Runners Sheets B+W
Runners Sheets B+W
Runners Sheets B+W
You are not here to be told how to have fun, and I am not here to tell you. Roleplaying is an act of
performative expression. There are many things which cannot be put into rules and writing—and Purchase full e-book @
exploring this aspect of the experience fully is as much exploratory, as it is interpretive. There’s no markcleveland.itch.io/runners-in-the-shadows
treatise on ghosts or cyberspace contained in the book, for example. Instead, I give you a range of
possible fictional options—each of which you are free to pick and choose as you go along.
These sheets will get you by for awhile, but eventually you are going to want the full experience. To
get that, you will need: the e-book (available for purchase on the right), your group, and the online Contact:
community. In the book, you get a wealth of guidance for GMs and players alike, rules explanations, on Twitter..
examples, and tons of inspirational fiction to get your creative juices flowing. Plus a cornucopia of
advanced options and guidance designed to enhance an ongoing campaign. However you choose
to enjoy this product, it is now yours: have fun playing it as you see fit! on Discord..
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by listening or observing social cues, then you should be watching videos.
sheets
v0.998
PROCEDURES
---------------------- simple rules overview ----------------------
action roll
ACTION ROLLS
1. The player describes their action, stating their goal (“What do you hope this will
When a player character does something challenging, we make an action Command
do?”) and choosing the action rating that matches what their character is doing.
roll to see how it turns out. An action is challenging if there’s an obstacle to Consort
the PC’s goal that’s dangerous or troublesome in some way. The player rolls 2. The GM judges this, taking into account the opposition and any relevant factors
Engineer
a number of d6 equal to their character’s action rating (from 1 to 4). The to determine what is possible. They then ask “What do you most fear will go wrong
action rating they use depends on what their character is doing. If they’re Fight if you fail?” If it’s worse than that, the GM says how—clarifying the position and/or
brawling, it’s Fight, if they’re reverse-engineering a vehicle, it’s Engineering, Finesse effect for the action roll.
etc. See the list of actions at right. Influence 3. Add bonus dice. You can get up to two: one from either pushing yourself (costs 2
For each roll, we assess the position and effect level. Position tells us how Interface edge) or accepting a Dragon’s Deal, and another one from the assist of a teammate
bad it will be for the PC(s). A controlled position isn’t very dangerous. A Prowl (if they spend 1 Edge).
risky position is pretty dangerous. A desperate position is very dangerous
(and earns you precious karma). The effect level, on the other hand, tells us
Stalk 4. The player rolls the dice and we judge the result.
how much impact this roll will have on the situation. Great (3) effect means a Study
big impact, enough to overcome a tough obstacle. Standard (2) effect means
fortune roll
Survey
1. The GM determines the dice pool (generally 1 to 4 dice) based on the fictional trait
decent impact—enough to overcome a standard obstacle. Limited (1) effect
Wreck that applies to the situation (morale, toughness, quality, etc.).
means little impact, requiring multiple rolls to overcome an obstacle.
2. They roll the dice and read the highest single result to determine how strongly that
The outcome of the roll is determined by the single highest die result. If the highest die is a
6, it’s a full success: the PC’s action is effective and there are no consequences. If the highest
trait manifests in the situation at hand.
die is a 4 or 5, it’s a partial success: the PC’s action is effective, but there’s also a consequence
(something remains to be done, a new threat shows up, someone takes harm, something is lost,
resistance roll
heat is gained, etc.). If the highest die is a 1-3, it’s a failure: the PC’s action is not effective, 1. The player chooses to resist a consequence.
and there’s some consequence(s). The lower you roll, the worse it is. 2. The GM determines if the consequence will be reduced or negated by the resistance
roll, depending on the details of the situation.
Bottom line: we are hoping you roll a 6. If no one rolls a 6, some kind of badness occurs,
depending on the position. If a player rolls more than one 6, that’s a critical success—they 3. The GM determines which attribute applies to the consequence at hand (Intuition,
get an extra benefit of some kind. Body, or Willpower).
FORTUNE ROLLS 4. The player rolls the dice for that attribute.
A fortune roll tells us “how much” something manifests. There’s no significant risks or effect 5. The PC loses edge equal to 6 minus the highest dice result, and the consequence is
level, just a pool of d6 representing a trait. For example, the GM might make a fortune roll for your negated or reduced. A critical means they regain 1 edge instead.
Study to see how much the stolen building layout helps you, or roll the mega’s network security
to see whether ICe can respond to defend the paydata. If they’re on alert, the GM might roll 3d6 flashbacks
and see how many can be executed before the datavault is breached. On a 6, the system definitely 1. The player announces that they'd like a flashback to an action they performed in the
responds with its full complement of ICe. On a 4/5, maybe a few of them are not executed. On a 1-3, past which will impact the current situation.
they’re too laggy at the moment due to the hacker’s recent virtual corruption to respond in time.
2. The GM briefly describes the scene for the flashback. The Player describes what
RESISTANCE ROLLS their character does.
A PC can make a resistance roll to block or avoid a bad consequence that the GM inflicts. For 3. The GM sets a cost for the flashback action:
example, if the GM says, “You do it, but Jackie shoots at you and escapes as you climb over. You
0 Edge: An ordinary action for which you had easy opportunity.
lose her,” the player can say, “Nope! I want to resist that.” When a PC resists a consequence,
it’s always effective—the consequence will be reduced to something less severe or avoided
1 Edge: A complex action or unlikely opportunity.
entirely (depending on the situation and established tone). 2 (or more) Edge: An elaborate action that involved special opportunities or
contingencies.
The resistance roll tells us how much edge it costs the PC (6 edge minus the highest die result)
1 nuyen or 1 rep: Involves a downtime activity. Doesn’t cost any edge.
to reduce or ignore a single consequence. Note: you cannot resist the success or failure
outcome of a roll (the numerical result determines that), just the consequences. 4. The PC spends the resource and attempts the flashback action. Might be a roll.
PLAYERS’ BEST PRACTICES
The following best practices are also listed on bottom of each playbook as a handy reminder.
5 Choose a special ability. They’re in the gray column in the middle ITEMS & LOADOUT
of the character sheet. If you can’t decide, choose the first ability on the
You have access to all of the standard items on your character sheet, and all the
list. They’re placed there as a good first option.
special items you chose during character creation. As each operation begins, decide
6 Choose a close friend and rival. Mark the one who is a close friend, what your character’s load limit will be (by choosing a light, normal, or heavy
long-time ally, family relation, or lover (use the upward-pointing triangle). loadout). During the operation, you may say that your character has an item on hand
Mark one who is a former friend turned rival, enemy, scorned lover, by marking it on your list—up to a number of items according to your chosen loadout.
betrayed partner etc. (use the downward-pointing triangle). Your chosen loadout also determines your movement speed and conspicuousness:
7 Choose your vice. Pick your preferred type of vice, detail it with a Light (limit of 3 load): You’re faster and less conspicuous; you blend in with
short description and indicate the name and location of your vice purveyor. citizens. You might be wearing armored clothing, or have a different bulky item (like a
The GM will help you with the purveyor source if you aren’t sure. heavy weapon) on you—but not much else.
Normal (4 or 5 load): You look like you’re up to no good. You might be wearing
8 Choose IDN status. If you are undocumented (default), leave this
heavy armor, or have two bulky items on you—but not much else.
blank. Otherwise, mark the box to choose the type of issuer, then detail
Heavy (6 load): You’re slower and look like an operative on a mission. You are
it with the issuer’s name. Also record any additional details in your notes
well-prepared, having up to three bulky items on you.
for future reference.
Encumbered (7-9 load): You’re overburdened and can’t do much except move
9 Choose three special items or implants. Select the three (each very slowly. You might have heavy armor, plus several bulky items.
choice can be either a special item or implant) that you have access to at Some special abilities (like the Muscle’s Mule ability or a dragon’s incredible
the start of the game. Mark the sideways-pointing triangles and record strength) and implants (like compartments) increase the load limits.
details on your sheet as appropriate.
Some items count are bulky, counting as 2 load (they have two connected boxes)
10 Record name(s), look, and other details. Choose an alias or street instead of 1 load. Items without boxes do not count toward your load limit (during
name (maybe a real name too), and jot down a few words to describe your a run, you’ll still place a mark in the empty space next to the item’s name to indicate
look. Examples of each are provided in this PDF and the text. If it’s worth you have it).
mentioning, write your native tongue down first, then any others that
You don’t need to select specific items now. Review your chosen special items and the
make sense for your choice of details. Supernatural playbooks have special
standard item descriptions on page 64 or the handout in the Sheets PDF.
permissions and a couple extra choices to make before moving on.
suggested 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.
Face Snake
The Brains. Command +2, Study +2. Connected. The Informant. Consort +1, Interface +2, Study +1. Takes One to Know One.
The Closer. Influence +1, Interface +2, Survey +1. Deal Shark. The Mole. Command +1, Consort +2, Study +1. Trust Me.
The Grifter. Finesse +2, Influence +1, Study +1. A Little Jing on the Side. The Pretender. Fight +1, Finesse +1, Survey +2. Master of Disguise.
The Spectacle. Command +1, Fight +1, Engineer +2. Captivating. Smooth Operator. Engineer +2, Finesse +1, Interface +1. Long Con.
Hacker Trigger
Combat Hacker. Fight +2, Wreck +2. Virtual Fighter. Bounty Hunter. Consort +1, Fight +1, Prowl +2. Scout.
Developer. Engineer +2, Study +1, Survey +1. Programmer. Cyber-stalker. Interface +2, Study +2. Relentless.
Social Engineer. Consort +1, Command +1, Influence +2. Meticulous. Hood. Command +1, Consort +1, Wreck +2. Vigilante.
Watchdog. Finesse +1, Prowl +2, Wreck +1. Search Protocol. Sharpshooter. Prowl +2, Study +1, Survey +1. Deadeye.
Muscle Adept
The Leader. Command +1, Study +1, Survey +2. Militant. The Chameleon. Command +1, Consort +1, Influence +2. Transmorphic.
Cyber-Thug. Interface +2, Prowl +2. Formidable. Hulk, Smash. Fight +1, Prowl +1, Wreck +2. Boosted.
The Protection. Finesse +2, Survey +2. Bodyguard. Planar Guardian. Fight +2, Stalk +2. Astral Warrior.
Street Samurai. Command +1, Finesse +1, Influence +2. Street Code. Seer. Study +2, Survey +2. Adept Senses.
Punk Mage
Cyberpunk. Interface +2, Survey +2. Catch Me If You Can. Combat Mage. Fight +2, Prowl +1, Stalk +1. Sorcerer.
Firestarter. Command +2, Fight +1, Influence +1. Ring Leader. Cult Leader. Consort +2, Command +2. Astral Occultist.
Moshpit Champion. Command +1, Fight +2, Wreck +1. Mobility. Occult Investigator. Influence +1, Stalk +1, Survey +2. Astral Mind.
Surprise. Engineer +2, Influence +2. Ambush. Summoner. Command +1, Study +1, Survey +2. Conjurer.
Rigger Techno
Drone Enthusiast. Finesse +1, Interface +2, Survey +1. In Control. The Anomaly. Prowl +2, Wreck +2. Dead Zone.
MacGuyver. Prowl +1, Survey +2, Wreck +1. Jury Rig. The Architect. Engineer +2, Interface +1, Study +1. Instancer.
