Here is a list of the Metavariants listed in Runner's Companion if anyone wants a rundown of other races to play. Keep in mind the Build Point cost for picking one of these races, as well as the social ramifications for playing a character that is rare amongst the rare:
HUMAN METAVARIANTS
The single known human metavariant, the Nartaki, emerged about a decade ago following the mana level spike due to the passing of Halley’s Comet that activated the dormant metagenes in a small group of humans, sparking a partial Goblinization event.
Nartaki
Metavariant Cost: 25 BP
Otherwise human-looking, Nartaki possess blue, red, or golden skin colors and two Shiva-style pairs of arms (for a total of four arms). These extra limbs are symmetrical, fully articulated, and hinged below the usual human shoulder joint. Troubled by the sudden and unexpected transformation that
placed them in the public eye, and the restrictive Brahmin lifestyle foisted on them by India’s caste system, a rare few Nartaki have escaped their dharma into the shadows of India’s megacities and
even beyond.
Abilities: Shiva Arms, Striking Skin Pigmentation
DWARF METAVARIANTS
While all dwarf metavariants share the same short statures and robust constitutions, they are quite distinct from another in terms of their abilities and appearance.
Gnomes
Metavariant Cost: 25 BP
Gnomes are the smallest of all dwarf metavariants and the rarest. They are most common in Central and Eastern Europe with smaller populations in Asia Minor. Social exclusion, due to their small size and immature features, means gnomes often find themselves outcasts of mainstream society. Their resistance to magic and their inconspicuous stature (often mistaken as children) often lead them to work as negotiators, informants, or spies for European powerbrokers or among the shadows.
Abilities: Arcane Arrester, Neoteny, Thermographic Vision
Harumen
Metavariant Cost: 50 BP
Native to the Indian subcontinent, harumen are a monkey-like dwarf variant with a prehensile tail and short, downy fur. Although harumen favor rural and wilderness areas over the concrete jungles of India’s overcrowded sprawls, a fair number were born or driven to the cities by poverty and misguided hope. Their unique traits make them imminently employable as infiltrators, thieves, and cat burglars in the shadows.
Abilities: Low-Light Vision, Metagenetic Improvement (Agility), Monkey Paws, Prehensile Tail, Unusual Hair (Body Hair)
Koborokuru
Metavariant Cost: 35 BP
This Japanese dwarf metavariant is about the same height as the basic metatype and shares most of its metatraits, but possesses profuse body hair and a dexterity uncommon in its sister species. Koborokuru are highly uncommon outside Japan, Korea, and parts of Indonesia. Though discrimination is still rampant, most koborokuru consider themselves Japanese first and foremost and
face considerable culture shock outside the archipelago.
Abilities: Celerity, Resistance to Pathogens/Toxins (2), Thermographic Vision, Unusual Hair
Menehune
Metavariant Cost: 25 BP
This subspecies is the dominant dwarf variant in the South Pacific and the Kingdom of Hawai’i. Short in stature but more wiry than the common dwarf, menehune have luxurious body hair, a blunt nose, and strong, ropy muscles. They are also particularly suited to their ocean-locked habitat and are generally excellent swimmers. Micro-populations can be found in many sprawls around the Pacific Rim.
Abilities: Resistance to Pathogens/Toxins (2), Thermographic Vision, Underwater Vision
ELF METAVARIANT
Although elves are the third most common metatype after humans and orks, metavariants of the nobilis species are relatively rare and often unfamiliar to the common man.
Dryads
Metavariant Cost: 45 BP
The dryad is the most uncommon variant of the elf and isn’t native to any particular region or environment. Originally thought to be somehow related to Faeries given their symbiotic relationship with their environment and preternatural charisma, it appears that these abilities are metagenetic in nature. Dryads occur in all baseline elf populations, but only as offspring of two elf parents.
Abilities: Glamour, Low-Light Vision, Symbiosis
Night Ones
Metavariant Cost: 35 BP
An oddity even in the sprawls of its native Europe, this elven metavariant is characterized by acute senses, a vibrant dark colored vellum, sensitivity to light, and nocturnal biocycle. Finding it difficult to keep “office hours,” night ones are often marginalized becoming entrepreneurs, freelance talents for hire, or carving out their niche among the local nightlife and criminal underworld.
Abilities: Allergy (Sunlight, mild), Low-Light Vision, Keen-eared, Nocturnal, Unusual Hair (Colored Fur)
Wakyambi
Metavariant Cost: 35 BP
Wakyambi are black-skinned elves native to Southern Africa, known for their long slender limbs and great height (comparable with a troll). Though rarely found outside their close knit tribal culture, they have been seen farther afield, in African sprawls and tribal lands, in recent years. Of course, some wakyambi do travel overseas and immigrate to other sprawls for reasons of their own (education, employment, wealth).
Abilities: Celerity, Elongated Limbs, Low-Light Vision
Xapiri Thëpë
Metavariant Cost: 40 BP
Xapiri thëpë are a recently identified elven variant indigenous to the Amazonian jungles. While these elves usually avoid civilizations due to their high sensitivity to pollutants, some have migrated to Latin American cities (and beyond) and abandoned their native natural ways.
Abilities: Allergy (choose pollutant, Mild), Allergy (choose a second pollutant, Mild), Low-Light, Photometabolism
ORK METAVARIANTS
Ork metavariants are quite exotic and deviate from the common ork significantly. Because of this difference, ork metavariants rarely identify themselves with the Or’zet cultural movement that has infused the ork metatype with a common cultural heritage.
Hobgoblin
Metavariant Cost: 20 BP
Hobgoblins are stereotyped as an ill-humored and surly ork variant, native to the Middle East. Wiry and less bulky than the common ork, hobgoblins possess a volatile temperament and an aggressive streak that comes to the fore when they are slighted.
Abilities: Fangs, Low-Light Vision, Poor Self Control: Vindictive
Ogre
Metavariant Cost: 20 BP
Ogres are a burly European variant that is best known (though inaccurately) known for their voracious appetite. Shorter, stockier, and with less body hair than the common ork, ogres are less brutish in appearance, though they share all of the remaining physical and biological traits of the baseline species.
Abilities: Low-Light Vision, Ogre Stomach
Oni
Metavariant Cost: 25 BP
This Japanese ork variant earned its name from the striking resemblance to the demons of Japanese folklore. Oni boast vibrant skin colors, twisted horns, and protuberant eyes that make them daunting
even when they aren’t trying to intimidate you. Under the new Japanese emperor, oni have slowly begun to shed the negative image that has plagued them in Japan and are finding employment as ronin and bodyguards among the shadows and non-racist underworld.
Abilities: Low-Light Vision, Striking Skin Pigmentation
Satyr
Metavariant Cost: 25 BP
Another ork variant with remarkable parallels to a mythological critter, the satyr is native to Greece and the Mediterranean region. Their odd goat-legged and horned appearance conceals many similarities with the brawny and hardy common ork. While typically outgoing and gregarious, satyrs owe this more to Mediterranean culture than genetics.
Abilities: Low-Light Vision, Satyr Legs
TROLL METAVARIANTS
Troll metavariants are often as striking and outlandish as the basic metatype. While the known metavariants do not posses the dermal deposits of the baseline species, each has its own distinctive
features that make them easily identified as troll metavariants—aside from their sheer size and impressive body mass.
Cyclops
Metavariant Cost: 45 BP
Cyclops, named after the mythic giants they resemble, sport a single great eye in the middle of their foreheads. This rare subgroup is native to Greece and the Aegean Isles. Cyclops are typically broad shouldered and heavily built with Mediterranean skin tones and little body hair. Some possess a single small horn above their eye. Though the single eye can prove a handicap, cyclops are fierce and vigorous opponents in close combat. Several have made names for themselves around the Mediterranean as outstanding bodyguards and pit fighters.
Abilities: Cyclopean Eye, Metagenetic Improvement (Strength), +1 Reach
Fomori
Metavariant Cost: 45 BP
Native to the British Isles, fomori can be physically mistaken for young common trolls due to their smaller size. Since they lack dermal deposits, they are often perceived as less daunting than their cousins, but, in fact, they are comparatively more robust and vigorous than they appear. Fomori are also reputed to possess some innate resistance to magic.
Abilities: Arcane Arrester, Metagenetic Improvement (Body), Thermographic Vision, +1 Reach
Giant
Metavariant Cost: 40 BP
More so than any other metavariant, giants have great difficulty assimilating into society thanks to their size (they are, on average, 3 meters tall). While their build is relatively slender, more humanlike, and less stout than that of normal trolls, they are easily recognized by their leathery skin that possesses a bark-like texture.
Abilities: Dermal Alteration (Bark), Thermographic Vision, +1 Reach
Minotaur
Metavariant Cost: 45 BP
Similar in many respects to the legendary beast, troll minotaurs have several bull-like features such as broad noses, a short furry pelt, and a pair of symmetrical horns that can be used to gore a foe. Their fearsome appearance is often at odds with an otherwise peaceful nature, but those minotaurs that do cash in on their brawn and intimidating looks find ample work as mercenaries, bouncers, bodyguards, or underworld enforcers.
Abilities: Goring Horns, Metagenetic Improvement (Body), Thermographic Vision, +1 Reach
Thursday, January 31, 2013
Monday, January 28, 2013
Positive & Negative Qualities
POSITIVE QUALITIES
Adept
Cost: 5 BP
Adept characters use their magic in a radically different way than other Awakened characters, by channeling magic through their bodies and minds; they do not cast spells or conjure spirits, nor do they typically have access to astral space (see the Astral Perception adept power, p. 195). Instead, adepts develop powers that improve their physical and mental abilities. A character with this quality is an adept and starts with a Magic attribute of 1, which can be increased like any other attribute up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). A character with this quality cannot take the Magician, Mystic Adept, or Technomancer qualities. Characters with the Adept quality get a number of Power points during character creation equal to their Magic attribute. These Power points are used to buy specific adept powers (see p. 195). Additional Power points can be gained by increasing the character’s Magic attribute through the expenditure of Karma. Note that the Magic attribute cannot be raised above the natural maximum of 6 without initiation (see Initiation, p. 198). The adept is fully described on p. 195 of The Awakened World chapter; a sample adept character appears on p. 104. Though this quality is inexpensive, gamemasters should be careful not to allow it to be abused. It should only be taken for characters that are intended to be played as adepts.
Adrenaline Surge
Cost: 15 BP
The Adrenaline Surge quality allows a character to act first in the first Initiative Pass of a new combat (and only the first), regardless of their actual Initiative Score. The character need not expend Edge to do so, and may not combine the effects of Edge use on initiative with Adrenaline Surge. If other characters also have Adrenaline Surge or spend Edge to go first in the same pass, those characters act first in order of their Initiative Scores, then, all other characters involved in the combat get to go according to their Initiative Scores.
Ambidextrous
Cost: 5 BP
The character can use and handle objects equally well with both hands. The character does not suffer any modifiers for using an offhand weapon (see p. 150). When using two weapons at once, however, the character must still split his dice pool.
Analytical Mind
Cost: 5 BP
The Analytical Mind quality represents the uncanny deductive and logic ability some individuals possess to intuitively crack ciphers, solve puzzles, and sift through data. This quality gives the character a +2 dice pool modifier to any Logic Tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles. This quality also provides a + 2 dice pool modifier to any Data Search and Software Tests.
Animal Empathy
Cost: 10 BP
A character with Animal Empathy has an instinctive feel for handling animals of all kinds. The character receives a +2 dice pool modifier for all tests involving the influence or control of an animal (including riding). Characters with this quality become more sensitive to the animal’s point of view, and are typically reluctant to harm or show cruelty to an animal. This quality does not affect a character’s interaction with sentient critters, such as sasquatches, naga, or dragons.
Aptitude
Cost: 10 BP
A character with the Aptitude quality is a prodigy in one particular skill. Characters with this quality may improve one Active skill one point above its natural maximum to a 7. Note that this doesn’t actually increase a skill that’s currently at Rating 6; it just opens the door for further advancement. Increasing a skill level beyond 6 costs double the normal Karma Cost (see Character Improvement, p. 269). The Aptitude quality may be taken during character creation to allow a beginning character to start with a skill of 7. If a character takes advantage of this quality, the cost for raising the skill from 6 to 7 is also twice normal, or 8 BP. Characters may only take the Aptitude quality once.
Astral Chameleon
Cost: 5 BP
With the Astral Chameleon quality, the character’s astral signature blends into the background of astral space more quickly. All signatures left by the character last only half as long, and others assensing the signature receive a –2 dice pool modifier. Only characters with the Adept, Magician, or Mystic Adept qualities may take this quality.
Astral Sight
Cost: 5 BP
Astral Sight grants mundane characters the ability to perceive into the astral plane. This quality is not available to characters who possess the Adept, Latent Awakening, Magician,
Mystic Adept, or Technomancer qualities. This quality may only be taken during character creation and cannot be obtained using Karma. Characters taking this quality acquire a Magic attribute of 1 that may not be increased during character creation or raised with Karma. This Magic point is, however, subject to normal rules for the impact of Essence loss on Magic. Characters with Astral Sight may perceive into the astral plane just like magicians
(see p. 182, SR4) and may also learn the Assensing and Astral Combat skills. They are unable to use any other aspect of magical talent besides astral perception, so they cannot learn or use Sorcery, Conjuring, or Enchanting. Characters with this quality may undergo initiation for the purposes of learning metamagics related to astral assensing or combat, such as Flexible Signature, Masking, Psychometry, and Sensing (see Metamagic, p. 52). Characters may bond with weapon foci, but bonus dice from these foci only apply during astral combat.
Bilingual
Cost: 5 BP
Whether due to a bilingual upbringing or a natural aptitude for languages, a character with this quality reads, writes, and speaks a second tongue fluently and may list a second language as a Native tongue (see Language Skills, p. 75, SR4).
Biocompatability
Cost: 10 BP
Something about the character’s body is exceptionally accepting of either bioware or cyberware implants (choose one). Not only are the implants not rejected, but they seamlessly fit within the body, having less impact on its holistic integrity. In game terms, the Essence Cost of implants of the particular chosen type are reduced by 10 percent. This reduction does not apply to genetech. This quality may only be taken once.
Black Market Pipeline
Cost: 10 BP
At character creation, the player chooses one of his contacts and one type of merchandise (i.e. vehicles, weapons, electronics, armor, etc.). This contact can always buy or sell that contraband on the black market at a price that benefits the character. This guarantees a 10 percent discount when the character buys the appropriate merchandise from the Black Market Contact, and confers a +3 dice pool modifier when negotiating to sell/fence appropriate goods through the Pipeline.
Blandness
Cost: 10 BP
This character blends into any crowd. He is average in height, weight, and appearance, and has a distinct lack of distinguishing physical characteristics or mannerisms. Anyone attempting to describe the character cannot come up with anything more precise than “he was kinda average.” Individuals attempting to shadow or physically locate the character through social means or in even slightly crowded settings receive a –2 dice pool modifier on all tests made during such attempts. The modifier does not apply to magical or Matrix searches.
Born Rich
Cost: 10 BP
A character with this quality comes from an affluent background (i.e. high-level corporate scion, old money family, successful entrepreneur) and, as a result, has more ready resources than a typical character. This quality extends the 50 BP maximum spent on gear at character generation to 60 BP. This quality does not imply the character is rich at the start of play.
Catlike
Cost: 10 BP
A character with the Catlike quality is gifted with uncanny elegance, a stealthy gait, and the almost preternatural ability to move without making a sound. This quality modifies the character’s Infiltration and Shadowing skill ratings by +1 (limited by the modified skill rating; see p. 109, SR4); the character must still buy at least rating 2 in those skills to benefit from this quality.
Codeslinger
Cost: 10 BP
A codeslinger is particularly adept at performing a particular Matrix action and receives a +2 dice pool modifier to that Matrix action. Only Matrix actions with an associated success test apply; Codeslinger does not apply to actions that do not require a success test, such as Jack Out. Codeslinger may only be taken once.
College Education
Cost: 5 BP
A character with the College Education quality has not only attended an institution of higher education but has made the most out of her stay and knows a substantial amount about a diverse group of academic subjects. The College Education quality modifies the skill rating of any Academic Knowledge skills the character acquires by +1 (to a maximum of rating of 6).
Common Sense
Cost: 5 BP
A character with Common Sense is down-to-earth, practical, and sensible. Any time such a character is about to do something the gamemaster deems foolish, the gamemaster must act as the proverbial inner voice of reason and warn the player: “Something tells you that’s a bad idea.”
Deep Cover
Cost: 5 or 10 BP
The Deep Cover character is not who she says she is. She might not even be who she thinks she is. Through engram manipulation and training, her actual identity is buried under layers of false memories and impressions—even a Mind Probe spell can’t crack her cover, because she sincerely believes she is the person she presents herself to be. For 5 BP, this quality simply preserves her “real” personality from coming forward, letting her act in deep cover until a trigger—an image, a series of numbers, a phrase—lets her snap back and spill her guts; a second trigger puts her real self back to sleep. For 10 BP, she knows what both triggers are, and can set things up to bring herself in and out of deep cover on her schedule, no one else’s. The player should work with his or her gamemaster to define the character’s true personality, why she is in Deep Cover, and for whom she works.
Digital Doppelganger
Cost: 10 BP
By some quirk of fate, during the Crash 2.0, the character’s digital data trail was shuffled onto someone else’s identity. Some (or all) of the character’s spending habits, purchases, payment defaults, news items, license lapses, etc. get attributed to this other identity. In the immense corporate data havens, the character’s direct marketing intel is placed on the other person. The character doesn’t get direct ads sent to him by corps, and anyone doing research on him has a hard time finding any information (+2 threshold for data searches or tracking the character on this ID). The character must be a SINner.
Double Jointed
Cost: 5 BP
A Double Jointed character has unusually flexible joints and can bend and contort his body into extreme positions. The character receives a +2 dice pool modifier for Escape Artist Tests (p. 133). At the gamemaster’s discretion, the character may be able to squeeze into
small, cramped spaces where less limber characters couldn’t fit.
Erased
Cost: 5BP or 10BP
Better than SINless—the character with this quality officially doesn’t exist and never did; someone or something actively works to remove her traces from the system. Maybe it’s an elite hacker who owes her a favor or an AI she befriended, but the end result is that her data trail and records vanish from all but the most secure systems shortly after being entered. For 5 BP, criminal SINs and unwanted data disappear within a week. For 10 BP, any SIN, undesirable credit history, or personal information on the Matrix that she wishes is burnt after 24 hours. Obviously, the eraser will preserve any data the character wishes preserved and that is vital for her to function in society. Note that vanishing data may prove an unwanted complication if the character is in custody or doing prison time (the Man may “forget” she is there).
Escaped Clone
Cost: 5 BP
At some point, someone made a clone from stored DNA:maybe your parents wanted their little girl back, maybe a rich corper thought this was his ticket to immortality, or maybe a
megacorp grew a wimp for experimentation. Maybe she was accidentally released, saved by a kind soul, or misplaced at a clinic. Regardless, that clone eventually escaped into the world and realized its full potential becoming the character. If scrutinized, the character’s genetic information and biometrics will often be cross-referenced with the original donor of
the genetic material—depending upon whether the character or the donor has a dead/deactivated or criminal SIN, this can be good or bad. It also means that it is much more difficult to identify the character beyond a reasonable doubt. Should the character’s nature be revealed, the social stigma still associated with cloning will lead to a –1 dice pool modifier to any of his social interactions with anyone aware of it. Additionally, the character may be wanted or actively hunted by whoever grew him (this may be best represented by taking a Wanted or Enemy negative quality).
Exceptional Attribute
Cost: 20 BP
The Exceptional Attribute quality allows a character to possess a natural Physical or Mental attribute at a level above the metatype maximum. A character with this quality has one attribute with a natural maximum one point higher than his metatype would normally allow (for example, a human character would have one attribute with a natural maximum of 7). This also increases the augmented maximum for that attribute as appropriate. This quality may only be taken once.
First Impression
Cost: 5 BP
A character with the First Impression quality slides easily into new situations, groups, cities, and jobs. Whenever attempting to fit into a new environment—such as infiltrating a group or trying to meet contacts in a new city—the character gains a +2 dice pool modifier on any Social Tests during the first meeting. This modifier does not apply to second and subsequent encounters.
Fame
Cost: 5 to 15 BP
A character with this quality is famous, not just among the denizens of the shadows but to the general public. However, famous does not necessarily equate to rich—the character may be retired from whatever activity brought her into the public eye, or she might be a down and out has-been. She might be a retired sport star or a former trid show host. Or, she might still be in the limelight; perhaps she is an acclaimed musician, a well-known blogger, or possesses a popular P2.0 livefeed. Whatever the reason, she has a recognizable public persona that can be as much a hindrance as a boon. Fame can give the character social privileges: giving her words additional clout, opening doors to restricted social circles and access to the trendiest hot spots. In situations where she can benefit from her high profile and reputation, a Famous character gets a dice pool modifier to Social Skill Tests. This modifier depends on her fame as represented by levels taken in this quality. When combined with the Day Job quality, Fame also provides a multiplier to the Day Job income. Note that Fame is a double-edged blade for those who run the shadows. While it is helpful, it also makes the character easily identifiable. Mr. Johnson is unlikely to hire someone who is well known, and other runners may not want to work with someone so recognizable. Also, if the character is very famous, he needs a very good reason to be running the shadows at all. To avoid identification, a famous character can disguise her appearance and create a runner persona (though under this guise she gains no social advantages).
Local Fame (5 BP): The character’s image and reputation are well known locally or around a single sprawl. This grants her a +2 dice pool modifier in appropriate social situations. If the character also possesses the relevant quality, multiply Day Job income by 3. The character is well-known locally and any compatriot will identify him with an Intuition + Logic (1) Test. Examples: Local news anchor, rising star of small urban brawl franchise, local politician.
National Fame (10 BP): The character is nationally famous and gets a +4 dice pool modifier to appropriate Social Tests. If the character also possesses the relevant quality, multiply Day Job income by 5. People around the country recognize the character by face and name almost automatically. Examples: Best-selling author, popular sports star, face of national
media campaign.
Global Fame (20 BP): The character is globally famous and benefits from a +6 dice pool modifier in situations where she can bring her status to bear. If the character also possesses the appropriate quality, multiply Day Job income by 10. The character is immediately recognizable by anyone with a commlink or trideo unit. The character will be filmed and harassed by fans. Examples: Multiple-platinum download artist, star of the summer’s
blockbuster sim.
Focused Concentration
Cost: 10 BP per rating (max rating 2)
A magician character with Focused Concentration has a naturally strong ability to concentrate. This allows him to channel mana more efficiently, making him less susceptible to Drain. A character with this quality gains a +1 dice pool modifier per rating point for all Drain Tests. Only characters with the Magician or Mystic Adept qualities may take Focused Concentration.
Gearhead
Cost: 5 or 10 BP
The Gearhead character is a natural born driver or pilot. From the first time the Gearhead sat behind the wheel/stick/controls of a certain vehicle, it was like putting on a comfortable old suit. She discovered an intuitive understanding of its limitations and its capabilities, and she quickly learned to coax exceptional performances out of the vehicle. During a single scene (duration at the gamemaster’s discretion), a Gearhead can increase the Acceleration of her chosen vehicle by 20 percent, or increase the Handling modifier by +1. She also gets a distinct +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This quality only benefits manual or VR control of the vehicle. For 5 BP, the Gearhead is gifted at piloting a specific vehicle (i.e. a Suzuki Mirage racing bike or a MiG-67 panzer). For 10 BP, the Gearhead is gifted at piloting any vehicle of a given type (i.e. bikes, cars, trucks, rotorcraft).
Genecrafted
Cost: 5 BP
This character was genetically modified before he was born. Since it is much easier to modify the genome at the embryonic stage than to rewrite the genetic code of a mature body, genetic modifications performed in utero are quicker and cheaper than gene therapy treatments performed on an adult. In game terms, any genetic enhancements (see p. 72) purchased at character creation are reduced in Cost by 20 percent.
Genetic Heritage
Cost: 10 BP
Though genetweaking isn’t yet widespread, the technology to successfully modify a metahuman genome has been around for well over three decades. It is thus possible that children have inherited genetically-modified genes from one or both progenitors. Such an
inheritance means the character can start play with one genetic modification (see p. 72) for free. Such characters also possess an unusually high tolerance to the introduction of foreign code into their genome. As a result, the nuyen costs of transgenic genetic enhancements for the character are reduced by 20 percent.
Guts
Cost: 5 BP
A character with Guts is not easily frightened. He receives a +2 dice pool modifier on tests made to resist fear and intimidation, including magically induced fear from spells or critter powers.
Hawk Eye
Cost: 5 BP
Hawk Eye grants a character exceptionally keen natural vision. She can spot a sniper on a rooftop without binoculars or a chip on the ground at twenty feet. Characters with the Hawk Eye quality gain a + 1 dice pool modifier to Perception Tests to spot something at a distance and see their unaugmented Weapon Range Modifiers reduced by 1 step (for instance, Long Range becomes Medium Range). This quality is not cumulative with other forms of vision magnification and is incompatible with cyber- or bioware augmentation or replacement.
High Pain Tolerance
Cost: 5 BP per rating (max rating 3)
High Pain Tolerance enables a character to better shrug off the distraction of pain from his concentration. A character who possesses this quality can ignore one box of damage per rating point when calculating wound modifiers (see Wound Modifiers, p. 163). So a character with this quality at Rating 2 can take 4 boxes of damage without suffering a wound modifier. This quality may not be used with the Pain Resistance adept power, pain editor bioware, or damage compensator bioware.
