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SR30 Core

SR30 is a cyberpunk urban-fantasy game set in a dystopian future dominated by megacorporations and rampant consumerism, where magic and mythical creatures coexist with advanced technology. Players take on the roles of Runners, freelance criminals navigating the dangerous world, completing jobs for powerful entities while dealing with the consequences of their actions. The game features a detailed system for tasks, tests, and combat, emphasizing the risks and challenges faced by the Runners in their quest for survival and success.

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Jamal Kázmér
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0% found this document useful (0 votes)
11 views27 pages

SR30 Core

SR30 is a cyberpunk urban-fantasy game set in a dystopian future dominated by megacorporations and rampant consumerism, where magic and mythical creatures coexist with advanced technology. Players take on the roles of Runners, freelance criminals navigating the dangerous world, completing jobs for powerful entities while dealing with the consequences of their actions. The game features a detailed system for tasks, tests, and combat, emphasizing the risks and challenges faced by the Runners in their quest for survival and success.

Uploaded by

Jamal Kázmér
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Running 20 Minutes into the Future

SR30 is a game of cyberpunk urban-fantasy. In the near future, capitalism This is the reference bar,
approaches its apocalyptic dead end. Megacorporations control the world important terms and
like puppet masters, exploting everything they can for profit and growth. rules will be shown here
Unchecked consumerism, however, is not without its benefits - data for ease of reference
systems, brain-machine interfaces, and other revolutionary technologies while playing the game.
have expanded by leaps and bounds. At the same time, a mystical
Important game terms
awakening has brought old wonders and terrors back to our world. Magic
will be Capitalized and in
and creatures of myth are now commonplace, and research into mystic
bold and will be defined
forces best left forgotten can be as real a global threat as environmental here on their first
exploitation or rogue military states. appearance.
The world is divided into the haves and the have nots, and those in power
Runners - criminals
exploit and dispose of those underneath them like any other commodity.
operating on the edge of
There will always be an uncountable mass of the disenfranchised, starving
society that do illegal
and desperate, willing to do nearly anything just to be allowed a few basic work for pay. SR30 atells
freedoms and be consumed by the megacorporations in the process. A scant the story of a group of
few live charmed existences, but for most, life is a bleak machine, built to Runners.
grind them down year after year.
Game Master - a player
Into this mess come the Runners - freelance criminals who live and operate
at the table that opposes
in the shadows between the looming skyscrapers of the megacorporations the Runners and keeps
and urban blight of the discarded and forgotten. Runners take contract work the game going - part
from the megacorporations or other power players with deep pockets, storyteller, part referee.
violating laws as a disposable asset in exchange for large cash payouts. Their
lives are violent and short; few Runners retire with the “big score” they’re Meet - when Runners
always chasing. In spite of this, they remain the punks and rebel folk heroes get their Job from
of their age, resisting the system itself and at the end of the day, there are someone.
always new Runners.
Legwork - prep work for
A game of SR30 tells the story of a group of Runners, doing illegal or quasi- a Job
legal work for a megacorporation or other rich and powerful entity. A single
player will take the role of Game Master (GM), setting the scene for the Run - when runners try
game and portraying all the forces opposing the Runners, while everyone to accomplish the Job
else takes on the role of a single Runner, working together to get the Job
done. During a game, the Runners go to a Meet for a new Job, do Legwork Handoff - handing over
to prepare for it, make their Run and complete the Job (hopefully), meet anything thats owed and
again for the Handoff to get paid or deal with any fallout from their getting paid
mistakes, and take some Downtime to recover from doing a Job and prepare
Downtime - time to
for the next one. This standard game system is called the Vicious Cycle and
recover and prepare
is detailed later on, but first, lets look at the rules of the game. after a Job

Tasks, Tests, and Time


When a Runner wants to do anything, it will either be a Task or a Test. Task - easy or low-risk
Tasks are fairly simple acts with little risk - a Runner accomplishes these actions by a Runner that
automatically. Tests are challenging or dangerous activities, and often do no require a Test
both.
Hacking a cheap link on a guard is a Task, but hacking a secure system with Test - difficult or risky
IC is a Test. The GM decides if an action calls for a Test and announces: actions by a Runner that
➢ The Talent the Runner needs for the Test (often a Skill) require rolling dice
➢ The Threshold for the Test, or if it is Opposed (see below)
➢ The Amp for the Test, if any Talent - the value
(typically a Skill) that
➢ If any Boosts or Faults apply
matters most in a Test;
➢ The consequences - what will happen if the Runner fails
Runners may roll up to
the Talent value in dice
The Talent is the Runner’s numbered ability (most often a Skill) that most
for a Test
applies to the Test being attempted. A Test to drive through heavy traffic
while evading a pursuer would have the Piloting Skill as the Talent. The
Threshold - the difficulty
runner may roll up to this value in six-sided dice to accomplish the Test,
of the Test, as a number
but the Runner may always roll fewer dice, if desired. If the needed Talent
is 0, you roll one dice, but this adds a Fault.
Opposed - Tests when a
person or force resists
The Threshold is a number showing the difficulty of a test, larger numbers
the Runner, they set the
being more difficult. This value is set by the GM based on the challenge:
Threshold with a roll
Likelihood of Success Threshold
Very Likely 0 (Usually a Task) Defender - entity rolling
Probable (most Tests) 1 the Threshold for an
Doubtful 2 Opposed Test
Statistically Rare 3
Complicating Factors Add +1 or +2 Amp - Value that adds to
the Effect of a Test
The Test may also be Opposed if another character or force is resisting the
Runner’s success. If Opposed, the GM has the Defender (the entity Boosts - Big advantages
resisting the Runner) roll a Test at Threshold 0, and the Defender’s result is to a Runner in a Test, 4s
used in place of a Treshold for this Test. count as Hits if more
than Faults
After rolling dice, count the number of dice showing a 5 or 6, these are Hits
(how successful you are). Also count the number of dice showing 1, these Faults - Big challenges to
are Glitches (small errors you’ve made in the attempt). If the number of a Runner in a Test, 5s do
Hits is at least equal to the Treshold, you are successful. If there are more not count as Hits if more
Boosts than Faults on the Test, 4s also count as Hits. If there are more than Boots
Faults than Boosts on the Test, only 6s count as Hits. If there are an equal
number of Boosts and Faults on a test, neither apply. If the Hits do not Hits - Dice that roll 5 or 6
equal the Threshold, you have failed, and any consequences set by the GM in a Test; more Hits
come to pass. show you are more
successful
If you need or want more Hits on a Test, you may spend any number of
Edge to roll extra dice to add to your first roll, counting Hits and Glitches as
normal, and adding them to those from the first roll.
If you have 0 Hits on a Test and 1 or more Trauma, the Runner loses 1 Glitches - Dice that roll 1
Trauma and suffers a Crisis. This is a very bad event or personal reaction to in a Test; small mistakes
the Test attempt. The Runner has lost their cool and may put the Job itself you made that add up
in jeopardy. You panic and stumble over your words trying to fast-talk a
guard, they hit their link to report suspicious activity. Edge - Measure of luck
and natural talent; you
If you meet or exceed the Threshold of a Test, you can subtract the spend Edge to add extra
Threshold from your Hits to determine your Effect - just how successful dice to a Test roll
you are. If there is an Amp on your Test, it is added to this result as well. A
higher Effect will have a greater impact than a lower one. Trauma - A measure of
the mental, physical, and
Only one Runner makes a Test attempt, but a single other Runner may social stress of being a
Help them. Runners Help indirectly by providing encouragement or Runner; Runners gain
distracting the Defender. If Helping indirectly, spend 2 Edge to give one Trauma after Jobs and
Edge to the Runner making the Test. Runners may also Help directly by must deal with it in
engaging in the same acts as the runner making the Test. If Helping Downtime or risk Crisis
directly, make a Threshold 0 Test with the same Talent - the Runner
making the Test adds your Effect as an Amp (replacing any other Amp), but Crisis - When you fail a
adds your Glitches to their own. Test and the pressure of
being a Runner makes
➢ Test Notation - a Test can be summarized in this book as: you screw up big
Talent (Threshold) [Amp]
Athletics (1) could show a Test to climb with no Amp Effect - How successful
Athletics (1) [Gear] is the same, climbing gear rating as Amp you were in a Test;
determined by taking
For Opposed Tests, the Defender’s Talent replaces (Threshold). the Hits on a successful
Athletics (Piloting) [Gear] could show a Test to climb a rope test, adding Amp, and
attached to a VTOL, with the pilot trying to shake the Runner subtracting Threshold

Tests will sometimes represent an effort over a long period of time. Help - Providing support
Without a deadline, such acts should be handled as Tasks (you’ll get the on a Test - you (a) spend
car running… eventually). With a deadline, these become Tests, with 2 Edge to give 1 Edge for
failure often showing that you didn’t finish in time (you get the car running the Test, or (b) make a
before the gangers find you), and an increased Threshold for very short Threshold 0 Test, your
deadlines. Effect becomes an Amp
for the Test, and Glitches
When two or Runners or other characters want to do things at the same add to those on the Test
time, Tests and other activities take place in Turns. During a Turn, you take
an Action, usually an act requiring a Test. Turns take place in order of Turn - when a Runer or
descending Initiative Test Effect, taken by all participants. other entity takes an
Action
➢ Normal Initiative is an Initiative (0) [Reaction] Test
➢ In Virtual Reality or Astral Space, instead use Mental Initiative: Initiative - a value used
Initiative (0) [Intuition] to determine what order
Turns are taken in
If two entities have the same Initiative, they act simultaneously.