Pilot. Finesse +1, Interface +1, Survey +2. Ace. The Ghost. Prowl +2, Stalk +2. Editor.
Savior. Fight +2, Prowl +2. Medic. The Oracle. Consort +1, Study +1, Survey +2. Emergent Mind.
SPECIAL ITEMS SPECIAL ABILITIES
Privacy generator Gecko gloves Deal Shark Smooth Incorrigible Ambitious
Fine outfit Stunlock vial A Little Jing on Connected Sprawl Whisperer Captivating
the Side
Fine nightlife subscription A configured drone
Street drugs A personal vehicle Signal Tuner Search Protocol Meticulous Programmer
An entourage Utility harness (3 uses) Virtual Fighter Digital Warden Time Manager Data Analyst
friends (hacker) Chopper, a gearhead. Perhaps a fellow enthusiast from “back in the source of your troublesome visions?
1337
Whisper, a secrets trader. Perhaps a profitable way of unloading the day,” or someone whose machines have thwarted you before?
Roz, a free spirit. Perhaps a good source for targets, or the
sensitive data, or a rival in the industry? Bricks, a bioengineer. Perhaps a way to “dispose” of unwanted malevolent watcher that’s been toying with you? This one has been
things, or someone whose special designs nearly killed you?
Smith, a G-Man. Perhaps an old colleague turned legit, or someone a professor at a nearby college for decades, but recently.. something
whose mission it is to counterhack you? Twitch, a spacecase. Perhaps a hopeless BTL addict with genius changed.
ideas, or a conspiracy theorist clearly high on psychedelics? Vladimir, a vampire. Perhaps a source of power, or a former
Gunther, a mad scientist. Perhaps an old colleague who likes to
Drano, a smuggler. Perhaps a source of illegal merchandise, or a lover—now infected and beyond reason?
work with his hands, or someone whose creations nearly killed
rival pilot who keeps running your routes? Kalanyr, a dragon. Perhaps your partner in a dark endeavor, or
you?
Memphis, a sailor. Perhaps a knowledgeable mentor who spun the entity that caused your senses to open?
Flags, a construct admin. Perhaps a good source of cyberspace
great tales about the open seas, or an unexpected thorn in your side?
gossip, or a well-connected digital gatekeeper? Redstone, a wage mage. Perhaps a knowledgeable magical
Cruz, a virtual artist. Perhaps a reliable underworld contact, or a sly friends (snake) colleague, or perhaps a former student who left over bad blood?
distributor of messed up BTL experiences? Pop, a drug dealer. Pop regularly buys and sells a respectable Moonriver, a talismonger. Perhaps a wise mentor or source of
quantity of drugs around town. What class of clientele finds their rare materials, or perhaps your ideological rival?
dangerous friends (Muscle) product most desirable?
Crit, a brawler. Perhaps someone who bested you before, or a Layne, a free sprite. Perhaps a childhood friend who proxied for
Maynard, a courier. Perhaps a good source for gossip among the
martial arts instructor who trained you? too long, or perhaps a meddlesome e-ghost that keeps getting in
upper class, or a trusted trafficker who screwed you over?
Livewire, an enforcer. Perhaps a member of a former crew, or a your way?
Freedom, a double agent. Perhaps a good source of information,
ganger who keeps getting in your way? Links, a dataminer. Perhaps a valuable source of “hot” data trails,
or someone who keeps complicating your jobs?
Dex, a street doc. Perhaps a source for poisons and patches, or the or a runner whose weird powers thwart your own?
Jerick, a records clerk. Perhaps a way to deal with bothersome
butcher of a surgeon you wish you could sue for malpractice? Traveller, an artificial intelligence. Perhaps the entity responsible
records, or someone who falsified official documents against you in
Cyclops, a cold killer. Perhaps a fellow assassin for hire, or the for your strange powers, or a digital sentinel you evaded too many
the name of “justice.”
lopsided lunatic that tried to set you up? times?
Sea Bass, a parolee. Perhaps an old friend from childhood, or an
Needles, an extortionist. Perhaps a former partner in crime, or a enemy who was never supposed to get out? Phreak, a techno-cultist. Perhaps an old friend whose methods
longtime competitor in the underworld? intrigue you, or perhaps someone who knows too much?
deadly friends (trigger) Magellan, a lurker. Perhaps a former mentor, or perhaps someone
Flex, private security. Flex is a protector; a bodyguard. Who do who stole a special design from you?
they watch over?
Blank, a spy. Who does Blank give their intelligence to?
Maple, a street doc. Perhaps an old friend who’s patched you up
many times, or someone to whom you’ve sent too many victims?
Vik Bates, an executive. Perhaps a client who’s often hunting down
their targets, or perhaps a target who got away?
Longarm, a bounty hunter. Perhaps someone you trained to hunt
the ultimate game: people, or vice-versa?
STANDARD ITEMS KINGSTON: VICE PURVEYORS
A Comm: An advanced computing device Demolition Tools: Impact drill and power
worn on the thumb and forefinger, featuring packs. A miniwelder and large fuel tank. FAITH PLEASURE/STUPOR
a holographic touchscreen and multi-band Heavy-duty crowbar. A handheld pneumatic Dog, mentor spirit, Gutter Park, in a nearby alley Marcus Gritsky, Marcus’ Hovel, St. Andrew
transceiver suitable for networking devices bolt cutter. [2 load] in Barbican neighborhood. Parish.
and accessing cyberspace. [0 load] Your first
Lighting Gear: A string of work lights, Mother Maya, the Neo-Catholic Church, New Nukem Soyfish, the first of many.
comm is zero load, but each additional comm
kinetically-charging flashlight or lantern, Kingston. Alabaster Maiden, a nightclub named for
you carry as a backup takes up 1 load.
adjustable headlamp, or other light source. Ixis, street preacher, the Arcology Projects, Adamina Weiskechil, a cultist whose burnt and
A Pistol: A heavy pistol, semi-automatic, and [1 load] north side of Trench Town. petrified remains are on display there.
loaded with a magazine containing enough
Mechanical Tools: A set of heavy tools for Anne Berlin, Buddhislam Worship Center, Noggin, the Moshbar, Sewerton
ammunition for a quick murder or escape.
working on machinery: gas-powered jack Havendale. Helene, Fantasy Towers casino, Kingston Parish.
Devastating at speaking distance, and quick to
stands, heavy clamps, air compressor, large Priestess Barbarosa, Tinsen Pen Worship
reload. [1 load] Something that a respectable Juniper Sung, the Sealed Cask, winery, August
screwdrivers & wrenches, heavy nuts & bolts, Center, Constant Spring.
cyberpunk citizen might carry. Town, near the Mt. Carmel lift station.
etc. [2 load]
A Quiet Weapon: A lightweight weapon which
Reagents: Arcane or emergent reagents GAMBLING Zidane, arms dealer, ruins at Harborview.
makes little noise during use or while carried. Slug & Dominique, gossipers, Sewerton.
(choose one) that contain some concentrated Spugface’s dice game, Trench Town alleys.
A small set of throwing knives or ninja stars. A Mistress Minx, The Purple Door, brothel,
essence. Rendered inert and dissipate upon The Hammer, Robbie’s Cage, docks, Kingston
blowgun and darts. [1 load]
consumption by a mage or techno. [1 load] Parish.
Kingston Parish.
A Medieval Weapon: A handheld weapon The limitations on their form depend on the Sweet Clouds vape shop, New Kingston.
Ronnie, Fantasy Towers casino, New Kingston.
designed for brutal melee. A set of brass type you choose. Further detail can be found in CP-45B, tourist information drone, the Hydro-
knucks. A Port-au-Prince Slugger baseball bat. the Strange Forces chapter. Sea Bass, drone racing, Portmore.
ferry, Kingston Parish docks.
A serrated sawblade. [1 load] For “gettin’ Madame Steinbergh, Club Steinbergh,
Subterfuge Supplies: A theatrical makeup kit Max and Sherri, the Night Lotus, Mona.
medieval” on somebody’s arse. Downtown St. Andrews.
and costume jewelry. A subvocal communicator
A Large Weapon: A weapon meant for two and a contact lens with built-in ocular overlay. Krist, the fight clubs, Kingston Parish. Deviant
hands. A battle axe, katana, warhammer, or A janitor outfit and a “trashy” cover story. A The holographic barkeep of a dive bar whose
polearm. A hunting rifle. A shotgun. A bow or database of blank license templates, ready LUXURY/PLEASURE door can never be found in the same place twice.
crossbow. [2 load] for the forger’s hand. A reversible trenchcoat Ginger, homeless girl and finder of rare things, Strange passageways lead to stranger chambers
and distinctive hat. A vial of concentrated Emancipation Park Garage fire escapes.
An Unusual Weapon: An Unusual Weapon: A beyond.
pheromones. A common skillchip. A tag eraser.
curiosity or tool turned into a weapon. A coiled Kelly Harvey, Santa Maria’s, Havendale. Father Cassius III, Memorial Hall Church,
A clandestine surveillance kit. [1 load]
whip, a gardening shovel, a length of chain, a Remereau’s Fine Winery, Mona. Trench Town.
razor-edged fan, a commercial bug sprayer, Technical Tools: A basic set of tools for detailed “Roz,” a free spirit, which moves from body to
steel-toed boots. [1 load] mechanical or electrical work: soldering iron, Nanowear, fine fabrics and tailoring, St.
Andrews up and down. body at their whim.
spools of wire, small hammer, pliers, precision
Ammo: A bunch of extra ammunition. Extra Sister Thorn, wilderness expert, outside bus
screwdrivers & wrenches, a small case Joey Baggadonutz, Glowdome amusement
sets of throwing knives, arrows, bullets. depots near the northern edges of Mona.
containing assorted fasteners, etc. [1 load] park, Downtown.
[1 load each] Otep, a provider of surprisingly extreme BTL
Chef Horace Rodriguez, the Twisted Wood
Armor: An armored jacket or reinforced
leather duster, plus protective gloves and loadout restaurant, Constant Spring.
experiences. Her host, #Pandoras_Box is invite only.
Puck, black market vendor, Rooftop Bar 405,
Maestro Dexter, St. Andrew Pointe Theater,
boots. [2 load] Choose loadout before engagement roll. During Kingston Parish.
downtown St. Andrew Parish.
+Heavy: The addition of bulletproof vest, kevlar the run, check the box(es) for each item you use— Winter, cultist of a forgotten spirit, living deep
Ari, Wunder Barber and Salon, St. Andrew
plating, and helmet. Or a riot shield. [2 load]. up to a number according to your chosen loadout. in Sewerton and Trench Town’s waterways.
parish.
The load for heavy armor is in addition to Traveller, a rampant AI with no purpose that
normal armor—4 load total. Makes you look • Light: 1-3 load. You’re faster and less
conspicuous; you blend in with citizens.
OBLIGATION once monitored the public grid in a fallen North
dangerous and ready for trouble. American nation.
Family members (heritage) or former
Burglary Gear: An autopicker. A maglock • Normal: 4/5 load. You look like you might be
connections (background).
sequencer. A programmable keycard. A up to no good.
suction-cup glass cutter. A small pry-bar. Vial Jake Sutton, a Loyalist, Sewerton.
• Heavy: 6 load. You’re slower. You look like an
of lubricant for squeaky hinges. [1 load] Red XIII, a secret society member. Establishing a new purveyor as a reliable
operative on a mission.
