Runners Sheets

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v0.96
CHARACTER CREATION SUMMARY
1 Choose a playbook. Your playbook represents your character’s 11 Record name(s), look, and languages. Choose an alias or street
reputation in the underworld, their special abilities, and how they advance. name (maybe a real name too), and jot down a few words to describe your
look. Examples are provided on the preceding pages. Write your native
2 Choose a metatype. Read and record your metatype traits. If tongue down first, then any others that make sense for your choice of details.
you’re not sure, choose H UMAN and move on.
If you want, take one or two permutations from each side (details on page
3 Choose a heritage. Detail your choice with a note about your family 43) to further customize your starting build. If you are HUMAN , you get
or early life. For example, “North America: nomadic Denver tribesmen.” two free permutations, free (without the accompanying negatives). If you
are “experienced” or “prime” runners, you might get more.
4 Choose a background. Detail your choice with a note about your
specific history prior to this crew. For example, “Law: ex-security in Seattle.” Some permutation examples..

5 +1 special item -1 special item


Assign four action dots. No action may begin with a rating higher +1 action dot -1 action dot
than 2 during character creation. (After creation or using permutations, +1 friends are close +1 friends are rivals
action ratings may advance up to 3. When you unlock the Mastery advance +2 languages, already known +debt to a faction
+2 spells, already learned Start with one TRAUMA *
for your crew, you can advance some actions up to rating 4.)
third action dot* -1 special ability*

6 Choose a special ability. They’re in the gray column in the middle


+1 special ability*
*: Counts as two.
of the character sheet. If you can’t decide, choose the first ability on the
LOADOUT
list. They’re placed there as a good first option.
You have access to all of the standard items on your character sheet, and all the
7 Choose a close friend and rival. Mark the one who is a close special items you chose during character creation. For each operation, decide
friend, long-time ally, family relation, or lover (use the upward-pointing what your character’s LOAD will be. During the operation, you may say that your
triangle). Mark one who is a former friend turned rival, enemy, scorned character has an item on hand by checking the box for the item you want to use—
lover, betrayed partner etc. (use the downward-pointing triangle). up to a number of items equal to your chosen LOAD . Your LOAD also determines
your movement speed and conspicuousness:
8 Choose your vice. Pick your preferred type of vice, detail it with a  1-3 LOAD : Light. You’re faster, less conspicuous; you blend in with citizens.
short description and indicate the name and location of your vice purveyor.  4/5 LOAD : Normal. You look like you’re up to no good.
The GM will help you with the purveyor source if you aren’t sure.  6 LOAD : Heavy. You’re slower. You look like an operative on a mission.

9 Choose SIN status. If you are SINless (default), leave this blank.
 7-9 LOAD : Encumbered. You’re overburdened and can’t do anything
except move very slowly.
Otherwise, mark the box to choose the type of issuer, then detail it with
Some special abilities (like the Muscle’s M ULE ability or a dragon’s incredible
the issuer’s name. Also record any additional details in your notes for strength) and implants (like the hip COMPARTMENTS ) increase the LOAD limits.
future reference.
Some items count as two items for LOAD (they have two connected boxes). Items
10 Choose three special items or implants. Select the three special in italics don’t count toward your LOAD .
items or implants to which you have access at the start of the game.
You don’t need to select specific items now. Review your personal items and the
Outline the boxes and record details on your sheet as appropriate. standard item descriptions on page 64.
COMPILED PLAYBOOK BUILDS
A compilation of the guidance given in each playbook for when you assign your action dots and special abilities. Use one of these build templates to get started quickly.

F ace S nake
T he B rains . Demand +2, Study +2. Connected. T he I nformant . Consort +1, Interface +2, Study +1. Takes One to Know One.
T he D istraction . Hustle +1, Prowl +1, Wreck +2. Spectacle. T he M ole . Consort +2, Demand +1, Study +1. Trust Me.
T he C loser . Hustle +1, Interface +2, Study +1. Deal Shark. T he P retender . Finesse +1, Prowl +2, Survey +1. Master of Disguise.
T he G rifter . Consort +1, Finesse +2, Hustle +1. A Little Jing on the Side. S mooth O perator . Engineer +1, Prowl +2, Study +1. Foresight.

H acker T rigger
C ombat H acker . Fight +2, Wreck +2. Decker. H ood . Consort +1, Fight +1, Wreck +2. Vigilante.

D eveloper . Engineer +2, Study +1, Survey +1. Programmer. R econ . Interface +1, Prowl +2, Study +1. Scout.
S ocial E ngineer . Consort +1, Demand +1, Hustle +2. Time Manager. S harpshooter . Prowl +1, Study +1, Survey +1. Deadeye.
W atchdog . Prowl +1, Stalk +2, Survey +1. Search Protocol. V eteran . Demand +1 , Fight +2, Wreck +1. Resilient.

M uscle A dept
E nforcer . Engineer +1, Interface +2, Prowl +1. Savage. T he C hameleon . Consort +1, Hustle +1, Study +2. Transmorphic.
T he L eader . Demand +1, Study +1, Survey +2. Militant. H u l k , S m a s h . Fight +2, Prowl +1, Wreck +1. Boosted.
T he P rotection . Stalk +1, Interface +1, Survey +2. Bodyguard. P lanar G uardian . Fight +2, Prowl +1, Survey +1. Astral Fighter.
S treet S amurai . Consort +1, Prowl +1, Wreck +1. Street Code. W atcher . Study +2, Survey +2. Adept Senses.

P unk M agician
C yber - stalker . Interface +2, Stalk +2. Ambush. Combat Mage. Fight +2, Wreck +2. Sorcerer.
F irestarter . Demand +2, Fight +1, Wreck +1. Ring Leader. C ultist . Consort +2, Demand +2. Astral Occultist.
G etaway A rtist . Finesse +2, Hustle +1, Survey +1. Mobility. O ccult I nvestigator . Hustle +1, Stalk +2, Study +1. Astral Mind.
S urprise . Engineer +2, Fight +1, Wreck +1. Saboteur. S ummoner . Demand +1, Study +1, Survey +2. Conjurer.

R igger T echnomancer
A ce P ilot . Finesse +1, Interface +1, Survey +2. In Control. T he A nomaly . Demand +1, Fight +2, Interface +1. Dead Zone.
D rone E nthusiast. Interface +2, Prowl +1, Wreck +2. Artificial Friend. T he A rchitect. Engineer +2, Wreck +2. Instancer.
F ield M edic . Fight +2, Prowl +1, Study +1. Physician. T he G host . Prowl +2, Stalk +2. Emergent Proxy.
M c G uyver . Finesse +1, Survey +1, Wreck +2. Jury Rig. T he O racle . Consort +1, Study +1, Survey +2. Emergent Mind.
STASH

RUNNERS IN THE SHADOWS CREW FACE


AN IMPRESSIVE NEGOTIATOR
AND PLANNER

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Deal Shark: You are not affected by quality or Tier when you negotiate
ENGINEER
extra payment for a run.
INTERFACE
A Little Jing on the Side: At the end of each downtime, you earn +2 STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY
stash.
Slick: You have special armor against consequences from acquiring
BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER restricted or forbidden assets, and you may expend it to push yourself for
diplomacy or when you gather info. FIGHT
FINESSE
Connected: During downtime, you get +1 result level (a 1-3 becomes PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
a 4/5, etc.) when you acquire an asset or reduce heat. WRECK
Sprawl Whisperer: You gain +1d to Consort when you gather info on
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR a target for a run. You get +1d to the engagement roll for that operation. WILLPOWER
EDGE TRAUMA CONSORT
COLD - HAUNTED - OBSESSED - PARANOID Incorrigible: When you indulge your vice, you may adjust the dice
DEMAND
RECKLESS - SOFT - UNSTABLE - VICIOUS outcome by 1 or 2 (up or down). An ally who joins in your vice may do HUSTLE
the same. STUDY
HARM HEALING PROJECT CLOCK
NEED Ambitious: You gain an additional karma trigger: You defended your
HELP claims or tried to get more. If the crew followed your lead, also mark crew
karma. BONUS DIE
-1D
Spectacle: When you engage someone in conversation, it is especially PUSH YOURSELF
LESS (mark 2 edge) OR accept a
EFFECT
distracting. When you Hustle a distracted target, take +1d. DRAGON’S DEAL
ARMOR USES
SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
SHREWD FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Angel, a data broker Privacy generator A comm Armor
A pistol +Heavy
Winston Mogi, a crew boss Fine outfit A quiet weapon
Alan Stein, an executive Fine nightlife subscription A medieval weapon
Ammo
A large weapon
Dee, a prostitute Bliss An unusual weapon
Burglary gear
Dante, a club owner Entourage Climbing gear
KARMA Demolition tools
Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
attribute) or 2 karma if that item occurred multiple times. Mechanic tools
You addressed a challenge with influence or conspiracy. Reagents
Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they want most?
What should I lookout for?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES What’s the leverage here?
Protect a teammate Deception: Method Stealth: Entry point How can I discover [X]?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY What do they intend to do?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I get them to [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW HACKER


A DIGITAL SPY & VIRTUAL
WEAPON

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Decker: Create one of your cyberdecks as a cohort (use the edges and
ENGINEER
flaws on the list below). Its quality is equal to your Tier +1. The cyberdeck
INTERFACE
can use teamwork actions (using quality for rolls). A cyberdeck can’t lead a
STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL group action, but may participate. SURVEY
Search Protocol: You are always aware of online devices in your presence.
Take +1d when you gather info about high-technology by any means.
BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER Programmer: When you invent or craft a creation with software
FIGHT
features, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.).
FINESSE
You begin with one special design already known.
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
PROWL
Virtual Fighter: When you make a resistance roll for harm from virtual
WRECK
combat, you get +1d. You are immune to being jacked by IC.
Signal Tuner: When you Interface with a device using wireless signals,
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR WILLPOWER
you (choose one) ignore interference or block its communications, while
EDGE TRAUMA CONSORT
COLD - HAUNTED - OBSESSED - PARANOID remaining hidden.
DEMAND
Data Analyst: During downtime, you get two ticks to distribute among
RECKLESS - SOFT - UNSTABLE - VICIOUS HUSTLE
any long term project clocks that involve investigation or learning a new STUDY
HARM HEALING PROJECT CLOCK design plan.
NEED Time Manager: Due to your careful planning, during downtime, you
HELP may give yourself or another crew member +1 downtime activity.
Meticulous: You have special armor against consequences from BONUS DIE
-1D
hacking, and you may expend it to push yourself when you contend with PUSH YOURSELF
LESS (mark 2 edge) OR accept a
or employ software. DRAGON’S DEAL
EFFECT ARMOR USES
SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY 1337 FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES
Whisper, a secrets trader A cyberdeck A comm Armor
A pistol +Heavy
Smith, a G-Man Fine gridlink A quiet weapon
C yberdeck Edges Gunther, a mechanic Portable VR kit A medieval weapon
Ammo
‹‹Fast A large weapon
‹‹Loaded Links, a forum admin Fine surveillance kit An unusual weapon
Burglary gear
‹‹Simple Layne, a BTL dealer Blueprints Climbing gear
‹‹Stable KARMA Demolition tools
Documents
Cyberdeck Flaws Everytime you roll a desperate action, mark karma in that action’s attribute.
Lighting gear
At the end of each session, for each item below, mark 1 karma (in your playbook or an
‹‹Costly attribute) or 2 karma if that item occurred multiple times. Mechanic tools
‹‹Gremlins You addressed a challenge with information or software. Reagents
‹‹Heavy Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
‹‹Retro You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they intend to do?
How can I get them to [X]?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES Are they telling the truth?
Protect a teammate Deception: Method Stealth: Entry point What can I interface with here?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY What might happen if I [X]?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW MUSCLE


A DANGEROUS AND
INTIMIDATING FIGHTER

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Ferocious: You have special armor against harm from an attack in
ENGINEER
combat, and you may expend it to push yourself during a battle.
INTERFACE
Savage: When you unleash physical violence, it’s especially frightening. STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY
When you Demand a frightened target, take +1d.
Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER Bodyguard: When you protect a teammate, take +1d to your resistance
FIGHT
roll. When you gather info to anticipate possible threats in the current FINESSE
situation, you get +1 effect level. PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
Street Code: You gain an additional karma trigger: When you uphold WRECK
the street code of honor despite difficulty or danger. When you duel
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR someone (one on one) to the death, also mark crew karma. WILLPOWER
EDGE TRAUMA CONSORT
COLD - HAUNTED - OBSESSED - PARANOID Tough as Nails: Penalties from harm are one level less severe (though
DEMAND
RECKLESS - SOFT - UNSTABLE - VICIOUS level 4 harm is still fatal). HUSTLE
Militant: When you Demand a cohort in combat, they continue to fight STUDY
HARM HEALING PROJECT CLOCK
NEED when they would otherwise break (they’re not taken out when they suffer
HELP level 3 harm). They gain potency and 1 armor.
Conditioned: From hard-won experience or painstaking trials, you are immune BONUS DIE
-1D
to the first symptom of lost essence you add. You get +1d to reconditioning rolls PUSH YOURSELF
LESS (mark 2 edge) OR accept a
EFFECT
and resistance rolls made against consequences of interrogation or torture. DRAGON’S DEAL
ARMOR USES
SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
DANGEROUS FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Knuckles, a brawler Fine melee weapon A comm Armor
A pistol +Heavy
Livewire, a vicious ganger Light armor A quiet weapon
Crit, a cold killer Fine scary weapon/tool A medieval weapon
Ammo
A large weapon
Lefty, an extortionist Kamikaze vial An unusual weapon
Burglary gear
Dex, a street doc Containment manacles Climbing gear
KARMA Demolition tools
Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
attribute) or 2 karma if that item occurred multiple times. Mechanic tools
You addressed a challenge with violence or coercion. Reagents
Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. How can I hurt them?
Who’s most afraid of me?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES Who’s most dangerous here?
Protect a teammate Deception: Method Stealth: Entry point What do they intend to do?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY How can I get them to [X]?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route Are they telling the truth?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW PUNK


