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Savage

Shadowrun
A Savage Worlds Conversion
for Shadowrun Second Edition
Author's Note
Welcome to my Savage Worlds conversion of Shadowrun Second Edition. Existing Savage Worlds conversions
focus on Shadowrun 4+, however I am a huge fan of the earlier versions of Shadowrun. The 2050s are where I like it
best, and so the plan for a fully fleshed-out conversion of Savage Worlds for playing Shadowrun during the times of the
Second (and maybe later, Third) Edition was born.

I tried to capture the flair of Shadowrun which originated in certain game mechanics. If you have played Shadowrun
with the official rules before, you will recognize Essence and Ki Points, although both have been modified to fit into the
Savage Worlds rule system. If you prefer a different approach, have a look at Wrath of Zombies Shadowrun 4
conversion (linked in the Appendix). I modified cyberware and Ki powers in order to better integrate them into the
Savage Worlds rules.
I also took the liberty of using the price tables from Shadowrun 4 as a baseline for prices, because the Shadowrun 2
prices for cyberware and other things are simply ridiculous.

You will need the Shadowrun Second Edition Core Rulebook (mostly for the Shadowrun background, but also for some
descriptions of cyberware, powers, and equipment) and the Savage Worlds Core Rulebook Deluxe Edition (Savage
Worlds DX in this document). There may be some things taken from other Shadowrun sourcebooks, but those will be
explained, so you don't need any of the other Shadowrun books.

If youre familiar with other Shadowrun conversions, you may find some similarities with them in this conversion.
Sometimes I took inspiration from the work of others, other times it was simply coincidence. Everybody whose work
contributed to this conversion is listed in the Thank You section in the appendix.

See you in the shadows, and always remember:

Watch your back, shoot straight, conserve ammo, and never,


ever, cut a deal with a dragon!
-Manuel ManuFS Sambs

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.
Some images used with permission from Pegasus Spiele, under licence of Catalyst Game Labs and Topps
Company, Inc.
Some images 2013 The Topps Company, Inc. All Rights Reserved. Shadowrun and Matrix are registered
trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
Images on pages 6, 11, 18 (upper image), 29, and 32 by Jeshields
Any content not covered by the above and/or their respective copyrights/trademarks is
2015 by Manuel Sambs and is licensed under a Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International License.

Version 0.8e
Index
Character Creation Alarm 12
Races 1 IC 12
New Derived Stats 1 Cyberdecks 13
Savage Worlds Hindrances 1 Options for Cyberdecks 13
Trappings for Hindrances 1 Cyberdeck List 14
New Hindrances 2 Utilities 14
Savage Worlds Edges 2 Actions in the Matrix 15
Trappings for Edges 2
New Edges 3 Rigger
Resources 4 Actions 17
New Skills 4 Initiative 17
Setting Rules 5 Damage 17
Lifestyle 5 Autonomous Vehicles/Drones 17
Contacts 5 Drones 17
Languages 5
Insights 6 Equipment
Non-lethal Damage 6 Cyberware 19
Spellcasting and Drain 6 Weapons 22
Ammunition 23
Magic Accessories 23
General Info 7 Clothing, Armour 24
Hermetic Mages 7 Lifestyle Accessories 24
Shaman 7 Surveillance, Security 25
Ki Adepts 8 Survival Gear 26
Foci 8 Working Gear 27
Antimagic 8 Software 27
Ritual Magic 8 Biotech 27
Astral Space 8 Vehicles 28
Totems 9 Vehicle Options 30
Spells 9 Foci 30
Ki Powers 10
Summoning 10 Appendix
Thank You 31
Matrix
Systems in the Matrix 12
Character Creation
Character Creation
Races
Human
1 free Edge
1 additional free contact
+1 Skill Point at character creation

Dwarf
Strength starts at a d6
Infravision
+2 to resistance tests against disease and poison
Pace 5"

Elf
Agility starts at d6
+2 Charisma
Low Light Vision

Orc
Vigor starts at d6
Strength starts at d6
Low Light Vision
Outsider (-2 Charisma, except with other Orcs)
Smarts can not be raised over d10

Troll
Vigor starts at d6
Strength starts at d6
Big (+1 Toughness, attackers gain a +1 bonus to hit the
character because of his size)
Infravision
Outsider (-2 Charisma, except with other Trolls)
Smarts can not be raised over d8
Running die d8

New Derived Statistics Hindrances / Edges


Essence Savage Worlds Hindrances
Essence is a measurement of how much cyberware a
persons body can tolerate. Essence is equal to half a The following Savage Worlds DX Hindrances are not
characters Vigor, so Vigor d6 would give them an Essence available:
of 3. Every implant reduces a characters Essence, and -Doubting Thomas
every permanent change to Vigor also changes Essence. If
Essence drops to or below 0, the character dies! The following Savage Worlds DX Hindrances are used
in a modified version:
Optional Rule: Fans of the traditional Essence rules in -Blind* (Major for non-magic-users, and non-magic-users
Shadowrun may have all characters start with an Essence do not gain the additional Edge)
of 6. If you do so, ignore all Edges that modify Essence -One Arm*
(Cyber-Edges)! -One Eye*
-One Leg*
Ki Points -Bad Eyes*
Ki Adepts buy their powers with Ki Points. A character with
the Ki Adept Edge gains a number of Ki Points equal to half Trappings for Savage Worlds DX Hindrances
their Spirit. Every permanent change to Spirit changes the
amount of Ki Points the Ki Adept can use for powers. Bad Eyes (colour-blind)*
-2 to rolls focused on differentiating of colours
Optional Rule: Fans of traditional Ki Points rules in Bad Eyes (night-blind)*
Shadowrun may have all Ki Adepts start with 6 Ki Points. Character suffers an additional -2 penalty in dim or dark
lighting

-1-
Character Creation
Enemy (Spirits) (Minor/Major) Erratic Cyberware (Minor/Major)
Spirits really dont like this character. Whenever a spirit is The character just cant get their cyberware to operate
let loose on the group it will pick this character to smoothly. Whenever they roll a 1 on a Trait roll involving
attack/affect first. cyberware, the cyberware is acting up:
Minor: 1 sort of spirits (for example, fire spirits/elementals) Minor: The cyberware doesnt work for 1d4 rounds
Major: all spirits Major: As Minor; additionally the Character suffers a
-2 penalty to all further rolls involving this cyberware until it
Quirk (Elf-poser/Orc-poser) can be fixed (this requires a successful Repair roll by a
Requirement: Human cyber-technician)
The character does what they can to look like an Elf/Orc. If
their true race is discovered they may be met with sneering Savage Worlds Edges
contempt, ridicule, or outright hostility.
Orc-posers suffer the same -2 Charisma penalty as Orcs The following Savage Worlds DX Edges are not
due to their Outsider racial ability. available:
-Adept
* Hindrances marked with an * can be cured with -Champion
replacement limbs/organs and/or cyberware, but players -Gadgeteer
should still have to buy off the Hindrance with an -Holy/Unholy Warrior
Advance. If they get the limb/organ replaced without -Mentalist
spending an Advance, there will be complications with the -Soul Drain
organ or malfunctions in the cyberware.
The following Savage Worlds DX Edges are used in a
modified version:
New Hindrances -Arcane Backgrounds (see Magic chapter)
-Connections (see Contacts chapter)
Allergy (*Substance*) (Minor/Major) -Master (does not stack with other effects that raise the
Contact with the chosen substance is very unpleasant for Wild Die)
the character. -Mr. Fix It (remove requirements Arcane Background
Minor: distracting (-1 to all Trait rolls) (Weird Science) and Weird Science d8+)
Major: painful (-2 to all Trait rolls, +2 Damage to attacks
involving the chosen substance) Rich
Requirements: Novice
Incompetent (*Skill*) (Minor) The character owns wealth, but has no direct access to it. A
A rolled 1 on the Skill die (regardless of the Wild Die) leads trust fund controls their money and the character receives
to an annoying complication. regular dividend payments. Rich pays for a permanent
Lower Class Lifestyle. Additionally the character receives
Computer Illiterate (Minor) 500 cash every month. It is not possible to liquidate the
-2 on rolls to use computer-technical devices; under stress Lifestyle for cash.
the GM may call for a roll to use simple technical devices.
Filthy Rich
Flashbacks (Minor/Major) Requirements: Novice, Rich
The character has a certain trigger which induces The income pays for a permanent Middle Class Lifestyle.
Flashbacks if they fail on a Spirit (-2) roll: Additionally the character receives 1,000 cash every
Minor: The character is instantly shaken month. It is not possible to liquidate the Lifestyle for cash.
Major: The character is instantly shaken and takes 1 level
of fatigue (this fades automatically after the character had Trappings for Savage Worlds DX Edges
time to collect themselves)
Noble
Gremlins (Minor/Major) The character is part of an influential organization, either
If the character rolls a 1 on their Trait die (regardless of the legal (Mega-/Corporations), or illegal (Mafia, Yakuza,
Wild Die) when using a technical device (modern firearm, Gangs).
electronics, modern vehicle, etc.), the device malfunctions:
Minor: The device is acting strangely and is unusable for a Berserk
short time. Cursing and a smack on the case brings it back Combat drugs, characteristic traits of a Totem, or other
to life after 1d4 rounds. Sixth World influences lead this character to go berserk.
Major: The device seriously malfunctions and needs to be
repaired to function again. This requires a successful Beast Master
Repair roll and takes 30 minutes repair-time. This Edge may be used not only for animals, but also for
permanently summoned allies for magic users (see Magic
chapter), the favourite drone of a Rigger, or a Deckers
smartframe.

-2-
Character Creation
New Edges 2 days of programming for each Utility. This also applies
when buying a new or upgraded Utility.
Social Edges
Arcane Edges
Good Chummers
Requirements: Novice, Spirit d8+, Persuasion d6+, For detailed descriptions of the Arcane Backgrounds and
Connections Foci see the Magic chapter.
The character has tight bonds with their Contacts and is
generally trusted. This Edge gains them +2 Charisma when Arcane Background (Mage) or (Sorcerer) or
interacting with their Contacts. (Summoner) or (Shaman) or (Aspected Shaman)
Requirements: Novice, Spellcasting, Special
Cyber-Edges
Arcane Background (Ki Adept)
Man and Machine Requirements: Novice, Fighting, Special
Requirements: Seasoned, Spirit d8+
The character is stable enough to tolerate more cyberware Focus Attunement* - Specific Power Focus
than their body usually could. Raise Essence by 1. Requirements: Seasoned, Arcane Background (Mage),
(Sorcerer), (Shaman), or (Aspected Shaman)
More Machine than Man The character can now use Specific Power Foci.
Requirements: Veteran, Man and Machine
A strong will, compatible genes, or a tolerant immune- Focus Attunement* - Specific Ally Focus
system - this character can handle considerably more Requirements: Novice, Arcane Background (Mage),
cyberware than other people. Raise Essence by 1. (Summoner), (Shaman), or (Aspected Shaman)
The character can now use Specific Ally Foci.
Hacking Edges
Focus Attunement* - Power Focus
Cyberspace Warrior Requirements: Veteran, Arcane Background (Mage),
Requirements: Seasoned, Smarts d8+, Hacking d10+ (Sorcerer), (Summoner), (Shaman), or (Aspected Shaman)
This Decker lives for a good Matrix brawl. Their deck and The character can now use Power Foci.
utilities are perfectly optimized for it. They gain a +1 to
Attack Utility rolls. Focus Attunement - Sustaining Focus
To optimize a new deck and/or utility the Decker needs a Requirements: Novice, Arcane Background (Mage),
successful Repair roll (deck) and/or Hacking roll (utility). (Sorcerer), (Shaman), or (Aspected Shaman)
This takes 1 week to perform. The character can now use Sustaining Foci.

