▰▰▰▱ SHADOWRUNUNOFFICIAL // 2057 / CHARACTER GENESIS
Reference

Glossary

Plain-language definitions for the SR2 mechanics terminology that shows up on the other pages. References point back to the SR2 core book (FASA7901) printed page numbers where the full rule lives.

// WHY THIS PAGE EXISTS

Pages elsewhere on this site say things like "free Reaction Test against ambush" or "+1 die to natural Healing Test" without defining the tests themselves. The book covers them in Game Concepts (pp. 32–35), Combat (pp. 78–117), and Magic (pp. 118–127); this page is the cheat sheet so you don't have to flip there mid-game.

// DICE MECHANICS

Target Number (TN)
The number each die needs to meet or exceed to score a success. Common scale: 2 = Simple, 4 = Average, 6 = Challenging, 8 = Difficult, 10+ = Nearly Impossible. Modifiers raise or lower the TN; the floor is 2 (some rules can drop it lower in unusual cases). (p. 32)
Rule of Six
Every time a d6 rolls a 6, re-roll it and add the new result to the 6. If the new die also rolls a 6, it explodes again. A single die can theoretically score very high — this is how characters beat target numbers above 6. (p. 32)
Rule of One
The fumble rule, in two parts. (1) Any die that comes up a 1 is an automatic failure for that die — it never counts as a success, whatever the Target Number (and a 1 never explodes). The test can still succeed if other dice beat the TN. (2) If every die in a test comes up 1, the character has made a disastrous mistake — a critical failure, with consequences (humorous, embarrassing, or deadly) set by the gamemaster. Some individual rules add their own effects when all the dice roll 1. (p. 32)
Test
Any time you roll a dice pool against a Target Number. The number of dice = your relevant Skill, Attribute, or Pool. The TN is set by difficulty + modifiers.
Success
One die that met or exceeded the TN. More successes = better outcome.
Success Test
Most common test type. You need at least one success to succeed; more successes = higher quality or magnitude. (p. 33)
Opposed Test
Both parties roll. Compare success counts — the side with more wins, by the net (theirs minus yours). Used for dodging, sneaking past a sentry, and most contested situations. (p. 33)
Open Test
Roll the pool and report only the highest single die (after Rule of Six rerolls). Sets a TN for the opposing roll. Used for hiding (Stealth) vs perception, and similar "how good was it" situations.

// COMMON TESTS

Reaction Test
Roll your Reaction dice. Used for Initiative (1D6 + Reaction, plus extra init dice from Wired Reflexes / Increased Reflexes), Surprise tests, dodge rolls, and reactive GM-calls. (p. 81)
Body Test
Roll your Body dice. Used for Damage Resistance (soaking incoming damage), natural Healing, and resisting toxins / diseases / drugs.
Willpower Test
Roll your Willpower dice. Used for Drain resistance (magicians), mental magic resistance, intimidation, and resisting mind-affecting effects.
Damage Resistance Test
Body Test made when you take a hit. TN = the attack's Power. Each success reduces the damage level by one step (Deadly → Serious → Moderate → Light → none). Armor reduces Power before you roll. (p. 113)
Drain Test
Willpower Test a magician makes after casting a spell. TN = spell's drain TN. Each success reduces the Drain damage by one level. Drain from Mana spells is Stun; Drain from Physical spells is Physical. (p. 141)
Healing Test
Body Test made after a healing interval (10 min — many hours for Stun; a day — weeks for Physical, depending on wound level). TN = the wound level number (3 / 5 / 8 / 10). Each success reduces the damage by one step. (p. 114–116)
Skill Test
Test using one of your Skills. Dice = Skill Rating (plus any Improved Ability dice, Combat Pool you spend, etc.). TN set by difficulty.

