Shadowrun ORE

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Contents

ANNOUNCEMENT

Content in the Combat and Life and Death in the Shadows section has been temporarily removed because I am concerned it may tread too heavily on other authors' copyrights. It will be revised and resubmitted as time permits.

Introduction

Shadowrun ORE is a game conversion designed to present the world of Shadowrun 4th Edition combined with the One-Roll Engine ruleset developed by Greg Stolze and used in games such as Godlike, Wild Talents, REIGN, and NEMESIS.

Shadowrun and associated concepts, terms, and images are the intellectual property of WizKids, LLC.

One-Roll Engine and REIGN are intellectual property of Greg Stolze.

Wild Talents and Godlike are the intellectual property of Greg Stolze and Dennis Detwiller.

NEMESIS is the intellectual property of Shane Ivey, Dennis Detwiller, and Greg Stolze.

Please see the Legal Notices section at the end of this document for more information.

The Basics: ORE Mechanics

The basic dice mechanic of ORE is designed to provide all of the information needed to determine the speed, quality, and effect of an action with a single roll, rather than the multiple sequential rolls found in many other systems.

The Cardinal Rules

  1. Roll only when you need to. There's no sense in rolling for trivial tasks or for anything that doesn't make for good fun.
  2. NEVER roll more than 10 dice. If you roll more than 10 dice, you are guaranteed at least 1 match. Even if your pool is greater than 10d, roll only 10. Pools greater than 10 do have an advantage (see below for more).
  3. Round down. Whenever division results in a fractional result, round down.

Dice Pool

Character abilities, skills, and contests or conflicts are resolved using a Dice pool composed of 10-sided dice (indicated, of course, as d10's, or just "d").

The dice pool for any action is the sum of the appropriate Skill and it's linked Stat (each skill is linked to a Stat; for example, Knowledge Skills are linked to the Intelligence Stat). In some cases, the pool can be augmented by additional dice.

Example: Johnny Chopz, our everlovin' Street Sam, has a Body (this is a Stat) of 3 and a Brawl (which is a Skill) of 4. To hit someone in hand-to-hand combat, Johnny's player rolls 7d10 (3 from Body and 4 from Brawl).

As mentioned in the Cardinal Rules, you may never roll more than 10 dice for any contest or action. However, if your pool would normally be greater than 10, any penalties toward your dice pool (from multiple actions, etc) are first absorbed by the dice in excess of 10, before they affect the rolled pool.

Example: Master Qin, a wizened but frighteningly powerful physical adept, has Coordination 6 and Dodge 6, and is attempting to make three actions in a single round. The penalty for such an action is -2d to his dice pool. He cannot ever roll 12d, despite his Stat + Skill total - however, the -2d penalty is first absorbed by the 2 extra dice beyond 10d. So, even though he's taking multiple actions, he can still roll 10d.

Sets

ORE uses the concepts of sets, that is, matching dice. When a player rolls dice, the results are examined to see if any dice match, and those matching dice are called Sets. A set is described in terms of Width and Height, and is written as W x H when it's described. The Width of set is how many dice came up matching, while the Height is what number is matched.

Example: Johnny takes a swing at a mouthy troll ganger. The results of the roll are 3, 4, 4, 4, 6, 8, and 10. Since three dice came up 4, he has a Set. The set's Width is 3 (three dice are in it), and it's height is 4. This is written as a 3x4 set.

Sets indicate a number of things about the roll. The Width of the Set indicates, in general, how quickly the task is performed, while the Height of a set indicates how well a task is performed. Wider sets are faster, while taller sets are better. This distinction comes into play in all types of tests, but especially in combat, as described below. Finally, in standard OREe, the height of the roll indicates Hit Location (damage is tracked by location in ORE).

As you probably guessed, if your roll results in no Sets, your attempt to perform a task fails. How bad a failure depends on how low your dice are - more low dice tend to indicate a more serious failure.

Static and Dynamic Contests

Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor (in Shadowrun ORE, for instance, Matrix entities can be your opponent). For example, hotwiring a car is a Static test, while a fistfight is a Dynamic Contest.

For Static contests, you want the tallest set possible, but Width isn't as important. You want to do it well; speed is secondary.

