GURPS: Shadowrun

Characters

Racial Lenses

Dwarf(40)

  • -2 DX(-40)
  • +2 HT(20)
  • +2 Will(10)
  • +3 ST(30)
  • -1 HP(-2)
  • SM: ±0
  • Extended Lifespan: 1(2)
  • Infravision(10)
  • Resistant: +3 vs metabolic hazards(10)

Elf(61)

  • +2 DX(40)
  • SM: ±0
  • Appearance: Handsome/Beautiful(Androgynous, 12)
  • Extended Lifespan: 2(4)
  • Night Vision: 5(5)

Ork(50)

  • +5 HT(50)
  • -2 IQ(-40)
  • +2 Will(10)
  • +3 ST(30)
  • +2 HP(4)
  • SM: ±0
  • Appearance: Unattractive(-4)
  • Night Vision: 5(5)
  • Short Lifespan: ½(-5)

Troll(55)

  • -2 DX(-40)
  • +8 HT(80)
  • -3 IQ(-60)
  • +1 Will(5)
  • SM: +1
  • +7 ST(Size: 1(-10%), 63)
  • +1 HP(Size: 1(-10%), 2)
  • Appearance: Ugly(-8)
  • DR: 1(Tough Skin(-40%), 3)
  • Infravision(10)

Social Background

Cultural Familiarity

Common cultures to be familiar with are:

  • Western
  • Native American
  • East Asian

Japanese culture includes both Western and East Asian CFs.

Others include:

  • African
  • Elven (mainly Tir Tairngire and Tir Na nOg)
  • Indian (as in India)
  • Muslim
  • Native Australian
  • Native Amazonian
  • Throalic (5-point UB)

Languages

Most are as in reality, but also:

  • Aztlan Spanish
  • Or'zet ("orkish")
  • Sperethiel ("elven")
  • Throalic (5-point UB)

SINs

Being SINless is a Secret worth -10 points. Each persistent fake SIN is 15 points. A burner SIN is 2 500¥ — as a consumable, it's not worth points(except perhaps as Consumable Signature Gear).

Being SINful is normally 0 points. However, a criminal SIN is instead -20 points; it includes Status: -3, and law enforcers react to the individual at -4 whether Status applies or not.

Gear

The TL is generally 9, but medical/biotech and bionics are TL10. There is no uploading or braintaping, presumably because of Essence. AI is a crapshoot, and therefore underdeveloped.

The nuyen(¥) is equal to the GURPS dollar. Standard starting wealth is 30 000¥.

Most shadowrunners are poor. The few that aren't are generally fabulously-wealthy in GURPS terms, but with most invested in big-ticket gear.

'Ware

Essence starts at 15. Body Index(BI) starts at 0. Cyberware reduces Essence, bioware increases BI. At zero Essence, you suffer a -5 on death checks, and at negative Essence, you die(barring cyberzombification). For each point or fraction by which BI exceeds HT, you take a -1 on all HT rolls. (This doesn't affect derived values like FP or calculated values like Temperature Tolerance - or, notably, this threshold).

Magic

There are several "types" of Magery 0: Sorcery, Conjuration, Physical, Psychometry, Enchantment. A character can have any combination, but they can normally only be bought at creation. (A nonmagician may have any combination of Mageries in "latent" form, and may discover this later, paying for them when they Awaken. This will always be a story event, and the GM may require these to be bought using only RP XP before they really work.) A character needs a tradition in order to Awaken, but if they aren't taught one, they can develop their own. A tradition serves mainly to provide a framework for describing and explaining their magic, but can also offer ADS. Some traditions have "gaps", magical abilities they just don't support.

Those who have any type of Magery have a Magic attribute; it starts at Essence, minus BI, rounded down. You can raise Magic via initiation; each +1 costs 10 points. You can also take a metamagic power at each initiation, and with the GM's approval, you can offset the costs by taking on a disad in an Ordeal. Magic serves as a sort of power talent/attribute combination for purposes of magical Powers.

Those with Sorcery Magery can buy spells. Spells are abilities within five Powers: Combat Spells, Detection Spells, Health Spells, Illusion Spells, and Manipulation Spells. They all have a power modifier of -15%, including powered countermeasures and Requires Roll for a magic skill. (Background count can modify this roll, but is as likely to help as to harm.) Each spell must also have Drain, unless excepted by a gapped tradition. Their most expensive spell is then paid for normally, but each additional spell is 1/5 cost. (This doesn't stack with Alternate Abilities or Alternate Attacks.) Their most expensive spell has a Force 1/5(round up) of its point value, and the rest have a Force equal to their point value. However, if a spell has variable Drain, then its Force is proportional when cast at a lower level.

Those with Conjuration Magery can summon and bind spirits. Magery in itself grants summoning, via the Summoning skill. Binding takes a binding skill(Shackling or Contracting), and spirit binding slots.

Those with Physical Magery can take a custom Power, known as their Way, whose abilities augment their body. Some form their Way ad-hoc, in which it's more descriptive, while others lay out a prescriptive Way ahead of themselves. In either case, they can revise their Way. All Ways have a power modifier of -5%, for powered countermeasures.

Those with Psychometry Magery can astrally perceive and project. Magery in itself grants astral perception, although Acute Psychometry is recommended for reliable perceptions. It takes a Concentrate action to go dual, or to go back. The few dual beings who have this have effectively replaced their dual nature. Astral projection is a separate ability, for 43 points. This does not include the ability to manifest, that's an additional 4 points. (Note that materialization is different from manifestation.) Initiate access to the metaplanes is an additional 5 points(net, by removing a -10% limitation).

