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Making our favorite games even better
As an alternative to the Priority Table path to character creation I decided to try my hand at using Build Points as previous editions have done. In order to help the character creation process I also made Archetypes which use half the BP’s for a standard character to provide a template and aid for character building. This system is compatible with my Shadowrun Overhaul Rules on Karma and Character Advancement House Rules and the standard ruleset. With this system Magicians, Mystic Adepts, and Technomancers will be weaker, Aspected Magicians will be much stronger, and characters that rely on nuyen will be a little bit better off.
Street: These are the young, the disadvantaged, the has beens, the almost was, and the burnouts.
125 BP +13 Karma
Limit on Resources to 10 BP or 75,000 nuyen. Skill limit at 6 for 1 Skill or Skill Group, 5 for a second Skill or Skill Group and the rest at 4 or less. Knowledges and Languages limit at 6, Attributes have One Terminal Rating and One (Terminal Rating -1) and the rest at +3 added to the minimum Attribute Rating for their metatype or less (Humans for all Attributes except Edge would be at a 4 or less). Availability at 10.
Standard: The young geniuses, the competent professionals, and the cream of the crop amongst the disadvantaged.
150 BP +25 Karma
Limit on Resources to 35 BP or 450,000 nuyen. Skill limit at 8 for 1 Skill or Skill Group, 7 for a second Skill or Skill Group and the rest at 6 or less. Knowledges and Languages limit at 8. Attributes have One Terminal Rating and the rest at +4 added to the minimum Attribute Rating for their metatype or less (Humans for all Attributes except Edge would be at a 5 or less). Availability at 12.
Prime Runner: The experienced geniuses, the exceptional professionals, and the best of the best amongst the disadvantaged.
175 BP +35 Karma
Limit on Resources to 45 BP or 600,000 nuyen. Skill limit at 10 for 1 Skill or Skill Group, 9 for a second Skill or Skill Group and the rest at 8 or less. Knowledges and Languages limit at 10. Attributes have One Terminal Rating and the rest at +4 added to the minimum Attribute Rating for their metatype or less (Humans for all Attributes except Edge would be at a 5 or less). Availability at 14.
High Life: The very best of the best. World class shadowrunners, mercenaries, hackers, and magicians. For those who seek the limelight their names are known to almost all in their fields of expertise.
200 BP +50 Karma
Limit on Resources to 65 BP or 1.1 million nuyen. Attributes have just Metatype limits. Standard Skill, Knowledge, and Language limit at 12. No Availability limit.
Karma Conversion: 1 BP is roughly 5 Karma give or take a few.
Attributes and Special Attributes: 3 BP’s per +1 Rating.
Alternative rule: 6 BP for +1 if it is a terminal rating for the PC’s metatype such as a 6 in Logic for an human. (Don’t forget everyone starts out with their “free” minimum attributes.)
Skills: 1 BP per +1 Rating.
Alternative rule: 2 BP per +1 Rating for terminal rating based on character creation limit of the campaign.
Skill Groups: 2 BP’s per +1 Rating. (I prefer to encourage characters to use Skill Groups by providing a discount but if you don’t agree you can change it to 2.5 BP’s per +1 Rating)
Alternative rule: 4 or 5 BP per +1 Rating for terminal rating based on character creation limit for campaign.
Specializations (and Concentrations for Overhaul rules): 1 BP per new specialization or concentration.
Knowledges: 1 BP per 3 Ratings. 2(Intuition + Logic) for free. (Overhaul rules gives 10 free Knowledge points to be spent only on Interests)
Languages: 1 BP per 5 Ratings. (I like to encourage Language taking at character creation for realistic reasons because it is much harder to learn languages as an adult then it is to learn them as a child. Plus, most games seem to assume someone who knows lots of languages is rare probably because of the bias of americans. It isn’t uncommon in Europe to see well educated people able to minimally comprehend four or five languages and speak well two or three others.)
Spells, Preparations, Rituals, Power Points, and Complex Forms: 1 BP each.
Contacts: 5 Points to spend on Connection and Loyalty per 1 BP.
Registered Sprites/Bound Spirits: 5 Tasks or Service per 1 BP.
Technomancer: 15 BP’s and includes a 1 Rating in Resonance. (Some GM’s may increase to 20 BP but TM’s have been blunted in many other ways and don’t need to be artificially expensive as they are on the Priority Table.)
Mystic Adept: 20 BP’s and includes a 1 Rating in Magic. Mystic Adepts must purchase Power Points to unlock Adept Powers.
Magician: 15 BP’s and includes a 1 Rating in Magic.
Aspected Magician: 10 BP’s and includes a 1 Rating in Magic, an Active Skill Group equal to their final Magic Rating, and as many Spells, Preparations, Rituals, or Bound Spirits (each with 5 services; # of spirits is limited by Charisma) equal to their final Magic Rating. (In my opinion the Priority Table as setup in 5e really discourages anyone from picking Aspected Magician as a trait and I think having the extras added on makes it a viable choice. Also, by leaving Magician without any extras it allows for a full magician character who is as new or untrained in magic as a minor talent but has greater potential which can be a lot of fun depending on the style of the campaign.)
Adept: 10 BP’s and includes a 1 Rating in Magic with an Active Skill equal to her final Magic Rating, and automatic gaining of Power Points equal to Magic at character creation and whenever their Magic Rating increases.
