Shadowrun RPG Species Page
Overview of Species for Shadowrun
Character Rules Overview
Players have two options, building their own species with GM approval or selecting one of the pre-existing species to play.
- Species Builder - Some guidelines.
- Animalistic - A species based around appearing as a half animal crossed with a humanoid.
- Bioroid - A species based around appearing as a robot, replicamt or artificial lifeform.
- Dwarves - A species based around appearing as a dwarf, gnome or other short bearded lifeform.
- Elves - A species based around appearing as a elven lifeform.
- Humans - A species based around appearing as a human lifeform. The standard person, plus a few enhanced ones.
- Orcs - A species based around appearing as a orc lifeform.
- Troll - A species based around appearing as a troll lifeform. Larger than the rest.
Shadowrun - Species Creation
Creating your Species in Shadowrun
Taken from Keyforge and modified to have a generic racial builder.
- Steps to building your own species
- Step 1 - Base Version - All species start here.
- Step 2 - Form Options - How does your character appear to move.
- Step 3 - Physiology Options - Next is derived value modifiers.
- Step 4 - Silhouette Options - Then onto size modifiers.
- Step 5 - Locomotion Options - Next is movement modifiers.
- Step 6 - Manipulation Options - Then onto limb modifiers. Table still in development.
- Step 7 - Dominant Senory Options - Then onto sense modifiers. Table still in development.
- Step 8 - Special Features Options - Next is additional featuers.
- Step 9 - Attribute Options - Then modifying attributes.
- Step 10 - Interest Options - Lastly adding Skill and Talent options.
- Table 1: Base Version
- Brawn 2, Agility 2, Intellect 2, Willpower 2, Cunning 2, Presence 2
- Wound Threshold = Brawn + 10
- Strain Threshold = Willpower + 10
- Experience = 110 (cannot be reduced below 65 with options)
- Table 2: Form Options
- Aerodynamic (Gen 4+) – Looks more like a bird or flying animal
- Bestial (Gen 4+) – Look more like a cat, dog or other quadruped
- Gain Stabbing Bits (-10 xp)
- Humanoid (base type) – Looks like a person shape
- Human – No Changes
- Dwarf – gain Stubborn, Hard as Nails (-10 xp)
- Elven – gain Nimble (-10 xp)
- Orc
- Troll – Gain Regeneration, Silhouette 2 (-20 xp)
- Hydrodynamic (Gen 4+) Looks like they belong underwater
- Scuttler (Gen 4+) Looks more insectoid
- Gains Piercing Bits (-5 xp)
- Hybrid (Gen 3+) Combines two types
- Table 3: Psysiology Options
- Advanced (-30 xp) Attribute of your choice starts at 3.
- Artificial (-5 xp) Traits – Artificial. Note – Cannot use magic
- Body Pinnacle (-20 xp) Wound Threshold +4
- Body Withered (+20 xp) Wound Threshold -4
- Body Blessed (-15 xp) Wound Threshold +3
- Body Cursed (+15 xp) Wound Threshold -3
- Body Advantage (-10 xp) Wound Threshold +2
- Body Disadvantage (+10 xp) Wound Threshold -2
- Body Improvement (-5 xp) Wound Threshold +1
- Body Weakness (+5 xp) Wound Threshold -1
- Hardy (-10 xp) Soak +1
- Mind Pinnacle (-20 xp) Strain Threshold +4
- Mind Withered (+20 xp) Strain Threshold -4
- Mind Blessed (-15 xp) Strain Threshold +3
- Mind Cursed (+15 xp) Strain Threshold -3
- Mind Disadvantage (+10 xp) Strain Threshold -2
- Mind Advantage (-10 xp) Strain Threshold +2
- Mind Improvement (-5 xp) Strain Threshold +1
- Mind Weakness (+5 xp) Strain Threshold -1
- Table 4: Silhouette Options
- Silhouette 0 (+5 XP) Wound Threshold -2, Encumbrance Max /2
- Silhouette 1 (base type)
- Silhouette 2 (-5 xp) Wound Threshold +2, Encumbrance Threshold +2, Encumbrance Max x2
- Silhouette 3 (-15 xp) Wound Threshold +4, Encumbrance Threshold +8, Encumbrance Max x3
- Variable Silhouette -10 XP plus the two sizes, has the traits of the size they are at
- Table 5: Locomotion Options
- Ambulation (base type)
- Flight (Gen 4+) -15 XP (limited to Avian or Reptilian creatures)
- Jumping (Gen 3+) -10 XP (limited to Piscine or Reptilian creatures)
- Gain Athletics 1 rank, Traits – Jump (action)
- Table 6: Manipulation Options (Note - Table Not Completed)
- Hands (base type)
- Limited (Avian, Insectoid, Mammalian, Piscine or Reptilian) +5 XP
- Can activate Knockdown with one less Advantage on an unarmed attack.
- Mouth (Avian, Insectoid, Mammalian, Piscine or Reptilian) +5 XP
- Pincers (Insectoid)
- Secondary Manipulators -5 (plus primary and secondary options)
- Table 7: Dominant Sensory Options (Note - Table Not Completed)
- Auditory –
- Olfactory –
- Thermal –
- Tremorsense –
- Visual (base type)
- Table 8: Special Features Options (Can only choose 1 (0 xp) item, but as
many costed items as able to fit into the allowances for the character)
- A Face in a Crowd (0 xp) Characters add one Setback (Black) dice to any checks they make to pick a clone out in a crowd. Clones also add one Setback (Black) dice to social skill checks they make when interacting with people who don’t know the specific clone.
- Additional Sensory Organs (-5 xp) Gain a second dominant sensory perception.
- Adjusted to Cybernetics (0 xp) - Once per session may spend a story point to heal strain equal to their number of cybernetics.
- Amphibious (-10 xp) Can breath air or water.
- Artic (-5 xp) Removes two Setback dice due to cold conditions.
- Armoured (-15 xp) Gain a soak of +1.
- Awakened (-10 xp) You begin with a Magic Rating of 1, and one rank in a magic tradition of your choice.
