CHARACTER GENERATION

 

Following are the character generation rules which consist of 13 steps. On the right side there is an example of the character generation:

Step 1: Choose a character theme.
The character theme is a general idea of what your character will be. You might want your character to be a street warrior, a cat burglar, a scientist, a netrunner, or whatever. When creating your character, you need to have an image of your character in mind so it will come to life the way you want it to.
 
For our example, we will create Sled who will be a netrunner.
Step 2: Get the Character Points (CP).
Every starting character gets 45 Character Points (CP). These points will be spent on Attributes, Skills and Money. A character can start with a largest amount of CP if the GM likes to create more powerful characters for his players.
 
Sled will start with the usual 45 CP.
Step 3: Choose a template.
There are several character templates to choose from. These templates represent some of the main character themes. The templates are made out of 44 CP. This leaves 1 CP for the player to add a little of his own to the character. A player doesn’t have to choose a template if he doesn't want to, but can create his character from scratch. The templates are there to make character creation easier for beginning players.
 
Sled will not be made using a template.
Step 4: Set up the character’s Attributes.
The character’s attributes are divided into physical and mental attributes. The physical attributes are: Strength, Dexterity and Perception. The mental attributes are: Intelligence, technical and Operation. The attributes level can range from 1 to 5, with the average man having a level of 3. Each level attributes costs 2 CP. This means that a level 3 in an attribute costs 6 points. An average human has 3 in all his attributes, which costs 6x6=36 CP. This is also the recommended amount of CP to be used for attributes. Using more than this amount will create a character will create a stronger and smarter character but with a narrow skills variety. Using less than that amount will leave more CP for skills, but the character created will turn out weaker and less smart.
 
We will use 36 CP for Sled’s Attributes. His attributes will be:
Strength: 2
Dexterity: 2
Perception: 3
Intelligence: 3
Technical: 4
Operation: 4

CP calculation:
(2+2+3+3+4+4)x2=36

Step 5: Determine Psionics Attribute.
The character’s Psionics Attribute is equal to the average of Perception and Intelligence. This is the only attribute that the character doesn’t build, but rather is given by his other attributes. Note that having psionics in the game is determined by the GM so ask him before calculating psionics.
 
Sled’s Psionics Attribute is equal to (3+3)/2=3.
Step 6: Determine Health.
The character’s Health is equal to 3xStrength attribute. When the character is wounded the wounds reduce the character’s Temporary Health, and when he’s cured his Temporary Health is raised. When the Temporary Health is equal to the character’s Health he is fully heraled.
 
Sled’s Health is equal to 3x2=6.
Step 7: Learn Skills.
The player now spends CP on character skills. The lowest level a skill can be learned equals to the skill’s attribute. The CP cost for learning a skill at that level is ½ CP. Learning a skill 1 level higher than the attribute costs 1 CP. Learning a skill as 2 levels higher than the attribute costs 2 CP. A skill can’t begin with a level higher than attribute+2.
There is a special case with two skills: Pain Resistance and Dodging. If no CP are spent on these skills, they default to their attribute anyway. This is because a character MUST have a level in these two skills. This means that if no CP are invested in Pain Resistance it gets a basic level equal to Strength, and if no CP are invested in Dodging it gets a basic level equal to Dexterity.
A player must leave at least ½ CP for money, but it is recommended that 1 CP will be left for money.
 
We will use 6.5 CP for Sled’s skills, leaving him 2 CP for money and ½ CP for a contact. The reason for leaving that much CP for money is that a netrunner must buy expensive hardware and software for his netrunning. Here are the skills Sled will learn and their beginning level:
Pain resistance (1 CP): 3
Dodging (0 CP): 2
Firearms (½ CP): 2
Streetwise (½ CP): 3
Computers (2 CP): 6
Electronics (1 CP): 5
Car (½ CP): 4
CyberDeck (1 CP): 5

Notice that no CP was invested to Dodging, but it still got a default level equal to Dexterity (2).

Step 8: Determine starting money.
The rest of the CP are spent on starting money. Each ½ CP left, gives that character $25,000. At least ½ CP must be left for this step because a character must start with something.
 
As mentioned before, Sled will have 2 CP worth of starting money, which is worth $100,000.
Step 9: Pick up contacts.
A character doesn't have to start his life with contacts, but having contacts is benificial to the character because contacts can get things done for the character. Each contact can be bought with ½ CP. If a character desires to have contacts, it is recommended that CPs investment in skills will be reduced for this purpose. The Player van choose any contact he wishes for his character, but to help in the choice, a list of common contacts is available.
 
We have reserved Sled ½ CP for Sled to have a contact. As a contact we will choose a Corporate netrunner that Sled have befriended during his netrunnings.
Step 10: Life Essence.
Starting life essence equals 10. Each cybernetic system installed will reduce some life essence (given in the cyberware table). A character cannot install systems that reduce his essence to 0 or less.
 
Sled will start with a Life Essence of 10.
Step 11: Hero Points.
A beginning character starts with 1 Hero Point. Hero points allow a character to be heroic (do things a lot better) for a short period of time.
 
Sled will start with 1 Hero Point.
Step 12: Rate Cyberspace skills.
If the character will enter Cyberspace at some point he will have to rate his Cyberspace skills, which are sub skills of Computers and CyberDeck. The base level of all Computer sub skills are equal to Computer skill level. The base level of all CyberDeck sub skills are equal to CyberDeck skill level.
The has as many CP for learning Computers and CyberDeck sub skills as he allocated for learning the skills themselves. That means that he can raise the sub skills to a greater level degree than the skills themselves. Again, not more than 2 CP can be spent on one single sub skill.
 
Since Sled is a nenrunner an is bound to enter Cyberspace at some point, we will define his Cyberspace skills. Sled will have 2 CP to spend on Computers sub skills and 1 CP to spend on CyberDeck sub skills. He will have the following sub skills ratings:
Computers: 6 (2 CP)
Combat Software: 7
Intrusion Software: 7
Programming: 6
Utility Software: 6
CyberDeck: 5 (1 CP)
Deception: 5
Dodge: 5
Net Operations: 5
Reaction: 6
Tracking: 5
Step 13: Buy cyberware and equipment:
This is the final stage of character generation. Here you buy your character his cyberware and his equipment. Don’t forget to reduce Life Essence for all the cyberware bought.
 
We will buy the following cyberware for Sled:
DNI
Input Slot
This totals to a cost of $2,250 and an essence loss of 0.4 (which leaves his Life Essence at 9.6).
Now we will buy his computer related stuff:
Good CyberDeck
Matrix Presentation
Personality 5
Intrusion Pack II
Utilities Pack III
This totals up to $77,463 which leaves us $20,287 for the rest of his equipment:
Small car
Normal clothes
Leather jacket
Electric toolkit
CredID
CredID transceiver
Cellular phone
Glock 18 pistol
60 rounds (4 clips)
This leaves Sled $3,902.

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