CHARACTER GENERATIONSTARTING BUILDPOINTS = 400
STEP 1: Select Race[ Spoiler ]
Human 0BP; +1 Edge
Ork 20BP; +3 Body; +2 Strength; -1 Charisma; -1 Logic; Low-Light Vision
Dwarf 25BP; +1 Body; -1 Reaction; +2 Strength; +1 Willpower; Thermographic Vision, +2 dice for Body Tests to resist pathogens and toxins
Elf 30BP; +1 Agility; +2 Charisma; Low-Light Vision
Troll 40BP; +4 Body; -1 Agility; +4 Strength; -2 Charisma; -1 Intuition; -1 Logic; Thermographic Vision, +1 Reach; +1 natural armor (cumulative with worn armor)
STEP 2: Set Attributes[ Spoiler ]
LIMITS:
You can spend no more than 200BP on Physical/Mental Attributes
Only one Physical or Mental Attribute can be at racial maximum (Racial max is equal to 6 +/- racial modifiers to the attribute)
COSTS:
Improving an Attribute costs 10BP, except hitting the racial max which costs 25BP.
PHYSICAL ATTRIBUTES: (Always start at 1)
Body
Agility
Reaction
Strength
MENTAL ATTRIBUTES: (Always start at 1)
Charisma
Intuition
Logic
Willpower
SPECIAL ATTRIBUTES:
Initiative (derived attribute = Reaction + Intuition)
Edge (starts at 1)
Essence (starts at 6 modified by bio-/cyber-ware
Magic (is 0 unless the Adept, Magician, or Mystic Adept Quality is purchased)
Resonance (is 0 unless the Technomancer Quality is purchased)
STEP 3: Set Skills[ Spoiler ]
LIMITS:
You can either have one skill at rating 6 and all others at 4 or less;
Or you can have two skills at rating 5 and all others at 4 or less;
Skill groups can only be at rating 4 or less at chargen;
You get a number of free Knowledge/Language skills equal to (Logic + Intuition) x 3
You get one language skill free that is your Native Language (there is no associated rating for this)
COSTS:
Active Skill Groups: Each rating costs 10BP
Active individual skills: Each rating costs 4BP
Active skill specialization: 2BP
Knowledge/Language Skills: Each rating costs 2BP
Knowledge/Language Skill Specialization: 1BP
SKILL GROUPS:
[ Spoiler ]
Athletics (Usually Strength)
Climbing
Gymnastics
Running
Swimming
Biotech (Usually Logic)
Cybertechnology
First Aid
Medicine
Close Combat (Agility)
Blades
Clubs
Unarmed Combat
Conjuring (Magic)
Banishing
Binding
Summoning
Cracking (Logic)
Cybercombat
Electronic Warfare
Hacking
Electronics (Logic)
Computer
Data Search
Hardware
Software
Firearms (Agility)
Automatics
Longarms
Pistols
Influence (Charisma)
Con
Etiquette
Leadership
Negotiation
Mechanic (Logic)
Aeronautics Mechanic
Automotive Mechanic
Industrial Mechanic
Nautical Mechanic
Outdoors (Usually Intuition)
Navigation
Survival
Tracking
Sorcery (Magic)
Counterspelling
Ritual Spellcasting
Spellcasting
Stealth (Usually Intuition)
Disguise
Infiltration
Palming
Shadowing
Tasking (Resonance)
Compiling
Decompiling
Registering
INDIVIDUAL SKILLS:
[ Spoiler ]
Agility
Archery
Automatics
Blades
Clubs
Escape Artist
Exotic Melee Weapon (Specific)
Exotic Ranged Weapon (Specific)
Forgery
Gunnery
Gymnastics
Heavy Weapons
Infiltration
Locksmith
Longarms
Palming
Pistols
Throwing Weapons
Unarmed Combat
Body
Diving
Parachuting
Reaction
Dodge
Pilot Aerospace
Pilot Aircraft
Pilot Anthroform
Pilot Exotic Vehicle (Specific)
Pilot Ground Craft
Pilot Watercraft
Strength
Climbing
Running
Swimming
Charisma
Con
Etiquette
Instruction
Intimidation
Leadership
Negotiation
Intuition
Artisan
Assensing
Disguise
Interests Knowledge
Language
Navigation
Perception
Shadowing
Street Knowledge
Tracking
Logic
Academic Knowledge
Aeronautics Mechanic
Armorer
Automotive Mechanic
Computer
Cybertechnology
Cybercombat
Data Search
Demolitions
Electronic Warfare
First Aid
Industrial Mechanic
Hacking
Hardware
Medicine
Nautical Mechanic
Professional Knowledge
Software
Willpower
Astral Combat
Survival
Magic
Banishing
Binding
Counterspelling
Ritual Spellcasting
Spellcasting
Summoning
Resonance
Compiling
Decompiling
Registering
STEP 4: Select Qualities (basically what Edges/Flaws were in SR3)[ Spoiler ]
Below is a list of qualities. If you need specifics post a question or send me a PM:
Ambidextrous, animal empathy, aptitude, astral chameleon, blandness, codeslinger, double jointed, exceptional attribute, first impression was friendly face, focused concentration, guts, high pain tolerance, home ground, human looking, lucky, magic resistance, murky link was poor astral link, natural hardenning, natural immunity, photographic memory, quick healer, resistance to pathogens/toxins, toughness, will to live, allergy, astral beacon was astral impressions, bad luck is like cursed karma, codeblock, combat paralysis, elf poser, gremlins, incompetant, low pain tolerance, scorched, sensitive neural structure, sensitive system, simsense vertigo, spirit bane, uncouth, uneducated, weak immune system.
STEP 5: Set Resources and buy gear, cyber/bio ware, and lifestyle(s)[ Spoiler ]
Each build point gives you 5000
. No more than 50BP can be used on Resources.
This is the complicated part, since I am not willing to post every bit of gear, cyber/bio ware. Tell me either by post or PM what SR3 equivalent gear you would want for your character and I'll tell you the cost attributes of the SR4 equivalent.
STEP 6: Get Contacts[ Spoiler ]
Contacts now have two attributes: Connection and Loyalty. Each can be rated 1-6. Each point for either attribute costs 1BP.
I am not sure if it is ok to post all of that, but most of it has already been posted elsewhere in the SR4 forum. If for any reason I am told this is too much to be posted in one place, I will be removing it.
If anybody needs anything clarified, just post your questions or send me a PM. Alternatively, you can message me through AIM @
[ Spoiler ]
Morrolan3
if you want to do it that way, send me a PM with your screename so I can add you to my Allow list.