Combat and Damage


When a fight breaks out, play always takes place in Turns based on Action – Your main Tests
Initiative Test Effects. Each Turn in a combat, you may take an Action and in combat, including
Moves equal to your Initiative rating: attacking; you get 1
Action each Turn
➢ Actions are always a Test where you are acting to do something
Firing a weapon, hacking a host, casting a spell, setting a trap. Move – Your extra Tasks
➢ Moves are Tasks which don’t do anything on their own, but may and supporting acts in
influence another Test or Opposition Test. combat; you get your
Walking, readying a weapon, observing the area (no Test). Initiative rating in Moves
Dodging fire, aiming a weapon, splitting an attack (related Test). every Turn
You get all your moves when it is your Turn, but you may use them
on any Turn if the Move allows (if it affects an Opposition Test). Attack – Test to attempt
to injure a target with a
Attacking requires a Weapon Skill (Threshold/Opposed) [Weapon Damage] weapon
Test and an Action. The Skill used depends on the weapon you attack with:
Firearms for most guns, Heavy Weapons for larger guns or explosives, and Damage – Effect of an
Close Combat for bare hands or weapons used up close (like fists, swords, Attack Test, how much
or clubs). The Effect is the Damage your target will need to Soak. harm it may cause

Ranged Attacks (using the Firearms or Heavy Weapons Skills) have a set Soak – Body Test to
Threshold based on Range adding a bonus for Cover or Dynamic reduce Attack Damage
Environment if those are relevant:
Range Threshold Range – The distance to
Near (within 50 meters) 1 the target of an Attack,
Far (50-500 meters) 2 Range changes the
Extreme (beyond 500 meters) 3 Threshold and Damage
Challenges Modifier of Attacks at a distance
Defender in Cover +1 (half) or +2 (full)
Dynamic Environment +1 (moderate) or +2 (chaos) Cover – Objects blocking
the target of a ranged
Ranged weapons have multiple Damage values, one for each Range. Some Attack; there is a
weapons are better up close, while others work best from far away. You Threshold Modifier for
always use the Damage value for the range you are attacking from. attacking targets Half or
Fully behind Cover
Close Combat Attacks are Close Combat (Close Combat) [Weapon Damage]
Tests. There is no set Threshold, your target’s Skill is always relevant. The Dynamic Environment –
Weapon you use is also important; if the Weapon Damage is higher than Fighting in a situation
your Strength, then you have a Fault on the Test to use it – too heavy. where things are in
motion; moderate
When (not if) you get hit in combat, you will take Damage. All Runners and Dynamic Environments
other entities can take some degree of damage. Having a high Body can include attacking in a
help you take a hit, and wearing Armor can help a lot more. You resist high-speed car chase or
Damage with a Soak Test – Body (0) [Open Armor Boxes] – after which: on a moving assembly
➢ Cross off a box on your Armor Monitor line; chaotic Dynamic
Environments including
➢ If your Soak Effect is more than the Damage/Attack Effect, then
fighting during an
cross off boxes on your Condition Monitor equal to the difference
earthquake or in a
collapsing building
Your Runner (and other entities) have a Condition Monitor to show how Armor – protective
much damage they’ve sustained. The Monitor is a row of 10 boxes, which clothing to absorb
fill in as you fail to Soak Damage. If 10 boxes are filled in, ignore any extra incoming Damage;
Damage and you are in Overflow, which is a fancy way of saying dying. Armor adds the number
of remaining boxes in its
In Overflow, you can take only one Action – a Body (Turns in Overflow) Armor Monitor as a Amp
Test to stay alive, every Turn. This Test starts at Threshold 0, increases by 1 on Soak Tests
each Turn, and your Runner dies if you fail it, so use your Edge. Anyone can
make a Biotech (Turns in Overflow) Test to save you. If this succeeds, you Condition Monitor –
clear 1 box on your Condition Monitor, but if this Test is failed, your tracks damage taken by
Runner dies. Desperate Runners can attempt this Test with a Fault. a Runner; you have 10
boxes, you go into
Not all Damage is lethal, some weapons will list their Damage with a value Overflow if all are full
and the word (Stun). Stun Damage is resolved just like normal damage,
with two exceptions for Runners: Overflow – being near
➢ If your Condition Monitor is filled taking Stun Damage, you are not death after filling your
in Overflow, but knocked unconscious until the end of the fight Condition Monitor
➢ After a combat ends, you may take a Will (0) Test (once) to clear
Effect boxes of Stun Damage from your Condition Monitor Stun Damage – non-
lethal damage, knocks
Special Combat Situations: you out instead of going
➢ If it is hard/impossible to see your Target, Fault on the Attack into Overflow
➢ Burst Fire Weapons can use 3 Ammo to Boost an Attack
Ammo –value showing
➢ Full Auto Weapons can use 6 Ammo to Boost an Attack twice
how many times you
➢ Suppress Weapons can use 10 Ammo to Suppress: may use a weapon
If you are in Near range and in front of the Attacker, Agility (3) Test before reloading
to move out of Full Cover or Soak the Attacker’s Weapon Damage
➢ Armor Piercing #– Cross off # boxes on Armor Monitor before Soak Burst Fire – mode on
➢ Recoil Compensation # - Add # to Damage if Burst/Full Auto Attack some weapons, using
extra Ammo to Boost
Common Combat Moves:
➢ Aim – Boost on your next Attack Test Full Auto – mode on
➢ Communicate – speak, gesture, or message someone some weapons, using
➢ Dodge – Attack Test is now Opposed by your Athletics more Ammo than Burst
➢ Intercept – halt someone attempting to move past you Fire to Boost twice
➢ Maneuver – Runner travels up to their Agility in meters (one/Turn)
Suppress – mode on
➢ Observe – look around, see status of the fight, spot new foes
some weapons, constant
➢ Ready – get a weapon out and prepared for use
fire fills the space in
➢ Reload – refill the Ammo in a weapon front of the weapon,
➢ Split Attack – Attack an additional target, you divide the dice for making any movement
your Attack Test among each target, and roll each as its own Test out of Cover risky
➢ Sprint – double the distance of the Maneuver Move (one/Turn)
➢ Take Cover – Runner gets behind full Cover
➢ Use Object – work a simple item (doorknob, release valve, switch)

Decking and the Matrix


Matrix Devices, Attributes, Modes, and Other Concerns Matrix – the worldwide
Everything you can buy for more than spare change and not immediately mesh data network
consume is a Matrix Device (connects to the Matrix). You should always
subscribe all your devices to a commlink to provide better connection and Devices – any item that
security. Runners usually subscribe their links to an illegal cyberdeck for connects to the Matrix
even more safety. You use the following Matrix Attributes to resolve
decking work in the Matrix, determined by your link or deck: Commlink – consumer
➢ Attack – Amp for Brute Force hacking (cyberdecks only) Matrix gear, provides
➢ Sleaze – Amp for Stealth Hacking / hiding (cyberdecks only) access, communication,
➢ Firewall – Amp for Matrix Defence and basic security

Cyberdecks have all four attributes, but commlinks only have Data Cyberdeck – criminal
Processing and Firewall. When you turn on your deck, divide points equal Matrix gear, superior to
to its rating between all three Matrix Attributes (links dump everything a commlink and allows
into FirewalL. If you have a cyberjack, add its rating to the number of for hacking options
available points.
Matrix Attribute – values
When you access the Matrix, you work in one of three Modes: determined by your
link/deck used for
➢ AR (Augmented Reality) – the default mode; glasses, contacts, or
Decking Tests
cybereyes display an AR overlay over what you see with Matrix
data; you can perform meatspace and Matrix actions; no bonus
Cyberjack – criminal
➢ VR (Virtual Reality) – you experience the Matrix as a virtual place
data-brain interface
you can travel through, but your body is unconcsious; you gain 1
cyberware; assists decks
Initiative and 1 Matrix Attribute point; Biofeedback is Stun Damage
➢ Hotsim – illegally modified VR that only decks and some security Mode – how you are
systems can access, speed and sensations are turned to 11; you accessing the Matrix –
gain 2 Initiative and 2 Matrix Attribute points; Biofeedback is lethal AR, VR, or hotsim
To change Modes takes a Move (or Task out of combat).
AR – Augmented Reality;
Consumer activities on the Matrix are Tasks (assuming you have the Matrix data displayed as
proper access). If searching the Matrix or performing another mundane an overlay in vision
task when failure has an interesting outcome, this will be an Electronics
Test. Anything more intensive requires Decking. VR – Virtual Reality; you
experience the Matrix as
The first concern with decking is signal strength. You can’t hack a system if a simulated world
you can’t connect do it. Secure sites will have no wireless connectivity, so
plugging in physically is required. Less secure targets still have the issue of Hotsim – illegal VR, you
Noise. Being more than 5 meters away (1 m in water), a strong EM field get top performance at
being present, or low coverage in the area to your target or the structure high risk
its in causes Noise – a Fault on all decking Tests unless you plug in.
Biofeedback – damage
If you get a good connection, your second concern is Overwatch. The corps to your body taken as
have GridSec set up to stop data crime, and all systems on the Matrix bleed-through if taking
report any red flags to them. If they compile enough data, they’ll put all Matrix damage in VR
systems around you on security alert for suspicious activity, and if they get
enough, GridSec will pinpoint your meat location and dump you. When Noise – interference in
you deck, add all Glitches to Overwatch instead of Alarm. If your the Matrix that causes a
Overwatch reached 5 or more, clear it and raise the Overwatch Level by 1. Fault on decking Tests
Overwatch Levels go from Relaxed/0 to 4, each with greater threats: Overwatch – Glitches
➢ Relaxed – usually set during Legwork; same as 0 but an extra level while decking; mistakes
➢ 0 (Normal Ops) – starting Level; system sweeping for problems flagged by GridSec
➢ 1 (Alert) – security sweeps pick up; white IC deploys
➢ 2 (Reactive) – local security deckers deploy; grey IC deploys Overwatch Level –Matrix
➢ 3 (High Threat Response) – off-site deckers deploy; hello black IC security status, increases
➢ 4 (Red Line) – Convergence – GridSec triangulates you and dumps every 5 Overwatch
You can reset the Overwatch Level by resetting your deck, this takes 5-10
Sleaze – stealthy decking
minutes. Any security active at your current location remains up for
several hours, but your Overwatch Level with GridSec is cleared.
Attack – obvious decking
Now for the fun crime part. All decking Tests are either Sleaze or Attack:
Hacking Devices – illegal
➢ Sleaze – slow and stealthy, Tests take 1 minute to complete
access of personal gear
➢ Attack – the brute force option, Tests take 1 round to complete,
but you take 1 Overwatch every round when using Attack Hacking Hosts – illegal
access of Matrix sites
Hacking Devices – You can make a Cracking (Firewall) [Attack/Sleaze] Test
to hack into any device (commlinks, cyberware, handheld equipment, etc). Host – local Matrix file
When hacking a device, select one of three results before rolling: system, a secure “site”
➢ Access – Pull (Effect) Data Points off device
➢ Control – Use the device as if it were yours for (Effect) rounds Access – pulling Data
➢ Disable – Inflict (Effect) Matrix damage to device Points on a Hack

