Overview of Careers for Shadowrun
Character Rules Overview
Players choose a career to play, this is one of the starting building
blocks a player can choose to help make their character.
Base Careers
- Academic - You are a researcher, teacher, someone who study is
second nature.
- Bounty Hunter - You are a hunter, a tracker and enjoy a good
fight to catch your quarry.
- Con Artist - You are a confidence trickster, used to talking
your way into and out of situations.
- Courier - You are a great at getting from one place to another,
sometimes you get paid for it, but its more just to get out.
- Investigator - You love finding information, people
or clues and tend to enjoy mysteries.
- Ristie - Your best defining feature is you grew up rich, and
have a tendency to like expensive things.
- Roughneck - You love to get physical, action is your playtime.
- Runner - The Matrix is your home, and your only visiting the
real world from time to time.
- Soldier - War is your workplace, and if your not fighting someone
your not getting paid.
- Tech - Build your own future, litterally, your the one who keeps
everything running.
Magic Careers
- Adept - You are a warrior of weapons, honour and magic.
- Disciple - May the power of faith protect you, and guess what
it answered your call, no matter what you believed.
- Mage - By book, study and ritual, you have learned the formula
to tap into the power of the universe.
- Primalist - Tribal customs, dances and spirits help you to bring
the power of nature into your control.
- Scholar - History has power, and you've learned so does runes,
and the right ritual to bring it to life.
Resonance Careers
- Technomancer - You are the matrix, you can see the code, and the
code listens to you, without being plugged in, you are the one.
Shadowrun - Academic Career
You are a researcher, teacher, someone who study is second nature.
- Career Skills -
- General -
Discipline (Will),
Medicine (Int),
- Combat -
Melee (Br),
- Knowledge (Int) –
Science,
Society,
The Net
- Social -
Leadership (Pr),
Negotiation (Pr),
- Optional Starting Gear (or 500 cr)
- A stun gun or monoblade
- Concealed buckyweave (Kevlar) or durable clothing and a PAD
- An emergency medkit or smartspecs
- 2 slap-patches and a portable comlink
- 100 +1d100 credits
Shadowrun - Bounty Hunter Career
You are a hunter, a tracker and enjoy a good fight to catch your quarry.
- Career Skills -
- General -
Discipline (Will),
Driving (Ag),
Resilience (Br),
Streetwise (Cun)
- Combat -
Brawl (Br),
Melee (Br),
Ranged – Heavy (Ag),
- Social -
Coercion (Will),
- Optional Starting Gear (or 500 cr)
- Bullpup carbine or a stun baton, 2 glop grenades and light body armour
- Brass knuckles or 2 slap patches
- 3 snap locks and a utility belt
- 1d100 credits
Shadowrun - Con Artist Career
You are a confidence trickster, used to talking your way into and out
of situations.
- Career Skills -
- General -
Coordination (Ag),
Skulduggery (Cun),
Stealth (Ag),
- Combat -
Melee (Br),
Ranged – Light (Ag),
- Social -
Charm (Pr),
Deception (Pr),
Negotiation (Pr),
- Optional Starting Gear (or 500 cr)
- A fletcher pistol (Basic Pistol) or a Monoblade (Stun Baton)
and 3 stun grenades
- Concealed Buckyweave (Kevlar) or disguise kit and lockpick set
- 2 slap-patches or one does of sting
- A personal comlink and 2 happy patches
- 1d100 credits
Shadowrun - Courier Career
You are a great at getting from one place to another,
sometimes you get paid for it, but its more just to get out.
- Career Skills -
- General -
Athletics (Br),
Coordination (Ag),
Driving (Ag),
Piloting (Ag),
Stealth (Ag),
Survival (Cun)
- Combat -
Brawl (Br),
- Social -
Charm (Pr),
- Optional Starting Gear (or 500 cr)
- A synapse pistol (Heavy Pistol) and durable clothing or concealed
buckyweave (Kevlar) and a palm stunner (Light pistol)
- A modular backpack or a cross body bag and load bearing gear
- A PAD and smartspecs or a monocam, personal comlink and reader
- 1d100 credits
Shadowrun - Investigator Career
You love finding information, people or clues and tend to enjoy mysteries.
- Career Skills -
- General -
Computers – Hacking (Int),
Perception (Cun),
Streetwise (Cun),
Vigilance (Will)
- Combat -
Ranged – Light (Ag),
- Knowledge (Int) -
Society
- Social -
Coercion (Will),
Leadership (Pr),
- Optional Starting Gear (or 500 cr)
- A fletcher pistol or hand cannon
- Concealed buckyweave (Kevlar) and a light pistol or a forensic kit
- A personal comlink, 2 slap patches, and 2 doses of stim
- 1d100 credits
Shadowrun - Ristie Career
Your best defining feature is you grew up rich, and
have a tendency to like expensive things.
- Career Skills -
- General -
Cool (Pr),
Perception (Cun),
Vigilance (Will),
- Knowledge (Int) -
Society
- Social -
Charm (Pr),
Deception (Pr),
Leadership (Pr),
Negotiation (Pr),
- Optional Starting Gear (or 500 cr)
- A laser pistol or a charged crystal katana
- A personal comlink and one slap-patch
- 1 dose of Lo-Fi and 4 doses of stims or 2 doses of Sting
- 200 +1d100 credits
Shadowrun - Roughneck Career
You love to get physical, action is your playtime.