A WILY HOODLUM AND
VANDAL

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Adaptable: Mark 2 edge to roll your best action rating while performing
ENGINEER
a different action. Say how you adapt your skill to this use.
INTERFACE
Catch Me If You Can: You have special armor against consequences STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL from detection or security measures, and you may expend it to push SURVEY
yourself for a feat of escape or stealth.
Mobility: You can easily bypass difficult terrain, obstacles, or restraints BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER
and can choose to mark only 1 edge when you resist being impeded by FIGHT
them, regardless of the result of your roll. FINESSE
PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD Daredevil: When you roll a desperate action, you get +1d to your roll if
WRECK
you also take -1d to any resistance rolls against consequences from your
action.
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR WILLPOWER
Ring Leader: Choose one of your action ratings. When you lead a group CONSORT
EDGE TRAUMA
COLD - HAUNTED - OBSESSED - PARANOID action using that action, you can suffer only 1 edge at most regardless of DEMAND
RECKLESS - SOFT - UNSTABLE - VICIOUS the number of failed rolls. HUSTLE
Driven: You gain an additional karma trigger: When you get away from STUDY
HARM HEALING PROJECT CLOCK
NEED or stand up to the Man. Due to fierce ambition or harsh experience, you
HELP get +1 edge box.
Ambush: When you attack from hiding or spring a trap, you get +1d. BONUS DIE
-1D
Saboteur: When you Wreck, the work is much quieter than it should be PUSH YOURSELF
LESS (mark 2 edge) OR accept a
and the damage is very well-hidden from casual inspection. DRAGON’S DEAL
EFFECT ARMOR USES
SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
SHADY FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Twitch, a hoodrat Fine stealth outfit A comm Armor
A pistol +Heavy
explosives Lazarus, a security officer Fine punk stuff A quiet weapon
3 uses Mad Willie, a beggar Explosives A medieval weapon
Ammo
When you use an A large weapon
explosive, choose one: Lucky, a snitch Gecko gloves An unusual weapon
Burglary gear
‹‹ EMP Leo, a burglar Street drugs Climbing gear
‹‹ Flashbang
‹‹ Grenade KARMA Demolition tools
‹‹ Pepper Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
‹‹ Smoke At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
‹‹ Tear gas attribute) or 2 karma if that item occurred multiple times. Mechanic tools
drugs You addressed a challenge with evasion or mayhem. Reagents
Subterfuge supplies
3 uses You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
When you use street You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
drugs, choose one: _______________________
TEAMWORK PLANNING & LOAD
‹‹ Bliss GATHER INFORMATION
‹‹ Novacoke Choose a plan, provide the detail. Choose your load limit
Assist a teammate for the run. What do they value most?
‹‹ Zen
How can I get them to [X]?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES What should I lookout for?
Protect a teammate Deception: Method Stealth: Entry point What’s the best way in?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Where can I hide here?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW RIGGER


AN INVENTIVE TECHNICIAN
AND PILOT

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Artificial Friend: Create one of your drones as a cohort (use the edges
and flaws on the list below). Its quality is equal to your Tier +1. The drone ENGINEER
can use teamwork actions (using quality for rolls). A drone can’t lead a INTERFACE
group action, but may participate. STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY
Electrician: When you invent or craft a creation with electronic features,
take +1 effect level to your roll (a 1-3 becomes a 4/5, etc). You begin with
one special design already known. BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER
In Control: You can Finesse a drone or vehicle to takeoff, control, or FIGHT
land it—regardless of its means of propulsion. You gain potency when FINESSE
you make difficult maneuvers while controlling a drone or vehicle. PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
Precise: You have special armor against consequences of distraction, WRECK
misunderstanding, or chemical effects, and you may expend it to push
yourself when working with technical skill or precision.
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR WILLPOWER
Jury Rig: When you modify an item, it doesn’t cost a downtime activity
EDGE TRAUMA if you mark 1 edge or choose an additional drawback. You gain potency CONSORT
COLD - HAUNTED - OBSESSED - PARANOID DEMAND
when repairing devices.
RECKLESS - SOFT - UNSTABLE - VICIOUS
Infiltrator: You are not affected by quality or Tier when you bypass HUSTLE
security measures. STUDY
HARM HEALING PROJECT CLOCK
NEED Chemist: When you invent or craft a creation with chemical features,
HELP take +1 effect level to your roll (a 1-3 becomes a 4/5, etc). You begin with
one special design already known. BONUS DIE
-1D Physician: You can Engineer bones, blood, and bodily tissues to treat wounds, PUSH YOURSELF
LESS
perform surgery, or stabilize the dying. You may Study an ailment or corpse. (mark 2 edge) OR accept a
EFFECT ARMOR USES Everyone in your crew (including you) gets +1d to their healing treatment rolls. DRAGON’S DEAL

SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
HANDY FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES NOTES Chopper, a gearhead A configured drone A comm Armor
A pistol +Heavy
utility harness Bricks, a demolitionist A personal vehicle A quiet weapon
D rone E dges 3 uses Twitch, a spacecase Utility harness (3 uses) A medieval weapon
‹‹Nimble A large weapon
Ammo
When you use a harness
‹‹Self-repairing slot, choose one: Drano, a data trader Fine electrical tools An unusual weapon
‹‹Smart Memphis, a street doc Medical supplies (3 uses) Burglary gear
‹‹ Hypersolvent Climbing gear
D rone F laws ‹‹ Hyperglue KARMA Demolition tools
‹‹Costly ‹‹ Thermite gel Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
‹‹Defective ‹‹ Nightshades (g) At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
attribute) or 2 karma if that item occurred multiple times. Mechanic tools
‹‹Distinctive ‹‹ Override (gadget)
Reagents
‹‹ Sensor tag (g) You addressed a challenge with technical skill or control.
Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
‹‹ Spatial scanner (g) Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
‹‹ Thermite rod (g) __________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they intend to do?
How can I get them to [X]?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES Are they telling the truth?
Protect a teammate Deception: Method Stealth: Entry point What can I engineer here?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY What might happen if I [X]?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW SNAKE


A LIAR AND A MANIPULATOR

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Takes One to Know One: You can always tell when someone is lying to you.
ENGINEER
Trust Me: You may use teamwork maneuvers with any crew member INTERFACE
who trusts you, regardless of the distance separating you. Ask the STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL teammates who trusts you after they pick their load for the run. You can SURVEY
force any character who trusts you to perform the protect maneuver on
your behalf (they suffer a consequence instead of you). BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER
Quick Study: You get +1d to Study to identify or exploit a weakness FIGHT
during an operation. You can train a given karma track twice per downtime. FINESSE
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
Master of Disguise: When you use a disguise or other form of covert PROWL
misdirection you get +1 effect level. When you throw off your disguise, WRECK
the resulting surprise gives you the initiative in the situation.
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR Foresight: Two times per run you can assist a teammate without W I L L P O W E R
EDGE TRAUMA marking edge. Tell us how you prepared for this. CONSORT
COLD - HAUNTED - OBSESSED - PARANOID DEMAND
Long Con: You have special armor against consequences from
RECKLESS - SOFT - UNSTABLE - VICIOUS HUSTLE
suspicion or persuasion, and you may expend it to push yourself when
STUDY
HARM HEALING PROJECT CLOCK you gather info or work on a long-term project.
NEED Disarming: You get +1d vs. a target with whom you have an intimate
HELP
relationship.
BONUS DIE
-1D Linguist: You can understand bits and pieces of any dialect, even those
PUSH YOURSELF
you never learned. You can mark 1 edge to hold a conversation despite (mark 2 edge) OR accept a
LESS
EFFECT ARMOR USES language barriers. DRAGON’S DEAL

SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
SLY FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Pop, a drug dealer Fine cover identity A comm Armor
A pistol +Heavy
Maynard, a courier A vial of neuro stun A quiet weapon
Freedom, an info broker Blackmail supplies A medieval weapon
Ammo
A large weapon
Jerik, a records clerk Fine disguise kit An unusual weapon
Burglary gear
Seabass, a parolee Concealed holdout pistol Climbing gear
KARMA Demolition tools
Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
attribute) or 2 karma if that item occurred multiple times. Mechanic tools
You addressed a challenge with deception or information. Reagents
Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they want most?
What should I lookout for?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES What’s the leverage here?
Protect a teammate Deception: Method Stealth: Entry point How can I discover [X]?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY What do they intend to do?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I get them to [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW TRIGGER


A DEADLY MARKSMAN AND
TRACKER

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Deadeye: You can push yourself to do one of the following: make a
ENGINEER
ranged attack at extreme distance beyond what’s normal for the weapon—
INTERFACE
create viable ranged trajectories using ricochet or arcs.
STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL Gun Control: You can draw and reload firearms quickly, regardless of SURVEY
weapon type. You gain potency when unleashing a barrage of rapid fire.
Scout: When you gather info to locate a target, you get +1 effect. B O D Y
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER When you hide in a prepared position or use camouflage, you get +1d to
FIGHT
rolls to avoid detection.
FINESSE
Relentless: Due to harsh experience or training, if there is a question PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD whether you’re sleepy, hungry, or thirsty, the answer is no. You get +1 WRECK
edge box.
Focused: You have special armor against consequences of surprise W I L L P O W E R
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR
or mental harm (fear, confusion, losing track of someone), and you may
EDGE TRAUMA CONSORT
COLD - HAUNTED - OBSESSED - PARANOID expend it to push yourself for ranged combat or tracking. DEMAND
RECKLESS - SOFT - UNSTABLE - VICIOUS Vigilante: You gain an additional karma trigger: You exacted justice HUSTLE
on someone who harmed you or someone you care about. If your crew STUDY
HARM HEALING PROJECT CLOCK helped you exact justice, also mark crew karma.
NEED
Resilient: You recover from harm faster. Permanently fill in one of your
HELP
healing clock segments. You get +1d to healing recovery rolls.
BONUS DIE
-1D Killer Pet: Your hunting pet gains potency when tracking or fighting
PUSH YOURSELF
wounded targets, and gains a special ability: crowd control—sapience—swift. (mark 2 edge) OR accept a
LESS
EFFECT ARMOR USES Take this ability again to choose an additional special ability for your pet. DRAGON’S DEAL

SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
DEADLY FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Flex, private security Military weapon A comm Armor
Firearms Mod Vane, a spy Firearms mod
A pistol +Heavy
‹‹Laser Sight A quiet weapon
Dr. Maple, a street doc Fine pair of pistols A medieval weapon
‹‹Scope Ammo
A large weapon
‹‹Silencer Mr. Victor Bates, an executive A trained hunting pet An unusual weapon
‹‹Stabilizer Burglary gear
Special Ammo Longarm, a bounty hunter Special ammo Climbing gear
‹‹AP ammo KARMA Demolition tools
‹‹Capsule ammo Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
‹‹Flare ammo At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
‹‹Flechette ammo attribute) or 2 karma if that item occurred multiple times. Mechanic tools
‹‹Frangible ammo You addressed a challenge with tracking or violence. Reagents
Subterfuge supplies
‹‹Gel ammo You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
‹‹Stick n shock You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they intend to do?
How can I get them to [X]?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES What are they really feeling?
Protect a teammate Deception: Method Stealth: Entry point Where are they vulnerable?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Where did [X] go?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW BLANK


A BLANK PLAYBOOK

SPECIAL ABILITIES NUYEN


INTUITION
ALIAS(ES) GIVEN NAME
ENGINEER
INTERFACE
STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY

BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER
FIGHT
FINESSE
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
PROWL
WRECK

V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR WILLPOWER


EDGE TRAUMA CONSORT
COLD - HAUNTED - OBSESSED - PARANOID DEMAND
RECKLESS - SOFT - UNSTABLE - VICIOUS HUSTLE
STUDY
HARM HEALING PROJECT CLOCK
NEED
HELP
BONUS DIE
-1D
PUSH YOURSELF
LESS (mark 2 edge) OR accept a
EFFECT ARMOR USES DRAGON’S DEAL

SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES A comm Armor
A pistol +Heavy
A quiet weapon
A medieval weapon
Ammo
A large weapon
An unusual weapon
Burglary gear
Climbing gear
KARMA Demolition tools
Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
attribute) or 2 karma if that item occurred multiple times. Mechanic tools
You addressed a challenge with _____________________ or _____________________. Reagents
Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they intend to do?
How can I get them to [X]?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES What are they really feeling?
Protect a teammate Deception: Method Stealth: Entry point What should I lookout for?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Where’s the weakness here?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW ADEPT


AN EMPOWERED
ATHLETE

ADEPT FEATS NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Fraggin’ Adept: You can push yourself to do one of the following: perform
a feat of acrobatics that verges on the superhuman—maneuver to confuse your ENGINEER
enemies so they mistakenly attack each other. INTERFACE
Boosted: You can push yourself to do one of the following: perform a feat of STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL physical force that verges on the superhuman—engage a small team on equal SURVEY
footing in close combat.
Reflexes: When there’s a question about who acts first, the answer is you
(two characters with Reflexes act simultaneously). BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER
Adept Senses: Mark 1 edge to perceive beyond normal limits for several FIGHT
minutes. Detect subtle environmental changes (temperature, frequency, pressure, FINESSE
etc.), sense the presence of danger, become a living lie detector, etc. PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD Autonomic Control: Mark 1 edge to control your vital functions and autonomic WRECK
response for several minutes. Feign death convincingly, fool a lie detector test,
ignore pain, hold your breath with impunity, etc.
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR Astral Fighter: You can infuse your hands, melee weapons, or tools with W I L L P O W E R
astral power. You gain potency in combat against astral entities. You may choose CONSORT
EDGE TRAUMA this ability again to choose an elemental energy type you wield when you do
COLD - HAUNTED - OBSESSED - PARANOID DEMAND
this (and you may mark 1 edge to use it as a ranged weapon): fire—ice—
RECKLESS - SOFT - UNSTABLE - VICIOUS
electricity—air. HUSTLE
Transmorphic: You can perform significant alterations to your face or skin STUDY
HARM HEALING PROJECT CLOCK
color, making you difficult to recognize for several minutes. Mark 1 edge when
NEED
you transmorph, plus 1 edge for each special feature: the change lasts longer (an
HELP
hour, a few hours, etc)—complete appearance change—accompanying voice
alteration. BONUS DIE
-1D
Mystic Way: You may roll the Assense action (it’s rated at 1 dot now). PUSH YOURSELF
LESS Take this adept feat again (up a number of times in sum equal to your Willpower), (mark 2 edge) OR accept a
EFFECT ARMOR USES each time gaining (choose one) a secret art of Magic or an additional dot in Assense. DRAGON’S DEAL

SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
EDGY FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Spike, a dojo owner Fine mystic body art A comm Armor
A pistol +Heavy
Adept Ways Rayden, a parkourist Fine mystic blade A quiet weapon
‹‹Intuition Ty, a mastermind A medieval weapon
Ammo
‹‹Body A large weapon
Royd, a fanatic An unusual weapon
‹‹Willpower Burglary gear
Roz, a medium
A dept D rawbacks Climbing gear
KARMA Demolition tools
‹‹Expensive Documents
Everytime you roll a desperate action, mark karma in that action’s attribute.
‹‹Loud At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
‹‹Taxing attribute) or 2 karma if that item occurred multiple times. Mechanic tools
You addressed a challenge with athleticism or mystical power. Reagents
Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
__________________________
_______________________
‹‹ P ractitioner of the W ay : You may roll to resist supernatural consequences with Body. Choose an TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
adept way and an adept drawback. You can never become Awakened or Emergent. Assist a teammate for the run. What is mystical or weird here?
Where are they vulnerable?
Lead a group action Assault: Point of attack Social: Connection
PLAYERS BEST PRACTICES What should I lookout for?
Protect a teammate Deception: Method Stealth: Entry point How can I traverse [X]?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY What do they intend to do?
DON’T BE A TROG USE YOUR EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I reveal [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW MAGICIAN


