100% found this document useful (1 vote)
208 views

SR5 Character Guide

The document provides simplified steps for creating characters in Shadowrun. It breaks down the character creation process into 10 main steps: 1) choosing a concept/archetype, 2) choosing magic or resonance aptitude, 3) choosing a race, 4) choosing qualities, 5) assigning attributes and calculating limits, 6) assigning skill points, 7) spending remaining karma, 8) buying a lifestyle, 9) buying cyberware/bioware, and 10) buying weapons and armor. It notes alternative character generation systems from other sourcebooks and provides references for character options like traditions, qualities, and modules.

Uploaded by

Chris Campbell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
208 views

SR5 Character Guide

The document provides simplified steps for creating characters in Shadowrun. It breaks down the character creation process into 10 main steps: 1) choosing a concept/archetype, 2) choosing magic or resonance aptitude, 3) choosing a race, 4) choosing qualities, 5) assigning attributes and calculating limits, 6) assigning skill points, 7) spending remaining karma, 8) buying a lifestyle, 9) buying cyberware/bioware, and 10) buying weapons and armor. It notes alternative character generation systems from other sourcebooks and provides references for character options like traditions, qualities, and modules.

Uploaded by

Chris Campbell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

Creating SR Characters in Simplified Steps!

In order to make the character creation process a little bit easier I have created this document which breaks
everything down into easier steps than those found in CRB (Core RuleBook). This document makes use of all
released material but for inexperienced players I advise using only CRB, while others should dive into as
many books as their GM allows and they feel comfortable with.

Note: All page references are for the PDF versions of said books. There may be cases where there are
inconsistencies between the page numbers of the PDF and physical versions of the book. This is especially
the case with CRB. The page numbers listed here have been taken from the second PDF version of that
book.

The steps are; 1: Choose Concept/Archetype, 2: Choose Aptitude for Magic/Resonance, 3: Choose Race, 4:
Choose Character Qualities, 5: Assign Attributes & Calculate Limits, 6: Assign Skill Points, 7: Spend
Remaining Karma, 7.1 Choose Contacts, (7.2: (Magician/Technomancer)Choose Spells, Complex Forms,
and/or Adept Powers and Buy Foci) 8: Buy Lifestyle, 9: Buy Cyberware & Bioware Implants (9.1: Buy
Cyberdeck (Decker) or Remote Control Deck + Vehicles & Drones (Rigger),) 10: Buy Weapons and Armor,
and 10.1: Buy Other Equipment.

Most commonly used is the priority system found in CRB, so you have to assign a priority to each of the five
following categories; Magic, Race, Attributes, Skills, Resources (aka money).

Please write these down at the top of your character sheet so you don’t forgot
The numbers correspond
them in case something goes wrong or in case of character revision.
to the following on the
priority table found on p.
An alternative generation system is called the Sum-to-10 system, meaning
65 CRB.
that you must assign a value between 4 and 0 to each category totaling 10
4=A
points.
3=B
You are allowed to put the same value into more categories as long as you use
2=C
no more than 10 points in total, so any of the following combinations are
1=D
legal: AACEE, BBBDE, CCCCC, etc.
0=E

It should also be noted that there are two more character generation systems, both found in Run Faster, but
I do not advice these to be used by new players though.
One is the Point-Buy aka Karma system (p. 64 RF) where you are given 800 Karma and must bui ld your
character with those. Race and Magic/Resonance aptitude has a Karma cost, while attributes and skills are
raised like described in step 7 of this document.
Another is the Life Module system (p. 65 RF). Again you are given 750 Karma for which to build your
character and you buy Race and Magical aptitude like the Point-Buy system. However, instead of buying
attributes and skills individually you purchase packs that describe the different stages of your life. You
choose a single pack representing Nationality (15 Karma), Formative Years (40 Karma), Teen Years (50
Karma) and Further Education (Optional, and cost varies). Once reaching the Real Life stage you can take
as many as you can afford, each costing 100 Karma.
While the rules for this system are described in RF there are packs spread over multiple source books.

Please follow the link below for a compile list: Compiled List of Life Modules

Step 1 -> Choose Concept (p. 62 CRB).


In Shadowrun there are no classes, but there are some standard character archetypes. You don’t have to
choose one of these but they can provide some good ideas for your own character designs.
Examples can be found from p. 112 CRB and p. 160 RF.
At this point it is also good to consider that with some archetypes it is recommended to have certain
priorities at a high level. Deckers, Riggers and heavily augmented Street Samurais are very Resource heavy
and Deckers especially also require a large amount of Skill Points.

