Attributes:
All characters start with their attributes at a minimum level (usually 1, unless otherwise noted.) Raising an attribute costs 10 BP per point raised. So, for example, if you want your character to have a Strength of 5, it costs 40 BP (raising 4 points from 1 to 5, times 10 for each point).
To raise an attribute to its highest level (usually 6, adjusted by your race) costs 25 BP for the final point. So to take the previous example, to have a strength of 6, your character would spend 65 BP (40 BP to raise strength from 1-5, then 25 more BP to go from 5 to 6). You may not increase more than 1 core attribute to its maximum level.
The maximum you can spend on Attributes is 200 BP. You may spend less, and characters like the mage are encouraged to do so. An attribute will be used for literally every dice roll made by your character. Every dice roll will test either a combination of an attribute + a skill, or two attributes. Attributes are the most important part of character creation.
For comparison reasons, an attribute of 1 represents an extreme deficiency in that attribute. 2 represents a minor deficiency, 3 represents a normal attribute, 4 represents a professional-level advantage in that attribute, 5 represents a world-class advantage, and 6 is a legendary (for a human) attribute quality. For example, Albert Einstein and Copernicus probably had a 6 Logic, but Steven Hawking probably has 5. Alexander the Great probably had 6 Charisma, but George Washington probably had 5. The strongest human of all time (6 STR) would be nearly helpless in a test of strength against the average troll (8 STR)
Body/BOD- Measures how much punishment your body can take. You resist damage with this attribute, but also the effects of poison, and shortens healing time. This is important for combat oriented characters. All characters start with 1 BOD, and their max is 6 BOD. Exceptions are as follows;
Dwarves start with 2 BOD, and their max is 7 BOD
Orks start with 4 BOD, and their max is 9 BOD
Trolls start with 5 BOD, and their max is 10 BOD
Agility/AGI - Measures how quick and nimble your character is, and their fine motor control. This is essential for gun-wielding characters, or stealthy characters. All characters start with 1 AGI, and their max is 6 AGI. Exceptions as follows;
Elves start with 2 AGI, and their maximum is 7 AGI
Trolls start with 1 AGI, but their maximum is 5 AGI
Reaction/REA - Represents your reflexes. Determines how quickly you recover from surprise situations, and together with AGI determines the order in which participants get to act in combat. A character with high REA will be difficult to defeat with a surprise attack, is harder to hit in combat, and can handle piloting vehicles better. All characters start with 1 REA, and their max is 6 REA. Exceptions as follows;
Dwarves start with 1 REA, but their max is 5 REA
Strength/STR - Determines the raw physical power of your character. This determines your damage in melee combat. There must be a correlation between the physical description of your character and their STR. Smaller characters will tend to have a lower STR, and larger characters will tend to have a higher one. STR tests will be used for things like knocking down doors, lifting heavy objects, holding a door closed against someone attempting to enter, restraining a person, etc. It’s essential for melee characters. All characters start with 1 STR, and their maximum is 6 STR, with the following exceptions;
Orks start with 3 STR, and their maximum is 8 STR
Dwarves start with 3 STR, and their maximum is 8 STR
Trolls start with 5 STR, and their maximum is 10 STR
Charisma/CHA - Determines your ability to interact socially, read conversational cues, and bind and control spirits. It’s important for Shamans/Mages who wish to control spirits that do their bidding. A character with high charisma is not necessarily beautiful, but has self-confidence and the ability to inspire or entertain, and is usually considered attractive. A person with low charisma might be a suck-up, or whiny complainer, or limp noodle. Leaders have high CHA. Low CHA carries social disadvantages, and you’ll have a harder time getting NPCs to do what you want, even if they “owe” you. All characters start with 1 CHA, and have a maximum of 6, with the following exceptions;
Orks start with 1 CHA, but their maximum is 5 CHA
Elves start with 3 CHA, and their maximum is 8 CHA
Trolls start with 1 CHA, but their maximum is 4 CHA
Intuition/INT - Measures your level of alertness, or your instinct. A character with high INT will notice when something “doesn’t feel right” earlier than others. They’ll find clues that other characters miss. They make the best detectives. They’re observant, and can do things like spot someone in a crowd more easily than others. It’s extremely difficult to shadow or track someone with high INT without being seen. If a player wants to assess how dangerous an individual is and “size him up“, he’ll make a more accurate judgment if his INT is higher. A low INT character is more likely to walk blindly into a trap. This is essential for characters who are detectives or bodyguards, and very useful typical Shadowrunners. All characters start with 1 INT, and have a max of 6 INT, except for the following;
Trolls start with 1 INT, but their maximum is 5 INT.