A WIELDER OF ARCANE
POWER

SECRET ARTS OF MAGIC NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Conjurer: You can Assense to force a nearby astral entity to appear
before you and obey a command you give it. You are never terrified by a ENGINEER
astral entity you summon or attempt to conjure (though your allies may be). INTERFACE
Iron Will: You’re immune to the terror that some supernatural entities STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY
inflict on sight. When you make a resistance roll with Willpower, take +1d.
Sorcerer: You know the secret methods to activate metaplanar energies
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER through your body to cast spells. You can study a spell formula to summon a B O D Y
supernatural effect. You begin with two spells already learned. FIGHT
Warded: You have special armor against arcane consequences, and FINESSE
you may expend it to push yourself when you employ or contend with PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
arcane forces. WRECK
Enchanter: You know the ancient methods to invent and craft creations
with arcane features. You can Study a design (or create a new one) to produce a W I L L P O W E R
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR
magical focus or alchemical. You begin with one special design already known.
EDGE TRAUMA CONSORT
COLD - HAUNTED - OBSESSED - PARANOID Astral Mind: You’re always aware of astral entities in your presence.
DEMAND
You get +1d to gather info about the arcane by any means.
RECKLESS - SOFT - UNSTABLE - VICIOUS HUSTLE
Astral Occultist: You know the secret ways to Consort with ancient
STUDY
HARM HEALING PROJECT CLOCK powers, forgotten mentor spirits, or devils. Once you’ve consorted with
NEED one, you get +1d to Demand cultists who worship it.
HELP Astral Projection: You may project your consciousness into the astral plane ASSENSE
to “see” a small room across the district as if it were nearby. Mark 2 edge BONUS DIE
-1D
when you project, plus 1 edge for each extra feature: project further (across the PUSH YOURSELF
LESS sprawl, across the country, etc)—you can be seen or heard—it lasts longer (a (mark 2 edge) OR accept a
EFFECT ARMOR USES few minutes, an hour, etc.). DRAGON’S DEAL

SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
ARCANE FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Roz, a free spirit Fine sensing focus A comm Armor
A pistol +Heavy
A rcane M ethods Vladimir, a vampire Banishing charm A quiet weapon
‹‹Hermetic Kalanyr, a dragon Arcane reagents A medieval weapon
Ammo
‹‹Shamanic A large weapon
‹‹New Age Redstone, a wage mage A paracritter An unusual weapon
Burglary gear
‹‹Denial Moonriver, a talismonger Fine spell focus Climbing gear
Arcane Drawbacks KARMA Demolition tools
‹‹Bright Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
‹‹Expensive Mechanic tools
attribute) or 2 karma if that item occurred multiple times.
‹‹Reverent Reagents
You addressed a challenge with knowledge or magical power.
‹‹Rigorous Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
‹‹ A wakened : Choose an arcane method, and a number of drawbacks as directed by your choice. You Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
may roll to resist arcane consequences with Willpower. You may roll the A ssense action (even rated at 0 __________________________
_______________________
dots). When you roll a desperate Assense action, mark 1 karma on the Willpower track. You may take TEAMWORK PLANNING & LOAD
additional action dots in the Assense action as a Willpower advance. You can never become Emergent Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run.
or a Practitioner of the Way. What is arcane or weird here?
Lead a group action Assault: Point of attack Social: Connection What’s on the astral plane?
PLA YERS BEST P RACTICES What is hidden or lost here?
Protect a teammate Deception: Method Stealth: Entry point What do they intend to do?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY What drives them to do this?
DO N ’T BE A T R O G U S E Y O U R EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I reveal [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW TECHNOMANCER


A WIELDER OF
EMERGENT POWER

SECRET ARTS OF TECHNOMANCY NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Compiler: You can Attune with cyberspace to force a nearby emergent
entity to appear before you and obey an order you give it. You are never ENGINEER
jacked by an emergent entity that you summon or attempt to compile INTERFACE
(though your allies may be). STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY
Emergent Mind: You’re always aware of echoes and sprites in your presence.
Take +1d whenever you gather info about the emergent by any means.
Editor: You have special armor against emergent consequences, and may B O D Y
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER expend it to push yourself to contend with or employ emergent power.
Dead Zone: Your consciousness disrupts signals nearby. Mark 1 edge FIGHT
to do one of the following: turn it off for awhile—devices are orphaned FINESSE
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD instead—your team’s signals cannot be intercepted. PROWL
Threader: You know the secret methods to activate metaplanar energies WRECK
to cast emergent spells (threads). You can Study an emergent algorithm to
summon an emergent effect. You begin with two threads already learned. WILLPOWER
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR
Instancer: You know the secret methods to invent and craft a creation
EDGE TRAUMA with emergent features. You can Study a design (or create a new one) to CONSORT
COLD - HAUNTED - OBSESSED - PARANOID DEMAND
produce an emergent focus or widget. You begin with one special design
RECKLESS - SOFT - UNSTABLE - VICIOUS already known. HUSTLE
Emergent Occultist: You know the secret ways to Consort with artificial STUDY
HARM HEALING PROJECT CLOCK
intelligence, paragon sprites, or gremlins. Once you’ve consorted with one,
NEED you get +1d to Demand cultists who worship it.
HELP ATTUNE
Emergent Proxy: You may proxy your consciousness into the emergent
-1D realms to go online as if you are somewhere else across the district. Mark BONUS DIE
2 edge when you project, plus 1 edge for each extra feature: further away PUSH YOURSELF
LESS (across the city, across the region, etc)—your living persona is visible as if (mark 2 edge) OR accept a
EFFECT ARMOR USES originating there—it lasts longer (a few minutes, an hour, etc.). DRAGON’S DEAL

SPECIAL ARMOR
Veteran: Select a special ability from another source.
SKIN HEAVY
EMERGENT FRIENDS ITEMS Load 3 light 5 normal 6 heavy
NOTES Layne, a free sprite Fine filtering focus A comm Armor
A pistol +Heavy
E mergent M ethods Links, a machinist Fine fake cyberdeck A quiet weapon
‹‹Dissonant Traveller, an artificial intelligence Emergent reagents A medieval weapon
Ammo
A large weapon
‹‹Resonant
Phreak, a techno-cultist A technocritter An unusual weapon
‹‹Convergent Burglary gear
‹‹Denial Ultra, an iconographer Fine threading focus Climbing gear
KARMA Demolition tools
Emergent Drawbacks Documents
Everytime you roll a desperate action, mark karma in that action’s attribute.
‹‹Anomalous At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
‹‹Obsolete attribute) or 2 karma if that item occurred multiple times. Mechanic tools
‹‹ Tracked You addressed a challenge with knowledge or emergent power. Reagents
Subterfuge supplies
You expressed your beliefs, drives, metahumanity, heritage, or background.
‹‹ E mergent : Choose an emergent method and a number of drawbacks as directed by your choice. You may roll Technical tools
You struggled with issues from dystopia, your vice, or trauma during the session.
to resist emergent consequences with Willpower. You may roll the A ttune action (even rated at 0 dots). When you __________________________
_______________________
roll a desperate Attune action, mark 1 karma on the Willpower track. You may take additional action dots in the TEAMWORK PLANNING & LOAD
Attune action as a Willpower advance. When there is a question whether you are online or not, the answer is yes Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
(you can mark 1 edge to go offline for a few minutes). You can never become Awakened or a Practitioner of the Way. Assist a teammate for the run. What is emergent or weird here?
Lead a group action Assault: Point of attack Social: Connection What is online here?
PLA YERS BEST P RACTICES What’s hidden or corrupted here?
Protect a teammate Deception: Method Stealth: Entry point What do they intend to do?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY What drives them to do this?
DO N ’T BE A T R O G U S E Y O U R EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I reveal [X]?
What’s really going on here?
Burglary Gear: An autopicker. A maglock
STANDARD ITEMS sequencer. A programmable keycard. A SEATTLE: VICE PURVEYORS
suction-cup glass cutter. A small pry-bar.
A Comm: An advanced computing
Vial of lubricant for squeaky hinges. [1 load ]
FAITH PLEASURE/STUPOR
device with communication software, a ‹‹ Dog, mentor spirit, Gutter Park, ‹‹ Marcus Gritsky, Marcus’ Hovel,
touchscreen, and a multi-band transceiver Climbing Gear: Grappling hooks. Magnetic
Puyallup. Renton.
suitable for hosting networks and accessing shoe pads. Suction cup gloves. Carbiners
‹‹ Mother Maya, the Catholic Church, ‹‹ Nukit Burgers, the first of many.
cyberspace. [0 load ] Your first comm is zero and crampons. [2 load ] Secure rigging for
Auburn. ‹‹ Alabaster Maiden, a nightclub
load , but each additional comm takes up 1 assisted climbing maneuvers.
‹‹ Ixis, the Arcology Projects, Redmond named for Gabriella Dematto, a mage whose
load . Documents: Access to a database of short Barrens. petrified remains are on display there.
articles by reputable bloggers, including ‹‹ Noggin, the Big Rhino, tavern, Ork
‹‹ Anne Berlin, Buddhislam Worship
A Pistol: A heavy pistol, semi-automatic, a registry of the corporate elite, infamous Underground
Center, Bellevue.
and loaded with a magazine containing security personnel, and other notable ‹‹ Helene, Fantasy Towers casino,
‹‹ Chief Eagle Clutch, the Solstice
enough ammunition for a quick murder or citizens. A suite of dictation and word- Downtown.
Garden, Council Island.
escape. Devastating at speaking distance, processing software and a few sheets of ‹‹ Juniper Sung, the Sealed Cask,
and quick to reload. [1 load ] Something that blank digital paper. A number of interesting GAMBLING winery, Outremer.
a respectable cyberpunk citizen might carry. maps. [1 load ] ‹‹ Spugface’s dice game, Puyallup. ‹‹ Derrick, arms dealer, Fort Lewis.
Demolition Tools: Impact drill and power ‹‹ The Hammer, boxing, Tacoma docks. ‹‹ Slug & Dominique, gossipers, Ork
A Quiet Weapon: A lightweight weapon
packs. A miniwelder and large fuel tank. ‹‹ Ronnie, Fantasy Towers casino, Underground.
which makes little noise during use or while
Heavy-duty crowbar. Pneumatic bolt cutter. Downtown. ‹‹ Mistress Minx, The Pink Door,
carried. A small set of throwing knives. A
[2 load ] ‹‹ Sea Bass, drone racing, Everett. brothel, Tacoma.
blowgun and darts. [1 load ]
Lighting Gear: A string of work lights, ‹‹ Sweet Clouds smoke shop, Auburn.
‹‹ Madame Penumbra, Club Penumbra,
kinetically-charging flashlight or lantern, ‹‹ CP-45B, tourist information drone,
A Medieval Weapon: A handheld weapon Downtown.
adjustable headlamp, or other light source. the Iron Ferry, Downtown docks.
designed for brutal melee. A set of brass ‹‹ Krist, the fight clubs, Redmond
[1 load ] ‹‹ Max and Sherri, the Red Rose,
knucks. A Bug City Slugger baseball bat. A Barrens.
Puyallup.
wood-chopping axe. [1 load ] Mechanical Tools: A set of heavy tools for
working on machinery: gas-powered jack LUXURY/PLEASURE DEVIANT
A Large Weapon: A weapon meant for two stands, heavy clamps, air compressor, large ‹‹ Ginger, homeless girl and finder of rare
‹‹ The holographic barkeep of a dive
hands. A battle axe, katana, warhammer, or screwdrivers & wrenches, heavy nuts & things, Union Square Garage fire escapes.
bar whose door can never be found in the
polearm. A hunting rifle. A shotgun. A bow bolts, etc. [2 load ] ‹‹ Kelly Harvey, Matchstick’s, Bellevue. same place twice. Strange passageways
or crossbow. [2 load ] ‹‹ Remereau’s Fine Winery, Everett. lead to stranger chambers beyond.
Reagents: Arcane or emergent reagents
(choose one) which are rendered inert ‹‹ Nanowear, fine fabrics and tailoring, ‹‹ Father Cassius III, New Dawn
An Unusual Weapon: A curiosity or tool
and dissipate upon use by a magician or Tacoma. Church, Renton.
turned into a weapon. A whip, a flail, a
technomancer. The limitations on their ‹‹ Joseph Rempel, Evergreen Kingdom ‹‹ “Roz,” a free spirit, which moves
hatchet, a shovel, a length of chain, a razor-
form depend on the type you choose. See amusement park, Downtown. from body to body at their whim.
edged fan, a commercial bug sprayer, steel-
the supernatural playbooks for detailed ‹‹ Chef Wong-Rodriguez, the ‹‹ Sister Thorn, wilderness expert,
toed boots. [1 load ]
examples of each. [1 load ] Bentwood restaurant, Snohomish. outside bus depots near the edges of
Subterfuge Supplies: A theatrical makeup Seattle.
Ammo: Extra ammunition. An extra set of ‹‹ Maestro Dexter, Council Garden
throwing knives, arrows, bullets. [1+ load ] kit and costume jewelry. A subvocal Theater, Council Island. ‹‹ Otep, a provider of surprisingly
communicator and a janitor outfit. A extreme BTL experiences. Her host,
‹‹ Ari, Wunder Dayspa, Downtown
Armor: An armored jacket or reinforced database of blank license templates, ready #Pandoras_Box is invite only.
leather duster plus protective gloves and for the forger’s hand. A reversible trenchcoat
boots. [2 load ] and distinctive hat. A skillchip. A tag eraser.
OBLIGATION ‹‹ Puck, troll black market vendor,
‹‹ Family members (heritage) or former Rooftop Bar 405, Snohomish.
[1 load ]
+Heavy: The addition of bulletproof vest, connections (background). ‹‹ Winter, cultist of a forgotten spirit,
Technical Tools: A basic set of tools for
kevlar plating, and helmet. Or a riot shield. ‹‹ Jake Sutton, CAS Loyalists, Ork living deep in the Ork Underground’s
detailed mechanical or electrical work: soldering
[3 load ]. The load for heavy armor is Underground. waterways.
iron, spools of wire, small hammer, pliers,
in addition to normal armor—5 load total. ‹‹ XIII, a secret society.
precision screwdrivers & wrenches, a small case ‹‹ Traveller, a rampant AI that once
Counts as a second source of armor. ‹‹ Igor, enforcer for the Vitale family,
containing assorted fasteners, etc. [1 load] monitored the Seattle grid.
Renton.
RUNNERS IN THE SHADOWS IMPLANT TRACKER LOST ESSENCE
When you lose essence, fill in the Lost Essence tracker above (details below).

