Basic summary for creating a runner (those with a book).<br/><br/>Basic 400 point sheet spread, follow the listed character creation method given in the book and do not name your Contacts, the GM will name them for you and assign stats and such appropriately for them. As well, characters will not be allowed if they have no backstory, mainly the reason for them running in the first place.<br/><br/><span class="bbc_u">For those without the book, I will list what and how to do it.</span><br/><br/><strong>Note: Fixed Typo in Skill Distribution </strong><br/><br/><span class="bbc_u"><strong>First</strong></span>things first, I will list Metatypes with their starting attributes and a brief summery over attributes.<br/><br/>Everything other then human costs Build Points or BP to play as, so, you'll have a slight disadvantage to go with your advantages that your race naturally inherits. As well, the first number is the starting rating and the number after the slash are the maximum rating. The number in the parentheses is the maximum augmented attribute (from cyber/bioware and magic spells).<br/><br/><strong>Human Attribute Ratings</strong><br/><br/>1) Weak<br/>2) Underdeveloped<br/>3) Typical<br/>4) Improved<br/>5) Superior<br/>6) Maximum Unmodified human<br/><br/><span class="bbc_u"><strong>Physical Attributes</strong></span><br/><br/><strong>Agility</strong>: Agility represents fine motor control - manual dexterity. It's used primarily with firearms and athletics as well as basic coordination.<br/><br/><strong>Body</strong>: Body represents the ability to resist outside forces from toxins, pathogens to that of alcohol. Body is determined by living habits (eating, sleeping, activity) not by size.<br/><br/><strong>Reaction</strong>: Reaction is basically physical reflexes to a change in your surroundings, whether from dodging that fist or that incoming arrow.<br/><br/><strong>Strength</strong>: Strength is basically what your muscles can do. From raw running and lifting speeds to your basic damage in unarmed and melee combat. High Strength doesn't always represent how large a character is, they can be tough and wiry or know how to use their body to her best advantage. But, if you wish, it can also be used to denote how large you character is in muscle mass.<br/><br/><span class="bbc_u"><strong>Mental Attributes</strong></span><br/><br/><strong>Charisma</strong>: Much more then physical appearance, it is a reflection on how to wheel & deal, get along in everyday life and your "aura" of how you react to various social tact. You could be the most fairest of the Elves, but with a low Charisma, a Charismatic Troll has a better chance of at least getting their foot in the door.<br/><br/><strong>Intuition</strong>: Intuition covers "mental awareness" your ability to take and process information on the go, to read a crowd and to assess a situation for danger or opportunity.<br/><br/><strong>Logic</strong>: Logic covers the character's ability to memorize ability and raw brain power. Their overall intelligence of the situation. It denotes how fast a character learns, how well they can execute pre-planned sequences and various other mental tasks.<br/><br/><strong>Willpower</strong>: Willpower is basically self explanatory. It covers your will to survive, your breaking point and giving up as well as the fuel to motivate you towards your dreams and desires.<br/><br/><span class="bbc_u"><strong>Special Attributes</strong></span><br/><br/><strong>Edge</strong>is a special attribute that is basically used to give an edge over opposistion, they work very much like stunt dice and action points that are in various other games. Only humans may have an Edge of 7 while the other metatypes are limited to only 6.<br/><br/><strong>Magic &amp; Resonance</strong>are restricted attributes and start out at 0. They're only usuable by Magic users and Technomancers (The former Attribute for Magicians, Adepts and Mystic Adepts, the latter for Technomancers). In order to get Magic or Resonance, you much purchase one of the listed Positive Qualities to obtain such.<br/><br/><strong>Initiative</strong>is a derived attribute, calculated by adding your character's Reaction and Intuition together. Initiative cannot be increased with BP but may be augmented by certain spells, cyber/bioware.<br/><br/><strong>Essence</strong>is an attributes of your very being. All characters have a starting Essence of 6 and with each cyber/bio inplant you install decreases the overall rating of Essence. Once you gain an Essence of 0, you die. Plain and simple.<br/><br/><span class="bbc_u"><strong>Metatype Listings</strong></span><br/><br/><strong>Human</strong>: BP: 0, 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: 2/12 (18) [Special: +1 Edge]<br/><br/><strong>Ork</strong>: BP:20, 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),<br/>INI: 2/12 (18) [Special: Low-Light Vision]<br/><br/><strong>Dwarf</strong>: BP:25, BOD: 4/9 (13), AGI: 1/6 (9), REA: 1/6 (9), STR: 3/8 (12), CHA: 1/6 (9), INT: 1/6 (9), LOG: 1/6 (9), WIL: 2/7 (10), INI: 2/11 (16) [Special: Thermographic Vision, +2 dice for Body Tests to resist pathogens and toxins)<br/><br/><strong>Elf</strong>: BP: 30, BOD: 1/6 (9), AGI: 2/7 (10), REA: 1/6 (9), 1/6 (9), STR: 1/6 (9), CHA: 3/8 (12), INT: 1/6 (9), LOG: 1/6 (9), WIL: 2/12 (18) [Special: Low-Light Vision]<br/><br/><strong>Troll</strong>: BP: 40, BOD: 5/10 (15), AGI: 1/5 (7), REA: 1/6 (9), STR: 5/10 (15), CHA: 1/4 (6), INT: 1/5 (7), LOG: 1/5 (7), WIL: 1/6 (9), INI: 2/11 (16) [Special: Thermographic Vision, +1 Reach, +1 nautral armor (cumulative with worn armor)].