- Battle Rage (0 xp) - When making a melee attack, you can choose to add a Setback (Black) dice to the check to add +2 to the damage dealt by one hit of that attack.
- Brilliant (0 xp) once per session can spend a story point to allow their next check to use Intellect for the ranks in the skill.
- Chameleon (-5 xp) Other characters gain two Setback dice to notice character.
- Climber (-5 xp) Can climb most surfaces as difficult terrain.
- Cyborg (-10 xp) Gain 1,000 cr worth of cyberware.
- Damp Dweller (0 xp) Removes a Setback dice due to humid or moist conditions.
- Dark Vision - When making skill checks, remove one Setback (Black) dice imposed due to darkness. (Can be taken multiple times)
- Desert Dweller (0 xp) Removed a Setback dice due to dry or desert conditions.
- Digger (-5 xp) Can dig through soil, stone and even rock.
- Empath (-5 xp) Remove two Setback dice from all social skill checks they make. When they use coercion to inflict strain damage, they take half of what they inflict.
- Energy Absorption (-15 xp) When taking energy damage, they restore half the energy damage to their Strain and add a Boost dice to their next check. Multiple occurrences stack.
- Enhanced Genetic Modifications (0 xp) - Once per session when using your genetic modifications, you may spend a story point to add successes to check equal to your Resilience.
- ESP (-5 xp) Remove up to two Setback dice due to concealment when looking for someone.
- Fast Metabolism (0 xp) Recover from toxins an drugs at half the time, Boost dice to recover from Critical Injuries and eat twice as much.
- Fleet of Form (-5 xp) Can gain a second manoeuvre in a round for free as long as its only used for movement.
- Forceful Personality (-5 xp) - once per session can spend a story point to allow their next check to double the strain they inflict or heal (choice before roll).
- G-Mod (-10 xp) - Your character begins play with 1,000 cr worth of g-mods.
- Hypnotic (-5 xp) Add Boost dice to all Charm, Deception and Negotiation checks.
- Infested (0 xp) Other in engaged range with you gain a Setback dice.
- Inscrutable (0 xp) Gain a Setback dice on Charm checks, all social checks targeting character gain a Setback dice.
- Insulated (0 xp) Gain a Boost dice to resist temperature effects.
- Lucky (-10 xp) Add extra story point to player pool at start of session
- Luminescent (0 xp) Shed light to short range, add a Setback to all Stealth checks.
- Military Size Training (-5 xp) - They add one Boost (Blue) dice to combat checks against targets who have a larger silhouette than them.
- Pack Instincts (-5 xp) When assisting give two Boost instead of a single Boost.
- Pheromones (0 xp) Gain a Boost dice to track or locate creatures, can leave message in scent form.
- Poisonous (-5 xp) Opponents engaged who generate a Threat can spend it to take 1 damage.
- Pressure Resistant (-5 xp) Reduce damage by pressure equal to Brawn, and two Boost dice to resistance checks relating to pressure.
- Quick Reflexes (-10 xp) Gain a Boost dice on initiative and reaction based checks.
- Ready for anything (-5 xp) - once per session can flip a story point from GM to Player pool.
- Redundant Organs (-10 xp) Character unaffected by a specific chosen critical injury up to Average.
- Regeneration (-15 xp) Regain an additional wound from natural rest, can regrow limbs in a month. When making a recovery check at the end of an encounter, after recovery applied may take two strain to reduce a wound by 1. As an action on your turn in combat, may take 2 strain to heal 1 wound.
- Resourceful (-5 xp) - Once per session, after making a skill check, you may spend a story point to re-roll up to two dice in the pool.
- Shapeshift (-5 xp) - Can change form as per the spell Transform, but only to a specific creature approved by the GM. Changing costs two strain, without a roll, and does not have to be sustained.
- Shielded or Nimble (-10 xp) Gain defence 1.
- Slashing Bits (-5 xp) Unarmed attack Brawl +1, Crit 3. Note – If taken more than once, increase damage by 1 and add Vicious 1 and add -5 xp for each additional time taken.
- Slippery (0 xp) Boost dice to Coordination for squeezing and escape. Brawl checks for an against gain a Setback, as does restraining or gripping checks.
- Sneaky (-10 xp) When sneaking, they add two boost dice to checks.
- Spiny (-10 xp) When attacked in engaged, may spend two threat to inflict 3 wounds on attacker.
- Stabbing Bits (-10 xp) When attack in engaged, may use three Advantages to also strike with another body part dealing Brawn +2, Crit of 3.
- Stinky (0 xp) Gain a Setback on social skills except Coercion which becomes a Boost.
- Stubborn (-5 xp) When opposing social skills, add two Setback (Black) dice to all social skills targeting them.
- Tenacious (-5 xp) - After making a combat check, they add a Boost (Blue) dice to combat checks targeting the same character until end of the encounter.
- Tough as Nails (-5 xp) Once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
- Tricky (-15 xp) - Once per encounter they may spend a story point to produce an item on encumbrance 1 or less, with a rarity up to 4 from their pockets that cannot be a weapon with limited ammo quality.
- Underestimated (-10 xp) When making an opposed check, clones add a failure to the result.
- Venomous (-5 xp) Unarmed attacks gain Stun 3 quality.
- Volcanic (-5 xp) Remove a setback due to heat, and reduce fire or heat damage by 1.
- Vulnerability (+20 xp) Upgrade all checks when in presence.
- Weak Spot (+15 xp) Targeted area does not get soak.
- Zero-G Adept (0 xp) - You don’t count zero-gravity as difficult terrain.
- Table 9: Attribute Options
- Notes - Can not increase or decrease a attribute already affected elsewhere in race creation.
- Dedicated (-20 xp) Attribute of your choice starts at 5, Other five Attributes starts at 1.
- Exchange (-10 xp) Attribute of your choice starts at 3, Attribute of your choice starts at 1.
- Strength (-30 xp) Attribute of your choice starts at 3.
