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Shadowrun: Where Magic & Technology Meet
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Where Magic & Technology Meet
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Character Creation
Steps:











Allocating Priorities

    Shadowrun character generation uses a priority system to assign values to different aspects of a character, attribute points, skill points, primary race, magical ability, and starting resources are decided here.

Priority Table
 MagicRaceAttribSkillsResource
AMage-30501,000,000¥
BAdept-2740400,000¥
CMundaneElf / Troll243490,000¥
DMundaneOrk / Dwarf213020,000¥
EMundaneHuman18275,000¥


    Assign ONE item to each priority, (IE. if you assign Magic to priority A you no longer have priority A to assign to something else.) A brief description of each of the aspects is below:

Magic
    You may notice, there are only three levels of magic: Mage, Adept, and Mundane. A Mage is a full magician with all the abilities of the mystical (generally). The Key difference between an Adept and a Mage is that the Adept can only focus on half the magic (spellcasting or conjuring) and cannot enter the astral plane. Mundane is everyone else, no magical abilities at all. Another thing to note is whether the character is going to be Shamatic or Hermatic. The difference is mostly in roleplaying but the Shaman cast spells, conjure beings by the song and dance, to learn a new spell they dance and sing in a Lodge with someone who knows how to do what the Shaman wants to know. The Hermatic Mages/Adepts cast spells, conjure beings do so by memorizing exact formulai and enforcing those formulas onto the physical world, they learn new spells by studing the fomulai in large libraries.

Primary Race
    A character can be one of five different Primary Races, each having special quirks. The Races are Human, Elf, Dwarf, Ork, and Troll. Each of these Primary Races has many subraces to choose from the table that describes racial modifiers for attributes can be found in the Attributes section and is the complete list of races. Humans are the most common primary race. The other primary races, collectivly known as metahumans are about equal in numbers however in some areas there would obviously be more of one primary race or another.

Attributtes
    Attributes will be discussed in greater detail in the next section when you actually assign values to the six primary attributes. An Attribute is the physical/Mental ability of a character, strength, quickness, body, intelligence, Willpower and charisma are the six primary attributtes, the three secondary attributes won't be introduced here.

Skills
    Skills are the actual abilities the character has. From driving a vehicle to climbing a wall to firing a gun, these points will become the character's ability to do things.

Starting Resources
    The Starting resources is the nuyen the character has to purchase weapons, armor, gear, and cybernetic implants. When the character is complete, ten percent (10%) of the remaining resource nuyen becomes real nuyen for the character during the game. Characters can always earn/steal more nuyen to purchase other things later on (if they can find them).











Assign Attributtes

    How hard can I punch? Would I be able to trick that guy into giving me a free hotdog? These are a couple questions that might come up during a game (well, maybe not the hotdog bit). Attributes are the values used in conjunction with skills to determine if a character can complete a task successfully. They are considered the abilities that a character is born with.

    First off, the character's race affect some of the attribute values. So a list of Racial Attribute modifiers is in order. The list is arranged so that to find which Primary Race a subrace is part of, just go up the list until you find a bold primary race name, that is the race's primary (which is decided during Priority assignment).

Racial Attribute Modifiers
RaceBodQuickStrChrIntWillOther notes
Elf +1 +2  Lowlight Vision
Dark Elf +2 +1 +1+2 TN for any interactions (Cold Shoulder Flaw)
Wakyambi   +2 +1 
Night Elf +2 +2  Light Sunlight Allergy
Dryad (female only)-1+1-1+3  Light Urban Allergy, Animal Empathy
Half Elf +1 +1  Lowlight Vision (50% chance, GM's choice)
Troll+5-1+4-2-2 Infrared Vision, Dermal 1
Cyclops+5-1+6-2-2 No Dermal, +2 TN for Ranged Combat
Formori+4-1+3 -2 No Dermal
Giant+5-1+5-2-2 No Dermal
Minotaur+4-1+3-1-1  
Ork+3 +2-1-1 Lowlight Vision
Hobgoblin+2 +2-1   
Oni (Japanese)+3 +2-1-1+1 
Ogre+3 +2 -1  
Satyr+3-1+2-1-1+1All magicians are Bacchus shamans
Dwarf+1 +2  +1Infrared Vision
Koborokuru (Japan)+1 +2  +1 
Menehune+2 +2  +1 
Gnome+1 +2  +2All Magicians are shamans
Bod - Body, Quick - Quickness, Str - Strength, Chr - Charisma, Int - Intelligence, Will - Willpower


