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Shadowrun 5.5

An effort to take the best parts of 4th Edition stir in a bit of 6th Edition to create an improved Shadowrun 5th Edition.

Character Creation

Attributes

Body, Quickness, Strength, Intelligence, Willpower, Charisma.

Reaction & Intuition are unnecessary. Create a character as normal. At the end average (round down) Agility + Reaction to get Quickness and Logic + Intuition to get Intelligence.

  • Base attribute cannot be lower than 3.

Derived Attributes

  • Judge Intentions = Intelligence + Charisma
  • Memory = Intelligence + Willpower

Magic

Mystic adepts don't exist.

Adepts cannot learn or use spellcasting.

Metatype

Dwarves & Trolls do not have additional Lifestyle costs. Lucky for you Evo cares about your comfort making life affordable in 2080.

Metatype Body Quickness Strength Willpower Intuition Charisma Edge
Human 1-6 1-6 1-6 1-6 1-6 1-6 1-7
Dwarf 1-7 1-6 1-8 1-7 1-6 1-6 1-6
Elf 1-6 1-7 1-6 1-6 1-6 1-8 1-6
Ork 1-8 1-6 1-8 1-6 1-6 1-5 1-6
Troll 1-9 1-5 1-9 1-6 1-6 1-5 1-6

Quality

Allergen is disallowed.

Pregnancy can only be taken in play. Don't be that person who makes it weird.

Skills

Skills can be rank 1 - 10. If a character has a rating greater than 0, then he knows more than the average person on the street.

A starting character can have only one skill at Rating 6 with rest at Rating 4 or less. Alternatively a character can have two skills at Rating 5 with the rest at Rating 4 or less.

Skill List

Bold skills can be used untrained. All skills have a default attribute but they can be rolled with other things. For example Influence may be rolled with Strength or Body if a character is attempting to be physically imposing. GM Discretion.

  • Astral
  • Athletics
  • Biotech
  • Close Combat
  • Con
  • Conjuring
  • Cracking
  • Electronics
  • Enchanting
  • Engineering
  • Exotic Weapons
  • Firearms
  • Influence
  • Outdoors
  • Perception
  • Piloting
  • Sorcery
  • Stealth
  • Tasking

Alternative idea:

  • Instruction just doesn't exist. Its a specialization for Leadership.

Add these skills to the listed skill group.

  • Athletics

  • Escape Artist

  • Free fall

  • Biotech Group

  • Chemistry

  • Close Combat Group

  • Throwing Weapons

  • Enchanting Group

  • Arcana

  • Engineering Group

  • Demolitions

  • Locksmith

  • Firearms

  • Heavy Weapons

  • Outdoors

  • Animal Handling

  • Diving

  • Stealth

  • Forgery

Priority Table

Priority Metatype Attributes Skills Magic / Resonance Resources
A Human (9), Elf (7), Dwarf (7), Ork (8), Troll (5) 24 32 Full: 4 Magic, Aspected: 5 Magic, Adept: 4 Magic, Technomancer: 4 Resonance 450,000
B Human (7), Elf (4), Dwarf (4), Ork (5), Troll (2) 20 24 Full: 3 Magic, Aspected: 4 Magic, Adept: 3 Magic, Technomancer: 3 Resonance 275,000
C Human (5), Elf (1), Dwarf (1), Ork (2) 16 20 Full: 2 Magic, Aspected: 3 Magic, Adept: 2 Magic, Technomancer: 2 Resonance 150,000
D Human (3), Ork (0) 14 16 Full: 1 Magic, Aspected: 2 Magic, Adept: 1 Magic, Technomancer: 1 Resonance 50,000
E Human (1) 12 12 Mundane 10,000

Good ideas

Dicepools

Dice pools for starting characters are capped at 14d6. This includes skill + attribute + gear + specialization + quality. It does not include situational modifiers in play such as friends in melee.

Metatypes

Core races only.

Priority

Resources E gets 10,000 nuyen instead of 6,000

Skills

Skill Ranks

The maximum skill rating for starting characters is either 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). Your character cannot start with both one Rating 6 skill and two Rating 5 skills.SR4e

With aptitude you can have a single skill at 7 and the rest at 4.

Starting characters may raise purchased skill groups to a maximum rating of 4. Skill groups may not be broken up or specialized at Chargen.SR4e

Artisan

Artisan should be taken as knowledge skill.

Instruction

Instruction just doesn't exist. Its a specialization for Leadership.

Skill Groups

These skills are considered to be a part of the listed skill group.

  • Athletics

  • Escape Artist

  • Free fall

  • Biotech Group

  • Chemistry

  • Close Combat Group

  • Throwing Weapons

  • Enchanting Group

  • Arcana

  • Engineering Group

  • Armorer

  • Demolitions

  • Firearms

  • Heavy Weapons

  • Outdoors

  • Animal Handling

  • Diving

  • Stealth

  • Forgery

  • Locksmith

  • Conjuring Group

  • Assensing

  • Sorcery Group

  • Astral Combat