Character CreationFree knowledge and contact points will apply, just like they would to standard BP Gen. Note that contacts might not have as much use as a typical shadowrun game given the smaller setting (to start with), so don't sink a lot of points into a handful of 6/6 contacts. Certain contacts (like medlab's doc, the chief armorer) will come free as part of the setting. However, if you want to be a trusted 'old friend/advisor' to the Captain (rather than just one of his/her rank and file) then that would require a contact.
Starting item availability is 16, Restricted Gear might be treated as ignoring any availability limitations on one particular item. Keep in mind that I don't want characters to be too distant from each other in general terms, so keep things like Initiative Pass boosting to 2, 3 for exceptional characters if that's your primary shtick.
If your character has Sensei PQ, then one of the NPCs in the immediate unit will be trusted and qualified in the relevant skill (group).
By default, characters are presumed to have a SIN and all necessary licenses.
Negative Qualities will be handled as Complications ala Mutants & Masterminds:
You can take as many complications as you wish, although the GM may set limits for the sake of being able to keep track of them all. Complications are also self-limiting, in that you only earn hero points Karma for those complications that actually come into play. So even if you have more than a dozen, if the GM can only include a couple in a game session, then those are the ones that earn you hero points Karma for that game. You can—and generally should—look for opportunities to include your hero’s complications and offer suggestions to the GM, who makes the final decision on which complications come into play at any given time.
The GM also decides what complications are appropriate for the game and can overrule any particular complication, based on the style and needs of the story and the series. Keep in mind the adventure needs to have room for all of the heroes’ complications, so individual ones can only come up so often.
For example, if your character has Obsessive-Compulsive Disorder, you wouldn't get karma up-front but would when you're making the styrofoam cups squeak because you're re-arranging the stacks to be even while the sergeant is trying to give the briefing, that could grant a karma point. If your character has Combat Paralysis, you'll "freeze up" in that first pass and you'd get a karma if you survive combat (if not your next character would get it), though this karma would not be given in zero-threat situations like martial artists sparring. If your character has Gremlins, the gyrojet pistol would work fine but changing the setting on an adapted alien laser rifle with the intention of switching to Burst Fire might accidentally instead eject the power cord and you'd get a point of karma. These points will be granted immediately as the complication comes and is dealt with rather than waiting until the end of the adventure, and will likely result in faster accrual than the scant end-mission karma rewards recommended in Shadowrun Missions.
Character AdvancementThere will be "rest stops" during the adventure during which characters can spend karma on skills or work on their gear and 'ware. Attributes will still take roughly 1 month of training and appropriate workouts (allowing interruptions and "weekends"). Skill advancement will be reduced by one step (taking days*rating instead of weeks*rating, allowing interruptions).
Skill groups are transient and may be broken or recombined at will.
Setting DetailsFor the sake of simplicity, the Terran Alliance uses English as its official language and all characters would be expected to have it as either Native or higher than r4 (because at some point before this mission your character would've had to have either used Influence Group or "talked shop" which requires a strong grasp on the language). Other modern major languages (German, Japanese, Russian...) can be used as 'home planet dialects' for character flavour. Some Terrans have had enough contact with some of the several alien races enough to have learned their "trade/official language":
- Bentu is the tongue of a somewhat friendly race with a major blood enemy Terrans have not conclusively identified yet. It is not an uncommon language for spacers to know in case they run across them and don't want to trust to an autotranslator, particularly when Terrans and the Bentusi subtly accuse the other of espionage.
- Halpan have factionalized kingdoms of which some are frequently involved in piracy. The alien enemy sparking the Second Contact War, Halpan is considered important for security in the same way that Russian (or English) was during the Cold War.
- Klenta is a distant, imperial state with active mercenary units. Their military forces have a reputation as 'gun lovers', though characters with expertise in physics would also know that they have renowned scientists. They categorically deny accusations of piracy and espionage.
Much of the setting will take place in a space cruiser. While this will mean characters familiar with zero-g operations are likely they are not necessary as Terrans have artificial gravity. However, Terrans evacuate atmosphere during combat to prevent decompression and fires so all full body suits will be treated as air-sealed. They will be considered to have an emergency 'foam' capable of stopping vacuum exposure (except in the case of a critical glitch on damage resistance), so secondary layers are optional and aspects like sonic or olfactory sensors will not find use as often.
Knowledge skills can be used to aid certain actions like a supporting skill. For example, a hacker attempting to break into an unknown alien computer network would be operating at a hefty penalty because of the language (and programming language) difference, but could use Linguistics (Academic) to try to piece together what the interface they're looking at is supposed to mean. A field medic with extensive knowledge of Xenophysiology (Academic) could use his knowledge to guess at the vital points of an unknown alien might be. An ex-ganger PC with a strong background in Lip and Body Reading (Interest) might be able to guess at the movement and therefore current position or intended destination of an unknown alien.