Quick Start - Shadowrun.pdf
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Some shadowrunners say that the scariest words in the English language are “Trust me.”
I don’t buy it. Any runner worth the name doesn’t have enough trust left in him to meet his
grandmother for breakfast without legwork and backup. No—by my reckoning, the scariest
words around are “It’ll be easy.”
That’s what Frankie said just after his call interrupted me at a little club in Redmond, right
in the middle of the irst poker game in weeks where I actually had a chance to come out ahead.
“Can’t this wait, Frankie?” I asked, staring glumly through his translucent AR image at my ace-
high two pair and cutting hurried glances over the cards at the three suspicious slots across the
table. We hadn’t been working with Frankie long, but he’d set us up with some decent jobs so
it wasn’t smart to blow him off.
“You tell me,” the ork said cheerfully in his vaguely Noo Yawk accent. “You want the job or
not? You guys ain’t exactly been lush lately—”
“Yeah, yeah.” I sighed. He was right. Me, I wasn’t quite wondering if I was going to have to
start selling cyberware pieces to make rent, but—
“Don’t worry,” Frankie soothed. “It’ll be easy. In and out. But ya gotta make up yer mind
now—the job’s tonight and if you don’t wanna meet with Johnson I gotta ind somebody else.”
The two pair beckoned me, and the bozos were making noises across the table. I held up a
placating hand and sighed again. I noticed I’d been sighing a lot these days. “Okay, Frankie,
okay. Send me the details and give me half an hour to get everybody together.”
Frankie’s tusks rose in a grin as he signed off. I looked at the cards again. Surely I had time
to inish out the hand. “Okay, see and raise ifty,” I said, tossing chips in the middle.
“Call,” said one of the yahoos. With a smile that showed three kinds of teeth—bad, tobacco-
stained, and missing—he dropped a full house on the table.
It was going to be one of those nights.
the roleplaying game of man•magic•machine
the ShadowS
including the
Food Fight 4.0
encounter (p. 15), once … it won’t
take long. hen jump right into playing
Food Fight 4.0
, which
will have you practicing what you’ve just read, making the rules
all the easier to understand and use.
Additional helpful information can be found along the sides
of each page, pointing out useful tips and tricks for both players
and gamemasters, as well as providing numerous examples—
using the pre-generated characters found in these quick-start
rules (see
Characters
, below)—of how the rules actually work
in game play.
For ease of reference, the irst appearance of any important
term is bolded; such words will be used oten through out the
rules and game play.
have evolved!
he year is 2072. he world is not only Awakened—it’s wired.
Cyber- and bioware implants make your meat body better-than-
lesh, while the wireless Matrix enhances your perceptions with
hyper-real senses. Deals are made in steel and lead more oten than
gold or nuyen; success and failure live only a razor’s edge apart.
Creatures of myth and legend walk the streets, while the arcane
skills of spellslingers are in high demand. Above it all, monolithic
megacorps bleed the world dry, sabotaging each other in covert
cutthroat competition as they go to war over the bottom line.
You’re a shadowrunner, a street operative, scratching out
a living on the mean sprawl streets. You may be human, elf,
dwarf, ork or troll. From lethal street samurai to well-con-
nected info brokers, spell-slinging mages to code-cracking
hackers; no matter what, you’re a professional—corporate
pawn or “deniable asset”—you get the job done.
—
Shadowrun
dice
Shadowrun
uses a number of six-sided dice to resolve
actions—normally through Tests (p. 4). A typical player, even
in these quick-start rules, may use up to a dozen dice at any one
time, so having plenty on hand is a good idea.
For ease of reference, once players have read the rules, we’ve
included a dice icon next to any rules that requires a dice roll.
Any movement, action,
or series of such made in
carrying out plans which
are illegal or quasilegal;
crime for hire.
what’S a
roleplaying game?
Roleplaying games require one or more players and a game-
master. he players control the main characters of the story. he
gamemaster (GM) directs the action of the story and controls
the opposition (known as non-player characters, or NPCs), the
props, the setting, and everything else the player characters may
encounter. Players and gamemasters must work together to build
an intense and interesting adventure. As a player, you control a
player character (PC)—a shadowrunner. All of the character’s
statistics and information are noted on your Character Record
Sheet. During the course of the game, the gamemaster will
describe events or situations to you. As you roleplay through
some situations, the gamemaster will probably ask you to roll
some dice, and the resulting numbers will determine the success
or failure of your character’s attempted action. he gamemaster
uses the rules of the game to interpret the dice rolls and the out-
come of your character’s action.
