Runners Sheets
Runners Sheets
Runners Sheets
ENJOY Paypal
All the materials required for play are contained in this document for easy printing as needed.
Contact:
on Twitter..
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..
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
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
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
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
BODY
HERITAGE: AFRICA - ASIA - AMERICAS - EUROPE - OCEANIA - OTHER
FIGHT
FINESSE
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
PROWL
WRECK
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
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
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
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
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
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
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
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
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
Operatives
BROKEN ARMOR
SPECIAL ABILITIES
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
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
SPECIAL ABILITIES
NAME REPUTATION
SAFEHOUSE
EXPERT
REP F I X E R S HOLD WEAK STRONG TIER COHORT TEAM
SAFE COHORT
EXPERT
TEAM
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
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.
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 ).
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
SAFEHOUSE(S)
TIER
FIXERS
SHADOW GROUPS & GANGS TIER HOLD STATUS INSTITUTIONS AND POLITICAL LEAGUES TIER HOLD STATUS CITIZENRY 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
SAFEHOUSE(S)
TIER
FIXERS
SHADOW GROUPS & GANGS TIER HOLD STATUS INSTITUTIONS AND POLITICAL LEAGUES TIER HOLD STATUS CITIZENRY TIER HOLD STATUS
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 _
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
sol sol
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
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
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
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
63