The Sixth World

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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 proprietary 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.

INTRODUCTION 3

DOSSIER: THE STREET SAMURAI 55

THE RULES 4 GAMEMASTER INFORMATION 58 THE MOVES 9 CREATING SHADOWRUNS 60 EQUIPMENT 13 THREATS: THE BAD GUYS 62 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 2 NAME GENERATORS 69

CONTENTS

WHAT IS SIXTH WORLD?
A DUNGEON WORLD HACK
Sixth 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 worldwide virtual reality network called the Matrix.

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

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 shadowrunners - is frequently rather short.

FICTION FIRST
Everything 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 encapsulated in items called Moves. That’s simply game terminology 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 contains instructions on how to fight with someone. However, it is important to remember that because the

INTRODUCTION

This will be a little weird at first, but it should eventually 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 ROLLS
3 In this game, when you are instructed to roll dice for a Move, you will usually roll 2d6, and add the value of a Stat

(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 result. 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 instead the GM will tell you what complication occurs.

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 total. 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 lowest die

ROLL MODIFIERS & TERMINOLOGY
Hold 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 whatever circumstances caused the ongoing modifier have changed. 4

ESSENCE USE AND RECOVERY
Three 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 abilities. 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 RULES

Essence without resting, simply by taking a moment to concentrate and recenter him- or herself. The Shaman: when a shaman spends Essence to summon a spirit or elemental, they are in effect committing 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 summoning 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).

When a character takes damage in the game, it is recorded by marking Wounds on the character’s playbook. Getting 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 CHECKS
When 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).

DAMAGE AND HEALING
Inevitably, 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 interpersonal 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 yesterday’s garbage. 5

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 obvious 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

combat armor—it’s hot, itchy, intimidating, and cops tend to notice things like that. You also can’t layer armor indefinitely—armor does not stack. Some metatypes and archetypes offer Moves that let you reduce damage, or avoid some of the less pleasant outcomes 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.

SURPRISE
When 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.

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 MATRIX
Most 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 hacker’s job is unique, and often they’ll be engaged in a struggle 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 6

RELOADING
There’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 magazine 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

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

Credentials Node: contains user credentials; can permanently 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 devices) that is connected to the net. Devices can range from cameras and security drones to individual computers, maglocks, automatic doors, and manufacturing equipment. 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 capable of only limited computing, so serve only as a way in.

BUILDING A SYSTEM
Creating 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.

NODES
A 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 penetrated and taken over. Different nodes have different purposes, and can offer different challenges and potential benefits.

NODE TYPES
Security Node: this is a node designed to house and dispatch 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 7

SYSTEM MAPS
When a Hacker is needed to penetrate the Matrix for some sort of information, or perhaps to gain control of the security systems in a building, the game uses the term “system” 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;

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

NAVIGATING THE SYSTEM
When the hacker finds an access point to the system, the GM will indicate to the Hacker where he or she has penetrated 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 control 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 argument. Once the node is controlled, the hacker may then freely move to any other connected node, or perform actions 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).

Yellow: the system has detected a possible intrusion. Flags have been sent to the system admin, and an automated Observe/Trace routine has been initiated to locate the source of the disruption. Direct anti-hacker measures 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 antihacker measures (IC that deal stun damage) are authorized. 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.

ALERT LEVELS
A 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 compromised. No alert flags have been sent, and no countermeasures are being initiated.

8

MOVES
In Sixth World, the place where rules and fiction intersect 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 fiction 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 circumstances, 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 samurai, 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 usually situational. Archetype moves are moves unique to one of the character 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 MOVES
Rock & Roll: when you attack an enemy, roll+Combat. Determine the result based on the type of attack, as follows: {{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 9

THE MOVES

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 determine facts about your environment, roll+Awareness. On 10+, you may ask the GM 3 of the following questions. On 7-9, ask 1. {{What is my best escape/access/evasion route? 10

{{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

about the topic. On 7-9, the GM simply tells you something 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 someone, 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. 11

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

SECONDARY MOVES
Battle 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 implants, 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-

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).

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.

ORK
All 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 fearinducing effect, the duration and severity of the effect are halved.

METATYPE MOVES
HUMAN
Professional: when you Drop Science about your area of expertise, you are Boosted. Privilege: when interacting with humans, take +2 to Rep or Style moves.

DWARF
All 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.

TROLL
All 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 damage reduction.

ELF
All elves have natural low-light vision 12

WEAPONS
TAGS
2-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 using this item Conceal: this weapon can be easily hidden Corrode:a weapon or spell with this tag damages objects 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 13

Loud: this weapon cannot be suppressed. Messy: this weapon deals damage in a particularly gruesome 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 WEAPONS
Bo 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)

EQUIPMENT

PISTOLS
Ares 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)

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

RIFLES
Barrett 121 (l, 2-hand, stabilize, 3AP, 10 dmg, reload) Walther WA2100 (l, 2-hand, stabilize, Boosted, 8 dmg, reload)

GRENADES
EMP (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)

SMGS
AK-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)

SPECIAL
Narcoject 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)

ASSAULT RIFLES
AK-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)

ARMOR
TAGS
Arcane: can only be used by arcane archetypes n Armor:grants n Armor 14 +n Armor:grants a bonus to existing armor equal to n

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

Obvious: the armor is obvious to anyone looking at you

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

ARMOR TYPES
Lined 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)

PROGRAMS
Programs act as a Hacker’s weapons, tools, and enhancements in the matrix. They may alter the stats of a cyberdeck, 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.

