▰▰▰▱ SHADOWRUNUNOFFICIAL // 2057 / CHARACTER GENESIS
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Example Dossiers

Four complete builds, one for each creation path. Switch tabs to read each (or use ← / → keys).

RAZOR
Marcus Ortega · b. 2027 · Bellevue, Seattle
CLASSIFICATION HUMAN / MUNDANE / STREET SAMURAI
AResources1,000,000¥
BAttributes24 pts
CSkills24 pts
DRaceHuman
EMagic
// ATTRIBUTES
Body5
Quickness5
Strength3
Charisma2
Intelligence3
Willpower6
Essence2.6 (post-chrome)
Magic
Reaction5 +1 Wired
Init dice2D6 +5
// SKILLS · 24 pts
Firearms5Pistols Conc. 7
Unarmed Combat4
Stealth4
Athletics3
Car3
Etiquette2
Computer2
Language (English)7free, Int + 2
// CYBERWARE
Wired Reflexes Lv 12.055,000¥
Smartlink0.52,500¥
Cybereyes (repl.)0.25,000¥
Datajack0.21,000¥
Dermal Plating Lv 10.56,000¥
Total Essence cost3.469,500¥

Essence 6.0 − 3.4 = 2.6. Wired Reflexes adds +1 Reaction and +1 initiative die.

// RESOURCES · 1,000,000¥
Cyberware (above)69,500¥
Gear & weapons~100,000¥
Middle lifestyle × 3 mo15,000¥
Extra buddy contact10,000¥
Unspent → starting cash (÷10)~80,000¥ → 8,000¥
+ Rolled at session start3D6 × 1,000¥
// DECISION LOG

Why A on Resources? Wired Reflexes alone is 55,000¥; full chrome demands six figures. Without A here Razor is unarmed. Why B on Attributes? Samurai live and die by Body (soak) and Willpower (resist). 24 points still buys that Body 5 / Quickness 5 spread with a Willpower 6 spike. Skills C covers core combat skills without overspending. Race D & Magic E are dump slots — both produce Human/—, identical for a mundane.

// BACKGROUND

Ex–Lone Star patrol, cashiered in '52 after refusing a frame job his sergeant set up. Half a year of bar fights and freelance bodyguard work later, a fixer called Hatchet put him on his first run. He's been running ever since. Hates Knight Errant, loves vintage motorcycles, still sends anonymous cash to a younger sister adopted out during the Crash. Twenty Questions: see SR2 p. 47–48.

SMOKE
Eliza Penbrook · b. 2025 · Tacoma · Hermetic tradition
CLASSIFICATION HUMAN / FULL MAGICIAN / HERMETIC MAGE
AMagicFull Magician
BResources400,000¥ · 35 FP
CAttributes20 pts
DSkills20 pts
ERaceHuman
// ATTRIBUTES
Body2
Quickness3
Strength2
Charisma2
Intelligence6
Willpower5
Essence6.0 (no chrome)
Magic6
Reaction4
// SKILLS · 20 pts
Sorcery5
Conjuring4
Etiquette3
Stealth3
Firearms (Pistols only)3
Computer2
Language (English)8free, Int + 2

Sorcery & Conjuring are locked to characters with a Magic Rating. (p. 45)

// SPELLS · 35 FP
ManaboltF55 FP
StunboltF44 FP
PowerballF44 FP
HealF44 FP
Detect EnemiesF44 FP
Mana BarrierF44 FP
Improved InvisibilityF44 FP
LevitateF33 FP
Force Points spent32 / 35 FP

Force ≤ 6 at chargen. Exact drain codes and ranges: see Spell Directory, p. 161.

// RESOURCES · 400,000¥
Hermetic library (Sorcery)~50,000¥
Hermetic library (Conjuring)~50,000¥
Light pistol + ammo + light armor~5,000¥
Commlink, datapad, comm gear~3,000¥
Middle lifestyle × 3 mo15,000¥
2 extra Contacts (talismonger, fixer)10,000¥
Unspent → starting cash (÷10)~267,000¥ → 26,700¥
+ Rolled at session start3D6 × 1,000¥

Library costs per Magical Supplies table, p. 263 — verify exact rating × cost when buying.

// DECISION LOG

Why A on Magic? Smoke is human — Full Magician requires Magic A. Why B on Resources, not Attributes? Force Points buy spells. A mage with no spells is just a guy in a coat. 35 FP gives her a real combat + utility loadout. Why C on Attributes? 20 points still spikes Intelligence 6 (drives Sorcery dice) and Willpower 5 (drain resistance) — lean, but enough. Skills D covers Sorcery + Conjuring + a few utilities. Race E is the dump slot.

