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===Step 3: Everything Else.=== As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that's negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they're likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts. Finally, choose a Flaw of some sort (what's going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)
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