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BeCKS
BeCKS v2v2 2
BeCKS v2
Skills Intelligence, Language
Skills are purchased according to Karma costs in and Knowledge Skills
Shadowrun, Third Edition (pp. 244-245). First, the character picks his or her native language.
To figure the cost, find the multiplier for the skill This Language Skill is automatically known at a level equal
in the list below, and multiply it by the skill level to to the characters Intelligence. Also, the character has the
be achieved. Read/Write skill for their native language at one-half of
their Intelligence (rounded down) .
Table 3: Calculating Skill Costs In addition, the character will receive 15 Karma
Active skills up to base aribute rating 1.5 per point of Intelligence that may be spent only on
Active skills up to 2 x base aribute 2 Knowledge or Language Skills. Unlike the standard
Active skills over 2 x base aribute 2.5 rules, characters do not get separate points for Language
Skills and then for Knowledge Skills, or for that maer for
Knowledge/Language skills up to base a 1 Read/Write skills. All of these things must be purchased
Knowledge/Language skills up to 2 x base 1.5 out of this initial pool.
Knowledge/Language skills over 2 x base 2 Note: As a shortcut for purchasing Active and
Knowledge/Language skills from scratch, use Table 4
Specializations up to base .5 below, which figures in all the intermediate steps for you.
Specializations up to 2 x base 1 Be careful, however, because the costs in Table 4 assume
Specializations over 2 x base 1.5 that the skill value does not exceed its base aribute.
Building skills in character generation is cumulative Table 4: Karma Costs for Skills
just like aributes above. All fractions are rounded down. Rating Active Skills
As per the standard Shadowrun rules, no skill may start 1 1
with a rating higher than 6, no specialization may be
2 (1 + 3 =) 4
higher than 7, and no specialization may be more than
twice its general skill value (except skills of 1, which may 3 (1 + 3 + 4 =) 8
specialize to 3). 4 (1 + 3 + 4 + 6 =) 14
Example 1 A character with Quickness 5 (1 + 3 + 4 + 6 + 7 =) 21
4 decides to purchase Pistols 5. The total 6 (1 + 3 + 4 + 6 + 7 + 9 =) 30
cost would be 1+3+4+6+10 = 24 Karma.
Rating Knowledge/Languages
Example 2 A shaman wants to buy Conjuring 1 1
(City Spirits) 4(6). It would cost 1+3+4+6 or 14
2 (1 + 2 =) 3
Karma to get Conjuring 4. Then the specialization
would cost 2 pts to get to 5, and 3 more to get to 6. 3 (1 + 2 + 3 =) 6
Grand total: 19 Karma. 4 (1 + 2 + 3 + 4 =) 10
5 (1 + 2 + 3 + 4 + 5 =) 15
6 (1 + 2 + 3 + 4 + 5 + 6 =) 21
Magic
Characters wishing to be Awakened pay the following
Karma costs for magical abilities.
3 The The
Shadowrun Supplemental
Shadowrun Supplemental
BeCKS v2
Resources Edges & Flaws
The character receives a set amount of nuyen for each Edges and Flaws (if used) cost a number of Karma
point of Karma spent. That amount increases as the total equal to 5x the point cost listed in the Shadowrun
Karma spent increases as follows: Companion. The exception is Exceptional Attribute,
which costs 15 Karma. For the cost list of Edges and
Table 6: Resource Costs Flaws, see p. 31, Shadowrun Companion.
Karma Starting Resources The only Edge not used under BeCKS is the Bonus
0 0 1-20 Karma Aribute Point. Instead, it is replaced by an Edge called
5 2,500 Exceed Racial Modified Limit. This edge costs 5 Karma and
10 5,000 allows the character to exceed the racial modified limit of
15 7,500 one aribute by 1 point. Exceed Racial Modified Limit may
20 10,000 500/pt only be purchased one time by any given character. Aer
purchasing the Edge, the character still needs to pay the
25 17,500 21-40 Karma normal Karma cost for raising the aribute to its new level.