LOCATION TYPE
S E N S E S . . Choose which set of organs (eyes/ears/olf.) and 2 features:
dampening - widened - heightened - lifelike ___________ C
dampening - widened - heightened - lifelike ___________
dampening - widened - heightened - lifelike ___________
B
N E U R A L . . Choose 2 features:
C
adrenaline - comm/deck - control rig* - metabooster - pain limiter
personality matrix - pheromone secretor - reflexes* - skilljack - vocalflex B
A R M S . . Choose which arm (left or right) and 2 features: C
detachable - reach - lifelike [left]
stronger* -
detachable - reach - lifelike
- razors
[right]
B

V I T A L O R G A N S . . Choose 2 features: C
amphibious - biorepair - inhaled - injected - ingested
B
C O M P A R T M E N T S . . Choose which hip (left or right): C
you can now carry +1 load [left]
you can now carry +1 load [right] B
L E G S . . Choose which leg (left or right) and 2 features: C
detachable - lifelike [left]
aquatic* - high jump* - swift* - B
detachable - lifelike [right]
S K I N . . Choose 2 features: C
acidproof - armored - chameleon* - fireproof
grappleproof - lifelike - plating B

S K E L E T O N . . Choose 1 feature: C
omnidirectional - reinforced B
*: count as 2 features, either due to size or requiring a matched set.
SYMPTOMS
When you get an implant, circle the letter for its ADD 1 PER ESSENCE LOST BEYOND THE 3RD
type (C for cybernetic, or B for bioengineered), When you mark the first concentric dot for a S E R V I C E R E Q U I R E D : You must spend a downtime
then circle its features as directed above, given cybernetic implant, you lose 1 E S S E NCE . activity in undergoing maintenence [-1 EDGE if
When you mark the second concentric dot for a you don’t].
marking dots accordingly (starting on the left) for
the location you chose. given bioengineered implant, you lose 1 E S S E NCE . T WITCHY: Off-putting mannerisms and speech.
S I G N A L - R E L I A N T : Incapacitated by EMPs and
Note: Bioengineered implants automatically have When you fill the last feature dot for a given jamming devices. Mark 1 EDGE to resist this.
lifelike chosen already (if available). location, it can accomodate no more. C Y B E R P S Y C H O S I S : Paranoid delusions, and verbal
interaction is extremely upsetting to you.
E S S E N C E D E A T H : Your essence is depleted, resulting
The implants and features on the list are limited; any others are not. If you’re unsure what is possible, talk to your fellow
in your death. You may become a cyberzombie.
players about it. For descriptions of each implant and the various features, see the Implants section in the text.
CREW CREATION SUMMARY CREW UPGRADES
‹‹ Quality: Each upgrade improves the
1 Choose a crew type. The crew 4 Establish your meeting grounds.
B asic U pgrades
quality rating of all the PCs’ items of that
‹‹ Bolthole: You have an effective
type determines the group’s purpose, Look at the map and pick a district into location to lay low between operations. type, beyond the quality established by the
their special abilities, and how they which to place your meeting grounds. When you spend a downtime activity to crew’s Tier and fine items. You can improve
advance. You begin at Tier 0, with strong Decide how you had your contact deal reduce heat , you get +1d and can spend the quality of Comms, Documents, Gear
hold and 0 rep . You start with 2 nuyen . with the faction that claims the area. nuyen or rep 1-for-1 to the add to the final (covers Burglary Gear, Climbing Gear, and
number of heat reduced by the result of Lighting Gear), Supplies, Tools (covers
2 Choose an initial reputation and ‹‹ Give them 1 nuyen .
Demolitions Tools, Technical Tools, and
your roll (this can reduce more than 5 heat ).
safehouse. Choose how other underworld ‹‹ Give them 2 nuyen : Take +1 Mechanical Tools), and Weapons.
‹‹ Cohort: A cohort is a team or a single
factions see you: Ambitious—Brutal— status with them.
expert NPC who works for your crew. For So, if you are Tier 0, with a cyberdeck,
D ar i n g — D i screet— Profes s i on a l — ‹‹ Give them nothing. Take -1 status all the details on cohorts, see page 79. the D ecker special ability (+1), and the
Savvy—Strange—Trustworthy. Look at with them. Quality upgrade for comms (+1), you
the map and pick a district in which to place ‹‹ DocWagon: Your crew has registration could contend equally with a Tier II
your safehouse. Describe the safehouse 5 Choose a special ability. They’re for DocWagon services. Once per run, you network.
site. in the gray column in the middle of the may call on the services of an extraction
team to transport injured crew members to
crew sheet. If you can’t decide, choose S ite U pgrades
3 Choose fixer. Mark the one who the first ability on the list. It’s placed
a medical facility. This costs 2 upgrade boxes
to unlock. For details on using DocWagon When you take a site upgrade, you must select
is a partner in crime, close friend, or long- there as a good first option. during a run, see page 101. one of your sites as its location (your safehouse
time ally—a fixer. Record the faction is one, and each can accommodate 4 upgrades
status changes related to your contact: 6 Assign crew upgrades. Your ‹‹ Mastery: Your crew has access to before you need another).
crew has two upgrades pre-selected. master level training. You may advance your
‹‹ One faction is also friendly with ‹‹ Boathouse
Choose two more. If your crew has a PC action ratings to 4 in all actions (that fall
this contact. Take +1 status with them. ‹‹ Cleanroom
cohort, follow the procedure to create it. under a single attribute of choice: Intuition,
‹‹ One faction is unfriendly with this Record the faction status changes due to Body, or Willpower). This costs 2 upgrade ‹‹ Cryptovault
contact. Take -1 status with them. boxes to unlock. You may take this upgrade ‹‹ Garage
your upgrades:
a second time to apply it to all 12 actions.
‹‹ Lodge
At your option, this fixer has mutually ‹‹ One faction helped you get an
‹‹ TacNet: You have an array of ‹‹ Quarters
chosen you and you mark them on your upgrade. Take +1 status with them. Or communications and surveillance technology,
‹‹ Secure
rep tracker and take +2 and -2 status, spend 1 nuyen for +2 status instead. and shielded from counter-surveillance.
instead. Further, any crew members in the same ‹‹ Workshop
‹‹ One faction was harmed when
district may use this to perform teamwork ‹‹ Workstation
you got an upgrade. Take -2 status
maneuvers, regardless of the distance
with them. Or spend 1 nuyen for -1 separating them.
status instead. A dvanced U pgrades
‹‹ Training: If you have a Training Each advanced upgrade has special requirements.
upgrade, you earn 2 karma (instead of 1) ‹‹ Another Site
when you train a given karma track during
downtime (Intuition, Body, Willpower, or ‹‹ Headquarters
Playbook karma). This upgrade essentially ‹‹ Landing Pad
helps you advance more quickly. See ‹‹ Expansion
Advancement for details.
RUNNERS IN THE SHADOWS
EXPERT

CREW SHEET COHORT TEAM

ASSASSINS KILLERS FOR HIRE WEAK IMPAIRED BROKEN ARMOR

SPECIAL ABILITIES

NAME REPUTATION Deadly: Each PC may add +1 action rating to Fight, Stalk, or Prowl (up
to a max rating of 3).
SAFEHOUSE
Clean: When you dispose of a body, you get +1 result level to your
EXPERT
REP F I X E R S HOLD WEAK STRONG TIER roll. When you employ acid, you are specially prepared to be immune to COHORT TEAM
its effects. WEAK IMPAIRED BROKEN ARMOR

TRAINING CORPORATE
The Darkness: When you keep an operation quiet or make it look like an
VICE DEN ACID VAT accident, you get half the rep value of the target (round up) instead of zero.
COMPOUND FAVOR INFORMANTS
(Tier roll) - Heat = Body disposal, +1d to
+1 scale for your Thugs nuyen in downtime +2 nuyen for higher-class +1d gather info for run
reduce heat after killing When you end downtime with zero heat, take +1 rep.
cohorts targets

Predators: When you use stealth or subterfuge to commit murder, take


+1d to the engagement roll.
VICTIM SAFE COVER
COHORT
EXPERT
TROPHIES FIXER TURF OPERATION TEAM
Silenced: Due to hard-won experience or arcane ritual, your activities
+1 rep per run HOUSE -2 heat per run
are hidden from the notice of agencies that typically track deaths. You WEAK IMPAIRED BROKEN ARMOR

don’t take extra heat when killing is involved on a run.


COVER
PROTECTION BUILDING
STREET CLOUT IDENTITIES Sudden: When you execute a loud or chaotic murder, take 2 fewer
RACKET INFIRMARY RECORDS
(Tier roll) - Heat = +1d to healing rolls
+2 nuyen for lower-class
targets
+1d engagement for
+1d engagement for heat than normal.
deception and social
nuyen in downtime stealth plans
plans

Patron: When you advance your Tier, it costs half the nuyen it normally
HEAT WANTED LEVEL NUYEN V A U LT EXPERT
would. Who is your patron? Why do they help you? COHORT TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
CREW KARMA
Upon crew advance, each PC gets +1 stash (+2 per Tier) At the end of each session, for each item below, mark 1 karma (or instead mark 2
karma if that item occurred multiple times).
Execute a successful accident, disappearance, murder, or ransom operation.
Contend with challenges above your current station.
Bolster your crew’s reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
Red, a gang boss Elite Thieves SITE
Bolthole Boathouse
Smith, a G-man DocWagon Cleanroom
Elite Thugs TacNet Cryptovault
Roland, a vicious politician QUALITY
Garage
Lodge
Loba, a bounty hunter Desensitized (+1 Tier while detained) Comms
Quarters
Documents
Secure
Gear
Keller, a ghoul Assassin’s rigging (2 free load of Supplies
Workshop
Workstation
Lydia, a greedy executive weapons and gear) Tools
Weapons
OTHER
meeting grounds (accident—disappearance—murder—ransom) TRAINING UPGRADE COSTS
Intuition New Cohort: 2
Body Add Type: 2
Willpower Another Site: 1
Playbook Headquarters: 2
Mastery Landing Pad: 1 or 2
Expansion: 4
RUNNERS IN THE SHADOWS
EXPERT

CREW SHEET COHORT TEAM

COURIERS SMUGGLERS OF
CONTRABAND
WEAK IMPAIRED BROKEN ARMOR

SPECIAL ABILITIES

NAME REPUTATION Like One of the Crew: Create one of your vehicles as a cohort (use
the vehicle edges and flaws, below). Its quality is equal to your Tier +1. A
SAFEHOUSE vehicle can use teamwork actions (using quality for rolls). A vehicle can’t
REP F I X E R S HOLD WEAK STRONG TIER lead a group action, but may participate. EXPERT
REP F I X E R S HOLD WEAK STRONG TIER COHORT TEAM
TRADITION Fleet: Your cohorts have their own vehicles. Your Transporter cohorts
WEAK IMPAIRED BROKEN ARMOR
gain +1d when under your command.
REP F I X E R S HOLD WEAK STRONG TIER
PENTHOUSE Smooth Operators: Each PC may add +1 action rating to Finesse,
SIDE BUSINESS LUXURY FENCE VICE SUPPLIER
FIXER SUITE
(Tier roll) - Heat = +2 nuyen for high- (Tier roll) - Heat =
+1d to Consort and Prowl, or Interface (up to a max rating of 3).
nuyen in downtime class targets nuyen in downtime
Sway on site
Mnemonics: From harsh experience or wet-wired implantation, all
crew members’ comms are immune to being controlled through hacking,
but may choose to voluntarily transfer control.
WAREHOUSES SAFE COHORT
EXPERT
Safe transport through FIXER FIXER FIXER TEAM
airports
HOUSE Moving Targets: When you go into conflict aboard a vehicle, you gain
WEAK IMPAIRED BROKEN ARMOR
+1 effect for vehicle damage and speed. Your vehicle gains armor.

FORGERY
Just Passing Through: During downtime, take -1 heat. When your heat
SECRET ROUTES INFORMANTS BODY SHOP COVER SUPPLIER is 4 or less, you get +1d to deceive people when you pass yourselves off
Swap your implant
+1d engagement for
transport plans
+1d to gather info for
runs
features freely as a
OPERATION +1d engagement roll as ordinary citizens.
downtime activity. -2 heat per run for deception and
transport plans
Leverage: Your crew supplies contraband for other factions. Your
HEAT WANTED LEVEL NUYEN V A U LT Patron: Whenfor
you advance your Tier,
HEAT WANTED LEVEL NUYEN V A U LT success is good them. Whenever youitgain
costsrep,
halfgain
the nuyen
+1 rep.it normally EXPERT
would. Who is your patron? Why do they help you? COHORT TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
HEAT W A N T E D L E V EUpon
L crew Y E N each PC gets V+1Astash
N Uadvance, U LT(+2 per Tier) CREW KARMA
Upon crew advance, each PC gets +1 stash (+2 per Tier) At the end of each session, for each item below, mark 1 karma (or instead mark 2
karma if that item occurred multiple times).
Execute a successful delivery or acquire new clients or contraband sources.
Upon crew advance, each PC gets +1 stash (+2 per Tier) Contend with challenges above your current station.
Bolster your crew’s reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
Kilo, an airport worker Elite Transporters SITE
Bolthole Vehicle
Boathouse
Flix, an arms dealer DocWagon Cleanroom
Vehicle
Camouflage (vehicles at rest are TacNet Cleanroom
Cryptovault
Baggs, a drug dealer hidden) QUALITY
Cryptovault
Garage
Lodge
Lex, a corporate agent Mobile (+mobility for Safehouse) Comms
Quarters
Documents
Secure
Gear
Smitty, an anarchist Courier Rigging (2 items are Supplies
Workshop
Workstation
Denzel, a mechanic perfectly concealed) Tools
Weapons
OTHER
cargo (arms—contraband—passengers—supernatural) TRAINING UPGRADE COSTS
Intuition New Cohort: 2
Body Add Type: 2
Willpower Another Site: 1
Playbook Headquarters: 2
Mastery Landing Pad: 1 or 2
Expansion: 4
RUNNERS IN THE SHADOWS
EXPERT

CREW SHEET COHORT TEAM

CULT ACOLYTES OF A FORBIDDEN


TRADITION
WEAK

Weirdos
IMPAIRED BROKEN ARMOR

SPECIAL ABILITIES

NAME REPUTATION Strange Devotion: Each PC may add +1 action rating to Assense,
Attune, or Study (up to a max rating of 3).
SAFEHOUSE Imbued: You get +1d to resistance rolls against supernatural threats.
CHOOSE 2 FEATURES
REP F I X E R S HOLD W E A K STRONG TIER You get +1d to healing rolls when you have supernatural harm. EXPERT
ANCIENT—CRYPTIC—DOOMSDAY—ENLIGHTENING COHORT TEAM
TRADITION ARCANE INSECT—MADDENING—PERSONALITY—TOXIC Shared Telepathy: You may use teamwork with any cult member,
EMERGENT regardless of the distance separating you. By marking 1 edge, your WEAK IMPAIRED BROKEN ARMOR

REP F I X E R S HOLD WEAK STRONG TIER telepathic message is heard and understood by everyone in the cult.
Zealotry: Your cohorts have abandoned their reason in service to the
cult. They will undertake any service, no matter how dangerous or strange.
TALISLEGGER They gain +1 quality against enemies of the tradition.
ESSENCE WELL
ACADEMY VICE DEN UNION ASPECTED AREA
+1d to Consort w/
+1 scale for your (Tier roll) - Heat = +2 nuyen for -1 edge cost for all
supernatural entities
Traditional: Each PC gains an additional vice: Traditional ceremonies.
Specialist cohorts nuyen in downtime acquisition and cleansing secret arts
runs
on site When you indulge this vice and bring a pleasing offering, you don’t EXPERT
overindulge if you clear excess edge. In addition, your ceremonial buff COHORT TEAM
will assist any one action roll you make—from now until you indulge this WEAK IMPAIRED BROKEN ARMOR

SAFE vice again.


