Qualities in Shadowrun: Genesys | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Qualities

Qualities are extra abilities and flaws that a character may take. Positive Qualities cost experience and Negative Qualities provide experience. Record these under Notes or Archetype Abilities.   Positive Qualities

Positive Qualities


CostDescription
10Adrenaline Surge: add b on initiative checks and may add s on Vigilance check for surprise checks...
5Ambidextrous: The character is equally adept at using either hand. Add s to checks when taking an Action with both hands (ie: two-weapon fighting). Also extremely helpful should the character happen to lose a hand...
5Analytical Mind: May add b to any Knowledge checks forpuzzle solving.
5Animal Empathy: May add b to all checks involving animals whether social skills or survival skill checks...
10Astral Chameleon: You must be dual-natured to get this Quality, as it grants opponent a b
when they are Assensing your astral Signature in the Astral Plane.
5Bilingual: Allows you to have a Second language as a Native Tongue.
5Blandness: Grants b when blending in within crowds to Perception skill looking for you.
10Black Market Pipeline: Choose one existing contact and a Single Category of Merchandise (e.i.: Vehicles, Weapons, Electronics, Armor, etc). Purchasing items through this contact would have a -10% price reduction and -2 to Rarity but only through this contact. When looking to sell through this contact, the character gets (7% X loyal ranting) of the item's original value instead of the standard 5%. The contact has to be appropriate to the category chosen.
15Born Rich: Add 200,000 Credits.
10Catlike: Grants a b to all Stealth checks
10City Slicker: Grants a b in City Environments. Downside: grants a b in Non-Urban Settings. Skills it will effect the most would be Perception and Survival Skill checks.
10Codeslinger: Select 1 Matrix Action, Grants a b to that Action.
5College Education: Knowledge Skills are half price at character Creation (i.e.: Level 1- free, Level 2- 5pts) which is max level at creation time.
5Common Sense: This allows the GM to Ask the Player if the Action really does make sense to the character and if it will have any effects on your action.
10D aredevil: When the Character does an exceptional action (gamemaster's discretion), Gm can get 2 story points instead of 1 story point.
10D igital Doppelganger: Most be a Sinner and the this quality most be linked to the Sin. When Researching this Character during Matrix Searchs, Grants bb locating information to the Character.
5Disgraced: Character use to be a figure of Authority, Character receives a b to Coercion and Charm checks from organized crime groups.
10Double-jointed: Grants b to all Skulduggery skill checks to escape bonds.
10Erased: There are characters who lack a SIN because they never had one, and then there are those who had a SIN but had it actively and throughly erased, to the point where legwork can only be done via word-of-mouth, contacts, and Matrix searches turns up nothing. Also, the quality prevents Public Awareness for the character from ever going above 1.

