Shadowrun Sprawl Playbooks
Shadowrun Sprawl Playbooks
Shadowrun Sprawl Playbooks
As an awakened character, you have the Awake stat in place of Synth, a character playbook for The Sprawl
and also have access to basic awakened moves.
adept
Physical Mastery
When you felt the power of mana run through your veins, you trained
your body and mind to master it. Why? Choose 1: THE
» Enthusiasm, necessity, junkie, ideology, military, madness.
Attune (adept): When you meditate to seek answers from your GEAR
inner self, ask the MC a question and roll +awake:
LOOK
Choose 3:
Race: Human, Ork, Elf, Dwarf, Troll.
» 10+: It comes to you through thoughts and feelings; you » brass knuckles (2-harm hand) Skin: artificial, asian or south asian, black,
gain an answer to the truth you have been seeking. » machette (3-harm hand) decorated, hispanic/latino, indigenous,
» katana (3-harm hand messy) middle eastern, white.
» 7-9: You get lost within yourself, and only have vague answers.
» shuriken or thorwing knives
It's up to you to make sense of it. You remain confused, unsecure. Face: decorated, fanatic, calm, scarred
Take -1 Forward on your next move. (2-harm close numerous)
Wear: sports, exquisite, streets, oriental.
» semi-auto pistol (2-harm
close/near loud quick)
Accept the Machine: The awakened do not adapt well to the cold » crossbow or bow (2-harm
close/near/far reload)
emptiness of cyberware. When you accept cyberware into yourself
roll +Cred spent (Max: 2) -Awake: Choose 1:
» armored clothing (0-armor +discreet, subtract 1 from harm move)
» 10+: With luck your body has accepted this implant. Surely it » armored vest (1-armor)
won't ever cause problems. » trauma patch (apply first aid to characters at 2100 or less harm)
» 7-9: It definitely doesn't work as intended. You feel something is
wrong. Get the tag +Unstable, and choose another tag:
DIRECTIVES
+unreliable , +substandard , +hardware decay , +damaging. Behavioural: Describe your ethical code. When adhering to it hinders the misssion, mark experience.
Prudent. When you solve a conflicting situation without violance, mark experience.
The presence of this cyberware makes your connection to mana Violent: When you deliberately choose violance to solve a problem, mark experience.
unstable. Masochistic: Each time you suffer harm, mark experience.
STREET NAME ADEPT MOVES
Mind over Matter: you learned how to replicate the effects of cyberware through intense training
and inner strenght. At the start of each session or during downtime, choose one piece of cyberware
to replicate it's effects. If it rolls +synth, you roll +awake.
STATS MOVES » Cybereyes. Choose 2 tags: +thermographic, +light amplification, +magnification, +flare compensation. When
your enhanced sight helps, roll +synth for assess.
assess;
play hardball; IMPROVEMENT
experience > >>improve
» Cyberears. Choose 2 tags: +dampening, +wide frequency. When your enhanced hearing helps,
roll +synth for assess.
get the job » Cyberarm with enchanced strenght. +2 harm when you mix it up in melee.
EDGE — get +1cool (max +2) » Cyberlegs. +1 forward on acting under pressure when your enchanced athleticism helps.
— get +1edge (max +2) » Dermal plating. When you do the harm move subtract 2 from the roll. Subtract 3 if the harm came from
fast talk; — get +1style (max +2) a flechette weapon.
hit the street — get +1mind (max +2)
— get +1meat (max +2) » Muscle Replacement. When you mix it up in melee, you may roll +synth and inflict +1harm.
Preternatural Reflexes: the way you move unencumbered counts as armor. If you’re nearly
mix it up HARM naked or using non-armored fashion, gain 2-armor; if you’re wearing armor, use it instead.
0000
Preternatural Poise: take +1 when you fast talk or play hardball. You are unnaturally calm and
MEAT 2100 1500
graceful.
attune Force of Nature: when you mix it up in melee, you count as a gang.
1800
Killing Hands: you learned how to channel your inner strenght into your attacks. When you mix
it up in melee, your weapon harm (bare handed or not) is armor piercing, even against awakened
AWAKE stabilized
targets. You may also do s-harm if you wish.
Healing Hands: when you apply first aid roll +awake instead of cool. You don't need supplies for this.
LINKS CONTACTS
Mind's Eye: you can shift your perception to see reality through your mind's eye. When you assess
a threat in this state, roll +awake.
Zen: by emptying your mind and acting through instinct you can synch your self with the universe
and be one with it. When you have time and solitude to meditate, take +1 forward.
GEAR
a character playbook for The Sprawl
Choose 2 weapons:
» heavy revolver (3-harm close/near reload loud)
» holdout pistol (2-harm hand/close discreet quick reload loud)
» flechette pistol (3-harm close/near quick flechette)
» hand taser (s-harm hand reload)
THE
bounty
hunter
» sniper rifle (3-harm far/extreme loud)
Choose 2:
» armored cloathing (0-armor, discreet, subtract 1 when rolling harm)
» armored long coat (1-armor)
To create your bounty hunter, choose name, look, stats, moves, gear, and
» nondescript sedan directives.
» trauma patch (allows apply first aid at 2100 or less)
STREET NAME
» glasses or goggles (Choose one: +light amplification +magnification, Archer, Boone, Deckard, Frost, Mr. Z, Marîd, Markham, Python, Quade, Richards,
+recording) Ritter, Taylor, a real name, an anonymising name, a predatory name.