Home Ground
Cost: 10 BP
Home Ground provides a character with a +2 dice pool modifier for all Active Skill Tests made within the character’s home turf. Any Knowledge skills relevant to the people, places, or things within this area receive a +4 dice pool modifier. The character’s home turf is a particular location with which the character is intimately familiar. The location must either be a small area—no larger than a large building or small neighborhood—or an environment encountered infrequently during the campaign. For example, in a Seattle-based campaign, the desert would be an infrequently encountered region and could be considered home ground. The desert would not be a suitable home ground for a campaign set in the magic-soaked Mojave. Gamemasters must approve all home grounds in their campaigns. For hackers and technomancers, a home ground might be a particular computer network the character knows extremely well. In this case, the character receives a +2 dice pool modifier for all tests made while accessing that network. Favorite data havens like the Denver Nexus make suitable home grounds for hacker characters. Many corporate hackers have the Home Ground quality for their corporate systems. All home grounds must be fixed locations—characters cannot move them around. If a character’s home ground is destroyed, the quality is lost.
Human-Looking
Cost: 5 BP
A metahuman character with the Human-Looking quality can “pass” for human in most circumstances. Human NPCs respond with neutral attitudes toward such characters when making Social Skill Tests (see p. 130). The character may suffer increased animosity from metahuman NPCs who are prejudiced against humans and who mistake him for human (or think that he is trying too hard to “look human”). Only elves, dwarfs, and orks can take the Human-Looking quality.
Inspired
Cost: 5 BP
An Inspired character is touched by a muse and is rightfully lauded as an artistic genius by his peers. This quality does not translate to widespread fame, but it does grant the character a Street Cred of 2 (see. p. 275, SR4) among fellow artists familiar with his talent and reputation. Inspired also modifies any Artisan skill rating the character possesses by +2.
Juryrigger
Cost: 10 BP
This quality gives a character an intuitive grasp of the underlying principles and functioning of all kinds of mechanical and electronic devices. Contingent on success on an appropriate
Mechanics Skill Test (threshold defined by the gamemaster using the Build/Repair Table on p. 125, SR4, as a guideline), this quality allows amazing, if temporary, technical feats with bare minimum gear. The gamemaster should decide whether any given feat the player proposes is possible with the Juryrigger quality. Such feats include, but are not limited to:
• Jury-rigging a destroyed device so that it will operate just one more time (duration at the gamemaster’s discretion).
• Tweaking an electronic device to function at a rating one higher than normal for 1 Combat Turn.
• Temporarily coaxing extra performance from a vehicle’s or drone’s components, increasing its Sensors or Handling by +1 (duration at the gamemaster’s discretion).
• Improvising a one-shot device or weapon from various pieces and parts (the gamemaster has final say on whether suitable parts are available).
Latent Awakening
Cost: 5 BP
A character who takes the Latent Awakening quality starts the game as a mundane but may Awaken later and become magically active. At the start of the game, the character does not possess a Magic attribute and may not invest BPs in magical skills, spells, or bound spirits. The character may not have the Adept, Astral Sight, Magician, Mystic Adept, or Spell/Spirit Knack quality. At some point during gameplay, the gamemaster may decide that the character Awakens. This decision is completely in the gamemaster’s hands, and should be based entirely on creating a good story—and if the player is surprised, even better. Keep in mind that this is a chance for the player to roleplay the process of becoming magical—it should be a slow path filled with confusion, fear, and the sudden awareness of an entirely new world. It should not be viewed as a get-badass-quick power boost. The character is not likely to understand how to use or control his powers at first, and may need to seek the guidance of others. When the gamemaster decides the character has Awakened, the character immediately gains a Magic attribute of 1. If the character has an Essence lower than 6 (due to implants or other causes), he still starts with a Magic of 1, but his maximum
Magic attribute is adjusted according to the Essence loss. If the character’s Essence is less than 1, he has lost any chance to be Awakened. The gamemaster also chooses either the Adept, Astral Sight, Magician, Mystic Adept, or Spell/Spirit Knack quality, and immediately applies it to the character. This quality defines how the character has Awakened. The gamemaster should not, however, tell the player which quality the character has gained until the character figures it out for himself. This quality does not come free, of course. The character must pay for the quality with Karma, at a cost of (the quality’s BP Cost – 5) x 2. For example, the Mystic Adept quality would cost 10 Karma (10 BP – 5 = 5, x 2). If the character does not have Karma available at that time, the gamemaster immediately collects it from any Karma rewards he earns until the debt is paid off. The gamemaster may also choose one spell, adept power, or spirit type (as appropriate for the character’s tradition) for the character to start with. It is highly possible that this is the magical power that character
expresses when he Awakens. Keep in mind that many Awakenings occur as a result of stress—losing a loved one, being attacked, and so on. The character will not know how to cast this spell, conjure this spirit, or use that power until he has had proper training, of course—it is merely an accidental expression of the character’s Talent, controlled entirely by the gamemaster. The gamemaster can, in fact, treat the character as if he has the Cursed quality (p. 26) for a limited period (and without the bonus BP), until he gets his magic under control. If the gamemaster allows it, the character may also acquire other Magic-required qualities when he Awakens, such as the Mentor Spirit quality. The gamemaster chooses
which qualities (positive or negative) to apply. These qualities must also be paid for—simply add the BP cost of all qualities together before subtracting 5 and multiplying by 2 for the Karma cost, as noted above. Once the character has Awakened, he may learn and improve the Magic attribute, magical skills, spells, and other magical abilities normally, as dictated by his type of Awakening.
Lightning Reflexes
Cost: 15 BP
The Lightning Reflexes quality allows an unaugmented character to react with astonishing speed. This quality granting her a +2 Reaction attribute modifier, which is not cumulative with any other Reaction or Initiative enhancement, be it technological or magical.
Linguist
Cost: 5 BP
A character with this quality has a natural gift for learning and understanding languages, grasping vocabulary and grammar much more quickly than others would. This quality halves the basic learning time for a language and modifies the rating of any Language skill the character possesses by +2.
Lucky
Cost: 20 BP
This quality allows a character to possess an Edge attribute one point higher than his metatype maximum. (For example, a human character could raise his Edge to 8.) Note that this does not actually increase the character’s Edge, it just allows him to do so; the Karma cost for improvement must still be paid (see Character Improvement, p. 269). This quality may only be taken once.
Made Man
Cost: 10 BP
The character is a minor member of an organized crime syndicate and as such can call on its resources. In game terms, this means the character possesses a crime syndicate as a free Group Contact (see Groups as Contacts, p. 124) with a modified Connection Rating of 8 and a Loyalty Rating of 4. This also allows her to use the syndicate as a reliable fence for stolen goods (for a 20 percent cut) or as a source for stolen and restricted goods (though items are contingent on gamemaster approval). However, the character is expected to aid and participate in syndicate activities on a regular basis, taking at least 30 hours of her time every week.
Magician
Cost: 15 BP
A character with this quality is a magician and starts with a Magic attribute of 1. This may be increased like any other attribute, up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). A character with this quality cannot take the Adept, Mystic Adept, or
Technomancer qualities. Magicians can cast spells and conjure spirits (see The Awakened
World chapter for more information, p. 176). The Combat Mage, Occult Investigator, Radical Eco-Shaman, and Street Shaman sample characters on pp. 99, 106, 107, and 111 are examples of magicians. Each magician follows a specific magical tradition that defines his
worldview and how he perceives and manipulates magic. Two common traditions—hermetic and shamanic—are described in this book, but players can also devise their own (see Traditions, p. 180). Magicians may also have a mentor spirit (see Mentor Spirits, p. 200) that confers its own benefits or penalties; players should note these, especially when choosing spells. Magicians also have astral perception and the ability to astrally project (see The Astral World, p. 191). Though this quality is inexpensive, gamemasters should be careful not to allow it to be abused. It should only be taken for characters that are intended to be played as magicians.
Magic Resistance
Cost: 5 BP per rating (max rating 4)
For every 5 BP spent on Magic Resistance, a character receives 1 additional die for Spell Resistance Tests (see p. 183). The Magical Resistance quality, however, works even against beneficial spells such as Heal. Characters with the Adept, Magician, or Mystic Adept qualities cannot take this quality. A magically resistant character cannot choose to lower his magical resistance; it affects all spells and magical effects, good or bad. A character with Magic Resistance is never a willing subject for spells that require a voluntary subject; such spells automatically fail when used on magic resistant characters.
Mentor Spirit
Cost: 5 BP
This quality is only available to characters with either the Magician, Adept, or Mystic Adept quality. The character has a patron mentor spirit (see Mentor Spirits, p. 200) that guides him in his practice of magic and provides certain advantages and disadvantages. A character may only ever have one mentor spirit.
Mistaken Identity
Cost: 10 BP
Something about a character with this quality reminds people of another (moderately well known) person—perhaps the morning weather girl, a minor politician, or the announcer at the local sports arena. Maybe it’s the hairstyle, or maybe it’s the way she walks. Though she gets the occasional request for an autograph or free cup of coffee from a fan, the real benefit is that when people try to describe her, they invariably end up describing the other person. This makes it particularly difficult for authorities to credibly trace nefarious activities back to her. The unwitting doppelganger must be of the same gender, metatype and race as
the character.
Murky Link
Cost: 10 BP
Any ritual sorcery (p. 184) directed against the character receives a –3 dice pool modifier. Note that this quality may work against the character in some circumstances, such as when friendly magicians want to use ritual sorcery to locate or aid the character.
Mystic Adept
Cost: 10 BP
Mystic adepts are a hybrid between magicians and adepts. Mystic adepts choose whether to dedicate their individual Magic attribute points toward somatic adept powers (gaining 1 Power point per Magic attribute point allocated) or towards Magic skills such as spellcasting
and conjuring instead. A character must purchase this quality in order to be a mystic adept and starts with a Magic attribute of 1. This may be increased like any other attribute, up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). A character with this quality cannot take the Adept, Magician, or Technomancer qualities. Like adepts, mystic adepts do not have access to astral space unless they purchase the Astral Perception adept power. Mystic adepts may not astrally project. Though this quality is inexpensive, gamemasters should be careful not to allow it to be abused. It should only be taken for characters that intend to explore their nature as mystic adepts.
Natural Athlete
Cost: 10 BP
A character with this quality has an innate combination of physical form, spatial awareness, and natural athletic or gymnastic talent. While the character may not be a world-class athlete and may require training to achieve peak performance, he is in prime physical shape for his size and weight class. Gifted Athlete modifies the character’s rating in the Running and Gymnastics skills by +1 (subject to modified skill maximums, see p. 109, SR4).
Natural Hardening
Cost: 10 BP
Something about this character’s neural structure makes him resistant to feedback. This quality gives the character 1 point of natural biofeedback filtering, which is cumulative with a Biofeedback Filter program or complex form (see p. 233).
Natural Immunity
Cost: 5 or 15 BP
Characters with Natural Immunity have an innate or developed immunity to one single disease or toxin. This quality is available at two levels. If purchased at the 5 BP level, the character is immune to a single natural disease or toxin. If Natural Immunity is purchased at the full 15 BP level, the character is immune to a single synthetic (artificially created) disease or toxin. Natural Immunity does not affect diseases or toxins which are magically based, such as HMHVV. The player and gamemaster must agree on the disease, drug, or
poison to which the character is immune. It must be something the character would have a reasonable chance of coming into contact with. The character can take one dose of the agent every (12 – Body) hours with no ill effects. If the character ingests more than a single dose during that period, he takes damage as normal, but recovery time is halved. Note that characters with Natural Immunity to a disease may still infect other characters with the disease, even though they are not suffering any ill effects from it.
Night Vision
Cost: 5 BP
Night Vision provides human characters with improved night vision. This means human characters with this quality gain the advantages of low-light vision (see Visibility Table, p. 140, SR4). This quality is not cumulative with other forms of vision enhancement and is incompatible with cyber- or bioware augmentation or replacement, nor is it possible to combine with electronic sensors and vision enhancements.
Outdoorsman
Cost: 10 BP
A character with this quality is particularly at ease in wilderness and rural environments. She is a natural tracker and hunter, able to quickly familiarize herself and learn the lay of the land. The Outdoorsman quality modifies the character’s the character’s existing ratings in all skills of the Outdoors skill group by +1 (subject to modified skill maximums).
Perceptive
Cost: 5 or 10 BP
Perceptive characters are likely to notice small details and clues that others may miss. Perceptive is available at two levels. For 5 BP, characters with this quality receive a +1 dice pool modifier on all Perception Tests, including Astral and Matrix Perception Tests. For 10 BP, the modifier rises to +2. This quality does not effect vision modifiers in combat.
Perfect Time
Cost: 5 BP
A character with Perfect Time has a split-second sense of timing that enables her to always know the current time, to the minute. Prolonged periods of isolation, unconsciousness, or the application of mind-benders, such as drugs or chips, can throw off the character’s sense of time, but the character quickly recovers his or her Perfect Time when such conditions are removed.
Photographic Memory
Cost: 10 BP
A character with Photographic Memory rarely forgets anything he has experienced. The character can instantly recall faces, dates, numbers, or anything else he has seen or heard. When making Memory Tests (see Attribute-Only Tests, p. 61), the character gains a –1 threshold modifier to the test.
Privileged Family Name
Cost: 5 BP
The character’s family is exceptionally rich or well-connected, and her name is recognizable and carries significant weight in her home sprawl—so much so that the character’s very name is a get out of jail free card for small misdemeanors and violations of the law (such as being caught carrying a weapon or driving a car without a license). Local NPCs will think twice before harassing or physically intimidating the character (suffering a –2 dice pool modifier in appropriate tests). Privileged Family Name can also be a bane if abused, since it makes the character easier to identify.
Quick Healer
Cost: 10 BP
A Quick Healer recovers from damage more quickly than other characters. The character receives a +2 dice pool modifier to all Healing Tests made on/for/by him, including magical healing.
Resistance to Pathogens/Toxins
Cost: 5 or 10 BP
A character with Resistance to Pathogens/Toxins can fight off toxins and drugs more easily than other characters and receives a +1 dice pool modifier to Resistance Tests. This quality comes at two levels; at 5 BP the character is resistant to either pathogens or toxins, not both. If the character purchases this quality at 10 BP, he is resistant to both.
Restricted Gear
Cost: 5 BP
The character knows just the right person to get ahold of that one elusive piece of restricted gear or miltech weaponry she really needed. Every time the character takes this quality at character creation (max 3 times), she may exceptionally buy a piece of gear with an Availability of up to 20. The character may also save the quality to buy one such item during play.
School of Hard Knocks
Cost: 5 BP
A character with the School of Hard Knocks quality grew up in the back streets and alleys, learned the hard way that knowledge is power, and that often it’s not how tough you are that gets you through the day, but what you know. The character has picked up a little knowledge of just about any subject of interest to denizens of the streets. The School of Hard Knocks quality modifies the rating of any Street Knowledge skills the character possesses by +1 (to a maximum of Rating 6).
Sense of Direction
Cost: 5 BP
A character with the Sense of Direction quality never gets lost. The character always knows where true north lies. If the character also possesses the Survival skill, she can always retrace her path and will be able to estimate distances traveled within a few meters. Sense of Direction doesn’t help a character orient herself if she has been transported somewhere while unconscious or if she is unable to perceive her surroundings.
Sensei
Cost: 5 BP
One of the character’s contacts has the skill set and levels to act as her Instructor in a particular skill group (see Using Instruction, p. 123, SR4). The Sensei and the skill group are
determined when the quality is chosen. The character need not chase down and hire an appropriate teacher to gain the benefits of instruction but may be subject to the contact’s availability at the gamemaster’s discretion.
Speed Reading
Cost: 5 BP
A character with Speed Reading can tear through a full page of written text (about 800 words) in about 5 seconds. The character does not memorize what she has read unless she also possesses the Photographic Memory quality (p. 80, SR4) but will grasp the gist of the contents and be able to remember the context of key words. If attempting to recall a specific piece of information or locate a specific phrase or subject while in the process of reading, the character need only succeed in a Logic + Intuition (1) Test, with an interval determined by the gamemaster based on the length of the text, its complexity, and the obscurity of the information being sought.
Spell/Spirit Knack
Cost: 5 BP
Characters with spell or spirit knacks have an extremely limited magical ability: the ability to cast only one spell, or summon one spirit. This quality may not be taken by characters who also possess the Adept, Latent Awakening, Magician, Mystic Adept, or Technomancer quality. This quality may only be taken during character creation and cannot be obtained using Karma. When a character takes this quality, he gains a Magic attribute of 1 that may not be increased at character creation or raised with Karma. It is, however, subject to normal rules for the impact of Essence loss on Magic. The player must declare whether this knack is a spell knack or a spirit knack, and the one specific spell or spirit the character can affect. The character uses either the Sorcery or Conjuring skills (as appropriate) as normal, and either skill group or sub-skills are learned and improved as normal. Note, however, that Counterspelling and Banishing are also limited by the character’s knack and will not affect other spells or spirits. Characters with knacks may initiate, but considering how rare knacks are to begin with, a knack initiate is practically unheard of. Characters with knacks cannot
interact with astral space (unless the character also has the Astral Sight quality, though this is discouraged). A character may only take the Knack quality once. Lenient gamemasters may consider allowing a character to possess both one spell knack and one spirit knack, but this is generally not recommended.
Sp irit Affinity
Cost: 10 BP
Characters with Spirit Affinity are naturally attuned to one type of spirit (see Spirits, p. 302). These spirits find the character interesting, will be drawn to him, and are more inclined to assist the character. In certain situations, they may be reluctant to attack the character, using a nonlethal power if forced to attack regardless. This quality may be taken by any character, not just magicians; magicians may possess this quality for a type of spirit that is not part of their magical tradition.
Spirit Pact
Cost: Spirit’s Edge x 5 BP
The Awakened character has entered into a pact with a free spirit, which uses part of its spiritual essence to augment the character’s magical power, stave off Drain, sustain the character’s life, and so on. The specific nature of the pact should be discussed with the gamemaster and is subject to his approval. The cost of this quality depends on the Edge of the free spirit that has made the pact. For more information on spirit pacts, see p. 108.
Technical School Education
Cost: 5 BP
A character with the Technical School Education quality has not only attended a tech school, but has gotten more out of it than a normal student and knows a substantial amount about a diverse group of technical subjects. The Technical School Education quality modifies the skill rating of any Professional Knowledge skills the character acquires by +1 (to a maximum of Rating 6).
Technomancer
Cost: 5 BP
Technomancers can access and manipulate the Matrix through their own sheer force of will (see Technomancers, p. 239). Known as otaku prior to the Crash of 2064, technomancers have emerged among all walks of life since the advent of augmented reality. A character must purchase this quality in order to be a technomancer and will start with a Resonance attribute of 1. This may be increased like any other attribute, up to a maximum of 6 (see Purchase Attributes, p. 83). A character with this quality cannot take the Adept, Magician, or Mystic Adept qualities. Technomancers have a living persona—their Matrix alter ego—with its own separate set of attributes that govern virtual actions in the Matrix. The Resonance attribute, combined with certain other attributes, determines how strong (or weak) the persona is.
Tough as Nails
Cost: 10 per level
A character with this power has formidable physical endurance and can take much more punishment than one would expect from someone of her size. Each level taken in this quality adds an additional box to the character’s Physical Condition monitor. This quality may be taken up to 3 times.
Toughness
Cost: 10 BP
Characters with the Toughness quality shrug off damage more easily than others. Such characters gain a +1 dice pool modifier to their Body when making Damage Resistance Tests.
Trust Fund
Cost: 10 or 20 BP
A character with this quality possesses a lifelong trust fund or inheritance that is managed by another party (a trustee), but that pays enough to cover her lifestyle expenses with a little left over. For 10 BP, the Trust Fund income covers a perpetual Medium lifestyle with 500 nuyen left over each month. For 20 BP, the Trust Fund income provides for a High lifestyle with 1,000 nuyen of monthly spending money. Neither lifestyle can be converted to money; payment is made directly by the trustee. To benefit from this quality, the character must also be a SINner and have the place of residence to which her Trust Fund lifestyle applies in the public record. Additionally, should the character be caught breaking the law, the Trustee may suspend the Trust Fund payments (at the gamemaster’s discretion).
Trustworthy
Cost: 5 or 20 BP
Something about the character inspires confidence and trust in those around her (even if she doesn’t deserve it). For 5 BP, this quality modifies the character’s skill rating in one skill in the Influence skill group by +1 (subject to modified skill maximums, see p. 109, SR4). For 20 BP, the Trustworthy quality modifies the ratings of all skills in the Influence skill group by +1 (also subject to modified skill limits).
Type O System
Cost: 30 BP
Though exceptionally rare, a few lucky people in the world have completely non-allergenic “type O” cells, meaning that they can give organ transplants to just about anyone with little chance of rejection. While the character cannot accept second-hand bioware at all, their essential cell line is already cultivated as the generic standard throughout the world. Off the rack, basic bioware is considered delta grade for purposes of interacting with a type O body
(i.e., reduce Essence Costs by half, though nuyen prices remain the same). Their bodies are also filled with universally transplantable organs, so maybe they shouldn’t brag too much about this talent.
Water Sprite
Cost: 5 BP
A character with this quality takes to water like a fish; she benefits from a +2 dice pool modifier for all tests relating to Swimming, holding her breath underwater, treading water and diving. The time before the onset of Fatigue from swimming and diving is also doubled.
Way of the Adept: The Artisan’s Way
Cost: 10 BP
Followers of the Artisan’s Way have embraced modern technology and their adept powers alike, constantly augmenting one with the other. They are drivers, pilots, hackers, mechanics, and gunsmiths without peer. Characters with this q uality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Analytics, Eidetic Sense Memory, Improved Ability (Technical and Vehicle Skills), Improved Physical Attribute (Reaction), Improved Re flexes, Multi-Tasking. They may also subtract one from the Karma cost to attune any item, via the Attunement (Item) metamagic. In addition, Artisan’s Way followers may choose to alter the standard metamagic technique of Adept Centering so that, rather than applying to Physical and Combat Skills, it applies instead to either Vehicle Active Skills or Technical Active Skills.
Way of the Adept: The Artist’s Way
Cost: 10 BP
Not every adept focuses their mind, spirit, and body toward martial or nefarious ends. Some use their supernatural talents to find or create beauty in the world around them, enthrall audiences, see what others cannot, or to do the artistically impossible on a routine basis. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Astral Perception, Eidetic Sense Memory, Enhanced Perception, Enthralling Performance, Improved Ability (Artisan), Improved Senses, Kinesics, Piercing Senses, Voice Control. In addition, they receive +1 to Initiate grade for purposes of any two of the Adept Centering, Divining, Psychometry, or Sensing metamagic techniques.
Way of the Adept: The Athlete’s Way
Cost: 10 BP
Adepts who follow the Athlete’s Way are the unrivaled masters of their own bodies. They manipulate their physical forms with amazing grace and power. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Attribute Boost, Freefall, Gliding, Great Leap, Improved Ability (Physical Skills), Improved Physical Attribute (Any), Pain Resistance, Rush, Sustenance, Wall Running. In addition, they receive a +1 to e ffective Initiate grade for the Adept Centering technique (for Physical Active Skills only, not Combat Active Skills), and for the Infusion Advanced Metamagic technique.
Way of the Adept: The Burnout’s Way
Cost: 10 BP
This is not a true Way, but rather a path upon which adepts find themselves only a fter tripping and falling. Burnouts are those who have turned their back on their Way. The Burnout’s Way is available to adept and mystic adept characters who have lost two or more Magic points to mundane augmentations, be it from bioware, cyberware, or any other method of Essence-invasive augmentation. In addition to the standard loss of adept powers due to such magic loss, Burnouts must lose powers or lower their ranks in their powers to “pay back” any discounted powers they received from being followers of their previous Way. In exchange, they are treated as having the Biocompatability quality, receiving a 10 percent discount on Essence loss from either Cyberware or Bioware augmentations. Adepts who
have Initiated prior to becoming a Burnout, or who Initiate a fter becoming a Burnout, may still retain their favored metamagics from their old path (or may choose favored metamagics upon Initiation, as if they were on a “true” Way rather than being a Burnout).
Way of the Adept: The Invisible Way
Cost: 10 BP
Spies and thieves of the highest order, the adepts who stalk along the Invisible Way are not to be underestimated. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Cloak, Enhanced Perception, Facial Sculpt, Improved Ability (Physical Skills), Freefall, Great Leap, Improved Senses, Melanin Control, Nimble Fingers, Rush, Traceless Walk. In addition, they receive a +1 to Initiate grade for purposes of the Masking and Flexible Signature techniques.
Way of the Adept: The Magician’s Way
Cost: 10 BP
Mystic adepts are, by definition, less focused on their own physical and mental abilities than their “pure” adept brethren. By investing their magical power on sorcery and summoning instead of honing their own skills, they have taken at least a small step of any adept’s Way. Mystic adepts with this quality may choose one other Way’s list of favored powers, and purchase those following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points. They do not get the other bene fits of that Way. They also may choose to accept either both metamagical increases from that other Way, or instead gain +1 to Initiate grade for purposes of the Centering (non-adept) metamagic only. They must make a choice between being exceptionally focused adept Initiates, or mastering Centering for sorcerous purposes.
Way of the Adept: The Speaker’s Way
Cost: 10 BP
Whether they are bounty hunters that juggle a hundred contacts, fixers that juggle a thousand shadowrunners, or spies that juggle a million lies, Speaker’s Way adepts are renowned for their unshakeable calm, the loyalty they engender in others who should know better, and for being able to talk their way into and out of any situation. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Astral Perception, Improved Ability (Social
Skills), Commanding Voice, Cool Resolve, Facial Sculpt, Kinesics, Linguistics, Melanin Control, Mind over Matter, Voice Control. In addition, they receive a +1 to Initiate grade for the Flexible Signature and Cognition metamagical techniques.
Way of the Adept: The Totem’s Way
Cost: 15 BP
Adepts who follow the Totem’s Way have chosen to follow an animal or other mentor spirit, and are sometimes called followers of the Animal Way. They are o ften aware of the spiritual side of their magic, rather than the practical when compared to other adepts. Adepts with this quality may choose one other Way’s list of favored powers as appropriate to their Mentor Spirit, and purchase those powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic Points. They do not get the other bene fits of that Way. In addition, the following powers are available to them as discounted powers: Animal Empathy, Astral Perception, Berserk, Improved Senses. They also receive +1 to Initiate grade for purposes of the Attunement (animal) and Empower Animal metamagical techniques, and subtract one from the Karma cost to attune any animal that corresponds with the adept’s Shamanic totem via the Attunement (Animal) Metamagic.
