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This page last modified by Jens-Arthur Leirbakk

Nuts and bolts:

The character creation system is BeCKS, TSS, Issue 15. Starting Karma is adjusted to 460 instead of 450. The two free starting contacts are required to be "The Compound". One cannot have more than 450 000 nuyen in resources.

Availability is limited upwards to 10. Exceptions can be made on a case-by-case basis. Alpha-grade cyberware is available. No bioware is available during character creation. As The Compound is a special setting, I might again point out that 3m tall trolls with large, Dikoted combat axes and obvious cyberware are likely to be liabilities rather than assets.

Exotic styles are available when it comes to martial arts, but does cost one contact. Styles from TSS, Issue 17 are available in addition to the ones from Cannon Companion. The following styles does not cost a contact, as they are fairly common: Aikido (Jujitsu, Sambo), Brawling (Boxing, Pitfighting), Karate (Kempo), Tae Kwon Do (Hapkido).

Note regarding contacts: The contacts one purchases are by default contacts that are (supposedly) unknown at The Compound - these are people that one has met before, during or after one's stay at The Compound, but are assets that haven't been reported to the compound. If a particular contact is defined as known to The Compound, that particular contact cost is reduced by 2 Karma.

As this campaign is likely to involve quite a lot of traveling, one can elect not to define a location of any given contact. During game play, these unlocated contacts can be specified to a particular location, one per session of play (or whenever the GM allows). After the unlocated contact is defined, that contact is locked into place until further notice. An unlocated contact has his or hers cost increased by 2 Karma.

The Compound is a special contact that grants a permanent Medium lifestyle. There is a staff present at The Compound that grants access to certain skills and various types of equipment. Various staff can be taken as individual contacts to represent a character's good relationship with a particular member of staff. Such a contact is automatically considered to be known to The Compound.

Character Base: All Karma gained during gameplay is added to a character base. This is karma that can be used in an "extended character generation phase" as described in BeCKS if one decides to exchange a character for another character, or if the previous character is rendered unplayable (insane, dead, incarcerated, etc.). Karma used to buy Karma Pool during game play, are not added to the Character Base.

One cannot buy a Doc Wagon subscription during character generation.

Comment regarding equipment:

Remember that the starting equipment bought represents the personal belongings of that particular character. The Compound can and will in certain circumstances require the use of certain equipment, or provide additional support through procuring specialized equipment for certain missions. This should not be construed to mean that it is not necessary to buy a sidearm, body armor etc. Personal body armor and a sidearm or two is always wise in the Shadowrun world of 2062.