TAGS
Size (sz): the number of storage units taken up Damage (dmg): a bonus to Matrix damage (if applicable)

PROGRAM LISTING
Analyze (sz 3): when you Check the Situation in the Matrix, roll+Matrix instead of +Awareness. Armor (sz 3): increase your deck’s Hardening by +1 Attack (sz 4, +2 dmg): a common Matrix combat program 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 15

CYBERDECKS
TAGS
CPU: 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 OPTIONS
Fuchi 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)

VEHICLES & DRONES
TAGS
Power (pwr): the vehicle’s horsepower, speed, and acceleration. Armor (arm): the vehicle or drone’s armor rating. Frame (frm): the vehicle’s or drone’s resilience (essentially, 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 mechanism that will deal 2 damage to anyone in range when it is destroyed

CARS
Ford 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)

TRUCKS
Landrover 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)

ROTORCRAFT
Bell 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 DRONES
Ares 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) 16

BIKES
BMW 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)

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

AIR DRONES
Condor 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)

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)

MISCELLANEOUS
Medic Slap Patch (1 use, 2 heal) Stim Patch (1 use, take +3 to next move, take 1 stun afterwards) Quik-Hax Kit (4 supply, bypasses low-grade security locks/ electronic devices)

OTHER EQUIPMENT

GENERAL EQUIPMENT TAGS
n 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 pockets or pouches Safe: the safety and inconspicuousness of a particular location, such as an apartment, office, or safe house. Cost: the upkeep cost of a home, office, or other domicile.

CYBERWARE
Bone Lacing (when you make a Gut Check, take +2) Cybereyes with IR/Low-light (when you Check the Situation, take +1) Datajack (you can connect to the Matrix or to an electronic 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 Boosted) 17

WEAPON ACCESSORIES
Smartlink (Boost the first Rock & Roll with this weapon) Suppressor (grants the suppressed tag)

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 Awareness, you are Boosted)

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)

SPELLS
TAGS
n 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

DETECTION
Analyze 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 Situation) 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 Someone moves) Combat Sense (c, 1 ess, sustain, you cannot be surprised) Clairvoyance/Clairaudience (c, 1 ess, you can Check the Situation remotely)

COMBAT
Acid 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 damage) Manabolt (s/m, ignore armor, 1 essence, 3+Essence damage) Knockout (c, ignore armor, 2 essence, 6+essence damage, 18

HEALTH
Antidote (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)

ILLUSION
Confusion (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)

Aspect: the spirit displays the aspect of its natural environment; for instance a desert spirit is generally composed of sand and rock. Insubstantial: the spirit takes a reduced amount of damage from attacks; equivalent to armor 2.

MOVES
Spirits 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

MANIPULATION
Armor (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 & ELEMENTALS
TAGS
Travel: the spirit has a special mode of travel, such as flight or phasing. +n Robust: all spirits can take 6 Wounds before dissipating, 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 dissipating. 19

SPIRITS
Spirit 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,

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)

ELEMENTALS
Air (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)

TOTEMS
Bear (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 20

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 conjure 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 Together move, or flee) Raven (Boons: take +2 to Push Someone, and take +1 to conjure 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 Banishing 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)

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 following 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.

CHARACTER CREATION OVERVIEW

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.

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

BUILD POINTS
You 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 starting character. Additionally, if you wish, you may lower one stat to -1 in order to gain an additional Build Point to spend elsewhere.

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

5. Assign your Stats
There 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 21

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 Equipment
Each 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.

8. Choose Contacts
Everybody 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 Bonds
In your life before and after becoming a shadowrunner, you’ve worked with a lot of people, and developed relationships with them. These relationships include at least one of your fellow shadowrunners. When you are instructed 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.

mark XP. In addition, every archetype has a move that allows them to mark XP under certain circumstances. When you mark 8 XP, you advance. Note that you must have downtime to advance - you cannot 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.

ADVANCEMENT
Each time you fail a roll - that is, you roll a 6 or less - you 22

In the strange world of the 2050s, people can be — and are — anything they want to be. However, there are a few archetypal shadowrunners that you’ll see again and again. In Sixth World, we call these Archetypes. Archetypes each differ 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 players to make sure each of you chooses a different Archetype. 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 FACE

Please step into my office.

THE ADEPT

My kung fu is strong.

>>>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 ARCHETYPES

>>>When the gift awakened in me, I looked inward. I studied myself. 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 outward in flashy displays. But I know why. Because in the end, when the machine fails, and the magic dies, I will still have peace.<<<

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.

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, martial arts. Adepts are capable fighters, with strong minds and bodies, and an inner calm that many envy. 23

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,

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 MAGE

I can bend reality. Top that.

The Ex-Cop came from Lone Star, Knight Errant, the military 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.”