    Assign points to the six primary attributes, no attribute may be above six at this point and a attribute may never go below 1. After the attribute points are assigned, apply the modifiers for the chosen race, make sure that no attribute dropped below one after the racial modifiers. After the modifiers have been applied, it is possible for attributes to be higher than six.

    The three secondary attributes are Reaction, Essence and Magic. Reaction is the average of Intelligence and Quickness rounded down. Essense starts at 6 and drops as the character has cybergear installed. Magic is equal to the character's Essense rounded down, however if the character assigned Mundane to the magic priority, the character has no magic attribute.












Assign Skills

    When a character wants to be part of the action, to accompish something beyond breathing, they use skills. Skills represent the abilities and understanding that a character has aquired. In Shadowrun, skills are general techniques and bases of knowledge rather than narrow, limited actions. This approach allows more customization of the characters so that two characters with the same background or occupation may have skills that vary in style. Keeping things general also limits the number of statistics that need to be kept. To define specific areas of focus or increased knowledge for characters, specializations are used.

Base Skills
    Base skills are the fundamental skills in Shadowrun. Skills are the abilities that characters learn over time. Each skill represents the training and methods a character has picked up that enable him to use his natural attributes in a certain way. To reflect this connection, each skill is linked to an attribute.

Active Skills
    Active Skills are the skills characters use to take action, to affect something or to somehow make an impact. These include firing a gun, negotiating that new contact, driving a hovercraft/bike/car, etc. Active Skills include the Build/Repair Skills and the etiquette Skill. These are the skills that the skill points, that were given a priority, are used for.

List of Active Skill Associations
Skill Descriptions Coming Soon!


Knowledge Skills
    Knowledge skills represent what a character knows about certain subjects. Beginning knowledge skills are based a character's intelligence Attributte. A character may have any number of knowledge skills limited only by the player's imagination, and the GM. Knowledge skills are useful for fleshing out a character by defining his background or areas of interest. They can range from fields of knowledge important in the game universe, (Corporate finace, Political History, Cybertechnology, etc) to more esoteric, bizarre, or mundane interests such as Sim-Starlets, Throll Thrash Metal Bands in Seattle, or Elven Wines. GM's usually find some way to incorporate most, if not all, of the knowledge skills into the campaigns. Knowledge Skills fall into four general categories: Street, Academic, Sixth World, and Interests.

Street Knowledge
    Street knowledge skills are the skills learned on the mean streets of the sprawl. This kind of street savy can only be learned from living, observing, and surviving at the lowest levels of existance.These skills represent a characters ability to use and maintain a level of contact with the street. Street skills are usually location specific, the Seattle Sprawl feels very different from the Denver Sprawl or the Chicago Sprawl. If a player wants their character to have the same skills in different locations, the character must either specialize in a location (ie, Safehouses is the base skill, Redmond Barrons is the specialization) or take the skill again for the new location.

Academic Knowledge
    These Knowledge skills are mostly learned through schooling and are used by professionals and academics. They cover the basics of the natural world, the physical and social sciences, history, philosophy, and the arts.

Sixth World Knowledge
    This category covers the unique nature of the world now that magic has returned to it. For practical purposes, this skill set covers the base knowledge that doesn't apply to the non-game world (the player's world, as opposed to the character's world)

Interest Knowledge
    Interests is the fun catagory, where the player chooses skills that give the character an inventive background and hobbies. The only limits are the player's imagination and what type of background the player wants the character to have.


