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Character Creation Chart

This is a summary of your choices when generating a character for System Shock 2.

The numbers to the left are the equivalent cost in modules at "normal" setting.

Marines (47-48 modules)
Basic 12 +1 Standard Weapons
Year 1 11 +2 Strength 11 +2 Endurance 11 +2 Agility
Year 2 15 +1 Energy Weapons
+1 Cyber-affinity
Laser pistol (poor:2)
15 +1 Heavy Weapons
+1 Cyber-affinity
Grenade launcher (poor:2)
14 +2 Standard Weapons
Year 3 10 +1 Maintenance
1 Maintenance Tool
10 +1 Modify 10 +1 Repair
Navy (45-50 modules)
Basic 12 +1 Standard Weapons
Year 1 13 +1 Hack
+1 Strength
13 +1 Repair
+1 Strength
13 +1 Modify
+1 Strength
Year 2 11 +2 Cyber-affinity 10 +1 Maintenance
1 Maintenance Tool
14 +2 Standard Weapons
Year 3 10 +1 Research 11 +2 Endurance 11 +2 Agility
O.S.A. (58-59 modules)
Basic 10 Tier 1 Psi
Psionic amplifier
Year 1 26 Tier 2 Psi
Cryokinesis
Psychogenic Cyber Affinity
26 Tier 2 Psi
Cryokinesis
Kinetic Redirection
26 Tier 2 Psi
Cryokinesis
Psycho-reflective Screen
Year 2 11 +2 Psionic 10 +1 Research 11 +2 Endurance
Year 3 12 +1 Strength
+1 Agility
+1 Cyber-affinity
Psychogenic Agility
12 +1 Strength
+1 Agility
+1 Cyber-affinity
Neuro-Reflex Dampening
12 +1 Strength
+1 Agility
+1 Cyber-affinity
Remote Electron Tampering

Notes

  • The game structure strongly discourages generalist characters. If you don't start in the O.S.A., you probably shouldn't invest much in psionics early in the game.

  • Marines and Navy overlap a little. The main difference is: Marines tend to get a head-start in weapons, while Navy tend to get a head-start in tech.

    A big thanks to Felix Lee for creating and allowing use of this chart for this shrine.




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