__Dwindling:__ people are leaving for some reason,
whether because of abandonment by the city, or failing
businesses, or redevelopment. The current population
is small, with numerous abandoned buildings
and businesses.
__Abandoned:__ this district has been largely abandoned
by businesses and/or residents. The legitimate population
is tiny, and most buildings are empty and decaying.
The largest population by far is likely to be
criminals and the outcast.
Trust is the final core tag, indicating the districts view
of authority, including politicians, law enforcement,
and organizations. Remember that this is relative to
the 2050’s, where trust is a little harder to come by
anyway.
__Cooperative:__ the community tends work closely with
authority.
__Neutral:__ the community is neutral toward authority.
__Reserved:__ the community is not inclined to trust authority
figures, though it will not actively hamper
their work
__Wary:__ the community instinctively suspects authority
figures and will not cooperate unless compelled.
__Hostile:__ the community is openly hostile to authority
figures; law enforcement may avoid the area and it
may be “written off” by politicians and organizations
#### ADDITIONAL TAGS
Other tags can be used to add additional description as
necessary or for special features of a particular district:
__Big name:__ a person of significant renown (the GM determines
to whom) lives or works in this zone
__Corporate:__ this neighborhood is owned, managed,
and serves one of the megacorporations or a subsidiary
__Dense:__ tight streets, densely packed homes/businesses,
and narrow passages.
__Despair:__ the district is blighted and collapsing, and
the despair of the people is palpable.
__Highrise:__ this area is predominantly high-rise office
and/or residential buildings with few open areas, but
well-organized streets
__Infestation:__ there is an infestation of some creature
in this area (e.g. goblins, devil rats, etc.). It generally
remains hidden inside buildings and underground.
Note that this may be a natural infestation, or something
worse
__Isolated:__ although uncommon in the Sixth World,
there are some districts that are still difficult to get
to, or cut off from other areas by construction, road
modification, and so forth. Police and emergency response
is slowed.
__Lawless:__ police presence in this district is absent, and
crime is rampant and unchecked except by the criminals
themselves
__Open:__ this area is remarkably devoid of construction,
and has open (perhaps even green) space and room
to move easily (or to move large vehicles)
__Outbreak:__ there is a disease outbreak of some sort
in this District; medical services may be present, depending
on the neighborhood’s economic value. If
not, quarantine may be in place.
__Policed:__ the neighborhood is regularly patrolled by
law enforcement, and response time is short
__Prejudice:__ this is a dislike, dismissal, bigotry, or hatred
against a particular category of individuals (perhaps
another District, or the police, or orks, or ethnicity)
__Prize:__ there’s something in the neighborhood or the
land it sits on that is desired by multiple factions
__Protected:__ the neighborhood is protected by some
group (for example, a gang, or a cult)
__Rot:__ something poisons this neighborhood, perhaps
physically or mentally or spiritually
__Religious:__ a religion, cult, or other spiritual movement
holds sway here
__Turf (gang):__ this zone is the turf of the indicated gang
## WILDS
Most of the action in Sixth World games will take place
somewhere in the byzantine environment of a Sprawl.
However, there are plenty of adventure-ready wild
spaces left in the world. In fact, with the upheaval of the
early 2000’s, there’s quite a lot of new wilderness out
there, and at some point or another, you’ll likely end up
crossing through it.
If you want to create a Wild, the process is identical
to the creation of a Sprawl: allocate points among the
influence of Man, Magic and Machine, and then determine
appropriate Perils and Crises to accompany those
influences.
### WILDERNESS ZONES
Just like Sprawls, a single Wild can contain multiple
smaller areas with specific characteristics. These smaller
areas are called Zones (since the word “district”
doesn’t quite fit). Creating a zone, however, is done the
same way as a District: think of a zone you want to create,
give it a name, and select the appropriate tags to
describe it.
>__Example:__ the GM creates a region near Lily Lake, deep
in one of the former National Parks. The GM imagines
this to be a thickly forested area, with steep slopes and
deep gullies. Remnants of some park services buildings
(mainly huts and SAR bivouacs) can be found. It’s mostly
populated by small animals band birds, althoug a mated
pair of Piasma call this area home. The tags selected for
the Zone are forest, rugged, typical, ruins, predator.
The tags for the zone are explained below.
### WILD ZONE TAGS
Because many of the tags for Sprawl Districts wouldn’t
necessarily apply, some new tag options are presented
below. Wild zones have the following tag types: type,
terrain, and wildlife.
(The categorizations that follow—which were greatly
trimmed and simplified for game purposes—may cause
painful grimacing in ecologists, forestry experts, geographers,
and zoologists; I apologize sincerely).
Type describes the general type of biome and climate
of the zone.
__Plains:__ characterized by low rolling hills, open fields
of grass or scrub, high visibility and winds. Climate
varies per season.
__Desert:__ characterized by aridity, heat, rolling or rocky
terrain. Deserts may be arctic, but this tag primariliy
deals with the “hot deserts” of the world.
__Aquatic:__ a water-based zone, either riverine, limnic,
or oceanic. Depending on specifics could be hostile (if
subaquatic)
__Forest:__ characterized by a high density of trees of various
types (different categories of forest will have differing
dominant tree types); terrain varies
__Jungle:__ a land area covered with thick, dense vegetation,
typically in a tropical area
__Polar:__ cold northern or southern lands in the polar
latitutdes, including arctic regions
Terrain describes the zone’s physical features and topography,
and how difficult or easy it may be to traverse.
__Flat:__ little to no change in elevation, with only small
hills and depressions
__Rolling:__ smoothly transitioning hills, with at times sizable
changes in elevation.
__Wetland:__ an area saturated with water, such as a bayou,
delta, swamp, fen, or bog
__Rugged:__ terrain with sudden changes in elevation,
rocky outcrops, or thick vegetation that is difficult to
navigate directly or maneuver through
__Mountainous:__ rough terrain in a mountainous region,
with large changes in elevation; tiring, demanding
terrain
__Broken:__ the land is shattered and extremely rugged,
very difficult to cross (almost impassable), and full of
blind runs, rocky outcrops, sharp ridges and technically
demanding terrain.
__Exotic:__ the terrain is unusual in some way and not
generally encountered; deep subaquatic regions,
highly unusual rock formations, strange caves, and
so forth would be examples of exotic terrain
Wildlife describes the flora and fauna of the area, as
well as the relative biodiversity of the zone.
__Limited:__ the zone’s biodiversity is low, marked by
only a few kinds/categories of plants and animals
__Typical:__ the zone’s biodiversity is typical for the Sixth
World, having several types of animal and plant species
represented
__Diverse:__ the zone is populated by a fairly varied number
of different species, both flora and fauna; edible
species are reasonably easy to find
__Rich:__ the zone is rich in different animal and plant
species; it is a busy place
__Hotspot:__ the zone is a biodiversity hotspot, teeming
with highly varied species of plants and animals
#### ADDITIONAL TAGS
Other tags may come into play to describe a particular
wilderness zone. In addition to the tags below, the tags
prize, protected, and infestation are also applicable.