Logic/LOG - Measures your brain power. It’s useful for engineers, mechanics, and researchers. A character with high LOG can remember things more easily, especially facts and figures. Low LOG characters are helpless when it comes to building up or tearing down electronics or machines (such as disabling an anti-burglar device). LOG is important for anyone who works with computers or manipulates the Matrix. All characters start with 1 LOG and have a max of 6 LOG, except the following;
Orks start with 1 LOG, but their max is 5 LOG
Trolls start with 1 LOG, but their max is 5 LOG
Willpower/WIL - Determines your level of self-control. Characters with a low WIL are easier to manipulate through magic or persuasion, and they quit sooner than others. Characters with high WIL are in charge of their emotions, have taken control of their life and just won’t stop. You can’t frighten or intimidate a character with a high WIL. Characters with a low WIL will suffer penalties fighting against particularly intimidating opponents. WIL is useful for all characters, but essential for shamans/mages, as it’s the primary stat which you will use to resist “drain” from casting your spells. All characters start with 1 WIL and have a max of 6 WIL, with the following exceptions;
Dwarves start with 2 WIL, and their max is 6 WIL.
Special Attributes: Improving special attributes costs the same as improving core attributes, but improving Special Attributes does not count toward your 200 BP maximum for improving attributes. You may spend more than 200 BP improving attributes, as long as the excess over 200 is only spent on Special Attributes. Also, you may improve a core attribute to its maximum AND a Special Attribute to its maximum. This is the only way you may create a character with two attributes at their maximum.
Essence: All characters start with 6 essence. Essence measures the wholeness, or completeness of your body and spirit. Essence can only be lost, it can never be gained or improved. Typical ways to lose essence are through cybernetics (which replace part of “you” with a machine), burnout addictions, or severe psychiatric damage. All cybernetics have an “essence cost” to install. If your character has cybernetics implanted, you will reduce the total “essence cost” of those cybernetics from your character’s essence total. If a character falls to 0 essence or less, he does not necessarily die (although it is quite likely!) but he will lose the last of his humanity, and will become an NPC no longer be controlled by the player. Players with a particularly low essence should roleplay a disconnected character, who may feel that humanity is beneath him, or unworthy, or childlike. How that feeling manifests and presents in the character is up to the player to decide.
Edge: Some people get all the breaks. Edge represents that certain…something…that people have, which makes things just go their way. Some call it luck. Some call it guardian angels. A character with a high Edge plays Russian Roulette with life, and wins. He’s not necessarily the best, but he pulls through when it counts. He’s the guy you want on your side when something impossible absolutely MUST be done against crazy odds. Personally, I don’t think Edge really exists. It’s all just mathematics. You put twelve billion people on a rock spinning through the universe, and of course SOME of them are going to appear to cheat death occasionally, or win the lottery, or shoot a bullet through a keyhole even when they normally couldn‘t hit a cow, or step aside to pick up a pen from the ground just as that blade from behind happens to whiz by their ear. All characters start with 1 Edge, and their max is 6, with the following exception;
Humans start with 2 Edge, and their max is 7.
Magic: All characters start with 0 magic. That number cannot be improved, unless a character has the “Magician” or “Adept” quality. If a player takes the Magician or Adept quality, they start with 1 Magic, which can then be improved the same way as any other attribute. Magic represents your control over the mystic energies. Characters with higher Magic can access stronger spells, or their Adept qualities are more pronounced. Magicians and Adepts start with 1 Magic, and their max is 6 Magic, regardless of race. Magic is connected to Essence. For every point (or fraction thereof) of Essence your character has below 6, he also loses 1 Magic. In this way, it’s possible for a particularly incompetent Mage to start with 0 Magic.
Resonance: All characters start with 0 resonance. That number cannot be improved, unless a character has the “Technomancer” quality. Technomancers start with 1 Resonance, which can be improved the same way as any other attribute. Resonance represents the strength of your attunement to the transmissions of the Matrix. Technomancers start with 1 Resonance, and their max is 6 Resonance, regardless of race. Resonance is connected to Essence. For every point (or fraction thereof) of Essence your character has below 6, he also loses 1 Resonance. In this way, it’s possible for a particularly incompetent Technomancer to start with 0 Resonance.