Character Generation Guidelines
Character Generation:
Character generation will be the standard build of 400 points, no more than
half spent on your core attributes. No piece of gear can be purchased with a
rating higher than 6 or availability greater than 12 unless you have the
appropriate quality from the Runner’s Companion.
Neither of the optional systems from Runner’s Companion for Character
Generation will be used.
Allowed Resources:
Core Book: all within the limitations mentioned above.
Arsenal:
- The Advanced Combat Rules are in use.
- Martial Arts are available
- All equipment is available except the following:
- Where noted in the text or due to restrictions above that it is unavailable for starting characters.
- All Gear Customization.
- Vehicle Customization on a limited basis; needs approval by GM(s).
Augmentation:
- All except the following:
- Where noted in the text or due to restrictions above that it is unavailable for starting characters.
- Cyborgs
- Cyberzombies
Runner’s Companion:
- All except the following:
- No Human Metavariants.
- No Elf Dryads or Xapiri Thepe metavariants.
- No Shapeshifters or Free Spirits.
- Synthetic Intelligences may be allowed but will at times find that they may
be limited in what they can do within a given mission.
- No starting Drake characters but the Latent Dracomorphosis Quality will be allowed.
- No Infected or Sapient Critter Characters.
- The Advanced Lifestyle system may eventually be used but is unavailable for starting characters.
Street Magic:
- All except the following:
- Where noted in the text or due to restrictions above that it is unavailable for starting characters.
- Building your own Magical Tradition. [May be convinced on case by case basis]
- The Path of the Wheel
- The Dark Paths
- Toxic Magic
Unwired:
- All except the following:
- No Dissonant Technomancers.
- Full Immersion
- All optional rules may be used at the discretion of the GM for increasing the difficulty level.
This message was last edited by the GM at 01:47, Sat 03 Aug 2013.