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Shadowrun, Sixth World Archetypes
All 7 archetypes available in Shadowrun, Sixth World
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Choose from 7 different archetypes in Shadowrun, Sixth World.
Archetypes at a glance
| Archetype | Summary |
|---|---|
| Street Samurai Chromed-up combat specialist. Guns, blades, and reflexes faster than thought. | 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. | 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. | 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. | 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. | 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. | 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. | Living conduit to the Matrix; no deck required. Threads complex forms and compiles sprites. |
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.