Character Generation Example Five – Shadowrun 5th Edition

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Welcome back my few and loyal viewers.  Today we will be looking at Shadowrun 5th Edition, now I have a chequered history with this game, generally I’m in the camp of ‘Get your damn elves out of my Cyberpunk’ but I was encouraged by a friend to try out the Shadowrun Returns computer game on my Android table.  I found that the RPG Game was good fun and was prepared to give the new edition of the game a try…

I was pleasantly surprised, the 5th edition rule set has eliminated a lot of the completely overkill dice pool from previous editions, I liked the new rules surrounding wireless devices and networks and while still on the crunch heavy side of the rules spectrum it looked like it might play well.  Now at least two of my friends are die-hard fans of the universe and when I offered to run a test game it went down very well.

Currently we’re playing an ongoing campaign with GM duties being traded off between myself and another friend of mine.

So you could say that Shadowrun 5th Edition has been well accepted by the group.  Again I’m aware of the edition wars bitching going on between 4th Ed/5th Ed but ultimately I don’t care about it.  5th Edition has done very well for us recently.

So all that said lets get going….

For this example of character generation I’m going to go to that classic Shadowrun trope the Elven Decker.

The first thing you have to do in Shadowrun is choose your priorities, you assign rank A to E to Stats, Skills, Money, Race & Magic.  This was apparently removed in 4th Edition, not a great move in my opinion as the priorities based character gen was one of the really unique things about the game.  Anyway, it’s back to lets go ahead and apply some priorities.

So I’m not going to need magic to play a Decker (I would if I was playing a Technomancer, but in this case technology will do) so lets put Magic at E.  Now the minimum priority to be an Elf is D, but that gives you only the basic level of edge however I might have to just suck that up for the moment.  As for the A slot, that’s going to be resources, being a Decker is expensive so we’re going to burn through some serious cash.  That leaves B & C, I’m going to put B as skills and C as stats.  Deckers often rely on a lot of skills and B in skills gives you 5pts of skill groups which is a very useful edge.

That gives us this order of priority and the appropriate values to it.

A:    Resources – 450,000
B:    Skills – 36/5 (36 Skill Points and 5 Skill Group Points)
C:    Stats – 16pts
D:    Race – Elf
E:    Magic – No Magic

So we get the Elf basic stats with no additional Edge and the starting Essence of 6.0 along with Magic 0.  That gives us these stats:

Name            Value(Maximum)

Body            1(6)
Agility         2(7)
Reaction        1(6)
Strength        1(6)
Willpower       1(6)
Logic           1(6)
Intuition       1(6)
Charisma        3(8)

Edge            1(6)

Essence         6.00

At this point it’s worth noting that all characters get 25pts of Karma with which to buy extra stuff.

Now we have 16 stat points to assign.  First step is to spend 6 of those points to raise everything (apart from edge & magic) that isn’t already 2 to 2.  That leaves 10 points.  Now being a Decker the most important two stats are Logic & Intuition  so lets put them to 5 at a cost of 6 more points.  That leaves 4 points so lets boost Agility to 3, Will to 3, Reaction to 3 and Charisma to 4.  That gives us strong mental abilities and reasonable everything else, although with a Str & Body of 2 we will be conforming to the stereotype of the skinny elf.

Name            Value(Maximum)

Body            2(6)
Agility         3(7)
Reaction        3(6)
Strength        2(6)
Willpower       3(6)
Logic           5(6)
Intuition       5(6)
Charisma        5(8)

Edge            1(6)

Essence         6.00

If we were a magic user we would now pick a type (Magician, Aspected Magician, Adept, Mystic Adept), a tradition and spells.  But as we’re not a magic user we skip ahead to Qualities (Merits and Flaws).  I’ll have a look through the list and see if any of the catch my eye.

Immediately the positive quality Analytical Mind leaps out to me.

Analytical Mind (5 Karma) – +2 Dice for logic tests that involve pattern recognition, evidence analysis, clue hunting and puzzle solving.

There are a couple of other qualities that I like the look of and may come back to when I’ve figured out skills etc.

As for Negative Qualities, I figure that this character grew up on the streets as SINless as next derelict; life on the streets is hard if you don’t have friends so I figure that for a while at least he ran with the Ancients (a famous Elven biker gang) but not any more.  However that gives me an idea for at least one negative quality.