FIXER FIXER FIXER FIXER
Empowered by Blood: Each person sacrificed yields -2 edge cost for
HOUSE
any spell or ritual you perform.
Aberrant Horrors: Due to your dabbling, aberrant spirits and other
FONT OF AURA OF horrors sometimes manifest in the physical world in support of your cult.
LEY LINE PRIVATE PILOT
H E+1d
A T TPLANAR
W A N+1d LEVALTAR
EtoDDemand EL NUYEN V A U LT
POWER ThisPatron:
can beWhen you
a great advance
boon, yourpriorities
but the Tier, it costs
and half the of
values nuyen
suchitthings
normally
are
to Attune or Safe passage outside and Sway HEALING EXPERT
Assense on site the sprawl on site +1d to healing rolls
+1d to engagement roll
for supernatural plans
would. Who is your patron? Why do they
not those of mortals. You have been warned. help you? COHORT TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
HEAT W A N T E D L E V EUpon
L crew Y E N each PC gets V+1Astash
N Uadvance, U LT(+2 per Tier) CREW KARMA
At the end of each session, for each item below, mark 1 karma (or instead mark 2
karma if that item occurred multiple times).
Advance the agenda of your tradition or embody its precepts in action.
Upon crew advance, each PC gets +1 stash (+2 per Tier) Contend with challenges above your current station.
Bolster your crew’s reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
Thames, a philosopher Elite Weirdos SITE
Bolthole Boathouse
Judas, an occultist DocWagon Cleanroom
Elite Thugs TacNet Cryptovault
Dawkins, an historian QUALITY
Garage
Ritual Chamber (shared Comms
Lodge
Moira, a talislegger supernatural workspace) Documents
Quarters
Secure
Gear
K. Rothchild, a noble Cult Rigging (2 free load of Supplies
Workshop
documents or reagents) Workstation
Graves, an astronomer Tools
Weapons
OTHER
sources of power (acquisitions—augury—cleansing—sacrifice) TRAINING UPGRADE COSTS
Intuition New Cohort: 2
Body Add Type: 2
Willpower Another Site: 1
Playbook Headquarters: 2
Mastery Landing Pad: 1 or 2
Expansion: 4
RUNNERS IN THE SHADOWS
EXPERT

CREW SHEET COHORT TEAM

MERCENARIES ENFORCERS AND SOLDIERS WEAK

Thugs
IMPAIRED BROKEN ARMOR

SPECIAL ABILITIES

NAME REPUTATION Dangerous: Each PC may add +1 action rating to Fight, Stalk, or Wreck
(up to a max rating of 3).
SAFEHOUSE
Blood Brothers: When you fight alongside your cohorts in combat, EXPERT
REP F I X E R S HOLD WEAK STRONG TIER
they get +1d for teamwork rolls (assist, setup and group actions). All COHORT TEAM
of your cohorts get the Thugs type for free (if they’re already Thugs, add WEAK IMPAIRED BROKEN ARMOR
another type).
TERRORIZED PROTECTION
FIGHT CLUB
CITIZENS INFORMANTS RACKET
+1 scale for your Thug FIXER
+2 nuyen for battle or +1d gather info for runs (Tier roll) - Heat =
Door Kickers: When you execute an assault plan, take +1d to the
cohorts
extortion nuyen in downtime engagement roll.

Feared: Fear is as good as backing. You may count each wanted level
GAMBLING RING SAFE as if it was fixers. COHORT
EXPERT
TEAM
(Tier roll) - Heat = FIXER FIXER FIXER
nuyen in downtime
HOUSE WEAK IMPAIRED BROKEN ARMOR
Forged in the Fire: Each PC has been toughened by cruel experience.
You get +1d to resistance rolls.
LONE STAR
K. ERRANT STREET FENCE WAREHOUSES
INFIRMARY
INTIMIDATION +2 nuyen for lower- Stockpiles give you
RESPECT Poise Under Pressure: When you’re marked (-3 faction status), PCs
+1d to healing rolls +1d engagement for
-2 heat per run class targets +1d to acquire assets
assault plans
dont lose hold and still get two downtime actions, instead of just one.
Patron: When you advance your Tier, it costs half the nuyen it normally
HEAT WANTED LEVEL NUYEN V A U LT EXPERT
would. Who is your patron? Why do they help you? COHORT TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
CREW KARMA
Upon crew advance, each PC gets +1 stash (+2 per Tier) At the end of each session, for each item below, mark 1 karma (or instead mark 2
karma if that item occurred multiple times).
Execute a successful battle, extortion, sabotage, or smash & grab operation.
Contend with challenges above your current station.
Bolster your crew’s reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
Tooth, a street fighter Elite Thugs SITE
Bolthole Boathouse
McBride, a security officer DocWagon Cleanroom
Elite Transporters TacNet Cryptovault
Roland, an gunsmith QUALITY
Garage
Lodge
Bridgeport, a street doc Hardened (+1 Tier while detained) Comms
Quarters
Documents
Secure
Gear
Finch, a gang boss Mercenary Rigging (2 free load of Supplies
Workshop
Workstation
Tipp, a bar owner weapons or armor) Tools
Weapons
OTHER
meeting grounds (battle—extortion—sabotage—smash & grab) TRAINING UPGRADE COSTS
Intuition New Cohort: 2
Body Add Type: 2
Willpower Another Site: 1
Playbook Headquarters: 2
Mastery Landing Pad: 1 or 2
Expansion: 4
RUNNERS IN THE SHADOWS
EXPERT

CREW SHEET COHORT TEAM

RADICALS EXTREMISTS & ACTIVISTS WEAK IMPAIRED

Operatives
BROKEN ARMOR

SPECIAL ABILITIES

NAME REPUTATION Revolutionaries: Each PC may add +1 action rating to Consort,


Demand, or Hustle (up to a max rating of 3).
SAFEHOUSE Friends in Low Places: You have the implicit support of the homeless
REP F I X E R S H O L D1 FEATURE:
CHOOSE WEAK STRONG TIER and disenfranchised. Take -1 heat during downtime and +1d to gather EXPERT
COMMUNAL—DISCLOSURE—TYRANNY—ADVANCEMENT info about deception plans. COHORT TEAM
MOVEMENT
SPLINTER—SECRECY—ANARCHY—PRESERVATION WEAK IMPAIRED BROKEN ARMOR
Extremists: You manifesto inspires irrational fear and superstition, and
REP F I X E R S HOLD WEAK STRONG TIER your friends respect you for your dedication. You may count up to three
+3 faction statuses you hold as if they are fixers.
For the Cause: Each PC gains an additional Vice: Demonstration.
PROTECTION UPPER CRUST PROTECTED When you indulge this vice and distribute effective propaganda, you don’t
K. ERRANT
INTIMIDATION RACKET INFORMANTS AUCTION ESTATE overindulge if you clear excess edge. In addition, the solidarity of the
+1d gather info for runs
-2 heat per run
(Tier roll) - Heat =
nuyen in downtime
+2 nuyen for citizenry
or government targets
+1d to Consort and
Sway on-site
crew will assist any one action roll you make—from now until you indulge
EXPERT
this vice again. COHORT TEAM
Mass Appeal: Your movement has gained acceptance among a wider WEAK IMPAIRED BROKEN ARMOR
portion of the city. Add the principled, unreliable, or wild flaw to any or all
SAFE of your teams to give them +1 scale (up to a max scale of 5).
FIXER FIXER FIXER FIXER
HOUSE Collusion: You have the implicit support of the homeless and
disenfranchised. Take -1 heat during downtime and +1d to gather info
about deception plans.
BROADCAST WAGESLAVE
HPRIVATE
E A T PILOT THE FARM W A N T E DSTUDIO
LEVEL N U Y ESUPPORT
N V AVICE
U LTSUPPLIER Patron:
Patron: When
When you advance your Tier,
you advance Tier, it costs
costs half
half the nuyen
nuyen it normally
normally
Safe passage in NAN +1 scale for your (Tier roll) - Heat = EXPERT
territories Operative cohorts +1d to Demand and Sway +2 nuyen for corporate nuyen in downtime would.
would.Who
Whoisisyour
yourpatron?
patron?Why
Whydodothey
theyhelp
helpyou?
you? COHORT
on site or syndicate targets TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
HEAT W A N T E D L E V EUpon
L crew Y E N each PC gets V+1Astash
N Uadvance, U LT(+2 per Tier) CREW KARMA
At the end of each session, for each item below, mark 1 karma (or instead mark 2
karma if that item occurred multiple times).
Advance the agendas of your movement or embody its precepts in action.
Upon crew advance, each PC gets +1 stash (+2 per Tier) Contend with challenges above your current station.
Bolster your crew’s reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
Brunie, a public speaker Elite Operatives SITE
Bolthole Boathouse
Houdini, a demolitionist DocWagon Cleanroom
Elite Thugs TacNet Cryptovault
April, a journalist QUALITY
Garage
Lodge
Sickle, a smuggler Hardened (+1 Tier while detained) Comms
Quarters
Documents
Secure
Gear
Brimley, a politician Radicals Rigging (1 carried item is Supplies
Workshop

Harkin, a city official concealed and has no load) Tools


Workstation
Weapons
OTHER
areas of influence (citizenry—corporate—criminal—political) TRAINING UPGRADE COSTS
Intuition New Cohort: 2
Body Add Type: 2
Willpower Another Site: 1
Playbook Headquarters: 2
Mastery Landing Pad: 1 or 2
Expansion: 4
RUNNERS IN THE SHADOWS
EXPERT

CREW SHEET COHORT TEAM

SHADOWS BURGLARS, SABOTUERS, &


DATATHIEVES
WEAK IMPAIRED BROKEN ARMOR

SPECIAL ABILITIES

NAME REPUTATION Everyone Steals: Each PC may add +1 action rating to Engineer,
Finesse, or Prowl (up to a max rating of 3).
SAFEHOUSE

REP F I X E R S HOLD WEAK STRONG TIER Pawn Stars: Your safehouse is a jumble of pawnshop steals and literally COHORT
EXPERT
TEAM
stolen items. When you roll to acquire an asset, take +1d.
WEAK IMPAIRED BROKEN ARMOR

INTERROGATION Slippery: When you roll entanglements, roll two dice and keep the one
LOYAL FENCE GAMBLING DEN BAR
CHAMBER FIXER +2 nuyen for burglary or (Tier roll) - Heat = +1d to Consort and
you want. When you reduce heat on the crew, take +1d.
+1d to Demand and robbery nuyen in downtime Sway on site
Sway on site

Synchronized: When you perform a group action, you may count


multiple 6s from different rolls as a critical success.
LOOKOUTS
VICE SUPPLIER INFORMANTS SAFE +1d to Recon or
COHORT
EXPERT
TEAM
(Tier roll) - Heat = +1d to gather info for FIXER
nuyen in downtime runs
HOUSE
Hunt while in your
safehouse’s district
Second Story: When you execute a clandestine infiltration, you get WEAK IMPAIRED BROKEN ARMOR
+1d to the engagement roll.

ACID VATS COVERT DROPS SHORTCUTS The Darkness: Take +1d when you reduce heat during downtime or
INFIRMARY
Body disposal, +1d to
+1d to healing rolls
+1d engagement for FIXER +1d to engagement roll gather info about the sprawl’s elite.
reduce heat after killing criminal targets for stealth plans

Patron: When you advance your Tier, it costs half the nuyen it normally
HEAT WANTED LEVEL NUYEN V A U LT EXPERT
would. Who is your patron? Why do they help you? COHORT TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
CREW KARMA
Upon crew advance, each PC gets +1 stash (+2 per Tier) At the end of each session, for each item below, mark 1 karma (or instead mark 2
karma if that item occurred multiple times).
Execute a successful intrusion, espionage, robbery, or sabotage operation.
Contend with challenges above your current station.
Bolster your crew’s reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
Shades, a scientist Elite Thieves SITE
Bolthole Boathouse
Tahito, a security officer DocWagon Cleanroom
Elite Operatives TacNet Cryptovault
PunkBunny, a data miner QUALITY
Garage
Lodge
Leo, a collector Underground maps/keys Comms
Quarters
Documents
Secure
Gear
Kella Badu, an executive Shadows Rigging (2 free load of Supplies
Workshop
tools or gear) Workstation
Silvester, a club owner Tools
Weapons
OTHER
meeting grounds (intrusion—espionage—robbery—sabotage) TRAINING UPGRADE COSTS
Intuition New Cohort: 2
Body Add Type: 2
Willpower Another Site: 1
Playbook Headquarters: 2
Mastery Landing Pad: 1 or 2
Expansion: 4
RUNNERS IN THE SHADOWS
EXPERT

CREW SHEET COHORT TEAM

BLANK A BLANK CREWBOOK WEAK IMPAIRED BROKEN ARMOR

SPECIAL ABILITIES

NAME REPUTATION

SAFEHOUSE
EXPERT
REP F I X E R S HOLD WEAK STRONG TIER COHORT TEAM

WEAK IMPAIRED BROKEN ARMOR

SAFE COHORT
EXPERT
TEAM

HOUSE WEAK IMPAIRED BROKEN ARMOR

Patron: When you advance your Tier, it costs half the nuyen it normally
HEAT WANTED LEVEL NUYEN V A U LT EXPERT
would. Who is your patron? Why do they help you? COHORT TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
CREW KARMA
Upon crew advance, each PC gets +1 stash (+2 per Tier) At the end of each session, for each item below, mark 1 karma (or instead mark 2
karma if that item occurred multiple times).
Execute a successful ____________________________________________ operation.
Contend with challenges above your current station.
Bolster your crew’s reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
SITE
Bolthole Boathouse
DocWagon Cleanroom
TacNet Cryptovault
Garage
QUALITY
Lodge
Comms
Quarters
Documents
Secure
Gear
Workshop
Supplies
Workstation
Tools
Weapons
OTHER
meeting grounds (__________________________________________) TRAINING UPGRADE COSTS
Intuition New Cohort: 2
Body Add Type: 2
Willpower Another Site: 1
Playbook Headquarters: 2
Mastery Landing Pad: 1 or 2
Expansion: 4
THE REST OF THE WORLD
AFRICA
A huge continent dominated by war profiteers and industry supergiants. The people are
generally poorer than most, even though many materials are still sourced regularly from
the land. African dragons are distinguished by their horns and fur.

ASIA
A continent characterized by old cultures and technological superiority. Occasionally, a
magician will take control of a sprawl using spiritual power, but for the most part it is the
nuyen that rules supreme. Major powers here include China, Japan, and India. Eastern

dragons are distinguished by their feathers and elongated body.

EUROPE
A war-torn continent brimming with a deep history of strife. The political discontent
is evident here, as most citizens born here in the last thirty years were either inducted
into prison states or saw their governments overthrown by anarchy. Europe is home
to a variety of policlubs and other organizations devoted to the Restoration of Europe.
European dragons are distinguished by their heavier appearance and two leathery wings.

NORTH AMERICA
The location of the Great Ghost Dance, Seattle, and a popular destination for Europeans
and Asians seeking a better life. The major powers here are the Native American Nations,
the UCAS, and the CAS. North American dragons are much like European dragons.
A NOTE ABOUT THE WORLD
The world is bizarre to some, a “kitchen sink” setting full of bewildering creatures and
OCEANIA entities. However, it’s still meant to approximate some version of Earth—so while there
Includes Australia, a continent disconnected from all the others by thousands of miles is supernatural power and strange quantum technology, it’s all laid on top of a believable
of ocean. The ancestry there includes a variety of shamanic tribes and occult practices, world founded upon reality and verisimilitude.
and its people are particularly friendly to orks and trolls. Oceanic dragons are typically The world is also based upon our own Earth to give it impact and relevance. This can
distinguished by their aquatic features (such as fins, gills, tentacles, spines, etc.). take very different forms depending on your unique interpretation of the writings you
possess. Talk to your group about the presence of any fiction based on the real-world.