30 25,000
Example: A human with Strength 6 would like to
35 32,500
raise it to 7. First, it costs 5 Karma for Exceed Racial
40 40,000 1,500/pt Modified Limit. Then the character must pay 21
45 60,000 41-60 Karma Karma (3x the new level) to raise it to seven.
50 80,000
55 100,000 SURGE
60 120,000 4,000/pt SURGE is handled in the same way as Edges and
65 165,000 61-80 Karma Flaws. If your campaign uses SURGE rules at character
70 210,000 creation, then such modifications can be purchased at five
75 255,000 times the build point cost. Full SURGE rules are available
80 300,000 9,000/pt in Year of the Comet, pp. 137-143.
BeCKS
BeCKS v2v2 4
BeCKS v2
Attribute & Skill Maximums Initiation & Allies
A gamemaster may choose to lower or raise or even The GM may decide to allow Awakened characters to
remove the normal maximum limits set for aributes and start with initiate levels or ally spirits. Initiates will pay
skills in character creation. full cost for every grade. No discounts for allies, ordeals,
It is recommended, however, that the bonus Karma or group membership are allowed. Those discounts are
for Knowledge/Language skills be limited by the racial only available when the character roleplays through them
modified limit for that character. So even though a (i.e. during gameplay) and so are not applicable during
player may create an ork with a 7 Intelligence, Karma for this extended creation process.
Knowledge/Language skills should be 90, based on the
maximum Intelligence of 5 for orks. Karma Pool
If the GM wishes, he may allow characters to purchase
Resources a starting Karma pool to reflect their long experience. A
For low-powered campaigns, gamemasters may character may buy Karma pool dice for a cost of 2 Karma.
want to set a limit on the amount of resources a character The GM will also probably want to set a limit on how many
may purchase. For more powerful campaigns where the Karma pool dice can be bought in this way.
gamemaster might want to allow starting resources greater
than one million, there are a couple of ways of going about Archetype Costs
it. The gamemaster could simply allow characters to keep Table 8 shows the Karma costs for creating all of the
spending Karma for resources at the top rate of 1 Karma Archetypes in the SR3 main sourcebook under BeCKS v2
= 20,000 nuyen. Alternately, for a campaign where money rules, broken down by category. For the sake of comparison,
doesnt come so easy, characters can be required to start the original BeCKS numbers are also included in the final
over at the boom of the scale again once they hit the column. The average cost of all 16 archetypes in BeCKS v2
1,000,000 mark. As an example, spending 200 Karma on is 425 Karma (hence the new starting total). The average
resources would then buy 1,000,000 in resources for the cost under the original system was 468 Karma.
first 120, and then (referring to the chart) another 300,000
for that last 80 Karma.
*Resources were calculated by taking the resource total for the listed priority for each archetype and subtracting
the cost of the listed contacts. Beyond that, the equipment and cyberware costs for each archetype were not
totalled, so if any of them actually have more or less in resources than the amount indicated by the priority,
then it is not figured in here.
**The costs for knowledge skills reflects only the karma spent on Knowledge and Language Skills in excess of the
(15 x Int) Karma points allowed under BeCKS rules. Any archetypes who fell short of this total are simply listed
as 0. This same method was used in calculating the archetypes cost under the original BeCKS rules as well.
5 The The
Shadowrun Supplemental
Shadowrun Supplemental
BeCKS v2
BeCKS FAQ BeCKS is extremely complicated. Shouldnt
character creation be more about the character and less
Why create BeCKS at all when the existing about fiddling with numbers?
Shadowrun sourcebooks already provide two viable
By its nature, BeCKS is complicatedas complicated
methods for character creation?
as character advancement in Shadowrun with the added
I created BeCKS to remove the discrepancy between hardship of having to allocate so much Karma at one time.
