Post by Mace Parshath on Jan 20, 2007 0:38:50 GMT -5
Build Points:
BPs can be used to learn skills, increase attributes, acquire gear, learn spells, and so on. Each new or improved ability costs BP, thus limiting how powerful a character can be. Spend wisely, chummer.
The typical Shadowrun campaign character is built with 400 Bps total. That's what we'll be using.
Step One: Metatype
Choose a metatype, between Humans, Dwarves, Elves, Orks, or Trolls. Metatypes besides Humans cost BP because of Attributes, so don't whine. Here is a chart:
Human/0 BP Cost/+1 Edge
BOD 1/6(9)
AGI 1/6(9)
REA 1/6(9)
STR 1/6(9)
CHA 1/6(9)
INT 1/6(9)
LOG 1/6(9)
WIL 1/6(9)
INI 1/12(18)
Edge 1/7
Essence 6
_________
Ork/20 BP Cost/Low-Light Vision
BOD 4/9(13)
AGI 1/6(9)
REA 1/6(9)
STR 3/8(12)
CHA 1/5(7)
INT 1/6(9)
LOG 1/5(7)
WIL 1/6(9)
INI 2/12(18)
Edge 1/6
Essence 6
__________
Dwarf/25 BP Cost/Thermographic Vision, +2 dice for Body Tests to resist pathogens/toxins
BOD 2/7(10)
AGI 1/6(9)
REA 1/5(7)
STR 3/8(12)
CHA 1/6(9)
INT 1/6(9)
LOG 1/6(9)
WIL 2/7(10)
INI 2/11(16)
Edge 1/6
Essence 6
__________
Elf/30 BP Cost/Low-Light Vision
BOD 1/6(9)
AGI 2/7(10)
REA 1/6(9)
STR 1/6(9)
CHA 3/8(12)
INT 1/6(9)
LOG 1/6(9)
WIL 1/6(9)
INI 2/12(18)
Edge 1/6
Essence 6
__________
Troll/40 BP Cost/Thermographic Vision, +1 Reach, +1 Natural Armour (Cumulative to Worn Armour)
BOD 5/10(15)
AGI 1/5(7)
REA 1/6(9)
STR 1/6(9)
CHA 1/4(6)
INT 1/5(7)
LOG 1/5(7)
WIL 1/6(9)
INI 2/11(16)
Edge 1/6
Essence 6
______________
Purchasing Attributes:
Improving physical and mental attributes costs 10 BP to increase an attribute by +1. The final increase spent to raise an attribute to its natural maximum costs 25 BP instead of the normal 10. Players may not spend more than half their total BPs on physical and mental attributes (for the 400 BP total limit we have, that means only 200 BPs may be used for this).Also, characters cannot have more than one attribute at its natural maximum.
To raise your Edge it costs 10 BP per +1 increase (25 BP for reaching natural maximum).
The Magic or Resonance attribute can only be gained by purchasing one of the Qualities involving magical ability (Adept, Magician, or Mystic Adept). For purchasing the quality, the character starts with one point in Magic or Resonance, depending on the quality bought. Each increase costs 10 BP for +1 with the sixth point costing 25 BPs.Magic and Resonance can both be raised to a maximum of 6 (+ initiation grade) regardless of metatype. This can
Edge and/or Magic/Resonance can go over the 200 BP limit.
Initiative is determined by adding your Reaction and Intuition Ratings together.
Skills: All characters start with a 0 in all skills. Rating 0 doesn't mean that your character is ignorant or clueless, only that they have the same amount of training (or lack thereof) as anyone else, If a character has a rating higher than 0, then they know more than the average person on the street.
Purchasing Active Skills- Raising skills costs 4 BP per rating point. Skills can only be imrpoved to a maximum rating of 6. The maximum skill rating for starting characters is either one skill at rating 6 (with the rest at Rating 4 or less) or two skills at Rating 5 (with the rest at Rating 4 or less). Your character cannot start with both one Rating 6 skill and two Rating 5 skills.
Skill Groups are a group of related skills collected in a largeer category. For example, the Firearms skill group includes the Longarms, Pistols, and Automatics skills. A skill group allows a character broader proficiency rather than specific expertise, and may appeal to players who wish to portray their characters in broader strokes.
