I suggest a maximum of 46 points (highly skilled team). Normal SRII Archtypes run about 37 points
| Points | Attritbutes | Skills | Tech/Force | Magic |
| 0 | 17 | 17 | 500Y/5 | - |
| 1 | 17 | 18 | 1000Y/7 | - |
| 2 | 18 | 19 | 2000Y/9 | - |
| 3 | 19 | 20 | 3000Y/12 | - |
| 4 | 20 | 21 | 5000Y/15 | - |
| 5 | 20 | 22 | 10,000Y/17 | - |
| 6 | 21 | 23 | 30,000Y/19 | - |
| 7 | 22 | 24 | 60,000Y/22 | - |
| 8 | 23 | 25 | 90,000Y/25 | - |
| 9 | 23 | 26 | 140,000Y/27 | - |
| 10 | 24 | 27 | 220,000Y/29 | - |
| 11 | 25 | 28 | 300,000Y/32 | - |
| 12 | 26 | 30 | 400,000Y/35 | Adept |
| 13 | 27 | 32 | 500,000Y/38 | - |
| 14 | 28 | 34 | 650,000Y/42 | - |
| 15 | 29 | 36 | 800,000Y/46 | - |
| 16 | 30 | 40 | 1,000,000Y/50 | Mage |
"As many of you asked that I post my SR modifications, here is the first. Use it if you like it, ignore it if you don+t. Comments and additions will be taken in stride and flames will be doused." - Brian Angliss
"ShadowRun disadvantages, based off of GURPS and Hero, but mostly GURPS." - Brian Angliss
My rules. Each player can pick up to 6 points in disadvantages - this includes allergies. The disad-poitns can then be used to buy advantages or as an equal number of extra attribute points. They are not creation points.
| Name: | Point Cost: | Effects |
| Double Jointed | 1 | +2 dice to contortionism and escape artist attempts |
| Ambidexterity | 3 | no modifiers for using two weapons at the same time, can use 2 smartgun links too. |
| Eidietic Memory | 6 | Photographic memory-no memory rolls are necessary |
| High Pain Threshold | 2 | -1box stun, -1 TN to resist pain |
| Astrally Insensetive | 3 / level | -1 TN/level to resist all spells, +1 TN/level for magician to heal character |
| Peripheral vision | 3 | -1 TN, +1 die all visual perception |
| Speed Healing | 3 | -1 TN for doctor tests and -1/3 base time to heal |
| Name: | Point Gain: | Effects: |
| Age: | 1/10 years | -1Body, Quick, Str per 10 years over 40 |
| Odius Personal Habit: | 1-3 | +1/2/4 TN for social rolls (stuff like farting loudly in public) |
| Social Stigma: | 1-3 | +1/2/4 TN for social rolls (reaction varies from person to person) |
| Albino: | 4 | Severe Sunlight Alergy, distinguishing feature |
| Deaf: | 4 | Neural hearing centers are dead-cyber wont help. player must use sign language too |
| Epilepsy: | 1-5 | Frequency and severity, Will(11) roll to avoid spasams for 10- successes min |
| Obese: | 1 | -1Quick, +1die swimming, +1 body |
| Giant: | 3 | +1Bod, +1 Str, -1 Quick, +1 TN for social skills |
| Hemophilia | 6 | +1 box physical damage (after even a light wound) per minute until a coagulant is applied. Not applicable with platelet factories! |
| Low Pain Threshold | 2 | +1 box stun damage each wound, +1 TN to resist pain(like torture) |
| Mute | 5 | Like Deaf, the player can’t talk either |
| Skinny | 1 | -1 TN to fit through small places,-1Str |
| Stutters | 2 | +2 TN for speaking/language skills, and player must too in tight situations |
| Absent Minded | 3 | +3 TN all memory tests, +2 TN for concentration tests |
| Alcoholic | 3 | Will (6) to resist taking a drink and getting drunk (rate is up to GM) |
| Bad Temper | 2 | Will (5+) roll to resist insulting people who stress him out |
| Berserk | 3 | Will (6), test NOT to fly into an all-out attack of foe until foe is dead/unconscious. Wounds are not felt until Rage wears off. |
| Bloodlust | 2 | Will (5), only go for the kill, never attacks to wound or maim. |
| Bully | 2 | Will (4), test to not push people around |
| Code of Honor | 1-3 | This depends on the GM, but varies on how restrictive the Code is. |
| Combat Paralysis | 3 | in combat, make a will(6) test or suffer a -2 to Reaction |
| Compulsive Behavior | 1-3 | GMs discretion, but off of frequency of the behavior |
| Cowardice | 2 | make a will(5) test to not run from all danger |
| Delusions | 1-3 | These vary, but the most common would be of grandeur. They relate to severity |
| Dsylexia | 3 | Can NEVER learn to read. Period. |
| Fanatic | 3 | Self explanatory-cause can be anything |
| Glutton | 1 | Eats all the time, may or may not be Obese too. Role-play it |
| Greedy/Miserly | 2 | Hordes money/never uses it-this is mostly a roleplaying thing |
| Gullable | 2 | +3 TN to detect Bull S__t |
| Honesty | 4 | Will not break the law-ever. A real kicker. |
| Illiterate | 2 | Cant read yet, but can learn. needs to buy off this disad to learn to read |
| Impulsive | 2 | always rushes into things |
| Racism | 2 | self explanatory |
| Jealousy | 2 | always jealous of anyone who is better than the character |
| Kleptomaniac | 3 | Will (5) to resist a tempting theft, various snatchings |
| Lecherous | 2 | makes passes at anything that moves - and some that don’t |
| Overconfident | 1 | mostly a roll play device |
| Pacifism | 6 | Won’t fight unless for self defense, and wont ever kill |
| Paranoia | 1 | pretty normal in the world of SR |
| Phobias | 1-5 | this is based off the severity and type of fear at GMs discretion |
| Pyromania | 1 | Loves to light fires. roll play it |
| Sadism | 3 | enjoys causing pain, -1 TN to torture |
| Masochism | 2 | likes feeling pain, |
| Shy | 1-3 | based off severity |
| Split Personality | 2/person. | This requires massive rollplaying and also the skill of the character to be split between the multiple personalities |
| Unlucky | 1-3 | only -15%/level of karma pool Severity(level 3 effects everyone around the unlucky person too) |
| Vows | 1-3 | How strong the person holds their vows and what vows is - ie - celibacy |
| Weak Willed | 1/level | +2 TN/level on all willpower tests |
| Dependants | 1-3/person | children, spouses, etc. Depending on how useful/useless |
| Distinctive Feature | 1-3 | Based on what it looks like, how easy it is to hide, and the effect it has on others |
| Hunted and Watched | 1-4 | Based off of who wants you, how badly they want you, what they want you for, and what they want to do to you when they get you. |
| Secret ID | 2 | dual identity, one as a real person with a SIN and one as a runner (must be a disad) |
| Rivalry | 1-3 | Romantic, professional to both (both is worth more) |
| Vulnerablity | 1-4 | Extra damage to specific body parts, or especially vulnerable to a type of attack |
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