Cyberspace Ninja Focus Attunement - Weapon Focus


Requirements: Seasoned, Smarts d8+, Hacking d8+ Requirements: Seasoned, Arcane Background (Mage),
Attacks against the decker in the Matrix suffer a -1 penalty. (Sorcerer), (Summoner), (Shaman), (Aspected Shaman),
or (Ki Adept), Fighting d8+
Parallel Thinking The character can now use Weapon Foci.
Requirements: Veteran, Smarts d8+
In the Matrix the first multi-action incurs a penalty of only -1 * Focus Attunement Rank requirements are regarding to
instead of the usual -2. Additional multi-actions suffer the Rating 1 Foci. For every additional rating the Rank
usual -2 penalty. requirement goes up by one Rank (for example, a Specific
Ally Focus rating 3 can only be used by characters of
False Alarm Veteran+ Rank); the Edges do not have to be taken
Requirements: Seasoned, Hacking d8+, Luck multiple times, they level up with the character.
The character may spend a Benny to reduce the alarm This does not apply to Sustaining and Weapon Foci!
scale by one degree. This option may only be used if the
Decker has not yet been detected by the system. Lord of the Elements
Requirements: Veteran, Arcane Background (Mage) or
Overclocker (Summoner), Willpower d8+, Spellcasting d8+
Requirements: Seasoned, Hacking d6+, Repair d6+ This Mage/Summoner can keep two Elementals
The character gains +2 RAM and +1 Loading Speed with summoned at the same time.
their personal deck. Modifying a new deck requires a
successful Repair roll and 1 week of work. Favour of the Totem
Requirements: Veteran, Arcane Background (Aspected
Customizer Shaman), Spellcasting d8+
Requirements: Veteran, Overclocker, Hacking d10+ The Totem recognizes the Aspected Shaman as worthy.
The Decker has customized their Utilities to perfectly fit The Aspected Shaman becomes a full Shaman and is no
their deck; when they load Utilities, one of them is available longer affected by the constrictions of an Aspected
immediately. Shaman.
Using this Edge requires a successful Hacking roll and

-3-
Character Creation
Arcane Edges - Initiation cost of anchoring a power is 1,000 Nuyen x the powers
Power Points cost.
Initiation Anchored powers can be used in a ritual to locate the
Requirements: Seasoned, Arcane Background, spellcaster who did the anchoring.
Spellcasting d8+/Fighting d8+ (for Ki Adepts), can be taken
only once per Rank (every 2 advancements after Legend) Resources
The character reaches the higher spheres of Magic in their
chosen profession. Every time this Edge is taken they may The standard currency in Shadowrun is the Nuyen ().
choose one of the following bonuses: Characters start with 50,000 . This amount may be raised
-a free Arcane Initiation Edge (see below), if they meet the as usual with points generated through taking Hindrances.
requirements
-a +1 bonus to Spellcasting rolls for Mages, Sorcerers,
Summoners, Shaman, or Aspected Shaman
-one additional Ki Point for Ki Adepts to spend for new
Ki powers

Arcane Initiation Edges

These Edges can not chosen directly, but must be bought


via the Initiation Edge.

Shielding (may be taken up to 3 times)


Additional Requirements: Dispel Power
Chosen persons within Smarts x 2 inches of the Initiate are
covered by magical protection (this includes the Initiate).
Powers which target them suffer a -1 (max. -3) penalty to
their Spellcasting roll per rating of Shielding.

Adept Centering (may be taken up to 3 times)


Additional Requirements: Arcane Background (Ki Adept)
The character learns to center themselves through a short
performance of their chosen Centering method (meditation,
singing, a kata, incantations, etc.). Centering is a full action.
Once centered the character gains a +1 (max. +3) modifier
to their next Swimming, Climbing, or Fighting roll per rating
of Adept Centering.

Flexible Signature
Additional Requirements: none
This Edge allows a magically active character to change
their magical signature (their magical fingerprint). If
somebody else wants to analyse astral traces left by the
character, do an opposed roll between Assensing (the
analyser) and Spirit (the character). If the assensing person
doesnt have the Flexible Signature Edge they suffer a -2
penalty to their roll.

Masking Skills
Additional Requirements: none
With this Edge a magically active character may change
their aura (for example, they may appear to be mundane New Skills
when looked at through Astral Perception). If an assensing
person wants to break through the Masking, do an opposed Hacking (Smarts) is the skill Deckers use to manipulate
roll between Assensing and the masked characters Spirit. the Matrix. Tech-savvy users would simply use Knowledge
If the assensing person doesnt have Masking Edge they (Computers). For fact checking and information gathering
suffer a -2 penalty to their roll. in the Matrix use the Investigation skill.

Power Anchoring Astral Fighting (Spirit) is the Fighting equivalent in Astral


Additional Requirements: Veteran, Spellcasting d10+ Space for astrally projecting Mages/Shaman. Mechanically
This Edge allows a Spellcaster to anchor a sustainable it is used exactly like Fighting.
power permanently to an object. If the object is ever
moved, the power immediately ends. Anchoring takes a Assensing (Smarts) is the skill to read auras and is used
number of hours equal to the used Spellcasting die. The instead of Notice when perceiving/projecting astrally.

-4-
Character Creation
Setting Rules This lifestyle includes fine clothing, high end soy food and
the occasional treat of real food. A bus/subway ticket is
provided, as is petrol for all cars (cars not included in
Lifestyle lifestyle). During their spare time the character dines in fine
restaurants and dances the night away in the VIP launch of
The lifestyle of a character defines their living environment
the hottest clubs.
(accommodation, clothing, food, small amenities). The
provided cost has to be paid monthly. If the character finds
themselves unable to pay, they automatically downgrade to Contacts
the next lower lifestyle until they hit On the streets (unless
of course, they somewhere find/borrow/steal the needed Contacts is a collective term for a runners network of
money). people they need to get the job done. They provide them
with information, weapons, gear, small and big favours, and
Lifestyle: on the streets get them out of trouble when they get screwed by the
Cost: none Johnson for a fee, of course.
Mechanically Contacts are represented by the Connections
The characters lives on the streets. Or in a dumpster, train Edge. The Edge must be bought with Nuyen during
station lavatory, abandoned building, or wherever they can character creation. Every time the Edge is taken it
manage to find shelter and not get their ass kicked and represents a new person in the runners network.
robbed while they sleep. Regular meals are hard earned
and they usually only own what they can carry with them. Cost at character creation: 10,000 per Contact
This lifestyle doesnt cover any living costs.
Every character gains the Fixer contact for free at character
Lifestyle: Lower Class creation.
Cost: 2,000 per month

As long as the character keeps the door to their closet-


sized flat bolted, they most likely are able to sleep in peace.
Their meals consist of flavourless soy-paste and the
occasional McHughes burger package. During normal
rationing hours they even have running water, power and
com access in the building!
This lifestyle covers street clothing, cheap soy-food, a
bus/subway pass and the occasional neighbourhood
backyard trash concert.

Lifestyle: Middle Class


Cost: 5,000 per month

The Middle Lifestyle isnt the greatest, but its miles away
from living on the streets. The character has a nice roomy
flat, a fridge with easily preparable and tasty NutriSoy()
Deluxe products, and Channel 9s PlexNews on their trideo
screen.
Either because of a reliable security service, or regular
bribes to the local gang, the characters area of living is
reasonably secure and the cabs arent covered in kevlar-
mats. Getting intel from your contacts
This lifestyle covers wage-slave clothing, high quality soy-
food, a bus/subway pass and/or petrol for a car (car not Info gathering is an important part of a runs legwork phase.
included in lifestyle), plus a little cash to live it up in the club A player may tell the GM what informations they're looking
on the weekends. for and make a Streetwise roll. If they roll a success and
have a contact who could provide the intel, the contact will
Lifestyle: Upper Class talk payment with the character.
Cost: 10,000 per month If the character doesnt have a fitting contact the player
needs a raise on their Streetwise roll to get the intel from a
The character really made it. They own either a multi- friend of a friend. This usually means longer waiting time,
roomed flat, or a small house. Their kitchen holds only the higher price, and/or dealing with untrustworthy parties.
finest of artificial soy flavours and even a small assortment
of real food. The flat is kept tidy by either a cleaning Languages
company, or a small fleet of drones. Security is provided by
a professional security company. If they feel like going for a Characters speak their mother tongue and a number of
ride, their private driver is happy to take them wherever the languages equal to half their Smarts die.
character pleases (the driver is not a bodyguard).

-5-
Character Creation
Insights Spellcasting and Drain
Insights represent small areas of knowledge a character Savage Shadowrun Second Edition uses a modified
has acquired over the years. These are much more version of the No Powerpoints setting rule. See the Magic
focused and and narrow than a Knowledge Skill would be chapter for details.
and represent practical knowledge from the characters
everyday life. A good example would be an ex-Renraku
security guard with the Renraku Security Insight. This
represents their years of work in the Renraku seattle
Arcology. To know more about general corporation security
protocols they would have to learn the Knowledge (Corp
Security) Skill. If a character makes a Common Knowledge
roll and one of their Insights fits the question, they receive a
+1 modifier on the roll.
During character creation a character gains Insights equal
to their Smarts die. If they raise their Smarts die
permanently they gain new Insights.

Non-lethal Damage
Characters in Savage Shadowrun Second Edition will
encounter non-lethal damage way more frequently
(dumpshock for Deckers and Riggers, trappings for stun
spells, or special ammunition).
Non-lethal damage heals at a rate of 1 wound per hour the
character can rest. This needs no roll, except in
circumstances where the character might not easily find
peace and quiet.
Should a character become incapacitated from non-lethal
damage they are knocked unconscious for 1d6 hours.

-6-
Magic
Magic
Savage Shadowrun Second Edition uses a modified
version of the No Powerpoints Setting Rule:
Backlash: Every natural 1 on a Spellcasting die causes the
spellcaster to take 2dX non-lethal damage, where X equals
the used Spellcasting die. This is unaffected by modifiers
from Foci, or by the spellcaster succeeding to cast the spell
with their Wild Die. This damage heals at a rate of 1 level
per hour of rest and cant be healed by other means than
natural rest.

Hermetic Mages
Arcane Skill: Spellcasting (Smarts)

Mage
Requirements: Arcane Background (Mage)
Free Powers: 2
Mages may summon Elementals, if they have the Summon
Ally power. Mages may use Astral Perception and Astral
Projection.

Aspected Mage: Sorcerer


Requirements: Arcane Background (Sorcerer)
Free Powers: 4
Sorcerers cant use Astral Perception and/or Astral
Projection. They can never learn the Summon Ally power.

Aspected Mage: Summoner


Requirements: Arcane Background (Summoner)
Free Powers: Summon Ally
Summoners can summon elementals. They ignore up to
2 points of penalties when summoning an elemental.
Summoners cant use Astral Perception and/or Astral
Projection. They can never learn any other powers.

Hermetic Mages need a hermetic library to learn new


powers (if possible) and to raise their Spellcasting skill. The
rating of the library must be equal to the characters
Spellcasting die.
Cost: 500 x Rating

Hermetic Mages need a hermetic circle to summon


elementals (if possible) and conduct ritual magic. The circle
must have a diameter of the Spellcasting die in meters. It
takes an amount of hours equal to the Spellcasting die to
draw the circle.

Shaman Aspected Shaman


Requirements: Arcane Background (Aspected Shaman)
Arcane Skill: Spellcasting (Spirit) Free Powers: 3
An Aspected Shaman must choose a Totem (even if in play
Shaman the Totem chooses the Shaman). An Aspected Shaman
Requirements: Arcane Background (Shaman) may summon Spirits of Nature, if they have the Summon
Free Powers: 2 Ally power.
A Shaman must choose a Totem (even if in play the Totem An Aspected Shaman may use Astral Perception and Astral
chooses the Shaman). A Shaman may summon Spirits of Projection.
Nature, if they have the Summon Ally power. Aspected Shaman may only use powers in locations/under
A Shaman may use Astral Perception and Astral Projection. conditions listed with their Totem.

-7-
Magic
Shaman need a medicine hut to learn new powers. The the Sustaining Focus loses touch-contact with the
rating of the medicine hut must be equal to the Shaman's spellcaster.
Spellcasting die.
Cost: 500 x Rating Weapon Focus (d4, d6, d8, d10, d12)
Only melee weapons can be made into a Weapon Focus. A
Shaman are subject to a hierarchy of sins (like the Arcane Weapon Focus causes Astral Strength + Focus Rating
Background (Miracles)). Their sins are defined through the damage in Astral Combat. A Weapon Focus always causes
Totem they follow and should be worked out with the GM. magical damage. If a critter with the Regeneration ability is
Ideas for directions of sins are noted in the Totem list. incapacitated by an attack with a Weapon Focus it must
succeed on an opposed roll with Spirits against the Focus
Essence loss in Hermetic Mages and Shaman rating, or it cant regenerate.