This is a double-edged sword. The character can never maintain a Lifestyle higher than Middle, and can never use a fake SIN or any attached licenses for more than three months. Living under the radar is expensive. If a character chooses to have a High Lifestyle for a month, she'll need to bail on it and lay low for bit with a low or lower Lifestyle for at least a month. If they fail to do so. The systems in place start to slip, making the character locatable via the Matrix and possibly building a Public Awareness-which means that whatever they were hiding from might have a chance to find them.
5Fame (local Fame): When Choosing this quality, character needs to choose a sprawl that the character has the fame in, all Social Skills would get a bonus b to everyone that recognizes the character, as when they do their job, they need to be careful not be seen by others in their famed sprawl. If the character has the Negative Quality Day Job will get X2 in Credits
10Fame (National Fame): When Selecting this quality, character needs to choose the Nation where the character is famous in. all Social Skills would get bonus bb to everyone that recognizes the character. Day Job Quality will get X4 in credits and character increases hours by 10% to the workload.
10First Impressions: Grants b to Negotiations and Charm Skills during First meetings with groups.
5Focused Concentration: Grants a b to Disciplines Checks when involved with concentrating on Spells and Spirits can be used when bonding with Spirits.
10Friends in High Places: This is a special Contact that allows the character to call upon only once over couple of sessions (GM Discretion), if you try on a regular thing, you will abuse the relationship. You get a Pool of Presense X4 to Connection/Loyalty rating for this connection and this is probably one relationship you do not want to abuse.
10Guts: Grants a b to All Fear/Intimidation checks
10Hawk Eye: Has Exceptional Eye sight. Grants a b to Perception Checks and when spotting things allows them to see them at additional range. All ranges have been increased a additional range. This is natural sight, if you augment the eye sight, they will lose this bonus.
10High Pain Tolerance: This Grants b to Resilience Checks when Dealing with Pain from being damaged.
10Home Ground: Grants a b to all Survival and Perception Skills while the character is on his Home Turf. This is also useful for Mages and Deckers, they can pick a Certain area within the Digital World or Astral Plane to make as their Home Ground.
5Human Looking: Only Elves, Dwarves, and Orks can take this Quality.
10Indomitable: Grants a b to one of the following (Mental, Physical, or Social) must be picked when you get this quality. Can be choosen Multiple times and assigned to different aspects.
20Jack of All Trades, Master of None: The Character has an incredible aptitude for learning new skills. When Learning new Skills, Cost is halved up to Level 4, then it is a normal cost of levels 5 and 6. This quality does not apply during Character Creation.
20Lightning Reflexes: Grants ss to initiative Rolls and also b to all attack rolls against this character . If you take any cybernetics or spell augmentations, you will lose this quality,
5Linguist: The Character has a natural gift for Learning and understanding languages. Characters with this quality halve the learning time for a language, and the quality also provides a b to all language skill checks the character makes. If this quality is purchased at character creation, the player purchases Language skill points at half rate up to Level 2. After character creation, language skill ranks of 3 or more receive a -5xp reduction for each rank.
15Lucky: Give the character an additional Story Point
15Made Man: You are a minor member of a crime syndicate, the character can occasionally call on its resources. At the time of the purchase, select a crime syndicate as a free group contact. As the character is an actual member of the syndicate. Loyalty is increased to 3 instead of starting on 1. This status also allows him to use the sndicate as a reliable fence for stolen goods (they get 30% of the items' value) or as a source for stolen and restricted goods (10% price reduction and a -2 rarity reduction). Everything comes with a price, though. The character is expected tp participate in syndicate work, taking at least 20 hours of his time every week in a standard campaign, and costing the character one out of every four weeks in Missions play.
10Magic Resistance: Grants a b to all Arcana rolls against the character up to 4 levels allowed.
10Mentor Spirit: Everyone needs some help in life, even if it comes from someone relatively filmy and insubstantial. Mentor Spirit means the character follows a patron spirit that guides him in his practice of magic and provides certain advantages and disadvantages to his natural abilities. A character may change mentor spirits, but may have only one mentor spirit at a time. To change mentor spirits, the character must first buy off the current mentor spirit as if it were a negative quality. He can then purchase the quality again to follow a different mentor spirit. This cost represents the toll of divorcing from one mentor spirit and bonding with a new one.
10Natural Athlete: Grants bb to the Athletic skill rolls.
10Natural Hardening: This quality makes the character's neural structure resistant to feedback. This grants 2 soak to firewalls.
5 or
10
Natural Immunity: The ability to casually sip poison can never be over-rated. A character with Natural Immunity has an innate or developed immunity to one single disease or toxin.
This quality is available at two levels. If purchased at the 5xp level, the character is immune to a single natural disease or toxin. If Natural Immunity is purchased at the full 10xp level, the character is immune to a single, synthetic (artificially created) disease or toxin. Natural Immunity does not affect diseases or toxins that are magically based, such as HMHVV.
5Night Vision: This allows you to remove b involving environment for Perception checks. The quality would be completely lost of you upgrade for cybernetics or magical means.
5 or
10
Perceptive: Grants a b to Perception checks for the lower level or gives a bb for the higher level of this quality.
10Photographic Memory: A character with Photographic Memory can instantly recall facts, dates, numbers, or anything else he has seen or heard. The character gains bb to all memory checks.
10Poor Link: There's a haze to the character's aura that makes connecting over a distance difficult. All ritual sorcery, including friendly efforts, directed at the character receives bb for the Riyual Spellcasting skill. The character also has a bb for any resistance saves might have to make against the Ritual, including against friendly rituals.
10Privileged Family Name: With the quality the character's family is exceptionally well- connected, and his real name carries significant clout in his home sprawl (selected at character creation). Though probably known as a rich, spoiled brat, the name (and accompanying SIN and ID) is like a get-out-of-jail free card for small misdemeanors (such as being caught carrying a weapon, casting an unauthorized mental manipulation spell, or driving a car without a license). Even when trying to act tough, local minor NPCs suffer bb on Social skills against the character. In order to have this quality the character must also possess the SINner (National or Corporate) quality. Remember that this quality also makes the character very easy to identify if those not concerned with their family name start asking questions.
10Quick Healer: A character with the Quick Healer quality receives a bb to all Medicine skill checks made on/for/by her, including magical healing.
5 or
10
Resistance to Pathogens/Toxins: A Character with Resistance to Pathogens/Toxins can fight off diseases and drugs more easily than other characters and receive a b to Resilience checks. This quality comes at two levels: a 5 xpe character is resistant to either pathogens or toxins, not both. If the character purchases this quality at 10 xp, she receives the b for resisting both.
10
per item
Restricted Gear: Right place, right time, right friend, or the stars aligned. No matter the reason, the character has managed to acquire or get a line on one piece of really hard-to-find gear she abso;utely had to have. The character can take this quality up to three times; only one of those times can occur at character creation. Selecting it at character creation allows the character to buy a piece of gear with a rarity up to 10. They do, however, have to pay an extra 30% for the item.
5School of Hard Knocks: The streets were the character's classroom. Thanks to all the time spent trying to stay one step ahead of the next guy, and knowing that knowledge is power on the streets. If purchased at character creation, the cost is half rate up to level 2. After character creation, Street knowledge skill ranks of 3 or higher receive a -5xp reduction fer each rank.
5Sense of Direction: Sometimes the compass asks you which way is north. This quality allows even the most citified character to always know true north. With even a single rank in the Survival skill, she can always retrace her path. She can also estimate distances traveled accurately within a few meters as long as she is alert and able to perceive her surroundings when traveling. The quality offers a b on navigation skill rolls.
10Sensei: You don't know what you don't know. This quality gives you someone who knows what you don't know and has chosen you to be the recipient of their knowledge. The character selects a skill for their Sensei to have mastered when the quality is purchased. They must have a contact of connection Rating 3 or higher with expertise in the area they will teach the character. The Sensei has a skill of cccccc.The Sensei charges nothing for her services to the character, and she generally should be available to the character, though the specifics of the relationship are under the gamemaster's discretion.
5Speed Reading: The character is granted a b to recall anything he has read and would allow an additional b if is also involves the photographic memory as well.
10Spike Resistance: Characters with this quality have an inherent resistance to harmful forms of biofeedback such as black IC, dumpshock, black hammer, etc. For every level (up to 3) the character gains 2 soak to resist damage from harmful biofeedback.
10Spirit Affinity: Available only to magic users, the Spirit Affinity quality allows a character to be attuned to one type of spirit. These spirits find the character interesting, are drawn to her, and are more inclined to assist her. They may be reluctant to attack the character, and if forced to do so they are likely to use nonlethal power. Watchers and minions do not count for this quality as they are constructed and are not summoned like normal spirits. Spirit Affinity provides magicians with 1 additional spirit service for each spirit of that type, and provides a b for binding rolls.
Magic user may possess this quality for a type of spirit that is not part of their magical tradition.
10Spirit Whisperer: There is something about you that makes some spirits want to avoid you- while others seem addly drawn to you. Spirits add b to resist summoning rolls from characters with this quality. However, if the character succeeds in summoning, the spirit summoned is always at 1 point of force stronger then chosen. For all purposes, the character is considered to have summoned the spirit at the declared Force---it simply shows up at 1 point of Force higher than expected. Summoned spirits behave rather curiously toward the character, asking questions about the character's past, though no amount of mastery can compel them to reveal why they are so curious and why they show up stronger than summoned (the gamemaster should play up this mystery it could even be the basis of the eventual campaign).
5Steely Eyed Wheelman: When driving vehicles over rough terrain, reduce difficulty rolls by one
5Technical School Education: All your schoolbooks focus on the practical and real-life working world. Thanks to time spent being formally educated in a technical school, the character can buy Professional Knowledge skills at half during character creation. After character creation, Professional Knowledge skill ranks of 3 or higher receive -5 reduction for each rank.
5 to
20
Tough as Nails: “Hit me!” is your favorite phase. This quality can be taken up to 4 times, each time providing one additional to either strain or wound, up to a maximum of 3 on either strain or wound.
5,
10,
15,
20
Trust Fund: for 5xp, the trust fund income covers a middle lifestyle with 500 credit left over each month.For 10xp, the income covers a low lifestyle but offers the character 2,000+ (1d10 x 100) credits each month thanks to a deal with their landlord to rip off the trustee.For 15xp, the income covers a High lifestyle with 1,000 credits left over.For 20xp, the money covers a Middle Lifestyle and offers 3,000+ (3D10 x 100) credits thanks to one of those special deals. The character must also possess the SINner (National or Corporate) quality; additionally, the lifestyle they pay for cannot be paid for through other sources and is part of the records connected to the SIN. None of these lifestyles can be shared on a long-term basis, as the landlords are leery of anyone staying at the place and possibly ruining their deal. Note that there is a chance that if the character is caught breaking the law, the trustee may suspend benefits at the gamemaster's discretion.
15Trustworthy: There's just something about your baby face, good manners, or personality that makes others want to trust you. This quality grants a b to all social skills against the character
10Vehicle Empathy: Grants the character a b to the driving skill and improves the handling class by one but only for the character.
10Water Sprite: You sure you're not part merrow? This quality provides bb to all Athletic skill rolls involving Diving and swimming.
5Will to Live: This grants a b to your Resilience rolls for when you save vs. Dying. You can purchase this 3 times
10Witness My Hate (Magicians only): All of a spellcasting character's single-target Arcana skill rolls get a bonus b when casting an attack feature.
  Negative Qualities