__Awakened:__ this zone is heavily imbued with magic,
whether it be from ley-lines, artifacts, ritual, or other
unknown reason, magic is almost tangibly present.
__Blasted:__ some cataclysmic event happened here, and
the scars remain visible.
__Extreme:__ the zone is an extreme representative of its
type—a fiercely hot desert, bitterly cold polar region
(e.g. Antarctica), a dense jungle.
__Megafauna:__ the zone contains a relatively high population
of megafauna (animals exceeding 45kg/100lb)
such as deer, large paranimals, and the like.
__Polluted:__ this zone is heavily polluted; water is likely
undrinkable without treatment and animals and
plants dangerous to eat.
__Predator:__ there is an apex predator (or mated pair)
that considers this zone its hunting grounds. Be sure
to identify the predator (because your players will
ask about it, and you may have to answer!)
__Remote:__ the zone is a long way from civilization.
You’re on your own.
__Ruins:__ this zone is composed of, or contains, the abandoned
remnants of (meta)human construction.
__Seismic:__ this zone is prone to seismic activity, which
may pose a threat
__Storms:__ this zone is prone to storms of some sort: electrical,
rainstorms, windstorms, snowstorms. These
may lead to related events (fire, flood, etc.)
__Territory:__ this zone is the territory of a particular individual
or pack; intruders may be met with extreme
aggression. Make sure to identify the type of creature.
__Wasteland:__ this zone is essentially dead—native fauna
and flora has mostly died, water may be scarce or
toxic, the ground poisonous. Inhabitants of this zone
(if any) may be twisted mutants, odd Awakened creatures,
strange infestations, or desperate squatters
## GM STUFF
### GM GUIDELINES
As mentioned in the introduction to this game, I’m assuming
some familiarity with Dungeon World on the
part of the reader. Dungeon World provides a list of important
rules for the GM to follow. Here they are (modified
for proper cyberpunk-ness, of course):
#### ALWAYS SAY
__What the rules demand:__ when a move is triggered,
yours or the players, say what the rules tell you to say.
Embellish and expand, but start from the rules.
__What the adventure demands:__ you know things the
players don’t, and you know them ahead of time. If
the players haven’t done anything to change them,
stick with ‘em.
__What honesty demands:__ always be honest. If the
rules tell you to give out information, do it. No lies,
no half-truths. Be generous, even. And once it’s set in
stone, no going back on it. Also, if the players achieve
something, give it to them fully.
__What the principles demand:__ use your principles
and agenda as a filter or an inspiration. If you
get caught short, review them to make sure youare
abiding by them.
#### YOUR AGENDA
__Make the world fantastic:__ barf forth cyberpunk!
Scenes, smells, sounds - the glittering height of an arcology,
the stench of a slum hellhole, the scream of
turbofans as a GEV heads toward you, the rrrrrrrrip
of a minigun tearing through your cover - it’s your
job!
__Fill the characters’ lives with adventure:__ make the
world they live in exciting, dangerous, full, and epic.
__Play to find out what happens:__ NO. PLOTS. Ideas,
yes. Fronts, sure. But do not come to the table with a
story already written in your head, because for sure,
the players will not go where you expect.
#### YOUR PRINCIPLES
__Draw Maps, Leave Blanks:__ make use of maps, but
don’t fill it all in. Leave holes for imagination.
Address the characters, not the players: never
talk to the players in the fiction. They don’t live in the
Sixth World.
__Embrace the exotic and fantastic:__ the world is
a crazy mesh of man, magic, and machine. Make it
breathe.
__Make a move that follows:__ when you make a move,
you are participating in the fiction. The move should
follow from the fiction logically.
__Never speak the name of your move:__ moves aren’t
things in Sixth World. Moves are shorthand for you.
Never say the name of your move.
__Give every creature life:__ monsters and creatures
exist and are real. Give them smells, sounds, personality.
__Name every person:__ everyone has a name. Make
sure you give it to them!
__Ask questions, and use the answers:__ the easiest
question is “What do you do?” Whenever you make
a move, end with “What do you do?” And don’t forget
to take opportunities to keep the focus moving from
character to character.
__Be a fan of the characters:__ you are not here to beat
them; this is not a contest. You should cheer their successes,
lament their failures, and mourn their passing.
__Think with the Front Sight:__ nothing in the world
you create for the characters is sacred. Every time
you put something or someone onscreen, think about
how destroying them might affect the story.
__Begin and end with the fiction:__ to do it, do it. Everything
stems from, and leads back to, the conversation
you’re having. Transition from fiction to rules and
back to fiction.
__Think offscreen, too:__ make your move elsewhere,
and show the effects to the characters later.
### GM MOVES
The GM has moves of his or her own to use. Although
they’re given formal names, they’re really just the same
things GMs have always done. For example, “revealing
an unwelcome fact” isn’t an esoteric trick to learn—it
could be as simple as saying “that datastore you just
cracked? Yeah, it was really a honeypot, and security
hackers are closing in.”
These moves, just like the players’ moves, stem from,
and return to, the fiction of the game. Let them flow!
