Shadowrun, Twentieth Anniversary Edition

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Shadowrun, Twentieth Anniversary Edition The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner—a deniable ® asset, a corporate pawn—using bleeding-edge science and magic to make your meat body and mind better- than-fl esh. Stay on the edge, and you may survive another ‘run on the mean sprawl streets. The 20th Anniversary Edition is fully compatible with all Shadowrun, Fourth Edition books. Sample file 20 YEARS OF MAN•MAGIC•MACHINE 20 ® 20TH ANNIVERSARY Under License From EDITION ® © 2009-2012 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are trademarks and/or registered trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. 2600A 20TH ANNIVERSARY CORE RULEBOOK Sample file TABLE OF CONTENTS TABLE OF CONTENTS WELCOME TO THE SHADOWS 14 Living in SIN 41 Shadowrunning by the Numbers 66 The Basics 15 The Doctor is In 41 The Concept 66 What Is a Roleplaying Game? 15 Welcome to the Machine 42 Metatype 66 Roleplaying Shadowrun 16 Matrix 2.0 42 Attributes 67 What Runners Do 16 The Network Is the Consumer 42 Skills 68 Core Supplements 16 Sharing the Love 42 Qualities 68 Basic Runner Types 17 Tagging, 2070’s Style 42 Magic 69 Settings 18 Big Brother Is Watching 42 Technomancy 69 Shadow Activity 18 Holes in the System 43 Gear 69 Get Your Mojo Workin’ 43 Augmentations 70 A HISTORY LESSON Magic in the Media 43 Contacts 70 FOR THE REALITY IMPAIRED 24 John Q. Public 44 Lifestyle 71 The Rise of the Megacorps 24 Magic and Religion 44 Condition Monitors 71 Seretech & Shiawase 24 Ghouls and Spirits and Dragons—OH MY! 44 Karma 71 Resource Rush 24 Magic in the Shadows 44 Metahumanity 71 Japanese Imperial State 25 We’re Not Alone 44 Dwarfs 71 Death and Chaos 25 Coming Out 44 Elves 71 VITAS 25 Public Opinion 45 Humans 72 The Awakening 26 Corporate Paranoia 45 Orks 72 Nation Building 26 Sprites, AIs, and Digital Critters 45 Trolls 73 Metamorphoses 27 Takin’ Care of Business 45 Edge 74 Techsplosion 27 Extraterritoriality 45 Spending Edge 74 Goblinization 27 Guarding the Henhouse 45 Regaining Edge 74 Lone Star 27 In the Family 45 Burning Edge 75 Tech, Redux 27 The Big Ten 46 The Crash of ’29 27 Strange Bedfellows 49 CREATING A SHADOWRUNNER 80 Divided We Stand, United We Fall 28 Livin’ Large 49 Building a Shadowrunner 80 North America 28 Nightlife 49 Build Points (BP) 80 Euro Wars 29 MusicChoose Your Metatype 81 50 Awakened Nations 29 SportsPick Qualities 81 50 The Last Wave 29 SimsensePurchase Attributes 82 50 Hate and Brotherhood 29 Trideo,51Acquire Skills 84 Radio, and Cinema Meta-hate 30 AdvertisingTypes of Skills 84 51 Universal Brotherhood 30 FashionPurchasing Active Skills 84 51 The Corporate Shuffl e 30 SexKnowledge Skills 85 52 Ares 31 The Dark Side 52 Language Skills 85 Fuchi 31 Criminal Elements (Other Than You) 53 Assign Resources 86 Saeder-Krupp 31 OrganizedSample Crime file 53 Gear 86 Yamatetsu 31 Gangs 54 Magical Resources 87 Renraku 31 Organleggers 54 Technomancer Resources 88 Aztechnology 31 He Ain’t Heavy … 54 Contacts 88 Will to Power 31 The Way It Is 54 Finishing Touches 88 President Dunkelzahn 31 Pro-Meta Activist Groups 54 Final Statistics 