- Unbalanced (-30 xp) Attribute of your choice starts at 4, Attribute of your choice starts at 1, Attribute of your choice starts at 1
- Weakness (+20 xp) Attribute of your choice starts at 1.
- Table 10: Interest Options
- Notes - Can not increase or decrease a skill or talent already affected elsewhere in race creation. Additional selection after the first from this table incure an additional cost of 5 xp. (i.e. first section is mostly free).
- Combat (0 xp) Choose a combat skill – Gain Rank 1 (choose one only).
- General (0 xp) Choose a general skill – Gain 1 Rank (choose one only).
- Knowledge (0 xp) Choose a knowledge skill – Gain Rank 1 (choose one only).
- Magic (0 xp) Choose a magic skill – Gain 1 Rank (choose one only).
- Social (0 xp) Choose a social skill – Gain 1 Rank (choose one only).
- Versatile (-5 xp) Choose any two non-class skills – Gain 1 Rank in each.
- Talented (0 xp) Choose any tier 1 talent – Gain 1 Rank in that talent if it is ranked.
- Very Talented (-5 xp) Choose any tier 2 talent – Gain 1 Rank in that talent if it is ranked.
Shadowrun - Animalistic Species
Requires a Generation 3+ storyline
There are three base options for animalistic, though most will be the average animalistic, the Fast, Shifter are available to players.
- Animalistic Average (Gen 3+)
- Attributes - Two at 3, One at 1. (Usually Br 2, Ag 3, Int 1, Cun 3, Will 2, Pr 2)
- Skills - Rank in one from a Agility or Brawn General skill. (Usually - Athletics, Coordination or Resilience).
- Features - Slashing Bits (Brawl, Dam +2, Crit 3, Vicious 1).
- Wounds - Brawn + 10
- Strain - Willpower + 8
- XP - 70
- Animalistic Fast (Gen 3+)
- Attributes - Two at 3, One at 1. (Usually Br 2, Ag 3, Int 1, Cun 3, Will 2, Pr 2)
- Skills - Rank in Perception skill.
- Features - Slashing Bits (Brawl, Dam +1, Crit 3), Fleet of Form (Can gain a second manoeuvre in a round for free as long as its only used for movement).
- Wounds - Brawn + 9
- Strain - Willpower + 8
- XP - 75
- Animalistic Shifter (Gen 3+)
- Attributes - Two at 3, One at 1. (Usually Br 2, Ag 3, Int 1, Cun 3, Will 2, Pr 2)
- Skills - Rank in Perception skill.
- Features - Slashing Bits (Brawl, Dam +1, Crit 3), Fleet of Form (Can gain a second manoeuvre in a round for free as long as its only used for movement). Shift Form (Action, 2 Strain, can change into a pure animal, or pure human of your form, does not need to be sustained).
- Wounds - Brawn + 9
- Strain - Willpower + 8
- XP - 65
How they were built
- Animalistic Average (Build formula)
- Starting XP - 110
- Attribute Option - Exchange – Intellect for Agility (-10 xp)
- Attribute Option - Strength – Cunning (-30 xp)
- Interest Option - General – Athletics, Coordination or Resilience Rank 1 (0 xp)
- Special Feature Option - Slashing Bits (-10 xp) - taken twice
- Pysiology Option - Mind Disadvantage (+10 xp) Strain Threshold -2
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Will and 3 in Brawn and Agility, Wounds (10+Br), Strain (8+Will), XP (70)
- Starting Skills – One rank in either Athletics, Coordination or Resilience.
- Natural Weapons – Add +2 to any Brawl combat checks they make, and they gain the Vicious 1 quality (or increase it by one), with a crit rating of 3 and range of engaged.
- Sourced from Terrinoth
- Animalistic Fast (Build formula)
- Starting XP - 110
- Attribute Option - Exchange – Intellect for Agility (-10 xp)
- Attribute Option - Strength – Cunning (-30 xp)
- Interest Option - General – Athletics, Coordination or Resilience Rank 1 (0 xp)
- Special Feature Option - Slashing Bits (-5 xp) - taken once, Fleet of Foot (-5xp).
- Pysiology Option - Mind Disadvantage (+10 xp), Body Weakness (+5 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Will and 3 in Brawn and Agility, Wounds (10+Br), Strain (8+Will), XP (70)
- Starting Skills – One rank in Perception.
- Natural Weapons – Add +1 to any Brawl combat checks they make, and they gain the Vicious 1 quality (or increase it by one), with a crit rating of 3 and range of engaged.
- Fleet of Paw - They can perform a second manoeuvre to move without suffering strain.
- Sourced from Terrinoth
- Animalistic Shifter (Build formula)
- Starting XP - 110
- Attribute Option - Exchange – Intellect for Agility (-10 xp)
- Attribute Option - Strength – Cunning (-30 xp)
- Interest Option - General – Athletics, Coordination or Resilience Rank 1 (0 xp)
- Special Feature Option - Slashing Bits (-5 xp) - taken once, Fleet of Foot (-5xp), Shift Form (-10 xp) Taken Twice (Animal, Humanoid).
- Pysiology Option - Mind Disadvantage (+10 xp), Body Weakness (+5 xp)
- This was based on the below version.
- Requirement – At least Gen 4 storyline
- Attributes – 2 in everything except 1 in Will and 3 in Brawn and Agility, Wounds (10+Br), Strain (8+Will), XP (70)
- Starting Skills – One rank in Perception.
- Natural Weapons – Add +1 to any Brawl combat checks they make, and they gain the Vicious 1 quality (or increase it by one), with a crit rating of 3 and range of engaged.
- Fleet of Paw - They can perform a second manoeuvre to move without suffering strain.
- Shift Form - They can hide their animalistic appearance and appear human, or hide the humanoid appearance and appear as an animal.
- Sourced from Terrinoth
Shadowrun - Bioroid Species
There are three base options for bioroid, though most will be the large, or average with changing available later but are available to players.
- Bioroid Large (Gen 4+)
- Attributes - One at 3, Rest at 1. (Usually Br 3, Ag 1, Int 1, Cun 1, Will 1, Pr 1)
- Skills - Rank in one General skill or tier 1 Talant.