// BACKGROUND

Awakened during her PhD in mathematical logic at the U-Dub; the dissertation never finished. Mentored by an old Mitsuhama wage-mage who got out alive. She runs the shadows to keep the corporate boards from reclaiming her — and because the work pays the bills on a Middle Bellevue condo full of grimoires.

BRICK
Ghorrul · b. 2034 (Goblinized) · Redmond Barrens · Bear totem
CLASSIFICATION ORK / FULL MAGICIAN / SHAMAN
ARaceOrk
BMagicFull Magician
CAttributes20 pts
DSkills20 pts
EResources500¥ · 5 FP
// ATTRIBUTES
Body5 (2 + 3 ork)
Quickness3
Strength3 (1 + 2 ork)
Charisma3 (4 − 1 ork)
Intelligence3 (4 − 1 ork)
Willpower6
Essence6.0 (no chrome)
Magic6
Reaction3 (3+3)/2

Ork: +3 Body, +2 Strength, −1 Charisma, −1 Intelligence, Low-Light Vision. (p. 43, 45)

// TOTEM · BEAR

Bear shamans get +2 dice on Health spells and +2 dice when conjuring Forest spirits. Disadvantage: Berserker rage when wounded — must make a Willpower test (TN 3) to break off attacking the nearest enemy. (SR2 p. 120) See the Magic Traditions page for the full totem catalogue.

// SKILLS · 20 pts
Sorcery5
Conjuring4
Stealth3
Firearms3
Etiquette (Street)2
Athletics3
Language (Or'zet)7free
// SPELLS · 5 FP
HealF33 FP
StunboltF22 FP
Force Points spent5 / 5 FP

Brick is broke. He'll buy more spells with Karma after the first job.

// RESOURCES · 500¥
Light pistol + ammo~300¥
Squatter lifestyle × 2 mo200¥
Unspent → starting cash~0¥
+ Rolled at session start3D6 × 1,000¥
// DECISION LOG

Why A on Race? Ork is the only way to play one — Race BE lock you to human. Why B on Magic? Full Mage for a metahuman requires B. C would only get him Adept. That puzzle eats his top two slots and forces poverty: Resources E. He'll be cash-poor at the table — that's the trade. Attributes C and Skills D split what's left; the Ork bonus to Body and Strength bails him out.

// BACKGROUND

Goblinized at five during the Goblinization wave of '21 — too young to remember being a smaller boy. Raised by his grandmother on a Salish-Shidhe reservation; she taught him to listen to Bear. Came south to Seattle's Redmond Barrens at sixteen looking for work and didn't find any honest. Bear told him these corp suits were the kind of thieves that needed eating.

TALON
Ciarán Doyle · b. 2031 · Tír na nÓg expat · Physical adept
CLASSIFICATION ELF / PHYSICAL ADEPT
ARaceElf
BAttributes24 pts
CMagicMetahuman Adept
DSkills20 pts
EResources500¥ · 5 FP
// ATTRIBUTES
Body3
Quickness6 (5 + 1 elf)
Strength4
Charisma4 (2 + 2 elf)
Intelligence4
Willpower6
Essence6.0 (adepts avoid chrome)
Magic6 = power points
Reaction7 5 +2 adept power
Init dice2D6 +7

Elf: +1 Quickness, +2 Charisma, Low-Light Vision. (p. 43, 45)

// ADEPT POWERS · 6 PP
Increased Reflexes (Lv 1)1 PP
Killing Hands (Str)S2 PP
Pain Resistance (×4)2 PP
Increased Reaction +21 PP
Spent6 / 6 PP

Adept power list and exact costs: SR2 p. 126–128. Power Points = Magic Rating; if Magic drops, powers drop with it.

// SKILLS · 20 pts
Unarmed Combat6
Stealth5
Firearms4
Athletics4
Etiquette1
Language (Sperethiel)7free
// RESOURCES · 500¥
Monofilament whip or sword~200¥
Light armor (forearm guards)~100¥
Squatter lifestyle × 2 mo200¥
+ Rolled at session start3D6 × 1,000¥
// DECISION LOG

Why A on Race? Elf only at A. Why C on Magic, not B? Adepts get more bang per priority than full mages — Magic C for a metahuman buys the entire Adept package, and frees B for Attributes (which feed power-point-based attribute boosts). Why B on Attributes? Adepts are their attributes — Quickness, Body, and Willpower drive every dice pool that matters. Resources E hurts but Talon's body is his gear.

// BACKGROUND

Born in Tír na nÓg to a family that never quite fit the new Sinn Féin elite. Trained in martial arts almost from infancy; awakened to his adept gifts at fourteen. Left the Tír at twenty-two after a job that ended with a Danann Family dragon putting a bounty on his name. Currently in Seattle, freelance, off-grid.