Shadowrun RPG Rules - Rewards Page

Shadowrun Pages Page Content GM Section Updates

This is the section of the site dedicated to the Reward Rules that have been a part of the campaign and their impacts on the game world.

Shadowrun RPG Rules - Rewards

Overview Credits Karma Physical Ten Year Campaign Legends

Shadowrun RPG Rules - Rewards Overview

    Rewards in shadowrun can be split into multiple sections. Here are the most common rewards from completing a shadowrun.
  • Credits - Cash or being paid in nuyen or some other form of currency that allows the character to spend as they please on what ever they want. This is the basic reward for most runs and the main incentive.
  • Karma - The expereience rewards for surviving a game session usually provided at the completion of a run.
  • Physical - The physical rewards for surviving a game session usually provided at the completion of a run.

Shadowrun RPG Rules - Reward of Credits

Each player receives the following:

Base cost of 3,000 nuyen + 100 nuyen per net hit on a negotiation test at the start of the run.

    This base cost is multilied by the following adding to a x1 multiplier: (Used after run)
  • SR4E + Highest opposing dice pool (active skill) divided by 4 (rounded down), Genesys + Highest Adversary rating
  • SR4E/Genesys +1 if runners were out numbered three to one in a combat situation
  • SR4E +1 if runners were out numbered two to one is a combat situation by NPC’s with Professional Rating 4 or higher (not to be used with above three to one modifier), Genesys +1 if if outnumbered two to one with NPCs rank 3 or higher
  • SR4E/Genesys +1 if runners faced a pack of at least six critters
  • SR4E/Genesys +1 if runners encountered at least three different spirits (besides watchers) in a single encounter
  • SR4E/Genesys +1 if runners accomplished the task with impressive speed and/or subtlety
  • SR4E/Genesys +1 if runners risked public exposure or a raised profile as natural part of the run
  • SR4E/Genesys +1 job brings runners into direct contact with a notably dangerous part or element of Sixthed World lore
    Modifiers to Payout
  • Standard Run - nothing special, normal work for a runner, no mod to the payout.
  • Run will make you a cold-hearted bastard - wetwork, helping corps oppress people, drug running, human trafficing, +10% to 20% of payout.
  • Run has good feelings as part of its reward - hooding, helping the little guy, taking some ‘dys’ out of ‘dystopia’, -10% to 20% of payout.
  • Corporate Stript - +25% for unoffiliated corp, +50% for the corp that is paying for the run.

Shadowrun RPG Rules - Reward of Karma

  • Standard Run - nothing special, normal work for a runner, 5 Karma (XP) per session
  • Run will make you a cold-hearted bastard - wetwork, helping corps oppress people, drug running, human trafficing, 3 Karma (XP) per session
  • Run has good feelings as part of its reward - hooding, helping the little guy, taking some ‘dys’ out of ‘dystopia’, 7 Karma (XP) per session

Shadowrun RPG Rules - Reward of Physical in game items

TBA Content

Shadowrun RPG Rules - Ten Year Campaign

    Run from 2009 to 2018
  • Characters earn 4 Karma per session​​
  • To help with players who are there for the long term, and those who are only there for a couple of sessions I have changed this from the origional 4 karma for everyone with the same level of karma to 4 karma per session from the session your joined as long as you don’t miss two sessions in a row.​​
  • Players with more than one character only get Karma for being there with one character.​​
  • Season 1-5 are with the same group of characters​​
  • Season 6 is with all new characters​

Shadowrun RPG Rules - Legends

  • 4th 20th Ann – Street Legends
  • Characters become legends and gain a mechanical benefit for success in the game.​

In this book, the statistics given for the characters generally reflect their legendary status. There are, however, some characters that are legendary not because they are overwhelmingly powerful, but because their nerve, guts, luck, or other intangible qualities help them to stand out more than their attributes would alone. To reflect this, gamemasters may wish to apply some of the “Cinematic Gameplay” rules (see p. 75, SR4A) to all characters when using these characters in a game.

If gamemasters wish to apply these rules in a more systematic fashion, characters who have achieved 500 Karma can spend 100 Karma to obtain Legendary status, which means they roll successes on 4s, 5s, and 6s. (In Genesys this would change to they fail only if they have uncancelled failures on the dice, and all your success count as net success for abilities.)

A Note of Spells - Each magic-using character has a particular list of spells listed for them, but gamesmasters need not feel bound by this, They can swap out spells for these individuals as situations and preferences warrant.

Games Master Section of Shadowrun RPG Rules

Overview References Notes

Shadowrun Rules - GM Section

Shadowrun Rules - References

References still to come

    Source Material -
  • Cyberpunk (https://cyberpunk.fandom.com/wiki/Category:Cyberpunk_2020_Corporations)
  • Netrunner (https://tvtropes.org/pmwiki/pmwiki.php/Characters/NetrunnerCorporations)
  • Shadowrun (https://shadowrun.fandom.com/wiki/Category:Corporations)

Shadowrun Rules - Notes

Work In Progress Information

Content Updates

  • 2024-06-14 - Updated the page to the newer layout designed to work with the object scripting model.
  • 2022-12-17 - Page created and content migrated and updated.
  • 2020-12-28 - Published on WordPress.