>>>It’s not easy to study these formulae. Trust me, it’s like learning 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 artillery 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 spellcasting - using formulas, incantations, and the precepts THE HACKER Honestly? I’d do it for free. of magical theory to shape reality itself. Mages are flexible and can serve in many roles on a team, from the “big gun” >>>These chromers and spellworms are missing the point. They’re in this for money, looking to retire someday? Hah. They’ve got no to a master of stealth, and are often relied upon to provide idea where the power is. Real power lies in a world most of them magical overwatch to protect the team from hostile magic take for granted. But it’s a world I live and breathe. and hostile creatures.
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 MERCENARY

Lock and load.

The Hacker is the master of the worldwide virtual reality network of the Matrix. Able to connect to the Matrix, move through it, and bend it to their will, hackers are critical members of a shadowrunning team. From finding crucial data on targets, to locating floorplans of facilities, to shutting down security systems and sabotaging response efforts, the hacker will quickly prove their value. 24

>>>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 breaking 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 freelance 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

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 leadership experience that can save the team’s bacon when things get hairy.

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.

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-transitother, 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 Macrotech 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.<<<

>>>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 appears 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 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 25

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.

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 shadowrunning. 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 management 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.<<<

So I don’t have a lot of friends. But when lead flies, all that changes. 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 distancing of people I loved. Was it worth it, to be this good? Hell yes.<<<

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 teammate is down, and crawl into a free-fire zone to pull a friend out. Modern technology makes basic first aid a matter 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 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.

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.

26

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.

CHOOSING OPTIONS
Generally, when presented with a list of options in a dossier, 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.

READING A DOSSIER
The first page of a dossier will outline the process of creating a character of that archetype. Similar to the Character Creation Overview outlined earlier, this will be a step-bystep 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 equipment, notes, contacts, and Bonds.

KNOWN MOVES
Archetypes start out knowing one or more of their Archetype 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 character creation instructions), you can increase your Stats, Edge, or learn new moves.

DOSSIERS

27

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

8. Declare your Bonds
Place 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.

2. Choose your look
Wise eyes, wary eyes, glowing eyes No hair, cropped hair, long braid Clean skin, tattooed skin, hard skin Perfect body, heavy body, lithe body

9. Starting Moves
You know all the Core and Secondary Moves You know the True Power Within move, and one other Adept move.

10. Advancement
Each 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.

3. Choose your name and street name
Make 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 stats
You 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 maximum 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.

DOSSIER: THE ADEPT

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

6. Choose your Equipment
Armor: Leather Armor, Arcane Armor Weapons: Twin Ares Predators, Monokatana, Bo Staff, Combat Knives

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

28

THE ADEPT
Name Sex Metatype Look

BASIC MOVES

combat

essence edge wounds xp

stamina

awareness

66 True Power Is Within: when you Rock & Roll, you roll+Focus instead of +Combat. …… Killing Hands: when you deal damage while unarmed, you deal lethal damage instead of stun. …… Gunfighter: you have turned your focus on mastering 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 damage 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 spellcasting arts. Select one spell that you know. To cast this spell, roll+Knowledge.

ADVANCED MOVES

…… Enhanced Ability: when you concentrate on enhancing 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 damage 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 unmoved. 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)

knowledge

rep

WEAPONS
Primary Weapon Name: Tags: Damage:

focus

Secondary Weapon Name: Tags: Damage:

GEAR

armor

29

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

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 history.

OTHER GEAR

THE ADEPT
30

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

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

2. Choose your look
Cold eyes, tired eyes, wary eyes Close cropped hair, shaggy hair, bald Cheap suit, street clothes, hawaiian shirt Heavy body, fit body, injured body

8. Declare your Bonds
Place 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 Moves
You know all the Core and Secondary Moves You know the Work the System move, and one other Cop move.

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

10. Advancement
Each 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.

4. Assign your stats
You 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 maximum 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.

DOSSIER: THE EX-COP

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

6. Choose your Equipment
Armor: 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

31

THE EX-COP
Name Sex Metatype Look

BASIC MOVES

combat

essence edge wounds xp

stamina

66 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 Someone, 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 environment, you are Boosted. …… Good Cop, Bad Cop: when you aid someone you have bond with during an interrogation, roll+Shield instead of +Bond.

ADVANCED MOVES

awareness

…… Gun Cage: when you need some specialized weapons 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 enforcement. 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 enforcement 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.

knowledge

rep

WEAPONS
Primary Weapon Name: Tags: Damage:

shield

Secondary Weapon Name: Tags: Damage:

GEAR

armor

32

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

BONDS
I 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 ___________________.

OTHER GEAR

THE EX-COP
33

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

8. Declare your Bonds
Place 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.

2. Choose your look
Wise 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

9. Starting Moves
You know all the Core and Secondary Moves You know the Fast Talk move, and one other Face move.

10. Advancement
Each 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.

3. Choose your name and street name
Make 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 stats
You 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 maximum 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.

DOSSIER: THE FACE

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

6. Choose your Equipment
Armor: Armante Executive Wardrobe, Hottest New Fashion Weapon: Executive Action, Beretta 101T, Ares Viper Slivergun

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

34

THE FACE
Name Sex Metatype Look

BASIC MOVES

combat

essence edge wounds xp

stamina

awareness

66 Fast Talk: when you need to convince somebody of something fast, roll+Style. On 10+, you use quick thinking and smooth talking to get into or out of the situation. 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 someone, 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 illegal) to maintain your cover.