SOUTH & CENTRAL AMERICA What is too familiar about this alternate-Earth? What commonplace supernatural events
would we find strange and surprising to see?
A continent whose commerce is either annexed into Aztechnology’s growing empire
While there are dragons lurking in the boardrooms, in the skies, and under the water—
based out of Mexico, or is targeted for acquisition. South American dragons are
they’ve pretty much already won. The rest of us are cogs in a system designed to provide
distinguished by an odd mix of feathers and scales, and elongated bodies with wings
the scraps from the boardroom table of the Man. How does the world present a myriad of
and horns.
hidden threats and plots? Why are the average citizens powerless or unwilling to fight back?
RULES REFERENCE 1
action roll TEAMWORK
1d for each A c t i o n Mark 1 edge to give another player +1d. You might also suffer
rating dot.
controlled ASSIST consequences from the roll. Only one person may assist a roll.
You act on your terms. You exploit a dominant advantage.
+ +1d if you have A ssistance . Critical: You do it with increased effect.
6: You do it. LEAD A Lead a group action. Roll for each character who participates in the
group action. The best single roll counts as the action result, which
+ +1d if you P u s h yourself
4/5: You hesitate. Withdraw and try a different approach, or else do GROUP applies to every character that rolled.
-or- you accept a it with a minor consequence: a minor complication occurs, you have
Dragon’s Deal. reduced effect, you suffer lesser harm, you end up in a risky position.
Face danger for a teammate. Step in to suffer a consequence in their
1-3: You falter. Press on by seizing a risky opportunity, or withdraw PROTECT place. You may roll to resist as normal, if you wish.
and try a different approach.

Set up another character with your action. If you achieve it, any team
risky SET UP members who follow up get +1 effect or improved position.
You go head to head. You act under fire. You take a chance.

C ritical : You do it with increased effect.


6: You do it. ACTIONS
4/5: You do it, but there's a consequence: you suffer harm, a
‹‹CONSORT with connections from your ‹‹INTERFACE with cyberspace or harness
complication occurs, you have reduced effect, you end up in a
desperate position. heritage, background, friends, or rivals networked devices; execute or direct
to gain access to resources, information, the functions of software; understand
1-3: Things go badly. You suffer harm, a complication occurs,
people, or places. information technology.
you end up in a desperate position, you lose this opportunity.
‹‹DEMAND obedience with your force of ‹‹PROWL about unseen or traverse
personality; intimidate or threaten; lead an obstacles; climb, swim, run, jump, and
Each time you roll a desperate action with one of the crew’s cohorts or tumble; ambush with close violence—a
desperate
action, mark a tick of karma crews. backstab, throat cutting, black-jack, etc
for that attribute. You overreach your capabilities. You're in serious trouble.
‹‹ENGINEER mechanisms or electronics to ‹‹STALK a target; gather information about
C ritical : You do it with increased effect.
create, modify, disable, or repair; program location and movements; attack with
6: You do it. a drone, fit a vehicle for remote control, precision shooting from a distance.
4/5: You do it, but there's a consequence: you suffer severe harm, crack a safe; use the ubiquitous technology
a serious complication occurs, you have reduced effect. in the sprawl to your advantage. ‹‹STUDY a person, document, or item
with close scrutiny to gather information
1-3: It's the worst outcome. You suffer severe harm, a serious
‹‹FIGHT with an opponent in close combat; and apply knowledge; gain a deeper
complication occurs, you lose this opportunity for action.
assault or hold a position; brawl and understanding; do research.
wrestle.
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed ‹‹SURVEY a location or situation to
consequences. You may attempt to avoid or reduce a consequence with a resistance roll. ‹‹FINESSE an item from someone’s understand what’s going on; sense trouble
pocket; handle a vehicle or mount; employ before it happens; gather information about
footwork, feints, or sleight-of-hand. opportunities or exploits.
resistance roll ‹‹HUSTLE someone with charm, logic, ‹‹WRECK a place, item, or obstacle with
deception, disguise, or bluff; change savage force or carefully applied sabotage;
1d for each A tt r i b u t e You reduce or avoid the consequence and mark 6 edge minus your
attitudes or behavior with manipulation or breach defenses with force; lay down cover
dot. highest die result. When you roll a critical on resistance, clear 1 edge.
seduction. fire; create distractions and chaos.
RULES REFERENCE 2 After the shadowrun, resolve Payoff, Heat, Entanglements, then Downtime—in that order

1. PAYOFF ‹‹ 2 nuyen : Milk run; several full credsticks. 2. HEAT ‹‹ 0 heat : Smooth & quiet; low exposure.
The crew earns 2 REP per run by default. If the target of ‹‹ 4 nuyen : Standard run; a datavault. After a run or conflict with an opponent, the crew takes ‹‹ 2 heat : Contained; standard exposure.
the shadowrun is higher Tier, take +1 REP per Tier higher. heat . Add +1 heat for a high-profile or well-connected
‹‹ 6 nuyen : Big run; decent loot. ‹‹ 4 heat : Loud & chaotic; high exposure.
If the target of the run is lower Tier, you get -1 REP per target. Add +1 heat for a hostile territory. Add +1
Tier lower (minimum zero). If the target is one of the Big ‹‹ 8 nuyen : Major run; serious loot. heat if you're marked by any number of factions. Add ‹‹ 6 heat : Wild; devastating exposure.
Ten, also mark +2 REP. (If you keep the mission completely +2 heat if killing was involved.
‹‹ 10+ nuyen : Insane run; impressive loot. Plus any additional heat from complications
quiet you earn zero rep instead).
or dragon’s deals during the session.
You also earn a nuyen reward based on the negotiated Subtract nuyen equal to your Tier +1 if you owe
amount of nature for the operation (see list at right). a cut to a someone (like a contact, crime boss, or
larger organization). 4. DOWNTIME
3. ENTANGLEMENTS When you're at liberty between shadowruns and find some respite from peril, you may pursue two downtime
After the payoff, roll dice equal to your WANTED LEVEL, and read the result according to your heat . activities from the list below. You also recover all of your armor uses. During downtime, you may perform
additional activities from the list by spending 1 nuyen or 1 rep for each.
heat 0-3 heat 4/5 heat 6+ For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll, you may
1-3 Crew Trouble or 1-3 Crew Trouble or 1-3 Flipped or increase the result level by one for each nuyen spent, by hiring assistance, paying a bribe, etc. (so, a 1-3
The Usual Suspects Questioning Interrogation result becomes a 4/5, 4/5 becomes 6, and a 6 becomes a C ritical ).

4/5 Rivals or 4/5 Reprisals or 4/5 Draconic Notice or


Awakened Badness Awakened Badness Show of Force Acquire temporary use of an asset. Roll the crew's T ier . The result indicates the quality
6 Called Favor 6 Show of Force 6 Detainment ACQUIRE of the asset (1-3: Inferior (Tier -1), 4/5: Standard (Tier), 6: Fine (Tier +1), C rit : Exceptional

Called Favor. A +3 status faction asks you for a favor. Questioning. Authorities grab an NPC member of your
ASSET (Tier +2). You may spend nuyen to bump this result beyond exceptional, to reach
Agree to do it or forfeit 1 REP per Tier of the faction. crew or one of the crew’s contacts to question them higher quality Tiers, but it costs 2 nuyen per level to do so.
If you don't have a +3 faction status, someone owed a about your crimes. Who do the authorities think is most
favor demands it be repaid. Agree to repay them or forfeit vulnerable? Make a fortune roll to see whether they get LONG TERM Work on a Long Term Project, if you have the means. Roll a trait and mark 1 segment
status. If you don’t owe any favors or have a +3 faction brought in or not (1-3: +2 HEAT, 4/5: +1 HEAT), or pay PROJECT on the project clock per level (1-3: one, 4/5: two, 6: three, C rit : five).
status, you avoid entanglements right now. the authorities off with 2 NUYEN.

Crew Trouble. One of your teams (or other cohorts) causes Reprisals. An enemy faction makes a move against you Get treatment to clear level-1 harm, and tick your healing clock (like a long-term project).
trouble due to their flaw(s). Lose face (forfeit rep equal to (or a friend, contact, or vice purveyor). Pay them (1 r e p RECOVER When you fill the clock, each harm is reduced by one level. Special harm has special rules.
your t i e r +1), make an example of one of those responsible, and 1 nuyen ) per Tier of the enemy as an apology, allow
or face reprisals from the wronged party. If you lack a team them to mess with you or yours, or fight back and show
or other cohort with a flaw, there’s no entanglement. them who's boss. REDUCE Say how you reduce Heat on the crew and roll your action. Reduce heat according to
Detainment. Authorities have been contracted against you. Rivals. A neutral faction throws their weight around. They
HEAT the result level (1-3: one, 4/5: two, 6: three, C rit : five).
A team (with scale equal to your wanted level) decides to threaten you, a friend or contact, or one of your vice
bring one of you in. Pay them off with n u y e n (equal to your purveyors. Forfeit (1 REP or 1 NUYEN) per Tier of the rival, Mark 1 karma for an attribute or your playbook (+1 karma if you have the appropriate
Wanted Level +3), hand someone over for detainment (this or stand up to them and lose 1 status with them.
TRAIN crew training upgrade). You can train a given karma track only once per downtime.
clears your h e a t ), or try to evade capture.
Show of Force. A faction with whom you have a negative
Draconic Notice. A powerful dragon approaches the crew status makes a play against your holdings. Give them 1 Visit a purveyor of your vice, and roll dice equal to your lowest attribute. If you clear more
with a dark offer. Accept, hide until it loses interest (forfeit claim or go to war (drop to -3 status). If you have no INDULGE edge levels than you had marked, you overindulge (see below). If you do not or cannot
3 r e p ), or deal with it another way. claims, lose 1 hold instead.
VICE
indulge your vice during downtime, you mark edge equal to your trauma .
Flipped. One of your contacts, patrons, clients, or a group Supernatural Badness. An emergent or astral entity is drawn
of your customers switches allegiances due to the heat to you—perhaps it’s a past victim, pixie, or techno-critter?
on you. They're loyal to another faction now. Acquire the services of a Magician, Technomancer, or expert OVERINDULGE. ‹ ‹ A tt r a c t T r o u b l e : Select or roll an additional entanglement.
to attempt to destroy or banish it, or deal with it yourself. You make a bad call because
Interrogation. Authoriites round up one of the PCs to ‹ ‹ B r a g about your exploits. +2 heat.
question them about the crew’s crimes. How did they The Usual Suspects. The authorities grab someone in the of your vice—in acquiring it
manage to find and corner you? Pay them off with 3 periphery of your crew. One player volunteers a friend or vice or while under its influence. ‹ ‹ L o s t : Play a different character until this one returns from their bender.
NUYEN, or: get beaten (take level 2 harm) until you tell them purveyor as the person most likely to be taken. Make a fortune What did you do? ‹‹ Ta p p e d . Your current purveyor cuts you off. Find a new source
what they want to know (+3 HEAT). You can resist each of roll to find out if they resist questioning (1-3: +2 HEAT, 4/5:
those consequences separately. level 2 harm), or pay the authorities off with 1 NUYEN. for your vice.
SEATTLE NOTABLES DISTRICTS (richest to poorest)
GM REFERENCE Rosetta Vitale, a crime boss. Cold and calculating. Killed Council Island Outremer
her brother and former boss, Lucky Lou. Downtown Bellevue
aliases : Acidtrip, Arty, Alex, Bamboo,
GM GOALS LOOKS
Man, Woman, Ambiguous, Concealed.
Andrei Petschukov (street name: Terminator), a brutal Everett Tacoma
‹‹ Play to find out what happens. member of the Vory; craves power and violence. Fort Lewis Snohomish
Barefoot, Black Betty, Betamax,
Affable Athletic Plump Skelter, leader of the Halloweeners gang. Alchemist and Auburn Renton
‹‹ Bring the sprawl to life. Bricks, Bonnie, Boxer, Chuckles, Cid, Brooding Stout Squat callous murderer. Wicked smiling demon mask.
Redmond Barrens
‹‹ Convey the world honestly. Bright Scarred Weathered Winston Mogi, leader of the Talons. Loves rare firearms.
Captain, Crank, Dirt, Ditch, Dozer, Dark Rough Cold Troll in business suit. Former military pilot and gunner, Ork Underground
Fair Striking Sad freelanced in SAS wars.
GM PRINCIPLES Dogboy, Dragon, Drake, Eagle, Worn Lovely Stern Nipsy Nightengale, virtuoso electric violinist and pianist.
LOCATIONS MEET LOCATIONS
Be a fan of the PCs. Renraku Arcology Smoke & Lagger
Lean Handsome Open Suit and tie. Once a popular VR personality and content
Let everything flow from the fiction. Evergreen, Echo, Eli, Frost, Finley, Wiry Slim Languid creator, now reclusive. Owns Nightengale’s Body Parts. Aztechnology Pyramid Ohgi-ya (Chinese)
Huge Delicate Calm Maria Mercurial, famous (washed up?) singer, University of Washington
Address the characters. Run Run Shaw’s (Chinese)
Flynn, Gatekeeper, GH.ost, Glimmer, Chiseled Bony Fierce keyboardist, and guitarist. Addicted to BTLs and suffers The Docks
Address the players. The Edge (elven)
from identity disorders. Glow City
Show, don’t tell. Godmother, Gutter, Heisenberg, Bosco’s (elven)
Vintage Ball Cap Tattered Jeans Aleksandr Warwick, secrets broker and savvy owner of McChord Airfield
Start with a dystopian canvas.
Hiro, Huck, Indigo, Jackal, Jeanie, Trenchcoat Suit & Vest Warwick Hotel. Ft. Lewis Parabiology Lab The Glass Onion (Japanese)
Paint the world w/ a supernatural brush.
Heavy Work Boots Suspenders Mina Gomez, a judge on the payroll of criminals. The Crypt Big Rhino (Ork Undergr.)
Decorate it w/ chrome and neon.
Kid Ick, Killjoy, Kludge, Lugnut, Camouflage Designer Jacket Dexter, a fence in Downtown Seattle. Hides his true Tarislar THE Sports Bar
Consider the risk. Pilot’s Goggles Nanotattoos appearance behind powerful masking spells. Freeway Park
Hold on loosely. Lazarus, Lightfoot, Lord, Lotus, Lucky, The Gravity Bar
Pointy Stilettos Puffy Coat McGee, a merchant of Downtown Seattle. An elderly racist. The Omnidome
But don’t let go. Old Bomber Jacket Visible Implants Cafe Sport
Stalking Coyote, resident diplomat of the Native Mariah Building
Max, Machete, Maggie, MinusOne, American Nations. Wiry and scarred from a harsh life in Knitson’s Country Home
Stolen Uniform Loose Silks Murrow Memorial Bridge
GM ACTIONS Morphie, Moto, Mouse, Myst, Row of Ear Piercings Pressed Trousers the wilds. Watchful eyes.
3rd Lake Washington Bridge Warwick Hotel
When things are getting started: Lebret Piercing Suspenders Jane Foster, resident diplomat from the elven city, Tir
Capitol Hill Subway Station Club Penumbra
‹‹ What's your goal? Moonchild, Nailbiter, Needlenose, Windbreaker Hoodie Gypsy Beads Tairngire.
King Street Station Dante’s Inferno
‹‹ What plan did you make? (and Tall Boots Skintight Leathers Milton Devreau, resident diplomat of the Confederate
Harborview Hospital
what's the detail? Gather info to find one?) Next, O’Conner, Ol’ Greg, One Stylish Sneakers Spiked Choker American States. Speaks CAS dialect, wears cowboy hat, Matchstick’s
crew cut blond hair. Union Square Garage
Waxed Shoes Mohawk Remereau’s
And when things are underway: Time, Orpheus, Overwatch, Pacman, Packrat, an informant with flexible loyalties. Squats Pacific Science Center
Murphy’s Law
‹‹ How do you do that? (which around town. The Rat’s Nest
action do you use?) Payback, p3ndr4g0n, Porkchop, CITY DESCRIPTORS Lei, a detective. Refuses bribes. Long brown coat, e-cigar, Brokeback Correctional Purple Haze
‹‹ What's your goal? (what's the rain-soaked, gusty, puddles, sewer steam, stubble. Wuxing Towers Eye of the Needle
Poolrat, Runaway, Quartz, Quentin,
effect?) neon, chrome, concrete, unfinished skyscrapers, Rogers, Kay, Baxter, Reyes, patrol officers for Knights
Razorfist, Red Hank, Ringo, Ripper, plastic trees, pitch-black, bloodstained, grimy, Errant. FLASHBACK EDGE COSTS
Cut to the action. 0 E dge for a normal action for which you had
gutters, dumpster, refuse, office park, bridges, Marty Kindle, Internal Affairs officer. Rooting out
Foreshadow the danger; follow through. corruption. easy opportunity.
Rukkus, Sato, Sequoia, Sinker, sidewalks, crowded alleys, fire escapes,
Tell them the consequences and ask. Judge Knowles, a judge with family ties to criminals. 1 E dge for a complex action or unlikely
surveillance cameras, patrolling drones,
Offer a D ragon ’ s D eal . Slaughter, Steady, Stutter, Tate, Smitty, a guard at Brokeback Prison. Do they take bribes? opportunity.
holographic dancers, dimly lit, brick walls,
Make a progress clock or tick one. Roz and H’xxus, free spirits who take the appearance of 2+ E dge for an elaborate action which
Terminal, Trickshot, Twink, Victory, marketing onslaught, fiery smokestacks, fog-
Ask the players. mortals, looking for a magician to exploit or serve. involved several special opportunities or
shrouded, damp, chill, mirrored glass, fluorescent,
Actions ripple through the network. Moonriver, a talismonger and influential member of the contingencies.
Vixen, Volcano, Whiplash, Wheelie, decorative LEDs, hidden vagrants, holographic
Think off-screen. Salish Unionists. Wise, knowing eyes, pursed lips and a
billboards, e-cigarettes, sewer grates, speedboats,
bright smile. Heavily tanned skin, leathery, lots of jewelry. Intuition Body Willpower
What do you do? Wizbang, Yumyum, Zero, Zorro sludge, traffic jams, skycabs, blackout windows.
Dante Passini, a programmer and BTL junkie, elven Engineer Finesse Consort
proprietor of Dante’s Inferno - a nightclub styled after nine
CONSEQUENCES circles of hell. Interface Fight Demand
Mac, an expert art forger. Claims to be retired. Past Stalk Prowl Study
spoils never recovered. Lives in undisclosed mansion
Complication (Tick a clock, 1-3 segments. Or a new obstacle or threat appears.) You have reduced effect. somewhere in Outremer. Survey Wreck Sway

