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Shadowrun, Sixth World Archetypes

All 7 archetypes available in Shadowrun, Sixth World

Last reviewed

Choose from 7 different archetypes in Shadowrun, Sixth World.

Archetypes at a glance

Archetype
Street Samurai

Chromed-up combat specialist. Guns, blades, and reflexes faster than thought.

Decker

Matrix intruder with a cyberdeck. Cracks hosts, spoofs devices, and pulls data no one wants found.

Mage

Full magician. Slings spells, summons spirits, and sees the astral plane.

Adept

Channels magic inward into superhuman physical ability; the mystic martial artist of the shadows.

Face

Negotiator, con artist, and social engineer. Talks the team into the building and out of trouble.

Rigger

Jumped-in pilot of drones and vehicles. Eyes everywhere, getaway always ready.

Technomancer

Living conduit to the Matrix; no deck required. Threads complex forms and compiles sprites.

Overview

All 7 archetypes in Shadowrun, Sixth World, with what each one gives your character. Open any archetype for its full rules, tips, and FAQ.

All archetypes

street_samurai - Chromed-up combat specialist. Guns, blades, and reflexes faster than thought.

decker - Matrix intruder with a cyberdeck. Cracks hosts, spoofs devices, and pulls data no one wants found.

mage - Full magician. Slings spells, summons spirits, and sees the astral plane.

adept - Channels magic inward into superhuman physical ability; the mystic martial artist of the shadows.

face - Negotiator, con artist, and social engineer. Talks the team into the building and out of trouble.

rigger - Jumped-in pilot of drones and vehicles. Eyes everywhere, getaway always ready.

technomancer - Living conduit to the Matrix; no deck required. Threads complex forms and compiles sprites.