Character Creation Edit
|Human||1/6||1/6||1/6||1/6||1/6||1/6||1/6||1/6||2/7||Shadowrun Fifth Edition Core Rulebook|
||Shadowrun Fifth Edition Core Rulebook|
||Shadowrun Fifth Edition Core Rulebook|
The Priority Table Edit
|A||Human – 9
Nartaki - 8
Elf – 8
Dwarf – 7
Ork – 7
Troll – 5
Centaur – 6 (-25)
Naga – 4 (-25)
Pixie – 6 (-15)
Sasquatch – 5 (-20)
Bovine;Vulpine – 8 (-5)
Canine;Falconine – 7 (-10)
Lupine;Equine – 6 (-15)
Ursine;Leonine – 4 (-20)
Pantherine;Tigrine – 4 (-25)
Magic 6, two Rating 5 Magical Skills, 10 spells
Resonance 6, two Rating 5 Resonance skills, 5 complex forms
|B||Human – 7
Nartaki – 6
Elf – 6
Dwarf – 4
Ork – 4
Troll – 0
Centaur - 3
Naga – 2 (-25)
Pixie – 3 (-15)
Sasquatch – 2 (-20)
Bovine;Vulpine – 6 (-5)
Canine;Falconine – 5 (-10)
Lupine;Equine – 4 (-15)
Ursine;Leonine – 2 (-20)
Pantherine;Tigrine – 2 (-25)
|20||Magician or Mystic Adept:
Magic 4, two Rating 4 Magical skills, 7 spells
Resonance 4, two Rating 4 Resonance skills, 2 complex forms
Adept: Magic 6, one Rating 4 Active Skill
Magic 5, one Rating 4 Magical skill group
|C||Human – 5
Nartaki - 4
Elf – 3
Dwarf – 1
Ork – 0
Centaur – 0 (-25)
Naga – 0 (-25)
Pixie – 0 (-15)
Sasquatch – 0 (-20)
Bovine;Vulpine – 4 (-5)
Canine;Falconine – 3 (-10)
Lupine;Equine – 2 (-15)
Ursine;Leonine – 0 (-20)
Pantherine;Tigrine – 0 (-25)
|16||Magician or Mystic Adept:
Magic 3,5 spells
Resonance 3,1 complex forms
Magic 4, one Rating 2 Active Skill
Magic 3, one Rating 2
Magical skill group
|D||Human – 3
Nartaki - 2
Elf – 0
|E||Human – 1
Special Points: Edit
These are points that can be assigned to Magic, Resonance, or Edge. The maximum value for these attributes is 6, with the exception of Humans with a maximum Edge value of 7.
These are points that can only be spent into normal mental and physical attributes (BOD, AGI, REA, STR, WIL, LOG, INT, and CHA). These points must all be spent and cannot be spent on anything outside of those 8 attributes.
Magic or Resonance: Edit
This determines starting magic or resonance for mages and technomancers. Characters that are neither of these should pick Priority E for this column.
These are points that can be spent in skills. The numbers are points that can be spent on individual skills and points that can be spent on skill groups.
This is the character’s starting money.
Creation Steps Edit
Step 1: Pick a metatype. Edit
The numbers under each attribute are the starting value and the maximum value for that attribute. Starting values are free points that do not use Attribute Points found in Step 2.
Character creation for metavariant, metasapient, and shapeshifter characters follows the same procedures as for the standard metatypes, with only one small change. Some of the options require part of the character’s starting Karma to be spent just to allow for the additional abilities these characters will possess. On the other hand, a few metavariant options end up giving the character a little extra Karma to spend. This extra Karma counts toward the Karma limit allowed for Negative Qualities. The Karma cost for playing a certain option does not count against the character’s Positive Quality limit, though. Some of the options require taking a few Negative Qualities just to afford the Karma buy-in, but it may well be worth it to play an Ursine shapeshifter with the metahuman form of a giant.
