Rules reference
Conditions in Shadowrun 6th Edition
Status effects and how they impact characters and play. Shadowrun, Sixth World is the current edition of the classic cyberpunk-fantasy RPG. It is the 2080s: the Awakening brought magic back, metahumanity (elves, dwarfs, orks, trolls) walks the streets, dragons sit on megacorporate boards, and shadowrunners do the deniable dirty work the corps cannot be seen doing. You play a runner: part criminal, part specialist, part survivor, taking jobs from anonymous Mr. Johnsons in a world where the real power holds an extraterritorial charter.
Key points
Conditions define mechanical states that alter what a character can do. Use this page to quickly understand the most common effects and how to resolve them.
- 5 metatypes: Human, Elf, Dwarf, Ork, Troll
- d6 dice pools: Attribute + Skill, hits on 5s and 6s
- Edge economy: earn and spend tactical advantage every combat round
- 19 consolidated skills covering combat, Matrix, magic, and social play
- Five paths: Mundane, Magician, Adept, Aspected Magician, Technomancer
- Glitches: half or more 1s complicates the roll, with no hits it turns critical
When a condition is applied, note the source and duration. At the start of each turn (or scene), check which conditions expire or escalate.
Some systems let conditions stack; others replace. Check your system’s rules for which takes precedence when multiple effects overlap.
- Mistake: Forgetting to clear expired conditions. Fix: Check condition durations at the start of each turn or scene.
- Mistake: Treating conditions as flavor only. Fix: Apply the mechanical penalty or restriction every time it's relevant.