To acquire a skill group for your character, you must pay 10 BP per level of expertise you wish to acquire. (Since skill groups contain three or four skills together, this is actually cheaper than purchasing each skill seperately.) Starting characters may raise purchased skill groups to a maximum of 4.
Specializations are general- your character can shoot any pistol with the pistol skill, or drive any car with the Pilot Ground Craft skill. If you want a character your character to have a signature ability, something they are better at than everyone else, you can give them a specialization.
For example, a character with the Pistols skill can choose to specialize in Revolvers, which means he's a crack shot at using revolvers, but not quite as good while firing semi-automatics. If your character has a specialization, you adds 2 extra dice to the skill test whenever the specialization applies.
Specialization only cost 2 BP. You can only acquire specializations to skills you currently possess. Characters may only have one specialization per skill. Characters may not purchase specializations for skill groups.
Knowledge Skills
Your character starts with a number of Knowledge skill points equal to (Logic + Intuition) x3. You may also purchase additional Knowledge skill points at a rate of 2 BP per point. The maximum number of Knowledge points you may purchase is also equal to your (Logic + Intuition) x3. In other words, you can only increase your total Knowledge skills points up to double your starting amount. Note that Language skills are also purchased from this pool of Knowledge skill points.
Knowledge skills come in four categories: Street Knowledge, Academic Knowledge, Professional Knowledge, and Interests. Depending on its category, a Knowledge skill links to either Intuition or Logic. You can choose as many skills as you want from each category. Be creative! Anything your character knows- from science fiction TV shows to baisc chemistry to pop music -can be a Knowledge skill.
As with Active Skills, your character can specialize in Knowledge skills. Specializing in a Knowledge skill costs an additional 1 BP. No more than one specialization can be taken per Knowledge skill.
Characters cannot start the game with any base Knowledge skill rating higher than 6. Additionally, players may be maximum of either one Knowledge skill at Rating 6 (with the rest at Rating 4 or less) or two Knowledge skills at Rating 5 (with the rest at Rating 4 or less). No base Knowledge skill can be rated lower than 1. Players cannot save Knowledge skill points; any left over after character creation are lost. New Knowledge skills can be learned and existing ones improved as the game goes on.
Street-Intuition-Available characters with street connections. (Criminal Organizations, Smuggling Routes, Gang Identification, Fringe Cults, etc)
Academic-Logic-Research and education, ranging from science to history, literature and the arts. (Biology, Medicine, Magic Theory, Politics, Philosophy, Poetry, History, Music, etc.)
Professional-Logic-Normal Trades and Occupations (Journalism, Business, Military Service, etc.)
Interests-Intuition-Hobbies (Woodworking, Urban Brawl Teams, Sci-Fi Films, Elven Wine, etc.)
Language Skills:
At the beginning of the game, players must declare what their native language is. A character has no problem communicating in their native tongue, and does not need to make a Success Test when doing so. For record keeping purposes, you should list your native language under the Skills column, using the letter "N" instead of a skill rating to identify it as the character's native tongue.
If a player wants a character to communicate in other languages, they may purchase Language skills. Language skills count as Knowledge skills for character creation purposes, and skill points for Language skill deduct from the same pool used for Knowledge skills.
Specializations of Language skills are called lingos. Lingos are the languages of subgroups: hackers, mages, lawyers, corp wage slaves, street gangs, tribes, and so on.
Qualities: Characters may not purchase more than 35 BP worth of Positive qualities or take more than 35 BP worth of Negative qualities.
Assigning Resources:
Gear: For every BP invested in gear, the character gets 5,000 nuyen to purchase weapons, armour, cyberware, and other equipment, up to a maximum of 50 BP or 250,000 nuyen. Characters can't have anything with a rating of 6 or an Availability higher than 12.
Cyberware and Bioware: Aside from nuyen costs, cyberware and bioware have an Essence cost. The cost is how much one's Essence is reduced when the part is installed. No character can have a starting Essence of 0, but any fraction above 0 is fine. Some cyberware can be 'packaged' with other cyberware for lower cost, or may allow a certain number of Essence-free attachments (cybereyes, for example).
