SR5 Character Guide
SR5 Character Guide
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 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.
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.
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
Composure: (Charisma + Willpower) initiative, limits, Condition Monitor Boxes (p. 101
Judge Intentions: (Charisma + Intuition) CRB) and attribute-only test pools like Composure
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.
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.
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.
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.