Code of Honour (10pts) – Will not (knowingly) kill another Elf.

Again, others may come to me as I progress through the process.  For now lets skip over to skills, looking at our priorities tells us that we have 36 Skill Points and 5 Skill Group Points to spend.  Lets start by making a list of skills that are essential, I’m going to break these down with subheadings so I can gather the skills related to a specific area in one place.

Decker Skills – This will be a list of skills I think are essential to being a decker.

Computer
Software
Hacking
Cybercombat
Electronic Warfare
Hardware

Shadowrunner – Combat, Stealth etc skills.  The kind of things that keep Shadowrunners alive.

Sneaking
Gymnastics
[A Combat Skill of Choice]
Perception

Useful – Skills that might just turn out to be handy or have a role to play based on background.

Pilot Groundcraft
Negotiation
Etiquette
First Aid

So looking over the list I immediately see that there are a couple of places where I’ve got all the skills from a skill group.  Now given that you can only have one skill at 6 at character generation it might well be worth taking a skill group at 5.  The obvious choices are:

Skill Group – Electronics (covers Computer, Hardware, Software)
Skill Group – Cracking (covers Cybercombat, Electronic Warfare, Hacking)

That simple consideration gives me an idea for some more background.  Grew up on the streets as a scavenger, learned to repair what other people threw away.  Came to the attention of the Ancients after he fixed up some of their bikes.

So we’ll take the Electronics skill group at rank 5.

Now we’ll look at the other skills I’ve flagged and the points I have to spend.  This time it’s probably best to consider in terms of priority (we’ll use 1,2,3).

Priority 1 – Cybercombat, Hacking
Priority 2 – Electronic Warfare, Perception, [Combat Skill], Sneaking
Priority 3 – Gymnastics, Pilot Groundcraft, Negotiation, Etiquette, First Aid

36 skill points to spend.

Cybercombat            5
Hacking                5
Electronic Warfare     4
Perception             4
Sneaking             4
Automatics             3
Negotiation            3
Automotive Mech        3
Gymnastics             2
Pilot Groundcraft     2
First Aid             1

I end up removing Etiquette as it’s not really appropriate given the street origin I’m thinking of.  I replace it with Automotive Mechanic which seems to fit more.  I also decide that I’m going to take Automatics as the combat skill.

There are still knowledge and language skills to pick up but as stats can change with cyberware I’m going to do them as part of the final phase.

With a better idea of the type of character I want to play here I’m going back to the qualities stage and adding:

Prejudiced – Police, Outspoken – 5pts.  This strikes me as the kind of mouthy dislike of cops that comes with a street upbringing.

Home Ground (Street Politics) – 10pts.  This gives +2 Dice on knowledge skill tests related to gangs, criminal operations and general street level politics and powers.

Helpfully this makes my positive and negative qualities balance out.

Next up is spend your resources.  Being a decker has always been expensive and in 5th Edition that is still the case.  But there is a reason we put priority A into resources.

Cash to spend.  450,000¥.

There are a couple of rules for buying gear at character gen, you cannot have gear with a rating that exceeds 6 and/or availability that exceeds 12.  This feels like a nice rule to me, you don’t get to start with the really high end gear, that’s something that has to be earned.

Lets start with the Cyberdeck as it’s the big ticket item, then buy the essentials (armour, fake SIN, weapon, licenses & lifestyle) then any cash we have left will be spent on the cool stuff.

I look over the list of Cyberdecks and there are a number of options that I can afford.  After some consideration I’m going with the Renraku Tsurugi, a pretty powerful deck that will cover most of my needs.  I could buy the next one up in the list but the cost goes from 214,125¥ to 345,000¥.  That’s a lot of difference for not much boost.

Cyberdeck – Renraku Tsurugi, Rating 3,  Stat Array: 6 5 5 3 3, Availability: 9R

Cash to spend.  235,875¥.

Lets get two fake IDs we’re going to need both to have weapons licences and a concealed carry.  Probably also best to add a drivers licence as well.  I reckon we’ll do them a R4, that’s a pretty good fake.

R4 Fake SIN + R4 Firearms, Concealed Carry and Driving Licences
Backup – R4 Fake SIN + R4 Firearms, Concealed Carry and Driving Licences

That costs 12,400¥ each.  So 24,800¥ in total.  Leaving 211,075¥ in the pot.

