Shadowrun: Anarchy Players' Guide

This resource was made to allow players to quickly reference key information to facilitate gameplay and character creation. Please see the Shadowrun: Anarchy rulebook for detailed explanations, examples, and additional content. All content in the resource is cited directly from Shadowrun: Anarchy.

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Skills & Attributes


Strength

  • Though Strength is not linked to any Skills, this Attribute determines the Physical track on the Condition Monitor and it increases the damage of Close Combat actions.



Agility

  • Athletics: Running, jumping, swimming, and acrobatics.
  • Close Combat: Armed melee combat, unarmed melee combat, and martial arts.
  • Projectile Weapons: Bows, crossbows, throwing weapons, and certain critter attacks.
  • Firearms: Pistols, shotguns, submachine guns, and rifles.
  • Heavy Weapons: Machine guns, assault cannons, missile launchers, and grenade launchers.
  • Vehicle Weapons: Vehicle-mounted weapons, drone-mounted weapons, and pintle mounts.
  • Stealth: Sneaking, palming, and pickpocketing.
  • Piloting (Ground): Cars, trucks, bikes, even tanks. Wheeled and tracked drones too.
  • Piloting (Other): Boats, planes, and pretty much anything that moves on something besides ground.
  • Escape Artist: Escaping bindings, contortionist, and shaking a tail.


Willpower

  • Conjuring: Summoning and banishing spirits. Magicians only. Cannot use untrained.
  • Sorcery: Spellcasting, ritual spellcasting, enchanting, and counterspelling. Magicians only. Cannot use untrained.
  • Astral Combat: Astral/spirit combat. Astral plane only. Magicians only.
  • Survival: Wilderness survival, navigation, and fasting.
  • Close Combat: When attacking spirits only.



Logic

  • Biotech: First aid, medicine, and cybertechnology.
  • Hacking: Computer hacking and cybercombat.
  • Electronics: Computer hardware and software, cyberdeck repair.
  • Engineering: Auto repair, aircraft repair, and boat repair.
  • Tasking: Summoning sprites, threading complex forms, and other Matrix tasks. Technomancers only. Cannot use untrained.
  • Tracking: Physical tracking, Matrix tracking, and shadowing.
  • Knowledge Skills: Languages, interests knowledge, and professional knowledge.


Charisma

  • Con: Con artistry, acting, performance, and etiquette.
  • Intimidation: Influence, interrogation, and torture.
  • Negotiation: Bargaining, contracts, and diplomacy.
  • Disguise: Camouflage, cosmetics, costuming, and digital alteration.



Tests

  • Basic Test:

Skill Dice + Attribute Dice + Modifiers (if any) + Shadow Amps effect (if any) vs. Opposing Dice

  • Basic Combat:

Skill Dice + Attribute Dice + Modifiers (if any) + Shadow Amp/Weapon Effects (if any) vs. Agility Dice +Logic Dice + Modifiers + Shadow Amp Effects (if any)

  • Perception: Logic + Willpower
  • Memory: Logic + Willpower



Shadow Amps


Special Amps

  • Awakened (Amp Level 2): Has access to magical amps.
  • Emerged (Amp Level 2): Has access to technomancer amps.



Adept Amps

  • Attribute boost 1, 2, 3 (Choose Attribute) (Amp Level 2, 3, 4): Adept power. Add 1/2/3 dice or 1/2/3 damage when using (attribute).
  • Critical strike 1, 2, 3 (Amp Level 2, 3, 4): Adept power. Add 1/2/3 damage to melee attack.
  • Enhanced perception (Amp Level 2): Adept power. Reroll 1 die on a Perception test.
  • Improved reflexes 1, 2, 3 (Amp Level 2, 3, 4): Adept power. 1 = Gains +1 attack. 2 = +1 attack, 1 Plot Point per Scene. 3 = +1 attack, 2 Plot Points per Scene.
  • Killing hands (Amp Level 2): Adept power. Your unarmed attacks may inflict either Stun or Physical damage (player’s choice).
  • Light body (Amp Level 2): Adept power. +2 dice for jumping tests.
  • Mystic armor (Amp Level 3): Adept power. Ignore 1 point of Armor damage each time your Armor is about to absorb damage.
  • Voice control (Amp Level 2): Adept power. You may change your voice to mimic others voices to the point of fooling voice detection systems.
  • Wall running (Amp Level 1): Adept power. Run up/across vertical surfaces during a movement.



