Various FATE Notes

  • Various FATE mechanics: Extras for equipment, allies, safehouses. Extras apply Stunts, Aspects or Skills as appropriate to the SR effect. ie, DocWagon contracts supply the Stunt “Evac Team”.
  • FATE Stunt Rubrics in effect: Flexible Stunts, Aspected Stunts, Broad Stunts, Combined Stunts.
  • All characters start with an Essence stress track of six boxes, each of value 1.
  • Refresh is renamed Edge

Setting and Timeline

Our game will begin news years day 2060, and from that point forward will diverge from the published timeline.

  • Dunkelzahn ran for president, and has been assasinated.
  • Renraku Arcology in Seattle is in lock-down.
  • Chicago was overrun with bugs, got nuked, and is now a mess.

Game will be in Seattle, because there is just more source material.

Go Here for the Shadowrun Timeline.

Character Creation

Team Premise

Each character is a survivor of another team that imploded or failed in spectacular fashion. How the characters know each other will be handled during the character generation session, and will involve shared narration of flash-back scenes.

The team will be working with a free Fixer, from the start. Each of the characters will have had at least brief interactions, as this individual was a Fixer for each of their prior teams. This character won’t be involved in flash-back scenes during character generation.


As per SR5, character creation follows the prority system. Players have 5 levels (A through E) to assign to each of the following Priorities. Each level can only be assigned once.

MetaType: Provides starting Edge, and Race. Non-human races start out with advantages above baseline humanity, and so must have a higher priority here.
Expertise: Provides Stunts, and Stress. A character with higher Expertise has survived relatively longer, perhaps. Stress boxes must be assigned between Physical and Mental tracks, each must have a minimum of 1. Later, race, skills or extras may add to these boxes.
Magic: Access to Magic skills, Starting Magic rating, and spells
Skills: How many skills the character possesses, and the skill cap on any one skill.
Resources: Money. Pure unadulterated Money.


Priority MetaType Expertise Magic Skills Resources
3 Stunts
4 Stress
3 Starting Aspects
Magician or Mystic Adept: Magic 6, Two +4 Magical Skills, 10 Spells 30/3/(+4/3) 450,000¥
2 Stunts
4 Stress
3 Starting Aspects
Magician or Mystic Adept: Magic 4, Two +2 Magical Skills, 7 Spells

Adept: Magic 6, One +4 Active Skill

Aspected Magician: Magic 5, One +4 Magical Skill group
25/2/(+4/3) 275,000¥
2 Stunts
3 Stress
2 Starting Aspects
Magician or Mystic Adept: Magic 3, 5 Spells

Adept: Magic 4, One +2 Active Skill

Aspected Magician: 2 Magic, One +2 Magical Skill group
20/1/(+3/2) 140,000¥
1 Stunt
3 Stress
2 Starting Aspects
Adept: 2 Magic

Aspected Magician: 2 Magic
15/0/(+3/0) 50,000¥
EHuman(1) 1 Stunt
2 Stress
1 Starting Aspect
None 10/0/(+3/0) 15,000¥
RaceRacial Attributes
ElfStunt: Low Light Vision, Aspect: `Lithe in form and Fair of face`
DwarfAspect: Iron Stomach, Aspect: `Too Short by Half`, Stunt: Thermal Vision
OrkStunt: Low Light Vision, 2 Additional Physical Stress Box,
Troll4 Additional Physical Stress Boxes, Aspect: `Built Like a Brick, Tall as a Tree`, Stunt: Thermal Vision


Skill Lists and Groups are as per SR5. Restrictions are as per SR5

The priority table provides four numbers: A/B/(+C/D)
A is the maximum skill points assignable.
B is the maximum number of skill groups a character can possess. ie, at rank E, the character can have no points assigned to skill groups. At A, they can have any number of points assigned to up to 3 skill groups.
C is the maximum value of a single individual skill.
D is the maximum value of a skill group.

As per SR5 you cannot spend points to raise a skill group, then raise one of the individual skills within that group. During gameplay, all skills will be raised as individual skills.

As per FATE, the skill pyramid dictates that the number of skills you have a given level (above 0) must be less than the number of skills you have at the level below.

Skills imposed by Priority levels can violate skill caps, and the pyramid

Ie, three +1, and two +2 is fine. three +2 and two +1 is not.


  • Gain 1 Physical Stress box for every 2 levels of the highest skill in the Athletics group.
  • Gain 1 Mental Stress box for every 2 levels of the highest knowledge skill
  • Gain 1 Free contact per 2 levels of the highest skill in the Influence group.

Qualities and Additional Karma

Qualities and Negative Qualities exist. Their numerical advantages/disadvantages will be adjusted to work in FATE but their relative effect/impact will be unchanged.

Additional Karma: All characters start with 15 additional Karma.

Raise skill by +1Level of the skill attained. Skills cannot exceed skill cap
+1 Stress Box2 per stress box
+1 Edge15
+1 Magic5. Magic cannot exceed 6
+1 Skill Cap5
10,000 ¥5
1 `Contact` Extra5
1 `Occasional Ally` Extra10


Equipment is purchased with nuyen, and provides ‘Extras’. Equipment can be lost. Equipment can be single use. Availability matters, so Device Ratings must be at rating 6 or less, and Availability of 12 or less as per SR5. Equipment not available in 2060 is similarly not available.

You can have no more than 5000 nuyen remaining at the end of Character Creation


  • All weapons have their own Ammunition Stress track.
  • A weapon’s Ammunition can be completly refilled by expending a box of Reload.
  • All characters start with one Reload. Each box costs 250 nuyen. These boxes refresh as per Lifestyle, or can be refreshed by spending 75 nuyen when the opportunity arises.

Broken Equipment

Sometimes equipment breaks, picking up the consequence Broken. The piece is no longer usable, but could at a later date be repaired. Some skills provide for Repair, lifestyle also provides for Repair. One point of repair can be spent to recover one Consequence.


Weapons provide ‘Weapon’ ratings. These are added to successful attacks in order to determine damage.


  • Armor provides Armor rating, which is subtracted off any successful attack in order to determine damage.
  • Armor provides Physical Stress boxes. A stress box is automatically used anytime more damage than the Armor rating is received.
  • When armor has no more stress, it can take one Consequence ‘Broken’, after which its Armor Rating is zero.
  • ‘Broken’ armor can take the Consequence ‘Destroyed’. Destroyed armor is not repairable, but may have saved the wearer’s life.
  • Some armor might be able take more than one Consequence.
  • A point of Repair can be spent, when the Character has sufficient time, to clear the armor’s Stress Boxes.


Lifestyle dictates automatic Stress healing, Reload and Repair between runs.

  • Lifestyle building as per SR5

Lifestyles provide no Mental stress recovery if the character cannot pay for the next month.

LuxuryFull Stress recovery, Full Reload refreshed, 3 item Repair, 1 Automatic Consequence removal
HighFull Mental Stress and 3 Physical Stress Recovery. 3 Reload, 2 item Repair
Middle2 Mental Stress, 2 Physical Stress. 2 Reload, 1 item Repair
Low2 Mental Stress, 1 Physical Stress. 1 Reload, 1 item Repair
Squater1 Mental Stress. 1 Reload
Streets1 Reload


Chrome Rain proemial