Okay, the following isn't the most poetically written document ever conceived of by man, but I hope it comes in handy for the first phase of creating our characters. As always, if you have any questions or comments don't hesitate to open your trap!
CHARACTER CREATION GUIDELINES[ Race ]You're free to play any standard or variant metahuman race you like in this game and all of your available options "cost" exactly the same; absolutely nothing. If you detailed a specific race in your original submission, that choice is final. You can, however, pick an appropriate metahuman variant if you haven't already. If you haven't specified a race at all, now is the time to do so.
Metahuman variants will need to be custom designed as they don't exist in SR4 yet. If there's one you're interested in, please contact me either here or via an instant messenger (Neurotic Cupcake on AIM or Necrotic_Penguin on Yahoo!) and we'll discuss it and hash out something we both can agree on. Ghouls and Shapeshifters are not a valid option, but I will allow one (1) player to create a Drake if anyone is interested in playing one. They'll be a bit weaker than the versions found in SR3 but still a bit more potent than normal metahumans. If you'd like to give one a shot, discuss it with the other players then get in touch with me and we'll see what we can do.
Finally, Human characters have an additional trait as detailed below.
Versatility: Players with a Human character may select one Physical or Mental Attribute (as well as Edge, Magic or Resonance) with which their maximum rating is increased by one point. Players may also treat a single Active Skill of choice in the same manner. This is in addition to their current Edge modifier and is compatible with the Aptitude, Enhanced Attribute, and Lucky qualities.
Example: Donovan Fairchild is a Human Black Magician with Versatility (Magic and Spellcasting). Both scores have their initial limitations improved to 1/7(10). If he instead chose to apply his attribute modifier to Edge instead of Magic, and if had the Lucky quality, his Edge limitation would be 2/9(13).[ Qualities ]You may select a single Positive Quality of equal or lesser value for every Negative Quality you take, with a maximum of three Negative Qualities available. Likewise, you must take the qualities you specified in your original submission. If either were the equivalence of a Positive Quality, you must select a Negative one of equal or greater cost to accompany it. If it is absolutely
vital to your concept to have more than three qualities of each type, talk with me about it and we'll see what we can do.
If your original quality or qualities do not conform to any currently available in the game, please contact me so we can figure out how much it's worth and whether or not any specific rules need to be applied towards it.
If you're having trouble thinking of appropriate qualities, don't hesitate to ask me or the other players for suggestions or help.
Special Exception: If you are a magician with the Mentor Spirit quality, combine the two into a single quality. In other words, if you choose to have a Mentor Spirit it simply increases your base magical quality by 5 points for determining what kind of a Negative Quality you need to take, rather than counting as a second quality.
The following qualities are not available as currently written: Cyberpsychosis, Incompetent, SINner, SINner: Criminal.
[ Attributes ]EDIT: Apparently this wasn't as straight forward as I intended (and I miscalculated myself!).
Everyone has 30 points with which to add to their minimum attribute scores. Maxing out an attribute costs 2 points instead of 1 for the final point.
[ Skills ]This is where we being to truly diverge from the normal rules and as such it's also the part where you'll need to work with me the most in order to get it just right. Do note that these restrictions only apply during character creation.
SR4 pp. 108-109 has a list of what each skill rating represents and examples of how those scores relate to individual skills. This is the table you'll need to use and reference for determining all of your skill ratings. Have at it, but keep in mind that you still need the Aptitude attribute or Versatility in order to hit a natural score of 7. There are a few limitations and restrictions, however.
Active Skills: You may have no more than one skill per unmodified attribute point in that skill's linked attribute. For example, if you have a base Agility score of 3, you may have a maximum of three Agility-linked skills. Only one of these skills per linked attribute may exceed the linked attribute's rating. This means that using the same example, you could only have one Agility-linked skill at a score of 4 or higher.
Knowledge/Language Skills: You may have a total of unmodified (Logic + Intuition) Knowledge Skills, and one additional Language Skill for every two points of Logic. Knowledge Skills are
not limited by their linked attribute for purposes of determining their rating, but Language Skills are.
Skill Groups: Skill groups count as two skills for purposes of determining how many you may have. If a group consists of skills with more than one linked attribute, use the most appropriate attribute in your opinion for determining your limit. You may also split skill groups up as you see fit, though each skill you split from the group counts as an individual skill.
What's more, you are allowed to create up to two unique skill groups as long as it's directly related to your concept. Each such group should consist of three or four unique skills appropriate to the concept.
Example: Rebecca is creating a former KSAF reporter and is interested in making an Investigation skill group. She decides this group consists of Data Search, Infiltration, Perception and Shadowing and labels it as such on her character sheet. She then decides her group counts as an Intuition skill for purposes of determining how many skills she may have.Specializations: You may have a total number of specializations equal to your unmodified Logic attribute x 1.5 (round up). This limit only applies to Active Skills; specializations are highly encouraged with Knowledge and Language Skills if appropriate. Skill Groups may not have a specialization, but you can split a single skill from a group to specialize in.
[ Miscellaneous ]That's it for this stage. We'll work on contacts, implants, magic, and all that hubabaloo after we get all of this hashed out. And yes, I have my reasons. Just build your character the way they should be built rather than trying to min/max, and you'll be happy with the final results. Guaranteed.