- Features - Artificial (Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics. Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics Bioroids cannot take Magical Careers or Specialisations). Size - Large - Silhouette 2 instead of 1, Encumbrance increase by 2, encumbrance max x2.
- Wounds - Brawn + 11
- Strain - Willpower + 8
- XP - 165
- Bioroid Average (Gen 5+)
- Attributes - One at 3, Rest at 1. (Usually Br 3, Ag 1, Int 1, Cun 1, Will 1, Pr 1)
- Skills - Rank in one General skill or tier 1 Talant.
- Features - Artificial (Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics. Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics Bioroids cannot take Magical Careers or Specialisations).
- Wounds - Brawn + 11
- Strain - Willpower + 8
- XP - 170
- Bioroid Changing (Gen 6+)
- Attributes - One at 3, Rest at 1. (Usually Br 3, Ag 1, Int 1, Cun 1, Will 1, Pr 1)
- Skills - Rank in one General skill or tier 1 Talant.
- Features - Artificial (Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics. Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics Bioroids cannot take Magical Careers or Specialisations). Transform (Action, 2 Strain, can change into a a selected shape of Silhouette 1 (or matching to your size).
- Wounds - Brawn + 11
- Strain - Willpower + 8
- XP - 165
How they were built
- Bioroid Large (Build formula)
- Starting XP - 165
- Silhoutte Option - Silhouette 2 (-5 xp)
- Attribute Option - Strength – Brawn (-30 xp)
- Attribute Option - Weakness – Agility, Intellect, Cunning, Willpower and Precence (+100 xp)
- Interest Option - General – any Rank 1 (0 xp)
- Pysiology Option - Mind Disadvantage (+10 xp), Body Improvement (-5 xp), Artificial (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 4 storyline
- Attributes – 1 in everything except 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (170)
- Large – Silhouette 2 instead of 1, Encumbrance increase by 2.
- Starting Skills – One rank in either Perception.
- Special Ability - Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics.
- Inorganic - Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics.
- Non-Magical - Bioroids cannot take Magical Careers or Specialisations.
- Sourced from Andoird
- Bioroid Average (Build formula)
- Starting XP - 170
- Attribute Option - Strength – Brawn (-30 xp)
- Attribute Option - Weakness – Agility, Intellect, Cunning, Willpower and Precence (+100 xp)
- Interest Option - General – any Rank 1 (0 xp)
- Pysiology Option - Mind Disadvantage (+10 xp), Body Improvement (-5 xp), Artificial (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 5 storyline
- Attributes – 1 in everything except 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (170)
- Starting Skills – One rank in either Perception.
- Special Ability - Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics.
- Inorganic - Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics.
- Non-Magical - Bioroids cannot take Magical Careers or Specialisations.
- Sourced from Andoird
- Bioroid Changing (Build formula)
- Starting XP - 165
- Attribute Option - Strength – Brawn (-30 xp)
- Attribute Option - Weakness – Agility, Intellect, Cunning, Willpower and Precence (+100 xp)
- Interest Option - General – any Rank 1 (0 xp)
- Special Feature Option - Shapeshift (-5 xp)
- Pysiology Option - Mind Disadvantage (+10 xp), Body Improvement (-5 xp), Artificial (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 5 storyline
- Attributes – 1 in everything except 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (170)
- Starting Skills – One rank in either Perception.
- Special Ability - Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics.
- Inorganic - Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics.
- Non-Magical - Bioroids cannot take Magical Careers or Specialisations.
- Shapeshift - Change into another suitable form of same silhouette.
- Sourced from Andoird
Shadowrun - Dwarven Species
There are two base options for dwarves, though most will be the average dwarf, the City, Street, Stunted is available to players.
- Dwarf Average (Gen 2+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 1, Int 2, Cun 2, Will 3, Pr 2)
- Skills - Rank in one General skill or tier 1 Talant. (Usually Resiliance Rank 1)
- Features - Dark Vision (When making skill checks, dwarves remove two Setback (Black) dice imposed due to darkness). Tough as Nails (once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled).
- Wounds - Brawn + 11
- Strain - Willpower + 10
- XP - 80
- Dwarf City (Gen 2+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 1, Int 2, Cun 2, Will 3, Pr 2)
- Skills - Rank in one General skill or tier 1 Talant. (Usually Negotiation Rank 1)
- Features - Stubborn (When opposing social skills, add two Setback (Black) dice to all social skills targeting them). Tough as Nails (once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled).
- Wounds - Brawn + 9
- Strain - Willpower + 11
- XP - 90
- Dwarf Street (Gen 3+)
- Attributes - One at 3, Two at 1, Rest at 2. (Usually Br 1, Ag 2, Int 2, Cun 2, Will 1, Pr 3)
- Skills - Rank in two General skills or tier 1 Talants. (Usually Charm and Stealth Rank 1)
- Features - Small - Silhouette 0, Wound Threshold -2, Encumbrance Max/. Tricky - Once per encounter they may spend a story point to produce an item on encumbrance 1 or less, with a rarity up to 4 from their pockets that cannot be a weapon with limited ammo quality.
- Wounds - Brawn + 10
- Strain - Willpower + 11
- XP - 95
- Dwarf Street (Gen 3+)
- Attributes - One at 3, Two at 1, Rest at 2. (Usually Br 1, Ag 2, Int 2, Cun 2, Will 1, Pr 3)
- Skills - Rank in two General skills or tier 1 Talants. (Usually Charm and Resilience Rank 1)
- Features - Small - Silhouette 0, Wound Threshold -2, Encumbrance Max/.
- Military Size Training - They add one Boost (Blue) dice to combat checks against targets who have a larger silhouette than them.
- Wounds - Brawn + 10
- Strain - Willpower + 11
- XP - 105
How they were built
- Dwarf Average (Build formula)
- Starting XP - 80
- Attribute Option - Exchange – Ag to Will (-10 xp)
- Interest Option - General – Resilience Rank 1 (0 xp)
- Pysiology Option - Body Improvement (-5 xp), Dark Vision (-10 xp).
