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CHARACTER CREATION

TABLE OF CONTENTS

SKILLS

MAGIC POWERS

QUALITIES
By Henrik ''Lankin'' Lerdahl

Basics

PRIORITY TABLE
METATYPE (special attribts)

POWERS (Magic OR Resonance)

lvl humn elf dwarf ork troll


A
B
C
D
E

9
7
5
3
1

8
6
3
0

7
4
1

7
4
0

5
0

Adept

Aspected

Magician

SKILLS

M6, 10 spells,S5 R6, 5 forms, S5


M6, AS 4 M5, SG 4 M4, 7 spells, S4 R4, 2 forms, S4
M4, AS 2 M3, SG 2 M3, 5 spells
Resnc 3, 1 form

Magic 2
Magic 2

Special Attributes = Edge, Magic & Resonance.


AS = one Active Skill.

ATTRI- CASH

pts group BUTES

Technomancer

46
36
28
22
18

10
5
2

24
20
16
14
12

450 k
275 k
140 k
50 k
6k

SG = one Magical Skill Group.


S = two [Magic/Resonance] skills.

METATYPE
RACE

Body

Human
Elf
Dwarf
Ork
Troll

+2 / +2
+3 / +3
+4 / +4

PHYSICAL ATTRIBUTES
Agility
Reaction Strength

+1 / +1

0 / 1

0 / 1

Willpower

+2 / +2
+2 / +2
+4 / +4

MENTAL ATTRIBUTES
Logic
Intuition Charisma

+1 / +1

0 / 1
0 / 1

0 / 1

+2 / +2

0 / 1
0 / 2

SPECIAL
Edge

+1 / +1

Attribute Baseline: [Start level 1] / [Max level 6].


Racial Traits:
Elf & Ork: Low-light vision.
Dwarf: Thermographic vision, +2 dice to resist pathogens & toxins, +20% lifestyle cost.
Troll: Thermographic vision, +1 Reach, +1 Dermal Armor,
+100% lifestyle cost.

SKILL GROUPS
Acting

Influence

Athletics

Outdoors

Stealth

Close Combat

Firearms

Con

Etiquette

Gymnastics

Navigation

Disguise

Blades

Automatics

Impersonate

Leadership

Running

Survival

Palming

Clubs

Longarms

Performance

Negotiation

Swimming

Tracking

Sneaking

Unarmed

Pistols

Biotech

Engineering

Cracking

Electronics

Sorcery

Conjuring

Enchanting

First Aid

Aeronautics M.

Hacking

Computer

Spellcasting

Summoning

Alchemy

Medicine

Automotive M.

Cybercombat

Software

Ritual Casting

Binding

Artificing

Biotechnology

Industrial M.

Electronic Warfare

Hardware

Cybertechnology

Nautical Mechanic

Tasking

Counterspelling Banishing Disenchanting


Compiling

Registering Decompiling

Skills & Skill Groups can't have Ratings higher than 6 at character creation.

KARMA
Begin chargen with 25 Karma. Can spend 25 on Positive Qualities (after that: with double cost).
TRAIT
Attribute Active Skill Passive Skill Skill Group Specialty
Spell Complx Form +2'000
KARMA 5 new lvl 2 new lvl 1 new lvl 5 new lvl 7 points 5 points
4 points
1 point

Derived Values:
Damage Track:
Physical Limit = ( [Str 2] +Body +Reaction) 1/3 Physical = Body 1/2
Mental Limit = ( [Log 2] +Will +Intuition) 1/3 Stun
= Will 1/2
Social Limit = ( [Cha 2] +Will +Essence) 1/3 Overflow = Body
(all these values are rounded up).

