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Traits:

SINer (Dt) 3pts

This trait gives the character a SIN at B3. This means that they are a person in the eyes of the law. Most of the time anyone who was born normally will have this.

Fake SINer (Dt) 5pts

This is the same as the SINer trait above, but the SIN is fake. Somehow this person got into the system without national or corporate backing. Good for them!

Uneducated (Dt, Char) 2pts

This trait raises your Aptitude by one for raising Academic skills.

Uncouth (Dt, Char) 2pts

This trait raises your Aptitude by one for raising Social skills.

Trust Fund (C-O) 2pts

Rich Kids always have things break their way in life, gives the character +1D to their lifestyle for free!

Flashbacks (Dt) 2pts

The character has seen a few things, and they all come back to haunt him from time to time. Add the Hesitation option "Thousand Yard Stare" and decrease Hesitation by 1.

Erased (Dt) 6pts

The character has been Erased. They remove all SINer qualities they have, and any trait that would increase their SIN.

Mentor Spirit (Dt) 6pts

The character has a Mentor Spirit who aids them and acts as a protector. The Mentor Spirit grants them a 1D affiliation with the spirit world, plus each mentor spirit gives the character an instinct based on their mentor, as well as getting a +1d based on the mentor.

Bear

Instinct: Fight to the death to protect those in your care

Bonus: +1d to all tests involving healing

Dragon Slayer

Instinct: Never back down

Bonus: +1d to all tests involving combat magic

Cat

Instinct: Always play with your opponent

Bonus: +1d to Stealth

Dog

Instinct: Loyalty before all else

Bonus: +1d to Tracking

Eagle

Instinct: Protect nature at all costs

Bonus: +1d to Observation

Watched (Dt) 1pt

The mage has been watched almost constantly since school. There is a special flag on their SINs noting their Awakened Nature - this always counts as having Licensed goods when using their original SIN.

Graduate (Dt) 4pts

The Graduate has received a graduate degree from a major univeristy. They get a +1D Affiliation with a professional academic institution.

PhD (Dt) 4pts

The PhD student has successfully gotten themselves a PhD they may now claim that as a credential and will be recognized by people within the literature of their organization. They get a 1D Reputation in their field as an expert.

Cranial Bomb (Dt) 3pts

The character has managed to get a Cranial Bomb installed. You get a free relationship (Hateful most likely - and they are likely Significant) with that person - and they can, at will, deal you a Mortal Wound (at whatever your mortal wound is at, armour doesn't affect this). Stay on their good side.

Rank (Dt) Lifepath

You have a rank inside a military. You're not just an NCO - but an actual officer with actual rank. This grants you a 1D affiliation with your old army unit. But it also means that you have at least a weak SIN.

Secret Society (Dt) 4pts

Your character has joined a secret society. One of the many scattered throughout the Sixth World. Likely it's something like the Shasta Shamans, the Aleph Society, or the Children of the Dragon. This gives you a +1D affiliation with such a group. This is likely the best way to get a Trainer for Initiation, or a Technomancer for backup.

Matrix Jockey (Char) 1pt

Code Slinger (Dt) 4pt

The character gets +1D to a single Matrix action (of their choice, chosen when they take this trait).

Burnout (Dt) 3pts

The character has been burned by drugs, dumpshock, or chips. There is a Matrix action where they get a +1 Ob.

Overwatch (Char)

Adrenaline Boost (Dt) 4pts

You are tuned to the streets, and quite probably more than a little supernatural, metahuman, or augmented. You can, once per session, roll an Avoid as well as the action that was scripted (remember that Avoid affects all actions in a volley).

The character has sworn an oath to an organization, and actually believes it. The character may add an additional belief related to that organization.

Skills:

Automatics Pistols Longarms

Each of these is a separate guns skill, used primarily in the combat systems.

Industrial Mechanic

This is the primary skill used for building things. Mostly, for buildings, and other things.

Obstacles:

Tools: Yes

Negotiation

Negotiation is the skill of getting the deal. It's different than haggling in that it's over work. The art of negotiation is all about making sure you're going to get the best deal you can. This is usually an opposed test against Mr Johnson, and rarely rolled against a static obstacle.

Fashion Sense

Fashion Sense is the skill of having impeccible fashion sense. This cannot ever be underestimated, because it's this that makes the character be able enter the latest nightclub, have Mr. Johnson take them seriously, or make sure they don't look out of place walking through downtown or the barrens. The most common use of this skill is using Linked Tests for Negotiation, Etiquette, or Stealth.

Obstacles:

Tools: Yes

Hacking

The primary use of this skill is adding additional MARKs to a device. Matrix Authorization Recognition Keys are needed for several different actions using the Computer skill. Hacking is also used as part of the Hacking additions to the Fight subsystem.

Obstacles:

-MARK host: Host Rating

-Enter MARKed host: Host Rating - MARKs

-MARK object: Object Rating or Firewall of attached device

Tools: Yes (Cyberdeck)

Computer

The primary skill for most things to do with a computer. This skill is basically used for all of the day to day tasks of being a part of the wireless world.