- Special Features Option - Tough as Nails (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 2 storyline
- Attributes – 2 in everything except 1 in Agility and 3 in Will, Wounds (11+Br), Strain (10+Will), XP (90)
- Starting Skills – One rank in Resilience.
- Dark Vision - When making skill checks, dwarves remove two Setback (Black) dice imposed due to darkness.
- Tough as Nails - once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
- Sourced from Andoird
- Dwarf City (Build formula)
- Starting XP - 90
- Attribute Option - Exchange – Ag to Will (-10 xp)
- Interest Option - General – Resilience Rank 1 (0 xp)
- Pysiology Option - Mind Improvement (-5 xp), Body Weakness (+5 xp).
- Special Features Option - Tough as Nails (-5 xp), Stubborn (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 2 storyline
- Attributes – 2 in everything except 1 in Agility and 3 in Will, Wounds (11+Br), Strain (10+Will), XP (90)
- Starting Skills – One rank in Negotiation.
- Stubborn - When opposing social skills, add two Setback (Black) dice to all social skills targeting them.
- Tough as Nails - once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
- Sourced from Andoird
- Dwarf Street (Gnome) (Build formula)
- Starting XP - 95
- Silhouette Option Small (+5 xp)
- Attribute Option - Exchange – Will to Pr (-10 xp)
- Attribute Option - Weakness – Brawn (+20 xp)
- Interest Option - General – Charm and Stealth Rank 1 (-5 xp)
- Pysiology Option - Mind Improvement (-5 xp), Body Advangtage (-10 xp).
- Special Features Option - Tricky (-15 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Will and Brawn and 3 in Pr, Wounds (10+Br), Strain (11+Will), XP (90)
- Small – They have a silhouette of 0 of 1. Encumbrance capacity reduced by 1.
- Starting Skills – One rank in Charm and Stealth.
- Tricky - Once per encounter they may spend a story point to produce an item on encumbrance 1 or less, with a rarity up to 4 from their pockets that cannot be a weapon with limited ammo quality.
- Sourced from Andoird
- Dwarf Stunted (Gnome) (Build formula)
- Starting XP - 105
- Silhouette Option Small (+5 xp)
- Attribute Option - Exchange – Will to Pr (-10 xp)
- Attribute Option - Weakness – Brawn (+20 xp)
- Interest Option - General – Charm and Resilience Rank 1 (-5 xp)
- Pysiology Option - Mind Improvement (-5 xp), Body Advangtage (-10 xp).
- Special Features Option - Military Size Training (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Will and Brawn and 3 in Pr, Wounds (10+Br), Strain (11+Will), XP (90)
- Small – They have a silhouette of 0 of 1. Encumbrance capacity reduced by 1.
- Starting Skills – One rank in Charm and Resilience.
- Military Training - They add one Boost (Blue) dice to combat checks against targets who have a larger silhouette than them.
- Sourced from Andoird
Shadowrun - Elven Species
There are four base options for elves, though most will be the average elf, the Awakened, City, Scounger are available to players.
- Elven Average (Gen 2+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 3, Int 2, Cun 2, Will 1, Pr 2)
- Skills - Rank in one General skill or tier 1 Talant. (Usually Perception Rank 1)
- Features - Nimble - have a melee and ranged defence of 1.
- Wounds - Brawn + 9
- Strain - Willpower + 10
- XP - 95
- Elven Awakened (Gen 2+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 3, Int 2, Cun 2, Will 1, Pr 2)
- Skills - Rank in one General skill or tier 1 Talant. (Usually Perception Rank 1)
- Features - Awakened - You begin with 1 rank in one of the magic traditions and a Magic Rating of 1.
- Wounds - Brawn + 8
- Strain - Willpower + 11
- XP - 95
- Elven City (Gen 2+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 3, Int 2, Cun 2, Will 1, Pr 2)
- Skills - Rank in one General skill or tier 1 Talant. (Usually Streetwise Rank 1)
- Features - Nimble - have a melee and ranged defence of 1.
- Wounds - Brawn + 11
- Strain - Willpower + 8
- XP - 95
- Elven City (Gen 2+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 3, Int 2, Cun 2, Will 1, Pr 2)
- Skills - Rank in one General skill or tier 1 Talant. (Usually Surivval Rank 1)
- Features - Nimble - have a melee and ranged defence of 1.
- Wounds - Brawn + 10
- Strain - Willpower + 9
- XP - 95
How they were built
- Elven Average (Build formula)
- Starting XP - 95
- Attribute Option - Exchange – Ag to Will (-10 xp)
- Interest Option - General – Resilience Rank 1 (0 xp)
- Pysiology Option - Body Weakness (+5 xp).
- Special Features Option - Nimble (-10 xp)
- This was based on the below version.
- Requirement – At least Gen 2 storyline
- Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (9+Br), Strain (10+Will), XP (90)
- Starting Skills – One rank in Perception.
- Nimble - have a melee and ranged defence of 1.
- Sourced from Terrinoth
- Elven Awakened (Build formula)
- Starting XP - 95
- Attribute Option - Exchange – Ag to Will (-10 xp)
- Interest Option - General – Negotiation Rank 1 (0 xp)
- Pysiology Option - Body Disadvantage (+10 xp), Mind Improvement (-5 xp).
- Special Features Option - Awakened (-10 xp)
- This was based on the below version.
- Requirement – At least Gen 2 storyline
- Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (8+Br), Strain (11+Will), XP (90)
- Starting Skills – One rank in Negotiation.
- Awakened - You begin with 1 rank in one of the magic traditions and a Magic Rating of 1.
- Sourced from Terrinoth
- Elven City (Build formula)
- Starting XP - 95
- Attribute Option - Exchange – Ag to Will (-10 xp)
- Interest Option - General – Streetwise Rank 1 (0 xp)
- Pysiology Option - Mind Disadvantage (+10 xp), Body Improvement (-5 xp).
- Special Features Option - Nimble (-10 xp)
- This was based on the below version.