Minor Talent: 5 BP’s and includes a 1 Rating in Magic. At character creation the PC can only have 1 Magical Skill and 1 Spell, Preparation, Ritual, Bound Spirit or Power Point. After character creation the minor talent can learn new abilities by purchasing Power Points if an Adept up to their Magic Rating and once that is done they are a full Adept and automatically gain Power Points when they increase their Magic Rating. If a potential Aspected Magician then they can learn other Skills in their Skill Group and new Spells, Preparations, or Rituals by spending Karma as normal. This is a good special trait to have in a Street level campaign and it can be quite fun to watch the nascent Awakened grow into their full power. (An example of a common Minor Talent would be someone who can Astrally Perceive. Buy 1 Power Point for the Astral Perception Adept Power and buy a Rating in Assensing and voila!)
Nuyen: (A PC who wanted 80,000 nuyen would pay 11 BP’s) an alternative system is to simply have 1 BP = 10,000 nuyen.
1 BP = +5,000 nuyen
5 BP = +30,000 nuyen
10 BP = +75,000 nuyen
15 BP = +140,000 nuyen
25 BP = +275,000 nuyen
35 BP = +450,000 nuyen
45 BP = +600,000 nuyen
55 BP = + 800,000 nuyen
65 BP = +1,100,000 nuyen
Each Archetype includes an example of a standard character brought to step 5 and thus still have Karma to spend.
Standard PC: 150 BP
(35 BP) +450,000 nuyen in gear and cyberware
(69 BP) B: 8 A: 6 R: 5 S: 6 W: 4 L: 2 I: 3 C: 2 E: 1
(32 BP) Close Combat Group 6, Firearms Group 6, Pilot (Ground) 1, Sneaking 2, Perception 2, Intimidation 2, and First Aid 1.
(1 BP) Knowledges (10): Law Enforcement 3, Safehouses 2, Small Unit Tactics 3, Triads 1, Yakuza 3, and Seattle Gangs 1.
Interests (10 free): Great Restaurants 4, Poetry 2, Matrix Fantasy MMO’s 2, and Akira Kurosawa movies 2.
(2 BP) Languages: English N, Or’zet 5, Japanese 4, Aztlaner Spanish 1
Standard PC: 150 BP
(15 BP) 140,000 nuyen in gear.
(7 BP) Elf
(10 BP) Adept
( 75 BP) B: 3 A: 4 R: 3 S: 3 W: 4 L: 3 I: 3 C: 7 E: 1 M:5
( 39 BP) Acting skill group 3, Influence Skill Group 6 (Negotiation 8*), Close Combat Skill Group 4, Stealth Skill Group 2, Pistols 5, First Aid 1, Perception 5, and Pilot (Ground) 1.
(0 BP) Knowledges(12): Business 4, Neuro-Linguistic Programming 2, Psychology 2, Bartering 1, and Nonviolent Communication 3.
(4 BP) English N, Cantonese 5, Mandarin 5, Japanese 4, Sperethiel 4, Aztlaner Spanish 2.
(0 BP) Interests(10 free): Designer Clothes 4, Elven Wine 3, and SF trids 3.
(0 BP) Voice Control 4 levels (2), Kinesics 2 (.5), Improved Reflexes 1 (1.5), Improved Negotiation* 2 (1).
Standard PC: 150 BP
(10 BP) 75,000 nuyen in gear.
(16 BP) Troll
(10) Aspected Magician: Sorceror (includes a 1 Rating in Magic, an Active Skill equal to their final Magic Rating, and 6 spells or rituals.)
( 75 BP) B: 6 A: 4 R: 4 S: 6 W: 4 L:5 I:3 C:2 E: 2 M:6
( 27 BP) Sorcery Skill Group 6* (free), Close Combat Skill Group 4, Perception 4, Assensing 4, Arcana 4, Sneaking 3, Pilot (Ground) 1, and First Aid 3.
(2 BP) Knowledges (16 free): Critters 3, Magic Theory 4, Small Unit Tactics 4, Military Procedures 3, Russion Vory 3, Triads 2, Yakuza 1, and Street Gangs 2.
(4 BP) Languages: English N, Aztlaner Spanish 4, Latin 4, Greek 3, Hebrew 3, Sperethiel 2, Or’zet 2, and German 2. (He likes to read Arcane Texts in their original languages)
(0 BP) Interests (10 free): Action Trids 3, Urban Brawl 3, Fantasy Matrix Games 2, Ancient Languages 2.
(6 BP) (6 free) Spells and Rituals: Heal, Stun Bolt, Combat Sense, Ball Lightning, Flamethrower, Increase Reflexes, Armor, Detect Enemies Extended, and Invisibility. Ward, Circle of Healing, and Remote Sensing.
Shadowrun Mystic Adepts and Power Points:
With the errata increasing the cost of Power Points for Mystic Adepts from 2 to 5 per point it would make sense to allow a Mystic Adept at character creation to apply their allocated spells, rituals, and preparations towards power points. In other words an ‘A priority’ Mystic Adept receives 10 Spells as part of their package. They could then have 6 spells, a ritual, and 3 Power Points of Adept Powers and if they wanted to they could also spend their karma for more Power Points just like they can for spells.
In gameplay a Mystic Adept may purchase more Power Points just like they would purchase a spell or preparation. They spend 5 Karma per Power Point up to their limit of their Magic Rating. So, a Mystic Adept who only purchased one power point in character generation to represent that the PC had just discovered their Adept abilities but had a Magic Rating of 5 could then purchase 4 more Power Points for 20 Karma during gameplay.
Use the rules on SR5 for learning new spells. Increasing Power Points requires a teacher or experimentation. Each day the Mystic Adept must spend 8 hours practicing or studying or start over.
With Teacher: Arcana + Intuition [Magical Lodge] Test. The time is equal to 12 days divided by the number of hits. Teacher can add extra dice (SR5 p 141.)
Without Teacher using experimentation: Arcana + Logic [Magical Lodge] Test. The time is equal to 28 days divided by the number of hits.