/// Shadowrun · Fifth Edition ///
Magic came back in 2011. The corporations took over shortly after. You are one of the deniable people they hire when something needs doing that cannot be traced back to a boardroom. Start at the top and work down — each lesson assumes the ones before it.
Street samurai, decker, mage, rigger, face, adept — what each one actually does on a job, and which gaps a team cannot afford to leave open.
03Dice pools, hits, thresholds and glitches, then the Priority system that turns a concept into a character sheet.
04Complete builds walked through decision by decision, so you can see where the points actually went.
05A hundred character concepts to steal outright, whether you need a PC in a hurry or an NPC with a reason to exist.
06150 street names with the profession and speciality attached — because "Bob the decker" has never once sounded right.
Your fixer, your doc, your lifestyle costs. The social infrastructure that decides whether you get work and whether you survive between jobs.
08Legwork, casing the site, and building a plan that survives contact with the opposition. This is the part of Shadowrun most tables skip and shouldn't.
09Urban sprawl and street life: the neighbourhoods, the gangs, and what the city does to people who have no corporate address.
Digital warfare, hosts and ICE, and what your decker is actually doing during the twenty minutes everyone else is waiting.
11Spellcasting, summoning, astral space and Drain. The other half of the setting, and the half that ignores most of your armour.