- Requirement – At least Gen 2 storyline
- Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (11+Br), Strain (8+Will), XP (90)
- Starting Skills – One rank in Streetwise.
- Nimble - have a melee and ranged defence of 1.
- Sourced from Terrinoth
- Elven Scrounger (Build formula)
- Starting XP - 95
- Attribute Option - Exchange – Ag to Will (-10 xp)
- Interest Option - General – Streetwise Rank 1 (0 xp)
- Pysiology Option - Mind Weakness (+5 xp).
- Special Features Option - Nimble (-10 xp)
- This was based on the below version.
- Requirement – At least Gen 2 storyline
- Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (10+Br), Strain (9+Will), XP (90)
- Starting Skills – One rank in Survival.
- Nimble - have a melee and ranged defence of 1.
- Sourced from Terrinoth
Shadowrun - Human Speices
There are eight base options for humans, though most will be the average human, the Aristocrat, Clone, Cyborg, G-Mod, Intellectual, Labourer and Loonie are available to players.
- Human Average (Gen 0+)
- Attributes - All at 2. (Usually Br 2, Ag 2, Int 2, Cun 2, Will 2, Pr 2)
- Skills - Rank in two non-career skills.
- Features - Ready for anything - once per session can flip a story point from GM to Player pool.
- Wounds - Brawn + 10
- Strain - Willpower + 10
- XP - 100
- Human Aristocrat (Gen 0+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 1, Ag 2, Int 2, Cun 2, Will 2, Pr 3)
- Skills - Rank in a General skill at Rank 1. (Usually Cool Rank 1)
- Features - Ready for anything - once per session can flip a story point from GM to Player pool.
- Wounds - Brawn + 10
- Strain - Willpower + 10
- XP - 95
- Human Clone (Gen 3+)
- Attributes - All at 2. (Usually Br 2, Ag 2, Int 2, Cun 2, Will 2, Pr 2)
- Skills - Rank in 2 General skills at Rank 1.
- Features - A Face in a Crowd - Characters add one Setback (Black) dice to any checks they make to pick a clone out in a crowd. Clones also add one Setback (Black) dice to social skill checks they make when interacting with people who don’t know the specific clone. Underestimated - When making an opposed check, clones add a failure to the result.
- Wounds - Brawn + 11
- Strain - Willpower + 11
- XP - 85
- Human Cyborg (Gen 2+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 3, Ag 2, Int 2, Cun 2, Will 2, Pr 1)
- Skills - Rank in 1 General skill at Rank 1. (Usually Mechanics Rank 1)
- Features - Adjusted to Cybernetics - Once per session may spend a story point to heal strain equal to their number of cybernetics. Cyborg - Your character begins play with 1,000 cr worth of cybernetics.
- Wounds - Brawn + 11
- Strain - Willpower + 8
- XP - 85
- Human G-Mod (Gen 4+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 2, Int 3, Cun 2, Will 1, Pr 2)
- Skills - Rank in 1 General skill at Rank 1. (Usually Resilience Rank 1)
- Features - Enhanced Genetic Modifications - Once per session when using your genetic modifications, you may spend a story point to add successes to check equal to your Resilience. G-Mod - Your character begins play with 1,000 cr worth of g-mods.
- Wounds - Brawn + 11
- Strain - Willpower + 11
- XP - 80
- Human Intellectual (Gen 0+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 2, Ag 2, Int 3, Cun 2, Will 1, Pr 2)
- Skills - Rank in 1 Knowledge skill at Rank 1.
- Features - Brilliant - once per session can spend a story point to allow their next check to use Intellect for the ranks in the skill.
- Wounds - Brawn + 8
- Strain - Willpower + 12
- XP - 100
- Human Labourer (Gen 0+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 3, Ag 2, Int 2, Cun 2, Will 1, Pr 2)
- Skills - Rank in 1 Knowledge skill at Rank 1.
- Features - Tough as Nails - once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
- Wounds - Brawn + 12
- Strain - Willpower + 8
- XP - 95
- Human Loonie (Gen 4+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 1, Ag 3, Int 2, Cun 2, Will 2, Pr 2)
- Skills - Rank in 1 General skill at Rank 1. (Usually Coordination Rank 1)
- Features - Resourceful - Once per session, after making a skill check, you may spend a story point to re-roll up to two dice in the pool. Zero-G Adept - You don’t count zero-gravity as difficult terrain.
- Wounds - Brawn + 9
- Strain - Willpower + 11
- XP - 95
How they were built
- Human Average (Build formula)
- Starting XP - 100
- Interest Option - Versatile – Two non-career skills Rank 1 (-5 xp)
- Special Features Option - Ready for Anything (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 0 storyline
- Attributes – 2 in everything, Wounds (10+Br), Strain (10+Will), XP (120)
- Starting Skills – One rank in two non-career skills.
- Ready for anything - once per session can flip a story point from GM to Player pool.
- Sourced from Terrinoth
- Human Aristocrat (Build formula)
- Starting XP - 95
- Attribute Option - Exchange – Br to Pr (-10 xp)
- Interest Option - General – One skills Rank 1 or Tier 1 Telent (0 xp)
- Special Features Option - Forceful Personality (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 0 storyline
- Attributes – 2 in everything except 1 in Brawn and 3 in Presence, Wounds (10+Br), Strain (10+Will), XP (100)
- Starting Skills – One rank in Cool skill.
- Forceful Personality - once per session can spend a story point to allow their next check to double the strain they inflict or heal (choice before roll).
- Sourced from Andoird
- Human Clone (Build formula)
- Starting XP - 85
- Attribute Option - Exchange – Br to Pr (-10 xp)
- Interest Option - General – Two skills Rank 1 or Tier 1 Telents (-5 xp)
- Pysiology Option - Body Improvement (-5 xp), Mind Improvement (-5 xp).
- Special Features Option - A Face in a Crowd (0 xp), Underestimated (-10 xp)
- This was based on the below version.
- Requirement – At least Gen 3+ storyline
- Attributes – 2 in everything, Wounds (11+Br), Strain (10+Will), XP (85)
- Starting Skills – One rank in two skill.