Next up lifestyle, as we’re just starting out as a ‘runner I’m taking a low lifestyle with a provision for a special work area.  That costs 3,000¥ a month so we’ll pay for two months ahead of time.  This means we’ve got a place with an attached workshop/garage for the next two months.

Cash left to spend 205,075¥.

Now we move on to Weapons and Armour, every Shadowrunner needs at least one weapon and some armour or you risk a serious ass kicking.  As I’m going to be playing a decker I shouldn’t be spending too much time in direct combat but I still want to have a decent gun as a backup, which brings me to the…

The Ingram Smartgun X, one of the best all in one guns in the game.  If you are not a frontline combatant and you just want a gun that’s going to let you lay down fire if you need to then the Ingram Smartgun is the one to pick.

Ingram Smartgun X – Accuracy: 4(6) Damage:8P AP: — Fire Modes: BF/FA Recoil Compensation: 2  Ammo: 32(c) Availability: 6R Cost: 800¥
Comes with: Lvl 2 Gas Vent Recoil Compensation, Sound Suppressor and Smartgun System.

We need Ammo to go with the gun.  I’m going to go with a bunch of Standard ammo and then some Gel ammo as having a stun option is always good.

Regular Ammo x100 = 200¥
Gel Ammo x 100 = 250¥

Cash left to spend 203,825¥.

Right, that’s a gun taken care of, next up needs to be armour.  Again a classic Shadowrun choice is the venerable armoured jacket with some mods.

Armour Jacket – Armour Rating 12 = 1,000¥

Now we’ll add some mods to the armour.

The way armour mods work is that you have a total capacity equal to the armours rating and each mod uses an amount of that capacity, usually equal to the rating of the mod.

There are two obviously good mods that I’m going to add.

Nonconductivity – Add the rating of this mod to the armours rating vs electricity damage.
Fire Resisitance – Add the rating of this mod to the armours rating vs fire damage.

They both take up capacity equal to their rating and cost rating x 250¥.  So by taking them both at rating 6 that costs another 3,000¥ but is worth it, after all who really wants to get tased.

Total Armour Cost = 4,000¥

Cash left to spend 199,825¥.

Right, that’s weapons and armour sorted out.  Before I move onto Cyberware there are a couple of other things I’m going to pick up.

First up a Commlink, this is the Shadowrun version of a Smartphone, if you’ve got a Cyberdeck you don’t strictly speaking need a Commlink but a Cyberdeck is illegal and a Commlink is not.  Besides can you really see a techie character having a good cyberdeck and not a kick ass commlink, it would be like me deciding I don’t need a mobile phone because I have a tablet.

I don’t think I need a Commlink that has the Hot Sim modification as the Cyberdeck already has that.  So I’m going to buy the Transys Avalon (Rating 6) for 5,000¥, because it’s the most shiny.

Cash left to spend 194,825¥.

Time for some other bits and bobs.  We’re going to need some blank data chips, some RFID Tags (in Shadowrun these are more than simple radio tags they are mico computers with net access that can do a variety of things).  I’m going to pick up 100x Basic RFID Tags, 50x Datachips & 10x Sensor Tags.

Datachip – Rating 1 – Cost 5¥
Basic RFID Tags – Rating 1 – Cost 1¥
Sensor Tags – Rating 2 – Cost 40¥

So total cost is 750¥.

Cash left to spend 194,075¥.

We’ll also pick up 10 data taps, these clamp onto network cables and allow direct access.  Never know when these are going to be really helpful.

Data Tap – Cost 300¥
Total Cost – 3000¥

Cash left to spend 191,075¥.

Now I’m going to buy a Automotive Repair Shop (to put in the workshop I brought as part of my lifestyle) and a hardware repair kit.  The shop costs 5,000¥ and the kit 500¥.

Cash left to spend 188,575¥.

Right, we’ve got some sensor housings, the Sensor Tags brought earlier, so lets buy some sensors for those housings.  We’ll get 10 of each Audio, Visual & Motion then we can customise the tags as needed with our Hardware skill.

The cost is Capacity of Sensor X 100¥, these will be capacity 2 (as we have rating 2 housings), so the cost will be 2,000¥ all in.

Cash left to spend 186,575¥.