FORTUNE ROLL
You suffer harm (1-3). You lose your opportunity. You end up in a worse position. Critical: Exceptional outcome / Great effect.
1d for each TRAIT rating.
6: Good outcome / Standard effect.
effect 1. L imited: How is the effect diminished? effect factors
How does the effect manifest? What significant obstacle remains? - QUALITY / TIER + 4/5: Mixed outcome / Limited effect.
2. Standard: How does the expected effect + +1d for a MAJOR ADVANTAGE.
If there's a clock for your obstacle, manifest? What's left to do, if anything? - SCALE + 1-3: Bad outcome / Poor effect.
tick segments equal to the effect 3. G reat: How is the effect increased?
- POTENCY + - -1d for a MAJOR DRAWBACK.
level. What extra benefit manifests?
SEATTLE 208X MAP
EVERETT (III)

SNOHOMISH (II)

REDMOND (I)
OUTREMER (V)

BELLEVUE (IV)

)
DOWNTOWN (IV)
(II
N
TO
N
RE

AUBURN (II)
TACOMA (III)

PAYALLUP (I)
)
(II
IS
W
LE
RT
FO

ORK UNDERGROUND (I) ENTRANCE


COUNCIL ISLAND (V)
FACTIONS OF SEATTLE HEAT WANTED LEVEL
NORTH AMERICA

NAME REPUTATION REP F I X E R S HOLD WEAK STRONG

SAFEHOUSE(S)
TIER
FIXERS

SHADOW GROUPS & GANGS TIER HOLD STATUS INSTITUTIONS AND POLITICAL LEAGUES TIER HOLD STATUS CITIZENRY TIER HOLD STATUS

Mafia Commissione: Manos Family V S Grid Overwatch Division VI S Council Island V S


Yakuza Syndicate __________________ IV W Salish-Shidhe Council V W Outremer V S
Lord Vladimir III S UCAS Marine Corps IV S Downtown IV S
Vory: Kraghammer III W Brokeback Corrections IV S Bellevue IV W
Black Lodge III S Parashield IV W Everett III S
Jackpoint III S Elven Consulate III S Tacoma III W
Tamanous III S Lone Star III S Fort Lewis II S
Koshari III W Snohomish II S
Native American Consulate II S Auburn II W
Mafia, Vitale Family II S Knights Errant II W Renton II W
Talons II S Sakura Security II W Puyallup I S
The Halloweeners II S Petrovski Security II W Redmond Barrens I W
The Red Hot Nukes I S Segway Patrol I W Ork Underground I W
The Eye Fivers I S
The Watchers I W CULTS AND CLIQUES TIER HOLD STATUS

Humanis Policlub V W
CORPORATIONS TIER HOLD STATUS Catholic Church IV S
#1: Saeder-Krupp Heavy Industries VI S Dunkelzahn Institute of Magical Research IV W
#2: Mitsuhama Computer Tech VI S Ork Rights Commission IV W
#3: Aztechnology VI S XXIII IV S
#4: Renraku Computer Systems VI S The Mad Dance III S
#5: Evo Corporation VI S Atlantean Foundation III W
MARKED
#6: Ares Macrotechnology V S Otaku Remnant III S When you're marked by any number of factions (status -3), the
#7: Shiawase V S Buddislam Nation III W following penalties apply:
* Lose 1 hold (temporarily, while you continued to be marked).
#8: Wuxing V S
This may knock you down a Tier.
#9: Horizon Group V W New Dawn II S * PCs get only one free downtime action instead of two.
#10: Spinrad Global V W Barrens Walkers II W * Take +1 heat from each run.
* Your claims which generate nuyen (vice dens, gambling rings,
Pacific Prosperity Group IV W People's Party II S
fences, etc) produce only half their normal income.
Proteus AG III S New Revolution II W
DocWagon (III) S Faster Than You I S
Tier and hold designations are specific to the sprawl in which you play; adjust if you
Cabbies I S are in another one for best results. Factions tend to stronger/higher tier on
Draco Foundation II S continents with headquarters - and weaker/lower tier where they lack one.

Seaport Global I S
Remote Communications Utilities I W
FACTIONS OF HONG KONG HEAT WANTED LEVEL
ASIA

NAME REPUTATION REP F I X E R S HOLD WEAK STRONG

SAFEHOUSE(S)
TIER
FIXERS

SHADOW GROUPS & GANGS TIER HOLD STATUS INSTITUTIONS AND POLITICAL LEAGUES TIER HOLD STATUS CITIZENRY TIER HOLD STATUS

Yakuza syndicate _________________ IV S Grid Overwatch Division V S Southern HK Island V S


Triad league ____________________ IV W Hong Kong Triumvirate V W Central-West HK Island V S
Mafia capo family _________________ IV W Brokeback Corrections IV S Kwun Tong/Government Lakes V S
The Ancients III S Parashield IV W Tsuen Wan IV S
Vory ___________________ III W Elven Consulate III W Tuen Mun IV W
Black Lodge III S Lone Star III S Kowloon City III S
Jackpoint III W Wan Chai HK Island III S
Chinese Royal Security II W Eastern HK Island III S
Tamanous II S Sky Wardens II S Kwai Tsing III W
White Lotuses II W Hong Kong Police Department II S Sha Tin II S
Talons II W Knights Errant II W Sai Kung II S
The Halloweeners II W Petrovski Security II W North II S
Toxic I S Sakura Security II S Yau Tsim Mong II W
The Watchers I S Citizens on Patrol I W The Islands I S
Wong Sai Tin I W
CORPORATIONS TIER HOLD STATUS CULTS AND CLIQUES TIER HOLD STATUS Tai Po I S
#1: Saeder-Krupp Heavy Industries VI S Humanis Policlub V W Sham Shui Po I W
#2: Mitsuhama Computer Tech VI S Dunkelzahn Institute of Magical Research IV S
#3: Aztechnology VI S Chinese Church IV S
#4: Renraku Computer Systems VI S Ork Rights Commission IV W
#5: Evo Corporation VI S XIII IV W
#6: Ares Macrotechnology V S The Bastion of Echoes III S
MARKED
#7: Shiawase V S Atlantean Foundation III W When you're marked by any number of factions (status -3), the
#8: Wuxing V S Otaku Remnant III S following penalties apply:
* Lose 1 hold (temporarily, while you continued to be marked).
#9: Horizon Group V W Buddist-Pan Nation III S
This may knock you down a Tier.
#10: Spinrad Global V W * PCs get only one free downtime action instead of two.
Fulcrum Technologies IV S Barrens Walkers II W * Take +1 heat from each run.
* Your claims which generate nuyen (vice dens, gambling rings,
Zhang Holdings III S People's Party II S
fences, etc) produce only half their normal income.
Phoenix Medtech III W New Revolution II W
Faster Than You I S
Tier and hold designations are specific to the sprawl in which you play; adjust if you
Draco Foundation II S Cabbies I S are in another one for best results. Factions tend to stronger/higher tier on
Remote Communications Utilities II S continents with headquarters - and weaker/lower tier where they lack one.

Seaport Global I W
FACTIONS OF _______ HEAT WANTED LEVEL
CONTINENT: ______
NAME REPUTATION REP F I X E R S HOLD WEAK STRONG

SAFEHOUSE(S)
TIER
FIXERS

SHADOW GROUPS & GANGS TIER HOLD STATUS INSTITUTIONS AND POLITICAL LEAGUES TIER HOLD STATUS CITIZENRY TIER HOLD STATUS

CORPORATIONS TIER HOLD STATUS CULTS AND CLIQUES TIER HOLD STATUS

MARKED
When you're marked by any number of factions (status -3), the
following penalties apply:
* Lose 1 hold (temporarily, while you continued to be marked).
This may knock you down a Tier.
* PCs get only one free downtime action instead of two.
* Take +1 heat from each run.
* Your claims which generate nuyen (vice dens, gambling rings,
fences, etc) produce only half their normal income.

Tier and hold designations are specific to the sprawl in which you play; adjust if you
are in another one for best results. Factions tend to stronger/higher tier on
continents with headquarters - and weaker/lower tier where they lack one.
RUNNERS IN THE SHADOWS RUN TRACKER SHEET NUMBER _

run type run type run type

target target target

location calendar week location calendar week location calendar week

payoff : nuyen / rep heat payoff : nuyen / rep heat payoff : nuyen / rep heat

entanglements , faction status changes entanglements , faction status changes entanglements , faction status changes

notes , events , and clocks advanced notes , events , and clocks advanced notes , events , and clocks advanced
RUNNERS IN THE SHADOWS SERIES TRACKER

The Year The Year


january february march january february march

april may june april may june

sol sol

july august september july august september

october november december october november december

important dates , upcoming events , etc . important dates , upcoming events , etc .

The month of Sol was instituted following the Great Crashes, and marks the summer equinox. So, each Each box on the tracker above represents one week of time in-fiction. Fill boxes accordingly with the
year consists of 13 months, each 4 weeks long (exactly 28 days). The exception is Sol, which has a leap date at the start of the campaign (ex: Valentine’s Day, Feb 14th, fill in 6 boxes), then mark one box each
day or two inserted each year. downtime phase to track the passage of time during the campaign.
I N T U I T I OSTASH
N

RUNNERS IN THE SHADOWS CREW FREE SPIRIT


AN ECHO OF LIFE BETWEEN
TWO WORLDS
ENGINEER
INTERFACE
STALK
FREE SPIRIT TRAITS NUYEN SURVEY
INTUITION
ALIAS(ES) GIVEN NAME Spirit Form: When you become a free spirit, you get this trait for free. You
now exist as a concentration of vaporous essence that resembles your living BODY ENGINEER
body and clothes. You may weakly interact with the physical world and vice INTERFACE
versa. You’re vulnerable to astral powers and electromagnetic effects. You move FIGHT
about by floating and may fly swiftly without tiring. You may slowly flow through STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL FINESSE
small openings as a vapor. You chill the area around you and are terrifying for SURVEY
the living to behold. You are affected by banishing charms, mana spells, and the PROWL
Conjure of a Magician (you may make a resistance roll to overcome their effect). WRECK
Dissipate: You can disperse the concentrated energy of your astral form in BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER order to pass through solid objects for a moment. Mark 1 drain when you
dissipate, plus 1 drain for each feature: It lasts longer (a minute—an hour—a WILLPOWER FIGHT
day)—you also become invisible—anything that passes through your spirit form FINESSE
becomes engulfed by a sorcerous energy type you wield (fire, ice, lightning, or CONSORT
PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD wind). DEMAND
Materialize: Mark 1 drain to solidify your vaporous essence for a few WRECK
HUSTLE
You have an intense NEED: living essence. To satisfy this need, possess a living victim, and consume minutes or flow through the astral pathways to answer the summoning call of a
their essence (this may be a downtime action). When you do so, clear half your drain (round down). Magician’s Conjure (solidifying there if the conjurer demands it). STUDY
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR WILLPOWER
Specter: Mark 1 drain to strongly interact with the physical world for a few
moments (as if you had a normal body). Extend the reach and magnitude of your C
ED
D RG
AEI N TO
RARU
MMEN
AT
COLD
CHAOTIC
- HAUNTED
- DESTRUCTIVE
- OBSESSED- -FURIOUS
PARANOID interaction to include telekinetic or elemental force by marking more drain (2-6). AOS SNESNOSRET
DEMAND
Chained: You are bound to a physical item that prevents your destruction.
RECKLESS
OBSESSIVE
- SOFT
- TERRITORIAL
- UNSTABLE
- SAVAGE
- VICIOUS
You can take 1 drain to strongly interact with it and those nearby it for a few HUSTLE
hours (to move it, protect it, etc). If you suffer lethal harm while your chain is not STUDY
HARM HEALING PROJECT CLOCK destroyed, you aren’t destroyed, but your spirit is banished. Instead you suffer
NEED level-3 harm, incapacitated, and return to your chain’s physical location. If you
suffer arcane harm while in this state, you are destroyed utterly.
HELP
Possess: You may Assense to take control of a living body. When your
control is challenged, you must re-Assense (risking harm) or leave the body. BONUS DIE
-1D Your control is challenged when: you consume essence from the host— PUSH YOURSELF
when supernatural powers act against you—when the host’s will is driven to
LESS desperation. You may easily and indefinitely possess a vessel which has been (mark 2 edge) OR accept a
EFFECT ARMOR USES ritually prepared for you (change your playbook). DRAGON’S DEAL
ARMOR Veteran:
Veteran:
Select
Select
a special
a special
ability
ability
from
from
another
another
source.
source.
HEAVY ENEMIES & RIVALS ITEMS & FEATURES Load 3 light
(OF YOUR 5 normal
SPIRIT FORM) 6 heavy
NOTES SPECIAL A Pistol Armor
A Quiet Weapon +Heavy
A Medieval Weapon
A Large Weapon
Ammo
An Unusual Weapon
Burglary Gear
Climbing Gear
Comm
KARMA Demolition Tools
Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting
attribute) or 2 karma if that item occurred multiple times. Mechanic Tools
You exacted vengeance upon those whom you deem deserving. Subterfuge Supplies
Technical Tools
expressedyour
You expressed youroutrage
beliefs,ordrives, heritage,
suffering, or scores
or settled background.
from your heritage or background.
__________________________
You struggled with
with issues
issues from
from your vice, trauma,
dystopia, or discrimination
your need, during the session.
or your torment.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they intend to do?
How can I get them to [X]?
Lead a group action Assault: Point of attack Social: Connection
PLA YERS BEST P RACTICES What are they really feeling?
Protect a teammate Deception: Method Stealth: Entry point What should I lookout for?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Where’s the weakness here?
DO N ’T BE A T R O G U S E Y O U R EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW INFECTED