(Astral projection is built as Spirit Jumper(Can't Escort(-10%), Can't Follow(-20%), Projection(-25%), Nuisance Effect: Body Gets -1 Essence/24min(-5%), Limited Access: Astral(-10%), PM(-5%), 42.643125). Initiates remove Limited Access: Astral(-10%).)

Those with Enchantment Magery can alchemically refine and analyze materials, and make foci(as well as certain obscure magic items). ` Note that talismongering is related to enchanting, but can be done by a mundane.

Traditions

Traditions are classed as "revived" or "modern". A revived tradition was practiced in the Fourth World, and preserved through the Fifth. A modern tradition was either developed during the Sixth World, or developed during the Fifth World and adapted for magic after The Awakening.

Headline

These are the most common traditions the world over, and both are particularly concentrated in North America.

Hermetic

A modern tradition, arising from early attempts to explore magic scientifically. The initial researchers didn't realize how heavily magic is affected by perspective, and ended up carving out a "mere" tradition by getting locked in by their early experiments. Still, it's a tradition without gaps, it appeals to those who prefer to base their magic on abstract logic rather than concrete emotion, and it has the deepest roots of any gapless modern tradition.

In its practices and trappings, it borrows heavily from groups like the Hermetic Order Of The Golden Dawn; manifestations of hermetic magic often take the form of complex circles lettered in Latin.

Spirit Type: Materialization

Correspondences: Combat/Fire, Detection/Air, Health/Man, Illusion/Water, Manipulation/Earth

Magery: all

Ways: all

ADS: none

Shamanic

A revived tradition, `

All shamans have a totem, but a large minority have not yet undertaken a vision quest to interact directly, and may not even know(or care) which totem is theirs. The ADS indicates a shaman who has made that connection.

Spirit Type: Materialization

Correspondences: Combat/Beasts, Detection/Water, Health/Earth, Illusion/Air, Manipulation/Man

Magery: all

Ways: all

ADS: "Shamanic Mask"(Dramatic Spells), "Totem"(Mentor Spirit)

Mentor Spirits: Bear(Health/Earth), Coyote(Neutral), Crow(Illusion/Air), Gator(Detection/Water), Lion(Combat/Beasts), Raccoon(Manipulation/Man), Shark(Detection/Water), Snake(Health/Earth)

Other Gapless

These have the full range of capability, generally resulting from the fine-tuning work of a community over time, but aren't as common worldwide as the "headline" traditions.

Abrahamic Theurgy

A modern tradition, based on the Abrahamic faiths(Judaism, Christianity, and Islam) combined with the realities of magic in the Sixth World. Magic is regarded as a gift of God, but similar to the gift of artistry - perhaps extraordinary, but clearly distinct from divine miracles.

Its spirits are split into angels and devils; most of its users shun devil-type spirits(banishing them when feasible), and avoid binding. The others summon devil-types but always contract-bind them; they mostly shun angel-types, but will happily shackle-bind them.

Spirit Type: Materialization

Correspondences: Combat/Guardian, Detection/Water, Health/Man, Illusion/Earth, Manipulation/Task

Magery: all

Ways: all

ADS: "Divine Inspiration"(Mentor Spirit)

Mentor Spirits: Adversary(Neutral), Demiurge(Neutral)

Shinto

A revived tradition, albeit derived from a group of somewhat-related traditions. It seems that as the Fourth World gave way to the Fifth, kannushi descended deep into ritualism and geasa in order to make up for magic dwindling, but in the Sixth World that isn't needed(although it is useful).

Spirit Type: Materialization

Correspondences: Combat/Air, Detection/Water, Health/Plant, Illusion/Beasts, Manipulation/Ancestor

Magery: all

Ways: all

ADS: Disciplines Of Faith: Ritualism

Special: A kannushi can take a gapped form of Shinto magic by including Disciplines Of Faith: Ritualism in all their magical power modifiers; they work with spirits, despite the spirits disliking them. (However, taking Preparation Required on mighty abilities is more common.)

Aztec

A revived tradition, based on the aztec sorcerors of old. Like the kannushi of Shinto, the nahualli(and the aztec priests, tlamacazqueh) turned to augmentation to make up for magic dwindling, but the augmentation of the aztecs was blood magic, especially sacrifice. Like a kannushi, a nahual doesn't need such augmentations in the Sixth World, but the stigma persists.

Almost all nahualli have a mentor spirit, also called a nahual. Unusually, no two people have the same one — each is a real individual of some other species — so the listings are based on the species of the magician's mentor spirit.

Spirit Type: Materialization

Correspondences: Combat/Boom, Detection/Guardian, Health/Earth, Illusion/`, Manipulation/`

Magery: all

Ways: all

ADS: "Nahual's Nahual"(Mentor Spirit)

Mentor Spirits: Dog(Detection/Guardian), Donkey(`), Jaguar(Combat/Boom), Puma(Detection/Guardian), Turkey(Health/Earth)

Gapped

These traditions are "incomplete", due to some combination of youth, small population, and non-magical concerns.

Abrahamic Miracle

A modern tradition, distinguished from Abrahamic Theurgy by the claim that their powers are divine miracles. These self-proclaimed saints constitute the lunatic fringe of Abrahamic faith-magic. Most of them actively shun other traditions, but some accept magic as a gift of God while denying the similarity to their own powers.

Unusually for faith-magicians, saints work poorly with their own kind, primarily because any disagreement which can be backed up with magic is necessarily a religious schism.

Saints are not required to apply Drain to their magical abilities.

