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