#### BASIC MOVES
* Use an NPC, creature, danger, or location move
* Reveal an unwelcome fact
* Show signs of danger
* Deal damage
* Use up their resources
* Turn their move back on them
* Separate them
* Give an opportunity to showcase an archetype
* Show a downside to their archetype, metatype, or
equipment
* Offer an opportunity - with or without cost
* Put someone in a spot
* Tell them the requirements and consequences,
and ask
#### LOCATION MOVES
* Change the environment
* Point to a looming threat
* Introduce a new faction
* Use a threat from an existing faction
* Make them backtrack
* Present riches at a price
* Present a challenge to one characte
### QUICK STREET NAMES
1. Acrobat
1. Angel
1. Argent
1. Azure
1. Babs
1. Bamboo
1. Backhoe
1. Battery
1. Bigtop
1. Birdseye
1. Bit
1. Bogie
1. Bones
1. Bonnie
1. Boxer
1. Burn
1. Cameo
1. Candy
1. Carbon
1. Cavalier
1. Chip
1. Choppa
1. Chupa
1. Citadel
1. Cobweb
1. Cowboy
1. Crank
1. Crisp
1. Crunch
1. Cutter
1. Cycle
1. Cypher
1. Dancer
1. Deckhand
1. Dekk
1. Derby
1. Digger
1. Dog
1. Doll
1. Donk
1. Dragon
1. Drake
1. Drez
1. Eagle
1. Evergreen
1. Fable
1. Fade
1. Finley
1. Foxcraft
1. Gate
1. Geez
1. Geezer
1. Glimmer
1. Gimlet
1. Gunz
1. Gutter
1. Hawk
1. Hitch
1. Hoop
1. Hound
1. Huck
1. Hudson
1. Indigo
1. Iron
1. Jack
1. Jersey
1. Lance
1. Lightfoot
1. Lord
1. Lotus
1. Lucky
1. Lune
1. Machete
1. Molly
1. Mouse
1. Mustang
1. Navy
1. Neo
1. Nex
1. Onetime
1. Orchid
1. Pac
1. Plusone
1. Poetry
1. Porkchop
1. Rabbit
1. Radiant
1. Razor
1. Rukkus
1. Sandbox
1. Saturn
1. Scrap
1. Sequoia
1. Seven
1. Shade
1. Shadow
1. Shark
1. Slick
1. Snowbank
1. Stutter
1. Sugar
1. Sunburn
1. Tiller
1. Tink
1. Tranquil
1. Trukk
1. Uncle Slam
1. Unicorn
1. Vixen
1. Volcano
1. XIII
1. Zero
### QUICK BAR NAMES
1. Magma
1. Nectar
1. Jacked
1. Skull Hop
1. Torque
1. Sphere
1. Ad Astra
1. Cafe Loup
1. Howler’s
1. Credslicks
1. Neon Dragon
1. Second Stump
1. Darkwire
1. Green Rhythm
1. Buried
1. Cement Cross
1. Sprawlz
1. Hunker’s Last Home
1. Krave
1. Milligrays
1. Fat Lo’s
1. Practical Pig
1. Doc Jock’s
1. Electron Soul
1. Bitbucket & Dongle’s
1. Uchida’s
1. Banjo Pancake
1. Krillwires
1. The Hoosegow
1. Hanging Sloth
1. Stunted Bunting
1. Toxic Spirits
1. Bughunters
1. Scraped Up
1. Lumen
1. The Hellhound
1. DipSwitch
1. Leverage
1. Club Sangre
1. Zone 9
1. Disco Mittens
1. Vertex
1. Soundwave
1. Chumley’s
1. Racer Echs
1. Rockstorm
1. The Huckle
1. Goose
1. Warstomp
1. House of Boom
1. Blue
1. Pulse
1. Club Loca
1. The Box
1. Marcoline’s
1. Noggin
1. Slot and Rum
1. The Swan & Hostage
1. Brendan’s
1. Good Fletcher’s
1. The Ceramic Deacon
1. Gribb’s
1. Optique
1. Parallax
### QUICK COMPANY NAMES
1. Aerochem Solutions
1. Dynocene Construction
1. Zhèng-Hirano Holdings Plc
1. DynoVDD
1. Motonex Hardware
1. Aerogen
1. Mototel Industries Inc.
1. ERL Corporation
1. Braun-Ikeda Aerospace
1. Arcodyne Cybernetics SA
1. DZC Manufacturing
1. Richardson Logistics
1. Kaiser-Murata Aerospace
1. Hán Biosystems
1. Liáng-Meier Digital
1. Geoform Processing
1. Dynocera Biotech et cie
1. Guo Systems Plc
1. PSX Tek
1. Hirano Digital
1. Sauer-Bergmann Digital
1. GenoEPU
1. Russell Logistics
1. Aerosphere Cybernetics
1. Dynostruct Software
1. TerraTEQ
1. Zhào Software
1. PBI Biotech
1. DynoHPC
1. Smith Biosystems
1. Endocera Construction
1. Ecogene Processing SA
1. Winkler Biotech
1. Adams Digital Co.
1. Simpson Partners Plc
1. IJV Ecostruct
1. Microcene Inc.
1. Digitech
1. Technocera
1. Wright Manufacturing
1. DigiBNC
1. Thermonex Plc
1. ArcoCEL
1. Zhang Holdings Co.
1. Aerodyne
1. Agrigene Plc
1. JXK Electronics
1. Teratek Digital et cie
1. Miller Armaments
1. Thermotek Holdings
1. Hán-Fujita Biosystems
1. Autoform AG
1. Mototech
1. DBX Gen
1. Geotek Digital
1. Walter-Zhèng Solutions
### A HANDY PILE OF NAMES
1. Milagros Prange
1. Erik Shur
1. Lonnie Mcgonagle
1. Neva Mor
1. Noreen Wilcoxon
1. Mathew Lococo
1. Darren Macaulay
1. Nelson Osmun
1. Ted Mollica
1. Saundra Shippy
1. Ashlee Mahony
1. Odessa Taillon
1. Tia Belland
1. Roslyn Biffle
1. Clayton Raffaele
1. Mathew Altschuler
1. Penelope Quaid
1. Kurt Robuck
1. Marcie Alix
1. Marcie Croke
1. Earnestine Elliston
1. Jamie Zwiebel
1. Julianne Baden
1. Eve Birk
1. Marylou Quintanar
1. Earnestine Steinberger
1. Tameka Pitcock
1. Cody Kuzma
1. Nita Alers
1. Max Nigh
1. Gay Barcomb
1. Clare Forbush
1. Pearlie Schlagel
1. Carlene Jehle
1. Ted Kram
1. Harriett Emig
1. Allan Straw
1. Nannie Zucco
1. Nelson Hazley
1. Darcy Bown
1. Ted Eckhoff
1. Elnora Chivers
1. Alana Huitt
1. Clayton Almada
1. Cody Mccausland
1. Jerri Seckman
1. Lonnie Hughs
1. Lonnie Reitman
1. Guy Rotunno
1. Liza Shuff
1. Emilia Hoak
1. Nita Bier
1. Jamie Dziedzic
1. Harriett Maheu
1. Max Secor
1. Alejandra Crothers
1. Allan Grise
1. Darren Raatz
1. Harriett Galdi
1. Neil Moronta
1. Carmella Kealoha
1. Javier Castaldi
1. Carlene Kotek
1. Clinton Nierman
1. Javier Garbett
1. Jeanie Maclachlan
1. Melisa Honore
1. Pearlie Pickert
1. Edwina Streit
1. Fernando Shabazz
1. Kelly Tift
1. Dollie Ort
1. Clayton Denver
1. Austin St. Claire
1. Guy Crothers
1. Carlene Tuff
1. Lilia Borelli
1. Clare Nalbandian
1. Allan Drucker
1. Darren Rosborough
1. Sharron Croswell
1. Jamie Max
1. Odessa Hougland
1. Lonnie Behan
1. Nannie Caryl
1. Lonnie Sison
1. Ewa Caito
1. Elwood Chappuis
1. Kendrick Wintermantel
1. Natisha Seppi
1. Deadra Obas
1. Darius Wisinski
1. Thaddeus Galford
1. Ludivina Ciliberto Fode
1. Armand Carnett
1. Raphael Decou
1. Katelynn Needler
1. Lavenia Chaudhuri
1. Genna Finical
1. Bok Stitzel
1. Armand Burmester
1. Cliff Felkner
1. Despina Menezes
1. Ali Scrimpsher
