That this does not mean that you have free reign to get crazy with the rules. I'm trusting you to create a good character; not a god amongst metahumanity. I would also like to see as many weaknesses as strengths, too, keeping in mind that a weakness doesn't have to be a crippling one and a strength have to be a phenomenal one. I'll leave it up to you to figure out exactly what I mean by that. But, basically, if your character is good at something, your stats should reflect that. If not, your stats should reflect that, too.
Does this mean that I'm going to leave you completely without guidance? Ha! Not a chance, Buckwheat.
Below you'll find a handful of guidelines to not only keep you on track but to also help insure that everyone else will be in roughly the same ballpark as your character. Keep in mind that these are all very rough guidelines, however, and you have permission to sway from them (in any direction) if you need to in order to insure your character has all the talents he or she deserves to have.
The most important rule here is this: Have fun and create the character you want to play. If you're not happy with your character, I won't be happy with it either.
It should be noted that I tend to be very proactive during this phase of the game, so expect numerous suggestions or requests as we work together to build your character. Most of the time these suggestions will be a beneficial change, but sometimes I may ask you to tone something down or explain why you made certain choices. Don't take any of it as an insult; I'm simply trying to do my job while making sure everything about the same "power level" for lack of a better phrase. Also, don't be afraid to argue with me if you think I'm being a complete tool. I'll totally respect that, especially if you argue a good case. But by the same token, respect my final decision after all is said and done. Or else. <insert ominous music here>
There. With all of that out of the way, let's get to work on building these perfect beasts...
Race
Most of you have already chosen which metahuman or metahuman variant race you want to play. Guess what? That's all you have to do. Once you choose your race, move on to the next step. There are no costs to worry about whatsoever.
Note, however, that only your physical attribute modifiers and secondary traits (vision types, gear adjustments, movement speeds, reach, etc.) are the only characteristics you will retain. Mental attribute modifiers will be ignored whether they're positive or negative (quit whining; you'll see why when you hit the "Attributes" section of this post). And, yes, humans will still be getting a rather nice surprise, too.
What about prejudice? I've never been partial to the hardcore dystopian vibe the Sixth World has, so I tend to tone racism down quite a bit. In most situations and in most places, it will hardly ever crop up. But if you go somewhere that's notoriously racist — such as Japan, the Middle East, the Deep South, or a troll bar with a "NO HOOMANS OR ELFS ALOUD!" sign stabbed to the front door — you might want to watch your back.
Oh, please be sure to indicate your ethnicity and culture in addition to your race. For purposes of this game, consider ethnicity to represent what we mean today when we say race, and consider culture to represent the culture or part of the world you were raised in. Example: A Hindi (ethnicity) Human (race) who was born and raised in England (culture). If you're of mixed heritage, just list the two most prominent ones with an emphasis on the one you most consider yourself to be. "Mutt" is perfectly acceptable, too.
Magic
For those of you who have decided to play a magician, I'm going to need to know a minimum of four characteristics that describe your style of magic.
1. Type: This is basically asking you if you're a full magician, an aspected magician, or an adept (or magician adept). If aspected, be sure to include what your aspect is.
2. Tradition: Hermetic, Shamanic, Wujen, Path Magician, Psychic, blah blah blah.
3. Specialization: Elemental Water, Dragonslayer Totem, The Silent Way, and so on and so forth. If you're a Generalist, list that instead. Note that with as many magicians as we have in this game, specialization is a good thing.
4. School or Paradigm: Black Magic, Norse Magic, Wicca, Unified Magical Theory, and so on and so forth.
If you're not sure what I mean by any of these characteristics, ask! Just about every tradition has a specialization and school or paradigm available, even amongst hermetic mages. The more information you put into describing your magical flavor, the better. Don't be afraid to try new things or create interesting variants of existing characteristics. I'm always willing to help with that, too.
The last thing I want to see is something as dull and uninspired as "dog shaman" or "hermetic mage." I mean, come on... you can do better than that! If you can't, I'm going to have to hurt you. In the bad kinda way, not the good kinda way. YOU GOT THAT?! <shakes his fist in the air>
How about initiation, ally spirits, and all that hullabaloo? I'll get to that in the "Other Resources" section below.
Attributes
All right, now we're getting to some of the more important stuff. How on earth are you supposed to assign your attributes when we're not using any points? The easiest way, and the way I highly recommend, is to first describe your character relative to the quintessential "average everyday man," doing so from a human vs. human perspective. From there, you should be able to assign your base attributes using the following guideline. I'm going to use Strength in all of my examples simply because that's the easiest one to describe.
- 0: You're a complete cripple, wholly unable to move at all.
- 1: If you've ever watched The Simpsons, you'd be on the same level as Mr. Burns.
- 2: You are your average housewife or wageslave; you hardly if ever work out, but you're not a complete wimp either.
- 3: You're your average everyday man; you work out maybe half an hour every month.
- 4: You're pretty fit. Maybe you were a jock in high school, or maybe you're fresh out of bootcamp. Whatever the case, you are in good shape, but you're nothing special.