ADVANCED MOVES

…… 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.

knowledge

rep

WEAPONS
Primary Weapon Name: Tags: Damage:

style

Secondary Weapon Name: Tags: Damage:

GEAR

armor

35

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

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 ___________________.

OTHER GEAR

THE FACE
36

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

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

2. Choose your look
Cybereyes, glasses, unfocused eyes No hair, unkempt hair, mohawk, ponytail Pale skin, bad skin, tattooed skin Thin body, heavy body, compact body, flabby body

8. Declare your Bonds
Place 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 Moves
You know all the Core and Secondary Moves You know the Live to Hack and Sling Code moves.

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

10. Advancement
Each 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.

4. Assign your stats
You 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 maximum 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.

DOSSIER: THE HACKER

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

6. Choose your Equipment
Cyberdeck (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

37

THE HACKER
Name Sex Metatype Look

BASIC MOVES

66 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. 66 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 Matrix, 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.

ADVANCED MOVES

combat

essence edge wounds xp

…… More Toys: gain an additional cyberdeck, or 2 programs …… Multitasker: you can hack multiple systems simultaneously. 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.

stamina

awareness

knowledge

rep

DECK
CPU Mask Hardening Storage

WEAPON
Name Tags Dmg.

PROGRAMS

matrix

armor

38

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

BONDS
I 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.

OTHER GEAR

THE HACKER
39

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

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

2. Choose your look
Blank eyes, unnatural eyes, piercing eyes Long hair, bald, wild hair Robes, street clothes, dress clothes Thin body, weak body, muscular body

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

8. Declare your Bonds
Place 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.

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

9. Starting Moves
You know all the Core and Secondary Moves You know the Cast a Spell and Center moves.

4. Assign your stats
You 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 maximum 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.

10. Advancement
Each 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.

DOSSIER: THE MAGE

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

6. Choose your Equipment
Armor: 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

40

THE MAGE
Name Sex Metatype Look

BASIC MOVES

66 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. 66 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 dispelled. On 7-9, the spell is dispelled, but you must spend 1 Essence.

ADVANCED MOVES

combat

essence edge wounds xp

stamina

awareness

knowledge

…… 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.

rep

SPELLS
Name: Tags: Effect:

craft

Name: Tags: Effect:

OTHER SPELLS

armor

41

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

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.

OTHER GEAR

THE MAGE
42

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

8. Declare your Bonds
Place 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.

2. Choose your look
Dead eyes, cold eyes, soft eyes Boonie hat, crew cut, ponytail, fauxhawk Combat fatigues, street clothes, nice suit Scarred skin, tough skin, soft skin

9. Starting Moves
You know all the Core and Secondary Moves You know the Go Tactical move and one other Merc move.

10. Advancement
Each 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.

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

DOSSIER: THE MERCENARY

4. Assign your stats
You 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 maximum 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 Equipment
Armor: 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 Contacts
Former CO, Terrorist Cell Member, Arms Dealer, Veterans Clinic Doctor, Old War Buddy, Street Pharmacist, Therapist

43

THE MERCENARY BASIC MOVES
Name Sex Metatype Look

66 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.

ADVANCED MOVES

combat

essence edge wounds xp

…… 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 mercenary 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 seriously injured (receives a debility), mark XP.

stamina

awareness

knowledge

rep

WEAPONS
Primary Weapon Name: Tags: Damage:

tactics

Secondary Weapon Name: Tags: Damage:

OTHER GEAR

armor

44

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

BONDS
I’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.

OTHER GEAR

THE MERCENARY
45

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

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

8. Declare your Bonds
Place 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.

2. Choose your look
Goggles, alert eyes, obvious cybereyes Kaiser helmet, cowboy hat, pirate bandana Biker clothes, flight suit, street clothes, punk getup Heavy body, built body, lean body

9. Starting Moves
You know all the Core and Secondary Moves You know the Wheelman move and one other Rigger move.

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

10. Advancement
Each 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.

4. Assign your stats
You 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 maximum 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.

DOSSIER: THE RIGGER

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

6. Choose your Equipment
Vehicle: 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

46

THE RIGGER
Name Sex Metatype Look

BASIC MOVES

combat

essence edge wounds xp

stamina

awareness

66 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 vehicle’s Armor …… Take Control: when you get into an unfamiliar vehicle, 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 damage 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.

ADVANCED MOVES

…… 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.

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WEAPONS
Primary Weapon Name: Tags: Damage:

tactics

Secondary Weapon Name: Tags: Damage:

VEHICLE/DRONE
Power Fuel Weapons Frame

Armor Sensor

armor

47

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

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 punching. We’re gonna tangle one of these days.

OTHER GEAR

THE RIGGER
48

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

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

9. Declare your Bonds
Place 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.

2. Choose your look
Two-color eyes, wise eyes, sunglasses Long hair, dreadlocks, shaved head Street clothes, anachronistic clothes, biker gear Wiry body, thin body, round body

10. Starting Moves
You know all the Core and Secondary Moves You know the Conjure, Commune, and Banish moves.

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

11. Advancement
Each 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.

4. Assign your stats
You 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 maximum 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.

DOSSIER: THE SHAMAN

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 Equipment
Armor: Leather jacket, defensive charm, riot shield Weapon: Remington Roomsweeper, AK-97 SMG, Tomahawk, Machete

49

THE SHAMAN
Name Sex Metatype Look

BASIC MOVES

66 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 materialize, 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 uncontrolled state, and the GM will control its actions until it is exhausted or dispelled. xp 66 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). 66 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.

ADVANCED MOVES

combat

essence edge wounds

stamina

awareness

…… 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 (minimum Force 1), or increase the Force of a summoned spirit by 1 without spending Essence. …… Aura Mask: you may conceal your magical nature. 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.

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WEAPON
Primary Weapon Name: Tags: Damage:

TOTEM
Name: Boon: Flaw: Notes

SPIRIT
Type Harm Guard Mentor

will

Health Search Enthrall Robust

armor

50

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR ARMOR/OTHER GEAR

BONDS
I 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.

OTHER SPIRITS GEAR

THE SHAMAN
51

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

7. Choose 2 Contacts
ER doctor, morgue staffer, medical examiner, DocWagon driver, organlegger, black market organ dealer, blood bank worker, pharmacist

2. Choose your look
Clear eyes, old eyes, sharp eyes Close cut hair, stylish hairdo, bandana Fit body, heavy body, compact body Business attire, street clothes, EMT jumpsuit

8. Declare your Bonds
Place 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 Moves
You know all the Core and Secondary Moves You know the Combat Medic move and one other Street Doc move.

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

10. Advancement
Each 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.

DOSSIER: THE STREET DOC

4. Assign your stats
You 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 maximum 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 Equipment
Armor: 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.

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THE STREET DOC BASIC MOVES
Name Sex Metatype Look

combat

essence edge wounds xp

stamina

awareness

66 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 dying 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.

ADVANCED MOVES

…… 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 effects until proper treatment can be made. …… Pharmacy Is Open: when you use a contact to obtain 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. Supplies from the mobile surgery can be used to replenish your Med Kit.

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WEAPONS
Primary Weapon Name: Tags: Damage: Secondary Weapon Name: Tags: Damage:

MED KIT SUPPLY

technique

armor

53

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

BONDS
Only ______________ 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.

OTHER GEAR

THE STREET DOC
54

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

7. Choose 2 Contacts
Arms Dealer, Cybersurgeon, Bartender, Street Clinic Nurse, Private Investigator, Dockworker

2. Choose your look
Glowing eyes, silvered eyes, hard eyes Cropped hair, wild hair, topknot Tattooed skin, scarred skin, camo skin Bulky body, lithe body, skinny body

8. Declare your Bonds
Place 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 Moves
You know all the Core and Secondary Moves You know the War Machine move and one other Street Samurai move.

DOSSIER: THE STREET SAMURAI

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

10. Advancement
Each 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.

4. Assign your stats
You 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 maximum 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 Equipment
Armor: 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

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THE STREET SAM BASIC MOVES
Name Sex Metatype Look

combat

essence edge wounds xp

stamina

66 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 enemy 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 Someone. …… 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.

ADVANCED MOVES

awareness

knowledge

rep

WEAPONS
Primary Weapon Name: Tags: Damage: Secondary Weapon Name: Tags: Damage:

CYBERWARE

chrome

armor

56

RESOURCES
WEAPONS

RELATIONSHIPS
CONTACTS

OTHER
NOTES

ARMOR

BONDS
I’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.

OTHER GEAR

THE STREET SAM
57

ALWAYS SAY
What 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 halftruths. 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. Make 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 tearing 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. 58

PRINCIPLES

Fronts, sure. NO PLOTS. Draw 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 question 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-

GAMEMASTER INFORMATION

AGENDA

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 destroying 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 fiction. 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

59

PLAYER-DRIVEN MISSION BUILDING
While 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 creation 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 Policlub 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 mission. Allow the players to then develop the mission locations 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,
* See it here: http://www.youtube.com/watch?v=dsnvANYBRWo

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 instead. 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 players 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.

CREATING SHADOWRUNS

USING THE MISSION POOL
At any point during the run, when a character does something 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 POINTS
60 When the characters gather information for a run, it is important for the GM to remember that all of the infor-

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 opportunity to declare what they know to be true about the mission. 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 inaccurracy 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 happen in two shifts, but there is a 5 minute gap in coverage they could exploit. As they approach the entry point from an adjacent 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 concession 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 - simply 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.

61

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.

THREAT DAMAGE
Threats, in general, do a fixed amount of damage whenever 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 dangerous 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 attempted 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.

THREATS AND DICE
The 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 response 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 opportunity, 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.