Essence losses from cyberware and bioware are tracked seperately. Only the higher of the two totals deducts from Essence in full points, with the other deducting at half. For example, if a character has an Essence loss of 1.5 from cyberware and 2.5 from bioware, then the character's Essence is 6-2.5 (Full Bioware)-0.75 (Half Cyberware), or 3.25 Essence loss. Players should keep track of both, as it's possible one can outpace the other as the character implants more cyber or bio into their body.
Players should also consider the grade of cyberware or bioware when choosing it. Two grades are available to starting characters: Basic and Alpha. Basic is cheap, but not very Essence firendly. Alpha appeals more to the guys and gals who count on cyberware to survive. Alphaware costs more, but is easier on the body (and Essence). If you purchase Alpha grade, multiply the listed nuyen cost of the item by 2. The Essence cost of alphaware equals the original Essence Cost x 0.8.
Note that any attribute boosts gained from implants do not affect aspects of character creation--a boost to Logic, for example, does not increase the Knowledge skills you start with. Also, any reductions to a character's Essence will also affect their Magic or Resonance.
Lifestyle:
Lifestyle is a catch-all category that covers ordinary expenses, such as rent or housing, food, Matrix access, and so on. Everyone needs to live someplace, even if it's the third sewer grate on the left. A character lifestyle, purchased in one-month increments, represents this requirement. Lifestyle encompasses your living conditions and possessions. The higher the lifestyle, the less you have to worry about and the more benefits you get.
Street (Free): Literally living on the street; few or no expenses;eating out of the trash.
Squatter (500 Nuyen): One step up from the street; a jury-rigged shelter, abandoned building or the like.
Low (2000 Nuyen): An apartment, but nothing to brag about. Just you and the masses.
Middle (5000 Nuyen): Nice house or condo, maybe even real food.
High (10,000 Nuyen): A high-rise luxury flat, building security and good food on demand.
Luxury (100,000 Nuyen): Just imagine it my friend, imagine it.
Characters can only purchase one lifestyle at a time, though they may pre-purchase it for months in advance if they like. Lifestyles only account for the character's regular daily living expenses and accomodations--additional investments such as safehouses, private storage, garages, worshops, etc. must be bought and paid for seperately. Lifestyle also determines the starting money a character has at the beginning of their shadowrunning life.
Spells- Magicians can only cast spells that they have learned. During character creation, players can spend BP to have their magician character learn spells before beginning the game. Learning a spell costs 3 BP. The maximum number of spells your character can learn during character creation is equal to twice the highest rating of your Spellcasting or Ritual Spellcasting skills.
Spirits-Magicians have the capability to summon five types of spirits. The types of spirits a magician can summon depends on his particular tradition. Spirits may be summoned on a temporary basis during gameplay, or even bound into longer-term service. A magician character can choose to begin gameplay with bound spirits. Bound spirits cost a number of BP equal to the number of services owed. The number of services it owes may not be greater than the magician's Summoning skill (or Conjuring skill group, if applicable). The bound spirit's Force equals the magician's Magic attribute. The maximum number of spirits a magician may have bound into service is equal to his Charisma attribute.
Foci- When buying gear, Awakened characters can purchase foci, magically enchanted objects that can increase a magician's power. To use a focus effectively, the magician or adept must bond the focus to him. This requires time and effort. A starting Awakened character can begin the game with one or more foci already bonded. First, the character must purchase the focus with Gear nuyen. To bond a focus to the character, the player must then spend a number of BP equal to the focus' Force. The total Force of all bonded foci is limited to five times the character's Magic attribute. Adepts may only bond to weapon foci. Magicians and Mystic Adepts can bond to any type of focus.
Adept Powers- Adepts receive a number of Power points equal to their Magic attribute to purchase Adept powers. Power points that are not spent during character creation may be saved up for later investment.
Technomancer Resources-
Technomancers rely on their living persona, complex forms, and sprites to manipulate the Matrix. The living persona represents the technomancer's attributes when dealing with the digital world, and is derived from their other attributes. Complex forms and sprites both have an associated BP cost.
Complex Forms- Technomancers may only affect the electronic world with complex forms they have learned. These forms can be bought during character creation at a cost of 1 BP per rating point. A Rating 4 Armour complex form, for example, would cost 4 BPs. The maximum number of complex forms your character can learn during character creation regardless of rating, is equal to your character's Logic x2.