- 5: You can get away wearing a muscle shirt without looking like a dweeb. Maybe you work in a job where you regularly have to lift and carry moderately heavy loads, or maybe you spend an hour or two a week pumping iron in the garage.
- 6: You work out on a regular basis and strive to keep in shape, or you have a job where you're constantly lifting heavy loads (such as a dockworker). Your about as ripped as your average person is going to be without turning to steroids or being genetically altered or something.
- 7: You're probably a professional bodybuilder, and maybe you've even been to a few weightlifting competitions. You didn't come in last, that's for sure, but you didn't win the Mr. Universe title either.
- 8: You're about a ripped as you can be for someone of your race. Schwarzenegger in his hayday was probably around an 8.
- 9: You're just freaky strong. Seriously. You've been known to strap a bus to your testicles and pull it to impress the ladies. You didn't impress any of them, but you still managed to pull it off anyway.
One, MAYBE two of your base attributes should break the 6 barrier, and you should have at least one or two in the 3 or lower range if you really want to be practical about it. But if you're playing a character who would reasonably have pretty high attributes, run it by me and we'll see how it looks.
Now, once you have all six of your attributes assigned, modify your Physical Attributes by your normal racial modifiers (+1 Body and +2 Strength for dwarves, +1 Quickness for elves, +3 Body and +2 Strength for orks, +5 Body -1 Quickness and +4 Strength for trolls, etc.) while ignoring the Mental Attribute modifiers. If playing a metavariant, use those modifiers instead. When you're done — well, you're done! Yay!
Skills
Second verse, same as the first. Describe your character's expertise and training, then build your skill list based off of that. You can find a good table that describes the various ratings and what they reflect on pages 98-99 of SR3, but because those descriptions kinda suck, I'm going to list my own below.
- 0: You don't have a clue what you're doing.
- 1: Neophyte: You've learned a few of the basics and, if you're in a controlled environment, you could probably pull off some of the easier tasks in your field without goofing up.
- 2: Apprentice: You've got a little experience under your belt and enough to earn a living doing it, though only under the supervision of someone more qualified.
- 3: Journeyman: You are proficient in your field, capable of performing most tasks with a reasonable degree of success. You can earn a living on your own.
- 4: Expert: You've obtained quite a bit of experience in your time, and you can perform most of the simpler tasks without even thinking about them, and you've even picked up quite a bit about the history of your trade.
- 5: Professional: When someone needs something done in your field, chances are they'll hunt you down if they've worked with you in the past. You're good at what you do. Very good.
- 6: Master: You've mastered all of the basics in your field and you've even developed a few techniques of your own design. Your name comes up in professional circles, and you're probably one of the best at what you do in the area.
- 7: Grand Master: Not only have you mastered your trade, but you've used it to do some truly amazing things above and beyond others in your field.
- 8: Best of the Best: You are, without a doubt, one of the most highly skilled people your trade has ever seen. If you were a physicist, your name would be up there with the likes of Einstein, Newton, and Hawkins.
Note that you may take as many specializations as you like, but your specializations cannot exceed the 8 barrier anymore than your base skill can. But also keep in mind that this "limitation" only exists during character creation. Once the game is up and going and the karma starts rolling in, you'll have the opportunity to improve your character however you see fit, even if it means breaking any of the limitations given here.
Also, feel free to ask me or the other players (via this thread) their opinion on what some of your skill or attribute ratings should be if you're not sure where you should place them. All I ask is that you sincerely try to reflect your character's abilities rather than let that natural tendency to be the best you can be take hold of you. Trust me, I know how hard it is to resist that temptation, but part of the reason I chose you guys was because I was certain you could pull it off.

Contacts
This is probably the one part of character creation where I'm going to give you a more solid set of rules to use. Take your Charisma score, multiply your base Etiquette score by two, and add them together. Your total represents the number of levels of contacts you have to work with. Level 1 contacts cost one point, Level 2 contacts cost two points, and level 3 contacts cost five points.
If you wish to belong to a "gang" (including magical groups, a gypsy clans, or Amerind tribes), that costs three points and everyone in that "gang" is considered a Friend of a Friend (see the Shadowrun Companion for more details on FOFs).
In addition to these contacts, you will receive two completely free contacts of my creation. I will post there stats in the near future, but for now all you need to know is that one is named Anthony Roccamorra, a troll who's effectively your boss and liason with the DIMR, and Edna Kravitz, a dwarven chick serving as your quartermaster. You may increase these two contacts from Level 1 to a higher level by paying the difference with your aforementioned points.
While these rules sound pretty hardcore, they're merely a guideline for you just like everything else here. If you don't have enough points to get all the important contacts you would likely have gained during your career, add a few more. If you can't think of enough contacts, don't worry about it too much. Just be reasonable.
I will expect a complete write-up for each contact you select, however, so don't you even think about just throwing up some lame archetype and expect that to pass.

Equipment
Select only those items you would legimately own yourself. Just as a reminder, here's a quote from my original post in the recruitment thread: