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SIXTH WORLD A DUNGEON WORLD HACK FOR SHADOWRUN® BY CHRIS CLOUSER version 11 DISCLAIMER Dungeon World is the property of Sage LaTorra, and is available under the Creative Commons Attribution 3.0 Unported License. See www.dungeon-world.com for details. The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any pro- prietary material used in connection with the game Shadowrun. This is a fan-created adaptation, and no challenge is intended toward Topp’s ownership of the Shadowrun intellectual property.

The Sixth World

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Shadowrun meets Dungeon World - A hack to turn Dungeon World into shadowrunning in the sixth world, complete with Street Samurai, Deckers, Mages, and Megacorporations

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Page 1: The Sixth World

SIXTH WORLDA DUNGEON WORLD HACK

FOR SHADOWRUN®by chris clouser

version 11

DISCLAIMER Dungeon World is the property of Sage LaTorra, and is available under the Creative Commons Attribution 3.0 Unported License. See www.dungeon-world.com for details.The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any pro-prietary material used in connection with the game Shadowrun. This is a fan-created adaptation, and no challenge is intended toward Topp’s ownership of the Shadowrun intellectual property.

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INTRODUCTION 3

THE RULES 4

THE MOVES 9

EQUIPMENT 13

CHARACTER CREATION OVERVIEW 21

THE ARCHETYPES 23

DOSSIERS 27

DOSSIER: THE ADEPT 28

DOSSIER: THE EX-COP 31

DOSSIER: THE FACE 34

DOSSIER: THE HACKER 37

DOSSIER: THE MAGE 40

DOSSIER: THE MERCENARY 43

DOSSIER: THE RIGGER 46

DOSSIER: THE SHAMAN 49

DOSSIER: THE STREET DOC 52

DOSSIER: THE STREET SAMURAI 55

GAMEMASTER INFORMATION 58

CREATING SHADOWRUNS 60

THREATS: THE BAD GUYS 62

NAME GENERATORS 69

CONT

ENTS

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WHAT IS SIXTH WORLD?A DUNGEON WORLD HACKSixth World is a “hack” of the game Dungeon World, written by Sage LaTorra. It is an attempt to capture the flavor of the world of Shadowrun using the simple and unique rules of Dungeon World.

Sixth World is the dangerous and grim future of our own world, where magic has resurfaced, megacorporations rule the world, and humanity has discovered incredible new technological capabilities such as cybernetics and a world-wide virtual reality network called the Matrix.

WHAT DO I DO?You will take on the role of a shadowrunner, an individual who conducts often criminal activities at the behest of the corporations, governments, and organized crime. Your life is one of danger and excitement, and - for many shadow-runners - is frequently rather short.

FICTION FIRSTEverything that happens in a session of Sixth World starts with the fiction, proceeds to rules (if necessary), and ends with the fiction. Most of the rules of the game are encap-sulated in items called Moves. That’s simply game termi-nology for a small package of instructions telling you how to attempt to perform certain actions and resolve them using the rules. So for instance, the move Rock & Roll con-tains instructions on how to fight with someone.

However, it is important to remember that because the

game starts with and ends with the game fiction, you never say “I use Rock & Roll on that guy!”

This is a cardinal rule, for both players and the GM: you never say the name of your move. You simply determine, from what you are doing, what move would apply. When the rolling is done, you conclude with some more fiction (or perhaps the GM does, depending on the outcome). Thus the flow of play is:

FICTIONAL ACTION > RULES > FICTIONAL OUTCOME

This will be a little weird at first, but it should eventu-ally flow smoothly. On a related note, since the fiction anchors the game, remember that if you want to speak to or ask something of Valentin, the character being played by Keith, don’t say “Hey Keith, do you have a spare frag grenade?” Instead, speak to the character: “Hey, Valentin, do you have a spare frag?”

Keep in mind that even with that, you don’t have to act in first person. What is important is that we remain focused on the characters. So if the GM says, “Valentin, there’s an ork with a bat coming your way. What do you do?” Keith is perfectly free to say, “Valentin pulls his trenchcoat aside to show the gleam of his custom Ares Predator.”

Just remember: flow from the fiction to the rules and back to the fiction, and stay focused on the characters, and everything will be all right!

DICE ROLLSIn this game, when you are instructed to roll dice for a Move, you will usually roll 2d6, and add the value of a Stat

INTR

ODUC

TION

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(or sometimes some other value) to the result. When a roll is needed, it is usually phrased as ”roll+Something,” where “something” is the value to add to the roll.

So, if you are told to roll+Combat, you would roll 2d6, sum the total, an add the value of your Combat stat to the re-sult. This is a basic roll.

On a 10+, you achieve a strong success: you’ve achieved your aim without complication, and to the fullest extent possible.

On a total of 7-9, you have achieved a weak success: your action or attempt to do something is successful, but there are complications, or it didn’t go quite as well as planned. You will usually be presented with a list of complications to choose from, although sometimes in-stead the GM will tell you what complication occurs.

ROLL MODIFIERS & TERMINOLOGYHold n: when you are told to Hold n, this means you have a small pool of points that can be spent later to improve the results of a dice roll. You will usually be told on what, specifically, you may spend the Hold.

+n Forward/-n Forward: this means take a bonus (the +) or a penalty (the -) equal to n to your next Move.

+n Ongoing/-n Ongoing : this means to take a bonus or penalty equal to n to all of your future rolls, until what-ever circumstances caused the ongoing modifier have changed.

Boosted: when everything is going right, pulling off your actions can seem easy. If your next roll is boosted, you roll 3d6 and keep the highest two dice to determine your result.

Glitched: sometimes, circumstances conspire to make things hard for you. If your next roll is glitched, roll 3d6 and keep the lowest two dice to determine your result.

b: this means “take the best of” - you roll multiple dice, but keep only one of them to determine the final to-tal. For instance, if you are instructed to roll 2d6b, you would roll 2d6, and keep the highest die.

w: this means “take the worst of” - if you are instructed to roll 2d6w, then you would roll 2d6 and keep the low-est die

ESSENCE USE AND RECOVERYThree archetypes in the game - the Adept, the Mage, and the Shaman - are magically gifted, which means that they are able to spend their Essence to use their magical abili-ties. All magic users may recover essence by resting, at which point they will recover all Essence spent. Some archetypes have additional means of recovering essence, as described below:

The Mage: when a mage spends essence on a spell, that essence is no longer available for future spells. Like the Adept, a Mage will recover all spent Essence once he or she has had a chance to rest. However, the Mage may also take advantage of the Center move to recover some

THE R

ULES

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Essence without resting, simply by taking a moment to concentrate and recenter him- or herself.

The Shaman: when a shaman spends Essence to sum-mon a spirit or elemental, they are in effect commit-ting or wagering some amount of essence to do so. The Essence spent indicates the number of services the spirit will perform (generally, this is the number of moves the spirit may make before dissipating). A Shaman allocates this essence at the time of summoning. If the summon-ing fails, the wagered essence is lost. If the summoning succeeds, then the essence is “locked” until the spirit when the spirit dissipates or is dispelled by the Shaman. If the spirit is dispelled by hostile means, however, only half the committed essence is recovered (round up).

DAMAGE AND HEALINGInevitably, when you play with guns, magic, and sensitive secrets, somebody is going to get hurt. Usually, in Sixth World, it happens as the result of high-intensity interper-sonal conflict resolution—in other words, somebody got shot.

Or burned, or drenched in elemental acid summoned from beyond the realm of mortal ken, or hit by a truck, or thrown out a window, or...

...well, you get the point.

In any case, damage will be given and taken, and quite possibly end with someone being little more than yester-day’s garbage.

When a character takes damage in the game, it is recorded by marking Wounds on the character’s playbook. Get-ting hit with a weapon that deals 3 damage, for instance, would mean that (all other things being equal) the player would mark 3 Wounds on their playbook. All characters have a maximum of 8 wounds they can take. Once they reach 8, the next wound will put them on the ground, thoroughly incapacitated.

GUT CHECKSWhen a character takes wounds in the game, it is assumed that, until the last couple, while they may be significant injuries, they’re minor enough to ignore for the moment, and the character can soldier on until they hit Big #9, at which point, they faceplant. There are 2 exceptions to this in the base rules:

Major Trauma: if you take 6 or more damage in a single hit, you have just taken Major Trauma. You will need to make the Gut Check move.

Wounds #7 and #8: when you check off the last two boxes of your Wound chart, you must make the Gut Check move each time (so, once for Wound #7, and once for Wound #8).

BUT WHAT IF ALL ELSE ISN’T EQUAL?Obviously, then, a big premium is put on not getting hit or, if you get hit, at least not taking all the damage. The obvi-ous way to do so is to wear armor. In Sixth World, armor reduces incoming damage on a 1 for 1 basis. The tradeoff, of course, is that you can’t spend all day walking around in

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combat armor—it’s hot, itchy, intimidating, and cops tend to notice things like that. You also can’t layer armor indefi-nitely—armor does not stack.

Some metatypes and archetypes offer Moves that let you reduce damage, or avoid some of the less pleasant out-comes of damage. For example, the Unreal Hard move (which may be chosen by Orks) allows them to avoid Gut Checks when they hit their seventh and eighth wound boxes.

SURPRISEWhen you get the drop on someone, they are completely at your mercy. As a result, you don’t need to use a move to deal damage to them, capture them, or otherwise do what you want with them. If you get the drop on a sentry, and you want him dead...he dies. If you “get the drop” on someone in a social setting, you simply flabbergast them and leave them babbling. There’s no particular need to engage a rules when someone is at your mercy.

RELOADINGThere’s a lot of gunplay in this game. Most of the weapons indicate some ammo capacity using the ammo tag - this indicates how much Ammo a weapon can carry in its mag-azine or clip before it must be reloaded. If a weapon has 3 ammo, for instance, you have ammunition in the gun until you have marked off all three ammo. Ammunition, in this case, is an abstraction - 1 ammo does not represent a single round, but simply “some ammunition.” The game

assumes (for the most part) that a character fires multiple shots in a single move. Whenever you use the Rock & Roll move with a ranged weapon that has ammunition, mark off 1 ammo.

Once a weapon is out of ammo, it must be reloaded before it can be used again. In there is no specific move to Reload a weapon. Instead, the player may choose between using the Act Under Pressure move - this might be done when the character reloads while on the move, or in the open - or may choose to Hit the Deck, instead. If they Hit the Deck, the weapon is assumed to be reloaded while they are behind cover.

HACKING AND THE MATRIXMost shadowrunning teams have a hacker - someone who can jack in to the matrix and run through it like they lived there, manipulating the code of the matrix the way the rest of the team interacts with the “meatworld.” A hack-er’s job is unique, and often they’ll be engaged in a strug-gle that exists in a world their comrades never even see.

However, this conflict is no less important - or deadly - than the one their street sam buddy is going through. With security hackers, rogue software, and deadly black IC out there, a piece of Matrix code can be every bit as lethal as a 7.62mm bullet.

Still, running the hack simultaneously with the rest of the game and keeping it relevant is a challenge to the GM - they need to keep the hacker’s job interesting and dynamic while managing both the Matrix layer of the game as well

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as the real world and, in some cases, the Astral world lay-ers of the game. Sixth World attempts to make this fun, but just keep in mind - it’s not always going to be easy.

BUILDING A SYSTEMCreating a matrix infrastructure for the Hacker to hack is one of the responsibilities of the GM. The GM principle of “Draw Maps, but leave spaces” applies to the matrix as well as the real world, and a GM should, when designing a facility, remember to design the matrix of the facility as well. This job is relatively simple, fortunately.

NODESA matrix structure is made up of a series of Nodes. Each node represents a particular secured (or, if the hacker is lucky, non-secured) area of the network that can be pen-etrated and taken over. Different nodes have different purposes, and can offer different challenges and potential benefits.

NODE TYPESSecurity Node: this is a node designed to house and dis-patch IC to deal with intrusions.

Datastore: this node contains data. It will sometimes have encryption or even a data bomb to destroy it if intrusion attempts are detected.

Transfer Node: little more than a connection, they are generally unguarded unless they connect two networks or a sensitive area to a public area

Credentials Node: contains user credentials; can perma-nently reduce the difficulty of accessing other nodes.

Process Node: runs a process on the network; this can slow down the activity of other nodes offering the hacker more time to handle their activities.

Control Node: this is a node to which multiple device nodes are connected; it serves as a master controller for the Devices. For example, a node might be the control node for all of the security cameras on the 4th floor of a building.

Device Nodes: a single device (or cluster of linked devic-es) that is connected to the net. Devices can range from cameras and security drones to individual computers, maglocks, automatic doors, and manufacturing equip-ment. Most devices offer some way to access them; they are a frequent target for intrusion attempts. However, many simple devices (such as cameras) are often capa-ble of only limited computing, so serve only as a way in.

SYSTEM MAPSWhen a Hacker is needed to penetrate the Matrix for some sort of information, or perhaps to gain control of the secu-rity systems in a building, the game uses the term “sys-tem” to refer to the set of interconnected nodes that the Hacker is hacking.

The GM is encouraged to create a map of the System, stringing together a collection of nodes with connections. Note that the map is just a guide for the GM and players;

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make sure to barf forth plenty of vivid descriptions of the computer-generated scenery, and make it fun!

NAVIGATING THE SYSTEMWhen the hacker finds an access point to the system, the GM will indicate to the Hacker where he or she has pene-trated the system, and what the nearest node is. Since the Matrix is, to the Hacker, a 3-dimensional representation of the computer, it acts as a “map” for their movements and decisions.

When a Hacker reaches a node, he or she must take con-trol of that node in order to continue moving through the System. Taking control is performed, generally, through the use of the Sling Code move, although other moves might be substituted if the Hacker makes a persuasive ar-gument. Once the node is controlled, the hacker may then freely move to any other connected node, or perform ac-tions that the node in question offers (that is, some nodes offer particular moves, options, or information which are available as soon as the node is taken under the Hacker’s control).

ALERT LEVELSA System has four Alert Levels, representing both how aware the system is that it has been compromised, and how actively it will attempt to locate, identify, and stop the intrusion.

Green: the system is unaware that it has been compro-mised. No alert flags have been sent, and no counter-measures are being initiated.

Yellow: the system has detected a possible intrusion. Flags have been sent to the system admin, and an auto-mated Observe/Trace routine has been initiated to locate the source of the disruption. Direct anti-hacker mea-sures are not authorized at this level, although nearby nodes may be shut down entirely to close off access.

Orange: the system is aware of an intrusion and is actively trying to both trace it, and temporarily disable the hacker involved so that law enforcement or security personnel can take them into custody. Nonlethal anti-hacker measures (IC that deal stun damage) are autho-rized.