In
Shadowrun
, you roleplay within the dystopian near-future
world of 2072, where your every action can earn you the street
cred to turn you into a living legend…or leave you forgotten in
a back alley.
Quick-Start ruleS
We have speciically designed these quick-start rules (QSR)
to drop you straight into the hyper-dangerous, shadowy streets
of 2072 in minutes! Read through these quick-start rules,
characterS
A character in
Shadowrun
is much like a character in a novel
or ilm, except the player controls her actions. Composed of a
collection of attributes and skills, a character has the personality
the player injects into it.
character record Sheet
Character Record Sheets
note the game statistics (num-
bers and information) that allow
the personality that a player has
interjected into his character to
interact within the framework
of
Shadowrun
’s game system.
In other words, as you move,
interact with people and ight,
all the information you need to
know for those actions is tracked
on the Character Record Sheet.
he Character Record Sheet also
tracks damage done to your char-
acter during combat.
For these quick-start rules,
pre-generated Character Record
Sheets (in the middle of this
booklet) have been provided,
with all their game statistics
already noted, so players can
c
—
Sample character exampleS
What to look for ...
haracter
record SheetS
These pages record
important information
about your character—
sample characters with
complete sheets are in
the middle of this booklet
for ease of removal and
cutting up for use!
Throughout the QSR, we have placed special exam-
ples that refer to one of the four sample characters
found in the middle of
this booklet.
These examples will
give you an idea as
to how to use certain
abilities a character
possesses during game
play. They also help to
explain exactly how var-
ious rules work during
actual game play.
immediately jump into the action. he front of the Character
Record Sheet includes an illustration and short description,
while the back contains all the game statistics.
As players read through the various rules, they may ind that
glancing at one of the pre-generated Character Record Sheets
ater reading a particular section will enable them to better
understand how a given rule—such as attributes, skills and so
on—works.
metatype
Characters may be of one of the ive subgroups of Homo
sapiens: human, elf, dwarf, ork, and troll. Non-humans are
known as metahumans, while the ive subgroups as a whole
(including humans) are known as metahumanity. In the 2072s,
humans are still the most numerous metatype.
attriButeS
Attributes represent a character’s inherent abilities. In these
quick-start rules, each character possesses nine or ten attributes:
four Physical, four Mental, and up to two Special. All characters
have four Physical and four Mental attributes. he number of
Special attributes will vary.
Only magically-active characters (such as the Combat Mage)
have Magic, the measure of the ability to use magic and of
the body’s attunement to mana (the magic energy) that lows
through our physical plane (see
he Awakened World
, p. 10).
—
attriButeS
augmented
attriBute ratingS
he standard range of natural human attributes is on a scale
of 1 to 6, with 3 being average. Physical and Mental attributes
have a maximum natural rating of 6 plus or minus metatype
modiiers—some metatypes can have ratings higher than 6 in
some attributes. Augmented ratings (cyberware and magic) are
listed in parentheses ater the natural rating, such as: 4 (6).
—
In the
Quick Start Rules
, all
modiiers from implants or
magic are pre-calculated
into your characer’s record
sheet—just take the
Initiative score and run
with it!
metatypeS
humans: Standard model!
elves: Tall, slender,
with low-light vision.
dwarfs: Short & stout
with thermographic vision.
orks: Tall like an Elf but
much stockier,
also with low-light vision.
trolls: 2.5 meters tall and
300 kilograms,
with thermographic vision
—
condition monitorS
condition monitorS
he Condition Monitor consists of two tracks. he Physical
Damage Track displays wound damage and indicates when the
character dies. he Stun Damage Track shows fatigue and stun
damage and indicates when a character falls unconscious. (See
Resolving Damage
, p. 8, for more information.)
Condition monitors on the
character record sheets are
also pre-calculated for you!
—
QualitieS
—
QualitieS
Most shadowrunners have certain special qualities—that’s
why they’re not the poor sod behind the counter at a Stufer
Shack. he pre-generated Character Record Sheets in these
quick-start rules list some qualities. While there are no associ-
ated game mechanics for them in these rules, they are included
because their very names will allow players to instantly get a feel
for the unique lavor of a given character.
SkillS
Whereas attributes represent an individual’s inherent capaci-
ties, skills are abilities an individual learns over time. Each skill
represents the training and methods a character has picked up
that enable her to use her natural attributes in a certain way.
To relect this connection, each skill is linked to an attribute.