Sprites- Technomancers have the ability to compile and register entities called sprites in the Matrix during gameplay. A technomancer can also choose to begin gampley with registered sprites. Registered sprites cost a number of BP equal to the number of tasks owed. The number of tasks it owes may not be greater than the technomancer's Compiling skill. The registered sprite's rating equals the technomancer's Resonance. The maximum number of sprites a technomancer may be registered into service is equal to his Charisma attribute.
Contacts- Acquintances, buddies, and assorted street informants. These are the people your character turns to when he needs to track down information, acquire black market goods, put the word out, or otherwise seek out a favor.
Each contact has both a Connection rating (from 1 to 6) that indicates exactly how influential and useful that contact can be and a Loyalty rating (also 1 to 6) that infers how much of a sacrifice the contact is willing to make on the character's behalf. The contact's BP cost is equal to his or her COnnection rating + loyalty rating.
You should be careful to purchase at least two contacts during character creation--more if your character is a social networking type and/or is likely to have or need them. You don't want to be caught on the cold streets of the sprawl without any friends.
Condition Monitors- The player also needs to indicate how many boxes the character has o nthe Physical and Stun Tracks of his Condition Monitor: 8 + (Willpower divided by 2, round up) for Stun, and 8 + (Body divided by 2, round up) for physical. Use the character's augmented attributes rather than the natural ratings (yes, this means that if a character receives a temporary Body or Willpower attribute boost that character will temporarily have additional boxes on the Condition Monitor). For each of the character's cyberlimbs another box is added to the Physical Condition Monitor.
Condition Monitor Boxes
BOD/WIL Condition Monitor
1-2 9 Boxes
3-4 10 Boxes
5-6 11 Boxes
7-8 12 Boxes
9-10 13 Boxes
11-12 14 Boxes
13-14 15 Boxes
Starting Nuyen-
Lifestyle Dice Money Multiplier
Street 1D6 x10
Squatter 2D6 x20
Low 3D6 x50
Middle 4D6 x100
High 4D6 x500
Luxury 4D6 x1000
BPs can be used to learn skills, increase attributes, acquire gear, learn spells, and so on. Each new or improved ability costs BP, thus limiting how powerful a character can be. Spend wisely, chummer.
The typical Shadowrun campaign character is built with 400 Bps total. That's what we'll be using.
Step One: Metatype
Choose a metatype, between Humans, Dwarves, Elves, Orks, or Trolls. Metatypes besides Humans cost BP because of Attributes, so don't whine. Here is a chart:
Human/0 BP Cost/+1 Edge
BOD 1/6(9)
AGI 1/6(9)
REA 1/6(9)
STR 1/6(9)
CHA 1/6(9)
INT 1/6(9)
LOG 1/6(9)
WIL 1/6(9)
INI 1/12(18)
Edge 1/7
Essence 6
_________
Ork/20 BP Cost/Low-Light Vision
BOD 4/9(13)
AGI 1/6(9)
REA 1/6(9)
STR 3/8(12)
CHA 1/5(7)
INT 1/6(9)
LOG 1/5(7)
WIL 1/6(9)
INI 2/12(18)
Edge 1/6
Essence 6
__________
Dwarf/25 BP Cost/Thermographic Vision, +2 dice for Body Tests to resist pathogens/toxins
BOD 2/7(10)
AGI 1/6(9)
REA 1/5(7)
STR 3/8(12)
CHA 1/6(9)
INT 1/6(9)
LOG 1/6(9)
WIL 2/7(10)
INI 2/11(16)
Edge 1/6
Essence 6
__________
Elf/30 BP Cost/Low-Light Vision
BOD 1/6(9)
AGI 2/7(10)
REA 1/6(9)
STR 1/6(9)
CHA 3/8(12)
INT 1/6(9)
LOG 1/6(9)
WIL 1/6(9)
INI 2/12(18)
Edge 1/6
Essence 6
__________
Troll/40 BP Cost/Thermographic Vision, +1 Reach, +1 Natural Armour (Cumulative to Worn Armour)
BOD 5/10(15)
AGI 1/5(7)
REA 1/6(9)
STR 1/6(9)
CHA 1/4(6)
INT 1/5(7)
LOG 1/5(7)
WIL 1/6(9)
INI 2/11(16)
Edge 1/6
Essence 6
______________
Purchasing Attributes:
Improving physical and mental attributes costs 10 BP to increase an attribute by +1. The final increase spent to raise an attribute to its natural maximum costs 25 BP instead of the normal 10. Players may not spend more than half their total BPs on physical and mental attributes (for the 400 BP total limit we have, that means only 200 BPs may be used for this).Also, characters cannot have more than one attribute at its natural maximum.