how characters develop during character creation and how And as Ive said before, its not for everybody, but for me
they develop in game play. The existing character creation personally, it allows me to focus more on creating exactly
methods for Shadowrun both encourage a min/max-ing the character I want without worrying about if Im geing
aitude. For example, lets say youre using priorities to the most bang for my karmic buck. The example I used
build a troll strongman. He currently has a Charisma of 1 in the first BeCKS article is still my favorite: Jack Bull, the
and a Strength of 9, and you have one aribute point le ork decker, is almost done with his character he just has
to spend. Where should you spend that point? The good two skill points le to allocate. He realizes that his history
roleplayer would say to put it in whichever would best mentions his time as a chauffeur, and he thinks that he
suit the character, but the smart money says to put it into should really spend those points to take Car 2. But on the
strength. Aer all, the extra point of Charisma may be other hand, if he instead raises Assault Rifle from 4 to 6,
more in-character, but you can always buy up that extra hell be that much more effective in combat, and he can
point with 4 Karma aer one or two sessions of game always buy the car skill later for just 4 Karma, when the
play. Raising the Strength score to 10 aer initial creation gun skill would have cost 16 Karma at least. By staying
would cost 20 Karma. The primary rule of BeCKS is that true to his character concept and taking the vehicle skill,
all elements of a character should cost the same amount he essentially shorts himself out of a 12-Karma advantage.
whether purchased before or aer starting play. Why should he be punished for staying in character?
A pleasant side effect of this, Ive found, is that starting Of course, I personally prefer freeform character
characters tend to be more well-rounded, with more mid- creation with no artificial constraints, but that sort of
range skills and fewer high-level skills. As was pointed thing doesnt work so well in Shadowrun where there is
out to me, when you can buy two skills at 4 for slightly more emphasis on and need for fairness and game balance.
less than one skill at 6, which option do you think will be In that vein, BeCKS is as fair and balanced as character
most useful to your character? This means the sixes are creation gets.
reserved for the most vital skills of each character, and
everything else tends to be more diversified. This works Why are trolls so cheap (or elves, or orks)?
ideally for the sort of campaigns I like to run. I understand In the very beginning, based on the approximate
that other people like to see specialist characters who have Karma cost of skills and attributes at each priority level,
a narrower focus but are beer at what they do. Thats fine. BeCKS was based on an approximate translation of 1
Thats why BeCKS is simply one option among many. Priority Level = 30 Karma. However, it quickly became
clear that 90 Karma for elves and trolls made mostly non-
viable characters. Slowly then, the system was revised so
that the cost of the various metatypes is based primarily
on the specific advantages and the disadvantages provided
by each, and also to some degree judgment calls in the
interest of sheer playability. Therefore, the pros and cons
list for trolls looked something like this:
Pros
+5 Body (30 Karma)
+4 Strength (22 Karma)
Thermovision (10 Karma)
+1 Reach (5 Karma)
Dermal deposits (5 Karma)
Increased Bod/Str maximums (10 Karma)
Cons
Reduced maximums for Int/Chr/Wil (15 Karma)
Massive size (10 Karma)
Prejudice (5 Karma)
Higher cost for average stats (10 Karma)
This isnt a complete list, and many of the items and costs
may be open to quibbling, but this is the general concept.
BeCKS
BeCKS v2v2 6
BeCKS v2
But if I make a human and a troll with identical stats, Why does it only cost 90 Karma to be a full
the troll comes out much cheaper. magician? Isnt that low compared to the 120 Karma
Correct. But then you also have a character who for full resources?
cannot fit into many buildings and most vehicles. One A full magician is worth 90 Karma, however, you
who cant use any standard equipment and pays 50-100% also have to pay separately for each spell point, puing a
extra for everything he uses. One who is hideous by standard mage back up to around 120 Karma.
conventional standards and is hated and reviled most
places he goes. Theres more to a character than just the Why separate Contacts and Resources?
