20 QUESTIONS
If you so choose, take a little time to answer these questions about your character. There are substantial starting rewards for most all of these questions, from Karma to Lifestyle perks. Keep in mind, I'm looking for answers that help flesh out your character.. and I will keep these notes handy for our game.
------------------------------------------------------------------------------------------
1. HERITAGE
We are shaped by our heritage. Facial
features, skin tone, height, build, metatype, even aptitudes are influenced by
the genes passed from parent to child. Attitude, too, is taught by parents,
informed by their own lives and their cultural heritage. Where does your
character come from, what is her lineage, who were her parents, and what did
she inherit from them?
>>Answer this question for 1 additional C2/L5 contact – this contact is a member or a close friend of the family, someone the runner can trust and will help out as much as they can as long as they are treated with the same respect the runner expects.
2. PARENTS
Parents can be proud of their children
or regret ever bringing them into the world. Some are loving, and some are
indifferent. All of them are only metahuman and have their own opinions of
their children. Assuming they could speak, what would each of your character’s
parents say about her?
>>Answer this question for 1 Karma.
>>Answer this question for 1 Karma.
3. 6TH WORLD HISTORY
Many people remember certain historical
events for the rest of their lives. For those alive in the first decade of the
21st century, it could be
the assassination of John F. Kennedy, or the Tiananmen Square protests, or the
fall of the Berlin Wall, or the attacks of 11 September 2001. People remember
where they were, and what they were doing when they first heard of these events.
Shadowrun history has significant events as well, such as the assassination
of President Dunkelzahn, the Crash 2.0, and the emergence of technomancers and
artificial intelligences. Pick a few events from recent Shadowrun history and
ask where the character was at the time, what does he remember about the event,
and what was he doing at the time?
>>Answer this question for 2 Karma.
>>Answer this question for 2 Karma.
4. WHY THE SHADOWS
Very few people choose to become
shadowrunners. More likely, they are thrown into the life by a chaotic and
uncaring world. Even if she made a conscious decision to enter the shadows, her
decision is influenced by the world around her. How did your character get into
shadowrunning, and why did she take that path?
>>Answer this question for 1 Karma.
>>Answer this question for 1 Karma.
5. LIVING CONDITIONS
People have control over their own
living arrangements. From the child young enough to use crayons and tape all
the way up to the elderly shut-in who plasters her walls with family photos and
cat pictures, everyone makes their living spaces more personally pleasing. What
is your character’s living space like, and what has he added or changed to make
it his own?
>>Answer this question and receive 1 month of pre-paid High Lifestyle, 2 months of pre-paid Middle Lifestyle, or 6 months of pre-paid Low Lifestyle. You must pay for the first month during character creation. The pre-paid month(s) follow after that first month.
6. BELIEF
Everyone has beliefs, and many have
beliefs strong enough to be convictions. Some are religious, some are
political, some are social, and some are just about why people are here. What
does your character believe in, what are her convictions (if any), and why does
she hold them?
>>Answer this question for 1 additional C3/L2 contact – this contact is a member of an organization that supports your runner’s beliefs in some way. This could be a religious leader, a martial arts instructor, an aroma therapist. You name it, they’re your contact now.
7. PET PEEVE
Everyone has aspects of their
personality that grate on someone. Even the best of friends annoy one another
from time to time. The flaws in a person’s character are as important as the
qualities. What do you dislike most about your character’s personality?
>>Answer this question for 1 Karma.
8. CORPS
The Sixth World is considered by many
to be spinning out of control. If anyone could exert control over it, it would
be the “Big Ten” triple-A megacorps. These transnationals exert a lot of influence
on everyday life in the 2070s. Which of the Big Ten does your character hold in
the highest (or least low) regard, which does he like the least, and why?
>>Answer this question and receive +1 die modifier in all social tests when dealing with anyone affiliated with your favorite corp. Similarly, NPC’s from your least favorite corp consider you Suspicious (-1 social die modifier).
>>Answer this question and receive +1 die modifier in all social tests when dealing with anyone affiliated with your favorite corp. Similarly, NPC’s from your least favorite corp consider you Suspicious (-1 social die modifier).
9. CONTACTS
People make acquaintances and friends;
we’re hardwired for it. Humans are social animals. This is especially true in
the shadows, where often it is not the power you have, but the power you can
borrow, and not who you, are but who you know. There’s a story behind each and
every one of these relationships. What is the story with your character and her
contacts?
>>Answer this question for 1
additional C1/L1 contact – this contact is simply an additional contact of
minor value to the runner. They may have an occasional benefit to the runner,
but are in reality, only a minor business contact.
10. LAZY DAY
It’s Sunday morning, and your character
has no commitments until tomorrow afternoon. What does she do for the day?
>>Answer this question and give your character a hobby. This hobby comes with collectibles, materials, gear, or other material value equal to 50% of one month’s Lifestyle. For instance, if you pick a Middle Lifestyle (5,000Y), you would have a comic collection valued at 2,500Y. This value does not increase with time unless your runner adds to it. It does not increase with value if your runner upgrades to a higher Lifestyle. It is set at character creation.
>>Answer this question and give your character a hobby. This hobby comes with collectibles, materials, gear, or other material value equal to 50% of one month’s Lifestyle. For instance, if you pick a Middle Lifestyle (5,000Y), you would have a comic collection valued at 2,500Y. This value does not increase with time unless your runner adds to it. It does not increase with value if your runner upgrades to a higher Lifestyle. It is set at character creation.
11. SKILLS
Your character has a specific skill
set, a list of Active and Knowledge skills that define what she knows and her
areas of expertise. How did she come to learn those skills, and how did she
develop them to those levels?
>>Answer this question for a Rank 3 non-combat Active Skill and two Rank 2 Knowledge Skills.
>>Answer this question for a Rank 3 non-combat Active Skill and two Rank 2 Knowledge Skills.
12. MORAL LINE
Everyone has their limits. People can
be dark, but most people’s instinct is to draw the line at certain actions and
thoughts, and they keep to their own moral convictions. Is there a moral limit that
your character enforces on the jobs she takes, and in what shadow work would
she refuse to engage?
>>Answer this question for 1
Karma.
13. AWAKENED
If you have an Awakened or technomancer
character, consider your character’s tradition and streams. Even within the
major established magical traditions and the recently emerged technomantic streams,
there is room for personalization. Ask yourself what drew her to that
particular paradigm, how does it effect the way she views the world and her
magic, how does it translate into choice of mentor spirit or paragon, and how
does it affect the appearance of the spirits or sprites you conjure or compile?
>>Answer this question for 2 Karma.
>>Answer this question for 2 Karma.
14. AUGMENTATION
While acceptance and bias vary from
place to place, augmentations—be they bio-, cyber-, gene-, or nanoware—are
increasingly common and available in the Sixth World. However, personal technological
enhancement is rarely cheap, and many implants that runners possess are
restricted. How did your character come to have the enhancements she has, how
were they paid for, and what motivated the choices she made (if she did make the
choices)?
>>This is a completely optional question if it even pertains to your character at all. No reward for answering.
>>This is a completely optional question if it even pertains to your character at all. No reward for answering.
15. MUGGLES
Life as a shadowrunner is by definition
outside the bounds of “normal” life. Shadowrunners do not truly fit into the
lives of ordinary people, whether they live in slums or mansions. What does
your character think of ordinary life, mainstream culture, and those who abide
by it?
>>Answer this question for 1 Karma.
>>Answer this question for 1 Karma.
16. FEAR
Everyone has nightmares. Sometimes, we
forget the dream completely on waking. Sometimes, the nightmare haunts us or even
recurs. If your character had a lingering nightmare or a deep-rooted fear, what
would it be, and why does he find it so terrifying?
>>Answer this question and it
will count as a free 5 point Negative Quality, increasing your total maximum
Positive Quality cap to 40.
17. THAT ONE THING
People tend to attach sentimental value
to items in their possession or people they are close to. They make an effort
to keep these close by and safe. What is your character’s “sacred object” or
“close one,” and how did they come to be so important to him?
>>Answer this question and you
can use this item as a Power or Weapon Focus. Should you use this sacred object
as either, you may choose a special enchantment for the item:
>>Watcher - You may summon
a special named Watcher spirit once a day at a Force equal to the Force of the Focus.
This does not require a Conjuring Test (adepts may use this ability). This
watcher spirit will do you bidding per the rules in SR4 p. 189-190. The watcher
is possessed of slightly higher intelligence than normal for a watcher (it is
named after all for a reason).
>>Perception – This enchantment
grants Astral Perception to Adepts without the need for the Adept Power. The
focus must be active for the power to be granted. This power grants 1
additional net hit on the Assensing Table if you already possess the ability to
Astrally Perceive.
>>Sting – Your item has
had a history with a particular type of entity (race, group, spirit, creature
type, etc). The focus will alarm you in some way when in the presence of said
entities. Your focus will conduct a secret perception test using its Power vs
any modifiers that would naturally hide the entity from astral perception. The
more hits on the perception test, the greater the understanding of the
proximity and/or direction of the entities will be to you, the runner.
>>Linguistics – Your focus grants you native understanding of a number of languages equal to its Force – these include lingos.
>>Aid – Your focus grants you the ability to heal faster than normal while it is activated on you. The focus grants +2 dice pool modifier for all Healing Tests made on/for/by you.
>>Linguistics – Your focus grants you native understanding of a number of languages equal to its Force – these include lingos.
>>Aid – Your focus grants you the ability to heal faster than normal while it is activated on you. The focus grants +2 dice pool modifier for all Healing Tests made on/for/by you.
18. HOPE
One of metahumanity’s greatest assets
is its ability to look toward the future and imagine a better life. Even small
children have dreams about what they want to be when they grow up. What did
your character want to become when he was a child, and what are his goals now?
>>Answer this question for 2
Karma.
19. FLAIR
A person’s appearance can say volumes
about him. From fashion sense, to the colors he prefers, to the way he walks
and speaks. Sometimes, his personality determines his appearance, and, sometimes,
the appearance he chooses to present the world effects his personality. What
does your character look like, and what inspired his choices?
>>Answer this question for 3 articles of clothing or armor from the Core Rulebook, valued no greater than 1,000Y each.
>>Answer this question for 3 articles of clothing or armor from the Core Rulebook, valued no greater than 1,000Y each.
20. MONIKER
Everyone has a name, but a runner’s
street name is a representation of his connection to the shadows. Sometimes
runners choose their own moniker, but more often it is given to them as a
nickname or earned through some (mis)adventure. How did your character come to
be known by his street name?
>>Answer this question for 1 Karma.
>>Answer this question for 1 Karma.
No comments:
Post a Comment