Vigo, enforcer for the Manning family, St. source to indulge your vice is often complex
Climbing Gear: Grappling hooks. Suction cup • Encumbered: 7-9 load. You’re overburdened
gloves & boots. Carbiners and crampons. [2 load] Andrew Parish. enough to warrant a long-term project.
and move very slowly. You can’t do much else.
Secure rigging for assisted climbing maneuvers.
RUNNERS in the SHADOWS
STASH
PLAYER
FACE A SMOOTH & WELL-
CONNECTED CRIMINAL
PLAYER
HACKER A DIGITAL SPY &
VIRTUAL WEAPON
PLAYER
MUSCLE A DANGEROUS &
INTIMIDATING FIGHTER
HARM HEALING CLOCK Militant: When you Command a cohort in combat, they continue STUDY
NEED
to fight when they would be otherwise broken (they’re not taken out
HELP when they suffer level 3 harm). They gain +1 effect and 1 armor.
BONUS DIE
-1D Conditioned: From hard-won experience or painstaking trials, you
are immune to the first symptom of lost essence you add. You never PUSH YOURSELF
LESS suffer trauma due to reconditioning. (spend 2 edge) OR accept a
EFFECT ARMOR USES DRAGON’S DEAL
ARMOR Veteran: Select a special ability from another source.
HEAVY DANGEROUS FRIENDS ITEMS LOADOUT light (3) normal (5) heavy (6)
NOTES SPECIAL
Crit, a brawler Fine brutal weapon A comm Armor
A pistol +Heavy
Livewire, an enforcer Light armor A second pistol
Dex, a street doc Fine scary weapon/tool A quiet weapon
A medieval weapon Ammo
Cyclops, a cold killer Kamikaze vial A large weapon
An unusual weapon
Needles, an extortionist Containment manacles
Burglary gear
KARMA Climbing gear
Everytime you roll a desperate action, mark karma in that action’s attribute. Demolition tools
At the end of each session, for each item below, mark 1 karma (in your Lighting gear
playbook or an 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, heritage, or background.
Technical tools
You struggled with issues from dystopia, your harm, vice, or trauma.
____________________________
__________________________
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?
What do they intend to do?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Protect a teammate Deception: Method Stealth: Entry point
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?
RUNNERS in the SHADOWS
STASH
PLAYER
PUNK A WILY HOODLUM AND
TROUBLEMAKER
NEED Ring Leader: Choose one of your action ratings. When you lead
HELP a group action using that action, you can only lose 1 edge at most
regardless of the number of failed rolls. BONUS DIE
-1D
Beyond Driven: You gain an additional karma trigger: When PUSH YOURSELF
LESS you get away from or stand up to “the Man.“ You get +1 edge box. (spend 2 edge) OR accept a
EFFECT ARMOR USES DRAGON’S DEAL
ARMOR Veteran: Select a special ability from another source.
HEAVY SHADY FRIENDS ITEMS LOADOUT light (3) normal (5) heavy (6)
notes NOTES SPECIAL
Crime, a street artist Fine stealth outfit A comm Armor
A pistol +Heavy
EXPLOSIVES Lucky, a snitch Fine punk stuff A second pistol
3 uses A quiet weapon
Fox, a burglar Explosives
When you use an A medieval weapon Ammo
explosive, choose one: Lazarus, a security agent Gecko gloves A large weapon
An unusual weapon
EMP Mad Willie, a busker Stunlock vial
Burglary gear
Flashbang KARMA Climbing gear
Grenade Everytime you roll a desperate action, mark karma in that action’s attribute. Demolition tools
Pepper At the end of each session, for each item below, mark 1 karma (in your Lighting gear
playbook or an attribute) or 2 karma if that item occurred multiple times. Mechanic tools
Smoke
You addressed a challenge with surprise or mayhem. Reagents
Tear gas Subterfuge supplies
You expressed your beliefs, drives, heritage, or background.
Technical tools
You struggled with issues from dystopia, your harm, vice, or trauma.
____________________________
__________________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate for the run. What do they value most?
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?
What’s the best way in/out?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Protect a teammate Deception: Method Stealth: Entry point
What will cause the most chaos?
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?
RUNNERS in the SHADOWS
STASH
PLAYER
RIGGER AN INVENTIVE
TECHNICIAN & PILOT
PLAYER
SNAKE A LIAR AND
MANIPULATOR
PLAYER
TRIGGER A DEADLY MARKSMAN
AND TRACKER
SOURCE LOOK Scout: When you gather information to locate a target, you get +1 STALK
ID’ED
effect. When you hide in a prepared position or use camouflage, you SURVEY
get +1d to rolls to avoid detection.
HERITAGE: AFRICA - AMERICAS - ASIA - EUROPE - OCEANIA - OTHER Focused: You may expend your special armor to resist a consequence BODY
of surprise or mental strain (fear, confusion, losing track of someone), FIGHT
or to push yourself for ranged combat or tracking. FINESSE
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
Gun Control: You can draw and reload firearms quickly, regardless PROWL
of weapon type. You get +1d to rolls to unleash a barrage of rapid fire WRECK
at an enemy.
Relentless: Due to harsh experience or training, if there is a question
VICE / SOURCE: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD WILLPOWER
whether you’re sleepy, hungry, or thirsty, the answer is no. You get +1
EDGE TRAUMA edge box. COMMAND
COLD - HAUNTED - OBSESSED - PARANOID
Vigilante: You gain an additional karma trigger: You exacted justice CONSORT
RECKLESS - SOFT - UNSTABLE - VICIOUS INFLUENCE
on someone who harmed you or someone you care about. If your crew
STUDY
HARM HEALING CLOCK helped you exact justice, also mark crew karma.
NEED
Resilient: You recover from harm faster. Permanently fill in one of
HELP your healing clock segments. You get +1d to healing recovery rolls.
Killer Pet: Your hunting pet gets +1d when tracking or fighting BONUS DIE
-1D injured targets, and gains a special ability: crowd control—sapience— PUSH YOURSELF
swift. Take this ability again to choose an additional special ability for (spend 2 edge) OR accept a
LESS
EFFECT ARMOR USES your pet. DRAGON’S DEAL
ARMOR Veteran:
Veteran:Select a special
Select ability
a special fromfrom
ability another source.
another source.
HEAVY DEADLY FRIENDS ITEMS LOADOUT light (3) normal (5) heavy (6)
notes NOTES SPECIAL
Flex, private security Military weapon A comm Armor
A pistol +Heavy
firearms mod Blank, a spy Firearms mod A second pistol
Laser Sight A quiet weapon
Maple, a street doc Fine pair of pistols
Scope A medieval weapon Ammo
Silencer Vik Bates, an executive Special ammo A large weapon
Stabilizer An unusual weapon
Longarm, a bounty hunter A trained hunting pet Burglary gear
special ammo KARMA Climbing gear
AP ammo Everytime you roll a desperate action, mark karma in that action’s attribute. Demolition tools
Capsule ammo At the end of each session, for each item below, mark 1 karma (in your Lighting gear
playbook or an attribute) or 2 karma if that item occurred multiple times. Mechanic tools
Flare ammo
You addressed a challenge with tracking or violence. Reagents
Flechette ammo Subterfuge supplies
Frangible ammo You expressed your beliefs, drives, heritage, or background.
Technical tools
Gel ammo You struggled with issues from dystopia, your harm, vice, or trauma.
____________________________
__________________________
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?
Where are they vulnerable?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Protect a teammate Deception: Method Stealth: Entry point
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?
RUNNERS in the SHADOWS
STASH
PLAYER
BLANK A BLANK PLAYBOOK
VICE / SOURCE: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD WILLPOWER
EDGE TRAUMA COMMAND
COLD - HAUNTED - OBSESSED - PARANOID CONSORT
RECKLESS - SOFT - UNSTABLE - VICIOUS INFLUENCE
STUDY
HARM HEALING CLOCK
NEED
HELP
BONUS DIE
-1D
PUSH YOURSELF
LESS
(spend 2 edge) OR accept a
EFFECT ARMOR USES DRAGON’S DEAL
ARMOR Veteran: Select a special ability from another source.
HEAVY FRIENDS ITEMS LOADOUT light (3) normal (5) heavy (6)
NOTES SPECIAL A comm Armor
A pistol +Heavy
A second pistol
A quiet weapon
A medieval weapon Ammo
A large weapon
An unusual weapon
Burglary gear
KARMA Climbing gear
Everytime you roll a desperate action, mark karma in that action’s attribute. Demolition tools
At the end of each session, for each item below, mark 1 karma (in your Lighting gear
playbook or an attribute) or 2 karma if that item occurred multiple times. Mechanic tools
Reagents
You addressed a challenge with _____________________ or _____________________.
Subterfuge supplies
You expressed your beliefs, drives, heritage, or background.
Technical tools
You struggled with issues from dystopia, your harm, vice, or trauma.
____________________________
__________________________
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?
What should I lookout for?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Protect a teammate Deception: Method Stealth: Entry point
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?
IMPLANT TRACKER L O ST E S S E N C E
When you lose essence, fill in the Lost Essence tracker above (details below).
C N E U R A L . . . Choose up to 2 features:
adrenaline - comm/deck - control rig* - pheromone secretor
B metabooster - reflexes* - skilljack - vocalflex - pain limiter (minimum quality 1)
C V I TA L O RG A N S . . . Choose up to 2 features:
B amphibious - biorepair - inhaled - injected - ingested
S K I N . . . Choose up to 2 features:
C acidproof - bulletproof - plating (requires bulletproof )
B chameleon* - fireproof - grappleproof - lifelike (incompatible with plating)
C S K E L E TO N . . . Choose up to 2 features:
B added limb - omnidirectional - reinforced - turret
*: count as 2 features (fill two dots), either due to complexity or requiring a matched set to provide a reliable benefit.
SYMPTOMS
CHOOSE 1 PER ESSENCE LOST BEYOND THE 3RD
When you mark the first concentric dot (circle inside
When you get an implant, circle the letter for its Service ReQuired: You must spend a downtime
a circle) for a given cybernetic implant, you lose 1
type (C for cybernetic, or B for bioengineered) on activity undergoing maintenence [-1 edge if you
essence. When you mark the second concentric dot
the appropriate entry above, then circle its don’t].
for a given bioengineered implant, you lose 1
features as directed, marking dots accordingly Twitchy: Off-putting mannerisms and speech.
essence. You can’t lose more than 1 essence per
(starting on the top leftmost dot for the location’s Signal-Reliant: Incapacitated by EMPs and
location.
entry on this page). You may choose the lifelike jamming devices. Mark 1 edge to resist this.
feature for free (don’t fill a dot) for a When you fill the last dot for a given location, it can Cyberpsychosis: Paranoid delusions, and verbal
bioengineered implant, if available. accomodate no more. interaction is extremely upsetting to you.
Essencedeath: 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 players about in your death. You may become a cyberzombie.
it. For more detailed descriptions and specifications, see the Implants section starting on page 262.
SUPERNATURAL TRADITIONS & WAYS
Ways (Adept) and methods (Mage or Techno) represent an immutable aspect of Adept Ways Adept Drawbacks
the supernatural tradition that led you to power—something core to its practice. Mind: Empowerment through the Expensive: Your access to adept feats
Consider what your tradition believes is the source of its power, and then make a perfection of your intellect and instincts. and your chosen method costs you 1
choice. Your choice should reflect the core tenets of the belief system employed by The cap on your rating for all four nuyen per downtime to keep active.
your character, to be given definition through discussion. Each chosen method or Intuition actions is one higher than
way includes a small boon and a roleplaying cue, while drawbacks are detrimental. normal.