Spirit Type: Possession

Correspondences: Combat/Fire, Detection/Beasts, Health/Man, Manipulation/Task

Magery: Sorcery, Conjuration, & Enchantment

ADS: "Divine Inspiration"(Mentor Spirit), "Imago"(Dramatic Spells)

Mentor Spirits: Adversary(Neutral), Demiurge(Neutral)

Jedi

A modern tradition, based on the media franchise, which will celebrate its 100th anniversary soon(in 2077). `

Spirit Type: None. Jedi spirits("Force ghosts") have neither Materialization nor Possession.

Correspondences: Detection/-, Health/-, Illusion/-, Manipulation/-, -/Ancestor

Magery: Sorcery, Conjuration, Physical, & Enchantment (but Conjuration is rare)

Ways: all (Warrior's Way is "Knight", Speaker's Way is "Consular", others are rare)

ADS: "Force Ghost Technique"(Ghost Point), "Lightsaber"(Weapon Fire)

Mahou Shoujo

A modern tradition, based on the media genre and well-respected in Japan.

It does have a significant gap, in that it requires Pretty Soldier Form, and its magic only works in that form. This applies a -10% limitation to all magical abilities(except Pretty Soldier Form itself). In addition, all Pretty Soldier Forms are female. Almost all mahou shoujo have a Focus and Display, but it's not required.

Spirit Type: Materialization

Correspondences: Combat/Fire, Detection/Water, Health/Earth, Illusion/Metal, Manipulation/Plant

Magery: all (but Conjuring & Enchantment are rare)

Ways: Athlete's, Warrior's, Speaker's

ADS: "Display"(Dramatic Spells), "Focus"(Mentor Spirit), "Pretty Soldier Form"(Magic Form)

Mentor Spirits: In general, a mahou shoujo calls their focus something more specific(and evocative), but they have access to the entire correspondence. A neutral focus is associated with the heroic idiom, and often something closer to home. For example, a Combat/Fire focus may be Mars, and a neutral focus may be Moon(not a planet, but close to Earth).

Psionic

A modern tradition, based on Fifth-World ideas of what scientific magic would look like. `

Psionics are not required to apply Drain to their magical abilities.

Spirit Type: Materialization

Correspondences: Combat/dynamic, Detection/dynamic, Health/dynamic, Illusion/dynamic, Manipulation/dynamic, dynamic/Man

Magery: Sorcery, Conjuring, Physical, & Psychometry (but Conjuring & Physical are rare)

Ways: all

ADS: none

Ways

Athlete's Way

Warrior's Way

Silent Way

Speaker's Way

ADS

Combat Sense(40/level)

You can sense into the future. Unfortunately, time is big, so you can only sense a fraction of a second into the future… but that's enough to give you +[Level] on all attacks, +[Level] on all active defenses, and +[2 × Level] on all surprise rolls, whether based on senses or basic speed.

Dramatic Spells(-5)

Prereq: 5 spells, Mentor Spirit (Sorcery Magery)

When you cast a spell, you take on a hint of the appearance of your mentor spirit. This confers a +4 bonus to recognize any spells you cast, and detecting that you're casting a spell is considered to be in plain sight.

Force Ghost(-10)

ST: 0(-100), +10 HP(20), Dead Broke(-25), Dependency: Mana, Constantly(-25), Doesn't Breathe(20), Doesn't Eat Or Drink(10), Doesn't Sleep(20), Insubstantiality(Always On(-50%), 40), Invisibility(Substantial Only(-10%), Switchable(+10%), 40), Reprogrammable(-10)

Ghost Point(15)

When you die, your body will vanish; some time later, you will return as a ghost. You are now a free spirit, with neither Materialization nor Possession.

Karma Pool(5/level)

You have a pool of [Level] karma points. At the start of each session, it refreshes to full. You can spend karma points in place of character points to activate rules that normally require spending character points(like Buying Success), although not for permanent improvements.

Magic Form(20)

Prereq: any Magery

You have a specific alternate appearance you can adopt via an innate magical ability. You transform as a free action, which can only be interrupted by a Wait. Your magic form differs only cosmetically, or through 0-point Features like metahuman sex, though it also cosmetically alters your clothing to fit its theme. (This alteration is like a Sustained effect; if you don clothing in your magic form, it's also altered, and if you remove altered clothing, it changes back.) Your magic form also displays your tradition in plain sight.

Mentor Spirit(10)

You are guided in magic by an archetypal animal, mythological figure, or such concept. As a free action, you can spend points on new magical abilities; you don't need formulae or even training time for this. There are two types of mentor spirit:

Neutral - Such a mentor spirit embraces all facets of magic equally, either by claiming the whole as its domain(like Demiurge), or by remaining open to all without claiming any(like Coyote). It grants a +1 bonus with all correspondences of the tradition.

Biased - Such a mentor spirit focuses on one of its traditions' correspondences, granting a +2 bonus with that correspondence.

A mentor spirit may also have iconic disadvantages. If it does, they're recommended, but not required, for its magicians.

Spirit Binding Slot(10/slot)

You can bind a spirit. You can still only have one unbound spirit at a time, but bound spirits are limited only by your slots. In addition, bound spirits don't expend services merely by passing time summoned.

Weapon Fire(6)

When wielding a weapon focus in the iconic form of your tradition, you deal +1d burn damage. While the weapon is active, it glows like a torch.

Talents

Magic Talent(10/+1)

Grants its bonus to rolls for magic, serving as a sort of bulk discount for magical skills.

[Magical Power] Talent(5/+1)

Grants its bonus to rolls for one magical power, like Detection spells or Conjuration.

Perks

Accessory: Cable Jack(1)

A basic version of the ubiquitous datajack. This doesn't give you any boni; take a 4/level talent for that.