1. Kendrick Delmedico
1. Nolan Gillitzer
1. Ming Kuney
1. Marlin Gindhart
1. Nenita Dady
1. Keila Chastin
1. Marlin Shelite
1. Emely Buote
1. Genesis Bonventre
1. Quinton Sinnett
1. Son Reisher
1. Marlin Eichel
1. Darius Getts
1. Brain Tapija
1. Moises Keirnan
1. Toi Cheatum
1. Loralee Hardester
1. Rod Smitz
1. Marlin Gradilla
1. Son Lesmerises
1. Hal Chiarito
1. Jeffry Gombert
1. Darius Eckl
1. Kimi Unangst
1. Elwood Dorow
1. Dane Shadwell
1. Virgen Witaker
1. Raphael Landazuri
1. Virgen Arrez
1. Annita Honberger
1. Raphael Holtrop
1. Rod Mulinix
1. Annita Camarero
1. Marvis Dischinger
1. Lavenia Werblow
1. Armand Hutchenson
1. Fidel Corneil
1. Sadye Obermann
1. Darius Foxworthy
1. Ming Hillsgrove
1. Ludivina Corneil
1. Brain Whitebread
1. Nolan Artalejo
1. Son Callais
1. Moises Debem
1. Elwood Accornero
1. Bryon Webley
1. Marlin Presha
1. Francene Worford
1. Marcel Kraszewski
1. Bryon Krumwiede
1. Ludivina Meullion
1. Clemencia Scammon
1. Kimi Biava
1. Ileen Midden
1. Brittanie Comegys
1. Quinton Schuerman
1. Alvaro Laky
1. Elwood Fritchman
1. Kit Wagenaar
1. Jeffry Vanella
1. Quinton Wrich
1. Valene Arron
1. Jackson Boyarski
1. Dane Draffen
1. Quinton Deuell
1. Jackson Tijernia
1. Virgen Allegrini
1. Nolan Solages
1. Leena Ritrovato
1. Newton Schiffner
1. Vita Rowold
1. Karri Mraw
1. Jerrold Dingillo
1. Trish Stagno
1. Dee Boumthavee
1. Dedra Sourlis
1. Reyes Pendill
1. Mac Skevofilakas
1. Horacio Nao
1. Delmer Ferouz
1. Dee Blankschan
1. Ethelyn Aherns
1. Mac Hengen
1. Rina Fortun
1. Amado Gushard
1. Sung Mihalios
1. Dario Goich
1. Mac Grenway
1. Mohamed Waisman
1. Rolland Propheter
1. Cierra Yater
1. Evon Buckholtz
1. Richie Watah
1. Kaltenhauser
1. Lenny Zabka
1. Rina Trumper
1. Hank Guerera
1. Rupert Senethavilouk
1. Robt Tarner
1. Ingeborg Dagis
1. Lupe Esquinaldo
1. Lenny Booras
1. Kenton Scollan
1. Lanette Fincel
1. Sarita Knori
1. Cierra Stucke
1. Mohamed Sperier
1. Hank Hallemeyer
1. Thanh Pascher
1. Awilda Konopacki
1. Connie Golinski
1. Robt Hjalmarson
1. Fonda Duceman
1. Reyes Snith
1. Ciara Cratin
1. Rosalva Scarfi
1. Cierra Hladek
1. Robt Scheiblich
1. Jerrold Nonamaker
### WESTERN NAMES
Roll 1d100 for the given name and surname to generate
a random Western NPC name.
#### MALE FIRST NAMES
1. James
2. John
3. Robert
4. Michael
5. William
6. David
7. Richard
8. Charles
9. Joseph
10. Thomas
11. Chris
12. Daniel
13. Paul
14. Mark
15. Donald
16. George
17. Kenneth
18. Steven
19. Edward
20. Brian
21. Ronald
22. Anthony
23. Kevin
24. Jason
25. Mat
26. Gary
27. Timothy
28. Jose
29. Larry
30. Jeffrey
31. Frank
32. Scott
33. Eric
34. Stephen
35. Andrew
36. Raymond
37. Gregory
38. Joshua
39. Jerry
40. Dennis
41. Walter
42. Patrick
43. Peter
44. Harold
45. Douglas
46. Henry
47. Carl
48. Arthur
49. Ryan
50. Roger
51. Joe
52. Juan
53. Jack
54. Albert
55. Jonathan
56. Justin
57. Terry
58. Gerald
59. Keith
60. Samuel
61. Willie
62. Ralph
63. Lawrence
64. Nicholas
65. Roy
66. Benjamin
67. Bruce
68. Brandon
69. Adam
70. Harry
71. Fred
72. Wayne
73. Billy
74. Steve
75. Louis
76. Jeremy
77. Aaron
78. Randy
79. Howard
80. Eugene
81. Carlos
82. Russell
83. Bobby
84. Victor
85. Martin
86. Ernest
87. Phillip
88. Todd
89. Jesse
90. Craig
91. Alan
92. Shawn
93. Clarence
94. Sean
95. Philip
96. Chris
97. Johnny
98. Earl
99. Jimmy
100. Antonio
#### FEMALE FIRST NAMES
1. Mary
2. Patricia
3. Linda
4. Barbara
5. Elizabeth
6. Jennifer
7. Maria
8. Susan
9. Margaret
10. Dorothy
11. Lisa
12. Nancy
13. Karen
14. Betty
15. Helen
16. Sandra
17. Donna
18. Carol
19. Ruth
20. Sharon
21. Michelle
22. Laura
23. Sarah
24. Kimberly
25. Deborah
26. Jessica
27. Shirley
28. Cynthia
29. Angela
30. Melissa
31. Brenda
32. Amy
33. Anna
34. Rebecca
35. Virginia
36. Kathleen
37. Pamela
38. Martha
39. Debra
40. Amanda
41. Stephanie
42. Carolyn
43. Christine
44. Marie
45. Janet
46. Catherine
47. Frances
48. Ann
49. Joyce
50. Diane
51. Alice
52. Julie
53. Heather
54. Teresa
55. Doris
56. Gloria
57. Evelyn
58. Jean
59. Cheryl
60. Mildred
61. Katherine
62. Joan
63. Ashley
64. Judith
65. Rose
66. Janice
67. Kelly
68. Nicole
69. Judy
70. Christina
71. Kathy
72. Theresa
73. Beverly
74. Denise
75. Tammy
76. Irene
77. Jane
78. Lori
79. Rachel
80. Marilyn
81. Andrea
82. Kathryn
83. Louise
84. Sara
85. Anne
86. Jacqueline
87. Wanda
88. Bonnie
89. Julia
90. Ruby
91. Lois
92. Tina
93. Phyllis
94. Norma
95. Paula
96. Diana
97. Annie
98. Lillian
99. Emil
100. Jamie
#### SURNAMES
1. Smith
2. Johnson
3. Williams
4. Jones
5. Brown
6. Davis
7. Miller
8. Wilson
9. Moore
10. Taylor
11. Anderson
12. Thomas
13. Jackson
14. White
15. Harris
16. Martin
17. Thompson
18. Garcia
19. Martinez
20. Robinson
21. Clark
22. Rodriguez
23. Lewis
24. Lee
25. Walker
26. Hall
27. Allen
28. Young
29. Hernandez
30. King
31. Wright
32. Lopez
33. Hill
34. Scott
35. Green
36. Adams
37. Baker
38. Gonzalez
39. Nelson
40. Carter
41. Mitchell
42. Perez
43. Roberts
44. Turner
45. Phillips
46. Campbell
47. Parker
48. Evans
49. Edwards
50. Collins
51. Stewart
52. Sanchez
53. Morris
54. Rogers
55. Reed
56. Cook
57. Morgan
58. Bell
59. Murphy
60. Bailey
61. Rivera
62. Cooper
63. Richardson
64. Cox
65. Howard
66. Ward
67. Torres
68. Peterson
69. Gray
70. Ramirez
71. James
72. Watson
73. Brooks
74. Kelly
75. Sanders
76. Price
77. Bennett
78. Wood
79. Barnes
80. Ross
81. Henderson
82. Coleman
83. Jenkins
84. Perry
85. Powell
86. Long
87. Patterson
88. Hughes
89. Flores
90. Washington
91. Butler
92. Simmons
93. Foster
94. Gonzales
95. Bryant
96. Alexander
97. Russell
98. Griffin
99. Diaz
100. Hayes
### JAPANESE NAMES
Roll 1d100 for the first name and surname to generate a
random Japanese name.