Step 2 -> Choose Whether to be a Magic User, Technomancer or Mundane (p. 68 CRB).
Placing E(0) in the Magic category means you are a mundane and can never use Magic or be a
Technomancer nor can you obtain or increase neither Magic nor Resonance. Nor it is possible to have access
to both sources of power at the same time, meaning should you have any points in Magic you are blocked
from the Resonance forever. Due to this rule Metasapients (Centaurs etc.), Shapeshifters and the Infected
cannot be Technomancers. Should a Technomancer be infected with any of the Strains they immediately lose
all Resonance powers.

The Magic and Resonance attributes can be increased through either the use of Karma or the racial special
attribute points, but cannot be increase beyond a rating of 6. The above two attributes are also tied closely to
the Essence attribute. Any loss in Essence immediately reduces both the Current and Maximum rating.

There are four kinds of Magic Users; Magicians, Aspected Magicians (limited to one branch of magic),
Adepts (magic in the form of superhuman abilities), and Mystic Adepts (a combination of magicians and
adepts). For more information see p. 69 CRB.

All Magicians and Mystic Adepts must choose a tradition which decides which spirits they can summon and
which attribute aside from Willpower is used to resist drain. As these are spread over at least three books a
complied reference list can at found here:
Compiled List of Magical Traditions

Mystic Adepts do not gain Power Points from their Magic score and must buy these for Karma. Each point
costs 5 Karma but do not count towards the quality ceiling. A Mystic Adept may buy a number of Power
Points equal to their current Magic score.

Note down the number of free skill points and spells/forms for later.
Step 3 -> Choose Metatype aka Race (p. 65 CRB).
Race Metavariant & Infected
The five main metatypes can be found on the CRB
Dwarf Gnome, Hanuman, Koborokuro,
table p. 66.
Menehune, Ghoul, Gnawer, Goblin
However, there are a lot more. Metavariants of the
Elf Dryad, Nocturna, Wakyambi, Xapiri
CRB races, Metasapients and Changelings (p. 103
Thëpë, Banshee, Ghoul, Harvester,
RF), the Infected like Ghouls and Vampires (p. 133
Human Nartaki (four-armed), Ghoul, RF), and AIs (p. 145 Data Trails). Be advised that
Loup-Garou, Nosferatu, Vampire creating Shapeshifters, Changelings, Infected and
Ork Hobgoblin, Ogre, Oni, Satyr, Ghoul, AIs is more complicated than creating other
Grendel, Wendigo characters.
Troll Cyclops, Fomorian, Giant, Minotaur,
Dzoo-Noo-Qua, Fomóraig, Ghoul, In any case write down your starting attributes and
Mutaqua maximums (p. 66 CRB; p. 104, 105 & 135 RF.)
Other AI, Centaur, Changeling
(Metahumans warped by magic), The value in the parenthesis next to the race name is
Pixie, Naga, Sasquatch, the number of points that can be used to increase
Bandersnatch, Shapeshifter (Animals Magic, Resonance or Edge. No other points other than
that shapechange into metahumans), Karma can do this.

Step 4 -> Choose Qualities (p. 71 CRB).


All characters start with 25 points of Karma before purchasing qualities. All characters may buy up to 25
points worth of positive qualities and 25 points worth of negatives qualities. Positive qualities cost
Karma, negatives qualities grant extra Karma. Negatives can be removed later by paying double the cost.
There are many qualities and all over the place but a complete list with descriptions can be found here:
Compiled List of Character Qualities with Descriptions

Calculate remaining Karma. At this point having more than 25 Karma points left is allowed.

Step 5 -> Assign Attributes (p. 66 CRB) & Calculate Limits and Dice Pools.
Only a single attribute may be at maximum racial level at this time (Edge, Magic, Resonance excluded). All
points must be assigned. These points cannot be used for Edge, Magic or Resonance.

Limits Agility is important for Combat orientated

Mental: ((Logic x2) + Intuition + Willpower)/3 characters, Logic for Hackers and Willpower for

Physical: ((Strength x2) + Body + Reaction)/3 Magicians. Intuition is also important because it

Social: ((Charisma x2) + Willpower + Essence)/3 influences initiative, dodging and perception in

Condition Monitor additional to many of the Matrix actions used by

Physical Boxes: (Body/2) +8 Hackers and Riggers.

Stun Boxes: (Willpower/2) +8


Attribute-Only Test Pools Once the points have been assigned calculate

Composure: (Charisma + Willpower) initiative, limits, Condition Monitor Boxes (p. 101

Judge Intentions: (Charisma + Intuition) CRB) and attribute-only test pools like Composure

Lifting/Carrying: (Body + Strength) (p. 152 CRB). Always Round Up!

