Rules reference
Attributes in Shadowrun 6th Edition
What attributes mean and how to use them at the table. 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
Attributes describe your broad capability. In play, they usually combine with skills (or directly with a roll mechanic) to resolve actions.
- 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
If you want to solve problems physically, invest in physical attributes; if you want social leverage, invest socially. Your skills make that approach reliable.
Pick 1-2 ‘core’ attribute areas for your concept and accept a weakness to keep choices meaningful.
- Mistake: Spreading points evenly. Fix: Pick 1-2 strengths that match your concept and accept a weakness.
- Mistake: Ignoring how attributes connect to rolls. Fix: Check what combines with skills (or what the system uses most) and build around that.