Character Generation
Character Generation:
Choose your Name and Gender. Note that these have no bearing on stats, and are just for roleplaying purposes.
Abbreviation explanation:
CB: Combat Bonus - Used for damage and representing your character's skill in battle
AB: Agility Bonus - Used for many finesse based non combat skills
BB: Brawn Bonus - Representation of how "tough" your character is. Determines how much damage you can take before a wound. Additionally unarmed damage
IB: Intelligence Bonus - Your ability to understand complex concepts. Used for Deckers and Riggers as a main stat. Covers many noncombat skills
WB: Will Bonus - Representation of your willpower. Willpower determines your magical strength with traditional magic
PB: Perception Bonus - How well you perceive the world
ChB: Charisma Bonus - Your force of personality. Shamans use this to bind spirits and cast totemic spells
Essence: The concept of how "Whole" your body is, and your connection to the magical realm. A character who replaces organics with cyberware will have their essence reduced, and may have difficulty casting spells. Chose race: Human -- Elf -- Orc -- Dwarf -- Troll Each race gains stat increases to their base ability scores. Each race also will have traits that represent the general nature of the species. Even though some races are naturally more inclined to some roles, it does not mean that they cannot do well in others. They may just need to work harder to achieve similar results Human: +1 to 2 of your choice
-1 to one trait of your choice Trait: Jack of all Trades
When using a skill you don't have any skill ranks in, add +5 base chance 5 times per day. This can be done after a roll has been made Trait: Custom Built
+2 to the Essence stat Elf: +1 to AB, PB, IB WB
-1 to CB and BB Trait: Attuned to the earth
If you have no essence spent, ignore the effects of mana burnout up to 2 ranks Trait: Elven Finesse
You may flip the results to success on any skill you have ranks in, up to 3 times per day Orc: +2 to CB, +1 to BB and AB
-2 to ChB Trait: Frightening Stature
Any critical hits in combat, perilous stunts, or succeeding on intimidation checks causes a level of stress to the enemy ( -10% chance to all actions ) Trait: Natural tinkerers
Gain two ranks in the mechanics/repair skill. Can repair objects with parts that do not match the original object Dwarf: +1 to BB, ChB and IB
-1 to AB Trait: Sure-footed
You can never be knocked prone by the elements, enemies, or magic Trait: Iron Clad
Ignore all encumbrance with armor, and do not take a penalty to encumbrance up to 2 ranks Troll: +2 to BB, +2 CB +2, +1 of your choice ( If you take a malus to this skill, make it 1 less point )
-2 to ChB, -1 to IB and AB Trait: Thick Skin
When determining wounds, take a wound from a less severe tier instead. If you are not wearing armor, add +2 to your Damage threshold Trait: Larger than Life
You may ignore the "Heavy" trait on weapons, and any weapon without the "Heavy trait" can be used 1 handed Trait: Fast Metabolism
You must eat twice as often as other races, but suffer half effects of poisons and diseases Choose an order alignment ( this is for RP purposes ) Spend Karma - upgrade combat and noncombat skills. You may also increase the bonus of your attributes. You may only put as many points into a skill equal to your bonus in that skill. i.e CB is 4, therefore can put up to 4 points into Light weapons Increasing a skill to the next rank costs karma equal to the skill rank. i.e increasing to rank 4 costs 4 karma Choose a background Some backgrounds provide bonuses, but require you to take a drawback Optional Step: Take a drawback You may take a drawback for an extra 10 Karma. This does not stack Buy equipment: Each player starts with 5k Nuyen to spend on gear Can spend 5 karma for an extra 5k. This stacks.
AB: Agility Bonus - Used for many finesse based non combat skills
BB: Brawn Bonus - Representation of how "tough" your character is. Determines how much damage you can take before a wound. Additionally unarmed damage
IB: Intelligence Bonus - Your ability to understand complex concepts. Used for Deckers and Riggers as a main stat. Covers many noncombat skills
WB: Will Bonus - Representation of your willpower. Willpower determines your magical strength with traditional magic
PB: Perception Bonus - How well you perceive the world
ChB: Charisma Bonus - Your force of personality. Shamans use this to bind spirits and cast totemic spells
Essence: The concept of how "Whole" your body is, and your connection to the magical realm. A character who replaces organics with cyberware will have their essence reduced, and may have difficulty casting spells. Chose race: Human -- Elf -- Orc -- Dwarf -- Troll Each race gains stat increases to their base ability scores. Each race also will have traits that represent the general nature of the species. Even though some races are naturally more inclined to some roles, it does not mean that they cannot do well in others. They may just need to work harder to achieve similar results Human: +1 to 2 of your choice
-1 to one trait of your choice Trait: Jack of all Trades
When using a skill you don't have any skill ranks in, add +5 base chance 5 times per day. This can be done after a roll has been made Trait: Custom Built
+2 to the Essence stat Elf: +1 to AB, PB, IB WB
-1 to CB and BB Trait: Attuned to the earth
If you have no essence spent, ignore the effects of mana burnout up to 2 ranks Trait: Elven Finesse
You may flip the results to success on any skill you have ranks in, up to 3 times per day Orc: +2 to CB, +1 to BB and AB
-2 to ChB Trait: Frightening Stature
Any critical hits in combat, perilous stunts, or succeeding on intimidation checks causes a level of stress to the enemy ( -10% chance to all actions ) Trait: Natural tinkerers
Gain two ranks in the mechanics/repair skill. Can repair objects with parts that do not match the original object Dwarf: +1 to BB, ChB and IB
-1 to AB Trait: Sure-footed
You can never be knocked prone by the elements, enemies, or magic Trait: Iron Clad
Ignore all encumbrance with armor, and do not take a penalty to encumbrance up to 2 ranks Troll: +2 to BB, +2 CB +2, +1 of your choice ( If you take a malus to this skill, make it 1 less point )
-2 to ChB, -1 to IB and AB Trait: Thick Skin
When determining wounds, take a wound from a less severe tier instead. If you are not wearing armor, add +2 to your Damage threshold Trait: Larger than Life
You may ignore the "Heavy" trait on weapons, and any weapon without the "Heavy trait" can be used 1 handed Trait: Fast Metabolism
You must eat twice as often as other races, but suffer half effects of poisons and diseases Choose an order alignment ( this is for RP purposes ) Spend Karma - upgrade combat and noncombat skills. You may also increase the bonus of your attributes. You may only put as many points into a skill equal to your bonus in that skill. i.e CB is 4, therefore can put up to 4 points into Light weapons Increasing a skill to the next rank costs karma equal to the skill rank. i.e increasing to rank 4 costs 4 karma Choose a background Some backgrounds provide bonuses, but require you to take a drawback Optional Step: Take a drawback You may take a drawback for an extra 10 Karma. This does not stack Buy equipment: Each player starts with 5k Nuyen to spend on gear Can spend 5 karma for an extra 5k. This stacks.
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