#### FIRST NAMES
1. Hiroshi
2. Akira
3. Kazuo
4. Takashi
5. Toshio
6. Yoshio
7. Hideo
8. Masao
9. Kiyoshi
10. Takeshi
11. Minoru
12. Shigeru
13. Tadashi
14. Kenji
15. Koichi
16. Takeo
17. Ichiro
18. Makoto
19. Yasuo
20. Yukio
21. Yutaka
22. Osamu
23. Saburo
24. Koji
25. Susumu
26. Isao
27. Tatsuo
28. Shiro
29. Noboru
30. Hajime
31. Mitsuo
32. Jiro
33. Tsutomu
34. Shoji
35. Nobuo
36. Takao
37. Tetsuo
38. Shiníichi
39. Fumio
40. Keníichi
41. Akio
42. Seiichi
43. Tadao
44. Kunio
45. Keiko (f)
46. Yoko (f)
47. Eiichi
48. Hiroyuki
49. Toru
50. Shigeo
51. Michio
52. Masaru
53. Shozo
54. Shoichi
55. Isamu
56. Yoshiaki
57. Jun
58. Hisashi
59. Masahiro
60. Haruo
61. Kazuko (f)
62. Hiroko (f)
63. Kaoru (f)
64. Yoshiko (f)
65. Sadao
66. Hisao
67. Masaaki
68. Seiji
69. Masami
70. Hitoshi
71. Michiko (f)
72. Masayuki
73. Eiji
74. Tsuneo
75. Iwao
76. Satoshi
77. Juníichi
78. Masako (f)
79. Teruo
80. Yoshihiro
81. Masayoshi
82. Katsumi
83. Kozo
84. Akiko (f)
85. Yuji
86. Atsushi
87. Keiichi
88. Ken
89. Keiji
90. Yasushi
91. Reiko (f)
92. Goro
93. Yoichi
94. Norio
95. Shinji
96. Kyoko (f)
97. Noriko (f)
98. Kenzo
99. Yoshiro
100. Toshiko (f)
#### SURNAMES
1. Sato
2. Suzuki
3. Takahashi
4. Tanaka
5. Watanabe
6. Ito
7. Yamamoto
8. Nakamura
9. Kobayashi
10. Kato
11. Yoshida
12. Yamada
13. Sasaki
14. Yamaguchi
15. Saito
16. Matsumoto
17. Inoue
18. Kimura
19. Hayashi
20. Shimizu
21. Yamazaki
22. Mori
23. Abe
24. Ikeda
25. Hashimoto
26. Yamashita
27. Ishikawa
28. Nakajima
29. Maeda
30. Fujita
31. Ogawa
32. Goto
33. Okada
34. Hasegawa
35. Murakami
36. Kondo
37. Ishii
38. Saito
39. Sakamoto
40. Endo
41. Aoki
42. Fujii
43. Nishimura
44. Fukuda
45. Ota
46. Miura
47. Fujiwara
48. Okamoto
49. Matsuda
50. Nakagawa
51. Nakano
52. Harada
53. Ono
54. Tamura
55. Takeuchi
56. Kaneko
57. Wada
58. Nakayama
59. Ishida
60. Ueda
61. Morita
62. Hara
63. Shibata
64. Sakai
65. Kudo
66. Yokoyama
67. Miyazaki
68. Miyamoto
69. Uchida
70. Takagi
71. Ando
72. Taniguchi
73. Ohno
74. Maruyama
75. Imai
76. Takada
77. Fujimoto
78. Takeda
79. Murata
80. Ueno
81. Sugiyama
82. Masuda
83. Sugawara
84. Hirano
85. Kojima
86. Otsuka
87. Chiba
88. Kubo
89. Matsui
90. Iwasaki
91. Sakurai
92. Kinoshita
93. Noguchi
94. Matsuo
95. Nomura
96. Kikuchi
97. Sano
98. Onishi
99. Sugimoto
100. Arai
### COMPANY NAMES
Use the following tables to create a random company or
corporation name. Online version: www.waryjack.com/cyberpunk
#### FOUNDER / OWNER (1d100)
1. Abe
2. Adams
3. Allen
4. Angel
5. Arai
6. Bauer
7. Becker
8. Bergmann
9. Braun
10. Chén
11. Coleman
12. Corrida
13. Cox
14. Fischer
15. Flores
16. Fujimoto
17. Fujita
18. Gao
19. Gonzalez
20. Griffin
21. Gunther
22. Guo
23. Hán
24. Hé
25. Hú
26. Hahn
27. Harrison
28. Haskell
29. Herrman
30. Hirano
31. Hoffman
32. Hofmann
33. Huáng
34. Hughes
35. Ikeda
36. Inoue
37. Johnson
38. Kaiser
39. Kelly
40. King
41. Koch
42. Kondo
43. Lín
44. Lang
45. Lange
46. Lawrence
47. Liáng
48. Liú
49. Li
50. Luó
51. Müller
52. Martin
53. Ma
54. Matsuda
55. Meier
56. Miller
57. Mitchell
58. Morris
59. Murata
60. Nelson
61. Neumann
62. Onishi
63. Packard
64. Patterson
65. Pfeiffer
66. Richardson
67. Russell
68. Sòng
69. Sanchez
70. Sano
71. Sato
72. Sauer
73. Schäfer
74. Schmidt
75. Seidel
76. Simpson
77. Smith
78. Stewart
79. Sun
80. Takeuchi
81. Uchida
82. Vogel
83. Wáng
84. Wú
85. Walter
86. Watanabe
87. Weber
88. Weiss
89. Williams
90. Winkler
91. Wolf
92. Wright
93. Xú
94. Xiè
95. Yáng
96. Zhào
97. Zhèng
98. Zhang
99. Zhou
100. Zhu
#### NAME PREFIX (1d20)
1d20 Prefix | 1d20 Prefix
--- | ---
1 Aero- | 11 Endo-
2 Agri- | 12 Geno-
3 Arco- | 13 Micro-
4 Astro- | 14 Neuro-
5 Auto- | 15 Techno-
6 Bio- | 16 Tele-
7 Cryo- | 17 Tempo-
8 Cyber- | 18 Tera-
9 Digi- | 19 Terra-
10 Eco- | 20 Thermo-
#### NAME SUFFIX (1d20)
1d20 Suffix | 1d20 Suffix
--- | ---
1 -bio | 11 -graph
2 -cene | 12 -kem
3 -cera | 13 -nex
4 -chem | 14 -sphere
5 -co | 15 -struct
6 -dyne | 16 -sys
7 -form | 17 -tech
8 -gen | 18 -tel
9 -gene | 19 -therm
10 -gent | 20 -vent
#### INDUSTRY (1d20)
1d20 Area | 1d20 Area
--- | ---
1 Aerospace | 11 Hardware
2 Armaments | 12 Holdings
3 Biosystems | 13 Industrial
4 Biotech | 14 Logistics
5 Construction | 15 Manufacturing
6 Cybernetics | 16 Processing
7 Digital | 17 Software
8 Electronics | 18 Solutions
9 Financial | 19 Systems
10 Flight Systems | 20 Technologies
#### ENTITY TYPE (1d6)
1d6 Entity | 1d6 Entity
--- | ---
1 AG | 4 Ltd.
2 Co. | 5 Plc
3 Inc. | 6 SA
## THREATS
Threats is the general term for the opposition - creatures,
other runners, security guards, and so forth —
that a team of runners might encounter in their adventures.
Threats come in many shapes and sizes, and only
a few examples are given here, but you can use these examples
to expand on the list of threats, and invent your
own (you can even use the Monster Creator at http://codex.
dungeon-world.com/).
### THREATS AND DICE
If you’re the GM, you should be aware that unlike many
games, you never roll dice to make moves (though you
will roll dice for Threat damage from time to time).
Threats have moves, both the GM moves listed earlier,
and sometimes their own special moves, but you won’t
see any “roll+Stat” instructions here. Threat Moves happen
in response to, and flow from the fiction. If something
is done by a player character that would lead to
a Threat move, then it happens. If the player didn’t fail
their move, then it’s likely that what you’ll do is a soft
move: show them some danger coming, make something
happen that will trigger a move on their part, and
so forth.
On the other hand, if the player gives you a golden opportunity,
usually by completely failing a move, then
you can make a hard move. An easy example of this is
in the case of doing damage. If a PC Rocks & Rolls with
