Vanilla Shadowrun™ rules are complicated. Not knowing whether the game is sufficiently balanced, I doubt the amount of complexity is needed for the game to be enjoyable. 6th Edition was supposed to simplify the rules, but was rushed and arrived broken beyond repair. On my search for a simpler version, I discovered Shadowrun Anarchy. Establishing its own, far simpler, rule set, Shadowrun Anarchy also draws lots of parallels to 5th Edition.
This project establishes the homebrew rules for my game sessions. The rules are loosely based on Shadowrun Anarchy and subject to change. There is neither fluff nor lore here, just mechanics; everything else is found in the official books.
Each Turn, every player has a chance to play out and describe their character's actions, along with other elements of the story going on around them. These descriptions are called Narrations, and as the game progresses these Narrations build on each other and form the story of the game. [SRA]
The Turn Order is situation dependent and may be adjusted by spending Plot Points. If push comes to shove, compare characters A + E Attributes to determine who goes first.
6-sided dice are used to determine the outcome of certain actions. A pool of dice is rolled and Hits are compared against a threshold stated in parenthesis or determined by the GM. Tests against other characters are rolled as an opposed test, where the opposition sets the threshold for the actor. To speed things up, the GM may use a fixed threshold instead of rolling for the opposition.
Difficulty | Opposed Dice | Threshold |
---|---|---|
Very Easy | 4 dice | 1 |
Easy | 6 dice | 2 |
Average | 8 dice | 3 |
Hard | 12 dice | 4 |
Extreme | 18 dice | 6 |
Most Tests can be repeated for an accumulative -2 modifier.
Some Tests take far longer than a moment and therefore require the character to invest time. An Extended Test accumulates Hits over multiple rolls to meet a given (high) threshold. Extended Tests cannot last forever; at some point, characters reach the limit of their abilities. Each roll beyond the first suffers an accumulative -1 modifier. When they run out of dice before meeting the threshold, the Test either fails or needs to be continued at a later point. A fixed time interval is spent along with each roll. [SR5]
Glitches during an Extended Test nullify all Hits of the current roll. A Critical Glitch can only occur on the first roll, in which case the task fails spectacularly.
Outside combat, characters can work together to overcame various obstacles. A Teamwork Test is done by selecting a leader who will do the majority of the work. Other characters assist by rolling a corresponding Test. Each Hit scored by the helpers grants a bonus die to the leader's dice pool. The number of bonus dice is limited by the leader's Skill (or higher Attribute).
All divisions are round down unless stated otherwise.
Plot Points are tokens that can be redeemed for special effects. Both, players and the GM, have the ability to spend Plot Points. When a Plot Point is spent, the spender hands the token to the opposition.
Examples for special effects players can spend Plot Points on:
S | Strength | Physical strength and constitution |
A | Agility | Core combat Attribute |
L | Logic | Core technology Attribute |
W | Willpower | Core magic Attribute |
C | Charisma | Core social Attribute |
Edge is a special Attribute that represents a character's luck. Characters start each day with a number of Edge Points equal to their E. They can spend an Edge Point in one the following ways to augment a roll.
Essence determines how natural your character is. Essence starts at 6 for all characters and is reduce by certain unnatural Amps like Cyberware. For every full point of Essence lost, an accumulative -1 modifier is added to magic- and healing-related Tests.
This list is not exhaustive. New Skills can be added on the fly as the GM sees fit.
Most Skills can be used even when a character has not invested a single point into them. Such untrained Tests simply roll the associated Attribute.
Perception is not a Skill, roll L + W for a Perception Test. (L + W) / 3 can be used for passive Perception.
A character can specialize in certain aspects of a (trained) Skill (e.g. Pistols of the Firearms Skill). A specialization grants a +2 modifier to associated Tests.
Qualities are additional character traits that come in positive and negative forms. Characters typically start out with 2 positive and 1 negative Quality.
Every more-human-than-human improvement to your character is handled as an Amp. Ranging from cybernetic implants (Cyberware) to Spells, to Cyberdecks, etc.
Health is represented by Condition Monitors, which come in two forms, Physical and Stun. Each Condition Monitor consists of a number of boxes (🄿 / 🅂). When you take damage, you cross out the corresponding number of 🄿 or 🅂 boxes.
Characters can be healed using appropriate equipment in combination with a Biotech (2) Test, and/or with magic.
Armor reduces Physical and Stun damage. Each armor box 🄰 can consumes 1 point of damage. Physical damage destroys armor in the process — Stun damage does not.
Armor Plates are what makes armor consume damage. Armor Plates can be replaced to restore damaged armor.
Devices and gear commonly feature a Device Rating indicating its level of quality. The Device Rating is used as threshold and Attribute(s) for Tests.
A character can take either 2 Simple Actions or 1 Complex Action, in addition to their Bonus Action. A general limit of one attack action per Turn is imposed. Though, certain Amps allow you to exceed this limit.
Characters can freely move 5 meters, spend a Simple Action to move 10 meters, or spend a Complex Action to sprint 20+ meters. Sprint entails an Athletics check where each Hit grants you 1 additional meter of movement.