To raise your Edge it costs 10 BP per +1 increase (25 BP for reaching natural maximum).
The Magic or Resonance attribute can only be gained by purchasing one of the Qualities involving magical ability (Adept, Magician, or Mystic Adept). For purchasing the quality, the character starts with one point in Magic or Resonance, depending on the quality bought. Each increase costs 10 BP for +1 with the sixth point costing 25 BPs.Magic and Resonance can both be raised to a maximum of 6 (+ initiation grade) regardless of metatype. This can
Edge and/or Magic/Resonance can go over the 200 BP limit.
Initiative is determined by adding your Reaction and Intuition Ratings together.
Skills: All characters start with a 0 in all skills. Rating 0 doesn't mean that your character is ignorant or clueless, only that they have the same amount of training (or lack thereof) as anyone else, If a character has a rating higher than 0, then they know more than the average person on the street.
Purchasing Active Skills- Raising skills costs 4 BP per rating point. Skills can only be imrpoved to a maximum rating of 6. The maximum skill rating for starting characters is either one skill at rating 6 (with the rest at Rating 4 or less) or two skills at Rating 5 (with the rest at Rating 4 or less). Your character cannot start with both one Rating 6 skill and two Rating 5 skills.
Skill Groups are a group of related skills collected in a largeer category. For example, the Firearms skill group includes the Longarms, Pistols, and Automatics skills. A skill group allows a character broader proficiency rather than specific expertise, and may appeal to players who wish to portray their characters in broader strokes.
To acquire a skill group for your character, you must pay 10 BP per level of expertise you wish to acquire. (Since skill groups contain three or four skills together, this is actually cheaper than purchasing each skill seperately.) Starting characters may raise purchased skill groups to a maximum of 4.
Specializations are general- your character can shoot any pistol with the pistol skill, or drive any car with the Pilot Ground Craft skill. If you want a character your character to have a signature ability, something they are better at than everyone else, you can give them a specialization.
For example, a character with the Pistols skill can choose to specialize in Revolvers, which means he's a crack shot at using revolvers, but not quite as good while firing semi-automatics. If your character has a specialization, you adds 2 extra dice to the skill test whenever the specialization applies.
Specialization only cost 2 BP. You can only acquire specializations to skills you currently possess. Characters may only have one specialization per skill. Characters may not purchase specializations for skill groups.
Knowledge Skills
Your character starts with a number of Knowledge skill points equal to (Logic + Intuition) x3. You may also purchase additional Knowledge skill points at a rate of 2 BP per point. The maximum number of Knowledge points you may purchase is also equal to your (Logic + Intuition) x3. In other words, you can only increase your total Knowledge skills points up to double your starting amount. Note that Language skills are also purchased from this pool of Knowledge skill points.
Knowledge skills come in four categories: Street Knowledge, Academic Knowledge, Professional Knowledge, and Interests. Depending on its category, a Knowledge skill links to either Intuition or Logic. You can choose as many skills as you want from each category. Be creative! Anything your character knows- from science fiction TV shows to baisc chemistry to pop music -can be a Knowledge skill.
As with Active Skills, your character can specialize in Knowledge skills. Specializing in a Knowledge skill costs an additional 1 BP. No more than one specialization can be taken per Knowledge skill.
Characters cannot start the game with any base Knowledge skill rating higher than 6. Additionally, players may be maximum of either one Knowledge skill at Rating 6 (with the rest at Rating 4 or less) or two Knowledge skills at Rating 5 (with the rest at Rating 4 or less). No base Knowledge skill can be rated lower than 1. Players cannot save Knowledge skill points; any left over after character creation are lost. New Knowledge skills can be learned and existing ones improved as the game goes on.