Negative Qualities

Negative Qualities are detremental to the character in some way and provide the character additional starting Experience Points. The character may select up to two negative qualities.


CostDescription
-5, -10, -15, -20Addiction: There is four levels of Addiction:
Mild -5xp:During Withdraw the character has a b on all Mental or Physical skill rolls.
Moderate -10xp:During Withdraw the character has a bb on all Mental or Physical skill rolls, along with b on all Social skill rolls. along with bb on all Social skill rolls.
Severe -15xp: DuringWithdraw the character has a bbb on all Mental or Physical skill rolls, along with bb on all Social skill rolls.
-20xp:During Withdraw the character has a bbbb on all Mental or Physical skill rolls, along with bbb on all Social skill rolls.
-5, -10Albinism: is a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. The -5xp penalty results in a b on all bright sunlight where as the -10xp results in bb on all bright sunlight activities. If you invest in in Cybereyes, this needs to be down graded and you will need to pay it off as soon as possible.
-5, -10, -15, -20, -25Allergy: There is 5 levels to this quality:
Uncommon -5xp: You get a b to all checks involved with your Allergy.
Common -10xp:you get a bb on all checks involved with your Allergy.
Mild -15xp:you get a bbb on all checks involved with your Allergy.
Moderate -20xp:you get a bbbb on all checks involved with your Allergy.
Severe -25xp:you upgrade one of your d to a c on all checks involved with your Allergy.
-5
-10
Amnesia:
-5pt Surface Loss:Knowledge rolls (GM rolls in secret to decide if you would know this)
-10ptsNeural Deletion:GM decides your fate.
-10Asthma: For every 2 points of wound you receive, reduce your Strain threshold by 1. When you suffer the strain points from this, follow these rules instead:
1 point: Wheezing: take b to all physical actions, and b to all Social skills.
2 points: Shortness of Breath:take b to all physical actions, And b to all Social Skills.
4 points:Chest Tightness:take b to all physical actions, and b to all Social Skills.
8 points: Wracking Cough:take b to all physical actions, and b to all Social Skills. All Effects are cumulative.
-10Astral Beacon: This gives the character a b to Stealth checks while in Astral Space and while trying to hide from others looking for him that would grant them a b on Perception checks trying to find this character. This is only allowed to characters that have Access to Astral Space.
-15Bad Luck: When Using your Story Point, everything you want it to do has bad effects, like the dice are Setback, Difficulty, and Challenge Dice instead of Positive Dice.
-10Bad Rep: Gives the Character a bb on Social Skills involving with people that know he has a Bad Rep.
-10Bi-polar: GM rolls a D6, on a result of 1 or 2. the character is in a depressed state, result of 3 or 4, the character is in a maniac state, and on a result of 5 or 6, the character is stable.
Depressive State:The character is lethargic, unmotivated, and unable to focus. Apply a bb to all Agility, Willpower and Intellect Rolls.
Maniac State:This grants the character b to all Agility rolls and also sets back the character and gives them bb on all Intellect and Willpower rolls.
-5Big Regret: Mistakes happen. Sometime in the Character's past they did something serious that they regret; maybe they were part of a political affair; or they were involved with the wrong corporate project. Character is Given bbb on all Social Skills with others that know of this Regret.
-15
or -5
Blind: Characters with this quality are completely blind and can perceive nothing visually. This means they automatically fail all vision-based Perception skill rolls. They also face a bbbb for general Perception checks, a bbb on all Vigilance skill checks. The character can not use Cybereyes, as the blindness is a nerve issue, leaving them incapable of processing any visual stimuli, regardless of the source.
Since Astral Sight is not a truly visual sense. Awakened characters who are blind can still use astral Perception all the time and at least have some sense of objects in the world, but gamemasters should still apply bb to all actions performed on the physical plane while perceiving the astral, including indirect combat spells, and keep in mind the differences between the astral and physical worlds.
-20Borrowed Time: The Gamemaster rolls 3D6 in secret, rolling 3 of a kind characters time is up. Sometime during the session, Dramatic combat, character dies.
This quality cannot be bought off. If the player changes their mind and wants their character to survive, the gamemaster can allow the character to survive, at a cost. When their number's up (and not before), the character must burn all their current story points to stay alive. The quality then goes away.
-15Code of Honor: The character has a binding Code of Honor when it comes to killing members of a specific group; it's a matter of unwavering principle. The character with the Code of Honer quality chooses a specific group that they will not kill. Examples of this group could include women, children, innocent bystanders, or a specific metatype. Any time anyone attempts to kill a member of the character's protected list, the character must roll a Resilience skill roll with bbbb. A failed roll means the character must immediately put a stop the violence against the member of their protected group. Or can take other Codes, like the following:
Assassin's Creed:A character never kills anyone that they are not paid to kill. Being precise as an assassin, not leaving collateral damage, and being invisible are important hallmarks of those who believe in the Assassin's Creed. Characters who take this version of Code of Honor lose 1 xp for every unintentional and/or unpaid murde they commit.
Warrior's Code:The character who follows a Warrior's Code maintains a strict sense of personal honor. In 2075, this likely means a character will not kill an unarmed person, take lethal action against an opponent who is unaware or unprepared for an attack (i.e.: a quard who doesn't know the runner is there), or knowingly take an action that could kill someone who is defenseless (i.e.: from a stray bullet or allow someone to be killed from a sniper shot). The character loses 1 xp per unarmed or defenseless person they kill or allow to be killed through their actions.
-10Codeblock: Acharacter with the Codeblock quality always has trouble with a particular Matrix action. He receives a bb any time he attempts that type of Matrix action.
-15Combat Paralysis: The character will always act last in the group. Character will always have bbb in Vigilance checks.
-10Computer Illiterate: The Character has bb on Computer Skill and Mechanics Skills involving Computers.
-10,
-15,
-20
Creature of Comfort: Character loves the higher Lifestyles like Middle lifestyle, High Lifestyle, and Luxury Lifestyles. For everyday you must spend in lower lifestlyes.
-10 xp Middle Lifestyle:take b to all Social and Medicine Checks.
-15 xp High Lifestyle:take bb to all Social and Medicine Checks.
-20 xp Luxury Lifestyle:take bbb to all Social and Medicine Checks.
-5,
-10,
-15
Day Job: Character has a Day job. Will need to have a Sin that the job is connected with, could be a Fake SIN or actual SIN.
-5 XP:1,000 credits per month and need to do 10 hours a week.
-10 XP:2.500 credits per month and need to do 20 hours a week.
-15 XP:5,000 crdits per month and need to do 40 hours a week.
When combined with the fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.
-15Deaf: Characters with this quality are completely deaf and can perceive no sound at all. This means they automatically fail all audio-based Perception checks. They also face bb for general Perception checks and bbb in Vigilance checks for Surprise.
-5,
-10,
-15
Dependents: A character with the dependents quality has one or more loved ones who depend on them for emotional support and financial aid.
For -5 XP Level:the dependent is an occasional nuisance; dropping in unexpectedly (such as when the character must go to a meet), needing emotional support, favors, or other confirmations of friendship/commitment, and occasionally money. Raise the character's Lifestyle cost by 10% each month.
For -10 XP Level:The dependent is a regular in convenience: needing attention and commitment on a regular basis, getting involved in the character's affairs, sharing living space. Raise the Character's Lifestyle cost by 20% each month.
For -15 XP Level:The dependent is a close family or a life partner and lives with the character. Th dependent is a strain on the character's time and resources, and/or requires special care or attention that limits the character's availability for missions or specific actions. Raise the Character's Lifestyle cost by 30% each month.
-5Dimmer Bulb: Maybe it was one too many hits to the Head, Maybe the Character's mother dropped her as a baby, or maybe she never got into the whole “thinking” thing. My purchase up to 3 levels in the quality, Each time Add b to all intellect or Willpower checks.