Passive Skills:
(Log + Intuit) 2
Contacts:
(Cha 3) points

SKILLS
ACTIVE SKILLS
SKILL

Attribt
Con
Cha
Impersonation
Cha
Performance
Cha
Gymnastics
Agility
Running
Str
Swimming
Str
Biotechnology
Logic
Cybertechnology
Logic
First Aid
Logic
Medicine
Logic
Blades
Agility
Clubs
Agility
Unarmed Combat
Agility
Banishing
Magic
Binding
Magic
Summoning
Magic
Cybercombat
Logic
Electronic Warfare
Logic
Hacking
Logic
Computer
Logic
Hardware
Logic
Software
Logic
Alchemy
Magic
Artificing
Magic
Disenchanting
Magic
Aeronautics Mech.
Logic
Automotive Mech.
Logic
Industrial Mechanic Logic
Nautical Mechanic
Logic
Automatics
Agility
Longarms
Agility
Pistols
Agility
Etiquette
Cha
Leadership
Cha
Negotiation
Cha
Navigation
Intuitn
Tracking
Intuitn
Survival
Will
Counterspelling
Magic
Ritual Spellcasting Magic
Spellcasting
Magic
Palming
Agility
Sneaking
Agility
Disguise
Intuitn
Compiling
Res
Decompiling
Res
Registering
Res

Group
Acting
Acting
Acting
Athletics
Athletics
Athletics
Biotech
Biotech
Biotech
Biotech
Close Cmbt
Close Cmbt
Close Cmbt
Conjuring
Conjuring
Conjuring
Cracking
Cracking
Cracking
Electronics
Electronics
Electronics
Enchanting
Enchanting
Enchanting
Engineering
Engineering
Engineering
Engineering
Firearms
Firearms
Firearms
Influence
Influence
Influence
Outdoors
Outdoors
Outdoors
Sorcery
Sorcery
Sorcery
Stealth
Stealth
Stealth
Tasking
Tasking
Tasking

Default

No untrained
No untrained
No untrained

No untrained
No untrained
No untrained
No untrained

No untrained
No untrained
No untrained
No untrained
No untrained
No untrained
No untrained
No untrained
No untrained

SKILL
Archery
Escape Artist
Exotic Melee Wpn
Exotic Ranged Wpn
Gunnery
Heavy Weapons
Locksmith
Thrown Weapon
Diving
Free-Fall
Animal Handling
Instruction
Intimidation
Artisan
Assensing
Perception
Arcana
Armorer
Chemistry
Demolitions
Forgery
Pilot Aerospace
Pilot Aircraft
Pilot Exotic Vehicle
Pilot Ground Craft
Pilot Walker
Pilot Watercraft
Astral Combat

Attribt
Agility
Agility
Agility
Agility
Agility
Agility
Agility
Agility
Body
Body
Cha
Cha
Cha
Intuitn
Intuitn
Intuitn
Logic
Logic
Logic
Logic
Logic
React
React
React
React
React
React
Will

Default

No untrained

No untrained

No untrained
No untrained
No untrained
No untrained

No untrained
No untrained
No untrained
No untrained
No untrained

PASSIVE SKILLS
SKILLS
Academic
Interest
Language
Professional
Street
No untrained
No untrained
No untrained
No untrained

Attribt
Logic
Intuitn
Intuitn
Logic
Intuitn

At chargen, you get free points to spend on


Passive Skills = (Logic + Intuition) 2.

No untrained
No untrained
No untrained

At character creation, Skills & Skill Groups can't (normally) have ratings higher than 6.
After character creation, you can pay Karma to increase their Ratings, to a maximum of 12.
Some Skills can be used even if you don't have points in them, called ''default'', but at a 1 penalty.
PAGE 2

CHARACTER CREATION: Skills

MAGIC POWERS
PRIORITY

Magic 4, Spells: 7
Magician & Magic 6, Spells: 10
Mystic Adept Two magic skills: 5
Two magic skills: 4
Aspected M.

Magic 5, Magic Skill Group 4


Adept

Magic 6, Active Skill Group 4

C
Magic 3, Spells: 5

Magic 3, Magic Skill Group 2 Magic 2


Magic 4, Active Skill Group 2 Magic 2

Magician: Can astrally perceive. Can astrally project.