Knowledge Skill Examples
StreetAcademicSixth WorldInterests
Mafia EstablishmentsArtCybertechnologyOpera
Safehouse LocationsBiologyParanormal AnimalsTroll Thrash Metal Bands
Gang IdentificationZoologyElven SocietyElven Wines
Yakuza TerritoryBotanyMegacorporate PoliciesSimsense Starlets
Lonestar TacticsLiteratureMetahumanitySci-Fi Simchips
Criminal OrganizationsMedicineMagicPoetry
Smuggling RoutesEngineeringDragonsConspiracy Theory
Prostitution RacketsPhysicsAtlantis ResearchCombat Biking
Fringe CultsChemistryData HavensUrban Brawl
BTL ProductionGeologyLegendary DeckersWoodworking
Police/Security ProceduresPsychologyHumanis PoliclubRoleplaying Games
AnthrophologyFlatvid Movies
Archaeology
Politics
Philosophy
Economics
History
Music


    Knowledge Skill points are generated by taking the character intelligence attribute and multiplying it by 5 (ie, intelligence of 2 allows 10 (2x5) knowledge points. Knowledge points may also be used to augment language points (see below)


Language Skills
    Language Skills represent a character's ability to speak, read and write in a particular language. During character creation the character recieves a number of language points equal to their intelligence multiplied by 1.5. These points represent the language(s) the character grew up speaking or the language(s) of their main surroundings. In most situations, a character will have the primary language of the game setting as their primary language. Like all skills, languages can be improved and learned as the game progresses.

    Lingos are specializations of existing languages. They exist because a subgroup has created its own language from its specific terminology, phrasings, and slang.. Lingos can range from rigger-speak to legalese to street jive. Any language can have multiple lingo specializations.

    Every language known in the non-game world can be learned by a character. Only one language exists in the sixth world that doesn't exist in the non-game world. That language is Sperethiel, the language of the Elves. Sperethiel is spoken in the elven nation of Tir Tairngire, near Seattle. Linguists are mistified as to its origions, claiming that its complexity and structure point to years of evolution. Its appearent lack of links to any onther known language only adds to the puzzle. Despite its label as "the elven language", characters other than elves speak sperethiel fluently and elven characters may not be able to speak a word of it. Trolls, Orks, and Dwarves do not have race-specific languages.











Choose Perks and Flaws

    The Perks and Flaws are a list of possible details for a character to help define the character. The character has 2 points that can be spent on perks, assigning a flaw to the character provides more points to aquire perks with. A limit of 5 perk/flaws may be assigned (this does NOT include the perks/flaws metahumans start with). Players do not have to assign all perk points to the character, however unspent perk points disappear.

PerksValue
Ambidexterous2
Attentiveness2
Clear Thinker1
Code of Honor1
Common Sense2
Courage1
Extra Karma2
Fast Healing2
Human Looking1
Inconspicuous2
Inner Clock1
Innocence1
Keen Sense1
Light Sleeper1
Lightning Calculator1
Lowlight Vision1
Oracular Ability3
Orientation1
Perfect Balance2
Photographic Memory3
Piercing Gaze2
Thermographic Vision1
Unthinking Reflexes3
Visions2
FlawsValue
Absent Minded3
Addiction2-4
Allergy2-5
Amnesia2-5
Berserk1
Blatant Magic1
Cold Shoulder4
Color Blind1
Combat Paralysis4
Compulsion1-5
Confused1
Cranial Bomb (ask GM first)6
Creepy2
Curiosity3
Deep Sleeper1
Delusion1-5
Distinctive Feature1
Eerie Presence1
Flashbacks4
Hidden Past1
Impulsivity2
Intolerance1-5
Mysterious Cyberwear3
Obsession1-5
Obvious Style1
Overconfident1
Pacifist2
Phobia2-5
Poor Sense1
Revenge2
Scapegoat1
Short Attention Span3
Shy1
Soft-Hearted1
Weirdness Magnet
Perk/Flaw Descriptions Coming Soon!