Still going through the pre-cyberware gear list (ahh Cyberpunk games and their massive lists of equipment, aren’t they great). 🙂

Next up are a couple of random and useful bits of kit, a Rating 6 Respirator Mask and a Survival Kit.  The mask costs 300¥ and the survival kit 200¥ (the kit includes outdoor sleeping bag, knife, lighter, matches, compass, thermal blanket, several days rations, water purification unit and other outdoor survival kit).

Cash left to spend 186,075¥.

Now medical supplies, I only have the most basic first aid skill but I’m going to buy a first aid kit and some slap patches.

Medkit – Rating 3 – Cost 750¥
Medkit Supplies x1 – Cost 100¥

Now, patches.  Trauma patches are a must have, they really can save a characters life.  Stim patches as well, they remove stun damage for a period of time, this can be very useful to just about everyone.

Trauma Patches cost 500¥ each and Stim patches cost Rating x 25¥ with an availability of Rating x2.

4x Trauma Patches = 2,000¥
10x Rating 6 Stim Patches = 1,500¥

Cash left to spend 181,725¥

Last thing, lets pick up some Software.  I want at least one Agent and some software, my deck can run a number of programs equal to it’s rating (3 in this case).  The deck also has stats up to 6 so I want a rating 6 agent.  Normal software is 80¥ a program and Hacking software is 250¥ a program.

Looking at the availability limits, I can’t have an agent at R6 as the availability is Rating x3 and I’m capped at 12 for starting gear.  But I can get a Rating 4 agent, at a cost of 8,000¥.

Now, basic programs.  There are 7 basic non-hacking software programs.  They are all useful in some way so I’m going to buy all of them.  The programs are:

Browse: This handy browser and search engine cuts the time for a Matrix Search action in half.

Configurator: When you run this program, choose a configuration for your deck other than its current one.
This alternate configuration is stored in the Configurator program. The next time you reconfigure your deck, you may switch to the full configuration stored in this program instead of just swapping two attributes or programs, even if it means Configurator stops running at that point. The configuration stored in this program doesn’t change when you use it, so you can recall it again if you reconfigure your deck to something else (assuming the Configurator program is running when you want to recall the stored information).

Edit: This program makes editing easier with a smart interface that learns your style and can even give you suggestions. Add 2 to the Data Processing limit for any Edit tests made while this is running.

Encryption: Activating the Encryption utility gives you a +1 bonus to your Firewall attribute.

Signal Scrub: By analyzing the background noise and incoming signals, Signal Scrub gives you Rating 2 noise reduction.

Toolbox: The memory management utilities in the Toolbox give you a +1 bonus to your Data Processing attribute.

Virtual Machine: This program creates a virtual memory space in your deck, giving you increased program capacity at the cost of system stability. Your deck can run two additional programs, but whenever your persona takes Matrix damage, it takes an additional box of Matrix damage that cannot be resisted.

As for the hacking software, it’s all pretty good but for the moment I’m going to take just my top 4 (mostly to make the maths easier).

Baby Monitor: The Baby Monitor program uses algorithms stolen from the Grid Overwatch Division and keeps track of your movements in the Matrix, so you always know your current Overwatch Score

Biofeedback Filter: This program is like a firewall for your sim module, giving you a +2 dice pool modifier to resist biofeedback damage.

Exploit: This program analyzes and scans a target for weaknesses in its Firewall. You receive a +2 bonus to your Sleaze attribute when attempting a Hack on the Fly action.

Stealth: This clever program gives you a +1 bonus to your Sleaze attribute

Total cost for all software: 9,350¥

Cash left to spend 172,375¥

Now it’s time for Cyberware.

First a quick word on grades of cyberware.  In Shadowrun you can get cyberware in Standard, Alpha, Beta & Delta grades, each grade above standard increases the cost and availability rating (making it harder to get) and decreases the essence cost.  All metatypes start with Essence 6.0 and it cannot drop to zero.  It also has a significant impact on your social limit as being mostly machine gives you poor empathy.

As one of the key things for Elves in Shadowrun is that they have high charisma I’m going to try and keep the cyberware in check and not blow all my essence.  So I might buy slightly less cyberware of a higher grade.

Without further ado, lets pick some cyberware.

Datajack seems the first obvious choice.  It costs 1,000¥ and 0.1 Essence.  This is the direct neural interface and is essential for a Decker.

