Home > Basic Concepts > Attributes
Physical Attributes
Body (BOD)
Body measures your physical health and resiliency.
It affects how much damage you can take and stay on
your feet, how well you resist damage coming your way,
your ability to recover from poisons and diseases, and
things of that nature.
Agility (AGI)
Agility measures things like hand-eye coordination,
flexibility, nimbleness, and balance. Agility is the most
important attribute when it comes to scoring hits during
combat, as you need to be coordinated to land your
blows, whether you’re swinging a sword or carefully aiming
a rifle. It also is critical in non-combat situations, such
as sneaking quietly past security guards or smoothly lifting
a keycard from its secured position.
Reaction (REA)
Reaction is about reflexes, awareness, and your
character’s ability to respond to events happening
around them. Reaction plays an important role in deciding
how soon characters act in combat and how
skilled they are in avoiding attacks from others. It
also helps you make that quick turn down a narrow
alley on your cycle to avoid the howling gangers on
your tail.
Strength (STR)
Strength is an indicator of, well, how strong your
character is. The higher your strength, the more damage
you’ll do when you’re raining blows down on an opponent,
and the more you’ll be able to move or carry
when there’s stuff that needs to be moved. Or carried.
Strength is also important with athletic tasks such as
climbing, running, and swimming.
Mental Attributes
Willpower (WIL)
Willpower is your character’s desire to push through
adversity, to resist the weariness of spellcasting, and to
stay upright after being nailed in the head with a sap.
Whether you’re testing yourself against a toxic wilderness
or a pack of leather-clad orks with crowbars, Willpower
will help you make it through.
Logic (LOG)
The Logic attribute measures the cold, calculating
power of your rational mind. Whether you are attempting
to repair complicated machinery or patch up an injured
teammate, Logic helps you get things right. Logic
is also the attribute hermetic mages use to resist Drain
from the spells they rain down on their hapless foes.
Deckers also find Logic extremely useful, as it helps
them develop the attacks and counterattacks that are
part of their online battles.
Intuition (INT)
Intuition is the voice of your gut, the instinct that
tells you things before your logical brain can figure them
out. Intuition helps you anticipate ambushes, notice that
something is amiss or out of place, and stay on the trail
of someone you’re pursuing.
Charisma (CHA)
Charisma is your force of personality, the persuasiveness
and charm you can call on to get people to do what
you want without having to go to the trouble of pulling a
gun on them. It’s not entirely about your appearance, but
it’s also not entirely not about your appearance. What it’s
mostly about is how you use what you have—your voice,
your face, your words, and all the tools at your disposal—to
charm and/or intimidate the people you encounter. Additionally,
Charisma is an important attribute for shamanic
mages, as it helps
Special Attributes
Essence (ESS)
Essence is your metahumanity encapsulated in a
number. In Shadowrun, you have ample opportunities to
alter your body or push it beyond its normal limits. Such
actions often have a cost, and they can result in a loss of a
portion of your metahumanity, which means a loss of Essence
points. Each character starts with an Essence rating
of 6, and it acts as a cap on the amount of alterations you
can adopt. When it’s gone, it doesn’t come back. It also
affects the Magic and Resonance attributes, as losses in
Essence are reflected by losses in Magic and Resonance.
While denizens of the Sixth World are accustomed to
seeing a variety of augmentations and alterations to the
metahuman form, the “uncanny valley” still exists. The
uncanny valley is the disconcerting effect that happens
when people see something that is almost, but not quite,
metahuman. An animated cartoon with exaggerated
features looks fine to metahuman eyes, but a computer
program that closely, but not exactly, replicates human
appearance is a troubling and unpleasant sight to most
viewers. This is what happens when people see others
with augmentations—on some level, people notice there
is something less (or more) human about that, and they
respond to it negatively. The change may not be exactly
visible, but it is in some way noticeable—in one way or
another, a person has become less human, and on some
level other people notice this. This is why a character’s Essence
is included in the calculation of their Social limit.
Edge (EDG)
Edge is a character’s luck, the favor of the gods, that unexplainable
factor that allows her to beat the odds. A character’s
Edge attribute represents the number of Edge points
a character has to spend during game play. Edge points
can be used for a wide range of benefits, as listed below.
Edge points that are spent are temporarily unavailable
(see Regaining Edge), as luck will only take you
so far. A character’s Edge attribute never actually changes,
even when Edge points are spent, unless the character
permanently burns Edge (see Burning Edge).
Edge Effects
Edge can affect your character’s world in a lot of ways.
When you want one of these effects to happen, you
must spend a point of Edge. A character can only spend
Edge points on her own actions; she cannot spend it on
behalf of others. No more than 1 point of Edge can be
spent on any specific test or action at one time. If you
spent a point of Edge for extra dice and rolled a critical
glitch anyway, for example, you cannot use Edge to negate
that critical glitch since you have already applied
Edge to that test.
The uses of Edge are:
-
Push the Limit: Add your Edge rating to your
test, either before or after the roll. This can allow
you to take tests that might otherwise have
a dice pool of zero or less thanks to various
modifiers in play. Using Edge in this way makes
the Rule of Six come into play: for every 6 you
roll, count it as a hit and then re-roll that die,
adding any additional hits from the re-roll to
your total. If you decide to use this function after
your initial roll, only your Edge dice use the
Rule of Six. This use of Edge also allows you to
ignore any limit on your test.
