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The Game & You

As a player in a Shadowrun game, your primary objective is to make things happen. Many of those things should be awesome. The gamemaster will set up a story for you, then your character will decide how to respond to the initial setup and all the events that happen once the story gets rolling. Sooner or later—hopefully sooner— you’ll face a challenge, something that requires you to test your abilities. The rules are here so that you and the gamemaster can determine the outcome of your actions. Did the shot from your Ares Predator V hit the ork ganger right between the tusks? Are you able to sneak past the sleepy dwarf guard without waking him up? Did you counter the stunball the troll mage threw at you and dissolve it into millions of pieces of glittery mana?

The rules are here to help you move the story forward, to give you outcomes for the decisions you’re making. They are not a perfect mirror of reality—at times, the rules provide abstract ways to determine the results of concrete actions, because it speeds up the game and prevents players from having to roll dice over and over again to complete certain tasks. This chapter describes the basic rules concepts you need to understand to play Shadowrun, complete your missions, and get the nuyen you’ve got coming to you.

The Gamemaster & You

Shadowrun games are led by a gamemaster, who guides a group of players through the adventures awaiting them. At the gaming table, the gamemaster sets up and advances the story, governs the actions of the non-player characters, and determine the results of tests and other rules-related matters. This gives them a certain amount of power in the game. When the game is working well, the gamemaster will be able to move the story along and work with the players to make an exciting, involving experience. Role-playing is a cooperative endeavor, and every member of the gaming group should be working together to help each member of the group have fun (even the gamemasters, since they should occasionally be allowed some enjoyment). Players should feel like their characters can play an important role in shaping and advancing the story, and the gamemaster should feel that they can keep the story moving ahead without having to engage in prolonged and distracting discussions about the rules. The more members of the group work together, the better their chances of shooting people in the face for money in spectacular and amazing fashions will be.

For more advice on running a Shadowrun game and working with players, see Gamemaster Advice, p. 332.

Levels of Play

The main rules for Shadowrun, Fifth Edition have been designed to provide characters who are skilled and capable from the moment they are created but have room to grow into true legends of the shadowrunning world. Different groups may prefer, however, to play at different levels. Some may want to start with a more street-level campaign, making their players figure out how to survive with relatively low skills until they can earn enough Karma to truly grow into their abilities. Other groups might prefer a more cinematic, high-powered game, with characters who are among the world’s elite right off the bat and only grow fiercer as they further hone their abilities. At different junctures in the book, including at character creation, rules are provided for normal, street-level, and prime runner campaigns to help players and gamemasters play the game in a way that suits your preferences.

Optional Rules

While the rules of Shadowrun, Fifth Edition were designed to provide a fun, balanced gaming experience, no one set of rules can take into account every individual’s preferences. To that end, optional rules are provided in the book that you might choose to use in your game. Some make the game move faster; others provide a more detailed, simulationist approach to Shadowrun. Gamemasters should feel free to use the rules that suit them, and tweak existing rules as they see fit.

How to Make Things Happen

Your Shadowrun character does all the things a normal person does, along with the occasional grand theft, espionage mission, or hit job. Most of these things— common tasks like eating, sleeping, and crossing an empty street—are done automatically and are kept in the background of the game. When you need to do something difficult or extraordinary, or when you need to avoid someone who has got you in their crosshairs, you have to roll the dice to determine a result.

Hits & Thresholds

Shadowrun uses six-sided dice, and usually you need a good quantity of them. The amount of dice you roll is referred to as a dice pool. Additions to the dice pool are often noted by a number in front of the term”D6,” so that 3D6 refers to three six-sided dice. When you roll, you want to see fives and sixes. Each one of these numbers that comes up is called a hit. The more hits you roll, the better chance you have to pull off whatever you are attempting to do.

Each time you roll the dice, you’ll be looking to get enough hits to meet or beat a threshold, which is the number of hits you need to do the thing you’re trying to do. That threshold changes depending on what it is you want to accomplish; sometimes it will be a set number of hits, other times you’ll just be trying to get more hits than the other guy. There will also be occasions when you see how many hits you can rack up over an extended period. All of this will be covered more in the section dealing with tests.

Descriptions of skills often have examples of thresholds that should be used, but gamemasters can fall back on the simple guidelines shown in the Success Test Thresholds table.