-5Distinctive Style: A character with the Distinctive Style Quality has at least one aspect of his appearance,mannerism, pr personality that makes him inconveniently memorable. Whatever Distinctive Style the player selects makes her character easy yo remember. Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives bb for relevant checks. This quality is physical in nature and does not apply to astral searches. This quality may only be taken once. This quality is incompatible with Blandness.
-5Driven: The character has an obsession, something that drives them forward. Everything they do is designed to bring them one step closer to solving the enigma in their life. Gives the Character a bb to the Resilience check when trying to do other things when working on a project they are Obsessed with.
-5Elf Poser: The Elf Poser is a human character who wants to be an elf. She associates withelves as much as possible, talks like elves, and alters her appearance to resemble an elf. Characters with this quality may undergo cosmetic surgery to get elf ears and elf eyes, and they may successfully pass as elves and avoid any negative Socialmodifiers associated with being a non- elf.
Real Elves consider Elf Posers an embarrassment, many humans think of them as sellouts, and other metatypes generally consider posers to be pathetic. If an elf discovers the character's secret, the elf is likely to treat her with contempt and hostility. Give the character a b to all Social Skills when dealing with Elves who know what he truly is.
Only Human characters may take the Elf Poser quality.
-5Emotional Attachment: The character has an irrational emotional attachment to the piece of gear. The character will always use this item, even if presented with a “better” option. If the character lost this piece of equipment, will suffer a b on skills involving this piece of equipment until they find the equipment piece.
-15Ex-Con: Runners often brag that they'd go down in a blaze of glory before they let the pawns bring them down. The prison system is full of them. A character with this quality is fresh out of the joint and still on the legal leash, so they have several drawbacks.
First,The local police corporation has a full file and rundown on the character, including augmentations, magical training, known associates, biometrics data, a material link, etc. This file is duplicated by the local prison corporation if they are different than the police force and is connected to their nice new Criminal Sin (sorry, no extra points there). Plus, the character cannot have restricted or forbidden augmentations, as the prison system removes them to protect the other inmates and staff (and sell them to the black market).
Second.The character is on parole and has to check in with their parole officer (PO) twice a week via the Matrix and once a week in person. Plus, the PO can choose to make a house call any time they want. Whether the gamemaster wants the character to have a sleazy or a squeky clean PO is up to them. But each creates their own bundle of problems.
Third,The character is known to be an ex-con and is limited in their choice of contacts. Street-level folks will still freely associate with the runner—hell, they might even commiserate while waiting in their mutual PO's waiting room. Corp contacts will only associate with the character if they have a Loyalty Rating of 4 or higher, and law enforcement contacts only stick by the runner if they have a Loyalty Rating of 5 or 6.
If the character ever gets past their parole or creates a new life for him- or herself, this quality must be bought off or replaced with other negative qualities of equal or greater value.
-10,
-15
Flashbacks: Whether due to PTSD, mental torture, psychotropic IC, or just a scarring experience, the character suffers vivid memory-based sensory hallucinations. The flashbacks are triggered by a specific stimulus. Whenever the character encounters their triiger stimulus, they must make a Resilience check with either b or a bb to avoid being incapacitated.
During the flashback, the character is unable to perform any useful action and may instead perform physical actions reflecting their mental misperceptions.
During character creation, work with the gamemaster to determine the stimulus and xp value based on how common that stimulus will be in the campaign. The stimulus can be any sensory input, including something on the astral plane or in the Matrix. A-10 xpstimulus should come up about once every other shadowtun, while the-15 xpstimulus should pop up at least once in every game session.
-5
per level
Gremlins: Characters with the Gremlins quality don't get along with Technology. Devices malfunction inexplicably, software crashes unexpectedly, vehicles refuse to start, components become unusually fragile at his touch, and wireless links suffer faltering connections and odd interference whenever he's involved.
For each level (maximum 4), gives the character a b on all Computer and Driving skill rolls. Gamemaster could use his imagination with what happens. This effect only applies to external equipment and does not affect cyberware, bioware, or other implants.
-10Hobo with a Shotgun: The character has survived on the streets for so long that anything else makes them distrustful and suspicious. The character will not choose to stay in accommodations above Squatter. If, for example, the team elects to spend the night in a Middle Lifestyle hotel, or even a squalid Low Lifestyle motel, the character will walk out and find a confortable alley to sleep in rather than bear this “Luxury.” If forced to stay somewhere above Squatter, the character will have bb to all his Mental attributes as he becomes confused, erratic, and agitated until such a time as he is able to spend a day in a Squatter or Street lifestyle to rezone himself.
-10Hung out to Dry: Welcome to the world of Social shunning. For some reason, unknown to the character, her contacts have suddenly clammed up and stopped answering her calls, and the new connections she makes suddenly dry up when they get wind of her social pariah status. The gamemaster knows the reason no one will talk to her, and it's up to the character to try to figure it out and maybr clear her name. These events could be focus of an entire campaign or just a few side-jobs here and there that the character might need to convince her running mates to help her out on.
If other members of the team start to ask around as to why the character is on the outs, their contacts may get a little tight-lipped and may even clam up until the situation is resolved. Once the situation is resolved, the character will need to either buy off this quality or replace it with another of equal value as a result of the events.
-5Illiterate: Though literacy is not really necessary thanks to the advances of the Sixth World, most folks can at least sound out “See Spot run.” Whether because she grew up in the wild (urban, rural, or otherwise), or just never had the opportunity, the character cannot read a lick. She can ask others, use an agent program, or get software on her commlink to scan and read things aloud, but anyone aware of the intellectual deficit will look negatively on the character, all others interacting with the Character grant b on all Social Skills with this character. The character also suffers bb when working with Computer and Mechanics skills dealing with all high tech devices.
-5,
-10,
-15
In Debt: Whether it came betting the ponies or buying that new pony, the character owes money to an unsavory third party. The player and gamemaster must work out the details, but the happy thing is, for every level of experience points spent to be In Debt, the character gets 25,000 credits to spend during character creation.
Now it's time for the bad news. The character now owes some nasty people the amount they borrowed, plus another fifty percent, and the amount increases by ten percent every month until it's paid off. If the character misses amonthly payment, which has to be at least the interest for the month, they take 1 wound of damage for every 20,000 credit they owe. This can't be resisted and can't be healed until they pay their minimum as their friendly neighborhood lender sent the appropriate message and then leans on them until they get their money. They can also expect to be asked to do some discount work and maybe even a few favors while they have the debt hanging over their head.
The quality can be bought off if the character has both the xp and cash to pay the debt. If they only have the cash but not the xp they can trade for another negative quality of equal xp. If they don't want that, then the lenders suddenly become scarce, and the character is unable to make payment until interest compounds again, leaving them deeper in debt.
-5Incompetent: An Incompetent character possesses a total lack of knowledge or ability with a certain active skill. This gives the character b in a skill the character picks when he gets this quality.
-10Incomplete Deprogramming: Sometimes you feel like a nut, sometimes you don't. A character with this quality was once mentally programmed to be a deep-cover agent for an agency.
When they left, their deprogramming wasn't completed properly for some reason.