88 Dunkelzahn’s Will 32 Racist Organizations 55 Starting Nuyen 88 Year of the Comet 32 Gamemaster’s Approval 89 Storms 32 GAME CONCEPTS 60 Background and Story 89 Ghostwalker 33 Playing Shadowrun 60 Quality Descriptions 90 Slash and Burn 33 The Abstract Nature of Rules 60 Positive Qualities 90 Matrix Crash 2.0 33 Dice 60 Negative Qualities 93 Deus’ Agenda 34 Making Tests 60 Perfect Storm 34 Dice Pools 60 SAMPLE CHARACTERS 98 It’s a Wireless World 34 Target Number and Hits 62 Bounty Hunter 98 NeoNET and the WMI 34 Glitches 62 Combat Mage 99 Winners and Losers 34 Rule of Six 62 Covert Ops Specialist 100 General Colloton for President 35 Different Types of Tests 63 Drone Rigger 101 Nation (Re)Building 35 Success Tests 63 Enforcer 102 Times of Emergence 35 Opposed Tests 63 Face 103 A Second Revelation 35 Extended Tests 64 Gunslinger Adept 104 Underworld at War 35 Teamwork Tests 65 Hacker 105 Trying Again 65 Occult Investigator 106 LIFE ON THE EDGE 40 Critical Success 65 Radical Eco-Shaman 107 Day to Day 40 Time 65 Smuggler 108 A Place to Stash Your Gear 40 Combat Turns 65 Sprawl Ganger 109 Getting Around 40 Actions 65 Street Samurai 110 You Are What You Eat 41 Street Shaman 111 Show Me the Money 41 Technomancer 112 Weapon Specialist 113 2 TABLE OF CONTENTS SKILLS 118 COMBAT 144 Vehicle Attributes 167 Base Skills 118 Combat Turn Sequence 144 Vehicle Tests 168 Active Skills 118 Initiative 144 Tactical Combat 168 Knowledge Skills 118 Initiative Score 144 Chase Combat 169 Language Skills 118 Initiative Passes 145 Attacks Against Vehicles 170 Using Skills 118 Switching Initiative 145 Vehicle Damage 170 Skill Groups 118 Initiative and Edge 145 Gunnery 171 Skill Ratings 118 Initiative Glitches 145 Sensor Tests 171 Specializations 121 Delayed Actions 145 Sensor Targeting 171 Defaulting 121 Timed Items and Initiative 145 Combat Active Skills 121 The Action Phase 146 THE AWAKENED WORLD 176 Magical Active Skills 122 Free Actions 146 The Basics 176 Physical Active Skills 124 Simple Actions 147 Awakened Attributes 176 Resonance Active Skills 125 Complex Actions 148 Magic Use 177 Social Active Skills 125 Interrupt Actions 148 Sorcery 177 Technical Active Skills 126 Movement 148 Conjuring 177 Vehicle Active Skills 128 Movement Rate 149 Arcana 177 Special Active Skills 128 Resolving Combat 149 Enchanting 178 Knowledge Skills 128 Opposed Combat Test 149 Drain 178 Choosing Knowledge Skills 128 The Combat Sequence 149 Magical Lodges 178 Street Knowledge 129 Ranged Combat 150 Noticing Magic 179 Academic Knowledge 129 Ranged Attack Modifi ers 150 Magic Actions 179 Professional Knowledge 129 Defending Against Ranged Combat 153 Street Magic 179 Interests 129 Firearms 153 Traditions 180 Language Skills 129 Single-Shot Mode 153 Creating a Tradition 180 Language in 2072 129 Semi-Automatic Mode 153 Concept 180 Lingos 130 Burst-Fire Mode 153 Magic and Spirits 180 Using Specifi c Skills 130 Full-Auto Mode 154 Drain Attribute 180 Using Arcana 130 Ammunition 154 Example Traditions 180 Using Astral Combat 130 Shotguns 154 Sorcery 181 Using Assensing 130 Projectile Weapons 155 Spells 181 Using Biotech Skills 130 Projectile Weapon Types 155 Spellcasting 182 Using Build