Red: the system is aware of a serious intrusion and has authorized lethal force to terminate the intrusion. Black IC (capable of inflicting lethal damage) is activated, and security hackers (if any) are allowed to go weapons-free.

Bear in mind that this is the alert staging for a typical matrix system. A highly secure or sensitive system might initiate lethal countermeasures at a lower level, or skip directly to Alert Red as soon as an intrusion is verified.

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MOVESIn Sixth World, the place where rules and fiction inter-sect are the character’s Moves. Moves are the mechanical structure used when the fictional actions of a character require some resolution, and where the outcome of such actions is sufficiently interesting - or in doubt - as to be worth taking a risk to achieve.

It is tempting to think of moves as a character’s “powers” or “abilities,” but doing so tends to diminish the role of fic-tion in the game - one piece of advice for both players and GM is that you should not be looking for a move to make, but rather, you should describe actions that fit the circum-stances, and when those actions coincide with a move, that is the point at which you engage the game mechanics to determine the outcome.

For example, in a situation where Valentin, a street samu-rai, is raiding a military compound, his player should not be looking to see when he can deploy the Rock & Roll move. Instead, Valentin’s player should describe what Valentin is doing, and if what Valentin is doing would fit the criteria for the Rock & Roll move, then the player uses those mechanics. Basically, it is the difference between this:

GM: A security guard moves into view. What do you do?

Keith (Valentin’s player): I should use Rock & Roll. I’ll lean around the corner and shoot.

and this:

GM: A security guard moves into view, heading your way.

What do you do?

Keith: I lean around the corner enough to bring my sights to bear on him, and unload three rounds from my HK227.

GM: That sounds like the Rock & Roll move, for sure. Roll 2d6 and add your Combat stat.

There are four general categories of moves in Sixth World: Core, Secondary, Archetype, and Metatype.

Core moves are the most commonly used moves, and provide mechanics for frequent activities like fighting, hiding, looking around, and interacting.

Secondary moves are less frequently used, and are usu-ally situational.

Archetype moves are moves unique to one of the char-acter archetypes, and reflect their particular abilities.

Metatype moves are moves that reflect the differing traits of the five human metatypes in the game.

Core, secondary, and metatype moves are detailed on the following pages.

CORE MOVESRock & Roll: when you attack an enemy, roll+Combat. Determine the result based on the type of attack, as fol-lows:

{ Melee Attacks: on 10+, you hit and deal damage. On 7-9, you deal damage, but your target deals damage to you as well.

{ Ranged Attacks: on 10+, you hit and deal damage. On

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OVES

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7-9, you hit, but there is a complication (choose 1):

{ You need to move, exposing yourself to harm

{ You burn ammo. Mark off 1 ammo

{ You only graze the target (-2 damage)

Hit the Deck: when you take cover to avoid incoming, roll+Combat. On 10+, you are safe. On 7-9, you get to cover, but the GM chooses 1:

{ You’re pinned down (moves are Glitched until you relocate or the incoming fire stops)

{ You dropped/lost something essential

{ You take 2 Damage

Using the Hit the Deck move is one option when you must reload.

Gut Check: when you take your 7th and 8th wounds, roll+Stamina. On 10+, you can keep going. On 7-9, your moves are Glitched until you can get first aid. On a failure, you collapse unconscious and require immediate medical treatment.

Take a Bullet: when you stand in defense of another, roll+Stamina. On 10+, the attack hits you intead. On 7-9, you take half the damage, and your ally takes half.

Check the Situation: when you assess a situation or de-termine facts about your environment, roll+Awareness. On 10+, you may ask the GM 3 of the following ques-tions. On 7-9, ask 1.

{What is my best escape/access/evasion route?

{Which enemy is most vulnerable?

{Which enemy is the biggest threat?

{What is my enemy’s true position?

{What should I be on the lookout for here?

{Who’s really in control here?

Note that you may ask any question you wish; however, the GM is only obligated to give answers the questions from the list above.

Act Under Pressure: when you act despite imminent danger or risk, you must roll. The Stat you add depends on how you’re addressing the risk. If you’re:

{ navigating it via combat experience, roll+Combat.

{ counting on reflexes, instincts, and alertness, roll+Awareness.

{ hoping you’re tough enough to weather the danger, roll+Stamina.

{ methodically planning your way past, roll+Knowledge.

{ flashing a smile and banking on your charm, roll+Rep.

{ On 10+, you succeed. On 7-9, you succeed, but the GM will present you with the cost: a worse outcome, hard bargain, or ugly choice. Using the Act Under Pressure move is one of your options when you need to reload your weapon.

Drop Science: when you do research, or consult your knowledge of a particular subject, roll+Knowledge. On 10+, the GM tells you something useful and interesting

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about the topic. On 7-9, the GM simply tells you some-thing interesting.

Stay Frosty: when you face a disturbing or terrifying scene, or are subject to overwhelming enemy attack, roll+Knowledge. On 10+, you hold it together and don’t crack. On 7-9, you keep it together, but (choose 1):

{ you are badly shaken (take -2 forward).

{ you take 3 damage (stun or lethal as appropriate)

{ you cannot Burn Edge for 1d6 actions

On a failure, you crack, presenting the GM with a golden opportunity.

Push Someone: when you impose your will on some-one, roll+Rep. On 10+, they comply without argument. On 7-9, they comply, but (choose 1):

{ They look for payback

{ They do only the bare minimum

{ They tell someone else what you wanted

Negotiate: when you have leverage (something they need, want, or wish to hide) over an NPC and wish to get something from them, roll+Rep. On 10+, they’ll ask you for something, and will give you what you need if you make them a promise first. On 7-9, they’ll need to see some concrete assurance of your promise first.

Fuck it Up / Make it Rain: when you aid or interfere with someone you have Bond with, roll+your Bond with them. On 10+, they are Boosted or Glitched, your choice.

On 7-9, you are exposed to danger or retribution.

SECONDARY MOVESBattle the Arcane: when you Rock & Roll with an astral creature, roll+Knowledge. On 10+, deal your damage. On 7-9, deal half damage and take damage as usual.

Burn Edge: spend 1 Edge and roll. On a 10+, hold 3. On 7-9, hold 1. You can then spend that Hold 1-for-1 to:

{ Negate damage

{ Boost your next move

{ Declare something about the situation

Get Chromed: when you obtain new cyberware im-plants, choose an implant, and reduce your Essence by 1. You cannot reduce your essence below 0.

Go Shopping: when you’re looking to buy gear, roll+Rep. On 10+, you find what you need right away. On 7-9, you must wait 1d6 days or pay twice the usual cost.

Go to Ground: when you hole up to recuperate, roll+Stamina. On 10+ you heal at a rate of 2 Health per 24 hours. On 7-9, the healing rate is halved.

Overwatch: when you’re providing cover for an ally and a threat appears, roll+Awareness. On 10+, your ally gets the drop on the threat. On 7-9, they’re alerted, and take +1 on their next move. On a miss, the threat gets the drop on your ally.

Reallocate: when you need to reconfigure your Cyber-

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deck with new programs, roll+Matrix. On 10+, you can fully reconfigure your deck’s memory. On 7-9, you can swap one program for another (assuming the deck has sufficient Storage).

Suppression Fire: when you Rock & Roll using a weapon with the burst or auto tag, roll+Combat and mark off 2 Ammo. On 10+, the targets are suppressed and cannot move or return fire. On 7-9, the targets cannot move, but can return incidental fire (1 to 2 damage).

METATYPE MOVESHUMANProfessional: when you Drop Science about your area of expertise, you are Boosted.

Privilege: when interacting with humans, take +2 to Rep or Style moves.

DWARFAll dwarves have natural thermographic vision.

Tonight We Drink: if you’re drinking with someone, you may Negotiate using Stamina instead of Rep.

Never Sick: you are immune to disease and poisons.

Savvy: when you repair or improve machines, you are Boosted.

ELFAll elves have natural low-light vision

Uncanny Grace: once per fight, when you take damage, you can elect to take -2 forward and reduce damage by half.

Ethereal: when Negotiating or Pushing Someone by charm or seduction, you are Boosted.

ORKAll orks have natural low-light vision.

Unreal Hard: you never have to make Gut Checks when you take your 7th and 8th wound.

Streetfighter: Boost the first time you attack an enemy with a nonlethal weapon (fists, feet, batons, etc).

No Fear: when subject to a fearful experience or a fear-inducing effect, the duration and severity of the effect are halved.

TROLLAll trolls have natural thermographic vision.

Dermal Bone Plating: you have +1 armor.

You’ll Just Make It Angry: when you take damage from an attack, boost your next attack against the attacker.

Juggernaut: when you hit a target in melee, you may elect to reduce the damage of your attack. if you do so, the target is knocked back 2 feet for every point of dam-age reduction.

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WEAPONSTAGS2-hand:this weapon must be used with both hands

n AP:this weapon ignores n points of armor

Area:affects multiple targets, dealing its damage to all of them.

Auto:this weapon fires in full auto mode.

+Bonus:grants a bonus to a particular move

Boosted: this weapon Boosts rock & roll moves

Burn:a weapon or spell with this tag sets the target on fire. -1 ongoing until the flames can be extinguished.

Burst:this weapon fires in burst mode. Mark off 1 Ammo to deal +3 damage.

Clumsy:difficult to use or unwieldy; -1 ongoing while us-ing this item

Conceal: this weapon can be easily hidden

Corrode:a weapon or spell with this tag damages ob-jects and armor. Armor is reduced by 1 until it can be repaired.

n Damage (dmg):the amount of damage a weapon deals on a hit

Forceful:this weapon knocks targets back on a hit

Ignore Armor:this weapon or spell ignores all armor

Loud: this weapon cannot be suppressed.

Messy: this weapon deals damage in a particularly grue-some way

Shock: this spell or weapon electrocutes the target.

Stabilized:this weapon cannot be fired accurately except from a stable position.

Stun: this weapon deals Stun damage only

Suppressed: this weapon makes little to no noise when fired

Thrown: this item can be thrown (range is close/short)

Close (c):hand-to-hand range

Short (s):short range - out to about 15 feet

Medium (m):out to about 50 feet

Long (l):out to about 200 feet

MELEE WEAPONSBo Staff (c, stun, 3 damage)

Combat Axe (c, messy, 5 dmg)

Combat Knife (c, 2 dmg, 1 AP)

Fists/Feet (c, 2 dmg, stun)

Katana (c, 6 damage)

Stun Baton (c, 2dmg, stun)

Tomahawk (c, messy, thrown, 3 damage)

Hand Razors/Wrist Razors (c, messy, 2dmg, 1AP)

EQUI

PMEN

T

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PISTOLSAres Predator II (s/m, burst, 3 dmg, 3 ammo)

Ares Viper Slivergun (s/m, 2 dmg, 1AP)

Beretta 101T (s/m, 2 dmg, 2 ammo)

Browning Max-Power (s/m, 4 dmg, 1 AP, 3 ammo)

Colt Manhunter (s/m, burst, 3 dmg, 1 AP, 3 ammo)

Fichetti Security 500 (c/s, conceal, 2 dmg, 2 ammo)

Ruger Super Warhawk (s/m, loud, 4 damage, reload)

Rem. Roomsweeper (s/m, loud, messy, forceful, 4 dmg, reload)

Streetline Special (c, conceal, 2 dmg, reload)

SMGSAK-97 SMG (s/m, burst, 4 dmg, 3 ammo)

Colt M24A3 (s/m, burst, 2-hand, 1AP, 4 dmg, 3 ammo)

HK227 (s/m, burst, auto, 2-hand, 4 dmg, 3 ammo)

Ingram Smartgun (s/m, auto, 3 dmg, 3 ammo)

Ingram Mac-11 (s/m, auto, 3 dmg, 4 ammo)

ASSAULT RIFLESAK-97 (s/m/l, 2-hand, auto, 6 dmg, 4 ammo)

Ares Alpha (s/m/l, 2-hand, auto, 5 dmg, burst, 2AP, 4 ammo)

Colt M22A2 (s/m/l, 2-hand, burst, 4 dmg, smartlink, 2AP, 4 ammo)

SHOTGUNSMossberg CMDT (s/m, 2-hand loud, burst, messy, 5 dmg, 3

ammo)

Remington 990 (s/m/l, 2-hand, messy, spread, 6 dmg, 2 ammo)

RIFLESBarrett 121 (l, 2-hand, stabilize, 3AP, 10 dmg, reload)

Walther WA2100 (l, 2-hand, stabilize, Boosted, 8 dmg, reload)

GRENADESEMP (thrown, area, shock, disables electronic devices)

Flash-Pak (thrown, area, stun, 6 dmg, +1 to Rock & Roll/Act Under Pressure)

Frag Grenade (thrown, area, forceful, 8 dmg, 2AP)

Incendiary (thrown, area, 4 dmg, burn)

Smoke Grenade (thrown, area, +1 to Act Under Pressure)

Stun Grenade (thrown, area, forceful, 6 dmg, stun)

SPECIALNarcoject Pistol (c/s, conceal, 2 dmg, reload, stun)

Narcoject Rifle (s/m/l, 3 dmg, reload, stun)

Crossbow (s/m/l, 4 dmg, reload, suppressed)

ARMORTAGSArcane: can only be used by arcane archetypes

n Armor:grants n Armor

+n Armor:grants a bonus to existing armor equal to n

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Obvious: the armor is obvious to anyone looking at you

ARMOR TYPESLined Coat (3 armor, obvious)

Ballistic Vest (3 armor, obvious)

Armante Exec (1 armor)

Hottest Fashion (0 armor, +1 to Rep moves)

Leather Armor (1 armor)

Arcane Armor (1 armor, arcane)

Light Armor Jacket (1 armor)

Combat Armor (4 armor, obvious)

Form-fitting Armor (1 armor, concealable)

Defensive Charm (1 armor, arcane)

Riot Shield (2 armor, occupies one hand)

CYBERDECKSTAGSCPU: the raw processing power of the deck

Mask:the stealthiness of a cyberdeck

Hardening: the deck’s resistance to damage

Storage: the deck’s capacity for loaded programs

CYBERDECK OPTIONSFuchi Cyber-4 (cpu 2, hardening 1, mask 1, storage 8)

CYCO Beta (cpu 1, hardening 2, mask 0, storage 9)

Renraku Kraftwerk-8 (cpu 2, harden 0, mask 2, storage 10)

Fairlight Excalibur (cpu 2, harden 1, mask 2, storage 10)

PROGRAMSPrograms act as a Hacker’s weapons, tools, and enhance-ments in the matrix. They may alter the stats of a cyber-deck, or enhance your ability to damage enemy code, or help you pull off moves. All of the programs below must be loaded to grant their benefits. Loading and unloading programs uses the Reallocate secondary move.

TAGSSize (sz): the number of storage units taken up

Damage (dmg): a bonus to Matrix damage (if applicable)

PROGRAM LISTINGAnalyze (sz 3): when you Check the Situation in the Ma-trix, roll+Matrix instead of +Awareness.

Armor (sz 3): increase your deck’s Hardening by +1

Attack (sz 4, +2 dmg): a common Matrix combat pro-gram

Black Hammer (sz 6, +4 dmg): a Matrix combat program

Sleaze (sz 3): increase your deck’s Mask by +1

Scan (sz 4): take +1 ongoing to Check the Situation in the Matrix

Zip It (sz 3): prevents enemy programs from activating alarms or notifying other programs

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VEHICLES & DRONESTAGSPower (pwr): the vehicle’s horsepower, speed, and ac-celeration.

Armor (arm): the vehicle or drone’s armor rating.

Frame (frm): the vehicle’s or drone’s resilience (essen-tially, it’s “health”)

Sensors (ssr): the quality of the vehicle’s sensors (used when Checking the Situation while driving or piloting the vehicle)

Fuel: fuel capacity (and therefore, vehicle’s range/staying power)

Mount (mnt): weapon mounting points, either hard (h) or soft (s). Hardpoints can mount heavy weapons (such as cannon, grenade launchers, or miniguns); softpoints can mount machine guns or laser weapons only.

Destruct (drone): this drone has a self-destruct mecha-nism that will deal 2 damage to anyone in range when it is destroyed

BIKESBMW Blitzen (pwr 2, arm 0, frm 2, ssr 0, fuel 3, mnt 0)

Hyundai Offroader (pwr 1, arm 1, frm 2, ssr 0, fuel 2, mnt 1s)

Yamaha Rapier (pwr 2, arm 0, frm 1, ssr 0, fuel 3, mnt 0)

CARSFord Americar (pwr 1, arm 0, frm 2, ssr 1, fuel 3, mnt 0)

Toyota Elite (pwr 2, arm 1, frm 1, ssr 2, fuel 2, mnt 0)

Eurocar Westwind (pwr 2, arm 2, frm 1, ssr 1, fuel 2, mnt 1s)

TRUCKSLandrover 2046 Van (pwr 2, arm 2, frm 2, ssr 0, fuel 2, mnt 1h)

Areas Roadmaster (pwr 2, arm 2, frm 2, ssr 1, fuel 1, mnt 2h)

GMC Bulldog (pwr 1, arm 2, frm 2, ssr 2, fuel 1, mnt 1s/1h)

ROTORCRAFTBell UH-10 (pwr 1, arm 1, frm 2, ssr 1, fuel 3, mnt 1s)

Fed-Boeing Commuter (pwr 2, arm 0, frm 2, ssr 2, fuel 1, mnt 0)

Hughes MK-2 Stallion (pwr 2, arm 1, frm 2, sensor 1, fuel 2, mount 1s)

GROUND DRONESAres Arms Sentry (sensor 3, armor 0, frame 1)

Ares Sentinel (3 damage, sensor 1, armor 1, frame 1, 3 ammo)

Ford Spyder (3 damage, sensor 1, armor 0, frame 2, 3 ammo)

GM-Nissan Doberman (4 damage, sensor 2, armor 2, frame 2, 2 ammo)

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Renraku Minidrone (sensor 3, armor 0, frame 0, destruct)

AIR DRONESCondor LDSD-23 (sensor 2, armor 0, frame 1)

GM-Nissan Spotter (sensor 3, armor 0, frame 0, destruct)

MCT Nissan Rotodrone (2 damage, sensor 2, armor 1, frame 1, 3 ammo)

OTHER EQUIPMENTGENERAL EQUIPMENT TAGSn Uses:may be used n times before it is ex-hausted

n Heal: restores n wounds

n Supply:the amount of supplies a kit or item contains

n Weight:counts as n toward your weight limit

Arcane:may only be used by arcane characters

Obvious:this item cannot be concealed

Storage: this item can hold several other items in pock-ets or pouches

Safe: the safety and inconspicuousness of a particular lo-cation, such as an apartment, office, or safe house.

Cost: the upkeep cost of a home, office, or other domi-cile.

WEAPON ACCESSORIESSmartlink (Boost the first Rock & Roll with this weapon)

Suppressor (grants the suppressed tag)

Recoil Brace (rifles and heavy weapons only, take +1 to Rock & Roll)

Extended Mag (increase Ammo by 1)

Laser Sight (take +1 to Rock & Roll)

Optics (increase range increment or take +2 to Rock & Roll)

MISCELLANEOUSMedic Slap Patch (1 use, 2 heal)

Stim Patch (1 use, take +3 to next move, take 1 stun after-wards)

Quik-Hax Kit (4 supply, bypasses low-grade security locks/electronic devices)

CYBERWAREBone Lacing (when you make a Gut Check, take +2)

Cybereyes with IR/Low-light (when you Check the Situa-tion, take +1)

Datajack (you can connect to the Matrix or to an electron-ic device directly)

Dermal Plating (you gain +2 Armor)

Gyrostabilizer (when you use the Suppression Fire move, take +2)

Hand Razors (you cannot be disarmed, and your unarmed attacks may deal +2 damage at your option)

Headware Cyberdeck (choose a cyberdeck and have it installed in your head instead of having to be carried)

Smartlink (when you Rock & Roll, your first shot is Boost-ed)

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Skillwires (when you Drop Science, you are Boosted)

Tactical Computer (when you Check the Situation, you may roll+Combat instead of +Awareness)

Wired Reflexes (when you Act Under Pressure using Aware-ness, you are Boosted)

SPELLSTAGSn Essence: the minimum essence to cast this spell. A mage may allocate more Essence than the minimum to make the spell more powerful.

sustain: you may choose to keep the spell active, but cannot regain the essence committed to it via Centering until you drop the spell

COMBATAcid Stream (s/m/l, corrode, 1 Essence, 3+Essence dmg)

Toxic Wave (s/m, area, corrode, 2 Essence, 4+Essence dmg)

Flamethrower ( s/m, burn, 1 essence, 3+Essence dmg)

Fireball (m/l, area, burn, 2 essence, 5+Essence dmg)

Lightning Bolt (s/m/l, shock, 1 essence, 3+Essence dmg)

Ball Lightning (m/l, area, shock, 2 essence, 4+Essence dmg)

Death Touch (c, ignore armor, 2 essence, 4+Essence dam-age)

Manabolt (s/m, ignore armor, 1 essence, 3+Essence dam-age)

Knockout (c, ignore armor, 2 essence, 6+essence damage,

stun)

Stunbolt (s/m/l, ignore armor, 1 essence, 4+essence dmg, stun)

Stunball (s/m/l, ignore armor, 2 essence, 5+essence dmg, area, stun)

DETECTIONAnalyze Device (c, 1 essence, Boost rolls to use device)

Analyze Truth (c, 1 essence, Boost Rep/Style moves)

Detect Life (c, 2 essence, +2 forward to Check the Situa-tion)

Detect Magic (area, 2 essence, sustain, +2 forward to Check the Situation when seeking magic sources)

Mindprobe (c, 2 essence, +2 to Negotiate and Push Some-one moves)

Combat Sense (c, 1 ess, sustain, you cannot be surprised)

Clairvoyance/Clairaudience (c, 1 ess, you can Check the Situation remotely)

HEALTHAntidote (c, 2 essence, halts disease and poisons)

Heal (c, X essence, heal 1d6+X damage)

Increase Stat (c, 3 essence, sustain, Boost moves using that stat)

Oxygenate (c, X essence, allow for Xd6 minutes of survival in an airless or toxic atmosphere)

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ILLUSIONConfusion (s/m/l, 2 essence, +2 forward)

Chaotic World (s/m, 3 essence, Hold 3)

Invisibility (c, 1 essence/target, cannot be seen)

Silence (s, area, 1 Essence / target, cannot be heard)

Stealth (c, 2 ess, Boosted forward when Taking a Chance to be stealthy)

MANIPULATIONArmor (c, 2 ess, +2 Armor)

Fling (s/m, 1 ess)

Ignite (s/m/l, 2 ess, sets object on fire)

Light (area, 1 ess, illuminates area)

Barrier (area, 3 ess, +2 armor to anyone behind barrier)

Influence (c, 2 ess, +2 forward to Push Someone Around)

Magic Fingers (s/m, 0 essence, non-harmful)

SPIRITS & ELEMENTALSTAGSTravel: the spirit has a special mode of travel, such as flight or phasing.

+n Robust: all spirits can take 6 Wounds before dissipat-ing, and ignore 1 point of damage from all attacks in addition to any armor they possess. This tag indicates that the spirit can take n additional Wounds before dis-sipating.

Aspect: the spirit displays the aspect of its natural envi-ronment; for instance a desert spirit is generally com-posed of sand and rock.

Insubstantial: the spirit takes a reduced amount of dam-age from attacks; equivalent to armor 2.

MOVESSpirits and elementals summoned by player characters are individual beings that have the following stats. In addition, the names of their stats are also the names of their moves - so to perform the Harm move, one would roll+Harm for the summoned spirit.

Harm: the spirit’s ability to do damage.

Search: the spirit’s awareness and ability to find/detect items and individuals

Guard: the spirit’s ability to protect individuals and areas and absorb damage

Enthrall: the spirit’s ability to control and dominate the minds of individuals

Mentor: the spirit’s knowledge of a place, being, or topic

SPIRITSSpirit of Man (medium, aspect, 1 Armor, 3 damage, Harm 0 Search 1 Guard 2 Enthrall 0 Mentor 1)

Spirit of the Land (large, aspect, 2 Armor, +2 Robust, 4 damage, Harm 1 Search 2 Guard 1 Enthrall 0 Mentor 0)

Spirit of the Sky (large, aspect, insubstantial, 1d6 damage,

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Harm 0 Search 3 Guard 1 Enthrall 1 Mentor -1)

Spirit of the Water (medium, aspect, 0 Armor, 1d10+Force health, move:engulf)

Insect Spirit (small/medium/large, aspect, Force Armor, 1d8+Force health, move:enthrall)

Toxic Spirit (medium/large, aspect, 0 Armor, 1d10+Force Health, move:harm)

Watcher Spirit (small, 0 Armor, 2+Force Health, move:search)

ELEMENTALSAir (insubstantial, flight, 1d6 Damage, Harm 1 Search 2 Guard 0 Enthrall 1 Mentor 0)

Fire (insubstantial, medium, 1 Armor, 2d6 Damage, Harm 2 Search 0 Guard 1 Enthrall 1 Mentor 0)

Earth (large, 1 Armor, +3 Robust, 2d6b damage, Harm 1 Search 0 Guard 2 Enthrall 0 Mentor 1)

Water (large, 1 Armor, +1 Robust, 1d6 damage, Harm 0 Search 1 Guard 0 Enthrall 2 Mentor 1)

TOTEMSBear (Boons: take +2 to Act Under Pressure using Stamina, and take +1 to conjure Forest spirits; Flaw: when injured, roll 1d6. On 1 or 2, the shaman goes berserk).

Cat (Boons: take +2 to Push Someone, and you cannot be surprised; Flaw: you cannot deal lethal damage to your enemy)

Dog (Boons: take +2 to Check the Situation, and take +1 to

conjure spirits of man; Flaw: your moves are Glitched if you have left an ally behind or in danger)

Eagle (Boons: take +2 to Drop Science, and take +1 to con-jure air spirits; Flaw: you have an allergy to something relatively common, and take -1 ongoing when exposed)

Rat (Boons: take +2 to Act Under Pressure when your goal is being stealthy, and take +1 to conjure spirits of man; Flaw: when combat starts, you must succeed at a Keep It Togeth-er move, or flee)

Raven (Boons: take +2 to Push Someone, and take +1 to con-jure air spirits; Flaw: you must take advantage of others’ misfortune when you can)

Shark (Boons: take +2 to Rock & Roll in melee, and take +1 to conjure water spirits; Flaw: when injured, roll 1d6: on 1, 2, or 3, the shaman goes berserk)

Snake (Boons: take +2 to Drop Science, and take +1 to Ban-ishing moves; Flaw: take -1 ongoing to Rock & Roll)

Wolf (Boons: take +2 to Rock & Roll in melee, and take+1 to conjure forest or earth spirits; Flaw: you must Act Under Pressure to retreat from combat)

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1. Choose your Archetype.There are 10 Archetypes: Adept, Face, Ex-Cop, Hacker, Mage, Mercenary, Rigger, Shaman, Street Doc, and Street Samurai. You’ll learn more about archetypes in the follow-ing section, and in the Archetype Playbooks.

2. Choose your Metatype.There are 5 metatypes: Human, Dwarf, Elf, Ork, and Troll. Each metatype offers a choice of Metatype Moves. Choose one move from the options presented.

3. Choose your LookEach character archetype will present an option for look; you are free to make up your own as well.

4. Choose your Name and Street NamePick a real name and street name. You may use the lists provided, or create your own.

5. Assign your StatsThere are certain stats that all characters share: Combat, Stamina, Awareness, Knowledge, and Rep.

Combat: your skill in all manner of fighting, both armed and unarmed

Stamina: your toughness, strength, and endurance

Awareness: your alertness, reflexes, and ability to react to dynamic situations

Knowledge: your general educational level, mastery of specific subjects, and mental stability

Rep: your reputation, presence, and personal charisma.

All core stats start with a modifier of 0 for all archetypes.

Each archetype also has a unique stat that represents their own particular area of expertise or mastery. For example, the Street Samurai’s unique stat is called Chrome. This stat is used for many (if not all) archetype moves, and serves to differentiate the archetypes further.

The Unique Stat for every character starts with a modifier of +1.

BUILD POINTSYou have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point (e.g., it is a straight 1-for-1 cost).

You may increase a stat to a maximum of +2 as a start-ing character. Additionally, if you wish, you may lower one stat to -1 in order to gain an additional Build Point to spend elsewhere.

6. Set your Essence and Edge.Depending on your archetype, you start with a varying amount of Essence and Edge. Note this amount on your character sheet.

7. Choose EquipmentEach archetype will present various weapon, spell, and equipment options. Simply follow the creation guidelines for the archetype to select your starting equipment and other traits or possessions.

CHAR

ACTE

R CRE

ATIO

N OV

ERVI

EW

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8. Choose ContactsEverybody knows somebody. You will be presented with a list of potential contacts your character might know as a result of their experiences both before and after they became shadowrunners.

9. Declare your BondsIn your life before and after becoming a shadowrunner, you’ve worked with a lot of people, and developed rela-tionships with them. These relationships include at least one of your fellow shadowrunners. When you are instruct-ed to create your Bonds with fellow runners, you’ll be presented a list of statements with blanks in them.

To create a Bond with a runner, place that runner’s name in the blanks on one of the statements presented. You can place the same name more than once (that is, in more than one sentence), but you must place at least one name in one Bond statement.

Later, during play, you may end up resolving a Bond with a character. If you do so, make sure to mark XP!

10. Starting Moves◊ Your character knows all the Core and Secondary Moves.

◊ You character knows one or more of his or her Archetype moves. If you are given an option to choose additional moves, check off the box next to them on the character sheet.

ADVANCEMENTEach time you fail a roll - that is, you roll a 6 or less - you

mark XP. In addition, every archetype has a move that al-lows them to mark XP under certain circumstances. When you mark 8 XP, you advance.

Note that you must have downtime to advance - you can-not advance mid-run.

When you advance, you may choose from the following benefits:

{ Gain +1 Combat

{ Gain +1 Stamina

{ Gain +1 Awareness

{ Gain +1 Rep

{ Gain +1 Knowledge

{ Gain +1 to your Unique Stat

{ Gain +1 Essence

{ Gain 1 new Archetype Move

{ Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - put an X in the “Improved” box next to the Stat Name on your playbook when you’ve improved that Stat. This rule does not include Essence, which may be increased on any advancement.

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In the strange world of the 2050s, people can be — and are — anything they want to be. However, there are a few ar-chetypal shadowrunners that you’ll see again and again. In Sixth World, we call these Archetypes. Archetypes each dif-fer in their abilities, expertise, and role in the game world. They are, in a sense, the “character classes” of this game.

As a player, you are encouraged to talk with the other play-ers to make sure each of you chooses a different Arche-type. A diverse group is more interesting, and, as they say in other games like this one, that chummer over there may be a street samurai, but you are The Street Samurai.

THE ADEPT My kung fu is strong.>>>When the gift awakened in me, I looked inward. I studied my-self. I saw my limitations - and overcame them. I recognized my flaws - and accepted them. I reached inward until I held the very heart of my own power, and when I found it, I switched it on. Fast, deadly, balanced, I’m an island of focus in the maelstrom of combat. Some people cannot grasp my true capabilities. Others don’t understand why I directed your gifts inward, instead of out-ward in flashy displays. But I know why. Because in the end, when the machine fails, and the magic dies, I will still have peace.<<<

Adepts are magic-users who have turned their power inward, focusing on improving their bodies and minds to unlock their own full potential. This often realizes itself in the form of performance at the peak of human capability (or even beyond), and by mastery of one, or several, mar-tial arts. Adepts are capable fighters, with strong minds and bodies, and an inner calm that many envy.

THE FACE Please step into my office.>>>I could have been on the trid - I’ve got the looks. And half the megacorps in Seattle would kill to get me in an interview. But why tie myself down like that? I have a particular set of talents that makes me incredibly valuable in shadowrunning circles, and to be completely honest, I’m hooked on the adrenaline.It’s a rush to be someone else, to read someone’s tics and cues, and to run a con so effective that the mark never even figures out it happened. It’s good when it goes right. So good.On the other hand, you have to be careful who you con. I’ve burned a bridge or two in my time learning this. You don’t con your team. Why wouldn’t I, if I’m so good at it? I sometimes ask myself the same thing. But then...well, lemme make a long story short. You see this scar...?<<<

The Face is the professional front of the shadowrunning team. When a deal is being negotiated, the Face is front and center. However, the Face is also a professional con, and a master of disguise, misdirection, and interpersonal relations. A team without a Face is at a disadvantage in dealing with potential employers and rivals, and a good Face can make getting into and out of any operation easier with a few phone calls.

THE EX-COP I’ve walked this beat all my life.>>>Years on the job, and now what am I doing? Running the shadows? Shit, I used to throw skels like myself in jail every day. It’s a laugh, honestly. On the other hand, the pay is better than anything I made on the force, I get to meet interesting people, and it beats corporate rent-a-cop work. Some of these folks, they think because they’ve got the wires, or the mojo, they can walk circles around me. And yeah, maybe so, if I ever let them have a level playing field. But I still think like a cop,

THE A

RCHE

TYPE

S

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and I know the system. People still on the job are happy to help an old buddy. And while the badge may not be entirely official anymore, there’s always the gun.<<<

The Ex-Cop came from Lone Star, Knight Errant, the mili-tary police, or any one of many law enforcement agencies in the confused landscape of the 2050’s. Possessed of a keen investigative mind, good physical conditioning, and good weapon skills, having an ex-cop on the team can prove invaluable due to their connections across society and their old friends “inside the system.”

THE HACKER Honestly? I’d do it for free.>>>These chromers and spellworms are missing the point. They’re in this for money, looking to retire someday? Hah. They’ve got no idea where the power is. Real power lies in a world most of them take for granted. But it’s a world I live and breathe. You want paydata? I know where it is. You want me to shut some shit down? I can do that. You want me to hack Renraku? Give me a dataline. I’ll do it. I dream in code, babe. I can see the girl in the red dress.And don’t tell anyone, but this? I do it for fun. You should see me when I’m serious.<<<

The Hacker is the master of the worldwide virtual real-ity network of the Matrix. Able to connect to the Matrix, move through it, and bend it to their will, hackers are criti-cal members of a shadowrunning team. From finding cru-cial data on targets, to locating floorplans of facilities, to shutting down security systems and sabotaging response efforts, the hacker will quickly prove their value.

THE MAGE I can bend reality. Top that.>>>It’s not easy to study these formulae. Trust me, it’s like learn-ing a language spoken by creatures with ten mouths, twelve eyes, and a tonal language based on what color nine smells like. If you haven’t got the gift, well...if you’re lucky, it’ll look like gibberish. If you’re unlucky, it might just bust your head. But do you know what it’s like to turn invisible, to throw lightning from your hands, or to heal injuries with a word? To be the artil-lery when a run goes south *hard*? You know what it’s like? It’s a little like being a god.<<<

The Mage has focused his or her magical talent into spell-casting - using formulas, incantations, and the precepts of magical theory to shape reality itself. Mages are flexible and can serve in many roles on a team, from the “big gun” to a master of stealth, and are often relied upon to provide magical overwatch to protect the team from hostile magic and hostile creatures.

THE MERCENARY Lock and load.>>>I’ve fought in a dozen little brush wars - and some big ones - over the years. I’ve seen a lot of shit go down. Once I got out, though, I wasn’t good for much except killing people and break-ing things. Turns out those are pretty marketable skills in 2050. Seems like everybody in the damn country wants somebody dead or something destroyed.So I did my time with a few crews. Some pros. Some...not. I try to maintain a code, though, and after a while I decided that free-lance work was where it’s at. That was a learning experience. Some of these supposedly shit-hot runners need to learn a few essentials, like “don’t set up the ambush so you shoot your own guys” and what “enfilade” means. Makes me cringe sometimes.Still, I’ve got a good team, I set my own hours, and I get to decide

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whether melting down a busload of nuns is worth the pay.<<<

The Mercenary served in one of the many military forces found in the Sixth World, doing time in conflicts large and small, and brought from that solid tactical abilities and a respectable repertoire of combat talents. Hardened mentally and physically from years in service, the Merc is highly skilled in combat and has the added benefit of lead-ership experience that can save the team’s bacon when things get hairy.

THE RIGGER I need more power. >>>When it comes right down to it, I don’t really live anywhere. Unless you count the driver’s seat. My crew might call me the “lookout” or the “getaway driver” but when things have gone bad, I’ve never seen them not be happy that I own an armored truck with a couple of Vindicators on it. Seriously, have you seen it? Man, she’s sweet. Purrs like a kitten, too. Anyway, with all this Matrix-this and magic-that and mass-transit-other, you’d think driving wasn’t such a big thing. Well, that’s a load of bullshit. See, runners don’t take the fuckin’ subway, choombatta. There ain’t a bus that goes to the top of Ares Mac-rotech Tower. You want discreet tactical insertion into a hot LZ? Or a luxury ride in a tricked out limo? Or how about a good old fashioned #18 (that one involves crashing a cement truck through a wall to-- well, anyway, good times...).Basically, you want a ride? You talk to me.<<<

The Rigger is a cybered-up, shit-hot driving machine. When a team needs transportation, recon, or a flying drone to blow an enemy unit into bloody rags, they turn to their Rigger. Riggers have the capability to operate any

vehicle at its peak, as well as operate drone vehicles of various kinds. Getting into and out of an op, whether on the sly or amidst a hail of gunfire, is the Rigger’s specialty.

THE SHAMAN Say hello to my large and angry friend.>>>My partner over there likes blasting lightning from his hands. That’s cool, you know? I mean seriously - it’s cool. And scary. I’d be jealous, but...I have this other trick. See, instead of channeling power through my hands and poring over dusty tomes, I just have a quick look-see into the unseen world around us, locate a friend, and ask ‘em for a hand. You’re looking at me like you’ve got no idea what I’m talking about. Lemme break it down for you. All around you, right now, is the world of astral energy. It’s like our world, but...not. Okay, not really at all but let’s not get off-topic. Dwelling there are spirits. Some are called elementals, but really what’s necessary to grok is this: I can talk to ‘em, and I can bring them here, and I can make them do things.So remember to thank me the next time a being of pure fire ap-pears and saves your ass from getting geeked.<<<

Where the Mage focuses magical power into manifest bending of reality, the Shaman turns to the spirits that dwell in the astral realm and uses his or her force of will to summon them for aid. The Shaman’s spirit allies can offer devastating combat abilities, protection from hostile intent, and information and reconnaissance.

THE STREET DOC Just...try to relax.>>>Medicine, they say, is a calling. You’re in it to help people. Well, that’s true, as far as it goes. I liked what I did, until one day I realized I just couldn’t do it anymore. It had changed, or maybe I did.

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But when you’ve spent your time doing it, that’s what you know. And remember that thing I said about wanting to help people? Well there’s a whole lot of people who need help, and they live just below our noses, right where we can’t see. I set out to help them - street medicine. Turns out in 2050, street medicine will get you tied up in ugly business sooner or later, though. I ended up crossing some people. I needed money. I found out about shad-owrunning. I also found out that plenty of teams love a good scalpel.It’s not always fun, combat medicine. In fact, “fun” is not even in the top 10 words I’d use to describe it. But I figure it’s better than leaving someone to see whether blood loss or the waste manage-ment crew gets to them first. So I’m still helping people. They’re not always good people. In fact, they’re all hardcore criminals.Hey, nobody’s perfect.<<<

The Street Doc brings his or her medical expertise to the shadows, helping their team survive and recover from the inevitable injuries that they will incur in their particular line of work. Street Docs are reasonably tough, and brave as hell - willing to put their lives on the line when a team-mate is down, and crawl into a free-fire zone to pull a friend out. Modern technology makes basic first aid a mat-ter of a slap patch and a pain pill, but when you get caught by a frag grenade, basic first aid is not what you need. You need the Doc.

THE STREET SAMURAI I don’t sleep. I wait.>>>I’m not close to a lot of people. It might be the blank silver of my cybereyes, the dermal plating under my skin...or maybe just the fact that whenever I watch someone, I think they assume I have some sort of target designator hovering over them. They’re correct.

So I don’t have a lot of friends. But when lead flies, all that chang-es.I’m chipped and wired, choombatta. I’m faster than lightning, hit like an avalanche, and shoot like I invented the concept. It cost me, of course. Injuries. Pain. Shitloads of money. Was it worth the chrome? Replacing my meat with machines? The pain of recovery, the terrible itch as it integrated, the gradual dis-tancing of people I loved. Was it worth it, to be this good? Hell yes.<<<

The Street Samurai is a pure combat machine. Quite often one of toughest and most skilled weapon users on the team, they also possess the ability to elevate themselves to superhuman levels through their heavy investment in cyberware. Street Samurai often take the “samurai” part of their name seriously, and conduct their lives and runs according to a code of their own devising.

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Dossiers are a combination of character creation rules, character sheets, and lists of unique moves for the each of the 10 Archetypes in Sixth World.

When you start a game, GM, pass out the playbooks below to your players and let them choose which one they want to play.

READING A DOSSIERThe first page of a dossier will outline the process of creat-ing a character of that archetype. Similar to the Character Creation Overview outlined earlier, this will be a step-by-step list of instructions.

The second page of the Dossier is the character sheet for the player to complete. It includes both spaces for all the basic Stats, as well as a list of Archetype Moves for that particular archetype.

The final page of the Dossier is where you record equip-ment, notes, contacts, and Bonds.

KNOWN MOVESArchetypes start out knowing one or more of their Arche-type Moves. A move that is automatically known is marked with S, while moves the character does not know (but may learn in the future) are marked with o.

As you advance (see the Advancement section of the char-acter creation instructions), you can increase your Stats, Edge, or learn new moves.

CHOOSING OPTIONSGenerally, when presented with a list of options in a dos-sier, the player should choose only one item from the prescribed list. If a player is allowed to choose more than one item, it will be noted in parentheses. For example, the Mercenary is allowed to choose 2 weapons from the list presented.

DOSS

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookWise eyes, wary eyes, glowing eyes

No hair, cropped hair, long braid

Clean skin, tattooed skin, hard skin

Perfect body, heavy body, lithe body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Focus. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 6 Essence and 3 Edge.

6. Choose your EquipmentArmor: Leather Armor, Arcane Armor

Weapons: Twin Ares Predators, Monokatana, Bo Staff, Combat Knives

7. Choose 2 ContactsTemple master, gunsmith, underground fight club organizer, tea shop owner, yakuza soldier, fetishmonger

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the True Power Within move, and one other Adept move.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Focus { Gain 1 new Adept Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE ADEPT S True Power Is Within: when you Rock & Roll, you

roll+Focus instead of +Combat. � Killing Hands: when you deal damage while un-

armed, you deal lethal damage instead of stun. � Gunfighter: you have turned your focus on mas-

tering the use of firearms instead of more traditional weapons. When you wield a handgun (or two) and Rock & Roll, roll as usual. On 10+, choose 2. On 7-9, choose 1:

{ You hit a target beyond the maximum range of the weapon

{ Your shot penetrates any cover the target has { You perform a seemingly-impossible trick shot { You deal 2 damage to a second target in range

� The Sight: when you take time to study an enemy, roll+Focus. On 10+, take +2 forward or take +2 dam-age forward to your next melee attack. On 7-9, take +1 forward.

� See the Astral: you may perceive into the Astral Plane, detecting creatures, wards, spirits, and spells.

� Spell Dabbler: you have dabbled in the spellcast-ing arts. Select one spell that you know. To cast this spell, roll+Knowledge.

� Enhanced Ability: when you concentrate on enhanc-ing your abilities, spend 1 Essence and roll+Focus. On 10+, increase any stat (besides Focus) by 1 point for a duration you select. On a 7-9, increase any stat by 1, but (choose 1):

{ Reduce Focus by 1 for the same duration. { Take 2 damage from the strain { You must spend 3 Essence to achieve the effect.

� Freerunner: when you are involved in a pursuit, roll+Awareness. On a 10+, you may adjust the distance between you and the pursuer/prey by 50 feet. On a 7-9, you may adjust the distance by 25 feet.

� Iron Skin: when you take damage, reduce the dam-age by 1.

� Kata: when you spend at least 12 hours meditating and practicing your skills, mark XP.

� Perfect Defense: when you are struck by an attack, roll+Focus. On 10+, you negate the damage and are un-moved. On 7-9, you negate the damage, but (choose 1):

{ Your next move is Glitched { You are knocked back 1d6+2 feet { You are shaken (take -2 forward)

WEAPONS GEARPrimary Weapon Secondary Weapon

Name: Name:

Tags: Tags:

Damage: Damage:

focus

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BONDS______________ needs inner peace, before someone they love is hurt.

______________ has a fearsome reputation already.

______________ likes me. And I like them.

I can tell only ________________ my true his-tory.

THE ADEPT

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookCold eyes, tired eyes, wary eyes

Close cropped hair, shaggy hair, bald

Cheap suit, street clothes, hawaiian shirt

Heavy body, fit body, injured body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Shield. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 4 Essence and 3 Edge.

6. Choose your EquipmentArmor: Armor Vest, Form-fitting armor

Service Pistol: Colt Manhunter, Browning Ultra-Power, Ares Predator II, Ruger Super Warhawk

Additional Weapon: HK227, Mossbert CMDT , Colt M24A3, Remington

990

7. Choose 3 ContactsConfidential information (CI), precinct secretary, gang leader, prosecutor, journalist, former partner, defense attorney

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the Work the System move, and one other Cop move.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Shield { Gain 1 new Cop Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE EX-COP S Work the System: when you use your ex-LEO status

to get help, roll+Shield. On 10+, you have an old pal jam somebody up or cut them a break. On 7-9, you get the desired result, but (choose 1):

{ the person knows who helped or hindered them { your buddy got in trouble { your name got mentioned to the wrong ears

� Takedown: when you take control of a person physically, roll+Combat. On 10+, they are under your complete control, and you are both unharmed. On 7-9, you gain control of them, but either you or your target must take 2 damage.

� Flash the Badge: when you attempt to Push Some-one, you may roll+Shield instead of +Rep.

� Deep Cover: you used to work undercover. When you Act Under Pressure to blend in to a criminal envi-ronment, you are Boosted.

� Good Cop, Bad Cop: when you aid someone you have bond with during an interrogation, roll+Shield instead of +Bond.

� Gun Cage: when you need some specialized weap-ons or hardware fast, you can borrow it from a buddy for no more than 24 hours. If returned after the 24 hour deadline, roll+Shield. If you fail, you lose this move.

� Walked the Beat: gain a new contact of your choice. � The Feds: you have a contact in federal law enforce-

ment. Roll+Shield. On 10+, pick 2. On 7-9, pick 1. { You get a tip-off on a big operation so you can

steer clear { You gain interesting and useful information about

your current run { You get access to federal data on an individual { You are brought in as a “consultant” on a big

operation. � Hostage Negotiator (requires Good Cop, Bad Cop):

when you negotiate in a dangerous situation, you may roll+Shield instead of +Rep. You must still have leverage to negotiate.

� Under the Bus: whenever one of your law enforce-ment contacts gets in trouble for helping you, mark XP.

� SWAT Sharpshooter: when you Rock & Roll using a stabilized rifle, as long as your position is unknown, your roll is Boosted.

WEAPONS GEARPrimary Weapon Secondary Weapon

Name: Name:

Tags: Tags:

Damage: Damage:

shield

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BONDSI put ________________ in jail more than once.

I think ______________________ is connected to an old case of mine that I never solved.

____________________ is solid. I’d call on them for backup.

I smell “rookie” all over ___________________.

THE EX-COP

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookWise eyes, jeweled eyes, laughing eyes

Normal skin, perfect skin, synthetic skin

Great smile, smoky stare, rugged good looks, regal bearing

Fit body, compact body, androgynous body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Style. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 4 Essence and 3 Edge.

6. Choose your EquipmentArmor: Armante Executive Wardrobe, Hottest New Fashion

Weapon: Executive Action, Beretta 101T, Ares Viper Slivergun

7. Choose 4 ContactsClub owner, Yakuza boss, car dealer, journalist, senator’s aide, money launderer, mafia capo, arms dealer, wealthy socialite

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the Fast Talk move, and one other Face move.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Style { Gain 1 new Face Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE FACE S Fast Talk: when you need to convince somebody of

something fast, roll+Style. On 10+, you use quick think-ing and smooth talking to get into or out of the situa-tion. On 7-9, you convince the target, but (choose 1):

{ the person talking to decides to check your story { you need to ditch something important, fast { you place one of your contacts in harm’s way

� Come Hither: when you attempt to seduce some-one, roll+Style. On 10+, they’re into you, and you can get a favor from them or get access to some of their personal stuff. On 7-9, they’re into you, but it will take some more time and TLC to get a favor from them.

� Work the Angles: when you Negotiate, take +1. � Build a Legend: when you create a false identity,

roll+Knowledge. On 10+, your legend is solid and will hold up to any scrutiny. On 7-9, it holds up for now, but (choose 1):

{ it will be 1d6-1 days until it is blown { you inadvertently encounter someone who knows

you as someone else. You will have to Fast Talk. { you have to do something unpleasant (and il-

legal) to maintain your cover.

� Crazy Smooth: when you Fast Talk, your roll is Boosted.

� Making Friends: gain a new contact of your choice from any list of potential contacts, not just your own.

� I Know A Guy: when you need an illegal good or service, roll+Rep. On 10+, you know someone who can get it for you within one day, and discreetly. On 7-9, they can get it, but (choose 1):

{ it takes two extra days to get it { it costs twice as much as predicted { your fence has to drop your name to get it

� Got the Look: when you would normally Negotiate, you may roll+Style instead.

� Chameleon: when you attempt to blend in to a social environment, roll+Style. On 10+, nobody questions your presence. On 7-9, you catch the eye of someone who becomes curious about what you’re doing there.

WEAPONS GEARPrimary Weapon Secondary Weapon

Name: Name:

Tags: Tags:

Damage: Damage:

style

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BONDS____________________ has no craft. I hope they learn soon.

____________________ is close friends with somebody I screwed over once.

____________________ thinks what I do is sleazy.

I just dug up some interesting information about ___________________.

THE FACE

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookCybereyes, glasses, unfocused eyes

No hair, unkempt hair, mohawk, ponytail

Pale skin, bad skin, tattooed skin

Thin body, heavy body, compact body, flabby body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Matrix. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 3 Essence and 3 Edge.

6. Choose your EquipmentCyberdeck (pick 1): Fuchi Cyber-4, Renraku Kraftwerk-8, Cyco Beta

Armor (pick 1): Trenchcoat, light armor jacket

Weapon (pick 1): Streetline Special, Fichetti Security 500, Narcoject Pistol

Programs (pick 2): Analyze, Armor, Black Hammer, Mask, Slow

7. Choose 2 ContactsGhostSyndicate, electronics dealer, military hacker, gang member, former professor, matrix guru

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the Live to Hack and Sling Code moves.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Matrix { Gain 1 new Hacker Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE HACKER S Live to Hack: while in the Matrix, when you:

{ Act Under Pressure, add your deck’s Mask rating to the roll

{ Sling Code, add your deck’s Power rating to the roll

{ Take damage, subtract your deck’s Hardening rating from the damage

{ Rock & Roll, roll+Matrix instead of +Combat { Deal damage, your base damage is equal to

your Matrix+bonuses from any relevant programs. S Sling Code: when you use a program or hack a

Matrix node on the fly, roll+Matrix. On 10+, choose 2. On 7-9, choose 1:

{ Boost your next Matrix move { your hack succeeds { the system alert level does not elevate { you encounter no IC or enemy hackers { you leave no trace of your activity

� Combat Decker: when you Rock & Roll in the Ma-trix, you may add your Combat stat to the roll.

� Fastjack: when you need an immediate access point to the Matrix, roll+Matrix. On a 10+, there is a jackpoint immediately accessible. On 7-9, you must expose yourself to risk to find one.

� More Toys: gain an additional cyberdeck, or 2 programs

� Multitasker: you can hack multiple systems simul-taneously. Roll+Matrix. On 10+, you suffer no penalties to hack two systems. On 7-9, take -1 ongoing to the second system.

� IC Killer: when you inflict damage to IC, inflict +2 damage.

� Interference: you use nearby devices to throw out a storm of digital noise, confusing the enemy. Roll+Matrix. On 10+, your team takes +2 to their next Act Under Pressure move. On a 7-9, your team takes +1.

� Ghost in the Machine: improve your Cyberdeck’s Mask rating by 1.

DECK PROGRAMSCPU

Mask

Hardening

Storage

matrix

WEAPONName

Tags

Dmg.

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BONDSI did a run with ________________. It didn’t go so well.

I’ve heard of ________________ before.

____________________ and I go way back.

____________________ doesn’t trust me, and with good reason.

THE HACKER

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookBlank eyes, unnatural eyes, piercing eyes

Long hair, bald, wild hair

Robes, street clothes, dress clothes

Thin body, weak body, muscular body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Craft. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 6 Essence and 3 Edge.

6. Choose your EquipmentArmor: Trenchcoat, light armor jacket, defensive charm

Weapon: Beretta 101T, Ruger Super Warhawk

Spells (choose 1 set):

Set 1: Toxic Wave, Manabolt, Combat Sense, Heal, Armor

Set 2: Stunbolt, Analyze Truth, Detect Life, Invisibility, Magic Fingers

Set 3: Lighting Bolt, Stunball, Analyze Device, Stealth, Light

Set 4: Fireball, Clairvoyance, Increase Stat, Silence, Barrier

Set 5: Death Touch, Knockout, Combat Sense, Heal, Fling

7. Choose 2 ContactsWage Mage, Corporate Exec, Fetishmonger, Paranormal Animal Expert, Bartender, Street Cop, Professor of Magical Theory

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the Cast a Spell and Center moves.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Craft { Gain 1 new Mage Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE MAGE S Cast a Spell: when you cast a spell from your

known list of spells, spend the required Essence and roll+Craft. On 10+, the spell is cast successfully. On 7-9, the spell is cast successfully, but (roll 1d6):

{ it costs +1 Essence to cast { it causes drain. Take -1 forward to your next Cast

a Spell move. { the target partially resists the spell. Halve the

damage or duration. S Center: when you take a moment to concentrate

and restore yourself, regain 1d6+1 essence. � Go Astral: you can perceive or project into the

astral plane at will. When you Act Under Pressure or Rock & Roll in the Astral plane, roll+Craft.

� Banish: to dispel a hostile or uncontrolled spirit or elemental, roll+Knowledge. On 10+, the spirit or elemental is banished. On 7-9, the spirit is banished, but it leaves you a memento - take 2 damage.

� Counterspell: to disrupt or end a spell cast by someone else, roll+Craft. On 10+, the spell is dis-pelled. On 7-9, the spell is dispelled, but you must spend 1 Essence.

� Higher Knowledge: gain 2 additional spells. � Initiate: when you study your magical grimoire, you

gain Insight. When you study for an entire day, gain 2 Insight. When you study for half a day, gain 1 Insight. You may later spend 1 point of Insight to:

{ reduce the essence cost of a spell by 1 { Boost your Cast a Spell move { automatically succeed at a Counterspell move

� Specialist: choose a spell category. You take +1 when casting spells from that category.

� Astral Mentor (requires Initiate): you can receive learning from an astral being. Roll+Knowledge. On 10+, you may learn a new spell. On 7-9, you may gain 1 Insight.

� Magical Overwatch: when you defend an ally from hostile magic, roll+Awareness. On 10+, choose 2. On 7-9, choose 1:

{ you reduce the damage of the hostile magic by half

{ you reduce the duration of the hostile magic by half

{ you pinpoint the location of the hostile magic user { you channel energy along the backtrail of the

magic, and inflict 2 damage on the hostile caster.

SPELLS OTHER SPELLSName: Name:

Tags: Tags:

Effect: Effect:

craft

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BONDS_____________ is inelegant and lacks craft. I’m not sure I can trust them.

I heard that _____________ used to work for ___________________.

I trust ___________________ with my life.

__________________ is hiding something they don’t want me to find out.

THE MAGE

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookDead eyes, cold eyes, soft eyes

Boonie hat, crew cut, ponytail, fauxhawk

Combat fatigues, street clothes, nice suit

Scarred skin, tough skin, soft skin

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Tactics. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 4 Essence and 3 Edge.

6. Choose your EquipmentArmor: Ballistic vest, armor jacket, combat armor

Weapon (choose 2): Ares Predator II, Colt Manhunter, AK97 SMG, Colt M24a3, Ares Alpha, AK-97, Tomahawk, Combat Knife

7. Choose 2 ContactsFormer CO, Terrorist Cell Member, Arms Dealer, Veterans Clinic Doctor, Old War Buddy, Street Pharmacist, Therapist

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the Go Tactical move and one other Merc move.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Tactics { Gain 1 new Merc Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE MERCENARY S Go Tactical: when you Check the Situation during

combat, roll+Tactics. On a 10+, instead of asking the GM questions, you may instead choose to Hold 3. On a 7-9, you may choose to Hold 1. You can then spend that Hold 1-for-1 to grant a bonus to any ally at any point during the combat.

� Combat Instincts: Boost your first Rock & Roll move in a fight.

� Hard as Nails: when you take damage, roll+Stamina. On 10+, reduce the damage by 3. On 7-9, reduce the damage by 1.

� CQC Expert: when you Rock & Roll using a melee weapon or while unarmed, deal +1d4 damage.

� Veteran: when you Act Under Pressure, you may roll+Tactics instead of +Awareness.

� Adapt and Overcome: when you fail a move, roll+Tactics. On 10+, take +2 forward to your next move. On 7-9, take +1 forward.

� Contracts Available: you have contacts with a mer-cenary force or guild. Roll+Rep. On 10+, they can pass you a contract worth 1,000¥. On 7-9, they can pass you a contract worth 500¥.

� Deadeye: when you Rock & Roll with a ranged weapon, deal +1d6 damage on a hit, and deal double damage on a 12+.

� Inspiring: when you roll a 10+ while Taking a Chance, one ally who saw you can take +1 to their next move.

� Natural Leader: when you Go Tactical, take +2. � Lessons of Command: when an ally is killed or seri-

ously injured (receives a debility), mark XP.

WEAPONS OTHER GEARPrimary Weapon Secondary Weapon

Name: Name:

Tags: Tags:

Damage: Damage:

tactics

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BONDSI’m not sure _________________ will hold it together.