The Gamemaster could create a secondary character that the character could become from time to time. The original Character needs to make a Resilience check with a b, if the character fails then they could allow the secondary character to come out.
-5,
-10,
-15,
-20,
-25
Infirm: Characters with this quality often think, “I should hit the gym” but rarely get past buying the membership, or they're on the downward slope of life and just too old for this drek. This quality represents some kind of diminished physical fitness aptitude. For every 5 xp, the character adds b to All Physical Skillchecks whether they are a Brawn or an Agility check.
-10
or
-15
Insomnia: A character with the Insomnia quality has trouble falling asleep and seldom feels well rested. Usually, this is only an annoyance. For runners, however, this can become a major problem when they are dependent on being able to rest at every opportunity to remain sharp. Insomnia can lengthen the amount of time it takes for a character to recover damage.
At the -10 XP level, when rolling for “recovering from Strain” at the end of an encounter, your character can make asimple DisciplineorCool check with bb, if successful, recovers Strain based on how many successes. When Medicine checks are rolled,b is given to the one who is doing the Medicine check, Wounds would be recovered but not Strain.
At the -15 XP level, when Rolling for “recovering from Strain” at the end of an encounter, your character can make asimple DisciplineorCool Check with bbbb, if successful, recovers Strain based on how many successes. When Medicine checks are tolled,bb is given to the one who is doing the Medicine Check, Wounds would be recovered but not Strain.
-10Liar: You'd never make it as Pinocchio. Everyone around knows the character to be a compulsive liar, and even when she manages to utter the truth, she just sounds false and insincere. Let's look at how this plays out. First, the character receives a b to all Social skill rolls. Also, whenever the character addresses someone, the gamemaster rolls 1D6, on a result of 1, the target of the conversation calls bullshit and assumes the character is lying, no matter what they are saying. Trust is lost, conversation is over. This occurs with every conversation the character takes part in. Any NPC who lost trust in the character this way continues to maintain a certain level of mistrust, and the next time they encounter the character, things go wrong on a roll of 1 or 2. If it happens a third time, the character gains a point of Notoriety, and reduces the Loyalty value of the contact by 1 (if it was a contact). If this means they hot Loyalty 0, then say sayonara to that contact.
-10Loss of Confidence: The Loss of Confidence quality means something has caused the character to lose confidence in himself and one of his abilities. Though a skilled decker, he failed to hack into a Stuffer Shack host, or despite high Agility, he glitched an easy Climbing Test and fell into a dumpster—whatever the reason, he now doubts himself and his abilities. In checks involving the affected skill, the character suffers a bb to his skill checks. Only skills with rating 4 or higher may suffer the Loss of Confidence quality. Story points may not be used for skills rolls involving this skill when the character is Suffering Loss of Confidence.
-10Low Pain Tolerance: Characters with Low Pain Tolerance are particularly sensitive to pain; they incur -1 wound modifer and -1 strain threshold.
-10Night Blindness: No one understands how dark shadows are like you. The character's natural vision does not adjust well to poor lighting conditions. All Light/Glare environmental bb for the character, with the exception of full Light/No Glare, which still has no modifier.

