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Tag Archives: Archetypes

Ahh, the Rocker. She existed back in Shadowrun 1e, and never again. Definitely not your typical runner type, but nonetheless a lot of fun.

I took a bit of a different approach with her-she did get some light ware, but with Alchemical Preparations and the ability to do one’s own pyrotechnics, I could NOT resist the lure of a mage-Rocker, at all. So here she is and I hope you enjoy!

Rocker, SR5

Magician
Human(E Priority)
Attributes: B
Skills: C(28/2)
Resources: D(50,000)
Magic: A

Attributes:

Body: 3
Agility: 3
Reaction: 3
Strength: 3
Charisma: 5
Intuition: 4
Logic: 3
Willpower: 4
Edge: 3
Essence: 5.1
Magic: 5
Initiative: 7+1d6
Armor: 12

Limits:

Physical: 4
Mental: 5
Social: 7

Condition Monitors:

Stun: 10
Physical: 10
Overflow: 3

Positive Qualities: First Impression(11), Ambidexterous(4), Mentor Spirit(5, Fire-Bringer)
Negative Qualities: Addiction(Mild, Stim, +4), Insomnia(+10)

Mentor Spirit Bonuses: +2 Artisan tests, +2 Manipulation spells, must help out unless a Willpower+Charisma(3) test is passed.

Bonus Karma remaining: 19

Cyberware:
Voice Modulator(Rating 4)  .8 essence
Datajack 1 essence

Alchemical Preparations:(Guitar, mic stand, wand, outfit pieces like rings and necklaces, things of that nature.)

Levitate
Light
Shadow
Invisibility
Magic Fingers
Mask
Phantasm
Entertainment
Flamethrower
Animate

Active Skills:

Conjuring Skill Group: 2

Spellcasting: 4
Counterspelling: 3
Alchemy: 5
Arcana: 5
Assensing: 2
Pistols: 3
Clubs: 2
Perception: 3
Etiquette(Media): 3(+2)
Performance(Choose): 6
Gymnastics: 2
Pilot Ground Craft: 1
Throwing: 1
Computer: 1
First Aid: 1

Bonus Karma for Skills: +1 Gymnastics(4 Karma), Pilot Ground Craft, Throwing, Computer of 1 each(6 Karma), First Aid 1(2 Karma). Total: 12 of 19 Bonus Karma spent

Knowledge/Language Skills:

Music Theory: 2
Musical Composition: 3
Hot Clubs and Venues: 3
Rock Music!:  2
Visual Performance: 2
English: N
Japanese: 2

Gear/Lifestyle: (+6000 nuyen, 3 bonus Karma), 35000 left

Chosen Instruments/Stage Costumes(5000 nuyen worth)
Middle Lifestyle(1 Month)
Browning Ultra-Power w/50 rounds, 50 APDS, 50 Stick n Shock and Concealable Holster
Telescoping Staff(looking suspiciously like a microphone stand)
Stun Baton
2 Throwing Knives
Armor Jacket(w/ Non Conductivity 6 and Fire Resist 4)
5 Smoke Grenades
Fake Sin(Rating 4)
Fake Licenses(3 at Rating 4)
Renraku Sensei Commlink(w/Sim Mod and Subvocal Mic)
Magical Lodge Materials(Rating 3)

Chemsuit(Rating 6)
Gas Mask
Respirator(Rating 4)
Survival Kit
Medkit(Rating 4), 2 refills
Monofilament Chainsaw

Contacts: 15

Bouncer: C2 L4
Media Producer: C4 L3
Venue Owner: C3 L3

+4 Bonus Karma spent on Contacts

Starting Nuyen: 10+(4d6x100)

Description: The Rocker is a bit of a different breed of runner-she’s actually more of a performer. As in she gets on stage and uses her magical gifts(mostly fed through her various instruments which she can activate-fire-shooting guitars, her own pyrotechnics and even, hell, a monofilament chainsaw) to add to her rather impressive stage show. She loves the thrill of getting onstage and playing her good ol’ fashioned 2050s rock n’ roll. She makes an interesting shadowrunner though-some of her spells are held in more subtle items, and they can double as interesting distractions on a run, and over the years her bouncer buddy has given her a few lessons on shooting in his spare time(and her mic stand can double as an interesting blunt object for people who want to get too close.) Charismatic and able to hang with people well, it might just be that her love of the thrill and rather eclectic skill and spell set can come in handier to a team than one might think.