Hermetic Mages and Shaman take a -1 modifier to Antimagic


Spellcasting rolls for every (even partially) lost point of
Essence. If Essence ever drops below 1, the Spellcaster is Antimagic is covered by the Dispel power and Shielding
burned out and loses their Arcane Background Arcane Initiation Edge.
permanently.
Ritual Magic
Ki Adepts
Ritual Magic allows the spellcaster to use a power on a
Ki Adept distant target. They need either a material component
Requirements: Arcane Background (Ki Adept) (fresh blood of the target, an item the target has an
The character gains Ki Points equal to half their Spirit die to emotional bond with, etc.), or a participant spellcaster of
buy Ki powers. the ritual must scout the target in astral space to act as a
line-of-sight-bridge for the power.
Essence loss in Ki Adepts Ritual Magic needs materials worth 150 x the ritual
leaders Spellcasting die. A ritual can only be performed in
Ki Adepts lose a full point of Ki powers for every (even a hermetic circle or medicine hut with a rating equal to or
partially) lost point of Essence. If Essence ever drops higher than the ritual leaders Spellcasting die. The
below 1, the Ki Adept is burned out and loses their Arcane maximum number of participants equals to the lowest
Background permanently. participating Spellcasting die.
Participants may make a cooperative Spellcasting rolls to
Foci support the ritual leader. The bonus is not limited to +4 in a
ritual. If Shaman and Mages cooperate in a ritual every
Spellcasting roll suffers a modifier of -2.
Specific Power Focus (max. rating 3)
A failed Spellcasting roll by the ritual leader causes
This focus must be bought for a specific power (not
2dX+Y non-lethal damage to all participants, where X is the
available for Summon Ally). When using this focus it grants
ritual leaders Spellcasting die and Y is the bonus from all
a bonus of +1 per rating on the Spellcasting roll.
cooperative rolls. If the ritual leader rolls snake eyes this
damage becomes lethal damage.
Specific Ally Focus (max. rating 3)
Ritual Magic takes an amount of hours equal to the ritual
This focus must be bought for a specific sort of ally (not
leaders Spellcasting die.
available for Watchers). When using this focus it grants a
bonus of +1 per rating on the Spellcasting roll to summon
Localisation Ritual: when using a material component the
that specific sort of ally.
ritual can be used to learn the location of the target instead
of inflicting a powers effects.
Power Focus (max. rating 3)
When using this focus it grants a bonus of +1 per rating to
all Spellcasting rolls. A natural 1 on the Wild Die when Optional Rule: Rituals may be handled with dramatic
using a Power Focus causes the spellcaster to take tasks. Alternatively the Savage Worlds Horror
2dX non-lethal damage, where X equals the used Companion ritual rules can be used.
Spellcasting die. This is unaffected by modifiers from Foci,
or by the spellcaster succeeding to cast the spell with their Astral Space
Spellcasting die. This damage heals at a rate of 1 level per
hour of rest and cant be healed by other means. Astral Space is a magical equivalent to our physical world.
Some say its a sort of parallel dimension. When projecting
Sustaining Focus (d4, d6, d8, d10, d12) yourself into astral space your visual appearance may be
A Sustaining Focus assists a spellcaster by sustaining a changed, but usually reflects how you view yourself. Astral
duration power for them. If a power is sustained by a focus space isnt bound to the laws of physics. Moving speed is
the spellcaster doesnt suffer the usual negative modifier limited only by the thoughts of the projecting magic user. To
for sustaining a power. A focus-sustained power doesnt escape another projecting magic user in astral space it is
end if the spellcaster loses concentration. The rating of a recommended to use the Savage Worlds Chase Rules.
Sustaining Focus must be equal to or greater than the used
Spellcasting die. The sustained spell immediately ends if

-8-
Magic
Astral Perception and Astral Space Eagle
Characteristics: King of the skies, proud, loner, hates
In astral space the Notice skill is replaced by the Assensing pollution and polluters with a passion
skill. Preferred environment: Mountains
A success will tell you the wound level of the target, if Aspected Shaman: Mountains, Forest, Countryside, but
they're sick, give you a general idea about their emotional not in polluted areas
state, if they're magically active (and if so, if they're a
Mage, Shaman, or Ki Adept), and if theres cyberware Alligator
present in their body. Characteristics: Slow, unless it is absolutely necessary;
A raise will tell you the location of cyberware (if present) great fighter, greater eater; lazy, greedy, stubborn
and if the magical skill of the target (if so) is higher or lower Preferred environment: Swamp, Rivers (Wilderness
than your own. If the target is ill and you are familiar with Totem); Sewer Systems (Urban Totem)
the illness you will also identify that. Aspected Shaman: in chosen preferred environment

Attributes in Astral Space and Astral Combat Lion


Characteristics: brave, strong, focused; loyal to the pack,
In Astral Space the attributes of the mind replace the vain
physical attributes: Preferred environment: Plains
Smarts doubles as Astral Agility Aspected Shaman: Plains
Spirit doubles as Astral Strength and Astral Vigor
Astral Toughness equals 2 plus half your Spirit Owl
Characteristics: quiet, sage, nocturnal
Preferred environment: Everywhere
Attacks and Damage in Astral Space
Aspected Shaman: only at night
Unarmed magic user: Astral Strength
Raccoon
Magic user armed with a Weapon Focus: Astral
Characteristics: clever, tricky, loner, curious, greedy
Strength+Focus rating
Preferred environment: Everywhere, except desert
Dual Being: Strength (if the dual being has natural
Aspected Shaman: not in open, bright places
weapons they also affect astral damage!)
Powers: normal damage (powers with elemental effects,
Rat
like a fireball, do not work in astral space)
Characteristics: sneaky, egoistic, cowardly, dirty, scruffy
Spirit/Elemental: Astral Strength x2 (two dice, not doubling
Preferred environment: City
the result of one die)
Aspected Shaman: City

Totems Raven
Characteristics: cunning, devious, changeful, almost
Bear never rejects offered food, prefers the open sky above
Characteristics: powerful, slow, harmonic; will never deny Preferred environment: Everywhere under the open sky
healing to anyone without very good reasons Aspected Shaman: Only under the open sky
Preferred environment: Forest
Aspected Shaman: Forest and places of healing Shark
Characteristics: merciless hunter, keeper of the oceans
Cat secrets
Characteristics: furtive, vain, knowing (and and Preferred environment: on or at the ocean
parsimonious about it); often egoistical loners, sometimes Aspected Shaman: on or at the ocean
playful cruel
Preferred environment: City Snake
Aspected Shaman: Everywhere, as long as they are clean Characteristics: wise healer, advisor (for a price), risk-
takingly curious, doesnt like to fight
Coyote Preferred environment: all except mountains
Characteristics: curious, nosy, greedy, willing to take risks Aspected Shaman: not in the mountains
Preferred environment: Countryside
Aspected Shaman: Countryside Wolf
Characteristics: hunter, warrior, loyal to the pack till death
Dog Preferred environment: Forest, plains, mountains
Characteristics: loyal, faithful Aspected Shaman: forest, plains, mountains
Preferred environment: City
Aspected Shaman: City Spells
Use the list of powers in Savage Worlds DX with the
following exceptions:

-9-
Magic
The following powers are used in a modified version: Improved Skill
Requirements: Novice (Rating 1), Seasoned (Rating 2),
Summon Ally: see Summoning chapter Veteran (Rating 3)
Smite: can only be used on melee weapons; power improves the character's Wild Die of the chosen skill by
automatically ends if the spellcaster loses touch-contact 1 step per rating
with the weapon Note: Wild Die may only improve to 1 step higher than the
Skill die; doesnt stack with Edges which have a similar
Greater Healing: can only be used as Ritual Magic effect

The following powers are not available: Skill: Climbing


Intangibility, Drain Power Points, Teleport, Beast Friend Cost: 0.25 x Rating

Ki Powers Skill: Swimming


Cost: 0.25 x Rating
Ki Adepts choose their powers from this list:
Skill: Stealth
Astral Perception Cost: 0.5 x Rating
Grants the Ki Adept Astral Perception
Cost: 2 Skill: Throwing
Cost: 0.5 x Rating
Battle Awareness
Requirements: Seasoned Skill: Fighting
1 free Benny at the start of a battle (the Benny is lost at the Cost: 1 x Rating
end of the battle if it isnt used)
Cost: 2 Skill: Shooting
Cost: 1 x Rating
Improved Senses
Infravision; Low Light Vision; Improved Hearing (+1 to Ki Adept Extras
Notice rolls based on sound)
Cost: 0.5 per sense Extras can be Ki Adepts, too! If a Ki Adept Extra has a Ki
power which would raise their Wild Die, instead raise their
Improved Reflexes Skill die by one step per rating of the Ki power.
Requirements: Novice (Rating 1), Seasoned (Rating 2),
Veteran (Rating 3) Summoning
Draw an additional Initiative Card per rating, act on the
fastest card To summon Spirits of Nature and/or Elementals
Cost: 1 (Rating 1); 3 (Rating 2); 5 (Rating 3) spellcasters use the modified Summon Ally power:
Note: doesnt stack with powers, Edges, and/or cyberware Summoned allies do not cause a modifier for sustaining a
which have a similar effect power. A spellcaster may only have 1 Watcher and 1 other
ally summoned at the time.
Killing Hands Hermetic Mages may summon Elementals. This takes an
+2 damage in unarmed melee combat amount of hours equal to the number of required ranks to
Cost: 1 summon the ally. Elementals can take 1 wound. If they take
Note: power is compatible with Edges modifying unarmed a second wound, they are destroyed.
melee combat damage Shaman may call for the aid of Spirits of Nature. To
summon one takes one exclusive action (the Shaman cant
Pain Resistance do anything else this turn).
Requirements: Seasoned (Rating 1), Veteran (Rating 2), Both Shaman and Hermetic Mages may summon
Hero (Rating 3) Watchers. This takes an action.
Character may ignore (rating) levels of wound modifiers
Cost: 1 x Rating (max. 3) The Summon Allies list from
Note: doesnt stack with Edges which have a similar effect Savage Worlds DX is
replaced by the following list
Improved Physical Attribute (Strength/Agility/Vigor) on page 11. The number after
Requirements: Novice (Rating 1), Seasoned (Rating 2), the required rank is the
Veteran (Rating 3) modifier on the Spellcasting
improves the character's Wild Die of the chosen attribute by roll to summon the ally.
1 step per rating
Cost: 1 x Rating (max. 3)
Note: Wild Die may only improve to 1 step higher than the
Attribute die

-10-
Magic
Hermetic Mage: Novice Shaman: Novice

Watcher
Watchers are little more than lumps of Mana, controlled by
the Spellcaster. They are of simply mind and most often
used for simple message delivery, or shenanigans.

Attributes: Agility d4, Vigor d4, Strength d4,


Smarts d4, Spirit d4 see Hermetic Mage
Skills: Notice d6, Stealth d4, Tracking d6
Pace: -, Parry: 2, Toughness: 4
Special Abilities:
Watcher: no additional damage from called shots; immune
to disease and poison
Flight: Pace 6, Climb 1; they may not run

Hermetic Mage: Seasoned (-1) Shaman: Seasoned (-1)

Lesser Elemental Simple Spirit of Nature


Attributes: Agility d6, Vigor d8, Strength d8, Attributes: Agility d8, Vigor d8, Strength d6,
Smarts d6, Spirit d6 Smarts d6, Spirit d6
Skills: Fighting d6, Astral Fighting d6, Notice d6 Skills: Fighting d6, Astral Fighting d6, Shooting d6,
Pace: 6, Parry: 5, Toughness: 6 Notice d6, Spellcasting d6
Special Abilities: Pace: 6, Parry: 5, Toughness: 6
Elemental: no additional damage from called shots; Special Abilities:
fearless; immune to disease and poison Spirit of Nature: no additional damage from called shots;
Choose an element when summoning: fearless; immune to disease and poison
* Earth: Bash (Str+d4), Stone Skin (+4 armour) Choose 1:
* Fire: Fiery touch (Str+d6, target may catch on fire) * Wrath of Nature: Claws and teeth (Str+d6),
* Air: Flight (Pace 6, Climb 3, may not run), Ethereal, Push Bark skin (+4 armour)
* Water: Aquatic (12), Bash (Str+d6 non-lethal damage) * Spite of Nature: may cast Entangle and Pummel
* Hate of Nature: may cast Fear (Summoner and people
designated by them are immune)

Hermetic Mage: Veteran (-2) Shaman: Veteran (-2)

Elemental Spirit of Nature


Use stats of Elementals from Savage Worlds Core Use stats of Elementals from Savage Worlds Core
Rulebook Deluxe Edition Bestiary; add Astral Fighting Skill Rulebook Deluxe Edition Bestiary and change to Spirit of
according to Fighting Skill Nature trappings; add Astral Fighting Skill according to
Fighting Skill

Hermetic Mage: Legend (-3) Shaman: Legend (-3)

Greater Elemental Greater Spirit of Nature


Like Elemental, but the Elemental can take 3 wounds Like Spirit of Nature, but the Spirit can take 3 wounds
before it is destroyed (this doesnt make it a Wildcard!) before it is destroyed (this doesnt make it a Wildcard!)