Metasapients and shapeshifters who select Priority A, B, C, or D for Magic have their natural Magic of 1 replaced with their new Magic attribute. Character options that have a natural Magic attribute cannot also have a Resonance attribute and thus cannot select that option during character creation. Special attribute points can be used to increase the natural Magic attribute of a metasapient or shapeshifter, and the attribute can also be increased through Karma purchase as part of normal character advancement. If a character’s Magic is reduced to 0 through Essence loss, they cannot use any abilities tied to Magic.
When making a shapeshifter character, the player creates the animal first. The attributes listed in the table are for the natural animal form. To determine their metahuman attributes, the player must simply note how many attribute points were put into each attribute, and those are applied to the base metahuman attributes as well. At character creation the shapeshifter chooses a metahuman form and pays for it with Karma. This Karma is in addition to the Karma cost for playing certain shapeshifter species. Human is the default and costs nothing. Metatypes and metavariants are listed with costs in the Shapeshifter Metahuman Form Cost Table. Certain metavariants have some very unique characteristics that do not translate to the metahuman form of a shapeshifter. These are also noted in the table.
Once character creation is complete, the attributes are treated as separate scores. If a player increases their shapeshifter character’s natural Strength attribute, the Strength of the metahuman form does not change, and vice versa. Racial traits are a special case. Most transfer from the natural form to metahuman form, with the exception of Natural Weapon (Bite) and Goring Horns (unless the character is a troll or other variant that naturally has horns large enough for goring). Natural Weapon (Claws) takes the form of extremely hard and sharp figernails and toenails.
Negative Qualities, such as Uneducated, can be bought off with Karma, but a good reason is needed. For example, canine shifters do not have the Uneducated quality because they live among people and learn right alongside them. Buying off this quality would require a similar story, such as a shifter who was a mascot at a college, or a trained ursine, tigrine, or falconine learning while their handlers are not looking.
All shapeshifters have an Edge attribute range of 1 to 4.
Shapeshifter charts can be found in Run Faster.
Creating a changeling character requires the player to choose a level of SURGE: Class I (10 Karma), Class II (15 Karma), or Class III (30 Karma). The chosen class indicates the Karma limit of chosen metagenic qualities and determines the variability of SURGE characteristics for the character. Select one of three class options to determine the actual Karma cost of this variation. The three options are based on how much control a player wants in the effects of the character’s SURGE. Players with Class III characters get to select the full range of qualities, both positive and negative, for the character. Players with Class II characters select the Positive Qualities to the Karma level of their choice; they then must roll Negative Qualities randomly to balance out the Positive Qualities selected. Players with Class I characters select all qualities randomly. They initially should roll random Positive Qualities until they have what they believe to be a suffiient amount (maximum Karma value of these qualities is 30). They then randomly roll Negative Qualities to balance out the Positive Qualities.
When a player selects Positive and Negative Metagenic Qualities, the combined Karma values need to either balance exactly or err in favor of a single point of Karma on the Positive Quality side of the balance; the player must pay for the imbalance with Karma from their free Karma pool.
Gamemasters are allowed some leeway when it comes to selecting metagenic qualities for an NPC. She can either select the ones she would like the character to have for the purposes of story, campaign, or character background, or she can roll on the Metagenic Qualities Table.
In any case, the player or gamemaster has to remember the general rule of each Class of SURGE. Class I SURGE can be totally random but is limited to metahuman and minor animal qualities; there is no need to connect the Positive and Negative Qualities to the same metatype or animal classifiation. Class II SURGE is more diverse and includes traits found outside the metahuman spectrum; again there is no need to connect Positive and Negative Qualities, though it tends to be more likely. Class III SURGE runs the gamut, though the majority have traits that all reflect a similar theme, such as catperson, lizardperson, birdperson, etc.; thus the Positive and Negative Qualities should all relate to the overall theme.
To randomly determine metagenic qualities, fist roll 1D6 and consult the Random Positive Karma Value table. Then consult the table with the appropriate Karma range and roll the amount of dice listed to see what quality has been assigned to your character. Then roll 1D6 and consult the Random Negative Karma Value table and follow the same process to randomly select Negative Qualities.
All Changeling tables can be found in Run Faster.