a threat, and fails (rolls a 6 or less), then in return, that
Threat deals its damage to the player right away. That’s
the default outcome for failing a Rock & Roll move.
Keep in mind, however, that you only have to make as
hard a move as you like. It doesn’t always have to be the
ultimate sanction — sometimes, you might make a soft
move to increase the tension of a situation. You don’t
have to deal that damage, if making a different move
would be more fun!
### THREAT TRAITS
#### DAMAGE
Threats, in general, deal the damage indicated in their
entry whenever they deal their damage. However,
sometimes multiple threats mob a single player character
and inflict damage on the PC. In such cases, they do
not all deal their damage. Instead, deal damage for the
most dangerous threat, and add +1 damage for each additional
threat involved in the attack.
Example: Valentin is facing down a ghoul and four goblins,
who all assaulted him more or less simultaneously.
He attempted to dodge away, but failed. Instead of
dealing 2d6b for the ghoul, and then rolling 2d4b four
more times (once for each goblin), you would roll 2d6b
for the ghoul, and add an additional 4 damage (+1 for
each goblin).
#### INFLICTING CHRONIC INJURY
If it suits the group, you can allow a threat to inflict
chronic injuries if that threat’s damage pushes a character
into the bleeding out stage. If so, choose an appropriate
chronic injury from the list. For example, if a ghoul
manages to take a character to the bleeding out stage
with a bite, you can inform the character that unless
they stabilize, they will take the Faded chronic injury,
and reduce their Essence by 1.
#### WOUNDS
Threats make no distinction between stun and wounds
for threats. If you deal stun to a threat, unless it is listed
as immune to stun, simply mark the damage on the
wound track.
#### TAGS
The traits that follow are primarily intended to help the
GM describe creatures, figure out what a creature might
do, set scenes, and enhance the story. For example,
when using a threat with the Camouflage trait, the GM
might leverage that trait to describe how the threat materializes
out of nowhere, having been hidden against a
wall or some other innocuous place until the PC’s were
in just the right spot.
__Amphibious:__ threat is at home in water and on land
__Arcane:__ threat is Awakened
__Aspect:__ threat shows traits of its domain or environment
__Bloodthirsty:__ the threat will continue to attack incapacitated
opponents
__Camouflage:__ threat is difficult to detect and can blend
in with its environment
__Cyber:__ this threat is enhanced with cyberware, which
increases its performance in some fashion
__Deathwish:__ the threat lacks any sense of self-preservation;
this can manifest in relentless attacks, or simple
stupidity, depending on the threat
__Dual Natured:__ threat is visible and active both in Astral
Space and in the physical world. Abbreviated dn.
__Fast:__ the threat is exceptionally quick
__Fear:__ the threat inspires fear or causes a fear effect
__Fearless:__ the threat will often continue fighting to the
death
__Group:__ usually seen in groups of 3-6 individuals
__Hoarder:__ the threat collects...something. Sometimes
good things, sometimes horrifying things.
__Horde:__ threat is typically found in large groups
__Huge:__ colossal, several times larger than a human
__Immune (type):__ threat is immune to a particular type
of damage, for example immune (stun)
__Infected:__ threat carries a disease that can be contracted
by the characters
__Insubstantial:__ threat takes half damage
__Intelligent:__ threat is smart enough to think and plan;
most metahuman threats are intelligent
__Large:__ much larger than a human
__Machine:__ threat is mechanical in origin
__Medium:__ roughly human size
__Movement:__ threat has a special movement mode
__Night Vision:__ threat can see in dark environments
without trouble
__Organized:__ threat has an organizational structure,
and may have additional allies upon which to call
__Paranormal:__ threat is of paranormal origins
__Poison:__ threat poison its targets; victims take 1 damage
each time they make a move, until they receive
treatment of some sort)
__Program:__ threat is a Matrix program (such as IC)
__Range:__ these are the same as the ranges in the equipment
section
__Small:__ smaller than a human
__Spirit:__ attacking this threat uses the Battle the Arcane
move
__Solitary:__ usually seen alone
__Stealthy:__ threat is naturally difficult to detect
__Summoned:__ this is a spirit being, and can be banished
__Tiny:__ much smaller than a human
#### TAG NOTES
* All paracritters are assumed to have the paranormal
tag.
* All Intrusion Countermeasures are assumed to
have the fearless and program tags.
* Creatures may or may not fight to the death. Many
metahumans will not, since most of them still have
some sense of self preservation. The fearless tag indicates
a much greater likelihood of fighting to the
death even without a reason.
### PARACRITTERS
All paracritters have the paranormal tag.
#### Afanc
_amphibious, camouflage, group, large_
Bite (2d6b dmg, c), tail whip (1d6+1, reach)
10 Wounds / 2 Armor
The Afanc is an awakened crocodile, typically found in
Wales and Eastern Europe. They exist in family groups
of 3-6 individuals, and are highly territorial. They have
an exceptional ability to detect nearby prey. Instinct: to
eat
* Detect nearby prey
* Death roll
#### Barghest
_fast, medium, fear, group_
Bite (1d6+2 dmg, c), howl (2d8b stun, area, c/s/m)
6 Wounds / 1 Armor
The barghest is an awakened canine found in North
America, Europe, and Asia. A massive mastiff-like creature,
the barghest is best known for its unearthly, paralyzing
howl which it uses to freeze its prey in its tracks.