-
Second Chance: Re-roll all dice that did not score
a hit on a test roll. Second Chance cannot be used
to negate a glitch or critical glitch, it does not use
the Rule of Six, and it has no effect on limits.
-
Seize the Initiative: Move to the top of the initiative
order, regardless of your Initiative Score. If
multiple characters spend Edge to go first in the
same Combat Turn, those characters go before
everybody else, in order of their Initiative Scores;
subsequently, the other players and NPCs take
their actions according to their Initiative Scores.
This move to the top of the order lasts for the entire
Combat Turn (meaning multiple Initiative Passes);
you return to your normal place in Initiative
order at the start of the following Combat Turn.
-
Blitz: Roll the maximum of five Initiative Dice for
a single Combat Turn.
-
Close Call: Either negate the effects of one
glitch or turn a critical glitch into a glitch.
-
Dead Man’s Trigger: When your character is
about to fall unconscious or die, you can spend
a point of Edge to make a Body + Willpower (3)
test. If you succeed, you may spend any remaining
actions you have on a single action before
your character blacks out.
Regaining Edge
Your character gets one point of Edge back after a fulfilling
meal and a good night’s sleep (at least eight hours);
additionally, the gamemaster can reward players by refreshing
a single point of Edge in exchange for inventive
or entertaining actions in the course of a gaming session.
Incidentally, that’s refreshed Edge points, not free
Edge points—you can’t go higher than your maximum
Edge. Luck only counts if you use it.
-
Good roleplaying.
-
Heroic acts of self-sacrifice.
-
Achievement of important personal goals.
-
Enduring a critical glitch without using a Close
Call (you get a point of Edge back to balance
the scales a bit; this should be used judiciously,
though, so as not to always let the players off the
hook when they roll a critical glitch).
-
Succeeding in an important objective.
-
Being particularly brave or smart.
-
Pushing the storyline forward.
-
Having the right skills in the right place at the
right time.
-
Impressing the group with humor or drama.
Burning Edge
Sometimes it’s not enough just to spend a point of
Edge and hope for the best. Sometimes you need guaranteed
results—or a miracle. In those circumstances,
you can choose to burn a point of Edge, meaning it
is gone and will not be recovered through the normal
means (though in the future you can spend Karma to
move your Edge up again).
Burning a point of Edge has two potential uses:
Smackdown: Automatically succeed in an action
with four net hits. This has to be an action
the character is capable of performing—he cannot,
for example, score a success in a skill like
Automotive Mechanic if he does not have ranks
in that skill. Limits have no effect on this—the
character gets four net hits regardless of the applicable
limit.
Not Dead Yet: There are circumstances—a bullet
to the brain, a live grenade in the pants—that by
all rights should result in a shadowrunner’s inevitable
death. In these cases, a player may elect to
burn a point of Edge in order to keep her character
alive, against all odds. Note that this does
not mean she entirely avoids the effects of the
potentially fatal action. The bullet still hits their
head, and the grenade still goes off. Instead of
dying, though, the character manages to keep
breathing somehow and maintain a thin thread
of a pulse, giving others a chance to stabilize her
and hopefully provide some quick healing. The
gamemaster should devise the exact circumstances
that lead to the character surviving the
Magic (MAG)
If you intend to cast spells or use magic in any way,
your character needs to have the Magic attribute. Most
individuals do not have this attribute, meaning their rating
is zero. Mages, who cast spells, and adepts, who
channel magic into enhanced physical and mental abilities,
need this quality. Their Magic rating measures how
capable they are in the arcane arts and how much power
they can draw down to help them in their efforts.
Resonance (RES)
Similar to Magic for mages and adepts, Resonance is
the special attribute for technomancers. Technomancers
interface with the Matrix using the power of their mind,
and Resonance measures the strength of their ability to
interact with and shape that environment (see Technomancers,
p. 249). Non-technomancers have a zero rating
for Resonance.
Initiative and Condition Monitors
As is the case with limits (p. 46), Initiative and the Condition
Monitors are character statistics derived from attributes.
They should be calculated during the character
creation process (p. 62).
Initiative
Initiative governs how quickly a character responds in
a combat situation. A character’s Initiative attribute is
their Reaction plus their Intuition.
Initiative Dice
Initiative Dice, as described on p. 159, are extra dice
used to roll a character’s Initiative Score. They generally
come from gear, spells, or adept powers. Everyone has
one and can get up to four more (for a total of five) from
various gear, spells, and other effects. Hackers get extra
initiative dice depending on how they interact with
the Matrix (see p. 214).
Condition Monitors
Condition Monitors are used to track the damage inflicted
on a character. Player characters have two Condition
Monitors; one tracks Physical damage, the other tracks
Stun damage. Each Condition Monitor has a specific
number of boxes arrayed in rows of three boxes apiece.
The Physical Condition Monitor has boxes equal to half
the character’s Body (rounded up) + 8; the Stun Condition
Monitor has boxes equaling half the character’s
Willpower (rounded up) + 8.
When a row of the Condition Monitor is filled up,
the player character takes a –1 penalty to all subsequent
tests. This penalty stacks for each row of the Condition
Monitor that is filled in.
Obviously, walking around with a damaged Condition
Monitor is problematic, and characters will want
healing as soon as possible. For possible methods of
healing, see p. 205.