In most tests, the number of hits you get can do more than just determine whether you succeed; it can add to your success. The number of hits you have that is more than what you needed is referred to as your net hits. Net hits can increase the damage you do in combat or have other positive effects. At the gamemaster’s discretion, she can reward extraordinary rolls that result in a high number of net hits (four or more) with a little extra accomplishment for the runner, something that may make their next test easier.

Buying Hits

Sometimes it can save time to skip a test and allow a player simply to buy hits, especially if they are rolling so many dice they are fairly certain they’ll succeed. To buy hits, simply count one hit for every four dice in your pool, rounded down. Note that this can’t be a halfway measure—you can’t buy a couple of hits and then roll for the rest. Either you buy hits with all your dice, or you roll with all of them.

Buying hits often should not be done if there is a chance of a glitch or critical glitch that might significantly change the course of the game’s actions. You need your gamemaster’s approval to buy hits. If he doesn’t want you to buy hits for the test, then you’re not buying hits—get ready to roll.

Glitches

Along with fives and sixes, you need to pay attention to how many ones show up when you roll the dice. If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch. When you glitch, something bad happens. Maybe you drop your gun. Maybe you trip over a broken piece of pavement you hadn’t noticed. Whatever the case, something happens that makes your life more difficult. Just what it is that happens is left to the discretion of the gamemaster.

The guideline for a glitch is that whatever happens should make life more difficult for the particular shadowrunner while not disastrously interfering with their work. For example, a runner who rolls a glitch while working to defuse an explosive may drop his wire cutters, or may call up the wrong augmented reality window of information about the nature of the device. The gamemaster should not, however, decree that the player abruptly cut the wrong wire so that the explosive blows up in their face. As an additional factor, the gamemaster may decide to make the glitch more severe if the player only had one or two hits along with it.

Note that it is possible to roll a glitch on a test that has enough hits to be successful. In these cases, the glitch does not cancel out the success; instead, the glitch occurs in addition to the success. For example, a troll could take a mighty swing at a dwarf, rolling enough hits to make contact but also glitching. The dwarf takes damage from the troll’s beefy fist slamming into his face, but the force of the swing and the need to aim downward takes the troll off balance, sending him to the ground after the punch lands. In the next couple of rounds, the troll has to get up on his feet and get back into a fighting stance.

There may be circumstances where a player rolls a glitch and also does not achieve a single hit. This is called a critical glitch, and this is where the drek hits the fan. These are the dice rolls that could put characters’ lives at risk, where they’re going to have to think fast and move faster in order to get out with their hoops intact. Again, exactly what happens is up to the gamemaster, but a critical glitch should throw a serious monkey wrench into shadowrunners’ plans, making them scramble to recover. While an abrupt, ignominious death is possible when a critical glitch is rolled, gamemasters and players will likely have more fun if the roll keeps the players alive but forces them to improvise, test the limits of their skills, and develop desperate plans to help them stay alive.

Clearly, a critical glitch is something players want to avoid, and if they really feel the need to do it, they can use a point of Edge to do so (see Edge Effects, p. 56). By using the Close Call function of Edge, players can downgrade a critical glitch to a mere glitch, or entirely negate a glitch (note that they cannot spend two points to negate a critical glitch). This does not, however, do anything about their total lack of hits. They’ll just have to suck that up.

Tests and Limits

When you roll dice in Shadowrun, you are generally making one form of test or another. There are four things you need to know when you’re making a test. They are:

The notation for a test gives you all the information you need to know. Test notations look slightly different based on the kind of test it is—either a Success test, an Opposed test, an Extended test, or a Teamwork test. Each type is discussed below.

There are two different types of limits: inherent limits and limits from gear. Your character has three inherent limits—Physical, Mental, and Social—that are derived from their attributes (p. 51). These limits represent just how far you can push your body, your mind, and your charm (elven characters may be dismayed to discover that their charm is not, in fact, boundless). In game terms, limits tell you how many of the hits from your initial roll you can actually use to determine the result of the test. If you roll more hits than your limit allows, then you can only count the hits equal to the limit. Occasionally runners might find ways to extend or even blow by their limits, but they should be aware of these limits so they know how it might affect any upcoming tests. One method to get around a limit is Edge—by using a point of Edge, you may choose to ignore your limit for a single test (see Edge Effects, p. 56).