Some combinations will be less viable than others for a given practitioner. Loud: You take +1 heat the first time
Body: Empowerment through the
you use an adept feat on a run.
You choose one from the left column, and a number of drawbacks from the right perfection of your fitness and health.
column as directed by your choice. The cap on your rating for all four Body
actions is one higher than normal.
For example, Bartleby is playing Totes, a Mage, so he must choose one arcane method. Taxing: In downtime, you must spend
He looks over the methods on his playbook, and chooses shamanic because he wants Soul: Empowerment through the one activity meditating and practicing in
to make deals with spirits often. Then, he looks over his choices for drawbacks on his perfection of your personality and resolve. a safe spot (or else lose 1 edge).
playbook, and thinks reverent makes the most sense. So he fills the box for that on The cap on your rating for all four
his playbook sheet, then he writes the words “Caribbean shaman, won’t mess with bad Willpower actions is one higher than
mojo” in his notes to help detail his tradition before moving on. normal.
Note: Also assign three starting action dots during character creation in step 4. So if you
chose Way of the Mind, distribute 3 dots however you want to Engineer, Interface,
Stalk, or Survey.
Arcane Methods Arcane Drawbacks
Hermetic: The manipulation of Bright: You take +1 heat the first Emergent Methods Emergent Drawbacks
supernatural energies with practiced time you use arcane power on a run. Yes: Dissonant: The control of signals Anomalous: You take +1 heat the first
routines and science. You may* roll to even Assensing counts as arcane power. using the spaces between them with time you use emergent power on a run.
resist supernatural consequences with precise algorithms. You may* roll to Yes: even Attuning ocunts as emergent
Intuition. Also take one drawback. resist supernatural consequences with power.
Expensive: Your access to the secret
Shamanic: The guidance of Intuition. Also take one drawback.
arts costs you 1 nuyen per downtime to
supernatural energies with spiritual Obsolete: Your methods rely on an
keep active. No: Assensing doesn’t count Resonant: The guidance of emergent
contracts and unwavering belief. When antiquated understanding of technology.
as a secret art. energies with machine languages you can
you make a deal with spiritual entities, You suffer reduced effect when you use
“speak” intuitively while online. When
you get +1d. Also take one drawback. high technology without your powers.
you make a deal with an emergent entity,
Reverent: Your beliefs or dogma
New World: You gain the benefits of you get +1d. Also take one drawback.
forbid you from commanding spiritual
one or both methods above, describing Convergent: You gain the benefits of Rigorous: In downtime, you must
entities. You may spend 1 edge to
what’s unique about your interpretation. one or both methods above. Also take an spend one activity studying and practicing
overcome this stricture.
Also take an equal number of drawbacks. equal number of drawbacks. in a lodge (or else lose 1 edge).
Denial: You completely deny the
Denial: You completely deny the
benefits and trappings of arcane Rigorous: In downtime, you must
benefits and trappings of emergent Tracked: 6-clock, “Accosted by OTF
tradition. To what can you attribute spend one downtime activity studying
tradition. To what can you attribute your agents,” 1 tick per use of a secret art. This
your power: faith, insanity, or some other and practicing in a lodge (or else lose
power: faith, insanity, or some other is a supernatural consequence which you
delusion? Take zero drawbacks. 1 edge).
delusion? Take zero drawbacks. can roll to resist as normal.
*: Normally, the GM tells you which attribute to roll to resist a particular consequence, given the source (in other words—any of them might apply). With this, you can choose to roll Intuition instead.
RUNNERS in the SHADOWS
STASH
PLAYER
ADEPT A MYSTIC PRACTITIONER
PLAYER
MAGE AN ARCANE
PRACTITIONER
SOURCE LOOK Warded: You can expend your special armor to resist an arcane STALK
ID’ED
consequence, or to push yourself when you employ or contend with SURVEY
arcane forces.
HERITAGE: AFRICA - AMERICAS - ASIA - EUROPE - OCEANIA - OTHER
Astral Mind: You’re always aware of astral entities in your presence. BODY
You get +1d to gather information about the arcane by any means. FIGHT
Conjurer: You can Assense to force a nearby astral entity to appear FINESSE
before you and obey a command you give it. You are never terrified by a PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD
astral entity you summon or attempt to conjure (though your allies may be). WRECK
Iron Will: You’re immune to the terror that some supernatural entities
inflict on sight. When you make a resistance roll with Willpower, take +1d.
VICE / SOURCE: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD WILLPOWER
Enchanter: You know the ancient methods to invent and craft creations
EDGE TRAUMA COMMAND
COLD - HAUNTED - OBSESSED - PARANOID
with arcane features. You can Study a design (or create a new one) to produce
CONSORT
a magical focus or alchemical. You begin with one special design already
RECKLESS - SOFT - UNSTABLE - VICIOUS
known. INFLUENCE
STUDY
HARM HEALING CLOCK Astral Occultist: You know the secret ways to Consort with ancient
NEED
powers, forgotten mentors, or dragons. Once you’ve consorted with one, you
ASSENSE
HELP get +1d to Command cultists who worship it.
Astral Projection: You may project your consciousness into the astral plane to BONUS DIE
-1D “see” a small room across the district as if it were nearby. Spend 2 edge when you PUSH YOURSELF
project, plus 1 edge for each extra feature: project further (across the sprawl, across (spend 2 edge) OR accept a
LESS
EFFECT ARMOR USES the country, etc)—you can be seen or heard—it lasts longer (a few minutes, an hour, etc.). DRAGON’S DEAL
ARMOR Veteran: Select a special ability from another source.
HEAVY STRANGE FRIENDS ITEMS LOADOUT light (3) normal (5) heavy (6)
notes NOTES SPECIAL
Roz, a free spirit Fine spell focus A comm Armor
A pistol +Heavy
ARCANE METHODS Vladimir, a vampire Fine sensing focus A second pistol
Hermetic Kalanyr, a dragon Banishing focus A quiet weapon
Ammo
Shamanic A medieval weapon
Redstone, a wage mage A paracritter A large weapon
New Age
An unusual weapon
Denial Moonriver, a talismonger Fine arcane reagents
Burglary gear
ARCANE DRAWBACKS KARMA Climbing gear
Bright Everytime you roll a desperate action, mark karma in that action’s attribute. Demolition tools
At the end of each session, for each item below, mark 1 karma (in your Lighting gear
Expensive
playbook or an attribute) or 2 karma if that item occurred multiple times. Mechanic tools
Reverent Reagents
You addressed a challenge with knowledge or magical power.
Rigorous Subterfuge supplies
You expressed your beliefs, drives, heritage, or background.
Technical tools
You struggled with issues from dystopia, your harm, vice, or trauma.
____________________________
Awakened: Choose an arcane method, and a number of drawbacks as directed by your choice.
__________________________
You may choose to roll the Assense action. When you roll a desperate Assense action, mark 1 TEAMWORK PLANNING & LOAD
karma on the Willpower track. You may take additional action dots in the Assense action as a Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Willpower advance. You can never become Emergent or a Practitioner of the Way. Assist a teammate (loadout) for the run. What is arcane or weird here?
Assault: Point of attack Social: Connection What’s on the astral plane?
Lead a group action
PLAYERS BEST PRACTICES 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?
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?
RUNNERS in the SHADOWS
STASH
PLAYER
TECHNO AN EMERGENT
PRACTITIONER
3
one of your sites as its location (your safehouse
Choose a fixer. Mark the Give them nothing. Take -1 status an extraction team to transport injured crew
members to a medical facility—free access to is one, and each site can accommodate 4
contact who is a criminal liaison for with them. upgrades before you need another site).
a licensed physician for the entire crew. Your
the crew—the fixer who arranges
5 Choose a special ability. benefits refresh after each run. This costs
2 upgrade boxes to unlock. For details on
Boat house
meetings with envoys. Are they a They’re in the gray column in the
former partner in crime, long-time ally extraction during a run, see page 156. Cleanroom
middle of the crew sheet. If you can’t
Mastery: Your crew has access to master Cryptovault
in the shadows, or close friend? Also decide, choose the first ability on the level training. You may advance your PC
choose their favored operation type list. It’s placed there as a good first action ratings to 4 in all actions that fall Garage
(they are listed at the bottom of your option. under a single attribute of choice (Intuition, Lodge
crew playbook). The crew gets a free Body, or Willpower). This costs 2 upgrade
6 Assign crew upgrades. Your Quarters
downtime activity to prepare for a boxes to unlock. You may take this upgrade
crew has two upgrades pre-selected. a second time to apply it to all the actions Secure
run of this type they helped arrange.
Choose two more. If your crew has (including the special ones).
Workshop
Record the faction status changes a cohort, follow the procedure to TacNet: You have an array of
related to your contact: communications and surveillance technology, Workstation
create it. Record the faction status
and shielded from counter-surveillance.
One faction is friendly with this changes due to your upgrades:
contact. Take +1 status with them. One faction helped you get an
Further, any crew members in the same
district may use this to perform teamwork
advanced upgrades
One faction is unfriendly with this upgrade. Take +1 status with them. maneuvers, regardless of the distance Each advanced upgrade has special upgrades
separating them. costs and/or requirements.
contact. Take -1 status with them. Or spend 1 nuyen for +2 status
Training: If you have a Training upgrade,
instead. Added Site (limit equal to Tier +1)
At your option, this fixer has you earn 2 karma (instead of 1) when you
mutually chosen by you—so you One faction was harmed when train a given karma track during downtime Headquarters (costs 2, requires Tier I)
you got an upgrade. Take -2 status (Intuition, Body, Willpower, or Playbook
mark them on your claims map Landing Pad (costs 2, requires HQ)
karma). This upgrade essentially helps you
(and rep tracker) and take +2 and -2 with them. Or spend 1 nuyen for -1
advance more quickly. See Advancement Expansion (costs 4; limit equal to Tier,
status, instead of +1/-1. status instead. for details. requires Tier I)
EXPERT
COHORT
RUNNERS in the SHADOWS CREW SHEET
TEAM
SPECIAL ABILITIES Upon crew advance, each PC also gets +1 stash (+2 per Tier)
NAME REPUTATION (UP TO TWO) Deadly: Each PC may add +1 action rating to Fight, Prowl, or Stalk
(up to a max rating of 3).
SAFEHOUSE
Cleaners: When you dispose of evidence to reduce heat, you get
EXPERT
REP FIXERS HOLD WEAK ST RO N G TIER +1 result level to your roll. When you employ acid, you are specially COHORT TEAM
prepared to be immune to its effects. WEAK IMPAIRED BROKEN ARMOR
Patron: When you advance your Tier, it costs half the nuyen it
HEAT WANTED LEVEL NUYEN CRYPTOVAULT EXPERT
normally 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
At the end of each session, for each item below, mark 1 karma (or instead mark
2 karma if that item occurred multiple times or in a major way).