Way back in SR1, there was a Burned out Mage archetype. He was pretty awesome in a weird way. Poor guy burned out most of his magical ability on cyber, and this guy’s itching for some Focus addiction as well(which, well, he has.) It may not be the most powerful Archetype in the world but damned if it wasn’t something different and original. Alas, he was not long for the world-he disappeared after that and was never seen again. Here is my attempt to bring him back via 5e.

Sadly, due to how 5e’s rules work, he can only know his Magic x2 in spells, or 4 spells, which sort of takes away some of the oomph the old Archetype had(who had a ton of spells that he was terrible at casting.) Though once he gets in game, getting him Alchemical Preparations would probably fit as he spirals ever downward.

Magic: A
Resources: B
Attributes: C
Skills: D
Race: E

Attributes:

Body: 3(+1 Damage Resistance)
Agility: 3(4 Average, 7 in arm)
Reaction: 3(4)
Strength: 3(4 Average, 7 in arm)
Charisma: 2
Intuition: 2
Logic: 4
Willpower: 4
Edge: 3
Essence: 2
Magic: 2[+3, Force 3 Bonded Power Focus]
Initiative: 5(6)+1d6(2d6)
Armor: 16(12 Armor Jacket, 2 Cyberarm, 1 Dermal Plating, 1 Bone Lacing)

Limits:

Physical: 5
Mental: 5
Social: 4

Condition Monitors:

Physical: 11
Stun: 10
Overflow: 3

Cyberware:

Wired Reflexes(Rating 1, Alphaware) 1 Essence
Plastic Bone Lacing: .5 essence
Cybereyes(Rating 3, w/Low-Light, Thermographic, Flare Compensation, Smartlink, and Vision Enhancement 2)-.4 essence
Dermal Plating(Rating 1)-.5 essence
Cyberarm(Customized Strength and Agility 6 each), w/Strength and Agility +1, Armor +2, and Retractable Spur

Spells:

Manaball
Stun Bolt
Heal
Magic Fingers

Positive Qualities: High Pain Tolerance(1)-7

Negative Qualities: Addiction(Foci, Moderate, +9), Loss of Confidence(Spellcasting, +10)

Bonus Karma: 25+12=37

Active Skills:
Spellcasting: 5
Counterspelling: 5
Summoning: 2
Banishing: 2
Alchemy: 4
Arcana: 3
Gymnastics: 2
Etiquette: 2
Assensing: 2
Unarmed Combat: 3
Automatics: 3
Sneaking: 1
Negotation: 2
First Aid: 1
Pilot Ground Craft: 1
Cybertechnology: 1

Bonus Karma spent on Skills: Negotation(2), First Aid(1), Pilot Ground Craft(1), Cybertechnology(1)-12

Knowledge/Language Skills:

Cyberclinics: 3
Magical Theory: 3
Security Procedures: 2
Seedy Wizbars: 1

English: N
Cantonese: 3
Japanese: 2

3 Bonus Karma spent on Japanese: 2

Gear:

Low Lifestyle(1 Month)

HK227 SMG w/100 regular rounds, 60 APDS rounds, 60 Gel Rounds and Gas Vent 3

Armor Jacket(With Non-Conductivity 4)

Power Focus(Force 3, Bonded)
Spell Focus(Combat Spells, Force 2, Bonded)
Spell Focus(Manipulation Spells, Force 2, Unbonded)
Spell Focus(Fire Spirits, Force 2, Unbonded)
Magical Lodge Materials(Rating 4)
100 Drams of Reagents