Skills are grouped into three categories: Active, Knowledge
and Language. However, Knowledge and Language skills only
appear on the Character Record Sheets to provide additional
lavor. For these quick-start rules and
Food Fight 4.0
, only Active
Skills are used.
Until you move to
Shadowrun, Twentieth
Anniversary Edition,
take
Qualities as guidelines
as to how the character
should be portrayed. If you
don’t like them, ignore
them—when you get to
build your own character,
you’ll be able to choose
them yourself.
attriButeS
phySical attriButeS
Agility represents ine motor control—manual dexterity,
lexibility, balance, and coordination.
he Body attribute determines a character’s resistance to
outside forces: the character’s cardiovascular itness, immune
system, how well she heals, and her muscle and bone structure.
A character’s Reaction is her physical relexes.
Strength denotes what a character’s muscles can do, includ-
ing things such as raw liting power and running speed.
All of a chracter’s attributes
are listed on their Character
Record Sheet. Sometimes
you will see an attribute
that has two numbers, like
this: 4 (6)—use the number
in parenthesis (in this case,
the six) for any dice roll
using the Quick Start Rules.
The numbers in parenthesis
represents attributes
modiied due to cyberware,
magic, etc.
—
contactS
mental attriButeS
More than just looks, Charisma represents a character’s personal
aura, self-image, ego, willingness to ind out what people want, and
ability to recognize what she can and can’t get out of people.
Intuition covers “mental alertness”—the ability to take in
and process information, to read a crowd, to assess a situation
for danger or opportunity.
Logic represents memorizing ability and raw brainpower.
Willpower keeps a character going when she wants to give
up, or enables her to control her habits and emotions.
The Character Record
Sheets list a few contacts
for each Player Character.
These are people that the
character can call on for
help—intel, equipment,
backup, or just a
shoulder to cry on.
active SkillS
Active skills are the skills characters use to take action.
hese skills are the ones that usually matter the most to shad-
owrunners—iring a gun, negotiating a new contract, driving a
hovercrat, and so on.
—
Special attriButeS
A derived attribute, Initiative is the sum of Reaction and
Intuition, plus any additional dice from implanted or magi-
cal relex enhancers. As it implies, Initiative is used to make
Initiative Tests (see
Tests
, p. 4), which determines the character’s
Initiative Score for a Combat Turn.
initiative
Reaction +
Intuition +
Implant & Magic modiiers +/-
= initiative
Skill ratingS
Skill ratings are the numerical values assigned to skills and are
written as the name of the skill, followed by the rating. For exam-
—
—
target numBer (tn)
ple, Iniltration 3 means the character has the Iniltration Skill at
a rating of 3. he skill rating is added to the linked attribute to
determine the number of dice rolled when that skill is used. For
example, if the character with Iniltration 3 also had Intuition 4
she would roll 7 dice when making an Iniltration Test.
In these quick-start rules, the pre-generated Character
Record sheets already note the total dice pool of a skill (see
Dice
Pools
, below)
uSing SkillS
As an adventure unfolds, players are going to use their charac-
ters’ skills and attributes to get things done. Gamemasters must rely
on their own judgment to decide which skills are needed, deter-
mine the situation modiiers, and interpret what it all means.
defaulting
If the character lacks the appropriate skill for the test, she
can still attempt the action, but will ind it harder to succeed.
Improvising in this manner is called defaulting. Characters
who default use only the linked attribute in their dice pool.
Additionally, they sufer a –1 dice pool modiier.
target numBer and hitS
When you roll the dice in
Shadowrun
, you do not add them
together. Instead, you compare
each individual die to the standard
target number of 5. This target
number never changes. Instead,
as noted above, all modifiers—
whether positive or negative—are
applied to the dice pool (the num-
ber of dice rolled).
Each die that is equal to or
greater than 5 (a 5 or 6) is con-
sidered a hit. The more hits, the
better the result. Players should
count the number of hits they
score on each test and tell the
gamemaster. Note that scoring
one or more hits does not neces-
sarily equal success—it is possible
to score hits but still fail a test,
if you don’t score enough (see
Thresholds
, p. 5).
Skill exampleS
Here’s some examples
of Skill and Attribute
combinations:
• Firing a gun:
firearms + agility
• Smack someone upside the
head with a baseball bat:
clubs + agility
• Reading a hastily scrawled
note in Japanese:
Japanese + intuition
• Attempting to negotiate a
better deal for a job:
negotiation + charisma
• Casting a spell to heal an
ally’s wounds:
Your target number is
always 5. If you roll a
5 or a 6, that is a hit.