Street-Intuition-Available characters with street connections. (Criminal Organizations, Smuggling Routes, Gang Identification, Fringe Cults, etc)
Academic-Logic-Research and education, ranging from science to history, literature and the arts. (Biology, Medicine, Magic Theory, Politics, Philosophy, Poetry, History, Music, etc.)
Professional-Logic-Normal Trades and Occupations (Journalism, Business, Military Service, etc.)
Interests-Intuition-Hobbies (Woodworking, Urban Brawl Teams, Sci-Fi Films, Elven Wine, etc.)
Language Skills:
At the beginning of the game, players must declare what their native language is. A character has no problem communicating in their native tongue, and does not need to make a Success Test when doing so. For record keeping purposes, you should list your native language under the Skills column, using the letter "N" instead of a skill rating to identify it as the character's native tongue.
If a player wants a character to communicate in other languages, they may purchase Language skills. Language skills count as Knowledge skills for character creation purposes, and skill points for Language skill deduct from the same pool used for Knowledge skills.
Specializations of Language skills are called lingos. Lingos are the languages of subgroups: hackers, mages, lawyers, corp wage slaves, street gangs, tribes, and so on.
Qualities: Characters may not purchase more than 35 BP worth of Positive qualities or take more than 35 BP worth of Negative qualities.
Assigning Resources:
Gear: For every BP invested in gear, the character gets 5,000 nuyen to purchase weapons, armour, cyberware, and other equipment, up to a maximum of 50 BP or 250,000 nuyen. Characters can't have anything with a rating of 6 or an Availability higher than 12.
Cyberware and Bioware: Aside from nuyen costs, cyberware and bioware have an Essence cost. The cost is how much one's Essence is reduced when the part is installed. No character can have a starting Essence of 0, but any fraction above 0 is fine. Some cyberware can be 'packaged' with other cyberware for lower cost, or may allow a certain number of Essence-free attachments (cybereyes, for example).
Essence losses from cyberware and bioware are tracked seperately. Only the higher of the two totals deducts from Essence in full points, with the other deducting at half. For example, if a character has an Essence loss of 1.5 from cyberware and 2.5 from bioware, then the character's Essence is 6-2.5 (Full Bioware)-0.75 (Half Cyberware), or 3.25 Essence loss. Players should keep track of both, as it's possible one can outpace the other as the character implants more cyber or bio into their body.
Players should also consider the grade of cyberware or bioware when choosing it. Two grades are available to starting characters: Basic and Alpha. Basic is cheap, but not very Essence firendly. Alpha appeals more to the guys and gals who count on cyberware to survive. Alphaware costs more, but is easier on the body (and Essence). If you purchase Alpha grade, multiply the listed nuyen cost of the item by 2. The Essence cost of alphaware equals the original Essence Cost x 0.8.
Note that any attribute boosts gained from implants do not affect aspects of character creation--a boost to Logic, for example, does not increase the Knowledge skills you start with. Also, any reductions to a character's Essence will also affect their Magic or Resonance.
Lifestyle:
Lifestyle is a catch-all category that covers ordinary expenses, such as rent or housing, food, Matrix access, and so on. Everyone needs to live someplace, even if it's the third sewer grate on the left. A character lifestyle, purchased in one-month increments, represents this requirement. Lifestyle encompasses your living conditions and possessions. The higher the lifestyle, the less you have to worry about and the more benefits you get.
Street (Free): Literally living on the street; few or no expenses;eating out of the trash.
Squatter (500 Nuyen): One step up from the street; a jury-rigged shelter, abandoned building or the like.
Low (2000 Nuyen): An apartment, but nothing to brag about. Just you and the masses.
Middle (5000 Nuyen): Nice house or condo, maybe even real food.
High (10,000 Nuyen): A high-rise luxury flat, building security and good food on demand.
Luxury (100,000 Nuyen): Just imagine it my friend, imagine it.
Characters can only purchase one lifestyle at a time, though they may pre-purchase it for months in advance if they like. Lifestyles only account for the character's regular daily living expenses and accomodations--additional investments such as safehouses, private storage, garages, worshops, etc. must be bought and paid for seperately. Lifestyle also determines the starting money a character has at the beginning of their shadowrunning life.