STATS MOVES
Assign one to each stat (priorize You get all the basic moves. You start
— buy off an obligation, owned or enemy Eye for detail: you are a master at tailing people and stalking out locations. When you perform
research
— change your character to a new playbook surveillance on a person or a place, gain [intel] and roll assess.
__ rewind a corporate clock to 6 [10 creds]
— retire your character to safety [20 creds] Human Terrain: when you investigate a group and spend [intel], name that group as your target.
MIND — make a second character You gain +1 ongoing while acting against or in pursuit of that group. You may only target one
group at a time.
mix it up HARM On the Trail: when you want to find someone or something, name your target. When you gain
0000 [intel], you may note that it concerns your target. When you spend three such [intel], the MC will
MEAT 2100 1500
describe where your target is; you say how the clues led you to that knowledge and how you have
your target or its defenses at a disadvantage.
See the Angles: at the start of the Action Phase, hold [intel] and [gear].
1800
Sniper: When you set up a covered and concealed place to hide, roll Cool. 10+: choose 3. 7-9: choose 2
SYNTH stabilized » Your spot is well hidden » Your spot is well secured
» Your spot has excellent cover » You have a similarly covered and concealed backup
» Your spot has an excellent field of view location
LINKS CONTACTS
DIRECTIVES
Behavioural: Describe your ethical code. When adhering to it hinders the misssion, mark experience.
Compassionate: When you put aiding the powerless ahead of the mission,mark xp.
Filial: When you put the advice of _______________ ahead of the mission, mark xp.
Vengeful: When you harm _______________ or their interests, mark experience.
CYBERDECK
Choose and name one: a character playbook for The Sprawl
Defensive deck: (Hardening 2, Firewall 2, Processor 1, Stealth 1)
THE
and one program from the list.
decker
Performance deck: (Hardening 1, Firewall 1, Processor 2, Stealth
2) and two programs from the list.
Programs:
Sleaze (When you successfully compromise security, hold +1)
Barrier (+2 Firewall)
Efficiency Routines (+2 Processor)
To create your decker, choose name, look, stats, moves, gear, cyberdeck
Sift (+1 ongoing to research or search for paydata in a secure database) and directives.
Race: Human, Ork, Elf, Dwarf, Troll. For each cyberware chosen, ask yourself:
» Flechette pistol (3-harm close/near quick flechette)
» Machine pistol (2-harm close/near loud autofire) Skin: artificial, asian or south asian, black, Why? (Choose one) prosthetic,
decorated, hispanic/latino, indigenous, middle forced, loyalty, enthusiasm,
Choose two: eastern, white. necessity, junkie, genetics, career,
ideology, memory, military
Face: scarred, sneering, smooth, decorated,
» Armoured coat (1-armour) hidden.. Cost? (Choose one)
» Synth Leathers (0-armour, discreet, subtract 1 when rolling the Wear: worn, corporate, punk, street, scrounged.
» You scrimped & saved to buy it
harm move) yourself. Choose one tag to it:
» Armoured fridge (3-armour, immobile)
» Microtronics workstation (you may perform field repairs on
MOVES +unreliable, +substandard,
+hardware decay, damaging.
electronics and cyberware) You get all the basic moves. You start with Jack
In and Console Cowboy. Choose 1 more decker » Someone else paid for it; now you
» Flashy motorcycle move. owe them. You’re owned. Choose
who.
Console Cowboy: when you connect to a secure system, roll +Mind. 10+: gain 3 hold. 7-9: gain
STATS MOVES 1 hold. While in that system, you may spend 1 hold for any of the following effects:
» Prevent a construct from triggering an alert.
assess;
play hardball;
IMPROVEMENT
experience > >>improve
» Avoid an ICE routine executed against you, your deck, or your programs.
» Increase your hold over compromised security or manipulated systems by 1.
get the job
EDGE — get +1cool (max +2) Black ICE Vet: when Black ICE executes a routine against you, the MC only pick 2 options.
— get +1edge (max +2)
Chromed: choose another piece of cyberware at character creation or in downtime. Describe how
fast talk; — get +1style (max +2)
you got it and paid for it the same as you did your first piece of cyberware.
hit the street — get +1mind (max +2)
— get +1meat (max +2)
ICE Breaker: you know how to disable ICE quickly and quietly. Once per Matrix run you may
STYLE — get +1synth (max +2)
— get a new decker move
cancel a routine executed against you, your deck, or your programs.
— get a new decker move Neural Scars: you have 1-armour against Black ICE.
act under pressure;
— get a new decker move
apply first aid — get a move from another playbook Coding on the Fly: you can adapt your programs to the specific weaknesses of matrix constructs
— get a move from another playbook
COOL — get +1 to any stat (max stat+3)
as you encounter them. When you successfully compromise security or manipulate systems, hold +1.
— buy off an obligation, owned or enemy Rep: when you appear in the Matrix with a recognisable avatar, roll +Synth instead of +Style for
research
— change your character to a new playbook fast talk and instead of Edge for play hardball. When your reputation gets you into trouble, mark
__ rewind a corporate clock to 6 [10 creds] experience.
— retire your character to safety [20 creds]
MIND — make a second character Search Optimisation: when you research a topic in the Matrix, you may always ask a follow up
question. On a 10+, take an additional [intel]
mix it up HARM Tech Support: when you help a team member while jacked into the matrix, roll +Mind instead
0000
of +Link.