Sample character example
The Hacker: Success Test
The Hacker is try-
ing to bypass an old
maglock on a security
door. The Hacker has
a Hardware skill rating
of 4. The linked Logic
skill of 4 will provide
a dice pool of 8. Now
the gamemaster looks
on the
Gamemaster’s
Screen
and doesn’t see a modifier that applies in
this case. Thinking on the ly (a very useful skill for a
gamemaster), he determines that since the maglock
is old, he applies a +2 dice pool modiier. This pro-
vides a inal dice pool for the Hacker to make his
Success Test of 10 dice:
4 (Logic attribute rating)
+ 4 (Hardware skill rating)
+ 2 (modiier for old maglock)
= 10
However, if the Hacker didn’t have the Hardware
skill, he would have to default to the linked attri-
bute of Logic. This means that his dice pool for
making the test would only be 5:
4 (Logic attribute rating)
+ 2 (modiier for old maglock)
– 1 (defaulting modiier)
= 5
teStS
Shadowrun
is illed with adventure, danger, and risk, and
characters usually end up in the middle of it all. You determine
what your character does in a situation and how well she does it
by making a test—rolling dice and determining the outcome by
how well or poorly you rolled.
here are many situations in which the gamemaster will ask
you to make a test to determine how well you perform, be it
bypassing an alarm system, shooting an assassin, or persuading
a security guard that your presence in the corporate facility is
legitimate. Normal, everyday actions should not require a test.
dice poolS
When a gamemaster calls for a test, he will provide the player
with a description of the task at hand and which skill is most
appropriate for the test.
When a player makes a test, she rolls a number of dice equal
to her dice pool. he dice pool is the sum of the relevant skill
plus its linked attribute. For these quick-start rules, on the pre-
generated Character Record Sheets, the number in brackets
following each skill is the total dice pool; i.e. the sum of the skill
rating and the linked attribute value
To this dice pool, based upon circumstances—the character is
injured, ighting at night without proper vision equipment, the
attempted task is extremely diicult, and so on—the gamemas-
ter will then assign additional plus or minus modiiers (bonus or
penalty dice) to determine the inal dice pool.
he Gamemaster’s
Screen
(p. 19) contains several tables that a gamemaster can use
during the adventure to determine which modiiers may apply
in a given situation. If the players ind themselves in a situa-
tion not covered by any of the modiiers on the table, and yet
the gamemaster feels that additional modiiers are needed, the
gamemaster can also use those tables as guidelines to quickly
create appropriate modiiers.
he player then rolls a number of dice equal to the dice pool.
Spellcasting + magic
—
dice pool
Skill +
Attribute +/–
modiiers =
dice pool
glitcheS
If half or more of the dice rolled
come up as 1s, then a glitch results.
A glitch is an error, fumble, or ran-
dom luke that causes the action to
go wrong. It’s possible to both suc-
ceed in a task and get a glitch at the
same time. For example, a character
who rolls a glitch when jumping
over something may knock the item
over, or land on a nail she didn’t see
on the far side.
If a character rolls a glitch and scores zero hits, then she has
made a critical glitch. Critical glitches are far worse than regu-
lar glitches—they may cause serious injury or even threaten the
character’s life.
—
—
nature of glitcheS
gamemaSter’S
Screen
The Gamemaster’s Screen
on the inside back cover
will be handy for players,
too—you should print out
extra copies or photocopy
it, so you have a couple
extra at the table!
The exact nature of
the glitch is up to the
gamemaster, though we
recommend something
dramatic or entertaining,
but not disastrous,
especially if your group is
new to
Shadowrun!
4
—
different typeS of teStS
here are two types of tests: Success Tests and Opposed Tests.
oppoSed teStS
An Opposed Test occurs when two characters are in direct
conlict with one another. In this case, the chance of success is
based more on the opponent than the situation. When making
an Opposed Test, both characters
roll their dice pools and compare the
number of hits. he character gen-
erating the greater number of hits
achieves her goal.
In the event of a tie, the action
is typically a stalemate, and the
characters have to choose between
continuing with another test or
withdrawing. If the gamemaster
needs a result on a tie, then rule in
favor of the defending character.
SucceSS teStS
in a nutShell
Roll your dice pool—every 5
and 6 you get is a hit. The
more hits, the better! Tell
your GM how many hits
you got, and your GM will
tell you the results of your
character’s actions.
SucceSS teStS
A Success Test is the standard test to see if a character can
accomplish a given task, and how well. Use Success Tests when the
character is exercising a skill or ability for immediate efect and is not
directly opposed by another person or force. To make a Success Test,
the character rolls her dice pool and counts the number of hits.