Note that limits generally only apply to tests involving a dice pool derived from a skill and an attribute. Tests using a single attribute, or two attributes, do not use limits.

Often, rather than using their inherent limits, runners will be limited by the piece of gear they are using. Each weapon, for example, has an Accuracy rating that serves as its limit for attacks made with that weapon, while cyberdecks have attributes that serve as limits on a variety of Matrix actions. For more info, check out the write-ups on different pieces of gear in Street Gear, p. 416.

When a limit is imposed by a piece of gear, it overrides the inherent limit, whether it is higher or lower than that limit. For example, the Accuracy of a firearm acts as the limit for tests that involve shooting that gun (see p. 416 for more discussion of gear and its attributes), so no inherent limits are used in that test. The limit is a game statistic for the piece of gear that reflects both its general nature and the quality of its workmanship.

Success tests

Success tests generally occur when a shadowrunner has to use her abilities to accomplish something in a single moment of time. This could involve weaving a car through traffic at high speed, looking for a needle in a haystack, or lifting a heavy object. A Success test (also known as a Simple test) is a matter of rolling up enough hits to meet the threshold for the test, then moving on.

Opposed Tests

Opposed tests happen whenever a shadowrunner has to pit her skills against another individual, living thing, or (occasionally) technological force. Maybe she’s trying to sneak by a security guard in a factory complex, knock out a belligerent ganger with her stungun, or talk Mr. Johnson into offering a higher payday.

Note that Opposed tests do not list a threshold. That’s because in an Opposed test, you are trying to generate more hits than an opponent. Sometimes the opponent is rolling the same skill + attribute combination, sometimes a different one; see Using Skills, p. 128, for information on what skills and attributes are used in specific Opposed tests.

Extended Tests

Rather than taking place in a single moment, some tests take place over time. Maybe you’re taking a few days to learn a new spell or you’re repairing your beat-up Americar and you need to determine how long the job takes.

Instead of obtaining all of the needed hits in a single roll, Extended tests allow you to make repeated rolls and then accumulate the hits you made in each roll until you either reach the threshold, you run out of time because there’s something else you need to do or because people start shooting at you, or you run out of rolls. Note that on each roll of the Extended test, you can only count the hits equal to or under the applicable limit (unless you decide to use Edge to get around the limit; see p. 56). The interval for an Extended test describes how much time passes between each roll. Intervals can be as short as a Combat Turn or as long as a month. The Task Difficulty Threshold table provides some suggestions on thresholds for Extended tests, while the Extended Test Difficulties can help gamemasters choose the proper interval.

Extended tests cannot last forever; at some point, characters reach the limit of their abilities, and further efforts will do them no good. To simulate this, with each successive roll on an Extended test, players should remove one die from their dice pool. Eventually they’ll have no dice left, and the test will be over.

Generally, all of the rolls for an Extended test do not need to be made concurrently. Shadowrunners can set the task aside for a bit, do something else, then pick up where they left off with the amount of hits they had remaining in place.

Extended Tests & Glitches

A glitch does not necessarily cause the Extended test to fail. Instead, it causes difficulties or delays in the effort. The gamemaster may choose to reduce the hits accumulated to this point by 1D6. If this reduces the total hits to zero or less, the test fails.

On a critical glitch, the test fails—no dice roll needed. Whatever work you put into the test is lost.

Teamwork tests

Shadowrunners learn quickly that no one survives for long on the streets by themselves. You have to function as a group, and there are times when all members of a team pitch in to help out on a job. Teamwork tests simulate the effect of group members working together.

To start a Teamwork test, your group needs to choose someone to act as the leader. All of the others serve as assistants, and they should roll the appropriate skill + attribute. For each assistant that scores at least one hit, the relevant limit for the leader’s test increases by one. Additionally, each hit the assistants make adds one die to the leader’s dice pool. The most dice that can be added to the test is equal to the leader’s rating in the applicable skill, or the highest attribute rating if the test involves two attributes. The leader then rolls their adjusted dice pool and tries to beat the threshold for the test.

If any assistant rolls a critical glitch, then the leader receives no adjustments to the relevant limit, in addition to the regular effects of a critical glitch. A glitch prevents that assistant from adding an adjustment to the limit.