Skills

Savoir-Faire†(IT/E)

Default: IT-4

As in Basic, but with the added specializations of Corporate, Matrix, Media, Tribal, and the Street specialization replacing Mafia. Common specializations are Corporate, High Society, Matrix, Media, Military(also includes street mercs and such), Police(and other sec-grade services), Servant, Street, Tribal. Streetwise is relevant, but different.

Guns/TL†(DX/E)

Default: DX-4

As in Basic, but with the added specialization of Assault Cannon. Assault cannon are unlike any real weapon, as their entire role is created by futuristic explosive densities.

Rigging(IT/H)

Default: IT-6

Can replace all vehicle ops skills, but only when operating the vehicle rigged. Regular vehicle ops skills work both rigged and not.

Optional specialization is in a vehicle ops skill like Driving, Piloting, etc.

Spellcasting(Magic/VH)

Default: Magic-7

Spells require a roll against Spellcasting to cast them. If this roll fails, no spell effect is produced, but you must still resist any Drain.

Ritual Spellcasting(Magic/VH)

Default: Magic-7

When casting a spell ritually, this skill is used in place of Spellcasting. Ritual sorcery requires one or more casters; one caster provides the spell, and one caster targets the spell, but these don't have to be the same caster, and the spell may target a material link(like a preserved tissue sample). All casters must coordinate in realtime, although a mundane phone call is sufficient.

There are a few downsides. Ritual sorcery is slow, taking [Force] minutes before the normal casting time can begin. Each caster suffers(and resists) the Drain separately. Finally, attempting ritual sorcery requires [Force] units of ritual materials, which are specific to the spell category.

Summoning(Magic/VH)

Default: Magic-7

To summon a spirit, first choose a type(from the correspondences of your tradition) and Force(up to twice your Magic). Then, take a Concentrate maneuver and roll against Summoning+Magic-Force. On a success, the spirit agrees to perform [Margin] services(min 1), and appears in the astral near you. Regardless of success or failure, you must then resist [Force÷2 - Charisma] Drain(round down). Other reaction boni(Reputation, Appearance, etc) don't apply, only actual Charisma.

This spirit is summoned unbound, and you can only have one unbound spirit at a time. In addition, an unbound spirit expends one service every 12hr they remain summoned, in addition to expending them by performing spirits. However, you can "resummon" a willing unbound spirit of yours, adding more summoning services. This uses the same procedure as summoning, including Drain. Alternately, if you have spirit binding slots, you can bind an unbound spirit using Shackling or Contracting.

Optional specialization is in a single spirit type, although equivalents across traditions do count.

Banishing(Magic/VH)

Default: Magic-7

Banishing a spirit uses the same procedure as summoning it would, including Drain. The difference is that instead of the spirit owing services to you(and appearing), any services rolled are subtracted from those the spirit owes. If zero services are left, it leaves for the metaplanes or goes free as normal; however, if you can reduce it to negative services, you can choose to prevent it from going free — it's required to leave.

Shackling(Magic/VH)

Default: Magic-7

An easy and cheap way of binding your spirits… but spirits hate it. It uses the same procedure as summoning the spirit, including Drain, but the spirit's willingness is irrelevant. On a success, the spirit is bound to one of your slots, any summoning services it owed you become shackled services, and you gain [Margin] additional shackled services. However, on a failure, the spirit not only isn't bound, but expends [Margin] services. A weak spirit freed by this will likely flee to the metaplanes, but a spirit strong enough will likely take its revenge upon you. You can "reshackle" a shackled spirit, with the main risks being Drain and a possible expenditure of existing services.

Shackled spirits — and spirits you've failed to shackle — tend to act against you whenever they can, and will welcome a banishing. You may find yourself spending several of their services on ordering them away from an enemy magician bent on banishing them.

Contracting(Magic/VH)

Default: Magic-7

Because spirits have alien CFs, using conventional Influence skills like Diplomacy to negotiate with them is fraught with problems. A form of payment has been standardized on, and the Contracting skill governs the use of these with willing spirits. The base exchange rate is one service per [Force] units of appropriate contracting materials; roll a Quick Contest of Contracting+Charisma vs the spirit's Force, and the winner improves the rate by 10% in their favor per point of margin. (Other reaction modifiers usually apply, and the GM may apply other modifiers for things like your history with the spirit.) This ritualized negotiation takes [Contracting+Force] minutes.

The spirit is bound in one of your slots if you buy at least one contracted service; services from summoning the spirit are lost, replaced by these contracted services(if any). However, you can later make another contract for a new exchange, adding more contracted services. Conjurers fond of "contacting and contracting" may keep spirits for decades, renewing their contracts regularly.

(While this assumes spirits that respond to summoning have the counterpart skill at Force, some spirits may be better or worse at it.)

Astral Combat(Per/H)

Default: N/A

While anyone can fight in the astral by using astral DX(i.e. Per) for Th-1, trained astral combat improves damage. Astral Combat @ Per gives +1/die, Astral Combat @ Per+1 or better gives +2/die instead. This also works with claws, spirit powers, etc.

Alchemy(Magic/VH)

Default: Magic-7

The refining of magical materials. This usually starts with gathering suitable bases, but there are two grades above this base: refined materials and alchemical radicals. Most products require refined materials, but benefit from radicals. There are also special materials, like orichalcum, which must be made alchemically from radicals. Finally, Per-based rolls can be used to analyze magical materials, although simply assensing them is usually better.

Artificing(Magic/VH)

Default: Magic-7

The making of focus formulas and foci. Some artificers work on expanding the art to include potions and other magic items unknown to the Sixth World, but none are known to have succeeded. (Of course.)

Talismongering(IT/VH)

Default: IT-7

The making of ritual materials(for contracting, ritual sorcery, etc) and fetishes. While technically part of the enchanter's art, mundanes can do it just fine.