Sample character example
The Bounty Hunter: Opposed Test
—
The Bounty Hunter is holding a door shut while a
security guard tries to push it open. This test has
no appropriate skill, so the gamemaster calls for a
Strength + Body Opposed Test. The Bounty Hunter
rolls sixteen dice [8 (Strength attribute rating) + 8
(Body attribute rating) = 16] and gets a 1, 1, 2, 2, 2, 3,
3, 4, 4, 4, 5, 5, 5, 6, 6, 6—six hits! The guard rolls nine
dice [5 (Strength attribute rating) + 4 (Body attribute
rating) = 9) and gets 1,
2, 3, 3, 3, 4, 5, 5, 6—only
3 hits; a net success of
3 hits for the Bounty
Hunter. Being a troll
has its advantages as
the Bounty Hunter eas-
ily holds the door shut
while his team escapes.
telling playerS
aBout threSholdS
thresholds
Hits represent a measure of achievement on a test. In order to
succeed completely on a Success Test, you must meet or exceed a
gamemaster-determined threshold with your hits. he higher the
threshold, the more diicult the action. he average threshold is 2
(so 2 hits is necessary to succeed), though other tests may have a
threshold as high as 4. If the threshold is larger than the character’s
dice pool, then there is simply no way the character can succeed.
he Diiculty Table on the Gamemaster’s Screen (p. 19)
provides an easy-to-use formula to determine thresholds, based
upon the diiculty of the task.
The GM doesn’t need to tell
players what the Threshold
for any given test is, so
players may roll the dice
even if they have no chance
of succeeding.
Life is tough in the Sixth
World.
opposed test modiiers
Situational modiiers that afect
both sides of an Opposed Test in
an equal fashion are applied to both
dice pools. Situational modiiers that
give an advantage to one character in
an Opposed Test over another are
only applied to the one initiating the
action. hresholds are never applied
to Opposed Tests.
notation
It may prove useful for the player
involved in a test, as well as the
Gamemaster, to write out the require-
ments of a Success Test. People usually
remember something better when they
write it down. Taking the time to write
tests out at the beginning will have play-
ers determining the requirements of such
tests in no time.
Additionally, published adventures
may include pre-determined Success
Tests for a given situation, so know-
ing how to read the information is
important.
he standard notation for a Success
Test uses the skill called for by the test
plus the skill’s linked attribute, followed
by the number indicating the threshold
in parentheses. For example, the Success
Test for using the Hardware skill with
a threshold of 2 would be written as:
“Hardware + Logic (2) Test.” Note that
additional modifiers the gamemaster
may apply are not included in this stan-
dard notation as they can change from
situation to situation.
If no threshold is listed, then the
threshold for the test is 1.
Sample character example
The Hacker: Rolling the Dice
In the Hacker attempting to bypass the Maglock
example from the previous page, the Hacker has
a dice pool of 10. Even though the gamemaster
already applied a modiier to the dice pool for the
age of the Maglock, after looking at the Dificulty
Table (p. 19), he determines that it’s an Average
task and so only assigns a Threshold of 2.
The player rolls his 10 dice for a result of 1, 1, 1, 1,
2, 3, 4, 4, 5 and 6. He’s got 2 hits so he’s opened the
door! However, the player breaths a sigh of relief,
because if he’d rolled just one more 1, he’d still have
succeeded in opening the door, but he would’ve got-
ten a glitch in the process because half of his dice
would’ve been 1s (and
knowing the game-
master, it would’ve
been real good, like
the old maglock short-
circuiting as it was
bypassed, giving the
Hacker an electrical jolt
of Stun Damage).
opposed test vs. a group
Some situations may call for a character to act against an
entire group of opposing characters, such as a runner trying to
sneak past a group of guards. In this event, only roll once for
the entire opposing group, using the highest dice pool available
to the group, but add +1 die for each additional person in the
group (to a maximum +5 modiier).
opposed test notation
When an Opposed Test is called for, write it out (as with the
Success Test, it will make it easier to understand and train you
how to quickly determine such tests for future games) using the
skill + attribute for each side of the test: “Athletics + Strength
Opposed Test.” Many Opposed Tests, however, call for two
diferent skills to be used against each other. For example, if a
character is trying to sneak past a guard, the gamemaster would
call for an “Opposed Test between the character’s Iniltration +
Agility and the guard’s Perception + Intuition.”
If the Opposed Test is between attributes, use the attribute in
place of the skill: “Agility + Body Opposed Test.”
5
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