Obstacles:

Tools: Yes (Commlink)

Software

Hardware

Repair

Electronic Warfare

Cybercombat

Chemistry

Mathematics

Motorcycle

Mechanic

Gunnery

Car

Aircraft

Boat

Walker

Cybertechnology

Psychology

Sociology

Anthropology

Criminology

Politics

Profiling

Archaeology

The SINer Attribute:

The SINer attribute starts a B0 for all characters. Raise this to B5 for the SINer trait, and add +1 for each of: In the System, Records on File, Corporate Member, Marked by a Corporation, In The System, Rank, Criminal, In the System. If it ever hits B10 the character has been tracked, and they need a new identity - or to go dark. Typically this means that the character will need to leave the city - and become a Relationship for the rest of the characters (give advice, and so on).

A character can purchase a SIN using resources. The Resources value is the rating of the SIN x5 (so a B3 SIN is 15 Resource Points).

Whenever a character comes into contact with the Authorities - they can force a SIN test, difficulty depends on the group that is testing them:

Ob1: Buying some NERPS at the Stuffer Shack

Ob2: Getting past the bouncer at some drekky club downtown, going for a walk through the streets

Ob3: A routine police stop

Ob4: Getting into the latest Nova Hot club

Ob5: Buying or selling weapons (legally)

Ob6: A high security corporate area

+1 Ob - Suspicious behaviour

+1 Ob - Gear that requires a license

+1 Ob - Unusual time of day

+2 Ob - Gear that is forbidden, even with a license

If it's an important moment - have the Authority (Mr Johnson, Knight Errant, or the angry clerk at the Soybucks) roll their Computers skill against the runner's SIN.

Just because a player fails a SIN test, don't immediately send in cops, just make their life more complicated. If a SIN ever fails a roll, make sure to do the roll with at least one other SIN (see if they can be linked). Also, make sure that regular people coming into contact with polite society is harrowing for them. Runners are outcasts and criminals, interacting with the civilized should get them regularely arrested.

Gifted:

The Gift is slightly different in Shadowrun than in raw Burning Wheel. A Gifted or Adept character starts with a Magic Rating of B3 automatically. A character cannot get more successes on a test for using a magical skill than their magic rating. Sorcerers continue to suffer from The Sickness, which is resisted with their Magic Rating. They also spend their Magic Rating to sustain spells, which limits their maximum spell successes.

Their Magic Rating is Increased based on the following questions:

Add a +1D to your magic rating for each Yes.

All characters, whether magical or not have an Essence rating which also begins at 6. A character's Essence rating can be brought down by the use of Cyberwear. If the character's Essence rating ever drops a full point, their Magic Rating also drops a point. This means that most Gifted or Adept characters will rarely ever have any Cyberwear.

Characters with a Magic Rating can Initiate. Everyone with a magic rating has an Initiation score, they start untrained. It has an aptitude as if it was rooted out of their Perception. When it opens however, it always opens at B1. A character cannot raise their Initiation by rolling it, instead, they MUST practice or be instructed in Initiation in order to raise this stat. Their maximum Magic Rating is equal to their Essence + Intitation - once their Initiation has gone up, they can raise their magic rating. Their magic rating can have tests marked against it, but it can't mark the final test to be raised until their Initiation has gone up.

Gifted characters can be Adepts, but they cannot be Technomancers.

Technmancers:

Technomancers are exactly like the Gifted - using Compiling/Decompiling instead of Spirit Binding or Summoning, and Software like Sorcerery. Where the Gifted use Magic Rating, Technomancers use Ressonance. Where the Gifted use Initiation, Technomancers use Submergence.

Technomancers determine their starting Ressonance, with B3 and the following questions:

Adept:

An Adept is a form of being Gifted, except the character is the peak of human achievement, rather than a sorcerer. An Adept can also be Gifted, but they cannot be a Technomancer. Adepts Initiate in the same way the Gifted do - and the Initiation and Magic Rating are shared between the two mechanics.

An Adept gets a number of points equal to their Magic Rating. They can spend these points for the following (one point each, and they can all be purchased more than once):

1) Pick a Craftsman, Martial, Military, Musical, Physical, or Social skill. You may FoRK your Magic Rating into that skill. You may also spend a Fate point to roll your Magic Rating and add a number of points to that skill equal to the successes (though can no longer FoRK Magic). (Flash Iron is trying to disguise himself to go to the meet with Mr Johnson. He has the Disguise skill at B5 and a Magic ratiing of B6, and decides to spend a Fate point to get more. He rolls his B6 magic and gets 3 success. He now has B8 Disguise, far better for making sure Mr Johnson doesn't find anything out).

2) You may pick three Craftsman, Martial, Military, Musical, Physical, or Social skills. These skills are now natural magic and are open ended.

3) You may add +2D armour. It pays to not get shot. If you are not wearing armour, the armour is the same shade as your Magic Rating.

4) You may increase your Reflexes. Before each volley roll 1D (same shade as Magic Rating) and add the successes to your Reflexes for that volley. You may not take this more than three times - for a total of 3D.

5) You gain the Second Sight trait and your hands count as a Spirit Weapon.

Resources:

Unlike in generic Burning Wheel - characters always use their Resources points to make important purchases. There is no Resources score since tracking fiddly point numbers is an important theme of Shadowrun. Characters however, must still use Haggling, Investiation, Negotiation, or any other skill to find the things they are looking for. All items will have a cast. The GM should set a maximum cost for purchasing at character creation.

Players can pick up additional resource points during sessions, typically from selling things (for 1/10th their resource value per hit on a Negotiation test, round down to the nearest point), day to day purchases however should be handled by Lifestyles.

Lifestyles cost 15r per die, and are almost always Black shade. An incidental expense of food, lodging, going into a club, or a shovel to dig a shallow grave, are all Lifestyle expenses. The GM should set an Obstacle the player roll. You must purchase your Lifestyle every month.

Costs:

Clothes: 1

Finery: 5

Toolkit: 8

B&E Tools: 4

Tools of the Trade: 1

Armour: 2/point

Specialized Armour: 1/point (Specialized Armour must be part of a different armoured suit, and the specialized value cannot be higher than the regular armour value)

Cyberdeck: 4/Device Rating, 5/Attack, 5/Sleaze, 5/Firewall

Commlink: 3/Device Rating, 3/Firewall

RCC: 5/Drones available (Must be part of a commlink)

Wired Reflexes: 20/Rating (Max 3)

Speedload Clip: 1

Ammo - per pack: 1

Finery: comes in two flavours. Club wear full of urban flash and glitz. It's real flashy, but you can't wear it every day without looking ostentaious or foolish. The other form is that of a suit or nice dress, the kind of thing that you can wear around town.

Armour: Make sure to define what it is - but trying to define every possible cool suit makes no sense. And feel free to attach armour points to your Finery.

Clothes: Definitely not from a vending machine this time.

Armour:

Wounds and Injury look the same as in standard Burning Wheel. However - armour is both more and less effective. Armour dice are rolled as normal - but a weapon's VA no longer increases the number of successes required to deflect the hit. Instead, the VA of the armour reduces the number of dice rolled by a particular piece of armour. Successes on the armour roll reduce the damage of the hit by 1 pip per success on the armour roll.

For example - Dillenger is wearing an armoured jacket (B8) and is a PhyAd with the +2D armour perk - for a total of B10 armour. However, he made the terrible choice of deciding to fight a Troll with a sword. The Troll has B6 in Sword and a Power of B8. The sword is a mere ceramic job designed to hurt like hell and then break after a few hits, It adds +2 Pow, has an Add of 2 and a 0 VA. Dirk scripts an Avoid at the beginning of the volley using his Reflexes, and gets 2 hits on his B5 Speed. The Troll rolls well and gets 4 hits on his sword. With two additional successes - he ends up with a Mark hit. That's a B10 wound! Dillenger gets 4 hits on his Armour test - ending up with only a B6 wound. He's not happy about it, but he's going to live to fight another day.

Fight:

Use the ammo rules from Burning Jihad or Under A Serpent Sun for basic ammo. Don't forget that extra clips have a cost in resource points - if you want to Reload - it's going to cotst.

Some new fight actions:

Reload: 2 actions - tests like Stand And Drool

Full Auto Burst: +2 Ob to Ammo Check, counts as Strike, +1 Ob to defend OR you may split your dice between multiple targets

Hack on the Fly: You count as Hesitating when hacking, typically this rolls Hacking vs the Firewall of the device

Take Stock: You count as Hesitating when hacking, typically you roll Computer against the Ob of the hidden item

Brute Force: You count as Hesitating when hacking, typically this rolls Hacking vs the Firewall of the device

Run and Gun:

Use the Run and Gun and Dogfighting rules from Burning Jihad verbatim - since they are about correct for Shadowrun combat - and about the right level to make Riggers work.

GMC Bulldog:

Type: Van, Groundcraft

Structural Tolerances: Surface: B6 Breach: B8 Destroyed: B10

Integrity: B5 (3 engine points per die)

Control: +0d

Sensorium: B3

Engine Multiplier: 10x (Ram Damage B12)

Profile: B8

Capacity: 1 crew, 6 passengers

Hard Points: none (4 additional available)

Ordanence: none

Armour: B16

Additional Gear

Hard Point: 4 RP - up to the maximum allowed

Sensor Suite: +1d Sensorium, 3RP, 1 hardpoint

Weapon Mount: 4RP, 1 hardpoint, weapon to be mounted

Missile Launcher: 15RP, 1 hardpoint

Ruthenium Polymer Coating: 8RP, -1d Profile

Morphing License Plate: 2RP

Additional Armour: 5RP/point, 1 hardpoint/3 armour