<br/><br/>Okay, now on to actual creating the character. First we will cover the BP system. All characters are created with the same 400 BP system, so no characters are given different creation points.<br/><br/>First thing, we start with Metatype. Each metatype as previously listed costs BP to play as, thus you will subtract the cost of said metatype from your starting 400. When assigning Physical & Mental attributes, you're allowed only to spend half of your max BP used in character creation (I.E. 200 BP at all times). As well, it is<strong>important</strong>,<em><strong>but no character may have more then one attribute at maximum at creation.</strong></em>Now on to skills.<br/><br/><span class="bbc_u"><strong>Types of Skills</strong></span><br/><br/><strong>Active Skills</strong>: Active Skills are those that tie in directly to an active Attribute and effect things on a more direct scale. (Example: Athletics and Negotiation are Active Skills, where UCAS Political Knowledge is not.)<br/><br/><strong>Knowledge Skills</strong>: Knowledge Skills represents what your character knows and helps flesh out their background and add personal touches to roleplay.<br/><br/><strong>Language Skills</strong>: Language Skills are the languages you know and how well you can comprehend them. Nothing more, nothing less.<br/><br/><strong>Restricted Skills</strong>: Skills that pertain to Magic Usage and Magic Knowledge such as "Assessing" are only allowed for those with the proper Possitive Quality that unlocks a Restricted Attribute.<br/><br/><strong>Skill Groups</strong>: Skill Groups are bunched up Skills for a more broader sense of knowledge. Hence your inability to actually take a specialization in a Skill Group.<br/><br/><strong>Specializations</strong>: Not a type of Skill par/se. But a single specialization in a skill that isn't within a skill group. It can also be applied to Knowledge and Language skills.<br/><br/><span class="bbc_u"><strong>Distribution of BP for Skills and their Special Rules</strong></span><br/><br/><strong>Special Rules</strong>: With Individual Skills you may only possess one at 6 and the rest as high as 4 or two at 5 and the rest at 4. You cannot take one six and two fives for example.  For Skill Groups, the max starting is 4 in rating. You may only possess one specialty per individual skill.<br/><br/><strong>Skill Costs and Distribution</strong>It's 4 BP per Active Skill, 10 BP per Group Skill, 2 BP per Additional Knowledge Skill, 2 BP per  Additional Language Skills. You start with [Logic + Intuitition] x 3 of free Knowledge Skill points [1 for 1 point distribution] and your max of Knowledge Skill points you may purchase is also equal to [Logic + Intuitition] x 3. In other words, you can only double up.<br/><br/><span class="bbc_u"><strong>Qualities</strong></span><br/><br/><strong>Positive Qualities</strong>: Positive Qualities are an edge over other people, an example of one would be "Adept". You may only spend up to 35 BP on Possitive Qualities.<br/><br/>Negative Qualities: They are basically flaws and exceptional quirks within your character. Bad Luck is an example of one. You may not earn more then 35 BP on Negative Qualities.<br/><br/><span class="bbc_u"><strong>Assigning Resources</strong></span><br/><br/><strong>Gear</strong>: For every BP invested in Gear, you get 5,000 Nuyen which can be allocated to purchase weapons, armor, cyberware/bioware, magical foci for magic users, magical items, vehicles and plenty of other goodies. All gear although is subject to the Game Mistress, so, be kind with your proposals. Gear as well follow the standard "No higher then 6 in Rating and no higher then 12 in Availability". Yes, you may have a 12F item, but, still, as it goes with legality, Forbidden Items can get you in loads of trouble. So buyer beware. You may purchase up to 50 BP in Gear or "250,000 Nuyen".<br/><br/><strong>Cyberware and Bioware</strong>: In addition to nuyen cost, Cyberweare and Bioware have an Essence Cost, The Essence Cost is the amount by which the character's Essence is reduce. Characters cannot however have any Essence bellow 0.1 or in other words, an Essence of negative or 0. Cyberware and Bioware enhancements for certain things [like a grappling gun enhancement for your cyber-arm] come with a capacity cost. Each limb or specific item has a capacity limit which what can be put in it until you're at the maximum. Each special addition comes with a capacity number [how much capacity it takes up] and some even come with an additional Essence Cost. Cyberware and Bioware come in four grades, but only Basic and Alpha are available at Creation. The Higher the Grade, the higher the cost of the item, but the lower the Essence Cost. When purchasing both Cyberware and Bioware, the highest costing one is kept while the lower costing one is halved in Essence. [For example: Someone with a full basic cybernetic arm with Grenade Launcher cybergun and Rating 3 Tailored Pheremones [bioware] would cost you 2.9 Essence instead of 3.1 Essence. The Bioware costed less and thus was halved in it's Essence Cost.<br/><br/><strong>Lifestyle</strong>: Lifestyle determines two things. Your basic living conditions and the starting nuyen you get at creation. You can only have one lifestyle at a time, but you may purchase months in advance of it. Each Lifestyle higher then Street has a monthy cost and you add each charge for each month you wish to have a place.<br/><br/><strong>The Nuyen Shuffle</strong>: Once you get to Resources, your character should be pretty well thought out. The trouble comes when you try to purchase everything want or need and find out that you can't. If this happens, you might need to backtrack and make a few adjustments. Remember that a character isn't finished unless you are happy with it. If you decide that you spent too much on cyberware or lifestyle, erase [or delete] it and start over. If you decide you were too conservative with some choices, feel free to go back and add new angles to the character. If you just don't have enough nuyen to do what you want and need to change your choices, the end of character creation process is your last chance to do so. You control the character you create; feel free to mix and match and revise as you go along. Nothing is finished until the Game Mistress gives you a thumbs-up on the character sheet and the game begins. Don't worry - Money and Karma will flow your way once play begins, so you'll be able to improve your character and gear in countless ways.<br/><br/><span class="bbc_u"><strong>Magical Resources</strong></span><br/><br/>Note: Magical Resources are only obtainable to those that are Awakened, those without a Possitive Quality which unlocks either Magic or Resonance Attribute, please skip this section.<br/><br/><strong>Spells</strong>: Magicians and Mystic Adepts can only cast spells they have learned. Characters can spend BP to learn spells before play. Each Spell costs a flat 3 BP per spell. The maximum number of spells your character can learn is equal to twice your maximum Spellcasting or Ritual Spellcasting skills.<br/><br/><strong>Spirits</strong>: Magicians and Mystic Adepts have the capability to summon five types of Spirits based on their type of particular tradition [Hermetic: Air, Earth, Fire, Water, "Man". Shamans: Beasts, Water, Earth, Air, Man]. They may be summoned temporarly during gameplay [Conjuring] or even bound into longer-term service [Binding], Bound spirits cost a number of BP equal to the number of services owned. The number of services it owes may not be greater then the Magician/Mystic Adept's Summoning skill [or Conjuring skill group if applicable] The bound spirit's Force is equal to the Magician/Mystic Adept's Magic Attribute. The maximum number of spirits they may have is equal to their Charisma score.<br/><br/><strong>Foci</strong>: Awakened Characters each start with 1 Foci which they are bound to. When purchasing Gear, they may purchase additional Magical Foci. Magical Foci aids the Awakened individual with magical applications. To bond a focus [after purchasing one] the player must spend a number of BP equal to the focus' Force rating. The total Force of all bonded foci is limited to five times the character's Magic attribute. Adepts may only bond with weapon foci, Magicians and mystic adepts can bond to any type of focus.<br/><br/><strong>Adept Powers</strong>: Adepts have Power Points equal to their Magic rating which they can purchase Adept Powers. Players may "save up" on Power points and use them later for future purchases.<br/>Note: Mystic Adepts only get Power Points on how much they invest in their Adept abilities. [I.E. An Mystic Adept with Magic 6 can have 3 Magic allocated for casting spells and 3 magic converted into Power Points.]<br/><br/><span class="bbc_u"><strong>Technomancer Resources</strong></span><br/><br/><strong>Complex Forms</strong>: 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 Amor complex form, for example would cost 4 BP. The maximum number of complex forms your character can learn during character creation, reguardless of rating, is equal to your character's Logic x 2.<br/><br/><strong>Sprites</strong>: Technomancers have the ability to compile and register entities called sprites in the Matrix during gameplay. A technomancer can also choose to begin gameplay 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 then the technomancer's Compiling skill. The register sprite's rating equals to the Technomancer's Resonance. The maximum number of sprites a technomancer may have registered into service is equal to his Charisma attribute.<br/><br/><span class="bbc_u"><strong>Contacts</strong></span><br/><br/>Contacts have each a Rating in both Loyalty and Connection which go to 1-6. The cost in BP is determined by the added rating of both Connection and Loyalty. The higher Loyalty and Connection, the more "strong" and important a Contact is.<br/><br/><span class="bbc_u"><strong>Finishing Touches</strong></span><br/><br/><strong>Condition Moniters</strong>: The players need to dictate and take track of their condition moniters. 8 + (Willpower divided by 2, round up) for Stun and 8 + [Body divided by 2, round up] for Physical. Use the characters augmented ratings rather then natural ratings. For each of the cyberlimbs that a character may possess, another box is added to the Condition Moniters.<br/><br/><strong>Starting Nuyen</strong>: Starting Nuyen is determined by your lifestyle. If you have any Nuyen left over, 100 nuyen becomes an extra dice for your starting roll which may be added up to half your max dice rolled for starting Nuyen. Starting Nuyen may be in many forms from Certified Cred sticks to even big piles of cash, but never can be in any form or Gear, Contacts, Magical Gear and such. Characters can purchase things immediately once entering the game with their starting Nuyen.