This quality is incompatible with any other quality tha affects the eyes of the character and must be immediately bought off if the character corrects the issue with cyber-or bioware. If the character does not have enough XP to buy off the quality, they cannot get the corrective gear.
-5
-10
Oblivious: The character with this quality fails to notice the troll in the corner with the Panther cannon --- even after they've fired it! A -5XP level of Oblivious means a b to all Perception checks, including standard, Astral, and Matrix. On top of that, at the -10 XP level, all Perception checks increase bb
-5Ork Poser: Influenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human character who alters her appearance to appear as an ork. Various cosmetic biomods- tusk implants, steroids, larnyx alterations, etc-allow him to successfully pass as an ork. Ork posers are an embarrassment to many orks, but some tolerate, if not appreciate, the compliment behind the effort. This means an ork who discovers the character's secret may either become very hostile towards him or be willing to let the character join the “family”--- provided he passes an appropriate hazing ritual to prove his “orkness.” 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.
-10,
-15
Pacifist: To hurt another is to mar the soul. This quality represents two levels of moral inflexibility that prevent the character from delivering, or allow others to deliver, harm to another being. At the -10 XP level, the character avoids violence not performed in self- defense. The character will not participate in runs involving wetwork and maytry to persuade other team members from doing so. Non-lethal attacks (gel rounds, tasers, flash-bangs, stun spells, etc.) are still considered “violent,” and may only be used in self-defense-after an opponent has clearly attacked the character, other team members, or innocent by-standers.
At the -15 XP Level, the character will not commit any violence regardless of provocation or threat to themselves or others. If the character commits any acts of violence they are stricken with a powerful sense of guilt and suffer bb to all checks involving Mental attributes until the character succeeds on a Easy Resilience check with bb.If the character does not succeed at the test within seven days. They lose 1 point of Willpower or Presense, whichever is higher. The loss is permanent, but the bb involving Mental attributes goes away.
-10Paranoia: It's only paranoia if they aren't out to get you. In the shadows, being cautious is often mistaken for being paranoid, but there's a dramatic difference between the two. A character with this quality truly thinks everyone is out to get her. Whether this is really the case, or simply a matter of an overactive imagination, the character faces bb on all Social skill checks involving contacts with a loyalty less than 4 or any generally unfamiliar person. The character also refuses to ever give out her address or any information on where she lives and must change living spaces every few months to ease their fear of being found.
-10Paraplegic: Characters with this quality are paralyzed from the waist down. They can perform any physical tasks that do not require the use of his legs, and locomotion usually occurs via wheelchair or wheelchair drone. The character is fast, with a walking speed of Agility X 3 and running speed of Agility X 4, regardless of metatype (shadowrunners get the fast and agile wheelchairs of marathoners and murderball athletes, not slow and cumbersome chairs). They have trouble, though with stairs and curbs, which can prevent them from getting where they need to go.

The paralysis can be permanent or a temporary condition while the character builds of funds to get surgery to fix the cause. Once the repair is done, the quality has to be bought off. The character has a lot of additional expenses to make the world more manageable. To reflect this, their Lifestyle cost is increased by 10 percent (cumulative with racial modifiers) and vehicles need to be modified, increasing their price by 5 percent, or have a Rigger Interface for DNI control.

The quality does not affect the character's abilities in astral space or the Matrix.
-5,
-10,
-15,
-20,
-25,
-30
Phobia: Fear is the mind-killer. It can also cause reactions from distraction to utter panic. A character with this quality has a visceral fear of some kind that shakes them whenever they are exposed. The severity of the fear determines their reaction to it and any modifiers they may face in its presence.
-5 XP Uncommon Mild: (example: smell of Roses)b to all skill checks involved.
-10 XP Common Mild: (example: sunlight, Trolls, and Magic)bb to all skill checks involved. -15 XP Uncommon Moderate:bbb to all skill checks involved.
-20 XP Common Moderate:bbbb to all skill checks involved. -25 XP Uncommon Severe:bbbbb to all skill checks involved.
-30 XP Common Severe:bbbbbb to all skill checks involved.
-5Pie Iesu Domine Dona Eis Requiem: The character is a flagellant, believing in causing himself pain to serve a greater good. Perhaps they seek clarity through pain; perhaps it is a constant act of contrition for their deeds. Whatever the reason, the character gains a Wound point but always starts the day with 1 wound taken. This can be healed, but the character will seek to cause himself another point of damage as soon as possible.
-5,
-10,
-15
Poor Self Control: Whether they're a boaster, an adrenaline junkie, or just can't stand disorder, characters with this quality span a variety of mental ticks that all boil down to the inability to control one's actions.
Braggart -5 XP:No one has ever done it bigger or better then her. The character will always try to top anyone else's claims of success, even to the point of lying about it.
Roll a HARDResilience check, if successful you back down from the bragging.
Thrill-Seeker -5 XP:It's all about the rush. The character will always take the most dangerous and risky option in any situation. Character needs to Roll an AVERAGE Resilience check, if the character fails the roll, they get a payoff which is a bonus b on either a Cool or Vigilance check for Initiative rolls.
Vindictive -5 XP:Though best served cold, the thought of Vengeance sure makes your blood boil. No matter how small the slight, it cannot go unreturned, and the escalation factor must always be considered. An insult may be returned with a calm threat, a threat might get the same or may require a payment in pain, and any injurious assault must be brought back upon your enemies two-fold (or more). To resist the urge, Roll an AVERAGE Resilience check, and even when resisted, the character must add the offender's name to their hit list for the future.Compulsive -15 XP:There is an order to all things that must be maintained, and the character feels the need to exert their sense of order on everything. Roll an AVERAGE Resilience Check to resist your compulsive behaviour.
Combat Monster -10 XP:The red rage blinds to all but vistory. A character with this quality loses much of her self-control once a fight has begun. She'll fight until all her opponents are disabled, even if outnumbered and losing, Roll a HARDResilience Check to clear her head enough to break off the fight.
-5,
-10,
-15
Prejudiced: With this quality the character is Prejudiced against members of a specific group of people; metahumans, Awakened, non-metahuman sapient critters, or some other group. The character is not merely intolerant – he is outspoken about his beliefs and may actively work against the target of his prejudice, this quality can get the character into trouble for expressing his views or when forced to confront the targets of his prejudice.
For -5 XP biased (Common or Uncommon):Character receives bb to all Social Skills while the Prejudiced gets bb to all Social skills against the character.
For -10 XP Outspoken (Common or Uncommon):Character receives bbbb tp all Social Skills while the Prejudiced gets bbbb on all Social skills against the character.
For -15 XP Radical (Common or Uncommon):Character receives bbbbbb to all Social Skills while the Prejudiced gets bbbbbb on all Social Skills against the character.
-5,
-10
Records on File: One of the Big 10 megacorps possesses a relatively up-to-date record of the character's SIN. Biometrics, personal, and medical data. The gamemaster and player can work together to figure out why they have this data or the player can leave that mystery up to the gamemaster.
For -5 XP Level: Any skills to track or identify the character gets a bonus bFor -10 XP Level: Any skills to track or identify the character gets a bonus bbNo character can have Records on File and Erased at the same time.
-5,
-10,
-15
Reduced (Sense): One of the character's five ( or six for certain awakened folks) senses is about as sharp as a butter knife. Any skill rolls involving the certain senses gets bb and is cumulative with other Reduced Senses. This can be selected multiple times.
For -5 XP, would be for Reduced sense of Smell and/or Taste.
For -10 XP, would be for Reduced sense of Hearing, Sight, or Astral Sight. For -15 XP, would be for Reduced Sense of Touch.
If this sense is ever repaired or corrected permanently, the quality must be bought off, If the character does not have enough XP to but off the quality, the intended repair cannot be made. No character can have Reduced (Sight) and Blind at the same time, or reduced (hearing) and Deaf at the same time.
-10Scorched: A Scorched character is coping with neurological problems brought on by damage caused in some way by Black IC, Psychotropic IC, or BTL. The problem can manifest as short- or long-term memory loss, unexpected blackouts, frequent migraines, diminshed senses (sight, touch, smell, etc), and mood disorders such as paranoia and anxiety. The player chooses one specific effect of Scorched, and its effect should be pronounced enough to hinder the character and present potential VR or slots a BTL chip, the character must make a DAUNTING Resilience check. On a failed roll, he experiences the specified physical effects for six hours.
The only way to eliminate the Scorched quality is to get the medical treatment necessary to repair the damage, then spend the XP to buy off the Negative quality. Once Scorched, though the character remains susceptible to the condition. Another bad encounter with Black or Pyschotropic IC or a BTL will bring this quality back. In addition to the physical side effects the character may experience from being Scorched, the character is vulnerable to damage inflicted by either Black or Psychotropic IC or BTL. When faced with this IC, the character must make a HARDResilience check to be able to confront it without panicking. If he is able to confront IC that caused their Scorched condition, the character suffers -2 on their soak value when these programs are inflicting damage.

To take the Scorched quality for BTL, the character must have at least a Mild Addiction to BTLs and posses the gear necessary to use BTLs.

To take the Scorched quality for Black and/or Psychotropic IC, the character must be either a decker or a technomancer.

Memory Loss (short term):The character does not remember slotting a BTL chip. Character makes DAUNTING Resilience check immediately, A failed check means the craving comes back immediately as do the symptoms of withdrawal. Character must slot another chip. For encountering IC, a character must make a FORMIDABLE Resilience check. A failed check results in gaps in memory and possible disorientation while in host.

Memory Loss (long term):The same effects of Memory Loss (short term) apply. In addition, for the duration of the effect, the character loses access to one skill. He simply does not remember how to use it. Treat as unaware in that skill until symptoms abate.

Blackout:For the duration of the effect, the character retains no memories of events during that time frame. Memory cannot be restored by technological or magical means.

Migraines:The character receives bb on all Physical and Mental skill checks, sensitivity to light, and nausea.

Paranoia/Anxiety:All Social Skills suffer bb
-15Sensitive System: A character with the Sensitive System quality has immuno-suppressive problems with cybernetic implants. Double all Essence losses caused by cyberware. Bioware implants, regardless of how they are grown or designed, are rejected by the character's body.
-5Simsense Vertigo: Characters who suffer from Simsense Vertigo experience feelings of disorientation whenever they work with augmented reality, virtual reality, or simsense (including smartlinks, simrigs, and image links). Such characters receive bb on all checks when interacting with AR, VR, or simsense.
-15Sensory Overload Syndrome: Sensory Overload Syndrome (SOS) is a growing epidemic in the world of ever-present AROs and excessive wireless sensory input. The condition is an offshoot of AIPS, and victims suffer similar epileptic episodes. Whenever a character with SOS enters an area of high ARO saturation (gamemaster discretion) or attempts to make use of sensory enhancement systems, they must make a DAUNTING discipline check or enter into an epileptic seizure for (5-a) minutes.
The condition can possibly be prevented by deactivating enhancement systems, the character's commlink, or running the commlink in hidden mode, but these last two options create issues in areas where identification is required or suspicious when not broadcast.
-10Signature: The origami swan can mean only one thing. For some reason, a character with this quality feels it is necessary to leave their calling card to announce their involvement in a job. The signature is usually some specific item, symbol, or technique the character uses that identifies their participation. For those who know the character and their signature, the signature is easily identified. Anyone performing a check to identify the character's handiwork or track the character is given a bb on their skill checks.
Sinner (Layered): There are four types of SINs that fall under the SINner (Layered) quality; National SIN, Criminal SIN (either Corporate or National), Corporate Limited SIN, or Corporate Born. Individuals with SINs are required by law to always broadcast their SINs. A legal SIN is required for all legal purchases. This makes them very useful things to have, so those who are SINless generally get by with the use of fake SINs just so they can participate in society.
-5,National SIN -5 XP: The character has what is called a National SIN. The character's parents were lega; citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the national military, or work in the national government. A National SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character's background has the character's biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go sideways. Also, nations typically sell the personal information tied to the character's SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don't have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).
-10,Criminal SIN -10 XP: The character has a Criminal SIN (either Corporate or National his Criminal SIN replaces any previous SIN. At some point in his life, the character was arrested and served time for a felony-level offense and was branded a criminal for the rest of his life. He is legally required to broadcast his Criminal SIN at all time; failure to do so is a felony and can lead to re-incarceration. He is shunned by law-abiding society. Law-abiding citizens will, if they must, deal with a SIN-less character before they'd have any interaction with a known criminal. With his Criminal SIN, the character will experience prejudiced views, suspicion, and/or open hostility from most people with SINs. He will often be denied entry to certain locations (high- end stores, car dealerships, museums, galleries, etc) and will have difficulty finding legal employment. He can expect to be brought in and help up to 48 hours for questioning anytime a crime is commited in his area. The judicial system in 2075 is more an assembly line than institution of justice. Suspects are treated as quilty inless proven innocent, plausible circumstantial evidence is often sufficient for conviction, and sentencing has more to do with the judge's mood than the crime. In this environment it's likely the cops will be more interested in closing the case than solving any crime; they may try to pin crimes on the character with the Criminal SIN whether or not she had anything to do with it. Some degree of “adjsting” facts and “interpreting” witness accounts to support allegations is common; fabricating evidence, if only to meet conviction productivity goals, is not rare. Magic users tend to receive much harsher treatment from the judicial system than mundane criminals. If the character is a magic user with a Criminal SIN, he is registered with local law enforcement. He can expect regular-but usually not scheduled-checks to confirm he lives and to ensure he is not using forbidden spell formula, foci, or other magical gear. The nation or corporation that issued the Criminal SIN will keep close tabs on the character. If he fails to update residential information or appears in any way to be trying to evade their oversight, he is subject to arrest. He is also required to pay a fifteen percent tax on his gross income to the entity that issued his Criminal SIN.
-15,Corporate Limited SIN -15 XP: Under most circumstances the Corporate Limited SIN replaces any National SIN. His Corporate Limited SIN becomes part of the Global SIN Registry, to which law enforcement agencies and security corporations alike have access. Many of these Corporate Limited SINs record whether or not the character is Awakened. The Corporate Limited SIN allows the character to be employed by the megacorp under most circumstances, and it replaces any National Sin that the character may have had previously. With the Corporate SIN, the character can be gainfully employed by the issuing megacorporation as a wageslave, a low-ranking member of the corporation's security services, or an enlisted member of the corporation's military. Though he could have a secret-level security clearance to perform his duties, he cannot rise to a leadership position, become an officer, or be part of the megacorporation's Special Forces (such as the Red Samurai). As a group, characters that possess Sorporate Limited SINs are believed to either know something valuable about the inner workings of the megacorporation or have a skill set rival megacorps would want; as such they are considered valid targets for extraction, even if they are no longer active with the corporation. Characters with the Corporate Limited SIN experience prejudice and hostility from those in the shadows who are SINless. The Sinless believe the corporations deliberately keep them poor and powerless so they can be exploited. The character with the Corporate Limited SIN may find himself being personally blamed for his corporation's actions-protesting he has no real authority and no connection with the actions in question usually does little good. To the SINless and neo-anarchists the character with the Corporate Limited SIN has sold out and chosen a corrupt and oppressive system over his own people. The character pays twenty percent of his gross income in taxes to his Megacorporation.
-25Corporate SIN -25 XP: The character with this IDwas probably born into a megacorporation, or belonged to one when it achieved extraterritorially. At least one of his parents probably had the Corporate Born SIN as well. Characters with the corporate Born SIN had the potential and the opportunity to advance through the corporation hierarchy. If the SINless discover the character's Corporate Born SIN, reactions will range from deep suspicion to violent hostility; serious injury and death are real possibilities. The character's loyalty to his corporation is never questioned, which can be an insurmountable liability in a culture that works against the megacorp. Would-be runners have been killed for holding Corporate Born SINs. Fortunately, Corporate Born records are limited to the megacorporation that generated them. Files in the Global SIN Registry can confirm she has a valid SIN, but do not contain any additional information. Those with Corporate Born SINs pay a tax of ten percent of their gross income to their corporation.
-10Social Stress:
-10Spirit Bane: A character with Spirit Bane really torques off a certain type of spirit. Whether the character has a reputation for harming this sort of spirit or something about her aura enrages them, spirits of the type affected by the Spirit Bane are likely to harass the character when she is in their presence, and they may be reluctant to obey or perform favors for the character or her friends. If spirits of this type are order a party that includes the character, these spirits will single her out and attempt to destroy her first. Affected spirits will always use lethal force against these character with the Spirit Bane quality. If the character with Spirit Bane tries to summon or bind this spirit, she suffers bb for the attempt. If the summoner tries to banish a spirit of this type, the spirit receives a bb for resisting her attempt. Watchers and minions do not count for Spirit Bane, as they are constructs that are not summoned like normal Spirits.
This quality may only be taken by magic-users. Magic users may possess this quality this quality for a type of spirit that is not a part of their magical tradition.
-15Uncouth: The character with the Uncouth quality has difficulty interacting with others. All Social Skills have a bb added to the skill checks and when learning Social Skills add an additional 5 XP per level.
-10Uneducated: An Uneducated character is not mentally impaired--- she just never had the opportunity to learn. All knowledge skills suffers bb.
-10Unsteady Hands: A character with Unsteady Hands has mild shakes that affect the Agility in his hands. The character suffers bb on all Agility-based checks.
-10Vendetta: This is some Hatfield and McCoy-level drek. The character is entangled in a blood feud with an individual or group, and no matter the initial cause, the Vendetta is now as much an issue of honor and reputation as revenge. The quality means the character has extreme difficulty resisting a confrontation with her foe.
Whenever the character encounters the target of her ire, she must make a HARDresilience check or else have no choice but to incite a violent confrontation. If the character should ever neutralize their nemesis, they have two options. They can buy off the quality, or someone new will pick up the vendetta, giving the character gets a new nemesis.
-10Wanted: It feels good to be wanted, or maybe not. Though most runners are probably wanted for questioning in a few cases, this is something different. When the character takes this quality, they work out why they have a bounty or contract on their head. The bounty should be worth at least 25,000 credits, enough to tempt even one's own “friends.” The character should have to frequently deal with someone coming for them or finding one about the bounty and using it against them.
If for some reason the bounty ever goes away, like the character is turned in or they clear their name, the quality must be bought off with XP.
-10Weak Immune System: A character with a Weak Immune System has reduced resistance to infections and disease. Roll a DAUNTING Resilience check with bb when rolling against Pathogen/Toxins.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!