A + Skill vs. A + L
Some weapons come with additional firing modes that augment your attack.
L + Hacking vs. L + Firewall
This section establishes the base values for most gear. Specific items and modifications are added over time.
Range modifiers are state as loose categories from melee range to far. A – means that the weapon cannot be used at this range.
Close Combat | ||
---|---|---|
Knives | P S / 2 + 1 | 0/–/–/–/– |
Clubs | P S / 2 + 2 | 0/–/–/–/– |
Swords | P S / 2 + 3 | 0/–/–/–/– |
Projectile Weapons | ||
Throwing Weapons | P S / 2 + 1 | 0/-3/-3/–/– |
Grenades | P 12 | 0/0/-3/–/– |
Stun Grenades | S 10 | 0/0/-3/–/– |
Firearms | ||
Tasers | S 5 | 0/-4/–/–/– |
Light Pistols | P 5 | 0/0/-2/–/– |
Heavy Pistols | P 6 | 0/0/-2/–/– |
Machine Pistols | P 6 | 0/0/-4/–/– |
Shotguns | P 9 | -3/0/-3/–/– |
Submachine Guns | P 6 | -2/0/0/–/– |
Assault Rifles | P 8 | -4/0/0/-2/– |
Sniper Rifles | P 9 | -4/-2/0/0/0 |
Heavy Weapons | ||
Machine Guns | P 8 | -6/0/0/0/0 |
Launcher | P 12 | –/-3/0/0/– |
Armor Clothing | 🄰 6 | +1 Defense, +1 Initiative |
Actioneer Business Clothes | 🄰 6 | +1 Social Tests |
Armor Vest | 🄰 9 | |
Armor Jacket | 🄰 12 | -1 Defense, -1 Initiative |
While Shadowrun Anarchy serves as the base for this variation, 5th Edition Core Books still provide a lot of interesting content. Mechanics and gear can be adapted to work with this version. 6th Edition Core Books provide even more content. However, their mechanics might better be ignored.
Source Books describe various aspects of the world; Plot Books tell the story of Shadowrun. Adventures & Missions provide resources for running the game. The Gear section gives you even more equipment beyond what's in the Core Books.
Core Books | |
---|---|
Shadowrun Anarchy | Alternate Shadowrun rule set. Sometimes referred to as the rules-lite version. |
Shadowrun 5e | 5e Rulebook. Includes a good selection of qualities, spells, and gear. |
Run Faster | 5e Player Handbook. Provides additional metatypes, qualities, etc. Also includes construction kits. |
Run & Gun | 5e Combat Rulebook. This book also serves as Arsenal. |
Data Trails | 5e Matrix Handbook |
Rigger 5.0 | 5e Rigger Handbook. Includes various modifications for drones and vehicles. |
Chrome Flesh | 5e Augmentation Handbook. Contains a selection of qualities, cyberware, bioware, and more. |
Street Grimoire | 5e Magic Rulebook. Provides even more spells, and spirits. |
Shadowrun 6e | 6e Rulebook |
Firing Squad | 6e Combat Rulebook |
Double Clutch | 6e Rigger Rulebook |
Street Wyrd | 6e Magic Rulebook |
Source Books | |
Power Plays | 6e Corporations |
Collapsing Now | 6e Provides Information on Organizations and Runners |
Better Than Bad | 5e Deep Shadows Sourcebook |
Hard Targets | 5e Deep Shadows Sourcebook |
Cutting Aces | 5e Guide to Con Artistry |
The Complete Trog | 5e Orks and Trolls |
The Neo-Anarchist Streetpedia | 6e Collection of Sixth World Knowledge |
No Future | 6e Culture |
Attitude | 4e Culture |
Seattle 2072 | 4e Definitive Seattle |
Howling Shadows | 5e Critter Handbook |
Parazoology | 4e Critter Supplement |
Parazoology 2 | 4e Critter Supplement |
Parabotany | 4e Flora |
Parageology | 4e Magic Supplement |
Plot Books | |
Cutting Black | 2080 — Backstory for 30 Nights |
Adventures & Missions | |
Free Seattle | 2080 — Introductory adventure |
30 Nights | 2080 — A month long citywide blackout hits Toronto |
Assassins Night | 2080 — Detective work in Barcelona |
The Third Parallel | 2080 — Denver campaign |
Gear | |
Arsenal (+Errata) | 4e Gear Rulebook |
Gun Heaven | 4e Weapon Supplement |
Gun Heaven 2 | 4e Weapon Supplement |
Gun Heaven 3 | 5e Weapon Supplement |
Krime Katalog | 6e Weapons / Vehicles Supplement |
Used Car Lot | 4e Groundcraft Supplement |
Deadly Waves | 4e Watercraft Supplement |
Unfriendly Skies | 4e Aircraft Supplement |
Mil Spec Tech | 4e Ground- / Aircraft Supplement |
Mil Spec Tech 2 | 4e Ground- / Aircraft Supplement |