or Repair 130 Grenades 155 Ritual Spellcasting 184 Using Charisma-Linked Skills 130 Rockets and Missiles 156 Counterspelling 185 Using Chemistry 132 Resolving Rocket and Missile Fire 156 Conjuring 186 Using Climbing 132 Rocket and Missile Scatter 156 Summoning 188 Using Con 133 Melee Combat 156 Banishing 188 Using Conjuring Skills 133 Melee Attack Modifi ers 156 Binding 188 Using Disguise 133 Defending Against Melee Attacks 156 Enchanting 190 Using Enchanting 133 Melee Modifi Sampleers file 157 The Astral World 191 Using Escape Artist 133 Melee Combat Weapons 159 Auras and Astral Forms 191 Using Etiquette 133 Defending in Combat 159 Astral Perception 191 Using Forgery 134 Defense Modifi ers 159 Astral Signatures 192 Using Infi ltration 134 Full Defense 160 Astral Projection 192 Using Instruction 134 Other Combat Factors 160 Astral Combat 193 Using Intimidation 134 Armor 160 Astral Tracking 193 Using Jumping 134 Called Shots 161 The Metaplanes 193 Using Knowledge Skills 135 Interception 161 Mana Barriers 194 Using Language Skills 135 Knockdown 161 Mana Lodges 194 Using Leadership 135 Subduing (Melee Only) 161 Wards 194 Using Locksmith 135 Damage 162 Passing Through Barriers 194 Using Navigation 135 Types of Injury 162 Spells and Mana Barriers 194 Using Negotiation 135 Damage Codes 162 Adepts 195 Using Palming 135 Damage Resistance Tests 162 Mystic Adepts 195 Using Perception 135 Applying Damage 162 Adept Powers 195 Using Piloting 136 Wound Modifi ers 163 Initiation 198 Using Resonance 136 Dead Man’s Trigger 163 Initiate Powers 198 Using Running 136 Special Types of Damage 163 Foci 199 Using Shadowing 136 Surprise 165 Bonding 199 Using Sorcery 136 Surprise and Perception 165 Activation 199 Using Stealth Skills 136 Surprise Tests 165 Spell Foci 199 Using Survival 137 Effects of Surprise 165 Spirit Foci 199 Using Swimming 137 Barriers 166 Weapon Foci 199 Using Technical Skills to Build or Repair 138 Barrier Ratings 166 Power Foci 200 Using Tracking 138 Shooting Through Barriers 166 Mentor Spirits 200 Using Attributes 138 Destroying Barriers 166 Roleplaying a Mentor Spirit 200 Vehicle Combat 167 Mentor Spirit Modifi ers 200 Mentor Spirit Archetypes 200 TABLE OF CONTENTS 3 TABLE OF CONTENTS Street Grimoire 203 RUNNING THE SHADOWS 252 STREET GEAR 310 Spell Characteristics 203 Health 252 Gear Ratings 310 Combat Spells 203 Healing 252 Carrying Gear 310 Detection Spells 205 Physical Damage Overfl ow 253 Carrying Capacity 310 Health Spells 207 Toxins 254 Encumbrance 310 Illusion Spells 208 Toxin Attributes 254 Size Customization 310 Manipulation Spells 210 Using Toxic Substances 254 Using Unadapted Gear 311 Sample Toxins 255 Concealing Gear 311 THE WIRELESS WORLD 216 Drugs and Brainbenders 256 Availability and Buying Gear 312 The Matrix 2.0 216 Substance Abuse 256 Standard Goods 312 A Whole New World 216 Drugs 257 Black Market Goods 312 Matrix Topology 216 Better-Than-Life 259 Fencing Gear 312 Getting Online 218 Security Systems 259 Legality 313 Augmented and Virtual Reality 219 Physical Security 259 Jurisdiction 313 Zones 220 Technical Security 261 Cyberware and Bioware Grades 313 The Emerged
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