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 Assassin’s rigging (2 free load of SITE
Boltholes Boathouse
weapons or gear)
Smith, a G-man Cryptovault Cleanroom
MedSled Garage
Roland, a politician Elite Thieves TacNet Lodge
Quarters
QUALITY
Loba, a bounty hunter Elite Thugs Secure
Comms
Workshop
Gear
Keller, a ghoul Workstation
Supplies
Calloused (+1 trauma box) Tools
Lydia, an executive OTHER
Weapons
meeting grounds (corporate—fringe—institutional—underworld)
UPGRADE COSTS
New Cohort: 2
TRAINING Add Type: 2
fixers (accident—disappearance—murder—ransom) Intuition Added Site: 1
Body Headquarters: 2
Willpower Landing Pad: 2
Playbook Expansion: 4
Mastery
EXPERT
COHORT
RUNNERS in the SHADOWS CREW SHEET
TEAM
COURIERS SMUGGLERS OF
CONTRABAND
WEAK IMPAIRED BROKEN ARMOR
SPECIAL ABILITIES Upon crew advance, each PC also gets +1 stash (+2 per Tier)
NAME REPUTATION (UP TO TWO) 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.
SAFEHOUSE A vehicle can use teamwork actions (using quality for rolls). A vehicle
can’t lead a group action, but may participate.
EXPERT
REP FIXERS HOLD WEAK ST RO N G TIER Crew Managers: During downtime, one of your cohorts may COHORT TEAM
perform a downtime activity for the crew to acquire an asset, reduce WEAK IMPAIRED BROKEN ARMOR
CULT ACOLYTES OF A
FORBIDDEN TRADITION
WEAK IMPAIRED BROKEN ARMOR
Weirdos
SPECIAL ABILITIES Upon crew advance, each PC also gets +1 stash (+2 per Tier)
NAME REPUTATION (UP TO TWO) Devoted: 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
You get +1d to healing rolls when you have supernatural harm. EXPERT
ANCIENT—CRYPTIC—DOOMSDAY—ENLIGHTENING COHORT
TRADITION ARCANE INSECT—MADDENING—PERSONALITY—TOXIC Shared Telepathy: You may use teamwork maneuvers with TEAM
EMERGENT any cult member, regardless of the distance separating you. By WEAK IMPAIRED BROKEN ARMOR
Thugs
SPECIAL ABILITIES Upon crew advance, each PC also gets +1 stash (+2 per Tier)
NAME REPUTATION (UP TO TWO) 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 FIXERS HOLD WEAK ST RO N G TIER they get +1d for teamwork rolls (setup and group actions). All of COHORT TEAM
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
Door Kickers: When you execute an assault plan, take +1d to the
+1 scale for your FIXER +1d gather info for
Thug cohorts +2 nuyen for battle or runs (Tier roll) - Heat = engagement roll.
extortion nuyen in downtime
attribute of choice.
ENFORCEMENT
CRIMINAL Poise Under Pressure: When you’re marked (-3 faction status),
STREET FENCE WAREHOUSES
INFIRMARY
+1d to healing rolls
INTIMIDATION +2 nuyen for lower- Stockpiles give you
RESPECT your crew does not suffer -1 hold and PCs still get two downtime
+1d to acquire assets +1d engagement for
-2 heat per run
activities, instead of just one.
class targets
assault plans
Patron: When you advance your Tier, it costs half the nuyen it
HEAT WANTED LEVEL NUYEN CRYPTOVAULT EXPERT
normally 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
At the end of each session, for each item below, mark 1 karma (or instead mark
2 karma if that item occurred multiple times or in a major way).
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
Ivan, a ganger Mercenary Rigging (2 free load SITE
Boltholes Boathouse
of weapons or armor
McBride, a security officer Cryptovault Cleanroom
MedSled Garage
Olly, a fabricator Elite Thugs TacNet Lodge
Quarters
QUALITY
Finch, a street doc Elite Transporters Secure
Comms
Workshop
Gear
Cane, a preacher Workstation
Supplies
Hardened (+1 trauma box) Tools
Shea, a bar owner OTHER
Weapons
meeting grounds (corporate—fringe—institutional—underworld)
UPGRADE COSTS
New Cohort: 2
TRAINING Add Type: 2
fixers (battle—extortion—sabotage—smash & grab) Intuition Added Site: 1
Body Headquarters: 2
Willpower Landing Pad: 2
Playbook Expansion: 4
Mastery
EXPERT
COHORT
RUNNERS in the SHADOWS CREW SHEET
TEAM
Operatives
SPECIAL ABILITIES Upon crew advance, each PC also gets +1 stash (+2 per Tier)
NAME REPUTATION (UP TO TWO) Revolutionaries: Each PC may add +1 action rating to Command,
Consort, or Influence (up to a max rating of 3).
SAFEHOUSE Friends in Low Places: You have the implicit support of the
REP F I X E R S
choose
H O L 1DorW2 Efeatures:
AK STRONG TIER homeless and disenfranchised. Take -1 heat during downtime and EXPERT
REP FIXERS COMMUNAL—DISCLOSURE—TYRANNY—ADVANCEMENT
HOLD WEAK ST RO N G TIER +1d to gather information about the city’s underworld or fringe. COHORT TEAM
MOVEMENT SPLINTERED—SECRECY—ANARCHY—PRESERVATION
Extremists: Your manifesto inspires irrational fear and superstition, WEAK IMPAIRED BROKEN ARMOR
and others afford you added respect for your dedication. You may
REP FIXERS HOLD WEAK ST RO N G TIER
count up to three +3 faction statuses you hold as if they are marked
fixers.
For the Cause: Each PC gains an additional Vice: Demonstration.
UPPER CRUST
SECURITY
PROTECTION PROTECTED When you indulge this vice and distribute effective propaganda, you
INFORMANTS AUCTION
INTIMIDATION
RACKET
+1d gather info for runs +2 nuyen for
ESTATE don’t overindulge if you clear excess edge. In addition, the solidarity
(Tier roll) - Heat = +1d to Consort and
-2 heat per run citizenry or of the crew will assist any one action roll you make—from now until
nuyen in downtime Influence on-site
government targets EXPERT
you indulge this vice again. COHORT TEAM
Mass Appeal: Your movement has gained acceptance among a WEAK IMPAIRED BROKEN ARMOR
wider portion of the city. Add the principled, unreliable, or wild flaw to
FIXER FIXER
SAFE FIXER FIXER any or all of your teams to give them +1 scale (up to a max scale of 5).
HOUSE Collusion: Through subtle manipulation or hard-won experience,
you have discovered how to get security agencies and/or institutions
to agree with your manifesto. They do not help directly. How do they
WAGESLAVE
BROADCAST aid your cause?
PRIVATE
E A T PILOT THE FARM N U Y ESUPPORT VICE
UL TSUPPLIER
H W A N T E DSTUDIO
+1 scale for your WANTED LEVEL
LEVEL N VA Patron:
Patron: When
When you
Patron: When you
you advance
advance your
advance your
your Tier,
Tier,ititcosts
Tier, it costs
costshalf
halfthe
half the nuyen nuyen
the it it
it normally
nuyen
Safe passage to
HEAT +2 nuyen for CRYPTOVAULT
NUYEN (Tier roll) - Heat =
+1d to Command and Who
normallywould.is
would.your patron?
Who Why do they help you? EXPERT
would. is is your patron? Why do they
helphelp
you?you?
nearby cities Operative cohorts nuyen in downtime
Influence on site
corporate or
syndicate targets
normally Who your patron? Why do they COHORT TEAM
Veteran: Select a special ability from another crew. WEAK IMPAIRED BROKEN ARMOR
HEAT WANTED LEVELUpon crew
NUYEN CRYPTOVAULT
advance, each PC gets +1 stash (+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 or in a major way).
Advance the agendas of your movement or embody its precepts in action.
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 visionary Radicals Rigging (1 carried item SITE
Bolthole s Boathouse
is concealed and has no load)
Houdini, a demolitionist Cryptovault Cleanroom
MedSled Garage
April, a journalist Elite Operatives TacNet Lodge
Quarters
QUALITY
Sickle, a smuggler Elite Thugs Secure
Comms
Workshop
Gear
Bembe, a politician Workstation
Supplies
Hardened (+1 trauma box) Tools
Ziggy, a gang boss OTHER
Weapons
meeting grounds (corporate—fringe—institutional—underworld)
UPGRADE COSTS
New Cohort: 2
TRAINING Add Type: 2
fixers (espionage—extortion—insurgence—sabotage) Intuition Added Site: 1
Body Headquarters: 2
Willpower Landing Pad: 2
Playbook Expansion: 4
Mastery
EXPERT
COHORT
RUNNERS in the SHADOWS CREW SHEET
TEAM
SPECIAL ABILITIES Upon crew advance, each PC also gets +1 stash (+2 per Tier)
NAME REPUTATION (UP TO TWO) Intruders: Each PC may add +1 action rating to Engineer, Interface,
or Prowl (up to a max rating of 3).
SAFEHOUSE
Opportunists: You get +1d to gather information for an intrusion EXPERT
REP FIXERS HOLD WEAK ST RO N G TIER COHORT TEAM
or robbery operation.
WEAK IMPAIRED BROKEN ARMOR
BODY SHOP Synchronized: When you perform a group action, you may count
COVERT DROPS SHORTCUTS
INFIRMARY multiple 6s from different rolls as a critical success.
Swap your implant
+1d engagement for FIXER +1d to engagement
features freely as a +1d to healing rolls
criminal targets roll for stealth plans
downtime activity.
Patron: When you advance your Tier, it costs half the nuyen it
HEAT WANTED LEVEL NUYEN CRYPTOVAULT EXPERT
normally 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
At the end of each session, for each item below, mark 1 karma (or instead mark
2 karma if that item occurred multiple times or in a major way).
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, an info broker Shadows Rigging (2 free load of SITE
Boltholes Boathouse
tools or gear)
Tahito, a security officer Cryptovault Cleanroom
Underground Maps & Keys MedSled Garage
PunkBunny, a data miner TacNet Lodge
Quarters
Leo, a collector Extra Added Site (+1 beyond limit) QUALITY
Secure
Comms
Workshop
Kella Badu, an executive Elite Thieves Gear
Workstation
Supplies
Sylvester, a club owner Elite Operatives Tools
OTHER
Weapons
meeting grounds (corporate—fringe—institutional—underworld)
UPGRADE COSTS
New Cohort: 2
TRAINING Add Type: 2
fixers (espionage—intrusion—robbery—sabotage) Intuition Added Site: 1
Body Headquarters: 2
Willpower Landing Pad: 2
Playbook Expansion: 4
Mastery
EXPERT
COHORT
RUNNERS in the SHADOWS CREW SHEET
TEAM
SPECIAL ABILITIES Upon crew advance, each PC also gets +1 stash (+2 per Tier)
SAFEHOUSE
EXPERT
REP FIXERS HOLD WEAK ST RO N G TIER COHORT TEAM
WEAK IMPAIRED BROKEN ARMOR
SAFE COHORT
EXPERT
TEAM
Patron: When you advance your Tier, it costs half the nuyen it
HEAT WANTED LEVEL NUYEN CRYPTOVAULT EXPERT
normally 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
At the end of each session, for each item below, mark 1 karma (or instead mark
2 karma if that item occurred multiple times or in a major way).