-11-
Matrix
Matrix Every system has an Alarm Scale. It applies to all
illegitimate actions in a system. Multiple Deckers may get
to their target faster, but also have a higher chance of
Systems in the Matrix gaining attention and causing an alarm if they dont work
very careful. Every action in a system performed by a
Systems in the Matrix consist of Nodes. Simple systems Decker without the necessary legitimation (Passcodes,
may have only a single Node, while complex systems may etc.) generates one Alarm Point on the Alarm Scale. The
have a multitude of networked Nodes. In Single-Node- administrator of the system may set any number of
Systems the one Node is responsible for all tasks. Multi- thresholds on the Alarm Scale as they please.
Node-Systems can cover a wide array of complexity,
ranging from two Nodes up to a theoretically unlimited Example of an Alarm Scale
number of Nodes (budget and the ability to administer the
system is usually the limiting factor). For example, the 5 Alarm Points: Access-IC is activated at Node
Matrix presence of a library may consist of two Nodes: interconnections within the system
Node 1 is the entrance for visitors, contains the index for all 10 Alarm Points: Passive Alert; Killer-IC d6 is loaded and
available books, and the (protected) list of registered users starts to patrol the system
and what books they have loaned at the moment. Node 2 is 12 Alarm Points: Blaster-IC d8 is loaded and starts to patrol
the actual database of all stored books and documents. the system
A small company could do with a Two-Node-System: 15 Alarm Points: Active Alert; Black IC d8 is loaded
Node 1 is their Matrix access, which doubles as their 20 Alarm Points: The system goes into shutdown.
website. Node 2 is their main server with their list of
employees, accounting, production and/or research and passive Alarm
development. Passive alarm takes the system into a state of heightened
In larger companies the number of nodes behind the awareness and often activates the first line of
Access Node may very well range from 5 to 20 and above, countermeasures. IC receives a bonus of +1 on all rolls,
with every department and even important projects having including damage rolls.
their own Node.
Finally, the system of a MegaCorp will most likely be a Active Alarm
maze of Nodes, impossible to navigate in a timely fashion Active alarm means blaring sirens. IC receives a bonus of
without first-hand intel of the structure (a great point to add +2 on all rolls, including damage rolls. If there are system
to your Runners legwork list!). Deckers on stand-by, they are alerted and log in to go hunt
A node can be offline, without any connection to the open for the intruder.
Matrix whatsoever! This is a common security practice for
high value projects, to make certain nodes only accessible In the worst case the system goes into shutdown. This
from within the actual research compound. takes 26 rounds. If the Decker is still in the system when it
Access Nodes may be public or private. shuts down they get dumped from the Matrix and take
2d6+System Rating non-lethal damage from dumpshock.
Nodes (and therefore systems) have a System Rating
given in the form of dice - d4, d6, d8, d10, or d12. Higher IC
ranking systems exist in the myths and legends of the
Decker community. Nodes within the same system may IC, Intrusion Countermeasures, often simply called Ice. IC
have different ratings. The System Rating limits the rating are defensive programs, protecting systems from
of IC in the system/node. IC can only be of a rating one illegitimate access. IC exists in different forms, ranging
step higher than the rating of the system/node. from obstructive to outright deadly. IC uses its rating as
replacement for Vigor to calculate its Toughness and also
The System Rating is the basis to calculate the System as equivalent for utilities (Analyse and Attack).
Toughness, the systems derived stat to defend itself White IC is treated like any Extra.
against attempted manipulations. The System Toughness Grey IC can take 1 wound. If it takes a second wound, it
equals 2 plus half the System's Rating. This is the target crashes.
number for Deckers to manipulate the system (see Actions Black IC can take 3 wounds. If it takes a fourth wound, it
in the Matrix). crashes.
IC never suffers from Wound Modifiers.
Alarm If an alarm is triggered (passive or active) White and Grey
IC draw 2 Initiative Cards and act on the faster card; Black
Alarm may be triggered by a legitimate user, IC, or failed IC always draws 3 Initiative Cards and acts on the fastest
Hacking attempts. Usually alarm is triggered system-wide, card.
but in highly complex multi-node systems an alarm state
may only affect a single or a group of Nodes. Legitimate
users (with appropriate privileges) and IC can trigger
Passive or Active Alarm directly. Manipulating the system
usually isnt noticed immediately, but check routines will get
more dangerous the longer a Decker is present in a system
and performing illegitimate actions.

-12-
Matrix
White IC the trace from finishing.
Trace exists in 3 variants:
White IC does come with alarm-capability and special -Trace and report: reports the Deckers location to the
functions, but no attack options. administrators and deactivates itself
-Trace and eject: reports the Deckers location to the
Access administrators and kills the Deckers connection to the
Checks personas trying to enter a Node. If the Decker system; this dumps the Decker from the Matrix and causes
doesnt have a valid passcode they may try to sneak past them to take 2d6+System Rating non-lethal damage from
the IC, or deceive it. dumpshock
-Trace and roast: reports the Deckers location to the
Barrier administrators and attacks the cyberdecks MPCP like
Barrier IC blocks all data transfer, only personas with a Blaster IC does
legitimate code may pass. A Decker may try to sneak past
the IC, or they can attack it to crash it, removing the barrier. Black IC
Crashing Barrier IC always triggers an alarm.
Black IC is every Deckers worst nightmare. This IC is the
Scramble last line of defence in high security systems, no matter if its
Protects programs, files, or whole data storage units. If the Government, MegaCorp, or privately owned (yes, the Mafia
Decker doesnt have a valid passcode they may try to really doesnt like you snooping around their accounting).
decrypt the IC, or attack it to crash it. On a successful attack Black IC inflicts 1d4+Rating
damage - on the Decker! This damage can be non-lethal or
Grey IC lethal damage, depending on how generous the system
administrator feels. To jack out once the Decker has been
IC designed to attack the programs and deck of a Decker is successfully attacked by Black IC requires a successful
known as Grey IC. Spirit roll. Even if they manage to get away they still take
2d6+System Rating non-lethal damage from dumpshock
Killer (there simply is no soft way to jack out after Black IC has its
Standard Attack IC, causes 1d4+Rating Matrix damage on hooks in you).
a successful attack If the decker becomes incapacitated during battle with
Black IC their connection to the system remains open.
Blaster Trace IC (if present) finds their physical jack-in location
causes 1d4+Rating Matrix damage on a successful attack; after 10 rounds without the need of a roll.
if Blaster IC causes the cyberdeck to crash it tries to fry the On the hidden message boards of the Decker community
decks MPCP chips. The IC roll its Rating, every success there are mumblings about systems with so much CPU
and raise decreases the decks MPCP by 1. power, the Black IC reacts as intelligently as a real Decker.
Yes, that means Wildcard Black IC.
Tar Baby
This sneaky IC protects data storage units or even whole Cyberdecks
Nodes. It lies invisible, but a successful Analyse roll will
detect it. The Decker may try to sneak past the IC, or attack Cyberdecks have their own damage track, consisting of
it. If the Decker fails to sneak past/hit/kill the IC it will crash 3 wounds. Every wound causes a cumulative -1 modifier to
and also overload the program used by the Decker (which all rolls the Decker makes (just like regular wounds). If the
must then be reloaded into the RAM). If the Decker fails to cyberdeck takes a fourth wound it crashes, dumping the
detect the Tar Baby and walks into it, the IC crashes and Decker from the Matrix and inflicting 2d8 non-lethal
overloads a random program in the Deckers RAM. A damage on them from dumpshock.
crashing Tar Baby IC automatically triggers an alarm.
Options for Cyberdecks
Tar Pit
See Tar Baby, but this IC also corrupts the used utility in the Reaction Booster
cyberdecks memory. The utility becomes unusable until it The Decker draws 2 Initiative Cards and acts on the faster
is restored from an external storage, or (if the Decker card. The Level Headed Edge is compatible with the
doesnt have offline backups) needs to be replaced by a Reaction Booster, but Improved Level Headed and any
new copy. other effect affecting Initiative Card draws are not (so a
Decker may only ever a draw a maximum of 3 Initiative
Trace Cards).
Trace is the bloodhound in the IC family. It tries to detect Cost: 20,000
the physical jack-in location of the Decker. It makes an
opposed roll with its Rating against the Deckers Hacking Vidscreen Display
skill. On a success the IC will detect the Deckers location Flip-up display on the Cyberdeck; shows the Deckers view
after 10 rounds; every raise reduces this time by 1 round. A in cyberspace.
part of the IC stays hidden in the Node it started in and can Cost: 100
be found by the Decker with a successful Analyse roll. The
Decker can then try to attack and crash it, thus preventing

-13-
Matrix
Hitcher Jack Utilities
Port for a SimSense net, to let others experience what the
Decker perceives in the Matrix. They have no control over Utilities are the equivalent to certain Skills inside the Matrix,
movement or even the field of view, but can communicate or provide the Hacker with useful tools. They are available
with the Decker. in ratings from d4 to d12. The Deckers Hacking skill limits
Cost: 100 per port (max. MPCP of the Deck) the usefulness of Utilities. they may only use a Utility with a
die equal to or lower their Hacking skill (a Decker with
Cyberdeck List Hacking d8 may use an Attack d12 Utility, but they can only
use it as an Attack d8 Utility).
Model: Name of the Deck Wildcard Deckers roll a Wild Die when using Utilities.
MPCP: Matrix Toughness (even against Black IC); to
replace a burnt out point of MPCP costs 1,500
RAM: Limit to the number of Utilities which can be active at
the same time
Loading Speed: Limit to the number of Utilities which can
be loaded into the RAM in one round; loaded Utilities are
available to the Decker on their next round
Cost: Price of the Cyberdeck

Model: Radio Shack PCD-100


MPCP: 4
RAM: 1
Loading Speed: 1
Cost: 6,200

Model: Allegiance Alpha


MPCP: 5
RAM: 2
Loading Speed: 1
Cost: 13,200

Model: Sony CTY-360


MPCP: 6
RAM: 3
Loading Speed: 3
Cost: 64,000

Model: Fuchi Cyber-4


MPCP: 6
RAM: 4
Loading Speed: 3
Standard Utilities
Cost: 99,000
Cost: 100 x Rating (for example, a Rating d4 Medic Utility
Model: Fuchi Cyber-6
costs 400)
MPCP: 7
RAM: 4
Medic
Loading Speed: 4
Works like the Healing Skill, but only for Matrix Damage the
Cost: 124,000
Cyberdeck has taken; there is no Golden Hour for Medic
Model: Fuchi Cyber-7
Analyse
MPCP: 7
Replaces the Deckers Notice skill in the Matrix; a
RAM: 5
successful use tells the Decker the name of an analysed
Loading Speed: 5
construct, or gives them a deeper description of the Node
Cost: 278,000
they are in (including its Rating)
IC uses Analyse to spot sneaking Deckers
Model: Fairlight Excalibur
MPCP: 8
RAM: 6
Loading Speed: 6
Cost: 450,000

-14-
Matrix
Browse Sneak
Supports the Decker to effectively search a data storage Replaces the Stealth Skill in the Matrix; see Actions in the
unit for specific topics or content. A successful Browse roll Matrix
informs the Decker about location, number and volume of
data in the storage unit fitting their search query, but not Actions in the Matrix
specific content.
With a success the Utility takes 1d10 rounds to finish its
Actions inside and on the outside of
search; every raise lowers this number by 1, to a minimum
of 1 round. Systems/Nodes
Large data storage units may take extra time to Browse as
per the Gamemasters discretion Jack out
To jack out without suffering dumpshock the Decker doesnt
Hacking Utilities have to roll (except when fighting Black IC), but it takes an
exclusive action.
Cost: 500 x Rating
Load/End Utility
Loading/ending Utilities does not require a roll, but takes an
Evaluate
Action. Loading and ending Utilities can be done in the
Success: gives the Decker a rough probability to find a
same Action. A Decker can load a number of new Utilities
buyer for the evaluated data
into the RAM equal to the Loading Speed of their Deck.
Raise: gives the Decker a rough estimate of the datas
They can end any number of Utilities. A Decker cant have
worth
more Utilities loaded than the RAM of their Deck.
Attack
Attack Persona/IC (requires Attack Utility)
This Utility replaces the Fighting skill in the Matrix.
Works like Fighting; Matrix Parry is calculated with the
Mechanically it works like the Fighting skill, all viable
Attack Utility/IC Rating (IC is always considered to have a
targets in the same Node as the Decker can be attacked. A
loaded Attack Utility for this purpose, even if the IC has no
successful attack causes 1d4+Rating Matrix damage (as
attack capability!).
usual +1d6 in case of a raise); Attack is also used to
calculate the Deckers Matrix Parry, which equals 2 plus
Analyse Node/Persona/IC/Icon (requires Analyse Utility)
half the Attack Utilitys Rating; if the Attack Utility is not
Analyses a Node/Persona/IC/Icon in the near vicinity/the
loaded, the Deckers Matrix Parry is 2.
same Node. On a success the Decker learns the type and
Rating of the analysed object. The visual look of a non-
Slow
hidden object is plainly visible and can often provide
To use Slow roll it's rating against the target ICs Matrix
experienced Deckers with valuable instant information
Parry. In case of a success the IC suffers a -1 penalty to all
about it.
rolls, as long as the Decker has the Slow Utility loaded. On
a raise the IC also has to act on its slowest Initiative Card.
Actions outside of Systems/Nodes
Mirror
Protects the Decker from Matrix damage. On a success it Search for a System/Node with an address unknown to
acts as 2 points of Matrix Armour. On a raise it acts as the Decker
4 points of Matrix Armour. Public Access Node: can be found via directory listings
(1d6 rounds to actually get there)
Deception Hidden Access Node: The Decker has to succeed on an
see Actions in the Matrix Investigation roll with the Access Nodes System
Toughness as the target number. This roll can be repeated
Decrypt with a -2 penalty. After that, the Decker better know
see Actions in the Matrix somebody who can sell them the Nodes address.