______________________ has definitely seen the elephant.

______________________ is an FNG, and will get someone killed.

I’d trust _______________________ to walk point any time.

THE MERCENARY

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookGoggles, alert eyes, obvious cybereyes

Kaiser helmet, cowboy hat, pirate bandana

Biker clothes, flight suit, street clothes, punk getup

Heavy body, built body, lean body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Control. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 4 Essence and 3 Edge.

6. Choose your EquipmentVehicle: choose one vehicle from those listed in the equipment section

Drone: choose one drone from those listed in the equipment section

Armor (choose 1): Ballistic vest, lined coat

Weapon (choose 2): Remington 990, Ruger Super Warhawk, Ingram Smartgun

7. Choose 2 ContactsChop shop worker, go ganger, fence, trucker, arms dealer, mechanic

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the Wheelman move and one other Rigger move.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Control { Gain 1 new Rigger Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE RIGGER S Wheelman: while behind the wheel, when you:

{ Act Under Pressure or Drive Angry, add your vehicle’s Power to the roll)

{ Check the Situation, add your vehicle’s Sensor rating to the roll

{ Take damage, reduce the damage by your ve-hicle’s Armor

� Take Control: when you get into an unfamiliar ve-hicle, roll+Control. On 10+, you can quickly wire into the control systems. On 7-9, you’ll have to drive it the old fashioned way.

� Send in the Drones: when you launch a drone, roll+Control. On 10+, you can control it and take other actions without penalty. On 7-9, take -1 ongoing while controlling a drone.

� Drive Angry: when you use your vehicle as a weapon, roll+Control. On a 10+, you deal your dam-age plus your vehicles Frame. On 7-9, you deal your damage, but your vehicles frame is reduced by 1. If a vehicles frame is reduced below 0, the vehicle is wrecked and must be repaired.

� Garage: gain 1 additional vehicle. � Fly, my pretties!: You can control one additional

drone at no penalty. � Nick of Time: when you are behind the wheel

and attempt to use your vehicle to defend an ally, roll+Control. On 10+, you protect your ally(ies) and save the day. On 7-9, you protect your ally, but (choose 1):

{ Your vehicle’s frame is reduced by 1 { Your ally takes half damage { You have to compromise the operation

� Jury Rig: when you have to make fast repairs to a vehicle or machine, roll+Knowledge. On 10+, you get it running again and fast. On 7-9, you get it running, but (choose 1):

{ it will only run for 1d10 minutes { afterwards, it will be a total loss. { one of its qualities is reduced by 1, permanently

� My Car!!: whenever you lose a vehicle, mark XP.

WEAPONS VEHICLE/DRONEPrimary Weapon Secondary Weapon

Name: Name:

Tags: Tags:

Damage: Damage:

tactics Power Armor

Frame Sensor

Fuel

Weapons

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BONDS______________ doesn’t appreciate a good engine.

I think __________________ has potential.

I worked a run with ____________________. They owe me bigtime.

__________________ has a face made for punch-ing. We’re gonna tangle one of these days.

THE RIGGER

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookTwo-color eyes, wise eyes, sunglasses

Long hair, dreadlocks, shaved head

Street clothes, anachronistic clothes, biker gear

Wiry body, thin body, round body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Will. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 6 Essence and 3 Edge.

6. Choose your Totem:Bear, Cat, Dog, Eagle, Rat, Raven, Shark, Snake, Wolf

7. Choose your EquipmentArmor: Leather jacket, defensive charm, riot shield

Weapon: Remington Roomsweeper, AK-97 SMG, Tomahawk, Machete

8. Choose 2 ContactsWage mage, ork underground, gang thug, street cop, herbalist

9. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

10. Starting MovesYou know all the Core and Secondary Moves

You know the Conjure, Commune, and Banish moves.

11. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Will { Gain 1 new Shaman Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE SHAMAN S Conjure: when you summon a spirit, elemental,

or astral being, spend Essence (how much is up to you) and roll+Will. On 10+, the being is summoned as expected, and may perform a number of Spirit Moves equal to the Essence Spent (this number is also known as the spirit’s Force). On 7-9, the being is summoned, but (choose 1):

{ Its Force is reduced by 1 (to a minimum of 1) { It is unable to perform a particular task { It costs an additional Essence point to maintain

control.On a failure, the spirit simply fails to fully material-ize, and the Essence spent is lost. However, if you roll a natural 2 (that is, “snake eyes”), then regardless of your roll total, the spirit is summoned in an uncon-trolled state, and the GM will control its actions until it is exhausted or dispelled.

S Commune: when you commune with your totem, roll+Will. On 10+, you gain your totem’s boons or regain 1d6+1 Essence. On 7-9, you gain your totem’s boons and flaws, or regain 1d6 / 2 Essence (round up).

S Banish: to dispel a hostile or uncontrolled spirit or elemental, roll+Will. On 10+, the spirit or elemental is banished. On 7-9, the spirit is banished, but it leaves you a memento - take 1d4 damage.

� Favored Spirit: choose 1 spirit type. Take +2 when conjuring spirits of that type.

� Initiate: when you contemplate your connection to the world, you gain Insight. When you study for an entire day, gain 2 Insight. When you study for half a day, gain 1 Insight. You may later spend 1 point of Insight to:

{ reduce the essence cost of a conjuration by 1 { take +1 to conjure a spirit { automatically succeed at a Banish move

� Spirit Master: when you conjure a spirit, you may conjure a second spirit at half the Force of the first (mini-mum Force 1), or increase the Force of a summoned spirit by 1 without spending Essence.

� Aura Mask: you may conceal your magical na-ture. Roll+Will. On 10+, you appear to be a mundane individual to anyone or anything that examines you. On 7-9, you appear mundane, but must spend 1 Essence to do so.

� Domain Walker: once per 24 hours, you may move from one known point to another within your domain instantly, without crossing the intervening space.

WEAPON SPIRITPrimary Weapon Name:

Name: Boon:

Tags: Flaw:

Damage: Notes

willType Health

Harm Search

Guard Enthrall

Mentor Robust

TOTEM

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BONDSI think ______________ is a rich-kid dilettante.

My totem disapproves of _______________’s ways.

____________________ and I don’t see eye to eye on anything.

____________________ shared a dark secret with me.

ARMOR/OTHER GEAR

OTHER SPIRITS

THE SHAMAN

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookClear eyes, old eyes, sharp eyes

Close cut hair, stylish hairdo, bandana

Fit body, heavy body, compact body

Business attire, street clothes, EMT jumpsuit

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Technique. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 5 Essence and 3 Edge.

6. Choose your EquipmentArmor: Ballistic vest, armor jacket

Weapon (choose 2): Narcoject pistol, Browning Max-Power, HK227, Stun Baton.

Med Kit: You have an emergency medical kit with 6 Supply.

7. Choose 2 ContactsER doctor, morgue staffer, medical examiner, DocWagon driver, organleg-ger, black market organ dealer, blood bank worker, pharmacist

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the Combat Medic move and one other Street Doc move.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Technique { Gain 1 new Street Doc Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE STREET DOC S Combat Medic: when you provide medical aid to

a person, roll+Technique and mark off 1 Supply from your kit. On 10+, the patient heals 4 damage. On 7-9, the patient heals 2 damage.

� Stabilize: when you attempt to stabilize a dy-ing patient (someone who has reached 0 Health), roll+Technique and mark off 2 supply from your kit. On 10+, choose 2. On 7-9, choose 1:

{ the patient will not have a permanent debility { they can be moved without a stretcher { it takes fewer supplies than expected - mark off

only 1 supply { you do not expose yourself to danger to help

them. � Grace Under Fire: when you are working on a

patient during a fight but not actively fighting, you have +1 armor.

� Healing Hands: you have learned a little bit of magic during your life. When you open yourself to the Astral, spend 1 Essence and roll+Awareness. On 10+, you may take +2 forward to your next Street Doc move. On 7-9, you may take +1 forward.

� Epidemiologist: when a patient contracts a disease or is poisoned, roll+Knowledge. On 10+, you happen to have the correct antidote or antitoxin on hand. On 7-9, you are able to provide palliative care to reduce the ef-fects until proper treatment can be made.

� Pharmacy Is Open: when you use a contact to ob-tain medical supplies, roll+Rep. ON 10+, choose 2. On 7-9, choose 1:

{ you get an extra 2 supply { you can get the supplies immediately { nobody notices they are missing { you receive an interesting piece of information as

well � First Do No Harm (requires Grace Under Fire): if

you refuse to do harm (you never deal lethal damage), then your Grace Under Fire move grants +2 armor instead.

� Mobile Surgery: you own a vehicle that contains a small but complete surgical suite, capable of treating serious injuries. It has a base supply value of 10. Sup-plies from the mobile surgery can be used to replenish your Med Kit.

WEAPONS MED KIT SUPPLYPrimary Weapon Secondary Weapon

Name: Name:

Tags: Tags:

Damage: Damage:

technique

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BONDSOnly ______________ knows why I lost my license.

I saved _______________________’s life once.

__________________ seems like a smart person, but I don’t know if they’re trustworthy.

____________________ is a little too interested in bloodshed.

ARMOR

OTHER GEAR

THE STREET DOC

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1. Choose your metatypeYou may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype of-fers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your lookGlowing eyes, silvered eyes, hard eyes

Cropped hair, wild hair, topknot

Tattooed skin, scarred skin, camo skin

Bulky body, lithe body, skinny body

3. Choose your name and street nameMake up a name and street name or pick a real name and street name from the lists and name generators starting on page 65.

4. Assign your statsYou have 5 Core Stats and 1 Unique Stat. Your Core Stats (stats that all characters share) are Combat, Stamina, Awareness, Knowledge, Rep, and your Unique Stat is Chrome. Your Core Stats start at +0, and your Unique Stat starts at +1.

You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maxi-mum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Set your Essence and Edge.You start with 3 Essence and 3 Edge.

6. Choose your EquipmentArmor: Form-fitting armor, ballistic vest, lined coat

Weapon (choose 3): Ares Predator II, Fichetti Security 500, Browning Max-Power, Remington Roomsweeper, HK227, Ingram Smartgun, AK-97, Ares Alpha, Katana, Combat Axe, Stun Baton

Cyberware (choose 2): Wired Reflexes, Tactical Computer, Bone Lacing, Cybereyes with IR/Low-light, Dermal Plating, Hand Razors, Skillwires

7. Choose 2 ContactsArms Dealer, Cybersurgeon, Bartender, Street Clinic Nurse, Private Investi-gator, Dockworker

8. Declare your BondsPlace one of your fellow runners’ names in at least one of the blanks in the Bonds section of your playbook. Each time a name appears below, that counts as 1 Bond with that character. The more people you have a bond with, the better. You must create at least one Bond.

9. Starting MovesYou know all the Core and Secondary Moves

You know the War Machine move and one other Street Samurai move.

10. AdvancementEach time you fail a roll - that is, you roll a 6 or less - you mark XP. When you mark 8 XP, you advance. When you advance, you may choose from the following benefits:

{ Gain +1 Combat { Gain +1 Stamina { Gain +1 Awareness { Gain +1 Rep { Gain +1 Knowledge { Gain +1 Chrome { Gain 1 new Street Samurai Move { Gain 1 new Advanced Move

IMPORTANT NOTE: you can only improve a given Stat once - when you have improved it, make a checkmark beside it.

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THE STREET SAM S War Machine: when you engage in combat,

roll+Chrome. On 10+, choose 2. On 7-9, choose 1: { Take +1 ongoing when you Rock & Roll { Deal +2 damage for the duration of the fight { Hold 3 to be spent on future moves { Attack 2 targets on your first Rock & Roll move

� Signature Weapon: you carry a personalized weapon. Choose one of your weapons, and then choose 1 enhancement:

{ Accurate (add one more range increment) { Intimidating (take +1 forward to Push Someone) { Improved (the weapon deals +2 damage) { Custom carry rig (add the conceal tag to the

weapon) { Breakdown (weapon can be disassembled and

concealed) � Get Medieval: when you deal damage to an en-

emy in melee, take +2 forward against that enemy.

� More Power: when you attempt to bend, break through, or otherwise destroy something, roll+Chrome. On 10+, you easily achieve your goal. On 7-9, you break it, but (choose 1):

{ It takes longer than expected { It makes a lot of noise { You take 1 damage in the process

� Double Tap: when you Rock & Roll using a ranged weapon, you may take +1 or you may deal +2 damage.

� Remorseless: when you are the first to kill an enemy in combat, mark XP.

� Hair Trigger: you may roll+Combat to Push Some-one.

� Gunsmith: add a new tag or +2 damage to one of your weapons.

� Situational Awareness: you are never surprised. If an enemy would get the drop on you, you may act first.

� The Only Thing Faster is Light: when you Rock & Roll, on a 10+ you may deal half damage to a second target within range.

WEAPONS CYBERWAREPrimary Weapon Secondary Weapon

Name: Name:

Tags: Tags:

Damage: Damage:

chrome

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BONDSI’ve pulled off lots of runs with ________________.

I’ve never heard of _________________ before.

_______________ used to work for ____________. I’m not a big fan of that.

I’m not sure ________________ will be able to keep up.

ARMOR

OTHER GEAR

THE STREET SAM

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ALWAYS SAYWhat the rules demand: when a move is triggered, yours or the players, say what the rules tell you to say. Embellish and expand, but start from the rules.

What the adventure demands: you know things the players don’t, and you know them ahead of time. If the players haven’t done anything to change them, stick with ‘em.

What honesty demands: always be honest. If the rules tell you to give out information, do it. No lies, no half-truths. Be generous, even. And once it’s set in stone, no going back on it. Also, if the players achieve something, give it to them fully.

What the principles demand: use your principles and agenda as a filter or an inspiration. If you get caught short, review them to make sure you�are abiding by them.

AGENDAMake the world fantastic: barf forth cyberpunk! Scenes, smells, sounds - the glittering height of an arcology, the stench of a slum hellhole, the scream of turbofans as a GEV heads toward you, the rrrrrrrrip of a minigun tear-ing through your cover - it’s your job!

Fill the characters’ lives with adventure: make the world they live in exciting, dangerous, full, and epic.

Play to find out what happens: NO. PLOTS. Ideas, yes.

Fronts, sure. NO PLOTS.PRINCIPLESDraw Maps, Leave Blanks: make use of maps, but don’t fill it all in. Leave holes for imagination.

Address the characters, not the players: never talk to the players in the fiction. They don’t live in the Sixth World.

Embrace the exotic and fantastic: the world is a crazy mesh of man, magic, and machine. Make it breathe.

Make a move that follows: when you make a move, you are participating in the fiction. The move should follow from the fiction logically.