numbers on the page. Simply because I thought it was silly to lump them
together in the first place. Equating a lifelong friend to
Why are aribute modifiers for metatype applied an amount of cash just seemed wrong to me. I understand
before purchasing aributes? Wouldnt it make more that in the priorities system, Contacts was not an important
sense to apply them aer so that average stats cost enough item to make a separate priority, so it was lumped in
the same for every character? with Resources. But once we moved away from priorities,
Modifiers are applied before buying stats so that the there was no reason to leave them together. Under points
aributes will cost the same whether they are bought and priorities, there is no way for a shapeshier or Otaku
before or aer initial character creation. If modifiers were to have a Friend for Life (level 3 contact) or even a Buddy
applied aer stats were purchased, then wed be back to (level 2), because their resources are limited. In fact, if
the min/max-ing situation we were trying to avoid in the either one decides to buy any equipment at all, then they
first place. Aributes would then be cheaper if bought in wouldnt be allowed to have any contacts at all beyond
initial character creation. the two defaults. Similarly, under points and priorities,
anyone who does want a Friend for Life has to take at least
So do the negative attribute modifiers for some 400,000 in resources, leaving 200,000 extra aer the Friend
metatypes mean anything at all then? is bought. That just doesnt make sense.
Penalties to aributes for trolls and dwarves and orks
do not cost anything up front in character creation. The So should we expect a new version of BeCKS every
aributes in question simply start at 1 and may be bought year now?
up normally. The penalty is reflected only in the reduced No, Im pretty sure this is about it. I plan to add new
maximum levels for those abilities (see Why are trolls so rules to accommodate changes in the world of Shadowrun
cheap? on the previous page). (such as adding SURGE rules), and ideas have been tossed
around for adding other BeCKS supplements in time (like
a variable magic system for purchasing magical abilities in
pieces), but the basics are sound. I always gladly welcome
comments, criticism and suggestions, but dont expect any
more substantial changes any time soon.
7 The The
Shadowrun Supplemental
Shadowrun Supplemental
BeCKS v2
Leah Markinson Marksman Skills
Athletics 3 8
Human adept. Created with standard BeCKS v2 rules. Bike 4 14
Leah grew up on a small corporate farm in the Car 3 8
Sioux nation, her father a manager and her mother Electronics 1 1
a biotechnology researcher. Leah was an active and Firearms Systems 3 2
outdoorsy child who loved farm life, and grew up with
Etiquee 3 8
a rifle in her hand for hunting vermin and targeting
tin cans. Street 4 4
Pistols B/R 5 21
When Leah was sixteen, her father was promoted
and her family moved to Seale. Leah hated the city and Pistols 6 33
blamed her parents for uprooting her from the natural Rifles B/R 3 8
environment she loved. Her relationship with them Rifles 5 21
deteriorated into constant fights and tension until she Shotguns 4 14
eventually moved out. Joe jobs at convenience stores SMGs B/R 3 8
tided her over until she applied, on impulse, to work SMGs 3 8
at a local firing range. Her knack with firearms quickly
Stealth 4 14
became evident and she started working as a gunsmith
for the range as well. Tai Chi 2 4
Her skill with guns didnt go unnoticed by some of Skills Total 176
the ranges regular customers, and she found herself with Knowledge/Language Skills
a few surreptitious job offers. Her surprising competence
English 5 0
startled the people she worked with, and more than
compensated for her inexperience. Shes since started English R/W 4 7
making a name for herself in the shadow biz, although German 2 3
she still works at the firing range for pleasures sake. German R/W 2 3
Leahs unaware of her nature as an adept living on a Sioux 3 6
farm throughout her pubescent years, she slipped through Agriculture 3 6
the cracks of standard testing programs, and has no idea Arms Companies 5 15
shes anything out of the ordinary. All she knows is that Ballistics 4 10
when she has a gun in her hand, the whole world looks Biology 2 3
different, and its not a feeling shes willing to give up. Combat Biker 3 6
Firearms Design 4 10
Metatype Firearms History 4 10
Human 0
Law 1 1
Magic Weapons Law 3 2
Adept 75 NAN Geography 3 6
NAN Smugglers 1 1
Attributes Police Procedures 1 1
Body 3 10
Firearms Infractions 3 2
Quickness 5 28
Physics 1 1
Strength 3 10
Security Devices 1 1
Charisma 4 18
Weapons Systems 3 2
Intelligence 5 28 Veterinary Medicine 3 6
Willpower 4 18
Essence 6 Know/Lang Total (-90) 12
Reaction 5
Initiative 5+1d6/9+3d6* Resources
92,000 53
Aribute Total 112
Edges & Flaws
Contacts Ambidexterity lvl 2 20
Fixer Lvl 1 Sense of Direction 5
Owl shaman Lvl 1 Mild Allergy [Pollutants] -15
Rigger Lvl 2 5 Sensitive System -10
Street samurai Lvl 1 1 Day Job lvl 2 -10
Stuffer shack clerk (ex-ganger) Lvl 1 1 Edge/Flaw Total -10
Contact Total 7
Total Karma Cost 425
BeCKS
BeCKS v2v2 8
BeCKS v2
Adept Powers personality to extreme levels. Rollo is the consummate
Combat Sense 1* planner and tactician. He will not go into any situation
Enhanced Perception 2* without having researched every available aspect of it
Improved Ability Pistols 3 and developing contingency plans for every reasonable
Improved Reflexes 2* possibility. When the unexpected occurs, Rollo is more
Improved Sense Lowlight likely to ditch a run and return later than try to wing it.