Instinct: to hunt.
* stalk the prey
#### Cockatrice
_dual-natured, hoarder, small, solitary_
Paralytic tail (2d6b+2 stun, c)
4 Wounds / 0 Armor
The cockatrice resembles an overgrown, semi-reptilian
chicken. It is known best for the paralysis a touch of its
long tail can induce in a metahuman. It’s also known
for its tendency to collect small items -- jewelry, etc. Instinct:
protect its territory.
* turn flesh to stone
* collect the shinies
#### Black Annis
_fast, fearless, medium, night vision_
Slam (1d6 dmg, forceful, c), bite (1d8 damage, c)
6 Wounds / 1 Armor
The Black Annis is an awakened baboon, highly territorial
and vicious. Studies also indicate that the Black
Annis is capable of creating an overwhelming sense of
depression in metahumans, though this has not been
confirmed. Instinct: to dominate.
* tear intruders apart
* show a threat display
#### Deathrattle
_camouflage, medium, poison, solitary_
Bite (2d6b, poison, c), spit venom (1d8, s)
5 wounds / 0 armor
The deathrattle is a large awakened rattlesnake, found
across North America. The deathrattle has a potent toxin
which operates on both a physical and astral basis. It
is very difficult to cure, requiring the attentions of both
medical professionals and magical expertise. Instinct: to
eat.
* strike from hiding
* instill fear with a sound
#### Devil Rat
_disease, horde, small_
Gnaw (1d6 damage, messy, 1AP, c)
4 wounds / 0 armor
The devil rat is a giant, hairless, loathsome creature
found in sewers and sprawls around the world. Devil
rats are somewhat dangerous alone, but when they
swarm, they can cause catastrophic damage. Stories
about mass disappearances in some of the worst slums
are sometimes attributed to devil rat swarms. Instinct:
to devour.
* swarm of teeth
* avoid the light
#### Dragon
_arcane, dual-nature, huge, hoarder, intelligent_
Bite (2d10b dmg, 4AP, c), fire breath (2d6 dmg, s/m)
30 wounds, 6 to 8 armor
Never cut a deal with a dragon. Extremely intelligent
and powerful, these creatures have become heads of
megacorps, and one was even the President of the UCAS
before he was assassinated. They come in many varieties,
including western, eastern, feathered and leviathian.
Their ultimate purpose is unknown, but whatever
it is, they seem to be doing it well. Instinct: to be the ultimate.
* Get rid of opposition
* Scheme from the shadows
* Unleash its wrath
#### Greater Wolverine
_bloodthirsty, fearless, large, solitary_
Bite (1d8 dmg, messy, c), claw (1d6+1 dmg, messy, c)
10 wounds / 2 armor
The greater wolverine is a massive engine of destruction,
with a mean streak a mile wide. Instinct: to kill.
* Abuse the dead
* Eat to excess
### METAHUMANS
#### Corporate Security
_group, intelligent, medium_
Sidearm (1d8 dmg, 1AP, s/m), stun baton (1d6 stun, c)
8 Wounds / 0 Armor
This is the run of the mill corporate security guard. Dangerous
in groups, and corporations generally have a
near-infinite supply. Instinct: to guard their station.
* Call for backup
* Trigger the alarm
#### Elite Security
_group, cyber, intelligent, medium_
SMG (2d6b dmg s/m), Hand-to-Hand (1d6+1 dmg, c)
8 Wounds / 2 Armor
Although not every facility has an elite security contingent
protecting it, when you start running the bigger
corporations, you may run into these guys. With better
training and better gear than your typical security
guard, Elite Security is called in when the regular security
grunts run into more than they can handle. Instinct:
secure the facility.
* Neutralize targets
* Strike from ambush
#### Beat Cop
_medium, intelligent, solitary_
Sidearm (1d8 dmg, 1AP, s/m), baton (1d6 dmg c)
8 Wounds / 1 Armor
Even in the seemingly lawless 2050s, there are still people
out there who serve in the thin blue line, walking
a beat and enforcing the law. Whether a member of
Knight Errant, Pinkerton, or Lone Star, the beat cop is
the most commonly seen law enforcement officer on the
streets. Instinct: to protect and serve.
* make an arrest
* call backup
####Lone Star HTR
_cyber, medium, intelligent, group_
Assault Rifle (2d8b dmg, 2AP, s/m/l)
8 Wounds / 3 Armor
Hostage situations, major crimes, killing sprees, you
name it — when a serious crime goes down, the High
Threat Response teams are called in. Highly trained,
well-equipped, and thoroughly professional, tangling
with HTR is no joke. Instinct: terminate the threat.
* Breach, bang and clear
* Take the shot
#### Blood Mage
_arcane, medium, solitary_
Blood bolt (1d8 dmg s/m), death touch (2d4b, ignores
armor, c)
8 Wounds / 1 Armor
Blood magic — the use of blood (usually not your own)
to fuel magical spells and rituals — is illegal almost everywhere
in the Sixth World. However, that doesn’t stop
people from using it. Instinct: to gather power.
* Inflict bleeding wounds
#### Cyberzombie
_dual-natured, medium, intelligent, cyber_
Arm Cannon (2d6b dmg, 2AP, s/m/l), arm blade (1d6
dmg, c)
15 wounds / 3 armor
The cyberzombie is an unfortunate soul, a cyborg who
has pushed himself too far with cybernetics and died. A
cybermancer has managed to reconnect his soul to the
body, and now the creature lives a tortured life. Instinct:
to pass on.
* Destroy for the creator
* Find a way to end the suffering
#### Combat Mage
_arcane, cautious, medium, solitary_
Manabolt (1d6+1 dmg, s/m), flamethrower (1d6+1 dmg,
burn, s/m), confusion (targets take -2, s)
8 Wounds / 2 Armor
The Awakened are statistically rare in the Sixth World,
but shadowrunners tend to deal with them considerably
more frequently than your average wageslave. One
of the more feared foes on the battleground is the Combat
Mage, a mage who has devoted his abilities to deadly
combat magic. Instinct: to see who’s best.
* Display their power
* Burn everything
#### Security Hacker
_cyber, intelligent, medium, solitary_
Black hammer (2d6b dmg, c), blackout (1d6+1 dmg,
stun c), slow (-1 forward, c)
8 Wounds / 2 Armor (matrix only)
Any corporation worth its salt employs security hackers
to protect its precious data. A corporate hacker is often
equipped with excellent gear and has the benefit of being
able to navigate a corporate grid easily, since they
belong there. Instinct: to track ‘em and smack ‘em.
* Initiate a trace
* Deploy IC
#### Street Thug
_group, intelligent, medium_
Spiked bat (1d6+1 dmg, c), cheap but powerful pistol
(2d8w dmg, s/m)
9 Wounds / 1 Armor
Gangs plague the sprawls, and turf is everything. During
a shadowrun, it’s often a good idea to know whose turf
you’re on, who the leaders are, and what kind of crime
they’re into. If you run afoul of a gang, you might run
into someone like the Street Thug. Instinct: to guard
their turf.