MEAT 2100 1500
Zeroed: your identity is a mystery which you closely guard. For practical effects, your deck has
+2 Stealth.
1800
SYNTH stabilized
DIRECTIVES
LINKS CONTACTS (Choose 2):
Deceptive: When your lies about your identity or your past put the mission at risk, mark xp.
Illustrious: When your desire for fame draws unwanted attention to the mission, xp.
Network: When your membership in __________________ hinders the mission, xp.
Revealing: When you discover more information about ____________, mark xp.
HUSTLING
You have people who work for you in various ways. You start with 2- a character playbook for The Sprawl
crew and two jobs from the list below. Between missions, choose a
FIXER
number of those jobs equal to or less than your current crew, describe
what each job is, and roll Edge. On 10+ you profit from each of your
jobs; 7-9 one of them is a Disaster and you Profit from the rest; 6-:
everything’s FUBAR. The MC will make a move based on the Disaster for
each job.
THE
Choose two:
Surveillance: You have a small network of informants who report on
events; you then sell that information. Profit: gain [intel]. Disaster: To create your fixer, choose name, look, stats, moves, gear, vehicles,
someone acts on bad info cyberware and directives.
Debt collection: You have a few burly looking fuckers who collect
debts. Profit: gain [gear]. Disaster: someone’s out of pocket. STREET NAME MOVES
Gant, Hub, Caleb, Jacinta, Mr. Black, Lilliana, You get all the basic moves. You start with
Petty theft: You have a small crew who perform minor local Finn, Nero, Sally, The Goto, a connected name, Hustling and I know People. Choose 1
robberies. Profit: gain [gear]. Disaster: they robbed the wrong guy. a gregarious name, a shadowy name. more fixer move.
Deliveries: People hire you to transport things and you have a driver STATS
who takes care of that. Profit: gain 1 Cred. Disaster: the delivery never
Assign one value to each stat (priorize Style):
CYBERWARE
arrives. Choose one:
+2, +1, +1, 0, 0, -1
Brokering deals: You arrange for the right people to meet each Cybereyes: When you have cybereyes
other. Profit: gain 1 Cred. Disaster: the deal that you arranged goes LOOK installed, choose three of following tags:
+thermographic, +light amplification,
wrong.
Race: Human, Ork, Elf, Dwarf, Troll. +magnification, +flare compensation,
Technical work: You have a couple of techs whom you supply with +recording, +encrypted, +inaccessible
Skin: artificial, asian or south asian, black, partition. When your enhanced sight helps,
work. Profit: gain [gear]. Disaster: something bad happens to decorated, hispanic/latino, indigenous, middle you may roll Synth for assess.
someone else’s property. eastern, white. Cybercom: When you have cybercoms
Face: attractive, friendly, scarred, hidden. installed, choose two of following tags:
Pimping: You manage a small stable of physical or virtual sex +encrypted, +jamming, +recording,
workers. Profit: gain [intel]. Disaster: something goes wrong with a Wear: corporate, formal, street, high fashion, +satellite relay, +inaccessible partition.
customer. vintage. When monitoring communications or
giving orders in a tactical environment, you
Addictive Substances: You manage a small lab producing either GEAR may roll +Synth for assess.
drugs or simstim chips. Profit: gain [intel]. Disaster: something goes Choose a handy weapon (choose 1): Datajack with Data Storage: When you
wrong for a user or for the lab itself. use research to search stored data, gain an
» Holdout pistol(2-harm quick hand/close
extra [intel] on a hit. Choose two of
discreet quick reload loud) following tags: +inaccessible partition,
» Semi-auto pistol (2-harm close/near loud +encrypted, +high capacity, +high speed.
quick)
For each cyberware chosen, ask yourself:
And pick two more: Why? (Choose one) prosthetic, forced, loyalty,
enthusiasm, necessity, junkie, genetics, career,
» Armored Coat (1-armor)
ideology, memory, military
» Armored Clothing (0-armor, +discreet,
subtract 1 result on Harm move) Cost? (Choose one)
» Trauma patch (applies First Aid to chars » You scrimped & saved to buy it yourself. Choose one tag to it: +unreliable,
with 2100 or less harm) +substandard, +hardware decay, damaging.
» Flashy ride (choose one: motorcycle, sports » Someone else paid for it; now you owe them. You’re owned. Choose who.
car, boat)
» You fucked someone over to get it. You’re hunted. Describe who.
STREET NAME FIXER MOVES
Hustling: see the Hustling section between missions.
I know People: once per mission you may introduce a new Contact. Name the contact, say what
they do, then roll +Style:
STATS MOVES 10+: you've worked with the contact before; they have talent. Write them down as a contact.
7-9: you've never met them before, they're an unknown quantity.
assess;
play hardball;
IMPROVEMENT
experience > >>improve
6-: you know them all right. Tell the MC why they dislike you.
After the roll, describe how you contact them. The MC may ask some questions.
get the job
EDGE — get +1cool (max +2) Backup: you have a group of “associates” who provide security. This is a small gang of 5-10 hired
— get +1edge (max +2) thugs (2-harm +small +employees 1-armour). Pick 2:
fast talk; — get +1style (max +2) » Your associates are well armed: add 1 harm
hit the street — get +1mind (max +2)
— get +1meat (max +2) » Your associates are well armoured: +1 armour and +obvious
STYLE — get +1synth (max +2)
— get a new fixer move
» Your associates are ex-military: add +disciplined
» Your associates are more than muscle to you: replace +employees with +loyal
— get a new fixer move » Your associates have bikes or a couple of other vehicles: add +mobile
act under pressure; — get a new fixer move » You have a large group of associates (15-30): replace +small with +medium
apply first aid — get a move from another playbook
— get a move from another playbook Gain the following job, and +1 crew:
COOL — get +1 to any stat (max stat+3) » Protection: Your associates have your back
research — buy off an obligation, owned or enemy Disaster: Your associates have pissed off the wrong people.