Way of the Adept: The Warrior’s Way
Cost: 10 BP
Warrior adepts are the elite combatants of the Sixth World; accomplishing through will and talent what others do through expensive augmentation. Characters with this uality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Combat Sense, Counterstrike, Critical Strike, Improved Ability (Combat Skills), Improved Physical Attribute (Any), Improved Reflexes, Killing
Hands, Missile Mastery, Mystic Armor, Quick Draw. In addition, they receive a +1 to e ffective Initiate grade for the Adept Centering technique (for Combat Active skills only, not Physical Active Skills), and for the Attunement (Item) Metamagic. Also, subtract one from the Karma cost to Attune to any weapon via the Attunement (Item) Metamagic.
Wild Card Nano Prototype
Cost: 30 BP
At some point in the past, the character either volunteered to field test prototype nanoware or became an unwitting guinea pig for experimental nanotech. Fortunately for him, the prototype is a state-of-the-art hard nanite system that can be reprogrammed (see Reprogramming Hard Nanites, p. 107) with great ease. Wild Card is a Rating 3 non-specialized nanoware system (p. 108) that can be reprogrammed to perform as any internal nanoware systems also at Rating 3 (circumventing the normal limitations on reprogramming hard nanites). If the character with this quality does not possess a nanohive, the Wild Card nanoware will degrade as normal. If the character possesses a nanohive, Wild Card counts as one nanoware system it must support.
Will to Live
Cost: 5 per rating (max rating 3)
For each rating point in Will to Live, the character gains 1 additional Damage Overflow Box (see p. 163). These additional boxes only allow the character to sustain additional damage before dying; they do not raise the threshold at which the character becomes unconscious
or incapacitated. They also don’t affect wound modifiers from damage the character has taken.
NEGATIVE QUALITIES
Addiction
Bonus: 5 to 30 BP
A character with the Addiction quality is addicted to alcohol, drugs, BTL chips, or a similar substance with a detrimental effect on the character’s health (note that nicotine, caffeine, and sugar do not count). The value of this quality depends on how severe the addiction is: Mild, Moderate, Severe, or Burnout. Additional addiction rules, including listings of drugs and roleplaying guidelines, can be found on pp. 256–259. Mild (5 BP): The addiction is omnipresent but not blatant or intrusive; it may not even be recognized or acknowledged. At this stage it is easier to seek help, but very few recognize their addiction as something needing help at this stage. Addicts experience cravings at least once a week (if not every few days), but can ignore them if necessary without too much difficulty. The addict suffers a –2 dice pool modifier to Willpower and/or Body Tests to resist the craving. Moderate (10 BP): The addiction at this stage is marked and difficult to overcome. Addicts experience cravings at least once a day (if not more), and they are more difficult to ignore. The addict suffers a –4 dice pool modifier to Willpower and/or Body Tests to resist the craving. Severe (20 BP): The addiction is out of control. The addict experiences constant cravings (at least twice a day), suffering a –6 dice pool modifier to Willpower and/or Body Tests to keep from giving in. Burnout (30 BP): This is the same as a Severe addiction, except the addict has been in this state for some time and is experiencing the tell-tale signs of habitual use on his body. Reduce the character’s Essence by 1 to reflect a loss of health from abusing his body. If the character does not kick the habit soon, he will continue to lose Essence at a rate determined by the gamemaster until he dies.
Albinism
Bonus: 10 BP
Albinism is a genetic disorder, characterized by partial or complete lack of pigmentation in the eyes, skin, or hair, resulting in white hair or skin as well as pink and blue irises with bright red pupils. Due to the lack of melanin pigmentation and subsequent ultraviolet light protection, albino characters are photosensitive and prone to sunburn. All ethnicities, metatypes, and metavariants can manifest albinism. Treat albinism as a Light Allergy against sunlight (p. 80, SR4). In addition, albinos that don’t possess cybereyes are more vulnerable to flashing or glare effects—increase any appropriate dice pool modifier by one-half of the normal modifier. If using flare compensation, subtract the –2 modifier before calculating (i.e. an albino character would face a –6 modifier from a flash-pak and a –3 modifier when using flare compensation goggles).
Allergy
Bonus: 5 to 20 BP
A character with the Allergy quality is allergic to a substance or condition. The value of this quality depends on two factors. First, determine whether the substance or condition is Uncommon (2 BP) or Common (7 BP). Then determine the severity of the symptoms: Mild (3 BP), Moderate (8 BP), or Severe (13 BP). Add the appropriate point values to find the final value. For example, the value of an Uncommon Moderate Allergy is 10 (2 + 8) points. The Allergy Table gives descriptions of conditions and severity.
Amnesia
Bonus: 10 or 25 BP
A character with Amnesia has lost some or all of her memory (Such memory loss can be caused by neurological damage, magic, drugs or brainwashing). The severity of the character’s Amnesia is determined by the selected BP bonus offered by the quality. For 10 BP, the amnesiac cannot recall who she is or anything about her past, but retains the use of her skills and abilities. For 25 BP, the amnesiac has no memory of her past at all, including the skills and abilities she had learned. Gamemasters should create character sheets for such characters, so that the player does not know her character’s abilities, attributes, and so
on until the character acts on them. Amnesia may be incompatible or inappropriate in combination with other qualities (such as Trust Fund) at the gamemaster’s discretion.
Aspected Magician
Bonus: 5 to 10 BP
An aspected magician is focused in his power, able to perform fine in some categories of magic, yet much worse in everything else. This quality is only available to characters who
possess the Magician or Mystic Adept qualities. When a character takes this quality, the player must declare how his magic is aspected. When a character is performing magic that is not favored by his aspect, he suffers a –4 dice pool modifier. There should be an equally fair chance of an aspect occurring as not occurring. Note that this quality may not be taken with the Incompetent quality (p. 82, SR4) for any magic skills not covered by the character’s aspect. It is also recommended that characters who also have the Mentor Spirit quality (p. 79, SR4) only be allowed to choose an aspect that fits with their mentor spirit’s advantages and disadvantages. Listed below are several examples of aspected magic:
Conjuror Aspect (5 BP): The magician is aspected towards spirits. The magician uses the Conjuring skill group and its component skills, but he receives a –4 dice pool modifier to Sorcery, Assensing, Astral Combat, and Enchanting (and to Arcana for anything but ally design).
Sorcerer Aspect (5 BP): The magician’s magic is aspected towards spellcraft. The magician can use the Sorcery skill group and its component skills normally, but he receives a –4 dice pool modifier to Conjuring, Assensing, Astral Combat, and Enchanting (and to Arcana for anything but spell design).
Spell Category/Spirit Aspect (10 BP): The magician is aspected towards a specific spell category/spirit correspondence of the tradition he follows. The character can cast spells or conjure spirits of that category normally, but suffers a –4 dice pool modifier for all other spell/spirit correspondences, as well as Assensing, Astral Combat, and Enchanting (and to Arcana for anything other than that spell/spirit correspondence).
Astral Aspect (10 BP): The magician can use Assensing and Astral Combat as normal, but he receives a –4 dice pool modifier for Sorcery, Conjuring, Enchanting, and Arcana.
Enchanter Aspect (10 BP): The magician can use Enchanting and Arcana as normal, but he receives a –4 dice pool modifier for Sorcery, Conjuring, Assensing, and Astral Combat.
Asthma
Bonus: 15 BP
Due to genetic predisposition, viral illness, or constant exposure to pollutants, the character has developed chronic asthma—leading to troubles with his respiratory system due to narrowing airways. Typical symptoms include wheezing, shortness of breath, chest tightness, and coughing. The character may face strong episodes of asthma when exposed to an environmental stimulant, allergen, exertion, or even stress. For rules purposes, treat Asthma as a Mild Common Allergy (p. 80, SR4) against multiple “allergens.” In addition, due to troubles with the respiratory system, the Body Rating is halved to determine the number of turns before the character starts taking Fatigue damage (p.155, SR4).
Astral Beacon
Bonus: 5 BP
The astral signature of a character with the Astral Beacon quality sticks out like a sore thumb on the astral plane. All signatures left by the character last twice as long, and others assensing the signature receive a +2 dice pool modifier. Only characters with the Adept, Magician, or Mystic Adept qualities may take this quality.
Augmentation Addict
Bonus: 10 BP
Some people can’t help themselves and become addicted to the power rush and extraordinary abilities granted by cyberware and bioware implants or other augmentations. This is typically rooted in a sense of dissatisfaction with their natural bodies and/or abilities. Such individuals develop a dangerous urge to seek out better and more interesting body modifications. Augmentation Addiction is psychologically similar to a Moderate drug addiction (see p. 248, SR4). Over time, the character will grow increasingly unhappy with enhancements he already has, especially if they fail him in any significant way. He may suffer mood swings or sudden outbursts about his inadequacies. The gamemaster can periodically call for a Willpower + Logic (1) Test, though the character will suffer a –4 dice pool modifier. If the character fails the test, he must immediately work to obtain a new modification that is either better or more exotic than any previous existing mods. If the character cannot afford a new augmentation, he will beg, borrow, or steal to get it—even from friends. The gamemaster might also call for the test whenever the character comes into contact with a wiz new piece of gear, such as seeing it in a bodyshop catalog or witnessing an implant’s performance in someone else.
Bad Luck
Bonus: 20 BP
This character is cursed—his own luck often turns against him. Whenever this character uses Edge, roll 1D6. On a result of 1, the Edge is spent, but it has the exact opposite effect intended. For example, if a character hopes to gain additional dice, instead he loses that many dice from his dice pool. If a character spends Edge to go first in an Initiative Pass, he ends up going last. If a character spent Edge to negate a glitch, Bad Luck turns it into a critical glitch.
Bad Rep
Bonus: 5 BP
A character with a Bad Rep has a dark and lasting stain on her reputation in the shadow community and even beyond. Something she did, or was falsely accused of doing, in the past has stuck and permanently tainted the way people perceive her. The character starts play with 3 points of Notoriety which cannot be removed or decreased except by confronting and resolving the source of the bad reputation. Only then may the Bad Rep quality be bought off with Karma.
Big Regret
Bonus: 5 BP
The character has done something in his past that she is embarrassed about: maybe a past as a prostitute, a leaked pr0nvideo, or a job as an Aztechnology spokesperson. It could be that she was trapped in a well as a child or was a famous baby model. The character suffers a –3 dice pool modifier to Social Tests against anyone who knows about the character’s past. The wrong person might hold it over the character’s head as blackmail. If the secret becomes too public, the gamemaster can give the character 1 point of Notoriety.
Biosystem Overstress
Bonus: 10 BP
Some people never really adjust to bioware implants, even if these are cultured. In such individuals, the constant biostress and the metabolic resources tied up lead to slower healing times and faster onset of fatigue. Characters with this quality double the normal interval for Healing Tests (p. 242, SR4) and half the base period before Fatigue sets in (p. 155, SR4). This quality is only available to characters with at least two bioware implants.
Bi-Polar
Bonus: 10 BP
A character with this quirk vacillates between periods of manic activity and bouts of depression. During manic phases, add a +1 dice pool modifier to any tests involving Agility or Reaction, but the inability to focus for extended periods of time results in a –2 dice pool modifier for tests involving Logic or Intuition. During depressive periods, the character is lethargic, feels no motivation to get out of bed, and expresses an inability to concentrate on
tasks at hand. Apply a –2 modifier to any tests involving Agility, Reaction, Logic and Intuition. Gamemasters should role a die for the character once a day. On a result of 1 or 2, the character is in a manic phase, on a 3 or 4 the character is reasonably stable, and on a 5 or 6 the character is depressed. Medication to stabilize Bi-Polar characters is available at a
cost of 500 nuyen a month, but legally requires a prescription and a valid SIN. Failing to take meds for more than 6 hours results in a die roll by the gamemaster.
Borrowed Time
Bonus: 20 BP
A character with this quality is living on Borrowed Time and may die at any moment. She may have a fatal disease, be infected with a slow-acting poison, or possess a ticking cortex bomb. In any case, her life span can be measured in months. When a character takes the Borrowed Time quality, the gamemaster secretly rolls 3D6. The result indicates the number of game months the character has to live. When the character’s time is up, she dies—(almost) nothing can save her. The character should have an appropriately dramatic death scene. This quality is impossible to buy off with Karma, but if the player changes his mind and wants his character to survive, the gamemaster may allow the player to remove Borrowed Time only by permanently burning all his current Edge. The gamemaster can decide to allow this or not only if and when the player makes the request.
Buggy ’Ware
Bonus: 5 BP per rating (max rating 4)
Some implants never should have gotten past quality control. A few develop inexplicable glitches after implantation. Others are just second hand and past their expiry date. Still others seem to bring their users bad luck. All these are grouped under Buggy ’Ware. This quality increases the chance of glitches whenever that implant is being actively used or modifies a test. Reduce the number of 1’s needed to get a glitch (p. 55, SR4) by one per rating. A specific implant must be specified as the Buggy ’Ware. The gamemaster is the final arbiter of whether this quality can or cannot be applied to any given implant. It is suggested that the quality only be applied to implants that contribute to or modify dice pools. If the implant is removed, this negative quality must be bought off at a cost of (10 x Rating) Karma (see p. 265, SR4).
Codeblock
Bonus: 5 BP
A character with the Codeblock quality always has trouble with a particular Matrix action. He receives a –2 dice pool modifier any time he attempts that type of Matrix action. Codeblock only applies to Matrix actions with an associated test; it does not apply to actions that do not
require a test (jacking out, for example). Gamemasters should not allow non-hackers to apply Codeblock towards hacking actions that they are never likely to take.
Comb at Paralysis
Bonus: 20 BP
A character with Combat Paralysis freezes in combat situations. On the character’s first Initiative Test in combat, the character only rolls half his Initiative attribute. On the second and subsequent Initiative Tests, however, the character rolls his normal Initiative. The character also receives a –3 dice pool modifier on Surprise Tests. Finally, the gamemaster should apply a +1 threshold modifier to any composure tests (see Composure, p. 138) the character must make in combat situations.
Computer Illiterate
Bonus: 5 BP
Unlike the Incompetence quality, the Computer Illiterate quality means the character is technologically uneducated to the point she has no experience at working with AR, computers, commlinks, and other electronic devices. Such characters have trouble performing even simple tasks such as sending email or instant messages, programming a trideo recorder, using an unfamiliar commlink, or performing a data search. Computer Illiterate provides a –2 dice pool modifier to all tests that involve a computer, electronic device or Matrixconnected system in any way, shape or form. Additionally, the gamemaster may require the character to make a Success Test to complete tasks her contemporaries would take for granted.
Cranial Bomb
Bonus: 10 BP
Someone has planted a cranial bomb in the character’s head (for a description of the possible headware involved, see p. 331, SR4, and p. 32, Augmentation, for various trigger types). The gamemaster decides who planted it and what that person or group wants. The player need not pay for the bomb with the character’s starting Resource points—the bomb’s a freebie. If the character manages to disarm the bomb, the gamemaster may elect to replace it with an Enemy quality, or a mental disorder (such as a Phobia, Mania or OCD) of equal BP value. This quality may not be bought off with Karma.
Cursed
Bonus: 5 BP per rating (max rating 4)
Cursed characters seem to have a love-hate relationship with magic. Though they are Awakened, magic has a way of turning against them—spells go wrong, spirits get upset, wards collapse, and adept powers fizzle. For every 5 BP gained with this quality, reduce the number of 1s necessary to get a glitch (p. 55, SR4) whenever that character is using magic. For example, a dice pool of 6 and the Cursed quality at rating 2 would trigger a glitch if a single 1 is rolled on the test. The gamemaster may also require the character to make a test for operations that would otherwise succeed automatically (such as passing through a ward the character created himself ), simply to see whether or not a glitch occurs. When describing the effects of a Curse-induced glitch, gamemasters should play up the oddity of the magical mishap. A magician summoning a water spirit might suddenly find his clothes on
fire, or an adept with Improved Reflexes might suddenly find that his shoelaces are inexplicably tied together. Note that Cursed is a Negative quality—its effects should be hindering to the character (and entertaining to others). The Cursed quality should not be seen as an “offensive ability” where the character can cause wards to collapse by touching them. The character is the one Cursed—if he’s hoping for one effect, the opposite should occur.
Cyberpsychosis
Bonus: 10 BP
Only characters with an exceptionally low Essence attribute (1 or less) should be allowed this quality. Individuals suffering from this condition become detached and distanced from the world around them. They seem to experience social interactions and strong emotions one step removed and are often subject to sociopathic or psychotic impulses. A character inflicted with cyberpsychosis incurs a –2 dice pool modifier to all Social Skill Tests. Furthermore, if the test glitches, the character acts inappropriately or violently overreacts. If the test produces a critical glitch, the character suffers a psychotic break and becomes temporarily insane—immediately becoming an NPC until such time as the gamemaster deems he has received sufficient psychiatric treatment and has returned to a semblance of normalcy.
Day Job
Bonus: 5 to 15 BP
A Day Job burdens a character with responsibilities and time constraints. While there are some advantages, such as stable income, a Day Job is a hindrance with the shadowrunning profession. The table below offers guidelines for salary and hours. The gamemaster and player can work out actual restrictions and hours of the character’s profession. The character must be a SINner or possess a fake SIN.
Dependent(s)
Bonus: 5 to 15 BP
A character with the Dependent quality has a loved one who depends on her for support and aid from time to time. Dependents may include children, parents, a spouse, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character’s time, as well as some of the character’s money. The dependent should also be a hindrance in other ways—getting underfoot, sharing living space, involving herself in the character’s affairs, borrowing the car, calling at the most inappropriate moment, etc. The gamemaster should set the Build Point value of the quality according to the needs of the dependent and the demands those needs place on the character. This quality cannot be bought off with Karma, unless the relation of dependency is first somehow resolved through roleplaying.
For 5 BP, the dependent is an occasional nuisance, dropping in on the character unexpectedly, demanding time, friendship, and occasionally money. Examples: slacker sibling, long-term boyfriend.
For 10 BP, the dependent becomes more of an inconvenience demanding time and commitment on a regular basis, getting involved in the character’s affairs; the dependent shares living space with the character. Examples: live-in lover, wife, young child, or close sibling.
For 15 BP, the dependent is close family or a life partner and lives with the character. The dependent is a regular and demanding strain on the character’s time, resources, and availability, and/or requires special care and vigilance detracting from the character’s professional responsibilities. Examples: large family, elderly parent, ailing grandparent.
Distinctive Style
Bonus: 5 to 35 BP
A character that takes this negative quality possesses at least one distinctive physical feature or unique mannerism (note that what qualifies as a Distinctive Style may vary from group to group; see the What is a Distinctive Style? Sidebar, p. 104). The quality may represent a unique look, a peculiar fashion sense, a trans- or non-metahuman modification, a unique speech pattern—anything that makes the character inconveniently attention-grabbing and memorable. Whatever type of flair the character selects, it must enable other individuals to easily remember him. Any individual who attempts to identify, trace or physically locate the character (or gain information about him via Legwork) receives a +3 dice pool modifier on all tests made during such attempts (including Perception Tests). The modifier does not apply to astral or Matrix searches. This quality may be taken multiple times by characters that possess multiple distinctive features, with cumulative modifiers. However, the maximum cumulative modifier is +6 dice. All the advanced character options in this book automatically suffer the effects of Distinctive Style and do not get a BP bonus.
Elf Poser
Bonus: 5 BP
Elf Posers are human characters who want to be elves. This desire prompts them to associate with elves as much as possible, talk like elves, and alter their appearances so that they resemble elves. Real elves consider them an embarrassment, many humans think of them as sellouts, and even the other metatypes generally consider posers to be pathetic.
Characters with this quality who have undergone cosmetic surgery to get “elf ears” and “elf eyes” may successfully pass as elves and avoid any negative Social skill modifiers associated with being a nonelf. If an elf discovers the character’s secret, however, the elf is likely to treat him with contempt and hostility (see the Social Modifiers Table, p. 131). An outed elf poser may also face stigma from other humans as “race traitors,” if those humans harbor any prejudice against elves. Only human characters may take the Elf Poser quality.
Enemy
Bonus: Variable (max. 25)
The character possesses an Enemy (or more than one). Enemies are described on p. 132 and are a constant foil and threat to the character’s activities and plans. The BP cost of an Enemy is equal to the sum of its (modified) Connection Rating and its Incidence Rating. The nature and depth of the bad blood between the two characters should be defined together with the gamemaster when the Enemy quality is chosen. The Enemy may even be a group or organization, rather than a single antagonist or rival (for more details on this option, refer to Enemies, p. 132). Enemy can easily be paired with a number of Negative qualities like Wanted and Vendetta.
Evil Twin
Bonus: 10 BP
A character with this quality frequently gets mistaken for someone else whose reputation is even worse than his own. Perhaps this person is a crooked politician, a well-known Humanis Policlub member, or a criminal that got significant media coverage. Mothers with young children cross the street when they see the character coming, police drones frequently stop him, and there’s always a hassle when they run his ID. He gets little to no service in restaurants. Electronic flyers are spread to all his neighbors when he moves, warning them about him. Whenever the character’s doppelganger commits another crime, or gets caught in another political sting, the character gets media camping out on his doorstep and occasionally gets hauled in to the police station by surly officers (who never apologize later).
Flashbacks
Bonus: 5 or 10 BP
The Flashbacks quality causes a character to experience vivid memory-based sensory hallucinations. These flashbacks are always triggered by specific stimuli. For example, a character that was tortured by a corporate interrogator might experience flashbacks of the torture whenever she sees the corp’s logo. Any time a character with Flashbacks encounters a potential flashback trigger, she must make a Willpower + Intuition (3) Test. If the test fails, a flashback occurs and incapacitates the character for 1D6 minutes. The character cannot take any useful action during that time. Players whose characters have the Flashback quality should confer with the gamemaster to devise an appropriate flashback
trigger before beginning play. The trigger condition can be a particular sight, smell, sound, taste, idea and so on. The condition should be something that the character will encounter a few times during a game. If the trigger is too common, the character may end up experiencing flashbacks all the time. If it is too rare, the character may never experience any.
For 5 BP, the trigger is relatively uncommon; something the character will encounter once every few weeks.
For 10 BP, the trigger is relatively common; something that would be encountered at least once per adventure.
Focus Addiction
Bonus: 5 to 30 BP
Focus Addiction is a variant of the regular Addiction quality (p. 80, SR4). A magician or adept who relies too much on the power granted by foci eventually forms a mental and spiritual dependence on them, even to the point of becoming magically impotent when they are dormant or missing. Note that if a character has a focus addiction, this assumes that the character has already bonded to at least one focus. Players should keep this in mind, as the gamemaster may require the player to spend BPs on buying and bonding foci. Buying and bonding foci isn’t necessarily required, however; it’s theoretically possible that a starting character could be addicted to foci he once had in the past, but is no longer presently bonded to, for whatever reason (players will likely need a good reason if they’re going to convince the gamemaster). Of course, if this is the case, then the character begins play under the effects of withdrawal.
Mild (5 BP): At this level of addiction, few magicians recognize they have a problem. Mild focus addicts keep their foci active more often and use them regardless of whether they need the extra power or not. Some magicians begin to experience a euphoric psychosomatic “crackle” as they tap into foci. The addict suffers a –2 dice pool modifier to Focus Addiction Tests, Drain Tests, and to resist using foci.
Moderate (10 BP): The addiction at this level is marked— the magician refuses to take off or turn off foci under any circumstances, and many become obsessed with gaining more foci to supplement their abilities. Magicians at this level of addiction may become inebriated with power after magical activities, and while recovering from Drain often exhibit mood swings and slurred speech. The addict suffers a –4 dice pool modifier to Focus Addiction Tests, Drain Tests, and to resist using foci.
Severe (20 BP): Magicians at this level of addiction are out of control, constantly using their magical abilities to tap into the foci. Many addicts begin to neglect their physical bodies in a blasphemous parody of ascetic principles. The inebriation experienced in earlier addiction gives way to momentary relief from the aching loss of not using foci. Some addicts turn to drugs or BTLs to compensate for when they are too drained to use magic. The addict suffers a –6 dice pool modifier to Focus Addiction Tests, Drain Tests, and to resist using foci.
Burnout (30 BP): This is the same as a Severe addiction, except the addict has been in this state for some time and is experiencing the tell-tale signs of habitual use on his aura. Using foci at this level of addiction is physically painful for the addict, but even this comes as welcome relief from the hell the character’s body has become. Reduce the character’s maximum Magic attribute by 1. If the character does not kick the habit soon, he will continue to lose Magic at a rate determined by the gamemaster until he burns out.
Geas
Bonus: 10 BP
Geas (plural geasa) means “bond” in old Gaelic. In Shadowrun, a geas is a restriction an Awakened character voluntarily imposes on his own magical power. Perhaps he could never fully embrace the radical world paradigm of the Awakened, and the geas is a symbolic gesture to establish one last tie to reality. Or perhaps he may have suffered a traumatic loss of power, and he made up the geas to reassure himself that he’s still got the touch. Regardless of the reason, if an Awakened character cannot fulfill the terms of the geas, then
he finds it harder to manipulate magic, effectively becoming less powerful. When the character takes this quality, he must declare what type of restriction his geas imposes. A geas must be something that affects all of an Awakened character’s magical abilities and should not duplicate an existing limitation. If the geas consists of a special action, the character must have performed it within the past 24 hours to fulfill the geas. Likewise, if the geas consists of avoiding an action, then it is broken for 24 hours after the character performs the act. (This type of action must be ordinary and normally necessary in the character’s life; avoiding a special circumstance that occurs infrequently with no hardship to the character isn’t much of a limitation.) A character may take the Geas quality multiple times, each time specifying a different condition. If a character breaks the terms of his geas, then his Magic attribute is effectively reduced by 1 point until the geas is again fulfilled. If a character has taken multiple geasa, breaking one geas breaks all of them, and the Magic loss is equal to the total of all geasa taken. If breaking geasa reduces the character’s Magic to zero or less, the character temporarily loses the ability to use any magic and effectively becomes mundane. An adept whose Magic is reduced by not fulfilling a geas must choose 1 full Power Point worth of adept powers per geas; these powers will not function if any of the geasa are not fulfilled and the adept’s Magic is reduced. Mystic adepts must also specify if Magic loss from breaking a geas affects their magic skills or adept powers. Awakened characters crippled by broken geasa are in a dangerous position, as there is a real chance that such a loss could become permanent. If a character suffers a crisis of confidence while a geas is broken, Magic losses from geasa become permanent (see Acquiring Geasa in Play, p. 29). If the gamemaster allows it, geasa may be worked off with effort and karma in the same way as other Negative qualities (see p. 265, SR4). Listed below are some common examples of geasa that characters can impose on themselves:
Condition Geas: You must specify a personal condition to do magic. For example, you must be astrally perceiving, unwounded, sitting in the lotus position, drunk, and so on. When you’re not in this condition, the geas is broken.
