Sr6 Character generation

Priority chart
Adj. Attributes Skills Special Resources
A 15 24 35 (2/1) 5/6 400k
B 11 20 28 (2/0) 3/4 275k
C 8 16 22 (1/0) 1/2 150k
D 4 12 16 (1/0) -/1 50k
E 1 8 10 (0/0) -/- 8k

Adjustment points Adjustment points can be spent on edge and magic/resonance as normal. Metahumans may also spend adjustment points on any attribute with a higher maximum than 6. Humans may spend adjustment points on any physical or mental attributes. Note, any race can choose any priority.

Skills: skill maximum at character creation is 5. The first number in the paranthese shows how many skills may start at 6 instead. The second number shows how many skills may start at 7.

Special: The first number shows the resonance score for technomancers and magic score for mages, adepts and mystic adepts. The second number shows the magic score of aspected mages. A technomancer gains twice his number in complex forms. A mage, aspected sorcerer and alchemist gains twice their number in spells\ Rituals or preparations. Adepts and aspected conjurers gain twice their number in skill points. Mystic adepts gain spells/rituals/preparations and skills in relation to their mage/adept priority.

Attribute example

Timmy has decided to create a dwarf technomancer with C attributes and D adjustment points - named Redcap Rufus. All his attributes starts at 1. As Redcap Rufus is only allowed to have a single attribute at racial minimum, Timmy is forced to spend some adjustment points/attribute points on his strength, body and willpower. He decides on body 4, Agi 2, Rea 2, str 3 (racial minimum), willpower 5, Intuition 4, logic 6 (racial maximum) and Cha 3. Both agility and reaction is bought with karma. 3 of his adjustment points went to willpower, the last goes into his resonance score.


Notes to priority chart

Adepts have power points equal to their magic score, the magic score can be adjusted up or down with adjustment points and cyber/bioware.

Aptitude quality: this quality increases the maximum skill cap, after character creation from 9 to 10. during character creation one skill with a skill cap of 5 or 6 is increased by 1.

Metahuman Ability score ratings
B A R S W I L C E
Human 1-6 1-6 1-6 1-6 1-6 1-6 1-6 1-6 2-7
Elf 1-6 2-7 1-6 1-6 1-6 1-6 1-6 3-8 1-6
Dwarf 2-7 1-6 1-5 3-8 2-7 1-6 1-6 1-6 1-6
Ork 3-8 1-6 1-6 3-8 1-6 1-6 1-6 1-5 1-6
Troll 4-9 1-5 1-6 4-9 1-6 1-6 1-6 1-5 1-6

Attributes: All attributes starts at 1. One attribute may be at racial maximum, and a maximum of one attribute may be at racial unaugmented minimum (unadjusted by warez or powers). This means a Trolls racial minimum in strength and body is 4. Only one of them can be at that score, and only if no other attribute is at racial minimum. so the player must spend attribute/adjustment or karma points on raising those scores.

Starting the game A character may take a maximum of 5 karma and 5k of nuyen with him from character generation.

Credits

Homebrewery.naturalcrit.com

Layout created by /u/DJPhoenix719


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PART 2 | BORING STUFF

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