THREATS: THE BAD GUYS

CREATURE TRAITS

The traits below are for the GM to incorporate into the fiction, 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-

62

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 63

Movement: threat has a special movement mode Night Vision: threat can see in dark environments without 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

PARACRITTERS
AFANC ATTACKS

BASILISK ATTACKS

bite (2d6b dmg, close), tail whip (1d6+1, reach) WOUNDS 10 ARMOR 2 TRAITS Amphibious, camouflage, group, large INSTINCT to eat
MOVES

gaze (2d6b+2 stun, paralyzing) WOUNDS 4 ARMOR 0 TRAITS Dual natured, hoarder, small, solitary INSTINCT to protect territory
MOVES

{{turn flesh to stone

{{attack from hiding {{escape into the water {{death roll
BARGHEST ATTACKS

BLACK ANNIS

bite (1d6+2 dmg, close), howl (1d6 stun, area) WOUNDS 6 ARMOR 1 TRAITS Fast, medium, fear, group INSTINCT to hunt
MOVES

Slam (1d6 damage, forceful), Bite (1d6 damage, close) WOUNDS 6 Armor 1 TRAITS Medium, night vision, Fast INSTINCT to dominate
ATTACKS MOVES

{{paralyze the prey {{stalk the prey

{{tear someone apart {{display dominance {{warn off intruders

64

DEATHRATTLE ATTACKS

GREATER WOLVERINE ATTACKS

Bite (2d6b, poison) WOUNDS 5 ARMOR 0 TRAITS Camouflage, medium, poison, solitary INSTINCT to feed
MOVES

Bite (4 damage, messy), Claw (3 damage, messy) WOUNDS 10 ARMOR 2 TRAITS Large, solitary INSTINCT to kill
MOVES

{{strike from hiding {{rattle
DEVIL RAT ATTACKS

{{attack everything {{abuse the dead {{eat to excess {{mark territory

gnaw (1d6 damage, messy, 1AP) WOUNDS 4 ARMOR 0 TRAITS Disease, horde, small INSTINCT to devour
MOVES

METAHUMANS
CORPORATE SECURITY

{{tear something (or someone) apart {{swarm

sidearm (4 damage, 1AP), stun baton (2 damage, stun) WOUNDS 8 ARMOR 0 TRAITS Group, intelligent, medium INSTINCT to safeguard an area
ATTACKS MOVES

{{call for backup {{sound an alarm {{engage and terminate

65

ELITE SECURITY ATTACKS

SMG (5 damage) WOUNDS 8 ARMOR TRAITS Group, intelligent, medium INSTINCT secure the facility
MOVES

BLOOD MAGE

2

{{neutralize target {{speed and violence {{strike from ambush
LONE STAR ATTACKS

blood bolt (4 damage) death touch (3 damage, ignores armor) WOUNDS 8 ARMOR 0 TRAITS Arcane, medium, solitary INSTINCT to gather power
ATTACKS MOVES

{{prepare the sacrifice {{inflict bleeding wounds {{consume the enemy’s life force 1
COMBAT MAGE

Sidearm (4 damage, 2AP) WOUNDS 8 ARMOR TRAITS Medium, solitary INSTINCT to serve and protect
MOVES

{{freeze! {{make an arrest {{call backup

manabolt (3 damage, ignore armor, stun) flamethrower (2 damage, burn) WOUNDS 8 ARMOR 1 TRAITS Arcane, medium, solitary INSTINCT to prove their power
ATTACKS MOVES

{{confound the enemy {{display their power {{burn everything

66

STREET THUG ATTACKS

GHOUL

bat (3 damage), handgun (3 damage) WOUNDS 9 ARMOR 0 TRAITS Group, intelligent, medium INSTINCT to guard their turf
MOVES

talons (4 damage, 1AP) bite (3 damage, disease) WOUNDS 6 ARMOR 0 TRAITS Group, infected, intelligent, medium INSTINCT to eat
ATTACKS MOVES

{{mad dog {{issue a beatdown {{gather their fellow gangers
CORPORATE HACKER

{{gnaw off a body part {{absorb their food’s memories {{rush the prey
GOBLIN ATTACKS

black hammer (4 damage), slow (-1 forward), ATTACKS blackout (4 damage, stuns), track (no dmg, tagged) WOUNDS 8 ARMOR 2 (hardening) TRAITS Intelligent, medium, solitary INSTINCT smack ‘em and track ‘em
MOVES

claw (2 damage), knife (3 damage, 1AP) WOUNDS 4 ARMOR 1 TRAITS Horde, infected, small INSTINCT to scavenge and collect
MOVES

{{biofeedback blitz {{trigger the alarm {{deploy bots

{{swarm {{disappear into shadows {{ambush

67

INTRUSTION COUNTERMEASURES (IC)
ACID ATTACKS

BLACK IC ATTACKS

burnout (reduce hardening by 1) WOUNDS 4 ARMOR 0 TRAITS Program INSTINCT to burn through defenses
MOVES

lethal biofeedback (6 damage, lethal) WOUNDS 6 ARMOR 2 TRAITS Program INSTINCT to kill
MOVES

{{code injection
BLASTER ATTACKS

{{relentless assault {{finish them off
CRASH ATTACKS

blast (2 damage, stun) WOUNDS 4 ARMOR 1 TRAITS Program INSTINCT to knock out enemy hackers
MOVES

segfault (crash one program in your deck) WOUNDS 3 ARMOR 0 TRAITS Program INSTINCT to mess things up
BINDER ATTACKS

{{hammer away {{call for backup {{no retreat

overload (reduce CPU by 1) WOUNDS 4 ARMOR TRAITS Program INSTINCT to slow them down