Never speak the name of your move: moves aren’t things in Sixth World. Moves are shorthand for you. Never say the name of your move.

Give every creature life: monsters and creatures exist and are real. Give them smells, sounds, personality.

Name every person: everyone has a name. Make sure you give it to them!

Ask questions, and use the answers: the easiest ques-tion is “What do you do?” Whenever you make a move, end with “What do you do?” And don’t forget to take opportunities to keep the focus moving from character to character.

Be a fan of the characters: you are not here to beat them; this is not a contest. You should cheer their suc-

GAM

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cesses, lament their failures, and mourn their passing.

Think with the Front Sight: nothing in the world you create for the characters is sacred. Every time you put something or someone onscreen, think about how de-stroying them might affect the story.

Begin and end with the fiction: to do it, do it. Everything stems from, and leads back to, the conversation you’re having. Transition from fiction to rules and back to fic-tion.

Think offscreen, too: make your move elsewhere, and show the effects to the characters later.

BASIC GM MOVES◊ Use an NPC, creature, danger, or location move

◊ Reveal an unwelcome fact

◊ Show signs of danger

◊ Deal damage

◊ Use up their resources

◊ Turn their move back on them

◊ Separate them

◊ Give an opportunity to showcase an archetype

◊ Show a downside to their archetype, race, or equipment

◊ Offer an opportunity - with or without cost

◊ Put someone in a spot

◊ Tell them the requirements and consequences, and ask

LOCATION MOVES◊ Change the environment

◊ Point to a looming threat

◊ Introduce a new faction

◊ Use a threat from an existing faction

◊ Make them backtrack

◊ Present riches at a price

◊ Present a challenge to one character

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PLAYER-DRIVEN MISSION BUILDINGWhile Sixth World supports the use of Fronts, as described in the Dungeon World and Apocalypse World rulebooks, this section describes the preferred method for the cre-ation of missions based on the input of the players (via their characters). This method was originally described in the “Dirty Dungeons”* segment of John Wick’s Play Dirty

gaming advice videos. The method involves the building of a dice pool called the Mission Pool, and a set of tokens for the GM called Complication Points. There are 3 basic steps:

1. Provide the Anchor: Give the players a premise, a threat, or, appropriately enough, a front they have to deal with. This can be anything from “extract scientist X from the corporate facility at Y” to “a Humanis Poli-club group is preparing a terrorist attack and we want it stopped.”

2. Start the Legwork: At this point, the players - via their characters - begin to do the legwork for the mis-sion. Allow the players to then develop the mission loca-tions and information to the extent they desire. Each player can, through their character, locate information, speak to contacts and other NPCs, and discover details that will help flesh out the mission. Details discovered in this fashion can be floor plans (maybe a character hacks a Matrix node and finds floor plans to the corp facility), details of security procedures, passcodes, and so forth.

When a character discovers a detail, you, as the GM,

reward them by placing a single d6 in the Mission Pool. If the detail is significant (such as a floor plan or a major threat), or the player goes to great lengths to develop it, or if it’s just a damned cool thing to add, add 2d6 in-stead. The Mission Pool is a pool of bonus dice that can be drawn upon during the run.

Continue gathering details and building the Mission Pool until the players are satisfied.

3. Accumulate Complication Points: While the play-ers are prepping their info, they are also building up the number of Complication Points you’ll have available. For every 10 minutes of session time spent on the Legwork, you add one point to your Complication Pool. Each point in this pool represents an opportunity for you, as the GM, to throw a little wrench into the character’s plan.

USING THE MISSION POOLAt any point during the run, when a character does some-thing that triggers a move, the player may draw one die from the Mission Pool and use it to boost their roll (see boosted, page 4). Players must use the Mission Die on their next move (they can’t hold onto it until later - if they draw from the pool, they need to use it or lose it). Additionally, once a Mission Die is used, it is removed from the mission pool. Mission Pools do not refresh (the only way to get another mission pool is, of course, to get another mission).

USING COMPLICATION POINTSWhen the characters gather information for a run, it is important for the GM to remember that all of the infor-

* See it here: http://www.youtube.com/watch?v=dsnvANYBRWoCREA

TING

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mation they gather is true. This is not an opportunity for the GM to feed them erroneous information - instead, the development of mission details is essentially their opportu-nity to declare what they know to be true about the mis-sion. Of course, if everything always went exactly to plan, it wouldn’t be a shadowrun!

To introduce some wrinkles to the plan, the GM may spend complication points to declare a change or inaccur-racy in one of the details discovered during msision prep.

Example: during mission prep, the characters discovered that security patrols on the 6th floor of their target building hap-pen in two shifts, but there is a 5 minute gap in coverage they could exploit. As they approach the entry point from an adja-cent building, the GM elects to spend a complication point to introduce a twist - a new guard is being trained, and he and his supervisor happen to be right near the window where the team was going to make their entry. Now, they have to work around this complication.

Another way of looking at Complication Points is that they are an opportunity to use a GM Move to alter something the characters have discovered, but with the added con-cession that you have spent a limited resource in order to do so, so they don’t feel like the effort they went through to create the mission components is being wasted as you change things.

In that vein, use caution when introducing complications. Remember that much of the detail provided by the players will be plenty exciting - and get plenty complicated - sim-ply by playing to see what happens. The characters’ own

moves are going to complicate things, so you do not have to burn your Complication Points every time you want to make a move. They should be spent carefully, and only when it will make things more interesting – never as a way to simply overrule the characters because you didn’t like something they thought up. Remember – you shouldn’t have a plot in mind anyway!

Finally, remember: like Mission Dice, Complication Points, once spent, are gone.

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Threats is the general term for the opposition - creatures, other runners, security guards, and so forth — that a team of runners might encounter in their adventures. Threats come in many shapes and sizes, and only a few examples are given here, but you can use these examples to expand on the list of threats, and invent your own.

THREATS AND DICEThe GM should be aware that unlike many games, you don’t have to roll dice to make moves (though you may roll dice for Threat damage from time to time).

Threats have moves, both the GM moves listed earlier, and sometimes their own special moves, but you won’t see any “roll+Stat” instructions here. Threat Moves happen in re-sponse to, and flow from the fiction. If something is done by a player character that would lead to a Threat move, then it happens. If the player didn’t fail their move, then it’s likely that what you’ll do is a soft move: show them some danger coming, make something happen that will trigger a move on their part, etc.

On the other hand, if the player gives you a golden op-portunity, usually by completely failing a move, then you should take as hard a move as you can. An easy example of this is in the case of doing damage. If a PC Rocks & Rolls with a threat, and fails (rolls a 6 or less), then in return, that Threat deals its damage to the player right away. Bam. Done. You had an opportunity, and you made a hard move.

THREAT DAMAGEThreats, in general, do a fixed amount of damage when-ever they deal their damage. However, sometimes multiple threats mob a single player character and inflict damage on the PC, and in such cases, they do not all deal their damage -- rather, deal the damage for the most danger-ous threat, +1 additional damage for each additional threat making the attack.

Example: Valentin is facing down a ghoul and four goblins, who all assaulted him more or less simultaneously. He at-tempted to dodge away, but failed. Instead of dealing 12 damage (4 for the ghoul’s bite, and 8 for the four goblins’ horrid claws), you would deal 4 for the ghoul, and add an additional 4, one for each goblin. It’s 8 damage, which still isn’t great, but at least Valentin has some armor.

CREATURE TRAITSThe traits below are for the GM to incorporate into the fic-tion, to help the GM describe creatures and set scenes.

For example, when using a threat with the Camouflage trait, the GM might leverage that trait to describe how the threat materializes out of nowhere, having been hidden against a wall or some other innocuous place until the PC’s were in just the right spot.

Amphibious: threat is at home in water and on land

Arcane: threat is Awakened

Aspect: threat shows traits of its domain or environ-

THRE

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ment

Camouflage: threat is difficult to detect visually and can blend in with its environment

Dual Natured: threat is visible and active both in Astral Space and in the physical world.

Cautious: threat will not fight to the death

Fast: threat is exceptionally quick

Fear: threat inspires fear

Force (F): the raw power of a summoned being

Group: usually seen in groups of 3-6 individuals

Hoarder: threat collects...something. Sometimes good things, sometimes horrifying things.

Horde: threat is typically found in large groups

Huge: colossal, several times larger than a human

Infected: threat carries a disease that can be contracted by the characters

Insubstantial: threat takes half damage

Intelligent: threat is smart enough to think and plan

Large: much larger than a human

Machine: threat is mechanical in origin

Medium: roughly human size

Move: any moves a summoned being possesses

Movement: threat has a special movement mode

Night Vision: threat can see in dark environments with-out trouble

Organized: threat has an organizational structure

Paranormal: threat is of paranormal origins

Poison: threat poison its targets

Program: threat is a Matrix program (such as IC)

Small: smaller than a human

Solitary: usually seen alone

Stealthy: threat is naturally difficult to detect

Summoned: this is a spirit being, and can be banished

Tiny: much smaller than a human

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PARACRITTERSAFANCATTACKS bite (2d6b dmg, close), tail whip (1d6+1, reach)WOUNDS 10 ARMOR 2TRAITS Amphibious, camouflage, group, largeINSTINCT to eatMOVES

{ attack from hiding

{ escape into the water

{ death roll

BARGHESTATTACKS bite (1d6+2 dmg, close), howl (1d6 stun, area)WOUNDS 6 ARMOR 1TRAITS Fast, medium, fear, groupINSTINCT to huntMOVES

{ paralyze the prey

{ stalk the prey

BASILISKATTACKS gaze (2d6b+2 stun, paralyzing)WOUNDS 4 ARMOR 0TRAITS Dual natured, hoarder, small, solitaryINSTINCT to protect territoryMOVES

{ turn flesh to stone

BLACK ANNIS

ATTACKS Slam (1d6 damage, forceful), Bite (1d6 damage, close)

WOUNDS 6 Armor 1TRAITS Medium, night vision, FastINSTINCT to dominateMOVES

{ tear someone apart

{ display dominance

{ warn off intruders

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DEATHRATTLEATTACKS Bite (2d6b, poison)WOUNDS 5 ARMOR 0TRAITS Camouflage, medium, poison, solitaryINSTINCT to feedMOVES

{ strike from hiding

{ rattle

DEVIL RATATTACKS gnaw (1d6 damage, messy, 1AP)WOUNDS 4 ARMOR 0TRAITS Disease, horde, smallINSTINCT to devourMOVES

{ tear something (or someone) apart

{ swarm

GREATER WOLVERINEATTACKS Bite (4 damage, messy), Claw (3 damage, messy)WOUNDS 10 ARMOR 2TRAITS Large, solitaryINSTINCT to killMOVES

{ attack everything

{ abuse the dead

{ eat to excess

{ mark territory

METAHUMANSCORPORATE SECURITY

ATTACKS sidearm (4 damage, 1AP), stun baton (2 damage, stun)

WOUNDS 8 ARMOR 0TRAITS Group, intelligent, mediumINSTINCT to safeguard an areaMOVES

{ call for backup

{ sound an alarm

{ engage and terminate

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ELITE SECURITYATTACKS SMG (5 damage)WOUNDS 8 ARMOR 2TRAITS Group, intelligent, mediumINSTINCT secure the facilityMOVES

{ neutralize target

{ speed and violence

{ strike from ambush

LONE STARATTACKS Sidearm (4 damage, 2AP)WOUNDS 8 ARMOR 1TRAITS Medium, solitaryINSTINCT to serve and protectMOVES

{ freeze!

{ make an arrest

{ call backup

BLOOD MAGE

ATTACKSblood bolt (4 damage)

death touch (3 damage, ignores armor)WOUNDS 8 ARMOR 0TRAITS Arcane, medium, solitaryINSTINCT to gather powerMOVES

{ prepare the sacrifice

{ inflict bleeding wounds

{ consume the enemy’s life force

COMBAT MAGE

ATTACKSmanabolt (3 damage, ignore armor, stun)

flamethrower (2 damage, burn)WOUNDS 8 ARMOR 1TRAITS Arcane, medium, solitaryINSTINCT to prove their powerMOVES

{ confound the enemy

{ display their power

{ burn everything

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STREET THUGATTACKS bat (3 damage), handgun (3 damage)WOUNDS 9 ARMOR 0TRAITS Group, intelligent, mediumINSTINCT to guard their turfMOVES

{ mad dog

{ issue a beatdown

{ gather their fellow gangers

CORPORATE HACKER

ATTACKSblack hammer (4 damage), slow (-1 forward), blackout (4 damage, stuns), track (no dmg, tagged)

WOUNDS 8 ARMOR 2 (hardening)TRAITS Intelligent, medium, solitaryINSTINCT smack ‘em and track ‘emMOVES

{ biofeedback blitz

{ trigger the alarm

{ deploy bots

GHOUL

ATTACKStalons (4 damage, 1AP)

bite (3 damage, disease)WOUNDS 6 ARMOR 0TRAITS Group, infected, intelligent, mediumINSTINCT to eatMOVES

{ gnaw off a body part

{ absorb their food’s memories

{ rush the prey

GOBLINATTACKS claw (2 damage), knife (3 damage, 1AP)WOUNDS 4 ARMOR 1TRAITS Horde, infected, smallINSTINCT to scavenge and collectMOVES

{ swarm

{ disappear into shadows

{ ambush

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INTRUSTION COUNTERMEASURES (IC)ACIDATTACKS burnout (reduce hardening by 1)WOUNDS 4 ARMOR 0TRAITS ProgramINSTINCT to burn through defensesMOVES

{ code injection

BLASTERATTACKS blast (2 damage, stun)WOUNDS 4 ARMOR 1TRAITS ProgramINSTINCT to knock out enemy hackersMOVES

{ hammer away

{ call for backup

{ no retreat

BLACK ICATTACKS lethal biofeedback (6 damage, lethal)WOUNDS 6 ARMOR 2TRAITS ProgramINSTINCT to killMOVES

{ relentless assault

{ finish them off

CRASHATTACKS segfault (crash one program in your deck)WOUNDS 3 ARMOR 0TRAITS ProgramINSTINCT to mess things up

BINDERATTACKS overload (reduce CPU by 1)WOUNDS 4 ARMOR 0TRAITS ProgramINSTINCT to slow them down

