New Storyteller needing help with PC creation

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  • Newb
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« on: (11:18:37/04-01-17) »
Hello all.  I am absolutely new to the new shadowrun. I played FASA Shadowrun first edition  back in like 1992 or something maybe even before that 1989 I can't truely remember.  None of my players have ever even played the game.   Anyhow enough with the background

I have a group of five players.  All have concepts.  But the character creation can be daunting. None want to do it digitally or cannot do it that way. So should I do a character one at a time by chummer character creator then have the manually copy it.  Or should I just take a game session and try my hardest to do everyone together but separately. 

I am just wanting ideas on creation so I or my players don't lose interest before it even starts. Thank you.


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  • Prime Runner
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« Reply #1 on: (11:47:18/04-01-17) »
Yeah, character creation can be a bit daunting at the beginning.

It helps to adhere to the steps in the book:

1) Establish priorities. For beginners I'd suggest to go A or B for Attributes for all. Bad attribute placement is quite often the reason a character concept doesn't work. That way your players have enough points to compensate for inexperience.
2) Qualities: A lot of those sound nice, but don't do what you think they do. If you want to accelerate creation, you can skip them entirely and let them buy them later when everyone had time to get to know their character.
3) Skills: Everyone should have Perception, one or two combat skills (one ranged one melee), one Social skill and their specialty group. SR 5 rewards specialists, so get your main skills high and buy low skills with Karma.
4) Knowledge Skills: Those can be added later on too if you want to save some time.
5) Gear: That's the hardest part since gear-porn is a very integral part of SR. Run and Gun does have ready made equipment packs and there are also some to be found on this forum.
A runner needs a weapon, armor a commlink and a SIN or two. At least one of them should have a car.

A while ago I made a list of useful item packs for the core rule book. Maybe that will help you to get that part over a bit quicker:

Totally legal:

All Ways On Com: 5820
Transys Avalon 6 5000
Sim module 100
Trodes 70
Subvocal mic 50
Satellite link 500
Micro-transceiver 100

A handy comlink to guarantee at least some basic protection against hackers and missing calls while being stranded in the middle of the ocean...

Defense 101: 550
Defiance EX Shocker 250
Laser sight Top 125
Quick-draw holster 175

It's cheap, it's silent, it's highly effective against drones and critters alike. And above all, it's totally legal to carry for everybody!

Emergency Response Uniform: 6615
Armor jacket 1000
Chemical Protection Rating 6 1500
Fire Resistance Rating 6 1500
Helmet 100
Image link 25
Flare compensation 250
Low-light vision 500
Thermographic vision 500
Spatial recognizer 1000

Sensor tag w. ultrasound sensor 40 +200

Standard issue for any paramedic or fire brigade member in the bad parts of town. Legal and a nice disguise if the run necessitates a bit of arson...

Ye Old In And Out: 2530
Survival Kit 200
Rappelling gloves 50
Gas mask 200
Microwire 200m 100
Medkit (Rating 3) 750
Monofilament chainsaw 500
Gasgrenades (Pepperpunch) 180
Antidote patch (Rating 6) 300

If you need to get in and out fast and have no time for niceties, a monofilament chainsaw is just unbeatable. Not subtle but technical legal...

License required:

Power Suit : 3250
Actioneer Business Clothes 1500
Nonconductivity Rating 6 1500
Shock Frills 250

You may look, but don't touch... when the business meeting goes sideways and the security starts stunning you are ready to return the favor.

Ghost : 3450
Chameleon suit 1700
Thermal Damping Rating 6 1500
Gecko tape gloves 250

It's not invisibility, but sneaking camouflaged along the ceiling can go a long way...

Cool Shades : 7150
Glasses Capacity 4 400
Flare compensation 250
Vision enhancement Rating 3 1500

Contacts Capacity 3 600
Smartlink 2000
Low-light vision 500
Vision magnification 250

Ear buds Capacity 3 150
Audio enhancement Rating 3 1500

Those shades not only make you look like an agent, but give you their abilities...

Bad Ass Longcoat : 3850
Lined coat 9 900
Insulation Rating 6 1500
Hidden arm slide 350
Knucks 100

Katana 1000

Surveillance is boring, but it doesn't have to be cold. Also, there is lot's of room to hide surprises.
If combined with the cool shades, the Katana becomes compulsory...

Zimmer FLAK : 750
Ruger Super Warhawk 400
Smartgun system, external Under 200
Concealable holster 150

If you have to draw a gun instead of a taser, at least draw the big gun.

Merc's Special : 2000
AK-97 950
Smartgun system, external Top 200
Gas-vent system Rating 3 Barrel 600
Shock pad 50
Bipod Under 200

Why would you even look at an FN HAR? Four to six points of recoil compensation for a very reasonable price and availability.

Fitting ammunition:

Extraction : 100
Spare clip 5
38 Gel rounds 95

When killing is frowned upon, a full clip of gel is your friend

Drone Begone : 309
Spare clip 5
38 Stick-n-Shock rounds 304

Slightly more expensive, but invaluable if there are also a lot of drones around the target

08/15 : 79
Spare clip
38 Regular ammo rounds

Cheap and efficient. Nothing to see here...

Lights Out : 250
Chem patch 200
Narcojet 50

Rating 10 stun patches are hard to get. This combination is a bit more expensive but readily available (GM call: Only works if the patch uses DMSO rules from previous editions)

Strictly illegal stuff

Infiltration 101 (F): 11350
Autopicker Rating 6 3000
Keycard copier Rating 6 3600
Sequencer Rating 4 1000
Cellular glove molder Rating 4 2000
Hardware Kit 500
Tag eraser 450
Area jammer Rating 4 800

Tamper proofing is a lot less useful if there is no one the lock can reach through all that noise. More subtle than the monofilament chainsaw, but also very, very illegal...

Greetings Afar (F): 4100
Remington 950 2100
Silencer/suppressor Barrel 500
Smartgun system Under 200
Imaging scope Top 300
Low-light vision 500
Thermographic vision 500

Not every encounter has to be close and personal. Without the suppressor it's just a nice little hunting weapon. With it, it's a nice way to express your feelings towards dangerous or hard to reach people...

Red 'n Black (F): 137
2x Speed loader w. 50
6xGel rounds 15
6xAPDS 72

(Loaded alternating)

Use the smartlink on your Ruger to spin the chamber for a good old game of "You die, you live..."

Panzerknacker (F) 461
Spare clip 5
38x APDS 456
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

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« Reply #2 on: (13:46:45/04-01-17) »
Why buy a subvocal mic when the micro transceiver comes with one?
Yeah, TMs got thrown in the cell with Bubba the Love Troll and sandpaper for lube.
there is autosofts for everything  8)


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  • Prime Runner
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« Reply #3 on: (17:02:54/04-01-17) »
Redundancy  ;D
You want to keep both systems separated. But as mentioned: A lot of this has become obsolete with the additional splat books. This is strictly core stuff.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex


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  • Ace Runner
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« Reply #4 on: (17:38:45/04-01-17) »
To reduce the stress, I'd plan on a chance after the first or second session  to allow for character rejigging.  Possibly even hold off on karma and nuyen until after that.
« Last Edit: (19:11:49/04-01-17) by Beta »