Memory: (Logic + Willpower)


Step 6 -> Assign Skill Points (p. 88 CRB).
All points must be spent. The value in the parenthesis on the priority table is used for group skills only.
You may not use skill points to increase skills inside a group; it's either/or at this point.
At this stage Skills and Skills Groups cannot be bought at a rating above 6.
A list of Active Skills can be found on p. 151 CRB while the Skill Groups are on p. 153 CRB.

Remember to spend the free points you got if you chose to be a Magician or Technomancer. These skills CAN
be increased further by using standard skill or group skill points.

Don’t forget important skills like Perception and at least a single weapon skill!

Specializations, which add two dice to a skill test, can be bought for 1 skill point and may not be bought for
skills within purchased groups. You are limited to ONE specialization per skill at character creation.

As for Knowledge Skills the number of Knowledge Skills is equal to (Intuition + Logic)x2. Should either stat
be increased by the initial 25 Karma points then the number of Knowledge Skill points increase as well.
There are no published list of Knowledge skills, so let your imagination run wild.

Step 7 -> Spend Remaining Karma (p. 98)


Karma points are used to improve your character once the game has started. As you may enter the game
with 7, spend the remaining Karma out of the 25 starting points. Limitations for attributes and skill ratings
still apply. Skills cost (new rating)x2, Skill groups and Attributes cost (new rating)x5, and Specializations
cost 7.
Additional cash up to ¥20,000 can be bought for ¥2,000 per point.
Karma can also be used to purchase more Spells (5 Karma), Complex Forms (4 Karma) or bind Foci (p. 318
CRB).
More positive Qualities can be bought at this stage but at double cost and can break the 25 point ceiling. You
cannot choose more negative qualities.

Step 7.1 -> Choose Contacts (p. 98)


All characters have points equal to (Charisma x3) for which to purchase Contacts. Additional points can be
purchased for Karma at a 1-to-1 ratio or by increasing Charisma by the 25 Karma points.
Each contact has a Connections and a Loyalty rating. The Connections rating is the amount of clout the
contact can use on a characters behalf, while Loyalty is how close they are. No more than 7 points may be
spent on a single contact.

Remember to get a Fixer! This is the person who helps a character get gear and jobs, so a crucial contact.
Step 7.2 -> (Magic User & Technomancer ONLY) Choose Spells, Complex Forms, and/or Adept Powers and
Buy Foci and Fetishes
The number of Spells and Complex Forms a character has available is decided by the priority bought in step
2. Adepts have a number of Power Points equal to their current Magic for which they can purchase powers.
The only way to gain more Power Points at this stage is to increase Magic. As mentioned above should
Adepts choose to accept implants, their Magic attribute will be reduced and with it the number of power
points available.

Spells, Complex Forms and Adepts Powers are spread over multiple books, but complete reference lists can
be found by following the links below.
Compiled Reference List of Adept Powers, Compiled List of Spells, Compiled List of Technomancer Complex
Forms

Foci, items that aid both Magicians and Adepts, should also be bought at this point. Power Foci increases
Magic for Magicians, Qi Foci grants Powers to Adepts, Sustaining Foci sustain spells of the same category
and Weapon Foci increases attack pool. This is not an exhausted list.
Fetishes (p. 212 Street Grimoire), are items that lowers the drain for specifically chosen spells by 2. These
spells cannot be cast without having the Fetish and must be chosen separately. It is possible to two versions
of the same spell.

Step 8 -> Purchase a Lifestyle (p. 95)


All character must have a lifestyle. Lifestyle covers not only amenities but also daily food expenses and what
Matrix grid the character has legal access to. Lifestyle also determines the amount of extra starting money.
The options are listed below and described on p. 369 CRB. Bolt Hole, Traveler and Commercial are covered
from p. 216 RF. It is possible for members of a team to share a lifestyle. Doing so increases the lifestyle by
10% per additional person.
Lifestyle Cost Per Month Starting Money Grid
Street Free 1d6 x 20 Public
Squatter 500 2d6 x 40 Public
Bolt Hole 1,000 1d6 x 20 Public
Low 2,000 3d6 x 60 Public
Traveler 3,000 3d6 x 60 Public
Middle 5,000 4d6 x 100 Local
Commercial 8,000 4d6 x 100 Local
High 10,000 5d6 x 500 Global – 1 AAA Corp
Luxury 100,000 6d6 x 1,000 All

Step 9 -> Purchase Cyberware & Bioware Implants (p. 94)


A single attribute cannot be boosted by more than +4. Any additional bonuses are lost. Also any fraction of
Essence lost reduces both the actual and maximum rating of the Magic and Resonance attributes by a full
point, so should you reduce your Essence to 4.5 your Magic/Resonance is reduced to 4. Again, for Adepts and
Mystic Adepts this immediately influences the number of Power Points available
No implant can be bought with an availability above 12 and while implants comes in grades that reduce
Essence loss, only Standard, Used, Alpha (p. 451 CRB) and Omega levels (p. 71 CF) are available at
character creation.