Renraku Sensei Commlink(w/Subvocal Mic and Sim Mod)
Fake Sin(Rating 4)
Fake Licenses(3 at Rating 4 each)
Honda Spirit
Medkit(Rating 4) w/2 refills
Trauma Patch
Survival Kit
Gas Mask
Chemsuit(Rating 4)
Docwagon Basic Contract(1 year)

Notes: 22 Bonus Karma spent on Bonding Foci

Starting Nuyen: 50+(3d6x60)

Description: The burned out mage was once a wage-mage of great power who ended up taking a nasty wound; such is, and he got a cyberarm for his trouble. It all started there-after he realized the power it could give him(after working on tweaking it out, installing a cyberspur and the like), he realized that perhaps maybe both cyber and magic could work together in harmony. Some years later, he’s now stuck with a body with dwindling magic that’s getting stuffed with more ware, and he’s fallen back on foci to try to keep himself going. It’s not going all too well with him-stick a paperclip in him and he’ll have even less power than he does now. He’s thought about dabbling in some of that Alchemy, though…perhaps that could help out. He relies on Foci and reagants, and doesn’t know the spells he used to on top of it. Some mages pity him, others shake their heads that he wasted his great potential, but he doesn’t think it’s over yet…

So here’s a Merc, remade for 5e. My idea here was that over the years, we’ve had Merc archetypes of human, ork, dwarf(all in 1e and 2e), and troll(3e), but never an elf; so I decided to make this guy a pointy-ears to finish off the bunch. I was aiming for a pretty good balance of skills and such; he, like all the Archetypes, has plenty of room to grow however, and enough Essence left to plug some more stuff into him.

And yes, I use a lot of the Bonus Karma fund on skills for many of these archetypes; it’s a fantastic use for them.

Attributes: A
Resources: B
Skills: C(28/2)
Race: D
Magic: E

Attributes:

Body: 5(+2 Damage Resistance)
Agility: 6(8)
Reaction: 4(5)
Strength: 6(8)
Charisma: 4
Intuition: 4
Logic: 3
Willpower: 3
Edge: 1
Essence: 1.85
Initiative: 8(9)+1d6(2d6)
Armor: 15(17 with Helmet)

Limits:
Physical: 8
Mental: 5
Social: 4

Condition Monitors:
Physical: 11
Stun: 10
Overflow: 7

Positive Qualities: Will to Live(2, 6 Karma)
Negative Qualities: SINner(+5 Karma), Mild Allergy(Soy, +10 Karma)

Total: +9, 34 Bonus Karma total

Cyber/Bioware:

Synaptic Boosters(Rating 1)-.5 Essence
Muscle Replacement(Rating 2, Alphaware)-1.6 Essence
Alumunum Bone Lacing(Alphaware)-.8 Essence
Orthoskin(Rating 3)-.75 Essence
Internal Air Tank(Rating 2)-.5 Essence

Active Skills:

Athletics Skill Group: 2

Pistols: 4
Automatics: 5
Longarms: 3
Heavy Weapons: 5
Unarmed Combat: 6
Blades: 2
Etiquette: 3
Sneaking: 2
Leadership: 2
Perception: 2
Pilot Ground Craft: 2
Armorer: 2
First Aid: 1
Throwing Weapons: 1

Bonus Karma for Skills: 4(First Aid and Throwing 1), 24 (Perception, Leadership, Sneaking and Pilot Ground Craft 2), 6 more for Armorer 2
Bonus Karma Spent: 34 of 34

Knowledge/Language skills:

Military History:2
Arms Dealers:3
Military Strategy(Literature): 3(+2)

English: N
German: 3
Sperethiel: 2

Gear:

Armored Jacket(with Chem Resist, Fire Resist, and Non Conductivity 2): 12 Armor
Helmet(+2 Armor)
Katana(11P, -3 AP, 1 Reach)
Combat Knife(10P, -3 AP)
Knucks(11P Unarmed Combat)
Survival Knife(9P, -1 AP)
4 Throwing Knives