For Dynamic contests, you ideally want wide, tall sets. On the other hand, sometimes the first hit is better than the best hit, since a successful hit (one that deals damage) on an opponent "steals" one die from his or her tallest set, which can ruin an attack, if it takes away

Example: Johnny's opponent rolls Body + Brawl of 5d, and gets 1, 5, 7, 7, and 8. This gives the troll ganger a 2x7 set. It's taller than Johnny's, but not as wide, so Johnny's attack gets there a little faster than Monsieur Troll's. Johnny's roll - 3x4 - indicates that he hits the ganger in the left arm, and given Johnny's Stats, he does 2 points of Stun damage. This is enough to take one die out of the ganger's highest set - 2x7 - meaning that the ganger no longer has a set! His blow misses Johnny completely.

If two opponents end up with equal-width rolls, the tie goes to the taller set. Had Johnny's set, in the above example, been 2x4, the Troll would have landed the first blow.

As a final note, Ranged Combat is considered a Static test, because very few people can truly dodge bullets. However, if you see a Ranged Combat attack about to take place (you notice someone pointing a gun, etc) you can attempt to dive to cover before it happens. In such a case, you would roll the appropriate dice pool, and if your set was wider than the shooter's, you get behind cover before the shot goes off. You will not be dodging bullets in flight--not without some serious wiring.

Difficulty

Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for very challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the minimum Height required to succeed.

Example: Slice M is trying to hack an access card reader. The card reader has a System rating of 3, which establishes the Difficulty of the hacking attempt. Slice M's result will need to have a height of at least 3 to succeed.

Special Dice

There are two "special dice" available in this version of the ORE: Expert and Master dice.

Expert dice are dice that are set prior to rolling your dice pool, to whatever number you wish. Then, you roll the rest of your dice pool, and see if your Expert die is matched by any other dice in your pool. This does not guarantee a match, of course, but it does allow a character to designate exactly how proficient they are with any skill. Obviously, the major advantage of this feature arises during combat, since you can use an Expert Die to call a shot without any penalties. In situations where you are using a skill outside of combat, there is no reason to set the Expert Die at any number other than 10.

Furthermore, Expert Dice "buy off" penalties (such as wound penalties, or called shots). When this happens, they remain in the pool, but are rolled normally (i.e., they are not set prior to rolling). However, note that the buy off is AUTOMATIC - if you have Expert Dice and you face a dice pool penalty, the ED automatically becomes a normal die, and buys off the penalty.

Master dice are much more powerful. They're essentially Wild Cards, since they can be set to whatever value you want, after you roll. Thus, you can set them to make wide or tall sets as you see fit. They are also the most expensive dice to acquire during Character Creation, but that's to be expected. Expert dice can be promoted to Master dice at a cost of 5 build points, or 40 Edge.

Limitations

There are some limitations to Expert and Master Dice:

  1. If you are forced to drop dice from your pool (for instance, because of injury), Master dice are dropped before normal dice.
  2. Both types count toward the 10d limit on any dice pool.
  3. As mentioned above, the Expert Die buy-off happens AUTOMATICALLY.
  4. Only one special die (of either type) can be in any pool (for example, you cannot have a pool with 1ed and 1md in it). Likewise, you can only buy one die of either type in any cybersystem, program, magic spell, or adept power.

Manipulating Sets

Certain abilities - be they cyberware, adept powers, or some other augmentation that pushes a character beyond the superhuman - provide the opportunity to flex a result set, sacrificing Width to increase Height, and vice versa. For instance, if quality is critical, a 3x3 set might be flexed into a 2x4 set (sacrificing 1 width to gain additional height). Conversely, if speed is of the essence, that same set could be flexed the other way, resulting in a 4x2 set (lower quality, but faster). The standard flexing rule allows for rolls to be flexed so you can make them wider or taller, as you see fit. However, certain abilities or augmentations may only allow flexing in one direction. Such abilities are said to allow rolls to be Height-flexed (where Width is sacrificed for Height), or Width-flexed (where Height is sacrificed for Width).