Install Cybergear

    A player may opt to give their character cybergear, mechanical devices designed to augment or replace parts of the human body. Attributes modified by cyberwear are denoted by having the modified value in parentheses after the unmodified value. A list of cyberwear is in The Cyberwear Emporium.











Purchase Weapons

    Weapons, who can to anything without weapons? Well, I guess a lot of people can, but still there are nice, aren't they? Weapons include everything from the old fashioned staffs, swords and bow and arrow, to the more modern machine guns and electrostatic weapons. The Street Samurai Catalogue contains the complete list of weapons allowed in my campaigns, the list is updated as I find weapons I like or a player submits that I accept.

    The weapons have a series of codes listed with them, including concealability, damage, and cost. The firearms have type, mode, and ammo. while the some others have minimum attribute requirements and reach.

    Concealability is how had the weapon is to hide from common view, the higher the number the better. Damage is a two part value, the number and the letter. The number is a modifier for the to-hit target number and the letter is the amount of damage, Low, Medium, Serious, and Deadly, the weapon does. Cost is, well obviously, how much it costs to purchase the weapon off the shelf, how it's purchased during generation, the street index modified the price of the item after the characters started playing.

    Ammo is how many rounds fit into a single clip/magazine/etc for that weapon. The type of Firearm deals with skills and range mostly, all the pistol types fit under the pistols skill, and the different types would be the specializations. Mode is the way a weapon fires (BF - Burst fire, SS - single shot, etc).

    The minimum attribute rating the character MUST have that minimum to use the weapon. A character that can't even draw the string of thier bow is going to have a hard time hitting thier targets. Reach on the edged weapons deals with how far away the character can be and still hit. Remember, long reach is nice, sometimes, but they are a bit awkward in a coridoor as well as a bit unwieldy.











Purchase Gear

    Equipment, noone, noplace, no matter how good they are, can survive without equipment. Equipment is anything the character uses during a run, food, clothing, a radio, a computer, that tissue, the CD player, a flashlight, the list goes on and on. Anything not at the Local Quick-E-Mart, may be requested by a player and I'll figure a cost and add it to the list, if I think it may be popular.

    Suggested equipment is a phone of some sort, clothing (running around nude isn't the best of ideas), and of course a flashlight. Additionally useful equipment include vehicles, survelance equipment, anti-survelance equipment, etc.

    Oh, all you magic using characters out there may want to note you have 25 points to spend to help you bond your foci once you buy them, but remember these points are also used to purchase your spells.

    Your character MUST also have a lifestyle of some sort, basically a place to live and how your meals come. Below is a list of lifestyles and a quick blurp about them as well as their cost, both monthly and permanentaly.
TypeCost per monthPurchase PriceBlurp
Luxury100,00010,000,000This lifestyle offers the best of everything: spacious, ritzy digs, the best food, drink, you name it. The character has a household staff or a maid service, or gadgets to do the mundane chores. He/she has a powerful car, hot sports model or a chauffeured limo. Whether its a big house, a snazzy combo, or a penthouse in a top hotel, this is the high stakes winners in their buisness.
High10,0001,000,000A roomy house or condo and good food. So what if the character does not have the same perks as the big boys, but neither does he have as many people gunning for him. His home is in a secure zone or protected by some good solid bribes to the local police contractor and gang boss. There is a housekeeping service or enough tech to do most of the mundane chores. A luxury commuter car is at his call. This is the lifestyle for the well to do.
Middle5,000500,000Not the best of everything, but far from the worst. It offers a nice condo with lots of comforts. So characters eat some nutrisoy as well as natural food, but at least the autocook has a full suite of flavor faucets. Characters also have a commuter car or first-class tube pass. Lifestyle of the successful wage slave, or criminal.
Low1,000100,000The character has an apartment, and nobody is likely to bother him if he keeps the door bolted. Meals are regular. The nutrisoy may not taste great, but at least it's hot. And power and water are availible during that area's assigned rationing periods. When those of the low lifestyle travel, they ride the tube. Factory workers, pety crooks nad folks down on their luck find themselves in the low lifestyle.
Squatter10010,000Life stinks most of the time, and so does the character, he eats low grade nutrisoy and yeast, adding flavor with an eyedropper. His home is a made over building, converted into barracks, divided into closet sized rooms, or maybe he rents a coffin sized sleep tank by the night. The only thing worst than the squatter is a street vagrant.
Street--Characters are not allowed to start with this lifestyle. The character lives on the streets, sewers, condemed buildings, or wherever else he can find to flop for the night. Food is as he finds it, bathing is a thing dreams are made of and security is what he makes for himself.