Trying Again

A shadowrunner who gives up after a quick failure is a shadowrunner who will never know the satisfaction of getting a maglock to finally open after repeated tries and then slipping into an office just before the security sweep passes by. Re-trying on a failed test is allowed, but players must take a cumulative –2 penalty on each retry. If the character takes a sufficient break from trying (it’s up to gamemaster discretion how long a break is needed), they can begin the task again with no penalty.

Note that taking a shot or another swing of the sword after missing does not count as trying again. Each attempted shot, sword swing, or punch counts as its own action, rather than being a re-try of a previous failure.

Rounding

Sometimes you’re going to have to divide some number or another, and sometimes that will require rounding. The general rule of thumb is to round up, unless a specific rule tells you to do otherwise.

Time Passing

Time passes in Shadowrun just like it does anywhere else. Most of the time you won’t have to track every minute or second, though we won’t stop you from doing so if that somehow increases your enjoyment. Sometimes time will be of the essence as runners try to get to a meeting, or attempt to intercept a convoy that follows a very tight schedule, but even in those situations it’s best to keep track of time in an abstract fashion rather than measuring it down to the second. When the bullets start flying, however, a little closer attention to the passage of time should be paid.

Combat Turns

When fighting breaks out, action takes place in a series of Combat Turns, where each participant gets the chance to select and take actions. Each Combat Turn lasts approximately three seconds, representing the amount of time it takes individuals to stage an attack.

Actions

There are three different kinds of actions in Shadowrun: Free Actions, Simple Actions, and Complex Actions. On their turn, characters take a specific action or combination of actions. They then make tests to generate a result. The way they spend actions, as well as the specific actions in each category, are discussed on p. 163.

Your Character

At the heart of your experience in Shadowrun is your character. This is who you are in the Sixth World, the person whose story you will follow and develop throughout the missions and campaigns you undertake. The back of the book contains a character sheet that holds all the data you’ll need to quickly reference for your character. The character sheet may contain a bunch of numbers and other stats, but your character is more than that. The character is the combination of skills, inborn abilities, street smarts, and bleeding-edge gear that makes them dangerous— sometimes to others, sometimes to themselves, often to both. The numbers are there to give you a summary of your character’s skills and abilities, and to provide the information you need to resolve the various tests that arise. As a player, though, you can work within the numbers and every other part of the character to create a vivid personality who is part of the ongoing drama of the Sixth World.

The building blocks below are the critical elements that help make your character who they are.

Metatype

The first crucial element of a character is their metatype. People in the Sixth World belong to different strains of metahumanity, which means the hands attempting to strangle the life out of you come in a variety of shapes and sizes. During the Awakening, when magic returned to the world, humans started turning into the creatures out of fantasy and fairy tales, and these kinds of people are now common sights in many parts of the Sixth World. Your Shadowrun character will be one of five different types of being (called metatypes): human, elf, dwarf, ork, or troll. The game rules for each of these metatypes are described in Creating a Shadowrunner, p. 62.

Attributes

Attributes are the inherent characteristics of your shadowrunner, the basic abilities they bring to the table. Shadowrunners have a numerical rating for each attribute, which is used to help determine the amount of dice rolled for tests in the game. Attributes fall into three different groups: Physical, Mental, and Special. Every character has a rating in each of the Physical and Mental attributes, though they may not have ratings in the Special attributes.

For humans, all attributes are between 1 and 6, though certain modifications and qualities can change this. Metatypes have different ranges in these attributes, as seen on the table on p. 65.

Skills

The other part of the dice pool equation, along with attributes, is a character’s skills. Skills represent the knowledge and abilities the character has picked up throughout his life. Skills cover a wide variety of topics, such as the ability to shoot a gun, a proficiency with disguises, and a knack for repairing vehicles and machines. Skills come in two main categories: Active skills and Knowledge skills. Active skills cover the things characters do, while Knowledge skills cover the facts and information the character has acquired over their career, including speaking languages other than their native tongue.

Skills are linked to a specific attribute, and the ratings of the skill and linked attribute, added together, form the dice pool for most tests. A list of skills ordered by their linked attributes can be found on p. 151.

Characters may attempt some skill-based tests even if they don’t have any ranks in the skill. This is known as defaulting. For example, even if you’re not trained in the art of running, you can still attempt a sprint to see just how much ground you can cover. In these instances, your dice pool for the test equals your ranking in the linked attribute – 1. So if Sorsha doesn’t have the Running skill but wants to give a sprint a try, she’ll check her Strength, which is 6. That means she rolls 6 – 1 dice, or 5, and hopes for the best.

There are some skills, though, for which tests cannot default if you don’t have the appropriate skill—guts and a willingness to pitch in sometimes just aren’t a substitute for actual abilities. All the can-do spirit in the world won’t help you speak Russian if you don’t have any knowledge of the language, or repair a car if you’re not familiar with the basic workings of the machinery involved. It’s nice to be able to do everything, but sometimes you have to wait for an expert. Skills where defaulting is not an option are indicated in italics on the table on p. 151.

Qualities

Along with attributes and skills, characters also have Qualities that can provide modifications to their character. Positive Qualities provide bonuses and require the expenditure of Karma at character creation; Negative Qualities inflict penalties but provide additional Karma the character can use to enhance her skills and attributes. Qualities have a range of effects, and they are described in detail on p. 71.

Magic

The return of magic to the world is one of the pivotal moments in Shadowrun history, and in the decades since its arrival, millions of people have looked for new ways to take advantage of the power it offers. Spellcasters are still a significant minority of the population, but magic has had a profound effect on the shape of the world. From the existence of magic divisions in the word’s largest corps to hunts across the globe for rare magical reagents, from spells being slung in urban brawl to research being conducted in the highest halls of learning, magic has a place in all parts of Sixth World society.

As described in Special Attributes (p. 52), in order to have the ability to use magic, characters must have the Magic attribute so that they can become an adept, magician, aspected magician, or mystic adept. Adepts channel mana into improved physical and mental abilities, while magicians use it to power spells that can affect the world in a wide variety of ways. Mystic adepts are a hybrid of the two, dividing the mana they can access between spell power and physical and mental boosts.

More information about the uses of magic, including the spells and adept powers characters may use, can be found in the Magic chapter on p. 276.

Gear

A good runner can survive on nothing but her wits—but she’d rather not. The equipment a shadowrunner uses can be critical to the success of her mission, and knowing the right goods to bring along (and how to keep the less-legal ones from being detected) is an important skill. The gear shadowrunners may carry includes a full range of firearms, melee weapons like saps and swords, armor, eye and ear enhancements, surveillance and counter-surveillance gear, commlinks, cyberdecks, grenades, and more. The gear may cost a pile of nuyen and may not be legally available in all jurisdictions, but a good shadowrunner knows how to find what they need, no matter what.

Along with the standard gear shadowrunners carry, there are augmentations they can build into themselves, making these pieces of gear fully part of their body. There are two primary types of augmentations: cyberware and bioware.

Cyberware

Cyberware is the fusion of man and machine, the combination of metahumanity and technology that helps people break through the boundaries of what used to be impossible. Cyberware may take the form of eye or ear implants that provide better sensory reception while also offering recording capabilities; wires built into someone’s muscle and nervous system that allow them to act with inhuman speed; armor built into skin; and more.

The performance improvements cyberware offers come with a cost (besides the nuyen you have to lay out to purchase and install the gear). Every piece of cyberware takes away a bit of your humanity, which is represented by a loss of a character’s Essence (see p. 52). Since Essence is important to spellcasters, adepts, and technomancers (every point of Essence they lose comes with a corresponding loss of Magic or Resonance), it is rare to see Awakened or Emergeed individuals with extensive implants. Additionally, runners who serve as the face of the team may want to keep away from radical cyberware, as some Mr. Johnsons and everyday citizens don’t respond well to the inhuman look it can generate. On top of all that, an abundance of cyberware can impede magical healing.

The Essence loss cyberware inflicts can be controlled, to a degree, by using the different grades of cyberware. There are three grades of custom cyberware that offer the same benefits as standard cyberware, but with reduced Essence loss (though significantly increased prices). These grades are alphaware, betaware, and deltaware. Betaware and deltaware are not available to starting characters. For more information on these grades, see p. 451.