A PERSON INFECTED WITH
HMHVV

INFECTED TRAITS NUYEN


INTUITION
ALIAS(ES) GIVEN NAME Infectee: You are a person whose spirit is trapped in an infected body.
Your trauma is maxed out. Choose four traumas to reflect your vampiric ENGINEER
nature. You are now immune to the effects of aging and cannot die from INTERFACE
old age. Exposure to sunlight quickly causes you to become fatigued. If STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY
you suffer fatal harm or trauma, you don’t die, but your infected will is
overwhelmed. You take level 3 harm, “Incapacitated” until you feed enough
to recover. If you suffer harm from a wooden stake or the rays of the sun B O D Y
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA while in this state, you are destroyed utterly. Your karma tracks are longer
(you now advance more slowly). You have 12 edge boxes instead of 9. FIGHT
Terrible Power: Mark 1 edge to perform a feat of superhuman strength FINESSE
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD or speed (run faster than a car, break stone with bare hands, leap onto the PROWL
roof of a building, etc.). This factors into effect. WRECK
Your VICE is life essence, consumed from a living metahuman. Use 1 downtime activity to Hunt prey and
indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock.
Heightened Senses: Mark 1 edge to sense beyond human limits.
This is the only way you can heal. How do you feed? What telltale sign do you leave on your victims? “Hear” a subject’s true thoughts or feelings, see thermographically, sense W I L L P O W E R
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR the presence of invisible things, intuit the location of a hidden object, etc.
EDGE TRAUMA Astral Void: You are invisible to spiritual entities and may not be CONSORT
COLD - HAUNTED - OBSESSED - PARANOID DEMAND
harmed by them. Mark 2 edge to cause living things to avert their gaze
RECKLESS - SOFT - UNSTABLE - VICIOUS and fail to observe you for a few moments. HUSTLE
Beyond Metahuman: Choose Intuition, Body, or Willpower. Your STUDY
HARM HEALING PROJECT CLOCK
max rating for actions under that attribute becomes 5. When you take this
NEED ability, add +1d to resistance rolls with this attribute.
HELP ASSENSE
Mist Form: You can shift into slow-moving mist for about a minute.
-1D
While you remain in this form, you can only be harmed by supernatural BONUS DIE
means. Mark 1 edge when you shift, plus 1 edge per special feature: PUSH YOURSELF
LESS you can strongly interact with the physical world—you move at normal (mark 2 edge) OR accept a
EFFECT ARMOR USES speed—you are invisible. DRAGON’S DEAL

SPECIAL ARMOR
Veteran:
Veteran:
Select
Select
a special
a special
ability
ability
from
from
another
another
source.
source.
SKIN HEAVY DARK SERVANTS (You start with two) ITEMS Load 3 light 5 normal 6 heavy
NOTES NOTES
Pendarvis, a butler Fine clothes, accoutrements A comm Armor
A pistol +Heavy
SYMPTOMS Layla, a companion Fine personal weapon A quiet weapon
MARK 1 PER INFECTED TRAIT BEYOND THE 1ST A medieval weapon
Ratkid, a bodyguard Fine shadow cloak A large weapon
Ammo
DARK NECESSITIES: sunlight burns you, must rest in
darkness as downtime activity [-3 EDGE if you don’t]. Otto, a driver Renfield vial An unusual weapon
Burglary gear
BECOMING: you are extremely bouyant and pale. Rey, a liason Banishing focus Climbing gear
DIGESTIVE SHUTDOWN: food and drink is KARMA Demolition tools
poisonous, and you’re extremely vulnerable to
alcohol and other ingested poisons. Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
At the end of each session, for each item below, mark 1 karma (in your playbook or an Lighting gear
ROTTING: you smell like decay, and your aura shows Mechanic tools
attribute) or 2 karma if that item occurred multiple times.
a vacuous hole where your essence should be.
You displayed your superiority or infected without mercy. Reagents
TERMINAL: your spirit can never leave this body. Subterfuge supplies
When you die: full stop. heritage, or background.
You expressed your beliefs, drives, metahumanity, heritage, or background.
Technical tools
You struggled with
with issues
issues from
from your vice, trauma,
dystopia, or trauma,
your vice, discrimination during the session.
or symptoms.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they intend to do?
Lead a group action Assault: Point of attack Social: Connection How can I get them to [X]?
PLA YERS BEST P RACTICES What are they really feeling?
Protect a teammate Deception: Method Stealth: Entry point What should I lookout for?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Where’s the weakness here?
DO N ’T BE A T R O G U S E Y O U R EDGE DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
STASH

RUNNERS IN THE SHADOWS CREW SHELL


A BRAIN IN A CYBERNETIC
FRAME
A shell doesn't have nuyen or
stash of its own, but might be
granted access to the resources
of their owner.
INFECTED TRAITS NUYEN
INTUITION
ALIAS(ES) GIVEN NAME Ghost in the Shell: You are the last remnant of your living essence
ENGINEER
controlling a cybernetic frame (a brain in a jar). You have human-like strength INTERFACE
and senses, by default. Your shell has natural armor (this doesn’t count for load) STALK
SINNER? SOURCE LOOK/METATYPE: DWARF - ELF - HUMAN - ORK - TROLL SURVEY
and a full suite of integrated communications software. Your former feelings,
interests, and connections are only dim memories. You now exist to fulfill
BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA your functions. Choose three: TO GUARD—TO DESTROY—TO DISCOVER—
FIGHT
TO ACQUIRE—TO LABOR AT ...that which my creator demands. FINESSE
PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD Quantum Consciousness: Choose an additional frame and its starting
WRECK
Your shell frame runs on ELECTRICITY . Recharge your capacitors by connecting to an feature. You may transfer your consciousness between your frames at will.
industrial-grade conduit (downtime action). When you do this, clear 5 DRAIN .
WILLPOWER
V I C E / S O U R C E : DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR Compartments: Your items are built into your frame and may recess
EN
DGER
EGY T RWAEUAMRA CONSORT
COLD - HAUNTED
CLANKING - FIXATED
- OBSESSED
- LEAKING- -PARANOID
SMOKING beneath panels out of sight. Your frame can now carry +2 load.
DEMAND
RECKLESS
S PARKING- SOFT
- T W-I UNSTABLE
T C H Y - U N- SVICIOUS
TABLE Integrated: You may Interface with the local power grid to control it or HUSTLE
STUDY
HARM HEALING PROJECT CLOCK something connected to it (including another shell).
NEED
HELP Conduit: You may release some of your stored energy as an electrical
shock around you or as a focused arc of electricity. You may also use this BONUS DIE
-1D
ability to generate a barrier to repel or intercept signals. Mark 1 energy for PUSH YOURSELF
LESS (mark 2 edge) OR accept a
EFFECT
each level of magnitude. DRAGON’S DEAL
ARMOR USES
SPECIAL ARMOR
Veteran:
Frame Select
Upgrade:a special
Choose ability
an additional
from another frame source.
feature.
SKIN HEAVY
FRAME AND ITEMS Load
Choose your frame and look (or create one), and a starting feature. 3 light 5 normal 6 heavy
NOTES NOTES S mall (Cat size, -1 scale): A motorized orb, a robotic doll or spider. A comm Armor
Amphibious—Flight—Reflexes—Tiny A pistol +Heavy
Frame Features M edium (Human size): An cybernetic humanoid, a mechanical animal. A quiet weapon
Compartment[1]—Life-like Appearance—Spider Drive A medieval weapon
Amphibious EMP H eavy (Motorbike size, +1 scale): A hulking mech, a self-driving vehicle. Ammo
Flight Flash ordnance A large weapon
Reflexes Hydraulic legs Compartments[2]—Interior Space—Plating—Turret
An unusual weapon
Tiny Media device Any frame: EMP—Flash Ordnance—Hydraulic Legs—Media Device
Burglary gear
Compartm. (1) Noise suppress. Noise Suppression—Sensor Array—Smoke Projectors—Stealth—White Box
Sensor array Climbing gear
Life-like Smoke projector KARMA Demolition tools
Spider Drive Stealth Everytime you roll a desperate action, mark karma in that action’s attribute. Documents
Compartm. (2) White Box Lighting gear
Interior Space cybern. implant At the end of each session, for each item below, mark 1 karma (in your playbook or an
attribute) or 2 karma if that item occurred multiple times. Mechanic tools
Plating
Turret You fulfilled your functions despite difficulty or danger. Reagents
Subterfuge supplies
expressed your
You suppressed beliefs, your
or ignored drives, heritage,
former or background.
metahuman qualities.
Technical tools
You struggled with
with issues
issues from
from your vice,or
dystopia trauma, or discrimination
your wear during the session.
during the session.
__________________________
_______________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
You may swap out your features with a downtime activity. Assist a teammate for the run. What do they intend to do?
Lead a group action Assault: Point of attack Social: Connection How can I get them to [X]?
P LA YERS B ES T PR ACT ICE S What are they really feeling?
Protect a teammate Deception: Method Stealth: Entry point What should I lookout for?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Where’s the weakness here?
DON ’T BE A TROG USE YOUR ED G E DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
SOME RANDOM GENERATORS
Need some quick descriptors for an NPC? Roll 3d6 and consult the tables below. Or maybe you need a company to steal from? Roll dice and consult the tables below, or
mix and match with a proper noun of your own creation.

NATIONALITY
1-3 Local COMPANY NAME PREFIXES
Roll 1d6, and choose one from any column.
4/5 Nearby area
1 Aero Cryo Auto
6 A complete foreigner
2 Dyna Nex Cyber

GENDER 3 Geno Digi Eco

1/2 Ambiguous, Concealed 4 Tele Arco Endo

3/4 Female 5 Nano Bio Thermo

5/6 Male 6 Agri Nu Bit

AGE COMPANY NAME ENDINGS


1-3 Child/teen Roll 1d6 twice, and apply each result to a column.

4/5 Adult 1 Chem Manufacturing

6 Middle-aged/elderly 2 Port Logistics

3 Sun Solutions

4 Dyne Construction

5 Tek Holdings

6 Gen Systems

Example: Rolled a 1 for the Prefix and chose “Aero,” then rolled a 1 and a 3 for
the Endings. So the company generated would be AeroChem Solutions.
RANDOM RUN GENERATOR
ranDOm SHaDOWrun GeneraTOr “The runners are hired for a run by/targeting (1) to (2). The
using run is complicated by (3), and is connected to (4) and (5).”
Using this:
this: Fill
Fill the
the sentence
sentence on on the
the right
right using
using the
the results
results of
of (1)-(5)
(1)-(5) to
to form
form aa description
description of the
of
run on the table. Select ones that sound interesting, or randomly determine adetermine
the shadowrun on the table. Select ones that sound interesting, or randomly result using the (1) Client/Target
acharts
result(each
usingwill
therequire
charts a(each will
single dierequire
result).a single die result). (2) Work

(1) clienT/TarGeT (3)


(4)
Twist/Complication
Connected to a Person..
civilian criminal (5) ..And Factions
1 Academic or Wage Mage Drug Dealer or Supplier
2 Laborer or Tradesman Mercenary or Thug
3 Courier or Driver Fence or Bookie
4 Merchant or Business Owner Spy or Informant (3) TWiST/cOmPlicaTiOn
5 Artist or Writer Smuggler or Thief
6 Doctor or Scientist Crime Boss 1 Security is unexpectedly high, or something is a cover for cult practices.
2 Advances the secret agenda of a third party, or a dangerous gang uses the location
POliTical STranGe 3 Lied to about the nature of the target, or is a trap laid by your enemies
1 Executive or Official Spirit of (roll again)
4 Requires long distance travel, or free spirits haunt the location
2 Banker or Pilot Talismonger
5 Target moves around (site changes, etc), or requires expensive or rare gear
3 Activist or Refugee Vampire or Ghoul
4 Liason or Cultist Corrupted AI (disguised)
6 The client is double-crossing them, or a powerful supernatural entity is involved
5 Beat Cop or Detective Dragon
6 Judge or Ward Boss Awakened or Cultist
(4) cOnnecTeD TO a...
(2) WOrk 1 PC Friend
DirTy DeeDS viOlence 2 PC Rival
1 Stalking or Surveillance Assassinate 3 PC Vice purveyor
2 Sabotage or Arson Disappear or Ransom 4 Crew Contact
3 Lift or Plant Terrorize or Extort 5 Corporate Notable
4 Poison or Arrange Accident Destroy or Deface 6 Spirit, Elemental,
Free spirit, strangeParacritter,
critter, AI,or
or Dragon
Dragon
5 Burglary or Heist Raid or Defend
6 Impersonate or Misdirect Rob or Smash & Grab

unDerWOrlD arcane (5) ..anD FacTiOnS


1 Escort or Security Curse or Sanctify 1-3 A faction with which the crew has a negative status
2 Smuggle or Courier Banish or Conjure 4/5 A faction with which the crew has a neutral status
3 Blackmail or Discredit Extract Essence 6 A faction with which the crew has a positive status
4 Con or Espionage Place or Remove Wards
5 Locate or Hide Perform / Stop Ritual
6 Negotiate or Threaten Drain or Infuse

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