Fasting Geas: If the character eats, drinks, or accepts any nourishment other than water, this geas is broken for the next 24 hours.
Gesture Geas: This geas requires the character to gesture visibly and freely to work magic. (This does not require the character to spend an additional action; it’s part and parcel of the appropriate Magical Skill Test.) If the character is tied up, cuffed, paralyzed, or otherwise unable to move hands and arms, the geas is broken. A variation of this geas is dancing, which also requires the character to be able to move his legs and body.
Incantation Geas: The character has to speak, chant, or sing in a loud voice to make magic. If the character is gagged, has lost his voice, or otherwise cannot speak clearly and audibly, the geas is broken.
Location Geas: You specify a location where your magic works. Most urban types, for example, choose the city. In any other area, the geas is broken.
Mentor’s Geas: This geas restricts Awakened characters who follow a mentor spirit to performing only magic that provides a dice advantage. For example, a magician following Dog could only cast Detection spells and summon spirits of man while fulfilling the geas. Doing any other magic breaks the geas. Only magicians with the Mentor Spirit quality may take this geas.
Ritual Geas: The character must have performed a specific action within the past 24 hours to fulfill this geas. For example, the character must have bathed in natural spring water, prayed towards Mecca, had sexual intercourse with a partner, or whatever. If this action hasn’t been performed, the geas is broken.
Talisman Geas: The character must use a specific fetish, called a talisman, to perform magic (see p. 81 for rules on creating talismans). To qualify as a talisman, an item must have at least three distinct characteristics describing it (for example, “a quartz crystal set in a silver medallion, hung on a gold chain”). If the character isn’t prominently holding or wearing the talisman, the geas is broken. If it is lost, confiscated, or destroyed, the character must retrieve it or get another one very similar to the original. In some cases, a talisman may be irreplaceable, such as the locket from a deceased loved one, and must be retrieved. If an irreplaceable talisman is destroyed, then the character suffers permanent Magic loss, as detailed below, and the geas is eliminated.
Time Geas: You specify a time when the character’s magic works. If your character uses magic at any other time, the geas is broken. The time can be day or night, a single season of the year, or a specially designated time period of observance (summer, for example). Similarly, you can specify a certain time when the geas is broken (for example, the Sabbath,
Lent, or Ramadan).
Gene Freak
Bonus: 10 BP
The Sixth World is full of things that endanger normal genome expression, including Awakened dangers, environmental pollution, unpredictable mutagenics, and secret experimentation. Gene freaks are the extreme result of such genetic tampering, whether hereditary or accidental. Characters with this quality suffer an unexpected genetic disorder that manifests as ugly and visceral physical deformities. The character suffers a –3 dice pool modifier on all Social Skill Tests not done via the Matrix and a +2 dice pool modifier for all Intimidation Tests. The character and gamemaster should negotiate to decide on a deformity that is suitably negative. Gene freak characters might also have developed personality quirks or aggressive behavior from years of social rejection.
Gremlins
Bonus: 5 BP per rating (max rating 4)
Characters with the Gremlins quality never seem to get along with technology. Devices malfunction inexplicably in the character’s hands, software constantly crashes whenever he uses it, components become unusually fragile at his touch, and wireless links suffer faltering connections and odd interference. For every 5 BP gained in this quality, reduce the number of rolled 1s necessary to get a glitch (p. 62) by 1 whenever the character is attempting to use a moderately sophisticated device (late 20th century technology or later). For example, a character with a dice pool of 8 and Gremlins Rating 2 (10 BP) would trigger a glitch if two or more 1s result from the test. The gamemaster may also require the character to make a test for operations that would otherwise succeed automatically, simply to see whether or not a glitch occurs. When describing the effects of a Gremlin-induced glitch, gamemasters should play up the notion of a particularly weird mechanical or electronic malfunction. For example, if a Gremlin-plagued character glitches while shooting a pistol, the clip might inexplicably fall out of the gun, or the slide might jump off the rails and go flying into the distance. Similarly, if the character was using a commlink to access a restricted node, the language interface might suddenly convert into Lithuanian for no apparent reason. Note that Gremlins is a Negative quality—its effects should be hindering to the character (and entertaining to others). Gremlins should not be used as an “offensive ability,” where a character causes his opponent’s high-tech toys to fall apart merely by touching them. Consider Gremlins to be a curse on the character—if he wants the technology to fail, then it should be more likely not to. This effect only applies to external equipment and does not affect cyberware, bioware, or other implants.
High-Maintenance Implant
Bonus: 5 BP
This option is only available to characters who possess at least one cyberware implant. A particular implant possessed by that character suffers from some sort of unfixable glitch that requires constant vigilance and maintenance and periodically causes it to fail and shut down. The high-maintenance implant should be one that has an active function, rather than some sort of passive support (ie. wired reflexes but not bone lacing). If the character does not take the time to perform maintenance on a weekly basis, requiring a Cybertechnology + Logic (8, 1 hour) Test, the implant will simply cease to function. At the gamemaster’s discretion, the implant may also fail at other inopportune times, such as rolling a glitch on any test affected by the implant. If the implant is removed, this negative quality must be bought off at a cost of 10 Karma (see p. 265, SR4).
Hung Out to Dry
Bonus: 10 BP
For a reason chosen by the gamemaster, the character’s contacts suddenly dry up—no one will talk to her. The character can try to find out what happened, or simply get on with her life. The effects of this quality are intended to be resolved through role-playing. If desired, the resolution of this quality can even become the subject of an entire subplot. Such a story line can provide an opportunity for the character to redeem her reputation among her Contacts or further antagonize them until they become Enemies (see p. 132) and the character ends up with a permanent Notoriety.
Illiterate
Bonus: 10 BP
Despite the omnipresence of iconography, voice recognition and talking AROs in communications, the written word is still a useful tool for conveying nuanced and detailed information. While many people in the Sixth World are barely literate, an Illiterate character never learned to read at all (maybe she grew up on the streets, or in an isolated rural or wilderness setting). These characters must rely on other characters or technology to translate written information for them. Illiterate characters can use commlink software in conjunction with built-in scanners or cameras to translate written words to sound. They can also learn to use computer programs that rely on icons rather than written commands and instructions; however, such characters receive a –4 dice pool modifier to all computer-related tests and cannot have a Computer Skill higher than 1. Finally, Illiterate characters may not take any Academic, Professional, or Interest Knowledge skills that require reading, either during character creation or in play (until the quality is bought off with Karma).
Implant-Induced Immune Deficiency
Bonus: 10 BP
Cyberware and bioware users sometimes suffer from a number of health problems as the natural balance of their metabolisms is thrown off by modified organs and systems. The demands of their augmented biologies and the body’s continuous attempts to adjust to the implants can lead to decreased immunity to pathogens, poisons, and other compounds. Characters with this quality suffer a dice pool modifier of –2 on all Body Tests to resist the effects of diseases, drugs, toxins, and other compounds (including Physical Addiction Tests and Disease Resistance Tests). This quality is only available to characters with bioware or cyberware implants and an Essence of 5 or less.
Incompetent
Bonus: 5 BP
A character who is Incompetent possesses a total lack of knowledge or ability with a certain Active skill. If this quality is taken, the player must specify an Active skill in which the character is Incompetent. Incompetent may not be applied to Language or Knowledge skills. The character is treated as having a skill level of “unaware” for that particular skill (see the Skill Ratings Table, beginning on p. 119 for more information). In some cases, a Success Test may be required to perform certain tasks that most people take for granted. Characters may not possess that skill, nor may they default on it. Gamemasters are free to reject any choices that would prove irrelevant or exploitative in actual play (ie. such as Incompetent: Pilot Aerospace in a campaign where characters are street-level gangers). Incompetent may be purchased more than once, choosing a separate skill each time.
In Debt
Bonus: 5 to 30 BP
The character is indebted to a third party, usually an underworld syndicate, large gang or corporation, chosen by the player with gamemaster approval. For every 5 BP taken, the character receives an extra 5,000¥ at character creation; this money can be above and beyond the normal 50 BP cap for gear. The character then owes her creditor that much plus another 50 percent. The amount owed increases 10 percent every month, as compound interest. If the character is unable to pay at least the interest amount each month, the creditor may send someone looking for her.
Infirm
Bonus: 20 BP
The Infirm quality represents a character with substandard physical fitness. Infirm characters could be old or simply quite ill, or they may be individuals in poor health who neglect their physical well-being, such as “couch potato” hackers or magicians. The cost for learning or improving Physical skills is twice normal (including at character creation) for Infirm characters, and they may never learn any Physical skill groups. Additionally, Infirm characters are treated as “unaware” in any Physical skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 118), and they may not default on skill tests for that skill. The quality does not affect performance in Physical skills the character possesses.
Judas
Bonus: 10 BP
The opposite of Deep Cover, the character is an infiltrated sleeper agent for an antagonist of the character’s group: she is not who she thinks she is, and she doesn’t even suspect she is going to betray everyone around her … until the trigger comes. She acts as she would normally, and cannot warn her comrades, because her true nature and mission are hidden behind a layer of conditioning and personality programming.
Liar
Bonus: 5 BP
This character is known to be a compulsive liar, and sounds insincere even when he’s telling the truth. Every time a character with this quality addresses someone, the gamemaster rolls 1D6. On a result of 1, the person or contact being addressed assumes that the character is lying. On any other result, the addressee believes the character. The next time the character meets the person who “caught him lying” (that is, the person to whom he was talking when he rolled the 1), the person refuses to believe the character on a result of 1 or 2. The chance of being “caught lying” increases by 1 for every encounter with this person thereafter. Once the character gets “caught lying” three times by the same individual, the character gains a point of permanent Notoriety. If the person in question is a contact, his Loyalty rating decreases by 1. If Loyalty was already at 1, the character loses that contact permanently.
Lost Loved One
Bonus: 5 BP
The character is obsessed with the unexplained disappearance of someone near and dear. The person (defined when the quality is taken) vanished in mysterious circumstances and hasn’t been seen or heard of since. The character with this quality feels compelled to find the missing person at any cost. She must succeed in a Willpower + Logic Test (2) to resist following any lead the gamemaster may wish to throw in her direction (be it a solid lead or a red herring). The effects of this quality are intended to be resolved through roleplaying. If desired, the resolution of this quality can even become the subject of an entire subplot.
Low Pain Tolerance
Bonus: 10 BP
Characters with Low Pain Tolerance are particularly sensitive to pain; they incur a –1 wound modifier for every 2 boxes of cumulative damage, instead of the normal 3 boxes.
Mental Handicap
Bonus: 10 per level (max 3 levels)
The individual suffers from one of several forms of mental handicap—natural or induced. This can be a result of brain injury, genetic mental retardation, or any of several genetic anomalies. The character suffers a –1 dice pool modifier to any Tests involving Logic and Willpower per level of this quality.
Mysterious Implant
Bonus: 5 to 25 BP
The character has a mysterious implant in her body of which she is unaware. The gamemaster chooses the implant, and the character does not become aware of its existence until the gamemaster chooses to reveal it—perhaps by having it kick in at an inconvenient time or show up on a detector when the character tries to travel or pass unnoticed into a corporate environment. To avoid detection, the Mysterious Implant may even be hidden within another implant such as a cyberlimb or nanohive. If and when the character discovers and eliminates or otherwise neutralizes the implant, the gamemaster may choose to replace the implant with an appropriate Negative quality like Amnesia, Enemy or Phobia/Mania (p. 164, Augmentation).
Mystery Mod Noise
Bonus: 5 BP
This option is only available to characters who possess at least one cyberware implant. A particular implant possessed by that character emits an intermittent and subtle but annoying noise even when not in active use, akin to a metallic whir, high-pitched whine, gas-like bubbling, or something similar. A particular implant must be chosen to suffer from the condition and should be an externally-accessible implant with moving parts, like a cyberarm. The noise may not be eliminated, no matter the repairs or lubrication efforts, though it may be muffled with heavy clothing or Silence spells. The gamemaster determines when the irritating noise is active. The noise applies a +2 dice pool modifier to any Hearing Perception Tests made against the character. If the implant is removed, this negative quality must be bought off at a cost of 10 Karma (see p. 265, SR4).
Nano Intolerance
Bonus: 5 BP
Some immune systems react more strongly than others to nanoware. This may be because of some DNA quirk that makes protein-matching imperfect or simply the immune system’s hypersensitivity. Regardless, the character’s natural immune system and metabolism rid themselves of free-floating nanoware much faster than usual. Nanoware systems in nano-intolerant characters degrade 1 rating point every 4 days (instead of a week). This quality may not be taken at character creation by characters who possess nanohives. If the character has a nanohive implanted, the quality must be bought off at the cost of 10 Karma (see p. 265, SR4).
Night Blindness
Bonus: 5 BP
When limited by this quality, a character’s (natural) eyes do not adapt to well to darkness and he has difficulty operating in dimly lit environments. This quality adds an additional –2 dice pool modifier to any other visibility modifiers in any lighting conditions worse than normal daylight (or the equivalent). This quality is incompatible with the Blind quality and with cyber or bio-replacement of the eyes.
Oblivious
Bonus: 5 BP
An Oblivious character often fails to notice glaring details (this quality may result from a short attention span or some other perceptual problem). Such characters increase the threshold of any Perception tests by +1, including Astral Perception tests. The quality does not affect combat modifiers for vision or range.
Ork Poser
Bonus: 5 BP
Influenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human character who alters his appearance to appear as an ork. Various cosmetic biomods—tusk implants, steroids, larynx alterations, etc.—allow the character to successfully pass as an ork. Ork posers are an embarrassment to many orks, and an ork who discovers the secret may treat the character with hostility. Other orks, however, might be willing to let the character join the “family”—provided he passes an appropriate hazing ritual to prove his “orkness,” of course. An outed ork poser may also face stigma from other humans or elves as “race traitors,” if those humans/elves harbor any prejudice against orks. Only humans and elves may take the Ork Poser quality.
Pacifist
Bonus: 5 or 10 BP
The Pacifist quality makes a character unusually principled and humane for the dark streets of 2070. If the quality is taken at 5 BP, the character actively avoids needless violence and will not kill unless in self-defense (and even then, she will do so as humanely as possible). Such characters cannot participate in premeditated murders or wetwork and are compelled to dissuade their fellow shadowrunners from embarking on such operations. If the quality is taken at 10 BP, the character has severe moral qualms about any violence and will refuse to harm any living creature that possesses more intelligence than a gnat, regardless of the provocation. If she does, she is overcome by a deep depression, during the onset of which the character refuses to do anything other than eat, sleep and go about her daily routine. Such a state typically lasts several weeks, but may vary at the gamemaster’s discretion. Some individuals respect the restraint of Pacifist shadowrunners, while others consider them useless wimps.
Paranoia
Bonus: 10 BP
While Paranoia may be considered a survival trait in the shadows, a character with this quality thinks everyone is out to get her, either because she knows too much, or because they think she does. The character is subject to a –3 dice pool modifier in any interaction with unfamiliar individuals or with Contacts whose Loyalty rating is below 4. She must also change addresses every couple of months for fear of being located.
Paraplegic
Bonus: 10 or 15 BP
Typically, Paraplegic characters are paralyzed from the waist down. Such characters can perform physical tasks that do not require the use of their legs and can move around via wheelchair (or wheelchair drone). Paraplegic individuals are invariably victims of severe nerve damage, and replacement is not always an option. The Paraplegic quality cannot be treated with cyberware, though certain gene therapies and nanotechnologies may repair the damage (requiring the character to buy off the quality with Karma per standard rules during recovery). The Paraplegic quality has no effect on a character’s abilities in the Matrix or in astral space. Characters with the Paraplegic quality can and often do become highly effective hackers, riggers, and magicians. Characters cannot take both the Paraplegic and
Quadriplegic qualities. For 15 BP, the Paraplegic character has lost the use of his upper limbs with all the resulting handicaps thereof. The BP bonus of this quality is reduced by 5 BP if the character enjoys a Full Immersion Lifestyle (p. 38, Unwired)
Poor Self Control
Bonus: 5 to 15 BP
This quality groups several different personality traits, all of which reflect poor self-restraint and different antisocial behavior. Each is presented as a quality with a BP cost. Poor Self-Control can be taken multiple times, but only once for each option. All these options are incompatible with the Common Sense quality and use the Composure Test (p. 130, SR4).
Braggart (5 BP): While bragging is one way to bolster a character’s reputation, this quality means the character doesn’t know when to quit. She will claim that things she did were better, tougher, and just that much cooler than anything anyone else has done. The character will also falsely claim to have done things if doing so means she can one-up a rival. The character must succeed in a Composure (2) Test to back down from a story or boast.
Thrill Seeker (5 BP): This quality means the character tends to jump into risky situations without considering possible consequences and dangers. When confronted with an obviously risky proposition or dangerous situation, the character must make a successful Composure (2) Test to avoid blindly jumping into the thick of things.
Compulsive (5 to 15 BP): Compulsive characters possess a specific compulsive behavior over which they have little or no control. The value of this quality depends on how troublesome and dangerous the behavior is for the character. For example, a character who is compulsively tidy won’t be more than the casual nuisance to his teammates; his Compulsive quality might be worth 5 BP. By contrast, a decker who compulsively breaks into
high-level corporate nodes would have a Compulsive quality of 15 BP. Resisting a compulsion requires a successful Composure (2) Test.
Vindictive (10 BP): Vindictive characters are especially vengeful and go out of their way to correct any slight against them, no matter how small. The retribution varies according to the slight. A simple insult might call for a coldly delivered threat or a punch in the face, while an injury almost always calls for the blood of the offending individual. Vindictive characters will carry grudges for a long time; cross them once and you are on their hit list forever. To resist the urge to pay back a slight, a successful Composure (2) Test is required.
Combat Monster (10 BP): A character with the Combat Monster quality becomes irrationally vicious in combat situations. The character is unlikely to willingly turn his back on an ongoing fight after the first blow has been delivered—even if outnumbered and losing. The character must make a Composure (2) Test to break away. Otherwise, the character can only break away if he kills or disables all his opponents. Combat Monster is incompatible with the Combat Paralysis quality.
Prejudiced
Bonus: 5 to 25
The character is (unjustifiably) prejudiced against members of a specific group of people: metahumans, an ethnicity, artists, gays, or some other group. He not is not only intolerant, but may actually be outspoken about his beliefs and may actively work against the group. Depending upon the degree of prejudice, this quality may get the character into trouble for expressing his views or when forced to confront the targets of his prejudice. The BP bonus granted by this quality varies depending upon the “commonness” of the hated group and the degree to which the character is openly antagonistic to that group. Refer to the Prejudice Negative Quality Table as a guideline when choosing the prevalence of the hated group and the degree of prejudice for purposes of calculating the BP value of the quality. Prejudiced character must succeed in a Willpower + Intuition Test to back down from a confrontation (verbal, physical, or professional) with a representative of the hated group. The Threshold of this Test varies by the degree of prejudice; see Confrontation Threshold on the Prejudice Quality Table, at right.
Quadriplegic
Bonus: 20 BP (10 BP if character possesses Full Immersion Lifestyle)
Quadriplegic characters are paralyzed from the neck down and cannot perform physical tasks of any kind. The Quadriplegic quality does not affect a character’s Attributes or use of Mental Skills. Use the character’s Physical Attributes for calculating abilities such as Reaction per standard rules. If desired, a character with the Quadriplegic quality may take the Infirm quality as well. Characters with the Quadriplegic quality require permanent hospital-grade care (High Lifestyle Costs) and the attention of hired medical attendants or programmed robot drones to perform physical tasks for them. The Quadriplegic quality cannot be treated or cured with cybertechnology or magic. Characters cannot take both Quadriplegic and Paraplegic. The Quadriplegic quality has no effect on a character’s abilities within the Matrix or in astral space. Characters who resort to the Full Immersion Lifestyle (p. 38, Unwired) only receive 10 BP from taking this quality.
Records on File
Bonus: 10 BP
One or more megacorps (chosen when the quality is taken) possesses a relatively up-to-date record of the character’s SIN, biometrics, personal, and possibly medical data. This may be the result of some prior encounter, professional relationship, or previous affiliation. This quality provides agents of the corporation with a +6 dice pool modifier to any tests to identify the character through SIN, biometrics, facial or biometric recognition, or medical data. It also provides a +2 dice pool bonus to Legwork attempts to track her down. Fortunately for the character, corporations cherish their intelligence and do not usually share information willingly with their competitors, or even other organizations. However, this quality may also provide the corp with leverage or blackmail material against her in the future.
Reduced (Sense)
Bonus: 5 to 15 BP
For each level taken in this quality, one of the character’s natural senses (vision, hearing, touch, smell, taste, astral sight, and so on) is impaired to some extent. For 5 BP, the affected sense is only partially reduced, resulting in a –3 modifier to any Test involving that sense.
For 10 BP, the chosen sense is completely reduced and the character suffers a –6 modifier to all Tests towards which the sense might contribute.
For an additional 5 BP (10 or 15 BP), the reduced sense is the result of a neurological dysfunction—for instance a problem with the occipital lobe of the brain—this renders the character incapable of hearing sound directly, via organ replacement, and through direct simsense stimuli. This type of sense reduction cannot be repaired with surgery or gene therapy (though such possibilities are open at the gamemaster’s discretion).
Blind/Reduced Sight (10 BP): A character with Fully Reduced Sight is legally blind and receives a –6 dice pool modifier for all vision-based Tests. Note that since their astral perception is not a visual sense, Awakened characters with the Blind quality may still perceive astrally, though gamemasters are advised to strictly apply the Astral Visibility modifiers on p. 114 of Street Magic.
Deaf/Reduced Hearing (10 BP): A character with Fully Reduced Hearing is deaf and cannot hear. The character cannot make Perception Tests based solely on hearing, and receives a –6 dice pool modifier for any tests in which hearing is a factor (such as Surprise Tests).
Scorched
Bonus: 5 BP (10 BP for hackers/technomancers)
A Scorched character had a nasty experience (or experiences) with Black IC or BTLs in the past, suffering near-permanent effects. The character receives a –2 dice pool modifier to any Willpower-related tests made when facing Black IC or BTLs. This does not include Damage Resistance Tests, but does apply to tests to jack out, log off, resist the effects of Psychotropic IC, or resist addiction.
Sensitive Neural Structure
Bonus: 5 BP (10 BP for hackers/technomancers)
A character with a Sensitive Neural Structure has a particularly delicate nervous system, making him more vulnerable to neural damage from BTLs, Black IC, dumpshock, and other damaging forms of simsense. When resisting damage from Simsense, the character receives a –2 dice pool modifier.
Sensitive System
Bonus: 15 BP
A character with the Sensitive System quality has immuno-suppressive problems with implants. Double all Essence losses caused by cyberware implants. This quality does not affect Essence losses for bioware.
Sensory Overload Syndrome
Bonus: 10 BP
Sensory Overload Syndrome is a recently identified psychosomatic disorder, an offshoot of AIPS with a similar pathology to epilepsy. The condition has been tracked back to high stress levels and excessive sensory input overwhelming the occipital lobe’s capacity to process it. Individuals with this quality have extreme cases of SOS and are vulnerable to epileptic seizures when subjected to Augmented Reality-saturated environments (including spam zones). It is up to the gamemaster to decide if an environment is an SOS risk, but as a guideline nightclubs, shopping malls, and spamzones should be considered danger zones. Seizures typically last up to 5 minutes and throw the character into violent convulsions and temporary blindness that render her unable to control her movements or speak. No treatment is currently available for the disorder. While deactivating her commlink or image link is enough to “immunize” the character from SOS, the fact that most spamzones are not clearly identified means a character may walk into one without warning and must either always have their commlink off or in hidden mode.
Signature
Bonus: 10 BP
For whatever reason, a character with the Signature quality feels compelled to announce her involvement in a mission or run. This typically involves leaving behind some signature item or telltale that can be identified as the character’s unique trademark (ie. such as leaving a chess piece at the scene of a crime, or using a unique weapon to perform wetwork). Typically, a Signature is enough to identify the character among those who are aware of her Reputation. A Signature provides a dice pool modifier equal to the character’s Street Cred (p. 257, SR4) to anyone making tests to trace the person to whom the Signature belongs (including Legwork and Data Search Tests).
Simsense Vertigo
Bonus: 10 BP (15 BP for hackers/technomancers)
Characters who suffer from Simsense Vertigo experience feelings of disorientation whenever they work with augmented reality, virtual reality, and simsense (including smartlinks, simrigs, and image links). Such characters receive an extra –2 dice pool modifier to all tests when interacting with AR, VR, or simsense.
SINner
Bonus: 5 or 10 BP
The character was born with or somehow acquired a legal System Identification Number, or SIN (see Identification, Please, p. 266). This means the character’s real identity, personal history, biometric data, credit records, medical history, travel history, etc. are stored and accessible in numerous databanks. This does not mean the character is required to use that SIN, merely that a legal record of him does exist (and may serve as a detriment some day). At 5 BP, the character has a standard SIN and is a bona fide citizen of the nation or extraterritorial megacorp of his choice. At 10 BP, the character has a criminal SIN, meaning that the character also has a verifiable criminal record on file, and likely served prison time in the past. As many law enforcement agencies share their data, this means that character is more likely to be identified if linked to a crime.
