Genesys RPG
Shadowrun – Shadowstar
Awakened Elf – Con Artist – Shadow
- Introduction
- Character Concept
- Step 1 – Background
- Step 2 – Race
- Step 3 – Career & Specialisation
- Step 4 – Spent Experience
- Step 5 – Derived Features
- Step 6 – Determine Motivation
- Step 7 – Gear, Appearance and Personality
- Step 8 – Duty, Morality and Obligation
- Campaign Rewards
- Completed Example
- Content Updates

Introduction
This is a conceptual post about my journey building a Shadowrun campaign using the Genesys rule systems and how I am planning on introducing it to my players.
This section I am building example characters that may or may not be used in the games ongoing.
Character Concept
Step 1 – Background
Fired – While not a corporate drone, you had income, now you don’t.
Step 2 – Race
Elf – Awakened (Gen 2+)
Version 2.0 (Changed with ST, WT and Magic rating, with skill also changing)
- XP 110 (spent 20 with 90 remaining)
- Elf
- Shielded or Nimble (-10 xp) Elves have a melee and ranged defence of 1.
- Attributes Options – Exchange – Willpower for Agility (-10 xp)
- Awakened (-10 xp) You begin with a Magic Rating of 1.
- Body Disadvantage (+10 xp) Wound Threshold -2
- Magic (0 xp) Choose a magic skill – Gain 1 Rank (choose one only)
Version 1.0
- Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (8+Br), Strain (11+Will), XP (90)
- Starting Skills – one rank in Negotiation
- Awakened Elf – You begin with 1 rank in one of the magic traditions and a Magic Rating of +1.
- Selected Skill – Negotiation
Step 3 – Career & Specialisation
Career – Con Artist
- Career Skills – Charm, Coordination, Deception, Melee, Negotiation, Ranged – Light, Skulduggery, Stealth
- Optional Starting Gear
- Gen-1+
- Pistol or Stun Baton and 3 stun grenades
- Concealed Kevlar or disguise kit and lockpick set
- 2 slap-patches or one does of sting
- A smartphone and 2 happy patches
- Gen-4+
- A fletcher pistol or a Monoblade and 3 stun grenades
- Concealed Buckyweave or disguise kit and lockpick set
- 2 slap-patches or one does of sting
- A personal comlink and 2 happy patches
- 1d100 credites
- Gen-1+
- Selected Career Skills –
Charm, Coordination, Deception, Melee, Negotiation, Ranged – Light, Skulduggery, Stealth - Optional Starting Gear – blade and 3 stun grenades, disguise kit and lockpick set, 2 slap-patches, A smartphone and 2 happy patches, 1d100 credits
Specialisation – Shadow (Adept)
Based on Star Wars Force and Destiny – Sentinel – Shadow p 97.
- SW Career Skills – Knowledge – Underworld (Int), Skulduggery (Cun), Stealth (Ag), Streetwise (Cun)
- SR Career Skills (Gen 3+) – Knowledge – Shadowrunner (Int), Skulduggery (Cun), Stealth (Ag), Streetwise (Cun). Note – Magic Rating of 1 if not already awakened, and become awakened. Available from Gen-3+
- Starting Character gains one rank in two career skills of their choice.
- These skills become additional Career skills.
- Level 1 Talents – Codebreaker, Indistinguishable, Slight of Mind, Street Smarts
- Level 2 Talents – Grit, Indistinguishable, Mental Fortress, Well Rounded
- Level 3 Talents – Dodge, Grit, Shroud, Sleight of Mind
- Level 4 Talents – Codebreaker, Dodge, Now You See Me, Slippery Minded
- Level 5 Talents – Anatomy Lessons, Force Rating, Master of Shadows, Sleight of Mind
- Chosen Career Skills (Gen 3+) – Knowledge – Shadowrunning (Int),
Skulduggery (Cun), Stealth (Ag),Streetwise (Cun).
Step 4 – Spend Experience
- Starting Experience = 90 XP
- Intellect from 2 to 3 = 30 XP (40 remaining)
- Intellect from 3 to 4 = 40 XP (10 remaining)
- 1st Rank in Charm = 5 XP (5 remaining)
- 1st Rank in Deception = 5 XP (none remaining)
Step 5 – Derived Features
- Wound Threshold (8+Br) = 10
- Strain Threshold (11+Will) = 12
- Defence = 0
- Soak Value = 2
- Encumbrance Threshold = 7
- Base Move = 9
- Range Bands = Engaged 1/Short BM 9/Medium BMx2 18/Long BMx4 36/Extreme BMx8 72
Step 6 – Determine Motivation
Step 7 – Gear, Appearance and Personality
Step 8 – Duty, Morality and Obligation
Step 9 – Favours
Campaign Rewards
Completed Session 1 – 5 XP + Affiliation – Aztechnology +1 + 100cr
Completed Session 4 – 5 XP + Affiliation – Aztechnology +1 + 100cr
Completed Session 7 – 5 XP + Affiliation – Redmond Gangs +5 + 1,500cr
Completed Session 10 – 5 XP + Affiliation – Aztechnology +5
Completed Example
Shadowstar the Fired
Br 2 (Brawl), Ag 3 (Agility), Int 4 (Intellect), Cun 2 (Cunning), Will 1 (Willpower), Pr 2 (Presence)
Soak 3 – WT 10 (Wound Threshold), ST 12 (Strain Threshold), Defence 1, Base Move 9,
Range Bands – Engaged 1/Short 9/Medium 18/Long 36/Extreme 72
Skills
General Skills – (Cun) Skulduggery 1, (Ag) Stealth 2, (Cun) Streetwise 1
Social Skills – (Pr) Charm 1, (Cun) Deception 1, (Pr) Negotiation 2
Combat Skills – (Br) Melee 1, (Ag) Ranged – Light 1
Knowledge Skills (Int) – Shadowrunners 1
Magic Skills – (Int) Arcane 1
Abilities
Nimble – Elves have a melee and ranged defence of 1.
Magic Rating – 2 – You can add ranks in magic rating in force dice to all magic checks.
Magic Spells – Utility (Basic Only)
Equipment (Encumbrance Threshold 1/7)
Pistol (Enc 1) Kevlar (Def 1, Soak +1), 2 Happy Patches, 2 Slap-patches
Weapons
Pistol (Ranged – Light, Dam 6, Crit 3, Range Medium)
Notes
Race/Career/Specialisations – Awakened Elf/Con Artist – Shadow
Career Skills – Charm, Coordination, Deception, Knowledge – Shadowrunners, Melee, Negotiation, Ranged – Light, Skulduggery, Stealth, Streetwise
Experience – Total (110), Starting (90), Spent (0), Unspent (20),
Affiliation – Azterchnology (7), Redmond Gangs (5)
Credits – 1,745cr
Content Updates
- 2022-07-09 – Updated after session 10.
- 2022-06-29 – Updated after session 7.
- 2022-06-08 – Created this page.
Genesys RPG
Building my own Shadowrun in Genesys:
Part 1 – Why choose Genesys
Part 2 – Setting, Races and Careers
Part 3 – Changes to History
Part 4 – Character Creation
Part 5 – Magic System
Part 6 – Hacker System
Part 7 – Player Races
Part 8 – Player Careers
Part 9 – Specialisations
Part 10 – Combat System
Part 11 – Social System
Part 12 – Vehicle System
Part 13 – Equipment System
References: Equipment, Vehicles
Examples – Bolt, Cuscus, Desrin Deadshot, Floggar, George, Rakash, Shadowstar, So-Cal Burns, Womp, Human Mage Arcanist
Shadowrun RPG
Game Management: Choosing a new Campaign, Creating a SR Campaign Skype, Tracking Experience
Locations: Seattle 2069, ShadowSea
Storyline: Seattle Elections 2069
Corporations: Ares, Aztechnology, Evo, Horizon, MCT, NeoNet, Renraku, Saeder-Krupp, Wuxing
References: Corporations, Personalities, Rewards, Timeline, Vehicles
Security: Automated Defences – Barriers – Countering Matric Threats – Countering Physical Threats – Doors – HTR – Landscaping – Sensors
Campaign 2
Gen 3 – 2050
Campaign 1
Gen 1 Street: The Setup, Year One – Origin Story, Year Two – Emergence
Gen 1 Runner: Year Three – Ghost Cartels, Year Four – Artefacts, Year Five – Horizon
Gen 2 Street: The Setup, Year Five – Horizon, Year Six – Dragons, Year Seven – Jet Set
Gen 2 Runner: Year Eight – Sprawl Wilds, Year Nine – Stolen Souls
Gen 3 Runner: The Setup, Year Nine – Stolen Souls, Year Ten – Lockdown
Gen3 Prime: Year Ten – Lockdown, Year Elven – The End.
Library of Books
B5, d20 System, Pathfinder, SW

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.
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Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems
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