Generate Dice Pools

    When things are hot, and the character's basic skills and Attributes aren't enough to get them through to the next morning, they need help. Thats where dice pools come in. A dice pool is a number of dice the player can add to those normally allowed for a test. Each pool comes from a specific source, usually attributes and skills. The control pool, for example, uses a character's VCR modified reaction rating, and is used for almost any rigging related action.

Combat:(Quickness + Intelligence + Willpower) / 2
Astral Combat:(Charisma + Intelligence + Willpower) / 2
Control:Reaction + VCR Rating
Hacking:(Intelligence + MPCP Rating) / 3
Karma:starts at 1, goes up as the character gains experience
Spell:(Intelligence + Willpower + Magic) / 3











Learn Spells

    What mage can get through life without spells? Well, yes, conjurers don't need spells. No neither do spirit summomers, but how many of those do you see walking the streets? Ok, ok, fine, many mages cannot get through life without spells. Here is where you choose what your character can cast. If you assigned priority A to magic you get 25 spell points. If you assigned priority B to magic you get, well you still get 25 points if you chose the spell casting half of magic, but if you decided to be a conjurer or spirit summoner you don't need any points, so you can skip this section.

    When choosing your spells, it's best to choose the spells you like, then assign your points to them. However, if you want a focus, you'll want to look at foci costs. Note that the karma cost is the cost paid with these points, you also must pay the nuyen cost of the foci, foci can be found in the magical gear section of the Quick-E-Mart. Anyway, back to spells, The lists below are divided into useage of spells. The lists have a few different columns you will want to note as you select your character's spells. The first is obviously the name, the name usually gives the general purpose of the spell, example, the spell ignite, caused things that can burn to ignite. The next is drain. Drain is very important to a mage. Drain is the amount of stun damage a character takes from casting the spell at a specified force. The type of spell is either Physical or Mana, designated by P or M, respectavely. Physical spells are on the physical plane and affect physical objects, a tree, that guy's armor, the pile of oily trash, etc, and are resisted by armor. Mana spells travel through the astral plane, bypassing physical blockades, being defended against by willpower, Mana spells cannot affect non-living matter, that brick over there is unaffected by any mana spells. Another useful thing to know is the duration of the spell, that is how long it lasts. things that are instant take effect immediately, they are cast and no longer in the mage's control. Sustained however, requires a small portion of the mage's attention to keep working, detection spells usually are sustained. Then of course there are the spells take last so many seconds, minutes, hours, etc, and of course spells that are permanent, a healing spell is kinda worthless if it only lasts two minutes before the damage returns suddenly. Range is how far the spell can travel, usually its line of sight or touch. Remember that it has to be the character's eyes, not a video camera somewhere, the character can use binoculars, or glasses. Cybereyes can be used if they are the casting character's, because he/she paid essence for them. Last but not least is the damage the spell does, however only combat spells have damage.