For example, an upgrade that makes you faster (such as Wired Reflexes) allows your sets to be Width-flexed, while Muscle replacement (making you stronger) would only permit Height-flexing.

Example: Reiks has had a smartlink installed, which improves his ability to fire his Ares Predator handgun accurately. The Smartlink allows Reiks to Height-flex any Coordination + Small Arms set - assuming the gun he's using is smartlink-capable - by one point. So, if Reiks obtained a 3x9 set with his roll, he could elect to flex it by one point, into a 2x10 set - and thereby move the hit location to the target's head.

Flex Limitations

Flexing has certain limitations.

1. You must have at least one successful set to flex.

Failures are failures; you cannot flex a failure into a success.

2. You'll need a roll with at least Width 3 or Height 2 to make flexing possible at all.

Obviously, a 2x1 set cannot be flexed into a 1x2, since that would be a failure; likewise, that 2x1 cannot be changed to a 3x0, since that would also be a failure.

Multiple Actions

Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you'll need to decide which action you wish to perform). There is no penalty for multiple actions, but the actions must be mutually compatible and fall in the same "time scale" (in other words, shooting a gun and writing a software program do not happen in the same sort of timeframe, and so would not be compatible actions).

Working Together

Characters can cooperate to perform a task, provided two requirements are met:

  1. The task can be accomplished in a cooperative fashion.
  2. The combined dice pools are for the same Stat + Skill.

To cooperate on a static contest, the two characters simply combine their pool (to a maximum of 10d), and the pool is rolled normally. This method is also used for dynamic contests where time is not a factor.

In dynamic contests where time is a factor, both individuals roll separately, and combine their hands for the best set (however, one character must get at least one set, or the attempt fails).

Time

Time is generally fast and loose in Shadowrun ORE, but may occasionally become important (usually in combat!). Since each combat round consists of all involved characters performing their actions, the time of any given round is variable. However, in most cases (unless you can come up with a good reason), a combat round should be estimated to run about 6 seconds, and no more than 10. Remember, six seconds is a long time when bullets are flying.

Character Creation

There are two methods to generate characters in Shadowrun ORE: Point Build and One-Roll.

Point Build Characters

Building a character with points is very simple: start with the initial point allocation, and then spend points to purchase Stats, Skills, Powers, Extras, and all the other stuff you want to get. For maximum flexibility, you choose one of two point-build options.

  • Baseline builds start your character at the absolute minimum, but provide more points to spend. Baseline' characters start with 1d in each Stat, and 125 points to spend on everything else.
  • Starting Package" builds provide some initial Stat and Skill increases, but have less points to spend afterwards. Starting Package characters begin character creation with:
    • Race: Select Metahuman Race (or, if selecting human, gain an additional 5 Build Points)
    • Stats: All Stats start at 2d
    • Skills: +1 Computer, +1 Dodge, +1 Language, +1 Small Arms, +1 Unarmed Combat

All characters have 10,000 nuyen to spend at the end of character creation to purchase equipment, lifestyles, and supplies.

The Build Point cost to purchase dice in Stats, Skills, and other areas are as follows:

  • Stats: 5 per die
  • Skills: 1 per die
  • Essence Pool Points: 3 / point
  • Cyberware/Bioware: As indicated in Cyberware listing
  • Magical Spells: As indicated in the Spell Catalog
  • Adept Powers: As indicated in the Adept Powers Index
  • Matrix Programs: As indicated in the Matrix Programs Index

Note that there are no costs to add Expert or Master dice to Stats and Skills. Expert and Master dice are generally available only via magical or mechanical augmentation, skill specialization, or as indicated in the One-Roll character generation process.

One-Roll Characters

An even faster (but more random) method of generating characters is to use the One-Roll Generator. This lets you roll one pool of dice, and establish from that roll Stats, Skills, Backgrounds, and Notable or Extaordinary events that have taken place in your character's life. This is a quick system, but it can be challenging - it's your job to come up with a narrative that encompasses all of the various events and abilities that the One-Roll Generator grants. magical artifacts and materials.

Stats

As mentioned above, characters in Shadowrun ORE have six Stats: Body, Coordination, Command, Perception, Intelligence, and Cool, and one derived Stat, Essence. These are the innate physical and mental characteristics of the character, and "govern" certain skills.

Body
This is a general indication of physical strength and toughness. It helps with feats of strength, dealing damage, and resisting/surviving injury.
Coordination
This Stat encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, running, and other physical activities.
Command
This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations. It combines with Cool to give the character's base Essence stat.
Perception
This Stat indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose. It helps you perceive your environment (and aids you in detecting danger).
Intelligence
This is pure intellectual capacity. Intelligence helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought, reason, and knowledge.
Cool
This is a measure of the character's ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis. It maps somewhat to Willpower (however, note that Willpower has become a skill linked to Cool). It combines with Command to form your starting Essence stat.
Essence
Essence is equal to (Command + Cool) + any additional points bought during character creation. This pool is primarily useful for magical characters, since they use it to power their spellcasting, and cannot cast spells without at least 1 Essence Point available.

Metahumanity

There are 5 (meta)human races in Shadowrun. Humans were the "first," and remain the most commonly observed metatype on Earth. There is no Stat point cost to create Human Characters. The other metatypes (dwarf, elf, ork, and troll) have genetic characteristics that deviate from the baseline human, such as low-light vision, or increased natural agility, and so forth. There are some disadvantages associated with each of the non-human metatypes, as described.

In order to play a Metahuman, you must spend 5 Build Points. Humans do not have this "cover charge;" instead, human characters may spend those points on other build items.

Human

Homo sapiens sapiens

  • Humans have no Stat Point cost: humans are flexible and can excel in any area.

Dwarf

Homo sapiens pumilionis

  • Convert 1d in BODY to 1ed: Dwarves are robust and vigorous
  • +1d Endurance: Dwarves can withstand deprivation and hardship more handily than other metatypes.
  • Thermographic vision: Dwarves can see in pitch-dark conditions

Elves

Homo sapiens nobilis

  • Convert 1d in COORDINATION to 1md: Elves are unusually agile and quick.
  • Low-light vision: Elves can see normally in very dim (but not completely pitch-dark) conditions.

Orks

Homo sapiens robustus

  • Convert 1d in BODY to 1md: Orks are quite strong
  • Low-light vision: Orks can see in near (but not complete) darkness.

Trolls

Homo sapiens ingentis

  • +1md BODY: Trolls are extremely strong and tough - there are few Body actions they can't succeed at.
  • Thermographic Vision: Trolls can see in complete darkness.
  • Natural Armor: Trolls receive 1 point of Heavy Armor to all locations, due to dermal bone deposition.
  • Reach: Trolls add +1 Width to any hand-to-hand attack for the purposes of initiative, due to their long arms.

Skills

The skills in Godlike encompass the typical skills of Shadowrun fairly well. As in Shadowrun 4th Edition, skills in ORE are linked to particular Stats, and the two traits are summed to find the size of the appropriate dice pool.

In all cases, 5 is considered the natural, unmodified maximum level for any skill. In order to extend a particular skill beyond that maximum--in ORE terms, possess a Hyperskill--a character will need to specialize, install cyber- or bioware, or utilize innate magical ability.

The skills in Shadowrun ORE are listed below, under their relevant Stat:

Body
Athletics, Armed Combat, Brawling, Climb, Endurance, Martial Arts, Parachuting, Run, Swim, Throw
Coordination
Anti-armor weapons, Dodge, Drive, Heavy Weapons, Locksmithing, Pilot, Small Arms, Sail, Stealth
Command
Astral Combat, Banishing, Binding, Inspire, Intimidate, Leadership, Performance, Ritual, Seduction, Spellcasting, Summoning
Perception
Assense, Hearing, Intuition, Sight, Smell, Taste, Touch, Track
Intelligence
Armorer, Computer, Cryptography, Cybercombat, Data Search, Demolitions, Electronic Warfare, First Aid, Hacking, Hardware, Knowledge, Language, Magical Theory, Medicine, Navigation, Profession (Specify job), Repair, Tactics, Scrounge, Software, Streetwise
Cool
Bluff, Disguise, Mental Stability, Negotiation, Survival, Willpower

Skill Notes:

The hand-to-hand combat skills listed under body - Armed Combat, Brawling, and Martial Arts - are related, but not entirely interchangeable, and address somewhat different areas of hand-to-hand and melee fighting.