- A Face in a Crowd - Characters add one Setback (Black) dice to any checks they make to pick a clone out in a crowd. Clones also add one Setback (Black) dice to social skill checks they make when interacting with people who don’t know the specific clone.
- Underestimated - When making an opposed check, clones add a failure to the result.
- Sourced from Android
- Human Cyborg (Build formula)
- Starting XP - 100
- Attribute Option - Exchange – Pr to Br (-10 xp)
- Interest Option - General – One skills Rank 1 or Tier 1 Telents (0 xp)
- Pysiology Option - Body Improvement (-5 xp), Mind Disadvantage (+10 xp).
- Special Features Option - Adjusted to Cybernetics (0 xp), Cyborg (-10 xp)
- This was based on the below version.
- Requirement – At least Gen 2+ storyline
- Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (100)
- Starting Skills – One rank in Mechanics.
- Adjusted to Cybernetics - Once per session may spend a story point to heal strain equal to their number of cybernetics.
- Cyborg - Your character begins play with 1,000 cr worth of cybernetics.
- Sourced from Android
- Human G-Mod (Build formula)
- Starting XP - 80
- Attribute Option - Exchange – Will to Int (-10 xp)
- Interest Option - General – One skills Rank 1 or Tier 1 Telents (0 xp)
- Pysiology Option - Body Improvement (-5 xp), Mind Improvement (-5 xp).
- Special Features Option - Enhanced Genetic Modifications (0 xp), G-Mod (-10 xp)
- This was based on the below version.
- Requirement – At least Gen 4+ storyline
- Attributes – 2 in everything except 1 in Will and 3 in Intellect, Wounds (11+Br), Strain (11+Will), XP (90)
- Starting Skills – One rank in Resilience.
- Enhanced Genetic Modifications - Once per session when using your genetic modifications, you may spend a story point to add successes to check equal to your Resilience.
- G-Mod - Your character begins play with 1,000 cr worth of g-mods.
- Sourced from Android
- Human Intellectual (Build formula)
- Starting XP - 100
- Attribute Option - Exchange – Br to Int (-10 xp)
- Interest Option - Knowledge – One skills Rank 1 or Tier 1 Telents (0 xp)
- Pysiology Option - Body Disadvantage (+10 xp), Mind Advantage (-10 xp).
- Special Features Option - Brilliant (0 xp)
- This was based on the below version.
- Requirement – At least Gen 0+ storyline
- Attributes – 2 in everything except 1 in Brawn and 3 in Intellect, Wounds (10+Br), Strain (12+Will), XP (100)
- Starting Skills – One rank in Knowledge Skill.
- Brilliant - once per session can spend a story point to allow their next check to use Intellect for the ranks in the skill.
- Sourced from Android
- Human Labourer (Build formula)
- Starting XP - 95
- Attribute Option - Exchange – Will to Br (-10 xp)
- Interest Option - Knowledge – One skills Rank 1 or Tier 1 Telents (0 xp)
- Pysiology Option - Mind Disadvantage (+10 xp), Body Advantage (-10 xp).
- Special Features Option - Tough as Nails (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 0+ storyline
- Attributes – 2 in everything except 1 in Will and 3 in Brawn, Wounds (12+Br), Strain (8+Will), XP (100)
- Starting Skills – One rank in Athletics Skill.
- Tough as Nails - once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
- Sourced from Android
- Human Loonie (Build formula)
- Starting XP - 95
- Attribute Option - Exchange – Will to Br (-10 xp)
- Interest Option - General – One skills Rank 1 or Tier 1 Telents (0 xp)
- Pysiology Option - Mind Improvement (+5 xp), Body Weakness (-5 xp).
- Special Features Option - Resourceful (-5 xp), Zero-G Adept (0 xp)
- This was based on the below version.
- Requirement – At least Gen 4+ storyline
- Attributes – 2 in everything except 1 in Brawn and 3 in Agility, Wounds (9+Br), Strain (11+Will), XP (100)
- Starting Skills – One rank in Coordination Skill.
- Resourceful - Once per session, after making a skill check, you may spend a story point to re-roll up to two dice in the pool.
- Zero-G Adept - You don’t count zero-gravity as difficult terrain.
- Sourced from Android
Shadowrun - Orc Species
There are two base options for orcs, though most will be the average orc, the Awakened, Belligerent are available to players.
- Orc Average (Gen 3+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 3, Ag 2, Int 2, Cun 2, Will 2, Pr 1)
- Skills - Rank in 1 General or Social skill at Rank 1. (Usually Coercion Rank 1)
- Features - Battle Rage - When making a melee attack, you can choose to add a Setback (Black) dice to the check to add +2 to the damage dealt by one hit of that attack.
- Wounds - Brawn + 12
- Strain - Willpower + 8
- XP - 100
- Orc Awakened (Gen 3+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 3, Ag 2, Int 2, Cun 2, Will 2, Pr 1)
- Skills - Rank in 1 Combat and Magic skill at Rank 1.
- Features - Awakened - You begin with a Magic Rating of 1, and one rank in a magic tradition of your choice. Tenacious - After making a combat check, they add a Boost (Blue) dice to combat checks targeting the same character until end of the encounter.
- Wounds - Brawn + 11
- Strain - Willpower + 9
- XP - 85
- Orc Belligerent (Gen 3+)
- Attributes - One at 3, One at 1, Rest at 2. (Usually Br 3, Ag 2, Int 2, Cun 2, Will 2, Pr 1)
- Skills - Rank in 1 General skill at Rank 1. (Usually Cool Rank 1)
- Features - Battle Rage - When making a melee attack, you can choose to add a Setback (Black) dice to the check to add +2 to the damage dealt by one hit of that attack. Hot Tempered - When this character’s strain is reduced to half its threshold add two Setback (Black) dice to all social skill checks, and add 1 to damage made by melee attacks they make. Tenacious - After making a combat check, they add a Boost (Blue) dice to combat checks targeting the same character until end of the encounter.