Spammed
Bonus: 5 BP
The character’s SIN is just a digit off from another person’s, who seems to spend all her time online shopping. The character gets all the ads corporate marketers send to the other person, plus all her own! As a result her inbox is constantly overflowing with spam, and she is constantly inconvenienced by telemarketers and viral spam. Marketing databases attribute large purchases of online porn or other expenses of questionable taste to the character. She gets the occasional wrong bill and may suffer legal prosecution if she doesn’t pay, and her credit report reflects multiple late payments or defaults (restricting access to loans and special banking services such as certified credsticks). Anyone doing research on the other person (such as potential employers) will invariably come away with a very negative image of the character.
Spirit Bane
Bonus: 10 BP
A character with the Spirit Bane quality really torques off a certain type of spirit (see Spirits, p. 302). These affected spirits are likely to harass the character when he is in their presence and they may be reluctant to obey or perform favors for the character or his friends. If ordered to attack a party that includes the character, these spirits will single the character out first in an attempt to destroy him. This quality may be taken by any characters, not just magicians, and magicians may possess this quality for a type of spirit that is not part of their magical tradition.
Temporal Lobe Epilepsy
Bonus: 10 BP
A fortunately rare problem among highly-cybered individuals, temporal lobe epilepsy with complications (TLE-x) is a chronic degenerative condition believed to be caused by neurological stress caused by excessive cyber implantation. Characters who take this quality start play with the TLE-x disease described on p. 132. If the character ever undergoes corrective gene therapy or brain surgery to correct the condition, the quality must be bought off at the cost of 20 Karma (see p. 265, SR4).
Uncouth
Bonus: 20 BP
Uncouth characters are antisocial or sociopathic and have a difficult time interacting with others. The cost for learning or improving Social skills is twice normal for Uncouth characters (including at character creation), and they may never learn any Social skill groups. Additionally, Uncouth characters are treated as “unaware” in any Social skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 118). The gamemaster may require the character to make Success Tests for social situations that normal people would have no problems with.
Uneducated
Bonus: 20 BP
An Uneducated character has grown up far away from the modern sprawl and is thus ignorant of modern society in general, possessing only a rudimentary knowledge of reading, writing, and arithmetic. This quality is fitting for characters who grew up in primitive societies or back-to-the-land anti-technological communes (for example, Amazonian primitives, Luddite collectives, or NAN pinkskins). This quality also applies to certain sentient paracritters that have developed their own primitive society (such as shapeshifters, naga, and merrow). Characters with the Uneducated quality are considered “unaware” in Technical, Academic Knowledge, and Professional Knowledge skills they do not possess (see Skill Ratings, p. 118), and they may not default on skill tests for those skills. The gamemaster may also require the character to make Success Tests for ordinary tasks that the typical sprawldweller takes for granted. Additionally, the Karma cost for learning new skills or improving existing ones in these categories is twice normal (including at character creation), and the character may never learn skill groups belonging to these categories.
Vendetta
Bonus: 5 BP
This quality means the character is deeply entangled in a blood feud with an Enemy individual or group. Whatever the initial cause, the vendetta has become as much an issue of face, honor, and reputation as vengeance. The Vendetta quality means that the character is driven into an ongoing exchange of hostile and retaliatory acts and cannot resist an opportunity to confront her foe. The character must also take the Enemy quality (with an Incidence rating of at least 4). In play, should she encounter the Enemy, she must succeed in a Composure (3) Test to not confront him/her violently. She must always pursue the Vendetta in any way she can if an opportunity presents itself. However, should the target of the Vendetta be killed or neutralized somehow, someone will take up the vendetta in his place (unless the quality is bought off ).
Wanted
Bonus: 10 BP
For some reason (defined when the quality is taken), the character is wanted by the authorities, has a bounty on her head, or a mob contract hanging over her. Such bounties/contracts shouldbe worth at least 20,000 nuyen. Unlike characters with Enemies, a Wanted character is not constantly harassed by a single opponent (though the two can be combined). Instead, she will be hunted by anyone who becomes aware of the bounty and is interested in collecting it. It is up to the gamemaster how much this quality impacts the game, but, as a rule of thumb, it should come up at least once every other adventure. This quality may not be bought off, until the reason the character is wanted is resolved through role-playing.
Weak Immune Sy stem
Bonus: 5 BP
A character with the Weak Immune System quality is more susceptible to infection by disease than normal. The character gains a –2 dice pool modifier to any tests for resisting diseases. Weak Immune System often results from immuno-suppression treatments used in
cybersurgery and bio-genetic procedures, so it’s reasonable to believe that characters that
have undergone extensive body modification are more likely to acquire this quality.
Adept
Cost: 5 BP
Adept characters use their magic in a radically different way than other Awakened characters, by channeling magic through their bodies and minds; they do not cast spells or conjure spirits, nor do they typically have access to astral space (see the Astral Perception adept power, p. 195). Instead, adepts develop powers that improve their physical and mental abilities. A character with this quality is an adept and starts with a Magic attribute of 1, which can be increased like any other attribute up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). A character with this quality cannot take the Magician, Mystic Adept, or Technomancer qualities. Characters with the Adept quality get a number of Power points during character creation equal to their Magic attribute. These Power points are used to buy specific adept powers (see p. 195). Additional Power points can be gained by increasing the character’s Magic attribute through the expenditure of Karma. Note that the Magic attribute cannot be raised above the natural maximum of 6 without initiation (see Initiation, p. 198). The adept is fully described on p. 195 of The Awakened World chapter; a sample adept character appears on p. 104. Though this quality is inexpensive, gamemasters should be careful not to allow it to be abused. It should only be taken for characters that are intended to be played as adepts.
Adrenaline Surge
Cost: 15 BP
The Adrenaline Surge quality allows a character to act first in the first Initiative Pass of a new combat (and only the first), regardless of their actual Initiative Score. The character need not expend Edge to do so, and may not combine the effects of Edge use on initiative with Adrenaline Surge. If other characters also have Adrenaline Surge or spend Edge to go first in the same pass, those characters act first in order of their Initiative Scores, then, all other characters involved in the combat get to go according to their Initiative Scores.
Ambidextrous
Cost: 5 BP
The character can use and handle objects equally well with both hands. The character does not suffer any modifiers for using an offhand weapon (see p. 150). When using two weapons at once, however, the character must still split his dice pool.
Analytical Mind
Cost: 5 BP
The Analytical Mind quality represents the uncanny deductive and logic ability some individuals possess to intuitively crack ciphers, solve puzzles, and sift through data. This quality gives the character a +2 dice pool modifier to any Logic Tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles. This quality also provides a + 2 dice pool modifier to any Data Search and Software Tests.
Animal Empathy
Cost: 10 BP
A character with Animal Empathy has an instinctive feel for handling animals of all kinds. The character receives a +2 dice pool modifier for all tests involving the influence or control of an animal (including riding). Characters with this quality become more sensitive to the animal’s point of view, and are typically reluctant to harm or show cruelty to an animal. This quality does not affect a character’s interaction with sentient critters, such as sasquatches, naga, or dragons.
Aptitude
Cost: 10 BP
A character with the Aptitude quality is a prodigy in one particular skill. Characters with this quality may improve one Active skill one point above its natural maximum to a 7. Note that this doesn’t actually increase a skill that’s currently at Rating 6; it just opens the door for further advancement. Increasing a skill level beyond 6 costs double the normal Karma Cost (see Character Improvement, p. 269). The Aptitude quality may be taken during character creation to allow a beginning character to start with a skill of 7. If a character takes advantage of this quality, the cost for raising the skill from 6 to 7 is also twice normal, or 8 BP. Characters may only take the Aptitude quality once.
Astral Chameleon
Cost: 5 BP
With the Astral Chameleon quality, the character’s astral signature blends into the background of astral space more quickly. All signatures left by the character last only half as long, and others assensing the signature receive a –2 dice pool modifier. Only characters with the Adept, Magician, or Mystic Adept qualities may take this quality.
Astral Sight
Cost: 5 BP
Astral Sight grants mundane characters the ability to perceive into the astral plane. This quality is not available to characters who possess the Adept, Latent Awakening, Magician,
Mystic Adept, or Technomancer qualities. This quality may only be taken during character creation and cannot be obtained using Karma. Characters taking this quality acquire a Magic attribute of 1 that may not be increased during character creation or raised with Karma. This Magic point is, however, subject to normal rules for the impact of Essence loss on Magic. Characters with Astral Sight may perceive into the astral plane just like magicians
(see p. 182, SR4) and may also learn the Assensing and Astral Combat skills. They are unable to use any other aspect of magical talent besides astral perception, so they cannot learn or use Sorcery, Conjuring, or Enchanting. Characters with this quality may undergo initiation for the purposes of learning metamagics related to astral assensing or combat, such as Flexible Signature, Masking, Psychometry, and Sensing (see Metamagic, p. 52). Characters may bond with weapon foci, but bonus dice from these foci only apply during astral combat.
Bilingual
Cost: 5 BP
Whether due to a bilingual upbringing or a natural aptitude for languages, a character with this quality reads, writes, and speaks a second tongue fluently and may list a second language as a Native tongue (see Language Skills, p. 75, SR4).
Biocompatability
Cost: 10 BP
Something about the character’s body is exceptionally accepting of either bioware or cyberware implants (choose one). Not only are the implants not rejected, but they seamlessly fit within the body, having less impact on its holistic integrity. In game terms, the Essence Cost of implants of the particular chosen type are reduced by 10 percent. This reduction does not apply to genetech. This quality may only be taken once.
Black Market Pipeline
Cost: 10 BP
At character creation, the player chooses one of his contacts and one type of merchandise (i.e. vehicles, weapons, electronics, armor, etc.). This contact can always buy or sell that contraband on the black market at a price that benefits the character. This guarantees a 10 percent discount when the character buys the appropriate merchandise from the Black Market Contact, and confers a +3 dice pool modifier when negotiating to sell/fence appropriate goods through the Pipeline.
Blandness
Cost: 10 BP
This character blends into any crowd. He is average in height, weight, and appearance, and has a distinct lack of distinguishing physical characteristics or mannerisms. Anyone attempting to describe the character cannot come up with anything more precise than “he was kinda average.” Individuals attempting to shadow or physically locate the character through social means or in even slightly crowded settings receive a –2 dice pool modifier on all tests made during such attempts. The modifier does not apply to magical or Matrix searches.
Born Rich
Cost: 10 BP
A character with this quality comes from an affluent background (i.e. high-level corporate scion, old money family, successful entrepreneur) and, as a result, has more ready resources than a typical character. This quality extends the 50 BP maximum spent on gear at character generation to 60 BP. This quality does not imply the character is rich at the start of play.
Catlike
Cost: 10 BP
A character with the Catlike quality is gifted with uncanny elegance, a stealthy gait, and the almost preternatural ability to move without making a sound. This quality modifies the character’s Infiltration and Shadowing skill ratings by +1 (limited by the modified skill rating; see p. 109, SR4); the character must still buy at least rating 2 in those skills to benefit from this quality.
Codeslinger
Cost: 10 BP
A codeslinger is particularly adept at performing a particular Matrix action and receives a +2 dice pool modifier to that Matrix action. Only Matrix actions with an associated success test apply; Codeslinger does not apply to actions that do not require a success test, such as Jack Out. Codeslinger may only be taken once.
College Education
Cost: 5 BP
A character with the College Education quality has not only attended an institution of higher education but has made the most out of her stay and knows a substantial amount about a diverse group of academic subjects. The College Education quality modifies the skill rating of any Academic Knowledge skills the character acquires by +1 (to a maximum of rating of 6).
Common Sense
Cost: 5 BP
A character with Common Sense is down-to-earth, practical, and sensible. Any time such a character is about to do something the gamemaster deems foolish, the gamemaster must act as the proverbial inner voice of reason and warn the player: “Something tells you that’s a bad idea.”
Deep Cover
Cost: 5 or 10 BP
The Deep Cover character is not who she says she is. She might not even be who she thinks she is. Through engram manipulation and training, her actual identity is buried under layers of false memories and impressions—even a Mind Probe spell can’t crack her cover, because she sincerely believes she is the person she presents herself to be. For 5 BP, this quality simply preserves her “real” personality from coming forward, letting her act in deep cover until a trigger—an image, a series of numbers, a phrase—lets her snap back and spill her guts; a second trigger puts her real self back to sleep. For 10 BP, she knows what both triggers are, and can set things up to bring herself in and out of deep cover on her schedule, no one else’s. The player should work with his or her gamemaster to define the character’s true personality, why she is in Deep Cover, and for whom she works.
Digital Doppelganger
Cost: 10 BP
By some quirk of fate, during the Crash 2.0, the character’s digital data trail was shuffled onto someone else’s identity. Some (or all) of the character’s spending habits, purchases, payment defaults, news items, license lapses, etc. get attributed to this other identity. In the immense corporate data havens, the character’s direct marketing intel is placed on the other person. The character doesn’t get direct ads sent to him by corps, and anyone doing research on him has a hard time finding any information (+2 threshold for data searches or tracking the character on this ID). The character must be a SINner.
Double Jointed
Cost: 5 BP
A Double Jointed character has unusually flexible joints and can bend and contort his body into extreme positions. The character receives a +2 dice pool modifier for Escape Artist Tests (p. 133). At the gamemaster’s discretion, the character may be able to squeeze into
small, cramped spaces where less limber characters couldn’t fit.
Erased
Cost: 5BP or 10BP
Better than SINless—the character with this quality officially doesn’t exist and never did; someone or something actively works to remove her traces from the system. Maybe it’s an elite hacker who owes her a favor or an AI she befriended, but the end result is that her data trail and records vanish from all but the most secure systems shortly after being entered. For 5 BP, criminal SINs and unwanted data disappear within a week. For 10 BP, any SIN, undesirable credit history, or personal information on the Matrix that she wishes is burnt after 24 hours. Obviously, the eraser will preserve any data the character wishes preserved and that is vital for her to function in society. Note that vanishing data may prove an unwanted complication if the character is in custody or doing prison time (the Man may “forget” she is there).
Escaped Clone
Cost: 5 BP
At some point, someone made a clone from stored DNA:maybe your parents wanted their little girl back, maybe a rich corper thought this was his ticket to immortality, or maybe a
megacorp grew a wimp for experimentation. Maybe she was accidentally released, saved by a kind soul, or misplaced at a clinic. Regardless, that clone eventually escaped into the world and realized its full potential becoming the character. If scrutinized, the character’s genetic information and biometrics will often be cross-referenced with the original donor of
the genetic material—depending upon whether the character or the donor has a dead/deactivated or criminal SIN, this can be good or bad. It also means that it is much more difficult to identify the character beyond a reasonable doubt. Should the character’s nature be revealed, the social stigma still associated with cloning will lead to a –1 dice pool modifier to any of his social interactions with anyone aware of it. Additionally, the character may be wanted or actively hunted by whoever grew him (this may be best represented by taking a Wanted or Enemy negative quality).
Exceptional Attribute
Cost: 20 BP
The Exceptional Attribute quality allows a character to possess a natural Physical or Mental attribute at a level above the metatype maximum. A character with this quality has one attribute with a natural maximum one point higher than his metatype would normally allow (for example, a human character would have one attribute with a natural maximum of 7). This also increases the augmented maximum for that attribute as appropriate. This quality may only be taken once.
First Impression
Cost: 5 BP
A character with the First Impression quality slides easily into new situations, groups, cities, and jobs. Whenever attempting to fit into a new environment—such as infiltrating a group or trying to meet contacts in a new city—the character gains a +2 dice pool modifier on any Social Tests during the first meeting. This modifier does not apply to second and subsequent encounters.
Fame
Cost: 5 to 15 BP
A character with this quality is famous, not just among the denizens of the shadows but to the general public. However, famous does not necessarily equate to rich—the character may be retired from whatever activity brought her into the public eye, or she might be a down and out has-been. She might be a retired sport star or a former trid show host. Or, she might still be in the limelight; perhaps she is an acclaimed musician, a well-known blogger, or possesses a popular P2.0 livefeed. Whatever the reason, she has a recognizable public persona that can be as much a hindrance as a boon. Fame can give the character social privileges: giving her words additional clout, opening doors to restricted social circles and access to the trendiest hot spots. In situations where she can benefit from her high profile and reputation, a Famous character gets a dice pool modifier to Social Skill Tests. This modifier depends on her fame as represented by levels taken in this quality. When combined with the Day Job quality, Fame also provides a multiplier to the Day Job income. Note that Fame is a double-edged blade for those who run the shadows. While it is helpful, it also makes the character easily identifiable. Mr. Johnson is unlikely to hire someone who is well known, and other runners may not want to work with someone so recognizable. Also, if the character is very famous, he needs a very good reason to be running the shadows at all. To avoid identification, a famous character can disguise her appearance and create a runner persona (though under this guise she gains no social advantages).
Local Fame (5 BP): The character’s image and reputation are well known locally or around a single sprawl. This grants her a +2 dice pool modifier in appropriate social situations. If the character also possesses the relevant quality, multiply Day Job income by 3. The character is well-known locally and any compatriot will identify him with an Intuition + Logic (1) Test. Examples: Local news anchor, rising star of small urban brawl franchise, local politician.
National Fame (10 BP): The character is nationally famous and gets a +4 dice pool modifier to appropriate Social Tests. If the character also possesses the relevant quality, multiply Day Job income by 5. People around the country recognize the character by face and name almost automatically. Examples: Best-selling author, popular sports star, face of national
media campaign.
Global Fame (20 BP): The character is globally famous and benefits from a +6 dice pool modifier in situations where she can bring her status to bear. If the character also possesses the appropriate quality, multiply Day Job income by 10. The character is immediately recognizable by anyone with a commlink or trideo unit. The character will be filmed and harassed by fans. Examples: Multiple-platinum download artist, star of the summer’s
blockbuster sim.
Focused Concentration
Cost: 10 BP per rating (max rating 2)
A magician character with Focused Concentration has a naturally strong ability to concentrate. This allows him to channel mana more efficiently, making him less susceptible to Drain. A character with this quality gains a +1 dice pool modifier per rating point for all Drain Tests. Only characters with the Magician or Mystic Adept qualities may take Focused Concentration.
Gearhead
Cost: 5 or 10 BP
The Gearhead character is a natural born driver or pilot. From the first time the Gearhead sat behind the wheel/stick/controls of a certain vehicle, it was like putting on a comfortable old suit. She discovered an intuitive understanding of its limitations and its capabilities, and she quickly learned to coax exceptional performances out of the vehicle. During a single scene (duration at the gamemaster’s discretion), a Gearhead can increase the Acceleration of her chosen vehicle by 20 percent, or increase the Handling modifier by +1. She also gets a distinct +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This quality only benefits manual or VR control of the vehicle. For 5 BP, the Gearhead is gifted at piloting a specific vehicle (i.e. a Suzuki Mirage racing bike or a MiG-67 panzer). For 10 BP, the Gearhead is gifted at piloting any vehicle of a given type (i.e. bikes, cars, trucks, rotorcraft).
Genecrafted
Cost: 5 BP
This character was genetically modified before he was born. Since it is much easier to modify the genome at the embryonic stage than to rewrite the genetic code of a mature body, genetic modifications performed in utero are quicker and cheaper than gene therapy treatments performed on an adult. In game terms, any genetic enhancements (see p. 72) purchased at character creation are reduced in Cost by 20 percent.
Genetic Heritage
Cost: 10 BP
Though genetweaking isn’t yet widespread, the technology to successfully modify a metahuman genome has been around for well over three decades. It is thus possible that children have inherited genetically-modified genes from one or both progenitors. Such an
inheritance means the character can start play with one genetic modification (see p. 72) for free. Such characters also possess an unusually high tolerance to the introduction of foreign code into their genome. As a result, the nuyen costs of transgenic genetic enhancements for the character are reduced by 20 percent.
Guts
Cost: 5 BP
A character with Guts is not easily frightened. He receives a +2 dice pool modifier on tests made to resist fear and intimidation, including magically induced fear from spells or critter powers.
Hawk Eye
Cost: 5 BP
Hawk Eye grants a character exceptionally keen natural vision. She can spot a sniper on a rooftop without binoculars or a chip on the ground at twenty feet. Characters with the Hawk Eye quality gain a + 1 dice pool modifier to Perception Tests to spot something at a distance and see their unaugmented Weapon Range Modifiers reduced by 1 step (for instance, Long Range becomes Medium Range). This quality is not cumulative with other forms of vision magnification and is incompatible with cyber- or bioware augmentation or replacement.
High Pain Tolerance
Cost: 5 BP per rating (max rating 3)
High Pain Tolerance enables a character to better shrug off the distraction of pain from his concentration. A character who possesses this quality can ignore one box of damage per rating point when calculating wound modifiers (see Wound Modifiers, p. 163). So a character with this quality at Rating 2 can take 4 boxes of damage without suffering a wound modifier. This quality may not be used with the Pain Resistance adept power, pain editor bioware, or damage compensator bioware.
Home Ground
Cost: 10 BP
Home Ground provides a character with a +2 dice pool modifier for all Active Skill Tests made within the character’s home turf. Any Knowledge skills relevant to the people, places, or things within this area receive a +4 dice pool modifier. The character’s home turf is a particular location with which the character is intimately familiar. The location must either be a small area—no larger than a large building or small neighborhood—or an environment encountered infrequently during the campaign. For example, in a Seattle-based campaign, the desert would be an infrequently encountered region and could be considered home ground. The desert would not be a suitable home ground for a campaign set in the magic-soaked Mojave. Gamemasters must approve all home grounds in their campaigns. For hackers and technomancers, a home ground might be a particular computer network the character knows extremely well. In this case, the character receives a +2 dice pool modifier for all tests made while accessing that network. Favorite data havens like the Denver Nexus make suitable home grounds for hacker characters. Many corporate hackers have the Home Ground quality for their corporate systems. All home grounds must be fixed locations—characters cannot move them around. If a character’s home ground is destroyed, the quality is lost.
Human-Looking
Cost: 5 BP
A metahuman character with the Human-Looking quality can “pass” for human in most circumstances. Human NPCs respond with neutral attitudes toward such characters when making Social Skill Tests (see p. 130). The character may suffer increased animosity from metahuman NPCs who are prejudiced against humans and who mistake him for human (or think that he is trying too hard to “look human”). Only elves, dwarfs, and orks can take the Human-Looking quality.
Inspired
Cost: 5 BP
An Inspired character is touched by a muse and is rightfully lauded as an artistic genius by his peers. This quality does not translate to widespread fame, but it does grant the character a Street Cred of 2 (see. p. 275, SR4) among fellow artists familiar with his talent and reputation. Inspired also modifies any Artisan skill rating the character possesses by +2.
Juryrigger
Cost: 10 BP
This quality gives a character an intuitive grasp of the underlying principles and functioning of all kinds of mechanical and electronic devices. Contingent on success on an appropriate
Mechanics Skill Test (threshold defined by the gamemaster using the Build/Repair Table on p. 125, SR4, as a guideline), this quality allows amazing, if temporary, technical feats with bare minimum gear. The gamemaster should decide whether any given feat the player proposes is possible with the Juryrigger quality. Such feats include, but are not limited to:
• Jury-rigging a destroyed device so that it will operate just one more time (duration at the gamemaster’s discretion).
• Tweaking an electronic device to function at a rating one higher than normal for 1 Combat Turn.
• Temporarily coaxing extra performance from a vehicle’s or drone’s components, increasing its Sensors or Handling by +1 (duration at the gamemaster’s discretion).
• Improvising a one-shot device or weapon from various pieces and parts (the gamemaster has final say on whether suitable parts are available).
Latent Awakening
Cost: 5 BP
A character who takes the Latent Awakening quality starts the game as a mundane but may Awaken later and become magically active. At the start of the game, the character does not possess a Magic attribute and may not invest BPs in magical skills, spells, or bound spirits. The character may not have the Adept, Astral Sight, Magician, Mystic Adept, or Spell/Spirit Knack quality. At some point during gameplay, the gamemaster may decide that the character Awakens. This decision is completely in the gamemaster’s hands, and should be based entirely on creating a good story—and if the player is surprised, even better. Keep in mind that this is a chance for the player to roleplay the process of becoming magical—it should be a slow path filled with confusion, fear, and the sudden awareness of an entirely new world. It should not be viewed as a get-badass-quick power boost. The character is not likely to understand how to use or control his powers at first, and may need to seek the guidance of others. When the gamemaster decides the character has Awakened, the character immediately gains a Magic attribute of 1. If the character has an Essence lower than 6 (due to implants or other causes), he still starts with a Magic of 1, but his maximum
Magic attribute is adjusted according to the Essence loss. If the character’s Essence is less than 1, he has lost any chance to be Awakened. The gamemaster also chooses either the Adept, Astral Sight, Magician, Mystic Adept, or Spell/Spirit Knack quality, and immediately applies it to the character. This quality defines how the character has Awakened. The gamemaster should not, however, tell the player which quality the character has gained until the character figures it out for himself. This quality does not come free, of course. The character must pay for the quality with Karma, at a cost of (the quality’s BP Cost – 5) x 2. For example, the Mystic Adept quality would cost 10 Karma (10 BP – 5 = 5, x 2). If the character does not have Karma available at that time, the gamemaster immediately collects it from any Karma rewards he earns until the debt is paid off. The gamemaster may also choose one spell, adept power, or spirit type (as appropriate for the character’s tradition) for the character to start with. It is highly possible that this is the magical power that character
expresses when he Awakens. Keep in mind that many Awakenings occur as a result of stress—losing a loved one, being attacked, and so on. The character will not know how to cast this spell, conjure this spirit, or use that power until he has had proper training, of course—it is merely an accidental expression of the character’s Talent, controlled entirely by the gamemaster. The gamemaster can, in fact, treat the character as if he has the Cursed quality (p. 26) for a limited period (and without the bonus BP), until he gets his magic under control. If the gamemaster allows it, the character may also acquire other Magic-required qualities when he Awakens, such as the Mentor Spirit quality. The gamemaster chooses
which qualities (positive or negative) to apply. These qualities must also be paid for—simply add the BP cost of all qualities together before subtracting 5 and multiplying by 2 for the Karma cost, as noted above. Once the character has Awakened, he may learn and improve the Magic attribute, magical skills, spells, and other magical abilities normally, as dictated by his type of Awakening.