Hacking Hosts – You can make a Cracking (Host Rating) [Attack/Sleaze] Data Points – unsecure
Test to hack into a Host (local server/Matrix site/AR system). When data on a device/host
hacking a Host, you Enter the Host and select one of three results:
➢ Access – See what’s on Host; Pull (Effect) Data Points off device Control – taking over the
➢ Control – Control all Host-managed systems for (Effect) rounds target of a Hack
➢ Datasteal – Break Host encryption on Paydata, cause (Effect)
damage to Vault and access data if Vault Condition Monitor full Disable – doing Matrix
damage on a Hack
Data Points, Paydata, and Data Bombs:
➢ Data Points are lower security data, including call logs, personal Enter – put the VR Icon
calendars, lists of subscribed devices, search history, and so on. for you inside a Host
➢ Paydata is high-security data stored on a Host in the Vault – the
Icon – virtual image for
wall of security you must destroy with Matrix damage to Hack –
your Link/Deck
includes R&D files, bank access, business databases, and so on.
Paydata is usually the target of a run. Security Hosts may be in a
Datasteal – doing Matrix
Vault on the primary site Host in a high security environment also.
damage to the Vault
➢ Data Bombs are self-destruct code in a file; usually in Paydata, but
Data Points may include one as well. Looking at a file with a Data
Paydata – encrypted
Bomb will corrupt the file and cause damage equal to the Firewall
data in a Host’s Vault
or Host Rating of the file’s source. A Cracking (FW/HR) Test will
check for and disable any Data Bombs; but triggers it on failure.
Vault – “wall” of security
protecting Paydata in a
Matrix Damage – Devices and the Vault can take damage from the Matrix.
Host, destroy to Hack
Attacks against a user’s Icon damage their Link/Deck. Matrix damage is
Soaked with a Firewall (0) Test. The device has a 10 box Condition Monitor,
Data Bomb – code in a
like a character. If full, it is disabled until repaired.
file that self-destructs
Biofeedback Damage is caused by code designed to overload your VR
Matrix Damage –
inputs, only living users can take Biofeedback. To Soak Biofeedback, make
damage to a Device or
a Will (0) Test, any remaining damage goes on your own Condition
the Vault from the
Monitor. This damage is Stun if VR Mode, or normal (lethal) in Hotsim.
Matrix, Soaked with
Dumpshock is Biofeedback Damage caused by loosing a Matrix connection Firewall
in VR or Hotsim Mode. This happens when:
➢ Your Link/Deck is disabled due to Matrix Damage (full Monitor) Biofeedback – damage
➢ You are physically disconnected from your Link/Deck (unplugged) to your body from some
The damage from Dumpshock is the following: Matrix sources
Overwatch Level + Host Rating (if Entered in a Host)
Dumpshock – loosing
Hosts are secure Matrix sites, with their own virtual environment in VR. All your connection in VR
Hosts have a Host Rating, measuring their total security, which they use in and taking Biofeedback
place of any Matrix Attribute. They also have a suite of IC – Intrusion
Countermeasures, anti-Decker programs that activate as your Overwatch Host Rating – value that
Level rises. Many will also have a Sysop, a living administrator. You Enter a shows overall Host
Host the first time you Hack it, and may Exit with Task, unless Link-locked. security

Link-lock is caused when certain types of IC or Sysops attack you, and IC (Intrusion
forces your connection to the host open. To Exit the Host requires an Countermeasures) –
Action and a Cracking (Host Rating) Test. Instead, you can physically anti-Decker software
disconnect from the Matrix (with possible Dumpshock).
Sysop – administrator
The best defense in a Host is to remain in hiding. Hackers in a Host are for a Host, Matrix
either Spotted or Evading. When Spotted, IC and Sysops can attack you security specialist
directly, but by default you are Evading and safe. You become Spotted:
➢ When you make a Decking Test using Attack Exit – take your Icon out
➢ When your Overwatch Level goes up (except if going to Level 0) of a Host
➢ When IC flags you with a Host Rating (your Sleaze) Test
Link-lock – forced
➢ When a Sysop flags you with an Electronics (your Sleaze) Test connection to a Host
You return to Evading if Spotted with a Cracking (Overwatch Level) Test.
Evading – hiding in a
Once Spotted, you will be pulled into Cybercombat, which works like Host (safe from attack)
physical combat, with the following changes:
➢ Initiative is Initiative (0) [Intuition] in VR (+1 Init.) / Hotsim (+2 Init.) Spotted – noticed by
➢ You can only be attacked if Spotted and your Deck is working Host security (at risk of
➢ Hackers and Sysops attack with Cracking (Sleaze/HR) [Attack] being attacked)
➢ Sysops may use Host IC abilities with Electronics (Sleaze) [HR] Test
➢ Sysops may also attack your Devices directly through Hacking Flagged – IC or a Sysop
➢ Host and IC act together, Initiative is Host Rating (0) [Host Rating] making you Spotted
➢ Each IC takes 1 Action/Round, Host Rating (Sleaze) [Host Rating]
Cybercombat – combat
➢ IC do not have Condition Monitors, are instead Dismounted
within the Matrix
(inactive) for Effect rounds on a successful Attack
Dismounted – disabled
IC status from attacks, it
is out of combat for
Effect Rounds
Operators, Drones, and Vehicles Operator – person that
controls vehicles and
Operators use VR and the Matrix to directly control Vehicles and Drones, drones in VR and over
using the Vehicular Control Adaptation cyberware and the Remote Drone the Matrix
Controller gear.
Vehicle – personal trans-
The Vehicular Controller Adaptation (VCA) cyberware allows you to take ports, carrying people
direct mental control of a single Vehicle or Drone. You can use the VR and
Hotsim Modes (like a Decker) when Piloting, and control weapons or other Drones – autonomous
systems on a Drone or Vehicle with a thought. When using a VCA: transports in varying size
➢ Add the VCA Rating to the Drone or Vehicle’s Handling.
➢ In VR, add 1 to Initiative. Take Stun Biofeedback Damage equal to Vehicular Control
any boxes the Vehicle or Drone crosses off its Condition Monitor. Adaptation (VCA) – ware
➢ In Hotsim, add 2 to Initiative. Take lethal Biofeedback Damage that allows a user to
equal to any boxes the Vehicle or Drone crosses off its Monitor. virtually control a
vehicle in VR or Hotsim
Remote Drone Controllers (RDCs) are wireless devices that allow an
Operator to issue secure Commands to multiple Drones at once. Any user Remote Drone
can issue Commands to a single Drone with a commlink, but RDC’s allow Controller (RDC) – device
for multiple drones to remain at the ready, as well as allowing for allowing control of
commands to be issued to Swarms of Drones, improved Firewall multiple Drones at once
protection against Drone hacking, and distributed Autosofts.
Command – a single
The RDC Rating sets: autonomous instruction
➢ The total number of Drones/Drone Swarms that can subscribe to it issued to a drone
➢ On startup, divide the RDC Rating between the 3 RDC Attributes:
○ Spread- Sets the max size of a Swarm (5 Drones/point) Jump In – taking direct
○ Downpulse- Limits the number of distributed Autosofts control of a Drone in VR
○ Firewall- Matrix defense amp for RDC/subscribed Drones or Hotsim with a VCA

Commanding a Drone or Drone Swarm is a Move, and sends a single Drone Swarm – group of
instruction issued to the Drone/Swarm. The Runner rolls for any Test made identical Drones,
by their commanded Drones, using the Drone’s Nav in place of the Piloting commanded as a unit
Skill or any loaded Autosoft for another needed Skill (if the needed
Autosoft is not loaded, roll one die with a Fault, as a zero Talent Test). Nav – Drone’s simulated
Drone Swarms roll only once for a Test, using the Squad rules. intelligence, used for
Piloting Tests, also the
Operators may also Jump In a single Drone in VR or Hotsim with a VCA. max total Rating of
While using Jump In to control a Drone, the Operator uses their own Skills. Autosofts it can load
If using Jump In on a Drone Swarm, the Operator controls only one Drone,
with the others supporting automatically, again using Squad rules. Autosoft – Drone
software package, used
Autosofts are specialized autonomous programming packages for Drones, in place of Skills. Typical
with their Rating used in place of appropriate Skills. These can be directly Autosofts include Close
loaded on the Drone or distributed from the RDC to which its subscribed. Combat, Firearms,
The total Rating of all directly loaded Autosofts is limited to the Drone’s Heavy Weapons,
Nav. The Drone can also receive its Nav in total Rating of distributed Perception, and Stealth.
Autosofts from its RDC.

In combat Drones act on the same Initiative as their owning Runner.


Piloting Tests occur when operating a Vehicle under abnormal conditions – Chase – challenge where
everyday, casual use is automatic. This Test has a Threshold of 1; raise this one/more Pursuers are
Threshold by 1 for each of the following: following one/more
➢ Heavy Traffic or Crowded Area Targets to capture them
➢ Off-Road or other Rough Terrain
➢ Evasive Action against Weapons Fire Target – participant
being followed in Chase
➢ Vehicular Countermeasures (Security Obstructing Pilot)
➢ Extreme Conditions – Severe Weather or other Disasters
Pursuer – participant
following Target
The Piloting Test has a Boost if the Vehicle’s Handling (including the VCA
Rating, if used) exceeds the Threshold.
Chase Turn – a unit of
time in a Chase, the
Chases occur when one or more Vehicles/Drones (the Target) are being
overall winner of 3
followed by one or more Vehicles/Drones (the Pursuer) attempting to stop
Chase Turns succeeds
or catch the Target. These are resolved in Chase Turns, during which the
following steps occur each Chase Turn:
Ranged Attacks in Chase:
➢ Target Sets the Pace Made as normal Ranged
➢ Pursuer Follows the Leader Attacks, with Range
➢ Target makes a Support Test determined by Goals
➢ Pursuer makes a Support Test ➢ Pursuer has
➢ Compare Hits and Award Goal more: Near
➢ Pursuer/Target
Target Sets the Pace – the Target makes a Piloting Test with a normal tied: Medium
Threshold. They may choose to take a Boost or Fault on this Test to ➢ Target has more:
represent safe/reckless maneuvers. On a Failure, Target takes Damage Far
equal to the Threshold, and zero Hits are counted. ➢ Ramming this
Turn: Close
Pursuer Follows the Leader – the Pursuer must make an Opposed Piloting Attacks can be against a
Test against the Target’s Set the Pace Result, with a Boost or Fault if the Vehicle or occupants.
Target took either. On a Failure, Pursuer takes Damage equal to the Passengers in Half Cover.
Threshold, and zero Hits are counted.
Ramming - Piloting
Support Tests – both the Target then the Pursuer select one character to (Piloting) [Vehicle Body]
perform an action to assist their Pilot, which can include an Attack. Attack in place of normal
Piloting Tests in Chase
At the end of the Chase Turn, Compare Hits on both sides – add any Hits
from Piloting and Support Tests together. The side with more total Hits Boarding - Jumping to
gets a Goal for that Round. In the case of a tie, the Vehicle with a higher opposing Vehicle, can
Speed wins the Goal. If either side gets 3 Goals, they succeed in the Chase: only follow Ramming
the Target slips away, or the Pursuer stops the Target. Attack. On Success, you
may Support with Close
Destroyed Vehicles are eliminated from a Chase. Combat (attacking
occupants of Vehicle you
Mutliple Pursuers use the Squad rules. Multiple Targets can either choose are on)
one Target to act as the Pilot, or break into separate Chases.
Magic – Spells, Spirits, and Adepts Awakened – living thing
that is aware of magic
Rare individuals are Awakened – able to control and direct magical energy.
They are highly prized by corporations, but many do find their way as Lock – tying up part of
Runners. The Awakened must Lock some or all their Essence Attribute to an Attribute for an
gain an equal Rating in the Magic Attribute – Locking 1 Essence provides effect, the Locked
Magic 1, Locking 2 provides Magic 2, and so on. The Magic Attribute is a Attribute is lowered for
measure of their raw talent and magical power. There are four types of any other purpose, and
Awakened– Magicians, Aspected Magicians, Adepts, and Mystic Adepts. no more than its total
Rating may be Locked
Traditions are magical philosophies, and all Awakened must have one –
this is their way of understanding and interacting with magic. Your Magician – someone
Tradition sets your Tradition Attribute – the mental abilities most valued who can use magic to
by the Tradition - and provides a Boon – a special abilities for the Tradition. cast spells, enchant, and
The two most common are the Hermetic Tradition and Shamanism. conjure

Hermetics (also known as Mages) are intellectuals and researchers. They Aspected Magician – one
interpret magic with symbols and study. who can use magic for
➢ Tradition Attribute: Intellect only a single purpose
➢ Boon: Boost when Activating a Preparation you created
Adept – someone that
Shamans are spiritualists and in tune with the natural world. They channels magic into
interpret magic by feel and intuition. physical abilities
➢ Tradition Attribute: Charisma
➢ Boon: Boost when Summoning a Spirit Mystic Adept – person
with Magician and Adept
Magicians and Aspected Magicians are the most common Awakened. They abilities
are able cast Spells, make Enchantments, and Conjure Spirits. Magicians
can use all of these abilities. Aspected Magicians can do only one of the Tradition – a magical
three but get a Boost on all Tests for it. Each of these three talents has its worldview and practice
own Skill, and you must have Ranks in that Skill to use an ability. These
Skills cannot exceed your Magic Attribute. Both types of Magician also Tradition Attribute –
have awareness of the Astral, able to see and project into it. mental ability favored by
a Tradition
Sorcery is the understanding of Spells – immediate magical effects. You
can both cast (use) Spells with Sorcery and resist others’ Spells with it. Boon – special benefit
for Tradition members
To Cast a Spell:
➢ Choose a Spell you have learned and any Mods to use Sorcery – Skill to use and
➢ Make a Sorcery Test, with the Threshold determined by the Spell resist Spells
➢ If the Test succeeds, the Spell takes effect as intended
Spells – specific magical
➢ Add the Test’s Hits and the Spell’s Drain Adjustment to your Drain
effects
Sustained Spells have an ongoing effect as long as their caster Sustains
Mod – optional element
them – focuses on the Spell and continues powering it. You can Sustain a
in a Spell – you can use it
number of Spells up to your Willpower. After Soaking Drain, you gain 1
or not when casting
Drain for each Spell you are Sustaining. You can Sustain Spells as long as
you remain conscious, except for Limited spells – these can be Sustained
Drain – harmful backlash
for only up to a number of Rounds equal to the Hits on the Sorcery Test to
from using magic
cast them.
Counterspelling is the art of resisting other casters with Sorcery in 3 ways: Sustained – Spells with
➢ Intercepting – directly resist a Spell being cast in sight as a Move. ongoing effects
Their Spellcasting Test is now Opposed by your Sorcery Test.
➢ Countermagic – increase the resistance of others to Magic as an Limited – Spells that can
Action. Make a Sorcery (0) Test, and a creatures up to your Magic only be Sustained a few
gain a Boost on Opposed Tests to Spells for your Hits in Rounds. Rounds
➢ Dispelling – cancels a Sustained Spell in sight as an Action. Make a
Sorcery (Sorcery of Spell’s caster) Test and end it on a success. Counterspelling – using
Sorcery to resist others’
➢ After any use of Counterspelling, add the Hits from your Test to
Spells
your Drain.

Enchanting is the Skill of infusing objects with magical energy, creating Enchanting – Skill used
to create magic gear
delayed-release spells (usable by anyone) as well as permanent Foci.
Preparation – object
Alchemy is the process of creating Preparations, mundane objects that
with a bound Spell
hold a Spell for future use. This takes time and can only be done as a Beat
during Legwork or Downtime. Preparations are also perishable and stop
Force – Rank measuring
working and are useless after your next Downtime. You can have up to
the power of a magical
your Intellect Rating in Preparations, and anyone can Trigger them.
entity or item
To create a Preparation:
Dram – a unit of magical
➢ Choose a Spell you have learned and any Mods to use
reagent, small object
➢ Set the Force of the Preparation, up to your Enchanting Rank with high magical
➢ Spend 1 Beat content used in workings
➢ Consume Drams equal to this Force
➢ Set the Trigger for the Preparation Trigger – how you can
activate a Preparation,
When the Trigger activates the Preparation: typically by touching or
➢ The user makes a Preparation’s Force Test to cast the Spell breaking it
➢ The Spell is targeted on the Preparation item or person touching it
➢ The creator adds 1 to their Drain Focus/Foci – permanent
➢ The Preparation becomes inert magical item, usable
only by the Awakened
Preparations created by others in your line of sight can be destroyed as an
Action. This requires an Enchanting (Preparation’s Force) Test. On a Activate/Deactivate –
success, add 1 to your Drain and destroy the Preparation. The Preparation Foci are only usable if
immediately activates if this Test is failed. they have been turned
on, this is called
Enchanting can also be used for Artificing – creating Foci for permanent Activation and requires a
use. This is very time intensive and can only be done as one or more Beats Action by its owner. You
during Downtime alone. The completed Focus works as detailed in Gear. can also Deactivate a
Focus with a Move, you
To create a Focus: will not be able to use
the Focus, but it will
➢ Choose the type of Focus and its Force (up to your Enchanting)
appear as a normal
➢ Spend Beats equal to the Force
object on the Astral
➢ Consume Drams equal to three times the Force
Conjuring – Skill used to
Foci in sight can be Deactivated as an Action. This requires an Enchanting Summon and interact
(Focus’s Force) Test. On success, the Focus Deactivates. with Spirits

The Conjuring Skill is used to command Spirits – powerful and magical


creatures of the deep Astral. Spirits are potent allies, but only provide you Spirit – magical entity
with a few Services before returning to their realm. from a Metaplane

