ShadowRun

Character Generation V2.1

Points based System

I suggest a maximum of 46 points (highly skilled team). Normal SRII Archtypes run about 37 points

Character Generation Main Table
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


Other point costs

Access to

Notes


Advantages and Disadvantges

Creayed By Brian Angliss

Modified and changed by Nightfox

"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.


Advantages

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


Disadvantages

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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