Quick Draw
* - geased powers; must have a gun in hand for the Metatype
powers to be active. Elf 20
Gear Ghoul 50
Harley Scorpion Metatype Total 70
False ID rating 6
2 months low lifestyle
Attributes
Tools: Firearms shop Body 6 36
Tools: Ammunition shop Quickness 7 50
Tools: Gun kit Strength 4 14
Armor vest with plates Charisma 2 4
Earplug phone Intelligence 9 112
Ceska vz/120 (personalized grip, laser sight, silencer, Willpower 6 40
concealable quickdraw holster) Essence 1.8
Steyr TMP (personalized grip, gas vent IV, folding Reaction 8 (10)
stock, extended clip, concealable quickdraw Initiative 10+d6
holster) Aribute Total 256
Morrisey Elite (personalized grip, laser sight, silencer,
extended clip, concealable quickdraw holster) Contacts
Ruger Super Warhawk (engraved stock) Fixer Lvl 1
Remington 750 (personalized grip, mag 1 scope, Local Councilman Lvl 1
silencer) Arms Dealer Lvl 1 1
Remington 950 (personalized grip, mag 3 scope, si- Corporate Accountant Lvl 1 1
lencer, mae black) Fixer (specialty-magic) Lvl 1 1
Remington 990 (sawn-off [conceal 4], personalized Mechanic Lvl 1 1
grip, shock pads) Religious Cleric Lvl 1 1
Ammunition selection worth 1,500, players choice Private Detective Lvl 1 1
Pocket secretary Shaman Lvl 2 5
Subvocal microphone and micro-transceiver 4 Contact Total 11
Medkit
Cash Skills
405 nuyen Assault Rifle 5 21
Athletics 3 8
Rollo Blades 3 8
Car 2 4
Elven ghoul sharpshooter. Created with 750 Karma,
Clubs 3 8
no maximums or availability limits. Knowledge skill
Computers 3 8
karma limited to racial maximum for intelligence.
Demolitions 3 8
Rollo grew up in a black Islamic household in the Electronics 3 8
UCAS. He was an army sniper, but was dismissed from Etiquee (Military) 2 4
service in the UCAS Armed Forces aer a run-in with
Gunnery 4 14
ghouls during an action in western Africa.
Medicine 3 8
After his infection, one of the first things he did Negotiation 5 28
was buy himself new eyes. He has acquired a lile bit Pistol 5 21
of cyberware since then, but he sees the punishment it Research 8 52
deals out to his awakened nature, so he didnt go to the Rifle 7 40
extremes he would have liked.
Rotor Cra 3 8
Rollo was fortunate enough to come through his Stealth 4 14
infection process with his mind largely intact, but he Unarmed 4 14
compensated by taking his already careful and meticulous Skills Total 276
9 The The
Shadowrun Supplemental
Shadowrun Supplemental
BeCKS v2
Knowledge/Language Skills Simon Blackfoot
Arabic 3 6
Ork tracker/investigator. Created under standard
Arabic R/W 3 6
BeCKS v2 rules.
English 7 7
English R/W 5 9 Simon was born and raised among the Cascade Ork.