People with cyberware know a simple truth—what they have generally makes them better, stronger, and faster than other people, and other people don’t like that. Security types are especially suspicious since the purpose and capabilities of cyberware aren’t always apparent. All of which means there are all sorts of laws and restrictions concerning the installation and use of cyberware augmentations. Most airlines, for example, require travelers to deactivate their cyberware before they board a plane, and to leave it off for the duration of the flight. Runners who install cyberware should be aware of the regulations controlling its use and be prepared to comply with them—or plan to break the rules in ways that draw as little unwanted attention as possible.

Bioware

While cyberware improves metahumans by building machinery into them, bioware uses flesh, muscle, and other organic materials to bring similar benefits. Since it is biological in nature, bioware has less impact on Essence than cyberware, but it is also more expensive and harder to find. It still introduces foreign elements and the impression of inhumanity to individuals, though, so the Social limit tied to Essence loss remains.

If a player wants to further reduce Essence loss, she can opt for cultured bioware, which uses her own cells as the source material for the augmentation. As might be imagined, this makes cultured bioware very compatible with the individual, but it also makes it heinously expensive. Runners will have to dive into a lot of shadows to be able to afford it, but a lot of them believe it’s absolutely worth it.

Contacts

The Matrix is full of information, but the things shadowrunners need to know are not the kinds of things people put up on their personal or corporate websites. Word of available jobs, news about what street lowlifes and organized crime figures have been up to, dirt about who’s just snuck into town and who may be looking to make a quick getaway—this is stuff you’re not going to find through a quick data search.

To get this information, you need contacts. Contacts come in a lot of forms. They may be the arms dealer who has a knack for coming up with armor-piercing bullets right when you need them. Or the underground journalist who is willing to share what she knows if you give her some inside info about upcoming juicy stories. Or the old standby, the bartender with the watchful eye and the listening ear. Shadowrunners have a roster of personal contacts that they can turn to in order to help them find jobs and provide useful information about what’s going on in the world. Contacts have the same types of statistics that other characters would have, but they also have two special statistics that describe their relationship to player characters. Their Loyalty rating measures the closeness of their relationship to a character, while their Connection rating illustrates how well connected they are to the world around them. The Loyalty rating ranges from 1 to 6 while the Connection rating ranges from 1 to 12.

Player characters are allowed to purchase a certain amount of contacts during character creation (see Contacts, p. 98). After that, future contacts cannot be bought—they have to be earned. Through their actions, characters can build a relationship with a contact that results in a productive exchange of information. Note that contacts do not have to be friends with the player character, or even like them. They just have to understand that there may be a benefit to sharing information with the character.

For more information on contacts as well as some sample contact characters, see p. 386.

Lifestyle

Some shadowrunners are in the business to right wrongs or to get revenge. There are a few in the business because they are utter psychopaths. For the rest, though, shadowrunning is mainly a matter of survival. They’re not willing to sell their souls to the corps, and they know that begging will get them nowhere. So they scrape up money any way they can so that they can pay for the basics of life—food, shelter, and maybe a little fun from time to time.

A character’s lifestyle represents the money they have to spend to live in the way they have selected. This can range from the homeless life of someone scraping up whatever food and temporary shelter they can get their hands on to those who live like the lords of the sprawl, dwelling in walled-off palaces or airy condominiums that flaunt the extravagance the owner has earned. Most shadowrunners, of course, are far closer to the former than the latter.

More information about lifestyles, including their costs, can be found on p. 373.

SINners and the SINless

Some of us choose the shadows, and some of us have the shadows thrust upon them. One of the dividing lines between the world of shadows and the world of light is a SIN—a System Identification Number—the identification you need to be accepted in security systems and government databases and pretty much any computer anywhere that authenticates people’s identities. If you have one, you’re a SINner, one of the good, normal people of the world. If you don’t have one, you’re an outsider. You’re pushed into the shadows of the world by default.

So who is born without a SIN—who are the SINless people of the world? Well, if your parents didn’t have one, you probably don’t. So children of criminals, along with kids of a high percentage of orks or trolls (who often get denied SINs as a matter of course), often start off in the dark. Then there are criminals—the professional kind, the amateur ones, and the accidental ones. Whatever they did, however they got caught, they ended up with a criminal SIN, which is about as useful as a fingerless cyberhand. Most of the time, rather than staying with the norms and being treated like a radioactive leper, folks with a criminal SIN drop out of society, either running in the shadows or opting for the full-on criminal lifestyle (the mobs and street gangs of the Sixth World are always hiring).