Next up lets get some cybereyes.  I’m going to go for some Alphaware here, pay slightly more for less essence cost.  So Rating 3 Alphaware Cybereyes, Essence cost 0.32, costs 12,000¥.  That gives us 12 Capacity for options.  Lets add some.

Cybereyes comes with Image Link and a camera.

Lets add:
Smartlink, that uses 3 Capacity and costs 4,000¥.
Flare Compensation, 1 Option, 1,000¥.
Low-light Vision, 2 Options, 1,500¥.
Vision Magnification, 2 Options, 2,000¥

Just a couple more implants to round this out.  This time I’m going to take them from the Bioware section.  Bioware and Cultured Bioware have lower essence costs but much higher prices than cyberware.

Cerebral Booster – Rating 2 – Essence 0.4 – Cost 63,000¥ – Adds Rating to your Logic stat.
Mnemonic Enhancer – Rating 2 – Essence 0.2 – Cost 18,000¥ – Adds Rating to knowledge, language and memory skills and to mental limit.
Sleep Regulator – Essence 0.1 – Cost 12,000¥ – Only need 3 hours sleep and can go twice as long without sleep.

So total Cost for all implants is 114,500¥ and 1.12 Essence.

We now subtract the total essence cost from the starting essence of 6.0, that gives us Essence 4.88, which is not bad for the amount of gear I’ve got implanted.

Total cash left to spend 57,875¥.

Now I’m going to take the wild step of buying two vehicles, a van and a bike.

GMC Bulldog Step-Van: This long-running top seller from GM is a capacious (and armored!) delivery van favoured by everybody from legitimate shipping and logistics companies to security agencies to heavy mob crews to shadowrunners. It has lots of room for people, gear, or whatever you need to move, plus an engine and chassis that can take a ton of punishment and keep on running. 35,000¥.

Suzuki Mirage: This Japanese racing bike is a fast, sleek speed machine, popular with the other type of
go-ganger—it’s worth mentioning that both the Scorpion and the Mirage are popular with the Cutters, but the
Ancients show a notable preference for the Mirage and its cousins and competitors. Like the Scorpion, the Mirage also sees some use in the combat bike circuit. 8,500¥.

Total cash left to spend 14,375¥.

Right, deep breath, final sprint.  We still have 25 Karma to spend and need to pick our knowledge skills, languages, contacts and calculate things like limits and wounds.

We get (Intuition + Logic) x2 skill points to spend on Knowledge & Language skills.  That gives us 24pts of knowledge skills.

Lets pick the following.

Knowledge: Sprawl Gang Territories – 5
Knowledge: Gang Identification – 5
Knowledge: Matrix Hosts – 6
Knowledge: Street Life (Shelters, etc) – 4
Language: Sperethiel – 4

Ok, I have 25 Karma with which to buy additional skills and improve skills and stats if I want to.  I’m going to pick up the Pistols skill (SMGs are great but not always the kind of thing you can carry with you), the Negotiation skill & the Con skill.  For 24 Karma I can two at 2 for 12 Karma.  So I’m taking:

Con                2
Pistols            2

I’m then going to spend 10 Karma and buy the quality Codeslinger, this gives you +2 dice on a specific matrix action.  I’m choosing Hack on the Fly.

That leaves 3 karma which I’m going to carry over.

Next up is contacts.  You get Charisma x3 points to spend on contacts.  In my case 15pts.  Contacts are defined by Connection (who they know and what they can do) and Loyalty (what they will do for you).  You can’t have either connection or loyalty higher than 3.

So I’m taking:

Ancients Lieutenant: Connection 3, Loyalty 3 – From the characters days of running with the Ancients, someone he stayed friends with and can count on.

Data Broker: Connection 3, Loyalty 1 – A recent contact, well connected but yet to develop much of a personal relationship.

Hardware Dealer: Connection 2, Loyalty 3 – Another old friend, averagely connected but quite loyal.

Now it’s secondary stats and limits.

Initiative – (Intuition + Reaction) + 1D6
Matrix AR Initiative – (Intuition + Reaction) + 1D6
Matrix VR Initiative (Cold Sim) – (Data Processing + Intuition) + 3D6
Matrix VR Initiative (Hot Sim) – (Data Processing + Intuition) + 4D6

Mental Limit – [(Logic x 2) + Intuition + Willpower] / 3 (round up)
Physical Limit – [(Strength x 2) + Body + Reaction] / 3 (round up)
Social Limit – [(Charisma x 2) + Willpower + Essence] / 3 (round up)

Physical Wounds – [Body / 2] + 8
Stun Wounds – [Willpower / 2] + 8
Overflow – Body + Augmentation Bonuses

Ok, looking back over all that I’m pretty happy.  I do notice that I’ve brought a Pistol skill and don’t have a pistol yet.  As I can only carry 5,000¥ over to play it seems worth while getting a pistol of some kind.

