Roll-all-the-dice Shadowrun: the rules

Tanael posted his perfect LA 89 a couple of days ago, and I simply love it. And Paul ‘Geist’ Gallagher’s published Sprawl Goons, a game I appreciate for its tight cyberpunk feel.

As yall know, my rpg forever love is Shadowrun, and so I wrote my own little game today. All you really need is maybe read one or three Shadowrun novels, preferably the first trilogy.

Let’s create a Shadowrun character!

You can also download the updated version of this game here: https://matausch.itch.io/dospunk

Roll d4, d6, d8, d10, d12 and d20
d4: Age
1 – Kid, in their twenties
2 – Typical, in their thirties
3 – Midlife Crisis, in their forties
4 – Old Dog, in their fifties
d6: Trait
1 – Cool (cool-headed, good under pressure)
2 – Hard (dangerous, bad motherfucker)
3 – Sharp (perceptive, good instincts)
4 – Hot (smokin’ hot, presence)
5 – Weird (sixth sense, a little crazy)
6 – Roll twice
d8: Metahuman Type
1-3 – Human
4 – Dwarf
5 – Elf
6 – Orc
7 – Troll
8 – Other
d10: Quirks
1 – Hunted/Wanted
2 – Sick and dying
3 – Forced/induced  amnesia
4 – There are cracks in your new personality overlay
5 – Gene-edited, but immuno-compromised
6 – Bullshit past
7 – Recovering addict; 1d6 months off the juice
8 – No more fucks to give, you’ve lost all you love
9 – Abused by corporation
10 – Always high
d12: Motivation
1 – Greed
2 – Love
3 – Sex
4 – Adrenaline
5 – Revenge
6 – Debt
7 – Honor
8 – Faith
9 – Fear
10 – Infamy
11 – Family
12 – Undercover
d20: Archetype (includes all skills that are associated with it)
1 – Cop, maximum lawman on mean 21st century streets, has Authority
2 – Max Tac Agent, working for the government. Primary goal is to kill any heavily modified people that have gone crazy from the mental stress of having been modified too much, has Authority
3 – Corporate, slick business raider and multi-millionaire, has Resources
4 – Fixer, deal maker, smuggler, organizer, and information broker, knows how to Streetdeal
5 – Media, Newsman and reporter who goes balls to the wall for the truth, has Credibility
6 – Decker, cybernetic computer hacker, can move in the “Interface” (net) and use apps (and icebreakers) that others can’t
7 – Nomad, road warrior and gypsy who roams the highways, has Tribe
8 – Rockerboy, rebel rocker who uses music and revolt to fight authority, has Charismatic Leadership
9 – Solo/(Ex-) Soldier, hired assassin, bodyguard, killer, soldier, has Combat Sense, rolls damage with Advantage
10 – Techie, renegade mechanic, knows how to Repair Stuff
11 – Med-Tech or Street doctor, knows how to handle Med-Tech
12 – Rigger, pilot driving, flying or riding all kinds of vehicles, also full-plated and stealth-coated cargo transports loaded with smuggled commodities, has Vehicle Zen
13 – Corporate Mage, a magician working for a corporation, knows how to Cast Spells
14 – Street/Sprawl Mage, a magician living in the shadows, knows how to Cast Spells
15 – Corporate Shaman, working with the Spirits, knows how to Deal with Spirits
16 – Street/Sprawl Shaman, living in the shadows, knows how to Deal with Spirits
17 – Physical Adept, has magical abilities that increase his combat effectiveness, has Enhanced Capabilities
18 – Bounty Hunter, you know how to find people and read tracks. Sometimes it takes longer, but there ain’t nobody you haven’t found yet.
19 to 20 — roll again
If you want MORE archetypes… read your d20 roll as follows: on a 1–10, roll on the d20 table above again. On 11+, roll a d6: 1–3, roll d100 on the following table; 4–6 roll a d8 on the table below that.
  1. Arms Dealer
  2. Biker Brawler
  3. Black Ops Borg
  4. Bounty Hunter
  5. Drone Rigger
  6. Ex-Cop
  7. Freelance Snoop
  8. Knife Fighter
  9. Metahuman Activist
  10. Rugged Spelunker
  11. Security Expert
  12. Sharp Shooter
  13. Street Samurai
  14. Tech Wiz
  15. Vehicle Rigger
  16. Combat Pilot
  17. Covert Ops Specialist
  18. Data Thief
  19. Eco-Terrorist
  20. Ex-Paladin
  21. Face
  22. Fence
  23. Former Courtier
  24. Go-Ganger
  25. Hitman
  26. Medic
  27. Occult Investigator
  28. Street Samurai
  29. Sword Borg
  30. Wealthy Play-Elf
  31. Corporate Ninja
  32. Cyber-Slinger
  33. Cyber-SWAT Commando
  34. Fixer
  35. Gang Leader
  36. Gumshoe
  37. Media
  38. Negotiator
  39. Newbie Deck-Head
  40. Organic Samurai
  41. Street Samurai
  42. Transporter