Middle Lifestyle(1 month)-5,000

Beretta 201T(Smartlinked), w/ 60 rounds, 60 APDS, 60 SnS, and Concealable Holster
Ares Predator V w/ Concealable Holster, 60 rounds, 60 APDS rounds
Ruger Super Warhawk(Smartlinked), w/60 APDS rounds and concealable holster
HK-227 SMG: 730, w/ Gas Vent 3, 100 rounds, 100 gel rounds
Ares Alpha: w/ Shock Pad, 200 rounds, 100 APDS rounds, 100 gel rounds, and 10 HE Grenades
Enfield AS-7(Smartlinked) w/ 50 rounds, 50 fletchette, 50 APDS
Ruger 100(Smartlinked) w/ 50 APDS rounds
Ingram Valiant LMG w/200 rounds of belted regular ammunition, 100 rounds belted APDS
5 Flash-Bangs
5 Smoke Grenades

Fake Sin(Rating 3)
Licenses(3 at Rating 4)

Harley-Davidson Scorpion

Gas Mask
Respirator(Rating 4)
Survival Kit
100m standard rope
Climbing Gear
Medkit(Rating 4) w/ 2 Refills
Contacts(Capacity 3), w/ Smartlink, Image Link and Vision Enhancement 1
Earbuds(Capacity 3), w/ Audio Enhancement 2
Micro Transciever
Renraku Sensei Commlink
Trauma Patches(2)
Collection of military-themed books

Contacts:
Arms Dealer: C3 L3
S-K Security Specialist: C2 L2
UCAS Officer: C1 L1

Description: The Elf Merc’s been around the block a few times, and he’s come back each and every time, with a new experience or two to share. He can do the job loud, he can do it quiet, however the customer wants. He’s got the skills and the physical conditioning, and he knows some people about as well. He’s not too old or grizzled yet, but he did a few years here and there-no red ink on his papers, either, and he’s got more skills and experience than his appearance would lead you to believe. He may even do his jobs with some class. The reason why he looks relaxed on his Harley Scorpion with a smile on his face? He’s been through a lot and lived to tell the tale. You MAY not want to question his integrity too much, though. This is a man who can successfully tie you into a pretzel with one hand while reciting passages from ‘The Art of War.’

Back in the day, in the old Sprawl Sites book, there was an Elven Mage archetype. The poor girl seemed to disappear over the years. Perhaps because she died from catching a cold from her 1 Body. This one’s healthier. This one is a mage through and through and I took some liberties to give her some new bonuses, like a Knowledge Mentor spirit to fit her theme. I think people looking for a ‘classic Magician’ archetype(while still having someone who won’t blow away in a stiff breeze) could enjoy this one.

Priorities:
A: Magic
B: Attributes
C: Resources
D: Race
E: Resources(6,000)-+20,000(10 Bonus Karma)

Attributes:

Body: 3
Agility: 4
Reaction: 3
Strength: 2
Charisma: 5
Intuition: 4
Logic: 5
Willpower: 5
Edge: 1
Essence: 6
Magic: 6
Initiative: 7+1d6
Armor: 12

Limits:
Physical: 4
Mental: 7
Social: 7

Condition Monitor:
Physical: 10
Stun: 11
Overflow: 3

Positive Qualities:  Mentor Spirit(5) [Knowledge: Hermetic title for Snake-+2 Arcana Tests, +2 Detection Spells, must roll Charisma+Willpower(3) to avoid pursuing secrets or knowledge that few people know about when hints are received of its existence.]

Negative Qualities: Allergy(Mild, Gold +5), Astral Beacon(+10)

Total: 25+10=35 Bonus Karma. 10 Spent on Resources leaves 25.