Can choose freely from the magical skills or skill groups (Sorcery, Conjuring, Enchanting).
Can cast spells, conjure spirits, and/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 = Magic Rating 2
(f.ex: Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations ).
Aspected Magician: Can astrally perceive. Do not astrally project.
Must choose 1 magical Skill Group they can use, from among: Sorcery, Conjuring, or Enchanting.
Once an aspected magician takes this specific skill group, the character may never take any other
skills from the other Magic skill groups, either at character creation or at any future point.
At character creation, aspected magicians who cast spells, perform rituals, or create alchemical
preparations may know a maximum number of formulae from their one group = Magic Rating 2
(f.ex: Magic Rating of 4 allows 8 spells, 8 rituals, or 8 alchemical preparations ).
Can't perform any of the magical skills associated with the two groups they did not select.
Adept: Never astrally project.
Can only astrally perceive if they purchase the Astral Perception adept power.
Can only learn the Assensing skill if they have the Astral Perception power.
Gain Adept Powers that are purchased with Power Points.
Receive a number of Power Points = Magic rating.
Can't use skills from the magic-related Skill Groups (Sorcery, Conjuring, and Enchanting).
Mystic Adept: Never astrally project.
Can astrally perceive if they purchase the Astral Perception adept power.
Purchase their spells, rituals & preparations in the same way as Magicians.
Can have any skills from the Enchanting, Sorcery, or Conjuring skill groups.
Can have Adept Powers, that are purchased with Power Points.
Must purchase their Power Points with Karma (5K per full Power Point, to max= Magic attribute).

CHARACTER CREATION: Magic Powers

PAGE 3

QUALITIES
POSITIVE QUALITY
Quick Healer
Will to Live
Agile Defender
Brand Loyalty, Maker
Brand Loyalty, Product
Rad-Tolerant
Spacer
Too Pretty To Hit
Ambidextrous
Focused Concentration
Natural Immunity 1
Resistance to Pathogens
Resistance to Toxins
Acrobatic Defender
Perceptive Defender
Sharpshooter
Analytical Mind
Bilingual
Mentor Spirit
Radiation Sponge
Double-Jointed
Human-Looking
Magic Resistance
Photographic Memory
Catlike
High Pain Tolerance
Natural Athlete
Spirit Affinity
One Trick Pony
Blandness
Indomitable
Toughness
Astral Chameleon
Codeslinger
Guts
Home Ground (basics)
Home Ground, Astral
Home Ground, Digital turf
Home Ground, Know folk
Home Ground, Lying low
Home Ground, Politics
Home Ground, Transport
Juryrigger
Natural Hardening
Natural Immunity 2
First Impression
Gearhead
Lucky
Aptitude
Exceptional Attribute
Spirit Champion
Burnout's Way
Ways of the Adept
PAGE 4

Book
Core
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Core
Core
Core
R&G
Core
Core
Core
Core
Core
Core
Core
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R&G
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Core
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Core
Core
Core
Core
Core
Core
Core
SG
SG
SG

Ca Effects
K nr
3
+2 dice to all Healing made on / for / by you, even magic
3 3 Add +1 box per level to Damage Overflow track
3
Full Defense can add Agility instead of Willpower
3
For 1 producer: +1 die if roll involves their gear. Others: -1
3
For 1 model: +1 die if roll involves it. Other models at 1
3
3
3
Full Defense can add Charisma instead of Willpower
4
Don't get the usual 2 penalty for using your ''off-hand''.
4 6 Can Sustain 1 Spell or Cmplx Form of Flvl at no penalty
4
On 1 natural illness/toxin: Ignore 1st/6h, recover time
4
Add +1 to dice pool of Resistance rolls against disease
4
Add +1 to dice pool of your Toxin Resistance Tests
4
Full Defense can add Gym instead of Will (but w. P.Limit)
4
Full Defense can add Perc instead of Will (but w. M.Limit)
4
Called Shots get 2 less penalty All other Rangd has 1
5
+2 dice to pattern recog, analyze, puzzles,etc. In time
5
Get a second Language as an additional ''Native'' tongue
5
Choose 1 ''totem'' type; get 2 of its benefits & compulsion
5
6
+2 dice to Escape Artist tests. Squeeze into tight spots
6
Seem to be human, most times. Racists won't freak out
6 4 Get +1*lvl to resist magic. Is never a 'voluntary' target
6
Insta-recall anything seen. +2 dice to Memory Tests
7
Add +2 dice to Sneaking skill tests
7 3 Ignore 1 damage per lvl when calculating wound penalty
7
Add +2 dice to Running & Gymnastics skill tests
7
For 1 spirit type: +1 service, +1 on Binding, try to help
7
Select 1 Martial Arts Technique. Can do it without a Style
8
Recall details of char: need +1 hit. 2 to follow/find/ask
8 3 Add +1 to one Inherent Limit (M, P, S). Can add to same
9
Add +1 die to your Body for Damage Resistance tests
10
Own signatures last as long. -2 on Assensing these
10
Choose 1 Matrix action with a test. Get +2 dice on that roll
10
Add +2 dice to resist fear & intimidation, even if magical
10
Only applies in chosen local area. Can re-buy, per type
10
Is ''Acclimated'' to Background Count. Ignore 2 points
10
Add +2 dice to Matrix Tests while in chosen ''home'' host
10
NPC's are ''Friendly''. +2 Street Cred on Negotiatn with
10
Add +2 dice to (Street K+Intu) to quickly find place to hide
10
Add +2 dice to Knowledge Tests for gangs & operations
10
Add +2 dice to Evasion Tests. Know the streets by heart
10
+2 dice, -1 Thres. on Mechanical Tests to temp-mod tech
10
Has 1 pnt natural ''Biofeedback Filter''. Stacks w. others
10
On 1 synthetic illness/toxin: Ignore 1st/6h recovr time
11
Add +2 dice to Social Tests in first meeting with a person
11
In a chase: +2 to stunt & +20% Spd or +1 Handl. 1D6 min
12 1 Can buy Edge up to 1 point over its usual max rating
14 1 Can buy 1 Skill up to 7 at chargen, and up to max 13 after
14 1 Add +1 to max possible rating for 1 Attribute (not Edge)
14
15
20
CHARACTER CREATION: Qualities

Prereqs

No 'Rad sponge'

Spells or Techn.

Chargen only
Magic Attribute

Elf, dwarf, ork


No Magic

No similar effect
Magic user
No 'Signtr. Style'

Astral signature

No 'Exceptional'
GM approval
Adept, lost 2E
Adept

NEGATIVE QUALITY
Dependent(s)
Earther
Prejudiced
Addiction, Mild
Gremlins
Allergy
Blighted
Distinctive Style
Incompetent
Simsense Vertigo
SINner (National SIN)
Elf Poser
Ork Poser
Bad Rep
Combat Junkie
Spirit Bane
Unsteady Hands
Social Stress
Uneducated
Addiction, Moderate
Low Pain Tolerance
Astral Beacon
Codeblock
Insomnia 1
Loss of Confidence
Scorched
SINner (Criminal SIN)
Weak Immune System
Bad Luck
Combat Paralysis
Sensitive System
Spirit Pariah
Uncouth
Code of Honor
Insomnia 2
SINner (Corprt. Limited)
Addiction, Severe
Addiction, Burnout
SINner (Corporate SIN)

Book
Core
R&G
Core
Core
Core
Core
R&G
Core
Core
Core
Core
Core
Core
Core
R&G
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
SG
Core
Core
Core
Core
Core
Core
Core

Prereqs
pts nr
3 3
3
GM approval
3-10
4
4 4
5 5
5 3
5 1 No 'Blandness'
5 1 GM approval
5
5
6
Human
6
Human or elf
7
7
7
Magic user
7
8
8
9
9
10
Magic rating
10
10
10
10
10
10
12
12
12
14
Spirit-user
14
15
GM approval
15
15
20
25
25

BASICS
You can only get max 25 bonus Karma from Negative Qualities.
It's possible to have Negative Qualities worth more, but you don't gain any Karma for them.
Getting rid of a Negative Quality requires GM approval, and costs Karma = double its point-value.

CHARACTER CREATION: Qualities

PAGE 5

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