Smoke Actions within Systems/Nodes


Floods the Node with a barrage of nonsense code-static.
On a success everything and everyone in the Node Actions marked with a * require no roll if the Decker is in
(including the Smoke-using Decker) takes a -2 penalty to possession of a legitimate (stolen) or faked passcode. They
all rolls as long as the Decker has the Smoke Utility loaded. also do not generate points on the Alarm Scale.
On a raise the penalty is -4.
Deceive Access*/Grey IC (Barrier and Black IC cant be
Relocate deceived)
This Utility can be used to mislead Trace IC. Do an To gain access to a Node protected by Access IC the
opposed roll against the Rating of the Trace IC. If the Decker must succeed in an opposed roll with their
Decker succeeds, the Trace IC lost its trace and has to Deception Utility against the ICs Rating. Grey IC can be
start fresh (including the Trace roll). On a raise the Decker deceived also, if the Node hasnt flagged the Decker as
has the Trace IC chasing its tail: its caught in a loop and hostile yet.
will never go anywhere. IC only has to be deceived once. It will only require a new

-15-
Matrix
identification (and therefore another roll) if the Alarm Edit/copy/erase data*
Status changes, or it is instructed by an administrator to Requires a successful Hacking roll against the System
re-check everyone. Toughness.

Sneak past IC Manipulate an I/O port*


A Decker can sneak past Access*/Barrier*/Grey IC. To do A successful Hacking roll against the System Toughness
this they must succeed on a Sneak Utility roll. The Decker allows the Decker to manipulate a device attached to an I/O
has to perform this roll for every IC/Decker present, every port. They can deactivate the port, see what kind of device is
turn they are in the presence of IC/Deckers they want to connected, or dump an enemy Decker (if a
avoid! rolls to stay hidden do not count as an Action, but Cyberterminal/Cyberdeck is connected to the Matrix with this
do generate Alarm Scale Points (with Grey IC its usually particular port), causing them to take dumpshock.
more effective to Deceive it, unless the Decker doesnt
plan to stay in the same Node as the IC). Control Slave Node*
A successful Hacking roll against the System Toughness
Access Scramble-protected files/data storage units* allows the Decker to control the device attached to this
The Decker may either try to Decrypt the data, or outright Slave Node (a camera, coffee-maker, metal press, etc.).
Attack the IC.
To Decrypt the data the Decker needs a successful
Decrypt roll, with the ICs Toughness as the target
number. Decrypting the data takes 1d10 rounds. Every
Raise on the roll lowers this number by 1.
To attack the IC the Decker has to perform a normal
Matrix Attack against the Scramble IC. If the attack
misses, or doesnt inflict enough damage to shake/destroy
it, the IC erases the protected data and triggers an alarm.
If the attack shakes the IC it has to unshake first, before it
can take any further action. If the attack succeeds and
inflicts 1 or more wounds, the IC crashes and the data can
be accessed.

-16-
Rigger
Rigger Drones

In this chapter vehicle is a catch-all phrase for cars, planes, Drones are miniaturized versions of vehicles, built for a
ships, etc. Even if drones are basically small vehicles they multitude of purposes: surveillance, patrols,
do not use the vehicle rules (see chapter Drones). reconnaissance, support, or full frontal assault.
Mechanically drones are considered to be allies for the
Rigger. They act on the Riggers Initiative Card.
Actions Drones have an operating time of approx. 12 hours until
they have to be recharged. Recharging a drone takes
To jack into a vehicle/drone (jump in) is an action. 3 hours (every hour of charging equals 4 hours of use).
To jack out of a vehicle/drone (jump out) is an action. If a drone is incapacitated the Rigger makes a Vigor roll for
Giving a vehicle/drone an order with a remote control deck them after the battle, similar to allies of flesh and blood. A
is an action. Giving multiple vehicles/drones the same failed roll means the destruction of the drone. A success
order only counts as 1 action. means the drone is damaged, but may be repaired with a
successful Repair roll and 1d6 hours of work. On a raise
Initiative the time required is reduced to 1d6 minutes. In any case
the Rigger must have access to the right tools and spend
Riggers only gain the initiative bonus from their Vehicle 1d4 x 100 for spare parts.
Control Rig if they are connected to a vehicle/drone (either
directly, or over a remote control deck) at the moment of The following types of drones are available:
drawing the cards.
Vehicles/drones controlled by the Rigger act on the
Rigger's Initiative Card.

Damage
If a Rigger is jacked into a vehicle/drone which gets
destroyed the connection instantly drops and the Rigger
suffers 2d8 non-lethal damage from dumpshock.

Autonomous Vehicles/Drones
Sophisticated software allows vehicles/drones to execute
orders give to them by a user with a remote control deck.
While this software allows for autonomous actions, it can
never replace the creativity and flexibility of a meta/human
mind. Simple orders are usually not a problem (Move to
point X, attack target Y, follow vehicle Z, etc.), but obstacles
and/or unforeseen events can confuse the autonomous
vehicle/drone. The GM may call for the vehicle/drone to
make a Smarts roll to correctly execute a given order,
and/or adjust to a changed situation.
Autonomous vehicles/drones are Constructs. As such they
are immune to fear, disease, and poison. They also receive
a +2 modifier to recover from being Shaken.

Below you will find a list of typical software packages for


different classes of vehicles (for drones, see Drones).

Civilian Vehicle
Smarts d6(V), Spirit d6
Skills: Notice d6, /Driving/Piloting/Boating d6

Security Vehicle
Smarts d6(V), Spirit d6
Skills: Notice d6, Driving/Piloting/Boating d8,
Shooting (if armed) d6

Military Vehicle
Smarts d8(V), Spirit d6
Skills: Notice d8, Driving/Piloting/Boating d8,
Shooting (if armed) d8

-17-
Rigger
Surveillance Drone Hunter Drone

Surveillance Drones are the smallest of the drone family. Hunter Drones are the light infantry of the drone world.
They are mostly about the size of a fist, but very agile. Compact, armoured, and armed, they provide an easy
addition of mobile firepower.
Attributes: Agility d8, Vigor d6, Strength d4, Smarts d6
(D), Spirit d6 Attributes: Agility d8, Vigor d6, Strength d6, Smarts d6
Skills: Notice d8, Stealth d6, (D), Spirit d6
Driving/Piloting/Boating d8 Skills: Notice d8, Driving/Piloting/Boating d8,
Pace: 6 (drones cant run)*, Parry: 2, Toughness: 4 Shooting d8
Special Abilities: Pace: 6 (drones cant run)*, Parry: 2, Toughness: 7 (2)
Low Light Vision, Infravision: drone sensors allow them Special Abilities:
to see in almost any circumstances Low Light Vision, Infravision: drone sensors allow them
Flight: A Surveillance Drone capable of flight does so with to see in almost any circumstances
a Pace of 6 and a Climb of 1. It cant run. Flight: A Hunter Drone capable of flight does so with a
Aquatic: A Surveillance Drone designed for aquatic use Pace of 6 and a Climb of 1. It cant run.
moves with a Pace of 8 in water. It cant run. Aquatic: A Hunter Drone designed for aquatic use moves
Size -1: Surveillance Drones are very small. with a Pace of 8 in water. It cant run.
Armour +2: Hunter Drones are moderately armoured
Gun Mount: A Hunter Drone may be equipped with a gun
up to the size of a submachine gun. It can carry up to
50 rounds of ammo.

Attack Drone

Attack Drones are the best friend of front line forces and
Shadowrunners expecting heavy resistance. Rather bulky
in size, about as big as a German Shepard, they pack
massive firepower.

Attributes: Agility d6, Vigor d6, Strength d6, Smarts d6


Reconnaissance Drone (D), Spirit d6
Skills: Notice d8, Driving/Piloting/Boating d8,
Recon Drones are about the size of a cat or a small dog. Shooting d8
They are more easily noticed, but a lot sturdier. Pace: 6 (drones cant run)*, Parry: 2, Toughness: 9 (4)
Special Abilities:
Attributes: Agility d6, Vigor d6, Strength d6, Smarts d6 Low Light Vision, Infravision: drone sensors allow them
(D), Spirit d6 to see in almost any circumstances
Skills: Notice d8, Stealth d6, Flight: A Hunter Drone capable of flight does so with a
Driving/Piloting/Boating d8 Pace of 6 and a Climb of 1. It cant run.
Pace: 6 (drones cant run)*, Parry: 2, Toughness: 7 (2) Aquatic: A Hunter Drone designed for aquatic use moves
Special Abilities: with a Pace of 8 in water. It cant run.
Low Light Vision, Infravision: drone sensors allow them Armour +4: Hunter Drones are armoured for tough fights
to see in almost any circumstances Gun Mount: A Hunter Drone may be equipped with a gun
Flight: A Recon Drone capable of flight does so with a up to the size of an assault rifle. It can carry up to
Pace of 6 and a Climb of 1. It cant run. 50 rounds of ammo.
Aquatic: A Recon Drone designed for aquatic use moves
with a Pace of 8 in water. It cant run.
Armour +2: Recon Drones are moderately armoured

-18-
Equipment
Equipment Datasoft Link
Allows the user to access knowledge-, lingua-, and data-
softs from a chipjack or headware memory. Requires a
Cyberware Display Link.
Essence loss: 0.25
Extras with cyberware Cost: 2,000

Extras can have cyberware, too! If an Extra has cyberware Earware


which would raise their Wild Die, instead raise their
Skill die by one step per rating of the cyberware. Cyberears
obvious cyber-replacement ears (chrome or soft plastic)
Eyeware Essence loss: 0.5
Cost: 4,000
Cybereyes Notes: allows the adding of another 0.5 Essence worth of
Obvious cyber-replacement eyes,available in any Earware without additional Essence loss, cost in Nuyen
combination of colours, oten with the logo of the must be paid
manufacturer worked into the iris.
Essence loss: 0.5 Damper
Cost: 5,000 Replaces the ear-drums with highly resistant materials;
Notes: includes a Display Link; allows the adding of grants +1 to Toughness/defensive rolls against sound
another 0.5 Essence worth of Eyeware without additional based attacks
Essence loss, cost in Nuyen must be paid Essence loss: 0.5
Cost: 1,500
Camera
Allows the recording of what the user sees; needs High Frequency
headware memory, a data chip in a chipjack, or a memory allows the user to hear sounds of pitch higher than the
unit connected through a datajack to store the recordings. human range of hearing
Essence loss: 0.5 Essence loss: 0.25
Cost: 2,000 Cost: 1,000

Flare Compensation Low Frequency


Protective lids which slide in front of the pupil. Penalties allows the user to hear sounds of pitch lower than the
due to bright light/flashes are halved. human range of hearing
Essence loss: 0.5 Essence loss: 0.25
Cost: 1,500 Cost: 1,000

