The Shadowrun Guide

Shadowrun, from Catalyst Game Labs, is set in the Sixth World: magic has come back, dragons sit on corporate boards, and the megacorps own almost everything. You play shadowrunners, deniable professionals who take the jobs nobody else will. This guide covers Shadowrun, Fifth Edition, from dice pools and character creation through magic and the Matrix to planning runs and running a campaign, or playing alone.

The core rolllimited by your Limit

Shadowrun at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Dice Pools

Roll a handful of d6s, attribute plus skill. Every 5 or 6 is a hit; more than half 1s is a glitch.

Limits

Your Physical, Mental and Social limits cap how many hits count, unless you spend Edge to push past them.

Magic and the Matrix

Mages and adepts draw on the Awakened world; deckers and technomancers fight in the wireless Matrix.

The Run

Meet the Johnson, do the legwork, make a plan, and survive it when the plan falls apart.

The Guide

The rules first, then sample runners, then the GM pages and playing solo.

Getting Started

The Rules

Runners

For the GM

Playing Solo

Tools

Use these at the table.