Combat Spells
NameDrainTypeDurationRangeDamage
FireballDPInstantLOSS
HellblastDPInstantLOSD
Mana BoltSMInstantLOSS
Mana DartLMInstantLOSL
Mana MissleMMInstantLOSM
ManaballSMInstantLOSM
Power BoltSPInstantLOSS
Power DartLPInstantLOSL
Power MissileMPInstantLOSM
PowerballSPInstantLOSM
RamSPInstantLOSS
SleepDMInstantLOSM
Detection Spells
NameDrainTypeDurationRange
Analyze DeviceMPSustainedLimited
Analyze TruthSMSustainedLimited
ClairvoyanceMMSustatinedLimited
ClairaudienceMMSustainedLimited
Combat SenseSPSustainedLimited
Detect EnemiesMMSustainedLimited
Detect IndividualLMSustainedLimited
Detect LifeLMSustainedLimited
Detect (Life Form)LMSustainedLimited
Detect MagicLMSustainedLimited
Detect (Object)MPSustainedLimited
Mind LinkSMSustainedLOS/Limited
Mind ProbeDMSustainedTouch
Health Spells
NameDrainTypeDurationRange
Antidote Toxin LLPPermanent (5 turns)Touch
Antidote Toxin MMPPermanent (10 turns)Touch
Antidote Toxin SSPPermanent (15 turns)Touch
Antidote Toxin DDPPermanent (20 turns)Touch
Cure Desease LLPPermanent (5 turns)Touch
Cure Desease MMPPermanent (10 turns)Touch
Cure Desease SSPPermanent (15 turns)Touch
Cure Desease DDPPermanent (20 turns)Touch
Decrease (Attribute) -1LPSustainedTouch
Decrease (Attribute) -2MPSustainedTouch
Decrease (Attribute) -3SPSustainedTouch
Decrease (Attribute) -4DPSustainedTouch
Detox[-2]LPPermanent (5 turns)Touch
Detox[-2]MPPermanent (10 turns)Touch
Detox[-2]SPPermanent (15 turns)Touch
Detox[-2]DPPermanent (20 turns)Touch
Increase (Attribute) +1LPSustainedTouch
Increase (Attribute) +2MPSustainedTouch
Increase (Attribute) +3SPSustainedTouch
Increase (Attribute) +4DPSustainedTouch
Increase Cybered (Attribute) +1LPSustainedTouch
Increase Cybered (Attribute) +2MPSustainedTouch
Increase Cybered (Attribute) +3SPSustainedTouch
Increase Cybered (Attribute) +4DPSustainedTouch
Increase Reflexes +1MPSustainedTouch
Increase Reflexes +2SPSustainedTouch
Increase Reflexes +3DPSustainedTouch
TreatWound LevelMPermanent (5-20 turns)Touch
HealWound LevelMPermanent (5-20 turns)Touch
Illusion Spells
NameDrainTypeDurationRange
ChaosMPSustainedLOS
Chaotic WorldSPSustainedLOS
ConfusionSMSustainedLOS
EntertainmentLMSustainedLOS
Improved InvisibilityMPSustainedTouch
InvisibilityMMSustainedTouch
MaskLMSustainedTouch
StimulationLMSustainedLOS
StinkSMSustianedLOS
Manipulation Spells
NameDrainTypeDurationRange
Control ActionsSMSustainedLOS
Control EmotionMMSustainedLOS
Control ThoughtdDMSustainedLimited
HibernateSPSustainedTouch
Levitate ItemLPSustainedLOS
Levitate PersonMPSustainedLOS
Magic FingersMPSustainedLOS
PoltergeistSPSustainedLOS
ArmorMPSustainedLimited
Physical BarrierSPSustainedLimited
Astral BarrierSMSustainedLimited
IgniteDPPermanentLOS
Flame BombDPInstantLOS
FlamethrowerSPInstantLOS
Ice SheetSPInstantLOS
LightMPSustainedLOS
ShadowMPSustainedLOS
SparkMPInstantLOS










Write Description

    The Description of the character helps the GM (me) integrate the character into the plots. Answer all the questions as completely and in as much detail as possible. Imagine this is a real person you're describing, look around the internet for ideas and historical facts. The My World section of this site might help with the events of the past that the character lived through/heard about/witnessed/etc. Then write at least a two paragraph description of the character's physical appearance, past, goals, everything answered in the questions. Anything that you answered in this section but don't want the rest of the players to know, just send in the character with those parts below the normal description marked as GM's Eyes Only and the GM will keep that bit of information off the site. If you need help on what should be in a description, look at other character's (just don't copy it). Now, on to the Questions!