Modifiers

Drain(-5%/level or -10%/level)

Each "use" of the ability costs you Drain. If you use the ability at a Force up to your Magic, Drain deals FP injury; you can use the ability at a Force up to twice your Magic, but then Drain deals HP injury.

For -5%/level, you can roll against Will+Magic-Force; on a failure, you take [Level] Drain. Every 2 full points on the margin of success reduce this by 1, to a min of 0 Drain.

For -10%/level, you automatically take [Level] Drain.

Note that the two can be combined; the roll to reduce variable Drain ignores any levels of automatic Drain, simply add the final Drain from both limitations.

Each spell must have Drain, but one level of the -5%/level version is sufficient.

Drain can be variable, in the same way as Costs FP, whether it's resistible or not.

Gear

Weapons

An <Underbarrel> weapon can be clamped under the barrel of any weapon with Bulk -3 or more, using its ST, Bulk, and sighting bonuses. Underbarrel weapons that use powercells also come with a cable for sharing with a powercell-using main weapon.

Condenser-Pumped Lasers(TL9^)

A mundane technology in use, but generally suspected to be developed with the assistance of magic deep inside Ares Arms labs.

Ares MP Laser

The first laser potent enough for anti-personnel use, fieldable by a single carrier, and not relying on fuels dangerous to metahumanity. As the price tag suggests, it's not yet ready for prime time; it's also a restricted sec-grade weapon, costing 30× as much on the black market. (Of course it has a black market price.) Energy is provided by six high-performance, peak-discharge soft batteries mounted in a 30pd vest, which is cabled to the weapon proper. (The listed "reload" time is for switching the cable to another vest; doffing the old vest and donning the new is not included.)

Plasma Pulse Guns(TL9^)

Plasma pulse guns(PPGs) fill a role somewhere between a flamethrower and a grenade launcher. They fire bolts of hydrogen plasma, spinning to provide their own transient magnetic confinement, which explode upon striking a target(or upon the confinement collapsing). For use in atmosphere, PPGs evacuate a channel through the air with a low-energy laser, lest the bolt "strike" air.

Their ammo, plasma power cartridges, combine hydrogen fuel with an array of power slugs. 20¥ per pound, LC: 3

Heavy PPG Rifle

A semi-automatic rifle-sized PPG with a backpack power cartridge rack.

Light Underbarrel PPG <Underbarrel>

A selective-fire underbarrel PPG aimed at area and suppressive fire.

Heavy Underbarrel PPG <Underbarrel>

An underbarrel PPG with increased stopping power, aimed at saturation fire.

Microwave Disruptors(TL9)

Underbarrel Disruptor

A slow-firing microwave projector, providing secondary electrical disruption capability.

Underbarrel Scrambler

A selective-fire microwave projector, more useful for hit-and-run attacks or covering fire than for taking out drones or vehicles.

Flamers(TL9^)

Light Underbarrel Flamer <Underbarrel>

Filling a "slow burn" variant of the grenade launcher role, an underbarrel flamer takes longer to sweep a room or soften up a target, but thanks to entropy it has plenty of endurance off its powercells. In this era of ceramets and high-thermal polymers, the collateral damage is unimpressive, however.

Heavy Underbarrel Flamer <Underbarrel>

Similar to its lighter sibling, the heavy underbarrel flamer has decent armor penetration, at greater cost and lesser efficiency.

Gyrocs

Underbarrel Auto Gyroc <Underbarrel>

Big brother to the regular underbarrel gyroc, this secondary weapon features three 15mm launch tubes, allowing it to empty its larger magazine in a single second.

Fully-Automatic Grenade Launchers

Ares Snapdragon

Designed for instant saturation, the Snapdragon uses Metalstorm technology to unload a spray of 25mmPC grenades faster than ever before.

SK Black Widow

Designed for suppressive fire, the Black Widow is one of the slowest FAGLs, but has one of the biggest mags in the class, for considerable endurance.

Centra Switch-Hitter

Leveraging the versatility of a grenade launcher, the Switch-Hitter has four mags in an X and several modes.

Manual Advance
It takes from one mag, and doesn't switch automatically, allowing user selection between four grenade types.
Round Robin
It takes a round from each mag in turn, mixing together four grenade types by switching with every shot.
Sequential Feed
It takes from one mag, then switches over to the next when it's empty, treating its ammo as one big mag.

Assault Cannon(TL9^)

These weapons fire 13mm "twist bullets", with modern high-density explosives(usually aggregated Superplast). They readily accept belted ammo. WPS: .275, CPS: 42.5, LC1, TL9^.

Cobra 82M

Aging gracefully, the first assault cannon is still a serious threat on the street to a variety of targets. Once focusing on lighter weapons, Cobra Defense Works AG is now known purely as an assault cannon manufacturer.

Cobra 50P

Even lighter than the Panther, the 50P is seen as a "kid brother" to the "real" assault cannon, a virtual kiss of death in a market dominated by the drive for big guns.

Panther

The current king of the assault cannon market combines a bullpup-like layout with a semi-folding hip stock, for increased maneuverability and reduced weight.

Sonic Subdual Weapons(TL9^)

Clearly inspired by the interactions of sonic elemental effects with the aura, sonic subdual weapons directly target the mind. Technically, individuals with less Essence suffer less nerve-disrupting resonance, but are more vulnerable to what resonance is produced, leaving them with equivalent effects.

Renraku Thunderstrike

The first sonic subdual weapon to market, and experiencing supply problems. It's not yet in Renraku's security supplement catalog, although the price is standardized. Street prices are through the roof.

The Thunderstrike is nevertheless effective, capable of rendering a troll unconscious in the space of a few seconds, without being fatal to an unaugmented elf.