Low Light Vision Recorder


Allows the user to ignore penalties for Dim/Dark lighting. Allows the recording of what the user hears. Requires
Essence loss: 0.5 headware memory, a data chip in a chipjack, or a memory
Cost: 2,000 unit connected through a datajack to store the recordings.
Essence loss: 0.5
Infravision Cost: 500
Penalties for bad lighting are halved.
Essence loss: 0.5 Headware
Cost: 2,000
Chipjack
Retinal Copy Allows the user to insert knowledge-, lingua-, data-, and
+1 per rating (max. 3) to Lockpicking rolls when trying to skill-softs, and to connect to a SimSense deck
fool a retina scanner. A scan of the required retina must be Essence loss: 0.25
obtained and programmed into this cyberware first, which Cost: 500
requires a Knowledge (Biotech) roll. Notes: to use skill-softs the user also needs Skillwires; to
Essence loss: 0.5 use knowledge-, lingua-, and data-softs the user also
Cost: 5,000 x Rating needs a Datasoft Link and an Image Link
Notes: this modification is illegal
Datajack
Display Link Allows the user to connect to a Cyberterminal, Cyberdeck,
Allows the user to display data from various sources on riggable vehicle, remote control deck, or fitting piece of
their retina/cybereye machinery
Essence loss: 0.25 Essence loss: 0.,25
Cost: 2,000 Cost: 500
Notes: already included in cybereyes

-19-
Equipment
Radio -Tonal Shift
Internal radio, 5km range, multi-band. User must speak to allows the user to produce non-human sounds (bird
use the radio, low mumbling is sufficient. sounds, eery effects in the voice, etc.)
Essence loss: 0.5 Cost: 2,000
Cost: 2,000 Notes: Tones are infused with the users voice pattern,
software identifies recorded tones as human
One-Way Radio
Receive-only version of the Radio cyberware -Secondary Pattern
Essence loss: 0.25 +1 per rating (max. 3) to Lockpicking rolls when trying to
Cost: 1,000 fool a voice scanner with a fitting Secondary Pattern. A
special recording of a voice is needed to copy it as a
Phone Secondary Pattern and must be programmed into the
Internal phone; user must speak to use the phone, low cyberware with a Biotech roll.
mumbling is sufficient; audio only, if the user wishes to see Cost: 5,000 x Rating
in incoming vid-call they also need a Display Link Notes: illegal
Essence loss: 0.5
Cost: 2,500 -Playback
allows the user to play back recorded audio tracks; the
Cortex Bomb recordings are modified by the software to identify them as
Small bomb implanted hear the neck. Kills the user when recordings to voice scanners
triggered, bystanders near them suffer the chosen Damage Cost: 3,000
Die lethal damage
Essence loss: - Bodyware
Cost: 1,000 * Damage Die to bystanders
Notes: illegal Hand Razor
These blades replace the wearer's fingernails. They do
Data Filter Str+d4 damage in melee combat.
While active a Data Filter disables the users ability to store Essence loss: 0.5
memories of what they hear and see, but allows the storing Cost: 2,000
of data in headware memory; popular with secretaries and
high security couriers Hand Razor (retractable)
Essence loss: 0.25 As above, but the blades are retractable into sheaths under
Cost: 5,000 the wearer's fingernails.
Essence loss: 0.5
Data Lock Cost: 3,500
Closed headware memory, only accessible with the correct
code (which is usually not given to the data courier) Spur
Essence loss: 0.25 A 15 cm (6 inches) long blade, embedded on the back of
Cost: 500 + (200 * Rating of the Scramble IC) the wearer's hand; does Str+d6 damage in melee combat.
Notes: requires a chip- or datajack to input data; Scramble Essence loss: 0.5
IC can be decrypted/attacked as per the Matrix chapter Cost: 3,000

Memory Spur (retractable)


headware memory, sufficient for most tasks (storing an As above, but the blade is retractable into a sheath
entire library, or research database requires additional embedded in the lower arm.
memory units) Essence loss: 0.5
Essence loss: 0.25 Cost: 4,500
Cost: 3,000
Fingertip Compartment
Voice Modulation Hollow compartment in a fingers tip, enough space to store
Base system for Voice Amplification, Tonal Shift, Playback a single chip
and Secondary Pattern Essence loss: 0.25
Essence loss: 0.5 Cost: 1,500
Cost: 1,500
Smartlink
-Voice Amplification Subdermal plates in the hand relay information from a
Allows the user to talk with bullhorn volume; grants a smartlinked weapon and project targeting information into
+1 bonus to Intimidation rolls the wearer's field of view; raises the Wild Die to a d8 for
Cost: 1,500 Shooting rolls when using a smartlinked weapon.
Essence loss: 1
Cost: 1,000

-20-
Equipment
Muscle Replacement Cyberlimbs
Artificially grown muscles enhance and replace the natural
muscle structure. They raise the Wild Die for Strength and Simple Cyberlimb
Agility by 1 step per rating (max. 3). Obvious cyberlimb replacement for an arm or a leg in
Essence loss: Rating chrome or plastic
Cost: 10,000 x Rating Essence loss: 1
Notes: Wild Die can be raised to a maximum of 1 step Cost: 15,000
higher than the Attribute Notes: per pair of replaced limbs the user gains
+1 Toughness; cyberarms may be outfitted with hand
Dermal Plating razors or spurs without additional loss of Essence
Subdermal kevlar-laced synthetic plates grant the wearer
+1 armour per rating (max. 3) Cyberlimb
Essence loss: 0.5 x Rating Disguised cyberlimb replacement for an arm or a leg.
Cost: 7,500 x Rating Requires a Notice roll (-2) to detect the cyberlimb.
Notes: cumulative to worn armour; Dermal Plating is Essence loss: 1
obvious to the naked eye Cost: 20,000
Notes: per pair of replaced limbs the user gains
Air Filtration System +1 Toughness; cyberarms may be outfitted with hand
Filtration systems implanted into the airways grant a razors or spurs without additional loss of Essence
+1 bonus per rating (max. 3) to Vigor rolls against inhaled
toxins and dangers Improved Strength for Cyberlimbs
Essence loss: 0.5 x Rating raises the Strength Wild Die by 1 step per rating (max. 3)
Cost: 5,000 x Rating Cost: Rating x 2,500
Notes: the Wild Die can be raised to a maximum of 1 step
Blood Filtration System higher than the Attribute
Filtersystems implanted next to the kidneys grant a
+1 bonus per rating (max. 3) to Vigor rolls against injected Built-in device
poisons and diseases A simple technical device no bigger than a camcorder built
Essence loss: 0.5 x Rating into a cyberlimb.
Cost: 5,000 x Rating Cost: 4 x device cost

Skillwires
Allows the wearer to utilize skill-softs at d4 (Rating 1),
d6 (rating 2), or d8 (rating 3). Skill-softs must be plugged
into a chipjack, or loaded from headware memory.
Essence loss: 0.5 x Rating
Cost: 4,000 x Rating
Notes: using a skill from a skill-soft as a Wildcard does not
grant the use of a Wild Die

Vehicle Control Rig


Allows the wearer to connect to a vehicle (if equipped with
a Rigger Adapter) or drone and control it with his mind.
When jacked into a vehicle/remote control deck the wearer
draws an additional Initiative Card per rating and acts on
the fastest card.
Essence loss: 2 (Rating 1); 3 (Rating 2); 5 (Rating 3)
Cost: 7,500 (Rating 1); 15,000 (Rating 2);
30,000 (Rating 3)
Notes: does not stack with other cyberware, Edges,
Ki Powers or Magic which have a similar effect

Wired Reflexes
Enhancements to the nervous-system grant the user an
additional Initiative Card per rating in physical combat. The
user acts on the fastest card.
Essence loss: 2 (Rating 1); 3 (Rating 2); 5 (Rating 3)
Cost: 10,000 (Rating 1); 25,000 (Rating 2);
75,000 (Rating 3)
Notes: does not stack with other cyberware, Edges,
Ki- Powers or Magic which have a similar effect

-21-
Equipment
Weapons
Melee Weapons Damage Cost Weight Notes
Katana Str+d6+2 1,000 1 AP2
Knife Str+d4 30 0.5
Sword Str+d8 500 1
Polearm Str+d8 500 4 Reach 1, 2 hands
Staff Str+d4 50 2 Parry +1, Reach 1, 2 hands
Club Str+d4 10 1
Shock Club Str+d6 1,000 1 Non-lethal Damage

Projectile-/Throwing Weapons Range Damage RoF Cost Weight min. Str Notes
Bow 12/24/48 2d6 1 250 1 d6
Crossbow 15/30/60 2d6+1 1 500 3 d6 AP2, 1 action to reload
Throwing Knife/Shuriken 3/6/12 Str+d4 1 25 0.25 -

Pistols Range Damage RoF Cost Weight Shots Notes


Streetline Special 10/20/40 2d6-1 1 100 0.5 6
Walther Palm Pistol 10/20/40 2d6-1 1 100 0.25 2 Semi-Auto
Colt America L36 12/24/48 2d6 1 350 1 11 AP1, Semi-Auto
Beretta Model 101T 12/24/48 2d6 1 350 1 12 AP1, Semi-Auto
Fichetti Security 500 12/24/48 2d6 1 400 1 12 AP1, Semi-Auto
Fichetti Security 500a 12/24/48 2d6 1 450 1.25 25 AP1, Semi-Auto
Ares Predator 12/24/48 2d6+1 1 450 2.25 15 AP1, Semi-Auto
Ares Viper Slivergun 5/10/20 1-3d6 1 600 2 30 Shotgun-pistol, Silencer
Browning Max-Power 12/24/48 2d6+1 1 450 2 10 AP1, Semi-Auto
Remington Roomsweeper 10/20/40 1-3d6 1 300 2.5 8 Shotgun-pistol
Ruger Super Warhawk 12/24/48 2d8 1 300 2.5 6 AP2, Revolver
Defiance Super Shock 2/5/10 2d8 1 1,000 2 4 Taser (Non-lethal Damage)

Submachine Guns Range Damage RoF Cost Weight Shots Notes


AK-97 SMG/Carbine 12/24/48 2d6 3 800 4 30 AP1, 3RB, Auto
Uzi III 12/24/48 2d6 * 600 2 24 AP1, 3RB only, Lasermarker
AP1, 3RB, Auto, Lasermarker,
Heckler & Koch HK227 12/24/48 2d6 3 1,500 4 28
Gas Vent
AP1, 3RB, Lasermarker,
Heckler & Koch HK227s 12/24/48 2d6 1 1,200 3 28
Silencer

Assault Rifles Range Damage RoF Cost Weight Shots Notes


FN HAR 24/48/96 2d8 3 1,200 4.5 35 AP2, 3RB, Auto, Lasermarker, Gas Vent
AK-97 24/48/96 2d8 3 700 4.5 38 AP2, 3RB, Auto
AK-98 24/48/96 2d8 3 2,2 6 38 AP2, 3RB, Auto, Grenade Launcher

Rifles Range Damage RoF Cost Weight Shots Notes


Remington 750 24/48/96 2d8 1 600 3 5 AP2, Scope
Remington 850 24/48/96 2d8+1 1 1,300 4 5 AP2, Scope
Ranger Arms SM-3 24/48/96 2d8+2 1 4,000 4 6 AP2, Silencer, Scope

Shotguns Range Damage RoF Cost Weight Shots Notes


Enfield AS7 12/24/48 1-3d6 1 1,000 4/6 10/50 Shotgun, 3RB
Defiance T-250 12/24/48 1-3d6 1 1,400 3 5 Shotgun

Grenade Launcher Range Damage RoF Cost Weight Shots min. Str Notes
Underbarrel Grenade Launcher 24/48/96 as grenade 1 1,700 +2 6 d6 Snapfire Penalty

Machine Guns Range Damage RoF Cost Weight Shots min. Str Notes
Ingram Valiant LMG 30/60/120 2d8 3 1,500 9 50/belt d8 AP2, Snapfire Penalty
Medium MG 30/60/120 2d8+1 3 2,500 12 40/belt d8 AP2, Snapfire Penalty
Heavy MG 50/100/200 2d10 4 4,000 15 40/belt d8 AP2, Snapfire Penalty, HW

-22-
Equipment
Heavy Weapons Range Damage RoF Cost Weight Shots min. Str Notes
Assault Cannon 30/60/120 3d6 1 6,500 20 20 d6 AP4, Snapfire Penalty, HW
Rocket Launcher 24/48/96 as rocket 1 8,000 8 4 d6 Snapfire Penalty, as rocket

Vehicle Weapons Range Damage RoF Cost Weight Shots Notes


Autocannon 30/60/120 3d6 1 7,500 20 10 AP4, HW
Machine Cannon 50/100/200 2d8 4 5,000 15 Belt AP2, Auto, HW
Rocket Launcher 24/48/96 as rocket 1 10,000 8 6 as rocket
Water Cannon 2/5/10 2d6 1 5,000 8 20 Non-lethal Damage; Special*

*on hit the target must succeed on a Strength roll (-2) or be knocked prone

Ammunition
Ammo (per 10 rounds) Damage Weight Cost
Assault Cannon / Autocannon - 1.25 450
Explosive Rounds +1 0.75 50
Flechette Rounds (Shotgun Ammo) - 0.5 100
Gel Rounds Non-lethal Damage, reduce weapon AP to AP0 0.25 30
Regular Rounds - 0.5 20
Non-lethal Rounds (Shotgun Ammo) 2d8 Non-lethal Damage 1 100
Solid Rounds (Shotgun Ammo) 2d10 1 50
Taser Darts - 0.5 50

Grenades (per grenade) Damage Weight Cost Notes


Offensive Grenade 3d6 0.25 30 AP2, MBT, HW
Defensive Grenade 3d6 0.25 30 AP2, SBT, HW
Shock Grenade 3d6 0.25 30 Non-lethal Damage, SBT
Mini-Grenade (Grenade Launcher Ammo) as grenade 0.1 50 as grenade

Rockets (per rocket) Damage Weight Cost Notes


Anti-Personnel Rocket 4d6 2 1,000 AP6, MBT
Anti-Vehicle Rocket 4d6 3 2,000 AP20, HW
High-Explosive Rocket 4d6+2 2 1,500 AP4, SBT

Accessories
Accessory Mount Weight Cost Notes
Silencer Barrel 0.2 500 for Pistols
Sound Suppressor Barrel 0.5 750 for Submachine Guns, Rifles, and Assault Rifles
groups ammo for revolvers, reduces reload time of a
Revolver Clip 0.1 50
revolver to 1 action
for Pistols only; -2 penalty for Notice rolls to find the
Concealable Holster 0.1 100
hidden pistol
Scope Top 0.25 800 as Savage Worlds Scope
Low-Light-Scope Top 0.25 1,5 as Savage Worlds Scope, with Low Light Vision
Infravision-Scope Top 0.25 1,500 as Savage Worlds Scope, with Infravision
Lasermarker Top/Under 0.25 500 +1 bonus on Shooting rolls at a max. of 20 distance
requires Smartlink cyberware or Smart Goggles; raises
doubles
Smartgun (internal) internal 0.25 Wild Die for Shooting rolls to a d8; can't be combined
weapon cost
with the bonus of a Lasermarker
Smartgun (external) Top/Under 1 600 see Smartgun (internal)
Smart Goggles 1 1,000
+Low Light Vision Option +300
+Infravision Option +300
Gas Vent System Barrel 0.75 700 reduces Autofire penalty to -1
removes either Autofire penalty or Unstable Platform
Gyro Mount Under 7 5,000
penalty
Bipod Under 2 400 as Savage Worlds Bipod
Tripod as Savage Worlds Bipod, but removes the penalty
Under 8 600
(Machine Guns only) completely

-23-
Equipment
Clothing, Armour
Clothing / Armour Armour Weight Cost Notes
Armour Clothing +2 2 500 covers body, no helmet
Armour Jacket +4 2 900 covers torso and arms
Armour Vest +1 1 200 covers torso
Plated Armour Vest +3 2 600 covers torso
Lined Coat +3 1 700 covers body, no helmet
Partial Heavy Armour +6 10 10,000 covers body, no helmet; illegal as private property
Full Heavy Armour +8 15 20,000 covers body, no helmet; illegal as private property
Helmet +2 1 200 50% chance vs. head shot
Real Leather +2 1 750 covers body (no helmet); protects only against melee damage
Synth Leather +1 1 250 covers body (no helmet); protects only against melee damage
Street Clothing 1 50 included in Low Lifestyle
Wage Slave Clothing 1 500 included in Middle Lifestyle
Fine Clothing 1 1,000 Included in Upper Lifestyle

Lifestyle Accessories SimSense Program Chip


Shows, films, concert recordings: through the wonder of
SimSense you can be right there, without leaving home!
Entertainment Weight: -
Cost: 50+
Music Player
Player for music discs and chips, palm-sized
Portable SimSense Recorder
Weight: 1
Portable device to record SimSense signals. The person to
Cost: 200
be recorded must be equipped with electrodes (included).
Weight: 5
Disc/Chip
Cost: 50,000
Storage-medium for data, video (3 hours), music and other
audio (6 hours), or SimSense (1 hours)
Weight: - Electronics
Cost: 20
Telecom Unit
Speakers Stationary phone with messaging, fax, and data-entry
Small speakers for audio playback functions.
Weight: - Weight: 15
Cost: 100 Cost: 1,500

TV Screen Wrist Phone


Stationary screen for video and Trideo (3D TV) Small phone with messaging function, on a wrist-strap
Weight: 3 Cost: 1,000 (+500 for a flip-up screen)
Cost: 150
Handset Phone
Recorder Pack Portable phone with messaging function
Handheld camcorder, records video or 3D video; uses Weight: 1
chips or discs Cost: 500
Weight: 2
Cost: 1,000 Ear Plug Phone
This small phone comes with a strap to attach it to the head
Transmission Unit for hands-free use; no messaging function
Desktop-sized broadcasting station for TV signals; approx. Cost: 1,000
5 km (3 miles) range; illegal to operate without a license
Weight: 5 Boosterpack
Cost: 4,000 External pack with additional batteries and antennae,
boosts range and operating time of phones
SimSense Deck Weight: 2
SimSense Deck required to enjoy the wonder of SimSense Cost: 500
chips. Requires a Chipjack to use.
Weight: 3
Cost: 350

-24-
Equipment
Pocket Secretary Vision Enhance Googles
Organizer and Phone in one handy device (text processing, Bulky googles with 20x magnification
calendar management) Weight: -
Weight: 1 Cost: 400
Cost: 3,000 +Low Light Vision: +400
+Infravision: +500
Handheld Radio
Walkie-talkie, comes with a small integrated speaker and Communication
headphones, range approx. 5 km (3 miles)
Weight: 1 Micro-Transceiver
Cost: 400 Small pin-on microphone with integrated radio and battery.
Has a range of approx. 500m in the city. Can be used as an
Personal Computers audio bug.
Weight: -
Desktop Cost: 750
Desktop PC with Monitor, Keyboard, and Mouse; data-
entry, text processing, calendar management; no Matrix Surveillance
access
Weight: 10 Micro-Recorder
Cost: 1,000 3x3x1cm (approx. 1x1x0.5 inches), internal storage to
record 6 hours of audio, can be noise-activated
Notebook Weight: -
Portable version of the Desktop Cost: 300
Weight: 5
Cost: 2,000 Micro-Camcorder
3x5x2cm (approx. 1x2x0.5 inches), internal storage to
Data Display Systems record 3 hours of low resolution video, can be movement-
activated
Data Unit Weight: -
Screen with a reader for data-chips and -disks Cost: 700
Weight: 2
Cost: 200 Data-Decoder
Briefcase-sized device for automated data decoding; works
Wrist Data Unit like the Decrypt Utility (see Matrix chapter)
Portable version of the Data Unit, comes with a wrist strap Weight: 5
Weight: 1 Cost: 2,500 x Rating
Cost: 400
Dataline Tap
Heads-up Display PDA sized device, must be connected to a dataline to
Portable version of the Data Unit, comes with a head-strap, siphon off data (opposed roll with its rating against the
projects data onto a small pane of glass in front of the Node's System Rating to remain undetected); requires data
wearer's eyes chips to store data
Weight: 1 Weight: -
Cost: 1,000 Cost: 1.200 x Rating

Surveillance, Security Laser Microphone


About the size of a large pistol, this microphone can pick up
If not specified otherwise, devices with a Rating use a dice sounds from a range of up to 500 meters away; requires an
rating (d4, d6, d8, d10, d12). Cost is calculated with the die. unobstructed line of sight.
For example, a (Rating x 1,000) device with a d6 Rating Weight: 1
would cost [d]6 x 1,000 => 6,000 Nuyen. Cost: 2,500

Tracking Signal
Vision Enhancers 4cm diameter disc with an adhesive bottom side; range in
the city approx. 5km; requires a Signal Locator to locate
Binoculars
Weight: -
50x magnification
Cost: 500
Weight: 1
Cost: 100
+Low Light Vision: +200
+Infravision: +250

-25-
Equipment
Signal Locator Fake SIN
Used to locate Tracking Signals; known Tracking Signals This fake System-Identification-Number contains a
are found automatically if they are in range. To find complete fake identity. It's stored on a standard pen-sized
Tracking Signals unknown to the user a Notice roll (+1) is SIN stick. The fake SIN rolls its rating against the SIN
required, a success tells the user if there are active scanner.
Tracking Signals in a 10m area, a raise gives the exact Cost: 1,000 x Rating
position.
Weight: 2 +Fake Licence
Cost: 2.400 Upgrades a fake SIN with a fake licence (firearms, special
equipment, Magic, Cyberdecks, security vehicles, etc.)
Voice Identifier Cost: +500 per licence
Analyses recordings of voices to determine if they have
been altered (by a Voice Modulator, for example). This Security Devices
requires a successful Knowledge (Electronics) (or Smarts (-
2)) roll. A raise restores the original voice. ID-Scanner
Weight: 5 Base system for access control, checks against a
Cost: 3,000 connected database (employee directory, criminal
database at police checkpoints, etc.); rolls to circumvent it
Counter-Surveillance have to beat it's toughness of 2 plus its halved rating.

Bug Scanner -SIN Scanner


Give a +1 bonus to Notice rolls when scanning for Micro- Weight: 2
Transceivers, Micro-Recorders, Micro-Camcorders, and Cost: 500 x Rating
Data Taps. A success indicates the presence of such a
device, a raise informs about the location. -Fingerprint
Weight: 1 Cost: 200 x Rating
Cost: 3,000
-Palm-print
Data Encryption System Cost: 300 x Rating
Encrypts data sent over data lines to combat Data Taps.
Mechanically this works like Scramble IC. -Retina
Weight: 6 Cost: 1,000 x Rating
Cost: 1,000 x IC Rating
-Maglock
Jammer Reader for magnetic access cards
Jams Radios and Phones within 10 meters. Cost: 100 x Rating
Weight: 5
Cost: 6,000 Restraints
Plastic straps (1-use), or metal
Voice Mask Weight: -
3cm disc with adhesive bottom side, to be attached to the Cost: 20 (Plastic, 10 pieces), 50 (Metal)
throat; disturbs the voice of the wearer to an unnatural, but
understandable pitch (can't imitate other voices) Squealers
Weight: - Wrist-/foot-mounted loudspeaker and locator, gives of
Cost: 4,000 warnings/alarms if the wearer leaves designated areas.
Weight: 0.5
White Noise Generator Cost: 100 (10 units)
Briefcase-sized device, creates electronic static and
random noises to block audio surveillance within 3 meters. Survival Gear
Weight: 1
Cost: 6,000 Chemsuit
Available as a poncho or full bodysuit. Grants the wearer
Maglock Passkey +4 armour against acid based attacks and protects against
PDA with connectors for a Maglock; grants the user a the ever-present acidic rain of the 2050's.
+1 bonus to Lockpicking rolls when trying to pick a Weight: 1
Maglock. Cost: 200 (Poncho) / 1,000 (Full bodysuit)
Weight: 1
Cost: 18,000 Respirator
Face-mask, covers nose and mouth; provides 6 hours of
breathable air from a bottle attached to the belt.
Weight: 5
Cost: 500

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Equipment
+Pressure Regulator Stabilization Unit
Allows a respirator to be used underwater A bulky tank that fits 1 person. Negates Bleeding Out and
Weight: +1 grants a +2 bonus to Incapacitated rolls. Usually is
Cost: +250 mounted in the back of an ambulance vehicle/helicopter.
Cost: 10,000
Survival Kit
Small bag with base survival equipment; grants the user a Stabilization Unit Deluxe
+2 bonus to Survival rolls. As stabilization unit, but grants a +4 bonus to
Weight: 2 Incapacitation rolls.
Cost: 100 Cost: 20,000