- Wounds - Brawn + 13
- Strain - Willpower + 7
- XP - 90
How they were built
- Orc Average (Build formula)
- Starting XP - 100
- Attribute Option - Exchange – Pr to Br (-10 xp)
- Interest Option - General – One general skill Rank 1 (0 xp)
- Pysiology Option - Body Advantage (-10 xp), Mind Disadvantage (+10 xp).
- Special Features Option - Battle Rage (0 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (12+Br), Strain (8+Will), XP (100)
- Starting Skills – One rank in Coercion skill.
- Battle Rage - When making a melee attack, you can choose to add a Setback (Black) dice to the check to add +2 to the damage dealt by one hit of that attack.
- Sourced from Terrinoth
- Orc Awakened (Build formula)
- Starting XP - 85
- Attribute Option - Exchange – Pr to Br (-10 xp)
- Interest Option - Combat – One combat skill Rank 1 (0 xp)
- Pysiology Option - Body Improvement (-5 xp), Mind Weakness (+5 xp).
- Special Features Option - Awakened (-10 xp), Tenacious (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (11+Br), Strain (9+Will), XP (100)
- Starting Skills – One rank in magic skill.
- Awakened - You begin with a Magic Rating of 1, and one rank in a magic tradition of your choice.
- Tenacious - After making a combat check, they add a Boost (Blue) dice to combat checks targeting the same character until end of the encounter.
- Sourced from Terrinoth
- Orc Belligerent (Build formula)
- Starting XP - 90
- Attribute Option - Exchange – Pr to Br (-10 xp)
- Interest Option - General – One general skill Rank 1 (0 xp)
- Pysiology Option - Body Blessed (-15 xp), Mind Cursed (+15 xp).
- Special Features Option - Battle Rage (0 xp), Hot Tempered (-5 xp), Tenacious (-5 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (13+Br), Strain (7+Will), XP (100)
- Starting Skills – One rank in cool skill.
- Battle Rage - When making a melee attack, you can choose to add a Setback (Black) dice to the check to add +2 to the damage dealt by one hit of that attack.
- Hot Tempered - When this character’s strain is reduced to half its threshold add two Setback (Black) dice to all social skill checks, and add 1 to damage made by melee attacks they make.
- Tenacious - After making a combat check, they add a Boost (Blue) dice to combat checks targeting the same character until end of the encounter.
- Sourced from Terrinoth
Shadowrun - Troll Species
This is a work in progress, I have added a Awakened Troll as part of the migration to this new site.
- Troll Average (Gen 3+)
- Attributes - One at 4, Two at 1, Rest at 2. (Usually Br 4, Ag 2, Int 1, Cun 2, Will 2, Pr 1)
- Skills - Rank in 1 General skill at Rank 1. (Usually Athletics Rank 1)
- Features - Regeneration - Regain an additional wound from natural rest, can regrow limbs in a month. When making a recovery check at the end of an encounter, after recovery applied may take two strain to reduce a wound by 1. As an action on your turn in combat, may take 2 strain to heal 1 wound.
- Wounds - Brawn + 15
- Strain - Willpower + 6
- XP - 65
- Troll Awakened (Gen 3+)
- Attributes - One at 4, Two at 1, Rest at 2. (Usually Br 1, Ag 1, Int 2, Cun 4, Will 2, Pr 2)
- Skills - Rank in 1 General skill at Rank 1. (Usually Discipline Rank 1)
- Features - Awakened - You begin with a Magic Rating of 1, and one rank in a magic tradition of your choice. Regeneration - Regain an additional wound from natural rest, can regrow limbs in a month. When making a recovery check at the end of an encounter, after recovery applied may take two strain to reduce a wound by 1. As an action on your turn in combat, may take 2 strain to heal 1 wound.
- Wounds - Brawn + 6
- Strain - Willpower + 10
- XP - 70
How they were built
- Troll Average (Build formula)
- Starting XP - 65
- Attribute Option - Unbalanced – Pr and Int to Br (-30 xp)
- Silhouette Option - Large - Silhouette 2 (-5 xp)
- Interest Option - General – One general skill Rank 1 (0 xp)
- Pysiology Option - Body Blessed (-15 xp), Mind Withered (+20 xp).
- Special Features Option - Regeneration (-15 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Presence and Intellect and 4 in Brawn, Wounds (16+Br), Strain (6+Will), XP (70)
- Large – Silhouette 2 instead of 1, Encumbrance increase by 2.
- Starting Skills – One rank in Athletics skill.
- Regeneration - At the end of a scene, a troll recovers as many wounds as it does strain.
- Sourced from GM
- Troll Awakened (Build formula)
- Starting XP - 70
- Attribute Option - Unbalanced – Pr and Int to Br (-30 xp)
- Silhouette Option - Large - Silhouette 2 (-5 xp)
- Interest Option - General – One general skill Rank 1 (0 xp)
- Pysiology Option - Body Withered (+20 xp).
- Special Features Option - Awakened (-10 xp), Regeneration (-15 xp)
- This was based on the below version.
- Requirement – At least Gen 3 storyline
- Attributes – 2 in everything except 1 in Presence and Intellect and 4 in Brawn, Wounds (6+Br), Strain (10+Will), XP (70)
- Large – Silhouette 2 instead of 1, Encumbrance increase by 2.
- Starting Skills – One rank in Discipline skill.
- Awakened - You begin with a Magic Rating of 1, and one rank in a magic tradition of your choice.
- Regeneration - At the end of a scene, a troll recovers as many wounds as it does strain.
- Sourced from GM
Shadowrun - OTHER
This space for rent.
Content Updates
- 2022-12-27 - Migration completed.
- 2022-12-26 - Page created and migration started.
- 2022-07-08 - Updated a lot of the races with a corrected cost for race. It is not possible to customise the race.
- 2022-07-07 - Changed magic rating to allow it to be increased for each Racial, Career and Specialisation taken that includes magic.
- 2022-05-31 - Created this page from the Character creation page.
- 2022-05-31 - Published on WordPress.