Bioware Amps

  • Bioware arms 1, 2, 3 (Amp Level 3, 4, 5): Bioware. May reroll 1/2/3 dice on Agility-related rolls. –0.5 Essence
  • Cerebral booster (Amp Level 3): Bioware. Reroll 1 die on Logic-related tests. –0.5 Essence
  • Dynamic facial hair/tattoos (Amp Level 2): Bioware. You can quickly manipulate your facial hair and/or body tattoos. –0.5 Essence
  • Dynamic handprints (Amp Level 2): Bioware. Fingerprints can change to avoid leaving prints, or leave someone else’s. –0.5 Essence
  • Muscle augmentation 1, 2, 3 (Amp Level 3, 4, 5): Bioware. May reroll 1/2/3 dice on Strength-related rolls. –0.5 Essence
  • Muscle toner 1, 2, 3 (Amp Level 3, 4, 5): Bioware. May reroll 1/2/3 dice on Close Combat tests. –0.5 Essence
  • Synthacardium 1, 2, 3 (Amp Level 3, 4, 5): Bioware. May reroll 1/2/3 dice on Athletics tests. –0.5 Essence
  • Tailored pheromones (Amp Level 3): Bioware. Reroll 1 die on all in-person Charisma-related tests. –0.5 Essence

Cyberware Amps

  • Aluminum bone lacing 1, 2, 3 (Amp Level 2, 3, 4): Cyberware. Reduce damage taken by 1/2/3. –1 Essence
  • Audio Analyzer (Amp Level 1): Cyberware. –1 Essence
  • Control Rig 1, 2, 3 (Amp Level 2, 3, 4): Cyberware. Control vehicles by VR, +1 die to vehicle actions, may reroll 1/2/3 dice on vehicle actions. –2 Essence
  • Cyberarms 1, 2, 3 (Amp Level 2, 3, 4): Cyberware. May reroll (1/2/3) dice on Agility-related rolls. –1 Essence
  • Cybereyes 1, 2, 3 (Amp Level 2, 3, 4): Cyberware. Ignore vision modifiers, may reroll 1/2/3 failed dice with ranged attacks. –1 Essence
  • Cyberleg 1, 2, 3 (Amp Level 2, 3, 4): Cyberware.    1 = Gain 1 extra movement per narration, may re-roll 1 die on Athletics tests. 2 = Gain 1 extra movement per narration, may re-roll 2 dice on Athletics tests. III = Gain 1 extra movement per narration, may re-roll 2 dice on Athletics tests, reduce damage taken by 1. –1 Essence
  • Cyberlimb Armor Plating (Amp Level 2): Reduce damage taken by 1. –1 Essence
  • Cyberspurs (Amp Level 2): Weapon, may inflict Physical or Stun damage with Unarmed attack. –1 Essence
  • Datajack and Headware (Amp Level 1): May access the Matrix via full VR, +1 die to Matrix actions. –1 Essence
  • Dermal Plating 1, 2, 3 (Amp Level 2, 3, 4): Reduce damage taken by 1/2/3. –1 Essence
  • Reaction Enhancers (Amp Level 2): +1 Plot Point at the beginning of combat. –1 Essence
  • Retractable Hand Razors (Amp Level 2): Weapon. Inflicts Physical damage with Unarmed attack, may reroll 1 die. –1 Essence
  • Skill Wires 1, 2, 3 (Firearms) (Amp Level 2, 3, 4): Add 1/2/3 dice to Firearms rolls. –1 Essence
  • Smartlink (Amp Level 2): +1 die to Firearms or Heavy Weapons rolls. –1 Essence
  • Synthlink (Amp Level 3): Gains +2 dice to Con rolls. –1 Essence
  • Wired Reflexes 1, 2, 3 (Amp Level 2, 3, 4): 1 = Gains +1 attack. 2 = +1 attack, 1 Plot Point per Scene. 3 = +1 attack, 2 Plot Points per Scene. –1 Essence