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EXAMPLE STREET NAMESAcrobat, Angel, Argent, Azure, Babs, Bamboo, Backhoe, Barefoot, Battery, Bigtop, Birdseye, Bit, Bogie, Bones, Bon-nie, Boxer, Burn, Cameo, Candy, Carbon, Cavalier, Chip, Choppa, Chupa, Citadel, Cloverleaf, Cobweb, Cowboy, Crank, Crisp, Crunch, Cutter, Cycle, Cypher, Dancer, Deck-hand, Dekk, Derby, Digger, Dog, Doll, Donk, Dragon, Drake, Drez, Eagle, Evergreen, Fable, Fade, Finley, Foxcraft, Gate, Geez, Geezer, Glimmer, Gimlet, Gunz, Gutter, Hawk, Hitch, Hoop, Hound, Huck, Hudson, Indigo, Iron, Itchy, Jack, Jersey, Lance, Lightfoot, Lord, Lotus, Lucky, Lune, Machete, Molly, Mouse, Mustang, Navy, Neo, Nex, Onetime, Orchid, Pac, Plusone, Poetry, Porkchop, Porkchop, Rabbit, Radiant, Razor, Rukkus, Sandbox, Saturn, Scrap, Sequoia, Seven, Shade, Shadow, Sham, Shark, Slick, Snowbank, Sockmon-key, Stutter, Sugar, Sunburn, Tiller, Tink, Tranquil, Trukk, Uncle Slam, Unicorn, Vixen, Volcano, White Dove, XIII, Zero

NAM

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1. James2. John3. Robert4. Michael5. William6. David7. Richard8. Charles9. Joseph10. Thomas11. Chris12. Daniel13. Paul14. Mark15. Donald16. George17. Kenneth18. Steven19. Edward20. Brian21. Ronald22. Anthony23. Kevin24. Jason25. Mat26. Gary27. Timothy28. Jose29. Larry30. Jeffrey31. Frank32. Scott33. Eric34. Stephen35. Andrew36. Raymond37. Gregory38. Joshua

39. Jerry40. Dennis41. Walter42. Patrick43. Peter44. Harold45. Douglas46. Henry47. Carl48. Arthur49. Ryan50. Roger51. Joe52. Juan53. Jack54. Albert55. Jonathan56. Justin57. Terry58. Gerald59. Keith60. Samuel61. Willie62. Ralph63. Lawrence64. Nicholas65. Roy66. Benjamin67. Bruce68. Brandon69. Adam70. Harry71. Fred72. Wayne73. Billy74. Steve75. Louis76. Jeremy

77. Aaron78. Randy79. Howard80. Eugene81. Carlos82. Russell83. Bobby84. Victor85. Martin86. Ernest87. Phillip88. Todd89. Jesse90. Craig91. Alan92. Shawn93. Clarence94. Sean95. Philip96. Chris97. Johnny98. Earl99. Jimmy100. Antonio

1. Mary2. Patricia3. Linda4. Barbara5. Elizabeth6. Jennifer7. Maria8. Susan9. Margaret10. Dorothy11. Lisa12. Nancy13. Karen14. Betty15. Helen16. Sandra17. Donna18. Carol19. Ruth20. Sharon21. Michelle22. Laura23. Sarah24. Kimberly25. Deborah26. Jessica27. Shirley28. Cynthia29. Angela30. Melissa31. Brenda32. Amy33. Anna34. Rebecca35. Virginia36. Kathleen37. Pamela38. Martha

39. Debra40. Amanda41. Stephanie42. Carolyn43. Christine44. Marie45. Janet46. Catherine47. Frances48. Ann49. Joyce50. Diane51. Alice52. Julie53. Heather54. Teresa55. Doris56. Gloria57. Evelyn58. Jean59. Cheryl60. Mildred61. Katherine62. Joan63. Ashley64. Judith65. Rose66. Janice67. Kelly68. Nicole69. Judy70. Christina71. Kathy72. Theresa73. Beverly74. Denise75. Tammy76. Irene

77. Jane78. Lori79. Rachel80. Marilyn81. Andrea82. Kathryn83. Louise84. Sara85. Anne86. Jacqueline87. Wanda88. Bonnie89. Julia90. Ruby91. Lois92. Tina93. Phyllis94. Norma95. Paula96. Diana97. Annie98. Lillian99. Emil100. Jamie

1. Smith2. Johnson3. Williams4. Jones5. Brown6. Davis7. Miller8. Wilson9. Moore10. Taylor11. Anderson12. Thomas13. Jackson14. White15. Harris16. Martin17. Thompson18. Garcia19. Martinez20. Robinson21. Clark22. Rodriguez23. Lewis24. Lee25. Walker26. Hall27. Allen28. Young29. Hernandez30. King31. Wright32. Lopez33. Hill34. Scott35. Green36. Adams37. Baker38. Gonzalez

39. Nelson40. Carter41. Mitchell42. Perez43. Roberts44. Turner45. Phillips46. Campbell47. Parker48. Evans49. Edwards50. Collins51. Stewart52. Sanchez53. Morris54. Rogers55. Reed56. Cook57. Morgan58. Bell59. Murphy60. Bailey61. Rivera62. Cooper63. Richardson64. Cox65. Howard66. Ward67. Torres68. Peterson69. Gray70. Ramirez71. James72. Watson73. Brooks74. Kelly75. Sanders76. Price

77. Bennett78. Wood79. Barnes80. Ross81. Henderson82. Coleman83. Jenkins84. Perry85. Powell86. Long87. Patterson88. Hughes89. Flores90. Washington91. Butler92. Simmons93. Foster94. Gonzales95. Bryant96. Alexander97. Russell98. Griffin99. Diaz100. Hayes

MALE NAMES FEMALE NAMES SURNAMES1D

100 W

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AME G

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GIVEN NAMES SURNAMESPlease note. The names in the “Given Name” column, on the left, consist of the 100 most popular Japanese names, and are primarily male names. The names marked with (f) are female names.

Also remember that in Japanese, the surname is spoken first.

1. Hiroshi2. Akira3. Kazuo4. Takashi5. Toshio6. Yoshio7. Hideo8. Masao9. Kiyoshi10. Takeshi11. Minoru12. Shigeru13. Tadashi14. Kenji15. Koichi16. Takeo17. Ichiro18. Makoto19. Yasuo20. Yukio21. Yutaka22. Osamu23. Saburo24. Koji25. Susumu26. Isao27. Tatsuo28. Shiro29. Noboru30. Hajime31. Mitsuo32. Jiro33. Tsutomu34. Shoji35. Nobuo36. Takao37. Tetsuo38. Shiníichi

39. Fumio40. Keníichi41. Akio42. Seiichi43. Tadao44. Kunio45. Keiko (f)46. Yoko (f)47. Eiichi48. Hiroyuki49. Toru50. Shigeo51. Michio52. Masaru53. Shozo54. Shoichi55. Isamu56. Yoshiaki57. Jun58. Hisashi59. Masahiro60. Haruo61. Kazuko (f)62. Hiroko (f)63. Kaoru (f)64. Yoshiko (f)65. Sadao66. Hisao67. Masaaki68. Seiji69. Masami70. Hitoshi71. Michiko (f)72. Masayuki73. Eiji74. Tsuneo75. Iwao76. Satoshi

77. Juníichi78. Masako (f)79. Teruo80. Yoshihiro81. Masayoshi82. Katsumi83. Kozo84. Akiko (f)85. Yuji86. Atsushi87. Keiichi88. Ken89. Keiji90. Yasushi91. Reiko (f)92. Goro93. Yoichi94. Norio95. Shinji96. Kyoko (f)97. Noriko (f)98. Kenzo99. Yoshiro100. Toshiko (f)

1. Sato2. Suzuki3. Takahashi4. Tanaka5. Watanabe6. Ito7. Yamamoto8. Nakamura9. Kobayashi10. Kato11. Yoshida12. Yamada13. Sasaki14. Yamaguchi15. Saito16. Matsumoto17. Inoue18. Kimura19. Hayashi20. Shimizu21. Yamazaki22. Mori23. Abe24. Ikeda25. Hashimoto26. Yamashita27. Ishikawa28. Nakajima29. Maeda30. Fujita31. Ogawa32. Goto33. Okada34. Hasegawa35. Murakami36. Kondo37. Ishii38. Saito

39. Sakamoto40. Endo41. Aoki42. Fujii43. Nishimura44. Fukuda45. Ota46. Miura47. Fujiwara48. Okamoto49. Matsuda50. Nakagawa51. Nakano52. Harada53. Ono54. Tamura55. Takeuchi56. Kaneko57. Wada58. Nakayama59. Ishida60. Ueda61. Morita62. Hara63. Shibata64. Sakai65. Kudo66. Yokoyama67. Miyazaki68. Miyamoto69. Uchida70. Takagi71. Ando72. Taniguchi73. Ohno74. Maruyama75. Imai76. Takada

77. Fujimoto78. Takeda79. Murata80. Ueno81. Sugiyama82. Masuda83. Sugawara84. Hirano85. Kojima86. Otsuka87. Chiba88. Kubo89. Matsui90. Iwasaki91. Sakurai92. Kinoshita93. Noguchi94. Matsuo95. Nomura96. Kikuchi97. Sano98. Onishi99. Sugimoto100. Arai

1D10

0 JAP

ANES

E NAM

E GEN

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OR

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Milagros Prange, Erik Shur, Lonnie Mcgonagle, Neva Mor, Noreen Wilcoxon, Mathew Lococo, Darren Macaulay, Nelson Osmun, Ted Mollica, Saundra Shippy, Ashlee Mahony, Odessa Taillon, Tia Belland, Roslyn Biffle, Clayton Raffaele, Mathew Altschuler, Penelope Quaid, Kurt Robuck, Marcie Alix, Marcie Croke, Earnestine Elliston, Jamie Zwiebel, Julianne Baden, Eve Birk, Marylou, Quintanar, Earnestine Steinberger, Tameka Pitcock, Cody Kuzma, Nita Alers, Max Nigh, Gay Barcomb, Clare Forbush, Pearlie Schlagel, Carlene Jehle, Ted Kram, Harriett Emig, Allan Straw, Erik, Merten, Nannie Zucco, Nelson Hazley, Darcy Bown, Ted Eckhoff, Elnora Chivers, Jamie Mcguckin, Alana Huitt, Clayton Almada, Cody Mccausland, Jerri Seckman, Lonnie Hughs, Lon-nie Panter, Reitman, Guy Rotunno, Liza Shuff, Emilia Hoak, Nita Bier, Jamie Dziedzic, Harriett Maheu, Max Secor, Alejandra Crothers, Allan Grise, Darren Raatz, Harriett Galdi, Neil Moronta, Carmella Kealoha, Javier Castaldi, Carlene Kotek, Clinton Nierman, Javier Garbett, Jeanie Maclachlan, Melisa Honore, Pearlie Pickert, Edwina Streit, Fernando Shabazz, Kelly Tift, Jami, Sparling, Dollie Ort, Clayton Denver, Austin St. Claire, Guy Crothers, Carlene Tuff, Lilia Borelli, Clare Nalbandian, Allan Drucker, Darren Rosborough, Sharron Croswell, Jamie Max, Odessa Hougland, Lonnie Behan, Nannie Caryl, Lonnie Sison, Ewa Caito, El-wood Chappuis, Kendrick Wintermantel, Natisha Seppi, Deadra Obas, Darius Wisinski, Thaddeus Galford, Ludivina Ciliberto, Fode, Armand Carnett, Raphael Decou, Katelynn Needler, Lavenia Chaudhuri, Genna Finical, Bok Stitzel, Armand Burmester, Cliff Felkner, Despina Mene-zes, Ali Scrimpsher, Kendrick Delmedico, Nolan, Gillitzer, Ming Kuney, Marlin Gindhart, Nenita Dady, Keila Chastin, Marlin Shelite, Emely Buote, Genesis Bonventre, Quinton Sinnett, Son Reisher, Marlin Eichel, Darius Getts, Brain Tapija, Moises Keirnan, Toi Cheatum, Loralee Hard-ester, Rod Smitz, Marlin Gradilla, Son Lesmerises, Hal Chiarito, Jeffry Gombert, Hal Grapes, Darius Eckl, Kimi Unangst, Elwood Dorow, Dane Shadwell, Virgen Witaker, Raphael Landazuri, Virgen Arrez, Annita Honberger, Raphael Holtrop, Rod Mulinix, Annita Camarero, Marvis Dischinger, Lavenia Werblow, Armand Hutchenson, Fidel Corneil, Sadye Obermann, Darius Foxworthy, Ming Hillsgrove, Ludivina Corneil, Brain Whitebread, Nolan Artalejo, Son Callais, Moises Debem, Elwood

Accornero, Bryon Webley, Marlin Presha, Francene Worford, Marcel Kraszewski, Bryon Krumwiede, Ludivina Meullion, Clemencia Scam-mon, Kimi Biava, Ileen Midden, Brittanie Comegys, Quinton Schuer-man, Alvaro Laky, Elwood Fritchman, Kit Wagenaar, Jeffry Vanella, Quinton Wrich, Valene Arron, Jackson Boyarski, Dane Draffen, Quin-ton Deuell, Jackson Tijernia, Virgen Allegrini, Nolan Solages, Leena Ritrovato, Stephaine, Nadine, Newton Schiffner, Vita Rowold, Karri Mraw, Jerrold Dingillo, Trish Stagno, Dee Boumthavee, Dedra Sourlis, Reyes Pendill, Mac Skevofilakas, Horacio Nao, Delmer Ferouz, Dee Blankschan, Ethelyn Aherns, Mac Hengen, Rina Fortun, Amado Gush-ard, Sung Mihalios, Dario Goich, Mac Grenway, Mohamed Waisman, Rolland Propheter, Cierra Yater, Evon Buckholtz, Richie Watah, Kalten-hauser, Lenny Zabka, Rina Trumper, Hank Guerera, Rupert Senethav-ilouk, Robt Tarner, Ingeborg Dagis, Lupe Esquinaldo, Lenny Booras, Kenton Scollan, Lanette Fincel, Sarita Knori, Cierra Stucke, Mohamed Sperier, Hank Hallemeyer, Thanh Pascher, Awilda Konopacki, Connie Golinski, Robt Hjalmarson, Fonda Duceman, Reyes Snith, Ciara Cratin, Rosalva Scarfi, Cierra Hladek, Robt Scheiblich, Jerrold Nonamaker, Amado Tobolski, Tory Zastawny, Geralyn Stancoven, Shirlee Doegg, Reyes Cranmore, Sung Wearly, Richie Rhen, Rolland Cassem, Evon Nimura, Awilda Lastufka, Mercy Rangel, Leatha Sturwold, Tory Foyer, Dillon Lenehan, Vita Brola, Audry Keagy, Brice Lienke, Mohamed Savas, Brice Kapraun, Krystyna Gulbrandsen, Richie Redlon, Lupe Swopshire, Cherise Doughtry, Rina Trombino, Delmer Dupray, Reyes Poletski, Robt Dunkerley, Hank Astolfi, Dillon Hiday, Karri Youla, Florene Rutenberg, Jonah Schraub, Hank Gittinger, Lenny Bursik, Mac Fower, Cheyenne Mascheck, Rolland Tokunaga, Zora Quader, Sade Pollmann

QUIC

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