Again, lets go with a classic here.  Ares Predator V – Accuracy 5(7) – Damage: 8P – AP: -1 – Mode: SA – Ammo: 15 – Addons: Smartgun, Silencer

Cost: 725¥

We’re also going to need Ammo.  Lets go for the same load as the Ingram.

Regular Ammo x100 = 200¥
Gel Ammo x 100 = 250¥

Total cost: 1,675¥

Total cash left to spend 12,700¥.

Thinking on other things, I’m also going to by two rigger systems for my two vehicles, that way if the team has a rigger they can drive my vehicles remotely.  That costs 1,000¥ each.

Total cash left to spend 10,700¥.

Ok, we’re also going to take a sensor array, hand held, but as you can use your Electronic Warfare to use it and you can add more than simple visual sensors to the array it’s a very useful system.

Rating 3 Sensor Array (Handheld)
Radio
Ultrasound
Magnetic Anomaly Detection (5M Range)

Cost: 9,000¥

Total cash left to spend 3,700¥.

And that’s a wrap.  So as you can see it’s a pretty intense character gen process, especially if you are playing a character type who has a lot of options available to them.

Final Character Sheet…
————————————————————————————————————-

Metatype – Elf
Role – Decker

Stats

Body            2(6)
Agility         3(7)
Reaction     3(6)
Strength     2(6)
Willpower  3(6)
Logic           5/7(6)
Intuition    5(6)
Charisma   5(8)

Edge            1(6)

Essence       4.88

Karma          3

Physical Limit  3
Mental Limit    8/10
Social Limit    6

Initiative – 8 + 1D6
Matrix AR Initiative – 8 + 1D6
Matrix VR Initiative (Cold Sim) – (Data Processing + 5) + 3D6
Matrix VR Initiative (Hot Sim) – (Data Processing + 5) + 4D6

Physical Wounds – 9
Stun Wounds – 10
Overflow – 2

Positive Qualities

Low Light Vision (Racial)

Analytical Mind (5 Karma) – +2 Dice for logic tests that involve pattern recognition, evidence analysis, clue hunting and puzzle solving.

Home Ground (Street Politics) – 10pts.  This gives +2 Dice on knowledge skill tests related to gangs, criminal operations and general street level politics and powers.

Codeslinger: Hack on the Fly – 10pts – +2 Dice for Hack on the Fly Actions.

Negative Qualities

Prejudiced – Police, Outspoken – 5pts.  This strikes me as the kind of mouthy dislike of cops that comes with a street upbringing.

Code of Honour (10pts) – Will not (knowingly) kill another Elf.

Skills

Skill Group Electronics (Computer, Hardware, Software) – 5

Cybercombat            5
Hacking                5
Electronic Warfare  4
Perception             4
Sneaking               4
Automatics             3
Negotiation            3
Automotive Mech   3
Gymnastics             2
Pilot Groundcraft     2
Con                    2
Pistols                2
First Aid              1

Knowledge: Sprawl Gang Territories – 5
Knowledge: Gang Identification – 5
Knowledge: Matrix Hosts – 6
Knowledge: Street Life (Shelters, etc) – 4
Language: Sperethiel – 4

Cyberware

Datajack

Cybereyes (Rating 3 Alphaware)
Image Link and a camera.
Smartlink
Flare Compensation
Low-light Vision
Vision Magnification

Cerebral Booster – Rating 2 – Adds Rating to your Logic stat.
Mnemonic Enhancer – Rating 2 – Adds Rating to knowledge, language and memory skills and to mental limit.
Sleep Regulator – Only need 3 hours sleep and can go twice as long without sleep.

Equipment

Cash on Hand: 3,700¥.