Growing up, he took quickly to a life of thuggery, joining
International Politics 4 10
the Cascade Ork road gangs, extorting and robbing
Military Tactics 6 21
travelersall under tribal sanction, of course. Simon felt
Police Tactics 6 21 a calling to the Bull Moose totem early in life (similar to
Religion (Islam) 3 (5) 10 Bull), and was a natural leader. He rose quickly in the
Know/Lang Total (-90) 0 shady ranks of tribal ork politics.
Resources Because of his calling, he was snatched up by a small
magically oriented corporation, Opus Macrosystems.
555,000 97 They moved him to a research and training facility in
Edges & Flaws Quebec where Simon spent the next three years of his
Compulsive -10 life. It became quickly obvious though that in spite of his
link to Bull Moose, which reflected clearly in his aura,
Edge/Flaw Total -10 Simon was in no way magically active. Once they had
Total Karma Cost 700 given up on him, Opus transferred him to a job working
security back in the Seale area, and once he had given
Cyberware up on them, Simon quietly went AWOL and headed back
Cyberears to the Cascades.
Dampener
Despite the warm welcome he received from his old
Amplifier friends and cronies, Simon was no longer comfortable
Select Filter (3) playing the ruffian, feeling he was destined for something
Cybereyes greater something more meaningful.
Flare comp
Simon now lives on his own in the wilderness of the
Low light
Cascades. He gets on well with the old tribe, but they feel
Electronic Magnification (3)
like hes gone white and deserted them. He steers clear of
Reaction Enhancers (2)
Opus Macrosystems, but they arent making any big effort
Smartgun Link to find him yet, in spite of the cyber investment they made
Gear during his security tenure. Simon is waiting to find his
4 sets of Plasteel Restraints greater destiny, and in the meantime, he makes his living
10 Concussion Grenades, Offensive HE Grenades, as a tracker and guide, occasionally hooking up with the
Offensive AP Grenades shadows of the metroplex for supplemental cash.
Ares Viper Slivergun SL (2 extra clips; 200 rounds)
Bug Scanner (rating 8)
Metatype
Ork 20
Eurocar Westwind 2000 Turbo
FN HAR SL (2 extra clips; 100 gel rounds; 200 APDS) Attributes
High-end PDA Body 7 22
High-end Desktop PC Quickness 3 10
Knife Strength 6 30
Jammer (rating 8) Charisma 6 46
Maglock Passkey (rating 5) Intelligence 5 28
Micro-Camcorder Willpower 6 40
Ranger Arms SM-3 SL (100 APDS rounds) Essence 4.8
Secure Clothing Reaction 4
Secure Jacket Initiative 4+2D6
Voice Mask (rating 6) Aribute Total 176
Walther Palm Pistol SL (20 reg rounds)
Wireless Microtranceiver (rating 10) w/ subvocal mic Contacts
High Lifestyle (6 months) Uptown apartment Fixer Lvl 1
Middle Lifestyle (3 months) Converted warehouse Tribal Gang Leader Lvl 1
Low Lifestyle (12 months) Safehouse tenement Corporate Secretary Lvl 1 1
Low Lifestyle (3 months) Single room apartment Contact Total 1
Cash
2421 nuyen
BeCKS
BeCKS v2v2 10
BeCKS v2
Skills Seamus
Athletics 4 14
Biotech (First Aid) 2 (4) 7 Human adept. 375 Karma. No skills higher than 5.
Car 2 4 Seamus is lile more than a punk kid whos stumbled
Etiquee (Corp) 3 8 into the shadows of Detroit. He is human, but grew up in
Etiquee (Tribal) 5 21 a family of Orks. His younger sister goblinized at 13, but
Intimidation 4 14 Seamus never did. Hes 19 now. His mom le when he was
Negotiation 4 14 younger, and his dad is a drunk who does contracting and
Pistols 4 16 construction work whenever he can find it.
Rifles 5 26 Seamus drinks a lot, like his old man, and has tried the
Shotguns 3 8 construction biz, but just doesnt like it. Hes found that
Stealth 3 8 he does have a knack for fighting, and lately hes hooked
Surveillance 3 8 up with a more experienced runner who has been geing
Tracking 5 21 him odd work here and there.