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
Boltholes Boathouse
Cryptovault Cleanroom
MedSled Garage
TacNet Lodge
Quarters
QUALITY
Secure
Comms
Workshop
Gear
Workstation
Supplies
Tools
OTHER
Weapons
meeting grounds (corporate—fringe—institutional—underworld)
UPGRADE COSTS
New Cohort: 2
TRAINING Add Type: 2
Intuition Added Site: 1
fixers (___________________________________________________________) Body
Willpower
Headquarters: 2
Landing Pad: 2
Playbook Expansion: 4
Mastery
A3
B1
BUFF BAY (55 KM) ^
MAP: KINGSTON 208X
Y
HW
Y
HW
^ ST. ANN’S BAY (80 KM) &
MONTEGO BAY (170 KM) CONSTANT SPRING
HAVENDALE
Brokeback Barbican neighborhood
Marley Museum
Kin
1
tyr
Y
A NEW KINGSTON MONA Mount Carmel
eS
HW a Sewerton Lift Station
lum
entrance
s
Halfway Tree
SPANISHTOWN (30 KM) West Indies
Eduplex
< FREE TOWN (40 KM)
NEGRIL (220 KM)
ST. ANDREW PARISH
WY
T1 New Kingston
AUGUST TOWN
H
Airport
PORT ROYAL
MORANT BAY (55 KM) >
Fort Clarence
AZTLAN (500 KM) 5 km (~3 mi)
< CAYMAN ISLANDS (250 KM)
Districts Landmarks
Mona. Swanky, mountainside St Andrew Parish. Location of Barbican: A rough neighborhood Marley Museum: A location
homes on narrow precipices, posh areas like Russell Heights full of criminals and angry where tourists swarm daily
208x
mirrorpane windows. A (Uptown) as well as rougher citizens forced to vacate their to take in the sights and sounds
multitude of tiny designer parks, neighborhoods that are a homes and businesses to live in of Bob, the local legend, a well-
fancy restaurants, and thin hotbed for petty theft and gang other districts. Planned site for respected songwriter known
mirrored skyscrapers. Several shootings; home to a no-fire zone theme park. across the world.
wealthy neighborhoods overlook in and around the Half Way Tree The blockade: Electrified New Kingston Airport: Built
the long-condemned (and mostly restaurant (on the north end, near barbed wire and military to replace the one overrun by
forgotten) wasteland known as New Kingston), good for runners drones which block the use of the spirits in Port Royal, this twisting
the Kintyre slums. to meet up and make connections. old toll road to citizens and infected structure has several launchpads
New Kingston. Corporate Trench Town. A highly alike. The road has several layers and catapulted runways servicing
populated residential area littered of security in place to prevent dozens of airlines. The uniquely
arcologies galore. Most areas
with broken streets, ramshackle anything thinking from climbing small footprint is built atop the old
here are indoors, even the
apartments, dilapidated homes, over, and anyone crazy enough shipyard cranes.
parks. Also features a series of
municipal complexes containing atop decaying infrastructure. to try is promptly shot down— Kingston Public Hospital:
Made famous by Bob Marley. The effectively preventing access to A place for citizens to walk
the CSG and OTF Field Offices, as
airport bridge crosses it, and there the new airport in Kingston from in and get medical treatment
well as the Legionnaire’s HQ—all
is a known entrance to Sewerton nearby Portmore (and vice versa). according to their income level.
centrally located.
in this area, though no one likes to Brokeback Correctional Located next to the old graveyard,
August Town. Tiered cliffs, with talk about what's down there. Facility: A towering metal strange electromagnetic storms
exclusive residential structures Harbor View. This area was fortress, where the worst (or most are common occurrences.
and secure transport to the once part of Kingston Parish— unlucky) criminals are incarcerated. Portmore: The emancipated
hovering city overhead. Sky City but is mostly deserted now, and Many are forced into servitude for zone to the southwest of Kingston
Gamma and August Town heights the system and relegated to unskilled proper, mostly lawless but known
KINGSTON
condemned due to its proximity
are known for their lavish clubs & to Port Royal. The Harbor View work in the city. The condemned are to be a haven for those in hiding
dining, and exquisite views. Roundabout surrounds several sent to scavenge on the open seas or looking to get out of town for
hotels and an old commercial with the Rack. awhile without leaving the island.
Kingston Parish. The location
of the docks, the capital building, district. The abandoned airstrip, Freedom Park: A park near the Fort Clarence: The
and Banker’s Strip. raceway, and yacht club in Port airport entrance with a weird mix newly-built fort designed
Royal are within view of the place, of skate ramps, high technology, to protect Kingston Bay from
Constant Spring. Ranches but locals know this is a horrid and traditional media, dedicated military invaders and ferocious
with towering vertical place: haunted as can be. Best not to the celebration of Kingston’s sea creatures.
gardens, populated by skilled to go there without a shaman (or recent independence from British West Indies Eduplex: The
professionals occupying the a deathwish). rule. Neon lights & long shadows. site of a towering campus,
upper working class. Includes
Sewerton. A vast and ancient Halfway Tree: A location built atop the old road to Kintyre.
Barbican neighborhood and the Has its own cable car station which
underground network of sewer where runners can meet
foothills along the northern edge
pipes and flooded passageways. without fear of getting shot (cease- connects to the one at Mt. Carmel.
of Kingston, most of which has
Hidden throughout are said to be fire zone, arranged by the Cuban The location is home to several
been demolished to make way for
secret paths in and out of various Mafia). Situated at the north edge technical schools—including the
the upcoming theme park.
parts of the city. but official reports of St. Andrew parish and south Beacon Academy of Technology
Havendale. Suburban blacktop say those are long since blocked off. edge of New Kingston. Well- (affiliated with Sudushima
and low-grade arcologies. Middle- There’s at least one entrance that is known for its private booths and Partners), and several other
class suburbia. always open in Trench Town. convincing pineapple daquiris. prestigious programs.
THE REST OF THE WORLD
Africa
A huge continent dominated by war profiteers and industry supergiants.
Civilized areas distant from one another. 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 mage will take control of a sprawl using spiritual power, but for
the most part it is nuyen that rules supreme. Major powers here include the
Eastern Asian Union, the Free State of Hong Kong, 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
A popular destination for Europeans and Asians seeking a better life. Rarely do
they find it. The major powers here are the Atlantic Canadian Union and the
A Note About the World
Empire of Mexico. North American dragons are much like European dragons. The world is bizarre to some, a “kitchen sink” setting full of bewildering creatures
and entities. However, it’s still meant to approximate some version of Earth—so
Oceania while there is supernatural power and strange quantum technology, it’s all laid on
top of a believable world founded upon reality and verisimilitude.
Includes Australia, a continent disconnected from all the others by thousands
of miles of ocean. The ancestry there includes a variety of shamanic tribes and The world is also based upon our own Earth to give it impact and relevance. This
occult practices, and its people are particularly friendly to those of troubled can take very different forms depending on your unique interpretation of the
background. Oceanic dragons are typically distinguished by their aquatic writings you possess. Talk to your group about the presence of any fiction based on
features (such as fins, gills, tentacles, spines, etc.). the real-world. What is too familiar about this alternate-Earth? What commonplace
supernatural events would we find strange and surprising to see?
South & Central America
While there are dragons lurking in the boardrooms, in the skies, and under the water—
A continent whose commerce is either annexed into the growing Mexican
they’ve pretty much already won. The average person is just one of many cogs in a
empire or is targeted for acquisition. South American dragons are distinguished system designed to only provide the scraps from the boardroom table of the Man. How
by an odd mix of feathers and scales, and elongated bodies with wings and does the world present a myriad of hidden threats and plots? Why is the average citizen
horns. powerless or unwilling to fight back?
Rules Reference 1
action roll teamwork
1d for each action controlled Spend 1 edge to give another player +1d. You might also suffer
rating dot. You act on your terms. You exploit a dominant advantage. assist consequences from the roll. Only one person may assist a roll.
critical: You do it with increased effect.
+ +1d if you have
Assistance. 6: You do it.
4/5: You hesitate. Withdraw and try a different approach, or else
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,
+ +1d if you Push do it with a minor consequence: a minor complication occurs, group which applies to every character that rolled.
yourself -or- accept a you have reduced effect, you suffer lesser harm.
Dragon’s Deal. 1-3: You falter. Press on by seizing a risky opportunity, or you
Face danger for a teammate. Step in to suffer a consequence in
must withdraw and try a different approach. protect their place. You may roll to resist as normal, if you wish.
risky set up Set up another character with your action. If you achieve it, any
You go head to head. You act under fire. You take a chance. team members who follow up do more (+effect) or face less trouble.
CONSORT with connections from your PROWL about unseen and traverse
obstacles; vault, slide, swim, climb, run,
desperate
Each time you roll a heritage, background, friends, or rivals
to gain access to resources, information, jump, and tumble. Ambush with close
desperate action, mark You’ve overreached your capabilities, or you’re in serious trouble. people, or places. Not necessarily honest. violence—a backstab, throat cutting,
a tick of karma for that kneecapping, etc.
attribute’s tracker (just critical: You do it with increased effect.
ENGINEER mechanisms to create,
above your action dots). 6: You do it. STALK or hunt a target; gather
modify, disable, or repair; tinker with a
4/5: You do it, but there's a consequence: a serious complication drone, retrofit a vehicle, wire explosives,
information about location and
(or two) occurs, you have reduced effect, you suffer severe harm sequence (open) a maglock, etc. Turn
movements; line up a precision shot or
(up to level-3). the ubiquitous electronic or mechanical
throw from a distance.
1-3: It's the worst outcome. You fail and suffer consequences: devices in the sprawl to your advantage. STUDY a person, location, or item with
a serious complication occurs, you lose the opportunity for this
close scrutiny to gather information
action, you suffer severe harm. FIGHT with an opponent with close and apply knowledge; gain a deeper
violence; assault or hold a position;
understanding; ponder, meditate, or do
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed brawl and wrestle; entangle in combat. research.
consequences (the lower you rolled, and more you suffer). You may avoid or reduce a consequence with a
FINESSE an item from someone’s SURVEY a location or situation to
resistance roll (the GM will tell you which attribute to roll according to the source).
pocket; handle a vehicle or mount; understand what’s going on; sense
employ graceful footwork, feints, or
resistance roll sleight-of-hand.
trouble before it happens; gather info
about opportunities or exploits.
1d for each Attribute You reduce or avoid the consequence (GM’s choice) and lose 6 INFLUENCE someone with charm, WRECK a place, item, or obstacle with
dot. edge minus your highest die result. When you roll a critical logic, deception, disguise, or bluff; change savage force or calculated sabotage;
on resistance, clear 1 edge. attitudes or behavior with manipulation breach defenses with destruction and
or seduction. Not necessarily dishonest. mayhem; create distractions and chaos.
Rules Reference 2 After the run, 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 R EP per run by default. If the target 4 nuyen: Standard run; a datavault. After a run or conflict with an opponent, the crew
of the run is higher Tier, take +1 R E P per Tier higher. 2 heat: Contained; standard exposure.
takes heat. Add +1 heat for a high-profile or
If the target of the run is lower Tier, you get -1 RE P 6 nuyen: Big run; decent loot.
well-connected target. Add +1 heat for a hostile 4 heat: Loud & chaotic; high exposure.
per Tier lower (minimum zero). If the target is one 8 nuyen: Major run; serious loot. territory. Add +1 heat if you're marked by any 6 heat: Wild; devastating exposure.
of the Big Seven, also mark +2 R EP. (If you keep the
mission completely quiet you earn zero rep instead). 10+ nuyen: Insane run; impressive loot. number of factions. Add +2 heat if killing was
involved. Plus any added HEAT from complications
You also earn a nuyen reward based on the nature
Subtract nuyen equal to your Tier +1 if you owe or Dragon’s Deals during the session.
of the operation (see list at right).
a cut to a someone (like a contact, crime boss,
You suffer harm (1-3). You lose your opportunity (choose a new approach) You have reduced effect. FORTUNE ROLL
critical: Exceptional outcome / Great
1d for each trait rating.
effect.
effect 1. limited/reduced: How is the effect effect factors
6: Good outcome / Standard effect.
