Okay Players, The character sheets, in their basic glory, have been drafted and assigned. The intentional parts, I can own up to easily. As much as I like the core game, the fixture of its component is stretched out. Not that it's too complicated or anything, its just a little redundant. I do want to capture its essence, and maintain something recognizable as being "Shadowrun" of course. Most of the glamour is based on the online games, while retaining the pen-n-paper foundation. While looking at the sheet, the scores for the Attributes and Abilities would still be the number of dice used in an action check. Yes, some of those numbers are low. Maybe more of how SR1e and Shadowrun Returns was introduced. The skill check would use both the Attribute and Ability values in the dice pool much like SR4e and SR5e does. Anyway, as the characters are introduced, they have unused points. Cost being just a flat 1 point within their sections. The characters reflect the ideal rookie version. The Seasoned part has been noted, but not yet fully applied, points wise that is. Credstick values are low. Not to worry, because I am using a different - more uniform resource. Something that was created for the Savage Worlds version of Shadowrun. Which is just as fun to play. Though not really the point of discussion. I wouldn't mind sharing that link, but may end up causing confusion. Its just easy for me to translate. Grabbing gear for the characters will be covered later in this forum thread. Considering the current plot hook in play, it may be a matter of negotiating the cash on hand for more useful things. Like being able to buy cyberware or ability points. I am open to ideas, and it can be kept private for individual character needs. That is what role play can be about. Seeing their world through their eyes. Should be fun, since this game will be focusing on savvy street runners. Alrighty then, I believe I got my subject material out of order. I had originally gone in the direction of using a strain trait to track and manage cyberware. It does originate from the Savage Worlds version. It basically does the same thing as what the original essence trait does. The difference being in how much of an impact augments have on a person. Mundane or Magical. Mages being equally affected by augments as before. Here is a little more into the Essence Priority that was introduced in the Survey. Each of the categories for Physical, Mental, and Essence have two attributes. Essence having Vigor and Spirit. Strain is normally based on the lowest of these two traits. There is an advantage, or positive quality called Cyber Resistant. [Cyber Resistant (rookie) Check Strain Limit per Vigor only, and as plus one die higher.] I don't really have an example to include. Things like the Role traits for Face, Hack, Mage, Brawl, and Merc are open enough to swing to one side or the other. Brawlers could go Samurai or PhysicalAd depending on the skills, strain, and amount of Augmentation. Like Shadowrun Returns, any runner with the right amount of training could become "magically" active. In its original grandeur, Shadowrun wasn't like that. In its Return, the mystery of the Sixth World has been widened. Anything is possible. Luckily, this game is text driven, so I shouldn't worry myself about getting too long-winded. This game isn't really meant to be an experimental forum, or platform to debate rules. I am hoping to teach how I am managing this game, without complicating any players personal knowledge base. This game is more dependent on the story rather than mechanics. However, the need for them is relatively important. Stay Safe, and Happy Gaming!