We are playing a Shadowrun campaign, going back to 2050 and playing forward to get a nice sweep of time and play through some of the most iconic moments in Shadowrun history. I’m going to be releasing some companion books through the Holostreets licensee program soon, but for now, grab chummer, and let’s get started.
https://github.com/chummer5a/chummer5a
I am always running a few games of Shadowrun, you can join us through Start Playing Games.
- Action Economy & the Combat Turn
- Buying & Selling
- Character Advancement
- Character Creation
- Character Qualities & Flaws
- Chase Rules
- Combat
- Combat, but in Vehicles
- Edge (Living on it and Burning it)
- Equipment
- Cyberware
- Exchange Rates
- Healing
- Magic
- Magic Groups
- Magic Traditions
- Matrix
- Mega Corps
- Rigging
- Skills
- Spirits & Elementals
- Technomancy
- Tests, Extended Tests, and other Dice Rolling Events
These rules are used in our Shadowrun campaign hosted by Cai the GM; we use specific house rules to simulate better the world we play in based on the stories told between the first edition and the third editions of the game. This game information might not apply to your game world, but if your GM and players like these rules, feel free to use them at your table.
Shadowrun Fifth Edition is ©Catalyst Game Labs and is a Trademark of Topps and Microsoft. We make no claims on any of their intellectual property rights. You can get a copy of the SR5 core rules that comes with all the brilliant history and lore at Drive Thru RPG.