Cyberdeck – Renraku Tsurugi, Rating 3,  Stat Array: 6 5 5 3 3, Availability: 9R

Transys Avalon Commlink, Rating 6

50x Datachip – Rating 1
100x Basic RFID Tags – Rating 1
10x Sensor Tags – Rating 2

10x Audio Sensors Rating 2
10x Video Sensors Rating 2
10x Motion Sensors Rating 2

10x Data Taps

Automotive Workshop.
Hardware Kit.

Rating 6 Respirator Mask.

Survival Kit (the kit includes outdoor sleeping bag, knife, lighter, matches, compass, thermal blanket, several days rations, water purification unit and other outdoor survival kit).

Medkit – Rating 3
Medkit Supplies x1

4x Trauma Patches
10x Rating 6 Stim Patches

IDs, Licences & Lifestyle

R4 Fake SIN + R4 Firearms, Concealed Carry and Driving Licences
Backup – R4 Fake SIN + R4 Firearms, Concealed Carry and Driving Licences

Low Lifestyle for 2 months with attached workshop.  (3,000 per month).

Vehicles

Suzuki Mirage Handl: 5/3 Speed: 6 Accel: 3 Bod:5 Armour:6 Pilot:1 Sensors:2 Seats:1 Extras: Rigger Controls

GMC Bulldog Handling: 3/3 Speed:3 Accel:1 Body:16 Armour:12 Pilot:1 Sensors:2 Seats:6 Extras: Rigger Controls

Weapons

Ingram Smartgun X – Accuracy: 4(6) Damage:8P AP: — Fire Modes: BF/FA Recoil Compensation: 2  Ammo: 32(c) Availability: 6R Cost: 800¥
Comes with: Lvl 2 Gas Vent Recoil Compensation, Sound Suppressor and Smartgun System.

Regular Ammo x100
Gel Ammo x 100

Ares Predator V – Accuracy 5(7) – Damage: 8P – AP: -1 – Mode: SA – Ammo: 15 – Addons: Smartgun, Silencer

Regular Ammo x100
Gel Ammo x 100

Armour

Armour Jacket – Armour Rating 12
Nonconductivity Rating 6
Fire Resisitance Rating 6

Software

Rating 4 Agent

Baby Monitor: The Baby Monitor program uses algorithms stolen from the Grid Overwatch Division and keeps track of your movements in the Matrix, so you always know your current Overwatch Score

Biofeedback Filter: This program is like a firewall for your sim module, giving you a +2 dice pool modifier to resist biofeedback damage.

Exploit: This program analyzes and scans a target for weaknesses in its Firewall. You receive a +2 bonus to your Sleaze attribute when attempting a Hack on the Fly action.

Browse: This handy browser and search engine cuts the time for a Matrix Search action in half.

Configurator: When you run this program, choose a configuration for your deck other than its current one.  This alternate configuration is stored in the Configurator program. The next time you reconfigure your deck, you may switch to the full configuration stored in this program instead of just swapping two attributes or programs, even if it means Configurator stops running at that point. The configuration stored in this program doesn’t change when you use it, so you can recall it again if you reconfigure your deck to something else (assuming the Configurator program is running when you want to recall the stored information).

Edit: This program makes editing easier with a smart interface that learns your style and can even give you suggestions. Add 2 to the Data Processing limit for any Edit tests made while this is running.

Encryption: Activating the Encryption utility gives you a +1 bonus to your Firewall attribute.

Signal Scrub: By analyzing the background noise and incoming signals, Signal Scrub gives you Rating 2 noise reduction.

Toolbox: The memory management utilities in the Toolbox give you a +1 bonus to your Data Processing attribute.

Virtual Machine: This program creates a virtual memory space in your deck, giving you increased program capacity at the cost of system stability. Your deck can run two additional programs, but whenever your persona takes Matrix damage, it takes an additional box of Matrix damage that cannot be resisted.

Stealth: This clever program gives you a +1 bonus to your Sleaze attribute

Contacts

Ancients Lieutenant: Connection 3, Loyalty 3 – From the characters days of running with the Ancients, someone he stayed friends with and can count on.

Data Broker: Connection 3, Loyalty 1 – A recent contact, well connected but yet to develop much of a personal relationship.

Hardware Dealer: Connection 2, Loyalty 3 – Another old friend, averagely connected but quite loyal.

One thought on “Character Generation Example Five – Shadowrun 5th Edition

  1. Jess

    Thanks for the writeup. Im just getting into 5e and wanted to play a decker, but was overwhelmed by all the choices. This helps a great deal

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