Shadowrun, Sixth World archetype
Adept
Adept is an archetype in Shadowrun, Sixth World: Awakened runner who channels magic inward, becoming the mystic martial artist of the shadows.
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Overview
An adept spends the same Magic a mage spends, but entirely on their own body. The result is a runner who moves faster, hits harder, and perceives more sharply than training alone allows, without carrying a deck, a focus, or a clinic invoice. Adepts are the answer when a team needs Awakened capability that never looks Awakened to a security scan. The trade is range and flexibility. An adept does not cast, does not summon, and cannot solve a problem from across the room the way a mage can. Magic still rates 0 to 6 and still falls with Essence loss, so an adept who buys reflex chrome is spending from exactly the pool that powers their abilities.
How it works
Key Attributes: Magic sets your power, and Agility and Body carry the physical work it enhances. Reaction matters for initiative and dodging. Key Skills: Close Combat and Athletics are the core. Stealth and Perception suit the infiltrator build, and Firearms suits the adept who prefers a pistol to a fist. Dice Pools: Agility plus Close Combat, counting each 5 or 6 as a hit. Adept abilities improve the physical attributes and skills feeding those pools rather than adding a separate roll. Gear: Light, by design. No deck, no foci required, and as little cyberware as possible, since Essence loss reduces Magic.
Tips and playstyle
Best for: Players who want an Awakened character who is still a front line combatant and does not need the whole table to wait on a spell. Character concepts: A street fighter who never learned the word for what she does, a temple-trained bodyguard, an infiltrator whose senses read a room before anyone else notices it has one. Synergies: Elves raise Agility past the ordinary ceiling and trolls raise Body and Strength, so both suit adepts for different builds. Pair with a mage rather than replacing one, since an adept gives up all ranged magical options.
Frequently asked questions
Can an adept cast spells?
No. Casting belongs to magicians and, in a narrower form, aspected magicians. An adept's Magic goes entirely into enhancing their own body and senses.
Adept or street samurai?
They fill the same slot on a team by opposite means. The samurai buys performance with chrome and nuyen, the adept gets it from Magic and passes scans for cyberware cleanly.
Can an adept take any cyberware at all?
A little, but every point of Essence lost reduces Magic and therefore the abilities you were augmenting. Most adepts stop at bioware or nothing.