- Career Skills -
- General -
Athletics (Br),
Mechanics (Int),
Operating (Int),
Piloting (Ag),
Resilience (Br),
Vigilance (Will)
- Combat -
Gunnery (Br),
Ranged – Heavy (Ag),
- Optional Starting Gear (or 500 cr)
- 2 brass knuckles or a sledgehammer
- a space suit or an environmental hardsuit and a portable toolkit
- a handheld diagnostic scanner or a micro-welder
- 1d100 credits
Shadowrun - Runner Career
The Matrix is your home, and your only visiting the real world from time
to time.
- Career Skills -
- General -
Computers – Hacking (Int),
Computers – Sysop (Int),
Cool (Pr),
Perception (Cun),
Skulduggery (Cun),
Streetwise (Cun),
- Knowledge (Int) -
The Net,
- Social -
Deception (Cun),
- Optional Starting Gear (or 500 cr)
- Durable clothing and a palm stunner or a light pistol
- A PAD with Ice Wall and Battering Ram or a PAD with Garrote and Gordian Blade
- A personal comlink
- 1d100 credits
Shadowrun - Soldier Career
War is your workplace, and if your not fighting someone
your not getting paid.
- Career Skills -
- General -
Athletics (Br),
Resilience (Br),
Survival (Cun)
- Combat -
Gunnery (Ag),
Melee (Br),
Ranged – Light (Ag),
Ranged – Heavy (Ag),
- Social -
Coercion (Will),
- Optional Starting Gear (or 500 cr)
- A pistol and light body armour or a carbine
- Durable clothing or a utility belt
- 2 slap-patches or 1 does of Sting
- 1d100 credits
Shadowrun - Tech Career
Build your own future, litterally, your the one who keeps
everything running.
- Career Skills -
- General -
Computers – Sysop (Int),
Mechanics (Int),
Medicine (Int),
Operating (Int),
Piloting (Ag),
- Combat -
Brawl (Br),
- Knowledge (Int) -
Science,
The Net,
- Optional Starting Gear (or 500 cr)
- A synap pistol or an environmental hardsuit and brass knuckles
- A modular backpack or a utility belt and 2 emergency repair patches
- A portable toolkit and las-scanner or a PAD with authenticator
- 50 +1d100 credits
Shadowrun - Adept Magic Career
You are a warrior of weapons, honour and magic.
- Career Skills -
- General -
Athletics (Br),
Cool (Pr),
Perception (Cun),
Survival (Cun),
- Combat -
Brawl (Br),
Melee (Br),
- Knowledge (Int) -
Lore,
- Magic -
Arcana (Int),
- Magic Rating - Your rating increases by 1, or you gain one if you
did not already have one.
- Optional Starting Gear (or 500 cr)
- A heavy Clothing, a monoblade
- a personal comlink and a slap-patch
- 1d100 credits
Shadowrun - Disciple Magic Career
May the power of faith protect you, and guess what
it answered your call, no matter what you believed.
- Career Skills -
- General -
Athletics (Br),
Discipline (Will),
Resilience (Br),
- Combat -
Melee (Br),
- Knowledge (Int) -
Lore,
- Social -
Charm (Pr),
Leadership (Pr),
- Magic -
Divine (Will),
- Magic Rating - Your rating increases by 1, or you gain one if you
did not already have one.
- Optional Starting Gear (or 500 cr)
- A Stun Baton and Holy Icon and Buckyweave (Kevlar)
- a personal comlink (Smartphone) and a slap-patch
- 1d100 credits
Shadowrun - Mage Magic Career
By book, study and ritual, you have learned the formula
to tap into the power of the universe.
- Career Skills -
- General -
Cool (Pr),
Discipline (Will),
Perception (Cun),
- Knowledge (Int) -
Forbidden,
Lore,
Society
- Magic -
Alchemy (Int),
Arcana (Int),
- Magic Rating - Your rating increases by 1, or you gain one if you
did not already have one.
- Optional Starting Gear (or 500 cr)
- A magic staff or wand and heavy clothing
- a personal comlink and a slap-patch
- 1d100 credits
Shadowrun - Primalist Magic Career
Tribal customs, dances and spirits help you to bring
the power of nature into your control.
- Career Skills -
- General -
Discipline (Will),
Medicine (Int),
Survival (Cun),
- Combat -
Brawl (Br),
Melee (Br),
- Knowledge (Int) -
Lore,
- Magic -
Alchemy (Int),
Primal (Cun),
- Magic Rating - Your rating increases by 1, or you gain one if you
did not already have one.
- Optional Starting Gear (or 500 cr)
- A magic staff or wand and heavy clothing
- a personal comlink and a slap-patch
- 1d100 credits
Shadowrun - Scholar Magic Career
History has power, and you've learned so does runes,
and the right ritual to bring it to life.
- Career Skills -
- General -
Mechanics (Int),
Medicine (Int),
Perception (Cun),
- Combat -
- Knowledge (Int) -
Forbidden,
Lore,
Science,
- Magic -
Alchemy (Int),
Runes (Int),
- Magic Rating - Your rating increases by 1, or you gain one if you
did not already have one.
- Optional Starting Gear (or 500 cr)
- A alchemists kit and heavy clothing
- a personal comlink and a slap-patch
- 1d100 credits
Shadowrun - Technomancer Resonance Career
You are the matrix, you can see the code, and the
code listens to you, without being plugged in, you are the one.
- Career Skills -
- General -
Computers – Hacking (Int),
Computers – Sysop (Int),
Mechanics (Cun),
Operating (Int),
Resilience (Br),
- Combat -
- Knowledge (Int) -
The Matric,
Science,
- Social -
- Magic -
Technomancy (Int),
- Resonance Rating - Your rating increases by 1, or you gain one if you
did not already have one.
- Optional Starting Gear (or 500 cr)
- A pad a pistol, and heavy clothing
- a personal comlink and a slap-patch
- 1d100 credits