How does the effect manifest? diminished? What significant obstacle remains? - QUALITY / TIER + + +1d for a major advantage. 4/5: Mixed outcome / Limited effect.
2. standard: How does the expected effect
If there's a clock for your
manifest? What's left to do, if anything? - SCALE + 1-3: Bad outcome / Poor effect.
obstacle, tick segments equal
3. great/increased: How is the effect - -1d for a major disadvantage.
to the effect level. increased? What extra benefit manifests? - POTENCY +
MORE GM TOOLS
Need a company name? Roll dice and consult the tables below, or mix and Magnitude Table
match with a proper noun of your own creation.
AREA / SCALE
Company Name Prefixes 6 A city block A colossal crew (160) or mature dragon
5 A large building A massive crew (80) or typical dragon
Roll 1d6, and choose one from any column.
4 A small building A huge crew (40)
1 Aero Cryo Auto
3 Several rooms A large crew (20)
2 Dyna Nex Cyber 2 A large room A medium crew (10)
3 Geno Digi Eco 1 A small room A small crew (3-5)
Company Name Endings 5 Several days Across the district To the moon
4 A day Several blocks away Around the world
Roll 2d6, and apply each single result to a column of your choice.
3 A few hours Down the road Across the hemisphere
1 Chem Consulting 2 An hour A stone’s throw Across the region
2 Port Holdings 1 A few minutes A dozen paces Across the city
3 Sun Logistics 0 A few moments Within reach Across the district
The magnitude table above is provided as a tool to help the GM make judgment calls. It’s not meant to be a rigid restriction or mathematical formula to replace those
judgment calls. Use the levels as a guideline for setting a magnitude number that seems appropriate to you.
This table can also be used as a guide to quality level when a PC acquires an asset or crafts a chemical, gadget, app, etc. See Crafting, page 255 in the core for details.
Classes of processors and implants: 0: trashware, 1: alphaware, 2: betaware, 3: gammaware, 4: deltaware, 5+: omegaware.
RANDOM RUN GENERATOR
Using this: Fill the sentence below using the results of (1)-(5) to form a description of the run on the table. Select ones that sound interesting, or randomly determine a result using the
charts (each will require a single die result).
“The runners are meeting an envoy for a run by/targeting to The run is
complicated by , and is connected to and .”
The Cuban Mafia V S #1: Exo Heavy Industries VI S CyberSec Global VI S August Town V S
The People’s Party IV S #2: Atari-Tendo United VI S Caribb. League Military V S New Kingston IV S
The Yakuza IV S #3: Sinokatsu Dynamics V S Brokeback Corrections IV S Mona IV S
The Black Circle III S #4: Mexitech Logistics V S Inst. of Arcane Research IV S Constant Spring III W
Lord Vladimir III S #5: Tritanium Partners V S Kingston Council IV S Havendale II S
Mirror’s Edge III S #6: Hindenburg Orbital V S Caribb. Public Utilities IV S Kingston Parish II S
The Violet Twins II S #7: Caliphate Global V S Occult Task Force IV S St. Andrew Parish II S
The Manning Family II W Protean Biotech V W Legionnaires III S Trench Town II W
The Mountain Rats II W Murphy’s Lunar IV S Panamanian Consulate III S Harborview I W
The Talons II W Welshire Holdings IV S The Sky Wardens III S Sewerton I S
Toxic I S Uber-Besos III S Alamo Security II S
The Underteeth I W MedSled III S British Consulate II W
FRINGE TIER HOLD STATUS
Bodies Unlimited III S Native Amer. Consulate II S
Baccarat V W
Classique Retro Fabr. II W Petrovski Security II S
Neo-Catholic Church IV W
GetsAround Delivery II S Citizens on Patrol I S
XXIII IV S
Nukem Foods II W
Buddhislam III W
Sudushima Partners II S
MARKED The Mad Dance III S
When you're marked by any number The Otaku Remnant III S
of factions (status -3), the following
Atlantean Foundation III W
penalties apply:
◆ Lose 1 hold (temporarily, while you The Labor Party II S
continue to be marked). This may Machina Imperium II S
knock you down a Tier.
Being weak (W) indicates instability or active conflict, while strong (S) indicates stability Faster Than You I S
and readiness to challenge those above them who are weak. Recent expansions are weaker
◆ PCs get only one free downtime
activity instead of two. The Rack I W
and rated at a lower Tier until they get more established.
◆ Take +1 heat from each run.
The Scraps I S
◆ Your claims which generate nuyen
Tier and hold designations on your faction tracker should be specific to your city (these (vice dens, gambling rings, fences, etc.)
ratings may be different elsewhere). Expansions in the same region of the world as the produce only half their normal income.
headquarters have a higher than expansions to other regions.
Tier: range of influence.. I or II: local & national III or IV: national & international V+: worldwide & beyond
REGION: ________________________________
FACTIONS OF _______________
UNDERWORLD TIER HOLD STATUS CORPORATE TIER HOLD STATUS INSTITUTIONAL TIER HOLD STATUS CITIZENRY 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
continue to be marked). This may
knock you down a Tier.
Being weak (W) indicates instability or active conflict, while strong (S) indicates stability
and readiness to challenge those above them who are weak. Recent expansions are weaker
◆ PCs get only one free downtime
activity instead of two.
and rated at a lower Tier until they get fully staffed and established.
◆ Take +1 heat from each run.
◆ Your claims which generate nuyen
Tier and hold designations on your faction tracker should be specific to your city (these ratings (vice dens, gambling rings, fences, etc.)
may be different elsewhere). Expansions in the same region of the world as the headquarters produce only half their normal income.
have a higher than expansions to other regions.
Tier: sphere of influence.. I or II: local & national III or IV: national & international V+: worldwide & beyond
RUNNERS SHADOWS
O sheet number ___
RUN TRACKER
run type run type run type
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 SHADOWS
O
SERIES TRACKER
The Year The Year
january february march january february march
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 box on the tracker above represents one week of time in-fiction. Fill boxes accordingly
each year consists of 13 months, each 4 weeks long (exactly 28 days). The exception is Sol, which with the date at the start of the campaign (ex: Valentine’s Day, Feb 14th, fill in 6 boxes), then
has a leap day or two inserted each year. mark one box each downtime phase to track the passage of time during the campaign.
RUNNERS in the SHADOWS INTUITION
PLAYER
FREE SPIRIT An echo of life between
two worlds
ENGINEER
INTERFACE
SPECIAL PLAYBOOK STALK
FREE SPIRIT TRAITS SURVEY
ALIAS(ES) GIVEN NAME Free Spirit Form: You now exist as a concentration of vaporous essence
that resembles your living body and clothes. You may weakly interact with B O DY
the physical world and vice versa. You’re vulnerable to arcane powers and
electromagnetic effects. You move about by floating and may fly swiftly without FIGHT
tiring. You may slowly flow through small openings as a vapor. You chill the
SOURCE LOOK FINESSE
ID’ED area around you and are terrifying for the living to behold. You are affected
by banishing foci (you may make a resistance roll to overcome the repulsion). PROWL
Whenever you would spend edge (or lose it), take drain instead. When you would WRECK
take trauma, take torment instead.
HERITAGE: AFRICA - AMERICAS - ASIA - EUROPE - OCEANIA - OTHER
Dissipate: You can disperse the concentrated energy of your free spirit form
in order to pass through solid objects for a moment. Take 1 drain when you W I L L P OW E R
dissipate, plus 1 drain for each feature: It lasts longer (a minute—an hour—a
day)—you also become invisible—anything that passes through your spirit form COMMAND
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD becomes engulfed by a sorcerous energy type you wield (fire, ice, lightning, or wind). CONSORT
Materialize: Take 1 drain to flow through the supernatural pathways of INFLUENCE
You have an intense need. living essence. To satisfy this need, possess a living victim, and consome their the metaplanes in order to instantly travel to your haunt, or to answer the
essence (this may be a downtime activity). When you do so, clear half your drain (round down). summoning call of a Conjurer. STUDY
VICE/SOURCE: DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR Specter: Take 1 drain to strongly interact with the physical world for a few moments
DRAIN TORMENT (as if you had a normal body). Extend the reach and magnitude of your interaction to ASSENSE
COLD - HAUNTED
CHAOTIC - OBSESSED- -FURIOUS
- DESTRUCTIVE PARANOID include telekinetic or electromagnetic force by marking more drain (2-6).
Chained: You are bound to a physical item (your chain) that prevents your
RECKLESS - SOFT
OBSESSIVE - UNSTABLE- -SAVAGE
- TERRITORIAL VICIOUS destruction. You can take 1 drain to strongly interact with it and those nearby
it for a few hours (to move it, protect it, etc). If you suffer fatal harm or torment
HARM HEALING CLOCK while your chain is not destroyed, your spirit is banished. You suffer level-3 harm,
NEED
“Incapacitated” instead, and quickly travel to your chain’s physical location. If your
HELP chain should ever manage to be destroyed, you immediately suffer a level of torment.
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. Your control BONUS DIE
-1D is challenged when: you consume essence from the host—when supernatural PUSH YOURSELF
powers act against you—when the host’s will is driven to desperation. You may
(spend 2 edge) OR accept a
LESS easily and indefinitely possess a vessel which has been ritually prepared for you
EFFECT ARMOR USES (change your playbook). DRAGON’S DEAL
ARMOR Veteran: Select a special ability from another source.
HEAVY ENEMIES & RIVALS ITEMS (WITH YOU IN FREE SPIRIT FORM)
NOTES SPECIAL
KARMA
Everytime you roll a desperate action, mark karma in that action’s attribute.
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.
You exacted vengeance upon those whom you deem deserving.
You expressed your outrage or suffering, or settled scores from your heritage or background.
You struggled with issues from your harm, need, or torment.
PLAYER
INFECTED A person infected with
the vampire virus
SPECIAL PLAYBOOK
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. Arcane attacks are potent against you, and exposure to sunlight INTERFACE
quickly causes you to become fatigued. If you suffer fatal harm or trauma, STALK
SOURCE LOOK
ID’ED you don’t die, but your infected will is overwhelmed. You take level 3 harm: SURVEY
“Incapacitated” until you feed enough to recover. If you suffer harm the rays
of the sun or a wooden stake through the heart while in this state, you are
HERITAGE:
BODY
AFRICA - AMERICAS - ASIA - EUROPE - OCEANIA - OTHER destroyed utterly. Your karma tracks are longer (you now advance more
slowly). You have more edge boxes. FIGHT
Terrible Power: Spend 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 person. Use 1 downtime activity to Stalk prey and indulge
your vice. Also, when you feed, mark 4 ticks on your healing tracker. This is the only way you can heal.
Heightened Senses: Spend 1 edge to sense beyond human limits.
“Hear” a subject’s true thoughts or feelings, see thermographically, sense
VICE / SOURCE: How
VICE/SOURCE: do you- feed?
DEVIANT
DEVIANT FAITH What
- FAITH -telltale
- GAMBLING
GAMBLINGsign- do you leave
LUXURY
- LUXURY on your victims?