Ration Bars (10 days) DocWagon Contracs


Dry energy bars with essential nutrients. Not very tasty. DocWagon provides leading medical services all across the
Weight: 1 UCAS. They own and operate their own fleet of
Cost: 30 ambulances, both street vehicles and helicopters. Their
services are available in different grades. With their basic
Working Gear service DocWagon guarantees arrival within 10 minutes
within cities, but charges extra for rescue of a patient from
To use the Repair skill effectively a character needs the a hot zone and damages to personnel and material.
right tools. The following sets must be purchased for a DocWagon never crosses extraterritorial lines (so if you get
specific field of use (firearms, armour, electronics, shot up on Fuchi ground, you're out of luck).
vehicles/drones, etc.). Gold Service includes a free resuscitation per year, 50% off
of hot zone charges and 10% off of after-care cost.
Kit Platinum Service includes 4 free resuscitations per year, no
Portable tool kit extra cost for hot zones, and 50% off of after-care cost.
Weight: 5 Death grants for killed DocWagon employees still have to
Cost: 500 be paid.
Cost:
Shop 5,000 / year (Basic Service)
Equipment for a hobby/amateur basement workshop 25,000 / year (Gold Service)
Cost: 5,000 50,000 / year Platinum Service)

Facility Patches
Professional garage/shop Patches are palm-sized and come
Cost: 100,000 with a variety of substances. They get
activated by sticking them to skin.
Software Antidote Patch (Rating 1 - 3)
Grants the user +1 per Rating to Healing rolls when
Skill-Soft treating a poison. Antidote patches must be bought for a
Skill-softs are available for all skills except Spellcasting, specific poison.
Assensing, and Astral Combat. A Wildcard using a Skill-soft Cost: 50 x Rating
does not roll a Wild Die.
Cost: 20,000 (d4) / 40,000 (d6) / 60,000 (d8) Stim Patch (Rating 1 - 10)
Allows the user to ignore wound and fatigue modifiers for
Standard Utility [Rating] minutes. Afterwards they must roll Constitution.
Standard Utilities for Matrix users (see Matrix chapter). Failure results in 1 wound of non-lethal damage. Success
Cost: 100 x Rating results in -2 to all Trait rolls for 2d6 minutes. On a raise
there's no side-effects.
Hacking Utility Cost: 25 x Rating
Utilities for Deckers (see Matrix chapter).
Cost: 500 x Rating Tranq Patch
This patch contains strong tranquillisers. The patch makes
Biotech an opposed roll with it's rating against the target's Vigor. On
a failure nothing happens. On a success the target drops
Medkit unconscious for 3d6 minutes. On a raise the target is
Backpack-sized, includes medical supplies to provide knocked unconscious for 2d6 hours.
Medical Attention for up to 10 Healing rolls. Cost: 20 x Rating
Weight: 5
Cost: 200 Trauma Patch
A Trauma Patch is often the last chance for survival after a
Medkit Refill critical injury. It automatically negates Bleeding Out and
Weight: 3 grants +2 to Incapacitated rolls for 2d6 minutes.
Cost: 50 Cost: 500

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Equipment
Vehicles Motorcycles

Weapon Mounts: Some vehicle have the capability to Dodge Scoot


mount vehicle weapons on them. If a vehicle has Weapon Small and compact scooter
Mounts listed, that number is the maximum number of Acc/TS: 5/15, Toughness: 8 (2), Crew: 1, Cost: 3,000
Weapon Mounts that can be fitted into the vehicle. Weapon
Mounts have to be purchased extra (see vehicle options). Yamaha Rapier
Empty magazines of vehicle weapons have to be replaced Yamaha's best-selling sports bike
by hand. Weapon Mounts negate the -2 penalty for Acc/TS: 20/36, Toughness: 8 (2), Crew: 1+1, Cost: 6,500
Unstable Platform.
Harley Scorpion
Cars The advertisement campaign for this heavy chopper is
heavily targeted at orcs and trolls.
Mitsubishi Runabout Acc/TS: 15/32, Toughness: 8 (2), Crew: 1+1,
A small single seater, popular with commuters. Cost: 12,000, Weapon Mounts: 1
Acc/TS: 5/15, Toughness: 8 (2), Crew: 1, Cost: 8,000
Hovercraft
Chrysler-Nissan Jackrabbit
Cheap despite its racy look, the Jackrabbit's target Chrysler-Nissan G12a
audience is workers with a limited wallet. The workhorse of hovercrafts. The G12a can be configured
Acc/TS: 10/30, Toughness: 10 (3), Crew: 1+1, to haul up to 6 tonnes of freight, or transport up to
Cost: 10,000 30 passengers comfortably.
Acc/TS: 20/40, Toughness: 12 (3), Crew: 2+2 / 2+30
Ford Americar Cost: 25,500, Weapon Mounts: 2
The most sold car in the UCAS for more than 10 years. Or Notes: Hover
at least that's what Ford claims.
Acc/TS: 20/40, Toughness: 11 (3), Crew: 1+3, Motorboats
Cost: 14,000, Weapon Mounts: 1
Samuvani Criscraft Otter
Eurocar Westwind-2000 A popular boat for pleasure cruises or light freight hauling.
The top dog in sports cars of the 2050's. Acc/TS: 10/20, Toughness: 10 (2), Crew: 1+3,
Acc/TS: 30/60, Toughness: 10 (3), Crew: 1+1, Cost: 12,500, Weapon Mounts: 1
Cost: 85,000, Weapon Mounts: 1
Aztech Nightrunner
Small 2 seater with a dual engine; when used in battery
engine mode it's near soundless.
Acc/TS: 20/40, Toughness: 10 (2), Crew: 1+1,
Cost: 15,000, Weapon Mounts: 1

Aztech Nightrunner Battery Engine Mode


Acc/TS: 5/15

Sailboats
Sendanko Marlin
This long sailing yacht provides comfortable space for up to
10 passengers and crew. It is capable of sailing high seas.
Acc/TS: 2/10, Toughness: 13 (2), Crew: 1+9,
Toyota Elite Cost: 170,000, Weapon Mounts: 1
A status symbol for every Exec who can afford it.
Acc/TS: 20/40, Toughness: 12 (3), Crew: 1+3,
Cost: 100,000, Weapon Mounts: 2
Winged Planes
Notes: luxury features
Cessna C750
Twin prop aircraft, used either for freight (up to 5 tonnes),
Mitsubishi Nightsky
or passenger transportation (up to 5 passengers).
Stretch-limo with all extras you can think of.
Acc/TS: 20/50/1, Toughness: 12 (2), Crew: 1 / 1+5,
Acc/TS: 20/40, Toughness: 12 (3), Crew: 1+7,
Cost: 164,000, Weapon Mounts: 1
Cost: 120,000, Weapon Mounts: 2
Notes: luxury features
Lear-Cessna Platinum 1
Luxury Lear-jet with all amenities.
Acc/TS: 25/200/3, Toughness: 14 (2), Crew: 2+8,
Cost: 400,000, Weapon Mounts: 2
Notes: luxury features

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Equipment
Rotor Craft Ares Citymaster
The standard vehicle for crowd and riot control, used all
Federated Boeing Commuter over the UCAS. Armoured and usually equipped with a
VTOL-capable rotor craft, used mostly for passenger water cannon, and a machine cannon firing gel rounds. The
transportation. A modified version is used by DocWagon for back holds 10 city guards with their equipment. Also
airlifting injured clients. functions as a forward command post.
Acc/TS: 20/50/-1, Toughness: 11 (2), Crew: 2+8, Acc/TS: 15/30, Toughness: 16 (4), Crew: 2+10,
Cost: 320,000, Weapon Mounts: 1 Cost: 51,200, Weapon Mounts: 2
Notes: heavy armour
Hughes WK-2 Stallion
Widespread helicopter used as troop transport or light Chrysler-Nissan Patrol 1
attack helicopter. Small patrol vehicle, armoured and with a variety of
Acc/TS: 10/30/-1, Toughness: 11 (2) / 13 (4), possible weapons. Used by many police and security
Crew: 2+10 / 2, Cost: 320,000, Weapon Mounts: 2 / 4 services.
Acc/TS: 10/40, Toughness: 10 (4), Crew: 1+3,
Ares Dragon Cost: 22.700, Weapon Mounts: 1
Twin-rotor-helicopter, used for a variety of purposes, from Notes: Four Wheel Drive
passenger/troop transportation over freight hauling to light
attack craft. Northrup PRC 42B Wasp
Acc/TS: 20/50/-1, Toughness: 12 (2), Crew: 2+24, Armoured police helicopter for reconnaissance and
Cost: 495,000, Weapon Mounts: 2 surveillance operations.
Acc/TS: 20/60/0, Toughness: 16 (4), Crew: 2,
Hughes Airstar Cost: 106,000
High class passenger transport, the Airstar is often called Notes: heavy armour
the flying equivalent of the Mitsubishi Nightsky.
Acc/TS: 20/60/-1, Toughness: 11 (2), Crew: 2+8, Northrup PRC 42B Yellowjacket
Cost: 580,000, Weapon Mounts: 2 Armed version of the Wasp.
Notes: luxury features Acc/TS: 20/60/0, Toughness: 16 (4), Crew: 2,
Cost: 135,000, Weapon Mounts: 2
Military Craft Notes: heavy armour

EFA Variant Vector Thrust


This euro fighter jet is used around the world by
governments and corporations in countless configurations. Federated Boeing Eagle
Acc/TS: 50/700/4, Toughness: 16 (4), Crew: 1, Cost: n/a, Vector-thrust-propelled fighter jet, usually only used by the
Weapon Mounts: 5 (1 machine cannon, 4 rockets) military, but AAA corporations also have access to it.
Acc/TS: 50/650/4, Toughness: 18 (6), Crew: 5, Cost: n/a,
Thunderbirds Weapon Mounts: 8
Notes: heavy armour
GMC Banshee
Military Thunderbird, often used as a fast scout Drones
Acc/TS: 30/360, Toughness: 77 (60), Crew: 5,
Cost: 2.350,000, Weapon Mounts: 5 Surveillance Drone
Notes: hover, heavy armour Cost: 2,000
Notes: Rigger Adapter
Security Vehicles
Reconnaissance Drone
GMC Beachcraft Patroller Cost: 1,700
Armoured and armed hovercraft, used by many coastguard Notes: Rigger Adapter
and security services.
Acc/TS: 20/40, Toughness: 14 (4), Crew: 2+6, Hunter Drone
Cost: 63,000, Weapon Mounts: 2 Cost: 2,500, Weapon Mounts: 1
Notes: hover Notes: Rigger Adapter

GMC Riverine Attack Drone


Thruster-propelled patrol boat, armed and lightly armoured Cost: 4,000, Weapon Mounts: 1
Acc/TS: 20/40, Toughness: 15 (3), Crew: 2+3, Notes: Rigger Adapter
Cost: 90,000, Weapon Mounts: 4

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Equipment
Vehicle Options
Remote Control Adapter
Modifies the vehicle so it can be remote controlled with a
Remote Control Deck. Required for a Rigger Adapter.
Cost: 2,500

Rigger Adapter
Adapts the vehicle so a Rigger can directly control it with
their Vehicle Control Rig, either by directly plugging into the
vehicle, or by using a Remote Control Deck.
Cost: 2,800

Weapon Mount
Mount for a vehicle weapon (on vehicles; for weapons
avaiable for drones, see the Drones chapter). Weapon
mounts are concealable. When closed a successful Notice
roll (-2) is required to spot the Weapon Mount. Mounted
weapons are rotatable. Weapon Mounts negate the -2
penalty for Unstable Platform.
Cost: 2,000

Remote Control Deck


The required tool to remote control drones and vehicles, or
jump into one and control it directly; range of approx. 5km
1 vehicle or drone can be controlled at the same time per
port installed in the Remote Control Deck.
Cost: 1,000 x Ports

Foci (Equipment)
Specific Power Focus
Cost: 7,500 x Rating

Specific Ally Focus


Cost: 10,000 x Rating

Power Focus
Cost: 25,000 x Rating

Sustaining Focus
Cost: 2,000 x Rating

Weapon Focus
Cost: 10,000 x Rating

-30-
Appendix
Thank You
(Some of the listed entries are no longer relevant in the conversion, but everyone
listed contributed at one point or another to this work and has my heartfelt thanks)

Rinas, Wrath of Zombie, MEMANIA (Website not available at the moment), Triple Ace Games, Aki, Jeordam, Vasant,
Tobias S., Richard W., Tsu, and of course all of my playtesters!

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