

If you end the confrontation with less than your stat, you stay at the lower amount until you gain it back in another one. a combat, a hacking session, a major social scene, etc.), you lose any Edge points you have over your Edge stat. You can gain or lose them as you play, up to a maximum of 7. You start any given session with a number of Edge points equal to your Edge stat. Basically, you got Edge back when the GM said so.Ħe changes this in large ways. In 5e, Edge was mostly just used to add additional dice to tests, reroll misses on tests, adjust your Initiative, or cheat death, so Edge was really only gained by GM fiat for things like good roleplaying, achieving character goals, or even “impressing the group with good humor or drama”. It seems one of the major brainwaves of this edition was to make Edge a much more used thing, so they’ve expanded the uses of Edge and how you can gain/lose it.Įdge is basically a luck stat. Gonna derail a bit and talk about the changes to Edge here. However, their maximum Charisma went from a 4 in 5e to a 5 in 6e. In 6e, they start with 1 and have a maximum of 9. In 5e, for example, Trolls started with a 5 in Body with a maximum score of 10, and the same for Strength. To note: They’ve squished the stat ranges a little.

If you hit 0, you essentially have no soul left and are dead. Having cyberware implanted removes points from your Essence, and losing Essence lowers your ability to have Magic. You can spend Edge points to affect die rolls, outright buy successes on a die test, or permanently burn points off the skill to do things like cheat death if the GM allows it.Įssence – Your “humanity” score. Resonance – Basically Magic but for technomancers who use it to hack with their brains with no special hardware.Įdge – This is basically a Luck stat. Used in magic-based tests like casting spells and summoning spirits. Magic – Represents the amount of power a magic-user has to draw on. Is involved in Initiative checks, perception tests, and some magic resistance.Ĭharisma – Your winning smile, your imposing figure, or just being fabulous. Intuition – Gut feelings, flashes of insight, etc. Used for some knowledge or deduction skills and for a lot of tech skills. Logic – Important for tech-focused characters, represents internal ability to rationalize and deduce. Willpower – Used in a lot of magical skill tests, pain/damage resistance, and certain types of defense against magic. Affects your ability to lift/drag/carry as well as some physical skills and unarmed combat. Affects some defensive rolls, vehicle control skills, and some drone-related skills. Reaction – How quickly you react to things. Affects athletic skills and some combat skills.

Works into your Physical/Stun damage tracks (SR’s equivalent to HP) as well as resistances to poisons and the like.Īgility – Hand/eye coordination, flexibility, nimbleness, etc. The basic stats for Shadowrun are all still here: Body, Agility, Reaction, Strength, Willpower, Logic, Intuition, Charisma, Magic, Resonance, Edge, and Essence.īody – Your physical constitution and how hardy your body is. Gear section is kinda light, but most of Shadowrun’s gear ended up in splatbooks anyway, so that’s kinda expected. Matrix has been simplified now that you don’t have to spend time marking everything you want to hack, now you just get to the hacking. Magic has changed, but not as much as they said they wanted to. Now things like recoil, accuracy, and whatnot are all condensed into an Attack Rating for a weapon, meaning you don’t need to pay attention to as many little modifiers every time you attack. 5e used Limits to try and impose maximums on the number of successes you could generate with different skill tests, but it mostly just felt like unnecessary paperwork when I last tried it, so I’m somewhat glad they’re gone.Ĭombat has been simplified. Probably didn’t help that 5e was damn near 500 pages, but still… Let’s hope the bindings for this one fare better than the last set, Catalyst had a rash of 5e books whose bindings just kinda…fell apart. Full-color, a hair over 300 pages, it’s thinner than the Shadowrun 5e core rulebook but not nearly as thin as the 4e 20th Anniversary book was. The book itself feels the same as any other book published by Catalyst. If anyone has any questions about something I don’t explain well enough, please ask and I’ll go into further detail when I can!Īlso, since this is turning out to be longer than I expected, I’ll be breaking this up into several posts, probably covering one or two chapters or concepts in each post. I’ll try to make this open to everyone but will probably end up talking about certain things in the context of someone who already knows Shadowrun.