1.What is the characters Sex? Male or Female, easy, no?
2.What is the characters physical size? Short and squat, tall and skinny?
3.What is the color of the characters Hair, eyes, and skin?
4.What is the character's general appearance (i.e., How does he dress, etc.)?
5.Where was the character born (District, City, State, Hospital Name)?
6.What is the characters date of birth?
7.What was the character's family life like?
8.Has the charcter begun his own family? Wife/Husband, kids?
9.Where or how was the charcter educated? High School, Collage, No school?
10.Has the character ever done anything else for a living? Network analysis, vehicle repair?
11.What are the characters political and religious beliefs?
12.Describe the characters Moral code. Include how mercenary he is, whether or not he'll kill innocents, etc.
13.What are the character have any goals?
14.Why does the character run the shadows? (Why does he run the shadows still, rather than getting a "real" job?)
15.What kind of personality does your character have? This should not necessarily be obviously stated in the background, as it is more important for actually playing the character, but it adds color and mood to the history.
16.What special qualities does the character posess? This does not refer to skills, but rather at other things, such as How he gets along with people, does he plan ahead, etc.
17.Are their certain things the character can't or won't do? Balance a budget? Why?
18.What things, people, or ideas does the character hate?
19.What things people, or ideas does the character love?
20.What is the character's name? Give both full birth name, as well as nicknames, street names, etc.
21.Determine what the character used to do, before becoming a shadowrunner (very important).
22.Decide why the character left his or her old job, if he had one (also important).
23.Come up with a reason for why the character became a shadowrunner. (This very often will tie in with #22. This is not the same as #14, but rather why he started running the shadows originally. What led him to it?)
24.How did the character come to know his or her contacts? Contacts are an important part of Shadowrun, decide how and why the character knows them.
25.Does the character have a SIN? Does the character actually use it? Or is the character one of the SINless masses? This may be affected by the characters previous employment.
26.Is the character a full-time shadowrunner? Or does the character lead a Batman-like double existence?
27.Which person(s) or group(s) does the character love the most?
28.Which person(s) or group(s) does the character hate the most?
29.Which person(s) or group(s) does the character respect the most?
30.Which person(s) or group(s) does the character fear the most?
31.What is the character's favourite color?
32.What is the character's favourite food and drink?
33.What place would the character most like to visit?
34.Which person(s) or group(s) is the character most loyal to?
35.What pastime (that the character particiapate in regularly) gives the character the most enjoyment?
36.What pastime (that the character participate in regularly) gives the character the least enjoyment?
37.What annoys the character the most?
38.What (if any) is the character's favourite form of art?
39.What is the character's greatest goal?
40.What do you think is your characters best quality?
41.What do you think is your characters worst quality?
42.What is the most important thing the character has ever done?
43.Which religion (if any) does the character follow?
44.What is the character's most treasured possession (and why)?
45.What is the character's three most common dreams?
46.What is the characters current relationship with his family? (How close is he?)
47.If the characters family is still alive, what do they do, and where do they live?
48.Where did the character learn his Skills?
49.Does the character have a good luck charm? What is it, and why?
50.What type of music does the character like?
51.List any past serious relationships that the character has had, and give a brief overview of the relationship.
52.Where does the character live? Why does he live there?
53.What does the character do in his spare time? (he can't be on a mission 24/7!)
Remember, GMs like detail, so if you can think of any other little details, quirks, or whatever that you think might please the almighty GM, then add them in as well.