  43. Tribal Tracker
  44. Veteran Borg
  45. Weapons Specialist
  46. Anti-Borg Specialist
  47. Bodyguard
  48. Borg Merc
  49. Combat Decker
  50. Cyber-Troll
  51. Gang Dealer
  52. Investigator
  53. Jack-O-Chips
  54. Man Hunter
  55. Media Tech
  56. Mobile Weapons Operator
  57. Sea Dog Smuggler
  58. Street Samurai
  59. Tribal Warrior
  60. Vigilante
  61. Celebrity Action Hero
  62. Club Owner
  63. Combat Medic
  64. Cyber-Tank
  65. Expensive Security
  66. Extraction Specialist
  67. Green Activist
  68. Hit-Troll
  69. Mercenary
  70. Sprawl Ganger
  71. Street Samurai
  72. Thug Enforcer
  73. Undercover Narc
  74. Wandering Nomad
  75. Zoology Expert
  76. Geomancer
  77. Huckster
  78. Sensei (adept)
  79. Tribal Shaman
  80. Venerable Sage
  81. Conjurer-for-Hire
  82. Gunslinger (adept)
  83. Hit Mage
  84. Mage Bodyguard
  85. Street Mage
  86. Adept (adept)
  87. Former Wage-Mage
  88. Mage Detective
  89. Pro Shaman
  90. Street Sorcerer
  91. Gifted Ninja (adept)
  92. Hermetic Scholar
  93. Monster Hunter (adept)
  94. Street Shaman
  95. Tribal Totemist
  96. Brickhouse (adept)
  97. Combat Mage
  98. Mystic Hermit
  99. Sewer Shaman
  100. roll again
  1. BURAKUMIN (Street Gangster): A burakumin is a streetpunk, a tough and nasty gang-boy with a loyal gang following. As a senior member of the street gang he can call on their violent and criminal services once per game. The gang may be intelligent and sophisticated, or nasty, tough and brutal. Obviously the gang will not recklessly endanger itself unless there is a great reward at the end of it. The gang has a bond, and the player character is a part of that strong bond.
  2. CLONE COP: The illegal sale of replicants (clones without memories or identities) is the business of the clone cop who tracks down replicants and terminates them. He tries to locate the buyer, the seller and the manufacturer. He uses a Voigt-Kampff Machine (like a lie detector) to test suspects, as well as his own judgement. He is a good investigator, and has been recruited by the zaibatsu because of his skills. If a genetics corporation, then he has been bought-out by the ‘bad-guys’.
  3. COLLEGE KID: You are a rebellious college drop-out. Maybe you were kicked out. Like most anime heroes, you are quite brilliant, if a little hung-up sexually, but you know all the gangs, the streets, and you are a talented whizz-kid in your particular field. You are not afraid of the bad guys, in fact you may treat everything as a big game! SKILL: Cyberspace, and a suitable technical subject.
  4. HUSTLER: You are a loser, a street-corner hustler, drugs dealer and fixer who never quite makes the big score. You know anyone who’s anyone in your neighbourhood, and you are on good terms with the local Yakuza: you have to be. You’re smart, cool and ready for action. Watch out Tokyo!
  5. KURUMA (Getaway Driver): You are a professional driver, for a zaibatsu, the cops, the Yakuza or whoever. You know the city, escape routes, and the fastest ways from A to B. You are an expert in evasive or pursuit driving and have been in real scrapes and firefights, but always kept cool, despite the vehicle being full of bullet holes! You could also be a courier for the Yakuza or other gangs, shipping illegal items around Tokyo.
  6. ORGAN-LEGGER: You were part of a criminal gang that made its money kidnapping people and surgically dismembering them. Their organs, eyes, arms, hands, genitalia and other body parts were then sold to the many underworld body banks around Japan that supply the organs to legitimate hospitals and clinics. The job is grim and dark, involving kidnapping, killing and surgery (or butchery).
  7. REPO MAN: You are an agent working for a genetics company that reposseses failed clones. Clone insurance gives the wealthy the chance to live again in young bodies, but the treatment is still experimental and there are many problems. All the clients require confidentiality, and the zaibatsu cannot afford its mistakes to be made public. Perhaps they got two minds mixed up, or the client died in an unusual place and his head needs to be returned to the zaibatsu so the mind can be scanned into the new clone. You know all about the clone business.
  8. YAKUZA (Gangster): You are an underworld enforcer for the Yakuza (Japanese Mafia), a thug, bodyguard and street soldier led by your “oyabun”, or godfather. You are tough, vicious and very, very nasty.