Armed Combat is the skill that governs how well a character fights with a particular handheld, melee weapon, be it a knife, a sword, or a club. The character should indicate what particular weapon is their forte.

Brawling is low-down, hard-knuckled streetfighting, born of instinct, brute power, and aggressiveness. Characters who are exceptional brawlers might not have any identifiable "style," but they can put a dillettante black-belt on the ground if he gets in their way.

Martial Arts is possessed by those individuals who have made a conscious and intense study in a particular style (or more than one style) of the world's known, formal martial arts. Generally, a character possesses either Martial Arts or Brawling. Note, also, that a character must select a specific style of Martial Art OR a bonus to an existing martial art each time he or she gains points in that skill. Finally, many martial art styles have favored weapons, which can be learned as specific Skills in and of themselves.

Example: Johnny Chopz isn't only good with his SMG, but he's a pretty fair shake at Hapkido (he has Martial Arts [Hapkido] at 3d). The next time he gets a bonus to his skills, he's going to push it into learning how to fight with a ji pane ee, or fighting stick. He would then gain the skill Martial Arts [Ji Pang Ee] at 1d.

Defaulting

While individuals without a given skill can usually default to the linked Stat, be realistic about this. An individual without the Medicine skill will not have a realistic chance of performing a successful surgery, regardless of how smart she is. Yes, I realized that some Hyperbrain might actually be able to do it, but I don't care how much you argue with the GM, it don't make no sense.

Specialization

Specialization allows a character to focus on a skill, pushing his ability in that area to the utmost extent. Mechanically, specialization converts 1d to 1 Expert Die (1ed) in the chosen Skill. The cost to specialize is 2 build points, and the specialization process can only be done once for any given skill.

A character cannot specialize in more skills than his Intelligence Stat.

Example: Johnny Chopz wants to specialize in Submachine Gun skill. His SMG skill is 3, and he spends 2 Build Points to specialize in SMGs. His SMG skill is now 2+1ed.

Getting Along in the 6th World

Combat: Problem Solving - with Guns!

Combat in Shadowrun ORE will use the combat rules for ORE as described in the game NEMESIS (freely available at [www.nemesis-system.com Project Nemesis]. The rules described in that game system are adequate for resolving most high-intensity personal encounters.

The Awakened World: Magic and Magic Users

The Matrix: Running on the Bare Metal

Equipment, Supplies, and other Toys

Life and Death in the Shadows

Even without being in combat, there are plenty of ways to get hurt or killed in Shadowrun ORE, and it pays to know how to stay alive (and how to get better if you do get hurt!). In general, Shadowrun ORE adopts the rules used in NEMESIS and Godlike for environmental hazards such as electrocution, burns, heat, cold, and random environmental threats.

This section will address more Shadowrun-specific issues such as toxins, diseases, as well as a brief discourse on recovering from injury.

Toxins

The Shadowrun universe has a host of toxins and chemical substances to which a character may become exposed; however, the Godlike rules don't have a lot to say about toxins and disease (although burns, drowning, choking, and all sort of other good stuff is there).

Toxins can be delivered either via ingestion, via injection, or via a weapon with Toxic damage capability. Toxins have one stat, Toxicity. Upon delivery, the character takes no damage until the Latency Period is expired, at which point the character takes the toxin's Initial Damage in killing and/or shock, as indicated.

For every subsequent period (rounds, minutes, hours, etc), the character takes the toxin's Ongoing Damage value. Fortunately, toxins will eventually be completely metabolized by the body. The point at which this happens is the Metabolization Time, and at that point, the individual will have turned the toxin into harmless metabolites and will begin to heal normally.

That is, if he isn't already dead.

Toxin progression can be halted by cybernetic or bioware means (in which case, compare the rating of the implant against Toxicity), an antidote, or through magical means (such as the spell Antidote, or Prophylaxis).

Disease

Diseases are another constant danger in the Shadowrun universe. Diseases are contracted via environmental exposure, or, frequently, by contact with an infected individual or animal, such as a Ghoul or Vampire. Diseases have one Stat, Virulence.

When a character first contracts a disease, nothing occurs to the character unless the disease successfully completes its Incubation (this is handled by a Virulence roll contested by Body + Endurance). If the Virulence roll is successful, the disease takes hold and begins doing damage.

Diseases can be halted by medical intervention, magical means, or, in by a successful Body + Endurance roll, with a difficulty equal to Virulence + 3.

Healing

Shock damage heals easily - in fact, provided you get a bit of a breather, half of the shock damage incurred in a combat vanishes on its own without any intervention.

Remaining Shock can be healed with the First Aid skill, if you have the right tools - a complete first aid kit with bandages, splints, and painkillers usually does the trick. The character performing first aid makes a Mind + First Aid roll with the total amount of damage in the hit location as a difficulty number, up to a maximum of 10 (so if a limb has 2 Killing and 4 Shock damage, the difficulty is 6). Each successful use of the First Aid skill heals a number of Shock points equal to the width of the roll. Failure on the First Aid roll simply means that no improvement is made.

First aid can be used once per wound. To keep track, simply put a check mark next to the hit location each time you take a wound and erase it when you get treated with first aid. First aid can never heal Killing damage - only real medical treatment can do that (see below). However, First Aid can halt the progression of serious wounds - see "Getting Worse," below.

Shock can also be healed with rest. Every game day, if you get a good night’s rest, you recover half the Shock damage on each hit location (if you have only 1 point of Shock on a location, it heals completely).

Killing damage takes a lot longer to heal. Short of magical intervention it can only be cured by serious medical attention - meaning surgery and a hospital stay - or prolonged bed rest following patching up by a doctor (or, worst case, a medic - this only applies to relatively minor amounts of damage, however!)

When you get real medical treatment, the doctor rolls a Intelligence + Medicine dice pool. The procedure converts a number of Killing points to Shock equal to the height of the successful roll, taking 5 - Width hours. Treat each hit location with a separate operation.

Getting Worse

Serious injuries have a way of becoming more serious if they are not attended to rapidly. In combat, wounds can be very serious, indeed, and might require immediate intervention in order to keep the character alive long enough to make it to the surgical gurney.

To reflect this, if a character receives enough damage from a single attack to fill half the boxes in any location with Killing Damage, the character has a serious enough injury that it requires stabilization or the character may die very quickly. Unstable injuries inflict one point of Shock damage to the affected area at the intervals indicated below.

Wound location Additional Shock Point
Head Every round
Torso Every Body rounds
Arm or Leg Body x 2 rounds
Example: Gunsel and his crew run afoul of a rival 'runner gang while trying to hit a local arms warehouse. In the ensuing firefight, Gunsel's chummer Biltz takes a bullet to the head and drops like a rock to the ground. The injury is severe - 2 Killing, 2 Shock - but Biltz is not quite dead, although he is completely incapacitated. and Biltz is in a seriously bad way. Gunsel - or one of his crew - must get to Biltz and succeed at an Intelligence + First Aid roll within two rounds, or else Biltz will die.

Stabilizing an injury reduces the interval of additional shock to 1 point per day - so characters who are injured must still receive professional medical care, but they have a little more time. On the other hand, stabilization is not a substitute for medical care, and can't make a serious injury stop being serious. Note that this additional shock cannot be overcome by First Aid (after all, first aid has already been applied - this 1 Shock / day is in spite of first aid attempts).

Sample Characters

These characters have been pulled in order to be rebuilt using the new point-build system. They will be up as soon as I get to them.

Johnny Chopz ORE

Yarno Freem ORE

Silka

Sgt. Jess Bly

Legal Notices

  1. Published by arrangement with Dennis Detwiller and Greg Stolze. The intellectual property known as GODLIKE is ™ and © Dennis Detwiller and Greg Stolze, who have licensed its use here. The contents of this document are © Chris Clouser, excepting those elements that are components of the GODLIKE intellectual property.
  2. WizKids, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. WizKids, Inc. has granted permission to The House of Genius (www.houseofgenius.com) to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with The House of Genius (www.houseofgenius.com) in any official capacity whatsoever.
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