Lightning Reflexes
Cost: 15 BP
The Lightning Reflexes quality allows an unaugmented character to react with astonishing speed. This quality granting her a +2 Reaction attribute modifier, which is not cumulative with any other Reaction or Initiative enhancement, be it technological or magical.
Linguist
Cost: 5 BP
A character with this quality has a natural gift for learning and understanding languages, grasping vocabulary and grammar much more quickly than others would. This quality halves the basic learning time for a language and modifies the rating of any Language skill the character possesses by +2.
Lucky
Cost: 20 BP
This quality allows a character to possess an Edge attribute one point higher than his metatype maximum. (For example, a human character could raise his Edge to 8.) Note that this does not actually increase the character’s Edge, it just allows him to do so; the Karma cost for improvement must still be paid (see Character Improvement, p. 269). This quality may only be taken once.
Made Man
Cost: 10 BP
The character is a minor member of an organized crime syndicate and as such can call on its resources. In game terms, this means the character possesses a crime syndicate as a free Group Contact (see Groups as Contacts, p. 124) with a modified Connection Rating of 8 and a Loyalty Rating of 4. This also allows her to use the syndicate as a reliable fence for stolen goods (for a 20 percent cut) or as a source for stolen and restricted goods (though items are contingent on gamemaster approval). However, the character is expected to aid and participate in syndicate activities on a regular basis, taking at least 30 hours of her time every week.
Magician
Cost: 15 BP
A character with this quality is a magician and starts with a Magic attribute of 1. This may be increased like any other attribute, up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). A character with this quality cannot take the Adept, Mystic Adept, or
Technomancer qualities. Magicians can cast spells and conjure spirits (see The Awakened
World chapter for more information, p. 176). The Combat Mage, Occult Investigator, Radical Eco-Shaman, and Street Shaman sample characters on pp. 99, 106, 107, and 111 are examples of magicians. Each magician follows a specific magical tradition that defines his
worldview and how he perceives and manipulates magic. Two common traditions—hermetic and shamanic—are described in this book, but players can also devise their own (see Traditions, p. 180). Magicians may also have a mentor spirit (see Mentor Spirits, p. 200) that confers its own benefits or penalties; players should note these, especially when choosing spells. Magicians also have astral perception and the ability to astrally project (see The Astral World, p. 191). Though this quality is inexpensive, gamemasters should be careful not to allow it to be abused. It should only be taken for characters that are intended to be played as magicians.
Magic Resistance
Cost: 5 BP per rating (max rating 4)
For every 5 BP spent on Magic Resistance, a character receives 1 additional die for Spell Resistance Tests (see p. 183). The Magical Resistance quality, however, works even against beneficial spells such as Heal. Characters with the Adept, Magician, or Mystic Adept qualities cannot take this quality. A magically resistant character cannot choose to lower his magical resistance; it affects all spells and magical effects, good or bad. A character with Magic Resistance is never a willing subject for spells that require a voluntary subject; such spells automatically fail when used on magic resistant characters.
Mentor Spirit
Cost: 5 BP
This quality is only available to characters with either the Magician, Adept, or Mystic Adept quality. The character has a patron mentor spirit (see Mentor Spirits, p. 200) that guides him in his practice of magic and provides certain advantages and disadvantages. A character may only ever have one mentor spirit.
Mistaken Identity
Cost: 10 BP
Something about a character with this quality reminds people of another (moderately well known) person—perhaps the morning weather girl, a minor politician, or the announcer at the local sports arena. Maybe it’s the hairstyle, or maybe it’s the way she walks. Though she gets the occasional request for an autograph or free cup of coffee from a fan, the real benefit is that when people try to describe her, they invariably end up describing the other person. This makes it particularly difficult for authorities to credibly trace nefarious activities back to her. The unwitting doppelganger must be of the same gender, metatype and race as
the character.
Murky Link
Cost: 10 BP
Any ritual sorcery (p. 184) directed against the character receives a –3 dice pool modifier. Note that this quality may work against the character in some circumstances, such as when friendly magicians want to use ritual sorcery to locate or aid the character.
Mystic Adept
Cost: 10 BP
Mystic adepts are a hybrid between magicians and adepts. Mystic adepts choose whether to dedicate their individual Magic attribute points toward somatic adept powers (gaining 1 Power point per Magic attribute point allocated) or towards Magic skills such as spellcasting
and conjuring instead. A character must purchase this quality in order to be a mystic adept and starts with a Magic attribute of 1. This may be increased like any other attribute, up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). A character with this quality cannot take the Adept, Magician, or Technomancer qualities. Like adepts, mystic adepts do not have access to astral space unless they purchase the Astral Perception adept power. Mystic adepts may not astrally project. Though this quality is inexpensive, gamemasters should be careful not to allow it to be abused. It should only be taken for characters that intend to explore their nature as mystic adepts.
Natural Athlete
Cost: 10 BP
A character with this quality has an innate combination of physical form, spatial awareness, and natural athletic or gymnastic talent. While the character may not be a world-class athlete and may require training to achieve peak performance, he is in prime physical shape for his size and weight class. Gifted Athlete modifies the character’s rating in the Running and Gymnastics skills by +1 (subject to modified skill maximums, see p. 109, SR4).
Natural Hardening
Cost: 10 BP
Something about this character’s neural structure makes him resistant to feedback. This quality gives the character 1 point of natural biofeedback filtering, which is cumulative with a Biofeedback Filter program or complex form (see p. 233).
Natural Immunity
Cost: 5 or 15 BP
Characters with Natural Immunity have an innate or developed immunity to one single disease or toxin. This quality is available at two levels. If purchased at the 5 BP level, the character is immune to a single natural disease or toxin. If Natural Immunity is purchased at the full 15 BP level, the character is immune to a single synthetic (artificially created) disease or toxin. Natural Immunity does not affect diseases or toxins which are magically based, such as HMHVV. The player and gamemaster must agree on the disease, drug, or
poison to which the character is immune. It must be something the character would have a reasonable chance of coming into contact with. The character can take one dose of the agent every (12 – Body) hours with no ill effects. If the character ingests more than a single dose during that period, he takes damage as normal, but recovery time is halved. Note that characters with Natural Immunity to a disease may still infect other characters with the disease, even though they are not suffering any ill effects from it.
Night Vision
Cost: 5 BP
Night Vision provides human characters with improved night vision. This means human characters with this quality gain the advantages of low-light vision (see Visibility Table, p. 140, SR4). This quality is not cumulative with other forms of vision enhancement and is incompatible with cyber- or bioware augmentation or replacement, nor is it possible to combine with electronic sensors and vision enhancements.
Outdoorsman
Cost: 10 BP
A character with this quality is particularly at ease in wilderness and rural environments. She is a natural tracker and hunter, able to quickly familiarize herself and learn the lay of the land. The Outdoorsman quality modifies the character’s the character’s existing ratings in all skills of the Outdoors skill group by +1 (subject to modified skill maximums).
Perceptive
Cost: 5 or 10 BP
Perceptive characters are likely to notice small details and clues that others may miss. Perceptive is available at two levels. For 5 BP, characters with this quality receive a +1 dice pool modifier on all Perception Tests, including Astral and Matrix Perception Tests. For 10 BP, the modifier rises to +2. This quality does not effect vision modifiers in combat.
Perfect Time
Cost: 5 BP
A character with Perfect Time has a split-second sense of timing that enables her to always know the current time, to the minute. Prolonged periods of isolation, unconsciousness, or the application of mind-benders, such as drugs or chips, can throw off the character’s sense of time, but the character quickly recovers his or her Perfect Time when such conditions are removed.
Photographic Memory
Cost: 10 BP
A character with Photographic Memory rarely forgets anything he has experienced. The character can instantly recall faces, dates, numbers, or anything else he has seen or heard. When making Memory Tests (see Attribute-Only Tests, p. 61), the character gains a –1 threshold modifier to the test.
Privileged Family Name
Cost: 5 BP
The character’s family is exceptionally rich or well-connected, and her name is recognizable and carries significant weight in her home sprawl—so much so that the character’s very name is a get out of jail free card for small misdemeanors and violations of the law (such as being caught carrying a weapon or driving a car without a license). Local NPCs will think twice before harassing or physically intimidating the character (suffering a –2 dice pool modifier in appropriate tests). Privileged Family Name can also be a bane if abused, since it makes the character easier to identify.
Quick Healer
Cost: 10 BP
A Quick Healer recovers from damage more quickly than other characters. The character receives a +2 dice pool modifier to all Healing Tests made on/for/by him, including magical healing.
Resistance to Pathogens/Toxins
Cost: 5 or 10 BP
A character with Resistance to Pathogens/Toxins can fight off toxins and drugs more easily than other characters and receives a +1 dice pool modifier to Resistance Tests. This quality comes at two levels; at 5 BP the character is resistant to either pathogens or toxins, not both. If the character purchases this quality at 10 BP, he is resistant to both.
Restricted Gear
Cost: 5 BP
The character knows just the right person to get ahold of that one elusive piece of restricted gear or miltech weaponry she really needed. Every time the character takes this quality at character creation (max 3 times), she may exceptionally buy a piece of gear with an Availability of up to 20. The character may also save the quality to buy one such item during play.
School of Hard Knocks
Cost: 5 BP
A character with the School of Hard Knocks quality grew up in the back streets and alleys, learned the hard way that knowledge is power, and that often it’s not how tough you are that gets you through the day, but what you know. The character has picked up a little knowledge of just about any subject of interest to denizens of the streets. The School of Hard Knocks quality modifies the rating of any Street Knowledge skills the character possesses by +1 (to a maximum of Rating 6).
Sense of Direction
Cost: 5 BP
A character with the Sense of Direction quality never gets lost. The character always knows where true north lies. If the character also possesses the Survival skill, she can always retrace her path and will be able to estimate distances traveled within a few meters. Sense of Direction doesn’t help a character orient herself if she has been transported somewhere while unconscious or if she is unable to perceive her surroundings.
Sensei
Cost: 5 BP
One of the character’s contacts has the skill set and levels to act as her Instructor in a particular skill group (see Using Instruction, p. 123, SR4). The Sensei and the skill group are
determined when the quality is chosen. The character need not chase down and hire an appropriate teacher to gain the benefits of instruction but may be subject to the contact’s availability at the gamemaster’s discretion.
Speed Reading
Cost: 5 BP
A character with Speed Reading can tear through a full page of written text (about 800 words) in about 5 seconds. The character does not memorize what she has read unless she also possesses the Photographic Memory quality (p. 80, SR4) but will grasp the gist of the contents and be able to remember the context of key words. If attempting to recall a specific piece of information or locate a specific phrase or subject while in the process of reading, the character need only succeed in a Logic + Intuition (1) Test, with an interval determined by the gamemaster based on the length of the text, its complexity, and the obscurity of the information being sought.
Spell/Spirit Knack
Cost: 5 BP
Characters with spell or spirit knacks have an extremely limited magical ability: the ability to cast only one spell, or summon one spirit. This quality may not be taken by characters who also possess the Adept, Latent Awakening, Magician, Mystic Adept, or Technomancer quality. This quality may only be taken during character creation and cannot be obtained using Karma. When a character takes this quality, he gains a Magic attribute of 1 that may not be increased at character creation or raised with Karma. It is, however, subject to normal rules for the impact of Essence loss on Magic. The player must declare whether this knack is a spell knack or a spirit knack, and the one specific spell or spirit the character can affect. The character uses either the Sorcery or Conjuring skills (as appropriate) as normal, and either skill group or sub-skills are learned and improved as normal. Note, however, that Counterspelling and Banishing are also limited by the character’s knack and will not affect other spells or spirits. Characters with knacks may initiate, but considering how rare knacks are to begin with, a knack initiate is practically unheard of. Characters with knacks cannot
interact with astral space (unless the character also has the Astral Sight quality, though this is discouraged). A character may only take the Knack quality once. Lenient gamemasters may consider allowing a character to possess both one spell knack and one spirit knack, but this is generally not recommended.
Sp irit Affinity
Cost: 10 BP
Characters with Spirit Affinity are naturally attuned to one type of spirit (see Spirits, p. 302). These spirits find the character interesting, will be drawn to him, and are more inclined to assist the character. In certain situations, they may be reluctant to attack the character, using a nonlethal power if forced to attack regardless. This quality may be taken by any character, not just magicians; magicians may possess this quality for a type of spirit that is not part of their magical tradition.
Spirit Pact
Cost: Spirit’s Edge x 5 BP
The Awakened character has entered into a pact with a free spirit, which uses part of its spiritual essence to augment the character’s magical power, stave off Drain, sustain the character’s life, and so on. The specific nature of the pact should be discussed with the gamemaster and is subject to his approval. The cost of this quality depends on the Edge of the free spirit that has made the pact. For more information on spirit pacts, see p. 108.
Technical School Education
Cost: 5 BP
A character with the Technical School Education quality has not only attended a tech school, but has gotten more out of it than a normal student and knows a substantial amount about a diverse group of technical subjects. The Technical School Education quality modifies the skill rating of any Professional Knowledge skills the character acquires by +1 (to a maximum of Rating 6).
Technomancer
Cost: 5 BP
Technomancers can access and manipulate the Matrix through their own sheer force of will (see Technomancers, p. 239). Known as otaku prior to the Crash of 2064, technomancers have emerged among all walks of life since the advent of augmented reality. A character must purchase this quality in order to be a technomancer and will start with a Resonance attribute of 1. This may be increased like any other attribute, up to a maximum of 6 (see Purchase Attributes, p. 83). A character with this quality cannot take the Adept, Magician, or Mystic Adept qualities. Technomancers have a living persona—their Matrix alter ego—with its own separate set of attributes that govern virtual actions in the Matrix. The Resonance attribute, combined with certain other attributes, determines how strong (or weak) the persona is.
Tough as Nails
Cost: 10 per level
A character with this power has formidable physical endurance and can take much more punishment than one would expect from someone of her size. Each level taken in this quality adds an additional box to the character’s Physical Condition monitor. This quality may be taken up to 3 times.
Toughness
Cost: 10 BP
Characters with the Toughness quality shrug off damage more easily than others. Such characters gain a +1 dice pool modifier to their Body when making Damage Resistance Tests.
Trust Fund
Cost: 10 or 20 BP
A character with this quality possesses a lifelong trust fund or inheritance that is managed by another party (a trustee), but that pays enough to cover her lifestyle expenses with a little left over. For 10 BP, the Trust Fund income covers a perpetual Medium lifestyle with 500 nuyen left over each month. For 20 BP, the Trust Fund income provides for a High lifestyle with 1,000 nuyen of monthly spending money. Neither lifestyle can be converted to money; payment is made directly by the trustee. To benefit from this quality, the character must also be a SINner and have the place of residence to which her Trust Fund lifestyle applies in the public record. Additionally, should the character be caught breaking the law, the Trustee may suspend the Trust Fund payments (at the gamemaster’s discretion).
Trustworthy
Cost: 5 or 20 BP
Something about the character inspires confidence and trust in those around her (even if she doesn’t deserve it). For 5 BP, this quality modifies the character’s skill rating in one skill in the Influence skill group by +1 (subject to modified skill maximums, see p. 109, SR4). For 20 BP, the Trustworthy quality modifies the ratings of all skills in the Influence skill group by +1 (also subject to modified skill limits).
Type O System
Cost: 30 BP
Though exceptionally rare, a few lucky people in the world have completely non-allergenic “type O” cells, meaning that they can give organ transplants to just about anyone with little chance of rejection. While the character cannot accept second-hand bioware at all, their essential cell line is already cultivated as the generic standard throughout the world. Off the rack, basic bioware is considered delta grade for purposes of interacting with a type O body
(i.e., reduce Essence Costs by half, though nuyen prices remain the same). Their bodies are also filled with universally transplantable organs, so maybe they shouldn’t brag too much about this talent.
Water Sprite
Cost: 5 BP
A character with this quality takes to water like a fish; she benefits from a +2 dice pool modifier for all tests relating to Swimming, holding her breath underwater, treading water and diving. The time before the onset of Fatigue from swimming and diving is also doubled.
Way of the Adept: The Artisan’s Way
Cost: 10 BP
Followers of the Artisan’s Way have embraced modern technology and their adept powers alike, constantly augmenting one with the other. They are drivers, pilots, hackers, mechanics, and gunsmiths without peer. Characters with this q uality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Analytics, Eidetic Sense Memory, Improved Ability (Technical and Vehicle Skills), Improved Physical Attribute (Reaction), Improved Re flexes, Multi-Tasking. They may also subtract one from the Karma cost to attune any item, via the Attunement (Item) metamagic. In addition, Artisan’s Way followers may choose to alter the standard metamagic technique of Adept Centering so that, rather than applying to Physical and Combat Skills, it applies instead to either Vehicle Active Skills or Technical Active Skills.
Way of the Adept: The Artist’s Way
Cost: 10 BP
Not every adept focuses their mind, spirit, and body toward martial or nefarious ends. Some use their supernatural talents to find or create beauty in the world around them, enthrall audiences, see what others cannot, or to do the artistically impossible on a routine basis. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Astral Perception, Eidetic Sense Memory, Enhanced Perception, Enthralling Performance, Improved Ability (Artisan), Improved Senses, Kinesics, Piercing Senses, Voice Control. In addition, they receive +1 to Initiate grade for purposes of any two of the Adept Centering, Divining, Psychometry, or Sensing metamagic techniques.
Way of the Adept: The Athlete’s Way
Cost: 10 BP
Adepts who follow the Athlete’s Way are the unrivaled masters of their own bodies. They manipulate their physical forms with amazing grace and power. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Attribute Boost, Freefall, Gliding, Great Leap, Improved Ability (Physical Skills), Improved Physical Attribute (Any), Pain Resistance, Rush, Sustenance, Wall Running. In addition, they receive a +1 to e ffective Initiate grade for the Adept Centering technique (for Physical Active Skills only, not Combat Active Skills), and for the Infusion Advanced Metamagic technique.
Way of the Adept: The Burnout’s Way
Cost: 10 BP
This is not a true Way, but rather a path upon which adepts find themselves only a fter tripping and falling. Burnouts are those who have turned their back on their Way. The Burnout’s Way is available to adept and mystic adept characters who have lost two or more Magic points to mundane augmentations, be it from bioware, cyberware, or any other method of Essence-invasive augmentation. In addition to the standard loss of adept powers due to such magic loss, Burnouts must lose powers or lower their ranks in their powers to “pay back” any discounted powers they received from being followers of their previous Way. In exchange, they are treated as having the Biocompatability quality, receiving a 10 percent discount on Essence loss from either Cyberware or Bioware augmentations. Adepts who
have Initiated prior to becoming a Burnout, or who Initiate a fter becoming a Burnout, may still retain their favored metamagics from their old path (or may choose favored metamagics upon Initiation, as if they were on a “true” Way rather than being a Burnout).
Way of the Adept: The Invisible Way
Cost: 10 BP
Spies and thieves of the highest order, the adepts who stalk along the Invisible Way are not to be underestimated. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Cloak, Enhanced Perception, Facial Sculpt, Improved Ability (Physical Skills), Freefall, Great Leap, Improved Senses, Melanin Control, Nimble Fingers, Rush, Traceless Walk. In addition, they receive a +1 to Initiate grade for purposes of the Masking and Flexible Signature techniques.
Way of the Adept: The Magician’s Way
Cost: 10 BP
Mystic adepts are, by definition, less focused on their own physical and mental abilities than their “pure” adept brethren. By investing their magical power on sorcery and summoning instead of honing their own skills, they have taken at least a small step of any adept’s Way. Mystic adepts with this quality may choose one other Way’s list of favored powers, and purchase those following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points. They do not get the other bene fits of that Way. They also may choose to accept either both metamagical increases from that other Way, or instead gain +1 to Initiate grade for purposes of the Centering (non-adept) metamagic only. They must make a choice between being exceptionally focused adept Initiates, or mastering Centering for sorcerous purposes.
Way of the Adept: The Speaker’s Way
Cost: 10 BP
Whether they are bounty hunters that juggle a hundred contacts, fixers that juggle a thousand shadowrunners, or spies that juggle a million lies, Speaker’s Way adepts are renowned for their unshakeable calm, the loyalty they engender in others who should know better, and for being able to talk their way into and out of any situation. Characters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Astral Perception, Improved Ability (Social
Skills), Commanding Voice, Cool Resolve, Facial Sculpt, Kinesics, Linguistics, Melanin Control, Mind over Matter, Voice Control. In addition, they receive a +1 to Initiate grade for the Flexible Signature and Cognition metamagical techniques.
Way of the Adept: The Totem’s Way
Cost: 15 BP
Adepts who follow the Totem’s Way have chosen to follow an animal or other mentor spirit, and are sometimes called followers of the Animal Way. They are o ften aware of the spiritual side of their magic, rather than the practical when compared to other adepts. Adepts with this quality may choose one other Way’s list of favored powers as appropriate to their Mentor Spirit, and purchase those powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic Points. They do not get the other bene fits of that Way. In addition, the following powers are available to them as discounted powers: Animal Empathy, Astral Perception, Berserk, Improved Senses. They also receive +1 to Initiate grade for purposes of the Attunement (animal) and Empower Animal metamagical techniques, and subtract one from the Karma cost to attune any animal that corresponds with the adept’s Shamanic totem via the Attunement (Animal) Metamagic.
Way of the Adept: The Warrior’s Way
Cost: 10 BP
Warrior adepts are the elite combatants of the Sixth World; accomplishing through will and talent what others do through expensive augmentation. Characters with this uality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Combat Sense, Counterstrike, Critical Strike, Improved Ability (Combat Skills), Improved Physical Attribute (Any), Improved Reflexes, Killing
Hands, Missile Mastery, Mystic Armor, Quick Draw. In addition, they receive a +1 to e ffective Initiate grade for the Adept Centering technique (for Combat Active skills only, not Physical Active Skills), and for the Attunement (Item) Metamagic. Also, subtract one from the Karma cost to Attune to any weapon via the Attunement (Item) Metamagic.
Wild Card Nano Prototype
Cost: 30 BP
At some point in the past, the character either volunteered to field test prototype nanoware or became an unwitting guinea pig for experimental nanotech. Fortunately for him, the prototype is a state-of-the-art hard nanite system that can be reprogrammed (see Reprogramming Hard Nanites, p. 107) with great ease. Wild Card is a Rating 3 non-specialized nanoware system (p. 108) that can be reprogrammed to perform as any internal nanoware systems also at Rating 3 (circumventing the normal limitations on reprogramming hard nanites). If the character with this quality does not possess a nanohive, the Wild Card nanoware will degrade as normal. If the character possesses a nanohive, Wild Card counts as one nanoware system it must support.
Will to Live
Cost: 5 per rating (max rating 3)
For each rating point in Will to Live, the character gains 1 additional Damage Overflow Box (see p. 163). These additional boxes only allow the character to sustain additional damage before dying; they do not raise the threshold at which the character becomes unconscious
or incapacitated. They also don’t affect wound modifiers from damage the character has taken.
NEGATIVE QUALITIES
Addiction
Bonus: 5 to 30 BP
A character with the Addiction quality is addicted to alcohol, drugs, BTL chips, or a similar substance with a detrimental effect on the character’s health (note that nicotine, caffeine, and sugar do not count). The value of this quality depends on how severe the addiction is: Mild, Moderate, Severe, or Burnout. Additional addiction rules, including listings of drugs and roleplaying guidelines, can be found on pp. 256–259. Mild (5 BP): The addiction is omnipresent but not blatant or intrusive; it may not even be recognized or acknowledged. At this stage it is easier to seek help, but very few recognize their addiction as something needing help at this stage. Addicts experience cravings at least once a week (if not every few days), but can ignore them if necessary without too much difficulty. The addict suffers a –2 dice pool modifier to Willpower and/or Body Tests to resist the craving. Moderate (10 BP): The addiction at this stage is marked and difficult to overcome. Addicts experience cravings at least once a day (if not more), and they are more difficult to ignore. The addict suffers a –4 dice pool modifier to Willpower and/or Body Tests to resist the craving. Severe (20 BP): The addiction is out of control. The addict experiences constant cravings (at least twice a day), suffering a –6 dice pool modifier to Willpower and/or Body Tests to keep from giving in. Burnout (30 BP): This is the same as a Severe addiction, except the addict has been in this state for some time and is experiencing the tell-tale signs of habitual use on his body. Reduce the character’s Essence by 1 to reflect a loss of health from abusing his body. If the character does not kick the habit soon, he will continue to lose Essence at a rate determined by the gamemaster until he dies.
Albinism
Bonus: 10 BP
Albinism is a genetic disorder, characterized by partial or complete lack of pigmentation in the eyes, skin, or hair, resulting in white hair or skin as well as pink and blue irises with bright red pupils. Due to the lack of melanin pigmentation and subsequent ultraviolet light protection, albino characters are photosensitive and prone to sunburn. All ethnicities, metatypes, and metavariants can manifest albinism. Treat albinism as a Light Allergy against sunlight (p. 80, SR4). In addition, albinos that don’t possess cybereyes are more vulnerable to flashing or glare effects—increase any appropriate dice pool modifier by one-half of the normal modifier. If using flare compensation, subtract the –2 modifier before calculating (i.e. an albino character would face a –6 modifier from a flash-pak and a –3 modifier when using flare compensation goggles).
Allergy
Bonus: 5 to 20 BP
A character with the Allergy quality is allergic to a substance or condition. The value of this quality depends on two factors. First, determine whether the substance or condition is Uncommon (2 BP) or Common (7 BP). Then determine the severity of the symptoms: Mild (3 BP), Moderate (8 BP), or Severe (13 BP). Add the appropriate point values to find the final value. For example, the value of an Uncommon Moderate Allergy is 10 (2 + 8) points. The Allergy Table gives descriptions of conditions and severity.
Amnesia
Bonus: 10 or 25 BP
A character with Amnesia has lost some or all of her memory (Such memory loss can be caused by neurological damage, magic, drugs or brainwashing). The severity of the character’s Amnesia is determined by the selected BP bonus offered by the quality. For 10 BP, the amnesiac cannot recall who she is or anything about her past, but retains the use of her skills and abilities. For 25 BP, the amnesiac has no memory of her past at all, including the skills and abilities she had learned. Gamemasters should create character sheets for such characters, so that the player does not know her character’s abilities, attributes, and so
on until the character acts on them. Amnesia may be incompatible or inappropriate in combination with other qualities (such as Trust Fund) at the gamemaster’s discretion.
Aspected Magician
Bonus: 5 to 10 BP
An aspected magician is focused in his power, able to perform fine in some categories of magic, yet much worse in everything else. This quality is only available to characters who
possess the Magician or Mystic Adept qualities. When a character takes this quality, the player must declare how his magic is aspected. When a character is performing magic that is not favored by his aspect, he suffers a –4 dice pool modifier. There should be an equally fair chance of an aspect occurring as not occurring. Note that this quality may not be taken with the Incompetent quality (p. 82, SR4) for any magic skills not covered by the character’s aspect. It is also recommended that characters who also have the Mentor Spirit quality (p. 79, SR4) only be allowed to choose an aspect that fits with their mentor spirit’s advantages and disadvantages. Listed below are several examples of aspected magic:
Conjuror Aspect (5 BP): The magician is aspected towards spirits. The magician uses the Conjuring skill group and its component skills, but he receives a –4 dice pool modifier to Sorcery, Assensing, Astral Combat, and Enchanting (and to Arcana for anything but ally design).
Sorcerer Aspect (5 BP): The magician’s magic is aspected towards spellcraft. The magician can use the Sorcery skill group and its component skills normally, but he receives a –4 dice pool modifier to Conjuring, Assensing, Astral Combat, and Enchanting (and to Arcana for anything but spell design).
Spell Category/Spirit Aspect (10 BP): The magician is aspected towards a specific spell category/spirit correspondence of the tradition he follows. The character can cast spells or conjure spirits of that category normally, but suffers a –4 dice pool modifier for all other spell/spirit correspondences, as well as Assensing, Astral Combat, and Enchanting (and to Arcana for anything other than that spell/spirit correspondence).
Astral Aspect (10 BP): The magician can use Assensing and Astral Combat as normal, but he receives a –4 dice pool modifier for Sorcery, Conjuring, Enchanting, and Arcana.
Enchanter Aspect (10 BP): The magician can use Enchanting and Arcana as normal, but he receives a –4 dice pool modifier for Sorcery, Conjuring, Assensing, and Astral Combat.
Asthma
Bonus: 15 BP
Due to genetic predisposition, viral illness, or constant exposure to pollutants, the character has developed chronic asthma—leading to troubles with his respiratory system due to narrowing airways. Typical symptoms include wheezing, shortness of breath, chest tightness, and coughing. The character may face strong episodes of asthma when exposed to an environmental stimulant, allergen, exertion, or even stress. For rules purposes, treat Asthma as a Mild Common Allergy (p. 80, SR4) against multiple “allergens.” In addition, due to troubles with the respiratory system, the Body Rating is halved to determine the number of turns before the character starts taking Fatigue damage (p.155, SR4).
Astral Beacon
Bonus: 5 BP
The astral signature of a character with the Astral Beacon quality sticks out like a sore thumb on the astral plane. All signatures left by the character last twice as long, and others assensing the signature receive a +2 dice pool modifier. Only characters with the Adept, Magician, or Mystic Adept qualities may take this quality.
Augmentation Addict
Bonus: 10 BP
Some people can’t help themselves and become addicted to the power rush and extraordinary abilities granted by cyberware and bioware implants or other augmentations. This is typically rooted in a sense of dissatisfaction with their natural bodies and/or abilities. Such individuals develop a dangerous urge to seek out better and more interesting body modifications. Augmentation Addiction is psychologically similar to a Moderate drug addiction (see p. 248, SR4). Over time, the character will grow increasingly unhappy with enhancements he already has, especially if they fail him in any significant way. He may suffer mood swings or sudden outbursts about his inadequacies. The gamemaster can periodically call for a Willpower + Logic (1) Test, though the character will suffer a –4 dice pool modifier. If the character fails the test, he must immediately work to obtain a new modification that is either better or more exotic than any previous existing mods. If the character cannot afford a new augmentation, he will beg, borrow, or steal to get it—even from friends. The gamemaster might also call for the test whenever the character comes into contact with a wiz new piece of gear, such as seeing it in a bodyshop catalog or witnessing an implant’s performance in someone else.
Bad Luck
Bonus: 20 BP
This character is cursed—his own luck often turns against him. Whenever this character uses Edge, roll 1D6. On a result of 1, the Edge is spent, but it has the exact opposite effect intended. For example, if a character hopes to gain additional dice, instead he loses that many dice from his dice pool. If a character spends Edge to go first in an Initiative Pass, he ends up going last. If a character spent Edge to negate a glitch, Bad Luck turns it into a critical glitch.
Bad Rep
Bonus: 5 BP
A character with a Bad Rep has a dark and lasting stain on her reputation in the shadow community and even beyond. Something she did, or was falsely accused of doing, in the past has stuck and permanently tainted the way people perceive her. The character starts play with 3 points of Notoriety which cannot be removed or decreased except by confronting and resolving the source of the bad reputation. Only then may the Bad Rep quality be bought off with Karma.
Big Regret
Bonus: 5 BP
The character has done something in his past that she is embarrassed about: maybe a past as a prostitute, a leaked pr0nvideo, or a job as an Aztechnology spokesperson. It could be that she was trapped in a well as a child or was a famous baby model. The character suffers a –3 dice pool modifier to Social Tests against anyone who knows about the character’s past. The wrong person might hold it over the character’s head as blackmail. If the secret becomes too public, the gamemaster can give the character 1 point of Notoriety.
Biosystem Overstress
Bonus: 10 BP
Some people never really adjust to bioware implants, even if these are cultured. In such individuals, the constant biostress and the metabolic resources tied up lead to slower healing times and faster onset of fatigue. Characters with this quality double the normal interval for Healing Tests (p. 242, SR4) and half the base period before Fatigue sets in (p. 155, SR4). This quality is only available to characters with at least two bioware implants.
Bi-Polar
Bonus: 10 BP
A character with this quirk vacillates between periods of manic activity and bouts of depression. During manic phases, add a +1 dice pool modifier to any tests involving Agility or Reaction, but the inability to focus for extended periods of time results in a –2 dice pool modifier for tests involving Logic or Intuition. During depressive periods, the character is lethargic, feels no motivation to get out of bed, and expresses an inability to concentrate on
tasks at hand. Apply a –2 modifier to any tests involving Agility, Reaction, Logic and Intuition. Gamemasters should role a die for the character once a day. On a result of 1 or 2, the character is in a manic phase, on a 3 or 4 the character is reasonably stable, and on a 5 or 6 the character is depressed. Medication to stabilize Bi-Polar characters is available at a
cost of 500 nuyen a month, but legally requires a prescription and a valid SIN. Failing to take meds for more than 6 hours results in a die roll by the gamemaster.
Borrowed Time
Bonus: 20 BP
A character with this quality is living on Borrowed Time and may die at any moment. She may have a fatal disease, be infected with a slow-acting poison, or possess a ticking cortex bomb. In any case, her life span can be measured in months. When a character takes the Borrowed Time quality, the gamemaster secretly rolls 3D6. The result indicates the number of game months the character has to live. When the character’s time is up, she dies—(almost) nothing can save her. The character should have an appropriately dramatic death scene. This quality is impossible to buy off with Karma, but if the player changes his mind and wants his character to survive, the gamemaster may allow the player to remove Borrowed Time only by permanently burning all his current Edge. The gamemaster can decide to allow this or not only if and when the player makes the request.
Buggy ’Ware
Bonus: 5 BP per rating (max rating 4)
Some implants never should have gotten past quality control. A few develop inexplicable glitches after implantation. Others are just second hand and past their expiry date. Still others seem to bring their users bad luck. All these are grouped under Buggy ’Ware. This quality increases the chance of glitches whenever that implant is being actively used or modifies a test. Reduce the number of 1’s needed to get a glitch (p. 55, SR4) by one per rating. A specific implant must be specified as the Buggy ’Ware. The gamemaster is the final arbiter of whether this quality can or cannot be applied to any given implant. It is suggested that the quality only be applied to implants that contribute to or modify dice pools. If the implant is removed, this negative quality must be bought off at a cost of (10 x Rating) Karma (see p. 265, SR4).
Codeblock
Bonus: 5 BP
A character with the Codeblock quality always has trouble with a particular Matrix action. He receives a –2 dice pool modifier any time he attempts that type of Matrix action. Codeblock only applies to Matrix actions with an associated test; it does not apply to actions that do not
require a test (jacking out, for example). Gamemasters should not allow non-hackers to apply Codeblock towards hacking actions that they are never likely to take.
Comb at Paralysis
Bonus: 20 BP
A character with Combat Paralysis freezes in combat situations. On the character’s first Initiative Test in combat, the character only rolls half his Initiative attribute. On the second and subsequent Initiative Tests, however, the character rolls his normal Initiative. The character also receives a –3 dice pool modifier on Surprise Tests. Finally, the gamemaster should apply a +1 threshold modifier to any composure tests (see Composure, p. 138) the character must make in combat situations.
Computer Illiterate
Bonus: 5 BP
Unlike the Incompetence quality, the Computer Illiterate quality means the character is technologically uneducated to the point she has no experience at working with AR, computers, commlinks, and other electronic devices. Such characters have trouble performing even simple tasks such as sending email or instant messages, programming a trideo recorder, using an unfamiliar commlink, or performing a data search. Computer Illiterate provides a –2 dice pool modifier to all tests that involve a computer, electronic device or Matrixconnected system in any way, shape or form. Additionally, the gamemaster may require the character to make a Success Test to complete tasks her contemporaries would take for granted.
Cranial Bomb
Bonus: 10 BP
Someone has planted a cranial bomb in the character’s head (for a description of the possible headware involved, see p. 331, SR4, and p. 32, Augmentation, for various trigger types). The gamemaster decides who planted it and what that person or group wants. The player need not pay for the bomb with the character’s starting Resource points—the bomb’s a freebie. If the character manages to disarm the bomb, the gamemaster may elect to replace it with an Enemy quality, or a mental disorder (such as a Phobia, Mania or OCD) of equal BP value. This quality may not be bought off with Karma.
Cursed
Bonus: 5 BP per rating (max rating 4)
Cursed characters seem to have a love-hate relationship with magic. Though they are Awakened, magic has a way of turning against them—spells go wrong, spirits get upset, wards collapse, and adept powers fizzle. For every 5 BP gained with this quality, reduce the number of 1s necessary to get a glitch (p. 55, SR4) whenever that character is using magic. For example, a dice pool of 6 and the Cursed quality at rating 2 would trigger a glitch if a single 1 is rolled on the test. The gamemaster may also require the character to make a test for operations that would otherwise succeed automatically (such as passing through a ward the character created himself ), simply to see whether or not a glitch occurs. When describing the effects of a Curse-induced glitch, gamemasters should play up the oddity of the magical mishap. A magician summoning a water spirit might suddenly find his clothes on
fire, or an adept with Improved Reflexes might suddenly find that his shoelaces are inexplicably tied together. Note that Cursed is a Negative quality—its effects should be hindering to the character (and entertaining to others). The Cursed quality should not be seen as an “offensive ability” where the character can cause wards to collapse by touching them. The character is the one Cursed—if he’s hoping for one effect, the opposite should occur.
Cyberpsychosis
Bonus: 10 BP
Only characters with an exceptionally low Essence attribute (1 or less) should be allowed this quality. Individuals suffering from this condition become detached and distanced from the world around them. They seem to experience social interactions and strong emotions one step removed and are often subject to sociopathic or psychotic impulses. A character inflicted with cyberpsychosis incurs a –2 dice pool modifier to all Social Skill Tests. Furthermore, if the test glitches, the character acts inappropriately or violently overreacts. If the test produces a critical glitch, the character suffers a psychotic break and becomes temporarily insane—immediately becoming an NPC until such time as the gamemaster deems he has received sufficient psychiatric treatment and has returned to a semblance of normalcy.
Day Job
Bonus: 5 to 15 BP
A Day Job burdens a character with responsibilities and time constraints. While there are some advantages, such as stable income, a Day Job is a hindrance with the shadowrunning profession. The table below offers guidelines for salary and hours. The gamemaster and player can work out actual restrictions and hours of the character’s profession. The character must be a SINner or possess a fake SIN.
Dependent(s)
Bonus: 5 to 15 BP
A character with the Dependent quality has a loved one who depends on her for support and aid from time to time. Dependents may include children, parents, a spouse, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character’s time, as well as some of the character’s money. The dependent should also be a hindrance in other ways—getting underfoot, sharing living space, involving herself in the character’s affairs, borrowing the car, calling at the most inappropriate moment, etc. The gamemaster should set the Build Point value of the quality according to the needs of the dependent and the demands those needs place on the character. This quality cannot be bought off with Karma, unless the relation of dependency is first somehow resolved through roleplaying.
For 5 BP, the dependent is an occasional nuisance, dropping in on the character unexpectedly, demanding time, friendship, and occasionally money. Examples: slacker sibling, long-term boyfriend.
For 10 BP, the dependent becomes more of an inconvenience demanding time and commitment on a regular basis, getting involved in the character’s affairs; the dependent shares living space with the character. Examples: live-in lover, wife, young child, or close sibling.
For 15 BP, the dependent is close family or a life partner and lives with the character. The dependent is a regular and demanding strain on the character’s time, resources, and availability, and/or requires special care and vigilance detracting from the character’s professional responsibilities. Examples: large family, elderly parent, ailing grandparent.
Distinctive Style
Bonus: 5 to 35 BP
A character that takes this negative quality possesses at least one distinctive physical feature or unique mannerism (note that what qualifies as a Distinctive Style may vary from group to group; see the What is a Distinctive Style? Sidebar, p. 104). The quality may represent a unique look, a peculiar fashion sense, a trans- or non-metahuman modification, a unique speech pattern—anything that makes the character inconveniently attention-grabbing and memorable. Whatever type of flair the character selects, it must enable other individuals to easily remember him. Any individual who attempts to identify, trace or physically locate the character (or gain information about him via Legwork) receives a +3 dice pool modifier on all tests made during such attempts (including Perception Tests). The modifier does not apply to astral or Matrix searches. This quality may be taken multiple times by characters that possess multiple distinctive features, with cumulative modifiers. However, the maximum cumulative modifier is +6 dice. All the advanced character options in this book automatically suffer the effects of Distinctive Style and do not get a BP bonus.
Elf Poser
Bonus: 5 BP
Elf Posers are human characters who want to be elves. This desire prompts them to associate with elves as much as possible, talk like elves, and alter their appearances so that they resemble elves. Real elves consider them an embarrassment, many humans think of them as sellouts, and even the other metatypes generally consider posers to be pathetic.
Characters with this quality who have undergone cosmetic surgery to get “elf ears” and “elf eyes” may successfully pass as elves and avoid any negative Social skill modifiers associated with being a nonelf. If an elf discovers the character’s secret, however, the elf is likely to treat him with contempt and hostility (see the Social Modifiers Table, p. 131). An outed elf poser may also face stigma from other humans as “race traitors,” if those humans harbor any prejudice against elves. Only human characters may take the Elf Poser quality.
Enemy
Bonus: Variable (max. 25)
The character possesses an Enemy (or more than one). Enemies are described on p. 132 and are a constant foil and threat to the character’s activities and plans. The BP cost of an Enemy is equal to the sum of its (modified) Connection Rating and its Incidence Rating. The nature and depth of the bad blood between the two characters should be defined together with the gamemaster when the Enemy quality is chosen. The Enemy may even be a group or organization, rather than a single antagonist or rival (for more details on this option, refer to Enemies, p. 132). Enemy can easily be paired with a number of Negative qualities like Wanted and Vendetta.
Evil Twin
Bonus: 10 BP
A character with this quality frequently gets mistaken for someone else whose reputation is even worse than his own. Perhaps this person is a crooked politician, a well-known Humanis Policlub member, or a criminal that got significant media coverage. Mothers with young children cross the street when they see the character coming, police drones frequently stop him, and there’s always a hassle when they run his ID. He gets little to no service in restaurants. Electronic flyers are spread to all his neighbors when he moves, warning them about him. Whenever the character’s doppelganger commits another crime, or gets caught in another political sting, the character gets media camping out on his doorstep and occasionally gets hauled in to the police station by surly officers (who never apologize later).
Flashbacks
Bonus: 5 or 10 BP
The Flashbacks quality causes a character to experience vivid memory-based sensory hallucinations. These flashbacks are always triggered by specific stimuli. For example, a character that was tortured by a corporate interrogator might experience flashbacks of the torture whenever she sees the corp’s logo. Any time a character with Flashbacks encounters a potential flashback trigger, she must make a Willpower + Intuition (3) Test. If the test fails, a flashback occurs and incapacitates the character for 1D6 minutes. The character cannot take any useful action during that time. Players whose characters have the Flashback quality should confer with the gamemaster to devise an appropriate flashback
trigger before beginning play. The trigger condition can be a particular sight, smell, sound, taste, idea and so on. The condition should be something that the character will encounter a few times during a game. If the trigger is too common, the character may end up experiencing flashbacks all the time. If it is too rare, the character may never experience any.
For 5 BP, the trigger is relatively uncommon; something the character will encounter once every few weeks.
For 10 BP, the trigger is relatively common; something that would be encountered at least once per adventure.
Focus Addiction
Bonus: 5 to 30 BP
Focus Addiction is a variant of the regular Addiction quality (p. 80, SR4). A magician or adept who relies too much on the power granted by foci eventually forms a mental and spiritual dependence on them, even to the point of becoming magically impotent when they are dormant or missing. Note that if a character has a focus addiction, this assumes that the character has already bonded to at least one focus. Players should keep this in mind, as the gamemaster may require the player to spend BPs on buying and bonding foci. Buying and bonding foci isn’t necessarily required, however; it’s theoretically possible that a starting character could be addicted to foci he once had in the past, but is no longer presently bonded to, for whatever reason (players will likely need a good reason if they’re going to convince the gamemaster). Of course, if this is the case, then the character begins play under the effects of withdrawal.
Mild (5 BP): At this level of addiction, few magicians recognize they have a problem. Mild focus addicts keep their foci active more often and use them regardless of whether they need the extra power or not. Some magicians begin to experience a euphoric psychosomatic “crackle” as they tap into foci. The addict suffers a –2 dice pool modifier to Focus Addiction Tests, Drain Tests, and to resist using foci.
Moderate (10 BP): The addiction at this level is marked— the magician refuses to take off or turn off foci under any circumstances, and many become obsessed with gaining more foci to supplement their abilities. Magicians at this level of addiction may become inebriated with power after magical activities, and while recovering from Drain often exhibit mood swings and slurred speech. The addict suffers a –4 dice pool modifier to Focus Addiction Tests, Drain Tests, and to resist using foci.
Severe (20 BP): Magicians at this level of addiction are out of control, constantly using their magical abilities to tap into the foci. Many addicts begin to neglect their physical bodies in a blasphemous parody of ascetic principles. The inebriation experienced in earlier addiction gives way to momentary relief from the aching loss of not using foci. Some addicts turn to drugs or BTLs to compensate for when they are too drained to use magic. The addict suffers a –6 dice pool modifier to Focus Addiction Tests, Drain Tests, and to resist using foci.
Burnout (30 BP): This is the same as a Severe addiction, except the addict has been in this state for some time and is experiencing the tell-tale signs of habitual use on his aura. Using foci at this level of addiction is physically painful for the addict, but even this comes as welcome relief from the hell the character’s body has become. Reduce the character’s maximum Magic attribute by 1. If the character does not kick the habit soon, he will continue to lose Magic at a rate determined by the gamemaster until he burns out.
Geas
Bonus: 10 BP
Geas (plural geasa) means “bond” in old Gaelic. In Shadowrun, a geas is a restriction an Awakened character voluntarily imposes on his own magical power. Perhaps he could never fully embrace the radical world paradigm of the Awakened, and the geas is a symbolic gesture to establish one last tie to reality. Or perhaps he may have suffered a traumatic loss of power, and he made up the geas to reassure himself that he’s still got the touch. Regardless of the reason, if an Awakened character cannot fulfill the terms of the geas, then
he finds it harder to manipulate magic, effectively becoming less powerful. When the character takes this quality, he must declare what type of restriction his geas imposes. A geas must be something that affects all of an Awakened character’s magical abilities and should not duplicate an existing limitation. If the geas consists of a special action, the character must have performed it within the past 24 hours to fulfill the geas. Likewise, if the geas consists of avoiding an action, then it is broken for 24 hours after the character performs the act. (This type of action must be ordinary and normally necessary in the character’s life; avoiding a special circumstance that occurs infrequently with no hardship to the character isn’t much of a limitation.) A character may take the Geas quality multiple times, each time specifying a different condition. If a character breaks the terms of his geas, then his Magic attribute is effectively reduced by 1 point until the geas is again fulfilled. If a character has taken multiple geasa, breaking one geas breaks all of them, and the Magic loss is equal to the total of all geasa taken. If breaking geasa reduces the character’s Magic to zero or less, the character temporarily loses the ability to use any magic and effectively becomes mundane. An adept whose Magic is reduced by not fulfilling a geas must choose 1 full Power Point worth of adept powers per geas; these powers will not function if any of the geasa are not fulfilled and the adept’s Magic is reduced. Mystic adepts must also specify if Magic loss from breaking a geas affects their magic skills or adept powers. Awakened characters crippled by broken geasa are in a dangerous position, as there is a real chance that such a loss could become permanent. If a character suffers a crisis of confidence while a geas is broken, Magic losses from geasa become permanent (see Acquiring Geasa in Play, p. 29). If the gamemaster allows it, geasa may be worked off with effort and karma in the same way as other Negative qualities (see p. 265, SR4). Listed below are some common examples of geasa that characters can impose on themselves:
Condition Geas: You must specify a personal condition to do magic. For example, you must be astrally perceiving, unwounded, sitting in the lotus position, drunk, and so on. When you’re not in this condition, the geas is broken.
Fasting Geas: If the character eats, drinks, or accepts any nourishment other than water, this geas is broken for the next 24 hours.
Gesture Geas: This geas requires the character to gesture visibly and freely to work magic. (This does not require the character to spend an additional action; it’s part and parcel of the appropriate Magical Skill Test.) If the character is tied up, cuffed, paralyzed, or otherwise unable to move hands and arms, the geas is broken. A variation of this geas is dancing, which also requires the character to be able to move his legs and body.
Incantation Geas: The character has to speak, chant, or sing in a loud voice to make magic. If the character is gagged, has lost his voice, or otherwise cannot speak clearly and audibly, the geas is broken.
Location Geas: You specify a location where your magic works. Most urban types, for example, choose the city. In any other area, the geas is broken.
Mentor’s Geas: This geas restricts Awakened characters who follow a mentor spirit to performing only magic that provides a dice advantage. For example, a magician following Dog could only cast Detection spells and summon spirits of man while fulfilling the geas. Doing any other magic breaks the geas. Only magicians with the Mentor Spirit quality may take this geas.
Ritual Geas: The character must have performed a specific action within the past 24 hours to fulfill this geas. For example, the character must have bathed in natural spring water, prayed towards Mecca, had sexual intercourse with a partner, or whatever. If this action hasn’t been performed, the geas is broken.
Talisman Geas: The character must use a specific fetish, called a talisman, to perform magic (see p. 81 for rules on creating talismans). To qualify as a talisman, an item must have at least three distinct characteristics describing it (for example, “a quartz crystal set in a silver medallion, hung on a gold chain”). If the character isn’t prominently holding or wearing the talisman, the geas is broken. If it is lost, confiscated, or destroyed, the character must retrieve it or get another one very similar to the original. In some cases, a talisman may be irreplaceable, such as the locket from a deceased loved one, and must be retrieved. If an irreplaceable talisman is destroyed, then the character suffers permanent Magic loss, as detailed below, and the geas is eliminated.
Time Geas: You specify a time when the character’s magic works. If your character uses magic at any other time, the geas is broken. The time can be day or night, a single season of the year, or a specially designated time period of observance (summer, for example). Similarly, you can specify a certain time when the geas is broken (for example, the Sabbath,
Lent, or Ramadan).
Gene Freak
Bonus: 10 BP
The Sixth World is full of things that endanger normal genome expression, including Awakened dangers, environmental pollution, unpredictable mutagenics, and secret experimentation. Gene freaks are the extreme result of such genetic tampering, whether hereditary or accidental. Characters with this quality suffer an unexpected genetic disorder that manifests as ugly and visceral physical deformities. The character suffers a –3 dice pool modifier on all Social Skill Tests not done via the Matrix and a +2 dice pool modifier for all Intimidation Tests. The character and gamemaster should negotiate to decide on a deformity that is suitably negative. Gene freak characters might also have developed personality quirks or aggressive behavior from years of social rejection.
Gremlins
Bonus: 5 BP per rating (max rating 4)
Characters with the Gremlins quality never seem to get along with technology. Devices malfunction inexplicably in the character’s hands, software constantly crashes whenever he uses it, components become unusually fragile at his touch, and wireless links suffer faltering connections and odd interference. For every 5 BP gained in this quality, reduce the number of rolled 1s necessary to get a glitch (p. 62) by 1 whenever the character is attempting to use a moderately sophisticated device (late 20th century technology or later). For example, a character with a dice pool of 8 and Gremlins Rating 2 (10 BP) would trigger a glitch if two or more 1s result from the test. The gamemaster may also require the character to make a test for operations that would otherwise succeed automatically, simply to see whether or not a glitch occurs. When describing the effects of a Gremlin-induced glitch, gamemasters should play up the notion of a particularly weird mechanical or electronic malfunction. For example, if a Gremlin-plagued character glitches while shooting a pistol, the clip might inexplicably fall out of the gun, or the slide might jump off the rails and go flying into the distance. Similarly, if the character was using a commlink to access a restricted node, the language interface might suddenly convert into Lithuanian for no apparent reason. Note that Gremlins is a Negative quality—its effects should be hindering to the character (and entertaining to others). Gremlins should not be used as an “offensive ability,” where a character causes his opponent’s high-tech toys to fall apart merely by touching them. Consider Gremlins to be a curse on the character—if he wants the technology to fail, then it should be more likely not to. This effect only applies to external equipment and does not affect cyberware, bioware, or other implants.
