Mars City Shadowrun
We will be switching to 5th Edition Priority System for further character creation.
KARMAGEN (750 Karma)
p.41 Karma Character Generation Table
The Karma Cost for Metatype (shapeshifter type, etc.) should be “As BP*.”
The Karma Cost for improving an attribute by 1 should be “New rating x 5.” (Do not count Edge, Resonance or Magic into the final total allowed to be spent on attributes.)
p.42 Step 1: Choose Your Metatype or Other Character Race Option
The first paragraph should read:
“First you must choose metatype or other alternative character concept (i.e. shapeshifter, AI, sasquatch, etc.); the Karma cost for metatype or race is equal to the BP cost for that metatype or option (i.e. if a race costs 10 BP, in Karmagen it costs 10 Karma); the BP cost should be noted as it is important for Step 3. The Metatype Attribute Table (see p. 70 and p.73, SR4) or the relevant table in the section describing the new character races in this book provide your character’s starting and maximum attribute ratings.”
p.42 Step 5: Convert Your Karma to Nuyen
The second line should read:
“A maximum of 100 Karma may be converted to nuyen in this fashion, or 120 if the character has the Born Rich quality (p.96).”
p.43 Focus Bonding Table
The Karma Cost for weapon foci should be “3 x Force.”
Step 1: Choose Your Metatype or Other Character Race Option
First you must choose your metatype or other alternative character concept (shapeshifter, AI, Sasquatch, etc). The karma cost for race or metatype is equal to its BP cost (if a race costs 10 BP it costs 10 Karma). BP cost should be noted as it is important for Step 3. The Metatype Attribute Table or the relevant table in thee section describing the new character races will provide the character’s starting and maximum attribute ratings.
Step 2: Select Qualities
Positive qualities have a Karma cost equal to twice their BP cost. Negative qualities return bonus Karma equal to twice their BP cost. Normally, characters cannot spend more than 70 Karma in positive qualities or gain more than 70 Karma in Negative qualities. Racial qualities however are exempt from this rule. If the character wishes to be Awakened or a Technomancer, the qualities that grant Magic or Resonance may be taken at this point as well as any complementary qualities such as Mentor Spirits and Paragons.
Step 3: Purchase Attributes
Next, purchase the character’s attributes (including special attributes) using the cost given in the table. Characters begin with the minimum attribute ratings defined by their metatype. The maximum Karma a character can spend on their attributes at character generation is half their starting Karma (rounding up) plus twice the listed BP cost for their metatype or alternate racial concept. Characters cannot begin the game with more than one attribute at their natural maximum. Character begin with an Essence of 6. The metatype maximum rating for edge is 6 (7 for humans); other character races may have different Edge maximums (refer to their descriptions).
Step 4: Purchase Your Skills
Consult the table for the costs of raising skills and skill groups. Starting characters may only have one skill at Rating 6 (with the rest at Rating 4 or less) or two skills at Rating 5 (with the rest at Rating 4 or less). Skill groups may be purchased to a maximum rating of Rating 4 at character generation. Native languages are free.
Step 5: Convert Karma to Nuyen
Next purchase the characters lifestyle and trappings. Each point of Karma is equivalent to 2,500 nuyen. A maximum of 100 Karma can be converted into nuyen in this fashion. Equipment with a Rating higher than 6 or an availability greater than 12 cannot normally be purchased.
Step 6: Purchase Magical and Resonance Resources
Characters with the Adept, Astral Sight, Magician, Mystic Adept or another quality that lets them use foci may bind any foci they purchased by paying the Karma costs listed in the Focus Bonding Table. Spellcasters may purchase a number of spells up to their Spellcasting or Ritual Spellcasting (whichever is higher) skill x 2. Technomancer may purchase a number of complex forms up to their Logic x 2. Magicians may start the game with bound spirits by paying 2 Karma per service owed. The number of services owed may not exceed the character’s Summoning skill, and its Force is equal to the character’s Magic rating. The character may not have more bound spirits than her Charisma attribute. Technomancers may start the game with registered sprites by paying 2 Karma per task owed. The number of tasks owed may not exceed the character’s Compiling skill, and its Rating is equal to the character’s Resonance. The character cannot have more registered sprites than her Charisma attribute.
Step 7: Select Contacts
Each contact has both a Connection rating (1-6) and a Loyalty Rating (1-6). The Karma cost of contacts is equal to (Connection + Loyalty) x 2.
Step 8: Finishing Touches
If there is Karma left over at this point, go back and see what you can do with it! Any unspent Karma left over when character creation is finished is lost, although players may start the game with up to 5 Karma that they did not spend at character generation. Once everything is complete apply the modifiers from the character’s implants, adept powers and equipment and calculate Condition Modifiers and Initiative. Roll on the starting money table and add +1 for every 100 nuyen not spent during character creation to a maximum of three times the dice listed.