Lucky Breaks

It ain't easy living in the shadows. But sometimes, you get to catch a few lucky breaks.

After character creation but before the character starts play, the GM may allow players to roll on the Lucky Breaks table a number of times (the suggested, and default for the In the Shadows campaign, is three). Each entry on the table is not however an automatic gift; it's an opportunity. The player must come up with a plausible story (a few lines long should be sufficient) of how luck favored him thus with the gift, whether it's an item, a contact, karma, or anything he rolled up. If the GM approves it, then he caught that lucky break!

How to roll on the table
Since Shadowrun uses only d6s, that's what we use as well. First, for each lucky break, roll a d6 to see which specific table you are directed at:

Then you roll a d66 to see which specific break you got. A d66 is simply a pair of d6s, one being the tens, the other being the ones, coming up with a number of 11-66 (one of 36 different choices!). Another "die" that is useful is the D3: Roll a d6, and 1-2 is 1, 3-4 is 2 and 5-6 is 3 (or just do D6 * 0.5 in a true Shadowrun fashion).

Feel free to swap, alter or customize breaks, as long as you are the GM! Also, if you think something doesn't make sense, have the player reroll (but to be fair, keep it in the same table). At the end there's random tables for skills (active and knowledge). The first is comprehensive, the second isn't of course. If you roll to gain a random skill, feel free to roll there, rerolling results that are not possible (you already have the skill, or can't get it).

Trinkets
All trinkets are of very little actual value... but they add flair, and color. For each trinket you take, you gain 1 Karma (a bit of compensation!).

Minor Breaks
Minor breaks are nothing to scoff at, despite the word "minor". Useful equipment (up to a few thousand nuyen in value!), minor contacts, training in specific skills or even outright karma bonuses are possible.

Moderate Breaks

Major Breaks

Random Skill Tables
Feel free to roll on the skill table below! All choices are unique. A result that is impossible (you already have the skill or you can't pick it up) should be ignored and re-rolled. The knowledge skills list is not comprehensive, but it is extensive. As always, the GM can just choose.