Step 2: Pick and spend attribute points Edit
These points are spent in your eight primary attributes (BOD, AGI, REA, STR, WIL, LOG, INT, and CHA). One point is spent per attribute rating and cannot exceed the metatype maximum.
Step 3: Choose magic or resonance Edit
Magic is used by magicians (Adepts, Aspected Magicians, Mages, Shamans, and Mystic Adepts), and Resonance is used by Technomancers.
- Adepts channel mana into their own bodies to enhance their natural abilities, making their talents and skills much more potent.
- Adepts never astrally project.
- Adepts only perceive astral space by purchasing the Astral Perception power.
- Adepts can learn the Assensing skill only if they have the Astral Perception power.
- Adepts cannot use skills from any magic-related skill groups (Sorcery, Conjuring, or Enchanting).
- Adepts can follow mentor spirits.
- Adepts gain Adept Powers that are purchased with Power Points. Adepts receive a number of Power Points equal to their Magic rating.
- Magicians can astrally perceive.
- Magicians can astrally project.
- Magicians can choose freely from the magical skills or skill groups (Sorcery, Conjuring, Enchanting).
- Magicians can cast spells, conjure spirits, or enchant magical items.
- At character creation, magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations).
Aspected Magicians Edit
- Aspected magicians are a limited form of magician.
- Aspected magicians do not astrally project.
- Aspected magicians can astrally perceive.
- Aspected magicians must choose one, and only one, of the following three Skills/Skill Groups:
- Sorcery (Spellcasting and related skills)
- Conjuring (Summoning and related skills)
- Enchanting (Alchemy and related skills)
- Aspected magicians cannot perform any of the magical skills associated with the two groups they did not select.
- Aspected magicians can only learn Counterspelling if they take the skills to be a spellcaster.
- Aspected magicians can follow mentor spirits.
- At character creation, aspected magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations)
Mystic Adepts Edit
- Mystic adepts are a combination of magicians and adepts.
- Mystic adepts never astrally project.
- Mystic adepts can astrally perceive if they purchase the Astral Perception adept power.
- Mystic adepts purchase their spells/rituals/preparations in the same way as magicians.
- Mystic adepts must purchase their Power Points with Karma (5 Karma each at character creation for a full Power Point, with a maximum number of points equal to their Magic attribute rating).
- Mystic adepts can have any skills from the Enchanting, Sorcery, or Conjuring skill groups.
Step 4: Purchase qualities Edit
At creation, characters begin with 25 Karma. Before anything else, these are spent purchasing qualities.
At creation, characters can only possess at most 25 Karma worth of Positive Qualities and 25 Karma worth of Negative Qualities. Negative qualities can be bought off later.
Step 5: Purchase skills Edit
The skills column in the character creation table shows the number of points that can be used on individual skills and the number of points that can be used on skill groups.
At creation, it takes one skill point to either get a new skill, skill specialization, or raise that skill rating by 1 point. Skill Group points can also be spent at 1 point per skill group rating.
Having a specialization gives you a +2 dice pool bonus to skill tests involving the area of specialization. These skill points cannot be spent on Magic and Resonance based skills unless you have a Magic or Resonance rating. No individual skill may have more than one specialization at character creation. Specializations cannot be taken for skill groups, only individual skills.
Characters start with free Knowledge and Language skill points equal to (INT + LOG) x 2. They are spent the same way as skill points, but only for Knowledge and Language skills. Characters also begin with one free native language.
The highest any skill can be raised at this point is 6. All skill points must be spent at this step and cannot be kept after character completion.
Step 6: Spend Resources Edit
This is where all the money is spent. Any leftover karma can be spent for more nuyen at 2,000 nuyen per karma point at a max of 10 Karma (20,000 nuyen total). Only 5000 nuyen or less can be carried over after character creation, not including starting nuyen from Lifestyle purchases.
When buying cyberware or bioware, each attribute can receive a bonus up to a max of +4.
Characters are limited to a maximum Availability rating of 12 and device rating of 6.
Step 7: Leftover Karma Edit
Only 7 Karma can be kept after character creation. All other karma must be spent.
For attributes or skills, karma must be spent under normal character advancement rules.