Reference
Reference Tables
Racial Maximum Table (p. 43)
| Attribute | Human | Elf | Dwarf | Ork | Troll |
| Body | 6 | 6 | 7 | 9 | 11 |
| Quickness | 6 | 7 | 5 | 6 | 5 |
| Strength | 6 | 6 | 8 | 8 | 10 |
| Charisma | 6 | 8 | 6 | 5 | 4 |
| Intelligence | 6 | 6 | 6 | 5 | 4 |
| Willpower | 6 | 6 | 7 | 6 | 5 |
| Essence / Magic | 6 | 6 | 6 | 6 | 6 |
| Reaction | 6 | 6 | 6 | 5 | 4 |
Racial Modifications (p. 45)
- Dwarf · +1 Body, −1 Quickness, +2 Strength, +1 Willpower · Thermographic Vision · Resistance to Pathogens / Toxins
- Elf · +1 Quickness, +2 Charisma · Low-Light Vision
- Ork · +3 Body, +2 Strength, −1 Charisma, −1 Intelligence · Low-Light Vision
- Troll · +5 Body, −1 Quickness, +4 Strength, −2 Intelligence, −1 Charisma · Thermographic Vision · +1 Reach · Dermal Armor (+1 Body)
Cost of Extras (p. 46)
| Extra | Cost |
| Contact | 5,000¥ |
| Buddy | 10,000¥ |
| Gang / Tribe | 20,000¥ |
| Followers | 20,000¥ / month |
| Lifestyle |
| Street | 0¥ |
| Squatter | 100¥ / month |
| Low | 1,000¥ / month |
| Middle | 5,000¥ / month |
| High | 10,000¥ / month |
| Luxury | 100,000¥ / month |
Skill Mechanics (p. 45, full chapter p. 68)
- Default cap: No general Skill Rating above 6 at chargen.
- Concentration: +1 to a category within the skill, −1 to the general skill. Allows the concentration to exceed 6.
- Specialization: +2 to a single item, −2 to the general skill.
- Magic-locked: Sorcery and Conjuring require a Magic Rating.
- Native language: Free at Intelligence + 2 (may exceed 6).
- Street-Lifestyle dialect: Free at Intelligence ÷ 2.
Adept Power Quick Costs (p. 126)
| Power | PP Cost |
| Increased Reaction · up to ½ racial max | 0.5 per +1 |
| Increased Reaction · up to racial max | 1 per +1 |
| Increased Reaction · up to 1.5× racial max | 2 per +1 |
| Increased Reflexes (extra init dice) |
| +1 die | 1 PP |
| +2 dice | 3 PP |
| +3 dice | 6 PP |
| Killing Hands (damage level) |
| (Str)L | 0.5 PP |
| (Str)M | 1 PP |
| (Str)S | 2 PP |
| (Str)D | 4 PP |
| Pain Resistance |
| per damage point ignored | 0.5 PP |
Starting Bookkeeping (p. 47)
- Leftover Resources: convert 10 : 1 to in-play cash.
- Every character: rolls 3D6 × 1,000¥ additional starting money.
- Karma Pool: Human = 1, Metahuman = 2 (1 under More Metahumans).
- Team Karma Pool: starts at 2; PCs may contribute personal Karma.
- Free Contacts: 2 per character.
- Concentration / Specialization stacking (SR2 p. 45) reads ambiguously — the rule says "one or the other per general skill," but the worked example a paragraph later layers both on Firearms. Most tables read it as exclusive.
- Wired Reflexes mechanical bonuses (+Reaction, +init dice) come from the cyberware rules, not the equipment table on p. 260. Standard 2e values used here.
- Smoke's library & Brick's totem dice in the dossiers are illustrative; verify exact ratings and bonus dice in the Magical Supplies table (p. 263) and Totems section (p. 121) before play.