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CMG RPG Mechwarrior

This guide introduces newcomers to Shadowrun, a tabletop RPG that combines cyberpunk and fantasy elements with a complex ruleset. Players take on the roles of 'shadowrunners' who complete high-risk missions, utilizing a dice pool system for actions and a priority system for character creation. The game features three interconnected worlds—Meat, Matrix, and Magic—requiring diverse character skills for a successful team dynamic.

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0% found this document useful (0 votes)
119 views3 pages

CMG RPG Mechwarrior

This guide introduces newcomers to Shadowrun, a tabletop RPG that combines cyberpunk and fantasy elements with a complex ruleset. Players take on the roles of 'shadowrunners' who complete high-risk missions, utilizing a dice pool system for actions and a priority system for character creation. The game features three interconnected worlds—Meat, Matrix, and Magic—requiring diverse character skills for a successful team dynamic.

Uploaded by

Michael Smith
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

Playing a tabletop RPG can be a daunting experience for newcomers, and Shadowrun is no

exception. With its unique blend of cyberpunk and fantasy, plus its famously complex ruleset, it
can be a challenge to get into. However, a little understanding of the core mechanics goes a
long way. This guide will break down the essential elements of a Shadowrun game, from
character creation to combat, to help you navigate the gritty, neon-drenched streets of the Sixth
World.

The Core Concept: What is a Shadowrunner?


In the world of Shadowrun, megacorporations rule, magic has returned, and technology has
evolved to a new, invasive level. You and your friends play as "shadowrunners"—professional
criminals, mercenaries, and spies who operate in the shadows, taking on high-risk, high-reward
jobs called "runs." These missions are typically given by shadowy middlemen known as "Mr.
Johnsons," who represent the interests of corporate, political, or criminal organizations.
Your character is a specialist. You might be a street samurai, a wired-up combat specialist with
cybernetic enhancements; a mage who commands powerful spells; a decker who lives and
breathes the Matrix; or a rigger who controls drones and vehicles remotely. The key to a
successful team is synergy, as each character's skills are essential for different parts of a run.

The Dice System: Rolling for Success


Unlike games that use a single d20, Shadowrun uses a "dice pool" system. This is the single
most important mechanic to understand. When you attempt an action, your Game Master (GM)
will tell you which skill and attribute to use. You then combine your rating in that skill with your
rating in that attribute to form a pool of six-sided dice (d6s).
For example, if your character is trying to shoot a gun, the GM might call for a Pistols + Agility
test. If you have a Pistols skill of 5 and an Agility attribute of 4, your dice pool is 9. You then roll
nine dice.
The goal is to get "hits"—a result of 5 or 6 on any of your dice. The number of hits you get
determines how well you succeeded. In many cases, you are trying to meet or exceed a
"threshold" of hits set by the GM. For instance, if you're trying to pick a high-security lock, the
GM might set a threshold of 3 hits. If you get 3 or more hits on your dice, you succeed. If you
get less, you fail.
There are also "opposed tests," where you are rolling against another character or NPC. In this
case, both you and your opponent roll your respective dice pools. The person with more hits is
the winner. The number of "net hits" (your hits minus your opponent's hits) can then be added to
the damage of an attack or used to determine the degree of success in a social situation.
One more thing to note is a "glitch." If half or more of the dice you roll are 1s, you have
"glitched." A simple glitch means you fail, but a critical glitch (where you get no hits and half your
dice are 1s) means something goes horribly wrong.

The Phases of a Turn: Combat and Actions


Combat in Shadowrun is a fast and furious affair, broken down into Combat Turns, which
represent about three seconds of in-game time. The order of actions is determined by a
character's Initiative. At the beginning of a combat turn, every character rolls their
Initiative—typically their Reaction + Intuition, plus any Initiative Dice from special abilities or
cyberware.
The character with the highest Initiative score goes first and takes their actions. They then
subtract 10 from their score, and the next person with the highest remaining Initiative score
takes their turn. This continues in a series of "Initiative Passes" until everyone's Initiative score
drops below zero. At that point, the turn is over, and everyone rolls for Initiative again. This
system means that characters with high Initiative can act multiple times in a single combat turn,
making them extremely fast and deadly.
When it's your turn, you can take a combination of actions:
●​ Complex Actions: These are major actions, like firing a burst of bullets, casting a
powerful spell, or making a melee attack. You can take one complex action on your turn.
●​ Simple Actions: These are minor actions, like aiming, reloading, or moving a short
distance. You can take two simple actions on your turn.
●​ Free Actions: These are things that are nearly instantaneous, such as dropping an item
or saying a few words. You can take as many free actions as the GM allows on your turn.

Character Creation: The Priority System


Creating a character in Shadowrun can be complex, but most editions use a "Priority System" to
simplify the process. You are given a list of five categories:
1.​ Metatype (human, elf, dwarf, ork, troll)
2.​ Attributes (Body, Agility, Reaction, Strength, Willpower, Logic, Intuition, Charisma, and
sometimes Essence and Edge)
3.​ Magic or Resonance (for mages and technomancers)
4.​ Skills (the things your character is good at)
5.​ Resources (starting money and gear)
You assign a priority level (A, B, C, D, or E) to each of these categories. A is the highest priority
and gives you the most points or money, while E is the lowest. This forces you to make strategic
choices about your character's strengths and weaknesses. For example, a street samurai would
likely put a high priority on Attributes and Resources, while a mage would prioritize Magic.

The Three Worlds: Meat, Matrix, and Magic


A key feature of Shadowrun is that the game is played out in three distinct interconnected
"worlds" at the same time:
●​ The "Meat" World: This is the physical world of guns, explosions, and melee combat.
Most characters operate here.
●​ The "Matrix": This is the cyberpunk cyberspace of the setting, a virtual reality network
that deckers and technomancers can enter and manipulate. A decker can use their skills
to hack into corporate systems, get past security protocols, and provide valuable data or
support to the team.
●​ The "Astral" Plane: This is a magical realm that mages and adepts can perceive or
enter. They can use this plane to detect magical threats, perform reconnaissance, and
project their consciousness to cast spells from a distance.
A well-rounded team will have specialists for each of these realms. While the street samurai is
taking on security guards in the physical world, the decker is disabling automated turrets from
the Matrix, and the mage is providing magical support from the astral plane. This unique blend
of different game systems is what makes a Shadowrun game so dynamic and exciting.
Final Thoughts for New Players
Shadowrun can seem overwhelming at first, but don't get discouraged. Start with a
pre-generated character to get a feel for the game before you try creating your own. Find a GM
who is willing to help you learn, and remember that the most important thing is to have fun and
immerse yourself in the rich, vibrant world. The rules are there to serve the story, so don't be
afraid to ask questions, and never be afraid to try something crazy. After all, you're a
shadowrunner, and in the Sixth World, anything goes.

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