— change your character to a new playbook Balls in the Air: +1 Crew and choose a new job.
__ rewind a corporate clock to 6 [10 creds]
— retire your character to safety [20 creds] Chromed: choose another piece of cyberware at character creation or in downtime.
MIND — make a second character
Deal of a Lifetime: when you hit the street to sell something and roll 7-9, choose one fewer result.
mix it up HARM Facetime: when you engage someone in face to face conversation without technology, take +1
forward to fast talk them.
0000
Hard to Find: you keep a low profile. When you hit the street and roll a 7-9, pick one fewer result.
MEAT 2100 1500 Reputation: when you meet someone who might have heard of you, roll +Edge. On a hit, say what
they know about you. On a 10+, take +1 forward with them. On a miss, the MC will decide what
they’ve heard about you, if anything.
1800
Sales Engineer: you’ve know about every piece of gear available on the street. When you produce
equipment, take +1 forward with that piece of gear if you use it immediately.
SYNTH stabilized
Smooth: when you help or interfere with someone, roll +Style instead of +Link.
Street Kingpin: +1 crew and choose a new job.
LINKS CONTACTS Word on the Street: when you research by listening to or recalling street level gossip, take an
additional [intel], even on a miss.
DIRECTIVES
(Choose 2):
Deceptive: When your lies about your identity or your past put the mission at risk, mark xp.
Financial: When you hinder the mission for a chance at extra profit, mark xp.
Network: When your membership in __________________ hinders the mission, xp.
Protective: When you put your responsibility to _______________ ahead of the mission.
CYBERWARE
Choose one: a character playbook for The Sprawl
Cybereyes: choose three tags: +thermographic, +light amplification,
+magnification, +flare compensation, +recording, +encrypted,
+inaccessible partition. When your enhanced sight helps, you may THE
INfiltrator
roll +synth for assess.
Cyberears: choose two tags: +dampening, +wide frequency,
+recording, +encrypted, +inaccessible partition. When your
enhanced hearing helps, you may roll +synth for assess.
Datajack with Data Storage: When you use research to search
internally or externally stored data, gain an extra [intel] on a hit.
Choose two of following tags: +inaccessible partition, +encrypted,
+high capacity, +high speed. You get the Hacker move jack in: When To create your decker, choose name, look, stats, moves, gear, cyberdeck
you’re jacked into the matrix, add the relevant stat to your rolls when and directives.
you perform the matrix moves.
Skillwires: You may slot chips to grant certain skills. While slotted,
chips give +1 ongoing to moves assisted by the the programmed STREET NAME For each cyberware chosen, ask yourself:
skill. Standard skillwires comes with two slots and you may start Why? (Choose one) prosthetic,
Fisher, Blue, Midnight, Mouse, Snake, Kit, Loe forced, loyalty, enthusiasm,
with one chip in each slot. Choose 2 skillchips: martial arts, breaking Qi, Max, Nef, Smoke, a sneaky name, a cool necessity, junkie, genetics, career,
and entering, oratory, skydiving, parkour, first aid, ________. name, an efficient name ideology, memory, military
Wired Reflexes: You react so quickly you can almost dodge bullets. Cost? (Choose one)
If none of your enemies have wired reflexes, take +1 forward to mix
STATS
Assign one value to each stat » You scrimped & saved to buy it
it up. In situations where reaction time is critical, take +1 forward to yourself. Choose one tag to it:
act under pressure. (priorize Cool and Edge): +unreliable, +substandard,
+2, +1, +1, 0, 0, -1 +hardware decay, damaging.
Stealth Operative: You have an intuitive sense of how to blend in with the rhythms of a secure
area and can take actions that make its security forces feel at ease. When you assess while
undetected and roll a 12+, you may spend one hold to lower the Mission Clock by one segment.
AWAKENED
a character playbook for The Sprawl
As an awakened character, you have the Awake stat in place of Synth,
and also have access to basic awakened moves.
THE
mage
Hermetic Training
You were touched by the mana energy that now permeates reality, and
instead of running from it you decided to study it. Why? Choose 1:
» loyalty, enthusiasm, necessity, junkie, career, ideology, memory,
military, madness
Someone taught you how to master this gift, either you went through
a formal training or studied privately under someone. How? Choose 1: To create your mage, choose name, look, stats, moves, gear, and directives.
» Someone else paid for it, +owned . Choose who owns you.
» They taught you and you fucked them over, +hunted . Describe
STREET NAME
Mr M., Doc Mojo, Fireball Kid, Freya, Houdini, Mxyzptlk, Plato, Rasputin,
who you double-crossed and how.
Riviera, The Professor, Valentino, an ancient name, a pompous name, a cool name.
» Your instructors methods weren't the greatest and you have flaws
in your technique. Choose one: +unstable , +damaging, +substandard . STATS MOVES
It applies to all of your uses of mana. Assign one to each stat (priorize You get all the basic moves. You start
Awake):
with Mana Shaping. Choose 1 more
+2, +1, +1, 0, 0, -1 mage move.
BASIC AWAKENED MOVES
Attune: When you open yourself to the manasphere in search for GEAR LOOK
Choose 1:
geometric patterns that reveal the truth, ask a question to the MC and Race: Human, Ork, Elf, Dwarf, Troll.
roll +Awake. » Ornate Cane (2-harm hand Skin: artificial, asian or south asian,
valuable) black, decorated, hispanic/latino,
» 10+: You can see the patterns; you gain an answer to the truth
you have been seeking. » Holdout pistol (2-harm hand/ indigenous, middle eastern, white.
close discreet quick reload loud) Face: cold, decorated, calm, thin.
» 7-9: You see something wrong and unsettling, but also learn Wear: formal, exquisite, casual, streets.
vague answers to your question. It's up to you to make sense of it. Choose 2:
Those terrible things shake you though. Take -1 Forward on your » Armored clothing (0-armor +discreet, subtract 1 from harm move)
next move. » Armored long coat (1-armor)
» Shaping Talisman (negates harm from advanced shaping, once per session)
Accept the Machine: The awakened do not adapt well to the cold » Mana Lock Talisman (sustains 1 mage move)
emptiness of cyberware. When you accept cyberware into yourself » Weapon Talisman (applies melee weapon, +1harm against awakened threats)
roll +Cred Spent (Max: 2) -Awake: » Trauma Patch (apply first aid to characters at 2100 or less harm)
» 10+: You had luck, your body accepted the implant. Surely it
won't ever cause problems, right?
» 7-9: It definitely doesn't work as intended. You feel something is DIRECTIVES
wrong. Get the tag +Unstable, and choose another one: Illustrious: When your desire for fame draws unwanted attention to the mission, mark experience.
+unreliable , +substandard , +hardware decay , +damaging. Proselytising: When you persuade others to act according to your beliefs, mark experience.
Hierarchic: When you improve your standing or impair a rival’s among _____________, experience.
The presence of this cyberware makes your connection to mana
unstable. Revealing: When you discover more information about ____________, experience.
STREET NAME MAGE MOVES
Note: Any mage move with a non-instantaneous duration must be sustained. While sustaining, you can't do
another move. The exception to this is using a mana lock talisman (see Gear).
Mana Shaping: when you draw runes to channel the mana of the environment into physical
STATS MOVES effects, roll +Awake. On 7+ you draw a shape and an effect. On 10+ also draw an alteration.
Choose:
assess;
play hardball; IMPROVEMENT
experience > >>improve
» Shape: ray, orb, dart, slick, gaseous.
» Effect(1harm): electricity, force, fire, acid, light, magnetism, cold, wind.
get the job
EDGE — get +1cool (max +2)
» Alteration: greater(+1harm), safer(-1harm), hidden, split, area, utilitarian, piercing(AP)
— get +1edge (max +2) Advanced Shaping: when you succeed at mana shaping you can always apply an additional
fast talk; — get +1style (max +2) alteration in exchange for taking 1 harm AP.
hit the street — get +1mind (max +2)
— get +1meat (max +2)
Meta Shaping: you have mastered runes that allow you to manipulate the mana flow around
STYLE — get +1synth (max +2)
— get a new mage move
you. For doing it, roll +Awake. On a success you suppress mana locally for a fraction of
— get a new mage move second, undoing or negating any effect in the vicinity (including your own). On 10+ choose 2.
act under pressure; — get a new mage move On 7-9 choose 1:
apply first aid — get a move from another playbook
— get a move from another playbook » You sculpt it to allow your own mana effects to continue working.
COOL — get +1 to any stat (max stat+3)
» It lasts for a few seconds after you stop concentrating.
research — buy off an obligation, owned or enemy » You send it to a point in the distance, up until your line of sight.
— change your character to a new playbook
__ rewind a corporate clock to 6 [10 creds] Sensors Control: you have mastered runes that allow you to trick sensors, biological or not,
— retire your character to safety [20 creds] by shaping illusions at your will. Roll +Awake. On a success you create an illusion that conceals
MIND — make a second character an existing object or exists independently. On a 10+ choose 3, on a 7-9 choose 1:
» Your illusion include other sensory output (smells, sounds) besides visual.
mix it up HARM » Your illusion can move, independent of it's original appearance.
0000
» Your illusion lasts for a few moments after you stop concentrating.
MEAT 2100 1500
» Your illusion is visible and audible on recorded media.
attune Mind Control: when you have time and solitude with someone, you can draw up runes that
1800 cause them to become fixated upon you. Roll +Awake. On a 10+, hold 3. On a 7–9, hold 1. You
can spend your hold to make them:
AWAKE stabilized » Give you something you want [+gear].
» Act as your eyes and ears [+intel].
» Fight to protect you.
LINKS CONTACTS » Do something you tell them.
Matter Control: you have mastered runes that allow you to manipulate matter, by touch, on a
molecular level. When you concentrate to do it, roll +Awake:
» On 7-9: heal 1 segment (if it's not over 2100), or inflict 1-harm AP on the target.
» On 10+: heal 1 segment (even over 2100) or inflict 2-harm AP on the target.
Astral Projection: you can shift your perception to see through the astral plane, or project
your astral form through it leaving your meat body behind. When you assess a threat or mix it
up in this state, roll +Awake. Note: this move does not count for sustaining purposes.
VEHICLE
Choose a Frame: motorcycle, car, hovercraft, boat, vectored-thrust a character playbook for The Sprawl
RIGGER
panzer, fixed-wing aircraft, helicopter, amphibious
THE
Choose a Design: racing, recreational, passenger transport, cargo,
military, luxury, civilian, commercial, courier
Choose a Profile:
» Power+2, Looks+1, Weakness+1; 1-Armour
» Power+2, Looks+2, Weakness+1; 0-Armour
» Power+1, Looks+2, Weakness+1; 1-Armour
» Power+2, Looks+1, Weakness+2; 2-Armour
To create your rigger, choose name, look, stats, moves, gear, vehicle, cyberware
For each point of Power, choose a strength; For each point of Looks, choose
a look; For each point of Weakness, choose a weakness. and directives.
Choose a Motive style: rotor, fixed-wing, quadruped, octoped, tracked, vintage, leathers, military, corporate. Then ask yourself:
wheeled, aquatic, amphibious, submarine.
GEAR Why? (Choose one) prosthetic, forced,
Choose a Frame: loyalty, enthusiasm, necessity, junkie,
In addition to your vehicle, get a handy genetics, career, ideology, memory, military
» Tiny (insect-sized): +small, +fragile, +stealthy, pick one sensor
weapon (choose 1):
» Small (rat- to cat-sized): pick one strength, one sensor, one weakness, Cost? (Choose one)
» Heavy pistol (3-harm close/near loud)
and another from any category » You scrimped & saved to buy it yourself.
» Auto shotgun (3-harm close/near loud
» Medium (dog-sized): pick one strength, one sensor, one weakness, and Choose one tag to it: +unreliable,
messy auto)
+substandard, +hardware decay, damaging.
two others from any category » Knife (2-harm hand)
» Large (bear-sized): +obvious, pick two strengths, one sensor, one weakness » Someone else paid for it; now you owe
And choose 1: them. You’re owned. Choose who.
and two others from any category
» Armor Jacket (1-armor) » You fucked someone over to get it. You’re
Strengths: fast, rugged, off-road, Sensors: magnification, Weaknesses: slow, hunted. Describe who.
» Synth leathers(0-armor, +discreet,
easily repaired, stealthy, tight medical, thermographic, fragile, un-reliable,
encryption, autonomous, robot jamming, image enhanc, loud, loose subtract 1 result on Harm move)
arm, armed, satellite relay analysis software, sonar. encryption, obvious. » Trauma patch (applies First Aid to chars
Armed: a weapon can be mounted on the drone. The weapon’s size is determined by with 2100 or less harm)
the size of the frame: a small drone can mount a gun dealing up to 2-harm. A medium
up to 3-harm. A large up to 5-harm.
STREET NAME RIGGER MOVES
Wheels: you start with a cyber-linked vechicle. See the Vehicles section.
Second Skin: when jacked in through your Datajack to a cyber-linked vehicle:
» when you act under pressure, roll Cool + your car’s power
STATS MOVES » if you mix it up, roll Synth (instead of Meat) + your car’s power
» if you play hardball, roll Edge + your car’s looks
assess;
play hardball;
IMPROVEMENT
experience > >>improve
» if you help or interfere with someone, roll Links + your car’s power
get the job » if someone interferes with you, add your car’s weakness to their roll (in adition
EDGE — get +1cool (max +2) to their Links)
— get +1edge (max +2)
fast talk; — get +1style (max +2) Chromed: choose another piece of cyberware at character creation or in downtime.
hit the street — get +1mind (max +2) Describe how you got it and paid for it the same as you did for your first piece of
— get +1meat (max +2)
cyberware.
STYLE — get +1synth (max +2)
— get a new rigger move Daredevil: when you drive straight into danger without hedging your bets, you get
— get a new rigger move +1 .armour. If you take one or more harm, mark experience
act under pressure; — get a new rigger move
apply first aid — get a move from another playbook Drone Jockey: you start with two drones. See Drones section on back.
— get a move from another playbook
COOL — get +1 to any stat (max stat+3)
Eye in the Sky: when helping or interfering while piloting a drone, roll
Edge instead of Links.
research — buy off an obligation, owned or enemy
— change your character to a new playbook Hot Shit Driver: when you’re driving a cyber-linked vehicle in a high-pressure situation,
__ rewind a corporate clock to 6 [10 creds] roll Edge. On a 10+ hold 3, one 7-9 hold 1. You may spend 1 hold to do one of the following:
— retire your character to safety [20 creds]
MIND — make a second character » Avoid one external danger (a rocket, a burst of gunfire, a collision, etc).
» Escape one pursuing vehicle.
mix it up HARM » Maintain control of the vehicle.
0000
» Impress, dismay or frighten someone.
MEAT 2100 1500 Iceman: when you try to fast talk someone, roll Cool.
Right tool for the job: you have two additional cyber-linked vehicles (build each in the same
1800
way as your custom vehicle).
Sweet Ride: when you hit the street in your vehicle, roll Style + your vehicle’s Looks.
SYNTH stabilized
STREET NAME
Boo, Charlotte, Ess El El, Gutter Rat, Hawk, Flea, Lobo, Phoenix, Moonriver,
Rocket Raccoon, T-bird, an indigenous name, a mystical name, an animal name.
BASIC AWAKENED MOVES
STATS MOVES
Attune (shaman): When you seek your guiding spirit for guidance,
Assign one to each stat (priorize You get all the basic moves. You start
ask the MC a question and roll +awake: Awake):
with Call Upon the Other Side. Choose 1
» 10+: The spirit sings sweet music; you gain an answer to the +2, +1, +1, 0, 0, -1 more shaman move.
truth you have been seeking.
» 7-9: You see terrible things, that you didn't want to see, but also GEAR LOOK
learn vague answers to your question. It's up to you to make sense Choose 1:
Race: Human, Ork, Elf, Dwarf, Troll.
of it. Those terrible things shake you through. Take -1 Forward on
» Machette (3-harm hand) Skin: artificial, asian or south asian, black,
your next move
decorated, hispanic/latino, indigenous,
» Revolver (2-harm close/near
middle eastern, white.
reload loud quick)
Accept the Machine: The awakened do not adapt well to the cold Face: decorated, friendly, weathered, grave.
emptiness of cyberware. When you accept cyberware into yourself Wear: tribal, exquisite, casual, scrounge.
Choose 2:
roll +Cred spent (Max: 2) -Awake:
» Leather coat (0-armor +discreet, subtract 1 from harm move)
» 10+: With luck your body has accepted this implant. Surely it » Armored vest (1-armor)
won't ever cause problems.
» Spirit Lock Fetish (maintain 1 spirit on hold)
» 7-9: It definitely doesn't work as intended. You feel something is
wrong. Get the tag +Unstable, and choose another tag: » Spirit Weapon Fetish (apply on weapon, +1harm against awaken targts)
» Trauma Patch (apply first aid to characters at 2100 or less harm)
+unreliable , +substandard , +hardware decay , +damaging.
Call Upon the Other Side: when you call upon the spirit world for aid roll +awake. On 7+ a
spirit comes forth. Choose:
STATS MOVES » A form: Humanoid, Insect, Beast, Machine, Natural, Elemental, Abstract.
assess; » A build: Power+2, Instinct+1, Weakness+1, 1 Armor
play hardball; IMPROVEMENT
experience > >>improve
Power+2, Instinct+2, Weakness+1, 0 Armor
Power+1, Instinct+2, Weakness+1, 2 Armor
get the job
EDGE — get +1cool (max +2)
Power+3, Instinct+1, Weakness+2, 1 Armor
— get +1edge (max +2) » As many strenghts as it's Power: Fast, Huge, Adaptable, Tireless, Ferocious, Intimidating, Stealthy,
fast talk; — get +1style (max +2) Cunning, Ethereal, Powerful, _____________
hit the street — get +1mind (max +2) » As many weakness as it's Weakness: Savage, Violent, Curious, Impatient, Impulsive, Sloppy, Slow
— get +1meat (max +2)
STYLE — get +1synth (max +2)
— get a new shaman move
On a 10+ gain 3 hold, on a 7-9 gain 1 hold, but you may take 1-harm to increase it to 3. Spend your hold, 1
for 1, for having the spirit do these services:
— get a new shaman move » When it fights for you roll +aware for it's mix it up. Inflict harm equal to it's +power.
act under pressure; — get a new shaman move
apply first aid — get a move from another playbook » When it protects you add the spirit's armor to your own.
— get a move from another playbook » When it spy on your enemies use the spirit's +instinct when you assess a target.
COOL — get +1 to any stat (max stat+3)
» When it reveal it's knowledge roll +aware for research on a topic.
» When it helps you play hardball roll the spirit's +power.
research — buy off an obligation, owned or enemy
— change your character to a new playbook » When it heals you roll +aware for first aid. You don't need supplies for this.
__ rewind a corporate clock to 6 [10 creds]
— retire your character to safety [20 creds] Greater Calling: you have learned songs allowing you to better appease spirits or contact more
MIND — make a second character powerful ones. When you call upon the other side, you may either gain 1 more hold with the
spirit, or add 1 point to one of it's build ratings. Want both? Take 1-harm chummer.
mix it up HARM Friendship: start each session with a summoned spirit and 2 hold. Describe it and pick a build.
0000
You made a friend on the other side.
MEAT 2100 1500 Things speak: you learned how to wake up the spirit of things and speak with them.When you
attune handle something, roll +awake. On a hit, ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
» Who handled this before me?
1800
» Who made this?
AWAKE stabilized » What emotions have been recently nearby this?
» What words have been said recently nearby this?
» What have been done recently to this, or with this?
LINKS CONTACTS » What's wrong with this, and how can I fix it?
Things help me: you learned how to wake up the spirit of things and ask them help. When you
handle something, roll +awake. On a hit, get +1 ongoing while using them. On a 7-9 the thing's
spirit demands something in return. The MC will tell you what, and it won't be pleasing.
Through the Other Side: you can shift your perception to see through the other side, or project
your spiritual form through it, leaving your meat body behind. When you assess a threat or mix it
up in this state, roll +Awake.
Guru: people come to you for spiritual advice. When they do it, tell them what you honestly think
the best course is. If they do it, they take +1 forward, and you mark experience.
CYBERWARE
Choose one: a character playbook for The Sprawl
Cyberarm: choose one option. Additional choices can be added later
street i
in the same way as adding a new piece of cyberware
» Augmented Strength: +2-harm when using a melee weapon that
relies on physical strenght. THE
samura
» Implanted Weaponry: either retractable blades (2-harm hand,
messy, implant), or a holdout firearm (2 harm close, loud, implant),
monofilament whip (4-harm hand messy, area, dangerous).
Cybereyes: choose three tags: +thermographic, +light amplification,
+magnification, +flare compensation, +recording, +encrypted,
+inaccessible partition. When your enhanced sight helps, you may
roll +synth for assess. To create your fixer, choose name, look, stats, moves, gear, vehicles,
cyberware and directives.
Dermal Plating: when you make the harm move, subtract 2 from
your roll. Subtract 3 if the harm came from a weapon with the
+flechette tag. STREET NAME GEAR
Implant Weaponry. choose one option. Cobra, Molly, Hiro, Dead Eyes, Trinity, LouLou, Besides your custom weapon, you get
Knock, Mé Moì, Hatchet, an ironic name, a cool (choose 2):
» retractable blades (2-harm hand implant) name, a deadly name
» holdout firearm (2-harm close loud implant) » Silenced machine pistol (2-harm
» monofilament whip (4-harm hand messy area dangerous implant) STATS close/near autofire)
» internal assassination implant (4 harm intimate slow implant) Assign one value to each stat(priorize Synth): » Auto shotgun (3-harm close/near
+2, +1, +1, 0, 0, -1 loud messy autofire)
Muscle Replacement: When you mix it up with a melee weapon,
you may roll +Synth instead of +Meat and inflict +1 harm. » Heavy revolver (3-harm close/
LOOK near reload loud)
Wired Reflexes: You react so quickly you can almost dodge bullets.
If none of your enemies have wired reflexes, take +1 forward to mix Race: Human, Ork, Elf, Dwarf, Troll. » Assault rifle (3-harm near/far
it up. In situations where reaction time is critical, take +1 forward to Skin: artificial, asian or south asian, black, loud autofire)
act under pressure. decorated, hispanic/latino, indigenous, middle
» Katana (3-harm hand messy)
eastern, white.
Datajack with Smartlink: When you use a weapon you are +linked » Machette (3-harm hand)
Face: scarred, impassive, friendly, nondescript,
to, you may roll +Synth instead of +Meat to mix it up, and make weathered, decorated.
additional harm equal to your Synth. You may precisely define the Wear: military, corporate, punk, street, scrounged. And choose 1:
area of effect for weapons with the +autofire tag to exclude or
include potential targets from weapon damage. » Body armour (2-armour)
MOVES » Armoured jacket (1-armour)
You get all the basic moves. You start with
For each cyberware chosen, ask yourself: » Trauma Patch (apply first aid to
Custom Weapon. Choose 1 more street samurai
Why? (Choose one) prosthetic, forced, loyalty, enthusiasm, necessity, move. characters at 2100 or less harm)
junkie, genetics, career, ideology, memory, military » +Agressive motorcycle
Cost? (Choose one)
» You scrimped & saved to buy it yourself. Choose one tag to it:
+unreliable, +substandard, +hardware decay, damaging.
» Someone else paid for it; now you owe them. You’re owned. Choose who.
» You fucked someone over to get it. You’re hunted. Describe who.
STREET NAME STREET SAMURAI MOVES
Custom Weapon: Choose a base and two options. You may customise an implanted weapon; use
the stats of the weapon as the base and add two appropriate options.
Base: (choose 1):
STATS MOVES » handgun(s) (2 damage close/near loud quick) » blade (2 damage hand)
» shotgun (3 damage close/near loud messy) » chain or wire (1 damage close area)
assess;
play hardball;
IMPROVEMENT
experience > >>improve
» rifle (3 damage near/far/extreme loud)
Options: (choose 2):
get the job
EDGE — get +1cool (max +2)
» ornate (+valuable) » big or dangerous (+1damage)
» versatile (may inflict s-harm)
— get +1edge (max +2) » antique (+valuable +reload)
fast talk; — get +1style (max +2) » automatic (+autofire) » ridiculous payload (+breach, +dangerous)
hit the street — get +1mind (max +2) » silenced (-loud) » subtle (+discreet, +reload)
— get +1meat (max +2)
» hi-powered or weighted (+1 damage) » numerous (small weapons only)
STYLE — get +1synth (max +2)
— get a new street samurai move When you’ve finished creating your weapon, name it.
— get a new street samurai move
act under pressure; Emotionless: When you play hardball, roll +Synth.
— get a new street samurai move
apply first aid — get a move from another playbook
Hard: When you make the harm move, subtract your Meat from your roll.
— get a move from another playbook
COOL — get +1 to any stat (max stat+3) Loaded for Bear: choose another custom weapon.
research — buy off an obligation, owned or enemy
— change your character to a new playbook More machine than meat: Choose another piece of cyberware at character creation or in
__ rewind a corporate clock to 6 [10 creds] downtime. Describe how you got and paid for it the same as you did your first piece of cyberware.
— retire your character to safety [20 creds]
MIND — make a second character Corporate Secrets: You used to be a Company Man. When you research a corporation, you may
always ask a follow-up question. On a 10+, take an additional [intel].
mix it up HARM Military Background: You still have contacts in the military. When you hit the street for
0000 military gear and roll a 7-9, choose one fewer result.
MEAT 2100 1500
Mil Specs: When you mix it up, you count as a small gang.
DIRECTIVES
(Choose 2):
Behavioural: Describe your ethical code. When adhering to it hinders the misssion, mark experience.
Masochistic: When you suffer one or more harm, mark experience.
Network: When your membership in __________________ hinders the mission, mark xp.
Protective: When you put your responsibility to _______________ ahead of the mission,
mark xp.