0

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EXAMPLE STREET NAMES
Acrobat, Angel, Argent, Azure, Babs, Bamboo, Backhoe, Barefoot, Battery, Bigtop, Birdseye, Bit, Bogie, Bones, Bonnie, Boxer, Burn, Cameo, Candy, Carbon, Cavalier, Chip, Choppa, Chupa, Citadel, Cloverleaf, Cobweb, Cowboy, Crank, Crisp, Crunch, Cutter, Cycle, Cypher, Dancer, Deckhand, 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, Sockmonkey, Stutter, Sugar, Sunburn, Tiller, Tink, Tranquil, Trukk, Uncle Slam, Unicorn, Vixen, Volcano, White Dove, XIII, Zero

NAME GENERATORS

69

1D100 WESTERN NAME GENERATOR

1. James 2. John 3. Robert 4. Michael 5. William 6. David 7. Richard 8. Charles 9. Joseph 10. Thomas 11. Chris 12. Daniel 13. Paul 14. Mark 15. Donald 16. George 17. Kenneth 18. Steven 19. Edward 20. Brian 21. Ronald 22. Anthony 23. Kevin 24. Jason 25. Mat 26. Gary 27. Timothy 28. Jose 29. Larry 30. Jeffrey 31. Frank 32. Scott 33. Eric 34. Stephen 35. Andrew 36. Raymond 37. Gregory 38. Joshua

MALE NAMES
39. Jerry 40. Dennis 41. Walter 42. Patrick 43. Peter 44. Harold 45. Douglas 46. Henry 47. Carl 48. Arthur 49. Ryan 50. Roger 51. Joe 52. Juan 53. Jack 54. Albert 55. Jonathan 56. Justin 57. Terry 58. Gerald 59. Keith 60. Samuel 61. Willie 62. Ralph 63. Lawrence 64. Nicholas 65. Roy 66. Benjamin 67. Bruce 68. Brandon 69. Adam 70. Harry 71. Fred 72. Wayne 73. Billy 74. Steve 75. Louis 76. Jeremy

77. Aaron 78. Randy 79. Howard 80. Eugene 81. Carlos 82. Russell 83. Bobby 84. Victor 85. Martin 86. Ernest 87. Phillip 88. Todd 89. Jesse 90. Craig 91. Alan 92. Shawn 93. Clarence 94. Sean 95. Philip 96. Chris 97. Johnny 98. Earl 99. Jimmy 100. Antonio

1. Mary 2. Patricia 3. Linda 4. Barbara 5. Elizabeth 6. Jennifer 7. Maria 8. Susan 9. Margaret 10. Dorothy 11. Lisa 12. Nancy 13. Karen 14. Betty 15. Helen 16. Sandra 17. Donna 18. Carol 19. Ruth 20. Sharon 21. Michelle 22. Laura 23. Sarah 24. Kimberly 25. Deborah 26. Jessica 27. Shirley 28. Cynthia 29. Angela 30. Melissa 31. Brenda 32. Amy 33. Anna 34. Rebecca 35. Virginia 36. Kathleen 37. Pamela 38. Martha

FEMALE NAMES
39. Debra 40. Amanda 41. Stephanie 42. Carolyn 43. Christine 44. Marie 45. Janet 46. Catherine 47. Frances 48. Ann 49. Joyce 50. Diane 51. Alice 52. Julie 53. Heather 54. Teresa 55. Doris 56. Gloria 57. Evelyn 58. Jean 59. Cheryl 60. Mildred 61. Katherine 62. Joan 63. Ashley 64. Judith 65. Rose 66. Janice 67. Kelly 68. Nicole 69. Judy 70. Christina 71. Kathy 72. Theresa 73. Beverly 74. Denise 75. Tammy 76. Irene

77. Jane 78. Lori 79. Rachel 80. Marilyn 81. Andrea 82. Kathryn 83. Louise 84. Sara 85. Anne 86. Jacqueline 87. Wanda 88. Bonnie 89. Julia 90. Ruby 91. Lois 92. Tina 93. Phyllis 94. Norma 95. Paula 96. Diana 97. Annie 98. Lillian 99. Emil 100. Jamie

1. Smith 2. Johnson 3. Williams 4. Jones 5. Brown 6. Davis 7. Miller 8. Wilson 9. Moore 10. Taylor 11. Anderson 12. Thomas 13. Jackson 14. White 15. Harris 16. Martin 17. Thompson 18. Garcia 19. Martinez 20. Robinson 21. Clark 22. Rodriguez 23. Lewis 24. Lee 25. Walker 26. Hall 27. Allen 28. Young 29. Hernandez 30. King 31. Wright 32. Lopez 33. Hill 34. Scott 35. Green 36. Adams 37. Baker 38. Gonzalez

39. Nelson 40. Carter 41. Mitchell 42. Perez 43. Roberts 44. Turner 45. Phillips 46. Campbell 47. Parker 48. Evans 49. Edwards 50. Collins 51. Stewart 52. Sanchez 53. Morris 54. Rogers 55. Reed 56. Cook 57. Morgan 58. Bell 59. Murphy 60. Bailey 61. Rivera 62. Cooper 63. Richardson 64. Cox 65. Howard 66. Ward 67. Torres 68. Peterson 69. Gray 70. Ramirez 71. James 72. Watson 73. Brooks 74. Kelly 75. Sanders 76. Price