// DICE POOLS

Combat Pool
(Quickness + Intelligence + Willpower) ÷ 2, rounded down. Refreshes each combat turn. Spend on combat tests — attacking, dodging, soaking damage, spell defense. (p. 86)
Karma Pool
Pool of Karma points (separate from "Good Karma" you spend on advancement). Spend during play to add a die, re-roll failures, or buy a one-time hand of fate. Starts at 1 (human) / 2 (metahuman); grows with adventure milestones. Refreshes slowly. (p. 200–201)
Magic Pool
Magicians only. Equal to Magic Rating. Refreshes each turn. Spend on Sorcery, Conjuring, Drain resistance, and spell defense. (p. 87)
Hacking Pool
Deckers only. Equal to (Intelligence + MPCP) ÷ 3 rounded down. Spend on Matrix combat and computer / programming tests. (p. 87, full rules in VR 2.0)
Control Pool
Riggers only while jacked into a vehicle. Used for Vehicle Control tests, Gunnery from a remote rig, and similar. (p. 87)

// DAMAGE & HEALING

Condition Monitor
The two damage tracks on the character sheet — Physical (real injuries) and Stun (knockouts / fatigue). Each has 10 boxes. Fill the box at the wound's level number; carry damage upward as new boxes fill. (p. 114)
Wound Level
Severity categories: Light (L), Moderate (M), Serious (S), Deadly (D). Each level above Light adds a cumulative TN penalty to all tests (L: +1, M: +2, S: +3, D: unconscious / dying). (p. 114)
Damage Code
Notation (Power)Level. Example: a heavy pistol might be 9M — Power 9, Damage Level Moderate. For spell-derived damage, Power = Force and Level = the trailing letter on the drain code (see the Spells Index). (p. 112)
Power
The Damage Resistance TN you have to beat to soak. Armor reduces Power; minimum Power is generally 2.
Stun vs Physical
Stun heals fast (minutes–hours). Physical heals slowly (days–weeks). Both fill the same 10-box monitor on their own track; if either monitor overflows, the excess converts to the other track. Drop to Deadly Physical = dying.

// MAGIC TERMS

Force
The magnitude of a spell, focus, or spirit. Higher Force = stronger effect but harsher Drain. Chargen cap on spell Force = 6; can be raised later with Karma. See the Force callout on the Spells Index. (p. 119)
Drain
The magical kickback the caster takes after casting. Resolved with a Drain Test (Willpower vs the spell's drain TN). Mana spells deal Stun Drain; Physical spells deal Physical Drain. Successes reduce the Drain damage level. (p. 141)
Magic Rating
Equal to floor(Essence). Caps spell Force, equals adept Power Points, and feeds the Magic Pool. Drops if Essence drops — cyberware kills magic.
Essence
Special Attribute starting at 6.0. Reduced (in fractional increments) by cyberware. Reaches 0 = dead. floor(Essence) = your Magic Rating.
Centering
Magicians can roll a Centering Skill (a chosen artistic / physical / philosophical activity — Music, Tai Chi, Dance, etc.) to reduce Drain damage. Successes on the Centering Test lower the Drain damage level. (p. 141)

// COMBAT BASICS

Initiative
1D6 + Reaction, plus extra init dice from Wired Reflexes, Increased Reflexes adept power, etc. Highest total acts first. If your initiative is 10+ above someone else's, you get a second action that turn (and again at 20+, 30+). (p. 81)
Surprise
Reaction Test against ambusher's stealth at the start of an unexpected fight. Failure = you skip the surprise round; success = you act normally that round. Combat Sense (adept) and Sixth Sense (adept) bypass this. (p. 88)
Reach
Melee weapon length modifier. Longer Reach = TN bonus when attacking, but only in melee. Trolls get +1 Reach baseline. (p. 103)
Range Categories
Short / Medium / Long / Extreme. Each range step adds to the firing TN (Short = +0, Medium = +1, Long = +2, Extreme = +3 or worse). Weapon range tables list the distance for each step. (p. 90)
Net Successes
Your successes minus the opponent's successes on an Opposed Test. The remainder determines how much you "won" by — driving damage staging, the magnitude of an effect, or simply who came out on top.

// KARMA & PROGRESSION

Good Karma
Spent to improve the character permanently — raise Skills, raise Attributes, learn new spells, raise spell Force, bond foci, etc. Awarded after adventures. (p. 200)
Team Karma Pool
A shared pool the whole runner team can dip into. Starts at 2; members may donate personal Karma Pool points to grow it. (p. 201)
// WHAT'S NOT HERE

This page covers the terms that show up on the other pages of this site. There's plenty more in the book — Matrix-specific concepts (Persona, IC, MPCP) are in The Matrix chapter (p. 170+) and expanded in Virtual Realities 2.0; rigger concepts are in Rigger 2; conjuring / spirit details are in the Magic chapter (p. 149+) and Grimoire 2nd Edition. Ask if you want any of these added here.