Melee Weapons

Monowire Saber

A predecessor of the monowire switchblade, its limitations are enthusiastically tolerated by the Star Wars fandom. The most dangerous limitation is the range on the electromagnetic rigidity; at most a 2m blade is viable, and even that is distinctly floppy in the heat of battle.

Stats are as the monowire switchblade(p163-164, G:UT), with these modifications. TL is 9^, cost is 4 000$, power is B/2.5hr, max reach is 2. While using it in rigid mode at reach 2, it has something like a Malf of 13, plus the wielder's Combat Sense if any. If the natural roll is over this pseudo-Malf, but not a crit fail, the blade has flopped unexpectedly, striking the wielder(or an undesirable target in reach).

Weapon Accessories

Smartlink

While almost every weapon has a HUD link, that doesn't take into account windage or weapon properties or the like. A smartlink grants +2 to skill for one Guns or Gunner specialization, when used with the weapon.

Warheads And Ammunition

Reactive-Fragment Explosive (RFEX) (TL9)

A warhead with a small charge fused to explode after penetrating, inside a composite case that explodes yet again. It's similar to APHEX, but with the following exceptions: It has no armor divisor. Against any target with DR: 1+, in an atmosphere, the fragments have a ×3 wounding modifier(due to internal explosion, p414, Basic Set). 1.2× normal cost.

Stats

WeaponDamageAccRangeWtROFShotsSTBulkRclCostLCTL
Beam Weapons: Rifle
Ares MP Laser6d+1(5) burn12800/240036/6Dp127(5)13†-9187 150¥29^
Heavy PPG Rifle8d burn ex8+440020/5p320(5)15†-6240 000¥29^
Light Underbarrel PPG3d burn ex121502.5/.5640(3)- -- -23 960¥29^
Heavy Underbarrel PPG4d burn ex122003.3/1333(3)- -- -25 600¥29^
Beam Weapons: Projector
Underbarrel DisruptorHT-3 aff (1 yd)1890/2701.8/C133(3)- -- -1650¥29
Underbarrel ScramblerHT-2 aff (1 yd)1840/1202.55/C10111(3)- -- -1984¥29
Light Underbarrel Flamer1d+1 burn930/802.1/C10817(3)- -- -1830¥29^
Heavy Underbarrel Flamer4d burn930/903.3/2C156(3)- -- -11 200¥29^
Guns: Gyroc
Underbarrel Auto Gyroc6d pi++21 9002.56/199(3i)- -- -1520¥29
Guns: Grenade Launcher
Ares Snapdragon4d pi++470/1 1007.2/2.23×1010(3)9†-511 200¥29
SK Black Widow4d pi++470/1 10013/7.9636(3)11†-521 500¥29
Centra Switch-Hitter4d pi++370/1 10013.3/8.21236(3)11†-521 200¥29
Guns: Assault Cannon
Cobra 82M6d(½) pi++
follow-up 6d×5 cr ex [5d]
4100/50044/6.9120(5)15†-746 500¥19^
Cobra 50P5d(½) pi++
follow-up 6d×5 cr ex [5d]
480/40038/6.2118(5)14†-645 600¥19^
Panther6d(½) pi++
follow-up 6d×5 cr ex [5d]
4100/50040/7.6122(5)14†-647 200¥19^
Gunner: Beams
Renraku Thunderstrike8d fat (3yd)9130/40070/Dp10100(5)18M-81700 000¥49^

Weapon AccessoryWtCostLCTL
Smartlink.05pd1 600¥49

Explosives

Any explosive can have the Fragmentation modifier, depending on the casing — and those dealing cr ex damage of some kind(i.e. almost all of them) often gain fragmentation from the environment, by breaking off high-speed fragments of concrete or the like.

Plastex B

A polynitrocubane compound, using tried-and-true plastic explosive methods.

Superplast

An insensitive geloid, suspending a metastable liquid in solid implast or aggregated buckytubes. Its main advantage is it makes highly-malleable explosives without diluting explosive power with lots of plasticizer, but aggregated Superplast is also useful for shaped-charge purposes.

VOMEX

A three-stage thermobaric slurry, reacting what would otherwise be a hot deflagrant at high pressures. Its main advantage is its large blast area.

VOMEX deals cr ex³ damage. Without an atmosphere to react with, however, it's reduced to cr ex, its REF is divided by 10(only the early stages detonate), and it spreads toxic deflagrant over a radius of 1yd per point of basic damage rolled.

SMAF

Standing for Strained Monocrys Anisotropic Film, it stores energy by deforming the crystalline lattice structure of carefully organized layers of compressed thin films. Tearing the film begins releasing the stored energy. It has the distinction of being the most powerful N2(non-nuclear) explosive known outside black labs.

KANI

A multilingual pun in questionable taste, the name stands for Key Active Nuclear Isomer, or simply means "crab" in Japanese. It's highly-insensitive, using special xaser detonators.

KANI deals burn rad ex damage. Its special detonators are 40¥ instead of 20¥, but otherwise use similar stats.

Stats

Explosive TypeREFCost/pdLC
Plastex B420¥2
Superplast6400¥2
VOMEX15*30¥1
SMAF20200¥1
KANI100*5 000¥1

*Special rules or stats apply, see description.

Drugs

Aljorine Sleep Gas

An opioid-based respiratory agent that causes immediate unconsciousness, followed by normal sleep from which the victim can be awakened. It requires a HT-6 roll to resist. On a failure by 6 or less, the unconsciousness lasts for [Margin] seconds. On a failure by 7 or more, the unconsciousness lasts for [Margin - 6] minutes. LC2, .5$ per dose.