High-Maintenance Implant
Bonus: 5 BP
This option is only available to characters who possess at least one cyberware implant. A particular implant possessed by that character suffers from some sort of unfixable glitch that requires constant vigilance and maintenance and periodically causes it to fail and shut down. The high-maintenance implant should be one that has an active function, rather than some sort of passive support (ie. wired reflexes but not bone lacing). If the character does not take the time to perform maintenance on a weekly basis, requiring a Cybertechnology + Logic (8, 1 hour) Test, the implant will simply cease to function. At the gamemaster’s discretion, the implant may also fail at other inopportune times, such as rolling a glitch on any test affected by the implant. If the implant is removed, this negative quality must be bought off at a cost of 10 Karma (see p. 265, SR4).
Hung Out to Dry
Bonus: 10 BP
For a reason chosen by the gamemaster, the character’s contacts suddenly dry up—no one will talk to her. The character can try to find out what happened, or simply get on with her life. The effects of this quality are intended to be resolved through role-playing. If desired, the resolution of this quality can even become the subject of an entire subplot. Such a story line can provide an opportunity for the character to redeem her reputation among her Contacts or further antagonize them until they become Enemies (see p. 132) and the character ends up with a permanent Notoriety.
Illiterate
Bonus: 10 BP
Despite the omnipresence of iconography, voice recognition and talking AROs in communications, the written word is still a useful tool for conveying nuanced and detailed information. While many people in the Sixth World are barely literate, an Illiterate character never learned to read at all (maybe she grew up on the streets, or in an isolated rural or wilderness setting). These characters must rely on other characters or technology to translate written information for them. Illiterate characters can use commlink software in conjunction with built-in scanners or cameras to translate written words to sound. They can also learn to use computer programs that rely on icons rather than written commands and instructions; however, such characters receive a –4 dice pool modifier to all computer-related tests and cannot have a Computer Skill higher than 1. Finally, Illiterate characters may not take any Academic, Professional, or Interest Knowledge skills that require reading, either during character creation or in play (until the quality is bought off with Karma).
Implant-Induced Immune Deficiency
Bonus: 10 BP
Cyberware and bioware users sometimes suffer from a number of health problems as the natural balance of their metabolisms is thrown off by modified organs and systems. The demands of their augmented biologies and the body’s continuous attempts to adjust to the implants can lead to decreased immunity to pathogens, poisons, and other compounds. Characters with this quality suffer a dice pool modifier of –2 on all Body Tests to resist the effects of diseases, drugs, toxins, and other compounds (including Physical Addiction Tests and Disease Resistance Tests). This quality is only available to characters with bioware or cyberware implants and an Essence of 5 or less.
Incompetent
Bonus: 5 BP
A character who is Incompetent possesses a total lack of knowledge or ability with a certain Active skill. If this quality is taken, the player must specify an Active skill in which the character is Incompetent. Incompetent may not be applied to Language or Knowledge skills. The character is treated as having a skill level of “unaware” for that particular skill (see the Skill Ratings Table, beginning on p. 119 for more information). In some cases, a Success Test may be required to perform certain tasks that most people take for granted. Characters may not possess that skill, nor may they default on it. Gamemasters are free to reject any choices that would prove irrelevant or exploitative in actual play (ie. such as Incompetent: Pilot Aerospace in a campaign where characters are street-level gangers). Incompetent may be purchased more than once, choosing a separate skill each time.
In Debt
Bonus: 5 to 30 BP
The character is indebted to a third party, usually an underworld syndicate, large gang or corporation, chosen by the player with gamemaster approval. For every 5 BP taken, the character receives an extra 5,000¥ at character creation; this money can be above and beyond the normal 50 BP cap for gear. The character then owes her creditor that much plus another 50 percent. The amount owed increases 10 percent every month, as compound interest. If the character is unable to pay at least the interest amount each month, the creditor may send someone looking for her.
Infirm
Bonus: 20 BP
The Infirm quality represents a character with substandard physical fitness. Infirm characters could be old or simply quite ill, or they may be individuals in poor health who neglect their physical well-being, such as “couch potato” hackers or magicians. The cost for learning or improving Physical skills is twice normal (including at character creation) for Infirm characters, and they may never learn any Physical skill groups. Additionally, Infirm characters are treated as “unaware” in any Physical skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 118), and they may not default on skill tests for that skill. The quality does not affect performance in Physical skills the character possesses.
Judas
Bonus: 10 BP
The opposite of Deep Cover, the character is an infiltrated sleeper agent for an antagonist of the character’s group: she is not who she thinks she is, and she doesn’t even suspect she is going to betray everyone around her … until the trigger comes. She acts as she would normally, and cannot warn her comrades, because her true nature and mission are hidden behind a layer of conditioning and personality programming.
Liar
Bonus: 5 BP
This character is known to be a compulsive liar, and sounds insincere even when he’s telling the truth. Every time a character with this quality addresses someone, the gamemaster rolls 1D6. On a result of 1, the person or contact being addressed assumes that the character is lying. On any other result, the addressee believes the character. The next time the character meets the person who “caught him lying” (that is, the person to whom he was talking when he rolled the 1), the person refuses to believe the character on a result of 1 or 2. The chance of being “caught lying” increases by 1 for every encounter with this person thereafter. Once the character gets “caught lying” three times by the same individual, the character gains a point of permanent Notoriety. If the person in question is a contact, his Loyalty rating decreases by 1. If Loyalty was already at 1, the character loses that contact permanently.
Lost Loved One
Bonus: 5 BP
The character is obsessed with the unexplained disappearance of someone near and dear. The person (defined when the quality is taken) vanished in mysterious circumstances and hasn’t been seen or heard of since. The character with this quality feels compelled to find the missing person at any cost. She must succeed in a Willpower + Logic Test (2) to resist following any lead the gamemaster may wish to throw in her direction (be it a solid lead or a red herring). The effects of this quality are intended to be resolved through roleplaying. If desired, the resolution of this quality can even become the subject of an entire subplot.
Low Pain Tolerance
Bonus: 10 BP
Characters with Low Pain Tolerance are particularly sensitive to pain; they incur a –1 wound modifier for every 2 boxes of cumulative damage, instead of the normal 3 boxes.
Mental Handicap
Bonus: 10 per level (max 3 levels)
The individual suffers from one of several forms of mental handicap—natural or induced. This can be a result of brain injury, genetic mental retardation, or any of several genetic anomalies. The character suffers a –1 dice pool modifier to any Tests involving Logic and Willpower per level of this quality.
Mysterious Implant
Bonus: 5 to 25 BP
The character has a mysterious implant in her body of which she is unaware. The gamemaster chooses the implant, and the character does not become aware of its existence until the gamemaster chooses to reveal it—perhaps by having it kick in at an inconvenient time or show up on a detector when the character tries to travel or pass unnoticed into a corporate environment. To avoid detection, the Mysterious Implant may even be hidden within another implant such as a cyberlimb or nanohive. If and when the character discovers and eliminates or otherwise neutralizes the implant, the gamemaster may choose to replace the implant with an appropriate Negative quality like Amnesia, Enemy or Phobia/Mania (p. 164, Augmentation).
Mystery Mod Noise
Bonus: 5 BP
This option is only available to characters who possess at least one cyberware implant. A particular implant possessed by that character emits an intermittent and subtle but annoying noise even when not in active use, akin to a metallic whir, high-pitched whine, gas-like bubbling, or something similar. A particular implant must be chosen to suffer from the condition and should be an externally-accessible implant with moving parts, like a cyberarm. The noise may not be eliminated, no matter the repairs or lubrication efforts, though it may be muffled with heavy clothing or Silence spells. The gamemaster determines when the irritating noise is active. The noise applies a +2 dice pool modifier to any Hearing Perception Tests made against the character. If the implant is removed, this negative quality must be bought off at a cost of 10 Karma (see p. 265, SR4).
Nano Intolerance
Bonus: 5 BP
Some immune systems react more strongly than others to nanoware. This may be because of some DNA quirk that makes protein-matching imperfect or simply the immune system’s hypersensitivity. Regardless, the character’s natural immune system and metabolism rid themselves of free-floating nanoware much faster than usual. Nanoware systems in nano-intolerant characters degrade 1 rating point every 4 days (instead of a week). This quality may not be taken at character creation by characters who possess nanohives. If the character has a nanohive implanted, the quality must be bought off at the cost of 10 Karma (see p. 265, SR4).
Night Blindness
Bonus: 5 BP
When limited by this quality, a character’s (natural) eyes do not adapt to well to darkness and he has difficulty operating in dimly lit environments. This quality adds an additional –2 dice pool modifier to any other visibility modifiers in any lighting conditions worse than normal daylight (or the equivalent). This quality is incompatible with the Blind quality and with cyber or bio-replacement of the eyes.
Oblivious
Bonus: 5 BP
An Oblivious character often fails to notice glaring details (this quality may result from a short attention span or some other perceptual problem). Such characters increase the threshold of any Perception tests by +1, including Astral Perception tests. The quality does not affect combat modifiers for vision or range.
Ork Poser
Bonus: 5 BP
Influenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human character who alters his appearance to appear as an ork. Various cosmetic biomods—tusk implants, steroids, larynx alterations, etc.—allow the character to successfully pass as an ork. Ork posers are an embarrassment to many orks, and an ork who discovers the secret may treat the character with hostility. Other orks, however, might be willing to let the character join the “family”—provided he passes an appropriate hazing ritual to prove his “orkness,” of course. An outed ork poser may also face stigma from other humans or elves as “race traitors,” if those humans/elves harbor any prejudice against orks. Only humans and elves may take the Ork Poser quality.
Pacifist
Bonus: 5 or 10 BP
The Pacifist quality makes a character unusually principled and humane for the dark streets of 2070. If the quality is taken at 5 BP, the character actively avoids needless violence and will not kill unless in self-defense (and even then, she will do so as humanely as possible). Such characters cannot participate in premeditated murders or wetwork and are compelled to dissuade their fellow shadowrunners from embarking on such operations. If the quality is taken at 10 BP, the character has severe moral qualms about any violence and will refuse to harm any living creature that possesses more intelligence than a gnat, regardless of the provocation. If she does, she is overcome by a deep depression, during the onset of which the character refuses to do anything other than eat, sleep and go about her daily routine. Such a state typically lasts several weeks, but may vary at the gamemaster’s discretion. Some individuals respect the restraint of Pacifist shadowrunners, while others consider them useless wimps.
Paranoia
Bonus: 10 BP
While Paranoia may be considered a survival trait in the shadows, a character with this quality thinks everyone is out to get her, either because she knows too much, or because they think she does. The character is subject to a –3 dice pool modifier in any interaction with unfamiliar individuals or with Contacts whose Loyalty rating is below 4. She must also change addresses every couple of months for fear of being located.
Paraplegic
Bonus: 10 or 15 BP
Typically, Paraplegic characters are paralyzed from the waist down. Such characters can perform physical tasks that do not require the use of their legs and can move around via wheelchair (or wheelchair drone). Paraplegic individuals are invariably victims of severe nerve damage, and replacement is not always an option. The Paraplegic quality cannot be treated with cyberware, though certain gene therapies and nanotechnologies may repair the damage (requiring the character to buy off the quality with Karma per standard rules during recovery). The Paraplegic quality has no effect on a character’s abilities in the Matrix or in astral space. Characters with the Paraplegic quality can and often do become highly effective hackers, riggers, and magicians. Characters cannot take both the Paraplegic and
Quadriplegic qualities. For 15 BP, the Paraplegic character has lost the use of his upper limbs with all the resulting handicaps thereof. The BP bonus of this quality is reduced by 5 BP if the character enjoys a Full Immersion Lifestyle (p. 38, Unwired)
Poor Self Control
Bonus: 5 to 15 BP
This quality groups several different personality traits, all of which reflect poor self-restraint and different antisocial behavior. Each is presented as a quality with a BP cost. Poor Self-Control can be taken multiple times, but only once for each option. All these options are incompatible with the Common Sense quality and use the Composure Test (p. 130, SR4).
Braggart (5 BP): While bragging is one way to bolster a character’s reputation, this quality means the character doesn’t know when to quit. She will claim that things she did were better, tougher, and just that much cooler than anything anyone else has done. The character will also falsely claim to have done things if doing so means she can one-up a rival. The character must succeed in a Composure (2) Test to back down from a story or boast.
Thrill Seeker (5 BP): This quality means the character tends to jump into risky situations without considering possible consequences and dangers. When confronted with an obviously risky proposition or dangerous situation, the character must make a successful Composure (2) Test to avoid blindly jumping into the thick of things.
Compulsive (5 to 15 BP): Compulsive characters possess a specific compulsive behavior over which they have little or no control. The value of this quality depends on how troublesome and dangerous the behavior is for the character. For example, a character who is compulsively tidy won’t be more than the casual nuisance to his teammates; his Compulsive quality might be worth 5 BP. By contrast, a decker who compulsively breaks into
high-level corporate nodes would have a Compulsive quality of 15 BP. Resisting a compulsion requires a successful Composure (2) Test.
Vindictive (10 BP): Vindictive characters are especially vengeful and go out of their way to correct any slight against them, no matter how small. The retribution varies according to the slight. A simple insult might call for a coldly delivered threat or a punch in the face, while an injury almost always calls for the blood of the offending individual. Vindictive characters will carry grudges for a long time; cross them once and you are on their hit list forever. To resist the urge to pay back a slight, a successful Composure (2) Test is required.
Combat Monster (10 BP): A character with the Combat Monster quality becomes irrationally vicious in combat situations. The character is unlikely to willingly turn his back on an ongoing fight after the first blow has been delivered—even if outnumbered and losing. The character must make a Composure (2) Test to break away. Otherwise, the character can only break away if he kills or disables all his opponents. Combat Monster is incompatible with the Combat Paralysis quality.
Prejudiced
Bonus: 5 to 25
The character is (unjustifiably) prejudiced against members of a specific group of people: metahumans, an ethnicity, artists, gays, or some other group. He not is not only intolerant, but may actually be outspoken about his beliefs and may actively work against the group. Depending upon the degree of prejudice, this quality may get the character into trouble for expressing his views or when forced to confront the targets of his prejudice. The BP bonus granted by this quality varies depending upon the “commonness” of the hated group and the degree to which the character is openly antagonistic to that group. Refer to the Prejudice Negative Quality Table as a guideline when choosing the prevalence of the hated group and the degree of prejudice for purposes of calculating the BP value of the quality. Prejudiced character must succeed in a Willpower + Intuition Test to back down from a confrontation (verbal, physical, or professional) with a representative of the hated group. The Threshold of this Test varies by the degree of prejudice; see Confrontation Threshold on the Prejudice Quality Table, at right.
Quadriplegic
Bonus: 20 BP (10 BP if character possesses Full Immersion Lifestyle)
Quadriplegic characters are paralyzed from the neck down and cannot perform physical tasks of any kind. The Quadriplegic quality does not affect a character’s Attributes or use of Mental Skills. Use the character’s Physical Attributes for calculating abilities such as Reaction per standard rules. If desired, a character with the Quadriplegic quality may take the Infirm quality as well. Characters with the Quadriplegic quality require permanent hospital-grade care (High Lifestyle Costs) and the attention of hired medical attendants or programmed robot drones to perform physical tasks for them. The Quadriplegic quality cannot be treated or cured with cybertechnology or magic. Characters cannot take both Quadriplegic and Paraplegic. The Quadriplegic quality has no effect on a character’s abilities within the Matrix or in astral space. Characters who resort to the Full Immersion Lifestyle (p. 38, Unwired) only receive 10 BP from taking this quality.
Records on File
Bonus: 10 BP
One or more megacorps (chosen when the quality is taken) possesses a relatively up-to-date record of the character’s SIN, biometrics, personal, and possibly medical data. This may be the result of some prior encounter, professional relationship, or previous affiliation. This quality provides agents of the corporation with a +6 dice pool modifier to any tests to identify the character through SIN, biometrics, facial or biometric recognition, or medical data. It also provides a +2 dice pool bonus to Legwork attempts to track her down. Fortunately for the character, corporations cherish their intelligence and do not usually share information willingly with their competitors, or even other organizations. However, this quality may also provide the corp with leverage or blackmail material against her in the future.
Reduced (Sense)
Bonus: 5 to 15 BP
For each level taken in this quality, one of the character’s natural senses (vision, hearing, touch, smell, taste, astral sight, and so on) is impaired to some extent. For 5 BP, the affected sense is only partially reduced, resulting in a –3 modifier to any Test involving that sense.
For 10 BP, the chosen sense is completely reduced and the character suffers a –6 modifier to all Tests towards which the sense might contribute.
For an additional 5 BP (10 or 15 BP), the reduced sense is the result of a neurological dysfunction—for instance a problem with the occipital lobe of the brain—this renders the character incapable of hearing sound directly, via organ replacement, and through direct simsense stimuli. This type of sense reduction cannot be repaired with surgery or gene therapy (though such possibilities are open at the gamemaster’s discretion).
Blind/Reduced Sight (10 BP): A character with Fully Reduced Sight is legally blind and receives a –6 dice pool modifier for all vision-based Tests. Note that since their astral perception is not a visual sense, Awakened characters with the Blind quality may still perceive astrally, though gamemasters are advised to strictly apply the Astral Visibility modifiers on p. 114 of Street Magic.
Deaf/Reduced Hearing (10 BP): A character with Fully Reduced Hearing is deaf and cannot hear. The character cannot make Perception Tests based solely on hearing, and receives a –6 dice pool modifier for any tests in which hearing is a factor (such as Surprise Tests).
Scorched
Bonus: 5 BP (10 BP for hackers/technomancers)
A Scorched character had a nasty experience (or experiences) with Black IC or BTLs in the past, suffering near-permanent effects. The character receives a –2 dice pool modifier to any Willpower-related tests made when facing Black IC or BTLs. This does not include Damage Resistance Tests, but does apply to tests to jack out, log off, resist the effects of Psychotropic IC, or resist addiction.
Sensitive Neural Structure
Bonus: 5 BP (10 BP for hackers/technomancers)
A character with a Sensitive Neural Structure has a particularly delicate nervous system, making him more vulnerable to neural damage from BTLs, Black IC, dumpshock, and other damaging forms of simsense. When resisting damage from Simsense, the character receives a –2 dice pool modifier.
Sensitive System
Bonus: 15 BP
A character with the Sensitive System quality has immuno-suppressive problems with implants. Double all Essence losses caused by cyberware implants. This quality does not affect Essence losses for bioware.
Sensory Overload Syndrome
Bonus: 10 BP
Sensory Overload Syndrome is a recently identified psychosomatic disorder, an offshoot of AIPS with a similar pathology to epilepsy. The condition has been tracked back to high stress levels and excessive sensory input overwhelming the occipital lobe’s capacity to process it. Individuals with this quality have extreme cases of SOS and are vulnerable to epileptic seizures when subjected to Augmented Reality-saturated environments (including spam zones). It is up to the gamemaster to decide if an environment is an SOS risk, but as a guideline nightclubs, shopping malls, and spamzones should be considered danger zones. Seizures typically last up to 5 minutes and throw the character into violent convulsions and temporary blindness that render her unable to control her movements or speak. No treatment is currently available for the disorder. While deactivating her commlink or image link is enough to “immunize” the character from SOS, the fact that most spamzones are not clearly identified means a character may walk into one without warning and must either always have their commlink off or in hidden mode.
Signature
Bonus: 10 BP
For whatever reason, a character with the Signature quality feels compelled to announce her involvement in a mission or run. This typically involves leaving behind some signature item or telltale that can be identified as the character’s unique trademark (ie. such as leaving a chess piece at the scene of a crime, or using a unique weapon to perform wetwork). Typically, a Signature is enough to identify the character among those who are aware of her Reputation. A Signature provides a dice pool modifier equal to the character’s Street Cred (p. 257, SR4) to anyone making tests to trace the person to whom the Signature belongs (including Legwork and Data Search Tests).
Simsense Vertigo
Bonus: 10 BP (15 BP for hackers/technomancers)
Characters who suffer from Simsense Vertigo experience feelings of disorientation whenever they work with augmented reality, virtual reality, and simsense (including smartlinks, simrigs, and image links). Such characters receive an extra –2 dice pool modifier to all tests when interacting with AR, VR, or simsense.
SINner
Bonus: 5 or 10 BP
The character was born with or somehow acquired a legal System Identification Number, or SIN (see Identification, Please, p. 266). This means the character’s real identity, personal history, biometric data, credit records, medical history, travel history, etc. are stored and accessible in numerous databanks. This does not mean the character is required to use that SIN, merely that a legal record of him does exist (and may serve as a detriment some day). At 5 BP, the character has a standard SIN and is a bona fide citizen of the nation or extraterritorial megacorp of his choice. At 10 BP, the character has a criminal SIN, meaning that the character also has a verifiable criminal record on file, and likely served prison time in the past. As many law enforcement agencies share their data, this means that character is more likely to be identified if linked to a crime.
Spammed
Bonus: 5 BP
The character’s SIN is just a digit off from another person’s, who seems to spend all her time online shopping. The character gets all the ads corporate marketers send to the other person, plus all her own! As a result her inbox is constantly overflowing with spam, and she is constantly inconvenienced by telemarketers and viral spam. Marketing databases attribute large purchases of online porn or other expenses of questionable taste to the character. She gets the occasional wrong bill and may suffer legal prosecution if she doesn’t pay, and her credit report reflects multiple late payments or defaults (restricting access to loans and special banking services such as certified credsticks). Anyone doing research on the other person (such as potential employers) will invariably come away with a very negative image of the character.
Spirit Bane
Bonus: 10 BP
A character with the Spirit Bane quality really torques off a certain type of spirit (see Spirits, p. 302). These affected spirits are likely to harass the character when he is in their presence and they may be reluctant to obey or perform favors for the character or his friends. If ordered to attack a party that includes the character, these spirits will single the character out first in an attempt to destroy him. This quality may be taken by any characters, not just magicians, and magicians may possess this quality for a type of spirit that is not part of their magical tradition.
Temporal Lobe Epilepsy
Bonus: 10 BP
A fortunately rare problem among highly-cybered individuals, temporal lobe epilepsy with complications (TLE-x) is a chronic degenerative condition believed to be caused by neurological stress caused by excessive cyber implantation. Characters who take this quality start play with the TLE-x disease described on p. 132. If the character ever undergoes corrective gene therapy or brain surgery to correct the condition, the quality must be bought off at the cost of 20 Karma (see p. 265, SR4).
Uncouth
Bonus: 20 BP
Uncouth characters are antisocial or sociopathic and have a difficult time interacting with others. The cost for learning or improving Social skills is twice normal for Uncouth characters (including at character creation), and they may never learn any Social skill groups. Additionally, Uncouth characters are treated as “unaware” in any Social skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 118). The gamemaster may require the character to make Success Tests for social situations that normal people would have no problems with.
Uneducated
Bonus: 20 BP
An Uneducated character has grown up far away from the modern sprawl and is thus ignorant of modern society in general, possessing only a rudimentary knowledge of reading, writing, and arithmetic. This quality is fitting for characters who grew up in primitive societies or back-to-the-land anti-technological communes (for example, Amazonian primitives, Luddite collectives, or NAN pinkskins). This quality also applies to certain sentient paracritters that have developed their own primitive society (such as shapeshifters, naga, and merrow). Characters with the Uneducated quality are considered “unaware” in Technical, Academic Knowledge, and Professional Knowledge skills they do not possess (see Skill Ratings, p. 118), and they may not default on skill tests for those skills. The gamemaster may also require the character to make Success Tests for ordinary tasks that the typical sprawldweller takes for granted. Additionally, the Karma cost for learning new skills or improving existing ones in these categories is twice normal (including at character creation), and the character may never learn skill groups belonging to these categories.
Vendetta
Bonus: 5 BP
This quality means the character is deeply entangled in a blood feud with an Enemy individual or group. Whatever the initial cause, the vendetta has become as much an issue of face, honor, and reputation as vengeance. The Vendetta quality means that the character is driven into an ongoing exchange of hostile and retaliatory acts and cannot resist an opportunity to confront her foe. The character must also take the Enemy quality (with an Incidence rating of at least 4). In play, should she encounter the Enemy, she must succeed in a Composure (3) Test to not confront him/her violently. She must always pursue the Vendetta in any way she can if an opportunity presents itself. However, should the target of the Vendetta be killed or neutralized somehow, someone will take up the vendetta in his place (unless the quality is bought off ).
Wanted
Bonus: 10 BP
For some reason (defined when the quality is taken), the character is wanted by the authorities, has a bounty on her head, or a mob contract hanging over her. Such bounties/contracts shouldbe worth at least 20,000 nuyen. Unlike characters with Enemies, a Wanted character is not constantly harassed by a single opponent (though the two can be combined). Instead, she will be hunted by anyone who becomes aware of the bounty and is interested in collecting it. It is up to the gamemaster how much this quality impacts the game, but, as a rule of thumb, it should come up at least once every other adventure. This quality may not be bought off, until the reason the character is wanted is resolved through role-playing.
Weak Immune Sy stem
Bonus: 5 BP
A character with the Weak Immune System quality is more susceptible to infection by disease than normal. The character gains a –2 dice pool modifier to any tests for resisting diseases. Weak Immune System often results from immuno-suppression treatments used in
cybersurgery and bio-genetic procedures, so it’s reasonable to believe that characters that
have undergone extensive body modification are more likely to acquire this quality.
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