Spirits may be Summoned (called immediately) or Bound (called in Service – one favor
advance for future use). Both follow the same basic procedure: “owed” to a Conjurer by
➢ Choose the type of Spirit and its Force (up to your Conjuring Rank) a Spirit
Summoned Spirits’ Force limited to Environment Rank as well
➢ Make a Conjuring (Force) Test, gain Services equal to the Effect Environment Rank – how
➢ The Spirit departs after your next Downtime (lose any Services) in tune the current area
is with the Spirit’s home
When Summoning: Metaplane. The
➢ Summoned Spirits’ Force limited to Environment Rank as well Environment Rank for a
Water Spirit would be 1
➢ Add your Conjuring Test Hits and the Force to your Drain
for a full bath to 5 for
the middle of an ocean
When Binding:
➢ Spend one Beat (must be done during Legwork/Downtime) Command – a single
➢ Consume Drams equal to the Spirit’s Force instruction to a Spirit,
➢ You can Bind up to your Charisma in different Spirits using a Service
➢ After Soaking Drain, you gain 1 Drain for each Bound Spirit
Power – magical ability a
A Service is one requested owed to a Conjurer by a Spirit. As a Move you Spirit possesses
can consume a Service to issue a Command to a Summoned or Bound
Spirit. Commands can include having a Spirit use a Power, Materialize and Materialize – Spirt or
act in the physical realm for one Round, or aid you on a single magical Test Astral entity becoming
- gaining a Boost if you roll no more dice than the Spirit’s Force. visible and acting in the
physical world
Spirits in your line of sight can be Banished with the Conjuring Skill. This
takes an Action and a Conjuring (Spirit Force + remaining Services) Test. Banishing – using
Reduce the Spirit’s remaining Services by your Hits on this Test, and the Conjuring to weaken a
Spirit is Banished (sent home) if its Services are reduced to zero. You then Spirit’s connection to
add your Hits on this Test to your Drain. the physical world

The Astral is a magical layer of our reality, where living and natural things The Astral – magical
project bright Auras – bright energy showing their condition and mental layer of the world
state – and artificial objects appear dark and indistinct. The Astral is also
the gateway to the Metaplanes – strange alternate realities. Aura – energy showing a
living thing on the Astral,
Magicians and Aspected Magicians can use the Astral Skill to see and enter indicating its state
the Astral. As a Move, they can start or stop Astrally Perceiving. This allows
them to take an Astral Test to interpret the Astral around them, but it also Metaplane – alternate
allows them to be harmed by anything that exists only in the Astral. world in the deep astral,
home to Spirits
Astrally Projecting is leaving your body behind to enter the Astral in spirit.
This requires an Action to start and another to stop. You can move freely Astrally Perceiving –
around and through anything without an Aura (living or magical things), opening your mind to
but your unconscious body will be vulnerable to physical threats. Your the Astral and being in it
spirit form, meanwhile, will be at the mercy of anything on the Astral. and the material world
as well
Adepts are slightly rarer and less infamous than Magicians. Instead of
using their connection to magic to manipulate the world around them,
Adepts channel energies inward, gaining physical abilities beyond the
norm. Each of these abilities is an Adept Power or Adept Move. Astrally Projecting –
sending your spirit out
To gain an Adept Power, an Adept must Lock a Rank in their Magic from your body to enter
Attribute. Some Adept Powers may be gained more than once, with the Astral
increasing effects. When you Lock a Rank of Magic to gain an Adept Power,
you also gain an Adept Move – a lesser but useful ability. Adepts always Adept Power – primary
have access to their powers and moves mystic Adept ability

Mystic Adepts are the rarest of the Awakened. They have all the abilities of Adept Move – lesser feat
a full Magician, except for the ability to Astrally Project. They also can Lock an Adept can perform,
Ranks in their Magic Attribute to gain Adept Powers, but do not gain Adept gained along with Adept
Moves. This can be dangerous, as Mystic Adepts must use their reduced Powers
Magic Rank as the limit for their magical Skills and for determining if they
have taken twice their Magic Attribute in Drain. Soak Drain – an Action
to intentionally reduce
Drain is metaphysical warping caused by using magic to manipulate the Drain
world. This builds up over time, like static electricity. Casting Spells,
Summoning Spirits, and maintaining active magic can all cause you to gain Initiation – The process
Drain. There are only three ways to remove Drain once you gain it: of growing into a deeper
➢ If you lose consciousness understanding of magic
➢ If your total Drain is more than twice your Magic Attribute and the Astral
➢ If you take a Soak Drain Action – a Tradition Attribute (0) Test
Grade – Measure of your
In all three cases, you fill in a number of Condition Monitor boxes equal to understanding from
your Drain, then your Drain drops to zero. If taking a Soak Drain Action, Initiation. Each time you
reduce the number of boxes by your Hits. This counts as Stun Damage if take an Initiation Action,
the total number of boxes is no higher than your Magic, otherwise it is you gain 1 Grade.
normal lethal Damage. After removing Drain, you immediately gain one
new Drain for each Sustained Spell and Bound Spirit you have. Metamagic – Specialized
ways to interact with
Initiation is a Downtime Action where an Awakened focuses on their magic that are not
Tradition and personal relationship to magic, coming to a more complete commonly known.
understanding of the Astral and themselves. After taking the Initiation Awakened can gain one
Action, your Runner gains one Grade. Your total Grade measures how Metamagic every time
deeply you’ve grown into your deeper understanding and bond to magic. they gain a Grade

Your Grade provides the following benefits:


➢ Gain one Metamagic for every Grade
➢ Add your Grade to your Magic to determine your magic Skill limits
➢ Magicians and Aspected Magicians may enter a Metaplane while
Astrally Projecting, bringing 1 person per Grade (including them)
➢ Adepts and Mystic Adepts may Lock Ranks in Grade to gain new
Adept Powers. Locked Grade Ranks do not add to Magic to
determine Skill limits and do not allow for Metamagics.
The Vicious Cycle, How to Run, and How to Survive Running Run – a criminal job

When playing SR30, the game follows the story of one or more Runs – the The Vicious Cycle – the
illegal and quasi-legal jobs your team takes on. Most Runs follow a system to follow to tell
predictable system, known as The Vicious Cycle. Your team will proceed in the story of a Run
order through these stages to complete the Run:
➢ Meet Alarm Level – The
➢ Legwork degree of awareness the
➢ Run opposition has of the
Runners
➢ Handoff
➢ Downtime
Alarm Score – Points
gained toward raising
The Runners will also need to concern themselves with the Alarm Score
the Alarm Level
and Alarm Level during the Run. Everyone shares one Alarm Score and
Alarm Level. These show how much attention the team has drawn down
Meet – briefing and
on themselves and the strength of their opposition. Alarm Levels represent
negotiation for a Run
major changes in threat response, and follow in order:
Alarm Level Description
Johnson – anonymous
0 Relaxed At ease state, usually due to Actions during Legwork client for a Run
0 Normal Ops Starting position, observant but not expecting threat
1 Alert Security moves to intercept, remote Astral/Matrix sec. Target – the objective of
2 Reactive Security response teams deploy, delaying tactics a Run
3 High Threat All remaining countermeasures deploy and High Threat
Response Response Teams (the big guns) arrive Challenge – Rating (from
4 Red Line Situation uncontained, police response and manhunt 1-6) showing how hard a
Run will be to complete
The Alarm Score measures progress within an Alarm Level:
➢ Starts at 0 Heat – Shared Rating to
➢ Add 1 for every Glitch rolled in a Test on this Run show continuing
(Glitches from Matrix actions add to Overwatch instead) awareness of the Runner
➢ At 10 or more, reset Alarm Score to 0 and raise Alarm Level by 1 team from law
enforcement
Every Run starts at the Meet, where the team is hired by a Johnson to do a
job. This is also when Pay can be agreed upon and Leads are provided. Pay Grade – Measure of
how much pay can be
During the Meet: expected from a Run.
➢ Get Details on the Run: Each Runner will make
- Describe the Target – what the goal of the Run should be. 5000 nY times Pay Grade
- Detail special Johnson requirements (such as stealth, no killing).
- Set the Challenge (1-6) as decided by GM and Runners. Lead – individual, place,
- Add the Challenge and the team’s Heat to Alarm Score or object of interest that
➢ Negotiate Pay: may help prepare for the
- Pay Grade starts equal to the Challenge Run; the Runners receive
- The GM can add 1-3 to the Pay Grade for extra complex Runs Leads during the Meet
- Runners can make 1 Con or Influence Test against the Johnson,
add any Net Hits to the Pay Grade Legwork – preparation
- Each Runner will be paid 5000 nY times final Pay Grade after Run for a Run, after the Meet
but before the Run itself
➢ Get Leads:
The Johnson or GM provides about 1 Lead for every Runner on the
team. Each Lead is the name and details of an individual, place, or
object of interest that can help the Run succeed.
After the Meet, its time for the Runners to begin Legwork, where they Beat – one Action or
follow up on Leads and prepare for the upcoming Run. Each Runner starts turn in Legwork or
with 3 Beats to spend during Legwork. Runners should take turns each Downtime; Runners
spending a Beat for an Action. Once all Beats have been spent or banked, spend Beats to pursue
the team is out of time – start the Run immediately. activities before time
runs out
Beats during Legwork can be spent on any of the following:
➢ Follow Lead (1 Beat) Data Point – detail or
- Announce how you are Following the Lead / Talent to use hint about the upcoming
- Test the appropriate Talent for that Lead Run, should help with
- Gain 1 Data Point per Net Hit success or reveal story
- Each Lead can be Followed only once
➢ Work Contact (1 Beat) Contact – personal
- Announce which Contact you are using associate of a Runner
- Spend 1 Loyalty for that Contact
- Make a Connection (0) Test Loyalty – measure of
- Gain 1 Data Point per Net Hit how supportive of the
- Each Contact can be Worked only once Runner a Contact is; you
➢ Shop for Gear (same as during Downtime) spend Loyalty to make
use of a Contact
➢ Create (same as during Downtime)
➢ Put Security at Ease (1 Beat)
Connection – how well-
- Announce method and Talent to be used
informed a Contact is;
- Make a Talent (Alarm Level) Test
you use Connection as a
- On a Success, the Alarm Level moves down one Level
Talent when the Contact
(This can move the Alarm Level from Normal Ops to Relaxed.)
does anything
- Add any Glitches to the Alarm Score as normal
- Each Runner may make one attempt, all attempts must use
Flashback – a Legwork
different methods and Talents
Action that is chosen
- Put Matrix Security at Ease, using Overwatch in place of Alarm
during a Run to solve an
➢ Bank Flashback (1 Beat) unforeseen problem
- Each Runner may save a single Beat from Legwork as a Flashback
- Flashbacks may be used during the following Run only Obstacle – anything that
prevents the Runners
Runners can use a Flashback during the Run at any time, but generally from completing a Run
should these to get around an Obstacle or complication to the completing
the mission. When you want to use a Flashback: Run – the focus of the
➢ Declare you are using a Flashback story; during the Run,
➢ Narrate what you did during Legwork to prepare for this situation the Runners work to
➢ The GM and other Runners must accept your idea complete their job by
(everyone should work to come to a reasonable compromise) overcoming Obstacles
➢ Succeed at a Test (if needed) for the Action you narrated and achieving their
➢ You immediately gain the benefit of these past Actions Target