Contact Sleep Gas

A contact agent, combining drandorine(an opioid) with a skin-penetrating agent. It requires a HT-6 roll to resist. Failure results in immediate unconsciousness lasting for [Margin] minutes, followed by normal sleep from which the victim can be awakened. LC2, 1.44$ per dose.

Defenses

Cerablate Resin (TL9)

This polymer nanocomposite is spackled on rigid armor to provide temporary protection. It can be applied to nonrigid armor, but loses some effectiveness.

A typical application of cerablate resin provides Semi-Ablative DR: 10; on a flexible substrate(skin, clothing, etc), this is also Flexible. Enough resin to cover a full-body suit is 4pd and 400¥. Use the tailored armor rules(p174, G: UT) for partial coverage. LC3.

Multiple Optics (TL9)

Any armor with the Armor Without Faceplates option(p187, G: UT) can have multiply-redundant cameras, for a further +500¥, providing most of Injury Tolerance: No Eyes.

'Ware

Cyberware/Bioware Grades
¥Essence/BICyberBio
200%80%AlphaAlpha or Clonal
300%70%BetaAlpha and Clonal
400%60%Gamma- -
500%50%Delta- -

A bunch of cyberware compatible with Shadowrun is listed on the Cyberpunk page. The Essence cost or BI increase is 1/20 of the point cost, excluding any Electrical, Maintenance, and disabilities with Mitigator. So a cyberarm with DR: 17(Partial: One Arm(-40%), 51), and One Arm(Mitigator(-70%), -6) would have an Essence cost of 2.55. Features installed in a cyberpart(thermovision and flare comp in a cybereye, extra strength and a spur in a cyberarm, etc) don't have any Essence cost.

Control Rig

Boosts immersion, perception, and reactions for ASIST control of things that are blatantly not species-compatible. The basic version is 57 600¥ and 3.6 Essence, the full version is 117 600¥ and 7.35 Essence.

Altered Time Rate: 1(Rigging Only(-40%), Local Disad: Electrical(-20%), 48), +1 Basic Speed(Rigging Only(-40%), Local Disad: Electrical(-20%), 10)

Altered Time Rate: 2(Rigging Only(-40%), Local Disad: Electrical(-20%), 96), Enhanced Time Sense(Rigging Only(-40%), Local Disad: Electrical(-20%), 22)

Availability
TL9
Radical procedure, LC3.
TL10
Major procedure, LC3.

Electronics

Pokesecs

Pokesecs are quite light as "serious" computers go, with weights between 1pd and 2pd. By the standards of the twenty-teens, they're in between a smartphone and a netbook.

NamePriceGP Core EquivDedicatedHD(TB)Description
Meta Link100¥400B8 + B7, BNVR + Avatar4 A pokesec. That's about it. It's technically capable of a bit of cracking, but in practice its Avatar program is quickly shredded.
CMT Clip300¥600B8 + B8, BNVR + Avatar16 A basic media machine, with a decent Avatar. Common around the water cooler, and somewhat useful as a disposable cracker box.
Sony Emperor700¥2 000B8 + B8, BNVR + Avatar32 A gaming machine also capable of running good cracking programs for its price point.
Renraku Sensei1 000¥2 800B8 + B8, BNVR + Avatar64 A midline media machine, capable of doing stupid things with smart phones with the best of them.
Fuchi Airware1 250¥3 200B8 + B8, BNVR + Avatar64 Infamous for its handiness in warwalking, Fuchi has repositioned it as an upsell from the Sensei for people with a little nefarious in their heart.
Erika Elite2 500¥5 000B8 + B8, BNVR + Avatar128 As the best "not a cracker" pokesec, it's somewhat useful for surprising people by cracking with it. As a sweet media machine, it's the pokesec contender for "time-wasting power tie of the 2050s".
Hermes Ikon3 000¥9 000B8, BNVR128 A solid sec-cracker pokesec, capable of running an above-par Avatar program and still sparing enough cycles for the tools to match any cheaper pokesec.
Transys Avalon5 000¥10 000B8, BNVR256 When the ads say "Guardians Await In Avalon", they show sec-crackers working from home — and it's useful in that role, as well as the opposite.
Fairlight Caliban8 000¥14 400- -384 Surprisingly capable as a cracking machine, and can even deck a bit by spending most of its GP cores on an FNVR program. As those who recognize the namesake realize, its main value is in its ability to surprise.

One-Piece Decks

Decks are quite heavy, outweighing even the ruggedized laptops of the twenty-teens; in general, weight is the thing that keeps them from having even more processing power. 3.1 decks hover around 16pd.