Spells:

Power Bolt
Stunball
Clairaudience
Analyze Truth
Combat Sense
Heal
Stabilize
Increase Reflexes
Chaotic World
Invisibility
Armor

Increased Reflexes: 5 Karma(20 Bonus Karma remaining)

Active Skills:

Enchanting Skill Group: 2

Spellcasting: 6
Counterspelling: 5
Ritual Spellcasting: 3
Arcana: 3
Assensing: 2
Clubs(Stun Baton): 1(+2)
Pistols: 2
Etiquette(Magical): 2(+2)
Perception: 2
Conjuring: 4
Banishing: 3
Binding: 3
Astral Combat: 2
First Aid: 1
Gymnastics: 1
Pilot Ground Craft: 1
Negotiation: 2
Computer: 1

Bonus Karma spent on Skills: First Aid(1), Gymnastics(1), Astral Combat(2), Pilot Ground Craft(1), Negotiation(2), Computer(1): 20 Bonus Karma spent

Knowledge/Language Skills:

Magical Threats: 3
Magical Groups: 3
Parazoology: 3
Magical Theory: 3
Fine Elven Spirits: 2

English: N
Sperethiel: 4

Gear:

Stun Baton
Browning Ultra-Power(w/50 rounds regular, APDS, Gel, and Concealable Holster)
Armor Jacket(w/Non Conductivity 4)

Magical Lodge Materials(Rating 6)
Reagents(50 Drams)
2 Detection Spell Formulae of choice

Middle Lifestyle(1 Month)

Fake SIN(Rating 2)
Fake Licenses(2 at Rating 4)
Earbuds(Capacity 3) w/ Audio Enhancement 1
Glasses(Capacity 4) w/ Vision Enhancement 1 and Image Link
Antidote Patches(2 at Rating 4)
Medkit(Rating 4), 2 Refills
Survival Kit
Respirator(Rating 4)
Gas Mask
3 Certified Credsticks(Silver)
Renraku Sensei Commlink(w/ Subvocal Mic)

Starting Nuyen: 150+(4d6x100)

Contacts:

Talismonger: C4 L3
Paranormal Investigator: C2 L2
Magic Librarian: C2 L2

Description: The Elven Mage is sort of a classic; she has a passionate interest in finding out how the magical world works, and is a highly educated and schooled woman, especially on all things arcane. She has a wide variety of spells and utilities on hand for a team’s every need, and is socially rather adept as well. More active than your average bookworm, her Stun Baton will give a nasty surprise to those who think she only need be casting to be a threat. On downtime, she can be found researching the plethora of magical threats about in the Sixth World or studying up on some of the paranormal critters around.

I kinda missed the old Detective. The SR2 version totally looked like a guy that would be in Law and Order: Seattle 2053, that you could imagine chewing Rolaids while he tried to go about solving the Sixth World’s crimes that the police ignored. SR3 also had the guy(and a pretty awesome pipe-smoking ork on top of it).

SR4 and 5 replaced this guy with the Occult Investigator-which while a cool concept, I don’t feel is the same unaugmented, un-magical fellow who relied on his wits and natural skills and abilities. It’s definitely never been the most powerful archetype, but I miss it, so here is my attempt to rebuild him for an SR5 Archetype.

I’m probably going to put together a few more of the old, forgotten Archetypes as well. Okay, there aren’t THAT many, but I have plans to finish the Merc(an elf this time, he’s almost done), and the Burned-Out Mage(haven’t started yet).

 

Skills: A
Attributes: B
Race: C(Dwarf)
Resources: D(50,000)
Magic: E(None)

Attributes:

Body: 5
Agility: 4
Reaction: 3
Strength: 3
Charisma: 4
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Essence: 6
Initiative: 8+1d6

Limits:
Physical: 5
Mental: 6
Social: 6

Condition Monitors:
Physical: 11
Stun: 11

Positive Qualities: Analytical Mind(5), Bilingual(5)

Negative Qualities: Addiction(Mild, Alcohol, +4), Code of Honor(Warrior’s Code, +15)

Total: +9, for 34 total Bonus Karma

Active Skills:

Influence Skill Group: 6
Electronics Skill Group: 3

Pistols: 4
Longarms(Shotguns): 2(+2)
Clubs: 3
Unarmed Combat: 3
Tracking(Urban): 3(+2)
Sneaking(Urban): 4(+2)
Palming: 3
Pilot Ground Craft: 2
Perception(Visual): 4(+2)
First Aid: 2
Con: 4
Medicine: 2
Intimidation(Interrogation): 3(+2)
Locksmith: 2
Forgery: 2
Running: 2
Gymnastics: 2
Swimming: 1

Bonus Karma:
Running +1(4 Karma), Gymnastics +1(4 Karma), Forgery 2(6 Karma)-14 of 34 spent

Knowledge/Language Skills:

Police Procedures: 3
Underworld Politics: 2
Organized Crime Rings: 3
Pharmaceuticals(Drugs): 2(+2)
Movies of the 1900s: 2
Seedy Bars: 2

Spanish: N
English: N
Cantonese: 3

Contacts: 12+10 more Bonus Karma(22 total)

Lone Star Detective: C2 L2
Fixer: C3 L2
Bartender: C2 L3
Fence: C3 L2
Streetwalker: C2 L1

Gear and Lifestyle: 50,000(+20,000 nuyen for 10 Karma, 70,000 Total)

Low Lifestyle(1 Month)

Stun Baton
Yamaha Pulsar(Taser) w/10 Taser Darts
Taurus Omni-6(w/60 rounds, 60 gel rounds, 30 APDS rounds, and concealable holster)
Browning Ultra-Power(w/50 rounds, 50 gel rounds, 30 APDS rounds and concealable holster)
Flash-Pak
Lined Coat(Armor: 9, with Non-Conductivity 4, Chem 2 and Fire Resist 2)

Transys Avalon Commlink(w/Sim Mod and Subvocal Mic)
20 RFID Tags
10 Stealth Tags
20 Datachips
Bug Scanner(Rating 6)
Data Tap
Area Jammer(Rating 4)
Micro-Tranceiver
Tag Eraser
White Noise Generator(Rating 6)
Fake Sin(Rating 4)
Fake Sin(Rating 3)
Fake Licenses(Pistols, Longarms, both at Rating 4)
4 Certified Credsticks(Standard)
Binoculars(Capacity 2, Vision Magnification, Low-Light)
Contacts(Capacity 3, w/ Vision Enhancement 1, Image Link and Flare Compensation)
Earbuds(Capacity 3, Audio Enhancement 2)
Handheld Sensor(Capacity 3)w/Laser Microphone
Plasteel Restraints(4 pair)
Autopicker(Rating 4)
Lockpick Set
Maglock Passkey(Rating 3)
Sequencer(Rating 4)
Climbing Gear
Flashlight
Chemsuit(Rating 4)
Respirator(Rating 4)
Survival Kit
Micro Flare Launcher/4 Flares
Trauma Patch(2)
Medkit(Rating 4), w/ 2 refills
Antidote Patches(2 at rating 4)
Ford Americar

Total: 69,125(875 left)
Starting Nuyen: 875+(3d6x60)

Description: The Detective might be a throwback, but he knows what’s what on the streets. A fellow who never did get the touch of magic(though he knows a bit of it and has worked cases involving it), he has chosen to not go under the knife to augment his body, leaving him with what some might think is a disadvantage against the heavier-chromed members of the underworld. But the Detective’s style isn’t dealing with people toe to toe; he’s the type who tracks down leads, works his contacts, and uses his impressive swath of knowledge and broad skillset to get the job done. He knows what’s what in the underworld, and woe to the person who gets on the wrong side of him; while he’s not the type that would take you out for looking at him wrong, he has the knowhow and the connections to make someone’s life very, very hard. His old-fashioned ways may seem out of place at first glance, but that’s almost why they’re so valuable-it’s tough to find this kind of person anymore, and his rarity alone could be a valuable asset to those in the shadows.