The next step is to assign priorities to your character. This will decide what you consider most important for your character and what you will have the most of. On the table below, pick one aspect in each row to assign priority to; A being the highest and E being the lowest.
For example, let's say I want to make a Human Magician. I choose to make Magic/Resonance my priority A, so I have a Magic of 6, 2 Rating 5 Magical Skills, and 10 Spells. Next, I want to have strong attributes, so I give my Attributes priority B. That means I have 20 Attribute points to spend. With priority levels C, D, and E remaining, I give my metatype, Human, priority E. The numbers in parentheses next to the metatypes in the metatype column are Special Attribute points, which are used to boost Magic, Resonance, or Edge (similar to luck). I already have the best starting Magic I can have, I don't use Resonance, and Humans have bonus Edge as a racial trait, so I don't need the Special Attribute Points to boost anything. I assign Priority C to skills, so I have 28 skill points I can spend and 2 skill group points I can spend. We'll get to that later. Finally, I assign priority D to Nuyen, so I start with 15,000 Nuyen: the currency of Shadowrun.
Magician: Magic 6, 2 Rating 5 Magical Skills, 10 spells
Technomancer: Resonance 6, 2 Rating 5 Resonance skills, 5 complex forms
Magician: Magic 4, 2 Rating 4 Magical skills, 7 spells
Technomancer: Resonance 4, 2 Rating 4 Resonance skills, 2 complex forms
Adept: Magic 6, one Rating 4 Active Skill
Magician: Magic 3, 5 spells
Technomancer: Resonance 3, 1 complex form
Adept: Magic 4, 1 Rating 2 Active Skill
Adept: Magic 2
Next, it's time to spend your Attribute Points. Based off of the priority that you assigned to your Attributes in the Priority table above, put your points into your Attributes as you see fit. Below is a table of each metatype's minimum and maximum stats. BODY determines hitpoints and toughness, AGI determines hand-eye coordination and ranged weapon accuracy, REA determines reaction time and quickness, WIL determines willpower and magic resistance, LOG determines logic and intellect, INT determines intuition and perception, CHA determines charisma and charm, EDG determines Edge, and ESS determines Essence (Essence is the same for all races and cannot be increased. It's used in measuring how many implants and mechanical limbs you can handle), and INI is initiative.
For example, Orks have a minimum Body of 4, so even if you spend no Attribute points on Body it will be 4. Any points you spend will add to the minimum. On the other side of things, Orks have a body max of 9, so no matter how many points you spend, you cannot have more than 9 points in body.
|Human||1/6||1/6||1/6||1/6||1/6||1/6||1/6||2/7||6||REA + INT|
|Human Racial: None|
|Elf||1/6||2/7||1/6||1/6||1/6||1/6||3/8||1/6||6||REA + INT|
|Elf Racial: Low-Light Vision|
|Dwarf||3/8||1/6||1/5||3/8||2/7||1/6||1/6||1/6||6||REA + INT|
|Dwarf Racial: +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost|
|Ork||4/9||1/6||1/6||3/8||1/5||1/6||1/5||1/6||6||REA + INT|
|Ork Racial: Low-Light Vision|
|Troll||5/10||1/5||1/6||5/10||1/6||1/5||1/5||1/4||6||REA + INT|
|Troll Racial: Thermographic Vision, +1 Reach, +1 Dermal Armor, +100% increased Lifestyle costs|
You need to spend all of your attribute points before moving on. Next up: Magic or Resonance