NameFormatPriceGP Core EquivDedicatedHD(TB)Description
Greentech Jacobite2.1420¥2k (D7 + D7)DD7, FNVR + Avatar14 Not for deckers, not for geeks, just a deck for cruising the matrix. Slowly.
Radio Shack PCD-1002.11 698¥12k (DD7 + D8)DD7, FNVR + Avatar192 A deck you might see script kiddies using, it is technically purpose-made as a decking machine — but its target audience is interested in warez, not paydata.
Allegiance Alpha2.13 266¥20k (D8 + D8)D8, TNVR (eGF TXP 440)160 A high-end gaming machine in deck format, which sees some use for decking — in great part because it's known as a gaming machine.
Fuchi Cyber-33.14 402¥30k (D8 + D8 + D8)D8, TNVR (Fuchi Cybercore)256 A whitehat deck, not really used by serious deckers, but common for people who end up sec-decking on the side.
Allegiance Sigma3.17 530¥30k (D8 + D8 + D8)DD8, TNVR + Avatar384 A solid workhorse aimed at sec-deckers.
Sony CTY-3603.117 170¥60k (DD8 + DD8 + DD8)DD8, TNVR + Avatar1024 The deck that tops the whitehat sec-decker charts.
Fuchi Cyber-43.129 586¥120k (D8 + D8 + D9)D8, TNVR (Fuchi Cybercore)1 440 The greyhat deck with the odd distinction of being the weakest of Fuchi's Cyber series to be used by serious deckers. More common among blackhat deckers than the greyhat target audience, however.
Fuchi Cyber-53.155 218¥210k (D8 + D9 + D9)D8, TNVR (Fuchi Cybercore)5 120 The middle child of Fuchi's Cyber series. It has a Cybercore. Not much else to say.
Fuchi Cyber-63.181 266¥300k (D9 + D9 + D9)D8, TNVR (Fuchi Cybercore)5 120 The most common one-piece greyhat deck among serious deckers — including blackhat deckers. This is in great part because it's at a plateau of bang for your buck.
Fuchi Cyber-73.1313 434¥600k (DD9 + DD9 + DD9)D8, TNVR (Fuchi Cybercore)12 228 The most powerful greyhat deck in Fuchi's Cyber series, and a glorious waste of money and electricity. Mainly used for conspicuous consumption.
Fairlight Excalibur~3.11 382 400¥2 240k (D10
something something?)
- -65 536 Technically not a 3.1 deck, but a "4 deck", it's the hottest deck on the shelf, supposedly based on a custom bake by one of the hottest deckers in the game. Everybody seems to have a different idea whose, but nobody has any evidence, nor any idea what's really going on in those chips. Even those who swear by custom hardware can be caught drooling.

Software

The system on the Cyberpunk page isn't finished. As a stopgap, here's a quick-and-dirty system:

The max LPF of software a deck can use is its GP core equiv. If the deck doesn't have dedicated VR, it needs to run VR software: 1 000 LPF for BNVR(6¥), 10 000 LPF for FNVR(62¥), or 100 000 LPF for TNVR(625¥). The remainder can be used for a suite of decking software, which costs 1¥ per 160 LPF. In addition, if the deck has dedicated Avatar, that's effectively decking software that runs on dedicated core equiv instead of GP core equiv: B7 Avatar(Meta Link) is 1 000 LPF, B8 Avatar(all other pokesecs with dedicated Avatar) is 10 000 LPF, D7 Avatar(Greentech Jacobite) is 100 000 LPF, D8 Avatar(all other decks with dedicated Avatar) is 1 000 000 LPF.

The total LPF of effective decking software yields a Computer Hacking modifier: [Log2(LPF) - 16]. The VR type and mode also provides a modifier: any type in AR mode is -4, BNVR is -2, FNVR is ±0, TNVR is +2.

Hacking uses these modified Computer Hacking rolls, in lieu of specific programs.

Magical Gear

Toolkits and workshops for enchantment are heavier and less expensive(like those for Electrician and Machinist). A single type of enchantment kit is used, rather than separate kits for Alchemy, Artificing, Talismongering skills.

Contracting Materials

Over the years, conjurers have found what things spirits tend to want; in order to avoid using Influence skills(with the attendant CF problems), these have been standardized by spirit type and tradition. (In this case, tradition is relevant; an earth elemental doesn't want the same things as a nature spirit of the prairie.)

Cost: 400¥/unit

Ritual Sorcery Materials

These are consumed by ritual sorcery. While specific to a spell category, and emblematic of a tradition, those of one tradition can use the materials of any tradition for ritual sorcery.

Cost: 100¥/unit

Foci

Bonding foci takes 1 character point per 7 500¥ worth of foci.

FocusCostEffect
Alchemy Focus[Force × 20 000]¥+[Force] to Alchemy skill.
Power Focus[Force × 50 000]¥+[Force] to all magical operations, as Magic Talent.
[Type] Spell Focus[Force × 25 000]¥+[Force] to spells of its type, as [Power] Talent.
Spell Lock[Force × 825]¥Sustains a spell of equal or lesser Force.
[Type] Spirit Focus[Force × 12 500]¥+[Force] with spirits of its type and tradition, as a Talent.
Weapon Focus[Force × 5 000]¥+[Force] with weapon skills to use it.

Vehicles

Electric vehicles are common on grid tracks, since they can take power from the track, and even recharge that way. Electricity is cheap, and this is normally assumed to be covered by COL. This is denoted by an "e" on the Range stat.

Chrysler-Nissan Jackrabbit

A sort of "techno-roadster", the Jackrabbit is a cheap electric two-seater, with a top-opening trunk that can serve as two extra seats in a pinch. It's also the most common car on the grid-track highways. Of course, anything innocent must be subverted, and the Jackrabbit is also a favorite platform for surreptitious combat modifications, yielding "killer bunnies".

Each trunk passenger reduces Hnd by 1.

VehicleST/HPHnd/SRHTMoveLWt.LoadSMOcc.DRRangeCostLocations
Driving: Automobile/TL9
Jackrabbit42+1/312f2/22*.85.25+21+14200e$3.6kO3W

Critters

Spirits

TypeHTDXST
Air70%120%90%
Ancestor120%100%80%
Beast100%110%80%
Boom70%110%110%
Earth120%60%160%
Fire70%140%50%
Guardian110%90%110%
Man100%100%100%
Metal130%70%130%
Plant140%80%100%
Task90%110%90%
Water90%90%130%

A spirit's IQ equals its force, as do its physical attributes in astral space. When materialized, a spirit's physical attributes are type-determined percentages of its Force.



http://www.amurgsval.org/shadowrun/spirits.html

Setting

Between 2042(Yamatetsu's election) and 2059(Wuxing's election), these are the AAA megacorps: