Disclaimer: This conversion is meant purely for entertainment purposes. It is a tribute to the Shadowrun setting and the Savage Worlds system. Note, that the mechanics are not tied into the Shadowrun setting more than it would be possible to use it as a generic Cyberpunk setting, dropping or keeping the magical elements as needed.

The following conversions are heavily recommended and have served as inspiration:








The year is 2070. The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line 

You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a professional --corporate pawn or "deniable asset," you get the job done. 

Character Creation

1) Race

Humans are the most common characters in Shadowrun, but you'll find elves, orks, trolls and dwarves all over the place anyway, so feel free to take advantage of these options.

2) Traits

As per Savage Worlds: Explorer's Handbook.

Also, you gain a new Derived Statistic; Essence. At character creation you choose to base this statistic on either Smarts or Spirit and the statistic is 2+(half your die type). This is used only when casting spells.


Skills function more or less as they do in Savage Worlds: Explorer's Handbook, though make the following notes.

Investigation (Smarts): This is the skill typically used to use computers. It involves data-retrieval and most of the legal activities involving a computer.

Lockpicking (Smarts): This skill is used for hacking, breaking encryptions and similar. Note, that while this skill is typically not a combat skill, you may use this to take control over security systems, drones, smart-linked guns, power systems and a multitude of other things that makes this a much more deadly weapon than a simple gun in the right hands... yours.

3) Edges & Hindrances

Certain new Edges and Hindrances are introduced for Shadowrun. Even if you don't plan on using them, take a look at the Hindrances... those are the things you don't want to end up as.

As normal, you can buy only one Major Hindrance and two Minor Hindrances.

For one point you can:

For two points you can

4) Gear

You begin with 5,000 nuyen. This is all you have for cyber- and bioware, weapons, armour, food, water, vehicles, bribes and partying, mate. It won't get ya far... in fact it might not even cover your rent (assuming you pay it!), but it's better than nothing, right?

As normal you can spend a point from

5) Background Details

Who are you?

Society says you don't exist and the people who acknowledge your existence only do so for as long as you serve their interests. You are a person without identity in a world of retinal scans, security checks and population control. You exist in the cracks of society and work for the people within the system to earn a living.

How did you end up like this?

Were you just an unlucky child left in the gutter to raise yourself? A mage who shuns technology and can't stand a society so dependant on it? Have you abandoned a comfy job in one of the Megacorps, stripped yourself of your SIN (System Identification Number) to help the poor and needy and ended up becoming one yourself? Either way, there's only one thing you want...

And what is that?

Are you a Street Samurai, who lives by your martial skills and superior cybertek, testing yourself and hoping to attain perfection? A hacker who sees the Matrix as his playground and is willing to hack anything for anyone just to prove you can? Is it becoming rich you want? Or maybe power? An end to racism against metahuman populations? Or to take down the Megacorps you feel has robbed the nations of old of their identity?



Humans were the only race existent in the world until 2011, and there are still more of them than any other race. The average human is 1.7m tall and weighs about 70kg. Their average lifespan is 55-70 years.

Flexible: Humans start with a free Edge.


Dwarves average about 1.2m in height and weigh around 55kg. They are thought to have an average lifespan of 100 or so years.

Tough: Dwarves start with a d6 Vigour.

Darkvision: Dwarves halve penalties for lighting.

Slow: Dwarves have a Pace of 5” and have a d4 running dice.


Elves are slightly taller than humans on average (1.9m) although they are generally slimmer (72kg). Elves are thought to have a lifespan measured in centuries rather than decades.

Agile: Elves are naturally agile and start with a d6 Agility rather than a d4.


Big and brutish; orks are the most numerous, and least respected of the non-human races. They are as tall as elves, but much more muscular (95kg). No one knows how long they live. Most die of “unnatural causes” long before they reach their prime.

Powerful: Orks begin with a d6 Strength.

Darkvision: Orks halve penalties for lighting.

Outsider: Orks are considered brutish and distasteful. They have -2 Charisma and are subject to racism and discrimination.


The biggest and the baddest. The average troll weighs in at 225kg and stands over 2m tall. They are thought to have an average lifespan of 50 or so years.

Size +1: Trolls are significantly larger than the average person. This grants +1 toughness and doubles their carrying capacity. In addition they begin with a d6 Strength.

Darkvision: Trolls halve penalties for lighting.

Outsider: Trolls are considered primitive and brutish. They have -2 Charisma because of the unease they cause others. Of course, few people are likely to anger a troll...

Tough Hide: Trolls have a single point of natural armour. This does not stack with other types of armour.


SINner (Minor or Major)

Unlike most Shadowrunners, you have a System Identification Number. This means that your movements can be tracked more easily. On the plus side, you don't have to worry about border controls, as your papers will check out as legitimate. On the downside, law enforcement will be able to track your movements through checkpoints, track transfers of funds and a variety of other things.

As a minor hindrance, that's all you get. As a major hindrance, you have a criminal SIN, making the SIN not only harder to have removed but ensuring that law enforcement will keep a vigilant eye on you.


Tricky Fighter (Combat Edge)

Requirements: Seasoned, Fighting d8, Agility or Smarts d8

You suffer no MAP when using a Trick in the same round as a Fighting attack. You must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8 in that Attribute. You may take this Edge twice to apply it to both kinds of Tricks.

Doctor (Professional Edge)

Requirements: Seasoned, Smarts d8, Healing d8, Knowledge (Medicine) d6

A character with this Edge may ignore one point of his patient’s wound penalties when healing an injured person.

Surgeon (Professional Edge)

Requirements: Veteran, Doctor

Just as Doctor, but the Surgeon may ignore two wound levels, instead of one.

Craft Magic Item (Power Edge)

Requirements: Seasoned; Arcane Background (Magic); Spellcasting d8, Knowledge (Charm Making, Calligraphy or Alchemy) d6.

This edge deals with the creation of single-use or “one-shot” magic items such as charms, scrolls, and potions. Upon selecting this edge, the character acquires the understanding of how to make all of these items, but his skill at crafting them depends on his Knowledge skills.

Craft Charm: This is the art of enchanting amulets and other “blessed” objects. Any object may be so enchanted, provided it has never before been used in such a manner. The charm is empowered with a single spell effect. The spell effect occurs in response to a triggering event; this event must be determined at the time of crafting, and cannot be changed. Arrow charms are often crafted, for example; the triggering event would be set as “whenever the arrow strikes its target.”

It takes one hour per PP invested to enchant the charm, along with a Knowledge (Charm Making) roll. A raise on this roll acts as a raise on the Spellcasting roll for purposes of the power's effectiveness.

Several spellcasters can reduce the crafting time by working in unison. Divide the time by the number of spellcasters participating. However, the spellcaster with the lowest Knowledge (Charm Making) skill must roll to see if the crafting was a success.

Scribe Scroll: This craft allows the caster to store a spell on a scroll. It takes 2 hours per Rank of the spell and a successful Knowledge (Calligraphy) roll to create a scroll. A raise on this roll reduces the time required by one half.

To activate a scroll, the user must have Arcane Background (Magic) and must make her own successful Spellcasting roll as if normally casting the spell.

Brew Elixir: This craft allows the caster to imbue a potion with a spell effect. It takes a 1 hour per PP invested to brew a potion and a successful Knowledge (Alchemy) roll. A raise on this roll can reduce the time required by half or act as a raise on the Spellcasting roll for purposes of the power's effectiveness. Two raises generates both effects

The elixir remains potent until used. Some elixirs are imbibed; this requires no roll of any sort, the spell within the potion just takes effect. Other elixirs are used as magical “grenades,” and require a successful Throwing roll to affect the target. A thrown flask has effective ranges of 5/10/20. On a miss, the spell effect still occurs, just not where the thrower intended.

Power Points (Power Edge)

Requirements: Novice, Arcane Background

Mages, shamans and the likes always want more power. This Edge grants them +1 Essence. Power Points may be selected more than once, but only once per Rank.

Rapid Recharge (Power Edge)

Requirements: Seasoned, Spirit d6+, Arcane Background

This Edge allows an arcane character to attempt a natural healing roll from Essence Burn every 30 minutes.

Improved Rapid Recharge (Power Edge)

Requirements: Veteran, Rapid Recharge

The character may attempt natural healing from Essence Burn every 15 minutes.


Weapons and armour from SW:EX are used, as is.


What? Weren't SINs free? Well sure, if you want your own. You'll have a medical record, a bank record, a travel record and, yes, a criminal record. That exactly is the reason for buying SINs, disposing of them as they become compromised... or preferably before they become compromised.

Level of Authenticity


Level I (+0)


Level II (-1)


Level III (-2)


Level IV (-4)


Level V (-6)


Level VI (-8)


Authenticity: When your SIN is being tested, each level of authenticity imposes a penalty on the roll to detect the SIN as a fake, as noted in its description. Furthermore, each level indicates more an more records.


Jesus H. Christ? There's more?

Yes, there's a lot for Shadowrunners to think about and the large expenses are usually saved for last. See, your Shadowrunner likely doesn't live for free (though it certainly is possible), so he'll need a place to live, food on the table, pay electricity and so on. Now, usually such things are ignored, but you are not so lucky. No, you get to subtract money from your total cash pool every month.

Price (period)



100,000+ (month)


Massive mansion, penthouse apartment.

10,000 (month)


Nice house with housekeepers, high-class house.

5000 (month)


Nice house, ordinary wage-slave apartment.

2000 (month)


Apartment (dangerous neighbourhood)

500 (month)


Closet-sized shared apartment.



Sewers, condemned buildings.

1000 (day)

Hospitalized (intensive care)

DocWagon facility

500 (day)

Hospitalized (medical care)

DocWagon facility

Other ways of spending your cash...

We've looked at weapons, armour, miscellaneous items, fake SINs, upkeep and there are seperate sections on vehicles, cyberware, drugs and spell foci. And there's more, you ask?

Of course, there's more!

In a world ruled by megacooperations against whom the nations of old are powerless, things such as stocks are obvious ideas for those money burning holes in your pockets. There's special equipment not normally available, such as military-grade cybertek, restricted drone models, upgraded computersystems and the most important and expensive thing... information.

Do well in getting the cash and the right info and you can retire from your Shadowrunner days and become a Fixer... surely, it isn't that different, is it?


Use SW:EX stats for vehicles as a baseline and add custom vehicles as appropriate.


Any character may buy cybernetic enhancements. Some of these are biological in nature, though most are technological in nature. While these bestow powerful abilities they are not without their costs, though many find that the benefits outweigh the costs.

There is no such thing as a free ride:

Cyberware isn't free. You have to pay the monetary cost of any implant you are receiving. This cost includes both the device itself and the procedure to install it. Trolls, due to their naturally larger bulk, add 25% to this cost as their cyberware has to be specially produced.

Cyber Psychosis

Every Cyberware enhancement possessed by the character reduces the characters Essence statistic by 1. If your Essence reaches 0, your personality is taken over by the augmentations and you become an NPC under the GMs control. Note, that biological modifications are not subject to this drawback.

Cyberware Descriptions

The nature of Cybertek is all about augmenting your natural abilities, though occasionally these alterations can be more of a hindrance than a bonus as the character feels overloaded by input from his superior senses. This is symbolized by the Cyber Die.

Cyber Die

The Cyber Die works very much like the normal Wild Die in Savage Worlds - having cyberware is very much like having a second Wild Die. You roll it in addition to your Trait die and Wild Die for anything that the character's cyberware could effect. As with the Wild Die, you keep only the highest die rolled. PCs will frequently roll three dice and use just the single highest die.

Categories of Cyberware

Cyberware falls into a few basic categories, and these types determine what sort of rolls the corresponding Cyber Die can be rolled with.


Cyber Die













1 Bioware - biological cyberware - is priced as one category higher.


Now, that wasn't all that exciting was it? You want that thermal vision or a digital kill-counter built into your left arm and felt disappointed? Well, that's because the basic Cyberware is a standard template that can be personalized. We call this “Chrome” and it is almost always free! Yes, that's right, you can get a lot of things free here.

If you want a built-in weapon, you'll have to pay for that, but a built-in radio, lighter, vacuum cleaner or similar is free.

Chrome Examples:

Players are encouraged to make up their own Options, subject to GM approval, but here's a few to get you started:

While these abilities may occasionally grant you special advantages in addition to your Cyber Die, mostly they are purely narrative in nature. More concrete advantages can be gained by taking an appropriate Edge.

Example: Havoc, a dangerous assassin, possesses a Neural Ware enhancement (d8) which makes her a foe to be feared. The 'chrome' of the ability is a reflex booster and her bonus on Agility rolls would help her interrupt other peoples actions, but it doesn't actually make her act faster. To simulate this, she takes the Level-Headed Edge and it is narrated as a part of her cybernetics that was always there, but only now has she actually learned to utilize its full potential.

Cyber Weapons and Armour

Any armour or weapon can be installed as cyberware, and so can most bits of equipment. Doing so costs 10% more than the mundane equivalent. The benefit is you can't accidentally leave home without it, and you can't be disarmed.

There's two drawbacks:

  1. Each such built-in item inflicts a -1 Charisma penalty as it edges you deeper in Cyber Psychosis.
  2. It's pretty obvious. A cyberlimb can hide a weapon or two via Chrome, provide they aren't big anti-tank weapons. Cosmetic Enhancements can use Chrome to make armour look decorative, or hide a few small weapons or gadgets. Beyond that, if you're a walking tank, it's probably obvious to any cop, bouncer or booster that sees you.

Arcane Backgrounds

In Shadowrun there is only one Arcane Background; Magic!

Magic first appeared in the year 2011, almost 50 years ago today, and about 1% of the worlds population is able to use it. While this could be expected to revolutionize the world by creating a new, competitive alternative to science there is hitch; they're mutually exclusive!

Magic worlds by warping and ignoring the laws of physics and thus mechanical devices and technology works less well in the presence of mages. This also means that mages are expected – sorry, that came out wrong – “encouraged” to sit at the very back of trains... if not thrown right off!

Makes your blood boil, doesn't it? Thankfully, we Awakened ones have a few tricks up our sleeves... come see.

Arcane Background (Magic)

Arcane Skill: Spellcasting (See text)

Powers Known: 3 (ignore rank restrictions)

When picking up this Arcane Background, choose Spirit or Smarts. If you pick Spirit, you are a Shaman, in tune with nature and your powers are limited by these trappings. If you pick Smarts, you are a hermetic mage, much like a scientist of magic.

When casting a spell, you roll your Spellcasting die to see if you successfully manifest the power. At this point you have to deal with the magical power flooding your body. This is represented by your Essence score and Essence Burn, which is the energy you have to control. Essence Burn is damage, only it tests against your Essence, rather than your Toughness and thus Armour does not apply (though certain spell foci may). The amount of damage depends on the rank of the spell.

Spell Rank

Essence Burn













If the power allows you to augment it – such as blast – the more powerful version is considered a rank higher than normal for these purposes. Bolt is unique in this respect as you have to test for Essence Burn once for each Bolt you fire.

Example: A normal Blast power would be Essence Burn 2d6, whereas a more powerful Blast would be 2d8. A single 2d6 bolt, would be Essence Burn 2d4, whereas three 3d6 bolts would be three 2d6 Essence Burn. Unlike normal damage, Wounds from Essence Burn may be healed with a Vigour roll once per hour.

Duration: Longer durations and extended casting rules. First, all durations are your Smarts or Spirit (for hermetic mages and Shamans respectively) die type/rounds.

However, if a caster takes one minute to cast a spell, the duration is measured in minutes and if a casters takes one hour to cast a spell, the duration is measured in hours.

List of Powers


Rank: Varies

Range: 12”

Duration: See text:

Trappings: Conjuring a spirit or elemental.

This power summons a spirit from the Astral, the realm of magic, sidereal to our own. This spirit can be of any nature and you need not have any particular connection to it, though certain spirits are more difficult to summon than others, depending on their power. The Spirit serves your command until next dawn or dusk, whichever comes first.

Choose the strength of the Spirit you would like to summon.













A Spirit will have the die type noted in all abilities and have special abilities based on the type summoned. The Spirit is considered an Extra. It is possible to summon Wild Card Spirits, but the creature is treated as two Ranks higher.

The Matrix

When in the Matrix you are partially dependant on your own skills, the hardware you're using and the threat of software corruption... not to mention power surges or outages. However, the Matrix is not like the Internet of old, which was coding and accessible from primitive computers.

The Matrix interfaces directly with a persons mind – how directly depends on what they have to do – and even programming is done by the Matrix reading your intentions and creating the proper coding for you. This means that the Matrix is in a constant state of flux.

When you're in the Matrix, you don't use your normal skills; everything is determined by your Lockpicking, Investigation and Smarts.

You use Lockpicking whenever you're trying to gain access to restricted systems, avoid detection and crack codes.

Investigation is used for gathering information and looking through databases for specific pieces of information.

Finally, Smarts is used for intuitive understanding of the Matrix and discovering if you're being traced, have been detected and for covering your tracks afterwards.

System Encryption: Now, you've probably figured that accessing someones e-mail is easier than accessing top-secret research from a mega-corp. This is because there's a System Encryption, which is meant to foil just you. Obviously, gaining the correct passwords, usernames and/or accessing through the correct physical terminal will make that security void, but no system is perfect, thankfully.

System Encryption is a penalty to your roll, when trying to gain access to a system. Note that certain data may be hidden behind multiple layers of encryption.





Publicly available information.

Library directory


Publicly available, but you need a password.

Student section of the library


You need to be a member; multiple members share the same login.

The administration site of your router.


You need to be a member, login is unique.

A commercial website


You need to have a special clearance.

A simple Bank Account


You need to know specific details to log in (ie, Security question).

A safe deposit account


The information is strictly guarded.

Taxpayers records


You’re not supposed to even look for this kind of information.

The missing tapes of Watergate


You look for info regarding the “inner secrets” of a corporation.

The Coca Cola Formula


You look for info regarding the secrets of a the CEO of a corporation.

The home address of a megacorp CEO.


You look for military or governmental secrets.

Troop deployments.

Once you have broken a level of encryption, you no longer take the penalty to your rolls. However, if you're discovered while attempting to break through the encryption, you must face the system administrator while taking this penalty. It is added on everything except disengaging from the system.

Now, you may be thinking that even a Netrunner with d12 Lockpicking, Investigation and Smarts would be hardpressed to access these systems. That's obviously correct, but there's something more; your computer-system also acts as a modifier to the invasion.

Each system has a Lockpicking, Investigation and Smarts modifier (standard systems have +0 in all of these). For every 5000 nuyen spent, you can add a +1 modifier to one of these three (to a maximum of +4). The system can also be created with holes (down to -4 on each of these three) to add that point to one of the others.

Example: A 'runner by the name of Prometheus has a rep' as the greatest hacker of all time and has spent 60,000 nuyen to add +4 to his Lockpicking, Investigation and Smarts rolls.

Another 'runner calling himself Mick doesn't have that sort of money, but wants to avoid getting detected. He decides to take a -4 penalty to Investigation rolls to add +2 to Lockpicking and Smarts rolls. After a successful hacking, he decides to spend 10,000 nuyen to increase his Smarts bonus to +4.

Of course, if a player just wants a cheap computer, buying one with -4 Lockpicking, Investigation and Smarts might seem tempting... just remember, that that thing is protecting your bank account. It'll be emptied by some random decker before you realize it...



Attributes: Agility d4, Smarts d8, Spirit d6, Strength d4, Vigour d6.

Skills: Fighting d4, Investigation d8, Lockpicking d8, Notice d6, Shooting d4.

Pace: 6; Parry: 4; Toughness: 5

Gear: Computer (+1 Investigation, +0 Lockpicking, +0 Smarts).

Dragon (WC)

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d12+9, Vigour d12.

Skills: Fighting d10, Guts d12, Intimidation d12, Notice d12, Spellcasting d12.

Pace: 8; Parry: 7; Toughness: 20(4); Essence: 16

Powers Known: Any.

Special Abilities:

Steel Lynx Combat Drone

Attributes: Agility d4, Smarts d6, Spirit d4, Strength d6, Vigour d8.

Skills: Fighting d6, Notice d10, Shooting d8.

Pace: 10; Parry: 5; Toughness: 10(4)

Gear: Varies, but typically a machine gun or flamer of some sort.

Price: 5000

Special Abilities:


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigour d8.

Skills: Driving d6, Fighting d6, Notice d6, Shooting d8.

Pace: 6; Parry: 5; Toughness: 10/8(4/2)

Gear: 25€, Kevlar Vest, Uzi.


Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d6, Vigour d8

Skills: Fighting d6, Guts d6, Intimidation d6, Notice d8, Stealth d8

Pace: 6 ; Parry: 5; Toughness: 8

Special Abilities:

Lone Star Security

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigour d8.

Skills: Driving d6, Fighting d6, Investigation d6, Notice d6, Shooting d8.

Pace: 6; Parry: 5; Toughness: 10/8(4/2)

Gear: 15€, Kevlar Vest, pistol, baton, shotgun.


Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigour d6

Skills: Fighting d6, Knowledge (nature) d8, Spellcasting d10, Taunt d6.

Pace: 6; Parry: 5; Toughness: 5; Essence: 7

Powers Known: Beast Friend, Entangle, Shapechange.

Gear: 50€, Switchblade.

Street Samurai

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigour d8.

Skills: Fighting d10, Taunt d8, Shooting d8.

Pace: 6; Parry: 7; Toughness: 10/8(4/2)

Gear: 505€, Katana, Kevlar Vest, Shotgun.

System Administratior – Decker (WC)


Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigour d6.

Skills: Fighting d4, Investigation d8, Lockpicking d8, Notice d6, Shooting d4.

Pace: 6; Parry: 4; Toughness: 5

Gear: Computer (+4 Investigation, +0 Lockpicking, +0 Smarts).

Troll Enforcer

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigour d8

Skills: Fighting d8, Guts d6, Intimidate d8, Shooting d6.

Pace: 6; Parry: 6; Toughness: 12/10(4/2)

Edges: Brawny, Combat Reflexes.

Gear: 75€, Kevlar vest, katana, shotgun