Skills Total 169
Seamus doesnt realize that he is an adept yet. He
Knowledge/Language Skills just assumes hes really good at what he does. Ultimately,
Crime Tactics 3 6 Seamuss goal is to try to earn his old mans respect. He
Cybertech 3 6 feels like hes always been a disappointment just by being
English 5 0 a human. So now he wants to find his own way and show
English R/W 4 7 that he can make it without having to be like his father.
French 4 10
French R/W 2 3 Metatype
Geography (Northwest) 3 6 Human 0
Japanese 3 6
Attributes
Japanese R/W 1 1
Body 6 40
Magic Background 5 15
Quickness 6 (7) 40
Medicine 3 6
Strength 5 (6) 28
Tribal Politics 4 10
Charisma 3 10
Know/Lang Total (-75) 1
Intelligence 4 18
Cash Willpower 3 10
92,000 53 Essence 6
Reaction 5 (7)
Edges & Flaws Initiative 7+2D6
Distinctive Aura -5
Aribute Total 146
Exceptional Aribute (Chr) 10
Edge/Flaw Total 5 Contacts
Bartender Lvl 1
Total Karma Cost 425 Bartender Lvl 1
Cyberware Decker Lvl 2 5
Boosted reflexes (1) Fixer Lvl 1 1
Smartgun Link Government Secretary Lvl 1 1
Chipjack Mechanic Lvl 1 1
Union Boss Lvl 1 1
Gear Contact Total 9
Ares Predator SL (2 spare clips; 100 reg rounds)
Armor Jacket Magic
Colt American (spare clip; 50 reg rounds) Adept 75
Defiance T-250 SL (100 reg rounds)
Dodge Mudrunner pickup truck (about 5 years old) Skills
Remington 950 SL (40 reg rounds) Athletics 4 14
Remington Roomsweeper SL heavy pistol (50 rounds) Car 3 8
Survival Knife Car B/R 2 4
3 months low lifestyle (Seale tenement room) Clubs 3 8
6 months middle lifestyle (mountain cabin)
Construction B/R 3 8
Cash Edged Weapons 3 8
670 Nuyen Electronics B/R 2 4
11 The The
Shadowrun Supplemental
Shadowrun Supplemental
BeCKS v2
Etiquee (Street) 3 8
Negotiation 3 8
Pistols 3 8
Stealth 4 14
Unarmed 6 33
Skills Total 125
Knowledge/Language Skills
Car Background 5 15
Detroit Bars 4 10
Detroit Gangs 2 3
English 4 0
English R/W 2 0
Fitness/Weightliing 4 10
Pop Culture 3 6
Pop Music 3 6
Video Games 4 10
Know/Lang Total (-60) 0
Resources
5,000 20
Total Karma Cost 375
Adept Powers
Empathic Sense
Increased Quickness (1)
Increased Reflexes (1)
Increased Strength (1)
Killing Hands (2)
Smashing Blow
Gear
A few dozen music/vid chips
Berea Model 101T (30 reg rounds)
Earplug Cellphone/Pager
Knife
Lined Coat
Mini Toolkit (several multi-purpose tools)
Portable music/video player
Cash
220 Nuyen
BeCKS
BeCKS v2v2 12
BeCKS v2
Table 1: Metatype Cost Table 4: Karma Costs for Skills
Human 0 Karma Rating Active Skills
Dwarf 10 Karma 1 1
Elf or Ork 20 Karma 2 (1 + 3 =) 4
Troll 40 Karma
3 (1 + 3 + 4 =) 8
Ghouls +50 Karma*
Metavariants +10 Karma* 4 (1 + 3 + 4 + 6 =) 14
Otaku +120 Karma* 5 (1 + 3 + 4 + 6 + 7 =) 21
Shapeshier 120 Karma 6 (1 + 3 + 4 + 6 + 7 + 9 =) 30
13 The The
Shadowrun Supplemental
Shadowrun Supplemental