The Run is the high-drama part of the story, where the Runners work to Handoff – the end of a
achieve their Target. The GM presents the Runners with Obstacles to make job, where the Runners
the Run more interesting and Challenging. Some Obstacles will be hinted settle up with the
at during Legwork, but the GM will should keep a few surprises for the Johnson and hopefully
Runners to raise the stakes during the Run. Tension should be building get paid
throughout the Run, and the Run is over only once everyone agrees that
the team either succeeded or failed at their Target, and made a successful
getaway (or captured, if the Run was a complete disaster).
At the end of the Run, the team gains Ratings in Heat to show any Betrayal – when the
attention they’ve drawn from law enforcement: Johnson turns on the
➢ Always gain 1 Heat for the Run itself team, usually trying to
➢ Add the higher final Alarm or Overwatch Level value to your Heat kill the Runners or get
➢ Add 1 Heat for a body count (if anyone was killed during the Run) them arrested
➢ Add 1 Heat for collateral damage (unusual property damage)
Trauma – measure of
personal stress and
Following the Run, it is time for the Handoff, where the Runners report on
negative emotions about
their success or failure, turn over anything the Johnson wanted them to
Running; gained after
bring back, get paid, and take any personal Trauma from the events of the
Run. If you’re very lucky, the Johnson will turn on the Runners, but this is every Run and relieved
less common than suggested by street rumors. The Handoff can take place during Downtime;
carrying Trauma over
wherever everyone agrees on, it can be the same place as the Meet, in a
quiet public area, or even on the Matrix or in the Astral. can result in a Crisis

Karma – measure of
The Handoff has three primary steps:
personal experience and
➢ The Exchange
growth; gained after
- Runners reports on success or failure to the Johnson
every Run and spent
- Runners turn over the Target, if they were to bring it back
during Downtime for
- A Betrayal might happen (see the Betrayal Test, below)
Training
- If the Johnson is a Contact, add the Challenge to their Loyalty
➢ Get Paid Liability – personal
- Each Runner gets 5000 nY times the Pay Grade for the Run circumstances that make
- If the Runners failed, they may try to get a partial payment Running more of a
- The Pay Grade may be lowered due to Johnson requirements: challenge; every Runner
- Subtract the higher final Alarm or Overwatch Level (discretion) has their own Liabilities
- Subtract 1 for a body count (no kills requested) and these Trigger as the
- Subtract 1 for collateral damage (no property damage) Run progresses
➢ Get Trauma and Karma
- Trauma is a measure of stress and regrets for each Runner Trigger – when a Liability
- Add the team’s Heat to your previous Trauma becomes relevant to a
- Karma is a measure of personal growth for each Runner story; your Runner gains
- Add the Challenge to your previous Karma 1 Trauma and 1 Karma
- Each Runner’s Liabilities will also add 1 to Trauma and Karma, when a Liability Triggers;
this can happen immediately at any point during play each Liability can Trigger
only once per Run
The Betrayal Test: Johnsons can sometimes Betray the Runners. The
players might decide this should happen as a part of the story, or they can Scheme – a series of
leave this up to chance. In the later case, make a Betrayal Test – this is a linked Runs with the
Pay Grade Test with a Threshold of 6 minus the Team’s Heat. On a success same Johnson, usually
the Johnson betrays the Team. This becomes more likely if the Runners working towards a
drew too much attention to themselves, and also as the money involved greater goal
increases.
Downtime – the break
If the Run is part of a Scheme, the Betrayal Test Threshold will also be after a Run
lowered by 1 for each previous Run in that Scheme. This is to show the
Johnson’s concern that the Runners have learned too much. Lifestyle – Runner’s
regular living expenses;
After the Handoff, the Runners move into Downtime. This is break more extravagant habits
between Runs, giving them a chance to relax, work on personal issues, and cost more, but help
prepare for future Runs. But first, they need to pay for their Lifestyle. relieve Trauma
Lifestyle Description Rating Cost Relieve Trauma –
Street Homeless/Squatting 0 200 nY lowering your Runner’s
Low Coffin Slab/Tiny Apartment 1 1,000 nY Trauma with Lifestyle,
Mid Small Apartment/Tiny House 2 5,000 nY Habits, and Relaxing
High Large Apartment/Country Home 3 25,000 nY
Luxury Penthouse/Estate 4 125,000 nY Habit – an addiction or
routine that helps your
If you cannot pay for your Lifestyle, treat your Lifestyle as Street for this Runner uses to unwind
Downtime. Runners can decide on a new Lifestyle for their next Run at this
time but get no benefit for this until their next Downtime. Cool Heat – lowering
your group’s Heat by
The Runners now receive 6 Beats to spend on Actions in Downtime. lying low and covering
Runners wanting additional Beats can buy up to their Lifestyle Rating in your tracks after a Run
additional Beats at a cost of 1,000 nY per Beat. Runners must first Relieve
Trauma and decide as a group if any of them will Cool Heat. After this, they Personal Projects –
may take turns spending Beats on Personal Projects. Downtime activities your
Runner may engage in
Relieving Trauma happens in three ways: for their benefit
➢ Lifestyle – Reduce Trauma by Lifestyle Rating for free.
Create – building Gear
➢ Habits – If your Runner has any Habits, then they must spend
from scratch as a
Beats to indulge in each, or Gain 1 Trauma for each.
Personal Project
Degree Beats to Spend Trauma Relieved
1-In Control 1 1
Heal Up – resting and
2-Severe 3 2
recovering from injuries
3-Burnout 5 3 as a Personal Project
➢ Relax – Spend 1 or more Beats, and make a Test with a Rating
equal to the Beats spent. Relieve 1 Trauma per Hit. Shop for Gear – using
Downtime to shop for
Cooling Heat involves laying low and distracting authorities from your Gear as a Personal
actions. The Runner group should decide how to Cool Heat together. Project. Runners can do
Everyone then spends 1 or more Beats, and make a Test with a Rating this in person or through
equal to the Beats spent. This has a Boost if all the Runners spend the a Contact
exact same number of Beats. Reduce the group’s Heat the number of Hits.
Repair – fixing damage
Any remaining Beats can be spent on Personal Projects for your Runner. to a piece of Gear as a
These are additional side activities, and many will require a Test to show Personal Project
your degree of success. You must spend at least 1 Beat on each Personal
Project you want to attempt. Extra Beats will either count as an Amp on Side Jobs – taking extra
any Test or allow for greater effect. Runners must decide how to spend all work as a Personal
Beats on Personal Projects before rolling any Tests. Project to exchange
money, Karma, and
Personal Projects sometimes Loyalty
➢ Create – Attempt to create a piece of Gear yourself:
○ Spend half the total cost of the Gear (for parts) Training – working on
○ Test the most relevant Skill (0) [Extra Beats] your own abilities as a
○ If you get Hits at or above Availability, you succeed Personal Project, this
○ If not, any Hits can be noted and added to an additional requires spending Karma
attempt to build this Gear in another Downtime
➢ Heal Up – Test Body (0) [Extra Beats] and recover your Hits in Advancement – a goal
Damage boxes on your Condition Monitor, plus any remaining worked on with Training
boxes of Stun Damage.
➢ Shop for Gear – Each time you shop for Gear, you may purchase as Advancement
much Support Gear as you want at the normal cost and attempt to Requirement – amount
purchase a single Primary or Secondary piece of Gear. of Karma that must be
○ Buying in person? Test SIN (Availability) [Extra Beats] moved to and
(Lower SIN Rating by 1 after Test.) Advancement to
○ Using Contact? Test Connection (Availability) [Extra Beats] complete it
(Lower Loyalty Rating by 1 after Test.)
○ Forbidden Gear can only be purchased with a Contact.
○ On a Success, you may buy the Gear at the listed price.
○ Runners must spend 1 Beat after purchase to install each
piece of ‘Ware. This may wait until next Downtime.
➢ Repair – Test Electronics or Engineering (0) [Extra Beats] and
recover your Hits in Damage boxes on the Condition Monitor of a
piece of Gear.
➢ Side Jobs – Outside of your group Runs, your Runner can take on
lighter work in Downtime to gain resources for later:
○ Hood the Streets – spend time and money helping others:
Gain 1 Karma for each 1 Beat and 2000 nY you spend
○ Work for the Man – spend time and self-respect working
for the powerful:
Gain 2000 nY for each 1 Beat and 1 Karma you spend
○ Make Good with Contact – do favors for your Contact:
Gain 1 Loyalty with a Contact for each 1 Beat, 1 Karma,
and 2000 nY you spend
➢ Training – Spend time and spend Karma to improve your Runner.
○ For each Training Beat, move up to 5 Karma to an
Advancement on your Runner
○ If the Karma on an Advancement meets the Advancement
Requirement (see below), gain the Advancement
○ Each Advancement can get Karma once per Downtime
○ Any Karma moved on an Advancement is gone after you
gain that Advancement