Social/Other Amps

  • Fear (Amp Level 4): +2 dice to intimidation rolls, melee opponents must roll 2 hits on Cha + Wil or run away.
  • I Know Everybody (Amp Level 2): Gain (Cha rating) contacts
  • Jack of All Trades (Amp Level 2): Reroll 1 failed die when you’re rolling a skill you don’t have.
  • Team Player (Amp Level 2): You may freely gift your own Plot Points or Edge to other players.

Magical Amps

Spells

  • Accident (Spell) (Amp Level 3): Effect. Each combat turn, may add 1 glitch die to (WIL rating) rolls.
  • Acid Stream (Spell) (Amp Level 2): Combat. Damage of 6P/AA, +2 damage to Armor.
  • Analyze Truth (Spell) (Amp Level 1): Effect. Caster can determine whether or not subject is telling the truth.
  • Antidote (Spell) (Amp Level 2): Effect. One target is able to overcome the effect of a toxin.
  • Armor (Spell) (Amp Level 2): Effect. While sustained, the spell adds three points of Armor to the target.
  • Chaotic World (Spell) (Amp Level 2): Effect. Mass hallucination/ distractions. Targets must reroll 1 successful die per roll.
  • Clairvoyance (Spell) (Amp Level 1): Effect. The caster can see distant locations as if they were there.
  • Confusion (Spell) (Amp Level 2): Effect. Target’s senses are confused. Target rolls 1 less die per action while the spell is sustained.
  • Control Thoughts 1, 2, 3 (Spell) (Amp Level 2, 3, 4): Effect. +1/2/3 dice to Intimidation and Negotiation Tests.
  • Detect Magic (Spell) (Amp Level 1): Effect. Magical objects and active spells glow in a way the caster can perceive.
  • Fireball (Spell) (Amp Level 3): Combat. Damage of 6P. Defense = A + L. Damages multiple targets.
  • Heal (Spell) (Amp Level 2): Effect. Heal one box of Physical or Stun damage per hit on a Sorcery + Willpower test (remember to adjust for the Essence of the target).
  • Improved Invisibility (Spell) (Amp Level 3): Effect. Mass invisibility, and targeted group may reroll 2 failed Stealth dice.
  • Invisibility (Spell) (Amp Level 2): Effect. Solo invisibility, targeted person may reroll 1 failed Stealth die.
  • Lightning Bolt (Spell) (Amp Level 3): Combat. Damageof 6P/AA. May reroll one failed Sorcery die. Defense= S + W.
  • Manabolt (Spell) (Amp Level 2): Combat. Damage of 6P/AA. Defense = S + W.
  • Physical Mask (Spell) (Amp Level 3): Effect. Mass illusion/disguises, and targets may reroll 2 failed Disguise dice.
  • Stunbolt (Spell) (Amp Level 2): Combat. Damage of 8S/AA. Defense = S + W.

Other

  • Protective amulet (Amp Level 2): (Talisman) Usable once per day, reduces damage from one attack in half (round up).
  • Spirit trust (Amp Level 2): Spirits summoned by you allow other players to give them commands.
  • Summoning focus (Amp Level 2): (Focus) You may summon one additional spirit.
  • Sustaining focus (Amp Level 2): (Focus) You may sustain one additional spell.