* Issue a beatdown
* Gather the crew
#### Ghoul
_blind, group, infected, intelligent, medium_
Bite (2d6b dmg, disease, c), talons (1d6 dmg, 1AP, c)
6 Wounds / 0 Armor
Ghouls are humans infected with HMHVV, which has
modified their genetics such that they have an insatiable
hunger for human flesh. Intelligent, and often found
in packs in sewers, back alleys, and the squats and
slums of the Sixth World. Despite their physical blindness,
they can be a dangerous enemy indeed. Instinct: to
feed the hunger.
* consume essence
#### Goblin
_horde, infected, small_
Claw (1d4+1 dmg, c), knife (1d6 dmg, c)
4 Wounds / 1 Armor
Goblins are the result of a dwarf being infected with
HMHVV, resulting in a small, twisted, nocturnal creature
that tends to run in large packs. Stumbling across a
goblin colony can really ruin your day. Instinct: to scavenge
and collect.
* ambush
### INTRUSION COUNTERMEASURES
Intrusion countermeasures all possess the fearless and
program tags. Use these threats in conjunction with matrix
nodes and armored nodes.
#### Acid
Burnout (reduces hardening by 1), chip burn (reduce
CPU by 1)
4 Wounds / 0 Armor
Acid is a version of IC designed to damage cyberdecks,
opening holes for other more dangerous IC to use to
make the attack. Instinct: burn through defenses.
#### Blaster
Jolt (1d6 dmg, stun)
4 Wounds / 1 Armor
Blaster IC is designed to inflict nonlethal damage on a
hacker, hopefully knocking him or her out and forcing
them to disconnect from the grid. Blaster is fairly common,
since it is nonlethal, and can be found even in generally
lower-security systems. Instinct: to knock ‘em out.
#### Black IC
_Intelligent, organized_
Lethal biofeedback (2d8b dmg)
6 Wounds / 2 Armor
Black IC is the most feared of all intrusion countermeasures.
Used by high-security installations, Black IC is
designed for one purpose: to kill intruding hackers.
Capable of delivering a lethal burst of biofeedback, the
victim of a black IC attack is usually found dead in their
rig, bleeding from eyes, ears, nose, and mouth. Black IC
is not to be trifled with. Instinct: to kill.
* Finish them off
#### Binder
_camouflage_
Overload (reduce CPU by 1)
4 Wounds / 0 Armor
Binder is another simple countermeasure, designed to
place extra processing load on a cyberdeck’s CPU to decrease
its efficiency. Instinct: to slow down the intruder.
### SPIRITS
Note: given the wide array of spirits and their specific
manifestations, the GM is encouraged to tweak these entries
as needed!
#### Spirit of Man
_aspect, medium, spirit_
confusion (targets take -2 forward, s), slam (2d6b dmg,
forceful)
1 armor / 5 Wounds
Spirits of Man include spirits of street, hearth, and field,
domains intimately linked to the activities of humankind.
Known more for their desire to guard and protect
an area rather than their innate hostility, they are nonetheless
dangerous when their ire is provoked. Instinct:
to guard what man has made.
* prevent threats from entering
* cause an accident
#### Spirit of Earth
_aspect, spirit, variable size_
hurl rock (1d8 dmg, forceful), punch (2d6b dmg, forceful)
4 Armor / 7 Wounds
Spirits of Earth dwell in the very soil and mountain and
rock on which life takes root. They usually manifest as
beings of rock and dirt, their aspects making them tough
to injure. Their powers vary, but as all natural spirits
they are motivated to guard their domain. Instinct: to
protect the land.
* engulf an intruder
* surge up from the ground
#### Spirit of Air
_aspect, spirit, small, medium_
fling (1d6+1 dmg, forceful, c), noxious cloud (1d6 dmg,
area, poison)
3 Armor / 6 Wounds
Spirits of Air are capricious beings who dwell in the domain
of air. They manifest as howling winds, cold gusts,
and vaguely humanoid clouds. Their insubstantial nature
makes injuring them difficult. Instinct: to trick.
* move at blinding speed
* toy with an enemy
#### Spirit of Water
_aspect, spirit, small, medium_
slam (2d8b dmg, c)
2 Armor / 7 Wounds
Spirits of Water are methodical and inexorable, and
take pride that the world will eventually return to the
water whence it came. They can be summoned anywhere
there is a body of water or river, and they are
powerful enemies indeed. Instinct: to flow
* drown the threat
* flow through and around
#### Insect Spirit
_aspect, spirit, small/medium/large_
bite (1d8 dmg, poison, c), strike (2d6b dmg, c)
3 Armor / 6 Wounds
Insect Spirits are summoned by Insect Shamans, who
must “invest” a living host with the spirit (since it lacks
the capability to materialize). This process is generally
done to involuntary hosts, and the results are horrific.
Insect Shamans and Insect Spirits are never something
to willingly “get to know.” Instinct: to breed.
* summon the swarm
* scuttle just out of sight
#### Toxic Spirit
_aspect, spirit, small/medium/large_
throw toxin (2d6b, poison, c), poison punch (1d6+1
dmg, poison, c)
2 Armor / 10 Wounds
Toxic spirits are summoned by toxic shamans from domains
that have been corrupted by pollution and other
manmade evils. These spirits are as twisted as the domains
from which they come. Instinct: to pollute.
* corrupt the environment
* leave their mark
## THANKS
* to Vincent Baker for creating Apocalypse World.
* to Sage LaTorra and Adam Koebel, for creating Dungeon
World
* to the authors of all the other Dungeon World and
Apocalypse World hacks for their cleverness and inventiveness.
* to all the writers and designers who’ve worked on any
edition of Shadowrun, ever, for creating my first and
most favorite game world.
* to Tanner Yea (smarttman) for advice, suggestions, the
Sprawl Generator adaptation, and the section on Astral
Space. And for being my first playtester (and now co-author)
### CHANGE LOG
Feel free to email me at yclept DOT chris AT gmail DOT
com if you have questions or suggestions.
#### DIGEST EDITION V1.2
* Removed repeated text in Moves section
* Removed incorrect information about range in the
Combat Section
* Text tweak to Adept instructions
#### DIGEST EDITION V1.1
* Added programs to gear listing, with explanations
* Removed “imbue focus” move from mage, made
it a move available to magic users if they want to
create a focus.
* Altered Last Chance to work with Karma, not Essence.
#### DIGEST EDITION V1.0
The digest edition is not the “next version” of Sixth
World; it is an alternate version aimed at some streamlining
as well as making some changes I thought would
be challenging and appealed to me personally.
* Major layout changes to digest size / tablet-friendly
layout
* Substantial changes to stats
* Changed Edge to Karma
* Changed interaction of Karma, Essence, and Cyberware
* Modified cyberware to grant moves rather than
simply be another piece of equipment
* Modified several moves, removed others
* Reduce moves for all archetypes
* Altered equipment acquisition for starting characters