SURNAMES

77. Bennett 78. Wood 79. Barnes 80. Ross 81. Henderson 82. Coleman 83. Jenkins 84. Perry 85. Powell 86. Long 87. Patterson 88. Hughes 89. Flores 90. Washington 91. Butler 92. Simmons 93. Foster 94. Gonzales 95. Bryant 96. Alexander 97. Russell 98. Griffin 99. Diaz 100. Hayes

70

1D100 JAPANESE NAME GENERATOR

1. Hiroshi 2. Akira 3. Kazuo 4. Takashi 5. Toshio 6. Yoshio 7. Hideo 8. Masao 9. Kiyoshi 10. Takeshi 11. Minoru 12. Shigeru 13. Tadashi 14. Kenji 15. Koichi 16. Takeo 17. Ichiro 18. Makoto 19. Yasuo 20. Yukio 21. Yutaka 22. Osamu 23. Saburo 24. Koji 25. Susumu 26. Isao 27. Tatsuo 28. Shiro 29. Noboru 30. Hajime 31. Mitsuo 32. Jiro 33. Tsutomu 34. Shoji 35. Nobuo 36. Takao 37. Tetsuo 38. Shiníichi

GIVEN NAMES
39. Fumio 40. Keníichi 41. Akio 42. Seiichi 43. Tadao 44. Kunio 45. Keiko (f) 46. Yoko (f) 47. Eiichi 48. Hiroyuki 49. Toru 50. Shigeo 51. Michio 52. Masaru 53. Shozo 54. Shoichi 55. Isamu 56. Yoshiaki 57. Jun 58. Hisashi 59. Masahiro 60. Haruo 61. Kazuko (f) 62. Hiroko (f) 63. Kaoru (f) 64. Yoshiko (f) 65. Sadao 66. Hisao 67. Masaaki 68. Seiji 69. Masami 70. Hitoshi 71. Michiko (f) 72. Masayuki 73. Eiji 74. Tsuneo 75. Iwao 76. Satoshi

77. Juníichi 78. Masako (f) 79. Teruo 80. Yoshihiro 81. Masayoshi 82. Katsumi 83. Kozo 84. Akiko (f) 85. Yuji 86. Atsushi 87. Keiichi 88. Ken 89. Keiji 90. Yasushi 91. Reiko (f) 92. Goro 93. Yoichi 94. Norio 95. Shinji 96. Kyoko (f) 97. Noriko (f) 98. Kenzo 99. Yoshiro 100. Toshiko (f)

1. Sato 2. Suzuki 3. Takahashi 4. Tanaka 5. Watanabe 6. Ito 7. Yamamoto 8. Nakamura 9. Kobayashi 10. Kato 11. Yoshida 12. Yamada 13. Sasaki 14. Yamaguchi 15. Saito 16. Matsumoto 17. Inoue 18. Kimura 19. Hayashi 20. Shimizu 21. Yamazaki 22. Mori 23. Abe 24. Ikeda 25. Hashimoto 26. Yamashita 27. Ishikawa 28. Nakajima 29. Maeda 30. Fujita 31. Ogawa 32. Goto 33. Okada 34. Hasegawa 35. Murakami 36. Kondo 37. Ishii 38. Saito

39. Sakamoto 40. Endo 41. Aoki 42. Fujii 43. Nishimura 44. Fukuda 45. Ota 46. Miura 47. Fujiwara 48. Okamoto 49. Matsuda 50. Nakagawa 51. Nakano 52. Harada 53. Ono 54. Tamura 55. Takeuchi 56. Kaneko 57. Wada 58. Nakayama 59. Ishida 60. Ueda 61. Morita 62. Hara 63. Shibata 64. Sakai 65. Kudo 66. Yokoyama 67. Miyazaki 68. Miyamoto 69. Uchida 70. Takagi 71. Ando 72. Taniguchi 73. Ohno 74. Maruyama 75. Imai 76. Takada

SURNAMES

77. Fujimoto 78. Takeda 79. Murata 80. Ueno 81. Sugiyama 82. Masuda 83. Sugawara 84. Hirano 85. Kojima 86. Otsuka 87. Chiba 88. Kubo 89. Matsui 90. Iwasaki 91. Sakurai 92. Kinoshita 93. Noguchi 94. Matsuo 95. Nomura 96. Kikuchi 97. Sano 98. Onishi 99. Sugimoto 100. Arai

Please 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.

71

QUICK NAMES

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, Lonnie 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, Elwood 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 Menezes, 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 Hardester, 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 Scammon, Kimi Biava, Ileen Midden, Brittanie Comegys, Quinton Schuerman, Alvaro Laky, Elwood Fritchman, Kit Wagenaar, Jeffry Vanella, Quinton Wrich, Valene Arron, Jackson Boyarski, Dane Draffen, Quinton 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 Gushard, Sung Mihalios, Dario Goich, Mac Grenway, Mohamed Waisman, Rolland Propheter, Cierra Yater, Evon Buckholtz, Richie Watah, Kaltenhauser, Lenny Zabka, Rina Trumper, Hank Guerera, Rupert Senethavilouk, 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

72

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