Important: Some archetypes are required to have certain implants. Deckers must have at least one Datajack,
Riggers must have at least Control Rig I. It is highly recommended for Street Samurais to have some form of
initiative booster. Other recommended implants included Smartlink and other vision enhancements.

A master table can be found in the back of Chrome Flesh from p. 222.

Step 9.1 -> (Decker & Rigger ONLY) Buy Cyberdeck and Programs or Remote Control Deck + Vehicles,
Drones and Software
Deckers should keep in mind that their main tool of their trade, the cyber deck, is rather expensive so
getting one before before anything other than the Datajack is advised. General information can be found on
p. 227. For Deckers cyberprograms are also a great help and many are cheap. Last cyberdecks can also be
equipped with a single module (p. 64 Data Trails) and even modified further (p. 66 DT).

A compiled list of programs and decks can be found here: Commlinks, Consoles, Decks, Programs and Mods

Riggers should also decide at this point their main focus. If focusing on a single vehicle then choosing and
modifying it should be done straight after getting the Control Rig implant. Each vehicle comes with a
number of slots in each modification category equal to their body, unless otherwise noted. The categories are:
Power Train, Protection, Weapons, Body, Electromagnetic and Cosmetic.
For options and more information please refer to the Rigger 5 sourcebook p. 151.
If a Rigger decides to run drones either as the main focus or in support then having a Remote Control
Console (RCC) becomes crucial. While described on p. 266 CRB it is important to note that these consoles
share many of the functions of the cyberdecks above, such as being able to run cyberprograms and can be
used for Matrix Actions, but unless modified do not have neither an Attack rating nor a Sleaze rating. RCCs
can however run Autosofts alongside Cyberprograms and can reduce noise.
The main purpose is of course to run a network of drones. RCCs can handle (device rating x3) drones
simultaneously and share soft with all of them unless a drone is running softs of its own in which case the
drone will not benefit from the RCC’s softs. A list of RCCs can be found through the link above.

Once a RCC has been chosen then it is time to buy drones and potentially modify them. Rules for modifying
drones are different than those used to modify vehicles and can be found on p. 122 R5. Drones can have a
number of modification slots equal to their body but some drones are bought already modified and the
number of slots available can be seen in the parenthesis next to the body rating. Drones can have each
attribute increased by 1 (Armor by 3) without losing modification slots. Drones can also use both drone and
vehicle modifications but within reason.

CRB describes vehicles from p. 461. Use the Rigger 5 book for vehicles and drone statistics, and prices if
available. A master vehicle list can be found on p. 184 R5.
Step 10 -> Buy Weapons and Armor
Get a least one set of armor and one personal sidearm. Modifying these is highly advised.
Weapons can have an accessory in each mount unless otherwise noted under the weapon’s description. P. 431
CRB describes the basics, while p. 50 of Run & Gun goes into more detail. The mounts are: Barrel, Under,
Side, Stock, Top, Internal. Some modifications and accessories might stack even if they take up the same
mount (ex: long barrel and other barrel mounts)), so ask the GM for clarification.
Armor has a capacity for modifications equal to the armor rating unless otherwise noted and p. 437 CRB
covers the basics. Be aware that it is not just increased resistance you can modify your armor with. It is
possible to fit your armor with devices such as Med Kits, Commlinks, etc. RG offers a few tables with
suggestions on pages 84 and 87.

Again the information is spread over several books, but a master table can be found here:
Weapon and Armor + Mods Compiled List

Please be aware that no item above availability 12 can be purchased at this point.

Step 10.1 -> Buy Other Equipment.


Use the rest of your money down to ¥5,000. As above no item above availability 12 can be purchased at this
point. Get a decent Commlink, possibly modified or with a dongle (see above link) and a fake SIN with
licenses. Occupational licenses such as a Bounty Hunter license cover more ground than standard licenses.

If you haven't already and are in need of more money consider spending Karma to get more.
There is equipment in many of the sourcebooks though mainly from p.438 CRB. In the back of RF you can
find equipment packs which make this step a little bit easier. Off the top of my heads Hard Targets, Run
Faster, and Run & Gun have some interesting options.
If a magician then reagents (p. 316 CRB), magical ingredients that can be used to modify the limits on spells,
might be of interest.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy