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Message no. 1
From: LGLUMKA@***
Subject: character generation
Date: Mon, 28 Sep 92 16:53:00 EDT
I would like to thank everyone for the multitude of charater generation
things they sent (4+)

Thank you all

>>>>>>>>If he was a real decker he would have just
into there accounts, UPLOAD<<<<<<<<< 09-28-92 17:55:46
Message no. 2
From: Nightfox <DJWA@******.UCC.NAU.EDU>
Subject: Character Generation
Date: Wed, 23 Feb 1994 22:15:53 -0700
Well I finally got the EtherNet connection from the MAC in the lab working so I
decided that I would send some things that I have been working on. Please note
that this file looked much cooler in MS Word :)

Character Generation table
total of 46 points
Point 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 points (pay seperately)
2 access to ShadowTech Bioware + Cyberware
2 access to Alpha Cyberware + Cultured Bioware (if Shadowtech is bought)
4 access Beta Cyberware + Cultured Bioware (if Shadowtech is bought)

There are no point costs for races instead Humans get +4 skill points and
either 3 extra starting contacts, a buddy, a gang or acces to shadowtech
Bioware and Cyberware. Or a mage may ask for something special and
possibly receive it (like less force cost on an item).

Everyone gets just 1 karma in karma pool.

Characters may take allergies or disadvantages for more skill/attr points
(ShadowRun Allergies or GM approved disads based off of
Brian Angliss'es Gurps disads for SRII)

All characters get their native language at int +2, and a further int points
of languages (Hold over from SR 1)

When Etiquettes are bought, since they are concentrations, +1 is given to the
level. ie four points into Et. Street would be Street Et: 5

You may change the 46 points to whatever suits your game, though nothing higher
than 46 points is recomended.

This system is more flexible for both GMs and players.
if you don't like the thing with humans, remove it and put the cost
for meta's at 8 points (or 16 if you don't use more meta humans rule)

Daniel Waisley + SCA - March of Ered Sul - Flagstaff AZ
DJWA@******.UCC.NAU.EDU + Nau fencing club.
"Nightfox" + Brotherhood of the Cryptic Demesne -household
GE - d+(-) -p+@ c++(++++) !L u(--) e+(*) m+ s+/ !n+(-) h* f+ g+ w+++ t+ r+ y+
"infinity = zero" - Daniel Waisley "Nightfox"
Message no. 3
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: Re: Character Generation
Date: Wed, 23 Feb 1994 23:36:49 -0600
Looks like a future NERPS submission!

____ Robert A. Hayden <=> hayden@*******
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> In the United States, they
\/ Finger for PGP 2.3a Public Key <=> first came for us in Colorado...
(GEEK CODE 1.0.1) GAT d- -p+(---) c++(++++) l++ u++ e+/* m++(*)@ s-/++
n-(---) h+(*) f+ g+ w++ t++ r++ y+(*)
Message no. 4
From: Ken Dye <kdye@*****.STANFORD.EDU>
Subject: Character Generation
Date: Fri, 24 Jun 1994 22:08:50 -0700
Hello again, after getting the flashlife file damion spoke of i was
inspired to write my own set of rules, here they are. Please give me
advice on how you think it could improved, any feedback would be appreciated.

14 Point SRII Character Creation System
This is a set of optional rules for creating shadowrun characters. Thes
rules allow more indept, precise characters to be created.
It does not cost any points to be metahuman, but they get some
disadvantages in character creation, detailed below.
A maximum of 9 points can be devoted to a single priority, 8 to magic.
Attribute points are equal to the number of character points
spent times 8. EXAMPLE: Drog the Trog devotes 5 to attributes, he gets
40 attribute points. The maximum rating an attribute can have is equal
to racial max times 3.5. Essence starts at six but can be raised by one
at the cost of 100 karma per point, 200 karma per point if cybered when
it is going to be raised. Instead of the normal 10 box damage scale, use
this rule: Physical boxes are equal to body + strength, the scale may
raise upon improving either attribute. The stun monitor is equal to body
+ willpower, this scale may change upon raising these attributes. These
damage scales are not affected by cyberware, e.g. if you get dermal
plating: 3 your damage scale does not raise 3 points. Normal damage
rules apply. Reaction is determined normally.
Each character starts with as many skills as one wants, they all
start at rating one, you get 130 (115 if metahuman) karma to spend to
improve these skills only. No skill may have a starting rating higher
than ten. Skills have an unlimited potential.
To determine starting funds roll 1d6 +charsima/2 (Just 1d6 if
metahuman), then multiply the result by the number of points devoted to
resources and multiply that by 100,000Y. Thats your funds.
Force points are equal to the number of points devoted to magic
times the number of points devoted to resources times 1.5 round down. i.e
M x R x 1.5 = force points
Using this system magical characters start with a magic attribute
equal to what they devoted to magic, times 2. With Archemages and
Nega-Adepts, they must devote 6 to magic and get a magic rating of 6.
With this system, characters may purchase whatever cyber types
they can afford, including beta-ware. There is no limit to the rating of
gear a character generation.
Message no. 5
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: Character Generation
Date: Sat, 25 Jun 1994 15:27:42 +1000
Ken writes:

> [stuff on a new character creation system]

Form my read through, without actually trying anything, I'd say that one
would be able to create a mega starting character. Max skill level of 10?
the ability to raise essense? And what are Nega-adepts and Archmages? One
could easily get enough =Y= to purchase heaps of alpha class 'ware, and
attributes could all be maxed out. Besides starting out with a super
munchkin style character, one would have nothing to look forward to. If you
sstart at the top, then theres no challenge. Perhaps try scaling it all down
a tad. Or, AIMS that would not allow such a super character to be made?

Ps I havent tried it, so my ideas might be horribly wrong :-)
Message no. 6
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Re: Character Generation
Date: Sat, 25 Jun 1994 01:11:37 -0700
>>[ Ken Dye's stuff munched ]<<

I hate to say thig, but that was MUNCHKIN!

I also found it interesting that a character could not have more than two
good skills.

* See Ya in Shadows * * "Trust No One." *
* Jason J Carter * Carter@***.EDU * The late Deep Throat *
* The Nightstalker * * The X-Files *
Message no. 7
From: Ken Dye <kdye@*****.STANFORD.EDU>
Subject: Re: Character Generation
Date: Sat, 25 Jun 1994 09:21:00 -0700
First of all Skills: Chances are if you want a skill at 10, your not
gonna have any other skills (2+3+4+5+6+7+8+9+10+11r, about half your
starting points.

I figured the highest amount of money a human could get would be about
5.4 million Y. This only happens if you devote 9 to resources. 5 points
left for the other things, your gonna need that cyberware.....

OK, how about all you guys try to create the most powerful character
possible using my system, you see how he turns out...

PS. archemages and nega-adepts are something I made up for a highly
magical campaign, i wont share these rules for fear of shrinking 2 feet

"Clever is better, but when i cant think of anything mischevious to say,
i say this"

Mercenary \ /
/ \

Further Reading

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