Spells- Magicians can only cast spells that they have learned. During character creation, players can spend BP to have their magician character learn spells before beginning the game. Learning a spell costs 3 BP. The maximum number of spells your character can learn during character creation is equal to twice the highest rating of your Spellcasting or Ritual Spellcasting skills.
Spirits-Magicians have the capability to summon five types of spirits. The types of spirits a magician can summon depends on his particular tradition. Spirits may be summoned on a temporary basis during gameplay, or even bound into longer-term service. A magician character can choose to begin gameplay with bound spirits. Bound spirits cost a number of BP equal to the number of services owed. The number of services it owes may not be greater than the magician's Summoning skill (or Conjuring skill group, if applicable). The bound spirit's Force equals the magician's Magic attribute. The maximum number of spirits a magician may have bound into service is equal to his Charisma attribute.
Foci- When buying gear, Awakened characters can purchase foci, magically enchanted objects that can increase a magician's power. To use a focus effectively, the magician or adept must bond the focus to him. This requires time and effort. A starting Awakened character can begin the game with one or more foci already bonded. First, the character must purchase the focus with Gear nuyen. To bond a focus to the character, the player must then spend a number of BP equal to the focus' Force. The total Force of all bonded foci is limited to five times the character's Magic attribute. Adepts may only bond to weapon foci. Magicians and Mystic Adepts can bond to any type of focus.
Adept Powers- Adepts receive a number of Power points equal to their Magic attribute to purchase Adept powers. Power points that are not spent during character creation may be saved up for later investment.
Technomancer Resources-
Technomancers rely on their living persona, complex forms, and sprites to manipulate the Matrix. The living persona represents the technomancer's attributes when dealing with the digital world, and is derived from their other attributes. Complex forms and sprites both have an associated BP cost.
Complex Forms- Technomancers may only affect the electronic world with complex forms they have learned. These forms can be bought during character creation at a cost of 1 BP per rating point. A Rating 4 Armour complex form, for example, would cost 4 BPs. The maximum number of complex forms your character can learn during character creation regardless of rating, is equal to your character's Logic x2.
Sprites- Technomancers have the ability to compile and register entities called sprites in the Matrix during gameplay. A technomancer can also choose to begin gampley with registered sprites. Registered sprites cost a number of BP equal to the number of tasks owed. The number of tasks it owes may not be greater than the technomancer's Compiling skill. The registered sprite's rating equals the technomancer's Resonance. The maximum number of sprites a technomancer may be registered into service is equal to his Charisma attribute.
Contacts- Acquintances, buddies, and assorted street informants. These are the people your character turns to when he needs to track down information, acquire black market goods, put the word out, or otherwise seek out a favor.
Each contact has both a Connection rating (from 1 to 6) that indicates exactly how influential and useful that contact can be and a Loyalty rating (also 1 to 6) that infers how much of a sacrifice the contact is willing to make on the character's behalf. The contact's BP cost is equal to his or her COnnection rating + loyalty rating.
You should be careful to purchase at least two contacts during character creation--more if your character is a social networking type and/or is likely to have or need them. You don't want to be caught on the cold streets of the sprawl without any friends.
Condition Monitors- The player also needs to indicate how many boxes the character has o nthe Physical and Stun Tracks of his Condition Monitor: 8 + (Willpower divided by 2, round up) for Stun, and 8 + (Body divided by 2, round up) for physical. Use the character's augmented attributes rather than the natural ratings (yes, this means that if a character receives a temporary Body or Willpower attribute boost that character will temporarily have additional boxes on the Condition Monitor). For each of the character's cyberlimbs another box is added to the Physical Condition Monitor.
Condition Monitor Boxes
BOD/WIL Condition Monitor
1-2 9 Boxes
3-4 10 Boxes
5-6 11 Boxes
7-8 12 Boxes
9-10 13 Boxes
11-12 14 Boxes
13-14 15 Boxes
Starting Nuyen-
Lifestyle Dice Money Multiplier
Street 1D6 x10
Squatter 2D6 x20
Low 3D6 x50
Middle 4D6 x100
High 4D6 x500
Luxury 4D6 x1000