Matrix Amps

  • Cyberdeck 1 (Amp Level 2): May reroll 1 die on Matrix actions, Firewall +1, Matrix Condition Monitor 6, may run 1 program at a time. (Erika MCD-1, Microdeck Summit, Microtrónica Azteca 200, Hermes Chariot)
  • Cyberdeck 2 (Amp Level 3): May reroll 1 die on Matrix actions, Firewall +2, Matrix Condition Monitor 9, may run 1 program at a time. (Novatech Navigator, Renraku Tsurugi)
  • Cyberdeck 3 (Amp Level 4): May reroll 2 dice on Matrix actions, Firewall +3, Matrix Condition Monitor 9, may run 1 program at a time. (Shiawase Cyber-4, Sony CIY-720)
  • Cyberdeck 4 (Amp Level 5): May reroll 2 dice on Matrix actions, Firewall +3, Matrix Condition Monitor 12, may run 2 programs at a time. (Shiawase Cyber-5, Fairlight Excalibur)
  • Biofeedback (program) (Amp Level 2): Deal Cybercombat damage to your opponent’s physical or Matrix condition monitors.
  • Exploit (program) (Amp Level 2): May reroll two dice on non-Cybercombat hacking tests.
  • Hammer (program) (Amp Level 3): +2 damage in Cybercombat.
  • Mugger (program) (Amp Level 2): May reroll 1 die in Cybercombat tests.
  • Track (program) (Amp Level 2): May reroll 2 dice on Matrix Tracking tests.

Drone Amps

  • GM-Nissan Doberman Drone (Amp Level 2): Gain +1 attack (only with Doberman drone). [A6, D9]
  • Custom Gun-Drones 1, 2, 3 (Amp Level 2/3/4): Gain +1/2/3 attacks/movements (only with gun-drones). [A6, D6]
  • Drone/Vehicle Mounted Assault Rifle (Amp Level 1): Acts as weapon, but only provides additional attack per turn with increase Amp Level.
  • Drone/Vehicle Mounted Grenade Launcher (Amp Level 1): Acts as weapon, but only provides additional attack per turn with increase Amp Level.
  • MCT Fly-Spy Aerial Drone (2 drones) (Amp Level 3): +2 dice to Perception tests. [A3, D3]



Gear Amps

  • Custom Lined Coat (Hidden Compartments, Bug Scanner) (Amp Level 4): 10 armor. –3 dice to Perception tests for items in coat.
  • More Where That Came From (Amp Level 1): Gain additional 2 weapons. May trade melee weapon for ranged weapon.

Critter Amps

  • Accident (Critter Power): Effect. Each combat turn, may add 1 glitch die to (WIL rating) rolls.
  • Animal Control: Mundane animals in Near range obey simple commands. Limited to swarm of tiny creatures, three dozen small creatures, or 6 large creatures.
  • Concealment (Critter Power): May reroll 3 dice on Stealth tests when not moving.
  • Control Thoughts (Critter Power): Effect. +3 dice to Intimidation and Negotiation Tests.
  • Dragon Sorcery (Critter Power): Dragons may choose from any spell in the list of Spell Amps.
  • Dragonspeech (Critter Power): May speak and be understood without the use of audible words.
  • Elemental Attack (Cold) (Critter Power): Combat. Damage of 6S/AA. Defense = S + W. +2 damage to Armor.
  • Elemental Attack (Fire) (Critter Power): Combat. Damage of 6P/AA. Defense = A + L. +2 damage to Armor.
  • Elemental Attack (Earth) (Critter Power): Combat. Damage of 8P. Defense = A + L.
  • Elemental Attack (Water) (Critter Power): Combat. Damage of 8S. Defense = A + L.
  • Elemental Attack (Electricity) (Critter Power): Combat. Damage of 6P/AA. Defense = S + W.
  • Engulf (Critter Power): Combat/Effect. Damage of 4S/ AA. Defense = S + W. Target Cannot move.
  • Enhanced Senses (Critter Power): Gain +3 dice to any Perception test.
  • Essence Drain (Critter Power): If used on incapacitated enemy, permanently lowers essence of target by 1.
  • Fear (Critter Power): May reroll 2 dice on Intimidation tests.
  • Immunity (Choose) I, II, III, IV, V (Critter Power): Reduce damage taken by 1/2/3/4/5 (choose).
  • Infection (Critter Power): If an Essence Drain action would take the target to 0 essence, target is infected with the same virus as the attacker.
  • Insect Chemicals (Critter Power): Give +1 Plot Point/ turn to ally bug spirit.
  • Natural Weapon (Critter Power): Weapon (claws, teeth, tail) damage of (STR/2 +3)P.
  • Mist Form (Critter Power): Critter may slip through cracks its normal body could not pass through.
  • Regeneration (Critter Power): Every combat turn, Critter regains 2 boxes of damage, in the following order: stun, physical, armor (if Natural Armor).
  • Vampire Sorcery (Critter Power): Vampires may choose from any spell in the list of Spell Amps.
  • Vermin Control (Critter Power): May give orders up to Charisma x 5 animals of a specific type in Near range.

Qualities


Positive Qualities

  • Ace Pilot: +2 dice to Piloting (Other) tests.
  • Ambidextrous: +2 dice when using two melee weapons.
  • Animal Empathy: +2 dice on any test involving influence or control of an animal.
  • Better Feared Than Loved: You have leverage on someone important. Add this blackmailed person to contacts.
  • Biocompatability: Ignore 1 point of Shadow Amp Essence cost.
  • Black Market Pipeline (Narcotics): Add a reliable fence for Narcotics to contacts.
  • Brand Loyalty (Choose Corp): +1 die to tests when using (Choose Corp) gear. –2 dice when making a test using gear not produced by (Choose Corp).
  • Bruiser: +2 dice to Intimidation tests.
  • Catlike: +2 dice for Stealth tests.
  • Codeslinger: +2 dice to Hacking tests.
  • College Education: May choose 2 additional Knowledge skills.
  • Combat Pilot: +2 dice to Piloting (Other) tests.
  • Contortionist: +2 dice to Escape Artist tests.
  • Exceptional Attribute (Choose): Increase your (Chosen Attribute) cap by +1.
  • Fame (Choose Location and Reason): +2 dice to Charisma-based tests if recognized.
  • Gearhead: When pushing the limits of vehicles or performing difficult maneuvers, +2 dice to roll.
  • Go Big or Go Home: –2 dice when making a cybercombat test, but may re-roll all misses once.
  • Guts: May reroll 2 dice when resisting fear or intimidation.
  • Hawkeye: +2 dice for Perception tests.
  • High Pain Tolerance: Does not take dice penalties for damage until second row of damage boxes is filled.
  • Home Ground (Selected Home Ground): Gain +1 Plot Point when entering or waking up in (Chosen Home Ground).
  • Indomitable (Selected Combat Skill): When attacking with (Choose Combat Skill), may reroll exactly 2 dice.
  • Iron Will: May reroll 2 dice during Conjuring tests.
  • Leader of the Pack: Add 1 group/organization/gang to list of contacts.
  • Lucky: Increase your Edge value by +1.
  • Mentor Spirit (Bear): + 1 damage to melee combat damage, using First Aid does not cost a Plot Point.
  • Mentor Spirit (Cat): +1 die for Athletics or Stealth tests, may reroll 1 die when casting effect spells.
  • Mentor Spirit (Coyote): +1 die for Con tests, may reroll 1 die when casting effect spells.
  • Mentor Spirit (Dog): +1 die for Survival tests, using Take the Hit does not cost a Plot Point.
  • Mentor Spirit (Eagle): +1 die for Perception tests, may reroll 1 die when Conjuring.
  • Mentor Spirit (Rat): +1 die for Escape Artist and Stealth tests, may reroll 1 die when casting effect spells.
  • Mentor Spirit (Raven): +1 die for knowledge tests, using Live Dangerously does not cost a Plot Point.
  • Mentor Spirit (Wolf ): +1 die for tracking rolls, may reroll 1 die when casting combat spells.
  • Natural Athlete: +2 dice for Athletics tests.
  • Natural Hardening (Technomancers Only): Reduce Matrix damage taken by 2.
  • Silver Tongue: May reroll 2 dice on Charisma tests.
  • Spirit Affinity (Chose Spirit Type): +2 dice with (Chosen Spirit Type).
  • Spirit Whisperer: When making a Conjuring Test, may reroll 2 dice
  • Street Racer: +2 dice for Piloting (Ground) tests.
  • Tough as Nails (Physical): + 1 to Physical Condition Monitor.
  • Tough as Nails (Stun): + 1 to Stun Condition Monitor.
  • Toughness: All damage taken is reduced by 1.

Negative Qualities

  • Allergy (Specify): When affected by allergy (GM decision), –4 to all dice rolls.
  • Codeblock: –2 dice to all Hacking tests.
  • Combat Junkie: Must use a Plot Point to avoid using violence as first response to any given problem.
  • Combat Paralysis: Act last on the first round of any combat (that isn’t you specifically initiating an ambush).
  • Distinctive Style (Choose): Always seen wearing (Chose Style). Opposition is at +2 dice to recognize or remember you in Perception tests.
  • Distaste for Violence: Player attacks do 2 less damage.
  • Elf Poser: When making social tests about/with elves, always add a Glitch Die that cannot roll an Exploit.
  • Emotional Attachment (Specify): Must spend a Plot Point to avoid prioritizing (Specify) above anything else.
  • Gremlins: When using high-tech items, always add a Glitch Die that cannot roll an Exploit.
  • Lifelong Thief: At times, you must spend a Plot Point to avoid prioritizing petty (or grand) larceny over otherconcerns.
  • Low Pain Tolerance: Increase penalties due to damage by 1.
  • Paranoia: Must reroll successes (max 2) when making social tests.
  • Phobia (Specify): When in the presence of (Phobia Source, GM decision), –2 to all dice rolls.
  • SINner, National (Choose Nation): Character is a legal citizen. Their data is available through the Global SIN Registry.
  • SINner, Criminal: Character is known to Law Enforcement. Their data is available through the Global SIN Registry.
  • SINner, Corporate (Chose Corp): Character is a corporate citizen. Their data is available through the Global SIN Registry.
  • Stubborn Loyalty (specific, Choose Corp): –1 die when using a drone/vehicle that isn’t (Choose Corp)-crafted or that you haven’t customized.
  • Unsteady Hands: –2 dice to all Agility-based tests.

Gameplay


Condition Monitor

Damage Modifiers

  • First Row: -1 modifier
  • Second Row: -2 modifier, replaces -1
  • Third Row: -3 modifier, replaces -2
  • Fourth Row (if applicable): -3 modifier, replaces -2
  • Modifiers from physical and stun damage are added together.

Armor

  • Whenever a character takes damage, the damage from the weapon is first applied to the Armor column of the character sheet. Once all Armor circles are marked off, damage then begins to apply to the Condition Monitor.



Using Edge

  • Before you roll a test: When you roll the dice, you get to add an extra die to the roll and count fours, fives, and sixes as hits, instead of just fives and sixes.
  • After you roll a test: You can spend a point of Edge to re-roll all of the dice that were not fives and sixes. (When spending Edge this way, you still only count fives and sixes as hits.)



Example Plot Points

  • Live dangerously: Add a Glitch Die to a player’s roll, including your own.
  • Shake it up: Change turn order by making a Narration and taking actions when it isn’t your normal turn.
  • Double time it: Take two movement actions to close on—or get away from—an opponent.
  • Surprise threat: Unseen corporate security guards show up!
  • First aid: Heal a point of Physical or Stun damage
  • Malfunction: A character’s spirits/devices/etc. suddenly stop working for a short period of time.
  • Take the hit: If a weaker or injured character is successfully hit by a combat action—i.e., the target rolled fewer hits than the attacker— then a player can spend a Plot Point to take the hit instead. The original target’s defense roll is ignored, and the interrupting player rolls their own defense dice against the attacker’s hits.
  • A dish best served cold: Immediately take one free attack action against the NPC who just attacked you. This attack does not count as a Narration.