Advancement Requirement
Gain or Raise Skill 1 Rank * (New Rank) Karma
* Runners spend (2 x New Rank) Karma to raise a Skill above its Attribute
Gain a Skill Aptitude / Specialty * 5 Karma
* Runner must have an Aptitude to turn it into a Specialty
Gain a Knowledge Skill 2 Karma
Move 1 Rank Between Attributes* 10 Karma
* Lower one Attribute by 1 Rank and raise another by 1 Rank (max. 6)
Gain or Raise Liability or Habit 1 Rank (New Rank) Karma
Lower Liability or Habit 1 Rank (5 x Current Rank) Karma
Gain Initiation 1 Grade * (10 x New Grade) Karma
* Without a teacher, Runners must spend 1 Beat per Karma for Initiation
GM/Adversaries (OOOPS, ALL BLANK, KEEP SCROLLING)
Making a Runner Runner Creation Steps:
1. Team Style
Runners operate in a Team and are best created as a group. Ideally, all 2. Six Questions
players should get together before starting a game of SR30 to discuss the 3. Priority
team and its Runners before making those Runners together. 4. Metatype
5. Attributes
1. The first step in Runner creation is to decide on your Team Style as a 6. Skills
group. You need to decide how your Team acts and what their strengths 7. Knowledges
and weaknesses are. What Runs do they excel in? Are there lines they 8. Liabilities/Habits
won’t cross? If you want to create a Runner that is in opposition to the rest 9. Contacts
of the Team, then discuss it with the other players now. 10. Gear
➢ Pro Corp Espionage Team – get in and get out without a trace
➢ Anarchist Guns for Hire – great at smashing things, sometimes Team – a group of
betray a Johnson on moral grounds Runners in a game
➢ Former Gangers – very unprofessional but hungry for success
Team Style – the flavor
➢ Corp Troubleshooting Team Gone Rogue – ice cold experts jaded
of your Runner group
from life, may have taken in a street kid that acts as a conscience
➢ Common Interest Team – slapped together by a fixer to do a job,
Six Questions –
now work as a dysfunctional family to survive
questions about a new
Runner that players
2. Once you know your Team Style, every player must decide on the
must answer during
answers to the Six Questions for their Runner:
Runner Creation
➢ What is your role on the team?
What do you do for the team? Are you the muscle? The tech Priority – what your
expert? Do you keep an Astral eye out? How do you help them Runner has focused on;
tackle a Run? Are you good at your role or struggle at it? how they fulfill their role
➢ How did you get your abilities?
Do you have formal education? Did you once work for a Corp? Did Awakened Runner – the
you pick things up on the streets? Were your parents former Priority for anyone with
Runners? Are you just delusional about being an action hero? Magic ability
➢ Why do you Run?
Can you not work legally? Do you need a lot of money fast? Do you Geared Out – Priority for
refuse to be part of the system? Maybe you have a vendetta Runners with lots of
against the Corps? Are you addicted to the thrill of crime? Resources to buy Gear
➢ What would make you retire?
How much money would you need to give up the life? Do you Natural Ability – Runners
revenge on a person/Corp first? Are you only leaving Running in a with this Priority start
body bag? Would you quit if the team crossed a moral line? with more Skill Ranks
➢ What is holding you back?
What is your biggest weakness? Can you not pass up a challenge? Metatype – a human
Are you struggling with addiction? Do you have people at home subspecies – Human,
counting on you? Does someone in power have it out for you? Dwarf, Elf, Ork, or Troll
➢ Why is your Runner fun to play as and with?
This question is for the players. Is your Runner tragic? The comic Meta Quality – natural
relief? What makes them stand out from the rest? How will they or social ability linked to
play off the Team? Who does your Runner get along with, or not? your Metatype, all
Runners start with 2
3. Next, decide on a Priority for your Runner. This is how you perform your
role on the Team, and determines your resources in the following steps: Low Light Vision – You
➢ Awakened Runner – You are attuned to the Astral and have can see like normal in
developed Magical abilities but may not be as equipped or skilled. dim or nighttime
➢ Geared Out – You don’t need training or magic; you have the best conditions, gaining a
gadgets, mil-spec ‘Ware, and the tech to solve any problem. Boost if appropriate.
➢ Natural Ability – You don’t need magic or bleeding-edge
equipment, you’re an expert, prodigy, or skilled veteran. Thermal Vision – You
can see heat signatures,
4. Now choose your Runner’s Metatype, or human subspecies, and 2 Meta giving you a Boost where
Qualities from those available to your Metatype from those listed below: appropriate.
➢ Human
○ Adaptable – You play well with others. Helping indirectly Human – Your standard
costs only 1 Edge for you. hairless ape. Not often
○ Doors Open for Me – Boost one Etiquette Test per Run. outstanding, but there
○ Fraggin’ Lucky – Add 1 to your Edge Attribute (max 7). are a lot of you and
○ More Common than Soy – You don’t stand out much. Add Humans seem
1 Amp when Cooling Heat. abnormally lucky.
➢ Dwarf (also gain natural Thermal Vision)
Dwarf – Often short,
○ Arcane Arrester – Magic doesn’t stick as well to your Aura.
muscular and hairy,
Boost on any Opposed Test to a Spell.
though not always.
○ Down Here, Chummer – You’re easy to overlook. Boost
Dwarves often favor
one Stealth Test per Run.
tech fields. You have
○ Stronger than you Look – Add Amp 1 to one Body Test per
natural Thermal Vision.
Run.
○ Too Stubborn to Stop – Boost one Willpower Test per Run.
Elf – Grace, beauty, and
➢ Elf (also gain natural Low Light Vision)
charm – lots of people
○ Just Better in General – Years of experience make it easy
distrust Elves, often with
to show others up. Once per Run, you may attempt a Test
good reason. You have
yourself if another Runner in your Team fails.
natural Low Light Vision.
○ Never Trust an Elf – Boost one Con Test per Run.
○ Sylvan Grace – Boost one Agility Test per Run.
Ork – Large and
○ That Elf Look – Boost one Influence Test per Run.
muscular. Orks are the
➢ Ork (also gain natural Low Light Vision) most common non-
○ Built for Survival – Boost one Body Test per Run. Human, but face high
○ Down but Not Out – The first time you enter Overflow discrimination. You have
each Run, clear one box from your Condition Monitor. natural Low Light
○ I’ve Gotten Worse – Boost an Opposed Test against Con, Visison.
Etiquette, or Influence once per Run.
○ Thanks, Cousin – Ork families are large and ready to help Troll – Twice as tall and
each other out. Once per Run, you may create a single-use wide as a Human. Trolls
Connection 1 Contact for any purpose. are rare and live in a
➢ Troll (also gain natural Thermal Vision) world not built for them.
○ Dermal Deposits – Bony plates in your skin create natural You have natural
Armor. Add 1 Amp to all Soak Tests (in addition to Armor). Thermal Vision.
○ Strong as a Tank – Add 2 to your Body Attribute (max. 8).
○ Three Meters of Terror – Boost one Influence Test per Low Light Vision – the
Run, if intimidating your target. ability to see in dim light
○ Warranty Void if Troll – Double your Hits on a Close and moderate darkness.
Combat Test against a vehicle or other manufactured item Tests relying on vision
once per Run. gain a Boost in limited
light (but not total
5. Attributes can now be allocated. These are the raw potentials of a darkness)
Runner, and are detailed to the right. You receive a pool of Ranks to assign
to Body, Agility, Intuition, Logic, Charisma, and Willpower. Each Attribute
must have at least 1 Rank, and none can have more than 6 Ranks (unless a Thermal Vision – the
Meta Quality states otherwise). The exact details vary on the Runner’s ability to see heat
Priority: signatures, even in total
➢ Awakened Runner: darkness. Tests relying
○ Assign 18 Ranks to Body, Agility, Intuition, Logic, Charisma, on vision gain a Boost in
and Willpower (minimum 1 each, maximum 6 each) total darkness or when
○ Set your Magic Attribute any Rank between 1 and 6 seeing heat sigatures
○ Essence starts at 6, but Lock Ranks equal to your Magic would be a benefit
➢ Geared Out:
○ Assign 18 Ranks to Body, Agility, Intuition, Logic, Charisma, Body – physical strength
and Willpower (minimum 1 each, maximum 6 each) and durability
○ Essence starts at 6 and Magic is 0.
➢ Natural Ability: Agility – coordination,
○ Assign 24 Ranks to Body, Agility, Intuition, Logic, Charisma, grace, and dexterity
and Willpower (minimum 1 each, maximum 6 each)
○ Essence starts at 6 and Magic is 0. Intuition – quick thinking
For all Priorities, now set your Reaction Attribute Ranks as the average of and instinct
your Agility and Intuition Ranks (add Agi and Int, divide by 2, round down).
Logic – reasoning, formal
6. After Attributes, now Skill Ranks can be assigned. Your Priority will learning, and knowledge
determine how many Skill Ranks you can assign and to which skills:
Charisma – charm and
➢ Awakened Runner:
○ Assign 24 Ranks to the 15 General and 4 Awakened Skills social ability
➢ Geared Out:
Willpower – focus and
○ Assign 24 Ranks to the 15 General Skills
mental endurance
➢ Natural Ability:
○ Assign 30 Ranks to the 15 General Skills Magic – attunement to
The table on the next page details Skills. When assigning Ranks to Skills (or the Astral and natural
improving them after Runner Creation), please keep the following in mind: potency in magic works
➢ A Skill may have a Rank of 0 (you roll 1 die at Fault in these Tests)
➢ No Skill may be raised above Rank 6 during Runner Creation Essence – measure of
➢ During play, Skills have a maximum Rank of 9 holistic integrity and ego
➢ Adding a Rank to a Skill that would be above the Rank of its Linked strength (basis for Edge)
Attribute counts as 2 Ranks. Ex: with a Linked Attribute of Rank 3,
you assign 3 Ranks to get to Skill Rank 3, assign 5 Ranks (+2) for Reaction – response
Skill Rank 4, assign 7 Ranks (+2) for Skill Rank 5, and so on. time and readiness to
➢ Only Awakened Runners can assign Ranks to the Awakened Skills act if surprised
(Astral, Conjuring, Enchanting, and Sorcery).
➢ Each Skill can have only one Aptitude and one Specialty Lock – tying up part of
➢ Aptitudes can upgrade to Specialties, allowing for a new Aptitude an Attribute for an
effect, the Locked
➢ Exotic Gear or situations require the corresponding Aptitude or
Attribute is lowered for
Specialty, without either, the Skill is treated as Rank 0 when using
any other purpose, and
that Gear or while in that situation
no more than its total
After all Skill Ranks have been assigned, add an Aptitude to any one Skill
Rating may be Locked
with at least 1 Rank. No other Aptitudes or Specialties can be taken now.
General Skill – Skill
7. Knowledges reflect the facts and trivia a Runner knows about a topic.
available to all Runners
You can prompt the GM for additional details on a situation when a
Knowledge applies to it, and they will elaborate further. Very obscure or
secret details can require an Intuition or Logic Test for your Runner to
recall.
There are two types of Knowledges – Academic and Street Knowledges. Awakened Skill – only
Academic Knowledges are formal education and training, and use Logic Awakened Runners may
when a Test is required. Street Knowledges are casually picked up as take Ranks in these Skills
interests or through life experience, and use Intuition when a Test is
required. Linked Attribute – the
Attribute most closely
Pick a number of Academic Knowledges for your Runner equal to your linked to ability in this
Logic, and a number of Street Knowledges equal to your Intuition. These Skill; it becomes harder
Knowledges can be anything you desire. The table on the following page to improve a Skill above
lists several example Knowledges, but work with your GM to decide on your Rank in this
original Knowledges unique to your Runner.
Aptitude – narrow focus
Languages – Runners can pick up non-native Languages as ether Academic in Skill training, your Skill
or Street Knowledges, making them fluent and literate in that language. Rank counts as 2 higher
if an Aptitude applies
Skill Linked Attribute Aptitudes/Specialties
General Skills Specialty – more
Athletics Body Archery, Climbing, Gymnastics, developed focus than an
Sprinting, Swimming, Throwing Aptitude, your Skill Rank
Biotech Logic Biotech, Cybertech, First Aid, counts as 3 higher if an
Medicine Aptitude applies
Close Combat Agility Blades, Clubs, Dodge, Unarmed
Con Charisma Acting, Disguise, Fast Talk, Exotic – situations or
Impersonation, Performance Gear that are very
Cracking Logic Cybercombat, Electronic Warfare, specific and not covered
Hacking by the main Skill
Electronics Logic Computer, Hardware, Security training; without an
Systems, Software Aptitude or Specialty
Engineering Logic Armorer, Demolitions, Industrial, that applies to an Exotic
Lockpicking, Vehicles situation, your Skill Rank
Etiquette Charisma Blending In, Charm, First counts as 0
Impression
Firearms Agility Automatics, Pistols, Rifles, Knowledge – what the
Shotguns Runner knows a lot
about, providing insight
Heavy Weapons Body Assault Cannons, Grenades,
during a Run
Gunnery, Machineguns, Rockets
Influence Charisma Instruction, Intimidation,
Academic Knowledge –
Leadership, Negotiation
information learned
Outdoors Intuition Navigation, Survival, Tracking
through formal training
Perception Intuition Aural, Oddities, Patterns, Visual
and education, Logic
Piloting Reaction Air, Drones, Ground, Water Knowledges
Stealth Agility Camouflage, Disguise, Palming,
Sneaking Street Knowledge –
Awakened Skills things picked up through
Astral Magic Astral Combat, Astral Signatures, life and personal
Emotional States, Spirit Types interested, Intuition
Conjuring Magic Banishing, Binding, Spirit Types, Knowledges
Summoning
Enchanting Magic Alchemy, Artificing, Language – Knowledge
Disenchanting showing fluency in
Sorcery Magic Counterspelling, Spellcasting another language
Academic Knowledges (Based on Logic) Liability – personal
Accounting, Archaeology, Architecture, Art, Artificial Intelligence, Astral circumstances that make
Topology, Chemistry, Cybertechnology, Economics, Finance, Forensic Running more of a
Science, Geology, History, Law, Literature, Magical Theory, Matrix challenge; every Runner
Topology, Manufacturing, Music, Nanotechnology, Politics, Psychology, has their own Liabilities
Theology, Writing and these Trigger as the
Street Knowledges (Based on Intuition) Run progresses
Astral Entities, Bounty Hunting, BTLs, Comic Books, Conspiracy Theories,
Drugs, Fences, Gambling, Gangs, High Society, a Hobby, Local Sprawl, Trigger – when a Liability
Mafia, Matrix Clubs, Media, Piracy, Police Corporations, Policlubs, becomes relevant to a
Prisons, Runners, Security, Smugglers, Sports, Threats, Tracking, Triads, story; your Runner gains
Video Games, Yakuza 1 Trauma and 1 Karma
when a Liability Triggers;
Liability Trigger – If… each Liability can Trigger
Allergy Encountering the allergen complicates the Run only once per Run
Amnesia Your forgotten past comes back to haunt you
Bane Targeted by Astral entities like a magic lightning rod Habit – an addiction or
Code Upholding your code puts the team at risk routine that helps your
Day Job Spending a Beat to fulfill your work obligations Runner uses to unwind
Debt All profit (after Lifestyle) from a Run goes to pay the debt
Degree – measure of
Dependents Taking care of your dependent complicates things
how under control or
Distinctive Noticed due to your eccentricities
extreme a Habit is
Driven You accomplish a part of your long-term goal
Enemy Your enemy becomes personally involved in the Run Contact – person or
Gremlins Technology fails for you in a way creates complications entity the Runner knows
Impulsive You intentionally do something that increases Alert and can call on for some
Incompetent You use a specific skill you have 0 Ranks in form of assistance
Infirm Take a break due to illness, causing problems
Jittery You panic during a run and the team needs to calm you Connection – how much
Liar Someone won’t accept your word, causing complications influence and power a
Newbie A mistake caused by inexperience puts everyone at risk Contact has; Connection
Notorious Your bad reputation makes someone refuse to help you is usually fixed, but
On the Grid Your real identity interferes with the job doing a Run for a
Pacifist Work harder to find a nonviolent solution to a problem Contact may raise this if
Paranoid Suspicions create a challenge where there was none you improve their
Phobia You must avoid or are incapacitated by your fear situation
Poser Rejected by your native group or your “poser” group
Prejudiced Refusing help from your prejudiced group costs you Loyalty – how much a
Regret Your secret is used against you, endangering the team Contact likes and/or
Traitor Loyalties are in conflict between your boss and Runners “owes” a Runner;
Uncouth Something you say ruins a conversation, causing trouble Loyalty goes down when
Unlucky You suggest the worst that could happen, and it does you call on a Contact for
Vendetta You let the team down to pursue vengeance help, but you can assist
Wanted Recognized and targeted by authorities them to regain it