- OBLIGATION
- OBLIGATION -- PLEASURE
PLEASURE - STUPOR
STUPOR WILLPOWER
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 COMMAND
COLD - HAUNTED - OBSESSED - PARANOID harmed by them. Spend 2 edge to cause living things to avert their gaze CONSORT
RUTHLESS - SECRETIVE - UNSTABLE - VICIOUS and fail to observe you for a few moments. INFLUENCE
Beyond Human: Choose Intuition, Body, or Willpower. Your max STUDY
HARM HEALING CLOCK
rating for actions under that attribute becomes 5. When you take this
NEED ability, add +1d to resistance rolls with this attribute. ASSENSE
HELP
Mist Form: You can shift into slow-moving mist for about a minute.
While you remain in this form, you can only be harmed by supernatural BONUS DIE
-1D means. Spend 1 edge when you shift, plus 1 edge for each extra feature: PUSH YOURSELF
you can strongly interact with the physical world—you move at normal (spend 2 edge) OR accept a
LESS
EFFECT
EFFECT ARMOR USES speed—you also become invisible. DRAGON’S DEAL
ARMOR Veteran: Select a special ability from another source.
HEAVY DARK SERVANTS (You start with two) ITEMS LOADOUT light (3) normal (5) heavy (6)
NOTES SPECIAL A comm Armor
Pendarvis, a butler Fine clothes, accoutrements
A pistol +Heavy
SYMPTOMS Layla, a companion Fine personal weapon A second pistol
MARK 1 PER INFECTED TRAIT BEYOND THE 1ST A quiet weapon
Ratboi, a bodyguard Fine shadow cloak Ammo
Dark Necessities: sunlight burns you, must rest in A medieval weapon
darkness as downtime activity [-3 edge if you don’t]. Otto, a driver Renfield vial A large weapon
Becoming: you are extremely bouyant and pale.
An unusual weapon
Rey, a liason Banishing focus Burglary gear
Digestive Shutdown: food and drink is KARMA Climbing gear
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. Demolition tools
At the end of each session, for each item below, mark 1 karma (in your Lighting gear
Rotting: you smell like decay, and your aura shows Mechanic tools
a vacuous hole where your essence should be. playbook or an attribute) or 2 karma if that item occurred multiple times.
You displayed your superiority or infected others without mercy. Reagents
Terminal: your spirit can never leave this body. Subterfuge supplies
When you die: full stop. You expressed your beliefs, drives, heritage, or background.
Technical tools
You struggled with issues from your symptoms, harm, vice, or trauma.
____________________________
__________________________
TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
Assist a teammate (loadout) for the run. What do they intend to do?
Assault: Point of attack Social: Connection How can I get them to [X]?
Lead a group action
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?
RUNNERS in the SHADOWS
STASH
A shell has no nuyen or
PLAYER
SHELL A brain controlling a
cybernetic frame
stash of its own, but might
be granted access to the
SPECIAL PLAYBOOK resources of their owner.
SHELL TRAITS NUYEN
INTUITION
ALIAS(ES) GIVEN NAME “Ghost” in the Shell: You are a brain controlling a cybernetic
frame through the neural interface in your brain capsule (a brain ENGINEER
INTERFACE
in a jar). You have human-like strength and senses, by default. Your
STALK
SOURCE LOOK shell has natural armor (this doesn’t count for load) and a full suite of
ID’ED SURVEY
integrated communications software. Your former feelings, interests,
and connections are only dim memories. You now exist to fulfill
HERITAGE: AFRICA - AMERICAS - ASIA - EUROPE - OCEANIA - OTHER your functions. Choose three (at left). You may be rebuilt if severely BODY
damaged or destroyed, unless your brain capsule is shattered. FIGHT
Whenever you would spend edge (or lose it), spend energy instead. FINESSE
PROWL
BACKGROUND: ACADEMIC - CORPORATE - LABOR - LAW - MEDIA - MILITARY - TRADE - UNDERWORLD Superior Machine: Choose any three actions. Your max rating for
WRECK
MY FUNCTIONS ARE: TO GUARD - TO DESTROY - TO DISCOVER - TO ACQUIRE - TO LABOR AT the chosen actions becomes 5. When you take this ability, add +1d to
..that which my owner commands. resistance rolls against consequences of your features.
VICE/SOURCE: DEVIANT - FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR WILLPOWER
Your cybernetic body runs on ELECTRICITY. Recharge your capacitors by connecting to an Fully Integrated: You may Interface with the local power grid to
industrial-grade conduit (costs a downtime activity). When you do this, regain 5 energy. control it or something connected to it (including another shell). COMMAND
CONSORT
ENERGY WEAR Conduit: You may release some of your stored energy as an electrical INFLUENCE
FIXATED - LEAKING - SMOKING - SPARKING shock around you or as a focused arc of electricity. You may also use STUDY
TWITCHING - UNSTABLE - VIBRATING this ability to generate a barrier to repel or trap signals. Spend 1 energy
for each level of magnitude.
HARM HEALING CLOCK
NEED
Quantum Consciousness: Choose an additional frame, also BONUS DIE
HELP selecting a size (small, medium, or heavy), its look, and a starting
PUSH YOURSELF
feature. You may transfer your consciousness between your frames
-1D at will.
(spend 2 edge) OR accept a
DRAGON’S DEAL
LESS Frame Upgrade: Choose an additional frame feature.
EFFECT ARMOR USES
FRAME DETAILS Choose a size, look, & starting feature. LOADOUT light (3) normal (5) heavy (7!)
ARMOR
Small (Cat size, -1 scale): An aquaspy, a rotodrone, a cybernetic doll, wasp. A comm Armor
HEAVY
Amphibious—Flight—Reflexes—Tiny. Only available as additional frame. A pistol +Heavy
NOTES SPECIAL Medium (Human size): An cybernetic humanoid, a mechanical animal. A second pistol
Compartment[1]—Gecko Climb—Life-like Appearance A quiet weapon
Heavy (Personal vehicle size, +1 scale): A hulking mech, a self-driving Ammo
frame features electric motorcycle. Compartments[2]—Interior Space—Plating—Turret
A medieval weapon
Amphibious EMP A large weapon
Features for any frame: EMP—Flash Ordnance—Hydraulic Legs—Media Device An unusual weapon
Flight Flash Ordnance Noise Suppression—Sensor Array—Smoke Projectors—Stealth—White Box
Reflexes Hydraulic Legs Burglary gear
Tiny Media Device KARMA Climbing gear
Noise Suppress. Everytime you roll a desperate action, mark karma in that action’s attribute. Demolition tools
Compartment
Sensor Array Lighting gear
Gecko Climb At the end of each session, for each item below, mark 1 karma (in your
Smoke Projector playbook or an attribute) or 2 karma if that item occurred multiple times. Mechanic tools
Life-like Stealth
You fulfilled your functions despite difficulty or danger. Reagents
Compartment(s) White Box Subterfuge supplies
Interior Space You suppressed or ignored your former human qualities.
Technical tools
Plating You struggled with issues from your harm or wear.
____________________________
Turret __________________________
TEAMWORK PLANNING & LOAD
You may swap out your available features Choose a plan, provide the detail. Choose your load limit GATHER INFORMATION
as a downtime activity.
Assist a teammate (loadout) 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?
What should I lookout for?
EMBRACE THE RUNNER’S LIFE ACT NOW, PLAN LATER TAKE RESPONSIBILITY Protect a teammate Deception: Method Stealth: Entry point
Where’s the weakness here?
DON’T BE A TROG USE YOUR ENERGY DO WHAT SOUNDS FUN Set up a teammate Supernatural: Power Transport: Route How can I find [X]?
What’s really going on here?
magical lineages & specialization options
dwarf Elf Human Ork Troll
Dwarves are roughly a meter and a Elves are pointy-eared humanoids The benefits of being human are Orks have monstrous, deformed Trolls are roughly half a meter
half (just under five feet) tall. Despite with alluring eyes and soft skin. optional, but maybe you benefited from features and green skin, but are taller than humans (or about seven
their stature, dwarves have earned They tend to be just as capable as your privilege—knowingly or not. otherwise vaguely human-like. A child feet) tall. They tend to have sharp
the respect of most of the other humans in most ways, but have of an ork and another magical lineage personalities and dull wits by choice.
magical lineages for their technical certain qualities that make them When using the magical lineages will undoubtedly be an ork. Orks can
prowess and never-say-die attitude. feel special. option, all other magical be born of any lineage though. ◆ Thermal Senses: Your senses
lineages are the minorities, can detect nearby thermal
◆ Thermal Senses: Your senses ◆ Low-light Vision: You can ◆ Low-light Vision: You can radiation signatures which are
can detect nearby thermal see in low-light as well as if it resulting in preferential
see in low-light as well as if it normally invisible.
radiation signatures which are were well-lit. treatment from fellow humans.
were well-lit.
normally invisible. ◆ Pointed Ears: You can hear Instead of writing any traits, ◆ Oversized: You’re not
◆ Fun-sized: You’re not fast by sound from further away. Spend you may choose up to two free
◆ Foolish Pride: Regain 1 edge inconspicuous by default (even
when you roll a critical on a with a light loadout), but
default (even at light loadout), 1 edge to perceive beyond permutations during character desperate action roll. that’s okay because you are
but that’s okay because you normal limits for several creation to represent your easier
remain inconspicuous at minutes. Understand subsonic ◆ Numbskull: Spend 1 edge not slower at a heavy loadout
life (without the accompanying to ignore a harm penalty (and can carry +1 load before
normal loadout. People tend to speech, perceive ultrasonic
underestimate your kind (and vibrations, hear a pin drop in a negative permutations). (including incapacitation) for you’re encumbered). People
stature). noisy room, etc. an action. tend to fear your kind—and for
◆ Tenacious: You don’t suffer good reason!
◆ Quick: You remain fast at
from a harm penalty until you normal loadout. ◆ Troll Armor: Your skin and
fill the entire row. Normally ◆ Graceful: You can choose to Rules suggestions for other so-called bones are hardened and your
you suffer a penalty if any or all
spend only 1 edge when you “strange” lineages in the text include: kind tend to get a thrill out of
boxes in a given row of harm are
resist a consequence of social enduring (rather than avoiding)
filled. pressure, regardless of the Centaurs Pixies pain. You have an extra armor
◆ Thiccblood: You don’t suffer result of your roll. box available to you (draw it on
from the lingering effects of Goblins Ratkin your sheet), and get +1d when
alcohol. You can choose to you make a resistance roll
Lizardfolk Shifters
spend only 1 edge when you with Body.
resist a consequence of poison Obsidifolk Aliens?!
or disease, regardless of the ◆ Horned: You have horns
result of your roll. on your head that make great
goring weapons. These tend
to make people nervous (with
good reason). You may decide
you had one (or both) of your
SPECIALIZATION Specialized A specialty has a somewhat narrower horns (and this trait) removed.
scope than an action, but can apply
Runners revolves around taking actions—you Specify one or two narrow fields of skill as
to many actions. Choose a noun (or
are what you can do, not what you know. This your specialties. When you take action and a
specialty can help, you may spend 1 edge to
two) which describes each specialty.
encourages adding detail as you go to explain
count this as an assist. You also get +1d when Examples: “pistols” & “gang etiquette,“
your talents, but maybe you want to encourage
the specification of skill specialization. If so, you roll to resist consequences of using a “cryptography” & “traces,” etc. If it’s
the following special ability is available to any chosen specialty. Take this special ability again ever needed, the GM is the final arbiter
PC as a veteran advance: to choose another specialty. of which specialties are valid.