Shadow Work (Shadowrunner)
No more side trips, no more experiments. Life in the shadows is calling you, and you're diving in. There are a few specialised roles to build the skills you want (though mages should look one module further).
Attributes | Body +1 |
Roles | |
Face | Charisma +1, Con +1, Influence skill group +3, Intimidation +1, Perception +1, Pilot Ground Craft +1, Pistols +1, First Impression quality (11) |
Decker | Cracking skill group +2, Electronics skill group +2, Forgery +1, Intuition +1, Perception +1, Pistols +1, Street Knowledge: Matrix Security Procedures +4, Codeslinger quality (10) |
Smuggler | Electronic Warfare +2, Etiquette +1, Gunnery +2, [Aeronautics, Automotive, or Nautical] Mechanic +2, Navigation +1, Negotiation +1, Perception +2, Pilot Aircraft +2, Pilot Ground Craft +2, Pilot Watercraft +2, Pistols +1, Sneaking +1, Street Knowledge: Border Patrols Tactics +6, Street Knowledge: Smuggler Safe Houses +6, Street Knowledge: Smuggler Routes +6 |
Street Samurai | Agility +1, Reaction +1, Athletics skill group +1, Blades +2, Firearms skill group +2, Heavy Weapons +1, Negotiation +1, Perception +2, Pilot Ground Craft +1, Sneaking +1, Unarmed Combat +1, Street Knowledge: Safe Houses +3, Code of Honour quality (15) |
Weapon Specialist | Archery +1, Armourer +3, Chemistry +2, Close Combat skill group +2, Demolitions +1, Firearms skill group +2, Heavy Weapons +1, Negotiation +1, Throwing Weapons +1, Professional Knowledge: Blade Design +4, Professional Knowledge: Gun Design +5, Interest Knowledge: Gun Trivia +3 |
(RF 80)