8. Liabilities are the personal faults and social pressures a Runner is dealing
with. This is the personal baggage the Runner brings with them that can
make the Run go pear-shaped. Each Liability has a Trigger, which describes
when it would come into play during a Run. The first time a Trigger applies
in a Run, the Runner gains 1 Trauma and 1 Karma. Nothing happens if a
Trigger comes up again in the same Run.
Habits are what the Runner indulges in for those feel-good brain Gear – Anything a
chemicals. They could be addictions, but also hobbies, activities, or clubs. Runner can purchase to
Runners must spend Beats (time) on each Habit after a Run, but this will help do their work; this
decrease the Runner’s Trauma. Every Habit has a Degree between 1 and 3, includes handheld tools
showing how much of a Runner’s life they consume. Higher Degree Habits and weapons, as well as
require more Beats to maintain, and relieve more Trauma in exchange. Ware, spells, vehicles
and Drones, and so on.
Choose 1 to 3 Liabilities for your Runner. Choose 0 to 3 Habits for your
Runner, and a Degree between 1 to 3 for each. Example Liabilities are Ware – implanted Gear,
provided in the table on the next page, and example Habits appear below. such as Cyberware
Work with the GM to create original Liabilities and Habits, if desired.

Example Habits and Typical Severity


Alcohol 1 Gang membership 2
Antique electronics 1 Magical lodge 2
BTLs 3 Matrix gaming 1
Clubbing 1 Novacoke 2
College Classes 3 Policlub 2
Deepweed 1 Trideo binging 1
Fashion 1 Urban Brawl team 3
Gambling 1 Volunteering in Barrens 2

9. All Runners start with up to 3 Contacts. These are the people you know
that can get you goods and information through not strictly legal means.
Each Contact has both Connection and Loyalty Ranks. Connection is how
useful the Contact is; Contacts with high Connection can get more valuable
goods and intel more reliably. Loyalty is how strong of a bond they have
with the Runner, and how willing they are to assist the Runner.

Divide 12 points between the Connection and Loyalty Ratings for each of
your Contacts. Each Rating must be between 1 and 6. Each Contact must
have a name and relation to the Runner, but further details can wait.
10. Now you can purchase Gear – the implants, tools, weapons, vehicles,
spells, and other things that you use to do your job as a Runner. You start
with cash to buy Gear (how much depends on your Priority). Runners can
begin with anything in the Gear Book, as long as they still have money to
afford it and can pay any other costs (such as Locking Essence).

➢ Geared Out – 250,000 nY to spend on Gear


➢ Awakened Runner – 50,000 nY to spend on Gear
➢ Natural Ability – 50,000 nY to spend on Gear

After purchasing Gear, make sure to note any modifications to the


Runner’s natural abilities, such as Ware adding to an Attribute or Skill.

Edge is now set equal to your remaining unlocked Essence, rounding down
to the nearest whole number.
(Please imagine character sheet.)

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