RULES
Love the characters. Respect the genre. Try to resolve every action by using common sense. Clarify your players’ intentions, then make a judgment. Grown-up healthy human beings can take 3 or 4 hits. Unarmed hits do 1 or 2 (if they’re really extremely heavy), clubs and other blunt weapons do 2, guns and other weapons using ammo or projectiles do 3 or more. Feel free to knock out or injure a character if the narration and common sense warrant it. If in doubt, go with the first idea that comes to your mind. If you want to roll dice, do so.
Cyberware Ideas
1 Military Grade reflex booster
2. Muscle Matrix
3. Combat Neurolink
4. Neural Lattice cognition enhancer
5. Amped Hearing
6. Amped Vision
7. NeoDerm (toughened skin)
8. Slicers (retractable monoblades)
9. Full-spectrum Optics (infrared, thermal, low-light vision)
10. Filter Lungs (unaffected by gas and airborne toxins)
11. Chip socket for skill chips)
12. Cybernetic Limb (generic prosthetics; chromed, plastic, etc.)
Cosmetic Cyberware Ideas
1. Thumb drive
2. Flamegout mohican
3. Innerearphones
4. Neon tattoo
5. Polyfiber proboscis
6. Wirehead: pleasure multiplier
7. Stainless steel skingraft
8. Exposed wetwork
9. Gain implant
10. Forearm app store
11. Bargain bin exoskeleton
12. Colour-phasing irises
13. Skinwatch
14. ChemSkin/SynthSkin: color-changing skin
15. TechHair: color-changing hair
16. Kill Display: 3-digit subdermal
17. Tube Nails: color-changing nails
18. TV-Skin
19. Furry-Looks
20. See-thru Skin
Intrusion Countermeasure Electronics (ICE, you decide what they’re able to)
1. Crippler
2. Acid
3. Binder
4. Jammer
5. Flip Flop
6. Marker
7. Databomb
8. Killer
9. Probe
10. Solar Flare
11. Sentry
12. Scrambler
13. Tar Baby
14. Trace
15. Barrier
16. Blaster
17. Ripper
18. Breaker
19. Sparker
20. Seizure
Intrusion Countermeasure Electronics (ICE), part 2
Oh, it’s
1-2 White ICE (non-combat ICE, its job is to check your legality and alert sysops/admins if you’re not)
3-5 Grey ICE (attacks your cyberdeck and utilities, tries to crash or destroy stuff)
6 Black ICE (attacks your mind and body, trying to kill you)
Physical Adept Power Table
1- Extremely Tough
2-Astral Perception
3- Lucky
4- Killing Hands
5- Shattering Blow
6- Pain Resistance
7- Extremely agile
8- Improved Physical Senses
9- Improved Reflexes
10- Rapid Healing
11-Arrow-cutting (or other slow-moving projectiles)
12-Yogic Hibernation
13- Masterful Aim
14- Alertness
15- Animal Control
16- Astral Cloak
17- Astral Perception
18- Charismatic Aura
19- Combat Sense
20- Hold Breath
21- Enhanced Movement
22- Extended Jump
23- Extended Leap
24- Face Anonymous
25- Reduce Damage
26- Magic Resistance
27- Disappear
28- Nerve Strike or Stretch Attack
29- Immovable
30- Banshee Scream
Spell Table
1. Analyze device
2. Detect enemies
3. Detect individual
4. Detect life
5. Detect object
6. Makeover/Fashion
7. Barrier
8. Shapechange
9. Useless piece of shit spell
10. Combat spell against living creatures
11. Combat spell against living creatures and matter
12. Combat spell against specific species
13. Heal
14. Antidote
15. Decrease attribute
16. Resist pain
17. Illusion
18. Invisibility
19. Levitation
20. Use one of your skills from a distance
Spirit Table
1. Earth Elemental
2. Fire Elemental
3. Water Elemental
4. Air Elemental
5. Spirit of Man: City Spirit
6. Spirit of Man: Hearth Spirit
7. Spirit of Man: Field Spirit
8. Spirit of the Land: Desert Spirit
9. Spirit of the Land: Forest Spirit
10. Spirit of the Land: Mountain Spirit
11. Spirit of the Land: Prairie Spirit
12. Spirit of the Sky: Mist Spirit
13. Spirit of the Sky: Storm Spirit
14. Spirit of the Waters: Lake Spirit
15. Spirit of the Waters: River Spirit
16. Spirit of the Waters: Sea Spirit
17. Spirit of the Waters: Swamp Spirit
18. Ally/Homunculus
19. Watcher (very weak spirits with just one job)
20. Free Spirit
Shaman Inspirations
Pick a totem animal. Think of its environment and typical behavior. Turn up to three of these things into advantages for calling certain spirits and/or casting certain types of spells.
Also, think about things the animal can‘t do well, or can‘t do at all. Turn these into disadvantages in terms of calling spirits or casting spells.

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